View Full Version : Build Critique Please

03-14-2008, 01:55 AM
Going to be running a WF only group with my guild and wanted to build a trapsmith with some clericing for buffs and dv's. Below are the basics I have on this character.


Character Plan by DDO Character Planner Version 2.85
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 16 True Neutral Warforged Female
(10 Rogue \ 6 Cleric)
Hit Points: 162
Spell Points: 340
BAB: 11\11\16\21
Fortitude: 9
Reflex: 12
Will: 10
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 16)
Strength 12 12
Dexterity 14 16
Constitution 10 12
Intelligence 14 16
Wisdom 12 14
Charisma 12 12
Tomes Used
+2 Tome of Constitution used at level 1

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 5 7
Bluff 1 2
Concentration 1 13
Diplomacy 1 2
Disable Device 6 29.5
Haggle 3 12
Heal 1 3
Hide 5 15
Intimidate 1 2
Jump 4 14
Listen 2 4
Move Silently 5 13
Open Lock 6 27
Perform n/a n/a
Repair 6 15
Search 6 26.5
Spot 5 21.5
Swim 1 -2
Tumble 3 3
Use Magic Device 5 14

Level 1 (Rogue)
Feat: (Selected) Mithral Body
Enhancement: Rogue Skill Boost I
Enhancement: Rogue Disable Device I
Enhancement: Rogue Open Lock I
Enhancement: Rogue Search I
Level 2 (Cleric)
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Extra Turning I
Level 3 (Rogue)
Feat: (Selected) Exotic Weapon Proficiency: Repeating Light Crossbow
Enhancement: Follower of the Sovereign Host
Enhancement: Rogue Spot I
Enhancement: Warforged Mechanics I
Level 4 (Rogue)
Enhancement: Rogue Fire Trap Lore I
Enhancement: Rogue Hide I
Enhancement: Rogue Move Silently I
Enhancement: Rogue Improved Trap Sense I
Level 5 (Cleric)
Enhancement: Rogue Faster Sneaking I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Warforged Damage Reduction I
Level 6 (Rogue)
Feat: (Selected) Toughness
Enhancement: Rogue Skill Boost II
Enhancement: Rogue Disable Device II
Level 7 (Rogue)
Enhancement: Rogue Item Defense I
Enhancement: Rogue Open Lock II
Enhancement: Warforged Construct Thinking I
Level 8 (Cleric)
Enhancement: Rogue Dexterity I
Enhancement: Cleric Wisdom I
Level 9 (Rogue)
Feat: (Selected) Nimble Fingers
Enhancement: Way of the Mechanic I
Level 10 (Cleric)
Enhancement: Rogue Cold Trap Lore I
Enhancement: Rogue Electric Trap Lore I
Enhancement: Cleric Extra Turning II
Level 11 (Rogue)
Enhancement: Rogue Skill Boost III
Enhancement: Rogue Sonic Trap Lore I
Level 12 (Cleric)
Feat: (Selected) Extend Spell
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Divine Vitality II
Level 13 (Cleric)
Enhancement: Unyielding Sovereignty
Level 14 (Rogue)
Enhancement: Cleric Life Magic II
Level 15 (Rogue)
Feat: (Selected) Diehard
Enhancement: Rogue Disable Device III
Enhancement: Rogue Open Lock III
Level 16 (Rogue)
Feat: (Rogue Bonus) Skill Mastery
Enhancement: Rogue Search II
Enhancement: Rogue Spot II

03-14-2008, 02:01 AM
Take Improved Evasion instead of skill mastery, Diehard is worthless as a warforged, toughness is nearly worthless as a non-dwarf/non-melee, the trap lores are poor choices, except that you have to take one to get way of the mechanic, nimble fingers is almost certainly unnecessary.

Given that you've stated you plan on using the cleric levels for throwing buffs and dv's, why are you taking the life magics(I'm assuming you'll have an arcane as the main healer)?

03-14-2008, 02:15 AM
If your going to be running an all WF group, then I would suggest going 2 Rogue / 14 Wiz. With evasion, Insightful Reflexes feat, self healing etc. You will be able to achieve what your wanting much easier. Do you have 32pnt's unlocked? If not then Max out INT, and CON. Select Rogue for your 1st level then select Wiz for your other levels. Put all lvl up points into INT. Make sure to keep your DD, SCH, and OL maxed at each lvl up.
That might be better for an all WF group, hope it helps!~

03-14-2008, 02:29 AM
I have to agree. I think you lose far more by taking Cleric than you gain in an all WF group, those DVs won't make up for a loss of repair spells and having to cure instead, for example.

If you want to go for a skill-based buffer why not Bard? You could probably cut Rogue down to 6-7 and take 9-10 levels of Bard for Inspire Greatness or 4th level spells.

03-14-2008, 03:08 AM
Thanks for the replies. We're going to have a caster either wizard or sorcorer. So as cleric I would be backup healer and clerical buffs would free up spell points for wizard healing or offensive spells.

03-14-2008, 04:11 AM
If you want useful buff's then how about going 2 Rogue / 14 Bard? You would still have healing, be able to do the traps and have more useful buffs. +7 to hit and dmg is nothing to sneeze at. :)