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  1. #21
    Community Member Stoner81's Avatar
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    I'd go with Ask Questions First and then Shoot Later. Combine it with Hunt's End from Shiradi and it's like a mini fury shot but can be done every 24 seconds!

    I would also drop Arresting Assault and pick up Diplomatic Immunity too.

    I'd drop Hide and Move Silently (personal preference) and take Heal which will help to boost up Cocoon in epics.

    For action boosts I'd take only No Holds Barred since they all(?) share a cool down so you couldn't use NHB+Damage Boost but I could be wrong on that one.

    Jump caps at 40 so having 23 ranks is probably overkill depending on what tomes (skill and stat) etc you have. Cannith Jet Boots are a nice option for this as a swap item if needed, heck I usually run with them from 18-30

    Stoner81.

  2. #22
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    Here is an alternative. I am currently up to level 27 on this build, and it is one of the most powerful I have used.

    It has full Law dice plus 6 Spellsword dice. Does great ranged damage.

    It is fully self healing with Death Aura.

    And has excellent trapping skills.

    But what makes it really powerful, at least up to Epic Elite, is really solid Conjuration DC for Web and Acid Well/Acid Rain.

    That is the reason for running in Magister instead of Shiradi Champion. If you want to do more ranged damage, but less spell damage, and without reliable Web, run in Shiradi.

    However, the reduction in ranged damage isn't really an issue when most mobs are webbed most of the time.

    If I need to switch element, I use custom Cannith Crafted Lucid Dreams rune arm, and appropriate Ravenloft belt, for each element.


    Deep Gnome Acid Inquisitive
    18/2 Wizard/Artificer
    True Neutral Deep Gnome


    Level Order

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



    Stats
    . . . . . . . .36pt . . Tome . . Level Up
    . . . . . . . .---- . . ----. . .--------
    Strength. . . . 10. . . .+5. . . .4: INT
    Dexterity . . . 14. . . .+5. . . .8: INT
    Constitution. . 16. . . .+5. . . 12: INT
    Intelligence. . 20. . . .+5. . . 16: INT
    Wisdom. . . . . 10. . . .+5. . . 20: INT
    Charisma. . . . .6. . . .+5. . . 24: INT
    . . . . . . . . . . . . . . . . .28: INT


    Skills
    . . . . . W. A .A. W. W. W. W. W. W. W. W. W. W. W. W. W. W. W. W. W
    . . . . . 1. 2 .3. 4. 5. 6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Concent . 4. . .2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Spellcr . 4. . . . . . . . . . 1. 1. 1. 1. 2. 2. 2. 2. 2. 2. 1. 1. 1. 23
    Disable . . .4. 2 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .23
    Search. . 2. 2 .2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Spot. . . 2. 2 .2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    UMD . . . 2. 2 .2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Jump. . . 2. . . . . . . . . . . . . . . . . . . . . . . . . ½. ½. 1. .4
    . . . . .------------------------------------------------------------
    . . . . .24 10 10. 9. 9. 9. 9 10 10 10 10 11 11 11 11 11 11 11 11 12
    Max . . .28 10 10. 9. 9. 9. 9 10 10 10 10 11 11 11 11 11 11 11 11 12



    Feats

    .1. . . . : Point Blank Shot
    .1 Wizard : Maximize Spell
    .3. . . . : Precise Shot
    .6. . . . : Precision
    .7 Wizard : Heighten Spell
    .9. . . . : Rapid Shot
    12. . . . : Insightful Reflexes
    12 Wizard : Spell Focus: Conjuration
    15. . . . : Greater Spell Focus: Conjuration
    17 Wizard : Mental Toughness
    18. . . . : Improved Critical: Ranged
    21 Epic . : Improved Precise Shot
    24 Epic . : Epic Spell Focus: Conjuration
    26 Destiny: Epic Spell Power: Acid
    27 Epic . : Blinding Speed
    28 Destiny: Doubleshot
    29 Destiny: Embodiment of Law
    30 Epic . : Overwhelming Critical
    30 Legend : Scion of: Plane of Earth


