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  1. #1
    Community Member Darkstar1996's Avatar
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    Default 12 Monk/7 Wiz/1 Rog

    This is more of a flavor, fun build. Im hoping it is viable and powerful at endgame but otherwise im just looking for fun. Its a Human 12 Monk/7 Wiz/1 Rog staff melee/caster.
    The Point of 12 Monk is for the melee power of BAB, forms, Henshin the Storm form for extra attack speed and Henshin for extra Qstaff dmg and attk plus Light the Candle, Monk like spells.
    7 Wiz is for mainly support spells to improve melee, or support group (Web). Also can be PM for negative heals in Vampire Form. Question is at 20, will Web still trap enemy's or no?
    1 Rog is mainly for trap skills. But for some reason, my Defense is horrible! I cant dodge anything, I get hit all the time and have a low HP that I die wayy to quick!

    I use Harper tree to make Int for Attk/Dmg making my int as high as possible. If I keep playing as being a final level of 12 Monk/7 Wiz/1 Rog will it be powerful in melee at 20 and Epics? What other variations are similar to this Melee/Caster/Healer/Buffer/Trapper (Lol yes pretty much everything). Any Tips?

    Thank you, please no hate.
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  2. #2

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    Quote Originally Posted by Darkstar1996 View Post
    This is more of a flavor, fun build. Im hoping it is viable and powerful at endgame but otherwise im just looking for fun. Its a Human 12 Monk/7 Wiz/1 Rog staff melee/caster.
    The Point of 12 Monk is for the melee power of BAB, forms, Henshin the Storm form for extra attack speed and Henshin for extra Qstaff dmg and attk plus Light the Candle, Monk like spells.
    7 Wiz is for mainly support spells to improve melee, or support group (Web). Also can be PM for negative heals in Vampire Form. Question is at 20, will Web still trap enemy's or no?
    1 Rog is mainly for trap skills. But for some reason, my Defense is horrible! I cant dodge anything, I get hit all the time and have a low HP that I die wayy to quick!

    I use Harper tree to make Int for Attk/Dmg making my int as high as possible. If I keep playing as being a final level of 12 Monk/7 Wiz/1 Rog will it be powerful in melee at 20 and Epics? What other variations are similar to this Melee/Caster/Healer/Buffer/Trapper (Lol yes pretty much everything). Any Tips?

    Thank you, please no hate.
    Hi Darkstar, glad you are having fun with character building. When I saw your split, I assumed you were thinking of using the wizard spells for displacement and DDoor.
    A vampire build works best based on this thread here. It basically needs lots of cleric levels for the cheap SLA healing.
    For staff builds, I recommend you take the tier 5 in acrobat, which means you need at least 5 rogue levels!The recent changes to the acrobat tree has also made it very attractive for its level 18 core as well as going Dex.
    Your web spells will have a DC way to low to trap stuff at later levels.

    If you like using web, then consider taking at least 2 rogue levels and this enhancement in the mechanic tree: Improved Traps: +1/+2/+3 to the save DC's of Alchemical Trap Attacks and Magical Traps. Elemental Traps that you place now have a DC equal to 65%/80%/100% of your Disable Device Skill instead of 50%.
    Note: Appears to scale Magical Trap DC in the same way as Elemental Traps, giving them incredibly high DCs.
    Then you can craft web TRAPS and they will hold almost any mob, especially with your INT as your main stat!

    Otherwise, I would need more specifics about your build to give advice. Feel free to post here again and I am sure others will chime in!
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  3. #3
    Community Member Darkstar1996's Avatar
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    Quote Originally Posted by Saekee View Post
    Hi Darkstar, glad you are having fun with character building. When I saw your split, I assumed you were thinking of using the wizard spells for displacement and DDoor.
    A vampire build works best based on this thread here. It basically needs lots of cleric levels for the cheap SLA healing.
    For staff builds, I recommend you take the tier 5 in acrobat, which means you need at least 5 rogue levels!The recent changes to the acrobat tree has also made it very attractive for its level 18 core as well as going Dex.
    Your web spells will have a DC way to low to trap stuff at later levels.

