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Thread: Earthquake DC

  1. #1
    The Hatchery DethTrip's Avatar
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    Default Earthquake DC

    I was hoping I could get some help from experienced DC based Druid players. What gear, feats, enhancements, anything and everything can you suggest to get a high earthquake DC? My plan is an 18drd\2mnk (max wisdom obviously) winter wolf using earthquake. I know three past lives of sorc give +3 evo dc and of course evo focus, greater evo focus and epic evo focus. Beyond that, suggestions welcome. Thanks!!
    If you're having fun, then you're doing it right.

  2. #2
    Community Member Rys's Avatar
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    Quote Originally Posted by DethTrip View Post
    I was hoping I could get some help from experienced DC based Druid players. What gear, feats, enhancements, anything and everything can you suggest to get a high earthquake DC? My plan is an 18drd\2mnk (max wisdom obviously) winter wolf using earthquake. I know three past lives of sorc give +3 evo dc and of course evo focus, greater evo focus and epic evo focus. Beyond that, suggestions welcome. Thanks!!
    My friend serthcore did a write up for me some time ago so hope he won't mind if I copy it here



    Wisdom: 18 base + 7 lvl ups + 10 item + 1 litany +1 globe +3 insightful +2 yugo +2 ddo store pot + 5 destiny + 2 shipbuff +4 enhacements
    +5 tome = 60 wisdom = 25 mod
    +2 alchemical pot, +1 if +11 item, +4 from abishai cookies could give you +29 mod


    evoc dc =
    10 base
    8 spell level
    3 triple focus evoc
    1 wiz pl active
    3 sorc past life
    25 mod (or higher)
    3 magister evoc twist
    2 draconic evoc twist
    6 enhacement (thunderforged weapon)
    1 possible, but not recomended, if TF weapon is two handed
    1 shadow armor caster
    2 augment (yes it stacks with your equipment)
    1 seasons herald
    1 shipbuff?
    3 exalted angel passive

    =70

  3. #3
    The Hatchery serthcore's Avatar
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    Quote Originally Posted by Rys View Post
    My friend serthcore did a write up for me some time ago so hope he won't mind if I copy it here



    Wisdom: 18 base + 7 lvl ups + 10 item + 1 litany +1 globe +3 insightful +2 yugo +2 ddo store pot + 5 destiny + 2 shipbuff +4 enhacements
    +5 tome = 60 wisdom = 25 mod
    +2 alchemical pot, +1 if +11 item, +4 from abishai cookies could give you +29 mod


    evoc dc =
    10 base
    8 spell level
    3 triple focus evoc
    1 wiz pl active
    3 sorc past life
    25 mod (or higher)
    3 magister evoc twist
    2 draconic evoc twist
    6 enhacement (thunderforged weapon)
    1 possible, but not recomended, if TF weapon is two handed
    1 shadow armor caster
    2 augment (yes it stacks with your equipment)
    1 seasons herald
    1 shipbuff?
    3 exalted angel passive

    =70
    Hehe, probably still missing a few points here (think that this build was not human, and a 15/4/1 variant), but still can be used as reference.
    Add ocean stance and +1 point if human for wisdom.
    Argo: - Trolls Lair / Intransigence

  4. #4
    The Hatchery DethTrip's Avatar
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    Thanks guys. So saying "2 augment (yes it stacks with your equipment)" you mean the lvl 24 Topaz of Greater Evocation?
    Last edited by DethTrip; 09-05-2014 at 02:26 PM.
    If you're having fun, then you're doing it right.

  5. #5
    Community Member Xormax's Avatar
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    Default reposting stuff

    On my pure human druid with only 3 sorc past lives (no other past lives), this was my break down to get an easily sustainable 68:
    To get a 68 Sustainable, I have the following. This build is always ran in Water Ele form.

    18 Starting Wis
    +7 Ability point level ups
    +5 Wisdom Enhancements
    +2 Druid Capstone
    +2 Great Wisdom (took twice)
    +4 Wisdom Tome
    +10 Wisdom Item
    +2 Insightful Wisdom Item
    +1 Wisdom Twisted in
    +6 Wisdom From Shiradi
    +1 Wisdom from True Imperial Globe
    +2 Ship Buff
    ---------
    60 Wisdom with a modifier of 25

    Things to boost my DC:
    +2 Evocation Augment
    +6 Equipment Bonus from Thunderforge Staff
    +1 Exceptional from Thunderforge Staff
    +1 Profane from Shadow Scale Robe
    +3 Sorc Past Lives
    +2 From Precise Evocation Twist (Draconic)
    +3 From Evocation Specialist Twist (Magister)
    +1 From Strength of the Solstice (Seasons Herald tier 5)
    ------
    19 From Twist/items

    Feats:
    +1 Spell Focus Evocation
    +1 Greater Spell Focus Evocation
    +1 Epic Spell Focus Evocation
    +1 Heighten
    ------
    4 From Feats

    Earthquake DC is 10 + Spell Level + Wisdom Stat Modifier + Items + Feats = DC

    So 10+8+25+19+4= 66 without yugo pots or supreme ability pots (68 with pots). If you heighten sunburst/salt ray they are effective even in epic content with 68 saves on both. The Mass frog DC is somewhere around 50, works really well on skeletons.

    Still a lot of work to go.... But definitely not needed. My 68 seems overkill in every EE I've completed so far.. Hope this helps
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  6. #6

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    The good news is that it doesn't require a high DC for EQ to work in EE's and it's easy to achieve an effective EQ DC. I usually tell people that anything above a 50 is good enough for EE's. I run at 56 sustained and bring down everything except EE shadar kai assassins (they will fall, just not no-fail on a 56), some archers and winter wolves in storm horns. Since you're running in winter wolf form and not using water elemental form's Mantle of the Icy Soul (which gives a -4 penalty to enemies reflex and fort saves hit by your cold spells), you probably want to set your minimum DC goal at the mid 50's.
    Last edited by Nachomammashouse; 09-05-2014 at 08:56 PM.

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    Quote Originally Posted by Nachomammashouse View Post
    The good news is that it doesn't require a high DC for EQ to work in EE's and it's easy to achieve an effective EQ DC. I usually tell people that anything above a 50 is good enough for EE's. I run at 56 sustained and bring down everything except EE shadar kai assassins (they will fall, just not no-fail on a 56), some archers and winter wolves in storm horns. Since you're running in winter wolf form and not using water elemental form's Mantle of the Icy Soul (which gives a -4 penalty to enemies reflex and fort saves hit by your cold spells), you probably want to set your minimum DC goal at the mid 50's.
    It's fairly easy to get a good dc without using feats and twists. A 50 dc however is a little low, even with the -4 with ice to give a 54 dc. I have troubles getting a 63 evo to land so I don't really see a 50 doing any better then a 63 .... That's not on everything of course but the more it works on the better, especially since it's such an easy dc to raise.

  8. #8

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    Quote Originally Posted by moo_cow View Post
    It's fairly easy to get a good dc without using feats and twists. A 50 dc however is a little low, even with the -4 with ice to give a 54 dc. I have troubles getting a 63 evo to land so I don't really see a 50 doing any better then a 63 .... That's not on everything of course but the more it works on the better, especially since it's such an easy dc to raise.
    You have trouble getting a 63 EQ to land?

  9. #9
    Community Member Rys's Avatar
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    Quote Originally Posted by Nachomammashouse View Post
    The good news is that it doesn't require a high DC for EQ to work in EE's and it's easy to achieve an effective EQ DC. I usually tell people that anything above a 50 is good enough for EE's. I run at 56 sustained and bring down everything except EE shadar kai assassins (they will fall, just not no-fail on a 56), some archers and winter wolves in storm horns. Since you're running in winter wolf form and not using water elemental form's Mantle of the Icy Soul (which gives a -4 penalty to enemies reflex and fort saves hit by your cold spells), you probably want to set your minimum DC goal at the mid 50's.
    Quote Originally Posted by moo_cow View Post
    It's fairly easy to get a good dc without using feats and twists. A 50 dc however is a little low, even with the -4 with ice to give a 54 dc. I have troubles getting a 63 evo to land so I don't really see a 50 doing any better then a 63 .... That's not on everything of course but the more it works on the better, especially since it's such an easy dc to raise.
    Quote Originally Posted by Nachomammashouse View Post
    You have trouble getting a 63 EQ to land?
    When I was playing the druid I had a 65 evo because I was missing couple things and I had definitely few troubles with some mobs so imo higher is better and it won't be overkill (if you are planning to play the toughest content ofc). This makes me wonder if anyone has reached sufficient dc for shadar-kais? Is 70 enough?

    Quote Originally Posted by DethTrip View Post
    Thanks guys. So saying "2 augment (yes it stacks with your equipment)" you mean the lvl 24 Topaz of Greater Evocation?
    Yes.
    Last edited by Rys; 09-06-2014 at 04:06 AM.

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    Quote Originally Posted by Rys View Post
    When I was playing the druid I had a 65 evo because I was missing couple things and I had definitely few troubles with some mobs so imo higher is better and it won't be overkill (if you are planning to play the toughest content ofc). This makes me wonder if anyone has reached sufficient dc for shadar-kais? Is 70 enough?
    i run in 3 different destinys depending on what epic past
    life i wish to obtain and a 68dc is enough to drop everything
    permantly in water and fire elemental.

    your friend sil

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    Community Member Rys's Avatar
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    Quote Originally Posted by silinteresting View Post
    i run in 3 different destinys depending on what epic past
    life i wish to obtain and a 68dc is enough to drop everything
    permantly in water and fire elemental.

    your friend sil
    Intresting, thanks for sharing. My 65 wasn't certainly enough for gnoll archers and shadar-kais.

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    Quote Originally Posted by Nachomammashouse View Post
    You have trouble getting a 63 EQ to land?
    A 63 has trouble landing on shadarkai and archers although it will work partly. I said that's not the case on everything but since getting an earthquake dc workable is so easy there is no point at stopping at 55 especially since on all other mobs 55 is not a no fail and even with a +4 for a 59 it still isn't high enough for everything, but it is workable.

  13. #13

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    Quote Originally Posted by moo_cow View Post
    A 63 has trouble landing on shadarkai and archers although it will work partly. I said that's not the case on everything but since getting an earthquake dc workable is so easy there is no point at stopping at 55 especially since on all other mobs 55 is not a no fail and even with a +4 for a 59 it still isn't high enough for everything, but it is workable.
    I run a dc of 56 and before Thunderforged came out I ran 51 and only switched to the Sages Locket (because I normally wear a torc) for EE Wheloon and Stormhorns to get up to 55 and it has always worked fine for me, shadar kai assassins and archers withstanding. In fact it works so well as is, that I have no interest in getting my dc any higher.

    Here is EE Breaking the Ranks with a EQ dc of 56

    Last edited by Nachomammashouse; 09-20-2014 at 10:13 PM.

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    Quote Originally Posted by Nachomammashouse View Post
    I run a dc of 56 and before Thunderforged came out I ran 51 and only switched to the Sages Locket (because I normally wear a torc) for EE Wheloon and Stormhorns to get up to 55 and it has always worked fine for me, shadar kai assassins and archers withstanding. If fact it works so well as is, that I have no interest in getting my dc any higher.

    Here is EE Breaking the Ranks with a EQ dc of 56

    That's all well and fine but I clearly said that the dc does not work on archers and shadar kai, and you response is that it does not work on shadarkai and gnolls. So what is your point? That's what I am saying. The only other thing I said was that it so easy to raise that you can get higher without hurting the build while getting higher dc's and better dps.

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    The Hatchery Roland_D'Arabel's Avatar
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    Quote Originally Posted by moo_cow View Post
    That's all well and fine but I clearly said that the dc does not work on archers and shadar kai, and you response is that it does not work on shadarkai and gnolls. So what is your point? That's what I am saying. The only other thing I said was that it so easy to raise that you can get higher without hurting the build while getting higher dc's and better dps.
    I think you have it backwards. Looks to me like Nacho posted first clearly stating what monsters would be able to save and then you basically repeated the same thing he said and then called his facts in to question.

    Btw, great videos Nacho. Learning a lot about the class from your efforts and threads like this with good breakdowns of DC's etc.
    A wise man once said that if you don't know the answer to something there is no shame in simply saying "I don't know."

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    Quote Originally Posted by Roland_D'Arabel View Post
    I think you have it backwards. Looks to me like Nacho posted first clearly stating what monsters would be able to save and then you basically repeated the same thing he said and then called his facts in to question.

    Btw, great videos Nacho. Learning a lot about the class from your efforts and threads like this with good breakdowns of DC's etc.
    A 54 dc is not enough for a no fail, it works but it is not good. (that 54 is with mantle) I rather have a 90 % chance to knock down mobs then a 50%. But also a 63 dc doesn't work full time on archers, orc clerics, shadar kai, orc battlemasters and blackguards. A 63 works well but I may say 80% of the time. And what about when it comes to evocation spells other then earthquake? In those scenarios a 50% chance is complete garbage.

  17. #17

    Smile Some videos to compare

    Yo I'll tell you what I want, what I really really want!...

    This is a great conversation to have. It's important for people that are new to druids to realize the difference between what can be effective and work just fine and what is no-fail. If someone new is trying to make a druid and they think they need a 65-70 Earthquake DC, that can be discouraging, and it's completely unnecessary for it to be that high or anywhere near no-fail to be very effective.

    I tell people that anything in the 50's in good enough for EE's. This means that 50's is your low bar to achieve to be effective. I recommend mid-50's for EE endgame content. An Earthquake DC of 56, for example, is going to drop 95%+ of mobs 90% of the time. Not no-fail, but chasing no-fail DC's against a handful of mobs means spending a lot of resources for little gain, when those feats and twists could be better spent elsewhere.

    I made a couple videos that discusses these points and demonstrates how a 52DC Earthquake performs in EE Tracker's Trap at L27 and then a 56DC in the same quest at L28. There are several other metrics that can be compared in Part 1 vs. Part 2:

    Video: What Makes an Effective Earthquake DC? Part 1 of 2: Level 27 Solo EE Tracker's Trap. DC=52
    • Level 27, junk Destiny
    • Earthquake DC=52
    • AC=109
    • PRR=109
    • DR 5
    • Glaciation 120
    • Spell crit gear: only a 16% fire lore item


    Video: What Makes an Effective Earthquake DC? Part 2 of 2: Level 28 Solo EE Tracker's Trap. DC=56
    • Level 28, Unyielding Sentinel (my permanent ED)
    • Earthquake DC=56
    • AC=176
    • PRR=123
    • DR 30/60
    • Glaciation 150
    • Spell crit gear: universal 17% spell lore



    Part 1:



    If other druids have Earthquake DCs that are higher or lower than 52-56 it would be great to post some videos in this thread to show how those DCs perform in EE's

  18. #18

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    Quote Originally Posted by moo_cow View Post
    And what about when it comes to evocation spells other then earthquake? In those scenarios a 50% chance is complete garbage.
    Druids have a lot of tools to choose from, we don't have to rely on our evocation DC's to be effective. The following spells have no save:

    Sleet Storm (great EE crowd control for 50% slowing effect)
    Ice Storm (has inherent slowing effect, plus additional slowing effect from Mantle of the Icy Soul, plus another slowing effect from Beguile)
    Storm of Vengeance (no save against acid damage and has added slowing effect from Beguile)
    Creeping Cold (added slowing effect from Mantle and Beguile)
    Greater Creeping Cold (added slowing effect from Mantle and Beguile)
    Produce Flame (added slowing effect from Beguile)
    Word of Balance (added slowing effect from Beguile, but also requires a spell penetration check)
    Last edited by Nachomammashouse; 09-10-2014 at 03:42 AM.

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    The Hatchery DethTrip's Avatar
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    Wow, great replies guys. I have played monks a lot and love playing monks. I'm currently using this build https://www.ddo.com/forums/showthrea...Drd9-Mnk9-Ftr2 and absolutely love it. I have been playing for years and this is by far the best dps, survivability and self sufficient build I have ever made. I want to basically add earthquake to the build. I have a build drawn up that is 16drd/2ftr/2mnk. I know I will be losing a little dps, which is a little bit of a concern but I think adding earthquake will make it worth it, not to mention all the other spells. I am considering doing the three sorc past lives. I have very good gear on this guy. Shadowsights for +11, +3 insight from spider-spun and +1 globe. Only have a +4 wis tome. But from the sounds of it, I should be able to get a usable DC. I do plan on using tforged handwraps for the evo DC boost. Below is the build which is obviously just a work in progress. Let me know whatcha think.

    Code:
    Character Plan by DDO Character Planner Version 04.20.02
    DDO Character Planner Home Page
    
    Earthquake Dronk 36pt
    Level 28 Lawful Neutral Human Male
    (2 Fighter \ 2 Monk \ 16 Druid \ 8 Epic) 
    Hit Points: 396
    Spell Points: 1582 
    BAB: 15\15\20\25\25
    Fortitude: 20
    Reflex: 15
    Will: 24
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 28)
    Strength             15                    21
    Dexterity            14                    18
    Constitution         14                    18
    Intelligence          8                    12
    Wisdom               18                    32
    Charisma              8                    12
    
    Tomes Used
    +1 Tome of Strength used at level 2
    +1 Tome of Dexterity used at level 2
    +1 Tome of Constitution used at level 2
    +1 Tome of Intelligence used at level 2
    +1 Tome of Wisdom used at level 2
    +1 Tome of Charisma used at level 2
    +2 Tome of Strength used at level 6
    +2 Tome of Dexterity used at level 6
    +2 Tome of Constitution used at level 6
    +2 Tome of Intelligence used at level 6
    +2 Tome of Wisdom used at level 6
    +2 Tome of Charisma used at level 6
    +3 Tome of Strength used at level 10
    +3 Tome of Dexterity used at level 10
    +3 Tome of Constitution used at level 10
    +3 Tome of Intelligence used at level 10
    +3 Tome of Wisdom used at level 10
    +3 Tome of Charisma used at level 10
    +4 Tome of Strength used at level 14
    +4 Tome of Dexterity used at level 14
    +4 Tome of Constitution used at level 14
    +4 Tome of Intelligence used at level 14
    +4 Tome of Wisdom used at level 14
    +4 Tome of Charisma used at level 14
    +5 Tome of Strength used at level 18
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 28)
    Balance               2                    25
    Concentration         6                    38
    Heal                  8                    42
    Jump                  2                    18
    Move Silently         2                    12
    Spellcraft           -1                    10
    Spot                  8                    42
    Tumble                3                    18
    Use Magic Device      0                    20
    
    Level 1 (Druid)
    Skill: Concentration (+4)
    Skill: Heal (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Human Bonus) Empower Healing Spell
    Feat: (Past Life) Past Life: Druid
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Selected) Spell Focus: Evocation
    
    
    Level 2 (Druid)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Druid Wild Shape) Wild Shape: Wolf
    
    
    Level 3 (Druid)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Evocation
    
    
    Level 4 (Druid)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 5 (Druid)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Druid Wild Shape) Wild Shape: Bear
    
    
    Level 6 (Druid)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Quicken Spell
    
    
    Level 7 (Druid)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Druid)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Druid Wild Shape) Wild Shape: Winter Wolf
    
    
    Level 9 (Druid)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Natural Fighting
    
    
    Level 10 (Monk)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 11 (Monk)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 12 (Fighter)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 13 (Druid)
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Skill: Use Magic Device (+0.5)
    
    
    Level 14 (Druid)
    Skill: Concentration (+1)
    Skill: Heal (+2)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Druid Wild Shape) Wild Shape: Dire Bear
    
    
    Level 15 (Fighter)
    Skill: Balance (+0.5)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Adept of Forms
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    
    
    Level 16 (Druid)
    Ability Raise: WIS
    Skill: Concentration (+2)
    Skill: Heal (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+0.5)
    
