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  1. #1
    Hero Arlathen's Avatar
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    Lightbulb Theorybuild - The Avenging Angel

    Theorybuild - The Avenging Angel v1.1 - U19

    "To Decimate, To Destroy, To Devastate - To Exterminate, To Eliminate, To Eradicate"

    Overview
    The historical Solar & Divine Phoenix builds have always had an impact on me, and with the new Kensai enhancements providing access to centered weaponry for any monk willing to go that route, I wanted to put together a fun new Theorybuild that could accomplish some great Damage & Self-sufficiency for EN/EH content but then change and grow into a EE capable character through later progression (read: Gear!).

    Thus, I've mutated my Dark Inquisitor into the following new U19 enhancement flavoured build.

    Despite many attempts to try a build that utilised TWF, I could never achieve the DPS output that I wanted to give the build, until I sucked it up and went the centered Monk route with Heavy Blades. Then, THEN, the build finally opened up and started giving out the kind of numbers I wanted to see.

    I've added on surety to the build in the form of Crowd Control and also tried to ensure the defensive side is covered as well. This will scale into EE through Fury of the Wild, but provide solid Stunning Blow for EN/EH as well.

    Finally, I've now split this into two distinct builds - a Air Stance flavoured version for running EN/EH content, and then an easy-to-adapt too Earth Stance EE version should you choose to step up to the increasingly difficult content.

    As always, this is a template for you to adapt and implement your build around, including your level/class choices along the way.

    Main Goals
    - Devastating THF Damage Potential
    - High speed strike rate & Doublestrike potential
    - Crowd Control
    - High Dodge, Saves & Evasion
    - Self Healing & Healing Amplification
    - EE Viability through adaptation

    Credits
    Some credits are due here, for original builds that have given rise to my own theory build.
    SolarDawning: Solar Phoenix
    Whomhead: Divine Phoenix 2.0 & Divine Phoenix 1.0
    Carpone: U19 Kensai Cleaver Monk

    Core Build
    Human
    - Additional Feat & Skill Point

    Fighter 8
    - 5 Bonus Feats

    Paladin 6
    - Divine Grace
    - SP Pool & Meta-Magic Access

    Monk 6
    - 3 Bonus Feats
    - Evasion
    - Adept of Forms
    - Buy access to Grandmaster Forms

    Kensai / Knight of the Chalice / Human / Nina-Spy Enhancements
    - Centered access to Heavy Blades through Kensai
    - Divine Might Insight bonus to Strength
    - Exalted Smite Evil Tier 3
    - Vigor of Life & Improved Recovery Healing Amp
    - Kensai Haste Boost

    Fury of the Wild Epic Destiny
    - No-DC Crowd Control through Overwhelming Force
    - Large DPS Increases to baseline THF Damage
    - Massive DPS Boost to Exalted Smites via Adrenaline

    Character Build
    - 36pt Human, 3 Fighter Past Lives
    Str: 18 Base, 60 with Gear/Tomes/Ship/Self Buffs
    Dex: 12 Base, 34 with Gear/Tomes/Ship/Self Buffs
    Con: 14 Base, 36 with Gear/Tomes/Ship/Self Buffs
    Int: 08 Base, 14 with Gear/Tomes/Ship/Self Buffs
    Wis: 12 Base, 30 with Gear/Tomes/Ship/Self Buffs
    Cha: 14 Base, 34 with Gear/Tomes/Ship/Self Buffs

    Strength Potential
    18 Base +7Lvl +4Tome +10Item +12Insight(DM) +1Racial +1Exc +5Rage +2Ship
    = 60 Str

    Heroic Feats
    7 Standard, 5 Fighter Bonus, 3 Monk Bonus, 1 Human = 16 Feats
    - THF, ITHF, GTHF
    - Power Attack, Cleave, Great Cleave, IC: Slash
    - WF: Slash, WS: Slash, GWF: Slash
    - Stunning Blows, Improved Sunder, Master of Forms, Grandmaster of Forms
    - Dodge, Empower Heal

    Epic Feats
    - Overwhelming Critical, Quicken, Blinding Speed*
    - Perfect THF, Tactician

    * Despite being in GM Air stance primarily, taking this gives you stance flexibility - maybe you need to swap into GM Water for a moment or two while you deal with some nasty casters? It's also still there for an eventual 'upgrade path' to the EE version of the build.

