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  1. #1
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    Default Shadow Wolf, Work in Progress

    I still need a druid life, and it's likely that wolf builds are going to change radically in a couple of months. So here's a preliminary stab at a wolf build. Already done the Druid/Fighter/Ranger.

    Why 8 druid?, because we want 6 ranger (Imp TWF and exposing strike), and 6 rogue (assassin's trick). Also we don't have the feats to do natural fighting anyway. Healing in epics is a mix of consecrate and druid bluebar spells.
    We should have a respectable amount of sneak attack on this build (3 from rogue levels, 4 from rogue enhancements, 3 from ranger enhancements, 2 from being a winter wolf). This makes having improved deception at a premium. We generate helplessness via balanced attacks and very high attack speed. Defense isn't as good as the fighter wolf version, but dodge will be very high. Shadowdancer can substitute for LD occasionally during epic leveling. Assassin's trick is our means of disabling sneak attack immunity. Maintaining a blitz with this attack rate should be pretty easy. Int is prioritized fairly high to allow for strong skill diversity (in particular, move silently maxed and hide respectable to work with the increased sneak speed provided by rogue enhancements). To up the damage at the expense of this (although only by 1, you can strip the int a bit, and some of the other stats, but that will hurt saves and ability to function as a good trapper).

    Any comments or suggestions? Haven't built it yet, still working on my 3rd arty life.



    Shadow Wolf
    8/6/6 Druid/Ranger/Rogue
    True Neutral Human


    Level Order

    1. Rogue 6. Ranger 11. Druid 16. Ranger
    2. Druid 7. Rogue 12. Druid 17. Ranger
    3. Druid 8. Druid 13. Druid 18. Ranger
    4. Ranger 9. Rogue 14. Druid 19. Rogue
    5. Ranger 10. Druid 15. Rogue 20. Rogue


    Stats
    28pt 32pt 34pt 36pt Tome Level Up
    ---- ---- ---- ---- ---- --------
    Strength 16 16 16 16 +6 4: STR
    Dexterity 14 14 14 14 +6 8: STR
    Constitution 8 12 14 14 +6 12: STR
    Intelligence 15 15 15 16 +6 16: STR
    Wisdom 12 12 12 12 +6 20: STR
    Charisma 8 8 8 8 +6 24: STR
    28: STR

    Skills
    Rg Dr Dr Rn Rn Rn Rg Dr Rg Dr Dr Dr Dr Dr Rg Rn Rn Rn Rg Rg
    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    ------------------------------------------------------------
    Disable 4 6 2 6 4 1 23
    Open Lo 4 1 6 2 6 4 23
    Search 4 3 1 1 10 1 1 2 23
    Spot 4 1 1 1 1 1 2 2 1 1 1 1 2 1 1 2 23
    Move Si 4 1 3 1 4 8 2 23
    UMD 4 6 2 6 4 1 23
    Concent 5 1 1 1 1 2 2 1 1 1 1 3 1 21
    Heal 2 4 1 1 1 2 2 1 1 1 1 3 1 21
    Spellcr 5 5 5 2 17
    Diplo 4 2 3 3 1 1 1 2 17
    Hide 4 3 1 1 2 11
    Balance 4 3 7
    Jump 4 2 6
    Swim 4 2 6
    Bluff 4 4
    Haggle 4 4
    ------------------------------------------------------------
    48 8 8 10 10 10 13 9 13 9 9 9 9 9 14 12 12 12 14 14


    Feats

    1 : Single Weapon Fighting
    1 Human : Dodge
    3 : Completionist
    3 Druid : Wild Shape 1: Wolf
    4 Ranger : Favored Enemy: Undead
    6 : Precision
    9 : Improved Single Weapon Fighting
    11 Druid : Wild Shape 1: Bear
    12 : Improved Critical: Bludgeoning
    14 Druid : Wild Shape 2: Winter Wolf
    15 : Greater Single Weapon Fighting
    17 Ranger : Favored Enemy: Evil Outsider
    18 : Greater Two Weapon Fighting
    21 Epic : Overwhelming Critical
    24 Epic : Great Ability: Strength
    26 Destiny: Perfect Two Weapon Fighting
    27 Epic : Epic Reflexes
    28 Destiny: Elusive Target
    29 Destiny: Deific Warding
    30 Epic : Epic Damage Reduction
    30 Legend : Scion of: Arborea


    Spells

    Druid
    1. Ram's Might, Magic Fang, <Any>, <Any>, <Any>
    2. Lesser Restoration, Align Fang, Gust of Wind, Resist Energy
    3. Cure Moderate Wounds, Sleet Storm, Vigor, <Any>
    4. Cure Serious Wounds, Freedom of Movement, <Any>
    Ranger
    1. <Any>, <Any>

    Enhancements (80 AP)

    Tempest (36 AP)
    • Shield of Whirling Steel, Tempest
    1. Improved Reaction III, Acrobatic II
    2. Improved Dodge III, Sprint Boost III
    3. Storm Dancer, Critical Mastery III, Strength
    4. Storm Tempest, Elaborate Parry III, The Growing Storm III, Strength
    5. Cuts: Many Cuts III, Dance of Death III

    Assassin (27 AP)
    • Knife in the Darkness, Dagger in the Back, Assassin's Trick
    1. Shiv I, Sneak Attack Training, Stealthy III
    2. Venomed Blades III, Sneak Attack Training, Damage Boost III
    3. Critical Mastery I, Sneak Attack Training
    4. Execute, Killer III, Sneak Attack Training

    Deepwood Stalker (12 AP)
    • Far Shot, Sneak Attack, Exposing Strike
    1. Stealthy III, Tendon Cut I
    2. Survivalist, Melee/Range Power Boost III

    Human (5 AP)
    • Damage Boost, Strength
    1. Improved Recovery


    Destiny (24 AP)

    Legendary Dreadnought
    1. Extra Action Boost III, Strength
    2. Damage Boost II, Strength
    3. Critical Damage III, Strength
    4. Strength
    5. Advancing Blows, Devastating Critical, Strength
    6. Master's Blitz

    Twists of Fate (26 fate points)
    1. Sacred Ground (Tier 3 Crusader)
    2. Balanced Attacks (Tier 3 Primal)
    3. Consecration (Tier 2 Crusader)
    4. Brace for Impact (Tier 1 Sentinel)

  2. #2
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    Default Enhancement suggestions

    I have done some testing of a rogue wolf build, though not actually played one for real.

    Venomed strikes doesn't work in wolf form. But bleed them out does, if you need to spend points at that point in the tree.

    If I were you, I'd take the haste boost rather than the sprint boost in tempest. The latter is fun, but the former is powerful.
    Last edited by SpiritofAlba; 09-09-2016 at 08:49 AM.

  3. #3
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    Default

    Quote Originally Posted by SpiritofAlba View Post
    I have done some testing of a rogue wolf build, though not actually played one for real.

    Venomed strikes doesn't work in wolf form. But bleed them out does, if you need to spend points at that point in the tree.

    If I were you, I'd take the haste boost rather than the sprint boost in tempest. The latter is fun, but the former is powerful.
    Thanks on the venomed strikes---yeah was looking to spend a few points there to get to T4. Thing is, I'll have damage boost (+30 MP/RP) in other trees, and I'm not sure haste boost will actually stack my attack speed given how much attack speed I'm already going to have. A lot of things have caps.

  4. #4
    Build Constructionist unbongwah's Avatar
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    Default

    If you're taking Dodge, you might as well take Mobility and max out the Tempest enhancements, IMO; you need plenty of AP filler anyway and that's +2% Dodge +5 MDB +3 Dodge cap. Completionist can be backloaded.

    AP-wise, also consider 39 Tempest (DoD+MC+ED) / 25 DWS (Killer+Survivalist) / 13 NW (Fatal Harrier) / 3 human (Dmg Boost + Imp Recovery or +1 STR). Downside is losing Assassin's Trick; upside is gaining Evasive Dance and +10% atk speed from Fatal Harrier if you can keep it fully stacked. I think you'll find Exposing Strike more reliable than AT anyway, particular during DoD. This also opens the option of less rog and more druid for higher-lvl spells.

    FYI, Anvil of Thunder & Headmans Chop work in wolf form if you have an axe equipped; OTOH, Pulverizer does not, even if you equip a blunt weapon.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  5. #5
    Community Member adrian69's Avatar
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    Default

    Quote Originally Posted by ValariusK View Post
    Thanks on the venomed strikes---yeah was looking to spend a few points there to get to T4. Thing is, I'll have damage boost (+30 MP/RP) in other trees, and I'm not sure haste boost will actually stack my attack speed given how much attack speed I'm already going to have. A lot of things have caps.
    Haste Boost Stacks. Fatal Harrier doesn't and will only give you 10% more than gear.

  6. #6
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    Default

    Here's a question, does anyone know if the Hide of the Fallen actually works? If so it'd be +7 primal bonus to damage on this build, which would be useful.

  7. #7
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    Default

    At L22 now, settled into 36 Tempest/25 Assasin/13 DWS/3 racial/3 TA (got to have that 6% movement speed).

    Leveling up was very smooth. Trapping was always adequate to the task in HE. I found that I used my Tenebreous stiletto a lot in heroic, as it had deception on it. Getting sneak attack made a huge difference to damage output.
    Epics now I'm in LD, squishiness isn't that bad, DPS output is extremely high. I do have to disengage sometimes to heal as I don't have quicken (or cocoon). Assassin's trick is all it is advertised and more. It really boosts the whole party's dps when you use it on bosses and minibosses. Improved deception in epics is not optional (epic golden guile at 20, seal of avithoul at 21, ring of deceit at 25 in my case). Manyshot is available for those rare instances when melee is disfavored. The 75% and 50% enhancements to stealth speed together do actually stack but they do in a diminishing returns kind of way (it's noticeably faster with both but its like 7 seconds to run a fixed distance unstealthed, almost 8, probably 7.5 or so with both, and 9 with just the assasin 75%). Most likely what they do is reduce the stealth movement penalty. Stacked stealth doesn't feel slow, but unstacked does, from a subjective point of view. Never tested with the monk ninja spy enhancements (rogue/ranger/monk?) I suspect with all 3 you'd have to run longer tests to detect the stealth slowdown.

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