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View Full Version : Awefense Min/Max build



cypan41
09-21-2009, 11:47 PM
This is a completely offensive caster, with healing abilities. Currently she is at lvl 18 and is a very viable build.

str 8 end 14
dex 8 end 16 (+2 tome)
con 8 end 16 (+2 tome)
int 8 end 14 , optional +2tome if you want the extra skill point
wis 18 end 36 (+2 tome +3 shroud)
cha 18 end 30 (+2 tome)

End spell points approximately 2800 with shroud wep and wiz 7 item.
End hitpoints 360 ( not bad for a starting 8 con, certainly manageable.)
AC sits around 43 self buffed.

Feats
Toughness
maximize
empower
extend
heighten
quicken

Skill points put all into umd. mostly for stoneskin wands, and also teleport scrolls.
The stoneskin helps with lower hps. Could instead into balance which is truly abysmal with this build. :) Just gotta make use of your wings to keep from being tripped by the pesky cats and dogs.

Currently at lvl 18 have 2475 sp.
Weilding a Greenblade Blade barriers average 250-350 crits are 450-550.
Solo healed Shroud part 5 and ended the fight with 200 sps left.

It's a very fun build to play, crazy kill numbers, and a good healer when you want to let the DPS'rs kill the bosses. Surprisingly easy to keep alive considering starting with an 8 con.

Highly recommend it for a fun change. :D

iruka41
09-22-2009, 01:33 AM
But um.... wouldn't you recommend 14CON & 16CHA?
(Especially if you had 200SP left after that Shroud :))

By the way, I hope that 41 in your ID came from the same source as my 41 :)

Lithic
09-22-2009, 03:03 AM
your build is missing 1 feat (2 if you are human as your stats seem to indicate).

Personally i would drop toughness (-23hp from feat, -40hp from tier 1 and 2 of both human and FvS toughness) for a loss of 63 hp, and bring con up to 14 at the expense of charisma, which gains you 60more hp at lvl 20. Net effect is +3 fort save, -3hp, and -30ish spell points. Stick the now available feat into mental toughness and you gain 105spell points, for a net gain of 75ish sp and +3 fort save at the expense of 3hp.

Not sure why your build assumes a dex and int item though, as you don't seem to get anything from it (well ok +3 reflex from a dex item).

As for a skills, people starting such a favored soul should (IMO) get either jump or concentration (or both if human with 8 int), with points from a +2 int tome at lvl 7 going to balance. UMD for a cleric class isn't very usefull. Mineral 1 items are cheap to make, and give you much better stoneskin than wands. A melee character might use more than 2 or 3 mineral1 clickies between shrines, but an offensive caster like your build is not likely to get hit so often. On my own melee cleric I rarely used more than 2 or 3 charges of stoneskin per shrine, and I carried 6. As for teleport scrolls, you can either get a royal guard mask, or the new 50charge teleport rod.

cypan41
09-22-2009, 06:52 PM
Lithic I like your idea about toughness, though I wouldn't lose that, that's a lot of hps on my build. Though I am finding because of my high dc, I don't really seem to notice much of a difference with heightening. Therefore I may switch to mental toughness with that.

As for the dex, it's simply to get the +3 dex bonus for Mith Fp. Which I do use. AC is never going to be great, but for lower lvl stuff it helps a little.

Stone skin wands are also much cheaper than crafting clickies. And as I can cast them as soon as needed, over all it works better. I do have one royal mask, but the pain of making a run to the inn to let it recharge is just too much. I enjoy being able to teleport at will. And I don't want to pay Turbine any more money than I already do. :)

Anyhow good ideas, and I don't disagree for most players. Though I'm really enjoying the min/max. :)

Timjc86
09-23-2009, 11:05 AM
Having played a LOT with this character from early to late levels, I can second that it is a very viable character, from one shotting wraiths in Delera's with Searing Light, to hacking up just about everything in sight with BB.

And apparently even some decent healing now, too. :)

I feel kinda bad for all those melees that got stuck with the two Favored Souls who maybe used a scroll on them every once in a while. It was a fun trip towards 20 though.

cypan41
09-25-2009, 05:08 AM
Yeah poor things. :) I do heal more now when I need. Solo healed Shroud 5 the other day and ended up with like 300+ sps. I think I was 17 at the time.
Now I'm sitting at 2660 sps at 19, including spellstoring ring and a wiz 7 helm. Guess when I get my archmage and my shroud crafting done should be at about 2860. Little over 3000 when I reach 20 and get the extra sps and +2 cha.

Lvl 19 now and just solo'd Running with the Devils. Gotta try it on hard now, but may wait til 20 for that.

One more lvl and I get my Searing light for free!!

Only thing in the game I don't like are the greater cats in the battleground. They save on my BBs CONSTANTLY! Hate them. Hate them hate them hate them! :mad: Guess at 20 I'll just kite them around and slowly kill em with searing light to save mana.

cypan41
09-28-2009, 04:02 PM
Ah lvl 20.


