SangRahl
10-09-2009, 01:11 PM
Dwarven warrior that carries a spare "arm anchor" (read: 'shield') for the rare occasion when just smacking baddies faster won't do, but wholly prefers wading in like a barrel-chested whirling dervish with his pair of mismatched dwarven waraxes. He keeps an enchanted tosser lashed to the shoulder of his heavy armor for use when an enemy should try to turn tail and run, or a situation tactically requires the need to stay out of arm's reach and harm's way.
Key points:
- Dwarven Waraxes prefered... Battleaxe/Handaxe would only come into use should there be no other options available, and if Kensai isn't a factor.
- (Returning) Throwing Axe for ranged use... No pansy bows or ratcheting crossbows, just a traditional hurler.
- Medium/Heavy Armor wearer... Already having "fun" trying to track down Mithral for my normal character at Lvl.6+, and not particularly fond of the prospect of trying to do so for two. I know that Evasion is lost with this, but should there come a time or situation where it is required, a spare robe or set of Light Armor can be kept around.
- Moderately self-sufficient... Through Ranger splash wanding, and/or hearty UMD skill, he'll need to be able to hold his own, at least a little bit. (Not expecting the soloability that Dinenae has with Invis-splitting encounters to leave targets exposed... but, at the very least, Wand-healing is required.)
- 32pt Build and Monk Class are both unavailable... Hovering just a bit shy of 400Favor on Khyber and I'm trying not to spend what TPs I have banked for a while, preferably until I purhase Gianthold, I think.
Considered Builds:
18Ftr/1Rng/1Rog Kensai-III (UMD)
1Ftr/18Rng/1Rog Tempest-III (DD & UMD)
7Ftr/12Rng/1Rog Kensai-I/Tempest-II (Low Spot-DD)
14Ftr/6Rng Kensai-II/Tempest-I
2Ftr/18Rng Tempest-III
8Ftr/12Rng Tempest-II
DD / UMD
Str - 16
Dex - 14
Con - 16
Int - 12/14
Wis - 10/8
Cha - 6
Pure Melee
Str - 17
Dex - 14
Con - 16
Int - 9
Wis - 10
Cha - 6
For the 'Pure Melee' base, I'd be keeping an eye on the AH for a priced-to-move +Int Tome to round out at Lvl.3... would cost me a few skill gains, but better than having Wis bottomed out. The +str would get smoothed out later on, as well.
With only a 28pt base, I know I can't push my Intelligence Bonus up enough for crazy cross-classing of skills. With a respectible 12/14int, and mainly Ranger Levels, I can afford to keep DD and UMD maxed, and still have spare for Search/Spot (still don't feel right sticking to 'Barb-spot' or memorized locations, too many past DMs who'd be more than happy to use that against the character.), and to get Jump/Tumble/Balance in viable ranges. I'd originally written off UMD as a skill to try and keep, but there are enough people shouting from the rooftops that having UMD for a meleer is more than just 'highly' recommended. (But I also have no problem losing both UMD and DD, and going back to a Fighter's roots... as long as there's a few Ranger Levles to allow use of Wands.)
Playing a stealthy soloist for a while now has been a great deal of fun, but upon having a few nice (well, to me) Dwarven weapons land in my bank recently has finally brought my desire to roll this new alt to the forefront. (...and it doesn't help that I'm not exactly inundated with free bank/bag space.)
So, any thoughts, advice, suggesions, or known builds to base from?
Note: I've found Sigtrent's 'Nut Cracker' build (http://forums.ddo.com/showthread.php?p=1300771), and it fits very close to what I'd see for development, pre-Tempest. How hard would it be to update to a 28pt 8Ftr/12Rng Tempest-II or Tempest/Kensai?
Key points:
- Dwarven Waraxes prefered... Battleaxe/Handaxe would only come into use should there be no other options available, and if Kensai isn't a factor.
- (Returning) Throwing Axe for ranged use... No pansy bows or ratcheting crossbows, just a traditional hurler.
- Medium/Heavy Armor wearer... Already having "fun" trying to track down Mithral for my normal character at Lvl.6+, and not particularly fond of the prospect of trying to do so for two. I know that Evasion is lost with this, but should there come a time or situation where it is required, a spare robe or set of Light Armor can be kept around.
- Moderately self-sufficient... Through Ranger splash wanding, and/or hearty UMD skill, he'll need to be able to hold his own, at least a little bit. (Not expecting the soloability that Dinenae has with Invis-splitting encounters to leave targets exposed... but, at the very least, Wand-healing is required.)
- 32pt Build and Monk Class are both unavailable... Hovering just a bit shy of 400Favor on Khyber and I'm trying not to spend what TPs I have banked for a while, preferably until I purhase Gianthold, I think.
Considered Builds:
18Ftr/1Rng/1Rog Kensai-III (UMD)
1Ftr/18Rng/1Rog Tempest-III (DD & UMD)
7Ftr/12Rng/1Rog Kensai-I/Tempest-II (Low Spot-DD)
14Ftr/6Rng Kensai-II/Tempest-I
2Ftr/18Rng Tempest-III
8Ftr/12Rng Tempest-II
DD / UMD
Str - 16
Dex - 14
Con - 16
Int - 12/14
Wis - 10/8
Cha - 6
Pure Melee
Str - 17
Dex - 14
Con - 16
Int - 9
Wis - 10
Cha - 6
For the 'Pure Melee' base, I'd be keeping an eye on the AH for a priced-to-move +Int Tome to round out at Lvl.3... would cost me a few skill gains, but better than having Wis bottomed out. The +str would get smoothed out later on, as well.
With only a 28pt base, I know I can't push my Intelligence Bonus up enough for crazy cross-classing of skills. With a respectible 12/14int, and mainly Ranger Levels, I can afford to keep DD and UMD maxed, and still have spare for Search/Spot (still don't feel right sticking to 'Barb-spot' or memorized locations, too many past DMs who'd be more than happy to use that against the character.), and to get Jump/Tumble/Balance in viable ranges. I'd originally written off UMD as a skill to try and keep, but there are enough people shouting from the rooftops that having UMD for a meleer is more than just 'highly' recommended. (But I also have no problem losing both UMD and DD, and going back to a Fighter's roots... as long as there's a few Ranger Levles to allow use of Wands.)
Playing a stealthy soloist for a while now has been a great deal of fun, but upon having a few nice (well, to me) Dwarven weapons land in my bank recently has finally brought my desire to roll this new alt to the forefront. (...and it doesn't help that I'm not exactly inundated with free bank/bag space.)
So, any thoughts, advice, suggesions, or known builds to base from?
Note: I've found Sigtrent's 'Nut Cracker' build (http://forums.ddo.com/showthread.php?p=1300771), and it fits very close to what I'd see for development, pre-Tempest. How hard would it be to update to a 28pt 8Ftr/12Rng Tempest-II or Tempest/Kensai?