View Full Version : Looking for "Spellsword" build
likuei
06-30-2009, 02:11 PM
I know this is a flavor idea, but can someone help me with a build that mimics the Dwarven Spellswords in the 'Haven'?
Something along the line of robe wearing Ftr/Sorc, Ftr/Mage, Pal/Sorc or Pal/Mage. What I can see is the synergy with Pal/Sorc, but I'm sure there are better choices, as I dont play melee at all. Longsword/club for melee.
I will be 32 pt build for this and I have a stack of +1 tomes. Any help would be appreciated.
Leyoni
06-30-2009, 02:34 PM
I would think that some of the warforged battle mage builds could be adapted fairly easily.
Paladin/Sorcerer is a natural synergetic fit but dwarf CHA is relatively low. Net effect is 1 DC lower than human, elf and halfling casters and 2 DC lower than drow. Not really a big deal as warforged casters will be able to tell you. AC won't be super so you'd probably want to put stat points into STR, CON and CHA. Paladin will get you CHA bonuses to saves. Splashing 2 levels of monk will get you evasion and a couple of extra feats.
OTOH, a wizard/fighter multiclass will net you more feats that will make your spell casting and melee more effective. There is no natural synergy here. As a result you may be harder pressed with your stats. STR, CON and INT would be the main focus. Like above, you may want to splash monk for evasion and some extra feats.
Splits depend on how much of the PrE you plan to use from the arcane side. 18/2 would seem intuitive if you are not splashing monk. 16/4 should also work. Depends on how important the next level of spells are going to be. A 16/2/2 if splashing monk seems about right.
I'm sure others will have more specific info along with actual build suggestions.
Aspenor
06-30-2009, 02:39 PM
I'll take this opportunity to plug my build, The Arcane Knight. (http://forums.ddo.com/showthread.php?t=182069)
likuei
06-30-2009, 03:02 PM
While I see you put some effort into that build, there is way to many things that are required (ie. +2/+3 tomes and shroud/raid items) to make it work. I'm one of those players that like to K.I.S.S. and work with what comes along. I like to have fun.
+6 items: Check
Minos tapestries: Check
Anything in Reaver: Check
+5 Resist/Protection: Check
I did toy around with the thought of WF, but the player is insisting on Dwarven. And after thinking about it a little more, the monk splash does makes sense. Paly/Sorc/Monk get the character evasion; maybe the build would survive a little bit longer than 10th level. If cleric had elemental rays then cleric/sorc/monk would fit the bill. I'll have to look at playing a c/s/m for myself :)
Aspenor
06-30-2009, 03:06 PM
In that case you may favor my buddy Nick's build, The Arcane Psycho. (http://forums.ddo.com/showthread.php?t=116254&highlight=Arcane+Psychoe)
VKhaun
06-30-2009, 03:09 PM
Well you gotta start with what you're flinging at them.
Scorching ray has no save and is gaining chunks of damage by level. 11th level sorc will max scorching ray with a competative 4D6x3 or 12-72 damage (Firewall, for comparison, is only a base of 2D6+20 (22-32) per hit double vs undead when cast by a lv20 caster.).
11th level also gives you two fifth level spells. Prismatic Ray, added in mod9, has no save though it we may be able to scroll that like enervate. Dismissal has a very high save DC compared to other spells. I think it's like +5? It should do well enough for you to be worth casting at other-worldly enemies like mephits, elemental other then earth, or... anything in the magical beast side of the vale.
12 brings a single lv6 spell. Mass suggestion. I think this MIGHT be a very good spell for your build, because it works on TONS of target types and is AE. Even if you get more enemies saving then a normal caster, a lot more, if you do it to lots of bunched up enemies the odds get better that you'll at least land it on one or two and create a decoy and ally for a moment. That's a gamble though, you don't get much else in lv6 spells. Globe of invulnerability and GH can be scrolled if you have UMD, the rest are single-target with saves. If you did 12sorc and mass suggestion sucked you'd still be using Acid Fog instead and stacking it up with your firewall, so it wouldn't be a waste.
If you're going high charisma on an unusual and restrictive build, uncapping UMD is a pretty solid idea IMHO.
Rogue 1.
Human. 12sorc+6pal+2rogue (evasion)?
16str, 12dex, 14con, 10int, 8wis, 16cha.
UMD and concentration.
Save Rogue lv2 for very late, if not lv20, and dump points in balance.
Human, +1str/+1cha adaptable.
