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  1. #41
    Community Member Nodoze's Avatar
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    Quote Originally Posted by voodoogroves View Post
    I do love the laser builds.

    Have you looked at morninglord?
    I did a little and starting at 15 and being able to dual-wield 2 Phospor seemed pretty appealing... Them getting both Racial & Diety bonuses with Maces plus I suspect a pure 20 FvS getting fully meta'ed Sun-Bolt mana-free is fun as well.

    While they fit the whole light theme very well as well as getting racial bonus to light damage, I opted for the True-Neutral PDK Charisma FvS so I could easily UMD Celestia to hit everything while in ED:EA (even with ED:EA Blessed Blades) and get the mana-free fully-meta'ed Sun-Bolt as well as use Charisma to-hit & damage... The other reason was for the high saves when splashing Paladin-2 one day...

    EDIT: While the TN-PDK-FvS is my favorite EH zerger to date but now that I am looking to go to cap & EE I wish I had gone strenght based HE with Paladin Dilletant and could stay true neutral and still dual wield Celestia as well as get racial & diety bonuses with Frostbites & other scimitars...

    Does Phosper have any light based replacements at cap? That is one thing holding me back as I already have caster light builds and I wanted to get Light based melee as well with Celestia(s) and MorningLords seem to lose much of their synergies when they aren't using Heavy Maces.
    Last edited by Nodoze; 01-09-2014 at 12:28 PM.

  2. #42
    Community Member voodoogroves's Avatar
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    Some of the celestia and related procs will work on mainhand even if you're only holding it in the offhand. Believe that's the case w/ the sunburst and detonation.
    Ghallanda - now with fewer alts and more ghostbane

  3. #43
    Community Member Nodoze's Avatar
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    Quote Originally Posted by voodoogroves View Post
    Some of the celestia and related procs will work on mainhand even if you're only holding it in the offhand. Believe that's the case w/ the sunburst and detonation.
    On a TWF character, assuming dual-weilding with 80+% off-hand strikes with one Celestia in each hand... Would the main hand get procs from itself and the off-hand weapon? Would the off-hand strikes also get a chance of procing or only the main-hand strikes (or double-strikes)?

  4. #44
    Community Member Nodoze's Avatar
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    Quote Originally Posted by Nodoze View Post
    At least looking at the wiki, once you have 5-10 Righteous-Fevor stacks any light spell effect or smite has a 3% chance to stun opponents for 6 seconds... With stacks decaying at 10 second intervals you could up to 50 seconds with no heal casts and still get the benefits...

    As long as you had 5 or more charges, I suspect all of the following are likely to have a 3% chance of no-save stunning in EE on each of the following:
    -*Divine Wraths AoE;
    -Sun-Bursts AoE;
    -Sun-Bolt AoE-line;
    - the Archon repeated pew-pew;
    - other pew-pew light (AL,SL,SLsla,Sunbeam,?) (but not Nimbus of Light);
    -Divine Punishment ticks (likely red-named immune and fairly mana intensive);

    It would also be interesting to know if any of the following light effects/smites also proc stuns:
    - EA:ED's Smite the Wicked;
    - EA:ED's Strike Down (curious if radiant aura generates counters);
    - Paladin Divine Sacrifice (very interested);
    - Paladin Smite Evil (too few);

    I marked Divine Wrath with an * because even though it heals players I now understand that it typed as a Light spell (thanks to Ancient's knowledge) which is why players were getting stunned by Excoriate. AFAIK it is the only one in the list above that may be stunning players.

    Giving no-fail stuns on EE is pretty sweet (even if random) so it would be nice to know what combos for sure proc it and if there are ways to mitigate the stun to players from Divine Wrath (assuming it is indeed happening).
    I took your advice and went into Claw of Vulkoor on EH and killed Warlock Sobrien quite a few times solo.

    -I did a few runs focused on melee and one observation is that even with dual-proc TWF ASs it is hard to increment Vulnerable stacks up to 20 counters... If I had a Frostbite or two I should be able to ramp up real quick and then switch back to Celestia and likely maintain close to 20 counters... If you miss one or two ASs (failed a roll or the boss moves back) then likely would want to swap in a single Frostblade for a few seconds to get back to 20 counters...

    -Ancient is right that the Archon is a huge benefit of a FvS over even a DD cleric... Yeah a DD cleric could Sun-Burst but the Archon is so efficent and you don't have to do anything I agree it is much easier and much more sustainable and superior at least on a boss...

    - With Excoriate on the Archon on his own stunned the boss quite a bit... When I made the giant vulnerable the Archon got purple damage...

    -Lastly I don't think he is able to hit me or maybe isn't bypassing my DR/buffs as I rarely see any condemnation on him even though I am the only target. In one of these next runs I will try to not put on my magic missle buff and see if those count/help.

    - On the later runs to give me the most samples possible the only spells I cast after the fight starts are renewal to keep up counters and Divine Wrath... So far I have not seen a single stun on myself but the sample size may not be sufficent with only 3 runs.

  5. #45
    Community Member Nodoze's Avatar
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    Did at least 10 more runs. Started getting sick of it so on the last run I turned on all meta-magics and popped Ascendance and went all out and he was dead well before my Angle mode stopped. I am sure that isn't going to set any records but considering I was putting out lots of AoE healing during that time it was pretty cool.

    Most of the runs were slow methodical with only the archon, renewal, & Divine Wrath. Several had my owlbear & panther attacking with me doing dimplomacy with me positioning myself where I could see both hirelines and myself.

    I had Excoriate on the entire time and not once did I see a stun on myself or my hirelings but the boss got stunned quite a bit. I have easily had over 100 samplings all with myself in the AoE and many with my hirelings.

    The following are at least some of the threads where it was reported as bugged but maybe it has been fixed?:

    https://www.ddo.com/forums/showthrea...=1#post5180785

    https://www.ddo.com/forums/showthrea...ight=Excoriate

    https://www.ddo.com/forums/showthrea...ight=Excoriate

    I will try to update these threads and see if they can confirm a fix on their end. As for me I have not been able to confirm it and am inclined to try it at some point with a party/raid after I have become really familiar and am sure I am over-AoE-healing everyone around me first...

  6. #46
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by Nodoze View Post
    On a TWF character, assuming dual-weilding with 80+% off-hand strikes with one Celestia in each hand... Would the main hand get procs from itself and the off-hand weapon? Would the off-hand strikes also get a chance of procing or only the main-hand strikes (or double-strikes)?
    Some of the procs are not "on weapon" but rather "on character hit" chance. This, at least, is what the testing in the various thrower threads is showing.

    You don't get a second "detonation" and the text actually says "on an attack roll that is a 20" or similar. Not with that weapon, with any weapon - so I would suspect you would NOT get double chances.
    Ghallanda - now with fewer alts and more ghostbane

  7. #47
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    Default Tanky build

    Hi guys,

    I like the theme of your build and that suits great to a tanky build... I tried to put all of this in a build and here is the result, i may try it with my 2nd life cleric if i get him to 28 to iconic reincarnate.

    Classes are FvS 12 / Ftr 6 / Rog 2.
    That gives me everything needed in FvS tree, defensive stance and evasion 1.

    I began this build on a CON/CHA basis with some INT to get skills and reflex saves with Insightful reflexes. It may be better for AC to go with some DEX but i don't think this build can reach a top tier AC. Maybe rely more on PRR, evasion and dodge.
    skills at 20 : max Intimidate, max UMD, max Heal and max Spellcraft with some balance.

    About the weaponry : Celestia in main hand with a tower shield (hopefully with some PRR on it).

    I didn't think much about EDs...

    here it is :

    Code:
    Character Plan by DDO Character Planner Version 04.19.03
    DDO Character Planner Home Page
    
    Level 28 True Neutral Purple Dragon Knight Male
    (6 Fighter \ 2 Rogue \ 12 Favored Soul \ 8 Epic) 
    Hit Points: 558
    Spell Points: 1204 
    BAB: 16\16\21\26\26
    Fortitude: 19
    Reflex: 17
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 28)
    Strength              8                    13
    Dexterity             8                    13
    Constitution         17                    22
    Intelligence         14                    19
    Wisdom                8                    13
    Charisma             17                    32
    
    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 28)
    Balance              -1                    20
    Bluff                 3                    19
    Concentration         3                    17
    Diplomacy             3                    19
    Disable Device        n/a                  n/a
    Haggle                3                    22
    Heal                  1                    32
    Hide                 -1                     9
    Intimidate            7                    48
    Jump                  3                    14
    Listen               -1                     9
    Move Silently        -1                     9
    Open Lock            n/a                    n/a
    Perform               n/a                  n/a
    Repair                2                    12
    Search                2                    12
    Spellcraft            4                    35
    Spot                 -1                     9
    Swim                 -1                     9
    Tumble               n/a                    n/a
    Use Magic Device      5                    42
    
    Level 1 (Fighter)
    Feat: (Human Bonus) Insightful Reflexes
    Feat: (Fighter Bonus) Shield Mastery
    Feat: (Selected) Toughness
    
    
    Level 2 (Rogue)
    
    
    Level 3 (Fighter)
    Feat: (Fighter Bonus) Combat Expertise
    Feat: (Selected) Weapon Focus: Piercing Weapons
    
    
    Level 4 (Fighter)
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Piercing Weapons
    
    
    Level 6 (Favored Soul)
    Feat: (Deity) Favored by Amaunator
    Feat: (Selected) Maximize Spell
    
    
    Level 7 (Favored Soul)
    
    
    Level 8 (Favored Soul)
    
    
    Level 9 (Favored Soul)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 10 (Fighter)
    
    
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Improved Shield Mastery
    
    
    Level 12 (Favored Soul)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 13 (Favored Soul)
    
    
    Level 14 (Favored Soul)
    
    
    Level 15 (Favored Soul)
    Feat: (Selected) Quicken Spell
    
    
    Level 16 (Favored Soul)
    
    
    Level 17 (Favored Soul)
    
    
    Level 18 (Favored Soul)
    Feat: (Selected) Mental Toughness
    
    
    Level 19 (Favored Soul)
    
    
    Level 20 (Rogue)
    
    
    Level 21 (Epic)
    Feat: (Selected) Epic: Epic Toughness
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Feat: (Selected) Epic: Bulwark of Defense
    
    
    Level 25 (Epic)
    
    
    Level 26 (Epic)
    Feat: (Epic Destiny) Epic Destiny: Epic Spell Power: Light
    
    
    Level 27 (Epic)
    Feat: (Selected) Epic: Epic Damage Reduction
    
    
    Level 28 (Epic)
    Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting
    Enhancement: Purple Dragon Knight - Human Versatility: Defense Boost (Rank 1)
    Enhancement: Purple Dragon Knight - Human Adaptability: Charisma (Rank 1)
    Enhancement: Purple Dragon Knight - Human Versatility: Damage Boost (Rank 1)
    Enhancement: Purple Dragon Knight - Cormyrean Knight Training (Rank 1)
    Enhancement: Purple Dragon Knight - Improved Recovery (Rank 1)
    Enhancement: Purple Dragon Knight - Purple Dragon Focus (Rank 1)
    Enhancement: Purple Dragon Knight - Purple Dragon Focus (Rank 2)
    Enhancement: Purple Dragon Knight - Purple Dragon Focus (Rank 3)
    Enhancement: Purple Dragon Knight - Rallying Cry (Rank 1)
    Enhancement: Purple Dragon Knight - Improved Recovery (Rank 1)
    Enhancement: Purple Dragon Knight - Final Stand (Rank 1)
    Enhancement: Purple Dragon Knight - For Cormyr! (Rank 1)
    Enhancement: Purple Dragon Knight - Improved Recovery (Rank 1)
    Enhancement: Stalwart Defender (Ftr) - Toughness (Rank 1)
    Enhancement: Stalwart Defender (Ftr) - Overbalance (Rank 1)
    Enhancement: Stalwart Defender (Ftr) - Stalwart Defense (Rank 1)
    Enhancement: Stalwart Defender (Ftr) - Durable Defense (Rank 1)
    Enhancement: Stalwart Defender (Ftr) - Durable Defense (Rank 2)
    Enhancement: Stalwart Defender (Ftr) - Durable Defense (Rank 3)
    Enhancement: Stalwart Defender (Ftr) - Threatening Countenance (Rank 1)
    Enhancement: Stalwart Defender (Ftr) - Threatening Countenance (Rank 2)
    Enhancement: Stalwart Defender (Ftr) - Threatening Countenance (Rank 3)
    Enhancement: Stalwart Defender (Ftr) - Inciting Defense (Rank 1)
    Enhancement: Stalwart Defender (Ftr) - Inciting Defense (Rank 2)
    Enhancement: Stalwart Defender (Ftr) - Inciting Defense (Rank 3)
    Enhancement: Stalwart Defender (Ftr) - Resilient Defense (Rank 1)
    Enhancement: Stalwart Defender (Ftr) - Resilient Defense (Rank 2)
    Enhancement: Stalwart Defender (Ftr) - Resilient Defense (Rank 3)
    Enhancement: Warpriest (Fvs) - Smite Foe (Rank 1)
    Enhancement: Warpriest (Fvs) - Resilience of Battle (Rank 1)
    Enhancement: Warpriest (Fvs) - Sanctuary (Rank 1)
    Enhancement: Warpriest (Fvs) - War Domain: Blur (Rank 1)
    Enhancement: Warpriest (Fvs) - Divine Might (Rank 1)
    Enhancement: Warpriest (Fvs) - Divine Might (Rank 2)
    Enhancement: Warpriest (Fvs) - Divine Might (Rank 3)
    Enhancement: Warpriest (Fvs) - Toughness (Rank 1)
    Enhancement: Warpriest (Fvs) - Toughness (Rank 2)
    Enhancement: Warpriest (Fvs) - Toughness (Rank 3)
    Enhancement: Warpriest (Fvs) - Smite Weakness (Rank 1)
    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: Warpriest (Fvs) - Inflame (Rank 1)
    Enhancement: Warpriest (Fvs) - Inflame (Rank 2)
    Enhancement: Warpriest (Fvs) - Inflame (Rank 3)
    Enhancement: Warpriest (Fvs) - Inflame: Energy Absorption (Rank 1)
    Enhancement: Warpriest (Fvs) - Charisma (Rank 1)
    Enhancement: Warpriest (Fvs) - Ameliorating Strike (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Font of Power (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Shield of Condemnation (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Aura of Menace (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Summon Archon (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) - Animus (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Animus (Rank 2)
    Enhancement: Angel of Vengeance (Fvs) - Animus (Rank 3)
    Enhancement: Angel of Vengeance (Fvs) - Smiting (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Inquisition (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Inquisition (Rank 2)
    Enhancement: Angel of Vengeance (Fvs) - Inquisition (Rank 3)
    Enhancement: Angel of Vengeance (Fvs) - Smiting (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Articles of Faith (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Charisma (Rank 1)

  8. #48
    Community Member Nodoze's Avatar
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    Quote Originally Posted by Szordrinn View Post
    Hi guys,

    I like the theme of your build and that suits great to a tanky build... I tried to put all of this in a build and here is the result, i may try it with my 2nd life cleric if i get him to 28 to iconic reincarnate.

    Classes are FvS 12 / Ftr 6 / Rog 2.
    That gives me everything needed in FvS tree, defensive stance and evasion 1.

    I began this build on a CON/CHA basis with some INT to get skills and reflex saves with Insightful reflexes. It may be better for AC to go with some DEX but i don't think this build can reach a top tier AC. Maybe rely more on PRR, evasion and dodge.
    skills at 20 : max Intimidate, max UMD, max Heal and max Spellcraft with some balance.

    About the weaponry : Celestia in main hand with a tower shield (hopefully with some PRR on it).

    I didn't think much about EDs...

    here it is :

    ...
    Level 28 True Neutral Purple Dragon Knight Male
    (6 Fighter \ 2 Rogue \ 12 Favored Soul \ 8 Epic)
    ...
    I built the following team to test much of the ideas in this thread (both are currently level 24 (banking 25)):

    -PDK Charisma/Con Tank: LG 6Paladin/13Cleric/1Fighter in ED:US with TowerShield & Celestia (getting THF procs as a Bastard Sword);
    --- Duoing with:
    -PDK Charisma/Con FvS: TN 20FvS TWF in ED:EA with dual Celestia (before they nerfed Vulnerable from getting double stacks of Vulnerable);

    My True Nuetral FvS can stay in ED:EA and not break Celestia and by putting the CoR on the Tank they both get +100% melee damage from their Celestias;

    I like your first pass, some builds I put together that you may want to review are as follows:

    https://www.ddo.com/forums/showthrea...?highlight=PDK

    https://www.ddo.com/forums/showthrea...?highlight=PDK

    I would also re-read my post on tank variants and realize that Epic Destinies/twists matter substantially...

    https://www.ddo.com/forums/showthrea...=1#post5217339

    Bottom-line is that, until we can do [simultaneous] Tier 4 twists, a Tank variant [by itself without someone else in ED:EA] can only be a +75%/25% Damage build unless they are in the ED:EA... I have played both ED:EA & ED:US and I don't see ED:EA as a great tanking ED like US is and I don't know how EA will have enough hate without Intolerant blow (I guess you could twist that) and while it can have Intimidation I recommend having both intimidation and high threat/hate on a Tank (I even took max Diplomacy on my Charisma FvS just in case).. Half-Elf Paladin-dillitante saves may be enough on a healer or a self-sufficent DPS but I would think a true tank who is trying to take EE agro should have full Paladin Divine Grace and being LG in ED:EA will break Celestia. Hopefully a HE can get them high enough... Evasion is great but I don't think your split will be able to get the saves to leverage it [in EE] and improved evasion with no saves may be out of reach... That being said I don't really personally care about EE much as I don't go out of my way to play EE and I have tons of fun. I just make comments about what i think is important on EE to not mislead any readers by not denoting which variants I think have a chance to go EE...

    The above being said, and while Paladin brings so much to this kind of build with saves/healing power/spell points I like your idea of trying Fighter as I would love to get the B&C Doublestrike if I could pull off the APs...

    Personally, as I said before, I don't know that would try a +100/50% Tank unless I could stay in ED:US and do two Tier 4 twists...

    Thanks again for sharing and please continue to think about it. I would like to get a Tanky version that works and ultimately the only way to know is to build one and test it... If you do any testing please share your results.
    Last edited by Nodoze; 01-20-2014 at 09:14 PM. Reason: added [part] for clarity...

  9. #49
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    Quote Originally Posted by Nodoze View Post
    until we can do Tier 4 twists,
    It is doable with 16 epic past lives that will give you 4 fate points + 20 fate points from all epic destinies maxed (with +2 tome of fate).

    But it would be a pain to level 16 times from 20 to 28...

  10. #50
    Community Member Nodoze's Avatar
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    Quote Originally Posted by Szordrinn View Post
    It is doable with 16 epic past lives that will give you 4 fate points + 20 fate points from all epic destinies maxed (with +2 tome of fate).

    But it would be a pain to level 16 times from 20 to 28...
    Wow. There is no way I am up for that.

  11. #51
    Community Member Nodoze's Avatar
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    Quote Originally Posted by Nodoze View Post
    Quote Originally Posted by Szordrinn View Post
    It is doable with 16 epic past lives that will give you 4 fate points + 20 fate points from all epic destinies maxed (with +2 tome of fate).

    But it would be a pain to level 16 times from 20 to 28...
    Wow. There is no way I am up for that.
    I read the ED page again to make sure I understood the benefits multiple Epic TRs and I think you are correct that it is possible right now with 16 epic past lives. Assuming they release the 3rd Divine Destiny like they were planning and, considering there is already one epic level left over, once the 3rd Divine ED is released there should be 2 more Fate Points available... If I understand correctly the max Fate Points should be as follows:
    - 20 from EDs (once 3rd Divine ED is released);
    - +2 from Tome;

    Eeek... I am a sad puppy... Even after they release the 3rd Divine Destiny we would still need 8 Epic Past lives to get the 24 Fate points to do two Tier 4 Twists to do a Tank build using an Epic Destiny outside of Epic Destiny: Exalted Angel (ED:EA)...

    Ugg... Likely still not up for that... Maybe easier to figure out a way to do a tank in the Epic Destiny Exalted Angel...
    Last edited by Nodoze; 01-20-2014 at 09:20 PM.

  12. #52
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    Quote Originally Posted by Nodoze View Post
    Eeek... I am a sad puppy... Even after they release the 3rd Divine Destiny we would still need 8 Epic Past lives to get the 24 Fate points to do two Tier 4 Twists to do a Tank build using an Epic Destiny outside of Epic Destiny: Exalted Angel (ED:EA)...

    Ugg... Likely still not up for that... Maybe easier to figure out a way to do a tank in the Epic Destiny Exalted Angel...
    Not much else to do if you just focus on one toon at the moment. Given there is no need to farm raids with multiple toons for seal/shards, almost seems better to focus on one toon.
    Varz
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  13. #53

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    Some food for thought:

    Elf - Ranger 12 / Favoured Soul 6 / Optional 2

    - Dex-based Elf
    - Using Scimitars, gains Dex To-Hit/Damage from Tempest
    - Epic Frostbite Blades for Vulnerability Procs
    - Satisfy Deity weapons for Undying Court in Warpriest and Angel of Vengeance
    - Bonus Weapon Damage from Warpriest through Righteous Weapons
    - Bonus Weapon Damage from Tempest for TWF Scimitars
    - Gains full BAB from T5 Warpriest
    - Gains Smite Weakness from Warpriest for Vulnerability
    - Gains Aura of Comdemnation from Angel of Vengeance for Vulnerability
    - Gains Light Damage on hit from Warpriest T5
    - Extedned Dragonmarks for Displacement
    - Bonus PRR from Warpriest & Tempest
    - Bonus HP from Warpriest

    Optional 2
    - Fighter 2 for Feats, Haste Boosts and Extra Actions Boosts, for upto 16 Haste Boost per rest
    - Monk 2 for Feats, Saves, Early Evasion
    - Rogue 2 for Trap Skills, UMD, Early Evasion and additional Sneak Damage

    A good pair of random loot Solar Scimitar's of Draining (+Temp SP) with lots of extra Haste Boosts from Fighter 2 would be a helluva lot of fun.

