Hey instead of going for wolf or Bear, what about going for Horc Staff user spellcaster?
Proposed starting stats for a TR is 16/10/16/6/18/6 with Favoured soul as a past life?
all level ups on wis
Hey instead of going for wolf or Bear, what about going for Horc Staff user spellcaster?
Proposed starting stats for a TR is 16/10/16/6/18/6 with Favoured soul as a past life?
all level ups on wis
It works fine - just what I am doing now - once you get fire elemental form you just cast Body of the Sun and wade into battle and just rip stuff up (ticks for between 130 to 200 with the occasional 300+ crit). I can run with that up nearly all the time and still have SP to burn on FW or Ice Storm and healing self.
My only problem so far was the bomber in Undermine (fire immune) where I had to switch to wolf form due to his fire immunity and higher HP making a straight beatdown take too long.
So until you get your water ellie you will want to keep your wolf form attacks available for those rare fire immmune things that can't just be beaten down.
As to your stats - I would try to fit 2 more into Str and pull it from Con or Dex. You are self healing so 20hp isn't really an issue and you get a reflex save supplement from one of the enhancements (Bestial Nature +1Fort/Ref -1Will which you will have a ton of).
And I agree - level ups into Wis so you can still be a good caster if/when your melee ability peters out.
Last edited by Spoonwelder; 07-14-2012 at 10:44 AM.
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wat about 18/10/15/6/18/6 with 2 monk past life?
wats better splash 2 levels of monk and fighter (17/2/1) or go pure and get capstone?
Elemental as a monk could use the summoned scimitar DW option that doesn't unbalance the monk classes and uses wis instead of str.
Proposed TR2 build
Code:Character Plan by DDO Character Planner Version 03.14.01 DDO Character Planner Home Page Level 20 Lawful Neutral Half-Orc Male (1 Fighter \ 2 Monk \ 17 Druid) Hit Points: 324 Spell Points: 1314 BAB: 14\14\19\24 Fortitude: 19 Reflex: 9 Will: 22 Starting Feat/Enhancement Abilities Base Stats Modified Stats (36 Point) (Level 1) (Level 20) Strength 18 25 Dexterity 10 13 Constitution 15 18 Intelligence 6 9 Wisdom 18 29 Charisma 6 9 Tomes Used +1 Tome of Strength used at level 5 +1 Tome of Dexterity used at level 5 +1 Tome of Constitution used at level 5 +1 Tome of Intelligence used at level 5 +1 Tome of Wisdom used at level 5 +1 Tome of Charisma used at level 5 +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 +3 Tome of Strength used at level 11 +3 Tome of Dexterity used at level 11 +3 Tome of Constitution used at level 11 +3 Tome of Intelligence used at level 11 +3 Tome of Wisdom used at level 11 +3 Tome of Charisma used at level 11 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 1 10 Bluff -2 -1 Concentration 6 26 Diplomacy -2 -1 Disable Device n/a n/a Haggle -2 -1 Heal 4 9 Hide 0 1 Intimidate -2 -1 Jump 6 19 Listen 4 9 Move Silently 0 1 Open Lock n/a n/a Perform n/a n/a Repair -2 -1 Search -2 -1 Spot 4 14 Swim 4 7 Tumble n/a 2 Use Magic Device n/a n/a Level 1 (Druid) Feat: (Past Life) Past Life: Monk Feat: (Past Life) Past Life: Monk Feat: (Selected) Toughness Level 2 (Druid) Feat: (Druid Wild Shape) Wild Shape: Bear Level 3 (Monk) Feat: (Monk Bonus) Power Attack Feat: (Selected) Spell Focus: Evocation Level 4 (Monk) Feat: (Monk Bonus) Two Handed Fighting Level 5 (Druid) Level 6 (Druid) Feat: (Selected) Greater Spell Focus: Evocation Level 7 (Druid) Feat: (Druid Wild Shape) Wild Shape: Wolf Level 8 (Druid) Level 9 (Druid) Feat: (Selected) Improved Two Handed Fighting Level 10 (Druid) Feat: (Druid Wild Shape) Wild Shape: Dire Bear Level 11 (Druid) Level 12 (Druid) Feat: (Selected) Improved Critical: Bludgeoning Weapons Level 13 (Druid) Feat: (Druid Wild Shape) Wild Shape: Dire Wolf Level 14 (Druid) Level 15 (Druid) Feat: (Selected) Maximize Spell Feat: (Druid Wild Shape) Wild Shape: Fire Elemental Level 16 (Druid) Level 17 (Druid) Level 18 (Druid) Feat: (Selected) Quicken Spell Level 19 (Druid) Feat: (Druid Wild Shape) Wild Shape: Water Elemental Level 20 (Fighter) Feat: (Fighter Bonus) Greater Two Handed Fighting Enhancement: Druid Autumnal Susurrus Enhancement: Druid Crown of Summer Enhancement: Druid Season's Herald I Enhancement: Druid Season's Herald II Enhancement: Druid Spring's Resurgence Enhancement: Druid Winter's Heart Enhancement: Fighter Critical Accuracy I Enhancement: Orcish Melee Damage I Enhancement: Orcish Melee Damage II Enhancement: Orcish Power Attack I Enhancement: Orcish Power Attack II Enhancement: Orcish Strength I Enhancement: Orcish Strength II Enhancement: Orcish Great Weapon Aptitude I Enhancement: Orcish Great Weapon Aptitude II Enhancement: Orcish Great Weapon Aptitude III Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Druid Energy of the Locus I Enhancement: Druid Energy of the Locus II Enhancement: Druid Energy of the Locus III Enhancement: Druid Eminence of Hoarfrost I Enhancement: Druid Eminence of Hoarfrost II Enhancement: Druid Eminence of Hoarfrost III Enhancement: Druid Eminence of the Storm I Enhancement: Druid Eminence of the Storm II Enhancement: Druid Eminence of the Sun I Enhancement: Druid Eminence of the Sun II Enhancement: Druid Eminence of the Sun III Enhancement: Druid Eminence of Life I Enhancement: Druid Eminence of Life II Enhancement: Druid Strength I Enhancement: Druid Strength II Enhancement: Druid Wisdom I Enhancement: Druid Wisdom II Enhancement: Druid Wisdom III Enhancement: Druid Toughness I Enhancement: Druid Toughness II
An idea with quarterstaves. I've been collecting a few that would be great to use, but I wasn't sure it ended up being viable. Interesting choice on the Horc as well. I may try this as a pure druid. Thank you.
first and foremost its a caster
second could anyone confirm if its possible to use a greataxe with this build?
Don't use quarterstaff. You have a ton of other weapon enchants, and shillefdsfsdfggah isn't that good. Since you're splashing monk, go for wraps. You can always use flame blades situationally. Just note that this isn't a very good end game build, IMO. Body of the sun doesn't scale in epic levels, so it'll be lacking.
what would be a very good endgame build then? for caster blaster?
If you want the honest answer its sorc or wizard. Druids just aren't good end game casters as they stand.
Their casting PRE is terrible. (seasons herald)
They have a limited spell point pool.
Their action point enhancements for spell casting are very expensive and give poor returns for that investment.
The casting based forms are awful due to the over the top penalty to all other elements for such a pitiful bonus to the one primary.
The spells are spread out through many different spheres so not possible to really focus meaning poor dc's.
Casting forms or just plain man form have no temporary spell point boost. (unless you want to be in wolf or bear form and melee or get beaten on while having painfully long cool downs on spells.
The only semi viable end game druid builds so far with the current druid status are wolf based double strike builds and they are a massive investment in feats to end up with something that's a very poor dps imitation with a small amount of self utility. *
*for the inevitable but they get ice storm, firewall and little balls of fire that do 60pts of damage. I'm referring to end game where their spells wont have the dc to land spells and the pitiful druid spell enhancement system along with no metas (due to having to burn 7 feats to get the double strike maxed plus ofc toughness and ICB)
Last edited by LupusVai; 07-16-2012 at 08:49 AM.
i'm currently running a pure druid stave swinging ele form toon on my main's 6th life.
it's a lot of fun (and don't forget, that IS what it's all about).
the fire ele form with body of sun is awesome, seeing as how it can be extended to 1 min and mathematically has a much better potential base damage then spells like firewall. that is of course without maximize and empower. druids are starved for feats.
i experimented a lot, lesser TR'd twice, and ended up using the nature's warrior PrE mainly because it opened up reaving roar and fatal harrier.
both of those are awesome enhancements. only one can be active at a time, but you can take great advantage of both in any wild form.
reaving roar does an AoE sonic burst when you kill something that's at level. when you first get it it's like an insta-kill spell to other mobs around you due to the amount of damage it does. it's still effective at later levels though. this is my favorite part of druid so far and makes me think about a lot of multi class potential
fatal harrier increases your attack speed when you kill things at your level, in 5% increments to a max of 50% attack speed.
when i first tried fatal harrier, i was lvl 14 and soloed elite frame work. it seemed like i had a 50% attack speed throughout the whole quest. it really was exceptional.
Caps at 25% not 50% and it doesn't stack with haste.
The other issue with it is that when you group with other players you won't be getting the killing blow as often so it makes it hard to stack. Then at end game where mobs have thousands of HP's on harder difficulties the speed at which you kill mobs goes down and there fore the stack doesn't build as well.
Ok for low to mid level soloing though.
I agree though about fun factor and also that taking natures warrior is a better choice than seasons herald even if some aspects of it are broken currently. However op is looking for something that will be viable endgame.
to be honest, there is no druid build that's viable for endgame.
it's a sad truth.
the class is fun, interesting, and has some awesome potential... but really needs some work to bring it up to par with the effectiveness of the rest of the classes.