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    Default Ireroot the Arcane Aegis (12 Sorc/6 Pal/2 Monk)

    ... because some of us need a theorycraft tangent to think about.



    Summary

    Ireroot the Arcane Aegis is a versatile character. At its core it is a hate tank built on an arcane platform (using spells and a shield). However, being rooted on an arcane character it is capable of elemental damage and (should you choose) some melee damage as well.



    Warforged 12 Sorcerer/6 Paladin/2 Monk (36 pt.)

    STR - 14
    DEX - 15
    CON - 16
    INT - 14
    WIS - 6
    CHA - 14

    * Lower point builds can siphon off some STR, DEX, INT, or CHA. Below are the recommended minimums to work with the build:

    STR - 10
    DEX - 8
    CON - 16
    INT - 12
    WIS - 6
    CHA - 14



    Itemized & Buffed attributes

    STR - 25 - Base 14 + 2 tome + 6 Item + 3 Profane (Abishai Set)
    DEX - 28 - Base 15 + 2 tome + 7 Item + 2 Exceptional + 2 Essence of Betrayal
    CON - 34 - Base 16 + 2 tome + 7 Item + 3 Exceptional + 2 Warforged Constitution II + 2 Defender Stance + 2 Essence of Desire
    WIS - 14 - Base 06 + 2 tome + 6 Item
    INT - 16 - Base 14 + 2 tome
    CHA - 30 - Base 14 + 2 tome + 6 Item + 5 Level + 1 Sorcerer Charisma I + 2 Essence of Seduction

    Fort - 46 - Base 12 + 12 CON + 10 Divine Grace (CHA) + 2 Aura + 5 Resistance + 4 Insight + 2 Luck + 2 Defender Stance - 4 Seduction
    Refl - 43 - Base 09 + 09 DEX + 10 Divine Grace (CHA) + 2 Aura + 5 Resistance + 4 Insight + 2 Luck + 2 Defender Stance
    Will - 40 - Base 13 + 02 WIS + 10 Divine Grace (CHA) + 2 Aura + 5 Resistance + 4 Insight + 2 Luck + 2 Defender Stance



    Feats and Leveling Order

    1 - Sorc (1) - Maximize Spell
    2 - Monk (1) - (Monk) Two-Weapon Fighting (Alternatives: Toughness, Combat Expertise, Dodge)
    3 - Sorc (2) - Empower Spell
    4 - Sorc (3) -
    5 - Sorc (4) -
    6 - Sorc (5) - Spell Focus: Conjuration (Alternatives: Spell Focus: Evocation, Past Life: Arcane Prodigy)
    7 - Sorc (6) -
    8 - Sorc (7) -
    9 - Sorc (8) - Quicken Spell
    10 - Monk (1) - (Monk) Toughness
    11 - Sorc (9) -
    12 - Sorc (10) - Improved Two-Weapon Fighting (Alternatives: Toughness, Completionist, Past Life: Arcane Initiate, Combat Expertise, Extend Spell, Skill Focus: Intimidate)
    13 - Sorc (11) -
    14 - Sorc (12) -
    15 - Pal (1) - Shield Mastery
    16 - Pal (2) -
    17 - Pal (3) -
    18 - Pal (4) - Greater Two-Weapon Fighting (Alternatives: Toughness, Improved Shield Mastery, Completionist, Past Life: Arcane Initiate, Combat Expertise, Extend Spell, Skill Focus: Intimidate)
    19 - Pal (5) -
    20 - Pal (6) -



    Skills during Leveling

    1 - Concentration (4), Use Magic Device (2), Intimidate (2)
    2 - Spot (5), Tumble (1)
    3 - Concentration (2), Use Magic Device (1)
    4 - Concentration (1), Use Magic Device (0.5), Intimidate (1)
    5 - Concentration (1), Use Magic Device (0.5), Intimidate (1)
    6 - Concentration (1), Use Magic Device (0.5), Intimidate (1)
    7 - Concentration (1), Use Magic Device (0.5), 2 open skill points
    * +2 INT tome assumed to be taken now. Those who don't should use 12 open skill points for Intimidate.
    8 - Concentration (1), Use Magic Device (0.5), 3 open skill points
    9 - Concentration (1), Use Magic Device (0.5), 3 open skill points
    10 - Spot (7)
    11 - Concentration (2), Use Magic Device (1), 1 open skill points
    12 - Concentration (1), Use Magic Device (0.5), 3 open skill points
    13 - Concentration (1), Use Magic Device (0.5), 3 open skill points
    14 - Concentration (1), Use Magic Device (0.5), 3 open skill points
    15 - Concentration (1), Use Magic Device (0.5), Intimidate (3)
    16 - Concentration (1), Use Magic Device (0.5), Intimidate (3)
    17 - Concentration (1), Use Magic Device (0.5), Intimidate (3)
    18 - Concentration (1), Use Magic Device (0.5), Intimidate (3)
    19 - Concentration (1), Use Magic Device (0.5), Intimidate (3)
    20 - Concentration (1), Use Magic Device (0.5), Intimidate (3)



    Spells during Leveling

    Sorc 1 - Shield, Hypnotism
    Sorc 2 - Acid Spray (Change to Ray of Enfeeblement around Level 7)
    Sorc 3 - Jump
    Sorc 4 - Melf's Acid Arrow (Change to Otto's Resistable Dance around level 14)
    Sorc 5 - Invisibility
    Sorc 6 - Acid Blast
    Sorc 7 - Resist Energy, Haste
    Sorc 8 - Wall of Fire (Alternative: Ice Storm)
    Sorc 9 - Web, Frost Lance, Dimension Door (Change to Burning Blood if you desire)
    Sorc 10 - Cone of Cold (Change to Eladar's Electric Surge around level 18)
    Sorc 11 - Displacement, Acid Rain, Niac's Biting Cold
    Sorc 12 - Reconstruction



    Enhancements

    Monk Way of the Tortoise I
    Paladin Bulwark of Good I
    Paladin Focus of Good I
    Paladin Resistance of Good I
    Paladin Courage of Good I
    Paladin Armor Boost I
    Paladin Divine Righeousness
    Paladin Defender of Siberys I
    Paladin Intimidate II
    Paladin Item Defense I
    Paladin Toughness II
    Sorcerer Charisma I
    Sorcerer Acid Manipulation VI
    Sorcerer Frost Manipulation VI
    Sorcerer Storm Manipulation VI
    Sorcerer Flame Manipulation I (Remove if not using Wall of Fire)
    Sorcerer Repair Manipulation VI
    Sorcerer Corrosive Spellcasting IV
    Sorcerer Charged Spellcasting I
    Sorcerer Glacial Spellcasting I
    Sorcerer Reconstructive Spellcasting I
    Sorcerer Deadly Acid IV
    Sorcerer Energy of the Dragonborn II
    Sorcerer Earth Savant II
    Sorcerer Wand and Scroll Mastery I
    Warforged Healer's Friend I
    Warforged Inscribed Armor I
    Warforged Constitution II
    Warforged Racial Toughness III



    Itemization (Pre-Epic, handy things)

    Goggles - Crafted Blindness Ward of Persuasion with Guild Augment Slot, Tharne's Goggles
    Hat - Minos Legens / Teraza's Sight
    Necklace - Torc of Raiyum / Greensteel Concordant Opposition Tier I / Silver Flame Talisman
    Trinket - Voice of the Master / Head of Good Fortune / Crafted Lesser Arcane Casting Dexterity Trinket
    Cloak - Cloak of Protection +5 / Stormreaver's Napkin
    Belt - Belt of Thoughtful Remembrance / Belt of the Defender of Siberys (Or Knost's/Occult)
    Gloves - Spectral Gloves / Gloves of the Glacier / Crafted Lesser Arcane Casting Dexterity Gloves / Maenya's Fists
    Boots - Striding 30% / Boots of the Innocent
    Bracers - Tharrak Bracers / Levik's Bracers / Bracers of the Glacier / Bracers of the Claw
    Rings - Katra's Wit / Anathema
    Docents - Crafted Blood Rage Docent / Docent of Defiance / Dragontouched Docent
    Weaponry - Assorted Handwraps, weaponry, and clickable elemental damage boost items
    Shield - +5 Heavy Mithral Shield / Light and Darkness


    Itemization (Post-Epic & Ideal)

    Goggles - Greensteel Concordant Opposition (Blindness Immunity, +5 CHA skills, +150 SP, Con.Op. stuff)
    Hat - Crystal Cove (+15 Intimidate/Superior Potency VI), Alternative: Epic Mask of Comedy
    Necklace - Epic Torc of Raiyum
    Trinket - Eardweller / Crafted Improved Maximize II of Dodge +2 Trinket / Epic Brawn's Spirits / Greater Stalwart Trinket
    Cloak - Envenomed Cloak (Green slot: Heavy Fortification)
    Belt - Greensteel Tempered Belt (HP, Concentration, Elemental Mastery Guard)
    Gloves - Epic Gloves of the Claw
    Boots - Epic Boots of Corrosion (Green: Natural Armor +4)
    Bracers - Epic Scorched Bracers (Green: Toughness)
    Ring 1 - Thamor's Ring (Potential: +2 CON)
    Ring 2 - Epic Ring of the Buccaneer Tier 3 (Green: Greater False Life) / Anathema
    Docents - Dragontouched Docent (Heal Amp 10%, Heal Amp 20%, Dodge +3) / Crafted Blood Rage Docent / Docent of Defiance
    Weapon - Skiver / Assorted handwraps, weaponry, and cickable elemental damage boost items
    Shield - Epic Swashbuckler Tier 3 (Green: Casting Dexterity) / Epic Kundarak Warding Shield (Blue: Casting Dexterity, Purple: +7 Enhancement Bonus)



    Hit Points

    48 Sorcerer
    16 Monk
    60 Paladin
    20 Heroic Vitality
    10 Draconic Vitality
    240 CON
    22 Feat: Toughness
    30 Racial Toughness III
    20 Paladin Toughness II
    5 Monk Way of the Tortoise I
    20 Item: Toughness
    30 Greater False Life
    45 Greensteel HP Belt
    20 Effect: Essence of Desire

    586 Total



    Armor Class (Self-contained, assuming AC-based gear)

    10 Base
    7 Armor Bonus
    2 Reinforced Plating
    1 Alchemic Ritual: Armor
    8 Shield
    1 Alchemic Ritual: Shield
    9 DEX
    4 Natural Armor
    5 Protection
    4 Insight
    5 Dodge (+2 Dodge Trinket, +3 Dodge Dragontouched Docent)
    2 Siberys Defender Stance I
    2 Aura of Good
    2 Earth Savant
    3 Profane Natural (Might of the Abishai: 3-set)
    1 Haste

    66 Total

    Armor Class continued (Other influences, assuming AC-based gear)

    3 Airship crew
    2 Recitation (via Use Magic Devices)
    2 Blocking
    1 Blocking: Defender of Siberys I

    76 Total

    Armor Class continued (MOAR influences, assuming AC-based gear)

    2 Paladin Armor Boost I
    1 Natural Armor more (Caster Level 12 Barkskin)
    4 Inspire Heroics
    4 Defender of Siberys III full aura

    87 Total

    General unbuffed Armor Class given an AC setup will be around 60. A DR and/or intimidation setup forgos up to -17 AC (Docent of Defiance, Epic Kundarak Warding Shield, Epic Brawn's Spirits, Anathema are swapped in).



    Intimidate

    23 Ranks
    15 Item Enhancement (Crystal Cove hat)
    10 Charisma
    02 Coin Lord Finishing School Training
    04 Greater Heroism
    02 Luck
    02 Paladin Intimidation II
    05 Greensteel Concordant Opposition (Exceptional CHA skills)
    05 Item Competence (Gloves of the Claw)

    68 Total

    Intimidate continued

    05 Item Enhancement more (Epic Brawn's Spirit [Update 11 version])

    73 Total



    Concentration

    23 Ranks
    10 Item Enhancement (Greensteel Tempered Belt)
    12 Constitution
    04 Greater Heroism
    02 Luck
    03 Focus of Good I
    01 Monk Way of the Tortoise I
    03 Greensteel Tempered (Exceptional CON skills)

    58 Total




    Spell Data

    • The following is a set of average damage for spells based on the following assumptions:
    • Maximize and Empower are on.
    • The character's prime element has 6 ranks in elemental damage, 4 ranks in elemental critical chance, and 4 ranks in elemental critical damage.
    • The character's other elements have 6 ranks in elemental damage and 1 rank in elemental critical chance.
    • Greater Arcane Lore is being used.
    • +75% item-based elemental spell damage effects are present (unless otherwise noted for "Eardweller").
    • All spells that can be saved against are saved against, omitting the fact that rolling a 1 causes a failed save (for column "Saved Damage").
    • Spells are cast with 12 levels in sorcerer with an Elemental Savant Prestige, the elemental type noted.
    • The Greater Abishai Might set's increased Evocation caster level is handled in a separate section.
    • Resists are based on a devil who is immune to fire, 50 points resistant to cold and acid, and takes full damage from electricity. (for column "Devil Damage").
    • The creature in question is assumed to have no evasion when it saves.

    Code:
    Earth Basic																																
    			Name			Caster Level	Damage Dice	Average Damage	Muliplier	Multiplied Damage	Ticks	Max Damage	Saves	Saved Damage	Energy Resist	Devil Damage	Devil Damage (2nd)	Devil Damage (3rd)	
    			Acid Spray		7		7d4(w)		24.5		7.15		175.2			1	175.2		0.5	87.6		40		47.6								
    			Melf's Acid Arrow	16		2d4+8		13		7.15		93.0			6	557.7		6	557.7		40		317.7								
    			Acid Blast		16		16d6(w)		80		7.15		572.0			1	572.0		0.5	286.0		40		246.0								
    			Acid Rain		16		1d4x16		40		7.15		286.0			4	1,144.0		3.5	1,001.0		40		841.0								
    			Burning Blood (Acid)	16		2d4+8		13		7.15		93.0			4	371.8		4	371.8		40		211.8								
    			Burning Blood (Fire)	16		2d4+8		13		7.15		93.0			4	371.8		4	371.8		Immune		0.0								
    			Ice Storm (Cold)	10		1d6+10		13.5		6.325		85.4			14	1,195.4		14	1,195.4		50		495.4								
    			Ice Storm (Blunt)	10		2d6		7		6.325		44.3			14	619.9		14	619.9		0		619.9								
    			Eladar's Surge		6		2d6+6		13		6.325		82.2			7	575.6		7	575.6		0		575.6		1,151.2			1,726.7			
    			Niac's Biting		12		2d6+12		19		6.325		120.2			7	841.2		7	841.2		50		491.2		1,332.5			2,173.7			
    			Wall of Fire		12		2d6+12		19		6.325		120.2			15	1,802.6		14.5	1,742.5		Immune		0.0								
    																																	
    Earth Eardweller																															
    			Name			Caster Level	Damage Dice	Average Damage	Muliplier	Multiplied Damage	Ticks	Max Damage	Saves	Saved Damage	Energy Resist	Devil Damage	Devil Damage (2nd)	Devil Damage (3rd)	
    			Acid Spray		7		7d4(w)		24.5		7.96		195.0			1	195.0		0.5	97.5		40		57.5								
    			Melf's Acid Arrow	16		2d4+8		13		7.96		103.5			6	620.9		6	620.9		40		380.9								
    			Acid Blast		16		16d6(w)		80		7.96		636.8			1	636.8		0.5	318.4		40		278.4								
    			Acid Rain		16		1d4x16		40		7.96		318.4			4	1,273.6		3.5	1,114.4		40		954.4								
    			Burning Blood (Acid)	16		2d4+8		13		7.96		103.5			4	413.9		4	413.9		40		253.9								
    			Burning Blood (Fire)	16		2d4+8		13		7.96		103.5			4	413.9		4	413.9		Immune		0.0								
    			Ice Storm (Cold)	10		1d6+10		13.5		7.04		95.0			14	1,330.6		14	1,330.6		50		630.6								
    			Ice Storm (Blunt)	10		2d6		7		7.04		49.3			14	689.9		14	689.9		0		689.9								
    			Eladar's Surge		6		2d6+6		13		7.04		91.5			7	640.6		7	640.6		0		640.6		1,281.3			1,921.9			
    			Niac's Biting		12		2d6+12		19		7.04		133.8			7	936.3		7	936.3		50		586.3		1,522.6			2,459.0			
    			Wall of Fire		12		2d6+12		19		7.04		133.8			15	2,006.4		14.5	1,939.5		Immune		0.0								
    																																	
    Water Basic																																
    			Name			Caster Level	Damage Dice	Average Damage	Muliplier	Multiplied Damage	Ticks	Max Damage	Saves	Saved Damage	Energy Resist	Devil Damage	Devil Damage (2nd)	Devil Damage (3rd)	
    			Niac's Ray		7		7d10(w)		56		7.15		400.4			1	400.4		0	0.0		40		0.0								
    			Snowball Swarm		12		6d6(w)		30		7.15		214.5			1	214.5		0.5	107.3		40		67.3								
    			Melf's Acid Arrow	12		2d4+6		11		6.325		69.6			6	417.5		6	417.5		50		117.5								
    			Acid Rain		12		1d4x12		30		6.325		189.8			4	759.0		3.5	664.1		50		464.1								
    			Burning Blood (Acid)	12		2d4+6		11		6.325		69.6			4	278.3		4	278.3		50		78.3								
    			Burning Blood (Fire)	12		2d4+6		11		6.325		69.6			4	278.3		4	278.3		Immune		0.0								
    			Ice Storm (Cold)	12		1d6+12		15.5		7.15		110.8			14	1,551.6		14	1,551.6		40		991.6								
    			Ice Storm (Blunt)	12		2d6		7		7.15		50.1			14	700.7		14	700.7		0		700.7								
    			Eladar's Surge		12		2d6+12		19		6.325		120.2			7	841.2		7	841.2		0		841.2		1,682.5			2,523.7			
    			Niac's Biting		16		2d6+16		23		7.15		164.5			7	1,151.2		7	1,151.2		40		871.2		2,022.3			3,173.5			
    			Wall of Fire		6		2d6+6		13		6.325		82.2			15	1,233.4		14.5	1,192.3		Immune		0.0								
    			Frost Lance		11		4d6x3(w)	60		7.15		429.0			1	429.0		0.5	214.5		40		174.5								
    																																	
