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51
Tent + stacked CD is nice. CD is no SR / no save - so monks don't get their usual free pass on damage. Vit blast is no SR, but acid immunity stops the effect entirely. I would put Walls of PFlame all around the Chill Tent areas, just to see who had low saves & no fire immunity.
52
I made this build to integrate three very powerful offensive playstyles: 1) warlock invoking, 2) instant death attacks either through DevCrit or PRC Vorpal, and 3) high damage output through martial maneuvers and damage boosts.  This build does that while maintaining excellent aptitude in all three areas.  You can do all this while either being immune or passing every save check and enjoying at-will healing.  This is about as much of a cannon as you can make, and it isn't even the glass variety.

What this build gives you: 16 pre-epic BAB; dual keen, vorpal kukris; great attack and damage bonus (Lolth's Meat and Blood in the Water); very high damage output - between Lolth's Meat, (Epic) Weapon Specialization, Two-Weapon Fighting, Two-Weapon Rend, Epic Crafting, Power Attack (from Blooded), Bloodclaw Master class abilities, Maneuvers, and Blood in the Water, this character can average ~2600 melee damage a round (~3100 if you begin combat with a pounce) and ~800 on a single pouncing charge***; the damage caused by this build is persistent and not constrained by abilities limited to times/day; you also get an army of meat shield skeletons (The Dead Walk); immunities (Curst) and the ability to pass every save (Diamond Defense and Lolth's Meat); great spell resistance (Curst); at-will Creeping Doom (Verminlord); at-will 50% miss chance and invisibility (Retributive Invisibility); at-will healing for you and all your skeletons (Utterdark Eldritch Doom, Path of Shadow); healing once per minute when recovering maneuvers (Vital Recovery); at-will teleportation for quality of life (Path of Shadow); and tentacles!

Weakpoints: not the best AC - get equipment to boost AC (Curst and Blooded help with this as well); low saves on invocations, but only one useful invocation uses a save (Frightful Blast), so this really doesn't matter; you have to use kukris (yuck)

Build Name: War Squared

Race: Half-Drow

Alignment: Any evil or chaotic
                     
STR 16
DEX 16
CON 10
WIS 8
INT 14
CHA 10
         
1   Warlock 1: Lolth's Meat, Invocation: Frightening Blast, Skills: Concentration, Lore, Spellcraft, UMD at each level (Blooded Template)
2   WL 2: Invocation: Eldritch Glaive
3   WL 3: Two-Weapon Fighting
4   WL 4: Invocation: Summon Swarm, STR 17
5   WL 5
6   WL 6: Craft Magic Arms & Armor, Invocation: Eldritch Chain
7   WL 7
8   WL 8: Invocation: The Dead Walk, STR 18
9   Warblade 1: Weapon Focus (Kukri), Stance: Blood in the Water, Maneuvers: Sudden Leap, Emerald Razor, Action Before Thought, Jump 1
10   WL 9
11   WL 10: Invocation: Beshadowed Blast
12   WL 11: Improved Critical (Kukri), Invocation: Chilling Tentacles, DEX 17
13   WL 12
14   WL 13: Invocation: Vitriolic Blast
15   WL 14: Improved TWF
16   WL 15: Invocation: Eldritch Cone, DEX 18
17   WB 2: Maneuver: Pouncing Charge, Jump 3
18   WL 16: Extra Invocation (Tenacious Plague), Invocation: Eldritch Doom
19   WB 3: Maneuver: Dancing Mongoose, Jump 5
20   WB 4: Stance: Pearl of Black Doubt, Jump 7, DEX 19
21   WL 17: Greater TWF
22   WL 18: Invocation: Utterdark Blast (Curst Template)
23    WL 19:
24    WL 20: Epic Weapon Focus (Kukri), Invocation: Path of Shadow, STR 19
25   WB 5: B: Vital Recovery, Maneuver: Diamond Defense, Jump 9
26   Bloodclaw Master 1: Maneuver: Raging Mongoose
27   WL 21: Craft Epic Magic Arms and Armor, 28 Lore and Spellcraft, no more Spellcraft
28   WL 22: STR 20
29   BCM 2
30   WB 6: Weapon Specialization (Kukri)
31   WL: B: Eldritch Sculptor
32   WL 24: STR 21
33   WB 7: Epic Weapon Specialization (Kukri), Maneuver: Time Stands Still
34   WL 25
35   WL 26: B: Verminlord
36   WL 27: Two-Weapon Rend, STR 22
37   WL 28
38   WL 29: B: Epic Extra Invocation (Retributive Invisibility)
39   WL 30: Great Strength
40   WL 31: STR 24

