Post by Deleted on Apr 25, 2012 12:54:00 GMT
Tantric
Exorcist
Essentially an updated version of this, but with my own twists.
[Notes:]
My goal here was to create something that could turn well, tank well, and summon well. Not "the best" in any of those categories, but four marks out of five in each. I think I have essentially achieved this goal. Writing this out, I did my best to break down the starting stats because I forgot to write them down when I made the build in the first place.
PROS:
+Tanks well
+Additional DPS to stronger opponents
+Is a "dis-abler" in the sense that it stuns essentially everything, and can disarm what is not stunned.
+Top rate insta-killer
+Extremely survivable with 130+ ac and no save lower than 89
+Consistently passes ability checks.
+Can summon near top-tier summons in outsider and undead categories.
+Provides party buffs such as gmw, a hefty mass convition (due to high cha), and Divine Inspiration as a watered down bard song.
CONS:
-Can not be THE tank of the party.
-Is somewhat buff reliant.
-Relies on GR till x5 to reach killing potential.
-Is not a core class.
-Is not something you necessarily want to start from scratch with- best to level a cleric or straight out BG then reincarnate.
The Build:
Subrace Pharlan:
STR +4
WIS +4
CHA +4
Free Feats: Great Strength I, Great Strength II, Divine Might
SR 15 +1/lvl
Able to walk on quicksand
Stats at 80:
(start + subby + class bonus + selected bonuses + 2x demi +16 gear+ paragon bonuses)
STR 11 + 6 + 4 + 0 + 4 + 16 + 2 = 42
DEX 10 +0 +0 + 4 + 16 + 2 =32
CON 8 +0 +0 +4 +16 + 2 = 30
INT 10 +0 +0 +4 +16 +2 =32
WIS 16 + 4 + 0 + 5 + 4 + 16 + 2 = 47
CHA 17 + 4 + 4 + 15 + 4 + 16 + 2 + 10 (greater cha) +2 (cha arty) = 74
End Stats:
STR: 40
DEX: 32
CON: 30
INT 32
WIS 46
CHA 74
Saves (at lvl 73):
Fortitude: 92
Reflex: 89
Will: 98
AB (at lvl 73):
102
AC (at lvl 73, without girding or strongheart)
130
Level Progression:
1 Cleric
- Armor Proficiency (heavy)
- Armor Proficiency (light)
- Armor Proficiency (medium)
- Assist Other
- Blooded
- Command Targeter
- Divine Might
- Domain Powers (Earth)
- Domain Powers (Evil)
- Great Strength I
- Great Strength II
- Hardiness vs. Enchantments
- Immunity To Sleep
- Low-light Vision
- Mount Actions
- Partial Skill Affinity (Listen)
- Partial Skill Affinity (Search)
- Partial Skill Affinity (Spot)
- Shield Proficiency
- Turn Undead
- Weapon Proficiency (simple)
2 Cleric
3 Cleric
- Extra Turning
4 Cleric (Charisma +1)
5 Cleric
6 Cleric
- Power Attack
7 Cleric
8 Cleric (Charisma +1)
9 Cleric
- Cleave
10 Cleric
11 Blackguard
- Use Poison
- Weapon Proficiency (martial)
12 Blackguard (Charisma +1)
- Bull's Strength
- Dark Blessing
- Divine Shield
- Smite Good
13 Blackguard
- Create Undead
14 Blackguard
- Sneak Attack, Blackguard (+1d6)
15 Blackguard
- Rapier Wit
- Summon Fiend
16 Blackguard (Wisdom +1)
- Inflict Serious Wounds
17 Blackguard
- Call of the Grave
- Sneak Attack, Blackguard (+2d6)
18 Blackguard
- Inflict Critical Wounds
- Weapon Focus (rapier)
19 Blackguard
20 Blackguard (Wisdom +1)
- Sneak Attack, Blackguard (+3d6)
21 Blackguard
- Epic Blackguard
- Epic Character
- Great Charisma I
22 Blackguard
23 Blackguard
- Epic Weapon Focus (rapier)
- Sneak Attack, Blackguard (+4d6)
24 Blackguard (Wisdom +1)
- Great Charisma II
25 Blackguard
26 Blackguard
- Epic Fiendish Servant
- Sneak Attack, Blackguard (+5d6)
27 Blackguard
- Great Charisma III
28 Blackguard (Wisdom +1)
29 Blackguard
- Armor Skin
- Sneak Attack, Blackguard (+6d6)
30 Blackguard
- Great Charisma IV
31 Blackguard
32 Blackguard (Wisdom +1)
- Planar Turning
- Sneak Attack, Blackguard (+7d6)
(You want both wis and cha at 25 asap to take Planar Turning which allows you to turn Outsiders)
33 Blackguard
- Great Charisma V
34 Blackguard
35 Blackguard
- Epic Prowess
- Sneak Attack, Blackguard (+8d6)
36 Blackguard (Charisma +1)
- Great Charisma VI
37 Blackguard
38 Blackguard
- Improved Sneak Attack I
- Sneak Attack, Blackguard (+9d6)
39 Blackguard
- Great Charisma VII
40 Blackguard (Charisma +1)
