Kali's Paladin Knight of the Chalice THF CHA Melee DPS build

Kalibano

Build Designer & Fun Lover!
Welcome to my build repository! I've been playing since 2006, and I play to have fun: I don't really care about 'the META'. I have 23 alts, so I actively play practically every class and race available in the game. I design all my builds fully from scratch. Hope you find them useful, and constructive comments/ suggestions are always welcome!

If you would like to contribute towards this effort, any donations will be greatly appreciated. If not, please don't worry: sharing is caring! Just sit back and relax, and enjoy the builds!

3. Kali's Paladin Knight of the Chalice THF CHA Melee DPS build
DDOBuilder file for this build. You can find and download Maetrim's DDOBuilder here.
Paladin-Kot-C-Avatar.jpg

N.B. Details about the cosmetics here

Preface to the build

This thread aims to provide the very 'core' of the build:
  • show how it started: its key aims
  • indicate the key decisions that can be made to achieve those aims: stats, skills, feats, heroic enhancements, epic destinies
  • all numbers are based on what a first-lifer (or someone with minimal past lives) would have, unbuffed, outside of reaper mode (they do, however, include equipped gear and partially completed filigrees). They are real characters, and those are the numbers I can offer.
  • numbers are indicative of the potential minimum amounts that can be achieved with the investments that were proposed
  • provide a 'photo' of what your character could look like at endgame during quite a few lives of their 'TR hamster wheel' journey
  • show the 'foundations' to be built upon, if a player decides to embark on the 'TR hamster wheel' and go out there to hunt for rare bonuses
  • gear choices are NOT part of the core build, but rather one of the most important ways to invest in the key elements of the core build to make the aims work. It has been added here simply to suggest options/ inspire. No promises are being made towards keeping this updated upon the release of new content.

DISCLAIMER: nobody in real life has been injured on the making of this thread, and nobody will suffer injuries in real life if they try it. DDO is an awesome game, and trying-and-testing + making changes to suit your specific play style are a very healthy aspect of the game. It's how you learn and get better! Try not to stress too much about what some people have to say about how you play your game. Not everyone gets that this is a game, that people are not the same, and don't want the same things! The Mountain has many paths. Have fun!

Aims of the build

Primary aim(s):
1. Area of Effect (AoE) melee DPS:
> strikethrough [always attacks 3 targets (if in range)] (inc. Imbue dmg)​
> Knight of the Chalice (KotC)'s​
> 'Holy Retribution [T5]':
> {+50% dmg}: cleave against nearby targets​
> 'Avenging Cleave [T4]':
> {+40% dmg}: a sweeping weapon attack against all nearby enemies​
> 'Exalted Cleave [T2]':
> {+20% dmg}: a sweeping weapon attack against all nearby enemies​

Secondary aim(s):
2. AoE Insta Kills:
> KotC's​
> 'Holy Retribution [T5]'
3. Crowd control:
> Divine Crusader​
> 'Consecration: Cower Before Me [T4]' {on failed save, become Cowered for 4s. Cower makes enemies helpless}
> KotC
> 'Censure Demons [T4] {On Vorpal: Stun Chaotic Evil outsiders for 3s}
> 'Censure Outsiders [T5]' {Censure Demons now applies to all Chaotic/Evil outsiders. All other Evil creatures: Dazed for six seconds}

> Vecna raid weapon​
> 'Unleash storm' {attacks + offensive spells chance to paralyse enemies DC 110 Fort}
4. De-buffs:
> KotC​
> 'Avenging Cleave [T5]' (AoE, Vulnerability stacks)​
> 'Holy Retribution [T5]' (AoE, -6 all ability scores for 10s)​
> Divine Crusader
> 'Sunder Evil [C4]' (AoE, Sunder attack inflicts -10 AC; -25% Fortification; - 3 Saves; for 12s)
> 'Bring Down Wrath [T5]' (AoE, Weapon crits, apply Vulnerability + Armor destruction stacks)
Key stats & synergies

