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Thread: divine trapper

  1. #1
    Community Member tekkentroop's Avatar
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    Dec 2010
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    Default divine trapper

    The most annoying thing while leveling my TR is having to wait for a trapper in certain quests, since my favourite guild rogue outleveled me quickly.

    So for the divine past lives im thinking about making a divine with full trap skills so I got all bases covered when pugging. I was thinking about 2 levels of rogue for evasion, and 1 or 2 levels of arti for even more trap skills and repeater proficiency. Multiple attribute disease might be a problem but not too much with 36 pt build and some tomes.

    Currently considering radiant servant, going 1 arti 2-7 cleric/fvs 8,9 rogue and then more cleric/fvs... does anybody have experience with that kind of build and can give me some pointers about stat allocation, feats and class split? Can ki archery (or whatever its called) help me saving points in dex? Im probably going to make a triple pos repeater and still got a paralyzing repeater somewhere, crafting some low lvl repeaters shouldnt be a problem either.

    On Thelanis: Makkuroi - Heroic+Epic completionist, 30+ Past lives - Guild: Zeugen der Dreizehn

  2. #2
    Hero Hellllboy's Avatar
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    Default

    I made a Clonkificer for this very reason.

    17Cleric/2 Art./1 Monk

    As long as you pick up the second level of Arti-you can use a rune arm w/repeaters-I enjoyed this build-but performance dropped off at higher levels in ranged damage.

    The only disadvantage was no evasion. I guess if you did not care about getting Mass Heal, you could add another level of Monk.

  3. #3
    Community Member
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    I have done a few 17/2/1 cleric/x/x and they can still work out well. Depending on if you want to do raids you might be able to do a 16/2/2 or even a 12/6/2. being that you will probably have whatever raid gear you want for that life the 12 cleric would be enough for healing 6 man groups.

    Zen archery will help with the to hit issues as it uses wisdom for that, damage is still determined by strength though.

    You will also need a +10 reflex save from an item, could be useful to get the paladin dilly for another +5 to resistance if you can get Charisma high enough so that you can get close to a 40 reflex save though in my opinion.

    I personally like a 14 intelligent on Human and 16 on the other races because of the clerics skill point problem. That will give you 5 skill points per cleric level so that you can max out DD, Search and one other skill.

    Of course there is a cleric spell that can help get your search up, the find trap spell it adds half your caster level to search. So if you go 18 that is a +9 to search. To maybe help you figure out how much search you want to have to find those boxes as that can help you with point distribution. I aim for 23 ranks in search on mine.

  4. #4
    The Hatchery Dielzen's Avatar
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    Feb 2006
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    My 18 FvS / 2 Arty life was enjoyable. It played exactly like I play my Arty....BB kite and pew-pew.

    1 Arty, 2-7 FvS, 8 Arty, 9-20 FvS

    I started with a 14dex (+3 tome) and didn't worry about IPS...hitting 5 things at once might be great DPS, but it doesn't mesh with my "run in circles thru BBs" style of shooting at things, plus it let me pump up WIS, which I put at 18. I'm not sure from there but I think I did like a 14 con and then 10str/12cha/12int?

    Zen Archery does, indeed, work with repeaters.
    Playing (and dying) since Open Beta...

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