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  1. #681
    Community Member MindCake's Avatar
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    Quote Originally Posted by maverick75 View Post
    Actually, what I was more looking at was trying to bump up my wisdom from 10. Since unless I missed something else, right now at lvl 4, I only have 2 spell points which isn't enough to cast any spell. Was the build not meant to cast spells right away?
    Get a power II item. The discarded ring may also help. You'll also need a WIS +1 item to be able to cast at all, but that should be easy obtainable for at most 100pp from AH. Or found someplace etc.

    With that and archivist's necklace, you can keep yourself Ram'sMighted for about 20 minutes, at level 4.

    If your power II item is a weapon, it'll take some juggling, but with the help from the ring it is workable.

    If you can't get a power II item at all, just the discarded ring will be enough to cast 1 spell. Total of three with archivist's necklace.
    Druids have a fundamental right to bear arms.

    "No more patterns" - Shroud puzzles guide.

  2. #682
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    Quote Originally Posted by Alektronic View Post
    Wow, great post. I was just mulling over why noone had done this the other day before I stumbled upon this post actually. I love the narrative and prose, but quick question: why don't you also include a planner pasty for ease of reference while lvling? Is that alot of extra work?

    OP states at the beginning that enhancements are the choice of the player as to when they should be taken. You can put the builds in a file and print them as you need. I did. : )

  3. #683
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    Quote Originally Posted by karl_k0ch View Post
    While it might be a bit annoying not to be able to cast spells at this very moment, you have to think of this as a long-term investment.
    With each level you reach, you will possibly spend more time at that level than at level 4. In the end, you will hopefully spend more time being level 20 than being level 4. Then the question is: What will give you a bigger benefit? Some more points in wisdom or 20 HP/+1 damage and +1 to hit?
    The answer is in most cases: One of the latter two. This is a good thing, because it means that you can focus your build points and invest them into 3 key stats (Dex, Con, Str) and you do not need to spread those stats over 4 or even 5 stats, like monks or paladins have to.

    Please note that 10 Wis is already considered to be a new-player-friendly stat choice. Most Rangers and Paladins even start with 8 wis (paladins have a similar spell progression as rangers, with the same 2 sp at level 4. those should be actually 5, but they never bothered to fix that.)

    There are several possibilities to enhance your SP pool:
    - a + X Wisdom item. (you will need a +1 wis item to cast level 1 spells, a +2 item for level 2 and so on. Usually, you should be able to get a +6 item around level 15.) The higher your wisdom, the more spell points you will get per level.
    - a Power/Wizardry item. This adds a flat amount of SP.
    - the mental toughness feat. This adds +5 to your SP and additional +5 for each level. You will pick up the feat at level 6, resulting in an immediate boost of +35 SP.

    So, yes, this build was made not to cast spells right away, but you will soon be able to.
    Thanks, I'm beginning to understand it now. I guess it was abit of a shock to hit level 4, get ready to be able to casts spells and then to only get 2 spell points. Perhaps a note to that effect could be put in the build, so people aren't caught unaware.

    Quote Originally Posted by karl_k0ch View Post
    The poster above is referring to items you get from quests which start around level 16 (The Shroud in the Vale of Twilight) and level 18 (the Tower of Despair, ToD).
    Both are raids which have very nice end rewards. ToD has specific item sets tailored to certain prestige enhancements and the Shroud has Green Steel Items (often referred to as GS). These Green Steel items are not lootable like in other quests, but the you can get crafting materials in the quests which can be combined to a huge array of weapons and other items. The "min 2 weapon" is one popular crafting recipe from the shroud.

    Tomes have no downside, besides being costly (TP/cash or plat). If you use a tome, only the highest value in each stat will be applied, i.e. a +1 tome combined with a +2 tome will only yield +2.

    Again, thank you for the info

  4. #684
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    Quote Originally Posted by Alektronic View Post
    Wow, great post. I was just mulling over why noone had done this the other day before I stumbled upon this post actually. I love the narrative and prose, but quick question: why don't you also include a planner pasty for ease of reference while lvling? Is that alot of extra work?
    Yes, it's a lot of extra work to go through all races in the character planner. I might do it once I have nothing more left to do (and my to-do list is quite big -- I'm doing very slow progress due to not having much time to work on this).
    If someone wants to do it and post the character planner outputs for some builds, I'll link them

  5. #685
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    Quote Originally Posted by maverick75 View Post
    Thanks, I'm beginning to understand it now. I guess it was abit of a shock to hit level 4, get ready to be able to casts spells and then to only get 2 spell points. Perhaps a note to that effect could be put in the build, so people aren't caught unaware.
    You're right, I should add a tip about this. Added to my to-do, thanks!

