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  1. #1

    Default Completionist Project

    I think I'm going to try for a completionist in 2015, starting in January and hopefully finishing in December. The primary concept I'm going for is playing each class as a pure build. For non-self-healing builds like barbarian or fighter I'll probably stock up on silver flame pots.

    Combining such a large number of builds with my general obsessiveness about planning ahead, it will be easier for me to keep track of everything in a single thread instead of a ton of spreashsheets. This seemed like the most appropriate place to put everything.


    Bard: Swashbuckler
    Sorcerer: Air/Fire Savant
    Paladin: Vanguard
    Ranger: Deepwood Archer
    Favored Soul: Warforged Melee

  2. #2

    Default

    The character I'm doing this on is my wizard, who is currently in epic levels (should probably get him to 28 before starting, I suppose) so it should be fairly easy to farm up the TR twink gear I'm looking for. This post will be my checklist of what I need and what I have:

    Need
    Tharkuul's Bane

    Have
    Greensteel: 300 spell points w/raise dead clickie necklace (cleansed)
    Greensteel: 45 HP concop gloves
    Vibrant Purple Ioun Stone
    Boots of the Mire
    Ring of the Mire
    Cannith Boots of Propulsion
    Torc of Prince Raiyum
    Necklace of Contemplation
    Carnifex
    Silver Longbow
    Bow of Sinew

    Whirlwind
    Dalorent's Seal
    Teraza's Perfect Sight
    Maenya's Iron Fists
    Katra's Razor Wit
    Mace of Smiting
    Flametouched Iron maul
    Scepter of Healing
    Pale Lavendar Ioun Stone
    Widowblight
    Elemental Khopesh of Water, ML12, tier 3
    Ring of the Stalker, ML15, tier 3
    Cloak of Invisibility (Heavy Fort)
    Greensteel: 45 HP Smoke bracers
    Master's Giftx2
    Tiefling Assassin's Blade

    Crafted (made once and never disjuncted)
    Health +6 necklace (BTA)
    Strength +6 gloves (BTA)
    Wisdom +6 hat (BTA)
    True Seeing ring (BTA)

    Greater False Life ring (BTA?)
    Feather Falling belt of Greater False Life (Master's Gift)
    Health +6 necklace (Vitality)
    Fire absorption 33% swap item (BTA ring?)
    Electric absorption 33% swap item (BTA ring?)
    Underwater Action boots of Swim +10 (Striding 25%)

    Items in silver I already had before I started this completionist project.

  3. #3

    Default

    Stats

    Since I'm starting this run on a second life wizard, every life will be a legend build...

    Skills

    ...and since that wizard has a +6 int tome, there will be lots of skills.

    Gear

    As a general rule, I'm going for re-usability over min/maxing. A priority is to reduce the number of items clogging the tr cache, so most of the gear maxes out at ML13. I'll use that all the way to 20 and into epics just long enough to cap that class's native destiny.

    Gear lists will be image files with the following legend:
    • Yellow: Gear changes in some way
    • Italics: A crafted item that is made once and never deconstructed. If it has an augment, it's BTC and was made specifically for this completionist run. If it doesn't have an augment, it's BTA and I re-use it for tr'ing all my alts.


    First life will be bard, since I'm excited to try out my fancy schmancy swashbuckling weapons.

  4. #4

    Default Bard: Swashbuckler

    Neutral Good Human

    Human for the feat, good for pure good weapons at low levels.


    Stats

    18 Strength + all levelups
    14 Dexterity
    14 Constitution
    10 Intelligence
    08 Wisdom
    14 Charisma


    Skills
    . . . . . 1. 2. 3. 4. 5. 6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Balance . 4. 1. 1. 1. . . . . . . . . . . . . . . . . . . . . . . . . .7
    Bluff . . . .1 .1 .1 .2 .1 .1 .1 .1 .1 .1 .2 .1 .2 .2 .1 .1 .1 .1 .1 .23
    Concent . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Diploma . . .1 .1 .1 .1 .2 .1 .1 .1 .1 .1 .2 .1 .2 .2 .1 .1 .1 .1 .1 .23
    Haggle. . 3. . . . . . . . . . . . . . . . . . . . . . 4. 2. 4. 2. 4. 19
    Jump. . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. . . . . . . . . . 17
    Perform . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    UMD . . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Tumble. . 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
    Heal. . . 2. . . . . . . . .1 .1 .1 .1 .1 . . 1. . .1 . . 1. . .1 . . 11
    . . . . .------------------------------------------------------------
    . . . . .28. 7. 7. 7. 7. 7. 8. 8. 8. 8. 8. 8. 8. 8. 9. 9. 9. 9. 9. 9

    Feats

    1 : SWF
    1H: Extend
    3 : Precision
    6 : Empower Healing Spell
    9 : ISWF
    12: Improved Crit: Slashing
    15: GSWF
    18: Improved Crit: Piercing
    21: Inspire Excellence


    Enhancements

    1. Skaldic Rage, Enchant Weapon, Confidence
    2. Tavern Shanties III, On Your Toes I
    3. Swashbuckling, Fast Movement, On Your Toes II
    4. On Your Toes III, Skirmisher, Resonant Arms I
    5. Resonant Arms III
    6. Uncanny Dodge, Rough and Ready II, Weapon Training
    7. Spellsinger, Lingering Songs III
    8. Sprint Boost I, Rough and Ready III, Poetic Edda II
    9. High Spirits III, Song of Heroism
    10. Doublestrike Boost II
    11. Damage Boost, Low Blow, Doublestrike Boost III
    12. Battering Barrage II
    13. Panache, Thread the Needle, Coup de Grace
    14. Exploit Weakness, Strength
    15. Sprint Boost II, Poetic Edda III, Iced Edges II
    16. Fighting Spirit, Strength, Iced Edges III
    17. Reckless Chant III, Ironskin Chant I
    18. Roll with the Punches, Ironskin Chant III, Victory Song
    19. Second Skin II
    20. Evasive Maneuvers, Second Skin III, Sprint Boost III


    Spells

    1. Expeditious Retreat, Cure Light Wounds, Remove Fear, Detect Secret Doors, Merfolk's Blessing
    2. Cure Moderate Wounds, Invisibility, Rage, Blur, Cat's Grace
    3. Cure Serious Wounds, Displacement, Haste, Good Hope, Remove Curse
    4. Freedom of Movement, Dimension Door, Cure Critical Wounds, Otto's Sphere of Dancing, Break Enchantment
    5. Greater Heroism, Shadow Walk, Mass Cure Light Wounds, Mind Fog, Greater Dispel Magic
    6. Otto's Irresistible Dance, Heroes' Feast, Mass Cure Moderate Wounds, Greater Shout


    Gear




    Washing up on the beach in Korthos, I skip the tutorial (you get the xp anyway) and head over to the harbor bank. I collect all the daily dice xp rolls I've been saving up for the past few weeks to immediately take level 2 and head on over to the crafting hall. Now geared up as listed for level 2, I head back to Korthos, picking up a level 2 hire along the way solely to protect Heyton in Redemption.

    At level 2 I have around 78 HP, and typical damage is 17, 34 on a crit which happens 30% of the time. (Having 26 strength doesn't hurt.) I'm really liking these frequent crits, and think I might change my standard level 2-3 weapon from a screaming of pure good greatsword to a keen of pure good falchion. Fighting with just a single one-hander is an adjustment, but the added 10% attack speed from SWF is immediately noticeable. I do miss cleaves a little, but I'm quickly getting used to not having an aoe attack.

    Level 3 brings precision and swashbuckling, which are both awesomesauce. Now I'm doing 20 on a normal hit, 60 on a crit 30% of the time. Against most undead I do a mere 10 damage normally because of the DR I'm not bypassing (stupid rapier) but I actually crit on them for 50, roughly 10% of the time. That same 10% crit rate with 60 damage against ooze and metal dogs is very satisfying. Fort bypass is the bee's knees. So far my only real defense is blur and movement, but it seems to be sufficient for now.

    Level 4 brings another huge jump in power: Tiefling Assassin's Blade (13-20x3!), seeker +8 on a buckler, and dodge jumps from 3% to 10%. That combined with 20% blur is most of my defense since PRR/MRR is 19/15, and my HP is a distressingly low 96. I'm normally over 100 by level at 4, I think. The Assassin's Blade is as powerful as advertised at level 4: low 20s base hit, low 90s criticals, and it crits 40% of the time. Totally nuts.

    Level 5 tops off the big power jumps for the low levels: Resonant Arms III. With my ML4 sonic augment slotted into the assassin's blade, it seems to frequently do damage in the 40s. That's super helpful against skeletons and zombies in the Catacombs where my base damage is only around 10. Against no-DR mobs I'm doing mid-20s base damage and low 100s (eg: 101) on crits, around 40% of the time. And since crits also include another 40 from resonant arms, pretty much every crit is an insta-kill. Finally over 100 HP with a bullet, at 130, and I decided to go with Vibrant Purple for my trinket, bringing my mana pool up to 472. Never having yet used charisma or perform, I may not bother with a perform item until 11 when I take Low Blow.

    Something I'm noticing in the level 6-8 range is that my dps is off the charts. A crit normally does around 130, and resonant arms procs around 35 on crits, for 165 total. Since I crit on a 13-20, that's 8*165=1320 from crits alone. Base damage is around 30, so 11*30=330+1320=1650/20=82.5 damage per swing in the level 6-8 range. That's...insanity. Especially when you add in that I'm attacking at +25% attack speed thanks to SWF + Haste. Next level ISWF will kick that up to +35% speed. And while I'm still not to 200 HP (191 @ 8) I have pretty solid defense: 50% displacement with 11% dodge.

    Level 9 brings even more dps with ISWF; for 9 and 10 I'm doing in the mid-40s base, mid-160s crits not counting resonant arms. At 10 I also get ghostly which brings my total miss chance (50% displace 10% incorporeal ~17% dodge) to ~63%. Then 13 brings dps even higher with Thread the Needle (+5 base damage), where crits are now over 200. Not to mention Coup de Grace, which is close to no-fail. Several encounters of note: The optional demon boss at the end of Into the Deep was trivially easy to kill, Ghola Fan dropped like a rock, maybe taking 6 seconds total to kill him, and Desert Caravan was a simple thing to solo thanks to fascinate.

    Just hit 18 (took a week break from DDO so my progress slowed a bit) and the build is still crazy good. I did die a couple times, usually from my own mistake, but once was just the game getting the upper hand. In the Flesh end fight, after my PLIS is depleted I got hit with a 424-damage disintegrate, instantly dead. I think my max hp at the point (level 17) was 414, not sure, but it was pretty much an insta-kill. I tip my hat to the game in that instance, as I had been using my spell absorption but it ran out, and bards don't have the greatest fort saves, so to Yalthoon I say: well played.

    Here's video of this guy soloing the first fight in Escape Plan at level 18:

    Last edited by EllisDee37; 04-15-2018 at 09:46 PM. Reason: Corrected postimg link from .org to .cc

  5. #5
    Community Member Emizand's Avatar
    Join Date
    Dec 2009
    Posts
    728

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    Hmmmm, I started a completionist build and its still going. The basis for mine was staves. Every life to use a selction of staves. Before starting on this project I crafted a min 2 and a lit 2. Bought every staff I could find with huge guild slots. And have collected others along the way. Dont need to worry about weapons when TRing now.

    Worth noting that my path is different to yours and will splash one or two classes to utilise/maximise staff usage. Every life to be a staff wielder.

    Hope this helps abit. Make sure your builds can use carnifex at 4, if not find a good substitute. Makes life easier, for me anyhows. Set gear ready to equip at certain levels, keep it as generic as you can then slip oin whats needed that life.

    P.S. I went bard warchanter, halforc specialising in, you guessed it, staves.

  6. #6
    Community Member
    Join Date
    Jun 2013
    Posts
    367

    Default

    Im also doing staves on my melee builds, and they even help a bit on the caster builds. My TR weapons are mainly wraps, staves, and shuriken, which are quite versatile. Other weapons are quickly crafted depending on needs. Even my barb build will be an ameliorating acrobarb (basically 5rogue/4fvs with barb levels tacked on). Only on my arti build ill deviate from this pattern a bit.

    My lives:

    Wizard: pale master (pre enhancement pass)
    Sorc: 20 sorc, 18 sorc 2 fvs
    Cleric: 17 cleric 1 arti 2 monk
    Fvs: 18 fvs 2 monk
    Bard: 12 bard 6 fighter 2 rogue (PDK)
    Fighter: 12 fighter 6 monk 2 paladin centered kensai
    Monk: 12 monk 6 ranger 2 arti shuriken
    Paladin: 15 pally 4 rogue 1 monk
    Rogue: 10 rogue 6 monk 4 pally
    Ranger: 11 ranger 6 monk 3 rogue shuriken (current life)

    to do:
    Artificer: 18 arti 2 monk
    Barb: 8 barb 6 rogue 6 fvs
    Druid: 17 druid 2 monk 1 rogue
    Zeugen der Dreizehn, Thelanis:
    Makkuroi, chain TR: currently drow pure caster warlock
    PLs: Completionist; 3xWiz, Sor; 2x Pal, Brd, Monk EPLs: 3x CotQ,Brc,DS,EW,EC 1xFH,PLD ; IPLs: 2x BF; 3x PDK, SDK

  7. #7

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    Quote Originally Posted by Emizand View Post
    Hmmmm, I started a completionist build and its still going. The basis for mine was staves. Every life to use a selction of staves. Before starting on this project I crafted a min 2 and a lit 2. Bought every staff I could find with huge guild slots. And have collected others along the way. Dont need to worry about weapons when TRing now.
    Yep, that's a pretty common (and very strong) tactic: design a unified build concept for many/most of the lives, then craft up a couple greensteel versions of that weapon and rock the house.

    I can't run more than two or three lives in a row using the same fighting style. Just too repetitive. Plus, I'm looking at this as an opportunity to try out styles I've never done before. So I'm doing swf, s&b, thf, longbow, repeater, and caster lives. I have all the key weapons I want for those. (Tiefling Assassin/Widowblight, Khopesh of Water/Mace of Smiting, Carnifex/Whirlwind, Silver Longbow/Bow of Sinew)

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