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  1. #1
    Community Member Clawkin's Avatar
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    Default Help me tweak this build please

    Hey guys, I've been toying around with an Elf Exploiter (6 ranger/1rogue/1monk so far) and it's cool but... I want to do a bit more mele damage. The monster buld looks awsome and I was going to try it...but.....I just can't stand looking at a WF butt for hours. I know that everyone's pushing the monk splash because of crazy AC gains (I still have no idea how much grinding for gear that I'd have to do to make it viable.) SO I thought to myself, "screw the monk splash, take two more levels of fighter, wear full plate and just plow through it. I'll learn the lessons painfuly and get some gear for that next monk splash build once I have 32 points."

    That being said I have come up with this. I could realy use your expert input. More to critque the feats, skills and enhancements. I realy don't want to spark another heated debate about why monk splash is so superior, or how I'm going to be cannon fodder for not having evasion......unless evasion is realy, realy, realy, REALY that uber

    One main question is, Is my UMD high enough to use max healing wands and any other that may be usefull for a Mele type? Is my Intimidate high enough? What would be a better balance? I do not plan on being a main tank, off tank for sure. If a healer or DPS caster gets agro I want to be able to pull it off of them untill the main tanker can pick it back up. Main role will be hack and slash though. One more thing ALIGNMENT.... I picked Chaotic Good more for RP purposes, is that going screw me on gear selections?

    Must haves:
    Tumble
    Intimidate
    UMD for heals
    Decent Jump
    Heal high enough that I'm not walking away from rest shrines at 50%
    I'd like balance just bacause it sucks being knocked down.

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Level 20 Chaotic Good Drow Female
    (14 Fighter \ 6 Ranger) 
    Hit Points: 320
    Spell Points: 60 
    BAB: 20\20\25\30\30
    Fortitude: 16
    Reflex: 14
    Will: 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Stats         Base Stats         Modified Stats
    Abilities        (Level 1)          (Level 20)           (Level 20)
    Strength             17                 24                   27
    Dexterity            15                 17                   20
    Constitution         12                 14                   14
    Intelligence         10                 10                   10
    Wisdom               12                 12                   12
    Charisma             10                 10                   10
    
    Tomes Used
    +1 Tome of Strength used at level 2
    +2 Tome of Strength used at level 17
    +2 Tome of Dexterity used at level 17
    +2 Tome of Constitution used at level 17
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               4                 11.5                 11.5
    Bluff                 0                  0                    2
    Concentration         1                  2                    2
    Diplomacy             0                  0                    0
    Disable Device        n/a               n/a                   n/a
    Haggle                0                  0                    0
    Heal                  5                 10                   10
    Hide                  2                  5                    5
    Intimidate            2                 18.5                 19.5
    Jump                  7                 17                   17
    Listen                1                  1                    3
    Move Silently         2                  5                    5
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                0                  0                    0
    Search                0                  0                    2
    Spot                  1                  1                    3
    Swim                  3                  8                    8
    Tumble                4                 14                   14
    Use Magic Device      2                  6                    6
    
    Level 1 (Ranger)
    Skill: Balance (+2)
    Skill: Heal (+4)
    Skill: Intimidate (+2)
    Skill: Jump (+4)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Automatic) Attack
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Drow Spell Resistance
    Feat: (Automatic) Elven Keen Senses
    Feat: (Automatic) Enchantment Save Bonus
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Spell Save Bonus
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Wild Empathy
    Enhancement: Ranger Sprint Boost I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Defense I
    
    
    Level 2 (Ranger)
    Skill: Balance (+0.5)
    Skill: Heal (+1)
    Skill: Intimidate (+0.5)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    Enhancement: Improved Spell Resistance I
    Enhancement: Ranger Dexterity I
    
    
    Level 3 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    Feat: (Selected) Point Blank Shot
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Tower Shield Proficiency
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Elven Dexterity I
    Enhancement: Fighter Critical Accuracy I
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    Enhancement: Fighter Intimidate I
    Enhancement: Fighter Strength I
    