  6. #686
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    Hi,
    I hope this topic is quite good for my request, if not please let me know where is a right one.

    I would like to create Holly Arrow - Cleric with a bow, mainy using Zen Archery for synergy.
    I even tried it with a Human, Cl 1/Ran 2/ (rest planned as cleric).
    The stats are Wis maxed, some const, some str.
    The trick which i like to make is combine zen archery, 'free' power bow, and rapid shot.
    I even tried it till level 3, however found that it was more effective to swing the great axe, since bow was quite slow even with rapid shot.

    So here is my question: Have anybody tried, or it is possible to create a build with ok cleric abilities (healing, casting) and doing some dps with a bow?


    Or maybe it will work better if i switch to throwing weapons and mighly blow?

    The reason of bows to wish to stay at distance, so be able to watch over battlefield and easier switch to casting if needed.
    Thx for help.
    Last edited by licho; 01-21-2011 at 01:51 PM.

  7. #687
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    Quote Originally Posted by licho View Post
    Hi,
    I hope this topic is quite good for my request, if not please let me know where is a right one.

    I would like to create Holly Arrow - Cleric with a bow, mainy using Zen Archery for synergy.
    I even tried it with a Human, Cl 1/Ran 2/ (rest planned as cleric).
    The stats are Wis maxed, some const, some str.
    The trick which i like to make is combine zen archery, 'free' power bow, and rapid shot.
    I even tried it till level 3, however found that it was more effective to swing the great axe, since bow was quite slow even with rapid shot.

    So here is my question: Have anybody tried, or it is possible to create a build with ok cleric abilities (healing, casting) and doing some dps with a bow?


    Or maybe it will work better if i switch to throwing weapons and mighly blow?

    The reason of bows to wish to stay at distance, so be able to watch over battlefield and easier switch to casting if needed.
    Thx for help.
    Might have more luck in the cleric forum, but here's my opinion on this:

    This kind of build is tricky, mostly due to the lack of feats. I actually have such a build, it's an Elf Cleric 17/Ranger 2/Wizard 1 (currently at 13th level). Unfortunately you must be Elf to get Arcane Archer (disclaimer: I'm clueless about Half-Elf, maybe they get it too -- EDIT: someone told me Half-Elves could go AA as well), because AA is a must to have decent ranged DPS, so you can't take advantage of the Human bonus feat. My feats are:
    Weapon Focus / PBS / Empower Heal / Quicken / Manyshot / IC / PS / IPS
    and I don't see how I could live without one of these... this build was made before Zen Archery was added, so I didn't have to worry about it, but even if I were to re-do it now, I'd probably still do the same and go Dex-based instead of Wis-based (saves the feat and higher to-hit -- my offensive spells will suck anyway with only 17 levels of Cleric, no spell pen and no maximize).
    Prepare for people to believe you are totally clueless when they see your build too
    So far the build's been ok, although it's definitely less powerful than a normal cleric at mid-levels due to the lack of offensive spellpower. I'm looking forward to the higher level AA goodies.

    I would NOT recommend this for a new player.
    Last edited by tihocan; 01-21-2011 at 06:46 PM.

  8. #688
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    Quote Originally Posted by tihocan View Post
    Might have more luck in the cleric forum, but here's my opinion on this:

    This kind of build is tricky, mostly due to the lack of feats. I actually have such a build, it's an Elf Cleric 17/Ranger 2/Wizard 1 (currently at 13th level). Unfortunately you must be Elf to get Arcane Archer (disclaimer: I'm clueless about Half-Elf, maybe they get it too -- EDIT: someone told me Half-Elves could go AA as well), because AA is a must to have decent ranged DPS, so you can't take advantage of the Human bonus feat. My feats are:
    Weapon Focus / PBS / Empower Heal / Quicken / Manyshot / IC / PS / IPS
    and I don't see how I could live without one of these... this build was made before Zen Archery was added, so I didn't have to worry about it, but even if I were to re-do it now, I'd probably still do the same and go Dex-based instead of Wis-based (saves the feat and higher to-hit -- my offensive spells will suck anyway with only 17 levels of Cleric, no spell pen and no maximize).
    Prepare for people to believe you are totally clueless when they see your build too
    So far the build's been ok, although it's definitely less powerful than a normal cleric at mid-levels due to the lack of offensive spellpower. I'm looking forward to the higher level AA goodies.