+5str on levels, Sorc Cha III, Paladin Cha II.
1(rogue) Force of Personality
(human) Toughness
Maximize
IC:Slash
Toughness
Extend
Empower
Do all the fire enhancements. Damage, crit, crit mod. Superior Combustion II+ is easy to get on helms or necks. Remember to wear light armor for evasion (Blue dragonhide, greater arcane lore.) That spell will slam anything not fire-immune, and fire eles have low will saves vs that dismissal spell's extra high DC. Won't have feats for Sibery's, don't need anti-undead while casting firewall, so you're a knight of the chalice. Human Versatility's +5 attack bonus boost will put you at about what attack bonus a paladin would normally be with a 2rogue splash, but you might even keep your starter island goggles and neck/boot set (guess combustion from a helm then) for +3, and/or pick up WF:Slash. Possibly use Fanion from the necropolis.
Jump / Nightshield / Burning Hands / Ray of Enfeeblement
Scorching Ray / Resist Energy / Blur / See Invisibility
Displacement / Haste / Rage / Protection from energy
DDoor / Wall of Fire / Solid Fog
Dismissal / Prismatic Ray
Scroll the rest. GH, Tenser's, stoneskin, etc.
Leyoni
06-30-2009, 03:23 PM
Human. 12sorc+6pal+2rogue (evasion)?
Anytime you are splashing rogue for evasion w/o also taking rogue skills you should be taking monk instead (assuming you are lawful). Monk gets the same evasion at L2 plus 2 additional feats. The little bit of backstab damage isn't worth it in a build that will be primarily an arcane caster. UMD should be high enough w/o taking rogue (as we see in many sorcs already).
Splashing 6 ranks of paladin does not make sense for any reason. You won't be competative in DPS and won't have the AC to hang out in melee. That is just levels wasted from the arcane class -- meaning fewer and less effective spells.
The more I think about this the more inclined I am to suggest Sorc 17/Paly 1/Monk 2 or Sorc 15/Paly 3/Monk 2.
Aspenor
06-30-2009, 03:31 PM
Anytime you are splashing rogue for evasion w/o also taking rogue skills you should be taking monk instead (assuming you are lawful). Monk gets the same evasion at L2 plus 2 additional feats. The little bit of backstab damage isn't worth it in a build that will be primarily an arcane caster. UMD should be high enough w/o taking rogue (as we see in many sorcs already).
Splashing 6 ranks of paladin does not make sense for any reason. You won't be competative in DPS and won't have the AC to hang out in melee. That is just levels wasted from the arcane class -- meaning fewer and less effective spells.
The more I think about this the more inclined I am to suggest Sorc 17/Paly 1/Monk 2 or Sorc 15/Paly 3/Monk 2.
I took the pally levels in my build for many reasons, including BAB for two-weapon fighting, hit points, paladin spells, and enhancements.
In the highest level spells, we see no insanely useful spells for an arcane/melee unless you plan on doing lots of nuking. The presence of useful buffs is minimal to non-existant.
VKhaun
06-30-2009, 03:48 PM
Anytime you are splashing rogue for evasion w/o also taking rogue skills you should be taking monk instead (assuming you are lawful). Monk gets the same evasion at L2 plus 2 additional feats. The little bit of backstab damage isn't worth it in a build that will be primarily an arcane caster. UMD should be high enough w/o taking rogue (as we see in many sorcs already).
Splashing 6 ranks of paladin does not make sense for any reason. You won't be competative in DPS and won't have the AC to hang out in melee. That is just levels wasted from the arcane class -- meaning fewer and less effective spells.
The more I think about this the more inclined I am to suggest Sorc 17/Paly 1/Monk 2 or Sorc 15/Paly 3/Monk 2.
UMD uncapped from rogue in my post, sneak attack+D6+3, but monk certainly makes sense as well.
Smite.
Extra Smite
Divine Sacrifice.
Divine Might
Sovereign Host full heal (comes off longswords +1)
+3 Paladin Charisma
Divine Favor
Extra Lay on Hands.
That's still not a complete list.
1 paladin is laughable, you don't even have immunities or divine grace.
3 is a good compromise, but won't open polar ray without dropping evasion.
6 paladin is far, far from useless.
