sigtrent
08-26-2010, 12:56 PM
Build Name: Paragon Fighter
Author: Sigfried Trent
Requester: boltok
Last Updated: 08/25/10
Key Words [Fighter, Tank, DPS, THF, Intimidate, Starter]
Objectives
The request was from a very new DDO player who wanted a human fighter that would do good to excellent damage in late game. They specifically mentioned using a greatsword.
Approaching this I wanted to make a Fighter that would grow well for a new player and give them a taste of the different aspects a fighter build can bring to the table. It is less min-max than it might be but I think the damage sacrifices are small compared to the versatility you get.
Design
For starters we are looking at a pure fighter, which means I have lots of feats to work with. This one is using two handed weapons, which while still not as good as two weapon fighting for overall damage, is reasonably close, often better at lower levels, and is easier to do on a 28pt character.
For a two handed fighter strength is paramount and after that constitution. Kensei is the clear choice for the DPS focus and offers nice THF benefits as well. Kensei is also good for tactics feats so I will include Stun and Improved Trip, both of which can be really nice for a character without built in self healing. Improved Trip requires Combat Expertise and Pure fighters can reach a high intimidate skill so I am making the build capable of playing intimidate tank when needed. That necessitates a reasonably high Intelligence and at least modest Charisma.
Charisma and the extra skill points means we can train UMD even though its not a focus of the build, at high levels it can become handy to have. The intim focus leads me to want to take the Least Sentinel Dragon Mark. I’m a fan of it for human intimidate builds. The shield of faith spell is a nice AC bump that frees up a gear slot and progresses a bit faster than the Protection items do. (Protection items and Shield of faith are both Deflection Bonuses so they do not stack with one another.) And of course its +2 Intimidate and has a stacking enhancement.
As the build develops Strength and damage get priority followed by durability and then intimidate. Feats start to free up around level 12 and you see some of the somewhat more optional material like Intim boosts and quick draw. Bastard sword tops out the build although I wouldn’t expect it to see a lot of use.
The final result is a very solid and well rounded fighter. DPS is about as good as you can get for a two hander, the attack boosts and Kensei bonuses mean you hit extremely hard. When a tank is needed you can move to Tower shield and turtle up with a very respectable intimidate skill. Your AC potential is not in the ballpark of a dedicated tank, but with blocking DR and enough AC to at least get a few misses, you should be healable by any competent healer. Hit points are solid though a dedicated tank will have a bit more. Saves are weak as is the case with most pure fighter builds so immunity items or pots are a necessity for the hard core player. Played well and decently equipped, I doubt anyone could tell this build from a top notch 32pt build with tomes a plenty.
Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Neutral Good Human Female
(20 Fighter)
Hit Points: 352
Spell Points: 0
BAB: 20\20\25\30\30
Fortitude: 15
Reflex: 6
Will: 6
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 16 21 24
Dexterity 10 10 10
Constitution 15 15 16
Intelligence 14 14 14
Wisdom 8 8 8
Charisma 10 10 10
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 2 11 11
Bluff 0 0 3
Concentration 2 3 6
Diplomacy 0 0 3
Disable Device n/a n/a n/a
Haggle 0 0 0
Heal -1 -1 -1
Hide 0 0 0
Intimidate 4 23 36
Jump 7 30 30
Listen -1 -1 -1
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 10 10
Swim 3 8 8
Tumble 1 1 1
Use Magic Device 2 11 11
Level 1 (Fighter)
Skill: Balance (+2)
Skill: Intimidate (+4)
Skill: Jump (+4)
Skill: Spot (+1)
Skill: Tumble (+1)
Skill: Use Magic Device (+2)
Feat: (Selected) Toughness
Feat: (Fighter Bonus) Two Handed Fighting
Feat: (Human Bonus) Weapon Focus: Slashing Weapons
Enhancement: Fighter Haste Boost I
Enhancement: Fighter Strategy (Trip) I
Enhancement: Fighter Intimidate I
Enhancement: Fighter Toughness I
Level 2 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Stunning Blow
Enhancement: Fighter Strategy (Stunning Blow) I
Enhancement: Fighter Strength I
Level 3 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Least Dragonmark of Sentinel
Enhancement: Human Improved Recovery I
Enhancement: Deneith Intimidation I
Enhancement: Racial Toughness I
Level 4 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Toughness II
Level 5 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Fighter Attack Boost II
Enhancement: Fighter Critical Accuracy II
Level 6 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Combat Expertise
Feat: (Fighter Bonus) Power Attack
Enhancement: Kensei Greatsword Mastery I
Enhancement: Fighter Kensei I
Level 7 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Fighter Strategy (Stunning Blow) II
Enhancement: Human Adaptability Strength I
Level 8 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Enhancement: Fighter Strategy (Stunning Blow) III
Enhancement: Fighter Greatsword Specialization I
Level 9 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Two Handed Fighting
Enhancement: Fighter Haste Boost II
Enhancement: Racial Toughness II
Level 10 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Improved Trip
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Strategy (Trip) II
Level 11 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Fighter Strength II
Level 12 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Weapon Focus: Slashing Weapons
Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
Enhancement: Kensei Greatsword Mastery II
Enhancement: Fighter Kensei II
Level 13 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Human Greater Adaptability Constitution I
Level 14 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Quick Draw
Enhancement: Fighter Intimidate II
Enhancement: Fighter Toughness III
Level 15 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Skill Focus: Intimidate
Enhancement: Fighter Critical Accuracy III
Level 16 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Superior Weapon Focus: Slashing Weapons
Enhancement: Fighter Attack Boost III
Enhancement: Fighter Greatsword Specialization II
Level 17 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Fighter Haste Boost III
Level 18 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+2)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Bullheaded
Feat: (Fighter Bonus) Greater Two Handed Fighting
Enhancement: Kensei Greatsword Mastery III
Enhancement: Fighter Kensei III
Level 19 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+2)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Fighter Haste Boost IV
Level 20 (Fighter)
Ability Raise: STR
Skill: Balance (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Swim (+1)
Feat: (Fighter Bonus) Exotic Weapon Proficiency: Bastard Sword
Enhancement: Fighter Weapon Alacrity
Enhancement: Fighter Armor Mastery II
Play
My first tip is to save your gold to buy healing potions. Ideally you have a good healer that will keep you running, but sometimes you will need to self heal and potions are your only good option.
Your main focus is to kill monsters, and ideally you want to take them on one at a time. Get used to tripping and stunning early. You can use trip long before improved trip and still have it be effective. Tactics aren’t the main feature of the build, they are support for your defense helping reduce incoming damage and in the case of stun, helping you kill faster as well. If your offense is slipping for whatever reason (often on a first character your gear is a bit under par) you may want to get a tactics bonus weapon (vertigo or stunning) and use the tactics all the time as it will really help the group. Keep in mind some things are easy to trip, others easy to stun, others near impossible to do either.
Practice tanking with easier monsters and develop your sense of how intimidate works and how many monsters you can handle. If you can get decent armor and weapons at low level (Highest + full plate and greatswords with pure good or other elemental effects) you should have a very easy time leveling and your defenses will be solid. Watch out for casters that hold or throw reflex spells, you want to kill them as fast as you can ignoring the monsters that attack physically until the casters are dead.
Variations
If you later reincarnate or have 32pt builds already, its easy to add to the build. Strength and Con are where you want to put any additional points you get and would be your focus for tomes.
Author: Sigfried Trent
Requester: boltok
Last Updated: 08/25/10
Key Words [Fighter, Tank, DPS, THF, Intimidate, Starter]
Objectives
The request was from a very new DDO player who wanted a human fighter that would do good to excellent damage in late game. They specifically mentioned using a greatsword.
Approaching this I wanted to make a Fighter that would grow well for a new player and give them a taste of the different aspects a fighter build can bring to the table. It is less min-max than it might be but I think the damage sacrifices are small compared to the versatility you get.
Design
For starters we are looking at a pure fighter, which means I have lots of feats to work with. This one is using two handed weapons, which while still not as good as two weapon fighting for overall damage, is reasonably close, often better at lower levels, and is easier to do on a 28pt character.
For a two handed fighter strength is paramount and after that constitution. Kensei is the clear choice for the DPS focus and offers nice THF benefits as well. Kensei is also good for tactics feats so I will include Stun and Improved Trip, both of which can be really nice for a character without built in self healing. Improved Trip requires Combat Expertise and Pure fighters can reach a high intimidate skill so I am making the build capable of playing intimidate tank when needed. That necessitates a reasonably high Intelligence and at least modest Charisma.
Charisma and the extra skill points means we can train UMD even though its not a focus of the build, at high levels it can become handy to have. The intim focus leads me to want to take the Least Sentinel Dragon Mark. I’m a fan of it for human intimidate builds. The shield of faith spell is a nice AC bump that frees up a gear slot and progresses a bit faster than the Protection items do. (Protection items and Shield of faith are both Deflection Bonuses so they do not stack with one another.) And of course its +2 Intimidate and has a stacking enhancement.
As the build develops Strength and damage get priority followed by durability and then intimidate. Feats start to free up around level 12 and you see some of the somewhat more optional material like Intim boosts and quick draw. Bastard sword tops out the build although I wouldn’t expect it to see a lot of use.
The final result is a very solid and well rounded fighter. DPS is about as good as you can get for a two hander, the attack boosts and Kensei bonuses mean you hit extremely hard. When a tank is needed you can move to Tower shield and turtle up with a very respectable intimidate skill. Your AC potential is not in the ballpark of a dedicated tank, but with blocking DR and enough AC to at least get a few misses, you should be healable by any competent healer. Hit points are solid though a dedicated tank will have a bit more. Saves are weak as is the case with most pure fighter builds so immunity items or pots are a necessity for the hard core player. Played well and decently equipped, I doubt anyone could tell this build from a top notch 32pt build with tomes a plenty.
Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Neutral Good Human Female
(20 Fighter)
Hit Points: 352
Spell Points: 0
BAB: 20\20\25\30\30
Fortitude: 15
Reflex: 6
Will: 6
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 16 21 24
Dexterity 10 10 10
Constitution 15 15 16
Intelligence 14 14 14
Wisdom 8 8 8
Charisma 10 10 10
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 2 11 11
Bluff 0 0 3
Concentration 2 3 6
Diplomacy 0 0 3
Disable Device n/a n/a n/a
Haggle 0 0 0
Heal -1 -1 -1
Hide 0 0 0
Intimidate 4 23 36
Jump 7 30 30
Listen -1 -1 -1
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 10 10
Swim 3 8 8
Tumble 1 1 1
Use Magic Device 2 11 11
Level 1 (Fighter)
Skill: Balance (+2)
Skill: Intimidate (+4)
Skill: Jump (+4)
Skill: Spot (+1)
Skill: Tumble (+1)
Skill: Use Magic Device (+2)
Feat: (Selected) Toughness
Feat: (Fighter Bonus) Two Handed Fighting
Feat: (Human Bonus) Weapon Focus: Slashing Weapons
Enhancement: Fighter Haste Boost I
Enhancement: Fighter Strategy (Trip) I
Enhancement: Fighter Intimidate I
Enhancement: Fighter Toughness I
Level 2 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Stunning Blow
Enhancement: Fighter Strategy (Stunning Blow) I
Enhancement: Fighter Strength I
Level 3 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Least Dragonmark of Sentinel
Enhancement: Human Improved Recovery I
Enhancement: Deneith Intimidation I
Enhancement: Racial Toughness I
Level 4 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Toughness II
Level 5 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Fighter Attack Boost II
Enhancement: Fighter Critical Accuracy II
Level 6 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Combat Expertise
Feat: (Fighter Bonus) Power Attack
Enhancement: Kensei Greatsword Mastery I
Enhancement: Fighter Kensei I
Level 7 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Fighter Strategy (Stunning Blow) II
Enhancement: Human Adaptability Strength I
Level 8 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Enhancement: Fighter Strategy (Stunning Blow) III
Enhancement: Fighter Greatsword Specialization I
Level 9 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Two Handed Fighting
Enhancement: Fighter Haste Boost II
Enhancement: Racial Toughness II
Level 10 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Improved Trip
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Strategy (Trip) II
Level 11 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Fighter Strength II
Level 12 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Weapon Focus: Slashing Weapons
Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
Enhancement: Kensei Greatsword Mastery II
Enhancement: Fighter Kensei II
Level 13 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Human Greater Adaptability Constitution I
Level 14 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Quick Draw
Enhancement: Fighter Intimidate II
Enhancement: Fighter Toughness III
Level 15 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Skill Focus: Intimidate
Enhancement: Fighter Critical Accuracy III
Level 16 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Superior Weapon Focus: Slashing Weapons
Enhancement: Fighter Attack Boost III
Enhancement: Fighter Greatsword Specialization II
Level 17 (Fighter)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Fighter Haste Boost III
Level 18 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+2)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Bullheaded
Feat: (Fighter Bonus) Greater Two Handed Fighting
Enhancement: Kensei Greatsword Mastery III
Enhancement: Fighter Kensei III
Level 19 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+2)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Fighter Haste Boost IV
Level 20 (Fighter)
Ability Raise: STR
Skill: Balance (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Swim (+1)
Feat: (Fighter Bonus) Exotic Weapon Proficiency: Bastard Sword
Enhancement: Fighter Weapon Alacrity
Enhancement: Fighter Armor Mastery II
Play
My first tip is to save your gold to buy healing potions. Ideally you have a good healer that will keep you running, but sometimes you will need to self heal and potions are your only good option.
Your main focus is to kill monsters, and ideally you want to take them on one at a time. Get used to tripping and stunning early. You can use trip long before improved trip and still have it be effective. Tactics aren’t the main feature of the build, they are support for your defense helping reduce incoming damage and in the case of stun, helping you kill faster as well. If your offense is slipping for whatever reason (often on a first character your gear is a bit under par) you may want to get a tactics bonus weapon (vertigo or stunning) and use the tactics all the time as it will really help the group. Keep in mind some things are easy to trip, others easy to stun, others near impossible to do either.
Practice tanking with easier monsters and develop your sense of how intimidate works and how many monsters you can handle. If you can get decent armor and weapons at low level (Highest + full plate and greatswords with pure good or other elemental effects) you should have a very easy time leveling and your defenses will be solid. Watch out for casters that hold or throw reflex spells, you want to kill them as fast as you can ignoring the monsters that attack physically until the casters are dead.
Variations
If you later reincarnate or have 32pt builds already, its easy to add to the build. Strength and Con are where you want to put any additional points you get and would be your focus for tomes.