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  1. #1
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    Default Earthen Storm tank build

    This is my first build post, designed before Update 5 came out, and thought I might as well share it. It generally goes around being able to intimitank while wielding two longswords, aggro generate, and able to do some good DPS.

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Warforged Male
    (8 Fighter \ 6 Monk \ 6 Ranger) 
    Hit Points: 340
    Spell Points: 70 
    BAB: 18\18\23\28\28
    Fortitude: 19
    Reflex: 17
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             12                    14
    Dexterity            15                    20
    Constitution         14                    16
    Intelligence         14                    14
    Wisdom               12                    16
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                    11
    Bluff                -2                    -2
    Concentration         6                    26
    Diplomacy            -2                    -2
    Disable Device        n/a                   n/a
    Haggle                0                     0
    Heal                  1                     3
    Hide                  6                     9
    Intimidate           -2                    28
    Jump                  5                    21
    Listen                5                    15
    Move Silently         6                     9
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                2                    11
    Search                2                     2
    Spot                  5                    15
    Swim                  5                     6
    Tumble                n/a                  27
    Use Magic Device     n/a                   n/a
    
    Level 1 (Ranger)
    Skill: Concentration (+4)
    Skill: Haggle (+2)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Move Silently (+4)
    Skill: Spot (+4)
    Skill: Swim (+4)
    Feat: (Selected) Dodge
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Enhancement: Warforged Construct Thinking I
    Enhancement: Warforged Healer's Friend I
    
    
    Level 2 (Fighter)
    Skill: Intimidate (+4)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Intimidate I
    Enhancement: Warforged Brute Fighting I
    Enhancement: Warforged Tactics I
    
    
    Level 3 (Monk)
    Skill: Concentration (+2)
    Skill: Tumble (+4)
    Feat: (Monk Bonus) Combat Expertise
    Feat: (Selected) Whirling Steel Strike
    Enhancement: Warforged Constitution I
    
    
    Level 4 (Ranger)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Jump (+3)
    Skill: Listen (+2)
    Skill: Spot (+2)
    Enhancement: Fighter Item Defense I
    Enhancement: Ranger Dexterity I
    
    
    Level 5 (Fighter)
    Skill: Intimidate (+4)
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    Enhancement: Fighter Strength I
    
    
    Level 6 (Monk)
    Skill: Concentration (+2)
    Skill: Tumble (+4)
    Feat: (Monk Bonus) Improved Trip
    Feat: (Selected) Toughness
    Enhancement: Way of the Tenacious Badger I
    Enhancement: Monk Wisdom I
    Enhancement: Warforged Brute Fighting II
    Enhancement: Warforged Tactics II
    
    
    Level 7 (Fighter)
    Skill: Intimidate (+2)
    Skill: Repair (+2)
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Racial Toughness I
    Enhancement: Monk Concentration I
    Enhancement: Fighter Toughness I
    
    
    Level 8 (Ranger)
    Ability Raise: DEX
    Skill: Concentration (+2)
    Skill: Jump (+4)
    Skill: Listen (+1)
    Skill: Spot (+1)
    Enhancement: Warforged Constitution II
    
    
    Level 9 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+4)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Selected) Two Weapon Defense
    
    
    Level 10 (Fighter)
    Skill: Intimidate (+3)
    Skill: Repair (+1)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Fighter Strategy (Trip) II
    Enhancement: Fighter Intimidate II
    Enhancement: Warforged Brute Fighting III
    Enhancement: Warforged Combat Training I
    
    
    Level 11 (Fighter)
    Skill: Intimidate (+1)
    Skill: Repair (+3)
    Enhancement: Fighter Armor Class Boost I
    
    
    Level 12 (Ranger)
    Ability Raise: DEX
    Skill: Concentration (+3)
    Skill: Jump (+3)
    Skill: Listen (+1)
    Skill: Spot (+1)
    Feat: (Selected) Mobility
    Enhancement: Fighter Mobility I
    
    
    Level 13 (Fighter)
    Skill: Intimidate (+2)
    Skill: Repair (+2)
    Feat: (Fighter Bonus) Spring Attack
    Enhancement: Fighter Stalwart Defender I
    Enhancement: Fighter Strength II
    Enhancement: Warforged Construct Thinking II
    
    
    Level 14 (Monk)
    Skill: Concentration (+2)
    Skill: Tumble (+4)
    Enhancement: Racial Toughness II
    Enhancement: Fighter Toughness II
    
    
    Level 15 (Ranger)
    Skill: Concentration (+1)
    Skill: Jump (+3)
    Skill: Listen (+2)
    Skill: Spot (+2)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Feat: (Selected) Whirlwind Attack
    
    
    Level 16 (Fighter)
    Ability Raise: DEX
    Skill: Intimidate (+3)
    Skill: Repair (+1)
    Enhancement: Fighter Strategy (Trip) III
    
    
    Level 17 (Ranger)
    Skill: Concentration (+2)
    Skill: Jump (+2)
    Skill: Listen (+2)
    Skill: Spot (+2)
    Enhancement: Ranger Tempest I
    Enhancement: Ranger Dexterity II
    
    
    Level 18 (Monk)
    Skill: Concentration (+1)
    Skill: Tumble (+5)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Way of the Tenacious Badger II
    
    
    Level 19 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Feat: (Monk Bonus) Toughness
    Enhancement: Fists of Iron
    Enhancement: Adept of Rock
    Enhancement: Monk Wisdom II
    
    
    Level 20 (Fighter)
    Ability Raise: WIS
    Skill: Intimidate (+4)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Longsword Specialization I
    Enhancement: Fighter Intimidate III
    The AC, not including any spells, potions, clickies, pally aura, nor exceptional stats should reach 60 unless I make him higher then 28 point and/or find +4 dex/wis tomes.

    This goes by:
    10 base
    5 dexterity mod
    3 wisdom mod
    2 monk
    4 innate (dragontouched)
    +5 enhancement
    6 dexterity and wisdom enhancement items
    2 from +2 dexterity and wisdom tomes
    2 tempest
    1 monk stance
    1 stalwart
    2 stalwart stance
    5 combat expertise
    1 dodge feat
    1 two weapon defence
    1 alchemical AC ritual
    4 insight (either dragon touched or greensteel)
    2 chaosguard bracers
    3 chattering ring

    Currently the char I have made using it is at lvl 8, almost 9, and his AC was the same as others on the spine without any of them using shields (I think). While his AC isn't at untouchable levels yet, he is hit maybe 40%-15% of the time, so able to tank, and its very satisfactory when monk combos still succeed, but even when they don't, being able to make 2 attacks with x4 crit multipliers are always nice.

    I designed it also to use earth stance II once it is available since it would not be losing out on any AC. I also realize that many people will be wondering why I put so many points into tumble. The reason is simple, tumbling is not affected be movement speed, which allows him to stay in stance longer, and reach opponents sooner. Plus the idea of some big acrobatic hunk of wood slashing out with swords between tumbles is an ideal thought to the imagination, especially with added crit multipliers

    Should be noted that this build would probably be workable if used with other races, however they would not get the aggro generation this one does.

    As for the intimidate score, I figure some greensteel exceptional charisma skill + 15 intimidate and a charisma item should fix it.

  2. #2
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    ok imma try it i just got wf too so i shud b able to do it right

  3. #3
    Community Member Consumer's Avatar
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    Quote Originally Posted by terpfan View Post
    ok imma try it i just got wf too so i shud b able to do it right
    It would be a mistake to roll this build.

    Starting stats, skill points, feats, enhancements and DPS all have things wrong with them.

  4. #4
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    Quote Originally Posted by Consumer View Post
    It would be a mistake to roll this build.

    Starting stats, skill points, feats, enhancements and DPS all have things wrong with them.
    I think one should be more constructive then that. For one thing that either says you think there are errors in its build distribution that shouldn't be there, or you think theres something wrong with using whats there. Also we are talking about starting in Korthos.

  5. #5
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    im kinda new to ddo what is dps? lol

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    Damage Per Second

  7. #7
    Community Member theb's Avatar
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    Quote Originally Posted by puttster3 View Post
    I think one should be more constructive then that. For one thing that either says you think there are errors in its build distribution that shouldn't be there, or you think theres something wrong with using whats there. Also we are talking about starting in Korthos.
    Errors in build distribution: It's too painful to try and read it to check, but not necessary since the build is disqualified by other things. Enhancements should be listed at the bottom, for one.

    Starting stats: Monks are stat intensive, and are really only balanced with other classes when 32 point builds are used. This is even more true of AC builds, which are stat and gear intensive. Qualifying for combat expertise should be done with a starting score of 12 int and a tome at most. Wis would be more important than dex for monks if this were an effective AC non-weapon finesse build, so I'm not sure why points were put into dex instead, including that 15th point at creation instead of a 13th in wisdom. Strength, the most important stat, is far too low to hit anything, and longswords can't be finessed. Con is too low for a warforged. Charisma looks good.

    Skill points: balance should be maxed, listen and repair are useless, the whole level order is not set to maximize skills. For one thing, monk should be taken last to put 23rd points into balance and concentration, UMD should be cross-classed to 11. Heal skill is at the appropriate level.

    Feats: Improved trip won't work without more strength, dodge is useless since final build AC would be too low, likewise for two weapon defense except it is always useless since shield wands exist, whirlwind attack is nearly useless.

    Enhancements: I didn't read them, irrelevant since they can be respecced.

    DPS: damage per second. Something this build will not do well. It will therefore never get agro from enemies, making its AC irrelevant. Also, its intimidate is too low to do anything useful.

    Also, update 5 greatly weakened the 6 ranger splash.

  8. #8
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    ok thats what i thought about dps and shud i stop lvling this build if its that bad?

  9. #9
    Community Member theb's Avatar
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    Quote Originally Posted by terpfan View Post
    ok thats what i thought about dps and shud i stop lvling this build if its that bad?
    It depends on your goals from the game and character. Most people have the goal to not be weak, often tempered with role-play or style considerations. If you want to make a powerful character for end game, there are many such builds available. If you want to make a character that is powerful at all levels and good for a new player, there are many such builds available. If you want to make a reasonably powerful character that is very different from commonly played builds (this one is certainly different and that is one goal I have that I sacrifice some power for when I make characters), there are many stronger characters that would be unique. If you are heavily invested in the idea of making a warforged monk that uses longswords...it would be very, very easy to make a better build than this. If you have a specific desire to play THIS build, the only way to fulfill that desire would be to play THIS build. So, I can't tell you what you should do without knowing your goals.

  10. #10
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    i want a build that can do a ton of damage melee that doesnt get hurt much and i probably wont get past lvl 12 or around there so it has to be good from like lvl 2-12 or 4-12 or something i dont have 32 point build but i do have drow monk and wf

  11. #11
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    The higher dexterity vs higher wisdom is due to it being both Warforged and it not having greater two weapon fighting just given to it, and it doesn't start monk. If you want to talk AC from stats, then all I can see is non base stats that I did not include, which could then be added later. As I said the intimidate can be fixed by skill items. Having GTWF and tempest I also gives it a 90% chance to proc an offhand attack. I prefer having 14 intelligence because for one it means i can have that better AC sooner and might as well put in the extra stat point for more skill points. Whirlwind is useful for intimitanking due to how you can be easily surrounded, thus able to hit more targets in one then with cleave only to be followed by great cleave. As a 28 point build, this is workable, 32 point would have 14 wisdom at start, then 34 for 14 strength and 36 for constitution. I also don't like to base a build off of when I get a tome for a feat, since I may never get enough for it by then, and to put in the distance would be too far. DPS goes by its added crit multipliers, able to do as much as a kopesh with fists of iron, then as much as a heavy pick with the Earth combo when they all of those weapons crit. This is useful for weapons that have any seeker, burst, or maiming. As for repair, thats for when I need to shrine, and noone else has points in repair. Warforged remember. Balance is good, yes but to me its not as necessary, especially when it seems monster's don't have as high of DC to their knockdowns as a player can. UMD isn't even needed with the ranger lvls I have. Strength can be gained by an item, for instance an ogre power belt of moderate fort. The trip skill also has +5 to it from enhancements, ram's might and stalwart defensive stance both add +2 to strength, and same with flame stance (which I don't think I'll be using much of anyways). When I said this was planned before Update 5, I meant I was planning it before Update 5 was released by using a pre Update 5 character planner going by info that was released. If you read the enhancements you would of seen those +5 to trip enhancements plus the Brute Fighting enhancements, as well as the iron fist one. As for listen, I have found it fairly useful for knowing where invisible casters are so I can rush over to them and trip them before they can cast anything horrible.

    All of the multiclassing was also done for AC primarily, this is also a build that gets the most stat enhancements excluding ones that include cleric/favored soul classes.

