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  1. #1
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    Default Build Suggestions

    I've been playing for a month now, and thought I would try and come up with a build. I'm sure something like this has been done before, so thought I would ask for some suggestions on if it would be worth starting up on this character. I have a good idea from reading the forums for the last month on how the mechanics of the game work, but what I don't know is what these numbers actually translate into comparatively. For example, lvl 20 HP of 332 looks pretty good to me (since my highest toon is lvl 4 with 85 HP), but is it really that great? Any way, I like to solo, and don't really care if I have to wait a level or two before doing a quest on norm/hard/elite. From what I can tell though, this build should be able to hand out a decent beat down, handle most traps, and will be able to heal in a pinch (as well as use wands), which seems like it would be fun to play.

    Oh, and since I haven't grouped much yet, I don't know if these numbers would limit me to being almost always solo, or if I would be able to bring something to benefit a group. All suggestions are welcome.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Flaggern Trapblade
    Level 20 True Neutral Dwarf Male
    (1 Fighter \ 1 Rogue \ 18 Ranger) 
    Hit Points: 332
    Spell Points: 292 
    BAB: 19\19\24\29\29
    Fortitude: 17
    Reflex: 16
    Will: 7
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             16                    21
    Dexterity            14                    16
    Constitution         16                    18
    Intelligence         10                    10
    Wisdom               12                    12
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    11
    Bluff                -2                    -2
    Concentration         3                     4
    Diplomacy            -2                    -2
    Disable Device        4                    23
    Haggle                2                     2
    Heal                  1                     1
    Hide                  4                     5
    Intimidate           -2                    -2
    Jump                  3                     5
    Listen                1                     1
    Move Silently         6                     7
    Open Lock             3                     4
    Perform              n/a                   n/a
    Repair                0                     0
    Search                4                    22
    Spot                  5                    23
    Swim                  3                     5
    Tumble                3                     4
    Use Magic Device      2                    24
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    Enhancement: Rogue Haste Boost I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Rogue Sneak Attack Training I
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Ranger Energy Resistence Boost I
    Enhancement: Dwarven Spell Defense I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Defense I
    
    
    Level 3 (Ranger)
    Feat: (Selected) Dodge
    Enhancement: Dwarven Constitution I
    Enhancement: Racial Toughness I
    Enhancement: Ranger Favored Resistance I
    
    
    Level 4 (Ranger)
    Enhancement: Dwarven Axe Attack I
    Enhancement: Ranger Dexterity I
    
    
    Level 5 (Ranger)
    Enhancement: Ranger Energy Resistence Boost II
    Enhancement: Ranger Energy of the Wild I
    
    
    Level 6 (Fighter)
    Feat: (Selected) Mobility
    Feat: (Fighter Bonus) Spring Attack
    Enhancement: Ranger Tundra Lore I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Toughness I
    
    
    Level 7 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Enhancement: Ranger Swamp Lore I
    Enhancement: Ranger Desert Lore I
    Enhancement: Racial Toughness II
    
    
    Level 8 (Ranger)
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Tempest I
    
    
    Level 9 (Ranger)
    Feat: (Selected) Oversized Two Weapon Fighting
    Enhancement: Dwarven Axe Damage II
    
    
    Level 10 (Ranger)
    Enhancement: Dwarven Constitution II
    
    
    Level 11 (Ranger)
    Enhancement: Ranger Dexterity II
    
    
    Level 12 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Racial Toughness III
    
    
    Level 13 (Ranger)
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Favored Damage III
    
    
    Level 14 (Ranger)
    Enhancement: Ranger Favored Resistance II
    Enhancement: Ranger Tempest II
    
    
    Level 15 (Ranger)
    Feat: (Selected) Power Attack
    Enhancement: Ranger Favored Defense II
    Enhancement: Ranger Energy of the Wild II
    
    
    Level 16 (Ranger)
    Enhancement: Racial Toughness IV
    
    
    Level 17 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Enhancement: Ranger Energy of the Wild III
    
    
    Level 18 (Ranger)
    Feat: (Selected) Skill Focus: Use Magic Device
    Enhancement: Dwarven Axe Attack II
    
    
    Level 19 (Ranger)
    Enhancement: Ranger Favored Damage IV
    
    
    Level 20 (Ranger)
    Enhancement: Ranger Favored Defense III
    Enhancement: Ranger Tempest III

  2. #2
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    Default

    Looks good (this is actually pretty close to the Tempest version I posted in this thread). I would suggest to drop Wis though so you can bump Int to get Open Lock.

  3. #3
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    Default

    Thanks Tihocan. I have spent a lot of time out looking at your revisited paths posts, and am currently playing around with the warpriest build you have out there. It's a lot of fun. So WIS items are not that difficult to come by in time for level 5 when I get a few spells to be able to cast? Take it down to WIS 10, and then bump INT to 12?

    Any ideas on what kind of roles I could have in a group so that I can tell the leader what I bring to the table?

  4. #4
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    Quote Originally Posted by Flaggen View Post
    Thanks Tihocan. I have spent a lot of time out looking at your revisited paths posts, and am currently playing around with the warpriest build you have out there. It's a lot of fun. So WIS items are not that difficult to come by in time for level 5 when I get a few spells to be able to cast? Take it down to WIS 10, and then bump INT to 12?

    Any ideas on what kind of roles I could have in a group so that I can tell the leader what I bring to the table?
    Yes, Wis items are easy enough to get, you'll be fine with 10 base Wis.
    Your role = DPS with the side ability to take care of traps & locks if it helps in a quest (I'm assuming all level-up points go into Str and you are using dwarven axes).

  5. #5
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    Yep, all into level ups to STR and then if I can figure out where to get them I will be using dwarven axes. Probably dwarven axe and kukri until I take OTWF.

  6. #6
    Founder Matuse's Avatar
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    You will only need OTWF at low levels. Once you get to about 8-11, you'll find that even without it (and using a pair of dwarven axes) you'll basically never miss.

    So, you could take it early to compensate for low levels being not so great at hitting stuff, but don't wait until later when there's no point in it. At worst, you could grab it early, and then use Fred to swap it for something better later on.

  7. #7
    Community Member honkuimushi's Avatar
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    I agree with tihocan about switching Int and Wis. Also, it looks like you were a point or 2 below the max on Search and Spot. I would try to max both.

    I also agree that OTWF is in the wrong place. Either take it early so you can use 2 dwarven axes more quickly or take it after Spring Attack and Improved Crit. You're looking at Tempest for level 8. Putting it off to level 9 isn't the end of the world and niether is holding off on OTWF until 12. A feat exchange at level 8 or 9 isn't that expensive either.

    If you want to use a light weapon in your off-hand, I would suggest a handaxe over a kukri. Before you get Improved Crit, the critical range won't be a huge deal and handaxes get the dwarf enhancement bonuses just like your dwarven axes. Adding +1 to hit and damage to a 1d6x3 weapon will probably be better at low levels than a 1d4 18-20 x2 weapon.

  8. #8
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    Personally, I'd take OTWF after Improved Crit & Power Attack. Sure, it can help dual wielding dwarven axes in early levels, but you can do fine with a light off-hand weapon at that point, and in the L12-17 range you shouldn't have much trouble hitting stuff without it, even with a dwarven axe in the off-hand.

    I disagree with Matuse's post about swapping it out at high level since it's the most useful feat to quality for Tempest III, and it will be useful in Epic content as well.

  9. #9
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    Thanks guys for the suggestions. I've retooled it a bit, changed around INT and WIS, maxed Spot and Search, and I moved Imp Crit and Power Attack to level 9 and 12 respectively by moving OTWF to 15. I thought of moving it up to 1 or 2 in place of either Dodge or Toughness, but I figure I'll use the extra 10 HPs, and I want Temp I as soon as possible, so moving Dodge back would delay Temp I.

    So any further tweeks?


    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Dwarf Male
    (1 Fighter \ 1 Rogue \ 18 Ranger) 
    Hit Points: 332
    Spell Points: 265 
    BAB: 19\19\24\29\29
    Fortitude: 17
    Reflex: 16
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             16                    21
    Dexterity            14                    16
    Constitution         16                    18
    Intelligence         12                    12
    Wisdom               10                    10
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    11
    Bluff                -2                    -2
    Concentration         3                     4
    Diplomacy            -2                    -2
    Disable Device        5                    24
    Haggle                2                     2
    Heal                  0                     0
    Hide                  5                     6
    Intimidate           -2                    -2
    Jump                  3                     5
    Listen                0                     0
    Move Silently         6                     7
    Open Lock             6                    14.5
    Perform              n/a                   n/a
    Repair                1                     1
    Search                5                    26
    Spot                  4                    23
    Swim                  3                     5
    Tumble                3                     4
    Use Magic Device      2                    24
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    Enhancement: Rogue Haste Boost I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Rogue Sneak Attack Training I
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Ranger Energy Resistence Boost I
    Enhancement: Dwarven Spell Defense I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Defense I
    
    
    Level 3 (Ranger)
    Feat: (Selected) Dodge
    Enhancement: Dwarven Constitution I
    Enhancement: Racial Toughness I
    Enhancement: Ranger Favored Resistance I
    
    
    Level 4 (Ranger)
    Ability Raise: STR
    Enhancement: Dwarven Axe Attack I
    Enhancement: Ranger Dexterity I
    
    
    Level 5 (Ranger)
    Enhancement: Ranger Energy Resistence Boost II
    Enhancement: Ranger Energy of the Wild I
    
    
    Level 6 (Fighter)
    Feat: (Selected) Mobility
    Feat: (Fighter Bonus) Spring Attack
    Enhancement: Ranger Tundra Lore I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Toughness I
    
    
    Level 7 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Enhancement: Ranger Swamp Lore I
    Enhancement: Ranger Desert Lore I
    Enhancement: Racial Toughness II
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Tempest I
    
    
    Level 9 (Ranger)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Dwarven Axe Damage II
    
    
    Level 10 (Ranger)
    Enhancement: Dwarven Constitution II
    
    
    Level 11 (Ranger)
    Enhancement: Ranger Dexterity II
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Power Attack
    Enhancement: Racial Toughness III
    
    
    Level 13 (Ranger)
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Favored Damage III
    
    
    Level 14 (Ranger)
    Enhancement: Ranger Favored Resistance II
    Enhancement: Ranger Tempest II
    
    
    Level 15 (Ranger)
    Feat: (Selected) Oversized Two Weapon Fighting
    Enhancement: Ranger Favored Defense II
    Enhancement: Ranger Energy of the Wild II
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    Enhancement: Racial Toughness IV
    
    
    Level 17 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Enhancement: Ranger Energy of the Wild III
    
    
    Level 18 (Ranger)
    Feat: (Selected) Skill Focus: Use Magic Device
    Enhancement: Dwarven Axe Attack II
    
    
    Level 19 (Ranger)
    Enhancement: Ranger Favored Damage IV
    
    
    Level 20 (Ranger)
    Ability Raise: STR
    Enhancement: Ranger Favored Defense III
    Enhancement: Ranger Tempest III
    Last edited by Flaggen; 04-07-2010 at 10:55 AM.

  10. #10
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    Looks good, if you really want something though:
    - make sure you don't end up with a useless .5 in a skill
    - make sure you get 1 rank in Tumble at L1 (which I think you did, but I'm not 100% sure)

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