Results 1 to 16 of 16
  1. #1
    Community Member Adken's Avatar
    Join Date
    Jul 2010
    Posts
    249

    Default Favored Soul Evoker

    Hi;

    This is the build i'm considering to use to TR my cleric.
    I wanted a build good at healing, good survivability (even tanking sometimes), decent nukes and a bit of cc.

    The main source of cc will be cometfall and the alignment spells, which are the core of the build. With good DCs with holy blight, chaos hammer and order's wrath i can deal damage and blind/slow/stun by using only 15 sp per cast. That's why i didn't choose heighten, it decreases the potential of those spells to be spammed. That's the reason for the low spell penetration too. In a lower degree, i'll be using command and maybe symbol of stunning too.

    The survivability is based on DR and shield mastery (of course, using a tower shield) and a high healing amp, having the full human line and 10, 20 and 30 from gear, adding two concordant opposition guards and a torc.

    For heals, i have the method of capstone with full metamagics + heal scrolls for a main tank.

    When i see it's proper, i could melee a bit too, maybe using wounding or improved destruction.

    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Aurala 
    Level 20 Neutral Good Human Female
    (20 Favored Soul) 
    Hit Points: 322
    Spell Points: 1980 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 11
    Will: 20
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (34 Point)       (Level 1)          (Level 20)        
    Strength              8                  8            
    Dexterity             8                  8            
    Constitution         16                 18            
    Intelligence         10                 12            
    Wisdom               18                 24            
    Charisma             14                 16            
    
    Tomes Used
    +2 Tome of Constitution used at level 6
    +2 Tome of Intelligence used at level 6
    +2 Tome of Wisdom used at level 6
    +2 Tome of Charisma used at level 6
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               1                 10            
    Bluff                 2                  5            
    Concentration         7                 27            
    Diplomacy             2                  5            
    Disable Device        n/a               n/a           
    Haggle                2                  5            
    Heal                  4                  8            
    Hide                 -1                 -1            
    Intimidate            2                 12            
    Jump                 -1                  1            
    Listen                4                  8            
    Move Silently        -1                 -1            
    Open Lock            n/a               n/a            
    Perform               n/a               n/a           
    Repair                0                  1            
    Search                0                  1            
    Spot                  4                  8            
    Swim                 -1                 -1            
    Tumble               n/a               n/a            
    Use Magic Device      4                 16            
    
    Level 1 (Favored Soul)
    Feat: (Deity) Favored by the Sovereign Host
    Feat: (Past Life) Past Life: Cleric
    Feat: (Selected) Shield Mastery
    Feat: (Human Bonus) Toughness
    
    
    Level 2 (Favored Soul)
    
    
    Level 3 (Favored Soul)
    Feat: (Selected) Spell Focus: Evocation
    
    
    Level 4 (Favored Soul)
    Ability Raise: WIS
    
    
    Level 5 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    
    
    Level 6 (Favored Soul)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 7 (Favored Soul)
    
    
    Level 8 (Favored Soul)
    Ability Raise: WIS
    
    
    Level 9 (Favored Soul)
    Feat: (Selected) Greater Spell Focus: Evocation
    
    
    Level 10 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Electricity
    
    
    Level 11 (Favored Soul)
    
    
    Level 12 (Favored Soul)
    Ability Raise: WIS
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Favored Soul)
    
    
    Level 14 (Favored Soul)
    
    
    Level 15 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Cold
    Feat: (Selected) Quicken Spell
    
    
    Level 16 (Favored Soul)
    Ability Raise: WIS
    
    
    Level 17 (Favored Soul)
    
    
    Level 18 (Favored Soul)
    Feat: (Selected) Empower Spell
    
    
    Level 19 (Favored Soul)
    
