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  1. #1
    Founder Roguewiz's Avatar
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    Default Barbarian with a Lute Icon

    Disclaimer: The build is a work in progress and subject to change depending on how it works out for me.

    What this build is not: A Tank, a Trap Monkey, a Healer
    What this build is: A buffing machine, a DPS monster, a character with the AC of a paperbag, decent HP

    With that being said, I opted for a 16/4 split. Why? 6th level Bard spells, 3 extra cheats from Fighter, Critical Accuracy II from Fighter, Strength II from Fighter, Toughness II from Fighter, and Weapon Specialization.

    iMaestro is currently 14th. He is pretty self-sufficient for the most part. He does require a Cleric Henchman while soloing, but otherwise from a buff and mob killing standpoint; he works well. +45 or so extra damage per swing with self buffs and ship buffs. A decent amount of + to hit (+30 or so self buffed with Power Attack) @ level 14.

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    Imaestro 
    Level 20 True Neutral Warforged Male
    (4 Fighter \ 16 Bard) 
    Hit Points: 338
    Spell Points: 565 
    BAB: 16\16\21\26\26
    Fortitude: 17
    Reflex: 14
    Will: 10
                    Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 23                   24
    Dexterity             8                 10                   10
    Constitution         18                 20                   20
    Intelligence         10                 12                   12
    Wisdom                6                  8                    8
    Charisma             14                 16                   18
    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            Ending          Feat/Enhancement
                   Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               1                 11                   11
    Bluff                 2                  4                    4
    Concentration         8                 25                   25
    Diplomacy             2                 20                   20
    Disable Device        n/a               n/a                   n/a
    Haggle                6                 20                   20
    Heal                 -2                 -1                   -1
    Hide                 -1                  0                    0
    Intimidate            2                  4                    8
    Jump                  7                 22                   22
    Listen               -2                 -1                   -1
    Move Silently        -1                  0                    0
    Open Lock            n/a                n/a                   n/a
    Perform               6                 22                   22
    Repair                0                  1                    1
    Search                0                  1                    1
    Spot                 -2                 -1                   -1
    Swim                  3                  7                    7
    Tumble                1                 10                   10
    Use Magic Device      6                 27                   27
     
    Level 1 (Bard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Haggle (+4)
    Skill: Jump (+4)
    Skill: Perform (+4)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
     
    Level 2 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
     
    Level 3 (Bard)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Weapon Focus: Slashing Weapons
     
    Level 4 (Bard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
     
    Level 5 (Bard)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
     
    Level 6 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Power Attack
     
    Level 7 (Bard)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
     
    Level 8 (Bard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
     
    Level 9 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Two Handed Fighting
     
    Level 10 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
     
    Level 11 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
     
    Level 12 (Bard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
     
    Level 13 (Bard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+3)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
     
    Level 14 (Bard)
    Skill: Diplomacy (+7)
     
    Level 15 (Fighter)
    Skill: Use Magic Device (+1.5)
    Feat: (Selected) Improved Two Handed Fighting
    Feat: (Fighter Bonus) Quick Draw
     
    Level 16 (Bard)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Diplomacy (+6)
     
    Level 17 (Bard)
    Skill: Concentration (+3)
    Skill: Perform (+2)
    Skill: Use Magic Device (+2)
     
    Level 18 (Fighter)
    Skill: Use Magic Device (+1.5)
    Feat: (Selected) Extend Spell
    Feat: (Fighter Bonus) Greater Two Handed Fighting
     
    Level 19 (Fighter)
    Skill: Balance (+1)
    Skill: Use Magic Device (+0.5)
     
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Use Magic Device (+1.5)
    Feat: (Fighter Bonus) Weapon Specialization: Greatsword
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Bard Extra Song I
    Enhancement: Bard Extra Song II
    Enhancement: Bard Extra Song III
    Enhancement: Bard Inspired Attack I
    Enhancement: Bard Inspired Attack II
    Enhancement: Bard Inspired Attack III
    Enhancement: Bard Inspired Bravery I
    Enhancement: Bard Inspired Bravery II
    Enhancement: Bard Inspired Bravery III
    Enhancement: Bard Inspired Damage I
    Enhancement: Bard Inspired Damage II
    Enhancement: Bard Inspired Damage III
    Enhancement: Bard Lingering Song I
    Enhancement: Bard Lingering Song II
    Enhancement: Bard Lingering Song III
    Enhancement: Bard Warchanter I
    Enhancement: Bard Warchanter II
    Enhancement: Greatsword Training
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Flanking Mastery I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Bard Energy of the Music I
    Enhancement: Bard Energy of the Music II
    Enhancement: Bard Charisma I
    Enhancement: Bard Charisma II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Warforged Power Attack I
    Enhancement: Warforged Power Attack II
    Enhancement: Warforged Power Attack III
    Enhancement: Warforged Great Weapon Aptitude I
    Enhancement: Warforged Great Weapon Aptitude II
    Enhancement: Warforged Great Weapon Aptitude III
    I wonder how many people will catch a certain reference to a fun card game... =p
    Rangers don't die, they just teleport to their bind point.

