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  1. #2141
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    Quote Originally Posted by Soraksis View Post
    Nice I do like the build it fits just about what I was thinking. Just wasn't sure what order to level the classes. Being short on locks is a bit of a bummer but we can't always get everything we want. Thanks for the write up
    thank yas! ^_^

    with a good skill item you should be able to get most locks, too. there are only a few exceptionally hard ones (locked door in Von1 and locked chests in Servants of the Overlord and one of the Demonweb quests immediately come to mind, but there are a few more). the rest are pretty much mostly in the 20-30 DC range, so you may burn a couple of picks to get them, but you should be able to pick most locks you may want to open. s'why most people don't mind dumping it a bit. let's see... 6 ranks + dex modifier (+2 base +3 more if counting a +6 stat item for a total of at least +5) +4 from GH +15 from skill item +7 from picks (+5 picks grant a +7 to the skill check) = a BARE MINIMUM of 33 +d20 with absolutely basic equipment when you go to open a lock... so you could open up to a 53 DC lock. and that's not including shipbuffs either. with nothing more than 6 ranks, a +6 dex item, a +15 OL item, and GH casted on you (which, with your UMD, you should be able to do yourself! ) this is not even including other bonuses that you may have... exceptional dex skills items you may acquire (greensteel?) items which may grant more than +15 to skill (for example, epic Utility Vest grants +20). and exceptional/insightful bonuses to dex that go above a simple +6 item. PLUS the +1 to all skills you get for each epic level. for example... my bard (well, one of my bards >.>) at 26th level... with 4 trained ranks in OL... if i pull out all the stops and really push for it i hit a +58 (meaning i could crack up to a 78 DC lock if i was willing to burn picks on it)... FOUR RANKS.... XD

    (technically i could go even higher if i'd remembered to sing inspire excellence and had another bard sing inspire competence for me. need moar caffeine >.> )

    Last edited by katz; 11-24-2013 at 10:32 AM.

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  2. #2142
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Soraksis View Post
    I am not looking for the best of the best builds for atm I am only working with f2p and 28 point build. I was thinking about something along the lines of a 12 ranger 6 rogue 2 fighter build but not sure how to go about it.
    There's a very good reason for going rog 5+: Knife Specialization. It gives daggers & kukris the crit profile of khopeshes; and there are a number of nice named daggers you can use. Plus the extra rog lvls give you more sneak atk & skill pts. So something like rog 5 / rgr 15 or rog 5 / rgr 14 / ftr 1 would work well; see Willan's thread.
    Last edited by unbongwah; 11-24-2013 at 10:36 AM.
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  3. #2143
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    so let me ask this, what about a fighter/rogue build with no ranger? with umd i wouldnt need the spells could just use wands and with the extra feats from all the fighter levels could still get all the twf stuffs or even go out on a limb and use thf? how would a build like that look?

  4. #2144
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    Quote Originally Posted by Soraksis View Post
    so let me ask this, what about a fighter/rogue build with no ranger? with umd i wouldnt need the spells could just use wands and with the extra feats from all the fighter levels could still get all the twf stuffs or even go out on a limb and use thf? how would a build like that look?
    Skill tight or heavy rogue; fighters get so few skill points that you would struggle to keep even UMD up without some investment in INT.

    Rangers get free feats and lots of skill points, plus extra-fast TWFing, but everything after level 11/12 is less useful than a splash of almost any other class.

  5. #2145
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    Quote Originally Posted by elg582 View Post
    Skill tight or heavy rogue; fighters get so few skill points that you would struggle to keep even UMD up without some investment in INT.

