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  1. #1
    Community Member Jyhdif's Avatar
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    Default Sylvanus Fighter/Cleric 14/6

    Just working through a build for a TR. I know many are going 6 or 8 monk for melee power and improved evasion, but I thought I would try tactics, heavy armor and PRR. Any comments on survivability would be useful. My current capped pure monk has nearly the prr of my paladin in earth stance with better AC and dodge, so not sure the heavy armor and PRR is worth the loss of improved evasion and melee power. I do like the tactics bonuses, however (I suppose you could roll a 8monk/6cleric/6fighter wis and dex based that uses tomb of jade/jade strike assuming those work with centered melee weapons, but the AP would be tough).

    This will be a 4th life character with one divine epic past life and a PDK life.

    Sylvanus Heavy Armor
    14/6 Fighter/Cleric
    Lawful Good Purple Dragon Knight


    Level Order

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



    Stats
    . . . . . . . .36pt . . Tome . . Level Up
    . . . . . . . .---- . . ---- . . --------
    Strength. . . . 18. . . .+6. . . .4: STR
    Dexterity . . . .9. . . .+3. . . .8: STR
    Constitution. . 18. . . .+6. . . 12: STR
    Intelligence. . 11. . . .+3. . . 16: STR
    Wisdom. . . . . .8. . . .+3. . . 20: STR
    Charisma. . . . .8. . . .+6. . . 24: STR
    . . . . . . . . . . . . . . . . .28: STR


    Skills
    . . . . . F. C .F .C. F. C .F .C. F. C .F .C. F. F. F. F. F. F. F. F
    . . . . . 1. 2 .3 .4. 5. 6 .7 .8. 9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Heal. . . . .2. . .3. . .3. . .3. . .2. . .2. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Intim . . 4. . .2 . . 2. . .2 . . 2. . .2 . . 2. 1. 1. 1. 1. 1. 1. 1. 23
    UMD . . . ½. ½ .½ .½. ½. ½ .½ .½. ½. ½ .½ .½. ½. ½. ½. ½. ½. 1. 1. ½. 11
    Jump. . . 4. . .1 . . 1. . .1 . . 1. . .2 . . . . . . . . . . . . . . 10
    Spellcr . ½. . . . . . . . . . . . . 1 . . 2 . . ½. ½. ½. ½. . . . ½. .6
    Tumble. . 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
    . . . . .------------------------------------------------------------
    . . . . .12. 3 .4 .4. 4. 4 .4 .4. 4. 4 .5 .5. 5. 5. 5. 5. 5. 5. 5. 5



    Feats

    .1. . . . : Two Handed Fighting
    .1 PDK. . : Power Attack
    .1 Fighter: Cleave
    .2 Deity. : Follower of: Silvanus
    .3. . . . : Weapon Focus: Bludgeoning
    .3 Fighter: Stunning Blow
    .6. . . . : Empower Healing Spell
    .7 Fighter: Improved Two Handed Fighting
    .9. . . . : Weapon Specialization: Bludgeoning
    .9 Fighter: Improved Critical: Bludgeoning
    10 Cleric : Child of: Silvanus
    11 Fighter: Great Cleave
    11 Fighter:
    12. . . . : Quicken Spell
    12 Deity. : Blessing of Silvanus
    14 Fighter: Greater Two Handed Fighting
    14 Fighter: Greater Weapon Focus: Bludgeoning
    15. . . . : Combat Expertise
    16 Fighter: Improved Trip
    18. . . . : Tactical Combatant
    18 Fighter: Heavy Armor Master
    20 Fighter: Heavy Armor Champion
    21 Epic . : Overwhelming Critical
    24 Epic . : Tactical Mastery
    26 Destiny: Tactician
    27 Epic . : Tactical Training
    28 Destiny: Perfect Two Handed Fighting
    29 Destiny: Dire Charge
    30 Epic . : Heavy Armor Combatant
    30 Legend : Scion of: Astral Plane


    Spells

    Cleric
    1. Cure Light Wounds, Nightshield, Protection from Evil, Remove Fear, Divine Favor
    2. Cure Moderate Wounds, Close Wounds, Lesser Restoration, Owl's Wisdom, Remove Paralysis
    3. Cure Serious Wounds, Magic Circle Against Evil, Remove Blindness, Water Breathing



    Enhancements (80 AP)

    Kensei (37 AP)
    • Kensei Focus: Picks and Hammers, Spiritual Bond, Strike with No Thought, Power Surge
      1. Extra Action Boost II, Weapon Group Specialization, Haste Boost III
      2. Tactics III, Weapon Group Specialization
      3. Weapon Group Specialization, Shattering Strike I, Strength
      4. Opportunity Attack, Weapon Group Specialization, Strike at the Heart, Strength
      5. Weapon Master, One with the Blade, Keen Edge


    Stalwart Defender (30 AP)
    • Toughness, Stalwart Defense
      1. Durable Defense III, Stalwart Defensive Mastery III
      2. Resilient Defense III, Armor Expertise III
      3. Strong Defense III, Shield Expertise II, Strength
      4. Swift Defense, Hardy Defense III, Reinforced Armor III, Strength


    Harper Agent (8 AP)
    • Agent of Good I
      1. Harper Enchantment, Traveler's Toughness II
      2. Know the Angles III


    Purple Dragon Knight (5 AP)
    • Damage Boost, Strength
      1. Improved Recovery



    Destiny (24 AP)

    Legendary Dreadnought
    1. Legendary Tactics III, Extra Action Boost II, Strength
    2. Momentum Swing III, Strength
    3. Lay Waste
    4. Anvil of Thunder
    5. Advancing Blows, Devastating Critical
    6. Master's Blitz, Pulverizer


    Twists of Fate (22 fate points)
    1. Sense Weakness (Tier 4 Fury)
    2. Grim Precision (Tier 3 Shadowdancer)
    3. Rejuvenation Cocoon (Tier 1 Primal)

  2. #2
    Build Constructionist unbongwah's Avatar
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    Default

    Why are you going with Know the Angles instead of Divine Might? DM is cheaper AP-wise and better for 2H weapons (1.5x dmg bonus).

    Also not sure why you bothered spending so many APs on AC bonuses from Stalwart D. for what's not really a tank build.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  3. #3
    Community Member Jyhdif's Avatar
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    Default

    Quote Originally Posted by unbongwah View Post
    Why are you going with Know the Angles instead of Divine Might? DM is cheaper AP-wise and better for 2H weapons (1.5x dmg bonus).

    Also not sure why you bothered spending so many APs on AC bonuses from Stalwart D. for what's not really a tank build.
    I had thought somehow that KtA was giving a double bonus to tactics (e.g. 1/2 int bonus to str and tactics), but it is just to damage and tactics, so no sense there. Changed to DM.

    The AC bonuses were half taken to get the AP spent prereqs to move up the stalwart tree, and then to give a nice boost to end game AC when I saw I had some non-essential AP left. I have found that an AC in the mid 100s feels like decent additional mitigation, although I am not clear on how CR level makes this less valuable on higher difficulties. The Reinforced Armor III gives a 50% AC bonus to equipped armor, which is not a bad boost with end game armor.

    Swapping out Reinforced Armor and one of the Armor expertises for Toughness III and Wall of Steel III in WP is a decent trade for ~18 AC I suppose, depending upon how AC functions with high CR mobs.

    On reaper and LE or even Legendary Hard Shroud, I find the tactics and miss chances quite valuable.

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