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  1. #1
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    Default Half-Orc Kensai II/Monk/Rogue

    Hi Folks, would love some feedback on this build. It was inspried by the numerous 12 F/8 monk builds (like the Godhand http://forums.ddo.com/showthread.php?t=228369. I wanted UMD for some versatility, scrolling fireshield/blur and heal scrolls, so I splashed rogue at first level, and increased INT slightly to meet those goals. Otherwise, this is an unarmed fighter that takes advantage of the numerous Kensai/Monk synergies to dish out massive fist damage. He could potentially hate tank with gear and racial enhancements, but as of now he doesn't have a lot of damage reduction, so he's basically doing it barbarian style. Main objectives are dps and stunning build. Lots of Toughness for hitpoints, perhaps over-did it, I'm seeing what I need to swap out. That said, 669 hitpoints with pretty minimal grind sounds pretty nice.

    Thanks for feedback in advance!

    ------------

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

    Arisgard
    Level 20 Lawful Neutral Half-Orc Male
    (12 Fighter / 7 Monk / 1 Rogue)
    Spell Points: 0

    BAB: 17/17/22/2727
    Fortitude: 17
    Reflex: 16
    Will: 12

    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (32 Point) (Level 1) (Level 20)
    Strength 18 23
    Dexterity 15 17
    Constitution 14 16
    Intelligence 12 14
    Wisdom 12 14
    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 7 14
    Bluff -2 -1
    Concentration 4 26
    Diplomacy -2 -1
    Disable Device n/a n/a
    Haggle 2 3
    Heal 1 2
    Hide 3 8
    Intimidate 2 18
    Jump 6 11
    Listen 1 4
    Move Silently 3 6
    Open Lock 7 8
    Perform n/a n/a
    Repair 1 2
    Search 1 2
    Spot 5 6
    Swim 2 5
    Tumble 7 8
    Use Magic Device 2 25

    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Haggle (+4)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Skill: Open Lock (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness

    Level 2 (Monk)
    Skill: Concentration (+3)
    Skill: Use Magic Device (+1)
    Feat: (Monk Bonus) Two Weapon Fighting

    Level 3 (Fighter)
    Skill: Intimidate (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Skill Focus: Use Magic Device
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons

    Level 4 (Monk)
    Skill: Concentration (+2)
    Skill: Use Magic Device (+1.5)
    Feat: (Monk Bonus) Power Attack

    Level 5 (Monk)
    Skill: Concentration (+3)
    Skill: Use Magic Device (+1)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light

    Level 6 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Quick Draw
    Feat: (Selected) Stunning Blow

    Level 7 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)

    Level 8 (Fighter)
    Skill: Intimidatee (+2)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting

    Level 9 (Fighter)
    Skill: Intimidate (+2)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness

    Level 10 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons

    Level 11 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)

    Level 12 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Weapon Focus: Bludgeoning Weapons
    Feat: (Selected) Improved Critical: Bludgeoning Weapons

    Level 13 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)

    Level 14 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting

    Level 15 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness

    Level 16 (Fighter)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Bludgeoning Weapons

    Level 17 (Monk)
    Skill: Concentration (+3)
    Skill: Use Magic Device (+1.5)

    Level 18 (Monk)
    Skill: Concentration (+4)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness

    Level 19 (Monk)
    Skill: Balance (+3)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Monk Bonus) Toughness

    Level 20 (Monk)
    Skill: Balance (+3)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)


    Hitpoints:
    120 fighter
    56 monk
    6 rogue
    20 Heroic
    10 Draconic
    20 Minos
    102 Toughness x 5
    40 Fighter Toughness enhancement
    20 Racial Toughness enhancements
    120 con (14+2+6 = 22 con)
    30 GFL
    ----
    544 before shroud easy
    45 shroud
    ----
    589 unbuffed
    20 rage
    ----
    609 hitpoints, not including madstone, yugo pots, etc.

