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Thread: Melee Sorc 2

  1. #1
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    Default Melee Sorc 2

    IT CAN'T BE DONE!!!!!! FLIP OF THE TABLE, SHAKE OF THE FIST, RAKE OF THE EYES!!!!

    ok now that that's out of the way......



    My other thread was getting cluttered and most of the build ideas had been scrapped or revamped. Going to set up 4 outlines that can be built upon as more info comes in. 2 sets will be pure sorc and 2 sets will be 16 sorc / 4 splash.

    These are geared for level 20 heroic, no past lives when considering stat ranges etc. After these build can be trimmed to 2 then they will be tightened as much as possible and I'll direct my attention to an epic version.


    Biggest sacrifice between splash and pure sorc will be:
    pure: 40 extra acid sp , 2% crit, 3 extra caster levels, 100% fort and 25 base PRR, higher spell point potential, level 9 spells

    Splash: Higher potential PRR yet less AP flexablity, Extra saves, around 40 more hp, the ability to go into 11 Bab feat 90% offhand strike chance vs 60% and 3/4 glancing blow attacks at 160% damage and 21% special weapon proc vs 2/4 glancing blow attacks at 150% damage and 15% special weapon effects.

    Parts that never change********
    Flat bonuses:
    +8 bonus str - 2+ Rage spell + 4 tensers trans + 2 str enhance fire
    +8 const - 2+ Rage spell + 4 tensers + 2 const earth enhance
    +4 dex - Tensers
    +6 AC - Tensers's
    Bab = level - Tenser's
    Misc bonus - human tree +1 in any 2 stats possible if base stats stay on odd numbers.
    Very little spell caster itemization. 1fire/acid spell power, 1 acid/fire spell crit, 1 spell point boost.
    Spell List:

    Level 1
    Shield
    night shield*
    Jump
    detect secret doors

    Level 2
    Melf's acid arrow
    scorching rays
    eagles splendor
    resist energy

    level 3
    Rage
    Heroism
    Displacement
    Haste

    Level 4
    Acid rain
    stone skin
    burning blood
    wall of fire

    Level 5
    Protection from elements
    Cloud kill
    teleport / break enchantment
    waves of fatigue

    level 6
    Tenser's transformation
    Greater Heroism
    Acid fog

    Level 7
    Power word blind
    waves of exhuastion
    delayed fire ball/ greater teleport

    Level 8
    Black dragon bolt !! Splash 16 sorc cut off !!
    Sun burst
    power word stun

    Level 9

    Mordenkainen's Disjunction
    Meteor swarm
    wail of the banshee

    spell order doesn't really matter but that about the set up for my level 20 spell list. There are times double spells like heroism will get traded for something else since greater heroism is there. same with blur vs displacement.
    ************************************************** *******************
    1st Set up. Pure melee sorc Two Weapon Fighting


    28 point build:

    str 15
    dex 15
    const 14
    int 8
    wis 8
    cha 14

    Tr 34 point build:

    str 16
    dex 15
    const 16
    int 8
    wis 8
    cha 14


    Stats at 20 no gear:

    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Level 20 Chaotic Neutral Human Male
    (20 Sorcerer) 
    Hit Points: 140
    Spell Points: 1788 
    BAB: 10\10\15\20
    Fortitude: 8
    Reflex: 9
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             15                    18
    Dexterity            15                    17
    Constitution         14                    14
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma             14                    14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                     3
    Bluff                 2                     2
    Concentration         2                     2
    Diplomacy             2                     2
    Disable Device       n/a                   n/a
    Haggle                2                     2
    Heal                 -1                    -1
    Hide                  2                     3
    Intimidate            2                     2
    Jump                  2                     4
    Listen               -1                    -1
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                 -1                    -1
    Swim                  2                     4
    Tumble                n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Sorcerer)
    Feat: (Selected) Force of Personality
    Feat: (Human Bonus) Two Weapon Fighting
    
    
    Level 2 (Sorcerer)
    
    
    Level 3 (Sorcerer)
    Feat: (Selected) Oversized Two Weapon Fighting
    
    
    Level 4 (Sorcerer)
    
    
    Level 5 (Sorcerer)
    
    
    Level 6 (Sorcerer)
    Feat: (Selected) Power Attack
    
    
    Level 7 (Sorcerer)
    
    
    Level 8 (Sorcerer)
    
    
    Level 9 (Sorcerer)
    Feat: (Selected) Light Armor Proficiency
    
    
    Level 10 (Sorcerer)
    
    
    Level 11 (Sorcerer)
    
    
    Level 12 (Sorcerer)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 13 (Sorcerer)
    
    
    Level 14 (Sorcerer)
    
    
    Level 15 (Sorcerer)
    Feat: (Selected) Medium Armor Proficiency
    
    
    Level 16 (Sorcerer)
    
    
    Level 17 (Sorcerer)
    
    
    Level 18 (Sorcerer)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 19 (Sorcerer)
    
    
    Level 20 (Sorcerer)
    Stats with gear and enhances using gear of +6 quality at 28 point only

    Str 18 +2(fire savant) +4(tensers) + 2 (rage)+6 (equip bonus) = 32
    Dex 17 + 4(tensers) +6(equip bonus) + 1(human bonus) = 28
    Const 14 + 2(earth savant) +4(tensers)+ 2(rage) + 6 (equip bonus) =28
    wis 8
    int 8
    cha 14 + 6 (equip bonus) + 2 (earth savant final core node) = 22 or 20 with eagles splendor

    Health: 140 health + 40(false life) +15 (improved heroic durability) + 180 (con mod 9 * 20) = 375 or 395-400 on 20-25 on potential vitality item

    AC: 10 base + 2 (insight bonus cloak of flames) + 2(ac base increase earth savant) + 16( +5 twilight scale mail) + 9 (dex mod)+ 6 (natural armor) + 6 (protection) + 4 (shield spell) + 6( tensers) = 61 ac and 59 under rage.

    Prr: 25 from elemental form + 17 from medium armor + 6 from blue gem ( could be better but all i have access too) = 48 around 24-25% damage reduction

    Dr :10/adamantine
    Immunities: Petrification, Paralysis, Knockdown?(not tested for elemental form).

    Fortification: 100%
    Concealment : 50% displacment
    dodge: 8%(equip bonus) +1% (human stance bonus) =9% maybe

    Saves:
    Fort: 8 + 6 (equip bonus) + 9 (con mod) + 4 morale ( greater heroism) = 27
    Reflex: 9 + 6 (equip bonus)+9 (dex mod) +4 morale (greater heroism) +1 (haste) =29
    Will: 14 +6 (equipment bonus) + 6 ( cha mod ) +4 morale (greater heroism) = 30

    Attack physical:
    Hit: +20(bab) + 5 (enhancement) + 11 (str mod) + 6 (accuracy mod) + 1 (haste) + 4 (greater heroism) +1 human stance bonus = 48 or 62 after acid fog(-6 ac) + armor destruction(-8 ac) or 43-57 under power attack

    Damage +5( enhancement) + 6 (deadly) + 11 (str mod) + 6 (off hand str mod) + 10 (when both weapons hit) + 5 power attack +1 (human stance bonus) = 44 added damage

    Weapons : short sword ( not sure which named to grab) 1-14, 14-20 death nips http://ddowiki.com/page/Deathnip

    Combat: 60% off hand strikes no +w die attacks.

    Spell power:
    Acid -80 +90 +(rock boots) = 170
    Fire - 60 +90 (flame cloak) = 150
    spell crit : 20-30% depending on when i get flexible crafting shard around 23% with rock boots/flame cloak


    *************************
    I am not covering skills because they don't have spell craft etc on the char gen I am using. I am not listing all my enhancements at this time but i will later. This build will be utilizing a 31 earth, 31 fire, 18 human AP split. The splashes are extremely different.

    Will edit the Op later with the TWF 16/3ranger/1 fighter splash comparison later as I've been typing this out and calling stuff for awhile and am tired of it. Then 2 more to go. Also going to add in Want suffxies/prefixes vs needed. Named items vs loot gen for gear slots, and lastly Defense vs offense ( more flexible in splash then in the pure outlines)
    ************************************************** **************************************

    Setup 3 ranger/ 1 fighter/ 16 sorc splash TWF

    1 sorc / 2ranger / 1 fighter / 1 ranger / 15 sorc must be in that order as to not waste feats.

    28 point build:

    str 15
    dex 15
    const 14
    int 8
    wis 8
    cha 14

    Tr 34 point build:

    str 16
    dex 15
    const 16
    int 8
    wis 8
    cha 14

    level 20 stats no gear:

    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Level 20 Chaotic Neutral Human Male
    (1 Fighter \ 3 Ranger \ 16 Sorcerer) 
    Hit Points: 158
    Spell Points: 1520 
    BAB: 12\12\17\22
    Fortitude: 12
    Reflex: 11
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             15                    18
    Dexterity            15                    17
    Constitution         14                    14
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma             14                    14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                     3
    Bluff                 2                     2
    Concentration         2                     2
    Diplomacy             2                     2
    Disable Device       n/a                   n/a
    Haggle                2                     2
    Heal                 -1                    -1
    Hide                  2                     3
    Intimidate            2                     2
    Jump                  2                     4
    Listen               -1                    -1
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                 -1                    -1
    Swim                  2                     4
    Tumble                n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Sorcerer)
    Feat: (Human Bonus) Force of Personality
    Feat: (Selected) Maximize Spell
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Aberration
    
    
    Level 3 (Ranger)
    Feat: (Selected) Oversized Two Weapon Fighting
    
    
    Level 4 (Fighter)
    Feat: (Fighter Bonus) Two Weapon Defense
    
    
    Level 5 (Ranger)
    
    
    Level 6 (Sorcerer)
    Feat: (Selected) Mental Toughness
    
    
    Level 7 (Sorcerer)
    
    
    Level 8 (Sorcerer)
    
    
    Level 9 (Sorcerer)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Sorcerer)
    
    
    Level 11 (Sorcerer)
    
    
    Level 12 (Sorcerer)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Sorcerer)
    
    
    Level 14 (Sorcerer)
    
    
    Level 15 (Sorcerer)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 16 (Sorcerer)
    
    
    Level 17 (Sorcerer)
    
    
    Level 18 (Sorcerer)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 19 (Sorcerer)
    
    
    Level 20 (Sorcerer)
    Stats with gear and enhances using gear of +6 quality at 28 point only

    Str 18 +2(fire savant) +4(tensers) + 2 (rage)+6 (equip bonus) = 32
    Dex 17 + 4(tensers) +6(equip bonus) + 1(human bonus) = 28
    Const 14 + 2(earth savant) +4(tensers)+ 2(rage) + 6 (equip bonus) =28
    wis 8
    int 8
    cha 14 + 6 (equip bonus) = 20 or 18 with eagles splendor

    Enhancments:

    Sorc 32 earth/25 fire split 57 out of 80 ap

    Earth:
    5 core = 50 sp, immunity pertrifaction, potential -14 ac (added acid fog -6) and -10% fortitude shred in 6 seconds no save, + 5 caster levels, + 3 maximum caster levels. 5 AP

    3 acid resist node = 10 stacking acid resist 3 ap.
    4x spell crit nodes = 8% crit 8 ap
    3x spell acid resist reduction = -15 acid resist to damage 6 ap
    2x constitution enchanecers = 2 con 4 ap
    3x maximize enchancer = -9 maximize sp 6 ap

    total = 32

    Fire:
    4 core = 40 ap, potential 20-120 fire damage dot, 4 caster levels, 2 maximum caster levels 4 ap
    3 fire resist node = 10 stacking fire resist 3 ap
    3x fire resist reduction = -15 fire resist to damage 6 ap
    2x strength enchanecers = 2 str 4 ap
    4x spell crit nodes = 8% crit 8 ap

    total 25 ap

    Total spell ap 57

    23 ap left

    Ranger tempest :

    2x core: shield bonus(negated by shield spell), 10% offhand strike chance 2 ap
    3x reflex node = 3 reflex/trap saves 3 ap
    3x damage nodes = 3 damage and 3 hit 6 ap
    3x Prr node = 10 PRR 6 ap
    3x Bleed them out nodes = 3[w]+ dice attack every 6 seconds with potential 5d6 bleed. No damage loss on dual wield 3 ap

    total 20 ap

    Fighter tree Kensai:
    1 core = 1 hit 1ap
    1 damage node = 1hit and 1 damage 2ap

    total 3 ap

    melee total 23 + 57 spell ap = 80 ap


    Health: 158 health + 40(false life) +15 (improved heroic durability) + 180 (con mod 9 * 20) = 393 or 413-418 on 20-25 potential vitality item + pale green ioun stone = 453-458 potential

    Spell points: 1520 + 270 (equip bonus wizardry 150 sp) = 1790 sp

    AC: 10 base + 27(full mountain plate + 5 twilight/greater nimbleness) + 6 (tensers) + 2 (flame cloak insight) + 4 (shield spell) + 6 natural armor (equip bonus) + 6 protection (equip bonus) = 61 ac or 59 in rage

    Arcane spell failure : 0% ( greater twilighter 20% stacks with 15% spell agility augment = 35%)

    Prr: 26 from heavy armor +10 from tempest tree + 5 from two weapon defense+ 6 from blue gem ( could be better but all i have access too) = 47 or 51 at a +10 gem = 25% damage reduction

    Dr :10/adamantine


    Fortification: 105%(equip bonus)
    Concealment : 50% displacment
    dodge: 8%(equip bonus) =8% maybe

    Saves:
    Fort: 12+ 6 (equip bonus) + 9 (con mod) + 4 morale ( greater heroism) = 31
    Reflex: 11 + 6 (equip bonus)+9 (dex mod) +4 morale (greater heroism) +1 (haste)+ 3 tempest tree =34
    Will: 13+6 (equipment bonus) + 5 ( cha mod ) +4 morale (greater heroism) = 28

    Attack physical:
    Hit: +20(bab) + 5 (enhancement) + 11 (str mod) + 6 (accuracy mod) + 1 (haste) + 4 (greater heroism) + 3 Tempst tree+ 2 kensai tree = 53 or 67 after acid fog(-6 ac) + armor destruction(-8 ac)

    Damage +5( enhancement) + 6 (deadly) + 11 (str mod) + 6 (off hand str mod) +3 tempest tree +1 kensai tree = 31 added damage

    Weapons : Rib cracker morning stars / Tempest spine star mace 1-14. Coronations 14-20
    http://ddowiki.com/page/Item:Coronation
    Combat : 90% off hand strikes - 1 3[W] die attack + 1d6 x5 bleed potential every 6 seconds.

    Spell power:
    Acid - 50 +90 +(rock boots) + 150 (maximize) = 280
    Fire - 40 +90 (flame cloak)+ 150 (maximize)= 270
    spell crit : 20-30% depending on when i get flexible crafting shard around 23% with rock boots/flame cloak

    ************************************************** ***
    Splits done for now leaning towards the splash at this point will spend more time tuning it that the pure. Two handed has proven less desirable at the moment with my mild testing on glancing blow weapon procs even with the potential 160% weapon damage 3/4 attack sequence.
    ************************************************** *********************
    Last edited by Exiledtyrant; 09-18-2013 at 04:00 PM.

  2. #2
    Community Member Trillea's Avatar
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    Subbed to thread. Hoping that one of the 16/4 splashes turns out to be 16/2 pal/2 monk with high STR/CON/CHA..
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    With that low of a hit point total I recommend AVOIDING ever getting hit, there is no way I recommend melee at all as my fighter has enough problem at 530 hit points at level 18.

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    what damage type are you having trouble with at 18? if it's physical what is your your PRR and DR?
    if it's magical what resist do you maintain? the build so far can maintain 50 acid resist , 40 fire and 30 in everything else.

    How high is the damage you are taking? I am rarely getting hit for more than 1/10-1/4 my hp in normal - elites at 16 and I only have 300 hp. In fact I'm not even in one of the builds posted but a much less optimized one. The only time I get really hammered is from spell damage which has been very wonky lately. One day lightning bolt would one shot my in elites the next day after relogging spell damage was barely noticeable.

    if the build needs to be trimmer for mitigation it can be but that will be discussed later when I get all 4 outlines out so hopefully I give a full view of the builds before hashing out why certain splashes etc can be taken over others but at sacrifices to x,y,z.

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    Community Member Soulfurnace's Avatar
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    Quote Originally Posted by Doomflayer View Post
    With that low of a hit point total I recommend AVOIDING ever getting hit, there is no way I recommend melee at all as my fighter has enough problem at 530 hit points at level 18.
    My wizard just broke down crying.
    480 hp self buffed (no tensers), level 15..
    25% incorp, 50% displace and 15% dodge.. and he shouldn't be meleeing?
    Whatever shall I do with him now?

    *edit* he also has 65 AC and 27 prr in robes, with 47 stunning fist DC (also has imp sunder to lower their fort by 3)
    Last edited by Soulfurnace; 09-16-2013 at 09:32 PM.

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    Quote Originally Posted by Soulfurnace View Post
    My wizard just broke down crying.
    480 hp self buffed (no tensers), level 15..
    25% incorp, 50% displace and 15% dodge.. and he shouldn't be meleeing?
    Whatever shall I do with him now?

    *edit* he also has 65 AC and 27 prr in robes, with 47 stunning fist DC (also has imp sunder to lower their fort by 3)
    is that with named items or non free to play class splash? That's with tomes and stuff too right? I've been outlining on just bare bone 28, no tomes, and loot gen. I haven't loot into any named slots yet besides weapons.

  7. #7
    Community Member Soulfurnace's Avatar
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    Quote Originally Posted by Exiledtyrant View Post
    is that with named items or non free to play class splash? That's with tomes and stuff too right? I've been outlining on just bare bone 28, no tomes, and loot gen. I haven't loot into any named slots yet besides weapons.
    Oh, that's with all sorts of twink gear, tomes, p2p class (monk) and so much other stuff that is IS funny. (A wis based build with OC and E toughness for funs)

    No, no. He stated that a sorc (or wizard?) should never melee.
    I vote he never melees, because my wizard is doin' fine. (primary healing is Vampiric stonedust wraps, because I just don't take damage...)



    If I was you, I'd consider /2 rogue and max UMD. You will want self heals, and a sorc with max UMD (even with lowish cha) will do that quite nicely. Also nets evasion, 3d6 sneak attack (irrc) and some other goodies.

    16/2/2 sorc/fighter/rogue could be interesting. Less feats than /ranger, but evasion (gear will give enough reflex to evade a lot of casters), sneak attack, UMD and a few other enhancements. (As I said, you will want self heals. My theory of an unusual concept is to make sacrifices to make it a viable option, while retaining the original idea, hence why heal scrolls will be awesome for you.)

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    Twilight reduces ASF by 10%, and Greater Twilight reduces ASF by 20%. Twilight affects the armor or shield it is on only, however. It is applied before effects granting global reduction of arcane spell failure and stacks with them.

    straight off the wiki. so that means i can use a 15% spell agility augment which I've bought. so i can wear full plate. as long as I'm fighter spalshed. My AC actually changes by 2 after I can craft a +13 item. As of now I have a +11 mountain plaate. I have the enhancement and the greater twilight in just need of Greater nimbleness for the dex boost.

    The 2 ac is negligible however it's the extra 9 PRR across all my builds that is the big deal. tipping my resist by bout 5% + on each build. making 20% 25% and making 25% 30%. gonna edit stuff later putting two handed builds on hold. Weapons will be switched to coronations due to purple/red aug slots x2 very convenient + 1-6 elemntal damage can be added to each perhaps equaling or surpassing the 42 extra damage on crit death nip has over coronation on top end.

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    update with relevant changes. still researching named items can't really find anything to appealing that my loot gen doesn't fill besides insight const bonuses.

    got my first coronation only 3 pages away from my second. Major improvement in melee damage very happy to get my hands on 1. Main objective right now is to rebuild the plat I blew crafting that mountain plate with the +15 asf gem. Need to try and get some plat together for a pale green ioun stone, vitality +20 gem unless i can fit my minos helm into my gear somehow, and a +10 prr gem but not a rush on that.

  10. #10
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    Hey Exiled, nice thread on breaking down the bonuses. Not sure if you're looking for alternate ideas, but this is a build I came up with 2 nights ago. It's a total flavor build, I already have a maxed out geared up Pale Master high DC Wizard so this was for fun.

    Warforged 18 Sorcerer/2 Favored Soul in Shiradi Epic Destiny. 32 point build, +2 tomes.

    I had a an old WF barbarian sitting around I never do anything with so I used my LR +20 to make him 18/2. As a barbarian I declared the Shiradi Epic Destiny as my main before I used my LR +20. Base stats were: 16Str/12Dex/16Con/10Int/6Wis/14Chr, all level up points into Charisma, all stat gear is +6 Items

    Melee portion of the build: Feats are Power Attack, Cleave, Great Cleave, Improved Critical. Cast Master's Touch, Rage, Haste, Tensor's, and here's the little extra kicker- Favored Soul Divine Might. This allows you to apply your Charisma stat bonus to your strength. So if I have a 30 Charisma which is a +10 stat modifier and a 30 Strength, 30Str + 10 Chr modifier = 40 Strength buffed total. I personally choose to use mauls as a weapon as I had some laying around, and they are generally cheaper to acquire versus other weapon types. And it's amusing. Melee specific gear is +6 strength item, Deadly of Accuracy (both +6), and seeker +6 item.

    Defense portion of the build: Being Warforged prevents negative level drain and Hold Monster/Person. Casting Protection from Evil prevents being commanded/greater commanded. Choosing the Air Savant enhancement line prevents immunity to most forms of knockdown like Comet Fall. Tier 5 Air Savant ability allows you to zoom away like a monk or Favored Soul, quickly getting away from harm. Physical protection comes from displacement (50% Concealment), Dodge 8% on gear, 10% Incorporeal on gear. And of course great buffs like elemental resists, protections, GH, Jump, etc. Self heal with scrolls and Quickened Reconstruct for no fail healing. Dancing Balls, Firewalls, etc.- basically any enemy AoE spell can be blown away with Gust of Wind.

    Caster portion of the build: Maximize, Quicken, Extend. This plays like a regular Force/Fire based Shiradi Sorcerer. Rotate through a spell selection of Magic Missile, Chain Missile, Scorching Ray, and Meteor Swarm. The key is you want to avoid using many spells that have a saving throw to them like a Reflex or Will save. This build will not be DC caster focused. Depending on the mobs I also cast Firewall and stand in it while I melee. See AtomicMew's guide here for more guidance on play style, spell selection, and enhancement point expenditure:

    https://www.ddo.com/forums/showthrea...ller-than-ever

    So far he's a hoot to run and not very expensive to equip. The buffs and power come from mana, stats, feats, and the Epic Destiny. It doesn't require uber gear and a book of +5 tomes. Ran him through the Eveningstar chain 1 series of quests last night on Epic Hard with no problem.

    I hope this helps contribute to your battle caster idea and maybe gives some perspective on alternate approaches.
    .

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    things have been going good so far I've been taking alot of time out to explore the new packs I got and farm some things. I have all my +6 armor etc and custom crafted trinket and armor set up now for 20. I got my double coronations which have been a stupid high damage jump. I'm doing around 20-28 damage per mace and critting for 75-99 per mace with the added 8-88 damage each from rib cracker. Has given reasonable dps couple with 150-500 spell crits per dot.

    I've scraped the plan up top once again and have committed to a 2 ranger/ 2 barb/ 16 sorc final build. have to get a few more things together and then TR them. I am back to medium armor turns out i get a better dodge cap down there and I manage more prr aviable than my fighter splash. I have the choice of 52 to around 70 prr but decided to clip it in the 50s I am sitting at a comfortable 26-27% physical reduction right now and the extra 5-6% didn't seem worth it for the feat sacrifice to be made. Still weighing power attack vs improved mental toughness. 5 damage per mace and 15 per crit could be welcome in my current build that tight on add damage.

    Health is definitely going to hit 400 perhaps 420. I was able to work in that vitality helm from necropolis into my gear set up. AC is between 58 and 63. Could push it to 65-70 but felt sacrifices weren't warranted. Seems I keep a 50% miss chance at level still and I have displacement. prob gonna get that dodge to 6% since it's all i have for cap anyway.

    Going to plan out my ED soon and make a new gear write up for myself later. Will be checking back on this thread in a few weeks probably. Need to do massive editing to OP later with final build for 20 decided on and map out some 25-28s.sda Want to be dragon incarnation but Primal avatar is proving way better in actives and passives. Can just twist the 3 most important things I want from dragon anyway.

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