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  1. #1
    Founder Mellkor's Avatar
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    Default FvS Lord of Blades Healer/Buffer/Fighter

    ** UPDATED for U15 **


    Posting this build because a few people asked me to.

    My basic concept for this Favored Soul (FvS) was a Healer/Buffer who could do a decent job of fighting. After trying various feats and enhancements I settled on this configuration. I find this guy a lot more fun to play than my other healer types because of the ability to do decent melee DPS while ALSO having top notch raid and elite quest capable healing/buffing abilities, as well as excellent spell DPS via the Divine Punishment spell. This guy can heal just as good, if not better, in any raid or elite quest, than any of my heal spec clerics can.

    Race: Warforged (WF)


    Starting Stats: / Lev 25 stats: (some will improve with better gear and better tomes, someday, as noted)

    16 Str/ 32 Str (+2 Level ups, +7 item, +3 tome, +3 excep)
    14 Dex/ 26 Dex (+8 item, +1 excep, +3 tome)
    18 Con/ 36 Con (+6 item, +4 level ups, +3 tome, +2 enhancement, +3 excep) (ultimately 32 with +4 tome)
    10 Int/ 14 Int (+1 tome at level 3, +2 tome at lev 7, +3 tome at lev 12, and +4 tome at lev 15)
    6 Wis/ 14 Wis (+6 item, +2 tome)
    12 Cha/ 20 Cha (+6 item, +2 tome) (ultimately 22 with +4 tome)

    I started with just enough CHA to make 20 CHA with just a +6 item and a +2 tome. You need a 19 CHA minimum to be able to cast 9th level spells. If you get disjunctioned, simply cast eagles splendor on yourself to cast up to 7th level spells again (good enough for the heal spell and mass cures). I did not count on enhancements to CHA simply because I needed those enhancement points elsewhere. Use of a +4 tome will allow you to cast up to 9th level spells after disjunction. Disjunction happens so rarely that it should NOT be factored into stats, IMO.

    I put points into DEX for reflex save. A reflex save in the high 40's really makes a difference! This guy has a 48 self buffed reflex save at endgame. I find that to be a good number in epic elite quests for this build. Of the three saves, a high reflex save is the only one you really need to help mitigate damage from traps, spells, and other reflex save effects. Many reflex save effects can not be mitigated (very well) by some spell. Most other harmful effects that require a fortitude or will save can be mitigated or completely negated by casting some spell or using an item such as protection from evil to block greater command (will save) or deathward/deathblock to block insta death effects (fort save), etc, etc.


    Skills:

    I put skill points into Balance, Jump, and Concentration (in that order). I consider these 3 essential to this build. Some like to also have UMD. If you want UMD just bump con down to 16 and int up to 13 at start.

    I tried intimidate at first and found it useful at low/mid levels, but at high levels it simply isn’t cutting the mustard (since it is not a class skill, it didnt work much at higher levels). The first time I respeced this guy I switched the points I put into intimidate to UMD. Having UMD was ok, I found it something easily to live without, so I respeced a second time just maxing concentration, jump and balance. I dont miss UMD much at all. Either works well. The above stats are based on my second respec. If I ever true ressurect this guy I would probably get UMD again or bump str a bit with the extra points, or even wis for a bit better will save.

    Feats:

    I at first tried out the Two Handed Fighting (THF) line of feats, but I found them SOOOO not worth the three feats they cost, so I spec’d out of them for other things. Spec’ing out of the THF line really made a huge difference in enhancing my healing abilities as far as my original concept went. I ultimately found that Power Attack combined with the Warforged (WF) enhancements and the FvS Lord of Blades feats and enhancements and a mineral II greatsword are all you need for decent melee ability. Epic SoS just about doubles Min II DPS. Improved critical slashing is great icing on the cake. I usually run with quicken, empower heal and maximize spell on all the time. I often turn off quicken to buff at the beginning of fights. Just remeber to turn it back on!

    Feats more or less in order taken:

    Adamantine Body
    Extend
    Power Attack
    Quicken Spell
    Empower Healing
    Toughness
    Maximize
    Shield Mastery
    Improved Shield Mastery

    Favored Soul Feats:

    Favored by the Lord of Blades
    Child of the Lord of Blades
    Energy Resistance Fire
    Energy Resistance Cold
    Energy Resistance Lightning
    Beloved by the Lord of Blades
    Leap of Faith
    Damage Reduction: Adamantine



    Enhancements:

    I like Angel of Vengence PrE for this build. It brings a lot to the table both solo and for groups.

    Blade Sworn Transformation (pre-req for AOV. I never seriously use this because it cuts off spell use)
    AoV II
    Energy of the Scion III
    FvS Toughness II
    FvS Life Magic IV
    WF Damagge Reduction III
    WF Constitution II
    WF Healers Friend III
    Racial Toughness II
    FvS Smiting IV
    FvS Prayer of Smiting III
    FvS Prayer of Incredible Smiting III

    Epic Destiny:

    Unyielding Sentinal. I most often use the unbreakable stance. I now often use a shield when I am not actively fighting. I put points all into defense. This gives me PRR 100, AC 104, and DR 44 when using a +8 RR planeforged shield. Light in the Dark heals me and allies around me for over 600. I maxed out hardened and block energy. With this destiny you can survive just about anything while turtled up. I also maxed out: brace for impact, shield prowess, legendary shield mastery, healing hands, and endless lay on hands.

    I twisted in endless faith and healing power from the Exalted Angel destiny.

    With this destiny survivability is incredible. It sure makes epic elite quests a LOT easier for this build over any other destiny.



    Spell List:

    Since I do not have a great spell DC I stayed away from insta death and CC spells. I have found that Blade Barrier still works well, despite a low WIS. It seems like if a mob is going to save against it, he will regardless of DC. And the ones that do save you just beat down . I initially took cure spells but swapped them at higher levels as I find them not too useful at end game as I tend to use heal, mass heal, and mass cures the most. As for the Mass Heal debate, I feel it is one of the very best heal spells, but only if used with quicken. I find it to be a very potent spell to use while fighting alongside your party. With a decent group, I also often do not have to heal at all until the fight is over, so again this is great to use after a fight. I also chose true res, I normally use scrolls BUT sometimes during those almost party wipe situations, a fast res is needed. A quickened True Res allows you to res people quickly and fully while running/kiting from stuff. Ressing from scrolls is too slow when mobs are on your six, and has gotten me killed one too many times! Sadly spell selection was not too difficult, the rest of the needed divine spells are easily covered by scrolls and wands. Having limited spell slots was not an issue at all with this build. I really hope Turbine works on the divine spell list, otherwise I see no real reason to play a cleric!

    I also swapped a lot of spells as needed during level up. I always had at least 1 cure XXX spell then swapped asap. Another example is single target deathward, then swapped it when mass deathward became available. I did the same for aid/mass aid, spell resistance/mass spell resistance, and probably a few others, but dont remember which ones.


    Level 1:
    Divine Favor
    Obscuring Mist (yes it is useful!)
    Night Shield
    Remove Fear


    Level 2:
    Eagles Splendor (for use when disjunctioned)
    Resist Energy
    Deific Vengeance
    Remove Paralysis (counters the slow spell effect often used in epics)


    Level 3:
    Mass Aid
    Remove Curse (useful in raids)
    Magic Circle Against Evil
    Prayer


    Level 4:
    Divine Power
    Freedom of Movement
    Mass Shield of Faith
    Recitation


    Level 5:
    Break Enchantment
    True Seeing
    Protection from Elements
    Divine Punishment


    Level 6:
    Blade Barrier
    Heal
    Mass Cure Moderate


    Level 7:
    Resurection
    Mass Protection from Elements
    Mass Cure Serious


    Level 8:
    Holy Aura
    Summon Monster VIII (air ele is great crowd control!)
    Mass Death Ward


    Level 9:
    Mass Heal
    True Resurrection
    Implosion (use only when surrounded by a lot of mobs, works occasionally in epics)

    With this spell list you only need to carry spell components for some of the spells in levels 2,3,4,5, and 9. The spells in other spell levels don't require a component to cast, so no need to take up valuable backpack space for em. Carry LOTS of level 5 components.


    End Game Equipment: This is what I wear 95% of the time. (I sometimes switch some stuff for certain mobs or quests) Until you get some of this stuff, just wear lesser versions of the same thing in the same slot if possible. I keep this list maintained with what I consider the best equipment for this build. I do this mostly so you can decide where to put your greensteel items. I had to remake a few greensteel items (OUCH!) while figuring this all out.

    Head: Purple Dragon Helm (Constitution +7, Insightful Strength +2, Knights Loyalty set (+3 to hit and damage, +3 insight to natural armour)

    Necklace: Noxious Embers (greater arcane lore. Use whenever using divine punishment). --> swap in Shintao Cord (+6 con, +15 concentration, +2 to hit, +2 damage. Use when divine punishment is NOT being used), --> swap in Torc of Prince-Raiyum-de II when needed, or swap in natural armour +8 necklace. --> swap in GH clickie when needed.

    Trinket: Bloodstone (Seeker +6) (upgrade to epic +8 seeker) ---> (swap in epic dragon eye before rest for archmagi or as needed for sup efficiancy IX clicky. Swap out when down 400 sp from max.)

    Cloak: Greensteel +5 reflex save, +3 exceptional reflex save, air guard, haste x2

    Belt: Epic Dragon Belt (+7 STR, heavy fort, toughness, greater false life) --> swap in GH clickie when needed.

    Ring 1: +6 wis +1 exep Str, devotion +78 TOD shintao ring (set give +2 excep to hit and damage)
    Ring 2: +6 CHA, +1 excep CON, healing amp +20%) (TOD ring)

    Hand: Purple Dragon Gauntlets (+7 str, +2 insightful CON, healing amp +30%, Knight's Loyalty set bonus)

    Feet: Epic Rock Boots (stone prison guard, earthgrab guard, immunity to slippery surfaces, fear immunity, +1 exc wis) also ---> HOT SWAP SPOT. Lots of good things can go here as needed. Epic firestorm greaves w/ fear immunity, green steel guard boots for when turtling or other green steel as needed, boots of propulsion, Kundarak boots (for perma, undispellable FOM), etc. I often wear firestorm greaves for 33% reduction to incoming fire damage and fear immunuty.

    Wrist: Greensteel, (smoke screen, +45 HP, displacement x2, bound attuned with +1 to all saves alchemical)

    Docent: Stone Heart, (Dex +8, Resistance +6, Protection +6, Toughness)

    Goggle 1: Greensteel. (+150 SP, Displacement x2, Smokescreen). For use when pure healbotting. Swap these after you are down 300 SP from max to goggle 2, 3, or 4 depending on the situation.

    Goggle 2: Thranes Wrath. (sneak bonus +5 TH, +8 dam, true seeing) For use when you are mostly fighting AND do NOT have aggro most of the time.

    Goggle 3: Greensteel. (Freezing Ice Guard, Lightning Guard, lesser Ice Guard, minor Lightning Guard). For use when you are mostly fighting AND you HAVE aggro most of the time.

    Goggle 4: Greensteel. A slot for whatever other (situational) greensteel goodies such as haste clickies, displacement clickies, +15 XXX resists, smokescreen, etc. (you dont have to cleanse greensteel items in this slot, that way you can make as many as you want/need, and swap in whats needed). +15 inherent fire resist greensteel goggles will give you 65 full time fire resist! (great against Abbot)

    Quiver: Quiver of Alacrity with 30% striding upgrade.

    When casting Blade Barrier, I swap in a impulse of kinetic lore weapon. I no longer use ardor clickies since they are a mere shadow of thier former self. I now have devotion +78 on my tod ring. This good enough to still over heal most of the time, so higher + devotion items are not really needed, IMO.

    When casting Divine Punishment I swap in a radiance booster weapon. Having to swap weapons is a real PIA, but with practice it isnt too bad.


    With end game stats, ship buffs, geared up as above and SELF buffed, this toon has 3015 spell points and 827 Hit Points (with self buffs and other common party buffs, I often have over 1000! ) Saves are 48 fortitude, 45 reflex, 37 will. With an epic SoS he is at +58 to hit and +58 to damage on his first swing with power attack on (good enough to hit 98% of the mobs in the game on a 2 on any difficulty). Armour Class is 74, and 104 with tower shield! PRR is 70 without a shield, and 100 with (PRR 100 reduces physical damage by 41% or nearly half! This is very important in epic elite quests, IMO. Add bard/ranger/wizzy/paladin buffs, yugo pots, store pots, haste, rage pots, various clickies, etc for somewhat better numbers. However, I don't advocate using using too many of these extras because it uses up too much time keeping up all those short duration buffs, so I did not include those things in the numbers I used above. The numbers used above are purely from self buffed sources + ship buffs. Epic SoS weapon damage is about 80ish on a normal hit and 260ish on a crit to fully vulnerable mobs. 15 DR all the time and DR 44 while shield blocking with a dr 15 tower shield! Divine punishment damage is 80ish when stacked 1x and up to 1550+ on crits when stacked 3x and debuffed to light damage!!! All this while the shoulder canon lays waste to all in sight! This guy ends up with about 500 more spell points with gimped SP stat and no SP feats over a cleric with top shelf SP stat AND SP feats!

    My usual MO is to cast all the mass buffs on myself and the party, single buff myself, then de-equip the arch magi trinket for the bloodstone (I leave it on if I am going pure healbot and use the superior efficiancy IX clicks as needed). Then run Divine Power, Divine Might, Recitation, and Holy Aura most of the time and prayer at the start of a new fight. I use the divine punishment spell on fights I know will last more than 30 seconds or so, otherwise I save my spell points.

    There ya have it. I hope you find this build as enjoyable as I have! I don’t think this can be topped as far as a fighter/healer/buffer build goes. And there is still certainly room here for tweaking to your own personal flavor.

    -JR
    Last edited by Mellkor; 01-25-2013 at 12:45 PM.
    Cully Clonk, Culpepper Cleric, Culpeppa PvP spec Cleric, Azygoz Clogue
    Coyle evoker FvS, Ungoliant, Assassin, Angainor, WF Lord of Blades FvS
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  2. #2
    Community Member iruka41's Avatar
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    Pretty much the same with my second FvS,
    difference would be:

    I dropped Extend Spell and grabbed Maximize Spell.

    Extend becomes not that useful in the end game when you can toss some 20min. buffs anyways, while you can do maximum DPS with the BB even with low WIS.
    Divine Power, Recitation, etc could be a little bit more annoying due to the short duration, but I found myself that I prefer more DPS from BB than the annoyance.

    Just my thoughts.
    Ghallanda: Officer, "A Few Good Men"
    Alts: Ginseng(WF Sorcerer/1Barbarian), Melee(Dwarven Ranger/1Rogue), Silverlith(Elven FavoredSoul/2Monk/1Fighter) Consilience(WF Wizard), Ooze(Dwarven Monk)

  3. #3
    Founder Mellkor's Avatar
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    I still like extend for Divine power, etc. its really nice. also extend buffs still are usefull in some raids
    Cully Clonk, Culpepper Cleric, Culpeppa PvP spec Cleric, Azygoz Clogue
    Coyle evoker FvS, Ungoliant, Assassin, Angainor, WF Lord of Blades FvS
    Mellkor Wizard, Ferrari WF Sorc, ***Argonnessen*** ~~Ascent~~

  4. #4
    Community Member Fratricide's Avatar
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    I have a lvl 20 WF FVS, for me I started with adamantite, but switched it out at lvl 20 for extend. IMHO you want quicken, maximize, empower for awesome BB's and Cometfalls. 40AC isnt going to mean anything end game so I started with an 8 dex, loosing the extra AC and 2dr from adamantite wasnt a big deal, still have 13/adamantite DR which works. So far I have zero problems soloing all content that can be soloed (except for SOS... fire side is too tough).

    For me Extend | Maximize | Empower | Quicken BB's really help tear up red names when soloing or as part of a party. Get good guards on your dragontouched / Greensteel items... your DR will eliminate most damage when soloing and the extra guards end up as free damage. Dont worry about AC

    My 2 cents...

    BTW, of all my characters this guy is my favorite. Very self sufficent.
    Last edited by Fratricide; 11-02-2009 at 04:04 PM.

  5. #5
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    How hard is it healing a WF char? Aren't there negatives to that?

  6. #6
    Founder Nic's Avatar
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    Okay, I'm new at melee characters, so please use small words with me.

    If you've got Adamantine Body, what's the 14 DEX for? You're DEX-capped by the body, so it's not AC; you're not Weapon Finessing, so it's not to-hit. Is it just for the reflex save and bonus to Balance? What am I missing?

    I've been kicking around this idea for a while, and I was glad to see that somebody'd run it and was happy with it, but I feel like an initial allocation of 16/10/16/12/6/14 would be a better way to allocate build points, especially if you don't have a bunch of tomes lying around to chew on.

    Like I said, I'm new at this, so please don't be afraid to point out the forest that lies behind all those pesky trees. Thanks.

  7. #7
    Community Member BlackSteel's Avatar
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    Quote Originally Posted by spaarhawk View Post
    How hard is it healing a WF char? Aren't there negatives to that?
    early levels yes, later not at all
    Shadowsteel [TR train wreck]

  8. #8
    Founder Mellkor's Avatar
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    Nic:

    Yes I bumped up dex for better balance and reflex saves. I feel it makes enough of a difference to justify putting points into it. I know it seems counter intuitive to put points into stats other than your primary stats, but it works for this build!

