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  1. #1
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    Default Death Metal - a Swashbuckling Barbarian Dwarf

    I am somewhat intrigued by the idea of a somewhat durable, swashbuckling barbarian/bard with huge crit multipliers, good hp and at least some group utility. He does not have to solo EE, but should be able to contribute well in 2-3 man parties. That being said, I am pretty much clueless when it comes to current endgame equipment (or current endgame, for that matter.)
    So, as a first shot at a decent build on these premises (and I do realise there are probably several glaring mistakes and/or oversights):


    Death Metal (working title)
    11/5/4 Bard/Barbarian/Fighter
    Chaotic Good Dwarf


    Level Order

    1. Bard . . . . . .6. Barbarian . . .11. Bard. . . . . .16. Bard
    2. Bard . . . . . .7. Barbarian . . .12. Bard. . . . . .17. Bard
    3. Bard . . . . . .8. Barbarian . . .13. Bard. . . . . .18. Fighter
    4. Barbarian . . . 9. Fighter. . . . 14. Bard . . . . . 19. Fighter
    5. Barbarian . . .10. Fighter. . . . 15. Bard . . . . . 20. Bard


    Stats
    . . . . . . . .28pt. . .32pt. . .34pt. . .36pt . . Tome . . Level Up
    . . . . . . . .----. . .----. . .----. . .---- . . ---- . . --------
    Strength. . . . 16 . . . 16 . . . 16 . . . 16. . . .+6. . . .4: CON
    Dexterity . . . 11 . . . 12 . . . 14 . . . 14. . . .+6. . . .8: CON
    Constitution. . 18 . . . 18 . . . 18 . . . 18. . . .+6. . . 12: CON
    Intelligence. . .8 . . . .8 . . . .8 . . . .8. . . .+6. . . 16: CON
    Wisdom. . . . . .8 . . . .8 . . . .8 . . . .8. . . .+6. . . 20: CON
    Charisma. . . . 11 . . . 13 . . . 13 . . . 14. . . .+6. . . 24: CON
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28: CON

    Skills
    . . . . .Bd Bd Bd Bn Bn Bn Bn Bn Fi Fi Bd Bd Bd Bd Bd Bd Bd Fi Fi Bd
    . . . . . 1. 2. 3. 4 .5. 6 .7. 8 .9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Perform . 4. 1. 1. ½ .½. ½ .½. ½ . . . .5 .1 .1 .1 .1 .1 .1 .½. . .3 .23
    UMD . . . 4. 1. 1. . . . . . . . . . . .1 .5 .4 .1 .1 .1 .1 . . 1 .2 .23
    Balance . 4. 1. 1. ½ .½. ½ .½. ½ .½. ½ . . . .1 .3 .1 .4 .1 .½. . . . 20
    Tumble. . 4. 1. 1. . . . . . . . . . . . . . . . . .2 .1 .4 . . . . . 13
    Heal. . . 2. ½. ½. ½ .½. ½ .½. ½ .½. ½ . . . . . ½. 1. . . . ½ .½. 1. 10
    . . . . .------------------------------------------------------------
    . . . . .20. 5. 5. 3 .3. 3 .3. 3 .2. 2 .6 .6 .6 .6 .7 .7 .7 .3. 3 .7
    . . . . .20. 5. 5. 3 .3. 3 .4. 4 .2. 2 .6 .6 .6 .6 .7 .7 .7 .3. 3 .7


    Feats

    .1. . . . : Single Weapon Fighting
    .3. . . . : Force of Personality
    .6. . . . : Power Attack
    .9. . . . : Improved Single Weapon Fighting
    .9 Fighter: Improved Critical: Slashing
    10 Fighter: Shield Mastery
    12. . . . : Improved Shield Mastery
    15. . . . : Greater Single Weapon Fighting
    18. . . . : Extend Spell
    19 Fighter: Cleave
    21 Epic . : Overwhelming Critical
    24 Epic . : Great Cleave
    26 Destiny: Perfect Single Weapon Fighting
    27 Epic . : Empower Healing Spell
    28 Destiny: Lasting Inspiration


    Spells

    Expeditious Retreat, Master's Touch, Focusing Chant, Feather Fall
    Blur, Invisibility, Rage, Heroism
    Displacement, Haste, Good Hope, Cure Serious Wounds
    Dimension Door, Freedom of Movement, Cure Critical Wounds



    Enhancements (80 AP)

    Dwarf (18 AP)

    Dwarven Toughness, Dwarven Constitution, Dwarven Toughness II, Dwarven Constitution II, Dwarven Toughness III
    Axe Training, Dwarven Armor Mastery II
    Axe Training
    Axe Training
    Axe Training, Throw Your Weight Around


    Swashbuckler (16 AP)

    Confidence, Swashbuckling, Uncanny Dodge
    On Your Toes II, Tavern Shanties II
    Fast Movement, Double Strike Boost III
    Skirmisher


    Frenzied Berserker (37 AP)

    Die Hard, Frenzied Toughness
    Extra Rage III, Die Harder III, Athletics III
    Blood Tribute III, Extra Action Boost III, Sprint Boost III
    Blood Trail III, Supreme Cleave III, Constitution
    Constitution
    Focused Wrath II, Accelerated Metabolism, Tantrum


    Occult Slayer (9 AP)

    Weapon Bond
    Extend Rage II, Ear Smash III
    Knockout III



    Destiny (24 AP)

    Legendary Dreadnought

    Extra Action Boost III, Constitution
    Imp. Power Attack, Constitution
    Critical Damage III, Constitution
    Anvil of Thunder, Constitution
    Devastating Critical
    Master's Blitz, Headman's Chop


    Twists of Fate (18 fate points)

    Primal Scream (Tier 1 Fury)
    Legendary Shield Mastery (Tier 2 Sentinel)
    Reign (Tier 3 Fatesinger)



    This is a repost from the bard forum, in which I only edited in an actual build a few days after the initial post. I also believe this might be a better place for this.
    I very much hope for input, scalding criticism, encouragement and whatever else you can offer - after all, I would very much like to make this guy work.

  2. #2
    Community Member Thoden's Avatar
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    Default Interesting

    Edit-- I see your spell selection and see why you parked it at 11 bard. Not sure how bad you need 4 levels of fighter though, if you aren't using the enhancements. Do you have to have that extra feat? You could go 13 bard/2 fighter/5 barb for 5th level bard spells (GH) if you hate scrolling like I do, or go 12 bard/6 barb/2 fighter for the barb level 6 core (which looks nice, although not a barb player).

    Just my thoughts : )
    Last edited by Thoden; 11-08-2015 at 01:53 PM.
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  3. #3
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    Quote Originally Posted by Thoden View Post
    Edit-- I see your spell selection and see why you parked it at 11 bard. Not sure how bad you need 4 levels of fighter though, if you aren't using the enhancements. Do you have to have that extra feat? You could go 13 bard/2 fighter/5 barb for 5th level bard spells (GH) if you hate scrolling like I do, or go 12 bard/6 barb/2 fighter for the barb level 6 core (which looks nice, although not a barb player).

    Just my thoughts : )
    Thank you for those
    All valid points to be sure. I am still unsure as to the last two levels - I need 2 fighter, but I could probably do without the extra feat - Force of Personality or Empower Healing would be the most likely feats to go then, I guess?
    So far, I'm Bard 3/Barb 1/Fighter 1, and I still have two +5 hearts, so I can still adapt. There's a reason I'm asking for input

  4. #4
    Build Constructionist unbongwah's Avatar
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    Default

    T5 FB is generally considered weaker than T5 Ravager, particularly if you're not THF, but I'm presuming you know that. I would really try to add barb 6 for Frenzy; Vicious + 5 Melee Power is kind of a no-brainer, IMHO.

    Why so much base STR & CHA if you're going the TYWA route? If you have Harper, I might suggest boosting INT so you can add KtA; not sure what I would drop to squeeze it in. Then use one of your spare feats to take Insightful Reflexes; without Evasion and with the MRR nerf, that would be helpful, IMHO. I'm also not clear on why you backloaded your Cleave feats; or, for that matter, why you skipped Momentum Swing + Lay Waste.

