View Full Version : Fighter build challenge
Need some help here folks as I have not built a fighter in awhile.
I would like to build a 32 pt TWF Dwarf fighter with a few levels of Ranger. I would like to try and keep AC fairly high. I plan on using Dwarven axes in one hand as I have a nice collection from a previous creation. Is it possible to dual wield D axes? Mod 6 right? What kind of dex will i need to get oversized?
Anyway, I will have all 6 +1 tomes available at level 1 so please take this into account.
The main goal is for fun, good dps and be able to take some hits. I'm thinking 1 Ranger, 2 Fighter, 3 Ranger, 4+ Fighter but am open to other suggestions for progression or classes.
Thanks in advance for your suggestions
KoboldKiller
12-31-2007, 09:06 AM
You can dual wield Dwarvens but with a -4 penalty I believe (I do it on my Ranger/Fighter), however with the new Oversized two weapon enhancement coming in MOD6 you will only take a -2 penalty. I'm sure if I'm off on this someone will correct me.
Tanka
12-31-2007, 10:25 AM
Your best shot, now, is going 10 Fighter/6 Ranger for the Tempest Enhancement.
Oversized TWF requires Str 12 and TWF, which Ranger 2 will grant you.
Starting stats should probably be:
16 Str
16 Dex
16 Con
8 Int
14 Wis
6 Cha
Use your +1 tomes for your Physical stats only (Str, Dex, Con). 14 Wis is enough to boost your Will save. You'll also get Improved TWF, a 1st level spell (and some spell points), Manyshot, Rapid Shot, TWF, and then feats from your Fighter levels (I'd go with: Dodge, Mobility, Spring Attack, WF: Slash, WS: Slash, Toughness, GWF: Slash, IC: Slash, Greater TWF, Oversized TWF, and some others to flavor. Not necessarily in that order.)
Start off with the 6 Ranger to get to Tempest ASAP. If you want Superior TWF, you'll need a +3 Dex tome to pick it up.
Alternatively, drop Wis to 10 and bring Int to 12, and use an Int tome to pick up Combat Expertise for more AC. You can switch between TWF and Sword&Board when you need to for tanking.
Thanks Tanka. I will look into the 10/6 more closely. It looks like I can be happy with that spread.
Tanka
12-31-2007, 10:48 AM
If you go with the 12 Int variation for CE, also use a Wis tome so you can cast spells without an item. It'll only be a 1st level spell (my suggestion: Jump), and any full caster will blow yours out of the water, but it's a good self-buff. If you shrine with a Wis item and a +SP item on, you'll have more to spread around to party members before going to your dual Dwarven Axes.
Enhancements to pick up: Fighter's Str, Ranger's Dex (if you do want the AC), Dwarven Con, Dwarven/Fighter Toughness, Fighter Haste Boost, Dwarven Axe Attack/Damage, Dwarven Spell Defense, Tempest (4 AP Enhancement at Ranger 6 -- needs Dodge, Mobility and Spring Attack). Splash with Ranger Sprint Boost and whatever else to round it out.
Using Ron's builder I wound up at 8/6 because he hasn't updated for Mod 6 yet. Fighter's Toughness 3, Dwarven Toughness 2, Fighter's Str 2, Dwarven Con 2, Ranger Dex 2, Fighter's Haste Boost 1, Ranger Skill Boost 1, Ranger Sprint Boost 2, Dwarven Axe Attack/Damage 2, Dwarven Spell Defense 3, Fighter's Item Defense 1 and 4 AP set aside for Tempest. L15 would be Dwarven Toughness 3 and L16 will be Fighter's Str 3.
Once Ron gives us up to L16 I'll throw something more solid together.
Strakeln
12-31-2007, 11:05 AM
Personally, I prefer to try and make my int an odd number, so that +1 tome can be applied before you hit level 2 (and give you an extra skill point from then on). If you're going the CE route like Tanka suggested, you'll want to do as he said (12 int).
what kind of ac are we looking at with and without CE? and what feat do I lose to get it? I'm thinking forgoing it.
Hadrian
12-31-2007, 12:44 PM
CE will be +5 ac and -5 to hit that will stack with the penalties from TWF. For this reason I wouldn't drop any + to-hit feats to get it.
Self-buffed armor class could be:
10 base natural
13 +5 mithral FP
3 mithral fp dex bonus
1-3 dwarven armor mastery dex bonus or dagger tooth belt
3 barkskin
2 chaosgarde
5 protection
1 dodge
38-40
The variation depends on what level of dex item you have and how many APs you're willing to sink into armor mastery. If you go with the daggertooth belt, it would be a bonus of 2 ac.
CE takes you to 43-45
To this you could add a chattering ring eventually for 46-48
On top of this you could add haste, recitation, full ranger barkskin and paladin aura for
52-54 ac
You could even add a weapon of parrying and the two-weapon defense feat for 2 more AC if you really wanted to, but this probably would not be worth the cost.
So yes, CE does make a large difference in having an acceptable high end AC, but you're going to need a lot of other good equipment as well. On the other hand, if you do get enough AC that you are fairly safe, you will not need to move around while attacking to avoid damage and it would be possible to drop the spring attack line.
Averroes
12-31-2007, 02:57 PM
Start off with the 6 Ranger to get to Tempest ASAP. If you want Superior TWF, you'll need a +3 Dex tome to pick it up.
There's at least one big 'if' with two-weapon builds right now -- if Rangers are given Superior TWF at 15 ranger/Tempest 2 without the dex prereq, as has been suggested, then strength-based sub-14-dex dorf rangers will be very happy... If STWF provides a similar DPS increase to GTWF, anyway.
Not needing that much dex opens up all sorts of other options -- I think if I was going to roll something like this right now I'd probably bet on getting STWF without the dex req and plan on 15n/2p/1r to 18, with some tough decisions to make about when to take the pally levels (i.e., put them off until 17-18?).
If you do wind up needing the dex for STWF though... It might be time to consider elf. Farming +3 tomes is teh sux. And I could see fighter 12/ranger 6 being very nice at level 18, even with the terrible saves...
death_smurf
12-31-2007, 03:02 PM
temepst grants you a +2 bonus to ac when dual weilding and using the sheild spell (scroll cookie clicky) would grant you an additional 4 and you could take the fighters ac boost enhancemnt. so could get your ac 10 higher for 20 second bursts (6 higher for prolonged periods) also depending on alignment or umd could also factor in chaos guards for an addition 2 ac. so its not out of the realm of possibilty to reach a sustained ac of 62 or a boosted ac of 66 (with new bard song that grants 4 dodge bonus and haste a 67 sustained or 71 boosted)
Tanka
12-31-2007, 03:24 PM
temepst grants you a +2 bonus to ac when dual weilding and using the sheild spell (scroll cookie clicky) would grant you an additional 4 as you could take the fighters ac boost enhancemnt. so could get your ac 10 higher for 20 second bursts (6 higher for prolonged periods) also depending on alignment or umd could also factor in chaos guards for an addition 2 ac.
Hadrian calculated Chaosgards into the AC numbers.
The build I'd go with is as follows, with some notes beforehand.
A few Enhancements and feats aren't included because they haven't been made into Ron's program yet.
L7: Take the Tempest Enhancement. It's 4 AP.
L12: Take Oversized TWF as your General Feat.
L14: Take either FAM2 or DAM2 until you get the KDS, then switch it out for Fighter Toughness 3.
L15: Take Superior TWF (assuming you have a +3 Dex tome by then) and pick up Dwarf Toughness 3 (3 AP).
L16: Take Greater Weapon Focus: Slashing and Fighter's Strength 3 (6 AP). Increase Strength by 1. If you can get a +3 Str tome, that's 32 Str with a +6 item.
Character Plan by DDO Character Planner Version 2.75
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 14 Lawful Good Dwarf Male
(8 Fighter \ 6 Ranger)
Hit Points: 265
Spell Points: 25
BAB: 14\14\19\24
Fortitude: 15
Reflex: 11
Will: 4
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 14) (Level 14)
Strength 16 20 22
Dexterity 16 17 18
Constitution 16 17 19
Intelligence 12 13 13
Wisdom 10 11 11
Charisma 6 6 6
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 Intelligence used at level 1
+1 Tome of Wisdom used at level 1
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 14) (Level 14)
Balance 5 12.5 16.5
Bluff -2 -2 -2
Concentration 3 4 4
Diplomacy -2 -2 -2
Disable Device n/a n/a n/a
Haggle -2 -2 -2
Heal 0 0 0
Hide 3 4 4
Intimidate -2 -2 -2
Jump 7 23 23
Listen 4 9 9
Move Silently 3 4 4
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 1 1 1
Search 1 1 3
Spot 4 9 9
Swim 7 15 15
Tumble 5 8.5 8.5
Use Magic Device 0 6.5 6.5
Level 1 (Ranger)
Skill: Balance (+2)
Skill: Jump (+4)
Skill: Listen (+4)
Skill: Spot (+4)
Skill: Swim (+4)
Skill: Tumble (+2)
Skill: Use Magic Device (+2)
Feat: (Selected) Dodge
Feat: (Favored Enemy) Favored Enemy: Undead
Enhancement: Ranger Skill Boost I
Enhancement: Ranger Sprint Boost I
Enhancement: Dwarven Axe Damage I
Level 2 (Ranger)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Dwarven Spell Defense I
Enhancement: Ranger Dexterity I
Level 3 (Ranger)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Toughness
Enhancement: Dwarven Armor Mastery I
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Toughness I
Level 4 (Ranger)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Ranger Sprint Boost II
Enhancement: Dwarven Axe Attack I
Level 5 (Ranger)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Favored Enemy) Favored Enemy: Giant
Enhancement: Dwarven Spell Defense II
Level 6 (Ranger)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Mobility
Enhancement: Dwarven Toughness II
Level 7 (Fighter)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Spring Attack
Enhancement: Dwarven Axe Damage II
Level 8 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Enhancement: Fighter Item Defense I
Enhancement: Fighter Strength I
Enhancement: Fighter Toughness I
Level 9 (Fighter)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Dwarven Constitution II
Level 10 (Fighter)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Toughness II
Level 11 (Fighter)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Dwarven Axe Attack II
Level 12 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Enhancement: Fighter Strength II
Level 13 (Fighter)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Fighter Haste Boost I
Enhancement: Dwarven Spell Defense III
Level 14 (Fighter)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Combat Expertise
Easily attainable AC is:
10 base
8 Dex (26 Dexterity)
10 (+5 Mith Breastplate)
3 (Barkskin pot)
2 (Chaosgard)
5 (Protection)
1 (Dodge)
5 (Combat Expertise)
2 (Tempest AC boost)
--
46 AC (Barkskin-pot-only buff)
--
1 (Haste)
2 (Recitation)
+2 (Ranger Bark)
4 (Paladin Aura)
--
55 AC
--
3 (Chattering Ring)
1 (of Parrying weapon)
--
59 AC
Pretty good, actually.
death_smurf
12-31-2007, 03:30 PM
ah so he did, my appologies. however still quite a bit of room to raise ac if that your focus. personally ill take dps over ac as it suits my plaing style most of the time. so im working on a barb ranger tempest build with fighter mixed in for the melee haste boost.
ShadowFox1978
12-31-2007, 03:34 PM
Although Ranger 9 is attractive for evasion. Quick build I put together, just as a conversation starter.
Character Plan by DDO Character Planner Version 2.75
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 14 Lawful Good Dwarf Male
(8 Fighter \ 6 Ranger)
Hit Points: 280
Spell Points: 40
BAB: 14\14\19\24
Fortitude: 15
Reflex: 12
Will: 7
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 14)
Strength 16 21
Dexterity 16 20
Constitution 16 18
Intelligence 10 10
Wisdom 12 12
Charisma 6 6
Tomes Used
+3 Tome of Dexterity used at level 14
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 14)
Balance 5 14
Bluff -2 -2
Concentration 3 4
Diplomacy -2 -2
Disable Device n/a n/a
Haggle -2 -2
Heal 1 1
Hide 5 10
Intimidate -2 -2
Jump 7 22
Listen 1 1
Move Silently 5 10
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot 5 11
Swim 7 22
Tumble 5 8
Use Magic Device n/a n/a
Level 1 (Ranger)
Feat: (Selected) Dodge
Feat: (Favored Enemy) Favored Enemy: Undead
Level 2 (Ranger)
Level 3 (Fighter)
Feat: (Fighter Bonus) Mobility
Feat: (Selected) Weapon Focus: Slashing Weapons
Level 4 (Ranger)
Level 5 (Ranger)
Level 6 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Selected) Spring Attack
Level 7 (Ranger)
Level 8 (Fighter)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Level 9 (Fighter)
Feat: (Selected) Toughness
Level 10 (Fighter)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Level 11 (Fighter)
Level 12 (Fighter)
Feat: (Selected) Iron Will
Feat: (Fighter Bonus) Power Attack
Level 13 (Fighter)
Level 14 (Fighter)
Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
Enhancement: Dwarven Armor Mastery I
Enhancement: Dwarven Armor Mastery II
Enhancement: Dwarven Axe Attack I
Enhancement: Dwarven Axe Attack II
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Axe Damage II
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Spell Defense I
Enhancement: Dwarven Spell Defense II
Enhancement: Dwarven Spell Defense III
Enhancement: Dwarven Toughness I
Enhancement: Dwarven Toughness II
Enhancement: Dwarven Toughness III
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Armor Mastery II
Enhancement: Ranger Dexterity I
Enhancement: Fighter Strength I
Enhancement: Fighter Strength II
Enhancement: Fighter Toughness I
Enhancement: Fighter Toughness II
Enhancement: Fighter Toughness III
Of course, final enhancements are up to you and depend on your available gear. Level 15 would be oversivedTWF or STWF and 16 would be the other feat. Your hp would be in the 350 range. Saves against spells( with a decent resistance item) would be respectable for a non-pally splash. Haven't figured AC yet( enhancements assume mithril FP adjust to suit your needs), but to hit and dps numbers would be solid.
Tanka
12-31-2007, 03:53 PM
Something I'd find interesting to try is 2 Rog/6 Rgr/rest Fighter, for better UMD and Evasion. Or maybe 2 Rog/6 Rgr/rest Paladin just for kicks. Only problem is lack of Feats.
It's worth thinking over, at least.
ShadowFox1978
12-31-2007, 04:22 PM
Something I'd find interesting to try is 2 Rog/6 Rgr/rest Fighter, for better UMD and Evasion. Or maybe 2 Rog/6 Rgr/rest Paladin just for kicks. Only problem is lack of Feats.
It's worth thinking over, at least.
On the build I posted there are some filler feats that could be easily sacrificed for 2 rogue and evasion.
maddmatt70
12-31-2007, 06:33 PM
I think you should have a max str and high dex. Here is why you can get away with a low con and with the toughness feat still have hp in the 300 range with gear and your fort save as a fighter/ranger would be high. The primary advantage is your armor class can be very high even when two weapon fighting with the high dex... I would have something like an 18 str, 17 dex, 10 con, 11 wis, 8 int, 6 chr if you go 10/6 unless you want to do combat expertise then maybe 18 str, 17 dex, 10 con, 8 wis, 11 int, 6 chr or 18 str, 16 dex (use a level up point for dex), 11 con, 14 wis, 8 int, 6 chr, etc.. If he does the 2 rogue/6 ranger/8 fighter then different score distribution. I doubt that with 6 levels of ranger the op will have enough ranger levels to qualify for tempest II so I would make sure to have a 17 base dexterity.. By the way I prefer power attack over ce for two weapon fighters.. Dps for +5 damage for both weapon attacks over +5 ac any day... Why do people even put up fighter builds without power attack in them is beyond me..
Edit: my two weapon fighting dwarven level 14 fighter has 366 hp at 14 with an 18 con, without the minos helm and without fighter toughness 4 (maybe without dwarven toughness 4 as well cant remember) so if you had a +6 con item, and dwarven con 2, greater false life item, a +2 con tome and the minos helm you are looking at with a base 10 con 382 hp which is more then enough. I would be more concerned about your will save then your fort save and hp.. if you got extra points throw them into wisdom... My ac by the way when I am two weapon fighting rotates between a 42, 43, 46, or 47 depending on what I am wearing and what self buffs I cast on myself.... I could get it to a 49 if changed a little bit of equipment and used a parrying weapon but I never do that so hey... Hasted, barksin spell, recitation, and pally 58 AC. I dont have CE..
maddmatt70
12-31-2007, 06:36 PM
Although Ranger 9 is attractive for evasion. Quick build I put together, just as a conversation starter.
Character Plan by DDO Character Planner Version 2.75
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 14 Lawful Good Dwarf Male
(8 Fighter \ 6 Ranger)
Hit Points: 280
Spell Points: 40
BAB: 14\14\19\24
Fortitude: 15
Reflex: 12
Will: 7
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 14)
Strength 16 21
Dexterity 16 20
Constitution 16 18
Intelligence 10 10
Wisdom 12 12
Charisma 6 6
Tomes Used
+3 Tome of Dexterity used at level 14
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 14)
Balance 5 14
Bluff -2 -2
Concentration 3 4
Diplomacy -2 -2
Disable Device n/a n/a
Haggle -2 -2
Heal 1 1
Hide 5 10
Intimidate -2 -2
Jump 7 22
Listen 1 1
Move Silently 5 10
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot 5 11
Swim 7 22
Tumble 5 8
Use Magic Device n/a n/a
Level 1 (Ranger)
Feat: (Selected) Dodge
Feat: (Favored Enemy) Favored Enemy: Undead
Level 2 (Ranger)
Level 3 (Fighter)
Feat: (Fighter Bonus) Mobility
Feat: (Selected) Weapon Focus: Slashing Weapons
Level 4 (Ranger)
Level 5 (Ranger)
Level 6 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Selected) Spring Attack
Level 7 (Ranger)
Level 8 (Fighter)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Level 9 (Fighter)
Feat: (Selected) Toughness
Level 10 (Fighter)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Level 11 (Fighter)
Level 12 (Fighter)
Feat: (Selected) Iron Will
Feat: (Fighter Bonus) Power Attack
Level 13 (Fighter)
Level 14 (Fighter)
Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
Enhancement: Dwarven Armor Mastery I
Enhancement: Dwarven Armor Mastery II
Enhancement: Dwarven Axe Attack I
Enhancement: Dwarven Axe Attack II
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Axe Damage II
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Spell Defense I
Enhancement: Dwarven Spell Defense II
Enhancement: Dwarven Spell Defense III
Enhancement: Dwarven Toughness I
Enhancement: Dwarven Toughness II
Enhancement: Dwarven Toughness III
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Armor Mastery II
Enhancement: Ranger Dexterity I
Enhancement: Fighter Strength I
Enhancement: Fighter Strength II
Enhancement: Fighter Toughness I
Enhancement: Fighter Toughness II
Enhancement: Fighter Toughness III
Of course, final enhancements are up to you and depend on your available gear. Level 15 would be oversivedTWF or STWF and 16 would be the other feat. Your hp would be in the 350 range. Saves against spells( with a decent resistance item) would be respectable for a non-pally splash. Haven't figured AC yet( enhancements assume mithril FP adjust to suit your needs), but to hit and dps numbers would be solid.
He would need to be in light armor to use the ranger two weapon feats so you need to change this. Take out some of the fighter and dwarven armor mastery because of this (or maybe decrease dwarven spell defense by 1) and substitute for fighter haste boost (maybe fighter item defense 1 too for next mod), and ranger sprint boost, try to get ranger dex 2 as well.. Actually your hps would be in 400 450 range with all the gear which is excessive so I would back off on the con and toughness combo.. My starting stats recommendation would be 18 st, 17 dex, 10 con 11 wis, 8 int, 6 chr.. Put all ability score points into str.. The feats you need to switch iron will for greater two weapon fighting... At 15 superior two weapon fighting at 16 oversized two weapon fighting.
Tanka
01-01-2008, 10:41 AM
He would need to be in light armor to use the ranger two weapon feats so you need to change this. Take out some of the fighter and dwarven armor mastery because of this (or maybe decrease dwarven spell defense by 1) and substitute for fighter haste boost (maybe fighter item defense 1 too for next mod), and ranger sprint boost, try to get ranger dex 2 as well.. Actually your hps would be in 400 450 range with all the gear which is excessive so I would back off on the con and toughness combo.. My starting stats recommendation would be 18 st, 17 dex, 10 con 11 wis, 8 int, 6 chr.. Put all ability score points into str.. The feats you need to switch iron will for greater two weapon fighting... At 15 superior two weapon fighting at 16 oversized two weapon fighting.
Actually, Rangers don't have to be in Light Armor to use their combat styles. Yet.
ShadowFox1978
01-01-2008, 11:53 PM
Actually was considering Light armor(Mithril BP). He would still need all 4 levels of armor mastery. Ma possible dex(barring +4/+5 tomes later and assuming he wants to burn Ability point at 16 on dex) is 28. MBP only gives 5 max dex so needs all 4 levels to max dex in armor......of course at 28 you are approaching robe+ armor bracer territory......
Nice catch on the Iron will Greater twf feats. Was thinking class granted.....hate non pure rangers, lol.
Tanka
01-02-2008, 12:03 AM
Actually was considering Light armor(Mithril BP). He would still need all 4 levels of armor mastery. Ma possible dex(barring +4/+5 tomes later and assuming he wants to burn Ability point at 16 on dex) is 28. MBP only gives 5 max dex so needs all 4 levels to max dex in armor......of course at 28 you are approaching robe+ armor bracer territory......
Nice catch on the Iron will Greater twf feats. Was thinking class granted.....hate non pure rangers, lol.
Max possible Dex with a Starting 16 Dex and a +3 tome (and only getting Ranger Dex 1, because Ranger Dex 2 is frivolous) is 26, which means only needing AM3 (whether Fighter's or Dwarven, doesn't really matter).
Hadrian
01-02-2008, 12:16 AM
ah so he did, my appologies. however still quite a bit of room to raise ac if that your focus. personally ill take dps over ac as it suits my plaing style most of the time. so im working on a barb ranger tempest build with fighter mixed in for the melee haste boost.
I was not aware of the tempest boost to AC. As for the shield clicky, I don't like to count it because of its short duration, but I suppose that does technically add 4 more maximum possible AC. If you make a build that can UMD higher level wands, then certainly it becomes much more viable.
Also, it would probably be wise to raise dex higher but the question about what his AC would be with or without CE was for a given set of stats.
Thanks for all your help. I think I have settled on the following build. I will probably wait until mod 6 though in order to get the oversized feat earlier and to see the Tempest enhancements earlier. Anyway, final comments are appreciated.
Character Plan by DDO Character Planner Version 2.75
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 14 Lawful Good Dwarf Male
(8 Fighter \ 6 Ranger)
Hit Points: 316
Spell Points: 25
BAB: 14\14\19\24
Fortitude: 15
Reflex: 11
Will: 4
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 14) (Level 14)
Strength 16 20 22
Dexterity 16 17 19
Constitution 16 17 19
Intelligence 12 13 13
Wisdom 10 11 11
Charisma 6 6 6
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 Intelligence used at level 1
+1 Tome of Wisdom used at level 1
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 14) (Level 14)
Balance 5 12.5 16.5
Bluff -2 -2 -2
Concentration 3 4 4
Diplomacy -2 -2 -2
Disable Device n/a n/a n/a
Haggle 0 3 3
Heal 0 0 0
Hide 3 4 4
Intimidate -2 -2 -2
Jump 7 20 20
Listen 4 9 9
Move Silently 3 4 4
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 1 1 1
Search 1 1 3
Spot 4 9 9
Swim 3 6 6
Tumble 5 9 9
Use Magic Device 0 6.5 6.5
Level 1 (Ranger)
Skill: Balance (+2)
Skill: Haggle (+2)
Skill: Jump (+4)
Skill: Listen (+4)
Skill: Spot (+4)
Skill: Tumble (+2)
Skill: Use Magic Device (+2)
Feat: (Selected) Dodge
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Automatic) Attack
Feat: (Automatic) Bow Strength
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Dwarven Stability
Feat: (Automatic) Dwarven Stonecutting
Feat: (Automatic) Exotic Weapon Proficiency: Dwarven Waraxe
Feat: (Automatic) Giant Evasion
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Orc and Goblin Bonus
Feat: (Automatic) Poison Save Bonus
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Sneak
Feat: (Automatic) Spell Save Bonus (Dwarf)
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Feat: (Automatic) Wild Empathy
Level 2 (Ranger)
Skill: Balance (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting
Level 3 (Ranger)
Skill: Balance (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Toughness
Level 4 (Ranger)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Level 5 (Ranger)
Skill: Balance (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Favored Enemy) Favored Enemy: Giant
Level 6 (Ranger)
Skill: Haggle (+0.5)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Mobility
Feat: (Automatic) Improved Two Weapon Fighting
Feat: (Automatic) Manyshot
Level 7 (Fighter)
Skill: Balance (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Spring Attack
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Tower Shield Proficiency
Level 8 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Level 9 (Fighter)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 10 (Fighter)
Skill: Balance (+0.5)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Level 11 (Fighter)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Level 12 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Feat: (Selected) Toughness
Level 13 (Fighter)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Level 14 (Fighter)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Combat Expertise
Enhancement: Fighter Haste Boost I
Enhancement: Fighter Haste Boost II
Enhancement: Ranger Sprint Boost I
Enhancement: Dwarven Armor Mastery I
Enhancement: Dwarven Armor Mastery II
Enhancement: Dwarven Axe Attack I
Enhancement: Dwarven Axe Attack II
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Axe Damage II
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Toughness I
Enhancement: Dwarven Toughness II
Enhancement: Dwarven Toughness III
Enhancement: Dwarven Toughness IV
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II
Enhancement: Fighter Strength I
Enhancement: Fighter Strength II
Enhancement: Fighter Toughness I
Enhancement: Fighter Toughness II
Enhancement: Fighter Toughness III
Hadrian
01-02-2008, 10:37 AM
I had forgot to say before in the AC discussion:
Dwarves also get a racial feat that boosts armor class against giants. This is extremely useful considering most of the highest to-hit creatures in the game are giants. Especially in mod 4 where the AC requirements are so inflated. Dwarfness helps to offset this a little bit.
maddmatt70
01-02-2008, 02:43 PM
You will not get sup two weapon fighting without a 19 base which is why you should start with a 17 dex or put a level up point into dex + a +2 dex tome which you can get for 1750 favor reward or find in the next mod. I have no idea why the other posters advocated for not having a 17 base. +3 tomes will still be very rare at least until the cap goes to 18 or 20 when you can find them in any random chest my guess is when the cap is at 20 which will be over a year from now....
The other thing that cracks me up is neither of the other two posters have played a two weapon fighting dwarf fighter whereas i have for almost 2 years lol...
You will not get sup two weapon fighting without a 19 base which is why you should start with a 17 dex or put a level up point into dex + a +2 dex tome which you can get for 1750 favor reward or find in the next mod. I have no idea why the other posters advocated for not having a 17 base. +3 tomes will still be very rare at least until the cap goes to 18 or 20 when you can find them in any random chest my guess is when the cap is at 20 which will be over a year from now....
The other thing that cracks me up is neither of the other two posters have played a two weapon fighting dwarf fighter whereas i have for almost 2 years lol...
Has it been confirmed that you will need base dex and will not get this with the Tempest enhancement II?
maddmatt70
01-02-2008, 03:00 PM
Has it been confirmed that you will need base dex and will not get this with the Tempest enhancement II?
Well no but I doubt a 6th level ranger will qualify for tempest II. The character will almost certainly have to have more ranger levels. It is possibly if you are a heavy raider and with more raids being added that you will have a decent chance of getting a +3 dex tome in a raid, but the raid loot is changing - it looks like you use raid loot in the new raid/raids to 'customize' gear now what that means regarding tomes and in general I am not really sure.
Tanka
01-02-2008, 09:58 PM
Has it been confirmed that you will need base dex and will not get this with the Tempest enhancement II?
The Devs said they were thinking about maybe making Tempest 2 later on and maybe giving Rangers STWF then.
Personally, I wouldn't really count on it. It'd require more Ranger levels, possibly more than 10.
Bekki
01-03-2008, 11:30 AM
You can dual wield Dwarvens but with a -4 penalty I believe (I do it on my Ranger/Fighter), however with the new Oversized two weapon enhancement coming in MOD6 you will only take a -2 penalty. I'm sure if I'm off on this someone will correct me.
this may have already been answered, but
here is the scoop in the Players handbook.
Any Character can use two weapons Albeit a substantial penalty.
As per PH Ver.3.5
TWO Weapon fighting.
initialy it is -6 to main hand -10 with off hand! :eek:
-4 main hand -8 off hand with a light weapon! :eek: Again
The Two Weapon Fighting Feat reduces this to:
-4 to main hand -4 Off hand for Normal weapons.
and
-2 to main hand -2 Off hand for Light weapons.
Now to get the Light weapon bonus
you ONLY need to have a light weapon in your off hand.
I do not know for sure if the altered it for DDO
but I know my Dwarf bekki will go two weapons
at time with his Dwarven Axes and TWF feat
and he takes a -4 to each.
Improved TWF will give you an extra attack.
I am not sure at this time what Greater TWF gives you.
Lord_Seth
01-10-2008, 04:33 PM
See the Bladedancer Build! Although this build is elven I state a little bit about how to convert to Dwarf
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