Pure FvS Healer/Support for R10s/R1+ Raids [Myth Drannor]

Meowcifer

Member
Hello everyone. I've been the designated Raid Healer in Pestilence (Thelanis) for about a year now. (Picked up off of Hardcore xD). Figured I might as well share something to help my guildies out (and hopefully let me escape from the pigeon hole, lmao). Firstly I'd like to address the mentality behind this build, as the style is not for everyone. You are not a DPS, You are not a Tank. This build is purely for supporting the other 5 (or 11) members of your party. It is not made to hold aggro, or kill things. It is built to stay safe, and take the inevitable one or two hits of damage every now and then.

With that out of the way, welcome to those with an interest in the ways of Positive DPS. I'll start off by listing the Key Abilities and the reasoning behind using them, look at Alternative Gear, although not in detail, and the following posts will be the build exports one for 80 points, first life and another maxed out. I'm sure you're all capable of filling in the gaps wherever you're at in your reincarnation journey.

Key Abilities

FvS Buff Spells - Self explanatory, use them at the start of the quest.

Treasure Finding - Because who doesn't want Raid Chests buffed?

Sprint Boost and Wings - Gotta keep up with the Zerging Barbarians somehow.

Close Wounds SLA - This is your bread and butter, the majority of the time you should be keeping your party topped off using this ability. It is also very useful for situations where one target (the tank usually) is taking hits semi-rapidly.

Heal (Spell) - The big boy heal, use this when someone gets heavily chunked in combat to get them back to full. Note: If combat ends, use Close Wounds to get them back to full hp instead.

Cure Moderate Wounds, Mass SLA - To be used on melee DPS when a monster cleaves the entire group, or as a backup if your Close Wounds SLA is not doing enough in combat situations.

Unyielding Sovereignty - Good as both a self-heal in the event you obtain aggro, and in case of healing debuffs such as a Plague Reaper or the platforms in SitC.

Panacea - Your catch-all for status debuffs inflicted on the party

Death Pact - A 'free' resurrection with no timer. Gives you the room to make a mistake or two in positioning and still being able to recover. Seems a bit buggy though and doesn't always work. Possibly Lag related issues.

Divine Intervention - Makes keeping up those pesky glass cannons a lot easier, also good for situations where you are splitting focus between different party members and situations where even the tank might end up on the ground. (ex. 7 Doom Stacks)

Moon Lance - A nice, fairly consistent Single Target lock. These points are mostly to progress in Magus though.

Cold Light of the Moon - Nice for giving your melee's a tiny bit of extra survivability when fighting Doom Reapers or dangerous Champions.

Time Stop - +100% DPS boost for a bit is excellent party utility. You're bulky enough to run in and use it without issues. Do so on Red-Names and Raid Bosses.

Implacable Foe - Another +10% DPS for attackers. Use in conjunction with Time Stop. and stand slightly behind your melee DPS, ranged should step in to get the boost as well.

Find Traps - Figured might as well try it since going the Finding Dragonmark. Feel free to choose a different spell and ignore any search investment.

Greater Dispel Magic - Can clear out Spell Wards, and troll your party members by getting rid of their GEW / Deadly enchants. :3

Shard Storm - An excellent buffer of Temp HP for any situation where you're taking damage. Easily the best way to deal with Fear Reaper DoTs outside of not getting them in the first place.

Dreamscape - 5 seconds of invulnerability on a 60 second cooldown, need I say more? Can take some getting used to on the timing though.

Alternative Gearing Options


Flamecleansed Fury (Masterminds of Sharn)
Defender of Tanaroa (Isle of Dread)
Armaments of the Archons (Vecna Unleashed)
Vol's Influence (Vecna Unleashed)

Heart of Suulomades (Vision of Destruction) - 3 Slot Artifact
Gem of Many Facets (The Chronoscope) - Elder's + Oasis
Profane IoD and Vecna sets
 
Last edited:

Meowcifer

Member
Character name:
Classes: 20 Favored Soul, 10 Epic, 4 Legendary
Race: Human Alignment: Chaotic Neutral

Start Tome Final HP: 4154 Displacement: 25%
Str: 8 8 21 Unc Rng: -275 Incorp: 0%
Dex: 8 8 21 PRR: 209 AC: 198
Con: 18 8 80 MRR: 171 +Healing Amp: 234
Int: 10 8 23 Dodge: 14/27 -Healing Amp: 0
Wis: 8 8 21 Fort: 249% Repair Amp: 0
Cha: 16 8 60 SR: 0 BAB: 20
DR: 10/Cold Iron 5/-
Immunities: Magic Missiles, Drowning, Freedom of Movement, Death effects, Level drain, Enchantment and charm spells, Petrification

Saves:

Fortitude85
vs Poison90
vs Disease 98
Will61*
vs Enchantment62*
vs Illusion61*
vs Fear65*
vs Curse61*
Reflex54*
vs Traps55*
vs Spell54*
vs Magic54*
Marked with a* is no fail on a 1 if required DC met


EnergyResistanceAbsorbance
Acid:1554%
Chaos:00%
Cold:1559%
Electric:1554%
Evil:00%
Fire:3061%
Force:016%
Good:00%
Lawful:00%
Light:155%
Negative:00%
Poison:015%
Sonic:1538%
Class and Feat Selection