    If you like using web, then consider taking at least 2 rogue levels and this enhancement in the mechanic tree: Improved Traps: +1/+2/+3 to the save DC's of Alchemical Trap Attacks and Magical Traps. Elemental Traps that you place now have a DC equal to 65%/80%/100% of your Disable Device Skill instead of 50%.
    Note: Appears to scale Magical Trap DC in the same way as Elemental Traps, giving them incredibly high DCs.
    Then you can craft web TRAPS and they will hold almost any mob, especially with your INT as your main stat!

    Otherwise, I would need more specifics about your build to give advice. Feel free to post here again and I am sure others will chime in!
    Really, I can lower monk and add those 4 extra rogue levels. The 12 Monk was just mainly for the next spell which deals Force and Fire dmg in a wave in front of you. Which does that scale with overall level or just Monk level? If so I can probably remove Wiz overall and do 15 monk 5 rogue and do halfling dragon marks for heals? But I like Wiz for EK tree personally. Also what do you mean by "Craft Web?"

    As for now i have been playing as using Wiz for Buffs and Web, Monk for Qstaff dmg/attk plus fire/force imbune, Rogue is for Qstaff dmg and traps. So im assuming I will have Monk Fire/Force dmg on my staff, plus Wiz EK weapon embune on my staff and at least +4-5 qstaff dmg/attk. Only real problem I am having is AC is WAY too low, im getting hit by everything. And really low health too....

    Would it be worth it too Lower monk and Raise Rogue, or completely remove wizard and raise monk and rogue?
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  4. #4

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    Quote Originally Posted by Darkstar1996 View Post
    Really, I can lower monk and add those 4 extra rogue levels. The 12 Monk was just mainly for the next spell which deals Force and Fire dmg in a wave in front of you. Which does that scale with overall level or just Monk level? If so I can probably remove Wiz overall and do 15 monk 5 rogue and do halfling dragon marks for heals? But I like Wiz for EK tree personally. Also what do you mean by "Craft Web?"

    As for now i have been playing as using Wiz for Buffs and Web, Monk for Qstaff dmg/attk plus fire/force imbune, Rogue is for Qstaff dmg and traps. So im assuming I will have Monk Fire/Force dmg on my staff, plus Wiz EK weapon embune on my staff and at least +4-5 qstaff dmg/attk. Only real problem I am having is AC is WAY too low, im getting hit by everything. And really low health too....

    Would it be worth it too Lower monk and Raise Rogue, or completely remove wizard and raise monk and rogue?
    what level are you now? What is your split, feats etc.?
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  5. #5
    Community Member Darkstar1996's Avatar
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    Quote Originally Posted by Saekee View Post
    what level are you now? What is your split, feats etc.?
    Level 8 now, 4 Monk, 3 Wiz, 1 Rog.

    I don't remember all the feats I took, I'm not currently home.

    But should I split it a different way? Would it be more viable a different way?
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  6. #6

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    Quote Originally Posted by Darkstar1996 View Post
    Level 8 now, 4 Monk, 3 Wiz, 1 Rog.

    I don't remember all the feats I took, I'm not currently home.

    But should I split it a different way? Would it be more viable a different way?
    I would stop at 5 wizard so you can self-cast displacement. You could even go to 6 wizard, but it is not necessary.
    9 monk gives you improved evasion
    12 a second masters of forms

    I think you should do 9 monk, 5 wizard, 6 rogue at this point. If you let me know the feats you have taken, I can use a planner and suggest a path. Also 6 wiz 5 rogue works.

    In the meantime, you are 'multi-ability score' dependent, though it looks like your INT is your main stat. I suggest you buff up INT, then CON, then Wisdom and Dex as best you can. The latter two will increase your AC and some saving throws. Make sure to equip gear to boost your AC if that is an issue, like stuff with Protection, natural armor, etc. Once you get to 6 monk you get shadow veil which will make you very evasive. Your main spell should be BLUR right now, and then whatever you need to fill in the blanks on defenses (maybe the Resist energy one).
    Take damage boost from human and focus on the Harper tree for INT to hit and damage (Strategic combat) as well as Know the Angles; make sure to have taken the acrobat rank three of this: Thief Acrobatics: +1/+2/+3 Balance, Jump, and Tumble, +5%/+10%/+15% attack speed with quarterstaves.
    Eventually, you want the tier 5 of acrobat since it is better than the tier 5 of Henshin (acrobat was just updated).

