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  1. #1
    Community Member Winter_storm's Avatar
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    Default Cool Joe the Mech

    Cool Joe is a Warforged 32pt Strength build with khopesh for dps, and wrack construct for iron golems and portable holes. Of course a trap monkey.

    Need to take a +3 tome of strength before lvl20

    300 hp (before equipment)

    A suggestion is at lvl4 after ability increase of Dex, swap feat of lvl1 to two weapon fighting if Fred permits (i don't know if this would work) and put toughness and khopesh at lvl 4 or 6.

    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page

    Level 20 Neutral Good Warforged Male
    (20 Rogue)
    Hit Points: 302
    Spell Points: 0

    BAB: 15/15/20/2525
    Fortitude: 11
    Reflex: 16
    Will: 5

    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (32 Point) (Level 1) (Level 20)
    Strength 16 22
    Dexterity 14 19
    Constitution 16 20
    Intelligence 16 18
    Wisdom 6 8
    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

    Skills
    Balance max
    Diplomacy max
    Disable Device max
    Heal (left over skill points here at beginning at around lvl 10)
    Hide max
    Jump max
    Move Silently max
    Open Lock max
    Repair max (give one point to tumble lvl1)
    Search max
    Spot max
    Tumble (one skill point here)
    Use Magic Device max

    Level 1 (Rogue)
    Feat: (Selected) Toughness

    Level 2 (Rogue)

    Level 3 (Rogue)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh

    Level 4 (Rogue)
    Ability Raise: DEX

    Level 5 (Rogue)

    Level 6 (Rogue)
    Feat: (Selected) Two Weapon Fighting

    Level 7 (Rogue)

    Level 8 (Rogue)
    Ability Raise: STR

    Level 9 (Rogue)
    Feat: (Selected) Improved Two Weapon Fighting

    Level 10 (Rogue)
    Feat: (Rogue Bonus) Improved Evasion

    Level 11 (Rogue)

    Level 12 (Rogue)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Slashing Weapons

    Level 13 (Rogue)
    Feat: (Rogue Bonus) Crippling Strike

    Level 14 (Rogue)

    Level 15 (Rogue)
    Feat: (Selected) Greater Two Weapon Fighting

    Level 16 (Rogue)
    Ability Raise: STR
    Feat: (Rogue Bonus) Skill Mastery

    Level 17 (Rogue)

    Level 18 (Rogue)
    Feat: (Selected) Power Attack

    Level 19 (Rogue)
    Feat: (Rogue Bonus) Skill Mastery

    Level 20 (Rogue)
    Ability Raise: STR
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Haste Boost II
    Enhancement: Rogue Haste Boost III
    Enhancement: Rogue Haste Boost IV
    Enhancement: Rogue Skill Boost I
    Enhancement: Rogue Skill Boost II
    Enhancement: Rogue Skill Boost III
    Enhancement: Rogue alt Shadow capstone
    Enhancement: Rogue Fire Trap Lore I
    Enhancement: Rogue Item Defense I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Rogue Mechanic I
    Enhancement: Rogue Mechanic II
    Enhancement: Rogue Wrack Construct I
    Enhancement: Rogue Wrack Construct II
    Enhancement: Rogue Wrack Construct III
    Enhancement: Rogue Balance I
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Disable Device II
    Enhancement: Rogue Disable Device III
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Open Lock II
    Enhancement: Rogue Open Lock III
    Enhancement: Rogue Search I
    Enhancement: Rogue Search II
    Enhancement: Rogue Spot I
    Enhancement: Rogue Dexterity I
    Enhancement: Rogue Dexterity II
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Rogue Improved Trap Sense II
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Healer's Friend II
    Last edited by Winter_storm; 08-09-2010 at 07:14 PM.

  2. #2
    Community Member Winter_storm's Avatar
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    Swapped toughness and two weapon fighting. Changed cap stone to the alt Shadow capstone. Removed Mithral and added 2nd toughness feat
    Last edited by Winter_storm; 08-07-2010 at 04:09 PM.

  3. #3
    Community Member Winter_storm's Avatar
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    it would be a good idea to get a wisdom item for will saves and charisma for UMD. Beyond this rogue items to help with spot, search, disable device, open lock and strength. I would not know what docent for would be best yet.

  4. #4
    Community Member Bodic's Avatar
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    what good is the 16 int your not using repeaters you need CHA.

    Dont tell me for elite at lvl content a mech gets enough bonus to that, besides an assassin can do most everything, with a base 12 INT.

    no Power Attack why 2x toughness. Crppling strike goes lvl 13.

