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  1. #21
    Community Member Alex3000's Avatar
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    Quote Originally Posted by Panzermeyer View Post
    Honestly if what you want to do is mainly fight, and only buff and heal with a dumped wisdom then I would start off with the following stats. Alot of what Alex said holds true.

    34 pt build
    Str 17
    Dex 13
    Con 16
    Int 14
    Wis 8
    Cha 8

    Level ups into Str will give you overwhelming critical.

    For feats I would go with the following (not in order)
    There are 7 1-20 lvl feats, 1 bonus human and 2 fighter for 10 feats.

    Empower Healing
    Quicken
    Power Attack
    Cleave
    Great Cleave
    Two Weapon Fighting
    Improved Two Weapon Fighting
    IC: Piercing
    GTWF
    Maximize

    You will have to pick up the TWF line later as your dex won't hit the needed number till 7th lvl. So take it at 9th. IC: Pierc at 12, and the rest afterwards. Play around with the planning to figure out what when.

    Definitely drop the mental toughnesses cause you are not going to be doing a ton of casting. You'll get more mileage focusing more on melee.

    Fighter levels will give you martial feat so you can use whatever you want. But stick with piercing weapons after you get IC. Scimitars and go slashing. Up to you.

    I would take at least the first fighter level early on to get PA and cleave and martial feats. The second could be taken later as needed once you hit the requirements for various feats. Maybe the 2nd at 7th lvl when your dex hits 15 for TWF for example.



    This is based on what you told me to do but I adjusted a bit. I got my fighter lv at lv2 and at lv 15(for IC:Piercing and Greater TWF).


    Maxed out STR and raised DEX to 15 so that I can use TWF feat quickly. Dumped INT to 10 as I'm not sure if I need that many points for my skills.
    You said I should go for DEX 13 but I'm not sure whether it will fit with the build you advised me.
    Please use the Character Planner as it helps..



    Code:
    Character Plan by DDO Character Planner Version 04.19.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Male
    (2 Fighter \ 18 Cleric) 
    Hit Points: 329
    Spell Points: 1037 
    BAB: 15\15\20\25\25
    Fortitude: 20
    Reflex: 12
    Will: 14
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             18                 27                   30
    Dexterity            15                 19                   19
    Constitution         15                 19                   19
    Intelligence         10                 14                   14
    Wisdom                8                 12                   12
    Charisma              8                 12                   14
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +3 Tome of Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    +4 Tome of Strength used at level 15
    +4 Tome of Dexterity used at level 15
    +4 Tome of Constitution used at level 15
    +4 Tome of Intelligence used at level 15
    +4 Tome of Wisdom used at level 15
    +4 Tome of Charisma used at level 15
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3.5               15                   15
    Bluff                -1                  2                    2
    Concentration         6                 27                   27
    Diplomacy            -1                  2                    2
    Disable Device        n/a               n/a                   n/a
    Haggle               -1                  2                    2
    Heal                  3                 24                   24
    Hide                  2                  4                    4
    Intimidate           -1                  2                    2
    Jump                  4                 20                   20
    Listen               -1                  1                    2
    Move Silently         2                  4                    4
    Open Lock             n/a               n/a                   n/a
    Perform              n/a                n/a                   n/a
    Repair                0                  2                    2
    Search                0                  2                    3
    Spellcraft            0                  2                    2
    Spot                 -1                  1                    2
    Swim                  n/a              n/a                   n/a
    Tumble                2.5                4.5                  4.5
    Use Magic Device     -1                  2                    2
    
    Level 1 (Cleric)
    Skill: Balance (+1.5)
    Skill: Concentration (+4)
    Skill: Heal (+4)
    Skill: Tumble (+0.5)
    Feat: (Human Bonus) Cleave
    Feat: (Deity) Favored by the Sovereign Host
    Feat: (Past Life) Past Life: Cleric
    Feat: (Selected) Power Attack
    
    
    Level 2 (Fighter)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+2)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Selected) Great Cleave
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    
    
    Level 9 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    
    
    Level 15 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+3)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 16 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+2)
    Skill: Heal (+2)
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    
    
    Level 20 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1.5)
    Enhancement: Human - Human Versatility: Damage Boost (Rank 1)
    Enhancement: Human - Human Adaptability: Strength (Rank 1)
    Enhancement: Human - Human Versatility: Attack Boost (Rank 1)
    Enhancement: Human - Human Adaptability: Charisma (Rank 1)
    Enhancement: Human - Human Versatility: Saves Boost (Rank 1)
    Enhancement: Human - Action Surge: Strength (Rank 1)
    Enhancement: Human - Action Surge: Strength (Rank 2)
    Enhancement: Human - Action Surge: Strength (Rank 3)
    Enhancement: Human - Improved Recovery (Rank 1)
    Enhancement: Human - Ambidexterity (Rank 1)
    Enhancement: Human - Ambidexterity (Rank 2)
    Enhancement: Human - Ambidexterity (Rank 3)
    Enhancement: Human - Improved Recovery (Rank 1)
    Enhancement: Human - Improved Recovery (Rank 1)
    Enhancement: Divine Disciple (Clr) - Divine Emissary of Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Sacred Defense (Rank 1)
    Enhancement: Divine Disciple (Clr) - Divine Vitality (Rank 1)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 1)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 2)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 3)
    Enhancement: Radiant Servant (Clr) - Healing Domain (Rank 1)
    Enhancement: Radiant Servant (Clr) - Pacifism (Rank 1)
    Enhancement: Radiant Servant (Clr) - Positive Energy Burst (Rank 1)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 1)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 2)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 3)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 1)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 2)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 3)
    Enhancement: Radiant Servant (Clr) - Divine Cleansing (Rank 1)
    Enhancement: Radiant Servant (Clr) - Divine Cleansing (Rank 2)
    Enhancement: Radiant Servant (Clr) - Charisma (Rank 1)
    Enhancement: Warpriest (Clr) - Smite Foe (Rank 1)
    Enhancement: Warpriest (Clr) - Resilience of Battle (Rank 1)
    Enhancement: Warpriest (Clr) - Sanctuary (Rank 1)
    Enhancement: Warpriest (Clr) - War Domain: Blur (Rank 1)
    Enhancement: Warpriest (Clr) - Toughness (Rank 1)
    Enhancement: Warpriest (Clr) - Toughness (Rank 2)
    Enhancement: Warpriest (Clr) - Toughness (Rank 3)
    Enhancement: Warpriest (Clr) - Awareness (Rank 1)
    Enhancement: Warpriest (Clr) - Smite Weakness (Rank 1)
    Enhancement: Warpriest (Clr) - Wall of Steel (Rank 1)
    Enhancement: Warpriest (Clr) - Wall of Steel (Rank 2)
    Enhancement: Warpriest (Clr) - Wall of Steel (Rank 3)
    Enhancement: Warpriest (Clr) - Inflame (Rank 1)
    Enhancement: Warpriest (Clr) - Inflame (Rank 2)
    Enhancement: Warpriest (Clr) - Inflame (Rank 3)
    Enhancement: Warpriest (Clr) - Inflame: Saving Throws (Rank 1)
    Enhancement: Warpriest (Clr) - Inflame: Saving Throws (Rank 2)
    Enhancement: Warpriest (Clr) - Inflame: Saving Throws (Rank 3)
    Enhancement: Warpriest (Clr) - Burden of Sin (Rank 1)
    Enhancement: Warpriest (Clr) - Burden of Sin (Rank 2)
    Enhancement: Warpriest (Clr) - Inflame: Energy Absorption (Rank 1)
    Enhancement: Warpriest (Clr) - Inflame: Energy Absorption (Rank 2)
    Enhancement: Warpriest (Clr) - Inflame: Energy Absorption (Rank 3)
    Enhancement: Warpriest (Clr) - Strength (Rank 1)
    Enhancement: Warpriest (Clr) - Ameliorating Strike (Rank 1)
    Enhancement: Warpriest (Clr) - Strength (Rank 1)
    Enhancement: Warpriest (Clr) - Divine Power (Rank 1)
    Enhancement: Warpriest (Clr) - Magic Backlash (Rank 1)
    Enhancement: Warpriest (Clr) - Magic Backlash (Rank 2)
    Enhancement: Warpriest (Clr) - Magic Backlash (Rank 3)
    Enhancement: Warpriest (Clr) - Divine Intervention (Rank 1)
    Enhancement: Kensei (Ftr) - Kensei Focus: Light Blades (Rank 1)
    Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Light Blades (Rank 1)

  2. #22
    2015 DDO Players Council
    Axel's DDO Channel
    axel15810's Avatar
    Join Date
    Nov 2010
    Location
    East Coast, USA
    Posts
    2,918

    Default

    Quote Originally Posted by Alex3000 View Post
    I have put all the stats into DEX as I thought it will save me some stats by taking Weapon Finesse but I have just known that STR is still used for dmg rolls


    I have some interest on the Clonk or Clogue build as it has high reflex but I want to finish this build and see if it can do any good as a dps and healer.
    Are there a lot of quest that need high reflex other than the blue dragon room in Gianthold Tor EE? (My healbot had reflex 14 and it was a pain in the ass)

    Anyway I only planned this build up to Lv20, I don't know what feats should I take at Epic Lvs.
    I'm not sure if the feats are in the right order. Also I have one extra feat left - Empower. <-I think this is the best choice for the remaining feat.

    The lever order you have told me, is it the best order?



    Made a Planner based on your build.


    Code:
    Character Plan by DDO Character Planner Version 04.19.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Male
    (2 Fighter \ 17 Cleric \ 1 Wizard) 
    Hit Points: 345
    Spell Points: 1016 
    BAB: 14\14\19\24
    Fortitude: 20
    Reflex: 11
    Will: 15
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             18                 27                   30
    Dexterity            14                 18                   18
    Constitution         16                 20                   20
    Intelligence         10                 14                   14
    Wisdom                8                 12                   12
    Charisma              8                 12                   14
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +3 Tome of Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    +4 Tome of Strength used at level 15
    +4 Tome of Dexterity used at level 15
    +4 Tome of Constitution used at level 15
    +4 Tome of Intelligence used at level 15
    +4 Tome of Wisdom used at level 15
    +4 Tome of Charisma used at level 15
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3.5               15                   15
    Bluff                -1                  2                    2
    Concentration         7                 28                   28
    Diplomacy            -1                  2                    2
    Disable Device        n/a               n/a                   n/a
    Haggle               -1                  2                    2
    Heal                  3                 24                   24
    Hide                  2                  4                    4
    Intimidate           -1                  2                    2
    Jump                  4                 17                   17
    Listen               -1                  1                    2
    Move Silently         2                  4                    4
    Open Lock             n/a               n/a                   n/a
    Perform              n/a                n/a                   n/a
    Repair                0                  2                    2
    Search                0                  2                    3
    Spellcraft            0                  2                    2
    Spot                 -1                  1                    2
    Swim                  n/a              n/a                   n/a
    Tumble                2.5                4.5                  4.5
    Use Magic Device     -1                  2                    2
    
    Level 1 (Cleric)
    Skill: Balance (+1.5)
    Skill: Concentration (+4)
    Skill: Heal (+4)
    Skill: Tumble (+0.5)
    Feat: (Selected) Empower Healing Spell
    Feat: (Deity) Favored by the Sovereign Host
    Feat: (Human Bonus) Maximize Spell
    Feat: (Past Life) Past Life: Cleric
    
    
    Level 2 (Fighter)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+2)
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Selected) Cleave
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    
    
    Level 9 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Selected) Great Cleave
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 16 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Feat: (Selected) Empower Spell
    
    
    Level 19 (Fighter)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    
    
    Level 20 (Wizard)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Human - Human Versatility: Damage Boost (Rank 1)
    Enhancement: Human - Human Adaptability: Strength (Rank 1)
    Enhancement: Human - Human Versatility: Attack Boost (Rank 1)
    Enhancement: Human - Human Adaptability: Charisma (Rank 1)
    Enhancement: Human - Human Versatility: Saves Boost (Rank 1)
    Enhancement: Human - Action Surge: Strength (Rank 1)
    Enhancement: Human - Action Surge: Strength (Rank 2)
    Enhancement: Human - Action Surge: Strength (Rank 3)
    Enhancement: Human - Improved Recovery (Rank 1)
    Enhancement: Human - Ambidexterity (Rank 1)
    Enhancement: Human - Ambidexterity (Rank 2)
    Enhancement: Human - Ambidexterity (Rank 3)
    Enhancement: Human - Improved Recovery (Rank 1)
    Enhancement: Human - Improved Recovery (Rank 1)
    Enhancement: Divine Disciple (Clr) - Divine Emissary of Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Sacred Defense (Rank 1)
    Enhancement: Divine Disciple (Clr) - Divine Vitality (Rank 1)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 1)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 2)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 3)
    Enhancement: Radiant Servant (Clr) - Healing Domain (Rank 1)
    Enhancement: Radiant Servant (Clr) - Pacifism (Rank 1)
    Enhancement: Radiant Servant (Clr) - Positive Energy Burst (Rank 1)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 1)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 2)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 3)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 1)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 2)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 3)
    Enhancement: Radiant Servant (Clr) - Divine Cleansing (Rank 1)
    Enhancement: Radiant Servant (Clr) - Divine Cleansing (Rank 2)
    Enhancement: Radiant Servant (Clr) - Charisma (Rank 1)
    Enhancement: Warpriest (Clr) - Smite Foe (Rank 1)
    Enhancement: Warpriest (Clr) - Resilience of Battle (Rank 1)
    Enhancement: Warpriest (Clr) - Sanctuary (Rank 1)
    Enhancement: Warpriest (Clr) - War Domain: Blur (Rank 1)
    Enhancement: Warpriest (Clr) - Toughness (Rank 1)
    Enhancement: Warpriest (Clr) - Toughness (Rank 2)
    Enhancement: Warpriest (Clr) - Toughness (Rank 3)
    Enhancement: Warpriest (Clr) - Awareness (Rank 1)
    Enhancement: Warpriest (Clr) - Smite Weakness (Rank 1)
    Enhancement: Warpriest (Clr) - Wall of Steel (Rank 1)
    Enhancement: Warpriest (Clr) - Wall of Steel (Rank 2)
    Enhancement: Warpriest (Clr) - Wall of Steel (Rank 3)
    Enhancement: Warpriest (Clr) - Inflame (Rank 1)
    Enhancement: Warpriest (Clr) - Inflame (Rank 2)
    Enhancement: Warpriest (Clr) - Inflame (Rank 3)
    Enhancement: Warpriest (Clr) - Inflame: Saving Throws (Rank 1)
    Enhancement: Warpriest (Clr) - Inflame: Saving Throws (Rank 2)
    Enhancement: Warpriest (Clr) - Inflame: Saving Throws (Rank 3)
    Enhancement: Warpriest (Clr) - Burden of Sin (Rank 1)
    Enhancement: Warpriest (Clr) - Burden of Sin (Rank 2)
    Enhancement: Warpriest (Clr) - Inflame: Energy Absorption (Rank 1)
    Enhancement: Warpriest (Clr) - Inflame: Energy Absorption (Rank 2)
    Enhancement: Warpriest (Clr) - Inflame: Energy Absorption (Rank 3)
    Enhancement: Warpriest (Clr) - Strength (Rank 1)
    Enhancement: Warpriest (Clr) - Ameliorating Strike (Rank 1)
    Enhancement: Warpriest (Clr) - Strength (Rank 1)
    Enhancement: Warpriest (Clr) - Divine Power (Rank 1)
    Enhancement: Warpriest (Clr) - Magic Backlash (Rank 1)
    Enhancement: Warpriest (Clr) - Magic Backlash (Rank 2)
    Enhancement: Warpriest (Clr) - Magic Backlash (Rank 3)
    Enhancement: Warpriest (Clr) - Divine Intervention (Rank 1)
    Enhancement: Kensei (Ftr) - Kensei Focus: Light Blades (Rank 1)
    Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Light Blades (Rank 1)

