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  1. #1
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    Default Solar Phoenix build with new enhancement system

    Hello everybody!

    My beloved Snemeis is getting there again: it's almost time to TR another time, and I'll TR as soon as the new enhancement system will go live on Sarlona.

    This life is a complete success, and I'm very happy about it. Just for reference, the build I'm using now is an evasion favored-soul ( https://www.ddo.com/forums/showthrea...-completionist ).
    Next life I wanted to melee, and I was thinking about a paladin. I prefer to have evasion almost on every life, because it makes thing so much easier...

    Therefore I was studying the Solar Phoenix and crunching down numbers to see if I can reach a decent self healing rate even without paladin past-life feats.

    Here are the numbers, if you guys wanna check the math I'll try to build a toon around the concept.

    Code:
    Human: Tier 1/3/4 Improved Recovery (22 AP at least)
    1.1*1.1*1.1 = 1.331 healing amp
    
    Paladin Knight of the Chalice: Tier 3/4/5 Vigor of Life (42 AP, lvl 5 paladin at least)
    1.1*1.1*1.1 = 1.331 healing amp
    
    Shintao Monk: Tier 1/2 Bastion of Purity (10 AP, lvl 6 monk at least)
    1.05 * 1.05 * 1.05 = 1.157625 healing amp
    
    Dragon touched armor: healing amp 10%, 20%
    1.1 * 1.2 = 1.32 healing amp
    
    Jidz-Tet'ka: Insight healing amp 25% in fire stance
    1.25 healing amp
    
    Total:
    1.331 human * 1.331 pally * 1.157625 shintao * 1.32 dragon touched * 1.25 Jidz-Tet'ka
    = 3.38 rounded
    This uses 74 AP, it's not like I got plenty, but it takes me just 2 gear slots, and not the important ones.
    On the other hand this thing would already heal 3 or 6 HP per hit, which should be enough to sustain the toon, definetely better than a cleric aura, and that's before the healing spell power, if I'll bother to take the gear for it.

    If you guys think the numbers are correct I'll try to build a STR 18 -CHA 16-CON 16 based pally around the idea, probably 14pal/6mnk.

    * ------------- true build here -------------- *

    Apparently it's not worth going further than monk 4, because you don't get any better unarmed damage until level 8 and because it's not worth the effort in term of healing amplification.
    With 3 Shintao core enhancements (monk 6) you can get 3.38 healing amp, while with 2 core enhancements (monk 3) you can still get 3.22, which is the same in term of healing from the fist of light (1d2 goes into 3 or 6 HP healed in both cases).

    The build here:
    https://www.ddo.com/forums/showthrea...ix-flies-again!
    suggests 15pal/4mnk/1ftr or 1rog (mainly to put UMD into the build, which I don't like).

    That build is pretty solid therefore I'll copy from it a lot, almost everything except I won't be doing half-elf, but human instead.

    Also that build does without the new Adept/Master/Grandmaster feats, which instead I'd like to have instead of Cleave and Great cleave and Extended Spell.

    * --------------------- last update -------------------- *

    The build in https://www.ddo.com/forums/showthrea...ix-flies-again is very balanced and it's not easy to change the level progression or the feats to get something useful.
    Since I don't have a monk past life i'll be swapping the monk past life feat with a dodge, which is always nice on a self healing melee.

    I'll keep the rest unchanged, and I'll play around with the enhancements.

    Just for reference here is the result:

    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (1 Fighter \ 15 Paladin \ 4 Monk) 
    Hit Points: 304
    Spell Points: 301 
    BAB: 19\19\24\29\29
    Fortitude: 23
    Reflex: 17
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            14                    17
    Constitution         14                    17
    Intelligence          8                    11
    Wisdom               14                    18
    Charisma             15                    18
    
    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 Wisdom used at level 15
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                     7
    Bluff                 2                     4
    Concentration         6                    26
    Diplomacy             2                     4
    Disable Device       n/a                    n/a
    Haggle                2                     4
    Heal                  2                    27
    Hide                  2                     3
    Intimidate            2                     4
    Jump                  7                    21.5
    Listen                2                     4
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  5                     7
    Swim                  3                     7
    Tumble                3                     4
    Use Magic Device      n/a                   n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+4)
    Skill: Spot (+3)
    Skill: Tumble (+1)
    Feat: (Selected) Dodge
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Favored Soul
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Rogue
    Feat: (Past Life) Past Life: Wizard
    Feat: (Monk Bonus) Power Attack
    Feat: (Human Bonus) Toughness
    
    
    Level 2 (Paladin)
    Skill: Heal (+2)
    
    
    Level 3 (Paladin)
    Skill: Heal (+2)
    Feat: (Selected) Cleave
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Skill: Concentration (+3)
    Skill: Jump (+1)
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 5 (Paladin)
    Skill: Heal (+2)
    
    
    Level 6 (Paladin)
    Skill: Heal (+2)
    Feat: (Selected) Extend Spell
    
    
    Level 7 (Monk)
    Skill: Concentration (+3)
    Skill: Jump (+1)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    
    Level 8 (Paladin)
    Ability Raise: STR
    Skill: Heal (+3)
    
    
    Level 9 (Paladin)
    Skill: Concentration (+2)
    Skill: Heal (+1)
    Feat: (Selected) Stunning Fist
    
    
    Level 10 (Paladin)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    
    
    Level 11 (Paladin)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Jump (+3)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    
    Level 13 (Paladin)
    Skill: Concentration (+1)
    Skill: Heal (+2)
    
    
    Level 14 (Paladin)
    Skill: Concentration (+2)
    Skill: Heal (+1)
    
    
    Level 15 (Paladin)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    
    
    Level 17 (Paladin)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    
    
    Level 18 (Paladin)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Great Cleave
    
    
    Level 19 (Paladin)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+2)
    Last edited by fedechicco; 08-31-2013 at 02:46 AM.

  2. #2
    Community Member Rusty_Can's Avatar
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    Quote Originally Posted by fedechicco View Post
    My beloved Snemeis is getting there again: it's almost time to TR another time, and I'll TR as soon as the new enhancement system will go live on Sarlona.
    The enhancement revamp could be shipped with the Expansion pack (TBC), or even later if things get too messy.

    However, before any serious planning, I would wait at least for the beta release on Lamannia.
    On Thelanis: Hallelujah (EK wraith) - Jerryrigged Juggernaut (Fiend Warlock) - Sepulchral (Druid) - Chopchopchop (Monk) - Alleyshadow (retired gimped monkcher). Formerly on Keeper : Misericordia (Thug) - Mumbo Jumbo (Battle Caster) - Infernal Can (WF Kinda Cleric) - Halleluyah (Melee Spellsinger).

  3. #3
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    Quote Originally Posted by Rusty_Can View Post
    The enhancement revamp could be shipped with the Expansion pack (TBC), or even later if things get too messy.

    However, before any serious planning, I would wait at least for the beta release on Lamannia.
    The things you say are undubitably wise. I'll wait a bit more, and then post another time with what comes.

  4. #4
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    Quote Originally Posted by Rusty_Can View Post
    The enhancement revamp could be shipped with the Expansion pack (TBC), or even later if things get too messy.

    However, before any serious planning, I would wait at least for the beta release on Lamannia.
    I think this is one build where earlier is better. Healing amp is getting an indirect nerf with the expansion pack. Yes heal amp still works, but what used to be a big build commitment looks like it will become a nearly total build commitment. This is a similar to the indirect nerf on torc mana regen. The torc still works, but now EE mobs hit so hard... the opportunity cost is too much.

    To achieve high levels of healing amp in the new system looks like it will require a substantial AP investment in sub-optimal places. I'm not only interested in the numbers, I'm interested in the pre-reqs and to see the balance against where those points could have been spent. I can see the need to perhaps reign in healing amp a little bit, but Turbine has a history of (on occasion) fine tuning with a sledge hammer.

    The fact the enhancement is still not fully cooked means that if the hit to healing amp appears too hard, there might still be time to make the case to soften the blow. On the other hand, if the new build looks reasonably viable (defined by the trade offs seem to be balanced against the survivability) then it would serve as an indicator that the new system is making progress.

    Either way, I'm interested... even to the point of wanting more detail!

  5. #5
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    [QUOTE=fedechicco;5018505]
    Code:
    Total:
    1.331 human * 1.331 pally * 1.1025 shintao * 1.716 dragon touched * 1.25 Jidz-Tet'ka
    = 4.18 rounded
    * 1.1 Ship buff = 4.598

    I can't log into lamania (not sure if it is not up, or if my computer has login issues). I'd love to see a point breakdown for each individual level to know if there is a budget version of heal amp that still could get workable numbers.

  6. #6
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    I've changed the math because I discovered that:
    1. there is no 30% healing AMP to be get from dragontouched armors
    2. there is a 5% healing AMP more to be get from mnk6, and not so much to be lost from pally14 instead of pally17.

    The new math is in the top post, and it puts the total healing amp to a bit more than 300%, which is good, but even more AP consuming and it's not 400%.

    Plus, a more monkish build will get more dmg dice on unarmed strikes and more positive energy spell power, which will count if you care to wear a good helmet for it.

    I'll come back in september with the real build, because when i get back from holidays I'll be ready to TR and the new enhancements will be there.

    Anyway I'll try to build it unarmed human (of course) pally14/mnk6 with initial stats:
    STR 18
    CON 16
    CHA 16

    and all points in STR as i level up.
    With the old enhancements this would give me STR 18 + 1 (human enhancement) + 5 (level ups) + 6 (gear) + 3 (tomes) + 2 (fire stance) + 2 (mnk6 gets another fire stance iirc) = 37 STR

    Which is not bad, take or give a bit. I don't count ship buffs because I generally like to be useful even after I die the first time in a quest.

    Problem is: is there in the new enhancement system the fire stance? What does it give?
    It's important not only for the DPS, but also for the Jid'z-tekta healing amp 25% in fire stance (which is really really important).

  7. #7
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    Is this an end game build because there is 30% heal amp from the PDK Gloves too......
    Also could net the 20% on bracers or ring instead of worrying about dragontouched which would open up some gear sets. Note 30% heal amp is also available on bracers. eg. Lesser Convalescent 10%, Convalescent 20%, Greater Convalescent 30%, which could allow you to change stances.
    Toons:
    Smallmans Syndrome, Rovac, Dragnipur, Prettyhater Machine, Lubed, Castinfist
    Emmpeethree, Hyperkill Hyperthrill and Greyvegas (All on Khyber)

  8. #8
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    Quote Originally Posted by CoasterHops View Post
    Is this an end game build because there is 30% heal amp from the PDK Gloves too......
    No, this is a toon that will be TRed at lvl 20.

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