    
    Level 5 (Ranger)
    Skill: Heal (+3)
    Skill: Tumble (+1.5)
    Feat: (Automatic) Diehard
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Elven Enchantment Resistance II
    Enhancement: Fighter Armored Agility I
    
    
    Level 6 (Ranger)
    Skill: Balance (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+1.5)
    Feat: (Selected) Dodge
    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: Improved Spell Resistance II
    Enhancement: Ranger Energy of the Wild I
    
    
    Level 7 (Ranger)
    Skill: Balance (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Ranger Favored Damage II
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Jump (+2)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Improved Two Weapon Fighting
    Feat: (Automatic) Manyshot
    Enhancement: Elven Dexterity II
    Enhancement: Ranger Favored Attack I
    
    
    Level 9 (Fighter)
    Skill: Intimidate (+2)
    Feat: (Selected) Mobility
    Enhancement: Fighter Armor Mastery I
    
    
    Level 10 (Fighter)
    Skill: Intimidate (+2)
    Feat: (Fighter Bonus) Spring Attack
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Haste Boost II
    Enhancement: Ranger Tempest I
    
    
    Level 11 (Fighter)
    Skill: Intimidate (+2)
    Enhancement: Fighter Critical Accuracy II
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Tumble (+1)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Feat: (Selected) Weapon Specialization: Slashing Weapons
    Enhancement: Kensei Khopesh Mastery I
    Enhancement: Fighter Kensei I
    
    
    Level 13 (Fighter)
    Skill: Intimidate (+1)
    Skill: Tumble (+0.5)
    Enhancement: Fighter Critical Accuracy III
    
    
    Level 14 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    
    
    Level 15 (Fighter)
    Skill: Balance (+1)
    Feat: (Selected) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+2)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Fighter Strength II
    
    
    Level 17 (Fighter)
    Skill: Tumble (+1)
    Enhancement: Fighter Khopesh Specialization I
    Enhancement: Fighter Flanking Mastery I
    
    
    Level 18 (Fighter)
    Skill: Tumble (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Flanking Mastery II
    
    
    Level 19 (Fighter)
    Skill: Intimidate (+2)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+2)
    Feat: (Fighter Bonus) Improved Critical: Ranged Weapons
    Enhancement: Ranger Energy Resistence Boost I
    Enhancement: Kensei Khopesh Mastery II
    Enhancement: Fighter Strength III
    Last edited by Clawkin; 09-23-2009 at 12:16 PM.

  2. #2
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    Pretty standard Tempest Kensai.

    Evasion really is that awesome.

    If you dont want to jump on the Monk splash bandwagon, go 2 Rogue. Rogue at First level and then after you get Tempest somewhere.. 9 or 10...

    Drop the Ranged Feats. Not necessary. That will free up 2 Feats. One you'll lose form taing 2 levels of Rogue an dthe other can get switched to Power Attack which is critical for max damage inthis game.
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  3. #3
    Community Member eonfreon's Avatar
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    I don't have much time to give you a break down so I'll touch a little bit on your skill desires.

    I think you're trying to do too much as far as Skills go.

    Your UMD will be of minimal value as you won't be able to max it out to be able to use Heal Scrolls with any amount of reliability (I believe it's a 40 UMD and Raise Dead are 36 UMD). And an unreliable Heal scroll is pretty useless.

    As far as wands go, your Ranger levels will allow you use of up to Cure Serious wands and Resist Energy wands.

    You only need enough Tumble to have a positive score after armor penalties to allow you to tumble. The cool Tumble animations are at higher Ranks then I think you'll ever be able to attain without a level of Rogue.

    Heal is just not worth it. Not on the Skill Point starved class make-up that you have. Your Fighter levels will only get 2 skill points per level.

    If I have time later I'll see how you might be able to spend your skill points more efficiently.

    And yeah, forget the Range Feats. And pick up Power Attack.

