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  1. #1

    Default Challenge Farmer

    Updated version of this build for the enhancement pass.

    This is a first life 32pt human monk with a +2 dex tome required for ITWF and GTWF. A few other tomes are used but not required.

    The role of this monk, who stays level 16 forever, is to run heroic cannith challenges, be a crucible swimmer to help out guildmates, and also be a storage mule.

    Alignment must be Lawful. Mine is Lawful Good to allow using pure good wraps, but you might prefer Lawful Neutral to take less evil damage. Either is fine.

    Race should be human to allow the dragonmark of passage. DDoor is a key element for challenges.


    Challenge Farmer
    Monk 16
    Lawful Good Human


    Stats
    . . . . . . . .32pt. . .Tome . . Level Up
    . . . . . . . .----. . .---- . . --------
    Strength. . . . 15 . . . . . . . .4: WIS
    Dexterity . . . 15 . . . +2. . . .8: WIS
    Constitution. . 15 . . . . . . . 12: WIS
    Intelligence. . .8 . . . . . . . 16: WIS
    Wisdom. . . . . 15
    Charisma. . . . .8 . . . . . . .



    Skills
    . . . . . 1 .2. 3 .4. 5 .6. 7 .8. 9 10 11 12 13 14 15 16
    . . . . .------------------------------------------------
    Concent . 4 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 19
    Jump. . . 4 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 19
    Swim. . . 4 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 19
    Balance . 3 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 18
    Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . .1
    . . . . .------------------------------------------------
    . . . . .16 .4. 4 .4. 4 .4. 4 .4. 4 .4. 4 .4. 4 .4. 4 .4



    Feats

    .1. . . . : Cleave
    .1 Human. : Least Dragonmark: Passage
    .1 Monk . : Power Attack
    .2 Monk . : Two Weapon Fighting
    .3. . . . : Toughness OR Past Life: Monk
    .3 Monk . : Path of Harmonious Balance
    .6. . . . : Great Cleave
    .6 Monk . : Stunning Fist
    .9. . . . : Improved Two Weapon Fighting
    12. . . . : Improved Critical: Bludgeoning
    15. . . . : Greater Two Weapon Fighting


    Enhancements (64 of 64 AP)

    Human (19 AP)
    • Damage Boost, Wisdom, Saves Boost
      1. Dragonmark Focus: Orien III, Improved Recovery
      2. Lesser Dragonmark: Dimension Door
      3. Improved Recovery, Heroism
      4. Improved Recovery, Greater Heroism

    Shintao (32 AP)
    • Bastion of Purity, Protection from Tainted Creatures, Iron Hand, Argent First
      1. Restoring the Balance, Deft Strikes III, Exemplar I
      2. Smite Tainted Creature, Unbalancing Strike, Conditioning III
      3. Jade Strike, Dismissing Strike, Wisdom
      4. Tomb of Jade, Wisdom
      5. Empty Hand Mastery

    Ninja Spy (10 AP)
    • Basic Ninja Training
      1. Sneak Attack Training, Acrobatic II
      2. Sneak Attack Training, Agility III

    Henshin Mystic (3 AP)
    • Riddle of Fire
      1. Way of the: Patient Tortoise


    Alternate:

    The third core ability in Ninja Spy is crazy good. For 15 ki you get 25% incorporeal for 1 minute. It is likely you might prefer this to the innate Greater Heroism clicky from the human tree. You can easily swap one for the other.

    If you make that swap, move the 2 AP from regular heroism in the human tree over to Fighting Style: Ambidexterity II. You might even want to max Ambidexterity by scaling extra dragonmarks down from III to II. Or you could just put the 2 points in Action Surge: Strength, or Greater Adaptability if you have an odd stat due to tomes.

    For max DPS, swap out GH for T3 sneak attack training in ninja spy, then switch regular heroism and one rank of extra dragonmark into Fighting Style: Ambidexterity III. To take 25% ghostly with the max dps version sacrifice tier 4 improved recovery. You'll still get 1, 3 & 5 HP back from vampirism.

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

    I originally just wanted a bank mule, but decided to squeeze as much utility out of the character slot as I could.

    Farming heroic challenges will give you a huge penalty when you bring in your epic characters due to the severe overlevel penalty on mats awarded. Some non-epic challenges have a level range of 4-15, others have 15-20, meaning level 15 is the ideal level to farm them all. However, there are many solid reasons to take this monk to level 16, so the build is written for 16. The overlevel penalty on the 4-15 challenges is only 10%, and the recipes that call for those mats only ask for 400 (as opposed to 600) so this minor penalty is acceptable.

