Results 1 to 2 of 2

Thread: The Tactician

  1. #1
    Community Member Feithlin's Avatar
    Join Date
    Oct 2009
    Posts
    1,171

    Default The Tactician

    Background
    Some time ago, I made a build using tactics as a possible TR for my fighter, but it was annulated by the elimination of autocrits against helpless ennemies. Meanwhile, I was (and still am) leveling a barbarian, with the perspective of TRing him into a Blitz. But this kind of build is a lot less appealing since the recent fix of barb PL. So I decided to take a new look at a tactical build for him. Here it is.


    THE TACTICIAN
    Dwarf Fighter 12 Rogue 7 Monk 1


    Class split and race choice
    Obviously, I chose the dwarf race for its bonuses with tactical attacks. Other choices are although as good. I simply didn't take them because I don't have these races: WF gets the same bonuses and nice immunities, and while Horc don't have the tactical enhancements, they have a super high strength which compensates.

    The level split was chosen to keep a high dps (Kensei II, SA rogue damage), broaden the choice of tactical feats (fighter levels give many feats, rogue levels open the use of Hamstring and Wrack construct) and allowing to increase them as much as possible (fighter levels, even if I ran low on AP).

    The build
    In the builder, the active Barb PL doesn't unlock toughness enhancements, so I took Toughness instead of it. On live, I will take PL: Berserker's Fury (resulting in -2 HP, +2 Intimidate and a near useless clickie).

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Dwarf Male
    (12 Fighter \ 1 Monk \ 7 Rogue) 
    Hit Points: 342
    Spell Points: 0 
    BAB: 17\17\22\27\27
    Fortitude: 16
    Reflex: 14
    Will: 7
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             18                    28
    Dexterity            15                    17
    Constitution         16                    18
    Intelligence         12                    14
    Wisdom                8                     8
    Charisma              6                     6
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +2 Tome of Dexterity used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Strength used at level 20
    +2 Tome of Constitution used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                    17
    Bluff                -2                     0
    Concentration         3                     6
    Diplomacy            -2                     0
    Disable Device        5                    27
    Haggle               -2                    -2
    Heal                 -1                    -1
    Hide                  6                     7
    Intimidate            2                    23
    Jump                  4                    15
    Listen               -1                    -1
    Move Silently         6                     7
    Open Lock             6                     8
    Perform              n/a                   n/a
    Repair                1                     2
    Search                5                    27
    Spot                  3                     9
    Swim                  4                     9
    Tumble                3                     4
    Use Magic Device      2                    21
    
    Level 1 (Rogue)
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Selected) Power Attack
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 3 (Fighter)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 6 (Fighter)
    Feat: (Selected) Stunning Blow
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Combat Expertise
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Fighter)
    
    
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Hamstring
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 13 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    
    
    Level 14 (Monk)
    Feat: (Monk Bonus) Improved Trip
    
    
    Level 15 (Rogue)
    Feat: (Selected) Improved Sunder
    
    
    Level 16 (Rogue)
    Ability Raise: STR
    
    
    Level 17 (Rogue)
    
    
    Level 18 (Rogue)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    
    
    Level 19 (Rogue)
    
    
    Level 20 (Rogue)
    Ability Raise: STR
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Rogue Damage Boost I
    Enhancement: Rogue Damage Boost II
    Enhancement: Rogue Damage Boost III
    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: Dwarven Tactics I
    Enhancement: Dwarven Tactics II
    Enhancement: Dwarven Tactics III
    Enhancement: Kensei Khopesh Mastery I
    Enhancement: Kensei Khopesh 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 (Sunder) I
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Khopesh Specialization I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Rogue Sneak Attack Training III
    Enhancement: Rogue Wrack Construct I
    Enhancement: Rogue Wrack Construct II
    Enhancement: Improved Disable Device I
    Enhancement: Improved Disable Device II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    There are possibilities for the last feat: I took Khopesh prof. for dps purpose, but other options could be Sap. Or maybe eliminate CE + Imp. Trip and instead get Sap and Quickdraw (especially because I'll have to switch a lot between weapon sets). I'm still hesitating.
    I may make some modifications to include ranks in Scroll mastery for even more utility.

