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  1. #1
    Community Member Karmesh's Avatar
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    Question Dwarven Axes Melee Pale Master (comments and suggestions needed)

    I've always wanted a Melee Pale Master and I also like TWF a lot. I'm going to be running on a Static Group with this toon, so the main idea is to have fun. I would like to make a decent toon that could still bring some sort of contribution to the party. I've seen other builds on the forums already, but none of them covers TWF as a Pale Master or at least I haven't found a good one yet.

    I have a few questions:
    1. What kind of spells would work better? I'm thinking evocation spells.
    2. Is Quick Draw useful? I read somewhere that it lessens the time between casting and resuming melee attacks, not sure if it's true.
    3. Should I replace last Toughness for Maximize?

    I'm a relatively new player and I don't have access to better tomes yet. Any positive and constructive contribution will be welcome. Thank you.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 Chaotic Neutral Dwarf Male
    (2 Fighter \ 18 Wizard) 
    Hit Points: 306
    Spell Points: 1303 
    BAB: 11\11\16\21
    Fortitude: 13
    Reflex: 9
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    22
    Dexterity            16                    17
    Constitution         16                    18
    Intelligence         14                    18
    Wisdom                8                     8
    Charisma              6                     6
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    +1 Tome of Intelligence used at level 3
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                    18
    Concentration         7                    27
    Jump                  4                    16
    Spot                  1                    10
    Tumble                4                     5
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Feat: (Selected) Toughness
    Enhancement: Dwarven Axe Damage I
    Enhancement: Flame Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Enhancement: Combustive Spellcasting I
    Enhancement: Wizard Intelligence I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Dwarven Constitution I
    Enhancement: Racial Toughness I
    Enhancement: Deadly Flame I
    Enhancement: Flame Manipulation II
    
    
    Level 4 (Wizard)
    Enhancement: Dwarven Axe Attack I
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 6 (Wizard)
    Feat: (Selected) Oversized Two Weapon Fighting
    Enhancement: Racial Toughness II
    Enhancement: Deadly Flame II
    Enhancement: Flame Manipulation III
    Enhancement: Wizard Pale Master I
    
    
    Level 7 (Wizard)
    Enhancement: Wizard Intelligence II
    
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Quick Draw
    Enhancement: Dwarven Constitution II
    
    
    Level 9 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Item Defense I
    Enhancement: Flame Manipulation IV
    Enhancement: Fighter Toughness I
    
    
    Level 10 (Wizard)
    Enhancement: Racial Toughness III
    Enhancement: Flame Manipulation V
    
    
    Level 11 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    Enhancement: Dwarven Axe Damage II
    
    
    Level 12 (Wizard)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Racial Toughness IV
    
    
    Level 13 (Wizard)
    Enhancement: Deadly Flame III
    Enhancement: Flame Manipulation VI
    Enhancement: Wizard Pale Master II
    
    
    Level 14 (Wizard)
    Enhancement: Flame Manipulation VII
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 15 (Wizard)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Combustive Spellcasting II
    Enhancement: Combustive Spellcasting III
    Enhancement: Combustive Spellcasting IV
    Enhancement: Deadly Flame IV
    
    
    Level 16 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Enhancement: Combustive Spellcasting V
    Enhancement: Deadly Flame V
    
    
    Level 17 (Wizard)
    Enhancement: Wizard Intelligence III
    
    
    Level 18 (Wizard)
    Feat: (Selected) Toughness
    Enhancement: Dwarven Axe Attack II
    
    
    Level 19 (Wizard)
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master III
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Enhancement: Combustive Spellcasting VI
    Enhancement: Deadly Flame VI
    Enhancement: Fighter Strength I

  2. #2
    Community Member EpiKagEMO's Avatar
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    i wouldnt do this if i were you. necromancer forms turn you into an undead, so i believe you loose the proficiency of d-axes. twf is fun for wizards, but builds like this, a regular necromancer can do more. Dps on a ranger/fighter/barb can do clearly more than you, since i dont spot power attack on your toon.

    Missing Feats: Power Attack, Quicken
    If you DO manage to go for it, pick up some divine power clikies, as it will boost to hit ratio of your swings. Pick up quicken, as it takes 10 sp, it will boost casting speeds which are useful for HP bursts.

    Hope this helps, GL!
    A rogue is basically, "Look at me or die."

  3. #3
    Community Member Crysto's Avatar
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    Theres this...
    http://forums.ddo.com/showthread.php?t=314624
    Its 2hf though.

    The reason you won't see twf is because you go from spreading a little thin with int/str/con to very thin with int/str/dex/con especially with 32 pt and especially without nice tomes to back it up.
    Orien
    Spills (Completionist in Training), Pother (Gimpy Monk), Concert (Gimpy Bard)

  4. #4
    Community Member Karmesh's Avatar
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    So it wouldn't work, even for leveling up process? This won't be an end game character btw.

  5. #5

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    I will work, it's just not especially good.

    The problem is you spend a lot of effort on the melee, but it will never pan out as especially effective as you have limited accuracy and damage bonuses.

