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Post by Xiayu on Dec 12, 2011 1:33:15 GMT
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Post by Xiayu on Dec 12, 2011 1:33:36 GMT
Moogle Knight (23 Paladin, 2 Bard, 15 Dragon Disciple)
Why build a Moogle Knight?The intention of this build was, first and foremost, to be built around character and flavour. The Moogle Knight is inspired by a race of tiny creatures known as Moogles, which find their origins in the Final Fantasy series of games. Whilst the main intention was not to be the ultimate tank, or a huge damage dealer, it does pretty well on both counts: The Moogle Knight is capable of dealing consistently high damage, along with having some impressive defensive capabilities. Considering the build was based on the premise of fun, it ended up being a pretty solid tank into the bargain. This build is an illustration of how it's possible to build an effective character, which can contribute positively to a party, even whilst being constrained by certain choices (small stature and 9+ dragon disciple levels) to preserve role-play flavour! So, if you like Moogles, tiny tanks which pack a big punch, or all things cute and adorable, give it a try! Why Halfling? There are many other subraces which will work very well for this build; however, you MUST be a small creature to become a Moogle Knight! Why Paladin? Why not! Paladins are great tanks and offer a lot to your party. Not only are they completely immune to fear, they can give other party members true fear immunity, along with also being able to grant immunity to critical hits to one player per rest. In addition, Paladins have access to many other valuable buffs, such as deafening clang and bless weapon, which can be used to buff party members (and your own!) weapons. Plus, Moogles, like Paladins, don't have an evil bone in their body! Why Bard? You need to have either sorcerer or bard level(s) to become a Dragon Disciple. Bard also allows you to take Use Magic Device for some scroll usage; in addition, it allows you to raise tumble to an adequate level to maximise your armor class. Why Dragon Disciple? As you can see on the picture, you need wings to look like a Moogle! You will need 9+ levels of Dragon Disciple to get them. You will also get some nice bonuses once you become a Dragon Disciple, such as certain bonuses to ability stats and absolute immunity to one element, which cannot be lowered in any way! Getting StartedHigher Ground Class EditsFirstly, If you want to know more about paladins and dragon disciples, you can find all the custom changes on Higher Ground here. SpellsFor more information about your paladin spells, check here. HG EnhancedTo access all of the Paladins custom spells, you will need to download a small hak pack. This is completely optional, but is highly reccomended to enhance your enjoyment for this, and any other builds you make on Higher Ground, as it will open up many new spells and abilities which you can use. QuestsThe following quests (which can be obtained by talking to the NPC's in the two Tavern's in the Ascension Docks) can be a fun and rewarding way to gain experience for your character. TagsDefeating certain enemies while you start your quest to immortality and beyond can earn you accomplishment tags, which provide you with some permanent character bonuses which will serve you well from pre epic levels through to legendary levels and beyond. Changing AlignmentAt level 21, 37 and 40 you will need an alignment change.This can be achieved by visiting level 3 of the crypts just south of ascension. If you need help finding this area, use the !newbie channel to ask for assistance. Dragon Disciple ColourIf you wish to become a Dragon Disciple of any other type that is not Red, you must visit a certain place between your first and fourth level of Dragon Disciple. Ask in game how to get there! Class SecretsWith 23 Paladin levels, you're entitled to use the Paladin ability Guardian Angel, which will ressurect you once per rest should the unthinkable happen and you die! Ask in game if you can't find it! There's so much to consider!Don't worry if this seems like a lot of information to take in. There's nothing to stop you jumping straight in and starting your Moogle Knight on his or her path towards immortality and beyond right away; if you have any questions, need hints or tips, or aren't quite sure what to do next, you will find plenty of helpful and friendly people to provide guidance via the !newbie channel.
