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  1. #61
    The Hatchery DethTrip's Avatar
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    Thanks for your replies.

    Hit lvl11 over the weekend. So far healing with repair serious pots, wands, and repair serious spell. The spell hits for about 60-70 with maximize and empower on. No potency gear at all. Fire walls are doing great. I actually was taking maximize off and still killing stuff just fine. At this point I do have some of the energy enhancements so that is helping. Melee dps is pretty good.

    I had one guy tell me the build looked gimp when I requested to join his party. I didn't get angry, I simply explained the build and that he is a TR with 30 str and good gear and he let me in his party. After a number of runs together, he complimented me on the build. I was first or second in kills in all the quests. I've had quite a few complements from people after running with them. This build has been a lot of fun for so many reasons. The melee love that I keep them constantly hasted. Its easier to notice when it runs out because I actually benefit from the haste too.

    Right now he is 7wiz/2monk/2ftr with around 230 hit points and 525 spell points. Maximized and empowered firewalls make a large dent in the mana pool but with better gear and more wizard levels, that will rise significantly. No real great gear yet. +1 paralyzing handwraps are nice. Have some +3 holy burst also. Have some lvl12 stunning +10 waiting for me but even without stunning wraps he is stunning fine so far. The high str and enhancements taken are helping quite a bit. Regular +5 stat ml 11 jewelry and clothing, a minos, and a bladesmark docent. To hit was an initial concern but hasn't been a problem at all yet. I was doing wiz king, a lvl12 quest, when lvl10. Generally being 2 levels below quest level makes everything tougher about it but this guy played just fine. If anyone is playing a similar build, I hope you are having as much fun with it as me. Will update in a couple levels.
    If you're having fun, then you're doing it right.

  2. #62
    Community Member Zirkhan's Avatar
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    I'm on Argonesson with my Frenzied Lich, we should do some raids or something when you're higher lvl! Is Dethstun the toon that has this build?

  3. #63
    The Hatchery DethTrip's Avatar
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    Quote Originally Posted by Zirkhan View Post
    I'm on Argonesson with my Frenzied Lich, we should do some raids or something when you're higher lvl! Is Dethstun the toon that has this build?
    Actually FistsOfDeth is the toon with this build. I haven't been playing much lately. Just beat Dragons Age 2. Fun game. I'm sure I will still play some but I've honestly gotten a little burned out. The next update doesn't sound so great so far either. We'll see. I'm sure I'll get on and play some soon. Hit me up.
    If you're having fun, then you're doing it right.

  4. #64
    Community Member Zirkhan's Avatar
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    It's unfortunate that after Update 9 I'm not going to be able to use Lich form anymore. They changed it to min lvl 18 pale master III. So, I'm gonna lose out on 4 con and 2 int. I don't care much about the wis loss. It's getting replaced with Shroud of the Vampire. So, I guess my toon will be a frenzied vampire. Meh

  5. #65
    Community Member krisz93's Avatar
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    Sadly the idea of racking up lots of ki from stun auto-crits with fire stance and monk way is gone too. But as an alternative, we got Zombie Form at PM I. If you'd like to play a similar build after U9 is out, please check out my attempts below.
    http://forums.ddo.com/showthread.php?t=309362 for as high DPS and stun DCs for a PM as possible.
    http://forums.ddo.com/showthread.php?t=308813 for an effective, but under estimated tank/solo build.

    Sorry for the thread jacking, but i could really use some feedback.
    Last edited by krisz93; 04-10-2011 at 12:16 PM.

  6. #66
    The Hatchery DethTrip's Avatar
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    Quote Originally Posted by Zirkhan View Post
    It's unfortunate that after Update 9 I'm not going to be able to use Lich form anymore. They changed it to min lvl 18 pale master III. So, I'm gonna lose out on 4 con and 2 int. I don't care much about the wis loss. It's getting replaced with Shroud of the Vampire. So, I guess my toon will be a frenzied vampire. Meh
    Vampire form is a viable option. +2 str and cha, unarmed does 1d6 con damage, and each hit on your enemy heals you for 1 neg energy damage. Should work fine. As far as ki generation goes, this build uses stunning blow so its not overly dependent on ki generation anyway. They may fix the ki gen problem before it goes live also.
    If you're having fun, then you're doing it right.

