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  1. #1
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    Default What I have and what I want

    What I have is a first life 32 point 18/2 fighter rogue, twf kensei III with dwarven axes. I have UMD, and with gear swaps (and GH) I can cast heal scrolls 100%. Other than weapons (two GS dwarven axes 1 mineral and 1 lightning), goggles (GS 1 for UMD and 1 for blind/fear etc), cloak (halloween epic cloak), and a DT leather, the gear isn't great.

    I also have the almost complete inability to land a trip or sunder on anything worth tripping or sundering. I feel essentially like I'm limited to nothing but swinging at a single target and hitting boosts (and scroll healing). Which brings me to the 'want' part.

    I want to make this guy even more solo friendly but still be able to do good damage if I get into a guild for raids and such. I want to be able to smash a caster or archer into the dirt so I can finish killing them, or stop them from healing over and over. I want to be able to UMD more stuff without swapping gear, but this is a lesser concern. I want to have more combat effect than just hitting a single target.

    My thoughts are that maybe I should reincarnate and go THF this time, as I think it uses less feats than TWF. If I make a mineral GS greataxe, would I see a huge drop in damage? I want to be able to use my trips, and sunders (and stuns if I spec it), and be able to rely on them. The cleaves look pretty cool, but are they actually useful? Or does the THF line do more than enough?

    I'd like some help making a build, with the only real limitations being that it has to be a dwarf, it has to be a fighter/rogue, it's chaotic good, and that UMD is a part of it. (Also may need help running shroud for ingredients, as I'm not sure it's pugged anymore on Khyber )

  2. #2
    The Hatchery BrightAsh's Avatar
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    To get some proper advice, also post some stats so we're sure you don't have a maxed out Charisma, Dexterity and Intelligence in order to have full UMD, dodge traps and have loads of skill points Also what feats do ya have, enhancements etc.

    I think more insight is needed to see what can be improved, if it needs to be gear or general changes to your build
    Thelanis: Botar, Klogar, Saludar, Shantarr, Karygon

  3. #3
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    Do you have vertigo slotted (trip) or shatter (sunder)?
    Do you have exceptional combat mastery slotted?
    Have you taken proper enhancements (e.g. dwarven tactics)?
    Have you taken epic destinies that help with tactical feats?

  4. #4
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    Stats are
    STR 33 21 base, 2 tome, 4 feat, 6 item
    DEX 23 15 base, 2 tome, 1 feat 5 item
    CON 26 16 base, 2 tome, 2 feat, 6 item
    INT 16 14 base, 2 tome
    WIS 10 8 base, 2 tome
    CHA 10 8 base, 2 tome

    Feats are all the TWF feats, the focus and specs for dwarf axe, imp crit, power attack, Skill focus: UMD and toughness 5 times.

    Enhancements are Rogue skill boost I, SA training I and DEX I.

    Dwarf Axe attack and damage II, CON II, Spell defense I, and Racial toughness II.

    Fighter Attack and Haste boosts III, Crit accuracy III, Kensei III, D. axe spec II, Item defense III, STR III, Toughness II, and Kensei D. axe III.

    Skills are Intim, Balance and UMD, with the leftover rogue points in various other skills that don't amount to much.

    I am a level 1 dreadnought, and have 2 points in the tactics enhancement.

    No vertigo or shatter, though I did used to have one (a vertigo), but it didn't seem to help much without the enhancements to back it up, and I don't think I have ever seen a combat mastery item. I played 2 years ago and then quit, and came back recently, so maybe it's a new item ability?

    I know WHY the tactical abilities are failing, I have no DC. I just don't know what is ok to give up to get those enhancements/feats, or if THF would be superior for me.
    Last edited by Garrum; 08-30-2012 at 05:08 AM. Reason: forgot to add something

  5. #5
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    The good news is that all characters have now one free lesser reincarnation available. I.e., you can easily redo your character (within limits of lesser reincarnation, of course). That said, doing some research first of how much DC is needed is certainly recommended. I don't see THF dramatically increasing your DPS or ability to land tactical feats.

    Also, you have a lot of potential to increase your DCs. E.g., your shatter DC is probably 10 base +11 str+ LD stuff; probably around 23.
    *+4 improved sunder feat
    *+10 shatter +10 gear
    *+2 fighter strategy sunder I, II
    *+1 dwarven tactics I
    This makes your DC 40. Sounds certainly better.

    To find those heroic action points, get rid of item defense I-III. Fighter Strength III is also a candidate for dumping. Offtopic, but consider taking Rogue Scroll/Wand Mastery for +30% to heal scrolls

  6. #6
    Community Member Cinderbeard's Avatar
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    I have a tactical fighter myself and it's sure a lot of fun to bring some CC to quests, especially when pugging a lot.

    I'd advise to take the stunning blow feat and to a lesser degree imp trip since the autogranted trip is ok by itself.
    Then take as much tactics improving enhancements you can afford and get that Str as high as possible.
    I'm talking rage pots, madstone boots, yugo pots, power surge etc since tactics depend on Str.

    If you have destinies avalabe (they are awesome) get the Legendary Dreadnaught, there's +6 tactic DC very early and easy.
    Lay waste is a AoE attack tripping all mobs in range.
    LD has great synergies with cleave and great cleave, so might want to grab those (and eventually overwhelming crit).

    To improve tactical DCs look for items like Hide of the gorristro (+10 stun or trip) and the seal of Dun'robar (combat mastery or other).
    These come from the MoTU expansion, but sometimes you can score one on the AH.


    To recap.
    Drop a few toughness feats, get stunning blow, maybe imp trip and/or imp sunder.
    Get cleave and great cleave to qualify for overwhelming crit. At 21 and 24 you get extra feats.
    Take the LD destiny!
    Get tactical APs and gear up a bit.
    With all these 50+ DC is not very hard to reach.


    Good luck!
    Keeper Refugee
    Ghallanda: Warguth, Urgan, Cinderbeard, Gizzah, Soulblight, Xantilar

  7. #7
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    Quote Originally Posted by cru121 View Post
    The good news is that all characters have now one free lesser reincarnation available. I.e., you can easily redo your character (within limits of lesser reincarnation, of course). That said, doing some research first of how much DC is needed is certainly recommended. I don't see THF dramatically increasing your DPS or ability to land tactical feats.

    Also, you have a lot of potential to increase your DCs. E.g., your shatter DC is probably 10 base +11 str+ LD stuff; probably around 23.
    *+4 improved sunder feat
    *+10 shatter +10 gear
    *+2 fighter strategy sunder I, II
    *+1 dwarven tactics I
    This makes your DC 40. Sounds certainly better.

    To find those heroic action points, get rid of item defense I-III. Fighter Strength III is also a candidate for dumping. Offtopic, but consider taking Rogue Scroll/Wand Mastery for +30% to heal scrolls
    What about soloing? Would THF be superior in that respect? Dealing damage to multiple enemies at once, does the single target damage go way down?

    Also, thanks for the heads up about the scroll mastery, I had no idea it did that.

  8. #8
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    I fiddled around with the character generator, and came up with this THF idea, though I could probably do a similar change with TWF.

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Kierlak 
    Level 20 Chaotic Good Dwarf Male
    (18 Fighter \ 2 Rogue) 
    Hit Points: 334
    Spell Points: 0 
    BAB: 19\19\24\29\29
    Fortitude: 16
    Reflex: 10
    Will: 7
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    26
    Dexterity            10                    12
    Constitution         16                    20
    Intelligence         14                    16
    Wisdom               10                    12
    Charisma             12                    14
    