    -JR
    Last edited by Mellkor; 11-03-2009 at 09:03 AM.
    Cully Clonk, Culpepper Cleric, Culpeppa PvP spec Cleric, Azygoz Clogue
    Coyle evoker FvS, Ungoliant, Assassin, Angainor, WF Lord of Blades FvS
    Mellkor Wizard, Ferrari WF Sorc, ***Argonnessen*** ~~Ascent~~

  9. #9
    Founder Mellkor's Avatar
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    Update: I swapped adamantine body for maximize. I did notice a little difference in damage taken, but not too much. Overall I think Maximize is a better choice of the 2. Also I got a hound shield and DR while shield blocking is 37!! great for those times you need to turtle up while scoll healing.
    Cully Clonk, Culpepper Cleric, Culpeppa PvP spec Cleric, Azygoz Clogue
    Coyle evoker FvS, Ungoliant, Assassin, Angainor, WF Lord of Blades FvS
    Mellkor Wizard, Ferrari WF Sorc, ***Argonnessen*** ~~Ascent~~

  10. #10
    Community Member Xaxx's Avatar
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    i have a similar build and just a question and a comment

    you state 529 hp self buffed without a shroud hp item, and you list fvs hp 4 and wf hp 2... i'm sitting at just shy of 500 i've got 3 and 3 and a 26 con on my guy (a detailed hp breakdown of your 529 would be much appriciated, either here or via pm if you have a chance)... im trying to figure out where the hp difference is here, and your 70ish and 150ish mathmatically dont compute right (41 dmg +18 =59 max front end dmg on a greensteel gs)

    although yes it is a fun build i enjoy mine quite alot.. i'll enjoy it even more once i can actually get shards from the shroud for his greensteel (8 runs not asingle shard yet)
    Last edited by Xaxx; 11-04-2009 at 02:39 PM.

  11. #11
    Community Member Gunga's Avatar
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    Quote Originally Posted by iruka41 View Post
    Pretty much the same with my second FvS,
    difference would be:

    I dropped Extend Spell and grabbed Maximize Spell.

    Extend becomes not that useful in the end game when you can toss some 20min. buffs anyways, while you can do maximum DPS with the BB even with low WIS.
    Divine Power, Recitation, etc could be a little bit more annoying due to the short duration, but I found myself that I prefer more DPS from BB than the annoyance.

    Just my thoughts.
    Cool build. Do you have any girls in your guild?

  12. #12
    Founder Mellkor's Avatar
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    I think you are not figuring in some of the +'s to damage from enhancements feats as well as the force ritual, etc. that dont seem to show up in the equipment window from which I got those numbers. The 70ish is what I am actually seeing in those floaty numbers that show up after a hit. I will try and get a screenie of it. I will also post screenies of my equipment tab so you can see for yourself as well as what my self buffed HP are.

    -JR
    Cully Clonk, Culpepper Cleric, Culpeppa PvP spec Cleric, Azygoz Clogue
    Coyle evoker FvS, Ungoliant, Assassin, Angainor, WF Lord of Blades FvS
    Mellkor Wizard, Ferrari WF Sorc, ***Argonnessen*** ~~Ascent~~

  13. #13
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    Quote Originally Posted by BlackSteel View Post
    early levels yes, later not at all
    Recommendations for surviving at the lower levels? I'm getting wiped on the level 1 (!!) "Hard" settings because I can't heal myself worth a darn, whereas my other chars (melee) can do these easily, do I need to change to repair wands / potions? Or can I hire a wizzy henchman to cast repairs?

  14. #14
    Community Member Xaxx's Avatar
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    Quote Originally Posted by Mellkor View Post
    I think you are not figuring in some of the +'s to damage from enhancements feats as well as the force ritual, etc. that dont seem to show up in the equipment window from which I got those numbers. The 70ish is what I am actually seeing in those floaty numbers that show up after a hit. I will try and get a screenie of it. I will also post screenies of my equipment tab so you can see for yourself as well as what my self buffed HP are.

    -JR
    your lord of the blades enhancements show up in your weapons + dmg on your inventory screen... are you talking you get 70+x+x+x or do you get 70 total like 55+5+5+5?

    and i didnt ask for a screenshot as proof of your hp just a breakdown to see if i might be missing something in my build thats all.

