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  1. #1
    Community Member freekay's Avatar
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    Default Soaked 2.0: 12rgr/7brn/1art

    Preamble:
    This is a purely theoretical build, in that I haven't actually seen a toon built like this, nor have a run a toon with this build. However, on paper, it seems like it would be pretty darn fun to play. It's not meant to be the ultimate DPS.. more of a jack-of-all trades but can still pull its weight in parties and raids.

    Key strengths:
    Full 2wf line granted; Evasion; Full ranks into search and DD, with almost full ranks in lock pick; AA with slayers; Full ranks into UMD, with +2 bonus from arti splash; 4 rages that last approx 2.35 mins each; Sneak attack from rogue dilly.

    Weaknesses:
    Due to tightness of feats, it's missing: Imp Crit; Weap foc: Slashing; OTWF; Imp Sunder - that being said, its to-hit should still be high enough for epics even without OTWF and Weap Foc.
    No rogue or fighter levels means it's also missing Haste Boost. I'm addicted to Haste Boost T_T

    End Game Stats:
    HP - fully buffed and raged, will be just shy of 780 (including a single madstone)
    Str - 50 fully buffed and raged
    Dex - 25 with shrine. Bow to-hit will be boosted with eSpectrals and eThornlord.

    Key Gear:
    3 piece abi set (helm, boots, cloak)
    Redscale armor
    eClaw set
    Dual khops
    Verik's set
    Kyosho's set
    HP goggles
    Assorted stat boosting gear for traps/umd

    N.B.:
    Please disregard my levelling choices and favoured enemy choices. Levelling because I'm focussed on end game, L20 build, only. Favoured enemies because they're subject to change. Anyway, what do you think? Could this build work?

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 True Neutral Half-Elf Female
    (7 Barbarian \ 12 Ranger \ 1 Artificer) 
    Hit Points: 408
    Spell Points: 446 
    BAB: 19\19\24\29\29
    Fortitude: 19
    Reflex: 13
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            14                    17
    Constitution         16                    22
    Intelligence         14                    17
    Wisdom                8                    12
    Charisma             12                    15
    
    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 Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    +4 Tome of Wisdom used at level 15
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                    11
    Bluff                 1                     2
    Concentration         3                     6
    Diplomacy             1                     2
    Disable Device        6                    26
    Haggle                5                     8
    Heal                 -1                     1
    Hide                  2                     3
    Intimidate            1                     2
    Jump                  3                     8
    Listen               -1                     1
    Move Silently         2                     3
    Open Lock             6                    22
    Perform               n/a                   n/a
    Repair                2                     3
    Search                6                    26
    Spot                 -1                     1
    Swim                  3                     7
    Tumble                3                     4
    Use Magic Device      5                    25
    
    Level 1 (Artificer)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Selected) Toughness
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    
    
    Level 3 (Ranger)
    Feat: (Selected) Mental Toughness
    
    
    Level 4 (Ranger)
    
    
    Level 5 (Ranger)
    
    
    Level 6 (Ranger)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    Feat: (Favored Enemy) Favored Enemy: Elemental
    
    
    Level 7 (Ranger)
    
    
    Level 8 (Ranger)
    
    
    Level 9 (Ranger)
    Feat: (Selected) Stunning Blow
    
    
    Level 10 (Ranger)
    
    
    Level 11 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 12 (Ranger)
    Feat: (Selected) Power Attack
    
    
    Level 13 (Ranger)
    
    
    Level 14 (Barbarian)
    
    
    Level 15 (Barbarian)
    Feat: (Selected) Point Blank Shot
    
    
    Level 16 (Barbarian)
    
    
    Level 17 (Barbarian)
    
    
    Level 18 (Barbarian)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 19 (Barbarian)
    
    
    Level 20 (Barbarian)
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Barbarian Extend Rage I
    Enhancement: Barbarian Extend Rage II
    Enhancement: Barbarian Extra Rage I
    Enhancement: Barbarian Extra Rage II
    Enhancement: Barbarian Hardy Rage I
    Enhancement: Barbarian Hardy Rage II
    Enhancement: Barbarian Power Attack I
    Enhancement: Barbarian Power Attack II
    Enhancement: Barbarian Power Rage I
    Enhancement: Barbarian Power Rage II
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Improved Rogue Dilettante II
    Enhancement: Human Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Favored Damage III
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Elven Arcane Archer I
    Enhancement: Barbarian Constitution I
    Enhancement: Barbarian Constitution II
    Enhancement: Barbarian Toughness I
    Enhancement: Barbarian Toughness II
    Enhancement: Barbarian Toughness III
    Enhancement: Half-Elf Improved Trap Sense I
    Enhancement: Half-Elf Improved Trap Sense II
    Last edited by freekay; 05-18-2012 at 10:13 AM.