    Enhancements
    Kensai - 33pts
    C WF: Heavy Blades, Spiritual Bond, Strike with No Thought
    1 WS: Heavy Blades, Haste Boost 3, Extra Action Boost 3
    2 WS: Heavy Blades, Kensai Tactics 3, Weapon Meditation
    3 WS: Heavy Blades, Shattering Strike 2
    4 WS: Heavy Blades
    5 Keen Edge, Deadly Strike, One with Blade

    Knight of the Chalice - 25pts
    C Hunter of the Dead 1, Courage of Heaven 1
    1 Extra Smite 2, Extra Turning 3
    2 Extra Smite 2, Divine Might 3
    3 Exalted Smite 3, Vigor of Life 1
    4 Vigor of Life 1

    Human - 11pts
    C AB: Damage, Strength
    1 Improved Recovery 1
    2 THF Fighting Style 3

    Ninja Spy - 11pts
    C Ninja Training 1, Ninja Training 2, Shadow Veil
    1 Sneak Attack Training, Acrobatic 3
    2 Sneak Attack Training, Agility 1

    Fury of the Wild
    1 Primal Scream 3, Tunnel Vision 3
    2 Acute Senses 3
    3 Malicious Weapons 3
    4 Sense Weakness 3, Overwhelming Force 3, Wild Weapons 2
    5 Fury Eternal
    6 Unbridled Fury

    Destiny Twists
    1 Dance of Flowers - GMoF Tier 1
    2 Legendary Tactics - LD Tier 1
    3 Rejuvenation Cocoon - PA Tier 1

    Offensive Potential - Grandmaster of Air & Breach, Dividing Blade
    Two Handed Fighting - Speed Overview
    - Grandmaster Air Stance for Permanent Haste
    - 30% Kensai Haste Boost & 20% Human Damage Boost Dual Boosting
    - 8 Action Boosts per rest

    Potential Doublestrike
    10% Grandmaster Air Stance
    06% Doublestrike Item
    03% Artifact: Flawless Black Dragonscale
    01% Enh: Strike with No Thought
    = 20% Doublestrike

    Two Handed Fighting - Damage Overview
    - Full GTHF Line
    - Full Human Enhancments to THF
    - Perfect THF Feat
    - FotW Destiny: Malicious Weapons 3, Wild Weapons 2
    - 66% Glancing Blow Damage
    - 34% Weapon Effects Proc

    Crowd Control Overview
    - No Save 10s Crowd Control with Overwhelming Force
    - DC65 Stunning Blow with +3DC Improved Sunder Leader
    Potential Stunning Blow
    10 Base
    25 Strength
    10 Stunning item
    06 Exceptional Combat Tactics
    03 Enh: Kensai Tactics
    06 LD: Legendary Tactics
    03 Past Life: Fighter
    02 ED Feat: Tactician
    = 65DC

    Potential Damage - Breach, Dividing Blade

    Two Handed Fighting - Base Damage with Breach
    28 Breach Avg Damage = 2.5[2D6] + 1.5[W] Dance of Flowers
    08 Magic Weapon
    10 Weapon Bond
    37 Strength (Strength 60)
    10 Power Attack
    06 Kensai Enhancements
    02 WS: Slash
    10 Deadly Item
    04 Artifact
    06 FotW Innates
    = 121 Damage Per swing, +66% Glancing Blows (3 in 4) = 180 Per Swing Avg

    Two Handed Fighting - Adrenaline Exalted Smite Critical Damage with Breach
    121 Base Damage
    025 Smite Evil Damage (Paladin Level 6)
    010 Seeker +10 Item
    005 Exc Seeker +5 item
    = 166 Damage
    x4 Adrenaline Multipler
    = 644 Damage
    x2 Base Crit
    +2 Exalted Smite Crit
    = 2,576 Damage

    'Perfect' Smite Evil on a natural 19/20 with Breach
    644 Base Damage
    x2 Breach Base Crit
    +2 Exalted Smite Crit
    +1 Overwhelming Critical
    = 3,220 Damage

    'Stars Aligned' Potential (Max Base Damage on Breach, natural 19/20)
    = 141 Base Damage per swing, 181 after Smite/Seeker Effects, 724 with Adrenaline
    x5 Critical
    = 3,620 Damage

    Hmm, there's something kind of satisfying when you have to use comma's in your weapon damage calculations!

    I'd also like to see the screenshot that beats this 'stars aligned' damage with this build through buffs or other +damage that I've missed off....
    Last edited by Arlathen; 09-06-2013 at 05:47 AM. Reason: Build v1.1
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  2. #2
    Hero Arlathen's Avatar
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    Default And for the rest....

    Defensive Potential

    Saves
    Ft/Rf/Wl
    06/02/02 Fighter 8
    05/02/02 Paladin 6
    05/05/05 Monk 6
    04/04/04 Epic Levels
    13/11/10 Con/Dex/Wis
    12/12/12 Charisma
    08/08/08 Resistance Item / Aug
    04/04/04 Insight
    00/02/00 Ninaj-Spy Agility
    02/02/02 Good Luck
    01/01/01 Resistance Ritual
    01/01/01 Aura of Good
    04/04/04 Greater Heroism (Self Buff!)
    = 64/58/55 Saves + Evasion

    PRR - Grandmaster Air
    015 Planar Focus of Prowess
    016 Blue Augment
    = 31 PRR, 17% Physical Resistance

    Dodge
    06% Monk 6
    03% Dodge Feat
    10% Item
    03% Acrobatic
    = 22% Dodge

    Incorporeal
    25% Shadow Veil

    Hit Points
    040 Base
    364 Constitution Bonus @28
    080 Fighter 8
    060 Paladin 6
    048 Monk 6
    080 Epic Levels
    100 Fury of the Wild
    010 Draconic Feat
    045 Greensteel HP Item
    020 Vitality Item
    040 Enhancement Item
    = 887 HP

    Healing Amp
    1.00 Base
    1.10 Human Improved Recovery
    1.20 Paladin Vigor of Life
    1.30 Item (PDK Gloves)
    1.20 Item (Convalescent Bracers)
    1.10 Guild ship buff
    = 227% Healing Amplification
    = +2 / +4 Fists of Light Self-Healing

    Devotion
    023 Heal Skill Ranks
    015 Heal Skill Item / Aug
    008 Epic Skills
    004 Skill Tome
    010 Wisdom Bonus (30)
    138 Devotion Item
    030 Implement Bonus
    075 Empower Healing
    = 303%

    Rejuvenation Cocoon
    = 5D6 Base * 3.03 * 2.27 = 120 Avg Tick
    Last edited by Arlathen; 09-05-2013 at 09:53 AM. Reason: Build v1.1
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  3. #3
    Hero Arlathen's Avatar
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    Default And the Gear...

    Changing the Build into Epic Elite Mode

    Perhaps most significantly, after some of great feedback I've received in this thread so far, is the potential to mutate the build into a EE version of the build gaining significant defensive advantages as well as potentially improving DPS.

    You can make a simple change in the form of the following enhancements:

    Monk Stance: Change to Grandmaster Earth stance from Air Stance.

    Kensai Enhancements
    2 - Change Kensai Tactics 3 to Improved Dodge 3,

    Destiny Twists
    1 Standing with Stone
    2 Rejuvenation Cocoon
    3 Dance of Flowers

    Net Results
    +1 Crit Multiplier on natural 19-20
    -10% Doublestrike
    +6 Con = +84 HP, +3 Fort Saves, -3 Reflex Saves (loss of Dex)
    +15 PRR from Stance, +15 PRR from Twist, reaching 61 PRR and 30% Damage Reduction
    +3% Dodge, thus and reaching 25% Max Dodge

    Moar HP!
    If you truly want to dedicate the character to the most difficult content and running EEs without the Stunning Blow and Improved Sunder options, then it could well worth respeccing the feats of the character. Instead of the two Heroic feats, take a pair of Toughness feats instead, swap Quicken in the epic levels to Epic Toughness and also choose to take Guardian Angel instead of Tactician as the final Epic Destiny feat. You'll need to drop two level up points into Con with a +4 Con Tome to achieve this.

    That will however, net you a massive additional +104HP as well as a strong Defensive buff when you dip under 50% HP, and in total will inflate your HP to 1,075HP.

    Yummy.

    Do you go ahead and use an ESOS??..

    Potentially. If you have one, then try it out. Its a net loss of PRR and +4 Artifact Damage from loss of the Planar Focus set, but it does gains with an additional +1 Crit Multiplier over Breach which along with GM Earth stance makes 'Perfect' or 'Stars Aligned' Smite Evil Adfrenaline Strikes super-smash-tastic fun numbers. Previous calculations put the 'Stars aligned' ESOS number at around 5.5K damage.

    Equipment Layout

    Still working on this, and to come. Breach and a Planar Focus are pretty obvious, as well as methods of achieving the necessary Seeker/Exceptional Seeker and Artificact Doublestrike (Flawless Blackscale Robe). Most of the requirements in gear should stand out, but I'll puzzle this out later on.
    Last edited by Arlathen; 09-05-2013 at 10:23 AM. Reason: Build v1.1
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  4. #4
    Community Member Takllin's Avatar
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    I'm leveling a 10 paladin/8 Fighter/2 monk variant of this, and its going to be awesome.

    But a few problems with this. I count at least 6 twists you have listed in your stat calculations. Your using overlapping gear items to calculate statistics as well(healing amp and artifact bonus). And the use of Earth and Air stance to calculate critical and double strike statistics.

    I also noticed that for your "Stars Aligned" at the bottom, you bumped up your base damage from 120 to 149, and you added in 40 seeker to your base damage, which is way too high. Seeing as you only have +10 and +5 exc in your math.

    And where is the 25 damage coming from with Smite Evil? It should only be 6 as your only 6 Paladin.

    Also the eSoS is 2.5[2d6] with a base damage of 35.75.

    Without seeing the actual gear layout and how your getting your stats, it is hard to make other comments.
    Last edited by Takllin; 09-03-2013 at 02:21 PM.

    Tokun PDK 12 Monk/4 Paladin/4 Fighter (3x Fighter, Monk, Paladin, Ranger, Rogue/2x Bard, Barbarian PL)
    Tekllin Human 20 Sorc (3x Sorc, Wiz PL)
    Jadokis Purple Dragon Knight 18 Barbarian/1 Favored Soul/1 Fighter (3x Bard, Fighter, Monk, Paladin, Rogue/2x Favored Soul/Heroic and Epic Completionist)
    Degenerate Matter

  5. #5
    Hero Arlathen's Avatar
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    Default

    Quote Originally Posted by Takllin View Post
    I'm leveling a 10 paladin/8 Fighter/2 monk variant of this, and its going to be awesome.
    Mmh, I hope so. I'm levelling a pretty fresh TR through. Will take me a few weeks to get up there, and I'm doing it a fairly painful way - won't be swinging a Greatsword/Falchion until 18, so Quarterstaves for me until then. And no Acrobat Alacrity bonus lol!

    Quote Originally Posted by Takllin View Post
    But a few problems with this. I count at least 6 twists you have listed in your stat calculations. Your using overlapping gear items to calculate statistics as well(healing amp and artifact bonus). And the use of Earth and Air stance to calculate critical and double strike statistics.
    Ok, yes, this is definitely a template build of possibilities from a particular Class-Split . Hence my 'Theorybuild' prerogative. Some players may go for GM Air, some may go GM Earth - depending on preference. My listing shows the upsides/downsides of each direction. Personally, my heart is saying go GM Air, my head is saying go GM Earth and get the **** PRR/Crit Multiplier. Time will tell.

    As for Twists, yes totally there's too many listed. Again, its something to experiment with at this stage, Rejuvenation Cocoon is pretty definite but the other two are 'up in the air' at this point. I'll think through it more when I get to my Epic Destiny.

    Quote Originally Posted by Takllin View Post
    And where is the 25 damage coming from with Smite Evil? It should only be 6 as your only 6 Paladin.
    I'll answer this question first as it directly relates to the 'Seeker' potential. Smite Evil damage bonus is calculated at 7+(3*Paladin Level), and is not just Paladin Level. Thus, 7+(3*6) = 25 Bonus Damage on Smite Evil attacks.

    Quote Originally Posted by Takllin View Post
    I also noticed that for your "Stars Aligned" at the bottom, you bumped up your base damage from 120 to 149, and you added in 40 seeker to your base damage, which is way too high. Seeing as you only have +10 and +5 exc in your math.
    Hence, since I'm only using my Exalted Smites to power my Adrenaline Strikes, I'm effectively adding +10 Seeker, +5 Exc Seeker and +25 Smite Damage to base damage before the Adrenaline Multiplier hits home and then the Crit Multiplier effect on top.

    Quote Originally Posted by Takllin View Post
    Also the eSoS is 2.5[2d6] with a base damage of 35.75.
    I'm centered, and with Dance of Flowers from GMoF and Improved Martial Arts Epic feat that 2.5[2D6] becomes 4.5[2D6], effectively 9D6 base damage or 31.5 Avg Damage per swing before any other modifiers. Ignore the Base Damage Rating on the weapon itself, it doesn't make sense when calculating Avg Damage per hit.

    Quote Originally Posted by Takllin View Post
    Without seeing the actual gear layout and how your getting your stats, it is hard to make other comments.
    Also true, but this will come with time and more thought.

    I do appreciate the feedback however, always keeps me honest!
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  6. #6
    Community Member Nodoze's Avatar
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    In my case I plan to level a duo up from 15 with a PDK Cleric/Fighter (self-healing S&B Cleaving Initimi-Tank). I was thinking this build may be a good partner to duo with.

    In dungeon runs I plan to run the Tower-Shield Heavy Armor Battle Cleric in first to grab aggro and have the second character follow behind and pick off adds to mow down & then help with bosses.

    What changes & what starting classes would you recommend if I were to do this build with a 32 point PDK (essentially human) and be able to come out of the chute swinging at level 15 (have to start with Fighter1)?

    EDIT: Also, what Tomes are required for this build (any minimum dex, wisdom, etc)? I was originally planning on dropping up to a set of +3s if needed. Later, if I really like the build, I can look to add higher...

    EDIT2: What skills besides Heal do you consider must-haves for the build?
    Last edited by Nodoze; 09-03-2013 at 07:25 PM.

  7. #7
    Hero Arlathen's Avatar
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    Quote Originally Posted by Nodoze View Post
    In my case I plan to level a duo up from 15 with a PDK Cleric/Fighter (self-healing S&B Cleaving Initimi-Tank). I was thinking this build may be a good partner to duo with.

    In dungeon runs I plan to run the Tower-Shield Heavy Armor Battle Cleric in first to grab aggro and have the second character follow behind and pick off adds to mow down & then help with bosses.
    Sounds like a lot of fun!

    Quote Originally Posted by Nodoze View Post
    What changes & what starting classes would you recommend if I were to do this build with a 32 point PDK (essentially human) and be able to come out of the chute swinging at level 15 (have to start with Fighter1)?
    Due to starting with a currently in-progress character and using my LR+20 to make my feats fit, I had to delay my Kensai centered'ness to 20 to make it all fit. However, for 15 PDK, I'd most likely got 8 Fighter/Monk 6/Paladin 1, which will then allow you to fit in the Master and Grandmaster Form feats on Heroic feat slots. 16-20 is just straight Paladin goodness.

    As a 32pt Build, Drop Strength to 17 and Wisdom to 11 to reclaim the 4pts over the initial 36pt build illustrated.

    Quote Originally Posted by Nodoze View Post
    EDIT: Also, what Tomes are required for this build (any minimum dex, wisdom, etc)? I was originally planning on dropping up to a set of +3s if needed. Later, if I really like the build, I can look to add higher...
    Ermm, really, the tomes just add to overall effectiveness. Starting 18 Str and +4 Str tome are wanted for Stunning Blow - but without the Fighter Past Lives, maxed out Strength and Str tomes your Stunning Blow DC will begin to suffer a little. My answer - don't worry about it too much! Just enjoy smashing stuff in the face with nice big Exalted Smite crits.

    Edit: On a side note, the only stat qualifiers are 17 Str for GTHF, and 23 Str for Overwhelming Critical. Since all level up points go into Strength anyway, and you can start with 17 Str on a 32pt character, you don't actually need any tomes to begin with!

    Quote Originally Posted by Nodoze View Post
    EDIT2: What skills besides Heal do you consider must-haves for the build?
    UMD. There's plenty of Charisma here that with Epic Skills and 11 Base Ranks you should be able to get to no-fail Heal Scrolls quite easily. There's a nice easy 110 * 2.67 = 293pt Out of Combat heal right there, although Rejuvenation Cocoon is good enough as well if you can't get the UMD.

    If you have the tomes for extra skill points, some Concentration (10pts) is very useful to maintain some Ki for Fists of Light. Any other odd points can be a pt for Tumble, some in Jump (although 60 Strength does give you +25 Jump!).
    Last edited by Arlathen; 09-04-2013 at 03:25 AM.
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  8. #8
    Community Member Takllin's Avatar
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    Quote Originally Posted by Arlathen View Post
    Ok, yes, this is definitely a template build of possibilities from a particular Class-Split . Hence my 'Theorybuild' prerogative. Some players may go for GM Air, some may go GM Earth - depending on preference. My listing shows the upsides/downsides of each direction. Personally, my heart is saying go GM Air, my head is saying go GM Earth and get the **** PRR/Crit Multiplier. Time will tell.
    Yeah I'm going with Earth, because with air your losing +6 con, 15 PRR which is very important for EEs currently.

    Quote Originally Posted by Arlathen View Post
    As for Twists, yes totally there's too many listed. Again, its something to experiment with at this stage, Rejuvenation Cocoon is pretty definite but the other two are 'up in the air' at this point. I'll think through it more when I get to my Epic Destiny.
    Yeah I love Sense Weakness, and Dance of Flowers would obviously be needed as well, so that is three twists right there.

    Quote Originally Posted by Arlathen View Post
    I'll answer this question first as it directly relates to the 'Seeker' potential. Smite Evil damage bonus is calculated at 7+(3*Paladin Level), and is not just Paladin Level. Thus, 7+(3*6) = 25 Bonus Damage on Smite Evil attacks.

    Hence, since I'm only using my Exalted Smites to power my Adrenaline Strikes, I'm effectively adding +10 Seeker, +5 Exc Seeker and +25 Smite Damage to base damage before the Adrenaline Multiplier hits home and then the Crit Multiplier effect on top.
    Ah okay, I misunderstood how Smite Evil damage was calculated, it is a bit misleading in the description ingame.

    Quote Originally Posted by Arlathen View Post
    I'm centered, and with Dance of Flowers from GMoF and Improved Martial Arts Epic feat that 2.5[2D6] becomes 4.5[2D6], effectively 9D6 base damage or 31.5 Avg Damage per swing before any other modifiers. Ignore the Base Damage Rating on the weapon itself, it doesn't make sense when calculating Avg Damage per hit.
    Ah okay. You need to have 12 levels of Monk for Improved Martial Arts though....

    Quote Originally Posted by Arlathen View Post
    Also true, but this will come with time and more thought.

    I do appreciate the feedback however, always keeps me honest!
    Thanks, and I am definitely going to keep up with these, I'm very interested in what your going to do with these.

    Tokun PDK 12 Monk/4 Paladin/4 Fighter (3x Fighter, Monk, Paladin, Ranger, Rogue/2x Bard, Barbarian PL)
    Tekllin Human 20 Sorc (3x Sorc, Wiz PL)
    Jadokis Purple Dragon Knight 18 Barbarian/1 Favored Soul/1 Fighter (3x Bard, Fighter, Monk, Paladin, Rogue/2x Favored Soul/Heroic and Epic Completionist)
    Degenerate Matter

  9. #9
    Hero Arlathen's Avatar
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    Quote Originally Posted by Takllin View Post
    Yeah I'm going with Earth, because with air your losing +6 con, 15 PRR which is very important for EEs currently.
    Hmmmmmmmmmmm. These are good reasons but I still want to go Air though.... must resist!

    Quote Originally Posted by Takllin View Post
    Yeah I love Sense Weakness, and Dance of Flowers would obviously be needed as well, so that is three twists right there.
    Sense Weakness is native to Fury of the Wild, thankfully, so at present I have in mind Rejuvenation Cocoon, Legendary Tactics and Dance of Flowers as the three twists. No Doublestrike or Standing with Stone from GMoF though, but that's about as serviceable as I can make the twists at present.

    Quote Originally Posted by Takllin View Post
    Ah okay. You need to have 12 levels of Monk for Improved Martial Arts though....
    Arse. Knew I missed a trick somewhere. Oh well. Free feat time. Will have a think about that one.

    Quote Originally Posted by Takllin View Post
    Thanks, and I am definitely going to keep up with these, I'm very interested in what your going to do with these.
    No worries. Stay tuned!
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  10. #10
    Community Member Takllin's Avatar
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    Quote Originally Posted by Arlathen View Post
    Hmmmmmmmmmmm. These are good reasons but I still want to go Air though.... must resist!
    Haha I know, I guess you could see what your HP and PRR are like at 28, and I suppose it would matter the group formation that is running EE, but I couldn't justify losing the +6 con and PRR. Those chains hit hard!

    Quote Originally Posted by Arlathen View Post
    Sense Weakness is native to Fury of the Wild, thankfully, so at present I have in mind Rejuvenation Cocoon, Legendary Tactics and Dance of Flowers as the three twists. No Doublestrike or Standing with Stone from GMoF though, but that's about as serviceable as I can make the twists at present.
    Ahhhh I forgot you were in FotW, assumed LD. Yeah I would think about maybe dropping Stunning Blow, if your aiming for it to be EE viable. I've heard mid 70s they still save, so mid 60s they definitely would. But if your not interested in doing EEs, its worth keeping.

    So if you dropped it, I'd add the +15 PRR. 3% doublestrike is meh. IMO.

    Quote Originally Posted by Arlathen View Post
    Arse. Knew I missed a trick somewhere. Oh well. Free feat time. Will have a think about that one.

    No worries. Stay tuned!
    Could grab toughness maybe? Or maybe UMD +3? You've got everything else already.

    Tokun PDK 12 Monk/4 Paladin/4 Fighter (3x Fighter, Monk, Paladin, Ranger, Rogue/2x Bard, Barbarian PL)
    Tekllin Human 20 Sorc (3x Sorc, Wiz PL)
    Jadokis Purple Dragon Knight 18 Barbarian/1 Favored Soul/1 Fighter (3x Bard, Fighter, Monk, Paladin, Rogue/2x Favored Soul/Heroic and Epic Completionist)
    Degenerate Matter

  11. #11
    Community Member Nodoze's Avatar
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    Quote Originally Posted by Arlathen View Post
    ... Sense Weakness is native to Fury of the Wild, thankfully, so at present I have in mind Rejuvenation Cocoon, Legendary Tactics and Dance of Flowers as the three twists. No Doublestrike or Standing with Stone from GMoF though, but that's about as serviceable as I can make the twists at present.
    What are both of your thoughts about Momentum Swing & Lay Waste?

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    I'm not sure how the monk/stance mechanic works. Do you need the auto grant at lvl 6, or can you use the base stance at level 1, then get Adept, Master and Grandmaster.

    If so 12/4/4 would give you -1 feat (monk lvl) +2 feats (fighter) - 1 feat (buy Adept) = +0 feat cost. However you'd gain the +8 STR/+2 Ki option.

    4 Paladin still gives you access to Empower Healing, and 4 Monk still gives access to 6% dodge.

    Also, why go Grandmaster if you are getting Blinding Speed? That implies being in Earth stance, so +1 CON, +3 PRR and extra threat. You might switch that for Quicken instead - great survivability?
    Last edited by emptysands; 09-04-2013 at 06:09 PM.
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    Quote Originally Posted by Nodoze View Post
    What are both of your thoughts about Momentum Swing & Lay Waste?
    As twists? I'd take Momentum Swing over Lay Waste. Lay Waste is pretty much useless without Momentum Swing, as you would have to wait the full 60 seconds each time to use it.

    But if LD is your main Epic Destiny, then I would definitely grab both of them. Max out Momentum Swing for sure.

    Tokun PDK 12 Monk/4 Paladin/4 Fighter (3x Fighter, Monk, Paladin, Ranger, Rogue/2x Bard, Barbarian PL)
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    Quote Originally Posted by Takllin View Post
    As twists? I'd take Momentum Swing over Lay Waste. Lay Waste is pretty much useless without Momentum Swing, as you would have to wait the full 60 seconds each time to use it.

    But if LD is your main Epic Destiny, then I would definitely grab both of them. Max out Momentum Swing for sure.
    yes as twist options to up DPS when in FotW. I was wondering specifically for this build whether Momentum Swing would be a good twist or whether it's other DPS makes it not needed. I suspect on long fights when all the smites are gone maybe that would would be a good fall back (though Divine Sacrifice is there also). Agree that I definitely wouldn't take Lay Waste without Momenum Swing and not sure they are worth 2 twists but maybe 1 twist will give you 70% of the bang for the buck...

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    Quote Originally Posted by emptysands View Post
    I'm not sure how the monk/stance mechanic works. Do you need the auto grant at lvl 6, or can you use the base stance at level 1, then get Adept, Master and Grandmaster.

    If so 12/4/4 would give you -1 feat (monk lvl) +2 feats (fighter) - 1 feat (buy Adept) = +0 feat cost. However you'd gain the +8 STR/+2 Ki option.

