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  1. #1
    Community Member Xezrak's Avatar
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    Oct 2009
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    Default 18 FvS/2rogue 2HF trapper/healer/melee damage

    The idea is here but I am sure there is a lot to be refined, including skill point and enhancement allocation, what do you guys think, could this potentially work with the right equipment? Idea is be able to fill that last slot in pugs for both healer and rogue and be able to contribute decently to damage via melee and DoT. Empower and maximise for DoT and mobs which won't evade BB.

    Potentially could twist in the reflex saves from magister/draconic incarnation. Could also twist in DR and spell power from Shiradi (since no capstone).

    I have a greataxe feat in there since I have a couple of nice axes but could always be swapped out with greatswords if I ever farm out a ESoS.

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Human Male
    (2 Rogue \ 18 Favored Soul) 
    Hit Points: 356
    Spell Points: 1711 
    BAB: 14\14\19\24
    Fortitude: 15
    Reflex: 18
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             18                    26
    Dexterity             8                    11
    Constitution         14                    18
    Intelligence         16                    19
    Wisdom                8                    11
    Charisma             12                    16
    
    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
    +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               3                     4
    Bluff                 5                     7
    Concentration         4                    26
    Diplomacy             5                     7
    Disable Device        7                    27
    Haggle                5                     7
    Heal                 -1                     0
    Hide                 -1                     0
    Intimidate            1                     5
    Jump                  8                    24
    Listen               -1                     0
    Move Silently        -1                     0
    Open Lock             3                     4
    Perform               n/a                   n/a
    Repair                3                     4
    Search                7                    27
    Spot                  3                     4
    Swim                  4                     8
    Tumble                3                     4
    Use Magic Device      5                    26
    
    Level 1 (Rogue)
    Feat: (Human Bonus) Insightful Reflexes
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Favored Soul
    Feat: (Past Life) Past Life: Rogue
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Past Life) Past Life: Wizard
    Feat: (Selected) Power Attack
    
    
    Level 2 (Favored Soul)
    Feat: (Deity) Favored by the Sovereign Host
    
    
    Level 3 (Favored Soul)
    Feat: (Selected) Martial Weapon Proficiency: Greataxe
    
    
    Level 4 (Favored Soul)
    
    
    Level 5 (Favored Soul)
    
    
    Level 6 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    Feat: (Selected) Quicken Spell
    
    
    Level 7 (Favored Soul)
    
    
    Level 8 (Favored Soul)
    
    
    Level 9 (Favored Soul)
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Favored Soul)
    
    
    Level 11 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Electricity
    
    
    Level 12 (Favored Soul)
    Feat: (Selected) Empower Spell
    
    
    Level 13 (Favored Soul)
    
    
    Level 14 (Rogue)
    
    
    Level 15 (Favored Soul)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 16 (Favored Soul)
    
    
    Level 17 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Cold
    
    
    Level 18 (Favored Soul)
    Feat: (Selected) Past Life: Berserker's Fury
    
    
    Level 19 (Favored Soul)
    
    
    Level 20 (Favored Soul)
    Enhancement: Favored Soul Attack Boost I
    Enhancement: Rogue Skill Boost I
    Enhancement: Unyielding Sovereignty (Favored Soul)
    Enhancement: Favored Soul Angel of Vengeance I
    Enhancement: Favored Soul Angel of Vengeance II
    Enhancement: Human Adaptability Constitution I
    Enhancement: Human Greater Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Favored Soul Improved Empowering I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Favored Soul Prayer of Smiting I
    Enhancement: Favored Soul Prayer of Smiting II
    Enhancement: Favored Soul Prayer of Smiting III
    Enhancement: Favored Soul Prayer of Incredible Smiting I
    Enhancement: Favored Soul Prayer of Incredible Smiting II
    Enhancement: Favored Soul Prayer of Incredible Smiting III
    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 Toughness I
    Enhancement: Favored Soul Toughness II
    Enhancement: Favored Soul Toughness III
    Enhancement: Favored Soul Toughness IV
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Rogue Wand and Scroll Mastery I
    Last edited by Xezrak; 08-04-2012 at 03:41 AM.

  2. #2
    Community Member Xezrak's Avatar
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    Oct 2009
    Posts
    299

    Default

    Bump?

    Any feedback would be appreciated, good? bad? useless build?

  3. #3
    Community Member Therigar's Avatar
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    Aug 2006
    Posts
    3,614

    Default

    The concept isn't horrible and I'm sure others have had similar ideas. It isn't something that I would play because the two classes are not inherently supportive of one another. However, that doesn't mean you should not.

    What I see wrong with the build -- by which I mean, things I wouldn't do if I was going to make such a character -- is what you've done with the initial build points.

    You absolutely do not need WIS or CHA on a FvS for either spell points or DCs unless you are planning on casting spells where SR or saving throw is a factor. If you are primarily focused on filling the healer role then, IMO, you should just dump both of those stats.

    Yes, I get that your spell point pool will be a bit smaller. But, how much smaller? At L18 you have 1480 spell points with a base 8 CHA. If you bump that to 12 you have 1507. That is 27 extra spell points for 4 build points. It might be enough for 1 more spell. Even tossing in enhancements, tomes and items there isn't that much of a bonus gained for the 4 build point investment.

    OTOH, if you were planning to be an offense minded FvS casting lots of spells where DC mattered then you would absolutely want both CHA and WIS -- WIS more than CHA. If that were the case, however, even the numbers you've give the build would be too small.

    So, first thing I'd do is dump the points spent on CHA.

    Next, the start and end stats seem very inefficient. Using +3 tomes (the effects of which seem to be built into the character with so many past lives) you really want to end on even numbers if possible. It can be that you have a surplus of +7 items waiting for you at L20. But, getting them all on one character is always a challenge. I would relook that part and decide which stats were totally irrelevant to the build and which I had +7 items for. Then, with any build points saved I would increase CON.

    I saw you have PL barbarian and that makes some difference. But, CON is never a dump stat. Even a FvS planning to mostly sit back and heal needs to be careful about leaving CON too low.

    Certainly it is not very rewarding being stuck as a healer. So, having the desire to be able to fill some other role in a group makes sense.

    In the enhancements, I would have ignored the rogue skill boost and trap sense and wand/scroll mastery. Instead I would try to find ways to fit the Human Versatility enhancements in. Other enhancements that could go to allow for it are FvS attack boost and FvS toughness 4 (this assumes you bump CON a bit).

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