    Tomes Used
    +2 Tome of Strength used at level 1
    +2 Tome of Dexterity used at level 1
    +2 Tome of Constitution used at level 1
    +2 Tome of Intelligence used at level 1
    +2 Tome of Wisdom used at level 1
    +2 Tome of Charisma used at level 1
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                    28
    Bluff                 6                    17
    Concentration         4                     8
    Diplomacy             2                     5
    Disable Device        7                     7
    Haggle                6                     6
    Heal                  1                     1
    Hide                  1                     1
    Intimidate            6                    28
    Jump                  8                    12
    Listen                1                     1
    Move Silently         5                     5
    Open Lock             5                     5
    Perform               n/a                   n/a
    Repair                3                     3
    Search                3                     5
    Spot                  1                     1
    Swim                  4                     8
    Tumble                5                     5
    Use Magic Device      6                    28
    
    Level 1 (Rogue)
    Feat: (Selected) Two Handed Fighting
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 3 (Fighter)
    Feat: (Fighter Bonus) Power Attack
    Feat: (Selected) Skill Focus: Use Magic Device
    
    
    Level 4 (Fighter)
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Combat Expertise
    
    
    Level 6 (Fighter)
    Feat: (Selected) Toughness
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 8 (Fighter)
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 10 (Rogue)
    
    
    Level 11 (Fighter)
    
    
    Level 12 (Fighter)
    Feat: (Selected) Improved Trip
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    
    
    Level 13 (Fighter)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Greater Two Handed Fighting
    
    
    Level 15 (Fighter)
    Feat: (Selected) Stunning Blow
    
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Selected) Improved Sunder
    Feat: (Fighter Bonus) Superior Weapon Focus: Slashing Weapons
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Cleave
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Attack Boost III
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Tactics I
    Enhancement: Dwarven Tactics II
    Enhancement: Dwarven Tactics III
    Enhancement: Kensei Greataxe Mastery I
    Enhancement: Kensei Greataxe Mastery II
    Enhancement: Kensei Greataxe Mastery III
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Critical Accuracy III
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Kensei III
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Strategy (Sunder) I
    Enhancement: Fighter Strategy (Sunder) II
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Strategy (Trip) II
    Enhancement: Fighter Greataxe Specialization I
    Enhancement: Fighter Greataxe Specialization II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Enhancement: Rogue Wand and Scroll Mastery I
    The problem is that with these changes, I would lose 128 HP, putting me at 464 HP. Unless this game's population has changed dramatically, no one will take a fighter with sub 500 HP to anything more challenging than a ham sandwich, and I'm not sure the combat feats can cover enough of the lost HP solo. They do have cooldowns after all.

  9. #9

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    my advice would be to replace combat expertise + improved trip. This leaves you with two feats you can spend on getting more hp

    Another way to free up space for hp is picking an enhancement/feat line off between trip, stun and sunder, two should suffice.

    As for improved trip, You get a +4 dc on trip and max duration of trip will go from 30s to 60s, but do you know any caster type that would take longer then 30s? the way to solve your trip DC problem is by raising strength. I didn't reply earlier because Cinderbeard explains this perfectly fine.

    Trip gets modified by strength and with proper equipment and spending some str points you should be able to raise your 16 starting str to 36 (basic equipment + ship buffs) by the time you hit level 16. On top of that when you get to Kensei II you will get power surge which should be somewhere between 6 and 10 uses when you have it, so you can get 44 strength without any additional buffs at all major points in a quest. You can get plenty of other clickies but this alone should be sufficient to trip casters (uncommon monsters can be excepted). The obvious other advantage is your dps will shine when you learn to use power surge and clickies properly.

    ps. don't forget about hp items, I don't know which one you accounted for since you have 334on the build and 464 in your post, but common ways to increase hp are as follows:
    Minos Legens: 20hp
    HP Greensteel item: 45hp
    Greater false life: 30hp (40hp for superior if you can get your hands on it)
    +6 constition: 60hp at level 20
    Health gem on large guild slot: 20hp
    Draconic Vitality: 10hp by favor-granted feat

    so that's an addition 185hp, if 334 is your hp without equipment, it would total on 519hp (539 with ship buffs) which is already a lot better then 464.


