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  1. #1
    Community Member echo00zx's Avatar
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    Jun 2009
    Posts
    20

    Default New player trying to sort it out

    Well I am technically a returning player, what I am trying to get made is a dwarf 18fighter/2rogue that uses a huge 2h axe. However I do not have enough ddo experiance to get it done I will post below my reasons for wanting such and what I am going to try and accomplish with this I would really appreciate any help there is out there for this build.

    I returned like 3 days ago or my 4 not long ago though and first I made a Barb, loved the big giant axe, hated going through 40 heal pots in ww, so I made a Cleric I love the solo ability and toughness of my cleric but he doesn't get to use a huge 2h axe. With the 2 lvls of rogue I am hoping that I will be able to spot traps and open locks, so tired of missing out on stuff because I can't find a hidden door or pick a lock, I am also hoping with the 2 lvls of rogue I will be able to use healing wands and the variouse scrolls that I am picking up as I go.

    I only have the 28 pnts build available to me I want to be decent at killing stuff but I really want to enjoy the game as I level up with out having to worry about all the balancing of money for potions and I hope that a build like I am looking for will help.

    I would like to thank you all for any and all help.

  2. #2
    Community Member
    Join Date
    Mar 2012
    Posts
    8

    Default

    There's really no rule that a cleric can't use a huge axe - I'd start out with something like this, letting you act as a solid healer as well as swing a huge axe at things:

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 6 True Neutral Dwarf Male
    (6 Cleric) 
    Hit Points: 94
    Spell Points: 325 
    BAB: 4\4
    Fortitude: 8
    Reflex: 1
    Will: 7
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 6)
    Strength             16                    17
    Dexterity             8                     8
    Constitution         16                    17
    Intelligence         10                    10
    Wisdom               14                    15
    Charisma             10                    10
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 6)
    Balance               1                     7.5
    Bluff                 0                     0
    Concentration         7                    12
    Diplomacy             0                     0
    Disable Device        n/a                   n/a
    Haggle                0                     0
    Heal                  2                     4
    Hide                 -1                    -1
    Intimidate            0                     0
    Jump                  3                     3
    Listen                2                     2
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     2
    Spot                  2                     2
    Swim                  3                     3
    Tumble               n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Martial Weapon Proficiency: Greataxe
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Toughness
    Enhancement: Cleric Radiant Servant I
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Faith I
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Improved Turning I

    That said, some sort of fighter rogue isn't a bad idea, either, but note that it might be tricky to scrounge up enough skill points to both handle traps and locks, and since you want to use magic items, too, and you want a dwarf... well, it'll be difficult.

    I'd suggest being a Ranger instead, which would give you many more skill points while maintaining most of the fighting prowess of the fighter. It'll also give the option of using two (dwarven war) axes at once, and entering the Tempest prestige line, if that's your cup of tea.

    http://forums.ddo.com/showthread.php?t=277496 is a solid guide to follow, if so.

  3. #3
    Build Constructionist unbongwah's Avatar
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    Aug 2009
    Posts
    19,465

    Default

    If you want a "melee char who can handle traps, use wands, and has UMD," then have a look at my Tempest trapmonkey; there's a dwarf version in the second post who uses dwarven axes.

    If you're really stuck on the notion of a rogue / fighter using greataxes, I'd go for something with more rogue lvls; otherwise you won't have enough skill pts for your trap skills & UMD.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

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