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  1. #1

    Default Kensei Warpriest for new players

    Last updated Jan 8th, 2017

    This THF heavy armor frontline melee build is designed to play like a paladin. As a general rule you'd be better off playing a pure paladin, but this fighter variant is still viable. I keep this character in my stable as a variation that focuses more on tactics (stunning blow and trip), action boosts (12/rest at cap with ship buffs), ameliorating strike, and as an excuse to have a Legendary Dreadnought character, as opposed to paladins who will likely be in Divine Crusader. Both Master's Blitz and Ameliorating Strike perform better for TWF, but they still function well enough with THF to be effective.

    No tomes are required or listed. If you happen to have a +2 int tome put the extra skill points into Balance or Jump.

    Alignment doesn't matter. In general True Neutral takes less damage from certain rare enemies, but non-neutral alignments open up the possibility for specialty twists in epics. eg: Your weapons bypass DR/Good if you're good aligned.

    Human is preferred for the extra skill points and DDoor clickie. If you want to go with a different race, drop the dragonmark and sacrifice the heal skill. Ideally use a +2 int tome by level 7 to minimize the skills shortfall, but it should work even without an int tome. Non-humans get at least 9 AP to play with in either their racial tree or the various class trees.


    Kensei Warpriest
    12/8 Fighter/Cleric


    Level Order

    1. Fighter. . . . .6. Fighter. . . . 11. Cleric. . . . .16. Fighter
    2. Fighter. . . . .7. Cleric. . . . .12. Fighter . . . .17. Fighter
    3. Cleric. . . . . 8. Fighter . . . .13. Cleric . . . . 18. Fighter
    4. Fighter. . . . .9. Cleric. . . . .14. Fighter . . . .19. Fighter
    5. Cleric. . . . .10. Fighter . . . .15. Cleric . . . . 20. Cleric



    Stats
    . . . . . . . .28pt . . 32pt . . 34pt . . 36pt . . Level Up
    . . . . . . . .---- . . ---- . . ---- . . ---- . . --------
    Strength. . . . 16. . . .18. . . .18. . . .18. . . .4: STR
    Dexterity . . . .8. . . . 8. . . . 8. . . . 8. . . .8: STR
    Constitution. . 14. . . .14. . . .14. . . .16. . . 12: STR
    Intelligence. . 12. . . .12. . . .12. . . .12. . . 16: STR
    Wisdom. . . . . 10. . . . 8. . . .10. . . . 8. . . 20: STR
    Charisma. . . . 14. . . .14. . . .14. . . .14. . . 24: STR
    . . . . . . . . . . . . . . . . . . . . . . . . . .28: STR


    Skills
    . . . . . F. F. C .F .C. F. C .F .C. F. C .F .C. F. C .F .F .F .F .C
    . . . . . 1. 2. 3 .4 .5. 6. 7 .8 .9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Concent . . .1 .4. . .3. 1. 1 .1 .1. 1. 1 .1 .1. 1. 1 .1 .1 .1 .1 .1. 23
    Heal. . . 2. . . . . .1. . .3. . .3. . .3. . .3. . .3. . . . 1. . .3. 22
    UMD . . . 2. . . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 1. 1. . .1 . . 11
    Jump. . . 4. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
    Balance . 1. 1. . .1 . . . . . . . . . . . . . . . . . . . . . . . . . 3
    Tumble. . 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
    . . . . .------------------------------------------------------------
    . . . . .16. 4. 4 .4 .4. 4. 4 .4 .4. 4. 4 .4 .4. 4. 4 .4 .4 .4 .4 .4



    Feats

    .1. . . . : Power Attack
    .1 Human. : Least Dragonmark: Passage
    .1 Fighter: Cleave
    .2 Fighter: Stunning Blow
    .3. . . . : Weapon Focus: Slashing
    .3 Deity. : Follower of: Sovereign Host
    .6. . . . : Great Cleave
    .6 Fighter: Weapon Specialization: Slashing
    .9. . . . : Empower Healing Spell
    10 Fighter: Improved Critical: Slashing
    12. . . . : Extend Spell
    13 Deity. : Unyielding Sovereignty
    14 Fighter: Greater Weapon Focus: Slashing
    15. . . . : Two Handed Fighting
    17 Fighter: Improved Two Handed Fighting
    18. . . . : Greater Two Handed Fighting
    19 Fighter: Greater Weapon Specialization: Slashing
    21 Epic . : Tactical Mastery
    24 Epic . : Overwhelming Critical
    26 Destiny: Perfect Two Weapon Fighting
    27 Epic . : Heavy Armor Master
    28 Destiny: Perfect Two Handed Fighting
    29 Destiny: Dire Charge
    30 Epic . : Tactical Combatant
    30 Legend : Scion of: Arborea OR Astral Plane


    Spells

    Cleric
    1. Cure Light Wounds, Nightshield, Remove Fear, Protection from Evil, Divine Favor, <Any>
    2. Cure Moderate Wounds, Resist Energy, Eagle's Splendor, <Any>, <Any>
    3. Cure Serious Wounds, Magic Circle Against Evil, Protection from Energy, Prayer, <Any>
    4. Cure Critical Wounds, Death Ward, Freedom of Movement, <Any>


    Enhancements (80 AP)

    Kensei (35 AP)
    • Kensei Focus: Axes, Spiritual Bond, Strike with No Thought, Power Surge
      1. Extra Action Boost III, Weapon Group Specialization, Haste Boost III
      2. Tactics III, Weapon Group Specialization, Ascetic Training: Conditioning I
      3. Weapon Group Specialization
      4. Opportunity Attack, Weapon Group Specialization
      5. A Good Death: Melee, Weapon Master, One with the Blade, Deadly Strike, Keen Edge

    Warpriest (22 AP)
    • Smite Foe
      1. Divine Might III, Toughness III
      2. Smite Weakness, Wall of Steel III, Inflame III
      3. Inflame: Energy Absorption III, Strength
      4. Ameliorating Strike

    Stalwart Defender (14 AP)
    • Toughness, Stalwart Defense
      1. Durable Defense III, Stalwart Defensive Mastery III
      2. Resilient Defense III
      3. Strong Defense III

    Human (9 AP)
    • Damage Boost
      1. Dragonmark Focus: Orien I, Action Surge: Strength III, Improved Recovery
      2. Lesser Dragonmark: Dimension Door

    Leveling Guide
    1. Hum0 Damage Boost; Hum1 Dragonmark Focus: Orien I; Hum1 Improved Recovery
    2. Ken0 Kensei Focus: Axes; Ken1 Haste Boost I, II, III
    3. Hum1 Action Surge: Strength I; Hum2 Lesser Dragonmark: Dimension Door; War0 Smite Foe
    4. War1 Toughness I, II; Ken1 Weapon Group Specialization
    5. War1 Toughness III; War1 Divine Might I, II, III
    6. War2 Smite Weakness; War2 Wall of Steel I, II
    7. War0 Resilience of Battle; War2 Wall of Steel III; War2 Inflame I, II
    8. War3 Strength; War2 Inflame III; War3 Inflame: Energy Absorption I
    9. War3 Inflame: Energy Absorption II; War4 Ameliorating Strike; Ken0 Spiritual Bond
    10. Ken2 Weapon Group Specialization; Ken2 Ascetic Training: Conditioning I; Ken0 Strike with No Thought
    11. Ken3 Weapon Group Specialization; Ken2 Tactics I
    12. Ken2 Tactics II, III
    13. Ken1 Extra Action Boost I, II
    14. Ken4 Weapon Group Specialization; Ken1 Extra Action Boost III
    15. Ken4 Opportunity Attack; Ken2 Ascetic Training: Conditioning II; Ken5 One with the Blade
    16. Ken5 Keen Edge; Ken5 A Good Death: Melee; Ken5 Weapon Master; Ken5 Deadly Strike
    17. SD0 Toughness; SD1 Item Defense I; SD1 Durable Defense I, II
    18. SD1 Durable Defense III; SD0 Stalwart Defense; SD2 Resilient Defense I, II
    19. (Bank 4 AP)
    20. Reset All Trees


    Destiny (24 AP)

    Legendary Dreadnought
    1. Legendary Tactics III, Extra Action Boost III, Strength
    2. Momentum Swing III, Imp. Power Attack, Strength
    3. Lay Waste, Critical Damage I
    4. (none)
    5. Devastating Critical
    6. Master's Blitz, Headman's Chop

    Twists of Fate (15 fate points)
    1. Sense Weakness (Tier 4 Fury)
    2. Rejuvenation Cocoon (Tier 1 Primal)
    3. Boulder Toss (Tier 1 Fury)



    Designed to play like a paladin, you start off with two fighter levels and then alternate the next 13 levels between cleric and fighter. This grows your self-healing with you as you level while always keeping a fighter icon in parties so you won't be mistaken for a healer. The final cleric level is pushed back to 20 since it only adds marginal benefit.

    Choose the Kensei Weapon Focus applicable to your weapons, and feel free to reset the tree to change your weapon focus as you level. As an example, I use a crafted greatsword (heavy blades) from level 1 to 3, switch to carnifex (axes) from 4 to 7, back to greatswords (Sword of the Thirty & Whirlwind) from 8 to 19, then finally settle on Epic Antique Greataxe for 20+.

    The leveling order for enhancements boils down to: Race to DDoor, then race to Ameliorating Strike, then race to Kensei tier 5s.

  2. #2

    Default General Use

    Casting Spells
    Depending on how many build points you have, you'll start with either 8 or 10 wisdom, and you need at least 11 wisdom to cast level 1 spells. (14 wisdom to cast level 4 spells.) When you first get spells at level 3, you'll need to use Owl's Wisdom potions (find the potion vendor in the Market) to allow choosing and casting spells. Keep an eye out for wisdom items so that you don't have to rely on potions, but if your starting wisdom is 8 you won't find a +3 wisdom item until at least level 5. Note that ship buffs often grant +2 wisdom, so that can reduce how much you need from gear. In terms of named items, Sacred Band is an ML7 +4 wisdom ring you can farm up from Red Fens, even if only running casual while you're level 7 or 8.


    Self Healing
    Here is where this build outperforms a paladin for new players. You get cure light at level 3 and cure moderate at level 7. At level 9 you get the super fun Ameliorating Strike, plus Empower Healing Spell to give cure moderate more kick. Then at level 11 you get cure serious, followed by cure critical at 15. The one thing you won't be lacking in heroic levels is self-healing. Once you get to epic levels you can twist in Rejuvenation Cocoon from Primal Avatar to be your main source of heals.


    Combat
    This guy has some seriously active combat. Cleave and Great Cleave are your bread and butter; spam both early and often. You also get Stunning Blow, which attacks a mob's fort save. It generally works best on enemy arcane casters and archers, but it can still be effective on melee and divine casters. Get in the habit of using trip as well. We don't take improved trip, but the basic version that everyone gets is pretty effective on this build. It attacks reflex saves, so it won't be great against archers, but it tends to knock down casters and melee pretty well. In epic levels we add in Momentum Swing and Lay Waste, both of which are super fun and synergize perfectly (by design) with the cleaves.

    Additionally, the Kensei attacks are pretty fun:
    Opportunity Attack is mainly for bosses that you beat down for a while, which means it will likely keep recharging. (10% chance to gain a charge per hit)
    A Good Death is kinda meh in epics, but probably rocks in heroics.
    Deadly Strike is full of win with greataxes, but not as good with greatswords (Whirlwind) or falchions.

    My favorite clickie attack of all on this guy is Ameliorating Strike. It heals you while doing additional dps. What could be better than that?


    Combat Buffs
    We start off with damage boost (human) and haste boost (kensei), which can be used at the same time, five times each per rest. At level 8 you add Inflame, a third action boost that can be used at the same time as the first two. Then start adding extra action boosts per rest at 12, ending up with 8/rest by 15. (11/rest in epics thanks to Legendary Dreadnought.) The signature kensei boost, Power Surge, is taken as soon as it's available, which unfortunately for this build isn't until level 19. Since you'll generally skip directly from 18 to 20, consider Power Surge an epic thing. In addition to action boosts, you also get Divine Might at 5 and Divine Favor at 15. Note: Once you get power surge, be surge you use it before divine might. The +8 charisma from power surge then makes divine might that much better.


    Buffs
    At creation you can use your dragonmark feat for expeditious retreat, which is a nice quality of life improvement. At level 3 you get Nightshield, which is a huge advantage compared to this build's paladin equivalent. In addition to Nightshield you get all the standard cleric buffs (protection from evil, resist energy, etc...) capped off by the excellent Deathward and Freedom of Movement at level 15.


    Traps
    This build has no trapping skills at all. Most traps in DDO have safe spots and/or timing, meaning it is possible to navigate through most of them without taking any damage at all. You'll get better at this as you get more experience, but in the meantime try to find groups with trappers when you want to run trap-heavy quests.


    Weapons
    The main weapons to look for are Ember Greataxe (ML1), Carnifex (ML4), Sword of the Thirty (ML6) and Whirlwind (ML10). You won't find a better DPS weapon than Carnifex, but Sword of the Thirty and Whirlwind are preferable for this build because they have red slots where you can slot devotion. On my kensei warpriest I use crafted for levels 1 to 3, carnifex for 4 to 7, then at 8 switch to Sword of the Thirty with an ML8 devotion augment. At 10 I switch to Whirlwind with an ML8 devotion augment, then upgrade the augment as I level. I stick with Whirlwind all the way until epics, when I switch over to Epic Antique Greataxe. For undead, constructs, ooze and evil outsider weapons, I typically craft up specialty mauls.


    Weaknesses
    Your saves aren't great, and reflex saves are your weakest, which is a bit of a bummer but not nearly as bad as it used to be. As a heavy armor wearer your high PRR and MRR help mitigate trap and spell damage, so the low saves in general aren't overly problematic. On the plus side, your cleric buffs grant you immunity to magic missile, command, hold, and level drain. The latter two aren't available until level 15, but still.

  3. #3

    Default Gear

    See this thread for information on first life and/or leveling gear. I use the gearsets listed in the OP of that thread, including keeping my Cloak of Invisibility equipped until 30. Complete details of my 1-29 gear can be found here, but the <ML10 items in that list can no longer be crafted.


    Here's what my Kensei Warpriest on live wears at 30:

    Head: ML34 Sheltering 38 Helmet of Accuracy 23 w/Ins. Fortification 79 (Water Breathing)
    Eyes: ML34 Wisdom 15 Goggles of True Seeing w/Ins. Seeker 7 (Blindness Immunity)
    Neck: ML34 Constitution 15 Necklace of Devotion 159 w/Ins. MRR 18 (Deathblock)
    Back: ML34 Charisma 15 Cloak of Dodge Bonus 15 w/Ins. Charisma 7 (Feather Falling)
    Wrist: Greensteel Smoke
    Hand: ML34 Melee Alacrity 15 Gloves of Deadly 12 w/Ins. Accuracy 11 (Dexterity +6)
    Waist: ML34 Doublestrike 17 Belt of Stunning 17 w/Ins. Constitution 7 (Good Luck +2)
    Feet: ML34 Seeker 15 Boots of Strength 15 w/Ins. Combat Mastery 6 (Striding 30%)
    Ring: Epic Ring of the Stalker (Heavy Fort, Vitality)
    Ring: ML34 Wizardry 310 Ring of False Life 57 w/Ins. PRR 18 (Fear Immunity)
    Trinket: ML34 Resistance 12 Trinket of Armor Piercing 23 w/Ins. Devotion 79
    Body: ML34 Combat Mastery 12 Planeforged Half Plate of Healing Amp 61 w/Parrying 7 (Armored Agility +2)

    Weapons

    Epic Riftmaker
    Epic Antique Greataxe (Evil Bypass) for ETR, and DR breaking at cap

    Swaps and Clickies

    Planar Gird (x1)
    Pale Lavender Ioun Stone
    Silver Flame Talisman (if PLIS runs out)
    Cloak of Invisibility (Invis clickie, plus swap it in when you don't want Feather Fall)
    Cannith Boots of Propulsion
    Cursed Blade of Jack Jibbers
    Helm of Haggle +22 w/Insightful Haggle +11

    Dodge

    8 MDB (Planeforged Half Plate)
    2 Armored Agility (augment)
    3 Stalwart Defensive Mastery (SD enhancements)
    ---
    13 MDB

    With a 15% dodge item (cloak) I end up at 13 Dodge due to the MDB cap.


    I prefer using cannith crafted for almost all my gear solely because I have a lot of characters, and cannith crafted is quick and easy to make. That way I can quickly gear him up and than start working on someone else. If this were my only character, I would consider this gearset a "starter" endgame set he'd equip to go out and farm up the real endgame gearset. For ideas on what real endgame fighter gear might look like, this thread looks promising: Fighter Gear?

  4. #4

  5. #5
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    I have been kicking around ideas for a similar build to finish out my Fighter past lives. Given the way that Freedom of Movement keeps getting it's usefulness eroded away, and the Dev statement on Lamannia that they were unhappy with it providing total immunity to holds, is there some other major reason for those couple of Cleric levels that I am not seeing? My thinking was that /2paladin for Divine Grace would be very nice, but I haven't gotten far enough to actually testing things out in game yet.

  6. #6

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    Getting deathward without having to manage a closetfull of flesh guard clickies is a significant quality of life improvement. That's the one reason I don't like playing my ranger as much as my other alts, all of whom are either immune to negative levels or can self-cast dw for long durations.

    This build gets 14 minute deathward from 15-19, then 16 minute deathwards for epic levels. This is just lonog enough to be comfortable for me.

    Regarding FOM, I'm living in denial. I prefer to think of that dev post (which I saw at the time) as being made in jest.

    Oh, you also get cure critical wounds, and the two extra cleric levels help give the cure spells a little more kick.

    But, if you have and are not annoyed by using dw clickies, yeah, 2 paladin is solid. Another option is to go helf with pally dilletante for the saves.

  7. #7
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    Makes sense, thanks for the response! Looks like a nice setup, especially for players without a lot of resources to provide more self sufficiency while not making great sacrifices in damage.

  8. #8
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    Since this build is designed for free-to-play-players I understand your choice, but having access to the favoured soul, would it be better using that instead of cleric since it is casting charisma based? You start with 14 charisma but only 8-10 wisdom which makes casting tier 1 spells possible only if you have +1/+3 Wisdom on gear.

    Sry if I'm wrong and the cleric has something that the FvS doesn't. I am still fairly new to this game.

  9. #9
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    If the last cleric lvl isnt important why not make it Wizard and pick up Quicken? Plus a couple of other not important things.
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  10. #10

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    Quote Originally Posted by Gorget View Post
    Since this build is designed for free-to-play-players I understand your choice, but having access to the favoured soul, would it be better using that instead of cleric since it is casting charisma based? You start with 14 charisma but only 8-10 wisdom which makes casting tier 1 spells possible only if you have +1/+3 Wisdom on gear.
    Favored Soul is definitely an option, especially since the cleric version doesn't even bother to take radiant servant burst. (Or even spend a single point in the RS tree.)

    I chose cleric over FVS because you need 8 FVS levels just to get a single level 4 spell. The cleric version gets three level 4s at 15: cure critical, freedom of movement, and deathward. I wanted all three. There isn't really a fourth level 4 I actually want, though, so the last one take at level 20 is kind of a throw-away. (Divine Power for +2 BAB? meh.)


    Quote Originally Posted by CoasterHops View Post
    If the last cleric lvl isnt important why not make it Wizard and pick up Quicken? Plus a couple of other not important things.
    I see no harm in that.

    I don't think quicken is particularly useful because I don't take burst and during epics the primary healing comes from cocoon, which appears to not be interruptable.

    But yeah, if you want a wizard level for whatever reason, go nuts. I stuck with cleric for the extra spell points, +2:00 to the duration of fom, dw and nightshield, +12 seconds to divine favor, and the slight buff to the cure spells.

  11. #11
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    Quote Originally Posted by EllisDee37 View Post
    This build gets 14 minute deathward from 15-19, then 16 minute deathwards for epic levels. This is just lonog enough to be comfortable for me.
    Where are you getting your numbers from? You should be getting 1 min per caster level, so with 8 cleric levels at lv20+, you should only get 8 mins, not 16 mins. You can bump that up with servant, but you're only using warpriest from the cleric trees.

  12. #12
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    Quote Originally Posted by Whispurr View Post
    Where are you getting your numbers from? You should be getting 1 min per caster level, so with 8 cleric levels at lv20+, you should only get 8 mins, not 16 mins. You can bump that up with servant, but you're only using warpriest from the cleric trees.
    Ever heard about extend?
    Its in the build.
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  13. #13
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    Quote Originally Posted by EllisDee37 View Post
    This THF frontline melee build happens to be new player friendly -- despite that not being one of the design goals -- with no tomes or pay classes/races required.

    The genesis of the build was sparked by a discussion on paladins, where it was said that a 14/6 fighter/fvs would make a better paladin than an actual paladin due to having better dps and heals. I took the idea and ran with it, eventually settling on 12/8 fighter/cleric to get deathward, fom and better heals. I originally rolled up the character before the enhancement pass and it was super fun to play. Now with the introduction of the warpriest tree I think it's ready to post. Compared to a paladin build, this will have better dps, viable tactics in the form of stunning blow, but weaker heals and much lower saves.

    No tomes are required or listed. If you happen to have a +2 int tome put the extra skill points into Balance or Jump. 28pt versions will need to grab a +1 strength tome at level 23 in order to qualify for Overwhelming Critical, but any epic character can easily afford to buy a +1 tome off the ah.

    Alignment doesn't matter. In general True Neutral is best because it takes the least amount of damage from mobs. However, you might consider Chaotic Neutral or Chaotic Good if you want to freely wield True Chaos and/or Pure Good weapons without a umd check.

    Human is preferred for the extra skill points and DDoor clickie. If you want to go with a different race, drop the dragonmark and sacrifice the heal skill. Ideally use a +2 int tome by level 7 to minimize the shortfall, but it should work even without an int tome. Non-humans get 12 AP to play with in either their racial tree or the various class trees.

    The level 21 feat is player's choice; take whatever feat you like there. I recommend either Improved Sunder, Bulwark of Defense, Quicken or Toughness, but none of them are pivotal to the build so any feat you like is fine. Heck, even Skill Focus: UMD might be worth considering. Take Overwhelming Critical @ 21 if you qualify and push the player's choice feat back to 24.

    Code:
    Character Plan by DDO Character Planner Version 04.19.01
    DDO Character Planner Home Page
    
    Kensei Warpriest
    Level 28 Human
    (12 Fighter / 8 Cleric / 8 Epic)
    
    Abilities          28pt    32pt    34pt    36pt
    Strength            16      18      18      18
    Dexterity            8       8       8       8
    Constitution        14      14      14      16
    Intelligence        12      12      12      12
    Wisdom              10       8      10       8
    Charisma            14      14      14      14
    
    Skills              Ranks
    Concentration        23
    Heal                 22
    UMD                  11
    Jump                  4
    Balance               3
    Tumble                1
    
    Feats
     1 : Power Attack
     1H: Least Dragonmark of Passage
     1F: Cleave
     2F: Stunning Blow
     3 : Weapon Focus: Slashing
     3C: Follower of the Sovereign Host
     6 : Great Cleave
     6F: Weapon Specialization: Slashing
     9 : Empower Healing Spell
    10F: Improved Crit: Slashing
    12 : Extend
    13C: Unyielding Sovereignty
    14F: Greater Weapon Focus: Slashing
    15 : THF
    17F: ITHF
    18 : GTHF
    19F: Greater Weapon Specialization: Slashing
    21E: Bulwark of Defense or Improved Sunder or Quicken or Toughness
    24E: Overwhelming Critical
    26D: Tactician
    27E: Blinding Speed
    28D: Perfect Two Handed Fighting
    
    Legendary Dreadnought
    Legendary Tactics III
    Extra Action Boost III
    Momentum Swing III
    Improved Power Attack
    Lay Waste
    Critical Damage III
    Anvil of Thunder
    Devastating Critical
    Headman's Chop
    Master's Blitz
    Twist 1: Sense Weakness
    Twist 2: Rejuvenation Cocoon
    Twist 3: Brace For Impact
    
    
    Level 1 (Fighter)
    Skill: Balance (+1)
    Skill: Heal (+2)
    Skill: Jump (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Fighter Bonus) Cleave
    Feat: (Human Bonus) Least Dragonmark of Passage
    Feat: (Selected) Power Attack
    Enhancement: Human Core: Human Versatility: Damage Boost
    Enhancement: Human1: Orien Dragonmark Focus I
    Enhancement: Kensei Core: Kensei Focus
    Enhancement: Kensei1: Haste Boost I
    
    
    Level 2 (Fighter)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Fighter Bonus) Stunning Blow
    Enhancement: Kensei1: Kensei Weapon Specialization
    Enhancement: Kensei1: Haste Boost II
    Enhancement: Kensei1: Haste Boost III
    
    
    Level 3 (Cleric)
    Skill: Concentration (+4)
    Feat: (Deity) Favored by the Sovereign Host
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Spell (1): Cure Light Wounds
    Spell (1): Nightshield
    Spell (1): Protection from Evil
    Enhancement: Warpriest Core: Smite Foe
    Enhancement: Warpriest1: Divine Might I
    Enhancement: Warpriest1: Divine Might II
    Enhancement: Warpriest1: Divine Might III
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Kensei Core: Spiritual Bond
    Enhancement: Kensei2: Kensei Weapon Specialization
    Enhancement: Warpriest1: Toughness I
    
    
    Level 5 (Cleric)
    Skill: Concentration (+3)
    Skill: Heal (+1)
    Spell (1): Remove Fear
    Enhancement: Human1: Orien Dragonmark Focus II
    Enhancement: Human1: Orien Dragonmark Focus III
    Enhancement: Human1: Improved Recovery
    
    
    Level 6 (Fighter)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Great Cleave
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Kensei2: Tactics I
    Enhancement: Kensei3: Kensei Weapon Specialization
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Spell (2): Cure Moderate Wounds
    Spell (2): Resist Energy
    Spell (2): Eagle's Splendor
    Enhancement: Kensei3: Strength
    Enhancement: Warpriest1: Toughness II
    Enhancement: Warpriest1: Toughness III
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Human Core: Human Adaptability: Strength
    Enhancement: Human2: Lesser Dragonmark of Passage
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Feat: (Selected) Empower Healing Spell
    Spell (1): Bless
    Spell (2): Aid
    Enhancement: Human3: Improved Recovery
    Enhancement: Kensei2: Tactics II
    
    
    Level 10 (Fighter)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Warpriest Core: Resilience of Battle
    Enhancement: Kensei Core: Strike With No Thought
    Enhancement: Kensei2: Tactics III
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Spell (3): Cure Serious Wounds
    Spell (3): Protection from Energy
    Spell (3): Prayer
    Enhancement: Kensei1: Extra Action Boost I
    Enhancement: Kensei4: Strength
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    Enhancement: Warpriest2: Smite Weakness
    Enhancement: Warpriest3: Strength
    
    
    Level 13 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Spell (2): Remove Paralysis
    Spell (3): Magic Circle Against Evil
    Enhancement: Kensei1: Extra Action Boost II
    Enhancement: Kensei1: Extra Action Boost III
    
    
    Level 14 (Fighter)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    Enhancement: Kensei4: Kensei Weapon Specialization
    Enhancement: Kensei5: Keen Edge
    Enhancement: Warpriest2: Inflame I
    
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Feat: (Selected) Two Handed Fighting
    Spell (1): Divine Favor
    Spell (4): Cure Critical Wounds
    Spell (4): Death Ward
    Spell (4): Freedom of Movement
    Enhancement: Warpriest2: Inflame II
    Enhancement: Warpriest2: Inflame III
    Enhancement: Warpriest2: Wall of Steel I
    Enhancement: Warpriest2: Wall of Steel II
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Warpriest2: Wall of Steel III
    Enhancement: Warpriest3: Inflame: Energy Absorption I
    Enhancement: Warpriest3: Inflame: Energy Absorption II
    Enhancement: Warpriest3: Inflame: Energy Absorption III
    
    
    Level 17 (Fighter)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Enhancement: Warpriest4: Ameliorating Strike
    Enhancement: Stalwart Defender Core: Toughness
    Enhancement: SD1: Resilient Defense I
    
    
    Level 18 (Fighter)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Selected) Greater Two Handed Fighting
    Enhancement: SD1: Resilient Defense II
    Enhancement: SD1: Resilient Defense III
    Enhancement: SD1: Stalwart Defensive Mastery
    
    
    Level 19 (Fighter)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Kensei Core: Power Surge
    Enhancement: SD2: Durable Defense I
    Enhancement: SD2: Durable Defense II
    Enhancement: SD2: Durable Defense III
    
    
    Level 20 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Spell (3): Aid, Mass
    Spell (4): Recitation
    Enhancement: SD Core: Overbalance
    Enhancement: SD Core: Stalwart Defense
    Enhancement: SD3: Strength
    
    
    Level 21 (Epic)
    Feat: (Selected) Epic: Bulwark of Defense or Improved Sunder or Quicken or Toughness
    
    
    Level 24 (Epic)
    Ability Raise: STR
    Skill: Tumble (+1)
    Feat: (Selected) Epic: Overwhelming Critical
    
    
    
    Level 26 (Epic)
    Feat: (Selected) Epic: Tactician
    
    
    Level 27 (Epic)
    Feat: (Selected) Epic: Blinding Speed
    
    
    Level 28 (Epic)
    Ability Raise: STR
    Feat: (Selected) Epic: Perfect Two Handed Fighting
    
    
    <End of Build>
    Designed to play like a paladin, you start off with two fighter levels and then alternate the next 13 levels between cleric and fighter. This grows your self-healing with you as you level while always keeping a fighter icon in parties so you won't be mistaken for a healer. The final cleric level is pushed back to 20 since it only adds marginal benefit.

    Choose the Kensei Weapon Focus applicable to your weapons, and feel free to reset the tree to change your weapon focus as you level. As an example, I use a crafted greatsword (heavy blades) from level 1 to 3, switch to carnifex (axes) from 4 to 7, back to greatswords (Sword of the Thirty & Whirlwind) from 8 to 19, then finally settle on Epic Antique Greataxe for 20+.

    Here are the complete enhancements by tree for easy respecing in and out:

    Human (12 AP)
    Core: Human Versatility: Damage Boost
    Core: Human Adaptability: Strength
    Tier 1: Improved Recovery
    Tier 1: Orien Dragonmark Focus III
    Tier 2: Lesser Dragonmark of Passage
    Tier 3: Improved Recovery

    Kensei (32 AP)
    Core: Kensei Focus
    Core: Spiritual Bond
    Core: Strike With No Thought
    Core: Power Surge
    Tier 1: Extra Action Boost III
    Tier 1: Haste Boost III
    Tier 1: Kensei Weapon Specialization
    Tier 2: Kensei Weapon Specialization
    Tier 2: Tactics III
    Tier 3: Strength
    Tier 3: Kensei Weapon Specialization
    Tier 4: Kensei Weapon Specialization
    Tier 4: Strength
    Tier 5: Keen Edge

    Warpriest (23 AP)
    Core: Smite Foe
    Core: Resilience of Battle
    Tier 1: Divine Might III
    Tier 1: Toughness III
    Tier 2: Inflame III
    Tier 2: Smite Weakness
    Tier 2: Wall of Steel III
    Tier 3: Inflame: Energy Absorption III
    Tier 3: Strength
    Tier 4: Ameliorating Strike

    Stalwart Defender (13 AP)
    Core: Toughness
    Core: Overbalance
    Core: Stalwart Defense
    Tier 1: Stalwart Defensive Mastery
    Tier 1: Resilient Defense III
    Tier 2: Durable Defense III
    Tier 3: Strength
    This is a great build.. especially for new players. I say this from experience as its similar to what I did on my 2nd life . I went dwarf with axe and shield and used stalwart mixed with kensei and some out of the cleric tree. did decent enough damage tanked solid enough (didn't run in epic long enough but prob not great for that) and was able to assist in party healing along with 95% chance on ress scrolls. There was quit a few times I saved party with build and for a 2nd life noob it felt great

  14. #14
    Community Member xBunny's Avatar
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    Default Favored by the Sovereign Host

    Quote Originally Posted by EllisDee37 View Post
    This THF frontline melee build happens to be new player friendly -- despite that not being one of the design goals -- with no tomes or pay classes/races required.

    The genesis of the build was sparked by a discussion on paladins, where it was said that a 14/6 fighter/fvs would make a better paladin than an actual paladin due to having better dps and heals. I took the idea and ran with it, eventually settling on 12/8 fighter/cleric to get deathward, fom and better heals. I originally rolled up the character before the enhancement pass and it was super fun to play. Now with the introduction of the warpriest tree I think it's ready to post. Compared to a paladin build, this will have better dps, viable tactics in the form of stunning blow, but weaker heals and much lower saves.

    No tomes are required or listed. If you happen to have a +2 int tome put the extra skill points into Balance or Jump. 28pt versions will need to grab a +1 strength tome at level 23 in order to qualify for Overwhelming Critical, but any epic character can easily afford to buy a +1 tome off the ah.

    Alignment doesn't matter. In general True Neutral is best because it takes the least amount of damage from mobs. However, you might consider Chaotic Neutral or Chaotic Good if you want to freely wield True Chaos and/or Pure Good weapons without a umd check.

    Human is preferred for the extra skill points and DDoor clickie. If you want to go with a different race, drop the dragonmark and sacrifice the heal skill. Ideally use a +2 int tome by level 7 to minimize the shortfall, but it should work even without an int tome. Non-humans get 12 AP to play with in either their racial tree or the various class trees.

    The level 21 feat is player's choice; take whatever feat you like there. I recommend either Improved Sunder, Bulwark of Defense, Quicken or Toughness, but none of them are pivotal to the build so any feat you like is fine. Heck, even Skill Focus: UMD might be worth considering. Take Overwhelming Critical @ 21 if you qualify and push the player's choice feat back to 24.

