Results 1 to 5 of 5
  1. #1
    Community Member Straton's Avatar
    Join Date
    Sep 2006
    Posts
    146

    Default TR - 12Cl/2Mon/6ranger

    Here goes, i m getting ready to TR another toon, this toon already has 4 +3 tomes banked (dex, str, wis and con), 2gs rapiers (litII and MinII), GS cloak (minII with 45hp), GS goggles (Conc Opp). Also in the process of making some epic items ( i ll prob make an epic helm of the monranon and epic spectral gloves). Also banked 2 ToD rings with +3 exc str & +3 exc dex.

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Elf Female
    (2 Monk \ 6 Ranger \ 12 Cleric) 
    Hit Points: 287
    Spell Points: 830 
    BAB: 16\16\21\26\26
    Fortitude: 19
    Reflex: 18
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            16                    23
    Constitution         14                    17
    Intelligence          8                    10
    Wisdom               15                    21
    Charisma              8                    12
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +3 Tome of Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Wisdom used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                    21
    Bluff                -1                     1
    Concentration         6                    27
    Diplomacy            -1                     3
    Disable Device       n/a                    n/a
    Haggle               -1                     1
    Heal                  6                    11
    Hide                  3                     6
    Intimidate           -1                     1
    Jump                  7                    24
    Listen                2                     7
    Move Silently         3                     6
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     0
    Search               -1                     2
    Spot                  2                     7
    Swim                  3                     7
    Tumble                5                     8
    Use Magic Device     n/a                    n/a
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Past Life) Past Life: Ranger
    Feat: (Selected) Weapon Focus: Piercing Weapons
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    
    
    Level 3 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Power Attack
    
    
    Level 4 (Cleric)
    Enhancement: Aerenal Elf Melee Damage I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Ranger Favored Damage I
    Enhancement: Cleric Heal I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    
    
    Level 5 (Cleric)
    Enhancement: Elven Dexterity I
    Enhancement: Aerenal Elf Melee Attack I
    Enhancement: Racial Toughness I
    Enhancement: Cleric Wisdom I
    
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Cleric Prayer of Life I
    
    
    Level 7 (Cleric)
    Enhancement: Aerenal Elf Melee Damage II
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Charisma I
    
    
    Level 8 (Cleric)
    Enhancement: Cleric Heal II
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Improved Turning I
    
    
    Level 9 (Cleric)
    Feat: (Selected) Past life : Warrior of the Wild
    Enhancement: Cleric Radiant Servant I
    
    
    Level 10 (Ranger)
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Wisdom II
    
    
    Level 11 (Ranger)
    Enhancement: Ranger Dexterity I
    
    
    Level 12 (Ranger)
    Feat: (Selected) Improved Critical: Piercing Weapons
    Enhancement: Elven Dexterity II
    Enhancement: Racial Toughness II
    
    
    Level 13 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Lawful Outsider
    Enhancement: Ranger Favored Damage II
    
    
    Level 14 (Ranger)
    Enhancement: Ranger Dexterity II
    
    
    Level 15 (Cleric)
    Feat: (Selected) Mobility
    
    
    Level 16 (Cleric)
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Charisma II
    
    
    Level 17 (Cleric)
    Enhancement: Cleric Energy of the Zealot III
    
    
    Level 18 (Cleric)
    Feat: (Selected) Spring Attack
    Enhancement: Ranger Tempest I
    
    
    Level 19 (Cleric)
    Enhancement: Cleric Wisdom III
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Prayer of Life III

    Ok so i m figuring i ll end up with 32 str, 28 Wis, 32 Dex and 24 Con all unbuffed. My strength with titan gloves and rams might will be 40 + rage 42, add yugo pots and divine power will get to 46!!!

    HP will sit around 420 which is a bit low but not too bad.

    AC

    10 Base
    8 Bracers
    11 Dex
    9 Wis
    2 Tempest
    4 Icy
    5 Deflection
    4 GS rapier
    1 Dodge Feat
    5 Barkskin

    59

    4 Shield

    63

    5 Paladin Aura
    1 Haste
    2 Chaosguards

    71

    Self healing and buffing with up to lvl 6 cleric spells (Heal), radiant aura and burst healing, prayer, recitation, dw, FoM, resists and over 1300 sp to burn

    ----------------------------------------------------------------------------------

    I need your comments to help me improve this build, i believe this is going to be a very capable solo build, very capable mellee / dps for end game and a generally good addition to any party. Probably can also be quite effective as a backup healer.

    Thanks in advance for your help.

    /Galard
    Last edited by Straton; 07-21-2010 at 07:53 AM.

  2. #2
    Community Member
    Join Date
    Mar 2006
    Posts
    313

    Default

    Tempest 1 isn't nearly as useful as it used to be.


    I don't understand why people try so hard to make 'solo' builds and then think they make a good addition to a party. Here are some reasons why this kind of build is a bad idea.
    1. You can't melee and cast at the same time. You have to stop doing one to do the other, meaning you are only performing ONE role at a time.
    2. You have to give up melee feats, BAB, and enhancements to add those caster levels, making your melee less capable than a real melee build. Take a look at the extra enhancements and feats a real melee build has over yours.
    3. You have to give up SPs, spell choices, spell DCs, and casting enhancements, making your caster levels less effective than a full caster.
    4. Your SPs are significantly lower than a real healer, meaning your group will still have to find a healer to do a quest. Most real healers can handle healing in most quests without a backup healer.
    5. You want to solo? Go ahead. If you want in a group though, you will probably be denied a lot because they don't understand your build. You might be able to get into Shroud if you tell them you are a melee DPS, but only if they don't care about your odd build.

  3. #3
    Community Member Straton's Avatar
    Join Date
    Sep 2006
    Posts
    146

    Default Solo is an option

    Answers are in Green, thanks for the comments!

    Quote Originally Posted by Syntax42 View Post
    Tempest 1 isn't nearly as useful as it used to be.


    I don't understand why people try so hard to make 'solo' builds and then think they make a good addition to a party. Here are some reasons why this kind of build is a bad idea.
    1. You can't melee and cast at the same time. You have to stop doing one to do the other, meaning you are only performing ONE role at a time.
    Yes but you can help with buffing and conserving the sp of your healer, the aura which is fixed now will help heal during the fights etc..
    2. You have to give up melee feats, BAB, and enhancements to add those caster levels, making your melee less capable than a real melee build. Take a look at the extra enhancements and feats a real melee build has over yours.
    Don't give up that much as far as melee feats go (Power Attack, toughness, 2WF, improved 2wf, imp crit, etc, BAB will be 16 which is not that low
    3. You have to give up SPs, spell choices, spell DCs, and casting enhancements, making your caster levels less effective than a full caster.
    SP is acceptable as far as not being the main healer goes, i get almost all the main cleric spells except the mass spells (Which makes it difficult playing main healer but this build is not designed to be that) Spell choices are not poor at all thanks to the huge spell selection offered to clerics, spell dcs will be low but this is not an offensive caster build but can throw the occasional BB
    4. Your SPs are significantly lower than a real healer, meaning your group will still have to find a healer to do a quest. Most real healers can handle healing in most quests without a backup healer.
    5. You want to solo? Go ahead. If you want in a group though, you will probably be denied a lot because they don't understand your build. You might be able to get into Shroud if you tell them you are a melee DPS, but only if they don't care about your odd build.
    I m usually going to play with my guildies but i will be able to solo almost every quest in game that is soloable.

  4. #4
    Community Member Straton's Avatar
    Join Date
    Sep 2006
    Posts
    146

    Default I need some advice on how to improve this please


  5. #5
    Community Member kingfisher's Avatar
    Join Date
    May 2007
    Posts
    1,555

    Default

    imo you should increase your cha so you can acess Divine Might I or II, because if you take the rs pre you will get regenerating turns. since your tr'ing you have enough stat points to drop wis by 1 and dex by 1 and pump all that into cha, add in your +2 tome and you can use your turns for unlimited +2 or +4 damage.

    and this is just fluff stuff, but i would not put so may skill points into jump and waiting until 18 to get tempI seems like a waste.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload