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Post by Lan on Aug 3, 2011 21:45:44 GMT
Looking for advice on this. The quasi build forum shows this as an actual quasi, but I can't find any information on it, other than that its a dex druid tanky type thing. Can someone confirm if this actually implemented and what the requirements are? I have got the Stormlord subby and would like to try and put it to some use... Perhaps if someone has an idea of how to build one of these using the above?
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Post by Yojimbo on Aug 3, 2011 22:44:40 GMT
Its not a quasi if you ask me move all the builds from the quasi into the base I didn't notice the quasi forum section until after I posted mine in the base Druid build section. It is just like a Battle Cleric not a true quasi just a few spell edits for a build variation. My Battle Druid aka Stormlord: Wrath of NatureThe "requirements" are min base 30 DEX and DEX is greater than WIS. The edits for the spells are mostly all in the spell documentation on the forums here.
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Post by Lan on Aug 4, 2011 8:22:30 GMT
Thx, for the reply, I'll take a look at the above build. Could someone post a link to the spell edits, I can't find em lol.
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Post by Yojimbo on Aug 4, 2011 14:15:02 GMT
Spell Changes The NB and Shock Weapon edits don't seem to be listed so here they are. L9: Storm of Vengeance - When cast as a Druid spell by a caster with at least 30 base Dexterity and whose base Dexterity is higher than their base Wisdom, casts Storm Avatar instead. Storm Avatar grants all the bonuses of Divine Power, plus 1 point of damage for each casterlevel over 40. L8: Nature's Balance - When cast as a Druid spell by a caster with at least 30 base Dexterity and whose base Dexterity is higher than their base Wisdom, casts Aura of Balance instead. Lasts 10 rounds, inflicts SR reduction of CL/4 without save. L3: Shock Weapon - When cast as a Druid spell on himself who has at least 30 base Dexterity and whose base Dexterity is higher then their base Wisdom the spell adds 2 additional die to a maximum of 6 at CL46.
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Post by Lan on Aug 4, 2011 16:26:26 GMT
Thanks for that
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Post by Yojimbo on Aug 4, 2011 17:11:28 GMT
Just noticed the all the bonus of Divine Power is also a lie/mistake in the spell descriptions it does not grant the below bonuses.
- +2 temporary HP per CL before 40, and +10 per CL above 40. - Raises Str to 18, +2 per 5 CL above 15, to a maximum of +12.
Though besides the HP bonus you don't really miss much as gear easily covers the +12 to STR and with Blood Frenzy you get a temp HP buff.
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Post by Lan on Jan 2, 2012 12:21:49 GMT
OK, it's been some time since I last looked at getting this build going, having had some free time over the holidays, I've come up with the following build, looking for input & improvements:
Half-Elf Thunderborn
C 40 60 +14 Str 14 16 16 30 Dex 16 32 42 56 Wis 14 20 20 34 Int 12 12 12 26 Cha 8 8 8 22
1 Fighter - Armor Proficiency (heavy) - Armor Proficiency (light) - Armor Proficiency (medium) - Assist Other - Command Targeter - Great Dexterity I - Great Dexterity 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 - Strong Soul - Weapon Finesse - Weapon Proficiency (martial) - Weapon Proficiency (simple)
2 Monk - Cleave - Evasion - Flurry of Blows - Improved Unarmed Strike - Monk AC Bonus - Stunning Fist - Weapon Proficiency (monk)
3 Druid - Animal Companion - Nature Sense - Spell Focus (Transmutation) - Weapon Proficiency (druid)
4 Druid (Dexterity +1) - Woodland Stride
5 Druid - Trackless Step
6 Druid - Resist Nature's Lure - Spell Focus (Enchantment)
7 Druid - Wild Shape
8 Druid (Dexterity +1) - Wild Shape (2x day)
9 Druid - Greater Spell Focus (Enchantment) - Wild Shape (3x day)
10 Druid
11 Druid - Venom Immunity
12 Druid (Dexterity +1) - Greater Spell Focus (Transmutation) - Wild Shape (4x day)
13 Druid
14 Druid
15 Fighter - Ambidexterity - Two-Weapon Fighting
16 Fighter (Dexterity +1)
17 Fighter - Improved Two-Weapon Fighting
18 Fighter - Improved Critical (nunchaku)
19 Fighter Discipline +22 - Weapon Focus (nunchaku)
20 Druid (Dexterity +1)
21 Druid - Epic Character - Power Critical (nunchaku) - Wild Shape (5x day)
22 Druid
23 Druid - Elemental Shape
24 Druid (Dexterity +1) - Elemental Shape (2x day) - Epic Weapon Focus (nunchaku)
25 Druid - Wild Shape
26 Druid - Elemental Shape (3x day)
27 Druid - Epic Prowess - Improved Elemental Shape
28 Druid (Dexterity +1) - Epic Druid
29 Druid - Infinite Wildshape
30 Druid - Greater Weapon Focus (nunchaku)
31 Druid - Great Wisdom I
32 Druid (Dexterity +1)
33 Druid - Infinite Elemental Shape - Superior Critical (nunchaku)
34 Druid
35 Druid - Great Wisdom II
36 Druid (Dexterity +1) - Epic Spell Focus (Enchantment)
37 Druid
38 Druid
39 Druid - Epic Spell Focus (Transmutation) - Metamagic (Extend Spell)
40 Monk (Dexterity +1) Discipline +21, Listen +43, Tumble +43 - Deflect Arrows
Feats not associated with any level: Armor Skin Epic Skill Focus (Discipline) Epic Spell: Epic Mage Armor Epic Spell: Greater Ruin Legendary Hardened Soul Legendary Skill Focus (Discipline) Legendary Weapon Focus (nunchaku)
Buffed in test chamber I had 63/65/64 on saves, 76 AC and 81 AB, not sure how these would translate in game.
Also, what tome would people recommend for 3rd epic?
All help appreciated,
Lan
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Post by Yojimbo on Jan 3, 2012 14:32:17 GMT
Why do you take Enchantment? I can't think what that will benefit you and I think like most summon epics that one is fairly lame. I took Evocation for Immute which is one of the better Druid epics can be a huge party saver also good for last minute of boss fight to help ensure tags for all. I use a Conjuration tome because I liked the epic and now it also helps boost the power of my summons. I think all but Enchantment is a benefit to a Battle Druid, aka Stormlord, most the spell schools provide little besides HG epic spells. I think the two schools with real benefit to buffs are Transmutation (Stoneskin, Greater Stoneskin, and Barkskin) and Divination (Premonition) I find Premonition while better takes up other highly valuable spell slots and also requires use of special shields so I opt to ignore it. Divination does still have a good epic to give the build more damage output.
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Post by Torin on Jan 3, 2012 17:54:22 GMT
I would go 35 druid, 4 Paladin, 1 monk for Stormlord. Like battle clerics: The more caster levels, the better. Going dual-wiled I would not go: You loose the extra Druid Wisdom AC that is applied with Leather armor + shield. Stormlords get 7 attacks (4 + 3), the second set from haste + Storm of Vengeance, that should be enough. For an Half-Elf, try to fit in LSA Listen.
I paste here my battle druid, maybe it helps. I have not played her till the end so be critical what you see...
......
Green Ariel: Dexbased Battle Druid, Gaia of the Stormy Grove
35 Druid, 4 Paladin 1 Monk
Race "Brownie" (secret Beyond UltraRare; changes to Dynamic Appearance) - FC: Rogue / BC: Shadowdancer - DEX +6, CON +2, WIS +2, free feats: Great Dexterity I, Great Dexterity II, Toughness
Starting Statistics (Halfling: Brownie) Strength 6 Dexterity 18 (24 +2) Constitution 14(16) Wisdom 15 (17) Intelligence 14 Charisma 8
Switch between LN (Druid) and LG (Paladin)
Weapon: Kukri
Alignment Lawful good
Dex 24+2 Start + 20 (All stats) + 4 dex +2 Arty = 52 dex. 52+14 = 66 buffed (that is +28 modifier)
Level Progression Pre-Epic: 1 Druid, 3 Paladin 15 Druid, 1 Paladin Epic: 19 Druid, 1 Monk.