    Soaked/Soaking/Zecks/Zeckshealer - Cannith
    Soaked's build

  2. #2
    Build Constructionist unbongwah's Avatar
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    Why barb instead of monk(cher)? Why so much CHA & INT? Why didn't you take Cleave instead of Stunning Blow so you could add Frenzied Berserker I? Why barb 7 / arty 1 instead of barb 6 / arty 2? [Arty 2 would let you add Wand & Scroll Mastery I for +30% Cure wands & Heal scrolls.]

    Also, you don't need MT for AA w/arty splash, but the builder doesn't reflect that; so that frees a feat. I'd add Improved Crit Slash. I'd also re-arrange feats so you could take AA much sooner; something like PBS (1), Toughness (3), WF:R (6), IC:Slash (9), khopesh (12), PA (15), Cleave (18).
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  3. #3
    Community Member freekay's Avatar
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    Quote Originally Posted by unbongwah View Post
    Why barb instead of monk(cher)? Why so much CHA & INT? Why didn't you take Cleave instead of Stunning Blow so you could add Frenzied Berserker I? Why barb 7 / arty 1 instead of barb 6 / arty 2? [Arty 2 would let you add Wand & Scroll Mastery I for +30% Cure wands & Heal scrolls.]

    Also, you don't need MT for AA w/arty splash, but the builder doesn't reflect that; so that frees a feat. I'd add Improved Crit Slash. I'd also re-arrange feats so you could take AA much sooner; something like PBS (1), Toughness (3), WF:R (6), IC:Slash (9), khopesh (12), PA (15), Cleave (18).
    Hey - some good questions. I think the main focus of this build is utility and survivability. For me that equates to meaty HP, evasion, trapmonkiness, loads of UMD and heal amp.

    Why barb?
    For the hitpoints mainly. That and going full retaard appeals to my lazy side. Therein also lies the answer to why 7 barb 1 arti - it has more hitpoints that 6 barb 2 arti. However the +30% healscroll is appealing. Very appealing.

    Int is there for skills - wanted to be able to be a trapmonkey this life. Cha for UMDing heal scrolls.

    Had a look at the frenzied PrE and at first tier, it's not that great. Especially for a 2wf build. But I've never played a barb before. Is frenzy at first tier really worth it? If so, I'd swap out Stunning blow for it. However, I do like the stunning blow as a feat on all my melee toons - CC is CC.

    Magical training - thanks for the head's up. I thought the builder was a bit whack, but I just wanted to be safe. Will definitely swap out with IC:Slash.

    Soaked/Soaking/Zecks/Zeckshealer - Cannith
    Soaked's build

  4. #4
    Community Member ShadowFlash's Avatar
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    My wife is levleing an 11ranger/8barb/1rogue ATM...similar concept, and I agree completely with no frenzied Tier I Pre. Many people don't see the synergy..and I disagree

    Barbarian d12, 4 skill points, Trap Sense, Fast Movement, Toughness Enhancements<---notably lacking in most AA builds, and a rage lasting enough time to manyshot, melee, and manyshot again....all without backing out of combat, playing kangaroo, or chicken little kiting....with enough feats for everything a melee AND AA needs...including Power Attack and Imp:Crit Melee and Ranged.

    Ranger and Rogue (or Arti) brings UMD, full search/spot/disable...and utility buffs. I prefer 8 barb for the extra imp. uncanny dodge and rage use, and a slightly longer rage (Tier III enhancement) over ranger 12. Similarly, I don't know what arti brings to the table over rogue, as rogue allows haste boost I and 1d6+3 SA. I also like Elf over half-Elf for the racial TWF rapier and Bow lines...plus easier DEX upgrades for ranged to-hit.

