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  1. #1
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    Jun 2010
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    Default FvS 18/Rogue 2 -- Soloer Healer/Fighter/Trapper Concept

    I've been mulling over creating a toon with good soloing ability for some time as I often play early in the morning when putting together groups can be tough--and sometimes I just don't want to play in a group. Now, I've always loved being able to take care of traps; playing my cleric is a joy because of the nice buffs, resistances, healing, and I like being a character that is usually always in demand; but I also like the relative simplicity of melee classes being able to simply run up and smash things. Throwing all these factors together, I came up with this concept. I don't know if it's been done before, so please don't bash me if someone else on the forum posted something similar eons ago--I've only read a couple of the posts on the first page to get a feel for feat and spell selection.

    Now, I'm posting this because I'd like feedback on a few points (and in general if I'm overlooking something). Please note a few premises I'm working with:
    1) I'm not considering tomes because I won't spend TP on them, and I don't know how long it will take to loot them while questing. If I get some +2 tomes for key stats, great, but I'm not assuming their use.
    2) I'm not building this toon based on gear I expect to have because I don't have it now, and again, I don't know how long with will take to loot good gear. Once I get good gear, though, even better.
    3) I'm not looking to create an uber-toon, but rather a toon that can do well in several areas, namely meleeing, healing, and trapping. I know I'll never be as good as other toons that attempt to max these areas, but I'm fine with that, as long as I don't end up completely worthless. :-)
    4) I know with WIS dumped that my DC's will suck, but I've read here that BB is still good even with a bad DC--please comment on this for those who've tried this. I'm willing to accept that greater command, cometfall, and the like will have no place in this build due to bad DC's.
    5) The idea is to use a falchion for melee.

    These are the points I'd like feedback on:
    1) Anything important I might be overlooking regarding feats or anything else in general.
    2) spell list -- because of the splash, I'm limited to 2 level 8 spells (I chose holy aura and summon monster VIII for the air elemental knockdown effect) and 1 level 9 spell (Mass heal seemed like a solid choice). I used Mellkor's spell list he gave for his FvS Lord of Blades build and modified it slightly to my taste. This is my plan with comments on where I'd like feedback:

    Level 1:
    Divine Favor
    Cure Light Wounds ----switch to---> Obscuring Mist
    Night Shield
    Shield of Faith ---switch to--> Remove Fear

    Level 2:
    Eagles Splendor
    Resist Energy
    Cure Moderate---switch to -> Deific Vengeance
    Lesser Restoration ---- switch to --> Remove Paralysis

    Level 3:
    Mass Aid
    Cure Serious ---switch to ----> Remove Curse
    Magic Circle Against Evil
    Prayer

    Level 4:
    Divine Power
    Cure Critical ----- switch to ---> Freedom of Movement
    Mass Shield of Faith
    Restoration ---- switch to ---> Recitation

    Level 5:
    Spell Resistance ----- switch to ---> Break Enchantment
    True Seeing
    Protection from Elements
    Raise Dead (can be switched, but to what???)

    Level 6:
    Blade Barrier
    Heal
    Mass Cure Moderate (this should still be useful at later levers for topping off so as to not spend massive sp on mass heal, correct? If not, what should this be switched to?)

    Level 7:
    Resurrection
    Mass Spell Resistance
    Greater Restoration (to be able to remove negative levels primarily)

    Level 8:
    Holy Aura
    Summon Monster VIII
    (How is Death Pact? I’m giving it up in favor of Holy Aura. What are pros and cons?)
    (Mass Death Ward: no room for it. I’m assuming that most players will have death ward clickie from Tangleroot…)

    Level 9:
    Mass Heal
    (How is Summon Monster IX? I’ve never used it before, but doubt it’s better than mass heal…)


    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Totale Failure
    Level 20 Neutral Good Half-Elf Female
    (2 Rogue \ 18 Favored Soul) 
    Hit Points: 268
    Spell Points: 1671 
    BAB: 14\14\19\24
    Fortitude: 13
    Reflex: 13
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    22
    Dexterity             8                     8
    Constitution         14                    14
    Intelligence         16                    16
    Wisdom                8                     8
    Charisma             14                    16
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                    14
    Bluff                 2                     3
    Concentration         4                    22
    Diplomacy             2                     3
    Disable Device        7                    21
    Haggle                6                     7
    Heal                 -1                    -1
    Hide                 -1                    -1
    Intimidate            2                     3
    Jump                  7                    16
    Listen                3                     3
    Move Silently        -1                    -1
    Open Lock             3                     3
    Perform               n/a                   n/a
    Repair                3                     3
    Search                7                    26
    Spot                  3                     3
    Swim                  3                     6
    Tumble                3                     3
    Use Magic Device      6                     7
    
    Level 1 (Rogue)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Fighter
    Feat: (Selected) Toughness
    Enhancement: Rogue Haste Boost I
    Enhancement: Human Versatility I
    Enhancement: Rogue Improved Trap Sense I
    
    
    Level 2 (Favored Soul)
    Feat: (Diety) Favored by the Sovereign Host
    Enhancement: Favored Soul Attack Boost I
    Enhancement: Human Improved Recovery I
    Enhancement: Favored Soul Life Magic I
    Enhancement: Favored Soul Energy of the Scion I
    
    
    Level 3 (Favored Soul)
    Feat: (Selected) Extend Spell
    Enhancement: Half-Elf Strategy (Trip) I
    Enhancement: Racial Toughness I
    Enhancement: Favored Soul Toughness I
    Enhancement: Favored Soul Wand and Scroll Mastery I
    
    
    Level 4 (Favored Soul)
    Ability Raise: STR
    Enhancement: Human Versatility II
    Enhancement: Favored Soul Prayer of Life I
    
    
    Level 5 (Favored Soul)
    Enhancement: Human Adaptability Charisma I
    Enhancement: Favored Soul Life Magic II
    
    
    Level 6 (Favored Soul)
    Feat: (Selected) Empower Healing Spell
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    Enhancement: Favored Soul Attack Boost II
    Enhancement: Favored Soul Prayer of Incredible Life I
    Enhancement: Favored Soul Energy of the Scion II
    
    
    Level 7 (Favored Soul)
    Enhancement: Unyielding Sovereignty
    
    
    Level 8 (Favored Soul)
    Ability Raise: STR
    Enhancement: Human Versatility III
    
    
    Level 9 (Favored Soul)
    Feat: (Selected) Power Attack
    Enhancement: Favored Soul Life Magic III
    Enhancement: Half-Elf Fighter Strength I
    
    
    Level 10 (Rogue)
    Enhancement: Human Versatility IV
    
    
    Level 11 (Favored Soul)
    Enhancement: Favored Soul Attack Boost III
    
    
    Level 12 (Favored Soul)
    Ability Raise: STR
    Feat: (Favored Soul Bonus) Energy Resistance: Electricity
    Feat: (Selected) Quicken Spell
    Enhancement: Half-Elf Strategy (Trip) II
    Enhancement: Favored Soul Energy of the Scion III
    
    
    Level 13 (Favored Soul)
    Enhancement: Favored Soul Prayer of Life II
    Enhancement: Favored Soul Charisma I
    
    
    Level 14 (Favored Soul)
    Enhancement: Favored Soul Attack Boost IV
    
    
    Level 15 (Favored Soul)
    Feat: (Selected) Maximize Spell
    Enhancement: Favored Soul Life Magic IV
    
    
    Level 16 (Favored Soul)
    Ability Raise: STR
    Enhancement: Favored Soul Prayer of Incredible Life II
    
    
    Level 17 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Cold
    Enhancement: Favored Soul Prayer of Life III
    Enhancement: Favored Soul Prayer of Incredible Life III
    
    
    Level 18 (Favored Soul)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Human Improved Recovery II
    
    
    Level 19 (Favored Soul)
    Enhancement: Racial Toughness II
    Enhancement: Favored Soul Spell Penetration I
    
    
    Level 20 (Favored Soul)
    Ability Raise: STR
    Enhancement: Favored Soul Spell Penetration II
    Last edited by Taters214; 01-15-2011 at 10:42 AM.

  2. #2
    Community Member
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    Jun 2010
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    Default

    No comment? Not even someone tearing the build to shreds? :-)
    -Taters
    Argonnessen: Catteras, Lukie, Totalle, Paularubia, Momentte, Complette, Malaena, Lethale, Tottalle
    Some clever quote is supposed to go here, right?

  3. #3
    Community Member voxson5's Avatar
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    Feb 2010
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    1,655

    Default

    Looks like a fun & survivable solo build

    There are a couple of things i would suggest changing:
    -fit in divine power (lv 4) & take it as your 1st lv 4 spell, you will be using it constantly
    -if soloing, do you really need mass versions of the buffs? (prot/dw/sr etc)
    -from personnal expericene you wont need cure critical wounds, sup. ardor clickes & cure moderate are more than enough for most things
    -blade barrier (and commetfall) work wonderfully well with maximize & sup. efficency clickies, even on dumped wisdom


    Deathpact will drop your con by 2 while the spell is active & you will get an instant raise dead when you are killed, you may never need it...

    Keep holy aura!! the save boost is good, but the mass blindness makes it a top class spell


    Just my 2cents

  4. #4
    Community Member
    Join Date
    Jan 2011
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    Default

    I would probably take empower spell instead of empower healing to boost up your bb/cometfall/searing damage a bit more when they are used. Its a little less efficient than Emp healing but with the enhancements not much.

    Also do you think WF might be a better race option for this build? Guess not, skill points are a major concern here it would seem...
    Last edited by guikentsuori; 02-25-2011 at 09:06 AM.

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