The “Tubbho Special” – An Overview & The Build

Over time, I’ve gotten quite a few questions regarding exactly what fuels the engine behind the “Tubbho Special” Infinite Sustain-A-Build, and not simply a general overview.  In the past, I’ve put off publishing the exact build with the (rather lame) self-justification that it hadn’t been fully fine-tuned.. and I was too lazy to put the build in to the Character Planner to get the full write-up.

Well.. now’s as good a time as any, and with some added recent interest, I figured I might as well publish it.  I’ve hemmed and hawed over it for long enough;  it’s time to unveil what makes it so different from a ten-a-penny 18clr/2mnk “clonk.”  Here goes!

Playstyle & Epic Thoughts

Uncle Tubbs plays very much the same way a “pure” Shintao front-line monk would.  By that, I mean he’s eyehole-deep in the pit at almost all times.  When encountering a new mob, a high-speed (and somewhat crackheaded-looking) running Cleave and Great Cleave is executed with the intent to “tag” each enemy once and keep them consolidated in Tubbs’ general vicinity;  occasionally, an Inflame is fired to provide a short-term benefit.  This allows other melees to plow in and establish their own aggro, while giving ranged combatants and casters a healthy buffer distance.  Once the “killzone” is in place, spam Fists of Light on multiple targets to lay the groundwork for on-strike heals – not just for Tubbs, but for all melees.  Fists of Light should be used every three seconds, as soon as it is available;  remaining in Greater Sun Stance ensures more than enough ki to sustain this until the cows come home, starve to death, and are replaced.  Use of this results in a mass Healing Ki effect (with toggles for Lesser Restoration, Remove Blindness, Remove Curse, or Remove Disease, which can be hot-swapped on the fly) effect approximately every ten seconds.  With the use of a Devotion item and basic healing amplification, this cures on average from 160-300 hp, is capable of scoring a critical heal, and applies the Sacred Touch buff from Warpriest.  With practice, this results in 960-1,800 points of free, infinitely sustainable mass healing every minute, plus optional effects.

The Warpriest aspect comes in with what is typically assumed to be a “novelty” effect, Ameliorating Strike.  Unlike a monk’s Healing Ki, which only scales with monk levels, Ameliorating Strike scales with character levels.  This couples with the Smite Foe core enhancement from Warpriest, which can be amped up to provide 4-7 stacks of Vulnerable on-hit (stacks with Thunder-Forged’s 1st Degree Burns).  Ameliorating Strike heals on average for a much more reliable range of 220-260 hp but cannot crit, however, it is also subject to off-hand attacks and doublestrike.  This means that one (1) Ameliorating Strike can fire off a chain of three (3) mass heals and lesser restorations back-to-back.  With a slightly longer cooldown than the chain leading to Healing Ki, but no “build-up” (in the regard it can be fired instantly when needed), it acts as a perfect counterpart to “monk heals.”  With practice, it can be incorporated into the monk’s healing ki rotation, resulting in an additional 880-1,040 (assuming single-hits only, which is the exception, not the rule) points of free, infinitely sustainable healing, and the potential for 2,640-3,120 points of healing, with triple-strikes.  And yes, triple strikes occur a lot more often than you’d think, even with regular attacks.

Points vs Time

The above graph visually depicts “full tilt” mass healing performance over a sixty-second period in five-second increments, assuming only single-strikes for Ameliorating Strike (rare). Note that this sample minute can be repeated forever with no external assistance or pauses – provided there are hostiles to punch. Actual results including Healing Ki crits and double/triple-strikes increases the output greatly. In live gameplay, the heals are often spaced out more to have them charged and available on an as-needed basis, with “full tilt” mode only required for certain bosses or raids. There’s nothing preventing keeping full tilt going at all times, other than your fingers getting tired.

With only these two aspects considered, this results in a reliable, infinitely sustainable source of mass healing in the stable realm of 1,840-2,840 hit points every minute, with spikes leading per-minute area healing in excess of five thousand hit points.  And without sounding like an infomercial, there’s more!