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Post by Xiayu on Dec 12, 2011 1:34:27 GMT
Level GuideThe following sections break each level down in terms of which skills, feats and ability points you should take on each level. You can choose to focus in any small or tiny martial or simple weapon you choose. Notable examples may be Light Pick, which deals particularly powerful critical hits; Light Mace, which deals bludgeoning damage, which is particularly nice against a lot of enemies from 1-60 (and beyond!); or Shortsword, for the traditional Paladin sword and shield combination, with the added bonus of being able to utilise keen scrolls, which will increase the likelihood of critical hits when cast on slashing weapons. Pre-Epic Levels 1-20: Baby Moogling Race:Halfling - All halflings can acquire Legendary Luck in legendary levels. Subrace:[/color] Hobbit - FCs: Rogue, Paladin. - DEX +1, INT -2, WIS +1, free feat: Iron Will Starting Abilities:Ability | At creation | After Subrace | Strength | 12 | 12 | Dexterity | 13 | 14 | Constitution | 12 | 12 | Wisdom | 13 | 14 | Intelligence | 14 | 12 | Charisma | 14 | 14 |
Level 1 (Paladin 1)
| Feat: Blind Fight. Reduces enemy conceal - hit more easily versus concealed enemies!
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| Skills: +4 Discipline +4 Lore | Level 2 (Paladin 2)
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| Skills: +1 Discipline +1 Lore | Level 3 (Paladin 3)
| Feat: Weapon Focus. +1 Attack Bonus for your weapon of choice
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| Skills: +1 Discipline +1 Lore | Level 4 (Paladin 4)
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| Ability: +1 Strength
| Skills: +1 Discipline +1 Lore | Level 5 (Paladin 5)
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| Skills: +1 Discipline +1 Lore | Level 6 (Paladin 6)
| Feat: Power Attack. Toggle-able -5ab/+5 damage. Pre requisite for cleave, and Divine Might/Shield
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| Skills: +1 Discipline
| Level 7 (Paladin 7)
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| Skills: +1 Discipline
| Level 8 (Paladin 8)
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| Ability: +1 Strength
| Skills: +1 Discipline
| Level 9 (Paladin 9)
| Feat: Improved Critical. Doubles weapon threat range - score critical hits more often!
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| Skills: +1 Discipline
| Level 10 (Paladin 10)
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| Skills: +1 Discipline
| Level 11 (Paladin 11)
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| Skills: +1 Discipline
| Level 12 (Paladin 12)
| Feat: Divine Shield. Medium term dodge ac and divine immunity boost
| Ability: +1 Strength
| Skills: +1 Discipline
| Level 13 (Paladin 13)
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| Skills: +1 Discipline
| Level 14 (Paladin 14)
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| Skills: +1 Discipline
| Level 15 (Paladin 15)
| Feat: Divine Might. Medium term boost to physical damage
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| Skills: +1 Discipline
| Level 16 (Paladin 16)
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| Ability: +1 Strength
| Skills: +1 Discipline
| Level 17 (Paladin 17)
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| Skills: +1 Discipline
| Level 18 (Paladin 18)
| Feat: Cleave. Pre-requisite for Great Cleave
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| Skills: +1 Discipline
| Level 19 (Paladin 19)
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| Skills: +1 Discipline
| Level 20 (Paladin 20)
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| Ability: +1 Strength
| Skills: +1 Discipline
| After taking this level you will need to change alignment! Move from Lawful -> Neutral Use the !newbie channel ingame if you need guidance. |
You made it to level 20! Congratulations! Your quest towards Immortality has only just begun, however. Onwards to Epic levels, and the dangers (and rewards!) that await you...... Stats at Level 20:AbilitiesStrength | 17 | Dexterity | 14 | Constitution | 12 | Wisdom | 14 | Intelligence | 12 | Charisma | 14 |
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Post by Xiayu on Dec 12, 2011 1:35:15 GMT
Epic Levels 20-40: Moogling
Level 21 (Paladin 20, Bard 1)
| Feat: Great Cleave. Pre-requisite for Overwhelming Critical
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| Skills: +1 Discipline +20 Tumble +20 Use Magic Device
| Level 22 (Paladin 20, Bard 1, Dragon Disciple 1)
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| Skills: +1 Discipline
| Level 23 (Paladin 20, Bard 1, Dragon Disciple 2)
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| Skills: +1 Discipline
| Level 24 (Paladin 20, Bard 1, Dragon Disciple 3)
| Feat: Great Strength I. +1 to your Strength
| Ability: +1 Strength
| Skills: +1 Discipline
| Level 25 (Paladin 20, Bard 1, Dragon Disciple 4)
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| Skills: +1 Discipline
| Level 26 (Paladin 20, Bard 1, Dragon Disciple 5)
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| Skills: +1 Discipline
| Level 27 (Paladin 20, Bard 1, Dragon Disciple 6)
| Feat: Overwhelming Critical. +1 to weapon threat range - score critical hits more often!
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| Skills: +1 Discipline
| Level 28 (Paladin 20, Bard 1, Dragon Disciple 7)
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| Ability: +1 Strength
| Skills: +1 Discipline
| Level 29 (Paladin 20, Bard 1, Dragon Disciple 8)
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| Skills: +1 Discipline
| Level 30 (Paladin 20, Bard 1, Dragon Disciple 9)
| Feat: Armour Skin. +2 to your Armour Class
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| Skills: +1 Discipline
| Level 31 (Paladin 20, Bard 1, Dragon Disciple 10)
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| Skills: +1 Discipline
| Level 32 (Paladin 20, Bard 1, Dragon Disciple 11)
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| Ability: +1 Strength
| Skills: +1 Discipline
| Level 33 (Paladin 20, Bard 1, Dragon Disciple 12)
| Feat: Devastating Critical. +1 to weapon threat multiplier - score harder critical hits!
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| Skills: +1 Discipline
| Level 34 (Paladin 20, Bard 1, Dragon Disciple 13)
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| Skills: +1 Discipline
| Level 35 (Paladin 20, Bard 1, Dragon Disciple 14)
| Feat: Disciple Bonus Feat: Epic Prowess. +1 Attack Bonus
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| Skills: +1 Discipline
| Level 36 (Paladin 20, Bard 1, Dragon Disciple 15)
| Feat: Great Strength II. +1 to your Strength
| Ability: +1 Strength
| Skills: +1 Discipline
| After taking this level you will need to change alignment again! Move from Neutral -> Lawful
| Level 37 (Paladin 21, Bard 1, Dragon Disciple 15)
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| Skills: +1 Discipline
| Level 38 (Paladin 22, Bard 1, Dragon Disciple 15)
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| Skills: +1 Discipline
| Level 39 (Paladin 23, Bard 1, Dragon Disciple 15)
| Feat: Metamagic: Extend Spell. Cast a spell one slot higher for double it's normal duration
Paladin Bonus Feat: Epic Weapon Focus. +2 Attack Bonus for your weapon of choice
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| Skills: +1 Discipline
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[/td][td] [tr][td] After taking this level you will need to change alignment one last time! Move from Lawful -> Neutral
[/td][/tr] [tr][td] Level 40 (Paladin 23, Bard 2, Dragon Disciple 15) [/td][td] [/td][td] Ability: +1 Strength [/td][td] Skills: +1 Discipline +15 Tumble (taking you to 35 ranks total) +21 Concentration +10 Craft Armour +10 Craft Weapon [/td][/tr] [/table] Finally, you triumphed in your quest for immortality! The world is at your tiny feet! However, immortality is just the first step towards further greatness. Onwards to Legendary levels, even greater rewards, and even greater dangers..... Stats at Level 40:
[/u][/color] AbilitiesStrength | 30 | Dexterity | 14 | Constitution | 14 | Wisdom | 14 | Intelligence | 14 | Charisma | 16 |
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Post by Xiayu on Dec 12, 2011 1:36:05 GMT
Legendary Levels 41-60: Moogle Knight!
