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  1. #1
    Community Member Shaude's Avatar
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    Default fighter build help

    Hi everyone, this is my first fighter and i could use some advise.

    Im looking to go h-orc(dwarf lost coin toss) that being said i want to run pure or mostly pure 14/6 is as heavy as i want to go wanting a ppr/double strike build.
    Looking to be a DPS with mitigation (TANKING) from prr, need to do decent damage and be able to reduce some incoming damage. doing a 32 point. thinking 20 s 10 d 16 c 8 i 6 chr.
    im going to be playing in static, only rule that will affect build is the no hand me downs therefore no great gear and no extra plat.

    I know little about fighter ench and gear. if something else will work better pls let me know. not into full monk might splash but with no raid/hand downs would be tougher, as heavy armor is cheap

  2. #2
    Community Member count_spicoli's Avatar
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    sounds like you want a stalwart. make sure you check feat prerequisites on wiki. make sure you max out fighter haste as soon as each tier becomes available and get as many as you can. I actually prefer leveling as kensai as things die very quickly. but stalwart does give some great defensive stuff as well as a boatload of hp

  3. #3
    Community Member Shaude's Avatar
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    Default ahh

    thx would of missed the haste. I will look into the kensai, would that work for a 6 pally defender I and kensai II or would that be a bad mix (or is the 3rd tier that good? thf and switch to shield for minimal tank.

  4. #4
    Build Constructionist unbongwah's Avatar
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    FWIW, here's a HO tank build I did for someone else a while ago:
    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Level 25 True Neutral Half-Orc Female
    (20 Fighter \ 5 Epic) 
    Hit Points: 447
    Spell Points: 0 
    BAB: 20\20\25\30\30
    Fortitude: 16
    Reflex: 7
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 25)
    Strength             20                    32
    Dexterity            11                    13
    Constitution         16                    18
    Intelligence         11                    13
    Wisdom                8                    10
    Charisma              6                     8
    
    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
    
    Level 1 (Fighter)
    Feat: (Past Life) Past Life: Paladin
    Feat: (Fighter Bonus) Power Attack
    Feat: (Selected) Toughness
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Two Handed Fighting
    
    
    Level 3 (Fighter)
    Feat: (Selected) Cleave
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Shield Mastery
    
    
    Level 5 (Fighter)
    
    
    Level 6 (Fighter)
    Feat: (Selected) Exotic Weapon Proficiency: Dwarven Waraxe
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Stalwart Defender I
    Enhancement: Orcish Brute Fighting I
    Enhancement: Orcish Extra Action Boost I
    Enhancement: Orcish Melee Damage I
    Enhancement: Orcish Power Attack I
    Enhancement: Orcish Strength I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    
    
    Level 7 (Fighter)
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Improved Shield Mastery
    
    
    Level 9 (Fighter)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Great Cleave
    
    
    Level 11 (Fighter)
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Feat: (Selected) Combat Expertise
    Feat: (Fighter Bonus) Greater Two Handed Fighting
    Enhancement: Fighter Armor Class Boost II
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Stalwart Defender II
    Enhancement: Orcish Brute Fighting II
    Enhancement: Orcish Extra Action Boost II
    Enhancement: Orcish Melee Damage II
    Enhancement: Orcish Power Attack II
    Enhancement: Orcish Strength II
    Enhancement: Fighter Item Defense I
    Enhancement: Fighter Strength II
    
    
    Level 13 (Fighter)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Improved Trip
    
    
    Level 15 (Fighter)
    Feat: (Selected) Past Life: Soldier of the Faith
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Improved Sunder
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Selected) Dodge
    Feat: (Fighter Bonus) Mobility
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Stunning Blow
    Enhancement: Fighter Armor Class Boost III
    Enhancement: Fighter Extra Action Boost I
    Enhancement: Fighter Haste Boost III
    Enhancement: Fighter Haste Boost IV
    Enhancement: Fighter Weapon Alacrity
    Enhancement: Fighter Stalwart Defender III
    Enhancement: Orcish Power Attack III
    Enhancement: Fighter Item Defense II
    Enhancement: Fighter Strength III
    Enhancement: Fighter Toughness III
    
    
    Level 21 (Fighter)
    Feat: (Selected) Overwhelming Critical
    
    
    Level 22 (Fighter)
    
    
    Level 23 (Fighter)
    
    
    Level 24 (Fighter)
    Feat: (Selected) Improved Shield Bash
    
    
    Level 25 (Fighter)
    Pretty standard S&B build, IMHO. Since it's a TR, to downgrade to 32 pts I would drop STR to 19 and bump DEX to 12.

    The main advantages to HOs for tanking are their DPS bonuses (+4 STR, +3 Power Atk, +4 dmg w/2H weapons) and threat amp (Brute Fighting); main drawback is no racial heal amp and the CHA & INT penalties hurt their Intim & skill pts, respectively.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  5. #5
    Community Member Shaude's Avatar
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    that looks like it will work great tyvm.

  6. #6
    Hero Propane's Avatar
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    Hello!

    I have a "tatical" dwarf that has been a lot of fun to play..

    I used a few tomes, but only "need" the Int one...

    Tripping and stunning a lot of fun-

    You could drop Whirlwind and Improved trip for Cleave and Great Cleave...

    Enjoy!



    Starting...

    Strength 16
    Dexterity 16
    Constitution 16
    Intelligence 12
    Wisdom 8
    Charisma 8

    Level 1 (Fighter)
    Skill: Balance (+1)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Skill: Tumble (+1)
    Feat: (Fighter Bonus) Improved Shield Bash
    Feat: (Selected) Toughness

    Level 2 (Fighter)
    Skill: Balance (+1)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Stunning Blow

    Level 3 (Fighter)
    Skill: Balance (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Weapon Focus: Slashing Weapons

    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons

    Level 5 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)

    Level 6 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Dodge
    Feat: (Selected) Mobility

    Level 7 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)

    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Feat: (Fighter Bonus) Combat Expertise

    Level 9 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Feat: (Selected) Improved Trip

    Level 10 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Fighter Bonus) Two Handed Fighting

    Level 11 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Tumble (+1)

    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Selected) Improved Two Handed Fighting
    Feat: (Fighter Bonus) Spring Attack

    Level 13 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)

    Level 14 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Fighter Bonus) Whirlwind Attack

    Level 15 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Feat: (Selected) Improved Critical: Slashing Weapons

    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Fighter Bonus) Greater Two Handed Fighting

    Enhancement: Fighter Armor Class Boost I
    Enhancement: Fighter Armor Class Boost II
    Enhancement: Dwarven Armor Mastery I
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Tactics I
    Enhancement: Dwarven Tactics II
    Enhancement: Dwarven Tactics III
    Enhancement: Fighter Armor Mastery I
    Enhancement: Fighter Stalwart Defender I
    Enhancement: Fighter Stalwart Defender II
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Strategy (Trip) II
    Enhancement: Fighter Dwarven Waraxe Specialization I
    Enhancement: Fighter Item Defense I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Improved Intimidate III
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III

    Level 17 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)

    Level 18 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Fighter Bonus) Power Attack
    Feat: (Selected) Shield Mastery
    Enhancement: Fighter Armor Class Boost III
    Enhancement: Fighter Stalwart Defender III
    Enhancement: Fighter Item Defense II
    Enhancement: Improved Intimidate IV

    Level 19 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)

    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Feat: (Fighter Bonus) Improved Shield Mastery
    Enhancement: Fighter Weapon Alacrity
    Enhancement: Fighter Strategy (Stunning Blow) III
    Enhancemment: Fighter Greataxe Specialization I
    Enhancement: Fighter Strength III
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  7. #7
    Community Member goodspeed's Avatar
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    Quote Originally Posted by Shaude View Post
    Hi everyone, this is my first fighter and i could use some advise.

    Im looking to go h-orc(dwarf lost coin toss) that being said i want to run pure or mostly pure 14/6 is as heavy as i want to go wanting a ppr/double strike build.
    Looking to be a DPS with mitigation (TANKING) from prr, need to do decent damage and be able to reduce some incoming damage. doing a 32 point. thinking 20 s 10 d 16 c 8 i 6 chr.
    im going to be playing in static, only rule that will affect build is the no hand me downs therefore no great gear and no extra plat.

    I know little about fighter ench and gear. if something else will work better pls let me know. not into full monk might splash but with no raid/hand downs would be tougher, as heavy armor is cheap
    If you wanna be a tank then dwarfs definitely your bag with that stand like stone stuff giving you a great boost to prr for short durations. (Think its 12 seconds?) and the dwarf fortress giving +7% weapon dmg while holding a shield and wearing full plate.

    Then theirs the added 4% hp gained on top of all that hp. The lil guys just built for being that fat meaty lil ball of iron.

    Monk opens up some possibilities to with the kensai tree having the centered weapon. But im not sure if you can wear armor and be centered. Anyone know? I know you can get a hellofa lot of dodge though.
    Through avarice, evil smiles; through insanity, it sings.

  8. #8
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by goodspeed View Post
    Monk opens up some possibilities to with the kensai tree having the centered weapon. But im not sure if you can wear armor and be centered. Anyone know? I know you can get a hellofa lot of dodge though.
    Monks have the same centering requirements as always: i.e., no armor or shields, light encumbrance, ki weapons only. It's just that w/One with the Blade, your Kensei focus melee weapons now count as well, which as you say opens up a lot of monk / Kensei options.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

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