    Stunning Blow:
    10+ 17 (18+2 tome+3 fighter enh+2 horc enh+8 power surge+6 item + 5 levels ups = 44 strength before buffs) + 4 fighter tactics + +2 Kensai I and II + 10 stunners = 43.
    Probably can get into mid to high 40s with Titan's Grip, madstone, pots, etc.
    Last edited by aristarchus1000; 11-03-2010 at 12:26 PM. Reason: corrections based on feedback
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  2. #2
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    First thing i note is you dont pick up any rogue skills really. takes some gear investment but the build can hit any trap in the game well geared and buffed. second i personally would not take 5 toughness feats i have a similar build except wf with 3. stands at 620 hp which is plenty. second your hp calculations are a bit off... 22 con is +6 which is equal to 120 hp not 220.... so drop 100 hp from your final estimate. your stun forgets to add in the fighter kensai bonuses or you include that but dont spend 1 ap on the fighter stuns which i strongly advise at least 2 ranks in. my stuns with buffs are at a 41 and only land 75% or so in epics. Finally for any fist build it is MUCH better dps to use dual burst rings than the +2 stat on the rings from tod.
    to sum it up
    drop +2 con ring
    contribution from con is 100 points lower
    stuns should easily get 2 points higher.
    and id suggest some rogue skills.
    actual hp should be more like this:
    120 fighter
    56 monk
    6 rogue
    20 Heroic
    10 Draconic
    20 Minos
    102 Toughness x 5
    40 Toughness enhancement
    120 con (14+2+6 = 22 con)
    30 GFL
    ----
    524 before shroud easy
    45 shroud
    ----
    569
    20 rage
    ----
    589 no yugo pots/madstone
    also remember that the con yugo pot is a hidden -5% attack speed

  3. #3
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    Dumbbunny, thanks for taking the time to look it over, without an updated character builder I know some things fell through the cracks! I'll update the original post, and +1 rep.

    Regarding rogue skills. Yeah, I looked at that carefully, but I wasn't able to fit it in. With the Half-orc -2 int, the highest reasonable INT for this character is 12 before I need to spend 2 build points per point of INT. That just seem to be too much of a sacrifice for this type of build. I started at 12 Int (14-2), and could barely max out UMD and Concentration, both skills that I consider more important. I don't think this character can max out 2 more cross-class skills (DD and Search). If you've played a similar build, do you agree that maxing out Concentration and UMD are priorities?

    Unlike Exploiter builds, this build struggles because it is 1. not human (+1 skill points/level) and 2. Half Orc makes the upper reasonable limit 12 INT. 3. Most fighter, which get only 2 skill points/level default (compared to 4 for ranger and monk).

    Regarding the hitpoints... Thank you for the corrections. I seriously considered Warforged because I was concerned about the hitpoints in this build, and I didn't really find a whole lot that I would rather spend feat slots on. I find that any melee finds himself tanking more often than he would like, and under 600 just seemed a little soft. If I was going to create a character that can't tank at-all, then I'm probably better off making a rogue based build which has subtle backstabbing benefits, sneak attack for higher dps.

    I'll need to review it again.

    Thanks again!
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  4. #4
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    Hey Aris...

    I was looking at your stats and they seem a bit wonky... After setting my Str/Dex/Con to match yours, that only left 8 pts for Int/Wis/Cha. Closest I could come to your scores was 12 Int / 10 Wis / 6 Cha when using a 32-point build. Is there something I'm missing?

    Also a small thing, Toughness gives 22 HP at 20th (3 at 1st + 19 (+1 at each additional level)) so 5x Toughness = 110 HP, not 102.
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  5. #5
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    Thanks for the feedback Mael, corrected. Just dropped Charisma.

    When I was building the character, I was using a version of the builder that didn't have half-orc so I had to start with a halfling build and modify the stats as needed to make it work.
    The Silver Legion - Guild Medieval
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  6. #6
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    Quote Originally Posted by aristarchus1000 View Post
    Dumbbunny, thanks for taking the time to look it over, without an updated character builder I know some things fell through the cracks! I'll update the original post, and +1 rep.

    Regarding rogue skills. Yeah, I looked at that carefully, but I wasn't able to fit it in. With the Half-orc -2 int, the highest reasonable INT for this character is 12 before I need to spend 2 build points per point of INT. That just seem to be too much of a sacrifice for this type of build. I started at 12 Int (14-2), and could barely max out UMD and Concentration, both skills that I consider more important. I don't think this character can max out 2 more cross-class skills (DD and Search). If you've played a similar build, do you agree that maxing out Concentration and UMD are priorities?