Pre-Epic feats (7): Weapon finesse Weapon Prof Exotic // must be taken when leveling as paladin WF GWF Improved Critical Spell Focus Transmutation Extend Spell
Epic Feats (7) : 21, 24, 27, 30, 33, 36, 39 EWF Blindfight Greater Spell focus Transmutation Armor skin Great Dexterity x 2 Epic Prowess
3 Epic Druid feats Great Wisdom x 2 Epic Spell focus Transmutation
Book: Illusion
LL Feats (7): LWF Epic bonus feat: Epic Mage Armor (Spellcraft prerequisite: 26) Legendary Illusion // Creepin Doom! Legendary Transmutation // +1 soak Great Dexterity x2 ?
Artefact: DEX
HG Epics:
Illusion - Veil of Mists - Grants the caster +20 Natural AC for CL hours. Using the Barkskin power on the token on another creature will waste the epic effect.
Transmutation - Elemental Shunt - All party members in the area receive (15 + CL)% immunity to all elemental damage for (CL / 2) turns.
AC = 10(base) +19(dex bonus ac, max in leather armor) +20(Leather armor ac 17+3) +17 (deflection ac) + 20 (natural ac with Epic) +20(dodge ac) +8(tumble ac) +2 (armor skin) +2(craft armor) + 7 Wis AC + 16 Shield +1 small = 142 AC
AB (4 base + 1 haste +2 divine power = 7 Attacks ) 100 AB = 16 (BAB) + 10 (epic levels) + 15 (legendary levels with spell: Divine power) + 28 (buffed main stat) + 20 (magical, capped) + 8 (4 weapon focuses + prowess) + 2 CW + 1 Small
Saves Fort: 10 + 4 Base + 10 epic + 5 LL + 9 Stats + 20 Items + 5 (Paladin) +1 Luck = 64 Reflex: 5 + 1Base + 10 epic + 5 LL + 26 Stats + 20 Items + 5 (Paladin) +1 Luck = 73 Will: 10 + 1 Base + 10 epic + 5 LL + 10 Stats + 20 Items + 5(Paladin) +1 Luck = 62 (66 with Dim Mak)
Skills 6 - Tumble 43 - Discipline 43 - Conc 23 - CW 63 - Spellcraft 26 - Parry 63 (EMA give +30 Parry, so you will hit parry 100 anyway) - Animal Empathy 63 - CA 30 - Disable Trap, Open lock 1
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Post by Lan on Jan 3, 2012 18:55:29 GMT
Hey all, that's some useful input. If I drop dual wielding and go with pally what would you recommend in the off hand, Druid caster shield or torch ? Ill look at amending this shortly.
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Post by Torin on Jan 3, 2012 19:27:40 GMT
Small shield
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Post by Yojimbo on Jan 3, 2012 21:35:51 GMT
Any small shield really I think I use a Dire Buckler myself you won't need a caster shield unless you want to use Premonition which to me doesn't give you enough a boost to make up for what you get from most other small shields.
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Post by Lan on Jan 3, 2012 23:32:02 GMT
OK, changed to the following, had to drop 1 Pally level for a monk, but don't seem to be losing much:
Half-Elf Thunderborn
C 60 +14 Str 12 14 28 Dex 16 42 56 Con 12 12 26 Wis 14 20 34 Int 14 14 28 Cha 8 8 22
All points into Dex.
1 Druid, 3 Pally,15 Druid, 1 Monk,19 Druid, 1 Monk.
1 Druid - Animal Companion - Armor Proficiency (light) - Armor Proficiency (medium) - Assist Other - Command Targeter - Great Dexterity I - Great Dexterity II - Hardiness vs. Enchantments - Immunity To Sleep - Low-light Vision - Metamagic (Extend Spell) - Mount Actions - Nature Sense - Partial Skill Affinity (Listen) - Partial Skill Affinity (Search) - Partial Skill Affinity (Spot) - Shield Proficiency - Weapon Proficiency (druid)
2 Paladin - Armor Proficiency (heavy) - Divine Grace - Divine Health - Lay on Hands - Weapon Proficiency (martial) - Weapon Proficiency (simple)
3 Paladin - Aura of Courage - Smite Evil - Weapon Finesse
4 Paladin (Dexterity +1) - Divine Health - Remove Disease - Turn Undead
5 Druid - Woodland Stride
6 Druid - Spell Focus (Transmutation) - Trackless Step
7 Druid - Resist Nature's Lure
8 Druid (Dexterity +1) - Wild Shape
9 Druid - Spell Focus (Evocation) - Wild Shape (2x day)
10 Druid - Wild Shape (3x day)
11 Druid
12 Druid (Dexterity +1) - Greater Spell Focus (Evocation) - Venom Immunity
13 Druid - Wild Shape (4x day)
14 Druid
15 Druid - Greater Spell Focus (Transmutation)
16 Druid (Dexterity +1)
17 Druid - Wild Shape (5x day)
18 Druid - Blind-Fight
19 Druid - Elemental Shape
20 Monk (Dexterity +1) Discipline +23, Listen +23, Tumble +23 - Cleave - Evasion - Flurry of Blows - Improved Unarmed Strike - Monk AC Bonus - Stunning Fist - Weapon Proficiency (monk)
21 Druid - Elemental Shape (2x day) - Epic Character - Weapon Focus (nunchaku)
22 Druid - Wild Shape
23 Druid - Elemental Shape (3x day)
24 Druid (Dexterity +1) - Improved Critical (nunchaku) - Improved Elemental Shape
25 Druid - Epic Druid
26 Druid - Infinite Wildshape
27 Druid - Power Critical (nunchaku)
28 Druid (Dexterity +1) - Great Wisdom I
29 Druid
30 Druid - Epic Weapon Focus (nunchaku) - Infinite Elemental Shape
31 Druid
32 Druid (Dexterity +1) - Great Wisdom II
33 Druid - Epic Prowess
34 Druid
35 Druid
36 Druid (Dexterity +1) - Epic Spell Focus (Evocation) - Superior Critical (nunchaku)
37 Druid
38 Druid
39 Druid - Epic Spell Focus (Transmutation)
40 Monk (Dexterity +1) Concentration +43, Discipline +20, Listen +20, Tumble +20 - Deflect Arrows
Tome: Illusion
Feats not associated with any level: Legendary Skill Affinity (Listen) Epic Spell: Epic Mage Armor Epic Spell: Greater Ruin Legendary Spell Focus (Evocation) Legendary Spell Focus (Transmutation) Legendary Spell Focus (Illusion) Legendary Weapon Focus (nunchaku)
Saves are still pretty decent, though AB & AC still seem low in test chamber even when fully buffed & Storm Avatar.
Should have been Evo for immute on the previous build, not Enchant.
Although I'll likely stay with shield, if I went with a torch would I keep my my extra monk attacks or do I need an empty offhand for these?
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Post by dex on Jan 4, 2012 7:27:04 GMT
iirc this way you loose 1 preepic AB and 1 attack
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Post by Raj on Jan 4, 2012 11:32:09 GMT
I don't like nunchaku on dex builds because bludgeoning is usually the dmg of choice vs str tank targets ( mostly mariliths and pit fiends, and you'll be sitting on your back against them even with uuu with those stats ); a goad should improve your abysmal dmg against your true malee targets ( balors, malebranches, planetars ).
That being said, I don't see the appeal in playing a dex based tank with no sneaks, no divine might, no divine favor, no special buff at all save divine power: a malee druid is a nice concept but they lack a lot of combat buffs their clerical counterpart can bring in the equation ( and battle clerics are already low dmg tanks, their main selling points are epics and battletide ). While a battle druid is better than any other tank when there's no druid at all in any party, it's mainly because they bring epics and a decent sr drop, so if you're not in the mood for playing a pure caster then this is a decent surrogate but know that their malee contribution is indeed limited.
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