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  1. #1
    The Hatchery CThruTheEgo's Avatar
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    Default The Divine Cuisinart: A dual khopesh wielding pure tempest ranger in divine crusader

    Updated for U29. Gear is updated as of U28. I'll have to check out U29 gear to determine any changes.

    The Divine Cuisinart
    Human ranger 20
    Neutral good (for blessed blades, makes attacks do good damage, useful for current endgame)
    34 point build
    In-game name: I am not currently playing this build

    This is a dual khopesh wielding, str based tempest ranger with deepwood stalker secondary, know the angles, and a ranged option. Full breakdowns are provided below. I welcome any feedback about the build. I am particularly interested in feedback about the gear set.

    Build Features:
    Offense:
    ~dual khopeshes with a crit profile of 15-18x4, 19-20x5 and 28 seeker
    ~124-194% mainhand strike chance (depending on stacks of killer and zeal)
    ~135% offhand strike chance
    ~full offhand damage mod with a 54 str
    ~know the angles with a 38 int (+7 damage)
    ~102-152 melee power (depending on stacks of zeal)
    ~5 total favored enemies plus favored hunter for +13 damage against favored enemies
    ~exposing strike with 4d6+22 sneak attack damage
    ~dance of death for AoE damage
    ~70% fort bypass
    ~burst dps: simultaneous haste and damage boost
    ~ranged option with manyshot
    ~weapons do good damage (blessed blades with neutral good alignment)
    Defense:
    ~1017 base hp
    ~fort/reflex/will saves of 62/59/58 and 65/62/61 vs favored enemies
    ~45.81% total miss chance from 15% incorp, 25% concealment, 15% dodge
    ~132 PRR (56.90% damage reduction)
    ~55 MRR (35.48% damage reduction)
    ~deflect arrows every 2 seconds
    Self healing:
    ~425 positive spell power, 575 with maximize
    ~50 healing amp
    ~sacred ground hits for 236 hp every 3s, 158 for those with 0 heal amp
    ~quickened cure serious wounds hits for an average of 248 hp
    ~quickened cure moderate wounds hits for an average of 165 hp
    Utility:
    ~merfolk's... nuf said

    Starting Stats:
    str: 17
    dex: 13
    con: 15
    int: 14
    wis: 10
    cha: 8

    All level points in strength.
    No tomes required.

    Feats:
    1 khopesh proficiency
    1h precision
    3 dodge
    6 toughness
    9 imp crit slash
    12 imp crit ranged
    15 maximize
    18 quicken
    21 overwhelming crit
    24 epic toughness
    26 perfect two weapon fighting
    27 epic damage reduction
    28 doubleshot
    29 harbinger of chaos
    30 two weapon defense
    30 scion of earth/air/feywild as preferred

    Skills: max UMD, balance, heal, spot, swim, search, move silently, hide, listen, bluff
    Note: Most of these are nonessential, but the build gets so many skills and you have to spend them somewhere.

    Spell List: listed in the order in which they are selected
    1st: ram's might, jump, resist energy, merfolk's
    2nd: barkskin, mass camouflage, protection from energy, cure light wounds
    3rd: cure mod wounds, wild instincts, neutralize poison, remove disease
    4th: cure serious wounds, FoM, summon nature's ally, animal growth

    Favored Enemies: listed in the order in which they are selected
    Ranger: undead, giants, aberrations, evil outsiders, elementals

