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  1. #21
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    Quote Originally Posted by unbongwah View Post
    This is just a straight-forward conversion of slarden's melee wraith build.
    Code:
    Kundarak AxeWraith
    12/6/2 Wizard/Fighter/Monk
    Lawful Neutral Dwarf
    
    
    Level Order
    
    1. Fighter         6. Fighter        11. Wizard         16. Wizard
    2. Monk            7. Fighter        12. Wizard         17. Wizard
    3. Monk            8. Fighter        13. Wizard         18. Wizard
    4. Wizard          9. Fighter        14. Wizard         19. Wizard
    5. Wizard         10. Fighter        15. Wizard         20. Wizard
    
    
    Stats
                   36pt     Tome     Level Up
                   ----     ----     --------
    Strength        12       +5       4: CON
    Dexterity        8       +5       8: CON
    Constitution    20       +5      12: CON
    Intelligence    18       +5      16: CON
    Wisdom           8       +5      20: CON
    Charisma         6       +5      24: CON
                                     28: CON
    
    Feats
    
     1        : Insightful Reflexes
     1 Fighter: Weapon Focus: Slashing
     2 Monk   : Power Attack
     3        : Cleave
     3 Monk   : Two Handed Fighting
     4 Wizard : Quicken Spell
     6        : Toughness OR Completionist
     6 Fighter: Great Cleave
     8 Fighter: Weapon Specialization: Slashing
     9        : Adept of Forms
    10 Fighter: Improved Critical: Slashing
    12        : Master of Forms OR Precision
    13 Wizard : Extend Spell
    15        : Improved Two Handed Fighting
    18        : Greater Two Handed Fighting
    18 Wizard : Maximize Spell
    21 Epic   : Overwhelming Critical
    24 Epic   : Grandmaster of Forms OR Bulwark of Defense
    26 Destiny: Perfect Two Handed Fighting
    27 Epic   : Epic Damage Reduction
    28 Destiny: Perfect Two Weapon Fighting
    29 Destiny: Dire Charge
    30 Epic   : Epic Toughness OR Epic Reflexes
    30 Legend : Scion of: Astral Plane OR Shadowfell
    
    
    Spells
    
    Wizard
    
    1. <Any>, <Any>, <Any>, <Any>, <Any>
    2. Lesser Death Aura, <Any>, <Any>, <Any>, <Any>
    3. Haste, Displacement, <Any>, <Any>, <Any>
    4. Negative Energy Burst, Death Aura, Dimension Door, <Any>
    5. <Any>, <Any>, <Any>, <Any>
    6. Tenser's Transformation, <Any>, <Any>
    Enhancements (80+6 AP) Kensei (32 AP)
    • Kensei Focus: Axes, Spiritual Bond, Strike with No Thought
      1. Extra Action Boost III, Weapon Group Specialization, Haste Boost III
      2. Weapon Group Specialization, Ascetic Training: Agility III
      3. Critical Mastery III, Weapon Group Specialization, Shattering Strike II
      4. Opportunity Attack, Strike at the Heart
      5. One with the Blade, Keen Edge
    Pale Master (21 AP)
    • Dark Reaping, Zombie Form, Vampire Form, Wraith Form
      1. Spell Critical, Negative Energy Conduit III
      2. Spell Critical, Bone Armor III
      3. Cloak of Night III, Spell Critical, Constitution
    Dwarf (18 AP)
    • Dwarven Toughness, Dwarven Constitution, Dwarven Toughness II, Dwarven Constitution II, Dwarven Toughness III
      1. Axe Training
      2. Child of the Mountain I, Axe Training
      3. Axe Training
      4. Axe Training, Throw Your Weight Around
    Harper Agent (7 AP)
    • Agent of Good I
      1. Harper Enchantment, Strategic Combat
      2. Know the Angles II
    Stalwart Defender (6 AP)
    • Toughness, Stalwart Defense
      1. Item Defense I, Durable Defense III
    Eldritch Knight (Wizard) (1 AP)
    • Eldritch Strike
    Henshin Mystic (1 AP)
    • Riddle of Fire
    Leveling Guide
    1. Dwf0 Dwarven Toughness; Dwf1 Axe Training; Dwf1 Iron Stomach I, II, III; Dwf2 Axe Training; Dwf2 Child of the Mountain I
    2. Dwf2 Child of the Mountain II; Dwf3 Axe Training
    3. Dwf3 Stand Like Stone I; Dwf4 Axe Training; Dwf4 Throw Your Weight Around
    4. EKw0 Eldritch Strike; Hen0 Riddle of Fire; Ken0 Kensei Focus: Axes; Ken1 Haste Boost I
    5. Ken1 Haste Boost II, III; Ken1 Weapon Group Specialization
    6. Ken2 Weapon Group Specialization; Ken1 Extra Action Boost I
    7. Ken0 Spiritual Bond; Ken3 Critical Mastery I, II, III
    8. Ken3 Weapon Group Specialization; Ken1 Extra Action Boost II
    9. Ken1 Extra Action Boost III; Ken4 Opportunity Attack
    10. Ken0 Strike with No Thought; Ken4 Strike at the Heart; Ken2 Ascetic Training: Agility I
    11. Ken2 Ascetic Training: Agility II, III; Ken3 Shattering Strike I, II
    12. Ken5 One with the Blade; Ken5 Keen Edge; SD0 Toughness; SD1 Item Defense I
    13. SD1 Durable Defense I, II, III; SD0 Stalwart Defense
    14. Hrp0 Agent of Good I; Hrp1 Strategic Combat; (Bank 1 AP)
    15. Reset Stalwart Defender
      • Pale Master: Dark Reaping, Zombie Form, Vampire Form
        1. Spell Critical, Negative Energy Conduit III
        2. Bone Armor III
    16. PM3 Cloak of Night I, II, III; SD0 Toughness
    17. Hrp1 Harper Enchantment; Hrp2 Know the Angles I; SD1 Item Defense I
    18. SD1 Durable Defense I, II, III; SD0 Stalwart Defense
    19. PM2 Spell Critical; PM3 Spell Critical
    20. Hrp2 Know the Angles II; PM3 Constitution; PM0 Wraith Form
    Destiny (24 AP) Legendary Dreadnought
    1. Legendary Tactics III, Extra Action Boost III
    2. Momentum Swing III, Imp. Power Attack, Damage Boost III
    3. Lay Waste
    4. (none)
    5. Advancing Blows, Devastating Critical
    6. Master's Blitz, Headman's Chop
    Twists of Fate (35 fate points)
    1. Sense Weakness (Tier 4 Fury)
    2. Grim Precision (Tier 3 Shadowdancer)
    3. Hail of Blows (Tier 2 Flowers)
    4. Dance of Flowers (Tier 1 Flowers)
    5. Brace for Impact (Tier 1 Sentinel)
    Comments:
    • I needed 6 extra racial APs to be able to afford everything I wanted. Without them I guess you'd have to drop either defensive stance (though it would be a shame to lose +25 PRR/MRR); or Harper (losing some DPS and to-hit goes back to being based on STR). Extra racial APs would let you invest more into Harper for extra Melee Power or Pale Master for +1 CON and fourth tier of Spell Critical which boosts your NEB and Death Auras.
    • For heroic leveling, you play like a typical axe-wielding fighter. You will NOT be centered before level 12; so for lvls 3-11 just use light armor for Evasion and higher Dodge or heavy armor for max PRR.
    • At lvl 12 you become centered and switch to robes. Use either Wind stance for extra doublestrike or Fire for the crit bonus; i.e., Wind for single-target, Fire for Cleaves.
    • I designed it so you can use vampire form starting at lvl 15; that's also when you will have NEB and both Death Auras to keep yourself (un)healed. Watch out for those light-spamming casters, though!
    • Designed for greataxes: mauls is an easy conversion. Among named greataxes, the ones you want most for heroics IMO are Carnifex (4-12) and Riftmaker (13-19). For epics, start with Antique Greataxe or Cannith Greataxe of Fire; later you switch to drow greataxe, Cleaver, eRiftmaker, and/or Torn (new Ravenloft axe), depending on what you have, of course.
    Hey is this still viable? Would there be many changes with the EK update?

  2. #22
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by nightbarer32 View Post
    Hey is this still viable? Would there be many changes with the EK update?
    It should still work as described, but I've thought about pure wizard 20 EK instead. To be honest it's a flavor build either way; there's no good reason other than novelty for a CON-based wizard.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  3. #23
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    Quote Originally Posted by unbongwah View Post
    It should still work as described, but I've thought about pure wizard 20 EK instead. To be honest it's a flavor build either way; there's no good reason other than novelty for a CON-based wizard.
    Mostly looking for a fun and good wizard life to knock out some past lives without actually playing caster wiz. Any recommendations?

  4. #24
    Build Constructionist unbongwah's Avatar
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    Sorry, I'm mostly retired from DDO these days. I've seen some interesting build discussions since Update 41 came out, but I haven't tried Eldritch Knight recently.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  5. #25
    Community Member Luxmus's Avatar
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    Quote Originally Posted by unbongwah View Post
    With the Update 38 overhaul to druids, I thought I'd take a crack at a TYWA bear build. Nature's Protector adds up to +13 CON which is nice; while Rising Fury is another +10 CON when fully stacked.

    <theorycrafting intensifies>

    Build goal: a bear tank with a viable Earthquake / Burst of Glacial Wrath DC. Is it possible?! Probably not but let's give it a go.
    Code:
    Kundarak Ursa Major
    Druid 20
    True Neutral Dwarf
    
    
    
    
    Stats
                   36pt     Tome     Level Up
                   ----     ----     --------
    Strength        10       +3       4: WIS
    Dexterity        8       +3       8: WIS
    Constitution    20       +3      12: WIS
    Intelligence    10       +3      16: WIS
    Wisdom          18       +3      20: WIS
    Charisma         6       +3      24: WIS
                                     28: WIS
    
    
    Skills
              1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20
             ------------------------------------------------------------
    Concent   4  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  23
    Heal      4  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  23
    Intim     4  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  23
    UMD       2     1     1     1     1     1     1     1     1     1     11
    Balance            1     1     1     1     1     1     1     1     1   9
    Tumble       1                                                         1
             ------------------------------------------------------------
             16  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5
    
    
    
    
    Feats
    
    
     1        : Quicken Spell
     3        : Power Attack
     6        : Cleave OR Natural Fighting
     9        : Great Cleave OR Natural Fighting
    12        : Improved Critical: Slashing
    15        : Combat Expertise
    18        : Spell Focus: Evocation
    21 Epic   : Overwhelming Critical
    24 Epic   : Burst of Glacial Wrath OR Natural Fighting
    26 Destiny: Perfect Two Handed Fighting
    27 Epic   : Epic Damage Reduction
    28 Destiny: Elusive Target
    29 Destiny: Dire Charge OR Deific Warding
    30 Epic   : Epic Fortitude OR Natural Fighting
    30 Legend : Scion of: Arborea
    
    
     2 Druid  : Wild Shape 1: Bear
     5 Druid  : Wild Shape 1: Wolf
     8 Druid  : Wild Shape 2: Dire Bear
    11 Druid  : Wild Shape 2: Winter Wolf
    13 Druid  : Wild Shape 3: Fire Elemental
    17 Druid  : Wild Shape 3: Water Elemental
    
    
    
    
    Enhancements (80+12 AP)
    
    
    Nature's Protector (41 AP)
    
    • Nature's Protector, Nature's Defense, Magical Beast, Big Claws, Big Bear, The Great Bear
      1. Rage of the Beast II, Bloody Claws III, Enchanted Defense III
      2. Primal Beast II, Bloody Claws, Grizzled Defense III
      3. Enduring Beast II, Savage Roar, Ursa's Heart III
      4. Undying Beast, Beast Awakened, Ursa's Spirit III
      5. Beast Unleashed, Bear Charge, Lightning Strikes the Mountain, Ursa's Will III, Force of Nature III
    Nature's Warrior (25 AP)
    • Natural Adept, Nature's Senses, Nature's Bounty, A True Hunter
      1. Extra Wild Empathy III, Beastial Nature I
      2. Flight III, Double Strike Boost III
      3. Fight III, Prey on the Weak II, Essence of the Shrike II
      4. Four Legs Good, Ferocity III
    Dwarf (18 AP)
    • Dwarven Toughness, Dwarven Constitution, Dwarven Toughness II, Dwarven Constitution II
      1. Axe Training, Dwarven Armor Mastery III
      2. Axe Training
      3. Axe Training
      4. Axe Training, Throw Your Weight Around
    Season's Herald (8 AP)
    • Child of Summer, Elder of Winter
      1. Beguile II, Wax and Wane
      2. Wax and Wane
    Destiny (24 AP) Legendary Dreadnought
    1. Legendary Tactics III, Extra Action Boost III
    2. Imp. Combat Expertise, Imp. Power Attack, Damage Boost III
    3. Haste Boost III
    4. (none)
    5. Advancing Blows, Devastating Critical
    6. Master's Blitz, Headman's Chop
    Twists of Fate (35 fate points)
    1. Wild Weapons (Tier 4 Fury)
    2. Grim Precision (Tier 3 Shadowdancer)
    3. School Specialist: Evocation (Tier 2 Magister)
    4. Shield Prowess (Tier 1 Sentinel)
    5. Rejuvenation Cocoon (Tier 1 Primal)
    Need to use a shield for Ursa Protector bonuses, so this is S&B with axes; using hammers or heavy picks instead is an easy conversion. [EDIT: need to invest in UMD so you can use Master's Touch scrolls for weapon prof, if nothing else.] Basically it uses Power Attack + Rage of the Beast when focusing on melee DPS, tossing out spells / bear attacks whenever Essence of the Shrike (EotS) procs. When tanking, it disables Rage and turns on Combat Expertise for extra AC and PRR.


    Drawbacks - gods, where to begin?


    • First off, there's the high AP cost of, well, everything: 41 in Nature's Protector for the capstone, 18 in dwarf racial for TYWA, and at least 21 in Nature's Warrior for the +1 crit multipler. So theoretically doable without racial PLs, but you have to give up tier-4 NW, Season's Herald, and/or Harper.
    • STR to-hit, CON to melee damage, WIS for DCs - can you say "multiple attribute dependency," kids?
    • Since the druid trees didn't get any crit range bonuses (only the +1 crit multiplier from NW), it makes sense for pure wolf / bear builds to use weapons with a wide threat range, like scimitars or falchions. So of course this build uses 1H axes which are only 20/x3 weapons. Warhammers are also 20/x3, although Pulverizer ought to work in animal form now (though I haven't tested), which would give them an advantage. Or use picks: Deathnip is still great for heroics but there's no named options in epics. Either way you go, though, you are not going to get nearly as many temp SPs from EotS as wolf druid builds which have higher attack speed and a better crit threat range.
    • I believe the spell cooldown penalties from bear form (1.5x w/capstone) and Combat Expertise (3x) stack. So your spell usage goes way down in full-tank mode.
    • Even if we ignore Spellpower (besides Positive) and just use spells for buffs, heals, and CC (i.e. no caster DPS), gearing will be a huge PITA. Because you need all the usual melee-tank gear plus some DC-boosting gear. And that's before you factor in druid restrictions (i.e., no metal armor nor shields).
    • Lay Waste works in animal forms; however, Momentum Swing does not (well, didn't - haven't checked if it still doesn't post-U38). So with no way to reset LW's timer, there's not much incentive to use it on an animal build.


    Even by my standards, this build seems like a terribly gimp idea, which is why I am so excited at the prospect of someone volunteering to test it for me to see just how bad it is.
    Hey. What shield would you choose? Metal dosent work because of Druidic Oath

  6. #26
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Luxmus View Post
    Hey. What shield would you choose? Metal dosent work because of Druidic Oath
    https://ddowiki.com/page/Druid_equipment

    Bear (haha) in mind I came up with that build after the druid revamp but before the Falconry tree came out. So if you really want a WIS-based bear (or wolf) druid, it's better to go that way instead.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  7. #27
    Community Member CrimsonP's Avatar
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    Quote Originally Posted by unbongwah View Post
    CON-based paladin is counter-intuitive given that Divine Might is (still) a STR bonus. But functionally it's actually pretty similar to barb or Kensei: INT to hit from Harper, CON to dmg from TYWA.
    Code:
    Kundarak Knight
    Paladin 20
    Lawful Good Dwarf
    
    
    Stats
                   32pt     34pt     36pt     Tome     Level Up
                   ----     ----     ----     ----     --------
    Strength        14       14       14       +3       4: CON
    Dexterity        8        8        8                8: CON
    Constitution    20       20       20               12: CON
    Intelligence    16       16       16       +2      16: CON
    Wisdom           8        8        8               20: CON
    Charisma         6        8       10               24: CON
                                                       28: CON
    
