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  1. #1
    Community Member Hisl's Avatar
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    Default Needed: TWF Dwarf build

    I am searching the forums for a good TWF Dwarf build (32 pt) that uses dwarven axes! It would be greatly appreciated if somone could post me a good link to one of these. I dont care if it is pure or multi I just need it to be dwarf, twf, and use dwarf axes! Can also be DPS or multifunctional, I would actually like to compare some. Thank you in advance.

  2. #2
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    Quote Originally Posted by Hisl View Post
    I am searching the forums for a good TWF Dwarf build (32 pt) that uses dwarven axes! It would be greatly appreciated if somone could post me a good link to one of these. I dont care if it is pure or multi I just need it to be dwarf, twf, and use dwarf axes! Can also be DPS or multifunctional, I would actually like to compare some. Thank you in advance.
    I built a TWF Dwarven axe wielder based on the well-known Monster build. So far, at lvl 11, I have been very pleased with the results.

  3. #3
    Community Member Hisl's Avatar
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    This is actually one that I was already looking at and considering. The only I dont care for is having to swap feats, but that is a minor inconvenience.

  4. #4
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    I built the monster, and I can get it to 50 str with buffs, power boost and items. That puts the damage up to an average 50 per hand with any +1 axe. Crits are an average of about 175 with +1s. Using greensteel tier 3's would put avg damage per hand non crit in the 80s and crits in the 190s-200s I'm guessing.

    Make this build and you will be happy. (make sure you use paralyzing dwarven axes for levels 10-14 on everything except undead).

  5. #5
    Community Member Ulf's Avatar
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    Hisl,

    I would suggest you first define what type of roll you want to have better. Do you want dps, Ac hp, saves, evasion, umd, etc.. You don't have to be exact, but there are lots of builds that would be dual wielding dwarfs that would have different strength and weaknesses.

    As to the 2 builds previously mentioned, I would suggest against them for a dwarf dual wielder. The axe murder build is simpily inferior to both an evasion/saves/decent dps 18rngr/2monk build and pure 20 kensai ftr good dps/goodAC/goodHP build. The calim of that build is dps/saves/evasion/hp/AC, it looses all conditions.
    And the monster build looses a lot of AC going to dwarf, the power attack enhancements, as well as the immunities, without really gaining anything substantial outside the DA benefits (feat slot, +2 hit and damage). Not to mention the monster build is minimum 40 shrouds and 5 shroud items (3 of which are double upgrades).

    If you clearify your request, I'm sure a build that you can work with could be supplied.

  6. #6
    Community Member Hisl's Avatar
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    Priorities of build I am looking for would be in order;
    1. Dwarf twf with dwarven axes
    2. DPS (I know there are better dps with Khopesh and different races but this is the flavor I want for this guy)
    3. Survivability at end game (Shroud Useful)
    4. Anything extra is nice such as ac, saves, etc

  7. #7
    Community Member Kaeldur's Avatar
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    Quote Originally Posted by Hisl View Post
    Priorities of build I am looking for would be in order;
    1. Dwarf twf with dwarven axes
    2. DPS (I know there are better dps with Khopesh and different races but this is the flavor I want for this guy)
    3. Survivability at end game (Shroud Useful)
    4. Anything extra is nice such as ac, saves, etc
    By any chance did you check this out?
    http://forums.ddo.com/showpost.php?p...2&postcount=10

  8. #8
    Community Member Ulf's Avatar
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    Same question came up in Ftr forums here. Take a look. I still say if you don't have a well defined end point in mind for this character, you should probably avoid haevy multiclassing (i.e. 3-classes or >4 lvls in 2nd class).

  9. #9
    Community Member D'rin's Avatar
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    Another option would be 13 rogue/6ranger/1monk. You still get the AC. Str is behind a bit but you get +4 or 6 on 2 types of mobs and other mobs you get sneak attacks on. Very solid dps good save. improved evasion and acro immunity to knockdown. All around a solid build.

    If you wanted different flavor sacrifice AC and go barbarian for 20% movement speed from acro 2 and barb one

  10. #10
    Community Member Ulf's Avatar
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    Quote Originally Posted by D'rin View Post
    Another option would be 13 rogue/6ranger/1monk. You still get the AC. Str is behind a bit but you get +4 or 6 on 2 types of mobs and other mobs you get sneak attacks on. Very solid dps good save. improved evasion and acro immunity to knockdown. All around a solid build.