    For challenges (and crystal cove in particular) you'll want fast movement and ddoor, so I went with a dragonmarked monk for the high run speed and five ddoors per rest. During challenges you generally want to be soloing your particular task without a hire, so this build is a light monk for survivability.

  2. #2

    Default

    Here are the final stats:

    .....Base..Lvl..Item..Tome..Ship..AP..Stance..Total..Mod
    Str...14..........6.....2.....2.................24.....7
    Dex...15..........6.....2.....2..........3......28.....9
    Con...16..........6.....2.....2.........-2......24.....7
    Int....8......................2.................10.....0
    Wis...15....4.....6.....2.....2....3............32....11
    Cha....8..........6*..........2.................16.....3


    *The final gearset has no charisma item.


    Hit Points (final gearset)
    40 Heroic Durability (autogrant)
    128 Monk
    112 Constitution
    18 Toughness Feat
    20 Way of the Patient Tortoise
    15 Conditioning III
    40 Superior False Life
    45 Green Steel
    10 Draconic Vitality (favor)
    ----
    428 without guild augment


    Reflex (For crucible swim)
    10 base
    9 dex
    10 infused chaosrobe
    2 luck (trinket)
    4 greater heroism
    3 Agility III
    ---
    38 = fail only on a 1 on elite


    Swim
    19 ranks
    7 str
    13 item
    2 luck
    4 greater heroism
    ---
    45

  3. #3

    Default Gear

    There are several clear best-in-slot items for an ML16 challenge farmer. Some of them conflict with each other -- calling into question the "clear best-in-slot" claim -- so choosing which ones to go with will help shape the rest of your gear.

    The two "primary" slots for a greensteel HP item on this build will likely be goggles or bracers. I've listed them differently to make slotting more seemless with the rest of the gear. But you dont really need the greensteel, and if you decide to make it you can slot it wherever you like.

    The sora kell set is all or nothing; either get all three pieces (fully upgraded) or none of them. Sora kell's best value is the +2 damage per swing that stacks with deadly, and True Seeing never hurt. The cove stuff is superior to sora kell, but sora kell is an excellent placeholder while waiting for the next cove.

    Head
    Cove Hat: Superior False Life of Concentration +15
    Teraza's Perfect Sight
    Minos Legens

    Eyes
    Deadly V (Green)
    Shadowsight, ML16
    Min2 HP item

    Neck
    Deadly V (Green)

    Back
    Cloak of Invisibility
    Iron Cloak of the Bear
    Iron Cloak of the Wolf

    Wrist
    Bracers of Wind
    Thaarak Bracelet
    Prisoner's Manacles
    Skirmisher's Bracers
    Smoke Screen HP item

    Hands
    Brawling Gloves, ML16
    Maenya's Iron Fists
    Skirmisher's Gloves
    Guardian's Gauntlets

    Waist
    Spare Hand, ML15
    Arkat's Cord
    Guardian's Girdle

    Feet
    Madstone Boots (upgraded)

    Ring
    Ring of the Stalker, ML15
    Deadly V with a green slot
    Katra's Razor Wit

    Trinket
    Head of Good Fortune (upgraded)

    Body
    Frozen Tunic, ML16
    Garments of Equilibrium

    Fists
    Tier 1 byeshk/air alchemical wraps (stunning +10!)
    +5 Screaming of Pure Good (Greater Acid)
    Adamantine Knuckles (Greater Acid, Greater Acid)
    Vampiric Stonedust Wraps
    Ivy Wraps
    ML16 Cormyrian wraps


    Two key choices:

    Reinforced Fists
    Outift (garments of equilbirium)
    Belt (Arkat's Cord)
    Bracers (prisoner's manacles)

    Exceptional Combat Mastery
    Spare Hand (+5)
    Iron Cloak of the Bear (+4)



    Here is the gearset I use:

    Head: Cove Hat (false life of concentration)
    Eyes: Deadly V (Heavy Fort)
    Neck: Health +6 (Natural Armor +5)
    Back: Cloak of Invisibility (Resistance +5)
    Wrist: Smoke Screen (+45 HP)
    Hand: Brawling Gloves, ML16
    Waist: Arkat's Cord (Deathblock)
    Feet: Dexterity +6 of Jump +7
    Ring: Ring of the Stalker, ML15
    Ring: Wise +6 (Protection +5)
    Trinket: Devotion +48 of Good Luck +2
    Body: Frozen Tunic, ML16
    Fists: +5 Screaming of Pure Good (Greater Acid)

    I gave up on stunning fist, with no stunning item of any kind. Slotting +10 from alchemical wraps, or cobbling together +10 via +6 on wraps while wearing exceptional combat mastery, would make stunning fist virtually no-fail. For me, with no items I can generally only stun casters when running CR20 challenges, but that is still highly effective.

