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  1. #1
    Community Member WolfSpirit's Avatar
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    Arrow Warforged 16 Favored/2 Paladin/2 Monk NON HEALING Warrior Build

    Disclaimer:
    I know some feel that if a character CAN get high powered Heal Spells they SHOULD be a healbot or be heal helpful and thats fine if you have that opinion. Please, this is not the thread for you. I feel that its MY character and I HATE healing so if you have GOOD information to help me achieve a fun build for ME to play, THANK YOU! And for what its worth I'll give positive Rep to anyone who has helpful suggestions.

    What I'm looking for out of this build is a powerful Melee character with effective "knockdown" divine spells. SO I want a High Str/High Wisdom character for good DCs. Having trouble finding an effective balance between the two. I have access to all +2 tomes so that is an option. I also need to get the CHA up high enough to have access to all divine spells and I love the extra saves from the pali splash. Though I'm willing to cut pali out completly if the benifits are outweighed. Also the Race/weapon choice/style is also up for change. Acually, I'll look at anyones build that can have Good to Great melee and Good to Great Spell DC without being a Healer with more focus on melee.
    ROUGH example below:



    Code:
    Character Plan by DDO Character Planner Version 3.06
    DDO Character Planner Home Page
    Favored Monk Warforged
    Level 20 Lawful Good Warforged Male
    (2 Paladin \ 2 Monk \ 16 Favored Soul) 
    Hit Points: 266
    Spell Points: 1285 
    BAB: 15\15\20\25\25
    Fortitude: 20
    Reflex: 12
    Will: 14
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 23                   23
    Dexterity            10                 12                   12
    Constitution         14                 16                   16
    Intelligence          9                 10                   10
    Wisdom               14                 16                   16
    Charisma             11                 13                   13
    Tomes Used
    +2 Tome of Strength used at level 1
    +2 Tome of Dexterity used at level 1
    +2 Tome of Constitution used at level 1
    +1 Tome of Intelligence used at level 1
    +2 Tome of Wisdom used at level 1
    +2 Tome of Charisma used at level 1
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               5                  6                    4
    Bluff                 1                  1                    1
    Concentration         7                 26                   26
    Diplomacy             1                  1                    1
    Disable Device        n/a               n/a                   n/a
    Haggle                1                  1                    1
    Heal                  3                  3                    3
    Hide                  1                  1                   -1
    Intimidate            1                  1                    1
    Jump                  8                 29                   27
    Listen                3                  3                    3
    Move Silently         1                  1                   -1
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                0                  0                    0
    Search                0                  0                    0
    Spot                  3                  3                    3
    Swim                  4                  6                    2
    Tumble                n/a               n/a                  n/a
    Use Magic Device      n/a               n/a                   n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+4)
    Feat: (Selected) Mithral Body
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Unarmed Strike
    Feat: (Automatic) Warforged Resistances
    
    Level 2 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Diety) Favored by the Lord of Blades
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency (ALL)
    Spell (1): Command
    Spell (1): Cure Light Wounds
    
    Level 3 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Two Handed Fighting
    Spell (1): Nimbus of Light
    
    Level 4 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Automatic) Aura of Good
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Smite Evil
    
    Level 5 (Paladin)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Automatic) Divine Grace
    Feat: (Automatic) Lay on Hands
    
    Level 6 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+2)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Quicken Spell
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    
    Level 7 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (1): Divine Favor
    
    Level 8 (Favored Soul)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (2): Soundburst
    
    Level 9 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    Feat: (Selected) Improved Two Handed Fighting
    Spell (2): Cure Moderate Wounds
    
    Level 10 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (3): Searing Light
    
    Level 11 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (2): Resist Energy
    Spell (3): Cure Serious Wounds
    
    Level 12 (Favored Soul)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Spell (4): Divine Power
    
    Level 13 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (2): Hold Person
    Spell (3): Prayer
    Spell (4): Cure Critical Wounds
    
