Stalwart Soldier (L20 Fighter)
Concept: Intimi-tank focusing on defense, but still able to switch to a more offensive role if needed
Original path's flaws: Many wasted feats (in particular multiple Toughness, Improved Sunder, Improved Shield Bash)
Main fixes: Revised stats and feats to get in particular better Will saves, Intimidate, UMD, Damage Reduction while shield-blocking and damage output with Two-Handed weapons
Alignment:
Chaotic Neutral,
Chaotic Good,
Neutral,
Neutral Good,
Lawful Neutral,
Lawful Good
Stats and Race (28/32 pt):
........Drow.....Dwarf......Elf.....Halfling...Human...Warforged.
.Str.....15......14/15.....14/15.....13/14.....14/15.......14....
.Dex.....14......15/16.......14........14........14........14....
.Con.....14........14......13/14.....14/15.....14/15.....14/16...
.Int.....13........13........13........13........13........13....
.Wis.....8.........9.........8.........8.........8........9/10...
.Cha.....13........10........13........13........13......10/11...
Ability increase every 4 levels: All in Str.
Skills, except Human: At character creation, get one rank (two skill points) into Tumble, max out Intimidate and UMD, and spend your remaining skill points into Balance. On further levels, keep Intimidate and UMD maxed out, and spend extra skill points into Balance.
Skills, Human: Same, but Balance can be maxed out at all levels, while extra skill points should go into Jump.
Feats (by level), Drow, Elf and Halfling: Toughness (1), Dodge (1), Combat Expertise (2), Improved Trip (3), Shield Mastery (4), Weapon Focus: Slash (6), Weapon Specialization: Slash (6), Improved Critical: Slash (8), Force of Personality (9), Power Attack (10), Skill Focus: Intimidate (12), Improved Shield Mastery (12), Greater Weapon Specialization: Slash (14), Bullheaded (15), Two-Handed Fighting (16), Skill Focus: UMD (18), Improved Two-Handed Fighting (18), Greater Two-Handed Fighting (20)
Feats (by level), Human: (Updated on 2010/10/07, click
here if you started this build earlier): Toughness (1), Dodge (1), Force of Personality (1), Combat Expertise (2), Improved Trip (3), Shield Mastery (4), Weapon Focus: Slash (6), Weapon Specialization: Slash (6), Improved Critical: Slash (8), Least Dragonmark of Sentinel [requires
unlocking dragonmarks] (9), Power Attack (10), Skill Focus: Intimidate (12), Improved Shield Mastery (12), Greater Weapon Specialization: Slash (14), Bullheaded (15), Two-Handed Fighting (16), Skill Focus: UMD (18), Improved Two-Handed Fighting (18), Greater Two-Handed Fighting (20)
Feats (by level), Dwarf: Toughness (1), Dodge (1), Combat Expertise (2), Improved Trip (3), Shield Mastery (4), Weapon Focus: Slash (6), Weapon Specialization: Slash (6), Improved Critical: Slash (8), Skill Focus: Intimidate (9), Power Attack (10), Bullheaded (12), Improved Shield Mastery (12), Greater Weapon Specialization: Slash (14), Skill Focus: UMD (15), Two-Handed Fighting (16), Lightning Reflexes (18), Improved Two-Handed Fighting (18), Greater Two-Handed Fighting (20)
Feats (by level), Warforged: Adamantine Body (1), Dodge (1), Combat Expertise (2), Toughness (3), Improved Trip (4), Weapon Focus: Slash (6), Shield Mastery (6), Improved Critical: Slash (8), Weapon Specialization: Slash (9), Power Attack (10), Skill Focus: Intimidate (12), Improved Shield Mastery (12), Greater Weapon Specialization: Slash (14), Bullheaded (15), Two-Handed Fighting (16), Skill Focus: UMD (18), Improved Two-Handed Fighting (18), Greater Two-Handed Fighting (20)
Special note: Enhancements below marked with a (*) should be taken so as to maximize your Dexterity bonus to AC. The exact amount you need will depend on your gear, and this is why no specific tier is provided. Make sure you read the
AC page on DDOWiki to understand AC in general and maximum Dexterity bonus to AC in particular. Ideally the maximum Dexterity bonus to AC of your Armor and Tower Shield would be equal (after bonuses from enhancements), and your Dexterity modifier would be high enough to reach this same number.
For more information about picking enhancements please read this post.
Enhancements (Fighter): Armor Class Boost III, Armor Mastery III, Haste Boost III, Intimidate II, Item Defense II, Stalwart Defender III, Strategy (Trip) II, Strength II, Tower Shield Mastery (*), Weapon Alacrity (capstone)
Enhancements (Drow): Dexterity (*), Enchantment Resistance I, Racial Toughness II
Enhancements (Dwarf): Armor Mastery (*), Axe Attack I, Axe Damage I, Constitution I, Racial Toughness II, Spell Defense II, Tactics I
Enhancements (Elf): Dexterity (*), Enchantment Resistance I, Racial Toughness II, Valenar Elf Melee Attack I, Valenar Elf Melee Damage I
Enhancements (Halfling): Dexterity (*), Guile I, Hero's Companion III, Luck (Reflex) I, Luck (Will) I, Racial Toughness II
Enhancements (Human): Adaptability Strength I, Improved Recovery II, Racial Toughness II, Versatility III
Enhancements (Warforged): Constitution I, Construct Thinking I, Great Weapon Aptitude I, Healer's Friend II, Racial Toughness II, Tactics I
Soloability by level:
No hireling..: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
With hireling: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Tips:
- This build is meant to be able to switch between defense and offense. In defensive mode, you would be using a one-handed weapon with a Tower Shield (use whichever slashing weapon works best for you, it does not matter much since you will deal low damage). Gather monsters around you with the Intimidate skill, and get into the Combat Expertise and Stalwart Defender defensive stances while shield-blocking to mitigate as much damage as possible. Switch to offensive mode when there is no point in mitigating damage, wielding a Two-Handed Weapon (Greataxe on Dwarf, Falchion on Elf, and either Greataxe, Falchion or Greatsword for other races), and turning on Power Attack.
- Remember blocking angle is important: you will not benefit from increased Damage Reduction if attacks come from behind you, so avoid being surrounded (corners and doors are your friends).
- Your best armor will be Mithral Full Plate until you can obtain
Dragontouched Armor. Shield-wise, try to find a Mithral Tower Shield, and at L15+ run the Hound of Xoriat raid to obtain
Levik's Defender (in the meantime you can also try to get the
Madstone Shield from the Reaver's Fate raid).
- Other common ways to increase your AC include Protection items, Barkskin potions, weapons of Parrying (and later on,
crafted items with Insight bonus to AC), the
Chaosgarde bracers,
crafting recipes to increase the AC provided by your armor and shield, and more high level items found mostly in raids or Epic content. Overall, you will need some minimum amount of grinding to acquire the gear required for good AC at highest levels (although you can reach a decent AC without too much grind).
- Try to regularly use your Trip ability, it can be very effective, especially against casters.
- At low and mid-levels you should be able to solo rather easily, thanks to your good AC. At higher levels you will have to be in your strongest defensive mode for your AC to be really effective, which will take down your damage output, and you will better be grouping with damage-oriented melees.
- The investment in the UMD skill will not pay off until the later levels, but then you will be able to reach a useful score in this skill if you focus on it.
- Once you get the Force of Personality feat (Warforged and Dwarf do not get it), you do not need to wear a +Wis item anymore: focus on Cha instead, which will also boost your Intimidate and UMD.
Variants:
- Such a build can benefit from splashing two levels of Paladin: this gives in particular a significant bonus to saves (equal to your Cha modifier), early access to healing wands, and +1 AC through the Paladin Aura (assuming no other Paladin is near you). The drawback is the loss of the Fighter capstone (+10% double strike) and one feat (for instance Lightning Reflexes on a Human, or Greater Two-Handed Fighting otherwise). Overall it is well worth it on such a defensive build, and it was not done here mostly because it would not work well with all races without 32 pt builds and/or tomes (you would want to start with a bit more Cha to gain more benefit from the bonus to saves). If you go this route, remember to start with the Lawful Good alignment (required for Paladins), and run your character through the
character planner to make sure your feat plan works (some feats are Fighter bonus feats that must be chosen among a subset of all feats, which can make planning tricky).
- Another popular variant that was not done here mostly because it is more stat and tome-dependent is to go for Two-Weapon Fighting instead of Two-Handed Fighting. Since a decent starting Dex is required for AC, it makes sense to take the opportunity to dual wield weapons at the same time (which requires 17+ Dex, counting only base score and tomes). This is especially powerful combined with Improved Trip, since your target needs to make two saves to avoid being tripped. In order to achieve this, ideally you would start with 15 Dex and use a +2 Dex tome later on (a Dwarf may start with higher Dex for AC purpose). This can be combined with the above Paladin variant.
- If you can get a Cha tome on a Dwarf or Warforged, you may tweak your stats and feats so as to pick Force of Personality (that requires 13+ Cha with base score and tomes). For instance Dwarf could follow the same feat progression as Drow, Elf and Halfling, while Warforged may drop Greater Two-Handed Fighting (be careful to re-do the feat progression with the character planner as it may require a significantly different feat order, since Force of Personality is not a Fighter bonus feat).
- If you can get an Int tome, you can take down Int by the same amount: the goal is to be able to reach 13 so as to pick Combat Expertise. You will need to switch some feats around (or
respec them after using the tome) since you will not be able to pick Combat Expertise at L2. You will also lose a few skill points: just make sure you keep Intimidate and UMD maxed out.
- You may pick Cleave / Great Cleave instead of Improved / Greater Two-Handed Fighting. The purpose of Cleave would be to grab aggro from a group of monsters by hitting them all at once at the beginning of a fight. However, you can usually achieve the same result using Intimidate or swinging a Two-Handed Weapon (that deals Glancing Blows around you), so it is not necessarily better. I would mostly recommend Cleave instead of Improved Two-Handed Fighting if you do not have room for Greater Two-Handed Fighting (e.g. because you would be splashing Paladin and need to drop a feat).
- If you are debating Human vs Dwarf, consider the following: Humans get better Cha and thus benefit more from a Paladin splash and can reach higher Intimidate / UMD (in particular with the Human Versatility enhancement and the Least Dragonmark of Sentinel), they are also healed more easily with Improved Recovery. The main reason to go Dwarf, besides the Con enhancements, is access to the racial Armor Mastery enhancements, which can allow you to reach higher AC (assuming you can get the gear to boost your Dex high enough).
- This build is close in spirit to the
Mighty Protector Paladin path. Roughly speaking, the Paladin may not reach as high Armor Class nor sustained damage output as the Fighter when in a group, but is more self-sufficient, and has better saves. The Paladin class also requires more "active" gameplay, due to short-term buffs and special abilitites.
Color code: best to worst =
green,
yellow,
orange,
red