I'm killing this thread because it has gotten so far from my OP I don't even want to be the start of it. Thanks to the three of you that were helpful.
I'm killing this thread because it has gotten so far from my OP I don't even want to be the start of it. Thanks to the three of you that were helpful.
Last edited by Killocalypse; 06-22-2010 at 11:57 PM.
Although I dont know much about build a s&b user, I do know you should always have a DPS option as situations that actually require a tank are rare.
As I suggested for your last build drop power critical as it has almost no effect, replacing cleave, great cleave and power critical with the THF chain would give you your DPS option.
Putting your level ups into strength instead of constitution would also be a good idea.
You will also want to pick up the stalwart defender prestige line which will mean shuffling around some enhancements.
I'll leave the rest to more knowledgeable users.
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I made one similar that is now level 8. I would suggest rearranging your enhancements so you can pick up Stalwart Defender. If you are going to be carrying a shield anyways then you may as well get DR/6 and increased AC.
... a soldier,
Full of strange oaths, and bearded like the pard,
Jealous in honor, sudden and quick in quarrel,
Seeking the bubble reputation,
Even in the dragon's mouth.
If you want to build around glancing blows, then you really ought to fit in THF, ITHF and GTHF as they will dramatically increase the glancing blow damage, and the chance for glancing blows to proc weapon effects.
I think the OP is after dwarven axe/bastard sword glancing blows (those are the ones, ya?) that will be brought in with U5, as opposed to THF. Running a dwarf naturally leads to the axe - the only thing working against it is the crit range, but allowing for glancing blows does make it a little more attractive to consider making the only sharp weapon he wields. Now, is there anything that can help enhance glancing blows for those 1H weapons?
I would be interested in this sort of build for if I TR my dwarf Pally, who is carrying around 40ish weapons, most of them the axe variety, so I'm interested in the feedback too...
The only thing I really don't like about that build, is that while looking like a solid defending/good DPS tank, there's no real intimidate skill and thus no reliable means of making the most of turtle mode. Can a 34 point (TR) build make up for that well enough to intimitank Suulo? And then, is it worth it?
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http://compendium.ddo.com/wiki/Categ...r_Enhancements
http://compendium.ddo.com/wiki/Enhan...art_Defender_I
http://compendium.ddo.com/wiki/Enhan...rt_Defender_II
http://compendium.ddo.com/wiki/Enhan...t_Defender_III
Though you can still S&B and go Kensai with your Dwarven Axe...no law against it. In fact that may make you a very bad dude...
I would drop power attack, you don't want to lose out on your to hit bonus as your attacks will be much slower then those taking the THF and TWF chains. Moreso because you made Con your high stat instead of strength, nothing wrong with that just you don't want to give up more of your AB then you have already.
I think power critical is better for you in my opinion. Alot of people just parrot what another person said when that person said power critical is worthless. If you think about all the bonuses you and most others pumped into critical accuracy you may as well go the full stretch to maximize how many criticals you pull off.
But to make the most of it you need improved critical slashing first. Also to be honest you really don't need quickdraw.
Last edited by GhoulsTouch; 06-21-2010 at 06:01 AM.
Please keep power attack.
Drop one of the million toughness feats.
Rather than point out everything wrong with your propsed build...try this
Look up "Cannon Fodder" by Mr Wizard. You can replace certain things for being a dwarf. Your toon is 100% not end-game viable. Your AC will be absolute garbage. You lack Stalwart Defender PRe...therefore your DR- is bad also.
I am not trying to put you or your build down. Just please look up "Cannon Fodder". You will thank me later.
ALSO, another thing to consider is look up "Junt's guide to Paladins". That may make you change your mind a bit.
Oh and power critical is a silly feat. 100% useless. At endgame everyone that is not a Wizard or Sorc is hitting on "2's". You will ALWAYS confirm a crit. Only take Fighter Crit accuraacy IF you are going Kensai, and then take the minimum that it makes you take.
"Hireling" and "Hjealer"
Member of THACO on Ghallanda
Hitting on two and critting are two different things, and arent they supposed to be boosting AC on mobs in epic?
If you're seriously trying to make a tank, you'll want Combat Expertise, which takes INT 13; I would suggest starting with INT 12 and taking a +1 INT tome. You should probably also have max ranks in Intimidate and maybe pick up an Intim-boosting feat or two.
