With the Beta NDA finally lifted, it's time to publish this idea I've been thinking about that is designed to work well with new rules (especially Grazing Blows) and new abilities (especially the Defender line). I'm also expecting the AC "bar" is lowered just a little since it's been stated that Grazing Blows will "allow" them to reduce mob to-hit values.
As usual, this build is intended more to inspire others than to say "My build is the uber r0x0rs." (Heh, I can't even fake that kind of boasting.)
Also as usual, this is long. So strap in!
BUILD GOALS (note that some of these are exceeded by the example build below):
- Able to hold aggro reliably from hate against any build that is not trying to hold aggro
- Full time DR 7 to significantly mitigate Annoying Bee Sting damage in Mod 9
- Evasion
- By level 16 (just because I know the targets for that), AC of 60 "easily" (i.e. standard buffs and no rare equipment); 80 feasible. These targets would have been 65 and 85 before, so I am counting on the rumored reduction in to-hit that is paired with Grazing Blows.
- By level 16, saves of 25/30/25 with pretty standard equip/buffs
Nice to have:
- Able to "fake it" as a DPS build when holding aggro is not required
- Able to use a Tower Shield passably if turtling up for max DR becomes a good idea
- WF immunities
- Cure Wand use
It turns out the best build I came up with toward the above goals has the same level breakdown as The Monster. But it's a pretty different build, with significantly less DPS (though still "decent" when needed) and significantly better ability to tank.
My wife dubbed the concept The Hate Monster.
The Hate Monster
Warforged Fighter (Defender) 12/Ranger (Tempest) 6/Monk 2
Starting stats and targets AT 16 [point costs in brackets]
STR 16 [10] + 2 Tome + 3 fighter + 4 bumps + 6 item + 3 stance = 34
DEX 16 [10] + 2 Tome + 2 ranger + 6 item = 26
CON 11 [1] + 2 Tome + 2 wf + 6 item + 3 stance = 24
WIS 13 [8] + 2 Tome + 1 Monk + 6 item = 22
INT 11 [3] + 2 Tome = 13
CHA 6 [0]
Master feat list: Dodge, TWD, TWF, iTWF, gTWF, Khopesh, Focus: Slashing, Spec: Slashing, PA, CE, DRx4, iCrit, Toughness, Mobility, Spring Attack, FE: Undead, FE: Evil Outsider
EDIT: Although my original feat order was perfectly fine, I think the new order below is just slightly better. This allows me to get CE a little earlier - 10 instead of 14 - and CE is pretty key to go into GH because those guys hit hard. (The bad news is that this requires finding a +2 INT Tome a little earier, too.) This ordering also requires two respecs, but Dragonshards are pretty cheap these days, so I think it's worth it. (And one respec is free courtesy of Lockania.) If you're really opposed to paying for respecs, just take Mobility at 6 to being with, and then use Scimitars at 9, 10, 11. (Before iCrit hits at 9, Monk weapons are probably overall better.)
Level sequence and Feats
1: Ranger. +DR, FE: Undead (granted: Bow STR)
2: Ranger. (granted: TWF)
3: Monk. +DR, MBF: Dodge
4: Monk. MBF: Toughness
5: Fighter. FBF: TWD
6: Fighter. +DR, FBF: Khopesh Proficiency (changes to Mobility @ 12)
7: Fighter
8: Fighter. FBF: iTWF (changes to Spring Attack @ 14)
9: Fighter. iCrit: Slashing
10: Fighter. FBF: CE (Defender I hits here)
11: Ranger.
12: Ranger. (respec Khopesh to Mobility; then take Khopesh Proficiency here)
13: Ranger. FE: Evil Outsider
14: Ranger. (respec iTWF to Spring Attack; granted: iTWF) (Tempest I hits here)
15: Fighter. gTWF
16: Fighter. FBF: Power Attack
17: Fighter.
18: Fighter. +DR, FBF: Focus: Slashing
19: Fighter.
20: Fighter. FBF: Spec: Slashing (Defender II hits here)
So some stuff comes pretty darned late, here, especially for "DPS mode." But I think it makes a lot of sense to front-load the DR, because DR is effective against all hits in the early game. If you want to emphasize DPS more at lower levels, some rearrangement is very possible.
EDIT: I updated the AC for some additional equipment and options, and also noted the "known" stuff coming at 20, at the end.
EDIT: It turns out they did NOT take away the "Centered Bonus" in Mod 9 for characters who aren't actually centered. Apparently I completely imagined that. So free extra point of AC!
AC at 16
Without farming
10 base
9 DT docent
1 alchemical
8 dex
6 wis
5 CE
2 Tempest
5 Deflection
2 stance
1 Defender
1 Dodge feat
1 TWD
2 Chaosgarde
1 Centered Bonus
---
54
Standard self-buff
1 Haste
3 Bark
---
58
"Easy buffs"
+2 Ranger
+4 Bard
---
64 (actually a bit better than target)
With farming
3 Dodge
4 Insight
---
71
Slightly less likely buffs
+5 Paladin
+2 Recitation
---
78
Favored Enemy
79
Even more uber equipment
+2 DEX from +3 Tome and +3 exceptional bonus (Lightning Strike weapon)
+2 WIS from +3 Tome and +3 exceptional bonus (ring)
---
83
All-out defensive pose (Wind Stance and Kamas)
+1 DEX from Wind Stance
---
84
Short-term
+2 Shield clickie
---
86
Very short term
+3 Fighter AC boost (it's a prereq to Defender, might as well use it!)
---
89
Stuff that hits at 20
+1 Defender II
+1 Defender Stance II
---
91
Saves at 16
Without Heavy Farming
Fighter 8: 6/2/2
Ranger 6: 5/5/2
Monk 2: 3/3/3
Resist: 5/5/5
GH: 4/4/4
stance: 1/1/1
luck: 1/1/1
attributes: 7/8/6
enhancements: 0/0/1
---
32/29/25
Uberer equipment
luck: +1/+1/+1 (Head)
Stats: +0/+2/+2 (Tomes and exceptional on DEX and WIS)
Crafting: +1/+1/+1
---
34/33/29
Extended to 20
4 more fighter levels: +2/+2/+2
Stance II: +1/+1/+1
---
37/36/32
So takes some slightly uber stuff to hit the Reflex target, but certainly "pretty good." Btw, this is one of the big reasons I don't like the Fighter 18/Monk 2 option as much, since that path has noticeably worse Reflex save, making Evasion less of an asset.
Also note we do get the full effect of anybody with a Paladin aura.
Enhancements through 20 (not in any particular order)
12: Warforged Damage Reduction III
4: Ranger Tempest
6: Ranger Dex II
2: Monk Wis I
6: Fighter Haste Boost III
12: Fighter STR III
3: Fighter Intim II (prereq)
3: Fighter AC Boost II (prereq)
1: Fighter Item Defense I (prereq)
3: Fighter Toughness II (prereq that I actually want)
6: Fighter Stalwart Defender II
1: WF Construct Thinking I
2: WF Healer's Friend I
6: WF Brute Fighting III
6: WF Con II
3: Ranger Favored Damage II
1: Ranger Favored Defense I
1: Ranger Sprint Boost I
1: Fighter Khopesh Spec
1: WF Toughness I
Overall, enhancements weren't too ugly. There's always more useful stuff, but all the key stuff made it with a few nice-to-haves.
Note that Wind Stance should be taken early and used all the time until about level 9, but then probably dropped. It may then make a return at very high levels when the extra WF Hate can be backed off, to be used for Max Protect Mode if tanking an uber boss on Elite.
Hit points at 16
Without effort
20 base
19 Toughness
30 Toughness enhancements
112 CON (in stance)
80 Fighter
48 Ranger
16 Monk
20 IFL
20 Minos Hat (added 8/12/09)
---
365
With effort
+10 GFL
+10 favor award
+45 Shroud item
---
430
Extended to 20
+40 Fighter
+4 Toughness
+28 CON
---
502
EDIT 2009/10/06: I fixed an error in my computation, but I see I'm still coming up a little short of one-shot protection against Horgoth (elite) -- folks seems to report that target at about 530. This may well mean that the last two feats should not be the Focus/Spec pair for DPS, but instead two more Toughness feats, to bring this total to 548. Unfortunately, this requires a semi-awkward respec, since Toughness is not actually a Fighter Bonus feat. Would have to swap the feats from 9 and 12 to Toughness, and then use the feats at 18 and 20 for iCrit and Khopesh Proficiency. Totally doable, though, and may well be worth it. Also, I believe I'm going to have 6 enhancement points available upon hitting 20, as WF Brute Fighting will become unnessary with +100% hate. Those can be converted into +20 HP fairly trivially. So without any rage effects (which are annoying because they reduce AC, but that might be fine in some cases), that would be a "fairly comfortable" 568.
Skills
Skills are really an afterthought here, but it seems we get some, especially if willing to eat a +1 Tome at level 1. Jump and Balance seem pretty obvious for tanking utility, and I suppose there's no reason not to max Intimidate as a crowd control device for trash mobs. Then maybe some Spot to be able to see whom to tank??
EDIT: It's been pointed out by Monkey_Archer and Dworkin that it could be worth going for UMD as your "other skill." This is a little ugly, but theoretically by the end-game it might be much more of an asset than Spot.
12 Ranks + 2 (Charisma with a +2 Tome and +6 Item) + 5 (Seven Fingered Gloves) + 6 (Green Steel) + 2 (Head of Good Fortune) + 4 (GH) = 31 UMD. You gotta be a fairly uber power-gamer to get there, but if you are it might be the best way to go with skills. Of particular note: This gives you a reasonable shot at UMDing a Shield Wand (10th), which could keep you at peak AC during almost an entire end-game boss fight on Elite.
And finally, DPS. I'm not going to list out a pile of computations here, but I did my best to compare this build against a fully boosted Monster, and as long as both builds are the same level, have similar equipment, and the same party-wide buffs, it appears the +70% hate from Defender I stance and WF Brute Fighting III is more than enough to hold aggro. At level 20, this jumps to +120% hate, which is probably overkill.
In addition, if this build assumes DPS Mode (mainly by Power Attack instead of CE), then I believe it's able to hit about 70% of a fully boosted Monster. -30% is not a trivial drop, but at the same time it also means this build can be a non-negligible contributor in pure DPS situations. In fact, I guess I think this build will use Power Attack quite a lot.
Possibly worth noting: This build ranked first among tanks on Monkey_Archer's Shroud-DPS metric. (He may have been slightly generous in what feats/enhancements would fit, but it appears to me it would be on top of the tanks anyhow.)
NOTE: If you're interested in hate tanks, be sure to take a look at the Valenar Crusader, too: http://forums.ddo.com/showthread.php?t=192261. It achieves many of the same goals, with slightly different strengths and weaknesses.
Turtle Tank Appendix (added 2009/10/07)
Later in this thread you'll see some discussion about how this build would approach ToD/elite boss tanking. For that particular task its AC is useless (indeed it's going to be VERY hard for any build to get sufficient AC it seems), and its HP are a bit light to just stand there and take it (even if take Toughness 3 times as hinted at above). However, it appears it can do a passable job using Intimidate and turtling, which theoretically might be useful in a few other spots, too. Here's some relevant info:
Intimidate score optimally equipped at level 20:
EDIT 2009/11/10: It seems I added this wrong before! And now that I've fixed that mistake, it seems I am well short of being hold Elite end-game bosses via Intimidate. But meanwhile there are some ways to greatly improve my HP for the possibility of Hate-based tanking with full-time healer covering me. UPDATES COMING EVENTUALLY!
23 ranks
+15 item (no proof yet of better -- PLEASE let me know via PM if you discover otherwise)
+3 CHA (6 base + 6 item + 4 Tome = 16)
+6 Shroud CHA skilz item
+4 GH
+2 luck (head)
+6 enhancements (2 Fighter enh are prereqs to Stalwart II and Stalwart II grants +4)
+2 Bard Song (hopefully available if tanking the game's hardest raid on Elite!)
---
61
DR in full turtle mode
11 BAB
15 Levik's shield
7 WF DR
4 Stalwart II turtling bonus
---
36
+13 if Docent of Defiance fires
---
49 sometimes