Daxeguard, and other flavors of Vanguard

Daxeguard is my favorite build and playstyle of all time. I'm a paladin fanboy, I've enjoyed trying to push paladin to the limits since Ravenloft when I first stepped my feet into the high skulls endgame. Over the years I've played and spent months on different paladin builds of all the different melee fighting styles. Daxeguard was what I was maining before the epic destiny revamp and I enjoyed it so much I purchased 6 wishes of memories just so I could keep playing it. Unfortunately, the epic destiny revamp caused the racial AP requirement to go from 4 rAP to 12 or 11+1 rAP/uAP. That's too rich for my hamster wheel avoiding self and actually caused me to leave the game for about a year and a half among other issues, but I've updated my build for U59 and have made other more accessible vanguard builds that I hope others can enjoy.

The Daxeguard provides on demand burst windows by chaining adrenaline and exalted smite together fast enough that you maintain full uptime on crusade. T5 Divine Crusader's Mighty Crusade causes smite to grant crusade for 4 seconds and paladin's exalted smite has a cooldown of 3 seconds. This basically allows us to buff damage as much as Turn the Tide whenever we want to without needing to dedicate our epic strike to consecration and instead use adrenaline. Which by the way, pairs perfectly with exalted smite, shield attacks, and divine sacrifice. You become the holy Whack-A-Mole, giving heretics a one way yeet to Baator. This is not unique to vanguard but it's the playstyle the build used to have a unique niche with. The old epic destinies had an adrenaline with a much shorter cooldown but required a very high rate of procs to recharge fast enough to spam. Daxeguard was unique where it benefitted from all the THF specific buffs of FotW and had an attack speed fast enough to sustain an adrenaline smite spam. Nowadays I play a SWF pally and can only adrenaline every 3rd smite but it's still a fun playstyle for paladin.

Daxeguard
Paladin 20
Lawful Good Dwarf


Stats
. . . . . . . .36pt . . Tome . . Level Up
. . . . . . . .---- . . ----. . .--------
Strength. . . . 18. . . .+8. . . .4: STR
Dexterity . . . 10. . . .+8. . . .8: STR
Constitution. . 18. . . .+8. . . 12: STR
Intelligence. . .8. . . .+8. . . 16: STR
Wisdom. . . . . .8. . . .+8. . . 20: STR
Charisma. . . . 13. . . .+8. . . 24: STR
. . . . . . . . . . . . . . . . .28: STR


Feats

.1. . . . : Two Handed Fighting
.3. . . . : Dodge
.6. . . . : Improved Two Handed Fighting
.9. . . . : Improved Critical: Slashing
12. . . . : Greater Two Handed Fighting
15. . . . : Mobility
18. . . . : Spring Attack
21 Epic . : Overwhelming Critical
22 Destiny: Doublestrike
24 Epic . : Shield Mastery
25 Destiny: Perfect Shield Mastery
27 Epic . : Precision
28 Destiny: Embodiment of Law
30 Epic . : Epic Damage Reduction
30 Legend : Scion of: Ethereal Plane
31 Destiny: Shield Mastery Specialty

.1 Deity. : Follower of: Olladra
.6 Deity. : Luck of Olladra

Personally, I level my vanguards as a normal THF paladin and then swap to SnB at endgame. The way that the attack speed and crit profile is so backloaded into the vanguard tree as well as the shield mastery feats being very restrictive to grab while leveling rather than specialization at 31 just makes the leveling process as a SnB awful. You don't need the CC from shield smash so just stick with SoS til cap. Onatar will give higher dps with the MP clicky but personally I just enjoy having a heal in R10s. Spring attack is also another personal choice, the deity feats are a decent option as well since daxes should be receiving the +2 hit/damage perks as a martial weapon for dwarves.

Spells

  1. Bless (4), <Any>, <Any>, <Any>
  2. Righteous Command (8), Angelskin (10), Remove Paralysis (16), <Any>
  3. Prayer (11), Remove Curse (12), Magic Circle Against Evil (19), <Any>
  4. Holy Sword (14), Zeal (15), Cure Serious Wounds (19), Break Enchantment (20)

Spells are pretty basic, you want to make sure you keep up prayer for yourself and the group, don't forget to hit the tank as well! Same goes for primal scream. Break enchantment is handy to clear certain ground effects like the dog puddles in LoB.

Enhancements (Spent: 80 +11r +1u / Max: 80 +11r +1u AP)

Knight of the Chalice (41 AP)
  • Slayer of Evil, Courage of Heaven, Slayer of Evil II, Improved Courage of Heaven, Slayer of Evil III, Champion of Good
    1. Extra Smites III, Shieldbreaker III
    2. Adept Combatant, Divine Might III, Critical Mastery I, Action Boost: Power III
    3. Holy Combatant, Divine Sacrifice: Melee I, Exalted Smite: Melee III
    4. Knight's Training, Censure Demons, Vigor of Life
    5. Ascendency, Censure Outsiders, Vigor of Life, Holy Retribution: Melee
Vanguard (31 AP)
  • To the Fore!, Shield Combat I, Vicious Shield I, Shield Combat II, Vicious Shield II
    1. Shield Specialization, Shield Smash III, Unbalancing Shove I
    2. Shield Specialization, Stunning Shield III, Missile Shield III
    3. Follow Up III, Fatal Bulwark
    4. Vanguard Armor Mastery III, Shield Charge III, Myrmidon's Edge I
Dwarf (12 AP)
  • Dwarven Toughness
    1. Dwarven Weapon Training: Axe Training, Dwarven Armor Mastery III
    2. Dwarven Tactics II, Dwarven Weapon Training: Axe Training
    3. Dwarven Weapon Training: Axe Training
Vistani Knife Fighter (8 AP)
  • Knife Expertise
    1. Undead Hunter, Mist Stalker, Acrobatic I
    2. Haste Boost III


The reason for this AP split is that divine retribution is by far the fastest smite generation available. With DC's endless smiting and Lindal's belt, smite generation becomes 1.5 per minute and an additional 2 per minute if retribution is used on cooldown. This translates to about a 23% uptime on crusade even when the smite pool is completely empty. So whenever there is downtime like waiting for the SiC optional to be completed, use retribution just to regenerate more smites. Ascendancy stacks are also very powerful and very relevant in the current raiding scene. So our T5 is in KoTC, and the KoTC's capstone is not only stronger than vanguard's due to the extra ascendancy stacks and 3% damage buff for the party, but it also leaves 8 AP for haste boost in VKF and 31 AP for vanguard which neatly provides the full critical profile of the shield and 15% attack speed. 12 AP in dwarf grants favored weapon with daxes, this build specifically is built around daxes rather than bswords because daxe's extra multiplier works much better with adrenaline. I also pickup MP action boost in addition to haste boost because paladin's have a lower amount of action boosts and without the LD t5 you'll run out of haste boosts in long raids/quests.


Destinies (Spent: 71 (48 +23pdp) / Max: 63 (40 +23pdp) AP)7

Divine Crusader (37 AP)
  • Just Cause, Confront any Foe, Weather any Blow, Sunder Evil
    1. Divine Smite, Spear of Light II, Divine Sundering III
    2. Endless Smiting III, Holy Mantle, Bulk Up III
    3. Strike with Poise III, Axiom of Faith (Staves)
    4. Heavenly Presence, Blessed Strikes III, Rend Armor
    5. Mighty Crusade, Bring Down Wrath, Law of the Divine, Blessed Blades, Beckon Divinity
Fury of the wild (27 AP)
  • Die Hard, Die Harder, Die Hardest, Be the Whirlwind
    1. Epic Strike: Adrenaline III, Enduring III
    2. Fear My Vengeance III, Primal Scream
    3. Wild Weapons: Double Strike III, Fury Selector: Furious III
    4. Wade Through: Double Strike III, Force Selector: Overwelming Force III
Shadowdancer (7 AP)
  • Shadow Training, Step Through Shadow
    1. Stealthy I, Cover of Darkness III
    2. Dance in the Dark I


This build could certainly go T5 in LD or FoTW but I wanted to lean into the paladin and shield strengths. The fort and AC debuffs from improved/divine sundering is a huge benefit to a raid group along with providing the crusade buffs. I typically build for raiding so that is the reason for grabbing the threat reduction from shadowdancer. The nightshield is also a nice convenience since using the shield belt clicky will erase the extra smites/lohs from Lindal's belt. In raids outside of reaper and even in lower skulls all dps need to prioritize threat reduction or they just become a liability to the group and get flamed in voicechat. Little known fact, when a qstaff is used as a clicky it uses your caster levels if it is higher than the original item's. This means that a heroic GS qstaff with displacement gives me 2:36s of displacement per charge and they are super cheap to make as opposed to LGS clickies. This fun trick works for true seeing as well by using stave of the seer for a 26 minute buff. That's why I use axiom of faith to get qstaff as a favored weapon so I don't lose my ascendancy stacks when rebuffing.

Gearing


This gearset is fairly well rounded, trying to squeeze as much offense and defense as possible. You can go a little further with replacing the slavers ring with an elemental ring of acid and then filling the Fort/Resist with augments and a different dino weapon proc. The positive spellpower is just for CSW topping off. If you end up using consecration just slot a combustion augment in the shield.

Filigrees

This is what I run for filigrees. I'm used to using a lot of weapon swaps and the improvements to lag have made them much, much smoother than they were in Ravenloft era. My "Main" weapon has prowess/sanctified fervor while my "Boss Beater" drops the sanctified fervor for threat reduction and increased MP from dreadbringer. I also use a dino affirmation daxe for my exceptional charisma 2 + charisma filigrees trance swap. If you only run one weapon then I would suggest using the "Main" but change out the 2 dreadbringers for treachery MP/Threat reduction for raids.

That's the Daxeguard, hard hitting and relatively sturdy. You'll want to focus and take out high priority targets like reapers and champs. You can stunlock anything by simply knocking them down with adrenaline and shield smash is your backup CC if you need to lock down another target for later. Always buff adrenaline before an encounter because if you time it right you'll get 2 adrenalines to start the fight in rapid succession. Ideally you'll open with an adrenaline'd shield rush which is a +3W shield attack as opposed to lead the charge which is a mainhand attack then follow up with an adrenaline smite.

While I love vanguard and SnB dps, I'll be the first to admit that it is the most neglected playstyle and there is no niche that it can fulfill that something else doesn't do better. It used to have great synergy with the old FoTW due to the adrenaline spamming and recharging, a SWF daxe could somewhat come close but lost out on the THF bonuses and it was a huge investment just to get to around 95% strikethrough. Now with THF specialization a SWF daxe build just simply overshadows vanguard in every aspect and also has the benefit of being able to swap to a knight's training weapon mid combat to change to a single target DPS focus which a vanguard cannot do because they entirely lose their +.6 ability modifier when changing out of a 1.5 hander.

The issue with vanguard is that the entire fighting style is locked behind 31-41 AP spent in vanguard and 18-20 class levels just to get the fighting style functional. The defenses of wielding a shield are relatively small for a vanguard, it's a small amount of AC which can be gained through items and it becomes 25 PRR at 31 with shield specialization which is comparable to the 22 PRR/MRR from 31 AP in VKF which also gives the same amount of doublestrike as well as haste boost. The dps is so backloaded with vanguard that through heroics you're much better off using a THF because it shortens the amount of time you're in combat and it also frees up AP to be spent in SaD when the threat generation doesn't matter. The defenses of a shield that actually scales well into endgame is that doubling of MRR on reflex saves which is nice but with evasion being so easily accessible through shadowdancer and the huge defensive boost of high dodge on light armor it quickly gets overshadowed. The other aspect is the shield AC when it gets doubled by US T2 Shield prowess and SaD's T4 Reinforced defense (Realistically T5) but due to SnB already being behind in DPS you can't afford to invest that amount of AP for such a meager increase in defenses because you're already playing catchup. If you want a "tanky DPS" then just play a barbarian Occult Slayer with their high HP pool, damage reductions, temp HP, and improved uncanny dodge or a number of other tanky builds.

So how could vanguard and Sword & Board be fixed? I think the best way to solve this style's issues is to take an approach that mirrors swashbuckling's relationship with SWF. SnB should be a viable fighting style even outside of vanguard the same as SWF is without swashbuckling, swashbuckling merely enhances it for a number of builds but isn't required. The fighting style speed increases should be moved to the shield mastery feats and vanguard should have a stance that frontloads some of the strength like critical profile, secondary shield bash and added defenses like 25 PRR/MRR. In order to not upset the tank meta this stance should drop whenever you actively block and while I hate to suggest it, it may even need an induction time. The vanguard cores should then offer ability modifier to damage increases in place of the speed increases, it's very sad to have a 1X ability modifier on your mainhand when you don't have the attack speed of a TWF.

I plan to update the following posts with other vanguard builds that don't have the racial AP restriction and focus on different goals. For questions or the ddobuilder file you can reach me on discord at Hammatimes#3719
 
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Hammatimes

Well-known member
Swordguard for newer players

For newer and more casual/leveling players I would focus more on crowd control, healing and defenses. I would run something similar to this, I tried to keep it race agnostic and lower epic destiny points.

Swordguard
Paladin 20
Lawful Good Half-Orc


Stats
. . . . . . . .28pt . . 32pt. . .34pt . . 36pt. . .Tome. . .Level Up
. . . . . . . .---- . . ----. . .---- . . ----. . .---- . . --------
Strength. . . . 17. . . .18 . . . 18. . . .20 . . . +8 . . . 4: STR
Dexterity . . . 14. . . .14 . . . 14. . . .10 . . . +8 . . . 8: STR
Constitution. . 15. . . .15 . . . 16. . . .16 . . . +8 . . .12: STR
Intelligence. . .6. . . . 6 . . . .6. . . . 6 . . . +8 . . .16: STR
Wisdom. . . . . .8. . . . 8 . . . .8. . . . 8 . . . +8 . . .20: STR
Charisma. . . . 12. . . .13 . . . 13. . . .13 . . . +8 . . .24: STR
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28: STR


28-34 point spreads don't assume any dex tomes so that's why dex is at 14. The prioritization is still STR>Con>Cha.

Feats

.1. . . . : Two Handed Fighting
.3. . . . : Exotic Weapon: Bastard Sword
.6. . . . : Improved Two Handed Fighting
.9. . . . : Improved Critical: Slashing
12. . . . : Greater Two Handed Fighting
15. . . . : Shield Mastery
18. . . . : Precision
21 Epic . : Overwhelming Critical
22 Destiny: Doublestrike
24 Epic . : Dodge
25 Destiny: Perfect Shield Mastery
27 Epic . : Mobility
28 Destiny: Embodiment of Law
30 Epic . : Spring Attack
30 Legend : Scion of: Ethereal Plane
31 Destiny: Shield Mastery Specialty

.1 Deity. : Follower of: Olladra
.6 Deity. : Luck of Olladra

Spells

  1. Bless (4), <Any>, <Any>, <Any>
  2. Righteous Command (8), Angelskin (10), Remove Paralysis (16), <Any>
  3. Prayer (11), Remove Curse (12), Magic Circle Against Evil (19), <Any>
  4. Holy Sword (14), Zeal (15), Cure Serious Wounds (19), Break Enchantment (20)

Some notes on spells for new players: Virtue is a decent spell to use during the leveling process before encounters to pad your HP. Until you get a large amount of positive spellpower the cure wounds spells are rather lackluster due to how late paladin gets them. You can purchase cure healing wands which you won't need any UMD for, they're cheap and pretty handy. You also won't need any UMD for raise dead and resurrect scrolls so grab those as well.

Enhancements (Spent: 80 +0r +0u / Max: 80 +0r +0u AP)

Vanguard (41 AP)
  • To the Fore!, Shield Combat I, Vicious Shield I, Shield Combat II, Vicious Shield II, Shield Champion
    1. Shield Specialization, Shield Smash III, Unbalancing Shove I
    2. Shield Specialization, Stunning Shield III, Melee Power Boost III
    3. Shield Specialization, Fatal Bulwark
    4. Shield Specialization, Vanguard Armor Mastery III, Shield Charge III
    5. Shield Specialization, Shield Rush III, Armored Strength, Brutal Impact
Knight of the Chalice (18 AP)
  • Slayer of Evil, Courage of Heaven, Slayer of Evil II
    1. Extra Smites III, Shieldbreaker II
    2. Divine Might III
    3. Divine Sacrifice: Melee I, Exalted Smite: Melee III
Vistani Knife Fighter (12 AP)
  • Knife Expertise, Knife Juggler, Quick Reflexes
    1. Undead Hunter, Mist Stalker, Acrobatic I
    2. Mist Stalker II, Haste Boost III
Sacred Defender (9 AP)
  • Holy Bastion, Sacred Defense
    1. Extra Lay On Hands III, Improved Sacred Defense: Durable Defense III, Sacred Armor Mastery I

This build is meant to run as a vanguard through the leveling process, except for 1-2 where you'll just use a two hander. I would first focus on vanguard and grabbing the LoHs/stance from SaD first, then go into VKF for the haste boost. This leaves KoTC last in prioritization. The reasoning for this is that you won't have a bastard sword as a favored weapon for damage increases in KoTC and your charisma stat is likely to be too low for divine might to be very powerful in heroics. Exalted smites are lovely but they're very costly AP wise when your t5 is in another tree. Disorientating smash will also be great for leveling, it just gets replaced by DC's t5 at level 30.
**If you do find yourself raiding or in midskull reaper quests where a tank is present, turn off sacred defense or else the threat generation may cause you more issues than the defenses are worth.

Destinies (Spent: 65 (40 +25pdp) / Max: 65 (40 +25pdp) AP)

Divine Crusader (37 AP)
  • Just Cause, Confront any Foe, Weather any Blow, Sunder Evil
    1. Divine Smite, Divine Sundering III, Consecration III
    2. Endless Smiting III, Holy Mantle
    3. Strike with Poise III, Crusade
    4. Heavenly Presence, Blessed Strikes III, Cower Before Me, Rend Armor
    5. Mighty Crusade, Bring Down Wrath, Law of the Divine, Blessed Blades
Unyielding Sentinel (15 AP)
  • Unyielding, Ward Against Darkness, Stand Against the Tide, Last Hope
    1. Divine Energy Resistance, Attack and Defend II
    2. Renewal, Shield Prowess III
    3. Into the Fray III
Legendary Dreadnaught (13 AP)
  • Fearless, Weaponmaster
    1. Push Through The Line II, Epic Tactics III
    2. Extra Action Boosts III
    3. Action Boost: Tactics III

This covers about the barebones of the build, obviously there's a lot of goodies to take with more points like the mass rez, legendary shield mastery, strike twice etc. You'll rely more on crowd control to get through content rather than going all in on DPS, shield smash and shield rush both inherently have high DCs but you'll want to use action boost: Tactics for large groups where you'll also rely on consecration to stun. Between consecration and renewal you should have plenty of self healing and even have a decent amount of LoHs for emergencies. Without divine retribution we'll also rely on consecration to keep up our crusade buff as our smite generation is much lower.

Gearing

I'll come back with a more accessible gearset if people are interested but spinal tap and epic spinal tap are going to be a huge benefit to this build while leveling. For endgame the Daxeguard set could be used just slot the combustion augment in the shield and slot vertigo somewhere for shield rush.
 
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Hammatimes

Well-known member
Spineguard, an r10 questing focused vanguard that doesn't require daxes.

Spineguard
Paladin 20
Lawful Good Half-Orc


Stats
. . . . . . . .36pt . . Tome . . Level Up
. . . . . . . .---- . . ----. . .--------
Strength. . . . 20. . . .+8. . . .4: STR
Dexterity . . . 10. . . .+8. . . .8: STR
Constitution. . 16. . . .+8. . . 12: STR
Intelligence. . .6. . . .+8. . . 16: STR
Wisdom. . . . . .8. . . .+8. . . 20: STR
Charisma. . . . 13. . . .+8. . . 24: STR
. . . . . . . . . . . . . . . . .28: STR


Feats

.1. . . . : Two Handed Fighting
.3. . . . : Dodge
.6. . . . : Improved Two Handed Fighting
.9. . . . : Improved Critical: Slashing
12. . . . : Greater Two Handed Fighting
15. . . . : Mobility
18. . . . : Spring Attack
21 Epic . : Overwhelming Critical
22 Destiny: Doublestrike
24 Epic . : Shield Mastery
25 Destiny: Perfect Shield Mastery
27 Epic . : Precision
28 Destiny: Embodiment of Law
30 Epic . : Exotic Weapon: Bastard Sword
30 Legend : Scion of: Ethereal Plane
31 Destiny: Shield Mastery Specialty

.1 Deity. : Follower of: Olladra
.6 Deity. : Luck of Olladra

If you are boxing or don't mind a painful leveling experience, you can take 3X shield mastery feats, pSM and THF specialization at 31. This frees up a feat for epic damage reduction or you could simply drop shield mastery and choose perfect THF to get the extra strikethrough instead. This feat list is also assuming you're leveling as a THF.

Spells

  1. Bless (4), <Any>, <Any>, <Any>
  2. Righteous Command (8), Angelskin (10), Remove Paralysis (16), <Any>
  3. Prayer (11), Remove Curse (12), Magic Circle Against Evil (19), <Any>
  4. Holy Sword (14), Zeal (15), Cure Serious Wounds (19), Break Enchantment (20)

Enhancements (Spent: 80 +0r +1u / Max: 80 +0r +1u AP)

Knight of the Chalice (41 AP)
  • Slayer of Evil, Courage of Heaven, Slayer of Evil II, Improved Courage of Heaven, Slayer of Evil III, Champion of Good
    1. Extra Smites III, Shieldbreaker III
    2. Adept Combatant, Divine Might III, Critical Mastery I, Action Boost: Power III
    3. Holy Combatant, Divine Sacrifice: Melee I, Exalted Smite: Melee III
    4. Knight's Training, Censure Demons, Vigor of Life
    5. Ascendency, Censure Outsiders, Vigor of Life, Holy Retribution: Melee
Vanguard (32 AP)
  • To the Fore!, Shield Combat I, Vicious Shield I, Shield Combat II, Vicious Shield II
    1. Shield Specialization, Shield Smash III, Unbalancing Shove I
    2. Shield Specialization, Stunning Shield III, Missile Shield III
    3. Follow Up III, Fatal Bulwark, Stat: Strength
    4. Vanguard Armor Mastery III, Shield Charge III
Vistani Knife Fighter (8 AP)
  • Knife Expertise
    1. Undead Hunter, Mist Stalker, Acrobatic I
    2. Haste Boost III

Same enhancements as the Daxeguard

Destinies (Spent: 67 (40 +27pdp) / Max: 67 (40 +27pdp) AP)

Divine Crusader (35 AP)
  • Just Cause, Confront any Foe, Weather any Blow, Sunder Evil
    1. Divine Smite, Divine Sundering III, Consecration III
    2. Endless Smiting III, Holy Mantle
    3. Strike with Poise III, Crusade
    4. Heavenly Presence, Blessed Strikes III, Cower Before Me, Rend Armor
    5. Mighty Crusade, Bring Down Wrath, Law of the Divine, Blessed Blades
Legendary Dreadnaught (23 AP)
  • Fearless, Weaponmaster, Thick Skinned, Unparalleled Accuracy
    1. Push Through The Line II, Epic Tactics III
    2. Extra Action Boosts III
    3. Action Boost: Tactics III, Strike Twice III, Armor of Dusk III
    4. Carry On
Shadowdancer (9 AP)
  • Shadow Training, Step Through Shadow
    1. Stealthy III, Cover of Darkness I
    2. Dance in the Dark III

Here we focus a bit more on CC for reaper questing so consecration becomes our epic strike. We're also using the epic spinal tap which has great synergy with exalted smite and divine sacrifice due to having a larger threat range than a daxe while still having the 3X modifier. The extra threat range also loses a bit of synergy with adrenaline so that impacts the choice as well. We're far enough into LD to pickup the extra DS, tactics boost, and increased attack speed during tactics boost to make trash packs smoother. We'll also run ancient tactics and rely on reaper strike memento to keep doublestrike capped most of the time.

Gearing will be similar to the Daxeguard but a few changes to accommodate using epic spinal tap.


Epic Spinal Tap is kind of like the bastard sword version of Fellblade except it's down some enhancement bonuses and only has 1 augment slot. Unfortunately since we're putting tough shields there that leaves no slots for DR breakers, you can either drop tough shields, drop a destiny feat, or make friends with someone who can cast DR breakers on your sword.
 
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Labuff

Active member
I just want to add, replace Bless *the moment* you get Prayer. The two are mutually exclusive, and Bless gives strictly less things than Prayer (Prayer not only gives more bonuses, but it also debuffs any enemies in it's AoE. Oh and did i mention that Prayer is AoE while Bless is single target ?)
 

Hammatimes

Well-known member
I just want to add, replace Bless *the moment* you get Prayer. The two are mutually exclusive, and Bless gives strictly less things than Prayer (Prayer not only gives more bonuses, but it also debuffs any enemies in it's AoE. Oh and did i mention that Prayer is AoE while Bless is single target ?)

You're thinking of divine favor, not bless. But yes good point! I think divine favor is slightly faster to cast but prayer being aoe is worth the extra casting time.
 

Labuff

Active member
You're thinking of divine favor, not bless. But yes good point! I think divine favor is slightly faster to cast but prayer being aoe is worth the extra casting time.
Right, sorry i confuse the two... But yes, as someone who wants to make a pally next life, i think that this is what i plan to build ! May i ask for what exactly to you put into the build, per level ?

Also, how do you make it so that you have 36 points for char creation ?
 
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Hammatimes

Well-known member
Right, sorry i confuse the two... But yes, as someone who wants to make a pally next life, i think that this is what i plan to build ! May i ask for what exactly to you put into the build, per level ?

Also, how do you make it so that you have 36 points for char creation ?

After two reincarnations your character gets 36 build points except for when playing a drow. The Daxeguard build requires a minimum of 12 racial AP so it is not very new player friendly. The Swordguard I updated the 2nd post for will be more new player friendly and will have different build focuses as a result.
 

Labuff

Active member
After two reincarnations your character gets 36 build points except for when playing a drow. The Daxeguard build requires a minimum of 12 racial AP so it is not very new player friendly. The Swordguard I updated the 2nd post for will be more new player friendly and will have different build focuses as a result.
Thank you for your concern ! Also, a suggestion for early lifers as well: Include a version of the build that assumes you do *not* have tomes of stat. They are quite hard to get for them so either assuming they have a low ammount of them (or, more simply, none) would make it more begginer-friendly. Speaking of which i've yet to see a guide for *any* class aimed at begginers...
 

Ganak

Member
Really enjoying looking at this build. For context, I am a DWA/dwarf fighter vanguard afficionado. The Shield Mastery Specialty level 31 feat REALLY lends to the hand and a half vanguard pally who is feat challenged. Tier 5 of Divine Crusader really adds very compelling shield damage (Your shield is now considered a Favored Weapon for the purposes of your Divine Crusader Destiny Mantle, and now Doublestrikes at 50% of the rate of your main hand Doublestrike)

This is such an interesting and well thought out build I think I might need to take my fighter dwarf vanguard to cap as a pally.
 

ShawnVW

Active member
I have a lot of experience in the game, but unfortunately not in the language of the forums. Could you explain what the words Daxeguard, Spineguard, and Swordguard mean, and what the difference is between their playstyles?
 

ShawnVW

Active member
I'm not going to ask for a full build, just some advice.

I like to solo using my Level 21 halfling paladin. I'd like differentiate her from my SnB pally, who leans heavily on Vanguard, Unyielding Sentinel, and Divine Crusader.

She does not have THF or TWF feats, but she does have Khopesh proficiency. I like your idea of heavy crowd control.

Moving forward, what Enhancements and Epic Destinies would you recommend?
 

Hammatimes

Well-known member
I have a lot of experience in the game, but unfortunately not in the language of the forums. Could you explain what the words Daxeguard, Spineguard, and Swordguard mean, and what the difference is between their playstyles?
It's just what I name the different builds. Daxe is used as the shortened name for Dwarven waraxe which the main build is built around. Swordguard focuses on using a Bastard Sword which is easier to get favored weapon access to. Spineguard is named for being specific to using the Spinal Tap Bastard Sword which is a Bastard Sword with a 3X multiplier rather than a 2X multiplier.

I'm not going to ask for a full build, just some advice.

I like to solo using my Level 21 halfling paladin. I'd like differentiate her from my SnB pally, who leans heavily on Vanguard, Unyielding Sentinel, and Divine Crusader.

She does not have THF or TWF feats, but she does have Khopesh proficiency. I like your idea of heavy crowd control.

Moving forward, what Enhancements and Epic Destinies would you recommend?
Sounds like you'd be looking for a SWF paladin build. Strimtom has a swf khopesh build that uses the Dynastic Falcata khopesh because it allows khopesh to be a favored weapon and grants charisma to-hit and damage.


It's a bit outdated but might be a good reference. I will say that typically paladins will want to focus on longswords/war hammers/battle axes since they get easy access to favored weapon status and knight's training. Sadly a paladin doesn't have access to much crowd control outside of vanguard, they can lean on greater color spray in FDI tree, sap is good for solo, consecration can have good DCs, you could also look into specific weapons with crowd control enhancements like gold curse dagger or the bitter edge. The sword sings Epic strike from fatesinger is also a early access Epic strike that has decent damage and crowd control that can help in the early levels
 
Thanks for posting this. Always looking for new Dwarf melee builds. Just ran a pure Dwarf barbarian and Dwarf vanguard fighter on my triple everything toon. Really enjoyed both. This looks fun. I’ve been considering a Dwarf paladin ( Moradin of course) for a while, think I’ll try it out soon.
 

Hammatimes

Well-known member
Thanks for posting this. Always looking for new Dwarf melee builds. Just ran a pure Dwarf barbarian and Dwarf vanguard fighter on my triple everything toon. Really enjoyed both. This looks fun. I’ve been considering a Dwarf paladin ( Moradin of course) for a while, think I’ll try it out soon.
Hope you enjoy it! Currently the left side of the Vanguard tree is bugged to not give any hit/dam so I would skip those enhancements.
 
Thanks. I noticed that on the wiki page and avoided that on my tactical vanguard too. Any thoughts on using obsidian reaver and best defense? I used those on my vanguard and the DPS was very solid. I do like the idea of swapping to a Dino axe for boss debuffing though.
 

Hammatimes

Well-known member
When the obsidian reaver came out it was definitely best in slot but it's suffered multiple nerfs since then. Dripping with magma used to proc on every swing which would reapply the full damage of 5 stacks which made this effect desirable on every build, now it has a 1 second internal cooldown which greatly lowers the damage. Keen no longer grants +2W and has become somewhat of a dead effect and armor piercing is no longer as beneficial to have on a weapon because it's much easier to build in base effects due to current gearing and augments.

Dino weapons give the strong acid dot, a metal and alignment bypass, an LGS debuff/proc as well a set bonus which makes them very hard to compete with currently. If all debuffs are accounted for (Dust/Ooze/Ash) like in an organized raid then the Hunter's Axe may be a nice option with the +.5W. For CC, Hoarfrost is a solid option because the legendary freezing ice has a higher proc chance than the ice found on dino weapons and a Paladin can reduce fortitude saves via Sunder (-6 - -18), Smite (-1), Retribution (-3), and Shield Bash (-1).

Even with all debuffs being covered, in the overall gear tetris the ability to have a DIC set bonus on the weapon is more beneficial typically, the same reasoning applies to the shield. Best Defense gives an additional +.5W over Ferrocrystal but Ferrocrystal is a part of the Summer Set which grants +30 MRR and +30% Fortification bypass in my gearset. If you can build a gearset that's more beneficial to your build then it's a good option but I find the set bonus too strong to pass on. The Hunter's Shield is also a decent option for trash despite being a buckler because it is STR based with Impact, raid scaling dice and the guardbreaking is a strong CC effect to combine with Daxe's aoe and exalted smite's extended crit range.

For comparison, my gearset with Dino/Ferrocrystal grants
Dread Isle Curse:
  • +15 Profane bonus to Melee and Ranged Power
  • +25 Profane bonus to Universal Spellpower
  • +30 Profane Bonus to PRR
  • +2 Profane bonus to Spell DC's
  • +2 Profane bonus to All Ability Scores
  • +3 Profane bonus to hit and damage
Dread Stalker:
  • +3 Artifact bonus to Sneak Attack Dice
  • +15 Artifact bonus to Melee and Ranged Power
  • 15% Artifact bonus to Doublestrike and Doubleshot
  • 15% Artifact bonus to damage vs. helpless
Eminence of Summer 3 PC:
  • +30 Artifact bonus to Magical Resistance Rating
  • +30% Artifact bonus to Fortification Bypass
and Tough Shields: +30 PRR but can choose any other 3 PC augment set.
 
Awesome. Thank you again. Seeing it all laid out like this makes it more obvious. I was using a 4 piece winter/3 piece summer set on my vanguard so was looking to possibly reuse that gear, but what you have here looks much better. The profane and artifact stacking MP is really nice.
 

Eleazzar

Well-known member
On the Dwarf Vanguard, have your tried TYWA and maxing CON while maintaining strength for shield bashes and to hit?
 

Hammatimes

Well-known member
You can't fit in even with max racial and universal points. With the new universal tome you could do 41/31/18/8 but I don't think the small bump in HP is worth it. If you have spare racial AP and want more defenses I would suggest taking the dragonmark and radiant forcefields.
 
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