    This build is mostly defensive, trading off DPS for shadow veil and displacement as well as some other defenses from the EK tree.

    You shouldn't worry about endgame stuff right now! Just focus on getting to 20 and then you can assess the build. If it feels a little weak, you can TR and benefit from the experience (all experience is good for you as a player!).

    The web traps can be made and used when you have trapmaking. this occurs with 4 rogue levels. It will be a while on this build before you can do this.
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  7. #7
    Community Member Darkstar1996's Avatar
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    Quote Originally Posted by Saekee View Post
    I would stop at 5 wizard so you can self-cast displacement. You could even go to 6 wizard, but it is not necessary.
    9 monk gives you improved evasion
    12 a second masters of forms

    I think you should do 9 monk, 5 wizard, 6 rogue at this point. If you let me know the feats you have taken, I can use a planner and suggest a path. Also 6 wiz 5 rogue works.

    In the meantime, you are 'multi-ability score' dependent, though it looks like your INT is your main stat. I suggest you buff up INT, then CON, then Wisdom and Dex as best you can. The latter two will increase your AC and some saving throws. Make sure to equip gear to boost your AC if that is an issue, like stuff with Protection, natural armor, etc. Once you get to 6 monk you get shadow veil which will make you very evasive. Your main spell should be BLUR right now, and then whatever you need to fill in the blanks on defenses (maybe the Resist energy one).
    Take damage boost from human and focus on the Harper tree for INT to hit and damage (Strategic combat) as well as Know the Angles; make sure to have taken the acrobat rank three of this: Thief Acrobatics: +1/+2/+3 Balance, Jump, and Tumble, +5%/+10%/+15% attack speed with quarterstaves.
    Eventually, you want the tier 5 of acrobat since it is better than the tier 5 of Henshin (acrobat was just updated).

    This build is mostly defensive, trading off DPS for shadow veil and displacement as well as some other defenses from the EK tree.

    You shouldn't worry about endgame stuff right now! Just focus on getting to 20 and then you can assess the build. If it feels a little weak, you can TR and benefit from the experience (all experience is good for you as a player!).

    The web traps can be made and used when you have trapmaking. this occurs with 4 rogue levels. It will be a while on this build before you can do this.
    Just logged on, the feats I took (Not in order)
    Maxamize Spell
    Nimble Fingers
    Toughness
    Weapon Focus: Blud.
    Diehard
    Insightful Reflex
    Skill Focus: DD

    I believe that is all I have chosen so far, I have Vet Status 2 so I can start at 7, since I am only level 8 I can restart and just pass all my gear over to the next character. My AC with my Current gear and Ship Buffs is 32 so its not great, not horrible anymore
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  8. #8

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    Since you are willing to start over and jump in at level 7, why not use Andoris' Centered Thief Acrobat? He is an excellent player and the build is very well-thought out. Also fit for endgame and raids.

    https://www.ddo.com/forums/showthrea...-Thief-Acrobat
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  9. #9
    Community Member Darkstar1996's Avatar
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    Is there a more offensive version of this build that you know of? or different split?
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  10. #10
    Community Member Darkstar1996's Avatar
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    Quote Originally Posted by Saekee View Post
    Since you are willing to start over and jump in at level 7, why not use Andoris' Centered Thief Acrobat? He is an excellent player and the build is very well-thought out. Also fit for endgame and raids.

    https://www.ddo.com/forums/showthrea...-Thief-Acrobat
    Nice build but, I dont have completeionist...
    Also I like the aspect of Henshin where you add Fire/Force Damage to your staff, I think that is amazing! I like adding elemental effects to my weapons, thus why im part wizard haha.
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  11. #11

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    Quote Originally Posted by Darkstar1996 View Post
    Nice build but, I dont have completeionist...
    Also I like the aspect of Henshin where you add Fire/Force Damage to your staff, I think that is amazing! I like adding elemental effects to my weapons, thus why im part wizard haha.
    In the lower levels they will seem like a big deal, but as you move up, you will find that they will not make a huge difference.
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  12. #12
    Community Member Darkstar1996's Avatar
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    Quote Originally Posted by Saekee View Post
    In the lower levels they will seem like a big deal, but as you move up, you will find that they will not make a huge difference.

    Code:
    Character Plan by DDO Character Planner Version 04.23.01
    DDO Character Planner Home Page
    
    Level 20 Chaotic Neutral Human Male
    (5 Barbarian \ 4 Rogue \ 11 Ranger) 
    Hit Points: 222
    Spell Points: 125 
    BAB: 19\19\24\29\29
    Fortitude: 11
    Reflex: 16
    Will: 4
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             18                    20
    Dexterity            16                    19
    Constitution          8                     8
    Intelligence         14                    14
    Wisdom                8                     8
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    29.5
    Bluff                -1                    -1
    Concentration         1                     1
    Diplomacy            -1                    -1
    Disable Device        6                    31
    Haggle               -1                    -1
    Heal                  1                     1
    Hide                  3                     4
    Intimidate           -1                    -1
    Jump                  8                     9
    Listen               -1                     0
    Move Silently         3                     4
    Open Lock             7                    33
    Perform              n/a                   n/a
    Repair                2                     4
    Search                6                    26
    Spellcraft            2                     2
    Spot                  3                    23
    Swim                  8                     9
    Tumble                7                     8
    Use Magic Device      3                    22
    
    Level 1 (Rogue)
    Feat: (Selected) Least Dragonmark of Passage
    Feat: (Human Bonus) Nimble Fingers
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    
    
    Level 3 (Barbarian)
    Feat: (Selected) Point Blank Shot
    
    
    Level 4 (Ranger)
    
    
    Level 5 (Ranger)
    
    
    Level 6 (Ranger)
    Feat: (Selected) Dodge
    
    
    Level 7 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Human
    
    
    Level 8 (Ranger)
    
    
    Level 9 (Ranger)
    Feat: (Selected) Mobility
    
    
    Level 10 (Ranger)
    
    
    Level 11 (Ranger)
    
    
    Level 12 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Animal
    Feat: (Selected) Shot on the Run
    
    
    Level 13 (Ranger)
    
    
    Level 14 (Barbarian)
    
    
    Level 15 (Barbarian)
    Feat: (Selected) Spring Attack
    
    
    Level 16 (Barbarian)
    
    
    Level 17 (Barbarian)
    
    
    Level 18 (Rogue)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 19 (Rogue)
    
