Post by Enius the White on Jan 27, 2014 5:00:55 GMT
Wrath of Valhalla (Druid 20/Sorc 19/Monk 1)
This is the Herald of Storms, “Iago”, that I've been grinding through the HC hells for the last year. Several players have asked about it, so here it is. I will point out that 100% of the credit for this build goes to Porticusa (Condude on the forums). After I lost my level 78 HC druid while forging down into the deeper hells in small parties of 3-5, usually with no bard, I wanted a new toon that could help turn the tide in our favor. Porticusa designed this Herald for me as a top tier damage engine with potent spawn control/holding and substantial inflicting capabilities for cracking tough bosses quickly.
I've played numerous ABCD casters to level 70-80 over the last 10 years, and this build surprised me by being the funnest yet. Iago became a demigod on the first HC Nessus win ever, before returning to shred the coil again on the first non-DT HC Nessus win. At the time of the last edit, Iago was level 78, 4x Demi, and still alive! He is pictured here with no buffs, and lower in this thread at the first HC Nessus win.
Pros (and fun stuff):
-Max DC, allowing clouds to hold (stonehold, web), inflict and disable (grease, stink, entangle, sov and more) as well as any caster in the game. These receive the extra +2 DC from the unique Herald Conjuration/Enchantment specialization, making them more potent than those of a pure Druid.
-Max DC (+2 from unique Herald specialization) druid damage spells like Elem Swarm, Bombard, and SOV overcome saves, and through imp. evasion. We all know that Sorc channeling and Wizard specialization are very potent in their respective ways, pushing the min/max limits, and only a Herald can cast Druid spells with a specialization bump.
-Going Wis based with a monk splash provides the most important defensive component - end game AC of around 140. This makes hits, and crit confirmation rolls land very rarely, and accordingly allows for all kinds of in-close offensive tactics. This also lets you optimize cloud selection away from Cloudkill hp leeching, to inflicts and hard target elemental damage.
-Para. illusion for physical inflicting bugs.
-Max DC provides very powerful inflicts for your entire party to benefit from on the DPS front. Dex drop from the cold cloud, stacking acid inflicts from the acid cloud (Herald acid weapon buff is cast at full CL), St drop from the Electric cloud, and physical inflicts from the bugs, can really help tanks with tough mobs and bosses.
-Decent Saves
-Massive, sustained damage output when actively casting (e.g. Elem Swarm, Bombard, Horrids), retaining decent persistent aoe damage while repositioning or even disabled.
-Druid control class offers good hp for a mage (Druid d8s, not Sorc d4s).
-Druid control class allows for some decent buffs, while the heals will stop your party's festering.
-Lots of spell slots. Heralds get a complement of both Sorc, and Druid spells.
-Max DC, long range, Inta-killing death magic cloud (cloudkill) that leaches hps.
-+3 to party dex and str checks from mass cg and bs.
-The 2-3 round GV is just enough to break agro and reposition, since active clouds will break it fast anyway, and keeping the clouds up is the build's job.
-Great summons, including GPB, and undispellable Storm Sprite for KD pickup or drawing agro/massing in a pinch.
-Top notch Rebuke, for some selective, higher value target instakilling fun, such as Orthons, Maelephants, Helions, Abyssal Drakes, Anzus, Babaus, Bebeliths, Myrmyxicuss, Bar-Lguras, Fiendish Otyughs, Fiendish Renders.
- Since UPDATE 2020-12-01, Shroud of Nature, Reclamation, and Call Weaponspren are all useful epic/paragon spells that this build includes for additional party utility.
Cons (and not so fun stuff):
-Like any Herald, leveling/tagging solo from ~20-30 is annoying. This is a level 16 Druid and wisdom based sorcerer for these levels.
-Unlike a Sorc based Herald, no +16 GMW. This is the big trade-off vs a Sorc base.
-Like any Herald, only 2 schools. Ameliorated by horrids, death cloud, etc.
-Like any Herald, no real EV, making AC very desirable/essential for this caster.
-Little instakill capability vs KB mobs, so the party will need to quickly clear party KB mobs before this caster can perform optimally. Dominate Monster will maze KB mobs, but really breaks up the game flow, so is quite situational. Orbs do get the specialization kick for picking at hard targets in spawns while you wait, and holding clouds are still nice for controlling spawns.
-Gear must cover resistances well, or personal KB will really burn from all that multi-packet AOE.
Human - Rilmani (secret Beyond UltraRare subrace)
- no race requirement
FC: Druid
WIS +6
CON +4
Free Feats: Spell Focus Conjuration, Greater Spell Focus Conjuration, Epic Skill Focus Animal Empathy, Spell Penetration
Speaks: Undercommon
Alignment – Lawful Neutral @ 40 change to Neutral Evil
Stats: At character creation/ @ lvl. 60/ With +14/ With double demi, +16, lvl. 80
Strength 8/8/22/30
Dexterity 8/8/22/30
Constitution 10/10/24/32
Wisdom 18/58/72/78
Intelligence 12/12/26/34
Charisma 15/19/33/41
HP @ 60 with +14 constitution = 802
Class Progression: Druid 16, Sorcerer 19, Druid 4, Monk 1
All Wisdom progression, Wis arti
Skills:
Concentration (max)
Parry (max)
Lore (max) (after 40 to save point for dump)
Animal Empathy (max) (after 40 to save point for dump)
Discipline (43 - monk dump @ 40)
Tumble (40 - monk dump @ 40)
Craft Armor (remaining points) (Heal is also a good alternate)
Final Saves:
F - 66
R - 65
W - 87
1 Lightning Reflex, Dauntless Note: At lvl. 1 you must take Strong Soul and swap it for this using !charedit
3 Toughness
6 Meta Magic - Empower Spell
9 Spell Focus Enchantment
12 Greater Spell Focus Enchantment
15 Meta Magic - Extend Spell
18 Meta Magic - Maximize Spell
21 Great Charisma I
24 Great Charisma II
27 Great Wisdom I
30 Great Wisdom II
LVL 32 Herald of Storms
33 Great Wisdom V
36 Great Wisdom VI
39 Great Wisdom VII
Read Illusion tome
7 legendary Feats:
Legendary Valor
Legendary Spell Penetration
Legendary Spell Focus Enchantment
Legendary Spell Focus Conjuration
Great Wisdom VIII
Great Wisdom IX
Great Wisdom X
6 paragon feats
63 PSF Conjuration
66 PSF Enchantment
69 Paragon Spell Penetration
72 LSF Illusion
75 Paragon Spell Call Weaponspren
78 Paragon Spell Reclamation
AC @ 60 in BURs w/ Gird = 130
AC @ 80 w/ double demi, wis arti, asmo helm (+16) = 141
Sorcerer Spells:
1: Mage Armor, Lesser Orb Sound/Cold/Electric/Fire
2: Vocalize, Ghostly Visage, Fire Weapon, Melf's acid arrow, Web
3: Stinking Cloud, Displacement, Mestils Acid Breath, GMW
4: Fire Orb, Cold orb, Force orb, Evards
5: Cloud Kill, Mind Fog, Vitriolic Sphere, Freezing Fog
6: Acid Fog, Mass Foxs Cunning, Stone to flesh
7: Static Field, Greater Acid Orb, Rebuke
8: Greater Sanctuary, Greater Planar Binding, Horrid Wilting
9: Dominate Monster, Gate (Mordenkainen's Disjunction, Time Stop, or BboD are all viable choices as well).
Note that many spells, like grease, premonition etc. can be found in the druid spellbook.
Epic and paragon spells:
Epic Conjuration - Shroud of Nature
- All party members in the area receive CL% concealment for CL rounds (duration includes paragon levels).
Epic Enchantment - Call Nature's Wrath
- Summons an Avatar of the Earth Mother herself to aid the caster in combat for (CL / 2) rounds (duration includes paragon levels). The Avatar scales in power as the caster gains casterlevels, weilding the living will of the planet with devastating effect.
Paragon Enchantment - Reclamation
- All non-boss enemies in a Huge area of effect centered on the caster lose petrification immunity.
Paragon Conjuration - Call Weaponspren
- Grants entire party a (CL / 5) damage bonus effect for CL rounds. The druid casting the spell gains a 50% bonus, reaching +24 at CL 80.
