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  1. #1
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    Default incorporeal tank

    my first multiclass, please comment.

    i wanna make incorporeal miss chance and medium intimidate to get a funny toon.

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
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    Level 20 Lawful Good Drow Male
    (6 Monk \ 2 Rogue \ 12 Wizard) 
    Hit Points: 232
    Spell Points: 814 
    BAB: 11\11\16\21
    Fortitude: 10
    Reflex: 19
    Will: 16
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (30 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             13                 14                   14
    Dexterity            17                 21                   24
    Constitution         12                 12                   12
    Intelligence         15                 15                   18
    Wisdom               14                 14                   16
    Charisma             10                 10                   10
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    Feat: (Past Life) Past Life: Wizard
    Feat: (Selected) Toughness
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Improved Concentration I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Dodge
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Weapon Finesse
    Enhancement: Elven Dexterity I
    Enhancement: Racial Toughness I
    Enhancement: Wizard Intelligence I
    
    
    Level 4 (Wizard)
    Enhancement: Wizard Lineage of Elements I
    
    
    Level 5 (Wizard)
    Enhancement: Elven Enchantment Resistance II
    Enhancement: Improved Concentration II
    Enhancement: Wizard Elemental Manipulation II
    
    
    Level 6 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    Enhancement: Racial Toughness II
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 7 (Wizard)
    Enhancement: Wizard Pale Master I
    
    
    Level 8 (Wizard)
    Enhancement: Wizard Intelligence II
    
    
    Level 9 (Wizard)
    Feat: (Selected) Extend Spell
    Enhancement: Elven Dexterity II
    
    
    Level 10 (Wizard)
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 11 (Wizard)
    Feat: (Wizard Bonus) Greater Spell Focus: Necromancy
    
    
    Level 12 (Wizard)
    Feat: (Selected) Maximize Spell
    Enhancement: Wizard Intelligence III
    
    
    Level 13 (Wizard)
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Wraith
    
    
    Level 14 (Monk)
    Feat: (Monk Bonus) Power Attack
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Wisdom I
    
    
    Level 15 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Enhancement: Wizard Improved Maximizing II
    
    
    Level 16 (Monk)
    Enhancement: Static Charge
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble II
    
    
    Level 17 (Monk)
    Enhancement: Way of the Patient Tortoise II
    
    
    Level 18 (Monk)
    Feat: (Selected) Cleave
    Feat: (Monk Bonus) Toughness
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    
    
    Level 19 (Rogue)
    Enhancement: Monk Wisdom II
    
    
    Level 20 (Rogue)
    Enhancement: Elven Enchantment Resistance III
    Enhancement: Rogue Dexterity I

  2. #2
    Community Member PopeJual's Avatar
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    If you want to actually tank with that character, you will need to either get significantly more Intimidate than you are currently planning to have or you will need to do significantly more damage than you currently do in order to acquire and maintain aggro.

    It's a neat idea. I just don't know that it will end up being able to do what you hope it will do.

  3. #3
    Community Member Vallen-Mabar's Avatar
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    Question Thoughts

    I was thinking about doing this aswell.. My thoughts. . .

    Why not get rogue level first, and secound later on?

    You'll unlock the ability to intimidate- which you'll need to get all the aggros because your Firewall wont be that potent. As well as the possibility to get traps considering you'll have the INT for it. Not to mention more starting build points. . .

    just my two cents.
    Playing since '06
    Mabar for life, Darkness is king[/CENTER]

  4. #4
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    If you can I recomend crafting a pair of Air Fire tier 3 GS item for permanent blur and 2 clicks of displace. With Elf you can get extra displace with dragon mark. Displace an blur stack with incorporeal. Increases the chance of misses with AC. I also made my Tier 3 GS item of +reflex save +8 so I save from stuff like fireballs ect. Works well when you have evasion or improved evasion.

  5. #5
    Community Member Caprice's Avatar
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    What are you hoping to tank? I think raid bosses tend to have True Sight, don't they? To my understanding that bypasses at least the Displacement part of your defenses - I am not sure about the others. Your starting CON is fairly weak, and Air stance takes yet more HP away, so the not-uncommon streaks of hits may be scary. You should have strong defenses against trash mobs though. I would be concerned about keeping aggro in a group. You do not have much melee DPS and no threat amp, and for your spells you combine low DCs due to not increasing INT with poor spell penetration due to skipping 8 wizard levels.

    Definitely get Rogue at level 1; even with middling INT you can have at least Intimidate, UMD, and Concentration near max at endgame (playing catchup on Monk levels), or possibly more if you can squeeze an extra point into INT or get a +1 tome. Also consider moving your second level of either Monk or Rogue up early in your build - that gets you Evasion, which should help you stay alive under spell attacks because your incorporeal defenses do not help with those. I would recommend Monk, as keeping your Rogue level for later helps you make up for skill points falling behind. I could see waiting until after Zombie form so that you have some self-healing earlier (e.g. Rogue 1, Monk 1, Wiz 1-6, Monk 2, Wiz 7-12, Monk 3-6, Rogue 2), but I don't think that I would wait any later than that.

    Although alternatively, what do you get out of Rogue 2 that you want? You already have Evasion from Monk 2, you won't get any more sneak attack dice, and you have about enough skillpoints to keep up some basic skills so there's not much benefit. The single enhancement point to DEX is not worth much - your main defense is your constant % to be missed. Going for Wizard 13 would get you level 7 spells and there are some potentially useful ones there - e.g. Waves of Exhaustion (at least for enemies without Spell Resistance, since you can't penetrate SR well), Delayed Blast Fireball for a bit more threat generation (against non-Evasion mobs at least) - and 1 more caster level. I do not see much benefit to Monk 7 other than Wholeness of Body, which you do not really need with PM self-healing and which I suspect does not work while in Undead form.

    What is the goal of putting level-up stat points into DEX? Is it for more attack bonus from Finesse and the slight AC boost? I'm not necessarily disagreeing, but I am thinking through the alternatives.

    Improved Crit: Bludgeoning serves a purpose, but Weapon Focus is not a strong Feat and generally not taken except to fulfill a PrE pre-req (e.g. Kensai, Warchanter). You might be better off taking something else, like Two-Weapon Fighting.

    In fact combining the last couple of points I might suggest going STR-based instead and dropping Finesse, Weapon Focus, and Cleave for the three key Two-Weapon Fighting Feats (TWF, ITWF, and GTWF), although you would still need high DEX to qualify for those (e.g. inherent DEX17) so your initial stats might not change much. STR is easier to raise with in-game buffs than DEX so this could actually boost both your attack bonus and your per-hit DPS noticeably and help with your DPS and keeping threat, although my understanding is that Air stance is the best for DPS so it might be a pyrrhic exchange.

    Another grouping downside I can see is that being in an Undead form makes you immune to positive energy heals. If you run with Divine healers you would have to talk them into slotting Harm/Inflict spells, which may be an uphill battle. They are less SP-efficient to start, and are not affected by the Empower Healing meta, so you will be expensive to heal with SP, and I think Harm scrolls are not sold at vendors so they can't just pick up a stack of those to keep you up. However there are all-PM raids these days so if you can find a large group of PMs to run with, all the auras and bursts can probably keep you going through a lot of punishment.

    ------------------------------------------------
    tl;dr:
    Take Rogue at level 1 and drop the second level in lieu of more Wizard. Move Monk 2 near the start to get Evasion early. Trade weaker melee Feats for stronger ones and consider switching to STR-based.

    It could be a fun build to play. I'd definitely call it flavor though.

  6. #6
    Founder Matuse's Avatar
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    If you can I recomend crafting a pair of Air Fire tier 3 GS item for permanent blur and 2 clicks of displace.
    Smoke. Saying a pair of Air Fire makes it sound like you want him to make an Air item and Fire item.
    Kobold sentient jewel still hate you.

  7. #7
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    Quote Originally Posted by DustTheWind View Post
    If you can I recomend crafting a pair of Air Fire tier 3 GS item for permanent blur and 2 clicks of displace. With Elf you can get extra displace with dragon mark. Displace an blur stack with incorporeal.
    Blur and Displacement is useless against raid bosses because they have True Seeing. Incorporeal does work against raid bosses.
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  8. #8
    Community Member Rdonaccount's Avatar
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    He could also just cast displacement as a wizard. So even less reason to make a smoke gs item.

    To OP: First and foremost, don't waste any AP on elven enchantment resistance. The line is basically useless to PM's, as undead are immune to paralysis (i.e. mass hold) and you can protect from command via protection from evil.

    I think you have succeeded in making the most ability point stretched character possible. You'd need CHR for intim, STR to do enough damage once you proc'd it, DEX/WIS for AC, CON for HP, and you seem to still be trying for enough INT to use DC spells effectively. I just don't think even a 36 point build could accomplish all of that, and I grinding enough epics to slot everything would be daunting.

    If you want an undead tank, I'd recommend going with an 18/2 wiz/fighter. You would dump STR/DEX/WIS in favor of CON (HP), INT (mana pool, reflex save), and CHR (intim). You would invest in full damage for ice/lightning lines, with as much crit multipliers as you can, and simply use the new lvl 5 spells along with intim (and possibly at-wills or polar ray and equipment guards) to keep aggro from the boss. If you could manage, investing enough in strength to hit during this time would be helpful as well.

    You could use lich form (for +40 hp) or wraith form (for the 25% incorporeality) depending on the situation. If you can get a decent shield with no spell failure, investing in the shield mastery lines could help with tanking. The alternative would simply be to invest in more toughness with any extra feats.
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  9. 05-08-2011, 08:08 AM


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