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  1. #21
    Community Member magnusrufus's Avatar
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    i never mind criticism, except when they fail to explain what it is they find wrong with something. a 3yo can say *that sucks*... maybe try explaining what it is that is redundant and what is "wet noodle* about it. i realize my str isnt stellar, but id appreciate you actually giving something that could be done to fix w/e it is that you feel is wrong with the build


    Quote Originally Posted by Aranticus View Post
    for both of the builds i see here, the enhancements shows a lot of redundancy. the 2nd build hit like a wet noodle
    Argonnessen: Alyannis - 15 Ranger, 1 Rogue
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  2. #22

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    No idea. Aranticus needs to put a couple more ranks in tact.

    But... examining the enhancements on my original, they are outdated. The whole build could use an update pass for Mod9. Not surprising really, it is more than a year old and I don't play it actively.

    If I did it from scratch today it would probably be a Kensai/Favored Soul/Monk?

  3. #23

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    Quote Originally Posted by magnusrufus View Post
    i never mind criticism, except when they fail to explain what it is they find wrong with something. a 3yo can say *that sucks*... maybe try explaining what it is that is redundant and what is "wet noodle* about it. i realize my str isnt stellar, but id appreciate you actually giving something that could be done to fix w/e it is that you feel is wrong with the build
    if you join date is any indication of how experienced you are, then you would have instantly understood what i mean

    Quote Originally Posted by geoffhanna View Post
    No idea. Aranticus needs to put a couple more ranks in tact.

    But... examining the enhancements on my original, they are outdated. The whole build could use an update pass for Mod9. Not surprising really, it is more than a year old and I don't play it actively.

    If I did it from scratch today it would probably be a Kensai/Favored Soul/Monk?
    brutal honesty and tack are just divided by a fine line

    ok lets start

    Quote Originally Posted by geoffhanna View Post
    Code:
    Wu-Jen Halfling Ftr-Wiz-Mnk
    Level 16 Lawful Neutral Halfling Male
    7 Fighter \ 2 Monk \ 7 Wizard (20th level -> 7 \ 2 \ 11)
    you want self buffing, anything more than 8 wiz is redundant

    Code:
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             13                    14 being halfling, going 13 str means 2 build points spent, since the only real reason to go 13 str is PA, cap it at 12 to free up 2 build points and possibly use it to imcrease wis
    Dexterity            18                    24
    Constitution         14                    14
    Intelligence         14                    16 if we are looking at only casting L4 spells, a 12 int or even 10 is sufficient, you dun need your int for sp or dc since you are focusing on self buffing, you just want it to meet casting limits
    Wisdom               10                    10 having 10 wis doesnt really do much, you get only max +5 to ac. increasing this could actually improve your build by a lot
    Charisma              8                     8
    Wish I had more STR. And CON. And WIS.

    The character will be played under no-twink rules. He could have these scores for awhile .

    this is the reason i dun build 28 pt toons for my newbie thread because the more things you are attempting, the more stats you need

    Code:
    Feat: (Monk Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    Feat: (Fighter Bonus) Weapon Finesse
    Feat: (Selected) Dodge
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Monk Bonus) Mobility
    Feat: (Selected) Combat Expertise
    Feat: (Fighter Bonus) Spring Attack
    Feat: (Selected) Whirlwind Attack
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Feat: (Wizard Bonus) Quicken Spell
    Feat: (Selected) Improved Critical: Piercing Weapons
    Feat: (Fighter Bonus) Power Attack
    Feat: (Selected) Greater Two Weapon Fighting
    i dun see weapon focuses or specialisation which is going to increase your effectiveness as a melee. going mobility, spring attack and whirlwind is a huge investment of feats for something that isnt really utilised. with PA, theoretically you could hit more mobs by going cleave and great cleave every 5 seconds.

    This character needed spring attack since BAB is already low and expects to be moving a lot. That made it simple to go the extra couple feats and snag Whirlwind Attack. Extra bonus, none of my characters have ever had WA (yay, fun!).

    you dun have to be moving alot because you will not be the main tank. your role will be more of a support melee due to a few reasons, 1. ac not high enough, 2. hp not high enough, 3. dps not high enough, 4. no agro abilities

    Not decided on ICierce vs IC:slash. Depends probably on what weapons I have by level 12.

    your best bet is to go pierce because you want to maximise your dps on an already dps low build by using rapiers

    Code:
    Spell (1): Chill Touch
    Spell (1): Expeditious Retreat
    Spell (1): Jump
    Spell (1): Mage Armor
    Spell (1): Shield
    Spell (1): Ray of Enfeeblement
    Spell (1): Magic Missle
    Spell (2): Blur
    Spell (2): Glitterdust
    Spell (2): Invisibility
    Spell (2): Resist Energy
    Spell (3): Heroism
    Spell (3): Magic Circle Against Evil
    Spell (3): Displacement
    Spell (3): Haste
    Spell (4): Fire Shield
    Spell (4): Solid Fog
    Spell choice is very important for this build. He simply can't cast anything with a saving throw, and really not much that allows SR either. Self-buffs are good. Everything else requires thought.