    A way to look at it is this, a pure monk with all wisdom enhancements would get +9 AC by including 1 base point of wisdom and a standard stance (add 1 if start off with 16 constitution and use a +2 tome for earth stance IV). This gets +10, 2 from the dex/wisdom enhancements, 2 from monk lvls, 2 from tempest, 3 from stalwart, and 1 from monk stance (this calculation would be modified slightly with this multi still higher then pure if including full stats). Should also note that as I TR this eventually, it will be getting +1 to its attack rolls per TR.

    Sorry for the big paragraph up there, its getting somewhat late so I hope it doesnt deter you from reading it like the enhancements.
    Last edited by puttster3; 07-16-2010 at 10:33 PM.

  12. #12
    Community Member theb's Avatar
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    Barbarians are hardly different with 32 points from 28. They do get hurt, though, fighting on the front lines. A dwarven stalwart defender 18 fighter/2 monk could be good as a defensive tank.

    Paladins, battle clerics, dragonmarked halflings, warforged wizards/sorcerers and light monks can heal themselves, and I'm not sure how committed you are to "doesn't get hurt" as opposed to "can self heal".

    Like most mmos, there are tradeoffs. If you are doing the most damage, others have better defense than you. If you aren't getting hurt, someone else invested in damage while you were focusing on defense. Etc.

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    i want somethin pretty balanced damage and defense wise but leaning more to damage then defense

  14. #14
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    Quote Originally Posted by puttster3 View Post
    I prefer having 14 intelligence because for one it means i can have that better AC sooner...
    If you:
    a) have a pet monkey who you
    b) trained to intermittently grab your mouse and
    c) hurl it across the room while
    d) doing the single ladies' dance on your keyboard and
    e) shrieking,

    it will be very important to get that +5 AC for market quests. Otherwise, *NO*, you shouldn't need that AC early on to do quests that are so easy someone who doesn't understand 1d6 could do them. In designing a character, you have to make tradeoffs not only between offense and defense but often between having it be more powerful early in the game or more powerful later in the game. In higher levels, some quests are actually hard, so you shouldn't sacrifice late game viability for early game power.

    Quote Originally Posted by puttster3 View Post
    As for repair, thats for when I need to shrine, and noone else has points in repair. Warforged remember.
    Drink a pot, or UMD a cheap wand.

    Quote Originally Posted by puttster3 View Post
    Balance is good, yes but to me its not as necessary, especially when it seems monster's don't have as high of DC to their knockdowns as a player can.
    Kudos to me for resisting the urge to make vulgar references about how fast this character would go down in the vale.

    Quote Originally Posted by puttster3 View Post
    UMD isn't even needed with the ranger lvls I have.
    Put that in your lfms and bio, see what happens.

    Quote Originally Posted by puttster3 View Post
    Strength can be gained by an item, for instance an ogre power belt of moderate fort.
    The game is balanced for people who do everything right. This includes getting strength items for melee characters, so monster AC is balanced for melees with a good strength item *and* good stats. You can't make up for one by invoking the other.

    Quote Originally Posted by puttster3 View Post
    The trip skill also has +5 to it from enhancements, ram's might and stalwart defensive stance both add +2 to strength, and same with flame stance...If you read the enhancements you would of seen those +5 to trip enhancements plus the Brute Fighting enhancements...
    Tripping requires more than having a high enough (strength based) DC that a monster would fail it (which you still don't really have). It also requires *hitting* the mob. On high level quests on hard, good luck with that.

    This character would do a small fraction of the damage characters that can hit their targets and have power attack do, so brute fighting won't matter.

    Quote Originally Posted by puttster3 View Post
    As for listen, I have found it fairly useful for knowing where invisible casters are so I can rush over to them and trip them before they can cast anything horrible.
    Spot is better for detecting still mobs, and it prevents you from walking into traps.

    Quote Originally Posted by puttster3 View Post
    All of the multiclassing was also done for AC primarily, this is also a build that gets the most stat enhancements excluding ones that include cleric/favored soul classes.

    A way to look at it is this, a pure monk with all wisdom enhancements would get +9 AC by including 1 base point of wisdom and a standard stance (add 1 if start off with 16 constitution and use a +2 tome for earth stance IV). This gets +10, 2 from the dex/wisdom enhancements, 2 from monk lvls, 2 from tempest, 3 from stalwart, and 1 from monk stance (this calculation would be modified slightly with this multi still higher then pure if including full stats)
    A pure monk gets 1 from enhancements, armor class bonuses at 10, 15, and 20 in addition to 2 and 5, 4 from UMDing a shield wand instead of having tempest, and 2 from stance, for a total of 12.

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