Hello, this is Dazling. As part of my Benchmark Build series, my most recent release is Dazling's Benchmark Favored Soul. There is a video available showing the build, and a variety of showcase videos at various levels available in the videos description. Additionally, there is an about 25 page google document going over a lot of the decisions in the build. Additionally, A (less than 25 page) version of the build will be posted here in this post.
Video:
Google Document: Big Document
Dazling’s Benchmark Favored Soul
TL;DR: Dazling’s Benchmark Favored Soul is a pure 20 favored soul build designed to function in all content. The race we use is Tiefling. Our ability scores should have maximize charisma, 14-16 constitution, and our remaining points can fill out intelligence and dexterity. Our only real important skill is Diplomacy. Our spells are largely guided by the Divine Spell Analysis Spreadsheet, so that we end up taking mainly high damage spells as well as important support spells. Our reaper points should be spent into Thaumaturge. For enhancements we go 41/23/16 Angel of Vengeance/Beacon of Hope/Tiefling, picking up whatever increases our DCs and light damage from Angel of Vengeance, a solid array of healing stats and additional charisma from Beacon of Hope, and Fire Bypass, more charisma, and various defenses from Tiefling. Our Epic Destiny is Exalted Angel, with tier 4 Primal Avatar providing additional defense and DCs. Gearing is subjective, but I recommend a gear setup using 3 piece autumn, 3 piece Flamecleansed Fury, and 2 piece winter using Legendary Wild Flame or Legendary Sceptre of Combustion.
For all of the builds in the Dazling’s Benchmark Build Series, we will have a small set of rules and guidelines we’ll go about in making the builds. These rules are as followed:
All builds should function well at all levels of play, which we mean as being comfortable with solo reaper 1 while leveling, and solo reaper 4 at maximum level. The builds are intended to be able to transition well into group play at higher reaper skulls or solo play at higher skulls if supported with past lives, rare gear, and high reaper points, but that is not their primary testing ground.
All builds are 20 levels of one class: in this case, favored soul.
All builds will heavily utilize an Epic Destiny intended for that class. There’s nothing wrong with having a Fury of the Wild Fighter, a Draconic Incarnation Favored Soul, or a Shiradi Champion Rogue- but for this series, classes will stick to their intended epic destiny for tier 5’s where possible.
All builds will utilize only class and race enhancements. Similar to the epic destiny restriction, we aren’t trying to make a barbarian who has a significant amount of points invested into the flavor of a knife fighting rogue, a Favored Soul with many points set up as an arcane illusionist, or a Ranger who is heavily focused into being a planar guardian. For this reason, no universal enhancement trees will ever be used on these builds.
All builds should be accessible to any player. No tome or PL requirements, and we’ll avoid paid races, although if a paid race would perform better it will be mentioned.
All builds should maintain the flavor of the class. These builds are primarily geared towards effectively, but tied in with rules 3 and 4 we’re trying to have high effectiveness while still feeling like the base class. Builds that heavily utilize different flavor can be plenty strong, but for these builds we want our Barbarians to feel like Barbarians, our rogues to feel like rogues, etc.
All builds will be limited to 15 reaper points. This is for my testing the build, not for other people playing it- I just don’t want the success of the build to be based on the reaper points on the character I use.
With all that said, let’s begin looking into the build itself.
Class
Obviously for our class we will be choosing Favored Soul- as a favored soul, we’ll try and focus on nuking damage with fire, force, and light, although we’ll also utilize any other spells that are high value even with lower spellpower. We’ll have a decent amount of healing, but since we’re trying to be fully functional as a solo build, we aren’t going to focus on healing and support features such as tier 5 Beacon of Hope, although there are features there that are very good for a healing or support build.
Race
For our race, we’re going to go with Tiefling. Aasimar or Dragonborn could both be good picks as well, and you can always make most things work on race, but any other race is going to struggle with dealing with fire immune enemies in some way. Since for this build we’re focusing on soloability in all content, it’s important not to be significantly worse whenever a fire immune enemy appears. If you don’t mind being significantly worse against fire immune enemies you can make another race work just fine.
Sometimes people have concerns about the uptime of tieflings fire immunity bypass, which is fair- it’s a 5 second duration on a 10 second cooldown ability. However, since we are a combined light and fire caster, that isn’t the worst thing ever for us. You’ll generally want to follow up your scorch with Celestial Bombardment, Fire Storm, Holy Fireball, and Flamestrike, and then during the 5 seconds of downtime you can cycle through your other abilities that aren’t fire based, like Divine Wrath, Searing Light, Cometfall, etc. You’ll occasionally have Exalted Angel procs trigger into an immune enemy, mess up your rotation, or miss an enemy with scorch, but it’s still a lot better than just being weak to anything with fire immunity.
Ability Scores and Skill Points
When it comes to casters ability scores, I like to always maximize my main stat- whereas a martial can get away with missing a few points more often, casters having less DCs is a massive damage loss when a lot of spells will have half effectiveness on a save. Beyond that, I recommend putting Constitution at 14-16, I like Intelligence at 12 for a few more skill points, and then raising Dexterity a little bit for reflex saves isn’t bad with leftover points. I'd roughly recommend 8/10/14/12/8/20 as a 28 point build stat array, or 8/14/16/12/8/20 as a 36 point stat array, with the stat amounts between those two probably just pulling from dexterity.
For skill points, I would recommend putting a couple of points in tumble and use magic device, and then maximizing your search and diplomacy. Beyond that, spellcraft is nice for a tiny bit of extra damage. If you have extra skill points from tomes, Jump, Heal, or Concentration can all be fine.
Spells
Spells is a big category, and I’m not going to go super in detail on it. If you’re wondering why a particular damage spell was taken, it was probably guided by my post here (DDO Divine Spell Analysis) where I do the math on spells to figure out what’s good.
1st
Nimbus of Light
Cure Light Wounds
Nightshield
Bless
2nd
Deific Vengeance
Soundburst
Find Traps
Spawn Screen
3rd
Searing Light
Magic Circle Against Evil
Prayer
Protection from Energy
4th
Holy Smite
Death Ward
Freedom of Movement
Inflict Critical Wounds
5th
Flame Strike
Raise Dead
Divine Punishment
Slay Living
6th
Blade Barrier
Heal
Cometfall
7th
Resurrection
Protection from Elements, Mass
Destruction
8th
Fire Storm
Holy Aura
Death Pact
9th
Divine Wrath
Celestial Bombardment
Implosion
You should generally be primarily casting the highest level damage spell you can, and filling in your rotation with the spells in descending order from it. Deific Vengeance and Searing Light both remain good economy spells at high levels. Personally I think the idea of a set damage rotation in a game with various cooldowns and cooldown reductions like this one is somewhat silly, but in general just hitting the highest level spells whenever they’re off cooldown is a good idea.
Feats
For our deity feat, I recommend Olladra. Having a huge heal is very handy, and it has a good bonus effect as well. Olladra also is able to be used in almost any circumstance: I haven’t yet found a time where I’ve been crowd controlled and it doesn’t work, and you can even use it while unconscious. Even if that gets fixed/changed, it’s still the best one in my opinion just based on the effects it provides.
At level 2 we take charisma to damage but it doesn’t really matter, and at level 7 I’d always recommend taking the health. We’ll likely never run out of spell points from 7+ anyway, and no one likes running out of hit points. For our absorptions, I would recommend Electric, Cold, and Sonic. Normally I’d take Fire over Cold, but because I use Crown of Snow with this gearset (permanent fire shield (cold)), cold is the better endgame pick in my opinion. If you don’t use Crown of Snow, I’d take fire instead.
That brings us to actual feats. Here is a complete list of what we’ll be taking:
1. Maximize Spell
3. Quicken Spell
6. Empower Spell
9. Enlarge Spell
12. Heighten Spell
15. Force of Personality
18. Empower Healing Spell
21. Wellspring of Power
22. Epic Spellpower: Light
24. Burst of Glacial Wrath
25. Epic Spellpower: Fire
27. Master of Light
28. Deific Warding
30. Intensify Spell
Legendary. Scion of Celestia
31. Fount of Life
The first 5 metamagics are all very helpful for boosting our DPS in various ways, as well as providing bonuses to our DC casting and to our healing, I would never recommend skipping any of them. Force of Personality makes our will saves pretty much no fail in all content, but if you have a lot of past lives you might be able to get away with dropping it and letting the past lives carry your will saves. Empower Healing is flexible, you could easily take something else if you want.
Wellspring of Power is flexible, it’s a nice little bonus but the downtime is pretty large. Epic Spellpower: Light boosts our main damage type, and there aren’t a lot of other strong options at 22. At 25 you could take something else that you like more over Epic Spellpower: Fire, such as sense weakness for getting bigger numbers on enemies that were about to die anyway. Burst of Glacial Wrath gives us some useful CC, but you could swap it out for something else if you wanted. Master of Light means our Searing Lights are some of our best single target damage, although the other spells it boosts doesn’t do much. Deific Warding is a nice defensive bonus, and Intensify is a good DPS bonus and free thanks to our Epic Destiny. Fount of Life gives us more defenses from our Epic Destiny, but I’d actually recommend Legendary Toughness if you have a constitution tome- you need 21 constitution to take Legendary Toughness, and we just can’t justify dropping our DCs that much if we don’t have a tome. Legendary Toughness is pretty much strictly better than Fount of Life though if we have a tome. Scion of Celestia should be pretty obvious, it’s the only Scion that primarily buffs light, and it gives us evocation DCs and some good defensive bonuses as well.
Reaper Points
For our reaper point allocation, we will go with a full 15 points into Thaumaturge, picking up a level 3 memento, 3 cores, and all of the spell DCs, spell penetration, and charisma we can grab for 15 points.
Beyond that, I would recommend putting points into Barricade: bolstering our PRR and Reflex Saves will make big differences to our defenses, and getting the doubled scaling on HP lets us get into higher skull reaper quicker to feel effective.
Enhancement Points
By level 20, that’s what you can expect your enhancement points to look like. Along the way, my recommendation would be to prioritize getting Sun Bolt, then Close Wounds. After that, get your Caster Levels from Intense Faith, and then continue spending points in Angel of Vengeance until you have your tier 5’s, potentially doing jiggle points into Tiefling on the way. Once you have your tier 5’s, go into Tiefling for Scorch, and then finish out by filling out Beacon of Hope. By level 32 your Nimbus of Light and Sun Bolt SLA’s will have reduced use- you could potentially swap them out at that point if you would like, but they’re vital for leveling, you’d be gaining a relatively small benefit by doing so, and they can still be useful as very cost efficient damage dealers even at high level.
If you have a universal AP Tome, I would recommend grabbing Feydark tier 1. If you have racial AP from some source, if you have enough you could get additional healing from Beacon of Hope, or even get core 5 Beacon of Hope.
Epic Destinies
This is what you can expect your Epic Destiny to look like by 32. Along the way, I would recommend getting your Angelic Form mantle and Sun Pillar Epic Strike from Exalted Angel immediately, and picking up Shard Storm and Spirit Boon for +2 Charisma from Primal Avatar. After that, get a few of the goodies in both of the trees, and at 23 you’ll want to pick up the upgrade to Shard Storm and your healing aura from Exalted Angel. Beyond that just fill out with various DC and powerful abilities.
We go Acid over Fire in Primal Avatar for a variety of reasons- we already have a few “heal to full” buttons, we have trouble dealing with spike damage which Shard Storm’s temp HP helps with, and Shard Storm is just better single target damage even with less spellpower, and our single target DPS needs more help than our AoE. Reborn in Fire is fine to take though, it’s not going to kill the build either way, and Reborn in Fire having a big heal on a short cooldown might help us more at r8-10, that’s just not what this build is built around.
I really like Exalted Angel core 4 being healing, but the damage amount actually scales OK as well, taking either should be fine.
In my experience your healing rotation if you end up having to be the healer is just not quite enough if you don’t have the Mass Moderate Wounds SLA from Exalted Angel and Healing Cocoon from Primal Avatar- in particular, AoE healing is difficult with only your epic moment, divine wrath, and your Beacon heals. If you don’t find yourself having to heal others very much, your healing is probably fine without those abilities.
If you have additional Epic Destiny points from tomes or past lives, I would recommend picking up some additional cost reduction from Primal Avatar tier 4, which ensures that you can keep your metamagics on at all times with no problems. Beyond that, going 4 points into Draconic Incarnation for a fire core and for no fail fortitude saves on a 1 would be a reasonable idea.
Gear
I wouldn’t recommend fixating on the gear too much for a build, gear is very update dependent, and by far the easiest thing to adjust for a build. With that said, I personally really like using the following gearset.
Hat: Crown of Winter
Necklace: Dinosaur Bone Artifact (Light Spell Crit, Light Spell Crit, Light Spell Crit, Profane DC)
Trinket: Cannith Crafted Charisma/Parrying/Insightful Impulse (Substitution: Bronze Figurine)
Cloak: Hallowed Trail
Belt: Black Satin Waist (Quality Charisma)
Ring 1: Ring of Fall’s Decay
Ring 2: Ring of Winter’s Chill
Gloves: Gloryborne Gauntlets (Deadringers is a valid alternate)
Boots:Legendary Windriders
Bracers: Hallowed Castigators
Armor: Blessed Vestments
Goggles: Collective Sight (Constitution, Insightful Constitution)
Mainhand: Wild Flame (Sceptre of Combustion is a valid alternate)
Offhand: Resplendent Fury (Insightful Charisma)
Important Augments:
Resistance, Dexterity, Exceptional Charisma/Imperial Globe, Festival Charisma if you have, Evocation Topaz, Necromancy Topaz, Sheltering Sapphire for MRR, Charisma if not using Cannith Crafted
When making your own gearset, I’d mainly just recommend trying to figure out what your goals are on the build and what your weaknesses are (In this case, the goal is high Light, Force, and Fire damage, and the biggest weakness is susceptibility to spike damage), and then choose sets that fill in those gaps, and then fill in gaps in those sets with gear that helps. In this case, we do Flamecleansed Fury and 3 Piece Autumn for nuking, 2 piece winter for some more defense, and then fill in with good single pieces.
Personally I recommend something like this for your sentient filigrees:
Weapon:
1. Dragonsoul Cha +1
2. Otto’s Irrevocable Power Cha +1
3. Otto’s Con +1
4. Otto’s PRR +3
5. Random Cha +1 OR Raid Cha +2 <This is where I’m at at the time of making this guide>
6. Random Cha +1 OR Second Raid Cha +2
7. Dragonsoul Electric Absorption
8. Dragonsoul <Whichever Element you didn’t choose from Favored Soul> Absorption
9. Random Cha +1 OR To Hell and Back Cha +1 (If using Raid augments)
10. Dragonsoul <Some other element you kind of want absorption to> Absorption
Artifact:
1. Dragonsoul Cha +1
2. Otto’s Irrevocable Power Cha +1
3. Random Cha +1 OR Raid Cha +2
4. Random Cha +1 OR Second Raid Cha +2
If you use raid filigrees, I’d prioritize them over Otto’s.
Don’t worry about the gear too much, the DCs actually overshoot quite a bit for r4 (My current DCs are around 105-110, and I’m not fully optimized and don’t have PLs).
Conclusion
I actually had an especially great time making this build, I’ve played a lot of casters over the years but it’s been a while since I touched my favored soul- I was very happy to see that it was a very, very smooth play experience at all levels of gameplay. I’ll actually likely be personally using this build quite a bit myself just for TRing, as well as keeping the flagship at max level for running various content. Hopefully this helped give some people fun ideas for playing some Favored Souls. Any feedback would be greatly appreciated!