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  1. #21
    Community Member kuro_zero's Avatar
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    Quote Originally Posted by Nodoze View Post
    Cool ! Please report back your findings as I have limited time to test everything.
    Sting of the Ninja doesn't work with Sireth. Probably something to due with the line of "if the weapon normally deals slash or pierce damage" it is taking it as a blunt q-staff weapon.

    Have a TR I'm off-leveling going TWF SS with 6monk so once that's up in levels I'll give it a test if someone else hasn't before then.
    Officer of Disciples of the Apocalypse on Sarlona
    Himawari Life 3 - 1 FvS | Svipul Life 3 - 1 FvS | Chikaze Life 2 - 2 PAL / 2 MNK / 4 FVS
    Completionist Project: GLaDOS - Life 14 of ??: Bladeforged 'Zeus' - Started 22/02/14

  2. #22
    Community Member Nodoze's Avatar
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    I got the build to level 21 (almost 22) and updated Initial Post #2 above with my initial Epic gear.

    After getting my initial Epic gear set I ran with a guild for a Epic Crucible run to see how it performs and wanted to share some observations. The party was consisted of a level 24, a 25 & a 28 and me at 21 and twice the entire party wiped except for me and I had to do in combat rez's to get everyone back up. To be fair the 28 was playing very aggressively pulling by far the most weight & the 25 was off-destiny but none-the-less I was pleased. Some observations:

    - I initially was very concerned about low hit points & survivability in general so took a little time gearing and put in as many hit points as I could and feel it isn't too bad right now at 21 as I can already break 500HP.

    - Survivability at level 21 is very good due to great mitigation from:
    ---Displacement when needed (perma-blur otherwise),
    ---25% Incorp,
    ---15%+ dodge, &,
    ---25% damage reduction from Way of the Sun Soul's Radiant Forcefield that proc's quite a bit from TWF;
    ---Not getting initial aggro (I usually start big fights invisible or in shadow-walk/stealth).

    - Since I am using dual OathBlades and they have keen on them already I went with Quicken instead of IC:Slash. Quicken'ed full Heal spells have been very helpful while grinding ED:EA to get full Renewal and though needed less after getting Renewal Quicken has still been very helpful. Will likely really appreciate having quicken while off-destiny grinding fate-points and twists... May swap it for Master of Forms once finished grinding and at cap with 3 non-interruptible Healing SLAs but likely going to keep it at least till then.

    - I also couldn't get off in-combat rez's in the Crucible without Quicken.... The rest of the party wiped and I had all of the MOBs swarm on me in the corridor fight and could only get the rezzes off with quicken on (failed 3 times until I got quicken on). Even with all the above mitigation I was only able to stay up due to quicken'ed Heal spells as renewal and dual-proc'ed AS were not enough when everyone went down and I was swarmed. I now have quicken hot-bar'ed on my rezes after that...

    - I like all the Elven DragonMarks; Obviously Displacement DM is great and since I don't have extend I have been saving it some relying on perma-blur until I get surrounded or see my HPs dropping fast. Been popping Shadow Walk to speed up when I need to get somewhere fast & the built in displacement helps avoid mobs and Invisibility before big fights to keep from getting initial aggro.

    - To get some extra hit points without grinding Green Steel I went and got the Alchemist's Pendant for the Greater Elemental Energy's extra Hit Points. Between the Alchemical Conservation and the +1 Ki on hit from the armor I easily fill up a full yellow bar and have hard time not wasting Ki when fighting lots of mobs even when spamming 4 ki strikes and renewing Shadow Veil early.

    - I really like the 'Way of the Sun Soul's' "Radiant Forcefield" effect; Seems to proc quite a bit while TWF. I don't normally play Monks (or Monk splashes) so this is kinda new to me and I like knowing when it procs (I don't think I notice the other procs when not in earth stance);

    - Getting stunned or knocked on my back is an achilles heel but with pro-active renewal refreshes (I pretty much re-cast it on myself when it comes off cool-down) I have been able to so far survive and a quickened mass Heal gets me back to full fast.

    So far I have really enjoyed this build and it seems to be coming together nicely. Hopefully it continues to perform well and I keep enjoying playing it...
    Last edited by Nodoze; 02-18-2014 at 08:37 AM.

  3. #23
    Community Member Nodoze's Avatar
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    Last night we 5-6man zerged through the 'High Road of Shadow' series and started flagging for FoT completing 'Return to Cabal for One'. Had multiple people coming in and out of the group as we did the full High Road series & started on Giant-Hold. A few people died a few times last night but there were much less deaths than the previous night and thankfully I haven't died once yet (almost last night on a disco ball but the renewal kept me alive till I was free and a a quicken'ed self-Heal got me back full).

    Last night's group was mainly hard core multi-TR folk at level 27-28 (I was still 21) & while we had multiple deaths in the party (no wipes) I was glad to not die & have to be stoned anywhere and was glad to be able to raise dead... Compared to their pure DPS builds my personal DPS output was fairly anemic and things died so fast my debuffs frankly didn't help much... Was excited after the previous night as I was holding my own DPS & kill-count-wise 2 nights ago but last night this different group killed things way faster than I could... I guess my expectations should be realistic as this is really a Debuff build but I was hoping to have decent personal DPS so hopefully my DPS will grow as I get from 21-28, max out my ED & get Divine Wrath, and grind fate-points & Twists. It was nice to be able to buff those that needed blur, deathward, FoM, Prot-Evil, etc and nice to be able to cast Displacement like the GreenSteel clicky folk without grinding. Hopefully the dual-procing Ameliorating Strikes were deemed helpful (they really seem to heal quite a bit) and even though I told folk I mainly only AoE heal those near me my healing nature kicked in (I normally play healers) so I was tossing renewals left and right and occasional full heals when I saw peoples red-bars dipping and thankfully my mana-pool seems deep enough for that.

    After last night's session I was able to level to 22 & got my Exalted Angel ED far enough into Tier 4 to keep Renewal fully maxed & unlock 'Rebuke Foe' so I can begin using it in Boss fights but still quite a ways to go to get Divine Wrath (but then I will likely start grinding fate-points/twists)... Now that I am 22 I was able to equip a Way-of-the-Sun-Soul'ed-Spider-Spun-Caparison so that frees up some slots. Sadly the Epic Frostbite Blades are levels 26-28 so I may try to get a pair of Heroic ML:17-19 Frostbite Blades just so I can quickly max out Vulnerability ASAP on Red-Named/Bosses from 22-28 until I can get a fully upgraded set. As long as they grant Vulnerable per hit maybe the level version doesn't matter that much as I plan to only be using them at the start of Boss/Red-named fights and then rely on Smite Weakness to keep the Boss fully Vulnerable...

    So far a decent start though I was more excited after the first night in guild groups than I was after the 2nd night in guild groups... Hopefully I keep my personal DPS expectations in check & I keep enjoying this build and stick it through to cap and see if I can fully flesh it out.
    Last edited by Nodoze; 02-18-2014 at 09:57 AM.

  4. #24
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by unbongwah View Post
    The concept you present isn't too far off from my FvS 12 / rgr 6 / monk 2 Tempest Warpriest; I've also got a drow I've considered LRing into FvS 12 / monk 6 / pal 2 using short swords. But the bottom line is I don't see a way for you to keep all the abilities of this build as presented. Either you give up the benefits of using named scimitars OR you give up the benefits of being a centered monk; or you could do monk 6 / ftr 8 / FvS 6 to stay centered, but then you lose Div Grace and higher-lvl FvS spells & abilities.
    I have a 12 cleric 6 ranger 2 monk myself, but I went with fury of the wild and use scimitars. I am not sure exactly what the monk stance gives from a debuff standpoint. I like the overall concept of the OP's build, but long term with the changes coming on lammania I would not invest a ton into it because things will likely change with changes in divine destinies. I figure I will change my 12 cleric 6 ranger 2 monk when the changes become public. My build does real good dps and can do the healing especially in 6 person parties. OP is there any chance that you can do some tanking with this build - I am not sure quite what the specs are? If it could grab bosses, debuff them, heal the party, and tank adequately then this build becomes very powerful indeed. Tanks these days are becoming more and more healers of themselves and the party even and they try to upgrade party dps in number of ways ( alot of times my tanks will gather mobs so that aoe characters can land more damage or instakill more efficiently or they do not have to worry about moving targets). To me in 6 person quests a tank = a healer a lot unless the healer is some sort of evoker or the does good dps or the like.
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  5. #25
    Community Member Nodoze's Avatar
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    Quote Originally Posted by maddmatt70 View Post
    I have a 12 cleric 6 ranger 2 monk myself, but I went with fury of the wild and use scimitars. I am not sure exactly what the monk stance gives from a debuff standpoint. I like the overall concept of the OP's build, but long term with the changes coming on lammania I would not invest a ton into it because things will likely change with changes in divine destinies. I figure I will change my 12 cleric 6 ranger 2 monk when the changes become public. My build does real good dps and can do the healing especially in 6 person parties. OP is there any chance that you can do some tanking with this build - I am not sure quite what the specs are? If it could grab bosses, debuff them, heal the party, and tank adequately then this build becomes very powerful indeed. Tanks these days are becoming more and more healers of themselves and the party even and they try to upgrade party dps in number of ways ( alot of times my tanks will gather mobs so that aoe characters can land more damage or instakill more efficiently or they do not have to worry about moving targets). To me in 6 person quests a tank = a healer a lot unless the healer is some sort of evoker or the does good dps or the like.
    Are the Lammania changes NDA or can they be discussed? The main Debuff from ED:EA that is leveraged is 'Rebuke Foe' for the +25% Damage and I am curious if that is going away...

    From memory from Monk the build gets the following Debuffs:

    • -upto 100% Poison Vulnerability from Sting of the Ninja (need verification that each of the full 20 stacks indeed give 5% each);
    • -upto -8% Fortification Reduction (to give the build total -73%) on the Boss via Ninja Eagle Claw (-8%) Note: need to test/verify if these all indeed stack;
    • -upto -8 AC (to give the build -23 AC) on the Boss via Elemental Ki: Eagle Claw (-8) Note: need to test/verify these stack;
    • -upto -10% Boss damage to the party via Elemental Ki: Knock on the sky;
    • -Healing Shield DeBuff on Boss from Monk 'Fists of Light';


    Otherwise the build relies on Monk for mitigation from 25% incorp and stances plus some DPS increase.

    This build has the self healing but unless Debuffs contribute to aggro this build likely cannot tank as it doesn't have a way to generate enough hate to keep agro. The only option I can think of would be if 'Ki Shout' can be made to reliably intimidate on this build (EDIT: & maybe supplemented by twisting 'Intolerant Blow' & possibly 'Endless Smiting' as APs are already very tight). Originally I planned on pairing this build with real tanks or DPSers with reliable Hate... If I don't find any in the guild I have a "Cetus inspired" higher hate self-healing BF 12F/6M/2P build at 26 that can go Tanky and use 'Ki Shout' that may be better to pair with this build. The other option I have if none-others present themselves is a 26+ self-healing Cleric/Paladin DoS/US with Intolerant Blow & max Intimidate build that may also work...

    The problem with many Tank options will be that to get the AoV SoC/CoR debuffs the character tanking must actually be hit... That means that this build with 50% Displacement, 25% Incorp, 15%+ Dodge & the BF with Ninja Incorp & Displace clickies that are more "Mitigation Tanks" may not be ideal for those Debuffs... A more typical "Meat Tank" with ideally high PRR and high heal amp may be better...
    Last edited by Nodoze; 02-18-2014 at 12:41 PM.

  6. #26
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by Nodoze View Post
    Are the Lammania changes NDA or can they be discussed? The main Debuff from ED:EA that is leveraged is 'Rebuke Foe' for the +25% Damage and I am curious if that is going away...

    From memory from Monk the build gets the following Debuffs:

    • -upto 100% Poison Vulnerability from Sting of the Ninja (need verification that each of the full 20 stacks indeed give 5% each);
    • -upto -8% Fortification Reduction (to give the build total -73%) on the Boss via Ninja Eagle Claw (-8%) Note: need to test/verify if these all indeed stack;
    • -upto -8 AC (to give the build -23 AC) on the Boss via Elemental Ki: Eagle Claw (-8) Note: need to test/verify these stack;
    • -upto -10% Boss damage to the party via Elemental Ki: Knock on the sky;
    • -Healing Shield DeBuff on Boss from Monk 'Fists of Light';


    Otherwise the build relies on Monk for mitigation from 25% incorp and stances plus some DPS increase.

    This build has the self healing but unless Debuffs contribute to aggro this build likely cannot tank as it doesn't have a way to generate enough hate to keep agro. The only option I can think of would be if 'Ki Shout' can be made to reliably intimidate on this build (EDIT: & maybe supplemented by twisting 'Intolerant Blow' & possibly 'Endless Smiting' as APs are already very tight). Originally I planned on pairing this build with real tanks or DPSers with reliable Hate... If I don't find any in the guild I have a "Cetus inspired" higher hate self-healing BF 12F/6M/2P build at 26 that can go Tanky and use 'Ki Shout' that may be better to pair with this build. The other option I have if none-others present themselves is a 26+ self-healing Cleric/Paladin DoS/US with Intolerant Blow & max Intimidate build that may also work...

    The problem with many Tank options will be that to get the AoV SoC/CoR debuffs the character tanking must actually be hit... That means that this build with 50% Displacement, 25% Incorp, 15%+ Dodge & the BF with Ninja Incorp & Displace clickies that are more "Mitigation Tanks" may not be ideal for those Debuffs... A more typical "Meat Tank" with ideally high PRR and high heal amp may be better...
    If you can get the hit points up enough then you can tank. Getting a high prr is actually relatively easy although would require investment. Other then evoker FVS/Cleric or perhaps ones that can do some fury manyshot the game for divines is trending more and more toward tanking in my opinion. Now these new raids might alter this trend who knows, but I am more and more seeing cleric/FVS/tanks roles combining. When the new destinies come post U21 then perhaps this will all change, but that is the course of the game now. The fortification debuff is worthwhile, but not sure if the other monk debuffs make a lot of sense. My advice make this build more tankish or evocation or otherwise seems limited in usefulness in current game.
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  7. #27
    Community Member Nodoze's Avatar
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    Default Did some grinding and testing...

    Ground out a pair of EH Frostbite blades [ML:19] and did some testing on the dummy. Note that I think Heroic versions only drop on Elite...

    When equipping dual Frostbite blades the build becomes un-centered and while Ki does decay faster it doesn't immediately disappear. You can't use monk abilities but hot swapping weapons is a possible way to max Vulnerable stacks quickly to 20 and to top them off if/as needed... Started test fight with 80+ Ki, spent 15 for Shadow Veil, and maxed the dummy at 20 stacks before going below 50 so I lost about 25 Ki while maxing stacks from zero...

    Some testing notes regarding some of the de-buffs to confirm how they are now on live:


    • - Vulnerable: Confirmed max stack: 20. Decay rate 1/3s. Smites can keep a stack maxed at 20 getting down to a minimum of 16 between smites but gaining +4-7 each smite.


    • - Rebuke Foe: Confirmed max stack: 5. Decay rate ALL/30s if not refreshed. Archon is easy way to keep maxed.


    • - Knock on the sky: Confirmed max stack: 5. Decay rate ALL/30s if not refreshed. Gain 1 stack per hit;


    • - Eagle Claw: Confirmed max stack: 15. Decay rate ALL/20s if not refreshed. Build gaining 2 per use (maybe 4 on x2 hit). This conflicts with description which says can stack only 4 times but does appear to share max stacks with destruction stacks.


    • - Curse of Healing: Confirmed max stack: 1. Decay rate ALL/6s if not refreshed.


    • - Ninja Poison: Confirmed max stack: 20. Decay rate ?/?s. Note: couldn't test on the dummy but did use it in several boss fights and the expanded crit range of Oathblades gets them to 20 pretty fast. Don't remember the decay rate but they stayed at 20 easily while doing sustained DPS. Will try to do some testing on Sobrian so I can see the poison action better and how they decay.

  8. #28
    Community Member Nodoze's Avatar
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    Quote Originally Posted by maddmatt70 View Post
    If you can get the hit points up enough then you can tank. Getting a high prr is actually relatively easy although would require investment. Other then evoker FVS/Cleric or perhaps ones that can do some fury manyshot the game for divines is trending more and more toward tanking in my opinion. Now these new raids might alter this trend who knows, but I am more and more seeing cleric/FVS/tanks roles combining. When the new destinies come post U21 then perhaps this will all change, but that is the course of the game now. The fortification debuff is worthwhile, but not sure if the other monk debuffs make a lot of sense. My advice make this build more tankish or evocation or otherwise seems limited in usefulness in current game.
    Just showing up to a raid not already using these debuffs should be like adding at least 3 DPS to a 10 DPS team even if you do essentially zero personal DPS... I agree that doing those extra things in addition would be great but I want to confirm the base assumptions first...

    The monk debuffs are only icing on the cake as the main debuffs, in addition to the Fortification reduction, are:

    +20% damage to entire raid (for all damage sources) from Vulnerable (from WarPriest/Frostbites);

    +25% damage to entire raid (for physical & light damage sources) from ED:EA's Rebuke Foe;

    upto +50% damage to the entire raid (for light & alignment damage sources) from FvS AoV Condemnation;

    Even rounding these down to +40% Damage with just these debuffs and only applying the benefits to 3 DPS folk (assuming 10 equal DPS people in the raid) should add +120% of a single DPS person which by itself should exceed anything one single character could do...

    Even if you bring 0 personal DPS, if there are 10 DPS people up on the boss benefiting from these debuffs, it should be like adding 3 more DPS people to the raid than were you to show up as just be an 11th DPS person ((+40%*10=400%)-100%=300%=3DPSpeople).

    That being said, while not top-notch personal DPS, the build certainly does more than 0 DPS and should also provide the DPS group with solid AoE Healing every 7.5 seconds on average (by alternating dual-proc-Ameliorating Strikes every 15 seconds and Divine-Wrath's every 15 seconds) plus is doing other debuffs...

    To take it to extremes if you were to get 10 DPS people dual-wielding Celestias and one could maintain aggro each person could gain up to +100% each which would theoretically be like adding up to 10DPS people to the raid (x2 Raid damage). Straight up I don't think that is realistically possible as there are in-efficiencies & lag time to build/re-build the debuffs and only physical, light, & alignment damages get the largest increases but none the less it should be a significant net positive. That being said x2 Raid damage may be possible after the fortification reductions are factored in and if the debuffs are applied multiplicatively instead of additively (and if you factor in that the DPS folk don't have to stop to heal themselves as much or at all anymore).

    I will keep leveling & and flagging and try to personally see how these perform in real raids and see if others notice a difference... My hope is to make things smoother and faster by adding more AoE healing and increasing DPS at the same time.

  9. #29
    Community Member Nodoze's Avatar
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    Leveled to 23 and to almost full T5 of ED:Exalted Angel (have Divine Wrath but still need 1-2 more points). We did the Shadow Over Wheloon series with a party of 6 including 3 Favored Souls (counting myself as a FvS with my 12 levels) and some observations:

    - At level 22 was the lowest in party (others were 26-28) and had above average survivability but below average personal DPS. Played very aggressively up front most of the time & only died once (was the only one not on boxes for the
    Final bossKarleth in The Thrill of the Hunt as I was debuffing him and died at the end).

    - The DeBuffs worked extremely well on both of the Troise sisters in
    Friends in Low Places.I think this is because the party was focused on all the adds at the start of the fight and I was able to focus on the boss to get them fully Vulnerable and Rebuked plus the boss was focused on me and had multiple stacks of condemnation on before the before the rest of the party finished off the adds and engaged the boss... When they triple stacked them with Divine Punishment the boss just melted and people definitely noticed. Even more noticable was Marthir as he is already vulnerable to light so we had his number with three people triple stacking him with Divine Punishment while he was rebuked, condemned, and rebuked.

    - When someone was kiting the boss as I could still Rebuke fine but couldn't keep the boss fully Vulnerable with smites or even with both Frostbite blades. For kiting an AA or Sorc would likely have been better for Vulnerable in that situation though I doubt they are anywhere near as fast as Smites while TWF with dual Frostbite Blades on a mostly stationary boss with good smites procs while TWF with Frostbites you can the boss fully vulnerable in 15 seconds and mostly keep him there from that point forward with any other weapon.

    - Tyvrus was a bad boss for the strategy as we stayed on the light side and he lost all the debuffs between cycles.

    - AoE healing is much better now that I have Divine Wrath in addition to AS.

    All in all very fun thus far and much better now that the Epic Destiny is at T5. Not looking forward to going off destiny to start grinding fate points...

    Will know more once I finish flagging for CitW & FoT.

    EDIT: One problem is that I can't reliably keep nor likely survive full boss agro as a first lifer with no tomes and in this ED and really need a tank to give the crown to reliably condemn to get some of the good debuffs.

    MaddMatt may be right that the best thing may be to work tanking in somehow. Not sure I can on this build as even if I could hold aggro it will be hard to get hit points up high enough and the mitigation will make it hard to get the boss condemned anyway. To do it all in one it may be best to have a high PRR self-healing FvS tank who can reliably hold aggro and take & self heal the hits...
    Last edited by Nodoze; 02-22-2014 at 09:14 PM.

  10. #30
    Community Member Nodoze's Avatar
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    Leveled to 24 and finished flagging for both CitW & FoT. Updated Post #2 for gear added at level 24.

    Ran first FoT and was on the Truthful One (TO) and initial observations:


    • - Lots going on to micro-manage to keep de-buffs maxed; Had many going but focused mainly on keeping him fully Vulnerable & fully Rebuked;
    • With dual Frostbite Blades & Smite weakness I can get targets fully Vulnerable in about 15 or so seconds (two smites & otherwise hitting). That isn't too bad but a pain as I get un-centered when stacks wear off due to range/phases.
    • - Both the Crystal & the TO (when he was flying high) can be rebuked but the melee debuffs all expire (including Vulnerable) so a ranged option may be better here... You can throw a Divine Punishment on the TO as he flies up to build some counters for rebuke but after it expires both he and the crystal can only be hit the at that range by Searing Light to build counters further (unless maybe enlarge was worked in) but if you are on the ball you can keep TO fully rebuked at ranged with the build as is;


    I will try to run FoT a few more times and CitW to get a better feel. For quality of life/ease and to address the ranged scenarios I think I will work on a ranged variant as well... Good that Elf has access to AA so that is an option in this life with this level split... Will try to test if the AA Vulnerable stacks work on TO (considering he is listed as immune to lightning).
    Last edited by Nodoze; 02-26-2014 at 12:05 PM.

  11. #31
    Community Member Nodoze's Avatar
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    Leveled to 26 and banking 27. Run multiple more raids with varying results and died for the first time in the last one (then died again as I had death-effects and couldn't get my buffs re-applied in time)... Getting good guidance from guild-mates (very appreciated) and learning the raids.

    Thought extensively about the danger of being up in melee range and issues with monsters moving out of melee range & I considered LR'ing from Elven 12FvS/6M/2P TWF Melee to 12FvS/6M/2P "Monkcher" Ranged variant with Elven AA & 10K Stars and have multiple options I am toying with in spreadsheets and on planner. Did a test toon but was unable to get test target fully vulnerable as Monkcher pre21. With U21 crafted Bow it will now be trivial as Monkcher but I think I can bridge these issue with a crafted Bow and stay melee so for now I am staying TWF melee. Tough decision as a Ranged Variant has its pros with increased flexibility to switch targets on the fly and hit targets regardless of melee range and increased survivability but loses TWF dual-procs for AS & debuff applications, monk debuffs, and the dual procs from U21 Crafted weapons. May try the Ranged "Monkcher" variant later and if I have time I will document & post initial thoughts on the Ranged Variant (mainly stat/feat swaps and Enhancements switch from WarPriest to Elven:AA with other minor Enhancement AP movements and some gear swaps).

    Updated Initial Posts 1 & 2 above for U21 & Wyrm-wrought weapon options. Already flagged for both of the new raids and started crafting weapons & investigating the new raids. Plan to update this thread after more experience.

    EDIT: Also added an Epic Destiny EDP option for the tons of undead in the new content basically recommending for heavy Undead/Evil-Outsider content swap 5 EDP in the ED:EA tree to Judgement,Lay-to-Rest,Judge-the-many line. Totally crazy fun in the new content. I went in with 2 characters running these ED:EA EDP tweaks and it was absolute crazy explosions and we tore through the wilderness...
    Last edited by Nodoze; 03-13-2014 at 09:01 AM. Reason: added ED:EA EDP option for the new content.

  12. #32
    Community Member Nodoze's Avatar
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    Got the character to 28 and crafted center-able Vulnerable Weapons as follows:

    - Wyrm-wrought Long Bow for Ranged Option;
    - Wyrm-wrought Longsword (crafted 1 & still working on 2nd one);

    Both of the above are upgraded with T1 '1st Degree Burns: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.) This effect may only occur on-hit once every two seconds. Also 5 to 30 Fire Damage.'

    Started running the new raids and otherwise saving scales/ingredients. Plan to add to at least one Longsword the T2 'Dragon's Blessing: On Friend-Targeted Spell Cast: 5% chance of AOE Healing Effect centered on target (AOE is size of Mass Cure spells).';

    Some observations are that the new raids require lots of movement for a melee to chase mobs and bosses as well as run away periodically and the ranged variant would have a big plus here. Now that I have both an upgraded Wyrm-wrought Bow I could apply the Vulnerable stacks at range though the base crit range of the weapon isn't particularly great. APs are very tight on the Ranged Monker variant especially if you want to go dex and save the two Str feats for other needs and I didn't have the AP to get all the top AA T5s, the Racial elf Dex to damage, the Shield of Condemnation, & Shadow Veil... Getting 20 stacks with just a Vulnerable weapon takes awhile as you can only gain 1 stack every two seconds and lose one every 3 seconds and takes ~45-50 seconds. Depending on the crit profile of the bow that may be faster with many-shot and 10K stars interacting with T5 AA Improved Elemental Shock arrows... It may be better to switch to Pinon or Bow of Sinew with their expanded crit range to build stacks quickly for ManyShot/10K-stars and then switch back to Wyrm-wrought bow to maintain Vulnerable. Will have to test all options to know for sure at cap...

    The advantages of the melee version is that it can definitely get the boss max vulnerable in 17-19 seconds (2 smites plus few more seconds), give fellow-melee mana-free dual-proc Ameliorating Strikes (AS) heals, fit in all debuffs + monk debuffs, and is more AP friendly to the goals (among likely other things). When bosses get out of melee range the melee version can now keep the boss fully vulnerable with a wyrm-wrought bow as well as keep the boss rebuked at range so at least those previous issues are now addressed...

    Still torn but likely staying melee for now. If I find the chaos of having to run all around to melee is getting to me or just want to try the ranged variant I will try to post up a build for feedback before possibly wasting a LR... If I do try ranged I guess I can always LR back to melee later to try twisting in Consecration & Crusade when they come out.
    Last edited by Nodoze; 03-25-2014 at 03:22 PM.

  13. #33
    Community Member Nodoze's Avatar
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    Now that u21.1 dropped the main changes that I noticed are (I updated the Initial Post at the top as well):

    - Divine Wrath no longer needs charges to be used but the cool-down increased from 15 to 20 seconds & mana cost increased from 30 to 40 sp. Overall I think this is a good change as while I don't like the additional 5 sec cool-down it is better to be able to cast it when I want and not have to worry about charges;

    - Renewal moved from Exalted Angel to Unyielding Sentinel but was replaced by Mass Cure Moderate Wounds. AoE heals better fit the Team support theme and this adds another AoE heal. While casting upto 3 divine Wraths & 6.5 SLA-MCMW may be more overall AoE healing per minute compared to 4 Divine Wraths per minute things are much less mana-efficent as I burned though multiple mana pots trying to use them when available.

    - Losing Blessed Blades may be a boon for those using Celestia but does take away some DR breaking affects from the Wyrm-Wrought weapons.

    EDIT: u21.1 also adds an additional debuff of upto -12 saves on the Boss from 'Shadows upon you' curse;

    It looks like U21.1 may take the build to +110% / +60% damage for the group as follows:

    Staying in the Epic Destiny Exalted Angel should allow the following twists from the new Divine Crusader Epic Destiny:

    Twist1: Crusade (T4): You and your allies gain a 10% Sacred bonus to damage while standing on consecrated ground. This is a 4 second buff that activates every 4 seconds when standing on consecrated ground;

    Twist2: Consecration (T2): Active Ability: The ground you are standing on is consecrated. Evil creatures standing on consecrated ground are burned every 3 seconds, gaining a stack of purification and taking 1d6 for each level you have. Half damage is fire, half is good-aligned. Both are affected by fire spell power. Cooldown: [25/20/15] seconds) Activation Cost: [50/40/30] Spell Points. Bug: There are 2 cooldown times indicated. This is the correct and tested one.

    Optional addition (not multiplying damage but synergistic with the AoE healing goals):

    Twist3: Sacred Ground (T3): Passive Bonus: While standing on consecrated ground you and your allies are healed every 3 seconds for 1 point of positive energy per character level. This is affected by your positive spell power.

    Note: If one were to take this third twist the order of twists would more cost effectively be Crusade, Sacred Ground, Consecration;

    If the Consecration works similarly to how it works in WoW then you basically are going to have to be up close to the team being buffed. If this is used for a melee team then the buffer will need to be in their midst. Similarly if buffing a ranged group the buffer will need to be in their midst as well...
    Last edited by Nodoze; 04-09-2014 at 08:40 AM. Reason: u21.1 also adds debuff from 'Shadows upon you' curse for upto -12 saves on the Boss...

  14. #34
    Community Member vampiregoat69's Avatar
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    Quote Originally Posted by Nodoze View Post
    - Build: The DeBuffer: Maximizes EE Team Boss DPS & AoE Healer (1st life grind-friendly variant)

    Note: Would greatly appreciate any feedback on making the below a better & more viable EE Party member for Raid Bosses & tough Red-Named fights.

    Overall goal: To be valuable to the DPS in an EE Raid/Dungeon by increasing their damage and AoE healing them while surviving in the middle of the DPS team;

    Goals in order of priority:

    • - First life EE Party viable (not solo); Does not need to grind things like Green Steel Displacement clickies to survive;
    • - Minimal grinding & tomes (more can make it better but not required);
    • - Highly survivable (nogrind 50% conceal, 25% incorp, 5% miss, Evasion, high dodge, saves, strong heals);
    • - Able to TWF hit well to apply multiple weapon debuffs and maximize Ameliorating Strike (AS) procs;
    • - Able to apply the rest of the +100%/50% damage debuffs well;
    • - Mana free AoE Heals every 15 seconds from TWF dual-procing Ameliorating Strikes (AS) (based upon character levels and not divine levels);
    • - Mana free AoE Heals from TWF dual Wyrm-wrought 'Dragon's Blessing: On Friend-Targeted Spell Cast: 5% chance of AOE Healing Effect centered on target (AOE is size of Mass Cure spells).'
    • - Mana efficient AoE Heals from SLA Mass Cure Moderate Wounds;
    • - Mana efficient AoE Heals & damage every 20 seconds from Divine Wrath (also based upon character levels and not divine levels);
    • - Self or spot healing via full Heal if/as needed;
    • - Do personal DPS after achieving all of the above for the team;


    DeBuffs Summary: On Raid Bosses & EE Red-Names where there is a designated tank (or known DPSer with highest agro) the build should be able to give THE ENTIRE RAID/party via debuffs:

    • -upto +20 % damage boost to everyone (including casters) regardless of source/type by keeping Boss Vulnerable;
    • -upto +30 % damage boost to nearby melee regardless of source/type by also Consecrating the ground while the boss is Vulnerable;
    • -upto +45% boost to all ranged physical damage for the raid on the boss by keeping boss Vulnerable (20%) & Rebuked (25%);
    • -upto +60% boost to all self-sufficient melee physical damage for the raid on the boss by keeping boss Vulnerable & Rebuked & Consecrating the ground while keeping them from having to stop DPS to heal themselves;
    • -upto +95% damage boost to all light & alignment based damage (Divine Punishment, etc) with boss Vulnerable, Rebuked, & Condemned (50%)…
    • -upto +110% damage boost for all TWF melee properly wielding dual Celestia with boss Vulnerable, Rebuked, & Condemned while on Consecrated ground keeping them from having to stop DPS to heal themselves;
    • - upto -12 saves on the Boss from 'Shadows upon you' curse;
    • -upto 100% Poison Vulnerability from Sting of the Ninja (need verification that each of the full 20 stacks indeed give 5% each);
    • -upto -73% Fortification reduction on the Boss via Condemnation (-50%), Destruction (-15%), and Ninja Eagle Claw (-8%) Note: need to test/verify if these all indeed stack;
    • -upto -23 AC on the Boss via Destruction (-15) & Elemental Ki: Eagle Claw (-8) Note: need to test/verify these stack;
    • -upto -10% Boss damage to the party via Elemental Ki: Knock on the sky;
    • -Healing Shield DeBuff on Boss from Monk 'Fists of Light';