LevelClassFeats
1Favored Soul(1)Human Bonus Feat: Least Dragonmark of Finding
Standard: Maximize Spell
Follower Of: Follower of the Sovereign Host
2Favored Soul(2)Battle Feat: Grace of Battle
3Favored Soul(3)Standard: Empower Spell
Child Of: Child of Faith
4Favored Soul(4)Constitution: +1 Level up
5Favored Soul(5)Energy Resistance: Energy Absorption: Fire
6Favored Soul(6)Standard: Enlarge Spell
Deity: Unyielding Sovereignty
7Favored Soul(7)Heart Feat: Stout of Heart
8Favored Soul(8)Constitution: +1 Level up
9Favored Soul(9)Standard: Quicken Spell
10Favored Soul(10)Energy Resistance: Energy Absorption: Cold
11Favored Soul(11)
12Favored Soul(12)Standard: Shield Mastery
Beloved Of: Beloved of the Divine
Constitution: +1 Level up
13Favored Soul(13)
14Favored Soul(14)
15Favored Soul(15)Standard: Improved Shield Mastery
Energy Resistance: Energy Absorption: Sonic
16Favored Soul(16)Constitution: +1 Level up
17Favored Soul(17)
18Favored Soul(18)Standard: Greater Shield Mastery
19Favored Soul(19)
20Favored Soul(20)Damage Reduction: Favored Soul of the Sovereign Host Damage Reduction: Cold Iron, Silver
Constitution: +1 Level up
21Epic(1)Epic Feat: Empower Healing Spell
22Epic(2)Epic Destiny Feat: Perfect Shield Mastery
23Epic(3)
24Epic(4)Epic Feat: Intensify Spell
Constitution: +1 Level up
25Epic(5)Epic Destiny Feat: Epic Spell Power: Positive
26Epic(6)
27Epic(7)Epic Feat: Epic Damage Reduction
28Epic(8)Epic Destiny Feat: Dreamscape
Constitution: +1 Level up
29Epic(9)
30Epic(10)Epic Feat: Watchful Eye
Legendary Feat: Scion of Celestia
31Legendary(1)Epic Destiny Feat: Legendary Toughness
32Legendary(2)Constitution: +1 Level up
33Legendary(3)Epic Feat: Epic Reflexes
34Legendary(4)Epic Destiny Feat: Legendary Toughness
Code:
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Skill Points     12  4  4  4  4  4  5  5  5  5  5  5  5  5  6  6  6  6  6  6
Skill Name       01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20  Ranks Tome Buffed
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Balance                                            ½  1  1 1½ 1½ 1½ 1½  1 1½   11.0    0   37.0
Bluff                                                                           0.0    0   47.0
Concentration                                                                   0.0    0   66.0
Diplomacy                                                               1  2    3.0    0   53.0
Disable Device                                                                  0.0    0   28.0
Haggle                                                                          0.0    0   47.0
Heal              4  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1   23.0    0   53.0
Hide                                                                            0.0    0   26.0
Intimidate                                                                      0.0    0   68.0
Jump                                                                            0.0    0   26.0
Listen                                                                          0.0    0   35.0
Move Silently                                                                   0.0    0   26.0
Open Lock                                                                       0.0    0   27.0
Perform                                                                         0.0    0   47.0
Repair                                                                          0.0    0   28.0
Search            2  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½      11.0    0   77.0
Spellcraft                                                                      0.0    0   28.0
Spot                                                                            0.0    0   32.0
Swim                 1  1  1  1  ½  ½  ½  ½  ½  ½                              11.0    0   36.0
Tumble            1                                                             1.0    0   27.0
Use Magic Device  1              ½  1  1  1  1  1  1  ½  ½  ½  ½  ½  ½  ½      11.0    0   58.0
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Available Points  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0
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Enhancements: 80 APs
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Human - Points spent: 12
Core1 Versatility I: Spell Power Boost
Core2 Adaptability: +1 Constitution
Tier1 Dragonmark Focus: Tharashk Dragonmark Focus - 3 Ranks
Tier1 Improved Recovery I
Tier2 Lesser Dragonmarks: Lesser Dragonmark Spell: Knock
Tier3 Greater Dragonmarks: Greater Dragonmark Spell: Treasure Finding
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Beacon of Hope - Points spent: 15
Core1 Pleasant Disposition
Tier1 Spell Critical Chance I
Tier1 Confidence - 3 Ranks
Tier2 Close Wounds - 3 Ranks
Core2 Beacon of Grace
Tier2 Might's Reward: Might's Reward: Charisma - 2 Ranks
Tier2 Spell Critical Chance II
Core3 Shining Light
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War Soul - Points spent: 41
Core1 Smite Foe: Smite Foe (Melee)
Tier1 Righteous Weapons I
Tier1 Toughness - 3 Ranks
Tier1 Sacred Touch - 3 Ranks
Tier1 Awareness - 3 Ranks
Tier2 Inflame - 3 Ranks
Core2 Resilience of Battle
Tier2 Righteous Weapons II
Tier2 Wall of Steel - 3 Ranks
Tier3 Greater Inflame - 3 Ranks
Core3 Sanctuary
Tier3 Righteous Weapons III
Tier3 Magic Backlash - 1 Ranks
Tier3 Ability I: +1 Charisma
Core4 War Caster: Blur
Tier4 Righteous Weapons IV
Tier4 Ability II: +1 Charisma
Core5 War caster: Haste
Tier5 Divine Intervention
Tier5 Divine Champion
Core6 Implacable Foe: Implacable Foe (Charisma)
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Falconry - Points spent: 12
Core1 Summon Falcon: Summon White Falcon
Tier1 Out in Nature - 3 Ranks
Tier1 Rugged - 1 Ranks
Tier2 Action Boost: Sprint - 3 Ranks
Core2 Ability I: Constitution
Tier3 Conditioning
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Epic Destinies: 69 Destiny Points
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Exalted Angel - Points spent: 14
Core1 Astral Touch
Tier1 Born by Flame - 3 Ranks
Tier1 Subtle Flame - 3 Ranks
Tier2 Divine Protection - 3 Ranks
Core2 Deepening Faith
Tier3 Noble Affinity: Mass Cure Moderate Wounds
Core3 Angelic Charge
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Magus of the Eclipse - Points spent: 32
Core1 Touched by the Moon
Tier1 Self or Summons: Impregnable Mind - 3 Ranks
Tier1 Cloak of Silver - 3 Ranks
Tier1 Moonbeams: Moon Lance
Core2 Deepening Arcana
Tier2 Moonlight: Cold Light of the Moon
Tier2 Moontouched - 3 Ranks
Tier3 Starlight - 3 Ranks
Tier3 Magus Spell Focus: Enchantment - 1 Ranks
Core3 Nullmagic Aura
Tier3 Lunar Imbuement
Core4 Nightwind
Tier4 Nullmagic Protection
Tier4 Enhanced Metamagics: Maximize - 3 Ranks
Tier4 Greater Beams
Tier5 Time Stop
Tier5 Enhanced Metamagics: Intensify
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Primal Avatar - Points spent: 23
Core1 This is your Nature: Heart
Tier1 Primal Spell Selection I: Spring to Summer
Tier1 Rejuvenation Cocoon
Tier1 Nature's Friend: Bat of Echoes
Core2 Now Grow: Thorn
Tier2 Primal Spell: Shard Storm
Tier2 Mantle of Nature: Heart - 3 Ranks
Tier2 Thrive
Tier3 At Its Core
Tier3 Evergreen - 3 Ranks
Core3 Weathering the Elements
Tier4 Nature's Blessing
Core4 Regrowth
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Spell PowerBaseCritical ChanceCritical Multiplier
Acid 331.021%30
Light/Alignment423.021%35
Chaos 313.021%30
Cold 353.021%30
Electric 378.021%30
Evil 313.021%30
Fire 403.021%30
Force/Untyped 341.021%30
Negative 378.021%30
Physical 313.021%30
Poison 331.021%30
Positive 686.050%82
Repair 313.021%30
Rust 313.021%30
Sonic 357.021%30
[/COLOR]
Favored Soul Spells

