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Thread: Druid traper

  1. #1
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    Default Druid traper

    Is a druid traper viable?
    Is there any build posted?
    I only want to get lvl 20 and TRing and PL for completionist
    Selfheals/traper/melee or caster?

  2. #2
    Community Member MnaSidhe's Avatar
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    Quote Originally Posted by Aglabac View Post
    Is a druid traper viable?
    Is there any build posted?
    I only want to get lvl 20 and TRing and PL for completionist
    Selfheals/traper/melee or caster?
    How much would you want to splash? Do you want a pure druid experience?
    1 level of arti gives another pet... and still SP! and mass cure light wounds at level 1!

    This is what I planned for getting to 20 and TR-ing. Human gets you 1 more feat... and more skill points.
    If, instead of Open Locks and UMD you were to put up Search and Disable Device then, with gear, you will be ok trapping.

    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Arti-Druid 
    Level 20 True Neutral Halfling Male
    (1 Artificer \ 19 Druid) 
    Hit Points: 340
    Spell Points: 1847 
    BAB: 14\14\19\24
    Fortitude: 16
    Reflex: 9
    Will: 23
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (36 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             11                 14                   14
    Dexterity            11                 14                   14
    Constitution         15                 18                   18
    Intelligence         11                 14                   14
    Wisdom               18                 26                   28
    Charisma             11                 14                   14
    
    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
    +3 Tome of Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               0                  2                    2
    Bluff                 0                  2                    2
    Concentration         6                 15                   15
    Diplomacy             0                  2                    2
    Disable Device        1                  3                    4
    Haggle                0                  2                    2
    Heal                  4                  9                    9
    Hide                  0                  2                    6
    Intimidate            0                 25                   25
    Jump                  0                  2                    4
    Listen                4                  9                   11
    Move Silently         0                  2                    4
    Open Lock             4                 23                   24
    Perform               n/a               n/a                   n/a
    Repair                0                  2                    3
    Search                0                  2                    3
    Spot                  5                 10                   10
    Swim                  0                  2                    2
    Tumble                1                  3                    3
    Use Magic Device      4                 25                   26
    
    Level 1 (Artificer)
    Skill: Concentration (+4)
    Skill: Disable Device (+1)
    Skill: Open Lock (+4)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Past Life) Past Life: Artificer
    Feat: (Past Life) Past Life: Cleric
    Feat: (Past Life) Past Life: Cleric
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Selected) Toughness
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Attack
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Halfling Agility
    Feat: (Automatic) Halfling Bravery
    Feat: (Automatic) Halfling Keen Ears
    Feat: (Automatic) Halfling Luck
    Feat: (Automatic) Halfling Size Bonus
    Feat: (Automatic) Halfling Thrown Weapon Focus
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    Spell (1): Conjure Bolts
    Spell (1): Curative Admixture: Cure Light Wounds
    Enhancement: Artificer Item Defense I
    Enhancement: Improved Open Lock I
    
    
    Level 2 (Druid)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Call Wolf Companion
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Druidic Oath
    Feat: (Automatic) Druidic Spontaneous Casting
    Feat: (Automatic) Martial Weapon Proficiency: Scimitar
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Wild Empathy
    Spell (1): Charm Animal
    Spell (1): Cure Light Wounds
    Spell (1): Entangle
    Spell (1): Faerie Fire
    Spell (1): Jump
    Spell (1): Lesser Vigor
    Spell (1): Longstrider
    Spell (1): Magic Fang
    Spell (1): Maul
    Spell (1): Merfolk's Blessing
    Spell (1): Pass Without Trace
    Spell (1): Produce Flame
    Spell (1): Ram's Might
    Spell (1): Shillelaugh
    Spell (1): Summon Nature's Ally I
    Spell (1): Takedown
    Enhancement: Druid Energy of the Locus I
    Enhancement: Druid Eminence of Hoarfrost I
    Enhancement: Druid Eminence of the Storm I
    Enhancement: Druid Eminence of the Sun I
    Enhancement: Druid Eminence of Life I
    Enhancement: Druid Toughness I
    
    
    Level 3 (Druid)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    Feat: (Druid Wild Shape) Wild Shape: Wolf
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Goodberry
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Enhancement: Druid Blood Moon Frenzy I
    Enhancement: Racial Toughness I
    Enhancement: Druid Wisdom I
    
