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  1. #1
    The Hatchery samthedagger's Avatar
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    Default Critique My Evoker

    I have devised an endgame-focused Evoker build designed for maximal evoking and light damage effectiveness. I sacrifice some utility by not taking UMD or making any more than the minimal investment needed in Charisma to get to 19. There is still fairly effective healing. With better Charisma tomes, the Favored Soul Charisma enhancements are practically unnecessary. The build sacrifices Toughness for maximum offensive capability. This is made up for with an 18 base Constitution. The build also eschews melee combat completely. As a Silver Flame follower, use of a bow is marginally useful for corner cases.

    What do think? Viable or no?
    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Focused Evoker
    Level 20 True Neutral Human Male
    (20 Favored Soul) 
    Hit Points: 280
    Spell Points: 1864 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 12
    Will: 21
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              8                    10
    Dexterity             8                    10
    Constitution         18                    20
    Intelligence          8                    10
    Wisdom               18                    28
    Charisma              8                    13
    
    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          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    11
    Bluff                -1                     1
    Concentration         8                    28
    Diplomacy            -1                     1
    Disable Device       n/a                    n/a
    Haggle               -1                     1
    Heal                  4                    11
    Hide                 -1                     0
    Intimidate           -1                     3
    Jump                 -1                    14
    Listen                4                     9
    Move Silently        -1                     0
    Open Lock            n/a                    n/a
    Perform              n/a                    n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  4                     9
    Swim                 -1                     0
    Tumble               n/a                    n/a
    Use Magic Device     n/a                    n/a
    
    Level 1 (Favored Soul)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Feat: (Selected) Empower Spell
    Feat: (Deity) Favored by the Silver Flame
    Feat: (Human Bonus) Maximize Spell
    Spell (1): Command
    Spell (1): Nimbus of Light
    
    
    Level 2 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Spell (1): Nightshield
    
    
    Level 3 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Spell Focus: Evocation
    Spell (1): Obscuring Mist
    
    
    Level 4 (Favored Soul)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Spell (2): Soundburst
    
    
    Level 5 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    Spell (2): Resist Energy
    
    
    Level 6 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Greater Spell Focus: Evocation
    Spell (3): Searing Light
    
    
    Level 7 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Spell (2): Cure Moderate Wounds
    Spell (3): Mass Aid
    
    
    Level 8 (Favored Soul)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (4): Holy Smite
    
    
    Level 9 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Spell Penetration
    Spell (2): Lesser Restoration
    Spell (3): Prayer
    Spell (4): Freedom of Movement
    
    
    Level 10 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Acid
    Spell (5): Divine Punishment
    
    
    Level 11 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (4): Recitation
    Spell (5): Greater Command
    Spell (3): Magic Circle Against Evil
    
    
    Level 12 (Favored Soul)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Greater Spell Penetration
    Spell (6): Blade Barrier
    
    
    Level 13 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (4): Mass Shield of Faith
    Spell (5): Break Enchantment
    Spell (6): Heal
    
    
    Level 14 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (7): Destruction
    
    
    Level 15 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Sonic
    Feat: (Selected) Quicken Spell
    Spell (5): Mass Cure Light Wounds
    Spell (6): Cometfall
    Spell (7): Mass Cure Serious Wounds
    
    
    Level 16 (Favored Soul)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (8): Mass Death Ward
    
    
    Level 17 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (7): Mass Spell Resistance
    Spell (8): Symbol of Death
    
    
    Level 18 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Heighten Spell
    Spell (9): Implosion
    
    
    Level 19 (Favored Soul)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (8): Holy Aura
    Spell (9): Mass Heal
    
    
    Level 20 (Favored Soul)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Jump (+2)
    Feat: (Deity) Favored Soul Damage Reduction: Silver
    Spell (9): True Resurrection
    Enhancement: Favored Soul Ascendency: Silver Flame
    Enhancement: Silver Flame Exorcism (Favored Soul)
    Enhancement: Favored Soul Angel of Vengeance I
    Enhancement: Favored Soul Angel of Vengeance II
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Improved Recovery I
    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 Life I
    Enhancement: Favored Soul Prayer of Life II
    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 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 Spell Penetration I
    Enhancement: Favored Soul Spell Penetration II
    Enhancement: Favored Soul Spell Penetration III
    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 Wisdom I
    Enhancement: Favored Soul Wisdom II
    Enhancement: Favored Soul Wand and Scroll Mastery I
    Enhancement: Favored Soul Wand and Scroll Mastery II
    Epic feat 21: Epic Spell Penetration
    Epic feat 24: Epic Spell Focus (Evocation)
    Epic stat 24: Wisdom

    Edited to add in spells selected.

  2. #2
    Community Member Lonnbeimnech's Avatar
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    No past lives?

    IMO, any end game caster build should start out with some past lives. Doing 2 wizard past lives would give +4 spell pen, allowing you to drop the spell pen feats (so you can spend those on something more usefull like wiz past life and toughness). Doing 3 wiz and 3 fvs would actually allow you to land a few spells against mobs with spell resistance.

    And starting with 18 con does not make up for no toughness, since you can't get fvs toughness III or human toughness II, that's 52 hp less. not huge, but still.

    There is 0 synergy between bow use and casting because of global cooldowns, and the damage output of bow use is bad enough WITH all the appropriate bow feats.

  3. #3
    The Hatchery samthedagger's Avatar
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    I suppose ideally this build would have 3x Sor, 3x Wiz, and 3x Fvs past lives, but I don't know that I will ever have the time to grind all those lives out. I still like having the Spell Pen on there. Have you seen some of the epic elite spell resistance?

    You'll note I admitted giving up Toughness was a sacrifice. I am working on the assumption that offensive capability takes out the mobs before they get to you. And with epic destinies and the new loot tables, it is much easier to beef up your hit points. I am starting to think that post-u14 Toughness is not as necessary a feat as it once was.

    Edit: I will confess with the current game environment, "end-game" probably should include some TRs. So maybe the title is somewhat inaccurate.

  4. #4
    Community Member Nubicus's Avatar
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    1. The number one thing here is that it's a thirty-two point build. Take it legend, and then don't raise your Con above 16 at creation. You're not dumping the stat in this instance, but 'some' charisma is nice to have for SP. We say they get a lot of SP, but having played through Favored Soul three times on my main and then to 25, it will save you SP pots from time to time. 14 starting seems to be a good round number from the builds I've seen.

    2. If the intent is to be a Searing Light pew pew, I see what you did there. But why bother when you have BB, Implosion, Destruction, etc. The Banishing ability seems fairly usesless seeings as you are dumping Charisma.

    3. Drop great spell penetration for the Wizard past life. Lonnbeimnech was dead on about past lives and this. Combined Wizard past lives and FVS pastlives gives you +9 spell pen. You should have no problems with the first level tier and past lives.

    4. This is just a wild and crazy idea, I know those epic feats look sweet, but tossing in Necro Focus and Greater necro focus at levels 21 and 24 might not be a bad idea. Nothing tickles me more than watching a Barb death machine run at a mob just to have the yellow/orange skull of my destruction spell mocking him for being late to the party. In my mind, the skull is telling the barbarian "You lose." Good times. This would also make a heightened slay living viable if you really felt froggy.
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  5. #5
    The Hatchery samthedagger's Avatar
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    You have some good points, Nubicus, namely 1 and 3 are fairly convincing.

    However, I disagree on point 2. There is one very good reason to dedicate resources to light damage, and that reason is red-named and purple-named. You can only stack DP up to three times and the cooldown is such that you want something else to do during that time. Most (though not all) raid boss fights are such that the party will attempt to keep the boss stationary so kiting through BB is out of the question, and as a divine role you are not usually going to be the one kiting other mobs since you are going to be watching health bars. I have a capped cleric, so I know this all too well. Being able to dump light spells on a boss in between heals and DP adds considerably to DPS and is relatively cheap. You don't even need to maximize or empower these spells to get a considerable bang for the buck. BB and Implosion are great for mobs, just not for bosses.

    As for 4, I am on the fence about this. I am noticing now that the build I posted doesn't include spells. I will correct this. I do not have energy drain in this build, just symbol of death so not as many options for reducing mob saves. You might have a good point here, but those epic feats are really tempting. I am not picking up slay living so I think the only reason I would be SF:N and GSF:N would be for Destruction. Hard to do that with just one spell.

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