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  1. #21
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    Quote Originally Posted by Hjarki View Post
    Now let's switch over to your spell-centric version. We'll have 47.5 + 80 + 5 = 132.5. Criticals increase this to 219/attack, with no Sneak Attack.

    Your melee power drops by 60 to 56, so your physical damage ends up at 342/attack.
    You don't have to drop your melee power, run in ShadowDancer. +6 INT is +3 to all DCs. You also gain evasion, grim precision, and meld into darkness. Don't bother with Shadow Form as you can't use it with PM forms, and it's duplicative with Wraith form anyway. ShadowDancer will also allow you to sneak attack.

    Also take into account that a DC caster version can self supply helpless damage more reliably and more often than Dire Charge, and can insta-kill annoying mobs or packs of mobs. I personally don't think that trading off casting ability to pump up your melee (non-spellsword) DPS is a slam dunk decision.

    I absolutely will not criticize the through process, however. There's nothing wrong with pumping melee skills / melee DPS / using Dire Charge / and leveraging wizard spells primarily as buffs. It will lead to a higher DPS output than building for casting, 100%. I do know that a casting focused build will be more survivable solo / farming, but that's not everyone's thing.

    In a perma group, I'd probably go pure DC wizard or a pure melee DPS build and not mess with EK at all. For soloing or pugging, I want to be sturdy enough to carry the group, so EK caster hybrid it is!

    Edited to add: In your example of EK damage, you very likely gave up significant DCs. Why? You're wielding Flow rather than a Nightmother's Scepter, and that Flow is likely slotted with Prowess / Treachery / Sucker Punch rather than Otto's and Eye.

    Depending on your gearing, you're probably dropping at least 10 DCs to all but 1 or 2 spell schools. This isn't considering whether or not you're getting to 98% doublestrike while still maintaining a 5 piece slaver's set, which is another 5 DC.

    Gearing for DCs is extremely slot intensive. Gearing properly for melee is extremely slot intensive, and the gear doesn't really overlap all that much. Even if you do equip Necromancy / I Necromancy and Enchantment / I Enchantment, odds are you're still going to be down 5 or so spell pen.
    Last edited by Zretch; 01-16-2019 at 02:54 PM.

  2. #22
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    Quote Originally Posted by Zretch View Post
    You don't have to drop your melee power, run in ShadowDancer. +6 INT is +3 to all DCs. You also gain evasion, grim precision, and meld into darkness. Don't bother with Shadow Form as you can't use it with PM forms, and it's duplicative with Wraith form anyway. ShadowDancer will also allow you to sneak attack.

    Also take into account that a DC caster version can self supply helpless damage more reliably and more often than Dire Charge, and can insta-kill annoying mobs or packs of mobs. I personally don't think that trading off casting ability to pump up your melee (non-spellsword) DPS is a slam dunk decision.

    I absolutely will not criticize the through process, however. There's nothing wrong with pumping melee skills / melee DPS / using Dire Charge / and leveraging wizard spells primarily as buffs. It will lead to a higher DPS output than building for casting, 100%. I do know that a casting focused build will be more survivable solo / farming, but that's not everyone's thing.

    In a perma group, I'd probably go pure DC wizard or a pure melee DPS build and not mess with EK at all. For soloing or pugging, I want to be sturdy enough to carry the group, so EK caster hybrid it is!

    Edited to add: In your example of EK damage, you very likely gave up significant DCs. Why? You're wielding Flow rather than a Nightmother's Scepter, and that Flow is likely slotted with Prowess / Treachery / Sucker Punch rather than Otto's and Eye.

    Depending on your gearing, you're probably dropping at least 10 DCs to all but 1 or 2 spell schools. This isn't considering whether or not you're getting to 98% doublestrike while still maintaining a 5 piece slaver's set, which is another 5 DC.

    Gearing for DCs is extremely slot intensive. Gearing properly for melee is extremely slot intensive, and the gear doesn't really overlap all that much. Even if you do equip Necromancy / I Necromancy and Enchantment / I Enchantment, odds are you're still going to be down 5 or so spell pen.
    I think he's just trying to say that a pimped melee build would beat a ****** melee build because he nerfed his own damage on purpose. Most of the damage "gap" is coming from SA dice which is useless solo and a toss up in group play. Really good if someone else is tanking the mega boss, trash tends to be an issue on though. DC ends up being about the same damage though but with support abilities built in and DI has the most AoE capability. Also he's melee power looked really low. 20EK/whatever should be about 100 sustained before anything else.

  3. #23
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    Quote Originally Posted by Zretch View Post
    You don't have to drop your melee power, run in ShadowDancer. +6 INT is +3 to all DCs. You also gain evasion, grim precision, and meld into darkness. Don't bother with Shadow Form as you can't use it with PM forms, and it's duplicative with Wraith form anyway. ShadowDancer will also allow you to sneak attack.

    Also take into account that a DC caster version can self supply helpless damage more reliably and more often than Dire Charge, and can insta-kill annoying mobs or packs of mobs. I personally don't think that trading off casting ability to pump up your melee (non-spellsword) DPS is a slam dunk decision.
    What I claiming - and demonstrated - is that using Silent Avenger is superior to specific element spellpower in terms of damage.

    I made no claims about Dire Charge. Your choice of filigrees and 5-piece Slaver's or not has no bearing on the argument. You can freely choose those options or not without altering the fundamental comparison: that Silent Avenger + Universal Spellpower will yield more damage than abandoning Silent Avenger in favor of pumping one or two elements of spellpower to max.

    I did make some peripheral claims:

    1. Pale Master forms don't work well in high Reaper. The self-healing penalty is simply too severe.

    2. Shadowdancer was generally one of the best Destiny choices. Neither of the basic Arcane destinies is going to come close on damage and you don't actually improve your DC casting over Shadowdancer. Fatesinger doesn't provide Intelligence. Legendary Dreadnought is the highest damage, but it's basically a wash against non-helpless targets and you lose that +6 Int. None of the Primal Destinies make any sense. The Divine Destinies don't make much sense because they're all (pick two) weaker offensively, defensive or in terms of DC casting - and merely equivalent to Shadowdancer in the option you didn't pick.

    3. Shadowfell loses you half of your magical damage dice and gives you a bonus to a bad school. I understand the effectiveness of Necromancy. However, if you're spending 41 points in Eldritch Knight, you are not a Necromancy caster - and there's no realistic way to make yourself into one without gimping what you spent the majority of your AP on. If you're going that way, you need to spend your points in Pale Master, run around in Lich form and only use the low end of Eldritch Knight for its defensive benefits.

    I don't view these as particularly controversial once you sit down to think about them.

  4. #24
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    First of all, very interesting thread, I like where it's going , and as far as I can see, there's primary 2 schools about what to do with the Eldritch Knight...
    those more focused on the melee side and those more focused on the spell side (this is quite logical that people seem to be split as the class itself is...)

    Personally I went for something hybrid as well, undead form but a melee type ED.

    Tried juggernaut, which is quite good in general, haven't tested SD enough but wasn't the worst clearly,

    but for now decided to stick, atleast for a bit, with Fury of the wild, mainly because of the no save knockdown added with adrenalined strikes which means a swift death for anything up to orange monsters,
    as for the number of adrenaline strikes....I managed to be able to use them most of the quest and atleast 3 or 4 times in each group of mobs, sometimes even 10 times if you're lucky enough with the vorpals because of the
    fury eternal + perfect simple weapon fighting.

    Also always try to start the fights with the combo adrenaline strike + eldritch tempest , which quite often results in a 34k+ hit for atleast one of the mobs in the group (in r1 up to r5 as far as I tested), which I reuse when I can,
    taking out the unbridled fury (+ twisted meld into darkness if I need time to hit/heal ) when there's a pack of orange named or else when things gets a bit though or if I want to help get some adrenalines strikes back (you have way higher chances to get some in that stance), liked it so much that I wondered if ThF would help it any better...but for now it's a great deal (and that's without the silent avenger set, which I plan on getting soon), atleast until Im more used to EK's possibilites and synergies with the EDs.

    Of course I do some casting as well, using cc's on warriors and instakills ( mostly banshee) on casters/ranged mobs + energy bust and acid well (doing some good area damages but not on par with melee..and Im wearing a burnscash belt for now)

    As for the scion, tried shadowfell, arborea and earth....sticked with earth for now but considering feywild (enchant dc boost and sonic hit) or air(dodge and elec hit).
    Last edited by PublicEnemy; 01-17-2019 at 04:57 AM.