    Code:
    Enhancement: Fighter Armor Class Boost III at only 20s, ac boost is really very unlikely to be very useful
    Enhancement: Fighter Haste Boost III
    Enhancement: Fighter Critical Accuracy III you dun need critical accuracy III unless you want to go kensai III which you cant qualify
    Enhancement: Halfling Dexterity II
    Enhancement: Halfling Guile III halfling guile without cunning? you might want to confirm this
    Enhancement: Halfling Luck I (Fortitude)
    Enhancement: Halfling Luck III (Reflex)
    Enhancement: Halfling Luck I (Will)
    Enhancement: Wizard Improved Quickening II will you be using quickening alot? i dun think so. removing this will not harm you build much
    Enhancement: Way of the Patient Tortiose I
    Enhancement: Disciple of Breezes
    Enhancement: Disciple of Pebbles
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Intelligence II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness III
    get at least kensai I to give it an added punch in terms of dps

    Hit points. Ability mods. Some Reflex saves. A dab of extra mana. I will have to get used to using the boosts, I don't use melee boosts on my other chars... will take some adjustment.

    Code:
    This build created using Character Plan by DDO Character Planner Version 2.96 DDO Character Planner Home Page Thanks Ron!
    Quote Originally Posted by magnusrufus View Post
    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Halfling Female
    (8 Fighter \ 3 Monk \ 9 Wizard) 
    Hit Points: 277
    Spell Points: 496 
    BAB: 14\14\19\24
    Fortitude: 16
    Reflex: 14
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    18
    Dexterity            17                    20
    Constitution         14                    16
    Intelligence         14                    14
    Wisdom               10                    12
    Charisma              8                     8
    
    the reason i say you will hit like a wet noodle is because you cant hit anything at all. your contribution will be against trash mobs but with bosses, they amount to nothing due to the higher ac. you went finesse, but did not bother to put level up points into dex which will increase your already low attack bonus. instead you put it into str and into con. putting points into 2 stats is not a good idea
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                     9
    Bluff                -1                     0
    Concentration         6                    27
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                    -1
    Heal                  0                     1
    Hide                  3                     7
    Intimidate           -1                    -1
    Jump                  6                    29
    Listen                0                     3
    Move Silently         3                     7
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                2                     2
    Search                2                     2
    Spot                  4                     9
    Swim                  6                     8
    Tumble                7                    20
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+4)
    Skill: Spot (+4)
    Skill: Swim (+4)
    Skill: Tumble (+4)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Fighter)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Feat: (Fighter Bonus) Weapon Finesse
    
    
    Level 3 (Fighter)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Feat: (Fighter Bonus) Mobility
    Feat: (Selected) Toughness
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Jump (+3)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Wizard Bonus) Extend Spell
    Spell (1): Expeditious Retreat
    Spell (1): Jump
    Spell (1): Mage Armor
    Spell (1): Nightshield
    Spell (1): Ray of Enfeeblement
    Spell (1): Shield
    
    
    Level 6 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+3)
    Skill: Tumble (+1)
    Feat: (Monk Path) Philosophy - Path of Harmonious Balance
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    
    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Spell (1): Obscuring Mist
    Spell (1): Detect Secret Doors
    
    
    Level 8 (Wizard)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Spell (2): Blur
    Spell (2): False Life
    
    
    Level 9 (Fighter)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Selected) Spring Attack
    
    
    Level 10 (Wizard)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Spell (2): Glitterdust
    Spell (2): Invisibility
    
    
    Level 11 (Fighter)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 12 (Wizard)
    Ability Raise: CON
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Wizard Bonus) Quicken Spell
    
    
    Level 13 (Fighter)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Spell (3): Displacement
    Spell (3): Haste
    
    
    Level 15 (Fighter)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 16 (Wizard)
    Ability Raise: CON
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Spell (4): Stoneskin
    Spell (4): Enervation
    
    
    Level 17 (Fighter)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    
    
    Level 18 (Wizard)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Selected) Combat Expertise
    Spell (4): Solid Fog
    Spell (4): Dimension Door
    
    
    Level 19 (Fighter)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Fighter Bonus) Whirlwind Attack
    
    
    Level 20 (Wizard)
    Ability Raise: CON
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (5): Protection From Elements
    Spell (5): Teleport
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Kensei Kama Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kama Specialization I
    Enhancement: Halfling Dexterity I
    Enhancement: Halfling Dexterity II
    Enhancement: Wizard Improved Quickening I
    Enhancement: Wizard Improved Quickening II
    Enhancement: Way of the Patient Tortiose I
    Enhancement: Monk Improved Recovery I
    Enhancement: Fists of Light
    Enhancement: Disciple of Breezes
    Enhancement: Disciple of Pebbles
    Enhancement: Disciple of Candles
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Monk Wisdom I
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III
    youll notice i only used about ~50 ap's, you have a lot of freedom here because you dont have 1 high class so most of your enhancements are cheap. these are the ones i consider the best of the choices, after these anything you pick is just gravy
    you have a better understanding of enhancments for offense but you might want to ditch kamas. if you want to use a slasher, use a kukri, the crits from it will give you more dps than a kama would if you use wind stance. now if you are looking at vorpaling, yes switch to a kama for more attacks. this is the 2nd reason why i say it will hit like a wet noodle. kama = no dps

    edit: some comments for build 1 is applicable to build 2
    Last edited by Aranticus; 09-19-2009 at 12:29 AM.
    If you want to know why...

  4. #24

    Default

    Quote Originally Posted by Aranticus View Post
    brutal honesty and tack are just divided by a fine line
    Actually, no, they are not. I'm sorry you think that.

    I'm not going to defend the build line-by-line. I've already stated it needs a rework for mod9. But reading your comments, the WIS suggestion seems right on. I disagree with the idea that only main tanks need to move while fighting; in fact, I find that main tanks move less as they can stand in place and hold agro. Offtanks and DPS need to use a much more active attack style.

  5. #25

    Default

    Quote Originally Posted by geoffhanna View Post
    Actually, no, they are not. I'm sorry you think that.

    I'm not going to defend the build line-by-line. I've already stated it needs a rework for mod9. But reading your comments, the WIS suggestion seems right on. I disagree with the idea that only main tanks need to move while fighting; in fact, I find that main tanks move less as they can stand in place and hold agro. Offtanks and DPS need to use a much more active attack style.
    you missed what i just said. i did not say main tanks need to move. i said off tanks need not move. they are not the same. the reason you move a lot is because you want to avoid the mobs attacks so you side-step or back away when you are getting hit. this is something a poor off tank would do. a good off tank will wait for the main tank to establish the agro (which doesnt need much time due to the reasons i mentioned in the post), move to the back of the mob and start hitting away

    you wont be getting agro and the mob will never turn on you and you wont ever need to move and thus will not get the -4 penalty. what if there is no "main tank" in the group? follow the one that deals more damage than you
    If you want to know why...

  6. #26

    Default

    I 'm not sure where to go with this Aranticus. You are saying that some play styles do not need spring attack. You are right. You said earlier that spring attack is expensive, feat-wise. You are right again.

    Now, would this build be better off with spring attack? If I was playing it, yes. Apparently if you are playing it, no. Okay I can live with that.

    Let me make a bold prediction: you don't like whirlwind attack?

  7. #27

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    Quote Originally Posted by geoffhanna View Post
    I 'm not sure where to go with this Aranticus. You are saying that some play styles do not need spring attack. You are right. You said earlier that spring attack is expensive, feat-wise. You are right again.

    Now, would this build be better off with spring attack? If I was playing it, yes. Apparently if you are playing it, no. Okay I can live with that.

    Let me make a bold prediction: you don't like whirlwind attack?
    Whirlwind is a nice feat to have but it does come cheap. Dodge is good in fact most my melée have it for the +1 ac as they are within the d20 range. Mobility serves little purpose. Spring attack is nice. The -4 penalty can really add up if you have PA on. Whirlwind rocks but it also grabs a lot of agro. The wujen does not have a stellar ac or hp, so it means the use will be limited to soft hitting mobs which further reduces it's effectiveness
    If you want to know why...

  8. #28

    Default

    I'm even more confused now than I was before.

    Which is saying something.

  9. #29

    Default

    Quote Originally Posted by geoffhanna View Post
    I'm even more confused now than I was before.

    Which is saying something.
    i'll try to break it down for you

    dodge: +1 ac, if you can get to a high ac ie 70+ range, the +1 ac is very important

    ie suulomades needs a 20 to hit 72 ac. if you can only get to a raid buffed ac of 50, dodge is pointless. if you are already at 85 ac, dodge is pointless. if you are at say 69 ac, dodge is very important, you get hit 33% less (3 hits vs 2 hits)

    mobility: +4 ac when tumbline. absolutely useless unless you intimidate and then keep tumbling around which will fustrate the whole group

    spring attack: eliminates the -4 moving attack penalty. most important fights are typically stationary, ie suulomade, arraetrikos, horoth, etc. if the mob is not moving, you are not moving, you dun need spring attack. against trash mobs, their ac is typically low enough for the penalty to not factor in

    whirlwind: you attack a 360 arc. it means that you are likely to grab the agro of a few mobs. they will attack you and with more attacks, it means more hits and more grazing. if you ac is low, it is difficult to survive the barrage of attacks so you need a high hp to absorb the hits, which again if low means certain death. since the ac and hp of the wujen isnt as high, it means you will not be using it alot

    the investment of 4 feats to get abilities which is not frequently used is very heavy

    i hope this makes it clearer
    If you want to know why...

  10. #30

    Default

    No I know all that. My confusion is because it seemed like a few posts up you were arguing against spring attack but then later you seemed in favor of it.

    Cognitive dissonance and all that.

  11. #31

    Thumbs up this is a good idea

    Quote Originally Posted by Starspawn View Post
    ... take 3 levels of monk so you can get to the monk healing finishing move and the
    every ooze is a bag of healing and ki, with a monk weapons you can more or less keep yourself healed up. 3 levels of monk maybe the new 2 with the new reporting system telling you how much Hp you are getting back it adds up very quickly.

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