    
    Level 20 (Favored Soul)
    Feat: (Deity) Favored Soul Damage Reduction: Cold Iron
    Enhancement: Favored Soul Ascendency: Sovereign Host
    Enhancement: Unyielding Sovereignty
    Enhancement: Favored Soul Angel of Vengeance I
    Enhancement: Favored Soul Angel of Vengeance II
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Favored Soul Prayer of Smiting I
    Enhancement: Favored Soul Prayer of Life I
    Enhancement: Favored Soul Prayer of Incredible Smiting I
    Enhancement: Favored Soul Prayer of Incredible Life I
    Enhancement: Favored Soul Smiting I
    Enhancement: Favored Soul Smiting II
    Enhancement: Favored Soul Smiting III
    Enhancement: Favored Soul Life Magic I
    Enhancement: Favored Soul Life Magic II
    Enhancement: Favored Soul Life Magic III
    Enhancement: Favored Soul Life Magic IV
    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: Favored Soul Charisma I
    Enhancement: Favored Soul Charisma II
    Enhancement: Favored Soul Wisdom I
    Enhancement: Favored Soul Wisdom II
    Enhancement: Favored Soul Toughness I
    Enhancement: Favored Soul Toughness II
    Enhancement: Favored Soul Wand and Scroll Mastery I
    Enhancement: Favored Soul Wand and Scroll Mastery II
    Enhancement: Favored Soul Wand and Scroll Mastery III
    Any suggestion is welcome.

    PS: I got intimidate as a part of the "maybe tank sometimes" but i'm not completely sure about it. Maybe i can find a better skill to use the points, or simply raise cha 1 point.
    Kaldrick (Wiz PM 20), Aurala (FvS evoker 20), Kyrale (Bard Spellsinger 20) - Cannith

    Quote Originally Posted by Farayon View Post
    Does anyone else wonder if Turbine are secretly being funded by the government to run psychological tests on us by adding completely absurd, inexplicable changes to the game?

  2. #2
    Community Member Jaid314's Avatar
    Join Date
    Jan 2010
    Posts
    4,785

    Default

    if you don't take heighten, you're going to need to spam those spells like crazy because you'll only land them about 1/4 of the time at best. furthermore, you'll be burning your most precious resource, *time*, by not taking heighten.

    when i throw a CC spell, i don't want it to land *eventually*, i want it to land *right now*, because right now happens to be when the mobs are trying to kill me. and i'd like it to land before they succeed.

    edit: oh, and for the other skill... i would consider bluff or diplomacy. either of those will help you control aggro (successful or not, they reduce threat generation). they're also useful for a handful of quest objectives.

    also, have you considered the possibility of taking silver flame for spammable searing light?
    Last edited by Jaid314; 11-25-2011 at 04:47 PM.

  3. #3
    Community Member Adken's Avatar
    Join Date
    Jul 2010
    Posts
    249

    Default

    This is the gear i want to use for the build.

    GS conc opp goggles with +10 hp, +50 and +100 sp, +1 str skills and +2 and +3 cha skills
    GS conc opp longsword with healing amp +10% and +30%, except str +1
    GS mineral cloak with wizardry 6, +15 and +20 hp, +1 except cha skills and +2 and +3 except con skills
    Epic cavalry plate with toughness
    Bracers with +6 str and greater evocation focus
    Bramble casters/epic brawling gloves/gauntlets of eternity
    ToD ring with +6 cha, +1 and +2 except wisdom
    ToD ring with +6 cha, +1 except con and 20% healing amp
    Cannith boots of propulsion/ToD boots
    Belt with +6 constitution
    Torc
    Cove hat with sup potency 6 and +15 concentration
    Greater stalwart trinket/eardweller/something else
    Levik's shield
    Kaldrick (Wiz PM 20), Aurala (FvS evoker 20), Kyrale (Bard Spellsinger 20) - Cannith

    Quote Originally Posted by Farayon View Post
    Does anyone else wonder if Turbine are secretly being funded by the government to run psychological tests on us by adding completely absurd, inexplicable changes to the game?

