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  1. #21
    Community Member Duke-H-'s Avatar
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    Quote Originally Posted by Anthios888 View Post
    Honestly, how often do you bother with Combat Expertise? I know that tanking is a huge function of the build, but do you feel you need it? It looks as though you don't have whirlwind attack.
    I have a similar build and actually swapped out CE last week because it very rarely saw any use.
    Devourer ate my characters.

  2. #22
    Build Constructionist unbongwah's Avatar
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    Looks a lot like my dwarven DPS tank builds these days, so I presume that means we're both geniuses!

    A few corrections, though:
    Quote Originally Posted by maddmatt70 View Post
    Feats:
    6 Improved Shield Mastery
    Pretty sure ISM req's BAB 8, so you wouldn't be able to take it before lvl 8.
    Fighter bonus feats:
    4 greater weapon specialization
    GWS can't be taken before ftr lvl 12.
    10 cleave
    12 great cleave
    16 power attack
    Can't take Cleave & GC before PA.

    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.

  3. #23
    Community Member Zerkul's Avatar
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    Quote Originally Posted by MRMechMan View Post
    First saw Zerkuls build(similar to this one) in action in a shortman EE chains of flame run. Was shocked at how much raw DPS this build had, and also with how little healing it took to keep up, despite quite obviously having a large portion of agro.

    And now has soloed EE chains with it, not shocked given how well the build performed in a group run.
    Slight offtopic: Got some bigger plans for a barbarian right now (math optimization gogo!!!)... if i manage to tweak good a barbarian build i might TR that awesome tank into that. If i don't manage to, well i'll remain Zavarthak the awesome tank it is now.
    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.

  4. #24
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    Quote Originally Posted by maddmatt70 View Post
    Level 20 Dwarven fighter

    Assumes full ship buffs and in Stalwart Defender Stance 3.
    Hit Points: 1164: 1.2*970 = 20 (heroic) + 200 (Fighter Levels) + 375 (Con ) +50 (Epic Levels) + 50 (Legendary Dreadnaught) + 70 (Toughness Feat) + 20 (Toughness item enhancement) + 40 (enhancement) +10 (gh favor) +45 shroud item +30 (greater false) +20 (lg guild slot) +40 (yug pot).

    AC: 79.
    AC w/combat expertise: 87

    Dodge:
    7% dodge= (4% dun Rohbar ring + 3% Grim’s Bracelet).

    Physical Resistance Rating:
    129 (47% damage reduced) = 29 (heavy armor) + 10 (shield mastery)+ 15( Improved shield mastery w/tower shield)+ 20 (Using shield in Stalwart 3)+ 20 (Stalwart defender 3)+ 15 (legendary Shield Master) + 6 (damage reduction) + 9 (bear Cloak) .
    149 (50% damage reduced) = with combat expertise.


    Healing Amp: 1.716 = 1.1 (ship)* 1.2 (Tower ring) * 1.3 (Claw Glove).
    Double Strike: 34% doublestrike = 8% (improved shield mastery) + 3% (Hail of Blows) +6 % (enhancement from shield) + 7% (legendary shield mastery), 10% (fighter Capstone).
    Saves vs. Spells:
    Fort 45 = 12 (base)+ 15 (con) +3 SD + 6 resist + 2 luck +4 gh +3 vs. spells dwarf
    Will 28 = 6(base) + 4 (wis) +3 SD + 6 resist+ 2 luck+4 gh +3 vs. spells dwarf
    Reflex 25 = 6 (base) +3 SD +6 resist +4 gh +3 vs. spells dwarf

    Intimidate: 77 = 23 (ranks) + 5 (epic levels) +5 (claw gloves) +20 intimdate (Brawn Sprit) + 6 (charisma modifier) +4 (intimidate enhancement)+ 6 (stalwart defender 3) + 2 (good luck) +2 (favor) +4 (greater heroism).

    Note: greater then 77 intimidate is not needed in game right now other then on the epic elite lord of blades which is not actively played in game.

    Base Stats:
    18 str (16)
    10 int( 2)
    8 wis
    10 Dex (2)
    18 con (10)
    10 cha( 4)

    46 str 18 base + 6 level ups + 3 tome +7 ehance + 2 insight +3 class + 6 competence +2 ship
    13 int10 base +3 tome
    19 wis 8 base + 3 tome +6 enhancement +2 ship
    16 Dex 10 base +4 tome +2 ship
    40 con 18 (base) + 3 tome +1 exceptional +2 insight +6 con + 2 racial con enhance + 6 competence stance + 2 ship
    22 cha +7 enhance +3 tome +2 ship




    Feats:
    1 Toughness
    3 Shield Mastery
    6 Improved Shield Mastery
    9 two handed
    12 improved two handed
    15 greater two handed
    18 Icrit slash
    Fighter bonus feats:
    1 Weapon focus
    2 Weapon specialization
    4 greater weapon specialization
    6 sunder
    8 stunning blow
    10 cleave
    12 great cleave
    14 combat expertise
    16 power attack
    18 Quick Draw
    20 Power Critical
    21 Epic Toughness
    24 Overwhelming critical

    Enhancements:
    (6) Armor Class Boost 3
    (3) Fighter Item Defense 2
    (8) Stalwart Defender 3
    (6) Fighter Toughness 3
    (4) Improved Intimidate 4
    (2) Dwarf Tactics 1
    (3) Fighter Stun blow 2
    (10) Fighter Haste Boost 4
    (12) Fighter Strength 3
    (3) Fighter Weapon Specialization Dwarven Axe 2
    (2) Fighter Weapon Alacrity
    (6) Dwarf Axe Damage
    (6) Dwarf Shield Mastery 3
    (1) Racial toughness 1
    (1) Dwarven Spell Defense 1
    (2) extra action boost 1
    (6) Dwarven Con 2



    Destiny: Legendary Dreadnaught
    (3) Legendary Tactics
    (1) Extra Action Boost
    (3) Momentum Swing
    (2) Improved Power Attack
    (2) Improved CE
    (2) Lay Waste
    (3) Crit Damage
    (2) Anvil of Thunder
    (2) Devastating Critical
    (2) Headman’s Chop
    (2) Master’s Blitz
    Twists:
    1 Legendary Shield Mastery
    2. Hail of Blows.
    3. Damage Reduction (not sure about this one)

    Gear:
    Helm: Helm of Frost w/gfl
    Trinket: Epic Brawn Spirit w/good luck
    Goggles: ambush +2 of resist +6w/lg guild slot
    Armor: Red Dragon Armor w/ greater nimbleness & +1 exceptional con
    Cloak: Adamantine Bear
    Necklace: Epic Grims bracelet w/ toughness
    Belt: Ravager
    Bracer: Claw
    Glove: Claw
    Ring1: ravager 20% healing amp
    Ring2: Seal of House Dun RoBar stun +10 +4 dodge % + 2 insight str
    Boots: +45 shroud concord hp item
    Weapon: Epic Templar’s Justice/duegar axe of weapon master +10 shatter
    Shield: Alchemical tier 1: fire, tier 2: air: tier 3 fire w/good.
    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!

  5. #25
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    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.

  6. #26
    Community Member count_spicoli's Avatar
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    Quote Originally Posted by Inouk View Post
    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!
    Quickdraw speeds up activation on action boosts. Mandatory on any build that uses action boosts alot.

  7. #27
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    Quote Originally Posted by count_spicoli View Post
    Quickdraw speeds up activation on action boosts. Mandatory on any build that uses action boosts alot.
    Ahhh! I never knew, thanks! That's why I ask, learn something new =)

  8. #28
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Inouk View Post
    Why sunder, quick draw, and combat expertise?
    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.
    Quote Originally Posted by Inouk View Post
    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.
    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.

  9. #29
    Community Member maddmatt70's Avatar
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    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.

  10. #30
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    Quote Originally Posted by unbongwah View Post
    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).
    Ok, that makes sense. So sunder sets up stun and helps casters, and wolf form sounds like it would not get improved crit range from weapon and splash damage from weapon. No sense taking a 30% boost to lose 50% base damage, much less 10% double strike and crit range.

  11. #31
    Community Member maddmatt70's Avatar
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    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.

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