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hehateme
01-08-2007, 10:24 AM
Im open to class. But they gotta be able to hit everything either via sustainable self buffage, or dex. Itd be nice to take advantage of the strength bonus too.

Im open to multiclassing I just wanna min max as much as possible around throwing axes. Because its not a min max weapon choice. That and Im new enough to DDO that figuring out the build nuances could take me quite a long time and lots of trial and error.

Thanks for the help.

Currently have access to adamantine and flametouched metal returning. Up to +4. A chill shard, and silver weapons at +2 and +3 repsectably.

Skooter_WRX
01-08-2007, 11:50 AM
Well my suggestion to you would be something like the following (this build was taken from a guildies similar build)

Halfling Rog 10/Pal 2

My Suggestion here is for a rogue to take advantage of the cha stat not only for the UMD but for the pally saves. This build should do decent damage with thrown weapons and should be a board and throwing axe build. If you have pretty decent equipment or access to good equipment this should work really well. Damage should be good with the backstab bonus and your diplomacy should be able to keep you backstabbing away plus your ac isn't bad either for a robe wearing dex monkey.

Bad things about this build from watching my guildie lvl a similar build the big issue that he ran into is the carry capacity it just sucks and it screws up for AC bonuses. Ray of enfeeblement in TR and from those arcane skelles will just own you. Don't try to be a hero against these guys. Damage against oozes, undead and constructs will suck so you will need some bane weapons to do any thing constructive

AC:
+10 Nat
+9 Dex (+10/11 enhancement/dex 5 gloves)
+5 Armor Bracers (Or dragon robe :))
+3 Vaders Ring
+3 SpecOps
+5 CE
+2 Aura (+3 w/bulwark of good)
+7 Shield
+1 Halfling Size
(+2 ChaosGuard depends on dragon robe)
---
+45/49

You also have the paladin AB enhancement if you need the extra AC and are willing to swap out something and improved uncanny dodge. That is some sick ac for wearing a robe.

To Hit:
+9 BAB
+1 Halfling BAB
+1 Halfling Thrown
+9 Dex
+0/2 Enhancement
+4 Weapon
+4 GH (being a Rog this is kind of a must)
----
29/31
-5 CE when needed
---
24/26 which isn't bad :)

Equipment wish list:
Dragon Robe (+5 AC and allows for Chaosguard)
Chaosguard
Vaders Ring (static)
Specops (semi-static)
Diplomacy +10 item
Good rog items Spot/Search/DD/OL
+4 stat items
Improved False Life item

To be honest the enhancements can greatly change this build because several of them make the character unique in it's own way. Also a couple of the feats could be swapped out for others but I think that the DD and OL should be high enough with +5 tools.


Character Plan by DDO Character Planner Version 1.30
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 12 Lawful Good Halfling Male
(2 Paladin \ 10 Rogue)
Hit Points: 88
Spell Points: 0
BAB: 9\9\14
Fortitude: 13
Reflex: 22
Will: 11

Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 12) (Level 12)
Strength 6 6 6
Dexterity 18 21 24
Constitution 8 8 8
Intelligence 16 16 16
Wisdom 10 10 10
Charisma 14 14 14

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 12) (Level 12)
Balance 8 22 22
Bluff 2 5 5
Concentration -1 -1 -1
Diplomacy 6 17 17
Disable Device 7 18 28
Haggle 6 10 10
Heal 0 0 0
Hide 8 14 16
Intimidate 2 2 2
Jump 2 13 15
Listen 0 0 2
Move Silently 4 11 13
Open Lock 8 22 29
Perform n/a n/a n/a
Repair 3 3 3
Search 7 17 17
Spot 4 14 14
Swim 2 3 3
Tumble n/a n/a n/a
Use Magic Device 6 17 17

Final Enhancements
Enhancement:Rogue's Dexterity III
Enhancement:Halfling Luck III
Enhancement:Skill Ingenuity V
Enhancement:Halfling Thrown Weapon Attack II

Level 1 (Rogue)
Feat: (Selected) Combat Expertise

Level 2 (Rogue)

Level 3 (Paladin)
Feat: (Selected) Weapon Finesse

Level 4 (Paladin)
Ability Raise: DEX

Level 5 (Rogue)

Level 6 (Rogue)
Feat: (Selected) Skill Focus: Disable Device

Level 7 (Rogue)

Level 8 (Rogue)
Ability Raise: DEX

Level 9 (Rogue)
Feat: (Selected) Weapon Focus: Thrown Weapons

Level 10 (Rogue)

Level 11 (Rogue)

Level 12 (Rogue)
Ability Raise: DEX
Feat: (Selected) Improved Critical: Thrown Weapons
Enhancement:Rogue's Dexterity III
Enhancement:Halfling Luck III
Enhancement:Skill Ingenuity V
Enhancement:Halfling Thrown Weapon Attack II

Kraze_Nightwielder
01-08-2007, 03:01 PM
check out my thrower in my sig.

hehateme
01-08-2007, 06:35 PM
I checked out teh sig, some interesting stuff there. Quick draw works with thrown weapons now? And two weapon fighting doesnt. Just double checking...

Im really not that far off some of those builds.

5 rogue, 2 fighter.

Point blank, dodge, mobility, shoot on the run, and weapon focus thrown are my feats.

Whats causing problems is a few wasted skill points early in swim and jump. Its made my spot lower than it needs to be. But if I keep up with rogue levels, ie 10/2 or 9/2/1 of somethin... Maybe magic user.

Shima-ra
01-08-2007, 10:25 PM
Turbine hasnt put much love into throwing weapons

You cant dual weild them, and you cant loot any good ones other then the dwarven thrower

Wich is really hard to get, since they are bound.

TreknaQudane
01-08-2007, 11:33 PM
Except... They aren't bound

Mine isnt bound and it was found relatively recently and I've seen more than a few on the Thelanis Auction House

Shima-ra
01-09-2007, 01:11 AM
Ah, mines are old.
Someday they made a patch and they were bound.

Since I didnt expect this,
I have 2...on the same toon... how useless

Still low dmg as a main weapon and form of attack.

Yshkabibble
01-09-2007, 03:27 PM
I have tried this. All I can say is if you want to do it purely for fun and the sake of being unique then by all means do it. Don't expect it to be very effective.

Skooter_WRX
01-09-2007, 05:10 PM
Well to be honest his damage output would be great as a rogue. He would still get the backstab damage (assuming he is close enough) and the thing that really kills throwing weapons is the rate of attack which in this instance wouldn't really hurt him because he is trying not to pull aggro off of the main tank.

The throwing axes have a x3 on the crit and will do some decent damage along the way.

Probably not the best min/max build but a variation of a very viable build that will work in combat. Good damage, good to hit and he can disarm traps. That would be the kind of rogue i would want in a group. When they add elemental bursting (non named) returning weapons this build will be ready to use them.

Yshkabibble
01-11-2007, 03:42 PM
Well to be honest his damage output would be great as a rogue. He would still get the backstab damage (assuming he is close enough) and the thing that really kills throwing weapons is the rate of attack which in this instance wouldn't really hurt him because he is trying not to pull aggro off of the main tank.

The throwing axes have a x3 on the crit and will do some decent damage along the way.

Probably not the best min/max build but a variation of a very viable build that will work in combat. Good damage, good to hit and he can disarm traps. That would be the kind of rogue i would want in a group. When they add elemental bursting (non named) returning weapons this build will be ready to use them.

You hit the nail on the head. It is the rate of attack that is the issue, as well as the lack of good returning weapons. A rogue would do a lot of damage, but would do more using 2 weapons or even just 1 and a shield.

Skooter_WRX
01-11-2007, 03:52 PM
I have never played a rogue before so I don't know what the turning point is in the aggro progression. I would imagine that it would be very difficult to pull aggro and lose your backstab with throwing axes though.

I have no idea what the damage output of a rogue with a sword and board is so i really have no way of judging how the damage over time difference would be.