Post by CataclysmicDeath on Aug 29, 2011 0:13:12 GMT
Ok I have taken the Original General Effective Building Guidelines and modified it to make it look more how I think it should be looking right now with most, I think, of the latest changes taken into account.
Let me know what ya'll think:
Stats:
Basically you want to max your primary offensive stat and then meet minimum requirements on other stats, then try to put as many points as you can in Con and Int. The reason for this is made clear later.
Dex Builds:
Leave Str at 6 or 8. The feats and few extra points of damage are not worth losing dex or con over, which keeps you alive.
However I will say that once you become more experienced with builds you can play around with upping the Str, Uni Tanks are just one example of where this works very nicely.
Str builds:
Leave Dex at 6 or 8, unless you need WM or DD.
However I will say that once you become more experienced with builds you can play around with upping the Dex, Uni Tanks are just one example of where this works very nicely.
Monk Builds:
If you re building a Fist Based Monk you are going to want the highest AB Possible and therefore Wisdom is going to be an important stat for you. Wisdom Bonus of 16 gives you a +16 EB on your gloves. Also Pure Monks will get Keen and an extra Surviveability Feat than non pure.
I meantion this because it is something you will need to take into account if building a Splash Fist Monk.
The Pro's and Con's are something you will need to look carefully at to see if it is worth it.
Monk Weapon Builds: Unless you are making a Intuitive Attack Monk then Wisdom is going to be of a far lower priority. Since you are in Robes you will want Wis or Dex on a Str Based character to be higher since you will want the AC Help, but my personal choice would be to take extra Dex than Wisdom for those checks in Hell.
Also Con is something you will want to be taking a look at. Alot of players will tell you 14 Con is by far the minimum. I say you want at least 12. Higher is better obviously but if you are struggling for Stat Points then 12 Con for most builds (In fact a Con Based Pariah is the only exception I can think of) is perfectly fine..
Casters:
Casters should always Max their primary Stat then up their Int to at least 14, after which you should up your Con, in that order in my opinion. You will want the Skills and extra HP.
Skills listed in order of usefulness:
You will need around 14 Int on most builds to be able to max all the Skills you want.
Tank List
Caster List
Feats:
Melee/AA builds:
Dex Builds:
Str Builds:
WM's:
All Casters:
Clerics:
Divine Spell Focus Regular to Legandary for Gate Spell
Wizard/Sorceror:
Transmutation Epic Regular - Epic at least
Rogues:
Epic Skill Focus Disable Trap/Search
Common Mistakes:
Cleave, Great Cleave, etc. (Just not worth the stiff requirements for something of questionable worth. Even cleave can be a hazard in areas with kickback monsters.)
However if you want Overwhelming/Devastating Critical on your build, and if playing a Tank I'd recomend getting it then ignore the above as they are requirements for OC/DC, just be aware of the damage they can cause when hitting mobs that cause Personal and Party KB and remember playing a Tank isn't necessarily just about pointing at a mob and clicking on it then waiting for it to die
Circle Kick is bugged and should be avoided at all costs.
Whirlwind Attack has it's problems, however in my opinion can still be useful, especially taking into consideration the COT and Monk changes to it.
Just be warned, if you are going to go the Whirlwind Attack Route then if you miss everything in the spawn it will bug your character and you will need a relog to fix it. Not really worth it in this case.
BAB mishaps:
When mixing 3/4 BAB classes (rogue/monk etc.) with full BAB classes (fighter/paladin/ranger etc.) pre-epic, always try to take the 3/4 BAB classes in groups of 4. For example, a 8 rogue/12 fighter would have 1 more AB than a 9 rogue/11 fighter.
Cata
Let me know what ya'll think:
Stats:
Basically you want to max your primary offensive stat and then meet minimum requirements on other stats, then try to put as many points as you can in Con and Int. The reason for this is made clear later.
Dex Builds:
Leave Str at 6 or 8. The feats and few extra points of damage are not worth losing dex or con over, which keeps you alive.
However I will say that once you become more experienced with builds you can play around with upping the Str, Uni Tanks are just one example of where this works very nicely.
Str builds:
Leave Dex at 6 or 8, unless you need WM or DD.
However I will say that once you become more experienced with builds you can play around with upping the Dex, Uni Tanks are just one example of where this works very nicely.
Monk Builds:
If you re building a Fist Based Monk you are going to want the highest AB Possible and therefore Wisdom is going to be an important stat for you. Wisdom Bonus of 16 gives you a +16 EB on your gloves. Also Pure Monks will get Keen and an extra Surviveability Feat than non pure.
I meantion this because it is something you will need to take into account if building a Splash Fist Monk.
The Pro's and Con's are something you will need to look carefully at to see if it is worth it.
Monk Weapon Builds: Unless you are making a Intuitive Attack Monk then Wisdom is going to be of a far lower priority. Since you are in Robes you will want Wis or Dex on a Str Based character to be higher since you will want the AC Help, but my personal choice would be to take extra Dex than Wisdom for those checks in Hell.
Also Con is something you will want to be taking a look at. Alot of players will tell you 14 Con is by far the minimum. I say you want at least 12. Higher is better obviously but if you are struggling for Stat Points then 12 Con for most builds (In fact a Con Based Pariah is the only exception I can think of) is perfectly fine..
