Rentz
08-01-2007, 06:00 PM
FORWARD:
I originally posted this build in the Paladin forums where it evolved from a 4p/8s back in January '07 to it's current incarnation of 2r/2p/10s. Given the rising popularity of BattleMage builds, and the fact that there are now far more Sorcerer levels in this template than melee levels, it seemed appropriate to migrate the Arcane Avenger to the Sorcerer forums.
The original post and some (mostly) out of date discussion was recently wiped out with the forum purge :(
I've posted non-raid item maximum values.
The build once assumed +4 items, then +5 items and one or two tomes... It now assumes +6 items and +1 tomes, as these items are quickly becoming the 'norm' for Elite toons, which this build is in it's most effective incarnations. Adjust accordingly for your own gear and/or expectations.
If you want a build that has something for just about EVERY situation, look no further...
Evading Arcane Avenger
The Raging Blurry Strength-based 2handing Flame-throwing Evading Holy Dervish
Drow
Lawful Good
Rogue 2 / Paladin 2 / Sorcerer 10
(alternate: Rogue 2 / Paladin 3 / Sorcerer 9).
(alternate: Robe-Wearing Dwarf with massive Hitpoints and Axe Enhancements)
(alternate: Reconstructing Warforged)
Ability Point Distribution (adjust however you like, but i'd stay away from Dex/Finesse)
17 Str (28) +3 ability raise, +6 item, +2 favor tome) Effectively 30 thanks to continuous Rage spell.
12 Dex (22) +6 item, +2 drow enhancement, +1 rogue enhancement, +1 tome)
11 Con (18) +6 item, +1 tome) Effectively 20 thanks to continuous Rage spell.
11 Int (12) +1 tome at LEVEL 1 for additional skill points
9 Wis (16) +6 item, +1 tome)
16 cha (26) +6 item, +3 sorc enhancement, +1 tome).
Feats:
------
Toughness
Slashing / or skill focus: UMD
Extend
Power Attack
Maximize
Improved Crit: Slashing @ cap raise
Power Attack is viable based on availability of Divine Power Clickies (check the jewerly section of AH).
Also, with this builds UMD score you can scroll Divine Power (32 UMD) without fail.
Essential Enhancements:
Paladin Toughness I
Sorcerer's Charisma III
Arcane Fluidity I (minimum for 5% asf in mith chainshirt)
Dragon Blood III
Elven Dex II
Rogue Dex I
Sorcerer Fire/Cold Enhancement IV
Drow Spell Resistance III SR18 (optional)
Rogue Skills Action boost I (+2)
Paladin Attack Action Boost I (+2)
Spell selection:
---------------
sorc 1: shield, expiditious retreat, jump, MM Alternatively: Mage Armor
sorc 4: Blur (use scrolls & wands of stoneskin)
sorc 5: Scorching Ray (use scrolls & wands of stoneskin)
sorc 6: Haste (use scrolls & wands of stoneskin)
sorc 7: Resist Energy (20 point) + Displacement (use scrolls & wands of stoneskin)
sorc 8: Firewall (use scrolls & wands of stoneskin)
sorc 9: False Life, Rage, Stone Skin
sorc 10: Cloud Kill or Cone of Cold
self-buffed UMD------
8 charisma
3 golden cartouche
4 greater heroism
1 Rabbit Gloves
17 ranks
2 rogue action boost
-----
35
with SF:UMD 38
AC
----
10 base
9 - +5 mithral chainshirt
6 - 22 dex
2 - chaosgard
3 - spec optics
3 - Barkskin potion
1 - haste
1 - paladin aura
4 - shield spell
-2 - Rage
37 self-buffed while Raged and 2hand fighting.
With +5 Mithral Light Shield: 39
to-hit:
------
8 bab
9 (28 str)
4 heroism
1 haste
1 Rage
+5 weapon
1 slashing
29
+6 with Divine Power clicky/Scroll
+2 with paladin action boost running.
