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  1. #1
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    Default Solar Exploiter? 12 Pally/6 Ranger/2 Monk

    This build has been put together with items I already have, there may be better items to use.

    I believe this build is what would happen if you mixed the Solar Phoenix build and mixed in a little bit of the exploiter build. With healing amp just barely under 400%, you could always use the ship buffs to get just over 400% healing amp. I was thinking of throwing in and extra paladin past life to push the healing amp just over the 400% benchmark.

    I decided that I would post my idea for a build for my next life and hopefully get feed back about it. Trolls are welcome to say I have done everything wrong, but constructive criticism is preferred.

    For a quick explanation see -Build Wrap Up- down below

    Code:
    Character Plan by DDO Character Planner Version 3.8.2
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Elf Male
    (12 Paladin \ 2 Monk \ 6 Ranger) 
    Hit Points: 351
    Spell Points: 248 
    BAB: 19\19\24\29\29
    Fortitude: 30
    Reflex: 28
    Will: 23
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             14                    22
    Dexterity            15                    20
    Constitution         14                    16
    Intelligence         12                    14
    Wisdom               14                    16
    Charisma             14                    18
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +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               4                    28
    Bluff                 2                     4
    Concentration         6                    27
    Diplomacy             2                     4
    Disable Device        n/a                   n/a
    Haggle                4                     9
    Heal                  6                     7
    Hide                  2                     5
    Intimidate            4                    27
    Jump                  6                    10
    Listen                2                     3
    Move Silently         2                     5
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     2
    Search                1                     2
    Spot                  2                     3
    Swim                  6                    11
    Tumble                n/a                   6
    Use Magic Device      n/a                   n/a
    
    Level 1 (Ranger)
    Feat: (Selected) Dodge
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Paladin
    
    
    Level 2 (Ranger)
    
    
    Level 3 (Monk)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Feat: (Monk Bonus) Whirling Steel Strike
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    
    
    Level 5 (Paladin)
    
    
    Level 6 (Ranger)
    Feat: (Selected) Mobility
    
    
    Level 7 (Ranger)
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    
    
    Level 9 (Ranger)
    Feat: (Selected) Spring Attack
    
    
    Level 10 (Paladin)
    
    
    Level 11 (Paladin)
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 13 (Paladin)
    
    
    Level 14 (Monk)
    Feat: (Monk Bonus) Toughness
    
    
    Level 15 (Paladin)
    Feat: (Selected) Oversized Two Weapon Fighting
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    
    
    Level 17 (Paladin)
    
    
    Level 18 (Paladin)
    Feat: (Selected) Power Attack
    
    
    Level 19 (Paladin)
    
    
    Level 20 (Paladin)
    Ability Raise: STR
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Dexterity I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Half-Elf Improved Recovery I
    Enhancement: Half-Elf Improved Recovery II
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Lay on Hands II
    Enhancement: Paladin Hunter of the Dead I
    Enhancement: Paladin Hunter of the Dead II
    Enhancement: Paladin Redemption I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Tempest I
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Devotion II
    Enhancement: Paladin Devotion III
    Enhancement: Paladin Devotion IV
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Toughness III
    Enhancement: Paladin Toughness IV
    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
    Build Wrap Up

    Stat's

    Str : 34 (Base 14, Tome +2, Level Ups +5, Human Str +1, Item +7, Exceptional +1 & +2, Sun Stance +2)
    Dex: 26 (Base 15, Tome +2, Human Dex +1, Ranger Dex +2 Item +6)
    Con: 22 (Base 14, Tome +2, Item +6)
    Int: 14 (Base 12, Tome +2,)
    Wis: 22 (Base 14, Tome +2, Item +6)
    Cha: 24 (Base 14, Tome +2, Paladin Cha +2, Item +6)

