Page 2 of 5 FirstFirst 12345 LastLast
Results 21 to 40 of 81
  1. #21
    Community Member
    Join Date
    Mar 2006
    Posts
    1,051

    Default

    Dex does not need be higher than 16. I can easily hit 19 with tome. I think moving charisma with the cleric to 12 is prudent, leaving intel a dump stat.

    The cleric has some issues. For one, there is no shot for radiant servant without empowered healing. That leaves divine might as the only decent offensive buff which requires good charisma for the +4 buff. A very high maintenance buff.

    The favored soul on the other hand can get 7 or more 20 second action boosts for +5 damage. Plus, I can take the angel of vengeance PRE, which among other things buffs my BB. However, at 12th level there is only one 6th level spell.

    So, I could stick with cleric, and
    1. Forgo radiant servant
    2. or drop maximize for empowered healing, halving my BB damage.
    3. or drop improved precise shot, and take both empowered healing, and empower. Reduce dexterity to 14.

    Or, go back to FVS and live with sub optimum healing.

  2. #22
    Community Member wax_on_wax_off's Avatar
    Join Date
    Feb 2010
    Posts
    6,512

    Default

    Quote Originally Posted by tinyelvis View Post
    Dex does not need be higher than 16. I can easily hit 19 with tome. I think moving charisma with the cleric to 12 is prudent, leaving intel a dump stat.

    The cleric has some issues. For one, there is no shot for radiant servant without empowered healing. That leaves divine might as the only decent offensive buff which requires good charisma for the +4 buff. A very high maintenance buff.

    The favored soul on the other hand can get 7 or more 20 second action boosts for +5 damage. Plus, I can take the angel of vengeance PRE, which among other things buffs my BB. However, at 12th level there is only one 6th level spell.

    So, I could stick with cleric, and
    1. Forgo radiant servant
    2. or drop maximize for empowered healing, halving my BB damage.
    3. or drop improved precise shot, and take both empowered healing, and empower. Reduce dexterity to 14.

    Or, go back to FVS and live with sub optimum healing.
    I wrote the dexterity and charisma scores trying to make an allowance for a +3 or better tome without assuming it.

    Feats as 13 cleric / 6 monk / 1 wizard with ranger dilettante:
    7 base: Point Blank Shot, Rapid Shot, Weapon Focus: Ranged, Manyshot, Empower Healing, Precise Shot, Improved Precise Shot
    3 monk: Toughness, Zen Archery, Stunning Fist (or dodge)
    1 wizard: Maximise

    Feats as 12 cleric / 6 monk / 2 fighter with ranger dilettante:
    7 base: Point Blank Shot, Rapid Shot, Weapon Focus: Ranged, Manyshot, Empower Healing, Mental Toughness, Maximise
    3 monk: Toughness, Zen Archery, Stunning Fist (or dodge)
    2 figher: Precise Shot, Improved Precise Shot

    Either way you can fit everything in as long as you forgo Bow Strength (what do you expect your end game strength to be anyway? In water stance you'd be looking at 30 max which is only missing +2 damage with ranger dilettante. Rogue dilettante is nice but can't have everything).

  3. #23
    Community Member
    Join Date
    Mar 2006
    Posts
    1,051

    Default

    Quote Originally Posted by wax_on_wax_off View Post
    I wrote the dexterity and charisma scores trying to make an allowance for a +3 or better tome without assuming it.

    Feats as 13 cleric / 6 monk / 1 wizard with ranger dilettante:
    7 base: Point Blank Shot, Rapid Shot, Weapon Focus: Ranged, Manyshot, Empower Healing, Precise Shot, Improved Precise Shot
    3 monk: Toughness, Zen Archery, Stunning Fist (or dodge)
    1 wizard: Maximise

    Feats as 12 cleric / 6 monk / 2 fighter with ranger dilettante:
    7 base: Point Blank Shot, Rapid Shot, Weapon Focus: Ranged, Manyshot, Empower Healing, Mental Toughness, Maximise
    3 monk: Toughness, Zen Archery, Stunning Fist (or dodge)
    2 figher: Precise Shot, Improved Precise Shot

    Either way you can fit everything in as long as you forgo Bow Strength (what do you expect your end game strength to be anyway? In water stance you'd be looking at 30 max which is only missing +2 damage with ranger dilettante. Rogue dilettante is nice but can't have everything).
    There are lots of buff to strength. Rage(s), spells,.... I think the maximum strength in game now is over 100. However, I don't expect to get near that high. 26 strength is a pretty low cutoff though. You have not convinced me to drop the bow strength feat.

    I will probably bite the bullet and swap out maximize for empowered healing with the cleric or leave it as is. I just dont see the point of one 6th level spell with the Favored soul.

  4. #24
    Community Member maddmatt70's Avatar
    Join Date
    Mar 2006
    Posts
    5,808

    Default

    The build concept sounds good but the comment you are going to get alot is why not just build an artificer. Since your healing aura is based on cleric level not quite sure I like this build even with high healing amp and the like. When you put this build on paper its kind of like why not just build an artificer or why not just make an incredible self sufficient aa like a 11 ranger 9 monk or something build....
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  5. #25
    Community Member wax_on_wax_off's Avatar
    Join Date
    Feb 2010
    Posts
    6,512

    Default

    Quote Originally Posted by maddmatt70 View Post
    The build concept sounds good but the comment you are going to get alot is why not just build an artificer. Since your healing aura is based on cleric level not quite sure I like this build even with high healing amp and the like. When you put this build on paper its kind of like why not just build an artificer or why not just make an incredible self sufficient aa like a 11 ranger 9 monk or something build....
    I'll do it for the cleric past life

    In general, divine power/favour/might/punishment are all decent reasons. Artificer might be better in most ways though

    Quote Originally Posted by tinyelvis View Post
    There are lots of buff to strength. Rage(s), spells,.... I think the maximum strength in game now is over 100. However, I don't expect to get near that high. 26 strength is a pretty low cutoff though. You have not convinced me to drop the bow strength feat.

    I will probably bite the bullet and swap out maximize for empowered healing with the cleric or leave it as is. I just dont see the point of one 6th level spell with the Favored soul.
    This is what I have listed for my build:
    Str: 26 (14 base +2 tome +6 item +2 rage -2 water stance +2 ship +2 yugo)

    Epic Abishai set and +1 exceptional (on kyosho's ring iirc for example) would remove the requirement of rage and yugo - a good thing. Then yugo pots can be backup if ship is lost. Madstone obviously aren't an option (as divine punishment will be a significant portion of DPS). More temporary procs like titan's grip aren't exactly sustainable. Unless I've missed some other obvious massive source of strength?

    Putting epic abishai and +3 exceptional onto the build and having all of the above buffs would see your idea having +2 damage over the ranger dilettante option ... doesn't seem worth it to me.

  6. #26
    Community Member
    Join Date
    Mar 2006
    Posts
    1,051

    Default

    I have not put heavy thought into the max strength, but it surely is much much higher than 26. I am not an expert on the subject but here are some I can think of.

    +7 item
    +3 exceptional
    + 4 tome
    + 4 cannith combat infusion
    + 2 Rage
    +2 Madstone
    +2 ship
    +2 Store
    +2 Yugo
    +4 Cookies
    +4 Fury effects

    Total here is +36.

    Add that to my 16 and you get +52. I dont have all of that yet. And many effects are temporary burst effects, but there are times having them is nice. And I do have access to much of it. Plus, there are undoubtedly more and/or more planned for the future. The point is, the potential is there.

    I think your ranger dili approach is sound, in fact, it is probably necessary if you want the uber healing side in addition to cutting edge ranged. It would undoubtedly make a more versatile party friendly toon. However, I really want to squeeze as much range as possible out of this guy.

  7. #27
    Community Member wax_on_wax_off's Avatar
    Join Date
    Feb 2010
    Posts
    6,512

    Default

    Quote Originally Posted by tinyelvis View Post
    I have not put heavy thought into the max strength, but it surely is much much higher than 26. I am not an expert on the subject but here are some I can think of.

    +7 item
    +3 exceptional
    + 4 tome
    + 4 cannith combat infusion
    + 2 Rage
    +2 Madstone
    +2 ship
    +2 Store
    +2 Yugo
    +4 Cookies
    +4 Fury effects

    Total here is +36.

    Add that to my 16 and you get +52. I dont have all of that yet. And many effects are temporary burst effects, but there are times having them is nice. And I do have access to much of it. Plus, there are undoubtedly more and/or more planned for the future. The point is, the potential is there.

    I think your ranger dili approach is sound, in fact, it is probably necessary if you want the uber healing side in addition to cutting edge ranged. It would undoubtedly make a more versatile party friendly toon. However, I really want to squeeze as much range as possible out of this guy.
    While theoretically these bonuses are sound realistically it isn't possible due to slot limitations or simple absurdity.
    You'll have to refresh me on Fury, iirc it is given from a weapon which would uncenter you?
    Cookies aren't sustainable (unless you have a significant stack of them personally?)
    Store is an option but is it really one you want to use?
    Madstone prevents casting and divine punishment is a significant portion of DPS so throw that out.
    Cannith Combat Infusion is a 10 second buff with a very low proc rate (1.5%?) the items of which take up valuable slots.
    +7 items can only go in a few slots and are unlikely to be included in a maximum DPS setup.
    +1 exceptional can definitely go in a slot
    +2 exceptional can only go in a few slots - mainly ring but you'd possibly want holy burst here (to generate Ki to power 10k stars).

    Show me a gear setup where you are significantly over the strength threshold and I'll gladly concede the point (including -2 strength from water stance).

    If, however, a particular setup with ranger dilettante (maybe starting with 12 base strength) let's you start with 14 charisma then you're getting an extra 4 damage from DMIII - equivalent to 36 strength for the times when maximum DPS is important.

    Maximise isn't there for party healing so much, it's mainly there for blade barrier and divine punishment. Divine Punishment (CL 18 or 19 possible depending on split) will be a significant portion of this builds single target DPS and kind of trivialises any advantage that bow strength/rogue dilettante has over ranger dilettante.

  8. #28
    Community Member FengXian's Avatar
    Join Date
    Dec 2009
    Posts
    1,057

    Default

    If you have a +4 str tome, cool, but +4 CCI, +2 store, +2 yugo pot, +4 cookie (and +4 fury like vengeful fury, blood rage? not sure) those aren't something you want to consider for your sustainable str breakdown (very temporary/occasional as you said). I'd rather count the +6 psionic at this point.

    However taking the ranger dilly still means losing some damage since you'll definitely break 30 str even w/o those buffs, and more important, it means losing rogue dilly which is pretty nice.

    I would still go 12/6/2ranger. You might even keep IPS and go:

    13 str
    16 dex (+3 tome)
    14 con
    8 int
    16 wis
    13 cha (+3 tome)

    Or if you ever decide to drop it, you will have 4 extra points, you could start with str 14 and wis 17 for example. And you'd have enough feats for emp.healing, empower, maximize. And TWF for free.
    Cannith - Juzam, Fighter 8 Ranger 6 Monk 6 AA/ Orocarn, Wraith 12 Stalwart Defender 6 Rogue 2 / Taigongwanng, Sorc TRing - Alleanza degli Uomini Liberi/Guardiani di Eberron

  9. #29
    Community Member
    Join Date
    Mar 2006
    Posts
    1,051

    Default

    Your not going to convince me to cap my strength at 26 with a sustainability argument. Manyshot is not sustainable. 10kstars, also not sustainable. Rogue sneak attacks are also not sustainable. Should you not take any of theses options either? Pots and other non sustainable approaches are tools that get pulled out in high need situations (like the first time you run LOB on epic).

    I will be sitting at a higher sustained strength than 26 when capped. I will also have the ability to push this value higher in bursts. I don't think its a very good idea to limit the strength in this build to 26 unless I pick up more buffs in the process that directly relate to offensive ranged combat. Going ranger dili reduces strength potential and eliminates my 3 rogue sneak attacks completely. Situationally, that can amount to 10s of less damage point per shot. I think that is a better way to look at it.

    One fringe benefit of having some cleric levels is pretty good self healing. It is pretty good here without RS, and the buff to light damage with radiant servant PRE only amounts to +2 points on divine punishment at the cost of 6 action points. The action points would be better spent directly buffing self heal and light damage and crits. The regeneration of turns is nice.. but you cant have everything.

    I chose cleric based on good advice and its synergy with the wisdom build (without even considering the radiant servant PRE). I will not miss not having it.

