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Thread: EK build help

  1. #1
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    Default EK build help

    First of all Hello Second i know that everyone says ek is subpar but i hate casting that said Im wanting to know if im on track with this build going into my 11th life and want a sorc pl and a wizzie if i can get this to perform in heroics on elite awesome reaper even better although i know reaper will be a stretch i have had luck with a swf fighter in reaper using https://www.ddo.com/forums/showthrea...asimar-Fighter and it worked well which is what lead me to think i could pull this off
    If the build could use something i may have over looked please feel free to point it out. Also iirc spellcraft boosts spellpower does adding say impulse make the cleave from ek hit harder as well im looking at crafting a impulse item but didnt know if doing that would give more force damage on the cleave due to the way its written



    12/6/2 Sorcerer/Fighter/Artificer
    True Neutral Dragonborn


    Level Order

    1. Fighter 6. Fighter 11. Sorcerer 16. Sorcerer
    2. Fighter 7. Artificer 12. Sorcerer 17. Sorcerer
    3. Fighter 8. Artificer 13. Sorcerer 18. Sorcerer
    4. Fighter 9. Sorcerer 14. Sorcerer 19. Sorcerer
    5. Fighter 10. Sorcerer 15. Sorcerer 20. Sorcerer


    Stats
    32pt 34pt 36pt Tome Level Up
    ---- ---- ---- ---- --------
    Strength 18 18 18 +6 4: STR
    Dexterity 10 10 10 +6 8: STR
    Constitution 16 16 16 +6 12: STR
    Intelligence 10 10 12 +6 16: STR
    Wisdom 8 10 10 +6 20: STR
    Charisma 16 16 16 +6


    Skills
    F F F F F F A A S S S S S S S S S S S S
    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    ------------------------------------------------------------
    Spellcr 1 ½ ½ ½ ½ 3 3 1 1 1 1 1 1 1 1 1 1 1 2 22
    Jump 2 1 1 1 1 ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ 13
    Balance 2 ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ 11
    Intim ½ ½ ½ ½ ½ ½ ½ ½ 1 1 1 1 1 1 10
    Tumble 1 1
    ------------------------------------------------------------
    8 3 3 3 3 3 6 6 4 4 4 4 4 4 5 5 5 5 5 5
    Feats

    1 : Power Attack
    1 Fighter: Single Weapon Fighting
    2 Fighter: Exotic Weapon: Bastard Sword
    3 : Cleave
    4 Fighter: Combat Expertise
    6 : Improved Single Weapon Fighting
    6 Fighter: Weapon Focus: Slashing
    9 : Weapon Specialization: Slashing
    12 : Improved Critical: Slashing
    15 : Quicken Spell
    18 : Greater Single Weapon Fighting

    1 Dragon : Draconic Ancestry: Black
    Spells

    Sorcerer
    1. Jump (9), Shield (9), Mage Armor (10), Protection from Evil (11)
    2. Blur (12), <Any>, <Any>, <Any>
    3. Haste (14), Heroism (15), Displacement (17), <Any>
    4. Dimension Door (16), Stoneskin (17), Fire Shield (19)
    5. <Any>, <Any>
    6. Tenser's Transformation (20)
    Artificer
    1. Enchant Armor* (7), Enchant Weapons* (7), <Any>
    Enhancements (80 AP)

    Eldritch Knight (Sorcerer) (29 AP)
    • Eldritch Strike, Spellsword: Acid, Spellsword II: Shock, Spellsword III: Flame
    1. Improved Mage Armor III, Toughness III, Battlemage III
    2. Improved Shield III, Light Armor Proficiency, Martial Training
    3. Arcane Barrier III, Strength
    4. Medium Armor Proficiency, Strength

    Kensei (28 AP)
    • Kensei Focus: Heavy Blades, Spiritual Bond, Strike with No Thought
    1. Weapon Group Specialization, Exotic Weapon Mastery, Haste Boost III
    2. Weapon Group Specialization, Ascetic Training: Conditioning III
    3. Critical Mastery III, Weapon Group Specialization, Strength
    4. Opportunity Attack, Strike at the Heart, Strength

    Renegade Mastermaker (13 AP)
    • Renegade Defender
    1. Supporting Construction III, Toughness III
    2. Kinetic Discharge III, Armor Mastery III

    Battle Engineer (8 AP)
    • Battle Engineer
    1. Hand and a Half Training, Thaumaturgical Conduits III
    2. Hand and a Half Training

    Dragonborn (2 AP)
    • Hardy
    1. Draconic Visage I

  2. #2
    Community Member
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    Sorcerer-based melee really doesn't work that well. It's hard - to the point of impossible - to imagine a Sorcerer-based melee that doesn't work better as a Wizard. I wouldn't think of your goal here as making a decent build, but rather making a build with the bare minimum (8) levels of Sorcerer that isn't too crippled by those Sorcerer levels - and getting out of that build at 20 for the past life.

    So you might consider something like so:
    Code:
    8/6/6 Sorcerer/Ranger/Rogue
    True Neutral Gnome
    
    
    Level Order
    
    1. Rogue . . . . . 6. Ranger . . . . 11. Rogue . . . . .16. Sorcerer
    2. Ranger. . . . . 7. Rogue. . . . . 12. Ranger. . . . .17. Sorcerer
    3. Rogue . . . . . 8. Ranger . . . . 13. Sorcerer . . . 18. Sorcerer
    4. Ranger. . . . . 9. Rogue. . . . . 14. Sorcerer . . . 19. Sorcerer
    5. Rogue . . . . .10. Ranger . . . . 15. Sorcerer . . . 20. Sorcerer
    
    
    Stats
    . . . . . . . .36pt . . Tome . . Level Up
    . . . . . . . .---- . . ----. . .--------
    Strength. . . . .6. . . .+8. . . .4: INT
    Dexterity . . . 14. . . .+8. . . .8: INT
    Constitution. . 14. . . .+8. . . 12: INT
    Intelligence. . 20. . . .+8. . . 16: INT
    Wisdom. . . . . 15. . . .+8. . . 20: INT
    Charisma. . . . .8. . . .+8. . . 24: INT
    . . . . . . . . . . . . . . . . .28: INT
    
    Skills
    . . . . .Rg Rn Rg Rn Rg Rn Rg Rn Rg Rn Rg Rn Sr Sr Sr Sr Sr Sr Sr Sr
    . . . . . 1 .2. 3 .4. 5 .6. 7 .8. 9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Heal. . . . .5. . .2. . .2. . .2. . .2. . .2. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Disable . 4 . . 2 . . 2 . . 2 . . 2 . . 2 .1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Open Lo . 4 . . 2 . . 2 . . 2 . . 2 . . 2 .1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Search. . 4 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    UMD . . . 4 . . 2 . . 2 . . 2 . . 2 . . 2 .1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Spellcr . 2 .½. ½ .½. ½ .½. ½ .½. ½ .½. ½ . . 1. 1. 1. 2. 2. 2. 2. 3. 21
    Spot. . . 4 . . 2 .1. 1 .1. 1 .1. 1 .1. 1 .1. . . . . . . . . . . . . 15
    Listen. . . . . . .3. 1 .5. 1 .1. 1 .1. 1 .1. . . . . . . . . . . . . 15
    Jump. . . 4 . . . .3. 1 .1. 1 .1. 1 .1. 1 .1. . . . . . . . . . . . . 15
    Swim. . . 4 . . . . . . . . . .5. . .4. . .2. . . . . . . . . . . . . 15
    Balance . 4 . . 2 . . 2 . . 2 . . 2 . . 2 . . . . . . . . . . . . . . 14
    Tumble. . 4 . . 2 . . 2 . . 2 . . 2 . . 2 . . . . . . . . . . . . . . 14
    Concent . . .5. . .2. . .2. . .2. . .2. . . . . . . . . . . . . . . . 13
    Bluff . . 4 . . . . . . . . . . . 1 .½. 1 .½. . . . . . . . . . . . . .7
    Diplo . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Intim . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    . . . . .------------------------------------------------------------
    . . . . .52 12 14 13 15 13 15 14 16 14 16 15 11 11 11 12 12 12 12 13
    
    
    Feats
    
    .1. . . . : Insightful Reflexes
    .3. . . . : Precision
    .6. . . . : Dodge
    .9. . . . : Quicken Spell
    12. . . . : Improved Critical: Piercing
    15. . . . : Greater Two Weapon Fighting
    18. . . . : Heighten Spell
    21 Epic . : 
    24 Epic . : 
    26 Destiny: 
    27 Epic . : 
    28 Destiny: 
    29 Destiny: 
    30 Epic . : 
    30 Legend : 
    
    .2 Ranger : Favored Enemy: Evil Outsider
    10 Ranger : Favored Enemy: Giant
    
    
    Enhancements (80 AP)
    
