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  1. #1
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    Andoris's Avatar
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    Default Demarch of Mask: Thief-Acrobat with a Divine Flourish.

    This build was created for U25 and with the changes to Rogue released in U25.2 and the heavy incentives to run 18 rogue, this build is now obsolete.




    Build goals
    :

    • High Trash DPS (AoE): Cleaves, Glancing Blows, Lay Waste, a Metric ton of Sneak Damage
    • Respectable Boss DPS: High Fort Bypass (90%), Vulnerability Stacks (Smite weakness + 1st degree = 20 stacks quickly), Deception, decent single target DPS (3,500+)
    • High Surviability -- it doesn't need to tank a Death Knight, but it should be able to stand toe to toe with one: 34% Dodge, 151 PRR, Improved Defensive Roll (proc @ 50%; 86% chance), Respectable HP, High healing amp, Solid saves
    • Strong Rogue skills: DD: 97 | Search: 114 | OL: 104 | Bluff: 87 | UMD: 72
    • Needs to be a Staff build (Intent was to play with the new TA tree)


    Currently I have my level 27 feat open. A few contenders for that slot are: Epic Reflexes; Epic Fortitude, PRR? I am slotting Epic Reflexes atm but not sure if that is what I want long term.

    Let me know your thoughts:
    --------------------------------
    Name: Ashenblade
    Class Split: 15 Rogue / 3 Pally / 2 FvS (1: Rog; 2-4: Pally; 5-15 Rog; 16-17: FvS; 18-20: Rog)
    Race: Human

    Abilities:
    Str: 52/70-- (18 base +6 tome +7 levels +2 Completionist +1 GoTIB +10 Item +2 Profane +2 ship +2 ED +2 Lasting / +14 Divine Might +4 Tenser’s) -- 80 if using cookies
    Dex: 44/50 -- (15 base +6 tome +2 completionist +1 Enh +11 item +2 insight +1 GoTIB +2 insight +2 profane +2 ship +2 lasting / +4 Tenser’s +2 Yugo)
    Con: 40/44 -- (14 base +6 tome +2 completionist +1 ED +8 item +2 insight +1 GoTIB +2 profane +2 Ship +2 lasting / +4 Tenser’s)
    Int: 31/36 -- (8 base +6 tome +2 completionist +1 GoTIB +8/11 Item +2 Insight +2 ship +2 Lasting)
    Wis: 33 -- (8 base +6 tome +2 completionist +8 item +1 GoTIB +2 profane +2 insight +2 ship +2 lasting)
    Cha: 38 -- (14 base +5 tome +2 completionist +8 item +2 insight +1 GoTIB +2 profane +2 ship +2 lasting)

    Feats:
    Passive Past Life: Paladin x3, Monk x3, Ranger x3, Completionist
    Epic Past Life: Doublestrike x3, Brace x3, Colors x3, Weapon x3, PoL&D x3, Deflect Energy x1
    Base: Power Attack (1), Cleave (1), Completionist (3), Great Cleve (6), Two Handed Fighting (9), IC: Bludgeoning (12), Improved THF (15), Greater THF (18), Overwhelming Critical (21), Improved Sneak Attack (24), Epic Reflexes (27)
    Destiny: Perfect Two-Weapon Fighting (26), Perfect Two-Handed Fighting (28)
    Rogue: Opportunist (13), Defensive Roll (18)

    Skills:
    Disable Device: 97 (23 ranks + 8 epic +2 completionist +4 tome +11 Int mod +3 Luck +4 morale +1 profane +1 PL +20 item +5 enhanced +6 exceptional +3 guild +7 tools)
    Search: 114 [94 on sheet] (23 ranks + 8 epic +2 completionist +5 tome +11 Int mod +3 Luck +4 morale +1 profane +1 PL +20 item +5 enhanced +6 exceptional +3 guild +1 insight (find traps scroll +20 roll))
    Open Lock: 104 (22 ranks + 8 epic +2 completionist +4 tome +19 dex mod +3 Luck +4 morale +1 profane +20 item +5 enhanced +6 exceptional +3 guild +7 tools)
    Bluff: 87 (23 ranks + 8 epic +2 completionist +4 tome +14 Cha mod +2 Luck +4 morale +1 profane +20 item +3 guild +6 exceptional)
    UMD: 72 (23 ranks + 8 Epic + 3 tome +2 completionist +14 Cha mod +2 luck + 4 morale +1 Profane +1 PL + 5 item +3 guild +6 exceptional)
    Heal: 73 (23 ranks + 8 Epic + 4 tome +2 completionist +11 Wis mod +2 luck + 4 morale +1 Profane +15 item +3 guild)
    Jump: 50 [no buffs] (6 ranks + 8 Epic + 4 tome +2 completionist +20 Str (no DM) +2 luck +1 Profane +4 Exceptional +3 guild)
    Tumble: 51 (4 ranks + 8 Epic + 4 tome +2 completionist +19 Dex mod +2 luck + 4 morale +1 Profane +4 Exceptional +3 guild)
    Balance: 66 (19 ranks + 8 Epic + 4 tome +2 completionist +19 Dex mod +2 luck + 4 morale +1 Profane +4 Exceptional +3 guild)

    Enhancements:
    Paladin: Stalwart Defender (6 ap):
    C: Holy Bastion (1), Stalwart Defense (1)
    I: Improved Sacred Defense: PRR III (3), Sacred Armor Mastery I (1)

    FvS: Warpriest (10 ap)
    C: Smite Foe (1)
    I: Toughness II (2), Divine Might (2)
    II: Wall of Steel III (3), Smite Weakness (2),

    Rogue: Assassin (21 ap)
    C: Knife in the Darkness (1), Dagger in the Back (1), Assassin’s Trick (1), Nimbleness (1),
    I: Sneak Attack Training (2), Faster Sneaking II (2),
    II: Sneak Attack Training (2), Damage Boost III (3), Venomed Blades III (3)
    III: Sneak Attack Training (2), Dex (2), Critical Mastery I (1)

    Rogue: Thief-Acrobat (42 ap)
    C: Staff Control (1), Stick Fighting (1), Tumbler (1), Kip Up (1)
    I: Acrobat Staff Training (2), Thief Acrobatics III (3), Fast Movement (2)
    II: Acrobat Staff Training (2), Quick Strike III (6), Haste Boost III (3)
    III: Acrobat Staff Training (2), Improved Glancing Blows III (3), Sweeping Strikes I (1)
    IV: Acrobat Staff Training (2), Improved Defensive Roll III (3), Staff Lunge I (1)
    V: Acrobat Staff Training (2), Staff Specialization (2), Vault (2), Spinning Staff Wall (2)

    Human: (1 ap)
    C: Human Versatility: Damage (1)

    Core Stats:
    HP: 839 Standing | 923 self-buffed
    Positive Spell Power: 293 (138 Devotion + 42 Implement +73 heal skill +25 Ardor potion (Alchemical) +15 guild)
    Healing Amp: 295% ((30 pally PLs + 60 Shroud + 40 Bracers +45 Exceptional +20 guild) +100) / 100
    Average Healing: Large Silver Flame: 738 hp | Cocoon: ~202hp | Sovereign (Anniversary/Store) Pot: 384hp + 115 hp per tick
    Incorp: 10%
    Max Dodge: 36 (25 base [19 armor +2 Mobile +2 Augment +2 Ship] +5 Spinning Staff +4 TA +2 Airship)
    Dodge:24% standing; 34% max - (10% item +4% Imp Uncanny +5% Spinning Staff +3% Unearthly Reactions +2% Mobile +10% Nimbleness)
    PRR: 151 (201 w/ SSW) / 60% (67%) mitigation (10 Armor +16 Proficiency +30 sheltering +21 Divine ETRs +9 PDK PL +25 Sacred Defender +10 Warpriest +30 Blitz)
    MRR: 65 / 39.4% Mitigation (10 Armor + 30 Sheltering +25 Insight)
    Total Mitigation: 88.3% (Displacement) | 81.3% (Standing) | 76.6% (no concealment)
    Defensive Roll: 86% chance to reduce damage by 50% when below 50% health.
    Fort: 189% (130 Item + 40% brace for impact + 4% SD +15% ship)

    Saves:
    Fort: 72 (11 Base +4 Epic +17 Con +4 Morale +11 Resistance +2 Luck +1 Competence +3 Guild +15 Divine Grace +1 Aura of Good +4 Insightful +2 Brace for Impact -2 Litany)
    Ref: 86 (13 Base +4 Epic +20 Dex +4 Morale +11 Resistance +2 Luck +1 Competence +3 Guild +15 Divine Grace +1 Aura of Good +4 Insightful +2 Brace for Impact +1 Shadow Killer +6 Unearthly Reactions -2 Litany +2 feat)
    Will: 64 (70 vs enchantment spells) (11 Base +4 Epic +11 Wisdom +4 Morale +11 Resistance +2 Luck +1 Competence +3 Guild +14 Divine Grace +1 Aura of Good +4 Insightful +2 Brace for Impact -2 Litany|| +4 Raging Focus +2 Bard PL)

    Epic Destiny –Legendary Dreadnought
    I: Extra Action Boost III (3), Str (2)
    II: Momentum Swing III (3), Improved Power Attack (2), Str (2)
    III: Lay Waste (1), Critical Damage III (3), Con (2)
    IV:
    V: Devasting Critical (2), Advancing blows (2)
    VI: Masters Blitz (2)
    Twists: Wild Weapons (4) or Grim Precision (3), Hail of Blows (2) or Brace for Impact (1), Unearthly Reactions (1), Cocoon (1)

    Gear:
    Trinket: Epic Litany [eldrich saves ritual] (Green: Good Luck +2|Blue/Yellow: +8 Wis)
    Head: Dragon Masque (Yellow: Draconic Soul Gem | Colorless: Globe of True Imperial Blood )
    Neck: Shroud of the Ardent (Green: Golem’s Heart| Blue/Yellow: +2 iWis)
    Goggles: Epic Mentau’s (Green: +2 iDex |Yellow: Blindness Immunity)
    Bracers: HA 40 of Superior Parry
    Body: Flawless Shadow Dragonhide: Shadow Killer (Green: +2 MDB |Blue: False Life 40)
    Cloak: Mysterious Cloak: 45 HA and 25 MRR (Green: Colorless: ) | Swap prismatic Cloaks
    Ring: Cannith Crafted: Mobile Ring of True Seeing (Yellow: +2 iCon |Colorless: Vitality 20)
    Ring: Ogre 10 or Dodge 10%
    Boots: Epic Boots of the Innocent (Green: +8 Cha | Blue: +2 iCha)
    Gloves: EE Backstabbers (Yellow: +8 Con)
    Belt: Battlerager’s harness (Green: 250 Spell points)
    Quiver: Epic Quiver of Alacrity
    Weapon: Thunder Forged Q-Staff Touch of Flames/Dragon’s Edge/Mortal Fear (Orange: Meteoric Star Ruby | Red: Devotion 138 | Colorless: Heal +15)

    Trapping Swap Items:
    Trinket: Manual of Stealthy Pilfering (Green: Int +8 )
    Goggles: Wolfinson’s Monocular Enhancer
    Bracers: Ventilated Armbands
    Cloak: Prismatic: Search 20 (green: iInt +2)

    DPS Calcs: Single Target only, not factoring in Momentum Swing, Special Attacks, or Vulnerability Stacks (If soloing: 6.5 average stack on second 1; 11.8 average stack over 30 seconds; ~30 sec to 20 stack of Vulnerability)

    EE Bruntsmash test: 3,748 dps
    DPS Thunder Forged: ~3,390 Blitz | ~3,998 Haste Boosted | ~3,630 MP boosted; 4,299 Haste+MP | 6,950 helpless (base)
    DPS Sireth: ~3,543 Blitz | ~4,223 Haste Boosted | ~3,825 MP boosted | 4,576 Haste+MP

    Weapon: (with mods): +17 6.25[1d6] 17-20x3|19-20x5 Thunder Forged Quarterstaff: 1st Degree/Dragon’s Edge/Mortal Fear (Orange: Meteoric Star Ruby; Red: 138 Devotion; Colorless: +15 heal)
    Weapon: (with mods): +11 4.75[1d10] 13-20x3|19-20x5 Sireth, Spear of the Sky (Red: 138 Devotion) -- Low fort bosses only.


    Melee Power: 123 (24 Epic power + 18 LD Cores + 70 Blitz + 6 Combat Style +5 Assassin cores)
    Damage Mod: 111 / 105 for Sireth (+17 / +11 weapon + 11 deadly + 4 profane +45 Str +10 Power Attack +1 Divine Favor +2 Alchemical +5 Advancing Blows +3 monk +2 Guild (Hobgoblin)
    Fortification Bypass: 75% standing | 90% when needed (25% Assassin's Trick +35% Dragons Edge +10% Opportunist +5% Airship | +15% Grim Precision)
    Double Strike: 57% (25% quick strikes (10 sec out of 12) +3% Opportunist + 5% Perfect TWF +9 Epic PL +12% Item +3% Hail of Blows)
    Seeker: 25 (10 Seeker +2 exc seeker +6 airship +6 ED +1 Assassin)
    SA damage: 76 per swing (16 dice +3 past lives +8 SA +9 iSA)
    Deception proc: ~86.11% or 72.18% if Deception and Improved Deception don't stack (I need to test this more fully) -- ((+ 10% improved deception +5% Deception) ^~12.14 swings per 4 sec window) – 3.036 swings per sec
    Last edited by Andoris; 05-06-2015 at 11:25 AM.

  2. #2
    Community Member Doutrinador's Avatar
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    Quote Originally Posted by Andoris View Post
    Build goals:

    • High Trash DPS (AoE): Cleaves, Glancing Blows, Lay Waste, a Metric ton of Sneak Damage
    • Respectable Boss DPS: High Fort Bypass (90%), Vulnerability Stacks (Smite weakness + 1st degree = 20 stacks quickly), Deception, decent single target DPS (3,500+)
    • High Surviability -- it doesn't need to tank a Death Knight, but it should be able to stand toe to toe with one: 34% Dodge, 151 PRR, Improved Defensive Roll (proc @ 50%; 86% chance), Respectable HP, High healing amp, Solid saves
    • Strong Rogue skills: DD: 97 | Search: 114 | OL: 104 | Bluff: 87 | UMD: 72
    • Needs to be a Staff build (Intent was to play with the new TA tree)


    Currently I have my level 27 feat open. A few contenders for that slot are: Epic Reflexes; Epic Fortitude, PRR? I am slotting Epic Reflexes atm but not sure if that is what I want long term.

    Let me know your thoughts:
    --------------------------------
    Name: Ashenblade
    Class Split: 15 Rogue / 3 Pally / 2 FvS (1: Rog; 2-4: Pally; 5-15 Rog; 16-17: FvS; 18-20: Rog)
    Race: Human

    Abilities:
    Str: 52/70-- (18 base +6 tome +7 levels +2 Completionist +1 GoTIB +10 Item +2 Profane +2 ship +2 ED +2 Lasting / +14 Divine Might +4 Tenser’s) -- 80 if using cookies
    Dex: 44/50 -- (15 base +6 tome +2 completionist +1 Enh +11 item +2 insight +1 GoTIB +2 insight +2 profane +2 ship +2 lasting / +4 Tenser’s +2 Yugo)
    Con: 40/44 -- (14 base +6 tome +2 completionist +1 ED +8 item +2 insight +1 GoTIB +2 profane +2 Ship +2 lasting / +4 Tenser’s)
    Int: 31/36 -- (8 base +6 tome +2 completionist +1 GoTIB +8/11 Item +2 Insight +2 ship +2 Lasting)
    Wis: 33 -- (8 base +6 tome +2 completionist +8 item +1 GoTIB +2 profane +2 insight +2 ship +2 lasting)
    Cha: 38 -- (14 base +5 tome +2 completionist +8 item +2 insight +1 GoTIB +2 profane +2 ship +2 lasting)

    Feats:
    Passive Past Life: Paladin x3, Monk x3, Ranger x3, Completionist
    Epic Past Life: Doublestrike x3, Brace x3, Colors x3, Weapon x3, PoL&D x3, Deflect Energy x1
    Base: Power Attack (1), Cleave (1), Completionist (3), Great Cleve (6), Two Handed Fighting (9), IC: Bludgeoning (12), Improved THF (15), Greater THF (18), Overwhelming Critical (21), Improved Sneak Attack (24), Epic Reflexes (27)
    Destiny: Perfect Two-Weapon Fighting (26), Perfect Two-Handed Fighting (28)
    Rogue: Opportunist (13), Defensive Roll (18)

    Skills:
    Disable Device: 97 (23 ranks + 8 epic +2 completionist +4 tome +11 Int mod +3 Luck +4 morale +1 profane +1 PL +20 item +5 enhanced +6 exceptional +3 guild +7 tools)
    Search: 114 [94 on sheet] (23 ranks + 8 epic +2 completionist +5 tome +11 Int mod +3 Luck +4 morale +1 profane +1 PL +20 item +5 enhanced +6 exceptional +3 guild +1 insight (find traps scroll +20 roll))
    Open Lock: 104 (22 ranks + 8 epic +2 completionist +4 tome +19 dex mod +3 Luck +4 morale +1 profane +20 item +5 enhanced +6 exceptional +3 guild +7 tools)
    Bluff: 87 (23 ranks + 8 epic +2 completionist +4 tome +14 Cha mod +2 Luck +4 morale +1 profane +20 item +3 guild +6 exceptional)
    UMD: 72 (23 ranks + 8 Epic + 3 tome +2 completionist +14 Cha mod +2 luck + 4 morale +1 Profane +1 PL + 5 item +3 guild +6 exceptional)
    Heal: 73 (23 ranks + 8 Epic + 4 tome +2 completionist +11 Wis mod +2 luck + 4 morale +1 Profane +15 item +3 guild)
    Jump: 50 [no buffs] (6 ranks + 8 Epic + 4 tome +2 completionist +20 Str (no DM) +2 luck +1 Profane +4 Exceptional +3 guild)
    Tumble: 51 (4 ranks + 8 Epic + 4 tome +2 completionist +19 Dex mod +2 luck + 4 morale +1 Profane +4 Exceptional +3 guild)
    Balance: 66 (19 ranks + 8 Epic + 4 tome +2 completionist +19 Dex mod +2 luck + 4 morale +1 Profane +4 Exceptional +3 guild)

    Enhancements:
    Paladin: Stalwart Defender (6 ap):
    C: Holy Bastion (1), Stalwart Defense (1)
    I: Improved Sacred Defense: PRR III (3), Sacred Armor Mastery I (1)

    FvS: Warpriest (10 ap)
    C: Smite Foe (1)
    I: Toughness II (2), Divine Might (2)
    II: Wall of Steel III (3), Smite Weakness (2),

    Rogue: Assassin (21 ap)
    C: Knife in the Darkness (1), Dagger in the Back (1), Assassin’s Trick (1), Nimbleness (1),
    I: Sneak Attack Training (2), Faster Sneaking II (2),
    II: Sneak Attack Training (2), Damage Boost III (3), Venomed Blades III (3)
    III: Sneak Attack Training (2), Dex (2), Critical Mastery I (1)

    Rogue: Thief-Acrobat (42 ap)
    C: Staff Control (1), Stick Fighting (1), Tumbler (1), Kip Up (1)
    I: Acrobat Staff Training (2), Thief Acrobatics III (3), Fast Movement (2)
    II: Acrobat Staff Training (2), Quick Strike III (6), Haste Boost III (3)
    III: Acrobat Staff Training (2), Improved Glancing Blows III (3), Sweeping Strikes I (1)
    IV: Acrobat Staff Training (2), Improved Defensive Roll III (3), Staff Lunge I (1)
    V: Acrobat Staff Training (2), Staff Specialization (2), Vault (2), Spinning Staff Wall (2)

    Human: (1 ap)
    C: Human Versatility: Damage (1)

    Core Stats:
    HP: 839 Standing | 923 self-buffed
    Positive Spell Power: 293 (138 Devotion + 42 Implement +73 heal skill +25 Ardor potion (Alchemical) +15 guild)
    Healing Amp: 295% ((30 pally PLs + 60 Shroud + 40 Bracers +45 Exceptional +20 guild) +100) / 100
    Average Healing: Large Silver Flame: 738 hp | Cocoon: ~202hp | Sovereign (Anniversary/Store) Pot: 384hp + 115 hp per tick
    Incorp: 10%
    MDB: 35 (19 armor + 5 Spinning Staff +2 augment +4 TA +1 SD +2 Airship +2 Mobile)
    Dodge:24% standing; 34% max - (10% item +4% Imp Uncanny +5% Spinning Staff +3% Unearthly Reactions +2% Mobile +10% Nimbleness)
    PRR: 151 (201 w/ SSW) / 60% (67%) mitigation (10 Armor +16 Proficiency +30 sheltering +21 Divine ETRs +9 PDK PL +25 Sacred Defender +10 Warpriest +30 Blitz)
    MRR: 65 / 39.4% Mitigation (10 Armor + 30 Sheltering +25 Insight)
    Total Mitigation: 88.3% (Displacement) | 81.3% (Standing) | 76.6% (no concealment)
    Defensive Roll: 86% chance to reduce damage by 50% when below 50% health.
    Fort: 189% (130 Item + 40% brace for impact + 4% SD +15% ship)

    Saves:
    Fort: 72 (11 Base +4 Epic +17 Con +4 Morale +11 Resistance +2 Luck +1 Competence +3 Guild +15 Divine Grace +1 Aura of Good +4 Insightful +2 Brace for Impact -2 Litany)
    Ref: 86 (13 Base +4 Epic +20 Dex +4 Morale +11 Resistance +2 Luck +1 Competence +3 Guild +15 Divine Grace +1 Aura of Good +4 Insightful +2 Brace for Impact +1 Shadow Killer +6 Unearthly Reactions -2 Litany +2 feat)
    Will: 64 (68 vs enchantment spells) (11 Base +4 Epic +11 Wisdom +4 Morale +11 Resistance +2 Luck +1 Competence +3 Guild +14 Divine Grace +1 Aura of Good +4 Insightful +2 Brace for Impact -2 Litany|| +4 Raging Focus +2 Bard PL)

    Epic Destiny –Legendary Dreadnought
    I: Extra Action Boost III (3), Str (2)
    II: Momentum Swing III (3), Improved Power Attack (2), Str (2)
    III: Lay Waste (1), Critical Damage III (3), Con (2)
    IV:
    V: Devasting Critical (2), Advancing blows (2)
    VI: Masters Blitz (2)
    Twists: Wild Weapons (4) or Grim Precision (3), Hail of Blows (2) or Brace for Impact (1), Unearthly Reactions (1), Cocoon (1)

    Gear:
    Trinket: Epic Litany [eldrich saves ritual] (Green: Good Luck +2|Blue/Yellow: +8 Wis)
    Head: Dragon Masque (Yellow: Draconic Soul Gem | Colorless: Globe of True Imperial Blood )
    Neck: Shroud of the Ardent (Green: Golem’s Heart| Blue/Yellow: +2 iWis)
    Goggles: Epic Mentau’s (Green: +2 iDex |Yellow: Blindness Immunity)
    Bracers: HA 60 of Superior Parry
    Body: Flawless Shadow Dragonhide: Shadow Killer (Green: +2 MDB |Blue: False Life 40)
    Cloak: Mysterious Cloak: 45 HA and 25 MRR (Green: Colorless | Swap prismatic Cloaks
    Ring: Cannith Crafted: Mobile Ring of True Seeing (Yellow: +2 iCon |Colorless: Vitality 20)
    Ring: Ogre 10 or Dodge 10%
    Boots: Epic Boots of the Innocent (Green: +8 Cha | Blue: +2 iCha)
    Gloves: EE Backstabbers (Yellow: +8 Con)
    Belt: Battlerager’s harness (Green: 250 Spell points)
    Quiver: Epic Quiver of Alacrity
    Weapon: Thunder Forged Q-Staff Touch of Flames/Dragon’s Edge/Mortal Fear (Orange: Meteoric Star Ruby | Red: Devotion 138 | Colorless: Heal +15)

    Trapping Swap Items:
    Trinket: Manual of Stealthy Pilfering (Green: Int +8 )
    Goggles: Wolfinson’s Monocular Enhancer
    Bracers: Ventilated Armbands
    Cloak: Prismatic: Search 20 (green: iInt +2)

    DPS Calcs: Single Target only, not factoring in Momentum Swing, Special Attacks, or Vulnerability Stacks (If soloing: 6.5 average stack on second 1; 11.8 average stack over 30 seconds; ~30 sec to 20 stack of Vulnerability)

    EE Bruntsmash test: 3,748 dps

    DPS Thunder Forged: ~3,329 Blitz | ~3,944 Haste Boosted | ~3,572 MP boosted; 4,249 Haste+MP | 6,824 helpless (base)
    DPS Sireth: ~3,469 Blitz | ~4,138 Haste Boosted | ~3,748 MP boosted; 4,488 Haste+MP

    Weapon: (with mods): +17 6.25[1d6] 17-20x3|19-20x5 Thunder Forged Quarterstaff: 1st Degree/Dragon’s Edge/Mortal Fear (Orange: Meteoric Star Ruby; Red: 138 Devotion; Colorless: +15 heal)
    Weapon: (with mods): +11 4.75[1d10] 13-20x3|19-20x5 Sireth, Spear of the Sky (Red: 138 Devotion) -- Low fort bosses only.


    Melee Power: 123 (24 Epic power + 18 LD Cores + 70 Blitz + 6 Combat Style +5 Assassin cores)
    Damage Mod: 111 / 105 for Sireth (+17 / +11 weapon + 11 deadly + 4 profane +45 Str +10 Power Attack +1 Divine Favor +2 Alchemical +5 Advancing Blows +3 monk +2 Guild (Hobgoblin)
    Fortification Bypass: 75% standing | 90% when needed (25% Assassin's Trick +35% Dragons Edge +10% Opportunist +5% Airship | +15% Grim Precision)
    Double Strike: 57% (25% quick strikes (10 sec out of 12) +3% Opportunist + 5% Perfect TWF +9 Epic PL +12% Item +3% Hail of Blows)
    Seeker: 25 (10 Seeker +2 exc seeker +6 airship +6 ED +1 Assassin)
    SA damage: 76 per swing (16 dice +3 past lives +8 SA +9 iSA)
    Deception proc: ~86.11% or 72.18% if Deception and Improved Deception don't stack (I need to test this more fully) -- ((+ 10% improved deception +5% Deception) ^~12.14 swings per 4 sec window) – 3.036 swings per sec
    Would not be better raise intel and use KTA( instead Divine Might)?

  3. #3
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    Quote Originally Posted by Doutrinador View Post
    Would not be better raise intel and use KTA( instead Divine Might)?
    There is a couple of reasons I went Divine Might over KTA:

    • Boosting CHA also increases my saves due to Divine Grace
    • Divine might only costs 3 AP to get (1 min duration) vs 7 AP for KTA -- APs are really really tight on this build.
    • I am not really using the tactics boost that comes with KTA
    • I wanted Smite Weakness anyways, so investing in Warpriest made more sense than investing in Harper.
    • I am always going to want my Cha gear on for divine grace, but I can assign much of my Int gear to swap items as it is really only used for trapping.


    Based on the above I really didn't see KTA to be a good alternative. Divine might syngerizes much better with the build overall.

  4. #4
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    Quote Originally Posted by Andoris View Post
    There is a couple of reasons I went Divine Might over KTA:

    • Boosting CHA also increases my saves due to Divine Grace
    • Divine might only costs 3 AP to get (1 min duration) vs 7 AP for KTA -- APs are really really tight on this build.
    • I am not really using the tactics boost that comes with KTA
    • I wanted Smite Weakness anyways, so investing in Warpriest made more sense than investing in Harper.
    • I am always going to want my Cha gear on for divine grace, but I can assign much of my Int gear to swap items as it is really only used for trapping.


    Based on the above I really didn't see KTA to be a good alternative. Divine might syngerizes much better with the build overall.
    Beat me to it!

    KTA doesnt really give a tactics boost over Divine Might (unless you are not STR based, which you are). The STR boost of Divine Might would have the same boost to tactics by nature of having a higher STR.

  5. #5
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    Quote Originally Posted by Doutrinador View Post
    Would not be better raise intel and use KTA( instead Divine Might)?
    1. Doesnt look to me like he has the spare AP
    2. KTA is effectively the same as Divine Might

  6. #6
    Community Member AbyssalMage's Avatar
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    Interesting. Been contemplating dropping Monk thanks to Armor Up changes (granted I am working on Monk PL so that is out of the question currently) so it was nice to see a new take on an Acrobat build.

    Going further,
    Would (strength based) 13/4/3 Rogue, FvS, Pally work better? AP would be just as tight though so wondering.
    Pally - MRR/PRR and Saves
    FvS - Healing and Divine Might
    Rogue - Loses SA from two less Rogue level. Not sure if skills would also suffer.

    p.s. The Rogue pass was very disappointing for Thief Acrobat. It really looks like they spent most of their time balancing Assassin and reworking Mechanic (and animation) and simply ignored, or didn't dedicate any resources to, Acrobat.

  7. #7
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    Quote Originally Posted by AbyssalMage View Post
    Interesting. Been contemplating dropping Monk thanks to Armor Up changes (granted I am working on Monk PL so that is out of the question currently) so it was nice to see a new take on an Acrobat build.

    Going further,
    Would (strength based) 13/4/3 Rogue, FvS, Pally work better? AP would be just as tight though so wondering.
    Pally - MRR/PRR and Saves
    FvS - Healing and Divine Might
    Rogue - Loses SA from two less Rogue level. Not sure if skills would also suffer.

    p.s. The Rogue pass was very disappointing for Thief Acrobat. It really looks like they spent most of their time balancing Assassin and reworking Mechanic (and animation) and simply ignored, or didn't dedicate any resources to, Acrobat.
    There is nothing wrong with that split, but I can't see you freeing up enough AP to get Ameliorating Strike (would need to find 13 more AP somewhere).

    In the end your split gives up 1d6 sneak damage and 2% run speed for a 2nd level spell and a few more spell points. I just don't see it being worth it

  8. #8
    Community Member BigErkyKid's Avatar
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    Just some thoughts:

    - Why not the more traditional monk splash? Paladin 4 (divine might), 6 monk, 10 rogue. Or paladin 3 and 11 rogue, but dexterity based.

    * The monk splash has more hamp (build in, your hamp is not a feature of the build but rather of the gear you have)
    * Shadow veil and some more dodge
    * Offensive gains via earth stance / wind stance
    * Some HPs

    You lose:

    * Smite weakness (some boss DPS, but that relevant?)
    * Some PRR (since you cannot stack war priest and having the same PRR with robes is a tad harder)
    * Some SA and fort bypass

    Is this a "reasonable" trade off? What would be the "selling feature" of your build?

  9. #9
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    Quote Originally Posted by BigErkyKid View Post
    Just some thoughts:

    - Why not the more traditional monk splash? Paladin 4 (divine might), 6 monk, 10 rogue. Or paladin 3 and 11 rogue, but dexterity based.
    Dropping to 10 Rogue will cost me either surivability (defensive roll) which I really don't want to give up or DPS (Opportunist and 3% doublestrike). However a 13 rogue / 4 Pally / 3 Monk or a is worth comparing.

    * The monk splash has more hamp (build in, your hamp is not a feature of the build but rather of the gear you have)
    * Shadow veil and some more dodge
    * Offensive gains via earth stance / wind stance
    * Some HPs

    You lose:

    * Smite weakness (some boss DPS, but that relevant?)
    * Some PRR (since you cannot stack war priest and having the same PRR with robes is a tad harder)
    * Some SA and fort bypass
    All of these are good points and we discussed many within our guild forums prior to posting here. I'll try to summarize the discussion we had on these topics.


    Healing amp: Monk really doesn't do anything to help this. Currently, my healing amp is AP constrained not class constrained. Where it is possible that I might be able to squeeze 1 ap for the first shinto core where I couldn't find room for 2 ap for the human HA, I don't feel it is enough of a difference to have a material effect.

    Shadow Veil: The only way I can afford the AP's for shadow veil would be to greatly reduce the AP spend in Assassin, which due to the Melee power gained from Nimbleness and extra damage from venomed blades would result in a DPS loss. Also to take Shadow Veil (for defensive reasons) would either cost me more offense (opporuntist) or defense (defensive roll) to fit in 6 monk. In either case Shadow Veil imo is sub-optimal for this build.

    Extra Dodge: The extra dodge and run speed from being centered is a nice boost and would let me increase my standing Dodge bonus. However, due to the way MDB works I would still be capped at 34% (I would just get there sooner), giving me little in the way of a defensive bonus.

    Offensive Gains: Running the numbers +2 SA dice from Shadow Killer and Earth Stance is less than 1% in dps difference (Earth stance is slightly better) on this build so there really is not much of a gain.

    Action Points: Getting divine might from Pally will cost me ~9 ap (1 min duration); if I go dex based KtA will run 7-8 points. I will get back 10 from Warpriest leaving me 2-3 ap to play with.. likley that would either go to healing amp or the third core in KotC if STR based or 3 Melee power if Dex based. Either way there is a slight boost here for AoE melee damage, but a significant loss in single target dps (which is where the build is weakest). This really comes down to playstyle and who you play with. If vulnerability stacks are always at 20 anyways due to the rest of the party.. then there is not much of a loss. If you play with a varied group, or if your group counts on you to get the boss to a 20% vulnerability quickly then this is a huge loss. Personally, for me Smite Weakness is more than worth it and helps to shore up a weakenss of the build.

    Smite Weakness (is it worth it?): With smite weakness and 1st degree burns you are getting a 6.5% dps boost on a boss starting with the first swing, in 30 seconds that is a 20% dps increase if you are going it alone. If you are in a party and assume that they are using 1st degree weapons as well, the entire party (6 people) is at a 11.5% dps increase on second 9 the whole party is getting a 20% dps increase. Without sense weakness, soloing you might as well not bother as the mob will be dead before you get to a 20 stack, and in a party of 6 it will be a 6% dps increase on second 1 and will take ~17 seconds to hit a 20 stack.

    With the amount of damage people are doing these days that is a significant damage loss. If we only assume an average of 3,500 dps per toon (ie. no Barbs or dps speced Pally's) the difference between smite and no smite is ~8.1% loss when soloing over 30 seconds when smite gets to 20 stacks (117k damage done) and ~4.1% loss when grouping over 9 seconds when smite gets to 20 stacks (218k damage done). While smite weakness clearly favors you more when soloing, a 4% damage increase to the entire party is worth taking in my book.

    Is this a "reasonable" trade off? What would be the "selling feature" of your build?
    Personally, I don't think so. Monk doesn't get you very much in the way of dps, it costs you defense mostly in PRR loss, and removes a considerable amount of single target dps (sense weakness). As much as I like "monk recall" and the extra 5% run speed.. It doesn't seem like a good trade-off... however, as always ymmv. Monk isn't a bad option, it just isn't a good one either.
    Last edited by Andoris; 04-15-2015 at 06:00 PM.

  10. #10
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    Some comments on your reply:


    - Vault, staff lounge and sweeping strikes would net you 4AP. Right now I only see you using it for vault, which of course is a perk but I don't think it is necessary.

    - I don't know how you computed it, but I am surprised that 2 SA dice yield more for you than x1 crit multiplier (or in wind stance, a good amount of stacking DBs).

    You are using a TF staff with a profile 20/x2, 19-20/x3 with staff specialization, 17-20/x3 with IC.

    This is BASE*0*(1/20)+BASE*1*(15/20)+BASE*3*(4/20) = BASE*1.35. Without accounting for seeker, the extra from earth stance puts you in: BASE*1.45.

    Suppose melee power 123 and a base attack damage of 100. This is 100*2.23=223 per hit. Now this is 301.05 with 1.35 and now with earth 323.35. Again, no seeker of any sort included you are gaining 23 damage.

    Compare to 3.5*2=7 of sneak attack, 7*2.23=15.61 after MP. Not even considering that SA is situational, and not adding the HP benefits of earth stance, it seems to me that it really cannot be compared at all, 2 SA and a multiplier.

    Now I'd love to see how you reached your conclusion, I might be missing something obvious.

    - Monk lets you wrap dance of flowers as a low hanging twist for extra 1.5 W (since you'll be using robes).

    - Smite weakness really doesn't seem that hot to me. It is clearly only for bosses (15seconds cool down), and it adds 1% damage. How are you reaching 6.5% damage increase from the first round? 1% from each of them. I haven't tested how they stack, but honestly, I cannot reach a 6.5% in the first hit at all. Multiplicative is the best scenario: 1.01*1.01=1.0201.

    - Dodge with monk is higher if you go the route of shadow veil.

    MONK – 35% dodge – 37 with dodge feat
    5 dodge TA
    11 dodge item
    2 guild
    3 shadow dodge
    6 monk
    2 ninja spy
    2 guild
    6 uncanny dodge
    max dodge: 25+3 ninja=28+(2tumbler)+(3shadowdodge)+(5swall)=38 max.

    - Shadow veil: your current set up has 10 in war priest and 4 AP you could easily shave off TA. I think I could fit it in.

    So in other words, I don't see the DPS gains you mention (unless my numbers are wrong, I'd be happy to rectify if you show me otherwise), I see some defensive losses from not going monk. The main drawback I see in monk is getting PRR high enough, the rest seems like winning. Honestly, FVS seems like a suboptimal splash to me. But I am willing to sand corrected!

    Even without shadow veil, the extra damage, possibly healing amp seem to trump 10 PRR and smite weakness (EDIT: You lose more PRR)
    Last edited by BigErkyKid; 04-15-2015 at 08:40 PM.

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