  7. #67
    Community Member maddmatt70's Avatar
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    12 wiz 6 monk 2 ranger H-elf Arcane Archer for manyshot/PM/that uses handwraps when meleeing. I have been wanting to make one of those, but doubt its feasiblity without a ton of past lives/reincarnates.

    Edit: you could also go with elf and have the elven wizard spell penetration enhancements (+6) which would be pretty cool.

    Edit2: elven wiz enhance is actually +4 spell penetration.
    Last edited by maddmatt70; 04-01-2011 at 03:58 PM.
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  8. #68
    Community Member krisz93's Avatar
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    I can't see the point in going 12 Wiz any more..
    Let's compare the two builds.

    Dethstun Lichfist
    - +2 to stunning DCs. (Kensei I and Fighter Tactics II).
    - A bit more self healing, not like we're gonna main tank on any raid.
    - Better SP pool (by 160, big deal)
    - Elemental manipulation and Maximize. Casting maximized damage spells will empty your SP pool in no time, leaving no more for buffing. Casting also breaks your attack chain and overal fighting speed so you won't get ahead in DPS.
    - 1d6 Con on crits. By the time you get enough to make something helpless without auto-crits, it will be dead long ago.
    Epic mobs take 10 points of con damage at most.
    - More health (again, these are not tank builds)
    - ~18% higher attack speed (don't know the exact calculation)


    Zombie Ninja
    - 2d10 Unarmed die. (yours is 1d6)
    - 3d6 SA
    - Touch of Death (whole point of dark path)
    - Stunning Fists
    - 25% incorporeality
    - Improved Evasion with better saves
    - Showy monk stuff like running on water and abundant step


    These were the most obvious ones..
    In your OP you state that you are trying to achieve the most possible DPS on a PM battlewiz. Yours is more like a survivalist with tactic feats, mine does a lot better DPS. Either make an all out tank that can solo a lot, or a max dps build, but it is not possible to be just as good at both at the same time. The point is to prove that you are beneficial to the group.

    Sry if i couldn't make myself clear, it's a bit late over here.

  9. #69
    The Hatchery DethTrip's Avatar
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    Quote Originally Posted by krisz93 View Post
    In your OP you state that you are trying to achieve the most possible DPS on a PM battlewiz. Yours is more like a survivalist with tactic feats, mine does a lot better DPS. Either make an all out tank that can solo a lot, or a max dps build, but it is not possible to be just as good at both at the same time. The point is to prove that you are beneficial to the group.

    Sry if i couldn't make myself clear, it's a bit late over here.
    Never said that. If you reread my original post it says "Also, this is meant to be a different/flavor fun build, not max, most possible dps."

    Zombie does have a higher die roll but will attack EXTREMELY slow. PM 2 gives higher bonuses to negative energy, which is what I was going for with this build. There are pluses and minuses to both builds. I'm happy you like yours. I still prefer mine. Play what you like. Enjoy.
    If you're having fun, then you're doing it right.

  10. #70
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    ok i hav done my own build like this took it to 20 and TR'ed back into the same build doing a +5 LR 1st for monk past life, 1st off as a melee only go 12wiz maxed its not worth the next lvl of spells, she is only lvl 15 (12wiz/3monk at 20 she is gonna be 12wiz/6monk/2ftr) atm on 2nd life but her 1st life (missing alot of gear) she could get 50+ str and i cant remember the con but i kno that was 1 of my mistakes she didnt hav enough hp, so far this life she can get 30 str with just vamp form and rage and 26 con 378 hp she only has 22 int with a +6 item sitting at 1000 sp, but i did something most wouldnt i went light monk not dark for aligning the heavens 2 save sp plus i get other buffs that hav helped ALOT in some groups, if u want u can look her up name is dethspace on sarlona, i hope this has helped u in 1 way or another wether it be wat to do or wat not to do, oh ya and she is a drow and yes i see this as a mistake now but when i chose that race i was thinking less i would hav 2 put into int but its not an end of the world mistake ill just hav alil less hp she will still end up with around 550 hp
    Last edited by jimfred117; 03-13-2012 at 07:57 PM.

  11. #71
    Community Member StableKobold's Avatar
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    Quote Originally Posted by DethTrip View Post
    *Edit: Will update this build after update 9. Vampire form will replace Lich form. That will probably be about it.

    First off, I'd like to say that I know this build would benefit greatly from a fighter and/or a monk past life but the chr I want to TR has neither. Also, this is meant to be a different/flavor fun build, not max, most possible dps. It will solo very well and will still produce plenty enough dps to fill a dps role in raids and parties. Also, this is a build in progress so I will change it around most likely from time to time as playing it will give me the insight to tweak the build.

    With fairly easy to obtain gear and a +2 tome, this build will have a 40 SB DC. Not too shabby. I didn't put PA in the build because of the low BAB and missing just lowers the dps. One could swap out a toughness feat for it later on after a lot of twink gear is acquired. This build will require some tweaking so please feel free to leave helpful, non abusive replies. Thanks.

    The Build:

    WF: Immunities, Higher Con, WF Tactics I-III.

    Wizard: Pale Master II (+10hp, +35% more neg energy damage and 6% crit chance with 1.5 multiplier), Shroud of the Lich (+4 con, +2 int, wis, and cha, unarmed attacks inflict wounds, bodyfeeder chance when damaged, +100% fort, healed by neg energy), cast spells! (death aura, neg energy burst, GH, reconstruct, firewall, haste, rage, acid fog, blur, true seeing, resist energy etc...)

    Fighter: Kensei I (+1 combat DCs, weapon feats and enhancements for +2 att +3 damage, +1 reflex save to magical effects, 1 additional action boost per rest, +1 ki on crits), Fighter Strategy (stunning blow) II, fighter haste boost II (+20% stacking attack speed increase, 6 clicks for 20secs each), +2 str enhancements, extra feats, higher hps, ftr toughness I-II.

    Monk: Fire stance, unarmed attacks, ki strikes, evasion, extra feats.

    No special gear str: 38 base 27 +2 fire stance +6 item +2 rage spell +1 ship buff
    Situational strength:48 base 27 +2 fire stance +2 rage spell +7 TOD ring +2 ship buff +2 yugo pot +6 titan grips (madstone not recommended)

    Easy Stunning blow DC: 40 10 + 14 str mod +3 WF Tactics +1 Kensei I +2 ftr strategy sb enh +10 wraps
    Situational St. blow DC: 45 10 + 19 str mod +3 WF Tactics +1 Kensei I +2 ftr strategy sb enh +10 wraps

    575hp Base 400 (24 con [18 con +6 item]) +20 ML helm +45 shroud hp item + 30 GFL +20 rage spell +20 con ship buff +40 lich form

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Warforged Male
    (6 Fighter \ 2 Monk \ 12 Wizard) 
    Hit Points: 340
    Spell Points: 658 
    BAB: 13\13\18\23
    Fortitude: 16
    Reflex: 12
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             18                    27
    Dexterity            15                    17
    Constitution         16                    18
    Intelligence         12                    16
    Wisdom                6                     8
    Charisma              6                     8
    
