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  1. #1
    Community Member Ambulance's Avatar
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    Default need advice for viable endgame ftr build

    Hey guys,

    I only came back from a longer break (pre - new enhancement trees etc) and I seem to be completely at a loss here.. When I came back, I built my 18brb/2ftr just like I used to, when this was more or less the max sustainable dps build. However I realized that every build nowadays seems to be self sufficient and able to self heal; something which I'm pretty in lack of. (when I'm out of SF pots, I'm so dead in EE)

    Which is why I was considering to TR him into sth with more viable for endgame content.

    Since pure fighter doesn't seem to be an option, I was thinking of a THF WF fighter, pally and rogue splash (pally for saves and rogue for evasion, the toon wil be running in a static group of WF)

    I've been looking all over the forums, but haven't found anything interesting with WF yet.

    Now what I don't know is: what to put where in which enhancement trees for the best dps/tank balance? Should I go stalwart defender or kensei? I only know that I need to put points in kensei for the selected weapon and the haste boost. And I need some points in KotC for divine might

    moreover: where do I need to put my dex in order to reach a decent reflex save for evasion to work? And what cha do I need for divine might to be useful

    also, how many levels of which class? I was thinking 12/4/4 ftr/pal/rog

    I don't have monk btw.

    I also don't really know how important AC, dodge and PRR are at the moment? Which is the most important and what else can I do to improve those, except through items?

    Thanks for any help!

    Amb.
    Last edited by Ambulance; 08-24-2014 at 11:08 AM.
    ORIEN: Ambo

  2. #2
    Founder & Build Synthesis Battlehawke's Avatar
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    Default build

    In 2-6 weeks things will change with the addition of MRR. In the current game, the most Important survivalist skills that are needed (in order) are:

    1) Self Healing
    2) Evasion
    3) Dodge
    4) PRR
    5) Saves
    6) Blur
    7) Displacement
    8) AC

    Many will debate the order, but you get the idea.... The biggest of them all, however is DPS. You have to take down the mobs, otherwise it doesn't matter.

    If going WF, then that probably means Sorc, Wiz, Artificer or Paladin. Other classes are doable, but those offer the best self healing for a WF.

    If you have BF, then ALL the rules change, because BF can heal themselves no matter what class they are.

    Check out the link in my signature for some build ideas.

    If you do not have BF and are still stuck on WF Fighter, let us know, there are some options, they just may not be optimal.
    Last edited by Battlehawke; 08-24-2014 at 07:10 PM.
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  3. #3
    Community Member Ambulance's Avatar
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    Quote Originally Posted by Battlehawke View Post
    In 2-6 weeks things will change with the addition of MRR. In the current game, the most Important survivalist skills that are needed (in order) are:

    1) Self Healing
    2) Evasion
    3) Dodge
    4) PRR
    5) Saves
    6) Blur
    7) Displacement
    8) AC

    Many will debate the order, but you get the idea.... The biggest of them all, however is DPS. You have to take down the mobs, otherwise it doesn't matter.

    If going WF, then that probably means Sorc, Wiz, Artificer or Paladin. Other classes are doable, but those offer the best self healing for a WF.

    If you have BF, then ALL the rules change, because BF can heal themselves no matter what class they are.

    Check out the link in my signature for some build ideas.

    If you do not have BF and are still stuck on WF Fighter, let us know, there are some options, they just may not be optimal.
    Thanks very much for the reply!

    I do have BF, but I'll stick to WF since we're al WF and wanted to be the exact same class.

    I have also reconsidered my build idea and will go for 18ftr/2rog to make it less complicate. So ftr because that's the class I want to play and rog for evasion.

    However I don't really know where to put my base dex in order to get decent reflex saves for evasion to be useful..

    Do I understand it right that evasion > PRR from adamantine body?

    Also even though I've been playing this game for a while.. I still don't really know how dex to AC works.. how much dex will I need in order to get the max AC out of a mithral body (which I will be using to be able to use evasion)?

    Another idea I had was this: Instead of going dex for evasion, I could use int instead and take the feat insightful reflexes. That way I would have more skill points, which would be useful to get my umd and other useful skills up. Maybe some search and disable device as well. That way, however, I won't be able to get the dodge feat. Therefore: How important is the dodge feat? I can get dodge through other stuff as well and the feat is only 3%..

    any ideas?

    cheers

    Amb
    Last edited by Ambulance; 08-26-2014 at 04:36 AM.
    ORIEN: Ambo

  4. #4
    Community Member the_one_dwarfforged's Avatar
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    when mrr (magical resistance rating) comes out pure fighter with addy body will be better than 18/2 with evasion.

    raising dex past a certain point is the most expensive way to increase your reflex save. when you start having to spend 2-3 builds points per .5 point of reflex save gained it becomes not worth it in my opinion. so my suggestion for a 34pt wf would be 18 str, 14 dex, 18 con, 10 int. increase stats as you see fit if you have a higher point build.

    dex to ac will likely be minimal, and your ac isnt going to matter much except for early-mid heroics. using mithral body will allow evasion if you have rogue levels, but if you plan to play this character on this life when the armor changes come out, going pure fighter with adamantine body is the superior offensive and defensive choice. your dex to reflex is not capped by your armor or anything else, so you will still be rewarded for having a halfway decent dex score.

    heavy armor will take care of defense. for offense you want haste boost, extra action boosts, power surge, keen edge, and alacrity from kensei.

    falchions are better than greatswords, greatswords are better than greataxes.
    You are but a lamb, ignorant of your own ignorance. You no longer interest me.

  5. #5
    Community Member Ambulance's Avatar
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    Quote Originally Posted by the_one_dwarfforged View Post
    when mrr (magical resistance rating) comes out pure fighter with addy body will be better than 18/2 with evasion.
    makes sense

    Quote Originally Posted by the_one_dwarfforged View Post
    raising dex past a certain point is the most expensive way to increase your reflex save. when you start having to spend 2-3 builds points per .5 point of reflex save gained it becomes not worth it in my opinion. so my suggestion for a 34pt wf would be 18 str, 14 dex, 18 con, 10 int. increase stats as you see fit if you have a higher point build.
    actually, that's what I did in the end (rolled him a few days ago already)

    thanks for pointing it out though

    Quote Originally Posted by the_one_dwarfforged View Post
    falchions are better than greatswords, greatswords are better than greataxes.
    I know falchions have the best crit range, but crits with greataxes are higher.. isn't it worth investing some points in some stuff that increases crit range and go for greataxes after all?
    ORIEN: Ambo

  6. #6
    Community Member the_one_dwarfforged's Avatar
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    Quote Originally Posted by Ambulance View Post
    I know falchions have the best crit range, but crits with greataxes are higher.. isn't it worth investing some points in some stuff that increases crit range and go for greataxes after all?
    falchion:
    8 crits per 20 hits avg with x2 multiplier:
    12 basic hits
    16 hits from criticals
    = 28 effective hits.

    greataxe:
    4 crits per 20 hits avg with x3 multiplier:
    16 basic hits
    12 hits from criticals
    = 28 effective hits.

    what is going to tip this in favor of falchions is the fact that you are probably going to have seeker, and seeker benefits falchions more. also the more hits you do the more often you will crit, and seeing as things wont happen exactly as the averages say id rather go with more reliable dps. higher crit range is more useful (in my opinion) against heavy fort enemies when you can bypass some but not all of their fort, because your crit range will be (crit range [0.xx])*(fortification you arent bypassing [0.xx]). so for falchions your crit range would drop from 40% crit chance to 4% and greataxes would drop from 25% to 2.5%. that situation assumes 10% fort bypass, and id rather crit 1.6 times as often for only x2 dmg because its still more damage.

    bottom line for heroics even if you have lots of seeker the difference wont be major, but falchions are better.
    Last edited by the_one_dwarfforged; 08-31-2014 at 02:00 PM.
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  7. #7
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    Default

    20 Paladin.

  8. #8
    Community Member Ambulance's Avatar
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    Quote Originally Posted by the_one_dwarfforged View Post
    what is going to tip this in favor of falchions is the fact that you are probably going to have seeker, and seeker benefits falchions more. also the more hits you do the more often you will crit, and seeing as things wont happen exactly as the averages say id rather go with more reliable dps. higher crit range is more useful (in my opinion) against heavy fort enemies when you can bypass some but not all of their fort, because your crit range will be (crit range [0.xx])*(fortification you arent bypassing [0.xx]). so for falchions your crit range would drop from 40% crit chance to 4% and greataxes would drop from 25% to 2.5%. that situation assumes 10% fort bypass, and id rather crit 1.6 times as often for only x2 dmg because its still more damage.

    bottom line for heroics even if you have lots of seeker the difference wont be major, but falchions are better.
    smaller numbers though.. I love big numbers ^^

    but yeah, you're right, I guess

    Quote Originally Posted by Bridge_Dweller View Post
    20 Paladin.
    very helpful :P
    ORIEN: Ambo

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