    Tactical attacks
    The build has many tacticals attacks to contribute to the group, in addition to his dps.
    The DCs will be based on this basic Strength value:
    46 (+18 mod.) = 18 base + 5 level + 2 tome + 3 enh. + 6 item + 2 rage spell + 8 power surge + 2 ship

    Stunning blow
    DC: 45 = 10 base + 18 str + 7 enh. (2 kensei / 3 dwarf / 2 fighter) + 10 item
    Should be good enough for most epic ennemies. I hope I'll be able to succeed reliably against casters without having to swap weapons (35 DC).
    I took it early, because it can be of great help while leveling.

    Trip
    DC: 48 = 14 base + 18 str + 6 enh. + 10 item
    Very efficient, since most ennemies have relatively low Ref saves.

    Sunder
    DC: 48 = 14 base + 18 str + 6 enh. + 10 item
    Mainly used for boss fights, this will help all the raid's melees by reducing fort by 10%. Even if it doesn't succeed, it will still reduce the Fort save of the boss.

    Wrack construct
    Now that the application of this attack doesn't require a save, it's much more attractive. Wrack contruct II will allow to further reduce fort by 20%.

    Hamstring
    Against bosses mainly, this debuff is one of the few that applies to them.

    DPS
    I don't know the dps of the build, but it should be very decent, with:
    Regular damage bonuses: +3 Kensei/Fighter enh., +4 WS feats, +33.5 SA (without item).
    Burst dps: +8 Str from power surge, Haste boosts IV, Damage boosts III (I won't be able to use them at the same time though).

    Conclusion
    Overall, this build should be very fun to play: good damage, a lot of tactical possibilities, a good autonomy (full search/disable device, full UMD).
    The most difficult was the AP management: it's very tight. Hopefully, changing them only requires a bit of pp and waiting 3 days. Any advices are welcomed to make him better.
    Last edited by Feithlin; 09-19-2011 at 11:15 PM.
    Thelanis: Nassim* (F12/P6/M2) - Talienor** (P18/Ra2) - Feithlin** (F12/Bd7/C1) - Stoneoak* (F12/M6/P2) - Hokusai (M17/F2/C1) - Ardence* (Bd15/F3/Ro2) - Matsushiro* (Ro11/M6/P3) | Argonessen: Luneargent (W18/Ro2) - Talienor (Ro20) - Takshir (Bd16/F2/Ro2) - Hiacynthe (C20) | Ghallanda: A bunch of pre DDO Unlimited characters (field of testing for post U19 )

  2. #2
    Community Member ThePrisoner's Avatar
    Join Date
    Mar 2010
    Posts
    280

    Default

    This is a nice build. It will out dps a blitz as long as you are getting sneak attack damage, but will have slightly lower tactical DCs. Of course, with the numbers that you expect to hit, the extra strength for the DCs will not be missed.

    I assume that khopesh was taken because using the dwarven waraxe would require an additional investment of AP points which aren't available. Or come to think of it, you probably have khopeshs left over from your past life. Since you are taking khopesh anyway, you might want to consider doing this with a WF to enable the use of the epic blademark docent (+15 vertigo). The docent would save you from some annoying weapon switching and give you an additional +5 to your trip DC. I know dwarf was the race of choice because you don't have WF. Just putting the blademark docent out there for your consideration. The blademark chain, which has the same abilities, would obviously eliminate your evasion.

    If you decide to stick with dwarf, the dwarven spell defense enhancements might be worth a look. If you are going to have evasion, might as well make it as good as possible. You might have to sacrifice a tiny bit of damage when you rearrange the APs, but there is no shortage of DPS here. This build will still hit like a ton of bricks.

    Anyway, I like the build, and the world will be a slightly better place with one less Blitz running around in it.

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