    I believe the 11/8/1 split is as close as you can get to helves style and DPS output while maintaining full roguish skills and utility buffs.

    A short rant on Monkchers...
    We have spent years on the forum beating in the fact that to be effective, an AA must...

    1: put down the bow and melee...a lot.
    2: stop kiting
    3: not be squishy
    4: stand still so the rest of us can hit 'em

    Now along comes monkcher flavor of the month, that combines ALL of these faults and embraces them full-on. For those that can afford to uber-gear them (extremely high WIS is required to make up for the melee DPS/attack speed loss), and who do not want a noticable melee contribution...in otherwords... DPS=ranged... melee=charging (stunning for survival)... and most importantly ENJOY playing monk-based!... then yes, roll one up

    ShadowFlash

  5. #5
    Community Member freekay's Avatar
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    Quote Originally Posted by ShadowFlash View Post
    My wife is levleing an 11ranger/8barb/1rogue ATM...similar concept, and I agree completely with no frenzied Tier I Pre. Many people don't see the synergy..and I disagree

    Barbarian d12, 4 skill points, Trap Sense, Fast Movement, Toughness Enhancements<---notably lacking in most AA builds, and a rage lasting enough time to manyshot, melee, and manyshot again....all without backing out of combat, playing kangaroo, or chicken little kiting....with enough feats for everything a melee AND AA needs...including Power Attack and Imp:Crit Melee and Ranged.

    Ranger and Rogue (or Arti) brings UMD, full search/spot/disable...and utility buffs. I prefer 8 barb for the extra imp. uncanny dodge and rage use, and a slightly longer rage (Tier III enhancement) over ranger 12. Similarly, I don't know what arti brings to the table over rogue, as rogue allows haste boost I and 1d6+3 SA. I also like Elf over half-Elf for the racial TWF rapier and Bow lines...plus easier DEX upgrades for ranged to-hit.

    I believe the 11/8/1 split is as close as you can get to helves style and DPS output while maintaining full roguish skills and utility buffs.

    A short rant on Monkchers...
    We have spent years on the forum beating in the fact that to be effective, an AA must...

    1: put down the bow and melee...a lot.
    2: stop kiting
    3: not be squishy
    4: stand still so the rest of us can hit 'em

    Now along comes monkcher flavor of the month, that combines ALL of these faults and embraces them full-on. For those that can afford to uber-gear them (extremely high WIS is required to make up for the melee DPS/attack speed loss), and who do not want a noticable melee contribution...in otherwords... DPS=ranged... melee=charging (stunning for survival)... and most importantly ENJOY playing monk-based!... then yes, roll one up

    ShadowFlash
    Thought never occured to me to drop a level of ranger and invest in barb. Looking at it, I lose nothing but 1 minute spell duration and some SP.. LOL.. more hp and rage is sexy. Reason for Helf is because I can take a rogue dilly and get 3d6 SA as well as splash 1 arti and get +2 UMD to scrolls plus all the trap stuff. The bonuses that elves get with rapiers and ranged to-hit wouldn't matter much for this toon's set-up. Oh can I ask, how are you finding levelling? Is it a pain or a breeze.. or somewhere in between?

    Soaked/Soaking/Zecks/Zeckshealer - Cannith
    Soaked's build

  6. #6
    Community Member ShadowFlash's Avatar
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    Quote Originally Posted by freekay View Post
    Thought never occured to me to drop a level of ranger and invest in barb. Looking at it, I lose nothing but 1 minute spell duration and some SP.. LOL.. more hp and rage is sexy. Reason for Helf is because I can take a rogue dilly and get 3d6 SA as well as splash 1 arti and get +2 UMD to scrolls plus all the trap stuff. The bonuses that elves get with rapiers and ranged to-hit wouldn't matter much for this toon's set-up. Oh can I ask, how are you finding levelling? Is it a pain or a breeze.. or somewhere in between?
    not far enough into the proccess to matter yet...leveling is basically the same as any ranger 11 build...1 rogue..then 11 ranger for all the feats...so it will be a while before leveling order matters. For an AA, anything after ranger 11 doesn't matter much, so that's when barbarian levels will provide incremental increases. The side benifit is, you can take ranger based AA enhancements while you level, then respec after the dead zone to elf-based AA.

    ShadowFlash

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