Key abilities toolbar (main rotation):
Paladin-Kot-C-Key-abilities-toolbar.jpg


A. Charisma for melee combat:
> Purple Dragon Knight​
> 'Cormyrean Knight Training [T1]'​
> To-hit + dmg w Greatswords​
> extra stackable tactics bonus [T1]​
> KotC​
> insightful bonus from 'Divine Might [T1]'​
> To-hit + dmg​
> tactics bonus​
> Paladin​
> 'Exalted Smite [T3]'​
> 'Divine Grace' (saves)​
> 'Lay on Hands'​
> base ability for Tactical DC formulas of some key attacks/enhancements:​
> KotC (e.g. Holy Retribution)​
> Divine Crusader (e.g. Cower Before Me)​
B. Strikethrough chance = 200% [always attacks 3 targets (if in range)]
Strikethrough breakdown:
Base Bonus
> +20%​
Feats
> +60%: Two-handed Fighting​
> +30%: Improved Two-handed Fighting​
> +30%: Greater Two-handed Fighting​
> +30%: Perfect Two-handed Fighting​
Heroic
> +20%: Knight of the Chalice's 'Improved Second Strikes [T1]'​
Epic Destinies
> +10%: Grandmaster of Flowers' 'Hail of Blows [T2]'​

C. Attack speed = 15%
Enhancement bonus
> +15%: Gear/ Augment/ Haste spell​
> Attack speed boost = +30% (total 45%)
[Vistani's 'Haste Action Boost [T2]']
> 12 Charges:
Base charges
> 5
Epic Destinies
> +3: Legendary Dreadnought's 'Extra Action Boost [T2]'
Augment
> +3: 'Legendary Moment to Legendary Moment'
Airship buffs
> +1: 'Concert Hall'

D. Doublestrike = 76%
Doublestrike breakdown
:
Feats
> +5%: 'Doublestrike'​
Epic Destinies
> +6%: Divine Crusader 'Blessed Strikes [T4]'​
> +6%: Legendary Dreadnought 'Strike Twice [T3]'​
> +3%: Grandmaster of Flowers 'Hail of Blows [T2]'​
Spells
> +10% sacred bonus: Paladin's 'Zeal' (spell)​
Gear bonuses (inc Set bonuses)
> +15% artifact bonus (set bonus)​
> +15% enhancement bonus​
> +7% insightful bonus​
> +3% quality bonus​
Filigrees (inc Set bonuses)
> +2%: 'Sanctified fervor' (4-piece set bonus)​
Unknown source
> +4%: ???​
> buffable to 106% in reaper mode (capped 100%)​
[Dread Adversary's 'Reaper Strike [T1]']​

E. Weapon Critical profile =16-20/ x3
Critical threat range
Base
> 19-20: Great Swords​
Feats
> +2 feat bonus: 'Improved Critical: Slashing' (feat)​
Heroic enhancements/spells
> +1 competence bonus: Paladin's 'Holy Sword' (spell)​
= 16-20
Critical damage multiplier
Base
> x2: Great Swords​
Heroic enhancements/spells
> +1 competence bonus: Paladin's 'Holy Sword' (spell)​
= x3
Average additional base damage = +50%:​
Critical threat range 16-20 = 5
Critical damage multiplier x3 (-1 to remove base) = 2
> 5 x 2 = 10
> Each point = 5% more average base damage​
> 10 x 5% = 50%

> Crit damage multiplier boost = +2 (16-20/x5):​
Feats
> +1 on 19-20 rolls: 'Overwhelming Critical'​
Epic Destinies
> +1 on 19-20 rolls: Divine Crusader's 'Blessed Blades [T5]'​
16-20/x5 = 5 x 4 = 20
20 x 5% = +100% more average base damage
F. 14 imbue die: Light dmg (scales Melee Power):
> KotC's 'Slayer of Evil I [C1]'
Imbue die breakdown:
+3 die Feats
+2 Embodiment of Law (@lvl 28)​
+1 Scion of Arborea (@lvl 30)​
+5 die Heroic enhancements​
+5 Knight of the Chalice (Cores 2-6)​
+1 die Epic Destinies​
+1 Legendary Dreadnought (Tier 2)​
+1 dice Augment​
+1 Emerald of Arcane Empowerment​
+4 die Filigrees​
+2 Reverberation (set bonus: 2 pieces)​
+2 Long Shadows (set bonus: 3 pieces)​

