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  1. #121
    Community Member Consumer's Avatar
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    Quote Originally Posted by Booze4Life View Post

    My plan is to re-inc a second time to a Dwarven THF Barb.
    I'm gonna say WF or human for the race. Human gets you both stunning blow, toughness and an extra skill point per level, WF gets you one of the two feats and higher DPS, Dwarf gets you one of the feats and less DPS than a WF.

    Unless the build is for flavour which imo would be a waste with 36pt.

  2. #122
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    Rolling the wf thf.

    Good job, Shade.

  3. #123
    Community Member Khellendros13's Avatar
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    Shade,

    Just a few quick questions as I would like your input.

    I TR'd my Dwarf Kensai into Barbarian the day of Update 3. I have not touched him due to the TR bug, so he is at level 3 still.

    Since I get a "free" 2nd TR without doing the first TR, I have 36 points to use and 2 past life feats.

    The Fighter past life gives me +1DC on combat feats and +1 to attack. 2nd life I can do the same, and have a mean stunning blow and trip. IMO this is better than +1 dmg from the Monk past life. Would you agree?

    I have banked +1 str, +1 con, +3 con, +2 wis, +1 int tomes. Spectral Gloves, Leviks bracers, hound shield, Carnifex, Maelstrom, Tier2 pos maul, Madstone boots and GS HP cloak triple earth.

    Given that, I thought these stats would be good:

    Dwarf Barbarian
    Str 18
    Dex 12 - +1 tome, +5 spectal gloves
    Con 18
    Int 9 - +1 tome and Jump 18, balance 8, UMD 11, spot 11, tumble 4 (blur scrolls between rages, raise dead) +2 tome when I have silver flame pots
    Wis 10 +2 tome for will save
    Cha 9 +2 tome for sinking silver flame pots while solo
    Proud Leader & official Gimp of Crimson Eagles on Khyber
    Angryscrews Wiz 20 - Felgor Barb 20 - Brelgor Fighter 18/1/1 - Flavoursome TR1 Sorc 15 - Splatsplat DoS 18/2
    Quote Originally Posted by Auran82 View Post
    Numot talks enough for like 10 people. So yeah, 13 people in that channel.

  4. #124
    Community Member VilanNarrth's Avatar
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    I started a character based on this build last night and just running it up to level 2 I'm having fun. Since I'm using the 32pt build instead of adding the extra all to CON I added some to INT to get a boost in number of skill points. Thanks for providing the build.

  5. #125
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    Default Barbarian

    This sounds like a fun idea so I decided to make this barb as my first main character.
    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Knocturnal The Outlaw
    Level 20 Neutral Good Dwarf Male
    (20 Barbarian) 
    Hit Points: 402
    Spell Points: 0 
    BAB: 20\20\25\30\30
    Fortitude: 16
    Reflex: 7
    Will: 6
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             18                 22                   24
    Dexterity            12                 12                   12
    Constitution         16                 16                   18
    Intelligence          8                  8                    8
    Wisdom               10                 10                   10
    Charisma              6                  6                    6
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                 12.5                 16.5
    Bluff                -2                 -2                   -2
    Concentration         3                  4                    4
    Diplomacy            -2                 -1.5                 -1.5
    Disable Device       n/a               n/a                   n/a
    Haggle               -2                  2.5                  2.5
    Heal                  0                  0                    0
    Hide                  1                  1                    1
    Intimidate           -2                 -2                   -2
    Jump                  6                 18                   18
    Listen                0                  0                    0
    Move Silently         1                  1                    1
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair               -1                 -1                   -1
    Search               -1                 -1                    1
    Spot                  2                 11.5                 11.5
    Swim                  4                  7                    7
    Tumble                2                  2                    2
    Use Magic Device     n/a               n/a                   n/a
    
    Level 1 (Barbarian)
    Skill: Balance (+2)
    Skill: Jump (+2)
    Skill: Spot (+2)
    Skill: Tumble (+1)
    Feat: (Selected) Two Handed Fighting
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Dismiss Rage
    Feat: (Automatic) Dwarven Stability
    Feat: (Automatic) Dwarven Stonecutting
    Feat: (Automatic) Exotic Weapon Proficiency: Dwarven Waraxe
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Giant Evasion
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Orc and Goblin Bonus
    Feat: (Automatic) Poison Save Bonus
    Feat: (Automatic) Rage
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Spell Save Bonus
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Enhancement: Barbarian Damage Boost I
    Enhancement: Barbarian Sprint Boost I
    
    
    Level 2 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Feat: (Automatic) Damage Reduction
    Feat: (Automatic) Uncanny Dodge
    Enhancement: Barbarian Extend Rage I
    Enhancement: Barbarian Extra Rage I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Spell Defense I
    
    
    Level 3 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Power Attack
    Feat: (Automatic) Trap Sense
    Enhancement: Barbarian Improved Damage Reduction I
    Enhancement: Barbarian Hardy Rage I
    Enhancement: Barbarian Power Attack I
    Enhancement: Barbarian Power Rage I
    
    
    Level 4 (Barbarian)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Enhancement: Barbarian Damage Boost II
    
    
    Level 5 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Feat: (Automatic) Improved Uncanny Dodge
    Enhancement: Barbarian Extend Rage II
    Enhancement: Barbarian Power Attack II
    
    
    Level 6 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Cleave
    
    
    Level 7 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Enhancement: Barbarian Hardy Rage II
    Enhancement: Barbarian Power Rage II
    Enhancement: Barbarian Frenzied Berserker I
    Enhancement: Dwarven Spell Defense II
    
    
    Level 8 (Barbarian)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Enhancement: Barbarian Extend Rage III
    
    
    Level 9 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Improved Two Handed Fighting
    Enhancement: Barbarian Power Rage III
    Enhancement: Barbarian Constitution I
    
    
    Level 10 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Haggle (+0.5)
    Skill: Spot (+0.5)
    Enhancement: Barbarian Power Attack III
    
    
    Level 11 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Feat: (Automatic) Greater Rage
    Enhancement: Barbarian Damage Boost III
    
    
    Level 12 (Barbarian)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Haggle (+0.5)
    Skill: Spot (+0.5)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Barbarian Power Rage IV
    Enhancement: Barbarian Frenzied Berserker II
    
    
    Level 13 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Haggle (+0.5)
    Skill: Spot (+0.5)
    Enhancement: Barbarian Extend Rage IV
    
    
    Level 14 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Haggle (+0.5)
    Skill: Spot (+0.5)
    Feat: (Automatic) Indomitable Will
    Enhancement: Barbarian Improved Damage Reduction II
    
    
    Level 15 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Haggle (+0.5)
    Skill: Spot (+0.5)
    Feat: (Selected) Greater Two Handed Fighting
    Enhancement: Dwarven Axe Damage II
    
    
    Level 16 (Barbarian)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Haggle (+1)
    Enhancement: Dwarven Spell Defense III
    
    
    Level 17 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Spot (+1)
    Enhancement: Barbarian Damage Boost IV
    
    
    Level 18 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Haggle (+0.5)
    Skill: Spot (+0.5)
    Feat: (Selected) Toughness
    Enhancement: Barbarian Frenzied Berserker III
    Enhancement: Dwarven Constitution I
    
    
    Level 19 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Diplomacy (+0.5)
    Skill: Spot (+0.5)
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Barbarian Toughness I
    
    
    Level 20 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Haggle (+0.5)
    Skill: Spot (+0.5)
    Enhancement: Barbarian Might
    Enhancement: Racial Toughness III

    I wasn't sure which levels DR/CON/Saves would be important, so I focused on them later. Not too worried since I can respec every 3 days, but hopefully this gets me through.

  6. #126
    Community Member Shade's Avatar
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    Quote Originally Posted by Khellendros13 View Post
    The Fighter past life gives me +1DC on combat feats and +1 to attack. 2nd life I can do the same, and have a mean stunning blow and trip. IMO this is better than +1 dmg from the Monk past life. Would you agree?
    Yea
    Quote Originally Posted by Khellendros13 View Post

    Given that, I thought these stats would be good:

    Dwarf Barbarian
    Str 18
    Dex 12 - +1 tome, +5 spectal gloves
    Con 18
    Int 9 - +1 tome and Jump 18, balance 8, UMD 11, spot 11, tumble 4 (blur scrolls between rages, raise dead) +2 tome when I have silver flame pots
    Wis 10 +2 tome for will save
    Cha 9 +2 tome for sinking silver flame pots while solo
    Yea looks cool.

  7. #127
    Community Member Khellendros13's Avatar
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    Quote Originally Posted by Shade View Post
    Yea


    Yea looks cool.
    Thanks...had to TR again due to the end reward bug. Went WF Barb and level 16 now. So much fun with a min2 greataxe. Tanked VoD last night and it was a blast. Only another 1.4mill XP to cap... :|
    Proud Leader & official Gimp of Crimson Eagles on Khyber
    Angryscrews Wiz 20 - Felgor Barb 20 - Brelgor Fighter 18/1/1 - Flavoursome TR1 Sorc 15 - Splatsplat DoS 18/2
    Quote Originally Posted by Auran82 View Post
    Numot talks enough for like 10 people. So yeah, 13 people in that channel.

  8. #128
    Community Member Cam_Neely's Avatar
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    Love the build, used it on my first DDO Character, and he is currently lv9, and I love it.

    Question: You suggest the +X Mithral Full plate for up to level 8 (if you can get it), but soon after that level it seems that AC becomes useless for the Barb, relying on DR and a massive HP pool to stay alive. Do you suggest just going with Robes, and forgetting about AC, at some point? If so, at what point about, and what type of robes should I be keeping my eyes open for?

    Thanks

  9. #129
    Community Member Shade's Avatar
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    Quote Originally Posted by Cam_Neely View Post
    Love the build, used it on my first DDO Character, and he is currently lv9, and I love it.

    Question: You suggest the +X Mithral Full plate for up to level 8 (if you can get it), but soon after that level it seems that AC becomes useless for the Barb, relying on DR and a massive HP pool to stay alive. Do you suggest just going with Robes, and forgetting about AC, at some point? If so, at what point about, and what type of robes should I be keeping my eyes open for?

    Thanks
    Yea if you don't mind the looks, robes are better as you get no armor check penalty. Best ones would be ones with guards or deathblock.

    Another nice set of low lvl armor recently surfaced: Heavy deneith chain, lvl5. (from the new sentinels series) It's Lifeshield armor. Lifeshield is quite a powerful ability (15 temp hp for 1 min, at a 10% proc rate per hit) at lvl5-10, so I highly recommend that actaully. It has quite a high armor check limiting your jump, balance and such, but the lifeshield makes it worth it.

    The main goals past some +5 mith fp or the heavy chain become:
    Breastplate of Destruction (ML:14 from the hound raid) then later:
    Dragontouched Armor (ML:16 from the reavers refuge - could be robe, vestment, leather or breasplate, doesn't matter much)
    And finally end with epic armor (Redscale and/or Marilith Chain)

  10. #130
    Community Member Cam_Neely's Avatar
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    ok, new equipment question. This time, weapons.

    I'm now close to 11, and use Carniflex 90% of the time, and have a Greatclub of chaos and good for Skelly's(something like that, 1d6 extra to non good and to non chaotic). I think its time for me to switch to some bursting weapons, but not sure how to determine what is actually better. This is my only character, so my bank is limited. I'm getting IC:Slashing soon, so I don tthink I need keen. It seems that not much is resistant to Acid, so should I look for something with that?

    If you had to suggest 1 weapon would it be?

    Thanks
    Sosrey
    EDIT
    ie. i got a http://ddo.mmodb.com/items/maelstrom-866.php
    Yes, I think the DPS is higher if you take the d6s into play, do how do you go about estimates which one is useful. Say for example 40% of the game is resistant to frost, then that lowers the DPS.

    Can I assume that anything of good hits close to 100% of the time, as I'm fighting the evil of the world? But how much is lawful? So many questions, so little time
    Last edited by Cam_Neely; 05-23-2010 at 01:40 PM.
    Quote Originally Posted by MajMalphunktion View Post
    Hate me if you want, as of right now I'm not letting anyone crack open the build for this. Nope no way. Nada. I need developers working on the expansion pack, and that only. Again, hate me all you want, but creating a whole new realm takes priority over a broken bag. This is pretty much true of a few of the other issues that crept in today also.

  11. #131
    Community Member BlackSteel's Avatar
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    Quote Originally Posted by Cam_Neely View Post
    If you had to suggest 1 weapon would it be?
    1 weapon instead of a golf bag? sure:

    run the dragon raid both for experience and cross your fingers for a sword of shadows

    or

    grab a +5 flaming or lightning greataxe of righteousness (essentially a +7 weapon) this will allow you to take more power attack enhancements.

    greater banes or the carniflex are preferable until you land an SoS or shroud weapon, but the above +5 is relatively cheap, usable at lvl 12, and is sufficient
    Shadowsteel [TR train wreck]

  12. #132
    Community Member Cam_Neely's Avatar
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    Sorry, might not have made my question clear, but I did not mean one end-game weapon (ie SoS) but something that would be a jack of all trade for the high midlevel quests (11-16). By then I hope to have 'leveled up' my bank account, and have a few different weapons depending on the situation.

    ie Will I see a ton of animals, so maybe an animal bane weapon? or will I not be seeing much with Ice resistance, so a bursting ice Axe, then go back to Carni when I do meet up with an Ice creature? I hear gianthold will be taking a fair bit of our time.

