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  1. #1
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    Default Let's build a FvS tank!

    Hello everybody!

    I'm half way to TRing again my toon, Snemeis, and I want to understand what to do next with him.
    My 2nd life was a high AC turtle intimitank with no-fail intimidation and no threat generation whatsoever. On I-don't-remember-which-update it got nerfed so bad I had to convert it to an average DPS.

    However, we understood that now tank = threat, so what I'm trying to build here is something that _can_ turtle up AND hit the raid-boss at the same time.
    I recently saw an half-elf FvS tanking Sully on VoD hard and with her DoT she almost brought him down by herself, which was kinda astonishing, so this is the way I'd like it to be this time: FvS DoT turtle tank.

    I'm a noob in FvS and I'm no expert in hate-tanking either, therefore I'd appreciate your (you all) support on this build.

    Possibilities:
    a. 36pt build
    b. Past lifes (Ranger, Fighter, Rogue)

    Constraints:
    1. FvS as main class
    2. Must be a real good healbot when tanking is not needed
    3. Must be good enough to tank VoD hard and ToD norm _without_ proper buffing
    4. Must be able to self heal while tanking
    5. Cannot be WF nor Half-Elf (simply because I don't want to buy those races)

    Optionals that I'd like:
    a. Should be able to switch to an offensive role when I'm soloing

    "Offensive role" could be a DPS or a pure offensive divine caster (BB and such), I don't care which, I played them both and I like swinging greatswords like jumping around a blade barrier.

    The thing I propose (just as a starting point) is a DR human with max HP and average SP, but maxed light damage to use effectively the DoT.

    Please post your ideas, any suggestion will be welcome.

  2. #2
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    This is the post in which I'll put the build as it takes shape.

    For now here is my starting point:

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Male
    (20 Favored Soul) 
    Hit Points: 454
    Spell Points: 2067 
    BAB: 15\15\20\25\25
    Fortitude: 23
    Reflex: 12
    Will: 17
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (36 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                 10                   10
    Dexterity             8                 10                   10
    Constitution         18                 25                   26
    Intelligence          8                 10                   10
    Wisdom               12                 14                   14
    Charisma             18                 20                   26
    
    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 Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance              -1                  5.5                  5.5
    Bluff                 4                  8                    8
    Concentration         8                 31                   31
    Diplomacy             4                  8                   10
    Disable Device       n/a                n/a                   n/a
    Haggle                4                  8                    8
    Heal                  1                  2                    4
    Hide                 -1                  0                    0
    Intimidate            4                  8                    8
    Jump                  1                 23                   23
    Listen                1                  2                    2
    Move Silently        -1                  0                    0
    Open Lock            n/a                n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair               -1                  0                    0
    Search               -1                  0                    0
    Spot                  1                  2                    2
    Swim                 -1                  0                    0
    Tumble                0                  1                    1
    Use Magic Device      n/a               n/a                   n/a
    
    {\b {\ul Notable Equipment }} \par Supreme Tyrant Green Steel Weave Cloak  of Positive \par Bracers of the Glacier \par Gloves of the Glacier \par Lorikk's Champion \par Lorrik's Necklace \par Charismatic Ring \par Health Belt \par  \par Level 1 (Favored Soul)
    Skill: Concentration (+4)
    Skill: Jump (+2)
    Skill: Tumble (+1)
    Feat: (Selected) Empower Healing Spell
    Feat: (Human Bonus) Empower Spell
    Feat: (Deity) Favored by the Sovereign Host
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Rogue
    Enhancement: Favored Soul Smiting I
    Enhancement: Favored Soul Life Magic I
    Enhancement: Favored Soul Energy of the Scion I
    
    
    Level 2 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Favored Soul Improved Empowering I
    Enhancement: Favored Soul Charisma I
    
    
    Level 3 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Favored Soul Prayer of Smiting I
    
    
    Level 4 (Favored Soul)
    Ability Raise: CON
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 5 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    
    
    Level 6 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Toughness
    Enhancement: Unyielding Sovereignty (Favored Soul)
    Enhancement: Human Adaptability Charisma I
    Enhancement: Favored Soul Improved Empowering II
    Enhancement: Racial Toughness I
    Enhancement: Favored Soul Smiting II
    Enhancement: Favored Soul Life Magic II
    Enhancement: Favored Soul Toughness I
    
    
    Level 7 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Favored Soul Prayer of Smiting II
    Enhancement: Favored Soul Prayer of Incredible Smiting I
    
    
    Level 8 (Favored Soul)
    Ability Raise: CON
    Skill: Concentration (+1)
    Skill: Jump (+2)
    Enhancement: Favored Soul Smiting III
    Enhancement: Favored Soul Energy of the Scion II
    
    
    Level 9 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+2)
    Feat: (Selected) Shield Mastery
    Enhancement: Favored Soul Angel of Vengeance I
    
    
    Level 10 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Sonic
    Enhancement: Favored Soul Energy of the Scion III
    
    
    Level 11 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Favored Soul Prayer of Smiting III
    
    
    Level 12 (Favored Soul)
    Ability Raise: CON
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Favored Soul Angel of Vengeance II
    Enhancement: Favored Soul Charisma II
    
    
    Level 13 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 14 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 15 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Acid
    
    
    Level 16 (Favored Soul)
    Ability Raise: CON
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 17 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 18 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Toughness
    
    
    Level 19 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 20 (Favored Soul)
    Ability Raise: CON
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Deity) Favored Soul Damage Reduction: Silver
    Enhancement: Favored Soul Ascendency: Sovereign Host
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Favored Soul Prayer of Incredible Smiting II
    Enhancement: Favored Soul Smiting IV
    Enhancement: Favored Soul Charisma III
    Enhancement: Favored Soul Toughness II
    Enhancement: Favored Soul Toughness III
    Enhancement: Favored Soul Toughness IV

  3. #3
    Community Member Feithlin's Avatar
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    I have no FvS, so maybe I missed something, but I don't see why so much Cha, since you don't plan to use intimidate. The additional sp gained seem rather expensive.
    The main benefit of going human in your case would be for healing amp., which you didn't take. Since you will easily be able to self heal even without racial healing amp., maybe you could take a more sturdy race, like dwarf. Going dwarf would give you more con and more racial toughness enh.
    Personnaly, I would put more wis and less cha. Even if you will tank mainly with DP, being able to land decent BB is nice for leveling.
    You could also go WF with level up in Str, which would allow to cumulate damage from your greatsword to your DP when blocking isn't really needed.
    Thelanis: Nassim* (F12/P6/M2) - Talienor** (P18/Ra2) - Feithlin** (F12/Bd7/C1) - Stoneoak* (F12/M6/P2) - Hokusai (M17/F2/C1) - Ardence* (Bd15/F3/Ro2) - Matsushiro* (Ro11/M6/P3) | Argonessen: Luneargent (W18/Ro2) - Talienor (Ro20) - Takshir (Bd16/F2/Ro2) - Hiacynthe (C20) | Ghallanda: A bunch of pre DDO Unlimited characters (field of testing for post U19 )

  4. #4
    Community Member Memek's Avatar
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    Dotting i dont think you could hold aggro even halfway well.
    If you're swinging a weapon, you could (certainly, with gear) hold aggro, but you woulnt have much better defenses than most other dudes. So i dont see the point there.

    Basically, if you give a threat tank a long time to build up aggro, you might as well hero it. And noone wants that. Specifically, if in VoD you want several seconds every time he teleports and need to kill all those nasty Devils, you might as well have no tank at all.

    No, i dont see how this would work without significant build-up-time which isnt acceptable for tanks anymore. It used to be when the AC and DR were esoteric concepts but by now any dude with hate gear can hold aggro better than you and most players have realized that the damage mitigation is quite similar (and some might have realized that it's better to just get it over with and get SERIOUS about DPSing it down (yes, you'll take aggro unless if you have a proper tank on the other side) instead of getting yourself beaten up by nasty Devils for a couple of minutes to give the "tank" his spot in the sun).

    No, build doesnt ring a bell. Seems to suck.
    Thelanis: Mhagenta
    Keeper (Europe): Defy, Blhue, Spiderbot, Memek

  5. #5
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    Quote Originally Posted by Memek View Post
    No, i dont see how this would work without significant build-up-time which isnt acceptable for tanks anymore. It used to be when the AC and DR were esoteric concepts but by now any dude with hate gear can hold aggro better than you and most players have realized that the damage mitigation is quite similar (and some might have realized that it's better to just get it over with and get SERIOUS about DPSing it down (yes, you'll take aggro unless if you have a proper tank on the other side) instead of getting yourself beaten up by nasty Devils for a couple of minutes to give the "tank" his spot in the sun).
    What you're saying is that I need to grab the aggro fast, and that's not happening with DoT alone. It's prolly a good point.

    Therefore with the proper STR and the proper hate gear I could start it DPSing AND DoTing, and then turtle up and DoTing alone.
    Am I catching your point?

  6. #6
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    I had a FvS DoT tank that I LR'ed from a WF LoB because I was bored swinging a greatsword for terrible dps. It sounds great in theory, but in practice it doesn't bring anything to the table that's better than a traditional tank.

    As the poster above me mentioned, it can be difficult establishing aggro, seeing as it takes a minimum of 30 seconds to get a triple stack of divine punishment. Holding aggro once you get it is actually fairly easy, especially if you have anathema and an eardweller/brilliance clickies. You're also pretty easy to keep up healing wise considering how much damage you mitigate through DR and shield mastery.

    That said, it can work if there's not a decent meatbag in the party willing to tank. I ended up tanking at least 3 VoD runs where the designated tank was either too squishy or couldn't hold aggro over my divine punishment.

    Basically, my build ended up becoming an indestructible healbot that could tank if the situation demanded it. If that's the kind of thing you're going for, your build should be fine, but I just don't see any groups advertising for a FvS DoT tank.

  7. #7
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    Quote Originally Posted by mute_mayhem View Post
    As the poster above me mentioned, it can be difficult establishing aggro, seeing as it takes a minimum of 30 seconds to get a triple stack of divine punishment. Holding aggro once you get it is actually fairly easy, especially if you have anathema and an eardweller/brilliance clickies. You're also pretty easy to keep up healing wise considering how much damage you mitigate through DR and shield mastery.
    Again, you're saying that if I could S&B some decent (not uber) damage with the proper hate generation gear AND DoT at the same time it won't be hard to mantain the aggro?

    How about a S&B h-orc with levik gear, less CHA and more STR and hate generation enhancements?
    Tomorrow i'll post a second proposition in that direction.

  8. #8
    Community Member Memek's Avatar
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    Quote Originally Posted by fedechicco View Post
    What you're saying is that I need to grab the aggro fast, and that's not happening with DoT alone. It's prolly a good point.

    Therefore with the proper STR and the proper hate gear I could start it DPSing AND DoTing, and then turtle up and DoTing alone.
    Am I catching your point?
    I think you're catching the point, but you are misinterpreting things: You CANT turtle up, pretty much ever. You must keep DPSing. DoTTing alone will not hold aggro, unless there is some item that gives some serious amp (i know there is a Ring with +15% spell hate but as far as i kno thats as far as it goes).
    Now, dont get me wrong, i do think you can hold aggro reliably if you keep at it but you must keep pushing (that is DoT + melee). And then, what kind of defense do you really have over a proper tank?

    Grabbing aggro fast, yes, thats another point. I'd expect that from a "proper tank", to hold aggro from first touch, but not everyone can do so. But if you cant hold your aggro, it matters not, you cant tank.
    Thelanis: Mhagenta
    Keeper (Europe): Defy, Blhue, Spiderbot, Memek

  9. #9
    The Hatchery sirgog's Avatar
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    Search for my 'Soul Survivor' build - I've tanked Normal Horoth and pre-U12 Elite Suulomades with it.

    Still, with the changes to raid boss melee damage output, I no longer consider DR 15 to be the top-notch damage mitigation that it used to be. I've respecced mine a moderate amount.

  10. #10
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    Quote Originally Posted by Memek View Post
    i know there is a Ring with +15% spell hate but as far as i kno thats as far as it goes
    +15% spell hate on a ring? Please link a page to it, I never heard of it.

    I can understand you saying that you can't grab aggro fast with spells, but I don't know about holding it: that's what every caster does if he's not careful!
    Did somebody here ever tried some maxed-out FvS DoTs? They hit pretty hard if what they told me is true.

    If you're positive about the impossibility to mantain aggro with a FvS while turtleing-up and casting spells every now and then, well you're right when you say this build won't work with hate alone.

    Maybe a proper intimidation would balance things off, since on successful intimidation you regain your place on top of the hate list.

  11. #11
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by fedechicco View Post
    +15% spell hate on a ring? Please link a page to it, I never heard of it.

    I can understand you saying that you can't grab aggro fast with spells, but I don't know about holding it: that's what every caster does if he's not careful!
    Did somebody here ever tried some maxed-out FvS DoTs? They hit pretty hard if what they told me is true.

    If you're positive about the impossibility to mantain aggro with a FvS while turtleing-up and casting spells every now and then, well you're right when you say this build won't work with hate alone.

    Maybe a proper intimidation would balance things off, since on successful intimidation you regain your place on top of the hate list.
    Aggro isn't your problem on a FvS tank, assuming you are always attacking. The issue that you just do not have the damage mitigation to lower boss damage enough. Before Divine Punishment I wasn't losing aggro when focusing on having it, DP just makes it easier to maintain aggro.

    The Lord of Blades hits for ~100 on Norm and ~170 on Epic. As a FvS using a two-hander you take 85 and 155 respectively. Torc and Conc-Opp do not let you heal that. OTOH, a Stalwart takes ~70 and ~110 respectively. Combine that with the bigger health pool of the Stalwart, and the Stalwart having the option for an AC that makes trash struggle to hit them on all difficulties and bosses miss some of the time on non-epic, and you'll see a huge difference.

  12. #12
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    Quote Originally Posted by sirgog View Post
    Aggro isn't your problem on a FvS tank, assuming you are always attacking.
    Nah, that wasn't the question. The question was: are you sure there is no possibility to mantain aggro with spells _while_ turtleing up?
    I read your posts on the LoB thread, and I understand that he's real mean (though I never had the pleasure to meet him...), but I'm not trying to tank everything in every situation: I think I can bare the shame of telling people that I won't tank elite horoth, and that they have to take a real tank for that.

    I did try the stalwart and I liked it very much, but I'm not doing a fighter again. My purpose is: I wanna do a FvS, adding some spice to it in the tanking way.

    Assuming that's possible, and I understand that's possibly not true.

  13. #13
    Community Member Mrmorphling's Avatar
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    With the necessary build up time (triple stack) with Anathema (http://ddowiki.com/page/Anathema) providing +25% aggro and eardweller (http://ddowiki.com/page/Xachosian_Eardweller) for the first 3 minutes and then brilliance clicky you can definitely keep aggro vs non uber melee (that 60+STR eSos barb might be a problem, btu trust me it's a problem for many traditional tanks too if he goes full DPS after 30secs).

    Keeping up triple stack (mind the timing as you can' refresh each cooldown unless you want to squander SP) plus self healing is still quite taxing on mana pool as you can't rely on scrolls under anything hitting more than 60ish (vast majority of tankable bosses) as you risk failing conc check.

    At the end you are a light/heal specced FvS with shield mastery, you'll be good at soloing and you can act as tank with moderate geared groups in normal environment.

    I would definitely redo some of your starting stats:
    - CHA = 11 as 11+2(tome)+6(item) = 19, enough to cast your spells, if you are concerned by UMD you can start with 12 but not more and up WIS to be able to 'recycle' as DC based caster

  14. #14
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    Quote Originally Posted by fedechicco View Post
    +15% spell hate on a ring? Please link a page to it, I never heard of it.

    I can understand you saying that you can't grab aggro fast with spells, but I don't know about holding it: that's what every caster does if he's not careful!
    Did somebody here ever tried some maxed-out FvS DoTs? They hit pretty hard if what they told me is true.

    If you're positive about the impossibility to mantain aggro with a FvS while turtleing-up and casting spells every now and then, well you're right when you say this build won't work with hate alone.

    Maybe a proper intimidation would balance things off, since on successful intimidation you regain your place on top of the hate list.
    Anathema is the ring everyone here is referring to: http://itemwiki.cubicleninja.com/Ite...spx?itemID=782

    It is possible to hold aggro just shield blocking, but it depends on the group. If you have high damage/threat melees in the group that can't or won't manage their aggro properly, you'll have a difficult time holding aggro without swinging a weapon.

    If you can get a high enough intim score, that might be enough to maintain aggro, but I've never tried.

  15. #15
    Community Member AdamSmith's Avatar
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    Talking

    I like my Dwarf more than your Human.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Dwarf Male
    (20 Favored Soul) 
    Hit Points: 462
    Spell Points: 1980 
    BAB: 15\15\20\25\25
    Fortitude: 21
    Reflex: 11
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity             8                     8
    Constitution         20                    29
    Intelligence         12                    12
    Wisdom                8                     8
    Charisma             14                    20
    
    Tomes Used
    +2 Tome of Constitution used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                    10
    Bluff                 2                     5
    Concentration         9                    32
    Diplomacy             2                     7
    Disable Device        n/a                   n/a
    Haggle                2                     5
    Heal                 -1                     1
    Hide                 -1                    -1
    Intimidate            2                     5
    Jump                  4                    10
    Listen               -1                    -1
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     1
    Search                1                     3
    Spot                 -1                    -1
    Swim                  0                     0
    Tumble               n/a                   n/a
    Use Magic Device      4                    16
    
    Level 1 (Favored Soul)
    Feat: (Deity) Favored by the Sovereign Host
    Feat: (Selected) Toughness
    Spell (1): Nightshield
    Spell (1): Remove Fear
    
    
    Level 2 (Favored Soul)
    Spell (1): Nimbus of Light
    
    
    Level 3 (Favored Soul)
    Feat: (Selected) Maximize Spell
    Spell (1): Obscuring Mist
    
    
    Level 4 (Favored Soul)
    Spell (2): Cure Moderate Wounds
    
    
    Level 5 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    Spell (2): Resist Energy
    
    
    Level 6 (Favored Soul)
    Feat: (Selected) Empower Spell
    Spell (3): Searing Light
    
    
    Level 7 (Favored Soul)
    Spell (2): Remove Paralysis
    Spell (3): Cure Serious Wounds
    
    
    Level 8 (Favored Soul)
    Spell (4): Freedom of Movement
    
    
    Level 9 (Favored Soul)
    Feat: (Selected) Quicken Spell
    Spell (2): Bull's Strength
    Spell (3): Mass Aid
    Spell (4): Death Ward, later swap to Recitation
    
    
    Level 10 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Electricity
    Spell (5): Raise Dead, later swap to True Seeing
    
    
    Level 11 (Favored Soul)
    Spell (3): Magic Circle Against Evil
    Spell (4): Divine Power
    Spell (5): Divine Punishment
    
    
    Level 12 (Favored Soul)
    Feat: (Selected) Shield Mastery
    Spell (6): Blade Barrier
    
    
    Level 13 (Favored Soul)
    Spell (6): Heal
    Spell (5): Mass Cure Light Wounds
    Spell (4): Restoration, later swap to Panacea
    
    
    Level 14 (Favored Soul)
    Spell (7): Mass Protection From Elements
    
    
    Level 15 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Sonic
    Feat: (Selected) Improved Shield Mastery
    Spell (5): Break Enchantment
    Spell (6): Mass Cure Moderate Wounds
    Spell (7): Greater Restoration
    
    
    Level 16 (Favored Soul)
    Spell (8): Mass Death Ward
    
    
    Level 17 (Favored Soul)
    Spell (7): Mass Spell Resistance
    Spell (8): Death Pact
    
    
    Level 18 (Favored Soul)
    Feat: (Selected) Empower Healing Spell
    Spell (9): Mass Heal
    
    
    Level 19 (Favored Soul)
    Spell (8): Symbol of Death
    Spell (9): True Resurrection
    
    
    Level 20 (Favored Soul)
    Feat: (Deity) Favored Soul Damage Reduction: Cold Iron
    Spell (9): Energy Drain
    Enhancement: Favored Soul Ascendency: Sovereign Host
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Shield Mastery I
    Enhancement: Dwarven Shield Mastery II
    Enhancement: Dwarven Shield Mastery III
    Enhancement: Unyielding Sovereignty (Favored Soul)
    Enhancement: Favored Soul Angel of Vengeance I
    Enhancement: Favored Soul Angel of Vengeance II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Favored Soul Prayer of Life I
    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 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 Toughness I
    Enhancement: Favored Soul Toughness II
    Enhancement: Favored Soul Toughness III
    Enhancement: Favored Soul Toughness IV
    Enhancement: Favored Soul Wand and Scroll Mastery I
    Enhancement: Favored Soul Wand and Scroll Mastery II

  16. #16
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    Quote Originally Posted by fedechicco View Post
    Hello everybody!


    However, we understood that now tank = threat, so what I'm trying to build here is something that _can_ turtle up AND hit the raid-boss at the same time
    This build was made by a guildy of mine, he has used it to solo: ToD (normal), Epic DQ2, Elite Vod, normal Vod at level... etc.. all without using SP pots.
    For a human, take another toughness. You lose ~10% (well actually a bit more..) healing amp and gain 22hp.
    Last edited by Darknark; 01-13-2012 at 01:45 AM.
    Gordy - A Tribe Called Zerg - Cannith
    Agordmil - Agordmils - Byoh - Crocodylia - Schrödingers - MooseAlert - Zufallig - Mooselicker
    Solo ToD (Arcane) no pots preMotu

  17. #17
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    I'm testing an intim-caster FvS atm. Broke his cherry in hard VoD pug with no hitch. Was rather amused when I was tanking and dropping party heals at the end. How often does that happen? heh. Burned alot of SP on self healing mostly because I didn't know the healers and didn't trust them, but still had enough which was my biggest concern as this was the first "real" boss he tanked. I'm not counting Stormreaver or Lailat as they're not that tough and give free SP. My next test will be with a traditional tank trying to steal aggro on Sully and move up to Horoth without hate tank, then with hate tank and onwards, maybe Abishai next.

    Yes, he does have an Anathema, if memory serves one of the ToD sets gives a spell hate bonus, but I'm unsure if I'll be able to use it. He's rather low on gear atm but he's a test build, not final so thats ok. Final build's intim with ideal gear will be self buffed in the mid to high 70s depending on how much cha I can squeeze into it. More depending on if I can find anymore stacking intim sources. My goal atm is 80 as thats the highest no-fail I've seen. Intim is new to me, so not really sure where I stand, nor really interested in other's builds either, as I derive most of my fun from testing and learning things myself. I really hated losing the FvS DR which is one of the things that helped form the initial idea, but I didn't see a way around getting intim. It does take extra time to build up which is a draw back but overall its got some nice versatility that I like.

    Its a very intensive character to play as you're juggling many timers including curse pots vs Sully and I did drop timer on DP 3-4 times. Sully teleporting was not an issue as he still had the DoT on him and would come after me, intiming kept him there. I look forward to seeing how it compares with a traditional tank though.

    Fedechicco, send me a PM if you want to talk more on the subject. I'd love to get the opinions of someone else who wants to make this work opposed to people who think it can't.
    Last edited by XavierElanor; 01-13-2012 at 02:32 AM.

  18. #18
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    XavierElanor, Darknark, AdamSmith, thx for partecipating, I was almost losing hope that such a build was possible.
    I'm at work atm, i'll have a closer look to your proposed builds in the weekend.

    I'd like to pose you a question though: did you try intimidating too? How's your intimidation working, if you have it?

    Intimidation is not a class skill, do you think it's worth to lose the 10DR for splashing 1 lvl of rogue/pally/ftr?
    I don't think so, but it's gonna be a gimp intimidation without it.

  19. #19
    Community Member FuzzyDuck81's Avatar
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    With the forthcoming changes to how enhancements work (admittedly still a little way off) a dwarven defender FvS could presumably be a possibility, and would be a little crazy in terms of survivability.
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  20. #20
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    Quote Originally Posted by FuzzyDuck81 View Post
    With the forthcoming changes to how enhancements work (admittedly still a little way off) a dwarven defender FvS could presumably be a possibility, and would be a little crazy in terms of survivability.
    Which forthcoming changes? Pls link us something to read more about them.

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