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  1. #1

    Default The Fulcrum of Heaven

    Preface:

    This is a flavor / theory crafting build. Nothing about this build is intended to be either viable in EE or suitable for raiding.


    The Fulcrum of Heaven is a stick-fighting, force-specced wizard/monk/fighter. It's not optimal, I know. I just think it would be fun to play and the name sounded cool. Any and all comments are welcome.


    Code:
    Character Plan by DDO Character Planner Version 04.19.03 (Modified)
    DDO Character Planner Home Page
    
    
    The Fulcrum of Heaven
    Level 28 Lawful Good Human Male
    (2 Fighter \ 6 Monk \ 12 Wizard \ 8 Epic) 
    Hit Points: 416
    Spell Points: 1292 
    BAB: 12\12\17\22
    Fortitude: 17
    Reflex: 13
    Will: 19
    
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 28)
    Strength             16                    27
    Dexterity            14                    18
    Constitution         16                    20
    Intelligence         12                    16
    Wisdom               12                    16
    Charisma             10                    14
    
    
    Tomes Used
    +4 All Stats used at level 15
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 28)
    Balance               3                    35
    Bluff                 0                    10
    Concentration         7                    44
    Diplomacy             0                    10
    Disable Device        n/a                  n/a
    Haggle                0                    10
    Heal                  1                    14
    Hide                  2                    18
    Intimidate            0                    16
    Jump                  3                    23
    Listen                1                    11
    Move Silently         2                    12
    Open Lock             n/a                  n/a
    Perform               n/a                  n/a
    Repair                1                    11
    Search                1                    11
    Spellcraft            5                    37
    Spot                  1                    11
    Swim                  3                    16
    Tumble                3                    13
    Use Magic Device      2                    21
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Human Bonus) Power Attack
    Feat: (Selected) Quicken Spell
    
    
    
    
    Level 2 (Wizard)
    
    
    
    
    Level 3 (Wizard)
    Feat: (Selected) Cleave
    
    
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Feat: (Monk Bonus) Dodge
    
    
    
    
    Level 5 (Monk)
    Feat: (Monk Bonus) Two Handed Fighting
    
    
    
    
    Level 6 (Monk)
    Feat: (Selected) Mobility
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    
    
    
    Level 7 (Monk)
    
    
    
    
    Level 8 (Monk)
    Ability Raise: STR
    
    
    
    
    Level 9 (Monk)
    Feat: (Selected) Great Cleave
    Feat: (Monk Bonus) Spring Attack
    
    
    
    
    Level 10 (Wizard)
    
    
    
    
    Level 11 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    
    
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Feat: (Selected) Master of Forms
    
    
    
    
    Level 13 (Wizard)
    
    
    
    
    Level 14 (Wizard)
    
    
    
    
    Level 15 (Wizard)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    
    
    Level 16 (Wizard)
    Ability Raise: STR
    
    
    
    
    Level 17 (Wizard)
    Feat: (Wizard Bonus) Enlarge Spell
    
    
    
    
    Level 18 (Fighter)
    Feat: (Selected) Grandmaster of Forms
    Feat: (Fighter Bonus) Greater Two Handed Fighting
    
    
    
    
    Level 19 (Wizard)
    
    
    
    
    Level 20 (Wizard)
    Ability Raise: STR
    Enhancement: Archmage (Wiz) - Evocation I: Magic Missile (Rank 1)
    Enhancement: Archmage (Wiz) - Evocation II: Gust of Wind (Rank 1)
    Enhancement: Archmage (Wiz) - Evocation III: Chain Missiles (Rank 1)
    Enhancement: Archmage (Wiz) - Evocation IV: Fire Shield (Rank 1)
    Enhancement: Archmage (Wiz) - Subtle Spellcasting (Rank 1)
    Enhancement: Archmage (Wiz) - Subtle Spellcasting (Rank 2)
    Enhancement: Archmage (Wiz) - Energy of the Scholar (Rank 1)
    Enhancement: Archmage (Wiz) - Energy of the Scholar (Rank 2)
    Enhancement: Archmage (Wiz) - Energy of the Scholar (Rank 3)
    Enhancement: Archmage (Wiz) - Spell Critical: Elemental and Force I (Rank 1)
    Enhancement: Archmage (Wiz) - Spell Critical: Elemental and Force II (Rank 1)
    Enhancement: Archmage (Wiz) - Arcane Bolt (Rank 1)
    Enhancement: Archmage (Wiz) - Arcane Bolt (Rank 2)
    Enhancement: Archmage (Wiz) - Arcane Bolt (Rank 3)
    Enhancement: Archmage (Wiz) - Spell Critical: Elemental and Force III (Rank 1)
    Enhancement: Archmage (Wiz) - Spell Critical: Elemental and Force IV (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Eldritch Strike (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Improved Mage Armor (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Improved Mage Armor (Rank 2)
    Enhancement: Eldritch Knight (Wiz) - Improved Mage Armor (Rank 3)
    Enhancement: Eldritch Knight (Wiz) - Battlemage (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Spellsword: Frost (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Improved Shield (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Improved Shield (Rank 2)
    Enhancement: Eldritch Knight (Wiz) - Improved Shield (Rank 3)
    Enhancement: Eldritch Knight (Wiz) - Battlemage (Rank 2)
    Enhancement: Eldritch Knight (Wiz) - Spellsword: Shock (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Battlemage (Rank 3)
    Enhancement: Henshin Mystic (Mnk) - Riddle of Fire (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Ki Bolt (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Sounding Staff (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Staff Training (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 2)
    Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 3)
    Enhancement: Henshin Mystic (Mnk) - Way of the Patient Tortoise (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Staff Training (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Contemplation (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Contemplation (Rank 2)
    Enhancement: Henshin Mystic (Mnk) - Contemplation (Rank 3)
    Enhancement: Henshin Mystic (Mnk) - Staff Training (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Lighting the Candle (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Lighting the Candle (Rank 2)
    Enhancement: Henshin Mystic (Mnk) - Lighting the Candle (Rank 3)
    Enhancement: Henshin Mystic (Mnk) - Strength (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Staff Training (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Staff Specialization (Rank 1)
    Enhancement: Shintao (Mnk) - Bastion of Purity (Rank 1)
    Enhancement: Shintao (Mnk) - Protection from Tainted Creatures (Rank 1)
    Enhancement: Shintao (Mnk) - Iron Hand (Rank 1)
    Enhancement: Shintao (Mnk) - Reed in the Wind (Rank 1)
    Enhancement: Shintao (Mnk) - Exemplar (Rank 1)
    Enhancement: Shintao (Mnk) - Exemplar (Rank 2)
    Enhancement: Shintao (Mnk) - Exemplar (Rank 3)
    Enhancement: Shintao (Mnk) - Iron Skin (Rank 1)
    Enhancement: Shintao (Mnk) - Iron Skin (Rank 2)
    Enhancement: Shintao (Mnk) - Iron Skin (Rank 3)
    
    
    
    
    Level 21 (Epic)
    Feat: (Selected) Epic: Overwhelming Critical
    
    
    
    
    Level 22 (Epic)
    
    
    
    
    Level 23 (Epic)
    
    
    
    
    Level 24 (Epic)
    Ability Raise: STR
    Feat: (Selected) Toughness
    
    
    
    
    Level 25 (Epic)
    
    
    
    
    Level 26 (Epic)
    Feat: (Epic Destiny) Epic Destiny: Epic Spell Power: Force
    
    
    
    
    Level 27 (Epic)
    Feat: (Selected) Epic: Blinding Speed
    
    
    
    
    Level 28 (Epic)
    Feat: (Epic Destiny) Epic Destiny: Perfect Two Handed Fighting
    
    
    Epic Destiny
    Core Destiny: Shiradi Champion (Pri) - Fey Favor (Rank 1)
    Destiny: Shiradi Champion (Pri) - Healing Spring (Rank 1)
    Destiny: Shiradi Champion (Pri) - Healing Spring (Rank 2)
    Destiny: Shiradi Champion (Pri) - Healing Spring (Rank 3)
    Destiny: Shiradi Champion (Pri) - Illusion of Well Being (Rank 1)
    Core Destiny: Shiradi Champion (Pri) - Fey Visions (Rank 2)
    Destiny: Shiradi Champion (Pri) - Prism (Rank 1)
    Destiny: Shiradi Champion (Pri) - Illusion of Well Being (Rank 2)
    Destiny: Shiradi Champion (Pri) - Illusion of Well Being (Rank 3)
    Core Destiny: Shiradi Champion (Pri) - Favorable Winds (Rank 3)
    Destiny: Shiradi Champion (Pri) - Rainbow (Rank 1)
    Destiny: Shiradi Champion (Pri) - Fey Spring (Rank 1)
    Destiny: Shiradi Champion (Pri) - Fey Spring (Rank 2)
    Core Destiny: Shiradi Champion (Pri) - Sixth Sense (Rank 4)
    Destiny: Shiradi Champion (Pri) - Double Rainbow (Rank 1)
    Destiny: Shiradi Champion (Pri) - In the Weeds (Rank 1)
    Destiny: Shiradi Champion (Pri) - In the Weeds (Rank 2)
    Core Destiny: Shiradi Champion (Pri) - Favorable Wind (Rank 5)
    Destiny: Shiradi Champion (Pri) - Fey Spring (Rank 3)
    Destiny: Shiradi Champion (Pri) - In the Weeds (Rank 3)
    Destiny: Shiradi Champion (Pri) - Nerve Venom (Rank 1)
    Destiny: Shiradi Champion (Pri) - Nerve Venom (Rank 2)
    Core Destiny: Shiradi Champion (Pri) - Fey Power (Rank 6)
    Destiny: Shiradi Champion (Pri) - Nerve Venom (Rank 3)
    Destiny: Shiradi Champion (Pri) - Stay Good (Rank 1)
    Destiny: Shiradi Champion (Pri) - Stay Good (Rank 2)
    Destiny: Shiradi Champion (Pri) - Stay Good (Rank 3)
    
    
    Twists of Fate
    Twist: Legendary Dreadnought (Mar) - Improved Power Attack (Slot 1)
    Twist: Grandmaster of Flowers (Mar) - A Dance of Flowers (Slot 2)
    Twist: Primal Avatar (Pri) - Rejuvenation Cocoon (Slot 3)
    The newest computer can merely compound, at speed, the oldest problem in the relations between human beings, and in the end the communicator will be confronted with the old problem, of what to say and how to say it. - Edward R. Murrow (1964)

  2. #2
    Build Constructionist unbongwah's Avatar
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    Any particular reason you're not going WF / BF?

    For a stick build, I'd recommend rog splash instead of ftr; that gets you +15% atk speed, Quick Strike (shorter cooldown than monk ver.), a couple more ranks of Staff Training (stack w/Henshin, AFAIK), while still keeping Haste Boost (albeit at higher AP cost, unfortunately).
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  3. #3

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    Quote Originally Posted by unbongwah View Post
    Any particular reason you're not going WF / BF?

    For a stick build, I'd recommend rog splash instead of ftr; that gets you +15% atk speed, Quick Strike (shorter cooldown than monk ver.), a couple more ranks of Staff Training (stack w/Henshin, AFAIK), while still keeping Haste Boost (albeit at higher AP cost, unfortunately).
    Only limited thoughts I can give to this one, having not played any arcane characters in game (just not my thing yet). I love the premise of emphasizing Force damage, and using Henshin Mystic to help is interesting. However, while general spell power boosts, such as Equipment and Implement bonuses will improve the Mystic's Force damage, my understanding is that arcane metamagics do NOT increase Mystic spell power. Ki is ki, spell points are spell points. That's information from one poster on my blog that noted this inability, so I'd be interested in other confirmations.

    I think I know why Sabastian went Human: Healing amplification. Only humans and half-elves get racial or dilettante bonuses. Using Fists of Light and adding some Shintao abilities there for 5% per core confirmed this for me.

    I agree that going a bit Rogue rather than Fighter will help attack speed with the staves. To my knowledge, some folks tested this with Update 20's release and the training does stack.
    Editor, The Book of Syncletica 2nd Edition: An unofficial DDO Monk Guide, and Stormreach Shadows: An unofficial DDO Stealth Guide
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  4. #4

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    Quote Originally Posted by unbongwah View Post
    Any particular reason you're not going WF / BF?

    For a stick build, I'd recommend rog splash instead of ftr; that gets you +15% atk speed, Quick Strike (shorter cooldown than monk ver.), a couple more ranks of Staff Training (stack w/Henshin, AFAIK), while still keeping Haste Boost (albeit at higher AP cost, unfortunately).
    First, thank you for your reply. It is appreciated.

    Why not BF or WF? I usually play humans. I've nothing against toasters, but I can't play one even in this case. I know self-healing is going to be an issue.

    I vacillated between Rogue and Fighter. It eventually came down to APs and feats. I went with fighter for two feats, +2 BAB and because the AP are spread too thin to do much with TA given all the other enhancements I wanted to take. I made a compromise on raw melee DPS for better force spell power.

    I think it can be effective if played correctly. I envision this build in constant motion, using speed, ranged attacks, tactics and monk stances to every benefit. I enjoy that style of play and that's what it will take make this build viable.

    I do so thank you for your input.
    The newest computer can merely compound, at speed, the oldest problem in the relations between human beings, and in the end the communicator will be confronted with the old problem, of what to say and how to say it. - Edward R. Murrow (1964)

  5. #5

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    Quote Originally Posted by Spencerian View Post
    However, while general spell power boosts, such as Equipment and Implement bonuses will improve the Mystic's Force damage, my understanding is that arcane metamagics do NOT increase Mystic spell power. Ki is ki, spell points are spell points. That's information from one poster on my blog that noted this inability, so I'd be interested in other confirmations.
    I was under the same impression regarding metamagics and ki given my own testing. It's not really a concern from my viewpoint as the force evocation SLAs will benefit fully.

    Quote Originally Posted by Spencerian View Post
    I think I know why Sabastian went Human: Healing amplification. Only humans and half-elves get racial or dilettante bonuses. Using Fists of Light and adding some Shintao abilities there for 5% per core confirmed this for me.
    That, and I just can't play toasters. Can't do it.


    Thank you so much for your reply. I am most grateful.
    The newest computer can merely compound, at speed, the oldest problem in the relations between human beings, and in the end the communicator will be confronted with the old problem, of what to say and how to say it. - Edward R. Murrow (1964)

  6. #6
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Spencerian View Post
    I think I know why Sabastian went Human: Healing amplification. Only humans and half-elves get racial or dilettante bonuses. Using Fists of Light and adding some Shintao abilities there for 5% per core confirmed this for me.
    Even w/heal amp, Fists of Light on heavily-MCed monk vs Reconstruct (BF SLA or spell) = no contest in terms of self-heals. In particular, this build isn't gonna have much in the way of emergency burst heals while leveling unless & until it gets Rejuv Cocoon.

    But OP is aware of that, so whatever.
    Quote Originally Posted by sebastianosmith View Post
    I went with fighter for two feats, +2 BAB and because the AP are spread too thin to do much with TA given all the other enhancements I wanted to take. I made a compromise on raw melee DPS for better force spell power.
    +15% melee atk speed for 4 APs vs modest Spellpower increase for those same APs is again no contest, IMHO. You can easily drop some or all of the D/M/SA chain to make up for losing two feats. As for BAB, apart from feat pre-reqs, who cares? That's what Divine Power scrolls and/or Tensers is for.

    Also, I'm not sure why you started WIS 12 CHA 10; why not dump them for max STR or maybe more DEX & INT?
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  7. #7

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    Quote Originally Posted by unbongwah View Post
    +15% melee atk speed for 4 APs vs modest Spellpower increase for those same APs is again no contest, IMHO. You can easily drop some or all of the D/M/SA chain to make up for losing two feats. As for BAB, apart from feat pre-reqs, who cares? That's what Divine Power scrolls and/or Tensers is for.
    I cannot defend against your logic. 4 AP is a paltry cost for what they provide. The problem is one of feat management. The D/M/SA line are all taken as Monk feats. I cannot simply exchange them for anything else of value to the build. Losing the two Fighter feats entails cutting two ranks from either the THF or Grandmaster lines. Picking either of those choices is unappealing to me.

    It could be argued that a 15% Attack Speed advantage will result in more consistent DPS over a 66% loss of glancing blows and a 200% loss of weapon effects trigger; all depending on the weapon of course. It would be harder to argue when compared to the loss of Grandmaster form. I'd have to really work some maths for that one.

    Quote Originally Posted by unbongwah View Post
    Also, I'm not sure why you started WIS 12 CHA 10; why not dump them for max STR or maybe more DEX & INT?
    The Chr is for not putting the build in a hole UMD-wise. It barely gets usable as it is. Another argument for Rogue, I might add.

    Wis is key in elemental finishing moves which I do use often. Trembling Earth and Raging Sea are quite effective against casters when the DCs are high enough. I realize they won't be great but something in the lower 30's is attainable. The build isn't meant for EE after all.

    Int only needs to be 16 to cast 6th level spells and I don't want to gear for it. The DCs are practically irrelevant for what few offensive spells this build should probably use.

    Thank you once more for your suggestions. I really do appreciate the input. I hope you realize I'm not being argumentative for the sake of one upmanship. I have a very clear vision for this build and your questions have really made me think about my choices. I think the added flavor more than compensates for a marginal loss of melee DPS. I am fully aware that others disagree with that assessment.

    Wonderful discussion!
    The newest computer can merely compound, at speed, the oldest problem in the relations between human beings, and in the end the communicator will be confronted with the old problem, of what to say and how to say it. - Edward R. Murrow (1964)

  8. #8
    Community Member elg582's Avatar
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    Quote Originally Posted by sebastianosmith View Post
    I cannot defend against your logic. 4 AP is a paltry cost for what they provide. The problem is one of feat management. The D/M/SA line are all taken as Monk feats. I cannot simply exchange them for anything else of value to the build. Losing the two Fighter feats entails cutting two ranks from either the THF or Grandmaster lines. Picking either of those choices is unappealing to me.
    Move 1st level of monk up to get power attack as monk feat, dropping spring attack, and you have mobility taken as your level 6 feat, which you can drop.


    Quote Originally Posted by sebastianosmith View Post
    The Chr is for not putting the build in a hole UMD-wise. It barely gets usable as it is. Another argument for Rogue, I might add.

  9. #9

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    Quote Originally Posted by elg582 View Post
    Move 1st level of monk up to get power attack as monk feat, dropping spring attack, and you have mobility taken as your level 6 feat, which you can drop.
    This is true. However, it still doesn't solve the problem of losing full THF or Grandmaster. Those are BAB/level dependant respectively. Only the first rank of each is a Monk feat and Adept Form is granted at Monk level 6. Moving Monk levels around doesn't change the class feat requirement which becomes rather like an albatross. The best case build I could mock up got full Grandmaster but still lost GTHF and IC:Bludgeon, or lost Grandmaster for IC:B; because neither are Monk feats and both are delayed significantly by the BAB requirement. I consider IC:B and full Grandmaster a necessity for this build.

    I genuinely want to find a way to incorporate Rogue into this build while still maintaining its spirit as I realize that would probably be more effective, but I lack the expertise to do so.

    Thank you very much for the comment.
    The newest computer can merely compound, at speed, the oldest problem in the relations between human beings, and in the end the communicator will be confronted with the old problem, of what to say and how to say it. - Edward R. Murrow (1964)

  10. #10
    Community Member inspiredunease's Avatar
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    An attempt at a 2 rogue BF version:

    Levelling order: 1 - 6 Monk, 7 Rogue, 8 - 19 Wizard, 20 Rogue

    Feats:
    1M: PA
    1. Cleave
    2M. THF
    3M. FoL
    3. Dodge
    6. Great Cleave
    6M. Mobility
    8W. Extend
    12. ITHF
    12W. Maximise
    15. MoF
    17W. Quicken/empower
    18. IC: Bludgeon
    21. OC
    24. GTHF
    26. ED: Spell power: Force
    27. GMoF
    28. PTHF

    Delays GMoF and drops blinding speed. You're a wizard, you have haste. Why do you need it as an innate? GMoF is a marginal defense boost so you could always swap it for something else anyway, this still allows taking OC at 21, and merely delays GTHF a bit. You're delaying PTHF to 28 anyway.

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