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  1. #1
    Community Member krisz93's Avatar
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    Default The Delusive Vampire

    The Aims of this Build:
    - Epic viable Crowd Control and Insta-kill
    - Solo capability
    - Acceptable melee abilities
    - Effective sneaking and trap skills


    I read the request of TehBeWop a few days ago, he wanted a battle wiz that is still capable of effective spell casting, and is capable of melee fighting. These builds are getting more and more common, but it was challenging to create one with no access to Monk.
    This is what i came up with while tinkering with Pale Master and Rogue levels, it ended up better than i expected. Let's get into the details.


    Race
    Picked Elf for the all new Elven Arcanum, making up for the lost Spell Penetration and providing additional SP.


    Class Split
    13 Wizard: PM II with Shroud of the Vampire (Undead traits, self healing), access to CL7 crowd control spells
    6 Rogue: Assassin I, 4d6+6 SA, Evasion, Skills
    1 Fighter: Kukri Proficiency and an additional feat


    Weapon of choice
    Epic Midnight's Greetings: Get these ASAP, uses INT modifier for damage, making STR unnecessary. It is also a Ki weapon, so use Monk splash instead of Fighter if you have access to it.


    Feats
    Greater Focus in both Necromancy and Enchantment, Heighten was a must, Toughness for staying alive.
    These left 3 Feats for melee, Imp. Crit boosts the threat range to [15-20].
    You can swap feats and get ITWF instead of Weapon Finesse once you craft the Epic version of Midnight's Greetings, those grant finesse anyway.


    Enhancements
    After spending on high cost enhancements such as Elven Arcanum, Wizard Spell Pen and Improved Heighten I didn't have a lot of AP left, but i was still able to get the most useful ones.


    Casting Stats
    Enchantment and Necromancy DCs are only 2 less compared to a 18/2 Archmage, due to maximum spell level.
    Obtainable Spell Penetration is only 1 less compared to a 18/2 WF Archmage, the loss from caster level is compensated by Elven Arcanum.

    Base DC: 10(base), +7(spell lvl), +2(Feat), +2(Vampire), +2(Item), +15(INT, no consumables)=38 unbuffed

    Spell Penetration: 13(CL), +4(Elven Arcanum), +4(Feats), +3(Wiz Spell Pen), +3(Item)[=U]27 stable[/U]



    Playstyle
    Mash bluff and use CC spells to get sneak attacks, Assassin also has a fancy debuff, Soulshatter, which decreases Spell Pen and Will save on sneak attacks.
    Compliment TWF with damage over time spells such as high DC Burning Blood and Melf's.
    Try to keep Death Aura on at all times, that and vampirism should heal well enough. Use Neg. Energy Burst and harm clickies in emergency.


    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 True Neutral Elf Male
    (1 Fighter \ 6 Rogue \ 13 Wizard) 
    Hit Points: 240
    Spell Points: 968 
    BAB: 11\11\16\21
    Fortitude: 11
    Reflex: 13
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              8                    10
    Dexterity            16                    18
    Constitution         14                    16
    Intelligence         18                    28
    Wisdom                8                    10
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    +1 Tome of Intelligence used at level 3
    +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
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    
    
    Level 3 (Wizard)
    Feat: (Selected) Weapon Finesse
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 6 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 7 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Enchantment
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    
    
    Level 9 (Wizard)
    Feat: (Selected) Greater Spell Focus: Enchantment
    
    
    Level 10 (Wizard)
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Spell Penetration
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Rogue)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    
    
    Level 17 (Rogue)
    
    
    Level 18 (Rogue)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 19 (Rogue)
    
    
    Level 20 (Rogue)
    Ability Raise: INT
    Enhancement: Rogue Damage Boost I
    Enhancement: Rogue Damage Boost II
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Haste Boost II
    Enhancement: Elven Arcanum I
    Enhancement: Elven Arcanum II
    Enhancement: Elven Arcanum III
    Enhancement: Elven Arcanum IV
    Enhancement: Rogue Subtle Backstabbing I
    Enhancement: Wizard Improved Heightening I
    Enhancement: Wizard Improved Heightening II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Assassin I
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Improved Hide I
    Enhancement: Improved Hide II
    Enhancement: Improved Move Silently I
    Enhancement: Improved Move Silently II
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Spell Penetration III
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Fighter Toughness I
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Vampire
    Tomes are not required, but recommented

  2. #2
    Community Member krisz93's Avatar
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    Default

    Mechanic version
    This one uses Light Repeaters, it is weaker but less susceptible to taking damage.

    Useful weapons:
    - GS crafted (most damage)
    - Improved Cursespewing of Shattermantle
    - Strength Sapping - combine with Waves of Exhaustion for massive debuffing



    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 True Neutral Elf Male
    (7 Rogue \ 13 Wizard) 
    Hit Points: 206
    Spell Points: 916 
    BAB: 11\11\16\21
    Fortitude: 8
    Reflex: 13
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity            17                    18
    Constitution         14                    14
    Intelligence         16                    26
    Wisdom                8                     8
    Charisma              8                     8
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    +1 Tome of Intelligence used at level 3
    +2 Tome of Intelligence used at level 7
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    
    
    Level 3 (Wizard)
    Feat: (Selected) Rapid Reload
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Feat: (Wizard Bonus) Spell Focus: Enchantment
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    
    
    Level 9 (Wizard)
    Feat: (Selected) Greater Spell Focus: Enchantment
    
    
    Level 10 (Wizard)
    
    
    Level 11 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Feat: (Selected) Spell Penetration
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Rogue)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 16 (Rogue)
    Ability Raise: INT
    
    
    Level 17 (Rogue)
    
    
    Level 18 (Rogue)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 19 (Rogue)
    
    
    Level 20 (Rogue)
    Ability Raise: INT
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Skill Boost I
    Enhancement: Rogue Skill Boost II
    Enhancement: Elven Arcanum I
    Enhancement: Elven Arcanum II
    Enhancement: Elven Arcanum III
    Enhancement: Elven Arcanum IV
    Enhancement: Rogue Fire Trap Lore I
    Enhancement: Wizard Improved Heightening I
    Enhancement: Wizard Improved Heightening II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Mechanic I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Rogue Sneak Attack Training III
    Enhancement: Improved Disable Device I
    Enhancement: Improved Disable Device II
    Enhancement: Improved Open Lock I
    Enhancement: Improved Open Lock II
    Enhancement: Corrosive Spellcasting I
    Enhancement: Acid Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Spell Penetration III
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Vampire

  3. #3

  4. #4
    Eternally Mediocre Girl Maelodic's Avatar
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    Your repeater build doesn't take precise shot or anything, and hence the repeater damage will be terrible, not even worth it.

    Also, basing your first build on the INT mod weapon is not a good plan either. The game is fun all the way up to 20, not just 20, and if you wanted to melee, you'd basically have to LR at 20 for the weapons, and at that point you might as well just TR and start over again.

    At least that's what I got from it. I'm a semi-new player.

  5. #5
    Community Member krisz93's Avatar
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    The standard version of Midnight's Greetings can be acquired at lv5 (which I have already reached), and then you craft the epic version at lv20.

    IPS and Rapid Shot are the only feats I skipped in the mechanic version, simply because I didn't want to give up on the casting ability. Still, the point of repeater is the fast attack speed for sneak attacks and effects. IPS is very situational, and you can line up 2 mobs at most, most of the time. Mechanic I adds INT mod to xbow damage, and you also have access to Flame Arrow, and damage over time spells such as Burning Blood.

    Yes, the damage won't be great, but this toon is primarily a support caster with additional damage sources.

  6. #6
    Eternally Mediocre Girl Maelodic's Avatar
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    Quote Originally Posted by krisz93 View Post
    The standard version of Midnight's Greetings can be acquired at lv5 (which I have already reached), and then you craft the epic version at lv20.

    IPS and Rapid Shot are the only feats I skipped in the mechanic version, simply because I didn't want to give up on the casting ability. Still, the point of repeater is the fast attack speed for sneak attacks and effects. IPS is very situational, and you can line up 2 mobs at most, most of the time. Mechanic I adds INT mod to xbow damage, and you also have access to Flame Arrow, and damage over time spells such as Burning Blood.

    Yes, the damage won't be great, but this toon is primarily a support caster with additional damage sources.
    Ok, yeah, I see that now.
    Is using a level 5 weapon until level 20 really the best way to go? Surely a better weapon and just 10 str would do more damage. What kind of numbers are you pulling with melee?
    Last edited by TehBeWop; 05-03-2011 at 05:00 PM.

  7. #7
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by krisz93 View Post
    The standard version of Midnight's Greetings can be acquired at lv5 (which I have already reached), and then you craft the epic version at lv20.
    And for the 15 levels in between, you're stuck either using a sucky weapon or doing sucky DPS with other weapons. Add to that STR 8 means no PA; only 1 TWF feat means 40% offhand proc chance; your BAB is quite low; oh, and your first build took the wrong Imp Crit.

    But apart from that, you'll be fine.

    I like flavor builds as much (if not more) than the next guy; I'm just not convinced weaksauce melee / ranged DPS is worth sacrificing the extra spells, PM III, etc. from just doing rogue 2 / wiz 18. I'll be interested in hearing how it goes if you make one, though.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  8. #8
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    In your first build go 15 dex, your going to be using a +2 tome.

    Put the other points into str or chr. If your going UMD go chr. you can then umd harm scrolls. You could also then use some other good scrolls.



    Skills i would use. Spot, Concentration, search, Disable, 1 point in tumble, UMD maxed.
    I am one of the 1%

  9. #9
    Community Member krisz93's Avatar
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    Quote Originally Posted by unbongwah View Post
    And for the 15 levels in between, you're stuck either using a sucky weapon or doing sucky DPS with other weapons. Add to that STR 8 means no PA; only 1 TWF feat means 40% offhand proc chance; your BAB is quite low; oh, and your first build took the wrong Imp Crit.
    Fixed :3.

    PA would mean another -5 to hit, which i wouldn't risk taking for an additional feat slot. Once i craft the Epic version i can swap Finesse for Spell Pen and get ITWF too. The point is not having a great melee dps, but being able to stand my ground while my CC is still effective.

    By the way I am lv5 right now, sporting a Sleep DC of 22, maximum would be 23 with heighten. The saves on elite seem to be ridiculous though, was doing Waterworks on elite, Sleep and Hypno kept failing like 80% of the time with an almost maxed DC, ridiculous.. Got my dual Filthy Kukris, melee is fine to get by when not using spells, throwing melfs on bosses and using up a haste boost, i can deal some pretty good damage in Wind Stance

  10. #10
    Eternally Mediocre Girl Maelodic's Avatar
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    Quote Originally Posted by krisz93 View Post
    Fixed :3.

    PA would mean another -5 to hit, which i wouldn't risk taking for an additional feat slot. Once i craft the Epic version i can swap Finesse for Spell Pen and get ITWF too. The point is not having a great melee dps, but being able to stand my ground while my CC is still effective.

    By the way I am lv5 right now, sporting a Sleep DC of 22, maximum would be 23 with heighten. The saves on elite seem to be ridiculous though, was doing Waterworks on elite, Sleep and Hypno kept failing like 80% of the time with an almost maxed DC, ridiculous.. Got my dual Filthy Kukris, melee is fine to get by when not using spells, throwing melfs on bosses and using up a haste boost, i can deal some pretty good damage in Wind Stance
    You can stand your ground just as easily spamming some level 1 1v1 spell for 4 sp a pop and a superior anything staff. You barely have more tankability.

  11. #11
    Community Member toughguyjoe's Avatar
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    The only scary thing about Vampire shroud is the times that you get hit with searing light. It hurts, big time.
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    if u put 1000 smurves in front of 1000 computers, eventually one of them will make a pally that isnt a complete abomination.
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    Why should I care about what none friends think? It really not like anythink they do are say in this game really affects me.

  12. #12
    Community Member Aragorn41's Avatar
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    Midnight Greetings grants kukri proficiency if you have assassin I, no need for fighter level except for extra feat. Actually you can dual weld kurki's using it, but i find on my rogue its a weak weapon at best, needs a higher + to make it work and low proc rate on the deception, i have used daggers which seem to proc more on the deception lol.

  13. #13
    Community Member Entelech's Avatar
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    This isn't exactly a new concept, there have been quite a few variants on this basic build.

    I myself have played a 12 Wizard / 6 Fighter / 2 Rogue for 38 levels (he's TR'ed and back to 18.) as well as a 14 Wizard / 6 Monk variant I am leveling up.

    (1) Epic-viable Crowd Control magic is going to be difficult. Mostly because of the spell points. Also, against anything like a Drow trash mob in Epics, that 18/2 Warforged you compare the build to can't land much of anything.


    (2) Damage output is going to be a problem. With an 8 Strength, you're going to need to spam the Pale Master SLA's or use spells to do any reasonable amount of damage. My own variant starts with a 14 Strength, and his melee damage is lukewarm at best.


    Since Vampire form gives a bonus to Strength, and reduces melee threat, I'd suggest you swap over to Falchion or Greatsword and replace TWF and Weapon Finesse with THF and perhaps Insightful Reflexes.

    This will let you reduce your Dexterity score in favor of a decent Strength.
    Give a man a fish, and he demands two more tomorrow.
    Teach a man to fish, and he'll leave to find somebody who'll just give him a fish.
    Beat him unconscious with the fish, and it's comedy.

  14. #14
    Community Member krisz93's Avatar
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    If i went THF i could only begin with 14 STR, adding +2 from vampire form and +2 from rage it would be 18. As for equipment, i wouldn't have slots for more than a +6 item, leaving me with 26 STR at lv20 with a +2 tome. +8 to hit and damage.

    With the TWF version, it is possible to start off with 16 dex, able to get +4 from enhancements, +2 in wind stance. With a +2 tome and a +6 item that is 30, +10 to hit.
    As I need a high DC, INT will be as high as possible. Starting with 18, +3 from enhancements, +5 stat increases, +7 item, +3 exceptional and a +4 tome I am sitting at 40. +20 to damage.

    7 more damage per hit, definitely faster attack speed and double strike means more sneak attacks. Disintegrate does ~500 damage with a 3% chance, which is +15 damage per hit on average. Deception procs with a 5% chance and is pretty valuable when soloing.

    Assuming you are using a GS Falchion, the difference in base damage is 2 (2d6 to 2d4). Even if you could get more damage with the additional weapon effects, you would still lose valuable AC, reflex saves and rogue skills which are all important for soloing.

  15. #15
    Community Member krisz93's Avatar
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    Update: The toon is currently level 8 on Thelanis. Just got PM I, my INT has reached 26 and I can mez trash on elite Tear of Dhakkan with 90% accuracy. Using Deep Slumber for larger groups, Ghoul Touch (DC24) as single target holds. Melee is fine, only have problems against high AC undead such as skeletons (the others can be paralyzed).

  16. #16
    Community Member artandor's Avatar
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    Quote Originally Posted by krisz93 View Post
    Update: The toon is currently level 8 on Thelanis. Just got PM I, my INT has reached 26 and I can mez trash on elite Tear of Dhakkan with 90% accuracy. Using Deep Slumber for larger groups, Ghoul Touch (DC24) as single target holds. Melee is fine, only have problems against high AC undead such as skeletons (the others can be paralyzed).
    This build was very impressive, i thought u would make monk/vampire slpash as every1 else does, but u surprised me. Positively.

    good luck with it mate.

  17. #17
    Community Member krisz93's Avatar
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    Quote Originally Posted by artandor View Post
    This build was very impressive, i thought u would make monk/vampire slpash as every1 else does, but u surprised me. Positively.

    good luck with it mate.
    Well in fact, I'm using monk splash instead of the fighter level for the stance and AC :P. It can be quite bothersome because of the low carry capacity though.

  18. #18
    Community Member Ryiah's Avatar
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    Quote Originally Posted by krisz93 View Post
    Assuming you are using a GS Falchion, the difference in base damage is 2 (2d6 to 2d4). Even if you could get more damage with the additional weapon effects, you would still lose valuable AC, reflex saves and rogue skills which are all important for soloing.
    First, 2d4 is 8 maximum and 2d6 is 12 maximum. That's a difference of 4.

    Second, don't bother with AC. Unless you somehow push it really high, you just won't have enough to matter in the end. Personally I'd say go with six monk levels, take ninja spy, and use a combination of shadow fade and blur/displacement. So far I'm using it on my build and I barely get hit.

  19. #19
    Community Member artandor's Avatar
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    Quote Originally Posted by Ryiah View Post
    First, 2d4 is 8 maximum and 2d6 is 12 maximum. That's a difference of 4.

    Second, don't bother with AC. Unless you somehow push it really high, you just won't have enough to matter in the end. Personally I'd say go with six monk levels, take ninja spy, and use a combination of shadow fade and blur/displacement. So far I'm using it on my build and I barely get hit.
    you dont kno how to count base damage do you?

    2d4 = (2 + 8):2 = 5
    2d6 = (2 + 12):2 = 7
    so diference IS 2 damage at base.
    + i never knew shadow fade stacked with blur O_o?

    Quote Originally Posted by krisz93 View Post
    Well in fact, I'm using monk splash instead of the fighter level for the stance and AC :P. It can be quite bothersome because of the low carry capacity though.
    stance? why would u need stance on a spell caster? well u got wind for extra speed, but thats not that much of a diference if u got haste....

  20. #20
    Community Member krisz93's Avatar
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    I really am planning to melee when not holding anything, and wind stance is useful both on terms of DPS (doublestrike) and defense (+1 AC and Reflex). Shadow Fade does stack with Displace, as it is an incorporeality bonus.

    To Ryiah, yes, you are right, this can clearly be done with Ninja Spy, but I wanted to try Assassin and see if Soulshatter poison was any useful. About AC, it doesn't take that much effort to get more than enough AC for soloing on a DEX based Monk, of course I am not planning to tank Epic bosses with this (check Dead Meat for that) :P .

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