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  1. #1
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Default Thoughts On Alchemist After A Long Playtesting

    Alchemist is fun but I am a little bummed out about the following:

    1-Death Salve isn't a toggle and only works on other players

    2-Melt Lock isn't working no matter how I try to build to make it work!

    3-No support for medium armor proficiency in the Vile Chemist Tree

    4-The lack of awesome Sickles in game (Sickle is my favored weapon for this class!)

    5-No orb (Or sickle) with legendary affirmation (Or an equivalent modified from the Soul Eating attribute currently only found on Grave wrappings (Handwraps from The Unquiet Graves quest) makes pure Alchemist class Vile Chemist melee builds a little more on the edge of the seat than I'd prefer, also I strongly dislike two weapon fighting! See Sickle Design below if you want to know how I imagine a decent raid tier melee sickle looking!

    6-No potions of Reconstruction/repair to throw

    __________________________________________________ ____________________________________

    Sickle Design For Vile Alchemist Use (Would also likely please that one guy who donated a ton to SSG, run it by him maybe?)

    The Vilest Sickle Sickle
    Minimum Level: 29
    • +15 enhancement bonus
    • Legendary Soul Trapping Passive: +0.5[W] damage dice.
      On Vorpal Hit: If your target has fewer than 3000 hitpoints and fails to make a Will DC save 100, it is instantly slain, if it is instantly slain its soul is trapped into a gem. If the target has above 3000 Hit Points, it takes 300 damage instead. (This is a hybrid between the Trap The Soul weapon proc, the Legendary Slay The Living weapon proc, and the Sovereign Vorpal Effect).
    • Legendary Soul Eating: On a Vorpal strike, the dark energy that inhabits this weapon will tear at the soul of your foe, inflicting 2d6 negative levels to your target. The Soul Eating weapon will feed this stolen life back to you in the form of 1000 temporary hit points that last for one minute or until depleted by incoming damage. (Does not stack with legendary affirmation or Bloodfeast)
    • Insatiable Vampirism 4: This weapon fiercely thirsts for the blood of your enemies, healing you for +4d2 hit points with each hit and dealing 5 constitution damage to the target struck.
    • Legendary Cursespewing:On a natural 20 attack roll, this weapon lashes out with a vengeful curse that confers a -10 morale penalty on attack rolls, damage rolls, saving throws, and skill checks. This agonizing curse also causes the victim to take 12D6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is still active will extend the duration by another twelve seconds. Note: This curse's penalties stack with the Bestow Curse spell.
    • Empty Purple Augment Slot
    • Empty Red Augment Slot


    __________________________________________________ ____________________________________







    Overall, the alchemist is a really fun class and what I'd call a real glass cannon, with a little more polishing it could be better, one thing this class needs in legendary content is something to give them that 1000 hitpoint legendary affirmation effect without robbing a build of the freedom to single weapon fight and have a full range of potential filigree usage.

    For survival purposes, I'd say go Warforged, however there is a problem.... this class has no curative admixtures for repairs.......... but still, Shards Of Mechanus Filigree set does help out a lot for survival, though you will still die a bit even while running epic elite on your own.

    All my testing was done at level cap and based on the difficulty I've had even while I've been at level cap and how often I'd had to use the Reconstruct sla from my Scion Of Mechanus feat I can say with absolutely certainty that this class could use some repair potion skills!

    My two favorite spells are: Flesh To Gold (Mass) and Multivial Of Poison!

    __________________________________________________ _______________________________

    UPDATE!!!!

    After realizing that I was wasting a feat on swords to plowshares and perhaps spreading myself a little thin I then decided to swap swords to plowshares and all of the slashing based feats for feats that would improve my vistani knife fighting.

    I then rebuilt my tree contributions around purely melee and found it to balance out what I needed to an extent where I can conclude that a a good dagger and some more appropriate gear would complete the feel!

    Instead of a Sickle, that item should be a Dagger!



    __________________________________________________ ______________

    The Vilest Dagger Dagger
    Minimum Level: 29
    • +15 enhancement bonus
    • Legendary Soul Trapping Passive: +0.5[W] damage dice.
      On Vorpal Hit: If your target has fewer than 3000 hitpoints and fails to make a Will DC save 100, it is instantly slain, if it is instantly slain its soul is trapped into a gem. If the target has above 3000 Hit Points, it takes 300 damage instead. (This is a hybrid between the Trap The Soul weapon proc, the Legendary Slay The Living weapon proc, and the Sovereign Vorpal Effect).
    • Legendary Soul Eating: On a Vorpal strike, the dark energy that inhabits this weapon will tear at the soul of your foe, inflicting 2d6 negative levels to your target. The Soul Eating weapon will feed this stolen life back to you in the form of 1000 temporary hit points that last for one minute or until depleted by incoming damage. (Does not stack with legendary affirmation or Bloodfeast)
    • Insatiable Vampirism 4: This weapon fiercely thirsts for the blood of your enemies, healing you for +4d2 hit points with each hit and dealing 5 constitution damage to the target struck.
    • Legendary Cursespewing:On a natural 20 attack roll, this weapon lashes out with a vengeful curse that confers a -10 morale penalty on attack rolls, damage rolls, saving throws, and skill checks. This agonizing curse also causes the victim to take 12D6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is still active will extend the duration by another twelve seconds. Note: This curse's penalties stack with the Bestow Curse spell.
    • Empty Purple Augment Slot
    • Empty Red Augment Slot


    __________________________________________________ _______

    A good trinket to help this build out would be nice!

    Enchanted Monodrone Eye Trinket
    Minimum Level: 29
    • Reconstruction +214
    • Insightful Reconstruction +107
    • Constitution +21
    • Insightful Constitution +10
    • Empty blue Augment Slot
    • Empty green Augment Slot
    Last edited by Lokeal_The_Flame; 01-30-2020 at 03:35 PM.

  2. #2
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    Quote Originally Posted by Lokeal_The_Flame View Post
    1-Death Salve isn't a toggle and only works on other players

    2-Melt Lock isn't working no matter how I try to build to make it work!

    3-No support for medium armor proficiency in the Vile Chemist Tree

    4-The lack of awesome Sickles in game (Sickle is my favored weapon for this class!)

    5-No orb (Or sickle) with legendary affirmation (Or an equivalent modified from the Soul Eating attribute currently only found on Grave wrappings (Handwraps from The Unquiet Graves quest) makes pure Alchemist class Vile Chemist melee builds a little more on the edge of the seat than I'd prefer, also I strongly dislike two weapon fighting! See Sickle Design below if you want to know how I imagine a decent raid tier melee sickle looking!

    6-No potions of Reconstruction/repair to throw
    You seem to always have expectations that are way beyond the point of being OP, and thus always get disappointed....

    1 - Its not supposed to be for self-heals
    3 - Alchemist is an unarmored class, its one of the fundamental things about its design
    4 - There are enough good sickles scattered throughout Heroic and Epic. Devourer's Reaper, e.g.
    5 - You can make a LGS sickle with Affirmation?
    6 - Of course not. As soon as you smashed the vial, it would repair itself.

  3. #3
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by droid327 View Post
    You seem to always have expectations that are way beyond the point of being OP, and thus always get disappointed....

    1 - Its not supposed to be for self-heals
    3 - Alchemist is an unarmored class, its one of the fundamental things about its design
    4 - There are enough good sickles scattered throughout Heroic and Epic. Devourer's Reaper, e.g.
    5 - You can make a LGS sickle with Affirmation?
    6 - Of course not. As soon as you smashed the vial, it would repair itself.
    1-You can heal yourself with the potions as well as heal others so long as you either multiclass into wizard for the shroud or rely on positive energy healing

    3-The tree in question is a tree with melee fighting enhancements making it dependent on dodge but the alchemist is too feat starved to have enough for both dodge based and melee feats.

    4-Your defining of "Good" is unsatisfactory for endgame purposes. The best sickle so far for DPS at end game seems to be the one for the main hand dropped in the Killing Time Raid, all others tested performed more poorly in the equipment slot comparably speaking!

    5-Making a Sickle with legendary affirmation either means you can't use any sentient filigrees for your main hand or are forced to do two weapon fighting, please read what someone writes and take time to comprehend it?

    6-No, if repair spells worked that way then by that same logic someone with repair spells should be able to target their damaged weapons and use the repair spell on them rather than needing to pay out platinum for repairs every so often. If the logic does not apply to repairing gear, then by extension it can not apply to the repairing of shards of glass.

  4. #4
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    Quote Originally Posted by Lokeal_The_Flame View Post
    1-You can heal yourself with the potions as well as heal others so long as you either multiclass into wizard for the shroud or rely on positive energy healing

    3-The tree in question is a tree with melee fighting enhancements making it dependent on dodge but the alchemist is too feat starved to have enough for both dodge based and melee feats.

    4-Your defining of "Good" is unsatisfactory for endgame purposes. The best sickle so far for DPS at end game seems to be the one for the main hand dropped in the Killing Time Raid, all others tested performed more poorly in the equipment slot comparably speaking!

    5-Making a Sickle with legendary affirmation either means you can't use any sentient filigrees for your main hand or are forced to do two weapon fighting, please read what someone writes and take time to comprehend it?

    6-No, if repair spells worked that way then by that same logic someone with repair spells should be able to target their damaged weapons and use the repair spell on them rather than needing to pay out platinum for repairs every so often. If the logic does not apply to repairing gear, then by extension it can not apply to the repairing of shards of glass.
    1. As Lynnabel said in your other thread on the same subject, that's WAI. Also, it seems like you answered your own gripe there with the multiclassing option...? Regardless, Converter is the same; if you're a fleshie Arti without Construct Essence, you're in the same boat

    3. Warpriest / War Soul are trees in caster classes that also benefit melees but have no room for dodge feats . Vile Chemist boosts attacking both at range and in melee. The cores give +5 Dodge and +10 Cap, which is 5 / 10 more than Eldritch Knight gives and compensates in part for the lack of medium armor proficiency. Finally, there currently aren't any classes that get evasion and give medium armor proficiency in their trees

    4 / 5. It seems like the obvious answer is KT Sickle mainhand, Leg Affirmation Greensteel offhand. If you're intent on SWF, the KT sickle may be the best damage thanks to its offhand boost, but Legendary Hook and Leg. Flicker of Crescent Moon are comparable. Neither of those grants bonuses specific to TWF

    But what you're asking for is flawed. I challenge you to come up with a weapon design that is balanced for both SWF and TWF without incentivising either. Wielding two weapons with different effects is the way to combine effects of different types - it's what casters have done (with a few recent exceptions) since the death of Thaumaturgy staves. Some SWF folks want an Affirmation weapon, some want a damage-proc weapon. Some TWF want two damage-proc weapons or one of each type.

    Using sickles is a choice. Disliking two weapon fighting is a choice. Optimizing for DPS is a choice. Choosing these may change alchemist playstyle towards more of a glass cannon, but if that's not your preference you can always choose to sacrifice some DPS for Affirmation

    6. Pretty sure that was a joke (which I chuckled at). At best, this is a way to stack Glass Shards . But either way, reconstruction is artificer territory. Not /signed

  5. #5
    Community Member HungarianRhapsody's Avatar
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    You can also swap in Affirmation until you get the HP and then swap back to your DPS weapon like most raid players do. Even with TWF, you aren’t going to sit with Affirmation in your off hand 100% of the time. That’s wasteful.
    No one in the world ever gets what they want
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  6. #6
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by HungarianRhapsody View Post
    You can also swap in Affirmation until you get the HP and then swap back to your DPS weapon like most raid players do. Even with TWF, you aren’t going to sit with Affirmation in your off hand 100% of the time. That’s wasteful.
    Time passes differently for different people, unfortunately that would not work for me especially when my builds often rely on weapon attachment and the 1000 hitpoints depletion rate is not something I personally can pay adequate attention to. The time weapon attachment takes combined with the fact that it has a cooldown timer inbetween uses makes this less of a viable option!

  7. #7
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    Quote Originally Posted by Discpsycho View Post
    3. Warpriest / War Soul are trees in caster classes that also benefit melees but have no room for dodge feats . Vile Chemist boosts attacking both at range and in melee. The cores give +5 Dodge and +10 Cap, which is 5 / 10 more than Eldritch Knight gives and compensates in part for the lack of medium armor proficiency. Finally, there currently aren't any classes that get evasion and give medium armor proficiency in their trees
    Nature's Warrior you get medium armor from druid and you can get evasion in t5. Theoretically you could make a dex or int based wolf and it would work. You could add vile chemist to the mix and role play an experiment gone wrong.

  8. #8
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    Quote Originally Posted by Kielbasa View Post
    Nature's Warrior you get medium armor from druid and you can get evasion in t5. Theoretically you could make a dex or int based wolf and it would work. You could add vile chemist to the mix and role play an experiment gone wrong.
    You're not wrong. I said "classes that get evasion" and "medium armor through enhancements" because I didn't want to go down a rabbit hole of exceptions:
    - Druid (medium armor) + T5 wolf
    - Swashbuckler Core #6 vs. Warchanter T4
    - Eldritch Knight T4, Enlightened Spirit T4, Warchanter T4 vs. Shadowdancer Core / Primal Avatar T6

    I like the idea of a Mr. Hyde build mixing druid and alch, at least in theory. In practice I imagine it'd be tough to make work. Alch will contribute more as the dominant split thanks to Vile Chemist dice, so 12 Alch / 8 Druid for Winter Wolf?
    Last edited by Discpsycho; 01-29-2020 at 08:28 PM.

  9. #9
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by Discpsycho View Post
    1. As Lynnabel said in your other thread on the same subject, that's WAI. Also, it seems like you answered your own gripe there with the multiclassing option...? Regardless, Converter is the same; if you're a fleshie Arti without Construct Essence, you're in the same boat

    3. Warpriest / War Soul are trees in caster classes that also benefit melees but have no room for dodge feats . Vile Chemist boosts attacking both at range and in melee. The cores give +5 Dodge and +10 Cap, which is 5 / 10 more than Eldritch Knight gives and compensates in part for the lack of medium armor proficiency. Finally, there currently aren't any classes that get evasion and give medium armor proficiency in their trees

    4 / 5. It seems like the obvious answer is KT Sickle mainhand, Leg Affirmation Greensteel offhand. If you're intent on SWF, the KT sickle may be the best damage thanks to its offhand boost, but Legendary Hook and Leg. Flicker of Crescent Moon are comparable. Neither of those grants bonuses specific to TWF

    But what you're asking for is flawed. I challenge you to come up with a weapon design that is balanced for both SWF and TWF without incentivising either. Wielding two weapons with different effects is the way to combine effects of different types - it's what casters have done (with a few recent exceptions) since the death of Thaumaturgy staves. Some SWF folks want an Affirmation weapon, some want a damage-proc weapon. Some TWF want two damage-proc weapons or one of each type.

