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  1. #1
    Community Member
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    Dec 2009
    Posts
    198

    Default stick build critique

    I am a returning player. (2yrs) I was looking for something different to make it more interesting. So I was looking for something with a staff; being that is the only weapon I haven't played with.

    This will be played on one of my alts so not looking for a min max type but a good generalist that can solo and do traps. I have +5 tome for str +2 on dex and +3s on the rest.

    Here is what I came up with so far. I don't have equipment or weapons listed but please feel free to point out what are a must.

    Are my base for saves/dodge workable?

    INT base

    Staff build
    12/6/2 Fighter/Monk/Rogue
    Lawful Good Human


    Level Order

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


    Stats
    28pt 32pt 34pt 36pt Tome Level Up
    ---- ---- ---- ---- ---- --------
    Strength 15 15 15 15 +5 4: INT
    Dexterity 11 12 11 12 +2 8: INT
    Constitution 13 13 13 14 +3 12: INT
    Intelligence 16 17 18 18 +3 16: INT
    Wisdom 10 10 10 10 +3 20: INT
    Charisma 8 8 8 8 +3 24: INT
    28: INT

    Skills
    R F F M M M M M M F F F F F F F F F F R
    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    ------------------------------------------------------------
    Disable 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
    Search 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
    Spot 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
    UMD 4 ½ ½ ½ 1 ½ ½ ½ 1½ 1½ 1 1 1 1 1 1 1 1 4 23
    Move Si 4 2 2 3 1 1 1 1 1 5 21
    Hide 4 1 1 1 4 1 1 1 1 5 20
    Concent 1 4 3 1 1 1 1 12
    Open Lo 4 4
    Bluff 4 4
    Diplo 4 4
    Balance 4 4
    Jump 4 4
    Heal 2 2
    Tumble 1 1
    Haggle 1 1
    ------------------------------------------------------------
    52 7 7 10 10 10 10 11 11 9 9 10 10 10 10 10 10 10 10 17


    Feats

    1 : Two Handed Fighting
    1 Human : Insightful Reflexes
    2 Fighter: Weapon Focus: Bludgeoning
    3 : Precision
    3 Fighter: Power Attack
    4 Monk : Dodge
    5 Monk : Mobility
    6 : Power Critical
    6 Monk : Path of Harmonious Balance
    9 : Improved Two Handed Fighting
    9 Monk : Toughness
    11 Fighter: Improved Critical: Bludgeoning
    12 : Master of Forms
    13 Fighter: Spring Attack
    15 : Weapon Specialization: Bludgeoning
    15 Fighter: Greater Weapon Focus: Bludgeoning
    17 Fighter: Greater Two Handed Fighting
    18 : Grandmaster of Forms
    19 Fighter: Greater Weapon Specialization: Bludgeoning
    21 Epic : Magical Training
    24 Epic : Overwhelming Critical
    26 Destiny: Holy Strike
    27 Epic : Epic Damage Reduction
    28 Destiny: Perfect Two Handed Fighting
    29 Destiny: Dire Charge
    30 Epic : Blinding Speed
    30 Legend : Scion of: Astral Plane


    Enhancements (80 AP)

    Kensei (33 AP)
    • Kensei Focus: Martial Arts
    1. Extra Action Boost III, Weapon Group Specialization, Haste Boost III, Reed in the Wind III
    2. Weapon Group Specialization, Improved Dodge III, Ascetic Training: Conditioning III
    3. Critical Mastery III, Weapon Group Specialization
    4. Weapon Group Specialization
    5. A Good Death: Melee, Weapon Master, Deadly Strike

    Henshin Mystic (21 AP)
    • Riddle of Fire, Ki Bolt, Sounding Staff
    1. All-Consuming Flame, Henshin Staff Training, Way of the: Patient Tortoise
    2. Henshin Staff Training, Quick Strike III
    3. Henshin Staff Training, Lighting the Candle III

    Thief-Acrobat (14 AP)
    • Staff Control
    1. Acrobat Staff Training, Thief Acrobatics III
    2. Acrobat Staff Training, Quick Strike III

    Harper Agent (12 AP)
    • Agent of Good I, Intelligence
    1. Traveler's Toughness II, Strategic Combat
    2. Magical Endurance III
    3. Strategic Combat
    Last edited by bree22; 12-07-2016 at 09:05 PM.

  2. #2
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    771

    Default

    It's pretty reasonable. It's tough to go wrong with 12 Fighter or 6 Monk or 2 Rogue these days, regardless of what the other class levels are. Your setup has the best of most worlds - 12 Monk / 6 Fighter / 2 Rogue would be my personal preference because I'm a fan of Abundant Step more than MP, but I'm a weirdo in that regard.

    I've never personally tried an int-based build, but I know they're generally pretty powerful. The one thing you should absolutely change is your Harper points - if you're building Int, you should absolutely take Know the Angles, even though it costs SP and your base SP won't be high. It'll also help your Dire Charge DC.

    Also, there's no real point in taking Quick Strike from both TA and Henshin. If you drop Quick Strike from TA, you'll get 6 points back. If you also drop Acrobat Staff Training II and Way of the Patient Tortoise (it only gives you 10 hp and 2 Concentration) you'll have enough for Stalwart Defense + Durable Defense for +25 PRR (and Resilient Defense if you like for another +3 to saves), with a point left over for a Human Damage Boost.
    Last edited by Discpsycho; 12-07-2016 at 09:15 PM.

  3. #3
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    Default

    Quote Originally Posted by Discpsycho View Post
    It's pretty reasonable. It's tough to go wrong with 12 Fighter or 6 Monk or 2 Rogue these days, regardless of what the other class levels are. Your setup has the best of most worlds - 12 Monk / 6 Fighter / 2 Rogue would be my personal preference because I'm a fan of Abundant Step more than MP, but I'm a weirdo in that regard.

    I've never personally tried an int-based build, but I know they're generally pretty powerful. The one thing you should absolutely change is your Harper points - if you're building Int, you should absolutely take Know the Angles, even though it costs SP and your base SP won't be high. It'll also help your Dire Charge DC.

    Also, there's no real point in taking Quick Strike from both TA and Henshin. If you drop Quick Strike from TA, you'll get 6 points back. If you also drop Acrobat Staff Training II and Way of the Patient Tortoise (it only gives you 10 hp and 2 Concentration) you'll have enough for Stalwart Defense + Durable Defense for +25 PRR (and Resilient Defense if you like for another +3 to saves), with a point left over for a Human Damage Boost.
    something like this? btw this is a 36pt build with past life M, P, F and 2 ranger. Looking to see if I have a +3 dex tome on a bank toon.

    Staff build 2
    12/6/2 Fighter/Monk/Rogue
    Lawful Good Human


    Level Order

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


    Stats
    28pt 32pt 34pt 36pt Tome Level Up
    ---- ---- ---- ---- ---- --------
    Strength 15 15 15 15 +5 4: INT
    Dexterity 11 12 11 12 +2 8: INT
    Constitution 13 13 13 14 +3 12: INT
    Intelligence 16 17 18 18 +3 16: INT
    Wisdom 10 10 10 10 +3 20: INT
    Charisma 8 8 8 8 +3 24: INT
    28: INT

    Skills
    R F F M M M M M M F F F F F F F F F F R
    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    ------------------------------------------------------------
    Disable 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
    Search 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
    Spot 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
    UMD 4 ½ ½ ½ 1 ½ ½ ½ 1½ 1½ 1 1 1 1 1 1 1 1 4 23
    Move Si 4 2 2 3 1 1 1 1 1 5 21
    Hide 4 1 1 1 4 1 1 1 1 5 20
    Concent 1 4 3 1 1 1 1 12
    Open Lo 4 4
    Bluff 4 4
    Diplo 4 4
    Balance 4 4
    Jump 4 4
    Heal 2 2
    Tumble 1 1
    Haggle 1 1
    ------------------------------------------------------------
    52 7 7 10 10 10 10 11 11 9 9 10 10 10 10 10 10 10 10 17


    Feats

    1 : Two Handed Fighting
    1 Human : Insightful Reflexes
    2 Fighter: Weapon Focus: Bludgeoning
    3 : Precision
    3 Fighter: Power Attack
    4 Monk : Dodge
    5 Monk : Mobility
    6 : Power Critical
    6 Monk : Path of Harmonious Balance
    9 : Improved Two Handed Fighting
    9 Monk : Toughness
    11 Fighter: Improved Critical: Bludgeoning
    12 : Master of Forms
    13 Fighter: Spring Attack
    15 : Weapon Specialization: Bludgeoning
    15 Fighter: Greater Weapon Focus: Bludgeoning
    17 Fighter: Greater Two Handed Fighting
    18 : Grandmaster of Forms
    19 Fighter: Greater Weapon Specialization: Bludgeoning
    21 Epic : Magical Training
    24 Epic : Overwhelming Critical
    26 Destiny: Holy Strike
    27 Epic : Epic Damage Reduction
    28 Destiny: Perfect Two Handed Fighting
    29 Destiny: Dire Charge
    30 Epic : Blinding Speed
    30 Legend : Scion of: Astral Plane


    Enhancements (80 AP)

    Kensei (33 AP)
    • Kensei Focus: Martial Arts
    1. Extra Action Boost III, Weapon Group Specialization, Haste Boost III, Reed in the Wind III
    2. Weapon Group Specialization, Improved Dodge III, Ascetic Training: Conditioning III
    3. Critical Mastery III, Weapon Group Specialization
    4. Weapon Group Specialization
    5. A Good Death: Melee, Weapon Master, Deadly Strike

    Henshin Mystic (21 AP)
    • Riddle of Fire, Ki Bolt, Sounding Staff
    1. All-Consuming Flame, Henshin Staff Training, Way of the: Patient Tortoise
    2. Henshin Staff Training, Quick Strike III
    3. Henshin Staff Training, Lighting the Candle III

    Harper Agent (16 AP)
    • Agent of Good I, Intelligence, Agent of Good II
    1. Traveler's Toughness II, Strategic Combat
    2. Magical Endurance III, Know the Angles III
    3. Strategic Combat

    Stalwart Defender (6 AP)
    • Toughness, Stalwart Defense
    1. Item Defense I, Durable Defense III

    Thief-Acrobat (4 AP)
    • Staff Control
    1. Thief Acrobatics III

  4. #4
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    Default

    Looks great! Enjoy =)

  5. #5
    Build Constructionist unbongwah's Avatar
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    19,465

    Default

    I'm underwhelmed by the mid-tier Henshin enhancements, so if not going for T5, I'd probably stop at 11 APs (3 cores for +30 MP). Then drop a few pts from Harper so you can afford to take Ninja Shadow Veil and human Dmg Boost.

    You may also want to consider swapping GWS for Tactical Mastery (+6 to Dire Charge DCs) which stacks with the +4 you're getting from Astral Plane. I would also skip Power Crit and Spring Atk to squeeze in the Cleave feats, particularly if running in LD.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  6. #6
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    198

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    Quote Originally Posted by unbongwah View Post
    I'm underwhelmed by the mid-tier Henshin enhancements, so if not going for T5, I'd probably stop at 11 APs (3 cores for +30 MP). Then drop a few pts from Harper so you can afford to take Ninja Shadow Veil and human Dmg Boost.

    You may also want to consider swapping GWS for Tactical Mastery (+6 to Dire Charge DCs) which stacks with the +4 you're getting from Astral Plane. I would also skip Power Crit and Spring Atk to squeeze in the Cleave feats, particularly if running in LD.
    So something like this? I think I like the Quick strike a lot for staves.

    Staff build 2
    12/6/2 Fighter/Monk/Rogue
    Lawful Good Human


    Level Order

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


    Stats
    28pt 32pt 34pt 36pt Tome Level Up
    ---- ---- ---- ---- ---- --------
    Strength 15 15 15 15 +5 4: INT
    Dexterity 11 12 11 12 +2 8: INT
    Constitution 13 13 13 14 +3 12: INT
    Intelligence 16 17 18 18 +3 16: INT
    Wisdom 10 10 10 10 +3 20: INT
    Charisma 8 8 8 8 +3 24: INT
    28: INT

    Skills
    R F F M M M M M M F F F F F F F F F F R
    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    ------------------------------------------------------------
    Disable 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
    Search 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
    Spot 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
    UMD 4 ½ ½ ½ 1 ½ ½ ½ 1½ 1½ 1 1 1 1 1 1 1 1 4 23
    Move Si 4 2 2 3 1 1 1 1 1 5 21
    Hide 4 1 1 1 4 1 1 1 1 5 20
    Concent 1 4 3 1 1 1 1 12
    Open Lo 4 4
    Bluff 4 4
    Diplo 4 4
    Balance 4 4
    Jump 4 4
    Heal 2 2
    Tumble 1 1
    Haggle 1 1
    ------------------------------------------------------------
    52 7 7 10 10 10 10 11 11 9 9 10 10 10 10 10 10 10 10 17


    Feats

    1 : Two Handed Fighting
    1 Human : Insightful Reflexes
    2 Fighter: Weapon Focus: Bludgeoning
    3 : Magical Training
    3 Fighter: Power Attack
    4 Monk : Dodge
    5 Monk : Mobility
    6 : Cleave
    6 Monk : Path of Harmonious Balance
    9 : Improved Two Handed Fighting
    9 Monk : Precision
    11 Fighter: Improved Critical: Bludgeoning
    12 : Master of Forms
    13 Fighter: Great Cleave
    15 : Weapon Specialization: Bludgeoning
    15 Fighter: Greater Weapon Focus: Bludgeoning
    17 Fighter: Greater Two Handed Fighting
    18 : Grandmaster of Forms
    19 Fighter: Tactical Mastery
    21 Epic : Overwhelming Critical
    24 Epic : Burst of Glacial Wrath
    26 Destiny: Holy Strike
    27 Epic : Epic Damage Reduction
    28 Destiny: Perfect Two Handed Fighting
    29 Destiny: Dire Charge
    30 Epic : Blinding Speed
    30 Legend : Scion of: Astral Plane


    Enhancements (80 AP)

    Kensei (33 AP)
    • Kensei Focus: Martial Arts
    1. Extra Action Boost III, Weapon Group Specialization, Haste Boost III, Reed in the Wind III
    2. Weapon Group Specialization, Improved Dodge III, Ascetic Training: Conditioning III
    3. Critical Mastery III, Weapon Group Specialization
    4. Weapon Group Specialization
    5. A Good Death: Melee, Weapon Master, Deadly Strike

    Henshin Mystic (13 AP)
    • Riddle of Fire, Ki Bolt, Sounding Staff
    1. All-Consuming Flame, Henshin Staff Training, Mystic Training I
    2. Quick Strike III

    Harper Agent (13 AP)
    • Agent of Good I, Intelligence, Agent of Good II
    1. Traveler's Toughness II, Strategic Combat
    2. Know the Angles III
    3. Strategic Combat

    Ninja Spy (11 AP)
    • Basic Ninja Training, Advanced Ninja Training, Shadow Veil
    1. Stealthy II, Acrobatic II
    2. Agility II, Fists of Iron

    Stalwart Defender (6 AP)
    • Toughness, Stalwart Defense
    1. Item Defense I, Durable Defense III

    Thief-Acrobat (4 AP)
    • Staff Control
    1. Thief Acrobatics III

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