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  1. #1
    Community Member Craggath's Avatar
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    Default My attempt at a pure defensive tank

    Build breakdown below character planner post

    Code:
    Character Plan by DDO Character Planner Version 2.96
    DDO Character Planner Home Page
    
    Tank 
    Level 16 Lawful Good Warforged Male
    (11 Fighter \ 3 Paladin \ 2 Monk) 
    Hit Points: 308
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 23
    Reflex: 16
    Will: 15
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             16                    22
    Dexterity            14                    14
    Constitution         16                    18
    Intelligence         12                    13
    Wisdom                6                     6
    Charisma             12                    14
    
    Tomes Used
    +1 Tome of Intelligence used at level 1
    +1 Tome of Charisma used at level 1
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               2                     0
    Bluff                 1                     2
    Concentration         3                     4
    Diplomacy             1                     2
    Disable Device        n/a                   n/a
    Haggle                1                     3
    Heal                 -2                    -2
    Hide                  2                     0
    Intimidate            5                    26
    Jump                  7                    20
    Listen               -2                    -2
    Move Silently         2                     0
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     1
    Search                1                     1
    Spot                 -2                    -2
    Swim                  3                     2
    Tumble                n/a                   2
    Use Magic Device      3                    11.5
    
    Level 1 (Fighter)
    Feat: (Fighter Bonus) Dodge
    Feat: (Selected) Mithral Body
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Deflect Arrows
    
    
    Level 3 (Monk)
    Feat: (Selected) Force of Personality
    Feat: (Monk Bonus) Toughness
    
    
    Level 4 (Paladin)
    
    
    Level 5 (Paladin)
    
    
    Level 6 (Paladin)
    Feat: (Selected) Luck of Heroes
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Combat Expertise
    
    
    Level 8 (Fighter)
    
    
    Level 9 (Fighter)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Fighter Bonus) Resilience
    
    
    Level 10 (Fighter)
    
    
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Improved Shield Bash
    
    
    Level 12 (Fighter)
    Feat: (Selected) Bullheaded
    
    
    Level 13 (Fighter)
    Feat: (Fighter Bonus) Shield Mastery
    
    
    Level 14 (Fighter)
    
    
    Level 15 (Fighter)
    Feat: (Fighter Bonus) Improved Shield Mastery
    Feat: (Selected) Lightning Reflexes
    
    
    Level 16 (Fighter)
    Enhancement: Fighter Tower Shield Mastery I
    Enhancement: Fighter Tower Shield Mastery II
    Enhancement: Fighter Tower Shield Mastery III
    Enhancement: Way of the Clever Monkey I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Fighter Intimidate I
    Enhancement: Fighter Intimidate II
    Enhancement: Fighter Intimidate III
    Enhancement: Paladin Charisma I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III
    Enhancement: Fighter Toughness IV
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Construct Thinking I
    Enhancement: Warforged Construct Thinking II
    Enhancement: Warforged Damage Reduction I
    Enhancement: Warforged Damage Reduction II
    Enhancement: Warforged Damage Reduction III
    Enhancement: Warforged Hardiness I
    Enhancement: Warforged Healer's Friend I
    I'm not familiar at all with equipment at high levels, so I'm afraid I can't show this builds full potential. However, here's my shot:

    Intimidate:
    26 base build
    11 item
    2 heroism potion
    3 +6 cha item

    =42

    Armor class:
    10 base
    5 mithral body
    5 dex (with +6 item)
    5 docent
    9 +5 tower shield
    1 dodge
    5 CE
    2 self pally aura
    3 barkskin pot (or do they sell +4's now?)
    5 +5 prot item
    1 parrying weapon

    = 51/53 blocking, which I know is not enough. Am I missing anything and what can I do to get it higher? What other pieces of equipment will help me here?

    Saves:

    Fortitude:
    23 base build
    3 +6 con item
    3 +6 cha item
    5 +5 resist item
    2 pally aura
    2 heroism
    1 parrying item
    = 39/43 with Resilience

    Reflex:
    16 base build
    3 +6 dex item
    3 +6 cha item
    5 +5 resist item
    2 heroism
    2 pally aura
    1 parrying weapon

    = 32/33 vs. traps/36 with Resilience. Is this enough?

