I remember the old stick fighter build, is there a recent update that is similar for acrobat/stick fighters? Wasnt sure if this was more rog or monk or dru?
I remember the old stick fighter build, is there a recent update that is similar for acrobat/stick fighters? Wasnt sure if this was more rog or monk or dru?
Well not sure of the entire build but most stick builds will take at least 2 rogue because the rogue gets a +15% attack speed to staff attacks through AP's plus the enhancement Quickstrike is much better for a rogue then the monks supposed equal version. Plus you can get trap skills if ya want
Toons - Ziffin / Hirtz / Mheka / Duskh
Guild - High Lords of Malkier
Server - Sarlona
See my halfling Acrobat and Knight of the Holy Stick threads, as well as Zeus.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
I've been playing 13 rogue/6 monk/1 druid for 2 lives now. I get pretty hefty sneak attack damage and decent defences with shadow veil and a good dodge. The 1 druid level gives ram's might and shillelagh, which can limit your staff options (needs to be wooden to benefit from Shillelagh), but Rahl's Might is wooden and if you upgrade the force version it's a pretty sweet staff. You are also able to get traps (not a lot of INT, but get yourself a +6 item to put on when you're trapping and you'll have no problems provided you put points into your search and DD every level).
Edit: There was a great thread for staff builds but it now has a redirect loop. So much great information out there that seems wasted..
Last edited by zichant; 01-21-2015 at 01:30 AM.
Cannith: Endelda, Denela, Bachman, Bachette, Nouvela, Haines and Weeboe! Guild leader of Renegade on Cannith.
12 rogue/4 fighter/4 barbarian dex based (can do less barb and more fighter or rogue as long as you have 2 barb)
Thief acrobat enhancements to Kip up and expnd crit (esp. improved def. roll and no mercy)
Stalwart defender 1st stance
occult slayer ear smah
rest to taste
Thanks - for flavor was looking to have rog/monk with some mix.. no idea what.. and also no clue to build dex or str? Going to check out that youtube link. Do you go THF or SWF? so many choices? what are the masses doing these days?
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
Does it matter THF over SWF?
* THF requires 17 str to get GTHF.. meaning str based.
* SWF just requires balance..
Assuming Power Attack either way? min 13 str?
Is it really a trade off of trash dps (THF) vs single target dps (SWF)?
If you go STR is there any reason to not dump (or not invest strong into) DEX?
I like modern Zeus variants... bladeforged self-healing and immunities make them really hard to kill:
13 rogue 4 pally 3 monk: almost immune to anything, high saves, slippery mind, epic reflexes, dragon skin twist, knockdown immunity from 12 acro
10 rogue 6 monk 4 pally: slightly faster run, 2 more feats, monk incorporeality
both str/cha based for divine might and saves
Zeugen der Dreizehn, Thelanis:
Makkuroi, chain TR: currently drow pure caster warlock
PLs: Completionist; 3xWiz, Sor; 2x Pal, Brd, Monk EPLs: 3x CotQ,Brc,DS,EW,EC 1xFH,PLD ; IPLs: 2x BF; 3x PDK, SDK
Any input on this? seems like most of the feats that I'd want are not available until late. The first 12 levels are already done. This was an old old build prior to enhancement pass, opening her enhancement screen shows missing enhancement windows - when I petitioned a GM they said LR. So here I am.. willing to +1 out of dru but alignment is off for pally anyhow.
[code]Character Plan by DDO Character Planner Version 04.23.01Code:Character Plan by DDO Character Planner Version 04.23.01 DDO Character Planner Home Page Level 28 Lawful Neutral Halfling Male (6 Monk \ 13 Rogue \ 1 Druid \ 8 Epic) Hit Points: 310 Spell Points: 210 BAB: 13\13\18\23 Fortitude: 14 Reflex: 16 Will: 11 Starting Feat/Enhancement Abilities Base Stats Modified Stats (32 Point) (Level 1) (Level 28) Strength 16 23 Dexterity 14 14 Constitution 14 14 Intelligence 14 14 Wisdom 8 8 Charisma 8 8 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 28) Balance 6 20 Bluff 3 15 Concentration 2 28 Diplomacy 3 15 Disable Device 6 33 Haggle -1 7 Heal -1 9 Hide 2 14 Intimidate -1 7 Jump 7 28 Listen -1 9 Move Silently 2 12 Open Lock 6 33 Perform n/a n/a Repair 2 10 Search 6 33 Spellcraft 2 10 Spot 3 30 Swim 3 14 Tumble 6 22 Use Magic Device 3 30 Level 1 (Rogue) Skill: Balance (+4) Skill: Bluff (+4) Skill: Diplomacy (+4) Skill: Disable Device (+4) Skill: Jump (+4) Skill: Open Lock (+4) Skill: Search (+4) Skill: Spot (+4) Skill: Tumble (+4) Skill: Use Magic Device (+4) Feat: (Selected) Power Attack Level 2 (Rogue) Skill: Balance (+1) Skill: Bluff (+1) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Jump (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Tumble (+1) Skill: Use Magic Device (+1) Level 3 (Rogue) Skill: Balance (+1) Skill: Bluff (+1) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Jump (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Tumble (+1) Skill: Use Magic Device (+1) Feat: (Selected) Cleave Level 4 (Rogue) Ability Raise: STR Skill: Balance (+1) Skill: Bluff (+1) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Jump (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Tumble (+1) Skill: Use Magic Device (+1) Level 5 (Rogue) Skill: Balance (+1) Skill: Bluff (+1) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Jump (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Tumble (+1) Skill: Use Magic Device (+1) Level 6 (Monk) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Feat: (Monk Bonus) Dodge Feat: (Selected) Two Handed Fighting Level 7 (Monk) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Feat: (Monk Bonus) Mobility Level 8 (Monk) Ability Raise: STR Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Feat: (Monk Path) Path of Harmonious Balance: Fists of Light Level 9 (Monk) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Feat: (Selected) Least Dragonmark of Healing Level 10 (Monk) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Level 11 (Monk) Skill: Concentration (+5) Skill: Spot (+1) Level 12 (Druid) Ability Raise: STR Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Feat: (Selected) Empower Healing Spell Level 13 (Rogue) Skill: Disable Device (+2) Skill: Search (+2) Skill: Spot (+1) Skill: Use Magic Device (+5) Level 14 (Rogue) Skill: Disable Device (+1) Skill: Open Lock (+3) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+4) Level 15 (Rogue) Skill: Disable Device (+1) Skill: Open Lock (+7) Skill: Spot (+1) Skill: Use Magic Device (+1) Feat: (Selected) Improved Critical: Bludgeoning Weapons Level 16 (Rogue) Ability Raise: STR Skill: Disable Device (+1) Skill: Jump (+2) Skill: Open Lock (+1) Skill: Search (+2) Skill: Spot (+1) Skill: Tumble (+2) Skill: Use Magic Device (+1) Level 17 (Rogue) Skill: Balance (+1) Skill: Disable Device (+1) Skill: Jump (+2) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Tumble (+2) Skill: Use Magic Device (+1) Feat: (Rogue Bonus) Opportunist Level 18 (Rogue) Skill: Concentration (+2.5) Skill: Disable Device (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Feat: (Selected) Improved Two Handed Fighting Level 19 (Rogue) Skill: Concentration (+2.5) Skill: Disable Device (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Level 20 (Rogue) Ability Raise: STR Skill: Balance (+1) Skill: Concentration (+2) Skill: Disable Device (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Feat: (Rogue Bonus) Defensive Roll Level 21 (Epic) Feat: (Selected) Epic: Overwhelming Critical Level 22 (Epic) Level 23 (Epic) Level 24 (Epic) Ability Raise: STR Feat: (Selected) Greater Two Handed Fighting Level 25 (Epic) Level 26 (Epic) Feat: (Epic Destiny) Epic Destiny: Perfect Two Handed Fighting Level 27 (Epic) Feat: (Selected) Great Cleave Level 28 (Epic) Ability Raise: STR Feat: (Epic Destiny) Epic Destiny: Holy Strike
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Improved evasion is missing, I would absolutely take that at level 10 rogue. Other than that missing, it looks like a solid build. It is similar to the route I took with my stick build (I took empower heal closer to 20 since it would only benefit my character at 20+ with cocoon). I also took stunning blow, which for a STR based character with ram's might, it's pretty effective.
That is incredibly good to know! Thank you so much.Originally Posted by Gemini76
Cannith: Endelda, Denela, Bachman, Bachette, Nouvela, Haines and Weeboe! Guild leader of Renegade on Cannith.
On a build with decent reflex, id just take epic reflexes at 27 and skip improved evasion for slippery mind. With slippery mind as special rogue ability and dragonhide from DI twisted, you basically dont have to worry about rolling an 1 anymore. On builds with mediocre saves, improved evasion is probably better for half damage on reflex-based spells/traps. Defensive roll isnt that interesting imho, its usually CC that kills you, so slippery mind should be better.
Zeugen der Dreizehn, Thelanis:
Makkuroi, chain TR: currently drow pure caster warlock
PLs: Completionist; 3xWiz, Sor; 2x Pal, Brd, Monk EPLs: 3x CotQ,Brc,DS,EW,EC 1xFH,PLD ; IPLs: 2x BF; 3x PDK, SDK
Community Member
Prot. from Evil protects against Gtr Command while FoM protects against Hold spells; OID and PW:Stun have no Will saves (just an SR check); so really the only spell with which Slippery Mind helps at higher lvls is discoballs. That's not really worth a feat slot, IMHO. On a stick build which goes heavy into Acro, I'd take Defensive Roll and max out Imp Defensive Roll.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
I suppose if your only concern is doing epic normal quests or some of the easier epic hard content, you don't really need improved evasion. My character has a decent reflex save in the early 50s at level 28 and still fails the reflex save when rolling a 5 or 6 in some of the tougher content. Taking 1/2 damage vs. full damage is huge. I don't really understand how slippery mind could be more useful than improved evasion, but to each their own.
Last edited by zichant; 01-23-2015 at 07:47 AM.
Cannith: Endelda, Denela, Bachman, Bachette, Nouvela, Haines and Weeboe! Guild leader of Renegade on Cannith.