    For the Wiz spells, I took Jump, Tumble, Mage Armor, Shield, Merfolk's Blessing.
    +4 stat tomes all used.
    Oh I forgot to mention in my other post that 17 cleric/ 3 rogue is an option if you want to go the weapon finesse/evasion route. The lvl 3 assassin enhancement “dagger in the back” lets you use DEX for damage rolls for any weapon included in the Weapon Finesse feat. So essentially you can use DEX for both attack and damage if you have Weapon Finesse and the DITB enhancement. I'm planning a fun clogue build around this for myself right now.

    Build looks fine for the most part. However, stop at 16 on STR, 6 points for 1 rank of STR is too expensive. Put more points in CHA for better Divine Might and more turns.

    Your feats look fine but don’t bother taking Maximize so early. It’s too expense as far as SP required to be useful early on, take it later. Personally I’d take cleave earlier, I find it very useful for low levels.

    Reflex saves are very important, they’re very useful as they let you take less spell damage in a lot of situations.

    Your level order is fine. There’s no “best” order. Taking a wiz level early is very popular, as is taking a fighter level. Some will take all their splash levels after they get their aura at cleric level 12. Some delay it to the end because they want to get their higher level spells as soon as possible. It just depends on what you want to do.

  3. #23
    Community Member Panzermeyer's Avatar
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    Quote Originally Posted by axel15810 View Post
    Your level order is fine. There’s no “best” order. Taking a wiz level early is very popular, as is taking a fighter level. Some will take all their splash levels after they get their aura at cleric level 12. Some delay it to the end because they want to get their higher level spells as soon as possible. It just depends on what you want to do.
    Taking a wizard level is no longer very popular. In the old enhancement pass taking a level of wizard gave you a magic feat and +40 spell power for your blade barriers. With the new enhancements you can no longer get the spell power from the enhancements. So the wizard level is only giving you a free feat.

    Does not provide much utility it seems.
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  4. #24
    Community Member Panzermeyer's Avatar
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    Quote Originally Posted by Alex3000 View Post
    This is based on what you told me to do but I adjusted a bit. I got my fighter lv at lv2 and at lv 15(for IC:Piercing and Greater TWF).


    Maxed out STR and raised DEX to 15 so that I can use TWF feat quickly. Dumped INT to 10 as I'm not sure if I need that many points for my skills.
    You said I should go for DEX 13 but I'm not sure whether it will fit with the build you advised me.
    Please use the Character Planner as it helps..
    I would probably change the human adapability to con rather than str. That would even out your Con and give you 20 more hit points. I am not sure the numbers, but I would likely drop the str from war priest line so I end up with a 28 str rather and 30. Use those other points in something else. I am sure there is lots of goodness, but if you are looking for stats in enhancements, maybe the other human adaptability to dex to even that out as well for the reflex save. But I wouldn't worry about that too much without evasion your reflex saves are never really going to be meaningful enough to put much effort into that/ And get a cha boost from one of the cleric lines to even that out.

    Of course this depends on your gear as well. If you are going to run around with the Purple Dragon Knight guantlets at a +7 str then ending up with an odd number str is fine. Same with Con. You will know this better based on your gear.

    I just think you will get more utility out of 20 hit points than a +1 to hit and damage. While you have great self healing, you do want to sit at around at least 500 hit points so you can survive a disintegrate or something like that.
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  5. #25
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    Quote Originally Posted by Panzermeyer View Post
    Taking a wizard level is no longer very popular. In the old enhancement pass taking a level of wizard gave you a magic feat and +40 spell power for your blade barriers. With the new enhancements you can no longer get the spell power from the enhancements. So the wizard level is only giving you a free feat.

    Does not provide much utility it seems.
    I'm aware of the changes but if you're taking 2 fighter levels for 2 extra feats as the original poster suggested it's still the best choice to splash a wizard level for a 3rd extra feat and arcane wands as an 18th level of cleric gives you almost nothing. 17 cleric/ 2 fighter/ 1 wizard is still really strong. I'm personally liking 17 cleric / 2 pally / 1 figher more for epic content these days since saves are so weak on the 2 fighter / 1 wizard build.

  6. #26
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    Quote Originally Posted by axel15810 View Post
    Oh I forgot to mention in my other post that 17 cleric/ 3 rogue is an option if you want to go the weapon finesse/evasion route. The lvl 3 assassin enhancement “dagger in the back” lets you use DEX for damage rolls for any weapon included in the Weapon Finesse feat. So essentially you can use DEX for both attack and damage if you have Weapon Finesse and the DITB enhancement. I'm planning a fun clogue build around this for myself right now.

    Build looks fine for the most part. However, stop at 16 on STR, 6 points for 1 rank of STR is too expensive. Put more points in CHA for better Divine Might and more turns.

    Your feats look fine but don’t bother taking Maximize so early. It’s too expense as far as SP required to be useful early on, take it later. Personally I’d take cleave earlier, I find it very useful for low levels.

    Reflex saves are very important, they’re very useful as they let you take less spell damage in a lot of situations.

    Your level order is fine. There’s no “best” order. Taking a wiz level early is very popular, as is taking a fighter level. Some will take all their splash levels after they get their aura at cleric level 12. Some delay it to the end because they want to get their higher level spells as soon as possible. It just depends on what you want to do.

    Well the Clogue or Clonk build seems interesting.


    I adjusted the STR for 16 and CHA for 14. Also took Divine Might as you said and changed the feat order.
    I just want this warpriest build to do dps as quickly as possible effectively.


    Code:
    Character Plan by DDO Character Planner Version 04.19.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Male
    (2 Fighter \ 17 Cleric \ 1 Wizard) 
    Hit Points: 345
    Spell Points: 1016 
    BAB: 14\14\19\24
    Fortitude: 20
    Reflex: 11
    Will: 15
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 25                   28
    Dexterity            14                 18                   18
    Constitution         16                 20                   20
    Intelligence         10                 14                   14
    Wisdom                8                 12                   12
    Charisma             14                 18                   20
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +3 Tome of Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    +4 Tome of Strength used at level 15
    +4 Tome of Dexterity used at level 15
    +4 Tome of Constitution used at level 15
    +4 Tome of Intelligence used at level 15
    +4 Tome of Wisdom used at level 15
    +4 Tome of Charisma used at level 15
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3.5               15                   15
    Bluff                 2                  5                    5
    Concentration         7                 28                   28
    Diplomacy             2                  5                    5
    Disable Device        n/a               n/a                   n/a
    Haggle                2                  5                    5
    Heal                  3                 24                   24
    Hide                  2                  4                    4
    Intimidate            2                  5                    5
    Jump                  3                 16                   16
    Listen               -1                  1                    1
    Move Silently         2                  4                    4
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                0                  2                    2
    Search                0                  2                    2
    Spellcraft            0                  2                    2
    Spot                 -1                  1                    1
    Swim                  n/a               n/a                   n/a
    Tumble                2.5                4.5                  4.5
    Use Magic Device      2                  5                    5
    
    Level 1 (Cleric)
    Skill: Balance (+1.5)
    Skill: Concentration (+4)
    Skill: Heal (+4)
    Skill: Tumble (+0.5)
    Feat: (Selected) Empower Healing Spell
    Feat: (Deity) Favored by the Sovereign Host
    Feat: (Past Life) Past Life: Cleric
    Feat: (Human Bonus) Power Attack
    
    
    Level 2 (Fighter)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Fighter Bonus) Cleave
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+2)
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Selected) Great Cleave
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    
    
    Level 9 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 16 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Feat: (Selected) Empower Spell
    
    
    Level 19 (Fighter)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    
    
    Level 20 (Wizard)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Human - Human Versatility: Damage Boost (Rank 1)
    Enhancement: Human - Human Adaptability: Strength (Rank 1)
    Enhancement: Human - Human Versatility: Attack Boost (Rank 1)
    Enhancement: Human - Human Adaptability: Charisma (Rank 1)
    Enhancement: Human - Human Versatility: Saves Boost (Rank 1)
    Enhancement: Human - Action Surge: Strength (Rank 1)
    Enhancement: Human - Action Surge: Strength (Rank 2)
    Enhancement: Human - Action Surge: Strength (Rank 3)
    Enhancement: Human - Improved Recovery (Rank 1)
    Enhancement: Human - Ambidexterity (Rank 1)
    Enhancement: Human - Ambidexterity (Rank 2)
    Enhancement: Human - Ambidexterity (Rank 3)
    Enhancement: Human - Improved Recovery (Rank 1)
    Enhancement: Human - Improved Recovery (Rank 1)
    Enhancement: Divine Disciple (Clr) - Divine Emissary of Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Sacred Defense (Rank 1)
    Enhancement: Divine Disciple (Clr) - Divine Vitality (Rank 1)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 1)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 2)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 3)
    Enhancement: Radiant Servant (Clr) - Healing Domain (Rank 1)
    Enhancement: Radiant Servant (Clr) - Pacifism (Rank 1)
    Enhancement: Radiant Servant (Clr) - Positive Energy Burst (Rank 1)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 1)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 2)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 3)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 1)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 2)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 3)
    Enhancement: Radiant Servant (Clr) - Divine Cleansing (Rank 1)
    Enhancement: Radiant Servant (Clr) - Divine Cleansing (Rank 2)
    Enhancement: Radiant Servant (Clr) - Charisma (Rank 1)
    Enhancement: Warpriest (Clr) - Smite Foe (Rank 1)
    Enhancement: Warpriest (Clr) - Resilience of Battle (Rank 1)
    Enhancement: Warpriest (Clr) - Sanctuary (Rank 1)
    Enhancement: Warpriest (Clr) - War Domain: Blur (Rank 1)
    Enhancement: Warpriest (Clr) - Divine Might (Rank 1)
    Enhancement: Warpriest (Clr) - Divine Might (Rank 2)
    Enhancement: Warpriest (Clr) - Divine Might (Rank 3)
    Enhancement: Warpriest (Clr) - Toughness (Rank 1)
    Enhancement: Warpriest (Clr) - Toughness (Rank 2)
    Enhancement: Warpriest (Clr) - Toughness (Rank 3)
    Enhancement: Warpriest (Clr) - Smite Weakness (Rank 1)
    Enhancement: Warpriest (Clr) - Wall of Steel (Rank 1)
    Enhancement: Warpriest (Clr) - Wall of Steel (Rank 2)
    Enhancement: Warpriest (Clr) - Wall of Steel (Rank 3)
    Enhancement: Warpriest (Clr) - Inflame (Rank 1)
    Enhancement: Warpriest (Clr) - Inflame (Rank 2)
    Enhancement: Warpriest (Clr) - Inflame (Rank 3)
    Enhancement: Warpriest (Clr) - Inflame: Saving Throws (Rank 1)
    Enhancement: Warpriest (Clr) - Inflame: Saving Throws (Rank 2)
    Enhancement: Warpriest (Clr) - Inflame: Saving Throws (Rank 3)
    Enhancement: Warpriest (Clr) - Inflame: Energy Absorption (Rank 1)
    Enhancement: Warpriest (Clr) - Inflame: Energy Absorption (Rank 2)
    Enhancement: Warpriest (Clr) - Inflame: Energy Absorption (Rank 3)
    Enhancement: Warpriest (Clr) - Strength (Rank 1)
    Enhancement: Warpriest (Clr) - Ameliorating Strike (Rank 1)
    Enhancement: Warpriest (Clr) - Strength (Rank 1)
    Enhancement: Warpriest (Clr) - Divine Power (Rank 1)
    Enhancement: Warpriest (Clr) - Magic Backlash (Rank 1)
    Enhancement: Warpriest (Clr) - Magic Backlash (Rank 2)
    Enhancement: Warpriest (Clr) - Magic Backlash (Rank 3)
    Enhancement: Warpriest (Clr) - Divine Intervention (Rank 1)
    Enhancement: Kensei (Ftr) - Kensei Focus: Light Blades (Rank 1)
    Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Light Blades (Rank 1)

    Does my Int stat seem to be too high? I only need Heal, Concentration, Balance. I just didn't know where to put the other points so I put it on Jump. Maybe UMD is better.

  7. #27
    Community Member Alex3000's Avatar
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    Quote Originally Posted by axel15810 View Post
    I'm aware of the changes but if you're taking 2 fighter levels for 2 extra feats as the original poster suggested it's still the best choice to splash a wizard level for a 3rd extra feat and arcane wands as an 18th level of cleric gives you almost nothing. 17 cleric/ 2 fighter/ 1 wizard is still really strong. I'm personally liking 17 cleric / 2 pally / 1 figher more for epic content these days since saves are so weak on the 2 fighter / 1 wizard build.
    Up to how much saves does the pally class give? What's the advantage of taking a paladin class compared to the 2fighter/1wiz build?

    Seems that I would be short on one feat slot if I go for pally.

    Are you talking about the Revisited Titan build in the forum?

    Also I would like to know how it works well in EE content.

  8. #28
    Community Member Alex3000's Avatar
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    Quote Originally Posted by Panzermeyer View Post
    I would probably change the human adapability to con rather than str. That would even out your Con and give you 20 more hit points. I am not sure the numbers, but I would likely drop the str from war priest line so I end up with a 28 str rather and 30. Use those other points in something else. I am sure there is lots of goodness, but if you are looking for stats in enhancements, maybe the other human adaptability to dex to even that out as well for the reflex save. But I wouldn't worry about that too much without evasion your reflex saves are never really going to be meaningful enough to put much effort into that/ And get a cha boost from one of the cleric lines to even that out.

    Of course this depends on your gear as well. If you are going to run around with the Purple Dragon Knight guantlets at a +7 str then ending up with an odd number str is fine. Same with Con. You will know this better based on your gear.

    I just think you will get more utility out of 20 hit points than a +1 to hit and damage. While you have great self healing, you do want to sit at around at least 500 hit points so you can survive a disintegrate or something like that.

    I forgot I had to consider the stats for my gears. Thx

    Well for End game up to lv28 - I think it has a +10 STR item but as far I know STR with gears woul be evened. +8STR +1 Exceptional +3 Insight Bonus = 12
    It's the same for up to lv20 which I planned the gears so far but nearly done with it. +7STR +1 Exceptional +2 Insight Bonus = 10

    Well can you give me some suggestion on Enhancements? I just don't seem to find anything useful that I haven't selected and took some reference on Enhancement review in the forum.


    Also I have some question on Lv7 and Lv13 items as there is an item set that gives me +2dmg and +2dmg/hit but would it better to abandon if I have a better item like Spectral Gloves/Minos Legens or GS whatever it is for better survivability and for use on a lot of occasions.
    Last edited by Alex3000; 10-25-2013 at 11:07 AM.

  9. #29
    Community Member Panzermeyer's Avatar
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    Quote Originally Posted by Alex3000 View Post
    Well can you give me some suggestion on Enhancements? I just don't seem to find anything useful that I haven't selected and took some reference on Enhancement review in the forum.
    Enhancements really always depends on how you want to play.

    The Warpriest tree is for fighting.
    The Divine Disciple is for casting, which splashing you are going to be losing out a t bit on anyway end game, so likely not much here.
    Radiant Servant is for healing.

    Stalwart Defender is best with a S&B which you are not doing.

    Some points in Kensei will get you +3 to your tactics DC's

    Definitely get healing amp in the human tree. At least tier one, the next teir if you spend enough points in human. I often going with the fighting styles in human cause they are pretty good actually.

    Based on your combat desire, I'd spend most in Warpriest. Get the Smite lines. The Teir 4 addition to smiting ability using TWF will allow you to heal yourself and your part fairly well in combat. Divine Might is a must.

    Invest a bit into Radiant Servant to get at least Bursts. But you could be viable spending most points here to get the Aura as well, and then the rest in the Warpriest line. The Teir 4 smiting Healing is well well worth it, however I think you only need like 20 points in the tree to get it. So spending the 30ish to get Aura, then some in the human tree and some in warpriest tree.

    Also I have some question on Lv7 and Lv13 items as there is an item set that gives me +2dmg and +2dmg/hit but would it better to abandon if I have a better item like Spectral Gloves/Minos Legens or GS whatever it is for better survivability and for use on a lot of occasions.
    Spectral gloves are good cause they boost your dex. Being in combat GS Con Opp item for getting SP and HP back would be super helpful. Minos Legnes use to be a staple for mid level, and some high level. But with U19 it is really easy to slot both HP and Fort in other gear. So all depends on your gear.

    I have found Heroic content has gotten easier, so I don't both a ton with gear on Heroic levels till much later. Particualrly if you are not spending a ton of time at a particular level range. I just don't find it worht it farming out gear that I end up casting off in a few days anyway. So as far as Heroics go use what you can get your hands on and suits you.

    You are going to want the highest stat items possible for all but intelligence. Which can cause headaches unless you have a good crafter. But yes that will include a cha item for additional turns to power bursts/aura/turning/divine might.

    If you go piercing the Turbulent Epee is a great rapier DR breaker. Only thing that comes to mind at the moment.
    Panzermeyer - Huge Terry Brooks Shannara Fan

    Main
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    Alts
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    Eritria Shannara - Human Swashbuckler
    (TR VII - Ftr x3, Sorc x1, Wiz x3 EtR - Prim x1)
    Kirisin Shannara - Sun Elf Shadovar Infiltrator (TR XIV - Barb x1, Bard x1, Clc x3, Fvs x3, Sorc x3, Wiz x3 - EtR V - Mart x2, Div x3 - ItR - MLE x1)


  10. #30
    Community Member Panzermeyer's Avatar
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    Quote Originally Posted by Alex3000 View Post
    Also I have some question on Lv7 and Lv13 items as there is an item set that gives me +2dmg and +2dmg/hit but would it better to abandon if I have a better item like Spectral Gloves/Minos Legens or GS whatever it is for better survivability and for use on a lot of occasions.
    You will want a high devotion item for your healing. The Shamanic Fetish from GH does come to mind.

    Also if you are doing this as a second lifer, you could get the Master's Gift. Get your voice, the mantle of the worldshaper, 5 greater tokens of the twelve and crunch them together to get a ML1 colorless augment that gives you +5% XP. That way you can always slot it in your gear and not worry about having to swap it in.
    Panzermeyer - Huge Terry Brooks Shannara Fan

    Main
    Jelara Shannara - PDK
    Steel Shrine (TR XX - Barb x3, Drd x3, FvS x3, Pal x2, Rgr x1, Rog x2, Sorc x3, Wiz x3 - EtR X - Arc x3, Div x2, Mart x3, Prim x3 - ItR II - PDK x2)
    Alts
    DamsonRhee Shannara - PDK Swashbuckler
    Challenge Farmer
    Eritria Shannara - Human Swashbuckler
    (TR VII - Ftr x3, Sorc x1, Wiz x3 EtR - Prim x1)
    Kirisin Shannara - Sun Elf Shadovar Infiltrator (TR XIV - Barb x1, Bard x1, Clc x3, Fvs x3, Sorc x3, Wiz x3 - EtR V - Mart x2, Div x3 - ItR - MLE x1)


  11. #31
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    Quote Originally Posted by Alex3000 View Post
    Up to how much saves does the pally class give? What's the advantage of taking a paladin class compared to the 2fighter/1wiz build?

    Seems that I would be short on one feat slot if I go for pally.

    Are you talking about the Revisited Titan build in the forum?

    Also I would like to know how it works well in EE content.
    Yes, I'm talking about the Radiant Titan build posted in another thread on the Cleric board. If you have 2 paladin levels your CHA modifier is added to your saves. That's the big advantage of the 2 pally / 1 fighter. The downside of it compared to 2 fighter / 1 wiz is that you lose 2 feats and can't use low level arcane wands/scrolls.

    In my opinion 2 figher/ 1 wiz is somewhat better DPS because you can take 2 additional melee feats. However, your saves suffer badly which is why I personally think 2 pally / 1 fighter is the way to go if you plan on running epic elite.

  12. #32
    Community Member Panzermeyer's Avatar
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    Quote Originally Posted by Alex3000 View Post
    Up to how much saves does the pally class give? What's the advantage of taking a paladin class compared to the 2fighter/1wiz build?

    Seems that I would be short on one feat slot if I go for pally.

    Are you talking about the Revisited Titan build in the forum?

    Also I would like to know how it works well in EE content.
    Two adds your cha modifier to your saves, across the board. Which can be a huge boost. If you have a high charisma. Seems based on your build you are going to have a what 8base + 4tome + +8item (reasonable) = 20 cha. For what +5 bonus across the board to saves.

    For the newest epic elite content you either want mid 50+ saves, or basically don't spend a ton of effort on it.

    But Ellis demonstrates that he solos the older EE content not worrying about saves, in the Silverdance build I posted earlier.

    Generally speaking I go for saves over feats whenever possible, that is why I always run force of personality on my sorcs. Given that your build doesn't have anything save worthy boosting (evasion, high will saves, etc) on this build I might go with not focusing on saves and skip the pally splash.
    Panzermeyer - Huge Terry Brooks Shannara Fan

    Main
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    Steel Shrine (TR XX - Barb x3, Drd x3, FvS x3, Pal x2, Rgr x1, Rog x2, Sorc x3, Wiz x3 - EtR X - Arc x3, Div x2, Mart x3, Prim x3 - ItR II - PDK x2)
    Alts
    DamsonRhee Shannara - PDK Swashbuckler
    Challenge Farmer
    Eritria Shannara - Human Swashbuckler
    (TR VII - Ftr x3, Sorc x1, Wiz x3 EtR - Prim x1)
    Kirisin Shannara - Sun Elf Shadovar Infiltrator (TR XIV - Barb x1, Bard x1, Clc x3, Fvs x3, Sorc x3, Wiz x3 - EtR V - Mart x2, Div x3 - ItR - MLE x1)


  13. #33
    Community Member Alex3000's Avatar
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    Quote Originally Posted by Panzermeyer View Post
    Enhancements really always depends on how you want to play.

    The Warpriest tree is for fighting.
    The Divine Disciple is for casting, which splashing you are going to be losing out a t bit on anyway end game, so likely not much here.
    Radiant Servant is for healing.

    Stalwart Defender is best with a S&B which you are not doing.

    Some points in Kensei will get you +3 to your tactics DC's

    Definitely get healing amp in the human tree. At least tier one, the next teir if you spend enough points in human. I often going with the fighting styles in human cause they are pretty good actually.

    Based on your combat desire, I'd spend most in Warpriest. Get the Smite lines. The Teir 4 addition to smiting ability using TWF will allow you to heal yourself and your part fairly well in combat. Divine Might is a must.

    Invest a bit into Radiant Servant to get at least Bursts. But you could be viable spending most points here to get the Aura as well, and then the rest in the Warpriest line. The Teir 4 smiting Healing is well well worth it, however I think you only need like 20 points in the tree to get it. So spending the 30ish to get Aura, then some in the human tree and some in warpriest tree.



    Spectral gloves are good cause they boost your dex. Being in combat GS Con Opp item for getting SP and HP back would be super helpful. Minos Legnes use to be a staple for mid level, and some high level. But with U19 it is really easy to slot both HP and Fort in other gear. So all depends on your gear.

    I have found Heroic content has gotten easier, so I don't both a ton with gear on Heroic levels till much later. Particualrly if you are not spending a ton of time at a particular level range. I just don't find it worht it farming out gear that I end up casting off in a few days anyway. So as far as Heroics go use what you can get your hands on and suits you.

    You are going to want the highest stat items possible for all but intelligence. Which can cause headaches unless you have a good crafter. But yes that will include a cha item for additional turns to power bursts/aura/turning/divine might.

    If you go piercing the Turbulent Epee is a great rapier DR breaker. Only thing that comes to mind at the moment.


    I already put all the enhancements that you just told me. You can check it on the build I planned some hours ago.

    Somehow I was already thinking of getting cannith crafted items for high stats, well I know a crafter who has nearly maxed all the levels.

    I already found all the named rapiers and shortswords but kind of working which one should be used at certain situations and levels. Also the combinations.

  14. #34
    Community Member Alex3000's Avatar
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    Quote Originally Posted by axel15810 View Post
    Yes, I'm talking about the Radiant Titan build posted in another thread on the Cleric board. If you have 2 paladin levels your CHA modifier is added to your saves. That's the big advantage of the 2 pally / 1 fighter. The downside of it compared to 2 fighter / 1 wiz is that you lose 2 feats and can't use low level arcane wands/scrolls.

    In my opinion 2 figher/ 1 wiz is somewhat better DPS because you can take 2 additional melee feats. However, your saves suffer badly which is why I personally think 2 pally / 1 fighter is the way to go if you plan on running epic elite.


    Well currently I am trying to get the items I need but I don't think I will go for EE as I only intended this build for up to lv20 so that I can TR again and do EE later when I have some past lives that can help.

    So for the 2 fighter/1 wiz build you recommended, will it work well on all Heroic Elite quests?

  15. #35
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    Quote Originally Posted by Alex3000 View Post
    Well currently I am trying to get the items I need but I don't think I will go for EE as I only intended this build for up to lv20 so that I can TR again and do EE later when I have some past lives that can help.

    So for the 2 fighter/1 wiz build you recommended, will it work well on all Heroic Elite quests?
    Yep, works great.

  16. #36
    Community Member Alex3000's Avatar
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    Default CLR17/WIZ1/FTR2 Gear.

    So here's my gear for each Lv I've checked on all named items on Wiki.


    What do you think it's more important to a Warpriest. More Health or Hit/Dmg?
    If I do pick up hit/dmg set over Health will it give a big diffrence with having those gears on? Considering I have the best gear for my Rapier/Shortsword.


    I've picked up Insightful STR+2 on my Warprist Tod Ring. Do you think it's ok?


    #The Items marked as ALTERNATIVE means that I am unsure whether to take this or that item on.




    Lv1

    GateWarden's Girdle - Fortitude save+2, Light Fortification
    Anger's Step- Jump+3,+2 bonus hit SET
    Anger's Wrath-STR+1,Res+1 SET
    Berserker Bracers- DR1/
    Witchdoctor's Mantle-Will save+2, +20 SP
    Goggles of Insight- Attack Bonus+1
    Cannith Wis+2 Helm
    Cannith STR +2 Ring
    Cannith CON+2 Ring
    Cannith DEX+2 gloves
    Cannith Blindness Immunity Trinket


    Heal Mod - +50sp Cannith Trinket/Devotion 36 Cannith Ring

    Featherfall- Ring of feathers





    Lv3

    Philarlan Mirror Cloak-Spell Resistance 17
    Cannith Wis+3 Helm
    Cannith STR+3 Ring
    Cannith CON+3 Ring
    Cannith DEX+3 Gloves
    Cannith Moderate Fortification Belt

    Turns- Cannith Charisma +3 Cloak

    Heal Mod- Devotion +42 Cannith Ring/+75 Cannith Trinket





    lv4
    Ring of the Stalker- Seeker+1 With Cannith STR+3 Ring
    ALTERNATIVE<Rock Boots-Lesser Stone Prison Guard

    *Cast myself Bull's Strength and Bear's Endurance.




    lv5
    Cannith +2 attack bonus goggles
    Cannith CON+4 Ring with Ring of the Stalker
    +6 STR Ioun Stone
    Mask of Comedy

    Heal Mod-Mask of Comedy/+6 Wisdom Ioun Stone/ +200 SP IounStone

    Turns- Charisma+4 Cannth Cloak





    Lv7
    Cannith Heavy Fortification Belt
    Bracers of the Claw - Con+2 SET
    Gloves of the Claw-STR+3,SET Bonus +2 Dmg
    Cloak of Protection- Spell Res 17, Protection+3
    Sacred Helm-+48Devotion,Deathblock
    Cannith +5 DEX Ring


    Heal Mod- Sacred Helm/+6 Wisdom Ioun Stone/ +200 SP IounStone/Cannith +5 CON Necklace
    Turns-Charisma+5 Cannith Cloak/Sacred Ring







    Lv8
    Ring of the Stalker(lv8)-Seeker +2 with Cannith Dex+5 Ring





    Lv9
    Belt of Brute Strength-STR+6,+30HP
    Cloak of Invisibility-Green Aug,Ghostly,Invisibility with my Blur wand
    Chainmail Coif-Devotion+60,Green
    Cannith+6 DEX Ring with Ring of Balance-Heavy Fortification,Balance+13,+2 deflection.+2 resistance to true neutral
    The Blood Stone-Seeker+6


    Heal Mod-Chainmail Coif/+6 Wisdom Ioun Stone/ +200 SP IounStone/Cannith CON+6 Necklace

    Turns-Skull Fetish Mask/Sacred Ring

    Striding-Gyroscopic Boots of Striding-Balance+10,Striding +30%







    Lv 11
    Belt: Belt of Brute Strength-STR+6, 30HP

    Boots: Rock Boots

    Wrists: Bracers of the Claw - Con+2,Moderate Fortification Or GS Wrists.

    Cloak: Cloak of Invisibility-Green Aug,Ghostly,Invisibility. Cast Blur on it.

    Eyes: Goggles of Perception-Attack +2

    Head: Minos Legens-Heavy Fortification, Vitality+20,

    Neck: GS Neck

    Gloves: Gloves of the Claw-STR+3,SET Bonus +2 Dmg

    Trinket: The blood stone-Seeker+6

    Ring1 - Cannith+6 DEX Ring

    Ring2 - Cannith+6 CON Ring


    ALTERNATIVE SET:Head/Ring/Hands
    Wrath of Sora Kell - +2 Artifcat Attack, Dmg. WIS,CHA,STR +5


    Healing Mod - Seraphim/GS Wrist/+200 SP Ioun Stone.

    Turns: Skull Fetish Mask/ Sacred Ring

    Striding: Gyroscopic Boots of Striding

    Etc: Torc of Prince Raiyum-de II - SP regenerate



    Greensteel:
    Bracers-45+HP,+6 Con Skills, +4 STR Skills. Existential Stalemate(WIS+6), Concoradant Opposition
    Neck-Blind/Fear/Death Immunity

    GS Clickes
    +150SP/StoneSkin Ring.
    Displacement Goggles.
    Haste Gloves




    Lv12
    ALTERNATIVE:Rock Boots(lv12)- Stone Prison Guard, Slippery Surface Immunity







    Lv13
    Litany of the Dead-+1 Ability/attack and dmg bonus
    Mentau's Goggles - Seeker+6


    Ghost touch-Spectral Gloves- Ethereal, DEX+5, Attack Bonus+2

    Heal Mod- Gauntlets of Eternity/GS Wrist/+200 SP Ioun Stone

    ALTERNATIVE SET:Head/Ring/Hands
    Wrath of Sora Kell - +2 Artifcat Attack, Dmg. WIS,CHA,STR +6, True Seeing.






    Lv14
    ALTERNATIVE: Dream Visor - Attack+Dmg +2 (Ghost Touch applies)
    ALTERNATIVE: Gloves of Forgotten Craft - Attack +3







    Lv15
    ALTERNATIVE:Pale Green Ioun Stone-+40 Vitality, Herioc Insperation



    Heal Mod- Beacon of Tiara









    Lv16
    Cloak of NightInvisibility Guard,Ghostly,Deathblock,Nightmare Guard,Dodge Bonus 2%
    Ring of the Buccaneer(Lv16)-Dex+6,Protection+4,Underwater Action
    ALTERNATIVE:Iron Cloak of the Wolf-Exceptional Seeker +3,Dodge Bonus 4%,Attack Bonus +2,Diversion 20%
    ALTERNATIVE:Spare Hand (Level 16-Riposte,Exceptional Combat Mastery +5,Staggering Blow
    ALTERNATIVE:Rock Boots (Level 16)-Stone Prision/Earthgrab Guard,Slippery Surface Immunity










    Lv18
    Alchemist's Pendant-Con+6,Greater Elemental Energy, +1 Turn Undead
    Fabricator's Gauntlets-STR+6,Res+5.10% Meleee Alacrity. SET-25% stacking fortification,+2 artifact Attack+dmg
    Fabricator's Bracers-Balance+15,Incite +20%,Cannith Combat Infusion
    Morgana's Ring - Ring: Wisdom +6, Exceptional Strength +1,Insight STR+2(Potential) SET-+2 Exceptional Melee Bonus-To-Hit
    Morgana's Belt - Belt: Constitution +6, Attack Bonus +2. SET
    Cannith +6 DEX ring

    Heal Mod-Alchemist's Crown(Lv6 Heals 50%)/Amara's Belt/Tokala's Belt

    Striding-Cannith boots of propulsion

    Clickie-Gloves of Titan's Grip(+6 Psionic STR)

    Turns-Exorcist of the Silver Flame(Exceptional CHA+1, Insight CHA+2)







    Lv20
    Boots of the Woodsman-Insight Dex+2,Striding 30%
    ALTERNATIVE:Rock Boots(Lv16)
    ALTERNATIVE: Epic Spare Hand- Doublestrike 3%, Riposite,Exceptional Combat Mastery+5.Staggering Blow
    ALTERNATIVE:Mithral Cloak of the Wolf-Attack Bonus+3, Exceptional Seeker+4, Dodge Bonus3%, Diversion 20%
    Cloak of Night (Level 20)-Invisibility Guard,Ghostly,Deathblock,Nightmare Guard,Dodge Bonus 4%,DR 5/Good
    Drow Smoke Goggles-Manslayer,Seeker+6,Blindness Immunity
    Purple Dragon Gauntlets-STR+7,Inishg Con+2,Healing Amplifcation 30%.
    Purple Dragon Helm-Con+7,Insight STR+2.
    Purple Dragon Armor- Heavy Fortification,Superior False Life, DR5/- SET +3 Hit/Dmg. +3 Natural Armor
    Epic Blood Stone-Seeker +8
    Epic Ring of the Buccaneer-Dex+7,Good Luck+2,Underwater Action,Protection +5
    ToD Warprist SET


    +20 Vitality on any colorless augment.


    Ghost Touch: Epic Spectral Gloves-Dex+7,Attack Bonus+4,Ethereal


    Turns-Epic Cloak of the Silver Concord(+7)/Symbol of the Shining Sun(+2 Ins)


    Heal Mod-Epic Mask of Comedy or Epic Shining Crest of St. Markus/Signet of the Shining Sun/Epic Vulkoorim Pendant
    Last edited by Alex3000; 10-29-2013 at 09:01 AM.

  17. #37
    Community Member Alex3000's Avatar
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    Default Piercing Weapon

    I've searched all the named piercing weapons I could and I have no idea when to use a specific type of weapon and what is better in comparison.
    So it would be great if you can specifically explain.


    The GS weapons I've been thinking of are Positive x3 and Lit II/ Min II(for bypassing DR). But I don't know which hand to select for my Rapier/Shortsword.
    Also GS Shortswords are better than Daggers right?
    Will it be better than some of the named items? Lv+11


    I'm also planning to make Alchemical but this is probably for End game right? But I'm going to TR as soon as I can when I get to Level 20.
    What would be the great choice for Warpriest using Alchemical Weapons?
    Will it be better than +20 items?

    #I think I will be using longswords at Lv1 because of Skill Points but Until Lv12 I won't have the IC:Piercing feat so would it be wise to go for other weapons that's better? If it is, maybe some example??



    Rapiers
    Lv1
    Thera's Rapier-lesser human


    Lv2
    Spider Spike-lesser vermine/red aug


    Lv5
    Elyd Edge-undead


    Lv6
    Nuushmaar's Adamantine Tooth-adamantine/red aug
    Dueling Schlager-plain. better than nuushmaar?


    Lv8
    Sheridan's Ruin-keen/red aug


    Lv10
    Tyrzza's Bane-true law/cold iron/pure good/red aug. Requires Good(UMD:20)


    Lv12
    Fell Rapier of Ice-boreal/red aug. GS frostIII or other type is better, right?
    Toothpick-great giant


    Lv14
    Turbulent Epee-treason/metalline/aligned/turbulent burst

    Elemental Rapier of Air. lv4/8/12/16/20
    #Anyone have a link for a picture of this?


    Lv20
    Epic Elyd Edge


    Lv21
    Drow Rapier of the Weapon Master


    Lv23
    Balizarde, Protector of the King







    Daggers.


    Lv2
    Dagger of Inquisition - undead
    Bloodletter's Knife-slicing/red aug
    Miasma's Fang-deception. for sneak attacks?
    Mutiny's Tooth-acid touch/red aug
    Rhakmel's Dagger-minor acid(red aug)


    Lv4
    Flamiedagger-flaming
    Phiarlan Spy Dagger-acid/decption
    Sky Pirate's Dagger-keen I/red aug


    Lv6
    Whisperdoom's Fang - Enfeeble/Red Augment
    Grievous Blade-puncturing/red aug
    Obsidian Dagger
    Onyxhorn-finesse/red aug


    Lv8
    Tenebrous Stiletto - ghost touch/deception/adamantine
    Nightforge Stiletto - adamantine
    Threnalian War Dagger - Red and Orange Augment
    Sheridan's Wrack - Keen/Red Augment


    Lv10
    Flint - Shocking burst/Red and Orange Augment
    Ancient Vulkoorim Dagger - Greater Giant bane/Giant slayer/Red and Purple Augment
    Bejeweled Letter Opener - keen/devotion+60


    Lv12
    Guardian of the Liturgy - Bleed/HeartseekerIV/Red Augment


    Lv14
    Skiver


    Lv20
    Sacrificial Dagger
    Epic Phiarlan Spy Dagger
    Epic Flint
    Epic Bejeweled Letter Opener
    Epic Ancient Vulkoorim Dagger


    Lv21
    Drow Dagger of the Weapon Master
    Blade of the High Priestess


    Lv23
    Agony, the Knife in the Dark








    Shortsword


    Lv1
    Sword of Pain-acid touch


    Lv2
    Nicked Shortsword-acid/sneak attack+2


    Lv4
    Tiefling Assassin's Blade-keenI/wounding/poison/red aug
    Cutthroat's Smallblade(Tier 3)-slicing/bleed/doublestrike3%


    Lv6
    Sun Blade-flametouched iron/+2vsEvil/extra dmg vs undead/red aug
    Gwylan's Blade-roaring/screaming/red aug
    Garos' Malice-flaming/sneak attack+3


    Lv8
    Luck Blade-good luck/red,orange,purple aug
    Cutthroat's Smallblade-same as lv4. more dmg.


    Lv10
    Zephyr-red aug
    Bravo's Sword-sneak attack+5
    Sting-large scorpion poison/proof again poison+6


    Lv12
    Maiming Fury Shortsword-medusa fury/demon fever/wounding/maiming
    Crippling Fury Shortsword-" "/crippling
    Vengeful Fury Shortsword-" "/vengeful
    Vampiric Fury Shortsword-" "/lesser vamprimism
    Cutthroat's Smallblade(Tier 3)-slicing/bleed/doublestrike6%


    Lv14
    Razorend-keen/hemorrhagin/tendon slice10%
    Treason-deception/treason/armor piercing15%/sneak attack+5
    Envenomed Blade-poison burst/paralyzing/armor piercing10%/deadly spider venom


    lv16
    Cutthroat's Smallblade(Tier 3)-corrosive salt addead
    Envenomed Blade/Poison Burst/Paralyzing/Armor-Piercing - 10%/Deadly Spider Venom


    Lv20
    Epic Cutthroat's Smallblade
    Epic Envenomed Blade
    Epic Garos' Malice
    Epic Sting
    Epic Zephyr
    Star of Day


    Lv21
    Drow Shortsword of the Weapon Master


    Lv23
    Celestia, Brightest Star of Day
    Last edited by Alex3000; 10-29-2013 at 09:26 AM.

  18. #38
    Community Member Panzermeyer's Avatar
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    Quote Originally Posted by Alex3000 View Post
    I've searched all the named piercing weapons I could and I have no idea when to use a specific type of weapon and what is better in comparison.
    So it would be great if you can specifically explain.


    The GS weapons I've been thinking of are Positive x3 and Lit II/ Min II(for bypassing DR). But I don't know which hand to select for my Rapier/Shortsword.
    Also GS Shortswords are better than Daggers right?
    Will it be better than some of the named items? Lv+11


    I'm also planning to make Alchemical but this is probably for End game right? But I'm going to TR as soon as I can when I get to Level 20.
    What would be the great choice for Warpriest using Alchemical Weapons?
    Will it be better than +20 items?

    #I think I will be using longswords at Lv1 because of Skill Points but Until Lv12 I won't have the IC:Piercing feat so would it be wise to go for other weapons that's better? If it is, maybe some example??
    No real reason not to go piercing the whole way. At least rapiers have a great crit range.

    Your main hand should be the bigger weapon and off hand should be the smaller.

    Don't look to only named items.

    There are a lot of great gen loot weapons as well.

    Smitters, vorpals now, paralyzers and all that king of stuff.

    Your choice in weapons depends on a number of things.

    Play style
    Grouping or solo
    Mobs versus boss

    Don't over think this too much.
    Just gather up a good selection. Start playing and figure out what works best for you and your play style.

    You want a good set of damage dealers and DR breakers for boss fights. As most special effects they are immune or they have lesser effect on. Like stat damage will only work a little on bosses. Paralyzers smitters vorpals don't work on them etc. So a set that deals good all around damage, GS is usually great here.

    When I run without casters, or solo I tend to use at least one weapon that has some CC effect like paralyzing etc. When with casters I don't worry about it as much. Lot's of constructs, dual smitters are awesome. Undead? Dual disruptors, or a disruptor and one with good damage and ghost touch. yada yada.

    The great thing about TWF is you can have a much large selection of additional effects in your weapon attacks.

    If you are going to be grouping all the time, make sure and get something that will really boost your healing as well. Sometimes you will just want to turtle up and heal the fighters to keep them going in a nasty fight.

    Sceptor of Healing from token turn in from Invaders is best mid level item. Wall of Wood is awesome at a bit higher level. Shamanic Fetish from GH is a great trinket.

    Also do not worry about the heroic, particularly lower heroic too much. You will not spend a ton of time there, so not need to spend a ton of time on gear there. Better to invest that time in Epic gear where you will spend more of your time.

    Heck my last TR I didn't even run with any stat items till 9th lvl. Just collected whatever I could off the AH.
    Panzermeyer - Huge Terry Brooks Shannara Fan

    Main
    Jelara Shannara - PDK
    Steel Shrine (TR XX - Barb x3, Drd x3, FvS x3, Pal x2, Rgr x1, Rog x2, Sorc x3, Wiz x3 - EtR X - Arc x3, Div x2, Mart x3, Prim x3 - ItR II - PDK x2)
    Alts
    DamsonRhee Shannara - PDK Swashbuckler
    Challenge Farmer
    Eritria Shannara - Human Swashbuckler
    (TR VII - Ftr x3, Sorc x1, Wiz x3 EtR - Prim x1)
    Kirisin Shannara - Sun Elf Shadovar Infiltrator (TR XIV - Barb x1, Bard x1, Clc x3, Fvs x3, Sorc x3, Wiz x3 - EtR V - Mart x2, Div x3 - ItR - MLE x1)


  19. #39
    Community Member Alex3000's Avatar
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    Default

    Quote Originally Posted by Panzermeyer View Post

    Play style
    Grouping or solo
    Mobs versus boss

    Don't over think this too much.
    Just gather up a good selection. Start playing and figure out what works best for you and your play style.


    If you are going to be grouping all the time, make sure and get something that will really boost your healing as well. Sometimes you will just want to turtle up and heal the fighters to keep them going in a nasty fight.

    Sceptor of Healing from token turn in from Invaders is best mid level item. Wall of Wood is awesome at a bit higher level. Shamanic Fetish from GH is a great trinket.

    Also do not worry about the heroic, particularly lower heroic too much. You will not spend a ton of time there, so not need to spend a ton of time on gear there. Better to invest that time in Epic gear where you will spend more of your time.

    I always group all the time so I listed all the best heal items for each level.

    As it's a warpriest build I want to contribute a lot of dmg just like the other dps classes but I can't test all the weapons. I've never tried a dps class before so I would like specific examples when it's best to use. Even in the wiki, there's not much information. It only tells you about DR and bane. That's it.

    Forgot about Sceptor of Healing and Shamanic Fetish. It seems these items will be useful at mid level.

    I will not be spending time on raising Epic Levels as I will TR as soon as I can. Also this build wasn't recommended for EE as the saves are low. I just listed the Epic Level items in case, I end up going over that level when I'm grinding tokens or got bored waiting for a week to TR again.

  20. #40
    Community Member Alex3000's Avatar
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    Default GS and Wiz Level

    I kept asking about GS and still didn't get answers.

    I am planning to make Positive x3/Min II/Lit II. I will be using rapiers and shortswords so what weapon should use this and that?
    For Example, if I'm using Positive x3/Min II which hand should be the positive one??




    Build: Clr17/Ftr2/Wiz1
    I planned to take a Wiz level at Lv 20 but will I be able to use stoneskin or other major Wiz buff at that level?
    I might change taking the Wiz level at lv 4~10. Despite only taking one level for Wiz, will it give me access to more minimum high level wands and scrolls as I level up?

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