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Thread: Build review

  1. #1
    Founder Grindor's Avatar
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    Default Build review

    I'm working on a build and would like some folks to let me know if I've missed any important things here. This will be a 12/6/2 ftr/rgr/rog dwarf. He'll mostly be grouped up with a pure heal/buff-bot cleric and heal/buff-bot warchanter brd/rog (18/2). The cleric will be able to throw up blade barriers from time to time, but both of the support characters will sit back and just heal and buff (and CC in a pinch) for the most part.

    So this guy needs to be survivable, but he'll have quite a bit of healing available, so I have more focus on DPS and some resists. I juggled leveling patterns around to maximize a combination of which feats I could take along with some high skills (23 ranks of intimidate, 23 ranks UMD, 21 spot, 20 jump, and 12 balance). I started with a 16 str so I could get int and dex high enough for Combat Expertise (after a tome) and Greater Two Weapon Fighting (after a tome). All level ups went into str.

    Some of the critical enhancements I want at the low levels are spelled out, there are a couple that I can't get till 20, and 4 points are still free to play with. Everything else I plan to take I just crammed in to level 19 and will fill them in at lower levels as I feel I need them.

    I have a little flexibility in the feats. I have a large set of "must haves" and 4 that are all pretty high want to have. Out of those 4, I had room for 3. The three I picked were Greater Weapon Focus Slash, Quick Draw, and Oversize TWF. The odd man out ended up being Improved Critical Slash. Anyone think I should have left out a different one? Or something else I should really consider?

    Here's the entire build. Constructive feedback is appreciated!

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Level 20 True Neutral Dwarf Male
    (12 Fighter \ 2 Rogue \ 6 Ranger) 
    Hit Points: 382
    Spell Points: 30 
    BAB: 19\19\24\29\29
    Fortitude: 18
    Reflex: 16
    Will: 5
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (32 Point)       (Level 1)          (Level 20)        
    Strength             16                 21            
    Dexterity            15                 17            
    Constitution         18                 18            
    Intelligence         12                 14            
    Wisdom                8                  8            
    Charisma              6                  6            
    
    Tomes Used
    +2 Tome of Dexterity used at level 7
    +2 Tome of Intelligence used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               6                 16                   20
    Bluff                -2                 -2                    0
    Concentration         4                  5                    5
    Diplomacy            -2                 -2                   -2
    Disable Device        n/a               n/a                   n/a
    Haggle               -2                 -2                   -2
    Heal                 -1                 -1                   -1
    Hide                  6                  8                    8
    Intimidate            2                 21                   21
    Jump                  7                 26                   26
    Listen               -1                 -1                   -1
    Move Silently         6                  8                    8
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                1                  2                    2
    Search                5                  6                    8
    Spot                  3                 20                   20
    Swim                  3                  6                    6
    Tumble                6                  8                    8
    Use Magic Device      2                 21                   21
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Hide (+4)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Spell Defense I
    
    
    Level 2 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Toughness I
    
    
    Level 3 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Dodge
    Feat: (Selected) Power Attack
    Enhancement: Dwarven Constitution I
    Enhancement: Racial Toughness I
    Enhancement: Fighter Strength I
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Dwarven Spell Defense II
    
    
    Level 5 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    
    
    Level 6 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Mobility
    
    
    Level 7 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Feat: (Fighter Bonus) Spring Attack
    Enhancement: Dwarven Axe Damage II
    Enhancement: Kensei Dwarven Waraxe Mastery I
    Enhancement: Fighter Kensei I
    
    
    Level 8 (Rogue)
    Ability Raise: STR
    Skill: Balance (+7)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+2)
    Enhancement: Racial Toughness II
    Enhancement: Fighter Toughness II
    
    
    Level 9 (Ranger)
    Skill: Jump (+3)
    Skill: Spot (+3)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Combat Expertise
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Ranger Sprint Boost I
    
    
    Level 10 (Fighter)
    Skill: Intimidate (+2)
    Skill: Use Magic Device (+1)
    
    
    Level 11 (Ranger)
    Skill: Jump (+3)
    Skill: Spot (+3)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+2)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    Feat: (Selected) Improved Trip
    Enhancement: Fighter Dwarven Waraxe Specialization I
    
    
    Level 13 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+2)
    Skill: Spot (+3)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Fighter)
    Skill: Intimidate (+2)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+2)
    Skill: Spot (+3)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Quick Draw
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Skill: Spot (+2)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 17 (Ranger)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Skill: Spot (+2)
    Skill: Use Magic Device (+1)
    Enhancement: Ranger Tempest I
    
    
    Level 18 (Fighter)
    Skill: Intimidate (+2)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    
    
    Level 19 (Fighter)
    Skill: Intimidate (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Ranger Skill Boost I
    Enhancement: Ranger Skill Boost II
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Spell Defense III
    Enhancement: Dwarven Tactics I
    Enhancement: Kensei Battle Axe Mastery I
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Item Defense I
    Enhancement: Racial Toughness III
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Energy of the Wild I
    Enhancement: Ranger Dexterity I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness III
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Kensei Dwarven Waraxe Mastery II
    Enhancement: Fighter Kensei II
    Life is good. Eternal life is better.
    Drogoth - 19/1 Clr/Rgr || Fenced Goods - 20 Brd || Faeruen - 18/2 Brd/Rog
    Skrak - 10/6/2 Ftr/Rgr/Rog || Briggy - 16/2 Brd/Rog || Tayly - 18 Clr (all max exp)
    More in the works...

  2. #2
    Community Member Ulf's Avatar
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    Default

    Perhaps you could better explain what you're looking for because there seems to be several inconsistences. A few things that seem odd:
    1. Not taking improved crit (better than any of the other 3 feats you put ahead of it)
    2. why ranger and moderate umd
    3. Item defense enhancement but only trip I and tactics I (but improved trip feat)
    4. modest reflex with evasion
    5. 16 str
    6. CE for dual wielding

    As presented it seems like a jack of all trades melee, ok at everything, good at nothing. I suggest defining your desired playstyle with this char and list its primary and secondary roles, also a good idea to put some thought to equipment needs/wants. Then build around that. (Ex. dual wield evasion melee dps using hvy picks with decent tactics and ability to off tank, for high lvl end game content).

  3. #3
    Founder Grindor's Avatar
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    The overall point of the build is to be able to solo, but not truly solo, as part of a 3 box setup. I can't plan for gear or needed feats or even enhancements since I've never played high level content and not sure what to expect (the main reason I'm looking for feedback). I've played the game quite a bit, but most of my experience comes from back when the level cap was 10 and then 12. I've been back for a couple of months and still trying to digest a lot of the changes and what is needed for high level content (since that's all new to me). In the time I've been back, I've managed to get my current threesome to level 15 (enough exp for 16+), but that's been focusing on level 12 and below quests.

    What do I want the character to do? Primarily high DPS (not max, but high) with good survivability which I mainly try to get through high hitpoints, adjustable AC via CE and sword & board, and decent evasion. I'm not looking to be a main meat shield for elite bosses, but I would like to be able to handle that job on normal and maybe hard. I AM looking for a jack of all trades but not to be ok at all and good at none, I'm trying to build good at all, but great at none. I don't want a one dimmensional tank. That wouldn't fit the needs of my "group" and I find that sort of inflexibility to be pretty boring to play. If I go to play outside my threesome, which I'm sure I'll do at higher levels, then my primary focus would likely be DPS with off tanking.

    As for your specific points:
    1. Not taking improved crit (better than any of the other 3 feats you put ahead of it)
    That's exactly the kind of feedback I'm looking to hear. I don't know how good imp crit is because I've never had it. I'll swap that out with one of the other three.

    2. why ranger and moderate umd
    Primarily, I want to be able to use RR and alignment restricted items, especially 'of good" weapons. Having some chance to use a rez scroll in case I manage to get both of my heal bots killed is a possibility, but less of a factor.

    3. Item defense enhancement but only trip I and tactics I (but improved trip feat)
    I don't know how high I need to have my trip CR for it to be effective. This is another spot I could obviously use some feedback. I have plenty of room in my enhancements to shuffle things around (obviously I can drop item defense among others, and I even have a few unspent points). Of course Tactics 4 and Trip 4 would be ideal, but what's reasonable and still useful? 2? 3?

    4. modest reflex with evasion
    Any suggestion on how to raise reflex with out making major sacrafices to the build? I'll have at least 24 dex with gear, tome, and enhancements and then a +5 resist item (even at lower levels, +4 reflex with trapblast goggles).

    5. 16 str
    To get the higher dex (for GTWF, better reflex saves, and AC in light armor when I'm in evasion mode) and the int (for CE and the high skills) I want, giving up what will be a grand total of +1 to hit, +1 damage, and +1 to trip checks from 18 vs 16 str seems worth it. I can't imagine unbuffed 32 str versus 30 str in the end game as being a game breaker.

    6. CE for dual wielding
    I wanted to go the CE route so I have some flexibility in increasing my AC for some harder fights. I also wanted improved trip for some crowd control, damage reduction, and to help handle casters.


    Here's a 2nd take on the build. I've swapped out Oversized TWF and added Imp Crit Slash. I've also ramped up tactics and trip so they combine for +5 instead of +2. More thoughts?

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Level 20 True Neutral Dwarf Male
    (12 Fighter \ 2 Rogue \ 6 Ranger) 
    Hit Points: 362
    Spell Points: 30 
    BAB: 19\19\24\29\29
    Fortitude: 17
    Reflex: 16
    Will: 5
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    23
    Dexterity            15                    18
    Constitution         18                    19
    Intelligence         12                    14
    Wisdom                8                     8
    Charisma              6                     6
    
    Tomes Used
    +2 Tome of Dexterity used at level 7
    +2 Tome of Intelligence used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    20
    Bluff                -2                     0
    Concentration         4                     4
    Diplomacy            -2                    -2
    Disable Device        n/a                   n/a
    Haggle               -2                    -2
    Heal                 -1                    -1
    Hide                  6                     8
    Intimidate            2                    21
    Jump                  7                    26
    Listen               -1                    -1
    Move Silently         6                     8
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                1                     2
    Search                5                     8
    Spot                  3                    20
    Swim                  3                     6
    Tumble                6                     8
    Use Magic Device      2                    21
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Spell Defense I
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Toughness I
    
    
    Level 3 (Fighter)
    Feat: (Fighter Bonus) Dodge
    Feat: (Selected) Power Attack
    Enhancement: Dwarven Constitution I
    Enhancement: Racial Toughness I
    Enhancement: Fighter Strength I
    
    
    Level 4 (Fighter)
    Enhancement: Dwarven Spell Defense II
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    
    
    Level 6 (Fighter)
    Feat: (Selected) Mobility
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Spring Attack
    Enhancement: Dwarven Axe Damage II
    Enhancement: Kensei Dwarven Waraxe Mastery I
    Enhancement: Fighter Kensei I
    
    
    Level 8 (Rogue)
    Enhancement: Racial Toughness II
    Enhancement: Fighter Toughness II
    
    
    Level 9 (Ranger)
    Feat: (Selected) Combat Expertise
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Ranger Sprint Boost I
    
    
    Level 10 (Fighter)
    
    
    Level 11 (Ranger)
    
    
    Level 12 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Feat: (Selected) Improved Trip
    Enhancement: Fighter Dwarven Waraxe Specialization I
    
    
    Level 13 (Ranger)
    
    
    Level 14 (Fighter)
    
    
    Level 15 (Ranger)
    Feat: (Selected) Quick Draw
    
    
    Level 16 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 17 (Ranger)
    Enhancement: Ranger Tempest I
    
