Question... I was juts fighting and it gave me a message 'Cannot Evade in medium armor'. was this something different? or did they make Evasion not work in anything but light armor in this patch? If that is the case I feel like I just wasted 2 levels of rogue!!
Feedback requested. =)
At end game +5 MBP, +5 Mith Tower Shield (both with AC alchemical rituals) you'll have the same or equivalent AC as +5 MFP and Mith Shield (i.e. the non-tower). Also, remember that Ftrs get armored agility, shield mastery that will definitely increase our AC dex bonus.
Godspeed.
Figured I would post some feedback on how its going so far.
Used my Veteran status to start myself at level 4. DPS was good but not amazing, Survivability was decent if not tank-like. I was very useful in groups, but not so hot solo. Reached level 8 (6 paladin), got KoTC I, and things got a little better.
Last night I hit level 9... now I'm suddenly much happier and loving things. I got my first level of FTR, and picked up Improved T W F (edits it when i put the letters together, bizzare) , Oversized T W F, and Tower Shield, along with DM 1, and Haste 1. My dps went up by around 60% or so, I'm hitting much more often, and much more survivable. Soloability is a blast as well now. Looking forward to seeing how things pan out as I continue to level.
So if you give the build a try, knuckle it out till 9, which is a major break point for the build. Suddenly dual wielding Kopeshes, with extra attacks, +2 damage each hit and +15% hasted is quite the enjoyable feeling, especially when you can pop on a tower shield when needed, not to mention the paladin bonuses to saves with evasion.
Ill post an update in a few levels and keep you informed on how things are going.![]()
Last edited by Dylvish; 11-16-2009 at 12:01 AM.
why is everyone so fancy about making this split non-WF?
Say hello to Immunities, more PA, and blade sworn(sure its short timed but extremly usefull for when it really matters).
Camp Naughty Bad FunJichael Mackson
This is one of those places where concept also comes into play. WF has advantages, but drawbacks as well, low CHA and Wis both being high on the list. Also, the paladin levels help immensely with Saves, which when paired with Evasion make up for a ton of the immunities. Human was another option. In this case elf was chosen not only for the benefits, and racial bonuses (dex, it is an evasion build after all), but because both myself and TheJusticar wanted the race.
Races and pros/cons:
---WarForged Pros:
DR feats / enhancements
Immunities (sleep / poison / paralysis / fatigue / exhaustion)
Bladesworn for burst
High starting Con.
+Con enhancements
+Power Attack enh
2HF bonus
---Warforged Cons:
Low Wis and CHA
No Dex enhancements
No TWF or 1h weapon bonuses (again, concept)
At lower levels, harder to keep healthy (unless a wiz with repair is around).
------------------------------------------------------------------------------------
---Human Pros:
Adaptability (only race with +cha and i think wis)
Improved Recovery enh
No low base stats
Human Versatility Enh
Extra Feat
+1 Skill point per level
---Human Cons:
No +2 to any single stat
No high base stats
No racial bonus or resistances
--------------------------------------------------------------
---Dwarf Pros:
High base Con
Bonus on Balance / search / poison
High bonus saves vs spells (up to +5)
Dwarven War Axe free feat
Dwarven Armor Mastery
Dwarven Armored Agility
Dwarven Shield Mastery (+DR when block)
+Axe damage and Hit
+ Con enh
Dwarven Tactics (+DC)
Highest Racial Toughness in game ( 4 ranks)
---Dwarven Cons:
Low base Cha
No +Dex enh
-----------------------------------------------------------------
---Halfling Pros:
+1 AC
+1 To Hit
+1 all Saves
High Base Dex
+Dex racial enh
Heroic Companion enh
Healing Dragonmark
---Halfling Cons:
Low Base STR
-25% carrying Cap (minor, just listing everything)
No racial weapon bonuses (well... thrown)
....They are halflings (*gasp* I'm kidding!!)
