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  1. #1

    Default Fuzgut (My not at all balanced bard :P)

    This is one of my own characters, and one I quite enjoy.

    Fuzgut a Chaotic Good - Dwarven – Fighter 6 / Bard 8 / Barbarian 6

    At first I wanted a barbarian that could use UMD and had a few fascinate songs.. then when warchanter came out I changed direction to become a bard that rages. Then kensei came out and I was going for that, then frenzied berzerker and I moved back to more barbarian. Its been all over the map, but the central idea of the build is unchanged: to make very large red numbers appear on the screen. At one time I figured it was the highest possible but those days are gone. It is now merely very large but also has the advantage of full UMD, decent fascinate, self haste and other bard goodies.

    As of this update he's up to level 17 and a blast to play. I will say that your milage on stunning blow may vary. Its been awesome, to meh depending on level and gear and enhancements are very tight on a tripple Pre character like this.


    Code:
    Character Plan by DDO Character Planner Version 3.7.2
    DDO Character Planner Home Page
    
    Fuzgut Son of Kizkut
    Level 20 Chaotic Good Dwarf Male
    (6 Fighter \ 6 Barbarian \ 8 Bard) 
    Hit Points: 372
    Spell Points: 276 
    BAB: 18\18\23\28\28
    Fortitude: 17
    Reflex: 11
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             18                    29
    Dexterity             8                    12
    Constitution         16                    21
    Intelligence         10                    14
    Wisdom                8                    12
    Charisma             13                    17
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +4 Tome of Strength used at level 20
    +4 Tome of Dexterity used at level 20
    +4 Tome of Constitution used at level 20
    +4 Tome of Intelligence used at level 20
    +4 Tome of Wisdom used at level 20
    +4 Tome of Charisma used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                    17
    Bluff                 1                     4
    Concentration         7                    20
    Diplomacy             1                     4
    Disable Device        n/a                   n/a
    Haggle                1                     3
    Heal                 -1                     1
    Hide                 -1                     1
    Intimidate            1                     6
    Jump                  8                    23
    Listen               -1                     1
    Move Silently        -1                     1
    Open Lock            n/a                    n/a
    Perform               5                    27
    Repair                0                     2
    Search                0                     4
    Spot                 -1                     1
    Swim                  4                     9
    Tumble                3                     8
    Use Magic Device      5                    26
    
    Level 1 (Bard)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+4)
    Skill: Perform (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Stunning Blow
    Spell (1): Cure Light Wounds
    
    
    Level 2 (Fighter)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 3 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+2)
    Skill: Perform (+2)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Power Attack
    Spell (1): Focusing Chant
    
    
    Level 4 (Bard)
    Ability Raise: STR
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Otto's Resistable Dance
    
    
    Level 5 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+2)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Cure Moderate Wounds
    Spell (2): Blur
    
    
    Level 6 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+2)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    Spell (1): Remove Fear
    Spell (2): Rage
    
    
    Level 7 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Bard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+1)
    Spell (2): Heroism
    Spell (3): Haste
    Spell (3): Displacement
    
    
    Level 9 (Barbarian)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Two Handed Fighting
    
    
    Level 10 (Fighter)
    Skill: Jump (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    
    
    Level 11 (Barbarian)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1.5)
    
    
    Level 12 (Bard)
    Ability Raise: STR
    Skill: Concentration (+3)
    Skill: Perform (+3)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Two Handed Fighting
    Spell (3): Cure Serious Wounds
    
    
    Level 13 (Fighter)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Fighter)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 15 (Fighter)
    Skill: Perform (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Perform (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Two Handed Fighting
    
    
    Level 17 (Barbarian)
    Skill: Perform (+1.5)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Barbarian)
    Skill: Perform (+1.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Cleave
    