This build is never going to 'hang out' with any pure hardcore built class for effectiveness, it's a theme build just trying to get by.
likuei
07-01-2009, 12:38 AM
Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 16 Lawful Good Dwarf Male
(5 Paladin \ 1 Monk \ 10 Sorcerer)
Hit Points: 252
Spell Points: 887
BAB: 10\10\15\20
Fortitude: 18
Reflex: 14
Will: 15
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 16) (Level 16)
Strength 15 20 20
Dexterity 14 15 15
Constitution 15 16 17
Intelligence 8 8 8
Wisdom 8 8 8
Charisma 15 16 18
Tomes Used
+1 Tome of Strength used at level 1
+1 Tome of Dexterity used at level 1
+1 Tome of Constitution used at level 1
+1 Tome of Charisma used at level 1
+2 Tome of Constitution at 1750 (not noted in stat planner)
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance 2 3 7
Bluff 3 4 4
Concentration 3 3 4
Diplomacy 3 4 4
Disable Device n/a n/a n/a
Haggle 3 4 4
Heal -1 -1 -1
Hide 2 2 2
Intimidate 3 4 4
Jump 3 5 5
Listen -1 -1 -1
Move Silently 2 2 2
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair -1 -1 -1
Search -1 -1 1
Spot -1 -1 -1
Swim 3 5 5
Tumble n/a 3 3
Use Magic Device 5 13.5 13.5
Level 1 (Paladin)
Skill: Use Magic Device (+2)
Feat: (Selected) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Aura of Good
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Dwarven Stability
Feat: (Automatic) Dwarven Stonecutting
Feat: (Automatic) Exotic Weapon Proficiency: Dwarven Waraxe
Feat: (Automatic) Giant Evasion
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Orc and Goblin Bonus
Feat: (Automatic) Poison Save Bonus
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Smite Evil
Feat: (Automatic) Sneak
Feat: (Automatic) Spell Save Bonus
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Enhancement: Follower of the Sovereign Host
Level 2 (Sorcerer)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Magical Training
Spell (1): Nightshield
Spell (1): Magic Missle
Enhancement: Paladin Devotion I
Enhancement: Sorcerer Force Manipulation I
Level 3 (Paladin)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Extend Spell
Feat: (Automatic) Divine Grace
Feat: (Automatic) Lay on Hands
Enhancement: Paladin Extra Smite Evil I
Level 4 (Paladin)
Ability Raise: STR
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Aura of Courage
Feat: (Automatic) Divine Health
Feat: (Automatic) Fear Immunity
Enhancement: Paladin Focus of Good I
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Energy of the Dragonblooded I
Enhancement: Paladin Toughness I
Level 5 (Sorcerer)
Skill: Use Magic Device (+0.5)
Spell (1): Burning Hands
Enhancement: Dwarven Constitution I
Enhancement: Paladin Courage of Good I
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Racial Toughness I
Enhancement: Sorcerer Charisma I
Level 6 (Sorcerer)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Two Weapon Fighting
Spell (1): Protection From Evil
Enhancement: Dwarven Spell Defense I
Enhancement: Dwarven Spell Defense II
Enhancement: Racial Toughness II
Level 7 (Paladin)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Turn Undead
Spell (1): Bless
Spell (1): Cure Light Wounds
Spell (1): Divine Favor
Spell (1): Lesser Restoration
Spell (1): Lionheart
Spell (1): Resistance
Spell (1): Seek Eternal Rest
Spell (1): Virtue
Enhancement: Paladin Devotion II
Enhancement: Paladin Toughness II
Level 8 (Sorcerer)
Ability Raise: STR
Skill: Use Magic Device (+0.5)
Spell (2): Blur
Enhancement: Sorcerer Elemental Manipulation II
Enhancement: Sorcerer Force Manipulation II
Level 9 (Sorcerer)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Maximize Spell
Spell (2): Resist Energy
Enhancement: Racial Toughness III
Enhancement: Sorcerer Energy of the Dragonblooded II
Level 10 (Sorcerer)
Skill: Use Magic Device (+0.5)
Spell (3): Heroism
Enhancement: Sorcerer Charisma II
Level 11 (Sorcerer)
Skill: Use Magic Device (+0.5)
Spell (2): False Life
Spell (3): Displacement
Enhancement: Sorcerer Elemental Manipulation III
Level 12 (Sorcerer)
Ability Raise: STR
Skill: Use Magic Device (+0.5)
Feat: (Selected) Dodge
Spell (4): Wall of Fire
Enhancement: Sorcerer Lineage of Force I
Enhancement: Sorcerer Lineage of Deadly Elements I
Level 13 (Sorcerer)