  5. #25
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    I went with scion of fire for mine - I'm rocking 49% critical chance on fire & acid spells that are my main damage dealers & about 35% on the rest so an extra 25% damage boost on the criticals is really nice, particularly if they're already helpless from dire charge... also MRR, PRR, spellpower & that extra on-hit damage for my weapon based attacks, so everything I really want
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  6. #26
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    First of all, very interesting thread, I like where it's going , and as far as I can see, there's primary 2 schools about what to do with the Eldritch Knight...
    those more focused on the melee side and those more focused on the spell side (this is quite logical that people seem to be split as the class itself is...)

    Personally I went for something hybrid as well, undead form but a melee type ED.
    Well it's not so much melee vs mage as EK is definitely a melee build, it's about how important spell power is, which is typically associated with a mage stat. Every attack made by an EK has a stack of 7D12 dice added to it that does elemental damage and use's spellpower. Every melee swing, every doublestrike, every cleave and so forth all add this damage and it's really easy to pump spellpower past 800. The set you mentioned is 3D6 sneak attack dice and 15% double strike but requires you to use back and waist to hold gear that does nothing for you. It would be easier to stomach if you had something like Molten Silver Gauntlets. Adherents of the Mist is the set I usually try to rock, primarily because its flexible and provides for boosting both sides.

    The best ED is going to heavily depend on what content someone is doing. If it's in a large raid group with a dedicated tank and a few "tank like" players, then SD and sneak attack dice become very useful. If it's someone soloing content, then sneak attack dice are completely useless. If someone's in a small group where their going to have lots of aggro, then sneak attack dice are useless. If someone is soloing or is in a small group supporting each other, then support boosting ED's like DC and PA start to make sense. You already see the ridiculous offensive power of FW. DI is really good for AE magic damage, the entire tree is littered with stuff like (1D15 +15 per character level) do 30D15 + 450 multiplied by a spell power that's already boosted to everyone around you on a 30s timer. Also it depends on if someone is thinking high reaper, which nerfs any form of magic damage into nothingness while not having as severe an effect on sneak attack or melee damage. Spellsword becomes almost useless inside mid or high tier reapers. Honestly EK just isn't very good at higher reaper content, it's a half assed DC caster and the largest component of it's melee damage might as well be taken off the board leaving a half assed melee DPS. Might explain that one dudes obsession with sneak attack dice.

    Great thing is we can change ED's and twists in town without cost, so nobody is stuck in any particular one.
    Last edited by palladin9479; 01-17-2019 at 08:21 AM.

  7. #27
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    Quote Originally Posted by palladin9479 View Post
    The best ED is going to heavily depend on what content someone is doing. If it's in a large raid group with a dedicated tank and a few "tank like" players, then SD and sneak attack dice become very useful. If it's someone soloing content, then sneak attack dice are completely useless. If someone's in a small group where their going to have lots of aggro, then sneak attack dice are useless.
    Sneak Attack works against held, blinded, and creatures subject to deception (which is provided by the Silent Avenger set). On a character with 20 arcane caster level, getting Sneak Attack tends to be virtually automatic.

    Also it depends on if someone is thinking high reaper, which nerfs any form of magic damage into nothingness while not having as severe an effect on sneak attack or melee damage.
    From my understanding, this is an artifact of most enemies having a natively higher PRR than MRR. When Reaper piles on massive amounts of PRR/MRR, it ends up being effectively the same. So it's probably more accurate to say that magical damage has an advantage in N/H/E/low Reaper that disappears by high Reaper.

    I think you're also under-estimating the ability of an Eldritch Knight to DC cast. Eldritch Knight provides the same DC benefits to chosen schools as Archmage does. Everything else - gear, feats, twists, etc. - is a matter of choices you make about your build. So while it doesn't make much sense to be throwing around Wail of the Banshee as an Eldritch Knight, all of the conventional control spells can work just as well on an Eldritch Knight as on a stand-back-and-cast build. Moreover, you don't generally lose all that much in terms of damage/durability if you do it well - virtually all of your DC comes from fairly flexible gear slots.

  8. #28
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    From my understanding, this is an artifact of most enemies having a natively higher PRR than MRR.
    No it's a direct percentage nerf to your proc damage and has nothing to do with PRR / MRR. Ranged Sneak Attack is nerfed the same as Magic Attacks but melee Sneak Attack isn't nerfed as hard. This renders additional effect damage like spellsword and magic damage like energy burst completely useless in the higher tier reaper.

    http://www.ddovault.com/cgi-bin/yabb...num=1487261759


    I think you're also under-estimating the ability of an Eldritch Knight to DC cast.
    No I'm not. Building EK as a melee necessitates not building as a DC caster. It's the difference between generalization and specialization, by not caring about melee damage or gear a caster can focus on getting extremely high DC's and Spell Pen to boost CC and Instant Kill capabilities. Anyone geared for melee will by definition not be able to match the specialized caster. Conversely someone specializing in casting will not be able to maximize their melee ability. You can't have high melee damage ~and~ high save DC's.