It may be counter-intuitive on a S&B tank, but also consider higher DEX: partly so you can take Dodge if you can work it in; but mostly to give you a couple extra points of AC. I've never tried making a tank before, but it sounds like you really need to try to work in every point of AC you can. So base stats of, say, 16 / 12 / 18 / 12 / 8 / 6.
If you really want to take advantage of glancing blows from DAxes post-U5, you should work in the THF feats, because the release notes state, "Feats or enhancements that affect Glancing Blows (such as the Two Handed Fighting chain, or Great Weapon Aptitude) will also modify these weapons."
But hitting on a 2 and confirming a crit on a 2 are the same thing. Which makes Power Critical and Fighter Critical Accuracy 1-4 a waste.
Also, the THF line should work with DA and bastard swords, so you may want to take that in place of 3 of your toughness feats.
Threw this together while I was waiting for the servers to come back up. There's probably a couple things I missed.Originally Posted by Lamania Relase Notes
Code:Character Plan by DDO Character Planner Version 3.34 DDO Character Planner Home Page Level 20 Lawful Good Dwarf Male (18 Fighter \ 2 Rogue) Hit Points: 416 Spell Points: 0 BAB: 19\19\24\29\29 Fortitude: 16 Reflex: 10 Will: 5 Starting Feat/Enhancement Abilities Base Stats Modified Stats (28 Point) (Level 1) (Level 20) Strength 16 23 Dexterity 12 13 Constitution 18 20 Intelligence 12 13 Wisdom 8 8 Charisma 6 6 Tomes Used +1 Tome of Dexterity used at level 6 +1 Tome of Intelligence used at level 17 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 5 16 Bluff -2 -2 Concentration 4 5 Diplomacy -2 -2 Disable Device n/a n/a Haggle 2 2 Heal 1 1 Hide 1 1 Intimidate 2 32 Jump 7 10 Listen -1 -1 Move Silently 1 1 Open Lock n/a n/a Perform n/a n/a Repair 5 5 Search 5 7 Spot -1 -1 Swim 3 6 Tumble 5 5 Use Magic Device 2 21 Level 1 (Rogue) Feat: (Selected) Two Handed Fighting Level 2 (Fighter) Feat: (Fighter Bonus) Power Attack Level 3 (Fighter) Feat: (Fighter Bonus) Cleave Feat: (Selected) Weapon Focus: Slashing Weapons Level 4 (Fighter) Level 5 (Fighter) Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons Level 6 (Fighter) Feat: (Selected) Toughness Level 7 (Fighter) Feat: (Fighter Bonus) Dodge Level 8 (Fighter) Level 9 (Fighter) Feat: (Fighter Bonus) Great Cleave Feat: (Selected) Improved Two Handed Fighting Level 10 (Fighter) Level 11 (Fighter) Feat: (Fighter Bonus) Improved Critical: Slashing Weapons Level 12 (Fighter) Feat: (Selected) Greater Two Handed Fighting Level 13 (Fighter) Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons Level 14 (Rogue) Level 15 (Fighter) Feat: (Selected) Toughness Level 16 (Fighter) Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons Level 17 (Fighter) Level 18 (Fighter) Feat: (Fighter Bonus) Combat Expertise Feat: (Selected) Skill Focus: Intimidate Level 19 (Fighter) Level 20 (Fighter) Feat: (Fighter Bonus) Superior Weapon Focus: Slashing Weapons Enhancement: Fighter Armor Class Boost I Enhancement: Fighter Armor Class Boost II Enhancement: Fighter Armor Class Boost III Enhancement: Fighter Haste Boost I Enhancement: Dwarven Armor Mastery I Enhancement: Dwarven Axe Attack I Enhancement: Dwarven Axe Attack II Enhancement: Dwarven Axe Damage I Enhancement: Dwarven Axe Damage II Enhancement: Dwarven Constitution I Enhancement: Dwarven Constitution II Enhancement: Fighter Armor Mastery I Enhancement: Fighter Armor Mastery II Enhancement: Fighter Armor Mastery III Enhancement: Fighter Stalwart Defender I Enhancement: Fighter Stalwart Defender II Enhancement: Fighter Stalwart Defender III Enhancement: Fighter Tower Shield Mastery I Enhancement: Fighter Tower Shield Mastery II Enhancement: Fighter Dwarven Waraxe Specialization I Enhancement: Fighter Dwarven Waraxe Specialization II Enhancement: Fighter Item Defense I Enhancement: Fighter Item Defense II Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Racial Toughness III Enhancement: Fighter Intimidate I Enhancement: Fighter Intimidate II Enhancement: Fighter Strength I Enhancement: Fighter Strength II Enhancement: Fighter Toughness I Enhancement: Fighter Toughness II Enhancement: Fighter Toughness III
I like Astarin's stat and feats setup much better than the original one posted, although going pure 20 Fighter may be the optimal choice (the capstone is nice).
