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  1. #1
    Community Member Cardtrick's Avatar
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    Default Bladed Crusader (Bladeforged Fvs 18 / Pal 2)

    This is a 32-point Bladeforged greatsword-wielding Divine Crusader build. It's theory crafting rather than a real build I can point to achievements on. I do currently have an unoptimized warforged version of this build, and I do eventually plan to TR him into something closer to this. I've experimented enough to know that I enjoy the playstyle, although I hate the lack of good epic greatswords (except for eSOS, of course).

    I encourage anyone interested in a Divine Crusader build to check out serthcore's excellent Shoikan build, which is a TWF centered human build with a deeper splash that loses 9th level spells and wings, but gains a lot to make up for it.

    Notes on ability points

    I have constructed this build as a 32-point first life iconic character using +3 tomes (which are widely available at the moment due to the Anniversary cards). This is the bare minimum I would suggest for this type of build. Unfortunately, this build needs very high scores in both Strength and Charisma to really shine -- enough Strength to qualify for Overwhelming Critical (meaning 23, purely from base stats, level ups, and tomes) and as high a Charisma as possible (affects the DCs of epic spells, melee damage via Divine Might, spell points, and saves). Without at least +3 tomes, I would suggest dropping Overwhelming Critical to focus more on Charisma -- even as presented, the build is stretched a little too thin.

    Players who have a 36 point build and +5 tomes available should adjust stats and level ups accordingly. In an ideal world, you'd start with 18 STR and 18 CHA and put all level ups into CHA, but no matter what your tomes are, that leaves you a little short on skillpoints and CON. Make whatever compromises you need to feel happy with the results -- one option is dumping Int and dropping the investments in Heal and UMD, although I don't really suggest it.

    Code:
    Character Plan by DDO Character Planner Version 04.20.02
    DDO Character Planner Home Page
    
    Level 28 Lawful Good Bladeforged Male
    (2 Paladin \ 18 Favored Soul \ 8 Epic) 
    Hit Points: 340
    Spell Points: 2520 
    BAB: 15\15\20\25\25
    Fortitude: 26
    Reflex: 20
    Will: 20
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 28)           (Level 28)
    Strength             18                 23                   23
    Dexterity             6                  9                    9
    Constitution         11                 14                   14
    Intelligence         13                 16                   16
    Wisdom                6                  9                    9
    Charisma             16                 24                   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
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 28)          (Level 28)
    Balance              -2                 -1                    7
    Bluff                 3                  9                   17
    Concentration         4                 25                   33
    Diplomacy             3                  9                   17
    Disable Device        n/a               n/a                  n/a
    Haggle                3                  9                   17
    Heal                  2                 22                   30
    Hide                 -2                 -1                    7
    Intimidate            3                  9                   17
    Jump                  4                 11                   19
    Listen               -2                 -1                    7
    Move Silently        -2                 -1                    7
    Open Lock            n/a               n/a                    n/a
    Perform               n/a               n/a                  n/a
    Repair                1                  3                   11
    Search                1                  3                   11
    Spellcraft            1                 26                   34
    Spot                 -2                 -1                    7
    Swim                  4                  6                   14
    Tumble               n/a               n/a                    n/a
    Use Magic Device      5                 20                   28
    
    Level 1 (Paladin)
    Skill: Concentration (+4)
    Skill: Heal (+4)
    Skill: Use Magic Device (+2)
    Feat: (Deity) Follower of the Lord of Blades
    Feat: (Selected) Power Attack
    Feat: (Automatic) Attack
    Feat: (Automatic) Aura of Good
    Feat: (Automatic) Bladeforged
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Smite Evil
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Warforged Traits
    
    
    Level 2 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Spellcraft (+2)
    Feat: (Automatic) Magical Training
    
    
    Level 3 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Cleave
    
    
    Level 4 (Favored Soul)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+2)
    Feat: (Automatic) Child of the Lord of Blades
    
    
    Level 5 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+2)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    Feat: (Selected) Great Cleave
    Feat: (Automatic) Improved Heroic Durability
    
    
    Level 7 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Bladesworn Transformation
    
    
    Level 8 (Favored Soul)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+2)
    
    
    Level 9 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+2)
    
    
    Level 11 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+2)
    Skill: Use Magic Device (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Electricity
    
    
    Level 12 (Favored Soul)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+3)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Beloved of the Lord of Blades
    
    
    Level 14 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+3)
    
    
    Level 15 (Paladin)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Healing Spell
    Feat: (Automatic) Divine Grace
    Feat: (Automatic) Lay on Hands
    
    
    Level 16 (Favored Soul)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+2)
    Skill: Use Magic Device (+0.5)
    
    
    Level 17 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Acid
    
    
    Level 18 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+2)
    Skill: Spellcraft (+1)
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Leap Of Faith
    
