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  1. #341

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    Quote Originally Posted by Borror0 View Post
    I'm currently a kensei rather than a Stalwart Defender; I think that says a lot about the state of tanks at end game.
    Wow thank you for shedding light on this build. Its followed by many. Yea, my tank enjoys the extra ac that stalwart provides but to be honest it goes on for boss fights, period. If your tank isnt an end boss tank, Stalwart is USEless.

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  2. #342

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    Quote Originally Posted by LeslieWest_GuitarGod View Post
    Wow thank you for shedding light on this build. Its followed by many. Yea, my tank enjoys the extra ac that stalwart provides but to be honest it goes on for boss fights, period. If your tank isnt an end boss tank, Stalwart is USEless.
    Well, it's not like if I can't tank with 3 less AC in the rare situations where I do feel the need to tank.
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  3. #343
    Community Member Auran82's Avatar
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    I have to admit the game is very quickly moving towards tanking being a combo of lots of hitpoints and holding aggro with DPS with AC and intimidate dropping by the wayside again.

    Still works quite nicely in VoD though, as well as hound.

  4. #344
    Community Member Gnorbert's Avatar
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    Bor,

    If you were going to build a new tank today... how would you do it?

    Just curious.

  5. #345

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    Quote Originally Posted by Gnorbert View Post
    Bor,

    If you were going to build a new tank today... how would you do it?
    I would use the same starting stats, go Kensai and stay pure.

    The feat selection would be something like this:
    1. Toughness, Weapon Focus: Slashing Weapons
    2. Dodge
    3. Iron Will
    4. Combat Expertise
    6. Weapon Specialization: Slashing Weapons, Force of Personality
    8. Improved Critical : Slashing Weapons
    9. Skill Focus: Intimidate
    10. Greater Weapon Focus: Slashing Weapons
    12. Power Attack, Two Weapon Fighting
    14. Improved Two Weapon Fighting
    15. Exotic Weapon Proficiency: Khopesh
    16. Greater Two Weapon Fighting
    18. Superior Weapon Focus: Slashing, Oversized Two Weapon Fighting
    20. Quickdraw
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  6. #346
    Community Member Gnorbert's Avatar
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    Interesting.

    mucking about in the char planner I had the following...


    Strength 16
    Dexterity 14
    Constitution 16
    Intelligence 14
    Wisdom 8
    Charisma 10

    Level 1 Toughness, Weapon Focus: Slashing Weapons
    Level 2 Dodge
    Level 3 Bullheaded
    Level 4 Combat Expertise
    Level 6 Skill Focus: Intimidate, Weapon Specialization: Slashing Weapons
    Level 8 Improved Critical: Slashing Weapons
    Level 9 Iron Will
    Level 10 Greater Weapon Focus: Slashing Weapons
    Level 12 Power Attack, Two Handed Fighting
    Level 14 Improved Two Handed Fighting
    Level 15 Shield Mastery
    Level 16 Greater Two Handed Fighting
    Level 18 Greater Weapon Specialization: Slashing Weapons, Skill Focus: Use Magic Device
    Level 20 Superior Weapon Focus: Slashing Weapons

    Maxed Intimidate, Jump, Balance, UMD and 2 points in tumble

    Now, once I have good gear I can see that FoP gets me more than Bullheaded and would probably swap it. Also I was playing with Stalwart defender on the enhancements. For my own tastes I wanted to go with Two Handed fighting and my stat allocation allows everything I want to do without any tomes. However, if I want to switch up his style later then I'm only a +3 tome away from two weapon fighting.

    Aside from flavor differences it should be functional.

    Don't want to hijack your build thread, just wanted to get your input.

    Oh, just noticed I'd need to get to 13 Cha for FoP... hmm...
    Last edited by Gnorbert; 11-25-2009 at 12:46 PM.

  7. #347

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    Quote Originally Posted by Gnorbert View Post
    Oh, just noticed I'd need to get to 13 Cha for FoP... hmm...
    Drop Con to 14 and use a +1 Cha tome.

    Don't worry about derailing this thread. It's been derailed quite a few times and still survived.
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  8. #348
    Community Member Gnorbert's Avatar
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    I suppose I'll have to... I was really hoping to capitalize on that dwarven constitution but I suppose it is simply 20 HP and -1 Fort save in order to gain +4-5 will save, +1-2 intimidate and +1-2 UMD depending on +1 or +2 tome.

    So what's the reasoning for Kensai over Defender?

  9. #349

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    Quote Originally Posted by Gnorbert View Post
    So what's the reasoning for Kensai over Defender?
    I don't find myself tanking often enough to warrant it.
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  10. #350
    Community Member Gnorbert's Avatar
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    Quote Originally Posted by Borror0 View Post
    I don't find myself tanking often enough to warrant it.
    Is that because other classes are preferred as tanks? Or is it a matter of not many tanks really needed at all?

