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  1. #21
    Community Member Vyctor's Avatar
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    You are better off going 2 monk instead of 2 rogue for the extra feats with the trapskills not in range of being useful.
    Characters: Adonde, Altonn, Ineedhelp, Gallagher, Destrukshun, Thoolin,

  2. #22
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    Quote Originally Posted by Vyctor View Post
    You are better off going 2 monk instead of 2 rogue for the extra feats with the trapskills not in range of being useful.
    But then he can't get max UMD ranks... although pure sorcerers commonly handle UMD with just half-ranks, trusting on high charisma to make up for it.

    Monk would raise his fort and will saves, but with pally levels he has no need for that.

  3. #23
    Community Member WaltzInBlack's Avatar
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    So i do not believe you will have constant trouble with traps, i do know it from a character with even a bit better trapskills.
    Both INT 10. Mine lacking in skill items, your will have about the same penalty through not-maxed skill ranks. Your trapdealing part of your build will not work out as you plan it to.
    Thanks for sharing this experience. Combined with A_Ds comments on traps, i think I had better go with a 12 int, 14 with +2 tome. It will cost me either a str or chr tho....

    again thx all for taking the time to post your thoughts

    Waltz
    Last edited by WaltzInBlack; 05-16-2009 at 10:49 PM.

  4. #24
    Community Member Sweyn's Avatar
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    2 lvl's of monk gives feats, 2 lvl's of rogue gives skills.. take your pick
    Im doing the tukaw build now that i showed you... (Hes at lvl 3 and pretty fun)
    Khyber
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    Sowen Sown

  5. #25
    Community Member Noctus's Avatar
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    Quote Originally Posted by WaltzInBlack View Post
    Thanks for sharing this experience. Combined with A_Ds comments on traps, i think I had better go with a 12 int, 14 with +2 tome. It will cost me either a str or chr tho....

    again thx all for taking the time to post your thoughts

    Waltz

    14 effective base INT + maxed ranks lets you deal with all traps reliably.
    Erzskalde (Warchanter) / Erzmarschall (melee FvS) / Erzsoldat (waiting for TR-time) / Erzschmied (ranged Artificer)

    AOK - From Argonnessen

  6. #26
    Community Member WaltzInBlack's Avatar
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    Default Version 2.0

    Code:
    Character Plan by DDO Character Planner Version 2.90
    DDO Character Planner Home Page
    
    Nailz 
    Level 16 Lawful Good Warforged Male
    (2 Paladin \ 2 Rogue \ 12 Sorcerer) 
    Hit Points: 182
    Spell Points: 964 
    BAB: 9\9\14
    Fortitude: 17
    Reflex: 13
    Will: 13
    
                      Starting          
    Abilities        Base Stats         
    (32 Point)       (Level 1)          
    Strength             16             
    Dexterity             8             
    Constitution         16             
    Intelligence         14             
    Wisdom                6             
    Charisma             14             
    
    Tomes Used
    +2 Tome of Strength used at level 1
    +2 Tome of Dexterity used at level 1
    +2 Tome of Constitution used at level 1
    +2 Tome of Intelligence used at level 1
    +2 Tome of Wisdom used at level 1
    +2 Tome of Charisma used at level 1
    
                      Starting          
                     Base Skills        
    Skills           (Level 1)          
    Balance               1             
    Bluff                 4             
    Concentration         4             
    Diplomacy             4             
    Disable Device        7             
    Haggle                3             
    Heal                 -1             
    Hide                  1             
    Intimidate            7             
    Jump                  8             
    Listen                0             
    Move Silently         1             
    Open Lock             4             
    Perform               n/a           
    Repair                7             
    Search                7             
    Spot                  3             
    Swim                  5             
    Tumble                1             
    Use Magic Device      7             
    
    Level 1 (Rogue)
    Skill: Balance (+1)
    Skill: Bluff (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+4)
    Skill: Hide (+1)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Skill: Listen (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+4)
    Skill: Repair (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Swim (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Skill Focus: Use Magic Device
    
    Level 2 (Paladin)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    Level 3 (Paladin)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    
    Level 4 (Sorcerer)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    Level 5 (Sorcerer)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    Level 6 (Sorcerer)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    
    Level 7 (Sorcerer)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    Level 8 (Sorcerer)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    Level 9 (Sorcerer)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Empower Spell
    
    Level 10 (Sorcerer)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    Level 11 (Sorcerer)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    Level 12 (Sorcerer)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    
    Level 13 (Sorcerer)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    Level 14 (Rogue)
    Skill: Disable Device (+7)
    Skill: Search (+2)
    Skill: Use Magic Device (+2)
    
    Level 15 (Sorcerer)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Quicken Spell
    
    Level 16 (Sorcerer)
    Skill: Disable Device (+1.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)

  7. #27
    The Hatchery vVvAiaynAvVv's Avatar
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    I'm seeing Quicken and Skill Focus: UMD.

    If it's at all possible...try and keep ur concentartion maxxed and ditch quicken it is not neccesary for a Sorc with good concentration. The UMD feat is overkill I think.

    Scratt for president!!!!

  8. #28
    Founder Oreg's Avatar
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    I'd actually replace UMD focus with extend on this type of melee/caster build. You'll probably want the extra time on buffs since you plan on meleeing things down instead of insta killing.
    Ravensguard zerx,zerxi,zerxis,zmonk,kieras,varga,oregz

  9. #29
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    Quote Originally Posted by Noctus View Post
    I do not.

    - You will have noticeable problems with overcoming SR. .
    Conjuration spells are unaffected by spell resistance and can work well with this build.

    Personally I have a conjuration specced 2F/18S build I'm currently leveling that will have the THF feat line. It doesn't try to do all the things that this build does, but it does conserve a lot of spellpoints which can be used for self healing my squishy self. It's a great solo build, and in groups it doesn't require any healing, and the heightened and enhanced DC glitterdusts, webs, Solid or Acid Fog, Stinky Cloud, or even Cloudkill can make otherwise bleh melee abilities do wonders. I haven't yet achieved the levels to check it but i'm hoping that later on mind fog will be enough to make Dancing Sphere effective.

    The OP's build does try to do an awful lot of things, but he doesn't try to hide it's limitations. He never said it did everything perfectly or the best. I do not think it would be a drain on any party however, if properly played.
    Last edited by Ereshkigal; 05-17-2009 at 05:06 AM.

  10. #30
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    Quote Originally Posted by Ereshkigal View Post
    Conjuration spells are unaffected by spell resistance and can work well with this build.
    Incorrect.

    In the D&D game rules that statement resembles the truth, and many players repeat it.

    But in DDO it just has no relation to the actual rules at all.

  11. #31
    Community Member Lymnus's Avatar
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    Quote Originally Posted by Ereshkigal View Post
    I haven't yet achieved the levels to check it but i'm hoping that later on mind fog will be enough to make Dancing Sphere effective.
    Good idea, just not exactly right in practice.

    Mind Fog is a 5th level spell. It has a will save for no effect.
    Dancing ball is a 7th level spell. It has a will save for no effect.

    If it fails on Mind Fog, it would have failed on Dancing Ball, anyways, since Dancing Ball has 2 more DC.

  12. #32
    Community Member daniel7's Avatar
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    You could also consider the drow bard/sorc builds which have plenty of UMD, good ac, and use rapiers. With 1bard/19sorc you wouldnt be sacrificing much as far as spell points and getting past sr, or if you really need that evasion 1bard/2rog/17sorc.
    Ghallanda
    Volver life 3 lvl 20 sorc - 2 Epic/// Adept life 3 lvl 2mnk/17pal /// Vindicate life 6 lvl 18rgr/1ftr/1clr - 2 Epic /// Eternal life 2 lvl 10 rgr

  13. #33
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    Quote Originally Posted by daniel7 View Post
    You could also consider the drow bard/sorc builds which have plenty of UMD, good ac, and use rapiers. With 1bard/19sorc you wouldnt be sacrificing much as far as spell points and getting past sr, or if you really need that evasion 1bard/2rog/17sorc.
    That's quite opposite to his stated goal of having a character who can stand there in the center of angry monsters and not die.

    Changing the race to non-warforged makes it squishier.
    Changing the race to drow makes it squishier.
    Removing the pally levels makes it even more squishly.

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