    Enhancements:
    Tempest: 45 total
    Core: 6 total
    Shield of whirling steel 1 (+2 AC/PRR/MRR when dual wielding, +1 more per additional core)
    Tempest 1 (10% offhand attacks, dex to hit with light weapons, treat scimitars as light weapons)
    Graceful death 1 (dex to damage with light weapons)
    Deflect arrows 1 (gain deflect arrows feat, +1 crit multiplier)
    Whirlwind 1 (5% doublestrike, 10% offhand attacks, 5% incorp)
    Dervish 1 (4 dex, 25% offhand doublestrike, 10 melee power/PRR/MRR in light armor)
    Tier 1: 6 total
    Improved reaction 1 (1 reflex saves, 1 saves against traps)
    Improved defense 3 (3 AC/PRR/MRR, deflect arrows every 2 seconds)
    Whirling blades 2 (1 to hit and damage when dual wielding)
    Tier 2: 9 total
    Improved parry 3 (10 PRR)
    Improved dodge 1 (1 dodge)
    Whirling blades 2 (1 to hit and damage when dual wielding)
    Haste boost 3
    Tier 3: 7 total
    Storm dancer 2 (15% elec absorb, d6 elec damage that scales with melee power)
    Critical mastery 3 (3 seeker)
    Whirling blades 2 (1 to hit and damage when dual wielding)
    Tier 4: 7 total
    Storm tempest 2 (improves storm dancer to 30% elec absorb, 2d6 elec damage)
    Growing storm 3 (melee attack, for 15 seconds upon damaging an opponent gain 1 damage for 5 seconds, stacks 10 times, cooldown 30 seconds)
    Whirling blades 2 (1 to hit and damage when dual wielding)
    Tier 5: 10 total
    Dual perfection 2 (full stat damage mod to offhand)
    Many cuts 3 (4 doublestrike/melee power)
    Whirling blades 2 (3 to hit and damage when dual wielding)
    Dance of death 3 (melee attack, +5[W], strike 4 opponents instead of 1 for 10 seconds, cooldown 15 seconds)

    Deepwood Stalker: 26 total
    Core: 4 total
    Far shot 1 (sneak attack 1d6, 10 positive spell power, point blank shot +5 meters)
    Sneak attack 1 (sneak attack 1d6, 10 positive spell power, point blank shot +5 meters, +1 animal empathy)
    Exposing strike 1 (10 positive spell power, point blank shot +5 meters, +1 animal empathy, melee attack: +2[W], +4 to-hit, +1 critical threat and multiplier, on damage target is bluffed for 4 seconds, cooldown 6 seconds)
    Advanced sneak attack 1 (sneak attack 1d6, 10 positive spell power, point blank shot +5 meters, +1 animal empathy, +1 crit range, 10% fort bypass)
    Tier1: 7 total
    Favored defense 3 (6 AC and 3 saves vs favored enemies)
    Stealthy 3 (3 hide, 3 move silently, sneak attack 1d6)
    Increased empathy 1 (1 diplo, 1 animal empathy, 4 positive spell power)
    Tier 2: 2 total
    Survivalist 2 (10 hp, 3 PRR in light armor)
    Tier 3: 8 total
    Survivalist 2 (20 hp, 4 PRR in light armor)
    Thrill of the hunt 3 (3 damage when opponent below 50% health)
    Favored hunter 3 (3 to hit and damage vs favored enemies)
    Tier 4: 5 total
    Survivalist 2 (30 hp, 5 PRR in light armor)
    Killer 3 (on kill, gain 5% doublestrike/doubleshot for 15 seconds, stacks 4 times)

    Harper: 8 total
    Core: 1 total
    Agent of good 1 (1 to hit vs evil, 1 universal spell power)
    Tier 1: 4 total
    Harper enchantment 2 (1 weapon enhancement, 20 spell points)
    Traveler's toughness 2 (10 hp)
    Tier 2: 3 total
    Know the angles 3 (int based divine might)

    Human: 1 total
    Core: 1 total
    Damage boost 1 (20% damage)

    Epic Destiny:
    Divine Crusader
    Tier 1: 5 total
    Bane of undeath 2 (undead bane)
    Purge the wicked 1 (2 seeker, purification on crits)
    Str 2
    Tier 2: 5 total
    Consecration 3 (28d6 damage to enemies when on consecrated ground)
    Str 2
    Tier 3: 6 total
    Sacred ground 2 (heal 145 hp every 3s)
    Blessed blades 2 (attacks do my alignment damage - neutral good)
    Str 2
    Tier 4: 2 total
    Crusade 2 (+10% damage when on sacred ground)
    Tier 5: 6 total
    Castigation 2 (aura of purification deals d6 bane damage per stack plus 1% of their current health per stack)
    Heavenly presence 2 (10 PRR, 10% acid/cold/elec absorption, immune to petrification)
    Celestial champion 2 (+1 crit range, celestial fervor - 1% doublestrike on crit, stacks 10 times, lasts 6s)

    Twists:
    1) symmetric strikes (primal avatar tier 4, 5% physical damage)
    2) balanced attacks (primal avatar tier 3, knockdown on vorpal)
    3) extra action boosts (dreadnaught tier 1)
    4) impregnable mind (magister tier 1, 6 concentration, 6 will, no longer auto fail on a roll of 1)
    Alternatives: sense weakness, critical damage, favored enemy

    Gear Set:
    Weapons: mainhand: Thunder-Forged Khopesh (150 devotion/dragon's edge/mortal fear/red slotted meteoric star ruby/colorless slotted heal15)
    offhand: Epic Energized Khopesh (electric vulnerability/greater maiming/greater electric storm/greater shocking burst/purple slotted ruby eye of the tempest/set: melee power20/ranged power20/spell power20)
    ranged: Thunder-Forged Longbow (touch of flames/dragon's edge/mortal fear/orange slotted devotion138/colorless slotted)
    Armor: Epic Smoldering Leather Armor (fire absorption30%/resistance12/concealment25/fort150/green slotted con2/set: melee power20/ranged power20/spell power20)
    Goggles: Epic Glimpse of the Soul (true seeing/diplo20/intercession ward/bluff20/illusion save6/enchantment save6/wis11/yellow OR blue slotted vitality20/green slotted wis2)
    Helm: Sightless (true seeing/deathblock7/melee power6/ranged power6/PRR35/MRR35/con12/green slotted good luck2/blue slotted HP40)
    Neck: Pendant of Quiet Movements (concealment25/dodge11/insightful will2/seeker12/yellow slotted draconic soul gem)
    Trinket: Epic Litany of the Dead (turn the page/profane abilities2/attack4/damage4/light of dawn/blue OR yellow slotted Globe of True Imperial Blood/green slotted str2)
    Cloak: Adamantine Cloak of the Wolf (exc seeker5/dodge8/attack4/diversion20)
    Belt: Battlerager's Harness (intim20/spiked/raging focus/vengeful fury/spike guard/green slotted fear immunity)
    Ring swap: Strange Tidings (dex12/deception/sneak attack to hit8/sneak attack damage16/UMD7/diversion20/blue slotted golem's heart/green slotted sonic resistance40)
    Gloves: Sanctified Gages (UMD5/2d12 light damage/deadly11/greater dispelling guard/yellow OR blue slotted dex2/green slotted int2)
    Boots: Many Hooked Greaves (str12/insightful combat mastery5/vertigo12/quality vertigo2/green slotted crushing wave guard/yellow slotted blindness immunity)
    Ring: Epic Eye of the Beholder (absorb doomsphere spells8/deathblock7/int11/wizardry10/blue OR yellow slotted cha8/green slotted cha2)
    Bracers: Epic Ethereal Bracers (dex11/riposte9/insight AC5/insight saves4/ghostly/deadly10/speed14/feather falling/yellow slotted proof against poison10/green slotted proof against disease10)
    Quiver: Epic Quiver of Alacrity (concentration -50/speed15/ranged and spell threat -15%/insightful sneak4/doublshot8)

    Final Stats:
    str54: 17 base, 6 tome, 7 levels, 3 divine crusader, 12 item, 2 insight, 1 exc, 2 profane, 2 ram's might, 2 ship
    dex42: 13 base, 6 tome, 4 capstone, 12 item, 2 insight, 1 exc, 2 profane, 2 ship
    con40: 15 base, 6 tome, 12 item, 2 insight, 1 exc, 2 profane, 2 ship
    int38: 14 base, 6 tome, 11 item, 2 insight, 1 exc, 2 profane, 2 ship
    wis34: 10 base, 6 tome, 11 item, 2 insight, 1 exc, 2 profane, 2 ship
    cha29: 8 base, 6 tome, 8 item, 2 insight, 1 exc, 2 profane, 2 ship

    HP:
    160 base
    25 heroic durability
    20 improved heroic durability
    10 draconic vitality
    100 epic levels
    420 con40
    82 toughness/epic toughness
    60 survivalist
    10 traveler's toughness
    50 divine crusader cores
    40 slotted false life
    20 vitality
    20 hag's apothecary ship buff
    1017 BASE
    30 rage
    50 Yugo
    1097 SELF BUFFED

    SP:
    260 base
    250 wiz10
    468 wis34
    20 harper enchantment
    125 divine crusader cores
    1123 TOTAL

    Fort/Reflex/Will Saves:
    12/12/6 base
    5/5/5 epic
    12/12/12 item
    4/4/4 insight
    2/2/2 good luck
    1/1/1 alchemical
    0/1/0 improved reaction
    0/0/6
    4/4/4 greater heroism
    3/0/0 game hunter ship buff
    0/2/0 chronoscope ship buff
    0/0/2 grandmaster's dojo ship buff
    15/0/0 con40
    0/16/0 dex42
    0/0/12 wis34
    0/0/6 illusions/enchantments
    58/59/58 TOTAL
    3/3/3 favored enemy resistance
    61/62/61 total against favored enemies

    Dodge:
    11 belt
    3 dodge
    1 improved dodge
    15 TOTAL
    Max dex bonus on ToEE leather armor is 24 with fencing master ship buff and mobility.

    PRR:
    30 light armor with BAB 30
    35 item
    42 enhancements
    10 divine crusader
    10 epic damage reduction
    130 total (56.90% damage reduction)

    MRR:
    35 item
    20 enhancements
    55 total (35.48% damage reduction)

    Heal Amp:
    10 past life paladin
    20 ship buff
    20 divine crusader core
    50 TOTAL

    Positive Spell Power:
    23 ranks
    10 epic
    60 epic universal spell power
    3 tome
    12 wis34
    44 deepwood stalker
    1 harper agent of good
    10 divine crusader core
    39 implement
    138 red augment
    15 slotted
    2 good luck
    1 elite spider cult mask
    20 ToEE set
    3 forbidden library ship buff
    15 crusader's chapel
    4 GH
    25 superior ardor pot
    425 TOTAL
    150 maximize
    575 with maximize

    Melee Power:
    4 thousand cuts
    10 capstone
    30 epic
    12 divine crusader cores
    6 Sightless
    20 ToEE set
    82 TOTAL
    50 full stacks of zeal
    132 total with max zeal

    Mainhand Strike Chance:
    100 base
    5 perfect two weapon fighting
    5 tempest core 5
    4 thousand cuts
    10 celestial fervor (will be easy to maintain on this build)
    124% MAINHAND
    20 full stacks of killer
    144% mainhand with full proc buffs
    50 full stacks of zeal
    194% mainhand with stars aligned

    Offhand Strike Chance:
    80 greater two weapon fighting
    10 tempest core 2
    10 tempest core 5
    10 perfect two weapon fighting
    25 tempest capstone
    135% OFFHAND
    Last edited by CThruTheEgo; 03-10-2016 at 04:09 PM.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

  2. #2
    The Hatchery CThruTheEgo's Avatar
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    Default Thoughts regarding the empty feats:

    I'm torn between what to take for the empty feats. Melee dps should be excellent, so I'm not expecting to use the ranged option often, which means I'm not inclined to take point blank shot. Also, because melee dps should be excellent already, I don't feel the need to squeeze in some combination of weapon focuses, power critical, or quick draw.

    The total miss chance is a little lower than I'm used to and the damage mitigation and self healing may not be high enough to accommodate it. So I'm leaning toward at least dodge and maybe even mobility and spring attack. I could drop versatile adept and all three ranks of improved defense to pick up two ranks of both improved reaction and improved dodge to get a little more benefit from the dodge feat, but then deflect arrows is limited to once every 6 seconds, although that might be a good trade off overall. I'm also considering elusive target over holy strike.

