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  1. #1
    Community Member Kroll's Avatar
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    Default Where can I find the "beast" build?

    I think it's a 12 Ranger/6 Fighter/2 Monk.
    Can't find the template anywhere. Anyone have a link to it?

    Also, is there a comparable DPS build to this one that uses a different class combination?
    I'm considering reincarnating my pure fighter into a more balanced class with similar dps and would like to take advantage of his past life feats and items I've acquired for him during his lifetime (he is currently a dual kopesh kensei).
    Thanks.

  2. #2
    Community Member Kawiki's Avatar
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    Quote Originally Posted by Kroll View Post
    I think it's a 12 Ranger/6 Fighter/2 Monk.
    Can't find the template anywhere. Anyone have a link to it?

    Also, is there a comparable DPS build to this one that uses a different class combination?
    I'm considering reincarnating my pure fighter into a more balanced class with similar dps and would like to take advantage of his past life feats and items I've acquired for him during his lifetime (he is currently a dual kopesh kensei).
    Thanks.

    Are you refferring to the Monster build, though that is a 12Fighter/6Ranger/2Monk - which is far more effective class distribution.

  3. #3
    Community Member Timjc86's Avatar
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    Quote Originally Posted by Kroll View Post
    I think it's a 12 Ranger/6 Fighter/2 Monk.
    Can't find the template anywhere. Anyone have a link to it?

    Also, is there a comparable DPS build to this one that uses a different class combination?
    I'm considering reincarnating my pure fighter into a more balanced class with similar dps and would like to take advantage of his past life feats and items I've acquired for him during his lifetime (he is currently a dual kopesh kensei).
    Thanks.
    I'm not entirely sure about the specific build, but what exactly do you mean by "a more balanced class"? What are you looking to do that your current character cannot?

  4. #4
    Community Member Kroll's Avatar
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    Quote Originally Posted by Kawiki View Post
    Are you refferring to the Monster build, though that is a 12Fighter/6Ranger/2Monk - which is far more effective class distribution.
    LOL yes that's it I think - The monster. Sorry I think I got the name mixed up.

  5. #5
    Community Member Kroll's Avatar
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    Quote Originally Posted by Timjc86 View Post
    I'm not entirely sure about the specific build, but what exactly do you mean by "a more balanced class"? What are you looking to do that your current character cannot?
    Good question.
    So my current build has great damage output and my end HPs will be rock solid (mid-500s I'm estimating) but because I'm so offensive spec'd, I lack AC bigtime. I also lack the ability to do most anything else because of my extreme offensive focus.
    I know that with the Monster build (I think that's what it's called) I can take advantage of various Ranger/Monk defensive bonuses to get me up in the 50's-60's which is more desirable for end game. Currently I'm lucky to get mid-40's fully buffed.

    Also, with Ranger I can take advantage of spells and wand usage - I find I'm very limited by the potions available right now.

    All in all I'd like to maintain DPS as much as possible and sacrifice some HP for versatility (the ability to be more self-sufficient) and higher AC.
    Honestly, I'm open to any class combo so if that involves throwing some rogue in there then cool. I'm just not good at creating builds so I was hoping someone could offer some advice or point me in the right direction.
    Does that help?
    Thanks in advance.

  6. #6
    Community Member Timjc86's Avatar
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    Quote Originally Posted by Kroll View Post
    Good question.
    So my current build has great damage output and my end HPs will be rock solid (mid-500s I'm estimating) but because I'm so offensive spec'd, I lack AC bigtime. I also lack the ability to do most anything else because of my extreme offensive focus.
    I know that with the Monster build (I think that's what it's called) I can take advantage of various Ranger/Monk defensive bonuses to get me up in the 50's-60's which is more desirable for end game. Currently I'm lucky to get mid-40's fully buffed.

    Also, with Ranger I can take advantage of spells and wand usage - I find I'm very limited by the potions available right now.

    All in all I'd like to maintain DPS as much as possible and sacrifice some HP for versatility (the ability to be more self-sufficient) and higher AC.
    Honestly, I'm open to any class combo so if that involves throwing some rogue in there then cool. I'm just not good at creating builds so I was hoping someone could offer some advice or point me in the right direction.
    Does that help?
    Thanks in advance.
    Versatility:
    I would suggest trying something with 1+ levels of rogue and going for UMD. With a ranger level, the highest wand you can use is a Cure Serious, which really starts lacking when you get over 200 hp. Your alternatives are to give the Silver Flame Heal potions a shot (though they have some significant penalties as well I've heard) or go with UMD so you can use Heal scrolls. UMD will also give you access to things such as Teleport, Greater Teleport, Greater Heroism, Raise Dead and its higher forms, Restoration and its higher forms, Fire Shield: Fire/Cold, Enervation (against things without SR), Stoneskin, Displacement, Shield (magic missile immunity), etc. - it really is a fantastic skill.
    *** Do note that durations are rather limited, since the caster level on wands and scrolls is essentially fixed. ***



    Survivability:
    I cannot comment much on high AC builds. My one character with a decent AC is my pure capped monk who reaches mid 50s unbuffed, low to mid 70s with raid buffs. Personally, I don't notice a huge difference over my low AC characters in level appropriate content. My monk still gets hit a decent amount.