Level 41
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| Skills: +1 Discipline +5 Concentration
| Level 42
| Feat: Legendary Weapon Focus. +2 Attack Bonus for your weapon of choice (+3 if you have Epic Prowess)
| Ability: +1 Strength
| Skills: +1 Discipline +3 Concentration
| Level 43
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| Skills: +1 Discipline +3 Concentration
| Level 44
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| Ability: +1 Strength
| Skills: +1 Discipline +3 Concentration
| Level 45
| Feat: Great Strength III. +1 to your Strength
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| Skills: +1 Discipline +3 Concentration
| Level 46
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| Ability: +1 Strength
| Skills: +1 Discipline +2 Concentration
| Level 47
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| Skills: +1 Discipline +2 Craft Armour +2 Craft Weapon
| Level 48
| Feat: Great Strength IV. +1 to your Strength
| Ability: +1 Strength
| Skills: +1 Discipline +2 Craft Armour +1 Craft Weapon
| Level 49
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| Skills: +1 Discipline +2 Craft Armour +1 Craft Weapon
| Level 50
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| Ability: +1 Strength
| Skills: +1 Discipline +2 Craft Armour +1 Craft Weapon
| Level 51
| Feat: Great Strength V. +1 to your Strength
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| Skills: +1 Discipline +2 Craft Armour +1 Craft Weapon
| Level 52
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| Ability: +1 Strength
| Skills: +1 Discipline +2 Craft Armour +1 Craft Weapon
| Level 53
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| Skills: +1 Discipline +2 Craft Armour +1 Craft Weapon
| Level 54
| Feat: Great Strength VI. +1 to your Strength
| Ability: +1 Strength
| Skills: +1 Discipline +2 Craft Armour +1 Craft Weapon
| Level 55
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| Skills: +1 Discipline +2 Craft Armour +1 Craft Weapon
| Level 56
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| Ability: +1 Strength
| Skills: +1 Discipline +2 Craft Armour +1 Craft Weapon
| Level 57
| Feat: Great Strength VII. +1 to your Strength
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| Skills: +1 Discipline +3 Craft Weapon
| Level 58
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| Ability: +1 Strength
| Skills: +1 Discipline +3 Craft Weapon
| Level 59
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| Skills: +1 Discipline +3 Craft Weapon
| Level 60
| Feat: Great Strength VIII. +1 to your Strength
| Ability: +1 Strength
| Skills: +1 Discipline +3 Concentration
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Finally, you have done it. Congratulations! Level 60 sees you ascend to the rank of a fully fledged Moogle Knight. Having achieved this mighty goal, please post in this thread for the recognition you deserve, and entry into the Order of the Holy Moogle. Who will be the first to achieve this prestigious achievement? The Holy Moogle Father has promised a reward of considerable power* for the first person to level this build to 60 and post screenshot evidence in this thread; so get cracking! * Please note you must level this build from 1-60. Reincarnating an already existing build to this build in order to try and snag the reward is a no-no, so don't even think about it! You might want to screenshot your Moogle dealing out some holy justice to various major bosses; perhaps Lolth, The Immortal, Ssssy'is - you don't need them all, just enough so it's obvious you have levelled your Moogle from scratch! The reward will be granted at the discretion of the Moogle Father, who reserves the right to refuse a reward to anyone suspected of shenanigans. He just might smite your kneecaps too.
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Post by Xiayu on Dec 12, 2011 1:37:07 GMT
Final Build & What to Aim For:The following stats are what you will be able to achieve with optimal gear. If you manage to conquer the Nine Hells, you can actually exceed these stats - ask if you're curious! You will not be able to achieve these stats immediately due to gearing constraints, but the more you persevere, the more items you will accrue, and the stronger you will grow. Hard work and persistance will see you rewarded with greater power with which to smite the kneecaps of your enemies! AbilitiesAbility | Base | +12 gear | +14 gear |
[/td][/tr] [tr][td]Strength[/td][td]50[/td][td]62[/td][td]64[/td][/tr] [tr][td]Dexterity[/td][td]14[/td][td]26[/td][td]28[/td][/tr] [tr][td]Constitution[/td][td]14[/td][td]26[/td][td]28[/td][/tr] [tr][td]Wisdom[/td][td]14[/td][td]26[/td][td]28[/td][/tr] [tr][td]Intelligence[/td][td]14[/td][td]26[/td][td]28[/td][/tr] [tr][td]Charisma[/td][td]20[/td][td]32[/td][td]34[/td][/tr] [/table] Skills[/color] Skill | Ranks | Concentration | 43 |
[/tr] [tr][td]Craft Armour[/td][td]30[/td][/tr] [tr][td]Craft Weapon[/td][td]30[/td][/tr] [tr][td]Discipline[/td][td]63[/td][/tr] [tr][td]Lore[/td][td]8[/td][/tr] [tr][td]Tumble[/td][td]35[/td][/tr] [tr][td]Use Magic Device[/td][td]20[/td][/tr][/table] Skill Explanation- Concentration - Higher concentration lowers the risk of having spells disrupted by taking damage. Also protects against certain debilitating attacks or checks you may be forced to make.
- Craft Armour - Increases your AC by +1 for each 40 points you have. This is based upon your buffed score.
- Craft Weapon - Increases your AB by +1 for each 40 points you have. Also based upon your buffed score.
- Discipline - There are many discipline checks on Higher ground, varying from knockdown checks to other nasty special attacks that can shred your armour! A must for any build.
- Lore - Needed to become a Dragon Disciple.
- Tumble - Increases your armour class and prevents attacks of opportunity when you move around in combat.
