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  1. #1
    Community Member Maelodic's Avatar
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    Default Unarmed Caster - Comprehensive Information Compilation

    Unarmed Caster - Information Portal

    Hello DDO,

    <insert longer introduction here>
    Currently looking into multiclassing a monk with a caster?
    Use this as your resource. Instead of having ten thousand tabs open and attempting to remember every single benchmark and spell you want to hit, I have listed and commentated on an excessive amount of options for an unarmed caster.

    TABLE OF CONTENTS:

    Wizard Combinations

    Cleric Combinations

    Druid Combinations

    Any additional posts with great information will also be linked here.


    Monk Notes


    Code:
    MONK BENCHMARKS
    -------------------------
    Monk 2
    Evasion
    +2 Feats
    +3 AC
    +4% Dodge
    
    Way of I
    Monk WIS I
    Void Strike I
    
    Stances I:
    Wind:
    +2 Dex
    +7.5% Attack Speed
    +2.5% Doublestrike
    -2 CON
    
    Fire:
    +2 STR
    +1 Ki Generation
    -2 Wis
    
    Earth:
    +2 CON
    +5% AC
    +3 Physical Resistance
    +25% Threat Generation
    -2 DEX
    -10% Movespeed
    +1 Ki Generation when Hit
    
    Water:
    +2 WIS
    +1% Dodge
    +2 Saves
    -2 STR
    
    -------------------------
    Monk 3
    +5% Movespeed
    +6% Dodge
    
    Improved Recovery I
    
    Philosophy Finishers:
    Light
    -Heal
    -Blur
    -Heroism
    -25% Spell Cost Reduction
    -Immunity to Daze/Stun/Sleep
    Dark
    -Negative Energy Vulnerability/Fortification -25%
    -Nausiation (Save)
    -Blind (Save)
    -Helpless (save)
    -Automatic Crit
    --------------------------
    Monk 4
    Ki Strike: Magic
    Slow Fall (Visuals are important too)
    1.5[W]
    --------------------------
    Monk 5
    ****Listed for Multiclassing
    +6 AC
    Way of . II
    --------------------------
    Monk 6
    +10% Movespeed
    +3 Feats
    +6 AC
    
    Shintao Monk
    -Smite Tainted
    -Bypass Byeshk
    Ninja Spy
    -Shortswords
    -1d6 Sneak
    -Shadow Fade (25% Incorporeality)
    
    Monk WIS II
    Unbalancing Strike
    Ten Thousand Stars
    Way of II
    
    Stances II:
    Wind:
    +2 DEX
    +10% Attack Speed
    +5% Doublestrike
    -2 CON
    
    Fire:
    +2 STR
    -2 WIS
    +1 Ki Generation
    +3 Ki On Crit
    
    Earth:
    +2 CON
    +10% AC
    +8 Physical Resistance
    +40% Threat Generation
    -2 DEX
    -10% Movespeed
    +1 Ki when hit
    
    Water:
    +2 WIS
    +2% Dodge
    +3 Saves
    -2 STR
    --------------------------
    Monk 9
    +15% Movespeed
    Improved Evasion
    Wholeness of Body
    2[W]
    
    Improved Recovery II
    Void II
    Touch of Death - Anywhere from 250-1500 Damage (Doublestrike)
    Rise of Pheonix - Raise Dead
    --------------------------
    Monk 12
    2.5[W]
    Abundant Step
    +20% Movespeed
    
    Shintao II
    -Bypass Cold Iron
    -Dismissing Strike (Dismissal
    -Jade Strike (+10% Phys Damage/-25% Fort on Extraplanar)
    Ninja Spy II
    -Imp. Crit Shortswords
    -2d6 Sneak
    
    Stances III
    Wind:
    +3 DEX
    +12.5% Attack Speed
    +7.5% Doublestrike
    -2 Con
    
    Fire:
    +3 Strength
    +1 Ki on Hit
    +4 Ki on Crit
    -2 WIS
    
    Earth:
    +3 CON
    +15% AC
    +12 Physical Resistance
    +55% Threat Generation
    +Crit Multiplier of All Weapons +1
    -2 DEX
    -10% Movespeed
    
    Water:
    +3 WIS
    +3% Dodge
    +4 Saves
    +1 Passive Ki Regen
    -2 STR
    ----------------------------
    OVERALL NOTES