    Spells

    Wizard
    1. Jump (1), Disrupt Undead (1), <Any>, <Any>, <Any>
    2. Lesser Death Aura (5), Web (5), Blur (6), False Life (8), Resist Energy (11)
    3. Acid Blast (7), Displacement (7), Haste (8), <Any>, <Any>
    4. Death Aura (9), Negative Energy Burst (9), Dimension Door (10), Acid Rain (12), Remove Curse (15)
    5. Teleport (11), Niac's Biting Cold (11), Eladar's Electric Surge (12), Cloudkill (14), <Any>
    6. Tenser's Transformation (13) (Edit), Greater Heroism (13), Acid Fog (14), Stone to Flesh (16), <Any>
    7. Delayed Blast Fireball (15), Greater Teleport (15), Mass Invisibility (16), <Any>
    8. Trap the Soul (17), Polar Ray (17), <Any>, <Any>
    9. Acid Well (19), Meteor Swarm (19), <Any>

    Artificer
    1. Conjure Bolts (2), Enchant Weapons (2), Enchant Armor (3)


    Enhancements (84 of 80 AP) (4 Racial AP)

    Inquisitive (41 AP)
    • Inquisitive, Hit the Streets, Mind Like Iron, True Seeing, Undaunted, Master Inquisitive
      1. Dual Shooter, Eye for Accuracy II, Law on your Side
      2. Crossbow Adept, Wand and Scroll Mastery I, Observation, Improved Law
      3. Crossbow Adept, Shoot First, Improved Observation, Intelligence
      4. Crossbow Adept, Arcane Inquisition, Greater Law, Intelligence
      5. No Holds Barred, Improved Uncanny Dodge, Jaded, Diplomatic Immunity

    Eldritch Knight (Wizard) (21 AP)
    • Eldritch Strike, Spellsword, Imbue the Blade, Subtle Force
      1. Improved Mage Armor III, Toughness III, Battlemage III
      2. Improved Shield III
      3. Critical Mastery III, Intelligence

    Harper Agent (12 AP)
    • Agent of Good I, Intelligence
      1. Traveler's Toughness III, Strategic Combat, Awareness II
      2. (none)
      3. Strategic Combat

    Pale Master (6 AP)
    • Dark Reaping, Lich Form
      1. Deathless Vigor I, Negative Energy Conduit I, Skeletal Knight I

    Deep Gnome (4 AP)
    • Wariness, Intelligence
      1. Underdark Experience I



    Destiny (24 AP)

    Magister
    1. Unearthly Reactions II, Intelligence
    2. School Specialist: Conjuration III, Intelligence
    3. School Augmentation III, Intelligence
    4. School Familiarity III, Intelligence
    5. School Master III, Intelligence

    Twists of Fate (26 fate points)
    1. Spell Knowledge (Tier 4 Draconic)
    2. Dragon Heritage: Black (Tier 3 Draconic)
    3. Precise: Conjuration (Tier 2 Draconic)
    Last edited by Zarkarion; 06-24-2020 at 04:58 PM.

  3. #23
    Community Member pSINNa's Avatar
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    Interesting stuff, especially as I LR'd one of my old Pale Masters a week ago into an Eldritch Knight (monk2/wiz18) and I'm having a ball with it.

    Much more fun than my old 'Turtle up and SLA kill" Pale Master play style I've been using forever.

    I have another Pale Master floating around in my stable with 3cleric 3FVS 3Wiz 3Sorc lives that I could quite easly TR into that Deep Gnome build to freshen him up to be more fun to play as well - he should have reasonable DC's any way you throw him too.

    The Eldritch Knight stuff seems to have nice synergy with a few Int based setups - I'll have a go at this sometime in the future I reckon, it has real variation possibility.

    Thanks for posting it up.

    Coit out
    Last edited by pSINNa; 06-21-2020 at 05:48 PM.
    Coitfluff Coitrippr Coitrocket CoitburnerLuciforge Coithealz: Ghallanda

  4. #24
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    Quote Originally Posted by Zarkarion View Post
    Here is an alternative. I am currently up to level 27 on this build, and it is one of the most powerful I have used.

    It has full Law dice plus 6 Spellsword dice. Does great ranged damage.

    It is fully self healing with Death Aura.

    And has excellent trapping skills.

    But what makes it really powerful, at least up to Epic Elite, is really solid Conjuration DC for Web and Acid Well/Acid Rain.

    That is the reason for running in Magister instead of Shiradi Champion. If you want to do more ranged damage, but less spell damage, and without reliable Web, run in Shiradi.

    However, the reduction in ranged damage isn't really an issue when most mobs are webbed most of the time.
    How do you manage to get full BaB using this build? Base attack is one of the highest sources of attack speed, not getting any seems a bit off to me.

    Then again, the build sounds more like a caster that finishes off weakened mobs with crossbows than a crossbow build that supplements itself using magic, so I might be off the mark here.
    Enthusiasm enthusiast enthusiast.

