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Last edited by ChadMan; 12-26-2008 at 04:48 PM.
hey ill make it simple, i have a 2handed fighter and a wizard and starting a cleric. so my next build will be a 2wf. I dont know much more than that considering i know nothing on how to build it, so either an evasion tank, or even tempest build. I have no tomes but 32 point build. i just dont know what to do or even where to start, lol! sorry for the n00b responce, but i have made and capped 2 toons and just started my cleric. thanks.
I'm a joker, I'm a smoker, I'm a midnight troller. sure didnt want to hurt velah!
Here we go got to imp 2wf envasion 400+ hp w/ shroud crafted item(+45hp) and meno legens helm =6 con item and about 390 hp w/ out the shroud crafted item and a gfl (+30) in its place i also added a bit of indimidation because saw the hp and taught w/ that hp why not get the agro but u can swich out intimidate for a skill u want if u need well with that i persent...
Code:Character Plan by DDO Character Planner Version 2.96 DDO Character Planner Home Page Level 16 Lawful Good Elf Male (8 Fighter \ 2 Rogue \ 6 Ranger) Hit Points: 292 Spell Points: 30 BAB: 15\15\20\25\25 Fortitude: 15 Reflex: 16 Will: 4 Starting Ending Feat/Enhancement Abilities Base Stats Base Stats Modified Stats (32 Point) (Level 1) (Level 16) (Level 16) Strength 17 17 19 Dexterity 16 16 17 Constitution 13 17 17 Intelligence 13 13 13 Wisdom 8 8 8 Charisma 8 8 8 Starting Ending Feat/Enhancement Base Skills Base Skills Modified Skills Skills (Level 1) (Level 16) (Level 16) Balance 3 16 16 Bluff -1 -1 -1 Concentration 1 3 3 Diplomacy -1 -1 -1 Disable Device n/a n/a n/a Haggle -1 -1 -1 Heal -1 -1 -1 Hide 3 3 4 Intimidate 1 18 21 Jump 5 23 26 Listen -1 -1 2 Move Silently 3 6 7 Open Lock n/a 9 10 Perform n/a n/a n/a Repair 1 1 1 Search 1 1 4 Spot -1 -1 2 Swim 3 4 6 Tumble n/a n/a n/a Use Magic Device n/a 3 3 Notable Equipment Ring: Health Ring Ring: Dextrous Ring Ring: Health Ring Ring: Health Ring Belt: Belt of Greater False Life Bracers: Ogre Power Bracers Level 1 (Fighter) Skill: Intimidate (+2) Skill: Jump (+2) Feat: (Fighter Bonus) Dodge Feat: (Selected) Two Weapon Fighting Feat: (Automatic) Attack Feat: (Automatic) Defensive Fighting Feat: (Automatic) Elven Keen Senses Feat: (Automatic) Enchantment Save Bonus Feat: (Automatic) Heavy Armor Proficiency Feat: (Automatic) Heroic Durability Feat: (Automatic) Immunity to Sleep Feat: (Automatic) Light Armor Proficiency Feat: (Automatic) Martial Weapon Proficiency (ALL) Feat: (Automatic) Medium Armor Proficiency Feat: (Automatic) Shield Proficiency (General) Feat: (Automatic) Simple Weapon Proficiency (ALL) Feat: (Automatic) Sneak Feat: (Automatic) Sunder Feat: (Automatic) Tower Shield Proficiency Feat: (Automatic) Trip Enhancement: Fighter Strategy (Sunder) I Enhancement: Fighter Strategy (Trip) I Enhancement: Fighter Jump I Level 2 (Rogue) Skill: Intimidate (+2) Skill: Move Silently (+2) Skill: Open Lock (+5) Feat: (Automatic) Sneak Attack Feat: (Automatic) Trapfinding Enhancement: Rogue Skill Boost I Enhancement: Fighter Critical Accuracy I Enhancement: Rogue Hide I Enhancement: Rogue Move Silently I Enhancement: Rogue Open Lock I Level 3 (Rogue) Skill: Balance (+2) Skill: Intimidate (+2) Skill: Open Lock (+1) Skill: Use Magic Device (+4) Feat: (Selected) Toughness Feat: (Automatic) Evasion Enhancement: Rogue Dexterity I