(Not critical which feat you take at which level during Legendary Levels, but you will want all of the following prior to Paragon Levels:)
Blind-Fight
Domain Powers (Plant)
Great Charisma IX
Great Charisma VIII
Great Charisma X
Legendary Skill Affinity (Tumble)
Skill Dump Discipline
Skill Dump Tumble
Paragon Feats:
Domain Powers (Sun)
Legendary Weapon Focus (rapier)
Paragon Character
Paragon Environmental Adaptivity 1
Paragon Environmental Adaptivity 2
Paragon Weapon Focus (rapier)
The Paragon environmental adaptivity feats can be substituted for something else, but I wouldn't recommend it prior to lvl 80 and at least demix3.
Build Consumables:
Epic Spell Focus book (Enchantment) (for gmw +13)
Disarm Pandect
Cha Arty
Preferred Kit:
Hat: Your pick, but VoV, Helm of Zeal or Asmo Hat if not styx walkers
Armor: Dreams of the Neverborn or any well randomized bur or ur.
Boots: Styxwalkers or whatever you want. Breach boots are nice but not so nescessary given the spell Augry.
Ammy: Strongheart, a nice DarkMatter, Gospel of Damnation, or any well randomized BUR ammy.
Gloves: Gauntlets of transposed energies I like
Cloak Whatever you want but I like corruption- am currently using a well randomized barbazu wrap.
Rings Whatever is appropriate to the run your doing
Shield A wide variety to choose from, but at least a Planar Protector.
Weapon: Obviously a rapier. The best ones you can find.
You want a godswrath ego item
GS pots help a lot as well but that is true for any class that can't cast the spell.
Build/play-style notes:
Planar Turning, Elemental, Vermin and Undead are all you need for domains imo.
Turner Mode: This is/should be the primary mode. You are directing traffic and controlling the positioning of mobs for the party as well as killing as much as possible. Do not turn on divine might or divine shield in this mode because they take up turns and you will be happy to have those last two turns if it comes down to it.
The Main Tank or Bard should be spawning. Run directly in behind them and RIGHT before the mob spawns turn once so that the turn fires off exactly when the mob spawns. This will usually freeze pretty much all of them. You want to be about half way between the party and the spawn point so that if there is back spawn it gets frozen as well. In some cases more stuff will spawn further ahead- don't worry about that just yet because by freezing the current spawn you just put a bunch of stuff in the way of the new spawn.
Now quickly position yourself to cover as much of the new spawn and the old, stunned spawn as possible and spam three turns. This will freeze the new spawn while blowing up much of the older spawn and will also increase the chances of stunning things with a really high turn resistance. You should be able to do that entire sequence while the druid is nb'ing, the bard cursing and the casters casting. The idea is to stun as much as possible to protect the party while also killing as much as you can before curse/nb/instakill spells land.
After that sequence, identify party members who are in trouble and help them with further turns/pt2/rez or tanking what is chewing at them. If no one is in trouble, identify the priority target and attack it. You won't be putting out major dps, but that 60-100 dmg per hit will help.
The idea is generally for the party to only attack one primary dangerous thing that is stunned while letting the other dangerous thing stand there stunned. When everyone attacks everything, those everythings tend to come out of being stunned and run loose causing trouble and much fretting among casters getting amnied.
The BEST combo, even in the worse random, is the above sequence coupled with an ERADICATE to wipe out the elite ravening male (or whatever the main danger is), and a ANTIPATHY to cause PF's, Males etc that aren't stunned to run away for a minute.
The above is the ideal though and more likely than that what will happen is everyone attacking everything, shocking PF's and amnizu out of their stun so you have to spam (waste) turns to restun them over and again.
