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  1. #1
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    Default Dorf Cleric/Fighter Intimitank - your thoughts?

    I designed this character as being a pure intimitank, with some fun group features such as L4 cleric spells/buffs, can use raise dead scrolls, has Radiant Servent 1 to augment healing of the group, and can DV the main healer if needed between shrines.

    This character was not designed to be uber end-game viable, if he becomes such through whatever means, if not thats cool too. He is more of something that could be alot of fun to play through the leveling process with a group of friends/guildmates, limited pugging.

    Want your thoughts as I am not familliar with much of anything past level 10.

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Intimi Tank
    Level 20 Lawful Good Dwarf Male
    (12 Fighter \ 8 Cleric) 
    Hit Points: 510
    Spell Points: 335 
    BAB: 18\18\23\28\28
    Fortitude: 22
    Reflex: 8
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    20
    Dexterity            12                    14
    Constitution         18                    26
    Intelligence         10                    12
    Wisdom                8                    10
    Charisma             13                    16
    
    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               3                    17.5
    Bluff                 1                     3
    Concentration         4                     8
    Diplomacy             1                     3
    Disable Device        n/a                   n/a
    Haggle                1                     3
    Heal                 -1                     2
    Hide                  1                     2
    Intimidate            5                    38
    Jump                  2                    11
    Listen               -1                     0
    Move Silently         1                     2
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     1
    Search                0                     3
    Spot                 -1                     0
    Swim                  2                     8
    Tumble                n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Fighter)
    Feat: (Fighter Bonus) Shield Mastery
    Feat: (Selected) Toughness
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Dwarven Shield Mastery I
    Enhancement: Fighter Intimidate I
    Enhancement: Fighter Toughness I
    
    
    Level 2 (Cleric)
    Enhancement: Dwarven Spell Defense I
    Enhancement: Cleric Heal I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Dwarven Constitution I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Cleric)
    Ability Raise: CON
    Enhancement: Dwarven Shield Mastery II
    Enhancement: Dwarven Spell Defense II
    
    
    Level 5 (Cleric)
    Enhancement: Cleric Heal II
    Enhancement: Cleric Life Magic II
    
    
    Level 6 (Cleric)
    Feat: (Selected) Skill Focus: Intimidate
    Enhancement: Racial Toughness II
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Improved Turning I
    
    
    Level 7 (Cleric)
    Enhancement: Cleric Radiant Servant I
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Dodge
    Enhancement: Dwarven Constitution II
    
    
    Level 9 (Fighter)
    Feat: (Selected) Combat Expertise
    Enhancement: Racial Toughness III
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Improved Shield Mastery
    Enhancement: Dwarven Shield Mastery III
    Enhancement: Fighter Toughness II
    
    
    Level 11 (Fighter)
    Enhancement: Fighter Armor Class Boost II
    Enhancement: Fighter Intimidate II
    
    
    Level 12 (Fighter)
    Ability Raise: CON
    Feat: (Selected) Bullheaded
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Fighter Stalwart Defender I
    
    
    Level 13 (Fighter)
    Enhancement: Racial Toughness IV
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Toughness III
    
    
    Level 15 (Fighter)
    Feat: (Selected) Toughness
    Enhancement: Fighter Intimidate III
    Enhancement: Fighter Strength I
    
    
    Level 16 (Fighter)
    Ability Raise: CON
    Feat: (Fighter Bonus) Improved Shield Bash
    Enhancement: Fighter Strength II
    
    
    Level 17 (Fighter)
    Enhancement: Fighter Toughness IV
    
    
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    Feat: (Selected) Toughness
    Enhancement: Fighter Intimidate IV
    
    
    Level 19 (Cleric)
    Enhancement: Fighter Stalwart Defender II
    Enhancement: Fighter Item Defense I
    
    
    Level 20 (Cleric)
    Ability Raise: CON
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Armor Class Boost III
    Enhancement: Cleric Divine Vitality II
    Everything looks fairly solid to me but some of you more experienced builders may notice something I don't. Thanks in advance.

  2. #2
    Community Member t0r012's Avatar
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    looks tasty

    I toyed with the idea before they swapped the auras , now I'd be more inclined to go 12 clr with the 8 fighter , or 14/6 even.
    Move along , Nothing to see here

  3. #3
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    Quote Originally Posted by t0r012 View Post
    looks tasty

    I toyed with the idea before they swapped the auras , now I'd be more inclined to go 12 clr with the 8 fighter , or 14/6 even.
    Yeah I toyed with the idea of going Fighter8/Cleric12 Only reason I opted not to was (once again my lack of later levels) I wasn't sure if this would stiffle my total HP/DR/etc to much to tank higher stuff. Figured stick more with the tank type and less with the Healer. Also avoids a bit of confusion when I join groups and declare that I'm a tank lol. (While primarilly going to be grouping with a static group of friends, I'm sure a pug will be thrown in here and there)

  4. #4
    Community Member t0r012's Avatar
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    yeah I understand that. completely.

    that is why I gave up the idea after they swapped the Auras. I knew that I would want the 12 lvls of clr and people would expect me to be a nanny heal bot and that wasn't what I wanted.
    Move along , Nothing to see here

  5. #5
    Build Constructionist unbongwah's Avatar
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    Raise Dead is a lvl 5 spell; you won't be able to use RD scrolls without making a caster check, I think.