LevelSpell NameSchoolCL/MCLDCAverage DamageCritical Damage
1NightshieldAbjuration----
1Obscuring MistConjuration----
1Remove FearAbjuration----
2BlurIllusion----
2Cure Moderate WoundsConjuration27/1742259 - 337, Average 306731 - 953, Average 864
2Find TrapsDivination----
2SoundburstEvocation27/2244246 - 863, Average 616567 - 1986, Average 1418
2Spawn ScreenNecromancy----
3HasteTransmutation----
3Aid, MassEnchantment----
3Magic Circle Against EvilAbjuration----
3PrayerEnchantment----
3Water BreathingTransmutation----
4Cure Critical WoundsConjuration27/2742306 - 463, Average 400864 - 1307, Average 1130
4PanaceaConjuration27/2742235 - 275, Average 259664 - 775, Average 731
4Shield of Faith, MassAbjuration----
5Break EnchantmentAbjuration-42--
5Cure Light Wounds, MassConjuration27/3242235 - 275, Average 259664 - 775, Average 731
5Protection from ElementsAbjuration27/17-540 - 540, Average 5401080 - 1080, Average 1080
5Raise DeadConjuration----
6Greater Dispel MagicAbjuration-42--
6HealConjuration27/22422334 - 3395, Average 29716583 - 9575, Average 8378
6Heroes' FeastConjuration----
7Cure Serious Wounds, MassConjuration27/4242282 - 400, Average 353797 - 1130, Average 997
7Freedom of Movement, MassAbjuration----
7Greater RestorationConjuration----
8Death PactNecromancy----
8Death Ward, MassTransmutation----
8Holy AuraAbjuration-42--
9Divine WrathUnknown27/32-212 - 1273, Average 848598 - 3590, Average 2393
9ImplosionEvocation-44--
9True ResurrectionConjuration----
Spell Like / Special Abilities
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Locate Objects
Unyielding Sovereignty
Leap Of Faith
Close Wounds
Beacon of Grace
Knock
Treasure Finding
Cure Moderate Wounds, Mass
Moon Lance
Cold Light of the Moon
Shard Storm
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Equipped Gear Set: Standard

