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  1. #21
    Community Member sweez's Avatar
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    Finishing up my evoker right now, I'd lower the con and cha a bit however and definitely take more dex (and wear a dex item/slot). Difference between starting 8 and 14 is +3 to reflex save, and from what I remember my old evoker had just under 40 self-buffed, a threshold at which +3 makes a huge difference (saving on a 2 or on a 5) - I generally aim to have ~40 reflex on all toons that can reasonably achieve it.

    On the other hand, more HP (although on a toon with quickened hyper-efficient self heals it's not really that important 99% of the time) and UMD is always nice.

    Just a thought.
    Comfortably [d|n]umb

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  2. #22
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    I would personally drop GSF: EVO for Shield mastery. That and if you could get intim as well would be a nice faucet to the character to be able to tank as well. With the PL you have racked up you probably wouldn't miss the 1 DC but the damage mitigation is really nice with a solid shield while dotting, and if you can intim the boss back even better.
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  3. #23

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    Ring: Epic Buccaneer's Ring

    Blue: Natural Armor +4
    I really don't understand the point of these two. Are we still talking Evoker or a FvS/Monk hybrid that is trying to keep AC up?
    Natural armor in the blue is the only thing I could find in blue that might give any kind of benefit of any kind. With that setup, there are no other blue options that are any good, and the only colorless I could add would be Int/Exceptional Int, neither of which blow any wind up my skirt.

    For the ring...it is AWESOME. +5 Protection, +2 Good Luck, +7 Dex? Even completely ignoring the swim (which also helps Fly) and the UWA and the green slot I'd wear it. With a Heavy Fort augment, it's better than the upped head of good fortune. But it does have those things, which not only saves me worn slots, it saves inventory slots and bothersome hotswapping as well.

    Protection +5 and Dex +7 are good for...what exactly?
    I'll enjoy being hit infinitesimally less often, and 4 more reflex save.

    a cannith crafted greater X focus ring of persuasion with a large guild augment slot.
    I believe that the aggravating lag hitch whenever you do a skill change for UMD far outweighs any benefit that UMD provides. Also, I will never be able to use a large guild augment. It would take a miracle for me to even be able to use a medium augment.

    I disagree with epic buccaneer's ring. I'd rather have a +6 TOD ring with 20% amp.
    And I wouldn't. Such is life.

    I also disagree with epic rock boots... you don't need slippery surface immunity, you have FOM. Earthgrab also means less torc procs and less running through blade barrier.
    FoM is not always available.

    I'm not concerned with .01% more torc procs. If I'm trying for torc activations, then I'm also probably doing it vs an archer, and the guards don't work on those guys anyway. If something doesn't want to run through a barrier, then I break out a weapon and kill it (with +50% damage, if it is earthgrabbed).

    Also, where exactly are you getting Elemental spellpoints from?
    A triple air swap-in item. I'd prefer to wear that full time (love Air Guard), but I just can't fit it in anywhere.

    Why do you have both Mroranon and Litany?
    For...more wisdom? In this particular case, it lets me start with a 17 instead of an 18.

    17 + 3 Tome + 2 FvS + 7 Mroranon + 1 Litany + 5 Level up + 3 Exceptional +2 Alchemical = 40.

    This saves 3 build points at the start by not going 18, and 4 AP not taking greater adaptability. I value these things considerably more than 1 point DC. If +5 tomes become available in MotU, then I'll still be at an even number. Assuming one ever drops. Since I have +3s and have never even seen a +4 drop for anyone at any time ever, I do not intend on building for them. Plus, MotU will likely have +5 tomes, and maybe those will actually drop for me.

    A lot of the equipment I list is pure hypothetical. I don't ever expect to get a Litany. History certainly hasn't demonstrated that this is likely (3 L20 lists and running across multiple characters, and it still hasn't shown up in any form), I know for sure I'll never have a tier3 alchemical. But I enjoy equipment theorycrafting.
    Last edited by Matuse; 04-26-2012 at 02:14 AM.
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  4. #24
    Community Member LafoMamone's Avatar
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    Quote Originally Posted by Matuse View Post
    Natural armor in the blue is the only thing I could find in blue that might give any kind of benefit of any kind. With that setup, there are no other blue options that are any good, and the only colorless I could add would be Int/Exceptional Int, neither of which blow any wind up my skirt.
    Proof that having as many augment slots as possible does not help the character at all. From your post, it seems evident that you are attempting to have just that.

    Quote Originally Posted by Matuse View Post
    For the ring...it is AWESOME. +5 Protection, +2 Good Luck, +7 Dex? Even completely ignoring the swim (which also helps Fly) and the UWA and the green slot I'd wear it. With a Heavy Fort augment, it's better than the upped head of good fortune. But it does have those things, which not only saves me worn slots, it saves inventory slots and bothersome hotswapping as well.
    An unremarkable ring providing some minor convenience very situationally. How often are you in the danger of drowning? Do you go to the Reaver's Refuge for frequent flying sessions? And how do DEX/Protection prevent you from being hit at level 20 (which is the minimum level of the ring)?

    I am not trying to sound condescending; I know you are a very seasoned and experienced player, which is why this odd choice of yours really baffles me.

    Quote Originally Posted by Matuse View Post
    I'll enjoy being hit infinitesimally less often, and 4 more reflex save.
    4 more reflex save on a build that has high saves across the board. If I really felt the need for more reflex saves, I wouldn't sacrifice such a valuable slot for it. That's what colorless augment slots are for.

    Quote Originally Posted by Matuse View Post
    I believe that the aggravating lag hitch whenever you do a skill change for UMD far outweighs any benefit that UMD provides.
    This is because you adamantly refuse to wear a SP greensteel item, which could be rather easily fit in and would certainly provide more benefit than your ring. +6 to UMD, 150 SP and air guard/haste clickies. Or if air guard is not your thing, go with +5 UMD and conc-opp, and tailor your HP greensteel item to your liking; there are plenty to choose from. Not like larges are very hard to obtain these days.

    EDIT: even a medium guild slot ring provides 120SP or 15 HP to your toon, which is still very considerable. As for you not being able to use it: well, I really can't help you with that, can I?
    Last edited by LafoMamone; 04-26-2012 at 09:12 AM.

  5. #25
    Community Member Nick_RC's Avatar
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    Honestly I am in favor of 18 fvs/1 wiz/1monk for offensive casting souls.

    +1 dc for everything in water stance and 2 bonus feats to pick up 2x necro focus. I run my second account fvs like this and the extra 3 dc in necro really REALLy makes a huge difference.

    You lose bits and pieces but offensively you gain alot.

    Just a thought.

    N
    GROAN-1 (Melee/Casting Horc FVS)

  6. #26
    Community Member Kovalas's Avatar
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    My Evoker Gear

    Helmet: Epic Helm of Frost (Toughness)
    Goggles: CO SP Goggles
    Cloak: Epic Envenomed Cloak (GFL)
    Necklace: Torc
    Belt: Mineral II 45HP Belt
    Bracers: Epic Scorched Bracers (Dex6)
    Ring: Greater Evocation Focus (Guild Slot - SP)
    Ring: Greater Necromancy Focus
    Gloves: Epic Charged Gauntlets
    Boots: Epic Boots of Corrosion
    Trinket: PLIS/VPIS/Earweller/Babble

    Armour: Blue Dragon Scale (Arcane Lore)

    Main Hand: Mineral II Shortsword (Wis+3)
    Off Hand: Ornamental Dagger (Full Upgrade)

    Have Green Blade (Arcane Lore) and Dragonmarked Ring (+3Wisdom) to swop about if needed.

    I need Charged Gauntlets scroll, Torc and Greenblade Seal/Shard and tokens to slot.

    550 HP (Con14 base) 2.9k SP (Cha10 base) No Past Lives Yet

    I hate swopping items around constantly, I dont know how you guys have your CO SP items in a switch
    slot, I tried that and kept forgetting to switch in before shrine!

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  7. #27
    Community Member -Zephyr-'s Avatar
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    Quote Originally Posted by nick_robinsonchia View Post
    Honestly I am in favor of 18 fvs/1 wiz/1monk for offensive casting souls.

    +1 dc for everything in water stance and 2 bonus feats to pick up 2x necro focus. I run my second account fvs like this and the extra 3 dc in necro really REALLy makes a huge difference.

    You lose bits and pieces but offensively you gain alot.

    Just a thought.

    N

    Been thinking of this as well, but it's not as good as you're putting it.
    You get 3 more necro DCs at the expense of 2 spell pen. If you wanted to keep same spell pen as a pure, you'd have to use a feat on it : only 2 necro DCs gain.
    Monk stance is not compatible with alchemical shields, so you'd have to craft a kama... Needless to say a kama gives you less damage mitigation as a permanently worn tower shield with shield mastery.

    The capstone is also awsome as free damage mitigation and the free heal saves a lot of ressources if you bothered getting heal amp.

    And the main reason I did not go this way when I still had the choice : you only get 1 lvl 9 spell slot. I love being able to kill most things in epics while being solo raid healer, mass heal helps a lot. And energy drain is awsome as well, hit a mob with one and it loses 4 to 16 saves, higher that the boost to necro DCs your build is getting.

    The advantage of being pure far outweights the splash advantages for me, but I guess it's another matter of choice, both are awsome in current endgame. The splash build just looks like a wizard with divine spells to me, sacrificing a lot of self and party defense for some instadeath offense.

    The level cap raise may destroy all that of course, splashing may be the best all around way to go after that, I'm just not convienced yet.

    As for gearing : last time I tested, chaosrobe and epic abishai did stack for +4 spell pen on implosion, yes.
    I'm using a medium guild slot ring (till I find one with a large slot...) with greater necro focus, but I love the idea of adding concentration +13 on it, I have to admit I did not think of that.
    Yes, with +4 tomes you only need either litany or epic mroranon, but I want both just for "future proof". And because I don't have a +4 tome yet, while I can always buy a +3 next time they come in the store.
    As for the bracelet of madness, the awsomeness in this item is that you can hotswap an infused chaosrobe to add the bonuses on the bracelet, then swap the chaosrobe for something else, bonuses stay on the bracelet. Yes, more hotswap, now you know why I like robes better than armors so much.

    As for swapping SP items, it just takes some time to get used to it. My evoker has SP goggles, cove trinket and large guild slot bracers that I swap out for litany, bracelet of madness, HP conc-opp goggles (in that order usually) as soon as the SP is used. Yes, when I'm shrining I'm 65 HP and 1 DC (litany evening wis, con and cha, no shroud HP) and 2 spell pen below what I am after enough SP has been used.
    But I probably won't say it enough, I'm swapping gear almost as often as I'm casting, swapping chaosrobe in and out each time I cast implosion for that *one* extra spell pen, swapping to cove dagger for efficient maximize when casting BB... You simply can't have everything without swaps.
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  8. #28
    Community Member Nick_RC's Avatar
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    Quote Originally Posted by -Zephyr- View Post
    Been thinking of this as well, but it's not as good as you're putting it.
    You get 3 more necro DCs at the expense of 2 spell pen. If you wanted to keep same spell pen as a pure, you'd have to use a feat on it : only 2 necro DCs gain.
    Monk stance is not compatible with alchemical shields, so you'd have to craft a kama... Needless to say a kama gives you less damage mitigation as a permanently worn tower shield with shield mastery.

    The capstone is also awsome as free damage mitigation and the free heal saves a lot of ressources if you bothered getting heal amp.

    And the main reason I did not go this way when I still had the choice : you only get 1 lvl 9 spell slot. I love being able to kill most things in epics while being solo raid healer, mass heal helps a lot. And energy drain is awsome as well, hit a mob with one and it loses 4 to 16 saves, higher that the boost to necro DCs your build is getting.

    The advantage of being pure far outweights the splash advantages for me, but I guess it's another matter of choice, both are awsome in current endgame. The splash build just looks like a wizard with divine spells to me, sacrificing a lot of self and party defense for some instadeath offense.

    The level cap raise may destroy all that of course, splashing may be the best all around way to go after that, I'm just not convienced yet.
    Fair enough each to their own. I think pure is the 'safer' option and I imagine most wont go the 18/1/1 route. Saying that let me just adress a couple of points.

    1. Firstly and most importantly lets talk defences on a fvs - a point that gets bandied around the forums alot - from that abomination of a blob build that was posted some where to anyone splashing purely for evasion.(Oh and not an attack on you by any stretch your post was sound). How much defence do you truly need on an instahealing/uber save/great hp fvs? I dont carry a shield full time on either of mine. Hotswap sure, general purpose no way. I couldnt give a rats ass about shield mastery or how efficient my blob and dot is. Alot of it will come down to who you run with and what you are like as a player. If you pug alot or run in your average run of the mill group yes I can see pure and shield mastery being a huge boon. For ME, the guys I run with are badass mofos, I dont build for durability I build for speed and killing power, because thats how we run. For me +3 necro dc (i use dual kamas so water is golden) is far superior to what is in my mind excessive amounts of damage mitigation for a hard as nails class. FOR ME I dont like dot tanking on my soul. Its boring. I would rather have a stalwart/defender do their part. You can still dot tank without the feats/dr its just less efficient. Honestly as someone who loves his divine I wish they would hurry up and nerf dots. They are stupid.

    2. Healing. This is the biggest weak point of the split for sure. Missing out on mass heal makes things inefficient even with 8 maximise clickies. Again the powerhouse groups I tend to run in dont need as much efficiency as say your average pug because of the groups relative power level.

    3. Context. This is a multi tr build with a significant time investment already commited to it. I wouldnt suggest splitting on a first lifer as the spell pen hit would be noticeable. However on a 3 wiz/3sorc/3 fvs character outside of epic drow losing 2 is negligiable. I know as my main has 2 of each(3 sorc) as well as being completionist and has a 2 lvl splash and dont have any major difficulty whatsoever. Similarly I dont imagine it would be too much of a stretch to imagine the OP runs in some relatively powerful groups also if he has put all the time and effort to get the multi past lives.

    So I agree with you I down played the negatives - although not on purpose - they just tend not to enter my mind.

    Cheers

    N

    Quick edit: For a build whose primary focus centres around BB and instakills(evoker after all...) the 18/1/1 is superior because it increases evoc dc by 1 and necro by 3. If it was a generalist build thta offensive casts I would support eiother pure or splash - but for an offensive caster teh 18/1/1 wins in my mind.
    Last edited by nick_robinsonchia; 04-26-2012 at 02:55 PM.
    GROAN-1 (Melee/Casting Horc FVS)

  9. #29
    Community Member AtomicMew's Avatar
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    18/1/1, you only get 1 level 9 spell. Implosion or energy drain? Personally, I couldn't live without both. Both are so extremely powerful situationally. I know a few folks that went 19/1 fvs/monk and 18/1/1 cleric/monk/wizard, but I can't really understand 18/1/1 fvs. You're gaining 1 feat at the cost of 1 spell pen and having only one level 9 spell. You don't even gain 20% BB damage like the cleric version does, and you're also 1 spell level behind in divine punishment (unlike the cleric version, due to radiant servant).

  10. #30
    Community Member Nick_RC's Avatar
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    Quote Originally Posted by AtomicMew View Post
    18/1/1, you only get 1 level 9 spell. Implosion or energy drain? Personally, I couldn't live without both. Both are so extremely powerful situationally. I know a few folks that went 19/1 fvs/monk and 18/1/1 cleric/monk/wizard, but I can't really understand 18/1/1 fvs. You're gaining 1 feat at the cost of 1 spell pen and having only one level 9 spell. You don't even gain 20% BB damage like the cleric version does, and you're also 1 spell level behind in divine punishment (unlike the cleric version, due to radiant servant).
    Yes you only get one level 9 spell. Implosion. With Maxed out dc's you dont need energy drain for any of ur instakills. Its nice but not essential. The best use for energy drain is orange names and taking chunks out of their hp. I stockpile scrolls of it for that situation. If there is a high fort save mob resisting my pumpkin head I will use bestow curse and maybe even doom to drop it 4/6 in the saves department. Most mobs with high fort will fail their bestow curse checks. I use DP on bosses/mini bosses. I can handle a slight reduction in DP damage for a boost in necro dc's. Its a +1 and despite what alot of people think all those +1's really add up in this game.

    N

    Edit: Divines are not palemasters with easy access to high dc instakills. You literally need to fight for every +1 you can get for your pumpkin heads to be effective. going from a 40 (pure) to a 43 (split) is huge.
    Last edited by nick_robinsonchia; 04-26-2012 at 03:22 PM.
    GROAN-1 (Melee/Casting Horc FVS)

  11. #31
    Community Member BDS's Avatar
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    Should get 60 HP from rage and yugo pot. Unless you included the yugo pots con in your con breakdown. Otherwise looks pretty good.
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  12. #32
    The Hatchery sirgog's Avatar
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    Echoing the comments about the Cove ring being total rubbish for this build. It's a level 20 item so AC is irrelevant unless you can get at least 82-85 (this build obviously cannot), and that leaves it as using an item slot for Reflex saves.

    If you want to burn an equipment slot for Reflex saves (and that's a questionable choice IMO), Shroud-craft the following item instead:

    Tier 1: Blindness/Disease immunity
    Tier 2: +1 exceptional Reflex save (Fire)
    Tier 3: +2 exceptional Reflex save (Fire and Negative)
    Synergy effect: Enervation Guard

    At least that will help with the build's core goals, as Enervation Guard has pretty good synergy with Implosion.


    Nick's variant of the build is effective, but loses the ability to raidheal in some situations. His is better in 6-person epics but IMO weaker in epVON6, Shroud and other places where Mass Heal is at its best. To each their own.
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  13. #33
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    Quote Originally Posted by BDS View Post
    Should get 60 HP from rage and yugo pot. Unless you included the yugo pots con in your con breakdown. Otherwise looks pretty good.

    +2 Con from Yugo is counted in the stats breakdown under CON so that 20 HP is under CON.
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  14. #34
    Community Member Nick_RC's Avatar
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    Quote Originally Posted by sirgog View Post
    Nick's variant of the build is effective, but loses the ability to raidheal in some situations. His is better in 6-person epics but IMO weaker in epVON6, Shroud and other places where Mass Heal is at its best. To each their own.
    I agree to each their own. Mass Heal is great in certain situations but not having it doesnt by any means eliminate you from being able to heal raids. More efficient? absolutely. But 'loses the ability to raidheal' is incorrect.

    N
    GROAN-1 (Melee/Casting Horc FVS)

  15. #35
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    Thanks for posting, I was thinking about something like this, although somewhat less ambitious.

    Right now I only have an original cleric life, wizard past life for the feat, and of course FVS. After this FVS life is done, sorc is next. However, my play time is limited, and I seriously doubt I can do 3x wiz and 3x sorc. I may just do a couple of sorc lives, then back to FVS. Haven't ground out non-event epic gear yet either, so that will have to wait. I won't have the spell pen with only one wiz past life, but I suspect even with a couple more wizard lives I still wouldn't have enough for epic drow. It's enough for me to have the wizard active past life feat for the time being.

  16. #36
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by nick_robinsonchia View Post
    I agree to each their own. Mass Heal is great in certain situations but not having it doesnt by any means eliminate you from being able to heal raids. More efficient? absolutely. But 'loses the ability to raidheal' is incorrect.

    N
    Yeah maybe I went too far there. Your build has a good 95% of the healing per second capacity of a pure FVS, and (assuming you do not use pots) maybe 50-60% of the healing per mana in 'the boss cleaves everyone' situations and 80-90% in 'the boss melees one tank but their spells hit flankers' situations.

    Assuming no pots and sturdy melees, you could heal for what, 6-7 breaths in epic VON6 from full SP? Easily enough in a good group, but if the group is a typical PUG you'll get there at 80% SP and then take 15 breaths to get Velah to the eggs phase, so two-healing it is a little dicey without pots.
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  17. #37
    Community Member DaDolo's Avatar
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    Default Evoker Gear and DC

    Wisdom: 18 base+5 levels+4 tome+6 item+3 Enhancement+3 Exceptional+1 LotD+2 Alchemical+2 Ship+2 Yugo= 46 Wis
    You maintain the capstone CLW, the 10 DR.

    Also starting with a 18 con, you can get to the low-mid 700's with a yugo pot and rage, and the 5-piece set, and some more toughness enhancements if you need the hp)

    Feats:
    Maximize
    Empower
    Heighten
    Quicken
    Wizard PL
    Shield Mastery
    SF: Necro

    Evo DC: 10+9(lvl)+18(wis)+3(Sorc PL)+1(Wiz PL)+2(item)=43 evocation
    Necro DC: 10+9+18+1(SF: Necro)+1(wiz PL)+2=41 necromancy

    Good DC's you can get one more necro if you wanna drop shield mastery, but it is infinitely useful for emergency tanking, torcing up, and just for mitigating damage while healing.

    As far as items go...

    Epic Helm of Frost
    Epic Torc of Prince Raiyum-de II
    Litany of the Dead
    Epic Envenomed Cloak
    Supreme Tyrant Green Steel Belt of Mineral
    Telvi's Touch
    Epic Charged Gauntlets
    Epic Boots of Corrosion
    Gnawed Ring
    Epic Scorched Bracers
    Epic Robe of Dissonance
    Alchemical Large Shield(Devotion IX, Greater Spell Focus:Evo, +2 Alchemical Wis, Arcane Aug)or I exquisite earth for penetration on your implosion, but other then that your epic Torc will cover you. Staff of the petitioner is also a nice swap
    Skiver(archmagi swap for buffs), the Death's Touch for +2 Necro, or a Heal amp stick
    Last edited by DaDolo; 04-27-2012 at 10:18 AM.
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  18. #38
    Community Member -Zephyr-'s Avatar
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    Quote Originally Posted by DaDolo View Post
    Wisdom: 18 base+5 levels+4 tome+6 item+3 Enhancement+3 Exceptional+1 LotD+2 Alchemical+2 Ship+2 Yugo= 46 Wis
    You maintain the capstone CLW, the 10 DR.

    Also starting with a 18 con, you can get to the low-mid 700's with a yugo pot and rage, and the 5-piece set, and some more toughness enhancements if you need the hp)

    Feats:
    Maximize
    Empower
    Heighten
    Quicken
    Wizard PL
    Shield Mastery
    SF: Necro

    Evo DC: 10+9(lvl)+18(wis)+3(Sorc PL)+1(Wiz PL)+2(item)+1(ship)= 44 Evocation
    Necro DC: 10+9+18+1(SF: Necro)+1(wiz PL)+2+1= 42 Necro

    Good DC's you can get one more necro if you wanna drop shield mastery, but it is infinitely useful for emergency tanking, torcing up, and just for mitigating damage while healing.

    As far as items go...

    Epic Helm of Frost
    Epic Torc of Prince Raiyum-de II
    Litany of the Dead
    Epic Envenomed Cloak
    Supreme Tyrant Green Steel Belt of Mineral
    Telvi's Touch
    Epic Charged Gauntlets
    Epic Boots of Corrosion
    Gnawed Ring
    Epic Scorched Bracers
    Epic Robe of Dissonance
    Alchemical Large Shield(Devotion IX, Greater Spell Focus:Evo, +2 Alchemical Wis, Arcane Aug)
    Skiver(archmagi swap for buffs), the Death's Touch for +2 Necro, or a Heal amp stick
    Ship buff does not stack with spell focus items. Or you counted the wis buff twice in wis breakdown and DC breakdown.
    Don't go mystical fire on your tier 3 alchemical, arcane augmentation affects only... Arcane spells, not divines. Mystical earth and its +3 spell pen will be more useful. You can then get the greater evo focus on an epic robe of fire, or drop the 5-abishai set for bracelet of madness + epic gloves of the claw, for exemple.
    Owy Evoker FvS / Praledric Completionist Qstaff Rogue/Monk/Druid / Laraeph DC Wizard / Laraelph AA Monk/Ranger/Pally / Gaenry Shiradi Sorc/FvS/Wiz / Reasis SWF Pally & numerous others
    The Leveller for DDO!

  19. #39

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    Proof that having as many augment slots as possible does not help the character at all. From your post, it seems evident that you are attempting to have just that.
    Um...no.

    I picked items I wanted, and some of them happened to have slots. If I was going for slots, then the layout would be very different. But I also see no point in letting an empty slot stay empty. I have no shortage of epic tokens, and this is a theory build at best. Filling the epic slots in a planned build doesn't cost a thing.

    An unremarkable ring providing some minor convenience very situationally.
    I don't consider +6 Reflex, +2 Will, +2 Fortitude, and Heavy Fortification to be situational or minor.

    +7 Dex, +2 Good Luck, Green Slot. If those were the ONLY things the ring had, it would still be a no-brainer for me to wear. But it has other stuff too, and that makes things all the simpler.

    This is because you adamantly refuse to wear a SP greensteel item, which could be rather easily fit in and would certainly provide more benefit than your ring. +6 to UMD, 150 SP and air guard/haste clickies.
    There's nothing adamant about it. I'd love to be able to wear an SP Air item, but there's simply no place to put it.

    My current FvS has SP air goggles and HP conc-opp bracers. But this isn't a character that I'm intending to put any epics on (except easy ones like the buccaneer ring). The above plan is a final life completionist build for my main. Right now, my main has SP conc-opp goggles, smoke bracers, and a min II HP cloak...I gravely regret making the conc-opp the way I did, and making the cloak at all. The bracers I love (greater lightning resist, +15 inherent fire).

    Since that character is currently on its second life out of about 20 (I TR very slowly, and am stalled running 20 shrouds for a cleansing essence right now), this is pure theorycrafting; who knows what MotU and other future updates will bring that will completely throw every single item on that gear plan into the trash bin?
    I am the 'Who' In the call "Who's there!?"
    I am the wind blowing through your hair.
    I am the shadow on the moon at night, filling your dreams to the brim with fright.

  20. #40
    Community Member LafoMamone's Avatar
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    Nov 2009
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    284

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    Heh, more power to you, man. I really don't know how else to put it, and my sentiments about the ring have been echoed by other people in this thread as well. I guess we'll just have to leave it at that.

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