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  1. #1
    Community Member 0xxxanarchyxxx0's Avatar
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    Default Melee Pale Master with GTWF

    This is my melee pale master. I went half elf because i get 3d6 extra sneak attack damage from my rogue dil, and i like fleshies . I know this build isnt a min/max, but it is pretty decent. No good DC's, just ment for buffing and fighting while in Vampire or Wraith form. Has some nuking power, it will be fun to throw up acid fog, ice storm, fire wall, death aura, etc, and whoop on them with some nice khopeshes. > DP clickies take up too much room, just stack 100 scrolls of them and take up 5 inv slots and boo yah you have over 500 minutes of DPS also potency pots will be great too for adding damage to nukes, wont be using any CC or insta kills cause DC's are worthless. Still lots of no save damage output. Comments are always appreciated oh and yes i know i didnt take Tempest I enh, in my opinion, 10% damage from my offhand isnt worth 3 feats...It would be if i could get the full III enh, but 10% from my offhand isnt worth 3 feats.


    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page

    Level 20 Lawful Good Half-Elf Male
    (2 Monk / 6 Ranger / 12 Wizard)
    Hit Points: 301 (441) (481 ship buff, rage)
    Spell Points: 813 (1049) <<<<<< there is still more room for more hp and sp, thats with no green steel.

    BAB: 13/13/18/23
    Fortitude: 20 (27)
    Reflex: 19 (24) <<<<<<<<<<<ALL of these saves are not including resists/buffs.
    Will: 13 (18)

    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (32 Point) (Level 1) (Level 20)
    Strength 16 24 (34 with items on) (50 ship buff, rage, vampire, rams, titan clickie)
    Dexterity 15 18 (24)
    Constitution 16 19 (30 with items on) (34 ship buff, rage)
    Intelligence 12 16 (22)
    Wisdom 8 10
    Charisma 8 10

    Tomes Used
    +2 Tome of Dexterity used at level 17
    +2 Tome of Strength used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Intelligence used at level 20
    +2 Tome of Wisdom used at level 20
    +2 Tome of Charisma used at level 20

    Starting Feat/Enhancement
    Base Skills Modified Skills
    Skills (Level 1) (Level 20)
    Balance 4 21
    Bluff -1 0
    Concentration 7 28
    Diplomacy -1 0
    Disable Device n/a n/a
    Haggle 1 2
    Heal -1 1
    Hide 2 4
    Intimidate -1 0
    Jump 3 10
    Listen 3 18
    Move Silently 4 8
    Open Lock n/a n/a
    Perform n/a n/a
    Repair 1 3
    Search 1 3
    Spot 3 5
    Swim 3 7
    Tumble 3 5
    Use Magic Device 1 11 (can high enough for almost every scroll, definitely raise dead and heal)

    Notable Equipment There is other equipment too that isnt listed
    Minos Legens
    Epic Envenomed Cloak
    Epic Helm of the Red Dragon
    Epic Elder's Focus
    Dusk Heart
    Epic Belt of the Mroranon
    Feather Falling Ring of Balance
    Striding Ring of Steady Spellcasting
    Epic Boots of Corrosion
    Epic Scorched Bracers
    Dexterous Gloves of Sustenance
    Clever Visor of the Eagle
    Supreme Tyrant +5 Green Steel Khopesh of Earth
    Quiver of Alacrity
    Seven Fingered Gloves
    Supreme Tyrant Green Steel Belt of Air

    Level 1 (Ranger)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Haggle (+2)
    Skill: Listen (+4)
    Skill: Move Silently (+2)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Half-Elven Keen Senses
    Feat: (Automatic) Half-Elven Mixed Heritage
    Feat: (Automatic) Half-Elven Social Graces (ALL)
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficienccy
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Wild Empathy

    Level 2 (Ranger)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Listen (+1)
    Skill: Move Silently (+2)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting

    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Oversized Two Weapon Fighting
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Spell (1): Shield
    Spell (1): Niac's Cold Ray
    Spell (1): Chill Touch

    Level 4 (Wizard)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (1): Protection From Evil
    Spell (1): Jump
    Enhancement: Ranger Sprint Boost I
    Enhancement: Human Versatility I
    Enhancement: Racial Toughness I
    Enhancement: Corrosive Spellcasting I
    Enhancement: Glacial Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Acid Manipulation I
    Enhancement: Frost Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Wizard Energy of the Scholar I

    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Scorching Ray
    Spell (2): Blur
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Deadly Acid I
    Enhancement: Deadly Ice I
    Enhancement: Deadly Flame I
    Enhancement: Wizard Wand and Scroll Mastery I

    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    Spell (2): False Life
    Spell (2): Melf's Acid Arrow
    Enhancement: Human Adaptability Constitution I
    Enhancement: Racial Toughness II

    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Spell (3): Displacement
    Spell (3): Fireball
    Enhancement: Wizard Intelligence I

    Level 8 (Wizard)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (3): Sleet Storm
    Spell (3): Haste
    Enhancement: Ranger Favored Damage I
    Enhancement: Wizard Pale Master I
    Enhancement: Shroud of the Zombie

    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Spell (4): Death Aura
    Spell (4): Wall of Fire
    Enhancement: Frost Manipulation II
    Enhancement: Flame Manipulation II
    Enhancement: Wizard Energy of the Scholar II

    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (4): Negative Energy Burst
    Spell (4): Ice Storm
    Enhancement: Acid Manipulation II
    Enhancement: Acid Manipulation III
    Enhancement: Frost Manipulation III
    Enhancement: Flame Manipulation III

    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (5): Cone of Cold
    Spell (5): Protection From Elements

    Level 12 (Wizard)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Maximize Spell
    Feat: (Selected) Mental Toughness
    Spell (5): Prismatic Ray
    Spell (5): Niac's Biting Cold
    Enhancement: Acid Manipulation IV
    Enhancement: Frost Manipulation IV
    Enhancement: Flame Manipulation IV
    Enhancement: Flame Manipulation V

    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (6): Greater Heroism
    Spell (6): Acid Fog
    Enhancement: Wizard Intelligence II

    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (6): Necrotic Ray
    Spell (6): Otiluke's Freezing Sphere
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Vampire
    Enhancement: Shroud of the Wraith

    Level 15 (Ranger)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+3)
    Skill: Listen (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Automatic) Diehard
    Enhancement: Improved Rogue Dilettante II
    Enhancement: Human Greater Adaptability Strength I

    Level 16 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Listen (+5)
    Skill: Use Magic Device (+0.5)
    Spell (1): Camouflage
    Spell (1): Longstrider
    Spell (1): Merfolk's Blessing
    Spell (1): Ram's Might
    Spell (1): Resist Energy
    Spell (1): Summon Nature's Ally I
    Spell (1): Tumble
    Enhancement: Ranger Sprint Boost II

    Level 17 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Listen (+3)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Enhancement: Combustive Spellcasting II
    Enhancement: Combustive Spellcasting III
    Enhancement: Deadly Flame II
    Enhancement: Deadly Flame III
    Enhancement: Ranger Dexterity I

    Level 18 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Listen (+4)
    Skill: Use Magic Device (+0.5)
    FFeat: (Selected) Greater Two Weapon Fighting
    Feat: (Automatic) Improved Two Weapon Fighting
    Feat: (Automatic) Manyshot
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Damage II

    Level 19 (Monk)
    Skill: Balance (+3)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Power Attack
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Unarmed Strike
    Enhancement: Acid Manipulation V
    Enhancement: Frost Manipulation V
    Enhancement: Flame Manipulation VI

    Level 20 (Monk)
    Ability Raise: STR
    Skill: Balance (+4)
    Skill: Concentration (+1)
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Racial Toughness III
    Enhancement: Acid Manipulation VI
    Enhancement: Frost Manipulation VI
    Enhancement: Wizard Subtle Spellcasting I
    Enhancement: Wizard Wand and Scroll Mastery II
    Last edited by 0xxxanarchyxxx0; 01-07-2012 at 01:28 AM.
    Quote Originally Posted by Kokanee View Post
    100+ STR stats and running around naked with 9AC: Priceless.

  2. #2
    Community Member wax_on_wax_off's Avatar
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    I'd say that my suggested unarmed lich build is going to have similar DPS (less sustained, much better burst) but better survivability (more HP, better self healing), debuffs and CC.

    Can't think of much more to say.

  3. #3
    Community Member 0xxxanarchyxxx0's Avatar
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    Wax, my problem with your build is that you have handwraps and no green steel weapons, and you dont have GTWF, which means less DPS in the long run. I'm more for the DPS than being a caster. Also, the only reason your build has more HP is because of all the potions and items...If my build were to get them, i would have more hp because i have ranger levels instead of wizard. D8>D4.
    Edit: I feel as if i was coming off as a bit rude haha im sorry if i did. Your build is built more around casting, and mine is more about melee. I like your build too, but it doesnt have as much melee DPS as i would like.
    Last edited by 0xxxanarchyxxx0; 01-07-2012 at 01:21 AM.
    Quote Originally Posted by Kokanee View Post
    100+ STR stats and running around naked with 9AC: Priceless.

  4. #4
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by 0xxxanarchyxxx0 View Post
    Wax, my problem with your build is that you have handwraps and no green steel weapons, and you dont have GTWF, which means less DPS in the long run. I'm more for the DPS than being a caster. Also, the only reason your build has more HP is because of all the potions and items...If my build were to get them, i would have more hp because i have ranger levels instead of wizard. D8>D4.
    Edit: I feel as if i was coming off as a bit rude haha im sorry if i did. Your build is built more around casting, and mine is more about melee. I like your build too, but it doesnt have as much melee DPS as i would like.
    Happy to correct you here.

    HP: You gain 6*4 HP from ranger levels for a total of 24 HP over a 18 wizard (palemaster II)/ 2 monk build in, for instance, wraith form. However, Palemaster III adds 10 HP and Lich form adds 40 HP. Therefore, with the same gear my build will have 26 HP more than your build.

    Handwraps vs Khopesh: We'll see comparable DPS numbers vs 50% fort numbers all else being equal due to access to alchemical crafting and the inherent +10% attack speed of handwraps offsetting the better threat profile of khopesh.

    GTWF: Yes, this adds about 12.5% DPS but my build will have better DPS from the on-hit affect of inflict light wounds (1d8+1 damage/hit?) and being able to maintain offensive DoTS. In the long run your build will pull in front DPS wise but "long run" is contextual based on gear. With enough gear you'll never pull in front in any conventional conflict but at lower ends of gear you may.

    Furthermore, missing 6 levels of wizard will mean that your death aura will tick for 20% less. This might not seem significant but I can tell you that survivability is going to be the thing that makes or breaks this build as if you can't take care of yourself no one else will (unless you have a super generous cleric who harms you).

    Finally, what you have here is a pure DPS character. The build that I've put forward offers a similarly amount of DPS but much more versatility being able to bring debuffs (energy drain, waves of exhaustion, symbol of death, improved sunder), crowd control (otto's irrestible dance, power word stun/kill/blind, stunning fist), burst DPS (polar ray, black dragon bolt, close or close to max CL DoTS) and finally the persistent DPS that your build offers (ITWF, on-hit inflict light wounds etc).

  5. #5
    Community Member 0xxxanarchyxxx0's Avatar
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    Default Wax~

    Oh i see about the health haha thanks and about the DPS, i still see that 6 levels of ranger gives me more versatility than wiz, cause i get rams might +2 stacking str, many shot if im ranging and bow str free feat rapid shot free feat, i also get greater twf, a better base reflex save, being able to use cure serious wands at lower levels, use of light armor(which i will be wanting for Epic Red Dragonhide Armor cause it looks freakin awesome and has pretty cool effects http://ddowiki.com/page/Epic_Red_Dragonhide_Armor ) and i get diehard for free, more damage and to hit for my favored enemies and they can be swapped depending on what i will be running, more skill points, sprint boosts, and a +1 dex enh..also i dont have 36 point build ready, i havent gotten any toons to 20 yet. Also, i see that you will only have 24 int...how do you plan on getting through DC's with 24 int.?
    Quote Originally Posted by Kokanee View Post
    100+ STR stats and running around naked with 9AC: Priceless.

  6. #6
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by 0xxxanarchyxxx0 View Post
    Oh i see about the health haha thanks and about the DPS, i still see that 6 levels of ranger gives me more versatility than wiz, cause i get rams might +2 stacking str, many shot if im ranging and bow str free feat rapid shot free feat, i also get greater twf, a better base reflex save, being able to use cure serious wands at lower levels, use of light armor(which i will be wanting for Epic Red Dragonhide Armor cause it looks freakin awesome and has pretty cool effects http://ddowiki.com/page/Epic_Red_Dragonhide_Armor ) and i get diehard for free, more damage and to hit for my favored enemies and they can be swapped depending on what i will be running, more skill points, sprint boosts, and a +1 dex enh..also i dont have 36 point build ready, i havent gotten any toons to 20 yet. Also, i see that you will only have 24 int...how do you plan on getting through DC's with 24 int.?
    The extra damage from Ranger is quite nice. It's +2 damage and +2 strength. Manyshot is cool but what manyshot gives you is burst DPS and there is no doubt whatsoever that 6 more wizard gives better burst DPS than what your manyshot will be. Base reflex save is nice but it's only +3 over what my build has. Cure serious wands are relevant until you get zombie form at wizard 6 and completely irrelevant after that. Light armour proficiency is irrelevant. You can get Epic Red Dragonscale as a robe, light, medium or heavy armour and whichever one you choose the time invested to get it is not worth it (in reality it's just what you go for after you have everything else). Diehard is irrelevant as when you are in undead form if you go to 0 or negative HP you die instantly. FE Evil Outsider and Construct will be nice for raids but it's not cheap to swap them (I think flawless shards are 200k+ on the AH last I looked). Skill points are nice but only if you have worthwhile places to invest them (I'm fine with the skills my build has). +1 dex enhancement won't be taken unless you don't have anything better to spend AP on. 24 int is totally fine for using spells that don't have a DC ... everything I mentioned is no save which is a strength of the build, they'll work as long as you have enough intelligence to get the spell off (10+spell level).

    Uhh, wall of text, maybe space things out a bit next time.

  7. #7
    Community Member korsat's Avatar
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    ahah to be honest i think that Itwf isn't worth that much too...2 feats for 20% more off hand proc. I can say that my pm with 44 int can cover the lack of Itwf just cause the death aura deals full damage instead of half damage (24 int=mobs fail the roll only with 1 on your build wax).

    On the other side i don't like too much the ranger6...i think a fighter kensei can do better dps. I suggest you to look at these ideas:
    1. 12wiz/8fighter if you want kopeshes and you will have enought feats, or 12wiz/6fighter/2monk or rogue(in this case you can go pally dilly instead of rogue and achieve better saves)
    2. 18wiz/2fighter if you want MUCH more survivability and keep higher dcs and caster abilities. 11 bab enables gtwf for kopheshes too, i think you can still be ok with feats. You should really look at this if you want to fight with kop. No evasion but again much better surivability due to lich form.
    3. 12 wiz/8monk if you want wraps fight and gtwf <-- you will have better saves, better dps than with kop and ninja spy1 that gives you incorporeal so you can use the vampire form instead of wraith and gain back hp on hits...this should enhance your survuvability a bit too.

    These are my ideas...manyshot on a palemaster...mmm inst better some ranged spell every 2 minuts?I personally don't like it...on my pm the spell like abilities negative blast/bolt deal around 150 dps in high lvl content...i'm not sure a manyshot can do much more :|
    Last edited by korsat; 01-07-2012 at 09:20 AM.

  8. #8
    Community Member ArcaneMelee's Avatar
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    For the record, I prefer korsat's 18/2 casting melee lich - but wouldn't actually play any of the three. PM turns my stomach, and I can't explain why logically.

    Anarchy, don't get your hopes up for Epic gear. I strongly encourage you to put together a set of gear that doesn't require anything from epics/raids, because unless you get into a good guild or static group, you will soon be pulling out your hair.

    That doesn't mean you shouldn't try - there are sure to be groups that you will find that will accept a flavor build that was built for fun - but in this game, repetition (grind) is the key to getting the ideal gear setup. And having to prove yourself for every single run will drain you faster than drunk twins.

    Want to know what's sad? The first build I posted for you in the other thread (WF 16 wiz/2 ftr/2 monk) has caught my imagination, and I'm having to resist the urge to roll one up.

    Keep it fun.

  9. #9
    Community Member 0xxxanarchyxxx0's Avatar
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    It doesn't seem like there are many ways to make a build like this viable, but Korsat has done it!! I watched all your videos on youtube and damn dude lol. I like your build, but i want a fleshy :/ and half elf seems the way to go for 3d6 sneak attack damage. I want to try making a 12/8 wiz monk because you said that could be viable Korsat? Do you think you could whip one up on the generator and compare the builds here? 12/8 wiz monk seems like a pretty cool idea to me and thanks to all you guys that are trying to help me make a melee PM without failing epicly >.<' lol i appreciate it
    Quote Originally Posted by Kokanee View Post
    100+ STR stats and running around naked with 9AC: Priceless.

  10. #10
    Community Member Quetzacoala's Avatar
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    I have no idea if this would be viable but this idea just popped into my head:

    Why not take artificer levels for the melee capabilities and use a bastard sword and a rune arm?

    You would gain access to some useful buffs exclusive to artificers as well as be able to use a rune arm, which would benefit from your elemental lines.

    Actually tempted to try one of these now, might actually make a good melee artificer.

    Remember, if this idea is great I take all credit but if it is lousy it was not me!
    Quote Originally Posted by DeafeningWhisper View Post
    I agree with the feathered marsupial.

  11. #11
    Community Member ArcaneMelee's Avatar
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    Quote Originally Posted by 0xxxanarchyxxx0 View Post
    It doesn't seem like there are many ways to make a build like this viable, but Korsat has done it!! I watched all your videos on youtube and damn dude lol. I like your build, but i want a fleshy :/ and half elf seems the way to go for 3d6 sneak attack damage. I want to try making a 12/8 wiz monk because you said that could be viable Korsat? Do you think you could whip one up on the generator and compare the builds here? 12/8 wiz monk seems like a pretty cool idea to me and thanks to all you guys that are trying to help me make a melee PM without failing epicly >.<' lol i appreciate it
    Have you given up on the TWF Khopesh idea then?

  12. #12
    Community Member 0xxxanarchyxxx0's Avatar
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    Artificers are not a DPS class and a few levels of it wouldnt really help much..plus the damage from rune arms increases with artificer levels and not the actual characters overall level..also i havent given up on the khopesh idea, but i think it would require more gear and past lives to be viable, but the monk seems easier and less gear oriented for now.
    Quote Originally Posted by Kokanee View Post
    100+ STR stats and running around naked with 9AC: Priceless.

  13. #13
    Community Member korsat's Avatar
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    Quote Originally Posted by 0xxxanarchyxxx0 View Post
    It doesn't seem like there are many ways to make a build like this viable, but Korsat has done it!! I watched all your videos on youtube and damn dude lol. I like your build, but i want a fleshy :/ and half elf seems the way to go for 3d6 sneak attack damage. I want to try making a 12/8 wiz monk because you said that could be viable Korsat? Do you think you could whip one up on the generator and compare the builds here? 12/8 wiz monk seems like a pretty cool idea to me and thanks to all you guys that are trying to help me make a melee PM without failing epicly >.<' lol i appreciate it
    Ok, after 40 minuts of work I ended up with this. I thought at 12/8monk but the 7-8 monk give nothing special while 2 fighter give +1 str, haste boost, more hp, 2 FEATS.

    I started with 8 int so in the early levels you need an int item to reach 11-12 int and cast spells. You will end with 20 int that is more than enought for a build like this.

    DPS should be pretty good: with normal gears STR is 27+7(epic brawling gloves are perfect in this build) +2vampire+2stance+2rage=40 --> 42 with ship buffs. This is +16 to hit/damage. Add psyonic +6 and yugo +2 for a wizard with 50 strenght, +3 exc +3 echrono for a wizard with 56 strenght (+23)

    1d8 base fist damage+16str+5pa+5wraps=1d8+26 that is around 30/hit +4d6sneak attack+various bursts effect. Then add recitation and good bard buffs, an aoe spell like ice storm and double death aura up. DOTS vs single target. Enought DPS? If you add fighter haste boost+human damage boost(+25% damage) you will see you can hit for around 60 I think.

    Survivability: 25%miss chance from shadow fade+50%from displacement+20%blur...all this stacks. lvl 12 aura with a superior potency 6 item(on a bard neckle for example) should hit for 20-22 every 2 seconds and with -25% threat reduction from vampire you should not generate too much aggro but if needed you have a quicken negative burst to heal you for 120-130, 250 on crit. And don't forget that vampire form gives you lesser vampirism that is a nice addition: +1hp/hit with the monk attack speed. If you have a robe with boon of undead (like epic mabar) you should have no problem at all, I love boon + the dr from the golden greaves.

    Spells: normal self buff is expeditious+jump+nighshield+blur+gh+stoneskin+rage +haste+displacement.
    Niac or eladar for single target, aoe like ice storm and firewall. No-save spells are the best.

    I think this can really work well, for high level content divine power clikie are needed if you want to keep pa on. And to-hit sets like shintao/greater raven/morgana's help.
    For level up I always suggest anger's wrath set at the beginning then move to plaza set for +2hit/damage and greater potency6. For high levels bard neckles with wiz6 and sup pot6 are perfect.



    Wizard 12 / Monk 6 / Fighter 2 Female Half-Elf (Lawful Good)
    HP: 308
    SP: 721
    AC: 15

    SAVES
    FORT: 16
    REFL: 12
    WILL: 13

    BAB: +12/+12/+17/+22

    STR: 18+2tome+1human+5lvl+1fighter=27 (+8)
    DEX: 15+2tome=17 (+3)
    CON: 15+2tome+1human=18 (+4)
    INT: 8+2tome+2wiz=12 (+1)
    WIS: 8+2tome=10 (0)
    CHA: 8+2tome=10 (0)

    Balance: 24
    Bluff: 0
    Concentration: 29
    Diplomacy: 2
    Disable Device: n/a
    Haggle: 0
    Heal: 0
    Hide: 3
    Intimidate: 2
    Jump: 12
    Listen: 1
    Move Silently: 3
    Open Lock: n/a
    Perform: n/a
    Repair: 1
    Search: 2
    Spot: 1
    Swim: 8
    Tumble: 4
    UMD: n/a

    LEVEL 1
    Race Selected: Female Half-Elf
    Alignment Selected: Lawful Good
    Class Selected: Monk (Monk 1)
    Abilities Raised: STR: 18, DEX: 15, CON: 15
    Skills Ranks Raised: Balance +4 (4), Concentration +4 (4), Jump +4 (4)
    Feats Selected: Dodge, Half-Elf Dilettante (Rogue), Toughness
    LEVEL 2
    Class Selected: Wizard (Monk 1 / Wizard 1)
    Skills Ranks Raised: Concentration +1 (5)
    Feats Selected: Extend Spell
    LEVEL 3
    Class Selected: Wizard (Wizard 2 / Monk 1)
    Skills Ranks Raised: Concentration +1 (6)
    Feats Selected: Mental Toughness
    LEVEL 4
    Class Selected: Wizard (Wizard 3 / Monk 1)
    Abilities Raised: STR: 19
    Skills Ranks Raised: Concentration +1 (7)
    LEVEL 5
    Class Selected: Wizard (Wizard 4 / Monk 1)
    Skills Ranks Raised: Concentration +1 (8)
    LEVEL 6
    Class Selected: Wizard (Wizard 5 / Monk 1)
    Skills Ranks Raised: Concentration +1 (9)
    Feats Selected: Spell Focus (Necromancy), Maximize Spell
    LEVEL 7
    Class Selected: Wizard (Wizard 6 / Monk 1)
    Skills Ranks Raised: Concentration +1 (10)
    Tomes Applied: STR: +2, DEX: +2, CON: +2, INT: +2, WIS: +2, CHA: +2
    LEVEL 8
    Class Selected: Wizard (Wizard 7 / Monk 1)
    Abilities Raised: STR: 22
    Skills Ranks Raised: Balance +0.5 (4.5), Concentration +1 (11)
    LEVEL 9
    Class Selected: Wizard (Wizard 8 / Monk 1)
    Skills Ranks Raised: Balance +0.5 (5), Concentration +1 (12)
    Feats Selected: Empower Spell
    LEVEL 10
    Class Selected: Wizard (Wizard 9 / Monk 1)
    Skills Ranks Raised: Balance +0.5 (5.5), Concentration +1 (13)
    LEVEL 11
    Class Selected: Wizard (Wizard 10 / Monk 1)
    Skills Ranks Raised: Balance +0.5 (6), Concentration +1 (14)
    Feats Selected: Quicken Spell
    LEVEL 12
    Class Selected: Wizard (Wizard 11 / Monk 1)
    Abilities Raised: STR: 23
    Skills Ranks Raised: Balance +0.5 (6.5), Concentration +1 (15)
    Feats Selected: Greater Spell Focus (Necromancy)
    LEVEL 13
    Class Selected: Wizard (Wizard 12 / Monk 1)
    Skills Ranks Raised: Balance +0.5 (7), Concentration +1 (16)
    LEVEL 14
    Class Selected: Monk (Wizard 12 / Monk 2)
    Skills Ranks Raised: Balance +3 (10), Concentration +1 (17)
    Feats Selected: Two Weapon Fighting
    LEVEL 15
    Class Selected: Monk (Wizard 12 / Monk 3)
    Skills Ranks Raised: Balance +3 (13), Concentration +1 (18)
    Feats Selected: Improved Two Weapon Fighting, Path of Inevitable Dominion
    LEVEL 16
    Class Selected: Monk (Wizard 12 / Monk 4)
    Abilities Raised: STR: 24
    Skills Ranks Raised: Balance +3 (16), Concentration +1 (19)
    LEVEL 17
    Class Selected: Monk (Wizard 12 / Monk 5)
    Skills Ranks Raised: Balance +3 (19), Concentration +1 (20)
    LEVEL 18
    Class Selected: Monk (Wizard 12 / Monk 6)
    Skills Ranks Raised: Balance +2 (21), Concentration +1 (21), Tumble +1 (1)
    Feats Selected: Improved Critical (Bludgeoning), Power Attack
    LEVEL 19
    Class Selected: Fighter (Wizard 12 / Monk 6 / Fighter 1)
    Skills Ranks Raised: Concentration +1 (22)
    Feats Selected: Greater Two Weapon Fighting
    LEVEL 20
    Class Selected: Fighter (Wizard 12 / Monk 6 / Fighter 2)
    Abilities Raised: STR: 25
    Skills Ranks Raised: Concentration +1 (23)
    Feats Selected: Weapon Focus (Bludgeoning)
    Favor Bonus Granted: Coin Lord Finishing School (400 Coin Lord Favor)
    Favor Bonus Granted: Draconic Vitality (15 Agents of Argonnessen Favor)
    Enhancements Selected: Human Versatility I, Fighter Toughness I, Fighter Strength I, Fighter Haste Boost I, Way of the Patient Tortoise I, Wizard Intelligence I, Racial Toughness I, Wizard Energy of the Scholar I, Human Versatility II, Wizard Improved Maximizing I, Wizard Improved Empowering I, Human Adaptability Strength I, Racial Toughness II, Improved Rogue Dilettante I, Human Versatility III, Way of the Patient Tortoise II, Wizard Pale Master I, Fighter Attack Boost I, Human Versatility IV, Wizard Intelligence II, Wizard Energy of the Scholar II, Wizard Pale Master II, Human Greater Adaptability Constitution I, Racial Toughness III, Adept of Flame, Improved Rogue Dilettante II, Shroud of the Wraith, Shroud of the Vampire, Improved Jump II, Improved Tumble II, Monk Ninja Spy I


    You still have around 30 ap to spec into 1 element or 2... I prefer full spec into ice and just 1st tier of some other.


    Enjoy ^^
    Last edited by korsat; 01-10-2012 at 03:40 PM.

  14. #14
    Community Member 0xxxanarchyxxx0's Avatar
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    Default Korsat~

    Take a look at this build, does it seem pretty viable?


    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page

    Level 20 Lawful Good Half-Elf Male
    (2 Fighter / 6 Monk / 12 Wizard)
    Hit Points: 298 (538 with most but not all buffs~~~~see CON below, then add 40 for superior false life, and 20 for toughness, and that hp isnt including green steel.)
    Spell Points: 742 (996 without green steel)

    BAB: 12/12/17/22
    Fortitude: 16 (dont feel like counting)
    Reflex: 13 (32 buffed, without ship buffs but with clerics holy aura)
    Will: 14 (dont feel like counting)
    Starting Ending Feat/Enhancement
    Abilities Base Stats Base Stats Modified Stats
    (32 Point) (Level 1) (Level 20) (Level 20)
    Strength 17 24 26 (+7, +3exc, +3 profane, +3 alchemical, +2 ship buff, +2 rage, +2 stance, +2 vampire, +6 psionic= 56)
    Dexterity 15 17 18 (+6, +3 alchemical, +2 ship buff, +3 exc=32)
    Constitution 15 17 18 (+7, +3exc, +3 profane, +3 alchemical, +2 rage, +2 ship buff= 38)
    Intelligence 10 12 14 (+6, +3 alchemical, +2 ship buff, +3 exc= 28)
    Wisdom 9 11 12 (+6, +3 alchemical, +2 ship buff, +3 exc=26)
    Charisma 8 10 10 (+6, +3 alchemical, +2 ship buff, +3 exc, +2 vampire=26)

    Tomes Used
    +2 Tome of Dexterity used at level 7
    +2 Tome of Strength used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Intelligence used at level 20
    +2 Tome of Wisdom used at level 20
    +2 Tome of Charisma used at level 20

    Starting Ending Feat/Enhancement
    Base Skills Base Skills Modified Skills
    Skills (Level 1) (Level 20) (Level 20)
    Balance 6 18 20
    Bluff -1 0 0
    Concentration 6 26 28
    Diplomacy -1 0 0
    Disable Device n/a n/a n/a
    Haggle -1 0 0
    Heal -1 1 1
    Hide 2 4 6
    Intimidate -1 0 0
    Jump 6 11 13
    Listen -1 1 1
    Move Silently 2 4 6
    Open Lock n/a n/a n/a
    Perform n/a n/a n/a
    Repair 0 2 2
    Search 0 2 2
    Spot -1 1 1
    Swim 3 9 9
    Tumble 3 5 7
    Use Magic Device 1 11 11

    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+3)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Selected) Toughness
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Half-Elven Keen Senses
    Feat: (Automatic) Half-Elven Mixed Heritage
    Feat: (Automatic) Half-Elven Social Gracees (ALL)
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) Unarmed Strike

    Level 2 (Wizard)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Simple Weapon Proficiency: Throwing Dagger
    Spell (1): Shield
    Spell (1): Niac's Cold Ray
    Spell (1): Jump

    Level 3 (Wizard)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Two Weapon Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Spell (1): Chill Touch
    Spell (1): Expeditious Retreat

    Level 4 (Wizard)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Melf's Acid Arrow
    Spell (2): Blur
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Racial Toughness I
    Enhancement: Acid Manipulation I
    Enhancement: Frost Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Intelligence I
    Enhancement: Half-Elf Improved Trap Sense I
    Enhancement: Wizard Wand and Scroll Mastery I

    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Scorching Ray
    Spell (2): Lesser Death Aura
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Combustive Spellcasting I
    Enhancement: Deadly Flame I

    Level 6 (Wizard)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mental Toughness
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Spell (3): Fireball
    Spell (3): Displacement
    Enhancement: Human Adaptability Strength I
    Enhancement: Glacial Spellcasting I

    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (3): Sleet Storm
    Spell (3): Haste
    Enhancement: Wizard Pale Master I
    Enhancement: Shroud of the Zombie

    Level 8 (Wizard)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (4): Wall of Fire
    Spell (4): Negative Energy Burst
    Enhancement: Wizard Intelligence II

    Level 9 (Wizard)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Spell (4): Ice Storm
    Spell (4): Death Aura
    Enhancement: Racial Toughness II
    Enhancement: Half-Elf Rogue Dexterity I

    Level 10 (Monk)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Dodge
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Void Strike I
    Enhancement: Corrosive Spellcasting I
    Enhancement: Deadly Ice I

    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (5): Protection From Elements
    Spell (5): Cone of Cold
    Enhancement: Deadly Acid I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Subtle Spellcasting I

    Level 12 (Wizard)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Wizard Bonus) Maximize Spell
    Spell (5): Niac's Biting Cold
    Spell (5): Prismatic Ray
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    Enhancement: Frost Manipulation II
    Enhancement: Flame Manipulation II

    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (6): Otiluke's Freezing Sphere
    Spell (6): Greater Heroism
    Enhancement: Human Greater Adaptability Constitution I

    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (6): Necrotic Ray
    Spell (6): Acid Fog
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Vampire
    Enhancement: Shroud of the Wraith

    Level 15 (Monk)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    Enhancement: Improved Rogue Dilettante II

    Level 16 (Monk)
    Ability Raise: STR
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    Enhancement: Racial Toughness III
    Enhancement: Improved Jump II

    Level 17 (Monk)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Purity of Body
    Enhancement: Porous Soul
    Enhancement: Improved Tumble II
    Enhancement: Frost Manipulation III

    Level 18 (Monk)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Feat: (Monk Bonus) Power AAttack
    Enhancement: Monk Ninja Spy I

    Level 19 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Tower Shield Proficiency
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Adept of Flame

    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+0.5)
    Skill: Swim (+1)
    Feat: (Fighter Bonus) Cleave
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Flame Manipulation III
    Enhancement: Fighter Strength I
    Enhancement: Monk Wisdom I
    Enhancement: Fighter Toughness I
    Quote Originally Posted by Kokanee View Post
    100+ STR stats and running around naked with 9AC: Priceless.

  15. #15
    Founder Xyfiel's Avatar
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    Can you condense the build down? We don't need to see automatic feats or enhancements per level. Just show the final list of taken feats and enhancements in small text groups.

    I have a 12wiz(wraith)/6figther(defender)/2monk
    gtwf epic chimeras fangs, call lightning storm, and can switch to shield for high effective dr. Well whenever I get back on my 20's and finish farming the fangs anyway.

  16. #16
    Community Member ArcaneMelee's Avatar
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    Quote Originally Posted by Xyfiel View Post
    Can you condense the build down? We don't need to see automatic feats or enhancements per level. Just show the final list of taken feats and enhancements in small text groups.

    I have a 12wiz(wraith)/6figther(defender)/2monk
    gtwf epic chimeras fangs, call lightning storm, and can switch to shield for high effective dr. Well whenever I get back on my 20's and finish farming the fangs anyway.
    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Elf Male
    (2 Fighter \ 6 Monk \ 12 Wizard) 
    Hit Points: 278
    Spell Points: 721 
    BAB: 12\12\17\22
    Fortitude: 15
    Reflex: 13
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             17                    24
    Dexterity            15                    18
    Constitution         15                    16
    Intelligence         10                    12
    Wisdom                9                    10
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Dexterity used at level 11
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    
    
    Level 3 (Wizard)
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 4 (Wizard)
    Ability Raise: STR
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Selected) Mental Toughness
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    Ability Raise: STR
    
    
    Level 9 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 10 (Monk)
    Feat: (Monk Bonus) Dodge
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Ability Raise: STR
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Wizard Bonus) Maximize Spell
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 16 (Monk)
    Ability Raise: STR
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Empower Spell
    Feat: (Monk Bonus) Power Attack
    
    
    Level 19 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Cleave
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Improved Rogue Dilettante II
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Porous Soul
    Enhancement: Monk Ninja Spy I
    Enhancement: Void Strike I
    Enhancement: Adept of Flame
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Corrosive Spellcasting I
    Enhancement: Glacial Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Deadly Acid I
    Enhancement: Deadly Ice I
    Enhancement: Deadly Flame I
    Enhancement: Acid Manipulation I
    Enhancement: Frost Manipulation I
    Enhancement: Frost Manipulation II
    Enhancement: Frost Manipulation III
    Enhancement: Flame Manipulation I
    Enhancement: Flame Manipulation II
    Enhancement: Flame Manipulation III
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Subtle Spellcasting I
    Enhancement: Half-Elf Rogue Dexterity I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Fighter Strength I
    Enhancement: Monk Wisdom I
    Enhancement: Fighter Toughness I
    Enhancement: Half-Elf Improved Trap Sense I
    Enhancement: Wizard Wand and Scroll Mastery I
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Vampire
    Enhancement: Shroud of the Wraith
    Enhancement: Shroud of the Zombie
    I think you'd do better with 6 Fighter/2 Monk also - same saves (1 more Fort, same Reflex/Will).

