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  1. #1
    Community Member Charononus's Avatar
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    Default The Beast yes following the naming idea of the juggernaut and picking an xmen name.

    Had an idea so I threw it into a character builder.

    The idea is to have a 2h melee build with many shot and self healing.

    The cons compared to juggernaut
    no trapping ability
    no deadly weapons ability
    not immune to level drain
    harder to get the umd for tensor's ext.

    The pro's compared to juggernaut
    no wf heal amp issues
    easier to throw a heal to others in some situations even though the build is not a "healer"
    75% more fortification than a juggernaut so you don't need exceptional fort items and it frees a twist slot.

    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page

    Level 25 Lawful Neutral Half-Orc Male
    (2 Monk \ 2 Ranger \ 16 Druid \ 5 Epic)
    Hit Points: 432
    Spell Points: 1488
    BAB: 15\15\20\25\25
    Fortitude: 21
    Reflex: 15
    Will: 16

    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (34 Point) (Level 1) (Level 25)
    Strength 18 32
    Dexterity 14 19
    Constitution 16 20
    Intelligence 10 14
    Wisdom 12 17
    Charisma 6 10

    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
    +4 Tome of Strength used at level 15
    +4 Tome of Dexterity used at level 15
    +4 Tome of Constitution used at level 15
    +4 Tome of Intelligence used at level 15
    +4 Tome of Wisdom used at level 15
    +4 Tome of Charisma used at level 15

    Starting Feat/Enhancement
    Base Skills Modified Skills
    Skills (Level 1) (Level 25)
    Balance 2 31
    Bluff -2 5
    Concentration 7 32
    Diplomacy -2 5
    Disable Device n/a n/a
    Haggle -2 5
    Heal 1 8
    Hide 2 9
    Intimidate -2 5
    Jump 6 26
    Listen 1 8
    Move Silently 2 9
    Open Lock n/a n/a
    Perform n/a n/a
    Repair 0 7
    Search 0 7
    Spot 1 8
    Swim 4 16
    Tumble 4 14
    Use Magic Device 0 16

    Level 1 (Druid)
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Selected) Toughness
    Enhancement: Orcish Melee Damage I
    Enhancement: Druid Eminence of Life I
    Enhancement: Druid Toughness I


    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Ranger Devotion I
    Enhancement: Druid Energy of the Locus I
    Enhancement: Druid Eminence of the Sun I


    Level 3 (Ranger)
    Feat: (Selected) Power Attack
    Enhancement: Orcish Strength I
    Enhancement: Racial Toughness I
    Enhancement: Ranger Dexterity I


    Level 4 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Wolf
    Enhancement: Orcish Power Attack I


    Level 5 (Druid)
    Enhancement: Ranger Sprint Boost I
    Enhancement: Druid Beastial Nature I
    Enhancement: Orcish Brute Fighting I
    Enhancement: Orcish Extra Action Boost I
    Enhancement: Druid Eminence of Hoarfrost I
    Enhancement: Druid Wisdom I


    Level 6 (Druid)
    Feat: (Selected) Point Blank Shot
    Enhancement: Racial Toughness II
    Enhancement: Druid Strength I


    Level 7 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Bear
    Enhancement: Druid Eminence of Hoarfrost II
    Enhancement: Druid Eminence of the Sun II


    Level 8 (Druid)
    Enhancement: Druid Season's Herald I


    Level 9 (Monk)
    Feat: (Selected) Cleave
    Feat: (Monk Bonus) Dodge
    Enhancement: Orcish Strength II


    Level 10 (Monk)
    Feat: (Monk Bonus) Mobility
    Enhancement: Druid Energy of the Locus II
    Enhancement: Druid Toughness II


    Level 11 (Druid)
    Enhancement: Druid Beastial Nature II
    Enhancement: Druid Spring's Resurgence


    Level 12 (Druid)
    Feat: (Selected) Manyshot
    Feat: (Druid Wild Shape) Wild Shape: Winter Wolf
    Enhancement: Druid Eminence of Hoarfrost III
    Enhancement: Druid Eminence of Life II


    Level 13 (Druid)
    Enhancement: Druid Strength II


    Level 14 (Druid)
    Enhancement: Druid Energy of the Locus III


    Level 15 (Druid)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Druid Wild Shape) Wild Shape: Dire Bear
    Enhancement: Druid Beastial Nature III


    Level 16 (Druid)
    Enhancement: Druid Season's Herald II
    Enhancement: Druid Eminence of the Sun III


    Level 17 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Fire Elemental
    Enhancement: Druid Crown of Summer
    Enhancement: Orcish Power Attack II


    Level 18 (Druid)
    Feat: (Selected) Quicken Spell
    Enhancement: Druid Vengeful Hunter I
    Enhancement: Orcish Power Attack III


    Level 19 (Druid)
    Enhancement: Druid Vengeful Hunter II


    Level 20 (Druid)
    Enhancement: Druid Vengeful Hunter III
    Enhancement: Orcish Brute Fighting II


    Level 21 (Druid)
    Feat: (Selected) Great Cleave


    Level 22 (Druid)


    Level 23 (Druid)


    Level 24 (Druid)
    Feat: (Selected) Overwhelming Critical


    Level 25 (Druid)

    this will play the same as a standard jugg just with no trapping ability. I think the survival and dps could be potentially greater though as you'd have hamp to help you, better utility buffs, weak dots, firewall ice storm, and aura of the sun for a mobile aoe while melee. I'm not seeing a dps let down other than battle engineer so I'd loose +2 on the weapon, and deadly but crown of summer is 2d6 light damage and 15% hamp which could replace deadly for heroic levels. Can anyone see a big downside besides less umd and no trapping ability with this build? Tensors would be hard to umd but the +2 str from horc enhancements and +2 from druid enhancements equals the benefit of tensors with no spell cooldown.

  2. #2
    Community Member Charononus's Avatar
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    Any thoughts or feedback is welcome on this idea as it's on the drawing board for me only at the moment. Also if you want to suggest a different x-men name that works for me too. =P

  3. #3
    Community Member Hobgoblin's Avatar
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    well 3 cons that i can see -

    1. your self heals may not be as good, but you have acess to restore, heal and other stat neg level removes, without having to umd them

    2. i would think your dps would be less, just from less damage from enhanments

    3. you cant start every raid with answering questions, "cause im the juggernaut b****!"

    3 is by far the most serious
    main toons: hauteur(silly caster) Sttomper (silly barbarian)-jammiee (Silly paladin)
    Quote Originally Posted by Eladrin View Post
    You are still completely free to run around like a jackrabbit on caffeine.
    quem deus vult perdere, dementat prius

  4. #4
    Community Member NovaNZ's Avatar
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    Default I like it

    Here's a dwarf version - just playing round really.

    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Level 25 Lawful Neutral Dwarf Male
    (2 Monk \ 2 Ranger \ 16 Druid \ 5 Epic) 
    Hit Points: 522
    Spell Points: 1326 
    BAB: 15\15\20\25\25
    Fortitude: 22
    Reflex: 15
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 25)
    Strength             17                    28
    Dexterity            14                    19
    Constitution         17                    23
    Intelligence         12                    16
    Wisdom                8                    12
    Charisma              7                    11
    
    Tomes Used
    +1 Tome of Strength used at level 4
    +1 Tome of Dexterity used at level 4
    +1 Tome of Constitution used at level 4
    +1 Tome of Intelligence used at level 4
    +1 Tome of Wisdom used at level 4
    +1 Tome of Charisma used at level 4
    +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
    +4 Tome of Strength used at level 14
    +4 Tome of Dexterity used at level 14
    +4 Tome of Constitution used at level 14
    +4 Tome of Intelligence used at level 14
    +4 Tome of Wisdom used at level 14
    +4 Tome of Charisma used at level 14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 25)
    Balance               2                    26
    Bluff                -2                     5
    Concentration         7                    35
    Diplomacy             2                    28
    Disable Device        n/a                   n/a
    Haggle               -2                     5
    Heal                 -1                     6
    Hide                  2                     9
    Intimidate           -2                     5
    Jump                  5                    26
    Listen               -1                     6
    Move Silently         2                     9
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair                1                     8
    Search                1                    10
    Spot                  3                    29
    Swim                  3                    15
    Tumble                n/a                   9.5
    Use Magic Device      0                    16
    
    Level 1 (Druid)
    Feat: (Selected) Power Attack
    Enhancement: Druid Blood Moon Frenzy I
    Enhancement: Druid Shifting Rake I
    Enhancement: Druid Eminence of Hoarfrost I
    Enhancement: Druid Eminence of the Storm I
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Enhancement: Ranger Skill Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Dwarven Spell Defense I
    Enhancement: Ranger Devotion I
    
    
    Level 3 (Ranger)
    Feat: (Selected) Cleave
    Enhancement: Dwarven Constitution I
    Enhancement: Ranger Dexterity I
    
    
    Level 4 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Wolf
    Enhancement: Druid Aggravate I
    Enhancement: Ranger Favored Damage I
    
    
    Level 5 (Druid)
    Enhancement: Druid Beastial Nature I
    Enhancement: Ranger Favored Resistance I
    Enhancement: Druid Waxing Hoarfrost I
    
    
    Level 6 (Druid)
    Feat: (Selected) Great Cleave
    Enhancement: Druid Shifting Rake II
    Enhancement: Druid Strength I
    
    
    Level 7 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Bear
    Enhancement: Druid Hide of the Crocodile I
    Enhancement: Druid Vengeful Hunter I
    
    
    Level 8 (Druid)
    Enhancement: Druid Nature's Warrior I
    
    
    Level 9 (Monk)
    Feat: (Selected) Point Blank Shot
    Feat: (Monk Bonus) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Druid Toughness I
    
    
    Level 10 (Monk)
    Feat: (Monk Bonus) Precision
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Druid Toughness II
    
    
    Level 11 (Druid)
    Enhancement: Druid Fatal Harrier
    Enhancement: Dwarven Constitution II
    
    
    Level 12 (Druid)
    Feat: (Selected) Manyshot
    Feat: (Druid Wild Shape) Wild Shape: Winter Wolf
    Enhancement: Druid Aggravate II
    Enhancement: Druid Eminence of Hoarfrost II
    
    
    Level 13 (Druid)
    Enhancement: Druid Reaving Roar
    Enhancement: Druid Vengeful Hunter II
    
    
    Level 14 (Druid)
    Enhancement: Druid Hide of the Crocodile II
    Enhancement: Druid Eminence of the Sun I
    
    
    Level 15 (Druid)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Druid Wild Shape) Wild Shape: Dire Bear
    Enhancement: Druid Beastial Nature II
    Enhancement: Druid Eminence of the Storm II
    
    
    Level 16 (Druid)
    Enhancement: Druid Nature's Warrior II
    Enhancement: Dwarven Spell Defense II
    
    
    Level 17 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Water Elemental
    Enhancement: Druid Strength II
    
    
    Level 18 (Druid)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Enhancement: Druid Celerity
    Enhancement: Druid Eminence of Hoarfrost III
    
    
    Level 19 (Druid)
    Enhancement: Druid Vengeful Hunter III
    
    
    Level 20 (Druid)
    Enhancement: Druid Autumnal Susurrus
    Enhancement: Druid Toughness III
    
    
    Level 21 (Druid)
    Feat: (Selected) Overwhelming Critical
    
    
    Level 22 (Druid)
    
    
    Level 23 (Druid)
    
    
    Level 24 (Druid)
    Feat: (Selected) Epic Toughness
    
    
    Level 25 (Druid)
    Last edited by NovaNZ; 04-10-2013 at 03:35 AM.
    Quote Originally Posted by DawnofEntropy View Post
    Who wouldn't want to see Flizik the dwarf jamming to 'Devil went down to georgia' and smoking a pipe ...

  5. #5
    Community Member Kallith's Avatar
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    I have a capped human with this split, still tweaking it a bit but overall I'm very happy with the way the build has developed and it's performance in general. Imho the pro's far outweigh the con's, just in the immunities you get from elemental form, the immunity to stun and crippling makes it more viable ( at least for me ) than a FVS or Cleric version.



    Sloene-Apselar-Panek-Morvian Mitis Mors-Thelanis

  6. #6
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    wouldn't a 17/2/1 version be better? Are druid 9 spells worthless for this build?

  7. #7
    Community Member Charononus's Avatar
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    Quote Originally Posted by Hobgoblin View Post
    3. you cant start every raid with answering questions, "cause im the juggernaut b****!"

    3 is by far the most serious
    =P

  8. #8
    Community Member Charononus's Avatar
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    Quote Originally Posted by cru121 View Post
    wouldn't a 17/2/1 version be better? Are druid 9 spells worthless for this build?
    2 ranger gives rapid shot which is needed, and 2 monk give evasion. The lvl 9 druid spells aren't the greatest. 2 buffs designed for casting which isn't a primary focus, snowslide for winter wolf form which the build won't be in, storm of vengence which is ok but nothing extraordinary, and mass regen. I'll miss mass regen to help out parties but as mentioned this guy won't be healing, I have a pure caster druid and a cleric if I want a more healer role.

  9. #9
    Community Member Kallith's Avatar
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    Quote Originally Posted by cru121 View Post
    wouldn't a 17/2/1 version be better? Are druid 9 spells worthless for this build?
    After trying both splits I found 16/2/2 is far better for this build, the 'extra' feat you gain from 2 ranger is far more worthwhile than lvl 9 spells.



    Sloene-Apselar-Panek-Morvian Mitis Mors-Thelanis

  10. #10
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Charononus View Post
    75% more fortification than a juggernaut so you don't need exceptional fort items and it frees a twist slot.
    Where are you getting extra fort from?

    Two other pros: FotW boosts your druid caster level; and druids have a couple of nice no-save caster DPS options which arties don't (namely Creeping Cold & Ice Storm).

    Another option if you plan to use staves (Sireth): druid 15 / monk 3; the extra monk lvl lets you add +10% heal amp and gain light finishers for buffs.

    Why Season's Herald instead of Nature's Warrior? Seems like Fatal Harrier and/or Reaving Roar complements this build better.

    I would drop Dodge+Mobility for, say, Stunning Blow + Emp Heal.

  11. #11
    Community Member Charononus's Avatar
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    Quote Originally Posted by unbongwah View Post
    Where are you getting extra fort from?

    Two other pros: FotW boosts your druid caster level; and druids have a couple of nice no-save caster DPS options which arties don't (namely Creeping Cold & Ice Storm).

    Another option if you plan to use staves (Sireth): druid 15 / monk 3; the extra monk lvl lets you add +10% heal amp and gain light finishers for buffs.

    Why Season's Herald instead of Nature's Warrior? Seems like Fatal Harrier and/or Reaving Roar complements this build better.

    I would drop Dodge+Mobility for, say, Stunning Blow + Emp Heal.
    The extra fort is from fire elemental form, it provides a stacking 100% fort similar to pm forms. So 75% more than a jugg who would be wf and have the wf 25%

    I don't have any good staves on the toon I'm thinking of tr'ing for this just multiple axes ext (past life barb).

    As far as the prestiges that may be a very good option, I was thinking about crown of summer initially when making it to replace deadly for the times there is no arti in the party but those two options would out do those benefits.

    With the feats it was to add a little more dodge with the monk feats, I don't know if I would want emp heal as I think it would drain sp too fast, I'll have to play around and see if I can juggle the feats for it.

  12. #12
    Community Member Kallith's Avatar
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    Quote Originally Posted by unbongwah View Post
    Where are you getting extra fort from?

    Two other pros: FotW boosts your druid caster level; and druids have a couple of nice no-save caster DPS options which arties don't (namely Creeping Cold & Ice Storm).

    Another option if you plan to use staves (Sireth): druid 15 / monk 3; the extra monk lvl lets you add +10% heal amp and gain light finishers for buffs.

    Why Season's Herald instead of Nature's Warrior? Seems like Fatal Harrier and/or Reaving Roar complements this build better.

    I would drop Dodge+Mobility for, say, Stunning Blow + Emp Heal.
    In elemental form you gain 100% fort, personally I didn't bother with creeping cold is without the meta's to back it up its terrible dps. People are taking seasons herald for the caster lvl increase and the heal amp in fire ele form, I ended up using neither pre since 1 is caster based and the other is more aimed at animal form druid, which this is neither.



    Sloene-Apselar-Panek-Morvian Mitis Mors-Thelanis

  13. #13
    Community Member Charononus's Avatar
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    Quote Originally Posted by Kallith View Post
    In elemental form you gain 100% fort, personally I didn't bother with creeping cold is without the meta's to back it up its terrible dps. People are taking seasons herald for the caster lvl increase and the heal amp in fire ele form, I ended up using neither pre since 1 is caster based and the other is more aimed at animal form druid, which this is neither.
    Roar and harrier though do proc outside of animal form though, but yeah the pre it's self won't be worth much in either case they're more for the other enhancements they open up.

  14. #14
    Community Member Kallith's Avatar
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    Quote Originally Posted by Charononus View Post
    Roar and harrier though do proc outside of animal form though, but yeah the pre it's self won't be worth much in either case they're more for the other enhancements they open up.
    I went with vengeful hunter line which is pretty easy to keep going and is a nice dps increase, other than that I took the toughness lines and the fire/healing line with str 2 and ranger devo 1 since it stacks ( at the moment at least )



    Sloene-Apselar-Panek-Morvian Mitis Mors-Thelanis

  15. #15
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    Here's one advantage the Jug has over all these fleshy johny-come-lately builds . . .

    You're WF. You'll always be reconstructing yourself. You have NO NEED to slot in healing-amp gear at all.

    Multifaceted builds have to fit 10 pounds of stuff into a 5 pound bag. Since a Jug doesn't need healing amp at all it only has to fit in 8 pounds of stuff.

    Bards, rangers, pallies, people with UMD scrolls . . . you're trying to keep yourself alive with low-powered cures. To really get bang for your buck you need to pack on the healing amp as well as the devotion and there's only so many gear slots. Somethings gotta give.

    WF Jugs? No need to slot that in and you have better self-healing. I have a ranger with great amp, gets between 300-350 on a maximized CSW. Jug's who don't need to slot in ANY amp are getting 400ish for Reconstruct.

    That's just something the fleshy builds just ain't gonna get.
    Personal d000m level: 83%

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  16. #16
    Community Member Kallith's Avatar
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    Quote Originally Posted by Ape_Man View Post
    Here's one advantage the Jug has over all these fleshy johny-come-lately builds . . .

    You're WF. You'll always be reconstructing yourself. You have NO NEED to slot in healing-amp gear at all.

    Multifaceted builds have to fit 10 pounds of stuff into a 5 pound bag. Since a Jug doesn't need healing amp at all it only has to fit in 8 pounds of stuff.

    Bards, rangers, pallies, people with UMD scrolls . . . you're trying to keep yourself alive with low-powered cures. To really get bang for your buck you need to pack on the healing amp as well as the devotion and there's only so many gear slots. Somethings gotta give.

    WF Jugs? No need to slot that in and you have better self-healing. I have a ranger with great amp, gets between 300-350 on a maximized CSW. Jug's who don't need to slot in ANY amp are getting 400ish for Reconstruct.

    That's just something the fleshy builds just ain't gonna get.
    with heal and only 20 amp and a 120 devo item your self healing for 500+, which is better than a jugg ( I run both this and a jugg at cap ) there will always be things better about each build, or one can't so that the other can, I built thing a month or so ago as an alternative for the jugg and simply wf are fugly. You don't need mountains of heal amp to be an effective self healer if you have the heal spell.



    Sloene-Apselar-Panek-Morvian Mitis Mors-Thelanis

  17. #17
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    Quote Originally Posted by Kallith View Post
    with heal and only 20 amp and a 120 devo item your self healing for 500+, which is better than a jugg ( I run both this and a jugg at cap ) there will always be things better about each build, or one can't so that the other can, I built thing a month or so ago as an alternative for the jugg and simply wf are fugly. You don't need mountains of heal amp to be an effective self healer if you have the heal spell.
    Ahh . .. sorry, I don't have a druid and didn't realize they actually have heal.
    Personal d000m level: 83%

    Quote Originally Posted by zwiebelring View Post
    Ape_Man does clever trolling nothing more. Don't feed him/her.

  18. #18
    Sketchy Adventurer aradelothion's Avatar
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    Default What are your thoughts on this 2wf variant?

    Idea is to use Balizarde + Deathnip eventually; originally planned planned this for my next life before I saw this post, but I'm pretty clueless about druids so please dissect. I want the Deathnip + Vengeful Hunter synergy, and leveraging Haste Boost and Fatal Harrier. Tome situation reflects what I have currently; starting stats obviously flexible depending upon what one has.

    Another question OP: why 12 starting Wisdom? Saves/minimum benchmarks? I plan to wear a conc opp on my guy and 20 would seem to be enough to cast all the spells.

    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Level 25 Lawful Neutral Human Male
    (2 Monk \ 2 Ranger \ 16 Druid \ 5 Epic) 
    Hit Points: 422
    Spell Points: 1425 
    BAB: 15\15\20\25\25
    Fortitude: 21
    Reflex: 15
    Will: 15
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 25)
    Strength             18                    30
    Dexterity            15                    18
    Constitution         16                    20
    Intelligence          8                    11
    Wisdom               10                    14
    Charisma              8                    11
    
    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          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 25)
    Balance               2                     9
    Bluff                -1                     5
    Concentration         3                    10
    Diplomacy            -1                     5
    Disable Device       n/a                    n/a
    Haggle               -1                     6
    Heal                  0                     7
    Hide                  2                     9
    Intimidate           -1                     5
    Jump                  4                    15
    Listen                0                     7
    Move Silently         2                     9
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     5
    Search               -1                     5
    Spot                  0                     7
    Swim                  4                    15
    Tumble                n/a                   n/a
    Use Magic Device     n/a                    5
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Paladin
    Feat: (Human Bonus) Point Blank Shot
    Feat: (Selected) Stunning Blow
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 3 (Monk)
    Feat: (Selected) Cleave
    Feat: (Monk Bonus) Toughness
    
    
    Level 4 (Ranger)
    
    
    Level 5 (Druid)
    
    
    Level 6 (Druid)
    Feat: (Selected) Great Cleave
    Feat: (Druid Wild Shape) Wild Shape: Wolf
    
    
    Level 7 (Druid)
    
    
    Level 8 (Druid)
    
    
    Level 9 (Druid)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Druid Wild Shape) Wild Shape: Bear
    
    
    Level 10 (Druid)
    
    
    Level 11 (Druid)
    
    
    Level 12 (Druid)
    Feat: (Selected) Improved Critical: Piercing Weapons
    Feat: (Druid Wild Shape) Wild Shape: Winter Wolf
    
    
    Level 13 (Druid)
    
    
    Level 14 (Druid)
    
    
    Level 15 (Druid)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Druid Wild Shape) Wild Shape: Dire Bear
    
    
    Level 16 (Druid)
    
    
    Level 17 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Fire Elemental
    
    
    Level 18 (Druid)
    Feat: (Selected) Manyshot
    
    
    Level 19 (Druid)
    
    
    Level 20 (Druid)
    
    
    Level 21 (Druid)
    Feat: (Selected) Overwhelming Critical
    
    
    Level 22 (Druid)
    
    
    Level 23 (Druid)
    
    
    Level 24 (Druid)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 25 (Druid)
    Enhancement: Ranger Sprint Boost I
    Enhancement: Druid Aggravate I
    Enhancement: Druid Beastial Nature I
    Enhancement: Druid Essence of the Shrike I
    Enhancement: Druid Fatal Harrier
    Enhancement: Druid Nature's Warrior I
    Enhancement: Druid Shifting Rake I
    Enhancement: Druid Shifting Rake II
    Enhancement: Druid Vengeful Hunter I
    Enhancement: Druid Vengeful Hunter II
    Enhancement: Druid Vengeful Hunter III
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Way of the Clever Monkey I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Resistance I
    Enhancement: Ranger Devotion I
    Enhancement: Druid Energy of the Locus I
    Enhancement: Druid Energy of the Locus II
    Enhancement: Druid Energy of the Locus III
    Enhancement: Druid Eminence of Life I
    Enhancement: Druid Eminence of Life II
    Enhancement: Druid Eminence of Life III
    Enhancement: Druid Strength I
    Enhancement: Druid Strength II
    Enhancement: Druid Wisdom I
    Enhancement: Druid Toughness I
    Enhancement: Druid Toughness II
    Last edited by aradelothion; 04-10-2013 at 11:14 AM.
    Asmodeux | Carollous Magnus | Angeleus Dei | Solkanaar | Damodarius
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  19. #19
    Community Member jortann's Avatar
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    Bairclaw thinks it looks like a Fruidonk build with two of those ranger levels instead of fighter training. I guess that would make it a Drangeronk...

    Bairclaw also guesses you would use those funny stick and string weapons. Bairclaw always wonder what those things where for. Always thought they was for flossing teeth on Giants. But Bairclaw not sure because flossing and thinking is two things Bairclaw not all that good at.
    Quote Originally Posted by The-Last-Wolf View Post
    I surrender to your wit sir, well played
    Toons on Thelanis... Bairclaw, Icemaachine, Slydawg, Tazzster

  20. #20
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by unbongwah View Post
    Another option if you plan to use staves (Sireth): druid 15 / monk 3; the extra monk lvl lets you add +10% heal amp and gain light finishers for buffs.
    and Jidz if tyou have it.

    This is similar (monk3) to the "Immolator" that HalfOrcCastrator posted in many ways - and something I'll be doing w/ my current WF fighter as well on his next life. His was a "how do I use all this gear like Claw Gloves, Jidz, etc. and still be WF". That split (more monk, fire and amp focus) may work better in that circumstance.

    I like this split for the big cleaving dude.

    I'm not convinced stunning blow on this will remain worthwhile long term.
    Ghallanda - now with fewer alts and more ghostbane

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