Page 1 of 2 12 LastLast
Results 1 to 20 of 38
  1. #1
    Community Member
    Join Date
    Sep 2010
    Posts
    65

    Default Ultimate Quarterstaves master

    Update
    Hi, posting high dps meele character(maybe highest) , using quarter staves, having improved evasion, traps skills, good amount sneak attack damage,self heal, good saves, using sireth end game. Best race is human for bonus feat because build is feat starved.

    I changed bladeforged build to human build for better self heal and more stuning blow dc. Build is focused on two skills: iron fist and divine sacrifice, those skills have +1 crit multi and very low cooldown. Using those skills on cooldown together with high crit chance u would often see 13-18x4 19-20x7 crits. Traps skills, improved evasion, 9d6 sneakattacks and self heal is good adition to build. Only one backdraw of this build is that doesnt have ranged feats - many shot, so not good sinergy with fotw destiny. If i compare this build with juggernaut build(most versatile dps build), juggi have lower meele damage output(almost 40%), but better burst dps from manyshot + unbridled fury. Overall this build would have more substained damage output then juggernaut, but no ranged combat style and lower sp to self healing(but u can always drink pot).

    Human 13 rogue 4 paladin 3 monk

    13 rogue for improved evasion, opportunist feat, sneak attack, trap skills and acrobat and assasin enhacement tree

    3 monk for feats and henshin enhacement tree (tier3 lighting the candle)

    4 paladin for empover heal, divine might ,Courage of Heaven, divine sacrifices and divine grace.

    human for bonus feat ,action surge str , human adaptability str and versatility damage boost.

    starting points:

    32 points
    17 str
    8 dex
    17 con
    8 int
    8 wis
    14 cha


    36 points
    18 str
    8 dex
    17 con
    8 int
    9 wis
    14 cha

    best past lives: 3xmonk, 3x paladin, 3x barbarian, 3xfighter

    puting level points into str

    epic destiny:

    Legendary Dreadnought - because not having many shot, fotw isnt ideal destiny, its better having more and longest action boost for longer double boost burst dps. Very good clickie here is lighting mace skill - 40 % to get 15% double strike for total 51,5% double strike(58.5% in wind stance).

    twists:
    rejuvenation cocoon, dance of flower, primal scream

    enhacement:
    human 8 points - human adaptability str, human damage boost, action surge str, human recovery.
    acrobat 32 points: main goal is acrobatic, staf trainings, quick strike, staf specialization, no mercy.
    henshin mystic 16 points: main goal is staf tranings, fist of iron and lighting the candle.
    assasin 11 points: 2xsneak attacks, heartseeker poison and wenom blades .
    paladin 13 points: divine might, divine sacrifices, courage of heaven.

    feats:7 from levels, 2 from monk, 3 from epic levels, 1 from human, 2 from rogue
    1.level 1 monk1: monk bonus feat: power attack
    2. level 1 monk1:human bonus feat: cleave
    3. level 1 monk1:stuning blow
    4. level 2 monk2:bonus feat: two handed fighting
    5. level 3 monk3: magical traning
    6. level 6 monk3paladin3: improved stances
    7. level 9 rogue2monk3paladin4: greater cleave
    8. level 12 rogue5monk3paladin4: improved stances2
    9.level 15 rogue8monk3paladin4: improved critical bludgeon
    10.level 17 rogue10monk3paladin4: rogue bonus feat:improved evasion
    11.level 18 rogue11monk3paladin4: empower heal
    12. level 20 rogue13monk3paladin4: rogue bonus feat: oportunist
    13. level 21 epic feat: overwhelming critical
    14. level 24 epic feat: improved two handed fighting
    15. level 27 epic feat: greater two handed fighting

    epic destiny feats: prefect two handed fighting, perfect two weapon fighting(5% double strike)
    overall 15feats and 2 epic destiny feats

    Skills:
    traps skills (search,disable device, open lock)
    heal
    balance
    umd

    dps rotation:
    open attack sequence: quick strike,heartseeker poison ,stuning blow,lighting mace,
    repeat sequence:
    fist of iron, divine sacrifices, earth strike 3, earth strike 2.
    (u can use cleave attaks for better aoe dmg if needed, but cleaves not procing glancing blow with staff so using cleave attaks lower your single targed dps)

    enhacement lighting the candle, courage of heaven and wenom blade 100% proc on glancing blow(so it is why iam not using cleave attacks), lighting mace and quick strike double strike chance stacks.

