Results 1 to 16 of 16
  1. #1

    Default JABOK: halfling STR-based TWF intimidator

    Just A Bunch Of Khopeshes

    Code:
    JABOK Halfling STR TWF Intimidator Level 20 Neutral Good Halfling Male (20 Fighter)
    This build is for a guildie. He asked for a "halfling tank that uses the new kensai stuff" (or something kind of like that anyway). Is this a tank? I don't know, but its certainly a front-line meleer that can fill the tank role in most groups.

    Build constraints:

    • Halfling
    • Kensai
    • Top-shelf melee
    • "Tanking" although this did not come with a specific definition
    • The owner is a very good but casual player: design cannot require exotic loots


    Build features:

    • Ferocious DPS
    • Very good Intimidation
    • Some AC (ability to get much higher with exotic gear and buffs)
    • Solid ability to go toe-to-toe with ... anything? Most things?


    Code:
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            15                    18
    Constitution         15                    16
    Intelligence         11                    13
    Wisdom                8                     8
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Dexterity used at level 9
    +2 Tome of Intelligence used at level 19
    +1 Tome of Constitution used at level 20
    I would have preferred to completely max CON but doing so meant no DEX, no INT, and therefore no TWF or CE.

    The DEX tome must be consumed before taking Improved TWF
    The INT tome must be consumed before taking CE

    Code:
     HP                    AC
    200 fighter            10 fighter
     20 heroic vitality     1 halfling
     10 dracon vitality     1 dodge
     60 con                 1 two weapon defense
     22 toughness 1        
     22 toughness 2         5 combat expertise
     20 racial tough       14 +5 MFP
     40 fighter tough       5 dex (armor mastery 3)
                            5 protection
     60 con item           
     30 gfl                
     45 greensteel         
     20 minos legens       
    --------------------------------------                      
    559 unbuffed           42 unbuffed BAC
    I'm not including rage (or any buffs) in these calculations, but the Madstone Boots would have a really nice effect on these hitpoits. For that matter, exceptional CON and a +3 Tome will get it over 600 unbuffed.

    The AC is an issue. It is just at the limit of starting to get useful. Add another 8 for more unusual loot (dodge, insight, alchemical) and 6 from spells and you have 56; a number that is worth having. I wonder if I am missing anything else?


    Code:
    Combat stats       ToHit   Dmg   Crit   CritDmg
    fighter              20     -     20      -
    halfling              1     -      1      -
    str                   7     7      7     21
    wpn focus slash       1     -      1      -
       greater  "         1     -      1      -
       superior "         1     -      1      -
    wpn spec slash        -     2      -      6
       greater  "         -     2      -      6
    PA or CE             -5     -     -5      -
    critical accuracy     -     -      6      -
    khopesh mastery III   2     2      4     12
    khopesh spec II       -     2      -      6
    
    
    str (item)            3     3      3      9  
    str (power surge)     4     4      4     12
    +5 GS khopesh         5    10.5    5     31.5
                         ------------------------
                         40    32.5   48    103.5
    These numbers strike me as really pretty outstanding for a halfling fighter. Another +4 to hit or +5 damage are already available as stances or boosts. And again, this is all unbuffed and casually equipped.

    Not to mention a permanent stacking 10% melee alacrity with an "always on" +1 to crit range.


    Code:
    Intimidate
     23 ranks
     -1 CHA
     -4 size
      3 skill focus
      3 kensai III
      3 fighter intimidate III
     15 intim item
     --
     42 unbuffed
    I put ranks into Jump too and a couple of starting points into Balance. This is not a skill-rich build, but the Intimidation is adequate.


    Code:
      F  R  W
     12  6  6 fighter
      1  1  1 halfling
      0  0  1 halfling luck (will)
      0  3  0 kensai (vs magic only)
      3  4 -1 stats
      3  3  0 stat items
      5  5  5 resist item
     --------
     24 22 12 unbuffed
    Saves are troublesome. Buffs and equipment will help, but Will in particular is ... ummm ... we'll go with "not good". Kill the casters first!

    Feats
    • Exotic Weapon Proficiency: Khopesh
    • Two Weapon Fighting
    • Oversized Two Weapon Fighting (f)
    • Weapon Focus: Slashing Weapons
    • Weapon Specialization: Slashing Weapons (f)
    • Power Attack (f)
    • Toughness
    • Greater Weapon Focus: Slashing Weapons (f)
    • Improved Critical: Slashing Weapons
    • Improved Two Weapon Fighting (f)
    • Greater Two Weapon Fighting (f)
    • Greater Weapon Specialization: Slashing Weapons
    • Two Weapon Defense (f)
    • Toughness
    • Dodge (f)
    • Skill Focus: Intimidate
    • Superior Weapon Focus: Slashing Weapons (f)
    • Combat Expertise (f)


    So many feats! It would be pretty easy to skip one or two of these (OTWF? TWD?) but why? All of the useful good ones are already in the build. The only ones I can imagine missing at all are Cleave and Great Cleave but this character is better off without them.

    Enhancements
    • Fighter Armor Mastery III
    • Fighter Attack Boost III
    • Fighter Critical Accuracy III
    • Fighter Haste Boost II
    • Fighter Intimidate III
    • Fighter Item Defense II
    • Fighter Kensei III
    • Fighter Khopesh Specialization II
    • Fighter Strength III
    • Fighter Toughness IV
    • Fighter Weapon Alacrity
    • Halfling Dexterity I
    • Halfling Luck (Will) I
    • Racial Toughness II
    • Kensei Khopesh Mastery III


    Generally, these are all for DPS, HP or intimidate. A couple of minor exceptions (Item defense, halfling luck) added because they will help this build but also because I had to burn off points.

    Code:
    This build created using Character Plan by DDO Character Planner Version 2.96 DDO Character Planner Home Page Thanks Ron!

    Comments, please? I always miss at least one really big thing.

    Edits:
    • Size adjustment to intimidate (thanks weaselking!)
    Last edited by geoffhanna; 10-03-2009 at 01:36 AM.

  2. #2
    Community Member WeaselKing's Avatar
    Join Date
    Feb 2007
    Posts
    397

    Default

    I'm afraid that your intimidate is going to be 4 lower than you are calculating due to the size penalty. Halflings are one size category smaller than the other pc races available in DDO.
    Quote Originally Posted by Milamber69 View Post
    Please forgive my personal attack, I was high on Platypus Venom at the time.

  3. #3
    Community Member spifflove's Avatar
    Join Date
    Apr 2006
    Posts
    2,104

    Default

    Will save is why I havent leveled my halfling tank yet.

    I was thinking drop str to 14 and put 6 points into charisma and take force of personality while getting an intimidate boost.

    That would make your will save ok at least. Has anyone tried this?

  4. #4

    Default

    Quote Originally Posted by WeaselKing View Post
    I'm afraid that your intimidate is going to be 4 lower than you are calculating due to the size penalty. Halflings are one size category smaller than the other pc races available in DDO.
    Good catch! Thanks!

    Quote Originally Posted by spifflove View Post
    Will save is why I havent leveled my halfling tank yet.

    I was thinking drop str to 14 and put 6 points into charisma and take force of personality while getting an intimidate boost.

    That would make your will save ok at least. Has anyone tried this?
    I am jealous of every STR point.

    It is pretty easy to add another 3 (make your GS hitpoint item concordant opposition) and other bonuses come to mind too though they are not as easy.

  5. #5
    Community Member kuro_zero's Avatar
    Join Date
    Feb 2006
    Posts
    875

    Default

    Quote Originally Posted by geoffhanna View Post
    It is pretty easy to add another 3 (make your GS hitpoint item concordant opposition) and other bonuses come to mind too though they are not as easy.
    You can not get +CHA skills from shroud HP effects - it only comes on Shroud SP effects.
    Officer of Disciples of the Apocalypse on Sarlona
    Himawari Life 3 - 1 FvS | Svipul Life 3 - 1 FvS | Chikaze Life 2 - 2 PAL / 2 MNK / 4 FVS
    Completionist Project: GLaDOS - Life 14 of ??: Bladeforged 'Zeus' - Started 22/02/14

  6. #6

    Default

    The +3 are WIS bonuses, and I think you do get them from a concordant opposition HP item

  7. #7

    Default

    Quote Originally Posted by geoffhanna View Post
    Saves are troublesome. Buffs and equipment will help, but Will in particular is ... ummm ... we'll go with "not good". Kill the casters first!

    Feats
    • Exotic Weapon Proficiency: Khopesh
    • Two Weapon Fighting
    • Oversized Two Weapon Fighting (f)
    • Weapon Focus: Slashing Weapons
    • Weapon Specialization: Slashing Weapons (f)
    • Power Attack (f)
    • Toughness
    • Greater Weapon Focus: Slashing Weapons (f)
    • Improved Critical: Slashing Weapons
    • Improved Two Weapon Fighting (f)
    • Greater Two Weapon Fighting (f)
    • Greater Weapon Specialization: Slashing Weapons
    • Two Weapon Defense (f) i will swop this to iron will or bullheaded to shore up the will save
    • Toughness
    • Dodge (f)
    • Skill Focus: Intimidate
    • Superior Weapon Focus: Slashing Weapons (f)
    • Combat Expertise (f)


    So many feats! It would be pretty easy to skip one or two of these (OTWF? TWD?) but why? All of the useful good ones are already in the build. The only ones I can imagine missing at all are Cleave and Great Cleave but this character is better off without them.

    i would probably ditch the tanking duties as it does require a certain investment in gear (since you mention the OP is casual). at 40+ ac, it just doesnt cut it. it took me alot of effort to get my pure fighter to 70+ ac. the amount of grind is horrible. in order to do that, i have 2 greensteel items (need a cleanser which means at least 20 runs). wearing DT armor with the right sov rune (if he gets lucky its fine but not.... yeah super grind). hound shield is also another problem thou 20 runs should solve it

    Enhancements
    • Fighter Armor Mastery III
    • Fighter Attack Boost III
    • Fighter Critical Accuracy III
    • Fighter Haste Boost II with 8 boosts (10 if you have necklace), max this out to get uber twf fighting speed
    • Fighter Intimidate III
    • Fighter Item Defense II not needed
    • Fighter Kensei III
    • Fighter Khopesh Specialization II
    • Fighter Strength III
    • Fighter Toughness IV way too much, going tier II drops 20 hp but gains 7 APs
    • Fighter Weapon Alacrity
    • Halfling Dexterity I
    • Halfling Luck (Will) I
    • Racial Toughness II
    • Kensei Khopesh Mastery III


    Generally, these are all for DPS, HP or intimidate. A couple of minor exceptions (Item defense, halfling luck) added because they will help this build but also because I had to burn off points.

    Comments, please? I always miss at least one really big thing.

    Edits:
    • Size adjustment to intimidate (thanks weaselking!)
    try get halfing guile enhancements too. they are a huge dps boost
    If you want to know why...

  8. #8
    Founder Stanley_Nicholas's Avatar
    Join Date
    Feb 2006
    Posts
    1,036

    Default

    Aranticus, Item Defense II is required for the Kensai line.
    Ascent, Argonnessen ~ Cleatus Yogurthawker | Isostatic Rebound | Mohorovicic Discontinuity | Angular Unconformity
    Ghalanda ~
    Feldspathic Greywacke

  9. #9

    Default

    Quote Originally Posted by Stanley_Nicholas View Post
    Aranticus, Item Defense II is required for the Kensai line.
    stalwart yes, kensai no
    If you want to know why...

  10. #10

    Default

    Item Defense is not required for the Kensai line. But there were three points to burn and thought I would save him some repair plat.

    Regarding the suggestion to forego tanking: can't, it is the whole point of the character. But I suspect we are not meaning the same thing when we say "tank".

    I do not mean a character with so much AC he can just stand there are take no damage.

    I do mean a character that can draw and hold agro, man the front line (or better yet, BE the front line), keep the bad guys off of the casters by interposing his body, regain agro in a hurry when someone takes it from him. Manage the bad guys.

    This character can definitely fill that role.

  11. #11

    Default

    Quote Originally Posted by geoffhanna View Post
    Item Defense is not required for the Kensai line. But there were three points to burn and thought I would save him some repair plat.

    Regarding the suggestion to forego tanking: can't, it is the whole point of the character. But I suspect we are not meaning the same thing when we say "tank".

    I do not mean a character with so much AC he can just stand there are take no damage.

    I do mean a character that can draw and hold agro, man the front line (or better yet, BE the front line), keep the bad guys off of the casters by interposing his body, regain agro in a hurry when someone takes it from him. Manage the bad guys.

    This character can definitely fill that role.
    if this is the case, then why combat expertise. the reason you want it is to increase your ac so you can avoid being hit. since you are not going to do that, there is no point to take CE, swapping it for another feat may actually serve you better
    If you want to know why...

  12. #12

    Default Trash Mob AC

    I hear these discussions all the time that assume you have to have 70+ AC in order to bother having any at all. I don't agree.

    There is a level of AC that reduces your damage intake, especially among trash mobs, even though it does not help against bosses. I postulate that this level of AC, "Trash Mob AC", is worth having. This build will be able to achieve Trash Mob AC pretty easily. Unbuffed AC 42 means means a barkskin, haste, and pally aura put the character into the low 50's: that is enough to cause a lot of misses. Add an AC song and things get better yet.

    If the player wants to grind for the exotic AC items, well that's up to him but as you point out it will be a real grind. OTOH, combat expertise is slotted to be the last feat taken, and requires a +2 INT tome. If the player wants to do something else, it is very easily changed without disrupting the build.

  13. #13

    Default

    Quote Originally Posted by geoffhanna View Post
    I hear these discussions all the time that assume you have to have 70+ AC in order to bother having any at all. I don't agree.

    There is a level of AC that reduces your damage intake, especially among trash mobs, even though it does not help against bosses. I postulate that this level of AC, "Trash Mob AC", is worth having. This build will be able to achieve Trash Mob AC pretty easily. Unbuffed AC 42 means means a barkskin, haste, and pally aura put the character into the low 50's: that is enough to cause a lot of misses. Add an AC song and things get better yet.

    If the player wants to grind for the exotic AC items, well that's up to him but as you point out it will be a real grind. OTOH, combat expertise is slotted to be the last feat taken, and requires a +2 INT tome. If the player wants to do something else, it is very easily changed without disrupting the build.
    the point here is not about ac but rather ac vs dps. you can have a very high ac which the mobs wont hit and this will allow you to kill a mob without taking too much damage. however, this case is not applicable here. so what is?

    if you ac is low to mid, there are 2 senarios

    1. your ac is low enough to always get hit on a 2. PA >> CE. if doesnt matter if you have CE up or not since it doesnt reduce hit. by going with only power attack, you can kill faster thus getting hit less. CE is a waste of time

    2. your ac is low but mobs will still miss. this one is a little tricky. it will depend on a number of factors. on low hp mobs that you kill in 1-10 hits, CE doesnt really matter as you kill to fast for it to have any significant effect. for those that you need a lot to kill, ie devils, orthons. yourself buffed twf CE ac of 50 is not going to help much as these mobs have a high to hit. if you are willing to put a shield on, CE will help tons.

    your build belongs to the 2nd senarios and hence my judgement, if you want to go just plain twf, CE isnt going to help much. in terms of build, it is very unwise to figure in pocket paladins, rangers and bards. sure you can have the perfect party but it isnt applicable all the time.
    If you want to know why...

  14. #14

    Default

    Oh I see. You are not saying CE is bad or 50 AC is useless. You are saying PA will be on more often anyway. Since they can't be both on, CE becomes less useful.

    And that is a true statement. On this build, CE is situational.

    Hmmm.

    Well, as mentioned before, it is the last feat, the player will have plenty of time to decide. Other feats to consider would include Bullheaded, Iron Will, or maybe another Toughness?

  15. #15
    Founder Stanley_Nicholas's Avatar
    Join Date
    Feb 2006
    Posts
    1,036

    Default

    Quote Originally Posted by Aranticus View Post
    stalwart yes, kensai no
    Ah right, I had those mixed up. Made sense at the time...
    Ascent, Argonnessen ~ Cleatus Yogurthawker | Isostatic Rebound | Mohorovicic Discontinuity | Angular Unconformity
    Ghalanda ~
    Feldspathic Greywacke

  16. #16

    Default

    Sorry to necro an old thread but a friend is considering adapting this build for a human.

    If you leave the starting STR at 16, that frees up some attribute points to reduce the tome burden. If you give up on CE (as Aranticus was agitating in the first place), you could have:

    Code:
                      Starting
    Abilities        Base Stats
    (32 Point)       (Level 1)
    Strength             16
    Dexterity            16
    Constitution         16
    Intelligence         10
    Wisdom                8
    Charisma              8
    This reduces the Tome burden to a single +1 DEX tome.

    A human would also lose a point of AC, but gain four points Intimidate.

    Thoughts?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload