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  1. #941
    Community Member Thayion516's Avatar
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    My 6th Life WF Jugg build. 16ART, 2 RNG, 2MNK. I don't have Bladeforge for some reason. I purchased the Expansion but the Bladeforge is not included and it wants me to puchase it instead. So Warforge instead.

    Full 2 weapon fighting (with Nightmares)
    Manyshot
    High Self Healing capacity
    Full Arty Spells (Weapon Enchantments, Protection spells, Tensers, Repair, Tact Detonation, ect..)
    WF Immunities
    Stunning Blow
    Full Trapping skills
    UMD
    High HP/PPR

    Epic Destinies??? No Idea! Fury with LD/Shadari twists? or LD with Fury/Shadari twists?



    Code:
    Character Plan by DDO Character Planner Version 04.19.03
    DDO Character Planner Home Page
    
    thayion 
    Level 28 Lawful Neutral Warforged Male
    (2 Monk \ 2 Ranger \ 16 Artificer \ 8 Epic) 
    Hit Points: 428
    Spell Points: 1057 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 16
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 28)
    Strength             18                    29
    Dexterity            15                    20
    Constitution         16                    21
    Intelligence         14                    19
    Wisdom                6                    11
    Charisma              6                    11
    
    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
    +5 Tome of Strength used at level 19
    +5 Tome of Dexterity used at level 19
    +5 Tome of Constitution used at level 19
    +5 Tome of Intelligence used at level 19
    +5 Tome of Wisdom used at level 19
    +5 Tome of Charisma used at level 19
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 28)
    Balance               2                    24
    Bluff                -2                     9
    Concentration         3                    14
    Diplomacy            -2                     9
    Disable Device        6                    36
    Haggle               -2                     9
    Heal                 -2                     9
    Hide                  2                    12
    Intimidate           -2                     9
    Jump                  6                    23
    Listen               -2                     9
    Move Silently         2                    12
    Open Lock             6                    37
    Perform              n/a                    n/a
    Repair                6                    36
    Search                6                    36
    Spellcraft            2                    15
    Spot                 -2                     9
    Swim                  4                    14
    Tumble                n/a                  n/a
    Use Magic Device      2                    32
    
    Level 1 (Artificer)
    Skill: Disable Device (+4)
    Skill: Jump (+2)
    Skill: Open Lock (+4)
    Skill: Repair (+4)
    Skill: Search (+4)
    Skill: Use Magic Device (+4)
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Ranger
    Feat: (Selected) Point Blank Shot
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    Feat: (Automatic) Warforged Traits
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Jump (+3)
    Skill: Search (+1)
    Feat: (Monk Bonus) Power Attack
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) The Way of Air
    Feat: (Automatic) The Way of Fire
    Feat: (Automatic) The Way of Earth
    Feat: (Automatic) The Way of Water
    Feat: (Automatic) Unarmed Strike
    
    
    Level 3 (Monk)
    Skill: Balance (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Cleave
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 4 (Artificer)
    Ability Raise: STR
    Skill: Disable Device (+2)
    Skill: Open Lock (+2)
    Skill: Repair (+1)
    Skill: Search (+1)
    Feat: (Automatic) Artificer Craft Mastery
    Feat: (Automatic) Artificer Knowledge: Potions
    Feat: (Automatic) Artificer Rune Arm Use
    
    
    Level 5 (Ranger)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Wild Empathy
    
    
    Level 6 (Ranger)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Great Cleave
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    
    
    Level 7 (Artificer)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+2)
    Feat: (Automatic) Artificer Knowledge: Wands
    
    
    Level 8 (Artificer)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+3)
    Feat: (Artificer Bonus) Precise Shot
    Feat: (Automatic) Archer's Focus
    Feat: (Automatic) Trapmaking
    
    
    Level 9 (Artificer)
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Repair (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Automatic) Artificer Knowledge: Arms and Armor
    Feat: (Automatic) Improved Heroic Durability
    Feat: (Automatic) Retain Essence
    
    
    Level 10 (Artificer)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+3)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 11 (Artificer)
    Skill: Balance (+0.5)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Artificer Knowledge (ALL)
    
    
    Level 12 (Artificer)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Manyshot
    