    BTW, I don't think 2 more levels of Fighter really gives you much. Monk or Rogue will actually help you reach some of your skill thresholds. Heck, even 2 levels of Barb is probably better then 2 more levels of Fighter.

    When I have a chance I'll try to give you some more constructive critique.

  4. #4
    Community Member Clawkin's Avatar
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    Thanks guys, I have to run out for a bit but I'll be checking in here. The only reson I was picking up the ranged feats is to qualify for Bow Strength. I figured that would be realy helpfull during the grind up to lv.20. As far as Tumble goes... I use it so much that it's hard to imagine NOT having it, If it's a waste I'll drop it. It will just take some getting used to. If evasion is realy that good then I would go monk since you can't evade wearing full plate.

  5. #5
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    Quote Originally Posted by Clawkin View Post
    Thanks guys, I have to run out for a bit but I'll be checking in here. The only reson I was picking up the ranged feats is to qualify for Bow Strength. I figured that would be realy helpfull during the grind up to lv.20. As far as Tumble goes... I use it so much that it's hard to imagine NOT having it, If it's a waste I'll drop it. It will just take some getting used to. If evasion is realy that good then I would go monk since you can't evade wearing full plate.
    You get Bow Strength for Free at Ranger Level 1. No need to qualify for it.

    Not sure what the FUll plate comment has to do with Monk or Rogue for Evasion........ You have a real high dex so wearing Full plate is a bad idea evasion or not.

    That, and unless you really focus on AC, it wont be high enough to matter anyway.
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  6. #6
    Community Member Clawkin's Avatar
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    Quote Originally Posted by Impaqt View Post
    You get Bow Strength for Free at Ranger Level 1. No need to qualify for it.

    Not sure what the FUll plate comment has to do with Monk or Rogue for Evasion........ You have a real high dex so wearing Full plate is a bad idea evasion or not.

    That, and unless you really focus on AC, it wont be high enough to matter anyway.
    Even though I get Bow Strength for free I was under the impresion that it doesn't actualy do anything untill the requirements are met. I'm probably wrong though. There is no where that I can find the true answer. I wish that Turbine would be a little more specific on things like that. I never realy played PnP. and when I did it was back in the '80s.

  7. #7
    Community Member Clawkin's Avatar
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    Quote Originally Posted by Impaqt View Post
    You get Bow Strength for Free at Ranger Level 1. No need to qualify for it.

    You have a real high dex so wearing Full plate is a bad idea evasion or not.
    Why?

  8. #8
    Community Member eonfreon's Avatar
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    Quote Originally Posted by Clawkin View Post
    Even though I get Bow Strength for free I was under the impresion that it doesn't actualy do anything untill the requirements are met. I'm probably wrong though. There is no where that I can find the true answer. I wish that Turbine would be a little more specific on things like that. I never realy played PnP. and when I did it was back in the '80s.
    With 6 levels of Ranger you have Bow Strength and Many Shot. Trust me, unless the latest patch really changed something, you get your str bonus to bows. Simple to check. Equip a bow and find a target. Look at your damage dice and damage log. See if str is applied. It should be. If not I'd even bug report it.

    Keep Tumble, it's great for manuevering, especially since you like it. But unless you're going for the more advanced animations which are at high thresholds (been forever since I played my Pure Rogue with max animations, so I can't remember but I think the cooler stuff starts at 25+).
    I like Tumble on TWF Tanks. But all you need is enough Ranks + Dex - Armor Penalties > 0. You need 1 Rank minimum to be able to Tumble. If you take Evasion and go with Mith Breast Plate you don't need more then 1 because your dex bonus will keep you in the positive ranks. Heck even with Plate I think you'll be able to tumble once you find decent stat bonus items.
    You just need to make sure you put 1 rank in it so that you can tumble. I doubt you'll need more.
    Last edited by eonfreon; 09-23-2009 at 01:28 PM.