    EK is a generalist and plays like generalists do in practically every other game setting. They are extremely self sufficient and capable of doing a lot of stuff on their own but not nearly as good as specialists in those fields.

    Sneak Attack works against held, blinded, and creatures subject to deception (which is provided by the Silent Avenger set). On a character with 20 arcane caster level, getting Sneak Attack tends to be virtually automatic.
    Most certainly not, that's wishful thinking at it's best. Best case scenario is you have a dedicate tank that runs in and holds everything while you run behind and get back shots at things and hope they die before turning in your general direction. Too many things are immune to mind effecting spells, blindness or just straight up immune to crits / SA (fort bypass works) to make stacking SA die a guaranteed thing. Blindness / Paralyze are so powerful that the devs like to make challenging content that's immune to it, it's why spells like Web and Otto's are so useful or PW Stun since they bypass most of that.

    Thankfully we can change our ED's based on the content, so if your in a raid group with dedicated tanks or a static with someone doing that role, then you can switch to SD and be fine. Otherwise you can use one of the others based on what you need. 600 spell power is pathetic when you should be able to easily hit 800+ which is a 33+% damage boost. You can even stay in SD for the 6 sneak attack dice while doing so as SP is largely based on gear.

  9. #29
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    Quote Originally Posted by Hjarki View Post
    What I claiming - and demonstrated - is that using Silent Avenger is superior to specific element spellpower in terms of damage.
    That's not what you demonstrated. You not only changed doublestrike by 18% (not 15%), but you also removed 60 melee power from the calc, meaning you switched epic destinies. Your base damage was also reduced in the "spell centric" version of your calc from 148.5 to 132.5 without crits and from 245 to 219 with crits. You also increased the spellpower in your second scenario from 600 to 950, but the belt and cloak swap only add 202.

    There's more going on in your example than just "Use Silent Avenger instead of Phasecloak + Burnscar/Thrummingspark".

    Is 15% doublestrike more damage than 202 spellpower for a 20 wizard, 41 AP EK?

    And if you want to include sneak attacks in the calculations, then you'd better look at including Scion of the Ethereal in the conversation, or just leave them out entirely.

  10. #30
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    Quote Originally Posted by palladin9479 View Post
    No it's a direct percentage nerf to your proc damage and has nothing to do with PRR / MRR. Ranged Sneak Attack is nerfed the same as Magic Attacks but melee Sneak Attack isn't nerfed as hard. This renders additional effect damage like spellsword and magic damage like energy burst completely useless in the higher tier reaper.
    https://www.ddo.com/forums/showthrea...ues-in-details

    No I'm not. Building EK as a melee necessitates not building as a DC caster.
    How so? What DC do you believe you're getting as a pure DC caster that is impossible as an Eldritch Knight?

    Certainly, you're not going to build for instakill. But the only reason DC casters build for instakill is because they can't do meaningful damage.

    Perhaps a better way to understand what's going on is to consider scaling. If your expectations are built off of playing EK in heroic levels, you're going to be led astray. Between level 20 and level 30, your base Spellsword dice don't change at all - even with the Scion feats it's only about +40% more. In contrast, the basic damage from a Rapier would increase from 12 to 47.5. Your Intelligence also increases markedly - which increases your melee damage dramatically but your magical damage barely at all.

    This scaling issue is a well-known phenomenon. It's why dps casters fell out of vogue and why Warlocks tend to be viewed as a Heroic-only class.

    Most certainly not, that's wishful thinking at it's best.
    It's reality. Shadow Mastery breaks through fortification. Improved Invisibility can be used against virtually anything immune to offensive casting. Bear in mind that Assassins feed off Sneak Attack damage and they rarely ever have the problems you consider crippling.

    600 spell power is pathetic when you should be able to easily hit 800+ which is a 33+% damage boost.
    It's a 33% damage boost to less than half of your damage. A good rule of thumb is that melee power will be 3+ times as valuable as spell power once you hit endgame.

    Quote Originally Posted by Zretch View Post
    That's not what you demonstrated. You not only changed doublestrike by 18% (not 15%), but you also removed 60 melee power from the calc, meaning you switched epic destinies.
    I demonstrated the specific comparison under discussion. The extra 3% doublestrike and 60 MP comes from Shadowdancer.

    Your base damage was also reduced in the "spell centric" version of your calc from 148.5 to 132.5 without crits and from 245 to 219 with crits.
    MSG Deadly.

    You also increased the spellpower in your second scenario from 600 to 950, but the belt and cloak swap only add 202.
    I was being generous.

    And if you want to include sneak attacks in the calculations, then you'd better look at including Scion of the Ethereal in the conversation, or just leave them out entirely.
    On a build with minimal Dexterity where Hide is not an in-class skill, your return on Scion of the Ethereal isn't going to be particularly strong. With 100 melee power/600 spellpower, you'd need ~180 Hide before Scion of the Ethereal would pay off.

  11. #31
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    Quote Originally Posted by Hjarki View Post
    MSG Deadly.

    On a build with minimal Dexterity where Hide is not an in-class skill, your return on Scion of the Ethereal isn't going to be particularly strong. With 100 melee power/600 spellpower, you'd need ~180 Hide before Scion of the Ethereal would pay off.
    Building for melee, you'll certainly have higher than 100 melee power, and probably lower than 600 spell power, though not by much. Braided Cutcord and Shadowhail cloak together give 19 dex, 9 i dex, 4 q dex, and 22 hide. That's not exactly minimal dex. I've pushed 122 hide on a full Wis melee before without pushing hard for it. Again, it's likely closer than you think.

    Listen, all I'm saying is that there's not "one EK build to rule them all". It's decently well balanced from the perspective that you can make tradeoffs (like wearing a burnscar sash but also wearing molten silver gauntlets because you want the deadly and armor piercing more than the 50 spellpower, but you don't want to give up 200 spellpower for 15% doublestrike). It's not decently well balanced from the perspective of "If I trade off all of my casting ability, dumpstat my DCs and spellpower, and go full on melee in feats, skills, itemizations, etc, then I scale as well into Epics and high reaper as a melee does", but that's a different discussion and something I don't think EK needs to do, as there are plenty of melee classes. EK, but its very nature, is a hybrid and shouldn't excel at the outer edges of difficulty.

  12. #32
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    Quote Originally Posted by Zretch View Post
    Listen, all I'm saying is that there's not "one EK build to rule them all". It's decently well balanced from the perspective that you can make tradeoffs (like wearing a burnscar sash but also wearing molten silver gauntlets because you want the deadly and armor piercing more than the 50 spellpower, but you don't want to give up 200 spellpower for 15% doublestrike).
    I agree. With a normal build, you start by grabbing the most effective stats and slowly work your way towards marginal improvements. With Eldritch Knight, you're really looking for the next improvement - and you never reach the point where you're just taking minor improvements.

    However, that doesn't mean there aren't good or bad ways to approach a build. In some cases, you're making a qualitative decision. For example, I normally eschew Spell Penetration because I simply don't care. If it's an issue I just don't use spells that require Spell Penetration. This occurs rarely enough that it's not worth the massive investment that would be required to raise Spell Penetration to the level where I can batter down the doors against any possible foe. It's entirely possible you might make a different decision. However, in making that decision, you should be aware of the price you pay for it.

    What I'm seeing is little appreciation for those decisions and the prices they entail.

  13. #33
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    Quote Originally Posted by Jetrule View Post
    I am in the Fey wild camp. And the wraith form undead self heal camp.

    As for gear I am running a beacon of magic and a mist fallen set. The beacon of magic provides 50 artifact spell power +2 artifact dcs 10 mrr 20 mrr cap and 5% missile deflection. I also run with the plague necromancer set for 175 negative heal amp. with a silver thread belt this is a 885 negative spell power 52% neg crit chance build sitting unbuffed in the tavern right now. In quest with buffs running it is over 1k in any spell power boosted by ravenloft belts. And over 800 in any but sonic which is still going to be about 725.

