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DevilButcher
10-12-2010, 08:36 AM
Check out this build for a toon,

it's crazy concept of a evasive, two handed great sword fighter Halfling that uses Intimidate and kites a mob to death. Enjoy... I'm sure he will be the first and last build you will see that looks like him.

I look forward to using it, I think it will be promising
Tell me what you think any input is fine, good or bad.

Still going to make some small changes before I take him out to strat his crappy little life.


Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Halfling Male
(18 Fighter \ 2 Monk)
Hit Points: 308
Spell Points: 0
BAB: 19\19\24\29\29
Fortitude: 17
Reflex: 17
Will: 12

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 15 20 23
Dexterity 14 14 14
Constitution 14 14 14
Intelligence 13 13 13
Wisdom 8 8 8
Charisma 8 8 8

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 2 10 10
Bluff -1 -1 5
Concentration 2 2 5
Diplomacy -1 -1 2
Disable Device n/a n/a n/a
Haggle -1 -1 -1
Heal -1 -1 -1
Hide 2 2 6
Intimidate 3 22 25
Jump 6 29 31
Listen -1 -1 2
Move Silently 2 2 4
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 1 1 1
Search 1 1 1
Spot -1 -1 -1
Swim 2 7 7
Tumble 4 11 11
Use Magic Device n/a n/a n/a

Level 1 (Fighter)
Skill: Intimidate (+4)
Skill: Jump (+4)
Skill: Tumble (+2)
Feat: (Selected) Cleave
Feat: (Fighter Bonus) Power Attack
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Strategy (Trip) I
Enhancement: Halfling Luck (Reflex) I
Enhancement: Halfling Luck (Will) I


Level 2 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Fighter Bonus) Dodge
Enhancement: Halfling Cunning I
Enhancement: Fighter Strength I


Level 3 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Selected) Mobility
Enhancement: Fighter Mobility I
Enhancement: Fighter Flanking Mastery I
Enhancement: Halfling Guile I


Level 4 (Fighter)
Ability Raise: STR
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Fighter Bonus) Spring Attack
Enhancement: Fighter Attack Boost II
Enhancement: Fighter Strategy (Trip) II


Level 5 (Monk)
Skill: Balance (+4)
Skill: Jump (+1)
Feat: (Monk Bonus) Combat Expertise
Enhancement: Halfling Luck (Reflex) II
Enhancement: Halfling Luck (Will) II


Level 6 (Monk)
Skill: Balance (+4)
Skill: Jump (+1)
Feat: (Monk Bonus) Improved Trip
Feat: (Selected) Whirlwind Attack
Enhancement: Halfling Cunning II
Enhancement: Way of the Faithful Hound I


Level 7 (Fighter)
Skill: Intimidate (+3)
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Critical Accuracy II
Enhancement: Halfling Guile II


Level 8 (Fighter)
Ability Raise: STR
Skill: Intimidate (+1)
Skill: Jump (+2)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons


Level 9 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Selected) Weapon Specialization: Slashing Weapons
Enhancement: Kensei Greatsword Mastery I
Enhancement: Fighter Kensei I
Enhancement: Fighter Strategy (Trip) III


Level 10 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Fighter Bonus) Great Cleave
Enhancement: Fighter Greatsword Specialization I
Enhancement: Halfling Cunning III


Level 11 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Enhancement: Halfling Guile III


Level 12 (Fighter)
Ability Raise: STR
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Halfling Luck (Reflex) III
Enhancement: Halfling Luck (Will) III


Level 13 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Enhancement: Fighter Strength II


Level 14 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
Enhancement: Kensei Greatsword Mastery II
Enhancement: Fighter Kensei II


Level 15 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Selected) Toughness
Enhancement: Fighter Toughness I
Enhancement: Fighter Toughness II


Level 16 (Fighter)
Ability Raise: STR
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Fighter Bonus) Power Critical
Enhancement: Fighter Strength III


Level 17 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Enhancement: Halfling Cunning IV


Level 18 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Feat: (Selected) Lightning Reflexes
Feat: (Fighter Bonus) Superior Weapon Focus: Slashing Weapons
Enhancement: Fighter Greatsword Specialization II


Level 19 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Enhancement: Fighter Attack Boost III
Enhancement: Fighter Critical Accuracy III


Level 20 (Fighter)
Ability Raise: STR
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Swim (+1)
Feat: (Fighter Bonus) Whirling Steel Strike
Enhancement: Kensei Greatsword Mastery III
Enhancement: Fighter Kensei III
Enhancement: Racial Toughness I

Baahb3
10-12-2010, 09:00 AM
I guess two questions come to mind:

1. Why whirling steel strike? It only allows you to be centered when using longswords.

2. Why so much INT? I realize you are taking combat expertise but you will have power attack on all the time and if or when you do want to use CE your AC will be too low to really matter won't it?

DevilButcher
10-12-2010, 09:15 AM
I guess two questions come to mind:

1. Why whirling steel strike? It only allows you to be centered when using longswords.

2. Why so much INT? I realize you are taking combat expertise but you will have power attack on all the time and if or when you do want to use CE your AC will be too low to really matter won't it?

1. whirling steel was a twink feat at level 20, I had everything at that point and felt just to put it there for fun choice when in a qust not needing effort of just for fun. I could go for 20 more HP with a toughness.

2. 13int is pretty smart for a Fighter i know,It's how i placed my 28pt build-

I stared with Max 16Str for a Halfling and wanted 14Con for a fair HP score. Went 14 dex to cover again my minimal requirements for feats toward spring attack.

So that left me with a few left over points, I could of spent the extra points in any of my dump stats of; wis, int or cha. Well I dropped the str from 16 to 15, free up the points and coved what i needed for combat expertise so that gave me access to Improved trip and since i was going to spring attack this whole time I might as well get whirlwind attack too.

This build has almost 20 feats granted to it, I tend to not use combat expertise at all really, but you never know combined with Mobility and Fighter Mobility I combined with other buffs might get pretty high

imblo99
10-12-2010, 09:19 AM
I guess two questions come to mind:

1. Why whirling steel strike? It only allows you to be centered when using longswords.

2. Why so much INT? I realize you are taking combat expertise but you will have power attack on all the time and if or when you do want to use CE your AC will be too low to really matter won't it?

Was also wondering why he selected WSS. Why not take the extra feat and use it to invest in the TWF line and dual wield instead? At least you'd benefit even if you were moving, and you'd be taking more advantage of the guile enhancements.

The extra int helps with some of the skills (tumble, jump, intim, balance). Keep in mind that halflings suffer a -4 penalty to intim but you should be OK vs trash. There are some nice synergies with halflings (saves, athletic).

DevilButcher
10-12-2010, 09:33 AM
Was also wondering why he selected WSS. Why not take the extra feat and use it to invest in the TWF line and dual wield instead? At least you'd benefit even if you were moving, and you'd be taking more advantage of the guile enhancements.

The extra int helps with some of the skills (tumble, jump, intim, balance). Keep in mind that halflings suffer a -4 penalty to intim but you should be OK vs trash. There are some nice synergies with halflings (saves, athletic).

I had a choice to go TWF or THF and how it effects spring attck before making this build... so I went and did testing on the airship dummy

It turns out both TWF and THF have extemely far reach while your moving but THF "felt" to have a bit more reach sideways then TWF which was more infront.

Then I did the math and with out upgrading the chains of each THF wins by far, yes I know if were talking GS weps with 3 or more 1d6 elemental dice on it would be stronger or other buffs, but the synernegy of cleave, great cleave and whirl wind favor THF... and it just again "felt" right swinging it.

DevilButcher
10-12-2010, 09:43 AM
I will also point out I tried to take full advantage of Spring attack there is so many good things about it people over look.

Despite how it may feel it does have the same attack speed as standing and attack in one place. took me 6min to take down a dummy standing in one spot or circling it for 6min swinging... tested

When you stand in one place you 3rd attack gets a +5 to hit and your +10 on the 4th, guess that sounds better right?

Well with Spring attack it's very easy to run circles around the mob and this grants you flanking even all by yourself, now that's why i picked Halfling, base flanking is +2, now I add +2 from Faithful Hound I
from monk, and fighter and Halfling flanking perks
I can reach very high numbers to add to my hit, far better then if I was even standing in one place.