On a side note, I find +28 to be a decent number for all elite content. You have to boost now and then for tough mobs, but you hit quite well enough overall. you can scorching ray, firewall, or MM impossible-to-hit mobs if necessary.
Base Damage--------
15 str (28 base + 2 for rage = 10 x 1.5 for 2hand weapon rounded down)
5 +5 weapon
20
With Power Attack running: 30
Saves with the items outlined below
------
6/6/7 base
4/6/3 stat bonus with outlined stats
8/8/8 divine grace
1/1/1 aura of good
4/4/4 Resistance +4
4/4/4 Grtr Heroism
0/1/0 Haste
1/0/1 Rage
-------
28/30/28
Needless to say, the saves are great.
MOD 4.2 Hit Points with toughness feat, enhancements, and Rage: 183
Add Greater false life item, False life spell, and Giant Hold Favor: 70.
total: 243
Mod 4.1 Spell points:
110 dragon blood III
705 Level 10 Sorcerer and magical training
33 Level 2 Paladin with 16 Wisdom
152 +8 charisma modifier
171 Magi/PoPx/Wizardy IV item with 64% sorcerer level bonus
-----
1171
SKILLS
DD 38 4 ranks + 4 int + 1 enhancement + 15 item + 7 tools + 2 boost + 4 grtr hero + 1 luck bonus (scroll or gloves)
OL 40 4 ranks + 6 Dex + 1 enhancement + 15 item + 7 tools + 2 boost + 4 grtr hero + 1 luck bonus
Search 33 4 ranks + 4 Int + 2 racial + 1 enhancement + 15 item +2 boost + 4 grtr hero + 1 luck bonus
Haggle 30 4 ranks + 8 Cha + 11 item + 2 boost + 4 grtr hero + 1 luck bonus
UMD 32 (already broken down)
Balance 14 4 ranks + 6 dex + 4 grtr hero
Jump 48 +4 ranks + 10 str + 30 jump spell + 4 grtr hero
Concentration 19 10 ranks + 5 Con + 4 grtr hero
Leveling Strategy (I opted to take evasion early to enjoy it throughout the character's life)
1 rogue
2 paladin
3 paladin
4 rogue
5-14 sorc
for 2/3/9 build, take 3rd level of Paladin last.
item payload looks something like this:
eyes..........Spectacular Optics
Helm..........+6 Charisma
trinket........Pearl of power X (no real need for mental toughness)
necklace.....+6 con
cloak..........+4 Resistance
belt............Heavy Fortification *and planar gird(s)
gloves.........+6 strength
ring 1..........+6 wisdom
ring 2..........Grtr. False life ring (+30 hp)
boots...........+6 dexterity
gauntlets......chaosgaurd bracers
armor...........+5 mithral chainshirt
shield...........OPTIONAL +5 light mithral shield when not 2handing.
extended Haste and Displacement duration @ 10 lvls of Sorcerer: 2 minutes
Here's a list of Arcane/Divine scrolls that you can use without fail (highlighted most useful):
0/28 UMD - no failure
Prayer (+1 luck bonus)
Protection from Energy
Remove Blindness, Curse, Disease
Searing Light
Dimension Door
Enervation
Stoneskin
Teleport
Waves of Fatigue
32 UMD - no failure depending on equipped items
Cure Critical Wounds
Death Ward
Divine Power
Freedom of Movement
Recitation (+2 luck bonus to attack rolls, AC, and saves- short duration)
Restoration (remove negetive levels and ability dmg)
36 UMD - little-to-no-failure, depending on items/buffs:
Raise Dead
40 UMD/*Caster Check roll - Some failure, but still acceptable between fights:
Heal
*True Seeing
*Greater Heroism
Synopsis:
This Rogue Sorcerer Paladin combo allows for Elite-capable levels of to-hit, damage, SP, HP, Saves, moderate AC, Evasion, and wand-whipping/LoH healing, enabling him to be versatile in a multitude of rolls. Backup healing, backup arcane dmg, and off-tank all the while providing solid DPS support.
Given the reduction in importance of AC, Arcane buffs can have a tremendous impact on survivability, and this build shines by handing out Perma-haste, Stoneskin, Blur, and Displacement.
He’s a dervish in combat who, while not completely immune to fear, will almost never fail a save against it. He laughs at spells and traps and is often the best suited group member to lead the way. When everyone in the party but him wipes, he can raise the dead on a 1. Also, with but a few points into Open lock and a +10 or better open lock item he can pop open the average door or chest. Traps on normal are usually not a problem if you can equip level-appropriate items. Not that you particularly care about traps with his reflex save, but it's nice to help the clunky tanks through.
Highlights of the build:
# Tremendous saves combined with Evasion and SR18. huge survivability vs casters and traps.
# 1138 spell points to spend on Haste, Displace, and Rage. Groups will love you as you turn your party into a blurry blender of death.
# 2hand str dmg with solid ac and the best arcane buffs to keep you alive. your UMD score enables you to use Divine Power scrolls and support Power Attack. You will be competing for kill counts.
# Arcane damage with Firewall, scorching ray and magic missile. you don't have imp. crit yet, but standing in your firewall goes a long way to making up for it.
# you can scroll just about anything you would want to.
# has nice balance, jump, open lock, concentration, UMD, diplomacy, bluff, haggle, etc. Very versatile.
# Evasion with a 30 reflex is just plain fun.
Downfalls/weakness of the build:
# 20 point resists
# Dispel can be annoying, but not as crippling as you may think as you can pretty much re-buff yourself without depending on anyone else. Honestly, it’s more annoying when my Pure paladin gets dispelled!
# The cost/time involved in equipping him for maximum effectiveness.
# Scroll costs for stoneskin (though i do loot a lot of SS wands).
# Relies on (self) buffs for to-hit bonus and dmg reduction/avoidance.
Tips for levelling:
# carry around a stack of bulls str until you can A: buy the buff from house P/J. B: wear +4 or better str/dex items
# carry a stack of heroism potions until you can equip planar gird(s) or reliably scroll Grtr Hero.
# carry the highest +X weapon you can find for your level for hard-to-hit mobs.
# get yourself a greater aberration bane weapon for beholders after they dispel you.
# you can scroll Haste and Rage fairly reliably at level 3 sorcerer. it's only 30 seconds, but still nice.
# You can scroll stoneskin reliably enough at level 3 sorcerer. though multiple <10's are annoying.
# map often used spells/abilities to keys like E, F, G, H, V, B, T
# be sure to rub it in a little when you out-kill the other "pure" melee'rs.
Going 32 point Dwarf:
positives:
# gain about 100 HP putting you into the 300's
# slightly more to-hit and damage with axe enhancements
negetives:
# no built-in SR, if you are utilizing this on the drow build
# hard to spread action points into fire dmg enhancements - you will lose out on a minor amount of arcane dmg
# without twilight mithral armor you will have spell failure in armor, so you wear a robe with lower ac, thus you get hit by trash mobs unless you're always displaced - whereas the Drow version can get away with a long-lasting blur most of the time because he has 40 ac. Not needing displacement all the time frees up more mana for offensive spells.
the 32 point Dwarf HP and Axe enhancements are very nice, but a drow does just fine.
The most popular Dwarven Wizard Battlemage can be found here:
http://forums.ddo.com/showthread.php?t=105658
The final option is a Warforged Variation - this is a very potent character as you take self-sufficiency to the extreme with the Reconstruct spell. You can heal yourself for about 120 points a shot with this spell. you also gain some nice immunities, though they aren't as important to this build due to very high saves.
You can also take Mithral Body and the Inscribed Armor enhancements to have a decent AC and no spell failure.
If I wanted a 32 point non-drow Arcane Avenger, Warforged would be my first choice.
The down side is a lowered Charisma.
Cheers~
The Black Company
KHYBER
Berkely: 13 Human Paladin
Kinlock: Drow 5 Paladin - 8 Sorcerer
Kinlore: Drow 2 Rogue - 2 Paladin - 10 Sorcerer
The Arcane Avenger
Last edited by Rentz : 07-09-2007 at 04:45 PM.
