Person Æ, SarlonaTanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)
**Thelanis**The Infamous Flaming Vagabonds**
**Jameela*Ranger For Hire**Salvadorian*The Immortalized**
**Dronn*Beefy Sorcerer**Cambel*Raging Pally**Dimah*Evasive Wizard**
**Jumanah*TWF Ranger**Cruor* Wise Barbarian**Murjanah*Firey Bard**
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I say, I made the "starter" version of this build with a dwarf and I must say I'm enjoying this character a lot more than my other tanks.
I'm gettng random tells from people I've played with to join their group to tank for them because of my superior intimidate skills
Trying to modify this build so I wouldn't have to use tomes has taught me so much! Jeese, gonna be working on this one for abit hehe
Last edited by BiocDkT; 09-02-2008 at 01:20 AM.
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What do you call a broken boomerang? ... a stick.
Sorry folks, that's as good as it gets.
Tried this?
Str 16 + 3 Enhancement + 4 Level + 5 Item + 2 Tome = 30
Dex 13 + 5 Item = 18
Con 12 + 1 Enhancement + 3 Daggertooth Belt = 16
Int 13
Wis 8
Cha 12 + 1 Enhancement + 5 Item = 18
(It's from the OP.)
Put the tome there just so you can see the potential, later on. Not required, obviously.
Last edited by Borror0; 09-02-2008 at 10:10 AM.
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start with a 14 dex so you have a reasonable shot at itwf and gtwf with a +3 dex tome.. that is all..
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
Well, at least you can't complain I bump my thread.
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Slow day working so I bumped you again..
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
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So, Borr. How's your AC holding up at end-game now? Just as a comparison to the last mod?
Kinda curious. I'm sure you know why.
Person Æ, SarlonaTanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)
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Hey, I haven't been on since they patched in the new mod, save to redo Tanka's Enhancements. Not saying much other than "how's the balance right now?"
I mean, we all know Iron "Monks" and their kin are overpowered, but beyond that, how's the S&B Intimitank fare in the new quests?
Person Æ, SarlonaTanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)
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I really got to update that post soon...
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I have been asked what modifications I plan for Module 9. I’ll post them here, but keep in mind this is just speculation based on what we know so far. A lot may change by the time Module 9 goes live and I hit level 20.
I still plan to go 18 ftr/2 pal.
Feats:
In:
- Two-Weapon Fighting
- Improved Two-Weapon Fighting (this requires eating a +2 Dex tome)
- Greater Two-Weapon Fighting
- Greater Weapon Specialization: Slashing (16)
- Unknown (18)
- Unknown (20)
I took TWF feats because it is always useful to switch to DPS mode once in a while, and what can you really do with all these feats anyway? C’mon, Turbine, give us some feats worth taking! Oh, and while you’re at it, stay away from Shroud like designs that make defensive character a liability in a sea of DPS (ie let defensive character stack with DPS).
Sorry, ranting. :P
Out:
- Cleave
- Great Cleave
- Lighting Reflexes
Other possible goners are Force of Personality and Shield Mastery.
Possible choices for the unknown feats are:
- Quickdraw (heard it reduces the slowdown by using Intimidate checking that and I’ll update accordingly, but if it does it has strong chances to go in)
- Bullheaded (depends on the Intimidate DCs in M9)
- Improved Shield Mastery
- Toughness
- Iron Will
- Lighting Reflexes
- Superior Weapon Focus: Slashing (if to-hit suddenly becomes an issue)
- Unknown M9 feat(s).
Enhancements:
Fighter Armor Boost III (6)
Dwarven Armor Mastery II (6)
Dwarven Constitution I (2)
Dwarven Shield Mastery I (1)
Dwarven Spell Defense III (6)
Dwarven Toughness III (6)
Fighter Armor Mastery I (2)
Fighter Item Defense II (3)
Fighter Intimidate III (6)
Fighter Strength I (2)
Fighter Toughness III (6)
Fighter Dwarven Axe Specialisation II (3)
Fighter Stalwart Defender III (8)
54 APs
That means 27 APs left for:
- Fighter Armor Mastery II (4)
- Fighter Extra Action Boost I-II (4-6)
- Fighter Haste Boost I-II (1-3)
- Fighter Strength I-II (4-10)
- Fighter Toughness IV (4)
- Fighter Intimidate IV (4)
- Dwarven Axe Damage I-II (2-6)
- Dwarven Axe Attack I-II (2-6)
- Dwarven Constitution II (4)
- Dwarven Constitution II and Dwarven Toughness VI (8)
- Dwarven Shield Mastery II-III (2-5)
- Paladin Charisma I (2)
Spending in the above will vary on the tome ate and other unknown factors.
Of course, this is only factoring what we currently know. There might be more worthwhile enhancements added in M9 that we currently don’t know of.
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(Combat): You make a Intimidate skill check. You roll a 14 (+48): failure!
Tired to get Horoth last night on Lamannia but never was able to roll higher than 14. That means we'll need at least 66 Intimidate to floor him, but most likely it'll be higher.
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How has this build held up to MOD 9 Bor?
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