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  1. #41
    Community Member Nodoze's Avatar
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    Quote Originally Posted by Zavier View Post
    Are you sure about this?

    I have been playing a fvs/monk build with Ameliorating Strike for a couple of months now. I don't recall EVER seeing a double proc on a doublestrike. Perhaps my memory is getting the better of me here but I really don't think a double proc occurs on a doublestrike at least with my current build configuration.
    I am also curious whether Monk TWF off-hand unarmed attacks double-proc Ameliorating Strike ? Can anyone confirm ?

  2. #42
    Community Member Emizand's Avatar
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    Just like to say thanks for the build Unb. TR'ed a toon i had gathering dust into a 3rd life version of this. Went morninglord, 12/7/1 ranger/cleric/bard. Currently at 16 with 11/4/1 split. Had 2 treasure boxes so picked 2 x Morhn. Took bard for umd and rage song, invested 8 AP in it so get 4 songs of 3mins + 60% time = 19+mins rage. Its an absolute blast to play so far. Quickly becoming one of my favourite toons.


    Thanks again

    Emi

  3. #43
    Community Member Aerendil's Avatar
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    I toyed around with the 12 FvS / 6 Ranger / 2 XX build recently and was unimpressed (I went Ftr myself, due to the fact I wanted to try dual Celestias and Pld and Mnk would have broken that with EA's Blessed Blades). The build held its own in EHs, but then most builds will. I don't see it as overly viable in EE without a lot of investment into good gear, unfortunately.

    I wager the 12 Ranger option would be much better at focusing what the build does best: melee dps, with some ranged ability thrown in.
    If you're just concerned with melee dps, then I can't see this outperforming the Kensai Warpriest (especially with a /2 Mnk splash).

    I'm anxious to see how things will change with Divine Crusader, though.

  4. #44
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Emizand View Post
    Just like to say thanks for the build Unb. TR'ed a toon i had gathering dust into a 3rd life version of this. Went morninglord, 12/7/1 ranger/cleric/bard. Currently at 16 with 11/4/1 split. Had 2 treasure boxes so picked 2 x Morhn. Took bard for umd and rage song, invested 8 AP in it so get 4 songs of 3mins + 60% time = 19+mins rage. Its an absolute blast to play so far. Quickly becoming one of my favourite toons.
    Thanks! Glad you're enjoying it. Interesting idea about the bard splash. I also considered a barb splash instead of ftr: +10% run speed, +3 Power Atk, 4 uses of Rage (blocks spellcasting, ofc, but not Smite Foe / Ameliorating Strike, so you still have some heals).
    Quote Originally Posted by Aerendil View Post
    I don't see it as overly viable in EE without a lot of investment into good gear, unfortunately.
    That's true of almost any build, though, so I don't exactly see it as a demerit. My bigger concern is that outside of eSOS and Celestia (which as stated the light DR breaks w/Righteous / Wrathful / etc.), all the deity weapons are lackluster in epics. Still, it's not a big deal to drop those enhs and use a non-deity weapon like Balizarde instead.

    But I'm not really interested in minmaxed EE builds; I prefer versatile self-sufficient solo-friendly builds for having fun while leveling.

  5. #45
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    Quote Originally Posted by unbongwah View Post
    My bigger concern is that outside of eSOS and Celestia (which as stated the light DR breaks w/Righteous / Wrathful / etc.), all the deity weapons are lackluster in epics.
    I do have a Silver Flame cleric/ranger or two coming up if I can just find the time to play... unopened raider box, is there something better than Pinion for such?

    (Still not sure of the level split for my Wayfinder favor-farmer LR-rebuild plan... oh well...)
    No longer completely f2p as of November 2014. Father of 3 more DDO players so far (I do have more children than that).

  6. #46
    Community Member Emizand's Avatar
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    Quote Originally Posted by unbongwah View Post
    Thanks! Glad you're enjoying it. Interesting idea about the bard splash. I also considered a barb splash instead of ftr: +10% run speed, +3 Power Atk, 4 uses of Rage (blocks spellcasting, ofc, but not Smite Foe / Ameliorating Strike, so you still have some heals).
    So effectively its 10% speed and +3 PA versus UMD. I may be old fashioned but I like UMD. ;-)

  7. #47
    Community Member Cardtrick's Avatar
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    Default TR Heroic Leveling Version

    I really like the first option here (the primarily Ranger split). I've never played a ranger, and I want to pick up the past life for my main character (who is on a very slow Completionist path).

    However, I'm thinking about making some changes. In particular, Also, since I'm planning to level to 20 and then immediately TR again, I'm uninterested in epic destiny synergy and just want to have a build that will be fun to play throughout the process.

    I'm still gradually becoming familiar with the new enhancements, and I've never played a ranger, so I'd appreciate any feedback!

    Some initial notes

    I don't want trap skills. My currently played alts include an evasion paladin with trap skills and an artificer, and I just want a break from trapping. So I think the rogue level is unnecessary. Instead, I will go Paladin for saves. However, taking at least 2 Paladin levels means giving up 4th level cleric spells, at which point there's no advantage to Clr 6 over Clr 5. Similarly, Ranger 13 doesn't offer much. So the final level split will be Ranger 12, Cleric 5, Paladin 3 (for the handy immunities).

    But the core of the build requires 12 ranger levels for Tempest off-hand procs, 4 cleric levels for ameliorating strike, and 2 paladin levels for divine grace. This is perfect, since that means the core is in place at level 18 -- I usually get most of the last 2 levels of experience while at L18, although I'll bump up to 19 at some point before finishing.

    The character I'm planning to do this with has 3 past lives, though none of them are directly relevant. He's also eaten at least +3 tomes to all stats.

    I don't think it will be necessary to respec feats. Enhancements have to change several times as play style shifts in different level ranges.

    Full build

    Code:
    Character Plan by DDO Character Planner Version 04.20.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (3 Paladin \ 12 Ranger \ 5 Cleric) 
    Hit Points: 301
    Spell Points: 437 
    BAB: 18\18\23\28\28
    Fortitude: 23
    Reflex: 16
    Will: 14
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (36 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             18                 26                   29
    Dexterity            12                 15                   15
    Constitution         15                 18                   18
    Intelligence          9                 12                   12
    Wisdom               10                 13                   13
    Charisma             13                 16                   16
    
    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
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                 13                   13
    Bluff                 1                  3                    3
    Concentration         6                 27                   27
    Diplomacy             1                  3                    6
    Disable Device       n/a                n/a                   n/a
    Haggle                1                  3                    3
    Heal                  4                 24                   24
    Hide                  1                  2                    2
    Intimidate            1                  3                    3
    Jump                  8                 29                   29
    Listen                0                  1                    1
    Move Silently         1                  2                    2
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair               -1                  1                    1
    Search               -1                  1                    1
    Spellcraft           -1                  1                    1
    Spot                  2                 20                   20
    Swim                  4                  9                    9
    Tumble                2                  3                    3
    Use Magic Device      3                 14                   14
    
    Level 1 (Ranger)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Heal (+4)
    Skill: Jump (+4)
    Skill: Spot (+2)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Human Bonus) Cleave
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Past Life) Past Life: Rogue
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Past Life) Past Life: Wizard
    Feat: (Selected) Power Attack
    
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Deity) Follower of the Sovereign Host
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 6 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+1.5)
    Feat: (Selected) Great Cleave
    
    
    Level 7 (Ranger)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+5)
    
    
    Level 9 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 10 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+3)
    Skill: Spot (+2)
    
    
    Level 11 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Spot (+5)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    
    
    Level 13 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Paladin)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 15 (Paladin)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Point Blank Shot
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+3)
    Skill: Spot (+3)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 17 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Ranger)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spot (+4)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 19 (Paladin)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 20 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spot (+1)
    Through Level 5

    Playstyle is basically a standard melee cleric. Wield something large and two-handed. Bash stuff and self heal while solo, bash stuff and heal others in groups. Enhancements are chosen almost entirely from the cleric lines. Empower Healing and Wand/scroll mastery are especially useful in these early levels, where I might act as a party healer.

    Code:
    Character Plan by DDO Character Planner Version 04.20.01
    DDO Character Planner Home Page
    
    Enhancement: Human - Human Versatility: Damage Boost (Rank 1)
    Enhancement: Human - Human Adaptability: Strength (Rank 1)
    Enhancement: Human - Improved Recovery (Rank 1)
    Enhancement: Warpriest (Clr) - Smite Foe (Rank 1)
    Enhancement: Warpriest (Clr) - Resilience of Battle (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) - Wall of Steel (Rank 1)
    Enhancement: Warpriest (Clr) - Wall of Steel (Rank 2)
    Enhancement: Warpriest (Clr) - Inflame (Rank 1)
    Enhancement: Warpriest (Clr) - Inflame (Rank 2)
    Enhancement: Warpriest (Clr) - Inflame (Rank 3)
    Enhancement: Radiant Servant (Clr) - Healing Domain (Rank 1)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 1)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 2)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 3)



    Level 6

    Ameliorating strike is available. Back out of the human and radiant servant trees to afford it. We also get Great Cleave at this point (to go along with the Cleave and Power Attack we took at Level 1). Play style shifts to more of a self-healing melee with nice bonuses to the party, kind of like a paladin or a Shintao monk. Still fighting 2-handed. Enhancements in the next few levels should further into the Human and War Priest lines, to boost strength and defense. Optionally spec back into Radiant Servant for wand/scroll mastery.

    Code:
    Character Plan by DDO Character Planner Version 04.20.01
    DDO Character Planner Home Page
    
    Enhancement: Human - Human Versatility: Damage Boost (Rank 1)
    Enhancement: Warpriest (Clr) - Smite Foe (Rank 1)
    Enhancement: Warpriest (Clr) - Resilience of Battle (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) - 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) - Strength (Rank 1)
    Enhancement: Warpriest (Clr) - Ameliorating Strike (Rank 1)



    Level 10

    We've hit 6 levels of Ranger, which is enough to make dual-wielding reasonable. Also, Manyshot! And at Level 9, we grabbed IC:Slashing. Playstyle remains a self-healing, party-boosting melee, but it's time to swap to TWF.

    Scimitars are ideal, but whatever we can find is fine. We *don't* have khopeshes is available yet. (Which is fine -- I don't care about unlocking khopeshes until GS weapons are available for a TR or even later for others. At lower levels, I prefer not feeling locked into a particular type of weapon.) No evasion yet, so we can still wear heavy armor if that's the best available. Upon hitting Level 13 (9 ranger levels), it will be time to switch to light or no armor.

    We now begin to invest significantly in the Tempest tree. As we level from here on, we'll also invest some into Deepwood Stalker for its combination of positive spellpower boosts (better ameliorating strike) and sneak attack dice.

    Code:
    Character Plan by DDO Character Planner Version 04.20.01
    DDO Character Planner Home Page
    
    Enhancement: Human - Human Versatility: Damage Boost (Rank 1)
    Enhancement: Human - Human Adaptability: Strength (Rank 1)
    Enhancement: Human - Improved Recovery (Rank 1)
    Enhancement: Tempest (Rgr) - Shield of Whirling Steel (Rank 1)
    Enhancement: Tempest (Rgr) - Tempest (Rank 1)
    Enhancement: Tempest (Rgr) - Improved Reaction (Rank 1)
    Enhancement: Tempest (Rgr) - Improved Reaction (Rank 2)
    Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
    Enhancement: Tempest (Rgr) - Haste Boost (Rank 1)
    Enhancement: Tempest (Rgr) - Haste Boost (Rank 2)
    Enhancement: Tempest (Rgr) - Haste Boost (Rank 3)
    Enhancement: Warpriest (Clr) - Smite Foe (Rank 1)
    Enhancement: Warpriest (Clr) - Resilience of Battle (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) - 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) - Strength (Rank 1)
    Enhancement: Warpriest (Clr) - Ameliorating Strike (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Far Shot (Rank 1)



    Level 15

    We now have 9 levels of Ranger, for evasion (which was achieved at level 13). With 2 levels of Paladin, we've also got Divine Grace for some really solid saves. At this point, we should be dual-wielding khopeshes and using Manyshot when it's off timer.