    Thanks
    Sosrey
    Quote Originally Posted by MajMalphunktion View Post
    Hate me if you want, as of right now I'm not letting anyone crack open the build for this. Nope no way. Nada. I need developers working on the expansion pack, and that only. Again, hate me all you want, but creating a whole new realm takes priority over a broken bag. This is pretty much true of a few of the other issues that crept in today also.

  13. #133
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    http://i153.photobucket.com/albums/s...rdofShadow.jpg

    The un-epic version of Sword of Shadow is usable at level 10, and is a solidly good weapon. If you get it and outgrow it, hold onto it for hopes of upgrading to epic sometime in the future.

    For banes, good choices at your level would be giant, undead, and maybe elemental. Evil outsider in a few more levels.

    For elemental/alignment damage, holy(burst) and pure good hit a good portion of the mobs in the game. Electrical hits almost everything, though almost nothing is particularly vulnerable to it. Acid is a good second choice.

    Other good weapons to have in your bag are ghost touch, vorpal, and vertigo if you use trip (you should).

    Start running shroud as soon as you can get into groups, and start saving up your ingredients. It'll take a couple months to save up all the larges for your tier three, but you can get tier two much quicker. Once you do that, it will quickly obsolete your other weapons

  14. #134
    Community Member BlackSteel's Avatar
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    Quote Originally Posted by Cam_Neely View Post
    Sorry, might not have made my question clear, but I did not mean one end-game weapon (ie SoS) but something that would be a jack of all trade for the high midlevel quests (11-16). By then I hope to have 'leveled up' my bank account, and have a few different weapons depending on the situation.

    ie Will I see a ton of animals, so maybe an animal bane weapon? or will I not be seeing much with Ice resistance, so a bursting ice Axe, then go back to Carni when I do meet up with an Ice creature? I hear gianthold will be taking a fair bit of our time.

    Thanks
    Sosrey
    the SoS is usable at lvl 10, and for a high base damage character (fighter/barb) is one of the best weapons to use even compared to shroud weapons if the mob has no fort/no DR. (a shroud weapon is better with common autocrit scenarios due to higher base die and bursting effects)

    the epic version is just gravy on top of an already superb weapon
    Shadowsteel [TR train wreck]

  15. #135
    Community Member Shade's Avatar
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    Quote Originally Posted by Cam_Neely View Post
    ok, new equipment question. This time, weapons.

    I'm now close to 11, and use Carniflex 90% of the time, and have a Greatclub of chaos and good for Skelly's(something like that, 1d6 extra to non good and to non chaotic). I think its time for me to switch to some bursting weapons, but not sure how to determine what is actually better. This is my only character, so my bank is limited. I'm getting IC:Slashing soon, so I don tthink I need keen. It seems that not much is resistant to Acid, so should I look for something with that?

    If you had to suggest 1 weapon would it be?
    Really carnifex is as good an all around weapon as your gonna get unless your do what I do: Get some greater banes. It's not like you need to carry a big "golf bag" tho. There's really only a few common enemies (undead, giant, Evil outsder) , and some that aren't so common I list below but good for leveling. Also I just answered this in my other guide (WF one) here is what I said:
    I like to use a flaming burst greataxe on any trolls I might encounter to cut off there regen. EG: Stormcleave, Redwillow, Gwylans stand, etc. So you want one either lvl6 or lvl8.
    After that at level10 I tend to stick with the carnifex unless I get lucky enough to have a greater bane at that lvl (usually I dont, so I have to wait until 12)
    At 12 I have a nice line up
    Greater orc bane - Feats or Famine is one of the best xp/min quests in the game at this level, and its all orcs. So this is one of my favoute lvling axes.
    Greater Giant Bane - Madstone crater is nice xp, as well as Gianthold Tor, and Gianthold ruins in general.
    Greater goblinoid bane - Similarly Cabal for one is nice xp, and all goblins.
    Greater Undead - Generally zombie type undead are really quite easy, so if you can go for a blunt type one. Either maul or greatclub works fine since the multipler doesnt matter on undead (well for non-burst ones)
    Greater Evil outsider, or just a good holy silver. This should serve you throught the higher levels (around 16+) until you can craft up a triple pos/mineral2.
    Greater Dragon bane, if you start running the Dragon raid or Tor much before you manage to get your t3 greensteel, be sure to find one of these.
    Best all arounder beside carn that works on most everything tho besides raid loot tho...
    high + Shocking burst of maiming. Average dmg is simlar to carnifex, but much superior for targets with fort, and a higher + will mean more DPS vs some higher AC targets that you will start to miss with power attack with a +2 wep (carn)

    After that it's shroud weapons.

    Regarding the SoS: Your more likely to get a tier3 greensteel greataxe before you ever get this, and a T3 GS greataxe does more DPS for most standard things, like 0% fort, 0 elemental resist tagets.

  16. #136
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    Before getting an epic SoS, are there any non-mineral2 weapons that will get enough combat usage to justify having improved crit? I currently have stunning blow, and am using a min2 maul and greataxe. Trading imp crit for toughness seems to be a good choice for my point of progression, even without taking the toughness enhancements.

  17. #137
    Community Member Shade's Avatar
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    Quote Originally Posted by Rabscuttle View Post
    Before getting an epic SoS, are there any non-mineral2 weapons that will get enough combat usage to justify having improved crit? I currently have stunning blow, and am using a min2 maul and greataxe. Trading imp crit for toughness seems to be a good choice for my point of progression, even without taking the toughness enhancements.
    Lightning Strike, Triple fire, Triple Ice, Triple Earth, Steam2, Freezing Ice.. All very powerful choices that need IC.
    Non GS: Epic Xuum, +3/4/5 holy Greater Banes.

    Besides that..
    Respecs at level17+ cost somewhere in the 500K-1000K platinum range. (or allot of turbine points)

    IC is a must have.
    Toughness really doesn't make much of a difference 95% of the time. What you lose to gain the AP to make the feat better also needs to be factored.

  18. #138
    Community Member Cam_Neely's Avatar
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    Ah tk you all very much. Looks like I'll keep combing the AH for a good deal on a few useful Bane Items and start reading up more on the crafting element of DDO.
    Quote Originally Posted by MajMalphunktion View Post
    Hate me if you want, as of right now I'm not letting anyone crack open the build for this. Nope no way. Nada. I need developers working on the expansion pack, and that only. Again, hate me all you want, but creating a whole new realm takes priority over a broken bag. This is pretty much true of a few of the other issues that crept in today also.

  19. #139
    Community Member pappo's Avatar
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    Quote Originally Posted by Shade View Post
    Really carnifex is as good an all around weapon as your gonna get unless your do what I do: Get some greater banes. It's not like you need to carry a big "golf bag" tho. There's really only a few common enemies (undead, giant, Evil outsder) , and some that aren't so common I list below but good for leveling.
    Shade - I have a question concerning how much damage I should expect to see from my Level 9 dwarf version of your build. I was running Shadow King in Necro last night with a +3 Ghost Touch greataxe and with a rage pot, and rage, and power attack on I was only seeing damage numbers around 10 - 25 with the occasional crit damage of 75 - 99. Is that low or is that expected at my level 9 when only using a +3 Axe on wraiths ?

    Thanks for this great build. I am having a good time leveling him.
    I do have a Maelstrom but have not gotten a lucky drop for a Carnifex in Delara's yet.

  20. #140
    Community Member Shade's Avatar
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    Quote Originally Posted by pappo View Post
    Shade - I have a question concerning how much damage I should expect to see from my Level 9 dwarf version of your build. I was running Shadow King in Necro last night with a +3 Ghost Touch greataxe and with a rage pot, and rage, and power attack on I was only seeing damage numbers around 10 - 25 with the occasional crit damage of 75 - 99. Is that low or is that expected at my level 9 when only using a +3 Axe on wraiths ?

    Thanks for this great build. I am having a good time leveling him.
    I do have a Maelstrom but have not gotten a lucky drop for a Carnifex in Delara's yet.
    Wraiths and all other undead are immune to critical hits. So hitting them for 75-99 is insanely high =)

    But yea 10 damage should be impossible unless your hitting a target with DR.
    At lvl9 your str should be
    18 +2 lvls = 20, +4 item = 24, +6 rage = 30, +2 rage pot = 32 (+11)
    That's +16 dmg
    Power attack +12 dmg
    Axe dmg 1 +1 dmg
    =+29 dmg, +3 greataxe =+32 dmg
    Greataxe d12 , roll a 1.. = minimum dmg 33, maximum 44
    Perhaps you forgot to toggle on power attack ,or rage ran out at a bad time.

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