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  1. #201
    Community Member Sillk's Avatar
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    Default Warforged Acrobat

    FYI, I posted my take on a Warforged Acrobat the other day. You might get some ideas for reference on how your take on it would be: http://forums.ddo.com/showpost.php?p...7&postcount=11

  2. #202
    Community Member The_Phenx's Avatar
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    Quote Originally Posted by Sillk View Post
    FYI, I posted my take on a Warforged Acrobat the other day. You might get some ideas for reference on how your take on it would be: http://forums.ddo.com/showpost.php?p...7&postcount=11
    My biggest issue at the moment is the change in tomes coming in mod 9.

    In order ot keep all the best rouge skills maxed you really need a 14 int - 16 int after level 1... just is going to be kinda impossible now...with the way things are setup...I will play with the skills and see where it leads...some things will have to fall by the wayside a hair during the monk levels.
    Last edited by The Phenx; 04-29-2009 at 01:29 PM.
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  3. #203
    Community Member Blind_Skwerl's Avatar
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    Quote Originally Posted by The Phenx View Post
    My biggest issue at the moment is the change in tomes coming in mod 9.
    Didn't hear about this one. What is it?
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  4. #204
    Community Member Sillk's Avatar
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    Since you didn’t list your skill choices in the original build, I’m assuming you had put skill points into Jump. You’ll have at least 10 points per Rogue level so I think it’s a safe assumption.

    If it’s just the skills you’re concerned about, I’d target Jump. Most characters can get a decent Jump, and you can make up the 7 lost skill points (-2 Int vs Tomed) to Jump whenever you activate Acrobat (Acrobat I give +10 to Jump). Since Jump tops out in the 40s anyway, it wouldn’t really hurt to have a low Jump for the first few levels. In non-Rogue levels, target Search & Disable only and make up for it in the next Rogue level.

    Where I think you may have trouble is the -1 (vs having a +2 tome) to Search & Disable, since they are Int based skills. Elite content for the first few levels will be a little more difficult. You’ll really want to have the bets Search & Disable goggles you can have at that level. You can make up for this by taking Rogue Search/Disable I & II and be on par with all the splash builds in trapsmithing. Once you get the tome, you’re on par with a Mod 8 build and you could even respect the enhancements out of the Search/Disable if you weren’t going in that direction anyway.

    Your concern is one of the first I've seen to look ahead into Mod 9 for the min level tomes and apply the effect of the change in the build.

  5. #205
    Community Member Blind_Skwerl's Avatar
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    ahh, tomes have a min level in mod 9. What is the min level on +2 tomes?
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  6. #206
    Community Member Original's Avatar
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    Quote Originally Posted by Blind Skwerl View Post
    ahh, tomes have a min level in mod 9. What is the min level on +2 tomes?
    +2 tomes - min lvl 7
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  7. #207
    Community Member The_Phenx's Avatar
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    Quote Originally Posted by Blind Skwerl View Post
    Didn't hear about this one. What is it?
    From what I understand +1 tomes go to min lvl 3 +2 are min lvl 7
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  8. #208
    Community Member The_Phenx's Avatar
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    Quote Originally Posted by Sillk View Post
    Since you didn’t list your skill choices in the original build, I’m assuming you had put skill points into Jump. You’ll have at least 10 points per Rogue level so I think it’s a safe assumption.

    If it’s just the skills you’re concerned about, I’d target Jump. Most characters can get a decent Jump, and you can make up the 7 lost skill points (-2 Int vs Tomed) to Jump whenever you activate Acrobat (Acrobat I give +10 to Jump). Since Jump tops out in the 40s anyway, it wouldn’t really hurt to have a low Jump for the first few levels. In non-Rogue levels, target Search & Disable only and make up for it in the next Rogue level.

    Where I think you may have trouble is the -1 (vs having a +2 tome) to Search & Disable, since they are Int based skills. Elite content for the first few levels will be a little more difficult. You’ll really want to have the bets Search & Disable goggles you can have at that level. You can make up for this by taking Rogue Search/Disable I & II and be on par with all the splash builds in trapsmithing. Once you get the tome, you’re on par with a Mod 8 build and you could even respect the enhancements out of the Search/Disable if you weren’t going in that direction anyway.

    Your concern is one of the first I've seen to look ahead into Mod 9 for the min level tomes and apply the effect of the change in the build.
    Ya I have to post up all the final skill points...what I put into what.. and why...I will probably do some shifting all in all for Mod 9 to the build...Just been busy the last couple weeks and slacking
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  9. #209
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    I am just curious. Would it really hurt this build alot to go 13 rogue/1monk/6fighter? I was thinking about the Kensai enhancements for the QS once mod 9 hits. You still have nearly the same speed increase but it opens up weapon spec. later on as well as the power surge and such.

  10. #210
    Community Member The_Phenx's Avatar
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    I am doing 18/2 based on the thought process that acrobat III will be awesome... that of course will be re-evaluated once they let us know.

    Oh and dropped great cleave for stunning blow and a 5% weighted shocking burst staff.... autocrit + auto sneak + shocking burst + force crit.. = stupid silly damage....and its pretty fun for 1 on 1 battles...
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  11. #211
    Founder Himkano's Avatar
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    I was making this build on char generator, and maybe i missed something, but it seems like you don't get acrobat II until level 14 or 16, which means you are playing most of the game without the key ability...

    I've read the posts, and noted your progress reports, so it seems like you are doing ok all the way up, but how? What am I missing, or did I just totally misread something?

  12. #212
    Community Member Nikorr123's Avatar
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    Quote Originally Posted by Himkano View Post
    but it seems like you don't get acrobat II until level 14 or 16, which means you are playing most of the game without the key ability...

    Most of the /important parts of this/ game happens currently at 14-16

    So you get the ability when it really matters.

  13. #213
    Community Member The_Phenx's Avatar
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    Yep your 2 levels behind for picking up acrobat II compared to a full rouge.. but the benefits are pretty outstanding.
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  14. #214
    Community Member Blind_Skwerl's Avatar
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    I realy want to start one of these. Here's hoping I can get a +2 int tome before mod 9!
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  15. #215
    Community Member The_Phenx's Avatar
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    I know I haven't updated in a while.

    So here is whats been going on.

    I swapped out great cleave for stunning blow, and picked up a +2 holy 5% weighted staff and a +1 shocking burst 5% weighted.

    they KICK A**... for trash mobs (even orthons in the shroud) Its one click, and auto sneak attack + auto crit. So your doing 150+ pts per swing + the -2 str from crippling strike on each hit, so when the mob recovers from being stunned, you still are owning it. PLus i have seen multiple stuns when using cleave...

    There are some mobs for shure that will resist, but not many.

    In air stance with a 26 base str (**** elusive +3 tome) your looking at a dc 28 fort save, AND you also get a 5% chance to stun them anyway by just swinging. Dc can be raised with fire stance...

    On the super high HP mobs, ill stun them, get them to auto crit, then drop them with the dreamspitter, just for that ooooOOOOOO sound.

    So If you feel like playing I reccomend it, its as or more efficient than a 3x acid for trash mobs, and decidedly more so than a lightning II. (except against elementals).

    In fact you could get away with having one elemental, one alignment, and 1 mineral II as your only 3 needed weapons.

    Food for thought....


    We also had a response from Eladrin regarding some future for the Acrobat...

    http://forums.ddo.com/showthread.php?t=178681
    Last edited by The Phenx; 06-04-2009 at 12:29 PM.
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  16. #216
    Community Member moorewr's Avatar
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    Good thoughts. I'm definitely leaning towards stunning blow & dreamspitter myself when I get there on my build. With the changes coming to W/P, auto-crit situations plus dreamspitter will be a really nice thing to have around.
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  17. #217
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    I haven't read the whole thread, so I'm just gonna go ahead and ask and hope it hasn't been addressed already:

    Any way you put it, I don't see how the DPS of this build wouldn't be dramatically improved by switching to TWF. I know, 10% speed boost with staves and all, but +10% alacrity != +100% swings. Yep, there's also the power attack angle, but since a rogue's main source of damage is sneak attack, the extra damage from using a two handed weapon w/power attack is quickly overwhelmed.

    Is it just the fun factor? Or am I missing some kind of uber quarterstaff trait?

  18. #218
    Community Member Emili's Avatar
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    Quote Originally Posted by Strakeln View Post
    I haven't read the whole thread, so I'm just gonna go ahead and ask and hope it hasn't been addressed already:

    Any way you put it, I don't see how the DPS of this build wouldn't be dramatically improved by switching to TWF. I know, 10% speed boost with staves and all, but +10% alacrity != +100% swings. Yep, there's also the power attack angle, but since a rogue's main source of damage is sneak attack, the extra damage from using a two handed weapon w/power attack is quickly overwhelmed.

    Is it just the fun factor? Or am I missing some kind of uber quarterstaff trait?
    Peeks in, oh acrobats and staves? Yet not quite the way I envisioned.
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  19. #219
    Community Member moorewr's Avatar
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    Quote Originally Posted by Strakeln View Post
    I haven't read the whole thread, so I'm just gonna go ahead and ask and hope it hasn't been addressed already:

    Any way you put it, I don't see how the DPS of this build wouldn't be dramatically improved by switching to TWF. I know, 10% speed boost with staves and all, but +10% alacrity != +100% swings. Yep, there's also the power attack angle, but since a rogue's main source of damage is sneak attack, the extra damage from using a two handed weapon w/power attack is quickly overwhelmed.

    Is it just the fun factor? Or am I missing some kind of uber quarterstaff trait?
    Um.. maybe we're all praying they will be red/purple mobs with 30<DR<50 we can't circumvent? (Since that's where THF would shine).

    I guess a break from TWF and an excuse to go Thief-Acrobat II is what motivated me (plus my dreamspitter will be 20% faster than yours.. er unless you are a TWF thief-acro, in which case it will be same speed but I will get more glancing blows).
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  20. #220
    Community Member BelVic's Avatar
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    I started simular build about 6 months ago. He was a little bit different 10 rog/5 pal/1 monk but fast speed qstaff idea simular.
    At low lvls up to 10 I loved it...was best dps toon I made before. Still rememeber how we duo WW elite at lvl 3 or 4 with another rogue when other ppl in pug died and recalled.

    At mid-higher lvls when ppl start using vorpals/wounding weapon on mobs it's start getting less fun. I can still use kamas for same purpose but it feels no so fast and close range kinda make me upset.

    For dps on named bosses it's still doing ok. ( I have 4 smites and divine sacrifice for extra dmg) --- will be knight of chalice in mod 9.

    Decided to change great cleave also -- stunning blow calculate not very high dc. On my barb I can stun orthons in shroud 90% with dc 38+4 ( my debuff) =42 average. So anything lower 35 was under question...still good for low fort save mobs I guess.
    So I changed it to improved trip as I took combat expertise anyway. Dc 35 on this. Still looking for maladroit of vertigo 8 or 10 qstaff to combine 2 in 1. Can trip most devils and sometimes orthons. ( giants are very hard to trip with high str it seems)

    Gonna need to make some displacement clickies ( going to 60 ac after finish DT docent but mobs still hit often).

    Testing new weapons. Gonna try to make Trap the Soul qstaff to test if it can replace vorpal or not ( not enough information on forums from ppl who really tried it). And may be slay living one for mobs with low fort save like casters.

    Still low on UMD around 30 right now but working on improve it so I can use reconstruct scrolls.
    Fairytales don't teach us that dragons exist, but rather that dragons can be beaten.

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