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  1. #1
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    Feb 2010
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    Default 12/6/2 - 34pt Stunner

    Mjollnir, Hammer of Thor!

    Build Concept: A support melee providing overall party DPS and survival through heavy use of stunning blow. This build should also maintian very respectable boss dps only a bit behind fb3/ken3 greataxe builds.

    Code:
    Character Plan by DDO Character Planner Version 3.32
    DDO Character Planner Home Page
    
    Level 20 Chaotic Good Dwarf Male(12 Fighter \ 6 Barbarian \ 2 Rogue) 
    Hit Points: 412
    Spell Points: 0 BAB: 19\19\24\29\29
    Fortitude: 18
    Reflex: 12
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             18                    28
    Dexterity            14                    16
    Constitution         18                    20
    Intelligence         10                    12
    Wisdom                8                    10
    Charisma              6                     8
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    26
    Bluff                -2                     1
    Concentration         4                     7
    Diplomacy            -2                     1
    Disable Device        n/a                   n/a
    Haggle                2                     3
    Heal                 -1                     0
    Hide                  2                     3
    Intimidate           -2                     1
    Jump                  8                    18
    Listen                3                     4
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                0                     1
    Search                0                     3
    Spot                  3                     4
    Swim                  8                    18
    Tumble                6                     7
    Use Magic Device      2                    22
    
    Level 1 (Rogue)
    Feat: (Past Life) Past Life: Monk
    Feat: (Fighter Bonus) Power Attack
    Feat: (Selected) Toughness
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Stunning Blow
    
    
    Level 3 (Fighter)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Two Handed Fighting
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    
    
    Level 6 (Fighter)
    Feat: (Selected) Toughness
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    
    
    Level 8 (Rogue)
    Ability Raise: STR
    
    
    Level 9 (Barbarian)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 10 (Barbarian)
    
    
    Level 11 (Barbarian)
    
    
    Level 12 (Barbarian)
    Ability Raise: STR
    Feat: (Selected) Toughness
    
    
    Level 13 (Fighter)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Greater Two Handed Fighting
    
    
    Level 15 (Fighter)
    Feat: (Selected) Greater Weapon Focus: Bludgeoning Weapons
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Selected) Cleave
    Feat: (Fighter Bonus) Greater Weapon Specialization: Bludgeoning Weapons
    
    
    Level 19 (Barbarian)
    
    
    Level 20 (Barbarian)
    Ability Raise: STR
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Barbarian Damage Boost I
    Enhancement: Barbarian Damage Boost II
    Enhancement: Fighter Extra Action Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Fighter Haste Boost IV
    Enhancement: Barbarian Sprint Boost I
    Enhancement: Barbarian Extend Rage I
    Enhancement: Barbarian Extend Rage II
    Enhancement: Barbarian Extra Rage I
    Enhancement: Barbarian Extra Rage II
    Enhancement: Barbarian Power Attack I
    Enhancement: Barbarian Power Rage I
    Enhancement: Barbarian Power Rage II
    Enhancement: Barbarian Frenzied Berserker I
    Enhancement: Dwarven Tactics I
    Enhancement: Dwarven Tactics II
    Enhancement: Dwarven Tactics III
    Enhancement: Kensei Maul Mastery I
    Enhancement: Kensei Maul Mastery II
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Strategy (Stunning Blow) III
    Enhancement: Fighter Strategy (Stunning Blow) IV
    Enhancement: Fighter Maul Specialization I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Mjollnir - Hammer of Thor!

    Dwarven 12/6/2 fighter-barbarian-rogue kensai 2 frenzied 1

    Str 18 +5 levels +2 tome +6 item +3 enhance = 34
    Dex 14 +2 tome +6 item = 22
    Con 18 +2 tome +6 item = 26
    Int 10 +2 tome = 12
    Wis 8 +2 tome +6 item= 16
    Cha 6 +2 tome +6 item = 14

    Saves
    R W F
    12 6 18 base
    4 4 4 GH
    2 2 2 luck
    5 5 5 item
    6 3 8 stat
    1 0 0 haste
    0 1 1 rage(spell)
    -----------
    Semi-Permanent
    Reflex 30
    Will 21
    Fortitude 38

    I'm sure there are some things here I am missing but the big point here is, will reflex be high enough to capitalize from the 2rog levels. Situationally with uncanny dodge clickies it will be but past that I am honestly not sure.

    Hit Points
    120 Fighter
    72 Barbarian
    12 Rogue
    20 Heroic
    10 Draconic
    88 toughness
    30 GFL
    160 Con
    20 Minos
    45 Shroud
    ---- 577 unbuffed
    20 Rage potion or spell
    40 barbarian rage
    40 madstone (not gonna count on double)
    ---- 677

    AC
    ---- LOL



    To Hit (GS Maul)
    19 BaB
    12 Str
    5 weapon
    4 GH
    1 Haste
    2 Spectral (mine arent epic yet)
    +1 Rage potion/spell
    +4 power surge
    +3 barb rage
    +1 barb frenzy
    +2 madstone proc
    +2 madstone click
    -6 Power Attack
    --------
    50 potential self buffed, PA on -more with bard song etc.



    Skills
    max ranks UMD, will allow bypassing RR's situational use of scrolls etc. the rest scatterred to get max jump/swim (i know, i should take spot instead of swim or something but I like it, its fun, and a very minor build point) and a solid balance check.


    DC (Difficulty Check)
    Permanent
    -----------
    10 base
    10 weighted
    12 strength (34 = 18base +5level +2tome +6item +3enhance)
    2 kensai
    4 ftr tactics
    3 wf tactics
    -----------
    41


    Situational
    -----------
    10 base
    10 weighted
    23 strength (56 = 18base +5level +2tome +6item +3enhance +2 madstone clicky +2 madstone proc +2rage +8powersurge +6 rage +2 frenzy)
    2 kensai
    4 ftr tactics
    3 wf tactics
    -----------
    52


    Discussion points-
    Race: WF could be the better option here but since I'm missing out on the PA enhances (just not enough AP when I need to pick up fb2, rage extenders, stun DC's, etc) I decided it was easier divine healing and leveling vs. WF immunities. I could honestly be persuaded either way here.

    2rog????: 2rog v 2 monk v 2ftr-
    The 2rog is gonna net me a high enough UMD to use all RR gear, and umd res scrolls and maybe a heal scroll if im soloing during downtime (when not raged ms'd etc) and evasion, I feel that this build will be able to reach a high enough reflex raid buffed to make good use of evasion.
    2monk would give me extra feats which could net in a gain of quickdraw, and 22HP.
    2ftr is giving nothing over 2monk due to the monks extra feats being lvl 1/2.

    Mauls?:
    Okay, the meat of this build is 2h mauls, for epic trash its xxx maul of weighted 5%. Many people will argue that warhammers are the better option for weighted, some even using warhammer offhand and not even speccing into them. These are viable, but my arguement for mauls is simplicity of stats, and boss/non stunnable DPS. When you compare 2x warhammer to its straight dps counterpart 2x khopesh, it is going to pail in comparison. Now make the comparison of say... min2 maul to min2 greataxe; the difference is going to be very slight, with the maul being better in some dr/bludgeon scenarios. I will have a lower chance to add passive stun but praying for passive stuns is a monks job, I'm gonna make it fail a save .
    -----------------------------------------------------

    Thats the build, on paper it seems to be very end game viable to me, I will be TRing to this from my monk because I am unhappy with monk gameplay in epic. If anyone has any questions, comments, concerns, remarks, etc PLEASE feel free to leave them, I am very open to criticism as long as you have suggestions for improvement.
    Last edited by tranced; 05-02-2010 at 04:07 AM.

  2. #2
    Community Member metalworker's Avatar
    Join Date
    Nov 2009
    Posts
    156

    Default

    Didn't want to post my build up because it's still tested in TR. But from my guild post/discussion:

    Metalwatcher Razorclaw: Stunner

    1st: L20 Kensei III Warhammers
    - Standing 39DC

    1st TR: L12/6/2 Fgt/Rng/Brb
    - Projected Standing 44DC

    2nd TR: L12/6/2 Fgt/Rng/Brb (maybe Fgt/Rng/Mnk)
    - Projected Standing 46DC

    ---------------------------------------------------
    Current L2/6/2 TRx1 Standing 25DC
    10 Base
    09 STR 28 (18+2lvl+2tome+5item+1enh)
    02 WF Tactics II
    01 Stunning Blow I
    02 Weighted 2%
    01 Fighter Past Life