ArmorLegendary Medium Armor of the Artblade
Green: +2 Festive Constitution
Colorless: Arcane Guardian
Sun: Solar Gem of Enduring (Legendary)
BeltLegendary Strap of Savviness
Green: Essence of Dark Diversion
Colorless: Alluring Elocution
Moon: Lunar Gem of Magical Protection (Legendary)
BootsLegendary Greaves of Seasons' WardingDrops in: Portal to Below, end chest
Green: Sapphire of Resistance
Colorless: +2 Festive Charisma
Moon: Lunar Gem of Spellpower (Legendary)
BracersDinosaur Bone BracersDrops in: The Isle of Dread, any legendary chest; or Dread saga legendary end reward
IoD: Accessory: Artifact Scale Slot: Scale: Positive Spell Critical Damage
IoD: Accessory: Artifact Fang Slot: Fang: Positive Spell Critical Damage
IoD: Accessory: Artifact Claw Slot: Claw: Positive Spell Critical Damage
IoD: Accessory: Artifact Horn Slot: Horn: Fossilized Amber
Blue: Sapphire of Greater Heroism
Green: How to Cast Faster
Yellow: Topaz of Swiftness
The Legendary Dread Isle's Curse
Filigree 1: Soulweaver/Splendid Cacophony +2 Constitution
Filigree 2: Snake Bite/Grandfather's Shield +2 Constitution
Filigree 3: Purity/Touch of Grace +20 Healing Amplification
Filigree 4: Nystul's Mystical Defense/Electrocution +6 MRR
CloakLegendary Cloak of Sunlight
Green: Crystallized Unicorn Tear
Colorless: Arcane Guardian
Sun: Solar Gem of Physical Resistance Rating (Legendary)
GlovesLegendary Gloves of the Resilient
Green: Essence of the Champion of the Twins
Colorless: Alluring Elocution
Moon: Lunar Gem of Physical Protection (Legendary)
GogglesLegendary Glasses of the Studious Mage
Green: Crystallized Drop of Tea
Colorless: Wild Fortitude
Sun: Solar Gem of Armor Layers (Legendary)
HelmetLegendary Helm of the Crownblade
Green: Essence of the Dethek Runestone
Colorless: Wild Fortitude
Sun: Solar Gem of Spell Critical Chance (Legendary)
NecklaceLegendary Pendant of Hardy Presence
Green: Essence of Pomura's Memento
Colorless: Wild Fortitude
Moon: Lunar Gem of Healing Amplification (Legendary)
QuiverQuiver of AlacrityDrops in: Ascension Chamber, Raid Warded chest
Ring1Legendary Signet of LamanniaDrops in: Growing Pains, end chest
Green: Diamond of Search
Colorless: Diamond of Charisma
Ring2Legendary Band of Faith and Fortress
Green: Legendary Demonheart Emerald
Colorless: Alluring Elocution
TrinketLegendary Periapt of Constitution
Green: Essence of Ultimatum
Colorless: Arcane Guardian
Sun: Solar Gem of Spell Critical Damage (Legendary)
Weapon1Attuned Bone LongswordDrops in: Skeletons in the Closet, end chest
IoD: Weapon: Scale Slot: Shadowscale
IoD: Weapon: Claw Slot: Meltclaw: Constitution
IoD: Weapon: Horn Slot: Brighthorn
Orange: Meridian Fragment
Purple: Sapphire of Natural Armor
The Legendary Dread Isle's Curse
Sentient Weapon Personality: Sentient Jewel of Wave
Filigree 1: Soulweaver/Splendid Cacophony +2 Constitution
Filigree 2: Snake Bite/Grandfather's Shield +2 Constitution
Filigree 3: Purity/Touch of Grace +20 Healing Amplification
Filigree 4: Nystul's Mystical Defense/Electrocution +6 MRR
Filigree 5: Splendid Cacophony: +12 Positive Spell Power
Filigree 6: Nystul's Mystical Defense: +1 Constitution
Filigree 7: Nystul's Mystical Defense: +5% Sonic Absorption
Filigree 8: Grandfather's Shield: +1 Constitution
Filigree 9: Touch of Grace: +12 Positive Spell Power
Filigree 10: Soulweaver: +2% Positive Spell Critical Damage
Weapon2Legendary Large Shield of the Fallen Age
Purple: Sapphire of Dodge
 
Last edited:

Meowcifer

Member

Character name:
Classes: 20 Favored Soul, 10 Epic, 4 Legendary
Race: Human Alignment: Chaotic Neutral

Start Tome Final HP: 6198 Displacement: 25%
Str: 8 8 26 Unc Rng: -295 Incorp: 0%
Dex: 8 8 35 PRR: 282 AC: 279
Con: 18 8 91 MRR: 199 +Healing Amp: 334
Int: 12 8 31 Dodge: 14/30 -Healing Amp: 30
Wis: 8 8 27 Fort: 264% Repair Amp: 15
Cha: 18 8 74 SR: 0 BAB: 20
DR: 10/Cold Iron 5/-
Immunities: Magic Missiles, Drowning, Freedom of Movement, Death effects, Level drain, Enchantment and charm spells, Petrification