    Feats

    Lvl 1 - Dodge (For Tempist 1)
    Lvl 1 - Favored Enemy (Evil Outsider)
    Lvl 1 - Half-Elf Dilettante: Monk (For Healing Amp)
    Lvl 3 - Weapon Focus: Slashing Weapons (For Whirling Steel)
    Lvl 3 - Whirling Steel Strike (To Use Longswords)
    Lvl 6 - Mobility (For Tempist 1)
    Lvl 9 - Spring Attack (For Tempist 1)
    Lvl 12 - Greater Two Weapon Fighting (TWF & ITWF from ranger lvls)
    Lvl 14 - Toughness (Taken here cause lower lvl feats were occupied)
    Lvl 15 - Oversized Two Weapon Fighting (Ease the pen for TWF with longswords)
    Lvl 18 - Power Attack (Cause every DPS fighting type char should have this)

    Skills

    I chose to max out
    -Balance
    -Concentration
    -Intimidate

    Gear (* Required for healing amp)

    * Dragontouched Shroud or Vestments with 10% & 20% Healing Amp, I chose Sovereign rune of Natural Armor +4
    * Greensteel Longsword with any tier 1 & 2 upgrades + 30% Healing Amp, I chose Tripple Positive because I already have this
    * Jidz-Tet'ka Bracers (Working on making a set of epic right now)
    Mod 9 crafted Longsword with Vampiric on it (Possibly a second one for faster healing)
    +6 or better item for all stats except Int
    >Epic Brawling Gloves (+7 Str)
    >Random Boots for now (+6 Dex)
    >Shintao Cord (+6 Con)
    >Kyosho's Ring (+6 Wis, +1 & +2 Exceptional Str)
    >Random ring or a TOD ring (+6 Cha)

    Healing Amp
    5% - Past Life Palladin
    20% - Half-Elf Racial Enhancements
    20% - Half-Elf Monk Dilettante Enhancements
    10% - Paladin Hunter of the Dead 1
    10% - Paladin Hunter of the Dead 2
    10% - Dragontouched Eldritch Rune
    20% - Dragontouched Tempest Rune
    25% - Jidz-Tet'ka
    30% - Greensteel Triple Positive Longsword -or- Greensteel Concordant Opposition Longsword
    Total - 392.43204% (Just over 392%, OR 411.11928% with an extra paladin past life)
    Last edited by Nanolbaid; 04-15-2011 at 04:01 PM.

  2. #2
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    A few quick comments, you'd probably want to ditch OTWF in favor Improved Crit: Slashing. You'll need the DPS boost, Divine Favor will cover the extra -2.

    Speaking of DPS, your only DPS boosts beyond the requisite feat is DMII, and an extra 10% offhand from Tempest I, +1 from Sun stance, and ESI if you use it. You'll probably want to squeeze in Exalted Smite II and Divine Sacrifice II, especially DSII, as phoenix type builds can spam it easily due to healing amp & self healing. Smites will strike big for you that way.

    Due to the changes to intimidate in U9 (it merely moves you to the top of target list and provides a threat multiplier, not an absolute lock), you probably won't be able to hold aggro with it groups for very long. TWF builds like this have low DPS. YOu could mitigate that by taking Divine Righteous (+100% threat for 60secs), otherwise you'll lose against other melee's.

    Adding the paladin into the mix gives you three Attributes you can benefit from in an exploiter build, Dex/Wis for AC, and Cha for paladin abilities. But with 12 paladin levels, you gain more from pumping charisma than dex/wis.

    My recomendation would be to focus on Str/Con and charisma

    STATS
    15 15 14 9 13 15

    Lvl ups into STR, 24 in sun stance, 30 w/6 item
    ranger Dex I, 18 base with +2 tome, 24 w/item +7 mod
    Human Adaptability Cha, Paladin cha I & II - 20 base cha with +2tome, 26 cha w/item
    Monk wis I - +2 tome = 16 base, 22 w/6 item +6 mod (+13AC from monk)
    taking 1 int tome at 3 will give you a few extra skill points.

    DPS:
    Extra SMite Evil III
    Divine Sac I/II
    Exalted Smite I/II
    ranger Dmg I/II
    Divine Might I/II

    SURVIVABILITY:
    Way of the TortoiseI
    Pal Toughness I-III
    HUman IR: I/II
    Monk Dillete IR I/II
    Extra LoH I/II
    Paladin Devo I-IV

    Utility:
    Ranger Sprint Boost I
    Divine Righteousness (for hate-tanking)


    PrE's:
    HotD I/I
    Tempest I

    Having run a couple of Phoenix type builds, you need to Boost DPS as much as possible, running Divine Favor, Divine Might, Ram's Might, Smite & Sac regularly to get decent DPS. Longswords are only mod dmg weapons, so you need to pump them up with smites & other strikes to keep up DPS, and you'll only ever be 2nd tier DPS.

