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  1. #1
    The Hatchery DethTrip's Avatar
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    Default Triple Cleave FuglyStick U16

    *UPDATE* A dance with flowers now works while centered using ki weapons. That means your stout oak stick is going to do 4[2d6] weapon damage when you use a dance with flowers (twisted) and improved power attack. Now X5 that damage by adding overwhelming critical and devestating critical. Include 5d6 +9 + dex bonus sneak attack damage. Add 1 to the threat range with pulverizer. Adept of wind gives 10% attack speed and 5% double strike chance PLUS stack on a 10% competence bonus from Acrobat I. This is all on top of the high str HO THF dps and using Lay Waste, Momentum Swing, Whirlwind Attack, Great Cleave, Cleave and Stunning Blow. Can you say excellent dps from a stick build? P.S. let's not forget the awesome KD effect of the stout oak stick as well. Time to start putting some more effort in leveling this build.

    ESOS + imp power attack =
    Damage: (16-46) 3[2d6] +10
    Critical Roll: (15%/48-138) 18-20 / x3

    Stout Oak Stick + a dance with flowers + imp power attack + pulverizer =
    Damage: (14-54) 4[2d6] +6
    Critical Roll: (15%/42-162) 18-20 / x3

    I wanted to create a THF build that would include Whirlwind Attack, Great Cleave, and Cleave creating a lot of AOE dps. I needed lots of feats to do this so naturally monk and fighter levels are taken. Also decided to be centered to take advantage of air stance for the 5% to doublestrike so the build uses a quarterstaff. Since it will be using a quarterstaff, I went with rogue levels and acrobat I. I find the build very interesting. Let me know what you think and also if anything in this build is currently broken in game. More detail is below.

    Half Orc: High Str 46 (31 + 1 [lvl24 ap] + 1 [lvl24 great str epic feat] + 7 item +3 insight +1 exc + 2 ship buff), Orc Melee Damage II, Orc Str II, Orc PA III, Great Weapon Aptitude III, extra action boost I.

    Rogue 7: Thief Acrobat I (dex bonus to sneak attack damage, 10% competence bonus [stacks with haste, melee alacrity, air stance] to attack speed with a staff), 4d6 +9 sneak attack damage, Haste Boost III, Rog Dex II, Uncanny Dodge, passive dodge bonus, trap skills, UMD, evasion.

    Monk 6: Extra Feats, Ninja Spy I (Shadow fade, additional 1d6 sneak attack damage), Adept of Air (5% doublestrike, 10% enhancement to attack speed), evasion, disease immunity, run speed, passive dodge bonus, saves.

    Fighter 7: Extra feats, Ftr Str II, Ftr Strategy (Stunning Blow) III, Ftr Toughness II.

    Stunning Blow DC: 54 (10 [base] + 18 [str mod] + 3 [ftr enh] + 10 [item] + 5 [exc item] + 6 [leg tactics])

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Orc Male
    (7 Fighter \ 6 Monk \ 7 Rogue) 
    Hit Points: 302
    Spell Points: 0 
    BAB: 16\16\21\26\26
    Fortitude: 15
    Reflex: 15
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             20                    31
    Dexterity            12                    16
    Constitution         14                    16
    Intelligence         12                    14
    Wisdom                8                    10
    Charisma              6                     8
    
    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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                    32
    Bluff                -2                    -1
    Concentration         2                    14
    Diplomacy            -2                    -1
    Disable Device        5                    25
    Haggle               -2                    -1
    Heal                 -1                     0
    Hide                  5                     9
    Intimidate           -2                    -1
    Jump                  8                    27
    Listen               -1                     0
    Move Silently         5                     9
    Open Lock             5                    11
    Perform              n/a                   n/a
    Repair                1                     2
    Search                5                    25
    Spot                  3                     6
    Swim                  5                    10
    Tumble                2                     8
    Use Magic Device      2                    22
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Disable Device (+4)
    Skill: Hide (+4)
    Skill: Jump (+3)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Power Attack
    
    
    Level 2 (Fighter)
    Skill: Jump (+2)
    Skill: Search (+0.5)
    Feat: (Fighter Bonus) Cleave
    
    
    Level 3 (Monk)
    Skill: Concentration (+5)
    Feat: (Selected) Stunning Blow
    Feat: (Monk Bonus) Toughness
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Skill: Balance (+2)
    Skill: Concentration (+2)
    Skill: Search (+0.5)
    Feat: (Monk Bonus) Combat Expertise
    
    
    Level 5 (Monk)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 6 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Feat: (Selected) Great Cleave
    
    
    Level 7 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    
    
    Level 8 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Monk Bonus) Dodge
    
    
    Level 9 (Fighter)
    Skill: Jump (+4)
    Feat: (Fighter Bonus) Mobility
    Feat: (Selected) Spring Attack
    
    
    Level 10 (Fighter)
    Skill: Jump (+4)
    
    
    Level 11 (Fighter)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Fighter Bonus) Whirlwind Attack
    
    
    Level 12 (Rogue)
    Ability Raise: STR
    Skill: Disable Device (+5)
    Skill: Search (+5)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Rogue)
    Skill: Disable Device (+3)
    Skill: Open Lock (+4)
    Skill: Search (+2)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Rogue)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+8)
    
    
    Level 15 (Rogue)
    Skill: Balance (+3)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+5)
    Feat: (Selected) Two Handed Fighting
    
    
    Level 16 (Rogue)
    Ability Raise: STR
    Skill: Balance (+5)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Fighter)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    
    
    Level 18 (Fighter)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Greater Two Handed Fighting
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    
    
    Level 19 (Fighter)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    
    
    Level 20 (Rogue)
    Ability Raise: STR
    Skill: Balance (+4)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+4)
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Haste Boost II
    Enhancement: Rogue Haste Boost III
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Strategy (Stunning Blow) III
    Enhancement: Orcish Extra Action Boost I
    Enhancement: Orcish Melee Damage I
    Enhancement: Orcish Melee Damage II
    Enhancement: Orcish Power Attack I
    Enhancement: Orcish Power Attack II
    Enhancement: Orcish Power Attack III
    Enhancement: Orcish Strength I
    Enhancement: Orcish Strength II
    Enhancement: Orcish Great Weapon Aptitude I
    Enhancement: Orcish Great Weapon Aptitude II
    Enhancement: Orcish Great Weapon Aptitude III
    Enhancement: Porous Soul
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Thief-Acrobat I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Rogue Sneak Attack Training III
    Enhancement: Improved Balance I
    Enhancement: Improved Balance II
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Rogue Dexterity I
    Enhancement: Rogue Dexterity II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Last edited by DethTrip; 03-27-2013 at 02:13 PM.
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  2. #2
    Hero Arlathen's Avatar
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    Did you ever consider Supreme Cleave/Barbarian 12 instead of Whirlwind Attack?

    Dropping Rage for trap handling sucks and you can't bluff while raged either ....... Hmm, think I answered my own question.

    Edit: I'd probably try and wedge in Improved Feint somewhere. With it's delay its not my cup of tea, but it would give you Sneak Damage opportunity on that triple cleave setup.
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  3. #3
    Community Member Moltier's Avatar
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    Staffs glancing blows dont improve with THF (at least on cleave attacks), so you would be better with other THF weapons. But then monk is out, just like acrobat.

    So if you stay with the staffs, use the THF feats for something else, or just take more rog levels instead of fighter.
    Ooooor just make a barb :P
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  4. #4
    Community Member Aganthor's Avatar
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    I don't know if U16 fixed it, but Whirlwind Attack is currently bugged.

    But the build does seem cool. Keep us posted if you ever roll it.
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  5. #5
    The Hatchery jejeba86's Avatar
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    Hey, nice build, but unfortunately as of now, quarterstaves don't proc glancing blows on cleave attacks :/
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  6. #6
    Community Member
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    Interesting build.

    Quote Originally Posted by DethTrip View Post
    Half Orc: High Str 40 (31 + 7 item + 2 ship buff), + 17 extra THF damage (+10 PA +3 Orc PA +4 Orc Melee Damage II), Orc Str II, Great Weapon Aptitude III, extra action boost I.
    Orcish Power Attack III is +3 PA or +6 THF damage.

    So not really +17 "extra", more like +6+4 = +10 extra over base PA. +3-+4 STR vs another race is say +2 or +3 THF damage.

    Great Weapon Aptitude III is less useful as Cleaves/GC don't proc GBs at the moment on QS.

    Quote Originally Posted by jejeba86 View Post
    Hey, nice build, but unfortunately as of now, quarterstaves don't proc glancing blows on cleave attacks :/
    That said, Cleaves/GC will proc sneak attacks. The 3d6=10.5 damage sneak from HE with Rogue Dilly is worth considering as well.

    Staff builds going to see a big boost with the enhancement update next year. I've got a Sireth sitting on one of my toons that is calling me to make a staff build.
    Last edited by emptysands; 11-22-2012 at 02:46 PM.
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  7. #7
    The Hatchery jejeba86's Avatar
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    Quote Originally Posted by emptysands View Post
    Staff builds going to see a big boost with the enhancement update next year. I've got a Sireth sitting on one of my toons that is calling me to make a staff build.
    True, the enhancements for staffs are phenomenal!
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  8. #8
    The Hatchery DethTrip's Avatar
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    So aparently there are too many abilities that are taken on this build that are not wai. Figures. Guess I'll just sit this one on the shelf till they fix some stuff. Thanks for the replies guys.
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  9. #9
    The Hatchery DethTrip's Avatar
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    I like this build so much I rolled it as a lvl4. I had to take another feat at lvl 4, eat a +1 int tome, then swap that feat out for combat expertise with the free feat swap. Not a big deal to me but keep that in mind. I only played it a little but will post again after gaining some levels. I am confident the build will play great having played many various melee toons including another fully capped acrobat. I have talked to other players that use whirlwind attack and I have had mixed reviews about whether it is bugged or not. I guess I will find out for myself.
    Last edited by DethTrip; 12-14-2012 at 08:53 AM.
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  10. #10
    Community Member Uproar's Avatar
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    I posted a similar build (Acrobat Build) long ago -- to my delight it was highlighted as build of the week even by the DDO Forum mods, but sadly I only got it to level 14 or so.


    I recall being sadly disappointed with the staff skill of acrobat. Was a big Eh really. Now your reference to the lag and animation related bug and wonder if that is why, but I haven't played him in a while to know if it is still present (or even recall if it ever was).

    One thing I recall loving about the character -- I had amazing levels of jump and balance (zero fear of grease). That was pretty cool, but abosolutely no thief skills which turned out to be a headache as I mainly PUG (rarely find a fun guild so....). PUGS expect a rogue (and even 2 levels let alone a lot more) to do rogue things. It was a constant fight to get groups, though I did well in kill counts, et cetera once let into one.
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  11. #11
    The Hatchery DethTrip's Avatar
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    I still play my acro time to time and he plays great. I use a rahls might and stout oak stick most of the time and they are x3 crit. Combine that with overwhelming critical, lay waste, momentum swing, great cleave, cleave, and all the other enhancements, well, you get the picture. Fun. I plan on TRing him into this build at some point. I only have nearly a dozen toons I play on two different servers so it might be a little while.
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  12. #12
    Community Member Emizand's Avatar
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    Quote Originally Posted by DethTrip View Post
    I plan on TRing him into this build at some point.
    Wouldnt rush if I were you. After the enhancement bypass you may want to consider a dex build.

  13. #13
    The Hatchery DethTrip's Avatar
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    Quote Originally Posted by Emizand View Post
    Wouldnt rush if I were you. After the enhancement bypass you may want to consider a dex build.
    Power attack and all the HO thf enhancements along with legendary dreadnought do some outstanding dps. The dex build enhancements would have to be amazing to out perform that for dps. When is this enhancement bypass supposed to be worked into the game?
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  14. #14
    The Hatchery DethTrip's Avatar
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    OP updated. Just for gits and shiggles, maybe a math wiz could figure out the dps of this build and compare it to other builds for me. Thanks.

    *Edit*

    ESOS + imp power attack =
    Damage: (16-46) 3[2d6] +10
    Critical Roll: (15%/48-138) 18-20 / x3

    Stout Oak Stick + a dance with flowers + imp power attack + pulverizer =
    Damage: (14-54) 4[2d6] +6
    Critical Roll: (15%/42-162) 18-20 / x3

    This does not include sneak attack, faster attack speed, double strike or the fracturing damage on the weapon. It seems this weapon with this build should put out some outstanding dps.
    Last edited by DethTrip; 12-27-2012 at 02:52 PM.
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  15. #15
    The Hatchery DethTrip's Avatar
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    Got this build up to lvl14 this weekend. Dps has been outstanding, as expected. Using a crafted steel staff +1 holy and pure good. Have seen crits close to 200. Picked up bracers with 5 clicks shield ml3 that has come in handy. Saves are pretty good. Making them almost all the time.

    Traps are tough before lvl12 but are doable with the best at level gear, heroism and fox's cunning pots. At lvl12 you take rogue and it catches the points up and traps are a breeze then.

    Whirlwind Attack is still bugged. When you hit it, you whirl around once and do damage. The problem is, you do a second whirl attack animation right after that does not do any damage and then there is a stutter so you miss a couple attacks afterwards. What I was doing to kind of compensate is to use this attack last as others are recharging. It is a bit annoying but I'm hopeful that at some point they will fix it so I am leaving it in and still using it for now.

    I'll post some more after gaining a few more levels.
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  16. #16
    The Hatchery DethTrip's Avatar
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    Got up to lvl 21 this weekend. Picked up a force Rahl's Might and enjoying the increased dps. Still need to gather more commendations for the stout oak stick (15 villagers!). After picking up overwhelming critical seeing lots of crits in the 300s. This is while in grandmaster of flowers, which I chose first to get a dance with flowers unlocked.

    Traps are a breeze. Have a +6 intel ring and +15 trap gear to swap to.

    UMD is becoming useful finally. Dumping cha and having no umd gear has made it rough but it will get there. Used a +2 cha tome for the extra bump and each epic level is going to bump it as well so it will get there.

    Stuns worked great all the way up to IQ elite where they have become unreliable. Standing strength is 38 with only a +6 item so that will improve. It is going to take some better gear now to get the stuns more reliable. The plan is a spare hand for +5 (if they ever fix it so it can be slotted) and the seal of dun'robar with stunning +10 on it. Those along with a +8 str item and a +2 insight will give another +17 DC. At level 24 I plan to take great str and put the level up into str so another +1 to the DC there. Not to mention I haven't gotten the +6 from legendary tactics yet either so actually +24 is waiting down the road. That is going to work just fine when I get there.

    Even undergeared the build is doing well in eh quests. DPS is very much on par with other melees. I do get some stuns off. Shadow fade and uncanny dodge help survivability a lot but you still aren't a tank and require a lot of healing attention if grabbing all the aggro, which happens often if cleaving mobs. I just can't wait to get that stout oak, momentum swing and lay waste. Good times 8-D
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  17. #17
    The Hatchery DethTrip's Avatar
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    I see someone dinged my build with a low rating. Would they have the guts to give a reason why?
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  18. #18
    The Hatchery serthcore's Avatar
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    Quote Originally Posted by DethTrip View Post
    Stout Oak Stick + a dance with flowers + imp power attack + pulverizer =
    Damage: (14-54) 4[2d6] +6
    Critical Roll: (15%/42-162) 18-20 / x3
    [/code]
    Hey.... im probably wrong but i think the stout oak has a total critical range of 17-20 x3 with impact and pulverizer, (while the eSoS is 15-20 with icrit).
    Seeing a pic of the weapon it says it is 19-20 with impact included. That should mean its a 20 x3 before pulverizer and icrit. Am i mistaken? Could you test it out?

  19. #19
    Founder Firepants's Avatar
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    I have a toon at 23 who is 13/6/1 Rog/Mnk/Dru. I have him specced with PA, Cleave, Great Cleave, Overwhelming Crit, and at 24 I'm taking Whirlwind. I understand WW is bugged right now but as is, with all of the dodge bonuses from the feat tree to get to WW, combined with Ninja-Spy 1's incorporeal clickie, and the sheer insanity of my attack rate the toon is effectively an area effect weapon. With a fully upgraded force Rahl's, and running Ram's Might & Shillelagh (double dmg dice on wooden staves), he's critting regularly in the 600's before including SA and elemental damage. Mid-levels were a pain, his Rogue skills were sub par for a bit, he was a bit too fragile through 12-14/15 but it's evened out.

    I don't really see the Stout Oak being a better weapon for this build than Rahl's. The Stout Oak has impact on it, which is why it has an improved crit threat, whereas Rahl's just has a better crit threat and a bigger damage die. The knockdown is interesting, but as is, I jump into a swarm of mobs, trigger Drifting Lotus and knockdown what I can in the group, fire off Shadow Fade, and then Great Cleave and Cleave in sequence. I usually get sneak attack damage on all of the GC hits, and maybe 2/3rds of the Cleave hits.

    Then I GTFO because there's only so much that incorporeal and max dodge% can do for you.

    This build works best with a solid intimitank in the party pulling all my aggro off after I do my stack and opening me up to do it all over again. For single boss fights, I'll swap to a weapon that can break the boss' DR and go nuts with Rogue Haste boost. Using a Golden Guile for the Imp. Deception (which triggers ALL THE TIME) means that, so long as the meat shield can keep the aggro, I am going to lay a can of whoopa$$ on whatever boss. Bonus freebie Heal clickie from GMoF if things go wrong (plus enough UMD to rapid fire a Heal scroll with a decent enough proc rate). I'll be honest though, I usually try not to totally break boss DR to mitigate getting aggro. It's a safer way to deal with a high power mob than to rely on your intimitank (or if you don't have one, then there you have it). Still, I'm soloing EH quests with a healbot, and EE goes smoothly with a proper group. You just have to drive into your head "I AM NOT A TANK" and avoid using all that extra move speed to get in front of the meat shields. They're designed to take the hits, you're designed to dish em out and avoid being hit.

  20. #20
    The Hatchery DethTrip's Avatar
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    Quote Originally Posted by Firepants View Post
    I don't really see the Stout Oak being a better weapon for this build than Rahl's. The Stout Oak has impact on it, which is why it has an improved crit threat, whereas Rahl's just has a better crit threat and a bigger damage die. The knockdown is interesting.
    http://ddowiki.com/page/Item:Rahl%27s_Might
    http://ddowiki.com/page/Item:Stout_Oak_Walking_Stick

    The base damage for the Rahl's is 12.1. The base damage for the Stout Oak is 24. The Rahl's absolutely does not have a better critical threat range or higher damage die. The critical threat range is the same if you have imp crit blugeoning. Rahl's does [1-11] where the Stout Oak does 2[2d6], obviously much higher. The felling the oak ability is pretty awesome imo. It procs frequently. It's also aligned for DR breaking. Immunity to slippery surfaces is very nice too when you're not an acro II. The Stout Oak is also much more durable, but an adamantine ritual is still a must imo. I like my force burst Rahl's but the Stout Oak is clearly the winner here.
    Last edited by DethTrip; 02-04-2013 at 11:21 AM.
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