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d3ftblade
08-16-2010, 09:24 AM
Been wanting to try a build for a while with whirling steel.

Should be able to hit 47 intimidate with Head of good fortune, and a +15 item. Not sure if the ac is going to be there tho or not. The main drawback is the loss of the shield while trying to raid intimitank But curious if mountain stance 2 and Shadow fade might be able to negate that fact.

Also contemplated swapping out Pally for the Ranger levels, decreasing health a bit (due to missing an extra toughness) Increasing the char slightly also making for a higher intim score, and increasing saves.

One last thing, I have never used the quick draw feat? I have heard it's useful, so I added it, but in what way?


Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Elf Female
(12 Fighter \ 6 Monk \ 2 Ranger)
Hit Points: 422
Spell Points: 0
BAB: 18\18\23\28\28
Fortitude: 19
Reflex: 16
Will: 13

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 17 26
Dexterity 15 18
Constitution 14 16
Intelligence 8 10
Wisdom 12 16
Charisma 8 10

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

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 13
Bluff -1 2
Concentration 6 24
Diplomacy -1 2
Disable Device n/a n/a
Haggle -1 0
Heal 1 3
Hide 2 4
Intimidate -1 29
Jump 7 15
Listen 1 5
Move Silently 2 4
Open Lock n/a n/a
Perform n/a n/a
Repair -1 0
Search -1 2
Spot 1 5
Swim 3 13
Tumble n/a n/a
Use Magic Device n/a n/a

Level 1 (Monk)
Feat: (Selected) Toughness
Feat: (Selected) Toughness


Level 2 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead


Level 3 (Ranger)
Feat: (Selected) Weapon Focus: Slashing Weapons


Level 4 (Fighter)
Ability Raise: STR
Feat: (Fighter Bonus) Whirling Steel Strike


Level 5 (Fighter)
Feat: (Fighter Bonus) Oversized Two Weapon Fighting


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


Level 7 (Fighter)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons


Level 8 (Fighter)
Ability Raise: STR


Level 9 (Fighter)
Feat: (Selected) Improved Critical: Slashing Weapons
Feat: (Fighter Bonus) Improved Two Weapon Fighting


Level 10 (Monk)
Feat: (Monk Bonus) Dodge


Level 11 (Monk)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness


Level 12 (Monk)
Ability Raise: STR
Feat: (Selected) Greater Two Weapon Fighting


Level 13 (Monk)


Level 14 (Monk)
Feat: (Monk Bonus) Toughness


Level 15 (Fighter)
Feat: (Selected) Bullheaded


Level 16 (Fighter)
Ability Raise: STR
Feat: (Fighter Bonus) Quick Draw


Level 17 (Fighter)


Level 18 (Fighter)
Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
Feat: (Selected) Toughness


Level 19 (Fighter)


Level 20 (Fighter)
Ability Raise: STR
Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Attack Boost II
Enhancement: Fighter Haste Boost I
Enhancement: Fighter Haste Boost II
Enhancement: Fighter Haste Boost III
Enhancement: Ranger Sprint Boost I
Enhancement: Aerenal Elf Melee Damage I
Enhancement: Aerenal Elf Melee Damage II
Enhancement: Kensei Longsword Mastery I
Enhancement: Kensei Longsword Mastery II
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Kensei I
Enhancement: Fighter Kensei II
Enhancement: Fighter Longsword Specialization I
Enhancement: Way of the Patient Tortiose I
Enhancement: Way of the Patient Tortiose II
Enhancement: Porous Soul
Enhancement: Monk Improved Recovery I
Enhancement: Adept of Wind
Enhancement: Adept of Rock
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Ranger Favored Damage I
Enhancement: Fighter Intimidate I
Enhancement: Fighter Intimidate II
Enhancement: Monk Jump I
Enhancement: Monk Jump II
Enhancement: Monk Tumble I
Enhancement: Monk Tumble II
Enhancement: Ranger Dexterity I
Enhancement: Fighter Strength I
Enhancement: Fighter Strength II
Enhancement: Monk Wisdom I
Enhancement: Monk Wisdom II
Enhancement: Fighter Toughness I
Enhancement: Fighter Toughness II
Enhancement: Fighter Toughness III
Enhancement: Fighter Toughness IV

Syntax42
08-16-2010, 12:12 PM
Why Ninja Spy? If you aren't using short swords, you may as well be a light monk. Those two ranger levels aren't really getting you anything useful. You have plenty of feat slots with the fighter and monk levels. Also, racial damage bonuses are extremely expensive for the small amount of damage obtained. Generally, they are not worth the APs. You could be spending APs on things to make you more survivable.

If you went Human 12 ftr, 7 monk, 1 rog, you could disable traps, intimidate, and have over 250% healing amplification. Fists of Light could be healing you for 3 / 6 with the right gear. Solar Phoenix build is an example of how to exploit healing amplification.

Krawn
08-16-2010, 12:57 PM
Ninja Spy 1 is nice. 25% Incorporeal chance.

I have 2 characters I am trying out with a similar build. A rogue/ninja (XX Rogue / 6-7 Monk), a fighter XX / 6-7 monk, and a Paladin 12 / Monk 6 / 2 Fighter.

All of them use the 25% incorporeal all the time. They are all fairly low level as of yet (10'ish). One of them uses the whirling steel feat. Thinking about just using hand wraps on it but the dual long swords are cool looking.

The problems I foresee are damage, except on the rogue build. The paladin is built like a dexterity tank but uses his 1d8 hands as weapons. At level 10 with mediocre gear he hits 35 AC just standing around and can easily hit 40+ if I get shield of faith and bark skin. He doesn't have combat expertise yet. So in the end his AC will be fairly good. The incorporeal will make it better. His intimidate is maxed per level. His damage is good at level 10 according to the kill charts. As he gets higher in level I'll need to find a way to increase his damage without adding more monk levels. This might be a problem.

The fighter I fear will have the same damage problems as the paladin above.

The rogue/monk (ninja 1/assassin 2) is working out far better than I had hoped. She was not built for AC but the incorporeal makes it appear that she has good AC. Always on the front lines. The rogue sneak attack makes sure she always has good damage.

Anyhow all three of them are very nice characters at least till level 11, I can't vouch for levels above that.

I would suggest against taking whirling steel feat because monk hands at level 6 do the same amount of damage as long swords, even more if you are a TR character. I fail to see the importance of short swords with only 6 levels of monk for ninja spy. The only reason for ninja spy is the incorporeal 25% and the Adept AIR and EARTH stances.

d3ftblade
08-16-2010, 02:05 PM
I am aware that unarmed gets a 12% haste over weapons, but as I have a couple other "feeder" toons had my mind on Min 2 Long swords. Which would do 1d10 dmg, let's face it i famed out the devout wraps once, not sure I want to go thru that ordeal again.

the ranger levels are kinda useless, but any splash with this build would be, since I already get evasion. Ranger unlocks low lvl cure wands, As well as provides 1 more extra toughness feat (since I don't have to spend a feat on twf). It also gives me one Favored Enemy, which I can swap from undead at low lvls, to giants at mid levels and eventually evil/chaotic outsiders.

I for one am staying off the healing amp train, as I fore see a "fix" coming for it in the near future.

Honestly those 2 levels of ranger can be subbed out for any lawful class. Each one with their own benefits.

As far as dps, with weapon spec and greater weapon spec, and the elf enhancement + power surge (which i unfortunately don't pick up until lvl 20) should be pretty decent.

Although now I'm curious about fitting in whirling steel in my rogue build for that toons TR.