This is the Herald of Storms, “Iago”, that I've been grinding through the HC hells for the last year. Several players have asked about it, so here it is. I will point out that 100% of the credit for this build goes to Porticusa (Condude on the forums). After I lost my level 78 HC druid while forging down into the deeper hells in small parties of 3-5, usually with no bard, I wanted a new toon that could help turn the tide in our favor. Porticusa designed this Herald for me as a top tier damage engine with potent spawn control/holding and substantial inflicting capabilities for cracking tough bosses quickly.
I've played numerous ABCD casters to level 70-80 over the last 10 years, and this build surprised me by being the funnest yet. Iago became a demigod on the first HC Nessus win ever, before returning to shred the coil again on the first non-DT HC Nessus win. At the time of the last edit, Iago was level 78, 4x Demi, and still alive! He is pictured here with no buffs, and lower in this thread at the first HC Nessus win.
Pros (and fun stuff):
-Max DC, allowing clouds to hold (stonehold, web), inflict and disable (grease, stink, entangle, sov and more) as well as any caster in the game. These receive the extra +2 DC from the unique Herald Conjuration/Enchantment specialization, making them more potent than those of a pure Druid.
-Max DC (+2 from unique Herald specialization) druid damage spells like Elem Swarm, Bombard, and SOV overcome saves, and through imp. evasion. We all know that Sorc channeling and Wizard specialization are very potent in their respective ways, pushing the min/max limits, and only a Herald can cast Druid spells with a specialization bump.
-Going Wis based with a monk splash provides the most important defensive component - end game AC of around 140. This makes hits, and crit confirmation rolls land very rarely, and accordingly allows for all kinds of in-close offensive tactics. This also lets you optimize cloud selection away from Cloudkill hp leeching, to inflicts and hard target elemental damage.
-Para. illusion for physical inflicting bugs.
-Max DC provides very powerful inflicts for your entire party to benefit from on the DPS front. Dex drop from the cold cloud, stacking acid inflicts from the acid cloud (Herald acid weapon buff is cast at full CL), St drop from the Electric cloud, and physical inflicts from the bugs, can really help tanks with tough mobs and bosses.
-Decent Saves
-Massive, sustained damage output when actively casting (e.g. Elem Swarm, Bombard, Horrids), retaining decent persistent aoe damage while repositioning or even disabled.
-Druid control class offers good hp for a mage (Druid d8s, not Sorc d4s).
-Druid control class allows for some decent buffs, while the heals will stop your party's festering.
-Lots of spell slots. Heralds get a complement of both Sorc, and Druid spells.
-Max DC, long range, Inta-killing death magic cloud (cloudkill) that leaches hps.
-+3 to party dex and str checks from mass cg and bs.
-The 2-3 round GV is just enough to break agro and reposition, since active clouds will break it fast anyway, and keeping the clouds up is the build's job.
-Great summons, including GPB, and undispellable Storm Sprite for KD pickup or drawing agro/massing in a pinch.
-Top notch Rebuke, for some selective, higher value target instakilling fun, such as Orthons, Maelephants, Helions, Abyssal Drakes, Anzus, Babaus, Bebeliths, Myrmyxicuss, Bar-Lguras, Fiendish Otyughs, Fiendish Renders.
- Since UPDATE 2020-12-01, Shroud of Nature, Reclamation, and Call Weaponspren are all useful epic/paragon spells that this build includes for additional party utility.
Cons (and not so fun stuff):
-Like any Herald, leveling/tagging solo from ~20-30 is annoying. This is a level 16 Druid and wisdom based sorcerer for these levels.
-Unlike a Sorc based Herald, no +16 GMW. This is the big trade-off vs a Sorc base.
-Like any Herald, only 2 schools. Ameliorated by horrids, death cloud, etc.
-Like any Herald, no real EV, making AC very desirable/essential for this caster.
-Little instakill capability vs KB mobs, so the party will need to quickly clear party KB mobs before this caster can perform optimally. Dominate Monster will maze KB mobs, but really breaks up the game flow, so is quite situational. Orbs do get the specialization kick for picking at hard targets in spawns while you wait, and holding clouds are still nice for controlling spawns.
