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  1. #1
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    Default Apollo, Fvs/Rogue 19/1

    well..... i'm going to try again.....

    please, give me suggestion on how to improve (or rebuilt) my next char.
    Take in consideration that i'd like to have good soloability: that's the reason of that single rogue lv... to have some (even if not perfect) chance in detecting and disabling traps......

    i didn't take in consideration any TOME (Btw.... can you tell me WHEN and HOW to take those TOMES you all talk about???? how many can i take??) or EQUIPMENTS because... i don't know IF/WHEN/WHICH ONE i may find or buy but..... i'm sure they will off course improve my stats!!

    so....1 rogue lv for traps..... FvS focused on offensive (or... at least... that's what i pretended to do!! lol) with the EMPOWER feat/improved empower enanches and spell focus.... but also improved healing capabilities to .....still be a healer!!

    the only thing i'm not sure of (and i ask you to tell me what you think).... is the MELEE capability!! ...i know i'll find tomes/items to have better STRENGHT and DEXTERITY but..... think this toon will still be able to ...FIGHT???
    i don't want to be a tank or a great DPS but.... at least.... i want to be able to self defend myself with swords!!

    any suggestion/critique accepted..... even for spell selection!!!
    (btw.... the selected ones will be the ONLY spells i'll learn or.... just like wizards... i'll be able to BUY and LEARN more during the game?)

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Apollo 
    Level 20 Lawful Neutral Human Male
    (1 Rogue \ 19 Favored Soul) 
    Hit Points: 300
    Spell Points: 1927 
    BAB: 13\13\18\23
    Fortitude: 13
    Reflex: 12
    Will: 17
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             12                 12                   12
    Dexterity             8                  8                    8
    Constitution         14                 14                   14
    Intelligence         14                 14                   14
    Wisdom               16                 19                   22
    Charisma             14                 16                   18
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                  3                    3
    Bluff                 2                  4                    4
    Concentration         2                 23                   23
    Diplomacy             2                  4                    4
    Disable Device        6                 17                   20
    Haggle                4                  6                    6
    Heal                  3                  8                    8
    Hide                 -1                 -1                   -1
    Intimidate            2                  4                    4
    Jump                  5                  5                    5
    Listen                7                 10                   10
    Move Silently        -1                 -1                   -1
    Open Lock             3                  4                    7
    Perform               n/a               n/a                   n/a
    Repair                6                  6                    6
    Search                6                 15                   15
    Spot                  7                 13                   14
    Swim                  5                  5                    5
    Tumble                1                  1                    1
    Use Magic Device      6                 20                   20
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+2)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Open Lock (+4)
    Skill: Repair (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Swim (+4)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Nimble Fingers
    Feat: (Human Bonus) Toughness
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Spot I
    Enhancement: Rogue Improved Trap Sense I
    
    
    Level 2 (Favored Soul)
    Skill: Concentration (+2)
    Skill: Heal (+1)
    Skill: Use Magic Device (+1)
    Feat: (Diety) Favored by the Sovereign Host
    Spell (1): Nightshield
    Spell (1): Summon Monster I
    Enhancement: Favored Soul Life Magic I
    Enhancement: Favored Soul Energy of the Scion I
    Enhancement: Favored Soul Toughness I
    
    
    Level 3 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    Spell (1): Cure Light Wounds
    Enhancement: Racial Toughness I
    Enhancement: Favored Soul Charisma I
    Enhancement: Favored Soul Wand and Scroll Mastery I
    
    
    Level 4 (Favored Soul)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Command
    Enhancement: Favored Soul Prayer of Life I
    
    
    Level 5 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (2): Cure Moderate Wounds
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Favored Soul Life Magic II
    Enhancement: Favored Soul Wisdom I
    Enhancement: Favored Soul Toughness II
    
    
    Level 6 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Acid
    Feat: (Selected) Quicken Spell
    Spell (2): Summon Monster II
    Enhancement: Favored Soul Energy of the Scion II
    Enhancement: Favored Soul Wand and Scroll Mastery II
    
    
    Level 7 (Favored Soul)
    Skill: Concentration (+2)
    Skill: Heal (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Protection From Energy
    Enhancement: Favored Soul Charisma II
    
    
    Level 8 (Favored Soul)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Mass Aid
    Spell (2): Sonic Blast
    Enhancement: Unyielding Sovereignty
    
    
    Level 9 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Spell Focus: Evocation
    Spell (4): Holy Smite
    Enhancement: Favored Soul Wand and Scroll Mastery III
    
    
    Level 10 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Cure Serious Wounds
    Spell (2): Lesser Restoration
    Spell (4): Deathward
    Enhancement: Favored Soul Wisdom II
    
    
    Level 11 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    Spell (5): Mass Cure Light Wounds
    Enhancement: Favored Soul Life Magic III
    Enhancement: Favored Soul Spell Penetration I
    
    
    Level 12 (Favored Soul)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Empower Spell
    Spell (3): Searing Light
    Spell (4): Divine Power
    Spell (5): Raise Dead
    Enhancement: Favored Soul Wand and Scroll Mastery IV
    
    
    Level 13 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Spell (6): Blade Barrier
    Enhancement: Favored Soul Energy of the Scion III
    
    
    Level 14 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Mass Shield of Faith
    Spell (5): Flame Strike
    Spell (6): Heal
    Enhancement: Favored Soul Improved Empowering I
    Enhancement: Favored Soul Toughness III
    
    
    Level 15 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Mental Toughness
    Spell (7): Destruction
    Enhancement: Favored Soul Improved Empowering II
    
    
    Level 16 (Favored Soul)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Cold
    Spell (5): Protection From Elements
    Spell (7): Mass Cure Serious Wounds
    Spell (6): Cometfall
    Enhancement: Favored Soul Spell Penetration II
    
    
    Level 17 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+1)
    Spell (8): Firestorm
    Enhancement: Racial Toughness II
    
    
    Level 18 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Spot (+1)
    Feat: (Selected) Extend Spell
    Spell (7): Resurrection
    Spell (8): Death Pact
    Enhancement: Favored Soul Life Magic IV
    
    
    Level 19 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+1)
    Spell (9): Implosion
    Enhancement: Favored Soul Toughness IV
    
    
    Level 20 (Favored Soul)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+1)
    Spell (8): Mass Cure Critical Wounds
    Spell (9): Summon Monster IX
    Enhancement: Favored Soul Improved Empowering III

  2. #2
    Community Member FuzzyDuck81's Avatar
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    Giving up the capstone DR & free unlimited spell use for trap-disarming ability without having the 2nd level for evasion? not really a good idea.

    It could be useful as you level, however once you get the wings you can use those to skip past most traps without too much hassle & the trap-disarming capability is best left to a proper rogue (or mix).
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  3. #3
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    The free spell tends to be mediocre, but the dr is definitely nice. if you give up the capstone, at least get evasion... You can live without without true resurrection; mass heal is the only must have for me. Take minimal charisma to cast your spells and dump wisdom. Get strength and constitution up, and you should have enough dps to be worth the bother. If you manage to fit in offensive casing, healing, and melee congratulations... But it probably wrong work well.

    I only skimmed your post due to the awkward formatting so if I misunderstood I apologize.

  4. #4
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    Quote Originally Posted by FuzzyDuck81 View Post
    Giving up the capstone DR & free unlimited spell use for trap-disarming ability without having the 2nd level for evasion? not really a good idea.
    i realized that the DR capstone is really a great loss but... i think at lv 20..... CURE LIGHT WOUND is not so useful! (even if free..... i think the damage dealt by hi levels mobs is much greater than the amout of hit point a FREE CURE LIGHT WOUND can fullfill! ..but... i may be wrong!!)
    But..... EVASION??? actually.... i lost it!!!
    well..... when you actually suggest me to take this 2nd rogue lv?


    Quote Originally Posted by Lansirill View Post
    The free spell tends to be mediocre, but the dr is definitely nice. if you give up the capstone, at least get evasion... You can live without without true resurrection; mass heal is the only must have for me. Take minimal charisma to cast your spells and dump wisdom. Get strength and constitution up, and you should have enough dps to be worth the bother. If you manage to fit in offensive casing, healing, and melee congratulations... But it probably wrong work well.

    I only skimmed your post due to the awkward formatting so if I misunderstood I apologize.
    about EVASION..... as said above..... i actually totally missed that!! (i'll try to fill it in....and.... bye bye true res )
    about stats.... so.... may be good to raise strenght and constitution with tomes??? (but... still... HOW/WHEN to get them??)


    THANKS BOTH for your suggestion.......

  5. #5
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by psycho74 View Post
    i realized that the DR capstone is really a great loss but... i think at lv 20..... CURE LIGHT WOUND is not so useful! (even if free..... i think the damage dealt by hi levels mobs is much greater than the amout of hit point a FREE CURE LIGHT WOUND can fullfill! ..but... i may be wrong!!)
    Here is CLW:



    And here is CLW critting:




    The power of the CLW capstone is directly proportional to how often your healing spells can crit I've been told, with more crits making it better. Note that I cannot crit at all with my healing spells unless I'm holding my greenblade.

    EDIT: I know my friend's FvS (with a lot more crit enhancements than I took...) is able to keep himself up in Shavarath with just using that capstone.
    Last edited by AylinIsAwesome; 12-01-2010 at 11:45 AM.

  6. #6
    Community Member Loromir's Avatar
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    I think your search skill and disable device skill will be pretty low with this build. You may have a hard time Finding and diasabling traps at higher levels.

  7. #7
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    Your build will be at the bottom of the DPS spectrum.
    No TWF, Str only at 12 = low DPS

    Your charisma doesn't need to be 14, drop 3/4 points there and put else where.
    Char 11 + 2 tome + 6 item = 19

    +1 tomes can be read at level 3, +2 tomes at level 7, you can read one for each stat.
    I would skip +1's and just wait until level 7.

    I just don't like the 1 level of rogue, you gain more by getting the capstone DR and free CLW.

    Rez spells, I don't care them, use scrolls.

    If you decide to go offensive caster FVS, then you want to increase you Wisdom.

    Extend at level 18 is not needed and really not needed at all.
    If anything take extend at low levels then swap out (with free feat swap) once you get to level 9 or 10.

  8. #8
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    Quote Originally Posted by AylinIsAwesome View Post

    The power of the CLW capstone is directly proportional to how often your healing spells can crit I've been told, with more crits making it better.
    ...What is this "crit"? ....stand for "critical" but abbreviated?? (sorry but... i'm italian)


    anyway.... here is the version 2.1 of my apollo..... made up trying to use all your suggestion!!! (even if it's growing in my mind the idea of a PURE lv 20 FvS....)

    Let me know if now it can works......
    This time i considered some tomes at lv7 (since..... it seems the best built all use them!!!) but.... since i don't know all the available equipment.....i didn't take them into consideration. I only KNOW that there are some +6 stats out there!! ...and if i'm sure it's pretty hard to find them! But I ialso know that the +3 or +4 stats items will not be so hard to get.... making my build stronger accordingly. (correct me if i'm wrong!)


    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Apollo 2.1
    Level 20 Lawful Good Human Male
    (2 Rogue \ 18 Favored Soul) 
    Hit Points: 318
    Spell Points: 1776 
    BAB: 14\14\19\24
    Fortitude: 14
    Reflex: 14
    Will: 18
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 16                   16
    Dexterity             8                 10                   10
    Constitution         14                 16                   16
    Intelligence         14                 16                   16
    Wisdom               16                 21                   24
    Charisma             12                 16                   17
    
    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
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                  4                    4
    Bluff                 1                  3                    3
    Concentration         2                 24                   24
    Diplomacy             1                  3                    3
    Disable Device        6                 17                   20
    Haggle                5                  8                    8
    Heal                  3                 12                   12
    Hide                 -1                  0                    0
    Intimidate            1                  3                    3
    Jump                  6                 10                   10
    Listen                7                 12                   12
    Move Silently        -1                  1                    1
    Open Lock             3                  8                   11
    Perform               n/a               n/a                   n/a
    Repair                2                  3                    3
    Search                6                 16                   17
    Spot                  7                 12                   13
    Swim                  6                 10                   10
    Tumble                3                  5                    5
    Use Magic Device      5                 20                   20
    