    How's about that ?
    Last edited by Arlathen; 01-22-2014 at 09:22 AM. Reason: Poor IE compatibility and thus poor formatting
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    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  14. #54
    Community Member -Avalon-'s Avatar
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    Not sure if this will work or not, just my rough draft approach to what seems to be what you are going for (as a tanky/DPS version), pretty sure it covers the basics of the SoC and Smite Weakness, while having mass healing (through AStrike) and potential to cause major damage due to twists...

    Code:
    Character Plan by DDO Character Planner Version 04.19.03
    DDO Character Planner Home Page
    
    
    Level 28 Lawful Good Purple Dragon Knight Male
    (8 Fighter \ 4 Paladin \ 8 Favored Soul \ 8 Epic) 
    Hit Points: 534
    Spell Points: 1596 
    BAB: 18\18\23\28\28
    Fortitude: 31
    Reflex: 26
    Will: 23
    
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (36 Point)       (Level 1)          (Level 28)           (Level 28)
    Strength             13                 18                   18
    Dexterity            13                 18                   18
    Constitution         16                 21                   21
    Intelligence          8                 13                   13
    Wisdom               14                 19                   19
    Charisma             16                 28                   28
    
    
    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            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 28)          (Level 28)
    Balance               1                  4                   12
    Bluff                 3                  9                   17
    Concentration         3                  5                   16
    Diplomacy             3                  9                   17
    Disable Device       n/a                n/a                   n/a
    Haggle                3                  9                   17
    Heal                  2                  4                   12
    Hide                  1                  4                   12
    Intimidate            3                  9                   17
    Jump                  1                  4                   12
    Listen                2                  4                   12
    Move Silently         1                  4                   12
    Open Lock             n/a               n/a                  n/a
    Perform               n/a               n/a                  n/a
    Repair               -1                  1                    9
    Search               -1                  1                    9
    Spellcraft           -1                  1                    9
    Spot                  2                  4                   12
    Swim                  1                  4                   12
    Tumble                n/a               n/a                  n/a
    Use Magic Device      n/a               n/a                  n/a
    
    Level 1 (Fighter)
    Feat: (Selected) Exotic Weapon Proficiency: Bastard Sword
    Feat: (Past Life) Past Life: Wizard
    Feat: (Past Life) Past Life: Wizard
    Feat: (Past Life) Past Life: Wizard
    Feat: (Human Bonus) Power Attack
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sunder
    Feat: (Automatic) Tower Shield Proficiency
    Feat: (Automatic) Trip
    
    
    
    
    Level 2 (Favored Soul)
    Feat: (Deity) Favored by Amaunator
    Feat: (Automatic) Magical Training
    
    
    
    
    Level 3 (Favored Soul)
    Feat: (Selected) Dodge
    
    
    
    
    Level 4 (Favored Soul)
    Ability Raise: CHA
    Feat: (Automatic) Child of Amaunator
    
    
    
    
    Level 5 (Favored Soul)
    
    
    
    
    Level 6 (Fighter)
    Feat: (Fighter Bonus) Mobility
    Feat: (Selected) Two Weapon Fighting
    
    
    
    
    Level 7 (Fighter)
    
    
    
    
    Level 8 (Fighter)
    Ability Raise: CHA
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    
    
    Level 9 (Fighter)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Automatic) Improved Heroic Durability
    
    
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Spring Attack
    
    
    
    
    Level 11 (Fighter)
    
    
    
    
    Level 12 (Fighter)
    Ability Raise: CHA
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    Feat: (Selected) Toughness
    
    
    
    
    Level 13 (Paladin)
    Feat: (Automatic) Aura of Good
    Feat: (Automatic) Smite Evil
    
    
    
    
    Level 14 (Paladin)
    Feat: (Automatic) Divine Grace
    Feat: (Automatic) Lay on Hands
    
    
    
    
    Level 15 (Paladin)
    Feat: (Selected) Quicken Spell
    Feat: (Automatic) Aura of Courage
    Feat: (Automatic) Divine Health
    Feat: (Automatic) Fear Immunity
    
    
    
    
    Level 16 (Paladin)
    Ability Raise: CHA
    Feat: (Automatic) Amaunator's Brilliance
    Feat: (Automatic) Turn Undead
    Spell (1): Bless
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Lesser Restoration
    Spell (1): Lionheart
    Spell (1): Protection from Evil
    Spell (1): Resistance
    Spell (1): Seek Eternal Rest
    Spell (1): Virtue
    
    
    
    
    Level 17 (Favored Soul)
    
    
    
    
    Level 18 (Favored Soul)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Automatic) Remove Disease
    
    
    
    
    Level 19 (Favored Soul)
    
    
    
    
    Level 20 (Favored Soul)
    Ability Raise: CHA
    
    
    
    
    Level 21 (Epic)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    
    
    Level 22 (Epic)
    
    
    
    
    Level 23 (Epic)
    
    
    
    
    Level 24 (Epic)
    Ability Raise: CHA
    Feat: (Selected) Epic: Epic Toughness
    
    
    
    
    Level 25 (Epic)
    
    
    
    
    Level 26 (Epic)
    Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting
    
    
    
    
    Level 27 (Epic)
    Feat: (Selected) Epic: Epic Reflexes
    
    
    
    
    Level 28 (Epic)
    Ability Raise: CHA
    Feat: (Epic Destiny) Epic Destiny: Epic Spell Power: Light
    Enhancement: Purple Dragon Knight - Human Versatility: Spell Power Boost (Rank 1)
    Enhancement: Purple Dragon Knight - Cormyrean Knight Training (Rank 1)
    Enhancement: Kensei (Ftr) - Kensei Focus: Heavy Blades (Rank 1)
    Enhancement: Kensei (Ftr) - Spiritual Bond (Rank 1)
    Enhancement: Kensei (Ftr) - Strike With No Thought (Rank 1)
    Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 1)
    Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 2)
    Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 3)
    Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Heavy Blades (Rank 1)
    Enhancement: Kensei (Ftr) - Exotic Weapon Mastery (Rank 1)
    Enhancement: Kensei (Ftr) - Haste Boost (Rank 1)
    Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Heavy Blades (Rank 1)
    Enhancement: Kensei (Ftr) - Improved Dodge (Rank 1)
    Enhancement: Kensei (Ftr) - Improved Dodge (Rank 2)
    Enhancement: Kensei (Ftr) - Improved Dodge (Rank 3)
    Enhancement: Kensei (Ftr) - Weapon Meditation (Rank 1)
    Enhancement: Kensei (Ftr) - Agility (Rank 1)
    Enhancement: Kensei (Ftr) - Agility (Rank 2)
    Enhancement: Kensei (Ftr) - Agility (Rank 3)
    Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Heavy Blades (Rank 1)
    Enhancement: Kensei (Ftr) - Shattering Strike (Rank 1)
    Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Heavy Blades (Rank 1)
    Enhancement: Kensei (Ftr) - Keen Edge (Rank 1)
    Enhancement: Kensei (Ftr) - One With The Blade (Rank 1)
    Enhancement: Kensei (Ftr) - Deadly Strike (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Font of Power (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Shield of Condemnation (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) - Efficient Quicken (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Efficient Quicken (Rank 2)
    Enhancement: Angel of Vengeance (Fvs) - Efficient Quicken (Rank 3)
    Enhancement: Warpriest (Fvs) - Smite Foe (Rank 1)
    Enhancement: Warpriest (Fvs) - Resilience of Battle (Rank 1)
    Enhancement: Warpriest (Fvs) - Sanctuary (Rank 1)
    Enhancement: Warpriest (Fvs) - Toughness (Rank 1)
    Enhancement: Warpriest (Fvs) - Toughness (Rank 2)
    Enhancement: Warpriest (Fvs) - Toughness (Rank 3)
    Enhancement: Warpriest (Fvs) - Sacred Touch (Rank 1)
    Enhancement: Warpriest (Fvs) - Smite Weakness (Rank 1)
    Enhancement: Warpriest (Fvs) - Inflame (Rank 1)
    Enhancement: Warpriest (Fvs) - Inflame (Rank 2)
    Enhancement: Warpriest (Fvs) - Inflame (Rank 3)
    Enhancement: Warpriest (Fvs) - Inflame: Saving Throws (Rank 1)
    Enhancement: Warpriest (Fvs) - Inflame: Saving Throws (Rank 2)
    Enhancement: Warpriest (Fvs) - Inflame: Saving Throws (Rank 3)
    Enhancement: Warpriest (Fvs) - Burden of Sin (Rank 1)
    Enhancement: Warpriest (Fvs) - Burden of Sin (Rank 2)
    Enhancement: Warpriest (Fvs) - Burden of Sin (Rank 3)
    Enhancement: Warpriest (Fvs) - Inflame: Energy Absorption (Rank 1)
    Enhancement: Warpriest (Fvs) - Inflame: Energy Absorption (Rank 2)
    Enhancement: Warpriest (Fvs) - Inflame: Energy Absorption (Rank 3)
    Enhancement: Warpriest (Fvs) - Ameliorating Strike (Rank 1)
    Enhancement: Warpriest (Fvs) - Light Guard (Rank 1)
    Enhancement: Warpriest (Fvs) - Light Guard (Rank 2)
    Enhancement: Warpriest (Fvs) - Light Guard (Rank 3)
    For main destiny, EA, I figured something like this:
    http://ddodestiny.info/#d/exalted_an...j,q,r3,s,aa,cc

    For twists:
    T3 LD - Imp. PA (+0.5[w] when using PA)
    T2 US - Confront Any Foe (10d10 Light Damage, spend Turn Undead - 18 Charges@40 Cha)
    T1 GMoF - Dance of Flowers (+1.5[w] when centered)

    Since TWF w/ Bastard Swords (nightmare maybe, dunno) in Kensei, you stay centered, get 3 more Action Boosts as well (for full powered Inflame, 8 boosts per rest), going pure cha does a few things, simplifies the necessary juggling of hotbar abilities (cleave, GC, WW Att, etc etc etc) as well as giving a HUGE number of turn undeads which then power the extra 10d10 light damage attacks from US twist (which then also regenerate as well), and if using something like Nightmare doing (4.5[1d12]) base damage... I picked the epic reflex feat mainly because of not being able to fail on 1's, with the really high reflex save due to Paladin, it gives a good chance of just saying you only take 50% damage on all reflex spells.

    A few questions:
    Does AStrike count as a positive spell, since it is affected by positive spell power?
    Would it be better to TWF Celestia (centered shortsword focus instead)?
    Does this satisfy the basics of the 100%/50% build type while being tanky enough and still putting out good DPS?

    I usually focus on Palemaster builds (and trust me, I tried to build a Yin-Yang build (Palemaster/FVS 100%/50% Shadow and Light)... will post that next...
    Danse Mortelle - Deadly Rogue
    Aes Sedai - Pure Healer/Walking Shrine
    Leader of Lords of Chaos on Fernia

  15. #55
    Community Member -Avalon-'s Avatar
    Join Date
    Mar 2006
    Posts
    596

    Default

    Yin Yang Build, similar to what you are looking for, but again, rough draft, haven't worked through the bugs/problems in the build, but working on idea of having the 100%/50%, but adding in Destruction (using Eagle Claw attack) and lowering saves (Ki Bolt) along with working in the Shadows Cannot Exist Without Light, and still using Short Swords (for dual Celestia while maintaining being centered for GMoF +1.5[w] damage) still focused on doing light damage using FVS spells or other abilities from monk class... Vampire form to have negative energy healing and +2 Cha along with Neg Levels on Crit's. 3 Pts in the ability to lower incoming light damage, and put pts into Embrace the Light from ED:EA for 30% more reduction in incoming light damage... Only requirement would be to swap out mandatory ftr level from PDK for monk...

    In the build below exchange Human for PDK, and the human enhancement spending for the Charisma to-hit and damage ability (for short swords)...

    Code:
    Character Plan by DDO Character Planner Version 04.19.03
    DDO Character Planner Home Page
    
    
    Level 28 Lawful Good Human Male
    (6 Monk \ 8 Wizard \ 6 Favored Soul \ 8 Epic) 
    Hit Points: 513
    Spell Points: 1551 
    BAB: 12\12\17\22
    Fortitude: 15
    Reflex: 17
    Will: 21
    
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (36 Point)       (Level 1)          (Level 28)           (Level 28)
    Strength             10                 15                   15
    Dexterity            16                 21                   21
    Constitution         16                 21                   21
    Intelligence         10                 15                   15
    Wisdom               10                 15                   15
    Charisma             16                 28                   30
    
    
    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            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 28)          (Level 28)
    Balance               3                  5                   17
    Bluff                 3                 10                   21
    Concentration         3                  5                   16
    Diplomacy             3                 10                   23
    Disable Device        n/a               n/a                  n/a
    Haggle                3                 10                   21
    Heal                  0                  2                   10
    Hide                  3                  5                   13
    Intimidate            3                 10                   18
    Jump                  0                  2                   14
    Listen                0                  2                   10
    Move Silently         3                  5                   13
    Open Lock             n/a               n/a                  n/a
    Perform               n/a              n/a                   n/a
    Repair                0                  2                   10
    Search                0                  2                   10
    Spellcraft            0                  2                   10
    Spot                  0                  2                   10
    Swim                  0                  2                   12
    Tumble                n/a               n/a                  n/a
    Use Magic Device      n/a              n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Human Bonus) Mobility
    Feat: (Past Life) Past Life: Wizard
    Feat: (Past Life) Past Life: Wizard
    Feat: (Past Life) Past Life: Wizard
    Feat: (Selected) Toughness
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) The Way of Air
    Feat: (Automatic) The Way of Fire
    Feat: (Automatic) The Way of Earth
    Feat: (Automatic) The Way of Water
    Feat: (Automatic) Unarmed Strike
    
    
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Inscribe Wizard Scroll
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Simple Weapon Proficiency: Throwing Dagger
    
    
    
    
    Level 3 (Wizard)
    Feat: (Selected) Two Weapon Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    
    
    Level 4 (Wizard)
    Ability Raise: CHA
    
    
    
    
    Level 5 (Wizard)
    
    
    
    
    Level 6 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Toughness
    Feat: (Automatic) Improved Heroic Durability
    
    
    
    
    Level 7 (Wizard)
    
    
    
    
    Level 8 (Wizard)
    Ability Raise: CHA
    
    
    
    
    Level 9 (Wizard)
    Feat: (Selected) Spring Attack
    
    
    
    
    Level 10 (Favored Soul)
    Feat: (Deity) Follower of the Sovereign Host
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    
    
    
    
    Level 11 (Favored Soul)
    
    
    
    
    Level 12 (Favored Soul)
    Ability Raise: CHA
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Automatic) Child of the Sovereign Host
    
    
    
    
    Level 13 (Favored Soul)
    
    
    
    
    Level 14 (Monk)
    Feat: (Monk Bonus) Power Attack
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    
    
    
    
    Level 15 (Monk)
    Feat: (Selected) Improved Critical: Piercing Weapons
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    
    
    
    
    Level 16 (Monk)
    Ability Raise: CHA
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    
    
    Level 17 (Monk)
    Feat: (Automatic) Purity of Body
    
    
    
    
    Level 18 (Monk)
    Feat: (Selected) Master of Forms
    Feat: (Monk Bonus) Precision
    Feat: (Automatic) Adept of Forms
    
    
    
    
    Level 19 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Electricity
    
    
    
    
    Level 20 (Favored Soul)
    Ability Raise: CHA
    Feat: (Automatic) Unyielding Sovereignty
    
    
    
    
    Level 21 (Epic)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Automatic) Epic: Epic Skills
    
    
    
    
    Level 22 (Epic)
    
    
    
    
    Level 23 (Epic)
    
    
    
    
    Level 24 (Epic)
    Ability Raise: CHA
    Feat: (Selected) Epic: Epic Toughness
    
    
    
    
    Level 25 (Epic)
    
    
    
    
    Level 26 (Epic)
    Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting
    
    
    
    
    Level 27 (Epic)
    Feat: (Selected) Grandmaster of Forms
    
    
    
    
    Level 28 (Epic)
    Ability Raise: CHA
    Feat: (Epic Destiny) Epic Destiny: Guardian Angel
    Enhancement: Human - Human Versatility: Spell Power Boost (Rank 1)
    Enhancement: Human - Athletic (Rank 1)
    Enhancement: Human - Athletic (Rank 2)
    Enhancement: Henshin Mystic (Mnk) - Riddle of Fire (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Ki Bolt (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - All-Consuming Flame (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 2)
    Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 3)
    Enhancement: Henshin Mystic (Mnk) - Negotiator (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Negotiator (Rank 2)
    Enhancement: Henshin Mystic (Mnk) - Negotiator (Rank 3)
    Enhancement: Henshin Mystic (Mnk) - Way of the Elegant Crane (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Porous Soul (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Eagle Claw Attack (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Contemplation (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Contemplation (Rank 2)
    Enhancement: Henshin Mystic (Mnk) - Contemplation (Rank 3)
    Enhancement: Henshin Mystic (Mnk) - Static Charge (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Charisma (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Winter's Touch (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Charisma (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Void Strike (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Shadows Cannot Exist Without Light (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) - Sacred Touch (Rank 1)
    Enhancement: Warpriest (Fvs) - Smite Weakness (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Font of Power (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Shield of Condemnation (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Scourge (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Scourge (Rank 2)
    Enhancement: Angel of Vengeance (Fvs) - Smiting (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Efficient Quicken (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Efficient Quicken (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Shadow Veil (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Wave of Despair (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Pale Master (Wiz) - Dark Reaping (Rank 1)
    Enhancement: Pale Master (Wiz) - Shroud of the Zombie (Rank 1)
    Enhancement: Pale Master (Wiz) - Shroud of the Vampire (Rank 1)
    Enhancement: Pale Master (Wiz) - Spell Critical: Negative Energy I (Rank 1)
    Enhancement: Pale Master (Wiz) - Negative Energy Conduit (Rank 1)
    Enhancement: Pale Master (Wiz) - Negative Energy Conduit (Rank 2)
    Enhancement: Pale Master (Wiz) - Negative Energy Conduit (Rank 3)
    Enhancement: Pale Master (Wiz) - Bone Armor (Rank 1)
    Enhancement: Pale Master (Wiz) - Bone Armor (Rank 2)
    Enhancement: Pale Master (Wiz) - Bone Armor (Rank 3)
    Enhancement: Pale Master (Wiz) - Cloak of Night (Rank 1)
    Enhancement: Pale Master (Wiz) - Cloak of Night (Rank 2)
    Enhancement: Pale Master (Wiz) - Cloak of Night (Rank 3)
    Depending on fight, swap between water stance for more saves, or air stance for more doublestrike/attack speed... This build allows for smite weakness, SoC, self-healing, destruction, lowering saves, neg levels, mass healing for party and light damage and an extra 100% fortification, plus immunity to negative effects (level drain, etc)... I think it does anyways, does this work?
    Danse Mortelle - Deadly Rogue
    Aes Sedai - Pure Healer/Walking Shrine
    Leader of Lords of Chaos on Fernia

  16. #56
    Community Member inspiredunease's Avatar
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    I like the idea of ending up with a full group of these type of characters, all benefiting each other.

    How about a Drow dual-Celestia 8 fighter / 6 monk / 6 FvS for a more melee-oriented DPS role:

    Stats (with legend build + 5 all tomes, must-haves are 17 dex, 23 strength): 17 + levels/12/14/11/8/16 (not certain that TWF line works out with only 12 dex, but there's a lot of leeway here).

    Feats:
    3 monk: Power attack, TWF, Dodge
    7 standard: Extend, Empower healing, Cleave, Great Cleave, MoF, Mobility, IC: Pierce
    5 fighter feats: ITWF, GTWF, WF: Pierce, WS: Pierce, GWF: Pierce
    3 epic feats: OC, Epic DR, Blinding Speed (Or whatever tweaking you need for survivability/DPS depending on gear)

    Kensei:
    Focus: light blades - 1 ap
    Extra action boost (3 ranks) - 3 ap
    Weapon group Specialization 1: light blades - 2 ap
    Haste boost (3 ranks) - 3 ap
    Weapon group Specialization 2: light blades - 2 ap
    Improved dodge (3 ranks) - 6 ap
    Weapon group Specialization 3: light blades - 2 ap
    Critical accuracy (3 ranks) - 6 ap
    Critical damage (3 ranks) - 6 ap
    Weapon group Specialization 4: light blades - 2 ap
    Keen Edge - 2 ap
    ---
    34 ap

    AoV:
    Font of Power - 1 ap
    Scourge (3 ranks) - 3 ap
    Smiting - 2 ap
    Shield of Condemnation - 1 ap
    Just reward (3 ranks) - 3 ap
    Aura of Menace - 1 ap
    ---
    11 ap

    Warpriest:
    Smite Foe - 1 ap
    Toughness (3 ranks) - 3 ap
    Righteous weapons 1 - 2 ap
    Resilience of battle - 1 ap
    Divine might (3 ranks) - 3 ap
    Smite weakness - 2 ap
    Sanctuary - 1 ap
    Wall of steel (3 ranks) - 3 ap
    Righteous weapons 3 - 2 ap
    Strength 1 - 2 ap
    Ameliorating strike - 2 ap
    Righteous weapons 4 - 2 ap
    ---
    24 ap

    Ninja spy:
    Basic ninja training - 1 ap
    Acrobatic (3 ranks) - 3 ap
    Sneak attack training 1 - 2 ap
    Advanced ninja training - 1 ap
    Agility (3 ranks) - 3 ap
    Shadow veil
    ---
    11 ap

    It's a pity that the Vulkoor FvS clicky sucks, but I feel like the damage profile with the Celestia's is going to be more than adequate, and you could juggle between AoV when you yourself are fulfilling the 100/50 role, or something more melee-oriented depending on the setup of the group. I'm not sure how effective it will be with a general lack of light/healing spells to power the AOV abilities, but it could be fun. Thoughts?
    Last edited by inspiredunease; 01-23-2014 at 10:50 AM.

  17. #57
    Community Member Nodoze's Avatar
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    Quote Originally Posted by Arlathen View Post
    Some food for thought: Elf - Ranger 12 / Favoured Soul 6 / Optional 2 ...
    Quote Originally Posted by -Avalon- View Post
    ... my rough draft approach...
    Quote Originally Posted by -Avalon- View Post
    Yin Yang Build, ...
    Quote Originally Posted by inspiredunease View Post
    I like the idea of ending up with a full group of these type of characters, all benefiting each other.