    Rangers get free feats and lots of skill points, plus extra-fast TWFing, but everything after level 11/12 is less useful than a splash of almost any other class.
    Ah I see, well it sounded cool lol. I guess what I am really looking for is somthing to team well with my wifes 12fighter/8cleric build she is working on. we are still leveling and I am feeling she doesnt need me around for anything but opening doors and trapping. Was trying to come up with something that can keep up with her. She seems to clear a room before I can even get in. Thats why I was asking about fighter. I love the fact i can kill most all traps atm and open every door we have come across but I just feel im far behind her with dmg. So rogue is a must I am just unclear what else i can mix in there that still affords the skills we need to get through dungeons and puts out good dmg. She heals us very well and I can use the wands we have acquired so survival isnt really an issue its just my lacking the dmg to keep up with her. I am using TWF I have kopesh prof. atm i am using a kopesh, sickle weapon selection I thought was good but her THF style great axe just destroys. Help me not lose to a girl please lol

  6. 11-24-2013, 01:58 PM


  7. #2146
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    Okay my wife and I decided to go vip, so now we have access to all classes and races. I am hoping for some help here with some possible duo class builds. We really have no idea what we are doing at all. She would like to play a decent damage dealing character that can heal us as needed. I would like to play a solid damage dealing class that can pick locks and traps. Not sure if that is enough info to give you guys to come up with a couple of possible builds but if you could put something together for us to play with we would be in your debt. If you need more info let me know thank you.

    Edit: we will also be leveling these classes with only 28pt builds and from level one.
    Last edited by Soraksis; 11-25-2013 at 07:56 PM. Reason: additional info

  8. #2147
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Soraksis View Post
    Okay my wife and I decided to go vip, so now we have access to all classes and races.
    Well, not quite everything: VIPs still need to unlock drow, Favored Soul, and Artificer, either thru Favor or the DDO Store. But that still gives you plenty of options to play with.

    BTW, you'll also need to pay to unlock both expansions and Epic Destinies (included w/MotU), if you plan to get that far. If you're lucky, one or both will be on sale this week.
    She would like to play a decent damage dealing character that can heal us as needed.
    If you're both playing Warforged (WF), an arcane caster is a natural pick: sorcs are better for spamming DPS, wizards are better for CC & instakills. If playing fleshies, I would recommend cleric or druid: clerics make better healers, while druids get elemental DPS options. Either class can be specced for caster DPS, melee, or both.
    I would like to play a solid damage dealing class that can pick locks and traps.
    A pure rogue can do that, of course; my Mechassin build is one example, though a pure-melee Assassin is a bit less complicated. So can a lot of rog-splashed builds, like rog 2 / wiz 18, rog / ranger, or rog / bard; see EllisDee's Pale Trapper and Tempest trapmonkey threads for examples of the first two and my Bardcher thread for one of the latter.

    If it sounds like a lot of options, that's because there are a lot of options. So it's helpful to narrow your focus; what do you two want to play? What do you see your characters doing in a fight?
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  9. #2148
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    Quote Originally Posted by unbongwah View Post
    If it sounds like a lot of options, that's because there are a lot of options. So it's helpful to narrow your focus; what do you two want to play? What do you see your characters doing in a fight?
    Neither one of us are very versed on playing casters to be honest we are kinda scared of their mechanics in DDO. We have been sticking to melee with what we have tried so far. She is fairing much better than I she is working a fighter/cleric build and doing much better than I am. I have been working with the tempest trapmonkey which I enjoy but it seems I come close to dying a lot after big fights, either I am playing wrong or the class wasn't meant to be a big toe to toe melee combatant. Is there any kind of trapper with more sustainability in fights like fighter/rogue or barb? If not no worries I may just have to adjust how I do it. Getting into the game this late we feel very overwhelmed with how many class combo's there are, we get to around level 4 and start feeling like we gimped ourselves. We might just have to forget the trapping maybe and go with two characters built for fighting large groups because I may not be cut out for the rogueish types. What would an assassin build look like and more over how would you play it when dealing with large groups of baddies? Maybe if I understood my role with the larger groups of monsters it would help with my current build and I wouldn't have to change. As it is right now we go into a room and 6 or 7 monsters come at us and she runs all over laughing her butt off squashin em all and I'm running around freaking out about halfway through because im nearly dead lol. I guess it is fun but I don't like her laughing at me squealing and running around trying to get away.