Enhancement: Fighter Toughness I Level 4 (Fighter) Ability Raise: CON Skill: Intimidate (+1) Skill: Jump (+2) Feat: (Fighter Bonus) Mobility Enhancement: Fighter Haste Boost I Enhancement: Fighter Strength I Level 5 (Fighter) Skill: Intimidate (+1) Skill: Jump (+2) Enhancement: Fighter Intimidate I Enhancement: Rogue Search I Enhancement: Rogue Spot I Enhancement: Rogue Tumble I Level 6 (Fighter) Skill: Intimidate (+1) Skill: Jump (+2) Feat: (Fighter Bonus) Combat Expertise Feat: (Selected) Lightning Reflexes Enhancement: Fighter Haste Boost II Enhancement: Fighter Toughness II Level 7 (Fighter) Skill: Intimidate (+1) Skill: Jump (+2) Enhancement: Fighter Intimidate II Level 8 (Fighter) Ability Raise: CON Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Feat: (Fighter Bonus) Power Attack Enhancement: Rogue Acid Trap Lore I Enhancement: Rogue Cold Trap Lore I Enhancement: Rogue Electric Trap Lore I Enhancement: Rogue Fire Trap Lore I Enhancement: Rogue Sonic Trap Lore I Level 9 (Fighter) Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Feat: (Selected) Luck of Heroes Enhancement: Fighter Strength II Enhancement: Fighter Toughness III Level 10 (Fighter) Skill: Balance (+0.5) Skill: Intimidate (+1) Skill: Jump (+1) Feat: (Fighter Bonus) Cleave Enhancement: Fighter Jump II Level 11 (Ranger) Skill: Balance (+3) Skill: Jump (+1) Feat: (Favored Enemy) Favored Enemy: Undead Feat: (Automatic) Bow Strength Feat: (Automatic) Wild Empathy Enhancement: Fighter Intimidate III Enhancement: Fighter Jump III Level 12 (Ranger) Ability Raise: CON Skill: Balance (+0.5) Skill: Intimidate (+2) Skill: Jump (+1) Skill: Move Silently (+1) Feat: (Selected) Toughness Feat: (Automatic) Rapid Shot Enhancement: Rogue Sneak Attack Accuracy I Enhancement: Rogue Sneak Attack Training I Level 13 (Ranger) Skill: Balance (+2) Skill: Intimidate (+1) Skill: Jump (+1) Feat: (Automatic) Diehard Enhancement: Fighter Critical Accuracy II Enhancement: Fighter Critical Accuracy III Level 14 (Ranger) Skill: Intimidate (+1) Skill: Jump (+1) Spell (1): Camouflage Spell (1): Jump Spell (1): Longstrider Spell (1): Merfolk's Blessing Spell (1): Ram's Might Spell (1): Resist Energy Spell (1): Summon Nature's Ally I Spell (1): Tumble Enhancement: Elf Melee Attack I Enhancement: Elf Melee Damage I Level 15 (Ranger) Skill: Balance (+2) Skill: Intimidate (+1) Skill: Jump (+1) Feat: (Favored Enemy) Favored Enemy: Evil Outsider Feat: (Selected) Toughness Enhancement: Ranger Swim I Enhancement: Ranger Swim II Enhancement: Ranger Energy of the Wild I Enhancement: Rogue Improved Trap Sense I Level 16 (Ranger) Ability Raise: CON Skill: Balance (+2) Skill: Intimidate (+1) Skill: Jump (+1) Feat: (Automatic) Improved Two Weapon Fighting Feat: (Automatic) Manyshot Enhancement: Ranger Sprint Boost I Enhancement: Ranger Sprint Boost II Enhancement: Elven Keen Hearing I
Last edited by ChadMan; 11-06-2008 at 11:23 PM. Reason: i need to add more stuff
I could not get his wis any higher im sry if u have a +6 wis item thow is should not be much of a prob8D
wow thats a trip, me and my coworker were sitting here and discussing how rangers, or some twfers dont have many hit points, and how we can get around that. this is an interesitng build. this may get an insight once i get bored with my cleric for a few levels (IE around 8-12 lol!)
I'm a joker, I'm a smoker, I'm a midnight troller. sure didnt want to hurt velah!