Code:
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Skill Points     16  5  5  5  5  5  6  6  6  6  6  6  6  6  7  7  7  7  7  7
Skill Name       01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20  Ranks Tome Buffed
-----------------------------------------------------------------------------------------------
Balance                                            ½  1  1 1½ 1½ 1½ 1½  1 1½   11.0    5   54.0
Bluff                                                                           0.0    5   63.0
Concentration                                                                   0.0    5   80.0
Diplomacy                                                               1  3    4.0    5   71.0
Disable Device                                                                  0.0    5   44.0
Haggle                                                                          0.0    5   64.0
Heal              4  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1   23.0    5   66.0
Hide                                                                            0.0    5   42.0
Intimidate                                                                      0.0    5   85.0
Jump              4  1  1  1  1  1  1  1  1  1  1                              14.0    5   52.0
Listen                                                                          0.0    5   48.0
Move Silently                                                                   0.0    5   43.0
Open Lock                                                                       0.0    5   43.0
Perform                                                                         0.0    5   63.0
Repair                                                                          0.0    5   45.0
Search            2  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½      11.0    5   94.0
Spellcraft                                                                      0.0    5   46.0
Spot                                                                            0.0    5   46.0
Swim                 1  1  1  1  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½      11.0    5   48.0
Tumble            1                                                             1.0    5   44.0
Use Magic Device  1              ½  1  1  1  1  1  1  ½  ½  ½  ½  ½  ½  ½      11.0    5   78.0
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Available Points  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0
-----------------------------------------------------------------------------------------------

Enhancements: 80 APs, Racial 18, Universal 2
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Human - Points spent: 19
Core1 Versatility I: Spell Power Boost
Core2 Adaptability: +1 Constitution
Tier1 Dragonmark Focus: Tharashk Dragonmark Focus - 3 Ranks
Tier1 Improved Recovery I
Tier1 Don't Count Me Out - 3 Ranks
Tier2 Lesser Dragonmarks: Lesser Dragonmark Spell: Knock
Tier3 Greater Dragonmarks: Greater Dragonmark Spell: Treasure Finding
Tier3 Improved Recovery II
Tier4 Improved Recovery III
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Beacon of Hope - Points spent: 24
Core1 Pleasant Disposition
Tier1 Spell Critical Chance I
Tier1 Confidence - 3 Ranks
Tier2 Close Wounds - 3 Ranks
Core2 Beacon of Grace
Tier2 Might's Reward: Might's Reward: Charisma - 3 Ranks
Tier2 Spell Critical Chance II
Core3 Shining Light
Tier3 Spell Critical Chance III
Tier3 Efficient Empower Healing
Tier4 Hope for Victory
Tier4 Spell Critical Chance IV
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War Soul - Points spent: 45
Core1 Smite Foe: Smite Foe (Melee)
Tier1 Righteous Weapons I
Tier1 Toughness - 3 Ranks
Tier1 Sacred Touch - 3 Ranks
Tier1 Awareness - 3 Ranks
Tier2 Inflame - 3 Ranks
Core2 Resilience of Battle
Tier2 Righteous Weapons II
Tier2 Wall of Steel - 3 Ranks
Tier3 Greater Inflame - 3 Ranks
Core3 Sanctuary
Tier3 Righteous Weapons III
Tier3 Magic Backlash - 3 Ranks
Tier3 Ability I: +1 Charisma
Core4 War Caster: Blur
Tier4 Righteous Weapons IV
Tier4 Ability II: +1 Charisma
Core5 War caster: Haste
Tier5 Divine Intervention
Tier5 Divine Champion
Tier5 Wrathful Weapons
Core6 Implacable Foe: Implacable Foe (Charisma)
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Falconry - Points spent: 12
Core1 Summon Falcon: Summon White Falcon
Tier1 Out in Nature - 3 Ranks
Tier1 Rugged - 1 Ranks
Tier2 Action Boost: Sprint - 3 Ranks
Core2 Ability I: Constitution
Tier3 Conditioning
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Epic Destinies: 83 Destiny Points
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Exalted Angel - Points spent: 19
Core1 Astral Touch
Tier1 Born by Flame - 3 Ranks
Tier1 Subtle Flame - 3 Ranks
Tier1 Holy Strike: Healing Pillar
Tier2 Divine Protection - 3 Ranks
Core2 Deepening Faith
Tier2 Saving Grace - 1 Ranks
Tier3 Noble Affinity: Mass Cure Moderate Wounds
Core3 Angelic Charge
Tier3 Purity of Mind and Soul - 3 Ranks
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Magus of the Eclipse - Points spent: 32
Core1 Touched by the Moon
Tier1 Self or Summons: Impregnable Mind - 3 Ranks
Tier1 Cloak of Silver - 3 Ranks
Tier1 Moonbeams: Moon Lance
Core2 Deepening Arcana
Tier2 Moonlight: Cold Light of the Moon
Tier2 Moontouched - 3 Ranks
Tier3 Starlight - 3 Ranks
Tier3 Magus Spell Focus: Enchantment - 1 Ranks
Core3 Nullmagic Aura
Tier3 Lunar Imbuement
Core4 Nightwind
Tier4 Nullmagic Protection
Tier4 Enhanced Metamagics: Maximize - 3 Ranks
Tier4 Greater Beams
Tier5 Time Stop
Tier5 Enhanced Metamagics: Intensify
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Primal Avatar - Points spent: 32
Core1 This is your Nature: Heart
Tier1 Primal Spell Selection I: Spring to Summer
Tier1 Rejuvenation Cocoon
Tier1 Nature's Friend: Bat of Echoes
Core2 Now Grow: Thorn
Tier2 Primal Spell: Shard Storm
Tier2 Mantle of Nature: Heart - 3 Ranks
Tier2 Thrive
Tier3 At Its Core
Tier3 Evergreen - 3 Ranks
Core3 Weathering the Elements
Tier4 Nature's Blessing
Core4 Regrowth
Tier4 Nature's Reach - 3 Ranks
Tier4 Improved Metamagic: Maximize - 3 Ranks
Tier4 Improved Metamagic: Quicken - 3 Ranks
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Reaper trees:
Dread Adversary - Points spent: 54
Core1 Reaper's Offense I
Tier1 Reaper's Blade I - 3 Ranks
Tier1 Reaper's Tactics I
Tier1 Reaper's Strike - 3 Ranks
Tier1 Reaper's Strength or Dexterity I: +1 Dexterity
Tier1 Reaper's Shot I - 3 Ranks
Tier2 Reaper's Tactics II
Tier2 Reaper's Blade II - 3 Ranks
Core2 Reaper's Offense II
Tier2 Reaper's Strength or Dexterity II: +1 Dexterity
Tier2 Reaper's Shot II - 3 Ranks
Core3 Reaper's Offense III: +1 Dexterity
Tier3 Reaper's Tactics III
Tier3 Reaper's Blade III - 3 Ranks
Tier3 Reaper's Strength or Dexterity III: +1 Dexterity
Tier3 Reaper's Shot III - 3 Ranks
Tier4 Reaper's Deadly Strikes - 3 Ranks
Tier4 Reaper's Imbuement - 3 Ranks
Core4 Reaper's Offense IV
Tier4 Reaper's Blade IV - 3 Ranks
Tier4 Reaper's Shot IV - 3 Ranks
Tier5 Reaper's Blade V - 3 Ranks
Tier5 Reaper's Tactics IV
Tier5 Reaper's Charge
Tier5 Reaper's Strength or Dexterity IV: +1 Dexterity
Tier5 Reaper's Shot V - 3 Ranks
Core5 Reaper's Offense V
Core6 Reaper's Offense VI
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Dire Thaumaturge - Points spent: 44
Core1 Reaper's Arcanum I
Tier1 Reaper's Arcana I - 3 Ranks
Tier1 Reaper's Focus I
Tier1 Reapers's Ability I: +1 Charisma
Tier1 Reaper's Deep Magic I
Tier1 Reaper's Power - 3 Ranks
Tier2 Reaper's Focus II
Tier2 Reaper's Arcana II - 3 Ranks
Core2 Reaper's Arcanum II
Tier2 Reaper's Ability II: +1 Charisma
Tier2 Reaper's Deep Magic II
Tier3 Reaper's Focus III
Tier3 Reaper's Arcana III - 3 Ranks
Core3 Reaper's Arcanum III: +1 Charisma
Tier3 Reaper's Ability III: +1 Charisma
Tier3 Reaper's Deep Magic III
Tier4 Reaper's Deep Magic IV
Tier4 Reaper's Potency - 3 Ranks
Tier4 Reaper's Arcana IV - 3 Ranks
Tier4 Reaper's Efficiency - 3 Ranks
Core4 Reaper's Arcanum IV
Core5 Reaper's Arcanum V
Tier5 Reaper's Arcana V - 3 Ranks
Tier5 Reaper's Focus V
Tier5 Reaper's Charge
Tier5 Reaper's Ability V: +1 Charisma
Tier5 Reaper's Deep Magic V
Core6 Reaper's Arcanum VI
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Grim Barricade - Points spent: 58
Core1 Reaper's Defense I
Tier1 Reaper's Bulwark/Shroud I: PRR - 3 Ranks
Tier1 Reaper's Reflex/Fortitude/Will I: Reflex Save - 3 Ranks
Tier1 Reaper's Constitution I
Tier1 Reaper's Luck - 3 Ranks
Tier1 Reaper's Evasion I - 3 Ranks
Tier2 Reaper's Reflex/Fortitude/Will II: Reflex Save - 3 Ranks
Core2 Reaper's Defense II
Tier2 Reaper's Constitution II
Tier2 Reaper's Bulwark/Shroud II: PRR - 3 Ranks
Tier2 Reaper's Evasion II - 3 Ranks
Tier3 Reaper's Reflex/Fortitude/Will III: Reflex Save - 3 Ranks
Core3 Reaper's Defense III
Tier3 Reaper's Constitution III
Tier3 Reaper's Bulwark/Shroud III: PRR - 3 Ranks
Tier3 Reaper's Evasion III - 3 Ranks
Tier4 Reaper's Bulwark/Shroud IV: PRR - 3 Ranks
Tier4 Reaper's Resistance - 3 Ranks
Core4 Reaper's Defense IV
Tier4 Reaper's Heightened Evasion I
Tier4 Reaper's Steadfastness - 3 Ranks
Core5 Reaper's Defense V
Tier5 Reaper's Heightened Evasion II
Tier5 Reaper's Constitution V
Tier5 Reaper's Charge
Tier5 Reaper's Reflex/Fortitude/Will V: Reflex Save - 3 Ranks
Tier5 Reaper's Bulwark/Shroud V: PRR - 3 Ranks
Core6 Reaper's Defense VI
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rabidfox

The People's Champion
Legendary Toughness twice, but Titan's Blood gives 10% HP rather than flat 100 HP ?
They use Legendary Large Shield of the Fallen Age with its 15% HP, so the feat would do nothing.