    An alternative to mid-high AC is appropriate itemization: radiance and radiance guard are fantastic, giving blinded enemies a 50% miss chance in addition to blur or displacement. I'd really like to get my hands on the DQ bracers to try them out.

    I'll also add that I have significant trouble playing a character without evasion/improved evasion. My first characters were rogues and I became heavily dependent on evasion for survival.



    Damage:
    I am clearly a big fan of rogues. They do a significant amount of damage, but in a different way than fighters/barbarians. I'd recommend some kind of rogue build to just about everyone, but I'm not convinced that that's exactly what you're looking for with this character. An alternative to a (mostly) pure rogue is something like the 18 ranger / 1 monk / 1 rogue or the 13 rogue / 6 ranger / 1 monk/fighter/barbarian.

    At least 6 levels of ranger grants you a bunch of free feats, including all the feats necessary to put out some nasty ranged damage with a bow for 20 seconds every 2 minutes for the rare situations in which ranged damage is necessary; this also allows you to keep your 10% melee alacrity.



    I hope that gives you some good ideas and doesn't make your decision even more difficult.

  7. #7
    Community Member Kroll's Avatar
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    Quote Originally Posted by Timjc86 View Post
    Versatility:
    I would suggest trying something with 1+ levels of rogue and going for UMD. With a ranger level, the highest wand you can use is a Cure Serious, which really starts lacking when you get over 200 hp. Your alternatives are to give the Silver Flame Heal potions a shot (though they have some significant penalties as well I've heard) or go with UMD so you can use Heal scrolls. UMD will also give you access to things such as Teleport, Greater Teleport, Greater Heroism, Raise Dead and its higher forms, Restoration and its higher forms, Fire Shield: Fire/Cold, Enervation (against things without SR), Stoneskin, Displacement, Shield (magic missile immunity), etc. - it really is a fantastic skill.
    *** Do note that durations are rather limited, since the caster level on wands and scrolls is essentially fixed. ***



    Survivability:
    I cannot comment much on high AC builds. My one character with a decent AC is my pure capped monk who reaches mid 50s unbuffed, low to mid 70s with raid buffs. Personally, I don't notice a huge difference over my low AC characters in level appropriate content. My monk still gets hit a decent amount.

    An alternative to mid-high AC is appropriate itemization: radiance and radiance guard are fantastic, giving blinded enemies a 50% miss chance in addition to blur or displacement. I'd really like to get my hands on the DQ bracers to try them out.

    I'll also add that I have significant trouble playing a character without evasion/improved evasion. My first characters were rogues and I became heavily dependent on evasion for survival.



    Damage:
    I am clearly a big fan of rogues. They do a significant amount of damage, but in a different way than fighters/barbarians. I'd recommend some kind of rogue build to just about everyone, but I'm not convinced that that's exactly what you're looking for with this character. An alternative to a (mostly) pure rogue is something like the 18 ranger / 1 monk / 1 rogue or the 13 rogue / 6 ranger / 1 monk/fighter/barbarian.

    At least 6 levels of ranger grants you a bunch of free feats, including all the feats necessary to put out some nasty ranged damage with a bow for 20 seconds every 2 minutes for the rare situations in which ranged damage is necessary; this also allows you to keep your 10% melee alacrity.



    I hope that gives you some good ideas and doesn't make your decision even more difficult.
    Great input.
    The ranger/rogue/monk builds intrigue me although I'd like to see a breakdown of this with more detail. A few questions along these lines:

    What races would compliment this build the best?
    What kind of feats would you take?
    Would I still go kopesh? If not, what weapons would I use?
    In terms of ideal equipment (including shroud crafted but not epic) what should I expect to wear for endgame (post-Gianthold)?
    What is the estimated end game AC, HP and key skill levels (like UMD)?
    Is the killing ability/damage output comparable to my pure fighter dual kensei?

    Thanks again!

  8. #8
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    Monster - http://community.codemasters.com/for...8-post188.html
    Half-Monster (more survivable for DPS tradeoff) - http://community.codemasters.com/for...0-post280.html

    I built a modified monster with a dwarf (using dwarven axes) and I have 496 hp at level 20 with greater false life, and a con 6 item. When buffed fully I have 50 str and hit for an average 45 per hand and around 160 on crits (with 210 being the highest I've seen).

  9. #9
    Community Member Yajerman01's Avatar
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    12/6/2 Fighter/Ranger/Monk is definitley a good choice, although if your thinking that route, - go halfling and pick up the dragon marks.

    Read up on my sig "survival build" which is really a 12/6/2 Fighter Pally monk bnuild, but I also ellaborate on the ranger splash version which I am currently playing with.

    Dragon marked halflings make your playstyle mroe feasible with self healing.

    The Paladin splash version can get you up into 380 of healpoint regen whereas the ranger splash version is much lower since you cannot obtain empower healing with only 6 levels of ranger.

    saves/evasion/very good ac and good dps is what he brings.

    look at it, you wont be dissapointed.
    The one and only Aluecian - Congo Bowl I Champions, Team InB4Lock - Survival Builds(NEWEST BUILD IS AT POST #48): http://forums.ddo.com/showthread.php?t=209152 Pic of Me, Post# 332 http://forums.ddo.com/showthread.php?t=163146&page=9

  10. #10
    Community Member Kroll's Avatar
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    Quote Originally Posted by Sir_Chonas View Post
    Monster - http://community.codemasters.com/for...8-post188.html
    Half-Monster (more survivable for DPS tradeoff) - http://community.codemasters.com/for...0-post280.html

    I built a modified monster with a dwarf (using dwarven axes) and I have 496 hp at level 20 with greater false life, and a con 6 item. When buffed fully I have 50 str and hit for an average 45 per hand and around 160 on crits (with 210 being the highest I've seen).
    nice, thanks for the link.

    One thing to keep in mind - I will be a fighter reincarnate so it'll be a 34 point build with some bonuses applied from that as well.

  11. #11
    Community Member Kroll's Avatar
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    Quote Originally Posted by Yajerman01 View Post
    12/6/2 Fighter/Ranger/Monk is definitley a good choice, although if your thinking that route, - go halfling and pick up the dragon marks.

    Read up on my sig "survival build" which is really a 12/6/2 Fighter Pally monk bnuild, but I also ellaborate on the ranger splash version which I am currently playing with.

    Dragon marked halflings make your playstyle mroe feasible with self healing.

    The Paladin splash version can get you up into 380 of healpoint regen whereas the ranger splash version is much lower since you cannot obtain empower healing with only 6 levels of ranger.

    saves/evasion/very good ac and good dps is what he brings.

    look at it, you wont be dissapointed.
    Just checked out your survival build.
    Looks solid but it's a bit more healing than I would like - something similar to that but with less healing and more dps would be more what I'm looking for.
    And the buffs to saves are ridiculous. Getting them all to high 30's and 40 is probably not a necessity for me but low 30s will do just fine.

    Also, why did you go with Halfing?

  12. #12
    Community Member Yajerman01's Avatar
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    Quote Originally Posted by Kroll View Post
    Just checked out your survival build.
    Looks solid but it's a bit more healing than I would like - something similar to that but with less healing and more dps would be more what I'm looking for.
    And the buffs to saves are ridiculous. Getting them all to high 30's and 40 is probably not a necessity for me but low 30s will do just fine.

    Also, why did you go with Halfing?

    The ranger version hence the halfling "monster" verison puts out alot of good dps over the paladin version. I agree the saves are overkill but thats at the max - its easy to lighten them up inplace of another item, I believe the magic number for saves is 31 anyway, so that is the ideal goal.

    As for Halfling/heals - you can never go wrong with self preservation, sure the heals are alot considering your a fighter, but it also leaves it open to run around and self heal in the thick of battle since halfling dragonmarks require no concentration check., Halfling not only have the best dragonmarks around, but they give you a +1 to hit and +1 to AC.

    My halfling version is currently a level 17 reincarnated and I often run around soloing with a current self buff AC of 61, my current saves are 33/34/28 and while I admit im using Min II khopeshes, hes critting at 150 for each Khopesh. I dotn even have my Kensai II power surge yet ANd when im in trouble my dragonmarks currently heal me at 180hp's (wil be more soon) x5, then i have cure serious x7 and 9 cure lights.

    Bottom line is halfling saves me money on self healign while still displaying good dps/saves/ac.
    The one and only Aluecian - Congo Bowl I Champions, Team InB4Lock - Survival Builds(NEWEST BUILD IS AT POST #48): http://forums.ddo.com/showthread.php?t=209152 Pic of Me, Post# 332 http://forums.ddo.com/showthread.php?t=163146&page=9

  13. #13
    Community Member Timjc86's Avatar
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    Quote Originally Posted by Kroll View Post
    Great input.
    The ranger/rogue/monk builds intrigue me although I'd like to see a breakdown of this with more detail. A few questions along these lines:

    What races would compliment this build the best?
    What kind of feats would you take?
    Would I still go kopesh? If not, what weapons would I use?
    In terms of ideal equipment (including shroud crafted but not epic) what should I expect to wear for endgame (post-Gianthold)?
    What is the estimated end game AC, HP and key skill levels (like UMD)?
    Is the killing ability/damage output comparable to my pure fighter dual kensei?

    Thanks again!
    I'll fire up the character planner a bit later today when I've got some more spare time come up with a full build or two for you.

  14. #14
    Community Member Kroll's Avatar
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    Quote Originally Posted by Timjc86 View Post
    I'll fire up the character planner a bit later today when I've got some more spare time come up with a full build or two for you.
    Thanks!

  15. #15
    Community Member Timjc86's Avatar
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    Quote Originally Posted by Kroll View Post
    Thanks!
    Ok, here's what I would do, give or take a bit.

    Human 18 ranger / 1 rogue / 1 monk
    True Neutral
    34 point build



    Level progression:
    Take your first level as rogue for maximum skill points and then proceed as ranger. A monk level can be thrown in later at any point.



    Base Stats:
    Str: 16
    Dex: 15
    Con: 14
    Int: 12
    Wis: 13
    Cha: 9

    Ideal Stats: (Base + Item + Tome + Litany + Other)
    Str: 16 + 6 + 4 + 1 + 5 Lvl + 3 Exc + 1 Human = 36
    Dex: 15 + 6 + 4 + 1 + 2 Rgr Enhancements = 28
    Con: 14 + 6 + 4 + 1 + 1 Human = 26
    Int: 12 *No need for an item; +2/4 tome gives +1/2 skill points
    Wis: 13 + 6 + 4 + 1 = 24
    Cha: 9 + 6 + 4 + 1 = 20



    Feats:
    Human: Dodge
    1: Mobility
    3: EWP: Khopesh
    6: Spring Attack
    9: IC: Slash
    12: OTWF
    Monk: Power Attack
    15: Toughness
    18: Combat Expertise

    Notes:
    • Feat progression can be changed quite a bit. Depending on what lowbie gear you saved, you may want to take EWP: Khopesh early or much later (you can use your greensteels again at level 12).
    • Your monk level can pretty much be taken at any time, but make sure you save a feat from the monk feat list for your monk level (including Dodge, Mobility, Combat Expertise, Power Attack, and Toughness). You will probably not see in AC increase from taking a monk level until around 11-13ish.




    Skills:
    UMD - max (39 is the magic number for no fail Heal scrolls)
    Otherwise, skills are really up to you. You can easily max trap skills, which I would recommend.
    Disable Device - max (50ish self buffed is solid)
    Search - max (50ish self buffed is solid)
    Personally I find Spot useful for both detecting traps and for finding monsters but other players consider it fairly worthless.
    Open Lock does not need to be maxed to open every lock in the game.
    Intimidate can be taken if you'd like and you should be able to get it to 50+ without too much trouble.
    Jump can be taken, but you'll be able to self cast Jump at CL: 18 so I would not max this or invest too heavily.
    Balance is another great choice. (40 is the watermark for not getting punted in the Titan raid)
    Hide and Move Silently are possible choices, but I would not take them myself on this build.



    Enhancements:
    Ranger Tempest III
    Human Versatility IV
    Human Adaptability: Strength / Constitution
    Human Greater Adaptability: Strength / Constitution (whatever was not taken above)
    Racial Toughness III
    Ranger Dexterity II
    Ranger Favored Attack II
    Ranger Favored Damage IV
    Rogue Sneak Attack Training I
    The rest can be applied as you'd like. Improved Recovery, Devotion, and Favored Defense are good choices. One or two ranks of Sprint Boost can be fun.



    Armor Class:
    *** This is a rough attempt; I'll say again that AC builds are NOT my specialty. ***
    10 Base
    8 Armor
    9 Dexterity
    7 Wisdom
    5 Protection
    4 Shield (Tempest III)
    4 Dodge (Icy Raiments)
    1 Dodge (Feat)
    5 Combat Expertise
    3 Dodge (Chattering Ring)
    4 Insight (Greensteel / Dragontouched)
    1 Alchemical
    --------------------------
    61 Unbuffed
    5 Barkskin
    --------------------------
    66 self-buffed
    5 Paladin (double check my # here please)
    5 Bard Song (double check my # here please)
    --------------------------
    76 - raid-buffed - not too shabby.

    You can further increase your AC with +2 exceptional dexterity and wisdom items as well as with Yugoloth potions.

    If you want to go for more AC, you could consider going with a dexterity based character and another race (elf/drow/halfling) as well as going for a higher wisdom and going for exceptional bonuses to dexterity and wisdom. In such a case, your stats would look very different. If you'd like me to play with stats for a different specific race, I'd be happy to, but my limited experience with AC builds extends to limited experience with other races as well.



    As for your other unanswered questions:
    What races would compliment this build the best?
    Personally I prefer humans - the male dance is fantastic. But seriously, the fact that humans are balanced and get an extra feat and extra skill point synergize well with the fact that this build is trying really hard to do a lot of things well all at once.

    One could definitely make a case for just about any other race as well though, especially if you wanted to focus more on AC, in which case a halfling might be most appropriate, but an elf or drow could work well also.

    Would I still go kopesh? If not, what weapons would I use?
    The fact that you're reincarnating a dual wielding khopesh character would make a human appealing IMO, since the extra feat gives you room to stick with khopeshes as does a strength based build over a dex based build. And you get to keep all of your old khopeshes without having to recraft new greensteels.

    The cases in which I would focus on different weapons would be:
    • Dwarf - go with dwarven axes and enhancements.
    • Elf (strength) - scimitars and enhancements (longswords are also an option).
    • Elf (dex) - rapiers and enhancements.
    • Drow (dex) - shortswords and enhancements.
    • Halfing (dex) - any light weapon, probably rapiers or rapier/short sword.


    In terms of ideal equipment (including shroud crafted but not epic) what should I expect to wear for endgame (post-Gianthold)?
    • You'll definitely want a +6 charisma skills shroud item if you take UMD and/or Intimidate.
    • Icy Raiments and +8 Armor bracers will be the highest AC gear you can get.
    • A Chattering Ring will be necessary for maximizing your AC.
    • A +4 Insight shroud weapon will be necessary for maximizing your AC; you can get +4 insight on Dragontouched armor but you won't be able to wear that with Icy Raiments.
    • You'll want +6 items for strength, dexterity, constitution, charisma, and wisdom; dexterity isn't completely necessary and can be switched in for situations where you need to use a bow or maximize your reflex save.
    • Tharne's Goggles are amazing for DPS, assuming you don't constantly have aggro.
    • You'll want trap gear if you go for trap skills, including an item for Search, (Spot,) Disable, and Open Lock. A +6 Intelligence item will help with Search and Disable, but it can be swapped out as needed and does not constantly need to be equipped. Tharne's will satisfy both your Search and Spot item.
    • Ventilated Bracers from Stormreaver are a handy bonus to Disable Device, though not necessary.
    • Golden Cartouche (necklace from Delera's end reward) and later the Seven Fingered Gloves (Titan raid) are necessary for maximizing UMD.
    • In the stats sections, I assume you've got the Litany of the Dead trinket from the Abbot raid. Other good trinkets are the Bloodstone for DPS or the Head of Good Fortune for saves and skills from the Stormreaver raid.


    That's everything that I can immediately think of that are of particular note for this build. You'll obviously want some of the other standard stuff like weapons, some kind of bow, Silver Flame necklace, etc. If I think of anything else, I'll add it in and mark it so that's it visible.

    Is the killing ability/damage output comparable to my pure fighter dual kensei?
    I have neither done detailed damage comparisons myself nor have I seen updated damage comparisons since the mod 9 combat changes.
    • This build will be slightly ahead of a TWF kensai in both vorpaling and stat damaging from the extra attack that Tempest III grants (*ignoring Fighter Haste Boost).
    • In straight damage, I would think this build would be slightly behind a TWF kensai.
    • If you're fighting a favored enemy, damage should be very close, and this build may pull ahead slightly (maybe not).
    • If you're not fighting a favored enemy, the kensai will definitely be ahead.
    • TWF kensai will also pull ahead in fights that favor/allow the use of Power Surge and Haste Boost.

    The difference in damage between this build and a TWF kensai is not terribly significant, especially considering what this build gains from a marginal sacrifice in DPS.



    As before, I hope this makes your decision easier and not more difficult. I have only briefly checked/edited this post, so feel free to ask questions or poke holes wherever you see issues.

    Edit 1: Added skill watermarks; clarified enhancements list; updated AC calculations.
    Last edited by Timjc86; 01-06-2010 at 07:18 PM.

  16. #16
    Community Member Kroll's Avatar
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    Quote Originally Posted by Timjc86 View Post
    Ok, here's what I would do, give or take a bit.

    Human 18 ranger / 1 rogue / 1 monk
    True Neutral
    34 point build



    Level progression:
    Take your first level as rogue for maximum skill points and then proceed as ranger. A monk level can be thrown in later at any point.



