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liltova
08-03-2011, 03:22 PM
Before I start, I would just like to state that I have not tested this build in the game yet, but I will build the character whether it is viable or not, just for fun.

Also, the stats in the planner that I have provided are completely unbuffed, and with no gear. I don't know what's going on, if it is supposed to be like that in the Character Planner, but some of the gear is just not on there. /shrug, So I guess I'll just type it out for yall. :)

The Chance Dragon is a 6 Paladin/2 Monk/12 Cleric. Lawful Good for the Monk levels. 32 Point Build.

The Saves on this build are actually very nice, I am happy with that part of the build, especially with evasion. Unbuffed and Ungeared The Chance Dragon is standing at 29 Fort, 22 Reflex, 22 Will Save, making for some very high end game numbers.


Character Plan by DDO Character Planner Version 03.09.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

The Chance Dragon
Level 20 Lawful Good Human Male
(6 Paladin \ 2 Monk \ 12 Cleric)
Hit Points: 329
Spell Points: 645
BAB: 16\16\21\26\26
Fortitude: 29
Reflex: 22
Will: 22

The Stats are a little stretched, due to needing 15 Dex for twf, 13 Str for Power Attack, Con for decent Hitpoints, and Max Cha. It is somewhat difficult. But end as so:

Constitution -16 +7 Item +2 Ship +2 Rage Spell +2 Exceptional +4 Madstone +1 Litany = 34
Charisma -28 +7 Item +2 Ship +2 Exceptional +1 Litany = 40

The other stats are not as important, only for Pre-Reqs really. So they only have some +6 stat items and such. +2 tomes in Str and Dex as to spend less when rolling up the character.


Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 11 13 13
Dexterity 15 17 17
Constitution 13 15 16
Intelligence 8 8 8
Wisdom 8 8 8
Charisma 18 25 28

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


As far as skills go, Maxed UMD and Balance, and nothing into the rest. UMD serves us for some items, arcane scrolls, etc. But not so much heal scrolls as you get those free with the 12 Cleric Levels :).


Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 4 19.5 19.5
Bluff 4 9 9
Concentration 1 3 4
Diplomacy 4 9 9
Disable Device n/a n/a n/a
Haggle 4 9 9
Heal -1 -1 1
Hide 2 3 3
Intimidate 4 9 9
Jump 0 1 1
Listen -1 -1 -1
Move Silently 2 3 3
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 0 1 1
Tumble n/a n/a n/a
Use Magic Device 6 20.5 20.5


The feats that I used in this build were also very stretched, but I tried to make it work, having metas for the Radiant Servant Bursts and Auras. The feats used in this build are Maximise, Toughness, Empower Healing, Quicken, Empower, IC: Slashing, Monk PA, Monk twf, Itwf, and Gtwf.


Level 1 (Cleric)
Skill: Balance (+2)
Skill: Use Magic Device (+2)
Feat: (Selected) Maximize Spell
Feat: (Human Bonus) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Turn Undead
Spell (1): Bane
Spell (1): Bless
Spell (1): Cause Fear
Spell (1): Command
Spell (1): Cure Light Wounds
Spell (1): Divine Favor
Spell (1): Doom
Spell (1): Inflict Light Wounds
Spell (1): Nightshield
Spell (1): Nimbus of Light
Spell (1): Obscuring Mist
Spell (1): Protection From Evil
Spell (1): Remove Fear
Spell (1): Shield of Faith
Spell (1): Summon Monster I


Level 2 (Cleric)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip


Level 3 (Cleric)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Empower Healing Spell
Spell (2): Aid
Spell (2): Bear's Endurance
Spell (2): Bull's Strength
Spell (2): Close Wounds
Spell (2): Cure Moderate Wounds
Spell (2): Deific Vengance
Spell (2): Eagle's Spendor
Spell (2): Find Traps
Spell (2): Hold Person
Spell (2): Inflict Moderate Wounds
Spell (2): Lesser Restoration
Spell (2): Owl's Wisdom
Spell (2): Remove Paralysis
Spell (2): Resist Energy
Spell (2): Seek Eternal Rest
Spell (2): Soundburst
Spell (2): Spawn Screen
Spell (2): Summon Monster II


Level 4 (Cleric)
Ability Raise: CHA
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)


Level 5 (Cleric)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Spell (3): Bestow Curse
Spell (3): Blindness
Spell (3): Contagion
Spell (3): Cure Serious Wounds
Spell (3): Dispel Magic
Spell (3): Glyph of Warding
Spell (3): Inflict Serious Wounds
Spell (3): Magic Circle Against Evil
Spell (3): Mass Aid
Spell (3): Prayer
Spell (3): Protection From Energy
Spell (3): Remove Blindness
Spell (3): Remove Curse
Spell (3): Remove Disease
Spell (3): Searing Light
Spell (3): Summon Monster III
Spell (3): Water Breathing


Level 6 (Cleric)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Quicken Spell


Level 7 (Cleric)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Spell (4): Chaos Hammer
Spell (4): Cure Critical Wounds
Spell (4): Deathward
Spell (4): Dismissal
Spell (4): Divine Power
Spell (4): Freedom of Movement
Spell (4): Holy Smite
Spell (4): Inflict Critical Wounds
Spell (4): Mass Shield of Faith
Spell (4): Neutralize Poison
Spell (4): Order's Wrath
Spell (4): Panacea
Spell (4): Poison
Spell (4): Recitation
Spell (4): Restoration
Spell (4): Summon Monster IV
Spell (4): Symbol of Flame
Spell (4): Unholy Blight


Level 8 (Cleric)
Ability Raise: CHA
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)


Level 9 (Cleric)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Empower Spell
Spell (5): Break Enchantment
Spell (5): Divine Punishment
Spell (5): Flame Strike
Spell (5): Greater Command
Spell (5): Mass Cure Light Wounds
Spell (5): Mass Inflict Light Wounds
Spell (5): Protection From Elements
Spell (5): Raise Dead
Spell (5): Slay Living
Spell (5): Spell Resistance
Spell (5): Stalwart Pact
Spell (5): Summon Monster V
Spell (5): Symbol of Pain
Spell (5): True Seeing


Level 10 (Cleric)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)


Level 11 (Cleric)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Spell (6): Banishment
Spell (6): Blade Barrier
Spell (6): Cometfall
Spell (6): Create Undead
Spell (6): Greater Dispel Magic
Spell (6): Greater Glyph of Warding
Spell (6): Harm
Spell (6): Heal
Spell (6): Heroes Feast
Spell (6): Mass Bear's Endurance
Spell (6): Mass Bull's Strength
Spell (6): Mass Cure Moderate Wounds
Spell (6): Mass Eagle's Spendor
Spell (6): Mass Inflict Moderate Wounds
Spell (6): Mass Owl's Wisdom
Spell (6): Summon Monster VI
Spell (6): Symbol of Fear
Spell (6): Symbol of Persuasion
Spell (6): Undead to Death
Spell (6): Word of Recall


Level 12 (Cleric)
Ability Raise: CHA
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Critical: Slashing Weapons


Level 13 (Monk)
Skill: Balance (+3)
Skill: Use Magic Device (+0.5)
Feat: (Monk Bonus) Power Attack
Feat: (Automatic) AC Bonus
Feat: (Automatic) Disciple of Breezes
Feat: (Automatic) Disciple of Candles
Feat: (Automatic) Disciple of Pebbles
Feat: (Automatic) Disciple of Puddles
Feat: (Automatic) Exotic Weapon Proficiency: Kama
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Finishing Moves
Feat: (Automatic) Flurry of Blows
Feat: (Automatic) Martial Weapon Proficiency: Handaxe
Feat: (Automatic) Unarmed Strike


Level 14 (Monk)
Skill: Balance (+3)
Skill: Use Magic Device (+0.5)
Feat: (Monk Bonus) Two Weapon Fighting
Feat: (Automatic) Evasion
Feat: (Automatic) Meditation


Level 15 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Two Weapon Fighting
Feat: (Automatic) Aura of Good
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Smite Evil


Level 16 (Paladin)
Ability Raise: CHA
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Divine Grace
Feat: (Automatic) Lay on Hands


Level 17 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Aura of Courage
Feat: (Automatic) Divine Health
Feat: (Automatic) Fear Immunity


Level 18 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Two Weapon Fighting
Spell (1): Lesser Restoration
Spell (1): Lionheart
Spell (1): Resistance
Spell (1): Virtue


Level 19 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)


Level 20 (Paladin)
Ability Raise: CHA
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Remove Disease

Enhancements that were used, are to provide little healing amp, not too much because like most things AP is also stretched, hehe.

Radiant Servant I and II, sadly you can not take HotD, which I was originally planning on.

Way of the Tourtise for +5 HP.

Paladin Smites, LoH, Divine Sacrifice, etc.

Well I'll leave it for you to read :).



Enhancement: Cleric Radiant Servant I
Enhancement: Cleric Radiant Servant II
Enhancement: Human Adaptability Charisma I
Enhancement: Human Greater Adaptability Constitution I
Enhancement: Human Improved Recovery I
Enhancement: Way of the Patient Tortoise I
Enhancement: Paladin Divine Sacrifice I
Enhancement: Paladin Exalted Smite I
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Paladin Extra Smite Evil I
Enhancement: Paladin Extra Smite Evil II
Enhancement: Paladin Hunter of the Dead I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Improved Heal I
Enhancement: Improved Heal II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Life III
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Charisma I
Enhancement: Cleric Charisma II
Enhancement: Paladin Toughness I
Enhancement: Paladin Toughness II
Enhancement: Cleric Divine Might I
Enhancement: Cleric Divine Might II
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Extra Turning III
Enhancement: Cleric Extra Turning IV
Enhancement: Cleric Improved Turning I
Enhancement: Cleric Improved Turning II

The Endgame/Epic Gear Loadout goes like so:


2x Epic Dynastic Falcatas (For the Cha Attack/Damage Mod).. 2d8+6.. 19-20/x3.

Tharnes Goggles, for the TS and +5 Sneak Attack Damage.

DT Armor/Robes, 10% Heal Amp, 20% Heal Amp, and a guard of choice.

Epic Bracers of the Claw, Heavy Fort.

Epic Gloves of the Claw, +6 Str, 30% Heal Amp, (+4 Damage with them both)

Torc, Sp Regen, Spell Pen VI.

Litany, +1 To Hit/Damage, +1 to all stats.

Enevenomed Cloak, Con7, SFL, Resistance +5, (Slotted Toughness)

Ring of the Ravager

Any other ToD Ring

Ravager Belt

Conc Opp Gs + 45 Hp Item

Gs Boots (Very Cheap, 1-2 Large Mats) Blindness/Disease Immunity, Fear/Poison Immunity, +100 SP and +3 cha skills (UMD)

The Damage that you will realistically be doing with this build, is around 60 a swing,which is not a lot you might think, but then again you are a cleric really, and you are charisma based, so that might be alot. You also have the smites of a Paladin, Divine Might, Ravager Set ticking off, and you can turn undead with ease.

Some other fun facts about the Chance Dragon: Your Lay on Hands will be extremely Potent, you will have a large, large sum of turn undead attempts, Quicken to spam bursts, you also have a healing over time effect on a some-what melee character which is kind of nice.

Now, I will say again, that I do not know if this toon will be viable, but I will try it out, Screenshots and all. :)

Will report back the results.

liltova
08-06-2012, 10:46 AM
Lol, I forgot about this. I still want to try it though, what do you guys think?

unbongwah
08-06-2012, 11:59 AM
Why max CHA? Sure, you have higher saves and more TUs for extra auras / bursts; but gimping your DPS to achieve that is a poor tradeoff, IMHO. Base CHA 14 + 2 tome is enough for Divine Might II, which as high as you can get with this lvl split; your saves will be plenty high and your DPS will be higher if you put more into STR.

Do you have HE? This is radically different from your build, but what I'd consider is: HE monk 6 / cleric 13 / ftr 1 w/pally dilly feat for bonus to saves using handwraps. You'll get two more feats, one which you'll use to add Dodge for Ninja for Shadow Fade (25% Incorp). Cleric 13 would get you the next bump in aura output and lvl 7 spells; I'm thinking MCSW would be the most useful. Feats are tricky, but there are 13 total: 7 base + 3 monk + 1 ftr + 2 epic; I'm thinking TWF x3, Emp, Emp Heal, Max, Quicken, Dodge, Toughness, Stunning Fist, IC:Blunt, PA or Precision, +1 more (maybe Imp Sunder or Stunning Blow).

JollySwagMan
08-06-2012, 03:14 PM
Interesting...I think a fair bit of build tweakage might be called for, I think some of the Paladin levels may detract from the build unless you are building for a tank. With 6 paladin levels, my first thought is Divine Righteousness, which might combo nicely with Divine Punishment for aggro-holding...albeit perhaps not as well as 6 more Cleric levels would do. However if one could somehow fit in Defender of Syberis and Intimidate, I think that would help justify the 6 paladin levels a bit more.

With only 12 Cleric levels, I am curious why the starting Charisma of 18...one might consider dropping this down a bit, or possibly bumping up to Cleric 15 to access Divine Might III. Even that only takes 18 Charisma including tomes and levelups.

Unfortunately the Radiant Servant stuff will be Cleric-level based rather than character-level based, in addition to the recent nerfing in update 14, I fear you won't get as much party-healing functionality as you may wish for.

Note that Madstone and activating radiant bursts/aura are incompatible, though LoH should work while raged to my knowledge. Divine Healing enhancement can be used while raged, but it's not viable at higher levels/costs too much AP anyway.