-Gear must cover resistances well, or personal KB will really burn from all that multi-packet AOE.
Human - Rilmani (secret Beyond UltraRare subrace)
- no race requirement
FC: Druid
WIS +6
CON +4
Free Feats: Spell Focus Conjuration, Greater Spell Focus Conjuration, Epic Skill Focus Animal Empathy, Spell Penetration
Speaks: Undercommon
Alignment – Lawful Neutral @ 40 change to Neutral Evil
Stats: At character creation/ @ lvl. 60/ With +14/ With double demi, +16, lvl. 80
Strength 8/8/22/30
Dexterity 8/8/22/30
Constitution 10/10/24/32
Wisdom 18/58/72/78
Intelligence 12/12/26/34
Charisma 15/19/33/41
HP @ 60 with +14 constitution = 802
Class Progression: Druid 16, Sorcerer 19, Druid 4, Monk 1
All Wisdom progression, Wis arti
Skills:
Concentration (max)
Parry (max)
Lore (max) (after 40 to save point for dump)
Animal Empathy (max) (after 40 to save point for dump)
Discipline (43 - monk dump @ 40)
Tumble (40 - monk dump @ 40)
Craft Armor (remaining points) (Heal is also a good alternate)
Final Saves:
F - 66
R - 65
W - 87
1 Lightning Reflex, Dauntless Note: At lvl. 1 you must take Strong Soul and swap it for this using !charedit
3 Toughness
6 Meta Magic - Empower Spell
9 Spell Focus Enchantment
12 Greater Spell Focus Enchantment
15 Meta Magic - Extend Spell
18 Meta Magic - Maximize Spell
21 Great Charisma I
24 Great Charisma II
27 Great Wisdom I
30 Great Wisdom II
LVL 32 Herald of Storms
33 Great Wisdom V
36 Great Wisdom VI
39 Great Wisdom VII
Read Illusion tome
7 legendary Feats:
Legendary Valor
Legendary Spell Penetration
Legendary Spell Focus Enchantment
Legendary Spell Focus Conjuration
Great Wisdom VIII
Great Wisdom IX
Great Wisdom X
6 paragon feats
63 PSF Conjuration
66 PSF Enchantment
69 Paragon Spell Penetration
72 LSF Illusion
75 Paragon Spell Call Weaponspren
78 Paragon Spell Reclamation
AC @ 60 in BURs w/ Gird = 130
AC @ 80 w/ double demi, wis arti, asmo helm (+16) = 141
Sorcerer Spells:
1: Mage Armor, Lesser Orb Sound/Cold/Electric/Fire
2: Vocalize, Ghostly Visage, Fire Weapon, Melf's acid arrow, Web
3: Stinking Cloud, Displacement, Mestils Acid Breath, GMW
4: Fire Orb, Cold orb, Force orb, Evards
5: Cloud Kill, Mind Fog, Vitriolic Sphere, Freezing Fog
6: Acid Fog, Mass Foxs Cunning, Stone to flesh
7: Static Field, Greater Acid Orb, Rebuke
8: Greater Sanctuary, Greater Planar Binding, Horrid Wilting
9: Dominate Monster, Gate (Mordenkainen's Disjunction, Time Stop, or BboD are all viable choices as well).
Note that many spells, like grease, premonition etc. can be found in the druid spellbook.
Epic and paragon spells:
Epic Conjuration - Shroud of Nature
- All party members in the area receive CL% concealment for CL rounds (duration includes paragon levels).
Epic Enchantment - Call Nature's Wrath
- Summons an Avatar of the Earth Mother herself to aid the caster in combat for (CL / 2) rounds (duration includes paragon levels). The Avatar scales in power as the caster gains casterlevels, weilding the living will of the planet with devastating effect.
Paragon Enchantment - Reclamation
- All non-boss enemies in a Huge area of effect centered on the caster lose petrification immunity.
Paragon Conjuration - Call Weaponspren
- Grants entire party a (CL / 5) damage bonus effect for CL rounds. The druid casting the spell gains a 50% bonus, reaching +24 at CL 80.