Arsont
11-17-2013, 02:30 AM
Greetings. I've been tossing this idea around in my head for a couple weeks now, and threw it at a couple friends too. Since I'm not getting any new insights, I think it's time to bring it here. Mostly theorycrafting, but I'll flesh out what I can.
The goal is to have a self-sufficient build for my main with which to do his wizard life. A little background info: My main is, and always will be (Unless Turbine just completly kills it) an Arcane Archer. That being said, I've done my best to make sure this is playable (Short of actually TRing into it), and will be worth a party slot. The idea is a self-healing, durable melee with moderate ranged and melee dps. Selfcast Quickened recon, displacement and haste should help a bit too.
Character Plan by DDO Character Planner Version 04.19.03
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Arsont Angelfire
Level 28 Lawful Neutral Warforged Male
(2 Monk \ 6 Ranger \ 12 Wizard \ 8 Epic)
Hit Points: 490
Spell Points: 1371
BAB: 13\13\18\23
Fortitude: 18
Reflex: 17
Will: 13
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 28)
Strength 16 26
Dexterity 16 21
Constitution 18 22
Intelligence 14 18
Wisdom 6 10
Charisma 6 10
Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
+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 Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
+3 Tome of Strength used at level 11
+3 Tome of Dexterity used at level 11
+3 Tome of Constitution used at level 11
+3 Tome of Intelligence used at level 11
+3 Tome of Wisdom used at level 11
+3 Tome of Charisma used at level 11
+4 Tome of Strength used at level 15
+4 Tome of Dexterity used at level 15
+4 Tome of Constitution used at level 15
+4 Tome of Intelligence used at level 15
+4 Tome of Wisdom used at level 15
+4 Tome of Charisma used at level 15
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 28)
Balance 3 18
Bluff -2 8
Concentration 7 21
Diplomacy -2 23
Disable Device n/a n/a
Haggle -2 8
Heal -2 8
Hide 3 13
Intimidate -2 8
Jump 3 16
Listen -2 8
Move Silently 3 13
Open Lock n/a n/a
Perform n/a n/a
Repair 6 36
Search 2 13
Spellcraft 6 35
Spot -2 20
Swim 3 16
Tumble 3.5 14
Use Magic Device 0 20
Level 1 (Wizard)
Feat: (Past Life) Past Life: Artificer
Feat: (Past Life) Past Life: Barbarian
Feat: (Past Life) Past Life: Bard
Feat: (Past Life) Past Life: Druid
Feat: (Past Life) Past Life: Fighter
Feat: (Past Life) Past Life: Monk
Feat: (Past Life) Past Life: Paladin
Feat: (Past Life) Past Life: Ranger
Feat: (Past Life) Past Life: Rogue
Feat: (Selected) Point Blank Shot
Feat: (Wizard Bonus) Quicken Spell
Level 2 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Level 3 (Ranger)
Feat: (Selected) Stunning Blow
Level 4 (Monk)
Feat: (Monk Bonus) Toughness
Level 5 (Monk)
Feat: (Monk Bonus) Power Attack
Level 6 (Ranger)
Feat: (Selected) Cleave
Level 7 (Ranger)
Level 8 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Level 9 (Ranger)
Feat: (Selected) Great Cleave
Level 10 (Wizard)
Level 11 (Wizard)
Level 12 (Wizard)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 13 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Level 14 (Wizard)
Level 15 (Wizard)
Feat: (Selected) Improved Critical: Ranged Weapons
Level 16 (Wizard)
Level 17 (Wizard)
Level 18 (Wizard)
Feat: (Selected) Improved Precise Shot
Feat: (Wizard Bonus) Maximize Spell
Level 19 (Wizard)
Level 20 (Wizard)
Level 21 (Epic)
Feat: (Selected) Epic: Epic Toughness
Level 22 (Epic)
Level 23 (Epic)
Level 24 (Epic)
Feat: (Selected) Epic: Combat Archery
Level 25 (Epic)
Level 26 (Epic)
Feat: (Epic Destiny) Epic Destiny: Perfect Two Handed Fighting
Level 27 (Epic)
Feat: (Selected) Epic: Overwhelming Critical
Level 28 (Epic)
Feat: (Epic Destiny) Epic Destiny: Tactician
Feats
The heroic level feats are basically set in stone; Bab requirements for most of them limit when I can take certain feats, so I've fit things in the best I can. Beside not getting IPS until 18 (A problem I've had on other lives) it's workable. Extend is taken later than quicken so I can dump concentration and because nothing really needs extend until Haste. I've toyed with the idea of dropping something to pick up Zen Archery to make use of some of the monk things (Namely, Sun-Soul in earth stance with Sireth and Dance of Flowers), but I'm not sure how practical that would be at this point*
I'm also not sold on my epic feat choices. I'd like to fit in OC and Combat Archery at the least. It's then a toss-up between Epic Toughness and Epic DR; I'm not sure which is overall more useful. Destiny feats are even more relaxed. If I intend to keep Stunning Blow, I'd like to pick up Tactician as well.
*Depending when we get the cap pushed to 30, and assuming we get another feat then, I'd probably keep my heroic feats as they are and fit in Zen Archery in the epic feats.
Skills
Skills are pretty simple. The bulk goes into Repair and Spellcraft for the boosts to Reconstruct and the Eldritch enhancements. A point in tumble and some UMD for good measure, enough diplo to get the "best" result from tea with the Queen (Assuming gear) then the rest goes wherever. I'll probably revist my skills and fully dump concentration, and focus on spot or balance.
Destiny
Most likely, I'll be running this in Dreadnought, twisting in Primal Scream (+5/5 Str/Con), Unearthly Reactions (3% dodge, +6 reflex, phasing) and Dragonhide (+6 fort, No auto-fail on 1). I'd probably swap to Fury for raids, swapping Grim Precision for Scream. If I did end up fitting in Zen Archery, I'd probably swap Dragonhide for Dance of Flowers in conjunction with Sireth. And naturally due to being a somewhat ranged build, I could swap to Shiradi, with twists depending on the content and role I'd be running.
Gear
As this is mostly a theorycraft build for now, I haven't bothered much thinking about gear. That being said, I have most of what I need to make this work, minus docents. As this would be the first forgie life for this toon, I haven't made anything other than fleshie armor. I do have a couple of the lower level docents on my LoB FvS (Blademark, Defiance, Quorforged), but nothing really nice for endgame. If I planned on using the Sun-soul bonus with monk stances, I'd have to get the docent and upgrade it, but I can do that sometime before I TR. Depending on how bored I get with my current life, I may or may not be able to grind out enough scales for some dragonscale docents (Both heroic and epic).
Also, I'd have to make sure to work in stunning, probably via Seal of Dun'Robar (Would also consolidate a dodge item). Exceptional stunning would probably fit better on Addy Cloak of the Bear than belt, especially if in monk-mode.
I haven't bothered with final hp/saves/dodge/stun dc yet, since that can all change drastically based on gear. Once I figure out a decent set-up, I'll give it a go. Too tired to do it now though, so will look at it later. I'm open to any suggestions on gear though.
Enhancements
I just realized I didn't flesh this out yet in my post. I'll do a quick summary and edit later if needed.
Currently looking at 32 in AA (Just enough to pick up slayers), 4 in Ninja Spy (3% dodge), 13 in Eldritch Knight (Enough to get the SLAs and Eldritch Barrier), 7 in PM (+30 hp, some spell power), then 20ish in racial (Hp, tactics, whatever. Probably won't take Weapon Attachement due to Manyshot, but still an option). Will expand later.
Again, so far I've just been tossing this build around with a couple friends. If I've missed something or not made something clear, please let me know and I'll do my best to explain. I'm open to any suggestions (Provided they aren't a total change in direction for the build). If you've gotten this far, thanks for reading!
The goal is to have a self-sufficient build for my main with which to do his wizard life. A little background info: My main is, and always will be (Unless Turbine just completly kills it) an Arcane Archer. That being said, I've done my best to make sure this is playable (Short of actually TRing into it), and will be worth a party slot. The idea is a self-healing, durable melee with moderate ranged and melee dps. Selfcast Quickened recon, displacement and haste should help a bit too.
Character Plan by DDO Character Planner Version 04.19.03
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Arsont Angelfire
Level 28 Lawful Neutral Warforged Male
(2 Monk \ 6 Ranger \ 12 Wizard \ 8 Epic)
Hit Points: 490
Spell Points: 1371
BAB: 13\13\18\23
Fortitude: 18
Reflex: 17
Will: 13
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 28)
Strength 16 26
Dexterity 16 21
Constitution 18 22
Intelligence 14 18
Wisdom 6 10
Charisma 6 10
Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
+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 Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
+3 Tome of Strength used at level 11
+3 Tome of Dexterity used at level 11
+3 Tome of Constitution used at level 11
+3 Tome of Intelligence used at level 11
+3 Tome of Wisdom used at level 11
+3 Tome of Charisma used at level 11
+4 Tome of Strength used at level 15
+4 Tome of Dexterity used at level 15
+4 Tome of Constitution used at level 15
+4 Tome of Intelligence used at level 15
+4 Tome of Wisdom used at level 15
+4 Tome of Charisma used at level 15
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 28)
Balance 3 18
Bluff -2 8
Concentration 7 21
Diplomacy -2 23
Disable Device n/a n/a
Haggle -2 8
Heal -2 8
Hide 3 13
Intimidate -2 8
Jump 3 16
Listen -2 8
Move Silently 3 13
Open Lock n/a n/a
Perform n/a n/a
Repair 6 36
Search 2 13
Spellcraft 6 35
Spot -2 20
Swim 3 16
Tumble 3.5 14
Use Magic Device 0 20
Level 1 (Wizard)
Feat: (Past Life) Past Life: Artificer
Feat: (Past Life) Past Life: Barbarian
Feat: (Past Life) Past Life: Bard
Feat: (Past Life) Past Life: Druid
Feat: (Past Life) Past Life: Fighter
Feat: (Past Life) Past Life: Monk
Feat: (Past Life) Past Life: Paladin
Feat: (Past Life) Past Life: Ranger
Feat: (Past Life) Past Life: Rogue
Feat: (Selected) Point Blank Shot
Feat: (Wizard Bonus) Quicken Spell
Level 2 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Level 3 (Ranger)
Feat: (Selected) Stunning Blow
Level 4 (Monk)
Feat: (Monk Bonus) Toughness
Level 5 (Monk)
Feat: (Monk Bonus) Power Attack
Level 6 (Ranger)
Feat: (Selected) Cleave
Level 7 (Ranger)
Level 8 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Level 9 (Ranger)
Feat: (Selected) Great Cleave
Level 10 (Wizard)
Level 11 (Wizard)
Level 12 (Wizard)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 13 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Level 14 (Wizard)
Level 15 (Wizard)
Feat: (Selected) Improved Critical: Ranged Weapons
Level 16 (Wizard)
Level 17 (Wizard)
Level 18 (Wizard)
Feat: (Selected) Improved Precise Shot
Feat: (Wizard Bonus) Maximize Spell
Level 19 (Wizard)
Level 20 (Wizard)
Level 21 (Epic)
Feat: (Selected) Epic: Epic Toughness
Level 22 (Epic)
Level 23 (Epic)
Level 24 (Epic)
Feat: (Selected) Epic: Combat Archery
Level 25 (Epic)
Level 26 (Epic)
Feat: (Epic Destiny) Epic Destiny: Perfect Two Handed Fighting
Level 27 (Epic)
Feat: (Selected) Epic: Overwhelming Critical
Level 28 (Epic)
Feat: (Epic Destiny) Epic Destiny: Tactician
Feats
The heroic level feats are basically set in stone; Bab requirements for most of them limit when I can take certain feats, so I've fit things in the best I can. Beside not getting IPS until 18 (A problem I've had on other lives) it's workable. Extend is taken later than quicken so I can dump concentration and because nothing really needs extend until Haste. I've toyed with the idea of dropping something to pick up Zen Archery to make use of some of the monk things (Namely, Sun-Soul in earth stance with Sireth and Dance of Flowers), but I'm not sure how practical that would be at this point*
I'm also not sold on my epic feat choices. I'd like to fit in OC and Combat Archery at the least. It's then a toss-up between Epic Toughness and Epic DR; I'm not sure which is overall more useful. Destiny feats are even more relaxed. If I intend to keep Stunning Blow, I'd like to pick up Tactician as well.
*Depending when we get the cap pushed to 30, and assuming we get another feat then, I'd probably keep my heroic feats as they are and fit in Zen Archery in the epic feats.
Skills
Skills are pretty simple. The bulk goes into Repair and Spellcraft for the boosts to Reconstruct and the Eldritch enhancements. A point in tumble and some UMD for good measure, enough diplo to get the "best" result from tea with the Queen (Assuming gear) then the rest goes wherever. I'll probably revist my skills and fully dump concentration, and focus on spot or balance.
Destiny
Most likely, I'll be running this in Dreadnought, twisting in Primal Scream (+5/5 Str/Con), Unearthly Reactions (3% dodge, +6 reflex, phasing) and Dragonhide (+6 fort, No auto-fail on 1). I'd probably swap to Fury for raids, swapping Grim Precision for Scream. If I did end up fitting in Zen Archery, I'd probably swap Dragonhide for Dance of Flowers in conjunction with Sireth. And naturally due to being a somewhat ranged build, I could swap to Shiradi, with twists depending on the content and role I'd be running.
Gear
As this is mostly a theorycraft build for now, I haven't bothered much thinking about gear. That being said, I have most of what I need to make this work, minus docents. As this would be the first forgie life for this toon, I haven't made anything other than fleshie armor. I do have a couple of the lower level docents on my LoB FvS (Blademark, Defiance, Quorforged), but nothing really nice for endgame. If I planned on using the Sun-soul bonus with monk stances, I'd have to get the docent and upgrade it, but I can do that sometime before I TR. Depending on how bored I get with my current life, I may or may not be able to grind out enough scales for some dragonscale docents (Both heroic and epic).
Also, I'd have to make sure to work in stunning, probably via Seal of Dun'Robar (Would also consolidate a dodge item). Exceptional stunning would probably fit better on Addy Cloak of the Bear than belt, especially if in monk-mode.
I haven't bothered with final hp/saves/dodge/stun dc yet, since that can all change drastically based on gear. Once I figure out a decent set-up, I'll give it a go. Too tired to do it now though, so will look at it later. I'm open to any suggestions on gear though.
Enhancements
I just realized I didn't flesh this out yet in my post. I'll do a quick summary and edit later if needed.
Currently looking at 32 in AA (Just enough to pick up slayers), 4 in Ninja Spy (3% dodge), 13 in Eldritch Knight (Enough to get the SLAs and Eldritch Barrier), 7 in PM (+30 hp, some spell power), then 20ish in racial (Hp, tactics, whatever. Probably won't take Weapon Attachement due to Manyshot, but still an option). Will expand later.
Again, so far I've just been tossing this build around with a couple friends. If I've missed something or not made something clear, please let me know and I'll do my best to explain. I'm open to any suggestions (Provided they aren't a total change in direction for the build). If you've gotten this far, thanks for reading!