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For pally, a good basic build would be to focus on str, con and char. You will need at least 14 wisdom by level 20 to be able to cast all 4 levels of spells as well. For skills, Jump, and balance are two really important as Jump dictates how high you can jump in the game. Balance will help against the many, many creatures that try to trip you.
For feats, it will depend on what weapon type you want to use, but they are pretty self explanatory. Cleave, power attack and greater cleave are all useful for most melee characters.
The breath weapon fits well with Sorc because they'll also be investing in Spell Power for their other spells. OTOH, it would give a Pally another attack option, and caster Bards are often one SLA short in their rotation, so adding the breath weapon (which is a cone like many of the other Bard spells) might be ideal... except Bard SLAs are all Sonic and that's not a breath weapon option, which means increasing two different spell powers.. not impossible, but potentially challenging.
But you do have to plan for whether or not you'll use the breath weapon, because it requires an investment in spell power to keep it relevant as you level.
But those three classes have VERY different playstyles: The Sorc wants to nuke from afar; the Bard's spells are short-ranged, so they need to at least get close to groups of mobs to get the most from them, while a Paladin plays all up close and personal.
You kind of have to pick one before anyone can help you with a build.
And then you have to pick a focus (what might be a 'Prestige' in other D&D implementations).
For Sorc, it's mostly what element you'll specialize in, and one backup for mobs that are immune or healed by your primary element.
For Paladin, it's mostly what type of fighting style: Two Handed, Two-Weapon, Single Weapon, or Sword and Board.
Bard has the greater variety, since there are melee Bards (Swashbucklers) and caster Bards (Spellsingers and Stormsingers).
So.. pick your class and subclass and I'll happily help with some build recommendations. I don't guarantee my builds are OP, but I'll at least avoid most of the obvious gotchas you might otherwise encounter.
OK. Paladin. But there are still the other unanswered questions:
Will you use the breath weapon? It requires raising Spellpower and is best if you also invest in metamagics for which the paladin otherwise has no use. And to maximize its effectiveness will take 20AP or thereabouts.
What fighting style do you want?
THF (Two Handed Fighting) - shines vs groups of mobs; high per-hit damage that reduces the effect of things like DR (Damage Reduction); not ideal vs bosses; benefits most from things lie Power Attack; requires high Str to get all the Feats
TWF (Two Weapon Fighting) - single target focused; relies on a higher number of actual swings; gear-intensive (you need twice as many weapons); requires high Dex to get all the Feats
SWF (Single Weapon Fighting) - also single target focused; fast attack style; low entry bar (just needs 7 total Balance Skill to max)
Shield Mastery (Sword and Board style) - lowest DPS/highest defense; at the cost of a Feat for Dwarven Axes or Bastard Swords, can add a fraction of THF's strengths vs multiple targets; splits into two major options: Vanguard (shield as weapon) or Sacred Defender
Since you're looking to make a Dragonborn, which has bonuses to Str & Cha, you should probably lean into that. Str-based is simplest, but if you have access to Feydark Illusionist Universal Enhancement Tree, for 7AP you can go Cha-based for attacks and damage and improve your LoH (Lay on Hands), Saving Throws, and Turn Undead (not used often) with the same stat as your attacks. You do still need to have at least 17 Str (base + tomes + levelups) to get all the THF Feats if you go that route.. or 17 Dex for TWF Feats.
So Breath weapon (yea/nay), Fighting Style, Attack stat.. tell me those and I'll provide you a build. I also need to know if you have more than 28 build points (unlocked or bought 32 point builds or have TRed), and which Universal Enhancement Trees you have access to.
all these classes he mentioned are good and will work!
but he didn't mention to you the most important class -Favor soul- either and they are absolute power houses, and one of my personal favorites! They would work great with dragon born breath if you choose fire because the souls gets a ton of light and fire spell power in their trees. They can scale spells off of charisma or wisdom whichever stat is higher! at lvl 2 you can choose between 2 feats grace of battle and knowledge of battle! that will allow you to scale you're charisma or wisdom for you're favored weapon to hit and damage, so you don't even need str to hit its just given to you for free basically. They get tons of damage and absorption mitigation's, medium and shield proficiency so you can face tank hits like a champ! they heal as well and i think they do it better than a cleric for the simple reason they get twice the spell pool clerics do. So basically you're a tanky sorc that can heal yourself and others! YOU will always be a priority in high end groups or raids because of the healing / damage and utility you provide, you get wings and this narley archon lantern that will passively attack foes without command.