    For a list of three alternative gearsets from before Deadly items existed, see here.



    Swaps

    Crucible Swim:
    Underwater Action ring of Swim +13 or Aquatic Bracers
    Kama of Greater Parrying
    Infused Chaosrobe w/+10 reflex

    Devashta fight:
    +5 Holy of Greater Evil Outsider Bane

    Storm Giant fight in Lava Caves:
    +4 Acid of Greater Giant Bane (Greater Acid)

    Disruptor fight:
    ML16 Wraps of Endless Light OR +5 Holy of Greater Undead Bane (or disrupters)

    Gregor fight: (Crystal Cove)
    +5 Holy of Greater Monstrous Humanoid Bane

    Any Beholder:
    Silver Flame Necklace (fully upgraded)

    Boss fights that go pear-shaped:
    +3 Screaming Flametouch Threaded of Vampirism


    Clickies
    Visor of the Flesh Render Guards (multiple)
    Planar Gird
    Any invisibility clickie for colossal crystal
    Shard of Xoriat


    Hireling
    Larafay Do'rret (ridiculously good hire)
    Tempys Lorben (if you need deathward)

    You won't need hires except for colossal to heal the carrier, but Larafay is so crazy good I figured I'd mention him.

  4. #4

    Default

    Here are my notes for soloing crucible:

    Code:
    Bring larafay to deal with the maze casters
    
    1) Talk to, in order:
       - Daggertooth (Gnoll) diplo
       - Vrall (Hobgoblin) diplo
       - Gorn (Orc) intim
       - Jorgundal (Giant) twice to begin
    
    2) Maze
       - Turn auto-targeting OFF (press G)
       - With hire on I valve, get two crests above and below I
       - Head back toward entrance, leave I door near start closed
       - With hire on K valve, get K crest
       - Slot crest near K valve
       - Head toward H, leave K door open from start to H
       - With hire on H, slot two remaining crests
       - Grab horn and beat feet
    
    3) Maze, upper level
       - Pull lever at start to reset wheels
       - Kill every gnoll
       - Pull far lever and run to set all 3 wheels
         - Color shows in nth position; flip wheels n-1 times
    
    4) Swim
       - Be sure to open gate with lever right next to swim start
       - Heroism, Parrying, Underwater Action, Swim
       - After killing gnolls
         - Get horn
         - Do NOT touch treasure pile
         - DDoor back to start, head through maze and climb ladder
           (May need to have hire pull H for you)

  5. #5
    Community Member Stoner81's Avatar
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    Default

    Thanks for the posting the new version of this Ellis it is very much appreciated

    Stoner81.

  6. #6
    Community Member kuro_zero's Avatar
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    Default

    Quote Originally Posted by EllisDee37 View Post
    Gear

    This is subject to revision, almost certainly including a pair of damage goggles. Meaning I'll need to move my min2 gs goggles. *cries*
    I've found deadly/accuracy items on Helms, Cloaks, and rings (got one with green slot too) as well so possible to slot it in either of those items and still keep goggles. Granted, the affix tend to show on goggles much more frequently.
    Officer of Disciples of the Apocalypse on Sarlona
    Himawari Life 3 - 1 FvS | Svipul Life 3 - 1 FvS | Chikaze Life 2 - 2 PAL / 2 MNK / 4 FVS
    Completionist Project: GLaDOS - Life 14 of ??: Bladeforged 'Zeus' - Started 22/02/14

  7. #7
    Community Member whereispowderedsilve's Avatar
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    Default Any chance u can do this up as 1 of the Iconics?