= total 14 die, sustainable 100% of the time
> buffable to 15 die
+1 dice Divine Crusader 'Crusade [T3]' {lasts 4s, refreshed every 3s, for 15s total/ 20s cooldown}

G. Fortification bypass = 118%
Feats
> +25%: 'Precision'​
Heroic
> +15%: KoTC's 'Ascendancy [T5]'​
Gear bonuses (inc Set bonuses)
> +30%: Legendary Devil's Infernal Dance set bonus​
> +22%: enhancement bonus​
> +11%: insightful bonus​
Filigrees (inc Set bonuses)
> +10%: 'Dreadbringer' (3-piece set bonus)​
Airship Buffs
> +5%: 'Trapsmith's Workshop'​

H. Helpless damage = +85%
Base bonus
> +50%​
Feats
> +15%: 'Crush Weakness'​
Gear bonuses (inc Set bonuses)
> +15% artifact bonus: Legendary Temple's Inferno set bonus​
Airship buffs
> +5%: 'Game Hunter'​

I. Extra damage:
> Ability modifier to dmg = 2.5x:​
> Full THF combat style line of feats​
> Extra Weapon dmg = +1.25{W]:
Epic Destinies
> +1[W]: Divine Crusader's 'Strike with Poise [T3]'
Airship Buffs
> +0.25[W]: 'Ninja Assassin'

> +3% damage (sacred bonus)​
> via aura from KotC's 'Champion of Good [C6]'​
> +10% damage
> Divine Crusader's 'Crusade [T3]'​
> large Insightful bonus to damage:​
> KotC 'Divine Might [T2]'​
> Law dmg per Epic or Leg level on each attack:​
> Divine Crusader's 'Law of the Divine [T5]'​
> Light dmg on Sunder attacks (scales Melee Power)​
> Divine Crusader's 'Sunder Evil [C4]'​
> Extra dmg vs Undead (on vorpals):​
> KoTC's 'Slayer of Evil III [C5]'​

> Electric dmg {attacks + offensive spells chance to deal large dmg, NO save}:
> Vecna raid weapon's 'Unleash storm'
J. Melee power boosts:
> +25 bonus, for 60s (bonus = +5 Melee Power / +1 per Religious Lore)​
> Filigree: Sanctified Fervor (via Smite Evil)​
> +5 bonus, on Exalted Smite use, for 10s​
> KoTC: Exalted Smite [T3]​
> +75 Sacred bonus vs Evil Outsiders and Undead, for 6s (bonus = +3 per stack, stacks 25 times)
> Sacred bonus from KotC: 'Ascendency'​

K. Survivability (after all, soul stones do zero dps):
> Hit Points = 2.6k+ (fully unbuffed)​
> Hit Points bonus = +35%:​
Competence bonus
> +25%: Sacred Defender [T3]​
Sacred bonus
> +10%: Sacred Defender [C5]​
> Toughness feats: Heroic + Epic​
> Dodge = 17% in Heavy armor​
> Extended Max DEX bonus​
Armor
> 6 (Vecna Heavy Armor)​
Heroic
> +3: Sacred Defender's 'Sacred Armor Mastery [T1]'​
Epic Destinies
> +6: Legendary Dreadnought's 'Armor of Dusk [T3]'​
Airship buffs
> +2%: 'Game Hunter'​
I share some strategies for general defensiveness and survival in this thread. Come visit if you feel it could be useful to you!

L.
Good self-healing:
> Healing amplification = 190+​
> Paladin​
> ‘Lay on Hands’​
> healing spells​
> Divine Crusader​
> ‘Consecrate [T1]’​
> 300+ Positive spellpower​
M. Strong defenses:
Paladin-Kot-C-Defenses.jpg

> Immunities:​
> Energy Drain 'Improved Courage of Heaven [C4]'​
> Fear (Paladin innate)​
> Diseases (Paladin innate)​
The 'core elements' of the build

Class(es): Paladin (20)
Race: Purple Dragon Knight (requires a +1 heart to swap Fighter level out)
Alignment: Lawful Good (Paladin req)
Main stat: Charisma (level ups here)
Starting stats (36pt): STR: 15*/ DEX: 08*/ CON: 16/ INT: 08/ WIS: 10/ CHA: 18
* +2 STR tome req for THF feats
* +5 DEX tome req for Precision feat
Skills: Use Magic Device/ Heal/ Tumble (1 point)
Weapon type(s): Greatswords & Mauls