------------------------------------------------------------
---Drow Pros:
High Base DEX / INT / CHA (much argument over that INT, again, just listing it)
Immune to sleep
+2 to all save rolls vs Enchantments (up to +5 with enh)
+2 Will save bonus vs all spells
Base SR 11, up to SR 20 with enh
+Hit and Damage bonus with Rapier / Shortsword / and bows through enh
+Dex enh
---Drow Cons:
Many say its not a 'true' 32 point race (30 pts, 2 placed for you, although the points would fit this build well)
Low base Con
---------------------------------------------------------------
---Elf Pros:
High base Dex
+Dex enh
Immune to Sleep
+2 Saves vs enchantments (up to +5 with enh)
Start with Longsword / Rapier / Longbow / Shortsword prof (minor, again just listing)
+damage and To Hit with any of the above, and Scimitar / Falchion through enh
Follower of the Undying Court (Another +1 To Hit with Scimitar / Falchion, and Resurrect ability) through enh
(Not listing arcane archer here, it does not really apply to this build)
---Elf Cons:
Low base Con
------------------------------------------------------------
As you can see, almost any race will work for the class, some slightly better than others, but none being a hugely game breaking difference. My personal first choice was actually Dwarf, which is perhaps my favorite race, but I just felt the starting CHA was too low for what I wanted, so I went with an elf with a kind of Nordic Look and name for flavor.
WF in particular I simply am not a big fan of myself, and in this classes case it would have been completely different had I gone that path (2hf for one instead of twf).
I encourage you to make one and give some feedback on how he turns out though!!! My favorite thing about this game is its variety in workable builds. =)
~Dylvish
If you said I take Elves cause I like the way they look. I would have bought that.. They win that game(and that is important aswell, if u plan to play something for many-many hours its nice to have something good to look at..).
... but they are far from some uber race like halflings(AC, SA + HC) and WFs in current state of game(stats are kinda inflated at later levels w gear n pots etc)
Saves only goes so far, and any race will make it with this build. Charisma is kinda meh! Adds to LOH .. but 2 loh/day.. while nice its not something I would put in/sacrifice build points to max.
12 lvl´s of fighter now that is khopesh despite race from a builders point of view....
Humans then?.. well no real synergy tbh. Heal amp without self heal + extra feat is kinda meh! on this build..
Elves then? looks good, +2 dex.. thats it..
I was thinking of building something liek this but WF.. but then I remembered that I will rather spend my dollars(scales) on a ranger of some sort, cause they got the whole package I´m looking for.
Camp Naughty Bad FunJichael Mackson
Not sure where you are getting your information, are you tired maybe? I never said elves were the 'uber' race (also dont believe 1/2lings are, but thats a whole 'nother thread heh). I also DID say i chose elves for concept (look being part of that concept described later on).
CHA you will notice is 14... what is maxxed or close about that stat? It does help saves, which is important. It also helps with some of the additional smite / DS damage.
You apparently are a WF worshipper... congratulations!!Go play a WF, enjoy em, its why your in the game. But for all of the WF's advantages, they also have heavy drawbacks too for this particular build, especially on this one's concept as listed above with each of the races (no real synergy, I believe you used as the term for humans also applies here).
As I stated, every race CAN play this class. One or two may get a slight advantage in some areas, but most are balanced with what they give up for said advantages. So pick your race of choice and dive in.
One of the best melee's in the game.
http://my.ddo.com/character/thelanis/terimus/
Leader of PESTILENCE!!Loot whoring is our business and business is GOOD! Revrend Band.
"I would never engage in a battle of wits with an unarmed man."
Hi Dylvish,
Glad you're liking this build idea. And yes, the first two levels of fighter do give a great amount DPS boost.
If someone insists that the -2 CHA and -2 WIS are not important in this build, they have no idea what they're doing. At higher levels all you need to worry about of immunities is Hold Monster (which can be easily solved with FoM) And neg levels (with Death Ward). On the other hand, with Elves (and that's why I went with them) you get enchantment resistance, sleep immunity, Valenar Elf enhancements, Undying court enhancements, and a +2 DEX (which is a crucial stat for this TWF build). Though WIS is a dump stat you only need give it 2 points to get it to 10 base. But CHA will be very useful for intimidate/UMD at higher levels. I thought about 'flings but the -2 STR can be a hefty trade off in this particular build.
Godspeed.
read your post again. I highlighted the fun parts. Even with 6 in cha you can reach waaay over 60+ in intimi. Unless you min/max like going 20 dex or osmething like that the races comes out pretty equal. Halfers and WF´s are the superior monster builds. others are flavour.
