View Full Version : Feat advice and tactics advice
Spadez88
12-17-2008, 05:35 AM
Hey i finnaly reached the point were i cant stand playing my ranger any more so i wanna roll a 2 hander tactics fighter. basic 28 point human. only thing is that i dont know what would prove more usefull imp trip or cleave. i would apreciate any feed back on tactic fighters and/or what is more usefull imp trip or cleave thanks = ).
Oh any starting stats sugestion would be great too.
Aesop
12-17-2008, 05:49 AM
Warforged
I know its not what you asked but honestly for a Tactics fighter a Warforged would be a better shoice... and for a two handed fighter a warforged is a better choice.
They have Warforged Power Attack which improved their Power Attack Spread
in Mod 9 they'll have enhancements that improve their Glancing BLows with two handed weapons
They have Tactics enhancement that affects all of their tactical feat. Including Stunning Blow which is a nice feat to have
THey havea crapton of Immunities that will be helpful as all hell
they are just better overall for this type of build.
also I'd take that ranger you hate and power through some Favor and get 32 point builds before ya start on this.
oh and as a fighter there isn't any reason you can't have both Improved Trip and Cleave
Aesop
Aranticus
12-17-2008, 06:38 AM
Warforged
I know its not what you asked but honestly for a Tactics fighter a Warforged would be a better shoice... and for a two handed fighter a warforged is a better choice.
They have Warforged Power Attack which improved their Power Attack Spread
in Mod 9 they'll have enhancements that improve their Glancing BLows with two handed weapons
They have Tactics enhancement that affects all of their tactical feat. Including Stunning Blow which is a nice feat to have
THey havea crapton of Immunities that will be helpful as all hell
they are just better overall for this type of build.
also I'd take that ranger you hate and power through some Favor and get 32 point builds before ya start on this.
oh and as a fighter there isn't any reason you can't have both Improved Trip and Cleave
Aesop
the only problem i see with what you are driving at is the availability of enhancement points. i run 2 tactics melees, both human. impt enhancements are toughness as well as specialisation. but doing so you will only have sufficient for trip and stun lines. if you want to fit in the WF PA and great weapon lines, it means you will have to offload tactics
Deaths_ward
12-17-2008, 06:51 AM
I have to agree with Aesop on the 32pt favor grind. Otherwise the 13 Int you'll require for Combat Expertise (the requisite for Improved Trip) will detract quite a bit from your strength and constitution.
Though our opinions differ on the warforged thing. The enhancements to glancing blows is nice, and so are the immunities, but if you're going pure (or mostly pure fighter) you might go with a dwarf, and take a reasonable starting dex, get Combat Expertise+Improved Trips as well as Power Attack+Cleave so you can bounce back and forth between 2-handed, and a S&B tech. Your maximum atainable AC is going to be a little lower than an absolutely AC specced character, but the versatility of DPS 2-handed damage and a reasonable AC can make easier. Though I may be talking out my a** here I just have a 12 Fighter/4 Pali. She switches in and out of PA and CE depending on the situation coming up, and ends up with a 52 AC before buffs when she's defensive (and a 26 Blocking DR because I invested in Shield Mastery instead of Cleave and Imp. Trip), and 2-handed fighting with a +4 Holy Burst Great Axe of Maiming which after power attack is up to about +38 base damage, by the way she's a drow.
I rambled there, but point is fighters are slightly undervalued, and the tactics that a fighter has access to (Imp. Trip being 1 of them) can give them a nasty edge in combat even if they aren't matching the DPS of Rangers or Barbs they contribute a powerful amount of support to a good party.
sephiroth1084
12-17-2008, 07:28 AM
you might go with a dwarf
by the way she's a drow.
What was the point of all the , seemingly, dwarf promoting if you end with drow?
GunboatDiplomat
12-17-2008, 08:01 AM
What was the point of all the , seemingly, dwarf promoting if you end with drow?
Well I'd say a 32 point dwarf is ideal but if you haven't unlocked 32pt builds yet then a drow is the next best thing. Than again maybe he was just rambling...
Tanka
12-17-2008, 09:01 AM
A 28pt WF or Drow will have more HP than the same Drow. They'll be four BP less than a Drow overall, but who cares? You can still be effective as a Fighter with 28pt.
Just remember: spec for DPS first and tactics second. You'll want something to do against red-/purple-named bosses and if you don't have as many DPS-centric feats/Enhancements as possible, you're going to be a suboptimal choice for most raids.
Note this doesn't include any of the M9 PrE stuff (Kensai, WF THF line, etc).
Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 16 Neutral Good Warforged Male
(16 Fighter)
Hit Points: 336
Spell Points: 0
BAB: 16\16\21\26\26
Fortitude: 15
Reflex: 5
Will: 7
Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 16) (Level 16)
Strength 16 21 24
Dexterity 10 10 10
Constitution 16 18 20
Intelligence 14 14 14
Wisdom 10 10 10
Charisma 6 6 6
Tomes Used
+1 Tome of Strength used at level 16
+2 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 2 9.5 9.5
Bluff -2 -2 -2
Concentration 3 5 5
Diplomacy -2 -2 -2
Disable Device n/a n/a n/a
Haggle -2 -2 -2
Heal 0 0 0
Hide 0 0 0
Intimidate 2 17 17
Jump 7 26 26
Listen 0 0 0
Move Silently 0 0 0
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 2 2 2
Search 2 2 2
Spot 0 0 0
Swim 3 7 7
Tumble n/a n/a n/a
Use Magic Device 0 7.5 7.5
Level 1 (Fighter)
Skill: Balance (+2)
Skill: Intimidate (+4)
Skill: Jump (+4)
Skill: Use Magic Device (+2)
Feat: (Selected) Toughness
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Enhancement: Fighter Haste Boost I
Enhancement: Fighter Item Defense I
Enhancement: Fighter Strategy (Trip) I
Enhancement: Fighter Toughness I
Level 2 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Two Handed Fighting
Enhancement: Fighter Strength I
Enhancement: Warforged Healer's Friend I
Level 3 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Iron Will
Enhancement: Racial Toughness I
Enhancement: Warforged Constitution I
Level 4 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Enhancement: Fighter Strategy (Trip) II
Enhancement: Fighter Toughness II
Enhancement: Warforged Power Attack I
Level 5 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Warforged Tactics I
Level 6 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Improved Two Handed Fighting
Feat: (Selected) Stunning Blow
Enhancement: Fighter Strategy (Stunning Blow) I
Enhancement: Fighter Strategy (Stunning Blow) II
Enhancement: Racial Toughness II
Level 7 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Fighter Strategy (Stunning Blow) III
Level 8 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Enhancement: Fighter Strategy (Trip) III
Enhancement: Fighter Greataxe Specialization I
Level 9 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Toughness
Enhancement: Fighter Strength II
Level 10 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
Enhancement: Fighter Strategy (Stunning Blow) IV
Level 11 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Fighter Strategy (Trip) IV
Level 12 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Combat Expertise
Feat: (Selected) Greater Two Handed Fighting
Enhancement: Fighter Strength III
Level 13 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Warforged Constitution II
Level 14 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
Enhancement: Warforged Tactics II
Level 15 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Power Attack
Level 16 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Improved Trip
Enhancement: Warforged Tactics III
Enhancement: Fighter Greataxe Specialization II
Good Tactics DC and still good DPS, especially once you can pick up through Kensai 3 and the WF line once M9 hits.
Only "problem"? Clerics who unfairly claim that they can't heal WF.
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