    Notes: This was originally a non-centered TWF Evasion build using Scimitars but with the help of feedback in the thread we realized Scimitars aren't necessarily required to maintain the de-buffs and hurt maintaining the monk debuffs & stances so now the build is a TWF Evasion build Centered with Longswords (with Racial/Diety bonuses). It will still be helpful to briefly switch to TWF Frostbite Blades at the start boss fights at levels 17-25 to quickly apply the maximum 20 stacks of Vulnerable but then your Smites should keep the boss at maximum Vulnerability and you should quickly switch to other weapons and become centered again for increased survivability and to max out the other debuffs. At level 25 one can now craft Wyrm-wrought weapons so one or more Longswords could be helpful to get all the debuffs and a Longbow could supplement in ranged scenarios after level 25. Now the build gets +7/+7 with Longswords and they are considered Spellcasting Implements; The build currently has Adept of Forms and you could look to swap one or two more other feats for Master & even Grandmaster of Forms stances if desired. The build could also be centered with ShortSwords with to free up 2 feats to swap around but would not get the +7/+7 nor Spellcasting Implement bonuses so you would want to move those AP around;

    Tomes Required: only modest +1 Strength by level 23 for Overwhelming Critical at level 24; Others helpful but not required; Int Tome helps with skills and Dex Tome helps with TWF requirements freeing more points for Con &/or Cha (& maybe Str if also 34/36 point build);

    Race: Elf for Displacement with racial weapons bonuses as extra/filler; Can TR into another race after grinding GS Displacement clickies for a second life (planning a Drow varient with Shortswords for a second life);

    1st Life 32 Point Stats: Str 16, Dex 17, Con 13, Cha 14, Int 8, Wis 8 (all level-ups in Strength);

    Skills: UMD 11, Heal 11, Balance 5, Tumble 1 (with no tomes); If more points max Heal & maybe Spell Power, &/or Balance, &/or Concentration;

    EDIT: Later add reasonable tomes (+2Dex@7, +1Int@3, +3Int@11) yields the following with a LR until you can get really good tomes for at least Str/Con>Cha (not needed but all help):
    -------Str 16+1t, Dex 15+2t, Con 14, Cha 14, Int 9+3t, Wis 8 (all level-ups in Strength);
    -------UMD 11, Heal 23, Balance 18, Tumble 1, Jump 1 (dump)
    -------Note: this requires a slightly different leveling order of:mffppmffmffmffmfffmf ;

    Level Split:

    • - Favored Soul 12: Condemnation, Archon, full Heal spell, AS, spell points, saves, & Divine Might;
    • - Monk 6 for 25% Incorporeal, debuffs, misc, and stances if desired;
    • - Paladin 2 for saves;


    Core Enhancements AP Breakdown (details in planner below):

    • 23 in FvS-12 AoV for Crown of Retribution & Summon Archon;
    • 22 in FvSoC-4 WarPriest for AS & +1 to be able to cast Blur on the Raid (the perma-Blur not necessary with Displacement);
    • 12 in Elf for Displacement (50% concealment) & racial weapons bonuses;
    • 11 in Monk-6 Ninja Spy for Shadow Veil (25% incorp)+debuff;
    • 7 in Monk-1 Shintao for Deft Strikes+debuff;
    • 4 remaining as needed; I used to add another debuff to test (second Elemental Ki Strike) and miscellaneous;


    EDIT: Note that the feats have changed from my Initial Post... Based on great feedback in this thread I swapped Dodge for WFS & swapped Extend for WSS and am considering swapping Quicken for 'Master of Forms' after I grind out my fate points but not 100% sure on that yet...

    Feats (in order of priority NOT necessarily in order taken):

    • -Dragonmark for Elf Displacement, etc.
    • -Empowered Healing
    • -TWF (monk1)
    • -iTWF
    • -gTWF
    • -Weapon Focus: Slashing (prereq for WSS);
    • -Whirling Steel Strike (monk6);
    • -Power Attack (monk2)
    • -Cleave
    • -Great Cleave
    • -Improved Critical Slashing
    • -Overwhelming Critical
    • -ED: Perfect Two Weapon Fighting
    • -ED: Elusive Target
    • -Quicken (for emergency Heal or Cure spells); --> Note already have 3 uninterruptible heals (Renewal SLA, AS, Divine Wrath) when in ED:EA so could maybe be Master of Forms after you grind out all of your fate points;


    Projected End Game Gear (first pass):

    • -Armor: Flawless Black Dragonscale Robe (haste guard/armor pierce20/relentless fury/acid res40/blue slotted: PRR +14/SET: doublestrike3)
    • -Goggles: deadly10 of resistance10
    • -Helm: EN Helm of the Black Dragon (str3i/yellow slotted con2i/colorless slotted globe/SET: doublestrike3)
    • -Neck: EE Stolen Necklace w/ Insightful +2 Charisma Slotted, Charisma +10
    • -Trinket: Shamanic Fetish (120 Devotion/120 Radiance Green slotted: draconic soul gem)
    • -Cloak: Adamantine Cloak of the Wolf (exc seeker5/dodge8/attack4/diversion20)
    • -Belt: GS HP Min2 mep/mee/mee (45HP/con skills6/heavy fort/protection5)
    • -Ring swap: EE Consuming Darkness (seeker12/combat mastery5/green slotted wis8)
    • -Gloves: EE Backstabber's Gloves (bluff20/sneak attack5/exc sneak attack3/improved deception/yellow slotted cha2i)
    • -Boots: EE Goatskin Boots w/ con8, Yellow Slot:dex2i, Green Slot: vitality
    • -Ring: Ogre Power +10 Belt of False life 45
    • -Bracers: Skirmisher's Bracers: Dexterity +9 and Doublestrike +8%


    -Weapon Set 1 to start boss fights (levels 17-25): various slotted dual Frostbite Blades to max Vulnerability quickly (slot DR breaking if needed otherwise slot Deconstructor at 26 if you don't upgrade these). Can switch to other weapons after getting the boss to maximum Vulnerability in ~17 seconds & after applying max Destruction;