    
    Level 13 (Artificer)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Artificer)
    Skill: Balance (+0.5)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Artificer)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Artificer)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Exotic Weapon Proficiency: Bastard Sword 
    
    
    Level 17 (Artificer)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Skill Mastery
    
    
    Level 18 (Artificer)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Quicken Spell 
    
    
    Level 19 (Artificer)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Artificer)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Mithral Body
    
    
    Level 21 (Epic)
    Feat: (Selected) Epic: Overwhelming Critical
    Feat: (Automatic) Epic: Epic Skills
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Feat: (Selected) Stunning Blow
    
    
    Level 25 (Epic)
    
    
    Level 26 (Epic)
    Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting
    
    
    Level 27 (Epic)
    Feat: (Selected) Epic: Blinding Speed
    
    
    Level 28 (Epic)
    Ability Raise: STR
    Feat: (Epic Destiny) Epic Destiny: Doubleshot
    Another Question is what is the best way to Amp repairs? I want 6 -10 HPs a hit return off of Nightmare and a 500HP Reconstruct would be nice. I know the Repair Skill amps the Repair spell lines. What about Spellcraft? Ill need a 100+ Reconstruct item also i assume, prolly a Red Slot augment. WF has a racial +20% (Is there a +% Repair Amp item in game that stacks?).

    Thanks Guys!

    PS. Yes keep this thread going! There are many of us who still have not tried this very nice build yet and reference it often. Just because some of the better players have moved into a different build does not mean this build is gimp.
    Last edited by Thayion516; 01-16-2014 at 07:29 AM.

  2. #942
    Community Member Nodoze's Avatar
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    Quote Originally Posted by Thayion516 View Post
    My 6th Life WF Jugg build. 16ART, 2 RNG, 2MNK. I don't have Bladeforge for some reason. I purchased the Expansion but the Bladeforge is not included and it wants me to puchase it instead. So Warforge instead.
    ...
    Another Question is what is the best way to Amp repairs? I want 6 -10 HPs a hit return off of Nightmare and a 500HP Reconstruct would be nice. I know the Repair Skill amps the Repair spell lines. What about Spellcraft? Ill need a 100+ Reconstruct item also i assume, prolly a Red Slot augment. WF has a racial +20% (Is there a +% Repair Amp item in game that stacks?).

    Thanks Guys!

    PS. Yes keep this thread going! There are many of us who still have not tried this very nice build yet and reference it often. Just because some of the better players have moved into a different build does not mean this build is gimp.
    IIRC the only actual repair amp item that I have seen is the 10% repair amp trinket level 15 starter item that all BladeForged come with. With that much Artificer and getting Reconstruct as a spell the BladeForged SLA isn't a big consideration. Both races have repair and heal amp and IIRC for the same AP the Repair amp is only +10%+5%+5% while the Heal Amp is +10%+10%+10% and if PuGing or grouping a lot you may want to get some heal amp for free heals. A WF can get pretty much get to 0% Heal penalty and have an alternate set of Heal Amp gear and be ahead of most Fleshies in PuGs such that Clerics wont despise you if they try to heal/help you. Getting free heals means more mana for other stuff.

    You probably already know all this but my thoughts on BF vs WF:
    - WF start at Level 1 & can TR at 20 while BF start at 15 & TR at 28;
    ----quickest way to non-fleshy 36 point build to cap is WF, WF, BF on 3rd life;
    - BF APs get reconstruct SLA (nothing comparable on the WF side but not a big deal on this build);
    - BF APs get Power of the Forge (nothing comparable on the WF side);
    - BF have 10% worse starting Heal Amp.
    - BF have access to a 10% Repair amp trinket;
    - BF start at -2 dex instead of -2 wisdom, which, if going with a centered monk build, can make it a bit more difficult as a BF to boost your stats enough to get both combat archery and zen archery (added based on feedback);

    That is all I can think of off the top of my head. My memory isn't always that great so I suspect I am missing some other material differences but I hope it helps. I like both WF & BF but prefer BF personally these days.
    Last edited by Nodoze; 01-20-2014 at 09:21 PM. Reason: EDIT: Added based upon feedback;

  3. #943
    The Hatchery zwiebelring's Avatar
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    - BF APs get reconstruct SLA (nothing comparable on the WF side but not a big deal on this build);
    It might be, though. I noticed that the SLA is not subject to interruption. As long as the animation is not interrupted by stuns, trips, entangles or the like, you can self heal while brawling. That opened up a feat (Quicken Spell) but is timing sensitive.

