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Tanka
12-25-2007, 10:20 AM
This build, as posted, is NOT newbie friendly. It assumes 32pt access and 4 +1 tomes at first level. You've been warned, folks. Going 28pt and not using any tomes can diminish the strength of this build significantly. It also deviates very slightly from my own originating build. I've since looked back at a way to optimize its strengths and weaknesses, lowering its Wisdom score to boost its Constitution and taking some points in Open Lock (seeing as how you cannot critically fail lockpicking, this is a good thing for many groups).

The goal of this build: two-handed fighter with good UMD, good saves, Evasion and the full line of Passage Dragonmarks.

The skinny: I built this guy a few months back after thinking about how handy it would be to have someone who can use Dimension Door freely in a quest, requiring no mana and best of all, not using any of those hard-to-find scrolls to do it. Someone who, in theory, could do the entire green puzzle side of the Titan pre-raid.

The problems: Low Con. Even with a +1 Con tome and the Greater Adaptability Con Enhancement, it's sitting at a 18 Con (mainly due to keeping in the Cartouche most of the time). Once the Seven Fingered Gloves are obtained, that's a 24 Con. Almost 400 HP in its case, and getting pushed to almost 430 once the Belt of Brute Strength is obtained.

The build:


Character Plan by DDO Character Planner Version 2.96
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 16 Lawful Good Human Male
(11 Fighter \ 3 Paladin \ 2 Rogue)
Hit Points: 322
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 19
Reflex: 14
Will: 12

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 16) (Level 16)
Strength 16 22 26
Dexterity 12 13 14
Constitution 16 17 18
Intelligence 10 10 10
Wisdom 8 8 8
Charisma 14 15 16

Tomes Used
+1 Tome of Strength used at level 1
+1 Tome of Dexterity used at level 1
+1 Tome of Constitution used at level 1
+1 Tome of Charisma used at level 1
+2 Tome of Strength used at level 16

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance 5 6 6
Bluff 2 3 3
Concentration 3 4 4
Diplomacy 2 3 3
Disable Device n/a n/a n/a
Haggle 6 7 7
Heal -1 -1 -1
Hide 1 2 2
Intimidate 2 3 3
Jump 7 27 27
Listen 3 3 3
Move Silently 1 2 2
Open Lock 5 12 12
Perform n/a n/a n/a
Repair 0 0 0
Search 0 0 0
Spot 3 3 3
Swim 7 12 12
Tumble 5 6 6
Use Magic Device 6 22 25

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Haggle (+4)
Skill: Jump (+4)
Skill: Listen (+4)
Skill: Open Lock (+4)
Skill: Spot (+4)
Skill: Swim (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Least Dragonmark of Passage
Feat: (Human Bonus) Skill Focus: Use Magic Device
Enhancement: Human Versatility I


Level 2 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Enhancement: Fighter Haste Boost I
Enhancement: Extra Dragonmark I
Enhancement: Fighter Item Defense I
Enhancement: Human Improved Recovery I


Level 3 (Paladin)
Skill: Jump (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness
Enhancement: Fighter Toughness I


Level 4 (Paladin)
Ability Raise: STR
Skill: Jump (+0.5)
Skill: Use Magic Device (+1)
Enhancement: Paladin Charisma I


Level 5 (Paladin)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Extra Lay on Hands I


Level 6 (Fighter)
Skill: Jump (+2)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Force of Personality
Feat: (Fighter Bonus) Power Attack
Enhancement: Extra Dragonmark II
Enhancement: Human Adaptability Strength I
Enhancement: Human Versatility II
Enhancement: Fighter Strength I


Level 7 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)


Level 8 (Rogue)
Ability Raise: STR
Skill: Jump (+1)
Skill: Open Lock (+6)
Skill: Use Magic Device (+2)
Enhancement: Rogue Dexterity I


Level 9 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Feat: (Selected) Lesser Dragonmark of Passage
Enhancement: Fighter Haste Boost II
Enhancement: Human Versatility III
Enhancement: Fighter Toughness II


Level 10 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)


Level 11 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Enhancement: Extra Dragonmark III
Enhancement: Human Versatility IV
Enhancement: Fighter Strength II


Level 12 (Fighter)
Ability Raise: STR
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Greater Dragonmark of Passage
Enhancement: Fighter Haste Boost III
Enhancement: Fighter Toughness III


Level 13 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
Enhancement: Human Adaptability Constitution II


Level 14 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)


Level 15 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness
Feat: (Fighter Bonus) Two Handed Fighting
Enhancement: Fighter Strength III
Enhancement: Fighter Toughness IV


Level 16 (Fighter)
Ability Raise: STR
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Enhancement: Extra Dragonmark IV

What this build does
UMD's everything. Whether its scrolls, wands or just equipping those pesky race restricted items, it can do it.
Hits like a ton of bricks. 32 Str, PA, and a slew of good greataxes makes this guy generate lots of hate real fast. Buffed properly, he can withstand it.
Instant travel. Dimension Door provides a quick way to escape hairy situations. With seven of these per day, it allows quick escape of "uh-oh" moments when you most need 'em. (Usually when all the casters are dead, 'natch. ;))
Saves! Sitting at a minimum of 25 on all saves means I pretty much only take damage on a 1.

What this build doesn't do
Disables or Searches. Can't do it. Don't even ask. If you build this, put it in your bio that you're not a rogue, and remind PUGgers of this if they invite you. Also; don't join groups that are looking for a rogue, because a rogue you are not.
Tanks. With no Con item, this build sits at around 340 HP without the Agents of Argonessen favor. You can get AC boosting items, but without that 13 Int it's not entirely worthwhile to try.

Suggested equipment - NO RAID LOOT
Helmet: Minos Legens
Necklace: Golden Cartouche/+6 Con/Silver Flame Talisman
Trinket: Mummified Bat/Fragment of the Silver Flame/Bottle of Air
Cloak: +6 Cha/Greater Resistance
Belt: GFL
Gloves: Rabbit Gloves
Rings: +6 Dex (non-hotswap slot)/Greater Resists
Boots: Boots of the Innocent
Bracers: +6 Str
Armor: +5 Mithral Breastplate/Fearsome light armor (your choice)

Weapons: Greataxes take precedence here. Faster swing rate, crits harder. Harder to find, unfortunately, as every Barbarian and their Barbarian grandmother wants them too. Collect early, collect often! Bursting of Pure Good are your mainstay. Pick up a Transmuting (of Maiming if you can find it) as well. Ghost Touch of X (where X equals: Disruption, Greater Undead Bane, Pure Good) are great things to have as well. Obviously, paint in a Vorpal, Paralyzer, Smiter and Banisher (though this one I don't even bother with ever). If you can get the Vorpal and Paralyzer with Pure Good, awesome. If not, whatever.

Clickies, wands, and scrolls, oh my!
Use 'em! I can self-cast Greater Heroism on a 9. 4 with Human Versatility boost. That means all other self-buffs drop accordingly in difficulty. Or use a Planar Gird on yourself to not burn through so many GH scrolls. ;)
Haste clickies are nice to have. Try to find them in x5 variants instead of carrying around a bunch of x3s.
True Seeing. One clickie exists in the game -- the Stave of the Seer. This also gives you a +5 UMD for equipping gear (including weapons). Or you can use scrolls like I do. ;)
Stoneskin. 70 points of Damage Reduction is nothing to sniff at.
HEAL! Casts on a 9 with no raid loot and no HV Boost or Bardic Inspire Competence. 110pt Heal or Reconstruct is very, very nice to have.
Restoration! Remove pesky negative levels from your friends and allies! ...You don't have any either, do you?
Raise Dead! 'Nuff said. Casts without failure with GH running.

Suggest equipment -- WITH RAID LOOT!
+3 tomes galore. Str, Dex, Con, Cha especially, Int if you can manage it and want to go the AC route.
Helmet: Minos Legens
Goggles: Tharne's Goggles
Necklace: Shroud HP item (Air/Air/Air)
Trinket: Head of Good Fortune/Mummified Bat/Fragment of the Silver Flame/Bottle of Air
Cloak: Bard's Cloak/Greater Resistance/Cloak of the Zephyr
Belt: Lightning 2 Belt (+6 Cha skills)
Gloves: Seven-Fingered Gloves/BrambleCasters
Rings: Tumbleweed (non-hotswap slot)/Greater Resists
Boots: Boots of the Innocent
Bracers: Levik's Bracers
Armor: Dragontouched Outfit (GFL, +6 Con, Tharne's Wrath for Ghost Touch and 20% threat reduction)

Suddenly, your UMD hits 45 with a GH running. Raise, Restore and Heal without failure! HP is over 410 now with that raid loot. When you're not UMDing, you've got 10DR vs Piercing (pesky archers no longer concern you)! With a few Enhancement and Feat switches, and with the Chattering Ring, a +5 Mithral Tower Shield and a +4 Insight Shroud weapon, you can have a 58+ AC!

Raising the Cleric after a near-party-wipe situation: 600 plat. *Healing* the only Cleric in a Reaver Elite PUG just as he goes incap: 200 plat. Soloing two Mindflayers and Kardin in PoP Elite after everyone's been level drained to death: Priceless.

For everything else, there's, well... Not much. ;)

Ed #1: Forgot the Boots. D'oh!

Ed #2: I got bored sitting around so decided to make a 28pt/no starting tomes build for anyone that wants to try it. Just remember, if this is your first ever character, you need to complete the Dragonmark quest first and then talk to Fred to exchange a Feat for the Least Dragonmark of Passage before you level to 9 so you can take the Lesser Dragonmark of Passage. The build is, otherwise, the same as above.


Character Plan by DDO Character Planner Version 2.96
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 16 Lawful Good Human Male
(11 Fighter \ 3 Paladin \ 2 Rogue)
Hit Points: 306
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 17
Reflex: 12
Will: 10

Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 16) (Level 16)
Strength 16 22 26
Dexterity 12 12 12
Constitution 14 15 16
Intelligence 10 10 10
Wisdom 8 8 8
Charisma 14 14 14

Tomes Used
+2 Tome of Strength used at level 16
+1 Tome of Constitution used at level 16

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance 5 5 5
Bluff 2 2 2
Concentration 2 3 3
Diplomacy 2 2 2
Disable Device n/a n/a n/a
Haggle 6 6 6
Heal -1 -1 -1
Hide 1 1 1
Intimidate 2 2 2
Jump 7 27 27
Listen 3 3 3
Move Silently 1 1 1
Open Lock 5 11 11
Perform n/a n/a n/a
Repair 0 0 0
Search 0 0 0
Spot 3 3 3
Swim 7 12 12
Tumble 5 5 5
Use Magic Device 6 21 24

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Haggle (+4)
Skill: Jump (+4)
Skill: Listen (+4)
Skill: Open Lock (+4)
Skill: Spot (+4)
Skill: Swim (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Least Dragonmark of Passage
Feat: (Human Bonus) Skill Focus: Use Magic Device
Enhancement: Human Versatility I


Level 2 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Enhancement: Fighter Haste Boost I
Enhancement: Extra Dragonmark I
Enhancement: Fighter Item Defense I
Enhancement: Human Improved Recovery I


Level 3 (Paladin)
Skill: Jump (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness
Enhancement: Fighter Toughness I


Level 4 (Paladin)
Ability Raise: STR
Skill: Jump (+0.5)
Skill: Use Magic Device (+1)


Level 5 (Paladin)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Human Versatility II
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Extra Lay on Hands I


Level 6 (Fighter)
Skill: Jump (+2)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Force of Personality
Feat: (Fighter Bonus) Power Attack
Enhancement: Human Adaptability Strength I
Enhancement: Fighter Strength I


Level 7 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)


Level 8 (Rogue)
Ability Raise: STR
Skill: Jump (+1)
Skill: Open Lock (+6)
Skill: Use Magic Device (+2)


Level 9 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Feat: (Selected) Lesser Dragonmark of Passage
Enhancement: Fighter Haste Boost II
Enhancement: Extra Dragonmark II
Enhancement: Human Versatility III
Enhancement: Fighter Toughness II


Level 10 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)


Level 11 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Enhancement: Fighter Strength II


Level 12 (Fighter)
Ability Raise: STR
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Greater Dragonmark of Passage
Enhancement: Fighter Haste Boost III
Enhancement: Extra Dragonmark III
Enhancement: Human Versatility IV
Enhancement: Fighter Toughness III


Level 13 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons


Level 14 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)


Level 15 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness
Feat: (Fighter Bonus) Two Handed Fighting
Enhancement: Fighter Haste Boost IV
Enhancement: Human Adaptability Constitution II
Enhancement: Fighter Strength III
Enhancement: Fighter Toughness IV


Level 16 (Fighter)
Ability Raise: STR
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Enhancement: Extra Dragonmark IV

Tanka
12-25-2007, 10:22 AM
My two L15 feats (Fighter 10 and Level 15) will be Force of Personality and Improved Two-Handed Fighting, for those wondering. Gear's gonna remain pretty much the same unless anything really spiffy comes out. Will Save will jump another 5 points and I'll get some more splash damage.

Souless
12-25-2007, 10:42 AM
This is not possible for 1 toon no matter what the build is!

U need someone to send power to the top R#3 spot from the top R#2 spot AFTER the bridges are crossed...simply put i dont care what ur build is...u cant be in both places at the same time!

The Bytcher~

saber7
12-25-2007, 10:43 AM
I have a fighter who didn't have the umd but had the mark. After seeing your build I think I might adapt some ideas to him! :)

Tulsa_Doom
12-25-2007, 10:48 AM
You can do the puzzle room with one person with dimension door. Not sure which server you are on but I would gladly show you if you were on Khyber. Trying to think what you meant as far as L2 and L3. If you are referring to the power switch to the left in the middle top left room then you simply jump over while bridges are up. Ah reread that is what you meant. Yeah after shooting power to top L3 than coming back after ddoor simply jump to L3 platform. Its a bit easier if you do so from top of the gear that lowers bridge.

Tanka
12-25-2007, 10:51 AM
This is not possible for 1 toon no matter what the build is!

U need someone to send power to the top L#3 spot from the top L#2 spot AFTER the bridges are crossed...simply put i dont care what ur build is...u cant be in both places at the same time!

The Bytcher~
Actually, no. You can do the whole thing yourself. Just save the shrine from the way in.

Start puzzle.
First Plat, Bottom Left: Send power up. No need to DDoor.
First Plat, Top Left: Send power up and over. DDoor.
First Plat, Top Right: Send power down. DDoor.
First Plat, Bottom Right: Send power to Second Plat, Bottom Right. DDoor.
Second Plat, Bottom Right: Send power down and flip tile so that power on its return goes straight up. DDoor.
Second Plat, Bottom Left: Flip tiles so power goes back down again and then flip tiles so power coming in from right hits both runes. DDoor.
Second Plat, Top Right: Send power to Third Plat, Top Right. DDoor.
SHRINE!
Third Plat, Top Right: Send power down. DDoor.
Third Plat, Bottom Right: Send power down to Third Plat, Bottom Left. No need to DDoor.
Third Plat, Bottom Left: Send power up and left. DDoor.
Third Plat, Top Left: Light up both runes. No need to DDoor.
Final Room, Top: Complete puzzle so when power goes through it lights up rune. No need to DDoor.
Third Plat, Top Left: Send power right to Final Room. Can be lit up so you don't have to DDoor.

Solo'd green puzzle. All you need is a decent Jump and some Haste (potions and clickies).

I do this twice a week. ;)


I have a fighter who didn't have the umd but had the mark. After seeing your build I think I might adapt some ideas to him! :)
Glad you like it! It's easily my favorite build to date. :)

Tanka
12-25-2007, 11:41 AM
My math is off above, btw. I don't have the Rabbit Gloves -- never ran the Threnal series. ;)

So with the Rabbit Gloves, all DCs drop by 1 for all the UMD checks. GH/Heal/Reconstruct -- 10s/6s (with GH), Raise on 2, etc.

LeslieWest_GuitarGod
12-25-2007, 12:09 PM
What I like: As a finished product, he looks like great fun to play. I like the DD's and the expeditious retreats on top of a 55 AC, thats a pretty nasty fighter right there. Saves. Adds GREAT support to a party. This player is constantly working as a team player and making his party stronger because he is no ordinary tank. UMD I loves me some UMD. That's the saving grace of this build. You can use dang near anything in the game.

What I dont like: Dragon marks on a fighter means 3 lost feats (a fighters' bread and butter) With that low AC (think you said you are currently running with less than 32 AC in my thread) and low HP (The Stout One currently runs with 424 HP) I'm sure you've needed to DD a few times to breathe when that armor fails. With a 9 base will save, casters can sneeze and hold you in one move :) The Stout One would make easy work of Tanka in PvP, unless he was able to somehow DD out of the Hammersmith before the +4 Shocking Burst Great Axe of Maiming fell... ;) Remember Greataxe = Advantage: Dwarf.

How does this build actually play as you level him BEFORE you max him. More importantly, once maxed, how does he play on level 14 content without the high AC? AC builds are always uber once you get the gear, but until that AC climbs your getting smacked, thrown, & bounced around.

Overall great potential here, noobs please stay away from this build, its a long way to the promised land!! :) Nice job Tanka, and yeah, lets hope we dont merge again brotha! ;)

Tanka
12-25-2007, 12:30 PM
What I dont like: Dragon marks on a fighter means 3 lost feats (a fighters' bread and butter) With that low AC (think you said you are currently running with less than 32 AC in my thread) and low HP (The Stout One currently runs with 424 HP) I'm sure you've needed to DD a few times to breathe when that armor fails. With a 9 base will save, casters can sneeze and hold you in one move :) The Stout One would make easy work of Tanka in PvP, unless he was able to somehow DD out of the Hammersmith before the +4 Shocking Burst Great Axe of Maiming fell... ;) Remember Greataxe = Advantage: Dwarf.
Three "lost" feats that would go to... Improved THF and Greater THF, and maybe one other thing that wouldn't get me much of an advantage in the current state.

Low HP is the killer. I admit that fully. My Dwarf Fighter sits at 312 (I took the Con item off of him for this guy :p).

All Saves at minimum are 21. 25 with GH. Cha bonus to saves (22 with a +6 Cha item, so +6 to all), Boots of the Innocent (I forgot to mark those down, d'oh!) and GH takes care of all save worries. :)

In PvP, we're gonna hit each other as often, but, yeah, you'd outlast me. I can, however, LoH for 101pts and throw Heals for 110. I'd count the Heal as "cheap" but not the LoH. That's an effective 400HP with my Con item on. (+4 Flaming Burst of PG, +3 Shocking Burst of PG, +2 Icy Burst of PG... I got the lewts ;))


How does this build actually play as you level him BEFORE you max him. More importantly, once maxed, how does he play on level 14 content without the high AC? AC builds are always uber once you get the gear, but until that AC climbs your getting smacked, thrown, & bounced around.

Overall great potential here, noobs please stay away from this build, its a long way to the promised land!! :) Nice job Tanka, and yeah, lets hope we dont merge again brotha! ;)
From L1-7, he's a bit on the squishy side. No Evasion yet. The UMD is handy and high enough to use wands and scrolls at their appropriate levels. L8-13 he plays well enough. Gained Evasion and some great gear to use. And, obviously, at L14, he rocks on toast (in my opinion ;)).

I pretty much never DDoor around unless it's obvious it's the only way to escape the nasty situations. I mainly use them for travel to the beginning of a quest, such as say for Black Anvil Mines, VoN4, Titan pre-raid, things like that.

And, yeah, unless you got your selection of +6 stat items, great weapons and at least two of the four +1 tomes (and 32pt access), it's not a newb-friendly build.

LeslieWest_GuitarGod
12-25-2007, 01:01 PM
This build and its creator is to be applauded... You have shown not your strengths but your weaknesses as well. This is the way all should post their builds IMHO.

Real nice build, great sell.

adrinor
01-01-2008, 03:43 PM
Great build, I really like how you showed the builds strengths and weaknesses.

Tanka
01-01-2008, 04:29 PM
Thanks. Like I said, it's easily my favorite character to play, despite the low HP for a frontline two-hander.

I've got plans for an Intimitank version of Tanka, but I gotta get the gear together first. Dropping Wis to 8 and pushing Int to 14, picking up Intim, and basically just going for AC over two-handed stuff. Will Save will be 3 points lower until L15 when I have room for Force of Personality, at least on that build.

Now that I've played a character that can be (almost) totally self-sufficient, I'm not sure I can ever go back to playing classes that can't Heal/GH/resist wand/Blur/Stoneskin/True Seeing/everything else themselves.

Catlyn
01-09-2008, 11:27 AM
Nice Build on Tanka.

I have a very similar build, but the intimitank that you are thinking.

For that build, I went with a Halfling. Once I finish getting raid loot (still need madstone shield and chattering ring) I will be able to hit 60 ac (only need a barkskin as I wear a Prot 5) necklace.

I love playing him, at lvl 12 I was able to Intimidate the Reaver, but not consistently, by 14 it should be no problem as I get +13 items, 2 more points into intim, the head of good fortune for 2 more, etc.

The halfling choice was tough because I take a -8 penalty against giants, but I am loving the dragon marks for self healing.

One note, LoH does not break CE, dragonmarks do. Also once you trigger CE, you can not use your DM's until the CE cooldown is down. I don't know if they were meant to share a cooldown timer or not, but they do so I live with it.

Survivability is very high as not much hits you (I stood down the giant in TS on hard at lvl 8 without being hit).

Downsides, only going to be 26 str (28 if I get a +3 tome) so my to hit is a little low and not a high DPS build. I can get the job and not going to tank a ton of damage, but it goes slow. Works nice soloing but truly shines in groups that recognize the usefulness of intimidate and take advantage of it.

Hitpoints at end game won't be the greatest either, around 300 but I don't find too much problems because of the self healing.

Also, there has been many times where a well timed dragon mark to get the cleric back up, remove feeblemind from the caster, or just to keep myself standing has made all the difference.

I am at work, so I don't have exact build details, but if requested I will gladly post them.

Tanka
01-09-2008, 11:53 AM
I'm actually in the process if rebuilding Tanka as an Intimitank (or IntimiTanka as I introduced him to my guild :p). I ended up dropping Wis to 8, Dex to 14 and Int to 12.

Only L2 right now, and I've been soloing to get a feel for his survivability. With a 30 AC, I'm not getting hit except on 20s, and they aren't confirming to crit afterwards.

The major issue is that with Mod 6, the AC breakpoint is going to go up again. Right now, a 50 AC is the difference between getting hit often and getting hit all the time. 55 is about the point where they need 20s.

A friend who was on Risia was hitting 50s and getting hit 75% of the time. I imagine that breakpoint will hit 57-60ish with the cap increase.

Tanka
01-19-2008, 08:09 PM
I've updated the build for L16 (thanks Ron!) in the original post.

When I get a +3 Str tome (I don't doubt it'll happen. The question is only when), I'll be switching Fighter's Strength 3 for Fighter's Haste Boost 3 and Fighter's Toughness 3.

Total result: loss of THF splash damage, +4 to confirm crits, +2 BAB, +2 Str, +1 to all saves, +5 to Will save (Cha bonus to Will instead of Wis bonus), +18 HP from second Toughness, plus a possible +15 HP from Ftr Tough 3.

Gettin' better and better.

Tanka
01-28-2008, 08:03 PM
I'm going to be posting deviations from the "core build" that I have as the OP when I get higher level tomes, possibly each time I get them. Just to keep it from becoming one of those "only hardcore players can ever achieve this!" builds that so many people rally against.

I just got a +2 Dex tome in DQ, so in a few days when my Enhancement timer resets (it figures I reset them yesterday and get the tome today) I'll be reseting yet again to make a few changes.


Character Plan by DDO Character Planner Version 2.80
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 16 Lawful Good Human Male
(11 Fighter \ 3 Paladin \ 2 Rogue)
Hit Points: 286
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 18
Reflex: 14
Will: 12

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 16) (Level 16)
Strength 16 22 26
Dexterity 12 14 14
Constitution 14 15 16
Intelligence 10 10 10
Wisdom 12 12 12
Charisma 14 15 16

Tomes Used
+1 Tome of Strength used at level 1
+1 Tome of Dexterity used at level 1
+1 Tome of Constitution used at level 1
+1 Tome of Charisma used at level 1
+2 Tome of Strength used at level 14
+2 Tome of Dexterity used at level 14

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance 5 12 12
Bluff 6 7 7
Concentration 2 3 3
Diplomacy 2 3 3
Disable Device n/a n/a n/a
Haggle 6 7 7
Heal 1 1 1
Hide 1 2 2
Intimidate 2 3 3
Jump 7 25 25
Listen 5 5 5
Move Silently 1 2 2
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 0 0 0
Search 0 0 0
Spot 5 5 5
Swim 7 12 12
Tumble 5 6 6
Use Magic Device 6 20 23

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Bluff (+4)
Skill: Haggle (+4)
Skill: Jump (+4)
Skill: Listen (+4)
Skill: Spot (+4)
Skill: Swim (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Human Bonus) Least Dragonmark of Passage
Feat: (Selected) Skill Focus: Use Magic Device
Enhancement: Human Versatility I

Level 2 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Enhancement: Fighter Haste Boost I
Enhancement: Extra Dragonmark I
Enhancement: Fighter Item Defense I
Enhancement: Human Improved Recovery I

Level 3 (Paladin)
Skill: Jump (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness
Enhancement: Fighter Toughness I

Level 4 (Paladin)
Ability Raise: STR
Skill: Jump (+0.5)
Skill: Use Magic Device (+1)
Enhancement: Paladin Charisma I

Level 5 (Paladin)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Extra Lay on Hands I

Level 6 (Fighter)
Skill: Jump (+2)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Lesser Dragonmark of Passage
Feat: (Fighter Bonus) Power Critical
Enhancement: Extra Dragonmark II
Enhancement: Human Adaptability Strength I
Enhancement: Human Versatility II
Enhancement: Fighter Strength I

Level 7 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Enhancement: Human Improved Recovery II

Level 8 (Rogue)
Ability Raise: STR
Skill: Balance (+6)
Skill: Jump (+1)
Skill: Use Magic Device (+2)
Enhancement: Human Versatility III

Level 9 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Force of Personality
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Enhancement: Fighter Haste Boost II
Enhancement: Fighter Toughness II

Level 10 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Enhancement: Extra Dragonmark III
Enhancement: Human Versatility IV

Level 11 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Power Attack
Enhancement: Fighter Strength II

Level 12 (Fighter)
Ability Raise: STR
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Greater Dragonmark of Passage

Level 13 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
Enhancement: Human Adaptability Constitution II

Level 14 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Enhancement: Extra Dragonmark IV

Level 15 (Fighter)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Feat: (Selected) Toughness
Enhancement: Fighter Strength III

Level 16 (Fighter)
Enhancement: Fighter Haste Boost III
Enhancement: Fighter Toughness III
Whenever I finally get that +3 Str tome, I have no idea what I'm gonna take by losing Ftr Str 3. I'm getting to the point where I have everything I need and anything new is just gonna be random flavor taken "just because." Possibly Haste Boost 4 and Extra Boost 1 for 6 Haste Boosts between shrines.

Lithic
01-28-2008, 08:22 PM
I think you might gain more from going 13fighter/3 rogue. An extra d6 damage, BAB stays the same, higher fighter enhancements, one more feat at the expence of disease immunity (DI of GFL rings and belts are easy to get), feazr immunity (Thats what GH is for) and +4 to saves.

But whatever floats your boat.

Batman returns is not just a movie anymore! :D

Tanka
01-28-2008, 08:43 PM
I think you might gain more from going 13fighter/3 rogue. An extra d6 damage, BAB stays the same, higher fighter enhancements, one more feat at the expence of disease immunity (DI of GFL rings and belts are easy to get), feazr immunity (Thats what GH is for) and +4 to saves.

But whatever floats your boat.

Batman returns is not just a movie anymore! :D
This character's already been made. Check my sig. ;)

9/3/2 is an odd split right now, and 11/3/2 still is, I'll admit. However, the benefits of Fear/Disease Immunity with no item, Cha bonus to saves, 2 LoHs and free CSW wand usage is a very, very handy ability, at the expense of two Fighter feats.

20 is gonna be 14/3/3, definitely. No point to Fighter 15 unless they introduce some awesome Enhancement that requires Ftr15 (which I doubt they will).

At this very moment, I have saves at 28/25/18. Next level will bring me FoP, bringing that to 28/25/23, and that's before the two levels of Fighter increase my saves further.

And this is no Batman. It's got no Rogue skills whatsoever. ;)

Zergling
01-29-2008, 04:08 AM
Really i'm in awe. I've been doing alot of titan raids as of late and i feel the pain of having 5 people juggling the green room, cause not everyone listens to what needs to be done. But seriously this build is nuts, once i get myself into a spot were i'm just collection loot i'm gonna have to try a variation on this build, if it goes well, i'll post up what i did, otherwise it will be back to the drawing board again.

Tanka
01-29-2008, 08:03 AM
For the green side, before I made Tanka, I just brought along a caster who had DDoor. Just as easy that way.

Hadrian
01-29-2008, 11:08 PM
I have a question about the level selection.

You have 11 fighter levels but only 12 starting dex? My understanding is that the only reason for level 11 fighter is that it gives you additional armor and tower shield mastery levels that your build won't be using anyway, right?

By your list it looks like you put all of your level up points into strength. This means that with a +2 tome and a +6 item, you have 20 dex, and even with a +3 dex tome and putting your next level up attribute into dex, you'd still max at 22, right?

Since you require light armor, you can wear a +5 MBP and cover a 22 dex bonus with TSM 2 and FAM 1, right? Why not go 10/3/3 and get the extra sneak attack die and lots of skill points?

I play Thuric, who you probably remember and who is a very similar build (except he's a dwarf, so he has to bring D door scrolls.)

Tanka
01-30-2008, 06:13 AM
I didn't build this character for the AC. He was a test before I tried my hand at an actual Intimitank with Evasion.

The reason I don't go for more rogue is because of the HP problem I had mentioned above. With no AC, and a starting 14 Con, I really feel the lack of HP (which is going up with the cap with another Toughness Feat -- should help some).

Since I'm going two-hander anyway, more sneak attack is almost trivial in total damage.

jerryxenon
01-30-2008, 06:40 AM
I don,t see the Value in these builds IMO Simply looks like a gimped Pally to me ...maybe i,m wrong

Tanka
01-30-2008, 06:47 AM
How do you figure? Mine has higher Strength, Evasion, high UMD, more feats and abilities to choose from. Sure, I "lost" spellcasting, but the only thing a Paladin can cast that I can't is Deathward. I can wand Resists, Cures, Lesser Restores, Remove Curses. I can UMD wand Neutralize Poison, Remove Disease, Remove Fear, Protection from Energy, Remove Blindness, Shield, False Life, Blur, Stoneskin. I can UMD scrolls of Greater Heroism, True Seeing, Restoration, Stoneskin, Raise Dead, Heal, Reconstruct, Stone to Flesh...

I'm not really sure how you view it as a "gimped Pally", if you'd care to elaborate.

jerryxenon
01-30-2008, 07:02 AM
Lower saves Pure pally has mid to high 30,s Pure pally would have more hp depending on Race, 28- 30 str is Standard for most pally builds , Umd Is easy for most well built pallys splash the rogue lvls and you could hit 40++ easy base,AC would be much higher.. I don,t know seems Like you tried to build a pally w/o building a pally IMO. But with that said I,m believe people should play what they enjoy...I just think that as this game evolves Muti splashed chars are going to feel it Especially if we ever get prestige classes.Feats are nice but are not as powerful as inate class abilities.

Hadrian
01-30-2008, 07:16 AM
Well, I suppose if you place no value on the skill points or backstab, then hit points might be a fair trade. We're both going to the same place anyway - 14/3/3. You use power attack, and I sort of use the backstab to make up for the lack of PA when needed. I tend to leave on combat expertise, so I guess we're building from opposite ends of the concept. I do use two-handers at times, but typically I go with an axe and shield if I expect to take any serious melee attacks.

Out of curiosity, what kind of defenses does Tanka have? I am kind of surprised to find out that you don't care about AC. I guess that I do remember being surprised about you getting hit by the Warforged guys in TF, though, now that I think about it. Thuric is sitting on 308 hit points right now at 14, and I am pretty comfortable with that.

Hadrian
01-30-2008, 07:21 AM
Lower saves Pure pally has mid to high 30,s Pure pally would have more hp depending on Race, 28- 30 str is Standard for most pally builds , Umd Is easy for most well built pallys splash the rogue lvls and you could hit 40++ easy base,AC would be much higher.. I don,t know seems Like you tried to build a pally w/o building a pally IMO. But with that said I,m believe people should play what they enjoy...I just think that as this game evolves Muti splashed chars are going to feel it Especially if we ever get prestige classes.Feats are nice but are not as powerful as inate class abilities.

Yeah, his will saves are a little bit low but FoP is going to fix this. 25 reflex is not superb but it is enough to make good use of evasion. 28 fort may be a little bit lower than other builds, but it's close enough to the 30 mark to be sufficient. His saves are good enough for how the game works.

Dwarfness helps this a bit by letting you add 5 to all saves vs spells, but he traded this for being able to use D door without scrolls. Seems like a reasonable enough trade considering he's got respectable saves.

He may not be completely min/maxed out but the build is effective at what it does.

Also, in your argument you talk about pure pally this and pure pally that, then talk about the rogue splash needed for evasion and UMD. That's not really a pure pally. A 12(14)/2 pally build tends to have very strong defenses but lesser offense than a build like Tanka, due to all of the feats.

Also notice that he's giving up CE on purpose for PA, so he's pushing for more offense and less defense by choice.

Tanka
01-30-2008, 07:42 AM
Lower saves Pure pally has mid to high 30,s Pure pally would have more hp depending on Race, 28- 30 str is Standard for most pally builds , Umd Is easy for most well built pallys splash the rogue lvls and you could hit 40++ easy base,AC would be much higher.. I don,t know seems Like you tried to build a pally w/o building a pally IMO. But with that said I,m believe people should play what they enjoy...I just think that as this game evolves Muti splashed chars are going to feel it Especially if we ever get prestige classes.Feats are nice but are not as powerful as inate class abilities.
Innate class abilities like Evasion (which I have), Divine Grace (which I have), Lay on Hands (which I have) and Fear/Disease Immunity (which I have)? I also have 9 Expeditious Retreats (which will soon last 16min each), 7 Dimension Doors with no scroll/mana usage and 5 Teleports (admittedly not as important, but I'm lazy and it's nice to be able to make it to the Portable Hole without burning scrolls)?

A pure Paladin is (now) 16 levels of only Paladin. Which you'll be pretty hard pressed to find at this point, IMO.


Well, I suppose if you place no value on the skill points or backstab, then hit points might be a fair trade. We're both going to the same place anyway - 14/3/3. You use power attack, and I sort of use the backstab to make up for the lack of PA when needed. I tend to leave on combat expertise, so I guess we're building from opposite ends of the concept. I do use two-handers at times, but typically I go with an axe and shield if I expect to take any serious melee attacks.

Out of curiosity, what kind of defenses does Tanka have? I am kind of surprised to find out that you don't care about AC. I guess that I do remember being surprised about you getting hit by the Warforged guys in TF, though, now that I think about it. Thuric is sitting on 308 hit points right now at 14, and I am pretty comfortable with that.
Yeah, I didn't go AC on this guy because I didn't have the gear ready for him when I made him. The new version I have is an AC build (currently 33 unbuffed at L4 -- higher than Tanka's AC, lol).

I'm keeping Rogue 3 until L20 specifically for the skill points. Keeping Jump and UMD maxed in the meantime, and I'll remax Balance and put a few points into Tumble then.


Yeah, his will saves are a little bit low but FoP is going to fix this. 25 reflex is not superb but it is enough to make good use of evasion. 28 fort may be a little bit lower than other builds, but it's close enough to the 30 mark to be sufficient. His saves are good enough for how the game works.

Dwarfness helps this a bit by letting you add 5 to all saves vs spells, but he traded this for being able to use D door without scrolls. Seems like a reasonable enough trade considering he's got respectable saves.

He may not be completely min/maxed out but the build is effective at what it does.

Also, in your argument you talk about pure pally this and pure pally that, then talk about the rogue splash needed for evasion and UMD. That's not really a pure pally. A 12(14)/2 pally build tends to have very strong defenses but lesser offense than a build like Tanka, due to all of the feats.

Also notice that he's giving up CE on purpose for PA, so he's pushing for more offense and less defense by choice.
Yup, much more offense than your CE build. I just got the Head of Good Fortune, so that's another 2 to all saves, plus two more fighter for +1 to Fort Saves. Once I get the Seven-Fingered Gloves I'll have another 3 to Fort from my +6 Con necklace.

Even in DQ Elite I'm only failing saves on her blade barriers on 1s, which is fine enough by me. :D

Hadrian
01-30-2008, 08:36 AM
Yup, much more offense than your CE build.

That might be going a bit too far. I have more strength thant you, and I just miss out on the extra damage from power attack, but with 57 AC just from madstone rage and CE, and considerably higher saves, I can stand just about anywhere all day long and swing away :)

I'd say probably less offense than Thuric unless you've got a dedicated healer, because you're going to spend a lot of time healing yourself or avoiding damage if stuff is hitting you. If you are on purely offense, then the difference between us is +4-6 strength for me and power attack for you.

Yeah, I lose the ability to heal scroll myself with Madstone rage, but I tend to take healing potion level damage. One of the biggest plusses for a build like Thuric is that he can go in first and gather the crowd around him, swing away and wait for the big DPS guys to pick things off. Having first contact might help my kill count a bit, but really I do get more than my fair share of offense in.

Tanka
02-15-2008, 10:25 PM
As yet another update, at L16, with my +6 Con neck in, I'm sitting at 362 HP. One more AP and I'll hit 382 (Ftr Tough 4). Not 400+ like a lot of frontliners should have (barring AC builds), but enough to squeeze by comfortably.

As to crafting, I've got two items specifically in mind.

Bracers: Right now, I've got the Iron Manacles as a "lack of anything better" item. I could wear Chaosgardes, true, but without hitting 50+ AC, it's pretty frivolous to do so. So I've decided to go with the Positive+Positive+Positive crafting (granting me +6 stacking bonus to UMD/Haggle/Diplo/Bluff/Intim/Perform, one True Res clickie per rest and Greater Disruption Guard for those pesky undead). My UMD will be high enough without the Titan gloves to never fail a Heal scroll again.

Weapon: Greatsword. Pity there's no Greataxe recipe, but we'll make do. For this, I plan on Shocking for Tier 1, Acid Burst for Tier 2, and the +2 stacking bonus to Str for Tier 3. Electric and Acid are two of the least resisted elements in the game, next to Sonic, hence deciding to go with Shocking over Holy (there are just enough Good/Neutral enemies in the game to make me pass it up, otherwise it'd be a no-brainer).

There's very little I'd do to change Tanka at this point. He hits hard and hits often. He can backup Heal in Reaver without a problem. He can do everything I've wanted him to do, and that's perfect.

Given several +3 tomes, I may slide him into AC mode (just got a +5 Prot neck), but with no Intimidate, it'd basically be for soloing quests and/or mitigation in certain circumstances (Titan runs, mainly). So, pretty much, that's just something I may consider dual-speccing into for kicks and grins.

Hadrian
02-15-2008, 11:23 PM
I wouldn't let the lack of intimidate hold you back from an AC build. Thuric has never put a point into intimidate and I do not regret it one bit. It does mean that you have to go get aggro yourself, but that is not too difficult. It helps a lot to be the first one into combat so that everything closes in around you. You might not out-aggro a two-handed barb on whatever he's hitting, but you can keep the majority of things on you and trip whatever he's hitting at the time.

With Mod 6 I have had to take Power Attack finally on Thuric, but I only use it against spell casters, AC-doesn't-matter bosses, and the portals in the Shroud. Other than that I still have CE on almost all of the time. I also decided to take IC: piercing for puncturing and banishing.

Cold_Stele
02-25-2008, 08:52 PM
Hey Tanka - in the complete absence of any appealing feats for Ftrs at 15-16 I'm toying with the idea of visiting Fred and getting a Lesser and Least Dragonmark in.

Can I just confirm though - your 25% speed boost from Expeditious Retreat doesn't stack with anything right? So it's marginally slower than 30% striders and marginally quicker than 20% Madstone boots? Hmmm.

I'm actually a little PO'ed that the second Deneith dragonmark is Pro Energy and not Resist. If it were Resist, combined with the SOF from the lesser mark, I could maybe have saved two equipment slots (dispellable of course though).

Oh well :(

Tanka
02-25-2008, 09:39 PM
Yes, Expeditious is 25% that does not stack with Striders. It does, however, change up slot allocation for me so I can use the Boots of the Innocent and the Head of Good Fortune (instead of 30% striders/Kardin's Eye). I'm only margianally slower, but I chug Haste pots like there's no tomorrow, so it evens out.

The DimDoors are pretty handy, though I pretty much only use them in a few quests. Nice to have when zerging Titan and VoN2/4/5, basically.

(And good for popping out of bottom chamber in PoP when WF is dead and docent is yet to be grabbed. Y'know, since I ever run PoP now. :p)

Uska
02-25-2008, 10:03 PM
Started something as soon as they did dragonmarks only have him at 10th level though and enjoy him sometimes

Hadrian
02-26-2008, 01:57 PM
Yes, Expeditious is 25% that does not stack with Striders. It does, however, change up slot allocation for me so I can use the Boots of the Innocent and the Head of Good Fortune (instead of 30% striders/Kardin's Eye). I'm only margianally slower, but I chug Haste pots like there's no tomorrow, so it evens out.


What about a striding ring? What other rings do you use?

Mods 5 and 6 have almost completely changed the items that I use on my 10/3/3 build. Have you made any big changes other than the boots of the innocent?

Tanka
02-26-2008, 10:32 PM
I had the Boots pre-Mod 5.

Current setup is:

Helm: Minos Legens
Necklace: +6 Con/Cartouche/Silver Flame Talisman
Trinket: Head of Good Fortune/Mummified Bat
Cloak: +6 Cha/Greater Resists
Belt: +6 Str
Gloves: BrambleCasters
Rings: +6 Dex (non-swap), Improved Acid/Improved Fire/Improved Cold/Ring of the Djinn (swap)
Boots: Boots of the Innocent/Spiked Boots/Swim +15 Boots
Bracers: Green Steel: +1 Cha Skills (once I get a Greater Shard that'll be +3 Cha Skills)
Goggles: Blindness Ward of the Eagle (+10) (I'm thinking on just going to Goggles of the Eagle for a higher Spot until I get the DQ goggles. If I ever get Blinded I'll just whip a Remove Blindness wand)

I've got a +5 Prot Neck and Chaosgardes in the bank for if I ever need to tank the Reaver, though a +3 Int tome would help that out tremendously as well.

Hadrian
02-26-2008, 11:38 PM
I had the Boots pre-Mod 5.


Don't they come out of a mod 5 quest?

That set up is almost completely different from mine.

I use a con neck and the head of good fortune, and I swap in the ring of the djinn and bramble-casters sometimes. Other than that it looks like we don't use anything else that's the same.

Tanka
02-26-2008, 11:48 PM
I meant pre Mod-6. Sorry, my fingers got a bit slipped up.

Our characters are different. Not every 11 Ftr/3 Pal/2 Rog is going to be the same. I just happened to find an item allocation that works for me, and works well.

Basically, at some point I'd like the Titan Belt and Gloves, and that's really it. I could benefit from the Jerky's HoT, or the Titan Boots' extra balance and speed, but overall the build I have, with the items I use, seems to work best for Tanka.

Hadrian
02-26-2008, 11:58 PM
I meant pre Mod-6. Sorry, my fingers got a bit slipped up.

Our characters are different. Not every 11 Ftr/3 Pal/2 Rog is going to be the same. I just happened to find an item allocation that works for me, and works well.

Basically, at some point I'd like the Titan Belt and Gloves, and that's really it. I could benefit from the Jerky's HoT, or the Titan Boots' extra balance and speed, but overall the build I have, with the items I use, seems to work best for Tanka.

I didn't mean to say that every build was a copy of every other build. I was just surprised that we used so many different things. You're not an AC build, so it makes sense that you don't use AC items. Then that seems to be contradicted when you use a +6 dex item, and I use the +4 on the BP of Vol or Madstone Boots for my dex items.

Maybe my set up is just weird. :) In any case, getting what I want to use to fit has been a nightmare on this build since I started him.

Tanka
02-27-2008, 12:06 AM
+6 Dex is more for Reflex Saves and Balance than anything else. It's nice to be able to Evade Chain Lightnings and not worry about Resist Lightning.

I pretty much planned my build with items in mind, though the Boots fell into my lap in a trade and I was none-too-sad about that one.

Only downside about planning around certain items? Sometimes, a named item gets introduced and you go "whoa, now I gotta juggle slots again".

I almost had to do that with my bracer slot, but remembered all I had were the Iron Manacles in there, so who cares about those, eh? Everything else just fits in perfectly.

Hadrian
02-27-2008, 12:22 AM
Yeah. I don't know about Tanka, but +4 stat items were the standard when I made Thuric. I couldn't have planned for most of what he is wearing.

I don't really have a slot for elemental resistance items, so I tend to just rely on evasion when possible. I collect 11th level resist energy wands for things that cannot be evaded. With my 3 paladin levels, I don't even need a UMD check for the wands.

Tanka
02-27-2008, 12:26 AM
Tanka was made after GH, so when +6s were falling fairly frequently. The +6 Dex (and +3 Heal, WF only) was a trade item as well, otherwise I didn't even have one.

The only elemental resist I keep up constantly is the Improved Acid Ring, if only because Melfs and Acid Rain are annoying to me. :p Seriously though I can hotswap any of my five Greater Resist cloaks for when I absolutely have to, otherwise I stick to the +6 Cha cloak.

I've been trying to stockpile 11th level resist wands as well, but I don't seem to be finding too many in chests any more. I was finding tons of them after Mod 5, but lately it's all junky armor and weapons.

Hadrian
02-27-2008, 12:39 AM
I would burn through them quickly if I used them for spells like acid arrow. I use 7th level wands or potions for things that I know will be doing less than 20 damage per tick.

I keep the full range of greater resist cloaks on Thuric, but putting on a cloak removes his protection item. I have most of the rings, too, but then I would lose my resistance item or ring of the djinn.

Tanka
02-27-2008, 12:48 AM
Yeah, the Boots of the Innocent pretty much only works for me because of my Expeditious Retreat Dragonmark, hence being able to put resistance on boots and open a ring for Improved Acid and whatever else I need.

The wands I pull out for a few things -- Shroud 4, maybe a few other things here and there, but not a lot.

Hadrian
02-27-2008, 01:21 AM
Madstone boots are striders too, and if I need to move quickly I have 30% striders and a stack of haste potions. I also have delving boots, so boots of the innocent really aren't an option for me. 99.9% of the time in combat I am wearing madstone or delving boots.

I have:

Helm: Charisma
Necklace: Con/Cartouche
Trinket: Head of Good Fortune
Cloak: protection/all elemental resistances (rarely swap)
Belt: Electric Haze (heavy fort + GFL)
Gloves: strength
Rings: Chattering (permanent) +4 Resistance /Ring of the Djinn/resist fire, cold, sonic (swap)
Boots: Madstone/Delving/FF/30% striding
Bracers: Chaosgardes
Goggles: Green Steel +5 reflex +2 umd skills and clicky level 16 displacement 2/rest
Armor: BP of Vol (serves as my dex item)/ +5 MFP (then madstone boots become my dex item)

I made the goggles reflex so that I don't lose a lot of strength on my evasion when I want to use an elemental resistance ring or ring of the djinn.

I switch to MFP in just a few places where evasion doesn't matter but AC does.

When I get level 11 fighter I will need a +6 dex item to cap my dex bonus to AC. I will figure that one out when the time comes.

Edit: forgot to put in elemental cloaks

Tanka
02-27-2008, 01:48 AM
If I was going AC I'd switch from +6 Con neck to +5 Prot neck. I'd just need Chattering in my hotswap slot, Chaosgarde in bracers and grab a +3 Int tome and hopefully a +3 Dex, then switch out some Enhancements for proper Dex buffage.

Hadrian
02-27-2008, 12:27 PM
I do have a +3 dex tome on Thuric. Because my dex bonus to AC was already capped until I can get tower shield mastery 3 (when the cap goes up to at least 17) I decided to use it to save me an item slot. So I got a BP of Vol with its +4 dex to bring me to the 22 dex that I need for 6 ac from dexterity.

I have also considered taking a dexterity point for my 20th level bonus. I figure that I could get my dexterity to a point where it's better for me to use just a heavy shield.

I have thought about 12/3/5 with 5 rogue to cap out my intimidate. I am not sure that this is a good idea in the long run, though. I'll lose a feat, +1 BAB and about 8 hit points. I'll gain 1d6 more backstab and 12 extra skill points, which should allow me to cap intimidate by the time I reach level 19 or 20.

Tanka
02-27-2008, 12:40 PM
In some quests, I've noticed that Intimidate would mean dead character. Devils, for instance. The Ghaeles would just spam you with spells that have no save and no Elemental Resistance.

Intimidate is a mixed bag at the moment. You'd have to dedicate a slot to it, though by L20 that may not be such a problem for all of us to have one slot covering multiple things.

Hadrian
02-27-2008, 03:55 PM
In some quests, I've noticed that Intimidate would mean dead character. Devils, for instance. The Ghaeles would just spam you with spells that have no save and no Elemental Resistance.

Intimidate is a mixed bag at the moment. You'd have to dedicate a slot to it, though by L20 that may not be such a problem for all of us to have one slot covering multiple things.

One quest hardly negates the usefullness an entire skill, though. With melee-heavy opponents I can afford to lose my resistance ring for an intimidate item. The goggles make sure I still have high reflex saves just in case.

Cold_Stele
02-27-2008, 06:39 PM
Emerald Claw Amulet ftw

+11 Intim/Diplo + Fearsome.

I know people love or hate Fearsome, but what's not up for debate is that it will keep you alive. Just not in Running with Devils maybe ;)

I guess the only real downside to dedicating a slot to this item is if you absolutely need the Golden Cartouche in it. Otherwise you can hot-swap in Death's Locket, Beholder's Optic Nerve or Scourge Choker (boss fights) in at your heart's content.

Hadrian
02-27-2008, 11:09 PM
Well, fearsome is not ideal for a high AC/saves/evasion tank build. The goal is to gather them up to make them easy to kill, not to scatter them all over the place.

Plus, as you can see from a few posts earlier, I have my con item in my neck slot and I have no place that I can move it to without losing something else vital.

Lastly, I don't get hit enough for the Scourge Choker to work properly, and I stopped using the optic nerve and deathblock items a while ago. If, for some reason, I absolutely have to have deathblock on, I can fall back on the silver flame pendant. It is nice against beholders because it can prevent more level drains than the optic nerve. Most of the nerve's charges are wasted on things that I would have saved against anyway or that would have been stopped by deathblock.

I don't think I have equipped it in a few months, though. The last time I ran Glacial Abyss, probably.

Tanka
02-28-2008, 03:02 PM
One quest hardly negates the usefullness an entire skill, though. With melee-heavy opponents I can afford to lose my resistance ring for an intimidate item. The goggles make sure I still have high reflex saves just in case.
The biggest issue then is when you're facing melee and casters at the same time. Sure, you can ask for a quick Resist, but undispellable, IMO, is better than dispellable.


Emerald Claw Amulet ftw

+11 Intim/Diplo + Fearsome.

I know people love or hate Fearsome, but what's not up for debate is that it will keep you alive. Just not in Running with Devils maybe ;)

I guess the only real downside to dedicating a slot to this item is if you absolutely need the Golden Cartouche in it. Otherwise you can hot-swap in Death's Locket, Beholder's Optic Nerve or Scourge Choker (boss fights) in at your heart's content.
My armor is Fearsome, not really much better to wear there unless I'm going for AC.


Well, fearsome is not ideal for a high AC/saves/evasion tank build. The goal is to gather them up to make them easy to kill, not to scatter them all over the place.

Plus, as you can see from a few posts earlier, I have my con item in my neck slot and I have no place that I can move it to without losing something else vital.

Lastly, I don't get hit enough for the Scourge Choker to work properly, and I stopped using the optic nerve and deathblock items a while ago. If, for some reason, I absolutely have to have deathblock on, I can fall back on the silver flame pendant. It is nice against beholders because it can prevent more level drains than the optic nerve. Most of the nerve's charges are wasted on things that I would have saved against anyway or that would have been stopped by deathblock.

I don't think I have equipped it in a few months, though. The last time I ran Glacial Abyss, probably.
Fearsome doesn't always scatter mobs. A lot of times, it just sends them a few feet away, waiting patiently (er, well, kinda) for their timely deaths via FoD/PK/Destruction.

I keep the +6 Con neck equipped mainly because I'm not an AC build. I do have the Silver Flame Talisman, Cartouche and Stormreaver Amulet on hotswap, and a +5 Prot banked.

Again, item usage really does come down to build and purpose. You go AC, I go THF. So of course our slots will differ significantly, only because of the nature of things. It also means we're going to favor styles different. I like Fearsome because it means things will stop beating on me after they fail a save. I like more HP because I get hit on 1s and don't mind that. I like PA because it means hitting harder, killing things faster.

So it's all build and style that defines what items we think are most beneficial.

Hadrian
02-28-2008, 04:12 PM
The biggest issue then is when you're facing melee and casters at the same time. Sure, you can ask for a quick Resist, but undispellable, IMO, is better than dispellable.


Not that kind of resist. I mean +4 resistance ring.

As for the rest of that, I assumed Cold was responding to me, and I was responding to him as to why I could not wear the necklace. I was't trying to tell you why you shouldn't.

Tanka
02-29-2008, 12:37 AM
I was just responding about general item differences. I wouldn't wear the Emerald Claw necklace because I like having my Silver Flame Talisman too much.

Either way, Fearsome is pretty good if you're not worrying about AC at all.

Tanka
03-01-2008, 11:05 AM
Got my second tier bracers finally.

UMD breakdown
19 base ranks
+3 Skill Focus
+6 Cha Bonus (22 Cha)
+3 Exceptional Bonus
+2 Luck Bonus (Head of Good Fortune)
--
33 unbuffed with standard gear layout
+3 Competence Bonus (Golden Cartouche)
--
36 swapping from +6 Con neck to Cartouche
+4 GH
--
40 fully buffed
+5 HV Boost 20sec 5/rest
--
45 fully buffed and boosted

Just need the Titan Gloves and the third tier of my bracers to have a non-boosted UMD of 45. +3 Cha tome brings that up another point to 46, with the boost taking it to 51.

Hadrian
03-01-2008, 12:47 PM
I don't have the human boost, but I do have the rogue action boost +2. When the cap goes up, I will probably go 11/3/4 and get a second tier of rogue action boost for another +4 if I do choose to go with intimidate.

So right now I can hit 40 UMD with +2 exceptional bonus (I made tier 1 reflex saves +5) and with 20 overall charisma. It would require a +3 cha tome for me to hit 22 cha.

Tanka
03-01-2008, 03:16 PM
Honestly, I'm not sure an extra +1 to UMD on a boost is worth shorting yourself on Fighter levels. I know by the time I hit 20 I'll be 14/3/3, but that's as deep as I'll go with multiclassing on Tanka.

Unless, of course, they introduce some bombastic Enhancement for Ftr 15, which I really sincerely doubt.

Hadrian
03-01-2008, 05:02 PM
Honestly, I'm not sure an extra +1 to UMD on a boost is worth shorting yourself on Fighter levels. I know by the time I hit 20 I'll be 14/3/3, but that's as deep as I'll go with multiclassing on Tanka.

Unless, of course, they introduce some bombastic Enhancement for Ftr 15, which I really sincerely doubt.


When the cap goes up, I will probably go 11/3/4 and get a second tier of rogue action boost for another +4 if I do choose to go with intimidate.

Like I said, if I choose to go with intimidate as I was explaining earlier in the thread, I will go with extra rogue levels.

If I take 4 rogue levels, I still sit at the same BAB. I lose one feat and 4 hit points, and I gain additional action boost bonus and 6 skill points.

If I take 5 rogue levels, I drop 1 BAB, lose that same one feat and a total of 8 hit points. I gain d6 backstab and a total of 12 skill points.

Tanka
03-02-2008, 09:18 AM
AC is still going up right now due to insight bonuses and the like, but we can't say for sure if they'll continue the trend with M7 and beyond. It's quite possible we'll hit a cap where we won't be able to go any farther at all until we get to epic levels, for +6-+10 equipment.

It might be best to take a "wait and see" approach, but, well, we'll see. :p

Hadrian
03-02-2008, 04:44 PM
Well, as long as I hit 11 fighter levels, it won't change my potential AC at all. These decisions have nothing at all to do with AC. My build's potential maximum is 14 fighter levels already, so whatever they do at 15th level fighter won't matter for me.

Tanka
03-20-2008, 09:42 PM
Just got the Titan Gloves for my 20th reward.

42 UMD now. Max has been outlined above. (45 3rd tier bracers, 46 +3 Cha tome, 51 20sec boost 5/rest if you can't be bothered to scroll up)

Tanka
06-07-2008, 01:56 PM
OK, I took about a month's break. Got bored of playing various other games (as usual) and have been reading up on the new raid loot.

Holy friggin' cow Tumbleweed and the Thrane Goggles look sick. Can't wait to see what the other Thrane item is for the nice combo.

Also; greensteel greataxe FTW.

YAY MORE GRIND! /sigh

Tanka
06-10-2008, 02:00 PM
Reoptimized the build, making it a deviant build of my own original.

Also made a 28pt/no tomes at 1st level variation. It does help to have a +1 Con tome in it at some point, but once you're in the Shroud those drop like candy.

I haven't taken Tanka into the Visions raid yet, but I'm getting there. I kinda want to get my greataxe crafted first. ;)

Tanka
06-12-2008, 10:58 PM
Just got Tharne's Goggles in a really, really smooth Visions run. 32ish minutes, about five total deaths and four pieces of raid loot fell (Bracers, Goggles, two FPs).

Haven't had a chance to play with the Goggles yet, but the +5 to-hit/+8 damage while Sneak Attacking is gonna be an interesting aggro-generator. ;)

Tanka
11-16-2008, 11:08 AM
Long-time update. I managed to get a +3 Con tome for my 20th Shroud some time ago. With the new Enhancements, I'm at 418HP. The currently posted build would have 434.

The new Dragontouched armor opens up a lot of possibilities. The best bet for this build is GFL, +6 Con and Tharne's Wrath (for the GT and threat reduction). This frees up the necklace slot for a 45HP Shroud item (Air/Air/Air?), putting the posted build at 509HP!

With a minimal change to stats, you could even go TWF in the long run. Something I may work on in the future on a new build variation.

Tanka
01-18-2009, 07:02 PM
Another update!

Just finished my belt (what?).

34 UMD standing around, 41 with Gloves/HoGF, 45 with GH, 48 with HV2 Boost.

Two item switches and no-fail on Heal/GH/Reconstruct. GH and no-fail on GT.

Now I gotta think about the cap increase. Go 14/3/3 or 12/6/2 for Kensai 2/KotC1?

Spisey
01-18-2009, 07:07 PM
This is not possible for 1 toon no matter what the build is!

U need someone to send power to the top R#3 spot from the top R#2 spot AFTER the bridges are crossed...simply put i dont care what ur build is...u cant be in both places at the same time!

The Bytcher~


Green side is easy. Been soloing green for too long to remember. :D

Tanka
01-18-2009, 07:12 PM
Green side is easy. Been soloing green for too long to remember. :D
You're a few months late on that reply. :p

Tanka
07-15-2009, 06:54 AM
Current build as of approx. 11PM EST, Tue Jul 14 2009:


Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 16 Lawful Good Human Male
(11 Fighter \ 3 Paladin \ 2 Rogue)
Hit Points: 314
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 20
Reflex: 15
Will: 14

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 16) (Level 16)
Strength 16 23 26
Dexterity 12 14 14
Constitution 14 17 18
Intelligence 10 12 12
Wisdom 12 12 12
Charisma 14 17 18

Tomes Used
+1 Tome of Strength used at level 1
+1 Tome of Dexterity used at level 1
+1 Tome of Constitution used at level 1
+1 Tome of Charisma used at level 1
+2 Tome of Strength used at level 12
+2 Tome of Dexterity used at level 12
+3 Tome of Strength used at level 16
+3 Tome of Constitution used at level 16
+2 Tome of Intelligence used at level 16
+3 Tome of Charisma used at level 16

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance 5 12 14
Bluff 6 8 8
Concentration 2 4 4
Diplomacy 2 4 4
Disable Device n/a n/a n/a
Haggle 6 8 8
Heal 1 1 1
Hide 1 2 2
Intimidate 2 4 4
Jump 7 27 27
Listen 5 5 5
Move Silently 1 2 2
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 0 1 1
Search 0 1 1
Spot 5 5 5
Swim 7 12 12
Tumble 5 6 6
Use Magic Device 6 23 26

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Bluff (+4)
Skill: Haggle (+4)
Skill: Jump (+4)
Skill: Listen (+4)
Skill: Spot (+4)
Skill: Swim (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Least Dragonmark of Passage
Feat: (Human Bonus) Skill Focus: Use Magic Device
Enhancement: Rogue Sneak Attack Training I


Level 2 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Enhancement: Fighter Haste Boost I
Enhancement: Human Improved Recovery I
Enhancement: Extra Dragonmark I


Level 3 (Paladin)
Skill: Jump (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness
Enhancement: Paladin Extra Smite Evil I
Enhancement: Fighter Toughness I
Enhancement: Racial Toughness I


Level 4 (Paladin)
Ability Raise: STR
Skill: Jump (+0.5)
Skill: Use Magic Device (+1)
Enhancement: Paladin Charisma I


Level 5 (Paladin)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Extra Lay on Hands I


Level 6 (Fighter)
Skill: Jump (+2)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Force of Personality
Feat: (Fighter Bonus) Two Handed Fighting
Enhancement: Fighter Strength I
Enhancement: Human Adaptability Strength I
Enhancement: Human Improved Recovery II
Enhancement: Extra Dragonmark II
Enhancement: Racial Toughness II


Level 7 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)


Level 8 (Rogue)
Ability Raise: STR
Skill: Balance (+6)
Skill: Jump (+1)
Skill: Use Magic Device (+2)


Level 9 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Feat: (Selected) Weapon Specialization: Slashing Weapons
Enhancement: Fighter Haste Boost II
Enhancement: Fighter Toughness II


Level 10 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)


Level 11 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Improved Two Handed Fighting
Enhancement: Fighter Strength II
Enhancement: Human Improved Recovery III
Enhancement: Extra Dragonmark III


Level 12 (Fighter)
Ability Raise: STR
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Lesser Dragonmark of Passage
Enhancement: Fighter Haste Boost III
Enhancement: Fighter Toughness III


Level 13 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
Enhancement: Fighter Greataxe Specialization I
Enhancement: Human Adaptability Constitution II


Level 14 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Enhancement: Extra Dragonmark IV


Level 15 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Greater Two Handed Fighting
Feat: (Fighter Bonus) Power Attack
Enhancement: Fighter Haste Boost IV


Level 16 (Fighter)
Ability Raise: STR
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Enhancement: Fighter Toughness IVUnbuffed UMD of 37, buffed at 46.

Unbuffed saves above 25 each.

Self-LoH for ~130pts, Heal scrolls for ~190.

5 30% Haste Boosts, 8 Expeditious Retreats, 6 Dimension Doors.

Gear is as follows:

Helm: Minos (eventually Min2 - HP helm)
Goggles: Tharne's
Neck: ?? (eventually going back to +6 Con, gotta fix armor first)
Trinket: Bloodstone/HoGF/Bat
Cloak: Bard's
Belt: Lit2 (SP/SP/SP - Cha skill bonus only until M9 when I get Pally spells), Air2 (for Haste clickies)
Gloves: Bramblecasters/Seven-Fingered Gloves
Boots: Boots of the Innocent/Madstone/Madstone
Rings: +6 Dex, Greater Fire Resist (hotswap)
Bracers: Levik's
Armor: DT Outfit (GFL, +6 Con, Ooze Guard -- eventually aiming for GFL, +6 Wis, Tharne's or Disint Guard)
Weapons: Lit2 Greataxe, Pos3 Maul (for Sorjek runs)

Tanka
07-15-2009, 06:56 AM
Eventual build:

12 Ftr/6 Pal/2 Rog
Kensai2/KotC1

Considering using L20 stat bump for Dex and grinding out +4 Dex tome, switching feats to get Khopesh and GTWF.

L12 Ftr feat (taken at L17): GWS: Slashing
L18 Feat: Extend

Enochroot
07-15-2009, 07:06 AM
You're a LEGEND.

Tanka
07-15-2009, 07:07 AM
You're a LEGEND.
Awww. I have fans! :o

Thanks Xer. :p

Tanka
09-05-2009, 12:13 AM
I'll start a new thread eventually. This one is cluttered with junk information and early mistakes.

But if people want to know my Enhancement loadout for M9...

Fighter Attack Boost 2
Fighter Haste Boost 4
Extra Dragonmark 2
Kensei Greataxe Mastery 2
Fighter Critical Accuracy 2
Fighter Kensei 2
Fighter Greataxe Specialization 1
Human Adaptability Strength
Human Greater Adaptability Constitution
Human Improved Recovery 2
Paladin Courage of Good 1
Paladin Resistance of Good 1
Paladin Extra Lay on Hands 1
Paladin Extra Smite Evil 2
Paladin Exalted Smite 1
Paladin Knight of the Chalice 1
Racial Toughness 3
Rogue Sneak Attack Training 1
Paladin Energy of the Templar 1
Paladin Charisma 1
Fighter Strength 3
Fighter Toughness 3
Paladin Divine Might 1

That's with the following Tomes:
+3 Str
+2 Dex
+3 Con
+2 Int
+3 Cha

Gear will be:
Goggles: Tharne's
Helmet: Minos Legens
Necklace: Verik's Necklace
Trinket: Bloodstone (or new Arrowhead)/HoGF
Cloak: Lit2 HP/HP/HP
Belt: Knost's Belt
Gloves: Bramblecasters/Seven Fingered
Boots: 30% Strider/Boots of Anchoring/Madstone x3
Bracers: Lit2 SP/SP/SP
Rings: Verik's (+2 Str)/Knost's (30% Healing Amp)
Armor: DT Vestements (+5 Resist, +6 Cha, Disint Guard)