    Level 1 (Rogue)
    Feat: (Selected) Nimble Fingers
    Feat: (Human Bonus) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sneak Attack
    Feat: (Automatic) Trapfinding
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Search I
    Enhancement: Rogue Spot I
    
    
    Level 2 (Rogue)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Evasion
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Enhancement: Rogue Improved Trap Sense I
    
    
    Level 3 (Favored Soul)
    Feat: (Selected) Extend Spell
    Feat: (Diety) Favored by the Sovereign Host
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Spell (1): Nightshield
    Spell (1): Summon Monster I
    Enhancement: Rogue Acid Trap Lore I
    Enhancement: Rogue Cold Trap Lore I
    Enhancement: Rogue Fire Trap Lore I
    Enhancement: Racial Toughness I
    Enhancement: Favored Soul Life Magic I
    Enhancement: Favored Soul Energy of the Scion I
    Enhancement: Favored Soul Toughness I
    
    
    Level 4 (Favored Soul)
    Ability Raise: CHA
    Feat: (Automatic) Trapmaking
    Feat: (Automatic) Uncanny Dodge
    Spell (1): Cure Light Wounds
    Enhancement: Favored Soul Charisma I
    Enhancement: Favored Soul Wand and Scroll Mastery I
    
    
    Level 5 (Favored Soul)
    Feat: (Automatic) Child of the Sovereign Host
    Spell (1): Command
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Favored Soul Prayer of Life I
    
    
    Level 6 (Favored Soul)
    Feat: (Selected) Quicken Spell
    Spell (2): Cure Moderate Wounds
    Enhancement: Favored Soul Life Magic II
    Enhancement: Favored Soul Wisdom I
    Enhancement: Favored Soul Toughness II
    
    
    Level 7 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Acid
    Spell (2): Summon Monster II
    Enhancement: Favored Soul Energy of the Scion II
    Enhancement: Favored Soul Wand and Scroll Mastery II
    
    
    Level 8 (Favored Soul)
    Ability Raise: WIS
    Spell (3): Protection From Energy
    
    
    Level 9 (Favored Soul)
    Feat: (Selected) Spell Focus: Evocation
    Spell (2): Sonic Blast
    Spell (3): Mass Aid
    Enhancement: Favored Soul Toughness III
    
    
    Level 10 (Favored Soul)
    Spell (4): Holy Smite
    Enhancement: Unyielding Sovereignty
    Enhancement: Favored Soul Wisdom II
    
    
    Level 11 (Favored Soul)
    Spell (2): Lesser Restoration
    Spell (3): Cure Serious Wounds
    Spell (4): Deathward
    Enhancement: Favored Soul Spell Penetration I
    Enhancement: Favored Soul Wand and Scroll Mastery III
    
    
    Level 12 (Favored Soul)
    Ability Raise: WIS
    Feat: (Selected) Empower Spell
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    Spell (5): Mass Cure Light Wounds
    Enhancement: Favored Soul Life Magic III
    
    
    Level 13 (Favored Soul)
    Spell (3): Searing Light
    Spell (4): Divine Power
    Spell (5): Raise Dead
    Enhancement: Favored Soul Improved Empowering I
    Enhancement: Racial Toughness II
    
    
    Level 14 (Favored Soul)
    Feat: (Automatic) Beloved of the Sovereign Host
    Spell (6): Blade Barrier
    Enhancement: Favored Soul Wand and Scroll Mastery IV
    
    
    Level 15 (Favored Soul)
    Feat: (Selected) Maximize Spell
    Spell (4): Mass Shield of Faith
    Spell (5): Flame Strike
    Spell (6): Heal
    Enhancement: Favored Soul Energy of the Scion III
    
    
    Level 16 (Favored Soul)
    Ability Raise: WIS
    Spell (7): Destruction
    Enhancement: Favored Soul Life Magic IV
    
    
    Level 17 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Cold
    Spell (5): Protection From Elements
    Spell (6): Cometfall
    Spell (7): Mass Cure Serious Wounds
    Enhancement: Favored Soul Improved Empowering II
    
    
    Level 18 (Favored Soul)
    Feat: (Selected) Mental Toughness
    Spell (8): Firestorm
    Enhancement: Favored Soul Spell Penetration II
    
    
    Level 19 (Favored Soul)
    Feat: (Automatic) Leap Of Faith
    Spell (7): Resurrection
    Spell (8): Death Pact
    Enhancement: Favored Soul Toughness IV
    
    
    Level 20 (Favored Soul)
    Ability Raise: CHA
    Enhancement: Favored Soul Improved Empowering III

  9. #9
    Community Member AylinIsAwesome's Avatar
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    Don't raise CHA with level-ups. It just isn't worth it.

    From your feats, drop Mental Toughness. It looks as though you're wanting to go for offensive casting by raising your WIS? You'll need Heighten for that.

    I would also strongly recommend taking Spell Penetration 3. Energy of the Scion and Wand/Scroll Mastery can afford to lose a little to make that happen.

  10. #10
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    Quote Originally Posted by AylinIsAwesome View Post
    Don't raise CHA with level-ups. It just isn't worth it.
    so...leave CHA to 12? but.... to cast divine spells...don't i need to have CHA => 10+spell lv ???
    or...as already told... i'll rely on items to raise CHA from 12 to at least 19? (still... it means i'll need a +2 tome AND a +5 items!!! ...how can i be sure i'll found such an item????)


    Quote Originally Posted by AylinIsAwesome View Post
    From your feats, drop Mental Toughness. It looks as though you're wanting to go for offensive casting by raising your WIS? You'll need Heighten for that.

    I would also strongly recommend taking Spell Penetration 3. Energy of the Scion and Wand/Scroll Mastery can afford to lose a little to make that happen.
    i see the point in that and...... i'll implement that!!!

    AYLIN ...... thanks for all the advices. but... can you tell me what you means with "crit" ?? (see previous post)

    (btw.... even if i'm italian and i though my english was really rusty.... it seems i manage to make myself clear!! ...that's already a victory for me!! )
    Last edited by psycho74; 12-02-2010 at 01:52 AM.

  11. #11
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    The capstone free CLW is actually very good. It may only heal for about 10 points base but your Superior Potency (+50%), Life Magic Enhancements (+40%), Empower (+50%) and Maximise (+100%) make it heal for about 60-70 points total. When you get a critical heal ("crit") you will get over 100 points of healing. Combined with DR10 at level 20 it is possible for a pure FvS to keep themselves healed with just the capstone in many situations.

    Evasion is nice to have but you need to have a high Reflex save (30+) to make it worthwhile. If you do build for Evasion then you should probably take your second Rogue level at 14 to allow you to get Blade Barrier as soon as possible (taking into account your first level is Rogue for the skill points).

    If you are going to build for Evasion then two levels of Monk are probably better than Rogue. You get two extra feats to boost your dps at the cost of trap skills. You probably won't have to many problems with traps in most of the game as you can either run through them and heal whatever damage you take or just fly through them once you get your wings.

    Building for Evasion with either Monk or Rogue levels really pushes you towards a melee build rather than an offensive caster build. If you want to go offensive caster (as mentioned in the OP) then go pure FvS.

  12. #12
    Community Member DrNuegebauer's Avatar
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    If you're looking for honest feedback: the build is a complete fail as it stands in the original post.

    The revised build is also a total fail.

    It's really a character which cannot do anything well at all. Of course it'll feel 'uberZ' for the first 5-10 levels, but once the game catches up with you, you'll realize that there's nothing your toon can do =(

    The first thing you need to do is get past your desire to get the traps! There's simply no need - you can simply heal yourself back up after running through them - there's barely a need in the game to have a trap disarmed - and when there is such a need, you're normally in a party anyway - so let the 'real' rogue take care of it.

    If you want to take some rogue for the UMD and opening of locks - sure, that's a bit of fun! Why not go for it? Try an elf or a WF for your race. I'd recommend the WF 18/2 with the rogue splash - you'll be able to fit in all the fun BB feats and still swing your greatsword and do some fairly handy DPS. If you plan on that path, just put 6 points into CHR, 10 into STR and CON and maybe 4 into INT and 2 into DEX - that'll give you 3 skill points per level (1 conc 2xUMD) and on your second rogue level (1st at 1 and maybe around 14 for the second?) take a few extra points in open locks (4-8 ranks total will be plenty).

    As for Tomes: these can be bought on the AH for around 150-250k plat each. Yes, it might seem a lot now, but you'll start making a lot of cash eventually.

  13. #13
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    ok... it seems this build really sucks, no matter how i modify it!!

    so.... can anyone point me a good build for a PURE ovvensive FvS ? ..... and, IF it exists... a rogue/Fvs build like the one i intended to play?

    or..... even better..... can anyone build it for me?? (i realize i'm really negate on it!!!)
    Thanks


    ...can this one work?

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (20 Favored Soul) 
    Hit Points: 312
    Spell Points: 2114 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 12
    Will: 20
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 16                   16
    Dexterity             8                 10                   10
    Constitution         14                 16                   16
    Intelligence         10                 12                   12
    Wisdom               16                 23                   26
    Charisma             15                 17                   22
    
    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
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance              -1                  0                    0
    Bluff                 2                  6                    6
    Concentration         5                 24                   24
    Diplomacy             2                  8                   10
    Disable Device        n/a               n/a                   n/a
    Haggle                2                  7                    7
    Heal                  3                 12                   14
    Hide                 -1                  0                    0
    Intimidate            2                  6                    6
    Jump                  3                 10                   10
    Listen                3                  8                    8
    Move Silently        -1                  0                    0
    Open Lock            n/a                n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                0                  1                    1
    Search                1                  4                    4
    Spot                  3                  8                    8
    Swim                  3                 11                   11
    Tumble               n/a                 1                    1
    Use Magic Device      4                 17                   17
    
    Level 1 (Favored Soul)
    Feat: (Selected) Extend Spell
    Feat: (Diety) Favored by the Sovereign Host
    Feat: (Human Bonus) Toughness
    Spell (1): Nightshield
    Spell (1): Summon Monster I
    Enhancement: Favored Soul Life Magic I
    Enhancement: Favored Soul Energy of the Scion I
    Enhancement: Favored Soul Toughness I
    
    
    Level 2 (Favored Soul)
    Spell (1): Cure Light Wounds
    Enhancement: Human Improved Recovery I
    Enhancement: Favored Soul Charisma I
    Enhancement: Favored Soul Wand and Scroll Mastery I
    
    
    Level 3 (Favored Soul)
    Feat: (Selected) Maximize Spell
    Spell (1): Command
    Enhancement: Favored Soul Prayer of Life I
    
    
    Level 4 (Favored Soul)
    Ability Raise: WIS
    Spell (2): Cure Moderate Wounds
    Enhancement: Racial Toughness I
    Enhancement: Favored Soul Life Magic II
    Enhancement: Favored Soul Wisdom I
    Enhancement: Favored Soul Toughness II
    
    
    Level 5 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Acid
    Spell (2): Resist Energy
    Enhancement: Favored Soul Energy of the Scion II
    Enhancement: Favored Soul Wand and Scroll Mastery II
    
    
    Level 6 (Favored Soul)
    Feat: (Selected) Quicken Spell
    Spell (3): Protection From Energy
    Enhancement: Favored Soul Charisma II
    
    
    Level 7 (Favored Soul)
    Spell (2): Sonic Blast
    Spell (3): Mass Aid
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Favored Soul Spell Penetration I
    
    
    Level 8 (Favored Soul)
    Ability Raise: WIS
    Spell (4): Holy Smite
    Enhancement: Favored Soul Wisdom II
    
    
    Level 9 (Favored Soul)
    Feat: (Selected) Spell Focus: Evocation
    Spell (2): Lesser Restoration
    Spell (3): Cure Serious Wounds
    Spell (4): Restoration
    Enhancement: Unyielding Sovereignty
    
    
    Level 10 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    Spell (5): Summon Monster V
    Enhancement: Racial Toughness II
    Enhancement: Favored Soul Prayer of Incredible Life I
    
