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MagicBlade
11-18-2013, 12:57 AM
Hello, I'm back again and have been messing more with the Eldritch Knights. On my last attempts, I created 2 fighter based Eldritch Knighs, using 12 Fighter/7 Wizard/1 Barbarian. Both of these weren't as great as what they probably could have been, since the character was a Drow Palemaster (TR+20).

This new setup, I'm using the Half-Elf, with the Dilettante: Cleric, for scroll/wand usage on any scrolls or wands that a 10th level cleric would have. I believe this may also include the Heal, Resurrection, Raise Dead, and a few others. I do not have any idea on this just yet. The idea is similar to my last builds, but I've managed to decide on what I wanted better on the last. Was trying to choose TWF or THF, I chose THF.

Two Handed Fighting grants better cleaves, which the Elrtich Knight has access to four of. Some have said the character is more about speed and weapon procs, and it is, but I've found that this can also work well for the Two Handed Fighting style. While Two Handed doesn't present as many weapon procs as Two Weapon Fighting, the Kensai Haste Boost, allows it to make up for that with 30% increased speed.

Anyways, on to the build: My last build was Fighter based, mostly for the past lives, extra feats and what-not. I realize now that Greater Weapon Focus, Greater Weapon Specialization, and couple feats I had previously selected aren't worthwhile, and only good if you have spare feats. While both are good for Hit and Dmg, It's not overly game-changing.

This current build, is 12 Wizard, 6 Fighter, 2 Monk.


Character Plan by DDO Character Planner Version 04.19.03
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Neutral Half-Elf Female
(6 Fighter \ 2 Monk \ 12 Wizard)
Hit Points: 246
Spell Points: 734
BAB: 13\13\18\23
Fortitude: 15
Reflex: 15
Will: 16

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 24
Dexterity 8 10
Constitution 14 16
Intelligence 16 18
Wisdom 13 16
Charisma 9 11

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 Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1 17
Bluff -1 0
Concentration 4 25
Diplomacy 0 9
Disable Device n/a n/a
Haggle -1 0
Heal 1 3
Hide -1 0
Intimidate -1 0
Jump 7 26
Listen 1 3
Move Silently -1 0
Open Lock n/a n/a
Perform n/a n/a
Repair 3 4
Search 3 4
Spellcraft 5 25
Spot 1 3
Swim 5 14
Tumble n/a 2
Use Magic Device n/a n/a

Level 1 (Fighter)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
Feat: (Fighter Bonus) Power Attack
Feat: (Selected) Toughness


Level 2 (Wizard)
Feat: (Wizard Bonus) Mental Toughness


Level 3 (Wizard)
Feat: (Selected) Cleave


Level 4 (Monk)
Feat: (Monk Bonus) Two Handed Fighting


Level 5 (Wizard)


Level 6 (Monk)
Feat: (Selected) Insightful Reflexes
Feat: (Monk Bonus) Lightning Reflexes


Level 7 (Wizard)


Level 8 (Wizard)
Feat: (Wizard Bonus) Extend Spell


Level 9 (Wizard)
Feat: (Selected) Great Cleave


Level 10 (Wizard)


Level 11 (Fighter)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons


Level 12 (Wizard)
Feat: (Selected) Improved Two Handed Fighting


Level 13 (Wizard)


Level 14 (Wizard)
Feat: (Wizard Bonus) Empower Spell


Level 15 (Wizard)
Feat: (Selected) Improved Critical: Slashing Weapons


Level 16 (Fighter)


Level 17 (Fighter)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons


Level 18 (Wizard)
Feat: (Selected) Greater Two Handed Fighting


Level 19 (Fighter)


