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  1. #1
    Community Member sacredguyver's Avatar
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    Default Let's go for it.

    Starting out:
    I'm on my way to unlocking the Favored Soul class with favor. I'd really like to make a build using Favored Souls, but I'm not fond (to put it lightly) of having to heal others. I often do good to keep myself alive, so having to keep an eye on others is almost completely out of the question. After playing a Monk to level 20, a Wizard to level 20, a Cleric to level 13 (deleted to make room for the level 10 Barbarian), a Barbarian to level 10, and a Wiz/Rogue to level 12 (deleted to make room for the level 20 Wizard), I find that I really like to hit things.

    All this means is that I want to make a melee-focused Favored Soul that can watch out for itself and to pinch-heal when the main healer is otherwise distracted (such as raising the main healer when things go bad so they can get back to healing the others). One of the better ways I found to limit my healing ability is to restrict the number of Favored Soul levels I take.

    After looking at the class description and details on both the DDO Compendium and DDO Wiki (I check both to keep my facts straight), I figured that level 12 would be the best place to stop taking Favored Soul levels. By level 12 I have 2 of the 3 Energy Resistance feats, the (next to) last tier of the Deity feats (last tier being the Damage Reduction) and a single level 6 Divine spell. Level 12 will also allow me to take the new Angel of Vengeance Prestige Enhancement when it releases in Update 9.

    My concern is, after level 12, what would be be best way to multi-class in order to increase my melee DPS? Please note that I am in no way looking to be top-tier DPS, standing along side the well-built and geared Barbarians who can kill mobs by looking at them, but I am wanting to not get a funny look thrown at me when I come in swinging with a big ol' sword or two.

    I originally considered a Favored Soul 12/Paladin 6/Rogue 2 build, as the 6 Paladin levels grant better Weapon and Armor proficiencies, Fear and Disease Immunity, Lay on Hands, and Smites while the 2 Rogue levels grant Evasion and more skill points. With this version, I was going to take both tiers of the Angel of Vengeance FvS PrE and the first tier of the Paladin's Hunter of the Dead PrE (I first looked at Knight of the Chalice, but AoV and KotC both have an SP Enhancement requirement. I can take one or the other, but not both).

    Next, I considered a Favored Soul 12/Paladin 6/Fighter 2 build. It wouldn't have Evasion or high skills with this version, but I would have a couple of better enhancements available to me (Fighter Haste Boost I and Fighter Strength I come to mind) and a couple of extra feats. This version would only take the Angel of Vengeance PrE and use the AP from the Hunter of the Dead PrE elsewhere.

    Is there another class that I could take 6 levels of that would work better than Paladin?
    I thought about using 6 Ranger levels as doing so would give me the first two feats in the Two Weapon Fighting line for free and allow me to select other feats in their place. If done right, I could also qualify for the first tier of the Ranger's Tempest PrE. There would also be more skill points available. For some reason, I just couldn't find myself wanting to use 6 levels of Ranger.

    Alternatively, the option of taking 6 levels in Fighter and gaining the first tier of the Kensei PrE was proposed. Taking 6 levels of Fighter would grant me 4 feats, only 1 of which would be needed to qualify for the Kensei PrE (a far cry from the 3 feats needed for a Tempest I). Skill points would still be tight.

    If I changed the "middle" class to something other than Paladin, that would leave the minor class to tinker with. I could keep 2 Rogue levels or dump them for another option.

    So beyond a 12/6/2 build, what other options would there be?

    I had other thoughts and discussions about only using 2 classes in this build, either by going Favored Soul 12/Other 8, Favored Soul 14/Other 6 or Favored Soul 18/Other 2.

    I dismissed the "FvS 12/Other 8" option because for Paladin and Ranger, levels 7 and 8 are "dead" levels. I gain no real benefit beyond increased BAB, Saves and HP (the Ranger's Improved Wild Empathy ability granted at level 7 is laughable to me). Fighter level 8 is another free feat which could be put to good use.

    Building a FvS 14/Other 6 character felt underwhelming. If I was going to take 14 levels in Favored Soul, I may as well go to 15, pick up a third Energy Resistance feat and the Resurrection spell. 5 levels in one other class isn't going to get me much, especially when considering potential Prestige Enhancement options.

    A FvS 18/Other 2 build still feels like, and will most likely be driven to, a healer. I predict many /tells from people asking such a character to "come heal XXXXX for us" despite being specially made for melee (I'm looking at the FvS 18/Monk 2 builds currently available). As stated at the beginning, healing is not my cup of tea (I prefer Kool-Aid).

    With the exception of my Barbarian, which is a Warforged, and the now-deleted Wiz/Rogue, which was Drow, all my characters have been Human. While other races may work better mechanically speaking, I would like to stick with being Human for this build (a friend tried to convince me of going Elf with this character and taking the Valenar enhancements for the bonus to Scimitar and Falchion damage).


    Aside from comments about my general lack of sanity for attempting this build, what are some other ways to make an effective melee-focused Favored Soul with no more than 12 levels of Favored Soul and a mix of other classes? I already have two ideas done in the Character Planner and am about to work on a third (FvS 12/Ftr 6/Rog 2) just to see what I can do.

  2. #2
    Community Member Seamonkeysix's Avatar
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    You could take 8 monk. Good synergy with the wisdom and at level 8, your unarmed DPS goes to 1d10. You get evasion, the martial arts feats, finishers, ect...

    You could go half-elf and get the rogue dilly for some extra DPS, and human versatility...which rocks.
    Last edited by Seamonkeysix; 03-17-2011 at 06:18 PM.
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  3. #3
    Community Member voodoogroves's Avatar
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    Ok ... So ... A deep splash is not necessary. Repeat after me...


    MASS HEALS ON ME


    The 18/2 splits are great for twf, pre 20s trend to manage thf better. Warforged being specifically suited to swinging a greatsword, though humans, half elves, dwarves and half orcs have workable thf possibilities.
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  4. #4
    The Hatchery Habreno's Avatar
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    Is FVS12/Monk6/Bard2 possible? Both minor classes would take advantage of your two main focused skills for casting (I assume you will cast *something* and not let the pretty blue bar go to waste) but wasn't sure what you were thinking for stats?

    I assume you will have 32 point builds by then, correct?

    Did you have any particular RACE you wanted to play or would it be "best-for-the-build" for races?



    If the Monk is not possible... hmmm...

    FVS12/Barb6/xxx2 doesn't sound good: Aside from possible alignment conflicts you also have being enraged and casting to deal with; not sure if you want that possible drawback. If you don't mind it, I might suggest a rather odd FVS12/Barb6/Ftr2 or FVS12/Barb6/Paladin2 (once again, not sure of possible alignment conflicts making either or both impossible to do) or FVS12/Barb6/Ranger,Bard2. Still not sure about alignment conflicts but it might really end up being a 12/8 or a 14/6 if you go FVS/Barb; if neither other fighting class is possible then that leaves not much to go with.


    Not quite sure what to do with this one....
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  5. #5
    Community Member voodoogroves's Avatar
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    If you are dead set on at most 12 fvs though, the other split is largelsy based on what else you want to do.

    Tactics ... fighter 6 and monk or rogue or barb 2
    Monkish ... monk 6 fighter or pal 2 ... or monk 8

    The 16/2/2 splits are not popular but workable (look up the golden roach). Also look for bendover's build ... I think it is a 12/6/2

    But I do think you should give a fvs that gets wings a try.
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  6. #6
    Community Member Seamonkeysix's Avatar
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    Quote Originally Posted by voodoogroves View Post
    Ok ... So ... A deep splash is not necessary. Repeat after me...


    MASS HEALS ON ME


    The 18/2 splits are great for twf, pre 20s trend to manage thf better. Warforged being specifically suited to swinging a greatsword, though humans, half elves, dwarves and half orcs have workable thf possibilities.
    I have a 20 WF FvS. I love that toon. Repectable DPS and da*n near unkillable. I have to admit, however, people do expect me to heal. If the OP really hates people expecting him to heal, the 12/FvS split may work for him.

    As for me, I do exactly what you are suggesting. I tell the party "Mass heals on me" and swing away.
    “No Battle Plan Survives Contact With the Enemy”

  7. #7
    Community Member voodoogroves's Avatar
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    And fyi monk must be lawful, bard and barb nonlawful
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  8. #8
    Community Member sacredguyver's Avatar
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    Quote Originally Posted by Seamonkeysix View Post
    You could take 8 monk. Good synergy with the wisdom and at level 8, your unarmed DPS goes to 1d10. You get evasion, the martial arts feats, finishers, ect...
    Thanks for mentioning this as I forgot to in my initial post.

    Doing 6 or 8 levels of Monk would be appealing, especially since I will be able to take either Shintao I or Ninja Spy I, however I already have a level 20 Monk and WIS is a dump stat in the two builds I have already planned out. I'm wanting to use weapons instead of handwraps in this build, otherwise I would give Monk more consideration.

    Currently, the stats I have used in the Character Planner are:
    STR 16
    DEX 15
    CON 14
    INT 10
    WIS 8
    CHA 14

    I will be using a full set of +2 tomes upon reaching level 7 with this character and all attribute points given at level up will be used in STR (it is a melee build after all). With the +2 tome in DEX I will be sure to qualify for Greater Two Weapon Fighting and with the +2 Tome in CHA I will be able to cast my single level 6 spell when I get it.

    @voodoogroves post 1: I cover this in the first paragraph in my original post.

    @Habreno: I do have 32 point builds and am set on being Human (why mess with a good thing?). SP will mostly be used for buffs, either self-buffing or helping the primary caster buff others so they have more SP for other things. If I find a place for them, I may also carry the alignment-based damage spells such as Chaos Hammer and Order's Wrath.

    Also, thanks for mentioning alignment. Using the Paladin option, I will be locked into Lawful Good, even before I actually take Paladin Levels. Paladin also locks out using Barbarian levels because Barbarians must be any non-Lawful. If I used something other than Paladin, say FvS 12/Ftr 6/Rog 2, I could go with True Neutral and may be able to work up enough UMD to bypass alignment restrictions on weapons and armor.

    @voodoogroves post 2: I'll be sure to look up the Golden Roach. FvS 16 would get me the third Energy Resistance feat as well as a single level 7 spell (Resurrection comes to mind).

    @Seamonkeysix post 2: It's not that I absolutely hate healing others (I'll often use my Monk's Healing Ki finisher to top-off people or get those that are incapacitated back up), and I know that playing a healer can be rather demanding, it's the {"We need a healer for this quest/raid, get a Cleric or Favored Soul to join us." *FvS joins group* "Hey guys, just so you know, I'm melee-specced." "That's fine, but you better heal us."} mindset that's rather prevalent in the game.

  9. #9
    Words! pie2655's Avatar
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    I really want to play FVS also but hate being a full healer. May have to keep up with this thread and see what yall come up with.
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  10. #10
    Community Member Seamonkeysix's Avatar
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    It would be feat intensive, but you could go:

    12/6/2 Fvs/Ranger/Monk and go arcane archer for burst DPS and (again) have decent synergy.

    6 Ranger gives you access to arcane archer. If you go Half-elf, you get rogue dilly, human versatility. You also get the full arcane archer line with helf. The 2 monk levels get you 2 feats, and evasion.

    You would need mental toughness, weapon focus ranged, precise shot and improved precise shot to make the arcane archer work. But you get 3 freebies with the half elf, and 2 monk that can go towards your DPS skills. I don't have a planner in front of me, but with the ranger, you are getting TWF, and ITWF for free. So you really only need to take GTWF there.

    Seems like you have room for power attack, improved crit, toughness coming from the helf and monk. Then weapon focus ranged, precise shot, improved precise shot and some metamagics for you other feats.

    You could play around with it a bit, but the manyshot + slayer arrows combo for burst DPS is nice, and the other 1 min and 40 seconds, you should have enough TWF DPS and healing to keep on trucking.

    Undying Court (elf or helf only) FvS lines gets you scimitar bonuses, which might be the way to go with this build.

    Lots of possibilities. Lots to explore. At least it wouldn't be very similar to monk...and nobody would expect you to be a healer. You could spot heal in a pinch, but you would be a support toon with some specializations. You could also solo easily...which is nice at times.
    Last edited by Seamonkeysix; 03-17-2011 at 07:10 PM.
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  11. #11
    Community Member voodoogroves's Avatar
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    K the TWF distinction helps. Knowing that 12 is a design constraint, that gives us some options to narrow things down.

    Note on dumping WIS ... base 8 + 2 tome + 6 con-opp item + 2 enhancements = 18


    FVS 12 / Fighter or Ranger 6 / Monk 2
    - Scimitars with racial lines and FVS boosts on an Elf; could go Whirling Steel on a Sov. Host (human)
    - Benefits from more WIS though, so you may not want to consider this
    - Tempest 1 or Kensai 1

    FVS 12 / Monk 6 / Fighter 2
    - Shortswords, Ninja Spy 1 or Longswords w/ Sov. Host
    - Shortswords are weaker weapons; you'll be centered using them and will have to work in monk strikes to make up DPS difference
    - WIS can be a dump stat; you're not really using it
    - Drow could fit w/ racial boosts to shortswords

    Other mixes would take even less advantage of the synergies w/ racial / FVS weapons. Those are really going to be pushing it to consider FVS instead of Cleric. The two above have some mutual benefit from each side.
    Last edited by voodoogroves; 03-17-2011 at 07:06 PM.
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  12. #12
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by sacredguyver View Post
    @Seamonkeysix post 2: It's not that I absolutely hate healing others (I'll often use my Monk's Healing Ki finisher to top-off people or get those that are incapacitated back up), and I know that playing a healer can be rather demanding, it's the {"We need a healer for this quest/raid, get a Cleric or Favored Soul to join us." *FvS joins group* "Hey guys, just so you know, I'm melee-specced." "That's fine, but you better heal us."} mindset that's rather prevalent in the game.
    I have a pure FVS 20 who is built for both melee DPS and raid healing. When I show up to the VoD or HoX or Shroud in the Marilith Chain carrying the greataxe they ALWAYS ask "um ... can you heal or are you DPS ... or one of those that can do both?"

    Maybe that's my server, but it's been pleasant. I'm not even anonymous. The last shroud I ran our dedicated healer cleric bit it in part 4 to a meteor swarm and the bard and I just kept plugging away ... both of us in the melee and both of us cycling mass cures.






    Ok silly stories aside, if you want a DPS build that uses FVS in the mix somewhere and are flexible on "human" consider this ... I don't take credit for this, this is all Barmix ... Warforged FVS 6 / Fighter 12 / Barbarian 2. Kensai + Rage + Bladesworn Transformation = big STR boost.

    Also, check Intervention (this is Bendover's build I mentioned above) for a guard-happy self-healing melee DPS (FVS 12 / Ranger 6 / Fighter 2)
    http://forums.ddo.com/showthread.php?t=278819
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  13. #13
    Community Member sacredguyver's Avatar
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    @Seamonkeysix: I have neither Half-Elves nor Half-Orcs available to me. While an Arcane Archer would certainly be possible, even more so if I used an Elf for this build, ranged combat isn't that appealing to me.

    @voodoogroves: Thanks for mentioning the Golden Roach build and linking to Bendover's Intervention build.

    After reading (and replying to) everyone's comments in this thread and reading over the above two builds, I see that while being quite gear-dependent (What build isn't?), I may be capable of being an effective (though not perfect) intimi-tank. AC may be questionable when considering the possibility, but my healing ability should be able to quickly mitigate the damage I take. Such thoughts have me considering a FvS 12/Ftr 6/Pal 2 with both tiers of Angel of Vengeance and Kensei I. The 2 levels of Paladin will grant me Lay on Hands and Divine Grace for saves, and while a third level would get me the Disease and Fear immunity that originally attracted me to using Paladin levels, I'm willing to give up those abilities for Kensei I and the (slightly more) DPS it would bring. Skill points on such a build may be sufficient for getting full Concentration and Intimidate, though not much else (especially not UMD).

    I'll plug the FvS 12/Ftr 6/Pal 2 version in the Character Planner and post it in this thread shortly. I need to go grab version 3.8.1 so I don't miss anything.

  14. #14
    Community Member sacredguyver's Avatar
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    ....And the level progression is confusing me.

    So far, I have four different ways I could go about this:
    Version 1:
    Code:
    1 Paladin
    2-7 Fighter
    8-12 Favored Soul
    13 Paladin
    14-20 Favored Soul
    Version 2:
    Code:
    1 Paladin
    2-4 Favored Soul
    5-8 Fighter
    9-15 Favored Soul
    16-17 Fighter
    18-19 Favored Soul
    20 Paladin
    Version 3:
    Code:
    1-3 Fighter
    4-8 Favored Soul
    9-10 Fighter
    11-15 Favored Soul
    16 Fighter
    17 Paladin
    18-19 Favored Soul
    20 Paladin
    Version 4:
    Code:
    1-5 Favored Soul
    6 Paladin
    7-12 Fighter
    13-19 Favored Soul
    20 Paladin
    I'm trying to keep things together in "blocks," with all the Fighter levels kept together to get Kensei I sooner and the first 5 Favored Soul levels in a block (first 5 because it covers the first two Deity feats and first Energy Resistance feat). The Paladin levels I would like to keep in a block simply because of the bonus to saves from Divine Might, however, I notice that splitting up the Paladin levels would be more beneficial when it comes to maximizing skill point expenditures. I can split the Paladin levels up essentially anywhere because it shares a class skill with both Favored Souls (Concentration) and Fighters (Intimidate).

    I know that with a +2 INT tome as soon as I hit level 7 would give me one more skill point beginning at level 8, so maybe I'm just over-thinking this. All three classes will gain 3 skill points a level beginning at level 8 (starting with a base of 10 and taking the +2 INT tome at level 7), so even with the Favored Soul levels I should be able to put 1 point into both Concentration and Intimidate at each level.

    I'll start with Version 1 of the level progression I posted above and see how it goes.

  15. #15
    Community Member sacredguyver's Avatar
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    My first attempt at making a Favored Soul 12/Fighter 6/Paladin 2 build work:
    Code:
    Level 20 Lawful Good Human Female
    (12 Favored Soul \ 6 Fighter \ 2 Paladin) 
    Hit Points: 348
    Spell Points: 1085 
    BAB: 17\17\22\27\27
    Fortitude: 25
    Reflex: 19
    Will: 21
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 23                   24
    Dexterity            15                 17                   17
    Constitution         14                 16                   17
    Intelligence         10                 12                   12
    Wisdom                8                 10                   10
    Charisma             14                 16                   20
    
    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            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               2                  3                    3
    Bluff                 2                  5                    6
    Concentration         6                 26                   27
    Diplomacy             2                  5                    6
    Disable Device        n/a               n/a                   n/a
    Haggle                4                 14                   14
    Heal                 -1                  0                    0
    Hide                  2                  3                    3
    Intimidate            6                 28                   31
    Jump                  3                  7                    7
    Listen               -1                  0                    0
    Move Silently         2                  3                    3
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                0                  1                    1
    Search                0                  1                    1
    Spot                 -1                  0                    0
    Swim                  3                  7                    7
    Tumble                n/a               n/a                   n/a
    Use Magic Device      n/a               n/a                   n/a
    
    Level 1 (Paladin)
    Skill: Concentration (+4)
    Skill: Haggle (+2)
    Skill: Intimidate (+4)
    Feat: (Human Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Fighter)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    
    
    Level 3 (Fighter)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    
    Level 5 (Fighter)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 6 (Fighter)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Force of Personality
    
    
    Level 7 (Fighter)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 8 (Favored Soul)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    Feat: (Diety) Favored by the Silver Flame
    
    
    Level 9 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    
    
    Level 11 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    
    
    Level 12 (Favored Soul)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Acid
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Paladin)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Intimidate (+1)
    
    
    Level 14 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    
    
    Level 15 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Favored Soul)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    
    
    Level 17 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    
    
    Level 18 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    Feat: (Selected) Maximize Spell
    
    
    Level 19 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    
    
    Level 20 (Favored Soul)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Haste Boost I
    Enhancement: Silver Flame Exorcism
    Enhancement: Follower of the Silver Flame
    Enhancement: Kensei Scimitar Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Human Adaptability Constitution I
    Enhancement: Human Greater Adaptability Charisma I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Favored Soul Smiting I
    Enhancement: Favored Soul Smiting II
    Enhancement: Favored Soul Smiting III
    Enhancement: Favored Soul Energy of the Scion I
    Enhancement: Favored Soul Energy of the Scion II
    Enhancement: Favored Soul Energy of the Scion III
    Enhancement: Favored Soul Charisma I
    Enhancement: Favored Soul Charisma II
    Enhancement: Favored Soul Charisma III
    Enhancement: Fighter Strength I
    Enhancement: Favored Soul Toughness I
    Enhancement: Favored Soul Toughness II
    Enhancement: Favored Soul Toughness III
    Enhancement: Favored Soul Toughness IV
    Just a couple things to note:
    *Taking the Force of Personality feat at level 6 is essentially a place-holder until I can find something better. At first, I thought of getting the Least Dragonmark of Passage at level 3 and the Lesser Dragonmark of Passage at level 6 for a Dimension Door clicky. I decided to scrap that idea to pick up Exotic Weapon Proficiency Khopesh at level 3 and throw in Force of Personality as a temporary solution (although it doesn't hurt my saves at all). Now, while I am able to use Khopeshes with no penalty, I don't see myself using them often as I like the effects that the Brigand's Cutlass has on it, including the bonus to Intimidate and how it gains Vorpal in later upgrades.

    *If you plug this build into the Character Planner, you'll notice that on the list of enhancements there is 6 extra AP available. That was done to ensure that I could afford the Angel of Vengeance PrE. The Angel of Vengeance PrE is also the reasons why I took the Maximize Spell feat and the Silver Flame faith enhancements, otherwise I would have taken another feat (Extend comes to mind as I'll be throwing a few buffs) and spent the AP from the Silver Flame faith elsewhere (such as on Fighter Strength II).

    Other than the two points above, I like how this build looks since I was easily able to fit in the abilities I wanted and keep both my Concentration and Intimidate scores high. Thoughts?

  16. #16
    Community Member voodoogroves's Avatar
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    I haven't run the numbers but you should be able to hit the lower-level raid boss targets on intimidate with a build like this ... no elite Hound, but probably DQ, Orthons in VoD possibly Sully as well on N/H.

    Before sticking w/ the build, see how the intimidate changes work. You may be able to be an effective hate tank as well, esp. on a Paladin 6 build.

    Leveling-wise, I tend to cram in divine to 11/12 (blade barrier) as fast as humanly possible; that said, I suspect you won't have BB and only Heal (since you'll only get 1 6th level spell), so pushing it out until later should be fine.
    Ghallanda - now with fewer alts and more ghostbane

  17. #17
    Community Member voodoogroves's Avatar
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    Also, in terms of Fighter 6 / Paladin 2 or the reverse, the DPS sustained may be in favor of the Kensai, but you may find better burst capabilties w/ Paladin.

    Divine Might 1 - +2 sacred damage
    Divine Righteousness - burst hate generation
    Divine Sacrifice - extra light damage and crit multiplier increase
    Exalted Smite / Extra smite

    I suspect the difference is a playstyle choice; no idea if you like the more clickie builds (Paladin, Monk) or more sustained (Barb, etc.)
    Ghallanda - now with fewer alts and more ghostbane

  18. #18
    Build Constructionist unbongwah's Avatar
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    Here's a build I did a while ago: elf FvS 12 / paladin 6 / monk 2. Could also be adapted to HE; lose racial scimitar bonuses, gain dilly (probably rogue for SA), human bonuses, etc.

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Elf Female
    (6 Paladin \ 2 Monk \ 12 Favored Soul) 
    Hit Points: 319
    Spell Points: 978 
    BAB: 16\16\21\26\26
    Fortitude: 22
    Reflex: 21
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            16                    18
    Constitution         14                    14
    Intelligence          8                     8
    Wisdom                8                    10
    Charisma             14                    16
    
    Tomes Used
    +1 Tome of Dexterity used at level 8
    +3 Tome of Strength used at level 20
    
    Level 1 (Monk)
    Feat: (Selected) Oversized Two Weapon Fighting (swap for Power Attack at higher levels)
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 2 (Paladin)
    
    
    Level 3 (Favored Soul)
    Feat: (Selected) Extend Spell
    Feat: (Diety) Favored by the Undying Court
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Feat: (Monk Bonus) Toughness
    
    
    Level 5 (Paladin)
    
    
    Level 6 (Favored Soul)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 7 (Favored Soul)
    
    
    Level 8 (Favored Soul)
    Ability Raise: STR
    
    
    Level 9 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Favored Soul)
    
    
    Level 11 (Favored Soul)
    
    
    Level 12 (Favored Soul)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Favored Soul)
    
    
    Level 14 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Electricity
    
    
    Level 15 (Favored Soul)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Favored Soul)
    Ability Raise: STR
    
    
    Level 17 (Paladin)
    
    
    Level 18 (Paladin)
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Paladin)
    
    
    Level 20 (Paladin)
    Ability Raise: STR
    Enhancement: Elven Dexterity I
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Elven Enchantment Resistance II
    Enhancement: Valenar Elf Melee Attack I
    Enhancement: Valenar Elf Melee Attack II
    Enhancement: Valenar Elf Melee Damage I
    Enhancement: Valenar Elf Melee Damage II
    Enhancement: Undying Call
    Enhancement: Follower of the Undying Court
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Knight of the Chalice I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Favored Soul Prayer of Life I
    Enhancement: Favored Soul Prayer of Life II
    Enhancement: Favored Soul Prayer of Life III
    Enhancement: Favored Soul Prayer of Incredible Life I
    Enhancement: Favored Soul Prayer of Incredible Life II
    Enhancement: Favored Soul Life Magic I
    Enhancement: Favored Soul Life Magic II
    Enhancement: Favored Soul Life Magic III
    Enhancement: Favored Soul Life Magic IV
    Enhancement: Paladin Energy of the Templar I
    Enhancement: Favored Soul Charisma I
    Enhancement: Favored Soul Charisma II
    Enhancement: Favored Soul Wisdom I
    Enhancement: Favored Soul Wisdom II
    Enhancement: Favored Soul Toughness I
    Enhancement: Favored Soul Toughness II
    Enhancement: Favored Soul Toughness III
    Enhancement: Favored Soul Toughness IV
    Enhancement: Paladin Divine Might I
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  19. #19
    Community Member sacredguyver's Avatar
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    Quote Originally Posted by voodoogroves View Post
    Also, in terms of Fighter 6 / Paladin 2 or the reverse, the DPS sustained may be in favor of the Kensai, but you may find better burst capabilties w/ Paladin.

    Divine Might 1 - +2 sacred damage
    Divine Righteousness - burst hate generation
    Divine Sacrifice - extra light damage and crit multiplier increase
    Exalted Smite / Extra smite

    I suspect the difference is a playstyle choice; no idea if you like the more clickie builds (Paladin, Monk) or more sustained (Barb, etc.)
    The Paladin 6/Fighter 2 version I came up with looks like:

    Code:
    Level 20 Lawful Good Human Female
    (12 Favored Soul \ 6 Paladin \ 2 Fighter) 
    Hit Points: 348
    Spell Points: 1110 
    BAB: 17\17\22\27\27
    Fortitude: 26
    Reflex: 20
    Will: 22
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 23                   24
    Dexterity            15                 17                   17
    Constitution         14                 16                   17
    Intelligence         10                 12                   12
    Wisdom                8                 10                   10
    Charisma             14                 16                   20
    
    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            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               2                  3                    3
    Bluff                 2                  5                    5
    Concentration         4                 26                   26
    Diplomacy             2                  5                    5
    Disable Device        n/a               n/a                   n/a
    Haggle                2                 14                   14
    Heal                 -1                  0                    0
    Hide                  2                  3                    3
    Intimidate            6                 28                   28
    Jump                  7                 11                   11
    Listen               -1                  0                    0
    Move Silently         2                  3                    3
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                0                  1                    1
    Search                0                  1                    1
    Spot                 -1                  0                    0
    Swim                  3                  7                    7
    Tumble                n/a               n/a                   n/a
    Use Magic Device      n/a               n/a                   n/a
    
    Level 1 (Fighter)
    Skill: Concentration (+2)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Feat: (Human Bonus) Exotic Weapon Proficiency: Khopesh
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 2 (Favored Soul)
    Skill: Concentration (+3)
    Feat: (Diety) Favored by the Silver Flame
    
    
    Level 3 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Power Attack
    
    
    Level 4 (Favored Soul)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    
    Level 5 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    
    Level 6 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Acid
    Feat: (Selected) Force of Personality
    
    
    Level 7 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+2)
    
    
    Level 8 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Intimidate (+1)
    
    
    Level 9 (Paladin)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Paladin)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Intimidate (+1)
    
    
    Level 11 (Paladin)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Intimidate (+1)
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Fighter)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    
    
    Level 14 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    
    
    Level 15 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    Feat: (Selected) Maximize Spell
    
    
    Level 16 (Favored Soul)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    
    
    Level 17 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    
    
    Level 18 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    Feat: (Selected) Oversized Two Weapon Fighting
    
    
    Level 19 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    
    
    Level 20 (Favored Soul)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Intimidate (+1)
    
    Enhancement: Favored Soul Damage Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Silver Flame Exorcism
    Enhancement: Follower of the Silver Flame
    Enhancement: Human Adaptability Constitution I
    Enhancement: Human Greater Adaptability Charisma I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Favored Soul Smiting I
    Enhancement: Favored Soul Smiting II
    Enhancement: Favored Soul Smiting III
    Enhancement: Favored Soul Life Magic I
    Enhancement: Favored Soul Energy of the Scion I
    Enhancement: Favored Soul Energy of the Scion II
    Enhancement: Favored Soul Energy of the Scion III
    Enhancement: Favored Soul Charisma I
    Enhancement: Favored Soul Charisma II
    Enhancement: Favored Soul Charisma III
    Enhancement: Fighter Strength I
    Enhancement: Favored Soul Toughness I
    Enhancement: Favored Soul Toughness II
    Enhancement: Favored Soul Toughness III
    Enhancement: Favored Soul Toughness IV
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Extra Turning I
    Enhancement: Favored Soul Wand and Scroll Mastery I
    Attributes, feats, skills, and enhancements are essentially the same as with the Fighter 6/Paladin 2 version. Obvious exceptions are the lack of the Kensei I Prestige Enhancement and a few more Paladin enhancements. The Extra Lay on Hands I enhancement was taken to help healing when I'm low on SP, though that shouldn't be a problem unless I get spell-happy and burn through it all. I also added Paladin Extra Turning I because the Paladin burst enhancements you mention consume a use of Turn Undead to work, so naturally more Turn Undead uses means more burst uses.

    As for the "Burst vs Sustained DPS" comment, I'm actually split between the two. On my Monk, I like having the Ki strikes and such clickies but often only use them only on bosses or other high HP mobs (with the exception of the Fists of Light/Curse of Healing strike and Healing Ki finisher to keep my HP up). The rest of the time I'm swinging away like on my Barbarian, who I like because it's (for me) "choose the best weapon at hand and get to killing." Considering those points, the sustainable DPS of the Fighter 6/Paladin 2 may suit me better than the Paladin 6/Fighter 2. However the Paladin 6/Fighter 2 build would help me tank better because I won't just have Intimidate to use, but can also hate-tank better with Divine Righteousness and Divine Sacrifice.

  20. #20
    Community Member voodoogroves's Avatar
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    Both should work, you're really looking at playstyle now.

    This kind of build benefits greatly from
    - DR
    - Torc / ConOp
    - Guards

    That's what Bendover does w/ Intervention ... he runs with a bazillion guards, grabs aggro and heals through the pain.
    Ghallanda - now with fewer alts and more ghostbane

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