    Code:
    Character Plan by DDO Character Planner Version 04.19.01
    DDO Character Planner Home Page
    
    Kensei Warpriest
    Level 28 Human
    (12 Fighter / 8 Cleric / 8 Epic)
    
    Abilities          28pt    32pt    34pt    36pt
    Strength            16      18      18      18
    Dexterity            8       8       8       8
    Constitution        14      14      14      16
    Intelligence        12      12      12      12
    Wisdom              10       8      10       8
    Charisma            14      14      14      14
    
    Skills              Ranks
    Concentration        23
    Heal                 22
    UMD                  11
    Jump                  4
    Balance               3
    Tumble                1
    
    Feats
     1 : Power Attack
     1H: Least Dragonmark of Passage
     1F: Cleave
     2F: Stunning Blow
     3 : Weapon Focus: Slashing
     3C: Follower of the Sovereign Host
     6 : Great Cleave
     6F: Weapon Specialization: Slashing
     9 : Empower Healing Spell
    10F: Improved Crit: Slashing
    12 : Extend
    13C: Unyielding Sovereignty
    14F: Greater Weapon Focus: Slashing
    15 : THF
    17F: ITHF
    18 : GTHF
    19F: Greater Weapon Specialization: Slashing
    21E: Bulwark of Defense or Improved Sunder or Quicken or Toughness
    24E: Overwhelming Critical
    26D: Tactician
    27E: Blinding Speed
    28D: Perfect Two Handed Fighting
    
    Legendary Dreadnought
    Legendary Tactics III
    Extra Action Boost III
    Momentum Swing III
    Improved Power Attack
    Lay Waste
    Critical Damage III
    Anvil of Thunder
    Devastating Critical
    Headman's Chop
    Master's Blitz
    Twist 1: Sense Weakness
    Twist 2: Rejuvenation Cocoon
    Twist 3: Brace For Impact
    
    
    Level 1 (Fighter)
    Skill: Balance (+1)
    Skill: Heal (+2)
    Skill: Jump (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Fighter Bonus) Cleave
    Feat: (Human Bonus) Least Dragonmark of Passage
    Feat: (Selected) Power Attack
    Enhancement: Human Core: Human Versatility: Damage Boost
    Enhancement: Human1: Orien Dragonmark Focus I
    Enhancement: Kensei Core: Kensei Focus
    Enhancement: Kensei1: Haste Boost I
    
    
    Level 2 (Fighter)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Fighter Bonus) Stunning Blow
    Enhancement: Kensei1: Kensei Weapon Specialization
    Enhancement: Kensei1: Haste Boost II
    Enhancement: Kensei1: Haste Boost III
    
    
    Level 3 (Cleric)
    Skill: Concentration (+4)
    Feat: (Deity) Favored by the Sovereign Host
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Spell (1): Cure Light Wounds
    Spell (1): Nightshield
    Spell (1): Protection from Evil
    Enhancement: Warpriest Core: Smite Foe
    Enhancement: Warpriest1: Divine Might I
    Enhancement: Warpriest1: Divine Might II
    Enhancement: Warpriest1: Divine Might III
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Kensei Core: Spiritual Bond
    Enhancement: Kensei2: Kensei Weapon Specialization
    Enhancement: Warpriest1: Toughness I
    
    
    Level 5 (Cleric)
    Skill: Concentration (+3)
    Skill: Heal (+1)
    Spell (1): Remove Fear
    Enhancement: Human1: Orien Dragonmark Focus II
    Enhancement: Human1: Orien Dragonmark Focus III
    Enhancement: Human1: Improved Recovery
    
    
    Level 6 (Fighter)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Great Cleave
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Kensei2: Tactics I
    Enhancement: Kensei3: Kensei Weapon Specialization
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Spell (2): Cure Moderate Wounds
    Spell (2): Resist Energy
    Spell (2): Eagle's Splendor
    Enhancement: Kensei3: Strength
    Enhancement: Warpriest1: Toughness II
    Enhancement: Warpriest1: Toughness III
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Human Core: Human Adaptability: Strength
    Enhancement: Human2: Lesser Dragonmark of Passage
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Feat: (Selected) Empower Healing Spell
    Spell (1): Bless
    Spell (2): Aid
    Enhancement: Human3: Improved Recovery
    Enhancement: Kensei2: Tactics II
    
    
    Level 10 (Fighter)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Warpriest Core: Resilience of Battle
    Enhancement: Kensei Core: Strike With No Thought
    Enhancement: Kensei2: Tactics III
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Spell (3): Cure Serious Wounds
    Spell (3): Protection from Energy
    Spell (3): Prayer
    Enhancement: Kensei1: Extra Action Boost I
    Enhancement: Kensei4: Strength
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    Enhancement: Warpriest2: Smite Weakness
    Enhancement: Warpriest3: Strength
    
    
    Level 13 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Spell (2): Remove Paralysis
    Spell (3): Magic Circle Against Evil
    Enhancement: Kensei1: Extra Action Boost II
    Enhancement: Kensei1: Extra Action Boost III
    
    
    Level 14 (Fighter)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    Enhancement: Kensei4: Kensei Weapon Specialization
    Enhancement: Kensei5: Keen Edge
    Enhancement: Warpriest2: Inflame I
    
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Feat: (Selected) Two Handed Fighting
    Spell (1): Divine Favor
    Spell (4): Cure Critical Wounds
    Spell (4): Death Ward
    Spell (4): Freedom of Movement
    Enhancement: Warpriest2: Inflame II
    Enhancement: Warpriest2: Inflame III
    Enhancement: Warpriest2: Wall of Steel I
    Enhancement: Warpriest2: Wall of Steel II
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Warpriest2: Wall of Steel III
    Enhancement: Warpriest3: Inflame: Energy Absorption I
    Enhancement: Warpriest3: Inflame: Energy Absorption II
    Enhancement: Warpriest3: Inflame: Energy Absorption III
    
    
    Level 17 (Fighter)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Enhancement: Warpriest4: Ameliorating Strike
    Enhancement: Stalwart Defender Core: Toughness
    Enhancement: SD1: Resilient Defense I
    
    
    Level 18 (Fighter)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Selected) Greater Two Handed Fighting
    Enhancement: SD1: Resilient Defense II
    Enhancement: SD1: Resilient Defense III
    Enhancement: SD1: Stalwart Defensive Mastery
    
    
    Level 19 (Fighter)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Kensei Core: Power Surge
    Enhancement: SD2: Durable Defense I
    Enhancement: SD2: Durable Defense II
    Enhancement: SD2: Durable Defense III
    
    
    Level 20 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Spell (3): Aid, Mass
    Spell (4): Recitation
    Enhancement: SD Core: Overbalance
    Enhancement: SD Core: Stalwart Defense
    Enhancement: SD3: Strength
    
    
    Level 21 (Epic)
    Feat: (Selected) Epic: Bulwark of Defense or Improved Sunder or Quicken or Toughness
    
    
    Level 24 (Epic)
    Ability Raise: STR
    Skill: Tumble (+1)
    Feat: (Selected) Epic: Overwhelming Critical
    
    
    
    Level 26 (Epic)
    Feat: (Selected) Epic: Tactician
    
    
    Level 27 (Epic)
    Feat: (Selected) Epic: Blinding Speed
    
    
    Level 28 (Epic)
    Ability Raise: STR
    Feat: (Selected) Epic: Perfect Two Handed Fighting
    
    
    <End of Build>
    Designed to play like a paladin, you start off with two fighter levels and then alternate the next 13 levels between cleric and fighter. This grows your self-healing with you as you level while always keeping a fighter icon in parties so you won't be mistaken for a healer. The final cleric level is pushed back to 20 since it only adds marginal benefit.

    Choose the Kensei Weapon Focus applicable to your weapons, and feel free to reset the tree to change your weapon focus as you level. As an example, I use a crafted greatsword (heavy blades) from level 1 to 3, switch to carnifex (axes) from 4 to 7, back to greatswords (Sword of the Thirty & Whirlwind) from 8 to 19, then finally settle on Epic Antique Greataxe for 20+.

    Here are the complete enhancements by tree for easy respecing in and out:

    Human (12 AP)
    Core: Human Versatility: Damage Boost
    Core: Human Adaptability: Strength
    Tier 1: Improved Recovery
    Tier 1: Orien Dragonmark Focus III
    Tier 2: Lesser Dragonmark of Passage
    Tier 3: Improved Recovery

    Kensei (32 AP)
    Core: Kensei Focus
    Core: Spiritual Bond
    Core: Strike With No Thought
    Core: Power Surge
    Tier 1: Extra Action Boost III
    Tier 1: Haste Boost III
    Tier 1: Kensei Weapon Specialization
    Tier 2: Kensei Weapon Specialization
    Tier 2: Tactics III
    Tier 3: Strength
    Tier 3: Kensei Weapon Specialization
    Tier 4: Kensei Weapon Specialization
    Tier 4: Strength
    Tier 5: Keen Edge

    Warpriest (23 AP)
    Core: Smite Foe
    Core: Resilience of Battle
    Tier 1: Divine Might III
    Tier 1: Toughness III
    Tier 2: Inflame III
    Tier 2: Smite Weakness
    Tier 2: Wall of Steel III
    Tier 3: Inflame: Energy Absorption III
    Tier 3: Strength
    Tier 4: Ameliorating Strike

    Stalwart Defender (13 AP)
    Core: Toughness
    Core: Overbalance
    Core: Stalwart Defense
    Tier 1: Stalwart Defensive Mastery
    Tier 1: Resilient Defense III
    Tier 2: Durable Defense III
    Tier 3: Strength
    Level 3 Cleric Feat "Favored by the Sovereign Host". Didn`t find such. Maybe it was meant "Follower of the Sovereign Host"?

  15. #15

    Default

    Quote Originally Posted by xBunny View Post
    Level 3 Cleric Feat "Favored by the Sovereign Host". Didn`t find such. Maybe it was meant "Follower of the Sovereign Host"?
    Good catch, corrected. While I was in there I noticed that Unyielding Sovereignty was missing from the level 13 section so I added that as well. (Both were listed correctly in the feat summary at the top of the build.)

  16. #16
    Community Member xBunny's Avatar
    Join Date
    Jun 2013
    Posts
    198

    Default Feat: (Human Bonus) Least Dragonmark of Passage

    Quote Originally Posted by EllisDee37 View Post
    Good catch, corrected. While I was in there I noticed that Unyielding Sovereignty was missing from the level 13 section so I added that as well. (Both were listed correctly in the feat summary at the top of the build.)
    Thx for the quick reply. I have one question though. What for "Feat: (Human Bonus) Least Dragonmark of Passage" is needed? I have guild buff named Chronoscope wich gives me +40% movement speed (it says in public aera but it seems to work everywhere). So maybe i should replace this Feat with something more usefull??
    P.S. I didn`t play for long time and i cant remember if there was any way to redo my character on low lvl without big expences - change Feats for example.

  17. #17

    Default

    Quote Originally Posted by xBunny View Post
    Thx for the quick reply. I have one question though. What for "Feat: (Human Bonus) Least Dragonmark of Passage" is needed? I have guild buff named Chronoscope wich gives me +40% movement speed (it says in public aera but it seems to work everywhere). So maybe i should replace this Feat with something more usefull??
    P.S. I didn`t play for long time and i cant remember if there was any way to redo my character on low lvl without big expences - change Feats for example.
    I take the dragonmark mostly for DDoor, but I also enjoy the expeditious retreat clickies from the moment you wash up on shore in Korthos. Note that the Chrono buff is only for public areas, not for quests.

  18. #18
    Community Member xBunny's Avatar
    Join Date
    Jun 2013
    Posts
    198

    Default

    Quote Originally Posted by EllisDee37 View Post
    I take the dragonmark mostly for DDoor, but I also enjoy the expeditious retreat clickies from the moment you wash up on shore in Korthos. Note that the Chrono buff is only for public areas, not for quests.
    But it seems to work in quests areas too. When i am under buff Chronoscope and do my quests, i move very quick without dragon mark, and use off dragonmark doesn`t not encrease my speed. Maybe it is a bug with that buff, but it seems to work on quests areas too. Tell me plz how can i drop my feats, there was some kind of cheap reborn as far as i remember. And i have question about Stunning Blow. I do not use it very often, and it seems to stun not very often too. Is this feat usefull on higher lvl or it can be dropped too?
    Sorry for offtop, you seems to be very expiriend player, tell me plz what collectables, gems and igredients should be collected.
    P.S. Sorry for my dum question - i`am newbie..))
    Last edited by xBunny; 09-18-2014 at 04:54 AM.

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