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Thread: EK Ideas

  1. #1
    Community Member Rogue_Trapper's Avatar
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    Lightbulb EK Ideas

    Disclaimer:
    These Builds are Theory Crafted and may or maybe not have been tested!

    Boring Starter Paragraph:
    So, EK has been updated... I don't know where that puts the tree on the list, but I have ideas and would like to see some feedback from the community.
    If EK doesn't land a spot for a primary tree, perhaps some build could use it a secondary one. I do have doubt about this build doing well in Epics and higher
    skull Reaper. I'll be posting multiple builds in this Thread, some community suggested and my own. Let's see what we can make of it.

    Original Play Style Idea:
    This is the first idea I had for a build. Quick rundown of what is in my head. Fight in a load of acid and have the enemies CCed in a web.
    So, throw down a web, add some acid AOEs, and beat down with a weapon. As far as weapons go, I was leaning toward SWF with a an Orb in the off-hand.
    Gear for Acid/Evocation/Conjuration? Orb would be better for DPS than a caster stick or shield, with the bonuses you can get with them.

    Taking Knight's Transformation in consideration, you do have look at the shorter physical range of spells. This is why I would personally choose acid over other damage types.
    This is why my initial idea is to web and melt things in acid. There is still potential to do the same with Fire and Ice, its just acid has more DOTAOE options with
    this playstyle.

    Sorc vs. Wizard:

    Sorc:
    • Better potential for Muilticlassing
    • Elemental Savant Trees
    • Synergetic with Warlock and Bard (Charisma and Elemental damage types)
    • Caster focus with potentially better DPS Options
    • Will add more as they come to mind, or from community


    Wizard:
    • Better potential for Pure classing
    • Several CC Options
    • PM undead healing?
    • More Feats
    • Synergetic with Rogue and Artificer (Intelligence)
    • Melee focus with potentially better Defensive options
    • Will add more as they come to mind, or from community



    Elemental Damage Type:
    This is taking Knight's Transformation into consideration. I
    believe the persistent AOE spells have a great advantage with this.
    Only really separating Wizard and Sorcerer to keep the format
    and the multiclass choices.

    Sorc:
    • Acid: One of the least resisted Damage types available. Could have some synergy with Dragonborn, Earth Savant, and perhaps
      Warlock Pact. This was my first choice, with all the acid persistent AOE spells available.
    • Fire: Has about the same perks as Acid and Ice. Being able to add it with Dragonborn, Fire Savant, and Warlock Past damage. The only difference is the lack of
      fire persistent AOEs, if you plan to play it like my original idea. Though you can still just fight in the wall of fire.
    • Ice: Has about the same as Acid and Fire. The only added benefit I see, is that Icestorm has a slowing effect. This could help for the mobs that don't
      get stuck in your web.
    • Electric/Sonic: Vibes well with a Bard split, especially on a Sorc. You have to compensate for 2 damage types, but that isn't the worst. You will most likely
      be using your spellpower damage to hit with melee, unless there is an electric/sonic persistent AOE I'm not thinking of atm.


    Wizard:
    • Acid: One of the least resisted Damage types available. Has several persistent AOE spell options, allowing you to fight within you spells.
    • Fire: Has about the same perks as Acid and Ice, just with less Spells.
    • Ice: Has about the same perks as Acid and Fire, with about as many spells as Fire.
    • Electric: This seems to be the worst case for a Wizard, no persistent AOEs. With the shorter physical range of spells, you will mostly just be swinging
      your weapon around. Yeah, I guess that is still damage...


    Race/Multiclass:

    Sorc:
    • Best race for a Sorc, has to be DragonBorn. Adding dragonbreath might push AP, but not sure as I haven't fully theorycrafted the actual build. You could play
      a Rust Machine and have a self healing option.
    • For the multiclassing of an EK Sorc build, I was thinking Warlock, Bard and maybe something like Fighter/Monk. Warlock might stretch AP, but I was thinking GOO Pact damage with ES Aura. Adding some extra AOE damage inside the Fart Cloud of a storm we will be producing. ES Aura doesn't work with EK Knight Transformation, but is the Transformation needed? Fighter/Monk would most likely be used for Feats or maybe a Haste boost.


    Wizard:
    • For a Wizard race, you most likely want to go all out with something that gives Int. So, most likely a Drow or Gnome. Deep Gnome for Iconic choice. There is
      always the option for those that like to play casters as a Rust Machine, it does allow a self healing option...
    • Multiclassing for a Wizard is usually Rogue or and Arti. Though you could throw one of the melee classes in there, could help damage or defenses.
      I'm actually hoping to get more insight on multiclassing a build like this.



    This is just the rough ideas I had in my head, while the server were down for Update 41. I hope to make an improvement and see some build ideas others have.
    Perhaps someone can be creative enough, to make a build work...
    Last edited by Rogue_Trapper; 12-07-2018 at 12:45 AM.

  2. #2
    Community Member Rogue_Trapper's Avatar
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    Default Sorcerer Builds

    Trial Build #1: (Semi-Failure)
    This is the Dream Theory Build, but it's a slow starter any way you add the levels.
    If you take the 6 levels of Warlock first, you don't get spellsword until level 8.
    If you take 3 levels of Sorc, then go for warlock, you don't get web until level 7.
    I choose to just play it as a Warlock until I got Spellsword.
    Bonus is, your spell range isn't reduce from EK Transformation.

    Code:
    Classes: 14 Sorcerer/6 Warlock
    Race: Dragonborn   Alignment: Neutral
    
         Start
    Str:    10    
    Dex:     6    
    Con:    16    
    Int:    14    
    Wis:     8   
    Cha:    20
    
    
    
    Class and Feat Selection
    ------------------------------------------------------------------------------------------
    Level Class            Feats
      1   Sorcerer(1)      Standard: Spell Focus: Evocation
                           Draconic Ancestry: Black
      2   Sorcerer(2)       
      3   Sorcerer(3)      Standard: Single Weapon Fighting
      4   Warlock(1)       Pact: Warlock: Pact: Great Old One
      5   Warlock(2)       
      6   Warlock(3)       Standard: Quicken Spell
      7   Warlock(4)      
      8   Warlock(5)     
      9   Warlock(6)       Standard: Maximize Spell
     10   Sorcerer(4)      
     11   Sorcerer(5)      
     12   Sorcerer(6)      Standard: Empower Spell
     13   Sorcerer(7)      
     14   Sorcerer(8)      
     15   Sorcerer(9)      Standard: Extend Spell
     16   Sorcerer(10)     
     17   Sorcerer(11)     
     18   Sorcerer(12)     Standard: Improved Single Weapon Fighting
     19   Sorcerer(13)     
     20   Sorcerer(14)     
    
    Enhancements: 80 APs
    ------------------------------------------------------------------------------------------
    Eldritch Knight (Sorc) - Points spent: 33
     1 Core  (1) Eldritch Strike
     2 Core  (1) Spellsword I 
     3 Core  (1) Imbue the Blade
     4 Core  (1) Subtle Force I
     5 Tier1 (1) Improved Mage Armor
     6 Tier1 (3) Arcane Siphon III
     7 Tier1 (1) Toughness
     8 Tier2 (3) Action Boost Spellpower III
     9 Tier3 (2) Synergetic Magic
    10 Tier3 (2) Eldritch Accuracy
    11 Tier3 (3) Critical Mastery III
    12 Tier3 (2) Ability I: +1 Charisma
    13 Tier4 (3) Offhand Defenses: Orb Saves
    14 Tier4 (2) Armored Arcana
    15 Tier4 (2) Ability II: +1 Charisma
    16 Tier4 (2) Force's Point
    17 Tier5 (3) Eldritch Tempest III
    ------------------------------------------------------------------------------------------
    Earth Savant - Points spent: 25
     1 Core  (1) Earth Savant
     2 Core  (1) Earth Affinity
     3 Core  (1) Greater Earth Affinity
     4 Core  (1) Crumbling
     5 Tier1 (2) Spell Critical: Acid I
     6 Tier1 (3) Erosion III
     7 Tier1 (3) Acid Spray III
     8 Tier1 (1) One with the Soil
     9 Tier2 (2) Spell Critical: Acid II
    10 Tier3 (2) Spell Penetration
    11 Tier3 (2) Spell Critical: Acid III
    12 Tier3 (2) Ability I: +1 Charisma
    13 Tier4 (2) Ability II: +1 Charisma
    14 Tier4 (2) Spell Critical: Acid IV
    ------------------------------------------------------------------------------------------
    Enlightened Spirit - Points spent: 22
     1 Core  (1) Eldritch Aura
     2 Core  (1) Aura of Courage
     3 Core  (1) Shape Vestments
     4 Tier1 (3) Spiritual Defense III
     5 Tier1 (1) Resilience of Body
     6 Tier2 (2) Shield
     7 Tier2 (3) Spiritual Bastion III
     8 Tier2 (3) Power of Enlightenment: Light I
     9 Tier3 (3) Power of Enlightenment: Light II
    10 Tier3 (3) Spiritual Ward III
    11 Tier4 (1) Brilliance
    ------------------------------------------------------------------------------------------
    Trial Build #2:
    Against my desires, since I don't care for Swashbuckler builds, I've build one...
    As far as splashing goes, Bard allows for a good bit, and it's not a slow starter.
    Switching to Electric/Sonic spell damage. Taking the EK Transformation this time.
    Focusing more on the Melee side of attacking. I chose to go 3 Sorc first
    just to get Spellsword ASAP. Need to build AP for Swash Enhancements anyway.
    The only problem, is the Physical range of spells. With no Electric/Sonic AOEs,
    You are just swinging at webbed targets. Guess it's better then nothing.

    Code:
    Classes: 17 Sorcerer, 3 Bard
    Race: Dragonborn   Alignment: Neutral
    
         Start
    Str:    10
    Dex:     6
    Con:    16
    Int:    14
    Wis:     8
    Cha:    20
    
    Class and Feat Selection
    ------------------------------------------------------------------------------------------
    Level Class            Feats
      1   Sorcerer(1)    Standard: Single Weapon Fighting
                         Draconic Ancestry: Blue
      2   Sorcerer(2)         
      3   Sorcerer(3)    Standard: Extend Spell
      4   Bard(1) 
      5   Bard(2)       
      6   Bard(3)        Standard: Weapon Focus: Slashing Weapons
      7   Sorcerer(4)      
      8   Sorcerer(5)
      9   Sorcerer(9)    Standard: Quicken Spell
     10   Sorcerer(10)      
     11   Sorcerer(11)
     12   Sorcerer(12)   Standard: Improved Single Weapon Fighting
     13   Sorcerer(13)     
     14   Sorcerer(14)     
     15   Sorcerer(15)   Standard: Heighten Spell 
     16   Sorcerer(16)
     17   Sorcerer(17)   
     18   Sorcerer(18)   Standard: Improved Critical: Slashing Weapons
     19   Sorcerer(19)     
     20   Sorcerer(20)
     
    
    Enhancements: 80 APs
    ------------------------------------------------------------------------------------------
    Eldritch Knight (Sorc) - Points spent: 43
     1 Core  (1) Eldritch Strike
     2 Core  (1) Spellsword I
     3 Core  (1) Imbue the Blade
     4 Core  (1) Subtle Force I
     5 Tier1 (3) Arcane Siphon III
     6 Tier1 (3) Improved Mage Armor III
     7 Tier2 (3) Mystic Wards III
     8 Tier2 (3) Action Boost Spellpower III
     9 Tier3 (3) Critical Mastery III
    10 Tier3 (2) Ability I: +1 Charisma
    11 Tier3 (2) Arcane Barrier
    12 Tier3 (2) Eldritch Accuracy
    13 Tier3 (2) Synergetic Magic
    14 Tier4 (2) Ability II: +1 Charisma
    15 Tier4 (3) Offhand Defenses: Orb Saves
    16 Tier4 (2) Knight's Transformation
    17 Tier4 (2) Force's Point
    18 Tier5 (2) Improved Knight's Transformation
    19 Tier5 (2) Knight's Arcanum: Knight's Striker
    20 Tier5 (3) Eldritch Tempest III
    ------------------------------------------------------------------------------------------
    Air Savant - Points spent: 13
     1 Core  (1) Air Savant
     2 Core  (1) Air Affinity
     3 Core  (1) Greater Air Affinity
     4 Tier1 (2) Spell Critical: Electric I
     5 Tier1 (3) Electrocution III
     6 Tier2 (2) Spell Critical: Electric II
     7 Tier2 (1) Alternating Current
     8 Tier3 (2) Spell Critical: Electric III
    ------------------------------------------------------------------------------------------
    Swashbuckler - Points spent: 23
     1 Core  (1) Confidence
     2 Core  (1) Swashbuckling
     3 Tier1 (1) Blow By Blow: Blow By Blow
     4 Tier1 (3) On Your Toes
     5 Tier2 (6) Sword Dance III
     6 Tier3 (1) Swashbuckling Style: Arcane Marauder
     7 Tier3 (6) Resonant Arms III
     8 Tier3 (2) Different Tack: Smooth Flourishes
     9 Tier3 (2) Elegant Footwork
    ------------------------------------------------------------------------------------------
    Trial Build #3:
    Finally made a pure Build. Took it back to Acid damage. Keeping it more
    Melee focused, since I took EK Transformation. Basically the same as the
    Bard splash, with changed Enhancements.

    Code:
    Classes: 20 Sorcerer
    Race: Dragonborn   Alignment: Neutral
    
         Start
    Str:    10
    Dex:     6
    Con:    16
    Int:    14
    Wis:     8
    Cha:    20
    
    Class and Feat Selection
    ------------------------------------------------------------------------------------------
    Level Class            Feats
      1   Sorcerer(1)    Standard: Single Weapon Fighting
                         Draconic Ancestry: Black
      2   Sorcerer(2)         
      3   Sorcerer(3)    Standard: Extend Spell
      4   Sorcerer(4)      
      5   Sorcerer(5)
      6   Sorcerer(6)    Standard: Weapon Focus: Slashing Weapons
      7   Sorcerer(7)
      8   Sorcerer(8)
      9   Sorcerer(9)    Standard: Quicken Spell
     10   Sorcerer(10)      
     11   Sorcerer(11)
     12   Sorcerer(12)   Standard: Improved Single Weapon Fighting
     13   Sorcerer(13)     
     14   Sorcerer(14)     
     15   Sorcerer(15)   Standard: Heighten Spell 
     16   Sorcerer(16)
     17   Sorcerer(17)   
     18   Sorcerer(18)   Standard: Improved Critical: Slashing Weapons
     19   Sorcerer(19)     
     20   Sorcerer(20)
    
    
    Enhancements: 80 APs
    ------------------------------------------------------------------------------------------
    Eldritch Knight (Sorc) (Lamannia) - Points spent: 47
     1 Core  (1) Eldritch Strike
     2 Core  (1) Spellsword I
     3 Core  (1) Imbue the Blade
     4 Core  (1) Subtle Force I
     5 Core  (1) Subtle Force II
     6 Core  (1) Eldritch Blade
     7 Tier1 (3) Arcane Siphon III
     8 Tier1 (3) Improved Mage Armor III
     9 Tier2 (3) Action Boost Spellpower III
    10 Tier2 (3) Mystic Wards III
    11 Tier3 (3) Critical Mastery III
    12 Tier3 (2) Synergetic Magic
    13 Tier3 (2) Eldritch Accuracy
    14 Tier3 (2) Ability I: +1 Charisma
    15 Tier4 (2) Armored Arcana
    16 Tier4 (2) Ability II: +1 Charisma
    17 Tier4 (3) Offhand Defenses: Orb Saves III
    18 Tier4 (2) Knight's Transformation
    19 Tier4 (2) Force's Point
    20 Tier5 (2) Improved Knight's Transformation
    21 Tier5 (2) Knight's Arcanum: Knight's Striker
    22 Tier5 (3) Eldritch Tempest III
    23 Tier5 (2) Force's Edge
    ------------------------------------------------------------------------------------------
    Earth Savant - Points spent: 19
     1 Core  (1) Earth Savant
     2 Core  (1) Earth Affinity
     3 Core  (1) Greater Earth Affinity
     4 Tier1 (2) Spell Critical: Acid I
     5 Tier1 (3) Erosion III
     6 Tier1 (3) Acid Spray III
     7 Tier2 (2) Spell Critical: Acid II
     8 Tier3 (2) Ability I: +1 Charisma
     9 Tier3 (2) Spell Critical: Acid III
    10 Tier3 (2) Spell Penetration
    ------------------------------------------------------------------------------------------
    Dragonborn - Points spent: 14
     1 Core  (1) Hardy I
     2 Core  (2) Ability I: +1 Charisma
     3 Core  (1) Hardy II
     4 Core  (2) Ability II: +1 Charisma
     6 Tier1 (2) Resilience I
     5 Tier2 (2) Dragon Breath
     7 Tier3 (1) Power in Breath
     8 Tier3 (2) Draconic Knowledge
     9 Tier3 (1) Dragon Heritage
    ------------------------------------------------------------------------------------------
    Last edited by Rogue_Trapper; 12-13-2018 at 03:51 PM.

  3. #3
    Community Member Rogue_Trapper's Avatar
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    Default Wizard Builds

    Reserved for Wizard EK builds.
    Last edited by Rogue_Trapper; 12-06-2018 at 08:04 AM.

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    Default

    I am not interested in multiclassing at this point. It looks like they have done a really good job on the EK tree and i want to give it a chance as a pure build. I think EK wizard is the easiest to build for feat selection. I am building for heroics only at this point. So EK is my primary enhancement tree and am unsure what is best to go with it. I like the idea of healing from PM but i need to do some research on it first.

    Melee feats i think are necessary S&B: Shield Proficiency, Improved Shield Bash, Shield Mastery.
    Shield proficiency is necessary so you can take both Improved Shield Bash and Shield Mastery. Also shield multiplier will only work with shield proficiency feat.
    Shield multiplier: while wearing a shield doubles your PRR MRR when hit by a magic attack which allows a reflex save. Will also have 35% secondary shield bashes, not too shabby.

    Extras but not essential are: Two Handed Fighting, Improved, Two Handed Fighting which are great if you want more damage from glancing blows (40% damage) (I know Paladin imbue processes with glancing blows hoping spellsword does as well). Then you need an exotic weapon prof bastard sword or dwarven war axe. I am using dwarf so dwarven axe prof free. Can level using 2HF or S&B this way as well. Three feats to get power attack and cleaves instead of 2HF and exotic weapon. I want to get maximum damage out of my melee hits when i use them.

    I would not attempt to build a Sorcerer EK for heroics, although it probably could be done, it would not be great from the beginning like building a wizard EK IMO feat wise.

    Single weapon fighting is ok and will help keep the feat cost down. A lot of people will also add 3 bard for swashbuckling. Just not my cup of tea

  5. #5
    Community Member Rogue_Trapper's Avatar
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    Talking

    Quote Originally Posted by Coffey View Post
    I am not interested in multiclassing at this point. It looks like they have done a really good job on the EK tree and i want to give it a chance as a pure build. I think EK wizard is the easiest to build for feat selection. I am building for heroics only at this point. So EK is my primary enhancement tree and am unsure what is best to go with it. I like the idea of healing from PM but i need to do some research on it first.

    Melee feats i think are necessary S&B: Shield Proficiency, Improved Shield Bash, Shield Mastery.
    Shield proficiency is necessary so you can take both Improved Shield Bash and Shield Mastery. Also shield multiplier will only work with shield proficiency feat.
    Shield multiplier: while wearing a shield doubles your PRR MRR when hit by a magic attack which allows a reflex save. Will also have 35% secondary shield bashes, not too shabby.

    Extras but not essential are: Two Handed Fighting, Improved, Two Handed Fighting which are great if you want more damage from glancing blows (40% damage) (I know Paladin imbue processes with glancing blows hoping spellsword does as well). Then you need an exotic weapon prof bastard sword or dwarven war axe. I am using dwarf so dwarven axe prof free. Can level using 2HF or S&B this way as well. Three feats to get power attack and cleaves instead of 2HF and exotic weapon. I want to get maximum damage out of my melee hits when i use them.

    I would not attempt to build a Sorcerer EK for heroics, although it probably could be done, it would not be great from the beginning like building a wizard EK IMO feat wise.

    Single weapon fighting is ok and will help keep the feat cost down. A lot of people will also add 3 bard for swashbuckling. Just not my cup of tea
    Sounds to me, that you are trying to go straight for the Melee damage. As where I was leaning more on spell damaging. I do agree that Pure is probably the best, I was just trying to give a multiclass spin with the warlock to start. I will be looking more into a Pure build. As I stated, Wizard does have the advantage of more feats. I was going with Sorc, for more Spell damage. Taking the splash from Sorc, I would probably just play a regular caster at that point. I was going SWF with an Orb, because the craftable orbs and bonuses that you get with them. I do like that you are making the build tankier. I might do something like that, with the wizard selection. It's just to feat intensive for the Sorc side. On my build testing, you can read that I did come across some problems building the Sorc EK. Main issue was when you get the primary abilities of the Theory Build. Don't even get me started on Swashbuckling, I can't stand it. Though I was considering a splash to get some kind of haste boost on attacks.

    Well, I hope to hear more from you. I was great getting your feedback!
    Last edited by Rogue_Trapper; 12-06-2018 at 12:21 PM.

  6. #6
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    Default

    Quote Originally Posted by Rogue_Trapper View Post
    Sounds to me, that you are trying to go straight for the Melee damage. As where I was leaning more on spell damaging. I do agree that Pure is probably the best, I was just trying to give a multiclass spin with the warlock to start. I will be looking more into a Pure build. As I stated, Wizard does have the advantage of more feats. I was going with Sorc, for more Spell damage. Taking the splash from Sorc, I would probably just play a regular caster at that point. I was going SWF with an Orb, because the craftable orbs and bonuses that you get with them. I do like that you are making the build tankier. I might do something like that, with the wizard selection. It's just to feat intensive for the Sorc side. On my build testing, you can read that I did come across some problems building the Sorc EK. Main issue was when you get the primary abilities of the Theory Build. Don't even get me started on Swashbuckling, I can't stand it. Though I was considering a splash to get some kind of haste boost on attacks.

    Well, I hope to hear more from you. I was great getting your feedback!
    After taking some time and looking over the melee options you are definitely on the right track, esp as a sorc. I have tried SWF and found it wanting. Wanting doublestrike that is, which is hard to get enough together (w/o pastlive bonuses and gears) to really make it a good DPS build. If you have VK tree unlocked then you have a good option for Haste boost 8 AP in to the tree 4 of the AP spent are useful as well getting you: Mist Stalker I: You gain +25% negative energy absorption. You gain +3 Physical Resistance Rating and Magical Resistance Rating and Undead Hunter: You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures.

    Getting charisma to hit damage is only available through PDK race (limited weapon choices) w/o multiclassing as far as i know while staying pure. Bard remains the only choice outside of that for damage only.
    In this case Bard is not a bad choice and adds some easy dodge 11% increase or +10 doublestrike +6 damage if youre already unopposed to multiclassing.

    TBH i havent played warlock yet or even spent any time looking at the class, but if it makes your character better for how you like to play then its all good.

    Acid damage is a good choice and is what i am using atm. The instant toggle selection for any of the elem is convenient, i like that.

    At level 4 currently using glitterdust with blur combination for the mobbed zone and then using Synergetic Magic, Arcane Siphon, i swath them down with Eldritch Strike. Feels great!
    I want to add an AOE attack after glitterdust as soon as i can and the 2 melee cleaves.

    I may go with frost imbue and amp up Ice Storm for one of my main damage aoes as it has no SR or saves for a good time
    (I am not sure what level this aoe will be for effective damage, but the -50% movement speed will always be nice)

    Edit: Ice Storm is an interesting spell. Force enhancement lines now work on this spell (as well as cold). The spell uses the highest enhancement line to determine additional damage, and does not allow multiple enhancement lines to affect the spell. Universal spell power increases both though. Also slows -50% movement speed.

    Forgot to mention that i am going exclusively with Human 2HF, power attack, 2 cleaves for the melee side of things. And will add in as much spell power and DCs as i can for Evocation.
    Last edited by Coffey; 12-07-2018 at 12:55 AM.

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