    -Weapon Set 2 to start boss fights (levels 25+): various slotted dual T1+ Wyrm-wrought weapons with '1st Degree Burns' upgrade to max Vulnerability quickly (slot DR breaking if needed otherwise slot Deconstructor at ML:26). Can switch to other weapons after getting the boss to maximum Vulnerability in ~17 seconds & after applying max Destruction;

    -Ranged option (levels 25+): various slotted T1+ Wyrm-wrought Longbows with '1st Degree Burns' upgrade to keep Vulnerability & Destruction maxed (slot DR breaking if needed otherwise slot Deconstructor) when Bosses go out of melee Range. Switch back to other weapons after boss gets back into melee range;


    -Weapon Set options: Crafted/Lootgen Longswords with Destruction, shattermantle, etc & metals/red-slots to break DR;

    -Weapon Set for DPS (initial 20+): TWF Oathblade x2;

    -Weapon Set for DPS (23+): TWF Tinah x2;

    -Weapon Set for DPS (22,25,28+): TWF Wyrm-wrought with higher DPS upgrade options after debuffs are maxed; Hope to try various and report back with thoughts/results.

    Note: After all Debuffs are initially maxed could likely wield one Destruction/Vulnerable Longsword with one DPS Longsword keep all debuffs maximized for the RAID while increasing personal DPS; If Tinah's are upgraded to Tier1 and you don't need the red slots for DR breaking consider slotting 138 devotion/138 radiance on weapons sets and replacing the shaman Trinket above with Planar Focus: Prowess for +3iCon & stacking +4/+4 hit/damage & stacking 15PRR. If you can't find a good place to slot a Draconic soul gem elsewhere you should be able to rely on ship buffs and self cast resistances instead...

    Epic Destiny: Exalted Angel: Note: Note for heavy Undead/Evil-Outsider content swap 5 EDP in the below ED:EA tree to pick up the Judgement,Lay-to-Rest,Judge-the-many line:
    - 2: Avenging Light SLA (not required with Archon and spells but nice);
    - 3: Healing Power;
    - 3: Radiant Power (not necessarily required & some could be swapped);
    - 3: Endless Faith (not necessarily required & some could be swapped);
    - 3: Renewal (HoT);
    - 1: Purity of Essence (could put more here);
    - 1: Blood and Radiance (could put more here but some charges are used fast);
    - 2: *Excoriate (3% no-save Stun from light spells assuming no longer affects party);
    - 2: Rebuke Foe (upto +25% Physical & Light damage debuff to target);
    - 2: Divine Wrath (AoE Heal and light damage based upon character level);
    - 2: Reborn in the Light or Strike Down (based upon testing);

    *Note: Excoriate may be bugged and affecting both players and mobs... Unclear on the forums if this stuns fellow players or not... In raids where I had it on I had some people make remarks about stuns they didn't recognize but I was unable to verify via the logs for sure in the chaos of a live raid so for now I have taken it out of my enhancements to be safe (from memory I think I maxed Purity of Essence instead)...

    - Twist1: Crusade (T4): You and your allies gain a 10% Sacred bonus to damage while standing on consecrated ground. This is a 4 second buff that activates every 4 seconds when standing on consecrated ground;
    - Twist2: Sacred Ground (T3): Passive Bonus: While standing on consecrated ground you and your allies are healed every 3 seconds for 1 point of positive energy per character level. This is affected by your positive spell power.
    - Twist3: Consecration (T2): Active Ability: The ground you are standing on is consecrated. Evil creatures standing on consecrated ground are burned every 3 seconds, gaining a stack of purification and taking 1d6 for each level you have. Half damage is fire, half is good-aligned. Both are affected by fire spell power. Cooldown: [25/20/15] seconds) Activation Cost: [50/40/30] Spell Points. Bug: There are 2 cooldown times indicated. This is the correct and tested one.

    Character Planner (note: Levels taken in order to max skills. May want to change order for faster/easier leveling):

    EDIT: THIS IS OUT OF DATE AS I SWAPPED 2 FEATS (see notes above). Will try to update and repost ASAP...

    Code:
    Character Plan by DDO Character Planner Version 04.19.03
    DDO Character Planner Home Page
    
    The DeBuffer: Maximizing EE Boss DPS & AoE Heals (1st life grind-friendly)
    Level 28 Lawful Good Elf Female
    (2 Paladin \ 6 Monk \ 12 Favored Soul \ 8 Epic) 
    Hit Points: 312
    Spell Points: 1783 
    BAB: 15\15\20\25\25
    Fortitude: 20
    Reflex: 19
    Will: 15
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 28)           (Level 28)
    Strength             16                 24                   24
    Dexterity            17                 17                   17
    Constitution         13                 13                   13
    Intelligence          8                  8                    8
    Wisdom                8                  8                    8
    Charisma             14                 14                   14
    
    Tomes Used
    +1 Tome of Strength used at level 23
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 28)          (Level 28)
    Balance               7                  8                   18
    Bluff                 2                  2                   10
    Concentration         1                  1                    9
    Diplomacy             2                  2                   10
    Disable Device       n/a               n/a                    n/a
    Haggle                2                  2                   10
    Heal                  0.5               10                   18
    Hide                  3                  3                   16
    Intimidate            2                  2                   10
    Jump                  3                  7                   17
    Listen               -1                 -1                    9
    Move Silently         3                  3                   11
    Open Lock             n/a               n/a                  n/a
    Perform               n/a               n/a                  n/a
    Repair               -1                 -1                    7
    Search               -1                 -1                    9
    Spellcraft           -1                 -1                    7
    Spot                 -1                 -1                    9
    Swim                  3                  7                   15
    Tumble                4                  4                   14
    Use Magic Device      4                 13                   21
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Heal (+1.5)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Cleave
    Feat: (Monk Bonus) Power Attack
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Elven Keen Senses
    Feat: (Automatic) Enchantment Save Bonus
    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) Immunity to Sleep
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Martial Weapon Proficiency: Longbow
    Feat: (Automatic) Martial Weapon Proficiency: Longsword
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    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 (Monk)
    Skill: Balance (+1)
    Skill: Heal (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Two Weapon Fighting
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 3 (Favored Soul)
    Skill: Heal (+1)
    Feat: (Selected) Empower Healing Spell
    Feat: (Deity) Follower of the Undying Court
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    Skill: Heal (+1)
    Feat: (Automatic) Aura of Good
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Smite Evil
    
    
    Level 5 (Paladin)
    Skill: Heal (+1)
    Feat: (Automatic) Divine Grace
    Feat: (Automatic) Lay on Hands
    
    
    Level 6 (Favored Soul)
    Skill: Heal (+1)
    Feat: (Selected) Great Cleave
    
    
    Level 7 (Monk)
    Skill: Use Magic Device (+1.5)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    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 8 (Favored Soul)
    Ability Raise: STR
    Skill: Heal (+1)
    Feat: (Automatic) Child of the Undying Court
    
    
    Level 9 (Favored Soul)
    Skill: Heal (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Favored Soul)
    Skill: Heal (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    Feat: (Automatic) Improved Heroic Durability
    
    
    Level 11 (Monk)
    Skill: Use Magic Device (+1.5)
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    Level 12 (Favored Soul)
    Ability Raise: STR
    Skill: Heal (+1)
    Feat: (Selected) Least Dragonmark of Shadow
    Feat: (Automatic) Undying Call
    
    
    Level 13 (Favored Soul)
    Skill: Heal (+1)
    
    
    Level 14 (Favored Soul)
    Skill: Use Magic Device (+0.5)
    
    
    Level 15 (Monk)
    Skill: Use Magic Device (+1.5)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Automatic) Purity of Body
    
    
    Level 16 (Favored Soul)
    Ability Raise: STR
    Skill: Use Magic Device (+0.5)
    
    
    Level 17 (Favored Soul)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Soul Bonus) Energy Resistance: Cold
    
    
    Level 18 (Monk)
    Skill: Use Magic Device (+1.5)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Automatic) Adept of Forms
    
    
    Level 19 (Favored Soul)
    Skill: Use Magic Device (+0.5)
    
    
    Level 20 (Favored Soul)
    Ability Raise: STR
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Beloved of the Undying Court
    
    
    Level 21 (Epic)
    Feat: (Selected) Extend Spell
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Ability Raise: STR
    Feat: (Selected) Epic: Overwhelming Critical
    
    
    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: STR
    Feat: (Epic Destiny) Epic Destiny: Elusive Target
    Enhancement: Elf - Elven Accuracy (Rank 1)
    Enhancement: Elf - Phiarlan Dragonmark Focus (Rank 1)
    Enhancement: Elf - Phiarlan Dragonmark Focus (Rank 2)
    Enhancement: Elf - Phiarlan Dragonmark Focus (Rank 3)
    Enhancement: Elf - Valenar Weapon Training (Rank 1)
    Enhancement: Elf - Lesser Dragonmark of Shadow (Rank 1)
    Enhancement: Elf - Valenar Weapon Training (Rank 1)
    Enhancement: Elf - Greater Dragonmark of Shadow (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) - 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) - Smiting (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Articles of Faith (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Wand and Scroll Mastery (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Wand and Scroll Mastery (Rank 2)
    Enhancement: Angel of Vengeance (Fvs) - Wand and Scroll Mastery (Rank 3)
    Enhancement: Angel of Vengeance (Fvs) - Smiting (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Crown of Retribution (Rank 1)
    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) - Righteous Weapons (Rank 1)
    Enhancement: Warpriest (Fvs) - Sacred Touch (Rank 1)
    Enhancement: Warpriest (Fvs) - Sacred Touch (Rank 2)
    Enhancement: Warpriest (Fvs) - Sacred Touch (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) - Righteous Weapons (Rank 1)
    Enhancement: Warpriest (Fvs) - Inflame (Rank 1)
    Enhancement: Warpriest (Fvs) - Righteous Weapons (Rank 1)
    Enhancement: Warpriest (Fvs) - Ameliorating Strike (Rank 1)
    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) - 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: Ninja Spy (Mnk) - Eagle Claw Attack (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Sting of the Ninja (Rank 1)
    Enhancement: Shintao (Mnk) - Bastion of Purity (Rank 1)
    Enhancement: Shintao (Mnk) - Deft Strikes (Rank 1)
    Enhancement: Shintao (Mnk) - Deft Strikes (Rank 2)
    Enhancement: Shintao (Mnk) - Deft Strikes (Rank 3)
    Enhancement: Shintao (Mnk) - Knock on the Sky (Rank 1)
    I was real interested in this build but it seems so confusing to try to follow wish it was updated to use longswords. It talks about whirling steel strike but no where in the build did it have the feats listed to take it I got really lost.

  15. #35
    Community Member Nodoze's Avatar
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    Quote Originally Posted by vampiregoat69 View Post
    I was real interested in this build but it seems so confusing to try to follow wish it was updated to use longswords. It talks about whirling steel strike but no where in the build did it have the feats listed to take it I got really lost.
    VG, Sorry about not depicting in the Character Generator (CG) the feats swaps I made after feedback in the thread. I just now updated CG in the Initial Post above to include both Whirling Steel Strike and it's prereq (Weapon Focus: Slashing) so the build in the CG is centered with Long Swords just like the language in the initial post...

    That CG is what the build should look like at level 28 when going for max personal DPS while still achieving all of the above AoE heals and Debuffs for the Raid;

    Note that the Level Progression in the above CG build is maximized for helping the team in Raids at 28 with the max skills and containing the feats that I wanted while squeaking out what DPS I could at cap but is not really optimized for ease-of-leveling...

    Note also that for awhile on raid runs I tried a variant where I traded more personal DPS for increased survivability by dropping Overwhelming Critical (OC) and it's pre-reqs... From memory I Lesser Reincarnated and dropped OC, Cleave, & Great Cleave for Quicken, Extend, & Dodge (since I wasn't at Dodge cap) and that is a fine option to go with while grouping with others and grinding out fate points.
    Last edited by Nodoze; 06-24-2014 at 12:30 AM.

  16. #36
    Community Member vampiregoat69's Avatar
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    I see steel strike is not till lvl 19 so it will be uncentered until then and you will not benefit from stance until then. Won't that make it hard to level up for a first life?

  17. #37
    Community Member Nodoze's Avatar
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    Quote Originally Posted by vampiregoat69 View Post
    I see steel strike is not till lvl 19 so it will be uncentered until then and you will not benefit from stance until then. Won't that make it hard to level up for a first life?
    Aside from Monk weapons (including handwraps) with 1 point in Ninja spy you can be centered with shortswords from level 1 on and mix in Long Swords later. I leveled with just a max hard streak so I didn't find the heroic levels very challenging.

    My focus was on the build for end game and maxing things like skill points so I didn't worry much about ease of leveling to get there (and I didn't have any problems). You may end up with slightly less optimal skill point allocations but it certainly would be a viable option to move Monk levels up and take the feats in a different order (as long as you watch prereqs) and in then it would play essentially the same with similar benefits...

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