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  1. #1
    Community Member maddmatt70's Avatar
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    Default The Intimidate Tank of the Future?

    Intimidate tanks are inefficient in the current game makeup and potentially boring to play, but if I were to make one this is what he would be. The gear is the problem. It is just not realistic to get this kind of gear in the current game unless you do 20 dragon, abbot, and titan runs which is 3 months or so.... I posted this despite the fact I will not be making it because maybe somebody else will and I am due for a good flaming.. If there are errors in my calcuations let me know..

    Halfling
    2 rogue/ 11 fighter / 1 barb (at level 15 fighter and then level 16 ?)

    Best possible AC without buffs (53)
    dex + 9 (delving suit + fighter arm mastery 3)
    Armor + 10 (delving suit)
    Size +1
    Shield + 7 (sorrel +5 large shield)
    Dodge +6 (chattering ring, chaosguard, feat)
    Deflect +5 (+5 protection item)
    Combat expertise +5
    Starting +10
    56 with barkskin pots

    Stats:
    S 12 (6) = 12 or 18 when swapping with haste.
    D 18 (10) +3 (4, 8, 12) + 2 (favor tome) + 2 (halfling enhance) + 1 (rogue enhance) + 6 (+6 dex item) = 32
    I 12 (4) +1 (+1 tome) = 13
    W 8 + 6 = 14 (will be only 8 in mod6)
    Co 14 (6) + 6 (+6 con item) = 20
    Ch 14 (6) +6 (+6 charisma item)= 20

    To Hit = +13 (ba) + 11 (dex) +1 (size) +1 (weapon focus pierce) – 5 (CE)= 21 +4 for gh = 25 gh + weapon.

    Enhancements:
    Fighter Armor Mastery 3 (12)
    Fighter Toughness 3 (6)
    Fighter Intimidate 3 (6)
    Barb Sprint boost 1 (1)
    Fighter Item Defense (1)
    Barb Damage Red (1)
    Rogue dex 1 (2)
    Halfling dex 2 (6)
    Halfling reflex 3 (6)
    Halfling will 3 (6)
    Halfling fort 2 (3)
    Dragonmark of healing 3 (6)

    Saves: (W) +3 (base class) +1 (halfling luck) +1 (bullheaded) +3 (halfling enhancements) + 2 wisdom (will be +5 after goes to mod 6) + 4 (resistance +4) + 2 (head of good fortune) = 16. with gh = 20
    (F) +9 (base class)+ 5 (con item) + 2 (halfling enhancement) + 1 (halfling luck) + 4 (resistance +4)+ 2 (head of good fortune) = 22. with gh = 26
    (R) + 6 (base class) + 11 (ab score) + 4 (resistance +4) + 3 (halfling enhancement) + 1 (halfling luck) +2 (head of good fortune) = 27. with gh = 31

    HP: 20 (heroes vitality) + 10 (draconic vitality) + 70 ( +5 con)+ 144 (base Hp) + 44 (toughness) = 295.

    Skills:
    Intimidate: 17 (ranks) + 5 (charisma) + 2 (bullheaded) + 2 (head of good fortune) + 13 (item) + 3 (fighter intimidate 3) = 42
    UMD will also be very high because first level will be rogue so max ranks, etc...
    Balance/ Jump/ at least 1 rank of tumble / and maybe open locks?
    Feats (11):
    Bullheaded
    Dodge
    Combat Expertise
    Improved Crit Piercing
    Toughness
    Weapon Finesse
    Weapon Focus Piercing
    Weapon Specialization Piercing
    Least Dragonmark of Healing
    Lesser Dragonmark of Healing
    Greater Dragonmark of Healing

    Ideal gear: (Note I plan to take force of personality in mod6 so I will swap out my wis item then so wis not included)
    Superior Devotion VI Helm (ex. Silver Flame Abbot Reward) /Intimidate +13 helm
    Head of Good Fortune
    Circle of Hatred/Charisma +6 ring
    Cloak of Charisma + 6/greater resistance cloaks
    Con belt + 6
    Neck of Protection + 5
    Chattering Ring
    ChaosGuard
    +6 Dex Gloves/ +6 str gloves
    Sandstorm Goggles
    Gyrscopic Boots/ +6 dex boots/ madstone boots rage for clickies
    Kundark Delving Suit
    Sorrel
    Wounding of puncturing rapier (yeah right )

    Notes on gear: until I get the Kundark Delving suit, I would go with a mithral breastplate +5, mithral tower shield +5 and change the fighter armor master enhancement to tower shield enhancement 3 and try to get the daggertooth belt…
    Last edited by maddmatt70; 11-29-2007 at 05:35 PM.
    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.

  2. #2
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    What exactly makes this more fun than other Intimitank Builds? 2-3 points of AC makes it more fun? DUnno.. I'm missing something...

    You also have 6 Non FIghter feats. This build only has 5 available at l14
    Are you COunting SF: Intimidate in your Intim calc? If so that would be 7.. DUnno where the +3 is coming from.....Ypour Breakdowns (Other than AC) are way too vague
    Last edited by Impaqt; 11-29-2007 at 04:39 PM.
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  3. #3
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by Impaqt View Post
    What exactly makes this more fun than other Intimitank Builds? 2-3 points of AC makes it more fun? DUnno.. I'm missing something...

    You also have 6 Non FIghter feats. This build only has 5 available at l14
    Are you COunting SF: Intimidate in your Intim calc? If so that would be 7.. DUnno where the +3 is coming from.....Ypour Breakdowns (Other than AC) are way too vague
    I think i have cleaned it up sufficiently. I thought that I had taken out iron will oh well. The advantage over other intimitank builds is the evasion, the barbarian speed, and the halfling dragonmarks. Evasion is becoming more and more important in this game as casters dominate and aoe spells will have more of an impact.. The speed is a great feature and ensures the intimidate is in the front instead of following the zerging barbarians. The halfling dragonmarks are a great utility feature not unlike a lay on hands..

    The saves are pretty good except for will which will go up when the next mod comes out...
    Last edited by maddmatt70; 11-29-2007 at 05:36 PM.
    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.

  4. #4
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    OK, if Evasion=Fun then you win.

    Personally, I dont find evasion all that exciting. No Fail CUre Wands + other Paly benefits are better in my opinion than a +10% speed increase (Your an Intimitank.. they Goal is to draw agro to you and remain stationary.. Base land speed is academic)
    °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸A R C H A N G E L S °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸
    Thelanis

    Alandael ~ Allendale ~ iForged ~ Roba ~ Sylon ~ Pokah ~ Keyanu ~ Wreckoning
    Quote Originally Posted by Severlin View Post
    We don't envision starting players with Starter Gear and zero knowledge playing on Hard or Elite.
    Sev~

  5. #5
    Community Member maddmatt70's Avatar
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    halfling dragonmarks are very nice.. no concentration check and you don't have to pull a wand out etc.. There is something like 6 cure lights, 5 cure serious, and 4 heals all of which get devotion + 40% for this build. The umd should be pretty high +17 ranks +5 charisma +2 head of good fortune +4 gh = 28 + roll.

    10% land increase is very nice in getting to the battle.. Lets face it the world is full of zergers - u might as well beat them to the battle..
    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.

  6. #6
    Community Member Tanka's Avatar
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    Default

    I'd have to do a smidge of testing, but I believe using a Dragonmark takes you out of CE, as a Dragonmark counts as a spell for all intents and purposes.
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  7. #7
    Community Member Talon_Moonshadow's Avatar
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    Quote Originally Posted by Impaqt View Post
    OK, if Evasion=Fun then you win.

    Personally, I dont find evasion all that exciting. No Fail CUre Wands + other Paly benefits are better in my opinion than a +10% speed increase (Your an Intimitank.. they Goal is to draw agro to you and remain stationary.. Base land speed is academic)
    evasion and a high ref save are awesome!
    I gave up a life of farming to become an Adventurer.

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    ..., but I honestly think the solution is to group with less whiny people.

  8. #8
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by Talon Moonshadow View Post
    evasion and a high ref save are awesome!
    I think this build still has merit that is if intimidate tanks come back into vogue. This game is becoming more about speed and evasion is becoming more and more relevant as enemy spell casters get more powerful and for traps (it has been stated they are upping the damage put out by traps - this is not reality yet however). Dwarves have difficulty getting their reflex save up this high unless they go with pally levels and barbarian has some other really nice features at level 2 (this character would probably go 12 fighter/2 barbarian/2 rogue unless fighter gets some great enhancements options down the line). The question is figuring out what exactly is necessary for the intimidate skill/ hp needed/ ac with and without CE/ and playing around with aggro management.
    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.

  9. #9
    Community Member Twerpp's Avatar
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    Default

    I can see this working, maybe not as well as the traditional ftr/pal mix. I would go 2 barb for another rage (just for fun) and be able to extend it by 25% and another point of con, drop ftr to 10 theres no feat lost and Im not sure which enhancement you needed from 11th..
    Dont bother with halfy fort save enhancement your ftr levels provide that and your con is good. Not sure I would bother maxing the reflex saves either as your dex is phenom.
    Halfling dragonmarks do make the game a little more interesting, but add to your gear list super dev 6 item, you will want it for when you have time to swap out weapon to heal more effectively or if you need to cover down on healer duties temporarily.

    VERY IMPORTANT
    Casting a spell ends CE mode, so I would test that before you get to far into your build. Im not sure if Dragonmarks do that but I know you cant use them while in defensive fighting mode or during its cooldown.

    With Pierce/finesse spec your DPS will be so low that when your 6 seconds of intimidate are up mobs will leave you for another target(they wont be dead or aggroed on you), leaving you 4 seconds of cringing hoping the sorc doesnt get one shotted. STR based slashing is better but that would gimp your evasion..

    The more I look at this build the more I think you should just drop intimidate, pick up a couple more level of rogue and some rogue skills and sneak dice :/

  10. #10
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by Twerpp View Post
    I can see this working, maybe not as well as the traditional ftr/pal mix. I would go 2 barb for another rage (just for fun) and be able to extend it by 25% and another point of con, drop ftr to 10 theres no feat lost and Im not sure which enhancement you needed from 11th..
    Dont bother with halfy fort save enhancement your ftr levels provide that and your con is good. Not sure I would bother maxing the reflex saves either as your dex is phenom.
    Halfling dragonmarks do make the game a little more interesting, but add to your gear list super dev 6 item, you will want it for when you have time to swap out weapon to heal more effectively or if you need to cover down on healer duties temporarily.

    VERY IMPORTANT
    Casting a spell ends CE mode, so I would test that before you get to far into your build. Im not sure if Dragonmarks do that but I know you cant use them while in defensive fighting mode or during its cooldown.

    With Pierce/finesse spec your DPS will be so low that when your 6 seconds of intimidate are up mobs will leave you for another target(they wont be dead or aggroed on you), leaving you 4 seconds of cringing hoping the sorc doesnt get one shotted. STR based slashing is better but that would gimp your evasion..

    The more I look at this build the more I think you should just drop intimidate, pick up a couple more level of rogue and some rogue skills and sneak dice :/
    Thanks for the suggestions Twerpp. I believe dragonmarks do end CE after a little forum exploration. The rogue style would drastically change this build so I personaly would not go there, but rather draw up a whole different build for that one. This build could be modified but modifying would start to stretch it thin for instance I could take out toughness and put in skill focus intimidate so - 45 hp and then take 2 out of dex and put the charisma up to 22. You could play a more situational style with the dragonmarks or take them out completely and boost your saves/hp/intimidate with iron will/luck of heroes/ toughness/ and skill focus intimidate... I think the dragon marks are fun and intriguing and superior to loh except for regarding CE... Like so many other people I would love to see monk, but I would actually like to make a defensive character if monk ever comes even if it were not optimum which it probably wouldn't be...
    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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