I intend to create several half-elf characters in approximately this order.
1) cleric
2) bard
3) wizard (maybe wizard/rogue)
4) others to come
I intend to create several half-elf characters in approximately this order.
1) cleric
2) bard
3) wizard (maybe wizard/rogue)
4) others to come
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I am seriously considering a Cleric. Possibly a Wizard later on down the line, first I have to work on remaking my Barb as a Horc![]()
I may TR my bard into one later on. Picking up the fighter racial feat for free martial weapon proficiency seems like the most useful thing to do with a half-elf at the moment.
I created a Wizard (going to be Archmage) and chose the Bard racial feat allowing me to use healing wands and scrolls, plus I can fascinate 3 times per rest.
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I agree. Atm even Drow and Elves are far superior than half-elves in any way, and this says all
If people don't rush to buy the crappy placeholder, but ask instead for a real, finished and useful Half-elf, maybe the developers will work in that direction to increase a legit deal...and everyone will be happy.![]()
Last edited by SilentSnake; 10-22-2010 at 12:53 PM.
How's that working out for you?
As I understand the rules,
1) Fascinate doesn't work. You can play the music, but since all your Perform checks are untrained, DCs are abysmal. Let me know if Turbine has fixed this; I want a paladin intimitank with Fascinate.
2) Healing scrolls are a no-go. You need either UMD or enough class levels memorize the spell to no-fail cast a scroll. Bards can no-fail cast a Heal Scroll only when they hit 40 UMD (they can never memorize the spell). Bards can no-fail cast Mass Cure Moderate Scroll when they hit 16 bard levels.
Of course, with at least one bard level, you can attempt to scroll-cast a bard spell, provided you meet the character level requirement. You just suffer a penalty for each additional class level you would need to memorize the spell. As a level 1 bard, your success rate with a Mass Cure Moderate scroll should be 100% - (16-1)*10% +5% = -45%.
Similar deal with having some UMD; it's a 5% chance of failure per point your UMD is below 40. It's tough to get a wizard's UMD up to 30, and even then you're still looking at a 50% failure rate.
I've thought of a few things, but I'm falling back on a 13 rogue 6 ranger 1 monk. Ranger for twf and tempest, rogue assassin plus the SA boost and a monk splash for some unarmed combat and...well, i couldnt think anything else to splash. For Dilettante I'll either pick Wiz or Clr, most likely Clr. I've also thought of a 15 Wiz archmage, 3 monk for FoL and maybe...2 fighter or ranger for twf and more fighting ability, or maybe just 17 wiz and 3 monk. Dunno. But I have always loved halfbloods. Best of both worlds! But a very heavy rogue based character seems to outclassed, so I stayed away. Maybe a 18/2 wiz rog but warforged seem better at that. Another idea, pure Battle Cleric, all 20 for cap and Fighter dilettante for prof?
Last edited by Psyryn; 11-01-2010 at 03:43 PM.
Since I already have one of every class but Favored Soul, I figure I might use this as my chance to try out FS, and go ahead and buy it, making a Half-Elf Favored Soul.
I'm planning on TRing my Cleric into a HE Bard Warchanter. No particular build plan yet. Thinking of two levels of Rogue, and trying to fit enough points to do traps as well, but we'll see. Ignoring CC/DC based spells, and going for healing and buffs only. Which means I'll probably go pure Bard until level 7 or 8, to get Haste as quickly as possible.
Haven't gotten around to downloading the character builder since getting the new computer, so no organized build sheet yet.
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Something like this, for double Intimidate ability tank. Paladin for the CHA, and Sorc feat for wand usage.
Code:Character Plan by DDO Character Planner Version 3.7.0 BETA DDO Character Planner Home Page Level 20 Lawful Good Half-Elf Male (20 Paladin) Hit Points: 322 Spell Points: 235 BAB: 20\20\25\30\30 Fortitude: 23 Reflex: 17 Will: 14 Starting Feat/Enhancement Abilities Base Stats Modified Stats (32 Point) (Level 1) (Level 20) Strength 15 16 Dexterity 14 14 Constitution 14 14 Intelligence 14 14 Wisdom 8 8 Charisma 14 20 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 4 13 Bluff 2 5 Concentration 4 28 Diplomacy 2 5 Disable Device n/a n/a Haggle 2 5 Heal -1 -1 Hide 2 2 Intimidate 6 28 Jump 2 3 Listen -1 -1 Move Silently 2 2 Open Lock n/a n/a Perform n/a n/a Repair 2 2 Search 2 2 Spot 1 10 Swim 2 3 Tumble 3 3 Use Magic Device n/a n/a Level 1 (Paladin) Skill: Balance (+2) Skill: Concentration (+2) Skill: Intimidate (+4) Skill: Spot (+2) Skill: Tumble (+1) Feat: (Selected) Exotic Weapon Proficiency: Bastard Sword Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Sorcerer Level 2 (Paladin) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Level 3 (Paladin) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Feat: (Selected) Toughness Level 4 (Paladin) Ability Raise: CHA Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Level 5 (Paladin) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Level 6 (Paladin) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Feat: (Selected) Combat Expertise Level 7 (Paladin) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Level 8 (Paladin) Ability Raise: CHA Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Level 9 (Paladin) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Feat: (Selected) Improved Critical: Slashing Weapons Level 10 (Paladin) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Level 11 (Paladin) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Level 12 (Paladin) Ability Raise: CHA Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Feat: (Selected) Extend Spell Level 13 (Paladin) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Level 14 (Paladin) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Level 15 (Paladin) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Feat: (Selected) Two Handed Fighting Level 16 (Paladin) Ability Raise: CHA Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Level 17 (Paladin) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Level 18 (Paladin) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Feat: (Selected) Stunning Blow Level 19 (Paladin) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Intimidate (+1) Skill: Spot (+0.5) Level 20 (Paladin) Ability Raise: CHA Skill: Concentration (+3) Skill: Intimidate (+1) Enhancement: Paladin Armor Class Boost I Enhancement: Paladin Weapons of Good Enhancement: Undying Call Enhancement: Follower of the Undying Court Enhancement: Human Adaptability Strength I Enhancement: Human Improved Recovery I Enhancement: Human Improved Recovery II Enhancement: Paladin Courage of Good I Enhancement: Paladin Bulwark of Good I Enhancement: Paladin Bulwark of Good II Enhancement: Paladin Bulwark of Good III Enhancement: Paladin Focus of Good I Enhancement: Paladin Resistance of Good I Enhancement: Paladin Resistance of Good II Enhancement: Paladin Resistance of Good III Enhancement: Paladin Divine Righteousness I Enhancement: Paladin Exalted Smite I Enhancement: Paladin Exalted Smite II Enhancement: Paladin Exalted Smite III Enhancement: Paladin Exalted Smite IV Enhancement: Paladin Extra Lay on Hands I Enhancement: Paladin Extra Lay on Hands II Enhancement: Paladin Extra Lay on Hands III Enhancement: Paladin Extra Smite Evil I Enhancement: Paladin Extra Smite Evil II Enhancement: Paladin Extra Smite Evil III Enhancement: Paladin Extra Smite Evil IV Enhancement: Paladin Defender of Siberys I Enhancement: Paladin Defender of Siberys II Enhancement: Paladin Defender of Siberys III Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Paladin Charisma I Enhancement: Paladin Toughness I Enhancement: Paladin Toughness II Enhancement: Paladin Divine Might I Enhancement: Paladin Divine Might II Enhancement: Paladin Divine Might III
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It seems as if the strength of Half-Elves will be in making builds that are not possible with other races.
Since the true strength lies with taking some of the advantages of other classes while remaining pure, I do believe the Deliante feat needs some serious boosting. Please allow for a player to chose one class skill to be able to max out as if they had a class level. It would still cost 0.5, but could give half-elves a lot more build versatility.
Here's to hope *cheers*.
I am currently working on an 18 fighter / 2 wizard with Palladin Del. My plan is to take A.Archer and S.Defender to start out, and switch to Kensai once I get to the vale. My goal is to have an Intimitank that can use every wand, and be equally lethal with blade and bow. I chose wizard over sorc and bard so I can swap the spells out, and get extend for free. In the end, I will probably only use retreat and jump. Bard del would be awesome if you could put points into perform.
Just trying to make something work. The pally del feat does look promising with +2 to saves and wand use. 13 starting Cha on a fighter is a hefty price though, but it will help with Intimidate.
Jyn... Kender... Thelanis
*Insert clever comment here*
I actually have a half-elf rogue that's lvl 6 right now. it's a lot of fun, and I took the Ranger Dilletante Feat so that I can use any bow under martial. Right now I use a good amount of long-bows for range mods - but there's some really nice long-bows that have back-stabbing.
Please wrap that stuff in the code tag - its the # goober on the gui.
My scrolly finger just cramped up.
Had PM ended up stacking with cleric life magic enhances, I was looking at 12 wiz/7 cler/1 monk - no evasion, but lich form/torc/conc opp/boon to slow down hp loss, 65% boost on aura, and an extra 1d8+1 on unarmed strikes. Cleric would have netted me self cast divine power to boot. Helf for rogue dilettante and another d6 on fleshies.
Last edited by Depravity; 10-25-2010 at 03:48 AM.
Endless Night Event Summoning Chamber Walkthrough and General GuideNear useless builds for those who want a challenge: The True(ly Useless) Necromancer - The Abuse Sponge Paladin
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I rolled a 18WIZ/2ROGUE build.
STR 8
DEX 8
CON 16
INT 18
WIS 8
CHA 14
Paladin dilettante for healing wands and +2 to saves and insightfull reflexes to add int to ref saves. Full umd and trap skills (not spot). Will be going the archmage route. Trying to squeeze the dragonmarks in there as well but seems feats are too tight.
12fvs/6ftr/2pal, kensai I Scimitar twf, Sorc dillettante (currently lvl 7)
Meele focused with self healing capabilities
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It's nice having Human healing amp, and Human Adaptability enhancements too!
I rolled a Bard (Spellsinger), Fighter Dilettante. I wanted some skill pt for stealth too, hence 12 INT vs. 16 STR.
STR:14
DEX:8
CON:14
INT:12
WIS:8
CHA:18
I plan to take, among other things:
Human Healing Amp II
Bard Life Magic IV
Human Adaptability: CHA (should get very nice spell DC's)
...and as much Human Versatility as I can (for those oh-so-special Haggle and UMD moments...)
Khyber:Greenberry, Jemric, Qashta, Leuk, Thurradal + many others
this build makes it clear that you could have just taken a human and spent the free bonus feat on the martial weapon of your choice... just like in my build in the post above the half-elf part wasn't really needed. Without the weapon enhancements, the elf enhancements are pretty weak.