    I don't see a big advantage for melee Artificer as BF. The synergies by the forge debuff on mobs together with a centered cleaver (possible no save -6 to saves on most mob types) begs for Stunning Blow, imho. Squeezing in Stunning Blow into the Juggernaut could be an improvement then, but it seems tight on feats.

    p.s.: I don't have much experience regarding SLAs. maybe that no-interruption is a general SLA goodie, I don't know, but it is definately a boost for melee toons, even if you have to claculate the animation sequence into self healing.
    Last edited by zwiebelring; 01-17-2014 at 04:46 PM.
    Characters on Orien:
    Wanzer/ Klingtanz/ Incanta Superior/ Mercantus

  4. #944
    Community Member Nodoze's Avatar
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    Quote Originally Posted by zwiebelring View Post
    It might be, though. I noticed that the SLA is not subject to interruption. As long as the animation is not interrupted by stuns, trips, entangles or the like, you can self heal while brawling. That opened up a feat (Quicken Spell) but is timing sensitive.

    I don't see a big advantage for melee Artificer as BF. The synergies by the forge debuff on mobs together with a centered cleaver (possible no save -6 to saves on most mob types) begs for Stunning Blow, imho. Squeezing in Stunning Blow into the Juggernaut could be an improvement then, but it seems tight on feats.

    p.s.: I don't have much experience regarding SLAs. maybe that no-interruption is a general SLA goodie, I don't know, but it is definately a boost for melee toons, even if you have to claculate the animation sequence into self healing.
    Good points. I believe the SLA doesn't need concentration checks to get off successfully. I am not sure what else the build may use quicken for but maybe swapping quicken for stunning blow would work for some BF variants. IIRC the SLA is 25sp with a 6 sec CD while regular is 35sp(+10 when quickened) with a 5sec CD so you would save mana there. If a BF kept quicken the BF should be able to quicken the SLA for no extra mana to hopefully get faster casts (I haven't tested as my BFs don't have quicken).

  5. #945
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    Quote Originally Posted by Nodoze View Post
    IIRC the only actual repair amp item that I have seen is the 10% repair amp trinket level 15 starter item that all BladeForged come with. With that much Artificer and getting Reconstruct as a spell the BladeForged SLA isn't a big consideration. Both races have repair and heal amp and IIRC for the same AP the Repair amp is only +10%+5%+5% while the Heal Amp is +10%+10%+10% and if PuGing or grouping a lot you may want to get some heal amp for free heals. A WF can get pretty much get to 0% Heal penalty and have an alternate set of Heal Amp gear and be ahead of most Fleshies in PuGs such that Clerics wont despise you if they try to heal/help you. Getting free heals means more mana for other stuff.

    You probably already know all this but my thoughts on BF vs WF:
    - WF start at Level 1 & can TR at 20 while BF start at 15 & TR at 28;
    ----quickest way to non-fleshy 36 point build to cap is WF, WF, BF on 3rd life;
    - BF APs get reconstruct SLA (nothing comparable on the WF side but not a big deal on this build);
    - BF APs get Power of the Forge (nothing comparable on the WF side);
    - BF have 10% worse starting Heal Amp.
    - BF have access to a 10% Repair amp trinket;

    That is all I can think of off the top of my head. My memory isn't always that great so I suspect I am missing some other material differences but I hope it helps. I like both WF & BF but prefer BF personally these days.
    one other factor is that BF start at -2 dex instead of -2 wisdom. that can make it a bit more difficult with a BF to boost your stats enough to get both combat archery and zen archery, if going with a centered monk build.