    Meanwhile you will be neglecting your ability to land spells reliably so you are best at buffing and casting damage spells. Damage spells don't combo especially well with melee casting with a few exceptions (firewall). When you are doing one you aren't doing the other.

    At low level, using a two handed axe is better damage anyway and requires a lot less investment in feats. (but might not look as cool )

    Anyhow, its a playable character so long as you aren't pushing yourself with over level elite quests etc... You are durable, can self heal, and can do reliable damage one way or another. Not easy, but doable. On the other hand you will get flack for it from optimized minded folks. Cast haste and other buffs and tell them its an RP character for you and they should understand.

    Take extend spell instead of quick draw. Quick draw is of limited use here and extend will at least make you a solid arcane buffer for the party and no one can complain about that.
    Former Host of DDOcast
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  6. #6
    Community Member Karmesh's Avatar
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    Quote Originally Posted by sigtrent View Post
    I will work, it's just not especially good.

    The problem is you spend a lot of effort on the melee, but it will never pan out as especially effective as you have limited accuracy and damage bonuses.

    Meanwhile you will be neglecting your ability to land spells reliably so you are best at buffing and casting damage spells. Damage spells don't combo especially well with melee casting with a few exceptions (firewall). When you are doing one you aren't doing the other.

    At low level, using a two handed axe is better damage anyway and requires a lot less investment in feats. (but might not look as cool )

    Anyhow, its a playable character so long as you aren't pushing yourself with over level elite quests etc... You are durable, can self heal, and can do reliable damage one way or another. Not easy, but doable. On the other hand you will get flack for it from optimized minded folks. Cast haste and other buffs and tell them its an RP character for you and they should understand.

    Take extend spell instead of quick draw. Quick draw is of limited use here and extend will at least make you a solid arcane buffer for the party and no one can complain about that.
    This is the kind of post I was expecting, thank you very much

    I am planning on casting damage spells mostly (Fire Shield, Death Aura, Wall of Fire, etc.) that could work while I'm in combat, Scorching Ray and Necrotic Bolt for ranged attacks. Also, there are a few enhancements that helps a bit with the Dwarven Axes accuracy and damage, Greater Heroism and any other clickies I may find. Too bad Tenser doesn't let you cast spells.
    Last edited by Karmesh; 03-01-2012 at 05:35 PM.

  7. #7
    Build Constructionist unbongwah's Avatar
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    You may want to try a more heavily-multiclassed build, something like wiz 12 / ftr 6 / rogue or monk 2. The idea is the extra fighter levels help your BAB, HP, & feat shortage; while rogue or monk adds Evasion & either UMD or 2 more feats. Spells are focused on buffs & no-save DPS spells. Have a look at this thread I posted recently for one example. You're still "just" a flavor build, but you'll be more effective at melee and might make more sense to people when you explain your purpose.
    Last edited by unbongwah; 03-01-2012 at 06:07 PM.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  8. #8
    Community Member Karmesh's Avatar
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    Quote Originally Posted by unbongwah View Post
    You may want to try a more heavily-multiclassed build, something like wiz 12 / ftr 6 / rogue or monk 2. The idea is the extra fighter levels help your BAB, HP, & feat shortage; while rogue or monk adds Evasion & either UMD or 2 more feats. Spells are focused on buffs & no-save DPS spells. Have a look at this thread I posted recently for one example. You're still "just" a flavor build, but you'll be more effective at melee and might make more sense to people when you explain your purpose.
    Wouldn't it be better ftr7 / rog 1? That way, I would be getting Atk Speed Boost III and Fighter Toughness III, unless Evasion is really that worthy. Another question, wouldn't a high concentration be a good replacement for Quicken Spell?

  9. #9
    Community Member EpiKagEMO's Avatar
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    Quote Originally Posted by Karmesh View Post
    Wouldn't it be better ftr7 / rog 1? That way, I would be getting Atk Speed Boost III and Fighter Toughness III, unless Evasion is really that worthy. Another question, wouldn't a high concentration be a good replacement for Quicken Spell?
    Evasion is worth it for Int based characters since you can pick up insightful reflexes.
    this depends on if you want more dex, or more int. i prefer more int this way because, higher DC(if any), and more sp.
    then again, it really depends on how you play, and what you prefer. if you dont use action boosts much, then no need for haste boost.
    A rogue is basically, "Look at me or die."

  10. #10
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Karmesh View Post
    Wouldn't it be better ftr7 / rog 1? That way, I would be getting Atk Speed Boost III and Fighter Toughness III, unless Evasion is really that worthy.
    On that build, rogue 2 is necessary to have enough skill pts to max UMD & Concentration. With higher base INT and/or a +2 INT tome, though, it wouldn't be as essential.

    But yes, Evasion is awesome, although it takes some effort to get that build's Reflex save high enough, given the low base DEX.
    Another question, wouldn't a high concentration be a good replacement for Quicken Spell?
    Concentration is important, but sometimes you need Quicken, IMHO. It can be delayed, though you need to be careful about re-arranging feats.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

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