  5. #5
    Community Member Winter_storm's Avatar
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    It can be swapped, but took toughness twice because most upper levels only allow 400 hp or more and can get that with items. PA its still 50/50 to me, at end game you might miss less but theres a difference. Crippling strike and skill mastery can be swapped also (will fix this). Repeaters? Wasn't setting the build for repeaters mostly TWF... I haven't done enough research to setup build for repeaters yet. As in assassin rogue, its not the focus of the build and there is plenty of assassin builds out there. Not enough challenging ones like mech.

  6. #6
    Community Member Winter_storm's Avatar
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    Crippling strike and skill mastery was changed

  7. #7
    Community Member Winter_storm's Avatar
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    16 int is for skill points and disable device (this is a mech not assassin) and where cha can help in UMD but decided for INT.

  8. #8
    Community Member Winter_storm's Avatar
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    Changed enhancements, removed sneak attack, sublebackstabbing, etc and added haste boost and item defense

  9. #9
    Community Member Winter_storm's Avatar
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    Cool Joe the Mech II

    Heres another version Int is 14, Con 16, dex 14, (first ability increase to dex), and Cha 10 (for umd). you can instead of Cha 10 you can increase Con to 18 for HP (322).

    300 HP before equipment.

    A suggestion is at lvl4 after ability increase of Dex, swap feat of lvl1 to two weapon fighting if Fred permits (i don't know if this would work) and put toughness and khopesh at lvl 4 or 6.

    Need to take a +3 tome of strength before lvl20

    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page

    Level 20 Neutral Good Warforged Male
    (20 Rogue)
    Hit Points: 302
    Spell Points: 0

    BAB: 15/15/20/2525
    Fortitude: 11
    Reflex: 16
    Will: 5

    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (32 Point) (Level 1) (Level 20)
    Strength 16 22
    Dexterity 14 19
    Constitution 16 20
    Intelligence 14 16
    Wisdom 6 8
    Charisma 10 12

    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

    Balance max
    Diplomacy max
    Disable Device max
    Hide max
    Jump max
    Move Silently max
    Open Lock max
    Repair extra skill points here
    Search max
    Spot max
    Tumble one skill point
    Use Magic Device max

    Level 1 (Rogue)
    Feat: (Selected) Toughness

    Level 2 (Rogue)

    Level 3 (Rogue)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh

    Level 4 (Rogue)
    Ability Raise: DEX

    Level 5 (Rogue)

    Level 6 (Rogue)
    Feat: (Selected) Two Weapon Fighting

    Level 7 (Rogue)

    Level 8 (Rogue)
    Ability Raise: STR

    Level 9 (Rogue)
    Feat: (Selected) Improved Two Weapon Fighting

    Level 10 (Rogue)
    Feat: (Rogue Bonus) Improved Evasion

    Level 11 (Rogue)

    Level 12 (Rogue)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Slashing Weapons

    Level 13 (Rogue)
    Feat: (Rogue Bonus) Crippling Strike

    Level 14 (Rogue)

    Level 15 (Rogue)
    Feat: (Selected) Greater Two Weapon Fighting

    Level 16 (Rogue)
    Ability Raise: STR
    Feat: (Rogue Bonus) Skill Mastery

    Level 17 (Rogue)

    Level 18 (Rogue)
    Feat: (Selected) Power Attack

    Level 19 (Rogue)
    Feat: (Rogue Bonus) Skill Mastery

    Level 20 (Rogue)
    Ability Raise: STR
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Haste Boost II
    Enhancement: Rogue Haste Boost III \par Enhancement: Rogue Haste Boost IV
    Enhancement: Rogue Skill Boost I
    Enhancement: Rogue Skill Boost II
    Enhancement: Rogue Skill Boost III
    Enhancement: Rogue Alt Shadow Capstone
    Enhancement: Rogue Fire Trap Lore I
    Enhancement: Rogue Item Defense I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Rogue Mechanic I
    Enhancement: Rogue Mechanic II
    Enhancement: Rogue Wrack Construct I
    Enhancement: Rogue Wrack Construct II
    Enhancement: Rogue Wrack Construct III
    Enhancement: Rogue Balance I
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Disable Device II
    Enhancement: Rogue Disable Device III
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Open Lock II
    Enhancement: Rogue Open Lock III
    Enhancement: Rogue Search I
    Enhancement: Rogue Search II
    Enhancement: Rogue Spot I
    Enhancement: Rogue Dexterity I
    Enhancement: Rogue Dexterity II
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Rogue Improved Trap Sense II
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Healer's Friend II
    Last edited by Winter_storm; 08-09-2010 at 07:15 PM.

  10. #10
    The Hatchery karl_k0ch's Avatar
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    c-c-c-c-c-combo breaker?

    Might I introduce the Edit button to you? He is very nice and also pretty cuddly.

  11. #11
    Community Member Symar-FangofLloth's Avatar
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    Quote Originally Posted by Bodic View Post
    what good is the 16 int your not using repeaters you need CHA.
    Quote Originally Posted by Winter_storm View Post
    16 int is for skill points and disable device (this is a mech not assassin) and where cha can help in UMD but decided for INT.
    Again, what good is the 16 Int?
    If you're not a repeater build, you don't need it for damage.
    You have tons of skill points as it is... and Mechanic gives enough of a bonus that you need it any higher. I could spot, search, and disable all the traps in Monastery of the Scorpion on Hard without any +skill items, as a level 19 Mechanic with only 12 Int. (Well, I only tried one trap without +disable goggles, didn't want to risk it.)
    Use a +2 Tome if you have to, and put those points into Charisma.
    Former Xoriat-er. Embrace the Madness.

  12. #12
    Community Member Samwiser77's Avatar
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    You get heavy repeating crossbow proficiency with the mechanic II prestige, so no need to spend a feat on it.

  13. #13
    Community Member DrNuegebauer's Avatar
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    Start with 12 or 14 int. That gives you 4-6 more build points for stats. Spend 2 of them on Con.

    You'll still have 9 skill points per level (or 10 with a +2 int tome)

    Feats:
    trade out repeater for P Attack.

  14. #14
    Community Member Winter_storm's Avatar
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    The second build listed is changed and named Cool Joe the Mech II, removed repeater, reduced Int to 14, increased Con to 16, and increased Cha to 8. I noticed if increased Cha to 10 it only added 1 more to umd and thought it would be better to have HP to 300. Also second toughness feat removed and replaced with PA.

    Didn't know the repeater feat is a inherited feat, didn't catch that looking over the mech info.

    On Int 16. It helps on assassin and its much harder in the demon sands without it. My halfling assassin rogue (ddowiki hired blade) is now lvl 13 and have some problems with boxes without help of items and spells. Doing the demon sands on hard I still get by, but failures happen. For a Mech, it would be expected disable and wreck be better, almost if its second nature and to me its not because Int 14 is good enough. Made it Int 16 to make it what a mech should be by disabling traps like second nature.

    As in having assassin build being Int 16, it was just part of the build I was following. It you do research on my name you'll see i did ask for help and a asked for suggested builds for pure rogue without much assistance. But when posted this and the hired blade questions after the fact, was short of advice. I really don't see pure builds with the exception of DdoWiki and Tihocan. I do what I can and learn by error and try to read some rogue info manuals.
    Last edited by Winter_storm; 08-08-2010 at 11:22 PM.

  15. #15
    Community Member Winter_storm's Avatar
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    Ok, found a solution to make the first Cool Joe the Mech build work. You have your 16 Con and I have my 16 Int. Made dex to 14. The first ability increase is DEX, all other ability increases will be Strength. The first three feats have been swapped around (to work around DEX14 until increased ability) and at lvl18 is Power Attack. The build still has 300 HP. Just one thing to do is to catch up the strength would be to take a +3 tome of strength before lvl 20 (since the first ability increase went to DEX). That works for me, how about you guys?
    Last edited by Winter_storm; 08-09-2010 at 02:46 AM.

  16. #16
    Community Member Kinesthetic's Avatar
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    Why do you seek advice if you're so stubborn?

    Do whatever the hell you want if you're gonna disregard everything people tell you.

    You DON'T need 16 int.
    Everytime someone says rouge, I die a little inside.

  17. #17
    Community Member Winter_storm's Avatar
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    Quote Originally Posted by Kinesthetic View Post
    Why do you seek advice if you're so stubborn?

    Do whatever the hell you want if you're gonna disregard everything people tell you.

    You DON'T need 16 int.
    Listen to everything people tell me. I'm interested in 16 for the skills, iron golems and portable holes (wrack construct), and disable device. To me as a mech build disable should be high. You can go down to 14 on Int and add it to constitution for higher HP or add it to Charisma for higher UMD. That would be ok to me. Thats why I did two, one is a build that would like to try and the other Joe II is the suggestions made to me fully integrated. I respected it and made Joe II that shows. If I find the first is not that great would do a lesser for Joe II.
    Last edited by Winter_storm; 08-09-2010 at 07:12 PM.

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