    Base Stats:
    Str: 16
    Dex: 15
    Con: 14
    Int: 12
    Wis: 13
    Cha: 9

    Ideal Stats: (Base + Item + Tome + Litany + Other)
    Str: 16 + 6 + 4 + 1 + 5 Lvl + 3 Exc + 1 Human = 36
    Dex: 15 + 6 + 4 + 1 + 2 Rgr Enhancements = 28
    Con: 14 + 6 + 4 + 1 + 1 Human = 26
    Int: 12 *No need for an item; +2/4 tome gives +1/2 skill points
    Wis: 13 + 6 + 4 + 1 = 24
    Cha: 9 + 6 + 4 + 1 = 20



    Feats:
    Human: Dodge
    1: Mobility
    3: EWP: Khopesh
    6: Spring Attack
    9: IC: Slash
    12: OTWF
    Monk: Power Attack
    15: Toughness
    18: Combat Expertise

    Notes:
    • Feat progression can be changed quite a bit. Depending on what lowbie gear you saved, you may want to take EWP: Khopesh early or much later (you can use your greensteels again at level 12).
    • Your monk level can pretty much be taken at any time, but make sure you save a feat from the monk feat list for your monk level (including Dodge, Mobility, Combat Expertise, Power Attack, and Toughness). You will probably not see in AC increase from taking a monk level until around 11-13ish.




    Skills:
    UMD - max (39 is the magic number for no fail Heal scrolls)
    Otherwise, skills are really up to you. You can easily max trap skills, which I would recommend.
    Disable Device - max (50ish self buffed is solid)
    Search - max (50ish self buffed is solid)
    Personally I find Spot useful for both detecting traps and for finding monsters but other players consider it fairly worthless.
    Open Lock does not need to be maxed to open every lock in the game.
    Intimidate can be taken if you'd like and you should be able to get it to 50+ without too much trouble.
    Jump can be taken, but you'll be able to self cast Jump at CL: 18 so I would not max this or invest too heavily.
    Balance is another great choice. (40 is the watermark for not getting punted in the Titan raid)
    Hide and Move Silently are possible choices, but I would not take them myself on this build.



    Enhancements:
    Ranger Tempest III
    Human Versatility IV
    Human Adaptability: Strength / Constitution
    Human Greater Adaptability: Strength / Constitution (whatever was not taken above)
    Racial Toughness III
    Ranger Dexterity II
    Ranger Favored Attack II
    Ranger Favored Damage IV
    Rogue Sneak Attack Training I
    The rest can be applied as you'd like. Improved Recovery, Devotion, and Favored Defense are good choices. One or two ranks of Sprint Boost can be fun.



    Armor Class:
    *** This is a rough attempt; I'll say again that AC builds are NOT my specialty. ***
    10 Base
    8 Armor
    9 Dexterity
    7 Wisdom
    5 Protection
    4 Shield (Tempest III)
    4 Dodge (Icy Raiments)
    1 Dodge (Feat)
    5 Combat Expertise
    3 Dodge (Chattering Ring)
    4 Insight (Greensteel / Dragontouched)
    1 Alchemical
    --------------------------
    61 Unbuffed
    5 Barkskin
    --------------------------
    66 self-buffed
    5 Paladin (double check my # here please)
    5 Bard Song (double check my # here please)
    --------------------------
    76 - raid-buffed - not too shabby.

    You can further increase your AC with +2 exceptional dexterity and wisdom items as well as with Yugoloth potions.

    If you want to go for more AC, you could consider going with a dexterity based character and another race (elf/drow/halfling) as well as going for a higher wisdom and going for exceptional bonuses to dexterity and wisdom. In such a case, your stats would look very different. If you'd like me to play with stats for a different specific race, I'd be happy to, but my limited experience with AC builds extends to limited experience with other races as well.



    As for your other unanswered questions:

    Personally I prefer humans - the male dance is fantastic. But seriously, the fact that humans are balanced and get an extra feat and extra skill point synergize well with the fact that this build is trying really hard to do a lot of things well all at once.

    One could definitely make a case for just about any other race as well though, especially if you wanted to focus more on AC, in which case a halfling might be most appropriate, but an elf or drow could work well also.


    The fact that you're reincarnating a dual wielding khopesh character would make a human appealing IMO, since the extra feat gives you room to stick with khopeshes as does a strength based build over a dex based build. And you get to keep all of your old khopeshes without having to recraft new greensteels.

    The cases in which I would focus on different weapons would be:
    • Dwarf - go with dwarven axes and enhancements.
    • Elf (strength) - scimitars and enhancements (longswords are also an option).
    • Elf (dex) - rapiers and enhancements.
    • Drow (dex) - shortswords and enhancements.
    • Halfing (dex) - any light weapon, probably rapiers or rapier/short sword.