Feats:
Paladin-Kot-C-Feats.jpg


Heroic enhancements: 83 = 80 + (2 Racial tomes) + 1 (Universal tome)
Paladin-Kot-C-Heroic-enhancs.jpg

N.B: Multi-selector choices:
> Sacred Defender​
> T1: Improved Sacred Defense = +15 sacred PRR & MRR​
> T2: Improved Sacred Defense = +3 sacred all Saving throws​
> T3: Greater Sacred Defense = +25% Hit Points until KoTC's 'Vigor of Life' [T5, min lvl 12] -> then swap to +6 STR (mostly for Mauls)​
> T4: Greater Sacred Defense = +6 CON​

Epic Destinies: 65 = 61 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
Paladin-Kot-C-Epic-Destinies.jpg

N.B: Multi-selector choices:
> Grandmaster of Flowers​
> C2: Silver​
> C3: Chaos​
> T2: Deflection​

Suggestions for gear
(not part of the core build: choices based on what supports the main aims of the build best, with the intention to suggest/ inspire)

Gear Set bonuses:
Paladin-Ko-TC-New-set-bonuses-overview.jpg

N.B.: the Perfect Silence augment Set {+3 SA die} could replace the Tough Shields augment set {+30 PRR}, if more DPS is desired.

Gear:
(PS: Some choices ref gear cater to a much larger personal scheme/tetris where items need to get shared between several alts at endgame, where I normally play in reaper mode 6-10 skulls).
Paladin-Ko-TC-Gear-set-w-labelled-cosmetics.jpg


Paladin-Ko-TC-DPS-1-gear-planner.jpg

Paladin KoTC DPS gear planner spreadsheet above is available to download too. More on DPS gear sets in this thread.


Main Filigree Set bonuses:
Dark-Apostate-Filigree-Set-bonuses.jpg


Filigrees: 14 = 10 (weapon) + 4 (artefact)
Dark-Apostate-Filigrees-all.jpg


Filigree master plan:
  1. Primarily invest in Melee Power and Imbue die.
  2. Smite evil charges and CHA are secondary aims, if/when possible to squeeze in
  3. other effects get the least priority.


I am always happy to read, consider and respond to constructive comments/ suggestions / feedback that are provided in a polite and friendly manner. I welcome discussions with anyone who is capable (and willing) to do this. Some discussions may lead to both parties simply agreeing to disagreeing - that's absolutely fine, everyone is entitled to their opinion after all!
.
 
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Kalibano

Build Designer & Fun Lover!
Extra suggestion to make the most of this thread:

I do recommend having Maetrim's DDOBuilder open while looking at my threads, as this will enable you to:
- hover over the abilities listed and learn more about them
- experiment with changing things and seeing if they would work better for you, before doing it in the live game
- get a general overview of the key aspects of the build

I arrange my DDOBuilder screen as per the image below (not this build in the image), as it helps me view the key aspects of my builds far more easily than opening and closing a bunch of windows. Just thought I'd share, in case its useful:
Maetrim-s-DDOBuilder-sample.jpg


Maetrim's builder is really amazing, I highly recommend it!
 
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Teh_Troll

Well-known member
Interested in Pally as my GF is levelling PLs on a melee now and it'll probably be best for her to learn the game.

How's your beatdown time on the Lamania kobolds?
 

Kalibano

Build Designer & Fun Lover!
Hi @Teh_Troll. I agree Pally is a great option for learning the game. I always play Pally when I do the HCL.
This could be a good build, as it does nice DPS, while being very durable.

I haven't been to Lama on this alt in a long time, sorry not sure about beatdown time there :)

Hope she enjoys it if she gives this a go!
 

Coffey

Well-known member
Awesome build repository Kali!

Why is Two Handed Specialty unnecessary to you in both your THF builds?

 

Kalibano

Build Designer & Fun Lover!
Awesome build repository Kali!

Why is Two Handed Specialty unnecessary to you in both your THF builds?

