Results 1 to 9 of 9

Thread: Axefury Build

  1. #1
    Community Member
    Join Date
    Feb 2006
    Posts
    35

    Default Axefury Build

    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Axefury 
    Level 20 Lawful Good Dwarf Male
    (6 Fighter \ 2 Rogue \ 12 Ranger) 
    Hit Points: 414
    Spell Points: 140 
    BAB: 19\19\24\29\29
    Fortitude: 18
    Reflex: 14
    Will: 5
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             18                    25
    Dexterity            10                    13
    Constitution         18                    20
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                     9
    Bluff                -2                    -1
    Concentration         4                     6
    Diplomacy            -2                    -1
    Disable Device        3                     6
    Haggle               -2                    -2
    Heal                 -1                    -1
    Hide                  0                     1
    Intimidate           -2                    -1
    Jump                  8                    15
    Listen               -1                    -1
    Move Silently         0                     1
    Open Lock             4                    21
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search                3                     5
    Spot                  3                     3
    Swim                  4                     7
    Tumble                n/a                   n/a
    Use Magic Device      2                    21
    
    Level 1 (Rogue)
    Feat: (Selected) Power Attack
    Enhancement: Rogue Haste Boost I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Spell Defense I
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Dwarven Tactics I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Defense I
    
    
    Level 3 (Fighter)
    Feat: (Fighter Bonus) Cleave
    Feat: (Selected) Toughness
    Enhancement: Fighter Attack Boost I
    Enhancement: Dwarven Constitution I
    Enhancement: Fighter Toughness I
    
    
    Level 4 (Ranger)
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Racial Toughness I
    Enhancement: Ranger Dexterity I
    
    
    Level 5 (Rogue)
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Spell Defense II
    
    
    Level 6 (Fighter)
    Feat: (Fighter Bonus) Great Cleave
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Enhancement: Racial Toughness II
    Enhancement: Fighter Strength I
    
    
    Level 7 (Fighter)
    Enhancement: Dwarven Axe Damage II
    
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy II
    
    
    Level 9 (Fighter)
    Feat: (Selected) Weapon Specialization: Slashing Weapons
    Enhancement: Dwarven Constitution II
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Fighter Kensei I
    
    
    Level 11 (Ranger)
    Enhancement: Kensei Dwarven Waraxe Mastery I
    Enhancement: Racial Toughness III
    
    
    Level 12 (Ranger)
    Feat: (Selected) Stunning Blow
    Enhancement: Dwarven Axe Attack II
    
    
    Level 13 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Enhancement: Ranger Favored Damage II
    Enhancement: Fighter Toughness II
    
    
    Level 14 (Ranger)
    Enhancement: Fighter Strength II
    
    
    Level 15 (Ranger)
    Feat: (Selected) Toughness
    Enhancement: Ranger Dexterity II
    
    
    Level 16 (Ranger)
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Defense II
    
    
    Level 17 (Ranger)
    Enhancement: Racial Toughness IV
    
    
    Level 18 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Lawful Outsider
    Feat: (Selected) Toughness
    Enhancement: Ranger Favored Damage III
    Enhancement: Ranger Favored Resistance I
    
    
    Level 19 (Ranger)
    Enhancement: Ranger Favored Resistance II
    
    
    Level 20 (Ranger)
    Enhancement: Ranger Dexterity III
    I was just playing with an idea for a good soloing, dual dwarven axe wielding dwarf with plenty of hit points.

    With no tomes and a 28 point build, this dwarf has 414 hit points and will be fairly effective opening locks, using wands, and chopping things up. Any ideas on how to improve the build?

  2. #2
    Build Constructionist unbongwah's Avatar
    Join Date
    Aug 2009
    Posts
    19,465

    Default

    Your DEX is too low for the Tempest pre-req feats, which would add +20% offhand proc chance w/Tempest II - the equivalent of an extra TWF feat (if one existed, I mean). So I would drop CON to bump up DEX and maybe INT. If you're not going Tempest III I would drop OTWF, as well as Cleave & Great Cleave to make room for the Tempest pre-reqs.

