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  1. #1

    Default Iron Beaver - Stalwart 12/Arti 6/Monk 2 TWF

    Because, as everyone knows, Beavers are Nature's Engineer.

    OK, this is a bit of a weird one. As someone who does like group play, but is real-life forced to solo about 75% of the time, it's really been tough for me to find a melee build I'm happy with. Specifically, these are my requirements I'm trying to satisfy:

    Solo-capable melee (without a hireling), which means:
    - Warforged: the immunities, while of low value in a group, are still quite valuable solo
    - Good DPS: at least 3/4 of an Axer on the Force Benchmark. Doesn't have to be great (85+% of an Axer), but should be respectable.
    - Good defense: When soloing 75% of the time, soloing via expensive scroll or Silver Flame healing empties the bank account too durn fast. Damage mitigation is important.
    ...- AC pushable to 90 with group buff
    ...- Saves 30+
    ...- Evasion
    - Wand and Scroll use: Looking for cheaper alternatives to Silver Flame pots
    - Some amount of spell-bar healing for resource conservation: see "gets too expensive when you're mostly soloing", above. I'd like to be able to manage easy self-helaing situations off of a spell point bar.
    - Nice to have: ability to stand in as a raid tank option on *some* raids (where AC + medium hit points work) would be a nice side benefit.

    I've played around with a lot of hybrids that had some combination of Fighter, Pally, Monk, and Rogue levels, but noting quite worked.

    So, I started looking recently at what an Artificer splash might bring to the table, and I noticed something kinda interesting: Battle Engineer 6 isn't a bad DPS splash for TWF builds. Assuming elemental weapons is "always on", the BE line gives +2 enhancement to the main hand weapon and +2 seeker, *and* Arti 6 comes with Damange Boost II. +5.5 main hand damage, +3.5 off hand damage, +2 seeker, and +15% damage boost? That doesn't sound half bad.

    So, I sketched out what a Stalwart Defender 12/Battle Engineer 6/Monk 2 would look like:

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Iron Beaver 
    Level 20 Lawful Neutral Warforged Male
    (12 Fighter \ 2 Monk \ 6 Artificer) 
    Hit Points: 394
    Spell Points: 295 
    BAB: 17\17\22\27\27
    Fortitude: 18
    Reflex: 14
    Will: 14
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (32 Point)       (Level 1)          (Level 20)        
    Strength             16                 22            
    Dexterity            15                 17            
    Constitution         16                 18            
    Intelligence         10                 13            
    Wisdom               12                 14            
    Charisma              6                  8            
    
    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
    +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
    +3 Tome of Intelligence used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                     5
    Bluff                -2                    -1
    Concentration         3                     5
    Diplomacy            -2                    -1
    Disable Device        n/a                   n/a
    Haggle               -2                    -1
    Heal                  1                     2
    Hide                  2                     3
    Intimidate            0                    27
    Jump                  3                     7
    Listen                1                     2
    Move Silently         2                     3
    Open Lock             6                    23
    Perform              n/a                   n/a
    Repair                0                     1
    Search                0                     1
    Spot                  1                     2
    Swim                  3                     7
    Tumble                n/a                   n/a
    Use Magic Device      2                    26
    
    Level 1 (Artificer)
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 3 (Monk)
    Feat: (Selected) Power Attack
    Feat: (Monk Bonus) Toughness
    
    
    Level 4 (Monk)
    Feat: (Monk Bonus) Dodge
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Exotic Weapon Proficiency: Khopesh
    
    
    Level 6 (Fighter)
    Feat: (Selected) Two Weapon Defense
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Feat: (Selected) Oversized Two Weapon Fighting
    
    
    Level 10 (Artificer)
    
    
    Level 11 (Fighter)
    
    
    Level 12 (Artificer)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    
    
    Level 14 (Artificer)
    Feat: (Artificer Bonus) Maximize Spell
    
    
    Level 15 (Fighter)
    Feat: (Selected) Skill Focus: Use Magic Device
    
    
    Level 16 (Artificer)
    Ability Raise: STR
    
    
    Level 17 (Fighter)
    Feat: (Fighter Bonus) Combat Expertise
    
    
    Level 18 (Fighter)
    Feat: (Selected) Lightning Reflexes
    
    
    Level 19 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    
    
    Level 20 (Artificer)
    Ability Raise: STR
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Fighter Armor Class Boost II
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Fighter Haste Boost IV
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Battle Engineer I
    Enhancement: Fighter Stalwart Defender I
    Enhancement: Fighter Stalwart Defender II
    Enhancement: Fighter Khopesh Specialization I
    Enhancement: Fighter Item Defense I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Improved Use Magic Device I
    Enhancement: Artificer Energy of Creation I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Enhancement: Monk Wisdom I
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III
    Enhancement: Fighter Toughness IV
    Enhancement: Artificer Wand and Scroll Mastery I
    Enhancement: Artificer Wand and Scroll Mastery II
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Power Attack I
    Enhancement: Warforged Power Attack II
    Running some of the numbers, it looks like it hits a lot of my goals:


    STR 16 [10] +5 bumps +7 item +3 exc +4 stance +2 tome +3 enh = 40
    DEX 15 [8] +7 item +2 tome +2 exc = 26 ((Note that I'm using a +2 DEX tome to qualify for the TWF line!)
    CON 16 [6] +2 enh +6 item +2 tome = 26
    INT 10 [2] +3 tome [COLOR="rgb(255, 250, 205)"]((Note that I'm using a +3 INT tome to qualify for CE!)[/COLOR]
    WIS 12 [6] +1 enh +6 item +2 tome +3 exc = 24
    CHA 6 [0]

    AC
    10 base
    8 dex
    7 wis
    9 armor (DT)
    5 protection
    5 ce
    5 natural
    4 insight
    4 shield
    3 dodge (item)
    3 SD stance
    3 guild ship
    2 SD
    2 dodge (item)
    1 dodge (item)
    1 dodge (feat)
    1 TWD
    1 alchemical
    1 monk
    1 haste
    1 enchant armor
    _____________
    77 self-buffed

    5 pally
    2 cleric
    4 bard
    ________
    86

    All-out-defense
    Unarmed or kamas water stance: +2 (WIS and dodge)
    House D pots: +2
    Yugo pots: +2
    ______________
    92

    Saves
    5/5/5 item
    4/4/4 GH
    2/2/2 luck
    3/3/3 monk
    2/2/2 fighter stance
    (16)
    7/8/7 stats
    8/4/4 fighter
    2/2/5 artificer
    0/2/0 feats
    _______________
    35/32/32

    All-out-defense:water stance
    +2/2/3
    37/34/35

    UMD:
    23 ranks
    4 GH
    3 skill focus
    1 CHA
    6 shroud item
    3 Artificer
    2 luck
    3 persuasion
    ____________
    45

    DPS: 76 Force Benchmark (This puts it a bit higher than the Hate Monster and Big Rock Candy, comparable Warforged TWF defensive builds.)

    Hit Points:
    20 base
    120 fighter
    16 monk
    36 Artificer
    160 CON
    22 Toughness Feat
    70 Toughness Enh
    20 Toughness Item
    45 Shroud
    30 GFL
    10 Draconic
    ________________
    549
    *1.15
    ________________
    631

    So, overall, I feel there's a lot to like here -- for me, anyway. As a happy side effect, some non-negligable ranged damage comes for "free" with a crossbow/rune arm pairing, and I get a couple of extra caster levels added on to my most commonly-used soloing wands and scrolls: shield wands, GH scrolls, Resist Wands, etc. Comments/ideas on how to improve this template, with my original goals in mind?

    But wait, there's more! There's a pretty interesting variant of this template that I noticed while I was putting it together. A Half-Elf Kensai 12/Battle-Engineer 6/Monk 2/Rogue 0 has some pretty similar characteristics to the age-old Exploiter/Yarhovah template. I'll call this "The Angry Beaver" for now. Flip Stalwart Defender to Kensai, add in full investment in the Rogue Dilletante Sneak Attack line and Damage Boost line, and you've got a pretty interesting profile. DPS projects to be about equal to the Exploiter on the Force Benchmark (~85% of an Axer), AC and saves are comparable. If you want, you can drop STR to 15 and bump INT to 12 and get the same trap skills the Exploiter has, although personally I favor the Yarhovah approach -- ignore traps, get slightly better DPS. But, the Angry Beaver gets slightly more hit points, and fatter Heal Scroll use due to the Arti levels. I may map that one out at some point in the future, although I probably wouldn't build that one personally -- the reason I didn't go with an Exploiter-like build in the first place is summed up right at the top of this post, after all! But, if anyone else is intrigued, it might be worth trying out.
    Last edited by cforce; 12-17-2011 at 09:57 AM.
    The Brotherhood of BYOH--Thelanis: Charged, WF Artificer; Venomshade, Half-Elf Monk; Poxs, Fist of an Angry God; Crash, Pale Monkster

  2. #2
    Community Member grodon9999's Avatar
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    You could make a dwarf variant, The Bearded Beaver.

  3. #3
    Community Member Cardtrick's Avatar
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    I love this. Really excellent build, I honestly have no criticism. Sadly, I must spread some rep around before hitting you again. I think I'll use a variant of this for my fighter life, if I ever get that far on my completionist project.

    One thing worth noting for anyone who sees this and may be considering it: unlike most builds, the +3 Intelligence tome listed is actually required, not just a nice-to-have. Most people without one lying around would be better off moving a point from Wisdom to Int to qualify for Combat Expertise with only a +2 TOME, even though it sacrifices a point of AC when fully geared.

    If I make one, I will most likely drop SF:UMD and Lightning Reflexes in favor of IC: Ranged and Point Blank Shot to get a little more use out of the situational repeater/runearm combination, but I don't think that's the right choice for most people.
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  4. #4
    Community Member wax_on_wax_off's Avatar
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    One thing to observe is that the benefits of arti 6 don't scale particularly well at level 20. Often there will be another arti around who can cast deadly weapons and the benefits that you do get don't increase passive benefits (like lightning strike or even holy burst) which a splash like 6 ranger will.

    So for a leveling build: awesome. For an end game build? Not so much.

  5. #5

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    Quote Originally Posted by wax_on_wax_off View Post
    One thing to observe is that the benefits of arti 6 don't scale particularly well at level 20. Often there will be another arti around who can cast deadly weapons and the benefits that you do get don't increase passive benefits (like lightning strike or even holy burst) which a splash like 6 ranger will.

    So for a leveling build: awesome. For an end game build? Not so much.
    Yep, absolutely. This is a build optimized for solo play more that group play -- I'm just aiming to be "not dead weight" in a group, not specifically optimized for group play.
    The Brotherhood of BYOH--Thelanis: Charged, WF Artificer; Venomshade, Half-Elf Monk; Poxs, Fist of an Angry God; Crash, Pale Monkster

  6. #6

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    Quote Originally Posted by Cardtrick View Post
    If I make one, I will most likely drop SF:UMD and Lightning Reflexes in favor of IC: Ranged and Point Blank Shot to get a little more use out of the situational repeater/runearm combination, but I don't think that's the right choice for most people.
    Yep, I definitely considered that direction. In the end, I felt a little light on reflex save. SF:UMD is honestly in there so that every last piece of UMD gear isn't absolutely necessary to get to the magic 39.

    But, spending those two feats on ranged would definitely be something I'd endorse.
    The Brotherhood of BYOH--Thelanis: Charged, WF Artificer; Venomshade, Half-Elf Monk; Poxs, Fist of an Angry God; Crash, Pale Monkster

  7. #7

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    I just wanted to post another quick piece of validation I did. Since wearing a rune arm doesn't prevent the Monk WIS AC bonus, I wanted to make sure that this TWF direction is still more damage than the same level split, using a Bastard Sword/Rune Arm layout.

    I was a little concerned at first: doing the Force Benchmark calcs, the Bastard Sword alone (with the requisite Toven's for max melee damage) only trailed this TWF build by about 80 DPS. Fortunately(?), the Rune Arm DPS being put out with only 6 levels of artificer falls below that -- below it even if you assume mobs are failing every save on the Rune Arm, when in fact they're probably making most of them.

    Of course, going mostly-Arti on a Bastard Sword build would result in higher total DPS if proper Intelligence investments were made (for example, an Arti 18/Monk 2)... but the total defensive package on that build doesn't measure up for my needs -- AC is lower, saves are lower, hit points are quite a bit lower...
    The Brotherhood of BYOH--Thelanis: Charged, WF Artificer; Venomshade, Half-Elf Monk; Poxs, Fist of an Angry God; Crash, Pale Monkster

  8. #8
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    So what if the same sorta build was made but Human - 3 dragonmarks of Sentinel, an epic chimeras fang, Tovens hammers when melee mobbing and switching to a shield for Tanking Purposes, could be room to fit in some THF feats instead of twf, is it that far behind a TWF Warforge?
    Levelled up using Xbows of course hehe.
    This is something I have been thinking about.
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  9. #9
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by CoasterHops View Post
    So what if the same sorta build was made but Human - 3 dragonmarks of Sentinel, an epic chimeras fang, Tovens hammers when melee mobbing and switching to a shield for Tanking Purposes, could be room to fit in some THF feats instead of twf, is it that far behind a TWF Warforge?
    Levelled up using Xbows of course hehe.
    This is something I have been thinking about.
    I'll do this soon on a pure artificer. Rune Arms can add 200+ DPS on a pure int based artificer meaning that pure/int based will blow any other similarly themed build away.

    I'd say that goes for TWF'ing too.

  10. #10

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    Quote Originally Posted by wax_on_wax_off View Post
    I'll do this soon on a pure artificer. Rune Arms can add 200+ DPS on a pure int based artificer meaning that pure/int based will blow any other similarly themed build away.
    Yep, I'll second this. This makes a lot of sense as a pure Arti, or at the very least a Arti 18/Monk 2. For the pure arti, Bastard Sword and Rune Arm together is more damage than TWF. For a Arti splash like this one with only 6 levels, sticking with TWF just does more damage, so there's not a compelling reason to go RA/BS except flavor.
    The Brotherhood of BYOH--Thelanis: Charged, WF Artificer; Venomshade, Half-Elf Monk; Poxs, Fist of an Angry God; Crash, Pale Monkster

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