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  1. #1
    Community Member LuKaSu's Avatar
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    Default Human Offensive FvS

    My first posted build for offensive favored soul (http://forums.ddo.com/showthread.php?t=296471) was for an elf, but got lots of advice that resonated that Human would be much better for many reasons. Here's my most recent try for a human offensive caster. I'll be editing it as I receive advice. This post is primarily to have it bookmarked for easy reference.

    Honestly, I'm more of a Cleric type, but I've gotten sort of tired of Pugs where the one dumb zerger keeps almost getting himself killed and I have to use most of my blue bar healing one guy. My current solution is a one-strike rule, where I heal you from the results of stupidity once, then I only heal you when you stay with the rest of the pack from then on. I have a WF melee-focused favored soul that I play with my wife, and when I join groups, I'm often asked if I am a healer, as though favored souls are welcomed either way, but not expected to nanny everybody all the time. I like that. So, I'm planning my next character to be a favored soul, but focus more on the offensive side of things. I'm focused primarily on offense, but I'll always have the heart of a healer (I can't roll pure barbarians, fighters, rogues, or monks. Only those who can, at minimum, heal themselves from level 1, even if through wands). You'll notice especially at high levels, I take lots of healing spells. Not to crowd out the offense, but definitely enough to keep a party on its feet.

    Code:
    Character Plan by DDO Character Planner Version 3.7.2
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Human Male
    (20 Favored Soul) 
    Hit Points: 292
    Spell Points: 2020 
    BAB: 15\15\20\25\25
    Fortitude: 14
    Reflex: 11
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    12
    Dexterity             8                     8
    Constitution         14                    14
    Intelligence          8                     8
    Wisdom               18                    26
    Charisma             14                    20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                    -1
    Bluff                 2                     5
    Concentration         6                    25
    Diplomacy             2                     7
    Disable Device       n/a                   n/a
    Haggle                2                     5
    Heal                  4                    10
    Hide                 -1                    -1
    Intimidate            2                     5
    Jump                  3                    24
    Listen                4                     8
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  4                     8
    Swim                  1                     1
    Tumble                0                     0
    Use Magic Device      n/a                   n/a
    
    Level 1 (Favored Soul)
    Feat: (Human Bonus) Extend Spell
    Feat: (Diety) Favored by the Sovereign Host
    Feat: (Selected) Toughness
    Spell (1): Cure Light Wounds
    Spell (1): Command
    
    
    Level 2 (Favored Soul)
    Spell (1): Remove Fear
    
    
    Level 3 (Favored Soul)
    Feat: (Selected) Spell Focus: Evocation
    Spell (1): Nightshield
    
    
    Level 4 (Favored Soul)
    Spell (2): Soundburst
    Enhancement: Human Improved Recovery I
    Enhancement: Racial Toughness I
    Enhancement: Improved Jump I
    Enhancement: Favored Soul Life Magic I
    Enhancement: Favored Soul Life Magic II
    Enhancement: Favored Soul Energy of the Scion I
    Enhancement: Favored Soul Charisma I
    Enhancement: Favored Soul Wisdom I
    Enhancement: Favored Soul Toughness I
    Enhancement: Favored Soul Toughness II
    Enhancement: Favored Soul Wand and Scroll Mastery I
    
    
    Level 5 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Acid
    Spell (2): Resist Energy
    
    
    Level 6 (Favored Soul)
    Feat: (Selected) Heighten Spell
    Spell (3): Cure Serious Wounds
    
    
    Level 7 (Favored Soul)
    Spell (2): Hold Person
    Spell (3): Magic Circle Against Evil
    
    
    Level 8 (Favored Soul)
    Spell (4): Divine Power
    
    
    Level 9 (Favored Soul)
    Feat: (Selected) Quicken Spell
    Spell (2): Eagle's Spendor
    Spell (4): Freedom of Movement
    Spell (3): Mass Aid
    
    
    Level 10 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    Spell (5): Greater Command
    
    
    Level 11 (Favored Soul)
    Spell (3): Protection From Energy
    Spell (4): Dismissal
    Spell (5): Raise Dead
    
