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geoffhanna
08-29-2008, 02:09 AM
Without warning, a quickcast Solid Fog envelopes the hill giant and both ogres; a blurry figure springs into melee, erupting in a whirlwind of steel that paralyzes them all. Moving at half speed - when able to move at all - the guards are quickly dispatched; the attacker sheathes his paralyzers and begins sizing up the next target as he slips out of sight. "Hmm..." he thinks, drawing dual frost weapons while examining the Fire Giant Captain, "I think an Enervate is in order here, maybe two. Definitely Ray of Exhaustion..."


Wu-Jen Halfling Ftr-Wiz-Mnk
Level 16 Lawful Neutral Halfling Male
7 Fighter \ 2 Monk \ 7 Wizard (20th level -> 7 \ 2 \ 11)


I've been trying to come up with an effective melee caster for awhile now; I've been down a lot of roads. I wanted to make it a STR build but it just doesn't suit a halfling caster-mixed multiclass. DEX it will have to be.

Here was my wish list for this build:

Primarily a meleer
Very survivable at low levels (will be low level a long time)
Good at two weapon fighting
At least fourth-level spells
Must remain effective in endgame (should it ever get there)
Has to have something fun about it that is different from my other characters

It came down to this build and an assassin12/wiz8. That build looks fun too - but it is feat-starved, and doesn't get greater TWF until the next cap increase.

Please - please - feel encouraged to make comments and suggestions!


Hit Points: 219
Spell Points: 393
BAB: 11\11\16\21
Fortitude: 14
Reflex: 18
Will: 12


Hit points will be fine until ... the Orchard? Adding CON & GFL items and he's over 300. BAB is a little low, but managable, and this is expected when you take wizard levels. I built up Reflex to maximize Evasion. Spell points are pretty low. He mainly needs it to maintain buffs but still will likely need a magi item.



AC:
10
1 dodge
1 size
7 dex
1 dex (wind stance)
5 CE
4 boost III
----
4 mage armor
4 shield
1 haste
2 vs. evil (magic circle)
----
3 dex item
3 wis item
2 (+6 armor bracers)
4 deflection (+4 protection)


29 without spells or items, 40 self-buffed, and 52 by adding simple items. Probably won't have CE on very often. Probably will have other AC enhancers by 16th level, I think over 60 is possible?



Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 16)
Strength 13 14
Dexterity 18 24
Constitution 14 14
Intelligence 14 16
Wisdom 10 10
Charisma 8 8


Wish I had more STR. And CON. And WIS. :)

The character will be played under no-twink rules. He could have these scores for awhile :).



Starting Ending
Base Skills Base Skills
Skills (Level 1) (Level 16)
Balance 8 11
Concentration 6 16
Hide 8 20
Jump 3 19
Move Silently 8 20
Tumble 8 11


Jump is a no-brainer, and he'll need concentration to cast while in combat. Can't get UMD high enough to matter. The others are mainly because sometimes they are fun. Am definitely looking for suggestions here.



Feat: (Monk Bonus) Toughness
Feat: (Selected) Two Weapon Fighting
Feat: (Fighter Bonus) Weapon Finesse
Feat: (Selected) Dodge
Feat: (Wizard Bonus) Extend Spell
Feat: (Monk Bonus) Mobility
Feat: (Selected) Combat Expertise
Feat: (Fighter Bonus) Spring Attack
Feat: (Selected) Whirlwind Attack
Feat: (Fighter Bonus) Improved Two Weapon Fighting
Feat: (Wizard Bonus) Quicken Spell
Feat: (Selected) Improved Critical: Piercing Weapons
Feat: (Fighter Bonus) Power Attack
Feat: (Selected) Greater Two Weapon Fighting


This character needed spring attack since BAB is already low and expects to be moving a lot. That made it simple to go the extra couple feats and snag Whirlwind Attack. Extra bonus, none of my characters have ever had WA (yay, fun!).

Not decided on IC:pierce vs IC:slash. Depends probably on what weapons I have by level 12.