    ~aid
    Last edited by AidanRyuko; 08-30-2012 at 11:35 AM.

  10. #10
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    I have a minos, a greater false life, and a +6 con. I could in theory run shroud for mats and make an HP item, but I'd have to complete like 18 before I could wear it ( never finished them when I played before because there was always another group ready to go back then, and I needed silly amounts of mats for the axes), and like I said, I don't know if shroud gets pugged anymore on this server. The guild gem won't work because I don't have any slots on any of my gear, and I think the draconic vitality was gianthold right? I'd have to buy it to grind for that, as I'm not a VIP anymore.

    Imp trip is the one I was really wanting because of it's shorter cooldown and additional DC. The duration is a non issue because it's either dead or made it's save within 5 seconds anyway. It's either 44 HP or being able to try and trip every 10 seconds with a +4. If Imp sunder isn't that great I could drop it for a toughness, and change over the sunder enhance points to a toughness enhance, for 42 HP. If the legendary dreadnought cleave based skills aren't as cool as they look, I could drop cleave, but it sounds like Cinderbeard is saying they are good.

    But if I stay TWF, I have 1 less feat to work with, because of oversized two weapon fighting (TWF takes 4 feats, THF takes 3). So If I dropped combat expertise and imp trip (from the THF plans) I'd be able to pick up a toughness, and if imp sunder isn't worth 22 HP I could drop it for another toughness, and if I'm not getting imp sunder I can swap the enhance points for toughness points. BUT, the question is, "is imp sunder worth it?"





    I DON'T KNOW WHAT TO DO. HELP ME TOM CRUISE!!

  11. #11
    Community Member Miow's Avatar
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    Meh i would drop OTWF regardless

  12. #12

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    well, fair enough on the gianthold access and reason to keep imp. trip. as for the greensteel, I want to say just in case that weapons and other equipment do stack. so you CAN equip two greensteel weapons + goggles, but you can't equip goggles + a cape. You probably know it but in case ye didn't it's good to know.


    the dreadnought cleaves really are worth it IMO, if you get level 3 on the first cleave type there is a 50% chance it resets when using a regular cleave/greater cleave so you can keep cleaving quite some time and crit a LOT.

    wether you keep sunder is up to you, I personally never use it but there are plenty that do. The reason I don't use sunder at all is because a fighter gets plenty of attack bonusses during a life to roll higher then enemy AC and the only real use of imp. sunder is lowering enemy fort by 10%, which is only useful to a select amount of monsters.

  13. #13
    Community Member Kinerd's Avatar
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    Your trouble is that Trip is lousy. Stunning Blow is great and exactly what you want, especially when you have Improved Sunder and can therefore lower the relevant save by FIFTEEN. Also look into things like Weakeners, I use one to fix a self-healing caster's little red wagon right up on my gimp cleric, a TWF fighter (especially with the fancy new poisons) will surely do better.

    THF vs. TWF won't matter DPS-wise. We're talking percentage points at best either way, it's absolutely not worth grinding out a whole new set of greensteel for, especially when in two or three updates we'll see something that makes everyone switch back to TWF anyway.

  14. #14
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    Good point about the save reduction helping stunning blow, if I ever do harder epics that might be golden (assuming no casters hold them first and no monks are within 1000 meters). So Imp trip and combat expertise is out, giving me at least 1 toughness back. Is OTWF really not worth it? I mean it's +2 to hit with both hands. My sheet is saying I have +47 on main and off hand standing in the market unbuffed, but I don't know if +47 is high or not anymore. Would I notice a difference if I dropped OTWF?

    On a side note, while this thread has been going on I have been doing Big Top, seeing if I can get a shard of the axe, and I rolled over on my XP on the last run. Now, whats going to happen when I LR and have that 21st level and feat? Is it just the same as a normal LR, but with 1 more level step? Will it reset me back to 20?