    4 Paladin still gives you access to Empower Healing, and 4 Monk still gives access to 6% dodge.

    Also, why go Grandmaster if you are getting Blinding Speed? That implies being in Earth stance, so +1 CON, +3 PRR and extra threat. You might switch that for Quicken instead - great survivability?
    My understanding is that you get the first stance at level 1 and get auto-granted the others at 6,12,18(not 100% sure) but you could just splash level 1 & use Feats to get the others. It seems like most people are mainly going for the tier 3 stance (master Earth) and not going for Grand Master. If you did go this route I would definitely go at least Monk 2 for the Evasion...

    EDIT: You would NOT lose 10% healing Amp from Paladin if you stop at 4 because you can only get one T5 and already took that In Kensai.
    Last edited by Nodoze; 09-04-2013 at 11:21 PM.

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    Quote Originally Posted by Nodoze View Post
    My understanding is that you get the first stance at level 1 and get auto-granted the others at 6,12,18(not 100% sure) but you could just splash level 1 & use Feats to get the others. It seems like most people are mainly going for the tier 3 stance (master Earth) and not going for Grand Master. If you did go this route I would definitely go at least Monk 2 for the Evasion...
    Cool, that's useful. You'd still want potentially want up to 4 Monk for enhancements.

    Quote Originally Posted by Nodoze View Post
    EDIT: You would NOT lose 10% healing Amp from Paladin if you stop at 4 because you can only get one T5 and already took that In Kensai.
    Yeah, that's the main point of my suggestion. +8 STR is +6 THF damage, +4 DC, +4 HIT (may or may not be useful in EE).
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    Quote Originally Posted by emptysands View Post
    Cool, that's useful. You'd still want potentially want up to 4 Monk for enhancements.



    Yeah, that's the main point of my suggestion. +8 STR is +6 THF damage, +4 DC, +4 HIT (may or may not be useful in EE).
    I am curious what the other guys thoughts are but I don't see much major downside. You do lose a smite evil and lose access to Core abilities that require level 6 but I don't see much in the current trees or selected enhancements that are huge losses. I personally wanted to study the other trees more and see if trading some of the current enhancements for other things is helpful (like the healing amp in Shintao or the incorp in Ninja) but suspect you may have to give up too much to go that route. The main thing I see losing access to is Shadow Veil but not sure I would go that route anyway as you would have to give up something under human or Paladin (can't see any flexibility under Kensai or you lose 'One with the Blade'). Wasn't too worried about it as enhancements are easy to change now but hoped to look at it more...

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    Firstly, thanks for the feedback guys, it's much appreciated. It's good reading and helped me decide upon a few options. One siginificant decision I've made concerning the build is to present two template paths:

    1) Use Breach & GM Air Stance, for EN/EH content and while gearing/levelling. I really feel this would give something fun to play, self-sufficient and achieve the base goals I set out. Possible twists here I'm currently looking at are Dance of Flowers, Rejuvenation Cocoon and Legendary Tactics.

    2) Use ESOS & GM Earth Stance, for EE content and as much defensive possibilities as can be had. Vastly improved PRR (I.E you have some!), and another Major Crit Multiplier to add to the ESOS's improved x3 base Crit. I'll re-evaluate the tactics with this option, but potentially Standing with Stone, Rejuvenation Cocoon and Momentum Swing.

    Then people can choose the most suitable option for the gaming content they want to explore, and adapt suitably.

    Re: 8 Fighter / 6 Monk / 6 Paladin vs. 12 Fighter / 4 Paladin / 4 Monk

    This I have more concern over. One missing aspect that I've seriously overlooked is the accessibility of Shadow Veil and thus incorporating through Monk 6. I've been revewing the current enhancements and I can see several possible enhancements for the chopping block in order to fit this in. Namely, Tier 3 Human Heal Amp, Greater Heroism & Heroism, and possible Action Surge.

    I'll mull it over some more. With a strong Rejuvenation Cocoon making a high DPS toon trivialise EN/EH content, it may not be needed. But in EE, you need every avoidance/mitigation you can muster so squeezing this in may be a priority. Especially if the Stunning Blow DC doesn't make it sufficiently high enough, although I'll give consideration to Power Surge improving a running Stunning Blow DC total.

    EDIT: Ok, I've completed an overhaul of the main build posts to bring the build upto v1.1 implementing Grandmaster Air as the first choice stance for EN/EH content, with a 'upgrade path' to an EE version utilising GM Earth stance. The EE version drops the tactics in favour of significant defensive advantages including significantly more HP and PRR. Both styles of build now have Shadow Veil incorporated into the build.
    Last edited by Arlathen; 09-05-2013 at 10:26 AM. Reason: Build v1.1
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

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    Community Member Nodoze's Avatar
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    Quote Originally Posted by Arlathen View Post
    Firstly, thanks for the feedback guys, it's much appreciated. ...

    Re: 8 Fighter / 6 Monk / 6 Paladin vs. 12 Fighter / 4 Paladin / 4 Monk

    ... the accessibility of Shadow Veil and thus incorporating through Monk 6. I've been reviewing the current enhancements and I can see several possible enhancements for the chopping block in order to fit this in. ...

    EDIT: Ok, I've completed an overhaul of the main build posts to bring the build upto v1.1 implementing ... Both styles of build now have Shadow Veil incorporated into the build.
    Not having played any EE on the new cap it is hard for me to think through the options from more than just theory stand point...

    A couple of my thoughts:

    For my duo, at least through EH as we level & grind destinies, I plan to essentially always have a PDK Charisma-based "self-healing Battle-Cleric hate/intimi-Tank" S&B with a Bastard Sword doing Momentum-Swing/Cleaves with full THF line tanking... I plan to always have the Radiant Savant Aura on all the time & use bursts as needed to supplement so for me, personally, I think I may value the 267% healing amp over 227% healing with an extra 15% incorporeal over standard Ghostly...

    I was really liking the idea of more DPS & possibly even better tactics (in at least EH) that a 12/4/4 split gives... If I was pure human it wouldn't be as big a deal as a quick LR+5 could let me switch back and forth between 12/4/4 and 8/6/6 but being a PDK will have me waiting on a "soon" to be developed TR and LR options if I end up not liking my choices...

    The good news is that with either the 8/6/6 or the 12/4/4 you can get the full heal 267% amp but the bad news is that with the 12/4/4 you close off extra 15% incorporeal.

    The 8/6/6 is definitely more flexible as with an fairly quick/painless enhancements change you could go more Monk, more Paladin, or more Fighter as current/future changes present themselves. For example, if you swapped one feat for Bastard Sword you could maybe even move to S&B AC/PRR mode with a & still leverage Glancing blows & THFs if future content warranted...

    The above being said I am a little conflicted... I believe the 8/6/6 is safer/more flexible but I also like the idea of the psionic boosts giving "Bigger Holy Smites!" and more reliable CC (and helpless mobs giving even more DPS)...

    Lastly, I think you may have a minor typo above as it looks like in the revised 1.1 enhancements in post 1 you dropped your heal amp from 1.3 human to 1.2 human & 1.2 paladin to 1.1 paladin but in the post 2 you broke out healing amp as 1.2 Paladin & 1.1 Human. In the end the calcs are the same but just for consistency's sake you may want to adjust it to 1.2 human & 1.1 Paladin instead... Sorry if I mis-read but that is the way it looked to me & you did such a good job of documenting things I figured you would want to know...

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    Hero Arlathen's Avatar
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    Quote Originally Posted by Nodoze View Post
    Not having played any EE on the new cap it is hard for me to think through the options from more than just theory stand point...

    A couple of my thoughts:

    For my duo, at least through EH as we level & grind destinies, I plan to essentially always have a PDK Charisma-based "self-healing Battle-Cleric hate/intimi-Tank" S&B with a Bastard Sword doing Momentum-Swing/Cleaves with full THF line tanking... I plan to always have the Radiant Savant Aura on all the time & use bursts as needed to supplement so for me, personally, I think I may value the 267% healing amp over 227% healing with an extra 15% incorporeal over standard Ghostly...

    I was really liking the idea of more DPS & possibly even better tactics (in at least EH) that a 12/4/4 split gives... If I was pure human it wouldn't be as big a deal as a quick LR+5 could let me switch back and forth between 12/4/4 and 8/6/6 but being a PDK will have me waiting on a "soon" to be developed TR and LR options if I end up not liking my choices...

    The good news is that with either the 8/6/6 or the 12/4/4 you can get the full heal 267% amp but the bad news is that with the 12/4/4 you close off extra 15% incorporeal.

    The 8/6/6 is definitely more flexible as with an fairly quick/painless enhancements change you could go more Monk, more Paladin, or more Fighter as current/future changes present themselves. For example, if you swapped one feat for Bastard Sword you could maybe even move to S&B AC/PRR mode with a & still leverage Glancing blows & THFs if future content warranted...

    The above being said I am a little conflicted... I believe the 8/6/6 is safer/more flexible but I also like the idea of the psionic boosts giving "Bigger Holy Smites!" and more reliable CC (and helpless mobs giving even more DPS)...
    For EN/EH a 65DC+IS should be plenty of Stunning Blow, and you have Overwhelming Force on top from the destiny as well. It's only when you move into EE you have to squeeze every last DC you can to make it more viable.

    Do remember that S&B and Shields in general are no go for my character - I'm not entirely sure what your referring to there - perhaps a TWF/Dual Nightmare approach with B.Swords?

    Quote Originally Posted by Nodoze View Post
    Lastly, I think you may have a minor typo above as it looks like in the revised 1.1 enhancements in post 1 you dropped your heal amp from 1.3 human to 1.2 human & 1.2 paladin to 1.1 paladin but in the post 2 you broke out healing amp as 1.2 Paladin & 1.1 Human. In the end the calcs are the same but just for consistency's sake you may want to adjust it to 1.2 human & 1.1 Paladin instead... Sorry if I mis-read but that is the way it looked to me & you did such a good job of documenting things I figured you would want to know...
    Ahhh! Nope, your spot on, thanks for that - and fixed. It is indeed 1.2 Paladin and 1.1 Human now - Enhancements have been amended.
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

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