    
    Level 20 (Favored Soul)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+2)
    Skill: Spellcraft (+1)
    Enhancement: Bladeforged - Improved Fortification (Rank 1)
    Enhancement: Bladeforged - Healer's Friend (Rank 1)
    Enhancement: Bladeforged - Healer's Friend (Rank 2)
    Enhancement: Bladeforged - Healer's Friend (Rank 3)
    Enhancement: Bladeforged - Inscribed Armor (Rank 1)
    Enhancement: Bladeforged - Communion of Scribing (Rank 1)
    Enhancement: Bladeforged - Communion of Scribing (Rank 2)
    Enhancement: Bladeforged - Communion of Scribing (Rank 3)
    Enhancement: Bladeforged - Fearsome Presence (Rank 1)
    Enhancement: Bladeforged - Communion of Handling (Rank 1)
    Enhancement: Bladeforged - Weapon Attachment (Rank 1)
    Enhancement: Bladeforged - Power of the Forge (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) - War Domain: Haste (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) - Righteous Weapons (Rank 1)
    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) - Inflame (Rank 2)
    Enhancement: Warpriest (Fvs) - Inflame (Rank 3)
    Enhancement: Warpriest (Fvs) - Righteous Weapons (Rank 1)
    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) - Charisma (Rank 1)
    Enhancement: Warpriest (Fvs) - Ameliorating Strike (Rank 1)
    Enhancement: Warpriest (Fvs) - Righteous Weapons (Rank 1)
    Enhancement: Warpriest (Fvs) - Charisma (Rank 1)
    Enhancement: Warpriest (Fvs) - Divine Power (Rank 1)
    Enhancement: Warpriest (Fvs) - Divine Vessel (Rank 1)
    Enhancement: Warpriest (Fvs) - Divine Vessel (Rank 2)
    Enhancement: Warpriest (Fvs) - Wrathful Weapons (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) - Smiting (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Charisma (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Charisma (Rank 1)
    
    
    Level 21 (Epic)
    Feat: (Selected) Epic: Overwhelming Critical
    Feat: (Automatic) Epic: Epic Skills
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Ability Raise: CHA
    Feat: (Selected) Empower Spell
    
    
    Level 25 (Epic)
    
    
    Level 26 (Epic)
    Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting
    
    
    Level 27 (Epic)
    Feat: (Selected) Epic: Ruin
    
    
    Level 28 (Epic)
    Ability Raise: CHA
    Feat: (Epic Destiny) Epic Destiny: Forced Escape
    Notes on level order

    The second paladin level was taken at 15 to obtain both Heal and Blade Barrier beforehand, although obviously on an Iconic that will be starting at level 15, that's not really a huge concern.

    Notes on feats

    The feats after level 24 are very flexible, and will depend on your preferences. I like Ruin as a saveless option that works on everything, but Epic Reflexes is a great feat as well. Do not take Blinding Speed, since you will have Haste in your spellbook.

    Both Epic Destiny feats could easily be replaced by something else. Elusive Target is a tempting option at level 28, especially since this build is going to have trouble hitting a good Dodge value and has no innate source of incorporeality. Taking Fire or Positive spellpower wouldn't be bad choices at all, at either 26 or 28.

    Notes on skills

    The key skills are Spellcraft, Heal, UMD, and Concentration. Your priorities will dictate which you think are most important. Your access to tomes and your feelings about the skills will determine how much Int you choose to start with.

    I, personally, will never again build any character without as close to max UMD as they can manage -- but with a charisma this high, you should be able to hit Teleport, Invisibility, and Fire Shield scrolls with relative easy. Greater Heroism takes a bit more work, especially since you're missing out on its bonus to skills when you try to cast it. If you have a couple of Planar Girds to handle GH, you could probably get away with only getting 5 or 6 ranks of UMD.

    I prioritize the fire/light/force/physical spellpower improvements of Spellcraft over the positive spellpower improvement of Heal -- but then, I don't really enjoy healing people.

    I know some people advocate dropping Concentration and using Quicken all the time. If you play exclusively EE, that might be the best choice; but in most content, Concentration is still very useful, and I prefer to keep it maxed.

    Notes on enhancements

    Enhancements can obviously be adjusted, although I think they're in a pretty good place.

    The general idea is to boost melee DPS as a primary goal and light/firespell DPS as a secondary goal.

    One option to consider is dropping Bladeforged Reconstruct and using those points in Improved Power Attack. I do strongly encourage spending at least 17 points in the Bladeforged tree for Weapon Attachment and Power of the Forge. Power of the Forge is an excellent boost for any build, but especially one like this that will simultaneously be doing melee and spell based damage. And greatswords can use all the help they can get -- Weapon Attachment is nice to have.

    Notes on destiny and twists

    Primary Epic Destiny is Divine Crusader, of course. The ED points sort of allocate themselves -- not a lot of hard choices here. At tier 1, you definitely want Purge the Wicked and Interrogation to get those Purification stacks running. The other 2 tier 1 points can either go into Bane of Undeath or Charisma -- which one depends on what content you're running. You want the full Consecration line, which is central to the whole idea of the Divine Crusader. Empyrean Magic to boost your spell DPS. No Regret and Castigation to make your Aura of Purity all the more powerful. (The basic idea is that just being around you means your enemies are having a bad day.) Celestial Champion is absolutely essential to help improve the poor critical profile of greatswords. Tier 6, actually is one of the weak points -- Celestial Bombardment is worth taking, even though its save is based on Wisdom. That save is only for the knockdown chance, not the damage, so it's still very useful. But, on the other hand, even with 3 ranks it has a one minute cooldown and it doesn't do that much damage -- if you preferred to spend those points on another point of Charisma or on 10 PRR and 10% elemental absorption from the tier 5 Heavenly Presence, that would be totally reasonable.

    Suggested twists are Energy Burst: Fire and Soundburst almost all the time. Both have DCs based on charisma, and both synergize extremely well with this build.

    The third (or even fourth, if you're an epic completionist) twists are much more flexible. The best DPS option would of course be to have Energy Burst, Sense Weakness, and Soundburst -- you'd make enemies helpless with Soundburst while standing on your Consecrated ground, then whack them with an Energy Burst and Celestial Bombardment while they're Helpless and taking extra damage from Sense Weakness. But, while a 4/4/2 twist set up is technically possible now that we have a third divine destiny to get fate points from, I doubt there are more than a few players on each server who can manage it.

    So other, cheaper, options include Renewal or Cocoon for better healing, Avenging Light for another damaging spell option, or Unearthly Reactions for a nice defensive option.