    Unlike Exploiter builds, this build struggles because it is 1. not human (+1 skill points/level) and 2. Half Orc makes the upper reasonable limit 12 INT. 3. Most fighter, which get only 2 skill points/level default (compared to 4 for ranger and monk).

    Regarding the hitpoints... Thank you for the corrections. I seriously considered Warforged because I was concerned about the hitpoints in this build, and I didn't really find a whole lot that I would rather spend feat slots on. I find that any melee finds himself tanking more often than he would like, and under 600 just seemed a little soft. If I was going to create a character that can't tank at-all, then I'm probably better off making a rogue based build which has subtle backstabbing benefits, sneak attack for higher dps.

    I'll need to review it again.

    Thanks again!
    sorry about the delay in responding im only a random forum troller
    for the skills i would generally be running in fire stance for the stun dcs on this build and typically have power surge up so thats 4 ki a swing... you cant use it fast enough at that point so 2-3 swings will bring your ki up to any strike you ever need. also the con should get you to the first strike since you dont have the expensive ones so concentration is kind of moot imo however i dont know for sure that you can hit the epic traps with only 12 intel i would have to check it out. i am getting them on a fighter with MOST of the gear at lvl 20 12/7/1 but i will need to throw together an 12 intel setup to see what you need to get to them

    once again sorry for the delay and ill try to get a quick response about the skills out to ya

    edit: ok my chargen is crashing when i try to go to stats so will work on it later ?maybe? but when im thinking about it you would probably need a tr and pump intel to 13 and a +3 tome for all the traps. its still a couple points behind the 14 intel i used but it does work out with good gear and with max gear and spec you can make them with a bard song first life i think but may not be worth it.

    however i would still suggest dropping most of the concentration points as they really are just fluff on a kensai 2 and maybe drop intel to account for it or just throw the points into something else for fun.
    Last edited by dumbbunny; 12-16-2010 at 12:28 PM.

  7. #7
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    The 12f/7m/1r split was posted quite a ways back by Thanimal and myself in two different builds (forget the name of his now). Mine is the Slapper, and you might get some good information from reading the build discussion - hit the link in my sig.

    The class split is a very strong one, and four of my guildies have made one, and still play them today with great success. Big DPS, good stun, and if built for it, very high intimidate.

    Racially I'd say human or warforged are among the best choices. Half orc could work for a few more boosts, PA enhancements and str, but HO are generally best for two handed fighting. Half elves are probably the best choice now, with double chance of intimidate, human versatility, human healing amp, and some very nice Dilettante choices.
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  8. #8
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    Whilst of course concentration is nice for keeping your KI up and and starting with some KI. Dont get too obsessed with it.

    You will get KI fast enough not to ever worry about storing it.

    Personally Id go half orc if you can or half elf. Both have their str's with this build though id prob go half orc. Half Orc Str + Fighter + stunning enhancements. Are amazing.

    I have 0 stats in concentration on my 12/7/1 and I really dont miss it. Might be different if you were pure monk where you need to store enough for at least a stunning fist. But using stunning blow .. why bother ..
    Last edited by Zacheal; 12-17-2010 at 01:26 PM.
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  9. #9
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    Don't want to hijack, but been thinking about the same thing and hopefully my questions below may help you as well.

    Dwarf vs Human vs hOrc vs hElf vs WF

    Like the build type - tried out a WF, didn't like it at all although I liked the CON. Thought maybe a dwarf would hold up..but while the CON is nice, the other passives aren't really a great synergy other than tactics.

    hOrc seems ok, but seems more suited for THF and i really hated the -2 int.

    Human or hElf? Haven't played a half elf, so don't know how they'd fare. Usually play human for skills, feat and versatility is nice.

    Below is the Dwarf build - similar, except I can get all the skills I need - rogue, balance, some concentration....although he won't be a sneaky bugger. I have assassin on him, but really am not impressed by Assassin I - would most likely drop it and focus the AP more.

    Edit: Dropped assassin, picked up a bit more HP and DC

    Half Elf version ends up around the same hp, probably a bit less in stun DC. Should rebuild the Dwarf to get the true comparison. For Dilly feat - on initial the only scroll/wand I can qualify for is ranger. Worth spending the extra pts in wis, then at lvl 7 going to fred and swapping ranger for FVS or Cleric?

    Code:
    Character Plan by DDO Character Planner Version 3.7.2
    DDO Character Planner Home Page
    
    12F_7Ro_1Mo 
    Level 20 Lawful Neutral Dwarf Male
    (12 Fighter \ 1 Monk \ 7 Rogue) 
    Hit Points: 426
    Spell Points: 0 
    BAB: 17\17\22\27\27
    Fortitude: 17
    Reflex: 15
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    26
    Dexterity            15                    18
    Constitution         16                    20
    Intelligence         14                    16
    Wisdom               10                    12
    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                    22
    Bluff                -2                     1
    Concentration         3                    13
    Diplomacy            -2                     1
    Disable Device        6                    25
    Haggle               -2                    -1
    Heal                  0                     1
    Hide                  5                     7
    Intimidate           -2                     1
    Jump                  7                    21
    Listen                4                     5
    Move Silently         6                     8
    Open Lock             6                     8
    Perform              n/a                   n/a
    Repair                2                     3
    Search                6                    28
    Spot                  4                    23
    Swim                  3                     8
    Tumble                3                     5
    Use Magic Device      2                    25
    
    Level 1 (Rogue)
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    
    
    Level 3 (Monk)
    Feat: (Selected) Power Attack
    Feat: (Monk Bonus) Toughness
    
    
    Level 4 (Rogue)
    Ability Raise: STR
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Stunning Blow
    
    
    Level 6 (Fighter)
    Feat: (Selected) Skill Focus: Use Magic Device
    
    
    Level 7 (Rogue)
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
    
    
    Level 9 (Fighter)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Rogue)
    
    
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Feat: (Selected) Toughness
    
    
    Level 13 (Rogue)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Bludgeoning Weapons
    
    
    Level 15 (Fighter)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Rogue)
    Ability Raise: STR
    
    
    Level 17 (Fighter)
    Feat: (Fighter Bonus) Quick Draw
    
    
    Level 18 (Fighter)
    Feat: (Selected) Toughness
    
    
    Level 19 (Rogue)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Greater Weapon Specialization: Bludgeoning Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Spell Defense II
    Enhancement: Dwarven Spell Defense III
    Enhancement: Dwarven Tactics I
    Enhancement: Dwarven Tactics II
    Enhancement: Kensei Unarmed Mastery I
    Enhancement: Kensei Unarmed 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 (Trip) I
    Enhancement: Fighter Strategy (Trip) II
    Enhancement: Fighter Unarmed Specialization I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III
    Enhancement: Fighter Toughness IV
    Half Elf Version

    Code:
    Character Plan by DDO Character Planner Version 3.7.2
    DDO Character Planner Home Page
    
    12F_7Ro_1MHE 
    Level 20 Lawful Neutral Half-Elf Male
    (12 Fighter \ 1 Monk \ 7 Rogue) 
    Hit Points: 406
    Spell Points: 0 
    BAB: 17\17\22\27\27
    Fortitude: 16
    Reflex: 15
    Will: 8
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    27
    Dexterity            15                    18
    Constitution         16                    19
    Intelligence         12                    14
    Wisdom                8                    10
    Charisma              8                    10
    
    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                    13
    Bluff                -1                     2
    Concentration         3                    11
    Diplomacy            -1                     2
    Disable Device        5                    24
    Haggle               -1                     0
    Heal                 -1                     0
    Hide                  2                     4
    Intimidate           -1                     2
    Jump                  7                    13
    Listen                3                     4
    Move Silently         6                     8
    Open Lock             6                     8
    Perform              n/a                    n/a
    Repair                1                     2
    Search                4                    25
    Spot                  3                    22
    Swim                  3                     8
    Tumble                3                     5
    Use Magic Device      3                    26
    
    Level 1 (Rogue)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Ranger
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    
    
    Level 3 (Monk)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Toughness
    
    
    Level 4 (Rogue)
    Ability Raise: STR
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Stunning Blow
    
    
    Level 6 (Fighter)
    Feat: (Selected) Toughness
    
    
    Level 7 (Rogue)
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    
    Level 9 (Fighter)
    Feat: (Selected) Weapon Specialization: Bludgeoning Weapons
    
