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  1. #1
    Community Member bward76's Avatar
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    Default TR Druid Life - Torn for splash options

    Doing my 9th life as a Druid and could use some guidance as I have never played a druid. I have narrowed my options to two different types of druid builds. One is a max wisdom caster style with monk splash, the other is a strength melee centered build with figher/barb splash. I do plan to TR shortly after hitting 20~21st level so epic stuff is not important. I do spend a fair amount of play time leveling from 18 to 20 so I like to have a solid build by the time I hit 18th. I am also torn between doing a Helf or Human build as the Rogue Dilly looks very attractive, but that 1 extra feat makes PA & Cleave an early option for the Fighter/Barb splash

    Please point out any pros or cons I have not thought of. Here's an overview of how I see each build:

    Druid/Monk ----vs---- Druid/Ftr/Barb
    12% D-Strike ---vs--- 26% D-Strike @ 18th level
    11 PRR Bear form -vs- 46 PRR Bear form, heavy armor & shield
    38 AC -------vs------ 48 AC due to Heavy Armor & Tower Shield
    Stun Fist & Evasion -vs- 10% speed & sprint(Very important) + Rages
    7% Dodge -----vs----- 2% Dodge
    +10 DCs on spells --vs-- 1 less caster level (mobs will save vs most DCs)
    DPS spells Max&Emp -vs- AoE will do roughly 1/3 as much damage
    ~20% more SP ---vs--- ~10% more HP
    Good Move Silently -vs- Good Intimidate

    I think what it comes down to is which version will get me through xp/minute better as I think both would be fun to play. Will the monk splash who can cast a decent firewall clear a room full of mobs fast outweigh the barb splash time saving run speed and sprint? I'm just not sure. If I do go for the fighter should I trade Helf rogue dilly for human extra feat being great cleave? Seems like rogue dilly would be better since I plan to use my improved deception from a ring of lies at all times. I also want to get the feel for what playing a druid is like and can't help but think that a high wisdom is key to that as much of their animal form spell abilities are wisdom based.


    Aslo here are some key leveling points between the splashes:
    6Druid/1Mnk - HP: 167 SP: 430 - STR: 22 (+6) DEX: 22 (+6) CON: 22 (+6) INT: 12 (+1) WIS: 32 (+11) CHA: 10 (0)
    6Druid/1Barb - HP: 206 SP: 370 - STR: 29 (+9) DEX: 22 (+6) CON: 24 (+7) INT: 14 (+2) WIS: 23 (+6) CHA: 10 (0)

    12Druid/2Mnk - HP: 435 SP: 1180 - STR: 24 (+7) DEX: 26 (+8) CON: 26 (+8) INT: 13 (+1) WIS: 40 (+15) CHA: 19 (+4)
    12Druid/2Ftr/1Brb - HP: 513 SP: 1033 - STR: 33 (+11) DEX: 25 (+7) CON: 32 (+11) INT: 16 (+3) WIS: 26 (+8) CHA: 19 (+4)

    16Druid/2Mnk - HP: 539 SP: 1585 - STR: 24 (+7) DEX: 26 (+8) CON: 30 (+10) INT: 14 (+2) WIS: 42 (+16) CHA: 19 (+4)
    15Druid/2Ftr/1Brb - HP: 583 SP: 1297 - STR: 34 (+12) DEX: 25 (+7) CON: 32 (+11) INT: 16 (+3) WIS: 26 (+8) CHA: 19 (+4)

    Complete Builds below:

    Code:
    Character Generated Using: DDO Character Generator
    Direct Link to Build: http://www.ddochargen.com/home.aspx?build=38087
    
    Druid 18 / Monk 2
    Male Half-Elf - Lawful Neutral
    ________________________________________________________________
    
    PAST LIVES SELECTED:
    Artificer (1), Barbarian (1), Cleric (1), Fighter (1), 
    Monk (1), Ranger (1), Rogue (1), Wizard (1)
    ________________________________________________________________
    
    LEVEL 1
    Race Selected: Male Half-Elf
    Alignment Selected: Lawful Neutral
    Class Selected: Monk (Monk 1)
    Abilities Raised: STR: 14, DEX: 14, CON: 14, INT: 10, WIS: 18
    Skills Ranks Raised: Balance +4 (4), Jump +4 (4), 
    Move Silently +4 (4), Tumble +4 (4)
    Feats Selected: Stunning Fist, Half-Elf Dilettante (Rogue), 
    Toughness
    ________________________________________________________________
    
    LEVEL 2:
    Class Selected: Druid (Druid 1 / Monk 1)
    Skills Ranks Raised: Concentration +4 (4)
    ________________________________________________________________
    
    LEVEL 3:
    Class Selected: Druid (Druid 2 / Monk 1)
    Skills Ranks Raised: Concentration +2 (6), Spot +2 (2)
    Feats Selected: Augment Summoning
    Tomes Applied: STR: +1, DEX: +1, CON: +1, INT: +1, 
    WIS: +1, CHA: +1
    ________________________________________________________________
    
    LEVEL 4:
    Class Selected: Druid (Druid 3 / Monk 1)
    Abilities Raised: WIS: 20
    Skills Ranks Raised: Concentration +1 (7), Spot +3 (5)
    ________________________________________________________________
    
    LEVEL 5:
    Class Selected: Druid (Druid 4 / Monk 1)
    Skills Ranks Raised: Concentration +1 (8), Spot +3 (8)
    ________________________________________________________________
    
    LEVEL 6:
    Class Selected: Druid (Druid 5 / Monk 1)
    Skills Ranks Raised: Concentration +1 (9), Move Silently +1 (5), 
    Spot +1 (9)
    Feats Selected: Maximize Spell
    ________________________________________________________________
    
    LEVEL 7:
    Class Selected: Druid (Druid 6 / Monk 1)
    Skills Ranks Raised: Concentration +1 (10), 
    Jump +1 (5), Spot +1 (10)
    Equipment Mods Changed To: STR: 6, DEX: 6, CON: 6, WIS: 8
    Tomes Applied: STR: +2, DEX: +2, CON: +2, INT: +2, 
    WIS: +2, CHA: +2
    Enhancements Selected: Druid Aggravate I, Druid Eminence of Life I, 
    Druid Toughness I, Druid Wisdom I, Druid Energy of the Locus I, 
    Human Improved Recovery I, Racial Toughness I, Half-Elf Improved Trap Sense I, 
    Druid Beastial Nature I, Druid Toughness II, Druid Eminence of Life II, 
    Druid Vengeful Hunter I, Human Adaptability Wisdom I, 
    Druid Wisdom II, Druid Natures Warrior I
    ________________________________________________________________
    
    LEVEL 8:
    Class Selected: Druid (Druid 7 / Monk 1)
    Abilities Raised: WIS: 25
    Skills Ranks Raised: Concentration +1 (11), 
    Spot +1 (11), Swim +3 (3)
    ________________________________________________________________
    
    LEVEL 9:
    Class Selected: Monk (Druid 7 / Monk 2)
    Skills Ranks Raised: Move Silently +5 (10)
    Feats Selected: Empower Spell, Precision
    ________________________________________________________________
    
    LEVEL 10:
    Class Selected: Druid (Druid 8 / Monk 2)
    Skills Ranks Raised: Concentration +2 (13), 
    Spot +2 (13), Swim +1 (4)
    ________________________________________________________________
    
    LEVEL 11:
    Class Selected: Druid (Druid 9 / Monk 2)
    Skills Ranks Raised: Concentration +1 (14), 
    Spot +1 (14), Swim +3 (7)
    Tomes Applied: STR: +3, DEX: +3, CON: +3, INT: +3, 
    WIS: +3, CHA: +3
    Favor Bonus Granted: Coin Lord Finishing School (400 Coin Lord Favor)
    Favor Bonus Granted: Draconic Vitality (15 Agents of Argonnessen Favor)
    ________________________________________________________________
    
    LEVEL 12:
    Class Selected: Druid (Druid 10 / Monk 2)
    Abilities Raised: WIS: 27
    Skills Ranks Raised: Concentration +1 (15), 
    Spot +1 (15), Swim +3 (10)
    Feats Selected: Improved Critical (Bludgeoning)
    ________________________________________________________________
    
    LEVEL 13:
    Class Selected: Druid (Druid 11 / Monk 2)
    Skills Ranks Raised: Concentration +1 (16), 
    Spot +1 (16), Swim +3 (13)
    ________________________________________________________________
    
    LEVEL 14:
    Class Selected: Druid (Druid 12 / Monk 2)
    Skills Ranks Raised: Concentration +1 (17), 
    Spot +1 (17), Swim +3 (16)
    Equipment Mods Changed To: HP: 95, SP: 300, 
    DEX: 8, CON: 8, WIS: 13, CHA: 8, Concentration: 6
    Enhancements Selected: Racial Toughness II, 
    Improved Rogue Dilettante I, Way of the Clever Monkey I, 
    Druid Toughness III, Druid Strength I, Half-Elf Rogue Dexterity I, 
    Druid Beastial Nature II, Druid Vengeful Hunter II, 
    Druid Aggravate II, Druid Reaving Roar, Druid Natures Warrior II, 
    Human Greater Adaptability Constitution I, Racial Toughness III
    ________________________________________________________________
    
    LEVEL 15:
    Class Selected: Druid (Druid 13 / Monk 2)
    Skills Ranks Raised: Balance +0.5 (4.5), Concentration +1 (18), 
    Spot +1 (18), Swim +2 (18)
    Feats Selected: Natural Fighting
    Tomes Applied: INT: +4
    ________________________________________________________________
    
    LEVEL 16:
    Class Selected: Druid (Druid 14 / Monk 2)
    Abilities Raised: WIS: 28
    Skills Ranks Raised: Balance +1.5 (6), Concentration +1 (19), 
    Spot +1 (19), Swim +1 (19)
    ________________________________________________________________
    
    LEVEL 17:
    Class Selected: Druid (Druid 15 / Monk 2)
    Skills Ranks Raised: Balance +1.5 (7.5), Concentration +1 (20), 
    Spot +1 (20), Swim +1 (20)
    ________________________________________________________________
    
    LEVEL 18:
    Class Selected: Druid (Druid 16 / Monk 2)
    Skills Ranks Raised: Balance +1.5 (9), Concentration +1 (21), 
    Spot +1 (21), Swim +1 (21)
    Feats Selected: Natural Fighting
    Equipment Mods Changed To: CON: 11
    Tomes Applied: CON: +4, WIS: +4
    Enhancements Selected: Improved Rogue Dilettante II, 
    Half-Elf Improved Trap Sense II, Druid Energy of the Locus II, 
    Druid Eminence of the Sun I, Druid Eminence of the Sun II, 
    Druid Eminence of Hoarfrost I, Druid Eminence of Hoarfrost II
    ________________________________________________________________
    
    LEVEL 19:
    Class Selected: Druid (Druid 17 / Monk 2)
    Skills Ranks Raised: Balance +1.5 (10.5), Concentration +1 (22), 
    Spot +1 (22), Swim +1 (22)
    ________________________________________________________________
    
    LEVEL 20:
    Class Selected: Druid (Druid 18 / Monk 2)
    Abilities Raised: WIS: 30
    Skills Ranks Raised: Balance +1.5 (12), Concentration +1 (23), 
    Spot +1 (23), Swim +1 (23)
    Enhancements Selected: Druid Wisdom III, Druid Toughness IV
    Stats at End of Level 20:
    HP:587 SP:1819 AC:36 FORT:24 REFL:17 WILL:31 BAB:+15/+15/+20/+25
    STR:24(+7) DEX:26(+8) CON:30(+10) INT:14(+2) WIS:44(+17) CHA:19(+4)
    Balance:20, Bluff:4, Concentration:39, Diplomacy:6, 
    Disable Device: n/a, Haggle:5, Heal:17, Hide:8, Intimidate:6, 
    Jump:12, Listen:18, Move Silently:18, Open Lock: n/a, 
    Perform: n/a, Repair:2, Search:3, Spot:41, Swim:30, 
    Tumble:12, UMD: n/a

    Code:
    Character Generated Using: DDO Character Generator
    Direct Link to Build: http://www.ddochargen.com/home.aspx?build=38048
    
    Druid 17 / Fighter 2 / Barbarian 1
    Male Half-Elf - True Neutral
    ________________________________________________________________
    
    PAST LIVES SELECTED:
    Artificer (1), Barbarian (1), Cleric (1), Fighter (1), 
    Monk (1), Ranger (1), Rogue (1), Wizard (1)
    ________________________________________________________________
    
    LEVEL 1
    Race Selected: Male Half-Elf
    Alignment Selected: True Neutral
    Class Selected: Barbarian (Barbarian 1)
    Abilities Raised: STR: 16, DEX: 14, CON: 16, INT: 12, WIS: 14
    Skills Ranks Raised: Balance +2 (2), Intimidate +4 (4), 
    Jump +4 (4), Swim +4 (4), Tumble +2 (2)
    Feats Selected: Augment Summoning, Half-Elf Dilettante (Rogue)
    ________________________________________________________________
    
    LEVEL 2:
    Class Selected: Druid (Barbarian 1 / Druid 1)
    Skills Ranks Raised: Concentration +2 (2), Intimidate +1 (5), 
    Spot +1 (1), Swim +1 (5)
    ________________________________________________________________
    
    LEVEL 3:
    Class Selected: Druid (Druid 2 / Barbarian 1)
    Skills Ranks Raised: Concentration +2 (4), Intimidate +1 (6), 
    Spot +1 (2), Swim +1 (6)
    Feats Selected: Past Life (Berserkers Fury)
    Tomes Applied: STR: +1, DEX: +1, CON: +1, INT: +1, 
    WIS: +1, CHA: +1
    ________________________________________________________________
    
    LEVEL 4:
    Class Selected: Druid (Druid 3 / Barbarian 1)
    Abilities Raised: STR: 18
    Skills Ranks Raised: Concentration +2 (6), Intimidate +1 (7), 
    Spot +1 (3), Swim +1 (7)
    ________________________________________________________________
    
    LEVEL 5:
    Class Selected: Druid (Druid 4 / Barbarian 1)
    Skills Ranks Raised: Concentration +2 (8), Intimidate +1 (8), 
    Spot +1 (4), Swim +1 (8)
    ________________________________________________________________
    
    LEVEL 6:
    Class Selected: Druid (Druid 5 / Barbarian 1)
    Skills Ranks Raised: Concentration +1 (9), Intimidate +1 (9), 
    Spot +2 (6), Swim +1 (9)
    Feats Selected: Precision
    Equipment Mods Changed To: STR: 6, DEX: 6, CON: 6, WIS: 6
    ________________________________________________________________
    
    LEVEL 7:
    Class Selected: Druid (Druid 6 / Barbarian 1)
    Skills Ranks Raised: Concentration +1 (10), 
    Intimidate +1 (10), Spot +2 (8), Swim +1 (10)
    Equipment Mods Changed To: STR: 8
    Tomes Applied: STR: +2, DEX: +2, CON: +2, INT: +2, 
    WIS: +2, CHA: +2
    Enhancements Selected: Barbarian Sprint Boost I, 
    Druid Toughness I, Druid Energy of the Locus I, Human Improved Recovery I, 
    Druid Aggravate I, Druid Wisdom I, Racial Toughness I, 
    Druid Beastial Nature I, Druid Toughness II, Druid Strength I, 
    Druid Vengeful Hunter I, Human Adaptability Strength I, 
    Druid Natures Warrior I, Racial Toughness II
    ________________________________________________________________
    
    LEVEL 8:
    Class Selected: Druid (Druid 7 / Barbarian 1)
    Abilities Raised: STR: 22
    Skills Ranks Raised: Concentration +1 (11), 
    Intimidate +1 (11), Spot +3 (11), Swim +1 (11)
    ________________________________________________________________
    
    LEVEL 9:
    Class Selected: Druid (Druid 8 / Barbarian 1)
    Skills Ranks Raised: Concentration +1 (12), 
    Diplomacy +2 (2), Intimidate +1 (12), Spot +1 (12), Swim +1 (12)
    Feats Selected: Shield Mastery
    ________________________________________________________________
    
    LEVEL 10:
    Class Selected: Fighter (Druid 8 / Barbarian 1 / Fighter 1)
    Skills Ranks Raised: Jump +4 (8)
    Feats Selected: Improved Shield Mastery
    ________________________________________________________________
    
    LEVEL 11:
    Class Selected: Fighter (Druid 8 / Fighter 2 / Barbarian 1)
    Skills Ranks Raised: Jump +4 (12)
    Feats Selected: Improved Critical (Bludgeoning)
    Tomes Applied: STR: +3, DEX: +3, CON: +3, INT: +3, 
    WIS: +3, CHA: +3
    ________________________________________________________________
    
    LEVEL 12:
    Class Selected: Druid (Druid 9 / Fighter 2 / Barbarian 1)
    Abilities Raised: STR: 24
    Skills Ranks Raised: Concentration +2 (14), 
    Intimidate +2 (14), Spot +2 (14)
    Feats Selected: Natural Fighting
    ________________________________________________________________
    
    LEVEL 13:
    Class Selected: Druid (Druid 10 / Fighter 2 / Barbarian 1)
    Skills Ranks Raised: Concentration +2 (16), 
    Intimidate +2 (16), Spot +2 (16)
    ________________________________________________________________
    
    LEVEL 14:
    Class Selected: Druid (Druid 11 / Fighter 2 / Barbarian 1)
    Skills Ranks Raised: Concentration +1 (17), 
    Intimidate +1 (17), Spot +1 (17), Swim +3 (15)
    ________________________________________________________________
    
    LEVEL 15:
    Class Selected: Druid (Druid 12 / Fighter 2 / Barbarian 1)
    Skills Ranks Raised: Concentration +1 (18), 
    Intimidate +1 (18), Spot +1 (18), Swim +3 (18)
    Feats Selected: Natural Fighting
    Equipment Mods Changed To: HP: 95, SP: 300, 
    DEX: 8, CON: 11, WIS: 8, CHA: 8, Concentration: 6
    Tomes Applied: CON: +4, INT: +4
    Enhancements Selected: Druid Toughness III, 
    Druid Strength II, Druid Aggravate II, Druid Beastial Nature II, 
    Druid Vengeful Hunter II, Druid Reaving Roar, Improved Rogue Dilettante I, 
    Fighter Critical Accuracy I, Druid Natures Warrior II, 
    Fighter Item Defense I, Human Greater Adaptability Constitution I, 
    Racial Toughness III, Improved Rogue Dilettante II
    ________________________________________________________________
    
    LEVEL 16:
    Class Selected: Druid (Druid 13 / Fighter 2 / Barbarian 1)
    Abilities Raised: STR: 26
    Skills Ranks Raised: Balance +1.5 (3.5), Concentration +1 (19), 
    Intimidate +1 (19), Spot +1 (19), Swim +1 (19)
    ________________________________________________________________
    
    LEVEL 17:
    Class Selected: Druid (Druid 14 / Fighter 2 / Barbarian 1)
    Skills Ranks Raised: Balance +1.5 (5), Concentration +1 (20), 
    Intimidate +1 (20), Spot +1 (20), Swim +1 (20)
    ________________________________________________________________
    
    LEVEL 18:
    Class Selected: Druid (Druid 15 / Fighter 2 / Barbarian 1)
    Skills Ranks Raised: Balance +1.5 (6.5), Concentration +1 (21), 
    Intimidate +1 (21), Spot +1 (21), Swim +1 (21)
    Feats Selected: Natural Fighting
    Enhancements Selected: Druid Toughness IV, Druid Energy of the Locus II, 
    Druid Vengeful Hunter III, Druid Eminence of Life I, 
    Druid Eminence of Life II
    ________________________________________________________________
    
    LEVEL 19:
    Class Selected: Druid (Druid 16 / Fighter 2 / Barbarian 1)
    Skills Ranks Raised: Balance +1.5 (8), Concentration +1 (22), 
    Intimidate +1 (22), Spot +1 (22), Swim +1 (22)
    ________________________________________________________________
    
    LEVEL 20:
    Class Selected: Druid (Druid 17 / Fighter 2 / Barbarian 1)
    Abilities Raised: STR: 27
    Skills Ranks Raised: Balance +1 (9), Concentration +1 (23), 
    Diplomacy +1 (3), Intimidate +1 (23), Spot +1 (23), Swim +1 (23)
    Tomes Applied: STR: +4
    Enhancements Selected: Half-Elf Rogue Dexterity I, 
    Human Improved Recovery II, Half-Elf Improved Trap Sense I, 
    Half-Elf Improved Trap Sense II, Fighter Armored Agility I
    Stats at End of Level 20:
    HP:623 SP:1478 AC:18 FORT:26 REFL:13 WILL:18 BAB:+15/+15/+20/+25
    STR:36(+13) DEX:26(+8) CON:32(+11) INT:16(+3) WIS:26(+8) CHA:19(+4)
    Balance:18, Bluff:4, Concentration:40, Diplomacy:7, 
    Disable Device: n/a, Haggle:4, Heal:8, Hide:9, Intimidate:29, 
    Jump:26, Listen:9, Move Silently:9, Open Lock: n/a, 
    Perform: n/a, Repair:3, Search:4, Spot:32, Swim:38, 
    Tumble:11, UMD: n/a

  2. #2
    Community Member Lauf's Avatar
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    Quote Originally Posted by bward76 View Post
    Please point out any pros or cons I have not thought of. Here's an overview of how I see each build:

    11 PRR Bear form -vs- 46 PRR Bear form, heavy armor & shield
    38 AC -------vs------ 48 AC due to Heavy Armor & Tower Shield
    wearing heavy armor would make your druid spells/abilities unusable, so my guess is you would never be wearing it.
    if you want quick and easy leveling while still being mainly druid, I would consider going 2 rogue for evasion and traps, and 1 barb for run speed and sprint boost

  3. #3
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    Quote Originally Posted by Lauf View Post
    wearing heavy armor would make your druid spells/abilities unusable, so my guess is you would never be wearing it.
    if you want quick and easy leveling while still being mainly druid, I would consider going 2 rogue for evasion and traps, and 1 barb for run speed and sprint boost
    Unless the heavy armor happens to be the dragonscale types, those i was told do not break druidic oath. The Leaves of the Forest is a pretty nice medium armor you can use near the end of your druid life. Also good armor for the pup.

    As for a build i took 1 rogue at lvl 1 and a second at ~12 on my first druid life, loved being able to do the traps. Second life on the druid i went with one rogue level, not really missing evasion so far, and with decent trap gear those are not a problem either.

  4. #4
    Community Member bward76's Avatar
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    Quote Originally Posted by smeggy1384 View Post
    Unless the heavy armor happens to be the dragonscale types, those i was told do not break druidic oath. The Leaves of the Forest is a pretty nice medium armor you can use near the end of your druid life. Also good armor for the pup.

    As for a build i took 1 rogue at lvl 1 and a second at ~12 on my first druid life, loved being able to do the traps. Second life on the druid i went with one rogue level, not really missing evasion so far, and with decent trap gear those are not a problem either.
    Yes, I would probably make a set of black dragonscale heavy plate armor which should not break my oath. It would also help reduce fortification for my wolf sneak attacks. I did play around with the Rogue levels for trapping, but have since ruled that out as my rages would have to be ended when doing a trap.

    It's really going to be down to monk splash or the fighter/barb splash. Just can't decide and was hoping I might glean some insight from those who have had the experience of playing a druid.

  5. #5
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    If its just between those two i'd say use vet status to make a test character. My biggest worry would be if using the barb rage prevents trapping wouldn't it also prevent druid spell casting? And there are several good animal form spells that act as melee attacks. If you really must have that low level rage barb 1 gets perhaps bard 1 for the spell (which would not interfere with traps or casting) or rage potions would be better.

    Maybe the animal attacks won't matter to you though, with the fighter and barb levels in you had 14 wisdom, will be low enough DCs that they likely wont trigger the various effects.

    The druid/monk looks good for the DCs, though if you are using wraps and not a weapon/shield with shield and improved shield mastery you lose out on some doublestrike.

  6. #6
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    I have a 13 Druid/3monk (going for 17/3, druid spells+evasion+light monk buffs)right now, I've been leveling it off and on, but it definitely feels like a powerhouse to me. I'm usually using a 2-hander in fire ele form(I delayed monk levels because I really wanted the elemental form) but with body of the sun and luminous truth, I'm dealing 150-200/tick, 350-450 on crits (crit modifiers are worth the first two), but soloing anything with in range on normal is trivial, hard isn't bad as long as your at level, and that's most me not being that great of a player.
    Featwise,
    I have PA, cleave, and great cleave, which just lets me run into move with body of the sun, cleave, great cleave, throw flame to kill stragglers. It's really fun to play, at least for me

  7. #7
    Community Member bward76's Avatar
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    Quote Originally Posted by smeggy1384 View Post
    If its just between those two i'd say use vet status to make a test character. My biggest worry would be if using the barb rage prevents trapping wouldn't it also prevent druid spell casting? And there are several good animal form spells that act as melee attacks. If you really must have that low level rage barb 1 gets perhaps bard 1 for the spell (which would not interfere with traps or casting) or rage potions would be better.

    Maybe the animal attacks won't matter to you though, with the fighter and barb levels in you had 14 wisdom, will be low enough DCs that they likely wont trigger the various effects.

    The druid/monk looks good for the DCs, though if you are using wraps and not a weapon/shield with shield and improved shield mastery you lose out on some doublestrike.
    That seems to be part of the big choice. The monk version will give me viable DCs for spells and various animal ability/spells, but that comes at a cost of being much less tanky, and a melee DPS loss of 14% double strike and no cleaving, combine that with the losing the barb speed/sprint and those tasty effective DCs are maybe not worth the trade off.

    I will be taking PL-Barbarian with either build which will give me +1 barb rage. That's 2 normal barbiarian rages/rest and another funky stackable PL only rage for a total of 3 rages/rest.

  8. #8
    Community Member bward76's Avatar
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    Quote Originally Posted by ArcaneArcher52689 View Post
    I have a 13 Druid/3monk (going for 17/3, druid spells+evasion+light monk buffs)right now, I've been leveling it off and on, but it definitely feels like a powerhouse to me. I'm usually using a 2-hander in fire ele form(I delayed monk levels because I really wanted the elemental form) but with body of the sun and luminous truth, I'm dealing 150-200/tick, 350-450 on crits (crit modifiers are worth the first two), but soloing anything with in range on normal is trivial, hard isn't bad as long as your at level, and that's most me not being that great of a player.
    Featwise,
    I have PA, cleave, and great cleave, which just lets me run into move with body of the sun, cleave, great cleave, throw flame to kill stragglers. It's really fun to play, at least for me
    This is something for me to think about. When did you take your 3rd monk level? This would buy you 5% movement speed and the option to life curse your bosses for extra party healing along with the other light side buffs. I had planned to pretty much be wolf most of the life even through the teen levels. Reading about elemental forms was just a turn off. Are they actually good to play? I didn't like the idea of having seasons herald and having to deal with the alternating summer and winter effects. I already have enough clicky and gear changes to manage while playing.