  10. #2149
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    Quote Originally Posted by Soraksis View Post
    Neither one of us are very versed on playing casters to be honest we are kinda scared of their mechanics in DDO. We have been sticking to melee with what we have tried so far. She is fairing much better than I she is working a fighter/cleric build and doing much better than I am. I have been working with the tempest trapmonkey which I enjoy but it seems I come close to dying a lot after big fights, either I am playing wrong or the class wasn't meant to be a big toe to toe melee combatant. Is there any kind of trapper with more sustainability in fights like fighter/rogue or barb? If not no worries I may just have to adjust how I do it.
    Well, a lot of this is just state of the game stuff. Ranger/rogue was pretty seriously overpowered for a while, so they revamped the combat system so that for real defense you need PRR; heavy armor and shield, monk, or enhancements/spells/etc that they don't get.

    The "good" part is that it made you pick what you want to do, making the game more interesting; the "bad" is that you can't do it all, now.

    Traps and dps? You're going to be squishy.

    Traps and tough? You're going to lose dps.

    Tough and dps? You won't have the skill points to trap.

    Self-healing? Subtract a little from one category above.


    Quote Originally Posted by Soraksis View Post
    Getting into the game this late we feel very overwhelmed with how many class combo's there are, we get to around level 4 and start feeling like we gimped ourselves. We might just have to forget the trapping maybe and go with two characters built for fighting large groups because I may not be cut out for the rogueish types. What would an assassin build look like and more over how would you play it when dealing with large groups of baddies? Maybe if I understood my role with the larger groups of monsters it would help with my current build and I wouldn't have to change. As it is right now we go into a room and 6 or 7 monsters come at us and she runs all over laughing her butt off squashin em all and I'm running around freaking out about halfway through because im nearly dead lol. I guess it is fun but I don't like her laughing at me squealing and running around trying to get away.
    OK, here's what's happening: She is a dps cleric, you are a squishy ranger/rogue. She can't tank (no intim) and doesn't have time to heal.

    Not a problem, you just need to work your way around it. Some ideas:

    1. Go ranged; arcane archers are quite viable, you get manyshot at 6 ranger which will make you feel better about contributing, even if it is on a 2 minute timer. Improved Precise Shot at ranger 11 will let you engage groups of enemies, and is simply amazing with a paralyzer. Later on it gets even better.

    2. 6 monk; you'll have to switch weapons, but handwraps aren't bad, even at only 1.5d6 base damage (lots of ways to increase this), and there are some really good kamas, staves and short swords. This will give you defense (ac bonus, PRR, shadow veil, max dodge), self healing (go light path, no reason to go dark anymore), extra feats, and good dps.

    3. 6 bard; healing, songs (free GH, good for trapping), skill points, some dps.

    4. Forget traps and go for a dps/tank type; you'll get aggro more, but that will give her time to heal in between fighting herself, or even take some self-healing yourself.


    Remember that you will get free LRs every now and again, and you get a free feat exchange every life, so you can fix mistakes. Also remember that builds that look good at level 20 might be terrible at level 5.

    Many of us who played before the reincarnation system was introduced have deleted high level characters with incredible amounts of bound equipment, because changes to the game made that build impractical and there was no way to fix it other than to start over, and it's OK because the game is that good, so don't worry about it

  11. #2150
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    ok... mass amounts of mobs are always a problem to be faced and overcome in this game. there are 2 (really 3, but the third is tricky and slow, so not everyone likes it) ways to go about it. 1. kill them faster than they kill you, and 2. CC. (and you CAN combine the two of them!) your wife is doing the former, and currently you have none of the latter.

    builds that incorperate cleaves and/or manyshot/10K stars/IPS work on the former principle... hit as many mobs as you can and kill them all as quickly as possible. the only caveat of that is... hitting mobs makes them mad at you, so you have to be able to absorb or mitigate the damage they will be wanting to do to you, via hit points (HP), armor class (AC), physical resistance (PRR), damage reduction (DR), dodge, and spells/items which grant miss and incorporeality chances (blur/displacement spells, dusk/ghostly items, pale master wizard wraith form, ninja spy shadow fade (not the current name for that ability, i can't remember the new name >.> ) you add all those things together, and when a mob attacks you, you'll see a string of "miss, miss, miss, dodged, miss, incorporeal, miss, concealed, miss, miss" instead of a string of damage numbers, which is good.

    that being said... my husband suggested a paladin monk. this is a good solid build. easy, pretty tough... maybe not the best DPS in the world, but not a total slouch... great saves. evasion. etc. downside - no trapping.

    personally... my suggestion is a bit of a stretch of your comfort zone, but work with me. less complex than my last suggestion. with the introduction of the "Eldritch Knight" tree, a melee-played caster is entirely possible and feasible. if you like or can tolerate the appearance of warforged (WF) (some people really hate them. meh *shrug* ) then try a 18 wizard 2rogue... similar to the pale trapper build...but... you won't really be casting much. WF will allow you to self-heal throughout your levels using the repair line of spells.

    playstyle is like this: buff up, charge in, cast web, kill everything melee with a greatsword/greataxe/falchion. rinse and repeat in the next room. throw a few more spells at bosses just to make the fight go faster. very simple. very straightforward. very in-your-face combat.


    some details: take rogue first level. 2nd level of rogue was traditionally taken after getting wall of fire at 8th, but in my opinion this is less important now... as this will be a mostly melee-centric build, so could take 2nd level earlier to get evasion at a lower level.

    absolutely vital feats:
    quicken (to get your self heals off)
    heighten (to make web stick at higher levels)
    insightful reflexes (take your evasion roll from your intelligence, not your dumped dex!)
    extend (make that haste/rage/displacement last longer!)

    feats i would take if it were me:
    power attack/cleave/great cleave

    maximize and/or empower if you can fit them both... mostly for raising the effectiveness of your repair spells... as there is no such thing as repair amp like there is heal amp



    what server are you on, if i may ask... might be easier to sit and chat, that way you can pelt all the questions you may think of and get answers immediately instead of waiting on message boards... and you could see some of the stuff we talking about demonstrated.

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  12. #2151
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    Okay, so I'm the infamous wife Soraksis has been talking about. I'm playing the Kensai Warpriest build and am very comfortable tanking and healing myself though it makes it hard to heal him while I'm tanking which makes fights nearly unbearable at times. I do have Intimidate as it was the first skill that I picked for my build and helps a little in aggro issues. His current build is the Tempest Trapmonkey which in and of itself isn't a bad build at all but it doesn't seem to fit what he really wants to do or as he said he may not be playing it right not sure which. We need him to be able to take care of the traps and unlock doors but we also need to him to be able to survive the fights and do some decent, if not awesome, dps. But the traps are the major issue for us because, as you may well know, traps hurt. :-P

    Katz you're 18 Wiz/2 Rog looks interesting. Would that give him enough skills to be able to take care of the traps (being able to see them is also an issue) and unlock doors? Also, is that viable for a 28-pt build, since we are newbish (we play table top but that only helps so much here) and are starting fresh.
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  13. #2152
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    i currently have a 21st level dwarven Eldritch Knight/Pale Master who for the most part melees instead of casts. the biggest reason i recommended warforged instead of any other race is the ease of self heals and the built in immunities. pale masters can heal, but not at first level, and it takes a bit of practice... it's nothing at all like the heals a cleric/FvS can throw, and it's not exactly new-person friendly in the low levels.

    that said... a wizard's high int gives many skill points. open lock will still suffer, but wizards get "knock" as a spell, and like i said before, most locks aren't all that tough... it's the traps you have to worry about. spot might suffer a little, but you can get spot and open lock a bit more caught up when you take the 2nd level of rogue. that is another reason to take the 2nd level a bit later instead of front-loading both levels... rogues get lots of skill points also... so when you do take the second level... you can use those many skill points to "catch up" the stuff that you didn't get to take earlier.