    
    Level 12 (Favored Soul)
    Feat: (Selected) Maximize Spell
    Spell (6): Blade Barrier
    
    
    Level 13 (Favored Soul)
    Spell (6): Heal
    Spell (5): Slay Living
    Spell (4): Deathward
    
    
    Level 14 (Favored Soul)
    Spell (7): Mass Cure Serious Wounds
    
    
    Level 15 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Electricity
    Feat: (Selected) Spell Penetration
    Spell (6): Mass Cure Moderate Wounds
    Spell (7): Destruction
    Spell (5): Flame Strike
    
    
    Level 16 (Favored Soul)
    Spell (8): Mass Death Ward
    
    
    Level 17 (Favored Soul)
    Spell (7): Mass Spell Resistance
    Spell (8): Mass Cure Critical Wounds
    
    
    Level 18 (Favored Soul)
    Feat: (Selected) Greater Spell Penetration
    Spell (9): True Resurrection
    
    
    Level 19 (Favored Soul)
    Spell (9): Mass Heal
    Spell (8): Summon Monster VIII
    
    
    Level 20 (Favored Soul)
    Spell (9): Implosion
    Enhancement: Favored Soul Ascendency: Sovereign Host
    Enhancement: Unyielding Sovereignty
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Greater Adaptability Charisma I
    Enhancement: Human Improved Recovery II
    Enhancement: Racial Toughness II
    Enhancement: Improved Jump II
    Enhancement: Favored Soul Prayer of Life I
    Enhancement: Favored Soul Prayer of Life II
    Enhancement: Favored Soul Prayer of Life III
    Enhancement: Favored Soul Life Magic III
    Enhancement: Favored Soul Life Magic IV
    Enhancement: Favored Soul Spell Penetration I
    Enhancement: Favored Soul Spell Penetration II
    Enhancement: Favored Soul Energy of the Scion II
    Enhancement: Favored Soul Energy of the Scion III
    Enhancement: Favored Soul Energy of the Scion IV
    Enhancement: Favored Soul Charisma II
    Enhancement: Favored Soul Charisma III
    Enhancement: Favored Soul Wisdom II
    Enhancement: Favored Soul Toughness III
    Last edited by LuKaSu; 01-14-2011 at 08:00 PM.

  2. #2
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    Much better overall.

    It looks very similar to the Evoker build, minos the spell focus, for spell penetration. The thread talks about why that choice was made. http://forums.ddo.com/showthread.php?t=199266

    I would also get UMD or balance over jump, personally. You will get leap of faith, and a jump clickie from ToD gives you +30 jump, and there is no benefit to getting jump higher than 40.
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  3. #3
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    Quote Originally Posted by aristarchus1000 View Post
    Much better overall.

    It looks very similar to the Evoker build, minos the spell focus, for spell penetration. The thread talks about why that choice was made. http://forums.ddo.com/showthread.php?t=199266

    I would also get UMD or balance over jump, personally. You will get leap of faith, and a jump clickie from ToD gives you +30 jump, and there is no benefit to getting jump higher than 40.
    Well, since the thread is up already, I'd like to discuss spell focus. (I have some significant connection issues right now, so I can't play, so I check the various forum topics :P).

    I have a capped wizard, and I decided to make an Evoker FvS as my second character, for a bit of change. The FvS is lvl 10 at the moment. I noticed, with my pale master wizard (which has two spell pen feats, so spell pen is in +26 - +29 range, depending on lvl of spell) that spell pen is important enough only in Amrath. Since I can't see FvS having good enough DCs to use instakilling spells there, at least not in first life, I'm asking experienced players here: why would you need spell pen there? Isn't sf:evo and gsf:evo better? Or am I missing something?

    BTW, I was planning on having both spell pen feats (call it 'wizard mentality' if you want) and this realization dawned upon me just yesterday.

  4. #4
    Community Member LuKaSu's Avatar
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    Added in spell list for personal reference. Moved divine power down to level 8, because I figure melee derives more benefit at lower levels.