    
    Level 17 (Druid)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spot (+3)
    Skill: Use Magic Device (+0.5)
    Feat: (Druid Wild Shape) Wild Shape: Water Elemental
    
    
    Level 18 (Druid)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Master of Forms
    
    
    Level 19 (Druid)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 20 (Druid)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Spot (+1)
    
    
    Level 21 (Epic)
    Feat: (Selected) Grandmaster of Forms
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Ability Raise: WIS
    Feat: (Selected) Natural Fighting
    
    
    Level 25 (Epic)
    
    
    Level 26 (Epic)
    Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting
    
    
    Level 27 (Epic)
    Feat: (Selected) Natural Fighting
    
    
    Level 28 (Epic)
    Ability Raise: WIS
    Feat: (Epic Destiny) Epic Destiny: Tactician
    Enhancement: Human - Human Versatility: Damage Boost (Rank 1)
    Enhancement: Human - Human Adaptability: Wisdom (Rank 1)
    Enhancement: Human - Human Versatility: Saves Boost (Rank 1)
    Enhancement: Human - Human Adaptability: Strength (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Nature's Warrior (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Instinctive Fighting (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Instinctive Fighting (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Instinctive Fighting (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Extra Wild Empathy (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Extra Wild Empathy (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Extra Wild Empathy (Rank 3)
    Enhancement: Nature's Warrior (Drd) - Athletic (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Athletic (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Flight (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Flight (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Flight (Rank 3)
    Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 3)
    Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 3)
    Enhancement: Nature's Warrior (Drd) - Fight (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Fight (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Fight (Rank 3)
    Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 3)
    Enhancement: Nature's Warrior (Drd) - Nature's Warrior Wisdom (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Essence of the Turtle (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Essence of the Shrike (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Essence of the Shrike (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Nature's Warrior Wisdom (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Alpha Strike (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Alpha Strike (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Alpha Strike (Rank 3)
    Enhancement: Nature's Warrior (Drd) - Natural Adept (Rank 1)
    Enhancement: Shintao (Mnk) - Bastion of Purity (Rank 1)
    Enhancement: Shintao (Mnk) - Deft Strikes (Rank 1)
    Enhancement: Shintao (Mnk) - Deft Strikes (Rank 2)
    Enhancement: Shintao (Mnk) - Deft Strikes (Rank 3)
    Enhancement: Shintao (Mnk) - Iron Skin (Rank 1)
    Enhancement: Shintao (Mnk) - Iron Skin (Rank 2)
    Enhancement: Shintao (Mnk) - Iron Skin (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Agility (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Agility (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Agility (Rank 3)
    Enhancement: Kensei (Ftr) - Kensei Focus: Martial Arts (Rank 1)
    Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Martial Arts (Rank 1)
    Enhancement: Kensei (Ftr) - Haste Boost (Rank 1)
    Enhancement: Kensei (Ftr) - Haste Boost (Rank 2)
    Enhancement: Kensei (Ftr) - Haste Boost (Rank 3)
    Enhancement: Kensei (Ftr) - Tactics (Rank 1)
    Enhancement: Kensei (Ftr) - Tactics (Rank 2)
    Enhancement: Kensei (Ftr) - Tactics (Rank 3)
    Last edited by DethTrip; 09-10-2014 at 08:17 AM.
    If you're having fun, then you're doing it right.

  20. #20
    Community Member Avocado's Avatar
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    Apr 2010
    Posts
    641

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    Two words: Evocation Augmentation. Twist it in for -10 reflex on mobs which increases your effective dc by 10.
    Other things:
    Stack your EQs so mobs have to make multiple rolls.
    My 15dru/4fvs/1clr light spec has a 60 dc and has no trouble. Shadar-kai do fall eventually it just takes a little longer.
    Last life I ran a 53 dc in water ele form with mantle and evo aug and had no trouble with knocking things down.
    Run in shiradi for the nerve venom procs on spells.
    No videos for proof but I've been playing a druid for 2 years at this point.
    Last edited by MousePointer; 09-17-2014 at 12:51 PM.

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