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  1. #1
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    Default 8 Ftr 6 Pal 6 Mnk Dual Wield Build - feedback requested

    I currently have a Human 18 Pal 2 Ftr sword & board build that's level 25, and am thinking of using my +20 Lesser Heart of Wood for the following build. Am undecided between khopesh and bastard sword, but am leaning toward khopesh due to the better crit multiplier. Haven't had the opportunity to try out this build on Lamannia, but will the next time it opens. I'd like to see how well cure light wounds will work with the maximize feat, healing skill increases, and healing amp enhancements. Ditto with lay on hands. Also, want to test khopesh damage with fists of iron ninja spy enhancement.

    Looking forward to your feedback to improve the concept here. Thanks.

    Code:
    Character Plan by DDO Character Planner Version 04.20.02
    DDO Character Planner Home Page
    
    Level 28 Lawful Good Human Male
    (8 Fighter \ 6 Paladin \ 6 Monk \ 8 Epic) 
    Hit Points: 478
    Spell Points: 140 
    BAB: 18\18\23\28\28
    Fortitude: 23
    Reflex: 18
    Will: 15
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 28)           (Level 28)
    Strength             16                 26                   28
    Dexterity            14                 18                   18
    Constitution         16                 21                   21
    Intelligence          8                 12                   12
    Wisdom               14                 18                   18
    Charisma              8                 12                   12
    
    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 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
    +3 Tome of Strength used at level 10
    +3 Tome of Dexterity used at level 10
    +3 Tome of Constitution used at level 10
    +3 Tome of Intelligence used at level 10
    +3 Tome of Wisdom used at level 10
    +3 Tome of Charisma used at level 10
    +4 Tome of Strength used at level 15
    +4 Tome of Dexterity used at level 15
    +4 Tome of Constitution used at level 15
    +4 Tome of Intelligence used at level 15
    +4 Tome of Wisdom used at level 15
    +4 Tome of Charisma used at level 15
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 28)          (Level 28)
    Balance               6                 17                   28
    Bluff                -1                  1                    9
    Concentration         3                  5                   16
    Diplomacy            -1                  1                    9
    Disable Device       n/a                n/a                   n/a
    Haggle               -1                  1                    9
    Heal                  2                 25                   33
    Hide                  2                  4                   12
    Intimidate           -1                  1                    9
    Jump                  7                 27                   38
    Listen                2                  4                   12
    Move Silently         2                  4                   12
    Open Lock             n/a               n/a                  n/a
    Perform              n/a                n/a                   n/a
    Repair               -1                  1                    9
    Search               -1                  1                    9
    Spellcraft           -1                  1                    9
    Spot                  6                 25                   33
    Swim                  3                  9                   17
    Tumble                6                  8                   19
    Use Magic Device     n/a                n/a                   n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Jump (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Feat: (Selected) Cleave
    Feat: (Monk Bonus) Power Attack
    Feat: (Human Bonus) Toughness
    
    
    Level 2 (Paladin)
    Skill: Heal (+2)
    Feat: (Deity) Follower of the Sovereign Host
    
    
    Level 3 (Paladin)
    Skill: Heal (+2)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Spot (+3)
    Feat: (Monk Bonus) Dodge
    
    
    Level 5 (Paladin)
    Skill: Heal (+2)
    
    
    Level 6 (Monk)
    Skill: Balance (+2)
    Skill: Spot (+2)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 7 (Paladin)
    Skill: Heal (+3)
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Jump (+3)
    Feat: (Fighter Bonus) Exotic Weapon Proficiency: Khopesh
    
    
    Level 9 (Fighter)
    Skill: Jump (+3)
    Feat: (Selected) Great Cleave
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    
    
    Level 10 (Fighter)
    Skill: Jump (+3)
    
    
    Level 11 (Paladin)
    Skill: Heal (+3)
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Skill: Heal (+3)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 13 (Fighter)
    Skill: Jump (+3)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    
    
    Level 14 (Fighter)
    Skill: Heal (+1)
    Skill: Jump (+1)
    
    
    Level 15 (Fighter)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Feat: (Selected) Maximize Spell
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 16 (Monk)
    Ability Raise: STR
    Skill: Spot (+6)
    
    
    Level 17 (Monk)
    Skill: Balance (+1)
    Skill: Spot (+5)
    
    
    Level 18 (Monk)
    Skill: Balance (+5)
    Skill: Spot (+1)
    Feat: (Selected) Master of Forms
    Feat: (Monk Bonus) Mobility
    