    Using sickles is a choice. Disliking two weapon fighting is a choice. Optimizing for DPS is a choice. Choosing these may change alchemist playstyle towards more of a glass cannon, but if that's not your preference you can always choose to sacrifice some DPS for Affirmation

    6. Pretty sure that was a joke (which I chuckled at). At best, this is a way to stack Glass Shards . But either way, reconstruction is artificer territory. Not /signed
    1-No, you aren't in the same boat as there are no feats that would allow you to turn yourself into an undead type while for artificers there is a feat that can turn you into a construct type! Artificers have excellent build plasticity when it comes to self heal options. No other classes have that level of build plasticity for self healing options! Wizard comes close until you realize that they only have harm spells. Artificers can self heal via curative admixtures (Positive healing), or take construct essence and self heal via repair spells!

    3-Irrelevant as warsoul/warpriest builds already get armor proficiency and my stance is either/or on medium armor vs Dodge improvements. The dodge cap for Alchemist needs a little bump, not much of one though.

    4/5-No, The answer was to switch to using daggers and the vistani knife fighter tree.

    6-"Just because" is not a valid support for any position, a more valid support for your position though may exist in the source material they are taking this Alchemist class from. Also if we tally up classes that can heal people via negative energy, positive energy, and repair and then compare those which one has less classes that have spells to heal such through? For repair you only have artificer, wizard, and sorcerer but for positive and negative you have a lot more people who can heal through such. Meanwhile the warforged race have a feat that allows them to forsake positive healing in favor of some increased defenses in which reduces their healing opportunities even further if they choose to take such.

    After the system changes to a multiclassed toon of mine that had a supreme tome used on him made his build obsolete and defective without a free heart to fix it I've lost my taste for multiclassing, so no to any solution requiring multiclassing until there is at least a way to earn +1 or greater lesser hearts of wood in game or the developers agree to give lesser hearts for multiclass builds their updates ruined.

    You are focusing on "choice" when you should be accepting that people enjoy different playstyles and are unable to enjoy other playstyles in which isn't a choice but simply is. You should also be paying attention to matters of reason rather than illusions of choice in which from your position would require you to assume less and ask more. People do not choose to enjoy something or choose to not enjoy it, the choice you claim exists doesn't, why not try stepping outside of your bubble and realize people's preferences differ from person to person?

    DDO has too many weapons that offer bonuses for using via two weapon fighting style, for once we need something that is great for single weapon fighting styles without trying to convince people to use it in two weapon fighting styles.

    Single weapon fighting is crisp, swift, and effective in such a way that satisfies far more than the clumsy feeling I get from two weapon fighting or the clunky feeling I get from two handed fighting. Optimizing a single weapon's effects while having an offhand orb, buckler (If a swashbuckling bard), or runearm is where the satisfaction is at for me.

    Single class build, No sneaking/hiding centered builds, Melee, SWF, and self heals via repair or negative energy is my style!

    My preferred weapons vary based on class!

    Longswords, Daggers, Bastard Swords, and sometimes sickles or warhammers are my preferences

    Favorite item effects: Effects that debuff enemies or buff/heal you and effects that give you free items like soul gems or tasty hams

    My favorite to least favorite classes in order:

    Artificer
    Wizard
    Alchemist
    Warlock
    Bard
    Sorcerer
    Rogue or Fighter
    Cleric
    Favored Soul
    Paladin Or Ranger
    Monk
    Druid

    I designed a universal enhancement tree that would allow me to adequately enjoy all of the above classes with the exception of druid while not even being required for Wizard or Artificer......... unfortunately the Druid Wild forms requiring to use positive energy healing only just kills the enjoy-ability for me!

    Some of these may seem in a rather odd order to you, but some classes simply can not make a decent balance between self healing and DPS

    My preference of repair healing or negative energy healing is about specific utility compatibility......

    Now let's say that my Vampire Universal Enhancement tree was created as I have represented it here on the forums, there is actually a chance that I might call for it to be nerfed depending on how well it does, but the reality is that nerfing would likely have some relation to specific class builds that could be made. Looking at the tree, I think the nullification spellpower provided through this tree would be a primary target for nerfing!

    https://www.ddo.com/forums/showthrea...ree?highlight=

    What I have is the understanding on what I enjoy that would be required for elaborating what I enjoy very intricately, a build being overpowered does not tempt me to use it...... hence why I've been able to ignore the inquisitive tree so easily. If this tree existed, my suggestions would be reduced to possibly nerfing the tree, cosmetics and stuff for my wife

    I challenge you to elaborate what makes a build enjoyable to you at least in as great of detail as I myself have provided!
    Last edited by Lokeal_The_Flame; 01-30-2020 at 12:59 AM.

  10. #10
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    Quote Originally Posted by Lokeal_The_Flame View Post
    (1-6)
    <snip>

    (Extra rant stuff)
    <snip>

    (Likes / dislikes)
    <snip>

    I challenge you to elaborate what makes a build enjoyable to you at least in as great of detail as I myself have provided!
    1. Pale Masters are now healed 50% by positive energy. I can even confirm that it works in-game. And yes, a fleshie Arti is in a very slightly different boat, but it's effectively the same boat. Thanks for nitpicking that, though

    3. Soooo multiclass or take armor proficiency? There'll be some ASF, but you'd still benefit from the dodge cap bumps

    6. Before alchemist there was one class that could heal for negative energy, and that was unique. As you said, there are only three classes that can slot repair spells, which makes them unique. As it stands there are 5 arcane classes, all of which can easily meet your positive / repair healing requirements, making Alchemist unique

    I'm sorry you had a multiclassed character ruined by a patch. Been there, done that. It sucks. In terms of play preferences, I'm largely in the same boat as I play hybrid melee with decent self-heals

    I'm gonna avoid the preachy stuff between this and the SWF bit.

    There is something that's uniquely great for SWF: the SWF feat line. There are plenty of other weapons that are much more optimal for SWF because they're supported by enhancements rather than base weapon properties; eg, Handaxes for Bards, Warhammers for Artis. To turn it around - why should they create weapons that only work with a single fighting style?

    So that we've got a comprehensive list, can you please reply to this with anything I'm missing?

    Lokeal's build needs:
    - Melee
    - Repair and/or Negative healing
    - Single-class
    - Preferably SWF
    - Weapons in Knight's Training / Swords to Plowshares, or Dagger

  11. #11
    Community Member StromReich's Avatar
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    Quote Originally Posted by Lokeal_The_Flame View Post
    1-No, you aren't in the same boat as there are no feats that would allow you to turn yourself into an undead type while for artificers there is a feat that can turn you into a construct type! Artificers have excellent build plasticity when it comes to self heal options. No other classes have that level of build plasticity for self healing options! Wizard comes close until you realize that they only have harm spells. Artificers can self heal via curative admixtures (Positive healing), or take construct essence and self heal via repair spells!

    3-Irrelevant as warsoul/warpriest builds already get armor proficiency and my stance is either/or on medium armor vs Dodge improvements. The dodge cap for Alchemist needs a little bump, not much of one though.

    4/5-No, The answer was to switch to using daggers and the vistani knife fighter tree.

    6-"Just because" is not a valid support for any position, a more valid support for your position though may exist in the source material they are taking this Alchemist class from. Also if we tally up classes that can heal people via negative energy, positive energy, and repair and then compare those which one has less classes that have spells to heal such through? For repair you only have artificer, wizard, and sorcerer but for positive and negative you have a lot more people who can heal through such. Meanwhile the warforged race have a feat that allows them to forsake positive healing in favor of some increased defenses in which reduces their healing opportunities even further if they choose to take such.

    After the system changes to a multiclassed toon of mine that had a supreme tome used on him made his build obsolete and defective without a free heart to fix it I've lost my taste for multiclassing, so no to any solution requiring multiclassing until there is at least a way to earn +1 or greater lesser hearts of wood in game or the developers agree to give lesser hearts for multiclass builds their updates ruined.

    You are focusing on "choice" when you should be accepting that people enjoy different playstyles and are unable to enjoy other playstyles in which isn't a choice but simply is. You should also be paying attention to matters of reason rather than illusions of choice in which from your position would require you to assume less and ask more. People do not choose to enjoy something or choose to not enjoy it, the choice you claim exists doesn't, why not try stepping outside of your bubble and realize people's preferences differ from person to person?

    DDO has too many weapons that offer bonuses for using via two weapon fighting style, for once we need something that is great for single weapon fighting styles without trying to convince people to use it in two weapon fighting styles.

    Single weapon fighting is crisp, swift, and effective in such a way that satisfies far more than the clumsy feeling I get from two weapon fighting or the clunky feeling I get from two handed fighting. Optimizing a single weapon's effects while having an offhand orb, buckler (If a swashbuckling bard), or runearm is where the satisfaction is at for me.

    Single class build, No sneaking/hiding centered builds, Melee, SWF, and self heals via repair or negative energy is my style!

    My preferred weapons vary based on class!

    Longswords, Daggers, Bastard Swords, and sometimes sickles or warhammers are my preferences

    Favorite item effects: Effects that debuff enemies or buff/heal you and effects that give you free items like soul gems or tasty hams

    My favorite to least favorite classes in order:

    Artificer
    Wizard
    Alchemist
    Warlock
    Bard
    Sorcerer
    Rogue or Fighter
    Cleric
    Favored Soul
    Paladin Or Ranger
    Monk
    Druid

    I designed a universal enhancement tree that would allow me to adequately enjoy all of the above classes with the exception of druid while not even being required for Wizard or Artificer......... unfortunately the Druid Wild forms requiring to use positive energy healing only just kills the enjoy-ability for me!

    Some of these may seem in a rather odd order to you, but some classes simply can not make a decent balance between self healing and DPS

    My preference of repair healing or negative energy healing is about specific utility compatibility......

    Now let's say that my Vampire Universal Enhancement tree was created as I have represented it here on the forums, there is actually a chance that I might call for it to be nerfed depending on how well it does, but the reality is that nerfing would likely have some relation to specific class builds that could be made. Looking at the tree, I think the nullification spellpower provided through this tree would be a primary target for nerfing!

    https://www.ddo.com/forums/showthrea...ree?highlight=

    What I have is the understanding on what I enjoy that would be required for elaborating what I enjoy very intricately, a build being overpowered does not tempt me to use it...... hence why I've been able to ignore the inquisitive tree so easily. If this tree existed, my suggestions would be reduced to possibly nerfing the tree, cosmetics and stuff for my wife

    I challenge you to elaborate what makes a build enjoyable to you at least in as great of detail as I myself have provided!
    Barbarian is one of my favorite melee style, does this class not exist for you? If so, your missing out on some rage fueled melee destruction! Most especially multi-class! There are so many reasons I could give you as to why a raging druid/barb is not only fun to play, they also get better the more experience you gain by using them. It helps to understand why melee's work at all and haven't been completely scrapped yet.

    Judging by your list, and posts, it sounds as though you are only for pure spellcasting builds. You may want to try out a melee class first, multi-class just because you can. It may not be the best, it may not be easy, but there's a lot to be learned and a lot of fun to be had. For the mistakes SSG has made with multi-classing, I would say they've come a VERY long way to play catch up. You really might enjoy making a TWF rouge/monk, spec sickles so you can start collecting them and get to know the gameplay better.

    Shifter is coming. A race that begins it's life as multi-classed.

    ?
    Searching the soul. ?
    #searchsoul

  12. #12
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    Quote Originally Posted by Lokeal_The_Flame View Post
    ...the alchemist is too feat starved...
    From just that phrase, I now know precisely how much weight to give to what you say about Alchemist.
    Quote Originally Posted by ProducerRowan View Post
    Our final update of 2014 will extend the level cap to 30, which is intended to be DDO’s “permanent” level cap

  13. #13
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Nov 2010
    Posts
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    Default

    Quote Originally Posted by SirValentine View Post
    From just that phrase, I now know precisely how much weight to give to what you say about Alchemist.
    The context is "for melee if using a Sickle" as I keep saying!

  14. #14
    Community Member adrian69's Avatar
    Join Date
    Dec 2013
    Posts
    898

    Default


    Character name:
    Classes: 20 Alchemist, 10 Epic
    Race: Warforged · · · · · ·Alignment: Neutral

    · · ·Start Tome Final
    Str:· · ·8· · 8 · ·19 · · ·HP:· · · ·1006 · · ·AC:· · 87
    Dex:· · 14· · 8 · ·26 · · ·PRR: · · · ·78
    Con:· · 18· · 8 · ·32 · · ·MRR: · · · ·30 · · ·+Healing Amp:· · 60
    Int:· · 18· · 8 · ·43 · · ·Dodge: · ·8/25 · · ·-Healing Amp:· · ·0
    Wis:· · ·6· · 8 · ·18 · · ·Fort:· · · 90% · · ·Repair Amp:· · · ·0
    Cha:· · 10· · 8 · ·23 · · ·SR:· · · · · 0 · · ·BAB: · · · · · · 20
    DR: 0\Adamantine
    Immunities: Natural Poison, Fear, Magic Missiles, Sleep, Energy Drain, Nausea, Sickness, Exhaustion, Paralysis

    Heroic Past Lives
    ------------------------------------------------------------------------------------------
    Past Life: Artificer(3)
    Past Life: Barbarian(3)
    Past Life: Bard(3)
    Past Life: Cleric(3)
    Past Life: Druid(3)
    Past Life: Favored Soul(3)
    Past Life: Fighter(3)
    Past Life: Monk(3)
    Past Life: Paladin(3)
    Past Life: Ranger(3)
    Past Life: Rogue(3)
    Past Life: Sorcerer(3)
    Past Life: Warlock(3)
    Past Life: Wizard(3)

    Racial Past Lives
    ------------------------------------------------------------------------------------------
    Past Life: Aasimar(3)
    Past Life: Dragonborn(3)
    Past Life: Drow(3)
    Past Life: Dwarf(3)
    Past Life: Elf(3)
    Past Life: Gnome(3)
    Past Life: Half-Elf(3)
    Past Life: Half-Orc(3)
    Past Life: Halfling(3)
    Past Life: Human(3)
    Past Life: Tiefling(3)
    Past Life: Warforged(3)

    Iconic Past Lives
    ------------------------------------------------------------------------------------------
    Past Life: Aasimar Scourge(3)
    Past Life: Bladeforged(3)
    Past Life: Deep Gnome(2)
    Past Life: Morninglord
    Past Life: Purple Dragon Knight(3)
    Past Life: Shadar-Kai(3)
    Past Life: Tiefling Scoundrel(2)

    Epic Past Lives
    ------------------------------------------------------------------------------------------
    Past Life: Arcane Sphere: Ancient Knowledge(3)
    Past Life: Arcane Sphere: Arcane Alacrity(3)
    Past Life: Arcane Sphere: Enchant Weapon(3)
    Past Life: Arcane Sphere: Energy Criticals(3)
    Past Life: Divine Sphere: Ancient Blessings(3)
    Past Life: Divine Sphere: Block Energy(3)
    Past Life: Divine Sphere: Brace(3)
    Past Life: Divine Sphere: Power Over Life and Death(3)
    Past Life: Martial Sphere: Ancient Tactics(3)
    Past Life: Martial Sphere: Doublestrike(3)
    Past Life: Martial Sphere: Fortification(3)
    Past Life: Martial Sphere: Skill Mastery(3)
    Past Life: Primal Sphere: Ancient Power(3)
    Past Life: Primal Sphere: Colors of the Queen(3)
    Past Life: Primal Sphere: Doubleshot(3)
    Past Life: Primal Sphere: Fast Healing(3)


    Special Feats
    ------------------------------------------------------------------------------------------
    Falconry Tree
    Harper Agent Tree
    Inherent Fate Point(3)
    Inherent Magical Resistance(4)
    Inherent Melee Power(4)
    Inherent Physical Resistance(4)
    Inherent Racial Action Point(2)
    Inherent Ranged Power(4)
    Inherent Spell Power(4)
    Inherent Universal Action Point
    Inquisitive Tree
    Vistani Knife Fighter Tree


    Saves:
    ------------------------------------------------------------------------------------------
    Fortitude:· · · · ·36
    · vs Poison:· · · ·48*
    · vs Disease: · · ·38
    Will: · · · · · · ·30
    · vs Enchantment: ·36
    · vs Illusion:· · ·36
    · vs Fear:· · · · ·30
    · vs Curse: · · · ·30
    Reflex: · · · · · ·39*
    · vs Traps: · · · ·45*
    · vs Spell: · · · ·41*
    · vs Magic: · · · ·39*
    Marked with a * is no fail on a 1 if required DC met

    Energy· · · ·Resistance and Absorbance
    ------------------------------------------------------------------------------------------
    Acid: · · · · · · · · 6 · · · · · ·11%
    Chaos:· · · · · · · · 0 · · · · · · 0%
    Cold: · · · · · · · · 6 · · · · · ·11%
    Electric: · · · · · · 6 · · · · · ·11%
    Evil: · · · · · · · · 0 · · · · · · 0%
    Fire: · · · · · · · · 6 · · · · · ·11%
    Force:· · · · · · · · 0 · · · · · · 0%
    Good: · · · · · · · · 0 · · · · · · 0%
    Lawful: · · · · · · · 0 · · · · · · 0%
    Light:· · · · · · · · 0 · · · · · · 0%
    Negative: · · · · · · 0 · · · · · ·25%
    Poison: · · · · · · · 0 · · · · · · 0%
    Sonic:· · · · · · · · 6 · · · · · · 0%

    Class and Feat Selection
    ------------------------------------------------------------------------------------------
    Level Class · · · · · ·Feats
    1 · · Alchemist(1)· · ·Standard: Single Weapon Fighting
    2 · · Alchemist(2)· · ·
    3 · · Alchemist(3)· · ·Standard: Dodge
    4 · · Alchemist(4)· · ·Alchemist Bonus: Battalion Brew
    · · · · · · · · · · · ·Intelligence: +1 Level up
    5 · · Alchemist(5)· · ·
    6 · · Alchemist(6)· · ·Standard: Precision
    7 · · Alchemist(7)· · ·
    8 · · Alchemist(8)· · ·Alchemist Bonus: Insightful Courage
    · · · · · · · · · · · ·Intelligence: +1 Level up
    9 · · Alchemist(9)· · ·Standard: Improved Single Weapon Fighting
    10· · Alchemist(10) · ·
    11· · Alchemist(11) · ·
    12· · Alchemist(12) · ·Standard: Improved Critical: Slashing Weapons
    · · · · · · · · · · · ·Alchemist Bonus: Liquid Luck
    · · · · · · · · · · · ·Intelligence: +1 Level up
    13· · Alchemist(13) · ·
    14· · Alchemist(14) · ·
    15· · Alchemist(15) · ·Standard: Greater Single Weapon Fighting
    16· · Alchemist(16) · ·Alchemist Bonus: Quicken Spell
    · · · · · · · · · · · ·Intelligence: +1 Level up
    17· · Alchemist(17) · ·
    18· · Alchemist(18) · ·Standard: Swords to Plowshares
    19· · Alchemist(19) · ·
    20· · Alchemist(20) · ·Alchemist Bonus: Maximize Spell
    · · · · · · · · · · · ·Intelligence: +1 Level up
    21· · Epic(1) · · · · ·Epic Feat: Overwhelming Critical
    22· · Epic(2) · · · · ·
    23· · Epic(3) · · · · ·
    24· · Epic(4) · · · · ·Epic Feat: Master of Poisons
    · · · · · · · · · · · ·Intelligence: +1 Level up
    25· · Epic(5) · · · · ·
    26· · Epic(6) · · · · ·Epic Destiny Feat: Perfect Single Weapon Fighting
    27· · Epic(7) · · · · ·Epic Feat: Epic Reflexes
    28· · Epic(8) · · · · ·Epic Destiny Feat: Elusive Target
    · · · · · · · · · · · ·Intelligence: +1 Level up
    29· · Epic(9) · · · · ·Epic Destiny Feat: Dire Charge
    30· · Epic(10)· · · · ·Epic Feat: Mobility
    · · · · · · · · · · · ·Legendary: Scion of the Plane of Earth

    Granted Feats
    ------------------------------------------------------------------------------------------
    Defensive Roll
    Deflect Arrows
    Evasion
    Quick Draw
    ------------------------------------------------------------------------------------------