Tank Mode
Use divine might, divine shield, corona of cold, and the cha arty shroud of fire along with divine power and be sure your weapons are max buffed. Spawn the mob and spam two turns then attack the most powerfull thing left standing/unstunned. This is not the ideal situation but sometimes you will have to be the main tank. Don't get killed.
Total Leeroy mode
This is really mean to do in a newbish party but in a really strong party can make the run go incredibly fast. Drink down a GS pot if nescessary, and simply run as far and as deep into spawn territory as you can and mass everything. Once you are in the middle of the squirming horde and everything is spawned, cue all of this up: turn>turn>turn>heal>turn>turn>turn>heal>heal>turn>turn>turn>heal. By the time you get to that last heal you will either be dead or almost the entire spawn will be wiped out. This can be a big problem when you just leeroy spawned two or three really nasty randoms, but such is life.
Party Support (Mode)
Divine Inspiration: Check and see if there is a bard in party. If not, use this ability always. It takes one turn per use and is just a sacrifice you have to make for the party if there is no bard.
+Lifes Grace: A poor mans UEF. It helps, cast it.
Mass Conviction: Your substantial cha modifier (+32) is added to the Parties Discipline skill. Use it. Combined with divine inspiration you will be preventing costly slags across the party.
Healing Circle Yes you can cast this spell though the duration is short and the affect is small. It still can be enough to keep people alive long enough to let them heal and avoid limbo.
STUN STUN STUN a baddy beating the crap out of your sorc? Spam some turns to stun it, that will draw more of its attention to you/stun it much faster than poking at it with rapiers.
SUMMON You have a massively powerful Epic Fiend waiting around the dimensional corner just waiting for you to call on it. This is a "use in case of emergency" feature. A bad random or generally buggered party situation: stun>stun>stun>Summon. When the summon spawns do a quick check to make sure it is not of the type that will heal or multiply the enemy (eg. Malebranche vs black pudding swarm = no). If it is the wrong kind of summon or if it dies before you want it to, quickly summon Greater Undead.
The epic fiend is also an epic help in soloing hades. Enjoy.
Ok, there it is. My first attempt and poorly written I am sure. Will tweak the build part of it as time goes, but a rough first draft is all I have in me right now.
Constructive criticism welcome as always.
{Flame shield up!}
Exorcist
Essentially an updated version of this, but with my own twists.
[Notes:]
My goal here was to create something that could turn well, tank well, and summon well. Not "the best" in any of those categories, but four marks out of five in each. I think I have essentially achieved this goal. Writing this out, I did my best to break down the starting stats because I forgot to write them down when I made the build in the first place.
PROS:
+Tanks well
+Additional DPS to stronger opponents
+Is a "dis-abler" in the sense that it stuns essentially everything, and can disarm what is not stunned.
+Top rate insta-killer
+Extremely survivable with 130+ ac and no save lower than 89
+Consistently passes ability checks.
+Can summon near top-tier summons in outsider and undead categories.
+Provides party buffs such as gmw, a hefty mass convition (due to high cha), and Divine Inspiration as a watered down bard song.
CONS:
-Can not be THE tank of the party.
-Is somewhat buff reliant.
-Relies on GR till x5 to reach killing potential.
-Is not a core class.
-Is not something you necessarily want to start from scratch with- best to level a cleric or straight out BG then reincarnate.
