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  1. #1
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    Default pdk shortsword centered end completionist build, frenzy speed

    so dual celestias, 40ap into KOTC, gains 10% offhand strike from the monk shintao enhancement, and the second 10% from 2nd ranger tempest core so 100% offhand strike. zeal + holy sword with 15 paladin. charisma tohit and damage from pdk. Multiple action boosts inc stacking racial. Stupid high saves centered in defender stance/precision. need 1 ap into nija spy to make them ki weaps of course. Ive never played a toon with legit using 6 enhancement trees, kind of funky. Monk iron fist and unbalancing strikes which are uber. Running in unyielding sentinel with twists: sense weakness, improve power attack, haste boost, dance of flowers, and legendary tactics


    The celestial outfit with doublestrike is one of the better armor setups in that content IMO. boots of innocent and battle harness for a tactical/yet straight wreck your face dps focus.

    weakness would be mrr caps in cloths.

    tiny synergy perk: lev 30 tactical feat extra 4% doublestrike for total of 8%

    Not sure if the whirling blades enhancements in tempest mess with light damage swords, if they do can just swap that AP into the dodge/sprint boost enhancements in tempest.

    Code:
    Character Plan by DDO Character Planner Version 04.29.001
    DDO Character Planner Home Page
    
    Level 30 Lawful Good Purple Dragon Knight Male
    (15 Paladin \ 2 Monk \ 3 Ranger \ 10 Epic) 
    Hit Points: 570
    Spell Points: 792 
    BAB: 19\19\24\29\29
    Fortitude: 35
    Reflex: 34
    Will: 28
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 30)
    Strength              8                    17
    Dexterity            13                    22
    Constitution         16                    25
    Intelligence         10                    19
    Wisdom               14                    23
    Charisma             17                    35
    
    Tomes Used
    +7 Tome of Strength used at level 1 \par +7 Tome of Dexterity used at level 1 \par +7 Tome of Constitution used at level 1 \par +7 Tome of Intelligence used at level 1 \par +7 Tome of Wisdom used at level 1 \par +7 Tome of Charisma used at level 1 \par 
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 30)
    Balance               0                    30
    Bluff                 0                    24
    Concentration         4                    42
    Diplomacy             0                    24
    Disable Device        n/a                  n/a
    Haggle                0                    24
    Heal                  4                    41
    Hide                  0                    19
    Intimidate            0                    24
    Jump                  4                    26
    Listen                4                    22
    Move Silently         4                    35
    Open Lock             n/a                  n/a
    Perform               n/a                  n/a
    Repair                3                    19
    Search                3                    19
    Spellcraft            0                    16
    Spot                  4                    22
    Swim                  0                    15
    Tumble                n/a                  21
    Use Magic Device      5                    38
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Past Life) Past Life: Artificer
    Feat: (Past Life) Past Life: Artificer
    Feat: (Past Life) Past Life: Artificer
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Bard
    Feat: (Past Life) Past Life: Bard
    Feat: (Past Life) Past Life: Bard
    Feat: (Past Life) Past Life: Cleric
    Feat: (Past Life) Past Life: Cleric
    Feat: (Past Life) Past Life: Cleric
    Feat: (Past Life) Past Life: Druid
    Feat: (Past Life) Past Life: Druid
    Feat: (Past Life) Past Life: Druid
    Feat: (Past Life) Past Life: Favored Soul
    Feat: (Past Life) Past Life: Favored Soul
    Feat: (Past Life) Past Life: Favored Soul
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Paladin
    Feat: (Past Life) Past Life: Paladin
    Feat: (Past Life) Past Life: Paladin
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Rogue
    Feat: (Past Life) Past Life: Rogue
    Feat: (Past Life) Past Life: Rogue
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Past Life) Past Life: Warlock
    Feat: (Past Life) Past Life: Warlock
    Feat: (Past Life) Past Life: Warlock
    Feat: (Past Life) Past Life: Wizard
    Feat: (Past Life) Past Life: Wizard
    Feat: (Past Life) Past Life: Wizard
    Feat: (Human Bonus) Stunning Blow
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    
    Level 2 (Paladin)
    Feat: (Deity) Favored by Amaunator
    
    
    Level 3 (Monk)
    Feat: (Selected) Completionist
    Feat: (Monk Bonus) Dodge
    
    
    Level 4 (Paladin)
    
    
    Level 5 (Ranger)
    
    
    Level 6 (Paladin)
    Feat: (Selected) Adept of Forms
    
    
    Level 7 (Monk)
    Feat: (Monk Bonus) Power attack
    
    
    Level 8 (Paladin)
    
    
    Level 9 (Paladin)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 10 (Paladin)
    
    
    Level 11 (Paladin)
    
    
    Level 12 (Paladin)
    Feat: (Selected) Master of Forms
    
    
    Level 13 (Paladin)
    
    
    Level 14 (Paladin)
    
    
    Level 15 (Paladin)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 16 (Ranger)
    
    
    Level 17 (Paladin)
    
    
    Level 18 (Paladin)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 19 (Paladin)
    
    
    Level 20 (Paladin)
    
    
    Level 21 (Epic)
    Feat: (Selected) Epic: Overwhelming Critical
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Feat: (Selected) Grandmaster of Forms
    
    
    Level 25 (Epic)
    
    
    Level 26 (Epic)
    Feat: (Epic Destiny) Primal Sphere: Perfect Two Weapon Fighting
    
    
    Level 27 (Epic)
    Feat: (Selected) Martial Sphere: Tactician
    
    
    Level 28 (Epic)
    Feat: (Epic Destiny) Martial Sphere: Elusive Target
    
    
    Level 29 (Epic)
    Feat: (Epic Destiny) Multiple Spheres: Harbinger of Chaos
    
    
    Level 30 (Epic)
    Feat: (Selected) Multiple Spheres: Embodiment of Order
    Feat: (Legendary) Scion of the Astral Plane
    Enhancement: Purple Dragon Knight - Human Versatility: Damage Boost (Rank 1)
    Enhancement: Purple Dragon Knight - Cormyrean Knight Training (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Slayer of Evil I (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Courage of Heaven (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Slayer of Evil II (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Improved Courage of Heaven (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Extra Remove Disease (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Extra Remove Disease (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Extra Smite (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Extra Smite (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Exalted Cleave (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Exalted Cleave (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Exalted Cleave (Rank 3)
    Enhancement: Knight of the Chalice (Pal) - Action Boost: Melee/Ranged Power (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Action Boost: Melee/Ranged Power (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Action Boost: Melee/Ranged Power (Rank 3)
    Enhancement: Knight of the Chalice (Pal) - Vigor of Life (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Exalted Smite (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Exalted Smite (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Exalted Smite (Rank 3)
    Enhancement: Knight of the Chalice (Pal) - Charisma (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Vigor of Life (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Empowered Smite (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Charisma (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Holy Retribution (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Holy Retribution (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Holy Retribution (Rank 3)
    Enhancement: Knight of the Chalice (Pal) - Avenging Cleave (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Avenging Cleave (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Avenging Cleave (Rank 3)
    Enhancement: Tempest (Rgr) - Shield of Whirling Steel (Rank 1)
    Enhancement: Tempest (Rgr) - Tempest (Rank 1)
    Enhancement: Tempest (Rgr) - Improved Defense (Rank 1)
    Enhancement: Tempest (Rgr) - Improved Defense (Rank 2)
    Enhancement: Tempest (Rgr) - Improved Defense (Rank 3)
    Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
    Enhancement: Tempest (Rgr) - Improved Parry (Rank 1)
    Enhancement: Tempest (Rgr) - Improved Parry (Rank 2)
    Enhancement: Tempest (Rgr) - Improved Parry (Rank 3)
    Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
    Enhancement: Tempest (Rgr) - Storm Dancer (Rank 1)
    Enhancement: Tempest (Rgr) - Whirling Blades (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) - Fists of Iron (Rank 1)
    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) - Unbalancing Strike (Rank 1)
    Enhancement: Sacred Defender (Pal) - Holy Bastion (Rank 1)
    Enhancement: Sacred Defender (Pal) - Sacred Defense (Rank 1)
    Enhancement: Sacred Defender (Pal) - Extra Lay on Hands (Rank 1)
    Enhancement: Sacred Defender (Pal) - Durable Defense (Rank 1)
    Enhancement: Sacred Defender (Pal) - Durable Defense (Rank 2)
    Enhancement: Sacred Defender (Pal) - Durable Defense (Rank 3)
    Enhancement: Sacred Defender (Pal) - Resilient Defense (Rank 1)
    Enhancement: Sacred Defender (Pal) - Resilient Defense (Rank 2)
    Enhancement: Sacred Defender (Pal) - Resilient Defense (Rank 3)
    4(dance of flowers)W 1d10 + 8 sword + 33 main hand/22 off hand charisma mod (figuring base 54 with gear, no pots or temp buffs) + 3 weap enchant arcane PLs + 1 holy sword + 2 rams might + cha mod + 3 tempest + 3d6 light KOTC + 3 monk lives + 1d6+3 SA damage rogue Pls/ninja spy + 10 bane damage + 20 lawful damage + 1d20 bane damage + 2d20 chaos damage + 1d6 elec damage storm dancer + 1d6 good purify weapon + 2d6 good vs evil Anoint Weapon + sense weakness damage dice bumps. so thats the base damage per strike before other gear is put on besides applying charisma bonuses.

