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ElusiveEagle
02-20-2010, 09:10 PM
Why I built this is because I thought Thief Acrobat Pre(Rogue) and Frenzied Berserker Pre(Barbarian) would go well together, a frenzied quarterstave rogue...

I chose 13/7 to take Thief Acrobat II, which gives immunities to knock downs and slippery surfaces, and 13/7 split would get me an extra rogue feat, and Improved damage reduction.

I don't know what to take for the Level 18 feat, since I got everything I needed...

My feat progression
1: Two Handed Fighting
1: Toughness (Human Bonus)
3: Power Attack
6: Cleave
9: Improved Two Handed Fighting
12: Improved Critical (Bludgeoning Weapons)
15: Greater Two Handed Fighting
16: Crippling Strike (Rogue Bonus)
18: ???
20: Improved Evasion (Rogue Bonus)

Level Progression
1~6: Rogue
7~12: Barbarian
13~18: Rogue
19: Barbarian
20: Rogue

Stats
STR: 16 (+5 level ups, +1 human = 22 without tomes or items)
DEX: 14 (+3 Rogue, +1 human = 18 without tomes or items)
CON: 14 (+2 Barbarian =16 without tomes or items)
INT: 12 (nothing added, just for skill points)
WIS: 10 (nothing added, just for will saves)
CHA: 8

Enhancements
Barbarian Damage Boost II (3)
Rogue Haste Boost II (3)
Barbarian Damage Reduction II (6)
Barbarian Extend Rage II (3)
Barbarian Extra Rage II (3)
Barbarian Hardy Rage II (3)
Barbarian Power Attack I (1)
Barbarian Power Rage II (3)
Barbarian Frenzied Berserker I (4)
Human Adaptability STR (2)
Human Greater Adaptability DEX (4)
Human Improved Recovery I (2)
Human Versatility I (1)
Rogue Subtle Backstabbing II (3)
Racial Toughness I (1)
Rogue Faster Sneaking I (1)
Rogue Thief Acrobat II (6)
Rogue Sneak Attack Accuracy II (3)
Rogue Sneak Attack Training II (3)
Rogue Balance II (3)
Rogue Tumble II (3)
Barbarian Constitution II (6)
Rogue Dexterity III (12)
Barbarian Toughness I (1)

80 AP used
Check my math please...

Skills
Balance: 31 (21 points + modifier)
Disable Device: 24 (23 points + modifier)
Haggle: 7 (8 points + modifier)
Hide: 13 (9 points + modifier) for the early levels to solo...
Jump: 27 (18 points + modifier)
Move Silently: 13 (9 points + modifier) for the early levels to solo...
Open Lock: 27 (23 points + modifier)
Search: 24 (23 points + modifier)
Spot: 23 (23 points + modifier)
Tumble: 11 (1 points + modifier) Only for effect...
UMD: 22 (23 points + modifier)



Please leave any comments or advice, or call me a noob...

Dartwick
02-20-2010, 09:14 PM
Why do people keep dumping points in balance for an acrobat?

You might consider a race other than human.

ElusiveEagle
02-20-2010, 09:25 PM
If not balance, what else do you suggest? A dwarf might be better...Maybe halfling?

Kistilan
02-20-2010, 09:31 PM
If not balance, what else do you suggest? A dwarf might be better...Maybe halfling?

Warforged -- Glancing Blows.

Also, the other option for this is Kensai Fighter 6, Rogue 12, Monk 2. You'll lose the free Rogue Feat, but gain centered, crits, lesser Wind Stance, etc.

So:

Waforged Din-mak Acrobat (12 Acrobat, 6 Kensai, 2 Monk)
12/6/2

Focus on Glancing Blows, 2-H Fighting, and maybe pick up improved trip/sunder or DC Enhancements since this guy is strength, speed and warforged-tacticial friendly. Stunning Blow/Sap are also good ideas.

Angelus_dead
02-20-2010, 09:34 PM
Please leave any comments or advice, or call me a noob...
1. It's an acceptable character, but I wouldn't do it myself.
2. Hide and Move Silently ranks are not helpful for low-level soloing.
3. For a character like this, spending many AP on dex enhancements isn't worth it.
4. Tumble and Balance are also bad for AP.
5. Barb1 is an excellent level for every Rogue to strongly consider. The bonuses to speed and PA are enough, especially compared to how Rogue20 gives practically nothing. Barb2-7 might be a different story.
6. That amount of DR won't mean much at high level.
7. Being raged a lot is troublesome for someone with high UMD.
8. With four uses you can't stay raged through all battles, meaning that most of the barb2-7 features won't work in all your fights.
9. High level rogues enjoy Radiance green weapons to get sneak attacks when separate from teammates, but that depends on crit range which quarterstaves don't have.
10. Rogues' damage benefits come from sneak attacks, which can apply on every hit. Sneak attacks gain a big improvement from TWF's extra attacks, but THF feats don't help them at all.
11. Assassin3 at Rogue18 is excellent.
12. But combining Barb1 speed with Acrobat speed is cool too.

Basically, before doing this character you should consider the standard alternatives, specifically
Rogue19/Barb1 THF staff
Rogue19/Barb1 THF Falchion
Rogue19/Barb1 TWF Rapiers
Rogue19/Monk1 TWF fists

ElusiveEagle
02-20-2010, 09:41 PM
1. It's an acceptable character, but I wouldn't do it myself.
3. For a character like this, spending many AP on dex enhancements isn't worth it.
4. Tumble and Balance are also bad for AP.

They are prereq for Thief Acrobat...if they weren't i wouldn't take them


5. Barb1 is an excellent level for every Rogue to strongly consider. The bonuses to speed and PA are enough, especially compared to how Rogue20 gives practically nothing. Barb2-7 might be a different story.
6. That amount of DR won't mean much at high level.
7. Being raged a lot is troublesome for someone with high UMD.
8. With four uses you can't stay raged through all battles, meaning that most of the barb2-7 features won't work in all your fights.
9. High level rogues enjoy Radiance green weapons to get sneak attacks when separate from teammates, but that depends on crit range which quarterstaves don't have.
10. Rogues' damage benefits come from sneak attacks, which can apply on every hit. Sneak attacks gain a big improvement from TWF's extra attacks, but THF feats don't help them at all.
11. Assassin3 at Rogue18 is excellent.
12. But combining Barb1 speed with Acrobat speed is cool too.

Basically, before doing this character you should consider the standard alternatives, specifically
Rogue19/Barb1 THF staff
Rogue19/Barb1 THF Falchion
Rogue19/Barb1 TWF Rapiers
Rogue19/Monk1 TWF fists
hmm...so many options...I just thought about this build because Frenzied rogue seemed kind of cool

how would the Falchion build work?

Angelus_dead
02-20-2010, 09:51 PM
how would the Falchion build work?
Well, that's not a popular thing for rogues. But it would be similar to yours, with Acrobat replaced with Assassin3.

That means about -15% attack speed, but triple the amount of crits per attack, nice bonus damage on crits, triple blinds if you get radiance, and instant death for non-boss enemies on 5% of attacks.

But TWF is so much better for assassins that to go falchion would be rare and weird.

ElusiveEagle
02-20-2010, 10:03 PM
hmm...... I like rare and weird... I like being different from the the normal I use two khopesh assassins, or I use two rapiers and damage stat assassins...

Thats why I came up with this....

ElusiveEagle
02-20-2010, 10:04 PM
Well, that's not a popular thing for rogues. But it would be similar to yours, with Acrobat replaced with Assassin3.

That means about -15% attack speed, but triple the amount of crits per attack, nice bonus damage on crits, triple blinds if you get radiance, and instant death for non-boss enemies on 5% of attacks.

But TWF is so much better for assassins that to go falchion would be rare and weird.


I take it if I were to go falchion race would be Elf for the enhancements?

Angelus_dead
02-20-2010, 10:05 PM
I take it if I were to go falchion race would be Elf for the enhancements?
That's a good one, yeah.

ElusiveEagle
02-20-2010, 10:35 PM
Ok i just quickly did this, but does this seem like a decent Falchion Assassin? =D


Character Plan by DDO Character Planner Version 3.18
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Falchion Assassin
Level 20 True Neutral Elf Male
(1 Barbarian \ 19 Rogue)
Hit Points: 238
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 10
Reflex: 17
Will: 6

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 16 24
Dexterity 14 18
Constitution 14 14
Intelligence 10 10
Wisdom 10 10
Charisma 8 8

Tomes Used
+3 Tome of Strength used at level 20

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 27
Bluff -1 5
Concentration 2 2
Diplomacy 3 22
Disable Device 4 23
Haggle -1 -1
Heal 0 0
Hide 2 12
Intimidate -1 -1
Jump 6 23
Listen 0 2
Move Silently 2 12
Open Lock 6 27
Perform n/a n/a
Repair 0 1
Search 4 25
Spot 4 25
Swim 3 7
Tumble 3 5
Use Magic Device 3 21

Level 1 (Rogue)
Feat: (Selected) Power Attack
Enhancement: Rogue Damage Boost I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Hide I
Enhancement: Rogue Move Silently I


Level 2 (Barbarian)
Enhancement: Barbarian Sprint Boost I
Enhancement: Barbarian Power Attack I
Enhancement: Valenar Elf Melee Damage I


Level 3 (Rogue)
Feat: (Selected) Two Handed Fighting
Enhancement: Elven Dexterity I
Enhancement: Rogue Sneak Attack Accuracy I


Level 4 (Rogue)
Ability Raise: STR
Enhancement: Elven Enchantment Resistance I
Enhancement: Valenar Elf Melee Attack I
Enhancement: Rogue Dexterity I


Level 5 (Rogue)
Enhancement: Rogue Damage Boost II
Enhancement: Rogue Subtle Backstabbing I


Level 6 (Rogue)
Feat: (Selected) Toughness
Enhancement: Rogue Hide II
Enhancement: Rogue Move Silently II
Enhancement: Barbarian Toughness I


Level 7 (Rogue)
Enhancement: Rogue Assassin I


Level 8 (Rogue)
Ability Raise: STR
Enhancement: Valenar Elf Melee Damage II


Level 9 (Rogue)
Feat: (Selected) Improved Two Handed Fighting
Enhancement: Rogue Subtle Backstabbing II
Enhancement: Rogue Sneak Attack Accuracy II


Level 10 (Rogue)
Enhancement: Racial Toughness I
Enhancement: Rogue Sneak Attack Training II


Level 11 (Rogue)
Feat: (Rogue Bonus) Cripling Strike
Enhancement: Racial Toughness II
Enhancement: Rogue Sneak Attack Training III


Level 12 (Rogue)
Ability Raise: STR
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Rogue Sneak Attack Accuracy III


Level 13 (Rogue)
Enhancement: Rogue Subtle Backstabbing III
Enhancement: Rogue Assassin II


Level 14 (Rogue)
Feat: (Rogue Bonus) Improved Evasion
Enhancement: Valenar Elf Melee Attack II


Level 15 (Rogue)
Feat: (Selected) Greater Two Handed Fighting
Enhancement: Rogue Sneak Attack Training IV


Level 16 (Rogue)
Ability Raise: STR
Enhancement: Rogue Sneak Attack Accuracy IV


Level 17 (Rogue)
Feat: (Rogue Bonus) Slippery Mind
Enhancement: Rogue Subtle Backstabbing IV


Level 18 (Rogue)
Feat: (Selected) Lightning Reflexes
Enhancement: Rogue Dexterity II


Level 19 (Rogue)
Enhancement: Elven Enchantment Resistance II
Enhancement: Rogue Assassin III


Level 20 (Rogue)
Ability Raise: STR
Feat: (Rogue Bonus) Defensive Roll
Enhancement: Elven Dexterity II

Dartwick
02-21-2010, 12:27 AM
Rogue19/Barb1 THF staff
Rogue19/Barb1 THF Falchion
Rogue19/Barb1 TWF Rapiers
Rogue19/Monk1 TWF fists

I think
13 rogue 6 monk 1 fighter is the actual standard alternative.

OldAquarian
02-21-2010, 11:14 AM
Warforged -- Glancing Blows.

Also, the other option for this is Kensai Fighter 6, Rogue 12, Monk 2. You'll lose the free Rogue Feat, but gain centered, crits, lesser Wind Stance, etc.

So:

Waforged Din-mak Acrobat (12 Acrobat, 6 Kensai, 2 Monk)
12/6/2

Focus on Glancing Blows, 2-H Fighting, and maybe pick up improved trip/sunder or DC Enhancements since this guy is strength, speed and warforged-tacticial friendly. Stunning Blow/Sap are also good ideas.

I'm not sure why a rogue would give up level 13 to take a 2nd level of monk - all the benefits you list are gotten at level 1, people generally take 2 monk to get evasion, but thats not needed
13/6/1 would be much better

To OP
Also, even though they are generally not worth it, taking the dog pet on this build might be ok since you are immune, and gives you free grease all the time. If you want pure dps - somebody already recommended much more barb and a better weapon than staff. If you want fun, pet might add some, and you said you had an extra feat.

Dartwick
02-21-2010, 12:38 PM
I think its a carry over from the old enhancements.