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Thread: flavor build

  1. #1
    Community Member Eilierie's Avatar
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    Default flavor build

    bored... throwing an idea out there see what bounces back

    I'm not a great builder like some of ya'll but trying to learn and be better - not sure if this would be a flavor build or a GIMP build or even a new idea but... what the heck - if anyone thinks it would be viable I'd play it just for fun

    18/2 Palemaster/Monk Halfling Shadowtank with evasion and shield

    thoughts ?

  2. #2
    Build Constructionist unbongwah's Avatar
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    OK, you're obviously not going unarmed lich with a shield; and you won't have Intim as a class skill. So how were you planning to hold aggro? I.e., will this be a melee tank, or is the idea to hold aggro with offensive spells and just use the shield mastery feats for PRR & possibly AC?
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  3. #3
    Community Member Eilierie's Avatar
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    Offensive spells to hold aggro and PRR with shield - not too familiar with pale master or wizards, not quite sure what advantage of unarmed lich is ( been reading Endgame Pale Master thread... )

    bored mental exercise like I said, hope to learn something and may actually build it for fun

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Palemonk 
    Level 20 Lawful Neutral Halfling Male
    (2 Monk \ 18 Wizard) 
    Hit Points: 242
    Spell Points: 1546 
    BAB: 10\10\15\20
    Fortitude: 13
    Reflex: 18
    Will: 15
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             10                 10                   10
    Dexterity            10                 10                   11
    Constitution         16                 16                   16
    Intelligence         18                 23                   26
    Wisdom               10                 10                   10
    Charisma              8                  8                    8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               4                 23                   24
    Bluff                -1                 -1                   -1
    Concentration         7                 26                   28
    Diplomacy            -1                 -1                   -1
    Disable Device        n/a               n/a                   n/a
    Haggle                0                  1                    1
    Heal                  0                  0                    0
    Hide                  0                  0                    4
    Intimidate           -1                 -1                   -1
    Jump                  4                 15                   17
    Listen                0                  0                    2
    Move Silently         4                  4                    6
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                4                  8                    8
    Search                4                  8                    8
    Spot                  4                 23                   24
    Swim                  2                  2                    3
    Tumble                4                  4                    4
    Use Magic Device      1                 10.5                 10.5
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Haggle (+1)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Spot (+4)
    Skill: Swim (+2)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Insightful Reflexes
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Halfling Agility
    Feat: (Automatic) Halfling Bravery
    Feat: (Automatic) Halfling Keen Ears
    Feat: (Automatic) Halfling Luck
    Feat: (Automatic) Halfling Size Bonus
    Feat: (Automatic) Halfling Thrown Weapon Focus
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) Unarmed Strike
    Enhancement: Improved Balance I
    Enhancement: Improved Concentration I
    Enhancement: Improved Spot I
    Enhancement: Improved Swim I
    
    
    Level 2 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Empower Spell
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Inscribe Wizard Scroll
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Simple Weapon Proficiency: Throwing Dagger
    Spell (1): Detect Secret Doors
    Spell (1): Cause Fear
    Spell (1): Charm Person
    Spell (1): Expeditious Retreat
    Spell (1): Feather Fall
    Spell (1): Jump
    Spell (1): Hypnotism
    Enhancement: Acid Manipulation I
    Enhancement: Frost Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 3 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Necromancy
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Spell (1): Magic Missile
    Spell (1): Niac's Cold Ray
    Enhancement: Wizard Improved Empowering I
    Enhancement: Racial Toughness I
    Enhancement: Wizard Wand and Scroll Mastery I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Blur
    Spell (2): Knock
    Enhancement: Corrosive Spellcasting I
    Enhancement: Glacial Spellcasting I
    Enhancement: Wizard Intelligence I
    
    
    Level 5 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Touch of Idiocy
    Spell (2): Lesser Death Aura
    Enhancement: Halfling Dexterity I
    Enhancement: Improved Concentration II
    Enhancement: Force Manipulation I
    
    
    Level 6 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+2)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Extend Spell
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Enhancement: Acid Manipulation II
    Enhancement: Frost Manipulation II
    Enhancement: Flame Manipulation II
    Enhancement: Force Manipulation II
    
    
    Level 7 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (3): Haste
    Spell (3): Heroism
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Spell (3): Rage
    Spell (3): Protection From Energy
    
    
    Level 9 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    Spell (4): Negative Energy Burst
    Spell (4): Death Aura
    Enhancement: Corrosive Spellcasting II
    Enhancement: Glacial Spellcasting II
    Enhancement: Wizard Wand Heightening I
    Enhancement: Wizard Pale Master I
    Enhancement: Shroud of the Zombie
    
    
    Level 10 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Spell (4): Wall of Fire
    Spell (4): Acid Rain
    Enhancement: Wizard Intelligence II
    
    
    Level 11 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Spell (5): Niac's Biting Cold
    Spell (5): Cloudkill
    Enhancement: Acid Manipulation III
    Enhancement: Frost Manipulation III
    Enhancement: Wizard Wand and Scroll Mastery II
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Eschew Materials
    Feat: (Selected) Greater Spell Focus: Necromancy
    Spell (4): Dimension Door
    Spell (4): Stoneskin
    Enhancement: Corrosive Spellcasting III
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 13 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Spell (6): Necrotic Ray
    Spell (6): Circle of Death
    Enhancement: Wizard Spell Penetration II
    
    
    Level 14 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Spell (6): Acid Fog
    Spell (6): Disintegrate
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Wizard Pale Master II
    
    
    Level 15 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mental Toughness
    Spell (7): Finger of Death
    Spell (7): Otto's Sphere of Dancing
    Enhancement: Glacial Spellcasting III
    Enhancement: Acid Manipulation IV
    Enhancement: Frost Manipulation IV
    Enhancement: Shroud of the Wraith
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Spell (7): Symbol of Stunning
    Spell (7): Symbol of Weakness
    Enhancement: Wizard Improved Heightening I
    
    
    Level 17 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Improved Mental Toughness
    Spell (8): Black Dragon Bolt
    Spell (8): Polar Ray
    
    
    Level 18 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Shield Proficiency (General)
    Spell (8): Trap the Soul
    Spell (8): Incendiary Cloud
    Enhancement: Acid Manipulation V
    Enhancement: Frost Manipulation V
    Enhancement: Wizard Intelligence III
    
    
    Level 19 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Spell (9): Wail of the Banshee
    Spell (9): Meteor Swarm
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Spell (9): Power Word: Kill
    Spell (9): Energy Drain
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master III
    I know this is probably borked , prolly didn't take 2nd monk level at right time for optimizing, got caught up in Pale Master prestige - something which I'm not that familiar with - and forgot about my shield mastery feat like I said I'm not that good with whole building thing but trying to get better

    Didn't add in any tomes, will be a self-discovered toon if I build it. Unless a certain tome at a certain time will make/break the build in which case I can plan to buy one on auction house. Also didn't add in any gear to build, and also was trying to avoid quicken with concentration but ran out of class feat options. Lastly trying to maximize UMD.
    Last edited by Eilierie; 11-19-2012 at 03:01 PM.

  4. #4
    Community Member Eilierie's Avatar
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    Found this - http://forums.ddo.com/showthread.php...alemaster+monk - assuming that is the unarmed lich thing you were talking about, new to me, reading it now

  5. #5
    Build Constructionist unbongwah's Avatar
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    I'm not seeing what halfling brings to this build. An elf could get higher Spell Pen (you'll definitely want more of it) and might even manage decent AC w/Arcane Fluidity; a dwarf would have more HPs; etc.

    One of the problems with trying to be a shield-tanking wizard is needing to spend 3 feats for the prof. + Mastery feats, none of which are monk bonus feats. Could go ftr splash instead, but then you lose Evasion or PM III / lich form (depending on how far you splash). Decisions, decisions...

    Have you considered something more heavily-MCed, like monk 2 / ftr 6 / wiz 12? That gets you a bunch more feats and SD I, though of course you give up a lot of spellcasting in the process.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  6. #6
    Community Member Eilierie's Avatar
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    Quote Originally Posted by unbongwah View Post
    I'm not seeing what halfling brings to this build. An elf could get higher Spell Pen (you'll definitely want more of it) and might even manage decent AC w/Arcane Fluidity; a dwarf would have more HPs;

    just flavor, guess I was thinking dex reflex evasion...

    One of the problems with trying to be a shield-tanking wizard is needing to spend 3 feats for the prof. + Mastery feats, none of which are monk bonus feats. Could go ftr splash instead, but then you lose Evasion or PM III / lich form (depending on how far you splash). Decisions, decisions...

    yes, and I'm not that practiced at multi-class flavor min/max - the line of thought was self-healing pale master that could evade/save major hits/elite traps and some PRR while tanking ( thinking like - when Demon Queen goes into rage, strap on shield... )

    Have you considered something more heavily-MCed, like monk 2 / ftr 6 / wiz 12? That gets you a bunch more feats and SD I, though of course you give up a lot of spellcasting in the process.
    Yea I ran across the 2/6/12 build while trying to learn more about PM. Just like making out of ordinary builds work, guess its throwback to building a stupid toon on original Fallout, always like how certain paths were only available to "flavor" builds in Fallout.

  7. #7
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    Quote Originally Posted by Eilierie View Post
    Yea I ran across the 2/6/12 build while trying to learn more about PM. Just like making out of ordinary builds work, guess its throwback to building a stupid toon on original Fallout, always like how certain paths were only available to "flavor" builds in Fallout.
    Going from what you said on the flavor, I would think an unarmed fighting palemaster with maxed dodge bonus who uses miss chances to negate hits would be a closer representation. Wraith form provides the most stackable miss chances. Incorporeal from wraith is 25%, and stacking with the 50% from Displacement and the 25% from dodge chance gives you a total of 71% miss chance.

    I think a 12/6/2 build would fit this better as well, though I think getting full dodge % will be pretty difficult. you can get 7% from feats, and with 4 monk get a base 6%. In Ocean stance (not lesser Ocean stance, so need 6 levels of monk) you have another 2%. This would give you only 15% dodge chance, giving a 68% total miss chance with wraith form and displacement.

    The difference between a max dodge percent and 11% dodge (2 levels of monk + dodge, mobility, and spring attack), assuming a wraith form + displacement setup is only about 5% though, so going 18/2 could still be done.

  8. #8
    Community Member Eilierie's Avatar
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    Honestly I hadn't really thought what Monk would bring to the table other than evasion, I am leveling up my first ever Monk and learning about that right now. I know I can just build a Pale trapper with Insightful Reflexes but that's been done.

    71% miss chance sounds great ! Those are the fine details I'm not sure how to figure out quite yet. That and stuff like "you should take your 2nd Monk level at 8 because you can add one extra skill point" etc, etc, etc that I know you master builders have figured all out. Stuff like don't put more than 1 rank tumble, 6 ranks haggle, 8 ranks jump, etc, etc, etc,,,

    So yea, flavor, GIMP, whatever it just sounded fun !!! and I'm not 100% on how to make it viable ( don't want to be a total loser )

    The shield may not work in this build, though I think Fanion would be a good addition while shadow tanking
    Last edited by Eilierie; 11-20-2012 at 08:36 AM.

  9. #9
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    If you like what I outlined, I would suggest a 12 wizard, 6 monk, 2 fighter build. Feats will probably be tight though, that is one area I would look at with a lot of attention. You want to get Dodge, Mobility, and Spring Attack to get the most dodge % out of your feats. After that, it depends on what you will focus on more. Do you want to cast more? Metamagic feats are better choices. Do you want to be punching stuff while in an aoe spell like firewall? Getting the twf line is important for monk melee, and due to stat constraints, I would think going finesse would be a better route. Answering the questions below will help me get a better understanding of what you want, but no pressure.

    1. Do you want to be throwing out CC, instakills, and Damage spells mostly, or would you prefer your sp be spent on healing and augmenting your melee capabilities, with some thought towards damage via aoe spells?

    2. Do you mind losing out on the higher level spells, such as fod, wail, mass hold?

    3. Do you like the idea of the split outlined above (12/6/2 wizard/monk/fighter)? Would it be a problem if the fighter levels and monk levels are swapped due to feat needs?

    2. What resources will you have available for this build (talking about past lives, tomes, high end gear)?

  10. #10
    Community Member Eilierie's Avatar
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    Was out of town for the holidays. After much pondering my original idea was to build a better shadow tank. If there is nothing to gain over with a Pale Monk over a Pale Trapper then I guess its pointless.

    So to answer your questions -

    1 - CC, Instakill, Damage
    2 - yes
    3 - looks like a fun build, may try it out
    4 - i like to play self discovered.

    Thanks !

  11. #11
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    Quote Originally Posted by Eilierie View Post
    Was out of town for the holidays. After much pondering my original idea was to build a better shadow tank. If there is nothing to gain over with a Pale Monk over a Pale Trapper then I guess its pointless.

    So to answer your questions -

    1 - CC, Instakill, Damage
    2 - yes
    3 - looks like a fun build, may try it out
    4 - i like to play self discovered.

    Thanks !
    Alright, based on that, anything more then a 2 level splash is out. Assuming you have 32 point build and you can deal with losing evasion, I would suggest a half elf 18 wizard 2 fighter. I'll try to throw one together for you today, but no promises.

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