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  1. #1
    Community Member Zakan's Avatar
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    Default The Divine Demolition- (12 FvS/ 6 Pally/ 2 Monk)

    After I liked what I saw with my previous build, The Sorcerous Smackdown, I brought the build to my friends, who I usually runa three man group with. We got to thinking though, what if we all had one of these multiclass builds that really worked with each other and yet were all different? So I got to thinking about it. An ideal party would have trap skills, buffs from the different classes, high dps, and survivability.We wanted our builds to be new and different and not a cookie cutter shiradai sorcerer. So I got to looking around at things. We had wizard buffs via my previous build as mentioned above, and Lurzifer's excellent juggernaut build provided artificer buffs. So the main kind that remained was divine buffs.

    First and foremost: This build requires at least access to monk, and a +1 dex tome by lvl 3 (if you follow my starting stats and level up order). 32 point build is highly recommended, 36 would be best, and as many tomes as possible never hurt (23 STR needed for overwhelming crit, you will need some kind of tome depending on starting strength) and TRing into this build solves a few problems.I prefer to use warforged (or bladeforged) simply because it synergizes well with my questing buddies' reconstructs.

    Goals: High sustained melee DPS; self healing and buffing; usefulness in a party via buffing, healing, raising dead and being awesome; good defenses through evasion, PRR, dodge, and AC (at least until it becomes useless); and epic elite viable saves

    Pros/Cons:
    + Self healing through Heal spell and potentially bladeforged reconstructs
    + High defenses and saves
    + Evasion
    + Tons of flexibility on how to make this build. Heck, be an elf with 12 cleric levels if you want.
    + Self and Party Buffs
    + Max BAB
    + Good sustained DPS
    + Crowd control against casters
    - Lacks trap skills
    - Gets Heal late in the game (has healing spells from lvl 1, bladeforged get reconstruct SLA)
    - Limited UMD (unless you have an int tome or are willing to go full melee, or disregard my recommended intelligence in which case this problem goes away)

    Race: Warforged, Bladeforged, or Human (though honestly with very few modifications any race works)
    Alignment: Lawful Good (necessary for Paladin levels)

    Starting stats:

    32 point build human:
    Str 16 <---- All level up points here
    Dex 12 (need to get a 13 for dodge somehow)
    Con 16
    Int 10
    Wis 8
    Cha 14

    32 point build WF:
    Str 16
    Dex 12
    Con 16
    Int 10
    Wis 6
    Cha 14

    Skills (in order of importance)
    Heal
    Concentration
    UMD
    Balance

    Level up order
    F M M P P F F F F F P P P P F F F F F F

    Feats
    Feats are as followed considering the leveling chain above. (Free Feats FvS/Monk feats)
    1. PA / Follower of **** (Human Bonus: Force of Personality)
    2. Dodge
    3. Cleave / Two Handed Fighting / evasion
    4. Aura of Good
    5. Divine Grace / Lay on Hands
    6. Great Cleave
    7. Child of ****
    9. Improved Two Handed Fighting / Fire Resistance
    10. (Active Feat based on Deity)
    12. IC: Slash (or bludgeon if you decide to be centered)
    15. Empower Healing Spell
    18. Quicken Spell
    21. Overwhelming Critical (requires 23 Str)
    24. Force of Personality (Humans who already have it: Greater Two Handed Fighting)

    Not going to talk about the last few levels, lots of choices, up to you.

    Enhancements

    Warforged: 8
    3 core: 4
    2 healer's friend: 4

    Human: 5
    2 core: 3
    1 improved recovery: 2

    Warpriest: 38 (human 40)
    4 core: 4
    3 divine might: 3
    1 (3) toughness: 1 (3)
    1 righteous weapon: 2 (WF only)
    1 smite weakness: 2
    3 wall of steel: 3
    3 inflame: 3
    3 inflame: saving throws: 3
    3 inflame: energy absorption: 3
    2 Cha: 4
    1 ameliorating strike: 2
    1 divine power: 2
    3 divine vessel: 3
    3 magic backlash: 3
    (1 divine intervention: 2) Human only

    Ninja Spy: 11
    1 core: 1
    3 acrobatic: 3
    2 sneak attack training: 4
    3 agility: 3

    Angel of Vengence: 4
    1 core: 1
    3 angelic Resistance: 3

    Sacred Defender: 18 (quick note: Humans who decide to remain uncentered may want to invest in the enhancements to increase max dex bonus for dodge)
    3 core: 3
    3 resilient defense: 3
    1 extra lay on hands: 1
    3 durable defense: 3
    3 bulwark aura: 3
    3 resistance aura: 3
    1 Cha: 2

    Shintao: 1
    1 core: 1

    Humans should have 1 extra point to put somewhere, I haven't figured out where I'd put it.

    Epic Destinies
    I prefer legendary dreadnaught with this build, especially when soloing. Fury works well in groups as well.
    All the usual stuff, haste boosts, momentum swing, lay waste, pulverizer, master's blitz, volcano's edge, seeker, etc etc. as a LD. In Fury, primal scream, sense weakness, glancing blow damage, fury eternal, unbridled fury, etc etc.

    Twists
    As LD: Unearthly Reactions, Primal Scream, Sense Weakness
    As Fury: Uearthly Reactions, Momentum Swing, Haste Boost

    Disregarding gear list what with new content that I can never keep up with. Anyway, just good stuff, resistance, Con, Dex, Str, Cha, deadly, fortification, wizardry, health, etc etc. Make sure you have a devotion item, in a red slot on a weapon if possible. I'm running around like a fool with a Hunter's Slayer slotted with devotion. (Good weapon, but I'm always running around like a fool)

    Accomplishments: self and party buffs such as FoM and DW, nice melee DPS, not cookie cutter (I think), knocking casters on their butts sometimes, helpful to parties via universal healing, good dodge, high saves (got in the 70s on lammania), first life compatible, customizable for your own changes

    Before I finish, a note on this character's performance. It isn't as high DPS as The Sorcerous Smackdown due to a los of doublestrike and manyshot, and it doesn't have shadow fade. However, this build can achieve some MASSIVE saves due to its paladin levels, and it is more party friendly and a better questing partner in PUGs due to its healing ability and party oriented buffs. Overall, I can compare the two all I want, but they aren't the same. Yes, they can both be in groups, but this build is better at being a team player. Yes, they can both solo, but The Sorcerous Smackdown is better at it. Both builds are fun to play, so if you want to make one but can't decide which would be better, don't think about it like that and think more about how you like to play. That's all.

    So what do you guys think? Any edits that the build needs? Or do y'all think it deserves its own little place on the scrap heap?

  2. #2
    Community Member Zakan's Avatar
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    Default New version! Divine Demolition F2P! 12 cleric/ 6 pally/ 2 rogue

    So when I showed this build to my friend, I realized that he didn't have the FvS class. Easy to fix. But then I thought: why not make it F2P? So I changed it to Human 12 cleric/ 6 pally/ 2 rogue. Start with a rogue level, rank up heal, search, DD, and umd if you have points. WIS becomes dump stat-ish (still need it for cleric spells), start with 14 INT for skills. If you have +2 tomes, those work great at skills. I took my second rogue level at lvl 10-ish to rebalance those skill points (mainly UMD, which I had not raised since level one in favor of search and DD) At endgame, finish with a very usable UMD, trap skills, most of the old goodies, and potentially more sneak attack if you invest in the assassin tree. My experience was that this build is inferior to the previous version due to less dps and saves, but still entirely playable. 32 point build is very helpful with this one, but with some proper stat lowering, not necessary. So enjoy!

  3. #3
    Community Member kuro_zero's Avatar
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    Default

    Quote Originally Posted by Zakan View Post
    So when I showed this build to my friend, I realized that he didn't have the FvS class. Easy to fix. But then I thought: why not make it F2P? So I changed it to Human 12 cleric/ 6 pally/ 2 rogue. Start with a rogue level, rank up heal, search, DD, and umd if you have points. WIS becomes dump stat-ish (still need it for cleric spells), start with 14 INT for skills. If you have +2 tomes, those work great at skills. I took my second rogue level at lvl 10-ish to rebalance those skill points (mainly UMD, which I had not raised since level one in favor of search and DD) At endgame, finish with a very usable UMD, trap skills, most of the old goodies, and potentially more sneak attack if you invest in the assassin tree. My experience was that this build is inferior to the previous version due to less dps and saves, but still entirely playable. 32 point build is very helpful with this one, but with some proper stat lowering, not necessary. So enjoy!
    I've been meaning to throw my 2 coppers at your build but couldn't quite find the words. The BF/WF FvS/Pal/Mnk variant I feel is pretty solid but I have reservations of its DPS potential without a sword of shadows. What weapons did you have in mind for that build if one doesn't have a SoS?

    The cleric? F2P build I think could go in a different direction. 13clr/5rog/2pal. Lvl7 spells, some more SP, and more rogue levels to keep those skills maxed. Enhancement would concentrate on thief acrobat with q-staffs, with the plan of using Sireth with staff specialization (13-20 critical range is insane). You also can nab vault an abundant-step like abilitiy.

    Between warpriest AS and Radiant Savant burst there's alot of mana-free healing options. Emp Heal, max, and quicken to further power bursts and max divine punishment to add DPS to bosses.
    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

  4. #4
    Community Member Zakan's Avatar
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    Default

    Hmmm. I like that cleric idea. That one probably is better than the one I threw out there. Mine was more of a "Here ya go anyone who wants it." Only problem there is the loss of BAB, knockdown of casters and that paladin stance (which was sometimes annoying anyway because it blocks rage, had to turn it of to hit rage and primal scream and then turn it back on again).

    As to the greatsword question, using a greatsword can be pretty easily avoided if you don't want to. The only main benefit is the slight bonuses from enhancements (+1 attack and damage) and feats (+3 attack, +2 damage) for a total of +4 to hit, +3 damage. Replace the enhancement with toughness, and there ya go. Use a great axe if ya want. If you still want a greatsword, The Hunter's Slayer is very very nice (39 base damage, bane of the unnatural, silver, 2 slots), or you could do what I ended up doing and using a random gen with keen or vorpal on it for extra base damage. Random gen these days is as god if not better than named items.

    Thanks for the input!

  5. #5
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    Default hit points?

    how many hit points are you sitting at?

  6. #6
    Community Member Zakan's Avatar
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    Quote Originally Posted by crimespree View Post
    how many hit points are you sitting at?
    Good question! Sorry I forgot to put it in there!
    At level 28 I'm sitting at an unimpressive (but not terrible) 913 hit points. (16 monk + 60 pally + 96 FvS + 80 epic + (17 con x 28 levels) + 55 false life item + 45 greensteel + 20 toughness item + 5 toughness enhancement + 60 Dreadnaught. I don't tend to use Yugo pots so that's where I tend to stay. This does include ship buffs as I almost always have them running.

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