Some directions one might consider:
18 Cleric/2 Paladin (in preparation for the enhancements pass and the third tier Clerical prestige classes.)
15 Cleric/3 Monk/2 Paladin (extremely hotbar intensive, combining Clerical spells, light monk combos and paladin smites)
15 Cleric/3 Paladin/2 Monk (much simpler)
15 Cleric/5 Paladin (divine sacrifice)
13 Cleric/5 Paladin/2 Monk (similar to your posted build, except with slightly better party support buffs/healing: quickened mass pro elements are handy)
13 Cleric/6 Monk/1 Fighter (as unbongwah suggested)
12 Cleric/6 Monk/2 Paladin

If it's a Monk splash on a Cleric, investing into Wisdom for Stunning Fist can also be quite fun!

liltova
08-07-2012, 12:50 PM
Why max CHA? Sure, you have higher saves and more TUs for extra auras / bursts; but gimping your DPS to achieve that is a poor tradeoff, IMHO. Base CHA 14 + 2 tome is enough for Divine Might II, which as high as you can get with this lvl split; your saves will be plenty high and your DPS will be higher if you put more into STR.

Do you have HE? This is radically different from your build, but what I'd consider is: HE monk 6 / cleric 13 / ftr 1 w/pally dilly feat for bonus to saves using handwraps. You'll get two more feats, one which you'll use to add Dodge for Ninja for Shadow Fade (25% Incorp). Cleric 13 would get you the next bump in aura output and lvl 7 spells; I'm thinking MCSW would be the most useful. Feats are tricky, but there are 13 total: 7 base + 3 monk + 1 ftr + 2 epic; I'm thinking TWF x3, Emp, Emp Heal, Max, Quicken, Dodge, Toughness, Stunning Fist, IC:Blunt, PA or Precision, +1 more (maybe Imp Sunder or Stunning Blow).

The Max Cha was just to do something different. The build was sort of based off of the Epic Dynastic Falcata's with Cha Attack and Damage Mod. So that I could be in the middle of it all, with somewhat good DPS with max cha, spamming bursts as ill have a million of them, and be able to UMD scroll some things, and giving all the melee health per second with my Radiance 2 aura. Plus access to the Divine Might enhancements.

liltova
08-07-2012, 02:21 PM
Interesting...I think a fair bit of build tweakage might be called for, I think some of the Paladin levels may detract from the build unless you are building for a tank. With 6 paladin levels, my first thought is Divine Righteousness, which might combo nicely with Divine Punishment for aggro-holding...albeit perhaps not as well as 6 more Cleric levels would do. However if one could somehow fit in Defender of Syberis and Intimidate, I think that would help justify the 6 paladin levels a bit more.

With only 12 Cleric levels, I am curious why the starting Charisma of 18...one might consider dropping this down a bit, or possibly bumping up to Cleric 15 to access Divine Might III. Even that only takes 18 Charisma including tomes and levelups.

Unfortunately the Radiant Servant stuff will be Cleric-level based rather than character-level based, in addition to the recent nerfing in update 14, I fear you won't get as much party-healing functionality as you may wish for.

Note that Madstone and activating radiant bursts/aura are incompatible, though LoH should work while raged to my knowledge. Divine Healing enhancement can be used while raged, but it's not viable at higher levels/costs too much AP anyway.

Some directions one might consider:
18 Cleric/2 Paladin (in preparation for the enhancements pass and the third tier Clerical prestige classes.)
15 Cleric/3 Monk/2 Paladin (extremely hotbar intensive, combining Clerical spells, light monk combos and paladin smites)
15 Cleric/3 Paladin/2 Monk (much simpler)
15 Cleric/5 Paladin (divine sacrifice)
13 Cleric/5 Paladin/2 Monk (similar to your posted build, except with slightly better party support buffs/healing: quickened mass pro elements are handy)
13 Cleric/6 Monk/1 Fighter (as unbongwah suggested)
12 Cleric/6 Monk/2 Paladin

If it's a Monk splash on a Cleric, investing into Wisdom for Stunning Fist can also be quite fun!

Reading this makes me think that you think CHA is the main stat for clerics. Wisdom is the main stat for clerics, cha only gives you more Turn Undead/Radiant Bursts/Auras. I have the pally levels for the saves, and for the extremely potent Lay on Hands.

JollySwagMan
08-10-2012, 05:26 AM
Reading this makes me think that you think CHA is the main stat for clerics. Wisdom is the main stat for clerics, cha only gives you more Turn Undead/Radiant Bursts/Auras. I have the pally levels for the saves, and for the extremely potent Lay on Hands.

Hmm...nope, I was just trying to be nice :)

I admit I don't post in the class forums much since they got all jumbled up, but I used to be a regular on the Cleric board ;)

Let us know how you get along!

liltova
08-10-2012, 05:45 AM
Hmm...nope, I was just trying to be nice :)

I admit I don't post in the class forums much since they got all jumbled up, but I used to be a regular on the Cleric board ;)

Let us know how you get along!

Yeah, I don't like how they put them together, but its whatevs lol.

Yep, build will probably not be viable end game, or reliant on arty buffs to pass DR, but I'll post on it. lol