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  1. #1
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    Default Philosophy of a Warforged fighter...

    So, when the NPE mod is rolled out, I'm thinking of rolling up a warforged fighter to play around with. I have not played a warforged character before, nor have I played a straight-up fighter yet either.

    My initial thought is to make a tactical build, focused on stunning blow and maybe improved trip.

    My question for the masses (and thus, the reason behind this post) is if it were your build, would you be more inclined to focus on attaining a reasonably high AC, or would you be more interested in focusing on DR knowing you left a few AC points on the table?

    I would think that the chosen path would influence starting stats, as well as feat and action point allocation (i.e., an AC build may start with higher dex, take the mithral body feat, as well as dodge, combat expertise, etc.).

    A caveat to the discussion with respect to damage reduction: outside of raids, I don't always run with casters throwing stoneskin around, so let's not involve the implications that stoneskin has on overwriting innate DR, thereby bypassing the need for native DR altogether. Just assume that when I intimidate a room full of drunken, ****ed-off ogres that the only thing slowing the ensuing beat-down is a shield, and whatever DR is built into the character.

    Please feel free to explain your reasoning, and include feats/ability points/action points that you would include in the character.

    Thanks for the input.
    Brandiwyne - 16 Monk / Conmac - 15/1 Bard/Barbarian / Peshwah - 16 Wizard

  2. #2
    Community Member BlackSteel's Avatar
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    Default

    the DR feats are a very hefty price to pay for little benefit, especially considering what you have available to you in the docent of defiance. Unless you plan on wearing some other docent I would skip on the DR feats. Or would respec out of them once you got a defiance. Yes its not up 100% of the time, but it will be up most of the time it counts.

    Would also consider a multiclass character, splashing ranger, rog, pally, or monk.

    Personally I would wait a while longer and see how they plan to implement the fighter path lines and at what levels. Current content-wise you're not gaining much by staying pure fighter, but that could change.
    Shadowsteel [TR train wreck]

  3. #3
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    Thanks for the response.

    I'm planning on keeping this guy straight fighter. I realize the MC benefits are there, just not interested.

    The docent would be nice, but I am not counting on having that item.
    Brandiwyne - 16 Monk / Conmac - 15/1 Bard/Barbarian / Peshwah - 16 Wizard

  4. #4
    Community Member Daedalis's Avatar
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    I have a WF intimidation fighter build and I've gone with the Adamantime body, I'm doing all the DR enhancements that I can muster. As we all know, a WF is a clerics favorite person to Heal. So the more damage I'm able to absorb...the happier the clerics will be. I'm also taking shield mastery and improved shield mastery. With just shield mastery, at lvl 5 my figher has a block DR with a regular heavy shield of 12. And so far I find it to be helpful to fall back on shield blocking and having the extra bit of DR....at 5th lvl, not many things are going to be dishing out much damage over that on normal or even hard settings. With a tower shield I believe you can add 2 more points of DR.

    Of course if you go dwarf and pick up the shield mastery enhancement line the DR will be a little higher...but honestly, the WF immunities are just too sweet to pass up just for that enhancement line.

    The way i started my guy out who is more DR based than AC:

    str 15 - with +1 tome = 16
    dex 13 - with +1 tome = 14
    con 16
    int 13 - with +1 tome = 14 (13 for combat expertise) 14 for the extra skills point.
    wis 6 - took force of personality to make up for the low wis.
    cha 13 - with +1 tome = 14 (13 for force of personality)

    I'm sure someone will say why get will saves for a wf......it's called fascinate, daze monster, any spell that makes you dance. The immunities to hold monster, sleep, etc is nice...but still need that will save.

    I'm having a ton of fun with this guy, got a docent of blood to help with the healing. He is also a khopesh user, so he can help in dishing out some damage. (Most of the times, he is the leader in kills....barbarian is the only ones so far that out kill him). Not sure how much of a great intimidator he will be at end game, but he hasn't failed a check so far.

