Just ideas, not a full build yet
I've been kicking around the idea of a "tar baby" guard build since the shroud hit live
Which begat plans to use the Bracers of he Demon Consort
Which required me to self-cast restore on a front-line melee
Which meant paladin
Which led to Hunter of the Dead II - remove disease bceoms full restore
Which comes with healing amp
Which got into a train wreck with GlassCannon's Punchy build
Which made me think very silly thoughts
Basically, monk gets healing amp, hunter of the dead gets healing amp, humans get healing amp, equipment can get healing amp, and paladins getting boostable self cast cure spells. I smell interesting stacking.
Judging from the numbers on the punchy build, it looks like enhancements are additive, times gear, times devotion, times casting gear, times metamagic.
Punchy has logged a 2,130 point sovereignity, and the closest I can get the numbers to come is:
1.6 (60% human/monk amp) * 1.2 (bracers) * 1.1 (fleshmaker's necklace wihich is known to be screwy anyway) = 2.112
Assumption: Hunter of the Dead gets healing amp at each tier, and Turbine stuck with the standard 10% at each stage.
We end up with something that looks like:
30% human healing amp
10% monk healing amp
20% HotD healing amp (guesswork)
40% Devotion (likely to be 30%, I can use the 4 AP elsewhere)
30% EQ (60% if shroud healing amp stacks)
50% devotion/potency item
150% empowered healing & maximize
28.5 - avg from a lev 15 cure serious (3d8 + 15)
1.6*1.4*1.3*1.5*2.5*28.5 = 311.22 avg CSW
If shroud amp stacks:
1.6*1.4*1.6*1.5*2.5*28.5 = 383.04 avg CSW
vyvy3369 has tested the healing amps (thread here), and says I may be looking at higher numbers.
Like 500+ point CSW higher. That's likely to be as many, if not more, hp than this guy will actually have. This makes me happy.
Hunter of the Dead also gets you extra turn attempts, which can be used to power divine might. Not to mention drain immunity, and we all love drain immunity. Should actually be a solid beholder/doomsphere hunter.
So the currently proposed level split looks like:
15 paladin - divine might three, full AC aura, self cast CSW and Zeal (I scoff at your tempest splash )
3 monk - 10% amp, path of light buffs, 2 extra feats
1-2 wizard - extra spell points, self cast shields, free metamagic
pally 16 and monk 4 are both nothing spectacular, so I'm leaning towards wizard 2 for extra spell slot and 4 minute self cast shields
HotD III is less than alluring as well - become s avorpal version of the shroud "greater disruption" ability
Twf khopesh pally as a base platform
14/ 15/ 12/ 10/ 14/ 14 for stats - little lower str than I'd like, but everything but int (i have a +1 tome for casting purposes) really comes into play on this. 15 dex for twf w/ tome, 14 cha gets me divine might I, II with +2 tome, III if I ever pull a +4.
lv 16 feats:
2 monk - toughness, PA
toughness, twf, oversized twf, itwf, gtwf, exotic:khopesh, IC:slash, extend, power attack
Since this build doesn't differ much from a base monkadin until HotD becomes avialable, I went with extend for longer self buffs. At higher levels or post mod, swap out extend for empower healing, pick up extend and maximize with the wizard bonus feat and lvl 18 feat. Wizard enhancements for cheaper maximize and SP.
Ridculously easy to heal for use as a "hero" or "bait"
Maxed concentration - can put away weapons, meditate and drop monk buffs before a big fight
Pseudo-monk - can put on handwraps and go to town, dropping triple pos heal bursts and yet more buffs to help stretch your clericing dollar
If ya really need a tank - 100% hate enhancement, moderate DPS, and smites can get some attention if there isn't a "true" tank around.
You already figured a +5 pally boost in your AC, didn't you?
Concordant opposition monkey - gets about 1 SP back per hit (5% chance of avg 27) 1 SP = approx 5 hp (60 SP for 300 HP CSW). Call it something like "time delayed stacking DR 5"
Fire and forget - doesn't need anywhere near as much babysitting as some uberleet builds
Can save lay on hands for teammates
makes for happy clerics - not only easy to heal, but can cast jump.
Have to spend some gear slots on healing eq - twf makes healing amp easy wih offhand shroud khopesh
AC is mediocre - guildy figures it will be mid to high 40s, mid 50s with raid buffs
Will get powergamer knickers in a twist - or is this a postiive?
May start fights with clerics over raid gear.
Really wants casting ability - madstone is contraindicated.
Currently planning on 14/2 monkadin to be leveled before mod 9
There it is, pick holes in it please
Couple of questions:
Do multiple concordant opposition items stack? I'm thinking off hand (with positive devoted to healing amp neg/pos/pos-neg) and spell item.
Has anyone tinkered with HotD on Lamannia? Any insight? ###Edit### SteeleTrueheart has confirmed that HotD II will net me 20% healing amp###
Anyone built a triple positve shroud weapon, all healing amp? How does it work? ###This appears to be all stacky too###