Basically you're just a Boss is what you are, that's just a simple way to put it! and he was doing you a total disservice bye forgetting to mention this to you! I've made lots of them if you want to know exactly how to build them DM me or i can just spread a build out right here for everybody to see! IDC either way!
you can do warlock as well i don't have much experience with this class personally its something im going to get around to playing, but i just wanted the option to be there!
I might use the breath weapon depending on the situation, I don't think it'll be my go-to thing. I dont really know how good it is though.
I don't want to suck against bosses so I think I'll go for SWF
I dont have Feydark Illusionist, but I'll go for Str and Cha. I think I'm gonna do something like 18 STR/6 DEX/14 CON/8 INT/14 WIS/16 CHA. I just started the game so I only have 28 points to start with.
You didn't mention this! But I would do sorc if this is the case! because to me it sounds like you really want the dragon-born breath attack to hit home! and you need high charsima for this!
Pallys are going to be more durable and very good but they are half-casters, like bards and you need fey dark illusionist, wich isn't free, and for the charisma to hit and damage and high charisma for Breath DCs, what i mean is you need strong melee dps and you need it to scale off charisma for both melee dps and breath DC, and high smite damage!
as a f2p player you're going to have to split you're str and cha if you dont want to buy Fey-dark illusionist.
If you buy fey-dark illusionist you can just dump str almost entirely and have everything scale off charisma!
Thats why i recommend sorc! for a few reasons!
1. straight forward, you focus on one element and one damage stat!
2. High spell point pool for a new player this helps allot!
3. Very easy to make a 32 point build work!
4. Breath attacks will be far better than a pally split stat build! and you will have 2 breath attacks when you get to epics!
only con is they are not very durable so you hafto git gud!
Good point. Favored Soul is another excellent option. They can be built primarily as casters, which will pair well with the Red Dragon fire-based breath weapon, or as melee. They can even use Cha or Wis as their to-hit and damage stat IF they're using their deity's Favored Weapon (and there are Enhancements to broaden that).
Which takes this option back off the table for you. Still, someone else reading this might have it available.
If you're not planning on investing heavily into the breath weapon, there's little point in using it; it'll be like spitting on your enemies. And while you don't need to go all in on it, doing it right requires:
- Spell power
- Feats (Metamagic and possibly DCs)
- about 20 AP in the Dragonborn tree
- gear
There'd be no point spending the AP without doing at least a fair bit of the other stuff. And Paladins don't get any extra Feats, so trying to get appropriate melee feats AND casting feats will just overload the build.
SWF is a reasonable choice. I note that THF doesn't suck against bosses; it's just that that's not where its strengths lie. And, ofc, you'll meet a lot more large groups of mobs than you will bosses. Plenty of quests don't even have one. Note that if you play in a group, it's reasonable to depend on your teammates for support with whichever is your weaker focus: bosses or mob groups.
That said... Stats
Str: 18 Str is a good starting point.
Dex: Dumping Dex is wise on a heavy armor melee (heavy armor limits the bonuses from Dex anyway).
Con: You'll want a minimum of 16 Con if you can get it. You plan on standing toe to toe with mobs; you need to be able to take damage.
Int: You've dumped Int. That will allow you to maximize only 1 Skill* (not even that in this case unless it's Balance because you need a minimum amount of Balance to go SWF).