  9. #9
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    Quote Originally Posted by Clawkin View Post
    Why?


    Because Full Plate limites youtr Dex Bonus to +1 (Or +3 if you get a Mithral Variety) Youwill be able to easily get up to a +8 Dex Modifier with this build.

    +5 Full Plate gives you

    8 FullPlate Armor
    5 Armor Enhancments
    1 Dex Modifier
    ---
    14 AC

    16 if its Mithral.

    Compare that to a +5 Chain Shirt

    4 Armor
    4 Dex Bonus
    5 Enhancment
    --
    13 AC and 15 If its Mithral.

    You sacrifice 1 AC for Evasion...

    Now it gets better. FIghters get armor mastery so you can gain 3 more points of Dex out of the caune shirt via Enhancments..

    You candothe same withthe FullPlate, but by the time you add up all the Skillpenalties and Evasion restrictins, Its not worth it.
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  10. #10
    Community Member eonfreon's Avatar
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    I looked at your stats and I have to ask if you have a reason for the 12 Wis?
    All you need is 11 to be able to cast Rams Might.
    You can easily find a +1 Item to be able to cast even with a 10 base Wis.
    Recommended stats:
    17, 16, 12, 11, 10, 10

    With a 16 start dex all you need is a +1 tome to qualify for GTWF this way. Which you won't have to worry about until level 11 or so. With a 11 in Int you can eventually eat a +2 Int Tome and qualify for Combat Expertise, if you ever want to worry about real AC. And at the least you can eat a +1 Int Tome and add a skill point to help with all the skills you want to work on.

    If you were a Powergamer I'd even recommend: 17, 16, 14, 10, 8, 10
    But I then you would need a + 3 to cast Ram's Might and all you'd be gaining with a 14 Con is 20 extra hit points at cap.

  11. #11
    Community Member eonfreon's Avatar
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    Quote Originally Posted by Impaqt View Post
    Because Full Plate limites youtr Dex Bonus to +1 (Or +3 if you get a Mithral Variety) Youwill be able to easily get up to a +8 Dex Modifier with this build.

    +5 Full Plate gives you

    8 FullPlate Armor
    5 Armor Enhancments
    1 Dex Modifier
    ---
    14 AC

    16 if its Mithral.

    Compare that to a +5 Chain Shirt

    4 Armor
    4 Dex Bonus
    5 Enhancment
    --
    13 AC and 15 If its Mithral.

    You sacrifice 1 AC for Evasion...

    Now it gets better. FIghters get armor mastery so you can gain 3 more points of Dex out of the caune shirt via Enhancments..

    You candothe same withthe FullPlate, but by the time you add up all the Skillpenalties and Evasion restrictins, Its not worth it.
    And take that a step further.
    With a 16 start Dex = 16 + 2 Tome = 18 + 6 Item = 24 = 1 Ranger + 1 Drow (thus keeping AP cost down) = 26

    Mith Breastplate
    5 Armor
    5 Dex
    5 Enchantment
    --
    15 AC and since Mith BP is considered Light Armor you can even use Evasion. And I believe Mith BP has an Armor Check penalty of -1, so all you need to Tumble is 1 Rank + your Dex and you'll Tumble.

  12. #12
    Community Member honkuimushi's Avatar
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    I've got to agree, drop 2 fighter levels for 2 Rogue. That will unlock Balance, Tumble and UMD as well as dive you Evasion and a bit of Sneak Attack. You won't have the skillpoints to do traps, but 5 - 10 points in OL will allow you to unlock most doors and chests.


    I might even drop Strength to 16 and put 1 point in Dex and 2 in Int. If you don't have a +2 tome, it's going to be a long wait for GTWF. +1 tomes are a lot cheaper and you can even buy them from the turbine store. Taking Int up to 12 will give you 23 more skill points, which could be useful when you're trying to max out UMD during your Fighter levels when you only get 2+Int bonus skills per level. A 12 Int would give you 2 for UMD and 1 for Intimidate.

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