    Also, do you only use quaterstaves so that you can keep monk water stance? I had planned to go wraps so that I could stunning fist. I did not think about maybe going monk with the cleave/PA route. It was going to be Stunning Fist/Precision. Tell me more, maybe show your build. Do you find that fire resistant to frequently resist you?

    I am currently in my Horcobat rogue life and have a collection of great staffs including a luminous truth.

  9. #9
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    Quote Originally Posted by bward76 View Post
    This is something for me to think about. When did you take your 3rd monk level? This would buy you 5% movement speed and the option to life curse your bosses for extra party healing along with the other light side buffs. I had planned to pretty much be wolf most of the life even through the teen levels. Reading about elemental forms was just a turn off. Are they actually good to play? I didn't like the idea of having seasons herald and having to deal with the alternating summer and winter effects. I already have enough clicky and gear changes to manage while playing.

    Also, do you only use quaterstaves so that you can keep monk water stance? I had planned to go wraps so that I could stunning fist. I did not think about maybe going monk with the cleave/PA route. It was going to be Stunning Fist/Precision. Tell me more, maybe show your build. Do you find that fire resistant to frequently resist you?

    I am currently in my Horcobat rogue life and have a collection of great staffs including a luminous truth.
    I actually accidentally ended up at 13/3 at 16, thanks to using a +1 heart instead of my regular heart, and then found i liked it better. If i were to do it over again (which i plan to try), i'd take monk levels at 1, 11, and 12, with the main goal being firewall at 10. As for elemental forms being fun, they suck to be S&B. However, with cleave, great cleave, body of the sun, and using a q-staff, i might as well be my own AoE, and it actually looks and feels fun. I'll try and post my build later, as i'm at work right now. As for the alternating effects, i only keep track so i know whether or not to put up body of the sun or to wait a minute. And to deal with fire resistant enemies, i have two options. I either switch my active bar and go winter wolf(i keep enough of the wolf abilities to make it worthwhile) or i just put greater creeping cold on them and laugh as it ticks for 200+ on cold susceptible enemies. And when i'm 15/3, i'll have fires of purity for my wolf, which will help reduce fire resistance

  10. #10
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    Quote Originally Posted by bward76 View Post
    That seems to be part of the big choice. The monk version will give me viable DCs for spells and various animal ability/spells, but that comes at a cost of being much less tanky, and a melee DPS loss of 14% double strike and no cleaving, combine that with the losing the barb speed/sprint and those tasty effective DCs are maybe not worth the trade off.

    I will be taking PL-Barbarian with either build which will give me +1 barb rage. That's 2 normal barbiarian rages/rest and another funky stackable PL only rage for a total of 3 rages/rest.
    IF you go with the monk, you'd probably be better off in winter wolf form for the 1d10 19-20x3 damage and the sneak attack. As half elf you can take the rogue dily for extra sa. That with the wolf's faster movement and attack speed would make up for it.

    Personally, my "caster" druid is an 18/2 (currently 17) helf with 2 fighter levels. I run around in fire ele form and use scimi's. I originally had 2 monk, but just found that I didn't have the reflex for evasion and was just as well off going back to true neutral and using a better armor (blue scale). This one is a 3rd lifer.

    I have a level 10 9/9/2 drunk build that is build for winter wolf and does pretty good damage, but I really lack in the mana department. This is a first life toon though and doens't have the gearing that the "caster" has. I do have lots of BTA gear and did manage some mabar wraps and have a good crafter. At 12 I'll move to the garments of equilibrium for the extra die step. If you're wanting to druid/monk, imho it would be better to go a deeper splash like a 12/8 or 9/9/2.
    Last edited by LordPiglet; 01-09-2013 at 03:55 PM.

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