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  1. #1
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    Default Shadovar Infiltrator

    About 2.5 years ago we came up with the idea to create a build around a Shadovar Warrior (https://www.ddo.com/forums/showthrea...Monk-2-Fighter). While that build worked well at the time, it didn't survive the changes brought on by MotU and the advent of Epic Elite difficulty.

    So with the upcoming changes to healing amp (which will affect neg amp as well) and Int to damage from the Harper tree -- MadCookieQueen and I recreated the build.

    The build has Spell DC's high enough to land in all content, Melee DPS that is pretty high on mobs that can be made helpless (mass hold) and respectable on Red/Purple named. Between PRR/Saves/Spells/and self-healing the build should be able to hang in melee combat with fear of becoming a greasy spot on the dungeon floor. Additionally, it will have full rogue skills and (likely) some of the highest achievable stealth skills in the game thanks to wraith form.

    MadCookieQueen will be playtesting this in the upcoming weeks and I am sure she will be sharing her thoughts here.


    ---The Fluff --------------------------
    Quote Originally Posted by Andoris View Post
    Seventeen hundred years ago, the citizens of Thultanthar left Toril and escaped the cataclysm that befell Netheral in the aftermath of Karsus’s Folly. In that time they attuned themselves with the Plan of Shadow, gained favor with Shar, the Mistress of Night, and preserved the magic might of knowledge of the Netherese. In the year of wild magic they returned to Toril to retake their position of leadership.

    Recently Loth opened a portal to Eberron, planning to claim that realm for herself. She has forgotten, however; that while she might be the rule over the Demonweb pits and the Drow of the Underdark, Shar hold dominion over the underdark itself and all that the darkness touches – She will not be denied her right to rule over Eberron by a lesser deity.

    To pave the way for Shar’s eventual dominion over Eberron, she has charged her subjects to explore and report back on this new realm. To meet that end High Priest/Exarch, Rivalen Tanthul sent a number of his agents to infiltrate and prepare Eberron for the coming of Shar.
    ---The Build-------------------------
    Race: Sun Elf
    Class: 18 Wizard / 2 Rogue
    Heroic Past Lives: Wizard x3, Sorc x1, Bard x1, FvS x1, Cleric x3, Completionist
    Epic Past Lives: Arcane Alacrity x3, Colors x3, Double Strike x3, Power of life and Death x3

    Abilities:
    Str: 26 -- (9 base +5 tome +8 item +2 completionist +2 litany +1 GoTIB + 2 rage +2 ship)
    Dex: 28 -- (14 base +5 tome +2 litany +1 GoTIB +2 completionist +11 item +2 ship)
    Con: 46 -- (15 base +6 tome +2 completionist +10 item +2 litany +1 GoTIB +4 lich +2 rage +2 ship)
    Int: 78 -- (20 base +6 tome +7 level ups +2 completionist +1 Feat +4 harper +2 PM + 1 EK +2 SE + 11 item +3 Insight +1 GoTIB +2 litany + 6 destinies +2 Twist +4 lich +2 completionist +2 yugo +2 ship)
    Wis: 33 -- (8 base +5 tome +2 completionist +11 Item +2 litany +1 GoTIB +4 Lich +2 ship)
    Cha: 33 -- (8 base +5 tome +2 completionist +11 item +2 litany +1 GoTIB +2 Lich +2 ship)

    Feats:
    Wizard: Maximize Spell (2),SF: Necro (6), Heighten Spell (11), Quicken Spell (16)
    Base: Insightful Reflexes (1), Completionist (3), PL: Wizard (6), GSF: Necro (9), TWF (12), ITWF (15), IC: Pierce (18), Great Intelligence (21), GTWF (24), Ruin (27)
    Destiny: PTWF (26), epic SP: Negative (28)

    Feats: (MoD setup)
    Wizard: Maximize Spell (2),SF: Necro (6), Heighten Spell (11), Quicken Spell (16)
    Base: Insightful Reflexes (1), Completionist (3), PL: Wizard (6), SF: Trans (9), TWF (12), ITWF (15), IC: Pierce (18), Overwhelming Critical (21), GTWF (24), Ruin (27)
    Destiny: PTWF (26), epic SP: Negative (28)

    Enhancements:

    Wizard: Pale Master (35 ap):
    C: Dark Reaping (1), Zombie (1), Vampire (1), Wraith (1), Lich (1)
    I: Deathless Vigor I (2), Spell Critical: Negative (2), Negative Energy Conduit III (3)
    Ii: Efficient: Quicken III (6), Spell Critical: Negative (2), Bone Armor III (3)
    III: Spell Critical: Negative (2), Intelligence (2),
    IV: Spell Critical: Negative (2), Intelligence (2),
    V: Improved Shrouding (2), Necromantic Focus (2)

    Wizard: Eldritch Knight (15 ap)
    C: Eldritch Strike (1), Spellsword: Fire (1), Spellsword: Acid (1)
    I: Improved Mage Armor III (3), Toughness II (2)
    II: Improved Shield III (3), Martial Training (2)
    III: Intelligence (2)

    Sun Elf (6 ap):
    C: Accuracy II (2), Intelligence II (4)

    Harper (24 ap):
    C: Agent of Good II (2), Harper Training: Intelligence II (4),
    I: Harper Enchantment (2), Strategic Combat (2), Versatile Adept III (3)
    II: Know the Angles III (3), Versatile Adept II (2)
    III: Strategic Combat (2), Intelligence (2)
    IV: Intelligence (2)

    Spell DCs:
    Add up-to +5 if using non-renewable consumables (Cookies + Store & House D pots) & a bard along.
    I only added Deific Focus into the Necro DC’s as Death Aura keeps it at +2 nearly all the time. Add up to +2 to all other schools if you charge the Focus first.

    Generic to all: +58 (10 base +9 lvl +34 Int +1 wiz +2 augment +1 Profane +1 Guild)

    Necromancy – 73; (+58 Generic +2 feats +1 Lich +1 PM +3 ED +6 Item +2 Deific Focus II)
    Necromancy (MoD) - 71; (+58 Generic +1 feats +1 int bonus +1 Lich +1 PM +6 Item +1 Unique +2 Deific Focus II)
    Enchantment – 64; (+58 Generic +6 Item)
    Transmutation (MoD) – 70; (+58 Generic +1 feat +1 int bonus from MoD ED setup +6 Item +1 Unique +3 ED)
    Evocation – 59(65 if dedicated nuking); (+58 Generic +1 Sorc Pls)
    Conjuration – 62; (+58 Generic +3 Cleric Pls )
    Consume/Shadow Manuip DC: 76

    Core Stats:
    Spell Points: 2965
    Hit Points: 827
    Damage Avoidance: Total of 76.7% of physical damage avoided – 59.5% chance to avoid getting hit (10% ghostly * 10% Dodge * 50% Displacement) + 74 PRR to negate 42.5% of the damage that hits me.
    Fortification: 195% (130% item + 100% undead -50% yugo +15% airship)
    Saves: Fort: 49 / Ref: 72 (evasion) / Will: 46
    Avg DA tick: ~166 hp
    Avg NEB: ~385 hp

    Epic Destinies: Shadow Dancer
    I: Intelligence (2); Technician II (2)
    II: Intelligence (2); Lithe II (4)
    III: Intelligence (2); Shrouding Strike II (2), Cloak of shadows (2)
    IV: Intelligence (2);
    V: Intelligence (2); Shadow Manipulation (2)
    VI: Intelligence (2); Consume (2)
    Twists: Fury of the Wild: Sense Weakness (4), Magister: Necromancy Specialist (2), Draconic: Intelligence (1), Magister: Intelligence (1)

    Epic Destinies: Magister (EE MoD)
    I: Intelligence (2); Unearthly Reactions III (3)
    II: Intelligence (2); School Specialist: Transmutation III (3),
    III: Intelligence (2); School Augmentation II (2)
    IV: Intelligence (2); School Familiarity I (1)
    V: Intelligence (2); School Mastery I (1)
    V: Intelligence (2); Arcane Adept (2)
    Twists: Shadow dancer Intelligence (3), Shadow dancer: Intelligence (2), Shadow dancer: Intelligence (1), Draconic: Intelligence (1)

    Gear:
    Trinket: Epic Litany (Blue/Yellow: Open Green: Golem’s Heart ) (alchemical resistance ritual)
    Head: Epic Deific Focus: (Blue/Yellow: +2 iCon Green: +2 Evocation)
    Neck: Epic Noxious Embers: 150 combustion; Universal Spell Crit 17%; (Yellow: +2 Conjuration; Green: +2 Enchantment)
    Goggles: Intricate Field Goggles +3 insightful intelligence (Green: +2 Necromancy /Yellow: GoTIB)
    Bracers: Dumathoin’s Bracers (Blue: +40 False Life)
    Body: Shadow Dragon Light Armor, Shadow caster (Blue: -15% ASF; Green: 250 Spell points)
    Cloak: Deathwyrm Cloak (Green: Open)
    Ring: Health 10 Dodge 10
    Ring: Seal of Avithoul
    Boots: Epic Boots of the Innocent (Green: Open, Yellow/Blue: Open)
    Gloves: Sanctified Gages (Blue/Yellow: Open Green
    Belt: Battleragers Harness (Green: Good Luck+2 )

    Weapon Sets:
    General: +12 TF Rapier 1st Degree Burns or 100 Potency?, +6 Enchant (Orange: 138 Force SP) Mortal Fear (Colorless: 15 spell craft) / +12 TF Rapier 150 Nullification +6 Necro (Orange: Meridian Fragment); Mortal Fear (Colorless: 15 heal)

    Stone to Flesh: +11 TF Quarterstaff 150 Nullification; +1 Exceptional DC; +6 Trans DC; (Red: 138 Force SP Orange: +2 Transmutation)
    Last edited by Andoris; 12-06-2014 at 02:17 PM. Reason: Fixed NEB healing & enhancements

  2. #2
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    Default DPS Calcuations

    All calculations assume 5% miss chance and 0% Fort MobsCalculated DPS: ~1,443 (not factoring mortal fear proc, not helpless, vulnerability, or boosts)

    Weapons: (with mods):
    Main-hand: +13 4.75[1d8] 15-20x2 TF Rapier 1st Degree + +6 Enchant DC + MF (Orange: 138 Force)
    Off-hand: +13 4.75[1d8] 15-20x2 TF Rapier 150 Necro + +6 Necro DC + MF (Orange: Meridian Fragment)

    Melee Power: 53.25 = (24 epic power + 24 SD innate +5 Harper +6 combat style +0.25 Shadow Mastery (5% vulnerability to physical *5% proc)
    Damage Mod: 86 = (+13 weapon [12+1 harper] +2 Harper + 11 deadly + 4 profane + 34 int +17 know the angles +2 guild +1 past lives +2 alchemical)
    Double Strike: 33% (5% Perfect TWF +9% Past Lives +12% Battleragers +4% EK +3% profane [SD]) || 10% off hand
    Seeker: 6 (+6 airship)
    SA damage: 34 per swing (22 from dice (6d6 from SD +1d6 from Rog) + 8 SA +5 iSA)
    Deception proc: ~78.74% ((+ 10% improved deception) ^~14.7 swings per 4 sec window using Vanshilar’s calcs) – 3.674 swings per sec
    Spellsword*: 10 [4d4]
    Lich form:* 5.5

    *note: Spellsword and Lich form both use to scale with spell power which is a big deal as they were doing an average of 51 and 29 damage respectively.
    Last edited by Andoris; 04-07-2015 at 03:55 PM. Reason: Accounted for the bug that removed spell power from Spellsword and Lich form

  3. #3
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    Pretty nice combination of melee and casting. I assume the plan is to wail/cod/consume groups, finger casters, and hold/beatdown anything that's still standing?

    Will you be using much spell dps on bosses or trash? Or will your sp be reserved for insta-kills, cc, and heals?

    The item swapping would get pretty annoying, but have you thought of having dragon's edge on your mainhand, and either swapping off-hand weapons or cloaks for necro/ench focus? With decent sneak attack and crit profile, the fort bypass will add a lot of dps on some mobs. Maybe swap to dragon's edge for high fort mobs?

    Will you be using tenser's? Divine power clickies/scrolls? Or just bite the bullet on bab?

    I understand that a lot of your dps comes from attacking helpless mobs, but I hate not having energy burst on a caster. If you can manage to slog through 36 epic past lives, would it make sense to twist 4/4/2 energy burst/sense weakness/necromancy specialist? You'd lose 2 int, but gain a lot of burst dps.
    Last edited by peng; 12-02-2014 at 03:10 PM.

  4. #4
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    Quote Originally Posted by peng View Post
    Pretty nice combination of melee and casting. I assume the plan is to wail/cod/consume groups, finger casters, and hold/beatdown anything that's still standing?
    Likely open with a Mass Hold + Delayed Blast Fireball from ranger, when you get to the mobs consume/Wail (which ever is off cooldown) and proceed to beat down what ever is left standing

    Will you be using much spell dps on bosses or trash? Or will your sp be reserved for insta-kills, cc, and heals?
    Ideally, you should do just fine with melee dps on Boss, although if the situation needed it, you could switch to spell dps just fine.

    For mobs it should be insta-kills (CoD/Wail/Consume) + Hold + melee dps to clear them out.

    The item swapping would get pretty annoying, but have you thought of having dragon's edge on your mainhand, and either swapping off-hand weapons or cloaks for necro/ench focus? With decent sneak attack and crit profile, the fort bypass will add a lot of dps on some mobs. Maybe swap to dragon's edge for high fort mobs?
    That is the idea, and why we put +6 enchant on the main hand weapon. For undead/construct heavy content enchant is useless anyways and it is easy to swap in dragon's edge.

    Not planning on aggressively swapping gear (like I do with my PM), as there is already too much to pay attention to on this build without adding in all the swapping.

    Will you be using tenser's? Divine power clickies/scrolls? Or just bite the bullet on bab?
    Tenser's double's the cooldown on spells and doesn't do anything for boosting the damage stat (Int). Managing Divine power is just too much work (again, lots going on in this build). But with a 78 Int to hit I really don't think the missing 10 BAB is a big deal, and the +5 PRR it would generate is not worth the trouble (imo)

    I understand that a lot of your dps comes from attacking helpless mobs, but I hate not having energy burst on a caster. If you can manage to slog through 36 epic past lives, would it make sense to twist 4/4/2 energy burst/sense weakness/necromancy specialist? You'd lose 2 int, but gain a lot of burst dps.
    If the MadCookieQueen went even more Mad.. sure -- but grinding out 36 epic past lives when you have more than 1 toon that you play is quite insane in my book.

  5. #5

  6. #6

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    Quote Originally Posted by Andoris View Post
    If the MadCookieQueen went even more Mad.. sure -- but grinding out 36 epic past lives when you have more than 1 toon that you play is quite insane in my book.

    I'm insane...mad even...but that's suicidal.



    I'm not suicidal....it interferes with my crazy too much.



    On that note...sure energy burst is a lot of fun...probably one of the most fun things going around (nothing like cackling that you are the evil midnight bomber that bombs at midnight) but it doesn't fit the theme and the style of this build.

    If I want to blow something up and then dance through the remaining monsters...well...my bard does that...and she does it very well.

  7. #7
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    Quote Originally Posted by Andoris View Post
    Ideally, you should do just fine with melee dps on Boss, although if the situation needed it, you could switch to spell dps just fine.

    Tenser's double's the cooldown on spells and doesn't do anything for boosting the damage stat (Int). Managing Divine power is just too much work (again, lots going on in this build). But with a 78 Int to hit I really don't think the missing 10 BAB is a big deal, and the +5 PRR it would generate is not worth the trouble (imo)
    If you do use spell dps, what spells would you use? You only seem to have spellpower gear for fire, force, and negative. So I guess your options are more or less scorching ray, wall of fire, delayed blast fireball, meteor swarm, necrotic ray, ruin, disintegrate, horrid wilting, and cyclonic blast. Not the best damage per sp spells, but not too bad (some of them at least).

    According to MrCow in vanshilar's attack speed thread, BAB affects your base attack speed, which is then modified by alacrity bonuses based on your weapon style. No idea if there's any attack speed boost above BAB 25, or if these numbers are still accurate, as the testing was all done a few years ago now.
    Quote Originally Posted by MrCow View Post
    • Standard melee BAB 0: 80 * (1.014 ^ 0) = 80.00
    • Standard melee BAB 1: 80 * (1.014 ^ 1) = 81.12
    • Standard melee BAB 3: 80 * (1.014 ^ 2) = 82.26
    • Standard melee BAB 5: 80 * (1.014 ^ 3) = 83.41
    • Standard melee BAB 10: 80 * (1.014 ^ 4) = 84.57
    • Standard melee BAB 15: 80 * (1.014 ^ 5) = 85.75
    • Standard melee BAB 20: 80 * (1.014 ^ 6) = 86.96
    • Standard melee BAB 25: 80 * (1.014 ^ 7) = 88.17

    Any haste or slow effects will also still cause a difference between the styles of Two-Weapon Fighting, Slow Two-Handed Fighting, Fast Two-Handed Fighting, Sword and Board, Unarmed, Bow, Thrown, and Crossbow. The percentage modifiers on how much haste/slow effects on them really take place are still adjusted due to the animations of each style.
    Quote Originally Posted by Vanshilar View Post
    * Fast THF (greataxe, quarterstaff) swings per minute (BAB 20) is 86.50 * (100% + 1.0327 * sum of each boost%)
    * Slow THF (greatsword) swings per minute (BAB 20) is 86.63 * (100% + 0.9615 * sum of each boost%)
    * Fast THF twitch swings per minute (BAB 20) is 99.49 * (100% + 1.2763 * sum of each boost%)
    * Slow THF twitch swings per minute (BAB 20) is 102.22 * (100% + 1.1302 * sum of each boost%)
    * TWF swings per minute (BAB 20) is 86.66 * (100% + 1.1965 * sum of each boost%) (note TWF gets about 20% more than THF from each percentage of boost)
    * Unarmed (monk) swings per minute (BAB 20) is 93.23 * (100% + 1.2939 * sum of each boost%)
    So we get:

    alacrity multiplier for twf with haste:
    (100% + 1.1965 * 15%) = 117.9475%

    Swings per minute twf with haste and BAB 10:
    84.57 * 117.9475% = 99.74820075

    Swings per minute twf with haste and BAB 25:
    88.17 * 117.9475% = 103.99431075

    Your numbers give 30% double-strike, 10% off-hand ds, 518.1625 damage main-hand, and 369.174 off-hand damage.
    Each swing should average 1.3 * 518.1625 + 0.8 * 1.1 * 369.174 = 998.48437

    BAB 10:
    998.48437 * 99.74820075 / 60 =~ 1659.95 dps

    BAB 25:
    998.48437 * 103.99431075 / 60 =~ 1730.61 dps

    Huh. That's less than a 5% increase. I almost want to not post this now, but I already went through all the bother of copying and pasting and doing those calculations, so...
    Last edited by peng; 12-02-2014 at 06:44 PM.

  8. #8
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    Quote Originally Posted by Andoris View Post
    Nullification Spell power: ~427 || Lich neg damage avg/swing: 29 (5.5 * 5.27 spell power)
    Hey guys, nice build. I just ETR'd into it a couple of days ago, still getting the hang of it.

    My question is: my neg damage on hit from Lich form is not applying spellpower. I have ~300 neg spell power, but i only see 2-9 neg damage on hits. Is this WAI or should I bug report it. Thanks for your time
    Keepers of Khyber - Proud Guild Leader

    Quote Originally Posted by Flavilandile View Post
    This is how it should scale: Random loot < Named Loot < Raid Named Loot.
    The Trophy Room A great idea. Please do this devs!

  9. #9
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    Quote Originally Posted by FAQ View Post
    Hey guys, nice build. I just ETR'd into it a couple of days ago, still getting the hang of it.

    My question is: my neg damage on hit from Lich form is not applying spellpower. I have ~300 neg spell power, but i only see 2-9 neg damage on hits. Is this WAI or should I bug report it. Thanks for your time
    Something changed and it is bugged. Lich form and spell sword were applying spell power in the past. See my response from the other thread below:

    Quote Originally Posted by Andoris View Post
    It looks like something changed. I just did a couple quick tests to see and it looks like it is no longer adding spell power to Spellsword or Lich form.

    I should have some old videos laying around that show this working, i'll look for them when I get home. I did extensive testing when I set the build up to ensure it was getting the full spell power on both lich and spellsword toggles.

    Looks like it is time to submit a bug report and hope that it gets fixed someday. Its quite annoying as that bug results in about a 8% drop in melee dps.

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    Quote Originally Posted by Andoris View Post
    Something changed and it is bugged. Lich form and spell sword were applying spell power in the past. See my response from the other thread below:
    Thanks for the response! Pitty is not working correctly
    Keepers of Khyber - Proud Guild Leader

    Quote Originally Posted by Flavilandile View Post
    This is how it should scale: Random loot < Named Loot < Raid Named Loot.
    The Trophy Room A great idea. Please do this devs!

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    Default rogue question

    What else does 2 rogue give other than evasion and trap skills? shadowdancer gives evasion and you could theoretically run a 20wizard in shadowdancer, have evasion and capstones.

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    Default a little inexperienced

    I really love the concept of a melee PM, I always have.
    I havent played in a really long time but I've got a 1st life lev 16 drow wizard that I went ahead and LRed into a version of this build.

    Instead of taking 2 rog, I went with 1 rog, 1 clr. Losing evasion but gaining heavy armor(4 points into drow tree and a twilight full plate for no ASF). clr also gets me +20 to negative spell power, and more spell critical if i decide to spare the points for it. Also nice to buy some heal with class ranks.

    What are your thoughts on going this route?
    I have read that the damage mitigation of heavy armor can very well eliminate the need for evasion. I enjoy the idea of stacking shield(and the PM enhancements) on top of this.

    As for feats, without the past lives or tomes(i have like a +3 int tome and nothing else on him) I had to get more creative. I decided to try and go for SWF since I just dont have the stats for TWF or THF.
    I have a feat slot around level 6 that I threw augment summoning into(Ive always liked this for my hires and such, helps them open runes and such) that I plan to eventually switch out for something more directly helpful. I was thinking perhaps khopesh or bsword proficiency. What would you recommend? I also considered taking weapon focus so that I could get power critical.

    I realize my DCs wont be anywhere near what yours hit, but I figure this will be a fun build in heroic levels either way.

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    Quote Originally Posted by nobdog View Post

    Instead of taking 2 rog, I went with 1 rog, 1 clr. Losing evasion but gaining heavy armor(4 points into drow tree and a twilight full plate for no ASF). clr also gets me +20 to negative spell power, and more spell critical if i decide to spare the points for it. Also nice to buy some heal with class ranks.

    What are your thoughts on going this route?
    I have read that the damage mitigation of heavy armor can very well eliminate the need for evasion. I enjoy the idea of stacking shield(and the PM enhancements) on top of this.
    There is nothing wrong with dropping evasion for Heavy armor (I have a ranger build that did just that), as Heavy armor is very powerful at the moment.. but if you are going to do that, the armor you want is Shadow scale Plate with the Shadow Guardian mod (30DR / 60DR when under 75% health).

    As that armor is at 35% ASF and you can mitigate 15% with an augment and get 5% mitigated by Eldritch Knight.. that leaves 15% left to mitigate with AP. The least painful way to mitigate that 15% would be to drop 1 point of Int from Sun Elf or 3% double strike, 10 force spell power, and a secondary spellsword toggle; and then invest those 3 ap into Arcane Fluidity in the Sun Elf tree.

    So overall you are looking at the loss of a 'only fail on a 1' evasion and 1.5 DCs or 1 DC and 3% DS for Heavy armor (41 PRR and the powerful shadow guardian effects). Not a horrible trade-off over all -- I personally wouldn't go for it as the intention is that the build can fill the DC caster role in all content if necessary -- losing another 2 DC puts that build goal in jeopardy. That being said, for most content the Heavy armor version would be just fine.

    I am not sure where you are getting +20 neg spell power (I only count 12 more from having 23 ranks of heal) unless you are talking about spending AP into the Divine Disciple tree, which you really don't have the APs for. The build is very tight on AP overall, you might be able to free up 2-4 AP (at a significant cost) but anymore than that and you are seriously impacting the builds integrity.

    As for feats, without the past lives or tomes(i have like a +3 int tome and nothing else on him) I had to get more creative. I decided to try and go for SWF since I just dont have the stats for TWF or THF.
    I have a feat slot around level 6 that I threw augment summoning into(Ive always liked this for my hires and such, helps them open runes and such) that I plan to eventually switch out for something more directly helpful. I was thinking perhaps khopesh or bsword proficiency. What would you recommend? I also considered taking weapon focus so that I could get power critical.
    The build gains a fair amount of dps from Spellsword and the Lich neg energy attack (both of which scale with spell power). With SWF your hits per second drop considerably (about a 26% reduction), which will considerably reduce your dps. If you have +3 tomes that is all you need to qualify for the TWF feats in the build (17 dex is all you need) -- you lose a lot by not going TWF on this build.

    As for feats -- don't bother with Augment Summon.. it is not worth the slot (imo), take empower, Spell focus: Enchant; Greater Spell Focus; heck even Extend over Augment Summon.

    As for Khopesh or Bastard Sword... you really don't have the feats to support either and you are not going to gain anything with B-sword (without THF feats) and the dps gain of Khopesh over Rapier is not worth it, in most instances (too many good rapiers at epic levels)

    All power critical equates to is +2 seeker... do you really want to waste 2 feats on a feat starved build for +2 seeker? If you want to boost dps with feats Precision or Power Attack will take you much farther than Power Critical.

    I realize my DCs wont be anywhere near what yours hit, but I figure this will be a fun build in heroic levels either way.
    If you are only running Heroics then feel free to ignore everything I said above and just have fun. As long as you watch out for light damage you will be fine.

    However, if heroics is all you are looking for and you want a PM/Divine Disciple build, take a look at the Vampire Knight TR framework I threw together a few months ago. The build was a blast to play in heroics and completely indestructible (left my toon with DA on in the middle of a bunch of mobs and then got up to get a drink.. came back and he was still standing with barely any hp gone). I ran that build through all my melee lives on the way to completionist for my wizard.

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    Used this build as a base to make something very similar.
    Went Drow - still grinding some EDs and didn't want to go to 28 just to TR.
    Took SWF - went full con, full int, no room for dex (TWF) even with +6 tome - using orbs
    Kept the enhancements and everything else the same.

    The build is a b**ch to level.
    Went to level 8 but had trouble soloing anything. Low hit points is the killer.
    I died on Tear!!! Decided to use a stone I had tucked away for a rainy day.
    Stone took me to just over lvl 18. Kicking ass now.

    Great build! Can do everything. Destroy trash (as a PM does best). If something has a strong SR just cast a web and beat it to death!
    DOT and beat down end bosses. Love it!

    SWF and orb - maybe a mistake but I can ER and try TWF. Prob ganna go Epic Toughness at level 27. Means less INT but 1 point of DC for 50 HP is prob worth it - we'll see.
    Last edited by jakedamus; 12-11-2014 at 10:50 PM.

  15. #15
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    Quote Originally Posted by jakedamus View Post
    Used this build as a base to make something very similar.
    Went Drow - still grinding some EDs and didn't want to go to 28 just to TR.
    Took SWF - went full con, full int, no room for dex (TWF) even with +6 tome - using orbs
    Kept the enhancements and everything else the same.

    The build is a b**ch to level.
    Went to level 8 but had trouble soloing anything. Low hit points is the killer.
    I died on Tear!!! Decided to use a stone I had tucked away for a rainy day.
    Stone took me to just over lvl 18. Kicking ass now.

    Great build! Can do everything. Destroy trash (as a PM does best). If something has a strong SR just cast a web and beat it to death!
    DOT and beat down end bosses. Love it!

    SWF and orb - maybe a mistake but I can ER and try TWF. Prob ganna go Epic Toughness at level 27. Means less INT but 1 point of DC for 50 HP is prob worth it - we'll see.
    Odd, it shouldn't be much more difficult to level than a typical wizard. Glad it is working out for you at 18 though.

    If you are only doing EH content then I agree.. your DC's will be fine. If you intend on being effective in top end EEs though that point of DC is going to be somewhat important (your already -3 DCs vs a full PM, I wouldn't want to take it much further)

  16. #16

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    So hit 28 last night. Ran through EE Orchard and EE Wheloon Prison (just not mirror...hit 28 before it and didn't want to waste the massive xp...not when I have a couple more eTRs to work through)

    I'm going to stay at cap for a bit with her (have other toons who need some eTRs) and see how her numbers shake out.




    Though lets discuss the journey so far.


    To be honest...you thought a straight up PM was complicated, let me tell you that adding in melee makes it even more so.

    There's a part of the brain that goes..."look stabby things in my hands!" and that's what you do. You swing, thrust, parry, hit, rinse, repeat and go.

    Then you're dead.

    Seriously...you're just pasted and you're like "***?"

    At which point another part of your brain goes "duh dingbat, you have stabby caster sticks and hot bars full of spells...this ain't your bard."

    Le sigh

    So you go caster mode and sure the DCs are doing a pretty bang up job, even with champions but your oomph isn't quite as exciting as when you were pure blooded. And it's a bit mindless...stand off to the side, dance, hold, wail, circle, web, watch the melees jump around, etc.

    So you notice the stabby things in your hands again...

    See the pattern?


    That pattern will be the death of your sanity...well mine, because hopefully I'm going to save yours.




    You have to play this on the percentages. You are 90% caster, 10% melee. Remember that!

    See a mob...here's how it goes (a boiled down version of the massive click fest...your mileage will vary)...


    death aura
    displacement
    dancing ball (you only really need this if you are in a quest with lots of respawning, like Friends in Low Places, mass open area with tons of mobs like What Goes Up or if you are running around with a crazy monkcher who honestly thinks you absolutely want to have him pull every stupid mob in the entire dungeon to you so you can hold it for him, because he likes shooting fish...and really you're only really there to conjure the barrel )
    crushing despair (quasi optional...if your DCs are holding up just fine, it's not a big deal...if not...use it!)
    hold
    web (depends on situation)
    Irresistible dance and/or power word stun any champions/orange names
    About 90 - 95% of everything should be frozen in place...if not despair and hold again
    Jump in the held crowd
    wail
    shrouding strike something before the wail kills it
    jump out
    death aura (yes...you only get a little over a minute with this...it's annoying)
    displacement
    know the angles
    jump in (assuming things are still locked down or that there even is a mob left)
    circle of death
    stab stab stab
    shrouding strike again (if possible...you should have ~2 shadow charges after each combat)
    deal with champion or orange name...but clear the room first ^^

    if something is moving...get out of dodge...get out right this instant...because you are a glass cannon. I'm seriously not joking here...it doesn't take much and yeah the reflexes and evasion is absolutely amazing...but it's not enough to save you and honestly the self healing is a bit on the weak side.


    I do have plans to sit down and do some heavy Consume testing...so far I haven't had much of a chance to play with it, as I've been working on getting a rhythm going for collecting shadow charges. You'll see an update about Consume (no ETAs at this time...as it's the holiday season and with kids it turns nutsy)



    Here are some glorious moments...

    Traps...yep...you got this! and with the revamped trap bonus...boom! candy baby!

    Red Names! You now have some capabilities with them. The nice thing is that usually by the red name your spell points aren't looking the best...but as long as you got some for death aura, displacement, a couple negative energy bursts and know the angles...you don't really have to care. Sure it'll take you a little longer to beat down the red name but you aren't sucking down pots like a cheap drunk. Also remember to jump around....you want to be behind the red name all the time...so yeah duck and weave.

    Also...she's a cool toon...you feel kind of cool to play her...even if you'd like to strangle her....but once you get over the additional levels of complexity into playing her...she's something awesome ^^

  17. #17
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    Quote Originally Posted by Andoris View Post
    I am not sure where you are getting +20 neg spell power (I only count 12 more from having 23 ranks of heal) unless you are talking about spending AP into the Divine Disciple tree, which you really don't have the APs for. The build is very tight on AP overall, you might be able to free up 2-4 AP (at a significant cost) but anymore than that and you are seriously impacting the builds integrity.
    That's exactly what i was saying, which is precisely why i asked for advice. Seems like the biggest problem with spending AP these days is that there's too much stuff that sounds good.



    The build gains a fair amount of dps from Spellsword and the Lich neg energy attack (both of which scale with spell power). With SWF your hits per second drop considerably (about a 26% reduction), which will considerably reduce your dps. If you have +3 tomes that is all you need to qualify for the TWF feats in the build (17 dex is all you need) -- you lose a lot by not going TWF on this build.
    Seems like tomes, at least the lower level ones are much easier to come by these days, so will keep an eye out and either LR once i find one(still have a free lesser heart lying around), or maybe just wait and TR to start adding up those past life DCs.

    As for feats -- don't bother with Augment Summon.. it is not worth the slot (imo), take empower, Spell focus: Enchant; Greater Spell Focus; heck even Extend over Augment Summon.
    I agree that augment summon is a throwaway just took it for while im drudging through easy quests to get some base equipment for this toon(i think he was originally levelled with an XP stone, he has practically no gear over level 10). Let the hirelings do all the work and I can go to lunch. I almost did take Spell Focus: Enchant.

    As for Khopesh or Bastard Sword... you really don't have the feats to support either and you are not going to gain anything with B-sword (without THF feats) and the dps gain of Khopesh over Rapier is not worth it, in most instances (too many good rapiers at epic levels)

    All power critical equates to is +2 seeker... do you really want to waste 2 feats on a feat starved build for +2 seeker? If you want to boost dps with feats Precision or Power Attack will take you much farther than Power Critical.
    Again I've never really successfully run a melee PM build so I never know whats a good tradeoff. I will focus on trying to get the stat tome for TWF and go from there, throw in SF: Enchant if ive got the room as well.



    If you are only running Heroics then feel free to ignore everything I said above and just have fun. As long as you watch out for light damage you will be fine.
    Ive never played epic so doing well in heroic is all i can even fathom at this point. fine tuned enough with the right gear i imagine i can make a passable epic toon out of him but a big part of me would rather just TR him a couple times first to get good base going. Will just wait and see how prepared I feel by the time I hit epic.

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