    Level 14 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Electricity
    Spell (5): Greater Command
    
    Level 15 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Greater Two Handed Fighting
    Spell (3): Bestow Curse
    Spell (4): Freedom of Movement
    Spell (5): Raise Dead
    
    Level 16 (Favored Soul)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (6): Blade Barrier
    
    Level 17 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (4): Recitation
    Spell (5): Slay Living
    Spell (6): Heal
    
    Level 18 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Heighten Spell
    Spell (7): Destruction
    
    Level 19 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Cold
    Spell (5): True Seeing
    Spell (6): Mass Cure Moderate Wounds
    Spell (7): Mass Cure Serious Wounds
    
    Level 20 (Favored Soul)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (8): Mass Cure Critical Wounds
    Might be trivial, but was torn between max ranks in Diplo for when i'm getting TOO much aggro and the occational storyline requirements or High ranks jump, which is always nice.
    Advice?
    Additions?
    Suggestions?
    And NO, can't change the Healer thing!

    ~
    If we shrank our solar system to the size of a Quarter, and lay it at your feet, the Milky Way galaxy would still be larger than North America. ~NASA Perspective anyone?

  2. #2
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    Your Wisdom is not high, so you will have low spell DC.

    Monsters with SR (spell resistance) will ignore your nondamaging spells. Spell like Greater Command, Destruction, etc.

    Your Blades will do something, but Slay, Command, Destuct not much.

  3. #3
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    Default non-healing

    Good luck with that.

  4. #4
    Community Member RavenStormclaw's Avatar
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    A couple of things:

    1) Why the monk levels? If it is for the monk wisdom bonus to AC you lose that by taking mithral plating as a feat. If not then I don't see what it offers you.

    2) If you plan on casting any spells with spell pen or dc checks your wisdom is to low; howevr you could focus on buffs and AOE type spells such as blade barrier, comet fall etc and do ok. However you will miss out on one of the best offensive spells a cleric/soul could get which is impolsion...your dc won't be high enough. If you can live with these restrictions then I think you are ok.

    Trying to be consturctive here as you asked

    Keep str at 16
    Kepp dex at 10
    Drop con to 11
    Drop charisam to 9
    Leave intel at 8
    You can now bump wisdom to 16
    You have a +2 tome for charisam which will give you the base 11 you need +3 enh + 6 item = 20 enough to cast and have plenty of mana (not max but then again you don't need max)

    16 base wisdom +2 enh + 2 tome + 6 item = 26 slightly better for casting then the base 14
    Last edited by RavenStormclaw; 08-28-2009 at 12:53 PM.

  5. #5
    Community Member Aerendil's Avatar
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    I was thinking about WF FvS builds lastnight, actually, trying to figure out a way to make them work.
    The level 20 ability, for instance (DR 10/adamantine, stacks with any other adamantine DR the WF may have), is quite nice.

    But in all other areas, the WF just doesn't work well with FvS.
    Racial penalties are the two most important FvS stats;
    Divine spells are at a disadvantage healing Warforged, unlike arcane spells;
    The level 20 ability would stack *very* nicely with adamantine armour, but necessitates you wasting a feat on adamantine armour, and then another on proficiency: heavy armour (FvS can't use heavy inherently). meh;
    The "juggernaut" ability of the Warforged paladin/cleric/FvS at level 6 means you can't be healed, which is suicidal;

    The list goes on.

    For what it's worth, I'd suggest trying a different race :/
    Warforged *might* work, but it would take a LOT of work.

  6. #6
    Community Member RavenStormclaw's Avatar
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    Quote Originally Posted by Aerendil View Post
    I was thinking about WF FvS builds lastnight, actually, trying to figure out a way to make them work.
    The level 20 ability, for instance (DR 10/adamantine, stacks with any other adamantine DR the WF may have), is quite nice.

