Can anyone think of an efficent build to kill Raksasha's, that ISN'T cleric based?

There's been a rash of Rak's on the PvP server I play on and people keep recommending cleric (either turning or dispel deathward and try bless bolt).

However: I hate clerics. I like them even less than raks.

Recommendations?

I was thinking maybe a STR based Monk w/ high SR so the icestorms don't effect him?

note: most rak's seem to have a druid28/shifter10/monk2 spread and crazy AC.

Edited By coreyb on 01/17/07 18:18

Quote: Posted 01/17/07 18:16 (GMT) -- coreyb

Can anyone think of an efficent build to kill Raksasha's, that ISN'T cleric based?

There's been a rash of Rak's on the PvP server I play on and people keep recommending cleric (either turning or dispel deathward and try bless bolt).

However: I hate clerics. I like them even less than raks.

Recommendations?

I was thinking maybe a STR based Monk w/ high SR so the icestorms don't effect him?

I'd say Raks usually have about 80 AC. That means you could try a Dev Crit build but you're probably going to die before you kill them However, if you get circa 50 SR you're probably safe from their Ice Storms, so it's worth trying. 20 +28 +6 = 54 max penetration. On the other hand, a couple of Epic Cold resistance might suffice. Most Rakshasas should deal 11d6 cold dmg (+3d6 bludgeoning) which is 66 +18 maxed. 5 Cold Resistances should cut their dmg by more than 50%.

Too bad Druids cast Ice Storm as 5th level
_________________
"With Europe liberated, the people of the world turned their attention to that old devil, the United States of America [...] We taught that monster of old the true meaning of freedom."
Star Wreck One Trick Pony Rak Buster! 99.9% immune to even the best Rak build.

Druid(5), Shifter(20), Dwarven Defender(15), Dwarf

STR: 13
DEX: 13
CON: 18 (28)
WIS: 13
INT: 13
CHA: 6

Hitpoints: 780
Skillpoints: 185
Saving Throws (Fortitude/Will/Reflex): 34/23/20
Saving Throw bonuses: Spells: +6, Traps: +1, Poison: +2, Fear: +2
BAB: 26
AB (max, naked): 27 (melee), 27 (ranged)
AC (naked/mundane armor/shield only): 17/28
Spell Casting: Druid(3)
Alignment Changes: 0

Concentration 43(52), Discipline 43(57), Hide 23(24), Spellcraft 21(22), Tumble 21(22)


01: Dr(1): Alertness
02: Dr(2)
03: Dr(3): Dodge
04: Dr(4): CON+1, (CON=19)
05: Dr(5)
06: Sh(1): Toughness
07: Sh(2)
08: Sh(3): CON+1, (CON=20)
09: Sh(4): Expertise
10: Sh(5)
11: Sh(6)
12: DD(1): CON+1, Improved Expertise, (CON=21)
13: DD(2)
14: DD(3)
15: DD(4): Skill Focus: Discipline
16: DD(5): CON+1, (CON=22)
17: DD(6)
18: DD(7): Resist Energy: Sonic
19: DD(8)
20: DD(9): CON+1, (CON=23)
21: DD(10): Epic Damage Reduction I
22: DD(11)
23: DD(12)
24: DD(13): CON+1, Epic Damage Reduction II, (CON=24)
25: DD(14): Armor Skin
26: Sh(7)
27: Sh(8): Epic Damage Reduction III
28: Sh(9): CON+1, (CON=25)
29: Sh(10)
30: Sh(11): Epic Energy Resistance: Acid I
31: Sh(12)
32: Sh(13): CON+1, Epic Energy Resistance: Acid II, (CON=26)
33: Sh(14): Epic Energy Resistance: Acid III
34: Sh(15)
35: Sh(16): Epic Energy Resistance: Acid IV
36: Sh(17): CON+1, Epic Energy Resistance: Acid V, (CON=27)
37: Sh(18)
38: Sh(19): Epic Energy Resistance: Acid VI
39: Sh(20): Epic Skill Focus: Discipline
40: DD(15): CON+1, (CON=28)


========

99.9% Immune to Raks! (an "empowered" rak might get lucky now and then, but a maximized one won't even harm you with his spells)

Shift into White Wyrmling form to be 100% resistant to Cold. Thus 0 cold damage from Ice Storm.
14 DD levels grants DR 9/-
3 EDR grants DR 9/-
They stack to make 18, which is a maximized damage from blunt on the ice storms. Thus 0 blunt damage.
6 EEDR-Acid grants 60/- protection from Acid. That covers the possible maximized Acid Breath from the Rak.


This build will breath cold air onto the Rak. The breath is not dependent on AB and the SR or the opponent is not going to protect him.

A 20th level White Wyrmling has 11d4 Cold Breath DC 25 reflex save for half.


Feats can be juggled around, but I chose this layout to counter the Rak ASAP. No spot or listen needed since the Wyrmling has Truesight.


Good Disc will overcome his KD attempt.

I suggest equipment to protect from fire.

The ONLY way a RAK will beet you is if he starts clubbing you with his staff. And they NEVER think about that. Even then, you have 18/- DR.

Nice one, Bromium
_________________
"With Europe liberated, the people of the world turned their attention to that old devil, the United States of America [...] We taught that monster of old the true meaning of freedom."
Star Wreck White Wyrmling changes str and dex, so that's why they were left at the minimum of 13.

This build will not kill the Rak quickly, but it sure will make him mad when he can't even scratch you. LOL Rak builds usually have evasion though, which makes breath weapons near useless, 1s apart. Extended energy buffers take care of unlucky rolls.
_________________
Heavy metal
Or no metal at all
Whimps and posers
Leave the hall!

Edited By Kail Pendragon on 01/17/07 19:34

Ack... The weak spot in this build.

Good catch Kail. Hmmm, AC of Druid/Monk shifters is very high on any low magical environment, so first of all, how's the magical setting? an Arcane Archer could kill him if you can raise your AB to match his AC, which should be possible in mid to high environments.

Heh, well, think about what he has, Rakshasha builds can be annoying, but normally you can kill them if your HP is high, Clerics are very recommended as they can fight with some spells (Implosion or Harm can make wonders), dispel, fight in melee and Heal between spells...

You can kill him with spells, there are some good level 9 damage spells, are Rakshasas immune to Death spells? I'm not really sure, but Wail of Banshee would kill him if not, with probably Mords prior to de-buff him Sorcerers and Wizards can use Time Stop, Mords, Wail of Banshee, Bigby's and probably Meteor Swarm to kill him, on the other side, a Druid can use Storm of Vengeance and Earthquake, was Rakshasa immune to stun? I think not, if it isn't Storm of Vengeance could make an easy kill. It's a PvP server (anti-world) w/ gear up to +5 w/ 1d6 elemental damage on most weapons, standard potions available, and some limited scrolls (no mord's scrolls, but there is spell breach scrolls).

Raks are un-nerfed I think (ie. they still have truesight and all their normal stuff).

I was thinking STR monk because their attacks/round are high (increases the chance of a 20) and at least hit for a decent amount of damage and their SR can make them magic immune. Here is another idea:

A Shadow Dancer's pet is immune to cold and it has nice DR at higher levels. You could go Wiz/Ro/SD and buff your Shadow Lord to do your fighting for you.

Wizard(13), Rogue(2), Shadowdancer(25), Gnome

STR: 6
DEX: 16
CON: 18 (22)
WIS: 8
INT: 16 (22)
CHA: 8

Hitpoints: 504
Skillpoints: 396
Saving Throws (Fortitude/Will/Reflex): 22/19/30
Saving Throw bonuses: Spells: +11, Mind Effects: +2, Traps: +2
BAB: 22
AB (max, naked): 21 (melee), 26 (ranged)
AC (naked/mundane armor/shield only): 22/25
Spell Casting: Wizard(7)
Alignment Changes: 0

Concentration 42(50), Discipline 21(19), Heal 43(42), Hide 43(61), Listen 15(16), Move Silently 43(61), Search 43(49), Spellcraft 42(58), Spot 43(42), Tumble 40(43)


01: Ro(1): Luck of Heros
02: W(1)
03: W(2): Dodge
04: W(3): INT+1, (INT=17)
05: W(4)
06: W(5): Mobility, Extend Spell
07: Ro(2)
08: SD(1): INT+1, (INT=18)
09: SD(2): Stealthy
10: SD(3)
11: SD(4)
12: SD(5): CON+1, Skill Focus: Hide, (CON=19)
13: SD(6)
14: SD(7)
15: SD(8): Skill Focus: Move Silently
16: SD(9): CON+1, (CON=20)
17: SD(10)
18: W(6): Expertise
19: W(7)
20: W(8): CON+1, (CON=21)
21: W(9): Epic Damage Reduction I
22: W(10): Maximize Spell
23: W(11)
24: SD(11): INT+1, Epic Damage Reduction II, (INT=19)
25: SD(12)
26: SD(13): Epic Shadowlord
27: SD(14): Epic Damage Reduction III
28: SD(15): INT+1, (INT=20)
29: SD(16): Epic Skill Focus: Hide
30: SD(17): Epic Energy Resistance: Cold I
31: SD(18)
32: SD(19): INT+1, Epic Skill Focus: Move Silently, (INT=21)
33: SD(20): Epic Energy Resistance: Cold II
34: SD(21)
35: SD(22): Epic Reflexes
36: SD(23): INT+1, Epic Energy Resistance: Cold III, (INT=22)
37: SD(24)
38: W(12)
39: W(13): Epic Energy Resistance: Cold IV
40: SD(25): CON+1, Epic Skill Focus: Spellcraft, (CON=22)


==========

With the level 4 spell Elemental Shield, you'll get 50% immunity to cold (calculated first). With 4 EEDR Cold, that should protect you from ALL of the cold damage form a maximized Rak. 3 EDR will give you 9/- DR for the blunt damage, add to that a Stone Skin and Shadow Shield and you should be good vs the impact of the ice cubes from hell.

The Shadow Lord is not protected vs Acid (neither are you), so you'll need to slap some elemental protections on him too. Cast more than one kind since they will "overlap" but not stack. (meaning when the first spell drops because it absorbed to much, the second one will be there to pick up the slack for the next round.)

The AB on the Shadow Lord is not the best, but you can buff him up and make sure to put II on him since the Epic version does not have concealment.

Your Familiar will not be running around with you while your Shadow is active (only one pet at a time) so maybe take the Pseudo for the II and then unsummon him.


The Epic Shadow Lord stats should be something like this (see Shadow Dancer sticky in this section):

Level 24 Shadowlord
AC 24, Hp 264, AB 29/24/19, Damage bonus 7
Damage 1-6/1-6/2-12
Damage Immunity Increased (Cold)
Damage Immunity Increased (Electrical)
Damage Immunity Increased (Fire)
30/+2 DR


GMW will eventually give +4 AB to your Shadow. Str buff for 1 - 2 more AB.

Flame Weapon, Haste, Mage Armor, Bull Strength, protection from elements, Minor Globe of Invulnerability, etc... These are all good spells to put on your Shadow.

Your tactic will be to summon the shadow, buff him and hips off to the side. Keep your shadow evade on also. Negative Energy Ray cast at the Shadow will heal it, so will Negative Energy burst. You could Kit it back to health too.

Not sure if the AB on the Shadow will be enough, but it's worth a shot.

Edited By Bromium on 01/18/07 18:39

Can't really hips to the side since Raks have true sight, and I have noticed that even on servers that nerf true sight to not automatically spot hiding opponents, it doesn't change the true sight on shifted forms for some reason and they can see all hiding opponents. On Antiworld, you should still HIPS off to the side since it's a team based combat. You do not want to be smacked in the head by anyone passing by. ahh, gotcha, with team based hips would make perfect sense.