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  1. #21
    Community Member Kallith's Avatar
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    Stunning blow will be essentially useless if your running EEGH, other than that is should be okish, but I seriously have doubts if you can even get close to a meaningful DC for current endgame ( I couldn't with 2 fighter past lives +5 combat mastery and +10 item ).

    It would work pretty well as a toaster, since in ele form your no longer considered a construct for healing purposes, I personally prefer a much better looking char tho :P



    Sloene-Apselar-Panek-Morvian Mitis Mors-Thelanis

  2. #22
    Community Member scoobmx's Avatar
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    The arty version has bonus feats so you can fit in IC ranged and precise shot etc. your build has nothing of the sort.
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  3. #23
    Community Member Kallith's Avatar
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    Quote Originally Posted by scoobmx View Post
    The arty version has bonus feats so you can fit in IC ranged and precise shot etc. your build has nothing of the sort.
    The feat line up I use is Toughness, Power Attack, Cleave, Great Cleave, Manyshot, Imp Crit Slash and Range, OC, Point Blank Shot, Precise Shot and quicken, you have no need of epic toughness since you have both racial and class toughness, and Precision while nice isn't 'needed' if you twist in Grim Precision and use Black Scale. Overall it isn't that far behind the Jugg feat wise ( essentially only 1 feat if your human ), it simply offers a good alternative for a self healing melee build that can do both good up close DPS and burst range for people either without WF or who prefer looking at a good looking toon.

    There are a few FVS versions of this floating around also, who ( with the exception of Ragehead who dies whatever he's playing :P ( sorry rage HONEST!! :P )) are all doing well.



    Sloene-Apselar-Panek-Morvian Mitis Mors-Thelanis

  4. #24
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Charononus View Post
    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%
    Ah, missed this was meant to be a fire-elemental-form build. Are your DCs high enough to keep Body of the Sun useful?
    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.
    Interesting. Good thing SH & NW have no feat pre-reqs, so you can bounce between them to figure out which is better.
    Quote Originally Posted by Ape_Man View Post
    You're WF. You'll always be reconstructing yourself. You have NO NEED to slot in healing-amp gear at all.
    The flip side to that is there's no such thing as "repair amp" gear, so you've no way of boosting Reconstruct besides enhs + Recon gear. Whereas druid 15+ gets you Heal + Regen; that plus some heal amp (racial and/or gear) plus maybe Emp Heal provides a lot of heal potential.

    That said, what about making a WF Beast? WF druids don't suffer heal penalty while shapeshifted but keep WF immunities, IIUC; leveling might be a PITA, but once you have fire elem form, you should have 125% fortification w/out gear.

  5. #25
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by unbongwah View Post
    Ah, missed this was meant to be a fire-elemental-form build. Are your DCs high enough to keep Body of the Sun useful?
    As it is a fort save, it's non-evadable. Reduced damage, but non-evadable.
    Ghallanda - now with fewer alts and more ghostbane

  6. #26
    Community Member Charononus's Avatar
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    Revised to pick up ic ranged and precise shot instead of dodge and mobility. Also changed enhancements around for reaving roar and fatal harrier. I'm going to go with this when I tr next week, worst happens and it doesn't compare favorably with a jugg at cap I'll just tr again to an actual jugg build. Thanks for the suggestions.

    Code:
    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: 1458 
    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               4                    32
    Bluff                -2                     5
    Concentration         7                    33
    Diplomacy            -2                     6
    Disable Device        n/a                   n/a
    Haggle               -2                     6
    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                n/a                  12
    Use Magic Device      0                    16
    
    Level 1 (Druid)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Jump (+2)
    Skill: Use Magic Device (+2)
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Selected) Point Blank Shot
    Enhancement: Druid Shifting Rake I
    Enhancement: Orcish Melee Damage I
    Enhancement: Druid Eminence of Life I
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Toughness
    Enhancement: Druid Aggravate I
    Enhancement: Druid Energy of the Locus I
    Enhancement: Druid Eminence of the Sun I
    Enhancement: Druid Toughness I
    
    
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Precise Shot
    Enhancement: Orcish Strength I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Druid)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Druid Wild Shape) Wild Shape: Wolf
    Enhancement: Orcish Brute Fighting I
    Enhancement: Orcish Power Attack I
    Enhancement: Druid Wisdom I
    
    
    Level 5 (Druid)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Druid Beastial Nature I
    Enhancement: Way of the Clever Monkey I
    Enhancement: Druid Waxing Sun I
    
    
    Level 6 (Druid)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Cleave
    Enhancement: Druid Aggravate II
    Enhancement: Druid Shifting Rake II
    Enhancement: Druid Strength I
    
    
    Level 7 (Druid)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Druid Wild Shape) Wild Shape: Bear
    Enhancement: Druid Vengeful Hunter I
    Enhancement: Druid Eminence of Life II
    
    
    Level 8 (Druid)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Druid Nature's Warrior I
    
    
    Level 9 (Druid)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Great Cleave
    Enhancement: Druid Beastial Nature II
    Enhancement: Druid Fatal Harrier
    Enhancement: Druid Reaving Roar
    
    
    Level 10 (Druid)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Druid Wild Shape) Wild Shape: Winter Wolf
    Enhancement: Orcish Strength II
    
    
    Level 11 (Druid)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Druid Strength II
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    Skill: Balance (+1.5)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Racial Toughness II
    Enhancement: Druid Toughness II
    
    
    Level 13 (Ranger)
    Skill: Balance (+2.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Devotion I
    Enhancement: Druid Eminence of Life III
    
    
    Level 14 (Druid)
    Skill: Balance (+1.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Druid Vengeful Hunter II
    
    
    Level 15 (Druid)
    Skill: Balance (+1.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Manyshot
    Feat: (Druid Wild Shape) Wild Shape: Dire Bear
    Enhancement: Druid Beastial Nature III
    Enhancement: Orcish Power Attack II
    
    
    Level 16 (Druid)
    Ability Raise: STR
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Druid Eminence of Life IV
    
    
    Level 17 (Druid)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Druid Wild Shape) Wild Shape: Fire Elemental
    Enhancement: Druid Energy of the Locus II
    Enhancement: Ranger Dexterity I
    
    
    Level 18 (Druid)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Quicken Spell
    Enhancement: Druid Vengeful Hunter III
    
    
    Level 19 (Druid)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Sprint Boost I
    Enhancement: Orcish Power Attack III
    
    
    Level 20 (Druid)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Tumble (+1)
    Enhancement: Orcish Melee Damage II
    
    
    Level 21 (Druid)
    Skill: Bluff (+2)
    Skill: Intimidate (+4)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2.56123e+007)
    Feat: (Selected) Overwhelming Critical
    
    
    Level 22 (Druid)
    Skill: Bluff (+0.5)
    Skill: Intimidate (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+2.56129e+007)
    
    
    Level 23 (Druid)
    Skill: Bluff (+0.5)
    Skill: Intimidate (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+2.56131e+007)
    
    
    Level 24 (Druid)
    Skill: Bluff (+0.5)
    Skill: Intimidate (+1)
    Skill: Tumble (+0.5)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 25 (Druid)
    Skill: Bluff (+0.5)
    Skill: Intimidate (+1)
    Skill: Tumble (+0.5)

  7. #27
    Community Member Charononus's Avatar
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    Quote Originally Posted by unbongwah View Post
    That said, what about making a WF Beast? WF druids don't suffer heal penalty while shapeshifted but keep WF immunities, IIUC; leveling might be a PITA, but once you have fire elem form, you should have 125% fortification w/out gear.
    The downside to this besides leveling is that wf armor doesn't scale up with prr, from my understanding fleshy will give slightly more prr, and since with heavy fort you'd have 200% fort there isn't a big benefit that I can see of the extra 25% from wf since at least as of u16 156% fort would have you immune to every mob with sa levels in the game. Not sure if this changed with egh but even if it did I don't think it would have gone up very far.

  8. #28
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    A downside, that I don't think has been mentioned. Tensors does something quite important imo other than the stacking +4 str/dex/con. The fact that it gives you a full BAB which means better to hit and faster attack speed.

    Also you will miss out on haste armor. (think i'd miss that even more than tensors)

    Do like the idea though, might think about this for my druids third life.

  9. #29
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    Yeah the concept is very similar to my Immolator build, (Capped at 25 now and is fantastic fun to play) and it works very very well.

    Self heals for as many hp as I have, fatal harrier, stunning fist of 66 in GMOF (levelling destinies atm though) a couple of awesome "OHHHHH shot" buttons, decent aoe caster damage :
    -Body of the Sun: 100 - 500 damage: dependent on Crit/resist etc.
    -Firewall: 150 - 500 damage etc.
    -Freedom/Sleet storm combo for soloing, this is phenomenal in hard hitting content, body of the sun still works in sleet storms.
    -Decent Creeping cold damage for long boss type fights.

    The Immolator doesnt have a real ranged option, but heck it does other stuff pretty well.
    Druid/monk + stun fist + Sleet storm + Eds = melee CC at the top end of the range IMO.
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  10. #30
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by CoasterHops View Post
    The Immolator doesnt have a real ranged option, but heck it does other stuff pretty well.
    You're in GMOF (well, when you're not leveling destines). Toss a flower at them.
    Ghallanda - now with fewer alts and more ghostbane

  11. #31
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    Quote Originally Posted by voodoogroves View Post
    This is similar (monk3) to the "Immolator" that HalfOrcCastrator posted in many ways
    Just clarifying: wasn't me.
    ME BARB, ME SMA-ok I stand here with pretty blue lines around me. ok I take damage. ok bye.

  12. #32
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by HalfORCastrator View Post
    Just clarifying: wasn't me.
    "That guy with the name mostly consisting of C, H, A, O and S but not actually being CHAOS"
    Ghallanda - now with fewer alts and more ghostbane

  13. #33
    The Hatchery serthcore's Avatar
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    Having played this build (in fact i was about to post it on the forums a month ago or so) and juggernout on the same toon (same gear) they are pretty much the same. DPS is similiar, survibability is similar. One has to scroll tensor, the other has to scroll sleet storm but oh well.
    Oh and fatal harrier works great with master blitz.
    Argo: - Trolls Lair / Intransigence

  14. #34
    Community Member Purkilius's Avatar
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    17/2/1 split in Shiradi for EE questing FotW, LD and Sentinel for Raids = tons of fun

    Have thread about this kind of build will update it after the weekend.
    Argo: Hilmir - Purkilius - Jinu - Vignir

  15. #35
    Community Member Pilgrim1's Avatar
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    Why do these druid builds never consider wolf form over THF dmg?

    Wolf form gives you an innate 30% attack speed increase as well as letting you use your off hand for something useful and you get nifty animal form buffs. This has to be more damage then what you can get out of the extra str, PA, and glancing blow damage.

    For healing I would sugest sticking with regenerate instead of heal, with heal amp its just a better spell.

    You dipped down to lvl 16, for heal I think. Since earthquake is not gonna be useful to you if you are willing to use regenerate instead of heal you could drop as far down as lvl 13 druid and still get everything you need.

    I also think half orc might not be the best race for you. I would think that something a little more defensive might work better, especial due to low save issues. Maybe dwarf, human, or half elf?

  16. #36
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Pilgrim1 View Post
    Why do these druid builds never consider wolf form over THF dmg?
    Because you can't use a bow as a wolf? Also wolf builds need to max out their doublestrike as much as possible, which means adding the Natural Fighting feats; that's tough to squeeze in on top of all the other feats on this particular build. It's even worse if you're going S&B, because then you want the Shield Mastery feats as well. Plus OP went Season's Herald, which doesn't synergize w/wolf as nicely as NW. Finally one big drawback to MCed wolf druids is not getting the capstone for reduced spell cooldown penalties; particularly if you're trying to be a self-healer, waiting out those timers can be agonizing.

    Not getting into an argument about which is better, just that wolf builds require a whole different mentality from THF/TWF druids, IMHO.

  17. #37
    Community Member Kallith's Avatar
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    Quote Originally Posted by unbongwah View Post
    Because you can't use a bow as a wolf? Also wolf builds need to max out their doublestrike as much as possible, which means adding the Natural Fighting feats; that's tough to squeeze in on top of all the other feats on this particular build. It's even worse if you're going S&B, because then you want the Shield Mastery feats as well. Plus OP went Season's Herald, which doesn't synergize w/wolf as nicely as NW. Finally one big drawback to MCed wolf druids is not getting the capstone for reduced spell cooldown penalties; particularly if you're trying to be a self-healer, waiting out those timers can be agonizing.

    Not getting into an argument about which is better, just that wolf builds require a whole different mentality from THF/TWF druids, IMHO.
    This ( and he put it much more eloquintly than I could )



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  18. #38
    Community Member Pilgrim1's Avatar
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    Quote Originally Posted by unbongwah View Post
    Because you can't use a bow as a wolf? Also wolf builds need to max out their doublestrike as much as possible, which means adding the Natural Fighting feats; that's tough to squeeze in on top of all the other feats on this particular build. It's even worse if you're going S&B, because then you want the Shield Mastery feats as well. Plus OP went Season's Herald, which doesn't synergize w/wolf as nicely as NW. Finally one big drawback to MCed wolf druids is not getting the capstone for reduced spell cooldown penalties; particularly if you're trying to be a self-healer, waiting out those timers can be agonizing.

    Not getting into an argument about which is better, just that wolf builds require a whole different mentality from THF/TWF druids, IMHO.
    This misses the point entirely. All im saying is that a 2hf toon with only improved critical is probably going to do less damage then a wolf form melee build with only improved critical. I'm not talking about maxing them out with feets prestige enhancements, or other things.

    One gets 1.5 str bonus, poor glancing blow damage, and some extra PA dmg. The other gets 30% more swings, a useful off hand item and animal form buffs.

    As for a bow, just switch out of form, it takes all of 5 spell points and a fraction of a second, hell you could USE a bow inside wolf form and it would likely be less time then it takes to swap weapons.

    Self healing is taken care of by regeneration, its duration out-lasts its recast time even in wolf form. The biggest loss you get in wolf form is the inability to use scrolls.

  19. #39
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Pilgrim1 View Post
    All im saying is that a 2hf toon with only improved critical is probably going to do less damage then a wolf form melee build with only improved critical.
    Except he doesn't have "just" Imp Crit (& Power Atk); he also has Cleave / GC / OC. And I'm inferring the OP plans to run mostly in FotW, which provides the THF feats free while in Unbridled Fury. Plus one big drawback to wolf builds is the base dmg remains d10 even in epics; there are ways of boosting that, but it's still a disadvantage. Also if he switches to wolf, he misses out on fire elem (Body of the Sun+100% fort), which is a core part of his build concept.

    Like I said, not getting into an argument about which is "better," just that switching to wolf is about more than the atk speed difference & offhand usage.

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