View Full Version : The Seven Fingers of Doom (A build by request)

09-14-2007, 12:04 PM
From Sigtrent's Build Request Thread (http://forums.ddo.com/showthread.php?t=117232)

Seven Fingers of Doom a Lawful Good - Dwarven – Fighter 4 / Wizard 10
Requested By: Nemonon
Presented By: Sigfried Trent

The request this time was for a Dwarven Fighter / Wizard 2/12 or 4/10 which was all geared out to the 9s. An “uber” build to aspire to that would use the seven fingered gloves and mithral/twilight armor to be a heavy AC caster. I actually really like the idea even and it’s pretty unconventional. I’ve yet to see this particular set up before. Usually I do the arcane builds with less combat focus, but I wanted to give this one some serious melee punch and a good combat AC so I went with the Fighter 4 option. Keep in mind it takes a while to put this guy together due to the gear you need, some of it being raid loot.

Starting Statistics (32pts)
STR 16 – DEX 14 – CON 16 – INT 16 – WIS 8 – CHA 6

Feats: Toughness X2, Mental Toughness, Improved Mental Toughness, Power Attack, Weapon Focus Slashing, Improved Critical Slashing, Dodge, Extend Spell, Maximize Spell, Empower Spell

Skills: Jump, Balance, Concentration, Move Silently, Tumble

Enhancements: Dwarven Armor Mastery 2, Axe Attack 2, Axe Damage 2, Spell Defense 2, Dwarven Toughness 2, Fighter Armor Mastery 1, Lineage of Elements 2, Deadly Elements 2, Elemental Manipulation 4, Energy of Scholar 2, Wizards Inteligence 2, Fighters Strength 1, Fighters Toughness 2

Leveling Guide

1st Level: Fighter
Toughness, Weapon Focus Slashing : Jump 4, Balance 2, Concentration 2, Move Silently 2, Tumble 2

2nd Level: Wizard
Extend Spell : Jump 1, Balance .5, Concentration 3

3rd Level: Wizard
Mental Toughness : Jump 1, Balance .5, Concentration 1, Move Silently .5 (All Subsequent Levels)

4th Level: Wizard
Int +1

5th Level: Wizard

6th Level: Wizard
Improved Mental Toughness, Maximize Spell

7th Level: Fighter

8th Level: Wizard
Int +1

9th Level: Wizard

10th Level: Wizard

11th Level: Wizard

12th Level: Wizard
Int +1 : Power Attack, Empower Spell

13th Level: Fighter

14th Level: Fighter
Improved Critical Slashing

I'm extreemly happy wtih the build's mix of offense, defense and spell casting abbility. It may be a bit rough going early on, but once you get equiped up things should go nicely for you. You likely won't be wowing anyone until later levels since the AC doesn't come together without the raid gear and your DPS isn't all that untill you get the meta magics and some wizard levels under your belt. You should feel like your coming into your own around level 6 or 7.

Number Crunching
Final Statistics (Assuming +1 tomes and +4 items as desired)
STR 24 – DEX 20 – CON 22 – INT 28 – WIS 8 – CHA 6

Full Armor Class (Insulated Armor, Skyvault Shield): Armor 11, Dex 5, Barkskin Potion 3, Deflection 5, Shield 6, Dodge 1, Chaos Guard 2, Chattering Ring 3 = 46

Attack Profile (+5 Shocking Burst Dwarven axe of Pure Good): BAB 9, Str 7, Weapon 5, Axe Attack 2, Weapon Focus 1, Haste 1, Greater Heroism 4, Divine Might 4, Power Attack -5 = 28/28/33 1d10 + 19 (19-20 X3 + 2d10) + 2d6

Hit Points: Around 280
Spell Points: Around 1000

Fort Save: Great (25+)
Reflex Save: Excellent (20+) (15+ for traps and trip)
Will Save: Excellent (20+)

Combat Commentary
Ok, were looking at a ton of raid gear here, but only some of it is totally crucial to the build. All the raid gear is Titan stuff so be prepared to run that puppy till it hurts. Use scrolls for greater heroism of course.

But when you have the gear… it’s a pretty sweet ride. You won’t find many casters with a standing AC of 46 with no arcane spell failure and who aren’t using Combat Expertise, nor will they be immune to lightning bolts (insulate armor). You won’t find many with across the board 20+ saves against spells. The high Str two handed types can match your damage and HP, but the dex based ones can not. Unlike many such builds you are in no way shape or form, squishy. With stoneskin, displacement, resists, protection etc… and 46 AC you make a first class tank. You will need some potions for self healing and you don’t have evasion but lets see your typical intimi-tank drop a 400pt per tick firewall. Your wizard side is built for buffing and damage and should do both well. You aren’t so hot with the crowd control but if you pick targets without SR and with vulnerable saves you will land spells at a decent rate, even so it’s not your bread and butter. Sorc-Paladins can get pretty close to these marks but they usually have less HP and a much narrower selection of spells.

09-17-2007, 04:15 PM
This is what i came up with as a twist on this build. If the 7 fingered gloves are used then you can drop the arcane fluidity down to the first rank and use a +5 mith BP. Using rapiers you can get some decent enhancements so you dont need all the WF and WS.

Character Plan by DDO Character Planner Version 2.70
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 14 Lawful Good Drow Male
(2 Fighter \ 2 Rogue \ 10 Wizard)
Hit Points: 141
Spell Points: 744
BAB: 8\8\13
Fortitude: 8
Reflex: 8
Will: 6

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 14)
Strength 15 16
Dexterity 14 14
Constitution 14 14
Intelligence 16 22
Wisdom 8 8
Charisma 10 10

Tomes Used
+1 Tome of Strength used at level 1

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 14)
Balance 6 6
Bluff 0 0
Concentration 2 3
Diplomacy 0 0
Disable Device 7 24
Haggle 4 4
Heal -1 -1
Hide 6 6
Intimidate 0 0
Jump 7 8
Listen -1 1
Move Silently 6 6
Open Lock 6 18
Perform n/a n/a
Repair 3 6
Search 7 22
Spot 3 5
Swim 3 3
Tumble 6 6
Use Magic Device 4 20

Level 1 (Rogue)
Feat: (Selected) Toughness

Level 2 (Fighter)
Feat: (Fighter Bonus) Weapon Focus: Piercing Weapons

Level 3 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Feat: (Selected) Mental Toughness

Level 4 (Wizard)

Level 5 (Wizard)

Level 6 (Wizard)
Feat: (Selected) Empower Spell

Level 7 (Wizard)
Feat: (Wizard Bonus) Extend Spell

Level 8 (Wizard)

Level 9 (Wizard)
Feat: (Selected) Improved Mental Toughness

Level 10 (Wizard)

Level 11 (Wizard)

Level 12 (Wizard)
Feat: (Wizard Bonus) Quicken Spell
Feat: (Selected) Skill Focus: Use Magic Device

Level 13 (Rogue)

Level 14 (Fighter)
Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
Enhancement: Rogue Skill Boost I
Enhancement: Drow Melee Attack I
Enhancement: Drow Melee Attack II
Enhancement: Drow Melee Damage I
Enhancement: Drow Melee Damage II
Enhancement: Elven Arcane Fluidity I
Enhancement: Elven Arcane Fluidity II
Enhancement: Elven Arcane Fluidity III
Enhancement: Elven Perception I
Enhancement: Elven Perception II
Enhancement: Elven Perception III
Enhancement: Rogue Disable Device I
Enhancement: Rogue Open Lock I
Enhancement: Wizard Lineage of Elements I
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Elemental Manipulation III
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Fighter Toughness I

09-18-2007, 05:17 PM
That looks pretty good.

I was playing around with the rogue levels.. I've done some drow F2R2W10 characters as well. I did one for the request thread called "super drow" but it was more a finesse TWF type for combat.

Looking at the dwarven version it didn't quite work with the rogue version. You have to give up some attack and AC but the armor doesn't work out because evasion doesn't work with the insulated armor and dwarf couldn't hit the kind of dex needed to make the mithral work out any better than a drow could. I got the skills to work ok, but the sysnergies for Armor kind of fell appart.

So for a Rogue mix I'd stick with drow, and for the more Combat focused build I'd go with Dwarf because drow just can't get that far up in the durability department.

09-19-2007, 11:27 AM
im a bit rubbish at feats and skills. so if anyone could help me out so i can get Imp crit Peirce earlier, or optimise the skills that would be awesome.

09-19-2007, 11:40 AM
im a bit rubbish at feats and skills. so if anyone could help me out so i can get Imp crit Peirce earlier, or optimise the skills that would be awesome.

Actualy you are right about on the mark with Improved Crit, you have to take fighter at 14 in order to get it.

Skills wise you might be able to do a tiny bit better, but probably not by much. Usualy it is fairly straight forward where you maintain search/disable/UMD on off levels and fill up the gaps in other skills when you take rogue.

09-23-2007, 02:14 AM
i had actually given up on you making this build bro. when i posted the request you were swamped and had just came back from a little time away.

last time i heard that one the Chop Shop went outa bussiness. this build is exactly what i had in mind when i came up with the idea.

this will definatly be my first 32 point build. i'm going to collect what loot i can for him as i lvl my drow sorcerer (Maladomini) to 1750 favor. i didn't even realize this build was for me till i saw my name in the builds link.

too bad there is no room for UMD on him though. i guess you could drop move silently and grab ranks in UMD but that charisma minus hurts alot. the golden cartouche from delaras would help but i'm not sure if you would ever get to wand heal consistently or beat race restrictions with it.

on normal and hard quests you can even throw on a great axe for some major damage and turtle up for elite. i think this is the best fighter/caster build i've seen yet sigtrent and i expect to see the dwarf population on the rise...........thanks again bro.