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  1. #1
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    Default Dru Nukem 15 Druid/3 FvS/2 Monk (Monk Optional)

    I like the druid more as a spell caster than melee. However, running out of spell points when trying to nuke everything you soon run out of SP. This build is more of a damage dealing than CC but can be spec of either or both. It is fairly flexible so some feats can be swapped (I took Augmented summons for instance) and the enhancements can be reset for more defense or offense. Favored Souls have a lot of nice enhancements which work well with Druids and can reduce and most importantly for Dru Nukem build, generate spell points. FvS Angle of Vengence gives improved critical for Fire, Force, Light and Physical damage. AP spent in FvS also add to spell power and add spell points. Overall, there is a nice synergy between the two. The key to this build is the just reward enhancement in AoV. A maxed Just rewards gives you 10 SP when you critical hit with Fire, Force, Light and Physical. And this build critical hits a lot, so a lot of your spells, especially your SLA's, are almost free to cast depending on what meta magic you have toggled. At the cost of 9th level spells, some spell points, 2 monk levels can be added for evasion, AC, and bonus feats, as well as a little bit of extra fire spell power and another 1% critical chance for fire and light. I am currently testing this and at 19th level so far liking it.


    Code:
    Character Plan by DDO Character Planner Version 04.19.03
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Half-Elf Male
    (2 Monk \ 3 Favored Soul \ 15 Druid) 
    Hit Points: 347
    Spell Points: 1485 
    BAB: 14\14\19\24
    Fortitude: 23
    Reflex: 16
    Will: 27
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength              9                    14
    Dexterity            12                    17
    Constitution         16                    22
    Intelligence         11                    16
    Wisdom               17                    30
    Charisma             13                    18
    
    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
    +5 Tome of Strength used at level 19
    +5 Tome of Dexterity used at level 19
    +5 Tome of Constitution used at level 19
    +5 Tome of Intelligence used at level 19
    +5 Tome of Wisdom used at level 19
    +5 Tome of Charisma used at level 19
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    18
    Bluff                 1                     4
    Concentration         7                    20
    Diplomacy             5                    27
    Disable Device        n/a                   n/a
    Haggle                1                     4
    Heal                  7                    31
    Hide                  1                     3
    Intimidate            1                     4
    Jump                 -1                    12
    Listen                3                    10
    Move Silently         1                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     4
    Search                0                     4
    Spellcraft            4                    26
    Spot                  3                    10
    Swim                 -1                     3
    Tumble                n/a                   5
    Use Magic Device      n/a                   n/a
    
    Level 1 (Druid)
    Feat: (Selected) Augment Summoning
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Paladin
    Feat: (Past Life) Past Life: Artificer
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Druid
    
    
    Level 2 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Wolf
    
    
    Level 3 (Druid)
    Feat: (Selected) Mental Toughness
    
    
    Level 4 (Druid)
    
    
    Level 5 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Bear
    
    
    Level 6 (Favored Soul)
    Feat: (Deity) Follower of the Silver Flame
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 7 (Favored Soul)
    
    
    Level 8 (Favored Soul)
    
    
    Level 9 (Druid)
    Feat: (Selected) Empower Spell
    
    
    Level 10 (Druid)
    
    
    Level 11 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Winter Wolf
    
    
    Level 12 (Druid)
    Feat: (Selected) Enlarge Spell
    
    
    Level 13 (Druid)
    
    
    Level 14 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Dire Bear
    
    
    Level 15 (Druid)
    Feat: (Selected) Maximize Spell
    
    
    Level 16 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Water Elemental
    
    
    Level 17 (Monk)
    Feat: (Monk Bonus) Dodge
    
    
    Level 18 (Monk)
    Feat: (Selected) Quicken Spell
    Feat: (Monk Bonus) Toughness
    
    
    Level 19 (Druid)
    