    Druid
    DoT Healing
    AoE DoT
    Ability to Heal Others
    WIS as Casting Mod
    Ram's Might
    Amazing damage casting
    Unique Melee buffs (A wizard/bard/arti isn't going to give you these)
    -------------------
    Cleric
    Full Bab with spell
    DoT Healing
    AoE DoT
    Ability to Heal Others
    WIS as Casting Mod
    Divine Favor
    Nightshield
    Burst Healing
    "Tanky"
    Don't have to pay a lot of attention to self healing
    -------------------
    Wizard
    Full Bab with spell
    Haste
    Stoneskin
    Rage
    Displacement
    DoT Healing
    AoE DoT
    Boss-killing DoTs
    Excellent Sneaking
    INT as Casting Mod
    Up to 3 Free Feats
    Nightshield
    Burst Healing
    75% incorporeality (with displacement)
    "tanky"
    Don't have to pay a lot of attention to self healing
    ---------------------

    Why no other caster classes listed here?

    Any other caster class, be it Arti, Sorc, or FvS, does not usually favor an unarmed build. Partially this is because of feat allocation, stat allocation, or just being subpar as an unarmed melee. Arti and Sorc both do really well, they are just horribly outclassed by the alternatives, and FvS has a very difficult time with stat and feat distribution while offering very little in return.
    Last edited by TehBeWop; 02-21-2013 at 04:57 PM.
    ~Sarlona~ - Proud Member of The Unrepentant
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  2. #2
    Community Member Maelodic's Avatar
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    Default Wizard Combinations

    WIZARD COMBINATIONS

    -------------------------------------------
    Monk 12 / Wizard 6 / 2 x
    or
    Monk 12 / Wizard 8

    CODENAME: Bonkers

    Self-Buffing Monk
    Haste
    Displacement + Incorporeality (75% miss chance)

    Little Self-Healing if Warforged
    Scroll/Wand Self-Healing if Half-Elf
    Possibility for traps.
    Don't go into zombie form. Wolf form and zombie form do not stack, so you can't cancel out the attack speed debuff.

    COMMENTARY:
    A very fun, very difficult to play bard that doesn't do as much as a bard does.
    Incredibly zippy (20% movespeed+abundant step+jump+perma-haste)
    I can see this being viable only if the party was all melee and lacks a bard or an artificer. Spell damage is next to nothing, and almost every single one of the buffs you apply to yourself you can get by being a 20 Monk, and then you also get more.

    --------------------------------------------

    Wizard 12 / Monk 6 / 2 x
    or
    Wizard 12 / 6 x / Monk 2

    CODENAME: Wonk

    Self-Healing Melee Wizard
    Tenser's Transformation

    Excellent self healing via forms.
    Excellent self healing if warforged.
    Possibility for traps.
    Decent AoE damage.
    Best possible self buffs.

    COMMENTARY:
    Pale Master:
    This is my favorite wizzy unarmed build. The self-healing from negative energy, the displacement+25% incoporeality, and the defensive buffs you have as a wizzy should be enough to keep you alive longer than most people. If you are a dark monk, you can use shadow fade and vampire form for tons of self healing and your finishers will make enemies weaker to negative energy, however light spells will usually one shot you. If you are a wraith, you have little reason to go dark monk other than the 1d6 sneak and the negative energy vulnerability. As a light wraith, you get tons of neat party buffs as well as the ability to sneak like none other when you combine invisibility and the +20 to move silently from wraith. You do sneak faster as a dark monk, but if you're planning on soloing quests while sneaking, you probably want to go 12 Wizard / 5 Rogue / 3 Monk for faster sneaking II and virtually the same finishers/bonuses from monk.

    Archmage:
    This is an interesting combination. I would not go archmage on anything but warforged for the self healing, however as an archmage with specific focuses, you can get displacement or haste as a spell-like ability, and then use a larger portion of your blue bar to no-dc damage cast and heal.

    --------------------------------------------

    OVERALL WIZARD COMMENTARY


    Large Monk/Little Wizard combination basically gives you the bard arcane buffs while 12 Wizard/Monk Combination gives you a lot more damage casting and a ton of self healing. The main issue with this is that you have INT as your casting stat while your Stunning Fist/Monk DCs are all WIS, and WIS also adds to your armor class.
    To be perfectly honest, it probably would be better to use another martial class with a 12 Wiz/ X Class combination, as the self healing remains, however you can dump WIS and focus on PRR and more damage without having to worry as much.

    The big bonus here though, is that the wizard gets bonus feats, which you can use for things like spell focus and extend. This allows you take a second look at the combination where it would have been otherwise dismissed based on the alternatives.
    --------------------------------------------


    WIZARD NOTES


    Code:
    --------------------------
    WIZARD BENCHMARKS
    --------------------------
    Wizard 5
    HIGHEST HEALING SPELL(R): Repair Moderate Damage
    HIGHEST HEALING SPELL(N): N/A
    
    +2 Bonus Feats
    
    NOTABLE LEVEL 1 SPELLS(4):
    Nightshield
    Prot Evil
    Shield
    Jump
    Detect Secret Doors
    
    NOTABLE LEVEL 2 SPELLS(3):
    Resist Energy
    Blur
    Invisibility
    
    NOTABLE LEVEL 3 SPELLS(2):
    (Elemental Nuke)
    Rage
    Haste
    Displacement
    --------------------------
    Wizard 6
    HIGHEST HEALING SPELL(R): Repair Moderate Damage
    HIGHEST HEALING SPELL(N): Lesser Death Aura
    
    +2 Bonus Feats
    
    Archmage I:
    - Can use any of the following SLAs to pull from your new +100 SP pool:
     -Shield
     -Grease
     -Hypnotism
     -Magic Missile
     -Invisibility
     -Chill Touch
     -Jump
    Pale Master I:
    - +5 HP
    - +50 Spellpower-Negative Energy
    - +3% Crit Chance-Negative Energy
    - Necrotic Touch
    - Shroud of the Zombie
    
    NOTABLE LEVEL 1 SPELLS(4):
    Nightshield
    Prot Evil
    Shield
    Jump
    Detect Secret Doors
    
    NOTABLE LEVEL 2 SPELLS(4):
    Resist Energy
    Blur
    Invisibility
    
    NOTABLE LEVEL 3 SPELLS(3):
    (Elemental Nuke)
    Rage
    Haste
    Displacement
    ---------------------------
    Wizard 12
    HIGHEST HEALING SPELL(R): Reconstruct
    HIGHEST HEALING SPELL(N): Death Aura/Negative Energy Burst
    
    +3 Bonus Feats
    
    Archmage III:
    - Can use any of the following SLAs to pull from your new +225 SP pool:
     -Shield/Resist Energy/Prot Energy
     -Grease/Web/Stinking Cloud
     -Hypnotism/Otto's Resistible Dance/Hold Person
     -Magic Missile/Gust of Wind/Chain Missiles
     -Invisibility/Blur/Displacement
     -Chill Touch/Command Undead/Halt Undead
     -Jump/Knock/Haste
    Pale Master II:
    - +10 HP
    - +70 Spellpower-Negative Energy
    - +6% Crit Chance-Negative Energy
    - Necrotic Bolt
    - Shroud of the Wraith
     - +25% incorporeality
     - +20 Move Silently
     - +20 Balance
     - CON Damage on Crit
     - Heavy Fortification
     - Healing Via Death Aura/Lesser Death Aura/Negative Energy Burst
     - 2x Damage from Light Spells
    - Shroud of the Vampire
     - +2 Strength
     - +2 Charisma
     - -25% Threat from Spells/Melee
     - +2 DC-Enchantment
     - +1d6 CON Damage on crit
     - 1 Point of Healing per Hit
     - Heavy Fortification
     - Healing Via Death Aura/Lesser Death Aura/Negative Energy Burst
     - 4x Damage from Light Spells
    
    NOTABLE LEVEL 1 SPELLS(5):
    Nightshield
    Prot Evil
    Shield
    Jump
    Detect Secret Doors
    
    NOTABLE LEVEL 2 SPELLS(5):
    Resist Energy
    Blur
    Invisibility
    
    NOTABLE LEVEL 3 SPELLS(5):
    (Elemental Nuke)
    Rage
    Haste
    Displacement
    
    NOTABLE LEVEL 4 SPELLS(4):
    Stoneskin
    (Elemental AoE DoT)
    Dimension Door
    Fire Shield
    *Death Aura
    *Negative Energy Burst
    
    NOTABLE LEVEL 5 SPELLS(4):
    Break Enchantment
    Prot Elements
    Cloudkill
    Teleport
    Eladar's Electric Surge
    Niac's Biting Cold
    
    NOTABLE LEVEL 6 SPELLS(3):
    Acid Fog
    True Seeing
    Greater Heroism
    Shadow Walk
    Tenser's Transformation
    ~Sarlona~ - Proud Member of The Unrepentant
    Maelodic - Rockin all the day long
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    Praise Dog, and Maelodic, his prophet.

