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  1. #1
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    Default WF Turtle/Intimitank/Utility Fighter Build

    I was thinking this one up and wondering if it would be any good or not. This is my build for it. The purpose of this character is to intimidate and pull initial aggro, turtle with high DR (not super high AC, ac in the mid 40's with basic items to middle 50's with CE on and/or higher end content items), once intimidate is about to wear off, utilizing WF hate bonus enhancements and cleave and great cleave, perform those and continue to hold aggro then returtle and shield bash as needed. Also utilize damage back items (acid guard, or fearsome etc.) to continue to hold aggro while turtling and utilize the WF hate enhancements again to add to that damage back for continuing to maintain it. Once intimidate timer is up again (which should be then), intimidate again. Rinse and repeat. Although the timers on cleave and great cleave may not match up to be able to do endlessly, can easily manage the first 45 seconds or minute of any battle.

    The one item that is unique about this build is "wasting" the feats and enhancements on DR WF to get it maxed. Many people say this is foolish, but 8 or 9 DR constantly without any prep is very useful in my opinion. Especially if creatures are hitting for 20s or 30s, that is a 33% to 50% reduction in damage.

    Against a single creature, he has improved trip and stunning blow with a very high DC to deal with them quickly and effectively. With a improved trip of 29 plus item and a stunning blow of 25 plus item (with enhancements and end game strength).

    Against end guys, with the 25% extra hate and shield blocking, he would have a DR of 28 plus shield bashing for good damage and most likely able to keep aggro just from that. If he got the titanic docent, he would up that DR to 58 for 15 seconds as well.

    Also he would have highish UMD (get to 20 with GH, Golden Cart, and Chr items, all easily accessible) to utilize repair lights on himself as well as able use any weapon in the game. Also allow for basic utilization of other wand preps to deal with MM or other items like that.

    Now understand that I have not added any equipment into this except some tomes. That can be added by your own imagination. I like builds that are clean without being equipment orientated so that people can customize them to their own equipment. I also didn't want to waste the time selecting enhancements at each level, so just did it at end.

    Hit points will be around 300 without temporary hit points being calculated in. (con items, greater false life, draconic hit point bonus).

    As for the improved critical blunt, that can be any improved critical. I just went blunt for the hell of it .

    Alignment is neutral because of UMD nearing 20 so can deal with that. Also minimized high end content unholy damage. Also will take advantage of Greater Stability down the road as needed as well as ring from Invaders.

    Pros: all the wf immunities, 8 to 9 DR all the time is excellent DR. Lower level soloing with high ac and DR is very easy. UMD for self curing (although slow). High utility skills of trip and stunning blow for fun of playing and effectiveness in eliminating creatures. Extremely high blocking DR. Ability to keep aggro throughout fight. Can be healed by both clerics (at 65% effectiveness) or mages (100% effectiveness). 125% fort (if that comes into play later).

    Cons: Low will save as well as low reflex save. Offset pretty easily with GH, dex items and wis items as well as equipment, but not the greatest. WF immunities do take care of most will save items except for command (which is annoying). Low balance because of adamantite armor and inability to expend enhancements to offset that. This can be made up by equipment as well.
    Well without further adieu, here it is. Does not get full healing from clerics. From my experience, the DR more than makes up for the use of SP and in the end of quests, I calculated that with compared damage to a squishy without DR versus SP spent, WF with DR is way more effective SP spent.


    Code:
    Character Plan by DDO Character Planner Version 2.70
    DDO Character Planner Home Page
    
    Level 14 True Neutral Warforged Male
    (14 Fighter) 
    Hit Points: 216
    Spell Points: 0 
    BAB: 14\14\19\24
    Fortitude: 14
    Reflex: 3
    Will: 2
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 14)
    Strength             17                    24
    Dexterity             9                     9
    Constitution         16                    18
    Intelligence         14                    14
    Wisdom                6                     6
    Charisma             12                    12
    
    Tomes Used
    +2 Tome of Strength used at level 1
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 14)          (Level 14)
    Balance               1                  7.5                  2.5
    Bluff                 1                  1                    1
    Concentration         3                  4                    4
    Diplomacy             1                  1                    1
    Disable Device        n/a               n/a                   n/a
    Haggle                1                  1                    1
    Heal                 -2                 -2                   -2
    Hide                 -1                 -1                   -6
    Intimidate            4                 18                   20
    Jump                  6                 11                    6
    Listen               -2                 -2                   -2
    Move Silently        -1                 -1                   -6
    Open Lock            n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                4                 15                   15
    Search                2                  2                    2
    Spot                 -2                 -2                   -2
    Swim                  5                  8                   -2
    Tumble               n/a               n/a                   n/a
    Use Magic Device      3                  9                    9
    
    Level 1 (Fighter)
    Feat: (Selected) Adamantine Body
    Feat: (Fighter Bonus) Power Attack
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency (ALL)
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sunder
    Feat: (Automatic) Tower Shield Proficiency
    Feat: (Automatic) Trip
    Feat: (Automatic) Warforged Resistances
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Cleave
    
    Level 3 (Fighter)
    Feat: (Selected) Stunning Blow
    
    Level 4 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Great Cleave
    
    Level 5 (Fighter)
    
    Level 6 (Fighter)
    Feat: (Fighter Bonus) Combat Expertise
    Feat: (Selected) Improved Damage Reduction
    
    Level 7 (Fighter)
    
    Level 8 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons
    
    Level 9 (Fighter)
    Feat: (Selected) Improved Damage Reduction
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Improved Trip
    
    Level 11 (Fighter)
    
    Level 12 (Fighter)
    Ability Raise: STR
    Feat: (Selected) Improved Damage Reduction
    Feat: (Fighter Bonus) Shield Mastery
    
    Level 13 (Fighter)
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Improved Shield Bash
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Strategy (Stunning Blow) III
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Strategy (Trip) II
    Enhancement: Fighter Intimidate I
    Enhancement: Fighter Intimidate II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Warforged Brute Fighting I
    Enhancement: Warforged Brute Fighting II
    Enhancement: Warforged Brute Fighting III
    Enhancement: Warforged Brute Fighting IV
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Construct Thinking I
    Enhancement: Warforged Damage Reduction I
    Enhancement: Warforged Damage Reduction II
    Enhancement: Warforged Damage Reduction III
    Enhancement: Warforged Hardiness I
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Tactics I
    Enhancement: Warforged Tactics II
    What you think?

  2. #2
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    Default From experience; build in reality

    So I have put this build into reality, with some slight changes, and all I have to say this is by far the most survivable character I can see. With high hit points, high DR, even higher blocking DR, and fearsome, and intimidate tank, and a host of greater resistance items I have that are WF only (and thus level 9). I solo adventures which i never thought I could.

    At level 10, with a trip item or weighted item, I have a save versus trip of 36 and a save versus stunning blow of 32. With intimidate of 32 and then blocking, I fear most creatures off while taking 0 damage (100% fort and 20some blocking DR). I quickly destroy casters with stunning blow and trip as well as crowd control with intimidate, cleave with paralyzer, great cleave with paralyzer, and fearsome. Most adventures I don't even need any healing because of the DR and timely blocking and temporary hit points.

    I soloed stormcleave, delaras, Greymoon/CO6 til last level, Gwylan's Stand, Von 1, Von 2, Von 4 and a whole host of lower level ones on normal without death or leaving the adventure (and a lot of level 5 or below on elite). Did all of Von 3 without having to be healed once from the cleric (did use some pots through, but never go to the point of hurt, hurt, i.e. in trouble or close to dying). I also was able to stunning blow most of the beholders in it without problems and they could do little or nothing to me except disintegrates which I saved against 95% of the time (even a failed one I was able to survive although).

    I am also going to go the porcupine build as well with WR greater hate enhancements to allow myself to keep aggro between intimidates as well as return damage when turtling.

    And although I thought 50% cleric healing would hurt me, it is actually way better having two sources of healing. Clerics usually just do divine healing on me during a major battle and I don't even need any attention during the battle itself. Mages top me off with wands and don't have to worry about me during the actual engagements. There is no worries my DR will disappear and I'll start taking major damage. No monsters I have found use use adamantite as a weapon. My intimidate hardly every fails and allows for everyone to not have to worry about pulling aggro. I maintain aggro awesome with WF hate, cleave, intimidate. And when someone does pull aggro, I can usually pull it right back with intimidate.

    All in all, I can't wait for this build to get to 14, and then to 16, where my DR will get into the double digits. By level 16, I will have 40+ to resist my trips and stunning blows. Most likely I'll have a few titanic docents by then, for burst DR of 60 at times when blocking. And the best thing is I won't have a horrible ac. My ac with everything will be early 50s standing and probably 60 with a nice paladin and ranger and other buffs.

    I have been massively impressed by it so far. The immunities more than make up for the healing disadvantage. And I'm actually a cleric mana saver because I don't get energy drained, poisoned, held, diseased, anything.

    Anyway, so all in all it has been a great time and very very survivable and effective. I continually am on the top of the list in kill counts (not that it matters) even against higher level characters.

  3. #3
    Community Member query's Avatar
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    Default Sorry if I missed it but why

    12 Cha for a pure fighter?

    Be careful what you wish for, what you say is best; for sometimes what you seek is found, not at the end of the quest.
    I AM, -- the truthseeker

  4. #4
    Founder Hvymetal's Avatar
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    Default

    Quote Originally Posted by query View Post
    12 Cha for a pure fighter?
    Key is intimitank. Intimidate is a CHA based skill.
    R.I.P. E.G.G. 3/4/08

  5. #5
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    Default

    Nice build.

  6. #6

    Default

    I think it should work, your AC is not going to hit the high marks the dwarven tanks or pally builds can hit, but you have your inbred DR and tactics feats which are nice.

    It think it is quite viable.
    Former Host of DDOcast
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  7. #7
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    Default Chr

    Quote Originally Posted by query View Post
    12 Cha for a pure fighter?
    I understand your misgivings, but there are some reasons for this. First, better intimidate and also with the level cap going up and the new feat (force of persuasion) where you can swap wis for chr for will save, this will greatly increase my survivability against any will based stuff I'm not immune to. It will give me a swing of +5 will save. This also allows for better UMD. Reaching 20 UMD with GH allows me to use all weapons out there as True Neutral. So I avoid unholy damage (which is getting way more popular with Turbine dungeon designers, especially the annoying bowmen that have it), but maintain weapon selection and damage. It also allows me to heal myself with basic cure light repair wands when needing to top myself off after battles without having to take a level of wizard/sorc. So there are a few reasons.

    Hope that clarifies.

  8. #8
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    Default

    Quote Originally Posted by sigtrent View Post
    I think it should work, your AC is not going to hit the high marks the dwarven tanks or pally builds can hit, but you have your inbred DR and tactics feats which are nice.

    It think it is quite viable.
    Yes, it won't be the "best" AC out there, although I can hit mid 50s with CE and some equipment. What this build does that others don't is the very high DR standing and even higher blocking. At 16, if the continue enhancements as they are set out, will most likely have 12 or 13 DR. My blocking DR would near 35 as well. Yesterday I ran POP on elite at level 10, the marut stunned me and I just held block with 100% fort, and he was doing 7s to me, with me absorbing 25 per hit, surviving 10 hits before becoming unstunned.

    My understanding is that AC is going to become useless as the game gets to the higher levels. The inflation now has gotten so bad that they can't keep upping equipment to keep up with the mobs' + to hits. If I get hit for 10 times for 40 points of damage, that is 400 to someone without DR, but to me that is 290, and I would survive (at 14), while pretty much every other person out there would die without external help. So yeah, with this build you are banking on that aspect, but even if it doesn't pan out, still has pretty good ac and DR.

    Also, looking at my build again in reality, my wis is 6 so with force of personality feat, that would be at least a +7 will swing, that is huge. Add in the enchantment bonuses from WF, and that can be even higher.

    Anyway, thought I would update and answer, any feedback is always welcome.

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