Results 1 to 6 of 6
  1. #1
    Community Member
    Join Date
    Oct 2009
    Posts
    536

    Default HElf Dile and Quicken Questions

    1) Half-Elf Paladin Dile - I've heard that this enhancement line is/was bugged and that you only got up to +2 of the save bonus. True?
    2) Paladin Dile vs. Wizard Dile - As a FvS damager, do you find the paladin saves to be more valuable than access to all (max)lvl 5 wizard spells?
    3) Quicken vs. CC & MC - I was planning on taking combat casting and mobile casting to negate the movement reduction. I also plan on taking Quicken for the no interrupt. From your experience, can a FvS go without CC & MC if they use Quicken?

    Thanks for any replies.

  2. #2
    The Hatchery Enoach's Avatar
    Join Date
    Nov 2006
    Location
    California
    Posts
    4,974

    Default

    1. I have not heard of such a bug. I do know that it is capped at 5

    2. Paladin Dili works will with a charisma based class as its save bonus comes from your charisma bonus (max 5). Wizard Dili is good for when you cannot work UMD in but could benefit from the Arcane buffs. Many of these "good" buffs are in the Level 1 to 4 range, such as Master's touch, blur, displacement and Fireshield. Other advantage is opens use of Repair wands if you run with WF (buddies/guildies) as it can save SP at the early levels. However if you are investing in UMD Wizard is a good early level to switch out later for something more beneficial when your UMD matches/exceeds what you could gain with dili.

    3. Quicken vs Combat/Mobile Casting - The main difference comes with how concentration is in effect. What Quicken does is guarantees the spell will go off except in the cases of being made helpless (stunned/tripped/dead) by making the spell "Instantaneous" the means their is no concentration check at a price of SP, so it does not matter how much damage you take.

    Mobile Casting allows you to cast on the run without the "Stop" in movement. This can be overcome by learning to Jump Cast.

    Combat Casting is a bonus to concentration. While nice if your concentration is not high enough to succeed on a concentration effect the spell will still fail to cast. The plus side is that the bonus concentration will also benefit your Scroll casting allowing for a higher success rate of using scrolls in combat.

    However, if I had to pick only one I would still lean towards Quicken.

  3. #3
    2014 DDO Players Council
    SirValentine's Avatar
    Join Date
    Sep 2009
    Location
    Eastern USA
    Posts
    5,770

    Default

    Quote Originally Posted by Amundir View Post
    Quicken vs. CC & MC - I was planning on taking combat casting and mobile casting to negate the movement reduction. I also plan on taking Quicken for the no interrupt. From your experience, can a FvS go without CC & MC if they use Quicken?
    Do not take CC or MC. They are wastes of precious feat slots for nearly worthless abilities.

    If you're using Quicken, the only Concentration checks you'll make will be using scrolls. But whether for scrolls or spells, almost all the time your Concentration will either be so high you don't have to worry about it, so CC not needed, in easier content, or the damage will be so high your Concentration won't even be close to enough, and CC won't make enough difference, in harder content.

    As for MC, learn the method of "jump-casting". You jump, and cast while in mid-air. No movement slow-down at all.

    I actually took both those feats on my gimp first life, when I came to DDO knowing about D&D, but not yet about the differences in the MMO version. Never again.

  4. #4
    Community Member
    Join Date
    Oct 2009
    Posts
    536

    Default

    Thanks a lot for responses! Much appreciated!

  5. #5
    Community Member
    Join Date
    Oct 2009
    Posts
    536

    Default

    Alright, i'll try to post my character planner .txt this evening for forum inspection, ^_^. I'm really wanting to get my next life ee capable, though I know there's going to be a large learning curve for me playing a divine caster for the first time.

    Things I can remember off the top of my head for now.

    Half-Elf *Paladin Monk(2)/Favored Soul(18)
    Paladin for extra saves
    Monk for Evasion (lose stances due to light armor)
    Mental Toughness, Improved Mental Toughness, Maximize, Quicken, Dodge, Mobility, Spring Attack
    I think my planner has Deflect Arrows rather than Heighten as with my Ranger life I noticed DA helped quite a bit, however I'll most likely go with Heighten instead.

    I did not take any of the spell focus or spell pen due to being able to get them on items.
    I'm primarily running in a two man group. Next life friend will be a juggernaut flavor so he will be able to self heal so I'm freed more to be a blaster.

    Next question I have is for running ee content as a fvs, how important are Wizard and Sorceror past lives? I saw in some other posts some eluded to them being required and in some others I also saw some saying its better to go more will/reflex save spell based spells as the monster fort save is bloated.

    I redid my build when I got home, taking into account I could take my monk levels once my dex got to 13 so this build has less dex, and also int than my first pass.

    Code:
    Character Plan by DDO Character Planner Version 04.20.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Half-Elf Male
    (2 Monk \ 18 Favored Soul) 
    Hit Points: 320
    Spell Points: 1825 
    BAB: 14\14\19\24
    Fortitude: 22
    Reflex: 18
    Will: 24
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (36 Point)       (Level 1)          (Level 20)        
    Strength              9                 14            
    Dexterity            10                 15            
    Constitution         16                 22            
    Intelligence         10                 15            
    Wisdom               17                 26            
    Charisma             15                 20            
    
    Tomes Used
    +1 Tome of Strength used at level 2
    +1 Tome of Dexterity used at level 2
    +1 Tome of Constitution used at level 2
    +1 Tome of Intelligence used at level 2
    +1 Tome of Wisdom used at level 2
    +1 Tome of Charisma used at level 2
    +2 Tome of Strength used at level 6
    +2 Tome of Dexterity used at level 6
    +2 Tome of Constitution used at level 6
    +2 Tome of Intelligence used at level 6
    +2 Tome of Wisdom used at level 6
    +2 Tome of Charisma used at level 6
    +3 Tome of Strength used at level 10
    +3 Tome of Dexterity used at level 10
    +3 Tome of Constitution used at level 10
    +3 Tome of Intelligence used at level 10
    +3 Tome of Wisdom used at level 10
    +3 Tome of Charisma used at level 10
    +4 Tome of Strength used at level 14
    +4 Tome of Dexterity used at level 14
    +4 Tome of Constitution used at level 14
    +4 Tome of Intelligence used at level 14
    +4 Tome of Wisdom used at level 14
    +4 Tome of Charisma used at level 14
    +5 Tome of Strength used at level 18
    +5 Tome of Dexterity used at level 18
    +5 Tome of Constitution used at level 18
    +5 Tome of Intelligence used at level 18
    +5 Tome of Wisdom used at level 18
    +5 Tome of Charisma used at level 18
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0                     7
    Bluff                 2                     5
    Concentration         3                    16
    Diplomacy             3                    15
    Disable Device        n/a                   n/a
    Haggle                2                     5
    Heal                  3                    22
    Hide                  0                     2
    Intimidate            2                     5
    Jump                  2                    11
    Listen                3                     8
    Move Silently         0                     2
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     2
    Search                0                     2
    Spellcraft            4                    23
    Spot                  3                     8
    Swim                 -1                     2
    Tumble                n/a                   3
    Use Magic Device      n/a                   n/a
    
    Level 1 (Favored Soul)
    Skill: Diplomacy (+1)
    Skill: Jump (+3)
    Skill: Spellcraft (+4)
    Feat: (Deity) Follower of the Silver Flame
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Paladin
    Feat: (Selected) Mental Toughness
    Feat: (Past Life) Past Life: Bard
    Feat: (Past Life) Past Life: Paladin
    Feat: (Past Life) Past Life: Ranger
    
    
    Level 2 (Favored Soul)
    Skill: Jump (+1)
    Skill: Spellcraft (+1)
    
    
    Level 3 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Spellcraft (+1)
    Feat: (Selected) Maximize Spell
    
    
    Level 4 (Favored Soul)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Spellcraft (+1)
    
    
    Level 5 (Favored Soul)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    
    
    Level 6 (Favored Soul)
    Skill: Jump (+1)
    Skill: Spellcraft (+1)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 7 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    
    
    Level 8 (Favored Soul)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    
    
    Level 9 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Feat: (Selected) Quicken Spell
    
    
    Level 10 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Acid
    
    
    Level 11 (Monk)
    Skill: Jump (+4)
    Skill: Tumble (+1)
    Feat: (Monk Bonus) Dodge
    
    
    Level 12 (Monk)
    Ability Raise: CON
    Skill: Balance (+5)
    Feat: (Monk Bonus) Mobility
    Feat: (Selected) Spring Attack
    
    
    Level 13 (Favored Soul)
    Skill: Spellcraft (+3)
    
    
    Level 14 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    
    
    Level 15 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Feat: (Selected) Heighten Spell
    
    
    Level 16 (Favored Soul)
    Ability Raise: WIS
    Skill: Concentration (+2)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    
    
    Level 17 (Favored Soul)
    Skill: Heal (+4)
    Feat: (Favored Soul Bonus) Energy Resistance: Cold
    
    
    Level 18 (Favored Soul)
    Skill: Diplomacy (+3)
    Skill: Heal (+1)
    Feat: (Selected) Deflect Arrows
    
    
    Level 19 (Favored Soul)
    Skill: Diplomacy (+4)
    
    
    Level 20 (Favored Soul)
    Ability Raise: WIS
    Skill: Heal (+1)
    Skill: Spellcraft (+3)
    Last edited by Amundir; 04-08-2014 at 08:56 PM. Reason: Adding builds

  6. #6
    Community Member
    Join Date
    Oct 2009
    Posts
    536

    Default

    Another question in addition to the ones above; are there enough SLAs for Favored Souls in 20- and even 20+ Epic Destinies to warrent taking both Maximize and Empower?
    Also wondering about taking atleast one spell focus so I could get more benifit out of leveling the wizard ED.

Posting Permissions

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

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

Reload