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DDOcast Build Guild: See/Discuss builds here!; A place to post and discuss your Build Guild build.
Topic Started: Feb 2 2010, 03:55 PM (4,802 Views)
Jerry
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The Host Of DDOcast.
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Well, we are a more static-like group, I know our level progression is a little slower than we have on our "regular" characters on our home servers. It's a slow process. I think we are real close to having enough people to "make the spread" across the guild's level range, but a few people who have the highest level characters in the guild are suffering a bit.
I now work for Turbine!
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Stabbity
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Stirrer of the crap
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Nim
Apr 7 2010, 06:46 AM
So when are you guys gonna catch up to us higher lvl characters.....I wanna play my Pale Master but I never see the higher lvl players for more that a few seconds on Sunday.....I'm now starting to miss running with Lessah, Restoration, and Dtwenty on Sundays.

**oops wrong forum topic**
duin is about 3/4 to 11, but I have mostly been running Sir Healzalott to catch some others up to him. I also haven't raised him to 10 yet so that I can get the 6-12 spread. He's getting close to hitting the xp block though. So just grab me.
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Duin the One Eyed (War Priest)
Stabs (Mnk/Wiz/Fgt)
Healsalott Sir Healsalott (Clr/Brb)
Healzalott Sir Healzalott (FVS)

Take a screenshot trick (trick)
I'm on a boat, b*tch (b*tch)
We drinking Dirty Kobolds,
Cause they taste so crisp (crisp)
The Fat Halfling word!
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Raz
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Guild Ne'r-do-well
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Jerry
Apr 7 2010, 12:50 PM
Well, we are a more static-like group, I know our level progression is a little slower than we have on our "regular" characters on our home servers.
This (Orien) is now what I consider my home server. :) I just plan to adjust which toons I am playing so that I have a spread of levels. It should take quite some time to get 9 toons to 20.
Craig

Bern Stoneaxe, Orien (DDOCast Build Guild)
Synonymous Mysnomer, Orien (DDOCast Build Guild)

Gear Spellcrafter, Thelanis (unguilded)
Conifer Greensplat, Thelanis (unguilded)
Stick E. Fingers, Thelanis (unguilded)

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Stabbity
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Stirrer of the crap
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Raz
Apr 8 2010, 02:08 PM
Jerry
Apr 7 2010, 12:50 PM
Well, we are a more static-like group, I know our level progression is a little slower than we have on our "regular" characters on our home servers.
This (Orien) is now what I consider my home server. :) I just plan to adjust which toons I am playing so that I have a spread of levels. It should take quite some time to get 9 toons to 20.
Same here Jerry. I almost never play on Argo anymore. Plus I got a couple of peeps that came back that wanted to start fresh. So we have a handful of us that are on during the week.
Posted Image
Posted Image

Duin the One Eyed (War Priest)
Stabs (Mnk/Wiz/Fgt)
Healsalott Sir Healsalott (Clr/Brb)
Healzalott Sir Healzalott (FVS)

Take a screenshot trick (trick)
I'm on a boat, b*tch (b*tch)
We drinking Dirty Kobolds,
Cause they taste so crisp (crisp)
The Fat Halfling word!
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Arovin
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Worthy.
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So I was working on Ghostclaw, my WF Battlecaster and I was thinking about the Pale Master stuff. If Turbine is going to release a bunch on negative energy spells in Update 5 maybe a Pale Master could reliably heal themselves. If you can regain HP without repair why be another Warforged?

The are a ton Arcane warrior mixes out there and 99% of them are WF's due to the ability to repair. I wanted to break the mold and started working on a fleshy one. This idea may very well crash and burn if negative energy spells turn out to not be that great but I am going to give it a shot anyways.

I am going with a 2/Fighter splash on an Elf for two reasons. One elves have enhancements for bonus to hit with falchions. I know many battlecasters (and most melee builds) go twf but I feel with such a low BaB every to-hit counts. My DPS won't be amazing but I would rather hit reliably then take the negative to-hit from TWF. I higher to-hit means I won't depend on Divine Power clickies as much.

