View Full Version : Level 15 mechanic: Any good?
EllisDee37
09-05-2015, 07:45 PM
Looking to roll up a dual-box crucible swimmer / trapper, how good would a level 15 mechanic be?
I don't have any crossbow alts, so I was thinking a Great Crossbow opener could be fun. Plus improved evasion never hurt a crucible swimmer. Would this be a soloable character? Self-healing would be from what, cure serious pots? Would that work?
Do mechanics not get good until 18?
Any build concepts welcome, even if not pure rogue. I already have a pale trapper, tempest trapmonkey and bard trapper, so I'd like something different. My dual-box account owns pretty much nothing except adventure packs and what you get from buying the standard edition of both expansions.
I do NOT have:
Artificer
Bladeforged
Favored Soul
Monk
Morninglord
Shadar-kai
Warlock
I have enough TP to buy Harper Agent if it makes sense to get. I also have 32pt builds unlocked.
If mechanic is at all workable, build suggestions welcome. I've only ever built rogue splashes, never a rogue proper.
Hazelnut
09-05-2015, 08:43 PM
Looking to roll up a dual-box crucible swimmer / trapper, how good would a level 15 mechanic be?
I don't have any crossbow alts, so I was thinking a Great Crossbow opener could be fun. Plus improved evasion never hurt a crucible swimmer. Would this be a soloable character? Self-healing would be from what, cure serious pots? Would that work?
Do mechanics not get good until 18?
Any build concepts welcome, even if not pure rogue. I already have a pale trapper, tempest trapmonkey and bard trapper, so I'd like something different. My dual-box account owns pretty much nothing except adventure packs and what you get from buying the standard edition of both expansions.
I do NOT have:
Artificer
Bladeforged
Favored Soul
Monk
Morninglord
Shadar-kai
Warlock
I have enough TP to buy Harper Agent if it makes sense to get. I also have 32pt builds unlocked.
If mechanic is at all workable, build suggestions welcome. I've only ever built rogue splashes, never a rogue proper.
My messing around with rogues has taught me that the key to the great crossbow is speed. Rapid Reload and Rapid Shot combined with a speed item and improved critical keep the great crossbow pretty competetive throughout heroic levels on a ranged mechanic. Trash mobs fall down dead in 1 to 3 shots (usually 1 or 2). The level 18 core is vital on the pure rogue mechanic but I suspect other things could be substituted. don't forget the other ranged feats.
I've got a pure rogue in epics with a greensteel great crossbow that is pretty competetive. Has trouble avoiding agro at times due to the damage output of the crossbow.
I've got a 17 rogue/2 fighter (will be 18 rogue) to try a variation but I don't think the 2 fighter was worth it. Although heavy armor is nice when I get agro.
EllisDee37
09-09-2015, 05:22 PM
Here's my first pass.
Design goals:
- Level 15 build
- High trapping skills, including Spot, for quest levels 13 to 15 (ie: gianthold, necro4, attack on stormreach,)
- At least 38 reflex save vs traps
- 39 UMD, with a single heal scroll filling most (or all) of his hit point bar
- Good enough social skills to do the opts at start of Crucible
- Improved Evasion and decent Swim for Crucible swim
- Dimension Door
Design Limitations:
- First life (32pt)
- Only free classes and races, plus Drow and PDK
- Only (and any) unbound crafting shards; nothing flexible
- No access to Vale of Twilight (greensteel)
- No interest in farming and upgrading Reaver's Fate or Abbot loot
Dual-Box Opener
Rogue 15
Human
Stats
. . . . . . . .32pt . . Level Up
. . . . . . . .---- . . --------
Strength. . . . .9. . . .4: INT
Dexterity . . . 13. . . .8: INT
Constitution. . 14. . . 12: INT
Intelligence. . 18
Wisdom. . . . . .8
Charisma. . . . 12. . .
Skills
. . . . . 1. 2. 3. 4. 5. 6. 7. 8. 9 10 11 12 13 14 15
. . . . .---------------------------------------------
Disable . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Open Lo . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Search. . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Spot. . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Bluff . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Diplo . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Intim . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Balance . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Jump. . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Swim. . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Haggle. . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
UMD . . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Concent . 2. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. .9
Move Si . . . . . . . . . . . . . 1. 1. 1. 1. 1. 1. 1. .7
Tumble. . . . . . . . . . . . .1 . . . . . . . . . . . .1
. . . . .---------------------------------------------
. . . . .52 13 13 13 13 13 13 14 14 14 14 14 14 14 14
Feats
.1. . . . : Insightful Reflexes
.1 Human. : Least Dragonmark: Passage
.3. . . . : Rapid Reload
.6. . . . : Point Blank Shot
.9. . . . : Rapid Shot
10 Rogue. : Improved Evasion
12. . . . : Improved Critical: Ranged
13 Rogue. : Skill Mastery
15. . . . : Skill Focus: Use Magic Device
Enhancements (60 of 60 AP)
Human (18 AP)
Saves Boost, Intelligence, Skills Boost, Constitution
Dragonmark Focus: Orien I, Skill Focus: Awareness II, Improved Recovery
Lesser Dragonmark: Dimension Door, Skill Focus: Nimble Fingers I
Skill Mastery, Improved Recovery
Mechanic (39 AP)
Arbalester, Tanglefoot, Targeting Sights, Improved Detection
Sharpshooter, Mechanics III, Awareness III
Sharpshooter, Wand and Scroll Mastery III
Sharpshooter, Wracking Shot II, Use Magical Device III, Intelligence
Sharpshooter, Intelligence
Sharpshooter, Rapid Fire III, Sniper, Mechanical Reloader
Thief-Acrobat (3 AP)
Staff Control
Fast Movement
Gear
Head: Clever +6 hat of Enchantment Save +5
Eyes: Deadly VI
Neck: Health +6 necklace of Fortitude Save +4
Back: Cloak of Invisibility (Heavy Fort)
Wrist: ML7 Bracers of Wind (Will Save +4)
Hand: Dexterous +5 gloves (Good Luck +1)
Waist: ML15 Spare Hand
Feet: Speed VI
Ring: Charismatic +6 ring of Persuasion
Ring: Feather Falling ring of Spot +13 (Strength +4)
Trinket: Sustaining Symbiont
Body: Parasitic Breastplate (Reflex Save +10)
Weapon: +4 Holy Great Crossbow of Ranged Alacrity 10%
Swaps & Consumables:
Ring of Search +13
Visor of the Flesh Renderx3 or 4
Scrolls: Heal, Greater Heroism, Teleport, True Seeing, Displacement, Fire Shield, Raise Dead, Greater Teleport(?)
Potions: Blindness, Poison, Curse, Disease, Lesser Restoration, Jump
Stats
15 Strength: 9 base +4 augment +2 ship buffs
20 Dexterity: 13 base +5 item +2 ship buffs
24 Constitution: 14 base +1 enhancement +6 item +1 exceptional (trinket) +2 ship buffs
34 Intelligence: 18 base +3 levelups +2 tome (1750 favor) +3 enhancements +6 item +2 ship buffs
10 Wisdom: 8 base +2 ship buffs
20 Charisma: 12 base +6 item +2 ship buffs
Saves
+5 universal saves: +1 luck (augment) +4 greater heroism (scroll)
39 Reflex: 9 rogue levels +12 int mod +10 item +3 ship buffs +5 universal
47 vs Traps: 39 reflex +5 rogue levels +3 rogue enhancements
24 Fort: 5 rogue levels +4 item +3 ship buffs +5 universal +7 con mod
14 Will: 5 rogue levels +4 item +2 ship buffs +5 universal
19 vs Enchantments: 14 will save +4 item +1 ship buff
Skills
+7 universal skills: +1 luck (augment) +1 rogue skill mastery (feat) +1 human skill mastery (enhancement) +4 greater heroism (scroll)
55 Search: 18 ranks +12 int mod +3 rogue awareness +2 human awareness +13 item (ring swap) +7 universal
43 Spot: 18 ranks +3 rogue awareness +2 human awareness +13 item (ring) +7 universal
63 Disable: 18 ranks +12 int mod +3 rogue mechanics +1 human nimble fingers +15 item (belt) +7 universal +7 tools
56 Open Lock: 18 ranks +5 dex mod +3 rogue mechanics +1 human nimble fingers +15 item (belt) +7 universal +7 tools
39 UMD: 18 ranks +5 cha mod +3 skill focus: umd +3 rogue enhancements +3 persuasion (ring) +7 universal
(Standing UMD will be 36 until I scroll GH on entering quest and after shrining. That means I need to roll a 4 to scroll GH.)
16 Concentration: 9 ranks +7 universal
Hit Points and Healing
90 rogue levels (15*6)
105 con mod (15*7)
45 heroic durability
30 greater false life (trinket)
20 ship buffs
10 draconic vitality
-----
300 hit points
This could be bumped to 320 if I find a version of the lootgen goggles or boots with a colorless for slotting Vitality, but I'm not going to stress about that. I don't have the tapestries at the moment anyway.
110 heal scroll base
*1.75 rogue wand and scroll mastery III
*1.6 healing amp (human II + ship buffs)
-----
308 hit points restored per scroll (100% cast, but only 16 concentration)
EllisDee37
09-09-2015, 05:33 PM
The obvious thing it's missing is Precise Shot / Improved Precise Shot, but I'm not sure I want to sacrifice int to reach 19 dex. I'm not really into spending tomes on a dual-box opener. And if I don't have Improved Precise Shot, how good is Precise Shot, really? (I'm asking; I honestly don't have a clue.)
Bolo_Grubb
09-09-2015, 06:26 PM
Here is my Mech build that I enjoy a great deal. I took 2 levels of arti for the rune arm use and conjure bolts spell. The dog can be useful for lever pulling duties as well. I pure rogue mech can be just as powerful, but I really like the added bonus from the run arms.
18/2 Rogue/Artificer
True Neutral Drow
Level Order
1. Rogue. . . . . .6. Rogue. . . . . 11. Rogue. . . . . 16. Rogue
2. Artificer . . . 7. Rogue . . . . .12. Rogue . . . . .17. Rogue
3. Artificer . . . 8. Rogue . . . . .13. Rogue . . . . .18. Rogue
4. Rogue. . . . . .9. Rogue. . . . . 14. Rogue. . . . . 19. Rogue
5. Rogue. . . . . 10. Rogue. . . . . 15. Rogue. . . . . 20. Rogue
Stats
. . . . . . . .32pt . . Tome . . Level Up
. . . . . . . .---- . . ---- . . --------
Strength. . . . .8. . . .+4. . . .4: INT
Dexterity . . . 18. . . .+4. . . .8: INT
Constitution. . 12. . . .+4. . . 12: INT
Intelligence. . 20. . . .+4. . . 16: INT
Wisdom. . . . . .8. . . .+4. . . 20: INT
Charisma. . . . 10. . . .+4. . . 24: INT
. . . . . . . . . . . . . . . . .28: INT
Skills
. . . . . R. A .A. R. R. R. R. R. R. R. R. R. R. R. R. R. R. R. R. R
. . . . . 1. 2 .3. 4. 5. 6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Disable . 4. 1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Open Lo . 4. 1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Search. . 4. 1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Spot. . . 4. 1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Bluff . . 4. 1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Diplo . . 4. . . . 3. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Balance . 4. 1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Jump. . . 4. . . . 2. 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Hide. . . . . . . . . 1. 3. 3. 1. 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Move Si . 4. . . . . .1 .1 .1 .4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .23
Swim. . . 4. . . . . . . . . . . . . . .2 .2 .2 .2 .2 .2 .4 .1 .1 .1 .23
Tumble. . 4. . . . . . . . . . . . . 3. 1. 2. 2. 2. 2. 3. 1. 1. 1. 1. 23
UMD . . . 4. 1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Heal. . . 2. . . . 1. 1. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. . .11
Haggle. . . . . . . . . . . . . . . . . . . . . . . . . . . .3 .3 .4 .10
. . . . .------------------------------------------------------------
. . . . .52. 9 .9 14 14 14 14 15 15 15 15 16 16 16 16 17 17 17 17 17
Feats
.1. . . . : Point Blank Shot
.3. . . . : Completionist
.6. . . . : Precision
.9. . . . : Precise Shot
12. . . . : Rapid Shot
12 Rogue. : Improved Evasion
15. . . . : Improved Critical: Ranged
15 Rogue. : Opportunist
18. . . . : Improved Precise Shot
18 Rogue. : Skill Mastery
21 Epic . : Combat Archery
24 Epic . : Improved Sneak Attack
26 Destiny: Holy Strike
27 Epic . : Overwhelming Critical
28 Destiny: Doubleshot
Spells
Conjure Bolts, Enchant Weapons, Enchant Armor
Enhancements (80 AP)
Mechanic (39 AP)
Arbalester, Tanglefoot, Targeting Sights, Improved Detection
Sharpshooter, Mechanics III, Awareness III
Sharpshooter
Sharpshooter, Use Magical Device III, Intelligence
Sharpshooter, Fletching III, Leg Shot, Intelligence
Sharpshooter, Rapid Fire III, Sniper, Mechanical Reloader
Thief-Acrobat (3 AP)
Staff Control
Fast Movement
Harper Agent (15 AP)
Agent of Good I
Strategic Combat, Awareness III
Versatile Adept III, Know the Angles III
Versatile Adept I, Intelligence
Assassin (23 AP)
Knife in the Darkness
Toxin Affinity III, Sneak Attack Training, Stealthy II
Venomed Blades III, Sneak Attack Training
Critical Mastery III, Sneak Attack Training, Intelligence
Killer III
Destiny (24 AP)
Shirardi Champion
Healing Spring II, Dexterity
Prism, Pin II, Dexterity
Rainbow, Otto's Whistler II
Double Rainbow
Stand and Deliver, Nerve Venom II
Audience with the Queen, Rain of Arrows
Twists of Fate (22 fate points)
Sense Weakness (Tier 4 Fury)
Lithe (Tier 2 Shadowdancer)
Rejuvenation Cocoon (Tier 1 Primal)
Perfect Balance (Tier 1 Flowers)
EllisDee37
09-09-2015, 06:42 PM
Oooo, Fast Movement. That looks tasty!
I adjusted the build upthread to replace Precise Shot with Rapid Shot, and added in Fast Movement.
Artie would be great to get a Rune Arm instead of just having an empty off-hand, but this account doesn't have access to Artie.
Marupal
09-10-2015, 12:05 AM
...
I adjusted the build upthread to replace Precise Shot with Rapid Shot, and added in Fast Movement.
...
If you aren't going for Improved Precise shot I wouldn't sweat Precise Shot too much .
The stance comes in handy in quests like Let Sleeping Dust Lie when you have to be careful about what you hit. The rest of the time a little moving around and you can line up your preferred target. The bonus to damage from Archer's Focus is good but you have to remain stationary to build up stacks of it, not very useful if you're planning on staying on the move.
If you were planning on keeping precise shot then skill focus UMD is about the only one to consider giving up. Balancing that loss out is a bit of a bugger. I couldn't find any enhanced umd or charisma skills gear in that range. All I could find for exceptional charisma gear is Ring of Lies (Reaver's) and greensteel, neither of those are options here.
Also, since you have the expansions, if you bought Motu on preorder then you have a mask with a clickie that will give you a +1 profane bonus to skills. Worth mentioning.
What is your sneak attack damage going to be sitting at? Having a deception/improved deception option in your gear set or weapon should be fun, especially on a character that ends up soloing the corridors.
cru121
09-10-2015, 12:50 AM
I'd probably equip some wheloon gear.
Speed VIII belt
Riposte VIII bracers (at least situationally)
Shade's Hood lvl 15: resistance 6, two slots (similar ML15 random loot occasionally drops)
EllisDee37
09-10-2015, 09:08 AM
Also, since you have the expansions, if you bought Motu on preorder then you have a mask with a clickie that will give you a +1 profane bonus to skills. Worth mentioning.Good thought, but nope. For this dual-box account I bought both expansions during the Black Friday sale last year.
What is your sneak attack damage going to be sitting at? Having a deception/improved deception option in your gear set or weapon should be fun, especially on a character that ends up soloing the corridors.For my level 18 version -- which won't be until next year -- I'm definitely looking at Golden Guile.
For this guy, hmmm, the Skirmisher's Belt (Speed VIII) from A Lesson In Deception looks promising. 8% Alacrity with Deception would be better than 10% Alacrity with no Deception, correct? If so, that's a no-brainer switch on the crafted crossbow. (+4 Holy of Ranged Alacrity becomes +5 Holy of Deception.)
I'd probably equip some wheloon gear.
Speed VIII belt
Riposte VIII bracers (at least situationally)
Shade's Hood lvl 15: resistance 6, two slots (similar ML15 random loot occasionally drops)Great thought, thanks much! I always space out on the Shadowfell gear. Some kind of mental block. That speed belt is a winner, for sure. Spare Hand is every bit the same amount useful as a swap, so that's no problem at all. I'll sit down and examine all the Shadowfell possibilities to figure out how best to incorporate them. It's not like they're hard to farm up.
Marupal
09-11-2015, 01:29 AM
... 8% Alacrity with Deception would be better than 10% Alacrity with no Deception, correct? If so, that's a no-brainer switch on the crafted crossbow. (+4 Holy of Ranged Alacrity becomes +5 Holy of Deception.)
...
If I tried to figure out exact numbers for comparison I'd fail. Not my strong suit unfortunately. Just eyeballing it tho, sticking with 10% alacrity would net 2 extra bolts loosed for every hundred fired. Deception has roughly a 5% proc rate (according to the wiki) and lasts for 4 seconds. Rogue sneak attack damage during that time is going to be +8d6 base plus enhancements and modifiers. Sneak attack should trump. Deception is also handy for pelting the guys that are still coming at you and keeping them confused. :)
A couple of items came to mind that might be worth considering:
Backstabber's Gloves. ML14 deception, sneak attack +4, bluff +13, and a yellow slot.
Ring of the Stalker. ML15 Manslayer (in heroics: yum!), ethereal, insightful sneak attack +2, seeker +4, craftable (not sure what to throw on it)
Wind Howler bracers. ML 13 for a vorpal proc, a boost to ranged attack and damage, and a cyclonic blast clickie.
Sage's Spectacles. ML15 Int +8
Stolen necklace. ML 15 Cha 6, yellow slot, and maybe one of the social skills you were looking for to hit the optionals in Crucible.
Looking forward to trying out all the new shinies on mechanics myself. Short-manned a Shroud the other night with one in the party. He was thumping things pretty hard in there. It was nice to see.
EllisDee37
09-11-2015, 12:00 PM
Great tips on gear; totally missed Sage's Spectacles even after I went through the Shadowfell gear list.
Already picked up a stolen necklace with Accuracy V.
Also, it turns out that I don't need to stress about the named +6 resistance hat; ML15 lootgen comes with +6 resistance, so I can slot that pretty much anywhere. The named bravers with +4 Insightful Saves, however, looks like a clear winner. I lose blurry, but I can scroll displacement. That's +6 resistance item +4 insightful item = +10 to all saves, meaning I no longer need parasitic breastplate.
Ring of the Stalker would be nice but it's looking like I won't be able to fit it in.
AbyssalMage
09-14-2015, 05:07 AM
Ring of the Stalker would be nice but it's looking like I won't be able to fit it in.
This should easily be one of your rings as it is effective on 2/3 of the quests you said you would be running in.
Silver Flame Pot's an option?
Can also make a crafter on your second acct. Seriously considering it myself now that I have 140 x 3 on my main. Gives this toon another dimension :)
EllisDee37
09-17-2015, 04:51 PM
Gah! My revised gear layout has a tier 2 ML12 Treasure Hunter's Spyglass slotted in, but I'm not in a position to farm it up quite yet. The mechanic opener is currently level 4, with the legend build that's dragging it through content still only level 3.
For a tier 2 ML12 I need:
40 Stolen Amethysts
75 Stolen Topaz
300 greens
The gems come from CR9-12 mobs. Meaning if I can get both to level 5 by tomorrow I can spend the weekend trying to farm cove at CR9. Unfortunately, the mechanic is and will be just a warm body, so I'd have to effectively solo the 300 greens.
If anyone on Argo would like to help me out this weekend (possibly Saturday, definitely Sunday,) let me know. Figure a fresh level 7 vet2 alt is probably the way to go, just using starter gear.
I don't need good runs, and won't be in any position to be judgmental. heh. I just need 300 greens and the gems. (And sadly I'll have to farm up the mechanic's first compass the legit way, which will likely be a major pain.)
EllisDee37
09-19-2015, 02:54 AM
Ground out all the level 2s, 3s and 4s on my paladin life, dragging this useless dungeon scaler along for the ride. Both are now level 7, woohoo! Sadly I didn't think to start drinking grog until I started the level 4s...boooo. The 4s alone generated ~300 map pieces.
Now I have my eye on a Superior False Life of Swim +15 hat, and will try to slot in underwater action in a yellow so that she never has to gear swap ever. (Search, Spot, Disable and Open Lock will all be equipped thanks to spyglass and spare hand.) That brings my total greens needed to 900.
Since I need so many greens, I decided to deck her out with actual gear. If I can't find any help, I'll run the line with either my paladin or (more likely) my level 9 swashbuckler, leaving the mechanic at the start to fight incomings.
In crafting her some weapons I decided that ranged alacrity isn't all it's cracked up to be. Comparing no alacrity with 10%, the feel is no different. Time trials showed the proper 10 shots in 10 seconds without alacrity, 11 shots in 10 seconds with alacrity, but perception-wise there's no stark difference. Not like melee alacrity, where the difference with or without is like night and day. So I'm going without alacrity for this level 7 cove farm, and will just stay with Speed VI for the finished product.
Which is good, because I found the perfect weapon for her: Divine Artillery (http://ddowiki.com/page/Item:Divine_Artillery), slotting metal bypass in the red. She will be the opener for Mired in Kobolds, Attack on Stormreach, Gianthold, Necro4, Trials of the Archons and Harbinger of Madness. (16+ will be handled by a level 18 opener, but not for a long while.) That gives me a couple different DR bypassing needs. I'll probably start with Byeshk to handle Harbinger.
For ammo, at 15 I'll scroll Flame Arrow, but for this level 7 farming I'll just stick with the +3 Deneith bolts, which wasn't hard to unlock. The two crafted crossbows I landed on:
Keen of Goblinoid Bane
+1 Ghost Touch of Undead Bane
Virtually every fleshie mob in Cove is a goblinoid (hobgoblins and bugbears), including the drunken sorc and first mate, and the rest are all undead. Only Gregor and a named Half-Orc won't have bane action working against them, and I think the Half-Orc is epic only. (Pretty sure he's the guy who spawns when you pick up the progenitor.)
The undead one probably didn't need the +1, but I just wanted to be extra sure it always bypassed DR/Magic for Jack.
I'll be on in the afternoon/evenings all weekend on Argo, likely with a sad, empty LFM looking for help. (Never ran cove at such a low level before.) All welcome! hehheh.
EllisDee37
09-20-2015, 12:28 AM
Success! Found a PUG on Saturday, not great but stuck with it for two instances (four runs) totaling 1100 greens. Turns out, when you're starting cove from scratch and running level 9-10 instances, greens aren't your bottleneck, doubloons are.
Then later on I solo/dualboxed an instance with this mechanic and a vet2 pally with dragonmark for ddoor I rolled up just for this. He was mostly just equipped with crafted BTA stuff I have on a mule for tr lives; greater false life belt, strength +4 gloves, etc...
Both the vet2 pally and this mechanic positively owned everything in there. The pally especially, but I was pleased with the mechanic's performance. I did one gem run, then a full run. The full run was surprisingly easy to dual-box: Left the mechanic at the start to kill incomings, ran the line with the pally. Mined the entire map up to the bowling alley and just got the line to the bowling as time expired. Pretty good for not having any reqs at all, just the standard 5 workers, 10 barrels, 2 teleporters and 10 torches. Ended up earning 305 greens in that run which was just enough to finish the hat (Superior False Life of Swim +15) plus add Kobold Haste IV to it.
So now my gear plan for 15 is:
Head: Superior False Life of Swim +15
Eyes: Deadly VI (Underwater Action)
Neck: Stolen Necklace (Strength +4)
Back: Cloak of Invisibility (Heavy Fort)
Wrist: Guardian's Bracers
Hand: Guardian's Gauntlets
Waist: ML15 Spare Hand, Tier 2
Feet: Speed VI (Vitality)
Ring: Resistance +6 (Feather Falling)
Ring: Intelligence +6 of Persuasion
Trinket: ML12 Treasure Hunter's Spyglass, Tier 2
Armor: Life Shield of Enchantment Save +6 (Good Luck +1)
Weapon: Divine Artillery (Byeshk)
The lootgen goggles, boots and ring are swappable with each other depending on what I find in the AH. I suppose it would be smarter to move the lootgen ring (resistance +6 with a yellow) to belt, slot ring of the stalker in the now-empty ring slot and just swap to spare hand as needed. But not having to do any gear swaps for trapping (or the crucible swim!) really appeals to me.
EllisDee37
09-30-2015, 07:54 AM
She's currently level 10 running the 8s with my paladin life. Here's the revised build plan for my own reference:
Dual-Box Opener
Rogue 15
Human
Stats
. . . . . . . .32pt . . Level Up
. . . . . . . .---- . . --------
Strength. . . . .9. . . .4: INT
Dexterity . . . 13. . . .8: INT
Constitution. . 14. . . 12: INT
Intelligence. . 18
Wisdom. . . . . .8
Charisma. . . . 12. . .
Skills
. . . . . 1. 2. 3. 4. 5. 6. 7. 8. 9 10 11 12 13 14 15
. . . . .---------------------------------------------
Disable . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Open Lo . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Search. . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Spot. . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Bluff . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Diplo . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Intim . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Balance . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Jump. . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Swim. . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Haggle. . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
UMD . . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 18
Concent . 2. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. .9
Move Si . . . . . . . . . . . . . 1. 1. 1. 1. 1. 1. 1. .7
Tumble. . . . . . . . . . . . .1 . . . . . . . . . . . .1
. . . . .---------------------------------------------
. . . . .52 13 13 13 13 13 13 14 14 14 14 14 14 14 14
Feats
.1. . . . : Insightful Reflexes
.1 Human. : Least Dragonmark: Passage
.3. . . . : Rapid Reload
.6. . . . : Point Blank Shot
.9. . . . : Rapid Shot
10 Rogue. : Improved Evasion
12. . . . : Improved Critical: Ranged
13 Rogue. : Skill Mastery
15. . . . : Skill Focus: Use Magic Device
Enhancements (60 of 60 AP)
Mechanic (40 AP)
Arbalester, Tanglefoot, Targeting Sights, Improved Detection
Sharpshooter, Mechanics III
Sharpshooter, Wand and Scroll Mastery III
Sharpshooter, Wracking Shot III, Use Magical Device III, Intelligence
Sharpshooter, Fletching III, Intelligence
Sharpshooter, Rapid Fire III, Sniper, Mechanical Reloader
Human (17 AP)
Damage Boost, Intelligence, Saves Boost
Dragonmark Focus: Orien I, Skill Focus: Awareness I, Improved Recovery
Lesser Dragonmark: Dimension Door, Skill Focus: Nimble Fingers I
Skill Mastery, Improved Recovery
Improved Recovery
Thief-Acrobat (3 AP)
Staff Control
Fast Movement
Gear
Head: Cove Hat: Superior False Life of Swim +15
Eyes: Deadly VI (Feather Falling)
Neck: Stolen Necklace of Accuracy V (Strength +4)
Back: Cloak of Invisibility (Heavy Fort)
Wrist: Guardian's Bracers
Hand: Guardian's Gauntlets
Waist: ML15 Spare Hand
Feet: Speed VI (Vitality +20)
Ring: Intelligence +6 ring of Persuasion
Ring: Resistance +6 (Underwater Action)
Trinket: ML12 Treasure Hunter's Spyglass, Tier 2
Body: Life Shield of Enchantment Save +6 (Good Luck +1)
Weapon: Divine Artillery (+1d4 Acid)
Ammo: +1 Acid Bolts
Swaps & Consumables:
Scrolls: Heal, Greater Heroism, Teleport, True Seeing, Displacement, Fire Shield, Raise Dead, Greater Teleport(?)
Potions: Blindness, Poison, Curse, Disease, Lesser Restoration, Jump
Clickies: Visor of the Flesh Render (3 or 4)
Stats
15 Strength: 9 base +4 augment +2 ship buffs
15 Dexterity: 13 base +2 ship buffs
24 Constitution: 14 base +8 item (Guardian's Gauntlets) +2 ship buffs
34 Intelligence: 18 base +3 levelups +2 tome (1750 favor) +3 enhancements +6 item (crafted ring) +2 ship buffs
10 Wisdom: 8 base +2 ship buffs
20 Charisma: 12 base +6 item (Stolen Necklace) +2 ship buffs
Saves
+15 universal saves: +6 item (lootgen ring) +4 insightful (Guardian's Bracers) +1 luck (augment) +4 greater heroism (scroll)
39 Reflex: 9 rogue levels +12 int mod +15 universal +3 ship buffs
47 vs Traps: 39 reflex +5 rogue levels +3 enhancements (Mechanics III)
30 Fort: 5 rogue levels +7 con mod +15 universal +3 ship buffs
22 Will: 5 rogue levels +0 wis mod +15 universal +2 ship buffs
29 vs Enchantments: 22 will save +6 item +1 ship buff
Skills
+7 universal skills: +1 luck (augment) +1 rogue skill mastery (feat) +1 human skill mastery (enhancement) +4 greater heroism (scroll)
51 Search: 18 ranks +12 int mod +1 human awareness +13 item (Spyglass) +7 universal
39 Spot: 18 ranks +1 human awareness +13 item (Spyglass) +7 universal
63 Disable: 18 ranks +12 int mod +3 rogue mechanics +1 human nimble fingers +15 item (Spare Hand) +7 universal +7 tools
53 Open Lock: 18 ranks +2 dex mod +3 rogue mechanics +1 human nimble fingers +15 item (Spare Hand) +7 universal +7 tools
39 UMD: 18 ranks +5 cha mod +3 feat (Skill Focus: UMD) +3 rogue enhancements +3 persuasion (ring) +7 universal
(Standing UMD will be 36 until I scroll GH on entering quest and after shrining. That means I need to roll a 4 to scroll GH.)
42 Swim: 18 ranks +2 str mod +15 item (cove hat) +7 universal
16 Concentration: 9 ranks +7 universal
Hit Points and Healing
90 rogue levels (15*6)
105 con mod (15*7)
45 heroic durability
20 ship buffs
10 draconic vitality
40 Superior False Life (cove hat)
20 Vitality (augment)
-----
330 hit points
110 heal scroll base
*1.75 rogue wand and scroll mastery III
*1.8 healing amp (human III + ship buffs)
-----
346 hit points restored per scroll (100% cast, but only 16 concentration)
21.5 cure serious potion base (3d6+6+5)
*1.8 healing amp (human III + ship buffs)
-----
39 hit points restored per pot
If +1 tomes for strength and dexterity happen to fall out of the sky I'll pass them to this alt to even those stats out, but meh. Not worth spending anything on them.
The Treasure Hunter's Spyglass will eventually be swapped for Eagle's Eye (http://ddowiki.com/page/Item:Eagle's_Eye), but I haven't even bought The Devil's Gambit on my main account yet, much less my opener account.
Overall I'm very happy with this. The belt (Spare Hand) could be relegated to a swap item for when I need to disable or open lock, allowing me to move the lootgen ring (resistance +6 w/yellow) to the belt freeing up a ring slot for an ML15 Ring of the Stalker, which would be a nice addition. But I'm lazy, and very much enjoy the idea of not having to swap gear for trapping.
The thing to remember about the stalker ring is that the +4 seeker will (eventually) be obsolete due to Eagle's Eye, and the manslayer is nice but Divine Artillery comes with vorpal, which is kind of the same thing. And of course the Cloak of Invisibility has ghostly, meaning the ethereal is also obsolete. Ring of the Stalker then ends up being nothing but +2 insightful sneak attack, which is definitely nice, but I can live without it I think.
Eagle's Eye also comes with a green and a colorless. I'm thinking +8 PRR in the green and maybe +4 wisdom in the colorless.
Saekee
09-30-2015, 08:59 AM
Hi Ellisdee, coming to the thread late, but here is my 2 cents:
13 rogue is the sweet spot if you are stopping at 15 since you will get the second special ability and sneak attack die. By splashing two levels, you lose 1d6 sneak and the trap sense bonus. I suggest 1 barb 1 ranger:
1 barbarian--stacking 10% movement speed. Very very nice.
1 ranger--for 1 ap, the first core of deepwood will extend your PBS another 5 meters and add 1d6 sneak. That makes up nicely the loss of level 15 rogue and you further boost your sneak attack range=DPS.
I think it is not too late to toss in these two levels.
EllisDee37
09-30-2015, 09:06 AM
1 barbarian--stacking 10% movement speed. Very very nice.Does this stack with the +15% fast movement I get from acrobat?
1 ranger--for 1 ap, the first core of deepwood will extend your PBS another 5 meters and add 1d6 sneak. That makes up nicely the loss of level 15 rogue and you further boost your sneak attack range=DPS.That's not a bad idea. I could drop Wraching Shot down from III to II to fit that in, though I do like the idea of 4-second Wracking Shot for necro4.
And you're correct, it's not too late. I might have some skill issues, but nothing too major.
unbongwah
09-30-2015, 10:24 AM
Feats
.1. . . . : Insightful Reflexes
.1 Human. : Least Dragonmark: Passage
.3. . . . : Rapid Reload
.6. . . . : Point Blank Shot
.9. . . . : Rapid Shot
10 Rogue. : Improved Evasion
12. . . . : Improved Critical: Ranged
13 Rogue. : Skill Mastery
15. . . . : Skill Focus: Use Magic Device
Normally I would prioritize Precision & Precise Shot over Passage DM, Insightful Reflexes, and SF:UMD; but given unique requirements of this build, I'm not sure it matters enough. Likewise with IPS: a must-have if you were making a "real" ranged build, but probably not worth the DEX investment for a dual-boxer alt like this.
Does this stack with the +15% fast movement I get from acrobat?
It ought to, but it's simple enough to test: make a new barb 1 / rog 6 alt (presuming you have Vet II status); time your runspeed without Acrobat Fast Movement; then add Acro Fast Movement and time yourself again.
Saekee
09-30-2015, 10:44 AM
Does this stack with the +15% fast movement I get from acrobat?
That's not a bad idea. I could drop Wraching Shot down from III to II to fit that in, though I do like the idea of 4-second Wracking Shot for necro4.
And you're correct, it's not too late. I might have some skill issues, but nothing too major.
It should stack, although goodness knows with bugs and what not...perhaps make a shadar-kai tester?
Saekee
09-30-2015, 10:45 AM
It ought to, but it's simple enough to test: make a new barb 1 / rog 6 alt (presuming you have Vet II status); time your runspeed without Acrobat Fast Movement; then add Acro Fast Movement and time yourself again. might be easier with a shadar-kai since the 14 rogue level movement increase would be more noticeable than the 6, but that assumes you have access to iconics on your main account.
EllisDee37
09-30-2015, 11:55 AM
I do, yes. It'll be annoying to test, for sure...stupid high-skill point classes making it a chore to level from 2 to 15.
EDIT: Actually, maybe I can roll up a vet2 rogue with a standard path, doing standard path for levels 1 to 6 then take barb for the 7th level. A 6% runspeed boost should be readily measurable.
EllisDee37
09-30-2015, 12:33 PM
The vet2 standard path for 6 levels then 1 barb level technique worked great; maybe 2 minutes total to create the character and start testing. Time trials are running the length of House Kundarak, from the market entrance to the bank entrance. I equipped no gear and have no ship buffs:
No AP Spent, gate to bank 1: 45 seconds
No AP Spent, gate to bank 2: 45 seconds
Fast Movement, gate to bank 1: 42.5 seconds
Fast Movement, gate to bank 2: 42.5 seconds
I was going to include the return trip results, but those varied wildly from the gate-to-bank runs as well as each other. (Bank to gate 1 was 43, 2 was 41, both without having spent AP.) The gate to bank runs were both very consistent.
Looks like it does indeed stack, and now I'm definitely thinking a single barbarian level would be super nice to get an extra 10% run speed. 30% striding + 10% barb + 14% rogue = 54% run speed, which would be faster running inside quests than if I used a Phiarlan Pendant of Time clicky in town areas. Wow!
Put another way, it would be the same run speed as my tempest using sprint boost I at level 7 while wearing mire set. Essentially, permanent sprint boost. *swoon*
EllisDee37
09-30-2015, 12:50 PM
Normally I would prioritize Precision & Precise Shot over Passage DM, Insightful Reflexes, and SF:UMD; but given unique requirements of this build, I'm not sure it matters enough. Likewise with IPS: a must-have if you were making a "real" ranged build, but probably not worth the DEX investment for a dual-boxer alt like this.Precision is a big one, since this alt will be a dual-box for necro4.
I think what I'll do is take barbarian next level (11), which keeps all my skills the same except losing a point off balance and haggle (irrelevant) and drops the remaining ranks in Move Silently, which I only took because I had to spend the extra points on something.
When taking level 15 I'll use the free LR+0 heart to change the human bonus feat from the dragonmark to Skill Focus: UMD, then take the dragonmark at 15. This then frees me up to swap the dragonmark for precision, which I am currently leaning toward but not quite sold yet. (The problem is you can't take Precision at level 1 on a rogue.) I can always use the free feat exchange later to take precision if I decide to. It also uses up the free heart to get it out of my bank without just destroying it outright, which I can never bring myself to do. If I need to redo the build I can always TR it, like I did with my heroic challenge farmer.
EDIT: Still considering a possible ranger splash. It appeals to me that I could justify taking Favored Enemy: Gnoll, since this alt would be specifically designed to solo kill the gnolls at the end of the crucible swim. (That's why, unlike my other openers, this one isn't a gimped cleric/rogue buffbot trapper.)
unbongwah
09-30-2015, 02:36 PM
might be easier with a shadar-kai since the 14 rogue level movement increase would be more noticeable than the 6, but that assumes you have access to iconics on your main account.
Actually, that makes it more complicated to test, not less. With barb 1 / rog 6, if you don't move faster with Acro Fast Movement, you know they don't stack; you remain at +10% because the +6% from Acrobat isn't applying. But with barb 1 / rog 14, you will definitely be moving faster; but is it because you went from +10% to +14% (Acro Fast Movement, no stacking) or to +24% (both stacking)?
Fortunately, it looks like it stacks, so I was right - hooray! :)
Precision is a big one, since this alt will be a dual-box for necro4.
In that case, you should also consider taking Opportunist, since the -10% fort bypass applies to ranged atks and stacks w/Precision.
EDIT: Still considering a possible ranger splash. It appeals to me that I could justify taking Favored Enemy: Gnoll, since this alt would be specifically designed to solo kill the gnolls at the end of the crucible swim.
Based on what you said about Necro 4, I think I would prefer to take FE Undead.
The other possibility is a ftr splash for an extra feat and anything from Kensei you can afford.
Saekee
09-30-2015, 03:15 PM
The vet2 standard path for 6 levels then 1 barb level technique worked great; maybe 2 minutes total to create the character and start testing. Time trials are running the length of House Kundarak, from the market entrance to the bank entrance. I equipped no gear and have no ship buffs:
No AP Spent, gate to bank 1: 45 seconds
No AP Spent, gate to bank 2: 45 seconds
Fast Movement, gate to bank 1: 42.5 seconds
Fast Movement, gate to bank 2: 42.5 seconds
I was going to include the return trip results, but those varied wildly from the gate-to-bank runs as well as each other. (Bank to gate 1 was 43, 2 was 41, both without having spent AP.) The gate to bank runs were both very consistent.
Looks like it does indeed stack, and now I'm definitely thinking a single barbarian level would be super nice to get an extra 10% run speed. 30% striding + 10% barb + 14% rogue = 54% run speed, which would be faster running inside quests than if I used a Phiarlan Pendant of Time clicky in town areas. Wow!
Put another way, it would be the same run speed as my tempest using sprint boost I at level 7 while wearing mire set. Essentially, permanent sprint boost. *swoon*
This is also why I had suggested in your challenge farmer thread to go mechanic with the splash of barbarian. I am glad it stacks and thanks for testing. I wonder if it would stack with bard and the bardic music bonus run speed enhancement, or the level 4 fighter boost...That would be fast...
EllisDee37
09-30-2015, 04:09 PM
In that case, you should also consider taking Opportunist, since the -10% fort bypass applies to ranged atks and stacks w/Precision.
Based on what you said about Necro 4, I think I would prefer to take FE Undead.I may already be walking it back in my mind. The thing I need to keep reminding myself is that this is an opener, not a character. If I end up playing more with the opener than the actual character it's opening for, I have failed myself. That's why my other openers are deliberately gimped. They can barely fight their way out of a wet paper bag. Just enough to invis run and grab a soulstone, DDoor back to the start and raise dead to try it again.
The thing that makes the level 15 opener unique is that as a crucible swimmer, it absolutely must be able to hold its own in a fight with a handful of gnolls. The build as outlined so far is way, way, way OP for that purpose, but that's how I roll. I think it'll be better if I don't take precision, opportunist, or anything else that will make me want to play it instead of my main.
That said, I can definitely envision soloing GOP with it, so maybe precision and/or opportunist wouldn't be the worst idea. Maybe even some black dragonscale armor for another 10%: 25% precision + 10% opportunist + 10% black dragonscale +5% ship buff = 50% fort bypass. Something to consider, at least.
The other possibility is a ftr splash for an extra feat and anything from Kensei you can afford.Now that's not a bad idea. I can definitely use an extra feat, and haste boost would be lovely to pair with human versatility's damage boost. (I would take Precision with the fighter bonus, naturally. A second fighter level would also give me Precise Shot.)
EDIT: Two fighter doesn't work, as I lose a second rogue bonus feat that way. One fighter does work, and even if I can't squeeze in haste boost, getting Precision essentially for free isn't a bad deal.
EllisDee37
09-30-2015, 04:41 PM
Adding in barb @ 11 and fighter @ 12, then finishing the last three levels with rogue gets me max skill ranks in:
DD, OL, Search, Spot, Bluff, Diplo, Intim, Jump, Swim, UMD, Concentration (maxed, but half-ranks)
It also adds in Precision with the fighter bonus feat. If I changed nothing else, this seems to be the way to go. Now factor in trying to get haste boost, here's my initial thinking:
Enhancements (60 of 60 AP)
Mechanic (39 AP)
Arbalester, Tanglefoot, Targeting Sights, Improved Detection
Sharpshooter, Mechanics III
Sharpshooter, Wand and Scroll Mastery III
Sharpshooter, Wracking Shot II, Use Magical Device III, Intelligence
Sharpshooter, Fletching III, Intelligence
Sharpshooter, Rapid Fire III, Sniper, Mechanical Reloader
Human (15 AP)
Damage Boost, Intelligence, Saves Boost
Dragonmark Focus: Orien I, Skill Focus: Awareness I, Improved Recovery
Lesser Dragonmark: Dimension Door, Skill Focus: Nimble Fingers I
Skill Mastery, Improved Recovery
Thief-Acrobat (3 AP)
Staff Control
Fast Movement
Kensei (3 AP)
Kensei Focus: Crossbows
Haste Boost II
In a nutshell: Drop the final healing amp (2 AP) and reduce Wracking Shot from III to II (1 AP), which doubles the cooldown from 4 seconds to 8 seconds with no other effect. Then take those 3 AP and put them into kensei for haste boost II.
No other points can come from mechanic, since I spend 9 AP on tier 5 and only 39 AP total. No points can come from acrobat, obviously, so that leaves only human.
What do you think?
unbongwah
09-30-2015, 04:45 PM
I may already be walking it back in my mind. The thing I need to keep reminding myself is that this is an opener, not a character. If I end up playing more with the opener than the actual character it's opening for, I have failed myself. That's why my other openers are deliberately gimped.
One of the things I like about rolling new Iconic Challenge Farmers is it gives me excuses to try out new build ideas I can't run on my mains - not without significant regearing and/or TRing. But the downside is sometimes I realize my "throwaway" builds are more fun than my main chars, so I end up spending more time with them. :o
EllisDee37
09-30-2015, 07:34 PM
Unfortunately crafted ammunition is bound, so I can't make cool bane ammo with my crafter and pass it across accounts to this opener. But it ended up not mattering, since the unwieldy nature of quiver functionality makes me want to just use a single universal ammo type and not worry about it.
I settled on +1 acid bolts, which are happily a mere elemental level 13 recipe. The gearing I did for her for cove last week apparently involved enough elemental shards to get her to elemental level 3, so I could immediately start attempting to make them. She's now stocked up with 1100 acid bolts, yay!
I'm thinking in addition to Divine Artillery, I'll craft her an undead and a construct beater:
+5 True Chaos of Construct Bane
+5 Flaming of Undead Bane
I would normally do +4 holy for the undead beater, but the doomsphere in GOP is lawful good. I suppose I could pick up some silver bolts from house d if I wanted to bypass vampire DR. I could even pick up some byeshk bolts for Harbinger and call it good enough, rounding out the three quiver slots.
EDIT: Actually, flesh golems have DR/adamantine, and metalline can't be crafted unbound. Hmmm. Maybe +3 True Chaos of Construct Bane with a red slot for addy bypass?
TheOldCodger
10-03-2015, 03:53 PM
Given your character has a do-all utility status, would a Mineral 2 weapon be worthwhile? Min2 breaks most damage resistance in the game, has keen built into it, and acid/holy damage is good vrs most mobs, and 2 clickies of stoneskin as well make it worth consideration to my mind.
EllisDee37
10-03-2015, 04:38 PM
Given your character has a do-all utility status, would a Mineral 2 weapon be worthwhile? Min2 breaks most damage resistance in the game, has keen built into it, and acid/holy damage is good vrs most mobs, and 2 clickies of stoneskin as well make it worth consideration to my mind.Too expensive, and the account doesn't own Vale.
Saekee
10-03-2015, 04:47 PM
Unfortunately crafted ammunition is bound, so I can't make cool bane ammo with my crafter and pass it across accounts to this opener. But it ended up not mattering, since the unwieldy nature of quiver functionality makes me want to just use a single universal ammo type and not worry about it.
I settled on +1 acid bolts, which are happily a mere elemental level 13 recipe. The gearing I did for her for cove last week apparently involved enough elemental shards to get her to elemental level 3, so I could immediately start attempting to make them. She's now stocked up with 1100 acid bolts, yay!
I'm thinking in addition to Divine Artillery, I'll craft her an undead and a construct beater:
+5 True Chaos of Construct Bane
+5 Flaming of Undead Bane
I would normally do +4 holy for the undead beater, but the doomsphere in GOP is lawful good. I suppose I could pick up some silver bolts from house d if I wanted to bypass vampire DR. I could even pick up some byeshk bolts for Harbinger and call it good enough, rounding out the three quiver slots.
EDIT: Actually, flesh golems have DR/adamantine, and metalline can't be crafted unbound. Hmmm. Maybe +3 True Chaos of Construct Bane with a red slot for addy bypass?
For flesh golems, you can always just have him or her toss a nightforge spike (http://ddowiki.com/page/Nightforge_Dart); it is adamantine. It will not be as fast as other attacks, but the tier 5 mech buffs apply 10% faster on throwers. You can also craft an offhand weapon to boost its effectiveness, like a seeker of ranged alacrity.
unbongwah
10-03-2015, 06:01 PM
Or you could just stock up on House D adamantine bolts and call it a day.
unbongwah
10-04-2015, 12:15 PM
I don't know how close you are to your final gear list, but there's plenty of easy-to-acquire ML:15 stuff from Shadowfell (http://ddowiki.com/page/Update_19_named_items) which complements this build:
belt: Skirmisher (Speed VIII) or Guardian (+40 HPs)
neck: Skirmisher (Dodge 8%)
wrist: Guardian (Riposte VIII)
gloves: Guardian (CON +8)
goggles: Sage (INT +8) EDIT: unlike most Storm Horns gear, this is ML:15 not ML:19
So that covers your two primary stats (INT & CON), +4 Insight saves bonus, Dodge, and either Speed or False Life. A good ol' Minos Legens would cover your Toughness + Heavy Fort.
We can complement that with some Cannith gear:
ring: Stalker Ring (Seeker + Manslayer + Ethereal)
belt: Spare Hand (swap item)
weapon: T3 Calomel repeater
For armor I would want either black dragonhide for pure DPS or Parasitic Breastplate upgraded with Solipsism, as the Daze proc affects ranged atks; combined with gt xbow's vorpal knockdown, it's a great CC combo, IMHO. In the latter case, you'd also want the Sustaining Symbiont to negate the Backlash; it also provides GFL and +1 exceptional CON.
EllisDee37
10-04-2015, 12:24 PM
I don't know how close you are to your final gear list, but there's plenty of easy-to-acquire ML:15 stuff from Shadowfell (http://ddowiki.com/page/Update_19_named_items) which complements this build:
belt: Skirmisher (Speed VIII) or Guardian (+40 HPs)
neck: Skirmisher (Dodge 8%)
wrist: Guardian (Riposte VIII)
gloves: Guardian (CON +8)
goggles: Sage (INT +8) EDIT: unlike most Storm Horns gear, this is ML:15 not ML:19
So that covers your two primary stats (INT & CON), +4 Insight saves bonus, Dodge, and either Speed or False Life. A good ol' Minos Legens would cover your Toughness + Heavy Fort.Yep, some good thoughts here, though some of it is duplicated from my actual gear plan from post 16 (https://www.ddo.com/forums/showthread.php/465035-Level-15-mechanic-Any-good?p=5696493&viewfull=1#post5696493):
Gear
Head: Cove Hat: Superior False Life of Swim +15
Eyes: Deadly VI (Feather Falling)
Neck: Stolen Necklace of Accuracy V (Strength +4)
Back: Cloak of Invisibility (Heavy Fort)
Wrist: Guardian's Bracers
Hand: Guardian's Gauntlets
Waist: ML15 Spare Hand
Feet: Speed VI (Vitality +20)
Ring: Intelligence +6 ring of Persuasion
Ring: Resistance +6 (Underwater Action)
Trinket: ML12 Treasure Hunter's Spyglass, Tier 2
Body: Life Shield of Enchantment Save +6 (Good Luck +1)
Weapon: Divine Artillery (+1d4 Acid)
Ammo: +1 Acid Bolts
At the bottom of that post I go on to say:
The Treasure Hunter's Spyglass will eventually be swapped for Eagle's Eye (http://ddowiki.com/page/Item:Eagle's_Eye), but I haven't even bought The Devil's Gambit on my main account yet, much less my opener account.
Overall I'm very happy with this. The belt (Spare Hand) could be relegated to a swap item for when I need to disable or open lock, allowing me to move the lootgen ring (resistance +6 w/yellow) to the belt freeing up a ring slot for an ML15 Ring of the Stalker, which would be a nice addition. But I'm lazy, and very much enjoy the idea of not having to swap gear for trapping.
The thing to remember about the stalker ring is that the +4 seeker will (eventually) be obsolete due to Eagle's Eye, and the manslayer is nice but Divine Artillery comes with vorpal, which is kind of the same thing. And of course the Cloak of Invisibility has ghostly, meaning the ethereal is also obsolete. Ring of the Stalker then ends up being nothing but +2 insightful sneak attack, which is definitely nice, but I can live without it I think.
Eagle's Eye also comes with a green and a colorless. I'm thinking +8 PRR in the green and maybe +4 wisdom in the colorless.
For armor I would want either black dragonhide for pure DPS or Parasitic Breastplate upgraded with Solipsism, as the Daze proc affects ranged atks; combined with gt xbow's vorpal knockdown, it's a great CC combo, IMHO. In the latter case, you'd also want the Sustaining Symbiont to negate the Backlash; it also provides GFL and +1 exceptional CON.Black dragonhide would be ideal, but is too expensive for an opener account, I think.
If I had tons of black scales I would definitely go for the black dargonhide, especially when I get Eagle's Eye for slotting Good Luck +1. I need that to reach 39 UMD. I'm still on the fence whether I want Opportunist or Skill Mastery for the level 13 rogue feat, as Opportunist drops me to 38 UMD. If this guy ever gets a +1 cha tome I'll switch to Opportunist for sure.
One thing I'm pretty sure I'll change is taking Skill Boost II instead of Wracking Shot II. That way I can skill boost to make scrolling GH no-fail, which in turn makes all my other scrolls (True Seeing, Heal) no-fail as well.
EDIT: So far, checking the AH every day has netted me Deadly VI goggles with a yellow, Resistance +5 ring with a yellow (already slotted with FF), and Speed VI boots without any augment slot. Eagle's Eye comes with an extra colorless, though, so that one's not as important.
EllisDee37
10-04-2015, 12:44 PM
This project also has me eyeing my other openers, which I may redo in the near future. Specifically:
Level 3
2/1 rogue/barb, max dex using kukris with full ranks in hide and move silently. AP split would be:
Assassin (4 AP): Core 1, Stealthy III
Human (4 AP): Skill Boost, Stealthy III
Mechanic (4 AP): Core 1, Mechanics III
Then she could run Stealthy Repossession straight up, as it was intended, instead of having to use invis pots. She wouldn't get dex for damage, since that requires 3 rogue levels, but I could just go with starting strength of 14 and call it good enough. I might even conceivably spend two of the three feats on skill focus: hide & move silently. (The third on the dragonmark, probably.)
Level 7
6/1 rogue/paladin, max int using light repeaters with max social skills
This one would then be able to handle all the optionals in Partycrashers, with that one paladin level in there specifically to see that one tiefling. I'd gear this one out with Voice/Mantle for true seeing for the marks in that one hall, and her light repeater should be able to make short work of the various marks I can't reach with melee. Most of the AP would be spent on fletching (23 of 28), with the remaining 5 AP available for a slight run-speed boost from acrobat. This one would definitely take Wracking Shot III.
Still no thoughts on a level 11, as I don't recall any specific quests that are a hassle if you're missing a specific build. My current 9/2 cleric/rogue still seems like one of the better alternatives, since she can cast FoM for Tempest Spine.
Saekee
10-04-2015, 06:46 PM
I think the Spare Hand vorpal melee
knockdown is bugged to work on ranged attacks too. Anecdotal, not 100% sure and won't really matter anyway on a GxBow.
unbongwah
10-05-2015, 11:19 AM
Black dragonhide would be ideal, but is too expensive for an opener account, I think.
Giantcraft leather (http://ddowiki.com/page/Item:Giantcraft_Leather_Armor) is much easier to come by, but it lacks the -10% Fort bypass which makes BDH appealing (esp. for a Mechanic); but at least it has Relentless Fury, which applies to ranged atks.
EllisDee37
10-09-2015, 12:18 AM
I think I've decided to go with black dragonhide. While I only have 8 black scales on my account, I notice that I have 44 flawless black from farming a black hat for my paladin. I remember that farming well; it's super easy. Especially if I use my epic paladin to farm the heroic version. With the dual-box in there as well, that's two drops of black scales per run. I figure a handful of runs and I'll have the 20 scales needed. Done and done.
I think I've also decided to go with Opportunist (great suggestion) and just look for a +2 cha tome to reach 39 UMD. This will give me precision, opportunist, black dragonhide and ship buffs for 25+10+10+5=50% fort bypass. Me likey.
I keep meaning to work on my gear planner but I'm just having way too much fun leveling this opener.
Story time: (feel free to skip)
Tonight my wizard's paladin life and this opener ran VON5+6 at level for bravery. After putting up the LFM, a level 10 druid joined after a few minutes, but then nothing. After maybe 10 minutes total had gone by I ran out of patience and suggested we get started, doing as much as we could hoping others would join.
The paladin was easily mowing down everything it saw, and I was pleasantly surprised by the opener's performance. She's only level 12 so doesn't have most of the gear I have planned for her, and no scrolls. (ie: No heroism of any kind.) The first blade trap was the big test, but she was able to search it thanks to the spyglass and disable it thanks to a pair of crafted +11 disabling goggles I gave her just for leveling. The human versatility saves boost allowed her to evade the blade while disabling. Even without any open lock item she could unlock the doors, so that was a bonus.
So my paladin, the opener and the druid cleared out west, then as we got back to the beginning I asked if he wanted to do the items. (I never had.) He deferred, so I picked up the voice with trepidation. As we headed east to the puzzle, we finally we got another person (a sorc) to join. At this point, the druid said he could solo the right side thanks to his pet, which was great news. The sorc and I would need help on the left, but we still had time.
Thanks to wiki I managed the puzzle quickly, with the sorc and druid keeping all the robots off me. We ddoored back, and now it was moment of truth. Would my opener's saves boosts hold out for the electric hallway? Big yes; she managed disabling an entire side with no deaths, then the second side was cakewalk since now there were no blades anymore.
Just as the druid got into position on the right and both my alts plus the sorc got to the left, a FVS joined. Woot! We were then able to open the doors (mad props to the druid soloing one side) and continue on. I left the opener on the first lever since I was mainly driving the paladin anyway, and the sorc was able to knock the doors. Several more people joined within a few minute span, so now we were up to 6-8 people.
After the sorc patiently guided me through how to do all the quest stuff (speaking stones, rune wheels, levers) we finished off the second part of west, with the trapped wagon room, shrined up, and headed into the end hall. By now we were up to 8 or 9 people, including another mechanic rogue. At the fire jet both my opener (using saves boost) and the other mechanic made it up, killed the robots, disabled the traps and dropped the ladders. (I crafted her a +4 screaming of pure good crossbow for leveling, which did quite well in there.)
In the end fight I set the paladin to auto-attack the boss and switched to the opener to plink the dogs. It was freaky watching my paladin tank; sort of a DDO version of an out of body experience. heh. The boss dropped like a rock, then everyone was game for part 2. I left the opener at the start of part 2 (she needed no gear) and just ran it with my paladin, heading to base 3 with the ice flensers. It was just the sorc and me on base 3, and we crushed it. Trip, stunning blow and stunning shield worked every time on the ice flensers, plus I had my PLIS for polar ray. Within about 2 minutes everyone was in place and prepped, so we dropped the shields, ddoored back, buffed up and headed to the end fight.
The end fight is where the paladin really shined, with even the breath attack barely dealing out a third of his hp bar in damage. Quickly and easily replaced with LoH, this was an easy completion. As we completed, my paladin's cargo hold ship buffs just ran out, so an hour from start to finish.
Super fun, and mad props to that resourceful druid and helpful sorc for making it a smooth and fun run.
EDIT: Oh yeah, and I'm thinking a crossbow rogue would be better than my cleric trapper for a level 11 opener. Having improved evasion plus all the extra bonuses to saves vs traps is a big help in VON5.
EllisDee37
10-13-2015, 08:50 AM
Just took level 15, so now it's gear-farming time. I have everything I need except:
Divine Artillery
Black Dragonhide
Spare Hand
Guardian's Bracers
Guardian's Gauntlets
Also Eagle's Eye, but I don't have enough TP to buy that pack so I'm standing pat with the Spyglass for now.
Saekee
10-13-2015, 08:54 AM
I think I've decided to go with black dragonhide. While I only have 8 black scales on my account, I notice that I have 44 flawless black from farming a black hat for my paladin. I remember that farming well; it's super easy. Especially if I use my epic paladin to farm the heroic version. With the dual-box in there as well, that's two drops of black scales per run. I figure a handful of runs and I'll have the 20 scales needed. Done and done.
I think I've also decided to go with Opportunist (great suggestion) and just look for a +2 cha tome to reach 39 UMD. This will give me precision, opportunist, black dragonhide and ship buffs for 25+10+10+5=50% fort bypass. Me likey.
I keep meaning to work on my gear planner but I'm just having way too much fun leveling this opener.
Story time: (feel free to skip)
Tonight my wizard's paladin life and this opener ran VON5+6 at level for bravery. After putting up the LFM, a level 10 druid joined after a few minutes, but then nothing. After maybe 10 minutes total had gone by I ran out of patience and suggested we get started, doing as much as we could hoping others would join.
The paladin was easily mowing down everything it saw, and I was pleasantly surprised by the opener's performance. She's only level 12 so doesn't have most of the gear I have planned for her, and no scrolls. (ie: No heroism of any kind.) The first blade trap was the big test, but she was able to search it thanks to the spyglass and disable it thanks to a pair of crafted +11 disabling goggles I gave her just for leveling. The human versatility saves boost allowed her to evade the blade while disabling. Even without any open lock item she could unlock the doors, so that was a bonus.
So my paladin, the opener and the druid cleared out west, then as we got back to the beginning I asked if he wanted to do the items. (I never had.) He deferred, so I picked up the voice with trepidation. As we headed east to the puzzle, we finally we got another person (a sorc) to join. At this point, the druid said he could solo the right side thanks to his pet, which was great news. The sorc and I would need help on the left, but we still had time.
Thanks to wiki I managed the puzzle quickly, with the sorc and druid keeping all the robots off me. We ddoored back, and now it was moment of truth. Would my opener's saves boosts hold out for the electric hallway? Big yes; she managed disabling an entire side with no deaths, then the second side was cakewalk since now there were no blades anymore.
Just as the druid got into position on the right and both my alts plus the sorc got to the left, a FVS joined. Woot! We were then able to open the doors (mad props to the druid soloing one side) and continue on. I left the opener on the first lever since I was mainly driving the paladin anyway, and the sorc was able to knock the doors. Several more people joined within a few minute span, so now we were up to 6-8 people.
After the sorc patiently guided me through how to do all the quest stuff (speaking stones, rune wheels, levers) we finished off the second part of west, with the trapped wagon room, shrined up, and headed into the end hall. By now we were up to 8 or 9 people, including another mechanic rogue. At the fire jet both my opener (using saves boost) and the other mechanic made it up, killed the robots, disabled the traps and dropped the ladders. (I crafted her a +4 screaming of pure good crossbow for leveling, which did quite well in there.)
In the end fight I set the paladin to auto-attack the boss and switched to the opener to plink the dogs. It was freaky watching my paladin tank; sort of a DDO version of an out of body experience. heh. The boss dropped like a rock, then everyone was game for part 2. I left the opener at the start of part 2 (she needed no gear) and just ran it with my paladin, heading to base 3 with the ice flensers. It was just the sorc and me on base 3, and we crushed it. Trip, stunning blow and stunning shield worked every time on the ice flensers, plus I had my PLIS for polar ray. Within about 2 minutes everyone was in place and prepped, so we dropped the shields, ddoored back, buffed up and headed to the end fight.
The end fight is where the paladin really shined, with even the breath attack barely dealing out a third of his hp bar in damage. Quickly and easily replaced with LoH, this was an easy completion. As we completed, my paladin's cargo hold ship buffs just ran out, so an hour from start to finish.
Super fun, and mad props to that resourceful druid and helpful sorc for making it a smooth and fun run.
EDIT: Oh yeah, and I'm thinking a crossbow rogue would be better than my cleric trapper for a level 11 opener. Having improved evasion plus all the extra bonuses to saves vs traps is a big help in VON5.
fun read!
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