So, the last couple of times I've gotten into DDO I haven't made it very far. This time however I'd like to focus a lot more on the game and getting to higher leveled content. This is a build that I've always had in my mind to try out, but never really got it going.
It's a Crossbow wielding Halfling Pure Fighter. I wanted to focus entirely on crossbows because they're my favorite weapon in this game. And Halfling Fighters seem to have good synergy with them. Not to mention with Update 11 Base Attack Bonus now affects crossbow attacking speed so it would go very nicely with a fighters naturally high Base Attack Bonus. Also if Repeating Light Crossbows reload faster than Repeating Heavy Crossbows, then it just seems cooler watching streams of bolts being fired off quickly as if it were a fully automatic weapon or something.
I also wanted a character that would make a great puller and could survive the enemy's initial attacks before the tankier characters in the group would pull them off. I also wanted something that could hang back, yet have good survivability so the healer wouldn't have to worry about me too much.
The saves aren't anything spectacular, but since as a ranged character I'll be avoiding direct combat as much as possible, I'm hoping it won't be too much of an issue.
If I ever made it to the point of Reincarnating I would swap out Diehard with Student of the Sword at level 3. I don't really feel like TR'ing as anything else but a fighter right now. That's still a ways off though.Code:Character Plan by DDO Character Planner Version 03.11.02 DDO Character Planner Home Page Murkamur the Mute Level 20 Chaotic Good Halfling Male (20 Fighter) Hit Points: 382 Spell Points: 0 BAB: 20\20\25\30\30 Fortitude: 21 Reflex: 19 Will: 7 Starting Ending Feat/Enhancement Abilities Base Stats Base Stats Modified Stats (32 Point) (Level 1) (Level 20) (Level 20) Strength 6 8 10 Dexterity 20 27 29 Constitution 18 20 20 Intelligence 8 10 10 Wisdom 8 10 10 Charisma 8 10 10 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 6 20 20 Bluff -1 0 3 Concentration 4 5 8 Diplomacy -1 0 3 Disable Device n/a n/a n/a Haggle -1 0 0 Heal -1 0 0 Hide 5 9 13 Intimidate -1 0 3 Jump -2 12 14 Listen -1 0 2 Move Silently 5 9 11 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 -2 0 0 Tumble 6 10 10 Use Magic Device n/a n/a n/a Level 1 (Fighter) Skill: Balance (+1) Skill: Tumble (+1) Feat: (Fighter Bonus) Exotic Weapon Proficiency: Repeating Light Crossbow Feat: (Selected) Toughness Feat: (Automatic) Attack Feat: (Automatic) Defensive Fighting Feat: (Automatic) Halfling Agility Feat: (Automatic) Halfling Bravery Feat: (Automatic) Halfling Keen Ears Feat: (Automatic) Halfling Luck Feat: (Automatic) Halfling Size Bonus Feat: (Automatic) Halfling Thrown Weapon Focus Feat: (Automatic) Heavy Armor Proficiency Feat: (Automatic) Heroic Durability 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) Sneak Feat: (Automatic) Sunder Feat: (Automatic) Tower Shield Proficiency Feat: (Automatic) Trip Level 2 (Fighter) Skill: Balance (+0.5) Feat: (Fighter Bonus) Point Blank Shot Level 3 (Fighter) Skill: Balance (+0.5) Feat: (Selected) Diehard Level 4 (Fighter) Ability Raise: DEX Skill: Balance (+0.5) Feat: (Fighter Bonus) Precise Shot Level 5 (Fighter) Skill: Balance (+0.5) Level 6 (Fighter) Skill: Balance (+0.5) Feat: (Fighter Bonus) Rapid Reload Feat: (Selected) Rapid Shot Level 7 (Fighter) Skill: Balance (+0.5) Level 8 (Fighter) Ability Raise: DEX Skill: Balance (+1) Feat: (Fighter Bonus) Improved Critical: Ranged Weapons Level 9 (Fighter) Skill: Balance (+1) Feat: (Selected) Weapon Focus: Ranged Weapons Level 10 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons Level 11 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Level 12 (Fighter) Ability Raise: DEX Skill: Balance (+0.5) Skill: Jump (+1) Feat: (Selected) Greater Weapon Specialization: Ranged Weapons Feat: (Fighter Bonus) Improved Precise Shot Level 13 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Level 14 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Feat: (Fighter Bonus) Greater Weapon Focus: Ranged Weapons Level 15 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Feat: (Selected) Power Critical Level 16 (Fighter) Ability Raise: DEX Skill: Balance (+0.5) Skill: Jump (+1) Feat: (Fighter Bonus) Superior Weapon Focus: Ranged Weapons Level 17 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Level 18 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Feat: (Fighter Bonus) Dodge Feat: (Selected) Mobility Level 19 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Level 20 (Fighter) Ability Raise: DEX Skill: Jump (+2) Feat: (Fighter Bonus) Shot on the Run Enhancement: Fighter Attack Boost I Enhancement: Fighter Attack Boost II Enhancement: Fighter Attack Boost III Enhancement: Fighter Attack Boost IV Enhancement: Fighter Weapon Alacrity Enhancement: Kensei Repeating Light Crossbow Mastery I Enhancement: Kensei Repeating Light Crossbow Mastery II Enhancement: Kensei Repeating Light Crossbow Mastery III Enhancement: Fighter Armor Mastery I Enhancement: Fighter Armored Agility I Enhancement: Fighter Critical Accuracy I Enhancement: Fighter Critical Accuracy II Enhancement: Fighter Critical Accuracy III Enhancement: Fighter Critical Accuracy IV Enhancement: Fighter Kensei I Enhancement: Fighter Kensei II Enhancement: Fighter Kensei III Enhancement: Fighter Repeating Light Crossbow Specialization I Enhancement: Fighter Repeating Light Crossbow Specialization II Enhancement: Fighter Flanking Mastery I Enhancement: Fighter Flanking Mastery II Enhancement: Fighter Flanking Mastery III Enhancement: Halfling Dexterity I Enhancement: Halfling Dexterity II Enhancement: Halfling Cunning I Enhancement: Halfling Cunning II Enhancement: Halfling Cunning III Enhancement: Halfling Cunning IV Enhancement: Halfling Hero's Companion I Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Fighter Strength I Enhancement: Fighter Strength II Enhancement: Fighter Toughness I Enhancement: Fighter Toughness II
There are three things that I'm still somewhat unsure of with this build.
1: Repeating Light Crossbows vs. Repeating Heavy Crossbows. I read in the Update 11 patch notes that "Light Crossbows" have a faster reloading speed than Heavy Crossbows. I'm just wondering if this includes Light and Heavy Repeaters too. And if so, I'm hoping that since Repeating Crossbows are typically chosen for their faster attack speeds, that a Light Repeater will somewhat make up for the lack of base damage it has in comparison to a Heavy Repeater. The lighter weight also makes my low carrying capacity somewhat more bearable. The nice thing though about Crossbow Fighters is you can change your entire weapon specialization with a single feat swap.
2: Pumping the Balance skill. I didn't really see too many options to add into skills. I've heard of some people going for UMD, but it doesn't seem like a very feasible plan to me. My other choices were going to be pumping Spot for seeing hidden enemies or Tumble for the faster animation and decreased damage from falling. I figured that Balance would be a better option since I guess Tumble doesn't work while being crippled and such anymore? And even with gear my Spot would only end up around 26? Not to mention Balance would help me be able to get back on my feet quickly and not be a burden to my party. And of course I didn't get Intimidate because I'm not attempting to tank with this character.
3: Chaotic Good alignment. I heard that end game a lot of people go True Neutral and get UMD for their weapons. I chose what I felt was the next best option which was Chaotic Good for the Anarchic and Pure Good weapons. I'm not sure what to do here since like I said, UMD just doesn't really seem all that feasible on this build. I'd really like some feedback on this. Is it really easy to get a ton of UMD without wasting space on items that could give better survivability or damage?
I'm not a pro at building characters, but this was just a build I was hoping to try. I would like some feedback on it.
Thanks.