    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          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    25
    Concentration         7                    24
    Hide                  5                    13
    Jump                  4                     8
    Move Silently         6                    13
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Hide (+3)
    Skill: Move Silently (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Feat: (Past Life) Past Life: Cleric
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    Level 2 (Fighter)
    Skill: Balance (+1)
    Skill: Hide (+0.5)
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Toughness I
    Enhancement: Warforged Tactics I
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+2)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Spell Focus: Necromancy
    Enhancement: Racial Toughness I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Warforged Inscribed Armor I
    Level 4 (Wizard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Enhancement: Wizard Intelligence I
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Enhancement: Wizard Lineage of Elements I
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Move Silently (+0.5)
    Feat: (Selected) Empower Spell
    Enhancement: Wizard Improved Empowering I
    Enhancement: Racial Toughness II
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Warforged Tactics II
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Move Silently (+0.5)
    Feat: (Wizard Bonus) Maximize Spell
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Energy of the Scholar II
    Level 8 (Wizard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Enhancement: Wizard Pale Master I
    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Feat: (Selected) Stunning Blow
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Wizard Elemental Manipulation III
    Level 10 (Monk)
    Skill: Balance (+3)
    Skill: Hide (+2)
    Skill: Move Silently (+1)
    Feat: (Monk Bonus) Toughness
    Enhancement: Wizard Intelligence II
    Level 11 (Fighter)
    Skill: Balance (+0.5)
    Skill: Move Silently (+1.5)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Enhancement: Fighter Strength I
    Level 12 (Wizard)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+3)
    Feat: (Selected) Quicken Spell
    Enhancement: Warforged Tactics III
    Level 13 (Wizard)
    Skill: Balance (+1.5)
    Skill: Concentration (+1)
    Enhancement: Wizard Improved Maximizing II
    Level 14 (Wizard)
    Skill: Balance (+1.5)
    Skill: Concentration (+1)
    Feat: (Wizard Bonus) Greater Spell Focus: Necromancy
    Enhancement: Wizard Elemental Manipulation IV
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Way of the Clever Monkey I
    Level 16 (Wizard)
    Ability Raise: STR
    Skill: Balance (+1.5)
    Skill: Concentration (+1)
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master II
    Level 17 (Fighter)
    Skill: Balance (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+1)
    Level 18 (Fighter)
    Skill: Balance (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+1)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Toughness
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Toughness II
    Level 19 (Fighter)
    Skill: Balance (+1.5)
    Skill: Hide (+0.5)
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Hide (+0.5)
    Skill: Repair (+1)
    Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
    Enhancement: Kensei Unarmed Mastery I
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Strength II
    Level 1 (Monk)
    Feat: (Past Life) Past Life: Cleric
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    Level 3 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Spell Focus: Necromancy
    Level 6 (Wizard)
    Feat: (Selected) Empower Spell
    Level 7 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    Level 9 (Wizard)
    Feat: (Selected) Stunning Blow
    Level 10 (Monk)
    Feat: (Monk Bonus) Toughness
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Level 12 (Wizard)
    Feat: (Selected) Quicken Spell
    Level 14 (Wizard)
    Feat: (Wizard Bonus) Greater Spell Focus: Necromancy
    Level 15 (Wizard)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Toughness
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons

    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Kensei Unarmed Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Wizard Improved Empowering I
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Wizard Improved Maximizing II
    Enhancement: Way of the Clever Monkey I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Elemental Manipulation IV
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Warforged Tactics I
    Enhancement: Warforged Tactics II
    Enhancement: Warforged Tactics III
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    No power to check if anybody said those before:
    24con=+7=140 HP,Wizard=an other 4*20=80,for total 220 HP,And with all your boosts395.Thats not that high.
    In addition,27 base str?I would like to see how come
    as far as i understood you taken wizard12-means Vampier or Wraith,Not Lich.
    Your reflex save is quite low,So you wont really benefit from your evasion.
    Wizard level 12 cant nuke well,So you have no casting line.
    You can maybe tank and selfheal,But your dps is low with around 28 str maximum,and your selfheals are 1d4*14/2 for total avrage of 2.5*7=18 per tick,Lets make it 20.
    With no demage reduction,demage per second,Or any really basic i-kill-stuffs ability-20 healing per tick wont be the thing that will save you.
    Try toreroll,Get CoN tomes,Increase your Con and Str,maybe dump int for Dex,get afew UMD,Replace fighter with paladin DoS,And you got a low shot to be a fine tank for sully.
    But if you want an efficient selfhealing tank for sully-Take a warfoge paladin18/monk2 with Torc,Heal amp gear and maximize spell.
    Or just warfoge barb 20.
    Or dwarf barb 20.
    Those will be way more simple and easy to masterize,and will be a bit more efficient then you in most of the cases.
    Loved the basic idea,Tho.

  12. #72
    Community Member StableKobold's Avatar
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    An other idea for a negative chaneller would be dark monk11/wizard7/paladin2 with DoS,And zombie form.
    just a tought.

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