    
    Level 10 (Rogue)
    
    
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Feat: (Selected) Skill Focus: Use Magic Device
    
    
    Level 13 (Rogue)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    
    
    Level 15 (Fighter)
    Feat: (Selected) Greater Weapon Focus: Bludgeoning Weapons
    
    
    Level 16 (Rogue)
    Ability Raise: STR
    
    
    Level 17 (Fighter)
    Feat: (Fighter Bonus) Quick Draw
    
    
    Level 18 (Fighter)
    Feat: (Selected) Toughness
    
    
    Level 19 (Rogue)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Greater Weapon Specialization: Bludgeoning Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Kensei Unarmed Mastery I
    Enhancement: Kensei Unarmed 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 Strategy (Trip) I
    Enhancement: Fighter Strategy (Trip) II
    Enhancement: Fighter Unarmed Specialization I
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III
    Enhancement: Fighter Toughness IV
    Last edited by Jhaeran; 12-17-2010 at 07:47 PM.

  10. #10
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    Oct 2009
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    861

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    Thanks for the added feedback, I didn't expect this thread to get picked up again.

    I stopped leveling my character for a bit while I started working on my other characters, but I might pick him back up again.

    @dumbbunny and @zachael - The advice to not worry about concentration is definitely helpful, since as a cross-class it's really tough to keep up. I don't think I'll be running rogue skills still other than open lock.

    @Dark-star, yeah I saw your build, and it helped me put this one together. I saw Thanimal's build as well, although I didn't see a lot of feedback after the more recent update so I wasn't aware that people are still playing it and enjoying it. Thanks for the feedback.

    regarding races: While half-orc certainly gets some a nice THF melee enhancement, the strength/damage bonus also really shine when coupled with the high attack rate of unarmed attacks, especially since you get the full strength bonus on the off-hand attacks. In a way, a Two-hander weapon would given 1.5 strength bonus, but the TWF unarmed build gets 1.8 benefit of the strength bonus.

    I prefer Half-orc to WF or Dwarf for purposes of stunning blow, since the +4 to strength (+2 on build, +2 enhancements) essentially gives me +2 to Stunning blow DC without spending "extra" enhancement APs just to raise stunning blow. Half orcs are squishier than WF or dwarf, so I needed the multiple toughness feats to keep up. Unlike builds like the Godhand, however, it won't work quite as well as a hate-hitpoint-tank, since the WF added toughness is certainly nice, particularly with the the availability of items like the DoD.

    Anyway, thanks for the feedback. I'm someone inspired to start leveling this character again a bit more, to see how it goes.
    The Silver Legion - Guild Medieval
    Arisan - Arisanna - Arisanto - Arisgard - Betatest
    Cannith

  11. #11
    Community Member
    Join Date
    Jun 2009
    Posts
    57

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    Quote Originally Posted by aristarchus1000 View Post
    regarding races: While half-orc certainly gets some a nice THF melee enhancement, the strength/damage bonus also really shine when coupled with the high attack rate of unarmed attacks, especially since you get the full strength bonus on the off-hand attacks. In a way, a Two-hander weapon would given 1.5 strength bonus, but the TWF unarmed build gets 1.8 benefit of the strength bonus.

    I prefer Half-orc to WF or Dwarf for purposes of stunning blow, since the +4 to strength (+2 on build, +2 enhancements) essentially gives me +2 to Stunning blow DC without spending "extra" enhancement APs just to raise stunning blow. Half orcs are squishier than WF or dwarf, so I needed the multiple toughness feats to keep up. Unlike builds like the Godhand, however, it won't work quite as well as a hate-hitpoint-tank, since the WF added toughness is certainly nice, particularly with the the availability of items like the DoD.

    Anyway, thanks for the feedback. I'm someone inspired to start leveling this character again a bit more, to see how it goes.
    First: its your build so do what you want
    second: horc has several advantages and disadvantages the biggest downside imo is the lower hp which makes it harder to take the hits when you pull agro and with that build you will pull agro.
    Lastly: if you are not getting rogue skills you do not really need the 12 int and i would strongly suggest dropping it in favor of another stat.

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