View Full Version : Pariah Build Contest!
Grenfell
04-29-2008, 01:44 PM
This is from our guild forums. Basically, we tried to come up with a a build that would be hated by everyone else, and yet is functional and playable throughout the entire lifecycle.
The original thought was born out of a guildmate who reasoned that people hate healing Warforged, hate mob-kiting, hate casters that don't really cast, etc. So he wanted to make a rogue/wizard/ranger that annoyed the party. I didn't think the character was really viable, however. So, the contest is born.
The build must be functional and viable.
The build must make party members groan (at least inwardly) when you join.
32pters are fine; multi-classing is fine.
Let's have at it. My entry will be posted soon.
/gren
Grenfell
04-29-2008, 01:54 PM
Super-Kite the Pariah
Warforged, 32pt. Deepwood Sniper.
7 Wizard, 7 Ranger , 2 Barb
Level 16 Chaotic Good Warforged Male
(2 Barbarian \ 7 Ranger \ 7 Wizard)
BAB: 12\12\17\22
Strength 15 +1 tome + 6 item +2 Ram's = 24 (+7)
Dexterity 16 +4 lvls +2 enh +6 item +2 favor tome = 30 (+10)
Constitution 16 +1 tome +3 enh +6 item = 26 (+9 bonus)
Intelligence 14 +2 enh +6 item = 22
Wisdom 8 +6 item = 14
Charisma 6
HP:
030 Hero & draconic
024 Barb 2
056 Ranger 7
028 Wizard 7
128 Con bonus
018 Minos Legens
030 GFL item
-----------
314 Total
SP: TBD
Level 1 (Barbarian)
Feat: (Selected) Point Blank Shot
Level 2 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Automatic) Bow Strength
Level 3 (Ranger)
Feat: (Selected) Weapon Focus: Ranged Weapons
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting
Level 4 (Wizard)
Ability Raise: DEX
Feat: (Wizard Bonus) Extend Spell
Level 5 (Ranger)
Feat: (Automatic) Diehard
Level 6 (Ranger)
Feat: (Selected) Precise Shot
Level 7 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Level 8 (Ranger)
Ability Raise: DEX
Feat: (Automatic) Improved Two Weapon Fighting
Feat: (Automatic) Manyshot
Level 9 (Barbarian)
Feat: (Selected) Improved Critical: Ranged Weapons
Feat: (Automatic) Damage Reduction
Feat: (Automatic) Uncanny Dodge
Level 10 (Wizard)
Level 11 (Wizard)
Level 12 (Wizard)
Ability Raise: DEX
Feat: (Selected) Quicken Spell
Level 13 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Level 14 (Wizard)
Level 15 (Wizard)
Feat: (Selected) Improved Precise Shot
Level 16 (Ranger)
Feat: (Automatic) Improved Wild Empathy
Enhancements:
[warforged] - Constitution (Warforged) I (2)
[warforged] - Constitution (Warforged) II (4)
[warforged] - Inscribed Armor I (1)
[barbarian] - Constitution I (2)
[barbarian] - Extend Rage I (1)
[barbarian] - Extra Rage I (1)
[ranger] - Deepwood Sniper I (4)
[ranger] - Dexterity I (2)
[ranger] - Dexterity II (4)
[ranger] - Favored Attack I (2)
[ranger] - Favored Damage I (1)
[ranger] - Favored Damage II (2)
[ranger] - Hide I (1)
[ranger] - Hide II (2)
[ranger] - Move Silently I (1)
[ranger] - Move Silently II (2)
[ranger] - Spot I (1)
[ranger] - Spot II (2)
[ranger] - Sprint Boost I (1)
[ranger] - Sprint Boost II (2)
[wizard] - Elemental Manipulation I (1)
[wizard] - Elemental Manipulation II (2)
[wizard] - Elemental Manipulation III (3)
[wizard] - Energy of the Scholar I (1)
[wizard] - Energy of the Scholar II (2)
[wizard] - Improved Empowering I (2)
[wizard] - Improved Maximizing I (2)
[wizard] - Improved Maximizing II (4)
[wizard] - Intelligence I (2)
[wizard] - Intelligence II (4)
[wizard] - Lineage of Elements I (1)
[wizard] - Lineage of Elements II (2)
Spells carried:
Wizard:
5: Jump, Expeditious Retreat, Magic Missile, Nightshield, Tumble
4: Blur, Invis, Repair Moderate, Glitterdust
3: Haste, Flame Arrow, Displacement
2: Firewall, Stoneskin
Ranger:
1: Ram's Might, Resist Energy
Why it's viable:
Super-Kiter is a kiting archer build with 314 hp, self-cast Displacement & Stoneskin. 30 Dex is great for ranged combat. He is self-healing via wands and repair spells, although he can't use Reconstruct. He is designed to cast a Emp/Maxed/Extended Firewall, then jump all around, kiting the mobs while shooting them with his bow. He self-casts 20pt resists, and could get Prot Energy as well for defense.
Why it will be hated:
No one likes kiters. This guy is all about kiting. Barbarian runspeed, self-Haste, and when needed, Ranger Sprint Boost II to kite every single thing he comes across. He can't run out of arrows, because he's got self-cast Flame Arrow (and wands too). He can't melee worth a **** as he doesn't have Weapon Finesse, but perhaps using an Onyxhorn (or similar) in the offhand, he could do something with ITWF.
He's got really odd level splits; party leaders will have to think thrice before inviting Super-Kite to the party.
He's WF and can't be healed all that well.
He's a Barb to boot so he can Rage twice per rest, during which time he's completely useless except as an archer.
/gren
Arianrhod
04-29-2008, 01:58 PM
I would think any warforged barbarian who focused on having heaps of hitpoints, neglected any form of defense, and charged into battle a lot with a "kill it before it kills me" philosophy would fit the bill. It would be viable (provided adequate support from healers & buffers), but said healers & buffers wouldn't be very happy with it ;)
binnsr
04-29-2008, 02:02 PM
This is my own HeavyMetal Battle Mage -- nothing like recruiting a sorcerer and having a WF with a big axe show up :D
It's a fun build that comes into its power late and whenever I do PuG him out, there are some really odd looks. In fact, when he was lvl3 with 1 level each of rogue, paladin and sorcerer, a couple of people in the harbor ask me if I had been playing long and if I really knew what I was doing with a class split like that :cool:
He's currently 14.3 and is very functional - although levels 5-12 are really long as your BAB slows down but your spell casting still hasn't caught up - your buffs suck and you don't have any of your arcane offense yet.
--------------------------------------------------------------------------
Lvl14 Warforged Male (11 Sorcerer / 3 Paladin / 2 Rogue) -32pt
Spell Points: 1460
Stats
Points Base Tome Lvl Enh Buff Rage Final mod
STR 10 16 2 4 0 6 2 30 10
DEX 3 11 1 0 1 5 n/a 18 4
CON 3 13 2 0 2 5 2 24 7
INT 3 11 1 0 0 n/a 12 1
WIS 3 9 1 0 0 6 n/a 16 3
CHA 10 14 3 0 3 6 n/a 26 8
Feats and Class Levels:
1 Rogue 1 - Mithril Body
2 Sorcerer 1
3 Paladin 1 - Skill Focus: UMD
4 Paladin 2
5 Rogue 2
6 Sorcerer 2 - Extend Spell (swap Mithril Body out for Toughness)
7 Sorcerer 3
8 Sorcerer 4
9 Sorcerer 5 - Weapon Focus: Slashing Weapons
10 Sorcerer 6
11 Sorcerer 7
12 Sorcerer 8 - Maximize Spell
13 Sorcerer 9
14 Sorcerer 10
15 Paladin 3 - Improved Critical: Slashing Weapons
16 Sorcerer 11
17-20 Sorcerer 12-15
Enhancements:
Warforged Constitution II
Warforged Inscribed Armor I
Warforged Damage Reduction II
Paladin Toughness I
Sorcerer Charisma III
Sorcerer Concentration I
Sorcerer Elemental Manipulation III
Sorcerer Energy of the Dragonblooded III
Sorcerer Force Manipulation III
Sorcerer Improved Maximize II
Sorcerer Lineage of Deadly Elements II
Sorcerer Lineage of Elements I
Rogue Dexterity I
Spells:
1st - Magic Missile, Shield, NightShield, Jump
2nd - Blur, Repair Moderate Damage, Resist Energy, False Life
3rd - Displacement, Haste, Rage, Repair Serious Wounds
4th - Wall of Fire, StoneSkin, FireShield
5th - CloudKill, Cone of Cold
6th - Acid Fog (both GH and Reconstruct can be scrollcast)
* taken in listed order as the slots/lvl come available.
Numbers:
Saves:
Saves: Fort Rflx Will
34 32 32
Paladin 2 3 0 0
Rogue 2 0 3 0
Sorcerer 12 4 4 8
Stat Bonus 7 4 3
Divine Grace 8 8 8 8
Aura of Good 1 1 1 1
Head of Good Fortune 2 2 2
Resist Item +5 5 5 5 (Boots of the Innocent)
Haste ON n/a 1 n/a
Greater Heroism 4 4 4 4
Rage Spell n/a n/a 1
Hit Points:
Bare Buffed Max
Hit Points 293 307 389
Heroic Durability 20 20 20
Argonessen Favor 10 10 10
Constitution Bonus 112 112 112
Paladin 2 20 20 20
Rogue 2 12 12 12
Sorcerer 12 48 48 48
Toughness 2 36 36 36
Toughness Enh 5 5 5
Aid OFF 18
Virtue OFF 20
Insp Great. OFF 20
G Heroism ON 14 14
False Life (Sp) ON 20 20
False Life (It) Grtr 30 30 30
Armor Class:
Its not worth listing AC out because it is really terrible - this build replaces AC with perma-displacement and stoneskin.
Attack / Damage:
+Dmg
Attack 30 30 35 35 40
BAB 9 9 14 14
AB: Strength 10 10 10 10 15
Weapon Bonus TH+5 5 5 5 5 5
Weapon Focus 1 1 1 1 n/a
Greater/Heroism ON 4 4 4 4 n/a
Haste ON 1 1 1 1 n/a
* Divine Power and Divine Favor scrolls/clickies can only help here.
Skills:
Benchmarks 56 32-36 >34
Skills OL Spot Haggle UMD Bal Jump Tmbl Conc
38 13 34 41 15 18 15 45
Ranks 8 4 8 19 5 2 5 19
Stat Bonus DEX WIS CHA CHA DEX STR DEX CON
Feat(s) SF 3
Enhancement(s) 0 0 0 n/a 0 0 0 1
Item 13 0 10 3 13
Thieves Tools 7
Grtr Heroism 4 4 4 4 4 4 4 4
Head of
Good Fortune 2 2 2 2 2 2 2 2
Shroud Item 2 2
Highlights:
- UMD only fails on a 1-2 for Lvl7 divine scrolls/wands - Will be using caster level checks for all arcane scrolls currently.
- OL should be able to get most locks in the game (elite content not withstanding)
- Concentration (my cleric rarely gets interrupted with a mid-30's concentration, so this should be pretty good)
Potential equipment slots:
Armor Various Docents
Shield None
Goggles Shroud Tier II (NEE / PEE - Wiz VI / 50sp / +1int skills / +2cha skills / +10 diplo /+10 haggle / +6 wis)
Helmet Minos Legens
Necklace Constitution +5 / Golden Cartouche
Trinket Head of Good Fortune
Cloak Charisma +6
Belt Greater False Life
Gloves Strength +6
Boots Striding (or Boots of the Innocent) / Featherfall
Ring1 Dexterity +5 / Protection+4 / Resistance +4
Ring2 Concentration +13
Bracers Ethereal Bracers / Repair +13 bracers for resting
I've only included 2 raid items in this, and since one is from the Reaver raid, farming it isn't too bad (in fact, I got it on my first run at lvl13). The other is the Shroud Tier II item - again, not hard to farm that far. I personally don't have the stomach to run the raid enough to upgrade all of my characters gear to tier-III.
The seven-fingered gloves, belt of the mroranon, belt of brute strength, skull fetish mask, Torc of Prince Raiyum-de II and sword of shadow would all be attractive additions to this build (and most would require significant retooling of item slots :D)
Cons::thumbdown:
- AC sucks - you're squishy, deal with it. Blur/Displacement/StoneSkin help a great deal here.
- Less Charisma than the drow equivalent
- Don't get 7th and 8th level spells (lose out on 9th level spells at lvl20)
- Can be gear intensive, but if ya got it, might as well use it..
Pros::smile_ok:
- Evasion
- Warforged Immunities
- SAVES!
- More hitpoints than the drow equivalent
- Slightly better attack bonus than drow equivalent
- Don't have to worry about finding a mithril chain shirt.
- You're a warforged sorcerer:cool:
- Self Healing (a superior potency II item should put your RMW heals in the 60-80 range with enhancements and crits in the 150-200ish range)
Eurytos
04-29-2008, 02:02 PM
I would think any warforged barbarian who focused on having heaps of hitpoints, neglected any form of defense, and charged into battle a lot with a "kill it before it kills me" philosophy would fit the bill. It would be viable (provided adequate support from healers & buffers), but said healers & buffers wouldn't be very happy with it ;)
No way, I love those guys. As long as 1. Their DPS is good enough or 2. They have healers friend.
Arianrhod
04-29-2008, 02:06 PM
No way, I love those guys. As long as 1. Their DPS is good enough or 2. They have healers friend.
Ah, I see you added caveats. See, I was thinking, toughness and the like for heaps of hitpoints, possibly to the detriment of DPS, and neglecting healer's friend to focus on...more hitpoints ;) Still viable (there's only so much you can do to mess up a barbarian), but rather hated :)
Tallyn
04-29-2008, 02:11 PM
Ah, I see you added caveats. See, I was thinking, toughness and the like for heaps of hitpoints, possibly to the detriment of DPS, and neglecting healer's friend to focus on...more hitpoints ;) Still viable (there's only so much you can do to mess up a barbarian), but rather hated :)
Take the WF Feat that gives you immunity to Critical Hits and Sneak attacks..... but makes you immune to magical healing. I can guarantee that you'll find some people that won't like you, and quick :)
Grenfell
04-29-2008, 02:13 PM
Take the WF Feat that gives you immunity to Critical Hits and Sneak attacks..... but makes you immune to magical healing. I can guarantee that you'll find some people that won't like you, and quick :)
Oh, I love it! But will it be actually viable?
/gren
Grenfell
04-29-2008, 02:14 PM
This is my own HeavyMetal Battle Mage
binnsr -- I think this is a great build. I can't see why anyone would hate this or make a pariah. :) Self-healing, battle caster tank, with haste and buffs? Sign him up right away!
Gotta amp up the hate-portion some more i think. :)
/gren
binnsr
04-29-2008, 02:47 PM
binnsr -- I think this is a great build. I can't see why anyone would hate this or make a pariah. :) Self-healing, battle caster tank, with haste and buffs? Sign him up right away!
Gotta amp up the hate-portion some more i think. :)
/gren
The general pugger doesn't understand that, gren... Leveling up, I got used to the awkward silences when I'd show up with a great-axe, metal skin and a flamey icon :)
Forceonature
04-29-2008, 03:01 PM
Gren, this is a great topic.
I keep thinking about building a WF rogue for the heck of it, since I mostly play WF anyway.
I think I'll name him "YesIhave HealersFriend".
well, my human battlesorc is very similar to binns. he basically solo'd his way to 12 because no one outside of guildies would let him into a group. the looks i got in the harbor (i know you aren't new because you have a maelstrom, you do know that gives you a negative level right?)
11 sorc/3 pally/2 rogue
Strength......18+1 (HA)+3 (levels) +2 favor tome +6 bracers = 30
Dexterity .......8+1 (rogue)+1 tome+6 gloves=16
Constitution.15+1 tome+6 belt =22
Intelligence.11+1 tome = 12
Wisdom........8+5 item = 14
Charisma......13+4 enhancement+1 level up + 2 tome +6 cloak=26
saves 30/30/32
hp 273
umd 36
Muirtach
04-29-2008, 03:08 PM
Not completely in line and I don't have the stats on hand from work.
Fiveuthree (5u3) - The Warforged in Black
7fighter/6rogue/2 barb
Dual weapon brawler rogue. Lock picking, but no other rogue abilities (closest I could get to bashing the dang lock right open). Bluffer. Imp feint, Imp trip, Stunning blow, bludgeon weapons. Horrible as the main tank unless dual wielding maladroit of bone breaking or a para and something else, but a great second melee with solid damage. currently has way of the assassin, but might swap that for way of the mechanic for some self healing in fights.
I have been toying around with a Improved Fortification WF build idea. That'll teach those darn clerics to heal me when I tell them I don't want it.
WeaselKing
04-29-2008, 03:23 PM
So here is my Warforged cleric who doesn't like to heal fleshies (more of a divine caster). Oh yeah and she can't even heal herself. I made her a female because I find people are disturbed by the idea of female Warforged.
Character Plan by DDO Character Planner Version 2.85
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Ineedan arcanetohealme
Level 16 True Neutral Warforged Female
(16 Cleric)
Hit Points: 212
Spell Points: 1205
BAB: 12\12\17\22
Fortitude: 14
Reflex: 4
Will: 16
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 16)
Strength 8 8
Dexterity 8 8
Constitution 16 18
Intelligence 8 8
Wisdom 16 23
Charisma 14 15
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance -1 -1
Bluff 2 2
Concentration 7 23
Diplomacy 2 2
Disable Device n/a n/a
Haggle 2 2
Heal 3 6
Hide -1 -1
Intimidate 2 2
Jump -1 -1
Listen 3 6
Move Silently -1 -1
Open Lock n/a n/a
Perform n/a n/a
Repair -1 0
Search -1 -1
Spot 3 6
Swim -1 -1
Tumble n/a n/a
Use Magic Device n/a n/a
Level 1 (Cleric)
Skill: Concentration (+4)
Feat: (Selected) Mental Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Composite Plating
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Light Fortification
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Sneak
Feat: (Automatic) Turn Undead
Feat: (Automatic) Warforged Resistances
Level 2 (Cleric)
Skill: Concentration (+1)
Feat: (Automatic) Defensive Fighting
Level 3 (Cleric)
Skill: Concentration (+1)
Feat: (Selected) Heighten Spell
Level 4 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Level 5 (Cleric)
Skill: Concentration (+1)
Level 6 (Cleric)
Skill: Concentration (+1)
Feat: (Selected) Improved Mental Toughness
Level 7 (Cleric)
Skill: Concentration (+1)
Level 8 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Level 9 (Cleric)
Skill: Concentration (+1)
Feat: (Selected) Improved Fortification
Level 10 (Cleric)
Skill: Concentration (+1)
Level 11 (Cleric)
Skill: Concentration (+1)
Level 12 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Feat: (Selected) Spell Penetration
Level 13 (Cleric)
Skill: Concentration (+1)
Level 14 (Cleric)
Skill: Concentration (+1)
Level 15 (Cleric)
Skill: Concentration (+1)
Feat: (Selected) Greater Spell Penetration
Level 16 (Cleric)
Skill: Concentration (+1)
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Cleric Prayer of Smiting I
Enhancement: Cleric Prayer of Smiting II
Enhancement: Cleric Prayer of Incredible Smiting I
Enhancement: Cleric Prayer of Incredible Smiting II
Enhancement: Cleric Smiting I
Enhancement: Cleric Smiting II
Enhancement: Cleric Smiting III
Enhancement: Cleric Smiting IV
Enhancement: Cleric Spell Penetration I
Enhancement: Cleric Spell Penetration II
Enhancement: Cleric Spell Penetration III
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Charisma I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Wisdom III
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Divine Vitality II
Enhancement: Cleric Extra Turning I
Enhancement: Warforged Constitution I
Enhancement: Warforged Constitution II
Enhancement: Warforged Damage Reduction I
Enhancement: Warforged Mechanics I
EinarMal
04-29-2008, 03:29 PM
Well from all the threads people seem to hate Warforged, Battle Clerics, Rangers, and Rogues, and also builds with deep multi-classing.
