Duplicate post.
Duplicate post.
Last edited by The_Phenx; 09-02-2009 at 11:32 AM.
Ghinsuu, Spikey, Preying, , Pyroclastic
Khyber, Jesters Court
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Maaaaaaaan... it was hard enough to get 2 toons flagged for abbot.. no way i'll get anyone to take my rogue along lol
ABBOT???
Holy freaking ****...I am sooo all over that puppy...
Looks like I will be dropping Skill focus umd...and stunning blow... lol
Make a cha skills item from the shroud... take CE and improved trip... using that stick would be just insane.
combine that with the acrobat unbalancing form the new set and I see a pattern emerging.
Eladrin et all seem to have the feeling that getting hit with a stick knock you over and stuns you, and heard the cries for more nice staffs, and the flavor of the Acrobat.
I would imagine we will see Acrobat III have a similar flavor... either more trip features or perhaps a stun effect chance. (Stun makes the most sense.. like a 3-5% chance when using a quarterstaff) Knock em over, then beat em senseless....
Last edited by The_Phenx; 09-02-2009 at 11:35 AM.
Ghinsuu, Spikey, Preying, , Pyroclastic
Khyber, Jesters Court
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Just out of curiosity, why would you drop fire or wind to take earth? each only cost one action point and you aren't required to be in the stance to use the elemental strike it gives. Stay in fire or wind and just spam the lightning and earth strike.
I bet you that an ability like this is the holdup on Acrobat III. I would bet (fairly heavily) that for Acrobat III all finessable weapons use DEX for damage, and they are having problems with the programming. Putting it on 1 weapon would be a lot easier than an across-the-board-for-finessable-weapons change.
Edit: I bet Eladrin gave us this tidbit to "tide us over" till he can make the change.
Great. Now I have to craft a staff to use trying to get another staff.
Tourbillon * Hyper * Headbanger * Speedstick * Arkane
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Ya I know... I only had the AP's at lvl 16 to take 2 stances. I dropped fire for earth because the clickie attack you get with the stnace... too many things are fire based for that to be useful.
But earths strike gets the +4 damage.. which is great for portal beating, and red/purple names...
I will take them all later on...and I just stay in air stance 99% of the time. If I am doing tank duty like in VOD or Reaver I go into Mountain stance for the increased survivability adn native dr.
Ghinsuu, Spikey, Preying, , Pyroclastic
Khyber, Jesters Court
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The new staff Breeze is based off of dex for to hit and damage, not str.
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Quite interesting good sir... I didn't catch that...Thats actually quite a huge deal. Its Finesse and then some. Definately built for acrobats... and even tho preying is str based it will still work amazingly well just a lil extra dps... since he rolls with a 28 str and 30 dex...
Last edited by The_Phenx; 09-03-2009 at 01:26 PM.
Ghinsuu, Spikey, Preying, , Pyroclastic
Khyber, Jesters Court
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Hmmm If I was going to be a pure badass tripping fool with this stick.
I would totally do CE and Improved trip...
Since rouges do not get access to trip enhancements. If I were going to build a specialist just to use this staff? I would change the level split.
I would do a 18 Rouge 1 Monk 1 Fighter
This still allows access to all the clickie attacks and stances from monks.
You dont loose too much, just the access to Monk wis + 1 enh, void strike (force damage clickie) and the WAY of enh's so -5 Hit points
You gain +1 uncentered BAB so you can take GTHF at 15 if you wanted, get a couple extra hit points, Access to fighter toughness I (for extra 10 hp) and fighter strategy trip for +1 dc to your trip attacks.
Its not a bad trade off -1ac and -1d4 force damage for +1 trip dc +1 BAB and 7 Hit points.
I would start with a 10 wis and put the extra point into int to balance out int since +2 tomes are going to level 7 usage. I would increase dex to 18 and that puts str at a 14 I think?
This is how I would DEFINATELY do a warforfged version of this build, and then take Warforged Tactics III for an additional +3 DC, and Great weapon Aptitude III. (you would loose +1 ac +1th and +1 to resists)
So with that stick your looking at a +10 DC to your trip attacks... which is HUGE.
SO say Tip DC10 + Str Mod +9 + 10.. your looking at a DC 29 save on a str check...Silly...and Improved trip is another +4 on top of that... SO madstoned/raged you could be looking at a DC 34 with only a 24 str...
Honestly this is not a bad all around build split now that I look at it.. just a different flavor than the way I went.
Maybe one day whe I am bored again.. I will roll up the Bigger F'n Stick and make this version.
Last edited by The_Phenx; 09-03-2009 at 01:27 PM.
Ghinsuu, Spikey, Preying, , Pyroclastic
Khyber, Jesters Court
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Was just thinking of this build today, and whether or not to give it a shot on Cannith.
Torn on race, though - Elf for Invis/Displacement (this not being the most uber AC build, displacement may help out immensely) vs. Halfer (healing DMs!) vs. Warforged (weapon aptitude and improved combat tactics DCs).
Tough call :/
Heck, even Human for their Dragonmarks is tempting (I love DD, Teleport, and Exp Retreat!).
As for level split, 13 Rogue is a minimum for me as I'd want Acrobat II + both Improved Evasion and Crippling Strikes, so that 13/6/1 split is actually somewhat tempting, as is a possible 18/1/1 (or even 18/2).
And is Imp. Trip worth it? Or just stick with Stunning Blow?
I'm guessing I won't have amazing DCs, but I guess every bit helps. Hmm..
I wouldnt do elf or human.. displacement is just a 2nd tier shroud item...and invis.. there are plenty of clickies...Human.. DD is cool.. but ...
The best reasons ot do Halfy is the +1th +ac and saves with the halfling guile enhnacements.
Wf are best for tactics and glancing blows.
Hving explored all the options and swapped a lot of feats around...I feel pretty comfy saying....
If you are looking to do a stunning blow or tripping toon I would say the best build is WF...the better str and the tactics lines make that +4 dc pretty worthwhile.
I would say radiance S/A builds or those worried about taking dragonmarks for healing are best done halfling.
As for imp trip... matter of opinion... he asked for what I would do as a build for that stick.
Will I cange out Preying.. maybe once I get that staff but I feel that will be a LONG way away, and hopefully we will have ACRO III by then.
Ghinsuu, Spikey, Preying, , Pyroclastic
Khyber, Jesters Court
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Yeah, Halfling (for guile/cunning) and WF (wpn aptitude) are certainly very tempting. No arguments there.
If I were going Assassin with radiance rapiers, Halfers would be my race of choice (or Drow for the higher int).
The displacement idea, though, was mostly to *get* to endgame.
Sure, I can craft a displacement item then, but I also want to be able to enjoy the first 14 levels. If he has a low AC, no way to heal himself, and dies a lot - he won't make it past 4 before I think of deleting him.
I'm also a bit concerned about using a Str-based weapon and using the lowest Str race ingame...
Anyways, still very tempted to go Monk 3 (Fists of Light). The high attack speed of QS with windstance (and eventually Acrobat II) could help alot with survivability with the ability to self-heal via Light. Not to mention a free 1min Blur and +2 to hit/dmg via ki combos.
Heck, I'd even be tempted to go 13 Rog-Acrobat II / 6 Ftr-Kensai I / 1 Monk if it wouldn't completely gimp my skills.
Hmm. Still trying to wrap my head around this build. It sounds so fun, yet could easily be gimped if not built right.
Grrrr
*edit* - regarding Breeze. It looks as though it's a weapon that will work *very* nicely with the Acrobat set bonus from the new raid gear.
http://i153.photobucket.com/albums/s...MorahsBand.jpg
Last edited by Aerendil; 09-03-2009 at 04:41 PM.
The AC at low levels is just fine. With a barkskin and some house p buffs your in the mid 30's.
All you have to do is get the black widow bracers from WW...and that can be done at 2nd.
At upper levels its pretty solid too... the only AC based hard to find loot I have is Icy Raiments and insight on his quarterstaff and Preying is sitting at 48 unbuffed. Throw in a chattering ring and a barkskin pot...
I had no problem surviving on him while leveling, just have to play it smart, use your diplo, don't be the first one in the room.
Of course now I run amock with him and go crazy.
As for healing.. do what I did... replace the THF chain with halfling dragonmarks... then once your UMD is solid enough to use heal scrolls swap the feats back out. THF is not necessary, just a lil extra dps.
Last edited by The_Phenx; 09-03-2009 at 05:29 PM.
Ghinsuu, Spikey, Preying, , Pyroclastic
Khyber, Jesters Court
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Anyway to do this with a 28 point build? I've only started playing, I'm noobtastic, I was planning on playing a rogue and from the sounds of it this would be a fun varient on that.
And also since I'm so noobish (I just figured out today that diplo is a detaunt ), I'm not sure when and what to spend action points on I know there are prereques on some of the stuff, I just know I'm going to screw it up somehow.
Figured I'd go with the dragonmarks as opposed to the TH feats the guys I'm playing with want to do a warforged party but I think that would be even a worse way to go with 28 pts, and this way I have the ability to heal myself (since our wiz won't be able to do it)
Last edited by bloodsage; 09-04-2009 at 02:16 AM.
This is more of an advanced build. If you are looking to do something similar as a new person to the game it will be difficult, but not impossible. Read thru the thread there is a lot of great information there.
If you have to sacrifice points from anywhere the best place to get them would be from the areas I used +1 tomes for right off the bat, since you will not have access to them.
I would roll with a 14 dex and a 9 wisdom and a 12 con. The 9 wisdom will even out to a 10 later on with the monk wisdom enhancement. This retains the ability to keep your rouge skills up to par, and you should source a +1 str tome asap (either from the store, auction house, or trade forums) Your AC will be slightly lower at end game (2 less) but this is not the end of the world..
Nothing wrong with going wf in a party with a wizard... since they are the primary healers for warforged...especially fi your doing an all wf party...
Ghinsuu, Spikey, Preying, , Pyroclastic
Khyber, Jesters Court
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This is what I've come up with for a modified 28 pt warforged build.
What do you think? Any specific changes you would recommend (like just giving up and going standard rogue )?Code:Character Plan by DDO Character Planner Version 3.10 DDO Character Planner Home Page Level 20 Lawful Good Warforged Male (2 Monk \ 18 Rogue) Hit Points: 211 Spell Points: 0 BAB: 14\14\19\24 Fortitude: 10 Reflex: 17 Will: 9 Starting Feat/Enhancement Base Stats Modified Stats Abilities (Level 1) (Level 20) Strength 15 20 Dexterity 14 17 Constitution 11 12 Intelligence 14 14 Wisdom 9 10 Charisma 10 10 Starting Ending Feat/Enhancement Base Skills Base Skills Modified Skills Skills (Level 1) (Level 20) (Level 20) Balance 6 12 18 Bluff 0 0 0 Concentration 0 1 2 Diplomacy 4 23 23 Disable Device 6 25 25 Haggle 2 23 23 Heal -1 0 0 Hide 4 16 16 Intimidate 0 0 0 Jump 6 15 19 Listen -1 0 0 Move Silently 4 16 16 Open Lock 6 26 26 Perform n/a n/a n/a Repair 2 2 2 Search 6 25 25 Spot 3 23 23 Swim 2 5 5 Tumble 4 15 21 Use Magic Device 4 23 23 Level 1 (Rogue) Skill: Balance (+4) Skill: Diplomacy (+4) Skill: Disable Device (+4) Skill: Haggle (+2) Skill: Hide (+2) Skill: Jump (+4) Skill: Move Silently (+2) Skill: Open Lock (+4) Skill: Search (+4) Skill: Spot (+4) Skill: Tumble (+2) Skill: Use Magic Device (+4) Feat: (Selected) Two Handed Fighting Feat: (Automatic) Attack Feat: (Automatic) Composite Plating Feat: (Automatic) Heroic Durability Feat: (Automatic) Light Armor Proficiency Feat: (Automatic) Light Fortification Feat: (Automatic) Martial Weapon Proficiency: Rapier Feat: (Automatic) Martial Weapon Proficiency: Shortsword Feat: (Automatic) Martial Weapon Proficiency: Shortbow Feat: (Automatic) Simple Weapon Proficiency Feat: (Automatic) Sneak Feat: (Automatic) Sneak Attack Feat: (Automatic) Trapfinding Feat: (Automatic) Warforged Resistances Enhancement: Rogue Haste Boost I Enhancement: Rogue Faster Sneaking I Enhancement: Rogue Sneak Attack Training I Enhancement: Rogue Balance I Level 2 (Rogue) Skill: Balance (+1) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Hide (+1) Skill: Jump (+1) Skill: Move Silently (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Feat: (Automatic) Defensive Fighting Feat: (Automatic) Evasion Enhancement: Rogue Tumble I Enhancement: Rogue Dexterity I Enhancement: Warforged Great Weapon Aptitude I Level 3 (Monk) Skill: Diplomacy (+1) Skill: Disable Device (+0.5) Skill: Hide (+1) Skill: Open Lock (+0.5) Skill: Search (+0.5) Skill: Use Magic Device (+0.5) Feat: (Selected) Cleave Feat: (Monk Bonus) Power Attack Feat: (Automatic) Exotic Weapon Proficiency: Kama Feat: (Automatic) Exotic Weapon Proficiency: Shuriken Feat: (Automatic) Finishing Moves Feat: (Automatic) Flurry of Blows Feat: (Automatic) Ki Strike: Damage Feat: (Automatic) Martial Weapon Proficiency: Handaxe Feat: (Automatic) Sunder Feat: (Automatic) Trip Feat: (Automatic) Unarmed Strike Enhancement: Disciple of Breezes Enhancement: Rogue Improved Trap Sense I Enhancement: Warforged Constitution I Level 4 (Monk) Ability Raise: STR Skill: Balance (+1) Skill: Disable Device (+0.5) Skill: Move Silently (+1) Skill: Open Lock (+0.5) Skill: Search (+0.5) Skill: Use Magic Device (+0.5) Feat: (Monk Bonus) Toughness Feat: (Automatic) Meditation Enhancement: Way of the Patient Tortiose I Enhancement: Monk Wisdom I Level 5 (Rogue) Skill: Balance (+1) Skill: Diplomacy (+1) Skill: Disable Device (+2) Skill: Open Lock (+2) Skill: Search (+2) Skill: Use Magic Device (+2) Feat: (Automatic) Trap Sense Level 6 (Rogue) Skill: Balance (+2) Skill: Diplomacy (+2) Skill: Disable Device (+1) Skill: Hide (+1) Skill: Move Silently (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Use Magic Device (+1) Feat: (Selected) Great Cleave Feat: (Automatic) Uncanny Dodge Enhancement: Rogue Haste Boost II Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Rogue Balance II Enhancement: Rogue Tumble II Level 7 (Rogue) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Hide (+1) Skill: Move Silently (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Tumble (+2) Skill: Use Magic Device (+1) Enhancement: Rogue Sneak Attack Training II Enhancement: Warforged Tactics I Level 8 (Rogue) Ability Raise: STR Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Hide (+1) Skill: Move Silently (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+2) Skill: Tumble (+1) Skill: Use Magic Device (+1) Enhancement: Rogue Thief-Acrobat I Level 9 (Rogue) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Hide (+1) Skill: Jump (+1) Skill: Move Silently (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+2) Skill: Use Magic Device (+1) Feat: (Selected) Improved Two Handed Fighting Enhancement: Rogue Dexterity II Level 10 (Rogue) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Haggle (+1) Skill: Hide (+2) Skill: Move Silently (+2) Skill: Open Lock (+1) Skill: Search (+1) Skill: Use Magic Device (+1) Feat: (Automatic) Improved Uncanny Dodge Enhancement: Warforged Great Weapon Aptitude II Level 11 (Rogue) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Haggle (+3) Skill: Jump (+2) Skill: Open Lock (+1) Skill: Search (+1) Skill: Use Magic Device (+1) Enhancement: Rogue Haste Boost III Enhancement: Rogue Sneak Attack Training III Level 12 (Rogue) Ability Raise: STR Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Hide (+2) Skill: Jump (+1) Skill: Move Silently (+2) Skill: Open Lock (+1) Skill: Search (+1) Skill: Use Magic Device (+1) Feat: (Rogue Bonus) Cripling Strike Feat: (Selected) Improved Critical: Bludgeoning Weapons Enhancement: Rogue Haste Boost IV Level 13 (Rogue) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Haggle (+2) Skill: Open Lock (+1) Skill: Search (+1) Skill: Tumble (+3) Skill: Use Magic Device (+1) Level 14 (Rogue) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Haggle (+4) Skill: Jump (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Use Magic Device (+1) Enhancement: Rogue Thief-Acrobat II Enhancement: Rogue Dexterity III Level 15 (Rogue) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Haggle (+2) Skill: Open Lock (+1) Skill: Search (+1) Skill: Tumble (+3) Skill: Use Magic Device (+1) Feat: (Rogue Bonus) Improved Evasion Feat: (Selected) Stunning Blow Enhancement: Rogue Extra Action Boost I Level 16 (Rogue) Ability Raise: STR Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Haggle (+5) Skill: Open Lock (+1) Skill: Search (+1) Skill: Use Magic Device (+1) Enhancement: Rogue Sneak Attack Training IV Level 17 (Rogue) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Haggle (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+4) Skill: Use Magic Device (+1) Enhancement: Warforged Great Weapon Aptitude III Level 18 (Rogue) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Haggle (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+4) Skill: Use Magic Device (+1) Feat: (Selected) Greater Two Handed Fighting Feat: (Rogue Bonus) Slippery Mind Enhancement: Warforged Tactics II Level 19 (Rogue) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Haggle (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+4) Skill: Use Magic Device (+1) Enhancement: Warforged Tactics III Level 20 (Rogue) Ability Raise: STR Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Haggle (+1) Skill: Hide (+1) Skill: Move Silently (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Tumble (+1) Skill: Use Magic Device (+1) Enhancement: Rogue Extra Action Boost II Enhancement: Warforged Power Attack I