Readied Martial Maneuvers: Pouncing Charge, Dancing Mongoose (trade out for Time Stands Still when you get it), Raging Mongoose, and Diamond Defense

Notes: buyoff the LA from Blooded at level 3 - you can buyoff the LA from Curst, but it will only amount to about a 9% or less XP reduction by the time you take it. Taking Curst at 9 would allow full buyoff early and allow much more top-end XP for kukri crafting - the ones I'm using (+10, keen, vorpal, psychokinetic, sonic blast) eventually cost around 40k XP each... As a general strategy, this build should begin combat by charging the strongest opponent, initiate raging mongoose as soon as possible, then initiate dancing mongoose, recover maneuvers, repeat.  Once you get Time Stands Still, Pouncing Charge into an immediate Raging Mongoose on-hit (no action required), then immediately initiate Time Stands Still and then as soon as you see the first hit from Time Stands Still, recover maneuvers.  Always make sure to recover your maneuvers immediately at/near the end of each combat - otherwise you will have to wait a full minute while they recover.  You can use Power Attack to transform the attack bonuses you get from (Epic) Weapon Focus and Bloodclaw Master into damage - Lolth's Meat and Blood in the Water will keep you hitting on every attack.  For super tough, crit-immune enemies, you can drop several Creeping Dooms, let them build up to high damage, then kite the bad guys through the AOE while it slows them to a crawl.

***Damage calculations updated after the scripted combat system was updated to pull in all the damage boosts.  They assume max level, that enemies are not crit-immune, and +20 damage from Lolth's Meat (which seems like a good average that I am doing in combat-heavy modules).
53
Character Builds / Build: Shaman 21/Warblade 9/Shifter (PnP) 10 (Shiftblade)
« Latest: by ebonfowl on April 03, 2022, 04:57:17 PM »
I think this is my best overall melee build.  Does massive damage, has incredible defenses, and eventually gets full divine casting.  The only thing it can't do is insta-kill.  Ever wanted to be a pouncing dragon?  Then this build is for you!

What this build gives you: 16 pre-epic BAB for 4 attacks/round; very high damage output - between Lolth's Meat, (Epic) Weapon Specialization, Two-Weapon Fighting, Two-Weapon Rend, massive Strength from Shifter, Power Attack, Holy Warrior, Maneuvers, and Blood in the Water, this character can average ~2900 melee damage a round (~3500 if you begin combat with a pounce) and ~900 on a single pouncing charge***; you also get charisma bonus to saves and the best saving throw boost there is (Diamond Defense); Intelligence to reflex saves, critical confirmation, damage against flat-footed opponents and rolls to disarm, trip, etc.; the ability to clear any status effect that it somehow does get hit with (Iron Heart Surge); an animal companion that scales with level (even non-Shaman levels); Shaman spellcasting; turn undead (but tops out at level 21); ability to see invisible creatures (Spirit Sight); healing once a minute while recovering maneuvers (Vital Recovery); can switch all weapon-specific feats to match your best weapon; it can obtain huge DR and AC from Shifter forms as well as immunities; and there is no LA with this build.

Weak points: low Strength and low Constitution until level 13, then it doesn't matter anymore.

Build Name: Shiftblade

Race: Half-Drow
   
STR 8   
DEX 16   
CON 8
WIS 13   
INT 13
CHA 16      
                        
Lvl   Class
1   Shaman 1: Lolth's Meat, Domains: War, any other
2   Sha 2
3   Sha 3: Two-Weapon Fighting
4   Sha 4: B: Expertise, DEX 17
5   Sha 5
6   Sha 6: Alertness
7   Sha 7
8   Sha 8: B: Improved Trip, DEX 18
9   Warblade 1: Weapon Focus (Aptitude), Stance: Blood in the Water, Manueuvers: Flesh Ripper, Emerald Razor, Disarming Strike
10   WB 2: Maneuver: Iron Heart Surge
11   WB 3: Maneuver: Ruby Nightmare Blade
12   WB 4: Improved Critical (Aptitude), Stance: Pearl of Black Doubt, WIS 14
13   WB 5: B: Endurance, Maneuver: Pouncing Charge
14   Shifter 1
15   Shft 2: Improved TWF
16   Shft 3: INT 14
17     Shft 4
18   WB 6: Weapon Specialization (Aptitude)
19   Shft 5
20   Shft 6: DEX 19
21   Shft 7: Greater TWF
22   Shft 8
23   Shft 9
24   WB 7: Epic Weapon Focus (Aptitude), Maneuver: Raging Mongoose, WIS 15
25   Shft 10
26   WB 8
27   WB 9: Epic Weapon Specialization (Aptitude), B: Vital Recovery, Maneuver: Diamond Defense
28   WB 10: WIS 16
29   WB 11: Maneuver: Time Stands Still
30   Sha 9: Holy Warrior
31   Sha 10
32   Sha 11: WIS 17, Domain: Any
33   Sha 12: Two-Weapon Rend, B: Improved Disarm
34   Sha 13
35   Sha 14:
36   Sha 15: Power Attack, WIS 18
37   Sha 16: B: Armor Skin
38   Sha 17
39   Sha 18: Cleave
40   Sha 19: WIS 19

Recommended Readied Martial Maneuvers: Pouncing Charge, Iron Heart Surge, Raging Mongoose, Time Stands Still, and Diamond Defense

Note, this a good candidate for an undead template, especially Curst.  As a general strategy, this build should begin combat by charging the strongest opponent, initiate raging mongoose as soon as possible, recover maneuvers, repeat.  When it comes to domains, it is generally best to pick those that add good melee buffs to the Shaman's arsenal.  Offensive spells generally won't be super useful in this build.  Keep a spell from the War domain of the highest level you can cast prepared to max out the bonus damage from Holy Warrior.

***Damage calculations updated after the scripted combat system was updated to pull in all the damage boosts.  They assume max level, that enemies are not crit-immune, and +20 damage from Lolth's Meat (which seems like a good average that I am doing in combat-heavy modules).
54
UGGGHHHH I know!  I looked into it and saw that.  BUT I see that they summon insanely powerful undead and it looks like at the highest levels you summon a big group at once.  That sounds like a super useful thing to do when you have a tough boss battle about to happen.  Looks there is a turning check in the script that will make them turn on you occasionally.
55
Character Builds / Re: Build: Warlock 25/Blackguard 5/Shifter (PnP) 10 (Rake)
« Latest: by ebonfowl on March 27, 2022, 11:02:36 PM »
Yes, but that CD is only doing 35 damage by that 10th round per target, less if the enemy has any sort of DR.  Generally vitriolic blast with sculptor will get it done much faster.  I have been using the CD from Verminlord a lot recently and it works good as a trap: stack several castings in the same area, let them build to super high damage for a bit, drop a tentacles, then kite the enemies in.  That is a straight death sentence pretty much instantly for anything that enters the area.

Also, I recently posted a revision of Creeping Doom on the PRC Discord that makes it work as the BioWare description says.  It is MUCH more useful as a direct damage spell as it ramps much faster than the vanilla version that doesn't do what it says on the tin, but much less useful as a trap since it only starts ramping on an enemy when they enter the AOE.  If you are interested it is there.
56
Character Builds / Build: Incarnate 15/Warblade 12/Necrocarnate 13 (Warcarnate)
« Latest: by ebonfowl on March 27, 2022, 10:53:19 PM »
Couldn't figure out a good name for this one, but this is (I think) the highest consistent damage build that can be made with the current PRC options.  The damage output is absolutely ludicrous and in my testing it kills ALL enemies at a faster rate than a devcrit build can kill enemies susceptible to critical hits.  Best of all, this build can inflict this massive damage every single round without limitation as none of the abilities are use-limited.

What this build gives you: 16 pre-epic BAB; great attack bonus (Lolth's Meat and Blood in the Water); absolutely enormous damage output - between soulmelds (Necrocarnum Weapon, Incarnate Avatar, Bluesteel Bracers), feats (Lolth's Meat, Cobalt Power), and maneuvers (Dancing Mongoose, Raging Mongoose, Blood in the Water) this character can average ~3000 melee damage a round (~3600 if you begin combat with a pounce) and ~925 on a single pouncing charge***; the damage caused by this build is persistent and not constrained by abilities limited to times/day; you also get a couple decent necrocarnum zombies (Necrocarnum Circlet) that you can summon at-will to serve as meat shields to keep the enemies off you; persistent 50% miss chance (Fellmist Robe); infinite essentia at level 8 (Harvest Soul) so your melds will always be maxed out; the ability to heal once per minute when recovering maneuvers (Vital Recovery); the ability to adapt to the best weapons you find (Weapon Aptitude); INT to reflex saves, crit confirmation, combat maneuvers, and damage against flat-footed enemies; the ability to instantly clear status effects (Ironheart Surge); uncanny dodge; and no level adjustment with this build

Weakpoints: not the best AC (Midnight Dodge will eventually help) or base saves (though Lolth's Meat mitigates this short-coming after a few kills) - get equipment to boost AC and saves, as well as equipment that gives immunity to status effects; you lose a small amount of damage output against non-living opponents (Necrocarnum Weapon), but the difference is small and won't slow you down

Build Name: Warcarnate

Race: Half-Drow                     

Alignment: Neutral Evil
                     
STR 16   
DEX 16
CON 15
WIS 8
INT 10
CHA 8
                        
Lvl   Class
1   Incarnate 1: Lolth's Meat, Spellcraft 4, Lore 4
2   IC 2: Spellcraft 5, Lore 5
3   IC 3: Necrocarnate Acolyte, Concentration 1, Spellcraft 6
4   Warblade 1: STR 17, Concentration 5
5   WB 2                     
6   WB 3: Power Attack, Save 2 unused skill points
7   IC 4: Spellcraft 10
8   Necrcarnate 1: DEX 17
9   NC 2: Two-Weapon Fighting      
10   NC 3                     
11   NC 4                     
12   WB 4: Improved Critical (Aptitude Weapon) , DEX 18
13   WB 5: Bonus Feat: Vital Recovery      
14   WB 6                     
15   WB 7: Improved TWF
16   WB 8: DEX 19
17   WB 9: B: Iron Will      
18   WB 10: Greater TWF      
19   WB 11                     
20   WB 12: STR 18
21   NC 5: Cobalt Power      
22   NC 6                     
23   NC 7                     
24   NC 8: Split Chakra (Soul), STR 19
25   NC 9                     
26   NC 10                     
27   NC 11: Double Chakra (Soul)      
28   NC 12: STR 20
29   NC 13                     
30   IC 5: Midnight Dodge
31   IC 6                     
32   IC 7: STR 21
33   IC 8: Oversized TWF
34   IC 9   
35   IC 10   
36   IC 11: Great Constitution, STR 22
37   IC 12                     
38   IC 13                     
39   IC 14: Great Strength      
40   IC 15: STR 24

Recommended Martial Maneuvers: Pouncing Charge, Dancing Mongoose, Raging Mongoose, Iron Heart Surge, Blood in the Water (Stance).  You could also take more Warblade levels in epic, at the expense of 1 point of meld essentia capacity at 40th level, to get additional diamond mind maneuvers: Diamond Defense (best defensive saving throw ability in the game - will totally eliminate any problem with low saves), Time Stands Still, and Avalanche of Blades.  This is likely the way to go.

Recommended Soul Melds: Necrocarnum Weapon, Incarnate Avatar, Bluesteel Bracers, Necrocarnum Circlet (bound), Fellmist Robe (bound)

Notes: as a general strategy, this build should begin combat by charging the strongest opponent, initiate raging mongoose as soon as possible, then initiate dancing mongoose, recover maneuvers, repeat.  Always make sure to recover your maneuvers immediately at/near the end of each combat - otherwise you will have to wait a full minute while they recover.

***Damage calculations updated after the scripted combat system was updated to pull in all the damage boosts.  They assume max level, enemies that are alive and not crit-immune, that the player took the advice in the recommended maneuvers section and picked up Time Stands Still, and +20 damage from Lolth's Meat (which seems like a good average that I am doing in combat-heavy modules).
57
Help / Expertise and Casting...?
« Latest: by Tyroki on March 24, 2022, 01:37:05 AM »
Hey all.
I'm currently running a low level Wizard and picked up Expertise.
All I have is the PRC, and I'm running through Infinite Dungeon PRC.
I noticed that while Expertise is active, my spells will cast and use up slots/uses, but won't actually do anything.

The log says "X cast Y" or "X uses a wand of Y", but no damage, no summons, no buffs, nothing. The effect does not activate.

Have I borked something?

I saw there was something about Bioware adding a switch way back that allowed the disabling of spells while using Expertise, but that's off by default and even if it were on, wouldn't casting turn Expertise off?

I'm genuinely puzzled...
58
For invoker 21, isn't that only ~ 10 rounds of C-Tent? For a 1k limit C-Doom, that is ~ 100 / round avg. Seems like a very high C-Doom damage rate.
59
Summons is time limited. Good things never last.
60
Character Builds / Re: Build: Warlock 25/Blackguard 5/Shifter (PnP) 10 (Rake)
« Latest: by ebonfowl on March 15, 2022, 07:36:29 AM »
I think at anything past level 21 (earliest point getting verminlord), creeping doom will hit the damage cap before the tentacles duration expires. And if not, casting more tentacles is never an issue for a warlock with their sweet, sweet at-will casting!
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