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OnePercenter
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MajMal's Builds
Aug 15th, 2013 at 7:46pm
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Thoughts?

https://www.ddo.com/forums/showthread.php/422450-Some-build-ideas-from-the-Kobol...

Quote:
Some build ideas from the Kobolds
This is some Ideas one of the testers came up with. This is just an example of some things to play around with when this goes live next week. I'm not going to post the actual builds, what fun is that.

Barbificier (Barbarian / Arti)
Concept: This build focuses around the concept of using the Dwarf enhancement Throw Your Weight Around and Glancing Blow enhancement/feats. Main focus should be on Constitution. Eventually with Throw your Weight around you can use your Con for damage with Dwarven Waraxes. Next focus should be increasing your Glancing Blow damage/proc change. Feats such as Two-Handed Fighting, and enhancement that increase this should be prioritized. Try and find sources of Con and damage/attack speed increasing buffs (at the end of this build you will be using Tenser’s Transformation, Rage, and Attack Speed Action Boost).
Class Distribution: 12 Artificer, 8 Barbarian (MUST BE DWARF); Build becomes feasible around level 5/6
Enhancement/Item Focus: Dwarven Waraxe, Constitution Items, Health/Off Tank

Ice King
Concept: ALL THE ICE DOTS (note, this build will be stomped if you are fighting creatures with cold invulnerability). This build mostly focuses around Creeping Cold and Greater Creeping Cold. Focus on taking any Cold/Universal Spellpower, and Cold/Universal Spell Crit. Since druid cold dots don’t have saves you only need to give yourself enough Wisdom to cast level 9 spells (19 Wisdom). Since this number can easily be obtained I put everything into Con (excess build points are up to you). Eventually you are going to become a DoT caster who can take a beating (I gained Heavy Armor Proficiency and threw a suit of Dragon Armor on myself). Note that the 3 Sorcerer is to give you a little extra Water Savant Cold power via their enhancement tree.
Class Distribution: 17 Druid, 3 Sorcerer; Build becomes feasible around level 5/6
Enhancement/Item Focus: Empower/Max Metamagics, Crit chance feats/items (mental toughness line), Toughness line (including Epic Toughness), Cold Spellpower. Tank items/enhancements/feats (as much as you want).

Quarterstaff Rog / Monk
Concept: This build is all about the Quarterstaff. With the new enhancement system you are able to stack many damage boosting enhancements. Ultimately when you are not beating your enemies to death with a big stick you are tripping them to do bonus damage, sneak attack them to some extent, or dodging/evading enemies. Other things of interest with this build include: Staff Tripping using Dex for DC, and Vaulting (yep it’s a thing), enhancement/stances that increase your attack speed (Monk Stance Line). A pretty straight forward build.
Class Distribution: 12 Rogue, 8 Monk (any Dex giving Race); Build becomes feasible right away (though 2 levels to gain 1 rogue and 1 monk)
Enhancement/Item Focus: All the Dex, Best Quarterstaffs you can get. Drip DC increasing.

Crossbow Arti / Rog
Concept: Similar to the Quarterstaff build, but with Crossbows. Ultimately there are 2 ways you can go about making this build. You can go about making an Int based crossbow user (rogue mechanic at core enhancement at level 6) which will help with Artificer spellcasting, a larger repertoire of trained skills (jack of all trades), and potential assassination bonuses. Dex based crossbow users follow more closely the Dex based ranged feat line and only require 4 rogue (to get the crossbow damage bonus line). Higher Dex will grant you things you’d expect (both build have Evasion; and stealth gameplay becomes easier). Ultimately the choice is yours.
Class Distribution: At least 6 Rogue, and 12 Artificer (last 2 levels are personal preference). I found that Drow works well with this build (and the new Morning lord if you wish to go that route); INT Build becomes feasible at level 7, and DEX Build becomes feasible right away (though 2 levels are required to gain 1 rogue and 1 artificer)
Enhancement/Item Focus: An awesome Crossbow, all the Dex or Int (see above), crossbow/ranged feats. General skill based gear to give you utility (open locks, disable device, etc.)

Vorpal Wolf
Concept: Monk Druid hybrid that focus on Vorpal attacks and high critical damage. The Epic Feat Vorpal Strikes can be triggered while in animal form. Get enough Wis to take Vorpal Strikes and put everything else into damage and crit damage. There are several monk abilities that work in animal form; feel free to experiment. Putting enhancement points into Ninja Spy and Nature’s Warrior will allow for some interesting DPS.
Class Distribution: 12 Monk, 8 Druid
Thinks to take: [Monk] of Forms line (note that monk line can be taken at levels 6/12/18 with 1 level in monk), Overwhelming Critical, Vorpal Strikes, Improved Critical Bludgeoning
Things you need: 23 Strength, 23 Wisdom, Great Cleave line, Winter Wolf Form
Enhancement/Item Focus: Seeker, Alacrity, Strength, On Hit/Crit, off Bluff/Sneak Attack
  

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Tobril
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Re: MajMal's Builds
Reply #1 - Aug 15th, 2013 at 7:52pm
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Barb is junk, as is the dot druid concept.

There are better splits for the stick build.

Arty might be OK, I'm not up on crossbow stuff.

Vorpal Wolf has more potential than they realize.
  
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Re: MajMal's Builds
Reply #2 - Aug 15th, 2013 at 8:49pm
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Vorpal Wolf: No point in the 8th level of Druid.  Better off splashing Fighter for a bonus feat, or Artificer for full UMD and +1 scroll level.

Crossbow Arti / Rog: I played an 18 Artificer/2 Monk since it was released and remain unimpressed with crossbows.  A 'caster' Artificer is yet another casualty of the horribly managed spell DCs vs mob saves in this game.

Quarterstaff: It's a solid archetype, and one we should see lots of thanks to Sireth, but the split is suboptimal.  The tier5 Vault ability is trash now that they've added so many shitty prerequisites for it.  You're much better off going 12 Monk/6 Rogue/2 Druid for 10% net runspeed in Mountain stance, endless monk wings (cleaves generate a ton of ki), and Ram's Might, access to Empower Healing Spell feat, Magical Training and 30% Doublestrike action boost (stacks with Quickstrike).

Ice King: Any build that focuses around Creeping Cold is crapola until Turbine makes it stack with Niac's.  Also, there are ice elementals in the expansion content.  Epic fail.

Barbificer: Barbarian + any class with spells = suckage thanks to the 'can't cast while raged' drawback.  Also, 8 Barbarian gets you nothing.  Better off going 6 Barb/2 Fighter for 2 additional feats.
« Last Edit: Aug 16th, 2013 at 7:09am by Carpone »  
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Re: MajMal's Builds
Reply #3 - Aug 15th, 2013 at 9:25pm
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So harsh. You just don't understand how uber their builds are when they're running around on the test server with godmode on.
  
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Re: MajMal's Builds
Reply #4 - Aug 15th, 2013 at 9:55pm
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Carpone wrote on Aug 15th, 2013 at 8:49pm:
Vorpal Wolf: No point in the 8th level of Druid.  Better off splashing Fighter for a bonus feat, or Artificer for full UMD and +1 scroll level.

Crossbow Arti / Rog: I played an 18 Artificer/2 Monk since it was released and remain unimpressed with crossbows.  A 'caster' Artificer is yet another casualty of the horribly managed spell DCs vs mob saves in this game.

Quarterstaff: It's a solid archetype, and one we should see lots of thanks to Sireth, but the split is suboptimal.  The tier5 Vault ability is trash now that they've added so many shitty prerequisites for it.  You're much better off going 12 Monk/6 Rogue/2 Druid for 10% net runspeed in Mountain stance, endless monk wings (cleaves generate a ton of ki), and Ram's Might, access to Empower Healing Spell feat, Magical Training and 30% Doublestrike action boost (stacks with Quickstrike).

Ice King: Any build that focuses around Creeping Cold is crapola until Turbine makes it stack with Niac's.  Also, there are ice elementals in the expansion content.  Epic fail.

Barbificer: Someone needs to inform MajMal's testers that glancing blows only apply with with Dwarven Waraxes when used one handed, typically in conjunction with a shield.  Barbarian + any class with spells = suckage thanks to the 'can't cast while raged' drawback.  Also, 8 Barbarian gets you nothing.  Better off going 6 Barb/2 Fighter for 2 additional feats.

It's almost like certain Devs don't really play the game. Fighter dips are pretty much standard for the one or two extra feats especially for melee builds that already get evasion from some other class splits.
  

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Re: MajMal's Builds
Reply #5 - Aug 16th, 2013 at 9:32am
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Giving the benefit of the doubt:

I'm wondering on the crossbow build if you could max Dex and Int as much as possible, possibly on a drow, drop a few levels of rogue in favor of fighter for extra feats and some damage boosts. High dex for your to hit, use insightful damage also. With one of the extra feats take finesse to give you a melee option with rapiers or shortswords, again insightful damage in combo with the drow racial bonus to those weapons. Thinking a 12/4/4 arti/rogue/fighter split.

The barb build is just a gimmick to use the new dwarf enhancement. I assume they're thinking daxe with rune arm use. While you can't use spells while raged, I assume an extended Tensers will outlast a level 5 or 6 barbarian rage. Are infusions included in the casting while raged restriction? If not, it could be a viable option for emergency healing. Replace 2 levels of barb with 2 levels of fighter, and give up the splash damage idea. It might be viable as a single target DPS build that brings some buffing and trap skills to the party and can do some burst ranged damage every so often.
 
13R/6M/1D for me on the stick build. Or 10R/9M/1D. Either way you get improved evasion and opportunist for the extra doublestrike and fort bypass.

  

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Re: MajMal's Builds
Reply #6 - Aug 16th, 2013 at 9:34am
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I really don't think any of us came into this thread looking for new ideas. The man is most likely a weekend player, if that.
  
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