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  1. #1
    Community Member Delt's Avatar
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    Default Rolling up a Mod 6 ready TWF tempest build...

    I'm not gonna add all the uber equipment, stacked rages, classes in my pocket buffs, etc. that most people add to inflate the numbers - just the base class below (a combination of my laziness and you all knowing the theoritical maximum's anyway). Tell me what ya think. Like it? Think it sucks? Got an idea for improvement? Whatever.

    Code:
    Character Plan by DDO Character Planner Version 2.75
    DDO Character Planner Home Page
    
    Name: Error
    Level 14 Neutral Drow Female
    (6 Fighter \ 2 Rogue \ 6 Ranger) 
    Hit Points: 154
    Spell Points: 10 
    BAB: 13\13\18\23
    Fortitude: 11
    Reflex: 17
    Will: 3
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 14)
    Strength             14                    16
    Dexterity            18                    25
    Constitution         12                    12
    Intelligence         11                    12
    Wisdom                8                     8
    Charisma             15                    16
    
    Tomes Used
    +1 Tome of Intelligence used at level 1
    +1 Tome of Charisma used at level 1
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 14)
    Balance               8                    11
    Bluff                 3                     3
    Concentration         1                     1
    Diplomacy             3                     3
    Disable Device        n/a                   n/a
    Haggle                7                     7
    Heal                 -1                    -1
    Hide                  8                    17
    Intimidate            3                     3
    Jump                  6                    20
    Listen               -1                     1
    Move Silently         8                    17
    Open Lock             8                    25
    Perform               n/a                   n/a
    Repair                1                     1
    Search                1                     3
    Spot                 -1                     1
    Swim                  2                     3
    Tumble                8                    11
    Use Magic Device      7                    20
    
    Level 1 (Rogue)
    Feat: (Selected) Dodge
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    
    Level 3 (Ranger)
    Feat: (Selected) Weapon Finesse
    
    Level 4 (Ranger)
    
    Level 5 (Ranger)
    
    Level 6 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Feat: (Selected) Weapon Focus: Piercing Weapons
    
    Level 7 (Ranger)
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Mobility
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
    Feat: (Selected) Spring Attack
    
    Level 10 (Fighter)
    
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Piercing Weapons
    
    Level 12 (Fighter)
    Feat: (Selected) Skill Focus: UMD
    
    Level 13 (Fighter)
    Feat: (Selected) Greater Two Weapon Fighting
    
    Level 14 (Rogue)
    Enhancement: Ranger Skill Boost I
    Enhancement: Ranger Skill Boost II
    Enhancement: Drow Melee Attack I
    Enhancement: Drow Melee Attack II
    Enhancement: Drow Melee Damage I
    Enhancement: Drow Melee Damage II
    Enhancement: Improved Drow Spell Resistence I
    Enhancement: Improved Drow Spell Resistence II
    Enhancement: Improved Drow Spell Resistence III
    Enhancement: Improved Drow Spell Resistence IV
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Fighter Armor Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Favored Defense I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Open Lock I
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    I was dead tired when I planned this guy up, but I think everything should work out. I made a number of assumptions...mainly that the Tempest enhancement would be good and level 16 will get me Bab 15 which is a pre-req for STWF, as long as I go fighter or ranger for 15 and 16 (if I am wrong on any count, lemme know). Class layout was as optimized as I could think of doing, with the level 14 current cap in mind. Race, skill and stat choices, however, should be touched on:

    - Drow probably isn't the optimal choice BUT I love the cheap SR and the way drow females look (plus the rapier/ss enhancements aren't bad). I suffer in the CON/HP department knowingly...luckily I have an extra +2 CON tome in the bank. Worst case scenario, I grab Toughness at next cap (or even swap out TWF defense, which I was "iffy" on anyway). Pound for pound, a few other 32pt race choices would probably be better.

    - Stats: Why 15 CHA? Why 11 INT? +1 tomes are easily found and I am a huge UMD *****. The 16 CHA is a free SF:UMD feat, which is worth more to me than a +1 dex or a handful of HP or whatever else. The extra INT gave me all the level up skill points I wanted for fairly minimal sacrifice.

    Skills: As a personal playstyle preference, I wanted a decent OL. Putting points into Tumble woulda made more sense...I may end up regretting it, but there ya go.

    So, the above caveats aside, how does it look? It gets me my evasion, all the TWF feats/enhancements (mainly Tempest and STWF) I wanted and has my usual much-loved UMD. Anything you'd change? Am I taking the long, unoptimized way to get somewhere I should have picked another class combo for? Lemme know!
    Last edited by Delt; 12-23-2007 at 04:02 PM.

  2. #2
    Community Member death_smurf's Avatar
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    u will be able to still cast with a wisdom item and since they are adding rams might to lev 1 ranger spell list that actually is a big deal. +2 str and +4 to damage can add up based on what type of weapons your planning to use. on dual picks talking about 16 more pts of damage per crit
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  3. #3
    Community Member Delt's Avatar
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    Quote Originally Posted by death_smurf View Post
    u will be able to still cast with a wisdom item and since they are adding rams might to lev 1 ranger spell list that actually is a big deal. +2 str and +4 to damage can add up based on what type of weapons your planning to use. on dual picks talking about 16 more pts of damage per crit
    Thanks for the info (both the WIS confirmation and the Rams Might), didn't even read about that new bit of ranger love (Mod 6 is just all about the rangers ain't it?). Nothing to be sad about then, since it fits into the build and gives me even more to look forward to.

    Thanks, edited my original post!
    Last edited by Delt; 12-23-2007 at 02:35 PM.

  4. #4
    Founder Osharan_Tregarth's Avatar
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    Looks like it should be a fun build. Have you thought about dropping cha down a little bit and pumping int up a little more? I'm pretty fond of having combat expertise on my ranger these days.
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  5. #5
    Community Member Delt's Avatar
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    Quote Originally Posted by Osharan Tregarth View Post
    Looks like it should be a fun build. Have you thought about dropping cha down a little bit and pumping int up a little more? I'm pretty fond of having combat expertise on my ranger these days.
    It's not a bad idea, but it wouldn't fit much with my playstyle (especially on a lower CON/HP melee). For me, the ability to use most scrolls/equipment/wands, etc far outweighs a little extra AC - especially since I'll likely be using stat damagers most of the time.

    *caution: about to display poor math skills*

    With the equipment I have/plan to fairly easily get, AC as-is should be (not going to bother including tumble, favored, spells, stance or parrying):

    10(base)+6(max dex)+9(armor)+5(protection)+2(CG)+3(Chattering)+3/4(natural, pot or tensers)+1(dodge)+1(TWF Defense)+2(Tempest)

    So that's what? A 42/43 I think (probably screwed up, lol). Throw on a shield and I guess I could do...uh, 46/7 (7+ -3, more if I grab the reaver drop) if I had to.

    Usual UMD: 17(rank)+6(cha)+2(luck)+4(GH)+5(gloves)+3(boost)=3 7 (40 with SF:UMD)

    It all boils down to playstyle I guess, and for me, tumble outta combat quick to toss a heal scroll or rez will save my butt far more than the extra AC I think. The great thing about this post is it reminded me how much I love UMD, so I'll swap out TWF defense for SF:UMD (plus I just noticed that I screwed up with planner. I tried to take TWF defense at 13 as my fighter feat so it didn't stick. I'll move GTWF to 13 and take SF:UMD @ 12 and edit the original post).
    Last edited by Delt; 12-23-2007 at 04:21 PM.

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