  10. #30
    Community Member wax_on_wax_off's Avatar
    Join Date
    Feb 2010
    Posts
    6,512

    Default

    Quote Originally Posted by tinyelvis View Post
    Your not going to convince me to cap my strength at 26 with a sustainability argument. Manyshot is not sustainable. 10kstars, also not sustainable. Rogue sneak attacks are also not sustainable. Should you not take any of theses options either? Pots and other non sustainable approaches are tools that get pulled out in high need situations (like the first time you run LOB on epic).

    I will be sitting at a higher sustained strength than 26 when capped. I will also have the ability to push this value higher in bursts. I don't think its a very good idea to limit the strength in this build to 26 unless I pick up more buffs in the process that directly relate to offensive ranged combat. Going ranger dili reduces strength potential and eliminates my 3 rogue sneak attacks completely. Situationally, that can amount to 10s of less damage point per shot. I think that is a better way to look at it.

    One fringe benefit of having some cleric levels is pretty good self healing. It is pretty good here without RS, and the buff to light damage with radiant servant PRE only amounts to +2 points on divine punishment at the cost of 6 action points. The action points would be better spent directly buffing self heal and light damage and crits. The regeneration of turns is nice.. but you cant have everything.

    I chose cleric based on good advice and its synergy with the wisdom build (without even considering the radiant servant PRE). I will not miss not having it.
    What will your strength at level 20 be with decent gear?
    Are you going to take Divine Might II?
    Have you done a mock up of enhancements yet? (I haven't so you may have a point here.)

    In general, this type of build is so marginal and flavoursome that you really have to work hard at getting everything as good as it can be and that probably means utilising the OP Divine Punishment spell which will do much more for your single target DPS than bow strength ever could.

    I really do like the TWF'ing given by ranger, it fits very nicely with this build but it's gaining TWF'ing at the cost of maximise or empower healing and I think both of these feats are stronger for this build.

  11. #31
    Community Member FengXian's Avatar
    Join Date
    Dec 2009
    Posts
    1,057

    Default

    You could still have TWF, DM II and maximize/emp/emp healing, starting with 14/14/14/8/17/13 on the 12/6/2
    Cannith - Juzam, Fighter 8 Ranger 6 Monk 6 AA/ Orocarn, Wraith 12 Stalwart Defender 6 Rogue 2 / Taigongwanng, Sorc TRing - Alleanza degli Uomini Liberi/Guardiani di Eberron

  12. #32
    Community Member wax_on_wax_off's Avatar
    Join Date
    Feb 2010
    Posts
    6,512

    Default

    Quote Originally Posted by FengXian View Post
    You could still have TWF, DM II and maximize/emp/emp healing, starting with 14/14/14/8/17/13 on the 12/6/2
    True but IPS is too good to give up if the OP intends to play at cap (while leveling IPS isn't necessary).

    I'm suggesting that IPS+Maximise (for bursts and divine punishment)+Empower Healing (for RS to give more DMs and better CL on Divine Punishment) is better than the alternative where you don't get all of these things. At least in terms of single target DPS which is one place that I think the build will struggle (ie, raids).

  13. #33
    Community Member
    Join Date
    Mar 2006
    Posts
    1,051

    Default

    I see four good approaches.
    1. Halfelf (rogue) 12cleric/6monk/2ranger with no divine PREs but open ended STR buff, maximize, and TWF.
    2. Halfelf (ranger) 13cleric/6monk/1figher With divine PRE and no maximize
    3. Halfelf (ranger) 13FVS/6monk/1fighter With divine PRE and maximize
    4. Halfelf (ranger) 12cleric/6monk/2fighter With divine PRE and maximizze

    Halfelf (ranger) 13FVS/6Monk/1Fighter {13734}
    With Angel of Vengeance II, Ninja Spy I, and Arcane Archer

    HP: 264
    SP: 1216
    AC: 24

    SAVES
    FORT: 17
    REFL: 18
    WILL: 20

    BAB: +15/+15/+20/+25

    STR: 13 16 (+3)
    DEX: 16 20 (+5)
    CON: 13 16 (+3)
    INT: 10 12 (+1)
    WIS: 16 25 (+7)
    CHA: 12 16 (+3)

    No dump stat! Start with 10 intel so I can get UMD and a little jump and balance. 12 Charisma so I can cast 6th level spells eventually. 16 dex so I can get IPS.

