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  1. #1
    Community Member
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    Aug 2009
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    Default Quick stat allocation advice before I roll my FVS please!

    Hey guys, I'm really eager to get in-game but I want to make it as perfect as possible and was hoping I could get some advice really fast before I make him.

    Currently have a 32 point build and trying to make a melee oriented FVS very similar to the Soul Survivor build found here: http://forums.ddo.com/showthread.php?t=268346

    He says to drop strength, but for some reason I'd like to keep it at 18. Let me know if I'm wrong thinking this, but I was thinking this stat allocation:

    18 Strength
    8 Dex
    17 Con
    10 Int
    6 Wis
    12 Cha

    Is the 17 con a dumb thing to do? Will that odd number end up being wasted? Should I take the two out of Cha and put it in Con?

    Somebody also said that Intimidate is getting buffed next update, so I should perhaps drop to 16 Con and raise Int to 12. Will be grouping with a Wizard almost exclusively if that effects the decision.

  2. #2
    Community Member wax_on_wax_off's Avatar
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    Feb 2010
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    6,512

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    Quote Originally Posted by Bloggle View Post
    Hey guys, I'm really eager to get in-game but I want to make it as perfect as possible and was hoping I could get some advice really fast before I make him.

    Currently have a 32 point build and trying to make a melee oriented FVS very similar to the Soul Survivor build found here: http://forums.ddo.com/showthread.php?t=268346

    He says to drop strength, but for some reason I'd like to keep it at 18. Let me know if I'm wrong thinking this, but I was thinking this stat allocation:

    18 Strength
    8 Dex
    17 Con
    10 Int
    6 Wis
    12 Cha

    Is the 17 con a dumb thing to do? Will that odd number end up being wasted? Should I take the two out of Cha and put it in Con?

    Somebody also said that Intimidate is getting buffed next update, so I should perhaps drop to 16 Con and raise Int to 12. Will be grouping with a Wizard almost exclusively if that effects the decision.
    I'd suggest to definitely keep con at 18. Tanking with a Soul Survivor build is marginal until fully geared and missing 20 HP will make a big difference as to whether you can tank Horoth. Definitely keep con at 18.

    The stat layout for my FvS was 17, 8, 18, 12, 6, 11 which has worked really well for me. With 11 base charisma +2 tome + 2 capstone +4 eagles splendour I can cast level 9 spells if I get disjunctioned or without having a charisma item equipped (current charisma item is warchanters band but I swap that out to tumbleweed if I'm tanking and need the extra AB or if I need the extra reflex save).

    Intimidate is indeed getting an upgrade in U9 and I definitely wouldn't roll up a Soul Survivor without it unless I'd seen it go live and knew it wasn't worthwhile having it. I have intimidate on my Soul Survivor and it will get much more handy once craft my GS Charisma skills item (few more days for 20th completion) and I track down some nice items like epic claw set and move gear around to put my +6 seeker/+15 intimidate pirate hat on (minos atm).

    17 starting strength gives the potential I think to hit maximum attainable modifier, 18 starting just lets you do it with a +3 tome (instead of a +4 one). I think ... haven't done the math lately.

  3. #3
    The Hatchery sirgog's Avatar
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    Dropping Con a small amount is fine, although you won't really be able to tank Horoth with any less HP than I have. The reason for this is Horoth's ability to cast Disintegrate, which can hit you for 500 damage with no warning, and to a lesser extent, his ability to blast you for around 200 damage out of nowhere with a Delayed Blast Fireball. (Meteor Swarm is much less dangerous with 50 fire resist; only doing 200 damage if you somehow manage to fail all four saves) My present gear setup sees me fail DBF saves more than I'd like (no Dex item, only +3 resistance bonus to saves), so this is often an issue.


    If you don't intend to tank Horoth, dropping the Con won't be an issue at all, and you can free up some AP by dropping the tier 4 Toughness enhancements as well.
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  4. #4
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by sirgog View Post
    Dropping Con a small amount is fine, although you won't really be able to tank Horoth with any less HP than I have. The reason for this is Horoth's ability to cast Disintegrate, which can hit you for 500 damage with no warning, and to a lesser extent, his ability to blast you for around 200 damage out of nowhere with a Delayed Blast Fireball. (Meteor Swarm is much less dangerous with 50 fire resist; only doing 200 damage if you somehow manage to fail all four saves) My present gear setup sees me fail DBF saves more than I'd like (no Dex item, only +3 resistance bonus to saves), so this is often an issue.


    If you don't intend to tank Horoth, dropping the Con won't be an issue at all, and you can free up some AP by dropping the tier 4 Toughness enhancements as well.
    Yeah I don't have the 4th tier toughness enhancements yet either. Soon though I'll swap some gear around and hopefully have some healing amp and exceptional con +2 and then I'll take all toughness enhancements to hopefully have over 650 HP and can then be some sort of credible horoth tank (though not ideal). Not sure what HP will look like when I do the gear swap, may be closer to 700.

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