    
    Level 4 (Druid)
    Ability Raise: WIS
    Skill: Intimidate (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Align Fang
    Spell (2): Animal Trance
    Spell (2): Barkskin
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Cat's Grace
    Spell (2): Creeping Cold
    Spell (2): Eagle's Spendor
    Spell (2): Fire Trap
    Spell (2): Flame Blade
    Spell (2): Flaming Sphere
    Spell (2): Fog Cloud
    Spell (2): Fox's Cunning
    Spell (2): Gust of Wind
    Spell (2): Hold Animal
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Pack Presence
    Spell (2): Resist Energy
    Spell (2): Roar
    Spell (2): Splinterbolt
    Spell (2): Summon Nature's Ally II
    Enhancement: Druid Nature's Warden I
    Enhancement: Druid Waxing Sun I
    Enhancement: Druid Waxing Life I
    
    
    Level 5 (Druid)
    Skill: Intimidate (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Druid Eminence of Hoarfrost II
    Enhancement: Druid Eminence of the Sun II
    
    
    Level 6 (Druid)
    Skill: Intimidate (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Past Life: Arcane Prodigy
    Feat: (Druid Wild Shape) Wild Shape: Bear
    Spell (3): Baiting Bite
    Spell (3): Call Lightning
    Spell (3): Contagion
    Spell (3): Cure Moderate Wounds
    Spell (3): Dominate Animal
    Spell (3): Neutralize Poison
    Spell (3): Poison
    Spell (3): Protection From Energy
    Spell (3): Quench
    Spell (3): Remove Disease
    Spell (3): Salt Ray
    Spell (3): Shred
    Spell (3): Sleet Storm
    Spell (3): Snare
    Spell (3): Spiderskin
    Spell (3): Spike Growth
    Spell (3): Summon Nature's Ally III
    Spell (3): Vigor
    Spell (3): Water Breathing
    
    
    Level 7 (Druid)
    Skill: Intimidate (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Druid Season's Herald I
    Enhancement: Racial Toughness II
    Enhancement: Druid Toughness II
    
    
    Level 8 (Druid)
    Ability Raise: WIS
    Skill: Intimidate (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Improved Wild Empathy
    Spell (4): Cure Serious Wounds
    Spell (4): Dispel Magic
    Spell (4): Enveloping Swarm
    Spell (4): Flame Strike
    Spell (4): Freedom of Movement
    Spell (4): Harrowing Pack
    Spell (4): Ice Storm
    Spell (4): Mass Lesser Vigor
    Spell (4): Mass Longstrider
    Spell (4): Rising Fury
    Spell (4): Summon Nature's Ally IV
    Enhancement: Druid Autumnal Susurrus
    Enhancement: Druid Spring's Resurgence
    Enhancement: Druid Energy of the Locus II
    
    
    Level 9 (Druid)
    Skill: Intimidate (+5)
    Feat: (Selected) Empower Spell
    Feat: (Druid Wild Shape) Wild Shape: Winter Wolf
    Enhancement: Druid Eminence of the Sun III
    
    
    Level 10 (Druid)
    Skill: Intimidate (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Poison Immunity
    Spell (5): Animal Growth
    Spell (5): Call Lightning Storm
    Spell (5): Cold Breath
    Spell (5): Cure Critical Wounds
    Spell (5): Death Ward
    Spell (5): Greater Vigor
    Spell (5): Pack Aptitude
    Spell (5): Panacea
    Spell (5): Reincarnate
    Spell (5): Stoneskin
    Spell (5): Summon Nature's Ally V
    Spell (5): Wall of Fire
    Enhancement: Druid Eminence of Hoarfrost III
    Enhancement: Druid Eminence of Life II
    
    
    Level 11 (Druid)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+2)
    Enhancement: Druid Toughness III
    
    
    Level 12 (Druid)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Empower Healing Spell
    Feat: (Druid Wild Shape) Wild Shape: Dire Bear
    Spell (6): Fire Seeds
    Spell (6): Fire Shield
    Spell (6): Frostbite
    Spell (6): Greater Creeping Cold
    Spell (6): Greater Dispel Magic
    Spell (6): Mass Bear's Endurance
    Spell (6): Mass Bull's Strength
    Spell (6): Mass Cat's Grace
    Spell (6): Mass Eagle's Spendor
    Spell (6): Mass Fox's Cunning
    Spell (6): Mass Owl's Wisdom
    Spell (6): Mass Vigor
    Spell (6): Summon Nature's Ally VI
    Spell (6): Tenacious Pack
    Spell (6): Tremor
    Spell (6): Word of Balance
    Enhancement: Druid Energy of the Locus III
    
    
    Level 13 (Druid)
    Skill: Intimidate (+2)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Druid Season's Herald II
    Enhancement: Druid Waxing Hoarfrost I
    Enhancement: Druid Zenith of Hoarfrost I
    Enhancement: Druid Zenith of Life I
    
    
    Level 14 (Druid)
    Skill: Intimidate (+2)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Feat: (Druid Wild Shape) Wild Shape: Fire Elemental
    Feat: (Automatic) Thousand Faces
    Spell (7): Body of the Sun
    Spell (7): Creeping Doom
    Spell (7): Elemental Toughness
    Spell (7): Fire Storm
    Spell (7): Freezing Spray
    Spell (7): Jaws of Winter
    Spell (7): Mass Greater Vigor
    Spell (7): Regenerate
    Spell (7): Relentless Onslaught
    Spell (7): Summon Nature's Ally VII
    Spell (7): Sunbeam
    Spell (7): True Seeing
    Enhancement: Druid Crown of Summer
    Enhancement: Druid Winter's Heart
    Enhancement: Druid Eminence of Life III
    
    
    Level 15 (Druid)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Druid Toughness IV
    
    
    Level 16 (Druid)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Timeless Body
    Spell (8): Earthquake
    Spell (8): Finger of Death
    Spell (8): Fires of Purity
    Spell (8): Heal
    Spell (8): Howl of Terror
    Spell (8): Ice Flowers
    Spell (8): Summon Nature's Ally VIII
    Spell (8): Sunburst
    Spell (8): Unstoppable
    Enhancement: Druid Energy of the Locus IV
    
    
    Level 17 (Druid)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Druid Eminence of Life IV
    
    
    Level 18 (Druid)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Mental Toughness
    Feat: (Druid Wild Shape) Wild Shape: Water Elemental
    Spell (9): Anger of the Noonday Sun
    Spell (9): Mantle of the Icy Soul
    Spell (9): Mass Regenerate
    Spell (9): Snowslide
    Spell (9): Storm of Vengeance
    Spell (9): Summon Nature's Ally IX
    Enhancement: Druid Waxing Hoarfrost II
    Enhancement: Druid Waxing Life II
    
    
    Level 19 (Druid)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Druid Eminence of Hoarfrost IV
    
    
    Level 20 (Druid)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Druid Wisdom II
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  3. #3
    Community Member psykopeta's Avatar
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    y
    2 or 3 rogue, as u wish

    progression:
    1rogue
    2-9 druid (we love winter wolf)
    rest rogue
    rest druid

    17 druid to get lvl 9 spell called...winterslide? to zerg like mad lol

    feats:

    1toughness
    3 IC: bludgeoning
    6 power attack
    9 natural fighting? i know you can take it at lvl 9 druid, dunno if it's lvl 9 char too, if can't, get empower healing
    12- natural fighting
    15- natural fighting
    18- natural fighting

    at end you should have the 3 natural fighting (6% doublestrike each)
    spam sleet storm like mad+fom and free sneak attacks for you and your puppy, dump wis, the only dc spell you could take is earthquake and not sure if it will fit, there are great buffs for your puppy/hires/summons

    at low lvl get silleagh spell, then don't forget to take align weapons/fagns at lvl 2 spell, at lvl 6 spell(iirc lol) you get frostbite(+1d10 in winterwolf), at lvl 8 spell you get flames of purity(2d6 weapons to you and friend)