    Balance: 16
    Bluff: 3
    Concentration: 25
    Diplomacy: 5
    Disable Device: n/a
    Haggle: 3
    Heal: 7
    Hide: 7
    Intimidate: 5
    Jump: 25
    Listen: 8
    Move Silently: 9
    Open Lock: n/a
    Perform: n/a
    Repair: 1
    Search: 2
    Spot: 8
    Swim: 3
    Tumble: 7.5
    UMD: 14

    Feats:
    Point blank shot, toughness (M), Rapid shot (F), Weapon focus ranged, Zen Archery (M), Arcane Prodigy, Dodge (M), Many shot, Maximize, Precise shot, Improved Precise shot.

    Enhancements Selected:
    Adept of Wind
    Arcane Archer (Conjure +2 Arrows)
    Arcane Archer (Conjure +3 Arrows)
    Arcane Archer (Conjure +4 Arrows)
    Arcane Archer (Conjure +5 Arrows)
    Arcane Archer (Imbue Acid Arrows)
    Arcane Archer (Imbue Explosive Arrows)
    Arcane Archer (Imbue Force Arrows)
    Arcane Archer (Imbue Slaying Arrows)
    Arcane Archer (Imbue Terror Arrows)
    Elven Arcane Archer I
    Favored Soul Angel of Vengeance I
    Favored Soul Angel of Vengeance II
    Favored Soul Charisma I
    Favored Soul Damage Boost I
    Favored Soul Damage Boost II
    Favored Soul Damage Boost III
    Favored Soul Energy of the Scion I
    Favored Soul Energy of the Scion II
    Favored Soul Energy of the Scion III
    Favored Soul Smiting I
    Favored Soul Smiting II
    Favored Soul Smiting III
    Favored Soul Wisdom I
    Fighter Haste Boost I
    Half-Elf Ranger Dexterity I
    Human Adaptability Strength I
    Human Versatility I
    Human Versatility II
    Human Versatility III
    Human Versatility IV
    Improved Jump I
    Improved Jump II
    Improved Ranger Dilettante I
    Improved Ranger Dilettante II
    Improved Ranger Dilettante III
    Improved Tumble I
    Improved Tumble II
    Monk Ninja Spy I
    Racial Toughness I
    Silver Flame Exorcism
    Static Charge
    Ten Thousand Stars

    Enhancements are either typically prereqs or important final enhancements. I might drop human versatility IV and pick up some healing amps or another point of wisdom. I like this build and will probably play it. A very solid range build with good blade barrier and Divine Punishment support. He will be fast with wings and solid self healing.
    Last edited by tinyelvis; 02-22-2012 at 06:08 AM.

  14. #34
    Community Member wax_on_wax_off's Avatar
    Join Date
    Feb 2010
    Posts
    6,512

    Default

    I think only arcane prodigy qualifies for AA, not arcane initiate.

    Is the extra level 6 spell slot worth losing empower or improved critical: ranged? IC:R is a significant boost to DPS which is arguably required to be classed as having "solid ranged DPS". On the other hand, empower would significantly boost up divine punishment, blade barrier and cure critical wounds (as a replacement for heal). In the long term you might find also that you don't use BB much at cap so could swap to heal/IC:R.

    Please when you post enhancements only post the highest rank in the enhancement.

    I think I'd prefer light path to dark on this build, the d6 sneak is nice but the shadow fade won't see enough use as you are very far from a tank (In fact shadow fade will reduce your DPS if your FvS crown is on you). Light path buffs will see some marginal use but importantly will save some AP to get healing amp (which I think is important to make self healing easier) or damage boost IV/extra action boost I.

  15. #35
    Community Member wax_on_wax_off's Avatar
    Join Date
    Feb 2010
    Posts
    6,512

    Default

    Oh, regarding your suggested approaches I'd lean towards:
    1. Halfelf (rogue) 12cleric/6monk/2ranger with no divine PREs but open ended STR buff, maximise, and TWF.
    2. Halfelf (ranger) 13cleric/6monk/1wizard With divine PRE and maximise
    3. Halfelf (ranger) 12FVS/6monk/2fighter With divine PRE and maximise (details in previous post)
    4. Halfelf (ranger) 12cleric/6monk/2fighter With divine PRE and maximise

    I like option 2 or 4 the best but the other 2 can work as well.