    
    Level 19 (Barbarian)
    Skill: Perform (+1.5)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Barbarian)
    Ability Raise: STR
    Skill: Perform (+1.5)
    Skill: Use Magic Device (+1)
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Barbarian Damage Boost I
    Enhancement: Barbarian Damage Boost II
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Barbarian Sprint Boost I
    Enhancement: Barbarian Extend Rage I
    Enhancement: Barbarian Extend Rage II
    Enhancement: Barbarian Extra Rage I
    Enhancement: Barbarian Extra Rage II
    Enhancement: Barbarian Hardy Rage I
    Enhancement: Barbarian Power Attack I
    Enhancement: Barbarian Power Attack II
    Enhancement: Barbarian Power Rage I
    Enhancement: Barbarian Power Rage II
    Enhancement: Barbarian Frenzied Berserker I
    Enhancement: Bard Extra Song I
    Enhancement: Bard Extra Song II
    Enhancement: Bard Inspired Attack I
    Enhancement: Bard Inspired Bravery I
    Enhancement: Bard Inspired Bravery II
    Enhancement: Bard Inspired Damage I
    Enhancement: Bard Inspired Damage II
    Enhancement: Bard Lingering Song I
    Enhancement: Bard Lingering Song II
    Enhancement: Bard Warchanter I
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Constitution I
    Enhancement: Kensei Greataxe Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Perform I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Bard Wand and Scroll Mastery I
    Last edited by sigtrent; 03-06-2011 at 01:55 AM.
    Happy Host of DDOcast The Dungeons and Dragons Online Podcast
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  2. #2
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    I have one very similar to this and he's downright frightening. Basically kills everything in sight.

    FYI you might want to use bard spells instead of cleric.

    I would definitely use more CON and less CHA. You may also consider the new feat which uses CHA for will saves. You can get GTHF if you take fighter @ 14.

  3. #3
    Community Member A_Sheep's Avatar
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    Damn... Too bad you can't fit GTHF in there. I guess it will come with the next cap increase.
    ==Argonessen==
    "Bards are like people in the witness protection program; you have no idea what they are [or are not] capable of." - Credit to Blind Skwerl
    www.silverdragons-lair.net

  4. #4
    Community Member Blind_Skwerl's Avatar
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    Quote Originally Posted by sigtrent View Post
    Now the good part.. +34 to hit / 48-59 damage with a stock weapon!
    You Sir, are bringing a gun to a knife fight. I like it!
    Tourbillon * Hyper * Headbanger * Speedstick * Arkane

    guildless

  5. #5

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    Quote Originally Posted by A_Sheep View Post
    Damn... Too bad you can't fit GTHF in there. I guess it will come with the next cap increase.
    I guess I could.. I could take that instead of weapon spec.. I should probably do that.
    Happy Host of DDOcast The Dungeons and Dragons Online Podcast
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  6. #6
    DDO Catalog MrCow's Avatar
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    Is it me... or is Warchanter the flavor of the month?
    Server - Thelanis
    Diaries of a True Reincarnate (Wizard, Sorcerer, Melee, Divine, Artificer, Druid)

  7. #7
    Community Member Blind_Skwerl's Avatar
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    THF & TWF builds have been the flavor lately. I have been experimenting with different builds in this field allot myself recently. TWF 12ranger/2fighter, Pure dps THF barbarian, THF warchanting battlebard, all taken up the ranks. I actually enjoyed the 2hf barbarian (nice break from my sorc), but the lack of self-healing other than by potions turned me off. Next up was the TWF ranger/fighter. I got my wands to use and some good dps, but that's about it. The warchanting battlebard gives great to-hits and dps, decent healing, some CC options, self/party buffs, and perma-haste (yummy). Certainly a more flexible option for leveling up in todays mid-level barren game.
    Tourbillon * Hyper * Headbanger * Speedstick * Arkane

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  8. #8
    Community Member skraus1's Avatar
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    This is a great DPS build capped at 14 level that can put out very high levels of dps.

    I originally was going to roll up a VERY similar build but decided to trade a little DPS and CC for a little better songs, more survivability and traps skills. Hence my Zhaffy build.

    A litle advice, HP is going to be key to this guy as he will be getting agro from spell casters and melee a like and has limited defences against both. Thus, I would really recommend pumping con to at least 16, probably through droping int 2 points or cha 1 point.

    Zharm-Zharty-Zhugly-Zhaffini-Zhaffy-Zhallia
    Now playing on Thelanis because Turbines loves to nerf things.
    LEGION

  9. #9
    Community Member Mad_Bombardier's Avatar
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    Quote Originally Posted by MrCow View Post
    Is it me... or is Warchanter the flavor of the month?
    Melee is king in DDO, and Warchanter is the best way of augmenting melee. It's the new flavor of DDO.

  10. #10
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    Quote Originally Posted by Mad_Bombardier View Post
    Melee is king in DDO, and Warchanter is the best way of augmenting melee. It's the new flavor of DDO.
    Maybe.... not to de-rail the warchanter love train, it's not that I dislike it, but it isn't for every build. A pure Bard non-warchanter's song is +8 to hit and +6 damage, while if you MC even just one level you end up with something like +8 to hit and +7 damage max at the current cap which is not a huge difference. A lot of bard builds pretty much have to take a couple of fighter levels to fit in the requirements.

    In reality battle bards (or really any Bard) should be the new flavor of the month as they are the most powerful class in the game, people just haven't realized it yet. It hardly requires warchanter for a well built Bard to be very good for the group in terms of DPS/CC etc...

  11. #11
    Community Member Mad_Bombardier's Avatar
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    Yup, yup!

    14Bard (Warchanter) +9/+8 (to-hit/dmg)
    13B/1F (Warchanter) +8/+7 (and some pretty rockin' THF melee DPS)
    14Bard (Other/None) +8/+6

    No, Warchanter isn't necessary. But it sure is fun! Battlebards are right there with it; especially Elf with longsword/rapier or Drow with rapier enhancements (no feat expenditure needed). As I stated in another thread, a well-built Bard of any specialty is THE most important class in any party. As soon as people realize this, parties run smoother and quests are easier.

  12. #12
    Community Member Zenako's Avatar
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    bards just wanna have fun....oh yeah!

    My pure (spellsinger) bard is lots of fun to play, in essentially any quest these days. He can and does most anything.

    Was having some fun running with someone from guild starting up a bard last night. They were 3rd level and figuring out how things work. I had a 2nd level (now 3rd) tankish ranger with them. Was able to give them some pointers about how to employ fascinate and songs etc. This guy had mostly tanks before but was having a good time seeing all he could do, as well as keeping up with kills (not too hard with kobolds when using twin elemental cold weapons for him...).

    Pretty soon I guess the old ANON will have to go back on, just like the clerics often do now.
    Sarlona - Stormreach Requisition Company (SRC):Jareko-Elf Ranger12Rogue8; Hennako-Human Cleric20; Rukio-Human Paladin18; Taellya-Halfling Rogue16; Zenako-Dwarf Fighter10Cleric1; Daniko-Drow Bard20; Kerriganko-Human Cleric18; Buket-WF Fighter6; Xenophilia-Human Wiz20; Zenakotwo-Dwarf Cleric16; Yadnomko-Halfling Ftr12; Gabiko-Human Bard15;more

  13. #13

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    I've actualy had the character prior to warchanter being added, but I posted it because of all the talk about other bard builds and their combat prowess. I though perhaps I could help them find some common ground so they could stop arguing about which one was better in melee.

    Warchanter is most pronounced if you arn't going for full bard because you get a big bump at level 6. My original conception of this character was Bard 4, but when warchanter came out 6 was a must, and looking at level 6, level 8 looked quite good. so it shifted from more of a barbarian to more of a bard. The idea was always to just to a ton of damage an have some UMD. Everything else was gravy.

    Fuzgut is only level 10 at the moment so I don't have the THF feats quite yet. (I have skill focus UMD which will get re-speced to THF just prior to level 12 when I take Improved THF and my UMD won't requie the feat any more for equiping purposes.) It's a fun character, it really came alive once I got power attack working. Like many of my characters he has some issues doing quests over his level if they feature a lot of high AC critters. I don't have all the items in place to hit the stats listed above. Against softer targets he's pretty amazing.

    Defenses are hit and miss, literaly.. Displacement kind of runs hot/cold and I don't have full fort yet so at times I get lit up, other times everythings dead before I've taken any hits. Stunning blow is the other nice feature. I won't have my 5% maul untill level 12 but even with a non-stunning weapon it goes off fairly often and saves me a lot of grief. Anything getting stunned near fuzgut disapears in a couple of swings.
    Happy Host of DDOcast The Dungeons and Dragons Online Podcast
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  14. #14
    Community Member Mad_Bombardier's Avatar
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    Quote Originally Posted by sigtrent View Post
    [Weighted] 5% maul
    /drools

  15. #15
    Community Member spifflove's Avatar
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    Do you have a level 10 bard Sig? You are missing a great deal by not going to level 10. Honestly the one extra feat from going 4 fighter does not stack up to what you are giving up.

  16. #16

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    Quote Originally Posted by spifflove View Post
    Do you have a level 10 bard Sig? You are missing a great deal by not going to level 10. Honestly the one extra feat from going 4 fighter does not stack up to what you are giving up.
    I have a 12/1/1 bard as well. I don't think I'm missing out on too much that would help this particular character. Inspire greatness and one point of inspire damage is about all he would have much use for, and I'm more interested in ways to do extra damage than ways to get a higher attack bonus. There arn't any usefull level 4 spells he'd be keen on due to the less than stellar charisma. Keep in mind it's not just the feat I get from fighter 4, I'm also using the strategy enhancement and eventualy the fighters toughness as well, and it's more HP and another +1 BAB over bard 10. I'll likely get there around character level 18 and end up Fighter 8 Bard 10 Barbarian 2 or Fighter 7 Bard 10 Barbarian 3.
    Happy Host of DDOcast The Dungeons and Dragons Online Podcast
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  17. #17
    Community Member spifflove's Avatar
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    The party as a whole is going to do alot less dps. When I invite bards to my group I look for level 9 minimum.

  18. #18
    Community Member skraus1's Avatar
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    Quote Originally Posted by spifflove View Post
    The party as a whole is going to do alot less dps. When I invite bards to my group I look for level 9 minimum.
    You are completely misunderstanding this build. This does not replace a bard in a group. It replaces a melee and partly makes up for not having a full bard.

    And yes bards can be better at dps and melee on thier own than fighters and some barb builds.

    Zharm-Zharty-Zhugly-Zhaffini-Zhaffy-Zhallia
    Now playing on Thelanis because Turbines loves to nerf things.
    LEGION

  19. #19

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    Quote Originally Posted by skraus1 View Post
    You are completely misunderstanding this build. This does not replace a bard in a group. It replaces a melee and partly makes up for not having a full bard.
    Indeed. I'm not too likely to join groups specificaly looking for a bard since I'm not what they are expecting to get. Fuzgut is not a support character as a traditional bard tends to be. That said my inspire courage is really only 2/2 shy of the absolute maximum possible, meaning its only +1 / +0 shy of a pure bard without warchanter. I'm not sure anyone is going to cry over that if they are looking for the combat buff or that it represets a significant reduction in overall party damage.

    As a bard what I'm lacking isn't party damage contribution but CC and Spell Bufing/Healing. I can spell buff but my SP are rather limited to keep a full party displaced all the time or the like. I could scroll GH everyone but I'm not likely to actualy do that because I can be something of a cheapskate. :P
    Happy Host of DDOcast The Dungeons and Dragons Online Podcast
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  20. #20
    Community Member A_Sheep's Avatar
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    Quote Originally Posted by sigtrent View Post
    2/2 shy of the absolute maximum possible, meaning its only +1 / +0 shy of a pure bard without warchanter.
    4/2 and 3/0 if you include inspire greatness.

    However, I agree that this is not really important. Obviously, the +2 more to attack from inspire greatness would help, but it is only a slight increase in party DPS for most characters (as mob ACs rarely get above 40). The 1 point of damage off from 12 bard (for inspire damage III) does not yield too much difference either:

    @ 1.5 swings per second * 3 melee party members * 1 damage per swing = 4.5 Damage per second.

    If the current fuzgut build can put out 4.5 damage per second more than a 12 bard version, then the difference there is null. @ 12/2, Fuzgut would be 1 feat shorter, have no rage, and no fast movement. Assuming that Fuzgut does not give up toughness, he would need to give up a feat that contributes more than 4.5 DPS (stunning blow or GTHF, which both, in my estimation, will contribute significantly (>15 DPS for difference between ITHF and GTHF). Stunning blow is a little more difficult to estimate and is null during boss fights.
    ==Argonessen==
    "Bards are like people in the witness protection program; you have no idea what they are [or are not] capable of." - Credit to Blind Skwerl
    www.silverdragons-lair.net

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