- Use Magic Device - Allows you to use spell scrolls, such as Greater Sanctuary or Mordenkainen's Disjunction.
Attack Bonus:+ 20 Base Attack Bonus + 10 Epic Base Attack Bonus + 15 Legendary Base Attack Bonus + 26 Ability Modifier + 1 Weapon Focus + 2 Epic Weapon Focus + 3 Legendary Weapon Focus + 1 Epic Prowess + 1 Craft Weapon + 1 Size + 20 Magical Attack Bonus = 100 ab(+1 Attack Bonus with +14 Strength gear = 101ab) Armour Class:+ 10 Base + 3 Dexterity + 26 Armour + 16 Shield + 20 Dodge + 16 Deflection + 16 Natural + 6 Tumble + 6 Dragon Disciple + 2 Armour Skin + 1 Craft Armour + 1 Size = 123 ac(+ 3 Armour Class with +17 ac items (Deflection, Natural) and an improved ac shield = 126ac) Saves:Fortitude: 67 Reflex: 61 Will: 63 +2 to all saves with +14 stat gear (Charisma, Constitution, Dexterity, Wisdom) = 69F, 63R, 65W saves Miscellaneous Character Enhancements:Spell Tome: When you achieve level 41+ you will be permitted to use a Spell Tome, which will grant you a free Epic Spell Focus. For this build, the best option is probably ESF: Enchantment, as this will improve your greater magic weapon from +10 to +13, making it easier to maximise your ab and also bypass damage soak on monsters! Spell Tomes can be found on the Ssithrakh run, which is a Legendary area. Dragon Blood:Higher Ground is notorious for the many powerful Dragons scattered around throughout it's many areas. These can be found as early as pre-epic, and as late as the Nine Hells and Elysium! Some of these dragons will drop their blood when you kill them. Open subraces can drink the blood to add useful feats or ameliorate certain penalties - for a Moogle Knight, useful choices might be the blood which grants the Dodge feat, or, if you're lucky enough to acquire one before you start your build, the Cleave feat, which would free up a feat which you could spend on a number of different things of your choice. However, Dragon blood also has another use which you can utilise to enhance your character. If you're curious about this mysterious process, ask in-game about Dragon blood and its uses. Artifact:There are a number of artifacts which can be applied to your character which provide a number of beneficial effects. These can be rather hard to come by, and many builds do not have one - even level 60's! The reccomended artifact for this build is the Constitution artifact, which provides true poison immunity and +2 to constitution, as well as halving knockdown effect duration. It also gives you the ability to inflict fire damage in an aoe around your character whilst also inflicting a fire vulnerability. They are sometimes sold in the auction chests on the servers, which you can browse here (along with other potentially useful gear), so start saving your pennies! Stat artifacts can be used at level 55+. However, do not worry if you cannot get one - these are to be considered a luxury, not a requirement. General Gearing Guidelines:It's somewhat pointless giving a shopping list of items to wear, because how you gear your Moogle Knight will depend greatly upon what you can find/buy/beg/borrow (but not steal! Paladins don't go in for those kinds of things, and Moogles are far too nice). In general though you should try to maxmise your main stats (Strength, Constitution, Charisma are your three primary stats as a paladin tank, to maximise ab, damage, health points and saves) as well as your secondary ones (Dexterity, Intelligence and Wisdom, to maximise your will and reflex saves, craft armour/weapon skill and Paladin spell slots). Maximising stats becomes easier as you gain in levels and find better gear. You will also want to wear items with ac as high as possible in the following categories: Deflection (Helm, Cloak, Belt, Bracer), Armour (Armour, Bracer), Natural (Amulet), Dodge (Boots) and Shield (Shield). This will ensure your armour class is as high as possible with your available gear. Finally, damage reduction/immunity/soak can all help increase your character survivability. These three types of damage decreasing properties all stack with eachother, so if you wear all three, your character will benefit in terms of survivability. Many items have these properties on them, especially once you get to Legendary levels. It should be notied that damage immunity % DOES stack on multiple items, so the more you can fit, the better. Damage resistance and damage soak/reduction do NOT stack with other instances of the same type; for example an item with 10/- to all physical damage, and a second item with 15/- to all physical damage would not stack with one another - only the highest (15/-) woud apply. Likewise, +15/10 soak would not stack with +15/20 soak - only the +15/20 would apply, even if you wore both. Build Advantages:High ab: 101 ab is considered above average even for a BUR race build. Having a high ab will ensure you won't miss often due to failing to beat an opponent's armour class. Swing with confidence! Good Saves:All saves being over 60 is plenty adequate play throughout Legendary Levels, and beyond. Complete immunity to one element of your choice:Immunity to one element helps with gearing your character a great deal. You may not have access to many/any elemental immunity rings initially, so having 100% immunity even when naked will be of great help to you. Fire is an excellent choice to take, as you will encounter fire damage regularly in many areas, from your time as a Baby Moogling to being a Moogle Knight! This includes the ultimate quest on your road to Immortality, and one particular Legendary area which you will want to enter fairly often in order to obtain one of the nice set weapons which drops there. However, feel free to experiment with different colours once you know the mod a little better! Critical Hit ImmunityOnce the Moogle Knight gains 40 base strength, casting death ward will provide caster level/2 rounds of critical hit immunity (assuming you have death magic immunity already on your gear, which is a good thing to aim for), which greatly enhances your tanking abilities. Miscellaneous Immunities: A Moogle Knight is innately immune to fear, disease, sleep and paralysis, which means less things to worry about fitting on to gear. Buffs: Buff yourself and support other tanks with Greater Magic Weapon, for +13 enhancement bonus; increase your own and your partymates damage with deafening clang (sonic damage) and bless weapon (divine damage); provide total fear immunity to partymates for a number of rounds equal to paladin level; buff your own and partymate's weapons with Holy Sword, which will apply a breach effect to the target of each of your attacks; Increase your physical and positive immunity with aura of glory, and your divine immunity with divine shield; increase your physical damage and ab with divine favour; increase your elemental immunity with endure elements; buff yourself and others with freedom of movement to increase run speed! Use Magic Device: You also have access to Use Magic Device skill, which allows you to use a number of valuable scroll cast spells, which can vary from things like Greater Sanctuary (good when you need to make a quick escape!) to Mordenkainen's Disjunction (great for removing magical protection buffs) and Gust of Wind (very useful to dispel persistant aoe/cloud damage or disable type effects). Find a friendly spellcaster with scribe scroll (usually, but not always a Wizard) to make you some; often for a fee, sometimes, if you're lucky, out of pure good will; and a sweet little Moogle is very hard to say no to! Phew, there's quite a lot the Moogle Knight can do...
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Post by Xiayu on Dec 12, 2011 1:37:57 GMT
Dressing Your Moogle Knight:Becoming a Moogle Knight is not just about taking the right feats, skills and class levels. Your Moogle Knight will need to look the part too, so the following guide will help you to achieve the look you need! You will need to have points in craft armour to utilise the item appearance crafting system on Higher Ground; you can wait until level 43, when you take a skill dump in that skill, if you so choose. However, if you're itching for your Moogle Knight to truly look the part, you can find items which boost your craft armour skill. There is at least one (a belt!) for sale in Ascension, at the finely crafted imports store. Others you are likely to find whilst levelling up, particularly if you choose to complete all the pre-legendary accomplishment tags. Ask ingame via the !newbie channel if you need help locating some. The crafting menu can be accessed by right clicking your character, then clicking the 9 o'clock menu ("Special Abilities"), followed by the 10 o'clock menu ("Crafting Skills"). You must be wearing the item you wish to equip. You then simply select the item you want to change. To achieve your Moogle Knight Appearance, this means your armour, shield and your helm. Each different craftable part of your armour has many different appearances which you can scroll through. The following list has the appearance numbers which you need to select in order to dress your Moogle in his or her full regalia! Dye codes are also listed so you can dye your armour. Dye Kits can be bought from the alchemist in Ascension. Armour:Neck: | 125 | Robe: | 112 | Foot: | 120 | Shin: | 120 | Shoulders: | 14 | Biceps: | 157 | Forearms: | 15 | Hands: | 4 | Belt: | 0 |
Armour Dye Kit Numbers:Cloth 1: | 166 | Cloth 2: | 40 | Leather 1: | 40 | Leather 2: | 166 | Metal 1: | 89 | Metal 2: | 89 |
Helm: Helm Dye Kit Numbers:Leather 1: | 166 | Leather 2: | 40 |
Shield (Medium Sized): N.B. Whilst this is the official Moogle Knight Uniform, feel free to experiment with your own designs. Post them here, if you like, and share your Moogle with the Higher Ground Community!A Moogle's Bag of Tricks!Any aspiring Moogle Knight can find plenty of vital supplies for sale in the town of Ascension. If you can't find one or more of these, ask for help! These include: - Healing potions of varying strengths, from Cure Light Wounds to full power Heals. Essential.
- Negative Protection Potions - 100% immunity to negeative energy damage! Very useful around undead and various spellcasters.
- Clarity Packs - Useful for quickly making yourself immune to mind spells if you can't fit it on gear.
- Rez Packs - Handy for when your partymates meet their doom! Essential.
- Saint's Blood Pearls - 10 charges of Restoration, great for curing yourself of various deblitating ailments such as strength decrease or blindness.
- Stoneeater's Ring - Useful to restore petrified partymates.
- Teleport gems - These can be used to return to Ascension from most other areas of the module. Also required in your inventory in order to acces a certain pre Legendary area of the module. Pack lots!
- Necklace of Fireballs -Great for destroying obstacles in low level areas which may bar your path and cannot be damaged with melee attacks.
- Playertool 2/Assist player - This comes for free on every character you will ever make! It can be selected from the radial menu. Quickslot this to help pick up knocked-down party members - a real life saver!
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Post by Xiayu on Dec 12, 2011 1:38:45 GMT
Mooglevolution: A Moogle's Guide to Self ImprovementAs you progress on Higher Ground, the chances are you will come across potential ways in which you can improve your character build - namely subrace improvements. Thankfully, due to the reincarnation system, you won't be forced into starting your character from scratch (although you might decide that would be fun to do!). These can come from a potential number of sources: [/color]- As the name implies, the means of obtaining these is a secret! However, ask in game for guidance. [/li][li] Ultrarare Subraces[/color] - these drop in legendary areas as subrace books. [/li][li] Beyond Ultrarare Subraces[/color] - as with Ultrarare subraces, but these only drop in level 55+ endgame areas, notably the Nine Hells, the five visitable layers of the Abyss, Elysium, Aboleths and Rona. [/li][/ul] Unfortunately, there aren't a vast plethora of subraces suitable for small stature strength type characters, especially halflings. However, you have several options available to you in each tier of subrace - most notably: [/color] - Secret Subrace, any race. Reccomended as a Gnome: FCs: Base Race, Paladin; WIS +2, CHA +2, +2 spot, +2 listen, free feat: Darkvision, free feat: Favored Enemy - Outsider, resist acid 5/- resist cold 5/- resist electrical 5/-, speaks Celestial [/li][li] Fallen Angel[/color] - Ultrarare Subrace, any race. Reccomended as a Gnome: FCs: Base Race, Cleric; WIS +5, CHA +2, +10 heal, free feat: Divine Might, free feat: Divine Shield, able to walk on quicksand, speaks Celestial [/li][li] Half Eladrin [/color]- Beyond Ultrarare Subrace, Gnome. FCs: Bard, Paladin; +7 STR, +5 CHA, free feats: Great Charisma I, Great Charisma II, Divine Shield [/li][/ul] Each of these subraces would provide significant upgrades to your character. In each case, the build would have to be slightly tweaked to be optimum. However, feel free to post a request in this thread for a modified build for any of the listed races, or any other race which you feel might be a good match for a Moogle Knight. I will be happy to post an upgraded build for a fellow Moogle Knight intent on travelling the path to glory! In Conclusion:The Moogle Knight is all about having fun on Higher Ground, ensuring there is plenty of colourful character role-play going on; however, making sure you meet the criteria needed to fill your role in the party, as a useful tank capable of both taking punishment and dishing it out, as well as supplementing it's own and party member's abilities with a number of useful and valuable buffs which are commonly requested from level 1-60 and beyond. I hope you enjoy playing this build as much as I enjoyed planning it, hopefully down to the last conceivable detail. I could quite literally write pages and pages about the build, but that would not result in a very concise build guideline; so please, feel free to leave any feedback or queries regarding the building, equipping and playing of your Moogle Knights! Happy hunting, little Moogles! [/IMG][/URL][/center]
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Post by Xiayu on Dec 12, 2011 1:39:24 GMT
Party Formation This is one of a series of builds co designed by Xiayu and Excruciator, designed around a strong party backbone, including all "core" roles. Cores are classes which form the spine of a party, and, while it's not essential to have them all, you will normally have two or three of the four core classes in any party going to the Hells or beyond. Before that party requirements are a lot more loose, but it's good practice to realise the importance of core classes as early as possible. The following links detail some other builds we liked to fit common and often requested party roles. They are all open race builds - take a look and see what you like!
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Post by tyranlthixis on Feb 21, 2012 5:18:06 GMT
This would be a very stable and easy to play tank for new players. It has some fire immunity and is self buffing. Divine shield is really nice when you gear isn't so great. Formatting is good. Build is on several screens but you have an index which helps a bit. My wife made a nice kill Moogles mod for Morrowind and let me tell you people are very... serious about them....considering what they are I found that rather humorous. This build may even attract some people to the mod cause people are crazy into this stuff.
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Post by mordenkeinen on Jul 25, 2012 0:28:27 GMT
I'm an avid Final Fantasy fan and just the name moogle makes me want to build this. I also like your breakdown. It's simple and easy to understand. I think this would make a great first character. I'm anxious to see if you will post a bur version of this.
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Post by thenut68 on Feb 1, 2013 22:32:36 GMT
just got half eladrin subby how does that change your build? ;p
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Post by arek on Feb 2, 2013 7:46:32 GMT
I didn't author this build, but Half-Eladrin gets +7 STR, +5 CHA, and +2 INT over Hobbit, along with Divine Shield. It doesn't, however, get Iron Will. I would start with the following ability spread: - STR: 11 (18)
- DEX: 14 (14)
- CON: 14 (14)
- WIS: 14 (14)
- INT: 12 (14)
- CHA: 13 (18)
And follow the build as written, taking Iron Will where it says for you to take Divine Shield. You'll end up with +6 STR (+3 AB/Damage), +2 CON (+1 Fort, +60 HP), and +6 CHA (+3 Saves, +3 damage from Divine Might, among other things) over the original build. Note that since you're a Gnome, you'll have 120 total extra skillpoints in LLs. If you're reincarnating (or willing to reinc at Level 41+ if you're leveling the toon), I would seriously consider not taking Discipline until LLs and dumping those points into Listen at 40. You'll have the skillpoints to pick Disc. back up at 41, and once buffed listen will beat blind-fight slightly for conceal reduction. Beyond this, use the points to max Craft Armor and Craft Weapon, then dump the rest into Concentration at 60. --Arek
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Post by desocupado on Feb 2, 2013 11:47:50 GMT
Skills As Arek pointed, save points for level 40 and maximize Listen to 43 (as it is a Bard skill) this way Blind Fighting becomes near-obsolete. My recommended way to spread the extra 120 skill points gnomes get would be: Taunt 63 Listen 43 Craft Armor +14 (I"d reduce CW/UMD to increase CA to 63 as well - but this is optional)
A last adjustment: swap 2 Great Str feats (at LL levels) for ESF Listen and LSF Listen. It might be worth to swap another 2 Great Str for ESF and LSF Taunt as well.
Also, you can swap Blind Fighter for Exotic Weapon proficiency since you'll have a decent listen rank, enabling a few better weapon choices (kukri or whips would be my pick).
(on a side note, half eladrins make good smiters)
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tacc
Peasant
Posts: 3
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Post by tacc on May 18, 2016 6:30:00 GMT
Hello!! So this is my first post..yeeeeey. Anyway, i was trying to make this Moogle Knight... But I am having problems with the subrace. I took Hobbit as it's stated in the build... but i cant seem to get the ability stats noted in the build! Ability
| At creation | After Subrace | What I get
| Strength | 12 | 12 | 12 | Dexterity | 13 | 14 | 14 | Constitution | 12 | 12 | 12 | Wisdom | 13 | 14 | 13 | Intelligence | 14 | 12 | 13 | Charisma | 14 | 14 | 14 |
So.. Didi the Hobbit subrace change(from [DEX +1, INT -2, WIS +1] to [DEX +1 INT-1]) or is there a bug ?? And if it did change... would it be ok if i arrange the ability stats like this: Ability
| At Creation
| After subrace
| Str | 12
| 12
| Dex | 13
| 14
| Con
| 12
| 12
| Wis
| 14
| 14
| Int
| 13
| 12
| Cha
| 14
| 14
|
Thank you for your help! b-bye
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