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Maldini
08-22-2007, 07:05 PM
Going off of the various tank ideas that have graced this forum over the past few months, I was thinking about how to make an awesome tank out of a Warforged. Now as gimped as many believe the class to be, I feel that they can make a really good tank if built correctly. Here's how I see it taking place.

The Timex Tank - Takes a Lickin' But Keeps on Tickin'

Warforged 8 Fighter/4 Paladin/2 Rogue - a.k.a the Most Defensive Build in the Game

BASE STATS (32 Point Build):
Strength - 14
Dexterity - 14
Constitution -12
Intelligence - 16
Wisdom - 8
Charisma - 12


Max Possible Stats (32 Point Build):
Strength - 14 +2 (Levels) +6 (Titan Belt) +2 (Tome) +1 (Fighter's Strength I) +2 (Rage) = 27 or +8 Mod
Dexterity - 14 +6 (Item) +2 (Tome) +1 (Levels) +1 (Rogue Dexterity I) = 24 or +7 Mod
Constitution - 12 +6 (Item) +3 (Tome) +2 (Rage) +1 (Warforged Constitution I) = 26 or +6 Mod
Intelligence - 16
Wisdom - 8 +6 (Dragon Helm) +2 (Tome) = 16 or +3 Mod
Charisma - 12 +5 (Item) +2 (Tome) +1 (Paladin Charisma I) = 22 or +6 Mod

Feats:
1. Rogue 1 - Mithral Body, Sneak Attack (Auto)
2. Paladin 1 - Aura of Good (Auto)
3. Paladin 2 - Iron Will, Divine Grace (Auto), Lay on Hands (Auto)
4. Fighter 1 - Combat Expertise
5. Fighter 2 - Shield Mastery
6. Fighter 3 - Bullheaded
7. Fighter 4 - Improved Shield Bash
8. Fighter 5 - -
9. Fighter 6 - Improved Fortification, Improved Shield Mastery
10. Rogue 2 - Evasion (Auto)
11. Paladin 3 - Fear Immunity (Auto), Disease Immunity (Auto)
12. Fighter 7 - Skill Focus: UMD
13. Fighter 8 - Dodge
14. Paladin 4 - -

Enhancements (Points):
Fighter Strength I (2)
Paladin Charisma I (2)
Warforged Constitution I (2)
Rogue Dexterity I (2)

Fighter Armor Mastery II (6)
Fighter Tower Shield Mastery I (2)
Fighter Armor Class Boost III (6)
Paladin Bulwark of Good I (2)

Fighter Critical Accuracy III (6)
Fighter Strategy (Trip) III (6)
Warforged Tactics II (6)

Fighter Item Defense I (1)
Fighter Intimidate III (6)
Paladin Extra Lay on Hands I (2)
Fighter Armor Agility II (3)


Skill Distribution/Level:
1. Rogue 1: Balance, Haggle, Jump, Listen, Open Lock, Repair, Search, Spot, Swim, Tumble, UMD = 4 Points
2. Paladin 1: Intimidate = 5 Points
3. Paladin 2: Intimidate = 5 Points
4. Fighter 1: Intimidate = 2 Points, Jump = 3 Points
5. Fighter 2: Intimidate = 1 Point, Jump = 1 Point, Balance = 3 Points
6. Fighter 3: Intimidate = 1 Point, Jump = 1 Point, Balance = 3 Points
7. Fighter 4: Intimidate = 1 Point, Jump = 1 Point, Balance = 3 Points
8. Fighter 5: Intimidate = 1 Point, Jump = 1 Point, Balance = 3 Points
9. Fighter 6: Intimidate = 1 Point, Jump = 1 Point, Balance = 2 Points, Repair = 1 Point
10. Rogue 2: Intimidate = 2 Points, UMD = 9 Points
11. Paladin 3: Intimidate = 2 Points, UMD = 2 Points, Jump = 1 Point
12. Fighter 7: Intimidate = 1 Point, UMD = 2 Points, Jump = 1 Point, Repair = 1 Point
13. Fighter 8: Intimidate = 1 Point, UMD = 2 Points, Jump = 1 Point, Repair = 1 Point
14. Paladin 4: Intimidate = 2 Points, UMD = 2 Points, Repair = 1 Point


Max Possible Saves:

Fortitude:
10 Base
5 Divine Grace
2 Aura of Good
4 Resistance Item
4 Greater Heroism
7 Constitution
2 Stormreaver Loot
Total: 34

Reflex:
6 Base
5 Divine Grace
2 Aura of Good
4 Resistance Item
4 Greater Heroism
6 Dexterity
2 Stormreaver Loot
Total: 29

Will:
3 Base
2 Iron Will
1 Bullheaded
5 Divine Grace
2 Aura of Good
4 Resistance Item
4 Greater Heroism
3 Wisdom
2 Stormreaver Loot
Total: 26


Max Possible Armor Class:
10 Base
5 Mithral Body
5 +5 Docent
7 Max Dex Bonus (with Fighter's Armor Mastery II)
7 +5 Heavy Shield
5 Combat Expertise
1 Dodge
1 Haste
5 Protection
2 Chaosguarde Bracers
3 Chattering Ring
5 Barkskin
2 Aura of Good
4 Action Boost
Total: 58 (Buffed)/62 (Boosted) - +3 from high level Paladin standing near or -2 AC if you have Rage Spell on

Max Possible Intimidate:
17 Ranks
3 Fighter's Intimidate III
6 Charisma
2 Bullheaded
11 Item
4 Greater Heroism
2 Stormreaver Loot
Total: 45

Max Possible UMD:
17 Ranks
5 UMD Item
2 Stormreaver Loot
3 Skill Focus: UMD
6 Charisma
4 Greater Heroism
Total: 37

What's Good About This Build:
1) Immunity Against Critical Damage
2) Immunity Against Sleep and Holds
3) Immunity Against Level Drain/Engery Drain
4) Immunity from Fear
5) Immunity from Disease

Unboosted AC better than other races, excellent Intimidate, good saves. Also Evasion allows you to pass by even more damage.

With all of the innate immunities, this build opens up a LOT of inventory slots, which allows you to be even more versatile with the build.

I basically built this to see what a Warforged could become with the right planning. This is NOT an offensive build. It is a pure defensive tank.

NOTE: If you find a heavy fort item, feel free to take out Improved Fortification at your leisure. You could replace it with Power Critical or Improved Critical for more DPS.

cforce
08-31-2007, 01:59 PM
I posted some 'field reports' in the expunged copy of this thread, so I'll post some more here, now with the bonus of having re-rolled the experiment a few times :).

I've been tuning and re-rolling a WF Tank build along very similar lines since launch, now in about his 4th iteration (thanks to the Evasion 'fix' for the last re-roll :rolleyes: ). I started with something very similar, and have made a few changes based on my own playstyle. So, let me start with an observation: defensively, this build *works*. It can really take a pounding, and all the immunities make it able to tank things other tanks simply cannot; beholders ennervate, for example, can cause big problems even for a high-save pally, but just bounce off this guy. And you can bring all your own tools: wand cast 30-point resists on yourself, carry a handful of Death Ward clickies (I ran Tangleroot quite a few times to build up a stock), and there's not much you have to worry about getting through your defenses.

All that being said, I played a teplate almost identical to this one for a bit (albeit a 28-point version), and rerolled into a version with slightly more offensive output, and that's where I differ slightly in my approach. While Intimidate is a great tool in the aggro-management toolbox, I found myself wanting to pack more punch for retaining at least a portion of the aggro during the intimidate gaps, so I experimented with some versions with more offensive feats.

Also, I forgo a few points in intimidate, UMD, and Will Save for the DR line. So far, I've been pretty happy with that decision, expecially as I've been transitioning into the Gianthold content where things start to hit on more than 'just a 20' on Elite.

For comparison (and critique), here's my build; at least, the parts of it that vary from the Maldini's build. (Note that I also don't play enough to get tomes, so I've only laid him out with 1 1750 favor tome and max +5 items)

WF Fighter 9/Pally 3/Rogue 2

STR 16 (+3 at levels, +2 Fighter STR, +5 item, +2 tome (favor) -> 28)
DEX 15 (+1 Rogue DEX, +4 item -> 20)
CON 11 (+2 WF CON, +5 item -> 18)
INT 14
WIS 6
CHA 13 (+1 Pally CHA, +4 item -> 18)

Feats:
Base: Mithral Body, Improved DR x4
Fighter: WF: Bludgeoning, Dodge, Combat Expertise, Imp Crit: Bludgeoning, Improved Trip

Enhancements: Pretty close to Maldini's, plus the DR enhancements, minus fighter armor mastery (for now, until I find a +6 dex item!)

So, for what it's worth, if you want to go intimi-tank with a bit more offensive flavor, I'd recommend this route. This guy is level 12 now, and has been working out great, including in Gianthold Elite content.

amysrevenge
08-31-2007, 02:52 PM
NOTE: If you find a heavy fort item, feel free to take out Improved Fortification at your leisure. You could replace it with Power Critical or Improved Critical for more DPS.


For a WF all you need is Moderate Fort for 100% fortification (it stacks with your natural fortification). This is an easy, cheap thing to find. I would NEVER take Improved Fortification. :P

Otherwise looks solid.

Mike

Maldini
08-31-2007, 02:54 PM
For a WF all you need is Moderate Fort for 100% fortification (it stacks with your natural fortification). This is an easy, cheap thing to find. I would NEVER take Improved Fortification. :P

Otherwise looks solid.

Mike

If you have the UMD to heal yourself, then why NOT take Improved Fortification? UMD some Reconstruct scrolls. Either way I would prepare for the future. Devs have said themselves that there might be things coming that reduce fortification, so if WF have 125% Fortification then they'll be better prepared for the future.

cforce
09-02-2007, 04:24 PM
If you have the UMD to heal yourself, then why NOT take Improved Fortification? UMD some Reconstruct scrolls. Either way I would prepare for the future. Devs have said themselves that there might be things coming that reduce fortification, so if WF have 125% Fortification then they'll be better prepared for the future.

This opens a can of worms to an old argument, but since the thread got wiped, why not recap it for the benefit of those who missed it the first time around? ;)

For the record, I wouldn't go as far as to say, "never take improved fortification", but I'd really need a better set of reasons to consider it personally. The main reason I don't want to forgo Cleric's occasionally healing me: UMD'ing a scroll or wand drops Combat Expertise. If you get into a situation where you need to repair yourself mid-battle, having to UMD something and do it yourself will usually start you in a death spiral where, in the time it takes to re-establish CE, you take an additional chunk of incoming damage because of your lowered armor class, and have to repair yourself again, shutting off CE again. I actually radically altered my in-battle behavior around level 10 or so because of this, starting to stick a stack of potions for mid-battle repairs, and only considering UMD'ing a wand/scroll between battles.

And, if a stack of potions were all it took to stay healthy in most battles, well, we wouldn't see nearly as many "Need a healer" LFM's :).

Sure, 90+% of the time, you're not taking enough damage in a battle to worry about it. But, when things go sour, I am happy to have a Heal thrown my way by the Cleric, rather than trying to stay alive on potions alone.

Hvymetal
09-03-2007, 04:04 AM
Honestly I love it would only like to add one thing about the fortification aspect, since we are talking theoretical maxes here with much raid and/or rare gear might I make 1 suggestion. Rather than imp. fort go get 25 invaders tokens and get the docent of defence, +5 Docent of Stability (which doesn't help really) of Hvy. Fort. My WF Pally/Ftr Has it and yea it's nice, frees up both a feat and another inventory slot and puts you at 125% fort.

Maldini
09-03-2007, 12:02 PM
Honestly I love it would only like to add one thing about the fortification aspect, since we are talking theoretical maxes here with much raid and/or rare gear might I make 1 suggestion. Rather than imp. fort go get 25 invaders tokens and get the docent of defence, +5 Docent of Stability (which doesn't help really) of Hvy. Fort. My WF Pally/Ftr Has it and yea it's nice, frees up both a feat and another inventory slot and puts you at 125% fort.

I mentioned this in my thread already but I'll say it again. Since you can't do Invaders at level 1 and much of the early levels, that is when the Improved Fort feat helps, since Cleric's also don't have the Heal spell.

In the later levels I would respec it out if need be.

Hvymetal
09-03-2007, 01:56 PM
I mentioned this in my thread already but I'll say it again. Since you can't do Invaders at level 1 and much of the early levels, that is when the Improved Fort feat helps, since Cleric's also don't have the Heal spell.

In the later levels I would respec it out if need be.
Ok gotcha, didnt quite catch the reference at the end, was at work and sleepy :o

binnsr
09-03-2007, 06:14 PM
Just a quick question.. I'm currently leveling up a similar build, except I am going 9f/3p/2r and was wondering what your decision point was for choosing the 4th paladin level? From a pure numbers standpoint, I don't see any real benefit to that vs the 9/3 route. For the record, my plan is either 15f/3p/2r or possibly 14f/3p/3r (with the 3rd rogue level taken at 20.

I'm also backloading the rogue levels at 13 and 14 per the Holy Avenger style.


to cForce - at lvl12, what is your standing and blocking DR? I hadn't considered trying to improve DR on this build, but it's intriguing..

Finally, a quick breakdown of my build:

15 Str (28 with +3 tome, Ftr Str II and +5 item - will go to +6 item at ftr10 (will take ftr str III then))
14 Dex (22 with +1 tome, Rogue Dex I and +6 item)
13 Con (20 with +1 tome, WF Con II and +4 item)
13 Int (14 with +1 tome taken before 2nd level)
10 Wis (meh .. if I find something that fits, I'll wear it)
12 Cha (18 with +1 tome, pally cha I and +4 item)

The base stats look a bit off, but if you factor in odd tomes and even items, then with level ups (all in str) and the different class enhancements, they even out. Since +6 items aren't falling from the sky for me, I'm not including them except on a couple of important stats.. If I were to find the +6 stat tree (and start getting lucky in the Reaver raid), I'll adjust accordingly..

Feats: Mithril Body, WF: Slashing, Toughness, Improved DR, Improved Shield Mastery
Fighter Feats: Dodge, Combat Expertise, Weapon Spec: Slashing, iCrit: Slashing, Shield Mastery

308 nekkid hitpoints (with gfl) - 400 even with full temp hp from buffs
+28 Attk (with CE, GH, Recitation and haste) (assume +5 weapon)
+18 damage (assume +5 weapon)
50 Standing AC (invaders ring, MTS and Chaosgarde) - 63 full buff with chattering ring and buffs (include full pally and rgr barkskin)

Saves: 32F / 32R / 22W (GH, Haste, Head of Good Fortune and +4 resist item)

Intimidate with a +13 item, the head of good fortune and greater heroism should be 43.

edit: ok, that wasn't so quick :D

LeslieWest_GuitarGod
10-08-2007, 09:47 AM
I have built the exact same build, albiet with one change. I replaced iron will with toughness. I figure my will saves will suck anyway :) Then I can also take one or two toughness enhancements if I think its worth it... wanting to mess with this build as little as possible...

Another classic Maldini build.

You probably dont like the idea Maldini, but what do ya think? :)

wigitmigit
02-04-2008, 08:03 AM
I'm really interested in this build -- I'm new to the game so I won't have 32 point build? Any suggestions on a how newbie would make best for this build?

Thanks

Forceonature
02-27-2008, 01:46 PM
I'm really interested in this build -- I'm new to the game so I won't have 32 point build? Any suggestions on a how newbie would make best for this build?

Thanks

I've got a tweaked version of this build to level 5. I highly recommend getting your 32 pt build before you build a character like this for three reasons.

First, obviously is the 32 pts you'll have vs 28. That's four very important points that go along way towards building the character. Multiclass builds need every point they can get to maximize their potential and minimize their weaknesses. This build does not start out with any maxxed out stat, but uses each stat to build a well-rounded character.

Second, you can really customize this build to fit your needs when you have tomes and special equipment to throw on him. Ideally, you at least want to have the best weapons/shields, etc. ready to go when you reach your key levels. AC is a key component of this build and it is important to have +5 docents and shields ready when you hit lvl 8.

Finally, and most important, a build like this requires experience to play. You're not just swinging away like a typical fighter. You have to know when to turn CE on or off, when to buff, how to manage clickies, etc. I initially tried a standard pure WF fighter intimitank and got bored, because I didn't understand how to use him effectively. With multiclasses, you have to understand the path your character needs to take and plan how to get there. I went over the character planner a dozen times with my build to plan how I was going to use him, and what enhacements/feats/equipment I would need.

I'm not saying you can't play this character with a 28 pt build. But as a new player trying to play this toon, it might be a little frustrating.

Turial
02-27-2008, 01:51 PM
As a side note the head of good fortune comes with mod fort. So you could swap out improved fort if you choose at higher levels and still retain the normal 100% fort.

Also the end silver flame trinket turn in has an option for a +6 ac docent with the night shield clicky effect.

WeaselKing
01-30-2009, 02:34 PM
Warforged builds shouldn't die. Bump.