*WARNING* : This build is NOT meant to be the best melee/caster out there. It is merely me trying to adapt a 2.5 years old build to DDO's current state while respecting the original build concept.
However, it is not a flavor build as I tried maximizing every aspect of it (as always ).
Read at your own peril!
Reviving one of everyone's favorites: Tukaw
For those who are new to the Tukaw concept, link to the official build post can be found here (133 000 views), and old video can be found here.
2 years and a half since Tukaw Arak on Khyber, my home server, came up with this brilliant idea. I've seen him in action, I've played with many tukaws and I rolled one myself back when the Tukaws ruled the world (Ok, this is a bit too much ).
Many people have disliked Tukaws through the years, qualifying them of gimps, as they are not full casters (very low CC ability) and obviously they cannot compete with full melees in terms of DPS.
At the time, it would be considered heresy to combine 3 classes that do not seem to have anything in common together: Sorcerer (glass cannon) Paladins (Tanks or melee DPS) and Monks (unarmed DPS).
The Tukaw was a completely revolutionary idea. It was the symbol of a new playstyle: players that wanted to combine soloing, being self sufficient and creating a toon that can deal spell damage and melee damage.
The level cap was 16 and the original build was 12 Sorc / 2 Paly / 2 Rogue.
Things have changed a lot since then: Warforged becoming very rare due to the changes (See here for more information: http://forums.ddo.com/showthread.php?t=381086), Level cal raised to 25, introduction of epic destinies and most importantly Epic Elite as a difficulty.
The original concept was to do melee damage and self heal through any incoming damage with an infinite amount of mana thanks to Torc+Concordant Opposition Greensteel item.
The Torc, the Docent of Defiance and a Greensteel Greataxe were key to the build.
What you lose in terms of raw melee DPS you gain in terms of versatility, Crowd Control, ranged damage potential with spells, kiting and saves (Saves have become very important with the release of MOTU).
Nowadays, the build with its original concept will still work well on Epic Casual, Epic Normal and Epic Hard.
However, for Epic Elite, mobs hit hard so the idea is pretty much the opposite: not get hit at all.
Epic Destinies will give the new Tukaw a ton of versatility: Legendary Dreadnought for soloing purposes and general questing (Most of the Time), Fury of the Wild for raiding or when there's already several Blitz in the group and finally Shiradi Champion/Draconic Incarnation (When you just need raw DPS through spells - DQ2).
Tukaw Reborn takes advantage of the new Tenser's Transformation: You gain a +4 alchemical bonus to Strength, Dexterity, and Constitution, a +6 alchemical bonus to Armor Class, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level. Your spellcasting ability is reduced, resulting in a -2 penalty to all spell DCs, -2 to your rolls to bypass enemy Spell Resistance, and doubling the cooldown of your spells.
This truly isn't as bad as it sounds: when you have Blitz running, your caster damage will be nowhere close what you'll dish out with melee. It also means one reconstruct every 10 secs, which is fine knowing you can use Reconstruct scrolls or use repair spells in the meantime. Also, for EEs, you will have many ways to CC mobs and reduce the damage taken, therefore reducing the need for reconstructs. (With Tenser's, no more Divine Power clickies!)
I present to you the new Tukaw!
16 Sorc / 2 Paly / 2 Mnk WF Lawful Good w/ Legendary Dreadnought
STATS (for 36)
Str - 18+6(lvl)+4(tome)+2(compl)+2(yugo)+2(ship)+2(rage) +8(item)+2(insight)+4(alchem)+5(primal)+1(exc)=56
Dex - 8+3(tome)+2(compl)+2(ship)+2(yugo)+7(item)+2(insig ht)+4(alchem)=28
Con - 18+4(tome)+2(compl)+2(ship)+2(yugo)+2(rag)+(6item) +2(insight)+4(alchem)+2(enh)+5(primal)+1(exc)=50
Int - 8+4(tome)+2(Compl)+2(ship)=16
Wis - 6+4(tome)+2(compl)+2(ship)+6(item)=20
Cha - 14+3(tome)+2(compl)+2(ship)+2(yugo)+8(item)+3(enh) =34
*You will need to adjust initial stats based on tomes you have available to you.
32 pts/34 pts
FEATS AND LEVELING PATTERN
1. Stunning Blow & Toughness/Completionist
3. Cleave & Power Attack
6. Great Cleave
15. Improved Critical: Slashing weapons
18. PL: Arcane Prodigy or SF:Evocation
21. Paladin Past Life/Extend
24. Overwhelming Critical
1 - Monk for Extra Skill points
2 - Paladin for Greatsword proficiency
3 - Monk for dirty Evasion and extra feats early on
4 - Paladin for Cha to saves
5-20 - Sorcerer
1 in tumble
+50 Epic levels
+30 barb pl
+50 Legendary Dreadnought Levels
=837 HP sustainable
Enough when you have godly saves and evasion.
WF Power Attack 3
WF -5% spell failure
WF Healers Friend 1
WF Con 2
Sorc Cha 3
Racial Toughness 4
Saves boost I
Improved Maximizing I
Way of the Patient Tortoise I
Extra Smite Evil I
Earth Savant II
Sorc Acid Manipulation VII, Crit chance IV, Crit multiplier V
Sorc Ice Manipulation III, Crit Chance I, Crit multiplier III
Sorc Force Manipulation II
Sorc Repair Manipulation II
Sorc Energy of the Dragonblood II
Sorcerer Wand and Scroll Mastery I
Came down to Earth savant vs Fire savant but the Dragonbolt at 16 is just too good to skip.
EPIC DESTINY - LEGENDARY DREADNOUGHT
1. Legendary Tactics (3), Extra Action Boost (2)
2. Improved Power Attack (2), Momentum Swing (3)
3. Lay Waste (2), Critical Damage (3), Haste Boost (3)
5. Advancing Blows (2), Devastating Critical (2)
6. Master's Blitz (2)
*Pretty much only one way to do it.
TWISTS OF FATE
1. Sense Weakness (Tier 4: Fury of the Wild)
2. Tunnel Vision (Tier 1: Fury of the Wild)
3. Primal Scream (Tier 1: Fury of the Wild)
F-16+4(GH)+6(res)+1(alch)+1(ship)+2(luck)+20(stat)+1 2(cha) =62
R-16+4(GH)+6(res)+1(alch)+1(ship)+2(luck)+9(stat)+12 (cha)+1(haste) =52
W-16+4(GH)+6(res)+1(alch)+1(ship)+2(luck)+5(stat)+12 (cha) =47
3 Ftr pl
15-71 - (2.50 +1.5W LD)=4W [2d8] + 7 Slash, Magic - 20/x3
+3 PA enh
+3 passive monk PL
+2 good hope clickies
+3 divine favor
+3 LD (considered 1d6)
=75-133 Front number damage
+ 3d8 Phlebotomizing
+ 6% Doublestrike
+ 13 static sneak damage
18-58 - (2.5+1.5W LD)=4W [2d6] + 10 Slash, Adamantine, Magic - 18-20 / x3
+3 PA enh
+3 passive monk PL
+2 good hope clickies
+3 divine favor
+3 LD (considered 1d6)
=76-116 front dmge number
+13 static SA
But you crit 3 times more often. If someone knows how to represent damage while taking into account crit profiles, I'm interested!
Overall, nothing crazy but pretty decent for a sorc!
DEFENSES (Dodge, PRR)
4% DunRobar ring.
Not much but every bit is nice to have.
Note: For EE: It's important to remember that the best defense is attack: keep blitz running and you'll be fine. Dealing fast with any mob removes any danger. Improved deception is simply awesome, make good use of it! Finally, you have Displacement, cloudkill and stoneskin available to you.
1. Jump, Nightshield, Protection from Evil, Magic Missiles
2. Resist energy, Scorching Ray, Knock, Repair Moderate Damage, Blur
3. Displacement, Haste, Rage, Repair Serious
4. Dimension Door, Acid Rain, Wall of fire
5. Niacs Biting Cold, Cloudkill, Eladar's Electric Surge
6. Reconstruct, Tensers, Otiluke's Freezing Sphere
7. Waves of Exhaustion, Mass Prot from Elements
8. Black Dragon Bolt
Note: If you exclusively run EE, drop Dragon Bolt for Ottos Irresistible dance (keep in mind there's a Spell Pen check).
Mana proc from Torc
Mana proc from Conc. Opp.
HP proc from Conc. Opp.
Trap the Soul Guard
When you want to regen mana, pull out your shield and a Dragontouched Docent + quick cast Fireshield. (Will work with EE archers, not so much for the rest )
Fearsome (Tier 1)
Crushing wave (Tier 2)
Freezing Ice (Tier 3)
Head - Greensteel (+45 HP GS Helm, +5 Dex skills, Trap the soul guard)
Necklace - Epic Torc of Prince Raiyum-de II (Wizardry 150, Mana regen effect, Slot w/
Trinket - Planar focus of Prowess : Str 8
Cloak - Adamantine cloak of the Bear (9 PRR, 7 protection, +6 Combat Mastery, 20% incite)
Belt - Greensteel (Evil Guard / Concordant Op/+6 wis/+5 CHA skills)
Boots - Epic boots of corrosion (Corrosion 72, Nul 72, 30 acid Res., Dis guard, Slotted:
Bracers - Epic Gloves of the Claw (Hvy fort +2 ins. con)
R1 - Seal of House DunRobar (+2 ins. str, +4% dodge, +10 stunning)
R2 - Seal of House Avithoul (ins. +2 wis /S neak 5/exc sneak 3/ improved deception)
Gloves - Epic Gloves of the Claw(str 6 30% amp)
Goggles - Drow Smoke Goggles (+6 seeker, Manslayer)
Body - Stone heart (8 cha, Res 6, Prot. 6, Toughness) / Docent of Defiance
There are many possible setups. This is just an example of what you could get. Could fit in the 3-piece abishai but I'm a fan of the Greensteel Helm look on a WF with red eyes Dragontouched/Greataxe/GS Helm/Torc/Conc. opp are absolutely mandatory to truly be a Tukaw!
If you do not have an Epic Torc, just put Wizardry 150 on your tier 1 Greensteel Gogs).
I'll give a less gear-intensive layout if asked to do so, but this is what you should be aiming for.
Weapon set ups:
Cleaver, Hewer of the Mountains
Epic Sword of Shadows
Epic Antique Greataxe
Shield: Epic Kundarak Warding Shield (Slotted: -15% Arcane Spell Failure) when tanking/using guards.
Now that we know what the Reborn Tukaw is about, how do you play one? O.o
This builds versatility is amazing:
Caster mode: nuke fest.
Caster/melee mode: Divine power junkie, dotting, kiting and cleaving.
Tank mode: Guards, 20 base DR with DoD, Dot/Kite.
Melee mode: Tensers frontline melee cleaving his way with Master Blitz and making good use of the 2 melee CC options: Stunning blow & Lay Waste.
Utility mode: High UMD with Scroll mastery for raid healing, buffer, provides cloudkills on tanks and can offtank.
With the spells & melee abilities the build has on a solid saves/DR/evasion platform, the new Tukaw can adapt to any situation
I'm waiting to hear some of my fellow Tukaw-fans suggestions!