Check it out -
http://forums.ddo.com/showpost.php?p...6&postcount=18
Check it out -
http://forums.ddo.com/showpost.php?p...6&postcount=18
Last edited by Cold Stele; 03-01-2008 at 10:10 AM.
I'll believe it when I see it.
The best way right now to increase a Fighter's potential is to expand the number of Fighter Feats available and take them from sources other than the PHB.
As it stands, you begin to quickly run out of feats to take as Fighter Feats after a time.
Person Æ, SarlonaTanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)
A really big way they could help fighters out would be to remove the silly blanket immunities to combat feats.
My Videos Shadow Mage (ok, it's a build now)
A forum post should be like a skirt - long enough to cover the subject material, but short enough to keep things interesting.
Britches and Hose kidnapped my dog and are forcing him to farm Shroud ingredients.
Even then raid bosses and a lot of the meaner rednames will still have outrageous saves, making it almost impossible to land that Trip or Stun consistently.
Person Æ, SarlonaTanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)
IMO, what fighter really needs is not new enhancements.
Yes, you read me right. What they need is new feats. this is their main class ability, what defines them. How many of you were like "Ok, I realy don't know what to take as my level 16 feats, they all are too uber?" We're getting more and more bonus feats... and very few new combat feats. I think the solution to make fighters better is to make the barbarians want to cry for more feats.
Look at it, what is a barbarian's feats list?
1. Two-Handed Fighting
3. Power Attack
6. Improved Two-Handed Fighting
9. Improved Critical
12. Greater Two-Handed Fighting
15. [Some feat while waiting for STHF]
This is bad, how do you want fighters to be better... if their main "strength" can be gotten by the barbarian attempting the same? Barbarian can get better saves, higher HP and better DPS... and that is just from class abilities and feats...
DDOwiki.com, #1 source for DDO information.
Saves have nothing to do with resisting trips or stuns. Those feats both require strength checks (or with trip a dex check if the dex score is higher). When the level cap was 12, I had a fighter whose improved trip DC was high enough to require any creature with 2 feet to have a strength score in the high 40s to 50s to resist on any roll but a 20. And then they'd have to roll a 20 on their balance check to get back up. I was tripping red names like toddlers, and they were staying down long enough to kill them. Spiders, with their crazy multiple leg bonuses to resist trip, were even failing more often than not against my trips. I think it was because of builds like that the devs decided to give the blanket immunities.
Last edited by Ghoste; 03-01-2008 at 12:44 PM.
My Videos Shadow Mage (ok, it's a build now)
A forum post should be like a skirt - long enough to cover the subject material, but short enough to keep things interesting.
Britches and Hose kidnapped my dog and are forcing him to farm Shroud ingredients.
Trip is an ability check, yes. Stun, however, is a Fort save. So is Sunder (not that anyone really uses it).
Again, the biggest problem is a redname's overinflation of saves. They'd have to roll a 1, basically, to get Stunned now (assuming the immunities were removed).
It isn't Enhancements we need, as Borror0 said. It's new Fighter Feats.
Person Æ, SarlonaTanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)
It's the weapon master PrE that fighters need. Then they can be as overpowered as barbarians with that pesky Critical Rage.
SoS with a 13-20 crit range/x4.
mmm
Other stuff that springs to mind for quick n easy fixes -
Ftr's PA Enhancement (same as WF/Barbs)
Ftr's Tactics (same as WF/Dwarves)
Make Power Crit, Ftr's Crit Accuracy and Seeker all stack for the purpose of increasing damage on crits...
That's not even scratching the surface, I'm afraid. Enhancements are the least of our worries. Yes, we start losing out pretty quickly (really, the only thing to take are more Boosts and the Extra Boost stuff, and maybe a few other marginal Enhancements), but what we really miss out on are feats.
Here's some that would be great for DDO, and all count as Fighter Feats.
Complete Warrior
Greater Two-Weapon Defense (Dex 17 [lowered because Greater TWF is Dex 17 as well], Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting, BAB +11): +3 Shield Bonus to AC while dual-wielding. Increased DR while blocking.
Improved Buckler Defense (Shield Proficiency): While dual-wielding, you may still apply your Buckler's shield bonus to your armor class.
Improved Combat Expertise (Int 13, Combat Expertise, BAB +6): Increase bonus to AC and decrease attack bonus. [stance, may not be combined with other stances]
Improved Rapid Shot (Manyshot, Point Blank Shot, Rapid Shot): When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack rolls.
Improved Two-Weapon Defense (Dex 17, Two-Weapon Defense, Two-Weapon Fighting, BAB +6): +2 Shield Bonus to AC while dual-wielding. Increased DR while blocking.
Prone Attack (Dex 15, Lightning Reflexes, BAB +2): Attack while prone at no penalty and stand up.
Shield Charge (Improved Shield Bash, BAB +3): Free trip attack on a shield bash. [modified from source]
-Shield Slam (Improved Shield Bash, Shield Charge, BAB +6): Daze opponent on shield bash.
Complete Adventurer
Brutal Throw: Use Str rather than Dex to attack rolls with thrown weapons.
-Power Throw (Str 13, Brutal Throw, Power Attack): Power Attack with thrown weapons.
Goad (Cha 13, BAB +1): Cause single target to attack only you. [combo with Intimidate to set timer on how long this lasts?]
Player's Handbook II
Armor Specialization (Proficiency with selected armor type [medium/heavy only, select medium or heavy?], BAB +12): Gain DR2/- while wearing specified armor type. Any time you lose your Dexterity bonus to AC [held, etc] you lose this DR.
Intimidating Strike [tactical feat] (Intimidate 4 ranks): Makes a single attack against one foe. If the strike hits, an Intimidate check is immediately made. If it succeeds, the foe is shaken for [up to discussion].
Shield Specialization (Proficiency with shields): Choose a shield type [buckler/light/heavy -- no tower]. Your AC while wielding that shield type increases by one.
-Shield Sling (Proficiency with shields, Improved Shield Bash, Shield Specialization, BAB +9): Throw your shield as a thrown weapon. Also makes a ranged trip attempt. You cannot throw a Tower Shield. You can throw a Buckler but it does no damage and does not make a trip attempt. [returning shields and Captain America builds, stat!]
Two-Weapon Rend (Dex 15, Two-Weapon Fighting, BAB +11): If you successfully hit an opponent with both of the weapons you wield, you deal extra damage equal to 1d6 + (1.5 * Str bonus). This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming DR and other effects related to damage type.
Had I the Book of Nine Swords on me, I'd list those too. Bo9S seems to be the Fighter-centric book.
Person Æ, SarlonaTanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)
What would be nice is "feat-based" enhancements too. Available to all classes (ie You take toughness, well you can pick up the enhancements that goes with it. Same for Power Attack.), but fighter would be the one gaining most out of it because of the amount of feats they have.
Last edited by Borror0; 03-01-2008 at 05:49 PM.
DDOwiki.com, #1 source for DDO information.
I was looking at:
Brutal Throw: Use Str rather than Dex to attack rolls with thrown weapons.
Might make for some really fun thrower builds.
See, even the EULA says its a game and supposed to be fun.Originally Posted by EULA
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