  15. #15
    Community Member BlackSteel's Avatar
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    Quote Originally Posted by spaarhawk View Post
    Recommendations for surviving at the lower levels? I'm getting wiped on the level 1 (!!) "Hard" settings because I can't heal myself worth a darn, whereas my other chars (melee) can do these easily, do I need to change to repair wands / potions? Or can I hire a wizzy henchman to cast repairs?
    buy repair mod pots, and use the sp to heal others

    best advice is to command EVERYTHING then go smack it in the head, no healing needed that way

    later switch to soundburst, then greater command

    If you neglected wisdom this may be a bit harder to manage
    Shadowsteel [TR train wreck]

  16. #16
    Founder Mellkor's Avatar
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    70 total.
    Cully Clonk, Culpepper Cleric, Culpeppa PvP spec Cleric, Azygoz Clogue
    Coyle evoker FvS, Ungoliant, Assassin, Angainor, WF Lord of Blades FvS
    Mellkor Wizard, Ferrari WF Sorc, ***Argonnessen*** ~~Ascent~~

  17. #17
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    Starting this build on Orien, very few tomes, will eating them later make much difference besides losing skill points?

  18. #18
    Community Member Nuckoholic's Avatar
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    I'm following this build and am loving it up to lvl 8 so far. I'm always one of the main DPSers and can heal well. My melee combat ability has already exceeded what my lvl 15clr/1bar battle cleric will ever be.

    I'm making a few minor changes to the build though.

    Starting:
    16 Str
    10 Dex
    16 Con
    11 Int
    13 Wis
    11 Cha

    Since this is not an AC build, the extra DEX isn't necessary and the points would be better served going into Wis for the will saves and better spell DC. Also, I took 11 Int and ate a +1 tome at lvl 3. I'm only capping jump at 10 (will use +30 clickies) and maxing balance, and the rest go into UMD so I can use some repair wands or other things down the road. With Quicken, I don't believe that I'll be needing concentration. I can live with no quicken until the higher levels because most of the casting/buffing is done before combat.

    Adamantine body should be taken as an early feat because it really helps at the low levels - not sure if I'll swap it out later. This means that I probably will not be taking empower heal because I will already have empower. At higher levels the Heal spell is usually already powerful enough.

    Do you guys have any feedback? I'm thinking of maybe swapping out Adamantine body and taking the improved crit feat for slashing weapons (for Greatswords).

  19. #19
    Founder Mellkor's Avatar
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    I am glad you are enjoying this build! It is one of my favorite toons atm.


    Minor tweaks such as yours wont matter too much, although I still think having a bit higher dex for better reflex saves is more important. I did not consider AC at all when I put points into dex, it was solely for better reflex saves and a bit better to hit during those rare times I range stuff with a returning dagger. Also remember that there are WF enhancements that increase you saves vs enchantments (which effectively raises your will save).

    One thing I strongly advise you reconsider is putting points into concentration. You need concentration for those times quicken is not being used and also when casting from scrolls. Casting from scrolls is very slow and you have to make a concentration check when you are hit (and you WILL) while using scrolls. Usually when you resort to scroll use things are desperate, and that is when you really need concentration!

    Smellfire: Eating tomes later wont matter much except for int. try and eat a +1 int tome at level 3 if you can. You will lose about 1/3 of your skill points if you do not eat one!

    As for empower heal feat, I have found the heal and mass heal spell somewhat lacking without it at end game. In my experience, mass cures with both empower heal and empower spell (with the empower spell spell point reduction enhancements) are a very potent SP cost effective way to do a LOT of healing when a lot of people are taking damage fast (mostly in end game raids). You can get by without empower healing in situations where healing quickly is not an issue. I have found healing to lack that extra punch it usually needs in raids without empower heal.

    -JR
    Last edited by Mellkor; 11-20-2009 at 11:51 AM.
    Cully Clonk, Culpepper Cleric, Culpeppa PvP spec Cleric, Azygoz Clogue
    Coyle evoker FvS, Ungoliant, Assassin, Angainor, WF Lord of Blades FvS
    Mellkor Wizard, Ferrari WF Sorc, ***Argonnessen*** ~~Ascent~~

  20. #20
    Founder Mellkor's Avatar
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    Updated original post with endgame equipment and adjusted saves and hit points accordingly.

    Still my favorite toon!

    -JR
    Cully Clonk, Culpepper Cleric, Culpeppa PvP spec Cleric, Azygoz Clogue
    Coyle evoker FvS, Ungoliant, Assassin, Angainor, WF Lord of Blades FvS
    Mellkor Wizard, Ferrari WF Sorc, ***Argonnessen*** ~~Ascent~~

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