    you want to take rogue as your first level, for maximum skill points...this will be your toughest level... no inherent healing, and no strong weapons (rogues aren't proficient in much), but it blossoms out and gets much easier the second to take 2nd: 1 level of wizard gives you the spell "Master's Touch" which lets you use a big weapon (recommend greatsword/greataxe/falchion. each has it's positives and negatives), and 1 enhancement point spent in the EK tree gives you your first AoE melee cleaving attack. tier 2 (easy to reach) has an ability that grants proficiency in all martial weapons... so at that point you can stop casting Master's Touch. you want max intelligence... both for more skill points and for your wizard spells. just because you won't cast MUCH doesn't mean you won't have the punch when you need/want it.

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    Katz, thanks so much with all the excellent information. Soraksis is interested in that Eldritch Knight/Pale Master if there is a build currently up for it could you give a link to it and if not could you do a 6-10 level mock up for it. We are on the Khyber server right now, though we are more than willing to switch to another sever if it would make it easier on you to chat with. You can find me in game under the name Tianmu currently. He's trying to figure out where to place the starting points for the build but to get cleave you need at least a 13 Str and he's not sure where he should pull points from.
    Last edited by Selendra; 11-26-2013 at 02:50 PM.
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  15. #2154
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    the EK/PM build i'm currently using i threw together myself, but like i said... if it's run as anything other than a warforged, he would need heals from you, a hire, or potions/wands etc until at least 3rd level wizard for the most basic healing (weak) and 8th level of wizard for the best healing

    i could recreate it as a 28 point build and share if you were interested.

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    We would be very interested in seeing the build if you don't mind doing it. He likes WF they look cool. We just need to know when/where to spend points and whatnot. I think it'll be right up his alley. :-)
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  17. #2156
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    not a problem. i'll work on figuring something out... but.. uh... take a look in front of you in game right now... :-P

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    Not to jump in the middle of that build, but just curious if anyone knows of a good 12 Rogue, 6 Monk, 2 Something Trapper / Acrobat build around? Im thinking of going Drow with it for the auto spot, but open to anything. Close to unlocking 32 pt builds.

  19. #2158
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    Quote Originally Posted by Sipherwoods View Post
    Not to jump in the middle of that build, but just curious if anyone knows of a good 12 Rogue, 6 Monk, 2 Something Trapper / Acrobat build around? Im thinking of going Drow with it for the auto spot, but open to anything. Close to unlocking 32 pt builds.

    heh. as soon as i'm done planning out the warforged build i promised, i'll give you the build i'm currently using on my rogue... 13 rogue 6 monk 1 druid elven acrobat and LOVING it


    edit: as promised... sorry i took so long... hubby wanted to watch TV tonight

    quick n dirty... and apologies but the builder doesn't have EK in it yet, so the enhancements are currently left blank..recommendations forthcoming soon...

    Code:
    Character Plan by DDO Character Planner Version 04.19.02
    DDO Character Planner Home Page
    
    
    Level 20 True Neutral Warforged Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 174
    Spell Points: 1172 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 15
    Will: 9
    
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    14
    Dexterity             8                     8
    Constitution         16                    16
    Intelligence         18                    23
    Wisdom                6                     6
    Charisma              6                     6
    
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     3
    Bluff                 2                     2
    Concentration         5                     5
    Diplomacy             2                     2
    Disable Device        8                    29
    Haggle               -2                    -2
    Heal                 -2                    -2
    Hide                 -1                    -1
    Intimidate           -2                    -2
    Jump                  6                     6
    Listen               -2                    -2
    Move Silently        -1                    -1
    Open Lock             3                     9
    Perform              n/a                   n/a
    Repair                4                     6
    Search                8                    29
    Spellcraft            6                    26
    Spot                  2                    21
    Swim                  n/a                   n/a
    Tumble                3                     3
    Use Magic Device      2                     5
    
    Level 1 (Rogue)
    Feat: (Selected) Power Attack
    
    
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    
    
    
    
    Level 3 (Wizard)
    Feat: (Selected) Cleave
    
    
    
    
    Level 4 (Wizard)
    
    
    
    
    Level 5 (Wizard)
    
    
    
    
    Level 6 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Insightful Reflexes
    
    
    
    
    Level 7 (Rogue)
    
    
    
    
    Level 8 (Wizard)
    
    
    
    
    Level 9 (Wizard)
    Feat: (Selected) Great Cleave
    
    
    
    
    Level 10 (Wizard)
    
    
    
    
    Level 11 (Wizard)
    
    
    
    
    Level 12 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    Feat: (Selected) Quicken Spell
    
    
    
    
    Level 13 (Wizard)
    
    
    
    
    Level 14 (Wizard)
    
    
    
    
    Level 15 (Wizard)
    Feat: (Selected) Empower Spell
    
    
    
    
    Level 16 (Wizard)
    
    
    
    
    Level 17 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Enchantment
    
    
    
    
    Level 18 (Wizard)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    
    
    Level 19 (Wizard)
    
    
    
    
    Level 20 (Wizard)

    rogue build tomorrow
    Last edited by katz; 11-26-2013 at 11:43 PM.

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    Cool thanks Katz, btw what would you take instead of Druid? I dont have access to druid just yet =(

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    Quote Originally Posted by katz View Post
    heh. as soon as i'm done planning out the warforged build i promised, i'll give you the build i'm currently using on my rogue... 13 rogue 6 monk 1 druid elven acrobat and LOVING it


    edit: as promised... sorry i took so long... hubby wanted to watch TV tonight

    quick n dirty... and apologies but the builder doesn't have EK in it yet, so the enhancements are currently left blank..recommendations forthcoming soon...

    Code:
    Character Plan by DDO Character Planner Version 04.19.02
    DDO Character Planner Home Page
    
    
    Level 20 True Neutral Warforged Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 174
    Spell Points: 1172 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 15
    Will: 9
    
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    14
    Dexterity             8                     8
    Constitution         16                    16
    Intelligence         18                    23
    Wisdom                6                     6
    Charisma              6                     6
    
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     3
    Bluff                 2                     2
    Concentration         5                     5
    Diplomacy             2                     2
    Disable Device        8                    29
    Haggle               -2                    -2
    Heal                 -2                    -2
    Hide                 -1                    -1
    Intimidate           -2                    -2
    Jump                  6                     6
    Listen               -2                    -2
    Move Silently        -1                    -1
    Open Lock             3                     9
    Perform              n/a                   n/a
    Repair                4                     6
    Search                8                    29
    Spellcraft            6                    26
    Spot                  2                    21
    Swim                  n/a                   n/a
    Tumble                3                     3
    Use Magic Device      2                     5
    
    Level 1 (Rogue)
    Feat: (Selected) Power Attack
    
    
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    
    
    
    
    Level 3 (Wizard)
    Feat: (Selected) Cleave
    
    
    
    
    Level 4 (Wizard)
    
    
    
    
    Level 5 (Wizard)
    
    
    
    
    Level 6 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Insightful Reflexes
    
    
    
    
    Level 7 (Rogue)
    
    
    
    
    Level 8 (Wizard)
    
    
    
    
    Level 9 (Wizard)
    Feat: (Selected) Great Cleave
    
    
    
    
    Level 10 (Wizard)
    
    
    
    
    Level 11 (Wizard)
    
    
    
    
    Level 12 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    Feat: (Selected) Quicken Spell
    
    
    
    
    Level 13 (Wizard)
    
    
    
    
    Level 14 (Wizard)
    
    
    
    
    Level 15 (Wizard)
    Feat: (Selected) Empower Spell
    
    
    
    
    Level 16 (Wizard)
    
    
    
    
    Level 17 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Enchantment
    
    
    
    
    Level 18 (Wizard)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    
    
    Level 19 (Wizard)
    
    
    
    
    Level 20 (Wizard)

    rogue build tomorrow

    Thanks its perfect

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