    Without the need for Dodge for Ninja, you actually gain 2 Martial Feats. Weapon Focus/Specialization makes up for the lower attack die, only with +1 to hit and +1 damage extra. You also get +1 to hit/damage from Kensei, as well as a +1 bonus to Combat DCs.

    Edit: Oh, I'd also recommend Quicken - you're gonna be using the Burst to supplement healing, and it's best if that 50 damage you just took doesn't interrupt it.

    Edit#2: You should max out your Manipulation lines, especially for your DoTs.
    Last edited by ArcaneMelee; 01-11-2012 at 11:53 PM.

  17. #17
    Community Member korsat's Avatar
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    the fighter 6 version can work too, i've chosen monk for the synergy of sneak attack+the threat reduction and 1d8 fist damage instead of 1d6. +the shadow fade from ninja spy that gives 25% miss chance and more survivability if we are using vampire instead of wraith(i've heard that with update 13 vampire will get only 200% light damage instead of 400%...much better). So i think that both can work good. well starting with 17 str instead of 18 and spend some point into int seems a good idea expecially for the early levels...also if i would have it max for the end game.
    Last edited by korsat; 01-12-2012 at 01:30 AM.

  18. #18
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by ArcaneMelee View Post
    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Elf Male
    (2 Fighter \ 6 Monk \ 12 Wizard) 
    Hit Points: 278
    Spell Points: 721 
    BAB: 12\12\17\22
    Fortitude: 15
    Reflex: 13
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             17                    24
    Dexterity            15                    18
    Constitution         15                    16
    Intelligence         10                    12
    Wisdom                9                    10
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Dexterity used at level 11
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    
    
    Level 3 (Wizard)
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 4 (Wizard)
    Ability Raise: STR
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Selected) Mental Toughness
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    Ability Raise: STR
    
    
    Level 9 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 10 (Monk)
    Feat: (Monk Bonus) Dodge
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Ability Raise: STR
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Wizard Bonus) Maximize Spell
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 16 (Monk)
    Ability Raise: STR
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Empower Spell
    Feat: (Monk Bonus) Power Attack
    
    
    Level 19 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Cleave
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Improved Rogue Dilettante II
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Porous Soul
    Enhancement: Monk Ninja Spy I
    Enhancement: Void Strike I
    Enhancement: Adept of Flame
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Corrosive Spellcasting I
    Enhancement: Glacial Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Deadly Acid I
    Enhancement: Deadly Ice I
    Enhancement: Deadly Flame I
    Enhancement: Acid Manipulation I
    Enhancement: Frost Manipulation I
    Enhancement: Frost Manipulation II
    Enhancement: Frost Manipulation III
    Enhancement: Flame Manipulation I
    Enhancement: Flame Manipulation II
    Enhancement: Flame Manipulation III
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Subtle Spellcasting I
    Enhancement: Half-Elf Rogue Dexterity I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Fighter Strength I
    Enhancement: Monk Wisdom I
    Enhancement: Fighter Toughness I
    Enhancement: Half-Elf Improved Trap Sense I
    Enhancement: Wizard Wand and Scroll Mastery I
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Vampire
    Enhancement: Shroud of the Wraith
    Enhancement: Shroud of the Zombie
    I think you'd do better with 6 Fighter/2 Monk also - same saves (1 more Fort, same Reflex/Will).

    Without the need for Dodge for Ninja, you actually gain 2 Martial Feats. Weapon Focus/Specialization makes up for the lower attack die, only with +1 to hit and +1 damage extra. You also get +1 to hit/damage from Kensei, as well as a +1 bonus to Combat DCs.

    Edit: Oh, I'd also recommend Quicken - you're gonna be using the Burst to supplement healing, and it's best if that 50 damage you just took doesn't interrupt it.

    Edit#2: You should max out your Manipulation lines, especially for your DoTs.
    Start with 14 wisdom and utilise stunning fist, the build is bad enough without denying yourself the only viable form of crowd control available to you.

  19. #19
    Community Member ArcaneMelee's Avatar
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    Quote Originally Posted by korsat View Post
    ...i've heard that with update 13 vampire will get only 200% light damage instead of 400%...much better...
    That would make a world of a difference. According to the DDOWiki, the zombie form gets double damage, the vampire gets quadruple damage, but wraith/lich take normal damage?

    My understanding was that all PM forms take double damage, except for vampire takes quadruple. Is this old data, or is the DDOWiki not reflecting the state of PM?

  20. #20
    Community Member korsat's Avatar
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    Quote Originally Posted by ArcaneMelee View Post
    That would make a world of a difference. According to the DDOWiki, the zombie form gets double damage, the vampire gets quadruple damage, but wraith/lich take normal damage?

    My understanding was that all PM forms take double damage, except for vampire takes quadruple. Is this old data, or is the DDOWiki not reflecting the state of PM?
    In the suggestion notes I have read that lich/wraith and zombi will get light damage*1,5 instead of *2 and vampire will get *2 instead of *4... I'm not 100% sure that this will be done

    btw the +2 strenght -25% threat and lesser vampirism effect make me prefer vampire form instead of wraith for a battlemage (obv when we don't have access to lich). Remember that light damage is not everywhere... so is enough if we pay attenction to the doungeon that we are going to run
    Last edited by korsat; 01-12-2012 at 09:11 AM.

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