    double strike: 10 past lives + 17 outfit + 10 zeal + 8 Scion of the Astral Plane + 5 perfect twf = sustained 50% doublestrike with 10% offhand doublestrike (15% behind pure tempest)

    Crit enhancements: holy sword being the bedstone of the build, +1 range/mult. grandmaster earth stance so +1 on 19-20 and of course the +1 multiplier from overwhelming crit. Standard fare with imp crit pierce should net 15-18 x3 and 19-20 x5. ED bonuses withstanding. Mutiple active strikes with crit multipler and range stacking bonuses.

    Tactical and active combats moves:
    stunning blow, trip, KOTC cleaves, maxed smites, iron fist, unbalancing strike and grandmaster ki strikes

    Tactical DC modifiers: +3 fighter PLs, +5 mythic emerald gaze + 12 boots of innocent + 6 legendary tactics + 2 epic feat+ 7 charisma mod = 35 + applicable main stat and feat/action modifiers .

    Action boosts:
    Twisted LD haste, racial damage, tempest melee power

    Saves (no buffs besides GH from boots, reflects projected stats with gear on):
    Reflex: 11 base + 22 cha mod + 9 dex mod + 11 resistance + 7 parrying + 2 luck + 1 eld craft + 4 gh + 5 epic levels +3 defender bonus + 2 brace for impact + 3 divine PL = 80 total + 6 vs traps rogue PLs and +4 vs evil monsters KOTC cores

    Will: 9 base + 22 cha mod+ 17 wis mod + 11 resistance+ 7 parrying + 2 luck + 1 eld craft + 4 gh + 5 epic levels +3 defender bonus + 2 brace for impact + 3 divine PL = 86 total + 6 vs enchantments/illusions bard PLs and +4 vs evil monsters KOTC cores.

    Fort: 15 base + 22 cha mod + 18 con mod + 11 resistance+ 7 parrying + 2 luck + 1 eld craft + 4 gh + 5 epic levels +3 defender bonus + 2 brace for impact + 3 divine PL = 80 total +4 vs evil monsters KOTC cores

    Biggest downsides: Lacks abundant step/wings/base run speed bonuses of any sort with -10% earth stance speed on top ick. No traps. Armor + stacked past lives goes over cloths MRR limit. No ranged DPS to swap to, just ho hum tossing star.

    Biggest upside, total destruction single target dps, with solid AOE CC and dps options. Filthy diisgusting durability.

    Weighed monk 3 and ranger 4 heavily in different variations. monk vamp healing is big fun with heal amp of course but with paladin heal sources not really worth losing zeal or 2nd tempest core. ranger 4 gets upgraded elec and building storm, sacrifice being evasion/feat or zeal. so ended with the 15 pal/3 ranger/2 monk spread.

    Would drop precision for PA if planned to run in dreadnaught, so would need to drop int to beef strength a tiny bit. If they come out with revised monk weapons including fist blades I would swap the 3rd ranger lev for 3rd monk, run stunning fist instead of stunning blow. That would allow drop of tempest completely to go deeper into ninja spy for ninja stances and grab more heal amp and lev drain immunity.
    Last edited by jeremyt; 03-28-2016 at 02:45 PM.
    Reckter 91PLs, Anhilliation 36PLs. Rekter 17 PLs. Vikzor 9PLs. Veisha 7PLs. Rekinja 4PLs. Rekalidin 4PLs. Minirek 3PLs. Artirek 3PLs. 175 total past lives gained, 1 XP stone used (the free one)

  2. #2
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by jeremyt View Post
    Running in unyielding sentinel with twists: sense weakness, lay waste, haste boost, dance of flowers, and legendary tactics (pretty sure 4 3 3 1 1 is possible will have to double check).
    Unfortunately, it's not. Best you can do is 4/3/2/1/1 which is 36 Fate pts; a 4/3/3/1/1 combo takes 4 more Fate pts than the max available (37). EDIT: IMO, Lay Waste isn't worth taking unless you also have Momentum Swing to reset its CD.
    Not sure if the whirling blades enhancements in tempest mess with light damage swords
    I think you're OK.

    Any particular reason to go CHA-based on this build? You save some APs by not needing Div Might, I guess, but it's still a net DPS loss. And since Stunning Blow DC is based on STR, I don't see what the point is of taking it. Also not sure what the point of WF:Slash is, since this isn't a WSS build.
    Last edited by unbongwah; 03-28-2016 at 09:08 AM.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  3. #3
    Community Member
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    Jan 2010
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    Quote Originally Posted by unbongwah View Post
    Unfortunately, it's not. Best you can do is 4/3/2/1/1 which is 36 Fate pts; a 4/3/3/1/1 combo takes 4 more Fate pts than the max available (37). EDIT: IMO, Lay Waste isn't worth taking unless you also have Momentum Swing to reset its CD.

    I think you're OK.

    Any particular reason to go CHA-based on this build? You save some APs by not needing Div Might, I guess, but it's still a net DPS loss. And since Stunning Blow DC is based on STR, I don't see what the point is of taking it. Also not sure what the point of WF:Slash is, since this isn't a WSS build.
    Yeah was waffling between standard to damage/to-hit or charisma. If I went str based would probably actually go shadar kai (thats why WF was swapped in, went with tiny melee power boost instead of magical training for echos or more dodge %, WF slash also gives flexibility to pick up WSS to try dual fellblades) and use forester's hooks instead of celestias.

    Only real angle with cha based is to centralize bonuses to up the EE saves/self healing/help land holy ret insta kills. Would still be using epic emerald gaze to cover gap in str and help the bottom line with tacticals. should end up with about 36 str. Was my understanding that the KOTC cleaves that shared cooldowns with reg cleaves/replaced their functionality for CD resets and holy retribution worked as momentum swing in resetting lay waste? yeah if holy retribution doesn't have a CD reset for laywaste then thats a borked angle. I guess my memory did me wrong in that aspect, but such is fate(pun) I guess since not enough fate points

    the higher base dice of celestia made me draw this up over the kamas. figure starting with 4W1d10 base is a solid DPS foundation for the other +W inducing strikes as well (paladin cleaves doing 3W and 5W and holy ret doing 5W being the foundation of that line of thought). Along that train of thought I was also going to craft an alternate set of swords being http://ddowiki.com/page/Epic_Sting, with the 2d12 base dice and play with those see how they roll. With dance of flowers and PA instead of precision (to fill last twist slot with imp PA +.5W) a holy ret with stings would crash into face with 7W2d12so 14d12 BASE DICE holy shnikies! per strike) I think the overall dps math on kamas/strength would be a bit better but tactics would be about 2 less overall (no cha mod to tactics vs much higher str) and saves/lay on hands potency would be down considerably of course. Up side being having an abundant step source which is a huge weakness on this cha build. Much less int for random quality of living skills (ms/hide fluff) with points into str as well.

    PS exalted smite with sting would be 2W2d12 with x5 14-18 and x7 19-20. forester's hooks would be 4.5dW1d6 13-18 x6 and x8 19-20. Fellblade would be 12.5W1d8 with x5 13-18 and x7 19-20.

    PSS could easily drop con by 2 to bump str by 4, stay cha based but gain tacticals at the loss of 30hp (before % increases) and 1 fort save.

    PSSS another reason why i gravitated towards cha to damage is the divine might animation/mechanic is annoying to me.

    PSSSS toon has this fvs, a cleric life, a sorc life and a warlock life to get through (with a epic PL each ife and 4 iconics mixed in) before he is ready for endbuild so just throwing couple ideas around. Pure tempest is on table still and trying out a trapping/whirlwind strike build somewhat like this on a different toon using small shield/vanguard to see how the dps is with epic demonic soldier shield.
    Last edited by jeremyt; 03-28-2016 at 02:01 PM.
    Reckter 91PLs, Anhilliation 36PLs. Rekter 17 PLs. Vikzor 9PLs. Veisha 7PLs. Rekinja 4PLs. Rekalidin 4PLs. Minirek 3PLs. Artirek 3PLs. 175 total past lives gained, 1 XP stone used (the free one)

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