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  1. #861
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    Default advise on comms to use

    finally, almost ready to TR into a Jugg build. ran my 20th CitW and was doubly lucky. I did get a 20th reward list and it included the pinion I was never lucky enough to pull from a chest. between CiTW and FoT runs, I have around 30 commendations and am looking for advice on the best way to use some of those before I TR.

    along with the pinion, I acquired Sireth, Needle and Nightmare for weapons to use on my Jugg, so plans will be to go with the centered version. when I get back up to running CiTW, I may consider playing around with the twf version if / when I get lucky enough to pull a second nightmare or at least another high level option to go with it.

    definitely planning on using 3 comms on sireth, needle and pinion to get planar conflux, so about 21 or 22 more comms available for additional upgrades. would it be better to focus on getting one weapon to tier 3 or 4, probably pinion as it is used in all build combinations? or raise all of them to tier 2 for a constant +1 bonus? right now I am leaning towards

    tier 1 - sireth, needle, pinion, nightmare = 12
    tier 2 - sireth, needle, pinion = 15
    tier 3 - sireth or pinion = 7

    tier 3 on sireth would probably be more useful, as long as I stayed with the centered build. but thinking pinion first as I would continue to use it if I switch to either a twf or cleaver build if I pull those items in the next life.

    suggestions most welcomed, thanks

  2. #862
    Community Member redspecter23's Avatar
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    Default

    Quote Originally Posted by kendo View Post
    finally, almost ready to TR into a Jugg build. ran my 20th CitW and was doubly lucky. I did get a 20th reward list and it included the pinion I was never lucky enough to pull from a chest. between CiTW and FoT runs, I have around 30 commendations and am looking for advice on the best way to use some of those before I TR.

    along with the pinion, I acquired Sireth, Needle and Nightmare for weapons to use on my Jugg, so plans will be to go with the centered version. when I get back up to running CiTW, I may consider playing around with the twf version if / when I get lucky enough to pull a second nightmare or at least another high level option to go with it.

    definitely planning on using 3 comms on sireth, needle and pinion to get planar conflux, so about 21 or 22 more comms available for additional upgrades. would it be better to focus on getting one weapon to tier 3 or 4, probably pinion as it is used in all build combinations? or raise all of them to tier 2 for a constant +1 bonus? right now I am leaning towards

    tier 1 - sireth, needle, pinion, nightmare = 12
    tier 2 - sireth, needle, pinion = 15
    tier 3 - sireth or pinion = 7

    tier 3 on sireth would probably be more useful, as long as I stayed with the centered build. but thinking pinion first as I would continue to use it if I switch to either a twf or cleaver build if I pull those items in the next life.

    suggestions most welcomed, thanks
    My personal opinion is to get Sireth to tier 4 first, then work on others. That red slot on your main weapon is absolutely key for slotting repair spellpower for maximum heals. Pinion is your "sometimes" weapon so you can do without the red slot there. Get it to tier 1, then tier 2 and 3 are lesser priorities. Tier 4 it only when you don't have main weapon concerns for coms. Needle is your "very occasional" weapon so you can just do a tier 1 there and be done with it unless you have coms to burn. I would personally love 2 Nightmares with at least one fully upgraded, but that comes down to build choice. If you're going centered, you won't need that right now, though it's worth future consideration. A Nightmare with one of the mabar neg level augments on it would be quite a sexy beast.

    All of this of course assumes a com budget. In an ideal world where coms grow on trees and there's no shortage, then of course you should upgrade all of them. This is just what I'd set as priorities.
    Kaarloe - Degenerate Matter - Argonnessen

  3. #863
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    Quote Originally Posted by redspecter23 View Post
    My personal opinion is to get Sireth to tier 4 first, then work on others. That red slot on your main weapon is absolutely key for slotting repair spellpower for maximum heals. Pinion is your "sometimes" weapon so you can do without the red slot there. Get it to tier 1, then tier 2 and 3 are lesser priorities. Tier 4 it only when you don't have main weapon concerns for coms. Needle is your "very occasional" weapon so you can just do a tier 1 there and be done with it unless you have coms to burn. I would personally love 2 Nightmares with at least one fully upgraded, but that comes down to build choice. If you're going centered, you won't need that right now, though it's worth future consideration. A Nightmare with one of the mabar neg level augments on it would be quite a sexy beast.

    All of this of course assumes a com budget. In an ideal world where coms grow on trees and there's no shortage, then of course you should upgrade all of them. This is just what I'd set as priorities.
    good point about the red slot on main weapon. still think I should upgrade all of them to tier 1 so I don't have to worry about PDK favor right away in the next life. and would think that keeping planar conflux running no matter which weapon I swap into is important. so that's 12 of my 30 or so coms, leaving 18. though I guess I could leave nightmare out for now. by the time I get up to running CiTW again next life, and lucky enough to pull a 2nd nightmare, I will probably have a few more comms to upgrade it and have the PDK favor needed as well

    it would take 22 more coms to get sireth all the way to lvl 4, I am pretty close to that and it may be worth it to stick around for a couple more runs in FoT and CiTW. who knows, maybe I will get lucky and pull another nightmare or cleaver and switch out which weapon to upgrade. hope to have to make such tough decisions

  4. #864
    Community Member Tuffgar's Avatar
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    Default

    I apologize if this has been answered already. I tried the search function, but I might have been using it wrong.

    I'm coming back from not playing for around 6 months or so. Everything is different now due to the new module. I'm lost. I was playing a personal variation of the Juggernaut built primarily for soloing. I thought I had a pretty good grasp of the core concepts and the game, and everything was going fine. But I've come back to the game now, and I have no idea what I'm even looking at with enhancements and such.

    Is there an updated version of the Artificer Juggernaut somewhere? Designed for the newest expansion? Did I look right past it while skimming this and other threads?

  5. #865
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    Lurz higlighted the new pass for 2wf dual nightmare build. https://www.ddo.com/forums/showthrea...=1#post5080682

  6. #866
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    Default gs maul or gs q-staff

    assuming you are going with the centered version, using sireth at higher levels, would you recommend crafting a triple positive GS maul or Q-staff to use while leveling as an undead beater. the maul's base damage is obviously much better than the q-staff. but would the q-staff make up for it by staying centered, along with the few points into improved damage in the monk tree?

    thanks

  7. #867
    Community Member Jeromio's Avatar
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    Quote Originally Posted by kendo View Post
    assuming you are going with the centered version, using sireth at higher levels, would you recommend crafting a triple positive GS maul or Q-staff to use while leveling as an undead beater. the maul's base damage is obviously much better than the q-staff. but would the q-staff make up for it by staying centered, along with the few points into improved damage in the monk tree?

    thanks
    Presuming that you've got Dance of Flowers and Master of Rock stance, I would presume that the Q-staff is slightly ahead with similar crit profile (due to the stance... at least for 19-20 rolls) as the maul, where Q-staff would have (1.5 + 1.5) * 3.5 = 10.5 base damage compared to Maul with 1.5 * 5.5 = 8.25 base damage.

    Note 1: [W] values are from current info on DDO Wiki... not sure if they changed from 1.5 to 2 with U19. Edit: As kuro zero points out below, it's still 1.5.
    Note 2: With enhanced crit ranges, the maul might get ahead, but I leave it to somebody else to do that math. On the other hand... it's an undead beater, so maybe crit range doesn't need to be considered.
    Last edited by Jeromio; 10-02-2013 at 07:38 AM.
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  8. #868
    Community Member kuro_zero's Avatar
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    GS are still 1.5[W]. Crit profiles still valid with Precision, Black Scale, Silver Bow, and other ways to bypass fort.

    Spending AP in the henshin tree might not be worthwhile for a situational weapon, but staying centered is definitely the way to go. You're burning feats on the high tier forms so might as well make the most of it. I'll take 7.5% Doublestrike in Master of Air stance or the massive PRR bonuses available in Earth stance over 2-3 extra base damage. Remember, with +++ the majority of the damage is coming from the proc's and not so much the weapon itself vs undead.
    Officer of Disciples of the Apocalypse on Sarlona
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  9. #869
    Community Member RTFM's Avatar
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    I've always made the STAFF on EVERY toon. They are universal, you can use them on any class (if you ever TR), and the damage difference on undead compared to a Maul is a rounding error for the most part, in particular while leveling.

    At cap Pinion in fury/manyshot still does more damage than both.


    Quote Originally Posted by kendo View Post
    assuming you are going with the centered version, using sireth at higher levels, would you recommend crafting a triple positive GS maul or Q-staff to use while leveling as an undead beater. the maul's base damage is obviously much better than the q-staff. but would the q-staff make up for it by staying centered, along with the few points into improved damage in the monk tree?

    thanks
    RTFM, DOOF, and MACHINATION on Khyber. Guild: Toy Soldiers.

  10. #870
    Community Member RTFM's Avatar
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    It depends on what you plan on running.

    If you are primarily doing EH stuff just make the Sireth top tier then Pinion later as you gather more.

    If you are primarily doing EE stuff, make Pinion top tier then Sireth as you gather more.

    Fact is on EE you just take so much less damage playing ranged vs. melee that I would even say take Pinion and Needle to tier II each and just use those if you are running only EE. Just my two cents and I am prejudice I prefer the ranged jugg version by far for EE because of this reason.

    Quote Originally Posted by kendo View Post
    finally, almost ready to TR into a Jugg build. ran my 20th CitW and was doubly lucky. I did get a 20th reward list and it included the pinion I was never lucky enough to pull from a chest. between CiTW and FoT runs, I have around 30 commendations and am looking for advice on the best way to use some of those before I TR.

    along with the pinion, I acquired Sireth, Needle and Nightmare for weapons to use on my Jugg, so plans will be to go with the centered version. when I get back up to running CiTW, I may consider playing around with the twf version if / when I get lucky enough to pull a second nightmare or at least another high level option to go with it.

    definitely planning on using 3 comms on sireth, needle and pinion to get planar conflux, so about 21 or 22 more comms available for additional upgrades. would it be better to focus on getting one weapon to tier 3 or 4, probably pinion as it is used in all build combinations? or raise all of them to tier 2 for a constant +1 bonus? right now I am leaning towards

    tier 1 - sireth, needle, pinion, nightmare = 12
    tier 2 - sireth, needle, pinion = 15
    tier 3 - sireth or pinion = 7

    tier 3 on sireth would probably be more useful, as long as I stayed with the centered build. but thinking pinion first as I would continue to use it if I switch to either a twf or cleaver build if I pull those items in the next life.

    suggestions most welcomed, thanks
    RTFM, DOOF, and MACHINATION on Khyber. Guild: Toy Soldiers.

  11. #871
    Community Member Jeromio's Avatar
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    Default Max PRR?

    I'm toying with PRR to see how high I can get it (for a centred ranger version in Fury of the Wild ED).

    Highest I can think of is 105:
    24 - Enhancement bonus
    15 - Enh: Shintao Iron skin
    15 - Feat: Ultimate Mountain Stance
    5 - Enh: Battle Engineer
    6 - ED: Fury of the Wild - Damage Reduction
    10 - Feat: Epic Damage Reduction
    15 - ED: Grandmaster of Flowers - Standing with Stone (twisted)
    15 - Item set bonus: Planar Conflux from Sireth
    ---
    105

    Is it possible to get higher?

    Am I gimping my toon?
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  12. #872
    Community Member Miow's Avatar
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    Quote Originally Posted by Jeromio View Post
    I'm toying with PRR to see how high I can get it (for a centred ranger version in Fury of the Wild ED).

    Highest I can think of is 105:
    24 - Enhancement bonus
    15 - Enh: Shintao Iron skin
    15 - Feat: Ultimate Mountain Stance
    5 - Enh: Battle Engineer
    6 - ED: Fury of the Wild - Damage Reduction
    10 - Feat: Epic Damage Reduction
    15 - ED: Grandmaster of Flowers - Standing with Stone (twisted)
    15 - Item set bonus: Planar Conflux from Sireth
    ---
    105

    Is it possible to get higher?

    Am I gimping my toon?
    Honestly there is no point in getting it higher than that...the curve is quite damaging as you go higher for less benefit.

  13. #873
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    With the new enhancements the build lost some allure IMO. With 2 levels of classes you can't select the top tier enhancements.