I originally posted this build in the Paladin forums where it evolved from a 4p/8s back in January '07 to it's current incarnation of 2r/2p/10s. Given the rising popularity of BattleMage builds, and the fact that there are now far more Sorcerer levels in this template than melee levels, it seemed appropriate to migrate the Arcane Avenger to the Sorcerer forums.
The original post and some (mostly) out of date discussion was recently wiped out with the forum purge :(
I've posted non-raid item maximum values.
The build once assumed +4 items, then +5 items and one or two tomes... It now assumes +6 items and +1 tomes, as these items are quickly becoming the 'norm' for Elite toons, which this build is in it's most effective incarnations. Adjust accordingly for your own gear and/or expectations.
If you want a build that has something for just about EVERY situation, look no further...
Evading Arcane Avenger
The Raging Blurry Strength-based 2handing Flame-throwing Evading Holy Dervish
Drow
Lawful Good
Rogue 2 / Paladin 2 / Sorcerer 10
(alternate: Rogue 2 / Paladin 3 / Sorcerer 9).
(alternate: Robe-Wearing Dwarf with massive Hitpoints and Axe Enhancements)
(alternate: Reconstructing Warforged)
Ability Point Distribution (adjust however you like, but i'd stay away from Dex/Finesse)
17 Str (28) +3 ability raise, +6 item, +2 favor tome) Effectively 30 thanks to continuous Rage spell.
12 Dex (22) +6 item, +2 drow enhancement, +1 rogue enhancement, +1 tome)
11 Con (18) +6 item, +1 tome) Effectively 20 thanks to continuous Rage spell.
11 Int (12) +1 tome at LEVEL 1 for additional skill points
9 Wis (16) +6 item, +1 tome)
16 cha (26) +6 item, +3 sorc enhancement, +1 tome).
Feats:
------
Toughness
Slashing / or skill focus: UMD
Extend
Power Attack
Maximize
Improved Crit: Slashing @ cap raise
Power Attack is viable based on availability of Divine Power Clickies (check the jewerly section of AH).
Also, with this builds UMD score you can scroll Divine Power (32 UMD) without fail.
Essential Enhancements:
Paladin Toughness I
Sorcerer's Charisma III
Arcane Fluidity I (minimum for 5% asf in mith chainshirt)
Dragon Blood III
Elven Dex II
Rogue Dex I
Sorcerer Fire/Cold Enhancement IV
Drow Spell Resistance III SR18 (optional)
Rogue Skills Action boost I (+2)
Paladin Attack Action Boost I (+2)
Spell selection:
---------------
sorc 1: shield, expiditious retreat, jump, MM Alternatively: Mage Armor
sorc 4: Blur (use scrolls & wands of stoneskin)
sorc 5: Scorching Ray (use scrolls & wands of stoneskin)
sorc 6: Haste (use scrolls & wands of stoneskin)
sorc 7: Resist Energy (20 point) + Displacement (use scrolls & wands of stoneskin)
sorc 8: Firewall (use scrolls & wands of stoneskin)
sorc 9: False Life, Rage, Stone Skin
sorc 10: Cloud Kill or Cone of Cold
self-buffed UMD------
8 charisma
3 golden cartouche
4 greater heroism
1 Rabbit Gloves
17 ranks
2 rogue action boost
-----
35
with SF:UMD 38
AC
----
10 base
9 - +5 mithral chainshirt
6 - 22 dex
2 - chaosgard
3 - spec optics
3 - Barkskin potion
1 - haste
1 - paladin aura
4 - shield spell
-2 - Rage
37 self-buffed while Raged and 2hand fighting.
With +5 Mithral Light Shield: 39
to-hit:
------
8 bab
9 (28 str)
4 heroism
1 haste
1 Rage
+5 weapon
1 slashing
29
+6 with Divine Power clicky/Scroll
+2 with paladin action boost running.
On a side note, I find +28 to be a decent number for all elite content. You have to boost now and then for tough mobs, but you hit quite well enough overall. you can scorching ray, firewall, or MM impossible-to-hit mobs if necessary.
Base Damage--------
15 str (28 base + 2 for rage = 10 x 1.5 for 2hand weapon rounded down)
5 +5 weapon
20
With Power Attack running: 30
Saves with the items outlined below
------
6/6/7 base
4/6/3 stat bonus with outlined stats
8/8/8 divine grace
1/1/1 aura of good
4/4/4 Resistance +4
4/4/4 Grtr Heroism
0/1/0 Haste
1/0/1 Rage
-------
28/30/28
Needless to say, the saves are great.
MOD 4.2 Hit Points with toughness feat, enhancements, and Rage: 183
Add Greater false life item, False life spell, and Giant Hold Favor: 70.
total: 243
Mod 4.1 Spell points:
110 dragon blood III
705 Level 10 Sorcerer and magical training
33 Level 2 Paladin with 16 Wisdom
152 +8 charisma modifier
171 Magi/PoPx/Wizardy IV item with 64% sorcerer level bonus
-----
1171
SKILLS
DD 38 4 ranks + 4 int + 1 enhancement + 15 item + 7 tools + 2 boost + 4 grtr hero + 1 luck bonus (scroll or gloves)
OL 40 4 ranks + 6 Dex + 1 enhancement + 15 item + 7 tools + 2 boost + 4 grtr hero + 1 luck bonus
Search 33 4 ranks + 4 Int + 2 racial + 1 enhancement + 15 item +2 boost + 4 grtr hero + 1 luck bonus
Haggle 30 4 ranks + 8 Cha + 11 item + 2 boost + 4 grtr hero + 1 luck bonus
UMD 32 (already broken down)
Balance 14 4 ranks + 6 dex + 4 grtr hero
Jump 48 +4 ranks + 10 str + 30 jump spell + 4 grtr hero
Concentration 19 10 ranks + 5 Con + 4 grtr hero
Leveling Strategy (I opted to take evasion early to enjoy it throughout the character's life)
1 rogue
2 paladin
3 paladin
4 rogue
5-14 sorc
for 2/3/9 build, take 3rd level of Paladin last.
item payload looks something like this:
eyes..........Spectacular Optics
Helm..........+6 Charisma
trinket........Pearl of power X (no real need for mental toughness)
necklace.....+6 con
cloak..........+4 Resistance
belt............Heavy Fortification *and planar gird(s)
gloves.........+6 strength
ring 1..........+6 wisdom
ring 2..........Grtr. False life ring (+30 hp)
boots...........+6 dexterity
gauntlets......chaosgaurd bracers
armor...........+5 mithral chainshirt
shield...........OPTIONAL +5 light mithral shield when not 2handing.
extended Haste and Displacement duration @ 10 lvls of Sorcerer: 2 minutes
Here's a list of Arcane/Divine scrolls that you can use without fail (highlighted most useful):
0/28 UMD - no failure
Prayer (+1 luck bonus)
Protection from Energy
Remove Blindness, Curse, Disease
Searing Light
Dimension Door
Enervation
Stoneskin
Teleport
Waves of Fatigue
32 UMD - no failure depending on equipped items
Cure Critical Wounds
Death Ward
Divine Power
Freedom of Movement
Recitation (+2 luck bonus to attack rolls, AC, and saves- short duration)
Restoration (remove negetive levels and ability dmg)
36 UMD - little-to-no-failure, depending on items/buffs:
Raise Dead
40 UMD/*Caster Check roll - Some failure, but still acceptable between fights:
Heal
*True Seeing
*Greater Heroism
Synopsis:
This Rogue Sorcerer Paladin combo allows for Elite-capable levels of to-hit, damage, SP, HP, Saves, moderate AC, Evasion, and wand-whipping/LoH healing, enabling him to be versatile in a multitude of rolls. Backup healing, backup arcane dmg, and off-tank all the while providing solid DPS support.
Given the reduction in importance of AC, Arcane buffs can have a tremendous impact on survivability, and this build shines by handing out Perma-haste, Stoneskin, Blur, and Displacement.