    Vistani Knife Fighter (42 AP)
    • Knife Expertise, Knife Juggler, Knife Specialist, One With Blades, Vistani Fortune, Knife Master
      1. Mist Stalker, Rapid Attack
      2. Vistani Knife Training, Mist Stalker, Haste Boost III
      3. Vistani Knife Training, Fan of Knives, Mist Stalker, Deadly Blades, Intelligence
      4. Vistani Knife Training, Celerity, Mist Stalker, Double Daggers, Intelligence
      5. Vistani Knife Training, Blessed Blades, Vendetta
    Gnome (13 AP)
    • Gnomish Perserverance, Intelligence, Gnomish Perserverance II, Intelligence II, Retain Scroll Essence
      1. (none)
      2. Color Spray III
      3. Illusion Focus III
    Harper Agent (12 AP)
    • Agent of Good I, Intelligence
      1. Harper Enchantment, Strategic Combat
      2. Know the Angles III
      3. Strategic Combat
    Tempest (12 AP)
    • Shield of Whirling Steel, Tempest
      1. Improved Defense III, Whirling Blades
      2. Improved Parry III
      3. Storm Dancer
    Deepwood Stalker (1 AP)
    • Far Shot
    Note that Tempest T5 is generally a better choice, but the Gnome/VKF/Harper AP are prioritized so you wouldn't hit it until you were just about ready to TR.

    This is what might be termed a 'TR build'. You've got a basic framework of 6 Rogue/6 Ranger that delivers decent damage and trapping. The Gnome lets you blind/stun enemies reasonably well. The Harper lets you focus on Intelligence and get additional damage on attacks. Vistani Knife Fighter grabs you all the features you really need from your weapon (improved critical profile, improved attack rate, etc.). Essentially, those 12 levels are a self-contained melee build that functions very effectively.

    Then you just paste on 8 levels of whatever. The whatever in this case is Sorcerer. While there are some useful features from Sorcerers (Displacement comes to mind), you don't actually need any of them to be successful.

  3. #3
    The Hatchery Enoach's Avatar
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    First I'm going to try and clarify a point on the EK tree. The issue with the EK tree is that it does not stand on its own. It is however, a good subordinate tree to a primary tree of a melee/range class. I say this as one that has been running a 12/8 Ftr/Wiz using the AA/EK trees.

    This is hopefully going to change with the Wizard/Sorcerer Pass with hopes that they add the spell power scaling similar to what was done with the AA's elemental imbues.

    ---
    Now I'm going to disagree that Sorcerer's don't mix well for melee. Mind you at this time the synergy of the PDK racial using Charisma with Swords is really nice, other races like Dragonborn and even Aasimar have their advantages for this type of build.

    The disadvantage of the Sorcerer mix over Wizard is spell availability, depending on your split between caster class and melee class will determine not only the spell level but number of spells.

    The advantage of the Sorcerer is multiple elemental sla choices for cheap spells and the spell point pool.

    ---
    Advice: Don't look towards melee DPS as your primary goal. Look towards secondary effects and don't neglect what your spells can do for you.

    IE at low levels the use of Hypnotism to make the fight more in your favor by having the rest stand there and watch, or later when you have access to AoE lingering damage effects, or Cloud spells. Don't discount charms and holds as these are your counterparts to stuns and trips.

    Basically, don't think of your spell points as buffs only but consider the ability to enhance your melee prowess even if it is simply to negate the mobs melee prowess.

  4. #4
    Community Member HuneyMunster's Avatar
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    I would take an Artificer level earlier and get extend instead of combat expertise. Would be useful for extended Displacement, Rage and Haste. You can then take cleave with fighter feat instead.

  5. #5
    Build Constructionist unbongwah's Avatar
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    Do you have Warforged? They would be a better choice for a melee sorc to bang out a past life.

    We have a few threads about arcane melee builds (mostly ftr / wiz):

    https://www.ddo.com/forums/showthrea...fferent-builds
    https://www.ddo.com/forums/showthrea...r-First-Lifers
    https://www.ddo.com/forums/showthrea...e-Bladesingers!
    Major build threads: Axesinger / Dwarven Defender / Drow Ninja / Drow Paladin / Elven Ranger / Monkcher / Sacred Vanguard / Cleric Domains / Kundarak Brigade / Iconic Builds
    My Build Index: a Motley Menagerie of Original Rapscallions, Pugilists, and Gimps!

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