If you want to tank, you want:
- Combat Expertise (as mentioned above, you need 13 INT for this, so a starting stat of 12 with a +1 tome, or 11 +2 tome will suffice).
- reasonable Dexterity. Especially as a Dwarf, you can get a LOT of AC out of plate armour. Take Dragontouched, for example. 15 AC, +1 max dex. With dwarven and fighter armour mastery enhancements, you can up this to 15 AC with +7 max dex boost. With Stalwart Defender, this gets upped a further +2 to a possible +9 (28 dex required to max this) So with the right dexterity and tomes/equipment, you *could* get up to 24 AC out of dragontouched plate alone. It would be a shame to only have an endgame dex of 18ish and lose out on up to 5 AC here.
As a result, you're going to want a starting dex of 14-16 to get a reasonable amount of dex out of your armour.
- keep Power Attack for those times when you're not tanking. If someone else has aggro, then you're not taking damage. If you're not taking damage, there's no reason you can't pull out that giant greataxe and go to town with power attack.
Versatility is the key element of any good Fighter, so know when to switch from S&B to 2H.
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You are not going to confirm a crit after rolling a natural 19 for it on a 2 even with power critical. Without it your chances are even slimmer.
If you had improved crit slashing you have to roll two natural 19's using dwarven axes to roll a critical without any other enhancements or feats for critical accuracy even if you hit on a two.
Last edited by GhoulsTouch; 06-21-2010 at 07:56 PM.
You don't seem to understand how it works.
A. You roll a natural value inside your weapons crit range. This means you rolled a critical "threat"
B. You make a second attack roll, if this roll hits the targets AC, you confirm the critical hit.
That means if you hit on a 2, you confirm crits on a 2. The only reason to take power critical is if you have trouble hitting monsters normally. This is generally not a problem most good fighters have. It is a bad feat because either you need it and your character is a poor melee combatant anyway, or you are a good fighter and you don't get any value from it.
That is not how it works.If you had improved crit slashing you have to roll two natural 19's using dwarven axes to roll a critical without any other enhancements or feats for critical accuracy even if you hit on a two.
That's ok, for I am here to explain!
See, your weapon has what is called a critical threat range. If you roll in this range on the d20 with your attack roll, you have rolled what is called a critical threat. You then make a confirmation roll by rolling another attack roll with the same bonuses as the original roll. If this hits the target's AC, then you have confirmed a critical hit.
Edit: Curses! Ninja'd!
This post has 3 builds that use the mechanic the OP is trying to take advantage of.
http://forums.ddo.com/showthread.php?t=243551
This is the one closest to his build.
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: 426 Spell Points: 0 BAB: 20\20\25\30\30 Fortitude: 17 Reflex: 10 Will: 7 Starting Feat/Enhancement Abilities Base Stats Modified Stats (32 Point) (Level 1) (Level 20) Strength 14 22 Dexterity 15 18 Constitution 16 20 Intelligence 14 16 Wisdom 8 10 Charisma 12 14 Tomes Used +2 Tome of Strength used at level 7 +2 Tome of Dexterity used at level 7 +2 Tome of Constitution used at level 7 +2 Tome of Intelligence used at level 7 +2 Tome of Wisdom used at level 7 +2 Tome of Charisma used at level 7 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 4 19 Bluff 1 2 Concentration 3 5 Diplomacy 1 2 Disable Device n/a n/a Haggle 1 2 Heal -1 0 Hide 2 4 Intimidate 5 39 Jump 6 29 Listen -1 0 Move Silently 2 4 Open Lock n/a n/a Perform n/a n/a Repair 2 3 Search 2 5 Spot -1 0 Swim 2 21 Tumble n/a n/a Use Magic Device 3 13 Level 1 (Fighter) Skill: Balance (+2) Skill: Intimidate (+4) Skill: Jump (+4) Skill: Use Magic Device (+2) Feat: (Fighter Bonus) Combat Expertise Feat: (Selected) Improved Trip Level 2 (Fighter) Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Use Magic Device (+0.5) Feat: (Fighter Bonus) Dodge Level 3 (Fighter) Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Use Magic Device (+0.5) Feat: (Selected) Toughness Level 4 (Fighter) Ability Raise: STR Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Use Magic Device (+0.5) Feat: (Fighter Bonus) Two