TZX
10-04-2010, 08:03 AM
This is a variant of Thanimal's "Vandt" (http://forums.ddo.com/showthread.php?t=171456) but (ab)using the U7 possibility of combining previously impossible prestige enhancements to defy all conventional wisdom:
It is a rogue and uses intimidate
It is a tank with a racial con penalty
It can reach 60 ac without grinding
Rogue 12 (Acrobat II)/Monk 6 (Ninja Spy)/Paladin 2
Stats:
STR: 12 + 6 item + 2 tome = 20
DEX: 16 + 5 levels + 2 drow + 3 rogue + 6 item + 2 tome +2 stance = 36 (-2 stance for 32)
CON: 12 + 6 item + 2 tome - 2 stance = 18 (+2 stance for 22)
INT: 12 + 1 tome = 13
WIS: 14 + 2 monk + 6 item + 2 tome = 24
CHA: 14 + 1 paladin + 6 item + 1 tome = 22
If better tomes or TR points are available, dump int and bump str or con
Melee damage:
(assuming +5 shortswords, +5 backstabbing, no other bonuses)
1d6 + 5 weapon + 5 str + 5 PA + 2 racial = 20,5 avg main hand, 17,5 avg off hand when tanking
+ 7d6 + 12 rogue + 8 backstabbing = 65 avg main hand, 62 avg off hand when getting SA
+10% attack speed and +5% doublestrike from wind stance
AC:
(assuming only easy to acquire equipment)
10 base
6 armor (DT)
2 chaosgarde
1 crafting
13 dex
7 wis
5 deflection
5 CE
1 dodge
1 insight
2 monk
1 paladin
1 haste
3 barkskin
4 shield (wand)
---
62 (add short term boosts for 70 / 4 min)
With extensive farming and max buffs 96 ac is possible but sacrifices a lot of potential elsewhere; using DT instead of Icys allows for 92 and slot consolidation.
EDIT: The Epic Staff of Nat Gann also allows top AC and all DT benefits.
Ninja spy also adds 25% incorporeality miss chance which stacks with displacement
Saves:
5/5/5 monk
3/0/0 paladin
4/8/4 rogue
1/1/1 aura
6/6/6 cha
5/5/5 resist
4/4/4 GH
4/13/7 stats
1/1/1 luck
(0/0/4 drow+monk vs. enchantments)
---
33/42/33(37)
HP:
20 base
72 rogue
48 monk
20 paladin
80 con
22 toughness
20 enhancements
30 GFL
20 Minos
10 argo favor
(45 GS)
(10 tortoise path)
---
344(397) (add earth stance for -2 AC and +40 hp)
Feats:
Toughness
TWF
iTWF
gTWF
iCrit
Finesse
PA
CE
Dodge
SF:Intim
+1 rogue feat: Imp Eva, Crippling Strike or Slippery mind
Crippling Strike would be very nice with the monk melee speed boost but Improved Evasion and Slippery Mind would reduce the harm done by nat 1s.
Leveling plan:
Honestly, I have little to no clue here, Rog 1 is obvious and 20 and either 19 or 18 have to be rogue as well to ensure maximum ranks in all vital skills. Help optimizing the leveling would be appreciated.
Only +1 int and str tomes are required when leveling, everything else can be acquired later.
Skills:
Max intimidate, concentration, UMD, search and disable
A few ranks in jump, OL and balance, 1 in tumble
Leftover ranks in Spot, Hide/MS, Diplo or haggle to taste.
Although mostly a "we do what we must because we can" build, it has potential to be pretty effective nonetheless. Like most good intimitanks, this one has two modes: one for tanking and one for dps (the rest can do good dps while fully tanking). It can be played as an extremely well-surviving rogue if its tanking capability is not needed.
Compared to Vandt the Ktulu loses 1d6 SA (meh), 2 rogue feats (ow) and 1 cha bracket but gains shortswords for +2 tohit and damage, +1 crit range and piercing type damage for DR bypassing, 25% incorporeality, better AC, PA for DPS, more Con and 8 to 18 hp depending on animal path, -1 to +2 to intimidate again depending on the animal path taken, better fort and will saves from monk, tier 2 stances, and inherent disease immunity.
It is a rogue and uses intimidate
It is a tank with a racial con penalty
It can reach 60 ac without grinding
Rogue 12 (Acrobat II)/Monk 6 (Ninja Spy)/Paladin 2
Stats:
STR: 12 + 6 item + 2 tome = 20
DEX: 16 + 5 levels + 2 drow + 3 rogue + 6 item + 2 tome +2 stance = 36 (-2 stance for 32)
CON: 12 + 6 item + 2 tome - 2 stance = 18 (+2 stance for 22)
INT: 12 + 1 tome = 13
WIS: 14 + 2 monk + 6 item + 2 tome = 24
CHA: 14 + 1 paladin + 6 item + 1 tome = 22
If better tomes or TR points are available, dump int and bump str or con
Melee damage:
(assuming +5 shortswords, +5 backstabbing, no other bonuses)
1d6 + 5 weapon + 5 str + 5 PA + 2 racial = 20,5 avg main hand, 17,5 avg off hand when tanking
+ 7d6 + 12 rogue + 8 backstabbing = 65 avg main hand, 62 avg off hand when getting SA
+10% attack speed and +5% doublestrike from wind stance
AC:
(assuming only easy to acquire equipment)
10 base
6 armor (DT)
2 chaosgarde
1 crafting
13 dex
7 wis
5 deflection
5 CE
1 dodge
1 insight
2 monk
1 paladin
1 haste
3 barkskin
4 shield (wand)
---
62 (add short term boosts for 70 / 4 min)
With extensive farming and max buffs 96 ac is possible but sacrifices a lot of potential elsewhere; using DT instead of Icys allows for 92 and slot consolidation.
EDIT: The Epic Staff of Nat Gann also allows top AC and all DT benefits.
Ninja spy also adds 25% incorporeality miss chance which stacks with displacement
Saves:
5/5/5 monk
3/0/0 paladin
4/8/4 rogue
1/1/1 aura
6/6/6 cha
5/5/5 resist
4/4/4 GH
4/13/7 stats
1/1/1 luck
(0/0/4 drow+monk vs. enchantments)
---
33/42/33(37)
HP:
20 base
72 rogue
48 monk
20 paladin
80 con
22 toughness
20 enhancements
30 GFL
20 Minos
10 argo favor
(45 GS)
(10 tortoise path)
---
344(397) (add earth stance for -2 AC and +40 hp)
Feats:
Toughness
TWF
iTWF
gTWF
iCrit
Finesse
PA
CE
Dodge
SF:Intim
+1 rogue feat: Imp Eva, Crippling Strike or Slippery mind
Crippling Strike would be very nice with the monk melee speed boost but Improved Evasion and Slippery Mind would reduce the harm done by nat 1s.
Leveling plan:
Honestly, I have little to no clue here, Rog 1 is obvious and 20 and either 19 or 18 have to be rogue as well to ensure maximum ranks in all vital skills. Help optimizing the leveling would be appreciated.
Only +1 int and str tomes are required when leveling, everything else can be acquired later.
Skills:
Max intimidate, concentration, UMD, search and disable
A few ranks in jump, OL and balance, 1 in tumble
Leftover ranks in Spot, Hide/MS, Diplo or haggle to taste.
Although mostly a "we do what we must because we can" build, it has potential to be pretty effective nonetheless. Like most good intimitanks, this one has two modes: one for tanking and one for dps (the rest can do good dps while fully tanking). It can be played as an extremely well-surviving rogue if its tanking capability is not needed.
Compared to Vandt the Ktulu loses 1d6 SA (meh), 2 rogue feats (ow) and 1 cha bracket but gains shortswords for +2 tohit and damage, +1 crit range and piercing type damage for DR bypassing, 25% incorporeality, better AC, PA for DPS, more Con and 8 to 18 hp depending on animal path, -1 to +2 to intimidate again depending on the animal path taken, better fort and will saves from monk, tier 2 stances, and inherent disease immunity.