    Another thought in follow up on previous post, without quicken I don't think that there is a strong enough argument to give up IC:R or empower for heal spell as it will be just as effective to scroll heal and throw an occasional cure critical.

  16. #36
    Community Member
    Join Date
    Mar 2006
    Posts
    1,051

    Default

    Quote Originally Posted by wax_on_wax_off View Post
    I think only arcane prodigy qualifies for AA, not arcane initiate.

    Is the extra level 6 spell slot worth losing empower or improved critical: ranged? IC:R is a significant boost to DPS which is arguably required to be classed as having "solid ranged DPS". On the other hand, empower would significantly boost up divine punishment, blade barrier and cure critical wounds (as a replacement for heal). In the long term you might find also that you don't use BB much at cap so could swap to heal/IC:R.

    Please when you post enhancements only post the highest rank in the enhancement.

    I think I'd prefer light path to dark on this build, the d6 sneak is nice but the shadow fade won't see enough use as you are very far from a tank (In fact shadow fade will reduce your DPS if your FvS crown is on you). Light path buffs will see some marginal use but importantly will save some AP to get healing amp (which I think is important to make self healing easier) or damage boost IV/extra action boost I.
    I might drop the monk pre. The light buffs are pre-reqs for the divine PRE and cant be dropped without dropping the later. People who think improved crit auto qualifies them as a solid ranged have not really thought through the comparison of their build to this one. For one, this build will probably double the rate of fire of most multi classed bow ranged users. Doubling the crit range does not come close to to making up for that.

    The advantage of the FVS over the Cleric is that the PRE buffs the offensive spells more. For example, the FVS BB will get as much of a buff from FVS PRE as the empower spell feat. That coupled with the extra die of damage and my guess is that this build would do more damage with BB typically. Plus the FVS PRE can lead to up to a 50% reduction in boss fortification. This can lead to a larger effect on landing criticals than the Improved Critical Feat.

    There is always one more feat or one more enhancement to get. Unfortunately, there are only so many points to spend. Wrt your comments on healing. Scroll healing is nice but not as effective as spell healing (even slow WF wiz or cleric/FVS spell healing). When you spell heal, you don't have to swap out your weapon. I am not sure if you have played a scroll healer, but though nice, it is not near as nice as spell healing, even without quicken. Another advantage here is that the FVS can more easily break contact with a mob using wings if necessary to drop a heal.

    I think overall the FVS has better offensive oriented enhancements at the levels in question, while the cleric option, though also good, has better healing oriented enhancements.
    Last edited by tinyelvis; 02-22-2012 at 06:43 AM.

  17. #37
    Community Member
    Join Date
    Mar 2006
    Posts
    1,051

    Default

    The following enhancements are required for the PRE's and spells chosen

    Enhancements Selected:

    Adept of Wind
    Arcane Archer (Conjure +2 Arrows)
    Arcane Archer (Conjure +3 Arrows)
    Arcane Archer (Conjure +4 Arrows)
    Arcane Archer (Conjure +5 Arrows)
    Arcane Archer (Imbue Acid Arrows)
    Arcane Archer (Imbue Explosive Arrows)
    Arcane Archer (Imbue Force Arrows)
    Arcane Archer (Imbue Slaying Arrows)
    Arcane Archer (Imbue Terror Arrows)
    Elven Arcane Archer I
    Favored Soul Angel of Vengeance I
    Favored Soul Angel of Vengeance II
    Favored Soul Charisma I
    Favored Soul Energy of the Scion I
    Favored Soul Energy of the Scion II
    Favored Soul Energy of the Scion III
    Favored Soul Smiting I
    Favored Soul Smiting II
    Favored Soul Smiting III
    Improved Jump I
    Improved Jump II
    Improved Ranger Dilettante I
    Improved Ranger Dilettante II
    Improved Ranger Dilettante III
    Improved Tumble I
    Improved Tumble II
    Monk Ninja Spy I
    Silver Flame Exorcism
    Static Charge
    Ten Thousand Stars

    These are the discretionary enhancements
    Enhancements Selected:
    Favored Soul Wisdom I
    Fighter Haste Boost I
    Half-Elf Ranger Dexterity I
    Human Adaptability Strength I
    Human Versatility I
    Human Versatility II
    Human Versatility III
    Human Versatility IV
    Racial Toughness I
    Favored Soul Damage Boost I
    Favored Soul Damage Boost II
    Favored Soul Damage Boost III

    Not a lot to play with. Ninja spy is expensive. If it does not work out, that will be the first to go netting me about 8 more points to spend. Thats Wisdom II and FS damage boost IV.
    Last edited by tinyelvis; 02-22-2012 at 07:01 AM.