Two they get enhancements to lower Spell failure in armor. The spell failure enhancement is normally considered a waste but there is one end game item that I think will make this build pretty good.

Epic Marilith Chain
Posted Image

Slotted for Arcane Spell failure reduction this will greatly benefit my build. Seeker goes well with the high crit chance of Falchions. Shatter will help my sunder attempts which in turn means I hit more. (will be even more important if the changes go through to how sunder affects fortification) DR is good to have not sure how effective the lawful part will be but there are very few monsters that do good damage.

Epic Xuum will be another end game goal for this build. I am also debating between a Sundering Ooze weapon or guard item.

Here is the build, what do you think?


Shahes
Level 20 True Neutral Elf Female
(2 Fighter \ 18 Wizard)
Hit Points: 266
Spell Points: 1252
BAB: 11\11\16\21
Fortitude: 12
Reflex: 8
Will: 11

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)

Strength 16 25
Dexterity 12 14
Constitution 14 16
Intelligence 16 22
Wisdom 8 10
Charisma 8 10


Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
+3 Tome of Strength used at level 20
+3 Tome of Intelligence used at level 20


Level 1 (Fighter)
Feat: (Selected) Toughness
Feat: (Fighter Bonus) Two Handed Fighting

Level 2 (Wizard)
Feat: (Wizard Bonus) Extend Spell

Level 3 (Wizard)
Feat: (Selected) Toughness

Level 6 (Wizard)
Feat: (Selected) Maximize Spell
Feat: (Wizard Bonus) Spell Focus: Necromancy

Level 9 (Wizard)
Feat: (Selected) Power Attack

Level 11 (Wizard)
Feat: (Wizard Bonus) Greater Spell Focus: Necromancy

Level 12 (Wizard)
Feat: (Selected) Improved Two Handed Fighting

Level 15 (Wizard)
Feat: (Selected) Improved Critical: Slashing Weapons

Level 16 (Wizard)
Feat: (Wizard Bonus) Heighten Spell

Level 18 (Wizard)
Feat: (Selected) Improved Sunder

Level 20 (Fighter)
Feat: (Fighter Bonus) Greater Two Handed Fighting

Enhancement: Elven Arcane Fluidity I
Enhancement: Elven Arcane Fluidity II
Enhancement: Valenar Elf Melee Attack I
Enhancement: Valenar Elf Melee Attack II
Enhancement: Valenar Elf Melee Damage I
Enhancement: Valenar Elf Melee Damage II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Wizard Lineage of Elements I
Enhancement: Wizard Lineage of Elements II
Enhancement: Wizard Lineage of Elements III
Enhancement: Wizard Lineage of Deadly Elements I
Enhancement: Wizard Lineage of Deadly Elements II
Enhancement: Wizard Lineage of Deadly Elements III
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Elemental Manipulation III
Enhancement: Wizard Elemental Manipulation IV
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Fighter Strength I
Enhancement: Fighter Toughness I
Enhancement: Shroud of the Lich
Enhancement: Wizard Pale Master I
Enhancement: Wizard Pale Master II
Enhancement: Wizard Pale Master III
Enhancement: Summon Blackbone Archer
Enhancement: Summon Skeleton Archer
Enhancement: Summon Blackbone Knight
Enhancement: Summon Skeletal Knight
Enhancement: Summon Blackbone Mage
Enhancement: Summon Skeletal Mage
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Rheebus
Newbie
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Here's my Bardbarian. I just rolled him up today. :) Big Melee with intim, DR, bard songs/buffs, warchanter, and barbarian frenzy. I'll have UMD for heal/reconstr/RD scrolls as well as the ever handy evasion feat. He's a utility knife with a REALLY big sticker. :))

Code:
 

Character Plan by DDO Character Planner Version 3.12 BETA
DDO Character Planner Home Page

Rheebus the BardBarian
Level 20 Chaotic Good Warforged Male
(12 Barbarian / 2 Rogue / 6 Bard)
Hit Points: 312
Spell Points: 220

