
Originally Posted by
DelScorcho
Actually the last mod gave some very solid human enhancement love, and maybe have made humans viable again. With the change to toughness, dwarves have lost their monopoly on hitpoints, and DT armor makes the armor mastery worthless for some builds. The two slots I've devoted to mod 9 builds are both human - 18P/2R TWF, 12F/6Rr/2R.
I chose Human with the pally because the build was otherwise feat starved, I liked the Stat allocation better with human (strength 16 costs 10 points rather than 13 and saved two on int), and the other races had negs to primary stats.
The 12/6/2 TWF build went human because it gave me the highest possible strength at end game (18 base + 5 levels + 3 class enh + 4 tome +1 racial + 6 item + 1 DT 2d tier) =38 standing/ 54 raged + double madstoned. Also, the extra skill points are helpful keeping the rogue skills decent, and intimidate and umd maxed.
Considering the fact I capped like 15 characters since HV was nerfed, and none of them were human, things are moving in the right direction.