  11. #351

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    Quote Originally Posted by Gnorbert View Post
    Is that because other classes are preferred as tanks? Or is it a matter of not many tanks really needed at all?
    Very few situations really call for a tank. Often, just switching to DPS is faster.
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  12. #352

    Default Heres my shot at a mod 9 borro0 tank...

    I have been a fan of this build Bor for a while. I was just asked to create a mod 9 version, with solid DPS and solid AC. Of course with today's AC ceiling and newest Turbine content released, playing a tank is a bit different. Interesting you would go pure, didnt see that before I created my take on your build. Since you have played this build for so long, interested in your opinion... pros and cons ... may help lots of folks deciding on building a tank...

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Hitman The Holy Terror
    Level 20 Lawful Good Dwarf Male
    (18 Fighter \ 2 Paladin) 
    Hit Points: 322
    Spell Points: 0 
    BAB: 20\20\25\30\30
    Fortitude: 19
    Reflex: 12
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             17                    25
    Dexterity            14                    17
    Constitution         12                    14
    Intelligence         13                    14
    Wisdom                8                     8
    Charisma             12                    14
    
    Tomes Used
    +1 Tome of Strength used at level 1
    +1 Tome of Intelligence used at level 1
    +1 Tome of Charisma used at level 1
    +1 Tome of Dexterity used at level 12
    +3 Tome of Dexterity used at level 15
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                    18
    Bluff                 1                     2
    Concentration         1                     2
    Diplomacy             1                     2
    Disable Device        n/a                   n/a
    Haggle                1                     2
    Heal                 -1                    -0.5
    Hide                  2                     3
    Intimidate            5                    36
    Jump                  8                    20
    Listen               -1                    -1
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                2                     2
    Search                2                     4
    Spot                 -1                    -1
    Swim                  4                     7
    Tumble                n/a                   6
    Use Magic Device      n/a                  16
    
    Level 1 (Fighter)
    Skill: Balance (+2)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Dwarven Stability
    Feat: (Automatic) Dwarven Stonecutting
    Feat: (Automatic) Exotic Weapon Proficiency: Dwarven Waraxe
    Feat: (Automatic) Giant Evasion
    Feat: (Automatic) Heavy Armor Proficiency
    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) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Spell Save Bonus
    Feat: (Automatic) Sunder
    Feat: (Automatic) Tower Shield Proficiency
    Feat: (Automatic) Trip
    Enhancement: Dwarven Armor Mastery I
    Enhancement: Fighter Intimidate I
    Enhancement: Fighter Toughness I
    
    
    Level 2 (Paladin)
    Skill: Balance (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+1)
    Feat: (Automatic) Aura of Good
    Feat: (Automatic) Smite Evil
    Enhancement: Fighter Attack Boost I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Fighter Critical Accuracy I
    
    
    Level 3 (Paladin)
    Skill: Balance (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+1)
    Feat: (Selected) Two Handed Fighting
    Feat: (Automatic) Divine Grace
    Feat: (Automatic) Lay on Hands
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Racial Toughness I
    Enhancement: Paladin Charisma I
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+3)
    Feat: (Fighter Bonus) Combat Expertise
    Enhancement: Dwarven Constitution I
    Enhancement: Fighter Strength I
    
    
    Level 5 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Enhancement: Fighter Armor Mastery I
    Enhancement: Fighter Flanking Mastery I
    
    
    Level 6 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Dodge
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Armor Class Boost II
    Enhancement: Dwarven Axe Attack I
    
    
    Level 7 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Fighter Tower Shield Mastery I
    Enhancement: Fighter Intimidate II
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Fighter Stalwart Defender I
    
    
    Level 9 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Skill Focus: Intimidate
    Enhancement: Fighter Strength II
    
    
    Level 10 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Dwarven Waraxe Specialization I
    Enhancement: Fighter Item Defense I
    
    
    Level 11 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Dwarven Axe Attack II
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Heal (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Selected) Force of Personality
    Enhancement: Dwarven Constitution II
    
    
    Level 13 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1.5)
    Enhancement: Dwarven Axe Damage II
    
    
    Level 14 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Two Weapon Fighting
    Enhancement: Fighter Tower Shield Mastery II
    
    
    Level 15 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1.5)
    Feat: (Selected) Skill Focus: Use Magic Device
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Enhancement: Fighter Armor Class Boost III
    Enhancement: Dwarven Spell Defense I
    Enhancement: Fighter Toughness II
    
    
    Level 17 (Fighter)
    Skill: Balance (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Fighter Stalwart Defender II
    Enhancement: Fighter Item Defense II
    
    
    Level 18 (Fighter)
    Skill: Balance (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Toughness III
    
    
    Level 19 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Skill: Use Magic Device (+0.5)
    Enhancement: Dwarven Spell Defense II
    Enhancement: Fighter Dwarven Waraxe Specialization II
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Jump (+3)
    Feat: (Fighter Bonus) Power Attack
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Stalwart Defender III

    Armor Class:

    10 Base
    +13 Armor
    +9 Shield
    +5 Protection
    +6 Dodge
    +1 Aura
    +7 Dex
    +4 Insight
    +5 Combat Expertise
    60 Standing, unbuffed

    +3 Barkskin potion
    +1 Haste pot/spell
    64 self buffed

    Then, there is always Aura of Good from higher level paladin, Barkskin from a high level ranger, Inspire Heroics from a level 15 Bard (or higher) and Recitation and you mid/high 70s AC!

    Intimidate:

    23 Base
    6 Charisma
    2 Luck
    2 Fighter's Intimidate
    15 Helmet of Intimidation
    3 SF: Intimidate
    51 Intimidate
    55 with GH (Magic number to intim Sally in VOD on normal)
    61 with Shroud +6 CHA skills bonus item

    With 50 intimidate, you get the Stormreaver (Elite) on a 2. It takes 53 the pit fiend (Normal) on a 2.

    Saving Throws:

    Code:Base Saves: +12 +4 +4
    Saves from Charisma: +6 +6 +6
    Saves from Feats: +0 +2 +0
    Aura of Good: +1 +1 +1
    Enhanced abilities: +2 +6 +6
    Luck bonus: +2 +2 +2
    Resistance: +5 +5 +5
    Total Saves: +28 +26 +24

    These will be in the 30s with buffs and/or gear

    UMD breakdown:


    16 Base
    +3 6 Charisma item
    +2 Luck (Head of Good Fortune)
    +3 Skill Focus UMD
    +4 Morale (Greater Heroism)
    28 UMD

    If we add Golden Cartouche for non-weapon UMD (like scrolls or gear that is not changed while in combat), a total of 30 UMD can be reached.

    Seven Fingered Gloves and +6 Cha skills Green Steel Accessory = 38 umd.

    Hit points:
    450+ with gear
    Last edited by LeslieWest_GuitarGod; 11-25-2009 at 07:54 PM.

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  13. #353
    Community Member Auran82's Avatar
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    My tank who was based of this build is currently level 19 and at 20 will be something like:

    14/6 Fighter/Paladin
    Currently Stalwart II/KotC I

    Considering changing to Kensai because as Borro said, I rarely tank and spend more time TWFing Khopeshes than using a shield.

    Originally was 13/3 at level 16 and decided to go to 6 levels of paladin for the extra cha, exalted smite and divine sacrifice.

    At 20 he should have just over 500hp, all saves are 30+ (more with GH etc) intimidate at last check was 63, 67 with GH.

    TWF AC:
    +10 Base
    +8 Dex
    +1 Dodge Feat
    +2 Bracers
    +5 Prot
    +4 Insight
    +15 Armour
    +1 Armour ritual
    +5 CE
    +2 Aura
    +2 Prestige
    ---------------
    55 ac TWFing without buffs
    ---------------
    +8 Shield
    +1 Shield ritual
    +3 Stance
    ---------------
    67ac with a shield
    ---------------

    Then can add in barkskin pot/spell, haste, bard song, better paladin aura to have a 'tanking' ac in the mid to high 70s which is ok for normal content, lol.

    Can post the rest of the build if anyone wants it, some weird choices on stats but I'm happy with how he worked out, lol.

  14. #354
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    read your OP and updates, looks like a great build to me, im doing it atm, but question for you. Since this is a tank, hes using sword/shield right? Then why did you say axe attack ??

    also, can't find dwarfen thoughness, do you mean dwarven constitution?

  15. #355
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    Quote Originally Posted by roadrunner404
    Since this is a tank, hes using sword/shield right? Then why did you say axe attack ??
    He's using axe/shield, or axe/axe. You're not always tanking, at those times you whip out two weapons and hack things up. A good tank needs a good damage option too.

    Quote Originally Posted by roadrunner404 View Post
    also, can't find dwarfen thoughness, do you mean dwarven constitution?
    I think it's called Racial Toughness.
    Last edited by rimble; 12-08-2009 at 02:31 PM.

  16. #356
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    oh didn't notice any 1 hand axes yet! thanks for pointing that out.

    so never 2h axes? always 1h axe/shielld or 1h axe/1h axe?

    why axes? just what he chose?

  17. #357
    Community Member Tanka's Avatar
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    Quote Originally Posted by roadrunner404 View Post
    why axes? just what he chose?
    Dwarves have two Enhancement lines that buff axes, one for their to-hit, one for their damage.
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  18. #358
    Community Member spyderwolf's Avatar
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    Quote Originally Posted by Borror0 View Post
    Well, it's not like if I can't tank with 3 less AC in the rare situations where I do feel the need to tank.
    stalwart is actually more than 3 more ac. its 2 more max dex to heavy armor , 4 from stance, 1 per tier for 3 total ,and 2 from set bonus. so thats 11 ac more? 11 ac is a pretty significant jump.

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