Warforged Cleric 7/Ranger 6/Rogue 3
Str 15 (26=15 +4 Levels +1 Tome +6 Item)
Dex 15 (24=15 +2 Tome +1 Enh. +6 Item)
Con 16 (24=16 +2 Enh. +6 Item)
Int 14 (20=14 +6 Item)
Cha 6 (6)
Wis 10 (16=10 +6 Item)
Progression:
1-Rogue
2 thru 7-Ranger
8-Rogue
9 thru 15-Cleric
16-Rogue
Feats:
1-Dodge
2-(FE)Undead
3-(Ranger)TWF
3-Mobility
6-Spring Attack
6-(FE)Evil Outsider
7(Ranger)ITWF
9-Extend
12-IC Slashing
15-GTWF
Why it works:
With Divine Favor + Tempest +Sneak(2d6 +3) +Ram's +Divine Power you have good melee capability and pretty good hit points and all the warforged immunities. You also can get UMD and Rogue skills and do a fair amount of self healing and buffing including 20 point resists.
Why it is hated:
Wow a warforged pseudo battle cleric with Ranger and Rogue awesome!
bigj1608
04-29-2008, 03:47 PM
on mabar, a long time ago.. there was a guy named Manasponge.. he was wf and had high con and str.
he was rog1/ranger2/barb rest
he was a guildy of mine when avenfeld was in ransacked and still playing.. excellent cleric, but really wanted to aggrivate everyone for a change. he said over guild chat once, "y'know.. i've thought about how to make this a viable build, don't rogues get evasion at level 2? " we answered yeah, they sure do.. he responded: "can't have that :)"
he would rage up, drink a haste pot, throw on his sprint boost (he had plenty of em, and take off. was one of the absolute funniest thing i've ever seen on ddo.
what made it funnier was that he looked absolutely ridiculous, wore a hot pink flamboyant docent of ****, and either used two normal kamas that he wasn't proficient with or just his fists :) he would run around like a madman, aggroing everything and swinging away. he woul get down to a sliver of health, after hitting everything at least once and sprint boost and take off again :D also, he had a nice search skill and a whopping 4 disable device so he blew every trap he could :) he disabled a trap in durks on normal once but that's it :P said he rolled a 20.. but he was just aggrivating
I realize that this isn't really viable.. but it was dang funny :)
Premier
04-29-2008, 04:13 PM
This post is more so to refute the opener. But not in a bad way, more in an enlightening way.
My Main character: Drow Elf 7 Rogue / 7 Wizard / 2 Ranger
I function as a highly adaptable multi-tasking Rogue. The build is made to duo quests with a Pally / Fighter friend.
Here are the highs of the build:
Self buffed standing AC: 56 (60 with 20 secs of uncanny dodge) no shroud item, no chattering ring (yet!), toss in my duoing Pally/Fighter friend for another +3
65 DD, 60+ search, 55+ OL (only +10 item), 50+ spot
1:30 Haste, Displacement; can drop a maximized Fire Wall with a Superior Potency 5 item
Caster lvl check or UMD check on scrolls and wands, and items
Dual wielding multiple stat dmg rapiers / SS; paralyzing weapons, high dmg greater banes
26 int
36 dex
I do backflips
Here are the lows:
198 hp without buffs self buffed 230 hp (with pots of aid, wand of false life, greater hero)
Missing Improved evasion; that's in the works for lvl 20 (better late than never!)
Groups don't like the asthetics of the build. This was especially apparent when lvling this character. Now he shows up as a Rogue but for a while he showed up as a Wizard. I'd say being rejected by the ignorant is the worst part of the build :(
I've been playing since Beta and I know DnD and DDO game play very well. If only they had prestige classes because this character is screaming Arcane Trickster, Uncanny Trickster, Assassin types. Oh, and maybe Swashbuckler base class. I'd replace the Ranger lvls with Swashy for the increase in dmg and free weapon finesse.
Peace!
-Premier
Xyfiel
04-29-2008, 05:40 PM
The Bushmaster
Dwarf ranger16
{30}Dex 18+6item+3enh+3tome
{34}Wis 18+9bow+4levels+3tome
Extend Spell, heighten, mental toughness, imp mental toughness, imp crit ranged, Toughness
Casts Snare and spike growth all the time and kites with deepwood.
Grenfell
04-29-2008, 06:28 PM
Well from all the threads people seem to hate Warforged, Battle Clerics, Rangers, and Rogues, and also builds with deep multi-classing.
Warforged Cleric 7/Ranger 6/Rogue 3
Str 15 (26=15 +4 Levels +1 Tome +6 Item)
Dex 15 (24=15 +2 Tome +1 Enh. +6 Item)
Con 16 (24=16 +2 Enh. +6 Item)
Int 14 (20=14 +6 Item)
Cha 6 (6)
Wis 10 (16=10 +6 Item)
Progression:
1-Rogue
2 thru 7-Ranger
8-Rogue
9 thru 15-Cleric
16-Rogue
Feats:
1-Dodge
2-(FE)Undead
3-(Ranger)TWF
3-Mobility
6-Spring Attack
6-(FE)Evil Outsider
7(Ranger)ITWF
9-Extend
12-IC Slashing
15-GTWF
Why it works:
With Divine Favor + Tempest +Sneak(2d6 +3) +Ram's +Divine Power you have good melee capability and pretty good hit points and all the warforged immunities. You also can get UMD and Rogue skills and do a fair amount of self healing and buffing including 20 point resists.
Why it is hated:
Wow a warforged pseudo battle cleric with Ranger and Rogue awesome!
LOL! This is a classic! I think if you dumped the Tempest line though, you could go with Quicken, Empower, and Maximize for even more "why it works". With only 7 cleric levels, you can't even Rez with scrolls, nevermind Heal. :D
/gren
Grenfell
04-29-2008, 06:59 PM
This one is ABSOLUTELY sure to be hated and despised... and yet, oddly effective.
Oh God, Not Him!
Level 16 Chaotic Good Elf Male. Arcane Archer.
(2 Ranger / 9 Cleric / 5 Wizard)
BAB: 10\10\15\20
Strength 14 +6 item = 20 (+5)
Dexterity 17 +4 levels +3 enh +6 item +2 favor tome = 32 (+11)
Constitution 12 +6 item = 18 (+4)
Intelligence 14 +6 item = 20 (+5)
Wisdom 14 +2 enh +6 item = 22 (+6)
Charisma 8
HP:
030 Base
056 Cleric 9
020 Wizard 5
016 Ranger 2
064 Con bonus
018 Minos Legens
030 GFL
-------------
234 HP
Level 1 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Doesn't Matter
Feat: (Selected) Point Blank Shot
Level 2 (Ranger)
Level 3 (Cleric)
Feat: (Selected) Weapon Focus: Ranged
Level 4 (Cleric)
Level 5 (Cleric)
Level 6 (Wizard)
Feat: (Selected) Extend Spell
Feat: (Wizard Bonus) Quicken Spell
Level 7 (Cleric)
Level 8 (Cleric)
Level 9 (Cleric)
Feat: (Selected) Manyshot
Level 10 (Cleric)
Level 11 (Wizard)
Level 12 (Cleric)
Feat: (Selected) Improved Critical: Ranged Weapons
Level 13 (Wizard)
Level 14 (Wizard)
Level 15 (Wizard)
Feat: (Wizard Bonus) Heighten Spell
Feat: (Selected) Precise Shot
Level 16 (Cleric)
Enhancements:
[elf] - Arcane Archer (elf) I (4)
[elf] - Arcane Archer (elf) II (1)
[elf] - Arcane Archer (elf) III (2)
[elf] - Arcanum I (1)
[elf] - Arcanum II (2)
[elf] - Arcanum III (3)
[elf] - Dexterity (Elven) I (2)
[elf] - Dexterity (Elven) II (4)
[elf] - Ranged Attack (elf) I (2)
[elf] - Ranged Attack (elf) II (4)
[elf] - Ranged Damage (elf) I (2)
[elf] - Ranged Damage (elf) II (4)
[cleric] - Energy of the Zealot I (1)
[cleric] - Energy of the Zealot II (2)
[cleric] - Energy of the Zealot III (3)
[cleric] - Follower of the Silver Flame (2)
[cleric] - Life Magic I (1)
[cleric] - Life Magic II (2)
[cleric] - Life Magic III (3)
[cleric] - Prayer of Life I (1)
[cleric] - Wand Mastery I (1)
[cleric] - Wand Mastery II (2)
[cleric] - Wand Mastery III (3)
[cleric] - Wisdom I (2)
[cleric] - Wisdom II (4)
[ranger] - Dexterity I (2)
[ranger] - Sprint Boost I (1)
[wizard] - Energy of the Scholar I (1)
[wizard] - Energy of the Scholar II (2)
Why It Will Work:
The build revolves around immobilizing the enemy then gunning them down. The key combination is: Freedom of Movement, Grease, and Sleet Storm. Self-cast Haste for 1 min is also helpful. As an elven Arcane Archer, you never run out of arrows as well.
As a Cleric 9, you can raise dead and do some healing to provide utility. Wizard 5 gives you Haste, and Sleet Storm. No need for Displacement since you are purely ranged. Blur, Expeditious, and Grease are also important arcane spells.
Why People Will Hate You
Two words: Sleet Storm.
:D
/gren
Gratch
04-29-2008, 07:13 PM
Almost there Gren. The most despised I could think of would be wiz + cleric + sorc.
Actually i don't think I've seen wiz + sorc.... though I know I've heard of people who accidently used the wrong trainer... just never see it. 11 cleric + 2 sorc + 3 wiz... not really sure what that gets you. Max out those Sp's and Dv's too.
Oh... and just as a further push - go halfling healing dragonmark line as well. No Str or Dex obviously.
HEALing monstrosity.
You may have a strong candidate here
http://forums.ddo.com/showthread.php?t=145261
Pellegro
04-29-2008, 07:17 PM
My namesake is pretty borked by typical standards, yet oddly effective.
Ranger 11, Fighter 2, Cleric 3.
Going for 11/2/7 ultimately.
He's effective cuz of his equipment. He's hated cuz he's a total gimp.
My bard/rogue is pretty gimped atm too, but for the opposite reason - I havent' fully twinked him since around lvl 7. He's now 11.
Cheers.
Osharan_Tregarth
04-29-2008, 07:35 PM
Almost there Gren. The most despised I could think of would be wiz + cleric + sorc.
Actually i don't think I've seen wiz + sorc.... though I know I've heard of people who accidently used the wrong trainer... just never see it.
One of my guildies accidently did it... Um.... Friday night? After he was done cursing, he mailed all of his stuff to his main, and then deleted his 9/1 sorcerer/wizard.
sigtrent
04-29-2008, 08:20 PM
Since its not a request I'll use the easy format :)
Why is it a Pariah?
Warforged
No obvious way to heal itself
Can pull agro and kite almost anything thanks to DPS and intimidate
Grease Doggies come out at quest entrence!
Barbarian splash is often a bad sign
A roge that doesn't do traps (beyond the first few levels)
Why is he viable?
He can use UMD for repair wands and scrolls
He is strong with bow and melee combat
Decent AC/HP
Moves really really fast making him a good kiting character
Character Plan by DDO Character Planner Version 2.85
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 16 Neutral Good Warforged Male
(2 Barbarian \ 1 Rogue \ 13 Ranger)
Hit Points: 234
Spell Points: 192
BAB: 15\15\20\25\25
Fortitude: 16
Reflex: 14
Will: 5
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 16)
Strength 16 20
Dexterity 14 18
Constitution 16 20
Intelligence 8 8
Wisdom 11 12
Charisma 11 12
Tomes Used
+1 Tome of Dexterity used at level 16
+1 Tome of Constitution used at level 16
+1 Tome of Wisdom used at level 16
+1 Tome of Charisma used at level 16
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 6 8
Bluff 0 1
Concentration 3 5
Diplomacy 0 1
Disable Device n/a n/a
Haggle 0 1
Heal 0 1
Hide 5 7
Intimidate 4 21
Jump 7 22
Listen 0 1
Move Silently 6 8
Open Lock 6 8
Perform n/a n/a
Repair -1 1
Search -1 -1
Spot 0 1
Swim 3 5
Tumble 3 5
Use Magic Device 4 23
Level 1 (Rogue)
Feat: (Selected) Dodge
Level 2 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Level 3 (Ranger)
Feat: (Selected) Mobility
Level 4 (Barbarian)
Level 5 (Ranger)
Level 6 (Ranger)
Feat: (Selected) Spring Attack
Level 7 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Giant
Level 8 (Ranger)
Level 9 (Ranger)
Feat: (Selected) Improved Critical: Ranged Weapons
Level 10 (Ranger)
Level 11 (Ranger)
Level 12 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Selected) Skill Focus: Use Magic Device
Level 13 (Ranger)
Level 14 (Barbarian)
Level 15 (Ranger)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 16 (Ranger)
Enhancement: Barbarian Damage Reduction Boost I
Enhancement: Ranger Energy Resistence Boost I
Enhancement: Rogue Haste Boost I
Enhancement: Ranger Skill Boost I
Enhancement: Ranger Skill Boost II
Enhancement: Ranger Skill Boost III
Enhancement: Ranger Sprint Boost I
Enhancement: Ranger Sprint Boost II
Enhancement: Barbarian Extend Rage I
Enhancement: Barbarian Extra Rage I
Enhancement: Iron Companion
Enhancement: Steel Companion
Enhancement: Mithril Companion
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Ranger Favored Damage III
Enhancement: Ranger Favored Damage IV
Enhancement: Ranger Item Defense I
Enhancement: Ranger Tempest I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Barbarian Intimidate I
Enhancement: Ranger Energy of the Wild I
Enhancement: Ranger Energy of the Wild II
Enhancement: Barbarian Constitution I
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II
Enhancement: Ranger Dexterity III
Enhancement: Barbarian Improved Trap Sense I
Enhancement: Warforged Constitution I
Enhancement: Warforged Constitution II
Enhancement: Warforged Mechanics I
Enhancement: Warforged Mechanics II
Grenfell
04-29-2008, 09:38 PM
LOL @ Sig --
That's awesome. Grease Doggies at quest entrance. Groans of party members follow.
"Oh wait, I'm only 13 Ranger -- no Freedom of Movement for you or me."
/gren
EinarMal
04-30-2008, 10:17 AM
THE WHAT THE HECK IS THAT Halfling Battle Wizard
(Halfling Wizard 11/Rogue 4/Fighter 1)
Stats:
Str 14 (26=14 +2 Levels +2 Tome +6 Item +2 Rage)
Dex 12 (20=12 +1 Tome +1 Enh. +6 Item)
Con 14 (24=14 +2 Tome +6 Item +2 Rage)
Int 16 (30=16 +2 Levels +3 Tome +3 Enh. +6 Item)
Wis 8 (14=8 +6 Item)
Cha 8 (14=8 +6 Item)
Level Progression:
1-Rogue
2-Fighter
3 thru 7-Wizard
8-Rogue
9 thru 10-Wizard
11-Rogue
13 thru 14-Wizard
15-Rogue
16-Wizard
Skills:
Search
Disable
UMD
Open Lock
Balance
Concentration
Hide
Move Silently
Feats:
1-Toughness
2-(FB)Power Attack
3-(WB)Extend
3-Spell Focus Conjuration
6-Greater Spell Focus Conjuration
7-(WB)Maximize
9-Heighten
12-Mental Toughness
14-(WB)Quicken
15-IC Slashing
HP:
78(Levels) +20(Heroic) +10(Draconic) +30(GFL) +112(Con) +18(Helm) +23(Tough) +45(GS)=336
SP:
485(11Wiz) +180(Int) +100(Magi) +80(EOS) +85(MT)=930
Enhancements:
Halfling Guile IV
Halfling Cunning IV
Rogue Sneak Damage II
Rogue Haste Boost II
Rogue Skill Boost I
Rogue Dex I
Wizard Int III
Wizard Elemental Manipulation IV
Wizard Energy of the Scholar III
Wizard Lineage of Elements III
Fighter Toughness I
To Hit:
BAB 9
Str 8
Weapon 4
GH 4
Haste 1
Divine Power 7
Halfling 1
Sneak Attack 3
+37
Damage:
Str 12
PA 10
Weapon 4
Sneak 26
+52
DPS Weapons (Using 88 swings per minute):
+4 Holy Greataxe of Backstabbing +3
GAxe =1d12 +26 +2d6(Holy) +2d6(Sneak) +19(BS)=32.5 +33(97.5 +45 Critical)=102.6
Spell DC Glitter/Web:
10 +6(Level) +10(Int) +1(Item) +2(Focus)=29
UMD
19(Ranks) +2(Cha) +2(Head) +5(Gloves) +4(GH)=32
Why it works:
The main idea is to use glitterdust/web to CC mobs and then hit harder than you would think via sneak attacks with a two hander.
Issues:
Well with the class mix finding groups won't be easy. The main two areas of concern are hit points are a little low, as are spell points. You also don't have massive UMD but enough for wand whipping. The other thing is you need some good gear.
I think I might actually roll this one up to see if I can make it work, on paper with 100+ DPS, and 29 DC heightened +quickened glitterdust giving consistent sneak attacks it should work. You also have DD spells to fall back on like firewall, cone of cold, etc...
Hasteclicky
04-30-2008, 06:53 PM
Well I don't really have the time to make a build for this so maybe I can give a couple ideas for someone else to work with. Someone on here a while ago mentioned drawing aggro back to the clerics and casters and then hitting diplomacy, so that might be good to add in, it should make you very popular. Also prolific use of grease is always nice, and even sleetstorm etc. So I'm thinking a dex based ranger/rog who uses a bow to draw aggro and kite and uses these ideas as defense, maybe even a warforged for a trump card on the most annoying. Could get a high to hit and use stat damagers, etc, but still able to annoy everyone else.
Sillk
05-01-2008, 04:51 PM
Gren, I’ve been floating around a build idea but never put it into a builder since NOBODY would want to play with this toon. But it’s intriguing since I think it’s a pretty viable build. I’ll just post the concept. If anyone really likes it, they can work it out in a builder.
The Pigpen
Warforged 16th Level Sorcerer
Stats:
Max Chr, Good Con, Decent Dex, etc.
Feats:
Extend, Quicken, Maximize (maybe Spell Focus: Conjuration)
I considered Adamantine body, but I think that’s more of a gimp that makes it less viable)
Equipment:
Fearsome Docent
Skills:
Max Concentration & Diplomacy
Enhancements:
Max damage from Acid, and best possible with Fire/Ice
The concept of this build is mostly around the spell selection.
Spells:
Obscuring Mist 20% Miss Chance
Blur 20% Miss Chance
Fog Cloud 20% Miss Chance
Displacement 50% Miss Chance
Stinking Cloud 20% Miss Chance
Solid Fog 20% Miss Chance
Cloudkill 20% Miss Chance
Acid Fog 20% Miss Chance
This totals to a 10.5% hit chance
Repair, Reconstruct for self-healing
Then, just because you can: Grease, Sleet Storm, Otto’s Sphere, Web, Hypnotic Pattern, Glitter Dust, Flaming Sphere
Add in a few damaging spells to initiate aggro (like Acid Rain) and hide in your own cloud till they’re gone!
Azoralq
05-01-2008, 06:05 PM
This is too easy...I won this contest years ago with my Irixis builds. Hands down the most hated builds on the Khyber Server. In fact, the only reason they got into parties was mostly because of the guild I was in. Now that I left the guild, I almost can't make a party, because no one will join..and if I join a raid like 'Shroud' people will stop joining. I've actually had the raid leader tell me to leave the party, because people would not join with a build like mine in it. Here they are, in the order:
Irixis (8th Wizard/6th Fighter/2nd Rogue)
Strength: 20 (base) (+5 Item / +3 Enhancements / +2 Tome) 30 Total
Dexterity: 13 (base) (+6 Item / +1 Enhancement / +2 Tome) 22 Total
Constitution: 14 (base) (+6 Item / +1 Enhancement / +1 Tome) 22 Total
Intelligence: 13 (base) (+6 Item / +2 Enhancement / +1 Tome) 22 Total
Wisdom: 10 (base) (+5 Item / +1 Tome) 16 Total
Charisma: 8 (base) (+6 Item) 14 Total Note: Charisma is swapped on and off for UMD.
Hit Points: 104 (base) (+96 Constitution / +63 Feats / +30 Item) 293 Total
Spell Points: 225 (base) (+102 Intelligence / +215 Feat Bonus /+150 Item) 722 Total
Armor Class: 10 (base) (+6 Dexterity Bonus / +6 Armor Bonus / +7 Shield Bonus / +5 Item) 30 Total
Fortitude: 7 (base) (+6 Constitution / +1 Feat / +5 Item) 19 Total
Reflex: 7 (base) (+6 Dexterity / +3 Feat / +5 Item) 21 Total
Will: 8 (base) (+3 Wisdom / +5 Feat / +5 Item) 21 Total
Feats:
Toughness
Disipline
Dodge
Empower Spell (Useless feat, but had to take something)
Extend Spell
Improved Critical: Slashing
Iron Will
Lightning Reflexes
Luck of Heros
Mental Toughness
Quick Draw (Not much else to take)
Weapon Focus: Slashing
Weapon Specialization: Slashing
Note: You can easily do other feats, but I like my high saves due to the save feats, and I dislike sacrificing to hit for a mere +5 to damage. Not that huge in my eyes.
Skills:
Balance: 20
Concentration: 21
Jump: 22
Repair: 19
Spot: 28.5
Swim: 14
Use Magic Device: 18 (24 with right items on)
Spells Used:
Tumble
Jump
Expidious Retreat (I don't use striders)
Shield
Feather Fall (I don't carry an item)
Blur
Knock (Not the best bonus on it, but it can knock the shoud on normal)
False Life
Resist Energy
Displacement
Ray of Exaustion
Haste
Rage
Stoneskin
Fire Shield
Dimention Door
Why it works: It's really self explainitory. My build has 10 robes. One is a Fearsome of Heavy Fortification, the other 9 are Divine Power x3 Clickies, to keep her BAB up to +16. She wields a shield with a +5% Arcane Spell Failure rate, but wears Fanged Gloves to negate that, and wields only the best scimitars.
With Constant Haste, Rage (32 Strength, 24 Constitution), Blur, Displacement, Stoneskin, and Fire Shield, there really is nothing holding her back. With the same BAB as a fighter, and a strength to match, hitting is not a problem, and damage isn't either...the -5 I would have got from Power Attack is marginal, at best. Most of the time, I am able to take hate from all but barbarians. With a decent UMD, using cure wands isn't a problem; and this build can use Greater Heroism and True Seeing scrolls with almost no failure at all.
All attack based spells are ignored on my build, because that's not what it was made for. This build is a pure melee build, with the benefit of spells whenever it is needed.
Downfalls:
First as formost is the build itself. It works like I planned, but no one understands how it works to begin with, and so getting a party with it is impossible. As I said before, I have been asked to leave a party so that the leader can get members to join again. It is also the subject to critisism. Many people on Khyber love to make fun of them, and in any arguement I have, no matter the subject..they always resort to my Irixis builds and how the supposedly suck. I'm definately a painted target when I log on this build.
Thankfully, those that see the build in action, and are man enough to admit it, will tell me about the usefulness of my build.
Secondly, this build is very subject to the enemy's 'dispel magic' effects. Fighting another caster that can cast this spell can be quite hazardous. Though this build is capable of fighting without magical enhancement, it is clearly a bit more difficult. Since all this build's spells are cast as an 8th level caster, dispelling those enhancements is quite easy. I have to take out magical adept enemies very fast, and sometimes that is very hard, or impossible to do.
Next post is my Arixis build.
Azoralq
05-01-2008, 06:33 PM
Arixis (8th Cleric/6th Fighter/2nd Rogue)
Strength: 20 (base) (+6 Item / +3 Enhancements / +1 Tome) 30 Total
Dexterity: 14 (base) (+6 Item /+1 Enhancement / +1 Tome) 22 Total
Constitution: 14 (base) (+6 Item / +1 Enhancement / +1 Tome) 22 Total
Intelligence: 12 (base) 12 Total
Wisdom: 14 (base) (+6 Item / +2 Enhancement / +2 Tome) 24 Total
Charisma: 8 (base) (+6 Item) 14 Total Note: Item is swapped out as needed
Hit Points: 136 (base) (+96 Constitution / +63 Feats / +15 Item) 315 Total
Spell Points: 255 (base) (+119 Wisdom / +215 Feats / +100 Item) 689 Total
Armor Class: 10 (base) (+6 Dexterity / + 8 Armor Bonus / +7 Shield Bonus / +5 Item / +1 Feat) 37 Total
Fortitude: 11 (base) (+6 Constitution / +3 Feats / +4 Enchanted Bonus) 24 Total
Reflex: 7 (base) (+6 Dexterity / +3 Feats / +4 Enchanted Bonus) 20 Total
Will: 8 (base) (+7 Wisdom / +3 Feats / +4 Enchanted Bonus) 22 Total
Feats:
Dodge
Extend Spell
Toughness
Quick Draw (Had to take something)
Improved Critical: Slashing
Iron Will
Lightning Reflexes
Luck of Heros
Mental Toughness
Weapon Focus: Slashing
Weapon Specialization: Slashing
Skills:
Balance: 20
Concentration: 18
Jump: 19
Listen: 11
Spot: 30
Use Magic Device: 18 (24 with item)
Spells used:
Divine Power
Nightshield
Cure Light Wounds
Lesser Restoration
Aid
Cure Moderate Wounds
Resist Energy
Cure Serious Wounds
Protection from Energy
Recitation
Cure Critical Wounds
Divine Power
Deathward
Why it works: Not as effecient as my Irixis build as a tank, but can still hold their own due to self healing capabilities. A very excellent damage supporter, with a constant recitation to go with it. Usually run with this build with fearsome on, making it all the more easier to tank with the enemy either running away, or becoming shaken (-2 to their hit, which is effectively +2 to my AC)
Can use Restoration and Greater Restoration scrolls with large success, and Raise Dead Scrolls with only 5% failure rate. I can carry around Heal scrolls, but often don't, as the chance of failure makes using this spell in a pinch hard to do. That, and the 6 second delay between using them.
Downfalls:
Again the critisism I get with this build, and people not understanding just how successful this build actually is. Another downfall is that it is slightly weaker than it's sister build in comparison, simply because of the sheer lack of protection the other build can give itself that this one can't
Next: Erixis
Azoralq
05-01-2008, 06:57 PM
Erixis (7th Wizard/7th Cleric/2nd Fighter)
Strength: 20 (base) (+6 Item / +2 Enhancements / +2 Tome) 30 Total
Dexterity: 13 (base) (+6 Item / +1 Tome) 20 Total
Constitution: 13 (base) (+6 Item/ +1 Tome) 20 Total
Intelligence: 14 (base) (+6 Item / +2 Enhancemnts / +2 Tome) 24 Total
Wisdom: 14 (base) (+6 Item / +2 Enhancements / +2 Tome) 24 Total
Charisma: 8 (base) (+6 Item / +2 Enhancements) 16 Total
Hit Points: 104 (base) (+80 Constitution / +30 Favor) 214 Total
Spell Points: 430 (base) (+224 Intelligence/Wisdom / +300 Feats / +125 Item) 1,079 Total
Armor Class: 10 (base) (+5 Dexterity / +6 Armor Bonus / +7 Shield Bonus / +5 Item / +1 Enhancement) 34 Total
Fortitude: 10 (base) (+5 Constitution / +2 Feats / +5 Item) 22 Total
Reflex: 4 (base) (+5 Dexterity / +2 Feats / +5 Item) 16 Total
Will: 10 (base) (+7 Wisdom / +2 Feats / +5 Item) 24 Total
Feats:
Dodge
Empower Spell (Useless, but had to take something)
Extend Spell
Great Fortitude
Improved Critical: Slashing
Improved Mental Toughness
Iron Will
Lighting Reflexes
Mental Toughness
Skill Focus: Use Magic Devise (To make up for the lack of rogue skills to help this build out)
Weapon Focus: Slashing
Skills:
Balance: 14.5
Jump: 22
Repair: 24
Spot: 31
Swim: 10
Use Magic Devise: 15.5
Spells Used:
Tumble
Expidious Retreat (Don't wear striders)
Jump
Shield
Feather Fall (Don't carry an item)
Blur
False Life
Displacement
Haste
Rage
Stoneskin
Fire Shield
Divine Favor
Cure Light Wounds
Lesser Restoration
Aid
Resist Energy
Cure Moderate Wounds
Cure Serious Wounds
Recitation
Cure Critical Wounds
Divine Power
Why it works: This build is my pride and joy. My baby. The most enjoyed build out of all three. Simply because it is the best of both worlds crammed into one character, with little not no dehabilitating side effects to go with it. You throw up your displacement, rage, haste, and all that good stuff and beat the **** out of things with your best scimitar...and if things get hairy, you have heals to go with it. This build can do/has done everything. From tanking, to support DPS, to even being the party's healer thanks to the rather large mana pool to tap from
Downfalls:
This one gets picked on the most out of all my builds, because of it's radical design. For a while, when I first capped this build, I couldn't log on without people sending me tells calling me a newb or asking how I got such a crappy build to end game content, etc, etc. There was even a huge thread posted on the Khyber forums, arguing about the point of this build. Those that have played with it, however, can vouch for the devistation this build can bring.
As with Irixis, though, Dispel Magic is a common problem with magicaly adept enemies, but if you can get around that, then there is really nothing that comes as a downfall with the acception of possibly hit points.
Fair warning, though. This character is extremely high maitenance. You have to make sure three major stats are the best they can be, (Strength, Wisdom and Intelligence) while taking care not to ignore Constitution and Dexterity as well. My build is a robe wearer (Fearsome of Heavy Fortfication) with a shield that gives 5% arcane spell failure. Since this build has to wear +6 strength gloves, I can't fit in the Fanged Gloves (+5 Strength,-5% Arcane Spell Failure) without losing a +1 to hit and damage..but 5% failure is practically non existant. Though, it does rear it's head at times you really need that spell to go off.
Those are my builds. No one understands them on Khyber, save for a small percentage of the population, and it is very hard to play them in a party...but I will never stop trying...they are by far my most favorite builds I have ever seen/built.
Azoralq
05-01-2008, 07:12 PM
Almost there Gren. The most despised I could think of would be wiz + cleric + sorc.
Actually i don't think I've seen wiz + sorc.... though I know I've heard of people who accidently used the wrong trainer... just never see it. 11 cleric + 2 sorc + 3 wiz... not really sure what that gets you. Max out those Sp's and Dv's too.
Oh... and just as a further push - go halfling healing dragonmark line as well. No Str or Dex obviously.
HEALing monstrosity.
I have a 7th Cleric/7th Sorcerer. 32 Charisma, 30 Wisdom, and a **** ton of mana. The best pure healer build in the game, in my opinion.
geoffhanna
05-01-2008, 07:56 PM
Well from all the threads people seem to hate Warforged, Battle Clerics, Rangers, and Rogues, and also builds with deep multi-classing.
Warforged Cleric 7/Ranger 6/Rogue 3...
...Wow a warforged pseudo battle cleric with Ranger and Rogue awesome!
Winner! :D
Grenfell
05-02-2008, 12:40 AM
WF Sorc:
16 Cha +4 lvls +6 item +3 enh +1 tome --> 30
feats:
1 SF: Enchantment
3 Extend
6 Heighten
9 GSF: Enchantment
12 Spell Pen
15 Greater Spell Pen
spells:
1 - Jump, Nightshield, Charm Person, Tumble
2 - Command Undead, Ooze Puppet, Blur, Web, Knock
3 - Suggestion, Displacement, Rage, Haste
4 - Charm Monster, Enervation, Wall of Fire, Dimension Door
5 - Dominate Person, Mind Fog, Cone of Cold, CK
6 - Mass Suggestion, Greater Hero, Reconstruct
7 - Control Undead, Dancing Sphere, FoD
8 - Summon Monster VIII
I think the idea is simple and obvious from the spell list. :)
Why it will work:
Charm everything in sight; let the mobs do the work. If desperate, drop Firewall or Finger things dead. Enervation & Mind Fog drops Will Save for easier charming. Summon mobs also, using scrolls if need be.
Why it will be a pariah:
Charms everything in sight. :D People just LOVE that. Heh.
/gren
Inkblack
05-02-2008, 09:06 AM
My vote: Az(oralq)'s 'rixis builds
Pariah:
I've seen him put up LFM's for hours, with at most 1-2 people signing up. He switches to a pure class (and a build that isn't as good), and he fills the group. It's kind of funny, except it's not.
Viable:
I've quested with him a lot, and all of his builds are viable. He builds them to be self-sufficient. He doesn't demand resources to keep him alive, and they fill the "other" role nicely. It's just that so many group leader's don't want an "other", they want a focused build instead of someone that is good at many things.
Ink
Grenfell
05-02-2008, 12:33 PM
My vote: Az(oralq)'s 'rixis builds
Pariah:
I've seen him put up LFM's for hours, with at most 1-2 people signing up. He switches to a pure class (and a build that isn't as good), and he fills the group. It's kind of funny, except it's not.
Viable:
I've quested with him a lot, and all of his builds are viable. He builds them to be self-sufficient. He doesn't demand resources to keep him alive, and they fill the "other" role nicely. It's just that so many group leader's don't want an "other", they want a focused build instead of someone that is good at many things.
Ink
I'm going to have to agree :) He has real world experience to back up the build, hehe.
/gren
My vote: Az(oralq)'s 'rixis builds
Pariah:
I've seen him put up LFM's for hours, with at most 1-2 people signing up. He switches to a pure class (and a build that isn't as good), and he fills the group. It's kind of funny, except it's not.
Viable:
I've quested with him a lot, and all of his builds are viable. He builds them to be self-sufficient. He doesn't demand resources to keep him alive, and they fill the "other" role nicely. It's just that so many group leader's don't want an "other", they want a focused build instead of someone that is good at many things.
Ink
if it wasn't for the fact that samulael always seems to be farming something i don't want to run, i'd run my gimp with his gimps. i keep telling people, it is almost impossible to gimp a toon in this game if you have gear. and if there is one thing that sam and my toons have, its gear. at one point, i was going to make a 2wf battle sorc (3r/4 pally/9 sorc) that ran with a w/p rapier and w/p dagger before i gave them to a buddy to build a jellybean build.
Ransacked
05-02-2008, 02:14 PM
Character Plan by DDO Character Planner Version 2.85
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
DontCare
Level 16 Neutral Good Warforged Male
(1 Barbarian \ 2 Rogue \ 13 Bard)
Hit Points: 170
GFL / DV / Minos Legend(58) Hitpoints: 228
Spell Points: 478
+ Wizardy VI 150
Spell Points: 628
BAB: 11\11\16\21
Fortitude: 10
Reflex: 12
Will: 9
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 16)
Strength 11 14
Dexterity 11 12
Constitution 12 16
Intelligence 16 18
Wisdom 12 12
Charisma 13 18
Tomes Used
+2 Tome of Intelligence used at level 1
+1 Tome of Strength used at level 5
+2 Tome of Charisma used at level 16
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance 0 1 -1
Bluff 1 4 4
Concentration 1 3 3
Diplomacy 1 4 4
Disable Device 8 23 24
Haggle 5 16 16
Heal 1 1 1
Hide 3 4 2
Intimidate 1 4 4
Jump 4 7 5
Listen 5 7 7
Move Silently 4 5 3
Open Lock 4 17 18
Perform n/a 20 20
Repair 5 6 8
Search 8 23 24
Spot 5 19 20
Swim 0 2 -2
Tumble 4 5 3
Use Magic Device 5 23 23 (Changed CE to SF:UMD) 26
Notable Equipment
Helm: Charismatic Crown
Ring: Health Ring
Ring: Dextrous Ring
Goggles: Clever Goggles
Necklace: Wise Necklace
Belt: Ogre Power Belt
Level 1 (Rogue)
Feat: (Selected) Mithral Body
Enhancement: Rogue Skill Boost I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Disable Device I
Enhancement: Rogue Search I
Level 2 (Barbarian)
Enhancement: Barbarian Sprint Boost I
Enhancement: Rogue Open Lock I
Enhancement: Rogue Spot I
Enhancement: Warforged Mechanics I
Level 3 (Rogue)
Feat: (Selected) Skill Focus: UMD
Enhancement: Rogue Sneak Attack Accuracy I
Enhancement: Rogue Dexterity I
Level 4 (Bard)
Spell (1): Focusing Chant
Enhancement: Bard Extra Song I
Enhancement: Bard Inspired Bravery I
Enhancement: Warforged Mechanics II
Level 5 (Bard)
Spell (1): Remove Fear
Enhancement: Bard Inspired Damage I
Enhancement: Bard Lingering Song I
Enhancement: Iron Companion
Level 6 (Bard)
Feat: (Selected) Power Attack
Spell (1): Cure Light Wounds
Enhancement: Bard Inspired Attack I
Enhancement: Bard Charisma I
Level 7 (Bard)
Spell (2): Blur
Spell (2): Rage
Enhancement: Bard Extra Song II
Enhancement: Warforged Constitution I
Level 8 (Bard)
Spell (1): Detect Secret Doors
Spell (2): Suggestion
Enhancement: Bard Inspired Bravery II
Enhancement: Bard Energy of the Music I
Level 9 (Bard)
Feat: (Selected) Extend Spell
Enhancement: Bard Lingering Song II
Enhancement: Bard Energy of the Music II
Level 10 (Bard)
Spell (2): Glitterdust
Spell (3): Good Hope
Spell (3): Haste
Enhancement: Bard Extra Song III
Enhancement: Bard Inspired Damage II
Level 11 (Bard)
Spell (3): Displacement
Enhancement: Bard Inspired Attack II
Level 12 (Bard)
Feat: (Selected) Weapon Focus: Slashing Weapons
Enhancement: Bard Charisma II
Level 13 (Bard)
Enhancement: Warchanter I
Level 14 (Bard)
Spell (4): Otto's Sphere of Dancing
Enhancement: Warforged Constitution II
Level 15 (Bard)
Feat: (Selected) Spell Focus: Enchantment
Level 16 (Bard)
Spell (4): Freedom of Movement
Spell (5): Greater Heroism
Spell (5): Mind Fog
Enhancement: Bard Charisma III
Enhancement: Bard Wand Mastery I
Enhancement: Warforged Hardiness I
Trying to calculate the to hit after all buffs / songs:
Weapon: +1 - 5
Str +5
GH +4
Warchanter Song: +1
Inspired courage song (2) & Insp Attack 3: +5
Focusing Chant: +1
Sneak Attack Training: +2
Rage Spell: +1
---------------------------
+30 (31-35)
Barbarian Rage: +2
+32 (33-37)
ShadowFox1978
05-02-2008, 02:51 PM
Phinere
Currently 7/7 Rogue Cleric
I can't remember exact stats at the moment.
I always join groups as the rogue, and invariably the leader forgets to inform the rest of the group and the yassume they have 2 clerics. I can heal with wands and scrolls, but that is expensive an dmostly for my own needs.
Why it is viable:
Evasion. Self buffing-20pt resist/70pt prot,freedom or DW, DP,DF,nightsheild,true seeing(scrolls), find trap, Ghero( i use girds, but can scroll), 40ish diplo to shed aggro, high 50's search, 51 DD(non-boosted), 48 spot, 31 UMD(no head, or gloves yet), 32 OL. Finesse build, dual-weilding puncture rapiers, cursespewing ss/banishing rapier, cursespewing ss/smiting rapier.
Cons: low hp 187(will eventually be 250ish and won't be such a problem) low sp pool(500ish) no improved evasion(will be remidied when the cap goes up and I can reach 11ro/7cl).
Why parties groan:
I still show up with the cleric icon. I enter quest dual-weilding. I inform them I am not a healer build. I am always in the middle of combat, and I spam diplo.
Citymorg
05-02-2008, 05:09 PM
Ok, I have to post here. My Pariah?
Ghenghes Khan, currently 6 Barbarian/2 Fighter Halfling (going the rest Barbarian, after all what else could Ghenghes Khan be?)
Don't have stats handy, but max STR 16, Dex 16 and Con 16 to start (nothing else got points-took 2 points to STR at 3 and 6).
Why do people groan? He is a TWF, Bastard Sword Wielding Halfling. If I have to tell you a 3' halfling wielding 2x 4 1/2' long swords is gimp, well then that's not my problem. He had to take two levels of fighter just get enough feats to be able to pull this off, with PA, TWF, ITWF, OTWF, and Toughness.
Why it works? He, at level 8, has 192HP, with some twinked out armor (+2 Adamantine Fullplate) and wielding either 2 wounders or Cursespewing/Crippling of Pure Good for DPS, he can really kick some butt. It still surprises me how well he does without self-healing. Sure the Cleric hates him, but that's the facts of life for a Cleric.
how did you get twf with no point in dex?
Arianrhod
05-02-2008, 06:45 PM
how did you get twf with no point in dex?
Guess he wields two weapons without the feats....can see where that would be hated. Not sure how viable, though ;)
rawfocat
05-02-2008, 06:55 PM
OK, so not satified with the ranged attacker who kites mobs around I present the melee/arcane mob runner. Whole goal is to draw and then shed aggro. Wields a Two hander and takes cleave to attract more aggro. Use intimidate, then low level arcane CC to kite angry mobs through the AOE CC spells, some cleric levels for self healing
human 6 fighter / 7 wiz / 3 clr.
Stategy. Drops a web, runs up and cleaves the mob and kites into the web. Hypno and CMW for emergencies. 7 wiz gives self haste for better running. Uses INT to max out intim and diplomacy.
Will post a full character planner build when I get the chance.
Azoralq
05-03-2008, 12:07 AM
OK, so not satified with the ranged attacker who kites mobs around I present the melee/arcane mob runner. Whole goal is to draw and then shed aggro. Wields a Two hander and takes cleave to attract more aggro. Use intimidate, then low level arcane CC to kite angry mobs through the AOE CC spells, some cleric levels for self healing
human 6 fighter / 7 wiz / 3 clr.
Stategy. Drops a web, runs up and cleaves the mob and kites into the web. Hypno and CMW for emergencies. 7 wiz gives self haste for better running. Uses INT to max out intim and diplomacy.
Will post a full character planner build when I get the chance.
This wouldn't work for what you are using..it's close to my Erixis build (Differant levels in differant spots), but the DC on your web is going to suck so much, that at higher levels, it will never work, even with Heighten. It will only be cast as a 7th level caster (3rd level max spells) Even with an INT of 30, you'd only have a DC of 23...that's pretty bad.
Definately a build I'd hate though..if it was used only for it's CC..might be a good fighter.
Depravity
05-10-2008, 04:20 PM
I'm entering my 6 fighter/10 rogue inimitank build.
No ability to handle traps, open locks, or be stealthy - it's all about people handling and mobility, with trip and stun thrown in to make life miserable for whatever succumbs to the taunting.
Citymorg
05-12-2008, 11:57 AM
how did you get twf with no point in dex?
I did take the TWF feat. Just checked my stats. At creation:
Str 18 (16 at creation +2 at level 3 and 6)
Dex 16
Con 16
Int 8
Wis 8
Cha 8
I have 32pt build, but since I couldn't also get my Con to 18 and still have a dex high enough for TWF, I went with a 16, which gives me +3 AC. Since I have 2 levels of fighter, I can take the enhancements to increase the max dex bonus on armor by 2. This lets me get the full +3 while wearing full plate (also part of why the build works)
Depravity
05-12-2008, 07:43 PM
no stats, because that's not the funny part.
May I present: "The stat *****" (sounds sorta like war)
2 fighter: +1str
2 rogue/ranger: +1dex
2 barb: +1con
2 wiz: +1int
2 cleric: +1wis
2 sorc/bard: +1cha
Human, of course
and another 4 of one of those for a second boost to a stat
Osharan_Tregarth
05-12-2008, 08:06 PM
no stats, because that's not the funny part.
May I present: "The stat *****" (sounds sorta like war)
2 fighter: +1str
2 rogue/ranger: +1dex
2 barb: +1con
2 wiz: +1int
2 cleric: +1wis
2 sorc/bard: +1cha
Human, of course
and another 4 of one of those for a second boost to a stat
Sorry... Only able to mix three classes here in DDO land.
Depravity
05-13-2008, 05:36 PM
Sorry... Only able to mix three classes here in DDO land.
Quite aware of that. Joke build.
now I have to think of a way to get as many stat points as possible on a single toon, thereby squeezing all the fun out. :P
binnsr
05-13-2008, 05:41 PM
Quite aware of that. Joke build.
now I have to think of a way to get as many stat points as possible on a single toon, thereby squeezing all the fun out. :P
drow
8
16
10
16
14
16
That's the equivalent of a 38-point human :D
Now, add 6 +2 tomes at creation and it's a 64-point build :D
10
18
12
18
16
18
Now make him a Cleric7/Wizard7/Ftr2 and you'll get +2Cha, +2Wis, +2Int, +1Str and +2Dex via enhancements..
Depravity
05-14-2008, 01:25 AM
:D Thanks binnsr.
Sani_Medicor
05-14-2008, 02:05 AM
This is too funny. I've been wanting to make a joke cleric and show up in ww to see the reaction. I guess now I'll have to finally sit down and figure out a complete build. I'll add it to my post in a bit. :)
Orrick_The_Undying
05-16-2008, 08:20 AM
I copied this over from the Class General Discussion Gren,
Here's my idea for a pariah.
For awhile now I've been tossing this idea around in my head. I'm a huge Forgotten Realms fan and an avid Drow fan.
I've been doing some research and have decided to bring my incarnation of the Judicator to DDO.
I will confess to having never played a caster class in DDO so this 1st draft probably has more holes in it than The Bunny Ranch, but that's where you guys come in ( there's a bad pun in that sentence somewhere.. sorry I couldn't help myself ). I'm asking for legitimate, constructive critiques here to help me finetune the build.
Most of my source info came from the WoTC site here ---> http://www.wizards.com/default.asp?x=dnd/ex/20031003c
Drow Judicator of Selvetarm
Code:
Character Plan by DDO Character Planner Version 2.85
DDO Character Planner Home Page
Namhari Dir
Level 16 True Neutral Drow Male
(1 Fighter \ 15 Wizard)
Hit Points: 195
Spell Points: 955
BAB: 8\8\13
Fortitude: 11
Reflex: 10
Will: 10
Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 16) (Level 16)
Strength 16 22 22
Dexterity 12 12 12
Constitution 14 18 18
Intelligence 14 17 20
Wisdom 10 12 12
Charisma 10 10 10
Tomes Used
+2 Tome of Strength used at level 1
+2 Tome of Constitution used at level 1
+2 Tome of Intelligence used at level 1
+2 Tome of Wisdom used at level 1
+3 Tome of Strength used at level 15
+3 Tome of Constitution used at level 15
+3 Tome of Intelligence used at level 15
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance 3 10 10
Bluff 0 0 0
Concentration 7 23 23
Diplomacy 0 0 0
Disable Device n/a n/a n/a
Haggle 0 6 6
Heal 1 1 1
Hide 1 1 1
Intimidate 0 0 0
Jump 6 18 18
Listen 1 1 3
Move Silently 1 1 1
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 3 5 5
Search 3 5 7
Spot 1 1 3
Swim 4 7 7
Tumble 3 10 10
Use Magic Device n/a n/a n/a
Level 1 (Wizard)
Skill: Balance (+2)
Skill: Concentration (+4)
Skill: Jump (+2)
Skill: Tumble (+2)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Toughness
Spell (1): Jump
Spell (1): Tumble
Spell (1): Nightshield
Spell (1): Magic Missle
Spell (1): Cause Fear
Spell (1): Expeditious Retreat
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Energy of the Scholar I
Level 2 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Swim (+0.5)
Skill: Tumble (+0.5)
Spell (1): Feather Fall
Spell (1): Ray of Enfeeblement
Enhancement: Improved Drow Spell Resistence I
Enhancement: Elven Arcane Fluidity I
Enhancement: Elven Enchantment Resistance I
Enhancement: Wizard Intelligence I
Level 3 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Swim (+0.5)
Skill: Tumble (+0.5)
Feat: (Selected) Insightful Reflexes
Spell (2): Resist Energy
Spell (2): Scorching Ray
Level 4 (Wizard)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Tumble (+0.5)
Spell (2): False Life
Spell (2): Glitterdust
Enhancement: Wizard Lineage of Elements I
Enhancement: Wizard Energy Manipulation I
Enhancement: Wizard Elemental Manipulation II
Level 5 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Tumble (+0.5)
Feat: (Wizard Bonus) Maximize Spell
Spell (3): Haste
Spell (3): Displacement
Enhancement: Elven Enchantment Resistance II
Enhancement: Wizard Improved Maximizing I
Enhancement: Wizard Energy of the Scholar II
Level 6 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Tumble (+0.5)
Feat: (Selected) Toughness
Spell (3): Rage
Spell (3): Ray of Exhaustion
Enhancement: Wizard Intelligence II
Level 7 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Tumble (+0.5)
Spell (4): Wall of Fire
Spell (4): Stoneskin
Enhancement: Elven Arcane Fluidity II
Enhancement: Wizard Lineage of Elements II
Level 8 (Wizard)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Tumble (+0.5)
Spell (4): Enervation
Spell (4): Bestow Curse
Enhancement: Improved Drow Spell Resistence II
Level 9 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Tumble (+0.5)
Feat: (Selected) Spell Penetration
Spell (5): Cloudkill
Spell (5): Dominate Person
Enhancement: Wizard Elemental Manipulation III
Enhancement: Wizard Energy of the Scholar III
Level 10 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Tumble (+0.5)
Feat: (Wizard Bonus) Empower Spell
Spell (3): Fireball
Spell (4): Dimension Door
Enhancement: Improved Drow Spell Resistence III
Level 11 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Tumble (+0.5)
Spell (6): Greater Heroism
Spell (6): True Seeing
Enhancement: Wizard Elemental Manipulation IV
Level 12 (Wizard)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Tumble (+0.5)
Feat: (Selected) Greater Spell Penetration
Spell (6): Tenser's Transformation
Spell (6): Flesh to Stone
Enhancement: Elven Enchantment Resistance III
Level 13 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Tumble (+0.5)
Spell (7): Finger of Death
Spell (7): Otto's Sphere of Dancing
Enhancement: Elven Arcane Fluidity III
Level 14 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Tumble (+0.5)
Spell (7): Delayed Blast Fireball
Spell (7): Symbol of Weakness
Enhancement: Improved Drow Spell Resistence IV
Level 15 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Tumble (+0.5)
Feat: (Wizard Bonus) Heighten Spell
Feat: (Selected) Weapon Focus: Slashing Weapons
Spell (8): Horrid Wilting
Spell (8): Otto's Irresistable Dance
Level 16 (Fighter)
Skill: Concentration (+1)
Skill: Jump (+3)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Enhancement: Fighter Critical Accuracy I
Enhancement: Wizard Intelligence III
Enhancement: Fighter Toughness I
Adjusted Stats
STR : 22 / 30 w/ Rage Spell
DEX : 12
CON : 24
INT : 26
WIS : 12
CHA : 10
Gear Worn ( Optimum set up )
Head-----Greensteel Helm ( +45 HP , +6 CON Skills , Stoneskin (2/day) , +5 Protection , Heavy Fortification )
Eyes-----+6 INT Goggles
Neck-----+6 CON Necklace
Trinket---Head of Good Fortune ( +2 Good Luck, Moderate Fortification )
Back-----Green Steel Cloak ( Wizardry 6 , +6 INT Skills , +150 SP , Symbol of Weakness 3/day , Slay Living Guard On Hit Kills live enemy DC 30 Fort save for 3d6 dmg
Body-----+5 Twilight Mithral Full Plate
Waist----Belt of Brute Strength ( +6 Strength, Greater False Life )
Arms-----Ethereal Bracers / Green Steel Bracers ( All Immunities / Deathblock / Symbol of Weakness 3/day / Slay Living Guard )
Gloves---Seven Fingered Gloves ( -10 ASF )
Feet-----Boots of the Innocent ( Resistance +5, Striding 15% )
Finger1--Anathema ( Magi, Evocation Focus )
Finger2--Seal of the Earth ( Natural AC +3, Acid Resistance, Stoneskin (level 12 caster, 3/day, self only )
Held1----Mineral 2 Greatsword ( Holy, Acid Burst , +4 AC , Stoneskin (2/day) , Transmuting , Keen/Impact , Slicing , Mineral (+8 Hardness, +80 Durability )
Saves
F / R / W /
11 / 10 / 10---Taken from Above
+3 / +0 / +0---+6 CON Necklace
+5 / +5 / +5---Boots of The Innocent
+2 / +2 / +2---Head of Good Fortune ( Luck Bonus )
+4 / +4 / +4---Greater Heroism
+1 / +1 / +1---Nightshield
+5 / +0 / +0---Tensor's Transformation
______________
26(31) / 22 / 22 I'm content with those.
AC
10----Base
14----+5 Mithral Full Plate + Dex Mod allowed
+5----+5 Protection Item
+4----Ring of Balance + Stability Mod
+4----Green Steel Greatsword
+1----Haste
_______
42 AC and wearing Extended Displacement & Stoneskin... I can live with that
To Hit
16 /16 /21 / 26 / 26-----Tensor's Transformation
+10---------------------STR Mod ( while Raged )
+5----------------------Green Steel Greatsword
+1----------------------Weapon Focus [ Slashing ]
_____________________
32 / 32 / 37 / 42 / 42----Not Bad at all
I'm looking at it functioning this way.. Working with, by my calculations a 5% ASF you'd drop your AOE dmg spells and debuffs prior to casting Tensor's and wading in to hand to hand.. Seems pretty straight forward to me... I look forward to seeing what you guys think and come up with to help me get it straight.
Shortcomings for the build
Obviously Hitpoints are lacking and for the life of me I just can't ever seem to get the math right to list them here.
Greater Dispell Magic used against this build just outright sucks.
Tome / Raid Loot dependancy, but I've got time to invest getting it all. Although I'll find Jimmy Hoffa holding the Holy Grail before I find +5 Twilight Mith FP.
Stat distribution could use some reworking, but this is a 1st draft.
Lack of self healing due to no UMD score for wands /scrolls.
SP is a bit low. So I'm not a great melee or a top shelf wizard.
This build is a HUGE timesink as far as raiding to get him gear out properly.
Highlights [ IMHO ] for the build
I'm a Platemail wearing, greatsword wielding, FOD / FW / Debuff / CK / Fireball / DDoor tossing, Hasted / Displaced / Stoneskinned / Jumping ton of fun.
And like Bojangles ( it's a Southern Thing ) " I got alot of flavor Y'all "
Why Do I feel he's a pariah.
All of the above listed shortcomings of the build plus the stigma of showing up to a group / raid as a wizard, wearing platemail.. I suspect people would die laughing at you. And even with a 5% ASF, Murphy's Law dictates that when I need a spell to go off, it will fail.
Why it Works.
Great AC for a " squishy ", loads of melee dmg, Jumping FW/CK Kiting / Various Debuffs and Defensive Spells, Good Damamge Spells
Uproar
05-16-2008, 09:27 AM
he had a nice search skill and a whopping 4 disable device so he blew every trap he could :) he disabled a trap in durks on normal once but that's it :P said he rolled a 20.. but he was just aggrivating
Now that was **** funny! And an RP hit with me. Epecially if he concentrated on blowing up the poison traps before a real rogue could get to them.
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