Thanks for all the comments and recommendations. There sure seems to be a lot of love for warforged. Why is it that so many seem to think that all builds would be better if they were warforged?
Thanks for all the comments and recommendations. There sure seems to be a lot of love for warforged. Why is it that so many seem to think that all builds would be better if they were warforged?
I don't think that this is the case.
I think that you asked for help with a static trio and people recognize the inherent advantages of a small group taking warforged as the racial choice.
With a standard 6 player group you can spread out the various roles a group would normally be looking for. One healer, a backup healer that does some other support role, one arcane (that maybe handles trap issues) and then 2 or 3 DPS (which may or may not include rogues depending on if the group has an effective intimi/hate tank).
But, with 3 players -- especially because you indicate that you'd like to move away from relying on hirelings -- your group has to shove all that down into 3 characters.
Warforged lets you get away from needing a healer because your arcane becomes your healer. Depending on the choices others make this could also be your trapper character. What we know is that other players have successfully run arcanes and also been able to contribute heavily to the melee by using two-handed weapons. This plays off the inherent warforged abilities.
Choosing warforged lets you merge backup healing with DPS and buff support. I've suggested favored soul because there is inherent synergy with the warforged Lord of Blades. But, ranger and paladin also fit well in that second slot as does bard.
That frees the third player to choose any DPS route. I favor the choice of rogue with the favored soul really working on the intimi/hate tanking. But fighter or barbarian also work well here.
What we are saying doesn't have to do with warforged being an uber race. From the race side there are cases to be made for half-orc, half-elf and halfling that are equally strong. And, humans have their proponents anytime race comes up.
What we are saying is that for you, in your specific situation, warforged offers the best option for a 3 character group to cover all the major group roles.
Thanks for laying that all out. I understand about the need for synergy and have one character fill multiple roles in a short-man group. I guess I just needed more help understanding why warforged brings more to the table.
I play in a trio with friends we have actually have numerous combinations. The best by far is
1. Battle cleric or Paladin
2. Assassin
3. Warchanter
with cleric hirelings in tow of course.
We have elited everything up to level 9 so far and it has been a blast.
Divine spell casters have to slot spells that:
1. Heal
2. Remove negative levels
3. Cure disease
4. Removes poison
5. Gives freedom of movement
WF players only need to be healed (and ressurected which can be done by multiple classes)...and to make things better WF players can be healed by more classes...sorcerers, wizards, bards, clerics, favored souls, UMD capable toons.
The WF caster in your group is the key element here.
1. 20 Wizard brings spells, heals, buffs, skills (my pure wizard can sneak past everything)
2. 2rog/18 wizard brings more skills and survivability plus more xp
3. 20 sorcerer brings more spell points, umd, intimidate (especially useful if 1/3 of your party members is a rogue)
But you did say that you didn't like warforges and no one said you had to muscle your way through everything...
You could pick classes that utilize the sneak feat. That would save resources and change the game play completely for you. The larger the party the less you will use it but if all 3 of you want to play that way it could be fun...
Ghallanda
Volver life 3 lvl 20 sorc - 4 Epic /// Adept life 3 lvl 2mnk/17pal /// Vindicate life 6 lvl 18rgr/1ftr/1clr - 2 Epic /// [COLOR="Red"]
Go all WFs
Wizzy/Rogue
Bard/Fighter/Rogue twf warchanter
FVS
there you go.
Oh but to actually answer your question I would maybe do something like this...
All 3 WF
1. Level 20 Wizard OR 2rog/18wiz
2. Level 20 Barbarian OR 2rog/18barb for the novice player
3. Level 20 Favored Soul
or not all WF party
1. Level 20 Wizard or 2rog/18wiz - I would still go WF here
2. Level 20 Paladin with some good healing amp
3. Level 20 cleric or 2mnk/18clr radiant savant
Ghallanda
Volver life 3 lvl 20 sorc - 4 Epic /// Adept life 3 lvl 2mnk/17pal /// Vindicate life 6 lvl 18rgr/1ftr/1clr - 2 Epic /// [COLOR="Red"]
If WF isn't to taste there are ways to work around it.
Personally, I'm not too fond of the WF Wiz/rog builds as they defer getting spells, have lower DCs and less versatility with skills, it's amazing how awesome it is to get spells like firewall, finger of death and wail of the banshee sooner rather than later.
As an alternative trapper, a DPS character like a tempest ranger could be a good fit here which will give a nice backup ranged option too.
My combo for you:
12 ranger / 7 rogue or 7 fighter / 1 monk, armed and unarmed pure DPS build, can cover traps, stealth and some nice buffs. Stunning fist can be worked into this build for U9, the build will have excellent AC for a majority of content, human, half-elf, half-orc, warforged, dwarf, halfling all make interesting racial choices with a mixture of tactics and DPS.
20 wizard palemaster or 20 sorcerer savant. The wizard is the better choice with stealth, self healing and better spells sooner. Human, half-elf, drow or warforged are decent choices for either. 2 monk/18 pale master is an option with some fun unarmed combat too (hold person/monster + undead form smacking = dead mob).
20 WF FvS Soul Survivor. Your aggro magnet, unkillable tank. Can self heal, is unkillable and can be backup healed by the wizard.
Pros of this combo: races are flexible to allow for flavour, both of the incoming PrE's are being used which will be fun, all 3 characters are very sturdy, none of the builds need particular gear, the DPS build is as easy to play as they come.