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  1. #1441
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    Hey man, thanks for help with the enhancement for my build.
    But, looks like you think my build no gonna make it. U know....its a bad build? If is, can you make me some build with the same proposite but good? ( Drow race, TWF, Kensei and tempest...)

  2. #1442
    Community Member stille_nacht's Avatar
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    so i have gotten veteran status. i want a build for a high dps fighter and/or ranger, or if not high dps, high ac. since this build is going to be mostly for favor zerging to 100, i would prefer if it the majority of its strong points come not from its specialized armor but its base stats.
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  3. #1443
    Community Member CrescentCalling_5's Avatar
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    Quote Originally Posted by Keepmypace View Post
    Hey man, thanks for help with the enhancement for my build.
    But, looks like you think my build no gonna make it. U know....its a bad build? If is, can you make me some build with the same proposite but good? ( Drow race, TWF, Kensei and tempest...)
    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Male
    (6 Fighter \ 2 Rogue \ 12 Ranger) 
    Hit Points: 312
    Spell Points: 157 
    BAB: 19\19\24\29\29
    Fortitude: 15
    Reflex: 16
    Will: 8
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 21                   23
    Dexterity            13                 13                   16
    Constitution         14                 14                   14
    Intelligence         10                 10                   10
    Wisdom               13                 14                   14
    Charisma             10                 10                   10
    
    Tomes Used
    +1 Tome of Wisdom used at level 6
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               5                 13                   13
    Bluff                 0                  0                    1
    Concentration         2                  2                    3
    Diplomacy             0                  0                    1
    Disable Device        n/a               n/a                   n/a
    Haggle                3                  3                    3
    Heal                  3                 25                   25
    Hide                  1                  3                    3
    Intimidate            0                  0                    1
    Jump                  7                 29                   29
    Listen                5                 22                   24
    Move Silently         1                  3                    3
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                0                  0                    0
    Search                4                 18                   20
    Spot                  5                 17                   19
    Swim                  3                  6                    6
    Tumble                2                  4                    4
    Use Magic Device      4                  4                    4
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Haggle (+3)
    Skill: Heal (+2)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Dodge
    
    
    Level 2 (Ranger)
    Skill: Balance (+1)
    Skill: Jump (+1)
    Skill: Listen (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Favored Enemy) Favored Enemy: Undead
    
    
    Level 3 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Feat: (Selected) Mobility
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 4 (Ranger)
    Ability Raise: STR
    Skill: Jump (+1)
    Skill: Listen (+2)
    Skill: Search (+2)
    Skill: Spot (+1)
    
    
    Level 5 (Ranger)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Listen (+1)
    Skill: Search (+1)
    Skill: Spot (+2)
    
    
    Level 6 (Ranger)
    Skill: Balance (+0.5)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Listen (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    
    
    Level 7 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Spring Attack
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    Skill: Jump (+1)
    Skill: Listen (+2)
    Skill: Search (+2)
    Skill: Spot (+1)
    Feat: (Favored Enemy) Favored Enemy: Elemental
    
    
    Level 9 (Ranger)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Listen (+1)
    Skill: Search (+1)
    Skill: Spot (+2)
    Feat: (Selected) Toughness
    
    
    Level 10 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    
    
    Level 11 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    
    
    Level 12 (Rogue)
    Ability Raise: STR
    Skill: Balance (+2)
    Skill: Heal (+0.5)
    Skill: Jump (+1)
    Skill: Search (+2)
    Skill: Spot (+2)
    Feat: (Selected) Stunning Blow
    
    
    Level 13 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    
    
    Level 14 (Fighter)
    Skill: Heal (+0.5)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 15 (Ranger)
    Skill: Heal (+3)
    Skill: Jump (+1)
    Skill: Listen (+2)
    Feat: (Selected) Power Attack
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    Skill: Heal (+2)
    Skill: Jump (+1)
    Skill: Listen (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 17 (Ranger)
    Skill: Heal (+5)
    Skill: Jump (+1)
    
    
    Level 18 (Ranger)
    Skill: Heal (+4)
    Skill: Listen (+2)
    Feat: (Favored Enemy) Favored Enemy: Dragon
    Feat: (Selected) Toughness
    
    
    Level 19 (Ranger)
    Skill: Heal (+2)
    Skill: Jump (+2)
    Skill: Search (+2)
    
    
    Level 20 (Ranger)
    Ability Raise: STR
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Listen (+3)
    Skill: Search (+1)
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Ranger Energy Resistence Boost I
    Enhancement: Improved Spell Resistance I
    Enhancement: Improved Spell Resistance II
    Enhancement: Improved Spell Resistance III
    Enhancement: Improved Spell Resistance IV
    Enhancement: Elven Dexterity I
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Elven Enchantment Resistance II
    Enhancement: Elven Enchantment Resistance III
    Enhancement: Kensei Khopesh Mastery I
    Enhancement: Fighter Armor Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Flanking Mastery I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Attack II
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Favored Damage III
    Enhancement: Ranger Favored Defense I
    Enhancement: Ranger Favored Defense II
    Enhancement: Ranger Favored Resistance I
    Enhancement: Ranger Favored Resistance II
    Enhancement: Ranger Tempest I
    Enhancement: Ranger Tempest II
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
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  4. #1444
    The Hatchery karl_k0ch's Avatar
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    Quote Originally Posted by CrescentCalling_5 View Post
    (snip)
    The skill choices of the build are sub-optimal. Also, I don't see why you are taking such a high wis.

    2 Monk would be a better choice over 2 Rog, since you are putting no points in Locks, Traps or UMD. This way, you would be able to get more Feats and some reasonable AC.

    Anyway, i'd take full UMD over the Monk levels.

    CrescentCalling_5, no offense, but I think you are not giving the best advice to new players as some builds you are posting in this thread have room for improvement.
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  5. #1445
    Community Member rodallec's Avatar
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    OK
    im tring my pally/monk soon.
    im wanting to make a max/high healing amp build
    so far im thinking:
    12ftr or pally
    7monk
    1rog
    first lvl rog max umd intim
    7 monk for the stances
    ill take whirling steel strike and use longswords.
    but i cant decide between 12 pally HoTD for heal amp ghost touch
    or 12 fighter for 3 str and pwr surge :O
    any ideas?

  6. #1446
    Community Member maha0201's Avatar
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    Quote Originally Posted by rodallec View Post
    OK
    im tring my pally/monk soon.
    im wanting to make a max/high healing amp build
    so far im thinking:
    12ftr or pally
    7monk
    1rog
    first lvl rog max umd intim
    7 monk for the stances
    ill take whirling steel strike and use longswords.
    but i cant decide between 12 pally HoTD for heal amp ghost touch
    or 12 fighter for 3 str and pwr surge :O
    any ideas?
    max healing amp and devotion from pally more dmg form ftr and ki generation.
    I have human pure monk 30 human amp, 30 monk amp and 25 from jiztetka in fire = 4xx~ heal on me.
    For solo play i would go 12 pal/7mnk/1rog for more epics and groups play - ftr
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  7. #1447
    Community Member jimkromann's Avatar
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    Quote Originally Posted by karl_k0ch View Post
    Sorry, this is not going to happen.

    Bards require a non-lawful alignment, whereas Monks require being lawful. Since the alignment of a character in DDO is fixed and all the time, all the classes must comply with the alignment, there will be no Bard/Monk build for quite some time.
    ------


    It seems that you brought some P&P and/or other D&D based PC games experience, as the Prestige Class WM is not existant in DDO. Moreover, there are no Prestige Classes in DDO at all, but they are implemented in the form of Prestige Enhancements (which cost AP and also have feat and BAB requirements). Examples of those PrEs which are derived from the 3.5 Prestige Classes are the Kensai, Tempest or Frenzied Berserker. You can get a nice overview of the different PrEs here: http://ddowiki.com/page/Enhancements

    Coming back to your request.
    Firstly: "high critting damage monkey" is not a niche in DDO, it is mainstream. The most part of the content of DDO is fighting monsters. This is why a Fighter-type character who does a lot of damage (a so-called DPS melee) is a nice thing in every party.
    Secondly: There is a weapon in DDO which is different than the PnP version: The Khophesh. Here, it has a Crit Range of 19-20 and a multiplier of 3. This causes it to be the weapon of choice for many one-handed melees. Rapiers do less damage than Khopeshes, even on a Drow who have a racial +Damage Enhancement. Additionally, Drow are not the best choice for a melee as

    If you want a high-crit, high-damage toon, Khophesh might be a better choice than Rapier (or Scimitar). Since there is no WM in DDO, but there is a Kensai, I recommend playing a pure Fighter with the weapon of your choice. If you want to stick to Rapiers, I have the following suggestion:
    There is a Scimitar-wielding Elven Kensai build by Aranticus: http://ddowiki.com/page/Whirling_Dervish
    You can adopt this built to a rapierwielding Drow by starting with
    Str 16
    Dex 17
    Con 14
    Int 10
    Wis 8
    Cha 10

    And take instead of all the "Slashing" Weapon Focuses/Specializations and so on "Piercing" ones. This build will not deal the highest damage of all Kensai builds (Human with Khophes being better), but it is at least tome-independent.
    Thank you for the reply, yes i looked a bit into nwn2 and thought if some of those prestige classes could be interresting in DDO tho you dont get the prestige class special abilities/spells it might put up some good builds in the requirements.

    I was thinking about the "crit rating vs dice and multiplier"

    The Khophesh. has a Crit Range of 19-20/x3 and 1d8 Slash dmg.
    The Scimitar. has a Crit Range of 18-20/x2 and 1d6 Pierce dmg. (dosnt the crit range make it up for the lower dps?)
    The Dwarven axe. has a Crit Range of 20/x3 and 1d10 Slash dmg. (if not, does the higher dps make it up for the lower crit range)

  8. #1448
    The Hatchery karl_k0ch's Avatar
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    Quote Originally Posted by jimkromann;

    I was thinking about the "crit rating vs dice and multiplier"

    The Khophesh. has a Crit Range of 19-20/x3 and 1d8 Slash dmg.
    The Scimitar. has a Crit Range of 18-20/x2 and 1d6 Pierce dmg. (dosnt the crit range make it up for the lower dps?)
    The Dwarven axe. has a Crit Range of 20/x3 and 1d10 Slash dmg. (if not, does the higher dps make it up for the lower crit range)
    I'm going to try to explain the whole crit damage issue. I am assuming that you do know how a crit works in D&D 3.5/NWN/DDO. If not, do not hesitate to interrupt me and ask.


    These numbers are only the base critical ranges/multipliers. Additionally, you have feats and enhancements which can improve these numbers.

    Fristly, there is the "Improved Critical: (Damage Type)" feat which doubles the crit ranges of all weapons: It does not stack with the weapon attribute Keen which does the same thing. Thus, we get
    Khophesh 17-20/x3
    Scimitar 15-20/x2
    DA 19-20/x3.

    In addition, the Kensai III enhancement adds another point to the threat range:
    Khophesh 16-20/x3
    Scimitar 14-20/x2 (Scimitar is slashing btw, Rapier is piercing)
    DA 18-20/x3.

    Secondly, when applying a critical, not only the base damage of the weapon is doubled/tripled, but also the bonus from Strength (e.g. +10 for 30 Str) and damage on crits from the enhancements Kensei Specified Weapon Mastery I & II as well as from the Seeker item attribute. Since these numbers are rather large in comparison to the base damage, a higher base damage does not make up a smaller crit range. (This is why Khop is often better than DA).

    With the crit ranges above, assuming a hit on a 2 or more a Scimitar adds its damage (let's say 20 damage) in 7 of 19 rolls to the normal damage it deals, netting 7.3 extra damage through crits. A Khophesh adds on 5 of 19 hits the double of its damage (so in this case 40) to a hit, netting 10.5 extra damage. This is why a Khopesh is often favored over a Scimi/Rapier.

    These numbers are not meant to be exact DPS calcultations, but only sample calculations to show that the best critting weapon is a weapon with a high crit range and a high crit multiplier. Note that the Scimitar, Rapier and DA have racial enhancement lines tied to them which can be used to give another +2 damage and +2 hit.
    Nevertheless, depending on the actual build, rapiers are about 3-10% below the dps of a Khophesh. So they are not the best choice, but still a fine one. Also, when you have Drow as only 32pt race, a Drow Rapier Kensai might be a better option than a Human 28pt Khophesh Kensai.

    (As a side note: Frenzied Berserkers can improve the multiplier of a weapon.)
    Last edited by karl_k0ch; 10-10-2010 at 12:02 PM.
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  9. #1449
    Community Member jimkromann's Avatar
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    Quote Originally Posted by karl_k0ch View Post
    I'm going to try to explain the whole crit damage issue. I am assuming that you do know how a crit works in D&D 3.5/NWN/DDO. If not, do not hesitate to interrupt me and ask.


    These numbers are only the base critical ranges/multipliers. Additionally, you have feats and enhancements which can improve these numbers.

    Fristly, there is the "Improved Critical: (Damage Type)" feat which doubles the crit ranges of all weapons: It does not stack with the weapon attribute Keen which does the same thing. Thus, we get
    Khophesh 17-20/x3
    Scimitar 15-20/x2
    DA 19-20/x3.

    In addition, the Kensai III enhancement adds another point to the threat range:
    Khophesh 16-20/x3
    Scimitar 14-20/x2 (Scimitar is slashing btw, Rapier is piercing)
    DA 18-20/x3.

    Secondly, when applying a critical, not only the base damage of the weapon is doubled/tripled, but also the bonus from Strength (e.g. +10 for 30 Str) and damage on crits from the enhancements Kensei Specified Weapon Mastery I & II as well as from the Seeker item attribute. Since these numbers are rather large in comparison to the base damage, a higher base damage does not make up a smaller crit range. (This is why Khop is often better than DA).

    With the crit ranges above, assuming a hit on a 2 or more a Scimitar adds its damage (let's say 20 damage) in 7 of 19 rolls to the normal damage it deals, netting 7.3 extra damage through crits. A Khophesh adds on 5 of 19 hits the double of its damage (so in this case 40) to a hit, netting 10.5 extra damage. This is why a Khopesh is often favored over a Scimi/Rapier.

    These numbers are not meant to be exact DPS calcultations, but only sample calculations to show that the best critting weapon is a weapon with a high crit range and a high crit multiplier. Note that the Scimitar, Rapier and DA have racial enhancement lines tied to them which can be used to give another +2 damage and +2 hit.
    Nevertheless, depending on the actual build, rapiers are about 3-10% below the dps of a Khophesh. So they are not the best choice, but still a fine one. Also, when you have Drow as only 32pt race, a Drow Rapier Kensai might be a better option than a Human 28pt Khophesh Kensai.

    (As a side note: Frenzied Berserkers can improve the multiplier of a weapon.)
    Again thank you for taking the time to explain things to me, i guess the Scimitar was a writing error on my behalf, i ment Rapier.
    but now i got i better understanding of how it works, and i guess ill end up making a kopesh wielding kensei.


  10. #1450
    Community Member CrescentCalling_5's Avatar
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    Quote Originally Posted by karl_k0ch View Post
    The skill choices of the build are sub-optimal. Also, I don't see why you are taking such a high wis.

    2 Monk would be a better choice over 2 Rog, since you are putting no points in Locks, Traps or UMD. This way, you would be able to get more Feats and some reasonable AC.

    Anyway, i'd take full UMD over the Monk levels.

    CrescentCalling_5, no offense, but I think you are not giving the best advice to new players as some builds you are posting in this thread have room for improvement.
    he told me to use a similar build to the one his friend gave him :/ so that's what I did. I think he listed as not having monk or I would've replaced those two rogue levels in a heartbeat.

    I've already stated my reasoning for having 14 wisdom points in Paladin and Ranger builds, I simply don't think it's an effective method to tell new players to go find a +3 Wisdom Item by level 4 and a +6 item by level 14 (or whatever it is I can't remember :x).

    Skill spread is up to debate. No matter what your opinion is on it, that's just your method of playing the game. Rangers do get a lot of skill points and class skills, but the only thing I'd really change out in my build is maxing out spot, removing search and listen, and maxing out UMD (was tired when I assigned the skill points :P). Only Rogues and Monks rely on certain skills >> (exceptions include Balance, Heal, and Jump...everyone needs at least 10 points in Balance and Jump).
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  11. #1451
    The Hatchery karl_k0ch's Avatar
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    Quote Originally Posted by CrescentCalling_5 View Post
    I've already stated my reasoning for having 14 wisdom points in Paladin and Ranger builds, I simply don't think it's an effective method to tell new players to go find a +3 Wisdom Item by level 4 and a +6 item by level 14 (or whatever it is I can't remember :x).
    Yeah, the numbers are right, +3 Wis by level 4, +6 by level 14.

    Agreed, 8 Wis is a bit annoying for new players, but any build point put in Wis is hampering the end-game abilities.

    Consider 10 Wis: This demands a +1 Wis by level 4 and +4 by level 14. Does this sound obtainable by this level for a new player? For me, it does. This spread does help the new player to compensate the lack of equipment and at the same time it says: "You don't need to put build points into Wis, provided you have enough bonuses from the items."

    Skill spread is up to debate. No matter what your opinion is on it, that's just your method of playing the game. Rangers do get a lot of skill points and class skills, but the only thing I'd really change out in my build is maxing out spot, removing search and listen, and maxing out UMD (was tired when I assigned the skill points :P). Only Rogues and Monks rely on certain skills >> (exceptions include Balance, Heal, and Jump...everyone needs at least 10 points in Balance and Jump).
    Skills are tricky one this one, indeed, since the Fighter levels do not contribte many skill points.
    Nevertheless, some nitpicking: From ranger level 9 on, the Ranger Jump Spell will add 30 points to jump. Also, a Str of 28 (which is quite easy to get) will give +9 to Jump. Thus, you actually do not need more than a few points in Jump.
    4 Points in Bluff do actually save some plat when doing Deleras. And some points in Open Lock do help, too, even if they are only spent on the two rogue levels.

    I don't see why heal is a good choice, especially when giving first builds to new players.
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  12. #1452
    Community Member CrescentCalling_5's Avatar
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    Quote Originally Posted by karl_k0ch View Post
    Yeah, the numbers are right, +3 Wis by level 4, +6 by level 14.

    Agreed, 8 Wis is a bit annoying for new players, but any build point put in Wis is hampering the end-game abilities.

    Consider 10 Wis: This demands a +1 Wis by level 4 and +4 by level 14. Does this sound obtainable by this level for a new player? For me, it does. This spread does help the new player to compensate the lack of equipment and at the same time it says: "You don't need to put build points into Wis, provided you have enough bonuses from the items."
    Wisdom 10 does appear to be a better choice. I'll keep it in mind for future builds.


    Quote Originally Posted by karl_k0ch View Post
    Skills are tricky one this one, indeed, since the Fighter levels do not contribte many skill points.
    Nevertheless, some nitpicking: From ranger level 9 on, the Ranger Jump Spell will add 30 points to jump. Also, a Str of 28 (which is quite easy to get) will give +9 to Jump. Thus, you actually do not need more than a few points in Jump.
    4 Points in Bluff do actually save some plat when doing Deleras. And some points in Open Lock do help, too, even if they are only spent on the two rogue levels.

    I don't see why heal is a good choice, especially when giving first builds to new players.
    It's true that ranger jump spells give a nice dose to the jump skill, so having maybe 10 points in jump would be the maximum needed in this build.
    Bluff does help with a bit of moneysaving in Deleras, but that's almost the only place it'll have any real use with only 4 points. Can't say I'd use up 4 skill points (or 8) just for a a bit of plat.

    Heal helps you recover more hitpoints when resting if you're a living race (repair if you're WF). In certain situations where you need to conserve your SP and potions for later use, I prefer being able to rest to fully recover than having to expend what could be a lifeline.
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  13. #1453
    Community Member Zess-wolf's Avatar
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    Default Bard spellsinger.

    I´m not sure about all the builds you have, but, i´m looking for a spellsinger bard that has high Haggle and can make it well in groups. Better if it has ability to make himself with heals XD

    Thanks!

  14. #1454
    Community Member CrescentCalling_5's Avatar
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    Quote Originally Posted by Zess-wolf View Post
    I´m not sure about all the builds you have, but, i´m looking for a spellsinger bard that has high Haggle and can make it well in groups. Better if it has ability to make himself with heals XD

    Thanks!
    I'll use my recently acquired lesson for this 8)

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Male
    (20 Bard) 
    Hit Points: 232
    Spell Points: 1071 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 13
    Will: 22
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             13                 14                   14
    Dexterity            10                 10                   10
    Constitution         14                 14                   15
    Intelligence         10                 10                   10
    Wisdom                8                  8                    8
    Charisma             17                 23                   28
    
    Tomes Used
    +1 Tome of Strength used at level 7
    +1 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               4                 15                   15
    Bluff                 6                 32                   32
    Concentration         6                 25                   29
    Diplomacy             3                  9                    9
    Disable Device        n/a               n/a                   n/a
    Haggle                7                 32                   32
    Heal                 -1                 -1                   -1
    Hide                  0                  0                    0
    Intimidate            3                  9                    9
    Jump                  5                 12                   12
    Listen               -1                 -1                   -1
    Move Silently         0                  0                    0
    Open Lock             n/a               n/a                   n/a
    Perform               7                 32                   32
    Repair                0                  0                    0
    Search                0                  0                    0
    Spot                 -1                  9                    9
    Swim                  1                  2                    2
    Tumble                1                  1                    1
    Use Magic Device      7                 32                   34
    
    Level 1 (Bard)
    Skill: Balance (+4)
    Skill: Bluff (+3)
    Skill: Concentration (+4)
    Skill: Haggle (+4)
    Skill: Jump (+4)
    Skill: Perform (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Human Bonus) Mental Toughness
    Feat: (Selected) Toughness
    Spell (1): Cure Light Wounds
    
    
    Level 2 (Bard)
    Skill: Balance (+1)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Charm Person
    
    
    Level 3 (Bard)
    Skill: Balance (+1)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    Spell (1): Otto's Resistable Dance
    
    
    Level 4 (Bard)
    Ability Raise: CHA
    Skill: Balance (+1)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Cure Moderate Wounds
    Spell (2): Heroism
    
    
    Level 5 (Bard)
    Skill: Balance (+1)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Detect Secret Doors
    Spell (2): Suggestion
    
    
    Level 6 (Bard)
    Skill: Balance (+1)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Force of Personality
    
    
    Level 7 (Bard)
    Skill: Balance (+1)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Sonic Blast
    Spell (3): Cure Serious Wounds
    Spell (3): Haste
    
    
    Level 8 (Bard)
    Ability Raise: CHA
    Skill: Balance (+1)
    Skill: Bluff (+2)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Displacement
    
    
    Level 9 (Bard)
    Skill: Balance (+1)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    
    Level 10 (Bard)
    Skill: Balance (+1)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Spell (3): Charm Monster
    Spell (4): Dimension Door
    Spell (4): Cure Critical Wounds
    
    
    Level 11 (Bard)
    Skill: Balance (+1)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Spell (4): Dominate Person
    
    
    Level 12 (Bard)
    Ability Raise: CHA
    Skill: Balance (+1)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Bard)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Freedom of Movement
    Spell (5): Greater Heroism
    Spell (5): Mass Suggestion
    
    
    Level 14 (Bard)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (5): Shadow Walk
    
    
    Level 15 (Bard)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Focus: Enchantment
    
    
    Level 16 (Bard)
    Ability Raise: CHA
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Feather Fall
    Spell (6): Summon Monster VI
    Spell (6): Otto's Irresistable Dance
    Spell (5): Greater Dispel Magic
    
    
    Level 17 (Bard)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Invisibility
    Spell (6): Mass Charm Monster
    
    
    Level 18 (Bard)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Luck of Heroes
    Spell (3): Good Hope
    
    
    Level 19 (Bard)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Otto's Sphere of Dancing
    Spell (6): Mass Cure Moderate Wounds
    
    
    Level 20 (Bard)
    Ability Raise: CHA
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (5): Mass Cure Light Wounds
    Enhancement: Bard Inspired Attack I
    Enhancement: Bard Inspired Attack II
    Enhancement: Bard Inspired Attack III
    Enhancement: Bard Inspired Bravery I
    Enhancement: Bard Inspired Bravery II
    Enhancement: Bard Inspired Bravery III
    Enhancement: Bard Inspired Damage I
    Enhancement: Bard Inspired Damage II
    Enhancement: Bard Inspired Damage III
    Enhancement: Bard Lingering Song I
    Enhancement: Bard Lingering Song II
    Enhancement: Bard Lingering Song III
    Enhancement: Bard Lingering Song IV
    Enhancement: Bard Spellsinger I
    Enhancement: Bard Musical Prodigy
    Enhancement: Human Adaptability Constitution I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Bard Concentration I
    Enhancement: Bard Concentration II
    Enhancement: Bard Lyric of Song I
    Enhancement: Bard Lyric of Incredible Song I
    Enhancement: Bard Song Magic I
    Enhancement: Bard Song Magic II
    Enhancement: Bard Improved Spell Penetration I
    Enhancement: Bard Energy of the Music I
    Enhancement: Bard Energy of the Music II
    Enhancement: Bard Energy of the Music III
    Enhancement: Bard Energy of the Music IV
    Enhancement: Bard Charisma I
    Enhancement: Bard Charisma II
    Enhancement: Bard Charisma III
    well sorta, if you want to muticlass I recommend grabbing two levels of rogue, one at level 1 and a second at level 3. Then pour some of those excess skill points that I was dumping almost randomly into Pick Lock or disable device. Extra support tactics.

    Your favored weapon should probably be a Rapier, Vorpral, you'll critical with it quite often and you'll be able to pick up some slack from the fighter without worrying too much about stealing aggro (low DPS, but just enough to matter).

    Bluff will give your rogues an oppurtunity to strike and help you pull apart groups of enemies.


    You should have fairly high healing and charming capabilities as well as some solid saving throws and hitpoints (with the right gear). Spam mass suggestion and charm spells to get a small army working for you if your party is getting overwhelmed.
    Home Server: Cannith
    I am broccolli, and I am a vampire, 'nough said.
    I farm TP on cannith, my goal is the Vault, Vale, and Gianthold, send me a pm on the forums if you wanna join

  15. #1455
    Community Member rodallec's Avatar
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    Quote Originally Posted by maha0201 View Post
    max healing amp and devotion from pally more dmg form ftr and ki generation.
    I have human pure monk 30 human amp, 30 monk amp and 25 from jiztetka in fire = 4xx~ heal on me.
    For solo play i would go 12 pal/7mnk/1rog for more epics and groups play - ftr
    thanks i was thinking survivability would lose dps in some situations.

  16. #1456
    The Hatchery karl_k0ch's Avatar
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    Quote Originally Posted by Zess-wolf View Post
    I´m not sure about all the builds you have, but, i´m looking for a spellsinger bard that has high Haggle and can make it well in groups. Better if it has ability to make himself with heals XD

    Thanks!
    Bards are generally a boon to any group, due to their songs and castable buffs. Also, healing himself is a thing which any bard can manage.

    In the bard forums, there is also a large threat on a dedicated Haggle Bard, who is also a Spellsinger: http://forums.ddo.com/showthread.php?t=168293
    It is a 32pt build, but the 28pt version is further down. While the main idea of the build is to have a high haggle score, it has stil full Spellsinger capabilities.
    Last edited by karl_k0ch; 10-12-2010 at 03:13 AM. Reason: redundant bard forum is redundant.
    Toons on Orien: Meinir // Flodur // Twiddler // Thorkar // Impetor // Juliacantor // Minor all Soko Irrlicht
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  17. #1457
    Community Member The_Mud_Man's Avatar
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    I'm looking for a 28pt wizard build that can dual wield kamas or kukri. The race must be elf and would like to have a ranger, monk, or rogue splash. I want the main focus to be spell casting and buffing but some emphasis on melee to conserve spell points as needed and probably needs some AC to survive melee. Decent UMD would be nice as well for self healing with wands and such and other items as well.

    I wouldn't be totally opposed to tomes at a higher level but do take it easy on em or maybe just make some suggestions that would improve the build.


    Edit: I'd like to focus more elemental damage. I do enjoy setting things on fire and blowing stuff up.
    Last edited by The_Mud_Man; 10-13-2010 at 03:14 AM.

  18. #1458
    Community Member CrescentCalling_5's Avatar
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    Quote Originally Posted by The_Mud_Man View Post
    I'm looking for a 28pt wizard build that can dual wield kamas or kukri. The race must be elf and would like to have a ranger, monk, or rogue splash. I want the main focus to be spell casting and buffing but some emphasis on melee to conserve spell points as needed and probably needs some AC to survive melee. Decent UMD would be nice as well for self healing with wands and such and other items as well.

    I wouldn't be totally opposed to tomes at a higher level but do take it easy on em or maybe just make some suggestions that would improve the build.


    Edit: I'd like to focus more elemental damage. I do enjoy setting things on fire and blowing stuff up.
    mk, I'll try :P

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Elf Male
    (2 Rogue \ 2 Ranger \ 16 Wizard) 
    Hit Points: 194
    Spell Points: 1310 
    BAB: 11\11\16\21
    Fortitude: 10
    Reflex: 19
    Will: 9
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 14                   14
    Dexterity            10                 10                   10
    Constitution         14                 14                   14
    Intelligence         16                 23                   26
    Wisdom                8                  8                    8
    Charisma             10                 10                   10
    
    Tomes Used
    +1 Tome of Intelligence used at level 7
    +2 Tome of Intelligence used at level 20
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               4                 10                   10
    Bluff                 4                  5                    5
    Concentration         4                 25                   25
    Diplomacy             4                  5                    5
    Disable Device        7                 31                   31
    Haggle                3                  5                    5
    Heal                 -1                  0                    0
    Hide                  0                  0                    0
    Intimidate            0                  0                    0
    Jump                  6                 12                   12
    Listen               -1                 -1                    1
    Move Silently         0                  0                    0
    Open Lock             4                  5                    5
    Perform               n/a               n/a                   n/a
    Repair                3                  9                    9
    Search                7                 17                   19
    Spot                  3                  6                    8
    Swim                  2                  2                    2
    Tumble                1                  1                    1
    Use Magic Device      4                 23                   23
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Bluff (+4)
    Skill: Concentration (+2)
    Skill: Diplomacy (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+3)
    Skill: Jump (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Martial Weapon Proficiency: Kukri
    
    
    Level 2 (Rogue)
    Skill: Balance (+1)
    Skill: Bluff (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+2)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 3 (Ranger)
    Skill: Concentration (+4)
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Selected) Toughness
    
    
    Level 4 (Ranger)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 5 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Mental Toughness
    Spell (1): Shield
    Spell (1): Mage Armor
    Spell (1): Charm Person
    Spell (1): Burning Hands
    Spell (1): Chill Touch
    Spell (1): Magic Missle
    
    
    Level 6 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Insightful Reflexes
    Spell (1): Expeditious Retreat
    Spell (1): Protection From Evil
    
    
    Level 7 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Fox's Cunning
    Spell (2): Resist Energy
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+1)
    Spell (2): Electric Loop
    Spell (2): Scorching Ray
    
    
    Level 9 (Wizard)
    Skill: Concentration (+1)
    Skill: Jump (+1.5)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Spell (3): Fireball
    Spell (3): Haste
    
    
    Level 10 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Heroism
    Spell (3): Frost Lance
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1.5)
    Skill: Use Magic Device (+1)
    Spell (4): Wall of Fire
    Spell (4): Ice Storm
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Combat Casting
    Spell (4): Fire Shield
    Spell (4): Stoneskin
    
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Use Magic Device (+1)
    Spell (5): Cone of Cold
    Spell (5): Protection From Elements
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Spell Focus: Evocation
    Spell (5): Prismatic Ray
    Spell (5): Teleport
    
    
    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Spell (6): Greater Heroism
    Spell (6): Create Undead
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Use Magic Device (+1)
    Spell (6): Disintegrate
    Spell (6): Globe of Invulnerability
    
    
    Level 17 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Use Magic Device (+1)
    Spell (7): Delayed Blast Fireball
    Spell (7): Protection From Elements, Mass
    
    
    Level 18 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Penetration
    Spell (7): Prismatic Spray
    Spell (7): Greater Teleport
    
    
    Level 19 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (8): Summon Monster VIII
    Spell (8): Trap the Soul
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (8): Horrid Wilting
    Spell (8): Mass Charm Monster
    Enhancement: Ranger Energy Resistence Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Arcane Fluidity I
    Enhancement: Elven Arcane Fluidity II
    Enhancement: Elven Arcane Fluidity III
    Enhancement: Elven Arcanum I
    Enhancement: Elven Arcanum II
    Enhancement: Elven Arcanum III
    Enhancement: Elven Arcanum IV
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Defense I
    Enhancement: Ranger Favored Resistance I
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Elemental Manipulation IV
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Spell Penetration III
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Grab some +6 Con, Int, Cha, and Str gear by level 20. I couldn't figure out where to dump some of the skill points so those are up to whatever you please. This build should hold a fairly decent DPS in melee when fully buffed (or self buffed) and your extend spell should keep you going for an entire battle on few buffs.
    Home Server: Cannith
    I am broccolli, and I am a vampire, 'nough said.
    I farm TP on cannith, my goal is the Vault, Vale, and Gianthold, send me a pm on the forums if you wanna join

  19. #1459
    Community Member stille_nacht's Avatar
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    i ijust got veteran status, and i am looking for a solid, high dps, fighter build that will most probably never get to lv 6
    adversity is something we face every day - for a true test, give someone power

    Quote Originally Posted by stille_nacht View Post
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  20. #1460
    Community Member The_Mud_Man's Avatar
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    Quote Originally Posted by CrescentCalling_5 View Post
    mk, I'll try :P

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Elf Male
    (2 Rogue \ 2 Ranger \ 16 Wizard) 
    Hit Points: 194
    Spell Points: 1310 
    BAB: 11\11\16\21
    Fortitude: 10
    Reflex: 19
    Will: 9
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 14                   14
    Dexterity            10                 10                   10
    Constitution         14                 14                   14
    Intelligence         16                 23                   26
    Wisdom                8                  8                    8
    Charisma             10                 10                   10
    
    Tomes Used
    +1 Tome of Intelligence used at level 7
    +2 Tome of Intelligence used at level 20
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               4                 10                   10
    Bluff                 4                  5                    5
    Concentration         4                 25                   25
    Diplomacy             4                  5                    5
    Disable Device        7                 31                   31
    Haggle                3                  5                    5
    Heal                 -1                  0                    0
    Hide                  0                  0                    0
    Intimidate            0                  0                    0
    Jump                  6                 12                   12
    Listen               -1                 -1                    1
    Move Silently         0                  0                    0
    Open Lock             4                  5                    5
    Perform               n/a               n/a                   n/a
    Repair                3                  9                    9
    Search                7                 17                   19
    Spot                  3                  6                    8
    Swim                  2                  2                    2
    Tumble                1                  1                    1
    Use Magic Device      4                 23                   23
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Bluff (+4)
    Skill: Concentration (+2)
    Skill: Diplomacy (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+3)
    Skill: Jump (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Martial Weapon Proficiency: Kukri
    
    
    Level 2 (Rogue)
    Skill: Balance (+1)
    Skill: Bluff (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+2)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 3 (Ranger)
    Skill: Concentration (+4)
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Selected) Toughness
    
    
    Level 4 (Ranger)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 5 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Mental Toughness
    Spell (1): Shield
    Spell (1): Mage Armor
    Spell (1): Charm Person
    Spell (1): Burning Hands
    Spell (1): Chill Touch
    Spell (1): Magic Missle
    
    
    Level 6 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Insightful Reflexes
    Spell (1): Expeditious Retreat
    Spell (1): Protection From Evil
    
    
    Level 7 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Fox's Cunning
    Spell (2): Resist Energy
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+1)
    Spell (2): Electric Loop
    Spell (2): Scorching Ray
    
    
    Level 9 (Wizard)
    Skill: Concentration (+1)
    Skill: Jump (+1.5)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Spell (3): Fireball
    Spell (3): Haste
    
    
    Level 10 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Heroism
    Spell (3): Frost Lance
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1.5)
    Skill: Use Magic Device (+1)
    Spell (4): Wall of Fire
    Spell (4): Ice Storm
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Combat Casting
    Spell (4): Fire Shield
    Spell (4): Stoneskin
    
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Use Magic Device (+1)
    Spell (5): Cone of Cold
    Spell (5): Protection From Elements
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Spell Focus: Evocation
    Spell (5): Prismatic Ray
    Spell (5): Teleport
    
    
    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Spell (6): Greater Heroism
    Spell (6): Create Undead
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Use Magic Device (+1)
    Spell (6): Disintegrate
    Spell (6): Globe of Invulnerability
    
    
    Level 17 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Use Magic Device (+1)
    Spell (7): Delayed Blast Fireball
    Spell (7): Protection From Elements, Mass
    
    
    Level 18 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Penetration
    Spell (7): Prismatic Spray
    Spell (7): Greater Teleport
    
    
    Level 19 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (8): Summon Monster VIII
    Spell (8): Trap the Soul
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (8): Horrid Wilting
    Spell (8): Mass Charm Monster
    Enhancement: Ranger Energy Resistence Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Arcane Fluidity I
    Enhancement: Elven Arcane Fluidity II
    Enhancement: Elven Arcane Fluidity III
    Enhancement: Elven Arcanum I
    Enhancement: Elven Arcanum II
    Enhancement: Elven Arcanum III
    Enhancement: Elven Arcanum IV
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Defense I
    Enhancement: Ranger Favored Resistance I
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Elemental Manipulation IV
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Spell Penetration III
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Grab some +6 Con, Int, Cha, and Str gear by level 20. I couldn't figure out where to dump some of the skill points so those are up to whatever you please. This build should hold a fairly decent DPS in melee when fully buffed (or self buffed) and your extend spell should keep you going for an entire battle on few buffs.
    Very nice. May I ask for a couple of changes?

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