  4. #4
    Community Member Adken's Avatar
    Join Date
    Jul 2010
    Posts
    249

    Default

    Quote Originally Posted by Jaid314
    if you don't take heighten, you're going to need to spam those spells like crazy because you'll only land them about 1/4 of the time at best. furthermore, you'll be burning your most precious resource, *time*, by not taking heighten.
    Well, i had thought heighten will only increase the DC in 5 points for the alignment spells, 3 for cometfall, but it will also increase the cost. After U9 i'm not really sure how much will be the total sp cost, i assume it will be 40 sp for alignment spells and 50 for cometfall, and i would run out of sp quickly if i cast a spell with those costs against each monster i find.
    I can't confirm what would be the "real" sp cost for those heightened spells, since i don't have heighten.

    The cc i want is not to go to an epic and be the only guy with cc in the group, it's more a support.


    Quote Originally Posted by Jaid314
    also, have you considered the possibility of taking silver flame for spammable searing light?
    Yes, but i don't think it would deal a decent damage to make it worth. At least, not compared with the capstone heal, which is important for the build. First than all, i want a good healer



    Can anyone confirm the cost of the heightened spells?

    Oh, and thanks for the reply
    Kaldrick (Wiz PM 20), Aurala (FvS evoker 20), Kyrale (Bard Spellsinger 20) - Cannith

    Quote Originally Posted by Farayon View Post
    Does anyone else wonder if Turbine are secretly being funded by the government to run psychological tests on us by adding completely absurd, inexplicable changes to the game?

  5. #5
    Community Member Jaid314's Avatar
    Join Date
    Jan 2010
    Posts
    4,785

    Default

    heightened spells (without anything to reduce costs, mainly enhancements) cost 5 SP more per +1 level. so cometfall you would add 15, your alignment spells you would add +25.

    and you might not *think* that +5 to DCs (or even +3 to DCs) is a big deal, but i can assure you that it is an extremely large difference. for reference, try making, say, a cha or int 14 sorcerer or wizard. run through the first few levels with niac's cold ray. see how often it lands. then try the same thing with a cha or int 20 (drow) version, or with a conjuration focus feat and 18 int or cha. it is an extremely noticeable difference to have a 3 point difference in save DCs, and a 5 point difference is even worse. it's hard to understand just how much a 3 point difference can make until you've tried it, but i assure you it is a very noticeable difference. every last point of DC matters.

  6. #6
    Community Member Adken's Avatar
    Join Date
    Jul 2010
    Posts
    249

    Default

    For cometfall it might be worth, but not for holy blight/chaos hammer/order's wrath because the duration is 8 seconds only. I have to check other spells and their DCs to see if it would be worth to take heighten.

    Let's see... i'd have a total of 38 wisdom, which is a +14

    My base DC would be 24 + spell level
    an extra +4 for evocation
    extra +1 for conjuration
    "extra" +2 from the AoV aura (it's a penalty but it's pretty much the same than abonus to the DC)

    Lvl 4 evocation spells: 24+4+4+2 = 34 ---> 39 with heighten
    Cometfall: 24+6+1+2= 33 ---> 36 with heighten
    Greater command: 24+6+2= 32 ---> 35 with heighten
    Implosion: 24+9+4+2= 39
    Holy aura: 24+8+2= 34

    Hm... the cost of heighten is not too high, actually i could take it. Ty
    Kaldrick (Wiz PM 20), Aurala (FvS evoker 20), Kyrale (Bard Spellsinger 20) - Cannith

    Quote Originally Posted by Farayon View Post
    Does anyone else wonder if Turbine are secretly being funded by the government to run psychological tests on us by adding completely absurd, inexplicable changes to the game?

  7. #7
    Community Member
    Join Date
    Oct 2009
    Posts
    246

    Default

    Quote Originally Posted by Adken View Post
    GS conc opp longsword with healing amp +10% and +30%, except str +1

    If this is a caster build, with str as a dump stat, why build a gslong sword with +1 exc str?

    I get this is just in the planning stage, but maybe look at alternatives to this. The design looks to be pos/neg/stalemate II. Why not go something like 30% neg energy absorbtion for tier two?
    Last edited by Pape_27; 11-25-2011 at 06:47 PM. Reason: edit: rolled a d20; reading comprehension check passed; finally caught the gs min cloak
    boo-tai jung-tzahng-duh
    Quote Originally Posted by Cordovan View Post
    We love fansites!
    <*cough*B.S.*cough*>
    Quote Originally Posted by SqueakofDoom View Post
    There will be bugs!

  8. #8
    Community Member Adken's Avatar
    Join Date
    Jul 2010
    Posts
    249

    Default

    With deathward i get immunity to negative energy. +1 except str was the best i found on my options to create a conc opp sword.
    Kaldrick (Wiz PM 20), Aurala (FvS evoker 20), Kyrale (Bard Spellsinger 20) - Cannith

    Quote Originally Posted by Farayon View Post
    Does anyone else wonder if Turbine are secretly being funded by the government to run psychological tests on us by adding completely absurd, inexplicable changes to the game?

  9. #9
    Community Member Bart_D's Avatar
    Join Date
    Sep 2009
    Posts
    408

    Default

    Quote Originally Posted by Adken View Post
    ...
    GS conc opp goggles with +10 hp, +50 and +100 sp, +1 str skills and +2 and +3 cha skills
    GS conc opp longsword with healing amp +10% and +30%, except str +1
    ...
    Will conc opp really proc more when you wear 2 items with it?

  10. #10
    Community Member Adken's Avatar
    Join Date
    Jul 2010
    Posts
    249

    Default

    Yes.

    The guard from items doesn't stack, but it does when it comes from an item and a weapon.
    Kaldrick (Wiz PM 20), Aurala (FvS evoker 20), Kyrale (Bard Spellsinger 20) - Cannith

    Quote Originally Posted by Farayon View Post
    Does anyone else wonder if Turbine are secretly being funded by the government to run psychological tests on us by adding completely absurd, inexplicable changes to the game?

  11. #11
    Founder Matuse's Avatar
    Join Date
    Feb 2006
    Posts
    6,243

    Default

    With deathward i get immunity to negative energy. +1 except str was the best i found on my options to create a conc opp sword.
    Better Conc-Opp weapon:

    http://www.iro.umontreal.ca/~delalle...amp_20&altar=3

    Pick Str or Int for the remaining tier, depending on which you prefer (Str for Carry Capacity, Int for runes).
    Kobold sentient jewel still hate you.

  12. #12
    Community Member
    Join Date
    Oct 2009
    Posts
    121

    Default Newbie thoughts.

    I'm far from a decent player but somethings your post made me think of. First favored souls wear medium armor not heavy. So you are going to have to burn a feat for that cavalry plate. Not sure it's worth it. Next for solo runs a nice 6-8 second blinded mob running through a blade barrier is not a bad thing at all. Third don't underestimate the little shoulder cannon from the prestige line. It is an auto hit, doesn't draw much agro, and can hit targets through walls or when shield blocking. I hope you come back to this post when you try out the build it sounds awesome.

  13. #13
    Community Member Adken's Avatar
    Join Date
    Jul 2010
    Posts
    249

    Default

    Ty

    And the cove armor is made of mithral, which means it's a medium armor.
    Kaldrick (Wiz PM 20), Aurala (FvS evoker 20), Kyrale (Bard Spellsinger 20) - Cannith

    Quote Originally Posted by Farayon View Post
    Does anyone else wonder if Turbine are secretly being funded by the government to run psychological tests on us by adding completely absurd, inexplicable changes to the game?