    How about a ...
    You all are getting very creative and motivating me. I will need to find some time to study each of the above...

    In hindsight I sometimes think these should have been called the "+1000% / 500%" Damage builds because bringing just one character like this to a Raid with 10 DPS could literally be +100% x 10 damage across the entire raid if structured with these tactics upfront by a Raid leader...

    As Ancient astutely pointed out, a deep FvS character like the tweaked False Hope Build could likely heal the entire DPS team and, while maybe not personally haveing the top DPS, would still be decent/respectable personal DPS while boosting everyone else...

    No one else would need to use any of these techniques and all would benefit and everyone else could focus on just DPS...

    The idea scenario I envisioned was 9-10 max-all-out-DPS characters TWF with dual Celestias with a Tank who could make the boss get all the intersecting vulnerabilities from just one or two people leveraging these techniques for the benefit of the entire Raid... While non-boosted TWF Celestias may not be the highest DPS they are respectable and if they are boosted 50% more than other weapons while breaking all DR they may be well ahead of other alternatives...

    Lastly, your comment "...full group of these type of characters, all benefiting each other..." reminds me of the issue of NeverWinter's Knight's Captain set Armor Bonus which gave all your team mates +60%... It wasn't long before 5 mans were being run by 5 players wearing the full armor set and the +60% power buff kept getting multiplied as it proc'ed from each player resulting in people actually one-shotting bosses by hitting for over 2,000,000 damage in one hit:

    My assumption up till now is that DDO is coded better than NeverWinter and that none of these can stack from multiple players... I actually played the above builds I posted before sharing them but I have never tested whether they stack with 2 or more characters... Since they are de-buffs on the Boss instead of actual player buffs I assumed they would not stack and counters would max as stated regardless of who put them on the Boss... I hope they don't stack as that would just be totally sick if any of them stack with 10-12 of these types of builds in a raid together and people multiplied each other over-and-over...

  18. #58
    Community Member Aerendil's Avatar
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    Recently LR+20'ed my Evoker FvS (lvl 23) into a more melee oriented character to try this out (went 12 FvS / 6 Rng / 2 Ftr). My notes are as follows:
    - Smite Weakness solo sucks. It no longer applies double stacks for TWF, meaning you only ever get 4-7 stacks. As you lose a stack every 3 seconds, by the time Smite has refreshed (15sec) you'll only ever have a max of 2 stacks remaining before you re-apply it (and often, no stacks). So stacking to 20 requires several members combining to keep the buff up, OR, twin frostbite blades. Those are your two options. If you're solo and using Celestias, for example, it's not feasible at all and is only useful as a self-heal once every 15sec.

    - Aura of Condemnation debuffs can take a while. I noticed this even back when I was a pure FvS. It could also be my imagination, but blocking seems to nullify Aura's chance of debuffing: you actually have to take damage. Which may not be a great option in EE, or even some EH bosses (I'm looking at you, Karas). So I truly wonder if, by the time an enemy gets debuffed to +50% light damage taken / -50% fort, if another weapon choice wouldn't have been more efficient. I think the best scenario is putting the Crown on a tank who can soak up the damage and debuff the enemy faster; if you're doing it yourself, it's much slower. Rebuke from ED:EA was actually one of my best weapons here, but still took a little while to build up to max debuff.

    - I really missed my insta-kill options. Destruction and Implosion were brilliant. Even BB was nice for kiting - which a 12 FvS is probably not going to have (only 1 level 6 spell option - so it's either Heal, or BB. I went with Heal). Mind you, on trash, the AoEs from dual Celestia did mop up pretty quickly, especially with Divine Vessel kicking in. But still, after experiencing Implosion where you walk in the room and several enemies instantly implode.... nothing else is quite the same

    - I also missed my mana-free CLW (courtesy of Sovereign Host) which, with meta's applied, was a free 100+ hp heal every few seconds (which also built Endless Ardour stacks). Renewal is key here, but a slightly worse substitute to 100+HP free heals.

    Haven't tested the ED:EA T6 abilities yet, though - the epic transformation Reborn in Light is potentially phenomenal from a melee standpoint. But otherwise, thus far, I've found the build weaker than a pure 20 (or 18/2) variant. Going to do some tweaking, though, and see if I can improve it. Interested to hear other opinions on anyone who's given it a shot.

    -

  19. #59
    Community Member Nodoze's Avatar
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    Quote Originally Posted by Aerendil View Post
    Recently LR+20'ed my Evoker FvS (lvl 23) into a more melee oriented character to try this out (went 12 FvS / 6 Rng / 2 Ftr). My notes are as follows:
    - Smite Weakness solo sucks. It no longer applies double stacks for TWF, meaning you only ever get 4-7 stacks. As you lose a stack every 3 seconds, by the time Smite has refreshed (15sec) you'll only ever have a max of 2 stacks remaining before you re-apply it (and often, no stacks). So stacking to 20 requires several members combining to keep the buff up, OR, twin frostbite blades. Those are your two options. If you're solo and using Celestias, for example, it's not feasible at all and is only useful as a self-heal once every 15sec.

    - Aura of Condemnation debuffs can take a while. I noticed this even back when I was a pure FvS. It could also be my imagination, but blocking seems to nullify Aura's chance of debuffing: you actually have to take damage. Which may not be a great option in EE, or even some EH bosses (I'm looking at you, Karas). So I truly wonder if, by the time an enemy gets debuffed to +50% light damage taken / -50% fort, if another weapon choice wouldn't have been more efficient. I think the best scenario is putting the Crown on a tank who can soak up the damage and debuff the enemy faster; if you're doing it yourself, it's much slower. Rebuke from ED:EA was actually one of my best weapons here, but still took a little while to build up to max debuff.

    - I really missed my insta-kill options. Destruction and Implosion were brilliant. Even BB was nice for kiting - which a 12 FvS is probably not going to have (only 1 level 6 spell option - so it's either Heal, or BB. I went with Heal). Mind you, on trash, the AoEs from dual Celestia did mop up pretty quickly, especially with Divine Vessel kicking in. But still, after experiencing Implosion where you walk in the room and several enemies instantly implode.... nothing else is quite the same

    - I also missed my mana-free CLW (courtesy of Sovereign Host) which, with meta's applied, was a free 100+ hp heal every few seconds (which also built Endless Ardour stacks). Renewal is key here, but a slightly worse substitute to 100+HP free heals.

    Haven't tested the ED:EA T6 abilities yet, though - the epic transformation Reborn in Light is potentially phenomenal from a melee standpoint. But otherwise, thus far, I've found the build weaker than a pure 20 (or 18/2) variant. Going to do some tweaking, though, and see if I can improve it. Interested to hear other opinions on anyone who's given it a shot.

    -
    Thanks for the feedback. It definitely is more of a group buff build than a solo build...

    My original envision of the build was really for EE Raid Boss fights or very hard EE Red-Named mobs which are places that insta-deaths are not really options.

    I envisioned a Raid or EE healer changing into this build and healing everyone up front with AS & DW while boosting everyone's DPS.

    The build is less about the actual player's DPS but rather about giving up to 10 other uncoordinated DPS a +50% increase in their Red-Named or Boss damage (or +100% if they are coordinated & dual wielding TWF Celestias or a tank using a Celestia as a Bastard Sword with a sheild). Getting 100% boost yourself to your TWF Celestias & 100% boost to your DP/DW should give you respectable DPS but really your AoE healing up-front via AS's & DW's and giving everyone huge boosts are the build's main goals.