Hey i got 2 too try. but if you don't want too i under stand. WF 9-11 ranger 9-11 wizard. and 380+ hp at lvl 16. other one is a Cleric. TWF would like a high wis for death spells etc. and if you can 18 cha (can be after + 3 cha tome) 400 hp. any classes good but atleast 17 cleric, favored races Dwarf/WF/Halfling, i will be gone hunting 3-5 days. so that gives you a few days to work on them. if you get the time
Last edited by Verlock; 11-07-2008 at 12:21 AM. Reason: Done some reading see Dwarven Defender would like to stay off monk now
Galdair Fairmist,15 Cleric,1 fighter,28 S,30 C,34 W,17 D,17 I,
Verlock Terwand,14 Fighter,1 Ranger,1 Rouge,421 HP,43 UMD,34-40,Str,GTWF
Creolee Williams 2 Fighter 8 Barbarian...TWF Build
Galgone ,13 Cleric,2 Monk,1 Fighter...TWF Build
on the ranger/fighter/rogue mix i would take monk instead of rogue unless you want rogue skills if you go that way you could also take 2-3 pts out of int and put them in wis. If you go the rogue route plz plz plz take the rogue level first, and spread them out some to get the max out of your skills. I would also put all of your level ups in str and really really look for at least a +1 dex tome(yes i know you said you dont have tomes, but one should be that hard to find) I would go ranger as early as possible to get tempest as quick as you can
1st level fighter is VERY BAD build advice for anyone taking at least 1 level of rogue. skills are spread all over, 2 rog and 6 ranger gives alot of skills which can be used on very useful stuff like umd
twf feat taken when a 2rgr will get it for free, 8 levels of ftr but ZERO combat feats taken. no spring attack taken meaning all that 6 rgr is a WASTE of time. seriously this is what i'd do
L1: rogue (for skills)
L2-L7: ranger (to get tempest enhancement)
L8: rogue (evasion)
L9-L16: fighter (combat expertise, weapon focus, weapon specialisation, improve crit)
skills: intimidate, umd, balance, jump (else rogue skills)
enhancements: fighter haste boost, elven attack/damage, ranger attack/damage, rogue sneak attack, elven toughness, fighter tougness, tempest, fighter specialisation
this build will be 100% more effective than the 1st one
If you want to know why...
Hey sry guyz forgot about the lvls of rog adding on thanks for ceaching that
haha, although im not new, i can see where we are going with this. I was enamored by the hitpoints, and the ability to 2wf, but you know all the advice brings forth good measure for one who is thinking of experimenting. I had stigent(? on spelling) on the request a build make me the jorasco maurader. I like that idea as well, but was thinking it may have been missing something that tempest might add. if you guys want to revisit that one and see if there are any tweaks to that to make it impressive, that would be cool. if not even better. here is a question though why would i take monk over rouge, and with a dwarf wouldn't i pass on the umd because of the low starting stat in charisma?
I'm a joker, I'm a smoker, I'm a midnight troller. sure didnt want to hurt velah!
http://forums.ddo.com/showthread.php?t=145509
here ya go the chihuahua jorasco maurader build
I'm a joker, I'm a smoker, I'm a midnight troller. sure didnt want to hurt velah!
I had rog lvls for 1 reson that is why i like rog more then monk
10 opin lock +4 gh +10 item+2 w/ skill boost+ any more u can think of but w/ that said its at a 26 8D most lock will not be bale to hold on normal w/ more stuff on hard
If you want to know why...
Ok so a few things for u Ver this build will get 321 hp w/ gfl item +6 con item w/ out gh favor-menos hlem ok and it would work even better w/ bracers from vod or skiver from lotd w/ a shroud crafted item but 8D Good luck and any feedback good or bad on build welcome this is my first clierc build so
With that said i give you...