  15. #15
    Community Member Kinerd's Avatar
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    Not only will you not notice it, it's possible that due to rounding losing the +2 will do literally nothing to your to-hit success even if you aren't hitting 95% of the time already.

    LR will put you back to 21 unless you have levels in 3 heroic classes, which you don't, so you're good to go.

  16. #16
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    Hmm, what about losing the dwarven axe attack enhancement? Would a +43 still be fine? Or should I not worry about trying to get the Rogue Dex enhance to bring my dex up to an even number for the reflex save?

    This is the idea so far

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Kierlak 
    Level 20 Chaotic Good Dwarf Male
    (18 Fighter \ 2 Rogue) 
    Hit Points: 398
    Spell Points: 0 
    BAB: 19\19\24\29\29
    Fortitude: 16
    Reflex: 12
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    26
    Dexterity            15                    17
    Constitution         16                    20
    Intelligence         14                    16
    Wisdom                8                    10
    Charisma              8                    10
    
    Tomes Used
    +2 Tome of Strength used at level 1
    +2 Tome of Dexterity used at level 1
    +2 Tome of Constitution used at level 1
    +2 Tome of Intelligence used at level 1
    +2 Tome of Wisdom used at level 1
    +2 Tome of Charisma used at level 1
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    30
    Bluff                 4                    15
    Concentration         4                     8
    Diplomacy             0                     3
    Disable Device        7                     7
    Haggle                4                     4
    Heal                  0                     0
    Hide                  3                     3
    Intimidate            4                    26
    Jump                  8                    12
    Listen                0                     0
    Move Silently         7                     7
    Open Lock             7                     7
    Perform               n/a                   n/a
    Repair                3                     3
    Search                3                     5
    Spot                  0                     0
    Swim                  4                     8
    Tumble                7                     7
    Use Magic Device      4                    26
    
    Level 1 (Rogue)
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 3 (Fighter)
    Feat: (Fighter Bonus) Power Attack
    Feat: (Selected) Toughness
    
    
    Level 4 (Fighter)
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 6 (Fighter)
    Feat: (Selected) Skill Focus: Use Magic Device
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    
    Level 8 (Fighter)
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 10 (Rogue)
    
    
    Level 11 (Fighter)
    
    
    Level 12 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Toughness
    
    
    Level 13 (Fighter)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    
    
    Level 15 (Fighter)
    Feat: (Selected) Stunning Blow
    
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Cleave
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Superior Weapon Focus: Slashing Weapons
    Feat: (Selected) Toughness
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Improved Sunder
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Attack Boost III
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Tactics I
    Enhancement: Dwarven Tactics II
    Enhancement: Dwarven Tactics III
    Enhancement: Kensei Dwarven Waraxe Mastery I
    Enhancement: Kensei Dwarven Waraxe Mastery II
    Enhancement: Kensei Dwarven Waraxe Mastery III
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Critical Accuracy III
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Kensei III
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Strategy (Sunder) I
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Strategy (Trip) II
    Enhancement: Fighter Dwarven Waraxe Specialization I
    Enhancement: Fighter Dwarven Waraxe Specialization II
    Enhancement: Racial Toughness I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Enhancement: Fighter Toughness I
    Enhancement: Rogue Wand and Scroll Mastery I
    Is +1 to hit worth more than +1 reflex for evasion saves? Or ignore both and add another DC to stunning blow or trip? I guess I should ask what sort of +hit I should be after in general.

  17. #17
    Build Constructionist unbongwah's Avatar
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    Since you're LRing an existing build, I didn't put a lot of thought into feat order etc. But I would do something like this:
    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Dwarf Male
    (18 Fighter \ 2 Rogue) 
    Hit Points: 314
    Spell Points: 0 
    BAB: 19\19\24\29\29
    Fortitude: 14
    Reflex: 12
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             18                    28
    Dexterity            15                    17
    Constitution         15                    17
    Intelligence         11                    13
    Wisdom                8                    10
    Charisma              6                     8
    
    Tomes Used
    +1 Tome of Strength used at level 2
    +1 Tome of Dexterity used at level 2
    +1 Tome of Constitution used at level 2
    +1 Tome of Intelligence used at level 2
    +1 Tome of Wisdom used at level 2
    +1 Tome of Charisma used at level 2
    +2 Tome of Strength used at level 6
    +2 Tome of Dexterity used at level 6
    +2 Tome of Constitution used at level 6
    +2 Tome of Intelligence used at level 6
    +2 Tome of Wisdom used at level 6
    +2 Tome of Charisma used at level 6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    17
    Bluff                -2                     2
    Concentration         2                     6
    Diplomacy            -2                     2
    Disable Device        n/a                   n/a
    Haggle                2                     3
    Heal                 -1                     0
    Hide                  2                     3
    Intimidate            2                    25
    Jump                  8                    13
    Listen               -1                     0
    Move Silently         2                     3
    Open Lock             6                     7
    Perform              n/a                   n/a
    Repair                0                     1
    Search                0                     3
    Spot                  3                     4
    Swim                  4                     9
    Tumble                6                     7
    Use Magic Device      2                    22
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Haggle (+4)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Skill: Open Lock (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    
    
    Level 2 (Fighter)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 3 (Fighter)
    Skill: Intimidate (+2)
    Feat: (Selected) Power Attack
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 5 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 6 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Stunning Blow
    
    
    Level 7 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 9 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Combat Expertise
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    
    
    Level 10 (Rogue)
    Skill: Balance (+6)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+2)
    
    
    Level 11 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Improved Trip
    
    
    Level 13 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    
    
    Level 15 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Cleave
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Improved Sunder
    
    
    Level 17 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Great Cleave
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    
    
    Level 19 (Fighter)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Superior Weapon Focus: Slashing Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Attack Boost III
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Tactics I
    Enhancement: Dwarven Tactics II
    Enhancement: Dwarven Tactics III
    Enhancement: Kensei Dwarven Waraxe Mastery I
    Enhancement: Kensei Dwarven Waraxe Mastery II
    Enhancement: Kensei Dwarven Waraxe Mastery III
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Critical Accuracy III
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Kensei III
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Strategy (Stunning Blow) III
    Enhancement: Fighter Strategy (Sunder) I
    Enhancement: Fighter Strategy (Sunder) II
    Enhancement: Fighter Strategy (Sunder) III
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Strategy (Trip) II
    Enhancement: Fighter Dwarven Waraxe Specialization I
    Enhancement: Fighter Dwarven Waraxe Specialization II
    Enhancement: Racial Toughness I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Enhancement: Fighter Toughness I
    Enhancement: Rogue Wand and Scroll Mastery I
    Epic feats: Overwhelming Critical and something else (maybe Power Critical)

    Ordinarily I wouldn't sacrifice DPS (namely Haste Boost) and survivability (CON, HPs, Spell Defense) for DC bonuses; but I wanted to see how much I could squeeze in on top of Kensai pre-reqs and a few other things.

    Really, though, what you need is better gear to boost your DCs: e.g., Spare Hand for Exceptional Combat Mastery, epic Marilith Chain for +10 Shatter (and Seeker).
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  18. #18
    Community Member
    Join Date
    Aug 2010
    Posts
    89

    Default

    I said screw it and gave up a point in trip, took the dex, and did the LR. The cleaves not sharing a timer is awesome, and I can see why the cleave based feats in the legendary dreadnought are so good. I'm looking forward to them, as well as being able to have at least a somewhat better chance to trip and being able to stun period. I think this is gonna work out, even with the lost HP.

    Thanks everyone for the help, I really appreciate it.

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