    The only fort bypass I'll have is 35% from dragon's edge, so precision might be a solid option also. I'm willing to adjust starting stats to accommodate dodge and precision but would like some feedback regarding these options. Thanks in advance.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

  3. #3
    Community Member Grailhawk's Avatar
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    Default

    Quote Originally Posted by CThruTheEgo View Post
    I'm torn between what to take for the empty feats. Melee dps should be excellent, so I'm not expecting to use the ranged option often, which means I'm not inclined to take point blank shot. Also, because melee dps should be excellent already, I don't feel the need to squeeze in some combination of weapon focuses, power critical, or quick draw.

    The total miss chance is a little lower than I'm used to and the damage mitigation and self healing may not be high enough to accommodate it. So I'm leaning toward at least dodge and maybe even mobility and spring attack. I could drop versatile adept and all three ranks of improved defense to pick up two ranks of both improved reaction and improved dodge to get a little more benefit from the dodge feat, but then deflect arrows is limited to once every 6 seconds, although that might be a good trade off overall. I'm also considering elusive target over holy strike.

    The only fort bypass I'll have is 35% from dragon's edge, so precision might be a solid option also. I'm willing to adjust starting stats to accommodate dodge and precision but would like some feedback regarding these options. Thanks in advance.
    My Plan is:
    Dodge
    Khopesh
    Precision
    Point Blank Shot
    IC: Slashing or Piercing (swap as needed)
    IC: Ranged
    Maximize
    Quicken
    Overwhelming Critical
    Perfect Two Weapon Fighting
    Combat Archery
    Doubleshot
    Epic Damage Reduction

    But it sounds like you aren't interested in that much ranged option so I would be looking at defensive feats. Dodge, Mobility, Two Weapon Defense, and Toughness + Epic Toughness. Dropping all Ranged options my build would be

    Dodge
    Khopesh
    Precision
    Mobility
    IC: Slashing
    Maximize
    Quicken
    Toughness
    Overwhelming Critical
    Epic Toughness
    Perfect Two Weapon Fighting
    Epic Damage reduction
    Elusive Target

  4. #4
    The Hatchery CThruTheEgo's Avatar
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    Quote Originally Posted by Grailhawk View Post
    But it sounds like you aren't interested in that much ranged option so I would be looking at defensive feats. Dodge, Mobility, Two Weapon Defense, and Toughness + Epic Toughness. Dropping all Ranged options my build would be

    Dodge
    Khopesh
    Precision
    Mobility
    IC: Slashing
    Maximize
    Quicken
    Toughness
    Overwhelming Critical
    Epic Toughness
    Perfect Two Weapon Fighting
    Epic Damage reduction
    Elusive Target
    The first option is more ranged than what I want, but I do still want imp crit ranged to at least have a viable ranged option.

    Maximize is probably a better option than empower healing. I should have the sp to support it, especially since cure serious/mod wounds should only be emergency heals.

    I hadn't considered toughness/epic toughness. With 885 hp and solid self healing, the build should have enough hp already. But dodge/mobility seem like good options.

    No power attack at all? Are we at a point in the game when precision is simply the no brainer option? I guess against mobs where precision matters, it's far more valuable than power attack is against mobs where precision doesn't matter.

    Thanks for the feedback Grailhawk.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

  5. #5
    Community Member Grailhawk's Avatar
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    Quote Originally Posted by CThruTheEgo View Post
    No power attack at all? Are we at a point in the game when precision is simply the no brainer option? I guess against mobs where precision matters, it's far more valuable than power attack is against mobs where precision doesn't matter.
    I don't think its no brainer I just don't like switching from one to the other, and when In DC I don't see the point, if you were running in LD I would think Power Attack was a better choice actually.

    That said back when U14 changed the way to-hit worked I "math out" Power Attack vs Precision and Precision was better even in the case of non fort mobs, because even if you don't feel it you miss more then on a 2 these days. Not that accuracy matters enough to build for, its no; because every one hits enough with out trying because of how the formula works. U14 was to-hit Communism give it to every one in equal amounts.

  6. #6
    Community Member the_one_dwarfforged's Avatar
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    if you have feats just laying around, you absolutely should take quickdraw.

    youll notice it, and youll never want to live without it again.
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  7. #7
    Community Member Ellihor's Avatar
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    Why not INT based? You can dump your DEX and STR and worry about INT only. OK you can stack less INT than STR but I believe the extra damage from kta makes it almost even and it frees a lot of slots
    Last edited by Ellihor; 09-24-2015 at 10:16 PM.

  8. #8
    The Hatchery CThruTheEgo's Avatar
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    Quote Originally Posted by the_one_dwarfforged View Post
    if you have feats just laying around, you absolutely should take quickdraw.

    youll notice it, and youll never want to live without it again.
    I had quick draw on my fighter back in the day. It is a noticeable difference in the time to activate action boosts. I wonder, though, which would increase dps more, quick draw or the 2 melee power from weapon focus? I would assume the melee power. And with the crit profile of this build, I think power critical is a solid option as well. It's an average of 3.4 damage per hit before melee power or doublestrike are factored in, both of which are quite variable depending on the number of stacks of zeal and killer. You're looking at at least 10 average damage per hit after those are factored in. But I think 2 melee power would offer more than that. I did like quick draw, but it's definitely lower on my list because I think there are other feats which would add more dps. Currently, though, I'm leaning toward precision, dodge, mobility, and one of power attack, spring attack, or weapon focus.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

  9. #9
    Community Member the_one_dwarfforged's Avatar
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    Quote Originally Posted by CThruTheEgo View Post
    I had quick draw on my fighter back in the day. It is a noticeable difference in the time to activate action boosts. I wonder, though, which would increase dps more, quick draw or the 2 melee power from weapon focus? I would assume the melee power. And with the crit profile of this build, I think power critical is a solid option as well. It's an average of 3.4 damage per hit before melee power or doublestrike are factored in, both of which are quite variable depending on the number of stacks of zeal and killer. You're looking at at least 10 average damage per hit after those are factored in. But I think 2 melee power would offer more than that. I did like quick draw, but it's definitely lower on my list because I think there are other feats which would add more dps. Currently, though, I'm leaning toward precision, dodge, mobility, and one of power attack, spring attack, or weapon focus.
    even if 2 mp is more dps, you wont know it. you will feel quick draw, more than any of the feats you listed except maybe precision. in my opinion its worth more than another feat that may add more dps.

    also id lower my int by 2 since you dont have completionist, unless kta is actually providing +0.5 dmg bonuses. int yugo pots blow.
    Quote Originally Posted by Cordovan View Post
    By the way, sorry for the folks I dropped the death cube on. Except I'm not sorry.
    Quote Originally Posted by DDOTalk71 View Post
    Due to the rising costs of OlladraCare, the Coin Lords laid off Mari and outsourced her job to foreigners.

    #MakeStormreachGreatAgain
    Quote Originally Posted by changelingamuck View Post
    Class balance isn't a black-or-white...issue...

  10. #10
    Community Member Grailhawk's Avatar
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    Quote Originally Posted by the_one_dwarfforged View Post
    even if 2 mp is more dps, you wont know it. you will feel quick draw, more than any of the feats you listed except maybe precision. in my opinion its worth more than another feat that may add more dps.

    also id lower my int by 2 since you dont have completionist, unless kta is actually providing +0.5 dmg bonuses. int yugo pots blow.
    Just as kind of an FYi sunder and trip can be used to mimic the effect of quick draw. Hit Action boost then hit sunder then return to combat very fast and really can be done with no delay, as the sunder interrupts the delay.

  11. #11
    The Hatchery CThruTheEgo's Avatar
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    Quote Originally Posted by Ellihor View Post
    Why not INT based? You can dump your DEX and STR and worry about INT only. OK you can stack less INT than STR but I believe the extra damage from kta makes it almost even and it frees a lot of slots
    Int based isn't far behind, that's true, but I don't think I would gain that much by going fully int based either. Currently, I've got a 40 int and 56 str. That's 7.5 damage from know the angles and 23 from str for a total of 30.5. If I went fully int based, I'd start with an 18 int, get a 12 item, 3 insight, and 7 level ups, ending up with a 51 int. No ED that I would consider a viable option for this build offers int, and enhancements are pretty tight already. But assuming I could squeeze one int from enhancements, that would give me an even 52, which is a base damage mod of 21, plus 10.5 from know the angles for a total of 31.5.

    That's 1 higher than str based, but consider the enhancements. To get int to damage from harper requires 12 AP. If you want all tier 4s (excluding the stat) from tempest, all tier 5s, and the capstone, it's 46 AP minimum. The 4th core of deepwood stalker (+1 crit range, a must have) requires 21 AP minimum. That leaves you with just enough to get int to damage from harper and human damage boost, but you don't get killer. Now that killer expires 1 stack at a time and each stack lasts for 15 seconds, that's a significant dps boost especially with 4 stacks. With the dps, attack rate, and my own personal aggressive playstyle, I expect to be able to maintain at least a couple stacks of killer most of the time.

    So the dps of str based with know the angles will undoubtedly exceed int based. And that's not even considering that a single buff to str (even a rage pot) would make the base damage mod of str based even with that of int based.

    Now consider what is gained by going int based. In the current gear set, I only have the boots and a slot devoted to str. There are not many competitive boots and there are plenty of slots. So gearwise, I don't see much gain by going int based. The biggest benefit, imo, would come from rearranging starting stats to boost dex and wis a bit more to squeeze out a few more saves from each. The reflex save is a little low, but with improved evasion and 65 MRR, I'm not worried about it. The will save should be solid for the vast majority of content. There will be a few places where a bit more would help, but I don't think it's worth the loss in dps to get it.

    I gave a lot of thought to str based vs int based but, in the end, I think str based is the clear winner.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

  12. #12
    The Hatchery CThruTheEgo's Avatar
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    Quote Originally Posted by the_one_dwarfforged View Post
    also id lower my int by 2 since you dont have completionist, unless kta is actually providing +0.5 dmg bonuses. int yugo pots blow.
    Thanks for pointing that out.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

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    Considering the high amount of DR/good in recent EE content, I prefer being Neutral Good and taking Blessed Blades in Divine Crusader. This saves you from having to swap weapons (or augments) to break Outsider DR for hundreds a swing.

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    Does dual perfection even work? On my paladin/ranger it still lists his offhand as 10 points of damage lower on the inventory panel....

  15. #15
    The Hatchery CThruTheEgo's Avatar
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    Quote Originally Posted by gwonbush View Post
    Considering the high amount of DR/good in recent EE content, I prefer being Neutral Good and taking Blessed Blades in Divine Crusader. This saves you from having to swap weapons (or augments) to break Outsider DR for hundreds a swing.
    That's not a bad idea. Taking alignment damage from mobs doesn't seem like much of an issue anymore.

    Quote Originally Posted by maddong View Post
    Does dual perfection even work? On my paladin/ranger it still lists his offhand as 10 points of damage lower on the inventory panel....
    I don't know. I didn't keep up with the discussion before these changes went live, so I don't know if this was reported on Lam or not. This is the first I've heard of it. That said, I don't trust any of the displays in DDO. They all seem to take different information into account so who knows how accurate any of them actually are. The only way to know for sure is by player testing.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

  16. #16
    Community Member daniel7's Avatar
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    Quote Originally Posted by Grailhawk View Post
    My Plan is:
    Dodge
    Khopesh
    Precision
    Point Blank Shot
    IC: Slashing or Piercing (swap as needed)
    IC: Ranged
    Maximize
    Quicken
    Overwhelming Critical
    Perfect Two Weapon Fighting
    Combat Archery
    Doubleshot
    Epic Damage Reduction

    But it sounds like you aren't interested in that much ranged option so I would be looking at defensive feats. Dodge, Mobility, Two Weapon Defense, and Toughness + Epic Toughness. Dropping all Ranged options my build would be

    Dodge
    Khopesh
    Precision
    Mobility
    IC: Slashing
    Maximize
    Quicken
    Toughness
    Overwhelming Critical
    Epic Toughness
    Perfect Two Weapon Fighting
    Epic Damage reduction
    Elusive Target
    Does Empower Heal work on some Twists of Fate that Maximize doesn't work on? I've been wondering why people pick Empower Heal over Maximize for some time now and I feel like someone said that some Twist worked only with Empower...Healing Coccon maybe?
    Ghallanda
    Volver life 3 lvl 20 sorc - 4 Epic /// Adept life 3 lvl 2mnk/17pal /// Vindicate life 6 lvl 18rgr/1ftr/1clr - 2 Epic /// [COLOR="Red"]

  17. #17
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by daniel7 View Post
    Does Empower Heal work on some Twists of Fate that Maximize doesn't work on?
    Yes: Emp Heal works with Cocoon, Renewal, and Light the Dark; Max works on none of them.
    Retired Build Engineer. Everything was better back in our day. Get off my lawn.

  18. #18
    Community Member daniel7's Avatar
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    Quote Originally Posted by unbongwah View Post
    Yes: Emp Heal works with Cocoon, Renewal, and Light the Dark; Max works on none of them.
    Thanks for the info.
    Ghallanda
    Volver life 3 lvl 20 sorc - 4 Epic /// Adept life 3 lvl 2mnk/17pal /// Vindicate life 6 lvl 18rgr/1ftr/1clr - 2 Epic /// [COLOR="Red"]

  19. #19
    The Hatchery CThruTheEgo's Avatar
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    Quote Originally Posted by daniel7 View Post
    Does Empower Heal work on some Twists of Fate that Maximize doesn't work on? I've been wondering why people pick Empower Heal over Maximize for some time now and I feel like someone said that some Twist worked only with Empower...Healing Coccon maybe?
    unbongwah is correct. Because of sacred ground and ranger's inherent cure spells, I'm not expecting to need to use cocoon, so maximize is a better option for this build imo.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

  20. #20
    Community Member Ellihor's Avatar
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    Quote Originally Posted by CThruTheEgo View Post
    Int based isn't far behind, that's true, but I don't think I would gain that much by going fully int based either. Currently, I've got a 40 int and 56 str. That's 7.5 damage from know the angles and 23 from str for a total of 30.5. If I went fully int based, I'd start with an 18 int, get a 12 item, 3 insight, and 7 level ups, ending up with a 51 int. No ED that I would consider a viable option for this build offers int, and enhancements are pretty tight already. But assuming I could squeeze one int from enhancements, that would give me an even 52, which is a base damage mod of 21, plus 10.5 from know the angles for a total of 31.5.

    That's 1 higher than str based, but consider the enhancements. To get int to damage from harper requires 12 AP. If you want all tier 4s (excluding the stat) from tempest, all tier 5s, and the capstone, it's 46 AP minimum. The 4th core of deepwood stalker (+1 crit range, a must have) requires 21 AP minimum. That leaves you with just enough to get int to damage from harper and human damage boost, but you don't get killer. Now that killer expires 1 stack at a time and each stack lasts for 15 seconds, that's a significant dps boost especially with 4 stacks. With the dps, attack rate, and my own personal aggressive playstyle, I expect to be able to maintain at least a couple stacks of killer most of the time.

    So the dps of str based with know the angles will undoubtedly exceed int based. And that's not even considering that a single buff to str (even a rage pot) would make the base damage mod of str based even with that of int based.

    Now consider what is gained by going int based. In the current gear set, I only have the boots and a slot devoted to str. There are not many competitive boots and there are plenty of slots. So gearwise, I don't see much gain by going int based. The biggest benefit, imo, would come from rearranging starting stats to boost dex and wis a bit more to squeeze out a few more saves from each. The reflex save is a little low, but with improved evasion and 65 MRR, I'm not worried about it. The will save should be solid for the vast majority of content. There will be a few places where a bit more would help, but I don't think it's worth the loss in dps to get it.

    I gave a lot of thought to str based vs int based but, in the end, I think str based is the clear winner.
    Thanks for response, I have not checked the APs

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