  6. #946
    The Hatchery zwiebelring's Avatar
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    Quote Originally Posted by Nodoze View Post
    Good points. I believe the SLA doesn't need concentration checks to get off successfully. I am not sure what else the build may use quicken for but maybe swapping quicken for stunning blow would work for some BF variants. IIRC the SLA is 25sp with a 6 sec CD while regular is 35sp(+10 when quickened) with a 5sec CD so you would save mana there. If a BF kept quicken the BF should be able to quicken the SLA for no extra mana to hopefully get faster casts (I haven't tested as my BFs don't have quicken).
    Well, you have around 1k sp. That is enough for the limitted spells you really need or use in combat. Quicken Spell is just for Reconstruct. It is a slot you can fill with Stunning Blow. So far I had no problems with self healing in ee quests. Finished MoTU chains1-3 on ee and it went very smooth (no full group, though, duoed it, me as Cetus BF melee and a Sireth Jugg... funfunfun ).
    Characters on Orien:
    Wanzer/ Klingtanz/ Incanta Superior/ Mercantus

  7. #947
    Community Member DaggomaticDwarf's Avatar
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    Default SLA goodies

    Quote Originally Posted by Nodoze View Post
    Good points. I believe the SLA doesn't need concentration checks to get off successfully. I am not sure what else the build may use quicken for but maybe swapping quicken for stunning blow would work for some BF variants. IIRC the SLA is 25sp with a 6 sec CD while regular is 35sp(+10 when quickened) with a 5sec CD so you would save mana there. If a BF kept quicken the BF should be able to quicken the SLA for no extra mana to hopefully get faster casts (I haven't tested as my BFs don't have quicken).
    BF SLA isn't subject to the extra cool down timer while Tenser'd either.
    If A Dwarf falls in the forest does he make a sound? YES! Ah Gawd Dang Sons of a *BEEP*
    Guild leader of the "Order of the Never Empty Mug"-Khyber Server-Varda, Daggummet, Xotika, Angelheart, Annaleeza, Keirza, Gearszin, Iluvatar, Sindeamon, and Pippsqueek

  8. #948
    Community Member Nodoze's Avatar
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    Quote Originally Posted by DaggomaticDwarf View Post
    BF SLA isn't subject to the extra cool down timer while Tenser'd either.
    You gents are all great coming up with good stuff!

  9. #949
    Community Member Noctus's Avatar
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    Quote Originally Posted by zwiebelring View Post
    p.s.: I don't have much experience regarding SLAs. maybe that no-interruption is a general SLA goodie, I don't know, but it is definately a boost for melee toons, even if you have to claculate the animation sequence into self healing.
    Yeah, its general for spell-likes.

    + they also work in Beholder-Antimagic.

    + the Reconstruct Spell-like does NOT share a cooldown with the Reconstruct spell. Intersting for builds that have both, and like to Tenser.



    P.S.
    Nice to see you still playing ;-)
    Erzskalde (Warchanter) / Erzassassin (just passing through - ignore me) / Erzsoldat (waiting for TR-time) / Erzschmied (ranged Artificer)

  10. #950
    The Hatchery zwiebelring's Avatar
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    What can I say, too much time and money in Wanzer, won't give him up . I noticed that the SLA even works while being cursed. I came to know that there were some changes to some of the curses impeding only divine healing magic/effects. Like in VoD the boss can't impede your healing, Mummy Curse neither. Again. BF is a no brainer kind of.

    Anyway as much as I love the Juggernaut idea, with this non preventable healing power you are not restricted to Artificer. I am playing the Cetus build atm., which is more streamlined (the relation between sp costs of the SLA compared to the metaed spell + sp pool is somehow the same, I never had problems with sp on Jugg and neither have on Cetus build) and core regarding self healing dps. Juggernaut's biggest advantage is higher CL on cosumables.
    Last edited by zwiebelring; 01-29-2014 at 11:02 AM.
    Characters on Orien:
    Wanzer/ Klingtanz/ Incanta Superior/ Mercantus

  11. #951
    Community Member Nodoze's Avatar
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    Quote Originally Posted by zwiebelring View Post
    What can I say, too much time and money in Wanzer, won't give him up . I noticed that the SLA even works while being cursed. I came to know that there were some changes to some of the curses impeding only divine healing magic/effects. Like in VoD the boss can't impede your healing, Mummy Curse neither. Again. BF is a no brainer kind of.

    Anyway as much as I love the Juggernaut idea, with this non preventable healing power you are not restricted to Artificer. I am playing the Cetus build atm., which is more streamlined (the relation between sp costs of the SLA compared to the metaed spell + sp pool is somehow the same, I never had problems with sp on Jugg and neither have on Cetus build) and core regarding self healing dps. Juggernaut's biggest advantage is higher CL on cosumables.
    Curious how many spell points you have and where you are getting them from on your Cetus BF. I have a 250sp item thus far but not much else (new character with no greensteel). When they were on sale I bought a ton of spell pots for a temporary solution but want to enlarge my spell pool and curious how high others have gotten theirs. I am currently farming my 375 PDK favor (~250 now) but thinking about switching gears to go after a Bauble and starting on GreenSteel when timer is available but not sure what else I can/should be doing...

  12. #952
    The Hatchery zwiebelring's Avatar
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    Got 245 atm before shipbuffs (greensteel + 3 FvS past live feats). I get another +200 when I can get an augment. Short on relics so I have to run gh a lil more.

    As Juggernaut I had around 1,2k sp. But since I had to buff the party (and me) occasionally and cast quickened Recon the sp were as sufficient as the 250ish right now. I got Bauble, too, but never needed it very often. On ee gh quests more frequently, on ehard never at all. I expect that once I got that sp augment I am fine since it basically expands the sp to what the Bauble will recharge.

    And I guess that's due to the cheap no interruptable SLA. Low lvl. clickies give you back the equivalent of one full heal. Archivist's Necklace, Twisted Talisman, some pot.s you find occasionally.

    You can even try Ring of The Master Artificer. This item is easy to farm (no bottle neck compared to Shards of Power) and what it makes a real boost is the spell crit. chance for your SLA. I healed for 700-800 very frequently, which comes in handy till you get +114 recon augment.

    There are too many good rings, though, so I had to switch eventually, but it is an easy solution and I miss the crit.s on self healing.

    It gives you everything you need on that one bodyslot:
    green + colorless slot
    +200 sp (like Bauble)
    +90 spellpower
    high spellc rit.
    Recon. clicky

    For running ee I decided for Guardian's Ring. Highest PRR bonus available at lvl. 19 if you wish + yellow slot. No easy decision but I am fine with it.
    Characters on Orien:
    Wanzer/ Klingtanz/ Incanta Superior/ Mercantus

  13. #953
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    Quote Originally Posted by zwiebelring View Post
    Got 245 atm before shipbuffs (greensteel + 3 FvS past live feats). I get another +200 when I can get an augment. Short on relics so I have to run gh a lil more.
    IMO - bladeforged and jugger = con op item. No Brainer.

    All self healing bladeforged builds need a con-op item. Honestly. It gives you Wiz VI (or Blind Immun) and 150 SpellPoints and cha/int skill points for UMD and SPower.
    Becuase you are a melee build Con-Op goes off all the time. Honestly. My Bladeforged sits on about 450-650 SP depending on EpicD but Im getting hundreds more from the con-op procs.
    Bored of Jugger - try this build. https://www.ddo.com/forums/showthrea...atsword-Kensei

    With a Jugger you are just a power battery of spell points. (I use a second con-op weapon when I really need a boost in SP)

  14. #954
    The Hatchery zwiebelring's Avatar
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    Quote Originally Posted by jakedamus View Post
    IMO - bladeforged and jugger = con op item. No Brainer.

    All self healing bladeforged builds need a con-op item. Honestly. It gives you Wiz VI (or Blind Immun) and 150 SpellPoints and cha/int skill points for UMD and SPower.
    Becuase you are a melee build Con-Op goes off all the time. Honestly. My Bladeforged sits on about 450-650 SP depending on EpicD but Im getting hundreds more from the con-op procs.
    Bored of Jugger - try this build. https://www.ddo.com/forums/showthrea...atsword-Kensei

    With a Jugger you are just a power battery of spell points. (I use a second con-op weapon when I really need a boost in SP)
    I don't get many procs since I am mostly displaced, dodging, missed, blurred, incorporeal. Or blitzing^^.
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    Question How does the Juggernaut cast Tenser's?

    NOOB alert!! Beware:

    The OP makes it clear that this build is based on utilisation of Tenser's Transformation.

    Refering to the OP build it has 14 INT = 11 base plus a +3 tome

    Tenser's Transformation is a level 5 artificer spell requiring 15 INT. So the build with base + tome cannot cast it.

    I searched for an extra INT from enhancements and couldn't find it.

    So I am confused as to how the build achieves its goal.

  16. #956
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    Quote Originally Posted by Rockknocker View Post
    NOOB alert!! Beware:

    The OP makes it clear that this build is based on utilisation of Tenser's Transformation.

    Refering to the OP build it has 14 INT = 11 base plus a +3 tome

    Tenser's Transformation is a level 5 artificer spell requiring 15 INT. So the build with base + tome cannot cast it.

    I searched for an extra INT from enhancements and couldn't find it.

    So I am confused as to how the build achieves its goal.
    Item:
    Quote Originally Posted by Lurzifer View Post

    Goggles: Intrigate Field Optics 8 Int, Blindness & Fear Immunity slotted

  17. #957
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    Default More on Juggernaut Tenser's vs INT level

    Many thanks, JJMC. I understand how gear can boost abilities such as intelligence above the levels acquired via base, inherent, feats and enhancements, but I thought that the gear-related INT did not give one the means to cast spells at higher levels off the spell-book, because spells were independent of gear. They have to be, because otherwise you simply learn a spell and then remove the gear which would either prevent you from casting that spell, or be an exploit if you could do so.

    So the Juggernaut still has only 14 INT and cannot cast a level 5 spell from his/her spellbook.

    The only way to do so would be to cast off scrolls which, while possible, seems to be a risky build-strategy in the heat of EH or EE battle.

    Have I been super-NOOBish and missed something about gear-attributes and spell-casting ability?

  18. #958

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    Quote Originally Posted by Rockknocker View Post
    Many thanks, JJMC. I understand how gear can boost abilities such as intelligence above the levels acquired via base, inherent, feats and enhancements, but I thought that the gear-related INT did not give one the means to cast spells at higher levels off the spell-book, because spells were independent of gear. They have to be, because otherwise you simply learn a spell and then remove the gear which would either prevent you from casting that spell, or be an exploit if you could do so.

    So the Juggernaut still has only 14 INT and cannot cast a level 5 spell from his/her spellbook.

    The only way to do so would be to cast off scrolls which, while possible, seems to be a risky build-strategy in the heat of EH or EE battle.

    Have I been super-NOOBish and missed something about gear-attributes and spell-casting ability?
    Stat based gear does help meet requirements when casting spells.
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  19. #959
    Community Member Nodoze's Avatar
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    Quote Originally Posted by Rockknocker View Post
    Many thanks, JJMC. I understand how gear can boost abilities such as intelligence above the levels acquired via base, inherent, feats and enhancements, but I thought that the gear-related INT did not give one the means to cast spells at higher levels off the spell-book, because spells were independent of gear. They have to be, because otherwise you simply learn a spell and then remove the gear which would either prevent you from casting that spell, or be an exploit if you could do so.

    So the Juggernaut still has only 14 INT and cannot cast a level 5 spell from his/her spellbook.

    The only way to do so would be to cast off scrolls which, while possible, seems to be a risky build-strategy in the heat of EH or EE battle.

    Have I been super-NOOBish and missed something about gear-attributes and spell-casting ability?
    Quote Originally Posted by Dragon.Star View Post
    Stat based gear does help meet requirements when casting spells.
    Agreed. I have several divines with dumped wisdom who use gear to get all their spells... I have to have the gear on to memorize the spells and when I take off the gear the stay memorized but I can't cast them unless I swap the gear back on... That being said the Initial Post was last edited by Lurzifer on 08-26-2013 at 07:45 AM so it was included from the start and I don't think he mentions any gear swapping so it is ready to roll all the time...

    That being said it isn't anywhere near beyond the realm of possibility to swap gear in/out before casting spells... I personally don't like to do it from a Quality of Life (QoL) perspective (especially if it affects UMD) but many people with good twitch skills can do it readily. You can review Cetus's videos for some fine examples where he swaps his eSOS for a GS-triple-positive-healing-amp-stick and a scroll, then casts spell-powered-and-amped-heal from a scroll via UMD, and then swaps back to his eSoS, and then jumps back into combat without much delay for all those steps...
    Last edited by Nodoze; 02-05-2014 at 09:20 AM.

  20. #960
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    Quote Originally Posted by Rockknocker View Post

    Have I been super-NOOBish and missed something about gear-attributes and spell-casting ability?

    Yes. Yes you have.

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