Last edited by 78mackson; 11-21-2009 at 07:54 AM.
Camp Naughty Bad FunJichael Mackson
Monks get two martial feats. Yes, fighters get a LOT of feats but ever bit helps...if nothing else, just adding a pair of toughness feats to the mix is +40 HP for a build that likely spreads the stat points everywhere because it can use them.
I stopped on this thread because I have a Drow FTR12/PAL6 and I'm seriously considering using Reincarnation to adjust the character. As it is, I'd like to change the order of feats to pick up a better mix and as a bonus, fix things like a base CON=9 that the character started with pre-Module2.
What I can say is, the build is HIGHLY survivable without evasion but the weak point is the lack of Evasion. I've got lots of Rogues and while I could go that route, I'm thinking purely of the bonus pair of feats, the +3 to saves (2 monk levels rock) and the opportunity for Wisdom to add to AC...which if I'm going evasion anyways, I probably need to maintain AC.
I'm still thinking.
Ghallanda ReRolled Naxy-Transil-Kottol-Nax-Riorsil-Riorik-Kaol
It was changed about 15-18 months after release. Evasion Paladins were pretty common early on.
I get Warforged. I do agree on immunities and PA. Bladesworn, however, is yet another clickable for combat boosts in what's actually a busy build.
By that I mean - I basically have most of this build already (Ftr12/Pal6) and it's been in use within end-game content continuously for the last three years. Geared up, etc etc...there's a lot to click that's on a countdown. I wouldn't propose warforged *just* for Bladesworn (but the immunities are great).
Unfortunately for me, I'm not real interested in True Reincarnation -- just don't need to do that...although it would make the points better...hmmmm. Maybe I'll cave and re-roll (TR).
I like the build. I've held off dumping Greensteel like you have but that doesn't mean I haven't thought about it. I should do it.
Just asking...what roles do you do on that character? You setup to go Intimitank too?
Last edited by Riorik; 11-21-2009 at 08:53 AM.
Ghallanda ReRolled Naxy-Transil-Kottol-Nax-Riorsil-Riorik-Kaol
I prefer this build actually
Ranger12/monk2/fighter6
Human 32 point buy
15 Str (+5 level, +6 item, +2 human, +2 fighter, +2 ram[spell])
14 Con (+6 item)
15 Dex (+3 ranger, +6 item)
13 Int
13 Wis (+1 monk, +6 item)
8 Cha
without tomes:
32 Str
20 Con
24 Dex
13 Int
20 Wis
8 Cha
progression: ranger4 monk2 ranger 2 fighter 6 ranger 6
selectable feats:
1st level Toughness
1st level human least dragon mark sentinel (+5 deflection AC at higher level)
3rd level OTWF
5th level 1st level monk Dodge
6th level 2nd level monk Mobility
6th level Spring Attack
9th level Mental Toughness
9th level 1st level Fighter Improve Crit
10th level 2nd level Fighter Weapon Focus (scimitar)
12th level 4th level Fighter Weapon Specialization
12th level Power Attack
14th level 6th level Fighter Combat Expertise
15th level Luck of the Heroes
18th level Two Weapon Defense
14 selectable feats + TWF line feats + ranged feats
12 level Ranger for skills, full potential of barkskin, energy resistance, protection from energy, tempest II
IMO 4th level ranger spells and tempest III is not worth it.
2 level Monk for 2 feats, saves, evasion
6 level fighter for feats, damage, kensai I.
Kopesh will work but I prefer Scimitars for 15-20 crit and it's easier to come by in my server.
wow, didn't know that till now...
16 Str (+5 level, +6 item, +1 human, +2 fighter, +2 ram[spell])
14 Con (+6 item)
14 Dex (+3 ranger, +6 item, +1 human)
13 Int
13 Wis (+1 monk, +6 item)
8 Cha
will do the same,![]()
Posting from my guild pages I am currently lvl 18 almost 19. Ok the Savent project started out with the plan of going pure fighter taking kensi three. As I ran this build I came to realize that evasion was a bigger pay off then two levels of fighter with the 10 percent capstone, so Savent was rebuilt with the plan of dropping in two levels of monk. After the Devs tweaking with the attack speed progression, and really studying the later levels, I saw that for the most part I was using my extra feats for boost on saving throws and hitpoints. I noticed also how the third tier of kensi payed out poorly for my guy. At that point I knew I needed to do something a little different. So I added six levels of paladin. So here is the breakdown.
Savent 12 fighter / 2 monk / 6 Paladin
Stats:
34 Str: (52 in 7 one minute burst per shrine+ pots) 15 base + 3 tome + 3 enhancments + 6 item (ring) + 5 levels + 2 exceptional (Amarath) + 2 Madstone, +2 Rage, + 6 Titan Grip clickie.
24 Dex: 16 base + 2 tome + 6 item (gloves)
24 Con: 14 base + 1 tome + 6 item + 1 Exceptional Con (Necklace), +2 Exceptional Con
13 Int: 12 base + 1 tome
20 Wis: 12 base + 1 tome + 1 monk enhancment + 6 item (ring/greensteel helm)
18 Cha: 8 base + 2 tome + 2 Paladin enhancment + 6 item (cloak)
Feats:
1: (Fighter) Exotic Weapon Khopesh, Two weapon Fighting, Weapon Focus Slashing
2: (Monk) Toughness
3: (Monk) Oversized two weapon fighting, Power attack
4: (Fighter) Combat Expertise
6: (Fighter) Improved Trip, Weapon Specialization slashing weapons.
8: (Fighter) Improved Two weapon Fighting
9: (Fighter) Improved Critical: Slashing (this may go away after gaining min 2 weps, good suggestion Par)
10: (Fighter) Greater Weapon focus: Slashing
12: (Fighter) Toughness, Greater Two weapon Fighting
14: (Fighter) Greater Weapon Specialization: Slashing
15: (Paladin) Lightning Reflexes
18: (Paladin) Toughness
Base saves: (Fort/Reflex/Will)
Base: 17/10/10
Stat modifiers: 6/7/5
Feat Lighting reflex: 0/2/0
Enhancment Pally saves +1 1/1/1
Chrisma bonus: 4/4/4
Resistance: 5/5/5
Total self 33/29/25
Greater Heroism 37/33/29
Hitpoints:
12 fighter levels: 120
6 Paladin levels: 60
2 Monk levels: 16
Heroic Durability: 20
Draconic favor: 10
Con bonus: 140
Minos Legens: 20
Toughness feat x 3: 66
Greater False Life 30
Total: 482
One of the major pluses to this guy was the ability to trip. Improved trip is based on 14+ str modifier against the str or dex bonus of target. So rough calculations follow...
Base trip : 14
Str modifier 12
Kensi 2: 2
Fighter enhancments: 4
Weapon vertiago 10
Str surge: 4
Double Rage: 2
Total 48
Improved Trip DC: 48. This is not a normal saving throw, it is a str/dex check. What that means is even if the monster rolls a 20, most are still gonna fall. Spiders save about half the time, scorps and earth elementals a bit less. With their bonuses for having 8 legs, or being in contact with ground bonus for earth eles, they'll also usually get back up before the 1 minute duration goes by. Anything else with legs - if you hit it, it's going down and with a balance check DC of 48 needed to get back up, it's most likely staying down. (quoted Ghoste to save time writing lol)
Enhancments: Listing by last one picked in chain.
Fighter Attack Boost 2
Fighter Haste Boost 4
Advanced Unyielding Sovereignty
Kensi Khopesh Mastery 1
Fighter Critical Accuracy 2
Fighter Kensai 2
Fighter Trip 4
Fighter Khopesh Specilization 1
Human Adaptability Strength
Human improved Recovery 1
Fighter Item Defense 1
Way of the Clever Monkey 1
Paladin Resistance of Good 1
Paladin Extra Lay of Hands 1
Paladin Extra Smite evil 2
Paladin Hunter of the Dead 1
Racial Toughness 1
Paladin Charisma 2
Fighter Strength 3
Monk Wisdom 1
Fighter Toughness 1
Paladin Extra Turning 1
Paladin Improved Turning 1
On a note I have 500 hitpoints while double rages at lvl 18. Lay of hands hits for around 61 with three lvl of pally. Green steel,dragon touched robes and tod set in the works heh.
Last edited by quickgrif; 11-27-2009 at 02:28 AM.
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