    
    Level 18 (Fighter)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    
    
    Level 19 (Fighter)
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Ranger Skill Boost I
    Enhancement: Ranger Skill Boost II
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Spell Defense III
    Enhancement: Dwarven Tactics I
    Enhancement: Dwarven Tactics II
    Enhancement: Kensei Battle Axe Mastery I
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Strategy (Trip) II
    Enhancement: Fighter Strategy (Trip) III
    Enhancement: Racial Toughness III
    Enhancement: Ranger Energy of the Wild I
    Enhancement: Ranger Dexterity I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness III
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Kensei Dwarven Waraxe Mastery II
    Enhancement: Fighter Kensei II
    Enhancement: Ranger Favored Damage I
    Life is good. Eternal life is better.
    Drogoth - 19/1 Clr/Rgr || Fenced Goods - 20 Brd || Faeruen - 18/2 Brd/Rog
    Skrak - 10/6/2 Ftr/Rgr/Rog || Briggy - 16/2 Brd/Rog || Tayly - 18 Clr (all max exp)
    More in the works...

  4. #4
    Community Member Ulf's Avatar
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    That's a bit clearer. Espically the part about soloing. From the first post I didn't take you literally when you said cleric and bard buff-bots that will hang back. I thought you meant those would be other players in a semi-static group.

    As to the specific points.
    1. Improved crit is definetly better, particularly if you're using certain weaps. The doubling of crit range is quite significant. But maybe you should leave out quickdraw. How often will you be switching weaps and/or boosting while in combat? If not alot, then drop quickdraw.

    2. I didn't explain clear enough. I was asking why both ranger and umd. Why not go 18 ftr / 2 rog. To better understand, compare the two options:
    -TWF and ITWF (both get, ftr would have 3 extra feats allowing TWF, ITWF and dodge or OTWF. Spring attack and mobility are not needed on a kensai).
    -Tempest I gets a slightly higher attack rate for dual wield and 2 weak FEs. Kensai III get +1 to crit range. If you're going to use D Axes (suggested by your enhancement choices) the kensai III route is more to your dps.
    -Tempest I will have useful bonus if you plan to range a significant amount (bow str is nice). Normally, ranged combat is considerably lower dps than melee. But if you solo, it may be used more.
    -With ranger lvls you can use divine wands, but with the umd this benefit is lost.
    So, if you will melee a lot more than range. I would suggest taking the ftr lvls, you'll do more damage.

    3. As to trip, you took improved trip, so you'll want to maximize that. Definetly tactics are more important than item defense. As to DC to shoot for, it depends on lvl of content you'll be playing (for high lvl I'd suggest getting in 50s dc to be highly effective). Trip goes against the higher of either str or dex of target.

    4. What i mean is if you're going to take rog for evasion and be using light armor, then you should put resources to maximizing the benefit. For sources to raise, you listed some, others are, feats like luck o heros (+1) and light reflex (+2), as true neutral - stability and greater stability (+6) items (protection and resistance all in one).

    5. The 16 str is more to spreading points without a clear goal, its not necessarily good or bad to have 16 str.

    6. If you want to have usable AC, you'll need to shoot for say 60 unbuffed (at high lvl 50 is like wearing nothing). Doing that in light armor to keep evasion with a mid dex will tough (gear intensive), especially while dual wielding.

    Unfortunately a lot of things like AC or reflex save, you can't go middle of the road. If you don't take it pretty high its just not going to give you a benefit. Also, you have kind of a domino effect, take CE for example:
    -Say drop CE thus improved trip has to go, so maybe less importance on tactics in enhancements. The two feats could go to +3 reflex +1 will +1 fort saves.
    -Or you decide to keep CE and go for AC with hvy armor. Thus evasion is shot and less need to build reflex saves.
    -Or keep CE and go stalwart PrE instead of kensai, changes alot of enhancements.
    -Or keep CE and light armor, but push dex to get better AC. So, more build points into dex thus lower con or str and strong gear needs.

    Generally, I suggest to taylor the build to the player. Not make a build and adapt playstyle. That's not to say you can't enjoy adapting the char and playstyle on the fly as you lvl. Its just that I see a lot of people get to higher lvl and find they really don't like how they been cornered into a certain playstyle because of the build they used.

    Finally, to soloing as a melee, the worst thing you can do is have moderate AC and moderate dps.

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