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echo00zx
04-19-2012, 02:24 AM
Well I am technically a returning player, what I am trying to get made is a dwarf 18fighter/2rogue that uses a huge 2h axe. However I do not have enough ddo experiance to get it done I will post below my reasons for wanting such and what I am going to try and accomplish with this I would really appreciate any help there is out there for this build.

I returned like 3 days ago or my 4 not long ago though and first I made a Barb, loved the big giant axe, hated going through 40 heal pots in ww, so I made a Cleric I love the solo ability and toughness of my cleric but :( he doesn't get to use a huge 2h axe. With the 2 lvls of rogue I am hoping that I will be able to spot traps and open locks, so tired of missing out on stuff because I can't find a hidden door or pick a lock, I am also hoping with the 2 lvls of rogue I will be able to use healing wands and the variouse scrolls that I am picking up as I go.

I only have the 28 pnts build available to me I want to be decent at killing stuff but I really want to enjoy the game as I level up with out having to worry about all the balancing of money for potions and I hope that a build like I am looking for will help.

I would like to thank you all for any and all help.

Calhou
04-19-2012, 01:31 PM
There's really no rule that a cleric can't use a huge axe - I'd start out with something like this, letting you act as a solid healer as well as swing a huge axe at things:


Character Plan by DDO Character Planner Version 03.12.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 6 True Neutral Dwarf Male
(6 Cleric)
Hit Points: 94
Spell Points: 325
BAB: 4\4
Fortitude: 8
Reflex: 1
Will: 7

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 6)
Strength 16 17
Dexterity 8 8
Constitution 16 17
Intelligence 10 10
Wisdom 14 15
Charisma 10 10

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 6)
Balance 1 7.5
Bluff 0 0
Concentration 7 12
Diplomacy 0 0
Disable Device n/a n/a
Haggle 0 0
Heal 2 4
Hide -1 -1
Intimidate 0 0
Jump 3 3
Listen 2 2
Move Silently -1 -1
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot 2 2
Swim 3 3
Tumble n/a n/a
Use Magic Device n/a n/a

Level 1 (Cleric)
Feat: (Selected) Martial Weapon Proficiency: Greataxe


Level 2 (Cleric)


Level 3 (Cleric)
Feat: (Selected) Empower Healing Spell


Level 4 (Cleric)


Level 5 (Cleric)


Level 6 (Cleric)
Feat: (Selected) Toughness
Enhancement: Cleric Radiant Servant I
Enhancement: Dwarven Axe Attack I
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Faith I
Enhancement: Improved Heal I
Enhancement: Improved Heal II
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Improved Turning I





That said, some sort of fighter rogue isn't a bad idea, either, but note that it might be tricky to scrounge up enough skill points to both handle traps and locks, and since you want to use magic items, too, and you want a dwarf... well, it'll be difficult.

I'd suggest being a Ranger instead, which would give you many more skill points while maintaining most of the fighting prowess of the fighter. It'll also give the option of using two (dwarven war) axes at once, and entering the Tempest prestige line, if that's your cup of tea.

http://forums.ddo.com/showthread.php?t=277496 is a solid guide to follow, if so.

unbongwah
04-19-2012, 03:59 PM
If you want a "melee char who can handle traps, use wands, and has UMD," then have a look at my Tempest trapmonkey; there's a dwarf version in the second post who uses dwarven axes.

If you're really stuck on the notion of a rogue / fighter using greataxes, I'd go for something with more rogue lvls; otherwise you won't have enough skill pts for your trap skills & UMD.