    Any chance u can do this up as 1 of the Iconics? I'll let u figure it out :P! ! If not thanks anyways! Cheers! Keep up the great work! !
    http://dillonpfaff5.wix.com/theob Sign this!!!: http://goo.gl/vS6htg

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  8. #8
    Hero nibel's Avatar
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    Quote Originally Posted by whereispowderedsilve View Post
    Any chance u can do this up as 1 of the Iconics? I'll let u figure it out :P! ! If not thanks anyways! Cheers! Keep up the great work! !
    Last time Ellis tried to build a iconic challenge farmer, I told him/her to wait until the enhancement pass, so we would have 4 options of iconic races, and the enhancement pass.

    The major issue with the plan is still that "optimally", you would like to roll an iconic, jump into challenge farming, transfer mats to shared bank, and delete. I mean optimally, because this way you don't need to farm or craft for gear, and could just remake the build every time you need challenge mats. This means, we need to work with the iconic initial gear (That includes 30 nice healing potions)

    If you want to keep the iconic around, and gear him up, and keep them there for anytime you need, I doubt any iconic will be better than this monk runner. I might be wrong.
    Main: Amossa d'Cannith, Sarlona, casually trying Completionist [<o>]

    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma

    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  9. #9
    Community Member whereispowderedsilve's Avatar
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    Quote Originally Posted by nibel View Post
    Last time Ellis tried to build a iconic challenge farmer, I told him/her to wait until the enhancement pass, so we would have 4 options of iconic races, and the enhancement pass.

    The major issue with the plan is still that "optimally", you would like to roll an iconic, jump into challenge farming, transfer mats to shared bank, and delete. I mean optimally, because this way you don't need to farm or craft for gear, and could just remake the build every time you need challenge mats. This means, we need to work with the iconic initial gear (That includes 30 nice healing potions)

    If you want to keep the iconic around, and gear him up, and keep them there for anytime you need, I doubt any iconic will be better than this monk runner. I might be wrong.
    Very true, I agree with you. BUT then I gotta "work" on getting it from 7 to 16! :P! :P! ! Lolz! >><<! Good advice though regardless. I was looking for a "shortcut" ! !
    http://dillonpfaff5.wix.com/theob Sign this!!!: http://goo.gl/vS6htg

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  10. #10

    Default

    Because DDoor is such an essential element of challenge farming the only viable iconic build I see is a bladeforged with sorc levels.

    The downside to sorc is that animated armors are highly resistant to energy damage, which results in quickly draining a level 13 or 14 sorc's mana in any of the extraplanar challenges.

    In the end, what we're looking for is some kind of arcane casting combined with sustainable non-energy dps for animated armors and high burst dps for bosses. The various bosses have immunities to cold, electricty and fire, so focusing on an energy to the detriment of other energies may be problematic. If you get 2, I think cold + electricty is still probably the best bet since no one boss is immune to both and both offer effective dots.

    This is starting to sound like a wizard to me, since wizard can more easily fit in haste, displace, rage, master's touch, tenser's transformation, etc... in order to have a viable melee option for animated armors while still maintaining enough varied casting power.

    I'll keep thinking about the ideal split, because a "disposable" iconic really is the dream for this. No way will it be as effective as this monk build, but it can still be highly effective for almost no work. I'm convinced of it.

  11. #11
    Hero nibel's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    Because DDoor is such an essential element of challenge farming the only viable iconic build I see is a bladeforged with sorc levels.

    (...)

    This is starting to sound like a wizard to me, since wizard can more easily fit in haste, displace, rage, master's touch, tenser's transformation, etc... in order to have a viable melee option for animated armors while still maintaining enough varied casting power.
    While making and demaking toons for the wiki update, I think you should stop looking at the bladeforged and notice the sun-elf morninglord. It have +int instead of +dex, some serious light racial SLA, and can fit 11 wizard levels easily for Tenser and Ddoor. And two extra feats from wizard for metamagics.

    Mayube something like Cleric 1/Wizard 12/Rogue 2?
    Main: Amossa d'Cannith, Sarlona, casually trying Completionist [<o>]

    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma

    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  12. #12

  13. #13
    Hero nibel's Avatar
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    All iconics receive 30 of the new healing potions on creation (the ones with a HoT effect). But if those do not suffice, we can just turn him into a vampire or wraith.
    Main: Amossa d'Cannith, Sarlona, casually trying Completionist [<o>]

    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma

    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  14. #14

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    Oh good point; I was so focused on sorc I forgot that wizard comes with its own healing.

    Yeah, that has definite potential.

