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  1. #1
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    Default Build Suggestions to get Fighter PL's

    I've got a 20 monk right now that I'm toying with the idea of TR'ing to get 3 fighter past lives. I've got very little in the way of Greensteel on this toon because I honestly didn't need it (monk provides so much for free, don't need sp item, etc). I've got a choice of a +45 earthgrab boots or cloak (made both so I could swap depending on my gear). I've got very little in the way of bound equipment that isn't specific for a h2h monk.

    What I'm wondering is if someone has some suggestions as to very good builds to level as a fighter while going h2h. I definitely prefer to leverage my outstanding collection of handwraps versus having to craft some new weapons to go through the leveling process. I'll probably go Half Elf since a lot of my gear is Human RR and Half Elf gives me access to the Cleric Dilettante. The builds suggested do not need to be end-game viable as I won't be staying at 20.

    Thanks in advance!

  2. #2
    Community Member painindaguild's Avatar
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    12 fighter/ x monk. if u want to splash more take rogue for sa since u didnt pick up the helf sa.

    more monk gives u some cool stuff and base dmg, more rogue gives u more sa.

    so the question is: how often do u get sa? umd is never bad, u might even be able to switch to horc for example that way. (although low lvl u got rr problem)

    enjoy

  3. #3
    Community Member Tsuarok's Avatar
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    12fighter/7monk/1rog
    12fighter/6rngr/2monk
    12fighter/8monk

    More or less 12 fighter and at least 2 monk and you'll be good.

  4. #4
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    Quote Originally Posted by Tsuarok View Post
    12fighter/7monk/1rog
    12fighter/6rngr/2monk
    12fighter/8monk

    More or less 12 fighter and at least 2 monk and you'll be good.
    Do all of those work well with handwraps as the weapon of choice?

    Seeing those splits you posted I'm almost tempted to run a HElves angel and go with handwraps for a weapon. Only bad thing there is that it's such a back-loaded build and I'd be looking for something that levels extremely easily rather than something that is so back-loaded.

    I'd love to get to play around with power surge for more than a level or two...is there any of these builds (or other ones for that matter) that get the fighter toys more quickly? I'd say that probably counts out the one that was actually my initial favorite (12 fighter/7 monk/1 rog) because you'd need to space the monk levels on that one to give you the skill points to keep up any desired rogue skills.
    Last edited by Darkrok; 03-25-2011 at 12:14 PM.

  5. #5
    Community Member Tsuarok's Avatar
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    Helves Angel would be a good build, and while you are correct in that much of the power is backloaded, for the 2nd tr, it takes more xp to get from 18 to 20 than it takes a new character to get from 1 to 20, so you'll likely be at that point for significantly longer than the time you'll spend in the lower levels.

    Also look at the monster (modified for your race/weapon choices)

    if you take the time to grind out a few healing amp items before you TR you should really consider the 12/8 ftr/mnk you should be able to get 300% healing amp pretty easily, and between healing curse and vampiric handwraps, you should be able to do the majority of the game without resources.

  6. #6
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    Hrm...thought of another build as well.

    I'm a big fan of high-mobility toons. I really like sprint boost. How would an 18/1ranger/1monk build work out. Obviously no evasion but with all the fighter levels evasion wouldn't really have much support on the saves end anyways. Monk level gets us monk attack speed/bab with handwraps. Ranger gets us a favored enemy (for what it's worth at level 1), full access to cure wands without UMD (can stay human), and a sprint boost. Fighter the rest of the way gets me to kensei II very early and lets me play around with Kensei III for a few days before I TR again.

    I like the splits you posted as well...just trying to come up with the best build for this guy that will be fun over as many of the levels as possible, solo well (even when my guild groups we often 'solo' as we enjoy racing each other through quests), and get the cool 'toys' as quickly as possible.

  7. #7
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    Quote Originally Posted by Tsuarok View Post
    Helves Angel would be a good build, and while you are correct in that much of the power is backloaded, for the 2nd tr, it takes more xp to get from 18 to 20 than it takes a new character to get from 1 to 20, so you'll likely be at that point for significantly longer than the time you'll spend in the lower levels.

    Also look at the monster (modified for your race/weapon choices)

    if you take the time to grind out a few healing amp items before you TR you should really consider the 12/8 ftr/mnk you should be able to get 300% healing amp pretty easily, and between healing curse and vampiric handwraps, you should be able to do the majority of the game without resources.
    You may have just clinched it for me here. I'm a serious healing amp junky. No grinding will be required. Now, my healing amp item is ML:16 (DT'd 10/20/air guard) but that would certainly get me there. Also already have the vampiric stonedust handwraps.

    As far as leveling, what order makes the most sense? Sticking with my desire to get to the fighter toys as quickly as possible but at the same time wanting to be survivable I'm thinking Monk3 (for Curse of Healing), Fighter 12 (get to max fighter ASAP), Monk 4-8. Thoughts on that?

  8. #8
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    Two other thoughts on the 12/8.

    Human vs HElf with the dilettante is the first decision. Human could fit in UMD and could also fit in more mobility with at least the least dragonmark of passage (for a good toon mobility trumps even dps in fast completions. This is a feat that could later be swapped to something like quick draw when I no longer found the need for the mobility and had enough fighter levels to appreciate the faster triggering of haste boosts/human versatility/power surge.

    The second question, kind of tied in with the first, is what other greensteel could I make? Slot I can figure out once I figure the rest of the gear out. I'm assuming I'd want some sort of guard. Air guard could let me toss something like radiance on my DT (or skip the DT altogether opting for the garments of equilibrium and a seeker +6 hat from the event). If I decide to go human then I'd really need a +6 cha skills item which fits in nicely with air guard. Half elf of course has less skill points and the cleric dilettante removes some of the reasons for UMD. Would an immunities item be worthwhile? Honestly at low levels I can swap to deathblock robes or use clickies to block death effects and use silver flame after that. Blindness ward is highly situational. Disease can be slotted and is a non-factor at 17 when I get immunity. Poison is very easy to avoid. While it's nice to ignore all those it's far from necessary and not a great use of a slot. I do want to start on this TR soon so I'm not going to wait on any double shard stuff but any thoughts on a 'must have' greensteel item to make leveling the TR easier?

  9. #9
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    Here's a quick 12/8 human build I whipped up. I left the skills out but I'd fit UMD in there hoping to have it useful later in the game. Back of the napkin math at level 15 is 9 skill points + 0 base charisma (/w tome) + 3 charisma item + 6 Greensteel + 3 Bunny Hat + 3 Skill Focus Feat + 2 HoGF + 4 GH = 30 base UMD. Not great...50/50 chance with heal scrolls...but it at least gives some options. That's a big part though why I'd consider HElf instead. No need for the charisma item, no need for the feat for UMD, but it takes away a big part of what makes the toon easier to level on the human - the early and easy speed boost, ddoors, and teleports. And with a touch of healing amp heal pots will do pretty well anyways.

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (12 Fighter \ 8 Monk) 
    Hit Points: 348
    Spell Points: 0 
    BAB: 18\18\23\28\28
    Fortitude: 16
    Reflex: 13
    Will: 10
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             18                 24                   28
    Dexterity            16                 17                   17
    Constitution         14                 15                   15
    Intelligence          9                 10                   10
    Wisdom                9                 10                   10
    Charisma              8                  9                    9
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                  3                    5
    Bluff                -1                 -1                    1
    Concentration         2                  2                    6
    Diplomacy            -1                 -1                    1
    Disable Device       n/a                n/a                   n/a
    Haggle               -1                 -1                   -1
    Heal                 -1                  0                    0
    Hide                  3                  3                    3
    Intimidate           -1                 -1                    1
    Jump                  4                  9                    9
    Listen               -1                  0                    0
    Move Silently         3                  3                    3
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair               -1                  0                    0
    Search               -1                  0                    0
    Spot                 -1                  0                    0
    Swim                  4                  9                    9
    Tumble                n/a               n/a                   n/a
    Use Magic Device     n/a               n/a                    n/a
    
    Level 1 (Monk)
    Feat: (Human Bonus) Least Dragonmark of Passage
    Feat: (Past Life) Past Life: Monk
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Two Weapon Fighting
    Feat: (Automatic) Attack
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) Unarmed Strike
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 3 (Monk)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Stunning Blow
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Tower Shield Proficiency
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    
    
    Level 6 (Fighter)
    Feat: (Selected) Lesser Dragonmark of Passage
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    
    
    Level 9 (Fighter)
    Feat: (Selected) Greater Dragonmark of Passage
    Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
    
    
    Level 10 (Fighter)
    
    
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 13 (Fighter)
    Feat: (Fighter Bonus) Quick Draw
    
    
    Level 14 (Fighter)
    
    
    Level 15 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Bludgeoning Weapons
    Feat: (Selected) Skill Focus: Use Magic Device
    
    
    Level 16 (Monk)
    Ability Raise: STR
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    Level 17 (Monk)
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Purity of Body
    
    
    Level 18 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Toughness
    
    
    Level 19 (Monk)
    Feat: (Automatic) Wholeness of Body
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Extra Action Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Fighter Haste Boost IV
    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 Unarmed Specialization I
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Monk Improved Recovery I
    Enhancement: Adept of Flame
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    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

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