    Will:
    15 base build
    3 +6 cha item
    3 +6 cha item again (force of personality)
    5 +5 resist item
    2 heroism
    2 pally aura
    1 parrying weapon

    =31/33 vs. enchantments/35 with Resilience.

    HP:
    308 base
    46 +6 con item
    20 improved False life item

    =376

    Other perks of this build:

    minor UMD potential

    Massive DR when blocking with a shield, thanks to Shield mastery and Improved Shield mastery

    Evasion (not really worth mentioning, but it's there)

    As a warforged I don't have to worry about poison, disease, exhaustion, paralysis, enervation, etc. which allows me more manueverability in the equipment department. I won't have to worry about taking off my +6 con belt to put on my poison proof item.

    Any comments or suggestions, particularly in the AC and Reflex save department, are welcome.

    Edited from original to include suggestions
    Last edited by Craggath; 10-12-2008 at 12:35 PM. Reason: Edited to incorporate suggestions
    Accomplishments:
    Helping newbies on many occasions
    Coordinating a smooth and successful Elite Vela takedown

  2. #2
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    Even "pure defensive tanks" need to swing a weapon, contribute DPS, and kill stuff now and again. As such, 10 STR is laughable. You DO NOT need 15 CHA, especially on a WF, to successfully intimidate all the mobs in this game; it is simply too costly for the attribute points.

    Try to pull that CHA down to 11-12 and bump that STR to 16. You'll be better off in the long run.

  3. #3

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    Quote Originally Posted by Blazer View Post
    Even "pure defensive tanks" need to swing a weapon, contribute DPS, and kill stuff now and again. As such, 10 STR is laughable. You DO NOT need 15 CHA, especially on a WF, to successfully intimidate all the mobs in this game; it is simply too costly for the attribute points.

    Try to pull that CHA down to 11-12 and bump that STR to 16. You'll be better off in the long run.
    /signed
    If you want to know why...

  4. #4
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Blazer View Post
    Even "pure defensive tanks" need to swing a weapon, contribute DPS, and kill stuff now and again. As such, 10 STR is laughable. You DO NOT need 15 CHA, especially on a WF, to successfully intimidate all the mobs in this game; it is simply too costly for the attribute points.

    Try to pull that CHA down to 11-12 and bump that STR to 16. You'll be better off in the long run.
    Agreed on the Cha and Str, but you will need a higher Intimidate. 52 is the key breakpoint where you can hold the aggro of every foe in the game.

    Fortunately, you will have more help hitting that than you realise.

    You can get a +15 Intim item (these are pretty rare, but sadly needed for the build). You can also get a +4 boost from Greater Heroism (cast by a party member or from a clicky), and a Shroud item can boost the skill further, by 1 to 6.

    Charisma tomes are now common enough that you can hope to loot one at endgame (IMO it's pretty reasonable to assume you'll have 2-3 +2 tomes at endgame if you shoot for them).
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  5. #5
    Founder vyvy3369's Avatar
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    Quote Originally Posted by Blazer View Post
    ...You DO NOT need 15 CHA, especially on a WF, to successfully intimidate all the mobs in this game; it is simply too costly for the attribute points...
    I have to agree with this - I started my 16 Fighter with a 6 Charisma back in Head Start days, and have his intimidate up to +53 unbuffed (which typically means +57 w/ GH or +59 if there's a Bard around). Plenty to completely floor everything in the game on normal, and a pretty good chance at even the Hound on elite. Yeah, it takes a lot of equipment, but that's what Fighters seem to be all about these days.

    Edit: and since you're probably going to argue that it's for the extra saves, it's probably not worth it there either. Sure you may want to get it up to 12 or so (since up until then it's only 1 point for another +1), but getting up to 15 gives you an extra +2 I'd assume at the cost of a lot of your build points.
    Last edited by vyvy3369; 10-12-2008 at 09:58 AM.
    Quote Originally Posted by vyvy3369 View Post
    "Fortune and glory, kid. Fortune and glory.
    - Henry Jones, Sarlona
    All done with Completionist (again) and Epic Completionist. First character to 30 on Sarlona* (before the rollback).

  6. #6
    Community Member Craggath's Avatar
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    Thanks for all the great feedback. The original post has been edited. He's now got 22 str end game and improved crit: slashing. I just have one more concern:

    Is this guy viable in terms of Armor class?
    Accomplishments:
    Helping newbies on many occasions
    Coordinating a smooth and successful Elite Vela takedown

  7. #7
    Founder Aesop's Avatar
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    why the monk levels?
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  8. #8
    Community Member Craggath's Avatar
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    Evasion, mostly. Then there were 2 bonus feats and +3 to all saves to make it more enticing.
    Accomplishments:
    Helping newbies on many occasions
    Coordinating a smooth and successful Elite Vela takedown

  9. #9
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by Craggath View Post
    As a warforged I don't have to worry about poison, disease, exhaustion, paralysis, enervation, etc. which allows me more manueverability in the equipment department. I won't have to worry about taking off my +6 con belt to put on my poison proof item.
    With 3 paladin levels you don't need to worry about disease anyway. Also, as a paladin, you can use Neutralize Poison wands, which, while not sufficient for every situation, take care of most, and, in the situations that wanding isn't enough, a cleric will often have the spell prepared.

    Exhaustion is easy enough to deal with using the paladin spell (at lvl 4), a clicky, potion, or wand. Paralysis, in most forms, is subject to a save, so with good saves, you just have to worry about rolling a '1'. And even in that event, most of those effects permit additional saves every X number of seconds, so you are likely to break at the first opportunity anyway. Not perfect, but this doesn't seem a strong enough reason to roll a WF.

    Enervation sucks. No doubt about that, but it comes into play little enough, and there is equipment that you can get that will lessen the danger here. This seems a pretty good reason to go WF, though perhaps not for what you are aiming to do.

    Quote Originally Posted by Angelus_dead View Post
    FYI, you'd be better at that function by trading most of your fighter levels for more of monk or paladin. (Or ranger, and maybe even rogue)
    Only if he bumped his Wis up significantly.

    I'd definitely go with Rogue levels over Monk levels if you aren't adding the Wis to AC.

    Crag, if you want a defensive tank, I'd recommend a dwarven intimitank, or a ranger/monk combo that gets intimidate in there somehow (splash of fighter or rogue). I've no experience playing WF, but it seems to me that they just cannot attain as high an AC as other armor-wearers, due to losing a handful of AC from not being able to wear FP, and fall a little short of unarmed guys as well, due to the racial modifiers the WF don't get (+Dex, +Dex enhancements, a higher Wis score, etc...).

    I have run 2 intimitanks to cap (human pal 12/ ftr 4, and a dwarf pal 12/ftr 4). I rarely have had to worry about poison (even less so on the dwarf), the only disease worth mentioning is mummy rot, and that can be dealt with, pass most saves on all but a '1', and only get enervated when I forget to put on my Silver Flame Amulet or take on too many beholders at once. Dwarf is definitely superior to human for this kind of build, though if you are set on taking monk levels, I'd go halfling.
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  10. #10

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    Quote Originally Posted by sephiroth1084 View Post
    With 3 paladin levels you don't need to worry about disease anyway. Also, as a paladin, you can use Neutralize Poison wands, which, while not sufficient for every situation, take care of most, and, in the situations that wanding isn't enough, a cleric will often have the spell prepared.

    Exhaustion is easy enough to deal with using the paladin spell (at lvl 4), a clicky, potion, or wand. Paralysis, in most forms, is subject to a save, so with good saves, you just have to worry about rolling a '1'. And even in that event, most of those effects permit additional saves every X number of seconds, so you are likely to break at the first opportunity anyway. Not perfect, but this doesn't seem a strong enough reason to roll a WF.

    Enervation sucks. No doubt about that, but it comes into play little enough, and there is equipment that you can get that will lessen the danger here. This seems a pretty good reason to go WF, though perhaps not for what you are aiming to do.



    Only if he bumped his Wis up significantly.

    I'd definitely go with Rogue levels over Monk levels if you aren't adding the Wis to AC.

    Crag, if you want a defensive tank, I'd recommend a dwarven intimitank, or a ranger/monk combo that gets intimidate in there somehow (splash of fighter or rogue). I've no experience playing WF, but it seems to me that they just cannot attain as high an AC as other armor-wearers, due to losing a handful of AC from not being able to wear FP, and fall a little short of unarmed guys as well, due to the racial modifiers the WF don't get (+Dex, +Dex enhancements, a higher Wis score, etc...).

    I have run 2 intimitanks to cap (human pal 12/ ftr 4, and a dwarf pal 12/ftr 4). I rarely have had to worry about poison (even less so on the dwarf), the only disease worth mentioning is mummy rot, and that can be dealt with, pass most saves on all but a '1', and only get enervated when I forget to put on my Silver Flame Amulet or take on too many beholders at once. Dwarf is definitely superior to human for this kind of build, though if you are set on taking monk levels, I'd go halfling.
    prolly his main reason is for vod where wf tanks are so valuable. but with a low 50 ac, it is not going to be enough to tank sally
    If you want to know why...

  11. #11
    Founder Aesop's Avatar
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    Quote Originally Posted by Aranticus View Post
    prolly his main reason is for vod where wf tanks are so valuable. but with a low 50 ac, it is not going to be enough to tank sally
    With better equipment he'd be better off.

    Chaosguard +2
    the rituals +2
    Shroud Insight Weapon (-1 parry) +4

    Pocket Ranger for 2 more
    Pocket Paladin for 2-3 more

    Recitation +2
    Pocket Bard +4


    so somewhere around 70ish in Raid Mode

    I'd still change out the Monk for Rogue levels

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  12. #12
    Founder Lifespawn's Avatar
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    but monk gives him saves and 2 free feats if he doesn't care about the umd no reason to take rogue
    Quote Originally Posted by MadFloyd View Post
    Fernando has yet to even suggest a nerf of anything.
    Oh and by the way (referring to your sig), we aren't nerfing the Torc.

  13. #13
    Community Member Noctus's Avatar
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    Quote Originally Posted by Lifespawn View Post
    but monk gives him saves and 2 free feats if he doesn't care about the umd no reason to take rogue
    Absolutely.
    Erzskalde (Warchanter) / Erzassassin (just passing through - ignore me) / Erzsoldat (waiting for TR-time) / Erzschmied (ranged Artificer)

  14. #14
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by Aranticus View Post
    prolly his main reason is for vod where wf tanks are so valuable. but with a low 50 ac, it is not going to be enough to tank sally
    Says you. Anybody can tank sally. The only difference from one tank to another is how much healing is required for that tank. A nice thing about wf as we both know is a wf can be repaired by arcane reducing the amount of healing that is required from a cleric on said wf.
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  15. #15
    Founder Lifespawn's Avatar
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    Quote Originally Posted by maddmatt70 View Post
    Says you. Anybody can tank sally. The only difference from one tank to another is how much healing is required for that tank. A nice thing about wf as we both know is a wf can be repaired by arcane reducing the amount of healing that is required from a cleric on said wf.
    the main reason wf is better tank is that curse doesn't affect their arcane healing
    Quote Originally Posted by MadFloyd View Post
    Fernando has yet to even suggest a nerf of anything.
    Oh and by the way (referring to your sig), we aren't nerfing the Torc.

  16. #16
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by Lifespawn View Post
    the main reason wf is better tank is that curse doesn't affect their arcane healing
    I look at this quest from the view of the raid leader. It is for the most part more difficult to recruit clerics for this quest then any other class so any strategy utilizing less clerics is an advantage. The end result is you fill up the group and do the quest quicker when you have less clerics. Removing curse isn't that big an issue really - it does cost the cleric more mana because they will have a few heals not land, but otherwise not that big of an issue.
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

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