Eloewyst
05-01-2011, 07:57 AM
Hey this is one of your easier questions but can anyone post a link to a 32 point/ TWF Kopesh fighter build? Cant seem to find one. Thx =D
wax_on_wax_off
05-01-2011, 08:49 AM
Hey this is one of your easier questions but can anyone post a link to a 32 point/ TWF Kopesh fighter build? Cant seem to find one. Thx =D
For those basic type builds just refer to this (http://forums.ddo.com/showthread.php?t=232660) thread. This is the Whirlwind Fighter from that thread which is the build that you want;
Whirlwind Fighter (http://compendium.ddo.com/wiki/Path:Whirlwind_Fighter) (L20 Fighter)
Concept: High damage dealer, dual-wielding weapons, favoring offense over defense.
Original path's flaws: Waste of a few feats (multiple Toughness, Two-Weapon Defense/Blocking...), some races are wasting the L20 level-up stat point into Dex, the Dex-based races start with 18 Dex instead of 17, and the build "cheats" by taking Toughness at L20 even though it is not a Fighter bonus feat.
Main fixes: Moved feats around (for better saves mostly), and optimized stat points better.
Alignment: Chaotic Neutral, Chaotic Good, Neutral, Neutral Good, Lawful Neutral, Lawful Good
Stats and Race (28/32 pt):
........Drow.....Dwarf......Elf.....Halfling...Hum an...Warforged.
.Str.....16......16/17.....16/17.....15/16.....16/17.....16/17...
.Dex.....17........16........17........17........1 6........16....
.Con.....13........16........13........14........1 4........16....
.Int.....10........8.........8.........8.........8 .........8.....
.Wis.....10......10/11.....10/11......9/10.....10/11......8/9....
.Cha.....10........6.........8.........8.........8 .........6.....
Ability increase every 4 levels: All in Str, except for races that start with 16 base Dex, that should invest their first point (at L4) in Dex if they cannot get a +1 Dex tome before leveling to L6 (other points should still be invested in Str).
Skills, except Human and Drow: At character creation, get one rank (two skill points) in Tumble and spend the rest into Balance. On further levels, spend all skill points into Balance.
Skills, Human and Drow: Same, but also keep Intimidate maxed out at all levels.
Feats (by level), except Human: Two-Weapon Fighting (1), Toughness (1), Exotic Weapon Proficiency: Khopesh (2), Oversized Two-Weapon Fighting (3), Weapon Focus: Slash (4), Weapon Specialization: Slash (6), Improved Two-Weapon Fighting (6), Improved Critical: Slash (8), Power Attack (9), Greater Weapon Focus: Slash (10), Greater Two-weapon Fighting (12), Greater Weapon Specialization: Slash (12), Stunning Blow (14), Iron Will (15), Superior Weapon Focus: Slash (16), Luck of Heroes (18), Cleave (18), Quick Draw (20)
Feats (by level), Human: Same, but add Iron Will at L1 and pick Lightning Reflexes at L15.
For more information about picking enhancements please read this post (http://forums.ddo.com/showpost.php?p=2795536&postcount=14).
Enhancements (Fighter): Attack Boost III, Critical Accuracy III, Haste Boost III, Kensei III, Kensei Khopesh Mastery III, Khopesh Specialization II, Strategy (Stunning Blow) II, Strategy (Trip) I, Strength II, Toughness II, Weapon Alacrity (capstone)
Enhancements (Drow): Enchantment Resistance I, Racial Toughness II
Enhancements (Dwarf): Constitution I, Racial Toughness II, Spell Defense II, Tactics I
Enhancements (Elf): Enchantment Resistance I, Racial Toughness II
Enhancements (Halfling): Guile II, Luck (Reflex) I, Luck (Will) I, Racial Toughness II
Enhancements (Human): Adaptability Strength I, Improved Recovery II, Racial Toughness II
Enhancements (Warforged): Constitution I, Construct Thinking I, Healer's Friend II, Power Attack I, Racial Toughness II, Tactics I
Soloability by level:
No hireling..: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
With hireling: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Tips:
- At low level, wear the highest AC armor you can find (ideally [Mithral] Full Plate). Carry a shield for times when you need to save on healing costs.
- Later on, your AC will be too low to matter. This is when you can simply wear robes/outfits, which are faster to swap than regular armor. You may also wear guard items to punish whoever hits you.
- Your main weapon will be the Khopesh, which you can start using at L2 (use another light weapon in your off-hand at L1 and L2, and a Khopesh at L3+ once you get the Oversized TWF feat to avoid the extra to-hit penalty). Khopeshes can be difficult and expensive to obtain, but this choice will pay off in the long run.
- Your maximum damage output will come from using together your Haste Boost and your Kensei Power Surge ability.
- Quick Draw is mostly taken so that you can switch weapon sets faster, e.g. switching from dual-weighted blunt weapons (to stun your enemies) to a more damaging set once they are stunned.
- Cleave is meant to be used when using a special effect weapon in your main hand (e.g. Vorpal) and fighting multiple enemies. It is sadly a weak feat for dual-wielders because only your main hand will hit on a Cleave attack, but there are not many other Fighter bonus feats worth taking at that point. It can also be used to quickly grab aggro from a group of monsters.
- On Human or Drow, use Intimidate to avoid chasing monsters that are attacking your teammates.
Variants:
- With access to Dex tomes you may decrease your starting Dex to boost your Str/Con. The goal is to reach 17 Dex with only base + tomes, to qualify for Improved and Greater Two-Weapon Fighting. Since +2 Dex tomes are ML7, you will not be able to get Improved TWF at L6 if you want to rely on one, so just pick Power Attack at L6, Improved Two-Weapon Fighting at L8 and Improved Crit at L9.
- A few feats may be changed to better fit your own preferences, without hurting the overall effectiveness of the build (mostly: Cleave, Quick Draw, Luck of Heroes).
- It is interesting to invest more into strategic feats with Combat Expertise / Improved Trip / Sap, turning yourself into a nice melee crowd-controller. This was not done here because it really helps to have 32 pt build and some Int tome. Start with the 28 pt. stats, but use your 4 extra build points to bump Int to 12, and use a +1 Int tome to increase it further to 13 so as to be able to pick Combat Expertise (CE). For instance this could be done with CE taken at L14, Improved Trip at L15, Stunning Blow and Sap at L18 (thus dropping Iron Will, Luck of Heroes and Cleave). You could also decide to take these strategic feats earlier to take advantage of them while leveling up, although you would have to delay some other important feats to to so. Warforged or Dwarf is best for such a build since they get Tactics enhancements.
- A Warforged may pick Adamantine Body for the extra DR (and AC at lower levels), delaying for instance Toughness to L15 (and Iron Will to L18 instead of Luck of Heroes). For the DR to still be useful at higher levels, some action points should be invested in Warforged enhancements to boost DR, and the Improved Damage Reduction feat may also be taken (which may be best done through the free feat swap, since it is not a Fighter bonus feat, e.g. swapping out Oversized Two-Weapon Fighting for Improved Damage Reduction, then taking back Oversized TWF as a future Fighter bonus feat, instead of Cleave or Quick Draw). The Adamantine Body feat can also simply be dropped at higher levels if you do not find it useful anymore.
- Races that get bonuses with specific weapons through enhancements (Dwarf, Drow and Elf) may prefer to go for these weapons instead of Khopeshes (Dwarf: Dwarven Axe, Drow: Rapier, Elf: Rapier or Scimitar): although on average they will probably not outdamage Khopeshes, this is a viable option. You may take Stunning Blow at L2 instead of Khopesh proficiency, and the Kensei enhancements should be modified accordingly (also if using Rapier, replace Slashing feats by corresponding Piercing versions). As far as figuring out a useful Fighter bonus feat to pick at L14... good luck with that!
- This build basically fits the same role (main damage dealer) as the Vanguard Warrior (http://forums.ddo.com/showpost.php?p=2801751&postcount=17) path. The main differences between Two-Weapon Fighting (this build) and Two-Handed Fighting (Vanguard Warrior) are that TWF allows more options in weapon combinations, is more effective w.r.t. special attacks like Stunning Blow (because your target may have to make two saves), and is a bit higher damage vs. a single target, while THF is easier to equip (you only need half the weapons) and is more effective when fighting multiple opponents (thanks to glancing blows).
- This build is close in spirit to the Storm of Kargon (http://forums.ddo.com/showpost.php?p=3031020&postcount=272) (Barbarian) and The Truthbringer (http://forums.ddo.com/showpost.php?p=2916014&postcount=137) (Paladin) paths. There is no real "best" when comparing one to each other, so go with the class that appeals to you most! To give a rough idea of the main differences, in terms of self-sufficiency and defensive potential, Paladin >> Fighter > Barbarian, while in terms of sustained damage, Barbarian > Fighter > Paladin. The Paladin playstyle is also more "active" (there are more short-term buffs and special abilities to keep track of).
Color code: best to worst = green, yellow, orange, red
I still use this thread even though I've been around at least a little while, they are a fantastic reference and a great tool to use as a benchmark. Taking a build from the thread and personalising it with some specific desires is quite possible as most of the builds are quite flexible.
Enjoy and GL :)
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