Spell (1): Chill Touch
Spell (1): Expeditious Retreat
Spell (1): Jump
Spell (1): Mage Armor
Spell (1): Shield
Spell (1): Ray of Enfeeblement
Spell (1): Magic Missle
Spell (2): Blur
Spell (2): Glitterdust
Spell (2): Invisibility
Spell (2): Resist Energy
Spell (3): Heroism
Spell (3): Magic Circle Against Evil
Spell (3): Displacement
Spell (3): Haste
Spell (4): Fire Shield
Spell (4): Solid Fog


Spell choice is very important for this build. He simply can't cast anything with a saving throw, and really not much that allows SR either. Self-buffs are good. Everything else requires thought.



Enhancement: Fighter Armor Class Boost III
Enhancement: Fighter Haste Boost III
Enhancement: Fighter Critical Accuracy III
Enhancement: Halfling Dexterity II
Enhancement: Halfling Guile III
Enhancement: Halfling Luck I (Fortitude)
Enhancement: Halfling Luck III (Reflex)
Enhancement: Halfling Luck I (Will)
Enhancement: Wizard Improved Quickening II
Enhancement: Way of the Patient Tortiose I
Enhancement: Disciple of Breezes
Enhancement: Disciple of Pebbles
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Intelligence II
Enhancement: Fighter Strength I
Enhancement: Fighter Toughness III


Hit points. Ability mods. Some Reflex saves. A dab of extra mana. I will have to get used to using the boosts, I don't use melee boosts on my other chars... will take some adjustment.



This build created using
Character Plan by DDO Character Planner Version 2.96
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Thanks Ron!

geoffhanna
09-02-2008, 04:38 PM
No comments ?

No errors?

I never get these right the first time. What did I do wrong?

Varr
09-02-2008, 05:16 PM
Im all for the fun of an occational non tweeked toon. Is this really the build you want to try that with? Cross classing to a melee caster takes alot of helpfull gear just to be middle of the pack on casting and more importantly fighting in my opinion. Ive also been working hard on a fighting caster.....have 5 or 6 in play atm with varying degrees of success. They are tough to be usefull with, and that is tweeked. Gl my friend is my advice. Hehehe.

Thrudh
09-09-2008, 12:20 PM
Looks interesting to me....

Take Rage as a third level spell instead of Circle against Evil (you can take Prot from Evil as a 1st level spell instead)

Consider WF for self-healing ability?

Self-cast haste, rage, displacement are EXTREMELY nice for a melee build... A decent AC, constant displacement, evasion... very good defensively... Your offense will be much weaker though... but with good equipment, this character can still do pretty well...

Starspawn
09-10-2008, 04:14 PM
I'm playing around with the same kind of character concept but I'm going to take 3 levels of monk so you can get to the monk healing finishing move and the spell point reduction finishing move and the blur finishing move and the heroism finishing move. It seemed to me to make more sense to take advantage of those built in things with just one more level of monk... especially the one that gives you the spellsinger like effect for when you're buffing yourself. You have 2 meditations you can use to get the ki up before you buff yourself and others. If I fine tune my build better, I'll give you some more input.

geoffhanna
09-13-2008, 12:25 AM
Thrudh - thanks for the prot from evil vs. magic circle pointer. Can't swap to WF tho, I play in a halfling-only guild
Starspawn - interesting thought. I disregarded finishers because my monk is never able to fire them successfully. I am curious as to how they work for you - please keep me posted!

Thanks to both of you for the input :)

Randolf_Drake
10-09-2008, 06:11 PM
I would work in Mark of Healing, and make sure to take all 3.

This would give your character healing potential far beyond any one class, unfortunately it will gobble up 3 feats, yum yum.

Geonis
10-23-2008, 05:25 AM
Drop level 7 Ftr for another level of Monk, this gives you the Monk buffs and a Path.

10% discount on spells, undispellable Blur, stacking Heroism? All good things.

This is assuming you are using Monk weapons, because you are counting a stance into your numbers, which will let you accumulate Ki and use your "finishers".

geoffhanna
10-23-2008, 08:05 PM
I don't plan to use monk weapons. OTOH, 7th level fighter is not a high bang-for-the-buck level... the level 7 enhancements are nice but thats about it.

I am keeping this build on hold until I see the specifics of the upcoming fighter prestige enhancements.

beardmoreharley
12-03-2008, 12:16 AM
this is probably the noobiest questions ever but would you be able to tell me what order you take the level in? do you go monk for 1 and 2, then fighter for 3-9 and rest as wizard?
thanks for your help :)

geoffhanna
12-03-2008, 07:48 PM
Monk first as that gets you the most skill points.

I took fighter second because I wanted weapon finesse right away, but you could go either way. :)

Randolf_Drake
12-16-2008, 01:35 PM
You would do better if you dropped your Dex down, and increased your Wis. In this way you will end up getting more AC out of your build than you currently are.

geoffhanna
12-17-2008, 01:18 AM
You would do better if you dropped your Dex down, and increased your Wis. In this way you will end up getting more AC out of your build than you currently are.

But this is a weapon finesse build; DEX is used for AC but also To-Hit. The build has a lot of (half-BAB) Wizard levels. I am assuming we will want all the To-Hit we can get.

Randolf_Drake
12-17-2008, 12:49 PM
But this is a weapon finesse build; DEX is used for AC but also To-Hit. The build has a lot of (half-BAB) Wizard levels. I am assuming we will want all the To-Hit we can get.

Removing 2 points of dex will lower his to hit by 1.
Adding 4 points of wis will increase his AC by 2.
This will leave him with 2 build points to use on something else to make the character even better.

The base BAB of his toon at 16th is 11 BAB, decent enough IMO. Especially with all the + hit items now. Hitting is easy, doing 500 points to kill one Ogre is tough.

kingfisher
12-17-2008, 12:58 PM
trying to figure out a wf ranger/wiz/monk atm. waiting till cap incr. anyway but its tough to fi all the feats in and not be way behind at mid lvl. lvls 12-15 will be difficult it seems. thinking 12/5/3 for flavor reasons.

Varr
12-17-2008, 06:05 PM
For fun, Ive rolled up a toon simular to this. is 9/2/2 atm wizard/fighter/monk and end gaming 16/2/2 or more likley 15/2/3. Fun build, Ive invested in ce, two weapon defense, and dodge for ac (49 atm. work toward 60ish with effort.) I have two weapon and improved two weapon atm, and the 3 healing marks. Extend and max, sp pool is only 530 or so atm. Hope your version is as fun as mine.

geoffhanna
01-28-2009, 08:15 PM
I am bumping the build threads that I still use to avoid the Great Purge of 09.

magnusrufus
09-17-2009, 10:50 AM
this idea intrigued me, so i decided to spend 20 min toying with it in a character builder. im by no means an excellent character builder. but i like doing it all the same. this is a rough idea that looks fun to me (i might even make her). a fair number of the choices can be moved around to different locations at will so if you dont like the timeing of something feel free to toy with them. constructive criticism is much appreciated, i know this isnt a perfect build, its just my interpretation of the OP's idea

32pt was used, but if you dont have or arnt close to it this would prb still work with 28
(personally i dont think it would work as well though, the extra 4 points are very nice on a split build like this)


Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Halfling Female
(8 Fighter \ 3 Monk \ 9 Wizard)
Hit Points: 277
Spell Points: 496
BAB: 14\14\19\24
Fortitude: 16
Reflex: 14
Will: 13

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 18
Dexterity 17 20
Constitution 14 16
Intelligence 14 14
Wisdom 10 12
Charisma 8 8

Tomes Used
+1 Tome of Dexterity used at level 3

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 9
Bluff -1 0
Concentration 6 27
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 -1
Heal 0 1
Hide 3 7
Intimidate -1 -1
Jump 6 29
Listen 0 3
Move Silently 3 7
Open Lock n/a n/a
Perform n/a n/a
Repair 2 2
Search 2 2
Spot 4 9
Swim 6 8
Tumble 7 20
Use Magic Device n/a n/a

