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  1. #1
    Founder Lifespawn's Avatar
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    Default Angel of Knowledge

    So the point of this build is to use Tiras splendor rune arm to the best effect while doing good melee damage and dotting.

    I do understand that arties get per level damage on rune arms i'm hoping the smiting enhancment line along with the angel of vengence prestige makes up for that.

    Also not sure if it works or not but enhancment lines for healing should make a huge difference with the curative admixtures from the artie side allowing for mass heals since we only have 12 levels of fvs and heal +bb being the spells we want.

    On that note this fvs will have better damage and crits on BB than a pure fvs due to the force line of the artie and while the dc's will suck non evasion types will take some serious damage.

    hp as the build stands is
    316
    +7 con item 1 exc 2 exc 2 tome=12 more con =
    120
    30 gfl
    20 drac vitality
    45 shroud hp item=
    531 before buffs
    rage and ship +2 con are another 40=
    571
    large augment slot in goggles that i plan on using would be another 20
    so 591 .

    str is 25+7 item 1 exc 2 exc 2 ship 2 rage 3 abashi set for a 42

    full bab from divine power
    20
    16 str bonus
    5 weapon
    3 divine favor
    4 gh
    4 attack goggles w/large augment slot
    2 shintao
    1 haste
    -5 pa

    for a 50 with no bard songs

    Thoughts suggestions?






    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Half-Elf Male
    (12 Favored Soul \ 8 Artificer) 
    Hit Points: 316
    Spell Points: 1318 
    BAB: 15\15\20\25\25
    Fortitude: 14
    Reflex: 9
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             17                    25
    Dexterity             8                     8
    Constitution         16                    18
    Intelligence         14                    16
    Wisdom                8                     8
    Charisma             13                    15
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Intelligence 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                 1                     2
    Concentration         5                    19
    Diplomacy             1                     2
    Disable Device        6                    26
    Haggle                1                     3
    Heal                 -1                    -1
    Hide                 -1                    -1
    Intimidate            1                     2
    Jump                  3                     7
    Listen               -1                    -1
    Move Silently        -1                    -1
    Open Lock             3                     7
    Perform               n/a                   n/a
    Repair                2                     3
    Search                6                    26
    Spot                  3                    10
    Swim                  3                     7
    Tumble                0                     0
    Use Magic Device      5                    24
    
    Level 1 (Artificer)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Barbarian
    Feat: (Past Life) Past Life: Ranger
    Feat: (Selected) Two Handed Fighting
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Attack
    Feat: (Automatic) Half-Elven Keen Senses
    Feat: (Automatic) Half-Elven Mixed Heritage
    Feat: (Automatic) Half-Elven Social Graces (ALL)
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    
    
    Level 2 (Artificer)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Artificer Knowledge: Potions
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Rune Arm Use
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 3 (Favored Soul)
    Skill: Concentration (+4)
    Feat: (Selected) Exotic Weapon Proficiency: Bastard Sword
    Feat: (Deity) Favored by the Sovereign Host
    Feat: (Automatic) Shield Proficiency (General)
    
    
    Level 4 (Favored Soul)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Search (+1)
    
    
    Level 5 (Favored Soul)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Automatic) Child of the Sovereign Host
    
    
    Level 6 (Artificer)
    Skill: Disable Device (+2)
    Skill: Search (+2)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Toughness
    Feat: (Automatic) Artificer Knowledge: Wands
    
    
    Level 7 (Artificer)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+3)
    Feat: (Artificer Bonus) Empower Spell
    Feat: (Automatic) Trapmaking
    
    
    Level 8 (Artificer)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+4)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Artificer Knowledge: Arms and Armor
    Feat: (Automatic) Retain Essence
    
    
    Level 9 (Artificer)
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Two Handed Fighting
    
    
    Level 10 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    
    
    Level 11 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    
    
    Level 12 (Favored Soul)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Power Attack
    
    
    Level 13 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    
    
    Level 14 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    
    
    Level 15 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Quicken Spell
    
    
    Level 16 (Favored Soul)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Electricity
    
    
    Level 17 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    
    
    Level 18 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Greater Two Handed Fighting
    Feat: (Automatic) Beloved of the Sovereign Host
    
    
    Level 19 (Artificer)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+5)
    Feat: (Automatic) Artificer Knowledge (ALL)
    
    
    Level 20 (Artificer)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+5)
    Feat: (Artificer Bonus) Maximize Spell
    Enhancement: Unyielding Sovereignty (Favored Soul)
    Enhancement: Favored Soul Angel of Vengeance I
    Enhancement: Favored Soul Angel of Vengeance II
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Kinetic Spellcasting I
    Enhancement: Kinetic Spellcasting II
    Enhancement: Favored Soul Prayer of Smiting I
    Enhancement: Favored Soul Prayer of Smiting II
    Enhancement: Favored Soul Prayer of Life I
    Enhancement: Deadly Kinetics I
    Enhancement: Deadly Kinetics II
    Enhancement: Favored Soul Prayer of Incredible Smiting I
    Enhancement: Favored Soul Prayer of Incredible Smiting II
    Enhancement: Favored Soul Prayer of Incredible Life I
    Enhancement: Force Manipulation I
    Enhancement: Force Manipulation II
    Enhancement: Force Manipulation III
    Enhancement: Force Manipulation IV
    Enhancement: Favored Soul Smiting I
    Enhancement: Favored Soul Smiting II
    Enhancement: Favored Soul Smiting III
    Enhancement: Favored Soul Smiting IV
    Enhancement: Favored Soul Life Magic I
    Enhancement: Favored Soul Life Magic II
    Enhancement: Favored Soul Energy of the Scion I
    Enhancement: Favored Soul Energy of the Scion II
    Enhancement: Favored Soul Energy of the Scion III
    Enhancement: Half-Elf Barbarian Constitution I
    Enhancement: Favored Soul Toughness I
    Enhancement: Favored Soul Toughness II
    Enhancement: Favored Soul Toughness III
    Enhancement: Artificer Wand and Scroll Mastery I
    Enhancement: Artificer Wand and Scroll Mastery II
    Enhancement: Artificer Wand and Scroll Mastery III
    Quote Originally Posted by MadFloyd View Post
    Fernando has yet to even suggest a nerf of anything.
    Oh and by the way (referring to your sig), we aren't nerfing the Torc.

  2. #2
    Founder Lifespawn's Avatar
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    no comments at all?

    even if you start out with this build sucks i'd like to discuss why you think so.

    Been thinking about this build since u11 came out planned on making it but don't have the slots for it or the time atm so figured i'd post it and see what others thought.

    Hoping someone tries it and it works like i hope it does.
    Quote Originally Posted by MadFloyd View Post
    Fernando has yet to even suggest a nerf of anything.
    Oh and by the way (referring to your sig), we aren't nerfing the Torc.

  3. #3
    Community Member Emizand's Avatar
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    This build sucks because I dont want you to feel lonely!

  4. #4
    Community Member kanbeki's Avatar
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    You're giving up a lot of perks of either class to make use of a mid-tier runearm, if you're going to be maxing out force enhancements for bb damage why not use the mindsunder runearm? And with that question being raised why bother splashing at all? I think you will be stretching yourself thin AP wise just to see a marginal damage increase in a sub-optimal runearm.
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  5. #5
    Founder Lifespawn's Avatar
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    Quote Originally Posted by kanbeki View Post
    You're giving up a lot of perks of either class to make use of a mid-tier runearm, if you're going to be maxing out force enhancements for bb damage why not use the mindsunder runearm? And with that question being raised why bother splashing at all? I think you will be stretching yourself thin AP wise just to see a marginal damage increase in a sub-optimal runearm.
    it is sub optimal only because there are no enhancments for it i'm hoping the fvs enhancments plus the pre are enough to make the damage worthwhile worse comes to worse i'll just lesser out to 2 arty levels and use tovens for the lightning strike.
    Quote Originally Posted by MadFloyd View Post
    Fernando has yet to even suggest a nerf of anything.
    Oh and by the way (referring to your sig), we aren't nerfing the Torc.

  6. #6
    Community Member Sedona's Avatar
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    Yeah I have all kinds of problems with this build. Just curious about the 2 handed fighting line of feats you've taken there. What do you plan on using weapon wise???
    Six Human 12 FTR 6 RANG 2 MNK Mois Drow 20 Sorcerer Cannyscott Drow 20 Cleric Damgreducer Warforged 14 Barbarian 6 Ftr CRIT RAGE 2 KENSEI Nirvanaic Elf 18 BRD 2 FTR Sixis Temperhaste Dragon Human 12 Ftr 6 Ranger 2 Barb Xisix WHACKOBAT

  7. #7
    Community Member Maxallu's Avatar
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    Just go full arty, Max all force lines, grab lucid dreams, go crazy with 1200 point blade barriers and that much rune arm damage. No need for silly fvs levels.

  8. #8
    Community Member djsonar919's Avatar
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    Why would you want to max Tira's? That rune arm is one of the worst aiming rune arms in the game. Your blade barrier damage would be extremely weak, their DCs would be terrible (as you stated), so even if the mob didn't have evasion it would still save and in the rare occurance you actually get a crit, it would hit as hard as full arti's does with no crit. Also, what were you planning on using two handed fighting for if you are using a rune arm? This build really doesn't have much going for it because both clases do not compliment each other. I'd say go either 20 FVs or 20 Arti and you'd be much happier.
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  9. #9
    Founder Lifespawn's Avatar
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    Quote Originally Posted by Sedona View Post
    Yeah I have all kinds of problems with this build. Just curious about the 2 handed fighting line of feats you've taken there. What do you plan on using weapon wise???
    i've been asked this a lot and it worries me that descriptions in game aren't accurate enough thf gives glancing blows when 1 handing a bastard sword or dwarven axe.

    Please expound on the all kinds of problems you have with the build i'd love to discuss them.


    Feat taken bastard sword is in the build layout.
    Last edited by Lifespawn; 11-26-2011 at 03:31 PM.
    Quote Originally Posted by MadFloyd View Post
    Fernando has yet to even suggest a nerf of anything.
    Oh and by the way (referring to your sig), we aren't nerfing the Torc.

  10. #10
    Founder Lifespawn's Avatar
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    Quote Originally Posted by djsonar919 View Post
    Why would you want to max Tira's? That rune arm is one of the worst aiming rune arms in the game. Your blade barrier damage would be extremely weak, their DCs would be terrible (as you stated), so even if the mob didn't have evasion it would still save and in the rare occurance you actually get a crit, it would hit as hard as full arti's does with no crit. Also, what were you planning on using two handed fighting for if you are using a rune arm? This build really doesn't have much going for it because both clases do not compliment each other. I'd say go either 20 FVs or 20 Arti and you'd be much happier.
    I'm guessing you didn't read the OP?

    Tiara's is for the fact that fvs and clerics get enhancments to augment the damage of that rune arm and fvs going AOV gives me the archon and shield of condemnation to not only add more light damage but to make the things hitting me weaker to it.


    The blade barrier damage would be 3d6 behind a lvl 20 pure class because it maxes out at 15d6 but with the artie enhancments it adds 50% base damage and 2 enhancments for crits making them more powerful than a pure fvs or cleric.


    I understand you don't see the benefit of the build and thats fine it's a self healing tank with dots melee damage and runearm to create and hold aggro.

    People said my 16 sorc 2 pally 2 rogue build wouldn't work as a main tank either it has an 80 intim and 2800 sp for dots with 32 blocking dr and 5 guards.
    Quote Originally Posted by MadFloyd View Post
    Fernando has yet to even suggest a nerf of anything.
    Oh and by the way (referring to your sig), we aren't nerfing the Torc.

  11. #11
    Founder Lifespawn's Avatar
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    Quote Originally Posted by Maxallu View Post
    Just go full arty, Max all force lines, grab lucid dreams, go crazy with 1200 point blade barriers and that much rune arm damage. No need for silly fvs levels.
    i have a pure arty that does just that i like to make off the wall builds so i'm trying this.
    Quote Originally Posted by MadFloyd View Post
    Fernando has yet to even suggest a nerf of anything.
    Oh and by the way (referring to your sig), we aren't nerfing the Torc.

  12. #12
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by djsonar919 View Post
    Why would you want to max Tira's? That rune arm is one of the worst aiming rune arms in the game. Your blade barrier damage would be extremely weak, their DCs would be terrible (as you stated), so even if the mob didn't have evasion it would still save and in the rare occurance you actually get a crit, it would hit as hard as full arti's does with no crit. Also, what were you planning on using two handed fighting for if you are using a rune arm? This build really doesn't have much going for it because both clases do not compliment each other. I'd say go either 20 FVs or 20 Arti and you'd be much happier.
    While I agree that 20 FvS or 20 Arti is a better build but you aren't correct in all of your assessments.

    Firstly, with a 3 piece epic abishai set blade barrier will be at capped caster level (15) and will have +30% damage from AoVII and +35% from Artificer giving about the most possible BB damage. DC will be low of course, perhaps wisdom/intelligence based with crossbow and zen archery is an option? Still, I've played a WF FvS with 6 base wisdom and I still found BB to be very useful against many mobs (and with an eardweller you can do quite considerable damage).

    A more important issue is what role this character can play in a group. Solo this character will be fine and fun though leveling order will be tricky as most of the interesting class abilities from each class come late in each of the classes course (and if you go to 12 FvS straight up which is optimal then you end up getting more benefits from additional FvS levels rather than splashing). In a group DPS will be low, healing will be for self only and trap skills will be a bit limited (assuming that you want blade barrier asap).

  13. #13
    Founder Lifespawn's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    While I agree that 20 FvS or 20 Arti is a better build but you aren't correct in all of your assessments.

    Firstly, with a 3 piece epic abishai set blade barrier will be at capped caster level (15) and will have +30% damage from AoVII and +35% from Artificer giving about the most possible BB damage. DC will be low of course, perhaps wisdom/intelligence based with crossbow and zen archery is an option? Still, I've played a WF FvS with 6 base wisdom and I still found BB to be very useful against many mobs (and with an eardweller you can do quite considerable damage).

    A more important issue is what role this character can play in a group. Solo this character will be fine and fun though leveling order will be tricky as most of the interesting class abilities from each class come late in each of the classes course (and if you go to 12 FvS straight up which is optimal then you end up getting more benefits from additional FvS levels rather than splashing). In a group DPS will be low, healing will be for self only and trap skills will be a bit limited (assuming that you want blade barrier asap).



    ya it's not going to be top dps by any means but should do decent damage between the bastard sword the runearm and dots.


    Healing should actually be quite good if max and empower along with healing enhancments apply to the curative admixtures plus the potion mastery i'm expecting mass heals of 300+ to not be uncommon .

    trap skills should be fine all the way able to max search and disable all the way through spot is obviously off the table tho.
    Quote Originally Posted by MadFloyd View Post
    Fernando has yet to even suggest a nerf of anything.
    Oh and by the way (referring to your sig), we aren't nerfing the Torc.

  14. #14
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Lifespawn View Post
    ya it's not going to be top dps by any means but should do decent damage between the bastard sword the runearm and dots.


    Healing should actually be quite good if max and empower along with healing enhancments apply to the curative admixtures plus the potion mastery i'm expecting mass heals of 300+ to not be uncommon .

    trap skills should be fine all the way able to max search and disable all the way through spot is obviously off the table tho.
    Ok so you've gone for the balanced leveling approach which means that you don't get blade barrier until level 18. That's the single one thing about this build that might work but you're skipping it until you're almost in epics where there build will be close to useless.

    This does not look like a fun build to level or to play at cap. Similar issues with the wizard/cleric builds who want to firewall inside their blade barriers but not getting the ability that you make the build for until it's at a level where it's useless.

  15. #15
    Founder Lifespawn's Avatar
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    i went 6 artie faster because it gets flame turret which will make leveling much much easier so far at level 10 this build is chugging along with no problems.

    This build isn't so much for epic raid dps as much as it's good for tanking and maintaining aggro in raids while also being self sufficient and having better scroll healing that a pure fvs.
    Quote Originally Posted by MadFloyd View Post
    Fernando has yet to even suggest a nerf of anything.
    Oh and by the way (referring to your sig), we aren't nerfing the Torc.

  16. #16
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    I just stumbled across this. The main thing that I would have suggested would have been something to increase your spot. With an 8 Wisdom and not taking the 3rd+ level ranger past feat, your ability to spot traps would be poor at best, and I assume "self-sufficient" includes some trapspringing. Not too much of a problem if you have already memorized where the traps are, but a decent spot still makes life easier, particularly if you like to adventure in new content.

    Swapping out the "+2 Tome of Str/Int/Char used at level 7" for "+2 Supreme Tome used at level 7" would probably be a good idea. The +2 to wisdom would help a bit with your low spot, the +2 to constitution is always nice for your ability to survive, and the +2 to dex will help your open locks, for hitting with your repeating crossbow, and for shoring up that poor reflex save when trying to disable some traps. You might not agree with all three (dex/con/wis), but unless you are just working off of banked tomes, once you have 4 stats that you want to boost, you might as well increase them all with a supreme tome.

    Did you finish taking him up to 20? Did it remain fun to play through all 20 levels?

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