***This is a build in progress, see post 12 for an updated version & post 13 for an evasion version or just read on for a fun, different and enjoyable build (according to me of course ). This first post also describes some of the basic concepts of the build which is skipped for convenience in later posts***
Hi everyone, got a bit of an unconventional build I've been using for a while now and thought I'd share it after getting some questions about it.
Pondered at the name for a bit and thought I'd name it Tancane (tank-arcane) at first but that's not really true, this is not a tank build in it's general mmo purpose, since I don't tank raid bosses (nor do I intend to, I rarely play raids now a days). It's more of an tar pit (hence Tarcane) to soak up damage in the new epic content.
It does this by wearing heavy armor and shield for as much PRR as possible and obtaining a decent ac with some dodge, displacement, miss chance from acid fog and incorporeal from wraith form while self healing with death auras, energy bursts and sometimes harm for emergencies.
It's also a very generalist solo capable build that is able to trap, melee, dot, soak up damage, has moderate cc and has some instant death effects up its sleeve.
note; this is posted as an "as is" build, you will see some odd stats etc. simply because that is how my character looks at the moment after odd tomes, not optimal gear setup yet etc. I'll likely update this as my character progresses and I get better gear etc.
Pros of the build;
+One stat to rule them all.. Int is used for melee damage, DC:s, reflex save and gives a lot of skill points (as well as bonuses in trap skills).
+Versatile; max ranks in umd and a good mix of melee, magical and even ranged abilities when called for.
+Survivable; PRR, decent ac, Death auras and displacement never more than a click away and incorporeal makes for a surprisingly though cookie.
+Maxed trap skills, nice for soloing and smaller guilds without a committed trapper.
+Can wear any armor in the game with 0% spell failure.
Cons of the build
-A tad low on the hp for a front line fighter (currently working on this, gear makes a lot of difference).
-Micromanagement, some player like having a lot to do some don't. Putting this on cons though because this is not a zerging build (more of an spelunking build ^^).
-Jack of all trades, master of none. This is not a min max build to become an expert in a single area. This makes the build hard to place in a group (trapper works though, especially if getting evasion from shadowdancer). It does however have enough in every area (DC:s, damage capability, survivability, traps etc) to perform well in epic hard (some epic elite comments regarding survivability added in post 7).
Starting stats*....................Buffed (playing) stats (no yugo pots, but ship included)
Str: 16........................................28-32 (depending on Tensers or Divine P. active) (add another +2 if using vampire form)
Dex: 10.......................................20-24 (Tensers again)
Con: 14.......................................28-32 (Tensers again)
Int: 18........................................44 (all level ups here)
Cha: 8.........................................13/19 (depending on gear setup)
*36pt build, just go for str 14 if 32pt build, unfortunately it's a hard build to pull of as an 28pt character I believe but str 13 and int 17 might work, just have to use another twist to round of that int
Hp; 319 (~570 with equipment/buffs) this is something I trying to improve currently, but as a elf wizard it's though, thinking of swapping 4 str for 2 more con if I resurrect, since I don't use str for damage anyway and +2 to-hit in the new system might not be worth the ability points, makes for harder leveling though. Have yet to make a greensteel hp item as well so those that have them could potentially add another 45 hp)
Sp; 1290 (~1950 equipped before destinies)
Ac; ~100 +/-5 depending on active buffs, about 125 in Unyielding sentinel destiny
PRR; 88, 103 when every buff is running (add another 20 when in Unyielding sentinel and in the right stance) (this is one of the things I wanted to try out and one reason I made the build at the u14 launch, my obtainable goal with optimal gear and setup will be about 130 PRR).
Bab: 14 (Tensers Transformation and Divine power is used regularly)
Fort: 11 (36-38)
Refl: 9 (42)
Will: 13 (33)
Disable device: 28
Open lock: 28
Spot: 11 (had some odd points, nice to have some now and then)
Tumble: 6 (just one point at creation, rest is epic auto skill points)
Feats & class order; (note this is mostly for skill points optimizing)
Level 1: Arti; toughness
Level 2: Arti
Level 3; Wiz; insightful reflexes & class feat; Sf. necromancy
Level 4; Wiz
Level 5; Wiz
Level 6; Wiz; Mental toughness
Level 7; Arti
Level 8; Wiz; Extend spell
Level 9; Wiz; Spell penetration
Level 10; Wiz
Level 11; Arti; Maximize
Level 12; Wiz; Greater spell penetration
Level 13; Wiz
Level 14; Wiz; Quicken spell
Level 15; Wiz; Greater sf. necromancy)
Level 17; Wiz (now you're a vampire/wraith)
Level 18; Arti; Shield mastery
Level 19; Fig; Power attack
Level 20; Arti;
Level 21; Feat; Improved shield mastery
Level 24; Feat; Epic spell penetration
Enhancements are tight but somewhat flexible so I'm just listing the most important ones here;
Arti damage boost 2 (nice damage and needed for Battle engineer pre)
Arti crossbow damage (wish this wasn't needed but it is for Battle engineer)
Arti crossbow attack (same as above)
Energy of scholar I & II (needed for Pale master I & II)
Wizard int I,II & III
Pale master I & II
Battle engineer I
Shroud of the wraith
Cold mastery I-V (for dots, wish I could afford more)
Electricity mastery I-V (same as above, like the flexibility of 2 damage types rather than go full on one)
Spell penetration I,II & III
Elven arcanum I-IV
Elven arcane fluidity I-IV
Fighter haste boost I
Fighter toughness I
Racial Toughness I & II
Now I'm guessing there a few question marks above some heads ^^ Likely many are wondering why I have got 6 levels of Artificer and not Fighter (and Stalwart defender), well 6 Artificer gives me -10% arcane spell failure (so as an elf with blue slot I can use any armor in the game, the build deducts a whopping 35% spell failure) and lets me use my int as damage stat for any one handed weapon (great as a sword and board build). It also gives me some added bonuses of lots of skill points (with trap skills and max umd) bigger spell pool and the occasional use of rune arms for added dps when needed and last but not least endless fusillade repeater for ranged when needed.
Why 13 levels of wizard and not 12 as many builds take? Well 13 levels of wizard gives me level 7 spells (disco ball and finger of death) and the last enhancement for spell penetration and since I'm Int based I actually have a workable DC for my spells, it also gives me caster level 15 with an arcane augmentation item (max cl for most dots) and caster level 20 if in an arcane destiny (max for most spells). Originally when I started the build back in u14 I had planed to go enchantment focused, embarrassing enough a 13 level vampire wizard has the same enchantment dc capability as a 20 level bard and I played bard cc before so thought I'd test a "bard by another name" build, but instant death capability won out and I'm now entirely necromancy focused, fits the build and death knight concept as well.
Hope you enjoyed the build and get some inspiration to test a wild card build (think I'm alone on the server with this one ^^ and no it's not as bad as you might think, just different and not built with the min-max perspective of an mmo and instead more of the generalist perspective of pnp). A possible variation of the build is warforged adamantine docent build, but sadly arti doesn't lower docent spellfailure (that does open up for less arti levels though) but it's something I've considered trying next.
Thanks for looking!
feedback is always appreciated, but keep it civil and bear in mind that I do know about wizard/monk dodge builds etc, this is a prr heavy armor knight build and feedback with that in mind is highly valued