  15. #15
    Hero nibel's Avatar
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    ok, my first try on the Morninglord iconic. Cleric 1/Rogue 1/Wizard 12/Rogue 2. Skills: Max Spellcraft, Heal, and Concentration. Spare points into jump and balance. (We will use spells for doors and locks)

    Starting stats: Str 14, Dex 8, Con 14, Int 20, Wis 8, Cha 8.

    With starting gear, Fire spellpower is not all that bad (this is without undead form):



    Feats: 9 (6 general, 3 Wizard)

    Maximize, Empower, Insightful Reflex, Extend, Heighten, Spell Pen, Greater Spell Pen, Two more (I'm pending towards Augment Summon if we use the skelly, and Power Attack)

    Spell-wise, we will have one slot of level 2 or 3 permanently open because we can't learn 5 spells of one of those levels, and since the concept is to create and destroy, inscribing is off the table. I picked placeholders, but we can start thinking of stuff to place there:

    Level 1: 5 slots
    Level 2: 5 slots
    Level 3: 5 slots
    Level 4: 4 slots
    Level 5: 4 slots
    Level 6: 3 slots

    I'm working on enhancements, but we have enough AP to get Vampire form and Enervation SLA (or Wraith form and Chain Missile SLA).

    The major drawback is that even with elven armored spellcasting, we will stay with a 15% spell failure. But since we might mostly melee, this is reasonable, since it will affect mostly buffing and the ocasional attack spell. SLAs are not affected by spell failure.
    Last edited by nibel; 08-29-2013 at 10:28 PM.
    Main: Amossa d'Cannith, Sarlona, casually trying Completionist [<o>]

    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma

    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  16. #16

    Default

    This is an elf, right? Can't we just grab any old robe or even go naked?

    I think maybe focus more on the melee side with the feats. Kick starting str up to 16 (sacrifice int), take power attack, cleave, great cleave, improved critical, two more regular and then maximize, empower and extend with the 3 bonus feats.

    For spells maybe:

    Level 1: nightshield, feather fall, master's touch, sonic blast, exp retreat
    Level 2: blur, invis, knock, scorching ray, web?
    Level 3: haste, rage, displace, magic circle vs evil, chain missiles
    Level 4: ddoor, death aura, firewall, acid rain
    Level 5: niac's, eladar's, ?, ?
    Level 6: tenser's, GH, true seeing

    The idea being going with displacement, tenser's, GH and aura while in undead form cleaving away with whatever THF you find in the AH surrounded by firewall + acid rain plus dots if it's a named.

  17. #17
    Hero nibel's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    This is an elf, right? Can't we just grab any old robe or even go naked?
    Possibly, yes. But the armor have 16% fire crit on it.

    Quote Originally Posted by EllisDee37 View Post
    I think maybe focus more on the melee side with the feats. Kick starting str up to 16 (sacrifice int), take power attack, cleave, great cleave, improved critical, two more regular and then maximize, empower and extend with the 3 bonus feats.
    This build don't qualify for Improved Critical (requires BAB +8). Otherwise, that is my idea too. Melee focus and stuff. I took the feats more as placeholders to check how high spellpower would go.

    Using the starting weapon is not too shabby either. The orb have +78 fire spellpower (same as random gen ML 16), and the mace have Solar III (3d4 light damage) on it. Of course, weapon type benefits a two-hander, but if you can't find a good one for cheap on the AH, the basic weapon set is not bad.
    Main: Amossa d'Cannith, Sarlona, casually trying Completionist [<o>]

    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma

    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  18. #18
    Community Member whereispowderedsilve's Avatar
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    Default Keep the brainstorming going guys! Great work!

    Keep the brainstorming going guys! Great work! You can do it!!11 :P! ! Very interested in that Iconic build! ! Cheers!
    http://dillonpfaff5.wix.com/theob Sign this!!!: http://goo.gl/vS6htg

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  19. #19
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    Default Bladeforged Farmer

    How about a melee based bladeforged wizard?

    11 Wiz / 2 Pal / 2 Ftr

    Take SLA reconstruct from Bladeforged tree for self healing.

    This will give a BAB of 9, so ICrit: slashing can be taken at 15 for use with the greatsword.