Casters:
Casters should always Max their primary Stat then up their Int to at least 14, after which you should up your Con, in that order in my opinion. You will want the Skills and extra HP.
Skills listed in order of usefulness:
You will need around 14 Int on most builds to be able to max all the Skills you want.
Tank List
- Tumble (For that all important AC)
- Discipline (To stop armour and robes being destroyed)
- Listen (If a tank or using touch based attacks?) (For for gaining the Offensive benefits of Blindfight and for reducing Conceal on creatures)
- Hide (For upping the amount of Conceal you are given by spells such as Mass Camo)
- Parry (For those without their own Crit Immune)
- Concentration (To resist those nifty little insta kill checks in certain parts of the mod, although maximising for Tanks is not a priority, I would recomend at least 30, and other checks like Taunt)
- Perform (If a bard)
- Taunt (Useful for breaking GS and lowering AC, will need the full 63 ranks to affect casters)
- Persuade (Usefull for lowering SR of Mobs)
- Bluff (Usefull for lowering AB)
- Open lock/disable traps/search (If a rogue or assassin with a rogue level.)
- Animal empathy (If a Druid/Ranger/Shifter)
- Heal (if Divine Slinger/Cleric/Druid/Bard)
- UMD (you only need 33 for scrolls, will need a little more if your charisma is under 10. If you have spare skills points feel free to max it.)
- Pickpocket (Dexers only need 10-20 depending on what kind of shield they use, str builds using full plate/tower will need the full 43.)
Caster List
- Lore (Lore will Boost the Power of Casters Damage Spells, also you need about 50 to ID level 40 items, some illithid gear and most URs need about 60.)
- Concentration (This will help prevent spells being disrupted during Combat)
- Parry (For those without their own Crit Immune)
- Tumble (For that all important AC)
- Perform (If a bard)
- Spellcfraft (For Greater Ruin)
- Taunt (Useful for breaking GS and lowering AC, will need the full 63 ranks to affect casters)
- Persuade (Usefull for lowering SR of Mobs)
- Bluff (Usefull for lowering AB)
- Animal empathy (If a Druid/Ranger/Shifter)
- Heal (if Divine Slinger/Cleric/Druid/Bard)
- UMD (you only need 33 for scrolls, will need a little more if your charisma is under 10. If you have spare skills points feel free to max it.)
- Pickpocket (Dexers only need 10-20 depending on what kind of shield they use, str builds using full plate/tower will need the full 43.)
Feats:
Melee/AA builds:
- Weapon Focus
- Greater Weapon Focus
- Epic Weapon Focus
- Epic Prowess
- Legendary Weapon Focus
- Improved Critical
- Power Critical
- Superior Critical
- Rapid Shot (for AA's/Slingers)
- Overwhelming Critical (If you can fit it in)
- Devastating Critical (If you can fit it in)
- Self Conceal 1-5 (Only if you have the Feats to spare although this is somewhat more important for Rogues than anything else, still useful for other classes though)
Dex Builds:
- Great Fort+Leg Fort (if fort is under 52 at level 40)
- Iron Will+Leg Will ( if will is under 48 at level 40)
Str Builds:
- Great Fort+Leg Fort (if fort is under 52 at level 40
- Iron Will+Leg ( if will is under 48 at level 40
- Lightning Reflex+Leg Reflex (if reflex is under 52 at level 40
WM's:
- Power Attack/Improved Power Attack
- Knockdown/Improved Knockdown
- Disarm/Improved Disarm
All Casters:
- Regular-Legendary Spell Penetration
- Regular-Legendary Spell Focus of your choice.
I'm not going to go into what spell focuses are best here as that is covered well and truly in various posts and on numerous builds all over the place and repeating the old arguments here wouldn't serve much purpose. - Extend Spell
- Silent spell
- Empower Spell
- Maximise Spell
Clerics:
Divine Spell Focus Regular to Legandary for Gate Spell
Wizard/Sorceror:
Transmutation Epic Regular - Epic at least
Rogues:
Epic Skill Focus Disable Trap/Search
Common Mistakes:
Cleave, Great Cleave, etc. (Just not worth the stiff requirements for something of questionable worth. Even cleave can be a hazard in areas with kickback monsters.)
However if you want Overwhelming/Devastating Critical on your build, and if playing a Tank I'd recomend getting it then ignore the above as they are requirements for OC/DC, just be aware of the damage they can cause when hitting mobs that cause Personal and Party KB and remember playing a Tank isn't necessarily just about pointing at a mob and clicking on it then waiting for it to die
Circle Kick is bugged and should be avoided at all costs.
Whirlwind Attack has it's problems, however in my opinion can still be useful, especially taking into consideration the COT and Monk changes to it.
Just be warned, if you are going to go the Whirlwind Attack Route then if you miss everything in the spawn it will bug your character and you will need a relog to fix it. Not really worth it in this case.
BAB mishaps:
When mixing 3/4 BAB classes (rogue/monk etc.) with full BAB classes (fighter/paladin/ranger etc.) pre-epic, always try to take the 3/4 BAB classes in groups of 4. For example, a 8 rogue/12 fighter would have 1 more AB than a 9 rogue/11 fighter.
Cata