  18. #38
    Community Member wax_on_wax_off's Avatar
    Join Date
    Feb 2010
    Posts
    6,512

    Default

    Quote Originally Posted by tinyelvis View Post
    I might drop the monk pre. The light buffs are pre-reqs for the divine PRE and cant be dropped without dropping the later. People who think improved crit auto qualifies them as a solid ranged have not really thought through the comparison of their build to this one. For one, this build will probably double the rate of fire of most multi classed bow ranged users. Doubling the crit range does not come close to to making up for that.

    The advantage of the FVS over the Cleric is that the PRE buffs the offensive spells more. For example, the FVS BB will get as much of a buff from FVS PRE as the empower spell feat. That coupled with the extra die of damage and my guess is that this build would do more damage with BB typically. Plus the FVS PRE can lead to up to a 50% reduction in boss fortification. This can lead to a larger effect on landing criticals than the Improved Critical Feat.

    There is always one more feat or one more enhancement to get. Unfortunately, there are only so many points to spend. Wrt your comments on healing. Scroll healing is nice but not as effective as spell healing (even slow WF wiz or cleric/FVS spell healing). When you spell heal, you don't have to swap out your weapon. I am not sure if you have played a scroll healer, but though nice, it is not near as nice as spell healing, even without quicken. Another advantage here is that the FVS can more easily break contact with a mob using wings if necessary to drop a heal.

    I think overall the FVS has better offensive oriented enhancements at the levels in question, while the cleric option, though also good, has better healing oriented enhancements.
    Lot of really random stuff in here but I'll try to address your points.

    Improved crit is an important feat, basically all other 10k archer builds are going to have it and it represents ~+10% DPS. I generally agree that skipping it is a reasonable decision but the consequence is a reliance on divine punishment for single target DPS and blade barrier for AoE DPS to stay competitive with other 10k stars builds.

    Cleric and FvS classes combined with their PrEs have nice offensive contributions to DPS on this build. Cleric receives +2 CL with divine punishment (without gear this is a ~17% DPS increase on Divine Punishment) and +4 damage with Divine Might. Favored Soul gets +2 damage from specialisation and the aura. The aura won't stack with another FvS' aura so any content in which another FvS is around and the main sort of spell DPS is divine punishment will see the cleric build edging out the FvS in terms of DPS. For leveling and soloing the FvS has a big advantage with bonus blade barrier DPS but I don't think that this will actually have a big impact on gameplay (blade barrier is going to make a big impact before epic but PrE level 20 even a wisdom dumped lord of blades gets effective use out of his Blade barriers). Another way of looking at it is that the FvS PrE will just help to make the build competitive with cleric in leveling content during which the superior spell selection and healing of the cleric will really shine.

    I think you are confused about light buffs, I meant the light path finishing moves. Smiting line of enhancements to boost up divine punishment should definitely be kept as this is a huge portion of your single target DPS.

    My sorcerer is human and scroll heals. I've unlocked Artificer doing significant amounts of solo work in cannith challenges including epics. Scroll healing is definitely the best path for this build with a quick cure critical thrown in when necessary. Though, cleric doesn't have to worry about this at all (though I'd still scroll heal 99% of the time to save SP for divine punishment, blade barrier and combat buffs).

    You don't have wings on this build (so your comment about wings seems strange).

    In regards to your summary, I think the cleric will have better DPS most of the times that matter due to being able to take IC:R (with 1 wizard or 2 fighter), higher base damage (DMII) and better divine punishment spell. Also, I think 1 wizard opens up force enhancements? Can't recall, I might check tomorrow.

  19. #39
    Community Member
    Join Date
    Mar 2006
    Posts
    1,051

    Default

    Quote Originally Posted by wax_on_wax_off View Post
    Lot of really random stuff in here but I'll try to address your points.

    Improved crit is an important feat, basically all other 10k archer builds are going to have it and it represents ~+10% DPS. I generally agree that skipping it is a reasonable decision but the consequence is a reliance on divine punishment for single target DPS and blade barrier for AoE DPS to stay competitive with other 10k stars builds.
    Point 1:
    Improved crit is nice. But you are way overstating its importance. It is naive to claim that it adds 10% to your DPS. High end bosses have heavy fort and are highly resistant to criticals, so you statement is just incorrect there. In easy content, you might see an 8 or 9% increase (max for a typical bow) but then its easy content and not as big of a deal. Not to mention a keen weapon effect (like one that appears on a MinII bow) would achieve the same result.

    Point 2:
    All other 10k star users don't also have manyshot and dont also have good blade barriers and dont also have divine punishment (not to mention spell self healing). The nice bonus that one achieves for improved crit pales in comparison to any one of these effects. Blade barriers, many shot, 10k star and divine punishment reliance wont just make this build competitive with other 10k star users with improved crit, these effects will completely blow them out of the water in damage.

    This without even considering the massive amount of extra damage that can be achieved against a foe who has their high fort reduced by a FVS. We are talking up to 50% or more.

    Cleric and FvS classes combined with their PrEs have nice offensive contributions to DPS on this build. Cleric receives +2 CL with divine punishment (without gear this is a ~17% DPS increase on Divine Punishment) and +4 damage with Divine Might. Favored Soul gets +2 damage from specialisation and the aura. The aura won't stack with another FvS' aura so any content in which another FvS is around and the main sort of spell DPS is divine punishment will see the cleric build edging out the FvS in terms of DPS. For leveling and soloing the FvS has a big advantage with bonus blade barrier DPS but I don't think that this will actually have a big impact on gameplay (blade barrier is going to make a big impact before epic but PrE level 20 even a wisdom dumped lord of blades gets effective use out of his Blade barriers). Another way of looking at it is that the FvS PrE will just help to make the build competitive with cleric in leveling content during which the superior spell selection and healing of the cleric will really shine.
    I didnt say clerics didnt have good bonuses to offensive spells. I said they didnt give as high of a bonus as FVS. First off, you overstate (again) the effect of the CL2 bonus. This results in a +2 bonus, bringing base damage of divine punishment from 16.5 to 18.5 (an increase closer to 12%). A favored soul with AOVII PRE will get a 30% bonus to his blade barrier. +4 divine might is good for a cleric. FVS wont get the specialization you claim at level 13, but they do get a silver flame bonus of +2, and couple this to +5 action boost to damage and in my mind this beats out the cleric divine might.

    Blade barriers are used end game plenty, against the hound, Demon queen, shroud boss killing, Reaver, any epic with masses of mobs, or places where kiting is necessary just to name a few instances. This build will have a high enough DC to effect even mobs with evasion.

    Now one important thing you did not mention was that a cleric could regenerate his clickies with his PRE. This is very nice, and if it was not for the fact that the FVS heavily dominates the cleric in offensive buffs I would probably reconsider.

  20. #40
    Community Member FengXian's Avatar
    Join Date
    Dec 2009
    Posts
    1,057

    Default

    If you use a 19-20 crit bow, IC matters more. But again you prolly won't be relying on those (eThornlord, Unwavering Ardency), since you'd prolly be better off with a lit2 (Min II if you want to carry around crafted bane arrows maybe...otherwise it sucks) due to you damage bonus.

    Fort is actually not that high on raid bosses. They get it lowered by FvS's, ISunders, (Imp.) Destructions, you still crit them a lot.

    Other 10kS builds will definitely have MS (if we're not talking shuriken builds). They have other sources of damage, and on raid bosses their dps will likely be higher on the long term, considering you won't have that many SP.

    This said, the FvS version looks more interesting to me right now, especially because of better (maybe actually viable) BBs. It should get so much better with DA.

    P.S.: damage boost IV now is +25% damage, not +5 damage
    Cannith - Juzam, Fighter 8 Ranger 6 Monk 6 AA/ Orocarn, Wraith 12 Stalwart Defender 6 Rogue 2 / Taigongwanng, Sorc TRing - Alleanza degli Uomini Liberi/Guardiani di Eberron

Page 2 of 5 FirstFirst 12345 LastLast

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