Sun: Solar Gem of Spell Critical Chance (Legendary)
Unfortunately this makes it a gearset I wouldn't be likely to use anytime for the next year or two unless RNG smiled upon me.
 

Jasparius

Well-known member
They use Legendary Large Shield of the Fallen Age with its 15% HP, so the feat would do nothing.


Unfortunately this makes it a gearset I wouldn't be likely to use anytime for the next year or two unless RNG smiled upon me.

Wondered if it was something like that. So feats and gear have the same type? That is terrible.

I get that different enhancement trees will have overlaps so you need to be careful, but this is just silly.

That said, having a build based around an MD item which probably has a very small drop rate doesnt seem like a build for many people.
 

Jasparius

Well-known member
The 10% hps also only gives ~80 hps, whereas legendary toughness is flat 100 plus will scale higher base off of your scalar.

What is that based on? I would have thought if you were on 4k HP it would add 400 HP ?
 

Meowcifer

Member
What is that based on? I would have thought if you were on 4k HP it would add 400 HP ?
It is based on your flat hit points, before any % scaling. The base it would work off of is roughly 2500 on the 80-point version, so 10% vs 15% in the Legendary channel would lose about 140 HP, and taking it as a feat instead of the flat hp would lose about 100 more on top. Pennies when you're being hit for upwards of 1000, but every little bit could be the difference between unconscious and dead. Especially with unlucky crits.

Unfortunately this makes it a gearset I wouldn't be likely to use anytime for the next year or two unless RNG smiled upon me.
Yeah, my current build is 18 Clr / 2 FvS, using the GoMF and Vecna stuff. This is what I'll be switching to once my guild decides to organize farming runs. Or better yet, we get to level 36 gear, and never have to worry about bad drop rates again with the next expansion. xD 🤞
 
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mikarddo

Well-known member
Thank you for sharing.

A few things I am curious about.
- Have you considered dwarf for more hp and mostly the radiant forcefield buff?
- How do you view pure FvS vs. 17 fvs / 3 pally? What made you go pure?
- With PA, Magus and EA - dont you miss the immunities from SD? Energy Drain, Silence and Quell.
 

Meowcifer

Member
Thank you for sharing.

A few things I am curious about.
- Have you considered dwarf for more hp and mostly the radiant forcefield buff?
- How do you view pure FvS vs. 17 fvs / 3 pally? What made you go pure?
- With PA, Magus and EA - dont you miss the immunities from SD? Energy Drain, Silence and Quell.

Yes, you can go dwarf. You would have to give up a feat to take the Dragonmark though, since Humans get an extra one. Probably either Watchful Eye and drop the search investment, or Empower Healing Spell probably. The main reason for Human is the Chest Blessing for Raids, since its harder to get mythic/reaper bonuses because you can't reroll, and are running R1 unless in a push group. If that is the case, drop Human and the search shenanigans, and get even beefier. With good positioning the missing defenses won't matter too much in R10s most of the time unless you are trying to tank.

For Pure vs Multiclass it always comes down to what you lose vs what you gain alongside personal preferences. In this case a 17/3 Paladin split would lose you all of your Level 9 spells. Implosion is kinda meh DCs on this build mean it won't IK most of the time, Divine Wrath's delay is actually kinda nice for some situations where you might be trying to use a different ability with a longer cast animation than about a second (ex. bringing up Shard Storm in the middle of a hectic fight), and the one you would need to adjust the rest of your spell list for is True Resurrection. You would lose one of the Level 7 Spells for Resurrection, FoM, Mass is probably the least bad if you also have a support bard in group. I like having at least 3 mass heals for situations where they can be rotated through effectively (ex. Skulls in SitC, the end of SitC, or the Electric Floor in MA) For gains, you would definitely have better saves, fear and disease immunity are okay, not a huge issue though. Never had an issue being made afraid (for anyone who might not know, Fear Reaper DoTs are not prevented with Fear immunity, although that would be nice) and you can hit yourself with panacea for any disease related issues. As far as the Auras, you get the same effect as the fear one through the Remove Fear spell, lasts 10 minutes and you don't have to be within any sort of range for it to be effective. The other one would only be +1 AC within aura range, and you're probably going to be within Enlarge Spell distances most of the time. Enhancements wise, you would free up some points from the other trees, losing Implaccable Foe and Haste, probably dropping the Charisma as well in favor of some of the Sacred Defender stuff. I don't think its necessarily bad, you will definitely be beefier. I just don't think that it's all that worth it in this particular build. Could just be my personal playstyle preferences at work here too.

Yes you won't have some of the things from Shadowdancer. Energy Drain immunity comes from Death Ward, which admittedly may need to be recast, depending on the content being ran. Silence I've only really noticed in SitC, and it's usually never long enough to matter. And you don't need Quell immunity unless you're running content with Quell in it and even then, proper positioning will see that you're never affected by the debuff anyway. If you really want to include Quell Immunity anyway, I'd drop the Nystul Filigrees in favor of Radiant Shield.