  2. #2
    Community Member Valindria's Avatar
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    Enhancement: Greatsword Training
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Why? The 1st you do not need as fighter gains that already. The only reason people take those enhancements is because they are required by Kensei.

  3. #3
    Founder Roguewiz's Avatar
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    I have also considered going 14 Bard/6 Fighter. This would open up Kensei I. I don't access to a builder here at work (heck, our security barely allows me to post), so I can't check to see what I gain/lose.
    Rangers don't die, they just teleport to their bind point.

  4. #4
    Founder Roguewiz's Avatar
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    Quote Originally Posted by Valindria View Post
    Why? The 1st you do not need as fighter gains that already. The only reason people take those enhancements is because they are required by Kensei.
    The Greatsword Training was a brain fart on my part. I just went down the list of enhancements my bard currently has and didn't think about the fact that I will have proficiency as a Fighter.

    The 3 points spent in Critical Accuracy really can't be spent anywhere else worthwhile. I'd have to double check once I get home, since I'll be freeing up 1 point from Warchanter Greatsword Proficiency.
    Rangers don't die, they just teleport to their bind point.

  5. #5
    Build Constructionist unbongwah's Avatar
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    Have you already looked at Genghis Khan? Barb 2 / ftr 2 costs you a feat (Weap Spec), Toughness II, and Haste Boost II; but you gain +10% run speed, +1 barb PA enh, Sprint Boost, and 3 uses of Rage. Seems like a fair tradeoff to me. Plus you would actually add the barb you mention in your title. HO would be even better, I'm guessing, at least DPS-wise.

    Also, you don't need so much base CHA on a WC. I would start something like 18 / 8 / 18 / 8 / 6 / 12.

    And like Valindria said, drop Crit Accuracy & greatsword training.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  6. #6
    Founder Roguewiz's Avatar
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    Quote Originally Posted by unbongwah View Post
    Have you already looked at Genghis Khan? Barb 2 / ftr 2 costs you a feat (Weap Spec), Toughness II, and Haste Boost II; but you gain +10% run speed, +1 barb PA enh, Sprint Boost, and 3 uses of Rage. Seems like a fair tradeoff to me. Plus you would actually add the barb you mention in your title. HO would be even better, I'm guessing, at least DPS-wise.

    Also, you don't need so much base CHA on a WC. I would start something like 18 / 8 / 18 / 8 / 6 / 12.

    And like Valindria said, drop Crit Accuracy & greatsword training.
    I did, and came close to actually going that route instead. However, +2 strength/Con wasn't worth the loss of spellcasting ability while Raged. Using the Rage spell may be lower in terms of Str/Con, but the ability to refresh my spells and drop a heal if necessary (to me) outweighed the benefit of having a little more str/con.

    The other downside is being "tired" after losing barbarian rage. The Rage Spell doesn't have that negative.

    If you use dismiss rage, are you still hit with the penalty for losing barbarian rage?
    Rangers don't die, they just teleport to their bind point.

  7. #7
    Community Member dkyle's Avatar
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    Quote Originally Posted by Roguewiz View Post
    I did, and came close to actually going that route instead. However, +2 strength/Con wasn't worth the loss of spellcasting ability while Raged. Using the Rage spell may be lower in terms of Str/Con, but the ability to refresh my spells and drop a heal if necessary (to me) outweighed the benefit of having a little more str/con.
    It's plus 4, and stacks with Rage spell, and can be dismissed if you need to drop a heal.

    It's mostly useful for boss fights where you probably won't be in charge of healing anyway.

    The other downside is being "tired" after losing barbarian rage. The Rage Spell doesn't have that negative.

    If you use dismiss rage, are you still hit with the penalty for losing barbarian rage?
    You do get tired, but that's where lesser restore pots come in!


    That said, I personally like the Rogue splash over the Barb splash. More DPS if you don't have aggro (which, you probably won't, at least in boss fights), and no rages to juggle. Plus trap skills and evasion.

  8. #8
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Roguewiz View Post
    The other downside is being "tired" after losing barbarian rage. The Rage Spell doesn't have that negative.
    WF are immune to fatigue; if you play non-WF, down a Lesser Restoration potion.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  9. #9
    Community Member Blank_Zero's Avatar
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    *points at Sig for my entire post/viewpoint*

    I do agree that 2 Rogue is much nicer than 2 Barb though, and plan to fix it after my eventual TR.

    Basically, 14 Bard WC gives the same Song buffs as any pure 20 non-WC Bard, and on a WC, is only 1 to-hit/dmg. What it loses in group DPS, it MORE than makes up for it in personal DPS.
    Smrti on Khyber

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