    • You'll definitely want a +6 charisma skills shroud item if you take UMD and/or Intimidate.
    • Icy Raiments and +8 Armor bracers will be the highest AC gear you can get.
    • A Chattering Ring will be necessary for maximizing your AC.
    • A +4 Insight shroud weapon will be necessary for maximizing your AC; you can get +4 insight on Dragontouched armor but you won't be able to wear that with Icy Raiments.
    • You'll want +6 items for strength, dexterity, constitution, charisma, and wisdom; dexterity isn't completely necessary and can be switched in for situations where you need to use a bow or maximize your reflex save.
    • Tharne's Goggles are amazing for DPS, assuming you don't constantly have aggro.
    • You'll want trap gear if you go for trap skills, including an item for Search, (Spot,) Disable, and Open Lock. A +6 Intelligence item will help with Search and Disable, but it can be swapped out as needed and does not constantly need to be equipped. Tharne's will satisfy both your Search and Spot item.
    • Ventilated Bracers from Stormreaver are a handy bonus to Disable Device, though not necessary.
    • Golden Cartouche (necklace from Delera's end reward) and later the Seven Fingered Gloves (Titan raid) are necessary for maximizing UMD.
    • In the stats sections, I assume you've got the Litany of the Dead trinket from the Abbot raid. Other good trinkets are the Bloodstone for DPS or the Head of Good Fortune for saves and skills from the Stormreaver raid.


    That's everything that I can immediately think of that are of particular note for this build. You'll obviously want some of the other standard stuff like weapons, some kind of bow, Silver Flame necklace, etc. If I think of anything else, I'll add it in and mark it so that's it visible.


    I have neither done detailed damage comparisons myself nor have I seen updated damage comparisons since the mod 9 combat changes.
    • This build will be slightly ahead of a TWF kensai in both vorpaling and stat damaging from the extra attack that Tempest III grants (*ignoring Fighter Haste Boost).
    • In straight damage, I would think this build would be slightly behind a TWF kensai.
    • If you're fighting a favored enemy, damage should be very close, and this build may pull ahead slightly (maybe not).
    • If you're not fighting a favored enemy, the kensai will definitely be ahead.
    • TWF kensai will also pull ahead in fights that favor/allow the use of Power Surge and Haste Boost.

    The difference in damage between this build and a TWF kensai is not terribly significant, especially considering what this build gains from a marginal sacrifice in DPS.



    As before, I hope this makes your decision easier and not more difficult. I have only briefly checked/edited this post, so feel free to ask questions or poke holes wherever you see issues.

    Edit 1: Added skill watermarks; clarified enhancements list; updated AC calculations.
    This is excellent and pretty much exactly what I'm looking for, thanks!

    Oddly enough it looks very similar to this build: http://forums.ddo.com/showthread.php?t=168687

    So I do have one last round of questions:

    1) I do not possess the Litany trinket nor do I think I would equip it regularly if I did - would prefer to stick with the bloodstone (which I do have) for the extra dps here. How would you recalculate the starting stats based on that?

    2) Why did you opt for neutral allignment? It seems I could take advantage of certain items (such as Chaosgarde +2 dodge bonus) if I went with something else.

    3) Also, how do my past life fighter feats play into this? Should I consider any of those as well?

    Thanks!

  17. #17
    Community Member Kawiki's Avatar
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    Quote Originally Posted by Kroll View Post
    This is excellent and pretty much exactly what I'm looking for, thanks!

    Oddly enough it looks very similar to this build: http://forums.ddo.com/showthread.php?t=168687

    Yep, thats pretty much the exploiter build.


    So I do have one last round of questions:

    1) I do not possess the Litany trinket nor do I think I would equip it regularly if I did - would prefer to stick with the bloodstone (which I do have) for the extra dps here. How would you recalculate the starting stats based on that?
    Yeah, you are not going to wear the Litany Trinket. Wear the bloodstone. Stat distribution still looks pretty good with the exception of CHR. Start with an 8 CHR and pop it into either WIS or INT if you don't have a +2 INT tome or can't buy one. You need a 13 INT for CE and you will want to hit 14 INT for the Extra skill point starting at level 7. Also, I would not factor in +4 tomes at this time. There is no gurantee that you will get even one after 20 TOD completions. Remember if you go human you have a lot of flexibilty with your human adaptability enhancements to even stats out.

    2) Why did you opt for neutral allignment? It seems I could take advantage of certain items (such as Chaosgarde +2 dodge bonus) if I went with something else. The Neutral Alignment probably was for the ability to wear the litany trinket without taking a negative level. You should, once you get all your gear, have enough UMD to equip anything (pure good weapons etc) but going Neutral doesn't really offer many other benefits other then being able to equipe litany and other Chaotic/Evil items without taking the neg level.
    3) Also, how do my past life fighter feats play into this? Should I consider any of those as well?

    Nope, The exploiter is feat starved. You will fill up on feats just by taking the ones you "need".

    Thanks!

    My Thoughts in red.
    Last edited by Kawiki; 01-07-2010 at 12:26 PM.

  18. #18
    Community Member Kroll's Avatar
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    Quote Originally Posted by Kawiki View Post
    My Thoughts in red.
    Thanks Kawiki.
    Pretty much what I was hoping to hear.

    Regarding alignment, I heard something about end-game mobs doing alignment specific damage. Is there something to that and if so, should that be a consideration in my alignment selection? The fact that I'll pretty much max out UMD means alignment won't be much of a factor for items so I'm wondering if it will have an impact elsewhere.

  19. #19
    Community Member Kroll's Avatar
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    Ok.
    After all this great feedback (much appreciated btw) I put this build together and broke it out in detail, including feat/enhancement/skill selection by level.
    Enhancement selection was more of a no-brainer than I thought simply because so many of them have level and point usage requirements. Pretty much just took stuff as soon as it became available. Feats I stuck with the build outline above.
    Let me know what ya'll think...

    Code:
    Character Plan by DDO Character Planner Version 3.14
    DDO Character Planner Home Page
    
    My Reincarnate :)
    Level 20 Lawful Good Human Male
    (1 Monk \ 1 Rogue \ 18 Ranger) 
    Hit Points: 290
    Spell Points: 286 
    BAB: 18\18\23\28\28
    Fortitude: 16
    Reflex: 19
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            15                    19
    Constitution         14                    17
    Intelligence         12                    14
    Wisdom               14                    16
    Charisma              8                    10
    
    Tomes Used
    +2 Tome of Strength used at level 6
    +2 Tome of Intelligence used at level 6
    +2 Tome of Dexterity used at level 14
    +2 Tome of Constitution used at level 14
    +2 Tome of Wisdom used at level 14
    +2 Tome of Charisma used at level 14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    27
    Bluff                -1                     0
    Concentration         2                     3
    Diplomacy            -1                     0
    Disable Device        5                    23
    Haggle               -1                     0
    Heal                  2                     3
    Hide                  4                     6
    Intimidate            3                    18
    Jump                  7                    14
    Listen                2                     3
    Move Silently         4                     6
    Open Lock             6                    10
    Perform              n/a                    n/a
    Repair                1                     2
    Search                5                    25
    Spot                  6                     7
    Swim                  3                     7
    Tumble                6                     8
    Use Magic Device      3                    23
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Disable Device (+4)
    Skill: Hide (+2)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+2)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Human Bonus) Dodge
    Feat: (Selected) Mobility
    Feat: (Past Life) Past Life: Fighter
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Sneak Attack Training I
    
    
    Level 2 (Ranger)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Ranger Sprint Boost I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Ranger Favored Damage I
    
    
    Level 3 (Ranger)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Dexterity I
    
    
    Level 4 (Ranger)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Human Versatility II
    Enhancement: Ranger Favored Defense I
    
    
    Level 5 (Ranger)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Intimidate (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Human Adaptability Strength I
    Enhancement: Ranger Devotion II
    
    
    Level 6 (Ranger)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Intimidate (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Feat: (Selected) Spring Attack
    Enhancement: Human Improved Recovery II
    Enhancement: Ranger Favored Damage II
    
    
    Level 7 (Ranger)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Ranger Tempest I
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Defense II
    
    
    Level 9 (Ranger)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Ranger Dexterity II
    
    
    Level 10 (Ranger)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Ranger Favored Damage III
    
    
    Level 11 (Ranger)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Enhancement: Human Improved Recovery III
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Oversized Two Weapon Fighting
    
    
    Level 13 (Ranger)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Ranger Tempest II
    
    
    Level 14 (Monk)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Monk Bonus) Power Attack
    Enhancement: Ranger Favored Attack II
    
    
    Level 15 (Ranger)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Ranger Favored Damage IV
    
    
    Level 17 (Ranger)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Elemental
    Enhancement: Human Versatility III
    
    
    Level 18 (Ranger)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Combat Expertise
    Enhancement: Ranger Favored Defense III
    
    
    Level 19 (Ranger)
    Skill: Balance (+1)
    Skill: Intimidate (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Human Versatility IV
    
    
    Level 20 (Ranger)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Intimidate (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Ranger Item Defense I
    Enhancement: Ranger Tempest III
    Enhancement: Ranger Devotion III

  20. #20
    Community Member Timjc86's Avatar
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    Mar 2006
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    Quote Originally Posted by Kroll View Post
    Ok.
    After all this great feedback (much appreciated btw) I put this build together and broke it out in detail, including feat/enhancement/skill selection by level.
    Enhancement selection was more of a no-brainer than I thought simply because so many of them have level and point usage requirements. Pretty much just took stuff as soon as it became available. Feats I stuck with the build outline above.
    Let me know what ya'll think...
    Looks good. Kawiki answered your last round of questions just as I would have. Enjoy.

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