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  1. #1
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    Default Dwarven Melee Raid Saver

    So... I've been posting around the forums here and there always thinking about my True Reincarnation. It's the goal of my character as a weak 28 point build, and I've come up with some interesting ideas, and some terrible ideas.

    This idea... is novelty. The ranger/cleric. The idea: Enough ranger to get greater two weapon fighting with tempest I and enough cleric to be able to raise dead, also acts as a buffer.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Dwarf Male
    (11 Ranger \ 9 Cleric) 
    Hit Points: 312
    Spell Points: 674 
    BAB: 17\17\22\27\27
    Fortitude: 17
    Reflex: 12
    Will: 12
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             18                 22                   22
    Dexterity            11                 13                   14
    Constitution         16                 16                   18
    Intelligence         12                 14                   14
    Wisdom               13                 15                   17
    Charisma              6                  6                    6
    
    Tomes Used
    +2 Tome of Dexterity used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               2                 13                   17
    Bluff                -2                 -2                   -2
    Concentration         7                 27                   27
    Diplomacy            -2                 -2                   -2
    Disable Device        n/a               n/a                   n/a
    Haggle               -2                 -2                   -2
    Heal                  1                  9                    9
    Hide                  2                  5                    5
    Intimidate           -2                 -2                    0
    Jump                  8                 16                   16
    Listen                1                  3                    3
    Move Silently         2                 12                   12
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                1                  2                    2
    Search                1                  2                    4
    Spot                  5                 23                   23
    Swim                  4                  6                    6
    Tumble                2                 13                   13
    Use Magic Device      0                  9                    9
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Past Life) Past Life: Fighter
    Feat: (Selected) Toughness
    
    
    Level 2 (Ranger)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Past Life: Student of the Sword
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Dodge
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Ranger)
    Feat: (Selected) Mobility
    
    
    Level 13 (Ranger)
    
    
    Level 14 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Aberration
    
    
    Level 15 (Ranger)
    Feat: (Selected) Spring Attack
    
    
    Level 16 (Ranger)
    
    
    Level 17 (Ranger)
    
    
    Level 18 (Ranger)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 19 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 20 (Ranger)
    Enhancement: Ranger Sprint Boost I
    Enhancement: Ranger Sprint Boost II
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Axe Attack II
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Faith II
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Spell Defense II
    Enhancement: Dwarven Spell Defense III
    Enhancement: Dwarven Tactics I
    Enhancement: Dwarven Tactics II
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Improved Empower Healing II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Ranger Tempest I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Devotion III
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Ranger Dexterity I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Divine Vitality III
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    His spell list (had to enable ability point increase in order for it to list them all, strange bug but love the generator)



    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Dwarf Male
    (11 Ranger \ 9 Cleric) 
    Hit Points: 312
    Spell Points: 674 
    BAB: 17\17\22\27\27
    Fortitude: 17
    Reflex: 12
    Will: 12
    
    Level 1 (Ranger)
    
    
    Level 2 (Ranger)
    
    
    Level 3 (Cleric)
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Nightshield
    Spell (1): Nimbus of Light
    Spell (1): Obscuring Mist
    Spell (1): Protection From Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    
    
    Level 5 (Cleric)
    Spell (2): Aid
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Close Wounds
    Spell (2): Cure Moderate Wounds
    Spell (2): Deific Vengance
    Spell (2): Eagle's Spendor
    Spell (2): Find Traps
    Spell (2): Hold Person
    Spell (2): Inflict Moderate Wounds
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy
    Spell (2): Seek Eternal Rest
    Spell (2): Soundburst
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II
    
    
    Level 6 (Cleric)
    
    
    Level 7 (Cleric)
    Spell (3): Bestow Curse
    Spell (3): Blindness
    Spell (3): Contagion
    Spell (3): Cure Serious Wounds
    Spell (3): Dispel Magic
    Spell (3): Glyph of Warding
    Spell (3): Inflict Serious Wounds
    Spell (3): Magic Circle Against Evil
    Spell (3): Mass Aid
    Spell (3): Prayer
    Spell (3): Protection From Energy
    Spell (3): Remove Blindness
    Spell (3): Remove Curse
    Spell (3): Remove Disease
    Spell (3): Searing Light
    Spell (3): Summon Monster III
    Spell (3): Water Breathing
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    
    
    Level 9 (Cleric)
    Spell (4): Chaos Hammer
    Spell (4): Cure Critical Wounds
    Spell (4): Deathward
    Spell (4): Dismissal
    Spell (4): Divine Power
    Spell (4): Freedom of Movement
    Spell (4): Holy Smite
    Spell (4): Inflict Critical Wounds
    Spell (4): Mass Shield of Faith
    Spell (4): Neutralize Poison
    Spell (4): Order's Wrath
    Spell (4): Panacea
    Spell (4): Poison
    Spell (4): Recitation
    Spell (4): Restoration
    Spell (4): Summon Monster IV
    Spell (4): Symbol of Flame
    Spell (4): Unholy Blight
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    Spell (5): Break Enchantment
    Spell (5): Flame Strike
    Spell (5): Greater Command
    Spell (5): Mass Cure Light Wounds
    Spell (5): Mass Inflict Light Wounds
    Spell (5): Protection From Elements
    Spell (5): Raise Dead
    Spell (5): Slay Living
    Spell (5): Spell Resistance
    Spell (5): Stalwart Pact
    Spell (5): Summon Monster V
    Spell (5): Symbol of Pain
    Spell (5): True Seeing
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    
    
    Level 13 (Ranger)
    
    
    Level 14 (Ranger)
    
    
    Level 15 (Ranger)
    
    
    Level 16 (Ranger)
    
    
    Level 17 (Ranger)
    
    
    Level 18 (Ranger)
    
    
    Level 19 (Ranger)
    
    
    Level 20 (Ranger)
    Ability Raise: STR
    And his ranger spell list (also didn't show, another strange bug. Guess this build is that strange?)

    Guessing I'd take Ram's Might, Tumble and Jump for my first level spells. Bark's skin, Protection from Energy, and Snare for my second level spells. Wild Instincts as my third level spell

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    
    Level 1 (Ranger)
    
    
    Level 2 (Ranger)
    
    
    Level 3 (Ranger)
    
    
    Level 4 (Ranger)
    Spell (1): Camouflage
    Spell (1): Jump
    Spell (1): Longstrider
    Spell (1): Merfolk's Blessing
    Spell (1): Ram's Might
    Spell (1): Resist Energy
    Spell (1): Summon Nature's Ally I
    Spell (1): Tumble
    
    
    Level 5 (Ranger)
    
    
    Level 6 (Ranger)
    
    
    Level 7 (Ranger)
    
    
    Level 8 (Ranger)
    Spell (2): Barkskin
    Spell (2): Bear's Endurance
    Spell (2): Cat's Grace
    Spell (2): Cure Light Wounds
    Spell (2): Hold Animal
    Spell (2): Mass Camouflage
    Spell (2): Owl's Wisdom
    Spell (2): Protection From Energy
    Spell (2): Snare
    Spell (2): Spike Growth
    Spell (2): Summon Nature's Ally II
    
    
    Level 9 (Ranger)
    
    
    Level 10 (Ranger)
    
    
    Level 11 (Ranger)
    Spell (3): Cure Moderate Wounds
    Spell (3): Neutralize Poison
    Spell (3): Remove Disease
    Spell (3): Summon Nature's Ally III
    Spell (3): Wild Instincts

    The first time I tried this build I completely left out the tempest... and I'm thinking I might have preferred it that way. It allows you to bottom out the dex and saves you 3 feats for more spell casting, or melee, or both.

    With his skills I tried to get a good use magic device, but with such a low charisma it'd seem like allot of work to UMD very much. If I didn't do UMD it'd free up 18 skill points for a little more hide and more move silently, and that's what I'd probably do.

    On his enhancements I took allot of divine vitality to hand more SP to the real cleric in the group. Didn't sacrifice much to hit at all in my opinion, and with divine power and TR fighter boost I'll have a 20+4 BAB I believe.

    For the most part this character's job would be to simply buff, use divine power when needed, hit things hopefully with a debuffing weapon and/or trip, mass cure light wounds during battle (which makes me wish I could fit quicken in there), give divine vitality to the real spellcasters, raise the dead, cure status and save the real spellcasters SP.

    Overall I have to say he'd be a friendly melee to have around. This build would be hard to pull off without 34 points imo, and hard to pull off without the tomes. In fact this build would be hard to pull off period. No offense to any paladins are bards out there, but in some ways I think this is what you'd like to be able to do.

    Anyway, feel free to have a hard time on me about this one. I know an 11/9 split is strange. I can take it. Being constructive would be nice.

    Questions:
    Summon Monster and Summon Nature's Ally can work at the same time?
    Last edited by donotdirect1; 04-19-2010 at 04:45 AM.

  2. #2
    Community Member Bacab's Avatar
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    Please do not build this with a TRed toon....you would regret it.

    If you want to raise dead...craft a raise dead clickie from the shroud. Also a lotta people can UMD raise dead scrolls. Either pick DPS or support. You are kinda doing both...poorly.

    I would consider maybe playing a FVS (either a WF greatsword user or a dual-wielder) or a BRD (look up axesinger) if you want to melee and buff, self-heal, heal.

    If you have your heart set on this...make it first without TRing. Use a normal toon. Then can see deficiencies and fix them or avoid them.

    The TR grind can be rough, and it would be a shame to TR a toon and essentially "waste" them on a project.

  3. #3
    Community Member Danmor's Avatar
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    As Bacab said, there are raise dead clickies, so there's no real need for 9 levels of cleric for access to raise dead.
    By going 11 ranger, you'll lose access to the higher tiers of Barkskin and Tempest.
    By going 9 cleric, you'll lose access to Heal, the single most useful healing spell available.

    The main benefit of primary spellcasters are their highest-level spells. With 9-11 levels of such a class you're giving up most of their power. I think you might be better off with a UMD-capable character. By splashing rogue you should be able to get your UMD high enough for Raise Dead scrolls. Or go bard with some melee. But this looks like a bad idea.

    Edit: just saw your question about summon.
    Not sure about that. As far as the Devs' statements are concerned, Summon Monster and Summon Nature's Ally shouldn't be active at the same time. But I don't have a toon where I have both spells...
    Last edited by Danmor; 04-19-2010 at 04:58 AM.
    Quote Originally Posted by DDOTalk71 View Post
    If the melee asks "Why didn't you heal me before I died?", Healer response should be "Why didn't you kill it before you died?"
    Everybody's got the right to be stupid, some just abuse the privilege.

  4. #4
    Community Member FuzzyDuck81's Avatar
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    I can see this as primarily melee at high levels with some enhanced healing & buffing capabilities for soloing - at low level especially you'll be a valuable back-up support as well as able to hold your own in a fight... should be capable though not the most uber build around, and missing out on Heal will hurt.
    TR'ing presumably to allow you to boost the to-hit, but you'll be able to cast Divine Power later on too for help with that & with the decent equipment I assume you already have (if not, try to get some more raid gear or a good greensteel item plus start banking a few nice low-level items before making) that'll give you enough of an edge to be feasible without as much grinding
    Overall, though some people wouldnt "get" it as much, I'd be happy to run with a capable player set up like this.
    Last edited by FuzzyDuck81; 04-19-2010 at 05:09 AM.
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  5. #5
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    I actually expected the responses to be much worse. I am glad someone gets it though. I'm looking over the Axesinger right now, and I'm going to do a comparison and post it here. Apples to oranges? Not so much in my opinion. They are different but certain key things remain the same.

  6. #6
    Build Constructionist unbongwah's Avatar
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    At first glance, this doesn't seem like a good idea. Getting GTWF for free is nice, but not worth sacrificing 5 levels of cleric, IMHO. I also can't figure out why you went with INT 12; do you really need all those skill points?

    Then again, I've been trying to come up with a ranger 6 / monk 2 / FvS (or cleric) 12 build I like - melee-focused but with enough divine spells to function as a backup healer/buffer - so who am to criticize the crazy in others' builds? :-)

  7. #7
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    Honestly all melee's have to realize that they are expendable. A group often needs a tank, and the rest could happily be casters, they are just plain more useful and powerful.

    In response to your Intelligence of 12 question, you are right, I could probably do without it. Having some skills would be nice, as in the current life I have 1 skill, intimidate, and that is IT.

    Now I give you, the reincarnated axesinger.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Dwarf Male
    (2 Fighter \ 3 Rogue \ 15 Bard) 
    Hit Points: 290
    Spell Points: 488 
    BAB: 15\15\20\25\25
    Fortitude: 13
    Reflex: 16
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             16                    22
    Dexterity            15                    18
    Constitution         16                    18
    Intelligence         12                    14
    Wisdom                8                     8
    Charisma             12                    15
    
    Tomes Used
    +1 Tome of Charisma used at level 3
    +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                    18
    Bluff                 1                     2
    Concentration         3                    14
    Diplomacy             1                     2
    Disable Device        n/a                   n/a
    Haggle                5                    25
    Heal                 -1                    -1
    Hide                  2                     4
    Intimidate            5                    27
    Jump                  7                    16
    Listen               -1                    -1
    Move Silently         2                     4
    Open Lock             6                    15
    Perform               n/a                  25
    Repair                1                     2
    Search                5                     8
    Spot                  3                     3
    Swim                  3                     6
    Tumble                6                    24
    Use Magic Device      5                    25
    
    Level 1 (Rogue)
    Feat: (Past Life) Past Life: Fighter
    Feat: (Selected) Toughness
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 3 (Bard)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    
    Level 4 (Bard)
    
    
    Level 5 (Bard)
    
    
    Level 6 (Bard)
    Feat: (Selected) Force of Personality
    
    
    Level 7 (Rogue)
    
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    
    Level 9 (Bard)
    Feat: (Selected) Power Attack
    
    
    Level 10 (Bard)
    
    
    Level 11 (Bard)
    
    
    Level 12 (Bard)
    Feat: (Selected) Past Life: Student of the Sword
    
    
    Level 13 (Bard)
    
    
    Level 14 (Bard)
    
    
    Level 15 (Bard)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Bard)
    
    
    Level 17 (Bard)
    
    
    Level 18 (Bard)
    Feat: (Selected) Extend Spell
    
    
    Level 19 (Bard)
    
    
    Level 20 (Rogue)
    Enhancement: Fighter Haste Boost I
    Enhancement: Bard Inspired Attack I
    Enhancement: Bard Inspired Attack II
    Enhancement: Bard Inspired Attack III
    Enhancement: Bard Inspired Bravery I
    Enhancement: Bard Inspired Bravery II
    Enhancement: Bard Inspired Damage I
    Enhancement: Bard Inspired Damage II
    Enhancement: Bard Inspired Damage III
    Enhancement: Bard Lingering Song I
    Enhancement: Bard Lingering Song II
    Enhancement: Bard Warchanter I
    Enhancement: Dwarven Armor Mastery I
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Axe Attack II
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Spell Defense II
    Enhancement: Dwarven Spell Defense III
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Bard Song Magic I
    Enhancement: Bard Song Magic II
    Enhancement: Bard Energy of the Music I
    Enhancement: Bard Energy of the Music II
    Enhancement: Bard Charisma I
    Enhancement: Bard Charisma II
    Enhancement: Rogue Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    Enhancement: Bard Wand Mastery I
    In comparison it's tough on the ability points in my opinion with charisma weighing the dwarf down. The "crazy" ranger/cleric build comes out with better saves, hit points, base attack bonus, attack haste, much more spell points, divine vitality being maxed counts as a benefit to me, and spell feats. The axesinger comes out with better skills, better buffs, songs, and is genuinely more useful. I may just move points out of intelligence to get max strength, but for the current I do like his skills.

    Honestly it's a bit of a tough choice, the one thing that would really sink my 11/9 split is the fact that it's considered crazy. Getting into groups could be very tough. It's hard to swallow being forced to become one of the herd on every build I've made. Originality is not really respected in game, but I can understand that certain things feel gimped. I'll probably go with some version of the axesinger.

    Thanks for all the help.

  8. #8
    Community Member Bacab's Avatar
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    you will love your Axesinger. Also having haste that you cast and displacement...its a really fun build and solos very well. Also you will get into Raids as a Warchanter. The 11/9 split would struggle to get into parties IMHO. I do think the 11/9 could be fun to solo with, but it just would not bring much to the table in a group. While the Axesinger can trapmonkey, heal, buff, sing and DPS and even Crowd Control.

  9. #9
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by donotdirect1 View Post
    It's hard to swallow being forced to become one of the herd on every build I've made. Originality is not really respected in game, but I can understand that certain things feel gimped.
    The game mechanics really penalize spellcasters who take more than a splash of other classes. Bards seem to be the only ones who can get away with heavy multiclassing, perhaps because they aren't considered primarily spellcasters; and even they are usually expected to be at least bard 14 for near-max Inspire Courage.

  10. #10
    Community Member tomfar72's Avatar
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    Quote Originally Posted by unbongwah View Post
    Then again, I've been trying to come up with a ranger 6 / monk 2 / FvS (or cleric) 12 build I like - melee-focused but with enough divine spells to function as a backup healer/buffer - so who am to criticize the crazy in others' builds? :-)
    Heh, I hear ya there. I'm convinced I can make a Drow 12FvS/8Sorc of doom!!! Firewall, BB, and heals all maxed and empowered..doom I say..DOOM!!!
    Buff Rock, nerf Paper, Scissors is fine.

  11. #11
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    To be a bit more specific about the Raise Dead aspect of your build..

    Raise Dead is absolutely worthless (or next to it) in a battle. You need Resurrection or far more preferably, True Resurrection to be anything reliable. Raise Dead in the midst of the heat just results in a double death. If it doesnt, the guy just got lucky, or the fight wasnt that bad to begin with and he probably shouldnt have died in the first place.

    And of course, if you are raising after the fight, well then you have already won, and the spell is more of a convenience utility rather than a tool for the battle.

    Obviously, there are times when some guy who is ranging can toss in a quicky raise and it saves the day, but its nothing you want to center your build around.

  12. #12
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    True enough that the raise dead aspect alone isn't enough to do that build. But he is actually very layered at lower than epic dungeons. If raise dead were the only thing he could do well he'd be pretty useless. Instead he does quite a few things, extended buffs, gives real spell caster SP, big spell point pool due to wisdom as both casting stat, quite a few selectable spells, while being enough melee focused to hit most of the time and have a nice hit point pool. The race also helps along the idea of a "last man standing" swaggering at more hit points, and to hit than other races. Just because you don't "get it" doesn't mean that it couldn't work.

    Never the less I'll not try to do that split again.

    This may be my version of the axesinger, he's a bit more skilled. Max skilled in Intimidate, Use Magic Device, Open Lock, Haggle and Perform. 10 ranks in the following skills: Balance, Concentration, Jump, and Tumble. Didn't do traps, if I could stand it I'd drop haggle but I really want to make more money in my second life, and I don't think I want to make a bard of any other race.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Dwarf Male
    (2 Fighter \ 3 Rogue \ 15 Bard) 
    Hit Points: 310
    Spell Points: 512 
    BAB: 15\15\20\25\25
    Fortitude: 14
    Reflex: 16
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            15                    18
    Constitution         15                    20
    Intelligence         13                    16
    Wisdom                8                    10
    Charisma             12                    16
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Wisdom used at level 7
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Charisma used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    18
    Bluff                 1                     3
    Concentration         2                    15
    Diplomacy             1                     3
    Disable Device        n/a                   n/a
    Haggle                5                    26
    Heal                 -1                     0
    Hide                  2                     4
    Intimidate            5                    28
    Jump                  7                    17
    Listen               -1                     0
    Move Silently         2                     4
    Open Lock             6                    26
    Perform               n/a                  26
    Repair                1                     3
    Search                5                     9
    Spot                  3                     4
    Swim                  3                     7
    Tumble                6                    16
    Use Magic Device      5                    26
    
    Level 1 (Rogue)[/B]
    Feat: (Past Life) Past Life: Fighter
    Feat: (Selected) Toughness
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 3 (Bard)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    
    Level 4 (Bard)
    
    
    Level 5 (Bard)
    
    
    Level 6 (Bard)
    Feat: (Selected) Force of Personality
    
    
    Level 7 (Rogue)
    
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    
    Level 9 (Bard)
    Feat: (Selected) Power Attack
    
    
    Level 10 (Bard)
    
    
    Level 11 (Bard)
    
    
    Level 12 (Bard)
    Feat: (Selected) Past Life: Student of the Sword
    
    
    Level 13 (Bard)
    
    
    Level 14 (Bard)
    
    
    Level 15 (Bard)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Bard)
    
    
    Level 17 (Bard)
    
    
    Level 18 (Bard)
    Feat: (Selected) Extend Spell
    
    
    Level 19 (Bard)
    
    
    Level 20 (Rogue)
    Enhancement: Fighter Haste Boost I
    Enhancement: Bard Inspired Attack I
    Enhancement: Bard Inspired Attack II
    Enhancement: Bard Inspired Attack III
    Enhancement: Bard Inspired Bravery I
    Enhancement: Bard Inspired Bravery II
    Enhancement: Bard Inspired Damage I
    Enhancement: Bard Inspired Damage II
    Enhancement: Bard Lingering Song I
    Enhancement: Bard Lingering Song II
    Enhancement: Bard Warchanter I
    Enhancement: Dwarven Armor Mastery I
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Axe Attack II
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Spell Defense II
    Enhancement: Dwarven Spell Defense III
    Enhancement: Dwarven Tactics I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Bard Song Magic I
    Enhancement: Bard Song Magic II
    Enhancement: Bard Energy of the Music I
    Enhancement: Bard Energy of the Music II
    Enhancement: Bard Charisma I
    Enhancement: Rogue Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    Enhancement: Bard Wand Mastery I
    Enhancement: Bard Wand Mastery II
    Enhancement: Bard Wand Heightening I
    Enhancement: Bard Wand Heightening II
    Last edited by donotdirect1; 04-20-2010 at 08:41 PM.

  13. #13
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by donotdirect1 View Post
    Instead he does quite a few things, extended buffs, gives real spell caster SP, big spell point pool due to wisdom as both casting stat, quite a few selectable spells, while being enough melee focused to hit most of the time and have a nice hit point pool. The race also helps along the idea of a "last man standing" swaggering at more hit points, and to hit than other races.
    Compared to a pure cleric, a ranger 11 / cleric 9 would have half the SPs, buffs would last half as long for the same amount of SPs (so you burn thru half a pool of mana twice as fast as a pure caster), and would lack all the higher-level heals & buffs like Heal & Mass Restoration; meanwhile you'd have the same amount of HPs (both rangers & clerics are d8 classes) and Divine Power would make the difference in BAB irrelevant most of the time (which is only a 2-point difference in the first place, if I'm doing my math right). Sure, you'd have a goodly number of combat feats from ranger, but at endgame people want specialists, not watered-down hybrids.

    I empathize with the desire to make warrior / caster hybrids - like I said, I'm trying to come up with a FvS 12 melee-focused build I like - but neither the game mechanics nor the players favor them. As boring as they are build-wise, a plain-ol' battle cleric makes more sense.

  14. #14
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    Hey donot,

    A few points about bards and my crazy class split. A bard with all four ranks of Wand/Scroll Mastery can heal for 192 points with a heal or reconstruct scroll. Higher if the target has any kind of healing amplification for class, gear, or equipment. I have a guildie who runs a monk. I think I hit him for about 330pts from a scroll. Another ranger has just the leviks bracers out of the hound with 20% healing amp and I was healing him last night for 225 per scroll. I can also use mass cure...bah, is it lights or moderates scrolls? Can't remember off hand. Regardless, the highest you can buy. Those do about 40pts of healing to everyone in the group per scroll. Nice to top the group off. A bard with 16 levels gets access to mass cure moderates in their spell book and combined with metamagics can reach group heals in the 100s. Some bards raid heal this way. This type of healing does assume you have the resources to buy the scrolls, except for the mass cure moderate at bard level 16 of course (such as a 16bard/2ftr/2rog). And with a high enough umd you can use scrolls of Raise Dead and Resurrection.

    Here's the thread I posted the stats on my wonky 12bard/6rgr/2rog:

    http://forums.ddo.com/showpost.php?p...6&postcount=28

    Here's another where the ups and downs are being discussed:

    http://forums.ddo.com/showthread.php?t=244464
    Last edited by Humperdink; 04-21-2010 at 05:58 PM.

  15. #15
    Community Member redraider's Avatar
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    Default 11Cleric / 7Ranger / 2Monk

    Here is the answer. The ultimate raid saver. But it's based on halfling.

    I have seen this build save the Shroud pt 4 and 5 with weak pug groups taking Harry down more than 50% by himself.

    it's an odd build that just simply works. Forget most of the forum responses that focus on min/max builds and play one that is a blast!

    http://forums.ddo.com/showthread.php...princess+build

    A bit of a hybrid between a clermonk and Westside.

    11Cleric / 7Ranger / 2Monk
    430 hps / 980 sp
    31 fort - 36 reflex - 30 will (GH + Haste)

    11 str (+7 ravager ring, +2 tome) = 20 (rams 22)
    18 dex (+5 levels, +4 enhancements, +5 spectral gloves, +2 ravager ring, +2 tome) = 36
    14 con (+6, +2 tome) = 22
    11 int (+2 tome) = 13
    15 wis (+3 enhancements, +1 exceptional, +2 tome) = 27
    8 cha (+2 tome) = 10




    Code:
    1 rgr dodge
    2 cleric
    3 monk finesse extend
    4 monk mobility
    5 rgr
    6 rgr sp at
    7 cleric
    8 cleric
    9 cleric combat exp
    10 rgr
    11 cleric
    12 rgr icp
    13 rgr
    14 cleric
    15 cleric gtwf
    16 cleric
    17 cleric
    18 cleric quicken
    19 cleric
    20 ranger

    Code:
    current ac with loot ac perfect buff ac beholder ac
    base 10 10 10 10
    natural 3 3 5 0
    armor 8 8 8 8
    dex 13 13 15 13
    wis 8 10 10 10
    centered 1 1 1 1
    size 1 1 1 1
    shield 4 4 4 2
    chatter 3 3 3
    prot 5 5 5 5
    dodge 1 1 1 1
    ce 5 5 5 5
    chaosguard
    icy raiment 5 5 5 5
    haste 1 1 1
    recitation 2 2 2
    bard song 4
    tumble 4
    insight 4 4 4 4
    heroic companion 3
    paladin aura 5
    ocean stance 1
    ocean tumble 2
    favored enemy 2 2 2 2
    stat pots 4



    73 78 105 70
    Built as a highly self-sufficient melee / soloing build. Dps is okay with currently min2 kukri offhand and lightning strike rapier main hand and ravager set. Not as good dps as a lot of builds obviously, but good enough.