The Build:
Subrace Pharlan:
STR +4
WIS +4
CHA +4
Free Feats: Great Strength I, Great Strength II, Divine Might
SR 15 +1/lvl
Able to walk on quicksand
Stats at 80:
(start + subby + class bonus + selected bonuses + 2x demi +16 gear+ paragon bonuses)
STR 11 + 6 + 4 + 0 + 4 + 16 + 2 = 42
DEX 10 +0 +0 + 4 + 16 + 2 =32
CON 8 +0 +0 +4 +16 + 2 = 30
INT 10 +0 +0 +4 +16 +2 =32
WIS 16 + 4 + 0 + 5 + 4 + 16 + 2 = 47
CHA 17 + 4 + 4 + 15 + 4 + 16 + 2 + 10 (greater cha) +2 (cha arty) = 74
End Stats:
STR: 40
DEX: 32
CON: 30
INT 32
WIS 46
CHA 74
Saves (at lvl 73):
Fortitude: 92
Reflex: 89
Will: 98
AB (at lvl 73):
102
AC (at lvl 73, without girding or strongheart)
130
Level Progression:
1 Cleric
- Armor Proficiency (heavy)
- Armor Proficiency (light)
- Armor Proficiency (medium)
- Assist Other
- Blooded
- Command Targeter
- Divine Might
- Domain Powers (Earth)
- Domain Powers (Evil)
- Great Strength I
- Great Strength II
- Hardiness vs. Enchantments
- Immunity To Sleep
- Low-light Vision
- Mount Actions
- Partial Skill Affinity (Listen)
- Partial Skill Affinity (Search)
- Partial Skill Affinity (Spot)
- Shield Proficiency
- Turn Undead
- Weapon Proficiency (simple)
2 Cleric
3 Cleric
- Extra Turning
4 Cleric (Charisma +1)
5 Cleric
6 Cleric
- Power Attack
7 Cleric
8 Cleric (Charisma +1)
9 Cleric
- Cleave
10 Cleric
11 Blackguard
- Use Poison
- Weapon Proficiency (martial)
12 Blackguard (Charisma +1)
- Bull's Strength
- Dark Blessing
- Divine Shield
- Smite Good
13 Blackguard
- Create Undead
14 Blackguard
- Sneak Attack, Blackguard (+1d6)
15 Blackguard
- Rapier Wit
- Summon Fiend
16 Blackguard (Wisdom +1)
- Inflict Serious Wounds
17 Blackguard
- Call of the Grave
- Sneak Attack, Blackguard (+2d6)
18 Blackguard
- Inflict Critical Wounds
- Weapon Focus (rapier)
19 Blackguard
20 Blackguard (Wisdom +1)
- Sneak Attack, Blackguard (+3d6)
21 Blackguard
- Epic Blackguard
- Epic Character
- Great Charisma I
22 Blackguard
23 Blackguard
- Epic Weapon Focus (rapier)
- Sneak Attack, Blackguard (+4d6)
24 Blackguard (Wisdom +1)
- Great Charisma II
25 Blackguard
26 Blackguard
- Epic Fiendish Servant
- Sneak Attack, Blackguard (+5d6)
27 Blackguard
- Great Charisma III
28 Blackguard (Wisdom +1)
29 Blackguard
- Armor Skin
- Sneak Attack, Blackguard (+6d6)
30 Blackguard
- Great Charisma IV
31 Blackguard
32 Blackguard (Wisdom +1)
- Planar Turning
- Sneak Attack, Blackguard (+7d6)
(You want both wis and cha at 25 asap to take Planar Turning which allows you to turn Outsiders)
33 Blackguard
- Great Charisma V
34 Blackguard
35 Blackguard
- Epic Prowess
- Sneak Attack, Blackguard (+8d6)
36 Blackguard (Charisma +1)
- Great Charisma VI
37 Blackguard
38 Blackguard
- Improved Sneak Attack I
- Sneak Attack, Blackguard (+9d6)
39 Blackguard
- Great Charisma VII
40 Blackguard (Charisma +1)
(Not critical which feat you take at which level during Legendary Levels, but you will want all of the following prior to Paragon Levels:)
Blind-Fight
Domain Powers (Plant)
Great Charisma IX
Great Charisma VIII
Great Charisma X
Legendary Skill Affinity (Tumble)
Skill Dump Discipline
Skill Dump Tumble
Paragon Feats:
Domain Powers (Sun)
Legendary Weapon Focus (rapier)
Paragon Character
Paragon Environmental Adaptivity 1
Paragon Environmental Adaptivity 2
Paragon Weapon Focus (rapier)
The Paragon environmental adaptivity feats can be substituted for something else, but I wouldn't recommend it prior to lvl 80 and at least demix3.
Build Consumables:
Epic Spell Focus book (Enchantment) (for gmw +13)
Disarm Pandect
Cha Arty
Preferred Kit:
Hat: Your pick, but VoV, Helm of Zeal or Asmo Hat if not styx walkers
Armor: Dreams of the Neverborn or any well randomized bur or ur.
Boots: Styxwalkers or whatever you want. Breach boots are nice but not so nescessary given the spell Augry.
Ammy: Strongheart, a nice DarkMatter, Gospel of Damnation, or any well randomized BUR ammy.
Gloves: Gauntlets of transposed energies I like
Cloak Whatever you want but I like corruption- am currently using a well randomized barbazu wrap.
Rings Whatever is appropriate to the run your doing
Shield A wide variety to choose from, but at least a Planar Protector.
Weapon: Obviously a rapier. The best ones you can find.