    See my Tempest trapmonkey build for a rgr 18 / rogue 1 / ftr 1 build which can handle traps as well.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  3. #3
    Community Member
    Join Date
    Feb 2006
    Posts
    35

    Default

    OK, How is this?

    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Axefury2 
    Level 20 Lawful Good Dwarf Male
    (6 Fighter \ 2 Rogue \ 12 Ranger) 
    Hit Points: 394
    Spell Points: 140 
    BAB: 19\19\24\29\29
    Fortitude: 17
    Reflex: 16
    Will: 5
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             18                    25
    Dexterity            14                    17
    Constitution         16                    18
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    11
    Bluff                -2                    -1
    Concentration         3                     5
    Diplomacy            -2                    -1
    Disable Device        3                     6.5
    Haggle               -2                    -2
    Heal                 -1                    -1
    Hide                  2                     3
    Intimidate           -2                    -1
    Jump                  8                    13
    Listen               -1                    -1
    Move Silently         2                     3
    Open Lock             6                    23
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search                3                     5
    Spot                  3                     3
    Swim                  4                     7
    Tumble                n/a                   n/a
    Use Magic Device      2                    21
    
    Level 1 (Rogue)
    Feat: (Selected) Power Attack
    Enhancement: Rogue Haste Boost I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Spell Defense I
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Dwarven Tactics I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Defense I
    
    
    Level 3 (Fighter)
    Feat: (Fighter Bonus) Dodge
    Feat: (Selected) Mobility
    Enhancement: Fighter Attack Boost I
    Enhancement: Dwarven Constitution I
    
    
    Level 4 (Ranger)
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Ranger Dexterity I
    
    
    Level 5 (Rogue)
    Enhancement: Dwarven Axe Attack I
    
    
    Level 6 (Fighter)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Dwarven Tactics II
    Enhancement: Racial Toughness I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    
    
    Level 7 (Fighter)
    Enhancement: Dwarven Axe Damage II
    
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy II
    
    
    Level 9 (Fighter)
    Feat: (Selected) Weapon Specialization: Slashing Weapons
    Enhancement: Dwarven Constitution II
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Fighter Kensei I
    
    
    Level 11 (Ranger)
    Enhancement: Kensei Dwarven Waraxe Mastery I
    Enhancement: Racial Toughness II
    
    
    Level 12 (Ranger)
    Feat: (Selected) Spring Attack
    Enhancement: Racial Toughness III
    Enhancement: Fighter Toughness II
    
    
    Level 13 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Enhancement: Ranger Favored Damage II
    
    
    Level 14 (Ranger)
    Enhancement: Ranger Tempest I
    
    
    Level 15 (Ranger)
    Feat: (Selected) Toughness
    Enhancement: Ranger Dexterity II
    
    
    Level 16 (Ranger)
    Enhancement: Racial Toughness IV
    Enhancement: Ranger Favored Defense II
    
    
    Level 17 (Ranger)
    Enhancement: Fighter Strength II
    
    
    Level 18 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Lawful Outsider
    Feat: (Selected) Toughness
    Enhancement: Dwarven Axe Attack II
    
    
    Level 19 (Ranger)
    
    
    Level 20 (Ranger)
    Enhancement: Ranger Tempest II
    Enhancement: Ranger Dexterity III

  4. #4
    Build Constructionist unbongwah's Avatar
    Join Date
    Aug 2009
    Posts
    19,465

    Default

    Looks better. A few other suggestions:

    • Consider front-loading your rgr lvls & Tempest feats to get them sooner and delay rogue 2 to much later - use it to catch up on whatever skill(s) lag behind on your ftr lvls (probably UMD).
    • FE bonuses don't stack - sorry, you won't do double FE dmg to Lawful Evil Outsiders by taking both. There are few if any non-evil Lawful Outsiders in DDO, IIRC, so drop it for something else, like Giant or maybe Construct.
    • Half-ranks in skills do nothing, so drop that .5 from Disable. Put a rank into Tumble to unlock it.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  5. #5
    Community Member Phidius's Avatar
    Join Date
    Mar 2006
    Posts
    3,467

    Default

    I went with 7 Paladin and 1 Rog on my version of this - the abysmal saves from 6 fighter was too depressing.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  6. #6
    Community Member DrNuegebauer's Avatar
    Join Date
    Oct 2009
    Posts
    760

    Default

    Quote Originally Posted by Phidius View Post
    I went with 7 Paladin and 1 Rog on my version of this - the abysmal saves from 6 fighter was too depressing.
    Regardless of whether he agrees to change to Pally or not, he should definitely follow your lead and pick up the 7|1 split for his second 2 classes.

    Assuming he stays as fighter, that opens up haste boost 3.
    But the danger in missing the second rogue level is his inability to 'top up' his skills later on (mainly DD, UMD and search which will suffer in the fighter levels)

    Perhaps 7 rogue 1 fighter might be the option? Stacks of sneak damage from a toon which will most likely not want to maintain the agro anyway!

  7. #7
    Community Member
    Join Date
    Feb 2006
    Posts
    35

    Default

    This will be a soloing character.

    I want to have as much DPS as the build will allow combined with having the ability to open most locks and use wands for healing. The loss of 4 feats and the Kensai PrE would hinder the DPS quite a bit, so the Paladin route is out.

    I also do not mind getting agro (soloing and 394 raw Hit Points), so the Rogue route is out.

    I've played with front loading more Ranger levels, but my Hit Points in the mid-levels would suffer quite a bit.

    Thanks for the advice though, let's me look at different ideas and strategies.

  8. #8
    Community Member Phidius's Avatar
    Join Date
    Mar 2006
    Posts
    3,467

    Default

    Quote Originally Posted by Dainen View Post
    This will be a soloing character.

    I want to have as much DPS as the build will allow combined with having the ability to open most locks and use wands for healing. The loss of 4 feats and the Kensai PrE would hinder the DPS quite a bit, so the Paladin route is out.
    ...
    If it helps any, Paladin also increases your DPS - it just is more clickie-intensive than the Fighter DPS increase.

    I think better saves and healing would be better on a soloing character, but that's my personal choice.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  9. #9
    Build Constructionist unbongwah's Avatar
    Join Date
    Aug 2009
    Posts
    19,465

    Default

    Quote Originally Posted by Phidius View Post
    I went with 7 Paladin and 1 Rog on my version of this - the abysmal saves from 6 fighter was too depressing.
    There are two issues with going pally instead of ftr: 4 fewer feats & more MAD (CHA is no longer a dump stat). 7 feats is enough to get everything you need, though - the three Tempest pre-reqs, Toughness, Imp Crit Slash, PA - with one feat left over (extra Toughness, OTWF, Cleave - whatever floats your boat). As for stats, w/pally I'd go STR 16 CHA 12; take a +2 CHA tome someday for Divine Might I.

    I'm not a big fan of rgr / pallies, just because you end up having to backload one or the other more than I would like, but higher saves, fear & disease immunities, etc. are all nice perks.

    As for going rogue 1 / ftr (or pally) 7 vs rogue 2 / ftr 6: my concern (and I presume the OP's) is with INT 8 and no INT tome, he won't have enough skill pts on ftr lvls to max UMD. He backloads his rgr lvls, presumably so he has enough skill pts, but the downside is he's delaying his TWF feats & Tempest PrEs a lot; less than ideal until he plans to use a greataxe for the first 12 lvls or so. [Although if you've got a Carnifex socked away that's not such a bad idea. ] That's why I suggested front-loading rgr lvls & delaying rogue 2 to late-game (probably lvl 20 actually) to catch up on UMD at that point.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload