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  1. #1
    Community Member SolarDawning's Avatar
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    Default Solar Phoenix, Revised for Update 9

    Due to significant changes to the old build's viability in Update 9, here is a completely remade version.

    Preface:
    The name "Solar Phoenix" is chosen to represent this character build's choice of fighting in the monk's Sun Stance, and extensive self-healing ability.

    The primary purpose of this build is to attain as much healing amplification as possible, while remaining a viable character for general play, without undue excessive measures such as Paladin Past Life feats.

    This is not an exhaustive guide on what feats, skills, and enhancements to take at each level. There are a lot of aspects of the build which are open to be modified according to personal preference. As always, options are up to the individual player.

    Goals of the build:
    1: To reach a total percentage of healing amplification that is as high as possible while maintaining a viable character.
    2: To create a very durable character that is well-suited to solo play at all levels of difficulty and content.
    3: To be a valuable contributing member of any group, either as melee damage or a tank in raid situations.

    Race and Class:
    Half-Elf Paladin 18/Monk 2

    Reasoning for Race and Class Level choices:
    Half-Elf is selected for their easy access to healing amplification. As racial enhancements, they can take two enhancements, for a total of 20% healing amplification.
    Starting with the Monk Dilettante feat will allow access to two more enhancements, for an additional 20% healing amplification.

    Two levels in Monk will provide the following benefits:
    • Two bonus feats.
    • Wisdom modifier as a bonus to armor class when unarmored.
    • Evasion.
    • Sun Stance, required for the bonus derived from Jidz-tet'ka.


    Eighteen levels in Paladin provide the following benefits:
    • All three tiers of the Hunter of the Dead prestiege enhancement.
    • Stacking 10%, 10%, and 10% healing amplification from Hunter of the Dead.
    • Immunity to Negative Levels from Hunter of the Dead II, which is greatly convenient for many quests.
    • Full access to paladin spellcasting and powerful melee Smite abilities.


    Starting Ability Scores: 36 Point Buy
    16 Strength
    15 Dexterity (With a +2 tome, this meets the requirement to take Greater Two-Weapon Fighting)
    14 Constitution
    13 Wisdom (Required for Half Elf Monk Dilettante)
    9 Intelligence (With a tome, this will allow for the use of Silver Flame favor healing potions without self-incapacitation from ability score damage.)
    14 Charisma (With a +2 tome, this will allow for Paladin Divine Might II)

    Final Unbuffed Ability Scores:
    (Note: These scores include +2 tomes, and +6 from items, which are easy for most players to acquire. They do not presume higher tomes or Epic gear. If you have access to better gear, you can of course improve further. Only permanent scores are included, not temporary buffs.)
    34 Strength: (16 base + 1 Racial Enhancement + 5 Level Up +2 Tome + 6 Item +2 Sun Stance, +2 Exceptional [on a ToD ring] )
    24 Dexterity: (15 base, +2 Tome +1 Racial Enhancement +6 Item)
    22 Constitution: (14 Base + 2 Tome +6 Item)
    20 Wisdom: (12 base -2 Sun Stance +1 Class Enhancement +2 Tome +6 Item)
    11 Intelligence: (9 Base +2 Tome)
    24 Charisma: (14 base +2 tome +6 item +2 Class Enhancement)

    Monk Stance: Sun Stance.
    This build will remain in Sun Stance most, if not all, of the time. This will enable the Jidz-Tet'ka bracers to provide +25% Healing Amplification.

    Feat and Level Advancement:
    Level 1 - Monk: Two-Weapon Fighting
    Level 1 - Monk Bonus Feat: Power Attack
    Level 2 - Paladin
    Level 3 - Paladin: Weapon Focus: Longsword (Requirement for Whirling Steel Strike)
    Level 4 - Paladin
    Level 5 - Paladin
    Level 6 - Paladin: Whirling Steel Strike
    Level 7 - Monk Bonus Feat: Toughness
    Level 8 - Paladin
    Level 9 - Paladin: Improved Two Weapon Fighting
    Level 10 - Paladin
    Level 11 - Paladin
    Level 12 - Paladin: Greater Two-Weapon Fighting
    Level 13 - Paladin
    Level 14 - Paladin
    Level 15 - Paladin: Improved Critical: Slashing
    Level 16 - Paladin
    Level 17 - Paladin
    Level 18 - Paladin: Oversized Two-Weapon Fighting
    Level 19 - Paladin
    Level 20 - Paladin

    Healing Amplification:
    This is the primary mechanic of the build.
    Here are its sources of healing amplification:
    20% - Half-Elf Racial Enhancements
    20% - Half-Elf Monk Dilettante Enhancements
    10% - Paladin Hunter of the Dead I
    10% - Paladin Hunter of the Dead II
    10% - Paladin Hunter of the Dead III
    10% - Dragontouched Eldritch Rune
    20% - Dragontouched Tempest Rune
    25% - Jidz-Tet'ka
    30% - Greensteel Triple Positive Longsword -or- Greensteel Concordant Opposition Longsword

    Total: Approx. 411% total Healing Amplification.

    Required Items:
    -Dragontouched Vestments or Robe: 10% Healing Amplification from Eldritch Rune, 20% Healing Amplification from Tempest Rune, Sovereign rune property of your choice.
    -Jidz-tet'ka bracers.
    -Longswords: Main Hand: Greensteel Min II or Lit II for damage. Off Hand: Greensteel triple positive (Ideal would be Holy/Good Burst/30% Healing Amp)

    Everything else is up to you!

    Why Longswords?
    Yes. I know they're not khopeshes.
    They're not -optimal-, and that's alright.
    Longswords, together with Whirling Steel Strike, allow you to stay centered while in Sun Stance to make use of the extra 25% healing amplification from Jidz-tet'ka. That's what we are really after here.

    Skills:
    Up to personal preference.
    Maximum Intimidate from your Paladin levels comes highly recommended if you wish to raid tank.

    Enhancements:
    Also up to personal preference, these can easily be reset and re-allocated to find the perfect allocation.
    The enhancements which are highly desired by the build are as follows:
    Hunter of the Dead III and prerequisites.
    Half-Elf Healing Amplification: I and II.
    Half-Elf Monk Dilettante Healing Amplification: I and II.
    Divine Might II



    Feedback and commentary welcome as always, I'd love to refine this or fix any glaring flaws which may have slipped in.
    Last edited by SolarDawning; 03-29-2011 at 04:30 PM.

  2. #2
    Community Member Ravoc-DDO's Avatar
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    I'm curious what made you decide to drop monk 3 and fists of light. In combination with the high healing amp, it was the defining feature of the build imo.

  3. #3
    Community Member rest's Avatar
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    Quote Originally Posted by Ravoc-DDO View Post
    I'm curious what made you decide to drop monk 3 and fists of light. In combination with the high healing amp, it was the defining feature of the build imo.
    Change to FoL that made it work based off monk level, not character level.

  4. #4
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by rest View Post
    Change to FoL that made it work based off monk level, not character level.
    Bummer. When did / will this change happen?

  5. #5
    Community Member SolarDawning's Avatar
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    Quote Originally Posted by Ravoc-DDO View Post
    I'm curious what made you decide to drop monk 3 and fists of light. In combination with the high healing amp, it was the defining feature of the build imo.
    Unfortunately, Update 9 is taking away the viability of Healing Ki in a build that does not have a significant number of Monk levels.

    However, with 411% healing amplification, potions or self-cast Cure Light Wounds spells should provide all the healing you ever require.

    Fists of Light could still be used, but in all honesty, I think the benefits from 18 Paladin outweigh it.

  6. #6
    Community Member voodoogroves's Avatar
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    I notice in the new crafting mechanism that Vampirism is a possible adder.

    It might be good to use Triple Pos in off hand, then a custom made crafted Vamp in the primary hand.
    Ghallanda - now with fewer alts and more ghostbane

  7. #7
    Community Member SolarDawning's Avatar
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    Quote Originally Posted by unbongwah View Post
    Bummer. When did / will this change happen?
    Currently on Lamannia.

  8. #8
    Community Member Sir_Noob's Avatar
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    Quote Originally Posted by Ravoc-DDO View Post
    I'm curious what made you decide to drop monk 3 and fists of light. In combination with the high healing amp, it was the defining feature of the build imo.
    As of Update 9 Fists of Light is based off of Monk level and not Character Level as it currently is.

    Sad for me...
    I was experimenting with taking a halfling to Tempest II, Monk 6, Fighter 2, WSS With the healing Marks.
    Was a great help to party healing etc.
    (Still is for the moment)
    Last edited by Sir_Noob; 03-29-2011 at 01:06 PM.
    After a little Tolkien I am usually up for anything.

  9. #9
    Community Member SolarDawning's Avatar
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    Quote Originally Posted by voodoogroves View Post
    I notice in the new crafting mechanism that Vampirism is a possible adder.

    It might be good to use Triple Pos in off hand, then a custom made crafted Vamp in the primary hand.
    Lesser Vampirism would heal 4 a hit on this build. If possible in the crafting system, then you could keep one around to swap on for if you need to recover hitpoints.

    Of course, you could also just drink a Cure Serious potion for 100+.

  10. #10
    Community Member voodoogroves's Avatar
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    Or travel with a bard or radiant servant.

    I hear you.
    Ghallanda - now with fewer alts and more ghostbane

  11. #11
    Community Member scoobmx's Avatar
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    How much extra heal amp can you get here if you wear the finger necklace?
    Scoobmx Scoobshot Arcscoob Beefscoob : Imperial Assassins : Argonnessen
    My Builds : Abbot Raid Manual : Weapon Damage Modeler : My Trades

  12. #12
    Community Member SolarDawning's Avatar
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    Quote Originally Posted by scoobmx View Post
    How much extra heal amp can you get here if you wear the finger necklace?
    If you equip it last, another 41% on top of what's listed above.

  13. #13
    Scholar Of Adventure & Hero Missing_Minds's Avatar
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    Quote Originally Posted by SolarDawning View Post
    Healing Amplification:
    This is the primary mechanic of the build.
    Here are its sources of healing amplification:
    20% - Half-Elf Racial Enhancements
    20% - Half-Elf Monk Dilettante Enhancements <-- ERROR
    10% - Paladin Hunter of the Dead I
    10% - Paladin Hunter of the Dead II
    10% - Paladin Hunter of the Dead III
    10% - Dragontouched Eldritch Rune
    20% - Dragontouched Tempest Rune
    25% - Jidz-Tet'ka
    30% - Greensteel Triple Positive Longsword -or- Greensteel Concordant Opposition Longsword
    You have taken monk, pretty certain you can't take that now, or if you do it won't do anything for you.

    Perhaps you want human instead now?

  14. #14
    Community Member Phidius's Avatar
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    Quote Originally Posted by SolarDawning View Post
    ...
    Starting with the Monk Dilettante feat will allow access to two more enhancements, for an additional 20% healing amplification.
    ...
    Did they add a new dilettante for Monk?
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  15. #15
    Community Member dkyle's Avatar
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    Quote Originally Posted by Missing_Minds View Post
    You have taken monk, pretty certain you can't take that now, or if you do it won't do anything for you.

    Perhaps you want human instead now?
    http://ddowiki.com/page/Dilettante_e...roved_Recovery

    Half Elf Improved Recovery I and II can be taken with Monk Dile

    http://ddowiki.com/page/Half-Elf_enh...n_Enhancements

    Human Improved Recovery I and II can be taken by any Half-elf

    I'd expect they'd stack, but don't know for certain.

  16. #16
    Community Member kernal42's Avatar
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    Quote Originally Posted by Missing_Minds View Post
    You have taken monk, pretty certain you can't take that now, or if you do it won't do anything for you.
    Incorrect.

    The class dilletantes do not stack with class abilities. However, monk2 grants no healing amp, so any healing amp granted by the monk dilletante would still apply (overriding the 0% healing amp you get via monk2).

    -Kernal

  17. #17
    Community Member kernal42's Avatar
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    Quote Originally Posted by Phidius View Post
    Did they add a new dilettante for Monk?
    It's part of the expanded dilletante. Those enhancements have the basic monk dille as a prereq.

  18. #18
    Community Member Aztek's Avatar
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    thanks solar. Yeah I saw the healing amp change buried in a Cleric thread and realized "dang there goes the 20 healing amp build." Might see if i can make it work with my Human pally with a lesser reincarnation +whatever, but might have to TR instead.

    My build is 16 pally/3 monk/1 rogue - he gets traps, this guy has always been a Batman build. With this change, not sure I can do that anymore because of the recommended 18 paladin. meh.

    Thanks for the update! +1
    Last edited by Aztek; 03-29-2011 at 02:14 PM. Reason: forgot point about rogue
    Ghallanda - Spock's elvish cousin, not to mention his other Pointy* (Eared and otherwise) alts

  19. #19
    Community Member Elixxer's Avatar
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    Quote Originally Posted by Sir_Noob View Post
    As of Update 9 Fists of Light is based off of Monk level and not Character Level as it currently is.

    Sad for me...
    I was experimenting with taking a halfling to Tempest II, Monk 6, Fighter 2, WSS With the healing Marks.
    Was a great help to party healing etc.
    (Still is for the moment)

    I run this build as an elf currently level 20, 28pt.
    Good ac, good self healing, fine dps, mostly sitting at 512 hp. I wonder how I will be doing on self healing with that nerf... I'm healing group for 60-90 currently.

  20. #20
    Community Member Phidius's Avatar
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    Quote Originally Posted by kernal42 View Post
    Quote Originally Posted by Phidius View Post
    Did they add a new dilettante for Monk?
    It's part of the expanded dilletante. Those enhancements have the basic monk dille as a prereq.
    This looks way too good to be true - expect a clarification soon, or a nerf once I've TR'ed into half-elf.

    No, wait - that would require me to actually buy the half-elf race. I call your bluff, Turbine.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

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