    6 base feats, 2 fighter, 3 wiz
    PA, Cleave, GC, ICrit, Dodge, THF (str 15), iTHF (BAB 6, str 17), WF: Slashing
    Wiz Feats: Extend, Eschew Materials, Quicken

    Fighter Bonus Feats: iTHF, Improved Crit: Slashing (lvl 13, 14)
    Feats by level: PA, Cleave, GC, Dodge, THF, WF: Slashing
    Take Pld 2, Wiz 10, ftr 2, wiz 1 (to finish skills)

    Skills:
    Repair - 18 ranks + 13 (goggles) + 2 (int) = 33 Repair spell power
    Concentration
    Jump (to 10)
    Balance

    Enhancements: (56 points)
    Bladeforged: 23
    (1) Improved Fort (core)
    (1) Inscribed Armor
    (6) Mechanist 3 - 20% Improved healing from repair, +3 repair
    (6) Communion of Scribing 3 - 25 SP Reconstruct, 6s cooldown
    (6) Improved Power Attack 3
    (1) Weapon Attachment - +.5[W]
    (1) Communion of Handling - Racial Seeker 2 and grants Adamantine
    (1) Power of the forge - Action boost
    Kensai: 23
    (1) Core I - Focus Greatswords
    (6) Extra Action Boost III
    (4) Weapon Spec: GS - II
    (3) Haste Boost III
    (6) Improved Dodge III
    (3) Reed in the wind III
    48 Points Spent, 8 left undecided
    -- Can grab some Archmage SLAs maybe though very low spellpower / dcs

    Reconstruct will heal for 150 * 1.2 (enhancement) * 1.1 (item) * ~2.05 (72 repair item, 33 skill)
    ~405 healing / 25 SP / 6s - unsure if this is doubled from Tenser's
    -- probably overkill, can work on enhancements more later

    Stats: With default gear:
    Str: 14 (6) +3 lvls +5 gear = 22
    Dex: 13 (8) +4 gear = 17
    Con: 16 (6) + 5 gear = 21
    Int: 12 (4) = 12
    Wis: 6 +4 gear = 10
    Cha: 15 (8) +5 gear = 20

    lvl ups in Str - 17 Str to qualify for THF line

    uneven con, can shift points some

    Saves:
    3/0/0 - Paladin lvls
    3/0/0 - Fighter lvls
    3/3/7 - Wiz lvls
    5/5/5 - Divine Grace
    4/4/4 - Greater Heroism
    2/2/2 - parrying gear
    4/4/4 - resistance gear
    7/0/0 - con (w/tensers)
    0/3/0 - dex
    2/2/2 - paladin aura
    -----------------
    33 / 24 / 24

    HP: (w/tensers)
    -- 84 base + 105 con + 43 feat + 50 enchanted
    = 282 HP

    Spell points: 691

    Greatsword:
    1.5[2d6] + 3, Bloodletter IV, True law
    +.5[W] from

    Str - 17 + 5 (item) + 4 (tensers) = 26

    Dmg/swing: 1.5[2d6] + .5[2d6] = 14 + 12 (str) + 16 (power attack) + 3 (enhancement) + 3 (kensai II)
    = 48 avg dmg per regular hit

    Crit: 17-20x2, with seeker 2

    8 Haste boots + 8 power of the forge boosts, which may be stacking, along with melee alacrity and a lot of glancing blow dmg + cleaves

    Overall, should be a fine Melee fighter, decent saves, great self-healing, doesn't need an initial set of components for wiz spells. No Monk run speed or wings, but can't have everything.

    Spells:
    As above, except take fox's cunning as a lvl 2 spell to be able to cast lvl 6 spells

    I don't have a slot free to roll this up yet, so I don't know HP / SP totals. Will try to update later tonight.

    Gear:
    goggles: +13 spot, 13 repair
    head: +75% fortification, +72 repair spell power
    neck: deathblock, wis +4
    trinket: Cha +5, repair 10%
    back: Prot +4, Greater False life
    Waist: str +5, dex +4
    finger 1: con +5, concentration +13
    hands: melee alacrity 10%, attack bonus +2
    feet: striding 25%, dodge 2%
    finger 2: Parrying IV, intim +13
    bracers: resistance +4, doublestrike 3%
    docent: +4, vit +20, greater thorn guard
    Last edited by raznorw; 08-30-2013 at 11:02 PM.

  20. #20

    Default

    I like where you're going with that. I do have a free slot to roll one up and try it out.

    My only concern is...how do you get bladeforged now? Was it only available via preorder? If a brand new player joined today, went VIP and bought both expansion standard editions, would they have bladeforged?

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