    EDIT 4/20/2014:

    Added a suggested U21 gear list in Post 11.
    Last edited by Cardtrick; 04-20-2014 at 02:57 PM.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  2. #2
    Community Member Mast3rR0b's Avatar
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    That's quite a nice setup! Just wondering though, what do you need Maximize for? Besides the obvious Divine Punishment, of course.

    And about Empower Healing, do you feel your heals need it to be effective?


    I theorycrafted a TR for my WF too, and in my BF version i went for a more melee/defensive centric route, with Toughness and Adamantine body in place of those two metamagics.

    Toughness gives me a ton of HP, since it enables me to get Epic Toughness, and A. Body, thanks to Divine Crusader, means +28 PRR


    Also, a note on Weapon Attachment. While it's REALLY good as a dps boost, i found it to be of a somewhat impractical use. With all the scroll, clickie, and weapon switching its effect would be constantly reset. Of course it's a matter of playstyle, though. I know i'll be switching my eSoS with scrolls of displacement, heal, tenser, and w/e :P


    Focusing more on the BF racial enhancements tree, you can get both the SLA and PA enhancements, you just have to skip on the cores. Some less HP, but it may be worth it.



    Other nice options for the last Twist of Fate could be Brace for Impact, Primal Scream, maybe even Endless Faith


    Officer de "I Granchi Aviatori" on Thelanis
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  3. #3
    Community Member kinggartk's Avatar
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    Quote Originally Posted by Cardtrick View Post
    This is a 32-point Bladeforged greatsword-wielding Divine Crusader build. It's theory crafting rather than a real build I can point to achievements on. I do currently have an unoptimized warforged version of this build, and I do eventually plan to TR him into something closer to this. I've experimented enough to know that I enjoy the playstyle, although I hate the lack of good epic greatswords (except for eSOS, of course).

    I encourage anyone interested in a Divine Crusader build to check out serthcore's excellent Shoikan build, which is a TWF centered human build with a deeper splash that loses 9th level spells and wings, but gains a lot to make up for it.

    Notes on ability points

    I have constructed this build as a 32-point first life iconic character using +3 tomes (which are widely available at the moment due to the Anniversary cards). This is the bare minimum I would suggest for this type of build. Unfortunately, this build needs very high scores in both Strength and Charisma to really shine -- enough Strength to qualify for Overwhelming Critical (meaning 23, purely from base stats, level ups, and tomes) and as high a Charisma as possible (affects the DCs of epic spells, melee damage via Divine Might, spell points, and saves). Without at least +3 tomes, I would suggest dropping Overwhelming Critical to focus more on Charisma -- even as presented, the build is stretched a little too thin.

    Players who have a 36 point build and +5 tomes available should adjust stats and level ups accordingly. In an ideal world, you'd start with 18 STR and 18 CHA and put all level ups into CHA, but no matter what your tomes are, that leaves you a little short on skillpoints and CON. Make whatever compromises you need to feel happy with the results -- one option is dumping Int and dropping the investments in Heal and UMD, although I don't really suggest it.

    Code:
    Character Plan by DDO Character Planner Version 04.20.02
    DDO Character Planner Home Page
    
    Level 28 Lawful Good Bladeforged Male
    (2 Paladin \ 18 Favored Soul \ 8 Epic) 
    Hit Points: 340
    Spell Points: 2520 
    BAB: 15\15\20\25\25
    Fortitude: 26
    Reflex: 20
    Will: 20
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 28)           (Level 28)
    Strength             18                 23                   23
    Dexterity             6                  9                    9
    Constitution         11                 14                   14
    Intelligence         13                 16                   16
    Wisdom                6                  9                    9
    Charisma             16                 24                   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
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 28)          (Level 28)
    Balance              -2                 -1                    7
    Bluff                 3                  9                   17
    Concentration         4                 25                   33
    Diplomacy             3                  9                   17
    Disable Device        n/a               n/a                  n/a
    Haggle                3                  9                   17
    Heal                  2                 22                   30
    Hide                 -2                 -1                    7
    Intimidate            3                  9                   17
    Jump                  4                 11                   19
    Listen               -2                 -1                    7
    Move Silently        -2                 -1                    7
    Open Lock            n/a               n/a                    n/a
    Perform               n/a               n/a                  n/a
    Repair                1                  3                   11
    Search                1                  3                   11
    Spellcraft            1                 26                   34
    Spot                 -2                 -1                    7
    Swim                  4                  6                   14
    Tumble               n/a               n/a                    n/a
    Use Magic Device      5                 20                   28
    
    Level 1 (Paladin)
    Skill: Concentration (+4)
    Skill: Heal (+4)
    Skill: Use Magic Device (+2)
    Feat: (Deity) Follower of the Lord of Blades
    Feat: (Selected) Power Attack
    Feat: (Automatic) Attack
    Feat: (Automatic) Aura of Good
    Feat: (Automatic) Bladeforged
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Smite Evil
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Warforged Traits
    
    
    Level 2 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Spellcraft (+2)
    Feat: (Automatic) Magical Training
    
    
    Level 3 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Cleave
    
    
    Level 4 (Favored Soul)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+2)
    Feat: (Automatic) Child of the Lord of Blades
    
    
    Level 5 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+2)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    Feat: (Selected) Great Cleave
    Feat: (Automatic) Improved Heroic Durability
    
    
    Level 7 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Bladesworn Transformation
    
    
    Level 8 (Favored Soul)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+2)
    
    
    Level 9 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+2)
    
    
    Level 11 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+2)
    Skill: Use Magic Device (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Electricity
    
    
    Level 12 (Favored Soul)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+3)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Beloved of the Lord of Blades
    