  5. #25
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    Quote Originally Posted by Xgya View Post
    How do you manage to get full BaB using this build? Base attack is one of the highest sources of attack speed, not getting any seems a bit off to me.
    Tier 4 enhancement in Eldritch Knight has a BAB = level feature: https://ddowiki.com/page/Knight%27s_Transformation

    Maybe they're using that... maybe they aren't, but it's there.

  6. #26
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    Quote Originally Posted by hit_fido View Post
    Tier 4 enhancement in Eldritch Knight has a BAB = level feature: https://ddowiki.com/page/Knight%27s_Transformation

    Maybe they're using that... maybe they aren't, but it's there.
    The build only goes to T3 Eldritch Knight, and doesn't have Tenser's on the spell list.

    I'm asking whether this is intended (a full casting build doing most of its job using spells and crossbows to ping off the remaining targets wouldn't need full BaB. A build meant to do most of its kills using a crossbow would)
    Enthusiasm enthusiast enthusiast.

  7. #27
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    Quote Originally Posted by Xgya View Post
    The build only goes to T3 Eldritch Knight, and doesn't have Tenser's on the spell list.

    I'm asking whether this is intended (a full casting build doing most of its job using spells and crossbows to ping off the remaining targets wouldn't need full BaB. A build meant to do most of its kills using a crossbow would)
    Yes, it is something of a hybrid build. It does a lot of damage with spells (Mostly Acid Well and Acid Rain) but also a lot of ranged damage. About two-thirds of that ranged damage comes from Law dice and Spellsword dice.

    Full BAB would be nice, but it would mean dumping either PM (bad) or Inquisitive capstone (which might or might not be worth it). Tenser's Transformation is a way round this, and I will edit it into the build above.

    Unless the enemy are using fire spells, the melee ones mostly get trapped in Web and killed by Acid spells, and then the ranged ones get killed by the crossbows. And if you shoot their casters before casting web, that solves the fire issue.

    It is primarily a solo build (and true solo, it doesn't need hirelings: They are not needed, can't stay alive, and just make the mobs tougher because of the 1.5 scaling for having a hireling).

    Incidentally: I am going EK capstone with SWF longsword for my second Deep Gnome life, but have confirmed that despite the in-game description, Improved Knight's Transformation does give +1 Competence Bonus to critical multiplier for Throwing Weapons, Crossbows and Repeating Crossbows - at least as reported by the tooltip and Inventory weapon tab.
    Last edited by Zarkarion; 06-24-2020 at 05:03 PM.

  8. #28
    Community Member pSINNa's Avatar
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    Quote Originally Posted by Zarkarion View Post
    Yes, it is something of a hybrid build. It does a lot of damage with spells (Mostly Acid Well and Acid Rain) but also a lot of ranged damage. About two-thirds of that ranged damage comes from Law dice and Spellsword dice.

    Full BAB would be nice, but it would mean dumping either PM (bad) or Inquisitive capstone (which might or might not be worth it). Tenser's Transformation is a way round this, and I will edit it into the build above.

    Unless the enemy are using fire spells, the melee ones mostly get trapped in Web and killed by Acid spells, and then the ranged ones get killed by the crossbows. And if you shoot their casters before casting web, that solves the fire issue.

    It is primarily a solo build (and true solo, it doesn't need hirelings: They are not needed, can't stay alive, and just make the mobs tougher because of the 1.5 scaling for having a hireling).

    Incidentally: I am going EK capstone with SWF longsword for my second Deep Gnome life, but have confirmed that despite the in-game description, Improved Knight's Transformation does give +1 Competence Bonus to critical multiplier for Throwing Weapons, Crossbows and Repeating Crossbows - at least as reported by the tooltip and Inventory weapon tab.
    Cool, let us know how that 2nd life pans out and if it's mustard maybe post here?

    I"ve LR'd my human pale master wiz with the 12 x caster lives into a pure wiz with full EK, 11 points in Pale Master and 15 into vistani for dagger and will gear him decently in the next few days - he played reasonably well with a lot of neg healing amp items and nullification right up there and his old PM focused gear - after years of playing melee clerics (usually pure or very lightly splashed) I'm finding the ability to play a melee wizard (again, pure preferred, or very lightly splashed just because evasion.... again, evasion.. lol) novel, and fun.

    Have a good one,

    Coit out
    Coitfluff Coitrippr Coitrocket CoitburnerLuciforge Coithealz: Ghallanda

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