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  1. #1

    Default Phoenix Champion (Inspired by Solar Phoenix) - A healing amp DPS build

    Edited: I re-worked this for a 32pt build. My wife wanted to make a duo team and so I decided to roll up this build for that instead of reincarnating. Str went down a point as a result. I also included UMD as a skill to raise although its use may be marginal at best, still it may be a nice option to have for the right RR item.

    Inspiration
    The Rising Phoenix build is what got my attention, and looking further I liked what I saw in older healing amplification focused builds. I've always been a fan of self healing combat characters and the idea of near infinite re-sourceless healing was an appealing one.

    Trying to balance out the paladin and monk levels I decided I liked the paladin side of things a bit more so I'm only splashing monk for feats, evasion and of course the fists of light. I really wanted to have some killer smiting and burst damage. I decided to not focus exclusively on fists/kamas and instead worked in Kopesh. The build is kind of a switch hitter, having a "monk mode" for enhanced self healing, evasion and the like; a skirmish mode with light armor and dual kopesh, and an intimitank mode with mithral heavy armor. In every mode (although monk in fire stance would be optimal) you have significant healing amplification. You also have a wide array of healing sources you can take advantage of for yourself or to help others.

    Build notes
    This was a hard build to make. The stats had to be spread around, even with all the build points. There just aren't enough enhancement points to get all the great options available (and those amps are expensive). Even with the great work by the other builders I had to puzzle over exactly what to do with it since you can go in a lot of directions with the basic idea.

    Gear
    Each "mode" has somewhat different gear needs so its likely this character would pack a wide range of equipment. I suspect the light armor, dual wielding will be the default for most quests.

    Summation
    I'd say what you end up with is a second tier DPS and second tier tank, but the healability factor gives you something the first tiers in those categories are unlikely to match.

    As a duo character
    My wife has worked up a support focused halfling bard TWF Warchanter to play along side Seablade here. I've a feeling that combination will be extremely potent.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (2 Fighter \ 15 Paladin \ 3 Monk) 
    Hit Points: 321
    Spell Points: 313 
    BAB: 19\19\24\29\29
    Fortitude: 23
    Reflex: 16
    Will: 15
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    23
    Dexterity            15                    17
    Constitution         14                    16
    Intelligence         11                    13
    Wisdom               11                    14
    Charisma             14                    16
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                     7
    Bluff                 2                     3
    Concentration         6                    25
    Diplomacy             2                     3
    Disable Device        n/a                   n/a
    Haggle                2                     3
    Heal                  0                     2
    Hide                  2                     3
    Intimidate            4                    28
    Jump                  5                     9
    Listen                0                     2
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     1
    Search                0                     1
    Spot                  0                     2
    Swim                  2                     6
    Tumble                3                     4
    Use Magic Device      4                    14
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Intimidate (+2)
    Skill: Jump (+3)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Human Bonus) Oversized Two Weapon Fighting
    Feat: (Selected) Power Attack
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 2 (Fighter)
    Skill: Intimidate (+3)
    Feat: (Fighter Bonus) Exotic Weapon Proficiency: Khopesh
    
    
    Level 3 (Monk)
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Dodge
    Feat: (Monk Bonus) Toughness
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    
    Level 5 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    
    Level 6 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Least Dragonmark of Sentinel
    
    
    Level 7 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    
    Level 8 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 9 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 10 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 11 (Fighter)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 13 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 14 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 15 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Combat Expertise
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 17 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Mental Toughness
    
    
    Level 19 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Enhancement: Fighter Haste Boost I
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Human Versatility I
    Enhancement: Way of the Patient Tortiose I
    Enhancement: Monk Improved Recovery I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Bulwark of Good II
    Enhancement: Paladin Bulwark of Good III
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Divine Sacrifice II
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Exalted Smite II
    Enhancement: Paladin Exalted Smite III
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Lay on Hands II
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Extra Smite Evil III
    Enhancement: Paladin Extra Smite Evil IV
    Enhancement: Paladin Hunter of the Dead I
    Enhancement: Paladin Hunter of the Dead II
    Enhancement: Paladin Redemption I
    Enhancement: Racial Toughness I
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Devotion II
    Enhancement: Paladin Devotion III
    Enhancement: Fighter Strength I
    Enhancement: Monk Wisdom I
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Divine Might II
    Enhancement: Paladin Extra Turning I
    Enhancement: Paladin Extra Turning II
    Enhancement: Paladin Improved Turning I
    Enhancement: Paladin Improved Turning II
    My Wife's Companion build (The Champion's Herald)

    This is the build my wife (Anne Trent) is using and it is primarily of her own design. She wanted to create the ultimate support character for raiding purposes while still having a lot of oomph on its own. Halfling Bard was the starting point to take advantage of the warchanter's song and the hero's companion enhancement. She did some multiclassing to make full TWF possible and added barbarian to the mix for extra movement speed and a few extra HP.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Anna Tezla 2
    Level 20 True Neutral Halfling Female
    (2 Fighter \ 1 Barbarian \ 17 Bard) 
    Hit Points: 266
    Spell Points: 594 
    BAB: 15\15\20\25\25
    Fortitude: 14
    Reflex: 16
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    21
    Dexterity            16                    20
    Constitution         14                    16
    Intelligence         10                    12
    Wisdom               10                    12
    Charisma             14                    19
    
    Tomes Used
    +1 Tome of Dexterity used at level 1
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    28
    Bluff                 2                     4
    Concentration         6                    25
    Diplomacy             2                     4
    Disable Device        n/a                   n/a
    Haggle                5                    27
    Heal                  0                     1
    Hide                  3                     7
    Intimidate            2                     4
    Jump                  6                    30
    Listen                0                     3
    Move Silently         3                     7
    Open Lock             n/a                   n/a
    Perform               6                    27
    Repair                0                     1
    Search                0                     1
    Spot                  0                     1
    Swim                  2                     5
    Tumble                4                     6
    Use Magic Device      6                    27
    
    {\b {\ul Notable Equipment }} \par Ogre Power Belt \par Health Necklace \par Striding Boots \par Dexterous Gloves \par Charismatic Cloak \par Armored Bracers \par Hat of Wizardry VII \par Bloodstone \par Feather Falling Ring of Underwater Action \par Blindness Ward Ring of Heavy Fortification \par Sandstorm Goggles \par  \par Level 1 (Bard)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Haggle (+3)
    Skill: Jump (+4)
    Skill: Perform (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Bard Extra Song I
    Enhancement: Bard Inspired Bravery I
    Enhancement: Bard Song Magic I
    Enhancement: Bard Energy of the Music I
    
    
    Level 2 (Fighter)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Power Attack
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Halfling Hero's Companion 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
    Enhancement: Bard Inspired Damage I
    Enhancement: Bard Lingering Song I
    Enhancement: Bard Charisma 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)
    Enhancement: Bard Inspired Attack I
    
    
    Level 5 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Bard)
    Skill: Balance (+1)
    Skill: Haggle (+2)
    Skill: Perform (+2)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    
    
    Level 7 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    
    Level 9 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+2)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    
    
    Level 10 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+2)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 11 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+2)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+2)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+2)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+2)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Bard)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Bard)
    Ability Raise: STR
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Barbarian)
    Skill: Jump (+3)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+2)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Oversized Two Weapon Fighting
    
    
    Level 19 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+2)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Bard)
    Ability Raise: STR
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Barbarian Sprint Boost I
    Enhancement: Bard Extra Song II
    Enhancement: Bard Inspired Attack II
    Enhancement: Bard Inspired Attack III
    Enhancement: Bard Inspired Bravery II
    Enhancement: Bard Inspired Damage II
    Enhancement: Bard Inspired Damage III
    Enhancement: Bard Lingering Song II
    Enhancement: Bard Lingering Song III
    Enhancement: Bard Warchanter I
    Enhancement: Halfling Dexterity I
    Enhancement: Halfling Dexterity II
    Enhancement: Halfling Hero's Companion II
    Enhancement: Halfling Hero's Companion III
    Enhancement: Halfling Hero's Companion IV
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Bard Song Magic II
    Enhancement: Bard Energy of the Music II
    Enhancement: Bard Charisma II
    Enhancement: Bard Charisma III
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    Enhancement: Bard Wand Mastery I
    Enhancement: Bard Wand Mastery II

    Notes:
    It seems this build was discovered long ago (before fists of light and healing shield etc...) here by Depravity
    http://forums.ddo.com/showthread.php?p=2364378

    And before him some pioneering build work on a healing amp monk here
    http://forums.ddo.com/showthread.php?t=186754

    And the Rising Phoenix build that got me thinking since I was out of game the prior year.
    http://forums.ddo.com/showthread.php?t=238298
    Last edited by sigtrent; 04-23-2010 at 06:35 PM.
    Happy Host of DDOcast The Dungeons and Dragons Online Podcast
    Member of the Umber Hulks and The Madborn of Thelanis
    You can see my many builds listed in this thread.

