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  1. #1
    Community Member
    Join Date
    Jul 2009
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    95

    Default Spell selection for mainly-solo Favoured Soul

    I'm considering rolling up a Favoured Soul for soloing and a bit of duo-ing - probably not grouping at all beyond that. Which patron would be best for such a Favoured Soul (if one stands out beyond the others), and would a melee or nuking Favoured Soul be more viable? And which spells would be automatic must-takes for melee, nuker or both? (How much overlap would there be?)

    I've duoed with a Cleric tossing around Blindness and Hold Person, and those seemed pretty effective, but I'm not sure how a FvS would best capitalise on having the enemies thusly crippled.

  2. #2
    The Hatchery sirgog's Avatar
    Join Date
    Apr 2007
    Posts
    11,175

    Default

    Melee capable FvS'es are superior for soloing, but you don't need to be a dedicated melee build. A 14 base Str is enough to be melee capable.

    The key spells are of course Bladebarrier and Heal.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  3. #3
    Community Member
    Join Date
    Aug 2009
    Posts
    115

    Default

    Level 1
    Nightshield
    Remove Fear
    Command (Replace with Divine Favor Later)
    Cure Light Wounds (Replace with Obscuring Mist)
    Level 2
    Resist Energy
    Soundburst
    Hold Person
    Cure Moderate Wounds (Replace with Find Traps/Lesser Restoration)
    Level 3
    Aid, Mass
    Magic Circle Against Evil
    Remove Curse
    Cure Serious Wounds (Replace with Prayer)
    Level 4
    Freedom of Movement
    Shield of Faith, Mass
    Recitation
    Death Ward (Replace with Divine Power if taking Death Ward, Mass)
    Level 5
    Cure Light Wounds, Mass
    Greater Command
    Raise Dead (Replace with Pro Elements if taking Resurrection)
    True Seeing
    Level 6
    Blade Barrier
    Heal
    Cure Moderate Wounds, Mass
    Level 7
    Destruction
    Greater Restoration
    Resurrection (Replace with Pro Elements, Mass if keeping Raise Dead)
    Level 8
    Holy Aura
    Death Pact
    Death Ward, Mass (Replace with Cure Critical Wounds if necessary)
    Level 9
    Energy Drain
    Implosion (Replace with Heal, Mass until Implosion bug is fixed.)
    Spell of your choice. (If taking True Resurrection, you may take Spell Resistance and Pro Elements, Mass in lieu of Raise Dead and Resurrection at level 5 and 7 respectively.)

  4. #4
    Community Member redoubt's Avatar
    Join Date
    Mar 2006
    Posts
    4,885

    Default

    http://forums.ddo.com/showthread.php?t=198747

    I've actually made this build I had asked about before. As another mentioned the melee FvS is pretty good for solo/duo ops.

    It is 7FvS/2monk/2pali now. I've solo'd 60ish percent of the content on hard at one level above. Duo'd elite at one above for most of the content. (This is not to say uber, but rather, competent at both combat and healing.)

    I'd take cure light and divine favor immediately. Then keep at least your two best cures. Bless is also good for an overall buff.

    I'll be taking divine power as soon as possible (even before I take the cure from that level.)

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