  3. #3
    Community Member Maelodic's Avatar
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    Default

    CLERIC COMBINATIONS

    --------------------------------------------

    Monk 14 / Cleric 7
    or
    Monk 12 / Cleric 7 / 2 X

    CODENAME: What's a Paladin?

    Great self healing (Cure Critical)
    Positive energy burst
    Similar buffs to a Paladin

    COMMENTARY:
    Looking through the spell list, this is like a "light" Paladin. A lot less tanky, but a lot more mobile. The self-healing is great, especially with Improved Recovery III. Freedom of Movement is fantastic, as is searing light, divine power, nightshield and divine favor. It does less damage than a Monk/Pally, but it has quite a bit of utility to make up for it.

    --------------------------------------------

    Cleric 11 / Monk 9

    CODENAME: Powerpuncher

    Fantastic Self Healing
    Great Divine Buffs with some Damage Casting
    Highest Wisdom Bonus/Life Magic Bonus

    COMMENTARY:
    A lot of people would look at this combination and ask me why I would ever use this combination:
    Level 11 is where Clerics get level 6 Spells (Heal/Blade Barrier/Cometfall)
    Level 9 is when monks receive the following:
    +15% Movespeed
    Improved Evasion
    Improved Recovery II
    Touch of Death
    Basically you're giving up the healing aura for Touch of Death (Which can do up to 1500 damage on a doublestike proc), Improved Evasion and Improved Recovery II.

    In other words, you're more of a soloist than a party player.

    ---------------------------------------------

    Cleric 12 / Monk 8
    or
    Cleric 12 / Monk 6 / 2 X

    CODENAME: Indestructible

    Fantastic Self Healing
    Healing Aura
    Highest Wisdom Bonus/Life Magic Bonus
    Trap Cappable if splashed Rogue

    COMMENTARY:
    With all the buffs, defenses and the aura you have set up, you rarely every have to even look at your health bar. You're a decent party healer and decent damage caster, and will definitely suprise yourself with your ability to crowd control with Greater Command. No BaB issues thanks to Divine Power, and your stuns will be beastly. Over a full cleric, you're mising Holy Aura, FireStorm, Destruction, Implosion, Energy Drain and Mass Heal.

    ----------------------------------------------

    Cleric 17 / Monk 3
    or
    Cleric 18 / Monk 2

    CODENAME: Classic Clonk

    Really just a splashed battle Cleric.

    COMMENTARY:
    This is simply the original Clonk. If you don't know much about Clonks, do a quick google search for Clonk DDO. You will find a multitude of builds and commentary.
    Basically, you are a caster with stunning fist and pretty decent melee abilities.
    If you go Monk 3, you get the light water finisher that takes 25% off all spells.

    -----------------------------------------------

    OVERALL CLERIC COMMENTARY

    The synergy is rediculous between a monk and a cleric. With WIS as a main stat for both Stunning DC and Caster DC, it makes this combination quite deadly. Wither an indestructable wall or mostly caster, Clerics and Monk make a great offensive combination, with DPS that is nothing to sneeze at.

    -----------------------------------------------



    CLERIC NOTES

    Code:
    -------------------------
    CLERIC BENCHMARKS
    -------------------------
    Cleric 7:
    HIGHEST HEAL SPELL: Cure Critical Wounds
    Radiant Servant I:
    +1 Caster Level (Light/Positive)
    +1 Turn every 2 Minutes
    Positive Energy Burst (1d8+1 per Caster, -1d4 Negative Levels, -1d6 Ability Damage)
    -Max/Empower/Extend Applies
    
    Life Magic III
    Divine Healing II
    Divine Vit II
    Divine Might I
    Divine Light I
    Divine Cleansing I
    
    Notable Level 1 Spells(6):
    Nightshield
    Prot Evil
    Sheild of Faith
    Divine Favor
    
