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  1. #1
    Community Member
    Join Date
    Dec 2009

    Default After TR'ing what i want to build

    I am hoping to TR my monk when i get level 20, and in that self-made build. Though i'd rather like to get a feedback on it before applying it. Remember its after TR, so a 34 -points build. My native language isnt english so try not to care about lesser grammatical errors, please. there it is:

    This is Mainly a ''Melee'' Sorcerer, Using Death Auras and AoEs in melee to do as much damage as possible to as many opponents as possible. It uses the Earth Stance to boost his HP and threat so he can damage, still and again, as many opponents as possible. With the monk past life feat he can benefit from increased damage with his fists (similar to Longswords ones: 1d8). Coming along with very good saves, it would be hard to control him, or damage him with spells (Evasion Helps too). He will reach about 397 hp and 2294 sp, and +58 in concentration skill (that'll help him keep casting in melee) at level 20, unbuffed and in Lesser Earth Stance. He's an Air Savant and will have mass death/damage spells, which will be used mainly in melee, to Crowd Kill while still Single Targeting a mobs. He will to run, when self-hasted, around the battlefield to paralyse as many opponent as possible with hsi wraps, and possibly allow healers, CCs and Caster DPS (which is mainly is), to survive longer and help them keep controling the battlefield. His Dilletante in the cleric class helps him self heal and rezing healers and casters that might fail in battle. This build could be very versatile, mainly because of the fact many spells it have can be cast at long range too and that he can hold its own in melee as well as in spellcasting. This is its stats (remember that since update 13, tomes are kept after TR'ing, but the updater havent been updated to update 13 so theres slightly 6 more skill points to spend which are put in spot, to help notice traps and hidden enemies, and because i have a Tome of Supreme Ability +2, it will be kept):

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

    Nhissyanda Eryadaskel
    Level 20 Lawful Good Half-Elf Female
    (2 Paladin / 2 Monk / 16 Sorcerer)
    Hit Points: 247
    Spell Points: 1878

    BAB: 11/11/16/21
    Fortitude: 31
    Reflex: 21
    Will: 34

    Starting Ending Feat/Enhancement
    Abilities Base Stats Base Stats Modified Stats
    (34 Point) (Level 1) (Level 20) (Level 20)
    Strength 14 16 16
    Dexterity 8 10 10
    Constitution 14 16 17
    Intelligence 8 10 10
    Wisdom 14 16 16
    Charisma 18 25 28

    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 Ending Feat/Enhancement
    Base Skills Base Skills Modified Skills
    Skills (Level 1) (Level 20) (Level 20)
    Balance -1 0 0
    Bluff 4 9 9
    Concentration 4 26 38
    Diplomacy 4 9 9
    Disable Device n/a n/a n/a
    Haggle 4 9 9
    Heal 2 3 3
    Hide -1 0 0
    Intimidate 4 9 9
    Jump 2 3 3
    Listen 2 3 3
    Move Silently -1 0 0
    Open Lock n/a n/a n/a
    Perform n/a n/a n/a
    Repair -1 0 0
    Search -1 0 0
    Spot 2 10 10
    Swim 2 3 3
    Tumble 0 1 5
    Use Magic Device n/a n/a n/a

    Notable Equipment
    Striding Ring of the Archmagi
    Supreme Tyrant Green Steel Bracers of Lightning
    Deathblock Robe of Heavy Fortification
    Sacred Necklace of Protection
    Epic Dusk Heart
    +5 Paralyzing Handwraps of Stunning +10
    Epic Charged Gauntlets
    Epic Boots of Corrosion
    Epic Helm of Frost
    Wise Ring of Steady Spellcasting
    Epic Envenomed Cloak
    Epic Scorched Bracers
    Epic Goggles of Time-Sensing
    Supreme Tyrant Green Steel Belt of Lightning

    Level 1 (Sorcerer)
    Skill: Concentration (+2)
    Skill: Tumble (+1)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    Feat: (Past Life) Past Life: Monk
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Dismiss Charm 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) Magical Training
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Spell (1): Shocking Grasp
    Spell (1): Sonic Blast
    Enhancement: Improved Concentration I
    Enhancement: Sorcerer Energy of the Dragonblooded I

    Level 2 (Sorcerer)
    Skill: Concentration (+1)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Spell (1): Magic Missile
    Enhancement: Human Improved Recovery I
    Enhancement: Charged Spellcasting I
    Enhancement: Storm Manipulation I
    Enhancement: Sorcerer Charisma I

    Level 3 (Sorcerer)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Spell
    Spell (1): Burning Hands
    Enhancement: Racial Toughness I
    Enhancement: Deadly Shocks I
    Enhancement: Storm Manipulation II

    Level 4 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Spell (2): Electric Loop
    Enhancement: Sorcerer Improved Empowering I
    Enhancement: Improved Concentration II

    Level 5 (Monk)
    Skill: Concentration (+3)
    Feat: (Monk Bonus) Stunning Fist
    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) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Unarmed Strike
    Enhancement: Improved Cleric Dilettante I
    Enhancement: Human Adaptability Charisma I

    Level 6 (Sorcerer)
    Skill: Concentration (+1)
    Feat: (Selected) Past Life: Disciple of the Fist
    Spell (2): Scorching Ray
    Enhancement: Racial Toughness II
    Enhancement: Charged Spellcasting II
    Enhancement: Storm Manipulation III
    Enhancement: Sorcerer Energy of the Dragonblooded II

    Level 7 (Sorcerer)
    Skill: Concentration (+1)
    Spell (3): Lightning Bolt
    Enhancement: Sorcerer Air Savant I
    Enhancement: Deadly Shocks II

    Level 8 (Paladin)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Feat: (Automatic) Aura of Good
    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) Smite Evil
    Enhancement: Sorcerer Charisma II

    Level 9 (Paladin)
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Mental Toughness
    Feat: (Automatic) Divine Grace
    Feat: (Automatic) Lay on Hands
    Enhancement: Paladin Focus of Good I
    Enhancement: Paladin Toughness I

    Level 10 (Monk)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Feat: (Monk Bonus) Discipline
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation

    Level 11 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Spell (2): Lesser Death Aura
    Spell (3): Haste
    Enhancement: Improved Cleric Dilettante II
    Enhancement: Sorcerer Improved Empowering II
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Storm Manipulation IV

    Level 12 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Improved Mental Toughness
    Spell (4): Phantasmal Killer
    Enhancement: Human Improved Recovery II
    Enhancement: Improved Concentration III
    Enhancement: Charged Spellcasting III

    Level 13 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Spell (2): Web
    Spell (3): Rage
    Spell (4): Wall of Fire
    Enhancement: Storm Manipulation V
    Enhancement: Sorcerer Energy of the Dragonblooded III

    Level 14 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Spell (5): Ball Lightning
    Enhancement: Human Greater Adaptability Constitution I

    Level 15 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Spell Focus: Evocation
    Spell (3): Frost Lance
    Spell (4): Death Aura
    Spell (5): Eladar's Electric Surge
    Enhancement: Racial Toughness III
    Enhancement: Deadly Shocks III

    Level 16 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Spell (6): Chain Lightning
    Enhancement: Sorcerer Air Savant II
    Enhancement: Charged Spellcasting IV
    Enhancement: Deadly Shocks IV

    Level 17 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Spell (4): Fire Shield
    Spell (6): Tenser's Transformation
    Spell (5): Cyclonic Blast
    Enhancement: Improved Cleric Dilettante III
    Enhancement: Storm Manipulation VI

    Level 18 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Spell (7): Finger of Death
    Enhancement: Improved Concentration IV
    Enhancement: Charged Spellcasting V
    Enhancement: Storm Manipulation VII

    Level 19 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Spell (5): Dismissal
    Spell (6): Circle of Death
    Spell (7): Waves of Exhaustion
    Enhancement: Deadly Shocks V
    Enhancement: Sorcerer Energy of the Dragonblooded IV

    Level 20 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Spell (8): Horrid Willting
    Enhancement: Human Versatility I
    Enhancement: Sorcerer Spell Penetration I
    Enhancement: Sorcerer Subtle Spellcasting I

    Feel Free to say anything you think i didnt notice or you think that could be better to use than another thing, and Rating it would be cool.

  2. #2
    Community Member voodoogroves's Avatar
    Join Date
    Oct 2009
    North Cackalacky


    I have run the same split. While it was fun, it really isn't the best right now. During that life he was a beastly tank, but his melee DPS was poor ish (even with all my DP clickies and other twink gear) to the point where the savant SLAs were (in general) better ... with only 16 levels in Sorc.

    It's a great build for soloing, and it was the first build I used to solo some content I'd previously been hesitant to try.

    I wouldn't make it again right now though; once the enhancement changes come out ... quite possibly ... but not right now.

    Some specifics:
    - I can't imagine running something I consider a melee TWF build without the supporting TWF feats. That's a pretty big chunk of DPS lost, and you can't make up for it with twitching a 2-hander. You don't have a feat for GTWF by the point you qualify anyway.
    - Unless required, I'm not a fan of Mental Toughness / Improved Mental Toughness
    - Death Aura isn't going to perform as well as you think.
    - Melee casters without a quick, reliable self-heal tend to not last long.
    - Without enhancement support and / or lots of Wisdom, your Stunning Fist DC will be marginal.
    - Horrid Wilting in your sorc's hands is going to be pretty subpar. You'd be better off focusing on a DPS spell (Polar Ray, Black Dragon Bolt) or some CC option (OID, Summon 8 for the elemental)

    Looking at what you're trying to do, I would think a PM (18/2 or even 14/6 or 12/6/2 split) is going to be far more effective at what you're trying to do. Not game-shatteringly good, mind you --- but more effective than the sorc option. The deep splashes can forgo INT largely and be more "melee plus", working in a good Stunning Fist if they so choose.
    Ghallanda - now with fewer alts and more ghostbane

  3. #3
    Community Member Blank_Zero's Avatar
    Join Date
    Feb 2010
    GMT -7, USA


    I'd go WF.
    Focused Melee Discussion as of U17
    Proud Gimp of Crimson Eagles and now Loreseekers!

  4. #4
    Community Member
    Join Date
    Jan 2010


    I would strongly advise you against this build

    You lack all of the feats to deal any damage with melee, power attack and the TWF chain. You also lack Strength, so your hit bonus will be abyssmal at higher difficulties.

    You lack all of the feats to deal any damage with spells, maximize and empower

    You lack the class distribution to stun on higher difficulties (since stunning fist has a DC based on monk level and wisdom)

    Paralyzing stops working once you leave Gianthold, is my experience. Improved Paralyzing does work on higher difficulties, even epic, but you cant get that on wraps.

    The class split itself is not a problem, its what your are trying to do that is. 16 sorc/2 paladin/2 monk can work, but it works far better if you focus on your damage spells. Generally melee arcane builds stop working at level 20 when you start doing epic quests, simply because your hit bonus is too low.

  5. #5
    Community Member
    Join Date
    Jan 2010


    Im going to make a second post to offer a bit more elaborate advice.

    My first, and most important advice is - Make a pure arcane. I can not stress this enough. 99% of the arcane melee builds I see on this forum are made by people who havent tried a pure arcane. Pure arcanes are extremely powerful and very versatile. They are also significantly easier to make useful than splashed arcanes, for the simple reason that arcanes loose so extremely much when splashing.

    Both wizards and sorcerers have really strong capstones. Arcanes loose alot from every single level the choose to splash. The loose spell penetration, spell points, spell slots and if they splash so much that they loose access to 9th or 8th level spells, they also loose spell DCs. If you have a pure arcane you will realize what a big cost this is.

    Splashing a wizard or sorcerer works alot better if you have the following.

    1. A firm grasp of how an arcane works and how you will be affected by splashing
    2. Good gear to make up for all you loose from splashing
    3. Potential past lives that will offset some of what you loose

    On this list you really dont have any of the 3.

    Splashing arcane means you loose spell penetration. If you choose to go melee, you also loose critical feats that means you will not be able to afford spell penetration and/or spell focus feats. This means you should focus on spells that dont rely on DCs or spell penetration to work. You have picked alot of spells that require both spell penetration and DCs.

    Again I stress - Try a pure arcane. Your build has a DC 25 stun, try a pale master with a DC 40+ wail, finger of death and mass hold. Your build will deal 20-30 damage per hit, try a sorcerer that deals 5.000+ damage with a polar ray crit.

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