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  1. #1
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    Sep 2009
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    Default Advice on my Build

    After a few days of getting a feel for this game, and researching more things than I ever wanted to know, I have come up with this build. Mostly I'm looking to make sure there isn't some glaring mistake my virgin little eyes can't see.

    One of my bigger concerns lies within the Enchantment: Fighter Armory Mastery. I have... Quite a large amount of dexterity on this character, as well as evasion. Those two factors aren't an accident. Evasion requires that I be wearing light armor, which, to my understanding, can also mean medium armor that we used this enchantment on to bring it down to light armor status. Problem is, I still have a *lot* of dexterity (I like dodging AOE's, leave me alone.). I can't imagine after items and what not that there's any armor other than good 'ol monk robes that I can still apply my entire dexterity bonus too... Am I correct in thinking that I can drop this otherwise amazing enchantment line in favor of something else? I'm really confused on which direction to take with this one.

    I don't know what tha market for tombs is like. If it's fairly easy to get +4's early on, then I'm all for that. To my understanding, I should have excess +1's and +2's all over the place by level 10, which is why I applied them when I did. I put +4 at 20 because I assume by then I'm actively trying to get them.

    Also, can I *really* take Tough more than once? It *seems* wrong, but the planner thought it was a good idea so I went along with it. I'd like to know if I actually CAN do that though.

    Finally, is there any real reason to put more than one skill point into tumble? I know at very high tumble scores I can flip around like a monkey but I'm pretty content with the rolling thing, and I'm not even sure that's needed. It seems like just running backwards gets me away from excess combat just as quickly. So far the best thing I've found for it is to roll out of sneak without having to go press an annoying button.


    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Nasirin 
    Level 20 Lawful Neutral Drow Female
    (12 Fighter \ 2 Monk \ 6 Ranger) 
    Hit Points: 338
    Spell Points: 85 
    BAB: 19\19\24\29\29
    Fortitude: 19
    Reflex: 19
    Will: 13
    
                      Starting            Ending          Feat/Enhancement
                     Base Stats         Base Stats         Modified Stats
    Abilities        (Level 1)          (Level 20)           (Level 20)
    Strength             14                 20                   22
    Dexterity            15                 21                   24
    Constitution         12                 16                   16
    Intelligence         16                 20                   20
    Wisdom               13                 17                   18
    Charisma             10                 14                   14
    
    Tomes Used
    +2 Tome of Strength used at level 10
    +2 Tome of Dexterity used at level 10
    +2 Tome of Constitution used at level 10
    +2 Tome of Intelligence used at level 10
    +2 Tome of Wisdom used at level 10
    +2 Tome of Charisma used at level 10
    +4 Tome of Strength used at level 20
    +4 Tome of Dexterity used at level 20
    +4 Tome of Constitution used at level 20
    +4 Tome of Intelligence used at level 20
    +4 Tome of Wisdom used at level 20
    +4 Tome of Charisma used at level 20
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               6                 30                   30
    Bluff                 0                  2                    4
    Concentration         1                 14                   14
    Diplomacy             0                  2                    2
    Disable Device        n/a               n/a                   n/a
    Haggle                0                  2                    3
    Heal                  1                  4                    4
    Hide                  6                 24                   24
    Intimidate            0                  2                    2
    Jump                  6                 18                   18
    Listen                3                 15                   17
    Move Silently         6                 24                   24
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                3                  5                    5
    Search                3                  5                    7
    Spot                  3                 15                   17
    Swim                  2                  7                    7
    Tumble                6                 11                   11
    Use Magic Device      2                 13                   13
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Toughness
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Disciple of Breezes
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Combat Expertise
    Enhancement: Drow Melee Damage I
    Enhancement: Improved Spell Resistance I
    Enhancement: Way of the Clever Monkey I
    Enhancement: Monk Wisdom I
    
    
    Level 3 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Selected) Weapon Focus: Piercing Weapons
    Enhancement: Elven Dexterity I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Ranger)
    Ability Raise: DEX
    Enhancement: Drow Melee Attack I
    Enhancement: Ranger Dexterity I
    
    
    Level 5 (Ranger)
    Enhancement: Elven Enchantment Resistance II
    Enhancement: Ranger Favored Damage I
    
    
    Level 6 (Ranger)
    Feat: (Selected) Two Weapon Defense
    Enhancement: Ranger Sprint Boost I
    Enhancement: Improved Spell Resistance II
    Enhancement: Racial Toughness II
    
    
    Level 7 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Enhancement: Drow Melee Damage II
    
    
    Level 8 (Ranger)
    Ability Raise: DEX
    Enhancement: Ranger Dexterity II
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Mobility
    Feat: (Selected) Spring Attack
    Enhancement: Fighter Attack Boost I
    Enhancement: Ranger Tempest I
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Strength I
    
    
    Level 11 (Fighter)
    Enhancement: Fighter Armor Mastery I
    
    
    Level 12 (Fighter)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Fighter Bonus) Weapon Specialization: Piercing Weapons
    Enhancement: Fighter Critical Accuracy II
    
    
    Level 13 (Fighter)
    Enhancement: Fighter Attack Boost II
    Enhancement: Drow Melee Attack II
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
    Enhancement: Kensei Rapier Mastery I
    Enhancement: Fighter Kensei I
    
    
    Level 15 (Fighter)
    Feat: (Selected) Power Critical
    Enhancement: Fighter Strength II
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Greater Weapon Focus: Piercing Weapons
    Enhancement: Fighter Armor Mastery II
    Enhancement: Fighter Rapier Specialization I
    
    
    Level 17 (Fighter)
    Enhancement: Fighter Critical Accuracy III
    
    
    Level 18 (Fighter)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Whirlwind Attack
    Enhancement: Fighter Haste Boost II
    
    
    Level 19 (Fighter)
    Enhancement: Fighter Critical Accuracy IV
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Greater Weapon Specialization: Piercing Weapons
    Enhancement: Fighter Haste Boost III
    Enhancement: Kensei Rapier Mastery II
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Toughness I

  2. #2
    Founder Nyvn's Avatar
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    Feb 2006
    Posts
    787

    Default

    I would change yours stats to


    Strength 28 = (14 Base + 2 Enhancement + 6 Item + 2 Tome + 2 Ram's Might +2 Rage)
    Dexterity 36 = (18 Base + 4 Enhancement + 6 Item + 3 Tome +5 Levels)
    Constitution 20 = (12 Base + 6 Item + 2 Tome)
    Intelligence 10
    Wisdom 24 =(14 Base + 1 Enhancement + 6 Item + 3 Tome)
    Charisma 10

    Skills don't play quite the roll they do in PnP, Balance is very good to have, as is UMD (if you can get enough ranks in it.) Jump is nice as well, but having the spell is the norm, esp if you have 6 levels of ranger!

    The Spell resistance enhancements aren't worthwhile. Your natural SR doesn't stack with items or the spell. Enemy casters are able to overcome it, and the spell version provides more SR.

    Early on armor will likely be more beneficial, but eventually you'll want to switch to robes. You won't get your wisdom bonus to AC if you have armor or a shield equiped.

    Power Critical only adds to confirm criticals, you probably won't have an issue with it. I would also switch out combat expertise. I'd replace those two with power attack and weapon finesse.

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