    Self-healing has improved a lot at this point. Since we can't yet get to Tempest 4, I've instead been investing in the human tree (to get Improved Recovery II) and the Deepwood Stalker tree (for more sneak attack, more positive spellpower, and the ability to spend Animal Empathy uses for Mass Lesser Vigor for additional regenerative healing between Ameliorating Strikes. (Also note one point into KOTC for a little additional boost in the Vale, which is coming up soon at this point.)

    Code:
    Character Plan by DDO Character Planner Version 04.20.01
    DDO Character Planner Home Page
    
    Enhancement: Human - Human Versatility: Damage Boost (Rank 1)
    Enhancement: Human - Human Adaptability: Strength (Rank 1)
    Enhancement: Human - Human Versatility: Saves Boost (Rank 1)
    Enhancement: Human - Improved Recovery (Rank 1)
    Enhancement: Human - Ambidexterity (Rank 1)
    Enhancement: Human - Ambidexterity (Rank 2)
    Enhancement: Human - Improved Recovery (Rank 1)
    Enhancement: Tempest (Rgr) - Shield of Whirling Steel (Rank 1)
    Enhancement: Tempest (Rgr) - Tempest (Rank 1)
    Enhancement: Tempest (Rgr) - Improved Reaction (Rank 1)
    Enhancement: Tempest (Rgr) - Improved Reaction (Rank 2)
    Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
    Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
    Enhancement: Tempest (Rgr) - Haste Boost (Rank 1)
    Enhancement: Tempest (Rgr) - Haste Boost (Rank 2)
    Enhancement: Tempest (Rgr) - Haste Boost (Rank 3)
    Enhancement: Warpriest (Clr) - Smite Foe (Rank 1)
    Enhancement: Warpriest (Clr) - Resilience of Battle (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) - 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) - Strength (Rank 1)
    Enhancement: Warpriest (Clr) - Ameliorating Strike (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Far Shot (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Sneak Attack (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Exposing Strike (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 2)
    Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 3)
    Enhancement: Deepwood Stalker (Rgr) - Versatile Empathy (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Empathic Healing (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Empathic Healing (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Fiendslayer I (Rank 1)


    Level 19

    The build is "done" at this point. This is the highest I'll level before taking 20 and TRing again.

    At level 18, we finally hit Ranger 12 and unlock T4 Tempest, for 100% offhand chance. Level 19 is basically a bonus; I went with the 3rd Paladin level, for the immunities, but it could just as easily be swapped for the 5th cleric level (for a few level 3 divine spells).

    Technically, taking that 3rd paladin level unlocks the paladin's first tier of healing amplification enhancements. But it requires a lot of investment to get there. I'd have to basically give up on Deepwood Stalker, and I decided that wasn't worth it. I'm interested in thoughts on this, though!

    Code:
    Character Plan by DDO Character Planner Version 04.20.01
    DDO Character Planner Home Page
    
    Enhancement: Human - Human Versatility: Damage Boost (Rank 1)
    Enhancement: Human - Human Adaptability: Strength (Rank 1)
    Enhancement: Human - Human Versatility: Saves Boost (Rank 1)
    Enhancement: Human - Human Adaptability: Dexterity (Rank 1)
    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: Tempest (Rgr) - Shield of Whirling Steel (Rank 1)
    Enhancement: Tempest (Rgr) - Tempest (Rank 1)
    Enhancement: Tempest (Rgr) - Graceful Death (Rank 1)
    Enhancement: Tempest (Rgr) - Deflect Arrows (Rank 1)
    Enhancement: Tempest (Rgr) - Improved Reaction (Rank 1)
    Enhancement: Tempest (Rgr) - Improved Reaction (Rank 2)
    Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
    Enhancement: Tempest (Rgr) - Improved Parry (Rank 1)
    Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
    Enhancement: Tempest (Rgr) - Haste Boost (Rank 1)
    Enhancement: Tempest (Rgr) - Haste Boost (Rank 2)
    Enhancement: Tempest (Rgr) - Haste Boost (Rank 3)
    Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
    Enhancement: Tempest (Rgr) - Strength (Rank 1)
    Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
    Enhancement: Warpriest (Clr) - Smite Foe (Rank 1)
    Enhancement: Warpriest (Clr) - Resilience of Battle (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) - 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) - Strength (Rank 1)
    Enhancement: Warpriest (Clr) - Ameliorating Strike (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Far Shot (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Sneak Attack (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Exposing Strike (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 2)
    Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 3)
    Enhancement: Deepwood Stalker (Rgr) - Versatile Empathy (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Empathic Healing (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Empathic Healing (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Fiendslayer I (Rank 1)
    I realize this is super long and probably won't get any reply. Oh well, it was a fun exercise in learning the new enhancement trees. Many thanks for these awesome example builds!
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  8. #48
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Cardtrick View Post
    However, taking at least 2 Paladin levels means giving up 4th level cleric spells, at which point there's no advantage to Clr 6 over Clr 5.
    Cleric / FvS 6 grants access to lvl 6 core enhs; Sanctuary is a nice perk and I've considered a variant with Aura of Menace. However, as you are planning a TR build, the last two levels don't really matter, since presumably you'll park at lvl 18 (rgr 12 / cleric or FvS 4 / pal 2) and XP-farm to 20.

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    Quote Originally Posted by unbongwah View Post
    Cleric / FvS 6 grants access to lvl 6 core enhs; Sanctuary is a nice perk and I've considered a variant with Aura of Menace.
    Hm, interesting. I hadn't really considered Sanctuary, but it turns out I was misreading the description. I thought it was an action boost, which I don't have enough of as it is; being powered by spell points makes it more appealing. I haven't played a high level character much in a while -- is 10 seconds worth of +20 PRR, once per minute, a noticeable boost in the high level heroic and epic range?

    I wouldn't have any objection to sticking with 6 cleric, rather than 3 paladin; like you said, it's pretty irrelevant to me, since my max level is going to be 19, but it might be interesting to others who read this thread and want a non-trapping version.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

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    Quote Originally Posted by unbongwah View Post
    Cleric / FvS 6 grants access to lvl 6 core enhs; Sanctuary is a nice perk and I've considered a variant with Aura of Menace. However, as you are planning a TR build, the last two levels don't really matter, since presumably you'll park at lvl 18 (rgr 12 / cleric or FvS 4 / pal 2) and XP-farm to 20.
    What about a cleric 9/ranger 6/rogue 5 split with knife specialization? Race becomes less relevant, though you could obviously go dex based (or not).on the downside you give up free IPS and GTWF, and no level 12 core from either tempest or RS. The upside is more dps with knife spec and killer, and good trapping skills.

  11. #51
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Inoukchuk View Post
    What about a cleric 9/ranger 6/rogue 5 split with knife specialization?
    What I'd like to do is rog 5 / rgr 12 / cleric or FvS 4 for the two extra feats & +10% offhand procs from rgr 12. "WTB 1 more class lvl PST" I'd also considered rog 10 / rgr 6 / cleric 4 to get a rog bonus feat.

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    Quote Originally Posted by unbongwah View Post
    I'd also considered rog 10 / rgr 6 / cleric 4 to get a rog bonus feat.
    I'd very much like to see your take on that, please?

    I still haven't completely given up on my plan with that level split over in the multiclass section, just haven't had much time to play recently.
    No longer completely f2p as of November 2014. Father of 3 more DDO players so far (I do have more children than that).

  13. #53
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by mna View Post
    I'd very much like to see your take on that, please?
    Your build is on the right track. The biggest constraint is needing DEX 17 for GTWF. As I said before, I think mostly-rgr is more F2P-friendly than mostly-rog, because of all the free feats, not to mention access to higher-lvl spells. I would also consider a variation on Noyellowbar, taking cleric or FvS instead of pally; main drawback is losing Divine Grace, but you gain a lot from Warpriest. I posted a drow variant w/rog splash instead of ftr here; the conversion to other races should be a straight-forward one.

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    Quote Originally Posted by Cardtrick View Post
    Also, since I'm planning to level to 20 and then immediately TR again, I'm uninterested in epic destiny synergy and just want to have a build that will be fun to play throughout the process.
    If you want enjoyable ranger for heroics only, going first 15 levels pure is good option ( maybe even better than ANY multiclass, Amelie strike or flavour ).
    Earlier evasion, cure spells and caster levels on those, fom, bark and better resists, much more sp, earlier combat feats/off hand etc.
    Blue bar selfhealing with ~ 60 devo ( crafted or Comedy mask or Devotion helms from Desert ) from lvl 11 ( god mode if racial amp or HoX bracers, Torc or something ) or so is all you need. Then after level 15 take those 2 pally if you have to, with twinkage and GH and stuff, you don't need pally levels early at all.

    Just something to consider, I would say heavy splashing ranger for heroics only = actual disadvantage on class with VERY GOOD blue bar self hjealing.
    Shahang Nezhat Bellezza Wipekin Farida of Ghallanda

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    Quote Originally Posted by Encair View Post
    If you want enjoyable ranger for heroics only, going first 15 levels pure is good option ( maybe even better than ANY multiclass, Amelie strike or flavour ).
    Earlier evasion, cure spells and caster levels on those, fom, bark and better resists, much more sp, earlier combat feats/off hand etc.
    Blue bar selfhealing with ~ 60 devo ( crafted or Comedy mask or Devotion helms from Desert ) from lvl 11 ( god mode if racial amp or HoX bracers, Torc or something ) or so is all you need. Then after level 15 take those 2 pally if you have to, with twinkage and GH and stuff, you don't need pally levels early at all.

    Just something to consider, I would say heavy splashing ranger for heroics only = actual disadvantage on class with VERY GOOD blue bar self hjealing.
    Thank you for the suggestion, and that's totally reasonable. In fact, I'm pretty sure you're right that that would be superior. I know rangers get a lot of ****, but I think they're one of the better/more viable non-casting classes for those who prefer not to multiclass.

    However, I really want to play with ameliorating strike. It seems very cool, and is the reason I was so interested in this thread. I don't want to get that far away from unbongwah's build. What I might do, though -- based on your comment -- is eliminate the paladin levels so that I can get 100% off-hand procs earlier and have FOM by level 18.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  16. #56
    Build Constructionist unbongwah's Avatar
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    One option would be to play HE w/pally dilly and level to 16 as rgr 12 / cleric or FvS 4. Then you decide what to do for next 2 lvls: rgr 14 for FoM or CSW; cleric/FvS 6 for lvl 3 spells & Unyielding Sovereignty; or pal 2 for Div Grace & swap pally dilly for, say, rog for extra sneak atk. Main drawback is losing extra feat from human, which means backloading GC or khopesh.

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    Quote Originally Posted by unbongwah View Post
    One option would be to play HE w/pally dilly and level to 16 as rgr 12 / cleric or FvS 4. Then you decide what to do for next 2 lvls: rgr 14 for FoM or CSW; cleric/FvS 6 for lvl 3 spells & Unyielding Sovereignty; or pal 2 for Div Grace & swap pally dilly for, say, rog for extra sneak atk. Main drawback is losing extra feat from human, which means backloading GC or khopesh.
    That was actually the first thing I tried when I prepared the build. Although I was figuring that if I was going to go half-elf anyway for the paladin dilettante, thereby losing a feat, then I'd also go Undying Court and Scimitars and skip out on Khopesh. But then that meant I needed APs in the Warpriest Righteous Weapons line and in the ludicrously expensive half-elf dilettante line. I couldn't make it all fit. I wound up only being able to go far enough up the half-elf tree to get +3 to saves, or investing so little into Righteous Weapons that scimitars were still pretty gimped compared to human with khopesh. So I wound up with worse saves, worse DPS, and lower healing amp than the human version.

    There might be a way to do it -- it seems like there should be a lot of synergy -- but the relevant enhancements are just so expensive.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  18. #58
    Build Constructionist unbongwah's Avatar
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    I agree +5 to saves is too expensive, but +4 saves & 10% amp should only be 9 APs: unlock tree (1 AP), +1 STR (2 APs), Imp Dilly x2 (4 APs), 10% heal amp (2 APs). Then you need 21 APs into Tempest for 100% offhand and 22 APs into WP for Ameliorating Strike. At lvl 16 (rgr 12 / FvS 4) that leaves 12 APs free for other things; not as much as I would like, but passable.

  19. #59
    Community Member Cardtrick's Avatar
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    Default You're right, half elf definitely works

    Quote Originally Posted by unbongwah View Post
    I agree +5 to saves is too expensive, but +4 saves & 10% amp should only be 9 APs: unlock tree (1 AP), +1 STR (2 APs), Imp Dilly x2 (4 APs), 10% heal amp (2 APs). Then you need 21 APs into Tempest for 100% offhand and 22 APs into WP for Ameliorating Strike. At lvl 16 (rgr 12 / FvS 4) that leaves 12 APs free for other things; not as much as I would like, but passable.
    You're right -- it's not quite as tight as I remembered. I think it was only when I was insisting on getting to both 20% healing amp and Wrathful Weapons that I really felt badly constrained.

    Here's a half-elf Undying Court scimitar version that sits at 14 Ranger, 4 Cleric at level 18. I think I'm convinced -- I like this better. I'm probably going to use this as either my next life or the following one (I'm thinking about doing a quick Otto's-assisted barbarian life first).

    Code:
    Character Plan by DDO Character Planner Version 04.20.01
    DDO Character Planner Home Page
    
    Half-Elf Amel Strike Tempest
    Level 18 True Neutral Half-Elf Male
    (14 Ranger \ 4 Cleric) 
    Hit Points: 266
    Spell Points: 467 
    BAB: 17\17\22\27\27
    Fortitude: 19
    Reflex: 15
    Will: 12
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (36 Point)       (Level 1)          (Level 18)           (Level 18)
    Strength             16                 23                   27
    Dexterity            13                 16                   16
    Constitution         15                 18                   18
    Intelligence         13                 16                   16
    Wisdom               11                 14                   14
    Charisma             13                 16                   16
    
    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
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 18)          (Level 18)
    Balance               1                  3                    3
    Bluff                 1                  3                    3
    Concentration         6                 25                   25
    Diplomacy             1                  3                    6
    Disable Device        n/a               n/a                   n/a
    Haggle                1                  3                    3
    Heal                  4                 23                   23
    Hide                  4                 24                   24
    Intimidate            1                  3                    3
    Jump                  3                 12                   12
    Listen                0                  2                    2
    Move Silently         4                 24                   24
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                1                  3                    3
    Search                5                 24                   24
    Spellcraft            1                  3                    3
    Spot                  4                 23                   23
    Swim                  3                  8                    8
    Tumble                2                  4                    4
    Use Magic Device      3                 13                   13
    
    Level 1 (Ranger)
    Skill: Concentration (+4)
    Skill: Heal (+4)
    Skill: Hide (+3)
    Skill: Move Silently (+3)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Paladin
    Feat: (Past Life) Past Life: Rogue
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Past Life) Past Life: Wizard
    Feat: (Selected) Power Attack
    
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Deity) Follower of the Undying Court
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Cleave
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Search (+1)
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Search (+4)
    Skill: Spot (+2)
    Feat: (Selected) Great Cleave
    
    
    Level 7 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Search (+1)
    Skill: Spot (+3)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+2)
    Skill: Search (+1)
    Skill: Spot (+2)
    
    
    Level 9 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 10 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Hide (+2)
    Skill: Move Silently (+2)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 11 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Hide (+3)
    Skill: Move Silently (+2)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Point Blank Shot
    
    
    Level 13 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+2)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Hide (+3)
    Skill: Move Silently (+2)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 15 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+2)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Hide (+3)
    Skill: Move Silently (+2)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 17 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Hide (+1)
    Skill: Jump (+3)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Enhancement: Half-Elf - Half-Elven Versatile Nature (Rank 1)
    Enhancement: Half-Elf - Human Adaptability: Strength (Rank 1)
    Enhancement: Half-Elf - Human Versatility: Damage Boost (Rank 1)
    Enhancement: Half-Elf - Human Greater Adaptability: Constitution (Rank 1)
    Enhancement: Half-Elf - Human Versatility: Saves Boost (Rank 1)
    Enhancement: Half-Elf - Improved Dilettante (Paladin) (Rank 1)
    Enhancement: Half-Elf - Improved Recovery (Rank 1)
    Enhancement: Half-Elf - Improved Dilettante (Paladin) (Rank 1)
    Enhancement: Half-Elf - Dilettante: Strength (Rank 1)
    Enhancement: Half-Elf - Improved Recovery (Rank 1)
    Enhancement: Tempest (Rgr) - Shield of Whirling Steel (Rank 1)
    Enhancement: Tempest (Rgr) - Tempest (Rank 1)
    Enhancement: Tempest (Rgr) - Graceful Death (Rank 1)
    Enhancement: Tempest (Rgr) - Deflect Arrows (Rank 1)
    Enhancement: Tempest (Rgr) - Improved Reaction (Rank 1)
    Enhancement: Tempest (Rgr) - Improved Reaction (Rank 2)
    Enhancement: Tempest (Rgr) - Improved Reaction (Rank 3)
    Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
    Enhancement: Tempest (Rgr) - Improved Parry (Rank 1)
    Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
    Enhancement: Tempest (Rgr) - Haste Boost (Rank 1)
    Enhancement: Tempest (Rgr) - Haste Boost (Rank 2)
    Enhancement: Tempest (Rgr) - Haste Boost (Rank 3)
    Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
    Enhancement: Tempest (Rgr) - Strength (Rank 1)
    Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
    Enhancement: Warpriest (Clr) - Smite Foe (Rank 1)
    Enhancement: Warpriest (Clr) - Resilience of Battle (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) - Righteous Weapons (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) - Righteous Weapons (Rank 1)
    Enhancement: Warpriest (Clr) - Inflame (Rank 1)
    Enhancement: Warpriest (Clr) - Righteous Weapons (Rank 1)
    Enhancement: Warpriest (Clr) - Strength (Rank 1)
    Enhancement: Warpriest (Clr) - Ameliorating Strike (Rank 1)
    Enhancement: Warpriest (Clr) - Righteous Weapons (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Far Shot (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Sneak Attack (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 2)
    Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 3)
    Enhancement: Deepwood Stalker (Rgr) - Versatile Empathy (Rank 1)
    For someone who cared about performance at L20+, I guess you'd then want to put at least 1 of the last 2 levels into Cleric to open up Wrathful Weapons and level 3 spells. Then the final level could be Ranger 15 (for an additional favored enemy and another L4 spell), Cleric 6 (I guess mostly for Sanctuary, since Undying Call is useless and 3 L3 cleric spells are plenty), Fighter 1 (extra feat, extra action boosts, slightly cheaper access to Haste Boost), Monk 1 (extra feat, saves, healing amp and positive spellpower from the first Shintao core). Monk seems to give the most, so probably this would wind up 14 Ranger / 5 Cleric / 1 Monk (requiring Lawful alignment).
    Last edited by Cardtrick; 02-18-2014 at 02:26 PM.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  20. #60
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    My character is now Ranger-9/Priest-6/rogue-1 having just hit 16th level. He's pretty close to the 1st build, although since he's a 36 point build with decent tomes (+5 wisdom, +4 dex and int, +3 for the rest), his trapping skills are a bit better.

    My last life was 18 ranger/1 rogue/1 fighter, a build that supported both a strong ranged focus as well as a tempest focus depending on enhancements.

    This guys real delta from the previous life is that he's a lot crunchier, and he has a bit more group utility (my Ameliorating strike really helps a lot in the cleric-starved environment that is Orien in keeping fellow melees and casters that I'm peeling off of alive). The PRR and AC from warpriest (+6 AC, 5/- DR from the first 3 cores in warpriest) make this version of Valariax somewhat stronger defensively, although still not a tank by any means.

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