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  1. #1

    Default Build Critique Please

    Going to be running a WF only group with my guild and wanted to build a trapsmith with some clericing for buffs and dv's. Below are the basics I have on this character.

    Thanks,
    Jules

    Code:
    Character Plan by DDO Character Planner Version 2.85
    DDO Character Planner Home Page
    Bucketoboltz 
    Level 16 True Neutral Warforged Female
    (10 Rogue \ 6 Cleric) 
    Hit Points: 162
    Spell Points: 340 
    BAB: 11\11\16\21
    Fortitude: 9
    Reflex: 12
    Will: 10
                     Starting          Feat/Enhancement
                    Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 16)
    Strength             12                    12
    Dexterity            14                    16
    Constitution         10                    12
    Intelligence         14                    16
    Wisdom               12                    14
    Charisma             12                    12
    Tomes Used
    +2 Tome of Constitution used at level 1
     
                     Starting          Feat/Enhancement
                    Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               5                     7
    Bluff                 1                     2
    Concentration         1                    13
    Diplomacy             1                     2
    Disable Device        6                    29.5
    Haggle                3                    12
    Heal                  1                     3
    Hide                  5                    15
    Intimidate            1                     2
    Jump                  4                    14
    Listen                2                     4
    Move Silently         5                    13
    Open Lock             6                    27
    Perform               n/a                   n/a
    Repair                6                    15
    Search                6                    26.5
    Spot                  5                    21.5
    Swim                  1                    -2
    Tumble                3                     3
    Use Magic Device      5                    14
     
    Level 1 (Rogue)
    Feat: (Selected) Mithral Body
    Enhancement: Rogue Skill Boost I
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Search I
    Level 2 (Cleric)
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    Level 3 (Rogue)
    Feat: (Selected) Exotic Weapon Proficiency: Repeating Light Crossbow
    Enhancement: Follower of the Sovereign Host
    Enhancement: Rogue Spot I
    Enhancement: Warforged Mechanics I
    Level 4 (Rogue)
    Enhancement: Rogue Fire Trap Lore I
    Enhancement: Rogue Hide I
    Enhancement: Rogue Move Silently I
    Enhancement: Rogue Improved Trap Sense I
    Level 5 (Cleric)
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Warforged Damage Reduction I
    Level 6 (Rogue)
    Feat: (Selected) Toughness
    Enhancement: Rogue Skill Boost II
    Enhancement: Rogue Disable Device II
    Level 7 (Rogue)
    Enhancement: Rogue Item Defense I
    Enhancement: Rogue Open Lock II
    Enhancement: Warforged Construct Thinking I
    Level 8 (Cleric)
    Enhancement: Rogue Dexterity I
    Enhancement: Cleric Wisdom I
    Level 9 (Rogue)
    Feat: (Selected) Nimble Fingers
    Enhancement: Way of the Mechanic I
    Level 10 (Cleric)
    Enhancement: Rogue Cold Trap Lore I
    Enhancement: Rogue Electric Trap Lore I
    Enhancement: Cleric Extra Turning II
    Level 11 (Rogue)
    Enhancement: Rogue Skill Boost III
    Enhancement: Rogue Sonic Trap Lore I
    Level 12 (Cleric)
    Feat: (Selected) Extend Spell
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Divine Vitality II
    Level 13 (Cleric)
    Enhancement: Unyielding Sovereignty
    Level 14 (Rogue)
    Enhancement: Cleric Life Magic II
    Level 15 (Rogue)
    Feat: (Selected) Diehard
    Enhancement: Rogue Disable Device III
    Enhancement: Rogue Open Lock III
    Level 16 (Rogue)
    Feat: (Rogue Bonus) Skill Mastery
    Enhancement: Rogue Search II
    Enhancement: Rogue Spot II

    Ladies - Mediclady, Elspyth, Warchantress, Bittt, Julez, LilBitt, Bucketoboltz, Skitty, Kerro, Wyntermoon, Kethrey, Kethree, Selany, Gypsie, Cassyopeya, Tinkerbelle, Dyanya, PallasAthene

  2. #2
    Community Member
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    Default

    Take Improved Evasion instead of skill mastery, Diehard is worthless as a warforged, toughness is nearly worthless as a non-dwarf/non-melee, the trap lores are poor choices, except that you have to take one to get way of the mechanic, nimble fingers is almost certainly unnecessary.

    Given that you've stated you plan on using the cleric levels for throwing buffs and dv's, why are you taking the life magics(I'm assuming you'll have an arcane as the main healer)?

  3. #3
    Community Member Wu_Jen's Avatar
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    Mar 2006
    Posts
    244

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    If your going to be running an all WF group, then I would suggest going 2 Rogue / 14 Wiz. With evasion, Insightful Reflexes feat, self healing etc. You will be able to achieve what your wanting much easier. Do you have 32pnt's unlocked? If not then Max out INT, and CON. Select Rogue for your 1st level then select Wiz for your other levels. Put all lvl up points into INT. Make sure to keep your DD, SCH, and OL maxed at each lvl up.
    That might be better for an all WF group, hope it helps!~


  4. #4
    Community Member Quartzite's Avatar
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    Sep 2006
    Posts
    182

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    I have to agree. I think you lose far more by taking Cleric than you gain in an all WF group, those DVs won't make up for a loss of repair spells and having to cure instead, for example.

    If you want to go for a skill-based buffer why not Bard? You could probably cut Rogue down to 6-7 and take 9-10 levels of Bard for Inspire Greatness or 4th level spells.
    Khalzad - TWF Dwarf Barbarian
    Aubergine - Warforged Tactical Warchanter
    Malakyte - Mark of the Sentinel Human "True" Tank

  5. #5

    Default

    Thanks for the replies. We're going to have a caster either wizard or sorcorer. So as cleric I would be backup healer and clerical buffs would free up spell points for wizard healing or offensive spells.

    Ladies - Mediclady, Elspyth, Warchantress, Bittt, Julez, LilBitt, Bucketoboltz, Skitty, Kerro, Wyntermoon, Kethrey, Kethree, Selany, Gypsie, Cassyopeya, Tinkerbelle, Dyanya, PallasAthene

  6. #6
    Community Member Wu_Jen's Avatar
    Join Date
    Mar 2006
    Posts
    244

    Default

    If you want useful buff's then how about going 2 Rogue / 14 Bard? You would still have healing, be able to do the traps and have more useful buffs. +7 to hit and dmg is nothing to sneeze at.


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