Handed Fighting Level 5 (Fighter) Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Use Magic Device (+0.5) Level 6 (Fighter) Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Use Magic Device (+0.5) Feat: (Selected) Bullheaded Feat: (Fighter Bonus) Power Attack Level 7 (Fighter) Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Use Magic Device (+0.5) Level 8 (Fighter) Ability Raise: STR Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Swim (+1) Skill: Use Magic Device (+0.5) Feat: (Fighter Bonus) Improved Critical: Slashing Weapons Level 9 (Fighter) Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Swim (+1) Skill: Use Magic Device (+0.5) Feat: (Selected) Improved Two Handed Fighting Level 10 (Fighter) Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Swim (+1) Skill: Use Magic Device (+0.5) Feat: (Fighter Bonus) Improved Sunder Level 11 (Fighter) Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Swim (+1) Skill: Use Magic Device (+0.5) Level 12 (Fighter) Ability Raise: STR Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Swim (+1) Skill: Use Magic Device (+0.5) Feat: (Fighter Bonus) Greater Two Handed Fighting Feat: (Selected) Skill Focus: Intimidate Level 13 (Fighter) Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Swim (+1) Skill: Use Magic Device (+0.5) Level 14 (Fighter) Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Swim (+1) Skill: Use Magic Device (+0.5) Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons Level 15 (Fighter) Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Swim (+1) Skill: Use Magic Device (+0.5) Feat: (Selected) Toughness Level 16 (Fighter) Ability Raise: STR Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Swim (+1) Skill: Use Magic Device (+0.5) Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons Level 17 (Fighter) Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Swim (+1) Skill: Use Magic Device (+0.5) Level 18 (Fighter) Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Swim (+1) Skill: Use Magic Device (+0.5) Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons Feat: (Selected) Toughness Level 19 (Fighter) Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Skill: Swim (+1) Skill: Use Magic Device (+0.5) Level 20 (Fighter) Ability Raise: DEX Skill: Intimidate (+1) Skill: Jump (+1) Skill: Swim (+3) Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons Enhancement: Fighter Armor Class Boost I Enhancement: Fighter Armor Class Boost II Enhancement: Fighter Armor Class Boost III Enhancement: Fighter Haste Boost I Enhancement: Fighter Weapon Alacrity Enhancement: Dwarven Armor Mastery I Enhancement: Dwarven Armor Mastery II Enhancement: Dwarven Axe Damage I Enhancement: Dwarven Constitution I Enhancement: Dwarven Constitution II Enhancement: Dwarven Spell Defense I Enhancement: Dwarven Tactics I Enhancement: Fighter Armor Mastery I Enhancement: Fighter Armor Mastery II Enhancement: Fighter Stalwart Defender I Enhancement: Fighter Stalwart Defender II Enhancement: Fighter Stalwart Defender III Enhancement: Fighter Strategy (Sunder) I Enhancement: Fighter Strategy (Trip) I Enhancement: Fighter Tower Shield Mastery I Enhancement: Fighter Tower Shield Mastery II Enhancement: Fighter Tower Shield Mastery III Enhancement: Fighter Dwarven Waraxe Specialization I Enhancement: Fighter Dwarven Waraxe Specialization II Enhancement: Fighter Greataxe Specialization I Enhancement: Fighter Item Defense I Enhancement: Fighter Item Defense II Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Fighter Intimidate I Enhancement: Fighter Intimidate II Enhancement: Fighter Intimidate III Enhancement: Fighter Strength I Enhancement: Fighter Strength II Enhancement: Fighter Toughness I Enhancement: Fighter Toughness II
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If your dropping the AC all together than why even have S&B? You went from bad to worse.
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Hypocrit much? It is a completely valid question and I don't know how much more constructive I can be. I hate to brake it to you but I couldn't possibly look as dumb as you do right now. Here is a hint, don't go post your build on a message board and then flip out when someone questions it.
Sure, if you get agro you won't die with a healer on you...
But how are you going to get agro? No intim + lower dps than everyone else in the party = no agro.
Last edited by Nezichiend; 06-22-2010 at 10:07 PM.