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    Default The Thing (A build by request)


    Build Name: The Thing
    Author: Sigfried Trent
    Requester: Eric Ebo
    Last Updated: 04/29/2010

    Key Words [Cleric, Rogue, Traps, TWF, Intimidate]

    Objectives
    This was a build for a duo team. One team member was a sorceress and the other team member was everything else. They wanted to have a full dungeon experience with the two characters so we needed traps, healing, and combat duties.

    Design
    The easy thing to do would be two WF casters, one sorcerer and a rogue wizard, both with some melee abilities. But for whatever reason I went with a human sorcerer and a this... a strange kind of fighting cleric rogue. Its the human sorcerer that kind of dictated the build parameters. It had to heal fleshes, it had to do traps, it had to fight, and in my mind it had to have some tank like qualities. I also wanted it to augment the sorcerer however possible. Cleric handles the healing and the boosting of the caster (via DV) and it even can help the rogue out. The defense and offense part called for fighter or paladin. With feats tight fighter looked like the better option. I went through all kinds of permutations to get the thing to gell and finally something oozed out of the character builder.

    The cleric side is pure healing/buffing, so wisdom is only high enough to qualify for casting. Likewise the rogue end is purely for disarm, search, and evasion. Fighter picks up the slack in combat providing proficiencies, TWF offense, primarily using effect weapons (vorpols, paralyzers, banishers etc...) but also enough straight damage to have some impact and later in the build it adds heavy shield blocking abilities and some better AC options. It also supports the intimidate skill nicely.

    Dex is the primary combat stat. This was done to enable TWF, to provide a driver for AC, enable good evasion, boost lock picking, and of course in the end to drive to-hit bonuses. It just seemed it was the stat giving me the most mileage so why not drive hard on it.

    Quicken is used to avoid concentration checks so its pretty much always on when in combat, especially when playing mini tank.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Human Male
    (7 Fighter \ 2 Rogue \ 11 Cleric) 
    Hit Points: 230
    Spell Points: 565 
    BAB: 16\16\21\26\26
    Fortitude: 14
    Reflex: 15
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    16
    Dexterity            15                    24
    Constitution         12                    14
    Intelligence         14                    16
    Wisdom               14                    16
    Charisma             12                    16
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    12
    Bluff                 1                     3
    Concentration         3                     6
    Diplomacy             1                     3
    Disable Device        6                    27
    Haggle                5                     7
    Heal                  2                     3
    Hide                  2                     7
    Intimidate            5                    31
    Jump                  5                     8
    Listen                2                     3
    Move Silently         2                     7
    Open Lock             6                    19
    Perform               n/a                   n/a
    Repair                2                     3
    Search                6                    27
    Spot                  6                     7
    Swim                  1                     3
    Tumble                6                    11
    Use Magic Device      5                     7
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Least Dragonmark of Sentinel
    Feat: (Human Bonus) Two Weapon Fighting
    
    
    Level 2 (Cleric)
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Skill: Open Lock (+0.5)
    
    
    Level 3 (Fighter)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Feat: (Selected) Quicken Spell
    Feat: (Fighter Bonus) Weapon Finesse
    
    
    Level 4 (Cleric)
    Ability Raise: DEX
    Skill: Disable Device (+1)
    Skill: Intimidate (+0.5)
    Skill: Search (+1)
    
    
    Level 5 (Cleric)
    Skill: Disable Device (+1)
    Skill: Intimidate (+0.5)
    Skill: Search (+1)
    
    
    Level 6 (Rogue)
    Skill: Balance (+1)
    Skill: Disable Device (+2)
    Skill: Intimidate (+2)
    Skill: Open Lock (+4)
    Skill: Search (+2)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 7 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    
    
    Level 8 (Cleric)
    Ability Raise: DEX
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    
    
    Level 9 (Cleric)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Cleric)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    
    
    Level 11 (Fighter)
    Skill: Disable Device (+1)
    Skill: Intimidate (+2)
    Skill: Search (+1)
    Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
    
    
    Level 12 (Cleric)
    Ability Raise: DEX
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Feat: (Selected) Extend Spell
    
    
    Level 13 (Cleric)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    
    
    Level 14 (Cleric)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    
    
    Level 15 (Cleric)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Fighter)
    Ability Raise: DEX
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    
    
    Level 17 (Fighter)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Feat: (Fighter Bonus) Shield Mastery
    
    
    Level 18 (Fighter)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Feat: (Selected) Improved Shield Mastery
    
    
    Level 19 (Fighter)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Feat: (Fighter Bonus) Weapon Focus: Piercing Weapons
    
    
    Level 20 (Fighter)
    Ability Raise: DEX
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Search (+1)
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Fighter Armor Mastery I
    Enhancement: Fighter Armor Mastery II
    Enhancement: Fighter Tower Shield Mastery I
    Enhancement: Fighter Tower Shield Mastery II
    Enhancement: Human Adaptability Dexterity I
    Enhancement: Human Improved Recovery I
    Enhancement: Deneith Intimidation I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Disable Device I
    Enhancement: Fighter Intimidate I
    Enhancement: Fighter Intimidate II
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Search I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Rogue Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Divine Vitality III
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Extra Turning III
    Enhancement: Cleric Wand and Scroll Mastery I
    Play
    Your job is to defend and aid your caster friend. Fight down the monsters that would wast her spell points. Intimidate the buggers off her and into the fire walls. Heal her and giver her mana. Disable the nasty traps that endanger her. Open chests and locked doors for her. Protect her from status effects and instant death. Basically do all the dirty work so she can blast things into tiny pieces.

    While you have some tank skills you are not a true tank, more tank-light. One think intimidate is good for is training monsters around. You don't have to just stand there and take the poundings, especially if you are duoing with a caster. In a larger group there is likely a stronger tank. Another issue to watch for is mana, you really have a pretty shallow pool. Good enough if you conserve it well but its not really raid quality or quantity healing. You do make a strong back up healer and can support a primary healer well with DVs. Its also a great character for odd jobs in raids, someone who can go off alone and is likely to come back after doing whatever it was that needed doing while the main fight was going on.

    Variations
    Its such an odd build, there is a lot you could change but each change demands another change and it becomes hard to make it all work out. I'd say anyone interested in a challenge should try to make a tank rogue healer. Its a very challenging combo to assemble.
    Last edited by sigtrent; 04-29-2010 at 09:11 PM.
    Former Host of DDOcast
    Member of The Madborn of Thelanis
    Streaming sometimes on twitch as SigTrent

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