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  1. #141
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    I'm thinking about TR'ing into a PDK fighter and I'm thinking of trying this build. I've never played a fighter before and I just was wondering if there are any recommendations people would have for adapting this. My goal would be to get back to 28 through questing on EH, not worried about EE content. I don't have any melee weapons stashed, was thinking of running a greatsword assuming I can find a decent one. Here's some things I'm still trying to figure out:

    Assuming I go 12FTR/7CLR/1, what should that 1 be? Would it be more worthwhile to just stick to the 12/8 split?
    For the PDK tree, what should I consider picking up? Obviously the healing amp, but what about Action surge STR and maybe even CHA for damage? Assuming I go through Final Stand to get For Cormyr, would it be worth putting ranks in intimidate? Is purple dragon focus worth the 3 AP's to get temp hit points on action boost usage?
    Other suggestions?

  2. #142
    Community Member Nodoze's Avatar
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    Quote Originally Posted by Vindraxx View Post
    I'm thinking about TR'ing into a PDK fighter and I'm thinking of trying this build. I've never played a fighter before and I just was wondering if there are any recommendations people would have for adapting this. My goal would be to get back to 28 through questing on EH, not worried about EE content. I don't have any melee weapons stashed, was thinking of running a greatsword assuming I can find a decent one. Here's some things I'm still trying to figure out:

    Assuming I go 12FTR/7CLR/1, what should that 1 be? Would it be more worthwhile to just stick to the 12/8 split?
    For the PDK tree, what should I consider picking up? Obviously the healing amp, but what about Action surge STR and maybe even CHA for damage? Assuming I go through Final Stand to get For Cormyr, would it be worth putting ranks in intimidate? Is purple dragon focus worth the 3 AP's to get temp hit points on action boost usage?
    Other suggestions?
    A PDK vs Human can have many benefits including starting at level 15 etc... I personally have a Charisma based PDK and like him very much but the OP's build is Strength based and I would keep it that way as I just don't see the benefits basing off of Charisma outweighing the negatives for this build (and many/most builds)...

    AFAIK none of the PDK abilities (Focus/Aura/Action Surges/Rallying Cry/Final Stand/For Cormyr/etc) require you to use PDK weapons and the benefits of being PDK Charisma based for those abilities seem lack-luster or single use...

    I am sure I am missing many things but the main things that come to mind are:

    - Going Charisma based will drop your Tactics;
    - Going Charisma based won't really help your saves without Divine Grace (and that may get nerfed soon anyway);
    - Going Charisma based will hurt your static damage as there are more ways to boost Strength (Divine Might/rages/etc);
    - Even if you had a 100 intimidate, 100 temp HPs X/rest isn't worth that much (example you can get 150 from twisting Cocoon and I don't know if they stack);
    - Getting a Morale bonus to weapon damage equal to your Charisma modifier for two minutes is interesting but only 1/rest makes it less viable to build around;
    - Being locked into PDK weapons often leads to sub-par DPS (shortswords, longswords, and greatswords) unless maybe if you were a S&B build using THF with a bastard sword or had an eSOS and really high stats/gear; Likely you would be better off going PDK Strength based with a ThunderForged Falchion or Legendary Dred with Axes than PDK Charisma with Greatswords...

    The above being said if you were instead going 12F/6C/2Paladin then maybe there would be more synergy there but likely Charisma could still be more of a trap than a boon (especially if/when they nerf Divine Grace for Paladin-2 splashes)...

    Another option if you really wanted Greatswords and WarPriest bonuses with weapons you could look to go BladeForged but you only get single proc ASes either way...

    Whether you go PDK or Human my gut says on your first go around with the build I would stick with the build "as is" getting the Healing Amp and just otherwise moving AP around. Later after you explore the build more you can LR+x and compare things if you want or do a TR if you like the go around...
    Last edited by Nodoze; 07-25-2014 at 04:22 PM.

  3. #143
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    Thanks Nodoze. Yes I wasn't considering changing this to a CHA build, but rather just wondering if there was anything else I should look to change if I go PDK versus human. I'm interested in playing a melee, but I'm very used to having good self healing on hand (Cleric, WF Arti, bard, etc...) so I just didn't want to potentially lock myself into something that I'm not ready to handle (mainly not having good gear set aside for him). This will be my character's 4th TR and I don't want to get him trapped halfway to 28. However, I suppose if I really screw it up I still have a +20 heart I could use to fix him.