    I would NOT recommend this for a new player.
    I wrote a bit of a rant about Divine (Cleric or Favoured Soul) Arcane Archers over here: http://forums.ddo.com/showthread.php?t=285430.

    Tihocan is right about the feats, there is a lot of critical feats that are absolute must haves, almost too many do actually do the build.

    Being wisdom based on a cleric is the way to go, imo, to get the SP pool up enough to raid heal well (without having to rely on gear), 2 monk and zen archery works well with this (monk stance, evasion etc) however you can't fit improved precise shot in very well.

    Favoured Soul is better for this build imo due to the leniency that the larger SP pool gives.

    Half-elf is a great race choice for the build, much superior to elf. Human versatility gives burst damage that blends very well with manyshot and the healing/shooting style of play that works best. Dilettante feat brings a free feat (bow strength) or 3d6 sneak attack (and other possibilities). Healing amp and adaptability (+1 wisdom) round it of nicely along with the extra HP.

  9. #689
    Community Member Alektronic's Avatar
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    Default Font of Healing

    EDIT: mispost.
    -Thelanis toons- Alektronic (pdk pally), Bakeneko (monk), Ghyldra (druid), Hermeros (crafter), Lecker (wf wiz),
    Panaceus (elemental barb), Quallus (SDK), Taigong (acrobat), Vamprix (archmage of vengeance), Vercigetorix (bard)

  10. #690
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    Default Necromancer Build

    I rolled an alt for the Necromancer and ran it through the character planner to have available for level ups and enhancement selection. I noticed that for this build, using a +2 sup tome at level 7, the HP are at 222 at level 20. Is this normal? Did I miss something somewhere?

  11. #691
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    Quote Originally Posted by Lerl View Post
    I rolled an alt for the Necromancer and ran it through the character planner to have available for level ups and enhancement selection. I noticed that for this build, using a +2 sup tome at level 7, the HP are at 222 at level 20. Is this normal? Did I miss something somewhere?
    HPs in the planner don't take gear into account. You can easily add:
    - +6 Con (+60 HPs)
    - Greater False Life (+30 HPs)
    - Toughnes (on item like the Minos Helm) (+20 HPs)
    - Argo favor (+10 HPs)
    --
    +120 HPs easy to get

    A bit more difficult to obtain : +45 HPs from Shroud crafted item, Yugo favor pots, up to +3 exc. Con, +7 Con item instead of +6, ship buffs, ...

    I'm not sure if the planner takes the Racial Toughness enhancements into account too (it probably does, but I never paid attention).

  12. #692
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    Talking RE: Necromancer Build

    Thank you for getting back to me. : )

    When I run alts through the planner, I only put in a +2 Supreme tome at level 7 because I know I can get that. I have no real idea of what else is available to boost stats, other than certain items (necklaces and such.) Is there any place that I can find a listing of the things I could use to boost an alt's abilities, how to get them, and stackability?

    Looking back at this alt, she is a Drow. That is a 6 Con to start. Probably why her HP are so low.

  13. #693
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    Quote Originally Posted by Lerl View Post
    When I run alts through the planner, I only put in a +2 Supreme tome at level 7 because I know I can get that. I have no real idea of what else is available to boost stats, other than certain items (necklaces and such.) Is there any place that I can find a listing of the things I could use to boost an alt's abilities, how to get them, and stackability?
    Starting points:
    http://ddowiki.com/page/Items
    http://itemwiki.cubicleninja.com/Default.aspx

  14. #694
    Community Member Dancingrage's Avatar
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    Ah, tihocan,

    I'd been curious to see what you think of the Necromancer's improved survivability and was curious to see if the stats you have for difficulty have changed from the old values (more difficult to solo as non-warforged than others) or not. I'd been reading that the PM prestige class forms can greatly help surviviability and makes a well set up PM a solid soloist option, but this is reading once every blue moon (been offline a bit thanks to RL stuff, so I'm not remotely near up on what's up with the PrC since they introduced the death auras.)