    If you wanted different flavor sacrifice AC and go barbarian for 20% movement speed from acro 2 and barb one
    Agree with the saves and evasion, but why 6 rngr? The umd from rog means the divine healing abilities of rngr are basically moot. The temp I requires mobolity and spring attack. Drop those and take 6 ftr (+4 feats, lvls 1,2,4,6). You can easily pick up TWF, ITWF of tempest as well as GTWF, TWFD, OTWF, and still have a free feat. Plus you get the str enhancement from ftr. And the other benifit of rngr (bow str) is mostly lost on your 13 rog/6rngr/1mnk build.

    Also, the barb / acro II can be a fun build.

  11. #11
    Community Member Therigar's Avatar
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    Here is my current build, or close to it in any case. Dual wielding dwarven axes, kensai, looking to use the fighter capstone.

    Note that this was made for planning purposes. I'm not certain that my actual build followed every detail of this. But, it is pretty close.

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Dwarf Male
    (20 Fighter) 
    Hit Points: 442
    Spell Points: 0 
    BAB: 20\20\25\30
    Fortitude: 19
    Reflex: 11
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    26
    Dexterity            16                    18
    Constitution         18                    22
    Intelligence         10                    10
    Wisdom                8                     8
    Charisma              6                     6
    
    Tomes Used
    +1 Tome of Dexterity used at level 8
    +2 Tome of Strength used at level 13
    +2 Tome of Dexterity used at level 13
    +2 Tome of Constitution used at level 13
    
    Level 1 (Fighter)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Two Weapon Fighting
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Toughness I
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Dwarven Axe Damage I
    Enhancement: Fighter Strength I
    
    
    Level 3 (Fighter)
    Feat: (Selected) Iron Will
    Enhancement: Dwarven Constitution I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Toughness II
    
    
    Level 5 (Fighter)
    Enhancement: Dwarven Axe Attack I
    
    
    Level 6 (Fighter)
    Feat: (Selected) Bullheaded
    Feat: (Fighter Bonus) Dodge
    Enhancement: Kensei Dwarven Waraxe Mastery I
    Enhancement: Fighter Kensei I
    
    
    Level 7 (Fighter)
    Enhancement: Racial Toughness II
    Enhancement: Fighter Toughness III
    
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    Enhancement: Fighter Strength II
    
    
    Level 9 (Fighter)
    Feat: (Selected) Power Attack
    Enhancement: Dwarven Constitution II
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    
    
    Level 11 (Fighter)
    Enhancement: Fighter Haste Boost III
    
    
    Level 12 (Fighter)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Kensei Dwarven Waraxe Mastery II
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Dwarven Waraxe Specialization I
    
    
    Level 13 (Fighter)
    Enhancement: Fighter Attack Boost III
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Mobility
    Enhancement: Fighter Critical Accuracy III
    
    
    Level 15 (Fighter)
    Feat: (Selected) Oversized Two Weapon Fighting
    Enhancement: Fighter Strength III
    
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Superior Weapon Focus: Slashing Weapons
    Enhancement: Racial Toughness III
    
    
    Level 17 (Fighter)
    Enhancement: Racial Toughness IV
    
    
    Level 18 (Fighter)
    Feat: (Selected) Luck of Heroes
    Feat: (Fighter Bonus) Spring Attack
    Enhancement: Kensei Dwarven Waraxe Mastery III
    Enhancement: Fighter Kensei III
    Enhancement: Fighter Dwarven Waraxe Specialization II
    
    
    Level 19 (Fighter)
    Enhancement: Fighter Toughness IV
    
    
    Level 20 (Fighter)
    Enhancement: Fighter Haste Boost IV

  12. #12
    Community Member D'rin's Avatar
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    Quote Originally Posted by Ulf View Post
    Agree with the saves and evasion, but why 6 rngr? The umd from rog means the divine healing abilities of rngr are basically moot. The temp I requires mobolity and spring attack. Drop those and take 6 ftr (+4 feats, lvls 1,2,4,6). You can easily pick up TWF, ITWF of tempest as well as GTWF, TWFD, OTWF, and still have a free feat. Plus you get the str enhancement from ftr. And the other benifit of rngr (bow str) is mostly lost on your 13 rog/6rngr/1mnk build.

    Also, the barb / acro II can be a fun build.
    You get the 10% attack speed from tempest which is pretty sweet when you figure greensteel and sneak attack. Also important if you go with a radiance weapon. You gain rams might which makes up for the fighter str enhancements. Also bow str is not wasted. Figure BAB is still 15+ with this type of character so when many shot is up jump back hit many shot and rail them for 20 seconds then switch back to dual dwarven axes.
    Also spring attack on a barb/acro means you can run around things and just whack them faster than they can turn on you.

  13. #13
    Community Member Hisl's Avatar
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    At this point I am leaning towards the pure builds and then aybe a multi when I TR him.

  14. #14
    Community Member Hisl's Avatar
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    What would be the advantages or disadvantages of going pure ranger over pure fighter?

  15. #15
    Community Member Ulf's Avatar
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    Quote Originally Posted by D'rin View Post
    You get the 10% attack speed from tempest which is pretty sweet when you figure greensteel and sneak attack. Also important if you go with a radiance weapon. You gain rams might which makes up for the fighter str enhancements. Also bow str is not wasted. Figure BAB is still 15+ with this type of character so when many shot is up jump back hit many shot and rail them for 20 seconds then switch back to dual dwarven axes.
    Also spring attack on a barb/acro means you can run around things and just whack them faster than they can turn on you.
    As I said the alacrity doesn't stack with haste, so its gain is going to me minimal in group situations.
    To Rams might, that would make up for ftr strength enhancements.
    You said the acro II/tempest I/mnk build would be low str, which means bow str is not much gain. The dps of that char is mainly coming from sneak attack (which can be very nise)
    Finally, tempest I compared to kensai I is 6 feats difference. mobility and spring attack dropped gives two, plus ftr gets bonus feats at 1,2,4,6. With those 6 feats you can take OTWF, S Weap focus (to give +3 hit) and the kensai I gives +1 to hit. Total of +4 to hit (means moving to Hit is same and stationary to Hit is 4 higher) That still leaves 4 extra feats, could be S Weap Spec for extra damage (combined with kensai I means +3 damage), extra AC (dodge, TWD, CE), extra saves (light reflex, luck o heros, iron will), extra hp (+2 base per ftr lvl, plus 20 per toughness feat if using extra feats).

  16. #16
    Community Member Ulf's Avatar
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    Quote Originally Posted by Hisl View Post
    What would be the advantages or disadvantages of going pure ranger over pure fighter?
    Pure ranger instead of pure fighter
    Advantages:
    Bow Strength
    Manyshot free
    dex bonus enhancements
    +4 shield AC when dual wielding
    Extra off hand attack
    25% alacrity when ranged
    Divine wand usage free
    Barkskin (+5 AC) and FoM
    Favored Enemies
    Evasion
    Past life +2 ranged damage and +2 elemental resists

    Disadvantages:
    11 less selectable feats
    less hp (base hp will be 40 hp less usual difference is more than 100 hp)
    lower base + to Hit and damage (at least 2/4 from kensai and probably more from S. weap focus/Spec)
    lower crit range (Kensai III get +1 crit rnge)
    str bonus enhancements
    melee 10% alacrity doesn't stack with anything (ftr capstone alacrity will stack with some items, not haste)
    restricted to light armor (or loose evasion)
    lower DCs on trips, stunning blows, sunders, etc..
    Past life +1 to hit and +1 to all DC

    There are other differences, those are the big ones off the top of my head. Also, put in the passive past life feats since you mentioned TR later. Hope this helps you decide which to tak, can't really go wrong either way. Just go with the one that fits your playstyle best

    Oh, also, if you don't plan to use ranged much, 18 rngr / 2 monk or rog, can give you extra skill pts, saves, AC, SA dmg while sacrficing 25% ranged alacrity and 1 to Hit.

  17. #17
    Community Member Hisl's Avatar
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    Thanks Ulf!! Do you happen to have a link for one of those 18rng/2mnk builds?

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