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    Community Member SolarDawning's Avatar
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    Default Solar Phoenix, updated for Mod 5.

    An update of my original build, the discussion thread for which can be found here.

    Preface:
    This is not an exhaustive guide on what feats, skills, and enhancements to take at each level. There are a lot of aspects of the build which are open to be modified according to personal preference. As always, options are up to the player.

    Goals of the Build:
    - To create a character capable of fully healing his/herself easily via resources which are renewable without resting, primarily through the use of Fists of Light's Healing Curse, and the Healing Ki finisher.
    - To provide competent melee DPS via two-weapon longsword fighting using Smite Evil and Divine Sacrifice.

    Race and Levels:
    Human 12 Paladin/7 Monk/1 Rogue

    Reasoning for Race and Levels:
    The main reason for Human is for the Human racial line of Healing Amplification enhancements, which contribute significantly to the main purpose of the build.

    Defensively, 12 Paladin allows for Devotion I-IV, and Paladin Hunter of the Dead II, both of which are key to the build. HotD II provides 20% Healing Amplification and immunity to negative levels, while Devotion IV increases the effect of Healing Ki. Also, of course, are the numerous other defensive benefits of the paladin class, such as Divine Grace and Aura of Good.

    Offensively, Paladin provides smites and Divine Sacrifice, which are key to this build's offensive damage.

    Monk 7 provides Evasion, 20% additional healing amplification, second tier elemental stances and strikes, and most importantly, Fists of Light, which is this build's main source of healing.
    Shintao Monk 1 will provide the build with alternate ways to activate Healing Ki, and to do so quicker as an emergency heal.

    Rogue 1 provides 1d6+3 sneak attack damage and Haste Boost I, both of which are helpful to contribute towards damage in raid boss target situations. With proper gear and skill allocation, Rogue 1 also provides the ability to handle a good number of traps and locks throughout the game.

    Key Benefits of the Build:
    -Evasion.
    -High Saving Throws
    -Excessive healing amplification. (approx. 401%)
    -A powerful self-centered AoE cure, which will heal the caster by 245 HP on average, and can be cast once every 9 seconds (Can be cast more often and cheaper with Shintao Monk PrE, coming Update 5), using Ki, which is an easily renewable resource.
    -Constant healing while attacking an enemy. 4 or 8 per hit from Fists of Light.
    -Capable and steady strength-based two weapon fighting melee damage with longswords.

    Starting Ability Scores: 36 Point Buy
    16 Strength
    15 Dexterity (With a +2 tome, this meets the requirement to take Greater Two-Weapon Fighting)
    14 Constitution
    12 Wisdom
    10 Intelligence (With a tome, this will allow for the use of Silver Flame favor healing potions without self-incapacitation from ability score damage.)
    14 Charisma (With a +2 tome, this will allow for Paladin Divine Might II)

    Final Unbuffed Ability Scores:
    (Note. These scores include +2 tomes, which are easy for me to acquire. They do not presume any higher tomes.
    Only permanent scores are included, not temporary buffs.)

    34 Strength. (16 base + 1 Racial Enhancement + 5 Level Up +2 Tome + 6 Item +2 Sun Stance, +2 Exceptional [on a ToD ring] )
    24 Dexterity. (15 base + 1 racial enhancement +2 Tome +6 Item)
    22 Constitution. (14 Base + 2 Tome +6 Item)
    20 Wisdom: (12 base -2 Sun Stance +2 Class Enhancement +2 Tome +6 Item)
    12 Intelligence: (10 Base +2 Tome)
    24 Charisma: (14 base +2 tome +6 item +2 Class Enhancement)

    Monk Stance: Sun Stance.
    This build will remain in Sun Stance most, if not all, of the time. This will provide exceptional Ki generation, allowing for no difficulty in repeated use of Healing Ki.
    Additionally, this will enable the Jidz-Tet-ka bracers to provide +25% Healing Amplification.

    Level Progression and Feats:
    11 feats in total, including 1 Human Bonus Feat and 3 Monk Bonus Feats.

    Level 1, Human Bonus Feat: Luck of Heroes (Shintao Monk Prerequisite)
    Level 1, Rogue: Two-Weapon Fighting
    Level 2, Monk Bonus Feat: Stunning Fist (Shintao Monk Prerequisite)
    Level 3, Paladin: Weapon Focus: Slashing (Whirling Steel Strike Prerequisite)
    Level 4, Monk Bonus Feat: Toughness
    Level 5, Monk: Path of Harmonious Balance
    Level 6, Paladin: Whirling Steel Strike
    Level 7, Paladin:
    Level 8, Paladin:
    Level 9, Paladin: Improved Two-Weapon Fighting
    Level 10, Paladin:
    Level 11, Paladin:
    Level 12, Paladin: Oversize Two-Weapon Fighting
    Level 13, Monk:
    Level 14, Paladin:
    Level 15, Paladin: Greater Two-Weapon Fighting
    Level 16, Paladin:
    Level 17, Paladin:
    Level 18, Monk: Improved Critical: Slashing
    Level 19, Monk Bonus Feat: Power Attack
    Level 20, Monk:

    Healing Amplification:
    This is the primary mechanic of the build.
    Here are its sources of healing amplification:

    30% - Human Racial Enhancements
    20% - Hunter of the Dead II
    20% - Monk Class Enhancements
    10% - Dragontouched Eldritch Rune
    20% - Dragontouched Tempest Rune
    25% - Jidz-Tet'ka
    30% - Greensteel Triple Positive Longsword

    Total: Approx. 401% total Healing Amplification.

    Healing Ki:
    10d4 = 25 average.
    +40% Paladin Devotion IV = 35
    +75% Superior Ardor 1 potion = 53.75
    53.75 multiplied by 4.01 = 215.5 average healing.

    Required Items:
    -Dragontouched Vestments or Robe: 10% Healing Amplification from Eldritch Rune, 20% Healing Amplification from Tempest Rune, Sovereign rune property of your choice.
    -Jidz-Tet'ka bracers.
    -Longswords: Main Hand: Greensteel Min II or Lit II. Off Hand: Greensteel triple positive (Ideal would be Holy/Good Burst/30% Healing Amp)

    Skills:
    Up to personal preference.
    Trap skills and Use Magic Device can be kept at useful amounts.

    Enhancements:
    Also up to personal preference, these can easily be reset and re-allocated to find the perfect allocation.
    The enhancements which are highly desired by the build are as follows:
    Hunter of the Dead II and prerequisites.
    Shintao Monk I and prerequisites.
    Human Healing Amplification: All three enhancements.
    Monk Healing Amplification: I and II.
    Paladin Devotion I, II, III, and IV.
    Divine Might II

    -----------------------
    To summarize, the build deals solid damage with high strength, access to Greensteel weaponry, Greater Two-Weapon Fighting, Divine Might II, and Divine Favor, while leveraging Smite Evil, Divine Sacrifice, and Shintao Monk's Smite Evil as DPS tools, as well as some sneak attack from Rogue I and Tharne's Goggles.

    Defensively, the Solar Phoenix has solid HP, high saving throws, Evasion, and over 400% healing amplification, while able to self-heal easily with Healing Ki.

    If you choose to allocate the skills for it and have the proper equipment, the build is capable of disarming traps and picking locks.

    Feedback is not only appreciated, but welcome.
    Last edited by SolarDawning; 05-16-2010 at 12:29 AM. Reason: Fixing some numbers.

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