    Water Eardweller																															
    			Name			Caster Level	Damage Dice	Average Damage	Muliplier	Multiplied Damage	Ticks	Max Damage	Saves	Saved Damage	Energy Resist	Devil Damage	Devil Damage (2nd)	Devil Damage (3rd)	
    			Niac's Ray		7		7d10(w)		56		7.96		445.8			1	445.8		0	0.0		40		0.0								
    			Snowball Swarm		12		6d6(w)		30		7.96		238.8			1	238.8		0.5	119.4		40		79.4								
    			Melf's Acid Arrow	12		2d4+6		11		7.04		77.4			6	464.6		6	464.6		50		164.6								
    			Acid Rain		12		1d4x12		30		7.04		211.2			4	844.8		3.5	739.2		50		539.2								
    			Burning Blood (Acid)	12		2d4+6		11		7.04		77.4			4	309.8		4	309.8		50		109.8								
    			Burning Blood (Fire)	12		2d4+6		11		7.04		77.4			4	309.8		4	309.8		Immune		0.0								
    			Ice Storm (Cold)	12		1d6+12		15.5		7.96		123.4			14	1,727.3		14	1,727.3		40		1,167.3								
    			Ice Storm (Blunt)	12		2d6		7		7.96		55.7			14	780.1		14	780.1		0		780.1								
    			Eladar's Surge		12		2d6+12		19		7.04		133.8			7	936.3		7	936.3		0		936.3		1,872.6			2,809.0			
    			Niac's Biting		16		2d6+16		23		7.96		183.1			7	1,281.6		7	1,281.6		40		1,001.6		2,283.1			3,564.7			
    			Wall of Fire		6		2d6+6		13		7.04		91.5			15	1,372.8		14.5	1,327.0		Immune		0.0								
    			Frost Lance		11		4d6x3(w)	60		7.96		477.6			1	477.6		0.5	238.8		40		198.8								
    																																	
    Earth Eardweller Abishai																														
    			Name			Caster Level	Damage Dice	Average Damage	Muliplier	Multiplied Damage	Ticks	Max Damage	Saves	Saved Damage	Energy Resist	Devil Damage	Devil Damage (2nd)	Devil Damage (3rd)	
    			Eladar's Surge		9		2d6+9		16		7.04		112.6			7	788.5		7	788.5		0		788.5		1,577.0			2,365.4			
    			Niac's Biting		15		2d6+15		22		7.04		154.9			7	1,084.2		7	1,084.2		50		734.2		1,818.3			2,902.5			
    																																	
    Water Eardweller Abishai																														
    			Name			Caster Level	Damage Dice	Average Damage	Muliplier	Multiplied Damage	Ticks	Max Damage	Saves	Saved Damage	Energy Resist	Devil Damage	Devil Damage (2nd)	Devil Damage (3rd)	
    			Eladar's Surge		15		2d6+15		22		T7.04		154.9			7	1,084.2		7	1,084.2		0		1,084.2		2,168.3			3,252.5			
    			Niac's Biting		19		2d6+19		26		7.96		207.0			7	1,448.7		7	1,448.7		40		1,168.7		2,617.4			4,066.2

    Example Spell Rotation and Threat (using Earth Basic)

    Being an Earth Savant generally produces lower single-target damage (for a better Acid Rain and the HP/AC) compared to a Water Savant it is probably the setup that is more important to show.


    Threat Percent = Base + Divine Righteousness + Shield Block Intimidation + Anathema
    Threat Percent = 100% + 100% + 80% (+100% for 80% of the time) + 25%
    Threat Percent = 305%


    Earth Savant Rotation I (Initial Rotation)

    0:00 to 0:04 - Intimidate, Acid Rain, Vulnerability: Acid, Ice Storm
    0:04 to 0:14 - Niac's Biting, Eladar's Surge, Melf's Acid Arrow, Burning Blood, Acid Rain, Block/Heal
    0:14 to 0:24 - Niac's Biting (2), Eladar's Surge (2), Melf's Acid Arrow, Burning Blood, Acid Rain, Block/Heal

    0:00 to 0:14 Average Damage over time - 3222
    0:00 to 0:14 Average Threat over time - 9827
    0:00 to 0:14 Average Threat per Second - 701

    0:14 to 0:24 Average Damage over time - 3682
    0:14 to 0:24 Average Threat over time - 11230
    0:14 to 0:24 Average Threat per Second - 1123

    SP use - 522 (622 Quicken)


    Earth Savant Rotation II (Post-Initial Rotation, repeat as needed)