    I would especially like to see what your thoughts are if you are running Raids or EE with a Tank. It would be cool to know, from people with significant EE-Red-Named/Raid-Boss experience, whether the Bosses/Red-Names seem to go down significantly faster or not... Unfortunately to-date I mainly solo/duo and/or run in our static group so if I do finish leveling my build from 25->28 and start running EE/Raids I will have to ask others if they noticed a significant difference or not as I have no baseline...

    Regarding Smite Weakness, the TWF nerf bites but it does appear in my testing that you can reasonably maintain stacks once established... My recommendation would be to start out TWF with Frost-Bites which should allow you to quickly hit 20 stacks and then switch to Celestias. If you find the stacks slowly declining periodically swap in 1 or 2 Frost-Bites until maxed and then switch back to dual Celestias.

    Regarding the AoC, my testing on EE Sobrien found them almost impossible to build up at all but he seems like a spell caster anyway. On my duo with my Tank I found it easier to build up charges on the EE Orange-Named Wolf Knights at the start of Murder by Night but even then I was not able to easily max charges. You may be right about blocking and I agree the ideal tank may be a high PRR with hate/intimidate agro locks. I hope that it will be much easier/better on a real melee Red-Named or other Raid Bosses. Another thing I don't like after the Enhancement Pass is that the SoC now seems to only last 10 minutes when you transfer it and it seems like you consume a charge when you transfer it and that I only have 1 charge per rest on my 20 FvS...

    Regarding Rebuke, I agree that Rebuke was the easiest and most reliable to maintain on EE Sobrian & EE Wolf-Nights.

    Regarding Insta-Kills, likely for the EE & Raids that this build is designed for, that insta-kills aren't going to be reliable (especially on the Red-Named & Bosses where this build should shine). On EE you should still get some mileage from the Radiance on the TWF Celestias.

    I understand missing the capstone CLW and I certainly will miss my mana-free meta'ed AoE-line Sun-Bolt Capstone. Currently I run the TN 20-FvS (epic 25) Charisma-PDK build I posted above but I am concerned that once I get to 28 that to be survivable in EE I will have to splash Paladin for the saves and then my Celestias will no longer break all DR in ED:EA... In hindsight I think the best build would be the True Neutral Half-Elf 18+ FvS (maybe Rogue 2 for Evasion) with Paladin Dilettante for Saves (assuming saves are viable with the Paladin Dilettante) which would allow both max damage from FrostBites and Celestias to break all DR. If HE Dilettante doesn't have high enough saves then I would splash Paladin-2 and use Frostbites or other DPS Scimitars and get the full Righteous Bonus which are static +5/+5 plus often getting an equivalent 6d4 light damage on many TWF hits.

    I think however that Renewal is better than the capstone CLW as Renewal is a proactive HoT and between the dual AS AoE Procs and the T6 AoE Divine Wraths healing that we should have plenty of self and AoE Healing. I really think you will like the T6 Divine Wrath as it is like a fully meta'ed Nuclear Explosion every 15 seconds that also happens to fully heal everyone as well.

    Speaking of T6, you are right that at T6 is where this build shines (pardon the pun). I would love to see a Boss Fight with a true Tank where you are up front with TWF Celestias and build up all the stacks and have your triple stack of Divine Punishment established on the Boss and make sure all your metas are on and then pop the 'Reborn in the Light Epic Moment' to get for 2 straight minutes:

    - become immune to light damage;
    - gain +100 Light and Healing Power;
    - go 50% incorporal (you may need this because...);
    - deal 200% melee damage from TWF Celestias;
    - 200% Divine Punishment damage triple stacks;
    - 40d4 per 2 seconds Light AoE damage aura (don't know how/if light spell power and metas affect);
    - 20d4 per 2 seconds AoE Healing aura (don't know how/if Healing spell power and metas affect);

    And if doing to rez yourself you should also get:
    - gain +200 light damage per hit with each TWF hand;
    - cooldowns of Light and Positive Energy spells are reduced to 1/5th normal (edit: see below);

    Anyways I hope those responses help and I do appreciate your feedback and would like to hear more once you reach T6. If you run solo or only on EN/EH this build doesn't have the room to really shine though I will say my 20 FvS version above is alot of fun to Zerg with alone or in a duo on EH and below...

    My hope is that once you get to T6 and can pop everything in a Raid Boss fight this build will really shine and you, and everone there, will see the Light... With the right raid/group you could be healing everyone and adding 1000% damage to the boss...


    EDIT: I tested "Reborn in the Light" to see how good it is when being re-born like a Phoenix... The wiki & the in-game description had me real excited as both list that Light and Positive Spells have a 1/5th cool-down... Was hoping to get a +200% damage Divine Wrath Nuke/heal every 3 seconds...

    After testing the following did NOT get a reduction in cool-down:
    - Divine Wrath SLA;
    - Bolt of the Sun SLA;
    - Avenging Light SLA;
    - Not sure what/if any light/healing spells really benefit from the cool-down reduction...

    - It does not look like I am getting 20d4 healing AoE after letting it tick for awhile;
    - It does not look like I am getting 20d4 light AoE after letting it tick for awhile;
    - It does not look like I am even getting the +100/+200 light damage per hit...
    The build still does the +100%/50% damage but the extras seem pretty bugged...
    Last edited by Nodoze; 01-25-2014 at 11:15 PM.

  20. #60
    Community Member Aerendil's Avatar
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    Regarding EE, gimme a little bit to tweak this build and I'll see how it performs. Right now he's struggling with EH, which scares me a little. My guess is the pure FvS or 18/2 setups would work so much better in EE. The 12/6/2 setup has a lower SP pool, no real raid healing possible, no evasion, and good - but not stellar - saves (though I could have gone /2 PAL instead of FTR for that, but needed the feats!).

    Regarding T6, I capped Exalted Angel last night but didn't get a chance to try it out. I did notice, however, that solo Ascendency was my best bet against red names. Even with Reborn in Light kicking in (which would have rocked), the "light damage on vorpal" was really making a difference. Each vorpal was 300-400ish light damage, so a few of those a minute is a free 1000+dmg (more if the boss is debuffed via Condemnation). Reborn would just be that much over the top that you'd be handling things much easier. But again, these were from a solo standpoint. Once I get this guy slightly better equipped, I'll be testing grouping and raiding scenerios.

    As for EE, I wonder if Morninglord might not be the better option if splashing /2 PAL or MNK. Stat config would have to be reworked, going STR-based instead of CHA, but you get Rejuvenation of Dawn x 2 per rest (same as Unyielding Sovereignty as far as I can tell), Blessing of Amaunator, Arcanum (+3 spell pen is always nice for if/when you really want to cast), +30 light spell power (very nice), and if you have the APs (which you probably won't), Aura of Radiance and the Sunburst SLA are nice. So if you're moreso concerned about being the debuffer for the rest of the raid, and less about your personal dps, this seems like the way to go - especially as the increased light spellpower means a slightly more damaging Archon, as well as your searing lights, avenging lights, and sun bolt SLA (if applicable); although a slightly lower Divine Wrath and Divine Vessel save.
    UMD ability would be less by not going CHA-based, but you don't exactly need it anymore since Celestias are out of the picture - and saves would only be about 3-4 lower in theory, which isn't unrecoverable (you can top those up with a Fate twist if needed).
    For the EN / EH content, PDK race and CHA-based seems to be fantastic.

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