    
    Level 14 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+3)
    
    
    Level 15 (Paladin)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Healing Spell
    Feat: (Automatic) Divine Grace
    Feat: (Automatic) Lay on Hands
    
    
    Level 16 (Favored Soul)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+2)
    Skill: Use Magic Device (+0.5)
    
    
    Level 17 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Acid
    
    
    Level 18 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+2)
    Skill: Spellcraft (+1)
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Leap Of Faith
    
    
    Level 20 (Favored Soul)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+2)
    Skill: Spellcraft (+1)
    Enhancement: Bladeforged - Improved Fortification (Rank 1)
    Enhancement: Bladeforged - Healer's Friend (Rank 1)
    Enhancement: Bladeforged - Healer's Friend (Rank 2)
    Enhancement: Bladeforged - Healer's Friend (Rank 3)
    Enhancement: Bladeforged - Inscribed Armor (Rank 1)
    Enhancement: Bladeforged - Communion of Scribing (Rank 1)
    Enhancement: Bladeforged - Communion of Scribing (Rank 2)
    Enhancement: Bladeforged - Communion of Scribing (Rank 3)
    Enhancement: Bladeforged - Fearsome Presence (Rank 1)
    Enhancement: Bladeforged - Communion of Handling (Rank 1)
    Enhancement: Bladeforged - Weapon Attachment (Rank 1)
    Enhancement: Bladeforged - Power of the Forge (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) - War Domain: Haste (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) - Righteous Weapons (Rank 1)
    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) - Inflame (Rank 2)
    Enhancement: Warpriest (Fvs) - Inflame (Rank 3)
    Enhancement: Warpriest (Fvs) - Righteous Weapons (Rank 1)
    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) - Charisma (Rank 1)
    Enhancement: Warpriest (Fvs) - Ameliorating Strike (Rank 1)
    Enhancement: Warpriest (Fvs) - Righteous Weapons (Rank 1)
    Enhancement: Warpriest (Fvs) - Charisma (Rank 1)
    Enhancement: Warpriest (Fvs) - Divine Power (Rank 1)
    Enhancement: Warpriest (Fvs) - Divine Vessel (Rank 1)
    Enhancement: Warpriest (Fvs) - Divine Vessel (Rank 2)
    Enhancement: Warpriest (Fvs) - Wrathful Weapons (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) - Smiting (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Charisma (Rank 1)
    Enhancement: Angel of Vengeance (Fvs) - Charisma (Rank 1)
    
    
    Level 21 (Epic)
    Feat: (Selected) Epic: Overwhelming Critical
    Feat: (Automatic) Epic: Epic Skills
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Ability Raise: CHA
    Feat: (Selected) Empower Spell
    
    
    Level 25 (Epic)
    
    
    Level 26 (Epic)
    Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting
    
    
    Level 27 (Epic)
    Feat: (Selected) Epic: Ruin
    
    
    Level 28 (Epic)
    Ability Raise: CHA
    Feat: (Epic Destiny) Epic Destiny: Forced Escape
    Notes on level order

    The second paladin level was taken at 15 to obtain both Heal and Blade Barrier beforehand, although obviously on an Iconic that will be starting at level 15, that's not really a huge concern.

    Notes on feats

    The feats after level 24 are very flexible, and will depend on your preferences. I like Ruin as a saveless option that works on everything, but Epic Reflexes is a great feat as well. Do not take Blinding Speed, since you will have Haste in your spellbook.

    Both Epic Destiny feats could easily be replaced by something else. Elusive Target is a tempting option at level 28, especially since this build is going to have trouble hitting a good Dodge value and has no innate source of incorporeality. Taking Fire or Positive spellpower wouldn't be bad choices at all, at either 26 or 28.

    Notes on skills

    The key skills are Spellcraft, Heal, UMD, and Concentration. Your priorities will dictate which you think are most important. Your access to tomes and your feelings about the skills will determine how much Int you choose to start with.

    I, personally, will never again build any character without as close to max UMD as they can manage -- but with a charisma this high, you should be able to hit Teleport, Invisibility, and Fire Shield scrolls with relative easy. Greater Heroism takes a bit more work, especially since you're missing out on its bonus to skills when you try to cast it. If you have a couple of Planar Girds to handle GH, you could probably get away with only getting 5 or 6 ranks of UMD.

    I prioritize the fire/light/force/physical spellpower improvements of Spellcraft over the positive spellpower improvement of Heal -- but then, I don't really enjoy healing people.

    I know some people advocate dropping Concentration and using Quicken all the time. If you play exclusively EE, that might be the best choice; but in most content, Concentration is still very useful, and I prefer to keep it maxed.

    Notes on enhancements

    Enhancements can obviously be adjusted, although I think they're in a pretty good place.

    The general idea is to boost melee DPS as a primary goal and light/firespell DPS as a secondary goal.

    One option to consider is dropping Bladeforged Reconstruct and using those points in Improved Power Attack. I do strongly encourage spending at least 17 points in the Bladeforged tree for Weapon Attachment and Power of the Forge. Power of the Forge is an excellent boost for any build, but especially one like this that will simultaneously be doing melee and spell based damage. And greatswords can use all the help they can get -- Weapon Attachment is nice to have.