  4. #144
    Community Member Nodoze's Avatar
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    Quote Originally Posted by Vindraxx View Post
    Thanks Nodoze. Yes I wasn't considering changing this to a CHA build, but rather just wondering if there was anything else I should look to change if I go PDK versus human. I'm interested in playing a melee, but I'm very used to having good self healing on hand (Cleric, WF Arti, bard, etc...) so I just didn't want to potentially lock myself into something that I'm not ready to handle (mainly not having good gear set aside for him). This will be my character's 4th TR and I don't want to get him trapped halfway to 28. However, I suppose if I really screw it up I still have a +20 heart I could use to fix him.
    With the original build as is (just swapping the dragon mark and some AP around) I think you will have great fun leveling to 28 per your plan on EH and below. Going strength based THF with Great Axes in LD can give you some fun huge crits though going Falchion will be less spiky giving smaller crits more often... Both should give you very strong DPS.

    Having good self-healing on a Melee always makes for great fun for me so I hope you also get that experience...

    Sorry for assuming you were planning on going Charisma based. I made that incorrect assumption when I saw you were thinking of going GreatSwords at the Epic levels and asking questions based off of charisma bonuses to PDK abilities. I would personally steer clear of GreatSwords until they release better ones that are reasonably obtainable (unless you have an eSOS lying around or have a theme that warrants them).

  5. #145

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    I've been considering redoing the posted enhancements for this build, using the following logic:
    • Ameliorating strike requires 22 AP, and is first available at cleric level 4 (level 9 in the build)
    • Keen Edge requires 31 AP, and is first available at fighter level 8 (level 14 in the build)
    • DDoor is one of my favoritest things ever, and costs 7 AP in the human tree

    22 warpriest + 31 kensei + 7 human = 60 AP, which is level 15

    That means DDoor essentially pushes keen edge back from level 14 (earliest possible) to 15. That's acceptable to me. So the leveling concept then becomes:

    29 AP spent in human and warpriest by level 9. Level 9 = 36 AP, leaving 7 AP for kensei haste boost and maybe an extra action boost or something. DDoor may be pushed back to level 5 if you take strength +1 instead of 10% amp, but regardless you get DDoor by 5.

    The broad strokes takeaway is that you're essentially giving up the stalwart defender tree until after level 15, which works for me. I might not even take the defensive stance since I never use a shield. Maybe toss the remaining AP into human for more amp, GH and teleport.

    My current (third) life on this build is level 6 right now; I'm going to get to 9 to try out ameliorating strike at low levels to see how worthwhile it is before making any enhancement changes.

    The big news is that the defensive stance may change from requiring a shield to requiring heavy armor. This build wears heavy armor, so, ..., that's a major change. I'm hesitant to update the build now, only to have to update it again when they change defensive stance. But since it's only changing enhancements, I might go ahead and update it both now and when stances change. (Unlike my recent updating of the tempest trapmonkey build, which tweaked the skills, feats, and even leveling order.)

    EDIT: It's also worth noting that the good stuff in stalwart defender after the change merits 26 AP in the SD tree. That means some hard choices will have to be made: 7 human + 31 kensei + 22 warpriest + 26 defender = 86 AP.

  6. #146
    Community Member Nodoze's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    I've been considering redoing the posted enhancements for this build, using the following logic:
    • Ameliorating strike requires 22 AP, and is first available at cleric level 4 (level 9 in the build)
    • Keen Edge requires 31 AP, and is first available at fighter level 8 (level 14 in the build)
    • DDoor is one of my favoritest things ever, and costs 7 AP in the human tree

    22 warpriest + 31 kensei + 7 human = 60 AP, which is level 15

    That means DDoor essentially pushes keen edge back from level 14 (earliest possible) to 15. That's acceptable to me. So the leveling concept then becomes:

    29 AP spent in human and warpriest by level 9. Level 9 = 36 AP, leaving 7 AP for kensei haste boost and maybe an extra action boost or something. DDoor may be pushed back to level 5 if you take strength +1 instead of 10% amp, but regardless you get DDoor by 5.

    The broad strokes takeaway is that you're essentially giving up the stalwart defender tree until after level 15, which works for me. I might not even take the defensive stance since I never use a shield. Maybe toss the remaining AP into human for more amp, GH and teleport.

    My current (third) life on this build is level 6 right now; I'm going to get to 9 to try out ameliorating strike at low levels to see how worthwhile it is before making any enhancement changes.

    The big news is that the defensive stance may change from requiring a shield to requiring heavy armor. This build wears heavy armor, so, ..., that's a major change. I'm hesitant to update the build now, only to have to update it again when they change defensive stance. But since it's only changing enhancements, I might go ahead and update it both now and when stances change. (Unlike my recent updating of the tempest trapmonkey build, which tweaked the skills, feats, and even leveling order.)

    EDIT: It's also worth noting that the good stuff in stalwart defender after the change merits 26 AP in the SD tree. That means some hard choices will have to be made: 7 human + 31 kensei + 22 warpriest + 26 defender = 86 AP.
    Very interesting and please update what you find. I like the idea of heavy armor becoming more viable/helpful.

  7. #147

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    Quote Originally Posted by EllisDee37 View Post
    EDIT: It's also worth noting that the good stuff in stalwart defender after the change merits 26 AP in the SD tree. That means some hard choices will have to be made: 7 human + 31 kensei + 22 warpriest + 26 defender = 86 AP.
    Looking more closely, it appears that if you settle for just +6 strength from tier 3 stalwart defender, forgoing +6 con/+20% hit points, faster movement and tier 4 strength, everything fits without issue:

    Human (8 AP)
    1 Damage Boost
    2 Amp 10%
    2 Strength
    1 Extra Dragonmark I
    2 DDoor

    Kensei (32 AP)
    4 Power Surge (all four cores)
    3 Haste Boost III
    6 Extra Action Boost III
    6 Tactics III
    4 Strengthx2
    8 Kensei Weapon Specializationx4
    1 Keen Edge

    Warpriest (24 AP)
    2 cores (DR 5/-; meh, but what the heck)
    3 Divine Might III
    3 Toughness III
    5 Inflame (wherever you want to put these 5; inflame III absorption II?)
    3 Wall of Steel III
    4 Strengthx2
    2 Smite Weakness
    2 Ameliorating Strike

    Stalwart Defender (16 AP)
    3 stance (all three cores)
    3 stance saves III
    2 max dex bonus I (padding to meet points prereqs for tiers 2 & 3)
    3 stance PRR III
    3 greater stance strength III
    2 strength

    Which works out to:

    8 Human
    32 Kensei
    24 Warpriest
    16 Stalwart Defender
    ----
    80 AP total

    It all fits just well enough to be satisfying. We would quite enjoy another 11 AP in stalwart defender: 4 (mdb III instead of I) to get to 20 AP spent, then another 3 for +6 con or +20% HP, 2 for +1 strength and 2 for faster movement in stance, but there's no way to get that without sacrificing ameliorating strike, which is one of the nicer (and more tangible) features of the build. Or, I guess, we could sacrifice Keen Edge, but that's crazy talk. (If we did, we could get both +6 con and +20% hit points. instead of one or the other.)

    I'm pretty happy with this breakdown, and the only thing that depends on the changes to stance are the 3 AP for +6 strength. Those can easily be put to good use in the human tree, so no worries there.

    I'm hoping to update the build in the near future, after I get mine back up to 9 to test out ameliorating strike at the low levels.

  8. #148
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    Just an update, I chickened out of TR'ing my character this past weekend into this build. Instead I sent him back to 20 and started my climb back to 28 to unlock all of the primal destinies. I figured it would be more helpful to have access to Cocoon and some additional Twist of Fate points before trying this out. It's still on my list to do, but I want to make sure I'm as prepared as possible going from caster/arti to melee. I might actually just unlock all the destinies first before trying it.

  9. #149
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    Default Favored by the Sovereign Host

    Quote Originally Posted by EllisDee37 View Post
    This THF frontline melee build happens to be new player friendly -- despite that not being one of the design goals -- with no tomes or pay classes/races required.

    The genesis of the build was sparked by a discussion on paladins, where it was said that a 14/6 fighter/fvs would make a better paladin than an actual paladin due to having better dps and heals. I took the idea and ran with it, eventually settling on 12/8 fighter/cleric to get deathward, fom and better heals. I originally rolled up the character before the enhancement pass and it was super fun to play. Now with the introduction of the warpriest tree I think it's ready to post. Compared to a paladin build, this will have better dps, viable tactics in the form of stunning blow, but weaker heals and much lower saves.

    No tomes are required or listed. If you happen to have a +2 int tome put the extra skill points into Balance or Jump. 28pt versions will need to grab a +1 strength tome at level 23 in order to qualify for Overwhelming Critical, but any epic character can easily afford to buy a +1 tome off the ah.

    Alignment doesn't matter. In general True Neutral is best because it takes the least amount of damage from mobs. However, you might consider Chaotic Neutral or Chaotic Good if you want to freely wield True Chaos and/or Pure Good weapons without a umd check.

    Human is preferred for the extra skill points and DDoor clickie. If you want to go with a different race, drop the dragonmark and sacrifice the heal skill. Ideally use a +2 int tome by level 7 to minimize the shortfall, but it should work even without an int tome. Non-humans get 12 AP to play with in either their racial tree or the various class trees.

    The level 21 feat is player's choice; take whatever feat you like there. I recommend either Improved Sunder, Bulwark of Defense, Quicken or Toughness, but none of them are pivotal to the build so any feat you like is fine. Heck, even Skill Focus: UMD might be worth considering. Take Overwhelming Critical @ 21 if you qualify and push the player's choice feat back to 24.

    Code:
    Character Plan by DDO Character Planner Version 04.19.01
    DDO Character Planner Home Page
    
    Kensei Warpriest
    Level 28 Human
    (12 Fighter / 8 Cleric / 8 Epic)
    
    Abilities          28pt    32pt    34pt    36pt
    Strength            16      18      18      18
    Dexterity            8       8       8       8
    Constitution        14      14      14      16
    Intelligence        12      12      12      12
    Wisdom              10       8      10       8
    Charisma            14      14      14      14
    
    Skills              Ranks
    Concentration        23
    Heal                 22
    UMD                  11
    Jump                  4
    Balance               3
    Tumble                1
    
    Feats
     1 : Power Attack
     1H: Least Dragonmark of Passage
     1F: Cleave
     2F: Stunning Blow
     3 : Weapon Focus: Slashing
     3C: Follower of the Sovereign Host
     6 : Great Cleave
     6F: Weapon Specialization: Slashing
     9 : Empower Healing Spell
    10F: Improved Crit: Slashing
    12 : Extend
    13C: Unyielding Sovereignty
    14F: Greater Weapon Focus: Slashing
    15 : THF
    17F: ITHF
    18 : GTHF
    19F: Greater Weapon Specialization: Slashing
    21E: Bulwark of Defense or Improved Sunder or Quicken or Toughness
    24E: Overwhelming Critical
    26D: Tactician
    27E: Blinding Speed
    28D: Perfect Two Handed Fighting
    
    Legendary Dreadnought
    Legendary Tactics III
    Extra Action Boost III
    Momentum Swing III
    Improved Power Attack
    Lay Waste
    Critical Damage III
    Anvil of Thunder
    Devastating Critical
    Headman's Chop
    Master's Blitz
    Twist 1: Sense Weakness
    Twist 2: Rejuvenation Cocoon
    Twist 3: Brace For Impact
    
    
    Level 1 (Fighter)
    Skill: Balance (+1)
    Skill: Heal (+2)
    Skill: Jump (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Fighter Bonus) Cleave
    Feat: (Human Bonus) Least Dragonmark of Passage
    Feat: (Selected) Power Attack
    Enhancement: Human Core: Human Versatility: Damage Boost
    Enhancement: Human1: Orien Dragonmark Focus I
    Enhancement: Kensei Core: Kensei Focus
    Enhancement: Kensei1: Haste Boost I
    
    
    Level 2 (Fighter)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Fighter Bonus) Stunning Blow
    Enhancement: Kensei1: Kensei Weapon Specialization
    Enhancement: Kensei1: Haste Boost II
    Enhancement: Kensei1: Haste Boost III
    
    
    Level 3 (Cleric)
    Skill: Concentration (+4)
    Feat: (Deity) Favored by the Sovereign Host
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Spell (1): Cure Light Wounds
    Spell (1): Nightshield
    Spell (1): Protection from Evil
    Enhancement: Warpriest Core: Smite Foe
    Enhancement: Warpriest1: Divine Might I
    Enhancement: Warpriest1: Divine Might II
    Enhancement: Warpriest1: Divine Might III
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Kensei Core: Spiritual Bond
    Enhancement: Kensei2: Kensei Weapon Specialization
    Enhancement: Warpriest1: Toughness I
    
    
    Level 5 (Cleric)
    Skill: Concentration (+3)
    Skill: Heal (+1)
    Spell (1): Remove Fear
    Enhancement: Human1: Orien Dragonmark Focus II
    Enhancement: Human1: Orien Dragonmark Focus III
    Enhancement: Human1: Improved Recovery
    
    
    Level 6 (Fighter)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Great Cleave
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Kensei2: Tactics I
    Enhancement: Kensei3: Kensei Weapon Specialization
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Spell (2): Cure Moderate Wounds
    Spell (2): Resist Energy
    Spell (2): Eagle's Splendor
    Enhancement: Kensei3: Strength
    Enhancement: Warpriest1: Toughness II
    Enhancement: Warpriest1: Toughness III
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Human Core: Human Adaptability: Strength
    Enhancement: Human2: Lesser Dragonmark of Passage
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Feat: (Selected) Empower Healing Spell
    Spell (1): Bless
    Spell (2): Aid
    Enhancement: Human3: Improved Recovery
    Enhancement: Kensei2: Tactics II
    
    
    Level 10 (Fighter)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Warpriest Core: Resilience of Battle
    Enhancement: Kensei Core: Strike With No Thought
    Enhancement: Kensei2: Tactics III
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Spell (3): Cure Serious Wounds
    Spell (3): Protection from Energy
    Spell (3): Prayer
    Enhancement: Kensei1: Extra Action Boost I
    Enhancement: Kensei4: Strength
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    Enhancement: Warpriest2: Smite Weakness
    Enhancement: Warpriest3: Strength
    
    
    Level 13 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Spell (2): Remove Paralysis
    Spell (3): Magic Circle Against Evil
    Enhancement: Kensei1: Extra Action Boost II
    Enhancement: Kensei1: Extra Action Boost III
    
    
    Level 14 (Fighter)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    Enhancement: Kensei4: Kensei Weapon Specialization
    Enhancement: Kensei5: Keen Edge
    Enhancement: Warpriest2: Inflame I
    
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Feat: (Selected) Two Handed Fighting
    Spell (1): Divine Favor
    Spell (4): Cure Critical Wounds
    Spell (4): Death Ward
    Spell (4): Freedom of Movement
    Enhancement: Warpriest2: Inflame II
    Enhancement: Warpriest2: Inflame III
    Enhancement: Warpriest2: Wall of Steel I
    Enhancement: Warpriest2: Wall of Steel II
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Warpriest2: Wall of Steel III
    Enhancement: Warpriest3: Inflame: Energy Absorption I
    Enhancement: Warpriest3: Inflame: Energy Absorption II
    Enhancement: Warpriest3: Inflame: Energy Absorption III
    
    
    Level 17 (Fighter)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Enhancement: Warpriest4: Ameliorating Strike
    Enhancement: Stalwart Defender Core: Toughness
    Enhancement: SD1: Resilient Defense I
    
    
    Level 18 (Fighter)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Selected) Greater Two Handed Fighting
    Enhancement: SD1: Resilient Defense II
    Enhancement: SD1: Resilient Defense III
    Enhancement: SD1: Stalwart Defensive Mastery
    
    
    Level 19 (Fighter)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Kensei Core: Power Surge
    Enhancement: SD2: Durable Defense I
    Enhancement: SD2: Durable Defense II
    Enhancement: SD2: Durable Defense III
    
    
    Level 20 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+3)
    Spell (3): Aid, Mass
    Spell (4): Recitation
    Enhancement: SD Core: Overbalance
    Enhancement: SD Core: Stalwart Defense
    Enhancement: SD3: Strength
    
    
    Level 21 (Epic)
    Feat: (Selected) Epic: Bulwark of Defense or Improved Sunder or Quicken or Toughness
    
    
    Level 24 (Epic)
    Ability Raise: STR
    Skill: Tumble (+1)
    Feat: (Selected) Epic: Overwhelming Critical
    
    
    
    Level 26 (Epic)
    Feat: (Selected) Epic: Tactician
    
    
    Level 27 (Epic)
    Feat: (Selected) Epic: Blinding Speed
    
    
    Level 28 (Epic)
    Ability Raise: STR
    Feat: (Selected) Epic: Perfect Two Handed Fighting
    
    
    <End of Build>
    Designed to play like a paladin, you start off with two fighter levels and then alternate the next 13 levels between cleric and fighter. This grows your self-healing with you as you level while always keeping a fighter icon in parties so you won't be mistaken for a healer. The final cleric level is pushed back to 20 since it only adds marginal benefit.

    Choose the Kensei Weapon Focus applicable to your weapons, and feel free to reset the tree to change your weapon focus as you level. As an example, I use a crafted greatsword (heavy blades) from level 1 to 3, switch to carnifex (axes) from 4 to 7, back to greatswords (Sword of the Thirty & Whirlwind) from 8 to 19, then finally settle on Epic Antique Greataxe for 20+.

    Here are the complete enhancements by tree for easy respecing in and out:

    Human (12 AP)
    Core: Human Versatility: Damage Boost
    Core: Human Adaptability: Strength
    Tier 1: Improved Recovery
    Tier 1: Orien Dragonmark Focus III
    Tier 2: Lesser Dragonmark of Passage
    Tier 3: Improved Recovery

    Kensei (32 AP)
    Core: Kensei Focus
    Core: Spiritual Bond
    Core: Strike With No Thought
    Core: Power Surge
    Tier 1: Extra Action Boost III
    Tier 1: Haste Boost III
    Tier 1: Kensei Weapon Specialization
    Tier 2: Kensei Weapon Specialization
    Tier 2: Tactics III
    Tier 3: Strength
    Tier 3: Kensei Weapon Specialization
    Tier 4: Kensei Weapon Specialization
    Tier 4: Strength
    Tier 5: Keen Edge

    Warpriest (23 AP)
    Core: Smite Foe
    Core: Resilience of Battle
    Tier 1: Divine Might III
    Tier 1: Toughness III
    Tier 2: Inflame III
    Tier 2: Smite Weakness
    Tier 2: Wall of Steel III
    Tier 3: Inflame: Energy Absorption III
    Tier 3: Strength
    Tier 4: Ameliorating Strike

    Stalwart Defender (13 AP)
    Core: Toughness
    Core: Overbalance
    Core: Stalwart Defense
    Tier 1: Stalwart Defensive Mastery
    Tier 1: Resilient Defense III
    Tier 2: Durable Defense III
    Tier 3: Strength
    Level 3 Cleric Feat "Favored by the Sovereign Host". Didn`t find such. Maybe it was meant "Follower of the Sovereign Host"?

  10. #150

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    Quote Originally Posted by xBunny View Post
    Level 3 Cleric Feat "Favored by the Sovereign Host". Didn`t find such. Maybe it was meant "Follower of the Sovereign Host"?
    Good catch, corrected. While I was in there I noticed that Unyielding Sovereignty was missing from the level 13 section so I added that as well. (Both were listed correctly in the feat summary at the top of the build.)

  11. #151
    Community Member xBunny's Avatar
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    Default Feat: (Human Bonus) Least Dragonmark of Passage

    Quote Originally Posted by EllisDee37 View Post
    Good catch, corrected. While I was in there I noticed that Unyielding Sovereignty was missing from the level 13 section so I added that as well. (Both were listed correctly in the feat summary at the top of the build.)
    Thx for the quick reply. I have one question though. What for "Feat: (Human Bonus) Least Dragonmark of Passage" is needed? I have guild buff named Chronoscope wich gives me +40% movement speed (it says in public aera but it seems to work everywhere). So maybe i should replace this Feat with something more usefull??
    P.S. I didn`t play for long time and i cant remember if there was any way to redo my character on low lvl without big expences - change Feats for example.

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    Quote Originally Posted by xBunny View Post
    Thx for the quick reply. I have one question though. What for "Feat: (Human Bonus) Least Dragonmark of Passage" is needed? I have guild buff named Chronoscope wich gives me +40% movement speed (it says in public aera but it seems to work everywhere). So maybe i should replace this Feat with something more usefull??
    P.S. I didn`t play for long time and i cant remember if there was any way to redo my character on low lvl without big expences - change Feats for example.
    I take the dragonmark mostly for DDoor, but I also enjoy the expeditious retreat clickies from the moment you wash up on shore in Korthos. Note that the Chrono buff is only for public areas, not for quests.

  13. #153
    Community Member xBunny's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    I take the dragonmark mostly for DDoor, but I also enjoy the expeditious retreat clickies from the moment you wash up on shore in Korthos. Note that the Chrono buff is only for public areas, not for quests.
    But it seems to work in quests areas too. When i am under buff Chronoscope and do my quests, i move very quick without dragon mark, and use off dragonmark doesn`t not encrease my speed. Maybe it is a bug with that buff, but it seems to work on quests areas too. Tell me plz how can i drop my feats, there was some kind of cheap reborn as far as i remember. And i have question about Stunning Blow. I do not use it very often, and it seems to stun not very often too. Is this feat usefull on higher lvl or it can be dropped too?
    Sorry for offtop, you seems to be very expiriend player, tell me plz what collectables, gems and igredients should be collected.
    P.S. Sorry for my dum question - i`am newbie..))
    Last edited by xBunny; 09-18-2014 at 04:54 AM.

  14. #154
    Community Member xBunny's Avatar
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    Quote Originally Posted by xBunny View Post
    But it seems to work in quests areas too. When i am under buff Chronoscope and do my quests, i move very quick without dragon mark, and use off dragonmark doesn`t not encrease my speed. Maybe it is a bug with that buff, but it seems to work on quests areas too. Tell me plz how can i drop my feats, there was some kind of cheap reborn as far as i remember. And i have question about Stunning Blow. I do not use it very often, and it seems to stun not very often too. Is this feat usefull on higher lvl or it can be dropped too?
    Sorry for offtop, you seems to be very expiriend player, tell me plz what collectables, gems and igredients should be collected.
    P.S. Sorry for my dum question - i`am newbie..))
    Chronoscope seems to work on quests sometimes. I noticed that on some quests it is working on some no. Or maybe it depens on buffer timer. This buff seems to be laggy. Tell me plz what for is DDoor?,when and how people use it. I read on wiki, but dont know when to use it.
    P.S. i am lvl 5 now and i had win 400 Experience points in silver DailyDice. It gives me exp enough to lvl up. I wander should i use it to gain 6 lvl or it is better to use it on higher lvl?
    Last edited by xBunny; 09-18-2014 at 01:38 PM.

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    Quote Originally Posted by xBunny View Post
    Chronoscope seems to work on quests sometimes. I noticed that on some quests it is working on some no. Or maybe it depens on buffer timer. This buff seems to be laggy. Tell me plz what for is DDoor?,when and how people use it. I read on wiki, but dont know when to use it.
    Dimension Door is a spell or (spell-like?) ability (the latter in case of dragonmark) that generates a temporary "door" in the air, leading to wherever you entered the current quest or whatever. So normally it leads to the quest entrance. (If you use it in wilderness areas after doing a quest, quest exit is where you entered the wilderness so...)

    It's very useful in some quests and especially some challenges (and Crystal Cove).

    Quote Originally Posted by xBunny View Post
    P.S. i am lvl 5 now and i had win 400 Experience points in silver DailyDice. It gives me exp enough to lvl up. I wander should i use it to gain 6 lvl or it is better to use it on higher lvl?
    Actually the dice xp is sort of funny.

    Remember, normally you don't *have* to take 6 yet, you can stay level 5 and keep gaining experience until you're 1 point from level 7. At that point you can't gain more xp from quests, wilderness objectives and whatever... but can still gain xp from the dice. (Except if you run into the heroic/epic boundary I think, but... you're a ways from level 20 still.)

    So unless you're running with senior characters' TR train (where someone else needs more xp than you per level, and you want to maintain same level for bravery-streak purposes) or you're at least near the heroic xp cap at 20, you don't benefit noticeably from not using the dice xp right away.
    No longer completely f2p as of November 2014. Father of a few more DDO players.

  16. #156
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    Quote Originally Posted by EllisDee37 View Post

    EDIT: It's also worth noting that the good stuff in stalwart defender after the change merits 26 AP in the SD tree. That means some hard choices will have to be made: 7 human + 31 kensei + 22 warpriest + 26 defender = 86 AP.
    ... I don't suppose you've looked at putting points into Vanguard, alternatively? Since this would feel like sort of a natural level split for that kind of a build too... hm, does Ameliorating Strike proc on the "secondary shield bash" too, like it does with doublestrike?

    Besides it sort of looked like sword-and-board was pretty much a cleric thing until recently, and you can put spellpower augments on a bunch of named shields... some of my characters still have red-slotted lootgen shields in the bank, too (or do those still drop? Haven't seen any recently). So along that pattern...

    And if the wiki is correct... well, right now it seems to be saying that Vanguard capstone requires character level 20, not fighter or paladin 20.



    And, well, since Great Cleave is no longer required for Overwhelming Critical... drop Great Cleave, Stunning Blow, and Greater Weapon Specialization in favor of Shield Mastery, Improved Shield Mastery and Improved Shield Bash to be able to switch enhancements between near-max benefit from T5 Kensei or Vanguard? Sure, it probably wouldn't be optimal in either but...
    Hm... yeah, the one character I was thinking about possibly doing this with is a dwarf, otherwise would be likely to want a proficiency feat too...
    Last edited by mna; 10-08-2014 at 04:04 PM. Reason: some more pondering
    No longer completely f2p as of November 2014. Father of a few more DDO players.

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    Those are interesting ideas.

    One other thing that I've been thinking of lately is that you can get Keen Edge in the divine crusader tree, and divine crusader is as good if not better than legendary dreadnought now, at least for this build, so there's no particular reason to lock yourself into tier 5 kensei anymore. Even if sticking with THF, the stalwart tree is worth considering.

    For me, if I wanted to roll up a SWF with fighter levels, I'd probably go with bard instead of cleric as the second class if only to get the goodies from the swashbuckler tree.

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    Quote Originally Posted by EllisDee37 View Post
    For me, if I wanted to roll up a SWF with fighter levels, I'd probably go with bard instead of cleric as the second class if only to get the goodies from the swashbuckler tree.
    On the other hand... bards don't get Deathward, and still don't like heavy armor and tower shields. So I was wondering if *that* kind of a character with cleric levels would be worthwhile after u23...


    Then again, it seems that the wiki is just wrong, Vanguard does follow fighter/paladin levels and not general character levels. Which means, 12 Ftr required for the 65% secondary bash.



    Even if nothing else, with the base build that uses Stunning Blow, you can get +3 DC for that from Vanguard tier 2. That'd be 5 prereq + 3 = 8 ap there.
    No longer completely f2p as of November 2014. Father of a few more DDO players.

  19. #159
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    Quote Originally Posted by EllisDee37 View Post
    One other thing that I've been thinking of lately is that you can get Keen Edge in the divine crusader tree, and divine crusader is as good if not better than legendary dreadnought now, at least for this build, so there's no particular reason to lock yourself into tier 5 kensei anymore. Even if sticking with THF, the stalwart tree is worth considering.

    For me, if I wanted to roll up a SWF with fighter levels, I'd probably go with bard instead of cleric as the second class if only to get the goodies from the swashbuckler tree.
    Celestial Champion stacks w/everything, inc. Keen Edge and Swashbuckling, AFAIK. Keen Edge & Swashbuckling are both competence bonuses, so they only stack if you use, say, kukris or rapiers: +1 crit multiplier from Swashbucking, +1 crit range from Keen Edge (effectively duplicating Holy Sword). So I was thinking ftr 12 / cleric or FvS 5 / bard 3: that gets you Keen Edge, Swashbuckling, Power Surge, Skaldic Rage, Div Might, Ameliorating Strike.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

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    Now that Paladins are good is there a point to this build? Wasn't the original aim to create a Divine Melee?

    Don't take this the wrong way its still a fine build but with Paladins rocking now how does this build distinguish itself from Paladin?

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