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  1. #721
    The Hatchery Habreno's Avatar
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    Suppose you had Completionist as a feat. I assume this would *NOT* count as part of your base?
    Quote Originally Posted by TheLegendOfAra View Post
    Welcome to Argo, where our end game players are constantly striving for new and exciting ways to make themselves more gimp, and continually working towards progressively more pointless goals.
    BYOH. Know it, abide by it, or don't mess with those who do.

  2. #722
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    Quote Originally Posted by Habreno View Post
    Suppose you had Completionist as a feat. I assume this would *NOT* count as part of your base?
    It should not, since it's not a permanent bonus (it's a feat you can switch off). I can't verify it though

  3. #723
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    Default version for Half-Orc?

    Is there a build specific to Half-Orc?

    Quote Originally Posted by tihocan View Post
    This is the character generator output for the Savage of the Wild Barbarian build (Dwarf 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
    
    Savage of the Wild
    Level 20 Neutral Good Dwarf Male
    (20 Barbarian) 
    Hit Points: 340
    Spell Points: 0 
    BAB: 20\20\25\30\30
    Fortitude: 16
    Reflex: 6
    Will: 6
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (28 Point)       (Level 1)          (Level 20)        
    Strength             18                 23            
    Dexterity            10                 10            
    Constitution         17                 17            
    Intelligence          8                  8            
    Wisdom               10                 10            
    Charisma              6                  6            
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               2                 11            
    Bluff                -2                 -2            
    Concentration         3                  4            
    Diplomacy            -2                 -2            
    Disable Device       n/a               n/a            
    Haggle               -2                 -2            
    Heal                  0                  0            
    Hide                  0                  0            
    Intimidate            2                 21            
    Jump                  6                 29            
    Listen                0                  0            
    Move Silently         0                  0            
    Open Lock             n/a               n/a           
    Perform              n/a               n/a            
    Repair               -1                 -1            
    Search               -1                 -1            
    Spot                  0                  0            
    Swim                  4                  7            
    Tumble                1                  1            
    Use Magic Device     n/a               n/a            
    
    Level 1 (Barbarian)
    Skill: Balance (+2)
    Skill: Intimidate (+4)
    Skill: Jump (+2)
    Skill: Tumble (+1)
    Feat: (Selected) Two Handed Fighting
    Enhancement: Barbarian Damage Boost I
    Enhancement: Barbarian Sprint Boost I
    Enhancement: Dwarven Axe Damage I
    
    
    Level 2 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Extend Rage I
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Tactics I
    
    
    Level 3 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Selected) Power Attack
    Enhancement: Barbarian Improved Damage Reduction I
    Enhancement: Barbarian Power Attack I
    Enhancement: Barbarian Power Rage I
    
    
    Level 4 (Barbarian)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Dwarven Constitution I
    Enhancement: Barbarian Constitution I
    
    
    Level 5 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Damage Boost II
    Enhancement: Barbarian Extend Rage II
    
    
    Level 6 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Selected) Cleave
    Enhancement: Barbarian Frenzied Berserker I
    
    
    Level 7 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Power Attack II
    Enhancement: Barbarian Power Rage II
    
    
    Level 8 (Barbarian)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Extra Rage I
    Enhancement: Barbarian Hardy Rage I
    Enhancement: Barbarian Hardy Rage II
    
    
    Level 9 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Spell Defense II
    
    
    Level 10 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Extend Rage III
    Enhancement: Barbarian Item Defense I
    
    
    Level 11 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Damage Boost III
    Enhancement: Barbarian Improved Trap Sense I
    
    
    Level 12 (Barbarian)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Selected) Improved Two Handed Fighting
    Enhancement: Barbarian Frenzied Berserker II
    Enhancement: Barbarian Improved Trap Sense II
    
    
    Level 13 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Power Rage III
    
    
    Level 14 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Extra Rage II
    Enhancement: Barbarian Power Attack III
    
    
    Level 15 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Selected) Greater Two Handed Fighting
    Enhancement: Dwarven Axe Attack II
    
    
    Level 16 (Barbarian)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Dwarven Axe Damage II
    
    
    Level 17 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Damage Boost IV
    
    
    Level 18 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Selected) Stunning Blow
    Enhancement: Barbarian Frenzied Berserker III
    
    
    Level 19 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Power Rage IV
    
    
    Level 20 (Barbarian)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Enhancement: Barbarian Might
    Enhancement: Dwarven Spell Defense III
    Enhancement: Improved Intimidate I

  4. #724
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    Default

    Quote Originally Posted by lowfuel1 View Post
    Is there a build specific to Half-Orc?
    Not yet sorry.
    Should be quite straightforward to adapt though.

  5. #725
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    Default half-orc variant

    Quote Originally Posted by tihocan View Post
    Not yet sorry.
    Should be quite straightforward to adapt though.
    k, I am working on one and have it up to level 3, before I went further I just wanted to check to see if there was one already.

    So far I am happy with my two characters based on your builds. The first is a Half-Elf Rogue/Ranger/Fighter (Tempest Build) (course he does not have the 1 level of fighter yet...) and the other is Half-orc Barbarian (Savage of the Wild Build).

  6. #726
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    Default Warchanter (Human 28 pt)

    This is the character generator output for the Warchanter 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
    
    Warchanter 
    Level 20 True Neutral Human Male
    (1 Fighter \ 1 Barbarian \ 18 Bard) 
    Hit Points: 282
    Spell Points: 502 
    BAB: 15\15\20\25\25
    Fortitude: 13
    Reflex: 10
    Will: 10
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (28 Point)       (Level 1)          (Level 20)        
    Strength             17                 22            
    Dexterity             8                  8            
    Constitution         16                 16            
    Intelligence          8                  8            
    Wisdom                8                  8            
    Charisma             13                 13            
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               3                 22            
    Bluff                 1                  1            
    Concentration         7                 26            
    Diplomacy             1                  1            
    Disable Device       n/a               n/a            
    Haggle                5                 19            
    Heal                 -1                 -1            
    Hide                 -1                 -1            
    Intimidate            1                  1            
    Jump                  6                 24            
    Listen               -1                 -1            
    Move Silently        -1                 -1            
    Open Lock            n/a               n/a            
    Perform               5                 24            
    Repair               -1                 -1            
    Search               -1                 -1            
    Spot                 -1                 -1            
    Swim                  3                  6            
    Tumble                0                  0            
    Use Magic Device      5                 24            
    
    Level 1 (Bard)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Haggle (+4)
    Skill: Jump (+3)
    Skill: Perform (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Human Bonus) Extend Spell
    Feat: (Selected) Toughness
    Spell (1): Cure Light Wounds
    Enhancement: Bard Extra Song I
    Enhancement: Bard Inspired Bravery I
    Enhancement: Human Versatility I
    Enhancement: Bard Song Magic I
    
    
    Level 2 (Barbarian)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Barbarian Sprint Boost I
    Enhancement: Human Improved Recovery I
    Enhancement: Barbarian Toughness I
    
    
    Level 3 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Spell (1): Expeditious Retreat
    Enhancement: Bard Inspired Damage I
    Enhancement: Bard Lingering Song I
    Enhancement: Racial Toughness I
    Enhancement: Bard Wand and Scroll Mastery I
    
    
    Level 4 (Bard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Focusing Chant
    Enhancement: Bard Inspired Attack I
    Enhancement: Improved Perform I
    Enhancement: Bard Lyric of Song I
    
    
    Level 5 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Blur
    Spell (2): Heroism
    Enhancement: Bard Extra Song II
    Enhancement: Human Adaptability Strength I
    
    
    Level 6 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Power Attack
    Spell (1): Detect Secret Doors
    Spell (2): Cure Moderate Wounds
    Enhancement: Bard Inspired Bravery II
    Enhancement: Racial Toughness II
    
    
    Level 7 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Bard Warchanter I
    
    
    Level 8 (Bard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Rage
    Spell (3): Displacement
    Spell (3): Haste
    Enhancement: Bard Inspired Damage II
    Enhancement: Bard Lingering Song II
    
    
    Level 9 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Two Handed Fighting
    Spell (3): Good Hope
    Enhancement: Bard Inspired Attack II
    
    
    Level 10 (Fighter)
    Skill: Perform (+1)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Fighter Haste Boost I
    Enhancement: Bard Lyric of Incredible Song I
    Enhancement: Bard Song Magic II
    
    
    Level 11 (Bard)
    Skill: Concentration (+3)
    Skill: Perform (+1)
    Skill: Use Magic Device (+2)
    Enhancement: Human Versatility II
    Enhancement: Bard Wand and Scroll Mastery II
    
    
    Level 12 (Bard)
    Ability Raise: STR
    Skill: Balance (+3)
    Skill: Concentration (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Two Handed Fighting
    Spell (3): Cure Serious Wounds
    Spell (4): Dimension Door
    Spell (4): Freedom of Movement
    Enhancement: Barbarian Power Attack I
    Enhancement: Bard Lingering Song III
    
    
    Level 13 (Bard)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Break Enchantment
    Enhancement: Bard Inspired Bravery III
    
    
    Level 14 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Bard Warchanter II
    Enhancement: Greataxe Training
    
    
    Level 15 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Handed Fighting
    Spell (4): Cure Critical Wounds
    Spell (5): Mass Cure Light Wounds
    Spell (5): Greater Heroism
    Enhancement: Bard Inspired Damage III
    
    
    Level 16 (Bard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (5): Greater Dispel Magic
    Enhancement: Bard Inspired Attack III
    Enhancement: Improved Perform II
    
    
    Level 17 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Improved Perform III
    Enhancement: Bard Wand and Scroll Mastery III
    
    
    Level 18 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Empower Healing Spell
    Spell (1): Remove Fear
    Spell (5): Mass Suggestion
    Spell (6): Mass Cure Moderate Wounds
    Spell (6): Otto's Irresistable Dance
    Enhancement: Human Versatility III
    Enhancement: Improved Perform IV
    
    
    Level 19 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Eagle's Spendor
    Spell (6): Heroes Feast
    Enhancement: Bard Wand and Scroll Mastery IV
    
    
    Level 20 (Bard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Remove Curse
    Enhancement: Human Versatility IV

  7. #727
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    Default Tempest without Rogue

    I was thinking how the tempest build would do without the rogue level. As far as i see the rogue only gives me lockpicking and lots of skill points (and some sneak attacks), and i really don't have any interest in opening stuff.

    If it would be viable to skip the rogue level, what class should be taken instead and how would i distribute my skill and stat points?

    If i really need the rogue level, how much of my damage will come from my sneak attacks? Because I'm not a big fan of sneaking.

  8. #728
    Community Member Brennie's Avatar
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    Quote Originally Posted by savepoints View Post
    I was thinking how the tempest build would do without the rogue level. As far as i see the rogue only gives me lockpicking and lots of skill points (and some sneak attacks), and i really don't have any interest in opening stuff.

    If it would be viable to skip the rogue level, what class should be taken instead and how would i distribute my skill and stat points?

    If i really need the rogue level, how much of my damage will come from my sneak attacks? Because I'm not a big fan of sneaking.
    You get 1d6 + 3 sneak attack damage from 1 level or rogue (1d6 from teh rogue level, and =3 from a 1 AP enhancement). Note that sneak attack damage applies to *anything that isn't aggroed on you*. So if you are sneaking, after you use diplomacy, or simply if someone else in your group has aggro. If you group up a lot, sneak attack damage is going to happen 5 out of 6 times (generally speaking), for a large amount of extra damage per-hit!

    An alternative is a second fighter level, which gets you an extra feat and an 2 AP enhancement that gives +1 strength.

  9. #729
    Community Member Adalita's Avatar
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    Quote Originally Posted by savepoints View Post
    I was thinking how the tempest build would do without the rogue level. As far as i see the rogue only gives me lockpicking and lots of skill points (and some sneak attacks), and i really don't have any interest in opening stuff.

    If it would be viable to skip the rogue level, what class should be taken instead and how would i distribute my skill and stat points?

    If i really need the rogue level, how much of my damage will come from my sneak attacks? Because I'm not a big fan of sneaking.
    Don't forget the rogue level also opens up full ranks in UMD, one of the most useful skills in the game.

    Sneak attack bonus applies as long as you don't have the target's aggro (attention). You don't have to be sneaking to get the sneak attack bonus.
    Quote Originally Posted by Chai View Post
    DDO players dont ragequit. They ragejoin. Boycotting around these parts means play something as much as possible, then post that we hate it.

  10. #730
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    Above posters are correct, one major benefit of Rogue is UMD, and if you really don't want it, a second Fighter level would be your best bet for +1 Str and an extra feat to play with. Could also go Monk 1 / Fighter 1, with Monk giving you some better saves and the Wis bonus to AC (not really useful on this build at high level though).

  11. #731
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    Default Spellsinger Melee Variant (Human 28 pt)

    This is the character generator output for a variant of the Spellsinger build, slightly more oriented towards melee than the original 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
    
    Spellsinger Melee Variant
    Level 20 Neutral Good Human Female
    (20 Bard) 
    Hit Points: 180
    Spell Points: 1151 
    BAB: 15\15\20\25\25
    Fortitude: 8
    Reflex: 11
    Will: 11
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (28 Point)       (Level 1)          (Level 20)        
    Strength             14                 14            
    Dexterity             8                  8            
    Constitution         14                 14            
    Intelligence          8                  8            
    Wisdom                8                  8            
    Charisma             18                 23            
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               3                 22            
    Bluff                 4                  9            
    Concentration         6                 25            
    Diplomacy             4                  9            
    Disable Device       n/a               n/a            
    Haggle                8                 32            
    Heal                 -1                 -1            
    Hide                 -1                 -1            
    Intimidate            4                  9            
    Jump                  5                 24            
    Listen               -1                 -1            
    Move Silently        -1                 -1            
    Open Lock            n/a               n/a            
    Perform               8                 32            
    Repair               -1                 -1            
    Search               -1                 -1            
    Spot                 -1                 -1            
    Swim                  2                  2            
    Tumble                0                  0            
    Use Magic Device      8                 32            
    
    Level 1 (Bard)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Haggle (+4)
    Skill: Jump (+3)
    Skill: Perform (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Human Bonus) Mental Toughness
    Feat: (Selected) Spell Focus: Enchantment
    Spell (1): Cure Light Wounds
    Enhancement: Human Versatility I
    Enhancement: Improved Concentration I
    Enhancement: Bard Song Magic I
    Enhancement: Bard Energy of the Music I
    
    
    Level 2 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Master's Touch
    Enhancement: Bard Inspired Damage I
    Enhancement: Bard Lingering Song I
    Enhancement: Bard Charisma I
    
    
    Level 3 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    Spell (1): Hypnotism
    Enhancement: Bard Inspired Attack I
    Enhancement: Bard Lyric of Song I
    Enhancement: Bard Wand and Scroll Mastery I
    
    
    Level 4 (Bard)
    Ability Raise: CHA
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Heroism
    Spell (2): Soundburst
    Enhancement: Human Versatility II
    Enhancement: Bard Song Magic II
    
    
    Level 5 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Expeditious Retreat
    Spell (2): Cure Moderate Wounds
    Enhancement: Improved Concentration II
    Enhancement: Bard Lyric of Incredible Song I
    Enhancement: Bard Energy of the Music II
    
    
    Level 6 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Focus: Enchantment
    Enhancement: Bard Spellsinger I
    
    
    Level 7 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Blur
    Spell (3): Charm Monster
    Spell (3): Haste
    Enhancement: Bard Inspired Damage II
    Enhancement: Bard Lingering Song II
    
    
    Level 8 (Bard)
    Ability Raise: CHA
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Good Hope
    Enhancement: Bard Inspired Attack II
    
    
    Level 9 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Heighten Spell
    Enhancement: Human Adaptability Charisma I
    Enhancement: Bard Lyric of Song II
    
    
    Level 10 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Displacement
    Spell (4): Dimension Door
    Spell (4): Otto's Sphere of Dancing
    Enhancement: Bard Energy of the Music III
    
    
    Level 11 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Freedom of Movement
    Enhancement: Bard Song Magic III
    Enhancement: Bard Improved Spell Penetration I
    
    
    Level 12 (Bard)
    Ability Raise: CHA
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Bard Spellsinger II
    
    
    Level 13 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Cure Critical Wounds
    Spell (5): Greater Heroism
    Spell (5): Mass Cure Light Wounds
    Enhancement: Bard Inspired Attack III
    
    
    Level 14 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (5): Mass Suggestion
    Enhancement: Bard Inspired Damage III
    
    
    Level 15 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Penetration
    Enhancement: Bard Lingering Song III
    Enhancement: Bard Wand and Scroll Mastery II
    
    
    Level 16 (Bard)
    Ability Raise: CHA
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Remove Fear
    Spell (5): Mind Fog
    Spell (6): Mass Cure Moderate Wounds
    Spell (6): Otto's Irresistable Dance
    Enhancement: Bard Lyric of Incredible Song II
    
    
    Level 17 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Glitterdust
    Spell (6): Heroes Feast
    Enhancement: Bard Improved Spell Penetration II
    
    
    Level 18 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Power Attack
    Spell (3): Crushing Despair
    Enhancement: Human Versatility III
    Enhancement: Bard Wand and Scroll Mastery III
    
    
    Level 19 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Hold Monster
    Spell (6): Mass Charm Monster
    Enhancement: Bard Charisma II
    
    
    Level 20 (Bard)
    Ability Raise: CHA
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (5): Greater Dispel Magic
    Enhancement: Bard Musical Prodigy
    Enhancement: Improved Perform I
    Enhancement: Improved Perform II

  12. #732
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    Default Clerical Healing

    So I wanted to make a cleric and compared the FoH and the warpriest (since i do like to play solo occasionally).

    The Warpriest only has 2 more hp and the FoH has 239 more SP and they practically have the same saves (this is without enhancments) I was wondering what the difference in healing is. Since even if i go with a warpriest i might want to group up.

  13. #733
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    Default

    Quote Originally Posted by savepoints View Post
    So I wanted to make a cleric and compared the FoH and the warpriest (since i do like to play solo occasionally).

    The Warpriest only has 2 more hp and the FoH has 239 more SP and they practically have the same saves (this is without enhancments) I was wondering what the difference in healing is. Since even if i go with a warpriest i might want to group up.
    The Font of Healing will be a stronger offensive caster due to higher wisdom and feat selection. The Warpriest has the to-hit bonus and feat selection to hold his/her own in melee. While the Warpriest can do some offensive casting at lower lvls, by midlevel to endgame you lose the ability to CC (by doing lvlups in wisdom and with proper gear, you can stretch this out into higher lvls, but that's another can of worms ^_^)
    -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)

  14. #734
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    Quote Originally Posted by Alektronic View Post
    The Font of Healing will be a stronger offensive caster due to higher wisdom and feat selection. The Warpriest has the to-hit bonus and feat selection to hold his/her own in melee. While the Warpriest can do some offensive casting at lower lvls, by midlevel to endgame you lose the ability to CC (by doing lvlups in wisdom and with proper gear, you can stretch this out into higher lvls, but that's another can of worms ^_^)
    Actually, my proposed version of the Warpriest does level-ups in Wis, so you can still be a decent offensive caster (going full Str-based is mentioned as a variant). The main advantage of the Font of Healing w.r.t. offensive casting is it has higher Spell Penetration and more SPs.

    savepoints: Healing-wise, they are almost the same. The Font of Healing basically gets more SPs, and an extra caster level on Mass Cure spells.
    Once a Warpriest-oriented Prestige enhancement line is released, there will probably be more differences.

  15. #735
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    Default Master Mechanic

    Master Mechanic (L20 Rogue)

    Concept: Focus on traps, locks, and sneak, relying on repeating crossbows for damage
    Original path's flaws: Con too low, no Toughness, feats not suited to usage of repeating crossbows
    Main fixes: Gave more HPs and better damage output with crossbows

    Alignment: Chaotic Neutral, Chaotic Good, Neutral, Neutral Good, Lawful Neutral, Lawful Good

    Stats and Race (28/32 pt):
    ........Drow.....Dwarf......Elf.....Halfling...Human...Warforged.
    .Str.....10........10........10........10........10........10....
    .Dex.....18........16........18......17/18.......16........16....
    .Con.....12........16......12/13.......14......14/15.......16....
    .Int.....17......15/16.....15/16.....15/16.....15/16.....15/16...
    .Wis.....10........10........10........10........10.......8/10...
    .Cha.....10.......6/8........8.........8.........8.........6.....

    Ability increase every 4 levels: All in Dex.

    Skills (except Human and Drow): At all levels, keep maxed out Search, Disable Device, UMD, Open Locks, Spot, Balance, Diplomacy, Hide and Move Silently. Split your remaining points equally between Jump and Tumble.
    Skills (Human and Drow): Same, but you should be able to max out both Jump and Tumble instead of splitting points between them.

    Feats (by level), except Human: Toughness (1), Rapid Reload (3), Point Blank Shot (6), Precise Shot (9), Improved Evasion (10), Improved Critical: Ranged (12), Skill Mastery (13), Improved Precise Shot (15), Slippery Mind (16), Rapid Shot (18), Defensive Roll (19)
    Feats (by level), Human: Toughness (1), Rapid Reload (1), Point Blank Shot (3), Rapid Shot (6), Precise Shot (9), Improved Evasion (10), Improved Critical: Ranged (12), Skill Mastery (13), Improved Precise Shot (15), Slippery Mind (16), Skill Focus: Use Magical Device (18), Defensive Roll (19)
    Special note: The feat progresion for all races was modified on 2011/04/21 when the build was converted to ranged instead of melee. If you started this build prior to this date, you can find the old feat progression to follow in this post.

    For more information about picking enhancements please read this post.
    Enhancements (Rogue): Cheat Death (capstone), Dexterity II, Disable Device III, Fire Trap Lore I, Haste Boost III, Improved Trap Sense II, Mechanic II, Open Lock III, Search II, Skill Boost III, Sneak Attack Accuracy II, Sneak Attack Training II, Spot I
    Enhancements (Drow): Dexterity I, Enchantment Resistance I, Keen Eyes I, Perception I, Racial Toughness II
    Enhancements (Dwarf): Constitution I, Racial Toughness II, Spell Defense II
    Enhancements (Elf): Dexterity I, Enchantment Resistance I, Keen Eyes I, Perception I, Racial Toughness II
    Enhancements (Halfling): Cunning II, Dexterity I, Guile II, Hero's Companion I, Luck (Reflex) I, Racial Toughness II
    Enhancements (Human): Adaptability Dexterity I, Greater Adaptability Intelligence I, Improved Recovery I, Racial Toughness II
    Enhancements (Warforged): Constitution I, Healer's Friend II, Racial Toughness II

    Soloability by level:

    No hireling..: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    With hireling: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20


    Tips:
    - You only gain proficiency with light repeaters at Level 6 (with the Mechanic I enhancement), which means that from L1 to 5 it is best to use a rapier (possibly with a shield that has zero Armor Check Penalty like a Light Mithral Shield). You may also use a regular crossbow, but your damage output will be significantly lower than with a rapier in hand.
    - In order to make these early levels easier (especially if soloing), you may pick either Weapon Finesse (to boost your to-hit with a rapier) or Exotic Weapon Proficiency: Light Repeating Crossbow (to start using repeaters early) as your L3 feat. Once you reach L6 you can respec out this feat. Another option is to get proficiency in Heavy Repeaters and drop it only at L12, in order to be able to use both kinds of repeaters from L3 to L11.
    - Once you get Mechanic I at L6, start wearing items that boost your Intelligence: your Int modifier is added to the damage you deal with crossbows.
    - Use Diplomacy to politely ask your opponents to attack someone else. This will let you land sneak attacks more reliably.
    - You do not have to sneak to land sneak attacks. Read this page for more information on sneak attacks (in particular, on ranged attacks you need to be close enough to your target).
    - If you ever get to the point (around L16) where you start running the Shroud raid regularly, consider crafting a Radiance heavy repeater. It is a great weapon for such a build.
    - Ultimately you would want to reach 39 UMD to be able to reliably use Heal scrolls. This can be achieved for instance from 23 (base skill at L20) + 1 (Skill Mastery) + 3 (16 Cha with +6 item and +2 Cha tome) + 4 (Greater Heroism) + 2 (Head of Good Fortune) + 6 (exceptional bonus from Shroud raid item), which are reasonable items to obtain if you get all the way to level 20. In the meantime, accept you may fail some checks and rely on your skill boost to make it less likely.
    - As a Mechanic, you are the best at making traps, which you can do starting at L4. Read more about trapmaking here.

    Variants:
    - I would like to thank Brennie and ReaperAlexEU for coming up with similar builds much faster than I did.
    - It is possible to take the Mechanic enhancements as a melee build, for an example (now outdated though) see here.
    - The last Rogue specialty feat at L19 can be changed e.g. for another Skill Mastery (+1 to all skills). From the information I could find on Opportunist and Crippling Strike, those would not work on ranged attacks and are thus not suited to this build (but I would appreciate if someone could confirm this information).
    - The L18 feat on a Human can be replaced e.g. by Weapon Focus: Ranged (if you find your to-hit is not high enough), or Weapon Finesse (if you find you need to melee sometimes).
    - Although overall the Bluff skill is currently not worth investing into, it may be improved some day. And if you are planning to solo a lot, it can be somewhat useful to land more sneak attacks. To get Bluff, split some points between Balance, Jump and Tumble (instead of just Jump and Tumble) so that you can max out Bluff. Among Balance, Jump and Tumble, Balance is the most important, while you can stop investing in Jump and Tumble once you are comfortable with respectively how high you can jump, and from how high you can fall without taking too much damage. Note that a 40 Jump skill (with buffs) is the maximum you need, and at L18 you can obtain a Jump clicky that gives you +30 to it.

    Color code: best to worst = green, yellow, orange, red
    Last edited by tihocan; 04-21-2011 at 01:55 PM.

  16. #736
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    re the above, are you saying that the old build would not work anymore?
    having just started it, it seems that (from the info in the build) it would be easier to solo with the rapier build rather than crossbow?

  17. #737
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    Quote Originally Posted by vent666 View Post
    re the above, are you saying that the old build would not work anymore?
    having just started it, it seems that (from the info in the build) it would be easier to solo with the rapier build rather than crossbow?
    No, the old build will still work, and will probably be better solo. However, it was too close IMO to the Dark Blade build, which is why I preferred to replace it with a Repeater version that offers more variety in playstyle.

  18. #738
    Community Member Brennie's Avatar
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    Quote Originally Posted by tihocan View Post

    - You only gain proficiency with light repeaters at Level 6 (with the Mechanic I enhancement), which means that from L1 to 5 it is best to use a rapier (possibly with a shield that has zero Armor Check Penalty like a Light Mithral Shield). You may also use a regular crossbow, but your damage output will be significantly lower than with a rapier in hand.
    Just as a note, while non-magical light shields should (?) have an armor check penalty (which mithral would alleviate) any magical (+1 or better) light shield will have none (Still retains 5% spell failure, though, which is why bards/casters tend to seek out light mithral shields).

    Also THIS POST could indicate crippling strike does work on ranged sneak attacks, however it's an old post and has no documentation to back it up. This shouldn't be too hard for any-ol' rogue to test though (IF i had one, I'd test it myself!). Opportunist is notably a lot harder to test. Doublestrike doesn't work on range weapons, but the fortification bypass might...

    Quote Originally Posted by vent666 View Post
    re the above, are you saying that the old build would not work anymore?
    having just started it, it seems that (from the info in the build) it would be easier to solo with the rapier build rather than crossbow?
    This is my personal opinion, but the repeater-mechanic rogue is mostly a flavor build. Ranged combat is still notably weaker than melee combat, and the mechanic PrE does very little to compensate for that fact. Couple this with the fact that a huge chunk of rogue damage comes from sneak attack, and that sneak attack is difficult to maintain with a ranged weapon and that two-weapon fighting attacks significantly faster (Thus more sneak-attacks per minute) and your Two-weapon fighting mechanic will definitely come out ahead of the game, solo or group.

    This does not in any way mean repeater mechanics aren't good. Repeaters are, from my limited experience, very very fun, and the Mechanic PrE can probably make good use of them. However, i could caution new players to realize that Repeater Mechanic is a build built for fun-factor, and not for performance.

  19. #739
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    Thanks Brennie, notes taken

  20. #740
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    Unhappy U9 & Wizards

    It is now post Update 9 and I need to reset the enhancements on my wizards/sorcerer. The sorcerer is pretty straight-forward to do, and I did my FavS. The issue is the wizards.

    First, the alts mentioned are following these paths. I have a Warforged Archmage and a Drow Pale Master. Both have been pretty fun to play.

    With the AM, I don't know if I should be focusing on the elemental paths or the AM enhancements. Going full-on AM, I only have enough AP left to max out one element, which would naturally be repair. Or should I focus on the elements and let the AM ride? I am not sure which way would be best.

    For the PM, I am not sure which element would best fit her, or if going for elements at all would be advisable. Needless to say, I am lost. I don't want to run them until I have it figured out, and I don't feel I know enough to make an informed decision.

    ANY help would be much appreciated.

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