Level 20 (Fighter)
Feat: (Fighter Bonus) Power Critical
Enhancement: Half-Elf - Half-Elven Versatile Nature (Rank 1)
Enhancement: Half-Elf - Human Adaptability: Strength (Rank 1)
Enhancement: Half-Elf - Human Versatility: Attack Boost (Rank 1)
Enhancement: Half-Elf - Human Greater Adaptability: Intelligence (Rank 1)
Enhancement: Half-Elf - Human Versatility: Damage Boost (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Cleric) (Rank 1)
Enhancement: Half-Elf - Arcane Fluidity (Rank 1)
Enhancement: Half-Elf - Arcane Fluidity (Rank 2)
Enhancement: Half-Elf - Improved Recovery (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Cleric) (Rank 1)
Enhancement: Half-Elf - Dilettante: Wisdom (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Cleric) (Rank 1)
Enhancement: Kensei (Ftr) - Kensei Focus: Heavy Blades (Rank 1)
Enhancement: Kensei (Ftr) - Spiritual Bond (Rank 1)
Enhancement: Kensei (Ftr) - Strike With No Thought (Rank 1)
Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 1)
Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 2)
Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 3)
Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Heavy Blades (Rank 1)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 1)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 2)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 3)
Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Heavy Blades (Rank 1)
Enhancement: Kensei (Ftr) - Critical Accuracy (Rank 1)
Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Heavy Blades (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Eldritch Strike (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Toughness (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Toughness (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Toughness (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Spellsword: Shock (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Martial Training (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Battlemage (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Battlemage (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Battlemage (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Critical Accuracy (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Critical Accuracy (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Critical Accuracy (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Strength (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Item Defense (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Item Defense (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Item Defense (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Arcane Barrier (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Arcane Barrier (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Arcane Barrier (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Critical Damage (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Critical Damage (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Critical Damage (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Strength (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Spellsword: Acid (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Spellsword: Shock (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Elemental Resistance (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Elemental Resistance (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Elemental Resistance (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Tenser's Transformation (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Doublestrike (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Doublestrike (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Doublestrike (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Eldritch Tempest (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Eldritch Tempest (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Eldritch Tempest (Rank 3)



11 Levels of wizard allows for up to 3 6th level spells. Greater Heroism, Chain Lightning, Disentegrate/ Acid Fog.
And 4 5th level spells. Cone of Cold, Teleport, Eladar's Electric Surge, Niac's Biting Cold
Also - +1 Spellsword (-5% ASF)

It's my belief that Two Handed Fighting is more suited to fighting large groups of 'trash mobs' rather than bosses, while it works good on both, I feel it excels more at trash. The 5th level spells Eladar's Electric Surge, and Niac's Biting Cold should help fix that, with giving the Eldritch Knight, DoTs, to stack up damage while they are pummeling away with their axe or sword.

I think that the primary elements for the Spellsword would be Acid, Electricity and Force. Acid hit's a lot of targets, with very few resisting it, and only one that I know of which heals from it. Electricity is there for the stuff that is resistant to/healed from Acid, as well as to deal added damage. The main choice between these is simple - Which is higher on your Spell Power, Acid or Electricity, and which do you like more?

The new build allows for access to an additional Spellsword, Fire or Frost of the characters choosing. This does however mean that it might be better to gear for 4 different types of Spellpower. Or at the very least +X Universal, +X Acid, +X Electricity, +X Force. Universal would stack with the original Acid, Electricity and Force, which helps out. I'd recommend choosing between Acid and Electricity though, unless you can find high level crafters, and are high enough level to wear +X Stat gear, in addition to +X Universal/Acid/Electricity/Force. This is due to the fact that the original Spell Power items, of Shield/Scepter and Weapon, aren't available to this build, using a Two Handed Weapon.

The reason you want to get additional Spell Power, even though your character is mostly melee, is because of the Eldritch Strike. It releases a burst of Force Energy (affected by Force Spell Power) in addition to this, any Spellsword buff you have active, triggers a secondary affect, "While active, your Eldritch Strike deals an additional 0 to 2 (element) damage per character level. This additional damage is affected by your (element) spellpower." While the 0-X can have its downfalls meaning it can completely miss, why pass up a little extra damage on the side. I would personally recommend - if it's even possible, to try and get the +X Universal, +X Acid, +X Electricity. While the Force isn't as needed, since the Core grants +10 Force per Spellsword Core, since i'll be taking 3, this is +30 Force. There are only 2 Abilities which are affected by Force Spell Power, Eldritch Strike, and Eldritch Tempest.

I might also recommend, for the spells, choose the spells that you either A) Have the highest Spell Power in, or B) Opposite of your Spellsword Buff. If your main spells are opposite, it does require you to get more Spell focused gear to account for the double types of Spell Power, it allows you to rack up additional damage though. Say... your focused on Acid, with Acid spells, but in a quest and come across a Clay Golem, or other Acid resistant creature.. what are you going to do? 1 Option is to change between Electric/Frost Spellswords and deal minor damage, or if using a different element for spells, throw out a couple spells.

My spell selection is:


Level 1 (5): Jump, Expeditious Retreat, Shield, Night Shield, Detect Secret Doors

Level 2 (5): False Life, Blur, Invisibility, See Invisibility, Web

Level 3 (5): Haste, Displacement, Rage, Magic Circle Against Evil, Hold Person

Level 4 (5): Dimension Door, Stoneskin, Fire Shield, Ice Storm

Level 5 (5): Ball Lightning, Cone of Cold/Teleport, Eladar's Electric Surge, Niac's Biting Cold

Level 6 (5): Greater Heroism, Chain Lightning, Disentegrate

I'll mostly be focused on using Ice and Electric, Electric is my primary though, with Ball Lightning and Chain Lightning. I'll be using either the Acid or Shock Spellsword buff. The reason as to why I have only selected mostly buffing based spells, with only 4-5 Attack Spells, is because of the Tensers Transformation. This toggled spell reduces the DC for spells. While it's only -2, as a non-pure caster, this -2 is a difference. It's possible to shift feats around to allow for Spell Penetration (Taken at 21/24) early on to counter this.

This character would most likely be a late-bloomer, primarily buffed fighter early on, with maybe a few spells if ya want, but doesn't become more spell focused until Level 5 Spells (9th level wizard) which with this build is at: Character Level - 13, and that is only 2/4 of the spells. I might recommend taking Eladar's and Niac's, for the DoT damage on bosses (if solo) or if in a group, go ahead with Ball Lightning for a med ranged AOE, or Cone of Cold, for an added elemental "Cleave". Up until Greater Heroism can be taken at Wizard level 9, I'd be using Heroism, taken at Wizard level 5.

Taking 2 Monk levels early on, to have access to Evasion, as this character will be using Light Armor, with Two-Handed Swords. I know, it's different, but I want to see how well it'll work.

Anyways, enough babbling and onto the build:

12 Wizard - 3 Lv 6 Spells, 4 Lv 5 Spells, +1 Spellsword (-5 ASF, +10 Force) +3 Wizard Feats (Extend, Empower, Mental Toughness)
6 Fighter - Strike with no Thought (+1% Doublestrike) +4 Feats, Martial Weapons and Light Armor Proficiency (No need to spend AP in EK tree), also, access to the Third Tier, for a total of +3 to hit/dmg, +1 confirm crit, Haste Boost and Extra Action Boosts.
2 Monk - Evasion, +2 Martial Feats
Half-Elf - Dilettante Cleric (Lv 10 Scrolls/Wands)

In order to get the DIlettante Cleric, have to make a small sacrifice to the stats for 13 Wisdom. However, I think this might be worth it, for the ability to self heal. I'm not sure how well using Scrolls/Wands to heal in combat will be, as I've never used this method before via Arti/Rogue (UMD)

Nor do I know how well this build will do for solo-ability, group play, or even for DPS for that matter. This is all theorized based upon my current build of 12 Fighter/7 Wizard/1 Barb - which is a pretty fair build so far by the way, even as a Drow Fighter (Darkfire).


If anyone can give any of their thoughts, opinions or possible advice, please, let me know.

Lanhelin
11-19-2013, 08:44 AM
I cannnot say much to the whole build idea, just a few things on specific aspects.