    Feats
    
     1        : Power Attack
     3        : Two Handed Fighting
     6        : Quicken Spell
     9        : Improved Critical: Slashing
    12        : Improved Two Handed Fighting
    15        : Greater Two Handed Fighting
    18        : Empower Healing Spell
    21 Epic   : Overwhelming Critical
    24 Epic   : Cleave OR Bulwark of Defense
    26 Destiny: Perfect Two Handed Fighting
    27 Epic   : Epic Damage Reduction
    28 Destiny: Perfect Two Weapon Fighting OR Elusive Target
    29 Destiny: Dire Charge OR Deific Warding
    30 Epic   : Insightful Reflexes OR Epic Fortitude
    30 Legend : Scion of: Arborea
    
     1 Deity  : Follower of: Onatar
     6 Deity  : Onatar's Forge
    
    
    Enhancements (80 AP)
    
    Knight of the Chalice (41 AP)
    
    • Slayer of Evil, Courage of Heaven, Slayer of Evil II, Improved Courage of Heaven, Slayer of Evil III, Champion of Good
      1. Extra Remove Disease II, Extra Smite II
      2. Exalted Cleave III, Melee Power Boost III
      3. Improved Restoration III, Divine Sacrifice I, Vigor of Life, Exalted Smite II
      4. Censure Demons, Passion I, Vigor of Life, Empowered Smite
      5. Censure Outsiders, Holy Retribution III, Avenging Cleave III, Sealed Life
    Dwarf (18 AP)
    • Dwarven Toughness, Dwarven Constitution, Dwarven Toughness II, Dwarven Constitution II
      1. Iron Stomach III, Axe Training
      2. Axe Training
      3. Axe Training
      4. Axe Training, Throw Your Weight Around
    Sacred Defender (13 AP)
    • Holy Bastion, Sacred Defense
      1. Extra Lay On Hands III, Durable Defense III
      2. Resilient Defense II
      3. Tenacious Defense III
    Harper Agent (8 AP)
    • Agent of Good I
      1. Harper Enchantment, Strategic Combat
      2. Know the Angles III
    Destiny (24 AP) Legendary Dreadnought
    1. Legendary Tactics III, Extra Action Boost III
    2. Momentum Swing III, Imp. Power Attack
    3. Lay Waste, Haste Boost III
    4. (none)
    5. Advancing Blows, Devastating Critical
    6. Master's Blitz, Headman's Chop
    Twists of Fate (35 fate points)
    1. Sense Weakness (Tier 4 Fury)
    2. Grim Precision (Tier 3 Shadowdancer)
    3. Hail of Blows (Tier 2 Flowers)
    4. Rejuvenation Cocoon (Tier 1 Primal)
    5. Brace for Impact (Tier 1 Sentinel)
    Specced from greataxes: converting to mauls is straight-forward. TWF variant would involve swapping STR for DEX (needs +3 DEX tome instead) and trading THF for TWF feats. Iron Stomach is for lulz; we all worship our gods in our own special ways...

    Got a ton of extra racial APs? Sweet, go heavier into SD:
    Code:
    Enhancements (80+12 AP)
    
    Knight of the Chalice (41 AP)
    
    • Slayer of Evil, Courage of Heaven, Slayer of Evil II, Improved Courage of Heaven, Slayer of Evil III, Champion of Good
      1. Extra Remove Disease II, Extra Smite II
      2. Exalted Cleave III, Melee Power Boost III
      3. Improved Restoration III, Divine Sacrifice I, Vigor of Life, Exalted Smite II
      4. Censure Demons, Passion I, Vigor of Life, Empowered Smite
      5. Censure Outsiders, Holy Retribution III, Avenging Cleave III, Sealed Life
    Sacred Defender (25 AP)
    • Holy Bastion, Sacred Defense, Divine Righteousness, Redemption
      1. Extra Lay On Hands III, Durable Defense III
      2. Bulwark Aura III, Resilient Defense II
      3. Resistance Aura III, Tenacious Defense III
      4. Swift Defense, Hardy Defense III
    Dwarf (18 AP)
    • Dwarven Toughness, Dwarven Constitution, Dwarven Toughness II, Dwarven Constitution II
      1. Iron Stomach III, Axe Training
      2. Axe Training
      3. Axe Training
      4. Axe Training, Throw Your Weight Around
    Harper Agent (8 AP)
    • Agent of Good I
      1. Harper Enchantment, Strategic Combat
      2. Know the Angles III
    Could you give and update for the changes to KotC since update 45.

  8. #28
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by CrimsonP View Post
    Could you give and update for the changes to KotC since update 45.
    I've been thinking about it. Now that Divine Might is an Insight bonus to to-hit and damage instead of STR, I could use it instead of Know the Angles. Which would make more sense in terms of synergy with paladin abilities. You'd still need to use STR for to-hit, but that's the downside to most TYWA builds. You wind up with something like 41 KotC / 21 Sacred D / 18 dwarf.

    So a quick-n-dirty update (Enhancements TBD):
    Code:
    Kundarak Knight (U45)
    Paladin 20
    Lawful Good Dwarf
    
    
    Stats
                   32pt     34pt     Tome     Level Up
                   ----     ----     ----     --------
    Strength        15       15       +2       4: CON
    Dexterity        8        8       +2       8: CON
    Constitution    20       20       +2      12: CON
    Intelligence     8        8       +2      16: CON
    Wisdom           8        8       +2      20: CON
    Charisma        13       14       +2      24: CON
                                              28: CON
    
    Feats
    
     1        : Two Handed Fighting
     3        : Power Attack
     6        : Improved Two Handed Fighting
     9        : Improved Critical: Slashing
    12        : Greater Two Handed Fighting
    15        : Quicken Spell
    18        : Empower Healing Spell
    21 Epic   : Overwhelming Critical
    24 Epic   : Bulwark of Defense
    26 Destiny: Perfect Two Handed Fighting
    27 Epic   : Epic Damage Reduction
    28 Destiny: Perfect Two Weapon Fighting
    29 Destiny: Dire Charge
    30 Epic   : Epic Fortitude
    30 Legend : Scion of: Arborea
    
     1 Deity  : Follower of: Onatar
     6 Deity  : Onatar's Forge
    It gets even more interesting / complicated if you decide to go S&B with dwarven axes to take advantage of the extra Strikethrough from the Axe Training line. Still mulling that one.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  9. #29
    Community Member Kutalp's Avatar
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    Quote Originally Posted by unbongwah View Post
    I've been thinking about it. Now that Divine Might is an Insight bonus to to-hit and damage instead of STR, I could use it instead of Know the Angles. Which would make more sense in terms of synergy with paladin abilities. You'd still need to use STR for to-hit, but that's the downside to most TYWA builds. You wind up with something like 41 KotC / 21 Sacred D / 18 dwarf.

    So a quick-n-dirty update (Enhancements TBD):
    Code:
    Kundarak Knight (U45)
    Paladin 20
    Lawful Good Dwarf
    
    
    Stats
                   32pt     34pt     Tome     Level Up
                   ----     ----     ----     --------
    Strength        15       15       +2       4: CON
    Dexterity        8        8       +2       8: CON
    Constitution    20       20       +2      12: CON
    Intelligence     8        8       +2      16: CON
    Wisdom           8        8       +2      20: CON
    Charisma        13       14       +2      24: CON
                                              28: CON
    
    Feats
    
     1        : Two Handed Fighting
     3        : Power Attack
     6        : Improved Two Handed Fighting
     9        : Improved Critical: Slashing
    12        : Greater Two Handed Fighting
    15        : Quicken Spell
    18        : Empower Healing Spell
    21 Epic   : Overwhelming Critical
    24 Epic   : Bulwark of Defense
    26 Destiny: Perfect Two Handed Fighting
    27 Epic   : Epic Damage Reduction
    28 Destiny: Perfect Two Weapon Fighting
    29 Destiny: Dire Charge
    30 Epic   : Epic Fortitude
    30 Legend : Scion of: Arborea
    
     1 Deity  : Follower of: Onatar
     6 Deity  : Onatar's Forge
    It gets even more interesting / complicated if you decide to go S&B with dwarven axes to take advantage of the extra Strikethrough from the Axe Training line. Still mulling that one.




  10. #30
    Community Member Captain_Wizbang's Avatar
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    Quote Originally Posted by unbongwah View Post
    It gets even more interesting / complicated if you decide to go S&B with dwarven axes to take advantage of the extra Strikethrough from the Axe Training line. Still mulling that one.
    After tomorrows patch, I have a Pally that will be running this in S&B W/ D axes. I just wish the devs would give true vanguard pally/ ftr builds the defenses they deserve.

    +1 for the post

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