    Ideal L20 TRx2 Standing 46DC
    10 Base
    15 STR 40 (18+5lvl+4tome+7item+3exc+3enh)
    02 Kensei II
    03 WF Tactics III
    04 Stunning Blow IV
    10 Weighted 5%
    02 Fighter Past Life x2

    1min-sustained Buffs: +13DC
    01 Madstone Clicky/Proc
    04 Power Surge
    01 Rage potion
    02 Barb Rage
    01 Ram's Might
    03 Titan's Grip
    01 Yugo Pot
    +more
    GRAND TOTAL: 59DC


    COMPARISON WITH
    12/8 Fighter/barb TRx2 Standing 46DC
    10 Base
    15 STR 40 (18+5lvl+4tome+7item+3exc+3enh)
    02 Kensei II
    03 WF Tactics III
    04 Stunning Blow IV
    10 Weighted 5%
    02 Fighter Past Life x2

    1min-sustained Buffs: +14DC
    01 Madstone Clicky/Proc
    04 Power Surge
    01 Rage potion
    02 Barb Rage
    01 Power Rage
    01 Frenzy Berserker I
    03 Titan's Grip
    01 Yugo Pot
    +more
    GRAND TOTAL: 60DC


    COMPARISON WITH
    Pure L20 Fighter TRx2 Standing 47DC
    10 Base
    15 STR 40 (18+5lvl+4tome+7item+3exc+3enh)
    03 Kensei III
    03 WF Tactics III
    04 Stunning Blow IV
    10 Weighted 5%
    02 Fighter Past Life x2

    1min-sustained Buffs: +10DC
    01 Madstone Clicky/Proc
    04 Power Surge
    01 Rage potion
    03 Titan's Grip
    01 Yugo Pot
    +more
    GRAND TOTAL: 57DC


    The pure Kensei fighter gets 10% boosts from capstone, some additional bonuses +1 to hit, etc, but I disliked staying pure Kensei due to one big reason: stunners need to be a little more mobile. But there's a ton of feats from staying pure, so that's an option, just not my style.

    I worked on a 12/8 Fighter/barb build on the DDO forums, seemed pretty decent, highest DC's so far, but I started to think more about incorporating the stunner into the monster build and realized that there's quite a lot of synergy. Ranger 6 gives 10% attack speed, which makes it basically like the pure kensei. You still lose out of Kensei III standing DC+1 and bonus to hit +1, but that opens you up to a splash of 2 class. For this TR, I had to go with barb since I noobed out and picked Chaotic Neutral. However, it didn't turn out too bad. There's huge mobility with the barb increased base speed, nice 2-3min Ragesx2 that sometimes matter, and better DC than a monster version of the stunner.

    In all honesty, if I TR him again (my last), I'll end up with 12/6/2 Fighter/ranger/monk for more toughness feats, and evasion. By then my stun DC is high anyway that losing 2 points of stun DC from the rages is worth it to get 40 more hp and evasion.

    Regardless, a pure khopesh monster is obviously better dps, but this is my version of what I like to play. I play my own toons, experiment and see what fits me, and I have great fun with him. Warhammers ain't that bad, especially when there's the epic version of Hammer of Leaden clouds to await for and possibly make this build shine. (the rumors on the epic Hammer of Leaden Clouds was the main reason why I worked on him, for fun, but now he has been quite the good addition to party DPS, and seeing how epics are very stun/otto focused, I am happy with where this fighter is currently )
    I am a 12/6/2 fightere/ranger/barb now, barb gives a +2 to DC when raging, faster mobility, and some HP advantage. Monk builds get potential -2 DC from no rage, but get evasion and 2 toughness feats (44hp). However, my final build will be 2 rogue, as my DC will be high enough anyway as a TRx2 with 2 fighter past lives, and rogue will give both evasion, but the sneak attacks from auto stuns will contribute more dps (1d6+3). UMD will be up there as well with the rogue variant.

    Edit: Nevermind, didn't realize yours is a barb-focused build But here's my stunner to share!
    Last edited by metalworker; 05-02-2010 at 05:15 PM.

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