  14. #874
    Community Member Soulfurnace's Avatar
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    Quote Originally Posted by Fallout_Zero View Post
    With the new enhancements the build lost some allure IMO. With 2 levels of classes you can't select the top tier enhancements.
    Maybe I'm missing something, but how did you pick top tier enhancements pre-u19 with /2 splashes?
    Or it just enhancements being worth more?

  15. #875
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    Quote Originally Posted by Soulfurnace View Post
    Maybe I'm missing something, but how did you pick top tier enhancements pre-u19 with /2 splashes?
    Or it just enhancements being worth more?
    Sorry meant 2 levels of monk/ranger. Typing on mobile.
    I find that 2 levels of monk and ranger you don't get the better enhancements. So have to heavily invest in wf and arti enjancements.

  16. #876
    Hero JohnBacon's Avatar
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    Default 32 point Juggernaut Paladin

    I am about to LR (+20) into this build. This is the best I could come up with based on what I have read. I am just looking for some quick feedback to make sure I am not completely missing the point. I have some decent bows and THWs kicking around until I can grind out the recommended ones.

    Any and all feedback is much appreciated.
    Code:
    Character Plan by DDO Character Planner Version 04.19.03
    DDO Character Planner Home Page
    
    Juggernaut Paladin
    Level 20 Lawful Good Warforged Female
    (2 Paladin \ 2 Monk \ 16 Artificer) 
    Hit Points: 334
    Spell Points: 856 
    BAB: 15\15\20\25\25
    Fortitude: 20
    Reflex: 17
    Will: 23
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 24                   26
    Dexterity            13                 17                   17
    Constitution         16                 20                   22
    Intelligence         12                 16                   16
    Wisdom                8                 12                   12
    Charisma             11                 15                   15
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +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
    +4 Tome of Strength used at level 15
    +4 Tome of Dexterity used at level 15
    +4 Tome of Constitution used at level 15
    +4 Tome of Intelligence used at level 15
    +4 Tome of Wisdom used at level 15
    +4 Tome of Charisma used at level 15
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               2                 20                   22
    Bluff                 0                  2                    3
    Concentration         3                  6                   16
    Diplomacy             0                  2                    3
    Disable Device        5                 26                   30
    Haggle                0                  2                    4
    Heal                 -1                  1                    2
    Hide                  1                  3                    2
    Intimidate            0                  2                    3
    Jump                  3                  8                   10
    Listen               -1                  1                    2
    Move Silently         1                  3                    2
    Open Lock             n/a               16                   20
    Perform               n/a               n/a                   n/a
    Repair                5                 28                   32
    Search                5                 26                   27
    Spellcraft            1                  3                    4
    Spot                 -1                  1                    2
    Swim                  3                  8                    5
    Tumble                2                  4                    6
    Use Magic Device      n/a               n/a                   n/a
    
    Level 1 (Artificer)
    Skill: Balance (+1)
    Skill: Disable Device (+4)
    Skill: Repair (+4)
    Skill: Search (+4)
    Skill: Tumble (+1)
    Feat: (Selected) Point Blank Shot
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Cleave
    Feat: (Monk Bonus) Toughness
    
    
    Level 4 (Paladin)
    Skill: Disable Device (+1)
    Skill: Search (+0.5)
    Feat: (Deity) Follower of the Silver Flame
    
    
    Level 5 (Paladin)
    Skill: Disable Device (+1)
    Skill: Search (+0.5)
    
    
    Level 6 (Artificer)
    Skill: Disable Device (+1)
    Skill: Repair (+2)
    Skill: Search (+2)
    Feat: (Selected) Great Cleave
    
    
    Level 7 (Artificer)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    
    
    Level 8 (Artificer)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Repair (+2)
    Skill: Search (+1)
    Feat: (Artificer Bonus) Quicken Spell
    
    
    Level 9 (Artificer)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Repair (+2)
    Skill: Search (+1)
    Feat: (Selected) Mithral Body
    
    
    Level 10 (Artificer)
    Skill: Balance (+0.5)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+2)
    Skill: Search (+1)
    
    
    Level 11 (Artificer)
    Skill: Balance (+0.5)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+2)
    Skill: Search (+1)
    
    
    Level 12 (Artificer)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Repair (+2)
    Skill: Search (+1)
    Feat: (Selected) Bow Strength
    Feat: (Artificer Bonus) Weapon Focus: Ranged Weapons
    
    
    Level 13 (Artificer)
    Skill: Balance (+1.5)
    Skill: Disable Device (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    
    
    Level 14 (Artificer)
    Skill: Balance (+1.5)
    Skill: Disable Device (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    
    
    Level 15 (Artificer)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 16 (Artificer)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Repair (+1)
    Skill: Search (+1)
    Feat: (Artificer Bonus) Rapid Shot
    
    
    Level 17 (Artificer)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Repair (+1)
    Skill: Search (+1)
    
    
    Level 18 (Artificer)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Repair (+1)
    Skill: Search (+1)
    Feat: (Selected) Manyshot
    
    
    Level 19 (Artificer)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Repair (+1)
    Skill: Search (+1)
    
    
    Level 20 (Artificer)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Repair (+1)
    Skill: Search (+1)
    Feat: (Artificer Bonus) Precise Shot
    Enhancement: Warforged - Improved Fortification (Rank 1)
    Enhancement: Warforged - Warforged Constitution (Rank 1)
    Enhancement: Warforged - Improved Fortification (Rank 1)
    Enhancement: Warforged - Warforged Constitution (Rank 1)
    Enhancement: Warforged - Improved Fortification (Rank 1)
    Enhancement: Warforged - Construct Thinking (Rank 1)
    Enhancement: Warforged - Construct Thinking (Rank 2)
    Enhancement: Warforged - Construct Thinking (Rank 3)
    Enhancement: Warforged - Mechanist (Rank 1)
    Enhancement: Warforged - Mechanist (Rank 2)
    Enhancement: Warforged - Mechanist (Rank 3)
    Enhancement: Warforged - Construct Toughness (Rank 1)
    Enhancement: Warforged - Construct Toughness (Rank 1)
    Enhancement: Warforged - Improved Power Attack (Rank 1)
    Enhancement: Warforged - Improved Power Attack (Rank 2)
    Enhancement: Warforged - Improved Power Attack (Rank 3)
    Enhancement: Warforged - Construct Toughness (Rank 1)
    Enhancement: Warforged - Construct Toughness (Rank 1)
    Enhancement: Arcanotechnician (Art) - Arcanotechnician (Rank 1)
    Enhancement: Arcanotechnician (Art) - Energy of Creation (Rank 1)
    Enhancement: Arcanotechnician (Art) - Energy of Creation (Rank 2)
    Enhancement: Arcanotechnician (Art) - Energy of Creation (Rank 3)
    Enhancement: Arcanotechnician (Art) - Wand and Scroll Mastery (Rank 1)
    Enhancement: Arcanotechnician (Art) - Wand and Scroll Mastery (Rank 2)
    Enhancement: Arcanotechnician (Art) - Wand and Scroll Mastery (Rank 3)
    Enhancement: Battle Engineer (Art) - Battle Engineer (Rank 1)
    Enhancement: Battle Engineer (Art) - Infused Weapons (Rank 1)
    Enhancement: Battle Engineer (Art) - Infused Armor (Rank 1)
    Enhancement: Battle Engineer (Art) - Infused Weapons (Rank 1)
    Enhancement: Battle Engineer (Art) - Field Engineer (Rank 1)
    Enhancement: Battle Engineer (Art) - Field Engineer (Rank 2)
    Enhancement: Battle Engineer (Art) - Field Engineer (Rank 3)
    Enhancement: Battle Engineer (Art) - Item Defense (Rank 1)
    Enhancement: Battle Engineer (Art) - Damage Boost (Rank 1)
    Enhancement: Battle Engineer (Art) - Damage Boost (Rank 2)
    Enhancement: Battle Engineer (Art) - Damage Boost (Rank 3)
    Enhancement: Battle Engineer (Art) - Extra Action Boost (Rank 1)
    Enhancement: Battle Engineer (Art) - Extra Action Boost (Rank 2)
    Enhancement: Battle Engineer (Art) - Extra Action Boost (Rank 3)
    Enhancement: Battle Engineer (Art) - Strength (Rank 1)
    Enhancement: Battle Engineer (Art) - Strength (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Riddle of Fire (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Staff Training (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Way of the Clever Monkey (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Contemplation (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Contemplation (Rank 2)
    Enhancement: Henshin Mystic (Mnk) - Contemplation (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Agility (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Agility (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Agility (Rank 3)
    Last edited by JohnBacon; 10-29-2013 at 06:20 PM. Reason: Tome increase
    The more I learn the less I know.

  17. #877
    Community Member
    Join Date
    Jun 2013
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    367

    Default

    Im considering TRing my jugg again before u20 so I can get the raiders box (I dont have a Pinion or Sireth and dont raid much so far from 20 completions)

    before I do this, i have 2 questions:

    1. Which PL should I get using the +20 LR? tending towards ranger for +2 ranged dam

    2. Should I rework my feats/class split from the U18 pally version? Currently specced for using epic antique greataxe. Im tempted to try the ranger version, and thinking about dropping mithral body for IPS, staying centered with some weapons... or just keep the antique?

    This is not my main char, and I dont raid much, so Ill have to do with one CitW weapon from the box.
    Zeugen der Dreizehn, Thelanis:
    Makkuroi, chain TR: currently drow pure caster warlock
    PLs: Completionist; 3xWiz, Sor; 2x Pal, Brd, Monk EPLs: 3x CotQ,Brc,DS,EW,EC 1xFH,PLD ; IPLs: 2x BF; 3x PDK, SDK

  18. #878
    Founder
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    Feb 2006
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    Quote Originally Posted by Makkuroi View Post
    Im considering TRing my jugg again before u20 so I can get the raiders box (I dont have a Pinion or Sireth and dont raid much so far from 20 completions)

    before I do this, i have 2 questions:

    1. Which PL should I get using the +20 LR? tending towards ranger for +2 ranged dam

    2. Should I rework my feats/class split from the U18 pally version? Currently specced for using epic antique greataxe. Im tempted to try the ranger version, and thinking about dropping mithral body for IPS, staying centered with some weapons... or just keep the antique?

    This is not my main char, and I dont raid much, so Ill have to do with one CitW weapon from the box.
    have you done even 1 raid, even lower level ones like shroud or reaver's on this character? if so, unless they have recently changed the write-up for the CitW weapon box, you don't have to TR to get one. there has been some debate over the way they worded things as to whether you have to have done a raid since u19, so to be safe I think most people are making sure they have run something since u19. but you should need only 1 raid completion in any raid that has a 20 completion list to get the box.

  19. #879
    Community Member
    Join Date
    Sep 2009
    Posts
    396

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    Sup man

    Always love the warforged, and looking at this build (willing to TR) i was pretty interested.
    Questions: is range really important ( i mean how much DPS range do vs melee) for this guy? and if not, how to make it an even meaner melee machine?
    Cause frankly, i don't care much for range...

    Thanks

  20. #880
    Community Member Ivan_Milic's Avatar
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    Jun 2010
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    3,620

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    Quote Originally Posted by Jeromio View Post
    I'm toying with PRR to see how high I can get it (for a centred ranger version in Fury of the Wild ED).

    Highest I can think of is 105:
    24 - Enhancement bonus
    15 - Enh: Shintao Iron skin
    15 - Feat: Ultimate Mountain Stance
    5 - Enh: Battle Engineer
    6 - ED: Fury of the Wild - Damage Reduction
    10 - Feat: Epic Damage Reduction
    15 - ED: Grandmaster of Flowers - Standing with Stone (twisted)
    15 - Item set bonus: Planar Conflux from Sireth
    ---
    105

    Is it possible to get higher?

    Am I gimping my toon?
    Battle Engineer is bugged right now.

    Quote Originally Posted by Choopak View Post
    Sup man

    Always love the warforged, and looking at this build (willing to TR) i was pretty interested.
    Questions: is range really important ( i mean how much DPS range do vs melee) for this guy? and if not, how to make it an even meaner melee machine?
    Cause frankly, i don't care much for range...

    Thanks
    Range is really that important, because of manyshot and fury epic moment.
    Last edited by Ivan_Milic; 11-10-2013 at 01:27 PM.

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