    
    Level 11 (Favored Soul)
    Spell (3): Searing Light
    Spell (4): Cure Critical Wounds
    Spell (5): Flame Strike
    Enhancement: Favored Soul Wand and Scroll Mastery III
    
    
    Level 12 (Favored Soul)
    Ability Raise: WIS
    Feat: (Selected) Empower Spell
    Spell (6): Blade Barrier
    Enhancement: Favored Soul Improved Empowering I
    Enhancement: Favored Soul Improved Empowering II
    
    
    Level 13 (Favored Soul)
    Spell (4): Deathward
    Spell (6): Mass Cure Moderate Wounds
    Spell (5): Protection From Elements
    Enhancement: Favored Soul Spell Penetration II
    
    
    Level 14 (Favored Soul)
    Spell (7): Destruction
    Enhancement: Favored Soul Life Magic III
    
    
    Level 15 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Cold
    Feat: (Selected) Mental Toughness
    Spell (7): Resurrection
    Spell (5): Mass Cure Light Wounds
    Spell (6): Cometfall
    Enhancement: Favored Soul Energy of the Scion III
    
    
    Level 16 (Favored Soul)
    Ability Raise: WIS
    Spell (8): Death Pact
    Enhancement: Favored Soul Spell Penetration III
    
    
    Level 17 (Favored Soul)
    Spell (7): Mass Cure Serious Wounds
    Spell (8): Firestorm
    Enhancement: Favored Soul Life Magic IV
    
    
    Level 18 (Favored Soul)
    Feat: (Selected) Greater Spell Focus: Evocation
    Spell (9): Implosion
    Enhancement: Favored Soul Toughness III
    
    
    Level 19 (Favored Soul)
    Spell (8): Mass Cure Critical Wounds
    Spell (9): Summon Monster IX
    
    
    Level 20 (Favored Soul)
    Ability Raise: WIS
    Spell (9): Mass Heal
    Enhancement: Favored Soul Ascendency: Sovereign Host
    Enhancement: Favored Soul Charisma III
    Last edited by psycho74; 12-02-2010 at 07:20 AM.

  14. #14
    Community Member AylinIsAwesome's Avatar
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    +5 and +6 items become pretty common in the later levels. Additionally, the capstone will grant you a stacking +2 CHA.


    By crit I just mean critical.

  15. #15
    Community Member Inferno346's Avatar
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    In your revised build, why take evoc focuses and no heighten? Heighten is +3 to your BB dcs versus the +1 for each focus. I'd drop mental toughness, pick up heighten, drop charisma, and max out wisdom.

  16. #16
    Community Member AylinIsAwesome's Avatar
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    OP, drop your CHA. It should be no higher than 12 to start with. You can even get away with 10 or less.

    But the points in WIS instead. 18 to start would be best if you can get it.

  17. #17
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    Quote Originally Posted by Inferno346 View Post
    In your revised build, why take evoc focuses and no heighten? Heighten is +3 to your BB dcs versus the +1 for each focus. I'd drop mental toughness, pick up heighten, drop charisma, and max out wisdom.
    talikng about the 2 rogue/18 FvS or... the pure FvS?

  18. #18
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    Quote Originally Posted by AylinIsAwesome View Post
    OP, drop your CHA. It should be no higher than 12 to start with. You can even get away with 10 or less.

    But the points in WIS instead. 18 to start would be best if you can get it.

    but.... FvS don't need to have CHA at a 10+spell level to... cast a spell??
    besides... in the SECOND version (the 2 rogue/18 FvS) i have actually lowered to 12 the CHA.

  19. #19
    Community Member Consumer's Avatar
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    Quote Originally Posted by psycho74 View Post
    but.... FvS don't need to have CHA at a 10+spell level to... cast a spell??
    besides... in the SECOND version (the 2 rogue/18 FvS) i have actually lowered to 12 the CHA.
    Items, tomes and enhancements all count towards that number.

  20. #20
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by psycho74 View Post
    but.... FvS don't need to have CHA at a 10+spell level to... cast a spell??
    12 Base + 2 Tome + 6 Item = 20

    besides... in the SECOND version (the 2 rogue/18 FvS) i have actually lowered to 12 the CHA.
    I'm looking at the last version you posted.

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