i am getting a friend into ddo, and they want to be a fighter.. i recomended a bastard sword fighter, and they liked the idea.. i cant find anything online.. so thought i would ask here.
Endgame tank builds can be...esoteric, but for a F2P newbie, leveling a S&B fighter hasn't changed much in recent years, which is probably why there aren't many new builds.
My favorite builder hasn't been updated for U55 yet so this only goes to level 30 but:
To be honest, it's easier to level as a 2H Kensei then switch to Vanguard later, but I built it on the presumption that the player wants to be S&B 100% of the time. Would work with any race, I'm using human for the extra feat and racial Enhancements (Melee Power Boost + one rank of heal amp).Code:F2P Kensei Vanguard Fighter 20 Human Stats 28pt 32pt Level Up ---- ---- -------- Strength 16 18 4: STR Dexterity 13 13 8: STR Constitution 15 14 12: STR Intelligence 13 13 16: STR Wisdom 8 8 20: STR Charisma 8 8 24: STR 28: STR Skills 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ------------------------------------------------------------ Intim 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23 Swim 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23 Balance 2 1 1 1 1 1 1 1 1 1 11 UMD 1 1 1 1 1 1 1 1 1 1 1 11 Tumble 1 1 ------------------------------------------------------------ 16 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 Feats 1 : Precision 1 Human : Exotic Weapon: Bastard Sword 1 Fighter: Two Handed Fighting 2 Fighter: Improved Shield Bash 3 : Combat Expertise 4 Fighter: Improved Trip 6 : Stunning Blow 6 Fighter: Improved Two Handed Fighting 8 Fighter: Improved Critical: Slashing 9 : Weapon Focus: Slashing 10 Fighter: Weapon Specialization: Slashing 12 : Shield Mastery 12 Fighter: Greater Two Handed Fighting 14 Fighter: Heavy Armor Champion 15 : Improved Shield Mastery 16 Fighter: Tactical Supremacy 18 : Tactical Mastery OR Greater Weapon Focus: Slashing 18 Fighter: Greater Shield Mastery 20 Fighter: Heavy Armor Master OR Greater Weapon Specialization: Slashing 21 Epic : Overwhelming Critical 22 Destiny: Perfect Two Handed Fighting 24 Epic : Bulwark of Defense 25 Destiny: Crush Weakness OR Perfect Shield Mastery 27 Epic : Epic Damage Reduction 28 Destiny: Embodiment of Law OR Deific Warding 30 Epic : Epic Fortitude 30 Legend : Scion of: Arborea
How you spend your Enhancement points will depend on how much you want to focus on DPS vs tanking but for heroic leveling I would do something like this:
Mostly DPS-focused but with some tanking/survivability perks thrown in. Durable Defense + Stalwart defensive stance is +25 PRR/MRR for only 6 APs. You'll also want Strike with No Thought ASAP so bastard swords become 17-20/x3 at level 8 with Improved Critical feat. [17-20/x4 if you're lucky enough to have Spinal Tap. Though good luck farming ToEE as a first-timer.]Code:Enhancements (Spent: 80 +0r +0u / Max: 80 +0r +0u AP) Vanguard (41 AP)Kensei (22 AP)
- To the Fore!, Shield Combat I, Vicious Shield I, Shield Combat II, Vicious Shield II, Shield Champion
- Shield Specialization, Shield Smash III
- Shield Specialization, Stunning Shield III, Missile Shield I, Melee Power Boost III
- Shield Specialization, Follow Up III, Fatal Bulwark
- Shield Specialization, Shield Charge III
- Shield Specialization, Shield Rush III, Armored Strength, Brutal Impact
Stalwart Defender (14 AP)
- Kensei Focus: Heavy Blades, Spiritual Bond, Strike With No Thought, Power Surge
- Extra Action Boost III, Weapon Group Specialization: Heavy Blades, Exotic Weapon Mastery: Heavy Blades, Action Boost: Haste Boost III
- Weapon Group Specialization: Heavy Blades
- Weapon Group Specialization: Heavy Blades
- Liquid Courage
Human (3 AP)
- Toughness, Stalwart Defense, Overbalance
- Item Defense I, Improved Stalwart Defense: Durable Defense III
- Improved Stalwart Defense: Resilient Defense III, Instinctive Defense I
- Greater Stalwart Defense: Strong Defense III
Leveling Guide
- Human Versatility: Damage Boost
- Improved Recovery
- Hum0 Damage Boost; Hum1 Improved Recovery; Ken0 Kensei Focus: Heavy Blades
- Ken1 Action Boost: Haste Boost I, II; SD0 Toughness; SD1 Item Defense I
- SD1 Improved Stalwart Defense: Durable Defense I, II, III; SD0 Stalwart Defense
- Ken1 Weapon Group Specialization: Heavy Blades; Ken1 Exotic Weapon Mastery: Heavy Blades
- Ken1 Action Boost: Haste Boost III; Ken1 Extra Action Boost I; Ken0 Spiritual Bond
- Ken0 Strike With No Thought; Van0 To the Fore!; Van1 Shield Specialization
- Van1 Shield Smash I, II; Van0 Shield Combat I; Van2 Stunning Shield I
- Van2 Stunning Shield II, III; Van2 Missile Shield I; Van3 Follow Up I
- Van3 Follow Up II, III; Van0 Vicious Shield I
- Van3 Fatal Bulwark; Van2 Melee Power Boost I, II, III
- Van1 Shield Smash III; Van4 Shield Charge I, II, III
- Reset Stalwart Defender
- Vanguard: Shield Combat II
- (none)
- Shield Specialization
- Shield Specialization
- Shield Specialization
- Shield Rush III
- Van5 Brutal Impact; Van5 Armored Strength
- Van5 Shield Specialization; SD0 Toughness; SD1 Item Defense I
- SD1 Improved Stalwart Defense: Durable Defense I, II, III; SD0 Stalwart Defense
- Ken2 Weapon Group Specialization: Heavy Blades; Ken3 Weapon Group Specialization: Heavy Blades
- Ken1 Extra Action Boost II, III
- Van0 Vicious Shield II; Ken0 Power Surge; Ken4 Liquid Courage; SD2 Improved Stalwart Defense: Resilient Defense I
- SD2 Improved Stalwart Defense: Resilient Defense II, III; SD2 Instinctive Defense I; SD0 Overbalance
- Van0 Shield Champion; SD3 Greater Stalwart Defense: Strong Defense I, II, III
In epics, your build will become more specialized based on your Epic Destiny configuration and what role you're trying to fill. Likewise you'll redo Enhancements to match. Unyielding Sentinel for maximum tankiness? Shift APs into Stalwart Defender. Fury of the Wild for burst DPS? Respec to something like 41 Vanguard / 31 Kensei (One Cut) / 8 human (Great Weapon Aptitude) for max Strikethrough.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
I have not played in years and I am thinking about returning to the game. Looking for a solid solo build as I usually play solo. Really open to anything, just do not know if the old builds work in the current game. Any advice would be appreciated. Thanks!
Welcome back!
There are dozens - what type of play do you like? Ranged, Caster/Blaster, Caster/Crowd Control, Stealth, Melee? If the latter, that can go a dozen different ways by itself - tanky, 2-weapon dodgy, dagger assassin, 2-handed crusher... what speaks to you? (If several, a "good options" suggestion can be easily offered, just so many...)
F2P classics include:
- Warlock (tanky or blaster, both very strong)(trapping difficult but (technically) possible w/ 32+ pt build)
- Rogue Great Crossbow Mechanic trapper
- Pale Master/Wizard (trapping optional)
- Ranger (ranged or 2-weapon, in a wide variety of sub-flavors) (trapping optional)
- Bard swashie crowd-controller (trapping optional)
- Barbarian 2-handed brute
...or, as I said, dozens of others.
And if you have any of the "Premium" Enhancement trees or classes? (the yellow sections here), add even more options. Some of those make some of the better builds, but are hardly necessary for successful soloing.
If(!) you're going to be soloing Reaper (which is very doable), I'd go Ranged or some stripe of Caster, just to stay out of harms' way.
Dealer's choice, pick your poison!
Community Member
Been playing on and off for ages (more off than on in recent years), but returning to the game with some friends. I'm in the process of reincarnating an old character to join them (I'll make up the XP difference on my own time), but I'm having a hard time figuring out what build to play.
The other party members right now are a barbarian, a monk, and a wolf druid (probably going to be in wolf most of the time). I'm looking to round out the party as the more experienced player, trying to take more of a support role.
Basic parameters: I want to have trap/lock skills (including spot, I'm pretty rusty on where all the boxes are), but I want to bring more to the table than just DPS.
I was originally thinking of a swashbuckler build, but I'm concerned that once we start hitting harder content (or just get unlucky/careless) we'll be rather short on healing in the party. I've been trying to knock together a cleric-based build (based on a few I've seen on here), but honestly the last time I played a cleric was probably over a decade ago, so I'm sort of feeling in the dark a bit with that.
None of us are VIP (so mostly expecting to run on Hard before Elite); I have access to Harper (so INT-based builds are on the table), but none of the other universal trees. I do have Artificer and Alchemist; I haven't unlocked Favoured Soul on this server (and I'm not really close enough to 2500 to easily grab it before I reincarnate). This will be a 2nd-life character; her tomes are +2/+1/+2/+3/0/0.
Build suggestions and advice welcome
Last edited by Entimix; 08-15-2022 at 06:43 PM.
Ghallanda: Brizithra ~ Alenita | Some other folks elsewhere
Welcome back!
So, a melee, a melee, and... a melee. Hrmmm... (Hold that thought, we'll get back to it...)
Well, at least the Druid has an option for some sort of healing help...
A Cleric-trapper is a tough road for a new(er) character - it can be done, but the Int demands to get all those skills cross-class are just brutal. If you had a +4 Tome - maybe.
Here's a 1st life 2HW* melee build (no tomes) that skips Spot; not recommended, just including it to show how tough it can be. If you can squeeze more Skill points in there, you're home.
o https://forums.ddo.com/forums/showth...=1#post6091506*
(* 4 years old, so the important update is to erase the Cleave line and stick to "2-Hand Fighter" Feat line.)You could go with more Rogue levels and go Int-based Mechanic, but then you're delaying/sacrificing Cleric and your party healing and buffs will reflect that lower power and slower progression (altho' maybe still better healing than the options below? but also lower DPS... )
But getting back to my first comment...
Are your 3 co-conspirators decent players with solid builds/gear? Specifically, are those 3 melees going to be mana-sieves, just sucking up all the healing you can throw at them and wanting still more? The diff between that and some relatively self-sufficient party members is a wide gap, and one to consider.
(All 3 classes can be self-sufficient in the hit point department - depends on the build, the gear and the player!)
You proly want to get to Elite somehow for some quests - even if you have to run something a 2nd time, the rewards are just so much better, for the xp, the Favor, and the % named drops.
However, the good news is that Hard means your Healing demands are going to be MUCH lower - "Hard" is rather forgiving. So maybe you don't need to be a Cleric at all...
So +3 Int (and you'll pick up another +2 Tome (tbd) on this upcoming life)
Both Arti and Alche have (small area) AoE Cure spells, so either could be adequate for Hard (or Elite if the aforementioned characters don't demand much in-combat healing).
AND with a static party of only 4, you can always drag along 1-2 hires - that should keep most anyone alive (if used wisely, and NOT dragged into the middle of combat!*)
(* Park them at the quest entrance or somewhere "safe", and call them up between combats to heal, then repeat. For big fights, park them off to the side where they won't attract too much attention.)
Of those two, Artificer is, by far, the easier trapper, with more skill points and all in-class skills. (You can squeeze it in on an Alche, the skills are just tighter*). And as an Arti you could go either Ranged or Caster (or both!), which would be a nice change for the group (short-range spells on the Alche would add some of that and are mostly AoE, but not the "reach out and touch someone" sort of crossbow/Arti electric blaster power).
And both have UMD, so using wands and scrolling Raises/Heals is always easy enough.
Some Arti builds:
Mixed Repeater/caster (use repeaters to stretch spell points and finish off stunned targets)
Focused Casters (Repeater is always a (unsupported) fallback option):
o https://forums.ddo.com/forums/showth...=1#post6170141
o https://forums.ddo.com/forums/showth...=1#post6410664
Repeater-"only" (no real reason to go this route except maybe "no caster gear" or "I hate casters"):
o https://forums.ddo.com/forums/showth...=1#post6482414
If you're going to be the party healer, you'll pro'ly want to avoid WF and the "Repair/Reconstruct" route - just a thought. Gnome (+ Color Spray) is proly the call here (but you could also go Halfing and get their Racial Heal spells fairly cheap for a little more party love ).
(Also, note that there are several multi-class Arti-based powerhouses w/ better DPS, but if you're the party Healer/Buffer then you want to lean toward "pure" more than not. Maybe 1 level of Barb for the +10% run speed, but maybe not (more "not" if you're going to Epics & 30).
There are also some excellent melee Arti's, and I can suggest some, but with 3 melees I'm suggesting you don't add a 4th to the party - unless you want to also be the party Tank???)
(* Alche/Rog build This is a "throwing" build (not what you're looking for, nor recommended for same), but a ranged/Great Crossbow build would be similar enough (see notes @ bottom re Inquis); for your build I'd move R2 up to just after Alche 4, after the bonus Feat. OR go Arti for the Rune Arm and pet (and defensive trees) (or Arti 1+Barb 1 for +10% kiting speed), and wait for Evasion @ Alche 12 - those work too!)
Thanks for the response, and for the welcome back!
Aye, that was the feel I was getting from trying to bang things together in the character planner! (Unbongwah's build that you've linked there was one of the jumping-off points I was working from )
(I wondered about going INT-based with harper to get enough skill points, with just enough STR for the THF chain... might shake that one a little more and see what falls out...)
What are the key break-points on cleric for planning where to take my rogue levels?
That was indeed the other idea I'd found (h/t unbongwah & ellisdee37) Has the INT focus going for it, but yeah, the delays to Cleric progression in order to get T5 Mechanic in good time were my main concern there too.
That... remains to be seen, heh. They're all new to the game (so gear will be limited), though they do have varying degrees of tabletop experience. Chaos may reign. Could go either way.
Yes, I should have said expecting to *start* on Hard - I definitely expect us to be repeating at least some things on Elite, even if we don't do it for everything.
Hehe. That's one way to learn how to survive without a cleric I suppose ... though how well that'll carry into Elites, that might be another story...
I've always enjoyed an Arti, often with a twist of Rogue Thanks for the build links, sounds like staying pure is the way to go if I take this route.
Thanks, I'll take a look at that too Not played an alchemist before, could be interesting.
Ghallanda: Brizithra ~ Alenita | Some other folks elsewhere
If it's Rogue (rather than Arti*), you are chasing Evasion - so it all depends how much you value that.
- Char Level 5 for Rog 2 means you have Cleric Level 3, for spells like CMW, Resist Energy, Lesser Resto or (possibly) Soundburst.
- Char Lvl 7 gets you Cler 5, for spells like CMW, Prot from Energy (60 pts), and Remove Curse & Disease. It also gets you your L5 Domain Ability, which is usually either a solid SLA or a nice buff - so this would be the minum, I'd think.
- CL 8 adds another L3 spell, plus your Lvl 6 Deity Feat - which can vary from very nice to meh, depending.
- CL 9 gets you L4 spells, such as CCW, Death Ward and Freedom of Movement.
All depends which you can tolerate delaying by another level.
(Whichever you choose, go without some Rogue skills for a Level or 2 before and make the most of that level for Skill Points).
(* If Arti, you can ignore Arti 2 - the pet and Rune Arm imbues are nice, but they are based on Arti level, as is the RA blast, and Arti 1 or 2 is the same. Less delay, same trapping ability, but no Evasion. But it's important to ask yourself - will you have a Ref ST that's worth the trouble? If you miss the Ref ST roll, it's full damage, with or without Evasion. )
You don't get T5 until Character Lvl 12 regardless, so you'll have that. It's T4 where a lot of the goodness is found. But if you can get R4 by, maybe, Char L 9(?), you should be fine - and that's Cler 5 by 8. I just wouldn't recommend that if you're going to 30 - too much loss on both the Rog and Cler side*.
As far as just "Healing", I think you'll have enough juice if you go that way. It's the delay of the other spell effects, the buffs and "Remove unpleasantness" spells that would hurt. Raise Dead may jump to mind, but you can get a Hire to do that starting L9 (and scroll starting at L7).
The key is that you have the Harper tree, so "Int to Damage" doesn't wait for Rog 6.
(* But I also generally don't recommend any new player go to 30, period. Get to 20, get a feel for the game, TR/RR, get a stronger character (and a better build?), have some gear in the bank - THEN plan to go to 30.)
I did say "Cleric", not "Healer" - it's easy to survive without a Cleric, so long as someone is a half-capable healer. Both Arti and Alche can fit that role.
Me, I'd say go Arti, just because it sounds like you have experience w/ that. Experimenting first time w Alche would put you on a more even playing field w/ the other "newbs", but you may or may not welcome that.
Since this thread is not (technically) intended as a "theory crafting" discussion thread, here is the build you originally asked for - and cuz I wanted to see if I could make it work. Whether you still want it or not is a diff matter...
Abandoned the classic X18/Rogue 2 dip, and just accepted the crossbow goodness of Rogue for combat. Solved the Skill Points and then some, but the delays on Cleric spell levels are painful (and perhaps unacceptable - no RD until 14 - ymmv.) It has full ranks in UMD to make up for some of that, but it's not going to get there easily without more past lives/etc.
It has no boosts to Criticals, which won't be felt as much on Elite, but still is lacking. War Priest does give some nice combat boosts and defenses, more than a typical Mech has, so that's something.
All in all... I give it about a 7/10; you can certainly dance to it and hum the chorus, but it's not going to hit the top 100. It's a good plan for what it is, it's just that we knew that what it is was never a great plan. Whether that leaves it as "good nuff!" or not depends on your expectations, and your willingness to rely on Hires to Raise party members until L14.
(& see build notes @ bottom)
Holy Trapspringer (rough)
13/6/1 Cleric/Rogue/Fighter
True Neutral Gnome
Level Order
1. Rogue . . . . . 6. Rogue. . . . . 11. Cleric . . . . 16. Cleric
2. Cleric . . . . .7. Cleric . . . . 12. Rogue . . . . .17. Cleric
3. Rogue . . . . . 8. Cleric. . . . .13. Cleric. . . . .18. Cleric
4. Cleric . . . . .9. Rogue . . . . .14. Cleric. . . . .19. Fighter
5. Cleric . . . . 10. Cleric . . . . 15. Cleric . . . . 20. Rogue
Stats
. . . . . . . .34pt . . Tome . . Level Up
. . . . . . . .---- . . ----. . .--------
Strength. . . . 11. . . .+2. . . .4: INT
Dexterity . . . 14. . . .+1. . . .8: INT
Constitution. . 15. . . .+2. . . 12: INT
Intelligence. . 19. . . .+3. . . 16: INT
Wisdom. . . . . 10. . . .+2. . . 20: INT
Charisma. . . . .8. . . . . . . .
Skills
. . . . . R .C .R. C. C. R .C .C .R. C. C. R .C .C .C .C .C .C .F. R
. . . . . 1 .2 .3. 4. 5. 6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Disable . 4 .1 .1. 1. 1. 1 .1 .1 .1. 1. 1. 1 .1 .1 .1 .1 .1 .1 .1. 1 .23
Search. . 4 . . 2 . . 1. 2 . . 1. 2 . . 1. 2 .1 .1 .1 .1 .1 .1 . . 2 .23
Spot. . . 4 . . 2 .1 .1 .1. 1. 1. 1 .1 . . 2 .1 .1 .1 .1 .1 .1 . . 2 .23
Balance . 4 . . 2 . . . .3. . . . 3 . . . .3. . . . ½. 1. 1. 1½ . .4. 23
Heal. . . 2 .3 . . 2. 1. . .2 .1 . . 2. 1. . .2 .1 .1 .1 .1 .1 .1. . .22
Jump. . . 4 . . 2 . . . .3. . . . 3 . . . .3. . . . . . . . . . 6 . . 21
Concent . 2 .2 . . 2. 1. . . . 2. . .3 .2 . . 1. 2. 1. 1. 1. . . . . .20
Open Lo . 4 . . 2 . . . . . . . . 2 . . . .2. . . . . . . . . . . .7. 17
UMD . . . 4 . . 2 . . . .3. 1. . .2. . .1 .2. . . . . . . . . . . . . 15
Haggle. . 4 . . 1 . . . .1. . . . 1 . . . . . . . . . . . . . . . . . .7
Repair. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Bluff . . 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
. . . . .------------------------------------------------------------
. . . . .48 .7 14 .8 .8 14 .8 .9 15 .9 .9 15 .9 .9 .9 10 10 10 10 16
Feats
.1. . . . : Point Blank Shot
.3. . . . : Rapid Reload
.6. . . . : Precise Shot
.9. . . . : Insightful Reflexes
12. . . . : Improved Critical: Ranged
15. . . . : Empower Healing Spell OR Quicken Spell OR Maximize Spell
18. . . . : Extend Spell
19 Swap. .: replaces Precise Shot
19 Fighter: Precise Shot
.4 Cleric : Luck Domain
.2 Deity. : Follower of: Sovereign Host
10 Deity. : Unyielding Sovereignty
Spells
- Cure Light Wounds (2), Nightshield (2), Summon Monster I (2), Protection from Evil (4), <Any>, <Any>
- Cure Moderate Wounds (5), Resist Energy (5), Soundburst (5), Lesser Restoration (7), Owl's Wisdom (10), <Any>
- Cure Serious Wounds (8), Remove Curse (8), Protection from Energy (8), Remove Disease (10), <Any>, <Any>
- Cure Critical Wounds (11), Freedom of Movement (11), Restoration (11), Recitation (13), <Any>, <Any>
- Mass Cure Light Wounds (14), Raise Dead (14), True Seeing (14), Protection from Elements (15), <Any>
- Mass Cure Moderate Wounds (16), Heal (16), <Any>, <Any>
- Mass Cure Serious Wounds (18), Resurrection (18), <Any>
Enhancements (84 of 80 AP) Errors
Mechanic (39 AP)
- Arbalester, Tanglefoot, Targeting Sights
- Sharpshooter, Mechanics II
- Sharpshooter, Skill Boost III
- Sharpshooter, Wracking Shot I, Use Magical Device III, Intelligence
- Sharpshooter, Disable Construct I, Fletching III, Leg Shot, Intelligence
- Sharpshooter, Rapid Fire III, Sniper, Mechanical Reloader
Warpriest (13 AP)
- Smite Foe: Ranged, Resilience of Battle, Sanctuary
- Toughness III, Awareness I
- Wall of Steel III, Melee/Ranged Power Boost III
Radiant Servant (12 AP)
- Healing Domain
- Divine Cleansing III, Altruism III
- (none)
- Unyielding Sovereignty
Harper Agent (12 AP)
- Agent of Good I
- Harper Enchantment, Traveler's Toughness II, Strategic Combat
- Know the Angles III
- Strategic Combat
Gnome (8 AP)
- Gnomish Perserverance, Intelligence, Gnomish Perserverance II, Intelligence II
- (none)
- Color Spray II
Leveling Guide
- Mec0 Arbalester; Mec1 Sharpshooter; Hrp0 Agent of Good I
- Hrp1 Harper Enchantment; Hrp1 Traveler's Toughness I, II
- Hrp2 Know the Angles I, II, III
- Hrp1 Strategic Combat; Hrp3 Strategic Combat; War0 Smite Foe: Ranged
- Mec1 Mechanics I, II; Mec2 Skill Boost I, II
- Mec2 Skill Boost III
Notes:
o 34 pt build. I put 5 points into Strength - I hate, with a pathological hatred, suddenly noticing I'm burdened. Gnomes/Halflings suffer 3/4 max Encumbrance as it is, so even with a +2 Str Tome, it's gonna happen (and without good gear you may not have room for a +Str item). Dump them somewhere else if you prefer (and many will), but he has ample Skill Points and a 19/20 on his primary damage stat - plenty good for Elite.
o The first Great Crossbow you might get is the Korthos one after Collaborator. That's "Keen" (crit 15-20/x2), so is not half bad. The Ember crossbow will get you through Korthos Village if that's all you got. (OR, throw together an Arti 3/Barb 1 (PBS, DM of Passage, Rapid Reload, good to go!) and farm The Harbor on Hard for a ML 2-3 GXB!)
o Luck Domain is so you can hand a massive Saving Throw bonus to your party (via Turn Undead uses), to prepare for "those" moments (you and the Monk will enjoy Evasion that much more). And, at Cler 5 (Char Lvl 8), Displacement. yw.
o Feats: Don't love them. No Precision, no Quicken (for both Healing and Color Spray). I've always found Precise Shot desirable, to kill the Caster/Champ/Reaper/Boss you want to hit, but swap if you want.
o AP are 4 pts over - at Rogue 6 you respec and dump Harper Int-to-Damage (because you'll be getting it from Rogue 6, included), saving you the diff.
o re early AP: In order: GXB; +2 Damage +1 SA; then beeline to Harper Int-to-Damage etc.; WP +2[W] attack (for 3x[2d8]++), +2 to Trapping skills (your choice - you get +Awareness I from WarPriest later), then Mech +6 Skill Boost for more trapping margin (and Jumping, Social Checks, Haggling, whatever).
... From Level 6, up to you which way to go - Gnome for Color Spray*, RS for Healing, or Mech/War Priest for damage. Whichever, you'll pro'ly want to respec once you hit Level 12 for Tier V Mech goodness.
o Stopped UMD before Cleric 9, when he gets Raise Dead. If you want to scroll Heal early, keep it going (and consider swapping some AP into Scroll Mastery). Don't consider all Skill Points "final", dealer's choice. LOT O' SKILL POINTS.
o Level 10: Owl's Wisdom, so you don't need any Wis item for casting if you can get 1,750 favor before 13.
o Level 12 Tier V Rogue Enhancements, check.
o New +2 Tome listed into Wis, but put into Cha for +1 UMD & extra Turning if you prefer.
o Lvl 14 - Raise Dead. It is what it is. (You can stop UMD now if that's what you were chasing.)
o 15 Feat choice: If your combat Healing spells are casting fine, take Empower Healing (and keep on with Concentration!). If they're casting fine AND you have piles of Spell Points left over, take Maximize! If they're being disrupted, take Quicken.
o Level 18: Resurrection etc. If saving the 3 AP from Rogue Core 6 is more important, take Rog 6 @ 18, you have the Skill Points np.
o Level 19: Neither Cleric 14 nor Rog 7 offered very much, so I took Fighter for one of the Feats we skipped earlier. Any Fighter Feat will work for the swap - I chose Precise Shot at random. Take Quicken, Extend, or Precision, depending what you feel you need while you're farming Tokens, and Fighter gets Precise Shot back again. (Taking Fighter any earlier delays key spells.)
o Open Lock: If you want max Open Lock, just swap the points over from Balance. Or to Haggle, or Swim, or wherever.
(* As listed above, you can't get the prerequisite 5 AP for Color Spray until Lvl 11 (due to delay on Gnome Core Int II); take Int I + the bonus to Will ST if you want it earlier, then respec.)
Last edited by C-Dog; 08-15-2022 at 12:26 PM.
Thank you for this I'll have a ponder some more and maybe play around with it a bit and see how we get on. Cheers!
Ghallanda: Brizithra ~ Alenita | Some other folks elsewhere
Honestly, I think an Arti (or Arti-multi) + a Hire would be better for what you want - solid DPS, good party buffs, fun, reliable trapping, and (via hires) RD when you need it.
The DPs on the above won't be great (due to no Crit increases), altho' the healing/etc. will be better than an Arti. (The Arti could, in theory, Scroll RD by 7 tho' - you could even squeeze in Skill Focus: UMD if you wanted, just swap it out later when you don't need it.)
The only thing the Cleric/Rog gets you is:
1) It's F2P (you don't care, but some would).
2) It does get innate "real" heals, Raise Dead and (at 18) Resurrection - those are all MUCH later than anything like a "pure" Cleric would get them, but they're there. Hires sometimes don't cooperate.
3) Good selection of party buffs (altho', again, later than expected w/ any "pure" build)
Compare to an Arti (pure or multi'd - a little Fighter, a little Barb is often used), and see what you think. (For your specific purposes, you could also take a 1-level Cleric dip to use Wands early!)
can you build me a basic sorcerer
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
So, I recently decided to reinstall, and see what's what. I've never really been an end-game type of player, but I wanted to see about retooling some sentimental toons to play around with (I just hate to think about deleting them. ).
One in particular that I'm having trouble finding a suitable rework, is my daughter's namesake who's just lvl 7 Fig/Pal human. Any thoughts on a look for this.? I'll use a heart of wood to reset her. I also wouldn't mind tweaking in Rog, but that's just a thought.
I do have enough favor from another toon to have access to 32-pt builds on this account.
Anyway...any thoughts, or links, etc. would be awesome.!
Thanks.!
Ghallanda
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Tunstell - Sanguine - Coronet - Corellia - Marley
Don't buy anything (more) yet - wait for suggestions and alternate routes to what you're looking for.
I know how you feel.
Recommend you take 1 at a time, and not try to juggle all at once. Fix the easy one(s)*, and let the less cooperative ones stew in your imagination for a while.
(* Or your favorite names - hard to argue against your daughter's name. )
If this is a 1st life, just delete and reroll with the same name. Seriously - Lvl 7 is nothing, and XP just rains down now. Even if you are extremely casual, you'll make Level 7 end of the 3rd week or so, if not faster, np.
If it's not 1st life (or there are other considerations - tomes, BtC gear, etc), then you're gonna have to give us 2 things: 1) a detailed build map - your current class split, plus best guess as to which classes you took at which levels (see Fred), and 2) an idea about your preferred playstyle - ranged, melee, what?
Well, turn that in first - no reason not to grab that as soon as you can.
I thought about just nuking several of these toons, and just starting over. All of them were from 2006-2008-ish, with the highest level a WF Wiz 16 which I did just reincarnate to a Strimtom Spellsword (that's been kinda fun.! but need a lot more time to get the hang of a caster again ) I don't know a thing about these lives that I'm seeing here and there.
And so, I was also leaning towards the reincarnation for a couple of other reasons, too; 1) I have a full shared bank, so no easy place to put stuff. 2) I have a number of early bound items (not as critical). 3) I have a Raider's reward chest still attached to her. 4) getting back to item 1, I didn't want to hassle with mailing myself a crapton of things (paragon weapons, etc. albeit stuff in existence by 2008. I know there's been a bit of expansion on items...and I don't know the 1st thing about the crafting system...well, or almost anything. lol).
And, I couldn't even begin to guess at what levels I took when, feats, and whatnot.
Part of my wanting to do some of this too was to take advantage of having access to all of them before the month of VIP ran out. I intend to kill off a couple, and I want to say I have added 2 more to the normal Premium offering, so what is that...7. I guess what I should do is to clear out the ones I know for sure I'm not attached to, and then step back and see who's left. The Marley toon was just one I knew for sure I'd be keeping. (there are 11...I only have a few listed)
As for playstyle...it seems like there's not a lot of options for low level, non-elite grouping, but that's also just as well as my schedule is wonky anyway. So, solo plus hireling it is.! (mostly)
So, I guess just any thoughts, or suggestions would be most welcome.
Ghallanda
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Tunstell - Sanguine - Coronet - Corellia - Marley
Hi folks;
I've mostly solo'ed the game for years. I treated it almost like solitaire in that I enjoyed just hopping on whenever I could and never needing to think too hard about what I was doing (real life was competitive enough!). I'm a patient grinder and have a completionist (racial/epic/iconic/heroic). (Well, I had to grind out a few things when I came back [after a few years] a few weeks ago, but I've now got all the possible past-lives and tomes - even splurged for a 10-filigree sentient stone! Happy birthday to me.) All expansions and VIP.
I've never raided or done reaper content. (But, it looks like my son did when he used my toon for a year since I have a jaw-dropping set of archer gear - chaos bow, a bow that makes cold arrows, red dragon armor, +2 filigrees...)
Here's the deal: I want to start playing raids with people, but I don't think I'm capable of hitting multiple buttons while flying across moving, burning platforms. My son suggested playing an archer since he says they really just sit in the back and deal massive amounts of damage to things. He also said that everybody loves a caster bard and they mostly just keep people buffed. AND I still want to be able to play solo. Going back to the ranged idea, I played my son's tricked out archer following a ("carpone" build) and it made things really dead really quick, but soloing my normal "elite" quests seemed slower than my 1st life sorcerers. And the lack of healing acquainted me with the experience of in-game death.
Can someone please recommend a detailed build that uses that sick archer gear that would provide a fun solo experience (since I'll be doing that the most) but also let me contribute to a raid group to the extent that they don't mind carrying around my soul stone? (My son says the damage output makes others in the group very happy.) I'll even take suggestions on a no-raid-gear bard with the same solo/raid appeal. In return for this good build, I'll actively fill out raid groups to help the community while learning the mechanics of raiding. (It's obvious that building is different for raids, reaper, and solo stuff, so please help my with this hybrid until I get the hang of it.)
Thanks for any help!
Mediocrates