    EDIT: since you can't use healing spells / SLAs while Raged, I would consider ditching Emp Heal and adding Consecration + Sacred Ground to your Twists for heals instead.
    Last edited by unbongwah; 11-09-2015 at 08:57 AM.
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  5. #5
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    Default

    also gonna recommend barbarian 6, pick up third cores from FB and OS

    droppable enhancements:
    Dwarf Tough III
    Tantrum - too long cooldown, seems meh?
    Swash: down to 12 AP (ditch action boost)

    7 AP
    Consider:
    1 AP for FrB 3rd core
    2 AP for OS 3rd core
    4 AP perhaps for Haste Boost (Kensei) or pick up boost from LD and use AP somewhere (1 con in warchanter, perhaps PRR/MRR in OS..., 1-3 AP in vanguard,..)

  6. #6
    Build Constructionist unbongwah's Avatar
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    My inclination for Enhancements : 18 APs dwarf (TYWA), 36 APs FB (Focused Wrath + Raging Blows), 14 APs SB (three cores + Skirmisher + Elegant Footwork), with remaining APs into Ravager or OS. For healing I would twist Sacred Ground + Consecration, same as most barbs; Legendary SM is 3rd Twist, 4th slot (if you have one) can be Primal Scream.
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  7. #7
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    Default

    Quote Originally Posted by unbongwah View Post
    T5 FB is generally considered weaker than T5 Ravager, particularly if you're not THF, but I'm presuming you know that. I would really try to add barb 6 for Frenzy; Vicious + 5 Melee Power is kind of a no-brainer, IMHO.
    Thanks, I will definitely stick with Fighter 2 and go for a 6th Barbarian Level as you all recommend. That definitely makes sense.
    Ravager T5 is a competence bonus though and thus will not stack with Swashbuckling, which is also a competence bonus (unless I go for a weapon that only influences crit multiplier, but that would make the whole dwarf thing useless and be a completely different build).

    Quote Originally Posted by unbongwah View Post
    Why so much base STR & CHA if you're going the TYWA route?
    If you have Harper, I might suggest boosting INT so you can add KtA; not sure what I would drop to squeeze it in. Then use one of your spare feats to take Insightful Reflexes; without Evasion and with the MRR nerf, that would be helpful, IMHO.
    I'd love to take KtA, however, I just can't think of how to free up the points.
    As for Str & Cha, it was partially for an easier start, partially for UMD and Perform. I probably don't need either, I am, however, unsure where to put the points - boost Dex for AC & Saves?


    Quote Originally Posted by unbongwah View Post
    I'm also not clear on why you backloaded your Cleave feats; or, for that matter, why you skipped Momentum Swing + Lay Waste.
    Stupidity. I actually took Cleave at lvl 2 and will take Great Cleave at 6. As for Momentum Swing & Lay Waste, I remembered Lay Waste as being buggy, possibly wrongly.

    Quote Originally Posted by unbongwah View Post
    EDIT: since you can't use healing spells / SLAs while Raged, I would consider ditching Emp Heal and adding Consecration + Sacred Ground to your Twists for heals instead.
    To be honest, I never really tried Divine Crusader and simply stuck with what I knew well when chosing twists. I will try those two as twists for sure.


    Quote Originally Posted by unbongwah View Post
    My inclination for Enhancements : 18 APs dwarf (TYWA), 36 APs FB (Focused Wrath + Raging Blows), 14 APs SB (three cores + Skirmisher + Elegant Footwork), with remaining APs into Ravager or OS. For healing I would twist Sacred Ground + Consecration, same as most barbs; Legendary SM is 3rd Twist, 4th slot (if you have one) can be Primal Scream.
    Again, thank you for the good advice concerning the Twists. As far as enhancements go, this is pretty much what I had planned, with small adjustments following the input I got here.

    Thanks a bunch, guys!

  8. #8
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Fhtagn View Post
    As for Momentum Swing & Lay Waste, I remembered Lay Waste as being buggy, possibly wrongly.
    They are both kinda flaky; they are also both really useful, especially on a build with 3 Cleave atks.
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  9. #9
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    Default TYWA (Throw Your Weight Around)

    Quote Originally Posted by unbongwah View Post
    My inclination for Enhancements : 18 APs dwarf (TYWA), 36 APs FB (Focused Wrath + Raging Blows), 14 APs SB (three cores + Skirmisher + Elegant Footwork), with remaining APs into Ravager or OS. For healing I would twist Sacred Ground + Consecration, same as most barbs; Legendary SM is 3rd Twist, 4th slot (if you have one) can be Primal Scream.
    Going full Constitution and using TYWA, how do you get the "To-Hit" up to a good level?

    My experience with a TYWA build == I really noticed more misses and didn't know how to fix...still don't...hoping you do.

  10. #10
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    Quote Originally Posted by unbongwah View Post
    They are both kinda flaky; they are also both really useful, especially on a build with 3 Cleave atks.
    Noted. Will take both and try them out. It's not as if it hurts. Also: I like cleave.

    Quote Originally Posted by Kamode_Corebasher View Post
    Going full Constitution and using TYWA, how do you get the "To-Hit" up to a good level?

    My experience with a TYWA build == I really noticed more misses and didn't know how to fix...still don't...hoping you do.
    I should be fine. Between Ship buffs, Song, Heroism, Rage, Strength Boni, Accuracy item, Weapon Enhancement and Enhancements, it should work out nicely. I hope.

  11. #11
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    Quote Originally Posted by Fhtagn View Post
    I should be fine. Between Ship buffs, Song, Heroism, Rage, Strength Boni, Accuracy item, Weapon Enhancement and Enhancements, it should work out nicely. I hope.
    I hope so too. I'd appreciate if you would update this thread once you've sat at 28 for a few...note if the misses are 1 in 20 or something more like mine.

    Mine was a s&b attempt using dwarven axe, so full BaB...I believe straight pali but its been awhile since I rerolled him...could have had some fighter mixed in.
    He did not have bard song, nor rage bonuses, Strength was maybe a +15 modifier, and I cannot remember the class enhancements but I'm sure a few contributed.
    He did have a slotted +10 Accuracy item, ship buffs, and good weapon enhancement.
    The misses were very noticeable....much more than 1 in 20...more like 3 in 20 when it mattered.

  12. #12
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Kamode_Corebasher View Post
    The misses were very noticeable....much more than 1 in 20...more like 3 in 20 when it mattered.
    I know we all like to assume a 95% hit chance, but...well, why are you assuming you would've had a 95% hit chance had you gone STR-based with the same build?
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  13. #13
    Build Constructionist unbongwah's Avatar
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    Not convinced this is a better build per se, but let's try a slightly different approach:
    Code:
    Death Metal Too
    12/6/2 Bard/Barbarian/Fighter
    Chaotic Good Dwarf
    
    
    Level Order
    
    1. Bard            6. Barbarian      11. Barbarian      16. Bard
    2. Bard            7. Fighter        12. Bard           17. Bard
    3. Bard            8. Barbarian      13. Bard           18. Bard
    4. Barbarian       9. Fighter        14. Bard           19. Bard
    5. Barbarian      10. Barbarian      15. Bard           20. Bard
    
    
    Stats
                   36pt     Tome     Level Up
                   ----     ----     --------
    Strength        12       +6       4: CON
    Dexterity        8       +6       8: CON
    Constitution    20       +6      12: CON
    Intelligence    18       +6      16: CON
    Wisdom           8       +6      20: CON
    Charisma         6       +6      24: CON
                                     28: CON
    
    Feats
    
     1        : Single Weapon Fighting
     3        : Power Attack
     6        : Shield Mastery
     7 Fighter: Improved Single Weapon Fighting
     9        : Improved Shield Mastery
     9 Fighter: Improved Critical: Slashing
    12        : Greater Single Weapon Fighting
    15        : Cleave
    18        : Great Cleave
    21 Epic   : Insightful Reflexes
    24 Epic   : Overwhelming Critical
    26 Destiny: Lasting Inspiration
    27 Epic   :
    28 Destiny: Perfect Single Weapon Fighting
    
    
    Enhancements (80 AP)
    
    Dwarf (18 AP)
    
    
    • Dwarven Toughness, Dwarven Constitution, Dwarven Toughness II, Dwarven Constitution II
      1. Axe Training
      2. Axe Training
      3. Dwarven Runes III, Axe Training
      4. Axe Training, Throw Your Weight Around
    Frenzied Berserker (35 AP)
    • Die Hard, Frenzied Toughness, Frenzy
      1. Extra Rage III, Die Harder III, Athletics III
      2. Blood Tribute III, Extra Action Boost III, Sprint Boost II
      3. Blood Trail III, Supreme Cleave III, Constitution
      4. Constitution
      5. Focused Wrath II, Raging Blows
    Swashbuckler (14 AP)
    • Confidence, Swashbuckling, Uncanny Dodge
      1. On Your Toes I, Tavern Shanties III
      2. Deflect Arrows, Fast Movement
      3. Elegant Footwork, Skirmisher
    Harper Agent (13 AP)
    • Agent of Good I
      1. Harper Enchantment, Strategic Combat
      2. Versatile Adept III, Know the Angles III
      3. Versatile Adept II
    Destiny (24 AP) Legendary Dreadnought
    1. Extra Action Boost III, Constitution
    2. Momentum Swing III, Imp. Power Attack
    3. Lay Waste, Haste Boost III
    4. Anvil of Thunder
    5. Advancing Blows, Devastating Critical
    6. Master's Blitz, Headman's Chop
    Twists of Fate (31 fate points)
    1. Grim Precision (Tier 3 Shadowdancer)
    2. Sacred Ground (Tier 3 Crusader)
    3. Consecration (Tier 2 Crusader)
    4. Legendary Shield Mastery (Tier 2 Sentinel)
    This build should definitely have higher melee DPS than the first build, as well as higher Reflex saves; downside is dropping Knockout, but you'd have to give up 3 APs SB and 5 APs Harper to squeeze it in, I think. It also has better Reflex saves thanks to high INT + Insightful Reflexes, but the downside is I ditched Will saves; fortunately, FoM protects against Hold spells, so the main concern is Command (use Prot. from Evil) and discoballs (use, umm, running around a lot). And if you really care about Will saves, you could start INT 16 CHA 12 and take FoP as your lvl 27 feat.

    EDIT: listed Twists are best-case scenario; drop Grim Precision if you don't have enough Fate pts yet.
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  14. #14
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    This looks good, Unbongwah. I sort of dislike missing out on Knockout, but I certainly wouldn't mind fitting in KtA, Ref being a definite plus. It also means Int becomes a much more interesting stat than Str is in the original build, considering it governs to Hit, Reflex, and skill points and also adds to damage. Nice.
    I will use a +0 Heart sooner or later to take this into account. Thanks.

    I do not understand why you backloaded the Cleave feats, though
    Last edited by Fhtagn; 11-09-2015 at 04:32 PM.

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    Quote Originally Posted by unbongwah View Post
    I know we all like to assume a 95% hit chance, but...well, why are you assuming you would've had a 95% hit chance had you gone STR-based with the same build?
    I understand what you're getting at (http://ddowiki.com/page/File:ACHitChance.jpg), but the loss of ~20 points made a noticeable difference to me and made me not happy and in the end rebuild....

    So I guess I should still give an answer:
    It was a reading comprehension issue on my part...after building the character up, I started digging in to see what was wrong with my build (why was I seeing so many more misses than normal), and in the end found I mis-read TYWA. I saw To Dmg and assumed it affected To Hit.

    SO if strength based with TYWA, and I had a 70 str and 40 con, I'd have +30 bonus to my To Hit due to str. and a +30 bonus to my To Dmg due to str.
    If constitution based with TYWA, and I had a 40 str and 70 con, I'd have a +15 bonus to my To Hit due to str. and a +30 bonus to my To Dmg due to con.

  16. #16
    Build Constructionist unbongwah's Avatar
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    For comparison's sake, here's a human variant using rapiers with rog splash instead of ftr (net loss of 1 feat), fully INT-based, with T5 Ravager instead of T5 FB.

    Advantages: Evasion, trap skills, higher Reflex saves, free (albeit weaker) healing from Blood Strength.
    Downsides: heroic feat progression is even more of a PITA, not a dwarf
    Code:
    NeuMetal
    12/6/2 Bard/Barbarian/Rogue
    Chaotic Good Human
    
    
    Level Order
    
    1. Rogue           6. Barbarian      11. Bard           16. Bard
    2. Bard            7. Barbarian      12. Bard           17. Bard
    3. Bard            8. Barbarian      13. Bard           18. Bard
    4. Bard            9. Barbarian      14. Bard           19. Bard
    5. Barbarian      10. Barbarian      15. Bard           20. Rogue
    
    
    Stats
                   36pt     Tome     Level Up
                   ----     ----     --------
    Strength        12       +6       4: INT
    Dexterity        8       +6       8: INT
    Constitution    18       +6      12: INT
    Intelligence    18       +6      16: INT
    Wisdom           8       +6      20: INT
    Charisma         8       +6      24: INT
                                     28: INT
    
    Feats
    
     1        : Single Weapon Fighting
     1 Human  : Insightful Reflexes
     3        : Power Attack
     6        : Shield Mastery
     9        : Improved Single Weapon Fighting
    12        : Improved Critical: Piercing
    15        : Greater Single Weapon Fighting
    18        : Improved Shield Mastery
    21 Epic   : Overwhelming Critical
    24 Epic   : Cleave
    26 Destiny: Lasting Inspiration
    27 Epic   : Great Cleave
    28 Destiny: Perfect Single Weapon Fighting
    
    
    Enhancements (80 AP)
    
    Human (1 AP)
    
    
    • Damage Boost
    Ravager (36 AP)
    • Furious Rage, Pain Touch, Demoralizing Success
      1. Do You Like Pain? III, Barbarian Power Attack III, Hardy Rage III
      2. I Like Pain III, Cruel Cut III, Melee Power Boost III
      3. Festering Wound III
      4. I Hit Back! III, Dismember III
      5. Blood Strength, Critical Rage II
    Frenzied Berserker (14 AP)
    • Die Hard, Frenzied Toughness, Frenzy
      1. Extra Rage III, Die Harder II
      2. Extra Action Boost III
      3. Supreme Cleave III
    Swashbuckler (13 AP)
    • Confidence, Swashbuckling
      1. On Your Toes I, Tavern Shanties III
      2. Deflect Arrows, Fast Movement
      3. Elegant Footwork, Skirmisher
    Harper Agent (16 AP)
    • Agent of Good I
      1. Harper Enchantment, Strategic Combat
      2. Versatile Adept III, Know the Angles III
      3. Versatile Adept III, Strategic Combat
    Destiny (24 AP) Legendary Dreadnought
    1. Extra Action Boost III, Constitution
    2. Momentum Swing III, Imp. Power Attack
    3. Lay Waste, Critical Damage II, Haste Boost III
    4. Volcano's Edge
    5. Advancing Blows, Devastating Critical
    6. Master's Blitz
    Handaxe w/Focused Wrath + Headman's Chop + Overwhelming Crit + Devastating Crit: 15-18/x3 19-20/x8 (41 effective hits).
    Rapier w/Crit Rage + OC + DC: 13-18/x3 19-20/x5 (39 effective hits). Balizarde is 13-18/x4 19-20/x6 (47 effective hits).
    Last edited by unbongwah; 11-09-2015 at 06:18 PM.
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  17. #17
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    Quote Originally Posted by unbongwah View Post
    For comparison's sake, here's a human variant using rapiers with rog splash instead of ftr (net loss of 1 feat), fully INT-based, with T5 Ravager instead of T5 FB.

    Advantages: Evasion, trap skills, higher Reflex saves, free (albeit weaker) healing from Blood Strength.
    Downsides: heroic feat progression is even more of a PITA, not a dwarf

    Handaxe w/Focused Wrath + Headman's Chop + Overwhelming Crit + Devastating Crit: 15-18/x3 19-20/x8 (41 effective hits).
    Rapier w/Crit Rage + OC + DC: 13-18/x3 19-20/x5 (39 effective hits). Balizarde is 13-18/x4 19-20/x6 (47 effective hits).
    Add to the downsides: Lower HP, lower Fort (I know, not that important) and slightly lower non-balizarde damage.
    It also swaps Anvil of Thunder for Volcanic Edge. And it's not a dwarf! Still, it is useful for comparison's sake.
    I do realise my Dwarf would be considered weaker in comparison, but for this life, a dwarf it is.

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