    Just something for you to compare with your own thoughts. AC is great....but it doesn't mean anything when they hit! Hope this helps.

    Dae

  5. #5
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    Default A rough draft of my build....

    Code:
    Character Plan by DDO Character Planner Version 2.96
    DDO Character Planner Home Page
    
    Level 16 Lawful Good Warforged Male
    (16 Fighter) 
    Hit Points: 308
    Spell Points: 0 
    BAB: 16\16\21\26\26
    Fortitude: 15
    Reflex: 8
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             17                    26
    Dexterity            12                    12
    Constitution         16                    20
    Intelligence         12                    13
    Wisdom               10                    10
    Charisma              7                    10
    
    Tomes Used
    +1 Tome of Intelligence used at level 1
    +1 Tome of Charisma used at level 1
    +2 Tome of Strength used at level 16
    +2 Tome of Constitution used at level 16
    +3 Tome of Charisma used at level 16
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               1                    -3
    Bluff                -1                     0
    Concentration         3                     5
    Diplomacy            -1                     0
    Disable Device        n/a                   n/a
    Haggle               -1                     0
    Heal                  0                     0
    Hide                  1                    -4
    Intimidate            3                    23
    Jump                  7                    20
    Listen                0                     0
    Move Silently         1                    -4
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair                5                    20
    Search                1                     1
    Spot                  0                     0
    Swim                  3                    -2
    Tumble                n/a                  n/a
    Use Magic Device     n/a                    n/a
    
    Notable Equipment
    Trinket: fail of  
    
    Level 1 (Fighter)
    Feat: (Selected) Adamantine Body
    Feat: (Fighter Bonus) Stunning Blow
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 3 (Fighter)
    Feat: (Selected) Bullheaded
    
    
    Level 4 (Fighter)
    Feat: (Fighter Bonus) Cleave
    
    
    Level 5 (Fighter)
    
    
    Level 6 (Fighter)
    Feat: (Fighter Bonus) Great Cleave
    Feat: (Selected) Improved Damage Reduction
    
    
    Level 7 (Fighter)
    
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Shield Mastery
    
    
    Level 9 (Fighter)
    Feat: (Selected) Improved Shield Mastery
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    
    
    Level 11 (Fighter)
    
    
    Level 12 (Fighter)
    Feat: (Selected) Lightning Reflexes
    Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
    
    
    Level 13 (Fighter)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Bludgeoning Weapons
    
    
    Level 15 (Fighter)
    Feat: (Selected) Toughness
    
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Bludgeoning Weapons
    Enhancement: Fighter Armored Agility I
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Strategy (Stunning Blow) III
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Strategy (Trip) II
    Enhancement: Fighter Strategy (Trip) III
    Enhancement: Fighter Intimidate I
    Enhancement: Fighter Intimidate II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Damage Reduction I
    Enhancement: Warforged Damage Reduction II
    Enhancement: Warforged Damage Reduction III
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Healer's Friend II
    Enhancement: Warforged Tactics I
    Enhancement: Warforged Tactics II
    I added the +3 charisma tome for giggles, doubt I'll ever get one though. I will probably drop the trip enhancements for more intimidate, maybe agility? I'm a little worried about this dudes negative balance score, and I'm not certain that I can get his intimidate score high enough to do current raids reliably (I'm figuring he will top out in the mid-40's).

    So I'm going to be adjusting some feats somewhere, just not sure where yet. I do like the potential for stunning blow, the DC with a properly weighted weapon will be between 30-35.
    Brandiwyne - 16 Monk / Conmac - 15/1 Bard/Barbarian / Peshwah - 16 Wizard

  6. #6
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    Default

    Quote Originally Posted by Daedalis View Post

    wis 6 - took force of personality to make up for the low wis.
    cha 13 - with +1 tome = 14 (13 for force of personality)

    Dae
    That's an interesting take; I may have to tinker with that idea. Thanks for the feedback.
    Brandiwyne - 16 Monk / Conmac - 15/1 Bard/Barbarian / Peshwah - 16 Wizard

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