    they work as arti weapon buffs, so just 1 at time

    how to selfheal with druid XD

    -you have two hots, vigor(lesser,greater) and regenerate(iirc only heals the first 10 seconds, rest of time is a 30 secs duration lesser restoration/2 secs)
    -regenerate drains your sp badly, so only in emergency case(+ great vigor = you can't get that damage at time lol)
    -get 2 lines of healings, 1 with empower healing alwas on, other with empower healing always off
    -healing spells have 2.5 times normal cd (so you need 10 secs or so to cast same spell again) so alternate mass with non mass when swarmed with mobs(if not just be patient til cd fades), never go back to human form, your dps will go down badly
    - get whitescale light armor!! XDD if not for you, think in your puppy (L) xD
    - if go human take augment summoning, NOT AT LVL 1!!!will break your feat reset(at lvl 14 i only could choose to swap elemental form, and was human, so 5 feats not displaying)
    -with those feats theres no real need to use shield, however think i've read something like 2wf penalty applies(dunno why, iirc also read that proficiency doesn't apply XDDD) should check for a post that explains everything in animal form, don't post again, look for it!!
    - yes, can take 3 rogue lvls, the more rogue lvls the more SA for your wolf form(but lvl 9 zerging spell is so awesome U_U)

    EDIT: only can use arti or druid pet at time, and pets grow with player's lvl (17 druid lvls = 17 lvl puppy, 1 arti lvl=1 lvl puppy, can't have both at time)

    EDIT2: XDDDD forgot it, sleet storm has a really long casting time(but lasts more than 30 secs luckily), so cast it before pulling mobs or get quicken, quicken is useful for only 2 spells: reencarnation and sleet storm, quickening any other spell is waste of sp
    and if you are worried about getting extra damage from spells, will get creeping cold and greater creeping cold(2 awesome dots that deal more damage over time, IMPORTANT!!LEAVE IT FADE!!is when they deal the most damge XD, they're non stackable, but can have both at time on same mob/boss)
    Last edited by psykopeta; 03-31-2013 at 07:19 AM.
    psykopeta - hoarding pl, for the sake of hoarding, the day i become ubercompletionist will be because there isn't anything to delay it more - thelanis, where the gimps claim to be pros and noobs claim to be pros, no newbies allowed(unless they claim to be pros), we have enough drama w/o them. PS i'm not a pro, maybe if i reincarnate in RL...

  4. #4
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    So 18/2 or 17/3 druid/rogue?
    What do u think about 17 druid/2 rogue/ 1 fighter or wiz for free feats?
    White dragonscale, any advice on gear or weapon??
    Any greensteel weapon wich may be used in next melees lifes???
    Last edited by Aglabac; 03-31-2013 at 10:31 AM.

  5. #5
    Community Member Phaeton_Seraph's Avatar
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    I can't say how good or bad this idea is. It is intriguing.

    If you absolutely have to do it, I would recommend splashing two levels of rogue for the evasion. Something the artie won't give you.

    Take the two Rogue levels first to take advantage of the free use of of skill points and put them all into rogue skills first, then what's left over into the non-druid skills you like the most as they will never be cheaper.


    I would also recommend that you consider going Helf with an Artificer dilletant. This requires a minimum of 13 Int. You will need Int for searching and Disabling, and 13 Int should also qualify you for Insightful reflexes, allowing you to dump Dex. And I think the higher Int should also give you more skill points.

    The Artie dilly let's you use repeaters, gives a UMD bonus and lets you use low lvl 1 artie scrolls and wands.

    Your high Wis will make spotting a cinch, and it's a skill that doesn't cost extra for druids.



    If you went with the Artificer splash, your Iron Defender would only ever be the number of lvls you splashed, until you reach epics.

    Every level you splash, your Druid wolf loses a level too. And I don't think you'll be able to summon both at once, but if anyone knows I'm wrong, plz shout out.


    Those are just my thoughts on how to best do what you are thinking of. But I'm sure other people might have way better ideas.

  6. #6
    Community Member psykopeta's Avatar
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    Quote Originally Posted by Aglabac View Post
    So 18/2 or 17/3 druid/rogue?
    What do u think about 17 druid/2 rogue/ 1 fighter or wiz for free feats?
    White dragonscale, any advice on gear or weapon??
    Any greensteel weapon wich may be used in next melees lifes???
    you know, it's not my style saying YOU MUST and so...

    i gave you plenty ideas and ways to make it viable, you just have to choose the one that fits better to your style :P

    white dragonscale is only for the AC (and allows to avoid using shield, nice option if you want to fit some monk lvls)

    wiz? i wouldn't bother for another metamagic feat, my suggestions were more melee focused

    wanna be caster + trapper? sure would work, max wis, con and rest int, taking insightful reflexes is a great point i forgot before

    im not an evasion fan, in fact at low lvls isn't needed, i prefer hitting 9 druid as fast as possible (fom for fighting inside the sleet storm and our beloved firewall)

    if gonna go caster don't need to reach lvl 9 spells, because with the caster gear and pl (that i know you have :P) the dc's will get high enough, for caster feats i would take

    1 toughness & insightful reflexes
    3 pl wizard, if not SF: evo
    6 maximize
    9 quicken (so when u get sleet storm u can cast it quickened)
    12 heighten (time to raise the dc!) & wiz feat of your choice(pl sorc is not bad XD)
    15 GSF: evo if haven't pl wizard, if took it at lvl 3, SF:evo
    18 GSF: evo if have pl wizard, if not choose whatever you want, augment summoning, empower healing, and no, empower isn't a choice, there are really few moments that you'll cast a spell maximized at heroic lvls(but both are prereq for druid caster pre, i prefer maximize because has better relation damage/sp increase) and there are absolutely none where you'll cast a spell with both metas, druids haven't big sp pool

    in this case i would take white dragonscale again(i use skiver for the arcane lore) and blur!! you need to avoid getting hit no matter how XDD

    if wanna go melee, 17/2 rogue /1 fighter is a great idea because solves the proficiency issue(and you can get improved critical as free feat, so can fit insightful reflexes as character feat), in that feats progression would be:
    1 insightful reflexes,toughness
    3 power attack
    6 empower healing
    9 quicken
    12 natural fighting, IC: bludgeoning (fighter feat)
    15 natural fighting
    18 natural fighting

    the lvl progression for both cases would be the same: lame button ASAP

    1 rogue
    2-10 druid (fom and wall of fire! XD)
    11 rogue (evasion becomes useful over this point)
    12 fighter(or wiz if caster)
    rest druid

    this way at 18 you'll have earthquake, when you need it really lol
    psykopeta - hoarding pl, for the sake of hoarding, the day i become ubercompletionist will be because there isn't anything to delay it more - thelanis, where the gimps claim to be pros and noobs claim to be pros, no newbies allowed(unless they claim to be pros), we have enough drama w/o them. PS i'm not a pro, maybe if i reincarnate in RL...

  7. #7
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    If splashing 2 (or more) rogue levels, I also suggest taking 1 at 1st level, the next several levels should be main class and then at 9 or 10 take additional rogue level(s). The main advantage of doing this is that you start out with all of the rogue skills as Class skills. Due to being cross class for the main class levels, the trapping skills will likely fall behind, unless you go with major Int in your build.

    When you hit 9 or 10 and take your 2nd Rogue level, you will then have Evasion for the later levels where it is more helpful. Also your rogue skills will all be Class skills for that level, which allows you to "catch up" your trap skills to where they should be.

    Obviously this is just my opinion, but it has worked very well for my Wiz 18/ Rogue 2. Also, unless you are working with a 32 point (or higher) build, you might be stretching just a bit to build a dual mental stat (Int & Wis) character.

  8. #8
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    Default Splash and lvl 9spell?

    1rog
    2-9 druid (wolf)
    10 rog (evas)
    11 fighter (extra feat)
    12-20 druid
    So I get lvl 9 spell at lvl 20!!!
    It has no sense, I wont use it cause I will TR when I get lvl 20

  9. #9
    Community Member Gorstag's Avatar
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    I am very happy how my 1-rogue, 2-monk, 17 druid build is coming along nicely. Level 14 at the moment. No problem with elite traps, decent ac, evasion, self healing, with plenty of wolfie beat down and chill spell damage.
    Xoriat born, Xoriat sworn
    Dwat Motto - Preperation is the mother of good fortune.
    Dharley, Domidar, Sotek, Domia, Drambow, Krispykream, Eulon, Stinkbait, Oleo, Dhapper

  10. #10
    Community Member Theolin's Avatar
    Join Date
    Oct 2006
    Posts
    856

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    I did a 17D/2monk/1Arti ... worked well for a TR purpose.
    Stunning fists & spells were fun

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