  15. #695
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    Quote Originally Posted by Dancingrage View Post
    Ah, tihocan,

    I'd been curious to see what you think of the Necromancer's improved survivability and was curious to see if the stats you have for difficulty have changed from the old values (more difficult to solo as non-warforged than others) or not. I'd been reading that the PM prestige class forms can greatly help surviviability and makes a well set up PM a solid soloist option, but this is reading once every blue moon (been offline a bit thanks to RL stuff, so I'm not remotely near up on what's up with the PrC since they introduced the death auras.)
    Thanks for pointing this out, I forgot to update the soloability rating of the Necromancer build now that Pale Master is out.
    WF will still be easier because you can still heal yourself more efficiently, but I'll definitely need to improve the other races ratings.

    Keep in mind these ratings are very approximate too

  16. #696
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    Default Dark Blade (Halfling 28 pt)

    This is the character generator output for the Dark Blade build (Halfling 28 pt version). Thanks to Alektronic for sending it to me!

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Dark Blade
    Level 20 True Neutral Halfling Female
    (20 Rogue) 
    Hit Points: 222
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 21
    Will: 6
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (28 Point)       (Level 1)          (Level 20)        
    Strength             12                 13            
    Dexterity            18                 23            
    Constitution         14                 14            
    Intelligence         14                 14            
    Wisdom                8                  8            
    Charisma              8                  8            
    
    Tomes Used
    +1 Tome of Strength used at level 17
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               8                 30            
    Bluff                -1                 -1            
    Concentration         2                  2            
    Diplomacy             3                 22            
    Disable Device        6                 26            
    Haggle               -1                 -1            
    Heal                 -1                 -1            
    Hide                  8                 30            
    Intimidate           -1                 -1            
    Jump                  3                 13            
    Listen               -1                 -1            
    Move Silently         8                 30            
    Open Lock             8                 30            
    Perform              n/a               n/a            
    Repair                2                  3            
    Search                6                 26            
    Spot                  3                 22            
    Swim                  1                  1            
    Tumble                6                 18            
    Use Magic Device      3                 22            
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Diplomacy (+4)
    Skill: Disable Device (+4)
    Skill: Hide (+4)
    Skill: Jump (+2)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Rogue Damage Boost I
    Enhancement: Rogue Skill Boost I
    Enhancement: Improved Disable Device I
    Enhancement: Improved Search I
    
    
    Level 2 (Rogue)
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Improved Hide I
    Enhancement: Improved Move Silently I
    
    
    Level 3 (Rogue)
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Weapon Finesse
    Enhancement: Halfling Dexterity I
    Enhancement: Rogue Dexterity I
    
    
    Level 4 (Rogue)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Improved Disable Device II
    Enhancement: Improved Hide II
    Enhancement: Improved Move Silently II
    Enhancement: Improved Search II
    
    
    Level 5 (Rogue)
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Damage Boost II
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Subtle Backstabbing I
    
    
    Level 6 (Rogue)
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    Enhancement: Rogue Assassin I
    
    
    Level 7 (Rogue)
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Halfling Cunning I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    
    
    Level 8 (Rogue)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Improved Disable Device III
    Enhancement: Improved Search III
    
    
    Level 9 (Rogue)
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Rogue Subtle Backstabbing II
    Enhancement: Rogue Sneak Attack Accuracy II
    
    
    Level 10 (Rogue)
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Rogue Bonus) Opportunist
    Enhancement: Rogue Sneak Attack Accuracy III
    
    
    Level 11 (Rogue)
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Halfling Guile I
    Enhancement: Rogue Sneak Attack Training III
    
    
    Level 12 (Rogue)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Piercing Weapons
    Enhancement: Halfling Cunning II
    Enhancement: Rogue Assassin II
    Enhancement: Improved Search IV
    
    
    Level 13 (Rogue)
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Rogue Bonus) Improved Evasion
    Enhancement: Rogue Haste Boost II
    Enhancement: Halfling Guile II
    
    
    Level 14 (Rogue)
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Halfling Cunning III
    Enhancement: Halfling Luck (Reflex) I
    
    
    Level 15 (Rogue)
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Rogue Haste Boost III
    
    
    Level 16 (Rogue)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Rogue Bonus) Crippling Strike
    Enhancement: Rogue Sneak Attack Training IV
    
    
    Level 17 (Rogue)
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Sneak Attack Accuracy IV
    
    
    Level 18 (Rogue)
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Power Attack
    Enhancement: Halfling Guile III
    Enhancement: Rogue Assassin III
    
    
    Level 19 (Rogue)
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Rogue Bonus) Skill Mastery
    Enhancement: Rogue Skill Boost II
    Enhancement: Improved Disable Device IV
    
    
    Level 20 (Rogue)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Skill Boost III
    Enhancement: Rogue Deadly Shadow
    Last edited by tihocan; 03-07-2011 at 09:08 AM.

  17. #697
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    Quote Originally Posted by tihocan View Post
    This is the character generator output for the Dark Blade build (Halfling 28 pt version). Thanks to Alektronic for sending it to me!
    You might want to include a disclaimer for this format, as the displayed hit points usually do not include GFL (+30), +6 Con Item (+60), Argo Favor (+10), Toughness Item (+20), and not-so-easily accessible things such as +2 tomes (+20) and GS HP items (+45), not to speak of exotic bonuses such as SFL, Exceptional Con and higher tomes. (Toughness feat and 2 toughness enhancements are included in the total above already.)

    All in all, the reader is on the safe side to add about 120 to 185 HP to every build listed in this format.
    Toons on Orien: Meinir // Flodur // Twiddler // Thorkar // Impetor // Juliacantor // Minor all Soko Irrlicht
    Quote Originally Posted by Vargouille View Post
    We may or may not intentionally insert in red herrings, purple mackerels, or horses of different colors. Void where prohibited. Not available in all planes of existence.

  18. #698
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    Quote Originally Posted by karl_k0ch View Post
    You might want to include a disclaimer for this format, as the displayed hit points usually do not include GFL (+30), +6 Con Item (+60), Argo Favor (+10), Toughness Item (+20), and not-so-easily accessible things such as +2 tomes (+20) and GS HP items (+45), not to speak of exotic bonuses such as SFL, Exceptional Con and higher tomes. (Toughness feat and 2 toughness enhancements are included in the total above already.)

    All in all, the reader is on the safe side to add about 120 to 185 HP to every build listed in this format.
    The main goal of this format is to make it even more newbie-friendly by providing a plan one can follow without even thinking about it (= same as the paths in game), not to show off the build stats.

    That being said, you're right that I should probably add such a disclaimer to clarify this. Point taken, thanks (added to TODO list with low priority ).

  19. #699
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    Quote Originally Posted by tihocan View Post
    The main goal of this format is to make it even more newbie-friendly by providing a plan one can follow without even thinking about it (= same as the paths in game), not to show off the build stats.

    That being said, you're right that I should probably add such a disclaimer to clarify this. Point taken, thanks (added to TODO list with low priority ).
    Yeah, all what I wanted to say is that the builder produces somewhat misleading HP scores. Just wrote down the numbers because I was interested myself how much the builder misses.
    Toons on Orien: Meinir // Flodur // Twiddler // Thorkar // Impetor // Juliacantor // Minor all Soko Irrlicht
    Quote Originally Posted by Vargouille View Post
    We may or may not intentionally insert in red herrings, purple mackerels, or horses of different colors. Void where prohibited. Not available in all planes of existence.

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    Default The Dynamic Hand (Human 28 pt)

    This is the character generator output for the Dynamic Hand build (Human 28 pt version). Thanks to Alektronic for sending it to me!

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Dynamic Hand
    Level 20 True Neutral Human Male
    (20 Sorcerer) 
    Hit Points: 202
    Spell Points: 2137 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 5
    Will: 11
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (28 Point)       (Level 1)          (Level 20)        
    Strength             10                 10            
    Dexterity             8                  8            
    Constitution         16                 16            
    Intelligence          8                  8            
    Wisdom                8                  8            
    Charisma             18                 23            
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance              -1                 -1            
    Bluff                 4                  8            
    Concentration         7                 25            
    Diplomacy             4                  8            
    Disable Device       n/a               n/a            
    Haggle                4                  8            
    Heal                 -1                 -1            
    Hide                 -1                 -1            
    Intimidate            4                  8            
    Jump                  0                  0            
    Listen               -1                 -1            
    Move Silently        -1                 -1            
    Open Lock            n/a               n/a            
    Perform               n/a               n/a           
    Repair               -1                 -1            
    Search               -1                 -1            
    Spot                 -1                 -1            
    Swim                  0                  0            
    Tumble               n/a                 0            
    Use Magic Device      6                 19            
    
    Level 1 (Sorcerer)
    Skill: Concentration (+4)
    Skill: Use Magic Device (+2)
    Feat: (Human Bonus) Extend Spell
    Feat: (Selected) Toughness
    Spell (1): Acid Spray
    Spell (1): Hypnotism
    Enhancement: Human Versatility I
    Enhancement: Sorcerer Energy Manipulation I
    Enhancement: Sorcerer Elemental Manipulation I
    Enhancement: Sorcerer Energy of the Dragonblooded I
    
    
    Level 2 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (1): Niac's Cold Ray
    Enhancement: Human Improved Recovery I
    Enhancement: Sorcerer Charisma I
    
    
    Level 3 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    Spell (1): Nightshield
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Racial Toughness I
    Enhancement: Sorcerer Lineage of Elements I
    
    
    Level 4 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Scorching Ray
    Enhancement: Improved Concentration I
    Enhancement: Sorcerer Lineage of Energy I
    Enhancement: Sorcerer Elemental Manipulation II
    
    
    Level 5 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Web
    Enhancement: Human Adaptability Charisma I
    Enhancement: Sorcerer Lineage of Deadly Elements I
    
    
    Level 6 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mental Toughness
    Spell (3): Haste
    Enhancement: Racial Toughness II
    Enhancement: Sorcerer Energy of the Dragonblooded II
    
    
    Level 7 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Resist Energy
    Spell (3): Fireball
    Enhancement: Sorcerer Lineage of Elements II
    Enhancement: Sorcerer Elemental Manipulation III
    
    
    Level 8 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (4): Wall of Fire
    Enhancement: Human Versatility II
    Enhancement: Sorcerer Spell Penetration I
    
    
    Level 9 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Spell (2): Knock
    Spell (3): Displacement
    Spell (4): Phantasmal Killer
    Enhancement: Sorcerer Improved Empowering I
    Enhancement: Sorcerer Lineage of Deadly Elements II
    
    
    Level 10 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (5): Cone of Cold
    Enhancement: Sorcerer Elemental Manipulation IV
    
    
    Level 11 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (3): Acid Blast
    Spell (4): Enervation
    Spell (5): Cloudkill
    Enhancement: Sorcerer Lineage of Elements III
    Enhancement: Sorcerer Lineage of Deadly Energy I
    
    
    Level 12 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Heighten Spell
    Spell (6): Flesh to Stone
    Enhancement: Sorcerer Spell Penetration II
    
    
    Level 13 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (4): Dimension Door
    Spell (5): Ball Lightning
    Spell (6): Mass Suggestion
    Enhancement: Sorcerer Lineage of Deadly Elements III
    
    
    Level 14 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (7): Finger of Death
    Enhancement: Human Versatility III
    Enhancement: Sorcerer Energy Manipulation II
    
    
    Level 15 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Penetration
    Spell (5): Protection From Elements
    Spell (6): Acid Fog
    Spell (7): Prismatic Spray
    Enhancement: Sorcerer Charisma II
    
    
    Level 16 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (8): Polar Ray
    Enhancement: Sorcerer Improved Heightening I
    
    
    Level 17 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (7): Otto's Sphere of Dancing
    Spell (8): Horrid Wilting
    Enhancement: Sorcerer Lineage of Energy II
    Enhancement: Sorcerer Lineage of Deadly Energy II
    
    
    Level 18 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Penetration
    Spell (9): Wail of the Banshee
    Enhancement: Sorcerer Energy Manipulation III
    
    
    Level 19 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (9): Mass Hold Monster
    Spell (8): Otto's Irresistable Dance
    Enhancement: Sorcerer Lineage of Energy III
    
    
    Level 20 (Sorcerer)
    Ability Raise: CHA
    Skill: Tumble (+1)
    Spell (9): Energy Drain
    Enhancement: Sorcerer Bloodline of Power
    Enhancement: Sorcerer Energy Manipulation IV
    Last edited by tihocan; 03-07-2011 at 09:14 AM.

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