    Notes on destiny and twists

    Primary Epic Destiny is Divine Crusader, of course. The ED points sort of allocate themselves -- not a lot of hard choices here. At tier 1, you definitely want Purge the Wicked and Interrogation to get those Purification stacks running. The other 2 tier 1 points can either go into Bane of Undeath or Charisma -- which one depends on what content you're running. You want the full Consecration line, which is central to the whole idea of the Divine Crusader. Empyrean Magic to boost your spell DPS. No Regret and Castigation to make your Aura of Purity all the more powerful. (The basic idea is that just being around you means your enemies are having a bad day.) Celestial Champion is absolutely essential to help improve the poor critical profile of greatswords. Tier 6, actually is one of the weak points -- Celestial Bombardment is worth taking, even though its save is based on Wisdom. That save is only for the knockdown chance, not the damage, so it's still very useful. But, on the other hand, even with 3 ranks it has a one minute cooldown and it doesn't do that much damage -- if you preferred to spend those points on another point of Charisma or on 10 PRR and 10% elemental absorption from the tier 5 Heavenly Presence, that would be totally reasonable.

    Suggested twists are Energy Burst: Fire and Soundburst almost all the time. Both have DCs based on charisma, and both synergize extremely well with this build.

    The third (or even fourth, if you're an epic completionist) twists are much more flexible. The best DPS option would of course be to have Energy Burst, Sense Weakness, and Soundburst -- you'd make enemies helpless with Soundburst while standing on your Consecrated ground, then whack them with an Energy Burst and Celestial Bombardment while they're Helpless and taking extra damage from Sense Weakness. But, while a 4/4/2 twist set up is technically possible now that we have a third divine destiny to get fate points from, I doubt there are more than a few players on each server who can manage it.

    So other, cheaper, options include Renewal or Cocoon for better healing, Avenging Light for another damaging spell option, or Unearthly Reactions for a nice defensive option.
    As far as skills go. Not sure why you need high Heal Skill unless you plan to be a raid healer. Also, I'm not sure you can get spell craft high enough to be meaningful. If you can fit in quicken, then you don't need concentration. That just leaves UMD. I am guessing you have the higher intel for the extra skill points. This would allow you to drop Intel to 8 and free up some ability points.

    I like your build idea however. I've been trying to decide what to tr my main into. I Wanted FVS for my next life and this might work out.
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  4. #4
    Build Constructionist unbongwah's Avatar
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    Nice, I've been contemplating something similar for a revised Sol Survivor build.

    . . . drat, now I need to come up with a new build concept for my next thread. Thanks a lot.

  5. #5
    Community Member Cardtrick's Avatar
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    Thanks very much for the comments! I'm definitely still trying to work out the best way to approach this build, and I appreciate your input.

    Quote Originally Posted by Mast3rR0b View Post
    That's quite a nice setup! Just wondering though, what do you need Maximize for? Besides the obvious Divine Punishment, of course.
    Bunch of reasons. I can live without Empower, but I hate not having Maximize on any caster.

    With 18 favored soul levels, this build is perfectly capable of healing raids -- although that will most likely involve a destiny switch to Sentinel. When healing either raids, I really want to be able to cast a huge maximized cure mass -- it's much faster than mass heal and makes a good "uh oh" button.

    Very useful for Divine Punishment, as you mentioned -- a Maximized Divine Punishment stack is a major component of this build's boss DPS. This may be the single biggest reason I take it.

    Useful for Blade Barrier -- the DC on it is worthless, but even a half-damage Blade Barrier is situationally useful.

    If taking Ruin at L27, which is currently very useful for the new raids and may remain useful long term, Maximize is really nice -- it does increase the cost of the spell, since Ruin is not an SLA, but the base cost is so high that it's still efficient.

    Quote Originally Posted by Mast3rR0b View Post
    And about Empower Healing, do you feel your heals need it to be effective?
    Depends what you mean by effective. I'm not the world's best healer. I like to have the option if I'm playing a divine character, but it's not my strong suit. I like having big heals, because I'm not always perfect at getting them off at the right moment. I like a lot of positive spellpower in order to make up for the fact that sometimes I'm a bit too late and my target really needs a huge heal.

    Also, bear in mind that I'm not taking much for enhancements or destiny abilities that improves positive spellpower. Empower Healing really does make a difference. I don't run with it always on on my warforged version of this build, but I do use it often enough that I wouldn't want to eliminate it. I know Mass Heal has gone out of favor on the forums, but I still use it sometimes -- and I like Empowering it.

    It's also useful to twist Cocoon for raid healing in the more active kiting type raids. Empower Healing is the only meta that boosts it.

    Quote Originally Posted by Mast3rR0b View Post
    I theorycrafted a TR for my WF too, and in my BF version i went for a more melee/defensive centric route, with Toughness and Adamantine body in place of those two metamagics.

    Toughness gives me a ton of HP, since it enables me to get Epic Toughness, and A. Body, thanks to Divine Crusader, means +28 PRR
    That's another totally viable option. It really depends on where you prioritize melee vs. healing and casting. My build is more of a generalist. Yours would be more survivable, and probably a better option in EE.

    Quote Originally Posted by Mast3rR0b View Post
    Also, a note on Weapon Attachment. While it's REALLY good as a dps boost, i found it to be of a somewhat impractical use. With all the scroll, clickie, and weapon switching its effect would be constantly reset. Of course it's a matter of playstyle, though. I know i'll be switching my eSoS with scrolls of displacement, heal, tenser, and w/e :P
    Yep. This is annoying. I'm using it currently on my warforged test version, but it's enough of a pain to deal with that I wish I wasn't. I think if I had an eSOS, I wouldn't bother with it -- but with the motley collection of terrible greatswords my test character currently has, every little bit of melee DPS goes a long way.

    Power of the Forge is the primary reason I put so many points in the bladeforged tree -- weapon attachment is just a bonus for 1 extra AP.

    What I actually did on my warforged version before trying Weapon Attachment was to twist Intolerant Blows (for a +1W, instead of the +.5 from Attachment). But it's hard to justify the twist slot for that.


    Quote Originally Posted by Mast3rR0b View Post
    Focusing more on the BF racial enhancements tree, you can get both the SLA and PA enhancements, you just have to skip on the cores. Some less HP, but it may be worth it.
    I'm already skipping the cores. What I would have to skip is at least the 3rd tier of Healer's Friend. The 2nd tier as well, possibly.

    Now, you could argue that it doesn't make sense to invest in both Healer's Friend and Reconstruct. And you would have a point. But I really like Healer's Friend in order to take advantage of the various mass cures/heals I'll be tossing around (and Sacred Ground, hopefully). I'm still strongly considering dropping the Reconstruct line -- those 6 APs might be better spent on the bladeforged cores or Impoved Power Attack.

    Quote Originally Posted by Mast3rR0b View Post
    Other nice options for the last Twist of Fate could be Brace for Impact, Primal Scream, maybe even Endless Faith
    Definitely, all worth considering.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  6. #6
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by kinggartk View Post
    As far as skills go.
    Thank you for the input as well! I do disagree with your comments on skills, but I think it's valuable to have multiple perspectives.

    Quote Originally Posted by kinggartk View Post
    Not sure why you need high Heal Skill unless you plan to be a raid healer.
    Well, I don't want to be a raid healer full time, but I certainly want the option on a build with 18 favored soul levels. Heal is nice to have for that, and for healing 6 man groups without wasting as much SP by using metas all the time, and for boosting Sacred Ground (to which you can't apply metas at all).

    Quote Originally Posted by kinggartk View Post
    Also, I'm not sure you can get spell craft high enough to be meaningful.
    I'm not sure what you mean by getting spellcraft high enough to be meaningful. It's not like the rogue skills or even UMD, where there are thresholds you have to reach. Every point of spellcraft is directly a point of fire/light/force spellpower. It's extremely valuable.

    Quote Originally Posted by kinggartk View Post
    If you can fit in quicken, then you don't need concentration.
    If you play solely EE, I can understand this. It's very difficult to attain high enough concentration to hold up to the incoming damage in higher level EEs.

    But outside of that, Concentration is extremely useful. For one thing, leaving Quicken always on is an additional 10 spellpoints on every cast. Not the end of the world, but better to avoid it. Perhaps more importantly, Quicken doesn't work on scrolls, but Concentration does.

    Still, I agree that this is the skill that could be most easily dropped if you wanted to.

    Quote Originally Posted by kinggartk View Post
    I am guessing you have the higher intel for the extra skill points. This would allow you to drop Intel to 8 and free up some ability points.
    Yes. In reality, the character I'll be doing this on has 36 build points and +4 or +5 tomes to (I think) all stats, rather than 32 and +3 as shown here. I will realign the build points accordingly, starting at 10 Con and 12 Int (though still reaching 16 with tome) and end up probably dropping a few points from Concentration and Heal, in order to start with 18 CHA rather than 16.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  7. #7
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by unbongwah View Post
    Nice, I've been contemplating something similar for a revised Sol Survivor build.

    . . . drat, now I need to come up with a new build concept for my next thread. Thanks a lot.
    Haha, no problem. You totally stole my plan to post a quarterstaff paladin build with your Knight of the Holy Stick, so it's only fair.

    But in all seriousness, this version obviously isn't F2P-friendly like your builds usually are -- I certainly won't feel like you're stepping on my toes if you post the version you were thinking about. (Although I guess even warforged isn't really F2P friendly.)
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  8. #8
    Community Member Mast3rR0b's Avatar
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    Quote Originally Posted by Cardtrick View Post
    I'm already skipping the cores. What I would have to skip is at least the 3rd tier of Healer's Friend. The 2nd tier as well, possibly.

    Now, you could argue that it doesn't make sense to invest in both Healer's Friend and Reconstruct. And you would have a point. But I really like Healer's Friend in order to take advantage of the various mass cures/heals I'll be tossing around (and Sacred Ground, hopefully). I'm still strongly considering dropping the Reconstruct line -- those 6 APs might be better spent on the bladeforged cores or Impoved Power Attack.
    Actually, we think alike in this regard. I really like all the "free" heals we get from our abilities, like Smite Foe and Sacred Ground, and the ability to get even higher numbers from them. I found that, in non EE content, just that combination is enough to keep me alive, with a Heal tossed around in dire situations.

    Now regarding Reconstruct SLA: i think it's way more worthwhile than you might think. Since i returned to the game, i've found that most of the time in the new content the party is split up, and you'll have to toss around single targeted heals (while a couple years ago we were all banging on Harry, and Mass Heal/Cure was used constantly). In many occasions i found myself healing my toon with a Heal to avoid death, and so i'd not have it ready for a party member. Now, with Reconstruct, we basically have 2 Heals on different CDs.

    I'm sure a better player than me could reduce the chance of such a situation happening (and now i've become more accustomed to the new content :P) but, hey, **** happens, no?


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  9. #9
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by Mast3rR0b View Post
    I'm sure a better player than me could reduce the chance of such a situation happening (and now i've become more accustomed to the new content :P) but, hey, **** happens, no?
    Ha, it certainly does. And of course the nice thing with enhancements is that they're trivially easy to reset -- if someone finds they're not using Reconstruct much, it's just a few plat to spec out of it.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  10. #10
    Community Member Ragnarnessaja's Avatar
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    Loving this build so far. My first melee build that I've actually stuck with for more than five minutes.


    Would it be possible to get a gear list? Even if it's not 100% optimized that's fine. Just seeing what you run at present would be a great help!