    Using wind stance vs high fort enemies and bosses(while not tanking) for more double strike and less hate
    Using earth stance vs trash or tanking for bigger crits, more hp, and more hate.

    attack speed: +15% acrobatic, +15% haste, +25% morale double strike from quick strike, +8% enhacement double strike from equip,3% artifact from equip +15% enhacement double strike from lighting mace(not stacking with 8%), +3% untyped double strike from oportunist, +7.5% insight double strike from wind stance, +5% from perfect two weapon fighting.

    overall dps:
    high attack speed: +30% attack speed, + 51.5% double strike substained(90% of the time), 58.5% with lighting maces proc, 30% more if haste boosted.
    high crit chance: 40% sireth crit chance: 13-18x3, 19-20x5 in wind stance, using fist of iron for another +1 crit multi
    high base dmg: bonuses to dmg from high str(more than 70), enhacements, equip (more then 120 per hit)
    BIG critical dmg: 500-600 dmg on 13-18, 800-1000 on 19-20 roll, on helpless target 130% more, damage boosted even more.
    great fortification bypass: 30% fort bypass, very handle to having vs bosses
    High glancing blow: 60% glancing blow dmg 75% of the time
    Sneak attack: 9d6 sneak attack damage
    aditional dmg effects from sireth and enhacement: lighting strike, cloudburst, supreme good, courage of heaven, wenom blades, lighting the candle, ki strikes.
    4 minute dual boost or 12 min single boost: another +30% attack speed and +20% damage bonus same time or 12 min separately (power of the forgex8, damage boostx8, haste boostx8).

    Tactics:
    mainly using stuning blow, some time trip if worked. Equipment focused on + stun.

    Stuning blow - dc: somwhere about 60-65, using "heathseeker poison" for another +1 to +4.

    equip:
    ring1: Seal of House Dun'Robar - stuning +10
    ring2: Consuming Darkness - seeker +12 combat mastery +5
    helm: black dragon - 3% double strike
    armor: black dragon - 20% armor pearcing, 5% dmg
    trinket: planar focus prowess - +4dmg +15 physical resistance
    cloak: Adamantine Cloak of the Wolf - exceptional seeker +5
    bracers: Skirmisher's Bracers - double strike +8%
    gloves: Backstabber's Gloves - sneak attack +8 exc. sneek attakc +5
    boots: Goatskin Boots - speed xv , fort 115%
    belt: str +10 belt
    amulet:Alchemist's Pendant - +ki on hit
    googles: deadly google of acuracy - +8dmg/+5 attack
    weapon: - sireth

    pros:
    - GREAT SUBSTAINED DPS, maybe best from all meele clases and multiclases using twf or thf
    - good saves from divine grace
    - traps skills
    - improved evasion
    - self heal via rejuvenation cocoon
    - burst dps (human damage boost + haste boost same time)
    - good health about 800 - 900 at lvl 28
    - good spell points (450- 38 rejuvenation cocoons)
    - good dodge chance
    - good tactics dc
    - able to solo EE quests

    cons:

    - no ranged feats, it is pure meele build
    - need +1 ki on hit on equip to having enought ki to tosing ki strikes
    - no good for new players (u must know game mechanics and is gear dependant)


    sory for my english, not my home language

    any thoughts?
    Last edited by Khain; 09-18-2013 at 01:32 AM.

  2. #2
    Community Member Havok.cry's Avatar
    Join Date
    Feb 2010
    Location
    Sarcasm Inc., Sarlona Branch
    Posts
    3,121

    Default

    I am pretty sure fighter 4 would give you more DPS in the kensai tree than paladin 4 would in the KotC tree, and Barb 4 would give even more, but then you wouldn't be able to take monk.

    Also, what a TRed Iconic will get you is just conjecture at the moment, I wouldn't be trying to make claims about it being the best option for anything just yet, because you can't actually do it.
    Matt Walsh:
    But Truth is eternal, so it can never be old or new. It never ‘was’ or ‘will be.’ It just ‘is.’ It always ‘is.’

  3. #3
    Community Member
    Join Date
    Sep 2010
    Posts
    65

    Default

    Quote Originally Posted by Havok.cry View Post
    I am pretty sure fighter 4 would give you more DPS in the kensai tree than paladin 4 would in the KotC tree, and Barb 4 would give even more, but then you wouldn't be able to take monk.

    Also, what a TRed Iconic will get you is just conjecture at the moment, I wouldn't be trying to make claims about it being the best option for anything just yet, because you can't actually do it.
    4 kotc give u 12 to str, 3.5 dmg to evil enemy, divine sacrifices clickie(+1 to crit multi) and bonuses to saves. u can take quicken feat. overall 12.5 dmg + crit clickie for 13 points. but u need good charisma equip.

    4 fighter give to u 6 to dmg, +2 from meditation, 3 to action boost, 3 to crit dmg, 9% dodge clickie. not much. barbarian is even worse. overall 8 dmg, 3 action boost 3 crit dmg for about 25 points

    so paladin clearly wins

    I counted 32 pointed no tred bladeforged, bud tred human with right past life feats is better now. After update 20 u can tr to bladeforged as developers write it somewhere on forum.
    Last edited by Khain; 08-30-2013 at 08:52 AM.

  4. #4
    Community Member Havok.cry's Avatar
    Join Date
    Feb 2010
    Location
    Sarcasm Inc., Sarlona Branch
    Posts
    3,121

    Default

    Quote Originally Posted by Khain View Post
    4 kotc give u 12 to str, 3.5 dmg to evil enemy, divine sacrifices clickie(+1 to crit multi) and bonuses to saves. u can take quicken feat. overall 12.5 dmg + crit clickie for 13 points. but u need good charisma equip.

    4 fighter give to u 6 to dmg, +2 from meditation, 3 to action boost, 3 to crit dmg, 9% dodge clickie. not much. barbarian is even worse. overall 8 dmg, 3 action boost 3 crit dmg for about 25 points

    so paladin clearly wins

    I counted 32 pointed no tred bladeforged, bud tred human with right past life feats is better now. After update 20 u can tr to bladeforged as developers write it somewhere on forum.
    Was that "12 to strength" a typo or am I missing something? Devs said that TRing iconics were a priority to work on, but that doesn't mean anything till it is actually promised. Kensai gives you 6 from weapon group, up to another +10 from spiritual bond (20 seconds of meditation will fill this out), shattering strike, a fortification debuff, important to anyone relying on SA damage. Reed in the wind, a strike that gives a dodge bonus, and a passive ki regen bonus. over all +16 damage and several strikes, passive ki regen, and more action boosts. It is probably apples and oranges, but I would pick it over paladin.

    The only thing paladin brings that would get me to take it instead, is in fact the bladeforged tree itself.
    Matt Walsh:
    But Truth is eternal, so it can never be old or new. It never ‘was’ or ‘will be.’ It just ‘is.’ It always ‘is.’

  5. #5
    Community Member
    Join Date
    Sep 2010
    Posts
    65

    Default

    Quote Originally Posted by Havok.cry View Post
    Was that "12 to strength" a typo or am I missing something? Devs said that TRing iconics were a priority to work on, but that doesn't mean anything till it is actually promised. Kensai gives you 6 from weapon group, up to another +10 from spiritual bond (20 seconds of meditation will fill this out), shattering strike, a fortification debuff, important to anyone relying on SA damage. Reed in the wind, a strike that gives a dodge bonus, and a passive ki regen bonus. over all +16 damage and several strikes, passive ki regen, and more action boosts. It is probably apples and oranges, but I would pick it over paladin.

    The only thing paladin brings that would get me to take it instead, is in fact the bladeforged tree itself.
    12 str is from divine might enhacement, with new equip +11 to cha u can easy reach 34 cha with ship and potions bufs.
    +10 spiritual bond is only for 100 second and fades, so u need every 100 second meditate, i think its not substained damage , u dont need more dodge, u get abou 20% from equip and maybe more, shatering strike need high wisdom to work so i cant count this strike as usefull on higher dificulty. And of course i spend in kotc tree only 13 build points to get bonus dmg, u will need more points to get same result in kensai tree. I still think that 4 kotc is more damage per spend point then 4 fighter, but 12 fighter is more damage as 12 paladin.

  6. #6
    Community Member
    Join Date
    Jun 2010
    Posts
    399

    Default

    Quote Originally Posted by Havok.cry View Post
    Was that "12 to strength" a typo or am I missing something?
    No, that would be Divine Might.

    Devs said that TRing iconics were a priority to work on, but that doesn't mean anything till it is actually promised.
    Iconic TRing has been listed as one of the new TR features. It is perfectly reasonable to start planning on, since it has been stated as coming soon.

    up to another +10 from spiritual bond (20 seconds of meditation will fill this out)
    Talking about Meditation in any conversation about DPS is pretty silly. Having to stop and pop a squat kills your 'per second' anything. The only time that this ability really becomes usable is when the NPC is giving a monolog, as you are better off just continuing to fight than you are actually using it.


    Overall, a very interesting build. It is indeed very narrowly focused. A very nifty thought exercise, but it gives up too much in ranged damage and tactics for my own personal taste.

    The one point I was a bit confused about is the starting stats. Is it just me, or does that not quite add up right?

  7. #7
    Community Member
    Join Date
    Sep 2010
    Posts
    65

    Default

    Quote Originally Posted by RedHost View Post
    No, that would be Divine Might.


    Iconic TRing has been listed as one of the new TR features. It is perfectly reasonable to start planning on, since it has been stated as coming soon.


    Talking about Meditation in any conversation about DPS is pretty silly. Having to stop and pop a squat kills your 'per second' anything. The only time that this ability really becomes usable is when the NPC is giving a monolog, as you are better off just continuing to fight than you are actually using it.


    Overall, a very interesting build. It is indeed very narrowly focused. A very nifty thought exercise, but it gives up too much in ranged damage and tactics for my own personal taste.

    The one point I was a bit confused about is the starting stats. Is it just me, or does that not quite add up right?
    Yes, build is focuses on maximize meele dmg with burst dps from action boost, no ranged damage, it is only one backdraw of this build, if u want ranged go to juggernaut build, but this build would have 40% more damage in meele then jugg, but no ranged and lower mana to self heal. To get tactics workable on EE u must sacrifice much i think. I think its very doable selfsufficient meele build. I think its max dps meele build in update 19 and 20. I corected starting points
    Last edited by Khain; 08-30-2013 at 11:10 AM.

  8. #8
    Community Member Havok.cry's Avatar
    Join Date
    Feb 2010
    Location
    Sarcasm Inc., Sarlona Branch
    Posts
    3,121

    Default

    Spiritual bond allows you to maintain that +10 stack. That has been my experience anyway.

    I had forgotten about divine might, that would probably bring it over what fighter would give, so I have no further argument.
    Matt Walsh:
    But Truth is eternal, so it can never be old or new. It never ‘was’ or ‘will be.’ It just ‘is.’ It always ‘is.’

  9. #9
    Community Member Todkaninchen's Avatar
    Join Date
    Nov 2011
    Posts
    319

    Default

    Quote Originally Posted by Khain View Post

    ...

    starting points:

    32 points
    17 str
    6 dex
    19 con
    8 int
    6 wis
    14 cha

    after update 20:

    36 points
    18 str
    6 dex
    19 con
    8 int
    6 wis
    14 cha

    ...

    puting level points into str

    epic destiny:

    ...

    twists:
    grim precision, dance of flower, primal scream

    enhacement:

    ...

    acrobat 32 points: main goal is acrobatic, staf trainings, quick strike and staf specialization

    ...

    Skills:
    traps skills (search,disable device, open lock)
    repair
    balance
    umd

    ...

    pros:
    - GREAT DPS, maybe best from all meele clases and multiclases using twf or thf
    - good saves from divine grace
    - traps skills
    - improved evasion
    - self heal via quickened reconstruct
    - burst dps (power of the forge + haste boost same time)
    - good health about 800 - 900 at lvl 28
    - good dodge chance
    - good trip dc
    - able to solo EE quests

    cons:

    - need +1 ki on hit on equip to having enought ki to tosing ki strikes
    - no good for new players (u must know game mechanics and is gear dependant)
    - not much sp to self heal (about 400-500) but u can drink mana potion
    - very many clickies but every build post update 19 have many clickies

    sory for my english, not my home language

    any thoughts?
    Your trap skills will suck.

    You literally don't have a lot of resources when it comes to INT/DEX to help out the number of skill points you're going to need. You'll need all your saves boosts to not die in traps and you're going to need as max-level gear as you can to do anything in level without a pretty decent risk to fail and blow boxes.

    It sounds like you really thought out the combat side, but the trap side you'll probably be gimp without a greater heroism (clicky), Good luck bonuses, a bard on retainer, and the highest bonus for your level gear in INT, DEX, and skills.

    If you're serious, I suggest adding upgraded Ventilated Bracers (http://ddowiki.com/page/Ventilated_Bracers) to your shopping list and upgraded Head of Good Fortune (http://ddowiki.com/page/Head_of_Good_Fortune) both about level 12-13 for a combined +7 to your open lock/disable device skills (and whatever the highest open lock and disable item you can get in addition). Upgraded Ioun stones (one for DEX and one for INT) would work too, but those only offer a +1 bonus but can't be worn with the Head of Good Fortune for the Good Luck +2. Alternatively, you could make a green steel item with exceptional skill bonuses on them...

    The Spare Hand belt from Cannith challenges might be of interest too you as well, for trapping skills and for boosts to combat feats and UMD. With Tier 3's "Craftable +3" addition, you might be--if you have access to it--able to drop the min level a bit as well.

    For searching, the only enhanced bonus to search (which would stack with others) is on a ML 18 item: http://ddowiki.com/page/Wolfinson%27...cular_Enhancer you might like anyway, but would require you to get a higher (than 10) Search item somewhere other than goggle as well.

    Assuming you have the skill points to keep levels maxed.

    Good luck though.

  10. #10
    Community Member Drag-'s Avatar
    Join Date
    May 2013
    Posts
    35

    Default

    Quote Originally Posted by Khain View Post
    Yes, build is focuses on maximize meele dmg with burst dps from action boost, no ranged damage, it is only one backdraw of this build, if u want ranged go to juggernaut build, but this build would have 40% more damage in meele then jugg, but no ranged and lower mana to self heal. To get tactics workable on EE u must sacrifice much i think. I think its very doable selfsufficient meele build. I think its max dps meele build in update 19 and 20. I corected starting points
    I think this build is a good build, not best staff build in my opinion, but definitely not max dps build.

    I dont see where you are getting 40% more damage over juggernaut in melee so if you could explain that then maybe i will agree with you.
    Dragxon Dragbon Ponth Frass

  11. #11
    Community Member
    Join Date
    Sep 2010
    Posts
    65

    Default

    Quote Originally Posted by Todkaninchen View Post
    Your trap skills will suck.

    You literally don't have a lot of resources when it comes to INT/DEX to help out the number of skill points you're going to need. You'll need all your saves boosts to not die in traps and you're going to need as max-level gear as you can to do anything in level without a pretty decent risk to fail and blow boxes.

    It sounds like you really thought out the combat side, but the trap side you'll probably be gimp without a greater heroism (clicky), Good luck bonuses, a bard on retainer, and the highest bonus for your level gear in INT, DEX, and skills.

