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  1. #1
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    Dec 2009
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    Default Dwarven fighter build, critiques wanted

    Hello,
    This is my first time using the planner, and I'd like to create a dwarven fighter as my first 32 point build. Please let me know what you think of the build. And suggestions and critiques are welcome.
    I'm trying for a blend of strong DPS and decent AC. I've never played an intimitank, and don't know if I should have spec'd the skills for one with this build. I also guessed as when to take the feats, so recommendations of how to shift them would be appreciated, if needed.
    Thanks for your time.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Dwarf Male
    (20 Fighter) 
    Hit Points: 402
    Spell Points: 0 
    BAB: 20\20\25\30\30
    Fortitude: 17
    Reflex: 9
    Will: 8
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             17                    26
    Dexterity            15                    17
    Constitution         16                    20
    Intelligence         12                    14
    Wisdom                9                    10
    Charisma              6                     6
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Constitution used at level 19
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                    18
    Bluff                -2                     1
    Concentration         3                     8
    Diplomacy            -2                     1
    Disable Device        n/a                   n/a
    Haggle               -2                    -2
    Heal                 -1                     3
    Hide                  2                     3
    Intimidate            0                    24
    Jump                  7                    31
    Listen               -1                     0
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                1                     2
    Search                1                     4
    Spot                 -1                     0
    Swim                  3                     9
    Tumble                3                     6
    Use Magic Device     n/a                   n/a
    
    Level 1 (Fighter)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    
    Level 3 (Fighter)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    Level 4 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    Level 5 (Fighter)
    
    Level 6 (Fighter)
    Feat: (Selected) Dodge
    Feat: (Fighter Bonus) Two Weapon Defense
    
    Level 7 (Fighter)
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    Level 9 (Fighter)
    Feat: (Selected) Mobility
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    
    Level 11 (Fighter)
    
    Level 12 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Greater Weapon Specialization: Slashing Weapons
    
    Level 13 (Fighter)
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Combat Expertise
    
    Level 15 (Fighter)
    Feat: (Selected) Greater Weapon Focus: Slashing Weapons
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Superior Weapon Focus: Slashing Weapons
    
    Level 17 (Fighter)
    
    Level 18 (Fighter)
    Feat: (Selected) Iron Will
    Feat: (Fighter Bonus) Spring Attack
    
    Level 19 (Fighter)
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Whirlwind Attack
    
    Enhancements: 
    Dwarven Armor Mastery II
    Dwarven Axe Damage II
    Dwarven Constitution II
    Fighter Armor Mastery II
    Fighter Attack Boost III
    Fighter Critical Accuracy III
    Fighter Dwarven Waraxe Specialization II
    Fighter Kensei III
    Fighter Mobility III
    Fighter Strength II
    Fighter Toughness III
    Fighter Weapon Alacrity
    Kensei Dwarven Waraxe Mastery III
    Racial Toughness III

  2. #2
    Community Member
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    Sep 2009
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    Default

    ordinary fighter i'd say.

    some remarks tho:

    dodge, mobility, spring attack are questionable on a pure fighter. dodge might be diskussable if youre defender. as kensai its imo wasted too.

    two weapon defence is not too usefull too (if you have all the fancy loot and can reach a meaningfull ac, take it together with dodge)

    whirlwind attack is really, really the incarnation of useless (unless they changed it recently).



    i'd rather take quickdraw, improved trip, stunning blow and, most importantly, power attack (you wanna do damage, right?). for each spare feat you can take toughness and get some hp.

    skillwise i'd go intimidate, balance and umd full and the 4th skillpoint from lvl 7 on into jump.
    if you have a spare feat, grab skillfocus umd maybe. reliable heal- and raisescrolls are really worth it
    Last edited by blitzschlag; 05-18-2010 at 02:07 AM. Reason: forgot about two weapon defence
    Thelanis - Inferus Sus
    Keeper Refugee - Exclusively playing Warforged
    Nursing IsFutile (FvS) - Unorthodox Behaviour (Kensai) - Bigbofo (Warchanter) - Nukelear Blast (Sorc) - Jurugu Fleshbane (currently TRing) - Reviving IsCheaper (Radiant Blaster)

  3. #3
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    My thoughts behind the feat choices:
    at the end I was not sure what to get anymore and just randomly picked things.
    However for Dodge and Mobility, I picked those for the AC bonus's I was informed of when tumbling upto opponents, with Fighter Mobility.
    Power Attack I left out, because I read that it is like a stance; so if I want Combat Expertise, I can only have one of them active.
    You listed a few other feats to consider, and I'll likely edit them in - but what does Quickdraw do that's useful? The writeup on it only mentioned it being for throwing items.
    Thanks.

  4. #4
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    Quote Originally Posted by MasterSailor View Post
    My thoughts behind the feat choices:
    at the end I was not sure what to get anymore and just randomly picked things.
    However for Dodge and Mobility, I picked those for the AC bonus's I was informed of when tumbling upto opponents, with Fighter Mobility.
    Power Attack I left out, because I read that it is like a stance; so if I want Combat Expertise, I can only have one of them active.
    You listed a few other feats to consider, and I'll likely edit them in - but what does Quickdraw do that's useful? The writeup on it only mentioned it being for throwing items.
    Thanks.
    quickdraw: halfes the activation time of boost abilities (from 1.2 to 0.6 seconds). pretty usefull considering you got quite some hasteboosts as kensai3)

    power attack: why go kensai if you don't want to do damage? power attack adds 5 damage each blow for each hand with onehandweapons (10 with 2handweapons).

    combat expertise: usefull when turteling up (you need lots of pretty hard to get gear for a halfway meaningful ac while twoweaponfighting as a pure fighter) or as prerequisite for improved trip

    dodge (like two weapon defence) adds just 1 ac. if you have the gear then the +1 ac is definately worthwhile. otherwise its not.

    mobility only adds to ac while you are tumbling. while tumbling you can't attack though. attack is your primary defence.
    Thelanis - Inferus Sus
    Keeper Refugee - Exclusively playing Warforged
    Nursing IsFutile (FvS) - Unorthodox Behaviour (Kensai) - Bigbofo (Warchanter) - Nukelear Blast (Sorc) - Jurugu Fleshbane (currently TRing) - Reviving IsCheaper (Radiant Blaster)

  5. #5
    Community Member Vynnt's Avatar
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    i would drop dodge, mobility, spring attack, whirlwind and pick up power attack and a bunch of toughnesses

  6. #6
    Community Member honkuimushi's Avatar
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    I agree with dropping TWD, Dodge, Mobility, Spring Attack and Whirlwind Attack. In exchange, you'll want Power Attack, Stunning Blow and Improved Trip. For the last feats, Quickdraw isn't bad and one of the new Update 5 feats, Brutal Throw, could give you a decent ranged option.

    The thing is that you won't have a meaningful AC when TWF so TWD is a complete waste. If you turtle up, you can get a moderate AC, but it's not something you'll do so often as to want to spend feats on it. The AC bonus of Mobility only applies while you are tmbling and unable to attack and Spring Attack gives you a +4 to hit while moving and using your slowest attack that doesn't gain iterative attack bonuses. As a Kensai, you should have more than enough to hit bonus to not need the +4. Whirlwind Attack meant that you give up several attacks that could kill an enemy for 1 slow attack against all the foes around you. If you want to do that, take Cleave, it only costs 1 feat.

    As a Kensai, you'll want to focus on doing damage and tactics. If you want AC, go for a Stalwart Defender. That means that you'll want to be using Power Attack ove Combat Expertise 99.99999% of the time. And for APs, drop Armor Mastery and Mobility enhancements and pick up some tactics anehancements.

    One last note, your tome use shows the use of both a +1 and a +2 tome for several stats. I'm not sure if that is an artifact of the new versions of the planner or if you really used both. If you did, once you actually make a character, don't use both, they don't stack. Using a +2 is the same as using a +1 then a +2. The only times I can recommend using both is where have a +1 which you need to meet a feat requirement and you want the +2 to even out the stat and you're ok with the cost. Or you want to use a +1 to give yourself an early boost and you plan on using a +2 tome if it drops for you in game. In any case, I wouldn't buy a +1 from the store. If you're going to buy a tome and you're planning for a +2, just buy a +2. Level 7 doesn't take that long to reach and the cost isn't that different.

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