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drkstlkr
05-25-2013, 09:49 AM
Dwarven 32-point Kensei Fighter DPS Focus
Fighting Strategy: Jump over mobs and attack casters and ranged first.


Character Plan by DDO Character Planner Version 03.16.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)


TWF Kensei
Level 20 Lawful Good Dwarf Male
(20 Fighter)
Hit Points: 362
Spell Points: 0
BAB: 20\20\25\30\30
Fortitude: 16
Reflex: 9
Will: 7


Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 18 22 24
Dexterity 16 17 17
Constitution 16 16 18
Intelligence 8 8 8
Wisdom 8 8 8
Charisma 6 6 6


Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 3 3 7
Bluff -2 -2 1
Concentration 3 4 7
Diplomacy -2 -2 1
Disable Device n/a n/a n/a
Haggle -2 -2 -2
Heal -1 -1 -1
Hide 3 3 3
Intimidate -2 -2 1
Jump 8 30 30
Listen -1 -1 -1
Move Silently 3 3 3
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair -1 -1 -1
Search -1 -1 1
Spot -1 -1 -1
Swim 4 7 7
Tumble n/a n/a n/a
Use Magic Device n/a n/a n/a

Level 1 (Fighter)
Skill: Jump (+4)
Feat: (Selected) Toughness
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Feat: (Automatic) Attack
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Dwarven Stability
Feat: (Automatic) Dwarven Stonecutting
Feat: (Automatic) Exotic Weapon Proficiency: Dwarven Waraxe
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Orc and Goblin Bonus
Feat: (Automatic) Poison Save Bonus
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Spell Save Bonus
Feat: (Automatic) Sunder
Feat: (Automatic) Tower Shield Proficiency
Feat: (Automatic) Trip
Enhancement: Fighter Attack Boost I
Enhancement: Dwarven Axe Damage I
Enhancement: Fighter Toughness I


Level 2 (Fighter)
Skill: Jump (+1)
Feat: (Fighter Bonus) Two Weapon Fighting
Enhancement: Fighter Haste Boost I
Enhancement: Dwarven Spell Defense I
Enhancement: Fighter Strength I


Level 3 (Fighter)
Skill: Jump (+1)
Feat: (Selected) Two Weapon Defense
Enhancement: Dwarven Constitution I
Enhancement: Fighter Critical Accuracy I
Enhancement: Racial Toughness I


Level 4 (Fighter)
Ability Raise: DEX
Skill: Jump (+1)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Enhancement: Fighter Attack Boost II
Enhancement: Dwarven Axe Attack I


Level 5 (Fighter)
Skill: Jump (+1)
Enhancement: Dwarven Spell Defense II
Enhancement: Fighter Critical Accuracy II


Level 6 (Fighter)
Skill: Jump (+1)
Feat: (Fighter Bonus) Improved Two Weapon Fighting
Feat: (Selected) Oversized Two Weapon Fighting
Enhancement: Fighter Kensei I


Level 7 (Fighter)
Skill: Jump (+1)
Enhancement: Fighter Attack Boost III
Enhancement: Kensei Dwarven Waraxe Mastery I


Level 8 (Fighter)
Ability Raise: STR
Skill: Jump (+1)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Enhancement: Fighter Critical Accuracy III
Enhancement: Fighter Dwarven Waraxe Specialization I


Level 9 (Fighter)
Skill: Jump (+1)
Feat: (Selected) Greater Weapon Focus: Slashing Weapons
Enhancement: Fighter Strength II


Level 10 (Fighter)
Skill: Jump (+1)
Feat: (Fighter Bonus) Power Attack
Enhancement: Dwarven Constitution II


Level 11 (Fighter)
Skill: Jump (+1)
Enhancement: Dwarven Axe Damage II


Level 12 (Fighter)
Ability Raise: STR
Skill: Jump (+1)
Feat: (Selected) Greater Two Weapon Fighting
Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
Enhancement: Kensei Dwarven Waraxe Mastery II
Enhancement: Fighter Kensei II
Enhancement: Fighter Strategy (Trip) I


Level 13 (Fighter)
Skill: Jump (+1)
Enhancement: Fighter Attack Boost IV


Level 14 (Fighter)
Skill: Jump (+1)
Feat: (Fighter Bonus) Stunning Blow
Enhancement: Dwarven Axe Attack II


Level 15 (Fighter)
Skill: Jump (+1)
Feat: (Selected) Iron Will
Enhancement: Racial Toughness II
Enhancement: Fighter Toughness II


Level 16 (Fighter)
Ability Raise: STR
Skill: Jump (+1)
Feat: (Fighter Bonus) Superior Weapon Focus: Slashing Weapons
Enhancement: Fighter Haste Boost II
Enhancement: Fighter Dwarven Waraxe Specialization II


Level 17 (Fighter)
Skill: Jump (+1)
Enhancement: Fighter Haste Boost III
Enhancement: Fighter Strategy (Stunning Blow) I


Level 18 (Fighter)
Skill: Jump (+1)
Feat: (Fighter Bonus) Improved Sunder
Feat: (Selected) Two Weapon Blocking
Enhancement: Kensei Dwarven Waraxe Mastery III
Enhancement: Fighter Kensei III
Enhancement: Fighter Strategy (Sunder) I


Level 19 (Fighter)
Skill: Jump (+1)
Enhancement: Fighter Haste Boost IV


Level 20 (Fighter)
Ability Raise: STR
Skill: Jump (+1)
Feat: (Fighter Bonus) Power Critical
Enhancement: Fighter Extra Action Boost I
Enhancement: Fighter Weapon Alacrity

MangLord
08-03-2013, 08:57 AM
The only thing I'd change is to ditch the two weapon blocking for Precision. I don't think it stacks with power attack, but it's nice to turn it on for certain undead and construct heavy quests, so you can actually hit some criticals. Best to take it early on, as it will only be really useful in house cannith past level 15. Might also be worth switching out for something else if you feel like swapping a feat after completing necro 4.

Having a set of smiting and disruption weapons may also negate its usefulness, but I guess it depends if you can stack it with power attack. My arcane archer uses precision, and I definitely notice a lot more criticals being hit, especially in end game content.

mezzorco
08-04-2013, 02:52 AM
You can easily get 40 jump via buff, I would rather invest in balance or UMD.
Take power attack earlier.
Also, drop power critical and TW blocking and take cleave and great cleave. In aoe situations they're a dps increase even if TWFing, and they're a prereq for overwhelming critical.

Inoukchuk
08-04-2013, 04:21 PM
The only thing I'd change is to ditch the two weapon blocking for Precision. I don't think it stacks with power attack, but it's nice to turn it on for certain undead and construct heavy quests, so you can actually hit some criticals. Best to take it early on, as it will only be really useful in house cannith past level 15. Might also be worth switching out for something else if you feel like swapping a feat after completing necro 4.

Having a set of smiting and disruption weapons may also negate its usefulness, but I guess it depends if you can stack it with power attack. My arcane archer uses precision, and I definitely notice a lot more criticals being hit, especially in end game content.

Precision is fine for an archer, but for a melee it means turning off PA. Even if you could argue it might possibly be comparable for DPS, it's not enough improvement to warrant blowing a feat.

Personally I would never ever ever build a melee (even TWF) without taking cleave and great cleave by the earliest possible level. I would even put off weapon spec for it:
1) PA, Cleave
2) WF Slashing
3) TWF *edit - forgot level 3 feat =)*
4) GC
6) Weap Spec, GTWF
Trust me, cleave and great cleave out weight everything else on your list for damage, especially in early levels.

What would I change? Well, I wouldn't make a dwarf, but if I did make a dwarf I still wouldn't use D-axe without building a sword and board toon (TWF should use khopesh IMO, anything else is a serious step back for DPS, even on a dwarf). Lastly, if going pure 20 kensei I would go THF. Assuming dwarf, TWF, and D-axe are essential flavor portions of the build I would drop two weapon defense (though it's not awful), two weapon blocking (seriously useless), precision, and power critical (worth .6 dam/swing) at the very least (we'll leave iron will and imp sunder alone) and pick up cleave, GC... and maybe CE + imp trip (you just want the trip, but CE is a pre-req and it may well be worth 2 feats). Dodge, mobility, and quickdraw are also worth considering.

unbongwah
08-05-2013, 08:56 AM
Can you afford a +1 DEX tome? That would let you put all your lvl-ups into STR. Not that +1 STR matters that much in the long run, but...if you're gonna max it out on a pure DPS build, might as well go all the way.

I prefer True Neutral for immunity to unholy/axiomatic/anarchic dmg and the option to use Stability items.

I also agree there's no need to max out Jump, since it caps out at 40 and is easy enough to buff. Balance or UMD is more useful, IMHO.