But in any event, look at the skills list and decide how many of them you want. If you only want one, dumping Int is fine. Every additional Skill you want to invest in will require 2 more points of Int (10 for 2 Skills, 12 for 3 Skills, etc). That, ofc, is to maximize those skills. You could decide to take 7 Balance and then invest the rest of your points in another Skill without capping either.
Wis: The 14 Wis looks like a good idea on the surface; you need it to be able to cast the highest-level Paladin spells. However (unlike Feats), gear, spells, potions, etc work to meet that requirement. Wasting 6 AP there is not optimal. Dumping Wis (take 8) is pretty common for Paladins. You can buy Pots that give a +4 to Wis or use an item. That'll take you to L10 (you get L3 spells at L11). The most you need is a +6 Wis item to bring a dumped Wis up to 14. OTOH, there IS something to be said for never having to worry about it. That's a personal decision; I'm just laying out the options.
Cha: While Cha is helpful to a Paladin, you have to decide how much to invest there. Since you're Str-based (no Feydark Illusionist tree to go Cha-based for to-hit and dmg), it's not primary like Str & Con. Cha helps with Lay on Hands (which if you don't run Reaper may not need the boost), Turn Undead (which doesn't scale well into higher levels anyway, so most people don't use it), and the Cha bonus is added to all your saving throws, which is arguably its most important value.
As a 28 point build, if you start with 18 Str & 16 Con, you have 8 points to distribute among Int, Wis, and Cha (with a starting Cha of 10 as a Dragonborn). I can't advise you of the best distribution; that's going to be personal. If you put 6 into Wis so you never have to worry about the ability to cast your spells, however, you'll have only 2 points remaining.
*Skills:
Imo, the Pally class skills are a bit of a joke (Concentration, Diplomacy, Heal, Intimidate).
- Concentration is only necessary to prevent spellcasting from being interrupted by incoming damage: important to a DPS caster.. not so much for a Paladin.
- Diplo drops aggro from mobs to someone else; this is pretty much the opposite of what a Paladin needs.
- Heal slightly increases the HP granted by your Cure spells, but not enough to really matter.
- Intimidate (active skill) is the one skill a Pally probably actually wants from their Class Skills list; it pulls aggro from others to yourself ('hate' does the same thing but is passive in nature; you find it in Enhancements). Note that if you solo, Intim (and Diplomacy) have no effect; they need someone to dump aggro on or pull it from, though hirelings and pets DO count.
Imo, the Skills aside from Intim that a Pally might actually need/use are:
- Balance (get back up quicker if tripped or otherwise made prone.. important in the front lines); do remember you need a minimum of 7 Balance to take Greater Single Weapon Fighting (GSWF); also that's 7 RANKS of Balance. Since it's a cross-class Skill, that's an investment of 14 Skill Points for you.
- Spot (being able to see sneaky mobs BEFORE they hit and/or trip you)
- possibly UMD (though for a first-lifer without tomes having it as a cross-class skill, you probably won't get enough to make it very useful).
This entire recommendation ignores the OP's selection of Paladin and their ambivalence about the breath weapon. And you do NOT need Feydark Illusionist as a Paladin; Str-based works fine.
Those personal biases of yours have made this into a description of what you want to play, rather than a build the OP has requested.
i don't want to play sorc ive already mastered that class lol
a f2p pally takes 4 stats to get online and he doesn't have any tombs lol
the option i mentioned is sorc becouse you just need 2 stats and that is con and charisma.
and if you cant clearly scroll up and read he said he likes sorc and pally so that is within the OPS request! so go drink you're coffee and wake up, maybe put you're glasses so you can see then come give me a shout out! love to hear from you buddy!
Next up: Feats (with some reference to Enhancements for context)
As a Str-based SWF melee Paladin, you get 7 Feats on the way to L20 (I won't detail Epic Feats and the like; hopefully by the time you get there, you'll have your own preferences.).
If you were going THF, I'd recommend Power Attack. As an SWF, the penalty to-hit is the same and the bonus to damage is halved. Also, as a first-life 28 point build, you have a higher risk of missing than those of us who've played longer, so trading to-hit for damage isn't likely your best option. Even if you were to take Power Attack (prerequisite for the Cleave line), I'd recommend you keep it turned off. And you won't need to take the Cleave line anyway, because there are Enhancements that give Cleave attacks.
And that's why I look at Enhancements and Feats together. There's no point taking a Feat that duplicates an ability you can get from an Enhancement. Feats are a scarcer resource in many builds.
Enhancement overview:
You have three Enhancement trees available as a Paladin. If you're not going S&B, the Vanguard tree is largely useless, being focused on using a Shield as a weapon.
Of the remaining two trees, Sacred Defender (SD) is focused on survivability and Knight of the Chalice (KotC) on DPS. You'll want to invest in both. Nice thing about Enhancements, they're malleable; for the cost of some plat (increasing the more AP you've spent in a tree), you can reset a tree and start over if you don't like the choices you made.
An important Enhancement option for a Paladin is the one that lets you use a wider range of weapons and have them count as your deity's Favored Weapon. KotC's T2 Adept Combatant adds Longsword, Battle Axe, Heavy Mace, Morningstar, and War Hammer, while its T3 Holy Combatant adds Greatsword (Not relevant to an SWF build). There are a number of Enhancements and possibly spells that are dependent on you wielding a Favored Weapon.
Back to Feats:
Obviously, you want the entire Single Weapon Fighting line (SWF, ISWF, GSWF, and in Epic levels, PSWF). That accounts for 3 of your 7 Feats on the way to L20. Offhand Versatility may also be an excellent choice.
Another can't miss Feat is Improved Critical. It comes in several flavors (Bludgeon, Slash, etc). Take the one that suits your weapon choices best (as a Divine, that means your preferred Favored Weapon).
Tactical attacks like Trip and Sunder (and their Improved variants) are intended to allow you to control the battlefield. Unfortunately, as a first-life 28 point no-tome build, you are likely to fail to land them too often. New toons generally perform badly on DC-based attacks, so best to avoid them.
Skip Feats that add Dodge. As a heavy-armored character, Dodge will cap at a low figure.
If your Favored Weapon is included on their list, Knight Training and Swords to Plowshares are invaluable.
As mentioned, Skip the Power Attack/Cleave line.
Two other possible options are Force of Personality if your Cha is higher than your Wis by enough to matter, and Precision.
Other than that, I can't think of any other must-have Feats; pick what takes your fancy. ;)
I won't go too detailed on this one. Since they can be respecced easily, they're a valid 'try and see' category. As mentioned, the Enhancements that broaden your Favored Weapon options (if that applies) are best taken before any that improve your abilities with said weapons.
Exalted Cleave and Avenging Cleave are going to be important for an SWF Pally when facing groups of mobs. (That alone suggests you're going to want KotC to be the tree where you pick your Tier 5 Enhancements; you can only do that in one tree.)
Exalted Smite will greatly increase your damage vs tougher opponents and bosses. Extra Smites will, ofc, let you use it more often. KotC's T5 Holy Retribution will even return Smite Evil charges to you.
Appropriate use of Action Boosts can push your capabilities when facing tougher opponents as well. Normally I'd go for Power. However, as a newbie if you find you miss often on harder targets, consider Attack Boost instead.
In the SD tree, note that Enhancements that improve your Sacred Defense stance (toggle) have no effect until you take Core 2: Sacred Defense. It's dumb that you can take Enhancements at L1 that won't have any effect until you reach L3 and take that stance, but that's how it works. Read the Enhancements in SD carefully; some require a Shield; others simply require that you be wearing Medium or Heavy Armor.
And remember to drag the Stance from the Enhancements tab of your Character Sheet to a shortcut bar and turn it on.
There's a lot in the SD tree that's valuable even without a shield, but KotC will fit you better overall.