    If you're serious, I suggest adding upgraded Ventilated Bracers (http://ddowiki.com/page/Ventilated_Bracers) to your shopping list and upgraded Head of Good Fortune (http://ddowiki.com/page/Head_of_Good_Fortune) both about level 12-13 for a combined +7 to your open lock/disable device skills (and whatever the highest open lock and disable item you can get in addition). Upgraded Ioun stones (one for DEX and one for INT) would work too, but those only offer a +1 bonus but can't be worn with the Head of Good Fortune for the Good Luck +2. Alternatively, you could make a green steel item with exceptional skill bonuses on them...

    The Spare Hand belt from Cannith challenges might be of interest too you as well, for trapping skills and for boosts to combat feats and UMD. With Tier 3's "Craftable +3" addition, you might be--if you have access to it--able to drop the min level a bit as well.

    For searching, the only enhanced bonus to search (which would stack with others) is on a ML 18 item: http://ddowiki.com/page/Wolfinson%27...cular_Enhancer you might like anyway, but would require you to get a higher (than 10) Search item somewhere other than goggle as well.

    Assuming you have the skill points to keep levels maxed.

    Good luck though.
    You can handle all traps through epics without effort. Yes you need equip for that such as stat tomes, skill tomes, gear with bonuses to search, open lock and disable divace, GH, luck bonus, that why this build isnt for new players. Build have good hp and improved evasion so traps doing half damage, no wory about being hit from trap.

  12. #12
    Community Member Soulfurnace's Avatar
    Join Date
    Nov 2012
    Location
    The Land of Oz
    Posts
    1,534

    Default

    Quote Originally Posted by Todkaninchen View Post
    Your trap skills will suck.

    You literally don't have a lot of resources when it comes to INT/DEX to help out the number of skill points you're going to need. You'll need all your saves boosts to not die in traps and you're going to need as max-level gear as you can to do anything in level without a pretty decent risk to fail and blow boxes.

    It sounds like you really thought out the combat side, but the trap side you'll probably be gimp without a greater heroism (clicky), Good luck bonuses, a bard on retainer, and the highest bonus for your level gear in INT, DEX, and skills.

    For searching, the only enhanced bonus to search (which would stack with others) is on a ML 18 item: http://ddowiki.com/page/Wolfinson%27...cular_Enhancer you might like anyway, but would require you to get a higher (than 10) Search item somewhere other than goggle as well.
    Trap skills are a joke. +15 item, +7 tools, max ranks, +6 int skills, +5 enhanced will get you through every trap - int skills and enhanced are only needed for things like Cabal though. :P

    Not dying in traps? That's down to skill and improved evasion - no gear required, though it helps.

    Everyone is gimp without proper gear/buffs, though requiring bard is taking it too far. Heard of EE? That's basically a gear/destiny/build check.

    If you're relying on int/dex for traps, you're doing it wrong

  13. #13
    Community Member Todkaninchen's Avatar
    Join Date
    Nov 2011
    Posts
    319

    Default

    Quote Originally Posted by Soulfurnace View Post
    Trap skills are a joke. +15 item, +7 tools, max ranks, +6 int skills, +5 enhanced will get you through every trap - int skills and enhanced are only needed for things like Cabal though. :P

    Not dying in traps? That's down to skill and improved evasion - no gear required, though it helps.

    Everyone is gimp without proper gear/buffs, though requiring bard is taking it too far. Heard of EE? That's basically a gear/destiny/build check.

    If you're relying on int/dex for traps, you're doing it wrong
    INT/DEX works for me, but like I was suggesting...

    ...the gear to do it...

    ...or--in other words--pretty much what you were saying (except the half damage from improved evasion).

    Although, in hindsight, I have probably overbuilt for traps and INT or DEX-to-damage to the point I don't see blown trap boxes anymore. So, ignore my over-high standards and carry on.