    But in all other areas, the WF just doesn't work well with FvS.
    Racial penalties are the two most important FvS stats;
    Divine spells are at a disadvantage healing Warforged, unlike arcane spells;
    The level 20 ability would stack *very* nicely with adamantine armour, but necessitates you wasting a feat on adamantine armour, and then another on proficiency: heavy armour (FvS can't use heavy inherently). meh;
    The "juggernaut" ability of the Warforged paladin/cleric/FvS at level 6 means you can't be healed, which is suicidal;

    The list goes on.

    For what it's worth, I'd suggest trying a different race :/
    Warforged *might* work, but it would take a LOT of work.
    Not really you just have to be willing to give up any kind of offensive spells

    Base stats: 16/12/16/8/12/12 all level ups into str, THF using Greatsword

    What you can't do: offensive casting
    What you can do: buff, heal, some AOE offensive spells such as blade barrier, comet fall etc

    As an avenger build this would work really well.
    You will have the mana to have divine power always on so full bab with a 30 str mean all the warforged PA and glancing blow lines are usefull.

  7. #7
    Founder & Super Hero Arkat's Avatar
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    Quote Originally Posted by ravenstormclaw View Post
    not Really You Just Have To Be Willing To Give Up Any Kind Of Offensive Spells

    Base Stats: 16/12/16/8/12/12 All Level Ups Into Str, Thf Using Greatsword

    What You Can't Do: Offensive Casting
    What You Can Do: Buff, Heal, Some Aoe Offensive Spells Such As Blade Barrier, Comet Fall Etc

    As An Avenger Build This Would Work Really Well.
    You Will Have The Mana To Have Divine Power Always On So Full Bab With A 30 Str Mean All The Warforged Pa And Glancing Blow Lines Are Usefull.
    Qft!
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    Quote Originally Posted by Aerendil View Post
    ...then another on proficiency: heavy armour (FvS can't use heavy inherently). meh;...
    You don't need Proficiency: heavy armour for Adamant body or proficiency: light armour for Mithral body last time I checked. They do give Arcane Spell Fail as full plate or breastplate, skill check penalty for sneak/acrobatics, disable Wis AC bonus, but no -4 tohit if you don't have heavy/light armor proficiency.

    Did many things in beta, and if my memory is good, my WF FvS with Ada body had no troubles.

  9. #9
    Community Member Aerendil's Avatar
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    Ahh, ok, good to know Kriogen. That's one less strike against them.

    Regarding the lack of offensive spells, yeah, that's my biggest beef. Even the non-spell resistance spells, such as blade barrier, cometfall, fire storm, etc. still have a save DC for half, and the mobs will almost always save vs. your low DC :/
    'Course, half damage is still better than no damage I guess.

  10. #10
    Community Member RavenStormclaw's Avatar
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    Quote Originally Posted by Aerendil View Post
    Ahh, ok, good to know Kriogen. That's one less strike against them.

    Regarding the lack of offensive spells, yeah, that's my biggest beef. Even the non-spell resistance spells, such as blade barrier, cometfall, fire storm, etc. still have a save DC for half, and the mobs will almost always save vs. your low DC :/
    'Course, half damage is still better than no damage I guess.
    Yea basically your building this to be a very capable self sufficient melee who just happens to have all of his own buffs save GH and can heal others to boot.... just don't ever advertise yourself as the party healer because you aren't. Heck even with lousy DC's the mobs will roll a one sometimes. Especially with AOE spells such as bladebarreir and greater command. I have a battle cleric with a lousy wisdom who uses greater command. sure 2/3 of the mobs save against it but it still helps a little.

  11. #11
    Community Member maddmatt70's Avatar
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    If you are not going to heal why do you have so many favored soul levels? Just go with 12 favored soul levels so you can hit yourself with the heal spell and that is it. Spend the rest on other classes hopefully some where you can upgrade your melee dps to something remotely below average.
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  12. #12
    Community Member RavenStormclaw's Avatar
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    Quote Originally Posted by maddmatt70 View Post
    If you are not going to heal why do you have so many favored soul levels? Just go with 12 favored soul levels so you can hit yourself with the heal spell and that is it. Spend the rest on other classes hopefully some where you can upgrade your melee dps to something remotely below average.

    I disagree with your assesment. A warforged using a great sword who takes the full line of warforged Power attack and glancing blow line enhancements who has a 30 str (and this will) plus 20dr with nothing but feats and enhancements...will be good come mod 9.

  13. #13
    Community Member Dark-Star's Avatar
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    DC is going to be an all or nothing propositon end game at 20. Either take at least 18 levels of FvS and keep wisdon high, or as Matt suggested, stop at 12-13 FvS (13 giving BB and heal both, 12 won't) and finish the rest of the levels in a melee class.

    Even a level 20 pure str based WF FvS can work well for what you are trying to achieve.
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  14. #14
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by RavenStormclaw View Post
    I disagree with your assesment. A warforged using a great sword who takes the full line of warforged Power attack and glancing blow line enhancements who has a 30 str (and this will) plus 20dr with nothing but feats and enhancements...will be good come mod 9.
    Oh man take those blinders off and compare this character to a fighter, barbarian, paladin, ranger, or rogue and then come back here and tell me this guy should get invites to end game quests. If this character is not healing it has to take a melee spot and its competition is pretty fierce at the melee spots. It has to go more melee if it is not going to heal end of story.
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  15. #15
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    go 13 fvs 6 pally and 1 monk exalted smites and divine sacrafice will add some nice damage to the greatsword and also allow you to pick up divine might and have 2 loh for bladesworn transformation.

    Might even want to think about a falcion for the smites.

    Also opens up the pally pre for kotc for some extra damage vs current endgame mobs.
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  16. #16
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by Kriogen View Post
    You don't need Proficiency: heavy armour for Adamant body or proficiency: light armour for Mithral body last time I checked. They do give Arcane Spell Fail as full plate or breastplate, skill check penalty for sneak/acrobatics, disable Wis AC bonus, but no -4 tohit if you don't have heavy/light armor proficiency.

    Did many things in beta, and if my memory is good, my WF FvS with Ada body had no troubles.
    WF are always proficient with thier own bodies.

  17. #17
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    Here is my take on this type of build

    http://forums.ddo.com/showthread.php?t=196607

    A little less DPS, a lot more caster power. However, I will throw out mass heals while I am fighting and can be the main healer when needed so....

  18. #18
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    I would suggest dropping Paladin as 18/2 saves are plenty good enough. If you want to do something different I would suggest maybe...

    FVS 13/Rogue 5/Monk 2

    If you aren't going to heal others that way it is more obvious and you can squeak some decent DPS out of it with sneak attack damage.

    Other options are the typical 6 Ranger, or 6 Fighter, but I would agree that if you are going for straight melee you need to do more DPS to justify the spot in a group.

  19. #19
    Community Member rezo's Avatar
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    Looks good to me.
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  20. #20
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    Yeah, as said, too many fvs levels if your not going to heal, be able to land spells with the low wis dc and not enough spell pen.

    Too many other levels if you want to be casting good spells - why take a casting class just to 16 and miss out on that 1 more level for level 9 spells?

    Either MAX wis, and take at least 18 levels of fvs, or drop it to 6, a go 2/6/12 build (whether 6 ranger or 6 ftr for kensai) and max out str, would be far better at melee, and still have Heal and blade barrier.

    Considering the sorc-like sp of a fvs, and that this build wont be able to land damage spells other than searing light, advertising 'no healing' is a good way to NOT get into groups - because why would anyone want a party slot going to a half-melee build, when they could just wait for a full melee build who will be doing way more damage...since they need to have a cleric/fvs anyway?

    A melee cleric/fvs should still be able to heal almost as good as a full healer when the need is there, 2000+ mana on mass heals should go a long way - otherwise why bother with the class?

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