View Full Version : Halfling Rogue Path: The Dark blade has no Two Weapon Fighting Feat?
Lucidark
11-01-2011, 02:17 PM
So I made this one to get use the game before I make a custom build; I've got to level 4 so far and I still havn't received the Two Weapon Fighting feat that the compendium wiki says I should have gotton at level 1. Is it outdated or what? do I get it later?
Lucidark
11-01-2011, 10:59 PM
bumping anyone know? help...
LOOON375
11-01-2011, 11:18 PM
do you have a minimum of 15 dex? If you don't have at least 15, you won't have it offered to you.
You want to fight one handed until around level 7 anyway. Your offhand attacks will hardly ever land.
wax_on_wax_off
11-02-2011, 12:14 AM
Paths are absolutely rubbish. Always, always choose custom and figure out your build path before you hit character create.
For basic builds my favourite resource is Paths Revisited: Builds for New Players (http://forums.ddo.com/showthread.php?t=232660). This thread basically takes most of the paths that are offered at character creation and tries to turn them in to workable builds that are viable from level 1 to level 20. In particular, there are a lot of notes which really sum up a lot of the different options that different builds have available to them.
Lucidark
11-02-2011, 06:38 PM
Paths are absolutely rubbish. Always, always choose custom and figure out your build path before you hit character create.
For basic builds my favourite resource is Paths Revisited: Builds for New Players (http://forums.ddo.com/showthread.php?t=232660). This thread basically takes most of the paths that are offered at character creation and tries to turn them in to workable builds that are viable from level 1 to level 20. In particular, there are a lot of notes which really sum up a lot of the different options that different builds have available to them.
Alright here's what I found out, the Skills the path and what the revisted thread says are almost exactly the same. Also the stats are the same; The race could have been differnet, thankfully I picked halfing. The only majior differences I see are the feats.
Revisted: Two-Weapon Fighting (1), Weapon Finesse (3), Toughness (6), Improved Two-Weapon Fighting (9), Opportunist (10), Improved Critical: Pierce Weapons (12), Improved Evasion (13), Greater Two-Weapon Fighting (15), Crippling Strike (16), Power Attack (18), Skill Mastery (19)
Path: Toughness (1), Weapon Finesse (3), Two Weapon Fighting (6), Improved Two Weapon Fighting (9), Crippling Strike (10), Improved Critical: Piercing Weapons (12), Improved Evasion (13), Greater Two Weapon Fighting (15), Slippery Mind (16), Weapon Focus: Piercing Weapons (18), Defensive Roll (19)
Weapon Focus: Piercing Weapons, Slippery Mind, and Defensive Roll are switched out for Opportunist, Power Attack, and Skill Mastery
So...
the question is how much of a difference will not getting Opportunist, Power Attack, and Skill Mastery be?
Varashad
11-03-2011, 12:21 PM
So...
the question is how much of a difference will not getting Opportunist, Power Attack, and Skill Mastery be?
Significant.
Opportunist from the wiki.
A Rogue with this ability gains a 3% chance to double strike with melee weapons and bypasses 10% fortification.
The double strike chance is minor, but bypassing 10% fortification is huge for your dps versus bosses, and if I'm not mistaken otherwise crit immune enemies. It can be ignored, but it's a free dps increase. Take it.
Power Attack from the wiki.
This feat exchanges part of your attack bonus for extra melee damage. It reduces your hit bonus by 5, or your Base Attack Bonus, whichever is lower. Then your successful attacks will have their damage increased by the same amount. Two-handed weapons get twice that damage bonus. (Unarmed strikes count as one-handed.) Typically, this means one-handed weapons get +5 and two-handed get +10 to damage.
This feat is a stance. It may be toggled on and left active indefinitely. When deactivated, there is a 10 second cooldown before it can be used again.
+5 to damage for -5 to hit. Typically you'll use this at like level 12+ when your attack bonus is high enough from gear and levels to hit reliably. It's a small boost, but unlike sneak attack damage which is ignored by fortification, this damage can only be ignored by power attack, making it quite useful. You may need to turn it off in epics.
Skill Mastery from the wiki.
A rogue with this ability gains +1 to all skills. This ability may be taken multiple times.
More minor than the rest, but +1 to UMD, Search, Disable Device, Open Locks, Hide, Move Silently, and Balance plus everything else is great. It's not needed, but it's still nice to have.
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