Level 1 (Monk)
Skill: Balance (+4)
Skill: Concentration (+4)
Skill: Jump (+4)
Skill: Spot (+4)
Skill: Swim (+4)
Skill: Tumble (+4)
Feat: (Monk Bonus) Dodge
Feat: (Selected) Two Weapon Fighting


Level 2 (Fighter)
Skill: Concentration (+1)
Skill: Tumble (+1)
Feat: (Fighter Bonus) Weapon Finesse


Level 3 (Fighter)
Skill: Concentration (+1)
Skill: Tumble (+1)
Feat: (Fighter Bonus) Mobility
Feat: (Selected) Toughness


Level 4 (Monk)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Jump (+3)
Skill: Spot (+1)
Skill: Tumble (+1)
Feat: (Monk Bonus) Power Attack


Level 5 (Wizard)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Wizard Bonus) Extend Spell
Spell (1): Expeditious Retreat
Spell (1): Jump
Spell (1): Mage Armor
Spell (1): Nightshield
Spell (1): Ray of Enfeeblement
Spell (1): Shield


Level 6 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+3)
Skill: Tumble (+1)
Feat: (Monk Path) Philosophy - Path of Harmonious Balance
Feat: (Selected) Weapon Focus: Slashing Weapons


Level 7 (Wizard)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Spell (1): Obscuring Mist
Spell (1): Detect Secret Doors


Level 8 (Wizard)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Spell (2): Blur
Spell (2): False Life


Level 9 (Fighter)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Selected) Spring Attack


Level 10 (Wizard)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Spell (2): Glitterdust
Spell (2): Invisibility


Level 11 (Fighter)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons


Level 12 (Wizard)
Ability Raise: CON
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Selected) Improved Two Weapon Fighting
Feat: (Wizard Bonus) Quicken Spell


Level 13 (Fighter)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)


Level 14 (Wizard)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Spell (3): Displacement
Spell (3): Haste


Level 15 (Fighter)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Feat: (Selected) Improved Critical: Slashing Weapons


Level 16 (Wizard)
Ability Raise: CON
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Spell (4): Stoneskin
Spell (4): Enervation


Level 17 (Fighter)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)


Level 18 (Wizard)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Selected) Combat Expertise
Spell (4): Solid Fog
Spell (4): Dimension Door


Level 19 (Fighter)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Fighter Bonus) Whirlwind Attack


Level 20 (Wizard)
Ability Raise: CON
Skill: Concentration (+1)
Skill: Jump (+1)
Spell (5): Protection From Elements
Spell (5): Teleport
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Attack Boost II
Enhancement: Kensei Kama Mastery I
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Kensei I
Enhancement: Fighter Kama Specialization I
Enhancement: Halfling Dexterity I
Enhancement: Halfling Dexterity II
Enhancement: Wizard Improved Quickening I
Enhancement: Wizard Improved Quickening II
Enhancement: Way of the Patient Tortiose I
Enhancement: Monk Improved Recovery I
Enhancement: Fists of Light
Enhancement: Disciple of Breezes
Enhancement: Disciple of Pebbles
Enhancement: Disciple of Candles
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Fighter Strength I
Enhancement: Fighter Strength II
Enhancement: Monk Wisdom I
Enhancement: Fighter Toughness I
Enhancement: Fighter Toughness II
Enhancement: Fighter Toughness III




youll notice i only used about ~50 ap's, you have a lot of freedom here because you dont have 1 high class so most of your enhancements are cheap. these are the ones i consider the best of the choices, after these anything you pick is just gravy :)

geoffhanna
09-18-2009, 05:41 PM
It looks interesting Magnus!

I've still never played mine about 4th level so cannot add a lot of empirical observations.

OTOH, I also came up with a different way to do a melee caster, and I have capped that one. It is a blast to play too! But hard! (which may be why it is fun?).

Kind of light on the DPS but surprisingly tough and survivable: Kung Fu Caster: Halfling Monk/Wizard (http://forums.ddo.com/showthread.php?t=157643)

Oops just noticed need to update this build. I took more of the TWF feats than are shown in this.

Aranticus
09-18-2009, 06:52 PM
for both of the builds i see here, the enhancements shows a lot of redundancy. the 2nd build hit like a wet noodle

magnusrufus
09-18-2009, 08:27 PM
i never mind criticism, except when they fail to explain what it is they find wrong with something. a 3yo can say *that sucks*... maybe try explaining what it is that is redundant and what is "wet noodle* about it. i realize my str isnt stellar, but id appreciate you actually giving something that could be done to fix w/e it is that you feel is wrong with the build



for both of the builds i see here, the enhancements shows a lot of redundancy. the 2nd build hit like a wet noodle

geoffhanna
09-18-2009, 11:20 PM
No idea. Aranticus needs to put a couple more ranks in tact.

But... examining the enhancements on my original, they are outdated. The whole build could use an update pass for Mod9. Not surprising really, it is more than a year old and I don't play it actively.

If I did it from scratch today it would probably be a Kensai/Favored Soul/Monk?

Aranticus
09-19-2009, 12:27 AM
i never mind criticism, except when they fail to explain what it is they find wrong with something. a 3yo can say *that sucks*... maybe try explaining what it is that is redundant and what is "wet noodle* about it. i realize my str isnt stellar, but id appreciate you actually giving something that could be done to fix w/e it is that you feel is wrong with the build

if you join date is any indication of how experienced you are, then you would have instantly understood what i mean


No idea. Aranticus needs to put a couple more ranks in tact.

But... examining the enhancements on my original, they are outdated. The whole build could use an update pass for Mod9. Not surprising really, it is more than a year old and I don't play it actively.

If I did it from scratch today it would probably be a Kensai/Favored Soul/Monk?

brutal honesty and tack are just divided by a fine line

ok lets start





Wu-Jen Halfling Ftr-Wiz-Mnk
Level 16 Lawful Neutral Halfling Male
7 Fighter \ 2 Monk \ 7 Wizard (20th level -> 7 \ 2 \ 11)


you want self buffing, anything more than 8 wiz is redundant



Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 16)
Strength 13 14 being halfling, going 13 str means 2 build points spent, since the only real reason to go 13 str is PA, cap it at 12 to free up 2 build points and possibly use it to imcrease wis
Dexterity 18 24
Constitution 14 14
Intelligence 14 16 if we are looking at only casting L4 spells, a 12 int or even 10 is sufficient, you dun need your int for sp or dc since you are focusing on self buffing, you just want it to meet casting limits
Wisdom 10 10 having 10 wis doesnt really do much, you get only max +5 to ac. increasing this could actually improve your build by a lot
Charisma 8 8


Wish I had more STR. And CON. And WIS. :)

The character will be played under no-twink rules. He could have these scores for awhile :).

this is the reason i dun build 28 pt toons for my newbie thread because the more things you are attempting, the more stats you need



Feat: (Monk Bonus) Toughness
Feat: (Selected) Two Weapon Fighting
Feat: (Fighter Bonus) Weapon Finesse
Feat: (Selected) Dodge
Feat: (Wizard Bonus) Extend Spell
Feat: (Monk Bonus) Mobility
Feat: (Selected) Combat Expertise
Feat: (Fighter Bonus) Spring Attack
Feat: (Selected) Whirlwind Attack
Feat: (Fighter Bonus) Improved Two Weapon Fighting
Feat: (Wizard Bonus) Quicken Spell
Feat: (Selected) Improved Critical: Piercing Weapons
Feat: (Fighter Bonus) Power Attack
Feat: (Selected) Greater Two Weapon Fighting


i dun see weapon focuses or specialisation which is going to increase your effectiveness as a melee. going mobility, spring attack and whirlwind is a huge investment of feats for something that isnt really utilised. with PA, theoretically you could hit more mobs by going cleave and great cleave every 5 seconds.

This character needed spring attack since BAB is already low and expects to be moving a lot. That made it simple to go the extra couple feats and snag Whirlwind Attack. Extra bonus, none of my characters have ever had WA (yay, fun!).

you dun have to be moving alot because you will not be the main tank. your role will be more of a support melee due to a few reasons, 1. ac not high enough, 2. hp not high enough, 3. dps not high enough, 4. no agro abilities

Not decided on IC:pierce vs IC:slash. Depends probably on what weapons I have by level 12.

your best bet is to go pierce because you want to maximise your dps on an already dps low build by using rapiers



Spell (1): Chill Touch
Spell (1): Expeditious Retreat
Spell (1): Jump
Spell (1): Mage Armor
Spell (1): Shield
Spell (1): Ray of Enfeeblement
Spell (1): Magic Missle
Spell (2): Blur
Spell (2): Glitterdust
Spell (2): Invisibility
Spell (2): Resist Energy
Spell (3): Heroism
Spell (3): Magic Circle Against Evil
Spell (3): Displacement
Spell (3): Haste
Spell (4): Fire Shield
Spell (4): Solid Fog


Spell choice is very important for this build. He simply can't cast anything with a saving throw, and really not much that allows SR either. Self-buffs are good. Everything else requires thought.



Enhancement: Fighter Armor Class Boost III at only 20s, ac boost is really very unlikely to be very useful
Enhancement: Fighter Haste Boost III
Enhancement: Fighter Critical Accuracy III you dun need critical accuracy III unless you want to go kensai III which you cant qualify
Enhancement: Halfling Dexterity II
Enhancement: Halfling Guile III halfling guile without cunning? you might want to confirm this
Enhancement: Halfling Luck I (Fortitude)
Enhancement: Halfling Luck III (Reflex)
Enhancement: Halfling Luck I (Will)
Enhancement: Wizard Improved Quickening II will you be using quickening alot? i dun think so. removing this will not harm you build much
Enhancement: Way of the Patient Tortiose I
Enhancement: Disciple of Breezes
Enhancement: Disciple of Pebbles
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Intelligence II
Enhancement: Fighter Strength I
Enhancement: Fighter Toughness III


get at least kensai I to give it an added punch in terms of dps

Hit points. Ability mods. Some Reflex saves. A dab of extra mana. I will have to get used to using the boosts, I don't use melee boosts on my other chars... will take some adjustment.



This build created using
Character Plan by DDO Character Planner Version 2.96
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Thanks Ron!



Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Halfling Female
(8 Fighter \ 3 Monk \ 9 Wizard)
Hit Points: 277
Spell Points: 496
BAB: 14\14\19\24
Fortitude: 16
Reflex: 14
Will: 13

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 18
Dexterity 17 20
Constitution 14 16
Intelligence 14 14
Wisdom 10 12
Charisma 8 8

the reason i say you will hit like a wet noodle is because you cant hit anything at all. your contribution will be against trash mobs but with bosses, they amount to nothing due to the higher ac. you went finesse, but did not bother to put level up points into dex which will increase your already low attack bonus. instead you put it into str and into con. putting points into 2 stats is not a good idea

Tomes Used
+1 Tome of Dexterity used at level 3

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 9
Bluff -1 0
Concentration 6 27
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 -1
Heal 0 1
Hide 3 7
Intimidate -1 -1
Jump 6 29
Listen 0 3
Move Silently 3 7
Open Lock n/a n/a
Perform n/a n/a
Repair 2 2
Search 2 2
Spot 4 9
Swim 6 8
Tumble 7 20
Use Magic Device n/a n/a

Level 1 (Monk)
Skill: Balance (+4)
Skill: Concentration (+4)
Skill: Jump (+4)
Skill: Spot (+4)
Skill: Swim (+4)
Skill: Tumble (+4)
Feat: (Monk Bonus) Dodge
Feat: (Selected) Two Weapon Fighting


Level 2 (Fighter)
Skill: Concentration (+1)
Skill: Tumble (+1)
Feat: (Fighter Bonus) Weapon Finesse


Level 3 (Fighter)
Skill: Concentration (+1)
Skill: Tumble (+1)
Feat: (Fighter Bonus) Mobility
Feat: (Selected) Toughness


Level 4 (Monk)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Jump (+3)
Skill: Spot (+1)
Skill: Tumble (+1)
Feat: (Monk Bonus) Power Attack


Level 5 (Wizard)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Wizard Bonus) Extend Spell
Spell (1): Expeditious Retreat
Spell (1): Jump
Spell (1): Mage Armor
Spell (1): Nightshield
Spell (1): Ray of Enfeeblement
Spell (1): Shield


Level 6 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+3)
Skill: Tumble (+1)
Feat: (Monk Path) Philosophy - Path of Harmonious Balance
Feat: (Selected) Weapon Focus: Slashing Weapons


Level 7 (Wizard)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Spell (1): Obscuring Mist
Spell (1): Detect Secret Doors


Level 8 (Wizard)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Spell (2): Blur
Spell (2): False Life


Level 9 (Fighter)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Selected) Spring Attack


Level 10 (Wizard)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Spell (2): Glitterdust
Spell (2): Invisibility


Level 11 (Fighter)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons


Level 12 (Wizard)
Ability Raise: CON
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Selected) Improved Two Weapon Fighting
Feat: (Wizard Bonus) Quicken Spell


Level 13 (Fighter)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)


Level 14 (Wizard)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Spell (3): Displacement
Spell (3): Haste


Level 15 (Fighter)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Feat: (Selected) Improved Critical: Slashing Weapons


Level 16 (Wizard)
Ability Raise: CON
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Spell (4): Stoneskin
Spell (4): Enervation


Level 17 (Fighter)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)


Level 18 (Wizard)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Selected) Combat Expertise
Spell (4): Solid Fog
Spell (4): Dimension Door


Level 19 (Fighter)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Fighter Bonus) Whirlwind Attack


Level 20 (Wizard)
Ability Raise: CON
Skill: Concentration (+1)
Skill: Jump (+1)
Spell (5): Protection From Elements
Spell (5): Teleport
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Attack Boost II
Enhancement: Kensei Kama Mastery I
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Kensei I
Enhancement: Fighter Kama Specialization I
Enhancement: Halfling Dexterity I
Enhancement: Halfling Dexterity II
Enhancement: Wizard Improved Quickening I
Enhancement: Wizard Improved Quickening II
Enhancement: Way of the Patient Tortiose I
Enhancement: Monk Improved Recovery I
Enhancement: Fists of Light
Enhancement: Disciple of Breezes
Enhancement: Disciple of Pebbles
Enhancement: Disciple of Candles
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Fighter Strength I
Enhancement: Fighter Strength II
Enhancement: Monk Wisdom I
Enhancement: Fighter Toughness I
Enhancement: Fighter Toughness II
Enhancement: Fighter Toughness III




youll notice i only used about ~50 ap's, you have a lot of freedom here because you dont have 1 high class so most of your enhancements are cheap. these are the ones i consider the best of the choices, after these anything you pick is just gravy :)

you have a better understanding of enhancments for offense but you might want to ditch kamas. if you want to use a slasher, use a kukri, the crits from it will give you more dps than a kama would if you use wind stance. now if you are looking at vorpaling, yes switch to a kama for more attacks. this is the 2nd reason why i say it will hit like a wet noodle. kama = no dps

edit: some comments for build 1 is applicable to build 2

geoffhanna
09-19-2009, 10:02 AM
brutal honesty and tack are just divided by a fine line


Actually, no, they are not. I'm sorry you think that.

I'm not going to defend the build line-by-line. I've already stated it needs a rework for mod9. But reading your comments, the WIS suggestion seems right on. I disagree with the idea that only main tanks need to move while fighting; in fact, I find that main tanks move less as they can stand in place and hold agro. Offtanks and DPS need to use a much more active attack style.

Aranticus
09-19-2009, 09:14 PM
Actually, no, they are not. I'm sorry you think that.

I'm not going to defend the build line-by-line. I've already stated it needs a rework for mod9. But reading your comments, the WIS suggestion seems right on. I disagree with the idea that only main tanks need to move while fighting; in fact, I find that main tanks move less as they can stand in place and hold agro. Offtanks and DPS need to use a much more active attack style.

you missed what i just said. i did not say main tanks need to move. i said off tanks need not move. they are not the same. the reason you move a lot is because you want to avoid the mobs attacks so you side-step or back away when you are getting hit. this is something a poor off tank would do. a good off tank will wait for the main tank to establish the agro (which doesnt need much time due to the reasons i mentioned in the post), move to the back of the mob and start hitting away

you wont be getting agro and the mob will never turn on you and you wont ever need to move and thus will not get the -4 penalty. what if there is no "main tank" in the group? follow the one that deals more damage than you

geoffhanna
09-20-2009, 12:47 PM
I 'm not sure where to go with this Aranticus. You are saying that some play styles do not need spring attack. You are right. You said earlier that spring attack is expensive, feat-wise. You are right again.

Now, would this build be better off with spring attack? If I was playing it, yes. Apparently if you are playing it, no. Okay I can live with that.

Let me make a bold prediction: you don't like whirlwind attack?

Aranticus
09-20-2009, 09:20 PM
I 'm not sure where to go with this Aranticus. You are saying that some play styles do not need spring attack. You are right. You said earlier that spring attack is expensive, feat-wise. You are right again.

Now, would this build be better off with spring attack? If I was playing it, yes. Apparently if you are playing it, no. Okay I can live with that.

Let me make a bold prediction: you don't like whirlwind attack?

Whirlwind is a nice feat to have but it does come cheap. Dodge is good in fact most my melée have it for the +1 ac as they are within the d20 range. Mobility serves little purpose. Spring attack is nice. The -4 penalty can really add up if you have PA on. Whirlwind rocks but it also grabs a lot of agro. The wujen does not have a stellar ac or hp, so it means the use will be limited to soft hitting mobs which further reduces it's effectiveness

geoffhanna
09-21-2009, 06:38 PM
I'm even more confused now than I was before.

Which is saying something.

Aranticus
09-21-2009, 10:27 PM
I'm even more confused now than I was before.

Which is saying something.

i'll try to break it down for you

dodge: +1 ac, if you can get to a high ac ie 70+ range, the +1 ac is very important

ie suulomades needs a 20 to hit 72 ac. if you can only get to a raid buffed ac of 50, dodge is pointless. if you are already at 85 ac, dodge is pointless. if you are at say 69 ac, dodge is very important, you get hit 33% less (3 hits vs 2 hits)

mobility: +4 ac when tumbline. absolutely useless unless you intimidate and then keep tumbling around which will fustrate the whole group

spring attack: eliminates the -4 moving attack penalty. most important fights are typically stationary, ie suulomade, arraetrikos, horoth, etc. if the mob is not moving, you are not moving, you dun need spring attack. against trash mobs, their ac is typically low enough for the penalty to not factor in

whirlwind: you attack a 360 arc. it means that you are likely to grab the agro of a few mobs. they will attack you and with more attacks, it means more hits and more grazing. if you ac is low, it is difficult to survive the barrage of attacks so you need a high hp to absorb the hits, which again if low means certain death. since the ac and hp of the wujen isnt as high, it means you will not be using it alot

the investment of 4 feats to get abilities which is not frequently used is very heavy

i hope this makes it clearer

geoffhanna
09-22-2009, 08:59 AM
No I know all that. My confusion is because it seemed like a few posts up you were arguing against spring attack but then later you seemed in favor of it.

Cognitive dissonance and all that.

Samiusbot
10-21-2009, 05:48 PM
... take 3 levels of monk so you can get to the monk healing finishing move and the

every ooze is a bag of healing and ki, with a monk weapons you can more or less keep yourself healed up. 3 levels of monk maybe the new 2 with the new reporting system telling you how much Hp you are getting back it adds up very quickly.