    Automatic Feats
    ------------------------------------------------------------------------------------------
    Level Class · · · · · ·Feats
    · 1 · Alchemist(1)· · ·Alchemical Spellcasting
    · · · · · · · · · · · ·Arcane Lore
    · · · · · · · · · · · ·Attack
    · · · · · · · · · · · ·Composite Plating
    · · · · · · · · · · · ·Defensive Fighting
    · · · · · · · · · · · ·Dismiss Charm
    · · · · · · · · · · · ·Heroic Durability
    · · · · · · · · · · · ·Inscribe Alchemy Recipe
    · · · · · · · · · · · ·Light Fortification
    · · · · · · · · · · · ·Magical Training
    · · · · · · · · · · · ·Racial Completionist
    · · · · · · · · · · · ·Simple Weapon Proficiency: Club
    · · · · · · · · · · · ·Simple Weapon Proficiency: Dagger
    · · · · · · · · · · · ·Simple Weapon Proficiency: Dart
    · · · · · · · · · · · ·Simple Weapon Proficiency: Heavy Crossbow
    · · · · · · · · · · · ·Simple Weapon Proficiency: Heavy Mace
    · · · · · · · · · · · ·Simple Weapon Proficiency: Light Crossbow
    · · · · · · · · · · · ·Simple Weapon Proficiency: Light Mace
    · · · · · · · · · · · ·Simple Weapon Proficiency: Morningstar
    · · · · · · · · · · · ·Simple Weapon Proficiency: Quarterstaff
    · · · · · · · · · · · ·Simple Weapon Proficiency: Sickle
    · · · · · · · · · · · ·Simple Weapon Proficiency: Throwing Dagger
    · · · · · · · · · · · ·Simple Weapon Proficiency: Unarmed
    · · · · · · · · · · · ·Sneak
    · · · · · · · · · · · ·Sunder
    · · · · · · · · · · · ·Trip
    · · · · · · · · · · · ·Warforged Traits
    · 2 · Alchemist(2)· · ·Alchemist Knowledge: Potions
    · · · · · · · · · · · ·Arcane Lore
    · · · · · · · · · · · ·Insightful Reflexes
    · 3 · Alchemist(3)· · ·Alchemy on the Run
    · · · · · · · · · · · ·Arcane Lore
    · 4 · Alchemist(4)· · ·Arcane Lore
    · 5 · Alchemist(5)· · ·Alchemist Knowledge: Potions
    · · · · · · · · · · · ·Arcane Lore
    · · · · · · · · · · · ·Improved Heroic Durability
    · 6 · Alchemist(6)· · ·Arcane Lore
    · · · · · · · · · · · ·Multitude of Missiles
    · 7 · Alchemist(7)· · ·Arcane Lore
    · · · · · · · · · · · ·Poisonblood
    · 8 · Alchemist(8)· · ·Alchemist Knowledge: Potions
    · · · · · · · · · · · ·Arcane Lore
    · 9 · Alchemist(9)· · ·Arcane Lore
    10 · Alchemist(10) · ·Arcane Lore
    · · · · · · · · · · · ·Improved Heroic Durability
    11 · Alchemist(11) · ·Alchemist Knowledge: Potions
    · · · · · · · · · · · ·Arcane Lore
    12 · Alchemist(12) · ·Arcane Lore
    13 · Alchemist(13) · ·Arcane Lore
    14 · Alchemist(14) · ·Alchemist Knowledge: Potions
    · · · · · · · · · · · ·Arcane Lore
    15 · Alchemist(15) · ·Arcane Lore
    · · · · · · · · · · · ·Improved Heroic Durability
    16 · Alchemist(16) · ·Arcane Lore
    17 · Alchemist(17) · ·Arcane Lore
    18 · Alchemist(18) · ·Arcane Lore
    19 · Alchemist(19) · ·Arcane Lore
    20 · Alchemist(20) · ·Arcane Lore
    21 · Epic(1) · · · · ·Epic Defensive Fighting
    · · · · · · · · · · · ·Epic Power
    · · · · · · · · · · · ·Epic Skills
    22 · Epic(2) · · · · ·Epic Power
    · · · · · · · · · · · ·Epic Saves
    · · · · · · · · · · · ·Epic Skills
    23 · Epic(3) · · · · ·Epic Power
    · · · · · · · · · · · ·Epic Skills
    24 · Epic(4) · · · · ·Epic Power
    · · · · · · · · · · · ·Epic Saves
    · · · · · · · · · · · ·Epic Skills
    25 · Epic(5) · · · · ·Epic Power
    · · · · · · · · · · · ·Epic Skills
    26 · Epic(6) · · · · ·Epic Power
    · · · · · · · · · · · ·Epic Saves
    · · · · · · · · · · · ·Epic Skills
    27 · Epic(7) · · · · ·Epic Power
    · · · · · · · · · · · ·Epic Skills
    28 · Epic(8) · · · · ·Epic Power
    · · · · · · · · · · · ·Epic Saves
    · · · · · · · · · · · ·Epic Skills
    · · · · · · · · · · · ·Fate Point
    29 · Epic(9) · · · · ·Epic Power
    · · · · · · · · · · · ·Epic Skills
    · · · · · · · · · · · ·Fate Point
    30 · Epic(10)· · · · ·Epic Power
    · · · · · · · · · · · ·Epic Saves
    · · · · · · · · · · · ·Epic Skills
    · · · · · · · · · · · ·Fate Point

    Class and Feat Selection (Consolidated)
    ------------------------------------------------------------------------------------------
    Level Class · · · · · ·Feats
    1 · · Alchemist(1)· · ·Standard: Single Weapon Fighting
    · · · · · · · · · · · ·Automatic: Alchemical Spellcasting
    · · · · · · · · · · · ·Automatic: Arcane Lore
    · · · · · · · · · · · ·Automatic: Attack
    · · · · · · · · · · · ·Automatic: Composite Plating
    · · · · · · · · · · · ·Automatic: Defensive Fighting
    · · · · · · · · · · · ·Automatic: Dismiss Charm
    · · · · · · · · · · · ·Automatic: Heroic Durability
    · · · · · · · · · · · ·Automatic: Inscribe Alchemy Recipe
    · · · · · · · · · · · ·Automatic: Light Fortification
    · · · · · · · · · · · ·Automatic: Magical Training
    · · · · · · · · · · · ·Automatic: Racial Completionist
    · · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Club
    · · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Dagger
    · · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Dart
    · · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Heavy Crossbow
    · · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Heavy Mace
    · · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Light Crossbow
    · · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Light Mace
    · · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Morningstar
    · · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Quarterstaff
    · · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Sickle
    · · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Throwing Dagger
    · · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Unarmed
    · · · · · · · · · · · ·Automatic: Sneak
    · · · · · · · · · · · ·Automatic: Sunder
    · · · · · · · · · · · ·Automatic: Trip
    · · · · · · · · · · · ·Automatic: Warforged Traits

    2 · · Alchemist(2)· · ·Automatic: Alchemist Knowledge: Potions
    · · · · · · · · · · · ·Automatic: Arcane Lore
    · · · · · · · · · · · ·Automatic: Insightful Reflexes

    3 · · Alchemist(3)· · ·Standard: Dodge
    · · · · · · · · · · · ·Automatic: Alchemy on the Run
    · · · · · · · · · · · ·Automatic: Arcane Lore

    4 · · Alchemist(4)· · ·Alchemist Bonus: Battalion Brew
    · · · · · · · · · · · ·Intelligence: +1 Level up
    · · · · · · · · · · · ·Automatic: Arcane Lore

    5 · · Alchemist(5)· · ·Automatic: Alchemist Knowledge: Potions
    · · · · · · · · · · · ·Automatic: Arcane Lore
    · · · · · · · · · · · ·Automatic: Improved Heroic Durability

    6 · · Alchemist(6)· · ·Standard: Precision
    · · · · · · · · · · · ·Automatic: Arcane Lore
    · · · · · · · · · · · ·Automatic: Multitude of Missiles

    7 · · Alchemist(7)· · ·Automatic: Arcane Lore
    · · · · · · · · · · · ·Automatic: Poisonblood

    8 · · Alchemist(8)· · ·Alchemist Bonus: Insightful Courage
    · · · · · · · · · · · ·Intelligence: +1 Level up
    · · · · · · · · · · · ·Automatic: Alchemist Knowledge: Potions
    · · · · · · · · · · · ·Automatic: Arcane Lore

    9 · · Alchemist(9)· · ·Standard: Improved Single Weapon Fighting
    · · · · · · · · · · · ·Automatic: Arcane Lore

    10· · Alchemist(10) · ·Automatic: Arcane Lore
    · · · · · · · · · · · ·Automatic: Improved Heroic Durability

    11· · Alchemist(11) · ·Automatic: Alchemist Knowledge: Potions
    · · · · · · · · · · · ·Automatic: Arcane Lore

    12· · Alchemist(12) · ·Standard: Improved Critical: Slashing Weapons
    · · · · · · · · · · · ·Alchemist Bonus: Liquid Luck
    · · · · · · · · · · · ·Intelligence: +1 Level up
    · · · · · · · · · · · ·Automatic: Arcane Lore

    13· · Alchemist(13) · ·Automatic: Arcane Lore

    14· · Alchemist(14) · ·Automatic: Alchemist Knowledge: Potions
    · · · · · · · · · · · ·Automatic: Arcane Lore

    15· · Alchemist(15) · ·Standard: Greater Single Weapon Fighting
    · · · · · · · · · · · ·Automatic: Arcane Lore
    · · · · · · · · · · · ·Automatic: Improved Heroic Durability

    16· · Alchemist(16) · ·Alchemist Bonus: Quicken Spell
    · · · · · · · · · · · ·Intelligence: +1 Level up
    · · · · · · · · · · · ·Automatic: Arcane Lore

    17· · Alchemist(17) · ·Automatic: Arcane Lore

    18· · Alchemist(18) · ·Standard: Swords to Plowshares
    · · · · · · · · · · · ·Automatic: Arcane Lore

