Originally Posted by
Maelodic
I'm still trying to figure out how to stay a viable AoE/DoT/Earthquake CC caster while still being able to melee effectively and heal well.
Define "effective melee DPS." As we've discussed ad nauseam in other threads, trying to have good melee DPS and good caster DPS is pulling your build in two separate directions. [At least Harper Wizards get to make INT into their caster DC, melee dmg, and Reflex stat all in one; plus get up to 5 bonus feats to help out there. Druids aren't so lucky. ] In the good ol' days, unarmed Drunks were solid: subpar melee DPS, but high Stunning Fist DCs to complement your caster DPS; i.e., stun a foe, drop your spells on it, enjoy your bonus helpless dmg. But I haven't seen anyone play an unarmed Drunk in a long time, if only because exploit-y wolf builds stole their thunder.
Of course, this is not to say it's impossible to combine the two, even on a pure druid; just that you need to be aware of the tradeoffs you're making in order to have a more versatile build. So let's take a look at a modified version of a druid build I had been using, updated for U29. It's a SWF wolf build focused on spellcasting: first-life friendly, if not EE/LE viable.
Code:
SWF Druid
Druid 20
True Neutral Human
Stats
28pt 32pt Level Up
---- ---- --------
Strength 14 14 4: WIS
Dexterity 8 8 8: WIS
Constitution 14 16 12: WIS
Intelligence 8 8 16: WIS
Wisdom 18 18 20: WIS
Charisma 8 8 24: WIS
28: WIS
Skills
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
------------------------------------------------------------
Concent 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Spellcr 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
UMD 2 1 1 1 1 1 1 1 1 1 11
Heal 2 2 2 2 8
Balance 1 1 1 1 1 1 1 7
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 : Maximize Spell
1 Human : Empower Spell
2 Druid : Wild Shape 1: Wolf
3 : Single Weapon Fighting
5 Druid : Wild Shape 1: Bear
6 : Quicken Spell
8 Druid : Wild Shape 2: Winter Wolf
9 : Improved Single Weapon Fighting
11 Druid : Wild Shape 2: Dire Bear
12 : Heighten Spell OR Power Attack
13 Druid : Wild Shape 3: Fire Elemental
15 : Greater Single Weapon Fighting
17 Druid : Wild Shape 3: Water Elemental
18 : Spell Focus: Evocation
21 Epic : Wellspring of Power OR Empower Healing Spell
24 Epic : Intensify Spell OR Master of Wilds
26 Destiny: Perfect Two Weapon Fighting
27 Epic : Ruin OR Burst of Glacial Wrath
28 Destiny: Mass Frog OR Elusive Target
29 Destiny: Arcane Warrior OR Arcane Pulse
30 Epic : Greater Ruin OR Embolden Spell
30 Legend : Scion of: Plane of Air OR Fire
Enhancements (80 AP)
Season's Herald (49 AP)
- Seasoned, Time, Tide, Sunburst, Storm of Vengeance, Heirophant
- Season's Greetings: Winter III, Beguile III, Wax and Wane
- Efficient Maximize III, Produce Flame III, Wax and Wane, Spellpower Boost III
- Creeping Cold III, Wax and Wane
- Call Lightning III, Wax and Wane
- Crown of Summer, Winter's Heart, Word of Balance III, Time and Tide, Strength of the Solstice
Nature's Warrior (23 AP)
- Nature's Warrior, Instinctive Fighting, Instinctive Fighting II, Instinctive Fighting III
- Extra Wild Empathy III, Athletic I
- Flight III, Vengeful Hunter I, Double Strike Boost III
- Fight III, Fatal Harrier III
- Essence of the Shrike II
Human (8 AP)
- Damage Boost, Wisdom
- Improved Recovery
- Traditionalist Caster III
Destiny (24 AP)
Shiradi Champion
- Wild Shots III, Healing Spring III, Illusion of Well Being I, Wisdom
- Prism, Fey Spring I, Fey Form I
- Rainbow
- Double Rainbow
- Nerve Venom III
- Audience with the Queen, Rain of Arrows
Twists of Fate (26 fate points)
- Empyrean Magic (Tier 3 Crusader)
- Balanced Attacks (Tier 3 Primal)
- School Specialist: Evocation (Tier 2 Magister)
- Rejuvenation Cocoon (Tier 1 Primal)
A few comments about my build decisions:
- This build avoids the TWF exploits to use SWF instead; the +30% atk speed from GSWF stacks with the +30% atk speed from wolf form. This lets me equip an orb in my offhand, which in turn enables me to take Traditionalist Caster for an extra +10 Spellpower. Drawback is druids can't use metal orbs, so Thunderforged orbs are a no-go, as is Golden Orb of Death.
- Why no Improved Crit:Blunt + Overwhelming Crit? Partly because if you equip an Impact weapon, the effect carries over to wolf form; partly because of U28.2 balance pass, wolf form only goes to 18-20/x3 w/IC:B instead of 17-20/x3 (so it's not as big of a DPS increase as it used to be, unfortunately); and partly because this build will have relatively low base dmg, which means it won't get as much oomph from crit bonuses as other builds. Staying pure for capstone means being feat-starved; something had to give and I decided to focus my feats on the caster side of things. Your melee DPS will instead focus on proc-on-hit effects like sneak atks (6d6 in wolf form) and weapon effects to take advantage of your high atk speed.
- That being said, the real goal of wolf form here isn't the melee DPS; it's the temp SPs from EotShrike which will help fuel your spells. Unfortunately, without Natural Adept, your spells suffer from 2.5x cooldown penalty; fortunately, your SLAs are not effected by this penalty.
- Of course, this doesn't mean you have to stay in winter wolf form all of the time. Sometimes it will simply be more effective to switch to elemental form and focus on spellcasting; fire elem + Body of the Sun will still work great in a lot of heroic content, after all. And since you're using SWF, you can still melee in elem form, though your melee DPS won't be as good.
- Gearing this build is tricky, since apart from the usual survivability bonuses (+HPs, Resistance, etc.), you want both caster gear and melee DPS gear, which is tough to squeeze in. My view is you want to focus on caster gear first (i.e., Spellpower / Lore / Focus items), then squeeze in whatever melee DPS doodads you can (i.e., Deadly item, decent mainhand weapon).
- EDIT: based on Ginger's analysis here, I think Master of Wilds is only worth considering on pure caster druids who plan to sticking within the Primal Sphere; you can't even come close to the new MCL limits without the +5 CLs from Primal EDs.
- EDIT: I was trying to keep my Twists first-life-doable, but just remembered a first-life build without any EPLs or Tome of Fate has a max of 25 Fate pts, not 26. Oops!