He’s a dervish in combat who, while not completely immune to fear, will almost never fail a save against it. He laughs at spells and traps and is often the best suited group member to lead the way. When everyone in the party but him wipes, he can raise the dead on a 1. Also, with but a few points into Open lock and a +10 or better open lock item he can pop open the average door or chest. Traps on normal are usually not a problem if you can equip level-appropriate items. Not that you particularly care about traps with his reflex save, but it's nice to help the clunky tanks through.
Highlights of the build:
# Tremendous saves combined with Evasion and SR18. huge survivability vs casters and traps.
# 1138 spell points to spend on Haste, Displace, and Rage. Groups will love you as you turn your party into a blurry blender of death.
# 2hand str dmg with solid ac and the best arcane buffs to keep you alive. your UMD score enables you to use Divine Power scrolls and support Power Attack. You will be competing for kill counts.
# Arcane damage with Firewall, scorching ray and magic missile. you don't have imp. crit yet, but standing in your firewall goes a long way to making up for it.
# you can scroll just about anything you would want to.
# has nice balance, jump, open lock, concentration, UMD, diplomacy, bluff, haggle, etc. Very versatile.
# Evasion with a 30 reflex is just plain fun.
Downfalls/weakness of the build:
# 20 point resists
# Dispel can be annoying, but not as crippling as you may think as you can pretty much re-buff yourself without depending on anyone else. Honestly, it’s more annoying when my Pure paladin gets dispelled!
# The cost/time involved in equipping him for maximum effectiveness.
# Scroll costs for stoneskin (though i do loot a lot of SS wands).
# Relies on (self) buffs for to-hit bonus and dmg reduction/avoidance.
Tips for levelling:
# carry around a stack of bulls str until you can A: buy the buff from house P/J. B: wear +4 or better str/dex items
# carry a stack of heroism potions until you can equip planar gird(s) or reliably scroll Grtr Hero.
# carry the highest +X weapon you can find for your level for hard-to-hit mobs.
# get yourself a greater aberration bane weapon for beholders after they dispel you.
# you can scroll Haste and Rage fairly reliably at level 3 sorcerer. it's only 30 seconds, but still nice.
# You can scroll stoneskin reliably enough at level 3 sorcerer. though multiple <10's are annoying.
# map often used spells/abilities to keys like E, F, G, H, V, B, T
# be sure to rub it in a little when you out-kill the other "pure" melee'rs.
Going 32 point Dwarf:
positives:
# gain about 100 HP putting you into the 300's
# slightly more to-hit and damage with axe enhancements
negetives:
# no built-in SR, if you are utilizing this on the drow build
# hard to spread action points into fire dmg enhancements - you will lose out on a minor amount of arcane dmg
# without twilight mithral armor you will have spell failure in armor, so you wear a robe with lower ac, thus you get hit by trash mobs unless you're always displaced - whereas the Drow version can get away with a long-lasting blur most of the time because he has 40 ac. Not needing displacement all the time frees up more mana for offensive spells.
the 32 point Dwarf HP and Axe enhancements are very nice, but a drow does just fine.
The most popular Dwarven Wizard Battlemage can be found here:
http://forums.ddo.com/showthread.php?t=105658
The final option is a Warforged Variation - this is a very potent character as you take self-sufficiency to the extreme with the Reconstruct spell. You can heal yourself for about 120 points a shot with this spell. you also gain some nice immunities, though they aren't as important to this build due to very high saves.
You can also take Mithral Body and the Inscribed Armor enhancements to have a decent AC and no spell failure.
If I wanted a 32 point non-drow Arcane Avenger, Warforged would be my first choice.
The down side is a lowered Charisma.
Cheers~
The Black Company
KHYBER
Berkely: 13 Human Paladin
Kinlock: Drow 5 Paladin - 8 Sorcerer
Kinlore: Drow 2 Rogue - 2 Paladin - 10 Sorcerer
The Arcane Avenger
Last edited by Rentz : 07-09-2007 at 04:45 PM.