    Any suggestions on the spell list? In particular, I got a big summon on level 20, because I thought it would come in handy clearing up lower level quests that I hadn't gotten on the way up. Should I have taken implosion instead? Any other spell advice?

  5. #5
    Community Member sweez's Avatar
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    If you're not planning on using Implosion, why the spell pen feats?
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  6. #6
    Community Member muffinlad's Avatar
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    Quote Originally Posted by sweez View Post
    If you're not planning on using Implosion, why the spell pen feats?
    I could see him take it for Slay Living, etc. but...in the long run, you have a good point.

    I personally would take Implosion over Summon IX, drop firestorm (which far too many things are entirely immune to) as my level 8 spell, and take Summon VIII for the Air Elemental.

    Interesting build, I hope there is much fun in playing it.

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  7. #7
    Community Member Healemup's Avatar
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    Quote Originally Posted by sweez View Post
    If you're not planning on using Implosion, why the spell pen feats?
    Or better question, when are you hoping they fix implosion spell pen on Favored Souls? I still get 20 + 5 spell pen. failures... grrr.
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  8. #8
    Community Member LuKaSu's Avatar
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    sweet, thanks for the advice (+1 rep)! Changed the spells around to get Summon Monster VIII instead of Firestorm.

    In the long run, is Greater Spell Penn better or Greater Evocation?

  9. #9
    Community Member muffinlad's Avatar
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    Quote Originally Posted by Healemup View Post
    Or better question, when are you hoping they fix implosion spell pen on Favored Souls? I still get 20 + 5 spell pen. failures... grrr.
    I am normally PO'd about that true, but I had been assuming (and you know what that means) it was just a display error.....seems that my frequent blue shields on that spell are more than just bad luck.

    muffinhuff
    Now Diving in Lava, with the Lava Divers.

    AKA, Cb,Cg,Cj,Cl,Co,Cp,Cq,Cr,Cs,Ct,Cw,Cx,Cz and...Edvard. All the other C's were taken.

  10. #10
    Community Member muffinlad's Avatar
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    Quote Originally Posted by LuKaSu View Post
    sweet, thanks for the advice (+1 rep)! Changed the spells around to get Summon Monster VIII instead of Firestorm.

    In the long run, is Greater Spell Penn better or Greater Evocation?
    You will find that the Air Elemental is excellent for many quests, and acts as an indepenant crowd controller. If you have other spell casters in the party with you, and you all toss them out....there will be many "bottoms" sitting on the floor.

    I actually buy the summoning VIII scrolls from the AH so I can have folks who normally cant toss them out add into the fun.

    muffinwind.
    Now Diving in Lava, with the Lava Divers.

    AKA, Cb,Cg,Cj,Cl,Co,Cp,Cq,Cr,Cs,Ct,Cw,Cx,Cz and...Edvard. All the other C's were taken.

  11. #11
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    Quote Originally Posted by aristarchus1000 View Post
    I would also get UMD or balance over jump, personally. You will get leap of faith, and a jump clickie from ToD gives you +30 jump, and there is no benefit to getting jump higher than 40.
    I think this is bad advice for this build. You want an always jump as an Offensive/Evoker FvS. Constant High Jump + Leap is how you survive while chewing mobs up in Blade Barriers, especially when you're fighting in corridors. Absolutely do not take Balance over Jump on this build.

  12. #12
    Community Member sweez's Avatar
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    Quote Originally Posted by Faent View Post
    I think this is bad advice for this build. You want an always jump as an Offensive/Evoker FvS. Constant High Jump + Leap is how you survive while chewing mobs up in Blade Barriers, especially when you're fighting in corridors. Absolutely do not take Balance over Jump on this build.
    Jump while leveling - great. Jump once you get your Amrath jump clickie - utterly and completely useless. I'd say only put points into jump if you plan on LRing once you get the Amrath belt.

    You'll learn to appreciate points put into balance once you start solo farming epics. They love tripping/cometfalling in there.
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  13. #13
    Community Member sweez's Avatar
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    Quote Originally Posted by LuKaSu View Post
    In the long run, is Greater Spell Penn better or Greater Evocation?
    In the long run, long run being Amrath and epics, evocation dc's are IMHO much more important than spell pen. If you don't really plan on using BB that much, SF: evo feats are probably wasted though. My advice: plan to use it as much as possible.
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    Quote Originally Posted by sweez View Post
    Jump while leveling - great. Jump once you get your Amrath jump clickie - utterly and completely useless. I'd say only put points into jump if you plan on LRing once you get the Amrath belt. You'll learn to appreciate points put into balance once you start solo farming epics. They love tripping/cometfalling in there.
    You should absolutely put at least 10 skill points into Jump on this build. The Amrath clickie is nice. If you want to rely on that for the rest of your Jump, that's fine. It's 45 minutes of +30. If you're aiming for Epic scroll farming, you might well wish to stop at 10 skill points. But if Epic scroll farming is your goal, and you don't put any points into Jump, you've stiil made a mistake. Your interest is Epic farming, and you're willing to slot a +10 Jump item? SRSLY?

  15. #15
    Community Member sweez's Avatar
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    Quote Originally Posted by Faent View Post
    You should absolutely put at least 10 skill points into Jump on this build. The Amrath clickie is nice. If you want to rely on that for the rest of your Jump, that's fine. It's 45 minutes of +30. If you're aiming for Epic scroll farming, you might well wish to stop at 10 skill points. But if Epic scroll farming is your goal, and you don't put any points into Jump, you've stiil made a mistake. Your interest is Epic farming, and you're willing to slot a +10 Jump item? SRSLY?
    You are aware of the fact that jump is a str-based skill and that there are other ways of increasing a skill other than putting points into it or wearing a + to skill item (quite sure I've never worn a + jump item on any of my toons other than a bunny hat and they all easily break 40 jump with amrath belt).

    12 base str + 2 tome + 6 divine power = 20 str = +5 to jump
    GH = +4 to jump
    HoGF = +2 to jump

    So that's 11 right there to start with. Since I'm a bunny hat addict on all toons that use UMD, freely add another 5 to the score. Oh yeah, bunny hat doesn't waste a slot.

    SRSLY.
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    You are aware of the fact that jump is a str-based skill and that there are other ways of increasing a skill other than putting points into it or wearing a + to skill item (quite sure I've never worn a + jump item on any of my toons other than a bunny hat and they all easily break 40 jump with amrath belt).
    You're in some sense correct. I should have revised that and said something like: Put however many skill points into Jump which will get you to 10 in gear you should be wanting to wear or want to use. If you want to spend 250 TP's on a Bunny Hat, count that as +5 to your Jump skill.

    If you want to wear the HoGF instead of Litany, well, take that into account.

    If you want to rely on multiple Planar Girds (one isn't good enough here, and they can be very hard to pull) or scrolls of Greater Heroism, you can (an Evoker FvS is going to have a hell of a time getting UMD high enough to use those scrolls, and should probably be getting her UMD Competence bonus from something other than the Bunny Hat, namely the Seven-Fingered Gloves, if she wants to no-fail those scrolls. To no-fail these scrolls, this build will pretty much need to already have GH up.)

    If you want to have to be constantly spamming Extended Divine Powers just to maintain your Jump, you can.

    In short, if you want a double clickie, spell-spamming, particular trinket and 250 Turbine Point dependent Jump, this build can hit that +41 you mentioned. Um, great, I guess? I still think you should minimally ensure that your Jump skill is at least 10 without Greater Heroism, Divine Power, the HoGF, or the Bunny Hat (which is the poorly geared rich man's source of a +3 UMD competence bonus). I can assure you that this will increase this builds survivability and zerg-ability in N/H/E. (A poster above mentioned the relevance of soloing Epic content to having more balance. I can't speak to that question.)

    I do know that living in the air makes this build, and I would never want to have to monitor a bunch of different spell timers, have to constantly rely upon a host of clickies and and force myself to give up better gear specifically for the skill I rely on more than any other. But that's just one man's opinion. Take it for what it's worth.
    Last edited by Faent; 01-16-2011 at 10:41 PM.

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