    The three non set items I use are a slaver chain necklace with +17/4 constitution and +6 general spell dc's and +14 resistance saves. A legendary spinneret. and a pansophic circlet. I do on occasion swap ot my orb to a mistfallen for +4 insightful dcs but usually its the cursed skull orb. Un equiping this costs me 95 negative heal amp and a couple of minor benefits, For a weapon I use the vulkors edge scimitar, I planed on using a night mothers scepter but the dps was just soo atrocious on the first number and my dcs seemed to generally work with out the +4 insightful that I swapped to a decent dps option. I still hot swap a mist fallen orb when i need it for the insightful dcs. I rely on general lore from spinneret and barovians noble regalia. with a swap ravenloft belt of each kind to use situationaly and the necro skull giving increaed negative and 2 elements lore. I hit well spring of power and spam all the new level 9 spells and other dps like meteor swarm for mana dumping dps time and they are nice dps.

    my sentience filigree are a 4 piece otto set and something with 20 negative heal amp and 2 more int boosters.

    There is nothing more annoying than being stuck with a damage type from a scion which heals the thing you are hitting. Like arcane oozes or clay gollems for acid. Sonic never heals. It sees plenty of things that reduce the damage like against wisps which reduce all types except force bane and untyped. But no 0's and no healing that I have ever found.

    For dc's it is not a max dc build but I still work my dc's alot and find them to be effective. For nuking It wouldn't equal a speced nuker wizard or sorcerer but it doesn't trail too terribly far behind either. Especialy running in draconic.

    For tankyness and general surviveability I can run most level cap quests at r-3 solo. In some quests r 5-6 and I am a bad slow reaction time player with impaired motor control.

    In general I think a EK based wizard is not super specialized enough to be the best at dc casting though you could still be very good by ignoring some dps and defensive aspects more than I do. It also cannot be very good dps though it can be decent there are better dps routes. it cannot be super tanky but it can do ok up to mid reapers self healing in low reapers and non reaper it is among the strongest self heal options. certainly self heal over time. Some one posted their self heal numbers above. my self heal numbers are a little bit above those however my death aura only ticks once per three seconds despite false ddo advertising. Still good stuff.

    finaly have played with u, was a fast tempest spine.. to repeat... see u on Cannith
    In game in Cannith as
    Aborim Master (main toon) --- Nickallin (my tank)--- Jjnick (warlock 30) --- Nickpunick ()--- Nickruvido (my healer)--- Nickallinone (shuri build)
    GODS

  14. #34
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    After some testing i preferred Scion of Arborea: the pure damage is the only damge affected by critical hit, and in high reaper i prefer critical hit overe all


    so this is my last build


    Wiz 13
    Monk 6
    Fig 1

    Gnome race

    Stat (+8 tome)
    Int 20 lvl up here
    Dex 13 (need 15 dex for 2wf and 17 dex for improved)
    Cost 16

    Max: spellpower hide movesilently concentration umd heal balance jump

    Feat
    1w dodge - quicken
    2w
    3w completionist
    4m mobility
    5m combat expertize
    6m 2wf
    7m
    8m
    9m rapid att-whilrwind
    10w
    11 w extend
    12 w mof
    13w
    14w
    15 w impr 2 wf
    16 w heighten
    17w
    18w Gmof
    19 figther improved crit
    20w

    21 oc
    24 great 2wf
    26 perfect2wf
    27 precision
    28 dr adamantine
    29 dire charge
    30 arborea - epic damage reduction

    Enhacement 5 racial ap
    39 ek
    9 gnome
    14 harper (hit to damage)
    1 henshin
    11 shintao (til core3)
    9 kensei

    Destiny LD
    Twist
    T4 symmetric strike
    T3 balanced attacks
    T1 dance of flowers
    T1 cocons
    T1 int/ lighting reduction for Killing time raid

    Item

    Helm. Leg exxecutioners helms / pansophic circlet
    Goggle. acolyte lenses
    Armor. Raveloft avenger set
    Mantle. Ravenloft avenger set
    Neck. Fleetfoot necklace
    Trinket. echo of ravenkind
    Belt. Ravelonft avenger set
    Gloves. molten silver gauntlet
    Boots. Slave lords crafted 4quality intellingence accuracy28
    Ring1. ring of nightfall
    Ring2. spinneret/ or perfect innacle
    Bracer. Lore fueled backpanner

    Weapon DUALITY


    How to play???

    Use color spray SLA quicken and dire charge to stun enemies, then ww attack or eldrith blastt them out!
    Last edited by Alled78; 04-10-2019 at 03:18 PM.
    In game in Cannith as
    Aborim Master (main toon) --- Nickallin (my tank)--- Jjnick (warlock 30) --- Nickpunick ()--- Nickruvido (my healer)--- Nickallinone (shuri build)
    GODS

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