  11. #11
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by Ragnarnessaja View Post
    Would it be possible to get a gear list? Even if it's not 100% optimized that's fine. Just seeing what you run at present would be a great help!
    Okay -- but bear in mind that this whole thing is still mostly theory crafting. (I'm running an un-optimized, un-geared, warforged version as an alt until I get the time to TR him into this.) So what I'm going to list here is more my wishlist/shopping list of things to try for. And it's probably far from perfect, I'm not great at the "gearing puzzle."

    All that said, here goes:

    Slot Item Effects Augment Slots
    Helm Dragon Masque Deception, Ins Sneak Attack +6, Deadly XI, Shadow Spike 250 SP, Globe (+1 Exc Stats)
    Eyes Sage's Spectacles INT + 9, Fire Lore VIII, Combustion +132 CON + 8
    Trinket Litany of the Dead +1 Prof to all stats, +1 Prof Damage, +1 Prof Accuracy, Turn the Page
    Armor Shadowscale Docent (Shadow Killer) Deathblock, Fort +130%, Ghostly, From The Shadows, Shadow Killer (+2d6 Sneak) 40HP, Resistance +8
    Wrist Dumathoin's Bracers Natural Armor + 10, Elemental Resistance +45, PRR +30, DEX +11 Good Luck +2
    Gloves Purple Dragon Gauntlets STR + 7, Ins CON +2, Healing Amp + 30%
    Boots Lootgen: Ogre Power of Seeker STR +10, Seeker +11
    Necklace Lootgen: Charismatic of Accuracy CHA +10, Attack +10
    Belt Greensteel +45 HP (and other effects of your choice, but no need for perma-blur)
    Ring Lantern Ring Radiance +144, Radiance Lore VIII, Insightful WIS +2, Radiant Glory Ins CHA +2, Vitality +20
    Ring Seal of House Avithoul (WIS +7 version) Sneak Attack +5, Ins Sneak Attack +3, Improved Deception, Wis +7
    Cloak Adamantine Cloak of the Wolf Exc Seeker +5, Dodge +8%, Attack +4, Diversion 20%
    Weapon Thunder-Forged Greatsword 1st Degree Burns, Dragon's Edge, Mortal Fear +138 Devotion, +138 Impulse, Ins DEX +2

    If you have an eSOS, there are obviously a lot of situations where that's an improvement over the Thunderforged sword.

    If you find that you're not missing/grazing at all, definitely consider using Charismatic of Resistance rather than Charismatic of Accuracy for the necklace -- should be able to get an additional couple of points of saves over what you can get from an augment.

    If going with the above setup, a particularly useful swap item would be the Battlerager's Harness when you can do without the 45 HP and melee DPS is a priority.

    Sage's Cuffs make a useful situational swap item when you can live with reduced defenses and you're casting a lot of Ruin.

    In a situation where party/raid healing is more important than self healing, the Gauntlets of Immortality make a great swap item for the PDK gloves, to give you some Healing Lore.

    If you find that you're using the Reconstruct SLA for self healing more than positive energy, one option would be to drop the PDK gloves, replacing them with Backstabber's Gloves (EN version is fine). That gives Improved Deception and Sneak Attack, freeing up the ring slot occupied by the Seal of House Avithoul. You can then replace that ring with the Epic Ring of Master Artifice to get Repair Lore and (some) Reconstruction spellpower. Then make a decision on whether Reconstruction +90 is enough or if you want to sacrifice one of the weapon slots for a better augment.
    Last edited by Cardtrick; 04-20-2014 at 03:01 PM.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  12. #12
    The Hatchery serthcore's Avatar
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    Both the build and gear setup looks great! I'll play something like this one soon and compare it to the twf.

    Have you considered one fighter level? I love dual haste boost + Power of the forge! Lose one lvl 9 spell (u took mass heal?).

    Thanks for posting!
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  13. #13
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by serthcore View Post
    Have you considered one fighter level? I love dual haste boost + Power of the forge! Lose one lvl 9 spell (u took mass heal?).
    I did think about it, but I decided that I wanted this to be a mostly pure build. I will (and do) definitely miss haste boost, but I wanted this to be more of a generalist build. I know it's old fashioned at this point, but it still feels a bit wrong to me to have a high level divine without Mass Heal.

    It's minor, but I also really love having Haste in the spellbook and not having to worry about slotting gear for it or drinking potions. (Granted with the 5th Warpriest core, which requires 18 favored soul levels.)

    I freely admit that your build, with its deeper splash, is most likely a better EE option than this. I was definitely heavily inspired by your build. I'm also really intrigued with the 12 / 6 / 2 (favored soul / henshin monk / paladin) quarterstaff build that a few of us have been kicking around.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  14. #14
    Community Member Ragnarnessaja's Avatar
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    Fantastic! This is absolutely what I needed. I now have a goal to work towards for this character and I'm very excited.

    Thank you very much for your great help and this build.


    I will also look into the build that inspired you to make this. I've never had a good TWF character before and perhaps it's time I did.

  15. #15
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by Ragnarnessaja View Post
    Fantastic! This is absolutely what I needed. I now have a goal to work towards for this character and I'm very excited.

    Thank you very much for your great help and this build.
    Great, glad you like it!

    Since posting it, I was thinking a bit more about that Charismatic of Accuracy necklace. I'm really not sure the Accuracy is needed. Even on my fairly gimpy warforged version, I'm basically never missing or grazing. (Though I'm also not playing high level EEs on him.) But the +5 enhancement level from the Warpriest favored weapon line really goes a long way toward making for an accurate character, and we're getting +4 attack bonus anyway from the Cloak of the Wolf.

    I'm thinking Charismatic of Resistance is definitely the better option. That's an additional +2 saves over what you can get from an augment, which I think is more important than the +6 attack we get from the Accuracy mutation rather than the Cloak of the Wolf.