    
    Level 20 (Rogue)
    Enhancement: Human - Human Versatility: Skill Boost (Rank 1)
    Enhancement: Human - Orien Dragonmark Focus (Rank 1)
    Enhancement: Human - Orien Dragonmark Focus (Rank 2)
    Enhancement: Human - Orien Dragonmark Focus (Rank 3)
    Enhancement: Human - Nimble Fingers (Rank 1)
    Enhancement: Human - Nimble Fingers (Rank 2)
    Enhancement: Human - Improved Recovery (Rank 1)
    Enhancement: Human - Lesser Dragonmark of Passage (Rank 1)
    Enhancement: Human - Greater Dragonmark of Passage (Rank 1)
    Enhancement: Frenzied Berserker (Bar) - Die Hard (Rank 1)
    Enhancement: Frenzied Berserker (Bar) - Extra Rage (Rank 1)
    Enhancement: Frenzied Berserker (Bar) - Die Harder (Rank 1)
    Enhancement: Frenzied Berserker (Bar) - Die Harder (Rank 2)
    Enhancement: Frenzied Berserker (Bar) - Die Harder (Rank 3)
    Enhancement: Frenzied Berserker (Bar) - Blood Tribute (Rank 1)
    Enhancement: Frenzied Berserker (Bar) - Blood Tribute (Rank 2)
    Enhancement: Frenzied Berserker (Bar) - Blood Tribute (Rank 3)
    Enhancement: Mechanic (Rog) - Arbalester (Rank 1)
    Enhancement: Mechanic (Rog) - Mechanics (Rank 1)
    Enhancement: Mechanic (Rog) - Mechanics (Rank 2)
    Enhancement: Mechanic (Rog) - Improved Traps (Rank 1)
    Enhancement: Mechanic (Rog) - Improved Traps (Rank 2)
    Enhancement: Mechanic (Rog) - Improved Traps (Rank 3)
    Enhancement: Occult Slayer (Bar) - Weapon Bond (Rank 1)
    Enhancement: Occult Slayer (Bar) - Parrying Bond (Rank 1)
    Enhancement: Occult Slayer (Bar) - Parrying Bond (Rank 2)
    Enhancement: Occult Slayer (Bar) - Parrying Bond (Rank 3)
    Enhancement: Occult Slayer (Bar) - Uncanny Dodger (Rank 1)
    Enhancement: Occult Slayer (Bar) - Uncanny Dodger (Rank 2)
    Enhancement: Occult Slayer (Bar) - Uncanny Dodger (Rank 3)
    Enhancement: Occult Slayer (Bar) - Guarding Bond (Rank 1)
    Enhancement: Occult Slayer (Bar) - Lessons of Travel (Rank 1)
    Enhancement: Occult Slayer (Bar) - Lessons of Travel (Rank 2)
    Enhancement: Occult Slayer (Bar) - Lessons of Travel (Rank 3)
    Enhancement: Occult Slayer (Bar) - Lessons of Nature (Rank 1)
    Enhancement: Occult Slayer (Bar) - Lessons of Nature (Rank 2)
    Enhancement: Occult Slayer (Bar) - Arcane Encumbrance (Rank 1)
    Enhancement: Occult Slayer (Bar) - Arcane Encumbrance (Rank 2)
    Enhancement: Occult Slayer (Bar) - Arcane Encumbrance (Rank 3)
    Enhancement: Occult Slayer (Bar) - Kinetic Bond (Rank 1)
    Enhancement: Occult Slayer (Bar) - Kinetic Bond (Rank 2)
    Enhancement: Occult Slayer (Bar) - Kinetic Bond (Rank 3)
    Enhancement: Occult Slayer (Bar) - Viscious Strike (Rank 1)
    Enhancement: Occult Slayer (Bar) - Viscious Strike (Rank 2)
    Enhancement: Occult Slayer (Bar) - Viscious Strike (Rank 3)
    Enhancement: Occult Slayer (Bar) - Toughness (Rank 1)
    Enhancement: Occult Slayer (Bar) - Toughness (Rank 2)
    Enhancement: Occult Slayer (Bar) - Toughness (Rank 3)
    Enhancement: Arcane Archer (Rgr) - Arcane Archer (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Conjure Arrows (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Energy of the Wild (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Energy of the Wild (Rank 2)
    Enhancement: Arcane Archer (Rgr) - Energy of the Wild (Rank 3)
    Enhancement: Arcane Archer (Rgr) - Awareness (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Inferno Shot (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Inferno Shot (Rank 2)
    Enhancement: Arcane Archer (Rgr) - Inferno Shot (Rank 3)
    Enhancement: Arcane Archer (Rgr) - Terror Arrows (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Terror Arrows (Rank 2)
    Enhancement: Arcane Archer (Rgr) - Terror Arrows (Rank 3)
    Enhancement: Arcane Archer (Rgr) - Soul Magic (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Paralyzing  Arrows (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Paralyzing  Arrows (Rank 2)
    Enhancement: Arcane Archer (Rgr) - Paralyzing  Arrows (Rank 3)
    How's this build? More of an Barbarian focused build with ranger for manyshot burst dps/twf line.
    Im going to plan out a build for the Monk/Rog/Wiz
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  13. #13
    Community Member Darkstar1996's Avatar
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    ^^^ Toughness in OS tree is replacing the heal skill (Planner is Old)

    I would create one for Monk/Rog/Wiz but harper tree isnt there....
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  14. #14

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    ok, there are lots of things that might work here and others not so much. I do not have experience playing a barbarian since the latest changes. If you really want to try this out, then here are some basic changes to make:

    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (32 Point) (Level 1) (Level 20)
    Strength 18 20 Make this your main stat and put all level-ups here
    Dexterity 16 19 You do not need dex for anything since you get the TWF line for free from ranger. Make this low
    Constitution 8 8 make this minimum 14, preferably 16
    Intelligence 14 14 I do not think you need this so high, maybe 12?
    Wisdom 8 8 This is a stat for Ranger spells. Why not have this at 12
    Charisma 8 8

    Starting Feat/Enhancement
    Base Skills Modified Skills
    Skills (Level 1) (Level 20)
    Balance 7 29.5
    Bluff -1 -1
    Concentration 1 1
    Diplomacy -1 -1
    Disable Device 6 31
    Haggle -1 -1
    Heal 1 1
    Hide 3 4
    Intimidate -1 -1
    Jump 8 9
    Listen -1 0
    Move Silently 3 4
    Open Lock 7 33
    Perform n/a n/a
    Repair 2 4
    Search 6 26
    Spellcraft 2 2
    Spot 3 23
    Swim 8 9
    Tumble 7 8
    Use Magic Device 3 22

    You don't need balance so high. Since you are doing healing, boost your heal skill. Your most important skills will be search, disable, heal, UMD. For new players, UMD might not even be worth troubling over.

    Feats: select the Power attack, cleave and greater cleave line
    For weapons, go Khopesh, which means you need to fit in Exotic weapon proficiency: Khopesh. Epic builds are using Mauls, but I would not take this build into epics. Just explore in heroics and TR when you get to 20.
    Also, you need to fit in IC: Slashing for Khopeshes as early as possible.

    Level 1 (Rogue)
    Feat: (Selected) Least Dragonmark of Passage
    Feat: (Human Bonus) Nimble Fingers


    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead


    Level 3 (Barbarian)
    Feat: (Selected) Point Blank Shot


    Level 4 (Ranger)


    Level 5 (Ranger)


    Level 6 (Ranger)
    Feat: (Selected) Dodge


    Level 7 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Human (do giants)


    Level 8 (Ranger)


    Level 9 (Ranger)
    Feat: (Selected) Mobility


    Level 10 (Ranger)


    Level 11 (Ranger)


    Level 12 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Animal do the evil outsiders
    Feat: (Selected) Shot on the Run not worth it


    Level 13 (Ranger)


    Level 14 (Barbarian)


    Level 15 (Barbarian)
    Feat: (Selected) Spring Attack (not worth it)


    Level 16 (Barbarian)


    Level 17 (Barbarian)


    Level 18 (Rogue)
    Feat: (Selected) Empower Healing Spell


    Level 19 (Rogue)


    Level 20 (Rogue)

    I also recommend you move the rogue levels lower so that you can keep up your search and disable skills. Those are the two most important for traps.

    So why don't you start there and then see what new feat progression you can come up with.

    There are some nice builds made by veterans here for new players also if you are interested. Designing builds can be tricky.
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  15. #15
    Community Member Darkstar1996's Avatar
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    Quote Originally Posted by Saekee View Post
    ok, there are lots of things that might work here and others not so much. I do not have experience playing a barbarian since the latest changes. If you really want to try this out, then here are some basic changes to make:

    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (32 Point) (Level 1) (Level 20)
    Strength 18 20 Make this your main stat and put all level-ups here
    Dexterity 16 19 You do not need dex for anything since you get the TWF line for free from ranger. Make this low
    Constitution 8 8 make this minimum 14, preferably 16
    Intelligence 14 14 I do not think you need this so high, maybe 12?
    Wisdom 8 8 This is a stat for Ranger spells. Why not have this at 12
    Charisma 8 8

    Starting Feat/Enhancement
    Base Skills Modified Skills
    Skills (Level 1) (Level 20)
    Balance 7 29.5
    Bluff -1 -1
    Concentration 1 1
    Diplomacy -1 -1
    Disable Device 6 31
    Haggle -1 -1
    Heal 1 1
    Hide 3 4
    Intimidate -1 -1
    Jump 8 9
    Listen -1 0
    Move Silently 3 4
    Open Lock 7 33
    Perform n/a n/a
    Repair 2 4
    Search 6 26
    Spellcraft 2 2
    Spot 3 23
    Swim 8 9
    Tumble 7 8
    Use Magic Device 3 22

    You don't need balance so high. Since you are doing healing, boost your heal skill. Your most important skills will be search, disable, heal, UMD. For new players, UMD might not even be worth troubling over.

    Feats: select the Power attack, cleave and greater cleave line
    For weapons, go Khopesh, which means you need to fit in Exotic weapon proficiency: Khopesh. Epic builds are using Mauls, but I would not take this build into epics. Just explore in heroics and TR when you get to 20.
    Also, you need to fit in IC: Slashing for Khopeshes as early as possible.

    Level 1 (Rogue)
    Feat: (Selected) Least Dragonmark of Passage
    Feat: (Human Bonus) Nimble Fingers


    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead


    Level 3 (Barbarian)
    Feat: (Selected) Point Blank Shot


    Level 4 (Ranger)


    Level 5 (Ranger)


    Level 6 (Ranger)
    Feat: (Selected) Dodge


    Level 7 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Human (do giants)


    Level 8 (Ranger)


    Level 9 (Ranger)
    Feat: (Selected) Mobility


    Level 10 (Ranger)


    Level 11 (Ranger)


    Level 12 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Animal do the evil outsiders
    Feat: (Selected) Shot on the Run not worth it


    Level 13 (Ranger)


    Level 14 (Barbarian)


    Level 15 (Barbarian)
    Feat: (Selected) Spring Attack (not worth it)


    Level 16 (Barbarian)


    Level 17 (Barbarian)


    Level 18 (Rogue)
    Feat: (Selected) Empower Healing Spell


    Level 19 (Rogue)


    Level 20 (Rogue)

    I also recommend you move the rogue levels lower so that you can keep up your search and disable skills. Those are the two most important for traps.

    So why don't you start there and then see what new feat progression you can come up with.

    There are some nice builds made by veterans here for new players also if you are interested. Designing builds can be tricky.

    Yes, And lol Ive been playing since about when DDO went F2p, been off and on but no matter what I have never taken a character too 20 and TR because I cant decide on what I want too play... I feel like maybe start with a Pure to understand how the game works more...
    Shaman Class?

  16. #16
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    I recently started a Monk life for my 'completionist' character. I wanted Qstaves. I have been going strength based Half-Orc, my split now is 4 monk, 2 rogue. I will end at 12 or 13 Monk, 7 rogue, possibly 1 of Druid or Fighter, or another rogue or Monk depending on what I feel like. The Rogue helps trapping, even on Elite (with gear) and the the rogue acrobat with Qstaves rocks with the monk.

    Bottom line, I think you have choices with the build style you are seeking.

    Feats: I would go with Dodge, 2WF, Power Attack, Stun, Imp Crit Bludg., Deflect Arrows (there are a lot of annoying archers in the game) - melee oriented stuff.

    Stats: I would do something like this:
    STR 16 (level ups here)
    DEX 10
    Con 14
    INT 10
    WIS 12
    CHA 10

    Bump INT if you do more castery stuff. If you do half-elf and dilettante you could try for Wiz but may need to bump your Int. Or you could consider Cleric or FvS for healing. Your offense should be coming from your melee, especially after level 10, because your damage and DCs will not keep up just dabbling.
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  17. #17
    Community Member TheGuyYouKnow's Avatar
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    Quote Originally Posted by Darkstar1996 View Post
    I feel like maybe start with a Pure to understand how the game works more...
    If you have been playing more off than on (that is what it sounds like) i would definitely play pure classes first to get the game mechanics down and figure out what abilities/weapons/styles you enjoy using. a good starting class would be artificer so you can keep at a safe distance while dealing damage and buffing party members. if you feel you know enough to start multiclassing i usually find 8 rogue/6 ranger/6 anything to be strong enough(though a bit squishie without gear)

    6 ranger - TWF, manyshot, DWS 6 core auto bluff attack
    8 rogue - trap skills, evasion, sneak damage, improved uncanny dodge
    Last edited by TheGuyYouKnow; 06-04-2015 at 01:27 AM.
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