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Thucydides04
12-10-2009, 01:27 PM
Here is a build I am working on. I have most of the gear I need for it and I am approaching 20 runs on several raids and plan on banking some tomes. That being said, I wanted this build to have good/great AC, good DPS, evasion and UMD. I put some ranks into rogue skills but I am not certain if it is enough. Any feedback on the build would be helpful. I have projected stats after the planner output. I am hoping this guy will turnout to be not only an asset to any group, but also a nice solo build. I have added question and comments in the stats and gear section.




Character Plan by DDO Character Planner Version 3.14
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Andreu
Level 20 Lawful Good Elf Male
(12 Fighter \ 2 Monk \ 6 Rogue)
Hit Points: 346
Spell Points: 0
BAB: 17\17\22\27\27
Fortitude: 15
Reflex: 19
Will: 13

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 20)
Strength 16 28
Dexterity 18 25
Constitution 12 15
Intelligence 10 13
Wisdom 15 18
Charisma 8 10

Tomes Used
+2 Tome of Intelligence used at level 7
+3 Tome of Intelligence used at level 18
+4 Tome of Strength used at level 20
+3 Tome of Dexterity used at level 20
+3 Tome of Constitution used at level 20
+2 Tome of Wisdom used at level 20
+2 Tome of Charisma used at level 20

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 8 32
Bluff -1 2
Concentration 1 2
Diplomacy -1 0
Disable Device 4 12
Haggle -1 0
Heal 2 4
Hide 4 11
Intimidate 3 28
Jump 7 14
Listen 2 6
Move Silently 4 11
Open Lock 8 18
Perform n/a n/a
Repair 0 1
Search 4 14
Spot 6 10
Swim 3 9
Tumble n/a 8
Use Magic Device 3 23

Level 1 (Rogue)
Feat: (Past Life) Past Life: Barbarian
Feat: (Past Life) Past Life: Fighter
Feat: (Selected) Two Weapon Fighting


Level 2 (Fighter)
Feat: (Fighter Bonus) Dodge


Level 3 (Fighter)
Feat: (Fighter Bonus) Exotic Weapon Proficiency: Khopesh
Feat: (Selected) Toughness


Level 4 (Fighter)


Level 5 (Fighter)
Feat: (Fighter Bonus) Mobility


Level 6 (Fighter)
Feat: (Selected) Spring Attack


Level 7 (Fighter)
Feat: (Fighter Bonus) Oversized Two Weapon Fighting


Level 8 (Monk)
Feat: (Monk Bonus) Power Attack


Level 9 (Rogue)
Feat: (Selected) Weapon Focus: Slashing Weapons


Level 10 (Fighter)


Level 11 (Fighter)
Feat: (Fighter Bonus) Improved Two Weapon Fighting


Level 12 (Monk)
Feat: (Selected) Improved Critical: Slashing Weapons
Feat: (Monk Bonus) Toughness


Level 13 (Fighter)


Level 14 (Fighter)
Feat: (Fighter Bonus) Two Weapon Defense


Level 15 (Rogue)
Feat: (Selected) Greater Two Weapon Fighting


Level 16 (Rogue)


Level 17 (Rogue)


Level 18 (Fighter)
Feat: (Selected) Weapon Specialization: Slashing Weapons


Level 19 (Fighter)
Feat: (Fighter Bonus) Combat Expertise


Level 20 (Rogue)
Enhancement: Fighter Armor Class Boost I
Enhancement: Fighter Armor Class Boost II
Enhancement: Rogue Damage Boost I
Enhancement: Rogue Damage Boost II
Enhancement: Fighter Haste Boost I
Enhancement: Fighter Haste Boost II
Enhancement: Rogue Skill Boost I
Enhancement: Rogue Skill Boost II
Enhancement: Elven Dexterity I
Enhancement: Elven Dexterity II
Enhancement: Fighter Stalwart Defender I
Enhancement: Fighter Stalwart Defender II
Enhancement: Fighter Khopesh Specialization I
Enhancement: Fighter Item Defense I
Enhancement: Rogue Subtle Backstabbing I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Rogue Assassin I
Enhancement: Rogue Sneak Attack Accuracy I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Sneak Attack Training II
Enhancement: Rogue Balance I
Enhancement: Rogue Balance II
Enhancement: Rogue Hide I
Enhancement: Rogue Hide II
Enhancement: Fighter Intimidate I
Enhancement: Fighter Intimidate II
Enhancement: Rogue Move Silently I
Enhancement: Rogue Move Silently II
Enhancement: Rogue Dexterity I
Enhancement: Rogue Dexterity II
Enhancement: Fighter Strength I
Enhancement: Fighter Strength II
Enhancement: Fighter Strength III
Enhancement: Monk Wisdom I
Enhancement: Fighter Toughness I
Enhancement: Fighter Toughness II
Enhancement: Fighter Toughness III
Enhancement: Fighter Toughness IV





Gear
Goggles: Tharne's Goggles (Sneak Attack Bonus +5, True Seeing, Search +15, Spot +15 )
Armor: Icy Raiments
Cloak: GS HP/CHA skill item with Min 2
Gloves: Epic Spectral Gloves (Ethereal, Dexterity +7, Attack Bonus +4, Empty Yellow Augment Slot<not certain yet> )
Ring 1: Chattering Ring
Ring 2: Rin of the Ravager(+6 str, +1 exc str, +2 exc str) <tentative>
Bracers: Bracers of Deftness (Armor Bonus +8, Feat: Mobility, Tumble +11 Lesser Swiftness, Empty Yellow Augment Slot<not certain yet>) Can I drop the mobility feat after I equip these?
Helm: Minos Legens (+20 HP, Heavy Fort)
Trinket: Litany of the Dead (Turn the Page (CL:12, 3/rest), Litany of the Dead - Ability Bonus, Taint of Evil, Litany of the Dead - Combat Bonus ) or Bloodstone/ Mummified Bat situationally
Boots: Boots of the Innocent <Not sure hear yet>
Necklace:GS HP/CHA skill item/ Silver Flame
Belt:Epic Lion-headed Belt Buckle <still waiting to find out about this item>
Weapons Off Hand will always be a Min 2 Khop with Holy, +1 Con, +4 AC Insight
Primary Hand will switch between a Radiance and Lightning 2 with Holy, +3 Dex on both weapons.

Stats:
STR: 16 base + 4 tome + 3 exceptional +5 levels + 3 enhancements + 6/(7?) item +1 LotD = 38 (39?)
DEX: 18 base + 3 tome +3 exceptional +4 enhancements + 7 item + 1 LotD = 36
CON: 12 base + 3 tome + 1 exceptional + 6/(7?) item + 1 LotD = 23 (24?)
WIS: 15 base + 3 tome + 6 item + 1 enhancement + 1 LotD = 26
INT: 10 Base +3 Tome +6 Item + 1 LotD = 20
CHA: 8 Base + 2 Tome +6 Item(situational) +1 LotD = 17

AC (standing)
10 base
4 Raiments
1 ritual
13 dex
8 wis
8 bracers
1 dodge
1 twd
5 deflection
4 insight
3 dodge(chattering ring)
2 Stalwart
60 AC standing

Hit Points
120 fighter
36 rogue
16 monk
10 barb past life
20 heroic
10 argo
45 hp item
20 minos
120/ (140) con
46 Toughness x2
20 Racial Toughness
40 Fighter Toughness
30 GFL (still need to fit this in)
533/ (553)


I appreciate any feedback and suggestions. I am still trying to work out some of the kinks.

chodelord
12-10-2009, 05:48 PM
if you are bothering to go 6 rogue you should consider 7 rogue and 1 monk

7th rogue gets a net 6.5 extra sneak attack damage (1d6 sneak + sneak training 3 enhancement), also you get the really nice subtle backstab 2 and the sort of useful wrack construct 1, and the rogue skill points which are pretty vital if you are going for trapping skills

you do give up stuff by losing monk 2, specifically 1 to each save, a monk feat, the monk 1 wisdom enhancement which could turn into 1 ac and 1 will save, and the monk animal enhancement which would probably either be monkey (1 trap save and 2 energy resist all), or tortoise (5hp)

so yer call, if you want more damage go rogue 7, if you want more survivability go monk 2

Demoyn
12-11-2009, 03:07 PM
if you are bothering to go 6 rogue you should consider 7 rogue and 1 monk


/agree. There are so many useless feats on this character already that losing one is no big deal. Since rogue already provides evasion all you gain by going monk2 is +1 to each save.

Thucydides04
12-11-2009, 03:36 PM
/agree. There are so many useless feats on this character already that losing one is no big deal. Since rogue already provides evasion all you gain by going monk2 is +1 to each save.

Which feats are useless?

Demoyn
12-11-2009, 03:43 PM
Which feats are useless?

Dodge, mobility, spring attack, two-weapon defense, the second toughness, and combat expertise.

If you're building a full AC tank build then dodge and two-weapon defense become slightly less useless (and combat expertise becomes good). Of course if you were going for full AC then you'd probably be better served just going full paladin or full fighter.

maddmatt70
12-11-2009, 04:00 PM
Here is what I would make.
12 fighter 7 rogue 1 barbarian Warforge (or dwarf).
Feats
Twf
ITWf
Gtwf
Improved critical Slash
Weapon foucs slash
Weapon focus Bludgeon
Weapon Specialization Slash
Weapon Specialization Bludgeon
Greater Weapon Specialization Slash
Greater Weapon Specialization Bludgeon
Khopesh Proficiency
Oversized twf
Stunning Blow
Toughness

Key Enhancements:
Kensai 2, Barbarian sprint boost 1, Fighter haste boost 4, Warforge tactics 3, Fighter stunning blow 4, Weapon specialization warhammer and also khopesh, Sneak attack training 3, warforge power attack 3.



This is one of the best melee for epic content. I would revise your build for it. If you like dwarves they also very good for this because they can get dwarven tactics and are easier to heal from a fvs/cleric. You could also choose to do monk over barbarian but I like the run speed.

jmonty
12-11-2009, 04:06 PM
wouldn't 6 ranger for tempest I be greater than 6 rogue?

Thucydides04
12-11-2009, 04:10 PM
Dodge, mobility, spring attack, two-weapon defense, the second toughness, and combat expertise.

If you're building a full AC tank build then dodge and two-weapon defense become slightly less useless (and combat expertise becomes good). Of course if you were going for full AC then you'd probably be better served just going full paladin or full fighter.

Not sure how more HPs are useless. This guy will have a 60 standing AC which will yield an 86 AC when raid buffed, which I think is a pretty decent AC, esp given the amount of damage he will be able to dish out, thus CE, TWD and dodge are not useless IMO. But I suppose if you feel they are, perhaps you could suggest some uselful feats to take instead?

Thucydides04
12-11-2009, 04:11 PM
wouldn't 6 ranger for tempest I be greater than 6 rogue?

6 ranger won't yield the backstab damage bonuses, umd or trap skills

Demoyn
12-11-2009, 05:12 PM
Not sure how more HPs are useless. This guy will have a 60 standing AC which will yield an 86 AC when raid buffed, which I think is a pretty decent AC, esp given the amount of damage he will be able to dish out, thus CE, TWD and dodge are not useless IMO. But I suppose if you feel they are, perhaps you could suggest some uselful feats to take instead?

More hit points aren't useless in and of themselves, but your problem is diminishing returns. Your first toughness grants you about 73 hit points. Your second toughness grants you 23. You should already have over 500 hit points, so any more than that is just wasted attributes that could have been better spent on offense.

The same goes for AC. If you're already sitting at an 86 then what's the difference between that and an 84? Almost everything will already require a 20 to hit anyway.

Matt has already suggested some feats, though I'm sure there are a few other good options left out there too.

P.S. - Don't waste ingredients on a lightning II weapon. Almost every single person that I know who crafted one regrets it now.