    That would also free up an augment slot on the armor. I put Resistance there because I wanted it always on, but it's nice to have a free green slot. Not much that really has to go there though. Could put a Draconic Soul Gem or PRR augment to give some protection if swapping out the Dumathoin's Bracers, I guess. Or even stick in Fear Immunity, although saves are good and I usually have GH running anyway. I guess you could slot Striding if you don't want to bother keeping Haste cast on yourself (but why wouldn't you?).

    I really wish we had Healing Amp 10% and 20% augments available to go in yellow/green slots.

    Quote Originally Posted by Ragnarnessaja View Post
    I will also look into the build that inspired you to make this. I've never had a good TWF character before and perhaps it's time I did.
    Definitely do so, it's a great build. Be sure to check out serthcore's videos. Also check Zoda's gear list in serthcore's thread, as well as Zoda's achievement thread for a similar build to serthcore's soloing EE What Goes Up.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  16. #16
    The Hatchery Zoda's Avatar
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    We've been discussing the BF version with a guildy who rolled up both fleshy and BF in length and we came to the conclusion that it is just missing a lot of the build's synergies by the WF hamp penalty. I barely have to cast a heal spell when I run in group because of the heal over time effect of consecrated ground, No Remorse and ameliorating strike burst heals (that's a legit full heal btw on my human without cast animation). Ofc the BF version is still a good option, and at the beginning I gave it serious consideration, but you are missing out on a lot in the end. The more I play the build, and the more I'm pushing out it's boundries the more I value being fleshy, and the abiliy to heal myself through the most ridiculous situations (like getting stuck floating between about a dozen eeWGU orcs for 20-30 seconds to get a 2nd energy burst off cooldown ^^).

    If you can pick up adamantine body and run in old redscale though, you win it all back with style

    EDIT: You can probably easily replace your necklace with e/e Stolen Necklace, trades 1 to hit for green slot. I'm also running Sage's Cuffs full time now, Ruin has to crit.

    Also I just noticed that Wiki says that sacred ground doesn't heal WF/BF. Can you confirm that?
    Last edited by Zoda; 04-22-2014 at 09:07 PM.
    Main: Zodaroth - heroic & epic completionist pure dwarven warlock
    Alts: Zodynkar (caster), Zodirkeal (archer), Zodinn (lab rat)
    ---- Death N Taxes -------------------------------------------------------Argo -----

  17. #17
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by Zoda View Post
    I just noticed that Wiki says that sacred ground doesn't heal WF/BF. Can you confirm that?
    Definitely not true. I saw that too and was worried about it, but after trying it I honestly have no idea why it says that. Besides the obvious penalty to healing amp, sacred ground definitely works on robots.

    As for the rest of your post -- I don't disagree with you. The monk splashed fleshy version is going to be significantly better at soloing high level EE content. The healing amp penalty is significant, and so is the lack of evasion.

    That's not to say there aren't some advantages to this build, but a lot of them come down to playstyle/flexibility/flavor. I really like being able to cast Haste and Mass Heal. I like that this retains much of the casting/healing ability of a pure favored soul and can run easily in other destinies. I love wings.

    But is any of that as good from the perspective of soloing EE content as high healing amp and evasion? No, definitely not.

    Outside of high level EE, the healing amp penalty is not nearly as significant. I've been running my ungeared warforged test version a bit more, and it's really, really fun to play. In EH and even in low level EEs, I don't need to cast many heal spells -- sacred ground + no regret + ameliorating strike is enough.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  18. #18
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    I'm a Bladeforged (still level 1) considering going Paladin2/Monk2/Favored SoulX. My stats in order are 16/6/16/14/6/16. This is my character's first life and I have no tomes. This build is a derivative of the FvS18/Paladin2 build posted above.

    I'm considering Monk2 for the AC boost and Evasion. Paladin2 is for Divine Grace. Favored Soul is for Divine Might and divine spells and CHA synergy.

    What build advice do y'all have?

  19. #19
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Endarire View Post
    I'm considering Monk2 for the AC boost and Evasion.
    You dumped both DEX & WIS; I don't see how you're going to get decent AC. Evasion + 2 feats is always welcome, though.

    I've been trying to come up with an amalgam between this and Ghoststriker's build; CHA-based caster but with some melee DPS thrown in, too.

  20. #20
    Community Member kinggartk's Avatar
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    I Tr'd into one of these about 6 weeks ago (now lvl 27). It is turning out to be a really fun build. I will admit, you need a lot of tomes and the more fate points you have the better. I happen to be on my 9th life with this toon and have all destinies maxed out and have +4 tomes on all stats.

    I think I started with 18 Chr, 18 Con, 16 str, 10 intel.....(I am not sure now, but something like that). I am running in Divine Crusader....I have twisted Energy Burst: Fire, Soundburst and Radient Power (Waffled on this between Radient Power and Primal Scream). I wield a TF Greatsword (Tier 1 1st degree burns). I spam Soundburst at Mobs followed by Cleve, Great Cleve and Smite Cleve along with Energy burst when off cool down. Sound Burst works well (even in EE).

    This build is kinda weak in Heroic levels but really comes around when you can your destinies running.


    Melee DPS benefits from Consecrated ground (Crusade) +10% damage and up to 20% vulnerability form 1st degree burns. Energy Burst hits for around 4-6K damage on top of Light and fire damage from Consecrated ground. Smite Cleves from strike down deal nice extra damage. And I get nice damage from Divine Punishment on top of it all. Individaully, none of these are tops in the DPS department, but the barrage from all the different DPS abilities stacked on a single mob (Hint Hint: Boss) can be devastating.

    Tweaked mine a little from the OP's suggestions, but +1 to OP for the idea.
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