If you do want to go 17/3 Paladin split, I'd probably drop the Exalted Angel tree, and pick up the Unyielding Sentinel tree to pack on even more defenses and be a frontline healer.
 

mikarddo

Well-known member
Yes, you can go dwarf. You would have to give up a feat to take the Dragonmark though, since Humans get an extra one. Probably either Watchful Eye and drop the search investment, or Empower Healing Spell probably. The main reason for Human is the Chest Blessing for Raids, since its harder to get mythic/reaper bonuses because you can't reroll, and are running R1 unless in a push group. If that is the case, drop Human and the search shenanigans, and get even beefier. With good positioning the missing defenses won't matter too much in R10s most of the time unless you are trying to tank.
Thank you for the detailed reply, I appreciate that. Always good to hear the viewpoint of others.

Wrt. dwarf I meant that less to be beefier myself and more for casting radiant forcefield on the tank to lessen the risk of a wipe in critical parts of a raid.

Wrt. Chest Blessing. It is my understand that this only raises the quality of the effects and the chance for 3 rather than 2 effects on random loot - not that it increase the chance of getting mythic or reaper bonusses. But there is much speculation and little fact on this, so I will admit I am not certain.

When I goggle Chest Blessingthe first thing that shows up is : "The chest blessing improves the value of random loot, gems, coins and other disposable items found in chests. It does not effect the chances of pulling named items or the chances of items having mythic/reaper bonuses on them"
 

Meowcifer

Member
Thank you for the detailed reply, I appreciate that. Always good to hear the viewpoint of others.

Wrt. dwarf I meant that less to be beefier myself and more for casting radiant forcefield on the tank to lessen the risk of a wipe in critical parts of a raid.

Wrt. Chest Blessing. It is my understand that this only raises the quality of the effects and the chance for 3 rather than 2 effects on random loot - not that it increase the chance of getting mythic or reaper bonusses. But there is much speculation and little fact on this, so I will admit I am not certain.

When I goggle Chest Blessingthe first thing that shows up is : "The chest blessing improves the value of random loot, gems, coins and other disposable items found in chests. It does not effect the chances of pulling named items or the chances of items having mythic/reaper bonuses on them"
As far as chest blessing goes mechanically, its a /shrug from me. Until SSG decides to publish drop rate information, bonus chances, etc. Having it on the healer just seems to be the place where it would be the least disruptive, outside of maybe a song bard / box. I can affirm I've never believed it to increase chances of actually getting loot, just the possibility of making the loot you do get better. Until it's confirmed one way or the other, might as well use it. Then if it doesn't do anything for named stuff, its cut and opens room for other possibilities.

Radiant Forcefield on the tank is a solid plan, if they need it. I've been fortunate enough to run with tanks that have high enough Avoidance and AC to not get hit too much, and even when they do get hit, they don't end up being chunked nearly as hard as anyone else. Close Wounds is more than enough to get the job done on its own the majority of the time, even without the 25% reduction. In a truly dangerous situation such as 7 Doom stacks with no one able to pull the reaper off of them or when your DPS indiscriminately offs one of the three Vengeance reapers before anything else, Divine Intervention works wonders. There's no real reason why you couldn't just run both though.
 

Dom

Well-known member
For me, 10% hp gives me more of 100 hp, even on a wizard.
The last few times I've taken it (once on a monk, once on a sorc), it gave me flat 80 hps. Maybe something internally has changed since then and it gives slightly more, however the flat 100 hps which scales with your character's max hps scalar should still result in more hps.
 

mikarddo

Well-known member
The choice of War Soul rather than BoH is very interesting. Both certainly have strong abilitities but with different flavors.
Is it primarily Divine Intervention that made you go with War Soul?

I am also curious why you went with CHA rather than WIS.
 

I dont Like gimps

Well-known member
The last few times I've taken it (once on a monk, once on a sorc), it gave me flat 80 hps. Maybe something internally has changed since then and it gives slightly more, however the flat 100 hps which scales with your character's max hps scalar should still result in more hps.
odd I swapped out my 10% aug set for Fort bypass (MD is merciless bruh) and did lose Like 200+ on repeater
and when I swapped Titans blood for LT it prezzy Much put me exactly where Id been before but without LT
 

Anurakh

Little Nixie
odd I swapped out my 10% aug set for Fort bypass (MD is merciless bruh) and did lose Like 200+ on repeater
and when I swapped Titans blood for LT it prezzy Much put me exactly where Id been before but without LT
This is closer to my experience, yes. Depending on the toon 10% means as little as 132 points (first lifer HC toon) or over 200. This is outside reaper.

Dom, does Leg toughness scale? I didn't know. I thought it was just a flat 100 hp.
 
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Dom

Well-known member
This is closer to my experience, yes. Depending on the toon 10% means as little as 132 points (first lifer HC toon) or over 200. This is outside reaper.

Dom, does Leg toughness scale? I didn't know. I thought it was just a flat 100 hp.
Legendary toughness does scale from my experience, but I can check later by dropping the feat and seeing how much I lose to confirm.
 
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