    That would be my reccomendations. YOu can probably squeeze vale-worthy AC on this build, with icy's and proper gear. due the +13 AC bonus from Dex/Wis. The heal amp makes these build very survivable even with just cures and wands.

    Hope that helps

  3. #3
    Founder Balkas's Avatar
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    Why are you using Longswords? Just to stay be able to use fire stance and get the Jidz-Tet'ka bonus? You don't get Path of Harmonious Balance and Fists of Light until 3 levels of monk.

  4. #4
    Community Member Blank_Zero's Avatar
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    Quote Originally Posted by Balkas View Post
    Why are you using Longswords? Just to stay be able to use fire stance and get the Jidz-Tet'ka bonus? You don't get Path of Harmonious Balance and Fists of Light until 3 levels of monk.
    That's how the Solar Phoenix functions. It uses LS to keep centered (to keep Jidz working) and get the GS benefits of 30% Heal Amp.

    That being said, I see this as less of a mash, and more of a SolPho variant. An exploiter takes advantage of 1 rogue lvl to hit every lock and trap in the game as well.

    Maybe you could try 6 rogue instead of 6 Ranger? Feats might be too tight though that way...
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  5. #5
    Community Member Valindria's Avatar
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    I don't see an advantage over 15/3/2 Paladin/Monk/x (usually fighter). You get 100/90 vs 110/80 (zeal). You lose out on Fists of Light and just too much paladin goodness. A little dated, but Valtieri in my sig is 15/3/2.

  6. #6
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    Three monk is where da party is.

    Seeing a massive amount of incoming healing every time
    you hit a monster (4 or 8 at 400% amp) is pretty sweet.


    Without fists of light you might be better served with a
    standard high AC paladin/monk or exploiter build.

    Both of those options can heal themselves decently enough
    and can DPS better as well.


    If your real goal is to have manyshot on a solar-esque
    character you considered a 3/6/11 monk/paladin/ranger?

  7. #7
    Community Member Adrian99's Avatar
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    I don't think there is much synergy between Paladin and Ranger for the purposes of a Solar* build. But it doesn't seem like that bad of a trade-off to go Ranger instead of Paladin for this build. Ranger gets cure spells and devotion enhancements just as Paladin does. So something like 12 ranger / 7 monk / 1 rogue could work. You would take Tempest 2 instead of HotD 2, with the obvious trade-offs. With U9 changes to stunning fist, I think it's a valid alternative, considering that Solar* build is hardly max dps. And even though Solar* builds should be human, I could see going half-elf with fighter diletante as well. That seems to be a reasonable trade-off.
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  8. #8
    Founder Balkas's Avatar
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    Quote Originally Posted by Blank_Zero View Post
    That's how the Solar Phoenix functions. It uses LS to keep centered (to keep Jidz working) and get the GS benefits of 30% Heal Amp.
    I'm well aware of how the Solar Phoenix functions. But the Solar Phoenix has 3 levels of monk so it can use Fists of Light for the Healing Curse and Healing Ki, this build does not.

    You can put 30% Healing Amp on any Green Steel weapon, not just a longsword .

    What I'm basically saying is that I'd rather have Khopesh damage over Longsword damage, 25% healing amplification, and +2 Strength/-2 Wisdom, especially in this build.

    Quote Originally Posted by Valindria View Post
    I don't see an advantage over 15/3/2 Paladin/Monk/x (usually fighter). You get 100/90 vs 110/80 (zeal). You lose out on Fists of Light and just too much paladin goodness. A little dated, but Valtieri in my sig is 15/3/2.
    I agree.

    As it stands, this isn't really either a Solar build nor an Exploiter build. It's a tempest build with higher healing amplification that uses longswords for no good reason.

    If you really wanted to make an actual "Solar Exploiter" build, 15 Ranger/4 Monk/1 Rogue would probably make the most sense.
    Last edited by Balkas; 04-26-2011 at 03:49 PM.

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