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Demoyn
07-01-2008, 01:43 PM
I've just recently returned after a year's hiatus. I'm typically very into creating character builds, but a lot has changed since I last built. I'm looking for the three current cookie cutter builds (dwarven cleric, warforged barbarian, and one other) so that I can get straight into unlocking our 32 point builds.

The "one other" build has access to drow and I'm undecided about what to play in combo with these (I was going to go with Illuminati's brb 14/ftr 2 build, but the kid wants to play with Barbies), but the other two accounts are brand new. I already have a level 10 elven rogue on the account, so the option fits best but is less tempting.

So my request, then, is for someone to link me to the best "cookie cutter" builds for these classes that's currently available, and also to push me into a class/build that will be needed and useful on the Khyber server at level 16. Thanks in advance for the advice.

Yaga_Nub
07-01-2008, 01:54 PM
Drow 13 Ranger/2 Paladin/1 Rogue

Take Rogue levels first.

Then Ranger to level 6 for Tempest.

The rest is up to you.

Max UMD.

Guildmaster_Kadish
07-01-2008, 01:57 PM
Drow 13 Ranger/2 Paladin/1 Rogue

Take Rogue levels first.

Then Ranger to level 6 for Tempest.

The rest is up to you.

Max UMD.

Drop the paladin and pick up 1 monk. Max AC. :D

Yaga_Nub
07-01-2008, 01:59 PM
Drop the paladin and pick up 1 monk. Max AC. :D

Only if they also have a good wisdom score and don't wear armor.

Guildmaster_Kadish
07-01-2008, 02:08 PM
Only if they also have a good wisdom score and don't wear armor.

True. I was assuming that if you were drow based, you'd be going dex, so you wouldn't wear armor. Even if you start with 8 wisdom, you can still get to 16 without much trouble and be getting +3 ac from 1 monk.

Starting stats would be something like:

Str. 14
Dex. 18
Con. 12
Int. 14
Wis. 10
Cha. 10

End-Game:
Str. 24 (6 item 2 tome 2 ram's might)
Dex. 36 (6 item 4 levels 2 elf enh. 3 ranger enh. 3 tome)
Con. 20 (6 item 2 tome)
Int. 14
Wis. 18 (6 item 2 tome)
Cha. 18 (6 item 2 tome)

Tomes being completely optional, just to show the end-game potential. Could work fine even with just a single +1 dex tome.

ShadowFox1978
07-01-2008, 02:15 PM
Good classes:

Dwarven Cleric
Dwarven str ranger
WF or dwarf barb
Warchanter

Good chanters are rarer right now, and generally in demand for endgame raids.

Guildmaster_Kadish
07-01-2008, 02:17 PM
Dwarven str ranger

Also an excellent option for ranger route.

ShadowFox1978
07-01-2008, 02:17 PM
If you plan to run them as a static group, Cleric,Caster, WF barb is a pretty potent trio. If you are looking to level and favor grind as fast as possible, clerics are one of the easiest classes to level/grind favor on.

Demoyn
07-01-2008, 02:31 PM
Good classes:

Dwarven Cleric
Dwarven str ranger
WF or dwarf barb
Warchanter

Good chanters are rarer right now, and generally in demand for endgame raids.

Ok, warchanter has peaked my interest. I enjoy bards, and I really wanted a charisma character in the group for haggling. I assume it's a bard/fighter hybrid? How do I build it?

Also, when I mentioned drow earlier it was only so that people realized it was an option, I'm not tied to drow in any way. Provided that I like the warchanter (I like the PnP version for sure), we'd be a party of WF barb, dwarf cleric, and warchanter. Now... what's the best way to build these characters? The cleric wants her character to be primarily a heal-bot (no battle cleric, even though I helped make them famous when the game launched), and the barbarian loves greataxes.

ShadowFox1978
07-01-2008, 02:32 PM
28 point build-notes at the bottom

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

Level 16 Neutral Good Dwarf Male
(16 Cleric)
Hit Points: 260
Spell Points: 1195
BAB: 12\12\17\22
Fortitude: 14
Reflex: 5
Will: 16

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 16)
Strength 16 16
Dexterity 10 10
Constitution 16 18
Intelligence 8 8
Wisdom 16 22
Charisma 6 6

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 1 5
Bluff -2 -2
Concentration 3 19
Diplomacy -2 -2
Disable Device n/a n/a
Haggle -2 -2
Heal 3 6
Hide 0 0
Intimidate -2 -2
Jump 3 3
Listen 3 6
Move Silently 0 0
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 1
Spot 3 6
Swim 3 3
Tumble 1 1
Use Magic Device n/a n/a

Level 1 (Cleric)
Feat: (Selected) Mental Toughness


Level 2 (Cleric)


Level 3 (Cleric)
Feat: (Selected) Empower Healing Spell


Level 4 (Cleric)


Level 5 (Cleric)


Level 6 (Cleric)
Feat: (Selected) Extend Spell


Level 7 (Cleric)


Level 8 (Cleric)


Level 9 (Cleric)
Feat: (Selected) Toughness


Level 10 (Cleric)


Level 11 (Cleric)


Level 12 (Cleric)
Feat: (Selected) Maximize Spell


Level 13 (Cleric)


Level 14 (Cleric)


Level 15 (Cleric)
Feat: (Selected) Empower Spell


Level 16 (Cleric)
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Faith I
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: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Spell Penetration I
Enhancement: Cleric Spell Penetration II
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Energy of the Zealot III
Enhancement: Cleric Energy of the Zealot IV
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Wand Mastery I
Enhancement: Cleric Wand Mastery II
Enhancement: Cleric Wand Mastery III
Enhancement: Cleric Wand Mastery IV

After you get higher in level drop Empowered healing for quicken. You can keep mental toughness or switch it for heighten. Solid healing cleric with the ability to do some melee when needed. A good option on this is a splash of fighter or paladin to pick up weapon profs. If you decide to splash, I recommend fighter for the feat. Pally gives you some extra SP, and saves.

ShadowFox1978
07-01-2008, 02:44 PM
28-point notes at bottom

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

Level 16 Neutral Good Warforged Male
(16 Barbarian)
Hit Points: 292
Spell Points: 0
BAB: 16\16\21\26\26
Fortitude: 15
Reflex: 5
Will: 5

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 16)
Strength 18 22
Dexterity 10 10
Constitution 16 20
Intelligence 8 8
Wisdom 10 10
Charisma 6 6

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 2 9
Bluff -2 -2
Concentration 3 5
Diplomacy -2 -2
Disable Device n/a n/a
Haggle -2 -2
Heal 0 0
Hide 0 0
Intimidate -2 17
Jump 8 22
Listen 0 0
Move Silently 0 0
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 -1
Spot 0 0
Swim 4 6
Tumble 2 2
Use Magic Device n/a n/a

Level 1 (Barbarian)
Feat: (Selected) Two Handed Fighting


Level 2 (Barbarian)


Level 3 (Barbarian)
Feat: (Selected) Power Attack


Level 4 (Barbarian)


Level 5 (Barbarian)


Level 6 (Barbarian)
Feat: (Selected) Improved Two Handed Fighting


Level 7 (Barbarian)


Level 8 (Barbarian)


Level 9 (Barbarian)
Feat: (Selected) Improved Critical: Slashing Weapons


Level 10 (Barbarian)


Level 11 (Barbarian)


Level 12 (Barbarian)
Feat: (Selected) Greater Two Handed Fighting


Level 13 (Barbarian)


Level 14 (Barbarian)


Level 15 (Barbarian)
Feat: (Selected) Stunning Blow


Level 16 (Barbarian)
Enhancement: Barbarian Sprint Boost I
Enhancement: Barbarian Sprint Boost II
Enhancement: Barbarian Critical Rage I
Enhancement: Barbarian Critical Rage II
Enhancement: Barbarian Extend Rage I
Enhancement: Barbarian Extend Rage II
Enhancement: Barbarian Extend Rage III
Enhancement: Barbarian Extra Rage I
Enhancement: Barbarian Extra Rage II
Enhancement: Barbarian Extra Rage III
Enhancement: Barbarian Power Attack I
Enhancement: Barbarian Power Rage I
Enhancement: Barbarian Power Rage II
Enhancement: Barbarian Power Rage III
Enhancement: Barbarian Power Rage IV
Enhancement: Barbarian Constitution I
Enhancement: Barbarian Constitution II
Enhancement: Warforged Constitution I
Enhancement: Warforged Constitution II
Enhancement: Warforged Construct Thinking I
Enhancement: Warforged Healer's Friend I
Enhancement: Warforged Healer's Friend II
Enhancement: Warforged Power Attack I
Enhancement: Warforged Tactics I
Enhancement: Warforged Tactics II
Enhancement: Warforged Tactics III


Stunning blow is a nice option, but if the person playing isn't into clickie attacks, you could always take a second critical feat. Most barbs are pretty standard, until you start getting into the TWFer pierce speced builds.

ShadowFox1978
07-01-2008, 03:01 PM
For the third slot I would recommend a Drow rogue/wizard. Warchanter is not generally strong in CC. And that will be one aspect you will need to complete your trio. I cleric can provide that somewhat, but not as effectively and clerics CC power tends to come later. Warchanter is a nice compliment, but its value is greater if your cleric were willing to become a third melee. Either is a good choice, but to complete your group I think the rog/wiz is a better choice. Cleric/barb/wiz-rog, can take just about any quest in game.

Demoyn
07-01-2008, 03:14 PM
We plan to play together, but not exclusively. I've got no problem bringing in another character for CC or trap removal. I'm trying to think end-game needs. Also, thanks again everyone for the responses. Also, what's the build for the wizard/rogue? Does it get good offensive spellpower while also being able to disarm elite traps?

ShadowFox1978
07-01-2008, 03:55 PM
Character Plan by DDO Character Planner Version 2.96[/u]
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 16 True Neutral Drow Male
(1 Rogue \ 15 Wizard)
Hit Points: 102
Spell Points: 1008
BAB: 7\7\12
Fortitude: 6
Reflex: 14
Will: 9

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 16)
Strength 8 8
Dexterity 14 14
Constitution 12 12
Intelligence 20 24
Wisdom 10 10
Charisma 10 10

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 6 6
Bluff 0 0
Concentration 1 1
Diplomacy 4 4
Disable Device 9 26
Haggle 4 4
Heal 0 0
Hide 6 6
Intimidate 0 0
Jump 3 3
Listen 0 2
Move Silently 6 6
Open Lock 6 17.5
Perform n/a n/a
Repair 5 7
Search 9 28
Spot 4 6
Swim 3 3
Tumble 6 6
Use Magic Device 4 19

Level 1 (Rogue)
Feat: (Selected) Insightful Reflexes


Level 2 (Wizard)
Feat: (Wizard Bonus) Empower Spell


Level 3 (Wizard)
Feat: (Selected) Mental Toughness


Level 4 (Wizard)


Level 5 (Wizard)


Level 6 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Spell Penetration


Level 7 (Wizard)


Level 8 (Wizard)


Level 9 (Wizard)
Feat: (Selected) Heighten Spell


Level 10 (Wizard)


Level 11 (Wizard)
Feat: (Wizard Bonus) Quicken Spell


Level 12 (Wizard)
Feat: (Selected) Greater Spell Penetration


Level 13 (Wizard)


Level 14 (Wizard)


Level 15 (Wizard)
Feat: (Selected) Spell Focus: Necromancy


Level 16 (Wizard)
Feat: (Wizard Bonus) Maximize Spell

Top notch caster, top notch trapsmith. Hp may be an issue. Get a minos, greater falselife item and argo favor. You should be able to get close to or above 200 HP.