Skill: Use Magic Device (+0.5)
Spell (2): Scorching Ray
Spell (3): Haste
Spell (4): Stoneskin
Enhancement: Sorcerer Lineage of Elements I
Enhancement: Sorcerer Lineage of Deadly Elements II
Enhancement: Sorcerer Energy of the Dragonblooded III
Level 14 (Sorcerer)
Skill: Use Magic Device (+0.5)
Spell (5): Waves of Fatigue
Enhancement: Sorcerer Elemental Manipulation IV
Level 15 (Monk)
Skill: Balance (+1)
Skill: Tumble (+1)
Skill: Use Magic Device (+0.5)
Feat: (Monk Bonus) Toughness
Feat: (Selected) Two Weapon Defense
Feat: (Automatic) Exotic Weapon Proficiency: Kama
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Finishing Moves
Feat: (Automatic) Flurry of Blows
Feat: (Automatic) Ki Strike: Damage
Feat: (Automatic) Unarmed Strike
Level 16 (Paladin)
Ability Raise: STR
Skill: Use Magic Device (+0.5)
Enhancement: Sorcerer Improved Maximizing I
Enhancement: Sorcerer Lineage of Elements II
Enhancement: Sorcerer Lineage of Force II
Enhancement: Sorcerer Lineage of Deadly Force I
Enhancement: Sorcerer Lineage of Deadly Force II
Ok, here is where I am after the suggestions and additional reading on my part. Dex is still a litle lower than I would like, due mostly to the fact that Paladin is stat dependant, but it seems that the synergy with Sorc plans well. I can see this character making it to level 10, but if its going to be viable at end-game, +3 tomes and shroud items will be mandatory (the class bonuses that are stat dependant will be lacking ... ie. no bonus). I kinda knew this from the get-go, but it is more obvious now. Evasion will be a no-go until there is a way to getthe number over 24 (?).
Eventually, the character will be 6 Paladin/2 Monk/12 Sorc
Levels 17 - 20 will be as follows:
17: Paladin
18: Sorc
19: Monk
20: Sorc
I am leaning toward adding the second monk level earlier, but I am unsure where it should go, as it will slow down the buffs and spell progression. While party members will be able to pick up a few of the buffs, I am looking at being as self sufficient as possible (with such a weird build).
Of course, as I said abouve, +6 items are easy to come by (are there going to be up to +8?) and the tomes will be available when it is rolled.
This is an imagined list of basic equipment, any additional gear will be added based on stat location. While simple, it can be effective until additional raidloot can be farmed.
Head: Helm of Magi / Minos
Trinket: Voice of the Master/Head of Good Fortune
Eyes: Korthos (+1/2 o hit)/ Spec Optics
Neck: +5 Resistance of XXXX
Armor: Blue Dragon Scale Robe
Cloak: Reaver’s Napkin
Arms: +6 Str Bracers of XXXX
Feet: Striding of Springing / Feather fall
Ring: Ring of Balance
Ring: Charismatic of +5 Protection
Main: Paralyzing Longsword of XXXX
Off-hand: Potency club of XXXX
Waist: +6 Con
Noctus
07-01-2009, 08:42 AM
Every levelof Paladin over 3 is basically wasted on your build.
You can debate if you should take 1, 2 or 3, each has its own merits and occasions when it is "best", but 4+ levels are a very bad split.
And if you present a build, put it in "Build Feedback" mode, otherwise many people, including me, wont burry through the infotrash you posted to find the few relevant pieces of information. You will get way more competent comments this way.
VKhaun
07-01-2009, 09:01 AM
The big disagreement seems to be the worthiness of paladin levels. Instead of trying to build it all at once, make it a paladin at level one, level to three as a pure paladin, and then take monk1/2, then go pure sorcerer for a while. The early spells will blow and you'll be relying on your melee/smites. See if you want more of them, if you want divine might, if you want divine sacrifice etc. Maybe you can get by without them, maybe with experience you'll see they wouldn't be that helpful. Maybe you'll be taking them very quickly because 3pal/2mo just doesn't cut it. In any case the unknowns will disappear with that experience.
Level to five as paladin3, Monk2, then go all sorc from there on until you deem it necessary to get more paladin.
Side Note: Mel's Acid Arrow makes an INCREDIBLE taunt move. Try it once and you'll see.
Powered by vBulletin® Version 4.2.3 Copyright © 2024 vBulletin Solutions, Inc. All rights reserved.