    Notable Level 2 Spells(5):
    Resist Energy
    Lesser Restoration
    Aid
    Soundburst
    
    Notable Level 3 Spells(4):
    Searing Light
    
    Notable Level 4 Spells(3):
    Freedom of Movement
    Divine Power
    Death Ward
    --------------------------
    Cleric 11
    HIGHEST HEAL SPELL: Heal
    ***Listed benchmark for Multiclassing
    Blade Barrier
    --------------------------
    Cleric 12
    HIGHEST HEAL SPELL: Heal
    Radiant Servant II:
    Empower Healing +100 Spell Power
    +1 Caster Level (Light/Positive)
    Positive Energy Aura (1 HP per 3 Caster Levels)
    -Empower Healing Applies
    -Can Crit
    
    Life Magic IV (Highest)
    Wisdom III (Highest)
    Divine Might II
    Divine Light III (Highest)
    Divine Healing III (Highest)
    Divine Clensing III (Highest)
    
    Notable Level 1 Spells(6):
    Nightshield
    Prot Evil
    Sheild of Faith
    Divine Favor
    
    Notable Level 2 Spells(6):
    Resist Energy
    Lesser Restoration
    Aid
    Soundburst
    
    Notable Level 3 Spells(6):
    Searing Light
    
    Notable Level 4 Spells(5):
    Freedom of Movement
    Divine Power
    Death Ward
    
    Notable Level 5 Spells(5):
    Prot Elements
    True Seeing
    Greater Command
    Divine Punishment
    Flame Strike
    Slay Living
    
    Notable Level 6 Spells(4):
    Cometfall
    Heal
    Blade Barrier
    ---------------------------
    Cleric 15
    HIGHEST HEAL SPELL: Heal
    ***Listed benchmark for Multiclassing
    Divine Might III
    Holy Aura/FireStorm/Deathpact/Destruction
    ---------------------------
    Cleric 17
    HIGHEST HEAL SPELL: Heal
    ***Listed Benchmark for Multiclassing
    Implosion
    Energy Drain
    ----------------------------
    Last edited by TehBeWop; 02-21-2013 at 04:53 PM.
    ~Sarlona~ - Proud Member of The Unrepentant
    Maelodic - Rockin all the day long
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  4. #4
    Community Member Maelodic's Avatar
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    Default

    DRUID COMBINATIONS

    ---------------------------


    Monk 12 / Druid 8
    or
    Monk 12 / Druid 7 / 1 X

    CODENAME: Tristana

    Decent Self-Healing (Cure Serious)
    Plenty o hit points
    Decent Buffs
    Fantastic Soloer
    Trap possible

    COMMENTARY:
    Druids were an interesting addition to DDO, with plenty of new abilities to play with. Level 7 is where a druid gets Fatal Harrier/Reaving Roar/Spring Resurgence/Autumnal Susurrus, which are really too good to pass up. While Nature's Warrior doesn't really add a whole lot, Reaving Roar and Fatal Harrier turn your soloing ability into something fantastic, and definitely have more synergy with a more monk oriented build.
    For those that don't know, Reaving Roar is:
    While this stance is active, killing an enemy grants a 6% competence bonus to threat generation for 10 seconds, and creates a burst of sonic damage that damages all nearby enemies for 13d6 sonic damage. Enemies your own level or higher have a 100% chance of activating this ability. For every level below you, the chances are reduced by 20%. A monster 2 levels lower then you only has a 60% chance of creating this effect. This stance dispels fatal harrier, but stacks with all other stances.
    You also get Hide of the Crocodile, which is situationally useful. This is a more solo oriented build.

    ----------------------------

    Druid 13 / Monk 6 / 1 x
    or
    Druid 13 / Monk 7
    or
    Druid 14 / Monk 6

    CODENAME: Firedancer

    Fantastic Regenerative Healing
    Great AoE and DoT damage
    Look like a fire awesome.
    Traps possible.

    COMMENTARY:
    This is the build where you have all your bases covered (including traps if you go 1x rogue.) Every single Enhancement is availiable at this point apart from capstone, and you have a large array of spells to choose from. The big kicker is that you only get 2 Level 7 spells if you go 13 Druid (3 if 14) and that means you get Regenerate and one other spell.
    This build is really for people who can't stand not to have shadow fade, as going just a few more levels into Druid is much stronger.

    ----------------------------

    Druid 17 / Monk 3
    or
    Druid 18 / Monk 2

    CODENAME: Drunk

    All the benefits of a Druid.

    COMMENTARY:
    This is also a standard build. As unarmed, there really is no reason to go for cap unless you are in animal form constantly, however I'm not counting animal form in this post, so there is that.
    There's plenty of resources on this, so I won't go too much into it. I would highly recommend the 17/3 combination with a light monk, as the self healing via ki strike is fantastic, and you can keep your buffs up that decrease spell point cost and give you a free blur.

    ----------------------------

    DRUID OVERALL COMMENTARY


    While I feel like if you're going to go druid, you should go a lot of druid, this doesn't discount the other combinations I've posted. Your DPS doesn't drop all that much by speccing melee, and you won't get auto-declined by a lot of groups. The thing that Cleric and Wizard splashes have over Druid however is that if you're going more of a deep splash monk, your buffs are not going to be fantastic. The melee is actually a lot better late game than it is early, so you just have to be careful to know when to go in and out.
    Druids are also easier to kill, even though you'll have more hit points. For the deep splash Cleric and Wizard options, you have a constant regen aura, and while you have regeneration on Druids, you have more tools to keep you alive on Wizards and Clerics.

    ---------------------------


    DRUID NOTES


    Code:
    -----------------------
    DRUID BENCHMARKS
    -----------------------
    Level 1
    Toughness I
    
    NOTABLE LEVEL 1 SPELLS(3):
    Jump
    Ram's Might
    Shillelagh/Magic Fang
    -----------------------
    Level 6
    HIGHEST HEAL SPELL: Vigor/Cure Moderate Wounds
    Nature's Warrior:
    - 1d6 Sneak Attack vs -50% Health
    - +2 DR While Blocking (wut)
    Season's Herald:
    - +15 Spell Power
    - +1 Caster Level (Fire/Light/Sonic/Positive vs Cold/Water/Acid/Earth/Electric)
    
    Wisdom II
    Toughness II
    Hide of Crocodile I
    Vengeful Hunter I
    
    NOTABLE LEVEL 1 SPELLS(4):
    Jump
    Ram's Might
    Shillelagh/Magic Fang
    
    NOTABLE LEVEL 2 SPELLS(4):
    Resist Energy
    Lesser Restoration
    Creeping Cold
    Flame Blade
    Barkskin
    
    NOTABLE LEVEL 3 SPELLS(3):
    Prot Energy
    Spike Growth
    
    ------------------------
    Level 7
    HIGHEST HEAL SPELL: Cure Serious Wounds
    Fatal Harrier/Reaving Roar
    Spring Resurgence/Autumnal Susurrus
    Toughness III
    
    NOTABLE LEVEL 1 SPELLS(5):
    Jump
    Ram's Might
    Shillelagh/Magic Fang
    
    NOTABLE LEVEL 2 SPELLS(4):
    Resist Energy
    Lesser Restoration
    Creeping Cold
    Flame Blade
    Barkskin
    
    NOTABLE LEVEL 3 SPELLS(3):
    Prot Energy
    Spike Growth
    
    NOTABLE LEVEL 4 SPELLS(2):
    Freedom of Movement
    Ice Storm
    Flame Stike
    --------------------------
    Level 12
    HIGHEST HEAL SPELL: Cure Critical Wounds
    Nature's Warrior II:
    - +2d6 vs -50% Health
    Season's Herald II:
    - +30 Spellpower
    - +2 Caster Levels (Fire/Light/Sonic/Positive vs Cold/Water/Acid/Earth/Electric)
    
    Wisdom III (Highest)
    Toughness IV (Highest)
    Eminence IV (Highest)
    Waxing III (Highest)
    Zenith II
    Hide of the Crocodile II (Highest)
    
    NOTABLE LEVEL 1 SPELLS(5):
    Jump
    Ram's Might
    Shillelagh/Magic Fang
    
    NOTABLE LEVEL 2 SPELLS(5):
    Resist Energy
    Lesser Restoration
    Creeping Cold
    Flame Blade
    Barkskin
    
    NOTABLE LEVEL 3 SPELLS(5):
    Prot Energy
    Spike Growth
    
    NOTABLE LEVEL 4 SPELLS(4):
    Freedom of Movement
    Ice Storm
    Flame Stike
    
    NOTABLE LEVEL 5 SPELLS(4):
    Stoneskin
    Wall of Fire
    Call Lightning Storm
    Death Ward
    
    NOTABLE LEVEL 6 SPELLS(3):
    Fire Shield
    Greater Creeping Cold
    ---------------------------
    Level 13
    HIGHEST HEAL SPELL: Regenerate (Heal is not availiable at this level)
    
    ALL RANKS OF EVERY ENHANCEMENT IS AVAILIABLE AT THIS LEVEL
    
    Crown of Summer
    Winter's Heart
    Wild Healing
    Celerity
    
    NOTABLE LEVEL 1 SPELLS(5):
    Jump
    Ram's Might
    Shillelagh/Magic Fang
    
    NOTABLE LEVEL 2 SPELLS(5):
    Resist Energy
    Lesser Restoration
    Creeping Cold
    Flame Blade
    Barkskin
    
    NOTABLE LEVEL 3 SPELLS(5):
    Prot Energy
    Spike Growth
    
    NOTABLE LEVEL 4 SPELLS(5):
    Freedom of Movement
    Ice Storm
    Flame Stike
    
    NOTABLE LEVEL 5 SPELLS(4):
    Stoneskin
    Wall of Fire
    Call Lightning Storm
    Death Ward
    
    NOTABLE LEVEL 6 SPELLS(3):
    Fire Shield
    Greater Creeping Cold
    
    NOTABLE LEVEL 7 SPELLS(2):
    Creeping Doom
    Body of the Sun
    Elemental Toughness
    Fire Storm
    ------------------------------
    LEVEL 15
    HIGHEST HEAL SPELL: Heal
    
    NOTABLE LEVEL 8 SPELLS(2):
    Earthquake
    Fires of Purity
    ------------------------------
    Level 17
    HIGHEST HEAL SPELL: Heal
    
    NOTABLE LEVEL 9 SPELLS(2):
    Anger of Noonday Sun
    Storm of Vengeance
    Mass Regenerate
    Last edited by TehBeWop; 02-21-2013 at 04:54 PM.
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  5. #5
    Community Member tekkentroop's Avatar
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    Im running an 18fvs/2monk currently, even though cleric has its advantages (especially spell slots, but also no real need for cha, great self-healing with aura) fvs has some arguments going for it:

    -fvs past life for max spell pen (my main reason)
    -better reflex saves
    -aura reduces mob saves for even higher chance to land stunning Fist and EiN
    -wings in Grandmaster of Flowers destiny
    -archon charges Exalted Angel abilities quicker

    all in all, even though the classic clonk may be better, a fvs/monk has more synergies than wiz/monk. I dont know much about druid/monk so I cant comment on that.
    Last edited by tekkentroop; 02-24-2013 at 02:14 PM.

    Makkuroi: Caster TR (4th life: human FVS/Monk in progress)--Makkutank: Juggernaut copy (3rd life: WF Arti/Monk/Pal in progress)--Bringthem Backalive: Divine Caster, former main (2nd life: human lvl 24 FVS)--Makkuros - craftbot (human lvl 20 artificer)--

  6. #6
    SithDDO Symerith's Avatar
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    Quote Originally Posted by TehBeWop View Post
    [...] and FvS has a very difficult time with stat and feat distribution while offering very little in return.
    Very solid guide. +1

    Just a little thought concerning that last comment about fvs and monk.
    Keep in mind it is not ONLY about the split synergy but it's also about the split synergy + destiny synergy.
    - Fvs w/ 2 monk levels is currently the best multiclass, simply because there is a lot more synergy between Divines and unarmed combat AND with grandmaster of flowers which is the destiny you would want (divines get +3 DCs and can twist in +5 DCs).
    - The arcane w/ monk splash has to give up all spellcasting altogether (except DPS spells without saves i.e. dots but then with the deep splashes you propose (12 wizard levels), those dots are as good as useless). You simply can't reach the DCs for EE on a wiz or sorc w/ monk splash.
    - Blade Barrier will perform better than any wizard spell, with a much bigger mana pool, wings and without giving up instakilling (which still work great in EH), and 50/50 in EE.
    - The closest to Clrc/Fvs w/ monk splash is of course the druid, less versatile and more melee focused.

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  7. #7
    Community Member
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    isnt the 6% dodge on monk 4? not 3?

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