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  1. #1
    Community Member nerdychaz's Avatar
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    Default House K Special Forces build 2 fight/18 ranger

    House Kundarak Special Forces
    2 fighter / 18 Ranger

    What I really want to know is if this build is viable or not. The plan is to forget about evasion and concentrate on the heavy armor. I wanted to build this character with an uber amount of feats, and I got it.

    It looks like this character will be self healing, self buffing, high AC, high intimidate, decent balance, and a high heal skill to get more hp from a shrine, that way I don’t sap extra manna from the healer.

    Planned stat increase equipment includes +5 dex item for increase to AC through dwarven armor mastery. +6 Strength item. Whatever + Wisdom I can get for more SP. Intimidate item. With a bloodstone I will be able to achieve a +12 to confirm crits. Stability armor will grant an additional +2 to AC.

    The plan is to sword and board with a dwarven axe on tough enemies. On easier enemies, go with TWF, Range when I can. I want to be a secondary intimitank, or do you think I could be THE tank with this build?

    Thoughts?



    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Dwarf Male
    (2 Fighter \ 18 Ranger) 
    Hit Points: 376
    Spell Points: 346 
    BAB: 20\20\25\30\30
    Fortitude: 20
    Reflex: 12
    Will: 10
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             18                 25                   26
    Dexterity             8                 10                   13
    Constitution         18                 20                   22
    Intelligence          8                 10                   10
    Wisdom               14                 16                   16
    Charisma              6                  8                    8
    
    Tomes Used
    +2 Tome of Strength used at level 8
    +2 Tome of Dexterity used at level 8
    +2 Tome of Constitution used at level 8
    +2 Tome of Intelligence used at level 8
    +2 Tome of Wisdom used at level 8
    +2 Tome of Charisma used at level 8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance              -1                 12                   16
    Bluff                -2                 -1                   -1
    Concentration         4                  6                    6
    Diplomacy            -2                 -1                   -1
    Disable Device       n/a                n/a                   n/a
    Haggle               -2                 -1                   -1
    Heal                  2                 26                   26
    Hide                 -1                  1                    1
    Intimidate            2                 22                   28
    Jump                  4                 29                   29
    Listen                2                  3                    3
    Move Silently        -1                  1                    1
    Open Lock            n/a                n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair               -1                  0                    0
    Search               -1                  0                    2
    Spot                  2                  3                    3
    Swim                  4                  8                    8
    Tumble               n/a                n/a                   n/a
    Use Magic Device     n/a               n/a                   n/a
    
    Level 1 (Fighter)
    Skill: Intimidate (+4)
    Feat: (Fighter Bonus) Shield Mastery
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Dwarven Stability
    Feat: (Automatic) Dwarven Stonecutting
    Feat: (Automatic) Exotic Weapon Proficiency: Dwarven Waraxe
    Feat: (Automatic) Giant Evasion
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Orc and Goblin Bonus
    Feat: (Automatic) Poison Save Bonus
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Spell Save Bonus
    Feat: (Automatic) Sunder
    Feat: (Automatic) Tower Shield Proficiency
    Feat: (Automatic) Trip
    Enhancement: Dwarven Shield Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Intimidate I
    Enhancement: Fighter Toughness I
    
    
    Level 2 (Fighter)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Dwarven Axe Damage I
    Enhancement: Fighter Strength I
    
    
    Level 3 (Ranger)
    Skill: Balance (+1.5)
    Skill: Intimidate (+1)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Selected) Skill Focus: Intimidate
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Wild Empathy
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Ranger Energy Resistence Boost I
    Enhancement: Ranger Sprint Boost I
    
    
    Level 4 (Ranger)
    Ability Raise: STR
    Skill: Balance (+1.5)
    Skill: Intimidate (+1)
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    Enhancement: Dwarven Armor Mastery I
    Enhancement: Dwarven Axe Attack I
    Enhancement: Racial Toughness I
    
    
    Level 5 (Ranger)
    Skill: Balance (+1)
    Skill: Heal (+1)
    Skill: Intimidate (+1)
    Feat: (Automatic) Diehard
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Shield Mastery II
    
    
    Level 6 (Ranger)
    Skill: Balance (+0.5)
    Skill: Heal (+2)
    Skill: Intimidate (+1)
    Feat: (Selected) Oversized Two Weapon Fighting
    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
    Enhancement: Racial Toughness II
    Enhancement: Ranger Dexterity I
    
    
    Level 7 (Ranger)
    Skill: Balance (+0.5)
    Skill: Heal (+2)
    Skill: Intimidate (+1)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Enhancement: Dwarven Axe Damage II
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Heal (+2)
    Skill: Intimidate (+1)
    Feat: (Automatic) Improved Two Weapon Fighting
    Feat: (Automatic) Manyshot
    Enhancement: Ranger Dexterity II
    
    
    Level 9 (Ranger)
    Skill: Balance (+0.5)
    Skill: Heal (+3)
    Skill: Intimidate (+1)
    Feat: (Selected) Bullheaded
    Feat: (Automatic) Improved Wild Empathy
    Enhancement: Dwarven Armor Mastery II
    
    
    Level 10 (Ranger)
    Skill: Balance (+0.5)
    Skill: Heal (+3)
    Skill: Intimidate (+1)
    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
    Enhancement: Racial Toughness III
    Enhancement: Ranger Devotion I
    
    
    Level 11 (Ranger)
    Skill: Balance (+0.5)
    Skill: Heal (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Feat: (Automatic) Evasion
    Enhancement: Dwarven Constitution II
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Heal (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Feat: (Favored Enemy) Favored Enemy: Dragon
    Feat: (Selected) Improved Shield Mastery
    Enhancement: Dwarven Shield Mastery III
    Enhancement: Ranger Energy of the Wild I
    
    
    Level 13 (Ranger)
    Skill: Balance (+0.5)
    Skill: Heal (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Feat: (Automatic) Greater Two Weapon Fighting
    Feat: (Automatic) Improved Precise Shot
    Feat: (Automatic) Precise Shot
    Spell (3): Cure Moderate Wounds
    Spell (3): Neutralize Poison
    Spell (3): Remove Disease
    Spell (3): Summon Nature's Ally III
    Spell (3): Wild Instincts
    
    
    Level 14 (Ranger)
    Skill: Balance (+0.5)
    Skill: Heal (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Enhancement: Ranger Dexterity III
    
    
    Level 15 (Ranger)
    Skill: Balance (+0.5)
    Skill: Heal (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Dwarven Armor Mastery III
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Heal (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Spell (4): Cure Serious Wounds
    Spell (4): Freedom of Movement
    Spell (4): Mass Longstrider
    Spell (4): Summon Nature's Ally IV
    Enhancement: Dwarven Axe Attack II
    
    
    Level 17 (Ranger)
    Skill: Balance (+0.5)
    Skill: Heal (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Feat: (Favored Enemy) Favored Enemy: Chaotic Outsider
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Energy of the Wild II
    
    
    Level 18 (Ranger)
    Skill: Balance (+0.5)
    Skill: Heal (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Feat: (Selected) Power Critical
    Enhancement: Ranger Energy of the Wild III
    
    
    Level 19 (Ranger)
    Skill: Balance (+0.5)
    Skill: Heal (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Enhancement: Racial Toughness IV
    
    
    Level 20 (Ranger)
    Ability Raise: STR
    Skill: Heal (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+3)
    Enhancement: Ranger Energy Resistence Boost II
    Enhancement: Ranger Devotion III
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    I maximize my strengths and buy bane weapons for my weaknesses.

  2. #2
    Community Member Seamonkeysix's Avatar
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    If you are going to wear heavy armor and be a dwarf, I'd personally just go pure fighter. My thoughts are that at end game combat, you really won't have the juice to heal yourself during a boss fight with this build (actually you wouldn't be able to heal yourself in most high level fights). It will be mildly helpful while soloing, but nothing that is all that noticable. Your capstone as a fighter would totally outweigh the benefits you would get from being mainly ranger. (If the heavy armor and axe and board direction is where you want to go). You would have some versatility with this build, but I think you would either switch to light armor (because evasion is worth it) or rerolling pure fighter. Additionally, as a pure fighter, some of the things you are interested in (i.e. ranged combat, TWF, ect...) would still be feasible.

    Just my 2 cents.
    Last edited by Seamonkeysix; 06-23-2010 at 11:29 PM.
    “No Battle Plan Survives Contact With the Enemy”

  3. #3
    Community Member nerdychaz's Avatar
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    originally I wanted to make a ranger, but I thought 2 levels of fighter was worth it for all the feats. Armor proficiciency, tower shield, and 3 chosen feats made the build sound good to me. Thank you for the input.
    Member of The Guild of Calamitous Intent
    Cannith Server
    Main Toons: Skarro and Usko
    I maximize my strengths and buy bane weapons for my weaknesses.

  4. #4
    Community Member Seamonkeysix's Avatar
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    I think Ranger is a great class, I just think the heavy armor thing is what is making your build a bit sketchy. Lotsa rangers have taken 2 levels of fighter for the extra feats...or even more popular is the 18 Ranger/1 fighter/1 monk. The difference is the heavy armor...and to a lesser degree, the axe and board.

    I think you might want to look at the "Exploiter" build. You could tweak it a bit to do what you want it to do more, and would probably be a lot happier in the end. Then you really would have a versatile toon with good AC, ranged and melee combat, some self healing, and could still get some intimidate if you wanted.

    Or...pure fighter with the concept you have. Good AC, great intimidate, some ranged, good DPS with melee, and well, your self healing will be limited.
    “No Battle Plan Survives Contact With the Enemy”

  5. #5
    Community Member k1ngp1n's Avatar
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    Ranger class levels don't do well with S&B, and your AC will be, at best, not worth it. If you really want a High AC Tower Shield, self healing character, go Pally 18/Fighter 2 DoS. The ranger levels simply don't match up with what you're wanting your character to do.

    Also, don't invest precious skill points in heal. It isn't worth it. (While us clerics appreciate the concern, we'd rather you build a character capable of doing other things than saving us, at best, 1 top off cure light wounds.
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  6. #6
    Community Member Dark-Star's Avatar
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    There can be only one Special Forces Build.
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  7. #7
    Build Constructionist unbongwah's Avatar
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    My problems with this build:

    • With DEX as a dump stat you can't take the Tempest pre-reqs, which is a pretty important PrE for TWF. It also hurts your AC.
    • Without a monk splash, base WIS 14 is overkill on a ranger build. The bonus SPs from high WIS will be pretty negligible.
    • Evasion is pretty sweet. If anything, I would figure out how to get decent AC in mithril breastplate, not heavy armor.

    Basically, I think you're undermining some of the ranger's key strengths (Tempest, Evasion) for questionable (if any) gains. If you really want a high-AC ranger, take a look at the Exploiter. If you want a heavily-armored tank, look at some fighter- or paladin-based builds; ranger isn't the right class, IMHO.

  8. #8
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    If you wear heavy armor you are going to lose evasion.

    18 Ranger/2 Fighter Dwarf strength build can work very well. I regularly pull aggro off Barbs in ToD and VoD.

    Don't bother with Wisdom. You need a higher Dex in order to get Dodge/Mobility/Spring Attack - so you can't get Tempest.

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