    
    Level 19 (Fighter)
    Skill: Heal (+2)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Heal (+2)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    
    
    Level 21 (Epic)
    Feat: (Selected) Epic: Overwhelming Critical
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Ability Raise: CON
    Feat: (Selected) Grandmaster of Forms
    
    
    Level 25 (Epic)
    
    
    Level 26 (Epic)
    Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting
    
    
    Level 27 (Epic)
    Feat: (Selected) Epic: Blinding Speed
    
    
    Level 28 (Epic)
    Ability Raise: STR
    Feat: (Epic Destiny) Epic Destiny: Elusive Target
    Enhancement: Human - Human Versatility: Damage Boost (Rank 1)
    Enhancement: Human - Human Adaptability: Strength (Rank 1)
    Enhancement: Human - Improved Recovery (Rank 1)
    Enhancement: Kensei (Ftr) - Kensei Focus: Heavy Blades (Rank 1)
    Enhancement: Kensei (Ftr) - Spiritual Bond (Rank 1)
    Enhancement: Kensei (Ftr) - Strike With No Thought (Rank 1)
    Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 1)
    Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 2)
    Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 3)
    Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Heavy Blades (Rank 1)
    Enhancement: Kensei (Ftr) - Exotic Weapon Mastery (Rank 1)
    Enhancement: Kensei (Ftr) - Haste Boost (Rank 1)
    Enhancement: Kensei (Ftr) - Haste Boost (Rank 2)
    Enhancement: Kensei (Ftr) - Haste Boost (Rank 3)
    Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Heavy Blades (Rank 1)
    Enhancement: Kensei (Ftr) - Weapon Meditation (Rank 1)
    Enhancement: Kensei (Ftr) - Critical Accuracy (Rank 1)
    Enhancement: Kensei (Ftr) - Critical Accuracy (Rank 2)
    Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Heavy Blades (Rank 1)
    Enhancement: Kensei (Ftr) - Shattering Strike (Rank 1)
    Enhancement: Kensei (Ftr) - Strength (Rank 1)
    Enhancement: Kensei (Ftr) - Critical Damage (Rank 1)
    Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Heavy Blades (Rank 1)
    Enhancement: Kensei (Ftr) - A Good Death (Rank 1)
    Enhancement: Kensei (Ftr) - Keen Edge (Rank 1)
    Enhancement: Kensei (Ftr) - One With The Blade (Rank 1)
    Enhancement: Kensei (Ftr) - Deadly Strike (Rank 1)
    Enhancement: Sacred Defender (Pal) - Holy Bastion (Rank 1)
    Enhancement: Sacred Defender (Pal) - Divine Righteousness (Rank 1)
    Enhancement: Sacred Defender (Pal) - Sacred Defense (Rank 1)
    Enhancement: Sacred Defender (Pal) - Extra Lay on Hands (Rank 1)
    Enhancement: Sacred Defender (Pal) - Extra Lay on Hands (Rank 2)
    Enhancement: Sacred Defender (Pal) - Extra Lay on Hands (Rank 3)
    Enhancement: Sacred Defender (Pal) - Durable Defense (Rank 1)
    Enhancement: Sacred Defender (Pal) - Durable Defense (Rank 2)
    Enhancement: Sacred Defender (Pal) - Durable Defense (Rank 3)
    Enhancement: Sacred Defender (Pal) - Inciting Defense (Rank 1)
    Enhancement: Sacred Defender (Pal) - Inciting Defense (Rank 2)
    Enhancement: Sacred Defender (Pal) - Inciting Defense (Rank 3)
    Enhancement: Sacred Defender (Pal) - Resilient Defense (Rank 1)
    Enhancement: Sacred Defender (Pal) - Resilient Defense (Rank 2)
    Enhancement: Sacred Defender (Pal) - Resilient Defense (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Shadow Veil (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Fists of Iron (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Agility (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Agility (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Agility (Rank 3)
    Enhancement: Shintao (Mnk) - Bastion of Purity (Rank 1)
    Enhancement: Shintao (Mnk) - Protection from Tainted Creatures (Rank 1)
    Enhancement: Shintao (Mnk) - Iron Hand (Rank 1)
    Enhancement: Shintao (Mnk) - Deft Strikes (Rank 1)
    Enhancement: Shintao (Mnk) - Deft Strikes (Rank 2)
    Enhancement: Shintao (Mnk) - Iron Skin (Rank 1)
    Enhancement: Shintao (Mnk) - Iron Skin (Rank 2)
    Enhancement: Shintao (Mnk) - Iron Skin (Rank 3)

  2. #2
    Community Member XodousRoC's Avatar
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    Quote Originally Posted by ValidorKanston View Post
    I'd like to see how well cure light wounds will work with the maximize feat, healing skill increases, and healing amp enhancements. Ditto with lay on hands. Also, want to test khopesh damage with fists of iron ninja spy enhancement.

    Looking forward to your feedback to improve the concept here. Thanks.

    [/code]
    I'm not an expert build guru, so I'd only have a couple of things to say about your direction, because so much of this game is so open and you really should build to purpose and season to taste.

    1.) You specifically want to test your cure light...but you put very, very little into your heal skill. To me, you either invest in the skill or you don't. Your gains will likely be marginal at the outside. Spot is handy, but can easily be buffed with good spotters (goggs). I, personally, love me some Spot, but you are taking it over something you've stated to be a build objective; maximizing your cure light wounds. Also, it should be noted that with a good devo item and heal skill maximization, your healing curse finisher can be more than a substitute cure light...though with only 6 monk levels, you've self-limited your total healing finisher potential.
    2.) Did you feel like your to-hit was going to be compromised so badly that you had to add GWF? I could see GWS here for the extra damage (get it where you can), but your to-hit will be quite sufficient without spending another precious feat on it.
    Last edited by XodousRoC; 04-15-2014 at 09:40 AM. Reason: Grammatical usage

  3. #3
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by XodousRoC View Post
    2.) Did you feel like your to-hit was going to be compromised so badly that you had to add GWF? I could see GWS here for the extra damage (get it where you can), but your to-hit will be quite sufficient without spending another precious feat on it.
    It's a prerequisite for the tier 4 kensai weapon group specialization enhancement, which in turn is a prerequisite for Keen Edge.

    This is the somewhat unfortunate thing about fighters -- yes, they get bonus feats; but they also have somewhat useless feat prerequisites for their enhancements.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  4. #4
    Hero JOTMON's Avatar
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    Quote Originally Posted by XodousRoC View Post
    I'm not an expert build guru, so I'd only have a couple of things to say about your direction, because so much of this game is so open and you really should build to purpose and season to taste.

    1.) You specifically want to test your cure light...but you put very, very little into your heal skill. To me, you either invest in the skill or you don't. Your gains will likely be marginal at the outside. Spot is handy, but can easily be buffed with good spotters (goggs). I, personally, love me some Spot, but you are taking it over something you've stated to be a build objective; maximizing your cure light wounds. Also, it should be noted that with a good devo item and heal skill maximization, your healing curse finisher can be more than a substitute cure light...though with only 6 monk levels, you've self-limited your total healing finisher potential.
    2.) Did you feel like your to-hit was going to be compromised so badly that you had to add GWF? I could see GWS here for the extra damage (get it where you can), but your to-hit will be quite sufficient without spending another precious feat on it.

    1. Personally I would cap the heal skill investment, but Realistically the difference is insignificant.
    When I add up his infestment by level I see the OP is showing 19 points out of the possible 23 point investment into heal... total looks different on his summary..
    Heal skill is only a class skill for paladin levels and cross class for all other life level ups based on combination chosen here.
    It is an insignificant difference considering random weapon/ Gear can be acquired at level 28 to give +120+., Maximize gives another 150... so should be able to hit 300+ spell power without any work.
    The difference between 300+ spell power and 304+ spell power is miniscule.

    I would probably max Heal and tweak the jump as jump caps at 40 regardless of buffs. so typically only invest enough into jump.. with a standing end str of 28 would give +9 and jump spell/clickie of +30.. cwould only need 1 point in jump to hit cap.


    2. as above poster said. it is a prereq for Kensai centered weapon.. so it is required for this build.
    Last edited by JOTMON; 04-15-2014 at 11:25 AM.
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  5. #5
    Community Member XodousRoC's Avatar
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    Quote Originally Posted by Cardtrick View Post
    It's a prerequisite for the tier 4 kensai weapon group specialization enhancement, which in turn is a prerequisite for Keen Edge.

    This is the somewhat unfortunate thing about fighters -- yes, they get bonus feats; but they also have somewhat useless feat prerequisites for their enhancements.
    Duly noted. It really is unfortunate the OP has to go that route. There are much more beneficial feats that could be taken in this spot without that requirement. I do see where the devs were at with the requirement...I just don't agree with it due to the relative lack of merit it has to the function of a class with full BAB.

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