Looks a lot like my dwarven DPS tank builds these days, so I presume that means we're both geniuses!
A few corrections, though:
Pretty sure ISM req's BAB 8, so you wouldn't be able to take it before lvl 8.
GWS can't be taken before ftr lvl 12.Fighter bonus feats:
4 greater weapon specialization
Can't take Cleave & GC before PA.10 cleave
12 great cleave
16 power attack
No major flaws, just need to tweak the feat order a bit.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
Guild Leader of "GODS - Guardians Of the Dragon Sanctuary" on Cannith --- My Characters: Zavarthak (20 Barbarian Frenzied/Ravager DPS - MAIN), Ryumajin (Warlock,), Leohands (Evocation FVS firstlife), Galvano (Paladin TWF). - If you like or find useful my posts, consider adding reputation.
Hi Matt, got a few questions regarding the build. I'm planning a similar build at some point in the future (haven't decided between dwarf, helf, and human) and while I generally am a build your own kind of guy I find I get a better understanding of mechanics I might not know reading here (like the fact that dwarven axes allow for splash damage 1-handed). So...
Why sunder, quick draw, and combat expertise? CE I would understand if using as pre-req for improved trip, but you left trip out (seems like a better option than sunder to me, is sunder that good?). Do you find yourself using quick draw a lot? It seems like this build would rarely swap weapons in combat. CE seems wasted on a DPS build, but I assume this is in there for swap to tank mode? (although I would think the DPS would be important in tank mode) I see you listed your PRR as being 20 pts higher in CE stance, but wiki says nothing about it providing PRR, just AC.
One last note, you stats don't seem to reflect set bonus for abishai. My toon isn't as well geared by a mile (have yet to farm ravager, claw, abishai sets), but I will likely farm some of that this life. Currently I'm leveling up a 12 ranger/8 fighter, which is strangely similar in principle. Damage output should be similar, and instead of relying on PRR and AC he relies on self healing (with torc), evasion, a bit of dodge, and some crowd control (water khopeshes).
Anyway, I like the build (and Zerkul's), thanks for posting!
Also...
Someone brought up druid splash. Can anyone confirm if this works as proposed? What do you lose by being in wolf form? It seems a 30% attack rate increase would be tough to beat for DPS, and far better than 10% cap bonus.
Imp Sunder reduces AC, Fortification, and Fortitude; the nice thing about it is the Fortitude debuff always procs even if the target makes its save. It also unlocks Sundering Swing, although it was bugged and I haven't checked to see if it got fixed this update. Quick Draw also reduces the delay on using action boosts, so it's handy for anyone trying to max out their Haste Boost DPS. CE it looks like he took for the extra AC & PRR (from Imp CE), I guess for when he's feeling extra-tanky.
Drawbacks to a druid splash for wolf-form:
- Base dmg & crit profile is determined by animal form regardless of what weapon you wield; for a regular wolf that's d6 x2 19-20. That's pretty lousy compared to almost all 2H weapons. Winter Wolf goes up to d10 x3 19-20 (i.e., on par with khopesh), but req's druid lvl 8.
- Animal-form DPS is not affected by THF or TWF feats; only doublestrike bonuses help - e.g., Shield Mastery feats, Wind Stance, Natural Fighting feats (req. druid lvl 9).
- Some of the best Legendary Dreadnought abilities (like Lay Waste & Momentum Swing) only apply to weapons, not unarmed atks (inc. animal form).
Bottom line, I don't see wolf DPS as being competitive until you go for at least Winter Wolf (druid 8) and preferably max Natural Fighting (druid 9).
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
The fighter capstone at level 20 adds 10% doublestrike which I think is pretty huge for this build so not a fan of splashing and x3 crit profile is big with the high stuns.
I should update this build a little. I am still trying to tweak the gear a little bit. As discussed in this thread sense weakness is great and a must for any melee build and nice for non melee builds often. I do like the bear cloak for its +5 combat mastery. I am finding that the dcs on ee for stuns in the new content is really high so I think it is close to essential.
As others have stated sunder is for fortification reduction on bosses although on occasion I hit a sunder and then stun for fun.
CE was for if I I ever want to go with Unyielding Sential and for extra tank stuff.
Last edited by maddmatt70; 11-19-2012 at 10:53 AM.
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
Updated gear and rest of build.
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.