Don't raise the Jump skill over ten (boni included), because your Jump spell will raise it to 40 and you gain no benefit from Jump higher than 40.

Put the points into UMD instead (or Spot), because the Resurrection Scroll requires Cleric Level 11 (but I do not know whether UMD has to be the full amount of required points for using the scroll at 100% when you count as tenth level Cleric). Raise Dead will have a 100% chance, because it requires a nineth level Cleric only.

As mentioned in the Multiclass-Subforum, I currently play a Half-Elf too, Druid 1 / Rogue 2 / Wiz 17, focused on Enchantment, so no Melee, but scroll-casting too. Scrolls can only be equipped to the Main-hand, but you can equip a one handed weapon or a shield in the Off-hand. If you want to define a weapon set, equip and put the stack of scrolls first in the set-slot with empty off-hand, then equip the off-hand and the item in the set-slot, otherwise you will get an error. All scrolls are under the same cooldown, so you cannot cast heal, switch to cure critical wounds and cast it immediately, but you have to wait until the scroll-cd is over. If you have scrolls equipped and get hit by attacks there is a possibility that some of these scrolls get destroyed (I'm not sure whether only fire spells destroy scrolls or other attacks too).
The disadvantage of scrolls is that they must be equipped before they can be used, so using them far away from enemies is better than being surrounded by them. I didn't test it, whether scroll casting is possible while active blocking.

Instead of Empower I'd take another feat, because your Int is low (which results in low DC) and your Spell Pen is low too (-8 compaired to a level 20 Wiz). Either slot spells with no saves like the Magic Missile ones or focus on Buffs.

Instead of T1 spell Expeditious Retreat (there are a lot of Items with speed on them) I'd either take Sonic Blast to daze Animals and Vermin and crush destroyables like crates and barricades, or Mage Armor because of the EK enhancement.

Instead of T2 See Invisibility I'd slot Resist Energy. Also Invisibility I'd swap for Knock or Lesser Death Aura. Both spells you can scroll too.

Instead of T3 Magic Circle I'd recommend to take Protection from Energy, because you have no trap skills, and trap damage is the most lethal damage which will kill you especially on Elite difficulty where also Evasion won't help much.

You can scroll T4 Dimension Door too, slot Firewall or Death Aura instead.

As for T5 you should always have either Cyclonic Blast or Dismissal slotted, because CB frees you from hostile AoE spells (as the T2 Gust of Wind would do too) and Dismissal works great against Elementals.

Rush007
11-19-2013, 09:24 AM
With tenser's going niac and eldric's dots cannot be refreshed in time so there is that.

Dendrix
11-19-2013, 10:07 AM
You can scroll T4 Dimension Door too, slot Firewall or Death Aura instead.


You cannot buy DimDoor scrolls from vendors. Stoneskin is wandable and scrollable though.

MagicBlade
11-20-2013, 11:37 PM
I cannnot say much to the whole build idea, just a few things on specific aspects.

Don't raise the Jump skill over ten (boni included), because your Jump spell will raise it to 40 and you gain no benefit from Jump higher than 40.

Put the points into UMD instead (or Spot), because the Resurrection Scroll requires Cleric Level 11 (but I do not know whether UMD has to be the full amount of required points for using the scroll at 100% when you count as tenth level Cleric). Raise Dead will have a 100% chance, because it requires a nineth level Cleric only.

As mentioned in the Multiclass-Subforum, I currently play a Half-Elf too, Druid 1 / Rogue 2 / Wiz 17, focused on Enchantment, so no Melee, but scroll-casting too. Scrolls can only be equipped to the Main-hand, but you can equip a one handed weapon or a shield in the Off-hand. If you want to define a weapon set, equip and put the stack of scrolls first in the set-slot with empty off-hand, then equip the off-hand and the item in the set-slot, otherwise you will get an error. All scrolls are under the same cooldown, so you cannot cast heal, switch to cure critical wounds and cast it immediately, but you have to wait until the scroll-cd is over. If you have scrolls equipped and get hit by attacks there is a possibility that some of these scrolls get destroyed (I'm not sure whether only fire spells destroy scrolls or other attacks too).
The disadvantage of scrolls is that they must be equipped before they can be used, so using them far away from enemies is better than being surrounded by them. I didn't test it, whether scroll casting is possible while active blocking.

Instead of Empower I'd take another feat, because your Int is low (which results in low DC) and your Spell Pen is low too (-8 compaired to a level 20 Wiz). Either slot spells with no saves like the Magic Missile ones or focus on Buffs.

Instead of T1 spell Expeditious Retreat (there are a lot of Items with speed on them) I'd either take Sonic Blast to daze Animals and Vermin and crush destroyables like crates and barricades, or Mage Armor because of the EK enhancement.

Instead of T2 See Invisibility I'd slot Resist Energy. Also Invisibility I'd swap for Knock or Lesser Death Aura. Both spells you can scroll too.

Instead of T3 Magic Circle I'd recommend to take Protection from Energy, because you have no trap skills, and trap damage is the most lethal damage which will kill you especially on Elite difficulty where also Evasion won't help much.

You can scroll T4 Dimension Door too, slot Firewall or Death Aura instead.

As for T5 you should always have either Cyclonic Blast or Dismissal slotted, because CB frees you from hostile AoE spells (as the T2 Gust of Wind would do too) and Dismissal works great against Elementals.

I'm not sure exactly how I'd go with it really, there are a lot of possible ways to go with the Eldritch Knight. Just throwing around ideas, currently my Eldritch Knight is buff/melee focused (12 fighter) Was going to try for 12 wiz for more spell casting as well as the melee, for the character to be played as a hybrid, as I feel that it should be, based off the Swordmage. A character who uses both spells and melee. I'm still messing around with different alternative ideas, and not sure how well they'd work. One option is to ditch the Weapon Spec/Focus line, and pick up Spell Pen, this will lessen my melee based dps some, but it's then countered with higher spells. Personally I think this particular setup might work best with Sorc for higher spell damage, BUT looses 3 spell based feats. So for that alone, I think that the Wizard might make for the best hybrid.

An option I could also try is, 12 Wizard/6 Monk/2 Fighter - Evasion/Dodge with Wraith Form from PM, self healing via Death Aura, and Lesser Death Aura, with Neg Energy Burst for quick heals, find gear that's got both Universal and Negative (healing) and Element (Acid/Fire/Frost/Shock) with Robes/Outfit, using Longswords, Shortswords or even Staffs, with THF instead...with points in Fighter for Haste and 2-3 Action Boosts, Henshin Mystic for added damage, Palemaster for Wraith/Defensive, and then the last 40 points in Eldritch Knight. I would have to go through and look over all of the feats, enhancements and stuff like that. Another option is 12 Wizard/6 Fighter/2 Monk.

12 Wizard/6 Monk/2 Fighter - 15 Feats, access to 3rd Henshin Core(if staffs), (Riddle of Fire, Ki Bolt, Sounding Staff (+15 Fire/Force, +3% Fire/Force Crit, +6 Fire resistance, enemies have -6 SR vs Fire)) would go with armor having Fire, Shock, Negative and Universal SP. (Not sure if the +15 Fire/Force would stack with the +10-40 Force from Spellswords) Elemental based Ki Attacks (All Consuming Flame) Monk Stances, option of TWF (Swords/Unarmed) or THF (Staffs) and other very nice enhancements that would be pretty good for the char I think. Stats dependent on TWF or THF. Downside is, if I go TWF, I need to spare 6 points for Ninja Spy 2nd Core, to allow Dex to Dmg (pierce/slash).
TWF: 10/16/14/14/16/8 (Human) or 10/16/14/16/14/8 (Human) the first setup would allow for better monk melee attacks, while using the wizard for buff/heal, the 2nd would allow for better spells, at the cost of a little on the monk DCs
THF: 16/10/14/16/14/8 or swap Wis/Int like above, however, due to the low dex to go with str based, would be going with Insightful Reflexes.

12 Wizard/6 Fighter/2 Monk - 16 Feats - access to Kensai Specialization Line (if I want to go that deep) as well as Strike With no Thought - 1% Doublestrike. (Only notable thing from kensai that'd be different.)

For this setup, I'd go with TWF, since sadly monks don't get access to using 2h weapons as ki.. using robes/outfits, and relying on the evasion/dodge. If I can spare 2 feats I'd take the Whirling Steel Strike and Oversized for using Longswords, but if I can't spare the 2 feats, I would go with 2 Shortswords, or other monnk weapons. The fighter orientated build I would focus more on using melee and spells, rather than melee with buffing spells (monk)... I'd focus on STR the most, with 14-16 points in Int, and 14-15 in Dex. 14 if I can find a +3 Tome before I TR, 15 if not. If I get a +3 Dex, I can apply the extra 2 stat points towards wis.

16/15/14/16/8/8 --- 16/14/14/16/10/8 --- Or a 3rd option, if I go with melee dps, spell buffs/heals - 16/15/16/14/8/8 putting the 2 points from Int to Con for more hp. Although, with the dodge, evasion, wraith, blur and displacement, in additon to self healing.. I don't think HP will be a problem, so long as I have SP, I have HP, and higher int = higher SP.
Either setup I'd go with 1-3 Extra Action Boost, 3x Haste, and Kensai Focus

Lanhelin
11-21-2013, 06:05 AM
You cannot buy DimDoor scrolls from vendors. Stoneskin is wandable and scrollable though.

Ah, yes, you're right, forgot about that. Then I'd say to slot DDoor just in case it's needed (eg. for Wilderness Slayers, Red Fens Ziggurat, Taming the Flames) or to take the Dragonmark of Passage feat if the chosen race is Human.

fain02
11-21-2013, 04:17 PM
[QUOTE= I'd go with TWF, since sadly monks don't get access to using 2h weapons as ki.. using robes/outfits, and relying on the evasion/dodge. [/QUOTE]

Staffs build ki

MagicBlade
11-21-2013, 04:54 PM
Staffs build ki

I noticed this, as well as the Henshin Mystic tree providing additional bonuses for the use of a staff, however, sadly, don't have enough TP to invest into the Henshin Mystic tree. So.. I think I may try something else out without the monk. Will be throwing around different ideas...

Although, staffs have the same die as short swords, 1d6, or 1d10 for the lvl 23 raid staff (forgot its name)

Twinkly
12-02-2013, 02:05 PM
the eldritch cleave really isn't that good lol. it's new and shiny but you'll outgrow it FAST when epic abilities come into play since the scaling curve is painfully flat, and it doesn't crit.

Having wizard spells is always handy though. reconstruct/fireshield/haste/rage/displace/ddoor/icestorm/sleet/blur/jump/grease/fog.. can't go wrong there. these will probably be the main benefits of wiz levels for you. you'll still need divine power clickies with tensers off if you want max dps through melee+dots!

Failedlegend
12-04-2013, 12:40 AM
Also note that alot of the eldritch knight abilities randomly require you to be carrying a shield so since your going THF just be aware of that.

Dielzen
12-04-2013, 05:44 AM
Put the points into UMD instead (or Spot), because the Resurrection Scroll requires Cleric Level 11 (but I do not know whether UMD has to be the full amount of required points for using the scroll at 100% when you count as tenth level Cleric). Raise Dead will have a 100% chance, because it requires a nineth level Cleric only.

Resurrection is Minimum Level 11, but Caster Level of 13, requiring a 44 UMD to suceed. Casters can use scrolls of their own class WITHOUT using UMD, at a failure rate of (CasterLvl-ActualLvl)*5%, or in this case, 13-10 = 15%, which leads to a 85% chance to succeed, without using any skill ranks in UMD. See http://ddowiki.com/page/Scrolls for more info.