A High Skull Support Build: The Natural Paralyzer- Druid 17/ Monk 2/ Fighter 1

Pethris

Member
Most Important info about the build:
THIS IS NOT PUT TOGETHER FOR LEVELING, ONLY CAP PLAY.
>Due to this, I will not be guiding when to take what (Feats are just cause order may matter for prereq).

>Also, Paralyzed is NOT HELPLESS. KEEP THIS IN MIND

Additionally, while I certainly have a ton of PLs and Reaper points, I am far from max on both. No completionist of any kind, and this build would massively benefit from a few more racial AP.


SUMMARY/INTRODUCTION TO BUILD
> Hello everyone! I am Pethris from Orien, a longtime player and rookie to posts! This build essentially combines the healing and fire potential of druid fire elemental with arcane archer Paralyzing to bring a high skull support build! I have played most levels of content with this build, from R1 raids to R10 questing, and can confidently say it is a blast!

> While plenty of fun, I am NOT ignorant to say this is a meta build. It is NOT. If you want to be the best support, go play a bard or something. But if you want a FUN, DIFFERENT experience that still is viable, read further!

GEAR
Huge WIP, I wont include all due to this.
Basically max wisdom possible, I went Keeper of Coffin and Forbidden Knowledge. However, I will be re-evaluating this as I literally just acquired Myth Drannor and have not looked much into it.

At some point in the future I hope to update this.

Playstyle
> This build is an INCREDIBLY active playstyle, with two different "modes" I will detail below.
> Always in Fire elemental mode

1. Support Mode- Used in a high skull group setting or a healer is needed
You toggle paralyze arrows on.

> Healing: Regenerate mass, Regenerate, Heal
Enlarge and Quicken are fit in!

> CC: Paralyze, Pin
No fail Paralyze on R10 (As stated above, have not played Myth Drannor much)
DC: 20 Base + 48 wis modifier (in reap) + 48 Enchant = 116 Paralyze DC (Before any regearing, can easily get 2 more wisdom from profane / artifact +4, more filigree slots, scion of feywild etc. Not needed as of right now)

> It is key that the player adjusts to how large/small the AoE of arrows are, as well as timing the weirdness of ranged bows.

2. DPS Mode- Used when in a group and CC is not needed. This will NOT work well in high skulls.
You toggle fire imbue on. Ensure Anger of Noonday Sun buff is active to bypass and fire immunity.

> Bow Attacks Used: Cycle Hunts end, Arrow of Slaying as priority, rest of attacks as desired

> Spells worth using at low skulls: Fire storm, Flame strike, FoD (only at very low skulls) as needed

> CC: Pin, Earthquake if you slot. I don't.

3. SOLO
> While mid skull Solo is possible, and I do include a video of me completing R6 A Sharn Welcome with this exact build, it is a group based build. The hardest part is managing survivability when not in paralyze mode, often leading to remaining in paralyze with lower dps until boss. R1-3 is easy in almost every quest.

> When using Paralyzing SOLO, I recommend jumping around paralyzing, hunts end/slayer arrow and dropping fire storms/flame strike if in low skulls. See video for examples.

> When using Flame imbue, survivability needs to be managed. Utilizing pin, as well as map positioning is key. Flame imbue is almost a must for bosses, as single target damage is only acceptable with the imbue. Again, acceptable considering its a support build :)


BUILD
Everything will be in reaper, because if it's not in reaper you're fine regardless... :)
Not bard buffed, only self-buffed. No pots or cookies used.

Character Sheet:

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RACE:
> Half-Elf is best choice, most access to Wisdom while still getting Arcane Archer, which is MANDATORY!
Technically Elf/Wood Elf/Morning lord with a heart of wood should work too but is weaker. Just do half-elf

ALIGNMENT:
> Must be lawful neutral for embodiment of law bonus and druid/monk.

ENHANCEMENTS (REAPER/EPIC/HEROIC):
> If you lack racial AP, take up to 10 points out of falconry up to "Wisdom for damage". Then you either need 3 racial AP from past lives or can take from druid tree. However, I would not play this build without at least gear, in which case you likely have at least 3 racial lives.
> If you have MORE racial AP, take either the wisdom trance or helpless damage (wont help with paralyze as they are not helpless technically!).
> I do not know if the scaling is identical for fire elemental fire imbue and AA fire imbue. Due to this I have both. If they are the same, I would drop AA fire imbue for whatever my next highest SP imbue is...just cause? But its pretty irrelevant since I can bypass fire immunity all together.
> Some unneeded points in ED trees, can take out of evocation DCs and some "to hit" in Fatesinger...though current gearing benefits from it.

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AVOIDANCE:

> The Concelment is a WIP, this was temporary. Rest is permanent in reaper.

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NOTABLE DC & Numbers:
>There aren't too many, and as noted above I could make paralyze far higher but not needed.
Paralyze: 116
FoD: 102
Fire Storm: 111
Earthquake (should you choose to slot it): 113
> The stats below are a large reason for why I am regearing. I'm hoping to fix the positive SP and crit chance issues with gearing, and the rest is what it is on.

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Feat Selection:

DRUID 1. Cleric Dilettante / Point Blank Shot
DRUID 2. Wolf
MONK 3. Precise Shot / Zen Archery
MONK 4. Deflect Arrows
FIGHTER 5. Rapid Shot
DRUID 6. Adept of Forms
DRUID 7. N/A
DRUID 8. Bear
DRUID 9. Arcane Initiate (Wiz PL, can do enchant focus if lacking)
DRUID 10. N/A
DRUID 11. Winter Wolf
DRUID 12. Manyshot
DRUID 13. N/A
DRUID 14. Dire Bear
DRUID 15. Master of Forms
DRUID 16. Fire Elemental
DRUID 17. N/A
DRUID 18. Grandmaster of Forms
DRUID 19. N/A
DRUID 20. Water Elemental
EPIC 21. Combat Archery
EPIC 22. Epic Spell Power: Fire
EPIC 23. N/A
EPIC 24. Quicken Spell
EPIC 25. Doubleshot
EPIC 26. N/A
EPIC 27. Improved Critical: Ranged Weapons
EPIC 28. Deific Warding
EPIC 29. N/A
EPIC 30. Overwhelming Critical / Scion of the Plane of Fire
Legendary 31. Embodiment of Law
Legendary 32. N/A
Legendary 33. Eerie Aim
Legendary 34. Elemental Form Specialty



VIDEOS

Solo Gameplay:

DDO R6 Natural Paralyzer SOLO A Sharn Welcome

> I'm well aware of deficiencies in playstyle, and some of my decisions in the quest were oriented towards showcasing aspects of build, such as FoD failing in mid skulls, and staying in room trying to group more rather than kiting down halls.
> Enjoy the Video, don't mind the lovely lovely lag! Hope it provides an idea of the FUN playstyle this build has!

DDO R3 All Hail the King
> This video shows the survivability and dps ability in low skulls. I think its pretty evident how much easier this solo is dps and comfort wise compared to the other video.

Grouping:

DDO R10 A Sharn Welcome (Public group)
> It's not the best video, as A Sharn Welcome is a pretty easy R10 nowadays, but you can still get a glimpse at how it feels in a group.
> The boss room displays something important, which is player issues. You can see I get distracted switching to fire imbue and seeing how the damage is, due to this I'm late to heal a party member and they die. Keep sight that this should be played as a support, as I did not!


I will continue to update this post:
1. With a gear set once I finally get around to making a full Myth Drannor set
2. I hope to add more R10 Groups
3. Id like a raid video, but Ive ran around 6 in the last week with too much lag to be a quality post.

Please ask any questions or comments you have!
 
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