    19· · Alchemist(19) · ·Automatic: Arcane Lore

    20· · Alchemist(20) · ·Alchemist Bonus: Maximize Spell
    · · · · · · · · · · · ·Intelligence: +1 Level up
    · · · · · · · · · · · ·Automatic: Arcane Lore

    21· · Epic(1) · · · · ·Epic Feat: Overwhelming Critical
    · · · · · · · · · · · ·Automatic: Epic Defensive Fighting
    · · · · · · · · · · · ·Automatic: Epic Power
    · · · · · · · · · · · ·Automatic: Epic Skills

    22· · Epic(2) · · · · ·Automatic: Epic Power
    · · · · · · · · · · · ·Automatic: Epic Saves
    · · · · · · · · · · · ·Automatic: Epic Skills

    23· · Epic(3) · · · · ·Automatic: Epic Power
    · · · · · · · · · · · ·Automatic: Epic Skills

    24· · Epic(4) · · · · ·Epic Feat: Master of Poisons
    · · · · · · · · · · · ·Intelligence: +1 Level up
    · · · · · · · · · · · ·Automatic: Epic Power
    · · · · · · · · · · · ·Automatic: Epic Saves
    · · · · · · · · · · · ·Automatic: Epic Skills

    25· · Epic(5) · · · · ·Automatic: Epic Power
    · · · · · · · · · · · ·Automatic: Epic Skills

    26· · Epic(6) · · · · ·Epic Destiny Feat: Perfect Single Weapon Fighting
    · · · · · · · · · · · ·Automatic: Epic Power
    · · · · · · · · · · · ·Automatic: Epic Saves
    · · · · · · · · · · · ·Automatic: Epic Skills

    27· · Epic(7) · · · · ·Epic Feat: Epic Reflexes
    · · · · · · · · · · · ·Automatic: Epic Power
    · · · · · · · · · · · ·Automatic: Epic Skills

    28· · Epic(8) · · · · ·Epic Destiny Feat: Elusive Target
    · · · · · · · · · · · ·Intelligence: +1 Level up
    · · · · · · · · · · · ·Automatic: Epic Power
    · · · · · · · · · · · ·Automatic: Epic Saves
    · · · · · · · · · · · ·Automatic: Epic Skills
    · · · · · · · · · · · ·Automatic: Fate Point

    29· · Epic(9) · · · · ·Epic Destiny Feat: Dire Charge
    · · · · · · · · · · · ·Automatic: Epic Power
    · · · · · · · · · · · ·Automatic: Epic Skills
    · · · · · · · · · · · ·Automatic: Fate Point

    30· · Epic(10)· · · · ·Epic Feat: Mobility
    · · · · · · · · · · · ·Legendary: Scion of the Plane of Earth
    · · · · · · · · · · · ·Automatic: Epic Power
    · · · · · · · · · · · ·Automatic: Epic Saves
    · · · · · · · · · · · ·Automatic: Epic Skills
    · · · · · · · · · · · ·Automatic: Fate Point


    Skills
    ------------------------------------------------------------------------------------------
    Skill Points· · ·32 ·9· 9 10 10 10 10 11 11 11 11 12 12 12 12 13 13 13 13 14
    Skill Name· · · ·01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20· Total Buffed
    ------------------------------------------------------------------------------------------
    Balance · · · · · 4 ·1· 1 ·1· · · · · · · · · · · · · · · · · · · · · · · · · · 7.0 · 28.0
    Bluff · · · · · · 1 ·1· 1 ·1· 1 ·1· 1 · · · · · · · · · · · · · · · · · · · · · 7.0 · 29.0
    Concentration · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 48.0
    Diplomacy · · · · 1 ·1· 1 ·1· 1 ·1· 1 · · · · · · · · · · · · · · · · · · · · · 7.0 · 30.0
    Disable Device· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 31.0
    Haggle· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 21.0
    Heal· · · · · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 42.0
    Hide· · · · · · · 2 · · · ·1· 1 · · 1 · · 1 · · 1 · · 1 · · 1 · · 1 · · 1 · · ·11.0 · 33.0
    Intimidate· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 23.0
    Jump· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 16.0
    Listen· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 16.0
    Move Silently · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 21.0
    Open Lock · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 20.0
    Perform · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 22.0
    Repair· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 32.0
    Search· · · · · · 2 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·21.0 · 55.0
    Spell Craft · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 56.0
    Spot· · · · · · · 2 ·1· 1 ·1· 1 ·1· · ·1· · ·1· · ·1· · ·1· · ·1· · ·1· · ·2· ·15.0 · 34.0
    Swim· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 16.0
    Tumble· · · · · · 1 · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 1.0 · 21.0
    Use Magic Device· 2 ·1· 1 · · 1 ·1· 1 · · 1 ·1· 1 · · 1 ·1· 1 · · 1 ·1· 1 · · ·16.0 · 38.0
    ------------------------------------------------------------------------------------------
    Available Points· 2 ·0· 0 ·0· 0 ·2· 1 ·6· 4 ·5· 4 ·7· 5 ·6· 5 ·8· 6 ·7· 6 ·8
    ------------------------------------------------------------------------------------------

    Self and Party Buffs
    ------------------------------------------------------------------------------------------

    Active User Controlled Stances
    ------------------------------------------------------------------------------------------
    Reaper
    Epic Defensive Fighting
    Defensive Fighting

    Active Auto Controlled Stances
    ------------------------------------------------------------------------------------------
    Cloth Armor
    True Neutral
    ------------------------------------------------------------------------------------------

    Enhancements: 80 APs, Racial 14, Universal 1
    ------------------------------------------------------------------------------------------
    Warforged - Points spent: 16
    1 Core ·(1) Improved Fortification I
    2 Core ·(2) Constitution I
    3 Core ·(1) Improved Fortification II
    4 Tier1 (1) Repair Systems: Healer's Friend
    5 Tier1 (1) Repair Systems: Healer's Friend
    6 Tier1 (1) Repair Systems: Healer's Friend
    7 Tier1 (1) Inscribed Armor
    8 Tier1 (1) Inscribed Armor
    9 Tier1 (1) Inscribed Armor
    10 Tier3 (1) Memories of the Last War I: Front Lines
    11 Core ·(2) Constitution II
    12 Tier2 (1) Damage Reduction
    13 Tier2 (1) Damage Reduction
    14 Tier4 (1) Memories of the Last War II: Arcane Slinger
    ------------------------------------------------------------------------------------------
    Vile Chemist - Points spent: 41
    1 Core ·(1) Poisoner
    2 Tier1 (2) Deadly Poison I
    3 Tier1 (1) Alchemical Accuracy
    4 Tier1 (1) Alchemical Accuracy
    5 Core ·(1) Poisoned Coating
    6 Tier2 (2) Deadly Poison II
    7 Tier2 (1) Poisoned Attack: Poisoned Strike
    8 Tier2 (1) Stone of the Subliminal
    9 Core ·(1) Hidden Blades
    10 Tier3 (1) SLA: Wave of Poison
    11 Tier3 (1) SLA: Wave of Poison
    12 Tier3 (1) SLA: Wave of Poison
    13 Tier3 (2) Deadly Poison III
    14 Tier3 (2) Toxic Augmentation
    15 Tier3 (2) Ability I: +1 Intelligence
    16 Tier4 (2) Ability II: +1 Intelligence
    17 Core ·(1) More Hidden Blades
    18 Tier4 (2) Unbreakable Ambition
    19 Tier2 (1) Poisoned Attack: Poisoned Strike
    20 Tier4 (2) Deadly Poison IV
    21 Tier4 (1) Venom Affinity II
    22 Tier4 (1) Venom Affinity II
    23 Tier4 (1) Venom Affinity II
    24 Core ·(1) Brushed Aside
    25 Tier5 (1) SLA: Greater Wave of Poison
    26 Tier5 (2) Fatal Poison
    27 Tier5 (1) Contaminated Strikes
    28 Tier2 (1) Venom Affinity
    29 Tier2 (1) Venom Affinity
    30 Tier2 (1) Venom Affinity
    31 Tier5 (1) Sapping Ambition
    32 Core ·(1) Venom's Grip
    ------------------------------------------------------------------------------------------
    Vistani Knife Fighter - Points spent: 14
    1 Core ·(1) Knife Expertise
    2 Tier1 (2) Mist Stalker I
    3 Tier1 (2) Rapid Attack
    4 Core ·(1) Knife Juggler
    5 Tier2 (2) Mist Stalker II
    6 Tier2 (1) Haste Boost
    7 Tier2 (1) Haste Boost
    8 Tier2 (1) Haste Boost
    9 Core ·(1) Knife Specialist
    10 Tier3 (2) Mist Stalker III
    ------------------------------------------------------------------------------------------
    Apothecary - Points spent: 6
    1 Core ·(1) Determination
    2 Tier1 (1) Curative Admixture: Cure or Inflict Light Wounds: Curative Admixture: Cure Light Wounds
    3 Tier1 (1) Curative Admixture: Cure or Inflict Light Wounds: Curative Admixture: Cure Light Wounds
    4 Tier1 (1) Curative Admixture: Cure or Inflict Light Wounds: Curative Admixture: Cure Light Wounds
    5 Tier1 (1) Energy of the Scholar
    6 Core ·(1) Alchemical Shield
    ------------------------------------------------------------------------------------------
    Bombardier - Points spent: 18
    1 Core ·(1) Alchemical Resistance
    2 Tier1 (1) Wand and Scroll Mastery
    3 Tier1 (2) Spell Critical: Elemental and Poison I
    4 Tier1 (1) Spellvial Selection: SLA: Venom Vial
    5 Tier1 (1) Spellvial Selection: SLA: Venom Vial
    6 Tier1 (1) Spellvial Selection: SLA: Venom Vial
    7 Core ·(1) Arcane Oil
    8 Tier2 (2) Spell Critical: Elemental and Poison II
    9 Tier3 (2) Spell Critical: Elemental and Poison III
    10 Tier3 (2) Swift Ambition
    11 Tier2 (1) Efficient Metamagics I: Efficient Maximize
    12 Tier2 (1) Efficient Metamagics I: Efficient Maximize
    13 Core ·(1) Liquid Power I: Liquid Power: Poison
    14 Tier2 (1) Efficient Metamagics I: Efficient Maximize
    ------------------------------------------------------------------------------------------
    Twists of fate - 0 of 20 Fate points spent.
    ------------------------------------------------------------------------------------------
    Twist 1 - Tier 0: Twist slot empty
    Twist 2 - Tier 0: Twist slot empty
    Twist 3 - Tier 0: Twist slot empty
    Twist 4 - Tier 0: Twist slot empty
    Twist 5 - Tier 0: Twist slot empty

    Spell Power · · · · · · ·Base · ·Critical Chance· · Critical Multiplier.
    ------------------------------------------------------------------------------------------
    Acid· · · · · · · · · · · 195 · · · 8%· · · · · · · · ·0
    Light/Alignment · · · · · 185 · · · 5%· · · · · · · · ·0
    Cold· · · · · · · · · · · 185 · · · 8%· · · · · · · · ·0
    Electric· · · · · · · · · 185 · · · 8%· · · · · · · · ·0
    Fire· · · · · · · · · · · 185 · · · 8%· · · · · · · · ·0
    Force/Untyped · · · · · · 185 · · · 5%· · · · · · · · ·0
    Negative· · · · · · · · · 171 · · · 5%· · · · · · · · ·0
    Physical· · · · · · · · · 185 · · · 5%· · · · · · · · ·0
    Poison· · · · · · · · · · 205 · · · 8%· · · · · · · · ·0
    Positive· · · · · · · · · 174 · · · 5%· · · · · · · · ·0
    Repair· · · · · · · · · · 161 · · · 5%· · · · · · · · ·0
    Rust· · · · · · · · · · · 161 · · · 5%· · · · · · · · ·0
    Sonic · · · · · · · · · · 151 · · · 5%· · · · · · · · ·0
    Universal · · · · · · · · 185 · · · 5%· · · · · · · · ·0
    ------------------------------------------------------------------------------------------

    Spells· · · · · · · · · · · · · · · · · · · School· · · · ·DC
    ------------------------------------------------------------------------------------------
    Alchemist Spells
    ------------------------------------------------------------------------------------------

    Spell Like / Special Abilities
    ------------------------------------------------------------------------------------------
    Wave of Poison· · · · · · · · · · · · · · ·
    Greater Wave of Poison· · · · · · · · · · ·
    Curative Admixture: Cure Light Wounds · · ·
    Venom Vial· · · · · · · · · · · · · · · · ·
    Dismiss Charm · · · · · · · · · · · · · · ·
    ------------------------------------------------------------------------------------------

    Weapon Damage
    ------------------------------------------------------------------------------------------
    Melee Power:· 49.0
    Doublestrike: 16%
    Strikethrough: 20%
    Off-Hand attack Chance: 20%
    Off-Hand Doublestrike: 5%
    Fortification Bypass: 0%
    Dodge Bypass: 0%
    Helpless Damage bonus: 50%
    Ranged Power: 49.0
    Doubleshot Chance: 18%

    Sneak Attack Attack bonus: 0
    Sneak Attack Damage: 0d6+3

    Tactical DCs
    ------------------------------------------------------------------------------------------
    Intimidate· · · · · · · · · · · · ·10+HD+Wis Mod vs d20 + 23 : d20 + Intimidate(23)
    Diplomacy · · · · · · · · · · · · ·CR+Quest Level vs d20 + 30 : d20 + Diplomacy(30)
    Bluff · · · · · · · · · · · · · · ·CR+Quest Level vs d20 + 29 : d20 + Bluff(29)
    Sunder· · · · · · · · · · · · · · ·Fortitude vs 17 : 10 + Str Mod(4) + Sunder(3)
    Trip· · · · · · · · · · · · · · · ·Balance vs 17 : 10 + Str Mod(4) + Trip(3)
    Dire Charge · · · · · · · · · · · ·Fortitude vs 39 : 20 + Max Mod(Str(4), Dex(8), Con(11), Int(16), Wis(4), Cha(6)) + Stun(3)
    ------------------------------------------------------------------------------------------

    Equipped Gear Set : Standard
    ------------------------------------------------------------------------------------------
    · · · · · · · Sentient Weapon Personality:
    · · · · · · · Filigree 1:
    · · · · · · · Filigree 2:
    · · · · · · · Filigree 3:
    · · · · · · · Filigree 4:
    · · · · · · · Filigree 5:
    · · · · · · · Filigree 6:
    · · · · · · · Filigree 7:
    · · · · · · · Filigree 8:
    · · · · · · · Filigree 9:
    · · · · · · · Filigree 10:
    · · · · · · · Filigree 11:
    · · · · · · · Filigree 12:
    · · · · · · · Filigree 13:
    · · · · · · · Filigree 14:
    · · · · · · · Filigree 15:
    ------------------------------------------------------------------------------------------


  15. #15
    Community Member
    Join Date
    Sep 2014
    Posts
    257

    Default

    Alchemist and Sorcerer Fire are currently most OP builds in game. Devs should look at their reaper performance.

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