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  1. #1
    Community Member mercedesbinns07's Avatar
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    Default 12Druid/6Ranger/2monk... need help on TR build.

    Okay, here's an idea I have. I'm working on a completionist and next life I want to go druid, but I don't feel like doing a full I'm-my-own-fire-wall-phear-me druid life. I'm thinking of a hybrid... I'm thinking 12 druid, 6 ranger, 2 monk.

    Pros: self healing, as well as dps, with free twf feats so I don't need a 13 dex if I can't fit it (with +4 dex tome). evasion.

    These are my concerns. Would this be better to go rogue for evasion, SA damage, and true neutral alignment? Also, would this build work better as a bear, wolf, or just humanoid? I'm kinda pulled... if I go rogue, I'll have the ac from superior stability... I will also be better in wolf form with the added SA damage. But if I go monk, I will still get ac, and be more dps in bear form, although slower... or I can just stay humanoid for bear. Either way, I will have evasion and a fairly decent ac.

    Note: I have a +4 supreme ability tome on her already, as well as barb, ranger, and fighter past lives. (36pt build) I have several khopeshes to choose from, the most often used being my dual Min IIs. I'm not worried about epic gear yet, because I'm just going to tr again when I hit 20.

    Any suggestions would be great, because I feel like I have a really good idea forming, but I haven't gotten the tweaks right yet.
    Female long time player from the states, currently residing on Argonessen.. Proud co-leader of Claddagh.

  2. #2
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    What are your goals for this build? I personally don't like the 12 lvl cutoff for druids. If you go 13 you get celerity for 50% double strike in wolf. The most common cutoff I see for druids is 7 for fatal harrier or 9 for natural fighting(which animal form gets no benefit from twf feats)

    Spell casting to me is an all or nothing type thing. I honestly don't see a whole lot more offered from druid 7>12 aside from maybe more healing in seasons herald, but IMO fatal harrier is the one thing you'll want from druid. Offensive casting will be limited either way, is there any spells you really like in lvl5 or 6?

    If not maybe think about doing a 8druid/6something/6something split. You still get your past life, as well as adding much more into the melee dps dept.

  3. #3
    Eternally Mediocre Girl Maelodic's Avatar
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    Quote Originally Posted by Steveohio View Post
    What are your goals for this build? I personally don't like the 12 lvl cutoff for druids. If you go 13 you get celerity for 50% double strike in wolf. The most common cutoff I see for druids is 7 for fatal harrier or 9 for natural fighting(which animal form gets no benefit from twf feats)

    Spell casting to me is an all or nothing type thing. I honestly don't see a whole lot more offered from druid 7>12 aside from maybe more healing in seasons herald, but IMO fatal harrier is the one thing you'll want from druid. Offensive casting will be limited either way, is there any spells you really like in lvl5 or 6?

    If not maybe think about doing a 8druid/6something/6something split. You still get your past life, as well as adding much more into the melee dps dept.
    Agreed, though for soloing I prefer reaving roar (Build up a large amount of them, have them all blow up on each other)

    There are really only 3 benchmarks for druids, 7 (Fatal Harrier/Reaving Roar) 15 (Fires of Purity/Other Fire Elemental Buffs) and 17 (Mass regenerate)

    If you're going for the attack speed/reaving roar, I would go 12 Monk/7 Druid/1 Rogue (traps), 12 Monk/8 Druid (+1 Spell slot) or 13 Monk/7 Druid (Monk spell resistance.) This nets you 2.5[W] unarmed damage, touch of death/rise of the pheonix, abundant step, 20% move speed, Improved Recovery III, and shintao II or ninja II.

    If you're going for the spells, I'd do 17 Druid/3 Monk. All you miss is one spell slot, and then you can use your awesome light monk finishers, and get 25% off your spells.

    If you want a bit more out of healing, you could always try 11 Druid/9 Monk. This will get you touch of death, improved evasion, improved recovery II, 15% movespeed, 2[W] Unarmed as well as Stoneskin, Fire Shield, death ward, and greater creeping cold.

    If you need help building, just ask, and I'd be glad to assist.

    Also the link in my signerature is a great reference when attempting to build any type of unarmed castery toon.
    ~Sarlona~
    Maelodic - Soundblaster| | Kinsys - Cookie Cutter Monk

  4. #4
    Community Member JasonJi72's Avatar
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    Level 13 druid gives you too much to discard easily.