    
    Level 20 (Druid)
    Enhancement: Half-Elf - Half-Elven Versatile Nature (Rank 1)
    Enhancement: Half-Elf - Human Adaptability: Constitution (Rank 1)
    Enhancement: Half-Elf - Elven Accuracy (Rank 1)
    Enhancement: Half-Elf - Human Greater Adaptability: Wisdom (Rank 1)
    Enhancement: Half-Elf - Improved Dilettante (Paladin) (Rank 1)
    Enhancement: Season's Herald (Drd) - Seasoned (Rank 1)
    Enhancement: Season's Herald (Drd) - Time (Rank 1)
    Enhancement: Season's Herald (Drd) - Tide (Rank 1)
    Enhancement: Season's Herald (Drd) - Sunburst (Rank 1)
    Enhancement: Season's Herald (Drd) - Season's Greetings: Winter (Rank 1)
    Enhancement: Season's Herald (Drd) - Season's Greetings: Winter (Rank 2)
    Enhancement: Season's Herald (Drd) - Beguile (Rank 1)
    Enhancement: Season's Herald (Drd) - Beguile (Rank 2)
    Enhancement: Season's Herald (Drd) - Beguile (Rank 3)
    Enhancement: Season's Herald (Drd) - Wax and Wane (Rank 1)
    Enhancement: Season's Herald (Drd) - Improved Metamagic: Maximize (Rank 1)
    Enhancement: Season's Herald (Drd) - Improved Metamagic: Maximize (Rank 2)
    Enhancement: Season's Herald (Drd) - Improved Metamagic: Maximize (Rank 3)
    Enhancement: Season's Herald (Drd) - Produce Flame (Rank 1)
    Enhancement: Season's Herald (Drd) - Produce Flame (Rank 2)
    Enhancement: Season's Herald (Drd) - Produce Flame (Rank 3)
    Enhancement: Season's Herald (Drd) - Wax and Wane (Rank 1)
    Enhancement: Season's Herald (Drd) - Creeping Cold (Rank 1)
    Enhancement: Season's Herald (Drd) - Creeping Cold (Rank 2)
    Enhancement: Season's Herald (Drd) - Creeping Cold (Rank 3)
    Enhancement: Season's Herald (Drd) - Wax and Wane (Rank 1)
    Enhancement: Season's Herald (Drd) - Wisdom (Rank 1)
    Enhancement: Season's Herald (Drd) - Spring Resurgence (Rank 1)
    Enhancement: Season's Herald (Drd) - Call Lightning (Rank 1)
    Enhancement: Season's Herald (Drd) - Call Lightning (Rank 2)
    Enhancement: Season's Herald (Drd) - Call Lightning (Rank 3)
    Enhancement: Season's Herald (Drd) - Wax and Wane (Rank 1)
    Enhancement: Season's Herald (Drd) - Wisdom (Rank 1)
    Enhancement: Season's Herald (Drd) - Word of Balance (Rank 1)
    Enhancement: Season's Herald (Drd) - Time and Tide (Rank 1)
    Enhancement: Season's Herald (Drd) - Strength of the Solstice (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Font of Power (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Scourge (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Scourge (Rank 2)
    Enhancement: Angel of Vengeance (Fvs) - Scourge (Rank 3)
    Enhancement: Angel of Vengeance (Fvs) - Smiting (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Just Reward (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Just Reward (Rank 2)
    Enhancement: Angel of Vengeance (Fvs) - Just Reward (Rank 3)
    Enhancement: Angel of Vengeance (Fvs) - Efficient Empower (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Efficient Empower (Rank 2)
    Enhancement: Angel of Vengeance (Fvs) - Smiting (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Smiting (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Wisdom (Rank 1)
    Enhancement: Warpriest (Fvs) - Smite Foe (Rank 1)
    Enhancement: Warpriest (Fvs) - Resilience of Battle (Rank 1)
    Enhancement: Warpriest (Fvs) - Toughness (Rank 1)
    Enhancement: Warpriest (Fvs) - Toughness (Rank 2)
    Enhancement: Warpriest (Fvs) - Toughness (Rank 3)
    Enhancement: Warpriest (Fvs) - Wall of Steel (Rank 1)
    Enhancement: Warpriest (Fvs) - Wall of Steel (Rank 2)
    Enhancement: Warpriest (Fvs) - Wall of Steel (Rank 3)
    Enhancement: Henshin Mystic (Mnk) - Riddle of Fire (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 1)

    Note, I wrote a lot more on playing this, spells, etc, but DDO forum ate it, and I am ****ed off to the maxed. Nut shell is, Monk levels optional but add a lot IMHO. It adds two extra feats, evasion, and with Henshin Mystic, some fire, force spell power and another 1% fire/force critical chance at the cost of 9th level spells. 2 FvS required to get just rewards. 3rd level FvS adds 2% more critical chance and meta magic reductions and more war priest defense and 3 tier enhancement goodies. Having 18 druid levels gives better pet, 9th level spells, and Storm of Vengeance as an SLA at the cost of meta magic cost reductions and a wisdom boost should you want it. A more experienced and better equipped player should probably dispense with the monk levels for a pure caster. Note that you can take spell focus feats to improve CC spells. Also, past lives in Wiz and Socr will also help a lot, especially with CC. I chose Water elemental over fire in this build since fire is already boosted a lot by AoV and your best DoT spells, creeping cold and greater creeping cold are cold based.

    Generally, play wise you use rotate your SLA's between produce flame, call lighting, and creeping cold and occasional word of balance. The first two damage them and creeping cold finished them off. Even empowered and maxed they don't cost much to cast, and PF and WoB can generate 10 spell points. Between them at level monsters die fast. Produce flame will often one shot them at level. However, produce flame usually misses against moving foes so it works best against archers and casters. For up close foes doing the crazy dance circle around you there are spells like ice storm and other CC. Wall of fire with all the fire based boosts really shines with this build and it, along with all your other fire spells, like flame strike, can generate spell points. For bosses you can use that in addition to the above greater creeping cold and other spells. Note that just about all your spell damage types are boosted between druid and FvS enhancements, so any boss resistant against one or more type damage you usually have another different type damage spell to cast at them.

    As for race, I took half-elf for the paladin charisma dilettante bonus to saves. Since I have a +5 tome to all stats, most abilities are odd with the half-elf enhancements to even them out. 13 base charisma required for the paladin dilettante. Monk levels taken latter to allow dex to be enhanced by tome to meet dodge requirements and to max out balance skills.

    As for ED shrandi will work OK but the other divine or arcane ED may offer more. I am still learning and am only 19th level with this build. Your best spell for shrandi is fireseeds from what I read but that allows a save, useless against fire resistant foes, and somewhat costly spell point wise. However, your other spells, splinterbolt, saltspray etc are enhanced by your AoV so they do good damage and can get a shrandi process. One option if you have the shrandi ED is to take Zen Archery so you can use a bow, add some dps and save spell points and get the occasional shrandi process. Lacking manyshot and bow strength is why it is only meh. Other ED's in Divine and Arcane may work better. As for equipment check other druid caster builds, they have better advise I can give since I am still learning. Any feedback on this would be appreciated. So far this build is fun to play, reasonably effective and might even kick a little ass.
    Last edited by Salmagnus; 01-02-2014 at 04:44 PM. Reason: Change a bit in light of Atomic comments.

  2. #2
    Community Member AtomicMew's Avatar
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    Just rewards only generates spell points on fire, light force and physical spells, so there is a lot less synergy thank you'd think, especially compared to arcanes or even divines. I'm not sure I see the point when you are losing storm of vengeance, it's unlikely that you'll make up for the lost efficiency with AoV. Most druids are going 17/2/1 monk/wizard. The one wizard level is adding quite a bit, and doesn't lose you 9th level spells.

  3. #3
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    Quote Originally Posted by AtomicMew View Post
    Just rewards only generates spell points on fire, light force and physical spells, so there is a lot less synergy thank you'd think, especially compared to arcanes or even divines. I'm not sure I see the point when you are losing storm of vengeance, it's unlikely that you'll make up for the lost efficiency with AoV. Most druids are going 17/2/1 monk/wizard. The one wizard level is adding quite a bit, and doesn't lose you 9th level spells.
    Aye, you are right, just rewards will not add SP with lighting or creeping cold. However, produce flame, fire wall, and all your other fire, force, and light spells will. Now, my previous build (this is my second druid) I was 17Dru/2Mon/1Wiz and found I was running out of spell points more often than I liked. Also, since U19 Wiz lost the spell power enhancements which made it so attractive for druids. Favored soul, compared to wiz, adds besides the just rewards to generate spell points, meta-magic cost reduction enhancements, and more critical hit chance for fire. light, physical, and force spells. Wiz does add a meta magic feat and access to scrolls, wands, etc to be sure. Overall though, I think Dru Nukem might be better, at least the ability to be more offensive (ie, Nukem...) in spell casting.
    Last edited by Salmagnus; 01-02-2014 at 04:50 PM.

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    Thought I would give an update on my experience with epic levels. For the most part, works well. I was (with a hireling or two) able to solo EH the Druids Deep and Sentinels of Stormreach story arcs without too many difficulties using shrandi ED. Usual tactic was to lay down a wall of fire (which would almost always generate bonus spell points) and start with the SLA's. Only mobs I had problems were with those that were immune to both fire and cold, so had to use salt spray, lighting bolt, and splinter bolts. So over all, having FvS levels will extend your spell points through scrounge and meta-magic cost reductions, and increase your spell power in light, aligiment, fire, and force.

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    Quote Originally Posted by Salmagnus View Post
    Usual tactic was to lay down a wall of fire (which would almost always generate bonus spell points) and start with the SLA's.
    Does it produce bonus spellpoints only on the initial cast, or on each tick of damage?

  6. #6
    Build Constructionist unbongwah's Avatar
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    Any caster-focused druid w/out Storm of Vengeance makes me sad.

    8^[ <- Emoticon of Ultimate Sadness

    See?

    OTOH, SoV and firewalls don't exactly mix well, do they?

    Still, I'd consider druid 18 / FvS 2 instead: you miss out on monk splash (Evasion & feats) and lvl 3 FvS perks; but gain lvl 9 spells & Storm of Vengeance SLA. That gives you a little more flexibility when facing fire-resistant mobs, too.

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    Quote Originally Posted by Rhaphael View Post
    Does it produce bonus spellpoints only on the initial cast, or on each tick of damage?
    Each critical hit from wall of fire will grant you the temp spell points along with damage. So, more monsters main more chances. With decent critical hit chance, almost always get some temp spell points. Note that your temp spell point pool never rises above 10 spell point, even if your main mana pool spell points may show a lot of spell point gains from several just rewards hits, they are not "really" there. Near as I can tell, when you cast a spell, it comes first from your temp spell points (the ones in parenthesis if they are any temp sp) and then from your main pool, not from your main pool plus the temp points it is showing. Generally I would cast wall of fire, then my low spell point SLA's to conserve manna.
    Last edited by Salmagnus; 01-22-2014 at 11:28 AM.

  8. #8
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    Quote Originally Posted by unbongwah View Post
    Any caster-focused druid w/out Storm of Vengeance makes me sad.

    8^[ <- Emoticon of Ultimate Sadness

    See?

    OTOH, SoV and firewalls don't exactly mix well, do they?

    Still, I'd consider druid 18 / FvS 2 instead: you miss out on monk splash (Evasion & feats) and lvl 3 FvS perks; but gain lvl 9 spells & Storm of Vengeance SLA. That gives you a little more flexibility when facing fire-resistant mobs, too.
    Agree, SoV is a nice spell. Maybe the best mix would be 17 druid and 3 FvS which is why in my OP I noted monk optional. You will have SoV as a spell, if at double spell point cost. It is important to keep in mind that the FvS splash is not just for temp spell points from just rewards, but also from the the meta-magic cost reductions. Pure druids only have one plus heighten. 18/2 will have two plus heighten, whereas a 17/3 will can have three plus heighten. Not to mention that AP spent in AoV tree adds two spell points per AP spent along with one spell power. So, 25 AP spent equal 50 spell points. Lastly, from war priest tree for just four AP you can gain +5 fire and light spell power, 2 AC, and 15 hit points. Not a bad deal and for 10 AP, gain and additional + 5 to fire and light, 2 AC, damage migration of 5/- and 10 PRR. As usual, so many places to spend AP and just not enough.

  9. #9
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    a caster druid needs all 20 druid levels to be effective in epic elite because you need as much DC and wisdom as possible.
    you absolutely need the druid level 20 capstone (+2 wisdom and +2 transmutation DC for mass frog at level 28... it's like a wail of the banshee that I'm able to push to DC 58, but it could be raised to DC 62).
    word of balance has a spell penetration check, so you need all 20 druid levels and a primal destiny for +5 more spell penetration in order to land WoB on spell resistent mobs.
    druids have a lot of spell points if you know how to use them: I cicle between word of balance sla + call lightning sla + call lightning spell + avenging light + sunbeam.
    against bosses I use also creeping cold sla + greater creeping cold spell.
    as area of effect spells you can use energy burst + sunburst sla.
    these are the spells I use in epic elite quests and I often don't need to shrine.
    sunbeam doesn't seem to have a level cap, so every caster level is useful to increase its damage.
    against trash mobs in epic elite creeping cold and produce flame sla are useless because the barbarians in your group will kill the mobs before your produce flame can reach the mob (lol).

    also you need to maximize your wisdom, so you need to spend some points in nature's warrior tree to get +2 wisdom, some points in the human tree for +1 wisdom, and the rest in the season's herald tree.

    you have to start with intelligence 16 and equip some intelligence item to increase energy burst DC (I can reach DC 48): ice storm and wall of fire are slow because you will deal about 200 or 300 damage with them before the melee players in your group will kill the mobs.

    I have tested all epic destinies with druid class, and the one that works best is shiradi for the additional damage and caster levels (caster levels for sunbeam): with shiradi you can deal a decent amount of damage in epic elite and still using few spell points.

    Forget about elemental forms because they are ****: they give -3 caster levels to everything is different from fire and ice (depending on what form you use)... for example my call lightning deals 100 less damage when I'm in an elemental form.
    Last edited by Michele; 01-21-2014 at 07:38 AM.

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    What about 3 thief (assassin) 2 monk (ninspy) 15 druid (nw). You get +10d6 sneak damage before equipment at 20, a lot of which you can frontload by taking 3 thief/2 monk to start and then finishing with 15 druid. You then end up in a wolf-centric mode, but it gets you level 8 spells and fun stuff like jaws of winter... Plus, you can dual wield daggers or kukris and use dex to dam, allowing you to focus on just wis/con/dex for your char and dumping points into int for skillpoints as desired...

  11. #11
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    Quote Originally Posted by Scrag View Post
    What about 3 thief (assassin) 2 monk (ninspy) 15 druid (nw). You get +10d6 sneak damage before equipment at 20, a lot of which you can frontload by taking 3 thief/2 monk to start and then finishing with 15 druid. You then end up in a wolf-centric mode, but it gets you level 8 spells and fun stuff like jaws of winter... Plus, you can dual wield daggers or kukris and use dex to dam, allowing you to focus on just wis/con/dex for your char and dumping points into int for skillpoints as desired...
    This sounds good but I don't play animal form druids. That said, I believe that for now, and probably nerfed real soon, natural fighting stacks with two weapon fighting feats, making this a real killer. Still, you are going to be feat starved so stick to with melee feats and no caster (maybe just quicken and/or empowered healing) feats, IMHO.

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    Quote Originally Posted by Michele View Post
    a caster druid needs all 20 druid levels to be effective in epic elite because you need as much DC and wisdom as possible.
    you absolutely need the druid level 20 capstone (+2 wisdom and +2 transmutation DC for mass frog at level 28... it's like a wail of the banshee that I'm able to push to DC 58, but it could be raised to DC 62).
    word of balance has a spell penetration check, so you need all 20 druid levels and a primal destiny for +5 more spell penetration in order to land WoB on spell resistent mobs.
    druids have a lot of spell points if you know how to use them: I cicle between word of balance sla + call lightning sla + call lightning spell + avenging light + sunbeam.
    against bosses I use also creeping cold sla + greater creeping cold spell.
    as area of effect spells you can use energy burst + sunburst sla.
    these are the spells I use in epic elite quests and I often don't need to shrine.
    sunbeam doesn't seem to have a level cap, so every caster level is useful to increase its damage.
    against trash mobs in epic elite creeping cold and produce flame sla are useless because the barbarians in your group will kill the mobs before your produce flame can reach the mob (lol).

    also you need to maximize your wisdom, so you need to spend some points in nature's warrior tree to get +2 wisdom, some points in the human tree for +1 wisdom, and the rest in the season's herald tree.

    you have to start with intelligence 16 and equip some intelligence item to increase energy burst DC (I can reach DC 48): ice storm and wall of fire are slow because you will deal about 200 or 300 damage with them before the melee players in your group will kill the mobs.

    I have tested all epic destinies with druid class, and the one that works best is shiradi for the additional damage and caster levels (caster levels for sunbeam): with shiradi you can deal a decent amount of damage in epic elite and still using few spell points.

    Forget about elemental forms because they are ****: they give -3 caster levels to everything is different from fire and ice (depending on what form you use)... for example my call lightning deals 100 less damage when I'm in an elemental form.
    As far as EE levels, cannot disagree with this, and good advise for all levels and any other casters, for that matter. However, some things too point out. The Dru Nukem build is built for sustained magic casting "nukem" dps, utilizing all the many spells of that druids have, not just a few big ones or the SLA's. A lot of these spells, and some of the best spells, like creeping cold, have capped caster levels and no resistance or reflex to overcome, so it does not matter what your caster level or DC is for the most part. Other spells, like splinterbolt are like this and also qualify for AoV just rewards. Note that because you have AoV, you can utilize your meta magics more (and one wisdom bump if needed) liberally. In a pure druid, I would either have empower or max on, rarely both at the same time because they burn up too many spell points, or at least I did. However, because of the AoV enhancements along with just rewards temp spell points, I usually had both turned on all the time and quicken and/or enlarge when needed. FvS enhancements (scrounge) gives more spell power to fire, force, light, and physical (like splinterbolt) spells along with an additional 6% to critical hit chance with those spells, so damage may be approaching a pure druid even if the spell is uncapped. Overall, Dru Nukem is a fun to play build, versatile, and resilient. Even when I ran out of spell points (usually because I skipped a shrine) I could still cast some of my SLA's maxed and/or empowered and dish out good DPS and be useful.

  13. #13
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    can you tell me how many spell points do you use if you cast word of balance sla + call lightning sla + creeping cold sla + avenging light + energy burst + sunburst sla?
    very very few, and with each of them you can use ALL metamagic feats without any additional cost. I can do many epic elite quests and skip shrines.

    regenerate mass caps at level 25, but you don't cast level 9 spells, and level 7 regenerate spell does not always heal enogh in epic elite content.
    sunburst caps at level 25, sunbeam has no level cap, the spell penetration check of word of balance is based on caster levels, so you need all 25 caster levels to maximize your damage output.
    in my next life I have to test if equipping items that increase evocation caster level, increase the damage output of sunbeam.

    shiradi is the destiny for a druid: with exalted angel you can't be a level 25 caster.
    with your build, in heroic levels, your creeping cold spells are not capped because they cap at level 18 and 20.
    in heroic levels your word of balance will do less damage because it caps at level 20.

    in epic quests your melee ability is nothing because you have not invested any feats.
    greater creeping cold burns too many spell points (20 if I'm not wrong), it's single target and kills too slowly (it's only good for bosses).

    a druid main damage output comes from call lightning spell: it has a 2 seconds cooldown, it deals 500/700 damage without critical (about 1200 with critical), you have to cast it without heighten feat in order to use few spell points, and to avoid that the enemies evade it you have to maximize your evocation dc and wisdom.

    final considerations:
    1) you are doing a build based on temporary spell points proc, when a druid can use sla that cost 3 to 6 spell points (without considering avenging light and energy burst);
    2) you are wasting 2 levels to get evasion with a class that has reflex saves as secondary... you can get 2 druid levels instead in order to have the same spell points that you get by doing your 2 mental toughness feats.
    3) you are increasing light spells critical chance with fvs levels, but your light spells will do less damage because they cap at level 25 (lol).
    4) in epic elite content the mobs will evade all your spells because you have low evocation DC, and your word of balance spell will be resisted by mobs with spell resistance.
    5) creeping cold is single target, is slow, and I can't imagine what you will do against an epic elite giant skeleton.


    The main point of my discussion is that you don't need more spell points or temporary spell points procs because druid have tons of sla at almost no spell points cost, and you don't need evasion because in epic content is not so useful and because druids usually don't have high reflex saves.
    Last edited by Michele; 01-23-2014 at 07:08 AM.

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