  14. #14
    Community Member Rogann's Avatar
    Join Date
    Oct 2009
    Posts
    722

    Default

    Quote Originally Posted by Soulfurnace View Post
    Trap skills are a joke. +15 item, +7 tools, max ranks, +6 int skills, +5 enhanced will get you through every trap - int skills and enhanced are only needed for things like Cabal though. :P

    Not dying in traps? That's down to skill and improved evasion - no gear required, though it helps.

    Everyone is gimp without proper gear/buffs, though requiring bard is taking it too far. Heard of EE? That's basically a gear/destiny/build check.

    If you're relying on int/dex for traps, you're doing it wrong
    The spell wards in the new EE content need something like 96-100 to disable. There's little spell ward's in the new content but still. I couldn't get the wards on my 18 Int pure rogue. A 18wiz/2rogue had to take a few trys just to disable it.

  15. #15
    Community Member Rogann's Avatar
    Join Date
    Oct 2009
    Posts
    722

    Default

    13 rogue, 6 monk, 1 fighter is a better build.

  16. #16
    Community Member Kyshara's Avatar
    Join Date
    Apr 2013
    Location
    Rio de Janeiro
    Posts
    133

    Default

    The guy is right about spell wards. My toon is Pally 14 Rogue 5 Monk 1, 20 ranks in trap skills, +15 from items, +9 from int, +4 from gh, etc bla bla bla and with a result of 78 on dice I got critical failure while running EE Friends in Low Places, so I don't think you can count your trap skills for EE, but it will surely work on EH though
    --Cannith Player--

    Main toon: Kyshara of All Trades (current 25th life - completionist/epic completionist) - Shadar-kai Wizard 15 FvS 3 Monk 2 (Getting SK PLs -_-)

    FvS, I will be back soon

    My EE FvS build: https://www.ddo.com/forums/showthrea...S-Caster-Build

  17. #17
    Community Member Nightmanis's Avatar
    Join Date
    May 2013
    Location
    Indiana
    Posts
    916

    Default

    Currently trying out a PDK 15 Barb 4 Barb 1 Fighter Staff build. Supreme cleave (mostly for times with a dedicated healer) frenzy, tiny barb rages, Slaughter, 11 Haste and Human Damage boosts (at level 15!!) with all the extra tiddly bits from Acrobat for damage and special attacks. Seems like a fun build, heavy on the clicky attacks but I've grown to enjoy them. Sit and spam all sorts of attacks, go str based because hey it's just easier 99% of the time.

    I've come to the conclusion that unless you're an Int Assassin or a Mechassassin (soon as I get Shadar-kai I WILL have one) you're not gonna be able to do the traps on EE. Which honestly makes me happy, I've been waiting for them to make traps actually a challenge.

    And Rogann, there is no clear cut "Better Build." Although I'd rather not use bladeforged for anything besides juggs or sorcs.

  18. #18
    Community Member
    Join Date
    Sep 2010
    Posts
    65

    Default

    Quote Originally Posted by Rogann View Post
    13 rogue, 6 monk, 1 fighter is a better build.
    hmm maybe, but i dont know what u get from 1 fighter.

  19. #19
    Community Member
    Join Date
    Sep 2010
    Posts
    65

    Default

    Quote Originally Posted by Kyshara View Post
    The guy is right about spell wards. My toon is Pally 14 Rogue 5 Monk 1, 20 ranks in trap skills, +15 from items, +9 from int, +4 from gh, etc bla bla bla and with a result of 78 on dice I got critical failure while running EE Friends in Low Places, so I don't think you can count your trap skills for EE, but it will surely work on EH though
    i think that build can handle traps, u must count skill tomes, skill boost, about 28 int and all of items, but iam not 100% sure.

  20. #20
    Community Member voodoogroves's Avatar
    Join Date
    Oct 2009
    Location
    North Cackalacky
    Posts
    9,593

    Default

    Do Henshin and Acrobat crit both stack?

    If so, Pal 4/ Monk 6 / Rogue 10 seems like it'd be better.
    Ghallanda - now with fewer alts and more ghostbane

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload