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weewoo0
06-27-2011, 11:45 PM
Character Plan by DDO Character Planner Version 3.9.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Neutral Human Male
(2 Monk \ 18 Favored Soul)
Hit Points: 334
Spell Points: 1671
BAB: 14\14\19\24
Fortitude: 17
Reflex: 16
Will: 23

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 16
Dexterity 8 10
Constitution 14 17
Intelligence 8 10
Wisdom 18 28
Charisma 12 16

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance -1 0
Bluff 1 3
Concentration 2 5
Diplomacy 1 3
Disable Device n/a n/a
Haggle 1 4
Heal 4 9
Hide -1 0
Intimidate 1 3
Jump 6 9
Listen 4 9
Move Silently -1 0
Open Lock n/a n/a
Perform n/a n/a
Repair -1 0
Search -1 0
Spot 4 9
Swim 2 3
Tumble n/a n/a
Use Magic Device 3 6

Level 1 (Favored Soul)
Skill: Jump (+4)
Skill: Use Magic Device (+2)
Feat: (Diety) Favored by the Sovereign Host
Feat: (Selected) Maximize Spell
Feat: (Human Bonus) Toughness
Spell (1): Divine Favor
Spell (1): Nightshield


Level 2 (Monk)
Skill: Concentration (+2)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Monk Bonus) Toughness


Level 3 (Favored Soul)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Empower Spell
Spell (1): Remove Fear


Level 4 (Favored Soul)
Ability Raise: WIS
Spell (1): Obscuring Mist


Level 5 (Favored Soul)
Spell (2): Cure Moderate Wounds


Level 6 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Fire
Feat: (Selected) Quicken Spell
Spell (2): Resist Energy


Level 7 (Favored Soul)
Spell (3): Remove Curse


Level 8 (Favored Soul)
Ability Raise: WIS
Spell (2): Soundburst
Spell (3): Magic Circle Against Evil


Level 9 (Favored Soul)
Feat: (Selected) Empower Healing Spell
Spell (4): Divine Power


Level 10 (Favored Soul)
Spell (3): Mass Aid
Spell (4): Freedom of Movement


Level 11 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Electricity
Spell (5): Raise Dead


Level 12 (Favored Soul)
Ability Raise: WIS
Spell (3): Cure Serious Wounds
Spell (4): Restoration
Spell (5): Divine Punishment


Level 13 (Favored Soul)
Spell (6): Blade Barrier


Level 14 (Monk)
Feat: (Monk Bonus) Lightning Reflexes


Level 15 (Favored Soul)
Feat: (Selected) Greater Evocation Focus
Spell (5): Mass Cure Light Wounds
Spell (6): Heal


Level 16 (Favored Soul)
Ability Raise: WIS
Spell (7): Destruction


Level 17 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Cold
Spell (5): Protection From Elements
Spell (6): Cometfall
Spell (7): Mass Cure Serious Wounds


Level 18 (Favored Soul)
Feat: (Selected) Heighten Spell
Spell (8): Mass Death Ward


Level 19 (Favored Soul)
Spell (7): Mass Spell Resistance
Spell (8): Holy Aura


Level 20 (Favored Soul)
Ability Raise: WIS
Spell (9): Mass Heal
Enhancement: Unyielding Sovereignty
Enhancement: Favored Soul Angel of Vengeance I
Enhancement: Favored Soul Angel of Vengeance II
Enhancement: Human Adaptability Wisdom I
Enhancement: Human Greater Adaptability Constitution I
Enhancement: Human Improved Recovery I
Enhancement: Favored Soul Improved Empowering I
Enhancement: Way of the Clever Monkey I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Favored Soul Smiting I
Enhancement: Favored Soul Smiting II
Enhancement: Favored Soul Smiting III
Enhancement: Favored Soul Smiting IV
Enhancement: Favored Soul Life Magic I
Enhancement: Favored Soul Life Magic II
Enhancement: Favored Soul Life Magic III
Enhancement: Favored Soul Life Magic IV
Enhancement: Favored Soul Spell Penetration I
Enhancement: Favored Soul Spell Penetration II
Enhancement: Favored Soul Spell Penetration III
Enhancement: Favored Soul Energy of the Scion I
Enhancement: Favored Soul Energy of the Scion II
Enhancement: Favored Soul Energy of the Scion III
Enhancement: Favored Soul Charisma I
Enhancement: Favored Soul Charisma II
Enhancement: Favored Soul Wisdom I
Enhancement: Favored Soul Wisdom II
Enhancement: Favored Soul Toughness I
Enhancement: Favored Soul Toughness II
Enhancement: Favored Soul Toughness III

Hobgoblin
06-28-2011, 12:15 AM
why 8 dex with evasion?

hob

weewoo0
06-28-2011, 03:09 AM
base 16 reflex so
+5 resist
+3 dex item
+2 water stance
+4 GH
+1 haste
+2 lightning reflexes
(he has a ship so i'll include the point from that) +1
=34
+4 holy aura
=38
his reflex should be fine even with the base 8 dex.

he's new to a healer and well a caster in general so i was trying to make sure that he got everything he wanted (a little melee <the familiar> a good chunk of casting <the new> healing <also now> and evasion <left till the end but considering the content he'll be running he should be ok>)

this isn't designed to be a bring-on-the-world build but it is designed to be a very sturdy beginner evoker

pHo3nix
06-28-2011, 03:21 AM
You got 2 heighten feats selected ;) Other than that do the 1st lvl as a monk, more skill points, and put skill points in concentration and umd, even if you got quicken using scrolls still requires a concentration check if you are hit :)

I'm not a big fan of empower healing on fvs, but probably it's just me ;)

weewoo0
06-28-2011, 04:10 AM
You got 2 heighten feats selected ;) Other than that do the 1st lvl as a monk, more skill points, and put skill points in concentration and umd, even if you got quicken using scrolls still requires a concentration check if you are hit :)

I'm not a big fan of empower healing on fvs, but probably it's just me ;)

right. i'm not a fan of empower healing either but.. oh well it makes it easier and he's new to the class.

i skipped the monk lvl till lvl 2 because i couldn't get the feats quite right by taking monk first (the metas didn't quite fit)

pHo3nix
06-28-2011, 04:31 AM
right. i'm not a fan of empower healing either but.. oh well it makes it easier and he's new to the class.

i skipped the monk lvl till lvl 2 because i couldn't get the feats quite right by taking monk first (the metas didn't quite fit)

Yes, forgot that if you are going the caster route you only need toughness and lightning reflex from monk, so no monk at 1st lvl :P

LeLoric
06-28-2011, 04:42 AM
I'm not a big fan of the splashes on these types of builds anymore.

As a caster you can already mitigate most spell dmg through protection/resist or just heal through it.

I don't see evasion as being worth the capstone/+2 spellpen/extra spell points/more spell slots.

A human FS can have plenty of feats and will be a much more effecient offensive force.

weewoo0
06-28-2011, 04:50 AM
I'm not a big fan of the splashes on these types of builds anymore.

As a caster you can already mitigate most spell dmg through protection/resist or just heal through it.

I don't see evasion as being worth the capstone/+2 spellpen/extra spell points/more spell slots.

A human FS can have plenty of feats and will be a much more effecient offensive force.

personally i ran a pure human 20 fvs (who is now a 18 fvs 2 fighter but... i wanted to hit things w/ an esos... so... yea)
so i see where you're coming from

however! he wanted evasion so evasion he got. he's used to playing monks and rangers so the idea was to make things as familiar as humanly possible.

the build is literally designed to be an easy way for a person to learn how to use a blue bar. i advised him to either go w/ the 18/2 fvs/monk or the 20 fvs because of the sheer survivability. he chose evasion bc he wanted it. so its really just a matter of opinion at this point


and. on the matter of DCs a monk splash will actually end up w/ a higher DC so their offensive capabilities can be as good if not greater than the pure FvSs.

Matuse
06-28-2011, 09:25 AM
An Evoker who deliberately gives up 2 points of spell pen a level 8 spell, 2 level 9 spells, and ~400 spellpoints?

The monk isn't giving you anything anywhere near as important as that. That's not even going into the level 20 benefits and the capstone.

Ryiah
06-29-2011, 08:23 PM
An Evoker who deliberately gives up 2 points of spell pen a level 8 spell, 2 level 9 spells, and ~400 spellpoints?

Not to mention DR 10/something. Incoming damage from archers with that DR is pretty nice since you end up getting the Concordant Opposition and the Torc returning SP even if the incoming damage is completely reduced to zero.

Impaqt
06-29-2011, 08:32 PM
base 16 reflex so
+5 resist
+3 dex item
+2 water stance
+4 GH
+1 haste
+2 lightning reflexes
(he has a ship so i'll include the point from that) +1
=34
+4 holy aura
=38
his reflex should be fine even with the base 8 dex.

he's new to a healer and well a caster in general so i was trying to make sure that he got everything he wanted (a little melee <the familiar> a good chunk of casting <the new> healing <also now> and evasion <left till the end but considering the content he'll be running he should be ok>)

this isn't designed to be a bring-on-the-world build but it is designed to be a very sturdy beginner evoker

Base is actually 14....

Is he really going to keep all those buffs up all the time? The Dex item on? Choose weapons that keep him centered? Realistically, his reflex will be in the mid 20's.

Sorry, you give up WAY too much for what comes down to 22 extra hit points....

Ryiah
06-29-2011, 10:08 PM
Is he really going to keep all those buffs up all the time? The Dex item on? Choose weapons that keep him centered? Realistically, his reflex will be in the mid 20's.

Haste isn't too hard. Randomly generated gear is somewhat common on the auction house and the goggles from Chronoscope are level 5 with three uses. At higher levels he could make a green steel triple air weapon (a kama) that has dexterity +6, exceptional dexterity +1, exceptional dexterity +2, three uses per day of haste, and an air guard.

Greater Heroism is a little harder to come by at lower levels. Xorian Cipher's Planar Gird seems to drop often enough that he could eventually get one from farming. At level 18, he could pick up a Draconic Necklace from Bastion of Power for an 18 minute one.

Matuse
06-30-2011, 12:27 AM
At higher levels he could make a green steel triple air weapon (a kama) that has dexterity +6, exceptional dexterity +1, exceptional dexterity +2, three uses per day of haste, and an air guard.

So, now he's an evoker who isn't using a caster based weapon.

The idea was bad to begin with, and it's simply not improving as time goes on.

Impaqt
06-30-2011, 12:53 AM
Haste isn't too hard. Randomly generated gear is somewhat common on the auction house and the goggles from Chronoscope are level 5 with three uses. At higher levels he could make a green steel triple air weapon (a kama) that has dexterity +6, exceptional dexterity +1, exceptional dexterity +2, three uses per day of haste, and an air guard.

Greater Heroism is a little harder to come by at lower levels. Xorian Cipher's Planar Gird seems to drop often enough that he could eventually get one from farming. At level 18, he could pick up a Draconic Necklace from Bastion of Power for an 18 minute one.

I didnt ask what was possible.. I asked what was realistic to expect. I'm quite familiar with the items that are possible in the game...

and not that it matters much, but the GH on the Draconic necklace is still 11 minutes.

Ryiah
06-30-2011, 05:57 AM
I didnt ask what was possible.. I asked what was realistic to expect. I'm quite familiar with the items that are possible in the game...

No you asked if he could realistically keep the buffs up all the time with the dexterity item equipped. I simply was supplying some possible responses to those rhetorical questions just to push the discussion a little more towards gear-related than build-related since it is pretty obvious it isn't a great build.




So, now he's an evoker who isn't using a caster based weapon.

According to the results I keep getting from the planners I'm poking around in, it seems you could swap out exceptional dexterity +2 and receive superior devotion 6. Not positive on this though.