    0:00 to 0:15 - Intimidate, Niac's Biting (3), Eladar's Surge (3), Ice Storm, Vulnerability: Acid, Melf's Acid Arrow, Acid Rain,

    Intimidate, Block/Heal
    0:15 to 0:30 - Intimidate, Niac's Biting (3), Eladar's Surge (3), Melf's Acid Arrow, Acid Rain, Block/Heal

    0:00 to 0:30 Average Damage over time - 11433
    0:00 to 0:30 Average Threat over time - 34870
    0:00 to 0:30 Average Threat per Second - 1162

    SP use - 401

    * If SP use needs to be limited a rotation of Melf's Acid Arrow (No vulnerability), Niac's Biting and Eladar's Surge maintains ~850 threat per second. SP use 101 (121 Quicken) per 15 seconds.



    Ireroot the Arcane Aegis can threat-cast for about 3 minutes (2.5 minutes with quicken) before running low on SP (assuming no external sources of SP), accumulating an approximate total of 148000 threat (122500 with quicken). Unless aggro is cleared (due to death, monster teleportation, or other reasons) this is often enough to hold a creature's attention throughout the rest of the fight. About a 4-10 second lead should be given for Ireroot to establish aggro before attacking.




    Variations of Ireroot the Arcane Aegis are expected and to some extent can be accommodated, such as going Water Savant over Earth Savant, dumping DEX to increase CON, feats changed to suit the user, and so on. This is but one snapshot of the character.



    * Interesting note during leveling *

    Being Ireroot the Arcane Aegis can be capable of some melee damage it should be noted that the Elemental Resistance Bypass gained from an Elemental Savant also applies to weapon effects. Due to this, an Earth Savant would gain some Elemental Resistance Bypass on their acid weaponry or a Fire Savant would gain some Elemental Resistance Bypass on their flaming/incineration weaponry.
    Last edited by MrCow; 08-04-2011 at 10:05 PM.
    Server - Thelanis
    Diaries of a True Reincarnate (Wizard, Sorcerer, Melee, Divine, Artificer, Druid)

  2. #2
    Community Member voodoogroves's Avatar
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    I did a bunch of intellectual exercises when I was leveling a Monk 2 / Pal 2 / Sorc 16 thing a while back.

    I love the concept of a hate-savant. What I struggled with was the loss in spell capability for Sorc 12 vs Sorc 16 ... also ill-documented spell-focused hate options. The thing that I chewed on is which provided the most useful ability to generate DPS, hate and hold aggression ... Divine Righteousness from Pal 6 or having more DoT and other spell options from Sorc 16 plus increased caster level.


    I was torn (and frankly, still am).


    I did start a thread pointing out the things I knew about what supposedly increased "all" hate. I also did a bit of testing and confirmed that a Savant can heighten a spell up to a higher casting level (so a level 15 or so Earth Savant can heighten F2S to 9th). This would allow for minimal, yet effective CC option. If you boost CHA high, a 16/2/2 Savant essentially has the same F2S potential as a pre-U9 Sorc 20 (minus Energy Drain).

    I also went THF ... still Shield Mastery ('cause when you want it, you want it) but planned on using things like Rahl's Might (hate increasing + centered weapon).
    Ghallanda - now with fewer alts and more ghostbane

  3. #3

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    Quote Originally Posted by voodoogroves
    I love the concept of a hate-savant. What I struggled with was the loss in spell capability for Sorc 12 vs Sorc 16 ... also ill-documented spell-focused hate options. The thing that I chewed on is which provided the most useful ability to generate DPS, hate and hold aggression ... Divine Righteousness from Pal 6 or having more DoT and other spell options from Sorc 16 plus increased caster level.
    Well, it is always worth playing with the theorycraft. Ireroot, under a Water Savant Eardweller Abishai setup will achieve around 1874 threat per second (Eladar's, Niac's Bite, Acid Rain, and Ice Storm). Will a 16 Sorcerer/2 Paladin/2 Monk fair well?

    Code:
    Water Eardweller Abashai (16 Sorc/2 Pal/2 Monk)
    																														
    Name			Caster Level	Damage Dice	Average Damage	Muliplier	Multiplied Damage	Ticks	Max Damage	Saves	Saved Damage	Energy Resist	Devil Damage	Devil Damage (2nd)	Devil Damage (3rd)	
    Eladar's Surge		19		2d6+19		26		7.18		186.7			7	1,306.8		7	1,306.8		0		1,306.8		2,613.5			3,920.3			
    Niac's Biting		23		2d6+23		29		9.12		264.5			7	1,851.4		7	1,851.4		40		1,571.4		3,422.7			5,274.1			
    Acid Rain		15		1d4x15		37.5		7.18		269.3			4	1,077.0		3.5	942.4		50		742.4								
    Ice Storm (Cold)	12		1d6+12		15.5		9.12		141.4			14	1,979.0		14	1,979.0		40		1,419.0								
    Ice Storm (Blunt)	12		2d6		7		9.12		63.8			14	893.8		14	893.8		0		893.8								
    Polar Ray		23		23d6(w)		115		9.12		1,048.8			1	1,048.8		1	1,048.8		40		1,008.8
    Threat Percent = Base + Shield Block Intimidation + Anathema
    Threat Percent = 100% + 80% (+100% for 80% of the time) + 25%
    Threat Percent = 205%


    Rotation I (Initial Rotation)

    0:00 to 0:04 - Intimidate, Ice Storm, Vulnerability: Ice, Polar Ray
    0:04 to 0:14 - Niac's Biting, Eladar's Surge, Acid Rain, Polar Ray, Block/Heal, Polar Ray
    0:14 to 0:24 - Niac's Biting (2), Eladar's Surge (2), Intimidate, Acid Rain, Polar Ray, Block/Heal, Polar Ray

    0:00 to 0:14 Average Damage over time - 6812
    0:00 to 0:14 Average Threat over time - 13965
    0:00 to 0:14 Average Threat per Second - 997

    0:14 to 0:24 Average Damage over time - 7795
    0:14 to 0:24 Average Threat over time - 15980
    0:14 to 0:24 Average Threat per Second - 1598

    SP use - 666 (786 Quicken)


    Rotation II (Post-Initial Rotation, repeat as needed)

    0:00 to 0:15 - Intimidate, Niac's Biting (3), Eladar's Surge (3), Ice Storm, Vulnerability: Ice, Polar Ray, Block/Heal, Polar Ray
    0:15 to 0:30 - Intimidate, Niac's Biting (3), Eladar's Surge (3), Polar Ray, Block/Heal, Polar Ray

    0:00 to 0:30 Average Damage over time - 27381
    0:00 to 0:30 Average Threat over time - 56131
    0:00 to 0:30 Average Threat per Second - 1871

    SP use - 507 (597 Quicken)

    * If SP use needs to be limited a rotation of Vulnerability: Ice, Niac's Biting and Eladar's Surge maintains ~1369 threat per second (~1082 when Eardweller is down). SP use 101 (121 Quicken) per 15 seconds.



    I didn't show the ideal detailed breakdown of Ireroot, but using a 16 Sorcerer/2 Paladin/2 Monk handles just fine for producing hate. The major build differences between them are:

    Ireroot has +34 HP via class HP or enhancement potential.
    Ireroot has worse spell damage due to 4 less caster levels, no access to <Element> Damage VII, and weaker critical damage/chance.
    Ireroot's hate generation costs less SP.
    Ireroot has about 465 less SP.
    Ireroot lacks the level 4 slot, 2 level 5 slots, 2 level 6 slots, 2 level 7 slots, and level 8 slot.
    Ireroot has more skill points to play with being the extra levels of paladin mean less cross-class skill points spent in Intimidate.
    Ireroot achieves BAB 11 at level 18, which matters if Greater Two-Weapon Fighting or Greater Two Handed Fighting are desired.
    Ireroot has +3 fortitude, +1 reflex, and -1 will saves, more if the Defender Stance is active.
    Ireroot, without outside influence, has ~1-4 more potential AC (if in stance and/or if blocking).
    Ireroot reconstructs at ~80% the power (12 Caster Levels [294 repairing] vs. 15 Caster Levels [375 repairing]).
    Ireroot has more melee damage capability (Divine Favor CL 6, Divine Might I)
    Ireroot can benefit from the level 3-6 Paladin enhancements:
    • Paladin Intimidate II (vs. I)
    • Paladin Defender of Siberys
    • Paladin Bulwark of Good I
    • Paladin Resistance of Good I
    • Paladin Toughness II (vs. I)
    • Paladin Divine Righteousness
    • Paladin Divine Might I
    Server - Thelanis
    Diaries of a True Reincarnate (Wizard, Sorcerer, Melee, Divine, Artificer, Druid)

  4. #4

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    This build fails because it isn't named cow-something.


    You KNOW better!

    '

    +The Goddess of Tempest's Spine+Merc's Only, THELANIS: List is here: http://forums.ddo.com/showthread.php...94#post2798094 LEGIONNAIRE /Salute to Rameses, He has RETURNED!

  5. #5

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    Quote Originally Posted by DoctorWhofan
    This build fails because it isn't named cow-something.


    You KNOW better!
    Simple solution: The character Cowfaith uses the build Ireroot the Arcane Aegis. By the powers of the Great Holy Moo I inspire the ire.
    Server - Thelanis
    Diaries of a True Reincarnate (Wizard, Sorcerer, Melee, Divine, Artificer, Druid)

  6. #6
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    Hey MrCow,

    Good to see your back.. :-)

    I have a question about Shield blocking and mastery etc.

    I have been soloing demon queen (normal) and was trying the full shield mastery/imp mastery on my 18/2 Wiz/Rogue (Necro Speced). Using the Light/Dark Shield, and the Festival Dagger..

    What stops the shield block working ?? I thought it was casting, but then I tried just standing there with no casting and it still happened.

    I eventually killed her, by just using the kite with niacs. But I really want to know why the Block wasn't working.

    Xyrys

  7. #7
    Community Member maddmatt70's Avatar
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    Mr. Cow I am sure you can make this work and that is not the question. The question for me is what does 12 sorc 6 pally 2 monk have over 20 sorc? A 20 sorc will have very little issues tanking in the current game with DOTS and other spells. The melee dps a 12 sorc 6 paladin 2 monk does is paltry so what you will find is that casting spells even with a 12 sorc 6 paladin 2 monk is the way to go for aggro. Since a level 20 sorc cast better spells and has more flexibility, etc. not really sure why 12 sorc 6 paladin 2 monk? You could go with the old 16 sorc 2 monk 2 paladin if you want evasion and saves or even 18 sorc 2 monk.....
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  8. #8
    Community Member aarona's Avatar
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    Default Have a question

    Could you make this on a first life 32 point build toon?

  9. #9
    Community Member Partydeluxe's Avatar
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    Yes you could.

    But bear in mind that this thread is well over a year old and many many things have changed in the game, main thing being epic destinies. I would not presume to know the mind of our great Moo-ing Leader but imho even He would change a LOT about this build for modern-day DDO.

    for context; i have a similar build that I shelved the day MotU hit (Roboboogie on Sarlona)
    Sarlona Deluxe
    Axess (high dps/versatility [TR1]) ~ Nimmuz (cleric) ~ Roboboogie (spellsword [TR1])
    Partydeluxe (bard [TR1]) ~ Partywiz (WF AM [TR1])

  10. #10
    Community Member aarona's Avatar
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    Could you send me the starting stats on that for a first life toon... thanks

    Feats and enhancements would be greatly welcomed aswell

  11. #11
    Community Member Partydeluxe's Avatar
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    My roboboogie build can be found here:
    http://forums.ddo.com/showthread.php?t=349520

    this build will still rip thru heroic content like a hot knive thru butter but again I would like to stress that:

    !!this build is heavily outdated!!

    If I had to build something on a sorc platform with the epic destinies like they are now I would just go 20sorc in draconic mode and blast thru everything 10 times faster..

    Now if you really like the idea of combining melee with spells then I would suggest building a druid, they were specifically designed with such a playstyle in mind.
    Sarlona Deluxe
    Axess (high dps/versatility [TR1]) ~ Nimmuz (cleric) ~ Roboboogie (spellsword [TR1])
    Partydeluxe (bard [TR1]) ~ Partywiz (WF AM [TR1])

  12. #12
    Community Member Chette's Avatar
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    Quote Originally Posted by aarona View Post
    Could you send me the starting stats on that for a first life toon... thanks

    Feats and enhancements would be greatly welcomed aswell
    This is a very advanced build. I would NOT recommend doing something like this without serious contemplation about its abilities and how you would play it. If you wish to play a character like this I would recommend learning more about this sort of multi-classed play style and then figuring out for yourself what feats and enhancements will work best for you.
    ~ Cheara : Raizertron : Pozitron : Higgz Bowtron : Illudium : Staphe Infection : Abraa Capocus ~
    Nooby McNoobsalot
    Ghallanda Rerolled

  13. #13
    Community Member aarona's Avatar
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    Ok, thanks guys... I will read more about these types of builds and then i guess i will just go out try to creat something similar to it... Thanks for the advice

  14. #14
    Community Member purplebelly's Avatar
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    Cool thought i'd point out

    this thing may look like its a caster with some tank.....its not at least with the right gear... and unyielding sentinel
    9 sheltering
    10 DoS
    10 DoSs
    10 imp shield mastery
    15 legendary shield mastery
    15 PFoP w/ conflux
    15 sigil of spell warding-magister
    20 imp combat expertise-LD
    30 heed no pain unbreakable stance
    =134PRR fully buffed and the overkill stuffs
    =~48% damage reduction

    all within reasonable 0% ASF and w/ only 5 fate points used (now i need to calculate dodge)

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