  2. #2
    Community Member SolarDawning's Avatar
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    Default

    I like the idea.
    Just keep in mind there's a couple things that'll be a real pain: Every time you equip a non-monk weapon, or use armor, it'll deactivate Sun Stance. So you'll have to keep an eye on that and manually re-activate it when you're centered again.

    Also, when fighting uncentered, your Ki will be reduced to 0, so no storing it up and firing off periodic Healing Ki spells.

    However, you'll definitely have flexibility. You'll have high damage TWF paladin action, along with Evasion, high saving throws, and good healing amp.

    Hope you have fun with it!

  3. #3
    Community Member Valindria's Avatar
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    Here are mine from the other day:
    http://forums.ddo.com/showthread.php?t=243270

    If you are going to take 15 Paladin I would try to work in DMIII. I am still not sure if I am going to go 2 rogue (UMD was my original idea), fighter (Intim, +feats, Etc), or FVS (tons of spell points, extra saves, possibly extra CHA, uses spells to heal as well). I specced them out Rogue post 1, and fighter/fvs post 7.

  4. #4

    Default

    Quote Originally Posted by Valindria View Post
    Here are mine from the other day:
    http://forums.ddo.com/showthread.php?t=243270

    If you are going to take 15 Paladin I would try to work in DMIII. I am still not sure if I am going to go 2 rogue (UMD was my original idea), fighter (Intim, +feats, Etc), or FVS (tons of spell points, extra saves, possibly extra CHA, uses spells to heal as well). I specced them out Rogue post 1, and fighter/fvs post 7.
    Cool, thanks for the reference.

    DMIII didn't seem like all that much more damage and I had to channel a lot of stat points in there to do it. Going from 14 to 15 was more a choice made because I got the second 4th level spell slot than anything else. I had considered Monk 4 or fighter 3 but there wasn't much there either. I did fighter for the feats and intim, and I like that I got CE in there at the end because of it. FVS is interesting. I'm not sure if the extra SP would really get me much mileage or not. I did take MT at 18 to boost sp, I'd considered Trip but the enhancement shortage argued against that.

    There really are a ton of options on the idea of a healing amp character once you start looking at all the pieces.
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    You can see my many builds listed in this thread.

  5. #5
    Community Member nicro's Avatar
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    I'd swap Mental Toughness for Extend. It should save your more SP in the long run.

  6. #6

    Default Update

    I updated the build slightly to reflect the character I actually rolled up to try it out.

    I think I'm happy enough with it to try and make it into a focused raiding character. With some of the twink gear I have saved up I've a feeling this build will be indomitable at low levels.
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  7. #7

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    So far....

    Up to level 5 (nearly 6). My gear for the character is pretty twinked out for armored fighting but a bit lacking in monk mode. Along with my wife's support war-chanter we were able to run through tangleroot on hard as our first set of quests and only had one death due to trap over confidence. (rolling poorly can still be a killer). I found occasions where all 3 "modes" came in handy.

    Pushing up into harder quests, missing became an issue, even with the low level bard buffs, level 7 and level 8 qeusts started to see me missing significantly when power attack was engaged with TWF. Switching over to the monk stance with unarmed combat seemed to fix that problem (+4 to hit) and the dps was more comparable than I imagined (the attack speed increase and full off hand power attack help offset the lack of monster criticals). Indeed against skeletons the unarmed fighting was far and away superior. Due to a lack of gear however my AC in monk mode is pretty terrible.

    I find I'm using boosts a lot with this character and took human versatility (may work that into the final build). I often take somewhat different enhancements leveling up than the final load out and periodically re-spec them. Haste boost + unarmed is wonderfully fast, even at low levels with no actual haste. Attack boost and armor boost are handy, damage boost is decent for when the others aren't needed and the save boost is great for running traps (which I had to do a lot in a party with no rogue).

    The healing amplification is a meeger 20% but even at that its noticeable that when I fire off the healing finisher I get more from it that everyone else. I'm still getting used to being proficient at monk finishers. Fists of light is of somewhat limited use when everything dies really fast but I'll pull 8 or so HP off a tougher opponent. Often I get only 1 because its dead on the second strike. As of yet the healing can't keep pace with the damage taken.

    Now that I have my first paladin level I can gear him up on wands which should help self sufficiency. Getting cursed+enfeebled+doomed+shaken in Delera's 4 was somewhat irritating. So... hard to judge just yet but so far I'm very much liking the character: Seablade on Thelanis

    Side note: Did his hair up to look like an anime pirate, very amusing.
    Last edited by sigtrent; 04-21-2010 at 09:23 AM.
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  8. #8
    Community Member elyssaria's Avatar
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    Quote Originally Posted by sigtrent View Post
    So far....


    The healing amplification is a meeger 20% but even at that its noticeable that when I fire off the healing finisher I get more from it that everyone else. I'm still getting used to being proficient at monk finishers. Fists of light is of somewhat limited use when everything dies really fast but I'll pull 8 or so HP off a tougher opponent. Often I get only 1 because its dead on the second strike. As of yet the healing can't keep pace with the damage taken.
    That's a big concern regarding the fist of light... Either you kills the monsters so fast that you don't get much healing from the fist of light and when the monsters are able to sustain some damage to have it useful, then they do so much damage to you that it really doesn't make any difference there either. I would have preferred if they made it like a HoT instead.. once activated it should tick for a fixed period. For example in early lvls let's say 1D3 every second for 5 seconds. Only usuable while in combat to still keep it a combat art and not a between fights healing thing.


    Quote Originally Posted by sigtrent View Post
    Side note: Did his hair up to look like an anime pirate, very amusing.
    Ohhhh, this has to be shown with a screenshot!
    Cannith - Characters: Khierra - Former The Dominator (U7) (TR 12Mnk/7rog/1ftr) now becoming 13 Rogue/6 Monk/ 1 Druid Staff Orc # Tisseltass - The Prodigy (10rgr/2rog/1mnk) # Smallpoxx (14 pure shintao monk, healing amp) # Azatooth (12ftr/5rog/1mnk) # Eleona (15fvs/2mnk) # Heliga Birgitta (7cleric/3monk, Healing Amp)

  9. #9

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    Quote Originally Posted by elyssaria View Post
    Ohhhh, this has to be shown with a screenshot!


    Seablade... at level 6 (I went with the dragon mark over SF Intimidate, couldn't resist more stuff to click on for only -1 intim...)
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  10. #10
    Community Member elyssaria's Avatar
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    Quote Originally Posted by sigtrent View Post


    Seablade... at level 6 (I went with the dragon mark over SF Intimidate, couldn't resist more stuff to click on for only -1 intim...)
    Hehe you are so right! Very amusing look So how do you think the char is performing sofar? I guess this kind of char takes some lvls to "bloom" out.

    /Khierra
    Cannith - Characters: Khierra - Former The Dominator (U7) (TR 12Mnk/7rog/1ftr) now becoming 13 Rogue/6 Monk/ 1 Druid Staff Orc # Tisseltass - The Prodigy (10rgr/2rog/1mnk) # Smallpoxx (14 pure shintao monk, healing amp) # Azatooth (12ftr/5rog/1mnk) # Eleona (15fvs/2mnk) # Heliga Birgitta (7cleric/3monk, Healing Amp)

  11. #11

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    Quote Originally Posted by elyssaria View Post
    Hehe you are so right! Very amusing look So how do you think the char is performing sofar? I guess this kind of char takes some lvls to "bloom" out.
    So far so good. Because I have a fair bit of gear on other characters to hand off and because my wife and I are targeting quests that yield level appropriate gear (deleras,tangleroot etc...) they builds are pretty strong at any given level.

    We hit level 6 last night. I've now got the bracers from the update 4 quest which adds 25% healing amp and I'm up to 30% on the build, so thats 55% and it makes a marked difference. Wands are stronger and heals from party members are very potent. DPS unarmed has been better than DPS TWF because the to hit bonus (+4) is much better which lets me use power attack reliably. Because we are mostly running quests above our level I've run into issues missing attacks. Running unarmed helps a lot, but I have to watch my weight. We did two quests where you muled crates (Stormcleve and Gwenlyns). In Gwyns on normal the crates made me unbalanced and I had to go sword and board. Against mightyhoof I finally got slaughtered due to a lack of fortification and lowish balance.

    The problem with PA of course is it keeps eating attack bonus as your BAB rises so at level 6 I have the same attack score as at level 1... not so great. Sometimes even the bard buffs aren't enough and I have to turn it off. That should correct itself in the next few levels of course.

    Another tricky bit is the hot bars. I had to set up two different sets of quick key hot bars, one for monk and one for armored. I have to remember to switch the hot key default (Ctrl + bar#) when I change gear sets.

    The intimidate is working well but I'm reluctant to run it in monk mode. Armored up at level 6 I can almost hit 37 ac with a bark potion which is decent for most of the content and on a few occasions I played pure intimi-tank with good success.

    Party members have been enjoying fists of light and the monk burst. When the action isn't too hot and heavy I've managed to keep myself and the party topped off just with the ki healing.

    I think level 6 is right about where it really starts to shine due to the healing amp, wand use and the beefed up saving throws. So far I'm loving it.
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  12. #12

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    Ground out to level 10 on both characters this week, something of a record for me as I usually play very casually. At level 8 the to-hit issues started to taper off and power attack stays on most of the time. High crits have been in the 130s on smites, 90s without (buffed by the herald). I've been using dual kopesh far more than unarmed now due to the much better AC and doing much more with intimidating.

    He can self buff up to 40ac now, with lots of room still to grow. The healing amplification is 10pts shy of full at level 10, not including the gear which will take a while. Lay on Hands is quite good due to the amplification, about 3/4 of a bar.

    Since these are meant to be raiding characters we've gotten them qualified for VON. Next up is Titan and Demon Queen. And since they hit level 10, time to start running VON.
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  13. #13

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    Short update and observations...

    Up to level 11, nearly 12. Power attack gets to stay on pretty much all the time now which is great. The herald's buffs are up to around +10 damage now which is also pretty amazing at mid levels. With exalted smite crits are up around 220 or so and occasional I'll double crit with those numbers which is delightful.

    For most monsters I'm running kopesh and light armor. For skeletons and undead I switch to the monk stance for faster attacks and no DR. If the questing is light the fists of light tricks are pretty good for keeping healed with no expenditures. For heavy questing it only helps with healing.

    Qualified for VON, DQ, Titan, and moving in on Reaver. So far no actual raids yet.
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  14. #14

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    Level 13

    With full TWF, Haste, higher base attack speed from bab, and the life magic enhancements up a bit, the fists of lighy/healing curse/Light Finisher business is better much than it was at lower levels. The Ki generation is much better such that I can easily fire it off once or twice per encounter and sometimes between encounters. I've managed to keep a party mostly healed using only this so long as none of the fights turns into a bloodbath for the other characters.

    Against non-crit targets DPS seems better in "monk mode". Against crittable targets the Kopesh seem superior due to the heavy duty smiting damage. Its amazing how fast fists swing when hasted and haste boosted. Power attack is not permanently on and the earlier issues with missing attacks is about gone.

    AC has remained competitive at this level. In some groups (no healers and hard hitting mobs) I've done pure intimi-tanking and that works nicely. AC is running at around 44 self buffed and intim is 36 or so. Still lots of room for gear improvements there.

    Ready to blood for reaver, starting to work on orchard (HOTD abilities are nice out there).

    The herald is doing well also. Anne decided to add evasion and took Rogue at levels 12 and 13, dropping her plan to take a barbarian splash for run speed. Obviously the performance of the champion goes way up when the herald is adding +10 base damage per swing. Monsters just kind of vaporize.
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  15. #15
    Community Member nicro's Avatar
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    Can you use Healing Curse and the Light Finisher while under madstone rage?

  16. #16

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    Quote Originally Posted by nicro View Post
    Can you use Healing Curse and the Light Finisher while under madstone rage?
    You can't use the finisher (I can say this first hand as we did madstone a couple of times this week.) but the Healing Curse works. There were a few times I went to throw the finisher and nothing happened and got a message saying something is preventing me from casting.

    In case anyone is wondering, lay on hands does work under madstone rage.
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  17. #17

    Default Play experience update

    Level 16 (and two ranks)

    Raids qualified: All but Tower of Despair and Abbot

    Raids completed: Reaver, Hound, Vision

    The build is holding up well, I have a little bit of raid gear and just got dragon touched armor. I play unarmed vs kopesh about 50/50. Sometimes for effect, sometimes just for the change of play style. DPS either way has been pretty decent, though in more challenging quests vorpals are a more effective than beat down.

    The build is working for light tanking but so far my AC and HP are not quite up to main tanking end fights. Intimidation is still great for controlling fights though and the self healing works wonders for keeping you in the fight. I think the true tanking will require a lot more raid gear to be workable on this build.

    One nice thing about the build is the wide range of gear I can make good use of, one of the tricky things is the massive piles of gear I can make use of. I have a strange hot bar set up with two sets of hot keys and two sets of stance specific gear and buffs. Then there is a weird kind of equipment matrix for different focuses, saves, AC, spell defense.

    At about level 14 I could start healing with my mana bar as well as the fists of light or healing items. At 16 cure moderate hits for around 60 average. Not great but at only 20 mana its not bad either. I'm not sure what feat I will take at 18. Extend or Empower Healing are current contenders instead of the listed Mental Toughness.

    Hunter of the dead has been fun, especially encountering ghosts, but I'm not 100% sure I like it. One nice thing about the build is it could easily re-spec enhancements for any of the paladin prestige enhancements which I may try at some point.

    The #1 thing I wish it could do but doesn't: Cast extended Shield
    #2: Better jump score

    The most useless trait built in so far: UMD (I have some hope yet for it though.)

    So at 16 the tale of the tape (self buffed) is...
    Attack score with power attack ~25 or so with +25 or so to damage
    338 hp
    Max AC around 54
    Intimidate at 38
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  18. #18
    Community Member Valindria's Avatar
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    When update 5 comes out you could switch EWP to Weapon Focus and take whirling steel at 18. That would let you use long swords as a centered weapon. The fighter verison of my build will look something like this:

    1 TWF, Toughness, WF:Slash
    3 Least DM of Sentinel or Skill focus intimidate or PL feat (if needed/available)
    6 Extend
    7 (monk 1) Power Attack
    8 (monk 2) Toughness
    9 Whirling Steel
    12 IC Slash
    15 ITWF
    18 GTWF
    20 (fighter 2) OTWF
    Last edited by Valindria; 05-17-2010 at 09:59 AM.

  19. #19

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    Thanks

    Whirling steel is really interesting, its kind of the half way point on the build between the unarmed and the kopesh. It definitely simplifies things in the sens you are less motivated to have different modes, although part of the builds parameters were that it wears light armor in dps mode. Longswords as ki weapons means being more focused on robes fighting. Fists will still be faster, and kopesh stronger DPS, but longsword gives you better average damage and affects while still using the healing techniques.

    I think rather than Kopesh I'd drop dodge... Its one point of AC and high AC is by far the hardest thing to do with the build anyhow. OTWF is another option and take a net -1 to hit on the kopesh and long sword use.
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  20. #20

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    I dinged 17 last night and re-jiggered my enhancements a bit for hunter of the dead 2.

    Wanting to try the immunity to negative energy attacks out I popped into invaders as it has ready to fight beholders not far in.

    I tackled the flenzers unarmed with weighted wraps and my banishing fists outfit (very fun combo of effects) and tore through them without paying much attention. Then the beholders.

    Wearing no death block or other defenses other than resistance boosts I waded into the three on the bridge. Popped the fist one quickly, no problems so far. Beat down the second and a flenzer that wandered in. Still nothing on me despite many rays. So the last one I just stood and stared at for a while... ray...nothing... ray...nothing... ray nothing.. it tries to bite me... nothing... Man what a joy! Poor eye tyrant couldn't do much of anything to me unless I rolled a 1 I suppose. Take your enervation and stick it up your eye... or eyes...

    Yes they are a few levels down on me now but that stupid enervate is always a pain and can set you up for hard times.

    The high level gear is getting fun too. The banishing robes are fun, and with HOTD 1 all my hand wraps are ghost touch banishing hand wraps. I got smiting on my first dragontouched attempt (never mind the +6 int...) which makes all my swords smiters. I grabbed a metaline scimitar of destruction and a greater curse spewing as my smiting set and had a go at Von 4 on hard (need to unlock elite). A fun swath of destruction there. Also ghost touch disruption and ghost touch greater undead bane are rather easy to come by. HOTD isn't exactly powerful but its really handy.
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