3184 sps (including shroud +150sp item, archmagi item, spell storing ring)

Searing lights hit for 150-350

362 hps (no shroud item, no minos helm so could be more)
As a caster, I have taken to casting a bb, switching to potency item and +5 adamantine tower shield, and shield block while tumbling about. Hardly ever get hit for more than 7 hps at a time, most damage is 0. Silver damage resistance kicks ass.

So the MIN/MAX toon is very viable with FS.

Absolute-Omniscience
09-28-2009, 04:22 PM
The starting stats are very bad, imo. You're giving up 80 hp for 58 spell points; imo a total waste.

Overall it's quite similar to what I've done, the last two feats you haven't listed are SP and GSP for me.
And the build is totally amazing, leap of faith is THE ability, especially combined with blade barrier.

cypan41
09-28-2009, 10:44 PM
curious as to how you come up with 58 sps? Vs what stats are you thinking? There is no way to even come up with 58 sps difference. They go up in 5's.

I can see some people wanting more hitpoints as some kind of comfort zone, but playing this build, I could play it easily with -60 hps from what I have now.
Orthons hit for 10 max. Traps sure, they can hit ya, but that's what a heal spell or scroll is for. Besides you can fly through most of them.
I honestly can't reason why you'd want to waste points into Con on a caster build that has this kind of damage resistance. Especially one that starts with an 8 die hp build.
And Big boss's, well it's a caster build. Ya shouldn't be up with the melees anyhow. :)

Absolute-Omniscience
09-29-2009, 04:09 AM
curious as to how you come up with 58 sps? Vs what stats are you thinking? There is no way to even come up with 58 sps difference. They go up in 5's.

I can see some people wanting more hitpoints as some kind of comfort zone, but playing this build, I could play it easily with -60 hps from what I have now.
Orthons hit for 10 max. Traps sure, they can hit ya, but that's what a heal spell or scroll is for. Besides you can fly through most of them.
I honestly can't reason why you'd want to waste points into Con on a caster build that has this kind of damage resistance. Especially one that starts with an 8 die hp build.
And Big boss's, well it's a caster build. Ya shouldn't be up with the melees anyhow. :)

8
8
16
8
18
14

4 con mods more, 2 cha mods less.
CHA SP is calculated: (9+20(Levle)*chamod

So -2 cha mods = -2*(9+20)=-58

Con is
4*(level)=80

I'm not saying that you lack in anyway, it's just that an increase in ~20% hp sure beats an increase in ~1-2% of sp.

I'm just cursios, have you played the ToD raid much with your new Favored soul? Those fire elementals hit for about 160 a spell, and I've seen many 400 hp non-evasion builds splat from those. Also, on elite those traps hit for over 250, and if you get blown away in the right (wrong) direction you'll surely git hit by 1-3 of em.

Also, othorns only hit for 10 on solo-normal, though on elite with full group they hit for around 60-70.



Ya shouldn't be up with the melees anyhow.

The melee comes to you. :D
Especially if you tend to rush and actually nuke some with the bbs / cometfalls.

cypan41
09-29-2009, 03:58 PM
Ah problem in my post. I end with a 32 not 30 cha. Also check out http://ddowiki.com/page/Spell_point for cha mod on sps.

Over a low end cha build I gain 200-300 sps. Which some might not see as that much. But it's enough to cast 2-3 max empower quicken extended bbs. Which can clear those last two or 3 rooms to get your party to a shrine.

I've only done the raid once, and was lost most the time as my guild all knew it better than I. I've been too busy leveling this toon. :)
I didn't have a problem in there though. I still may craft a hp item, and put on a mino's helm since I have the slots on this toon. Which will put me at about 422hps.

Absolute-Omniscience
09-29-2009, 04:10 PM
Ah problem in my post. I end with a 32 not 30 cha. Also check out http://ddowiki.com/page/Spell_point for cha mod on sps.

Over a low end cha build I gain 200-300 sps. Which some might not see as that much. But it's enough to cast 2-3 max empower quicken extended bbs. Which can clear those last two or 3 rooms to get your party to a shrine.

I've only done the raid once, and was lost most the time as my guild all knew it better than I. I've been too busy leveling this toon. :)
I didn't have a problem in there though. I still may craft a hp item, and put on a mino's helm since I have the slots on this toon. Which will put me at about 422hps.

That SP breakdown is exactly what I said.
(9+level)*chamod. So each cha mod = 29 sp on a pure Favored soul. And difference between 14 base cha and 18 base cha is 2 cha mods = 58 sp.

We're not comparing a 0 cha build to your build, we're comparing one with +80 hp (4 con mods) and -58 sp (-2 cha mods)

422 is by no means BAD, it's just that 502 hp is quite a bit better, and the only loss is 58 sp, on a 3k sp bar.
The ToD raid on elite is quite different than normal. On normal I'd say it's a very easy raid, as soon as you have some decent tactics for part 2. But on hard and elite, both the first fight and the last one is significantly much harder. Those traps in part 1 claimed a fair share of our party in our first elite run.