  14. #14
    Community Member
    Join Date
    Mar 2011
    Posts
    509

    Default

    Quote Originally Posted by Matuse View Post
    Better Conc-Opp weapon:

    http://www.iro.umontreal.ca/~delallea/ddo/shroud/cgi-bin/shroud.cgi?item=item&weapon=longsword&effects=conc ordant_opposition_,healing_amp_30,healing_amp_20&a ltar=3

    Pick Str or Int for the remaining tier, depending on which you prefer (Str for Carry Capacity, Int for runes).


    The reason for a 10%, 1str, 30% is that you can easily slot the 20% on a ToD ring, allowing Max healing amp without wasting the Body slot on DT.

    With a 6str, 20%,30% (only good if you cannot dedicate a ToD ring to a 20% amp) you will have to give up your Body slot (Supfalse life + effective 6 stacking DR (The hp proc) + toughness slotted in this case) to get the last 10%.

    Kal, intimidating with a shield up will give you a 16 (?I think) second proc of +100% threat (I think I remember reading that anyways.. might be wrong).
    Quote Originally Posted by U9 release notes

    • Intimidate
      • A successful use of the intimidate skill now sets a player's threat with a monster equal to the highest threat opponent, plus a small buffer based on a player's size-modified intimidate skill. The player gains a +50% threat multiplier to all attacks (melee, ranged, and spells) for a short period after successful intimidation. Intimidate now has a 15 second cooldown, but players will no longer automatically lose the monster's aggro after six seconds.
      • When using a shield, intimidate will get a longer lasting and more effective threat multiplier applied.

    Last edited by Darknark; 11-26-2011 at 05:25 PM.
    Gordy - A Tribe Called Zerg - Cannith
    Agordmil - Agordmils - Byoh - Crocodylia - Schrödingers - MooseAlert - Zufallig - Mooselicker
    Solo ToD (Arcane) no pots preMotu

  15. #15
    Community Member Adken's Avatar
    Join Date
    Jul 2010
    Posts
    249

    Default

    Yes, it does. I don't know how much time it lasts with a shield, i think it's 10 seconds, but i'm sure it gives you +100% aggro with all the attacks. The thing is, i would need a lot to make it work on most high level monsters and i'm not sure if i can do it (and if it's worth the effort and the gear slots). I might end spending those extra points in jump, or just raise the charisma one point more.
    Last edited by Adken; 11-26-2011 at 06:15 PM.
    Kaldrick (Wiz PM 20), Aurala (FvS evoker 20), Kyrale (Bard Spellsinger 20) - Cannith

    Quote Originally Posted by Farayon View Post
    Does anyone else wonder if Turbine are secretly being funded by the government to run psychological tests on us by adding completely absurd, inexplicable changes to the game?

  16. #16
    Community Member
    Join Date
    Mar 2011
    Posts
    509

    Default

    K, now that I've given it more than just a glance I can say:

    - Why Neutral Good?
    - +2 tomes cannot be used at level 6 (they are ML7)
    - Intim probably isn't that important if you are going evoker, especially without higher levels of it, and you'll still be able to tank fine... just ask for a head start.
    - Anathema is 25% more threat with all attacks (works for spells)
    - Ring of Lies is 15% (? Iirc.. or 10%) more threat (works for spells iirc)
    - For leveling, try to get Max, Emp, and Quicken by level 12 for Blade Barriers/heal.
    - If you are an evoker, take heighten.
    - Jump would be useful for evading mobs while BB kiting.

    -Use the spell specific Meta function to stop heightening your "nuke spells", or better yet, make two hotbars (one with meta, one without).

    - Shield mastery is Passive % DR, you can just equip the shield and run around without blocking (or block to get % DR + Blocking DR + Fvs Dr)
    - Divine Power will raise your BaB and thus your Active Blocking DR.
    Last edited by Darknark; 11-26-2011 at 08:21 PM.
    Gordy - A Tribe Called Zerg - Cannith
    Agordmil - Agordmils - Byoh - Crocodylia - Schrödingers - MooseAlert - Zufallig - Mooselicker
    Solo ToD (Arcane) no pots preMotu

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload