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  1. #1
    Community Member krisz93's Avatar
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    Default Spellshield (U9 Turtling concept)

    Another messed up concept of mine based on a previous idea you can find HERE.

    To sum up, when the changes to Intimidate kicked in people had doubts if Intimi-tanking would be viable any more. As the only other option is generating more hate through DPS, it seemed like shield turtling was done for. However, there is one method to inflict damage even while blocking, with guards. These do not generate a lot of hate, but when stacked up they can hurt quite enough once you are struck.

    As your guards take no effect if the enemy misses, low AC is necessary to build up enough hate. The point of tanking is reduction of damage taken by the party and helping out the healers, so no AC is not a huge problem as long as you can withstand the steady stream of incoming damage. To survive this without AC you need a large HP pool. To avoid taking unnecessary damage and becoming a SP sponge Healing Amplification and good Saves are vital.


    Based on those, i came up with the following build.

    10 Paladin levels to get the necessary amount of health, hate generation and extra Healing Amp.
    8 Sorcerer levels mainly for Fire&Cold shield for additional guards, these are also increased by all hate sources. Also grants you Echoes of Power for infinite Cures and you can pull with Maximized Scorching Rays to begin at the top of the hate list.
    2 Monk levels for Evasion and 2 additional feats.


    Feats and Enhancements
    With the taken feats I concentrated on reducing damage taken and increasing base health, the rest are for fulfilling requirements. As I am obviously not going to melee, Tower Shield Prof. is unnecessary.

    Regarding enhancements, HotD is for Healing Amp. Fire Savant improves my 3 greatest sources of damage: Scorching Ray, Fire shield and SLA Burning Hands. Also gives a fancy +2 bonus to Intimidate. The rest were spent to improve survivability.


    Self Healing

    30% - Human Racial
    10% - Paladin Hunter of the Dead I
    10% - Dragontouched Eldritch Rune
    20% - Con Op Greensteel
    30% - Epic Gloves of the Claw
    10% - Finger Necklace
    ----------------------------------------------
    269% Heal Amp


    Cure Light Wounds: 10.5 (3.5+2+5) * 2.0 * 1.3 * 1.75 * 2.69 = ~129 per heal



    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Beefcaek The Bold
    Level 20 Lawful Good Human Male
    (10 Paladin \ 2 Monk \ 8 Sorcerer) 
    Hit Points: 515
    Spell Points: 842 
    BAB: 15\15\20\25\25
    Fortitude: 28
    Reflex: 16
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity             8                     8
    Constitution         18                    24
    Intelligence         10                    10
    Wisdom                8                     8
    Charisma             16                    22
    
    Tomes Used
    +2 Tome of Constitution 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              -1                    -1
    Bluff                 3                     6
    Concentration         8                    31
    Diplomacy             3                     6
    Disable Device        n/a                   n/a
    Haggle                5                    14
    Heal                 -1                     0
    Hide                 -1                    -1
    Intimidate            7                    34
    Jump                 -1                    -1
    Listen               -1                    -1
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                 -1                    -1
    Swim                 -1                    -1
    Tumble               n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Paladin)
    Feat: (Human Bonus) Shield Mastery
    Feat: (Selected) Toughness
    
    
    Level 2 (Paladin)
    
    
    Level 3 (Paladin)
    Feat: (Selected) Resilience   Switch to Toughness when got enough saves
    
    
    Level 4 (Paladin)
    Ability Raise: CHA
    
    
    Level 5 (Paladin)
    
    
    Level 6 (Paladin)
    Feat: (Selected) Toughness
    
    
    Level 7 (Sorcerer)
    
    
    Level 8 (Sorcerer)
    Ability Raise: CHA
    
    
    Level 9 (Sorcerer)
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Sorcerer)
    
    
    Level 11 (Sorcerer)
    
    
    Level 12 (Sorcerer)
    Ability Raise: CON
    Feat: (Selected) Improved Shield Mastery
    
    
    Level 13 (Sorcerer)
    
    
    Level 14 (Sorcerer)
    
    
    Level 15 (Monk)
    Feat: (Selected) Toughness
    Feat: (Selected) Toughness
    
    
    Level 16 (Monk)
    Ability Raise: CON
    Feat: (Monk Bonus) Toughness
    
    
    Level 17 (Paladin)
    
    
    Level 18 (Paladin)
    Feat: (Selected) Toughness
    
    
    Level 19 (Paladin)
    
    
    Level 20 (Paladin)
    Ability Raise: CON
    Enhancement: Human Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Sorcerer Improved Maximizing II
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Resistance of Good II
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Hunter of the Dead I
    Enhancement: Paladin Redemption I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Improved Intimidate III
    Enhancement: Sorcerer Fire Savant I
    Enhancement: Combustive Spellcasting I
    Enhancement: Deadly Flame I
    Enhancement: Frost Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Flame Manipulation II
    Enhancement: Flame Manipulation III
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Devotion II
    Enhancement: Paladin Devotion III
    Enhancement: Sorcerer Energy of the Dragonblooded I
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Toughness III
    Enhancement: Paladin Toughness IV
    Enhancement: Paladin Extra Turning I
    Enhancement: Paladin Improved Turning I

    HP Breakdown
    100 Paladin
    32 Sorcerer
    16 Monk
    240 CON
    20 Heroic Durability
    154 Toughness
    75 Enhancements
    45 Greensteel
    30 GFL
    20 Minos
    20 Rage
    20 Guild CON
    ---------------------
    772 Granted HP

    10 Draconic
    10 SFL
    40 Yugo potion
    80 Madstone
    20 +4 Tome
    20 Guild gem
    ----------------------------
    942 Maximum HP



    Spell Hate Generation
    Affected by Divine Righteousness, Intimidate and Anathema (others are unconfirmed)

    Fire Shield
    16.5(1d3+3+11) * 1.75 * 1.3= ~37.5 * 3.25=122 (fire) + 122 (cold)= ~244 Hate when struck

    Burning Hands SLA
    17.5(5d2+10) * 1.75 * 1.3 * 2.0= ~139 * 3.25= ~452 Hate in a cone, ~1016 on crits

    Scorching Ray
    Very useful as a ranged pull or getting casters' attention
    20(4d3+12) * 1.75 * 1.3 * 2.0 * 3(rays)= ~273 * 3.25= ~887 Hate at range, ~1996 on crits

    These could be far more, providing the other hate amplifiers(Levik's, Incite, Claw etc.) work with spells.

  2. #2
    Community Member Noctus's Avatar
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    The guards wont deal enough DPS to hold aggro when a DPS is also attacking the mob attacking you, as the monsters have a relatively slow attack per second ratio compared to player characters.

    Combine this with the fact that this build has no relevant offenisve abilities hes a complete waste of a party slot when a Turtletank is not needed, like in most content.


    --> Has problems holding aggro and can barely scratch enemys.


    You need to include a DPS option. Guards dont cut it, they are supplementary, but not good when they are alone.
    Erzskalde (Warchanter) / Erzassassin (just passing through - ignore me) / Erzsoldat (waiting for TR-time) / Erzschmied (ranged Artificer)

  3. #3
    Community Member voodoogroves's Avatar
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    I think a better hate-savant option is Pal 6 / Sorc 12 / Monk 2 using Divine Righteousness to double your effective DPS.

    I'd also suggest WF might be better for a no-fail reconstruct, but with enough amp you could almost drink Cure Serious pots.

    That split gets you two level 5 spells which can be the cold and electric DoTs ... great for holding aggro. Burning Blood at 4th and you've got all elements covered (though only 2 are working through a Mantle). Any of the elements would work, though honestly I'd go Earth or Fire (for HP+melfs or intimidate); your damage on the DoTs won't be affected too much as long as you sink a tier into the 20% bracket for each element.
    Ghallanda - now with fewer alts and more ghostbane

  4. #4
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    What Noctus said. Not enough damage output to hold aggro.

    Warforged, Sorcerer (splash for Intim skill), Air or Cold savant would do it better. Full self-repair, stack that Niac bite and <cant remember the name> Surge, add SLAs and regular spells.

    Yes, casters don't have infinite mana, but if chewtoy is need its for boss fight. No need for mana after boss fight (you win), so mana should not be a big problem. Plus coop/torc would be required piece of equipment.

    Warforged Sorcerer18/Paladin2 maybe?

  5. #5
    Community Member joueur's Avatar
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    What you're looking for is a tukaw build.

    16 sorc 2 pal 2 rogue

  6. #6
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by joueur View Post
    What you're looking for is a tukaw build.

    16 sorc 2 pal 2 rogue
    I've got one of those - and it's great. But, if I really wanted to secure hate dropping to 12 Sorc and upping to 6 Paladin for Divine Righteousness would be the change I make. The CL loss doesn't affect the DoTs as much and you don't need DCs anyway. 16 sorc adds a bit to the DOT damage ... generally though we're looking at XdWhatever + 1 per level ... so the loss to 12 isn't horrible.

    And you're still doing DPS; I think it's a better mix of threat-amp-vs-real-damage.
    Ghallanda - now with fewer alts and more ghostbane

  7. #7
    Community Member krisz93's Avatar
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    Quote Originally Posted by joueur View Post
    What you're looking for is a tukaw build.

    16 sorc 2 pal 2 rogue
    That doesn't have much to do with this, sorcs get 4 hit points per level, lower BAB means less blocking DR. Also, you have an ASF of 40% with Levik's Defender. If you would want to self repair, you'd first have to unequip, and then cast, that's not a good idea during combat. As a WF with lots of Hit Points and taking all the damage, you are a pain to heal. With 16 levels in sorc you'd lose 78 HP, 2 intimidate, 2 blocking DR, 100% Hate generation and +2 saves, not to mention the raise ability

  8. #8

  9. #9
    Halfling Hero phalaeo's Avatar
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    I don't think the 10% from the DT rune and the Finger Neck stack.
    ~ Pallai, Chennai, Saraphima~
    ~Shipbuff, Sophalia, Northenstar ~
    ~ Ascent~



  10. #10

  11. #11
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    Simple fixes for you.
    Replace sorc with fvs.
    You trade dots from eladar's/niac's to divine punishment.
    You add a damage enhancement debuff for fire and light and untyped when struck.
    You lower saves and tohit of mobs.
    The aura grAbs initial aggro well.
    You avoid asf issues.
    Improve efficacy of self healing and can raise.

    You lose the elemental enhancement lines, yes.
    Scroll yourself your fire/cold shield.

    If warforged and being A turtle tank it may be worthwhile to lose the threat source on armor and pick up a docent of defiance. Dr20/- with frequency is no joke, whether dealing with trash or an epic conjoined abishai devastator.

  12. #12
    Community Member krisz93's Avatar
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    Casting dots all day to keep your aggro at the cost of your blocking DR wouldn't be such a good idea, you end up as a target dummy with 25% damage resistance. Btw i'm back in the saddle now, gonna try and take this one up to lvl20 and realise how stupid i am right now.

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