Hi @Coffey and thanks for the compliment! :)

'Two Handed Speciality' is more like specialising in a second combat style. The bonuses it grants are the same (non-stacking) with the THF feats, so any character who invests in the THF feats should not (and cannot) take this.
THF-features.jpg

'Two Handed Speciality' grants 120% strikethrough, just as the 3 feats above. One advantage is that you don't need to qualify for the pre-requisites (on the right column) when taking the ONE speciality feat at level 31 (and it's one feat only).

I do take 'Two Handed Speciality' with my Dark Apostate/Warlock character, as it uses Bastard Swords + rune-arm and Single Weapon Fighting as its main style (i.e. I took all the SWF feats). Then, at level 31, the 'Speciality' feat basically lets me benefit from a second combat style: in his case, it increases my strikethrough, and let's my Bastard Sword hit more enemies.

Hope this was helpful! :)
 
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misterski

Well-known member
The bonuses it grants are the same (non-stacking) with the THF features, so any character who invests in the THF features should not take this.
You in fact can't take Two-handed Specialty if you have already have Greater THF. Guess the devs knew it would be confusing when they released these feats.
 
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Kalibano

Build Designer & Fun Lover!
You in fact can't take Two-handed Specialty if you have already have Greater THF. Guess the devs knew it would be confusing when they released these feats.
Indeed you cannot, as it requires you to take 3 feats from a combat style other than THF:
THF-Speciality-feature.jpg
 

Coffey

Well-known member
So this adds to Ranger DoD as well or do you need Dwarven Axes / Bastard Swords for it to count towards the total ST?

And thanks for the replies :)
 

Kalibano

Build Designer & Fun Lover!
So this adds to Ranger DoD as well or do you need Dwarven Axes / Bastard Swords for it to count towards the total ST?

And thanks for the replies :)
Great question: I'm not sure if it does. Perhaps someone else can confirm, especially if they have tested and are sure?
I believe that Fury of the Wild's bonus to strikethrough via the 'Unbridled Fury' Epic Moment does affect Dance of Death: I have a ranger that uses FotW as its main destiny, and it does seem to apply (I could be wrong, as I have not done proper systematic testing).
 
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misterski

Well-known member
So this adds to Ranger DoD as well or do you need Dwarven Axes / Bastard Swords for it to count towards the total ST?

And thanks for the replies :)
It shouldn't. The style feats require that you wield the appropriate weapon(s) or shield for them to go into effect. For THF related feats and bastard sword/dwarven waraxe that means wielding them one-handed so it won't work with DoD.

Edit: This also means that THF with a bastard sword/dwarven waraxe will work with the SWF or Shield lines. The ability score bonuses don't stack, however.
 
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Coffey

Well-known member
It shouldn't. The style feats require that you wield the appropriate weapon(s) or shield for them to go into effect. For THF related feats and bastard sword/dwarven waraxe that means wielding them one-handed so it won't work with DoD.

Edit: This also means that THF with a bastard sword/dwarven waraxe will work with the SWF or Shield lines. The ability score bonuses don't stack, however.

You can swap to any melee weapon with any fighting style after DoD is implemented with TWF. THF ST stacks with DoD ST so it stands to reason that while SWF with a bastard sword / dwarven waraxe the 120% ST from Two Handed Speciality should stack as well.

This is not something i would use (I dont enjoy constant weapon swaps) but found it interesting how ST % stack with its originator DoD.

DDOwiki:
Dance of Death: Melee Dual Wielding Attack: Deals +1/3/5[W]damage. On activation: For 10 seconds, you gain the ability to Strikethrough regardless of combat style. You also gain +0/100/200 Strikethrough for the duration. (Cooldown: 15 seconds)
Note: the initial attack only works if dual wielding weapons. However, the Strikethrough ability and bonus persist through weapon swaps to other styles, such as Sword and Board or SWF with weapons like longsword or dagger, as described. The bonus appears to apply whether or not the attack hits anything. However, once buff fades strike through on your character will be turned off, even for THF, until activated again or until you swap weapons.

Two Handed Speciality should work great while using SWF (30% Att Spd) and Shield Mastery line (10% DS) with a bastard sword / dwarven waraxe in Skirnisher. This allows for a great MC with Fighter, Bard and w/e. The Buckler allows you to cherry pick Stalwart and Vanguard for defenses and Tacts.

DDOwiki:
Skirmisher: Passive: While Swashbuckling with a Buckler in your off hand, you gain 10% Dodge, and you may use a Buckler and still benefit from the Single Weapon Fighting line of feats.
Allows you to benefit from both Single Weapon Fighting and Shield Mastery simultaneously. (Melee Power does not stack, both feat chains grant Combat Style bonus).
While using Different Tack your buckler also gets selected modifier to damage (CHA/DEX/INT)
Note: Swashbuckling is only required for the 10% Dodge bonus; Single Weapon Fighting & Shield Mastery effects apply while wielding a buckler even without Swashbuckling, or with a non-finesse weapon.

I havent tested any of this out though.
 

RagingKiwi

New member
New player here directed to this build from another post. I don't currently have the PDK unlocked, is any other race with some ++ in CHAR/WIS a good pick? I'm not too keen on the 'PDK Starts at Level 15' part myself if I did purchase it.
 

Kalibano

Build Designer & Fun Lover!
New player here directed to this build from another post. I don't currently have the PDK unlocked, is any other race with some ++ in CHAR/WIS a good pick? I'm not too keen on the 'PDK Starts at Level 15' part myself if I did purchase it.
Hi @RagingKiwi can't say my builds are directed fully at new players, but thought they could give you some inspiration (and they are fully up-to-date!). Apologies if I gave the wrong impression. Happy to offer some quick advice, though. Hope it helps!

Wood Elf might be a nice race choice for you, as you would get to pick 'Falchion' as a favoured weapon (fantastic critical profile) from its racial tree.
Human might work well too, for the extra feat, and from its racial tree, the action boost [C1], and extra strikethrough [T2].

You will probably want to go with Strength as your main attribute (start w 14-16), but also invest some in Constitution (start w 14-16), and Charisma (maybe 12 or a bit more).

You will need Wisdom of 14 to cast level 4 spells, but you can drink an Owl's Wisdom potion (+4 Wisdom) at the start of quests to qualify you to cast. Eventually you can get gear with wisdom bonus, (or just slot a diamond of Wisdom augment). So I'd say try to start Wisdom with 10.
 
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Kalibano

Build Designer & Fun Lover!
New player here directed to this build from another post. I don't currently have the PDK unlocked, is any other race with some ++ in CHAR/WIS a good pick? I'm not too keen on the 'PDK Starts at Level 15' part myself if I did purchase it.
Paladins are very resilient (Sacred Defender tree), and can self-heal quite well. The main offensive tree is quite nice. All-round a great class: it's what I always choose when I play the Hardcore League, hence my recommendation. It can be quite forgiving :)

The main disadvantage is that it sort of needs investment in quite a few ability scores (as in my previous reply). PDK, or the Feydark Illusionist tree, removes the need for v high Strength as a main stat by allowing you to hit and damage using the Charisma stat. Charisma is very synergistic with several things paladins do (try exploring my build guide, and you'll hopefully see where: I suggest having DDOWiki open side-by-side with the guide). However, even with those 2 options, you will still need some strength to qualify for the Two-Handed Weapon fighting feats.
 
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RagingKiwi

New member
Paladins are very resilient (Sacred Defender tree), and can self-heal quite well. The main offensive tree is quite nice. All-round a great class: it's what I always choose when I play the Hardcore League, hence my recommendation. It can be quite forgiving :)

The main disadvantage is that it sort of needs investment in quite a few ability scores (as in my previous reply). PDK, or the Feydark Illusionist tree, removes the need for Strength as a main stat by allowing you to hit and damage using the Charisma stat. Charisma is very synergistic with several things paladins do (try exploring my build guide). Even then, though, you will still need some strength to qualify for the Two-Handed Weapong fighting features.
That's ok it at least gives me a place to start. No doubt I'll monumentally break it after the first few levels but hey sometimes we just need to experience that kinda thing so we know what doesn't work well together.

EDIT: for some context I've spent 3+ hours so far researching how to setup a beginner character)
 

Kalibano

Build Designer & Fun Lover!
Updated the Starting Stats to include how many points the build has (in brackets).
Hopefully this helps avoid confusion :)
 
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