You want a godswrath ego item
GS pots help a lot as well but that is true for any class that can't cast the spell.
Build/play-style notes:
Planar Turning, Elemental, Vermin and Undead are all you need for domains imo.
Turner Mode: This is/should be the primary mode. You are directing traffic and controlling the positioning of mobs for the party as well as killing as much as possible. Do not turn on divine might or divine shield in this mode because they take up turns and you will be happy to have those last two turns if it comes down to it.
The Main Tank or Bard should be spawning. Run directly in behind them and RIGHT before the mob spawns turn once so that the turn fires off exactly when the mob spawns. This will usually freeze pretty much all of them. You want to be about half way between the party and the spawn point so that if there is back spawn it gets frozen as well. In some cases more stuff will spawn further ahead- don't worry about that just yet because by freezing the current spawn you just put a bunch of stuff in the way of the new spawn.
Now quickly position yourself to cover as much of the new spawn and the old, stunned spawn as possible and spam three turns. This will freeze the new spawn while blowing up much of the older spawn and will also increase the chances of stunning things with a really high turn resistance. You should be able to do that entire sequence while the druid is nb'ing, the bard cursing and the casters casting. The idea is to stun as much as possible to protect the party while also killing as much as you can before curse/nb/instakill spells land.
After that sequence, identify party members who are in trouble and help them with further turns/pt2/rez or tanking what is chewing at them. If no one is in trouble, identify the priority target and attack it. You won't be putting out major dps, but that 60-100 dmg per hit will help.
The idea is generally for the party to only attack one primary dangerous thing that is stunned while letting the other dangerous thing stand there stunned. When everyone attacks everything, those everythings tend to come out of being stunned and run loose causing trouble and much fretting among casters getting amnied.
The BEST combo, even in the worse random, is the above sequence coupled with an ERADICATE to wipe out the elite ravening male (or whatever the main danger is), and a ANTIPATHY to cause PF's, Males etc that aren't stunned to run away for a minute.
The above is the ideal though and more likely than that what will happen is everyone attacking everything, shocking PF's and amnizu out of their stun so you have to spam (waste) turns to restun them over and again.
Tank Mode
Use divine might, divine shield, corona of cold, and the cha arty shroud of fire along with divine power and be sure your weapons are max buffed. Spawn the mob and spam two turns then attack the most powerfull thing left standing/unstunned. This is not the ideal situation but sometimes you will have to be the main tank. Don't get killed.
Total Leeroy mode
This is really mean to do in a newbish party but in a really strong party can make the run go incredibly fast. Drink down a GS pot if nescessary, and simply run as far and as deep into spawn territory as you can and mass everything. Once you are in the middle of the squirming horde and everything is spawned, cue all of this up: turn>turn>turn>heal>turn>turn>turn>heal>heal>turn>turn>turn>heal. By the time you get to that last heal you will either be dead or almost the entire spawn will be wiped out. This can be a big problem when you just leeroy spawned two or three really nasty randoms, but such is life.
Party Support (Mode)
Divine Inspiration: Check and see if there is a bard in party. If not, use this ability always. It takes one turn per use and is just a sacrifice you have to make for the party if there is no bard.
+Lifes Grace: A poor mans UEF. It helps, cast it.
Mass Conviction: Your substantial cha modifier (+32) is added to the Parties Discipline skill. Use it. Combined with divine inspiration you will be preventing costly slags across the party.
Healing Circle Yes you can cast this spell though the duration is short and the affect is small. It still can be enough to keep people alive long enough to let them heal and avoid limbo.
STUN STUN STUN a baddy beating the crap out of your sorc? Spam some turns to stun it, that will draw more of its attention to you/stun it much faster than poking at it with rapiers.
SUMMON You have a massively powerful Epic Fiend waiting around the dimensional corner just waiting for you to call on it. This is a "use in case of emergency" feature. A bad random or generally buggered party situation: stun>stun>stun>Summon. When the summon spawns do a quick check to make sure it is not of the type that will heal or multiply the enemy (eg. Malebranche vs black pudding swarm = no). If it is the wrong kind of summon or if it dies before you want it to, quickly summon Greater Undead.
The epic fiend is also an epic help in soloing hades. Enjoy.
Ok, there it is. My first attempt and poorly written I am sure. Will tweak the build part of it as time goes, but a rough first draft is all I have in me right now.
Constructive criticism welcome as always.
{Flame shield up!}