Code:Character Plan by DDO Character Planner Version 2.96 DDO Character Planner Home Page 2 wepon fighting clierc Level 16 True Neutral Halfling Male (2 Ranger \ 14 Cleric) Hit Points: 214 Spell Points: 1232 BAB: 12\12\17\22 Fortitude: 16 Reflex: 13 Will: 20 Starting Feat/Enhancement Abilities Base Stats Modified Stats (32 Point) (Level 1) (Level 16) Strength 6 6 Dexterity 16 21 Constitution 14 17 Intelligence 9 9 Wisdom 17 27 Charisma 14 18 Tomes Used +2 Tome of Dexterity used at level 16 +3 Tome of Constitution used at level 16 +3 Tome of Wisdom used at level 16 +2 Tome of Charisma used at level 16 Starting Ending Feat/Enhancement Base Skills Base Skills Modified Skills Skills (Level 1) (Level 16) (Level 16) Balance 3 5 5 Bluff 2 4 4 Concentration 6 21 21 Diplomacy 2 4 4 Disable Device n/a n/a n/a Haggle 2 4 4 Heal 7 14 15 Hide 3 5 8 Intimidate 4 6.5 6.5 Jump 2 3 6 Listen 7 13 15 Move Silently 3 5 7 Open Lock n/a n/a n/a Perform n/a n/a n/a Repair -1 -1 -1 Search -1 -1 -1 Spot 3 8 8 Swim -2 -2 -2 Tumble n/a n/a n/a Use Magic Device n/a n/a n/a Notable Equipment Helm: Hat of Power X Ring: Health Ring Ring: Wise Ring Belt: Belt of Greater False Life Level 1 (Ranger) Skill: Concentration (+4) Skill: Heal (+4) Skill: Intimidate (+2) Skill: Jump (+4) Skill: Listen (+4) Feat: (Favored Enemy) Favored Enemy: Undead Feat: (Selected) Weapon Finesse Feat: (Automatic) Attack Feat: (Automatic) Bow Strength Feat: (Automatic) Defensive Fighting Feat: (Automatic) Halfling Agility Feat: (Automatic) Halfling Bravery Feat: (Automatic) Halfling Keen Ears Feat: (Automatic) Halfling Luck Feat: (Automatic) Halfling Size Bonus Feat: (Automatic) Heroic Durability Feat: (Automatic) Light Armor Proficiency Feat: (Automatic) Martial Weapon Proficiency (ALL) Feat: (Automatic) Shield Proficiency (General) Feat: (Automatic) Simple Weapon Proficiency (ALL) Feat: (Automatic) Sneak Feat: (Automatic) Sunder Feat: (Automatic) Trip Feat: (Automatic) Wild Empathy Enhancement: Ranger Heal I Enhancement: Ranger Hide I Enhancement: Ranger Jump I Enhancement: Ranger Devotion I Level 2 (Ranger) Skill: Concentration (+1) Skill: Heal (+1) Skill: Intimidate (+0.5) Skill: Jump (+1) Skill: Listen (+1) Feat: (Automatic) Rapid Shot Feat: (Automatic) Two Weapon Fighting Enhancement: Ranger Dexterity I Level 3 (Cleric) Skill: Concentration (+1) Feat: (Selected) Mental Toughness Feat: (Automatic) Heavy Armor Proficiency Feat: (Automatic) Magical Training Feat: (Automatic) Medium Armor Proficiency Feat: (Automatic) Turn Undead Spell (1): Bane Spell (1): Bless Spell (1): Cause Fear Spell (1): Command Spell (1): Cure Light Wounds Spell (1): Divine Favor Spell (1): Doom Spell (1): Inflict Light Wounds Spell (1): Nightshield Spell (1): Nimbus of Light Spell (1): Obscuring Mist Spell (1): Protection From Evil Spell (1): Remove Fear Spell (1): Shield of Faith Spell (1): Summon Monster I Enhancement: Cleric Life Magic I Enhancement: Cleric Energy of the Zealot I Level 4 (Cleric) Ability Raise: WIS Skill: Heal (+1) Enhancement: Halfling Luck I (Will) Enhancement: Cleric Smiting I Enhancement: Cleric Wisdom I Level 5 (Cleric) Skill: Concentration (+1) Spell (2): Aid Spell (2): Bear's Endurance Spell (2): Bull's Strength Spell (2): Close Wounds Spell (2): Cure Moderate Wounds Spell (2): Deific Vengance Spell (2): Eagle's Spendor Spell (2): Find Traps Spell (2): Hold Person Spell (2): Inflict Moderate Wounds Spell (2): Lesser Restoration Spell (2): Owl's Wisdom Spell (2): Remove Paralysis Spell (2): Resist Energy Spell (2): Seek Eternal Rest Spell (2): Soundburst Spell (2): Spawn Screen Spell (2): Summon Monster II Enhancement: Cleric Divine Cleansing I Enhancement: Cleric Divine Healing I Enhancement: Cleric Divine Vitality I Level 6 (Cleric) Skill: Concentration (+1) Feat: (Selected) Maximize Spell Enhancement: Cleric Life Magic II Enhancement: Cleric Charisma I Level 7 (Cleric) Skill: Concentration (+1) Spell (3): Bestow Curse Spell (3): Blindness Spell (3): Contagion Spell (3): Cure Serious Wounds Spell (3): Dispel Magic Spell (3): Glyph of Warding Spell (3): Inflict Serious Wounds Spell (3): Magic Circle Against Evil Spell (3): Mass Aid Spell (3): Prayer Spell (3): Protection From Energy Spell (3): Remove Blindness Spell (3): Remove Curse Spell (3): Remove Disease Spell (3): Searing Light Spell (3): Summon Monster III Spell (3): Water Breathing Enhancement: Follower of the Sovereign Host Level 8 (Cleric) Ability Raise: WIS Skill: Concentration (+1) Enhancement: Halfling Luck II (Will) Level 9 (Cleric) Skill: Concentration (+1) Feat: (Selected) Improved Mental Toughness Spell (4): Chaos Hammer Spell (4): Cure Critical Wounds Spell (4): Deathward Spell (4): Dismissal Spell (4): Divine Power Spell (4): Freedom of Movement Spell (4): Holy Smite Spell (4): Inflict Critical Wounds Spell (4): Mass Shield of Faith Spell (4): Neutralize Poison Spell (4): Order's Wrath Spell (4): Poison Spell (4): Recitation Spell (4): Restoration Spell (4): Summon Monster IV Spell (4): Symbol of Flame Spell (4): Unholy Blight Enhancement: Cleric Wisdom II Level 10 (Cleric) Skill: Concentration (+1) Enhancement: Unyielding Sovereignty Enhancement: Halfling Dexterity I Level 11 (Cleric) Skill: Concentration (+1) Spell (5): Break Enchantment Spell (5): Flame Strike Spell (5): Greater Command Spell (5): Mass Cure Light Wounds Spell (5): Mass Inflict Light Wounds Spell (5): Raise Dead Spell (5): Slay Living Spell (5): Spell Resistance Spell (5): Summon Monster V Spell (5): Symbol of Pain Spell (5): True Seeing Enhancement: Cleric Life Magic III Enhancement: Cleric Energy of the Zealot II Enhancement: Cleric Energy of the Zealot III Level 12 (Cleric) Ability Raise: WIS Skill: Concentration (+1) Feat: (Selected) Quicken Spell Enhancement: Cleric Wisdom III Level 13 (Cleric) Skill: Concentration (+1) Spell (6): Banishment Spell (6): Blade Barrier Spell (6): Cometfall Spell (6): Create Undead Spell (6): Greater Dispel Magic Spell (6): Greater Glyph of Warding Spell (6): Harm Spell (6): Heal Spell (6): Heroes Feast Spell (6): Mass Bear's Endurance Spell (6): Mass Bull's Strength Spell (6): Mass Cure Moderate Wounds Spell (6): Mass Eagle's Spendor Spell (6): Mass Inflict Moderate Wounds Spell (6): Mass Owl's Wisdom Spell (6): Summon Monster VI Spell (6): Symbol of Fear Spell (6): Symbol of Persuasion Spell (6): Undead to Death Spell (6): Word of Recall Enhancement: Cleric Charisma II Level 14 (Cleric) Skill: Concentration (+1) Enhancement: Cleric Divine Vitality II Enhancement: Cleric Extra Turning I Enhancement: Cleric Extra Turning II Level 15 (Cleric) Skill: Concentration (+1) Feat: (Selected) Toughness Spell (7): Destruction Spell (7): Greater Restoration Spell (7): Mass Cure Serious Wounds Spell (7): Mass Inflict Serious Wounds Spell (7): Mass Restoration Spell (7): Mass Spell Resistance Spell (7): Resurrection Spell (7): Summon Monster VII Spell (7): Symbol of Stunning Spell (7): Symbol of Weakness Enhancement: Cleric Energy of the Zealot IV Level 16 (Cleric) Ability Raise: WIS Skill: Concentration (+1) Enhancement: Halfling Dexterity II
If you want to know why...
rouge levels are nice, 26 open lock? hmm sounds interesting enough. now like i said i know someone offered monk in there to replace it, so what is the bennefit, and loss to the switch. dont get me wrong i love the rouge idea, but my caster if pure wizzy, and fighter pure fighter, multiclassing is interesting enough for me, but i worry at what point this character will flourish and struggle, if you get my meaning, but maybe my pnp ideals are getting in the way. thanks
I'm a joker, I'm a smoker, I'm a midnight troller. sure didnt want to hurt velah!
If you want to know why...
benifits for rogue are that you unlock the rogue skills get evasion and can get a better umd. Monk gets you bonus to your ac equal to your wis mod, 2 extra feats and access to the stances as long as you are centered and evasion as well
i hear that, but if i were to go monk, couldnt i just take 8 lvls of ranger and 6 of fighter? wouldnt that solve the evasion? like i said just asking, i like the original idean, but switching up the lvl order. just wondering what i could do to fix this
I'm a joker, I'm a smoker, I'm a midnight troller. sure didnt want to hurt velah!