    My only gripe is no room for Toughness feat. If the level cap ever goes up, this build would shine even more with 11clr/10rgr/1monk for extra FE and all that.

    Tons of fun to play, and suits my playstyle very well of a self-suficient solo-capable character. Lots of grinding for loot is needed to make this build shine though, I'm still not done (couple more shroud items, chattering ring, and epic upgrades are some of my current targets). Clearly not a capable healer by any means unless it's single target healing, and even then I prefer not to heal others in most situations so I can keep dps and CE going.
    Last edited by redraider; 04-21-2010 at 06:09 PM.
    Captain's Crew - Ghallanda

  16. #16
    Community Member Phidius's Avatar
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    Not sure what you mean by "Dwarven Melee Raid Saver"... are you saying you want a build who can save the raid when everything starts to go to h*ll all at once?

    Stryde is an example of the 11 Cleric/6 Ranger/3 Monk, but he gets turned down from PUG quests/raids an awful lot... which is kinda the point of his build, actually. But just keep in mind that you have to be IN the raid to be able to save it later on...
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  17. #17
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    Quote Originally Posted by Phidius View Post
    Not sure what you mean by "Dwarven Melee Raid Saver"... are you saying you want a build who can save the raid when everything starts to go to h*ll all at once?

    Stryde is an example of the 11 Cleric/6 Ranger/3 Monk, but he gets turned down from PUG quests/raids an awful lot... which is kinda the point of his build, actually. But just keep in mind that you have to be IN the raid to be able to save it later on...
    lol good point Gemstone. With whacky alternative builds you should always be ready to explain in a quick synopsis what your build can do or perhaps be willing to solo the given quest. Or rely on guildies.

  18. #18
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    Wow, got allot of responses on this. One of my main goals when I started this thread was making a toon that was capable at melee, could raise dead on his own, and could give Divine Vitality to real casters. For the most part that just makes him a walking SP pot and free raise dead. He turned out... mediocre, but honestly one of the worst parts of the build was the fact that I had to wait till lv 20 to be able to do everything I wanted it to do. Even my guild, who enjoys my play style of melee crowd control rager probably would be disappointed to have him along for a good while.

    Thanks for all your notes about bards and clerics, but I think I'm quite happy with my skilled version of the axesinger. Thanks to making the build out of a true reincarnate I don't have to fret over constitution or intelligence and end up with a nice mix all around. If for some reason I do change my mind about that very last level of rogue and get one more of bard it really doesn't change up the build that much. So now I'm looking for gear to use and sending it to my alt to store for now.

    Humperdink, checked out the threads you listed and there is allot of screaming about disable device. Are they really going to expect my axesinger to do traps? I could probably make room for it but would prefer not to. Locks and all manner of UMD (which becomes easier thanks to the haggle) sounds good to me.

  19. #19
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    I would take all the posts about trap-smithing (which includes disable device) with a grain of salt. While it would certainly be viable for a bard build with 2 to 3 levels of rogue to do that in a lot of cases, there are potentially trade offs that have to be made in your initial stat spread and your skill points you spend. And a lot of it needs to be augmented with gear. Having 2 levels of rogue in my opinion doesn't automatically mean you should be able to show up and do all traps. Since I had other goals with my bard build, I chose to only put points into Open Lock as it was based off of a stat I already had which was kinda high (24 Dex) and all it cost was 1 skill point per level and a +13/+15 item. When combined with Greater Heroism, Voice of the Master, Focusing Chant, and +13/+15 item you should be able to open most any locked door or chest. Besides, with 2 levels of rogue and evasion you can get through the trap with the party's soulstones in your bag and raise them from the dead on the other side with UMD and scrolls.

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