BAB: 17/17/22/2727
Fortitude: 15
Reflex: 13
Will: 8

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 16 23
Dexterity 10 12
Constitution 16 20
Intelligence 8 10
Wisdom 6 8
Charisma 14 16

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 4 16
Bluff 2 3
Concentration 3 5
Diplomacy 2 3
Disable Device n/a n/a
Haggle 2 3
Heal -2 -1
Hide 0 1
Intimidate 6 26
Jump 7 15
Listen -2 -1
Move Silently 0 1
Open Lock 4 5
Perform n/a 12
Repair -1 0
Search 1 2
Spot 2 3
Swim 3 6
Tumble 2 9
Use Magic Device 6 26

Level 1 (Rogue)
Feat: (Selected) Two Handed Fighting

Level 2 (Barbarian)

Level 3 (Bard)
Feat: (Selected) Extend Spell

Level 4 (Bard)

Level 5 (Bard)

Level 6 (Bard)
Feat: (Selected) Weapon Focus: Slashing Weapons

Level 7 (Bard)

Level 8 (Bard)

Level 9 (Barbarian)
Feat: (Selected) Power Attack

Level 10 (Rogue)

Level 11 (Barbarian)

Level 12 (Barbarian)
Feat: (Selected) Cleave

Level 13 (Barbarian)

Level 14 (Barbarian)

Level 15 (Barbarian)
Feat: (Selected) Improved Critical: Slashing Weapons

Level 16 (Barbarian)

Level 17 (Barbarian)

Level 18 (Barbarian)
Feat: (Selected) Improved Two Handed Fighting

Level 19 (Barbarian)

Level 20 (Barbarian)
Enhancement: Barbarian Damage Boost I
Enhancement: Barbarian Damage Boost II
Enhancement: Barbarian Damage Boost III
Enhancement: Barbarian Critical Rage I
Enhancement: Barbarian Extend Rage I
Enhancement: Barbarian Extend Rage II
Enhancement: Barbarian Extend Rage III
Enhancement: Barbarian Extend Rage IV
Enhancement: Barbarian Hardy Rage I
Enhancement: Barbarian Hardy Rage II
Enhancement: Barbarian Power Attack I
Enhancement: Barbarian Power Attack II
Enhancement: Barbarian Power Attack III
Enhancement: Barbarian Power Rage I
Enhancement: Barbarian Power Rage II
Enhancement: Barbarian Frenzied Berserker I
Enhancement: Barbarian Frenzied Berserker II
Enhancement: Bard Inspired Attack I
Enhancement: Bard Inspired Bravery I
Enhancement: Bard Inspired Bravery II
Enhancement: Bard Inspired Damage I
Enhancement: Bard Lingering Song I
Enhancement: Bard Lingering Song II
Enhancement: Bard Warchanter I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Barbarian Constitution I
Enhancement: Bard Wand Mastery I
Enhancement: Warforged Constitution I
Enhancement: Warforged Healer's Friend I
Enhancement: Warforged Healer's Friend II
Enhancement: Warforged Healer's Friend III
Enhancement: Warforged Inscribed Armor I
Enhancement: Warforged Power Attack I
Enhancement: Warforged Power Attack II
Enhancement: Warforged Power Attack III
Enhancement: Warforged Great Weapon Aptitude I
Enhancement: Warforged Great Weapon Aptitude II
Enhancement: Warforged Great Weapon Aptitude III
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Nim
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DDOcast Forum Master!
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So far I like the build Arovin. Depending on your play style, I think the Skeleton pets may be a waste on the build. I would swap them for Elven Arcane Fluidity III, which will give you -10% spell failure in light and medium armor, unfortunately it'll take all 6 AP from the pets but I think it'll be worthwhile for your build.

And if you're confused on how it works(like I was when I first thought about using it) here it is.
Elven Arcane Fluidity I = -5% spell failure in light armor
Elven Arcane Fluidity II = -5% spell failure in medium armor
Elven Arcane Fluidity III = -10% spell failure in both light and medium
Orien DDOCast Build Guild Character
Limm Dul the Necromancer Drow lvl2 Cleric/10 Wizard Pale Master
Other Characters on Orien
~Nimzaraka~(lvl20 Wizard - Pale Master - 3rd Life), ~Nimalika~(lvl18 Paladin/2 Monk - 2nd Life), ~Nimfu~(lvl11 Monk/7 Wizard - Ninja Spy/Pale Master - 2nd Life), Nimhish(lvl20 Favored Soul), Nimja(lvl12 Rogue/8 Fighter - Acrobat/Kensi), Nimaeti(lvl16 Ranger - Arcane Archer),Pseudonim(lvl10 Rogue - Mechanic), Nimazayn(lvl10 Cleric - Radiant Servant), Nimbael(lvl5 Barbarian), Nimpho(lvl8 Bard/1 Rogue)
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Arovin
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Worthy.
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Nim
May 9 2010, 01:07 PM
So far I like the build Arovin. Depending on your play style, I think the Skeleton pets may be a waste on the build. I would swap them for Elven Arcane Fluidity III, which will give you -10% spell failure in light and medium armor, unfortunately it'll take all 6 AP from the pets but I think it'll be worthwhile for your build.

And if you're confused on how it works(like I was when I first thought about using it) here it is.
Elven Arcane Fluidity I = -5% spell failure in light armor
Elven Arcane Fluidity II = -5% spell failure in medium armor
Elven Arcane Fluidity III = -10% spell failure in both light and medium
Thanks for the advice.

The 3rd Tier knight pet is nice as it has a chance to freeze on melee hits, its like free CC.

As for the ASF all I will need is -5% for medium as the goal would be to use Epic Marilith Chain with -15% ASF crafted in the blue slot. Otherwise I am sticking with robes as I don't see many armors worth wearing with this build till the end game.

I'm just about to hit 11 and already got my Mino's farming with Boldo yesterday. It has been a fun ride so far. Being able to melee helps save on SP, I'm hopeful it will hold up at the end game.
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Nim
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DDOcast Forum Master!
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Ok, that's cool. I didn't know that about the Frostmorrow Knight. I haven't reached end game yet so I have no clue about the Epic Gear or the augment slots...so the -15% in a slot sounds way cool.
Orien DDOCast Build Guild Character
Limm Dul the Necromancer Drow lvl2 Cleric/10 Wizard Pale Master
Other Characters on Orien
~Nimzaraka~(lvl20 Wizard - Pale Master - 3rd Life), ~Nimalika~(lvl18 Paladin/2 Monk - 2nd Life), ~Nimfu~(lvl11 Monk/7 Wizard - Ninja Spy/Pale Master - 2nd Life), Nimhish(lvl20 Favored Soul), Nimja(lvl12 Rogue/8 Fighter - Acrobat/Kensi), Nimaeti(lvl16 Ranger - Arcane Archer),Pseudonim(lvl10 Rogue - Mechanic), Nimazayn(lvl10 Cleric - Radiant Servant), Nimbael(lvl5 Barbarian), Nimpho(lvl8 Bard/1 Rogue)
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Stabbity
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Stirrer of the crap
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After the discussion on the THF thought thread I decided to roll a battle monk wiz base loosely on Samius's Javabot. I would appreciate any thoughts or recommendations.


Code:
 
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page

Level 20 Lawful Good Warforged Male
(6 Fighter / 3 Monk / 11 Wizard)
Hit Points: 285
Spell Points: 680

BAB: 13/13/18/23
Fortitude: 14
Reflex: 11
Will: 13

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 23
Dexterity 15 17
Constitution 14 16
Intelligence 12 14
Wisdom 12 13
Charisma 6 6

Tomes Used
+2 Tome of Dexterity used at level 8

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 10.5
Bluff -1 0
Concentration 6 29
Diplomacy -2 -1
Disable Device n/a n/a
Haggle -2 -2
Heal 1 1
Hide 2 3
Intimidate 0 18
Jump 7 15.5
Listen 1 1
Move Silently 2 3
Open Lock n/a n/a
Perform n/a n/a
Repair 1 2
Search 1 3
Spot 2 2
Swim 3 6
Tumble 3 4
Use Magic Device n/a n/a

Level 1 (Monk)
Skill: Balance (+4)
Skill: Bluff (+1)
Skill: Concentration (+4)
Skill: Intimidate (+2)
Skill: Jump (+4)
Skill: Spot (+1)
Skill: Tumble (+1)
Feat: (Selected) Stunning Fist
Feat: (Monk Bonus) Two Weapon Fighting
Enhancement: Warforged Damage Reduction I
Enhancement: Warforged Healer's Friend I

Level 2 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Search (+1)
Feat: (Monk Bonus) Toughness
Enhancement: Wizard Concentration I
Enhancement: Wizard Intelligence I
Enhancement: Warforged Inscribed Armor I

Level 3 (Wizard)
Skill: Balance (+1)
Skill: Concentration (+1)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Weapon Focus: Slashing Weapons
Enhancement: Racial Toughness I
Enhancement: Wizard Elemental Manipulation I
Enhancement: Warforged Constitution I

Level 4 (Wizard)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Jump (+1)
Enhancement: Way of the Patient Tortiose I
Enhancement: Monk Wisdom I

Level 5 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+3)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Enhancement: Monk Improved Recovery I

Level 6 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Improved Damage Reduction

Level 7 (Fighter)
Skill: Intimidate (+3)
Feat: (Fighter Bonus) Power Attack
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Toughness I
Enhancement: Warforged Damage Reduction II
Enhancement: Warforged Healer's Friend II

Level 8 (Fighter)
Ability Raise: STR
Skill: Intimidate (+3)
Feat: (Fighter Bonus) Dodge
Enhancement: Racial Toughness II
Enhancement: Fighter Strength I

Level 9 (Wizard)
Skill: Concentration (+3)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Warforged Constitution II

Level 10 (Wizard)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Wizard Bonus) Maximize Spell
Enhancement: Wizard Elemental Manipulation II

Level 11 (Wizard)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Wizard Intelligence II

Level 12 (Wizard)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Empower Spell
Enhancement: Racial Toughness III
Enhancement: Wizard Elemental Manipulation III

Level 13 (Fighter)
Skill: Concentration (+1)
Skill: Intimidate (+1)

Level 14 (Fighter)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons

Level 15 (Fighter)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Weapon Specialization: Slashing Weapons
Enhancement: Fighter Attack Boost II
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Toughness II

Level 16 (Fighter)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Enhancement: Kensei Kama Mastery I
Enhancement: Fighter Kensei I
Enhancement: Fighter Strength II

Level 17 (Wizard)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Wizard Improved Empowering I
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II

Level 18 (Wizard)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Improved Damage Reduction
Enhancement: Wizard Improved Empowering II

Level 19 (Wizard)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Wizard Bonus) Mental Toughness

Level 20 (Wizard)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Intimidate (+1)


Edited by Stabbity, May 24 2010, 05:46 PM.
Posted Image
Posted Image

Duin the One Eyed (War Priest)
Stabs (Mnk/Wiz/Fgt)
Healsalott Sir Healsalott (Clr/Brb)
Healzalott Sir Healzalott (FVS)

Take a screenshot trick (trick)
I'm on a boat, b*tch (b*tch)
We drinking Dirty Kobolds,
Cause they taste so crisp (crisp)
The Fat Halfling word!
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phaelen
Newbie
[ * ]
Quick opinion question for those of you knowledgable in builds and their effectiviness. I built a Ranger/Rogue/Fighter 12/4/4 ranged and two-weapon fighter build for the guild. I went dexterity based with weapon finess and focus/spec on longbow and rapier. It will have the full twf line of rangers as well as all the pretty bow effects. And of course with ranger/rogue levels will have several full ranked skills.

My question is... is it potentially better to go a str build for longswords and more damage potential with bow... or is it potentially better to go a dex build for rapiers (weapon finesse) and better to hit with ranged, and why.

I know it's pretty much all apples when it comes to end game in that i will be spread out over 2 fighting styles, but i still see a fair bit of potential in the build, considering the open locks and full umd associated with my build.

I still intend to post my build for further scrutiny and suggestions, this weekend was tough for me and didn't get to be on much.

Also.... What is a good stopping point for hide/move silently? Is it one of those skills that should be maxxed if you want to be sneaky, or does it's usefulness wane after a certain amount of ranks?

Thanks for any input you all can provide..
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phaelen
Newbie
[ * ]
oh yeah, one more thing. Tempest is not an option for this build because of feat placement. Thanks!
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Jerry
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The Host Of DDOcast.
[ *  *  *  *  *  *  * ]
I don't know if there's an end point for hide/move silent. I tend to keep it up for as long as I've got the points for it, but those skills tend to get ignored if I have other things I need.
I now work for Turbine!
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Entimix
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Worthy.
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Trying to decide how to spend 4 ability points on my TR assassin rogue. Thinking either +2 DEX or +2 CON +2 (STR?). I guess the main question is, do I want the hitpoints (+20 at cap) or the dexterity (+1 to all of attack bonus, AC, reflex save, dex skills)?
-- Entimix, free-player and would-be roleplayer.
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Key characters: Brizithra Aleanghym (Ghallanda; Orien; Thelanis RP) | Brizlow Brighthand (Sarlona PD) | Eilyana Mer (Thelanis) | Aerian Mer (Orien) | Iordan Stormbrought (Sarlona)
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Jerry
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The Host Of DDOcast.
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Entimix
Jun 8 2010, 08:14 AM
Trying to decide how to spend 4 ability points on my TR assassin rogue. Thinking either +2 DEX or +2 CON +2 (STR?). I guess the main question is, do I want the hitpoints (+20 at cap) or the dexterity (+1 to all of attack bonus, AC, reflex save, dex skills)?
One thing to keep in mind is that your Int score will impact your assassination ability. I tend to keep the points to my main stat, I don't think those precious points are worth spending on Con. But I could be wrong!
I now work for Turbine!
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Entimix
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Worthy.
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The base I'm starting from is 12 STR, 16 DEX/INT/CHA (14 +2 racial), 10 CON, 8 WIS. This leaves me with 4 points, which I'm still trying to decide where to spend. You do make a good point about int there, though I've never noticed a problem getting my assassinations to stick in her current incarnation. Will continue to think; any advice from more experienced players is welcome :)
-- Entimix, free-player and would-be roleplayer.
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Key characters: Brizithra Aleanghym (Ghallanda; Orien; Thelanis RP) | Brizlow Brighthand (Sarlona PD) | Eilyana Mer (Thelanis) | Aerian Mer (Orien) | Iordan Stormbrought (Sarlona)
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Jerry
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The Host Of DDOcast.
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Interesting, I've not had in-game experience with assassinations yet myself, I'll defer to your judgement on it. Still, I'm thinking the Dex bonuses are better than 20 hit points.
I now work for Turbine!
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Entimix
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Worthy.
[ *  *  *  * ]
As she stands currently at cap she has 22 INT (16 base + 6 item). I haven't had noticeable problems getting my assassinations to land, apart from the degree of twitch involved in getting some of them off (mostly a question of judging distance and timing, I think). And I've got a +2 tome lined up for her new incarnation, so I think she should be set. I reckon I'm leaning towards that extra +2 dex too... anyone else got any input?
-- Entimix, free-player and would-be roleplayer.
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Key characters: Brizithra Aleanghym (Ghallanda; Orien; Thelanis RP) | Brizlow Brighthand (Sarlona PD) | Eilyana Mer (Thelanis) | Aerian Mer (Orien) | Iordan Stormbrought (Sarlona)
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Maes
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Zergalicious
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That int tome seals the deal, go Dex for your extra points
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Maes
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Zergalicious
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Wondering if i could get a little feedback on this build i thought up.
Going to be using a staff for melee, cloth for armor (dont care about AC on this build), and taking the Radiant Savant Cleric prestige ( i left 4 ap out for it )

Going to be back up melee, with uber heals (light fist, lay on hands, and healing aura) with decent buffs.

Just looking for something to fart around with, not aiming for Epics.



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Level 20 Lawful Good Human Male
(3 Paladin / 3 Monk / 14 Cleric)
Hit Points: 345
Spell Points: 965

BAB: 15/15/20/2525
Fortitude: 25
Reflex: 14
Will: 24

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 22
Dexterity 8 10
Constitution 16 18
Intelligence 8 10
Wisdom 14 20
Charisma 16 18

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance -1 13
Bluff 3 4
Concentration 7 32
Diplomacy 3 4
Disable Device n/a n/a
Haggle 3 4
Heal 2 7
Hide -1 0
Intimidate 3 4
Jump 2 6
Listen 2 5
Move Silently -1 0
Open Lock n/a n/a
Perform n/a n/a
Repair -1 0
Search -1 0
Spot 2 5
Swim 2 6
Tumble n/a n/a
Use Magic Device 5 15

Level 1 (Paladin)
Feat: (Human Bonus) Power Attack
Feat: (Selected) Weapon Focus: Bludgeoning Weapons
Feat: (Automatic) Attack
Feat: (Automatic) Aura of Good
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
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

Level 2 (Monk)
Feat: (Monk Bonus) Toughness
Feat: (Automatic) Disciple of Breezes
Feat: (Automatic) Disciple of Candles
Feat: (Automatic) Disciple of Pebbles
Feat: (Automatic) Disciple of Puddles
Feat: (Automatic) Exotic Weapon Proficiency: Kama
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Finishing Moves
Feat: (Automatic) Flurry of Blows
Feat: (Automatic) Unarmed Strike

Level 3 (Monk)
Feat: (Selected) Stunning Blow
Feat: (Monk Bonus) Toughness
Feat: (Automatic) Evasion
Feat: \cf2 (Automatic) Meditation

Level 4 (Monk)
Ability Raise: STR
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Feat: (Automatic) Fast Movement
Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
Feat: (Automatic) Still Mind

Level 5 (Paladin)
Feat: (Automatic) Divine Grace
Feat: (Automatic) Lay on Hands

Level 6 (Paladin)
Feat: (Selected) Two Handed Fighting
Feat: (Automatic) Aura of Courage
Feat: (Automatic) Divine Health
Feat: (Automatic) Fear Immunity

Level 7 (Cleric)
Feat: (Automatic) Magical Training
Feat: (Automatic) Turn Undead

Level 8 (Cleric)
Ability Raise: STR

Level 9 (Cleric)
Feat: (Selected) Extend Spell

Level 10 (Cleric)

Level 11 (Cleric)

Level 12 (Cleric)
Ability Raise: STR
Feat: (Selected) Improved Two Handed Fighting

Level 13 (Cleric)

Level 14 (Cleric)

Level 15 (Cleric)
Feat: (Selected) Empower Healing Spell

Level 16 (Cleric)
Ability Raise: STR

Level 17 (Cleric)

Level 18 (Cleric)
Feat: (Selected) Greater Two Handed Fighting

Level 19 (Cleric)

Level 20 (Cleric)
Ability Raise: STR
Enhancement: Human Adaptability Wisdom I
Enhancement: Human Greater Adaptability Strength I
Enhancement: Human Improved Recovery I
Enhancement: Paladin Item Defense I
Enhancement: Cleric Improved Empower Healing I
Enhancement: Way of the Patient Tortoise I
Enhancement: Monk Improved Recovery I
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Cleric Concentration I
Enhancement: Cleric Concentration II
Enhancement: Cleric Concentration III
Enhancement: Cleric Concentration IV
Enhancement: Cleric Heal I
Enhancement: Cleric Heal II
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Energy of the Zealot III
Enhancement: Cleric Energy of the Zealot IV
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Wisdom III
Enhancement: Paladin Toughness I
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Extra Turning III
Enhancement: Cleric Extra Turning IV
Edited by Maes, Jul 3 2010, 07:43 PM.
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