View Full Version : Build Request: Fighter/Rogue that can self-heal if possible
Jedamijo
06-19-2014, 04:11 PM
I'm looking for a decent build for a Fighter life that can do traps primarily. If healing/repairing could be squeezed in somehow, that would be great. I exclusively solo and would prefer not having to rely on hirelings for healing.
I don't plan on doing any raiding or being in any groups where my perceived gimpiness might offend someone.
I've tried to build one using the 9 druid/ 2 monk/ 9 whatever template, substituting rogue for monk, but it loses a lot of the benefits of that build.
I have access to all classes and races. Two paladin and a barbarian past-life if it matters.
If anyone knows of a build, even an old one if it's still viable, I'd appreciate a link to it.
Thanks
Mercureal
06-19-2014, 04:53 PM
You have lots of healing options.
- You can go Bladeforged for Reconstruct SLA
- You can go with Halfling and the Dragonmark for a bunch of non-SP cure spells (Cure Light, Cure Serious and Heal)
- Add in several Cleric or Favoured Soul levels for healing spells and access to Warpriest enhancements for melee
- Half-elf race for Cleric dilettante wands/scrolls
- UMD for wands/scrolls
For trapping skills, it's a combination of Intelligence and level splits, and possibly race choice. You want max skills in Search/Spot/Disable. Take Rogue level 1 for 4 points in each, that leaves 19 points for each, or 57 total.
- Rogue gets you 8 skill points per level; 7 rogue levels = 56, or enough to almost max out each of the three (1 point short). You'd just have to space out your Rogue levels.
- You also get 2 skill points per Figher level
- 1 skill point per Int mod
- 1 extra skill point per level if you go Human
ValariusK
06-20-2014, 04:10 PM
I'd consider these options:
Fighter-12/Rogue-4/FVS (or Cleric)-4
Objective here is to get Ameliorating strike, make sure you are TWF as it has the best synergy with that. 4 levels of rogue is generally enough to get serviceable trapping (you can go less if you have classes with search or spot as class skills in your multi). Fighter 12 gives you some nice cores and frankly, once you've splashed more than 2, you might as well splash 8. Most races can be made to work with this, you'll also have divine might with is pretty tasty on a fighter.
Fighter-12/rogue-6/pally-2 bladeforged
Here you self-heal with reconstruct SLA. That works really well. Your saves will be exceptional and you have some really nice knife or staff options if that appeals to you. Weapon types are wide open.
Fighter-12/monk-6/rogue-2 You can make a really flexible build with this---the monk levels can be used to provide the spot skill, the 2 rogue levels just have to carry whatever you can't cross class out of fighter.
Jedamijo
06-20-2014, 05:25 PM
I'd consider these options:
Fighter-12/Rogue-4/FVS (or Cleric)-4
Objective here is to get Ameliorating strike, make sure you are TWF as it has the best synergy with that. 4 levels of rogue is generally enough to get serviceable trapping (you can go less if you have classes with search or spot as class skills in your multi). Fighter 12 gives you some nice cores and frankly, once you've splashed more than 2, you might as well splash 8. Most races can be made to work with this, you'll also have divine might with is pretty tasty on a fighter.
I actually built one of these in the Character Planner this morning and will probably go this route although there seems to be some discrepancy about how effective Ameliorating Strikes is.
Fighter-12/rogue-6/pally-2 bladeforged
Here you self-heal with reconstruct SLA. That works really well. Your saves will be exceptional and you have some really nice knife or staff options if that appeals to you. Weapon types are wide open.
I don't actually have Blade-Forged, but since I plan to TR at 20 -23 I didn't mention it
Fighter-12/monk-6/rogue-2 You can make a really flexible build with this---the monk levels can be used to provide the spot skill, the 2 rogue levels just have to carry whatever you can't cross class out of fighter.
This could work. A previous life was a Paladin with a heavy light-based monk splash using Vampiric Stonedust wraps. I seldom had to rely on spells or LoH for heals.
ValariusK
06-20-2014, 05:36 PM
Am strike is very effective in healing you (and to an only slightly lesser extent, you allies if they're meleeing the same targets).
To make it work you need to ensure you always have a devotion item (I suggest slotting a level-appropriate ruby in your offhand weapon---this will make it both a +X devotion item and a +N*3 implement bonus, where N is the plus of the weapon. Also you should try to insure that you have as much heal amp as your build will support. You get your AM strike every 15 seconds, you need to position to ensure that you get it off properly each time AND minimize the pounding you take between AM strikes. In epics, AM strike plus consecrate ground gives you superb area healing. It is based on character level, not class level, and you can even use it when raged as a barbarian. Not only that, when you pay say 24 points in warpriest, you're getting a lot of other goodies along for the ride---it really is a good tree.
Mercureal
06-20-2014, 05:41 PM
If you go with only 2 rogue levels and want to have viable trap skills for elite, make sure you plan out your skill points carefully.
Fighter only gets 2 points per level, and they're all cross-class skills, and Monk only gets Spot as a class skill. Since you'd take Rogue for level 1, you'll only have 1 rogue level afterwards to help with catchup. You'd likely want to go with Human and invest ability points into Intelligence to keep skills maxed or close to max.
I recently played a fighter mutt build and had a lot of fun doing it
10 fighter/8 cleric/2 arti
I called it my Raiyum build ...Human
Full traps/Turn Undead/Healing/Martial/Full Plate/GH/Runearms and Repeaters
With Dragonmarks I had DDoor and blur wands/scrolls
Going to build another one just to have around
YMMV
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