    Have you considered a pally tank instead? You give up some spells and your radiant aura, of course, but you'd end up with a much better tank who still has some self-sufficiency, IMHO. Take a look at this thread.

  6. #6
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    Thought about it a little bit but was kinda turned off by the paladin. Ance again remember that I'm not trying to build some uber guild Hardcore mode pinnacle of exccelance raid tank. The idea is a character with some fun features that is viable.

    I am mostly asking if with what you see here, and knowing items etc would this character be viable for such a task or would his intimidate fall short? AC fall short? etc.

  7. #7
    Build Constructionist unbongwah's Avatar
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    OK, issues I see:

    • Dunno how you tricked the builder into letting you add it, but CE requires base INT 13; yours is only 12 w/tome.
    • No Concentration on any caster is a bad idea, IMHO. I would start base INT 12 so you can max Concentration and Intimidate every level; put your extra skill points from your +2 tome into, I dunno, let's say Balance.
    • Most people say the Shield Mastery feats aren't worth it; you rarely need to turtle and when you do you rarely need the extra blocking DR. Likewise no one I've seen recommends Shield Bash.
    • Instead, I'd take the THF feats for extra glancing blows and Power Attack for extra DPS. AFAICT any tank worth its char slot can both hate- and Intimitank; you shouldn't rely on just one or the other. Use greataxes (+PA) for DPS & DAxe & tower shield (+CE) for tanking.
    • I'm not sure I see any point in splitting your level-up points between STR & CON; I'd put them all into STR.
    • Have you figured out what your max DEX bonus (MDB) will be? Have you figured out how to hit that DEX?
    • Why'd you postpone your final cleric levels until level cap? I would do fighter 1, cleric 1-8, fighter 2-12. [Were I to do this at all, that is.] Which looks like what you did originally, because it shows you have a fighter bonus feat at lvl 20.
    • EDIT: last I checked, attacking canceled your RS aura; is that still the case? If so, it affects how you tank.

  8. #8
    Community Member Vynnt's Avatar
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    Quote Originally Posted by Killmaim View Post
    Thought about it a little bit but was kinda turned off by the paladin. Ance again remember that I'm not trying to build some uber guild Hardcore mode pinnacle of exccelance raid tank. The idea is a character with some fun features that is viable.

    I am mostly asking if with what you see here, and knowing items etc would this character be viable for such a task or would his intimidate fall short? AC fall short? etc.
    Make sure you know what you are giving up to fit cleric in, compared to what you are gaining. It's like this for all multiclassing.

    You are giving up SD III, fighter capstone, 4 feats, some hp
    You are gaining more soloability and weak healing

    1. You don't have to be 'uber' but you have to be somewhat useful. Endgame, you still will require good equipment, especially if you are going for high AC.

    2. As for your build, you want Quicken or very high concentration. Having neither will make your cures unusable in a fight.

    3. Something is wrong with your builder. You shouldn't get a fighter feat on a cleric level. You need 13 int for CE.

    4. What about Pally is turning you off? It seems like it would do what you want but be much better at it.
    .
    F O E C L E A V E R

  9. #9
    Community Member MilkmanDan's Avatar
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    Quote Originally Posted by unbongwah View Post
    [*]EDIT: last I checked, attacking canceled your RS aura; is that still the case? If so, it affects how you tank.
    That was fixed.

  10. #10
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    Yeah I am noticing where the planner is flawed in a couple ways working on doing a revamp to the build, will post and answer inquiries once it is done. Apparently it is retroactive in some ways but not in others, hence when I took out a fighter level it retained the feat, and at one point had a point of int added but chose to remove it and it didn't remove CE. Gunna play with things a bit and see where I can fix it.

  11. #11
    Community Member DrNuegebauer's Avatar
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    I'd recommend going 12 cleric for sure.

    Take 6 of fighter or pally and then 2 of the other.

    The pally splash (of at least 2) gives you 'real tank' saves. And either 'defensive' line from the pally or fighter will prove helpful. The pally one gives a touch more survivability and (possibly dps), the fighter one gives a touch more intim.

    I made something a while back here: http://forums.ddo.com/showthread.php?t=261915 That was a 6 pally 2 fighter version. But you really need the 12 cleric for the aura!

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