These mass heals that occur every ten (Healing Ki) or fifteen (Ameliorating Strike) seconds are in addition to the possibility of twisting in Fast Healing from the Fury of the Wild destiny for personal healing, or Healing Spring from Shiradi Champion for up to fifteen minutes per-shrine (which you shouldn’t be using;  I think of it as up to three charges per quest) of an additional layer of passive healing.  Uncle Tubbs already has three stacks of Epic Past Life Fast Healing for a fixed 261 hit points per-minute of passive regeneration (87 per stack x 3 stacks), so I no longer twist in Fury of the Wild regeneration on top of that.

Of course, there are rare occasions where allies are out of the mass-heal range, or need a boost RITE NAO, so I tend to keep Rejuvenation Cocoon twisted in for those extra-extra serious moments.. which are few and far between.  I kept a log for a week regarding Tubbho’s Spell Point expenditure, with the following results.. and even exactly where they went:

SP Expenditure

While this may appear that Tubbs is taking a lot of negative levels, I assure you that he is not;  as soon as he is struck with one, he chugs an Eternal Potion of Death Ward and has it restored within seconds thanks to the Way of the Sun Soul Set’s Restoration proc on vorpal strikes.  In the chart data above, a total of 6,804 spell points were “consumed” (only 204 were actually cast, though; yes, he casts spells that infrequently that I can actually log every single one of them) in the course of an entire week’s worth of hardcore questing (including daily runs through beholder territory);  I know some folks that go through six grand in a single adventure.  Almost every quest ends with Uncle Tubbs having his trademark “Three Full Bars”  (Hit Points, Spell Points, and Ki) without ever touching a shrine.  The majority of the spell points used were in Nightshield, solely because magic missiles are annoying.

To Summarize

Your fellow melees will absolutely adore you.  Healers will love you for taking steady hit point attrition completely off the table for them to focus on offensive casting, buffs, and emergency burst heals.  You provide the unparalleled Vulcan cannon of Shintao high-speed offense with innate DR to everything, some PRR without having to be in Earth stance, and effectively act as a permanent, walking, overpowered Positive Energy Aura EX Plus Alpha.  In the event things should go pear-shaped and you should fall, you can pick yourself back up from the dead using Rise of the Phoenix.  There are enough cleric levels to use Raise Dead scrolls for others, even without a single point invested in UMD.  The only characters in the game that will outrun you are pure monks and/or halfling monks – everything else will be choking on your dust.

The Tubbho Special is not the “penultimate tank” in the sense that yes, he does take damage.  The key difference between the Tubbho Special and a true tank is that he doesn’t care if he takes damage…. or if the rest of the party takes damage… or if the raid doesn’t include a healer at all.  The Tubbho Special doesn’t care if every shrine in the game gets deleted or Mnemonic Enhancers simply blink out of existence.  It doesn’t care if Lolth drains all of his Spell Points or puts curse after curse after curse on him, or the rest of the party.  As has been said for the build’s namesake.. “Uncle Tubbs’ll take care of ya.”

Leveling Notes

If you are fully leveling this build through Heroics, there are three distinct phases.   The first phase, which lasts from creation to level 4, pours everything into Shintao with a smattering of points in the Dwarf racial tree for added hit points.  Upon attaining level 5, a minor respec occurs to shift points for Resiliency of Battle in the Warpriest tree for the DR 5/-.  The final phase begins at level 7, when the build comes “fully online” with its signature dual-mass-heals, and points are temporarily borrowed from the Shintao and Dwarf trees to enable Ameliorating Strike as soon as possible.

Keep in mind the statistics below are stark nekkid and don’t include gear or destiny bonuses… because I can’t get those to work on my Character Planner, for some reason.  I also listed all the enhancements at the end, since the allocation shifts several times during leveling, as noted above.

If I ever do go back and finish up Tubbs’ Heroic lives for Completionist, I plan to use the Mobility feat as its swap-out… although, not necessarily at that particular level.  Notes I’ve added (for context or clarification) appear in red.

(Also, apologies for not pasting this in Courier with uniform spacing.  I can’t figure out how to get the limited editor available on WordPress to recognize it – if someone can show me how, I’ll happily make it “pretty-fied!” -Ed.)

Character Plan by DDO Character Planner Version 04.19.03

DDO Character Planner Home Page

Tubbho Lard

Level 20 Lawful Good Dwarf Male

(16 Monk / 4 Cleric)

Hit Points: 405

Spell Points: 290

BAB: 15/15/20/25/25

Fortitude: 25

Reflex: 16

Will: 23

Starting Feat/Enhancement

Abilities Base Stats Modified Stats

(36 Point) (Level 1)   (Level 20)

Strength        16             24

Dexterity       15             20

Constitution    17             26

Intelligence    12             17

Wisdom             14             22

Charisma         6             11

Tomes Used

+1 Tome of Strength used at level 3

+1 Tome of Dexterity used at level 3

+1 Tome of Constitution used at level 3

+1 Tome of Intelligence used at level 3

+1 Tome of Wisdom used at level 3

+1 Tome of Charisma used at level 3

+2 Tome of Strength used at level 7

+2 Tome of Dexterity used at level 7

+2 Tome of Constitution used at level 7

+2 Tome of Intelligence used at level 7

+2 Tome of Wisdom used at level 7

+2 Tome of Charisma used at level 7

+3 Tome of Strength used at level 11

+3 Tome of Dexterity used at level 11

+3 Tome of Constitution used at level 11

+3 Tome of Intelligence used at level 11

+3 Tome of Wisdom used at level 11

+3 Tome of Charisma used at level 11

+4 Tome of Strength used at level 15

+4 Tome of Dexterity used at level 15

+4 Tome of Constitution used at level 15

+4 Tome of Intelligence used at level 15

+4 Tome of Wisdom used at level 15

+4 Tome of Charisma used at level 15

+5 Tome of Strength used at level 19

+5 Tome of Dexterity used at level 19

+5 Tome of Constitution used at level 19

+5 Tome of Intelligence used at level 19

+5 Tome of Wisdom used at level 19

+5 Tome of Charisma used at level 19

Starting   Feat/Enhancement

Base Skills  Modified Skills

Skills    (Level 1)   (Level 20)

Balance         6           32

Bluff           -2          0

Concentration   7           43

Diplomacy      -2          1

Disable Device n/a         n/a

Haggle          -2          0

Heal            4           29

Hide            2           5

Intimidate      -2          3

Jump            7           29

Listen          2           6

Move Silently   2           5

Open Lock       n/a         n/a

Perform         n/a         n/a

Repair          1           3

Search          1           5

Spellcraft      1          3

Spot            2           6

Swim            3           6

Tumble          6           28

Use Magic Device   n/a         n/a

Level 1 (Monk)

Skill: Balance (+4)

Skill: Concentration (+4)

Skill: Heal (+2)

Skill: Jump (+4)

Skill: Tumble (+4)

Feat: (Selected) Cleave

Feat: (Past Life) Past Life: Cleric

Feat: (Past Life) Past Life: Druid  (It was an experiment)

Feat: (Past Life) Past Life: Favored Soul

Feat: (Past Life) Past Life: Monk

Feat: (Past Life) Past Life: Monk

Feat: (Past Life) Past Life: Monk  (There are several more monk lives, but they stop counting at 3)

Feat: (Past Life) Past Life: Paladin

Feat: (Past Life) Past Life: Paladin

Feat: (Past Life) Past Life: Paladin

Feat: (Monk Bonus) Power Attack

(I couldn’t figure out how to get the Character Planner to recognize Epic Past Lives, so here they are:

Feat: (Epic Past Life) Fast Healing

Feat: (Epic Past Life) Fast Healing

Feat: (Epic Past Life) Fast Healing

Feat: (Epic Past Life) Doublestrike

Feat: (Epic Past Life) Doublestrike

Feat: (Epic Past Life) Doublestrike

Feat: (Epic Past Life) Enchant Weapon

Feat: (Epic Past Life) Enchant Weapon

Feat: (Epic Past Life) Enchant Weapon

In the future will be three stacks of Brace from the Divine sphere.)

Level 2 (Monk)

Skill: Balance (+1)

Skill: Concentration (+1)

Skill: Heal (+0.5)

Skill: Jump (+1)

Skill: Tumble (+1)

Feat: (Monk Bonus) Two Weapon Fighting

Level 3 (Monk)

Skill: Balance (+1)

Skill: Concentration (+1)

Skill: Heal (+0.5)

Skill: Jump (+1)

Skill: Tumble (+1)

Feat: (Selected) Past Life: Disciple of the Fist (If you do not have a Monk past life, this can be swapped for Toughness, Shuriken Expertise, or something else.  Healing Word from the Cleric past life is pretty tasty.)

Feat: (Monk Path) Path of Harmonious Balance: Fists of Light

Level 4 (Cleric)

Ability Raise: STR

Skill: Concentration (+1)

Skill: Heal (+2)

Feat: (Deity) Follower of the Sovereign Host (Irrelevant, pick what you want, neither give any tangible benefit to the build.. +1 Longswords or +1 Bows, and you’ll be using neither.)

Level 5 (Cleric)

Skill: Concentration (+1)

Skill: Heal (+2)

Level 6 (Cleric)

Skill: Concentration (+1)

Skill: Heal (+2)

Feat: (Selected) Great Cleave

Level 7 (Cleric)

Skill: Concentration (+1)

Skill: Heal (+1.5)  (This half-point will be reconciled later.)

Level 8 (Monk)

Ability Raise: CON

Skill: Balance (+1)

Skill: Concentration (+1)

Skill: Jump (+4)

Level 9 (Monk)

Skill: Balance (+1)

Skill: Concentration (+1)

Skill: Jump (+2)

Skill: Tumble (+2)

Feat: (Selected) Improved Two Weapon Fighting

Level 10 (Monk)

Skill: Balance (+1)

Skill: Concentration (+1)

Skill: Jump (+1)

Skill: Tumble (+3)

Feat: (Monk Bonus) Dodge

Level 11 (Monk)

Skill: Balance (+1)

Skill: Concentration (+1)

Skill: Jump (+1)

Skill: Tumble (+3)

Level 12 (Monk)

Ability Raise: WIS

Skill: Balance (+3)

Skill: Concentration (+1)

Skill: Jump (+1)

Skill: Tumble (+1)

Feat: (Selected) Improved Critical: Bludgeoning Weapons

Level 13 (Monk)

Skill: Balance (+3)

Skill: Concentration (+1)

Skill: Jump (+1)

Skill: Tumble (+1)

Level 14 (Monk)

Skill: Balance (+1)

Skill: Concentration (+1)

Skill: Heal (+1)

Skill: Jump (+1)

Skill: Tumble (+1)

Level 15 (Monk)

Skill: Balance (+1)

Skill: Concentration (+1)

Skill: Heal (+1)

Skill: Jump (+1)

Skill: Tumble (+1)

Feat: (Selected) Greater Two Weapon Fighting

Level 16 (Monk)

Ability Raise: STR

Skill: Balance (+1)

Skill: Concentration (+1)

Skill: Heal (+1.5)

Skill: Jump (+1)

Skill: Tumble (+1)

Level 17 (Monk)

Skill: Balance (+1)

Skill: Concentration (+1)

Skill: Heal (+1.5)

Skill: Jump (+1)

Skill: Tumble (+1)

Level 18 (Monk)

Skill: Balance (+1)

Skill: Concentration (+1)

Skill: Heal (+1.5)

Skill: Jump (+1)

Skill:  Tumble (+1)

Feat: (Selected) Mobility

Level 19 (Monk)

Skill: Balance (+1)

Skill: Concentration (+1)

Skill: Heal (+1.5)

Skill: Jump (+1)

Skill: Tumble (+1)

Level 20 (Monk)

Ability Raise: CON

Skill: Balance (+1)

Skill: Concentration (+1)

Skill: Heal (+1.5)  (I told you we would reconcile it)

Skill: Jump (+1)

Skill: Tumble (+1)

Enhancement: Dwarf – Dwarven Toughness (Rank 1)

Enhancement: Dwarf – Dwarven Constitution (Rank 1)

Enhancement: Dwarf – Dwarven Toughness (Rank 1)

Enhancement: Dwarf – Dwarven Constitution (Rank 1)

Enhancement: Dwarf – Dwarven Toughness (Rank 1)

Enhancement: Dwarf – Dwarven Armor Mastery (Rank 1)

Enhancement: Dwarf – Dwarven Armor Mastery (Rank 2)

Enhancement: Dwarf – Dwarven Armor Mastery (Rank 3)

Enhancement: Dwarf – Dwarven Runes (Rank 1)

Enhancement: Dwarf – Dwarven Runes (Rank 2)

Enhancement: Dwarf – Dwarven Runes (Rank 3)

Enhancement: Shintao (Mnk) – Bastion of Purity (Rank 1)

Enhancement: Shintao (Mnk) – Protection from Tainted Creatures (Rank 1)

Enhancement: Shintao (Mnk) – Iron Hand (Rank 1)

Enhancement: Shintao (Mnk) – Argent Fist (Rank 1)

Enhancement: Shintao (Mnk) – Difficulty at the Beginning (Rank 1)

Enhancement: Shintao (Mnk) – Deft Strikes (Rank 1)

Enhancement: Shintao (Mnk) – Deft Strikes (Rank 2)

Enhancement: Shintao (Mnk) – Deft Strikes (Rank 3)

Enhancement: Shintao (Mnk) – Exemplar (Rank 1)

Enhancement: Shintao (Mnk) – Exemplar (Rank 2)

Enhancement: Shintao (Mnk) – Exemplar (Rank 3)

Enhancement: Shintao (Mnk) – Lifting the Veil (Rank 1)

Enhancement: Shintao (Mnk) – Iron Skin (Rank 1) (you will need a couple more points in Shintao to unlock Tier 5… this is a “pointvestment”)

Enhancement: Shintao (Mnk) – Conditioning (Rank 1)

Enhancement: Shintao (Mnk) – Conditioning (Rank 2)

Enhancement: Shintao (Mnk) – Conditioning (Rank 3)

Enhancement: Shintao (Mnk) – Restoring the Balance (Rank 1)

Enhancement: Shintao (Mnk) – Wisdom (Rank 1)

Enhancement: Shintao (Mnk) – The Receptive Earth (Rank 1)

Enhancement: Shintao (Mnk) – Wisdom (Rank 1)

Enhancement: Shintao (Mnk) – Rise of the Phoenix (Rank 1)

Enhancement: Shintao (Mnk) – Empty Hand Mastery (Rank 1)

Enhancement: Warpriest (Clr) – Smite Foe (Rank 1)

Enhancement: Warpriest (Clr) – Resilience of Battle (Rank 1)

Enhancement: Warpriest (Clr) – Toughness (Rank 1)

Enhancement: Warpriest (Clr) – Toughness (Rank 2)

Enhancement: Warpriest (Clr) – Toughness (Rank 3)

Enhancement: Warpriest (Clr) – Sacred Touch (Rank 1)

Enhancement: Warpriest (Clr) – Sacred Touch (Rank 2)

Enhancement: Warpriest (Clr) – Smite Weakness (Rank 1)

Enhancement: Warpriest (Clr) – Wall of Steel (Rank 1)

Enhancement: Warpriest (Clr) – Wall of Steel (Rank 2)

Enhancement: Warpriest (Clr) – Wall of Steel (Rank 3)

Enhancement: Warpriest (Clr) – Inflame (Rank 1)

Enhancement: Warpriest (Clr) – Inflame (Rank 2)

Enhancement: Warpriest (Clr) – Inflame (Rank 3)

Enhancement: Warpriest (Clr) – Inflame: Saving Throws (Rank 1)

Enhancement: Warpriest (Clr) – Inflame: Saving Throws (Rank 2)

Enhancement: Warpriest (Clr) – Inflame: Saving Throws (Rank 3)

Enhancement: Warpriest (Clr) – Inflame: Energy Absorption (Rank 1)

Enhancement: Warpriest (Clr) – Inflame: Energy Absorption (Rank 2)

Enhancement: Warpriest (Clr) – Inflame: Energy Absorption (Rank 3)

Enhancement: Warpriest (Clr) – Strength (Rank 1)

Enhancement: Warpriest (Clr) – Ameliorating Strike (Rank 1)

Enhancement: Henshin Mystic (Mnk) – Riddle of Fire (Rank 1)

Enhancement: Henshin Mystic (Mnk) – Mystic Training (Rank 1)

Enhancement: Henshin Mystic (Mnk) – Way of the Patient Tortoise (Rank 1)

Enhancement: Henshin Mystic (Mnk) – Contemplation (Rank 1)

Enhancement: Henshin Mystic (Mnk) – Contemplation (Rank 2)

Enhancement: Henshin Mystic (Mnk) – Contemplation (Rank 3) (for passive ki regen)

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