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  1. #1
    Community Member liltova's Avatar
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    Default The Chance Dragon.

    Before I start, I would just like to state that I have not tested this build in the game yet, but I will build the character whether it is viable or not, just for fun.

    Also, the stats in the planner that I have provided are completely unbuffed, and with no gear. I don't know what's going on, if it is supposed to be like that in the Character Planner, but some of the gear is just not on there. /shrug, So I guess I'll just type it out for yall.

    The Chance Dragon is a 6 Paladin/2 Monk/12 Cleric. Lawful Good for the Monk levels. 32 Point Build.

    The Saves on this build are actually very nice, I am happy with that part of the build, especially with evasion. Unbuffed and Ungeared The Chance Dragon is standing at 29 Fort, 22 Reflex, 22 Will Save, making for some very high end game numbers.

    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    The Chance  Dragon
    Level 20 Lawful Good Human Male
    (6 Paladin \ 2 Monk \ 12 Cleric) 
    Hit Points: 329
    Spell Points: 645 
    BAB: 16\16\21\26\26
    Fortitude: 29
    Reflex: 22
    Will: 22
    The Stats are a little stretched, due to needing 15 Dex for twf, 13 Str for Power Attack, Con for decent Hitpoints, and Max Cha. It is somewhat difficult. But end as so:

    Constitution -16 +7 Item +2 Ship +2 Rage Spell +2 Exceptional +4 Madstone +1 Litany = 34
    Charisma -28 +7 Item +2 Ship +2 Exceptional +1 Litany = 40

    The other stats are not as important, only for Pre-Reqs really. So they only have some +6 stat items and such. +2 tomes in Str and Dex as to spend less when rolling up the character.

    Code:
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             11                 13                   13
    Dexterity            15                 17                   17
    Constitution         13                 15                   16
    Intelligence          8                  8                    8
    Wisdom                8                  8                    8
    Charisma             18                 25                   28
    
    Tomes Used
    +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 Charisma used at level 7
    
    As far as skills go, Maxed UMD and Balance, and nothing into the rest. UMD serves us for some items, arcane scrolls, etc. But not so much heal scrolls as you get those free with the 12 Cleric Levels .

    Code:
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               4                 19.5                 19.5
    Bluff                 4                  9                    9
    Concentration         1                  3                    4
    Diplomacy             4                  9                    9
    Disable Device       n/a               n/a                   n/a
    Haggle                4                  9                    9
    Heal                 -1                 -1                    1
    Hide                  2                  3                    3
    Intimidate            4                  9                    9
    Jump                  0                  1                    1
    Listen               -1                 -1                   -1
    Move Silently         2                  3                    3
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair               -1                 -1                   -1
    Search               -1                 -1                   -1
    Spot                 -1                 -1                   -1
    Swim                  0                  1                    1
    Tumble                n/a               n/a                   n/a
    Use Magic Device      6                 20.5                 20.5
    
    The feats that I used in this build were also very stretched, but I tried to make it work, having metas for the Radiant Servant Bursts and Auras. The feats used in this build are Maximise, Toughness, Empower Healing, Quicken, Empower, IC: Slashing, Monk PA, Monk twf, Itwf, and Gtwf.

    Code:
    Level 1 (Cleric)
    Skill: Balance (+2)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Maximize Spell
    Feat: (Human Bonus) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Turn Undead
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Nightshield
    Spell (1): Nimbus of Light
    Spell (1): Obscuring Mist
    Spell (1): Protection From Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I
    
    
    Level 2 (Cleric)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Healing Spell
    Spell (2): Aid
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Close Wounds
    Spell (2): Cure Moderate Wounds
    Spell (2): Deific Vengance
    Spell (2): Eagle's Spendor
    Spell (2): Find Traps
    Spell (2): Hold Person
    Spell (2): Inflict Moderate Wounds
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy
    Spell (2): Seek Eternal Rest
    Spell (2): Soundburst
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II
    
    
    Level 4 (Cleric)
    Ability Raise: CHA
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (3): Bestow Curse
    Spell (3): Blindness
    Spell (3): Contagion
    Spell (3): Cure Serious Wounds
    Spell (3): Dispel Magic
    Spell (3): Glyph of Warding
    Spell (3): Inflict Serious Wounds
    Spell (3): Magic Circle Against Evil
    Spell (3): Mass Aid
    Spell (3): Prayer
    Spell (3): Protection From Energy
    Spell (3): Remove Blindness
    Spell (3): Remove Curse
    Spell (3): Remove Disease
    Spell (3): Searing Light
    Spell (3): Summon Monster III
    Spell (3): Water Breathing
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Quicken Spell
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Chaos Hammer
    Spell (4): Cure Critical Wounds
    Spell (4): Deathward
    Spell (4): Dismissal
    Spell (4): Divine Power
    Spell (4): Freedom of Movement
    Spell (4): Holy Smite
    Spell (4): Inflict Critical Wounds
    Spell (4): Mass Shield of Faith
    Spell (4): Neutralize Poison
    Spell (4): Order's Wrath
    Spell (4): Panacea
    Spell (4): Poison
    Spell (4): Recitation
    Spell (4): Restoration
    Spell (4): Summon Monster IV
    Spell (4): Symbol of Flame
    Spell (4): Unholy Blight
    
    
    Level 8 (Cleric)
    Ability Raise: CHA
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Spell (5): Break Enchantment
    Spell (5): Divine Punishment
    Spell (5): Flame Strike
    Spell (5): Greater Command
    Spell (5): Mass Cure Light Wounds
    Spell (5): Mass Inflict Light Wounds
    Spell (5): Protection From Elements
    Spell (5): Raise Dead
    Spell (5): Slay Living
    Spell (5): Spell Resistance
    Spell (5): Stalwart Pact
    Spell (5): Summon Monster V
    Spell (5): Symbol of Pain
    Spell (5): True Seeing
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (6): Banishment
    Spell (6): Blade Barrier
    Spell (6): Cometfall
    Spell (6): Create Undead
    Spell (6): Greater Dispel Magic
    Spell (6): Greater Glyph of Warding
    Spell (6): Harm
    Spell (6): Heal
    Spell (6): Heroes Feast
    Spell (6): Mass Bear's Endurance
    Spell (6): Mass Bull's Strength
    Spell (6): Mass Cure Moderate Wounds
    Spell (6): Mass Eagle's Spendor
    Spell (6): Mass Inflict Moderate Wounds
    Spell (6): Mass Owl's Wisdom
    Spell (6): Summon Monster VI
    Spell (6): Symbol of Fear
    Spell (6): Symbol of Persuasion
    Spell (6): Undead to Death
    Spell (6): Word of Recall
    
    
    Level 12 (Cleric)
    Ability Raise: CHA
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Monk)
    Skill: Balance (+3)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Power Attack
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Unarmed Strike
    
    
    Level 14 (Monk)
    Skill: Balance (+3)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Two Weapon Fighting
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    
    
    Level 15 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Automatic) Aura of Good
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Smite Evil
    
    
    Level 16 (Paladin)
    Ability Raise: CHA
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Divine Grace
    Feat: (Automatic) Lay on Hands
    
    
    Level 17 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Aura of Courage
    Feat: (Automatic) Divine Health
    Feat: (Automatic) Fear Immunity
    
    
    Level 18 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Two Weapon Fighting
    Spell (1): Lesser Restoration
    Spell (1): Lionheart
    Spell (1): Resistance
    Spell (1): Virtue
    
    
    Level 19 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 20 (Paladin)
    Ability Raise: CHA
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Remove Disease
    Enhancements that were used, are to provide little healing amp, not too much because like most things AP is also stretched, hehe.

    Radiant Servant I and II, sadly you can not take HotD, which I was originally planning on.

    Way of the Tourtise for +5 HP.

    Paladin Smites, LoH, Divine Sacrifice, etc.

    Well I'll leave it for you to read .


    Code:
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Human Adaptability Charisma I
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Hunter of the Dead I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Divine Might II
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Extra Turning III
    Enhancement: Cleric Extra Turning IV
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Improved Turning II
    The Endgame/Epic Gear Loadout goes like so:

    Code:
    2x Epic Dynastic Falcatas (For the Cha Attack/Damage Mod).. 2d8+6.. 19-20/x3.
    
    Tharnes Goggles, for the TS and +5 Sneak Attack Damage.
    
    DT Armor/Robes, 10% Heal Amp, 20% Heal Amp, and a guard of choice.
    
    Epic Bracers of the Claw, Heavy Fort.
    
    Epic Gloves of the Claw, +6 Str, 30% Heal Amp, (+4 Damage with them both)
    
    Torc, Sp Regen, Spell Pen VI.
    
    Litany, +1 To Hit/Damage, +1 to all stats.
    
    Enevenomed Cloak, Con7, SFL, Resistance +5, (Slotted Toughness)
    
    Ring of the Ravager
    
    Any other ToD Ring
    
    Ravager Belt
    
    Conc Opp Gs + 45 Hp Item
    
    Gs Boots (Very Cheap, 1-2 Large Mats) Blindness/Disease Immunity, Fear/Poison Immunity, +100 SP and +3 cha skills (UMD)
    The Damage that you will realistically be doing with this build, is around 60 a swing,which is not a lot you might think, but then again you are a cleric really, and you are charisma based, so that might be alot. You also have the smites of a Paladin, Divine Might, Ravager Set ticking off, and you can turn undead with ease.

    Some other fun facts about the Chance Dragon: Your Lay on Hands will be extremely Potent, you will have a large, large sum of turn undead attempts, Quicken to spam bursts, you also have a healing over time effect on a some-what melee character which is kind of nice.

    Now, I will say again, that I do not know if this toon will be viable, but I will try it out, Screenshots and all.

    Will report back the results.

  2. #2
    Community Member liltova's Avatar
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    Lol, I forgot about this. I still want to try it though, what do you guys think?
    wiz·ard [wiz-erd]
    Definition #6 from Dictionary.com: 6. British Slang . superb; excellent; wonderful: That's wizard!
    Notice the slang doesn't say That's Sorcerer!

  3. #3
    Build Constructionist unbongwah's Avatar
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    Why max CHA? Sure, you have higher saves and more TUs for extra auras / bursts; but gimping your DPS to achieve that is a poor tradeoff, IMHO. Base CHA 14 + 2 tome is enough for Divine Might II, which as high as you can get with this lvl split; your saves will be plenty high and your DPS will be higher if you put more into STR.

    Do you have HE? This is radically different from your build, but what I'd consider is: HE monk 6 / cleric 13 / ftr 1 w/pally dilly feat for bonus to saves using handwraps. You'll get two more feats, one which you'll use to add Dodge for Ninja for Shadow Fade (25% Incorp). Cleric 13 would get you the next bump in aura output and lvl 7 spells; I'm thinking MCSW would be the most useful. Feats are tricky, but there are 13 total: 7 base + 3 monk + 1 ftr + 2 epic; I'm thinking TWF x3, Emp, Emp Heal, Max, Quicken, Dodge, Toughness, Stunning Fist, IC:Blunt, PA or Precision, +1 more (maybe Imp Sunder or Stunning Blow).
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  4. #4
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    Interesting...I think a fair bit of build tweakage might be called for, I think some of the Paladin levels may detract from the build unless you are building for a tank. With 6 paladin levels, my first thought is Divine Righteousness, which might combo nicely with Divine Punishment for aggro-holding...albeit perhaps not as well as 6 more Cleric levels would do. However if one could somehow fit in Defender of Syberis and Intimidate, I think that would help justify the 6 paladin levels a bit more.

    With only 12 Cleric levels, I am curious why the starting Charisma of 18...one might consider dropping this down a bit, or possibly bumping up to Cleric 15 to access Divine Might III. Even that only takes 18 Charisma including tomes and levelups.

    Unfortunately the Radiant Servant stuff will be Cleric-level based rather than character-level based, in addition to the recent nerfing in update 14, I fear you won't get as much party-healing functionality as you may wish for.

    Note that Madstone and activating radiant bursts/aura are incompatible, though LoH should work while raged to my knowledge. Divine Healing enhancement can be used while raged, but it's not viable at higher levels/costs too much AP anyway.

    Some directions one might consider:
    18 Cleric/2 Paladin (in preparation for the enhancements pass and the third tier Clerical prestige classes.)
    15 Cleric/3 Monk/2 Paladin (extremely hotbar intensive, combining Clerical spells, light monk combos and paladin smites)
    15 Cleric/3 Paladin/2 Monk (much simpler)
    15 Cleric/5 Paladin (divine sacrifice)
    13 Cleric/5 Paladin/2 Monk (similar to your posted build, except with slightly better party support buffs/healing: quickened mass pro elements are handy)
    13 Cleric/6 Monk/1 Fighter (as unbongwah suggested)
    12 Cleric/6 Monk/2 Paladin

    If it's a Monk splash on a Cleric, investing into Wisdom for Stunning Fist can also be quite fun!

  5. #5
    Community Member liltova's Avatar
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    Quote Originally Posted by unbongwah View Post
    Why max CHA? Sure, you have higher saves and more TUs for extra auras / bursts; but gimping your DPS to achieve that is a poor tradeoff, IMHO. Base CHA 14 + 2 tome is enough for Divine Might II, which as high as you can get with this lvl split; your saves will be plenty high and your DPS will be higher if you put more into STR.

    Do you have HE? This is radically different from your build, but what I'd consider is: HE monk 6 / cleric 13 / ftr 1 w/pally dilly feat for bonus to saves using handwraps. You'll get two more feats, one which you'll use to add Dodge for Ninja for Shadow Fade (25% Incorp). Cleric 13 would get you the next bump in aura output and lvl 7 spells; I'm thinking MCSW would be the most useful. Feats are tricky, but there are 13 total: 7 base + 3 monk + 1 ftr + 2 epic; I'm thinking TWF x3, Emp, Emp Heal, Max, Quicken, Dodge, Toughness, Stunning Fist, IC:Blunt, PA or Precision, +1 more (maybe Imp Sunder or Stunning Blow).
    The Max Cha was just to do something different. The build was sort of based off of the Epic Dynastic Falcata's with Cha Attack and Damage Mod. So that I could be in the middle of it all, with somewhat good DPS with max cha, spamming bursts as ill have a million of them, and be able to UMD scroll some things, and giving all the melee health per second with my Radiance 2 aura. Plus access to the Divine Might enhancements.
    wiz·ard [wiz-erd]
    Definition #6 from Dictionary.com: 6. British Slang . superb; excellent; wonderful: That's wizard!
    Notice the slang doesn't say That's Sorcerer!

  6. #6
    Community Member liltova's Avatar
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    Quote Originally Posted by JollySwagMan View Post
    Interesting...I think a fair bit of build tweakage might be called for, I think some of the Paladin levels may detract from the build unless you are building for a tank. With 6 paladin levels, my first thought is Divine Righteousness, which might combo nicely with Divine Punishment for aggro-holding...albeit perhaps not as well as 6 more Cleric levels would do. However if one could somehow fit in Defender of Syberis and Intimidate, I think that would help justify the 6 paladin levels a bit more.

    With only 12 Cleric levels, I am curious why the starting Charisma of 18...one might consider dropping this down a bit, or possibly bumping up to Cleric 15 to access Divine Might III. Even that only takes 18 Charisma including tomes and levelups.

    Unfortunately the Radiant Servant stuff will be Cleric-level based rather than character-level based, in addition to the recent nerfing in update 14, I fear you won't get as much party-healing functionality as you may wish for.

    Note that Madstone and activating radiant bursts/aura are incompatible, though LoH should work while raged to my knowledge. Divine Healing enhancement can be used while raged, but it's not viable at higher levels/costs too much AP anyway.

    Some directions one might consider:
    18 Cleric/2 Paladin (in preparation for the enhancements pass and the third tier Clerical prestige classes.)
    15 Cleric/3 Monk/2 Paladin (extremely hotbar intensive, combining Clerical spells, light monk combos and paladin smites)
    15 Cleric/3 Paladin/2 Monk (much simpler)
    15 Cleric/5 Paladin (divine sacrifice)
    13 Cleric/5 Paladin/2 Monk (similar to your posted build, except with slightly better party support buffs/healing: quickened mass pro elements are handy)
    13 Cleric/6 Monk/1 Fighter (as unbongwah suggested)
    12 Cleric/6 Monk/2 Paladin

    If it's a Monk splash on a Cleric, investing into Wisdom for Stunning Fist can also be quite fun!
    Reading this makes me think that you think CHA is the main stat for clerics. Wisdom is the main stat for clerics, cha only gives you more Turn Undead/Radiant Bursts/Auras. I have the pally levels for the saves, and for the extremely potent Lay on Hands.
    wiz·ard [wiz-erd]
    Definition #6 from Dictionary.com: 6. British Slang . superb; excellent; wonderful: That's wizard!
    Notice the slang doesn't say That's Sorcerer!

  7. #7
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    Quote Originally Posted by liltova View Post
    Reading this makes me think that you think CHA is the main stat for clerics. Wisdom is the main stat for clerics, cha only gives you more Turn Undead/Radiant Bursts/Auras. I have the pally levels for the saves, and for the extremely potent Lay on Hands.
    Hmm...nope, I was just trying to be nice

    I admit I don't post in the class forums much since they got all jumbled up, but I used to be a regular on the Cleric board

    Let us know how you get along!

  8. #8
    Community Member liltova's Avatar
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    Quote Originally Posted by JollySwagMan View Post
    Hmm...nope, I was just trying to be nice

    I admit I don't post in the class forums much since they got all jumbled up, but I used to be a regular on the Cleric board

    Let us know how you get along!
    Yeah, I don't like how they put them together, but its whatevs lol.

    Yep, build will probably not be viable end game, or reliant on arty buffs to pass DR, but I'll post on it. lol
    wiz·ard [wiz-erd]
    Definition #6 from Dictionary.com: 6. British Slang . superb; excellent; wonderful: That's wizard!
    Notice the slang doesn't say That's Sorcerer!

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