    Elemental form
    Regeneration
    Mass Greater Vigor
    Body of the Sun
    Elemental Toughness

    Now granted, you can only choose 2 spells (really one, since you should take Regeneration), but they are very good spells. On paper it looks like you should take fire form, but remember that your BEST spell is Greater Creeping Cold, and Elemental Toughness is awesome.

    If I were to build a twf druid melee/caster, I would probably go with 17druid/2monk/1wizard. 17 Druid gives both elemental forms, and level 9 spells. 2 Monk gives you stance, evasion, and two feats. 1 Wizard gives you a feat, and adds 40 spellpower to your spells.

    I agree with steveohio, taking less than 13 Druid is just not worth it unless you just want to get fatal harrier and a good cure spell.

    Currently I have a Moncher Druid (13 Druid / 6 Monk / 1 Wizard), and a pure Druid at epic levels.

    EDIT: I agree with the reaving roar comment. My moncher druid still uses it at level 25. For the 2wf comment I provided, I had dual flameblades in mind for things that are not immune to fire. The bottom line is that you really can do a lot by multiclassing druids, but it is easy to gimp yourself by taking too many, or not enough druid levels.
    Last edited by JasonJi72; 02-22-2013 at 05:03 PM.
    Jyn... Kender... Thelanis

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  5. #5
    Community Member Gadget2775's Avatar
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    You mention animal forms frequently....means TWF feats are wasted. No offhand procs while in wolf or bear.
    D.W.A.T: (Now with Non-Dwarf support)
    Founder of the (D.W.A.T) Elf Rebellion and Supporter of the H (alfling). I(ntel). T(eam).

  6. #6
    Community Member mercedesbinns07's Avatar
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    Default My issue is that

    Quote Originally Posted by TehBeWop View Post
    Agreed, though for soloing I prefer reaving roar (Build up a large amount of them, have them all blow up on each other)

    There are really only 3 benchmarks for druids, 7 (Fatal Harrier/Reaving Roar) 15 (Fires of Purity/Other Fire Elemental Buffs) and 17 (Mass regenerate)

    If you're going for the attack speed/reaving roar, I would go 12 Monk/7 Druid/1 Rogue (traps), 12 Monk/8 Druid (+1 Spell slot) or 13 Monk/7 Druid (Monk spell resistance.) This nets you 2.5[W] unarmed damage, touch of death/rise of the pheonix, abundant step, 20% move speed, Improved Recovery III, and shintao II or ninja II.

    If you're going for the spells, I'd do 17 Druid/3 Monk. All you miss is one spell slot, and then you can use your awesome light monk finishers, and get 25% off your spells.

    If you want a bit more out of healing, you could always try 11 Druid/9 Monk. This will get you touch of death, improved evasion, improved recovery II, 15% movespeed, 2[W] Unarmed as well as Stoneskin, Fire Shield, death ward, and greater creeping cold.

    If you need help building, just ask, and I'd be glad to assist.

    Also the link in my signerature is a great reference when attempting to build any type of unarmed castery toon.
    I'm not looking for a monk past life, I'm looking for a druid one. So I will definitely be interested in a 13 druid/7 monk, or even 11 druid/9 monk, with heavy emphasis on melee dps and self-sufficiency. If you could possibly think of a build along those lines, I would be much appreciative.
    Female long time player from the states, currently residing on Argonessen.. Proud co-leader of Claddagh.

  7. #7
    Eternally Mediocre Girl Maelodic's Avatar
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    Quote Originally Posted by mercedesbinns07 View Post
    I'm not looking for a monk past life, I'm looking for a druid one. So I will definitely be interested in a 13 druid/7 monk, or even 11 druid/9 monk, with heavy emphasis on melee dps and self-sufficiency. If you could possibly think of a build along those lines, I would be much appreciative.
    13 Druid gets you regenerate and Body of the Sun or Elemental Toughness, while 7 monk gets you nothing over 6 monk except wholeness of body, which you don't need because you have healing spells.

    14 Druid gets you an extra spell slot, which opens up another option, while 13 Druid/6 Monk/X Class allows you to splash another class for a feat, but you probably don't need an extra feat at that point.

    13 or 14 druid gets you:
    Fire or water form
    Regenerate
    Greater Creeping Cold
    Reincarnate
    Death Ward
    Stoneskin
    Fire Wall
    Elemental Toughness
    Body of the Sun

    Also at 13 Druid, every single druid enhancement is availiable.

    From 6 monk:
    +10% Movespeed
    +3 Feats
    +6 AC

    Shintao Monk
    -Smite Tainted
    -Bypass Byeshk
    Ninja Spy
    -Shortswords
    -1d6 Sneak
    -Shadow Fade (25% Incorporeality)

    Monk WIS II
    Unbalancing Strike
    Ten Thousand Stars
    Way of (Animal) II
    Stances II (Wind)

    For this build, consider:

    Lawful Neutral Half-Elf:
    15 STR
    15 DEX
    15 CON
    10 INT
    16 WIS

    Leveling order:
    2 monk
    3-9 Druid
    10-13 Monk
    13-20 Druid

    Feats:
    Code:
    Level 1 (Monk) 
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue 
    Feat: (Selected) Toughness 
    Feat: (Monk Bonus) Two Weapon Fighting 
     
    Level 2 (Monk) 
    Feat: (Monk Bonus) Stunning Fist 
     
    Level 3 (Druid) 
    Feat: (Selected) Power Attack 
     
    Level 6 (Druid) 
    Feat: (Selected) Maximize Spell 
     
    Level 9 (Druid) 
    Feat: (Selected) Improved Two Weapon Fighting 
     
    Level 10 (Monk) 
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness 
     
    Level 12 (Monk) 
    Feat: (Selected) Improved Critical: Bludgeoning Weapons 
     
    Level 13 (Monk) 
    Feat: (Monk Bonus) Dodge 
    
    Level 15 (Druid) 
    Feat: (Selected) Quicken Spell 
     
    Level 18 (Druid) 
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancements:
    Code:
    Enhancement: Druid Aggravate I 
    Enhancement: Druid Aggravate II 
    Enhancement: Druid Beastial Nature I 
    Enhancement: Druid Beastial Nature II 
    Enhancement: Druid Hide of the Crocodile I 
    Enhancement: Druid Naature's Warrior I 
    Enhancement: Druid Nature's Warrior II 
    Enhancement: Druid Reaving Roar 
    Enhancement: Druid Shifting Rake I 
    Enhancement: Druid Vengeful Hunter I 
    Enhancement: Druid Vengeful Hunter II 
    Enhancement: Improved Rogue Dilettante I 
    Enhancement: Improved Rogue Dilettante II 
    Enhancement: Human Improved Recovery I 
    Enhancement: Human Improved Recovery II 
    Enhancement: Static Charge 
    Enhancement: Way of the Patient Tortoise I 
    Enhancement: Way of the Patient Tortoise II 
    Enhancement: Monk Improved Recovery I 
    Enhancement: Monk Ninja Spy I 
    Enhancement: Adept of Wind 
    Enhancement: Racial Toughness I 
    Enhancement: Racial Toughness II 
    Enhancement: Improved Jump I 
    Enhancement: Improved Jump II 
    Enhancement: Improved Tumble I 
    Enhancement: Improved Tumble II 
    Enhancement: Druid Waxing Sun I 
    Enhancement: Druid Waxing Life I 
    Enhancement: Druid Eminence of the Sun I 
    Enhancement: Druid Eminence of Life I 
    Enhancement: Druid Eminence of Life II 
    Enhancement: Druid Eminence of Life III 
    Enhancement: Druid Strength I 
    Enhancement: Druid Strength II 
    Enhancement: Druid Wisdom I 
    Enhancement: Druid Toughness I 
    Enhancement: Druid Toughness II 
    Enhancement: Druid Toughness III 
    Enhancement: Druid Toughness IV
    An 11/9 build for touch of death would take the same feats, except the enhancements are a little tougher to fit in because ToD is so expensive. These enhancements would look like:
    Code:
    Enhancement: Druid Aggravate I 
    Enhancement: Druid Aggravate II 
    Enhancement: Druid Beastial Nature I 
    Enhancement: Druid Hide of the Crocodile I 
    Enhancement: Druid Nature's Warrior I 
    Enhancement: Druid Reaviing Roar 
    Enhancement: Druid Vengeful Hunter I 
    Enhancement: Improved Rogue Dilettante I 
    Enhancement: Improved Rogue Dilettante II 
    Enhancement: Human Improved Recovery I 
    Enhancement: Human Improved Recovery II 
    Enhancement: Static Charge 
    Enhancement: Way of the Patient Tortoise I 
    Enhancement: Way of the Patient Tortoise II 
    Enhancement: Touch of Death 
    Enhancement: Porous Soul 
    Enhancement: All-Consuming Flame 
    Enhancement: Monk Improved Recovery I 
    Enhancement: Monk Improved Recovery II 
    Enhancement: Monk Ninja Spy I 
    Enhancement: Winter's Touch 
    Enhancement: Adept of Wind 
    Enhancement: Racial Toughness I 
    Enhancement: Racial Toughness II 
    Enhancement: Improved Jump I 
    Enhancement: Improved Jump II 
    Enhancement: Improved Tumble I 
    Enhancement: Improved Tumble II 
    Enhancement: Druid Waxing Sun I 
    Enhancement: Druid Waxing Life I 
    Enhancement: Druid Eminence of Life I 
    Enhancement: Druid Eminence of Life II 
    Enhancement: Druid Strength I 
    Enhancement: Druid Strength II 
    Enhancement: Druid Toughness I 
    Enhancement: Druid Toughness II 
    Enhancement: Druid Toughness III 
    Enhancement: Druid Toughness IV

    Though to be perfectly honest, if you want the full benefits of a druid, you can do so with animal form and going for the capstone. The melee dps is actually fantastic, and you can tear up content really quite easily.
    My favorite animal form build is as follows:

    True Neutral Half Elf:
    Str: 36 (14 base +3 tome +7 item +2 insightful +1 LotD +1 enhancement +4 animal growth +2 rage +2 Yugo)
    Dex: 18 (14 base +3 tome +1 profane)
    Con: 34 (14 base +3 tome +7 item +2 insightful +1 LotD +1 enhancement +2 rage +4 animal growth)
    Int: 13 (10 base +3 tome)
    Wis: 40 (18 base +6 levels +3 tome +1 enhancements +7 item +2 insightful +1 profane +2 yugo)
    Cha: 21 (8 base +3 tome +7 item +2 insightful +1 profane)
    Ability increase every 4 levels: Wisdom.

    Skills: 23 concentration, 23 intimidate, 11 UMD, 11 Balance, 1 Tumble, 7 bluff or 14 diplomacy

    1: Dilettante: Rogue
    1: Toughness
    3: Maximize
    6: Shield Mastery
    9: Natural Fighting
    12: Imp. Crit: Bludgeon
    15: Improved Shield Mastery
    18: Natural Fighting
    21: Natural Fighting
    24: Quicken

    Enhancements:
    Healing 3/2/2
    Cold 3/2/2
    Nature's Warrior II
    Celerity
    Wild Healing
    Reaving Roar
    Fatal Harrier
    Toughness II
    Strength I
    Wisdom I
    Essence of the Shrike
    Aggravate II
    Bestial Nature II
    Vengeful Hunter III
    Racial Toughness II
    Imp. Rogue Dill II
    Versatility I
    Adapt: Con
    Imp. Recovery I

    -------------------------------------------

    For any of these builds, the second you hit 7, you can solo just about anything. Get to red dungeon alert, grab sleet storm, reaving roar and freedom of movement, put the storm down and blow everything up.
    ~Sarlona~
    Maelodic - Soundblaster| | Kinsys - Cookie Cutter Monk

  8. #8
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by TehBeWop View Post
    13 Druid gets you regenerate and Body of the Sun or Elemental Toughness, while 7 monk gets you nothing over 6 monk except wholeness of body, which you don't need because you have healing spells.
    Monk 7 also gets you heal amp II; probably not worth giving up lvl 7 spells and an elemental form, but it's something.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  9. #9
    Community Member Narfle_the_Garthok's Avatar
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    13 druid, 6 ranger, 1 rogue.
    Dualwielding/manyshotting fire ele, trapper, back-up healing, celerity melee dps burst.
    It doesn't have evasion, but with a cheap base 14 and that tome you should still get half dmg most if the time, which is fine as you can buff and heal yourself.
    Last edited by Narfle_the_Garthok; 02-23-2013 at 10:13 PM.

  10. #10
    Build Constructionist unbongwah's Avatar
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    As long as we're talking flavor builds, here's an AA druid / rgr concept build I came up with a while ago:
    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Level 25 True Neutral Half-Elf Female
    (6 Ranger \ 1 Wizard \ 13 Druid \ 5 Epic) 
    Hit Points: 358
    Spell Points: 1230 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 14
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 25)
    Strength             18                    28
    Dexterity            16                    21
    Constitution         14                    16
    Intelligence          8                     8
    Wisdom                8                    10
    Charisma              8                     8
    
    Tomes Used
    +3 Tome of Dexterity used at level 14
    +2 Tome of Strength used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Wisdom used at level 20
    +4 Tome of Dexterity used at level 23
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Point Blank Shot
    
    
    Level 2 (Ranger)
    
    
    Level 3 (Ranger)
    Feat: (Selected) Toughness
    
    
    Level 4 (Ranger)
    Ability Raise: STR
    
    
    Level 5 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    
    
    Level 6 (Ranger)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 7 (Druid)
    
    
    Level 8 (Druid)
    Ability Raise: STR
    Feat: (Druid Wild Shape) Wild Shape: Wolf
    
    
    Level 9 (Druid)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    
    
    Level 11 (Druid)
    
    
    Level 12 (Druid)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Druid Wild Shape) Wild Shape: Bear
    
    
    Level 13 (Druid)
    
    
    Level 14 (Druid)
    
    
    Level 15 (Druid)
    Feat: (Selected) Improved Precise Shot
    Feat: (Druid Wild Shape) Wild Shape: Winter Wolf
    
    
    Level 16 (Druid)
    Ability Raise: STR
    
    
    Level 17 (Druid)
    
    
    Level 18 (Druid)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Druid Wild Shape) Wild Shape: Dire Bear
    
    
    Level 19 (Druid)
    
    
    Level 20 (Druid)
    Ability Raise: STR
    Feat: (Druid Wild Shape) Wild Shape: Water Elemental
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Druid Beastial Nature I
    Enhancement: Druid Beastial Nature II
    Enhancement: Druid Fatal Harrier
    Enhancement: Druid Nature's Warrior I
    Enhancement: Druid Nature's Warrior II
    Enhancement: Druid Shifting Rake I
    Enhancement: Druid Shifting Rake II
    Enhancement: Druid Vengeful Hunter I
    Enhancement: Druid Vengeful Hunter II
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Improved Rogue Dilettante II
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Elven Arcane Archer I
    Enhancement: Druid Waxing Hoarfrost I
    Enhancement: Druid Waxing Hoarfrost II
    Enhancement: Druid Zenith of Hoarfrost I
    Enhancement: Druid Zenith of Hoarfrost II
    Enhancement: Druid Zenith of Hoarfrost III
    Enhancement: Frost Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Druid Eminence of Hoarfrost I
    Enhancement: Druid Eminence of Hoarfrost II
    Enhancement: Druid Eminence of Hoarfrost III
    Enhancement: Druid Eminence of Hoarfrost IV
    Enhancement: Druid Strength I
    Enhancement: Druid Strength II
    Enhancement: Druid Toughness I
    
    
    Level 21 (Druid)
    Feat: (Selected) Precision
    
    
    Level 22 (Druid)
    
    
    Level 23 (Druid)
    
    
    Level 24 (Druid)
    Feat: (Selected) Combat Archery
    
    
    Level 25 (Druid)
    Wiz splash adds a meta and meets AA pre-req; access to lvl 1 buffs like Expeditious Retreat and arcane wands like Blur is a perk. Nature's Warrior is primarily for Fatal Harrier & +2d6 dmg vs enemies below half-health (presuming it works right now); with a bit of tweaking you could add Reaving Roar too (the idea being use FH while ranging, RR while in melee vs mobs). I focused on cold spells because Creeping Cold & Ice Storm have no saves; combine with Freezing Spray (water elemental) and ice-bursted weapons for some nice single-target DPS. One could also tweak enhs to add, say, Life enhs for self-heals.

    In your case, I would swap IC:Slash for khopesh since you said you planned to use Min2 khops. Also Combat Archery is only worth taking if it's finally been bug-fixed; otherwise you only need DEX 19 for IPS, in which case you can add IC:Slash instead.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

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