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  1. #1
    Community Member samho's Avatar
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    Default [Build Proposal] Holy Tactic Warrior, Second generation

    My original Holy Tactic Warrior (CLE15/FTR1) was a little bit out of date due to

    1. Precision, is no longer a great feat nowadays, and my DEX 14 in creation turn out to a little bit waste even if I drop the precision long ago.
    2. CON 12 in creation as a dwarf, is a little bit way too low
    3. Has 1 more Strength Mod is something I love to have (damage bonus, to-hit bonus, Tactic combat skill mod bonus)
    4. Level 8 cleric spell is not really great, compare with level 7 version


    And I do love to have something extra like Improved Trip and Intimidate if I really want to have more "tactical" combat. So, here comes the idea I plan it long ago (before the module 6 release), and new module (with level cap raise, more skill point / ability point / AP) turn it to a more sound idea.





    First at all, he's not a prefect replacement of your everyday Intimidate Tank (okie, maybe not everyday, since it's a little bit unusual to see one running around nowadays), but he can do "common clerical" thing like Heal in emergency, raise dead, and blade barrier when necessary, also do a partial intimidate tank task.



    Code:
    Character Plan by DDO Character Planner Version 2.85
    DDO Character Planner Home Page
    
    Level 16 Lawful Good Dwarf Male
    (2 Fighter \ 14 Cleric) 
    Hit Points: 305
    Spell Points: 952 
    BAB: 12\12\17\22
    Fortitude: 17
    Reflex: 4
    Will: 13
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 16)           (Level 16)
    Strength             17                 23                   24
    Dexterity             9                 11                   11
    Constitution         16                 18                   20
    Intelligence         12                 15                   15
    Wisdom               15                 17                   18
    Charisma              6                  8                    8
    
    Tomes Used
    
    
    +1 Tome of Intelligence used at level 2
    +2 Tome of Strength used at level 15
    +2 Tome of Constitution used at level 15
    +2 Tome of Wisdom used at level 16
    +2 Tome of Dexterity used at level 16
    +2 Tome of Charisma used at level 16
    +3 Tome of Intelligence used at level 16
    
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 16)          (Level 16)
    Balance               1                  2                    6
    Bluff                -2                 -2                   -2
    Concentration         3                 23                   23
    Diplomacy            -2                 -2                   -2
    Disable Device        n/a               n/a                   n/a
    Haggle               -2                 -2                   -2
    Heal                  2                  4                    4
    Hide                 -1                  0                    0
    Intimidate            2                 17                   18
    Jump                  6                 10                   10
    Listen                2                  4                    4
    Move Silently        -1                  0                    0
    Open Lock            n/a                n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                1                  1                    1
    Search                1                  1                    3
    Spot                  2                  4                    4
    Swim                  3                  7                    7
    Tumble               -0.5                0.5                  0.5
    Use Magic Device     n/a               n/a                   n/a
    
    Notable Equipment
    
    Level 1 (Fighter)
    Skill: Balance (+2)
    Skill: Intimidate (+4)
    Skill: Jump (+3)
    Skill: Tumble (+0.5)
    Feat: (Fighter Bonus) Stunning Blow
    Feat: (Selected) Toughness
    
    Level 2 (Cleric)
    Skill: Concentration (+3)
    
    Level 3 (Cleric)
    Skill: Concentration (+3)
    Feat: (Selected) Extend Spell
    
    Level 4 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Combat Expertise
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    Level 8 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Quicken Spell
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+3)
    Feat: (Fighter Bonus) Improved Trip
    Feat: (Selected) Maximaze Spell
    
    Level 13 (Cleric)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    Level 14 (Cleric)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Improved Critical: Pierce Weapon
    
    Level 16 (Cleric)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Armor Mastery I
    Enhancement: Dwarven Armor Mastery II
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Spell Defense II
    Enhancement: Dwarven Spell Defense III
    Enhancement: Dwarven Tactics I
    Enhancement: Dwarven Tactics II
    Enhancement: Dwarven Tactics III
    Enhancement: Dwarven Toughness I
    Enhancement: Dwarven Toughness II
    Enhancement: Dwarven Toughness III
    Enhancement: Dwarven Toughness IV
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Intimidate I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Fighter Strength I
    Enhancement: Cleric Wisdom I
    Enhancement: Fighter Toughness I


    In short, the level 16 Holy Tactical Warrior Second Gen would have something like

    STR 30 (base 17, level up 4, fighter str 1, str tome 2, and item 6)
    DEX 16 (base 9, dex tome 2, item 5)
    CON 26 (base 16, dwarf con 2, con tome 2, and item 6)
    INT 15 (base 12, int tome 3, reaver's napkin not always equiped)
    WIS 24 (base 15, cleric wis 1, wis tome 2, and item 6)
    CHA 12/14 (base 6, cha tome 2, and eagle's splendor -- or CHA6 cloak)


    Attack Roll at level 16 was 41 / 45
    12 (BAB) + 10 (Strength) + 5 (weapon) + 1 (Dwarf Axe enhancement) + 3 (Divine Favor) + 4 (Divine Power) + 4 (Greater Heroism) + 2 (Spectral Glove) = 41
    .... +1 (Haste) -5 (CE) -2(Tower Shield) = 35 (Defensive Mode)
    .... +1 (Haste) +1 (Rage) +2 (Madstone Rage) = 45 (Offensive Mode)

    Intimidate in level 16 was 46 / 47
    18 (base) + 1 (fighter intimidate 1) + 15 (skill mod item) + 4 (Greater Heroism) + 1 (cha modifier) + 2 (Head of Good fortune) +5 (Greensteel item, cha 5 modifier) = 46
    .... +1 (cha 6 cloak) = 47

    Blocking DR in level 16 was 20 / 30
    6 ( 12 BAB) + 2 + 7 (+5 Heavy Steel of Spearblock / Axeblock) + 5 (spear/axe block) = 20
    or 30 with Levik's Defender and Bloodrage Symbiont plus Divine Power ( 8 + 2 + 15 + 5 )

    Stunning Blow DC was 32
    10(base) + 10 (str mod) + 8 (Hammer of the Leaden Clouds) + 1 (fighter stunning blow I) + 3 (dwarf tactic III) = 32
    .... +1 (Rage Potion) +2 (Madstone Rage) = 35

    Trip DC was 28 / 38
    10(base) + 10 (str mod) + 4 (Improved Trip) + 1 (fighter trip I) + 3 (dwarf tactic III) = 28
    Or +10 ( +3 Dwarven Axe of Vertigo 10) + 1 (Rage Potion) +2 (Madstone Rage) = 41 (enough for trip majority of trippable things in game)

    Unbuff HP was 451
    300(base, with selected feat and enhancement) + 48 (6 con item) + 18 (Minos Helm) + 30(Greater False Life) + 10 (Draconic Vitiality) + 45 (Green Steel HP/HP/HP goggle) = 451
    .... ( could made it to 531 with Rage spell and double Madstone Rage )

    Unbuff standing AC could be 59, 61 with Recitation, 62 with self-haste
    10(base) + 15 (Dragontouch Full Plate) + 3 (dex bonus via Dwarf Armor Mastery II) + 5 (Combat Expertise) + 3 (Seal of Earth / barkskin) + 5 (protection +5 on DT armor) + 9 (tower shield) + 4 (Insight AC) +3 (Dodge AC on DT armor) +1 (Armor Dodge AC) +1 (Shield Dodge AC) + 2 (Recitation) = 59(unbuff)/61.

    .... ( 1 more on haste, 1 more on Air Guard's Haste, 2-5 more with pally nearby, 2 more with ranger's barkskin, 4 more from Bard's AC song, 2 more from active blocking; in theory it can hit 76 in fully optimized scenario. Recitation/any other spell need to cast before turn CE on. Possible get 2 extra Insight AC if I got chattering ring and swap my tier 3 DT armor effect to Levik set)

    Spell Point: 1216



    Gear in use:

    Head: Mino Helm / Helm of Wizardy VII / Helm of Intimidate (15)
    Necklace: Greensteel Necklace ( Blindness/Disease Immunity / 150 Spell Point with Concordinate Opposition )
    Goggle: Greensteel Goggle ( 45 HP with Air Guard )
    Trinket: Bloodstone / Head of Good Fortunate / Bloodrage Symbiont
    Chest: Dragontouch Full Plate with Greater False Life / Protection 5 / Dodge AC (3) , or Full Plate of the Defender (if I need higher jump score)
    Bracer: Levik's Bracers
    Glove : Spectral Glove / Glove of the Glacier
    Cloak: CHA6 / Greater Elemental Resistance (various type) / Stormreaver's Napkin
    Ring 1: CON 6
    Ring 2: Seal of Earth / Ring of Intimidate (15) / Ring of Improved Devotion VI
    Boot: Striding 30% / Boot of Innocent / Madstone Boot / Golden Greaves
    Belt: Proof against Poison of Greater False Life, seeking Proof against Poison of Heavy Fortification at the moment
    Main Hand: Various weapon, include Greensteel Longsword (acid/acid burst/Insight AC), Mineral II Dwarven Axe
    Off Hand: Levik's Defender / +5 lesser guard Heavy Steel shield with Axeblock / Spearblock

    [UPDATE] Information update to match the current gear setup from Nightward.
    Last edited by samho; 02-08-2009 at 06:58 AM. Reason: Update with new raid loot, and enhancement re-arranged
    [ Fernia / Ghallanda ]
    -- Role of the Combat Cleric : We fight for our party's survival --

  2. #2
    Community Member Riorik's Avatar
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    Just a comment on your premise. I feel it is a mistake to only build for the current level cap limit. It is a certainty that the cap will go up - just a matter of when. Further, it's also a certainty that other spells will be added at some point, specifically including level 7 spells (Earthquake was mentioned as having been removed for further work/testing). Plus, level 9 spells might be impressive - when the cap goes up, you have a problem.
    Ghallanda ReRolled Naxy-Transil-Kottol-Nax-Riorsil-Riorik-Kaol

  3. #3
    Community Member samho's Avatar
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    Quote Originally Posted by Riorik View Post
    Just a comment on your premise. I feel it is a mistake to only build for the current level cap limit. It is a certainty that the cap will go up - just a matter of when. Further, it's also a certainty that other spells will be added at some point, specifically including level 7 spells (Earthquake was mentioned as having been removed for further work/testing). Plus, level 9 spells might be impressive - when the cap goes up, you have a problem.
    Appricate your comment, however...


    When level cap raise, we have 4 more level able to work for so I can go for either FTR2/CLE18 if the spell at level 9 is somewhat make or break (which I doubt it will be); or I can focus on melee and leave the spell casting for my balanced battle cleric (who's cle15/ftr1) or my Shadow Prophet (cle16, wisdom 34 with max spell penetration). This one isn't really focus on spell casting -- tactic fighting is what he focus on.
    [ Fernia / Ghallanda ]
    -- Role of the Combat Cleric : We fight for our party's survival --

  4. #4

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    Quote Originally Posted by samho View Post
    1. Precision, is no longer a great feat nowadays, and my DEX 14 in creation turn out to a little bit waste even if I drop the precision long ago.
    Why do you think that? Is it because Mob saves get so high in end-game content that epic weapons have little to no effect (ex. vorpal, paralyzer, etc.)?

    P.S. - Thanks for helping me with the build in my thread.
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  5. #5
    Community Member samho's Avatar
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    Quote Originally Posted by Lyletuba View Post
    Why do you think that? Is it because Mob saves get so high in end-game content that epic weapons have little to no effect (ex. vorpal, paralyzer, etc.)?

    P.S. - Thanks for helping me with the build in my thread.
    Because the change of DR and stat damage weapon.

    In the past, if you swing a +1 wounding dagger on an great earth elemental, even if you can't overcome it's DR to do any damage (let's say, you'll see a yellow number of zero show up on his head), you can still do the wounding effect; and what Precision do is trade half of your damage to +4 to-hit; which make a very prefect effect to (1) kill the monster without build up much aggro (2) increase your to-hit so your wounding/puncturing weapon will make more success hit on high AC monster (Drow Blackguard at that time, and +3 wounding weapon was very rare at that time)

    Beside the reason list above, you can do stat damage for most if not all name at that time(except raid boss IIRC). So, this is another reason why Precision used to be a good option to the original holy tactic warrior (and another build in the cleric forum, I'm sorry but I really can't remember the name of the original funder due to our old thread is getting deleted, but my build was still slightly different than his idea, anyway ), and it's why he has 14 dex at that time ( need DEX 13 in order to able to learn Precision, and dream for getting a +5 MFP, lol; but well, when I finally get my first +5 MFP, it's like 20 months after I create the original holy tactic warrior *shrug* )

    But both thing changed; you now has to make at least 1 damage (doesn't count your elemental/alignment damage) in order to apply stat damage weapon effect (no I'm not talking weapon like Puncturing / Bone Breaking or so, I'm talking wounding / weekening thing ), and many name now come with name ward (the red/purple name indicate that they have the most powerful name ward), so they are now immunity the stat damage thing (either wounding or puncturing, meh).

    Here comes the final blow; after module 1 (or 2, maybe 3? I can't exactly remember), dev drop out the idea that "high level content monster suppose to have high AC" (again, our beloved Drow Blackguard) so every single cleric has a decent strength / proper buffered able to hit the darn thing right now; when I found out that I don't even need to turn my precision on for a whole months, I decide it's the time to drop it out for something else (looks like it's the reason I have quick draw in my original build)


    But I like to make it clearly; if you focus on using exceptional weapon like Vorpal / Banisher / Smiting only, then Precision was still a visible option because you can still apply those effect even if you can't overcome target's DR, especially when you don't want build up a lot of aggro
    [ Fernia / Ghallanda ]
    -- Role of the Combat Cleric : We fight for our party's survival --

  6. #6

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    Quote Originally Posted by samho View Post
    (and another build in the cleric forum, I'm sorry but I really can't remember the name of the original funder due to our old thread is getting deleted, but my build was still slightly different than his idea, anyway )
    Are you referring to the Divine Tripper build? Dwarf Cleric with splash of fighter that focused on Trip and Improved Trip?
    If so, that was my build
    Khyber Server - Disposable Heroes Guild
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  7. #7
    Community Member samho's Avatar
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    Quote Originally Posted by Lyletuba View Post
    Are you referring to the Divine Tripper build? Dwarf Cleric with splash of fighter that focused on Trip and Improved Trip?
    If so, that was my build
    Nope, not Divine Tripper I did post my original Holy Tactical Warrior (first edition) in another cleric build thread because I do believe his idea inspire the creation of my Holy Tactical Warrior Once again, my apologize about I can't remember the name of original funder. However, according to one of the post in that thread, he's already leave DDO for quite a long time.

    The reason I said his idea inspire the creation of my build was both of us goes for Precision at that time, so we have base dex 12~14 instead of int 12+; and after the change of Stunning Blow, both of us switch to Stunning Blow route. I also learn a lot more melee / clerical spell mixed experience by playing that build -- it is still my favourite character and currently contributed on Shroud combat, usually help flanking the pit fiend -- it also leads me to believe that such kind of melee focus battle cleric still able to survive in the end-game content.





    Currently progress on Holy Tactical Warrior Second Generation : CLE7/FTR1

    I have adjust the level progress and feat order to fit the actual gameplay;


    Level 1 FTR: pick up Toughness (General feat) and Stunning Blow (Fighter Bonus)
    Level 2 CLE: respec the Toughness and replace it with Combat Expertise (because you can't eat tome before you finish the creation But you can respec it after you got enough stat)
    Level 3 CLE: take Improved Trip
    Level 6 CLE: take Extended Spell (because it's pointless to have it at level 3, as a level 2 cleric)

    And plan to postpone the time to grab next fighter level -- might as well just take it as level 13 or level 14 -- since Heal and Blade Barrier is too good to have it. ( No, I don't give the same credit to raise dead and greater command )
    [ Fernia / Ghallanda ]
    -- Role of the Combat Cleric : We fight for our party's survival --

  8. #8
    Community Member Anthios888's Avatar
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    Question human?

    How would you adapt this build for a human? Couldn't you use the extra feat for something like Improved Critical, or is the extra hp worth it?
    Last edited by Anthios888; 04-30-2008 at 02:09 PM.
    Rockan Robin . Rocka Red Emma . Roq Star . RockCandy Mountain . Rockna Delaflote | Build Index
    Co-Leader, Ghallanda ReRolled
    Quote Originally Posted by Tarrant View Post
    it might make more sense for the player to re-roll.

  9. #9
    Community Member samho's Avatar
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    [Update the current build info/progress]

    CLR14/FTR2


    stat break down

    30 STR (17 + 4 level + 2 tome + 6 Item)
    16 DEX (9 + 1 tome + 6 Item)
    26 CON (16 + 2 enh + 2 tome + 6 Item)
    13 INT (12 + 1 tome)
    25 WIS (15 + 2 tome + 2 enh + 6 item)
    11 CHA (6 + 1 tome + 4 Eagle's Splendour)


    for the level/feat break down

    Level 1 FTR: Combat Expertise and Stunning Blow (Fighter Bonus)
    Level 3 CLE: take Improved Trip
    Level 6 CLE: take Extended Spell
    Level 9 CLE: Toughness
    Level 12 CLE: Quicken
    Level 15 CLE: Maximize Spell
    Level 16 FTR: Improved Critical: Piercing Weapon

    * The reason I postpone fighter level to level 16 was, well, get a quicken Blade Barrier (and maybe, Heal ) is quite nice at level 12, especially when solo.


    44 non-buff AC (without CE)
    55 self buff / max AC (with CE, +3 Barskin Potion, Recitation, Haste)

    * For some wired reason, I choice to go Neutral Good instead of Lawful Good, so I lose the +2 Dodge AC from Chaosgrade, but running with Green Steel earth/earth/earth longsword now


    411 unbuff HP

    * 456 after I got the Shard of Power to complete my Air/Air/Air HP Goggle


    36 intimidate when running regular quest ( +13 ring ), 39 when I really want to grab some aggro (switch to +15 helm plus prayer)

    * If I can make enough run to get my cleansing item, probably make a pos/pos/pos SP item as well as raise 6 more intimidate point.
    [ Fernia / Ghallanda ]
    -- Role of the Combat Cleric : We fight for our party's survival --

  10. #10

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    [QUOTE=samho;1640134]Self buff AC could be 52
    10(base) + 13 (+5 full plate) + 3 (mithral) + 5 (Combat Expertise) + 2 (Chaosgrade) + 3 (barkskin) + 5 (protection +5 item) + 9 (tower shield) + 2 (Recitation) = 52. ( 1 more on haste, 2-5 more with pal nearby, 2 more with ranger's barkskin, in theory it can hit 60 before turn Defensive Fighting on, and Recitation/any other spell need to cast before turn AC mode on)[QUOTE]

    defensive fighting and combat expertise are both stances, you cannot activate more than 1 stance at a time
    If you want to know why...

  11. #11
    Community Member samho's Avatar
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    Quote Originally Posted by Aranticus View Post
    Quote Originally Posted by samho View Post
    Self buff AC could be 52
    10(base) + 13 (+5 full plate) + 3 (mithral) + 5 (Combat Expertise) + 2 (Chaosgrade) + 3 (barkskin) + 5 (protection +5 item) + 9 (tower shield) + 2 (Recitation) = 52. ( 1 more on haste, 2-5 more with pal nearby, 2 more with ranger's barkskin, in theory it can hit 60 before turn Defensive Fighting on, and Recitation/any other spell need to cast before turn AC mode on)
    defensive fighting and combat expertise are both stances, you cannot activate more than 1 stance at a time
    True enough. Actually I have found the mistake once I got the CE but well, even it works, shouldn't worth -9 to-hit to get the 7 AC
    (Since I have made this purpose before I really build him, heh, mistake happen -- but thanks for point it out Aranticus )

    Update with latest info on the original post.


    Also speaking with some personal experience -- his latest air/air/air goggle just rock 5% chance to get free haste(30 sec)/enemy knock down is quite awesome, especially when I active Intimidate -- -- think about it, when 4+ monsters swarm on you then few sec later, you got a fresh haste and some of them are knocked down even before you trip them ! His AC take little to no trouble to tanking elite Reaver without shield blocking. However, his intimidate was quite unstable against high end red-name target (like elite reaver / pit fiend / elemental name those give size penalty) or great size target (elite elemental, for example).


    Due to his HP (456 unbuff) / AC (42 - 55 self buff), he can tank quite well in high end quest. In the other hand, since he has very limited sp pool (1056 with wizardy VI item), I would rather play him as a Tactical Fighter who can heal, but not a healer who can fight, and make sure people didn't confuse what kind of role what he will be.
    [ Fernia / Ghallanda ]
    -- Role of the Combat Cleric : We fight for our party's survival --

  12. #12
    Community Member samho's Avatar
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    Default Optimize this build or build another variation ...

    Since I create my character (Nightward) at the beginning of mod 6, I didn't predict that intimidate would change dramatically (and have absolute no clue how much intimidate require to intimidate the Harry -- and the fact was, even if you can intimidate the Harry, it doesn't help that much at shroud fighting unlike VoD and Hound), and some mistake made when level up (mainly the skill point spend).


    So if I want to optimize this build (no, I'm not going to reroll and I'm satisfied with the current result) a little bit, the base intimidate score could raise to 19 (currently sit at 18); getting +3 cha tome and purchase cleric Charisma 2 (instead of cleric wisdom 2) could raise another point; replanning the shroud Item I have would net 1 more ( goes all spell point and lost the tier 1 immunity with pos/pos/pos could net 1 more, but then the item slot will run tie again until create the mineral II protection 5 cloak, so this approach may not really worth it) -- the end result could be 49-50 intimidate without feat respec.


    If I want lose some / more tactical fighting ability ( which I don't want to ) and specialize to Intimidate, losing 1 feat ( Stunning Blow) and grab the SF: Intimidate could push the intimidate score to 52-53 ( 90-95% chance to intimidate suulomades successful ), 2 feat ( losing CE and Improved Trip but keeping Stunning Blow ) and get the extra bullhead could move the intimidate score to 54-55 and you are golden with intimidate watermark (maybe still not sufficient for Hound of Xoriat, but heh, I would say intimidate the Hound as a battle cleric was often a bad idea unless you didn't plan to cast any spell at the whole raid except initial buff time )


    Rearrange the start point with the following might also works if I have +2 INT tome at creation and I don't mind losing 1 point of Strength until I got +3 Strength tome (heh, to be honest, I don't put any hope for something like that unless I really got it for my unlucky character):

    16 STR --> 30 at the end IF I can get my hand off +3 STR tome
    9 DEX --> 16 (the same)
    16 CON --> 26 (the same)
    11 INT --> 13 (with +2 Tome at level 1, so I'll lost 2 point of skill point at level 1 but not a huge deal)
    15 WIS --> 25 (or 26 IF i can get my hand off +3 WIS tome)
    10 CHA --> 20/24 ( +2 or +3 tome can either bring my to this number, or 24 if with +3 tome and craft the +3 exceptional cha weapon )

    Ultimately the rearrange creation point and work out with a HEAVY shroud grinding, as well as multiple +3 tome grinding, could net it another +4 intimidate score, and get a 58-59 intimidate score (or 53-54 without feat respec); but heh, I doubt the effort worth it ( re-run all the raid and get the loot back? not going to happen to me )
    [ Fernia / Ghallanda ]
    -- Role of the Combat Cleric : We fight for our party's survival --

  13. #13
    Community Member maddmatt70's Avatar
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    In theory there will be new tactial feats sometime soon - I am hoping next mod sigh. This might alter your build because might want to go with either a 13 cleric/ 2 fighter /1 monk or 14 cleric/ 2 fighter or 13 cleric/ 2 fighter /1 paladin in order to get in at least another feat or two.

    Edit: You already changed your build slightly got to keep up with the Joneses.

    Edit2: this is a ressed thread darn it.. I have no idea what you would do now..
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  14. #14
    Community Member samho's Avatar
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    Quote Originally Posted by maddmatt70 View Post
    In theory there will be new tactial feats sometime soon - I am hoping next mod sigh. This might alter your build because might want to go with either a 13 cleric/ 2 fighter /1 monk or 14 cleric/ 2 fighter or 13 cleric/ 2 fighter /1 paladin in order to get in at least another feat or two.

    Edit: You already changed your build slightly got to keep up with the Joneses.

    Edit2: this is a ressed thread darn it.. I have no idea what you would do now..

    I think it's acceptable to update the build thread which reflect to recently change


    By answer some of your question: if they put more tactical feat at next mod with level cap raise and it's worth taking ( Probably I'll test it on my original holy tactic warrior -- stonespeaker first and see how it works, then apply it on this character ), we do have another feat available at level 18, so I don't think it's a huge problem to keep going on with 16 CLE / 2 FTR or maybe, 14 CLE / 4 FTR (if it's chained feat).


    Single level Monk splash is not going to happen, unless they change how the Stunning Fist works (currently link to monk level).

    And paladin splash ? Why I want to take a single paladin level while I already got most everything I need from fighter level 2? Could you explain it, because I can't foresee any reason to take a single paladin level ( while I could understand why someone want to take the monk level for extra feat )



    Oh and btw, who's Joneses?
    [ Fernia / Ghallanda ]
    -- Role of the Combat Cleric : We fight for our party's survival --

  15. #15
    Community Member Anthios888's Avatar
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    Don't purge Nightward!
    Rockan Robin . Rocka Red Emma . Roq Star . RockCandy Mountain . Rockna Delaflote | Build Index
    Co-Leader, Ghallanda ReRolled
    Quote Originally Posted by Tarrant View Post
    it might make more sense for the player to re-roll.

  16. #16
    Community Member samho's Avatar
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    Just update the number with my new DT armor and gear / AP re-arrangment, so yes, as you can see, I got 5 AC upgrade at the moment and 2 possible ac upgrade if I obtain chattering ring ( by switch dodge AC from DT armor to Levik bonus )


    As you can see, the major change of the gear setup was via the DT Armor. The Dragontouch Full Plate invited by Module 8.3 did change the unbalanced between full plate cleric with robe wearing cleric (mainly monk splash) slightly -- with DT armor, you now got a better chance to achieve some reasonable AC ( i.e. base AC 10, DT armor 15 AC, 1 dex bonus, 3 barkskin potion, 5 protection item, 9 AC from Madstone shield, 2 ritual AC, 2 from Recitation, so you got 47 AC before putting any Dodge AC or Insight AC on -- 50 is quite reasonable after you put them on your tier 3 DT armor or via greensteel weapon or chaosgrade ), and since there's 3 tier able to upgrade on the DT armor, you can save up to 3 slot and customize it as you like -- Full Plate of Defender has 3 effect on it as well, however, I would say it's a bit subpar compare with DT armor due to the Deflection AC it provide was only 4. The only downside of DT armor (compare with full plate of defender) was the armor penalty (compare with Mithral plate)


    As for the equipment re-arranged: since I'm quite close to my 40th Shroud run ( yes, due to having couple months break in the last year, my shroud progress was kind of slow ), a new shroud item was also put into consideration -- if I could build a new item to cover most defensive effect I need, I could free up the tier 1 / 2 effect from my DT armor, and switch to some other offensive ability on it -- same goes the chattering ring.


    The Action Point spending was running tight on this build at the current level cap -- because this build require a heavy amount of Enhancements to perform both Tactical Fighting and some basic Clerical function ability, as well as keep the survivability up. Even after the level cap raise at next module, I still doubt that I could have all everything I want from the current enhancement system : (assume I go to cleric 18 / fighter 2 route eventually)

    3 tiers of PrE: War Priest ( 6 - 12 AP expected )
    Dwarven Shield Mastery I / II / III ( 1 - 6 AP required)
    Cleric Energy of Zealot III / IV (3 or 7 AP required)
    Cleric Prayer of Life I / II (1 or 3 AP required)
    Cleric Prayer of Incredible Life I (1 AP required)
    Cleric Wisdom II / III ( 4 or 10 AP required)
    Cleric Chirsma I / II ( 2 or 6 AP required)
    Dwarven Axe Attack II ( 4 AP required)
    Dwarven Axe Damage I / II ( 2 or 6 AP required )

    Looks like it will be a really tough challenge
    [ Fernia / Ghallanda ]
    -- Role of the Combat Cleric : We fight for our party's survival --

  17. #17
    Community Member samho's Avatar
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    Default Update with Mod 9

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Nightward Holy Tactic Warrior
    Level 20 Neutral Good Dwarf Male
    (4 Fighter \ 16 Cleric) 
    Hit Points: 370
    Spell Points: 985 
    BAB: 16\16\21\26\26
    Fortitude: 19
    Reflex: 6
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             17                    25
    Dexterity             9                    11
    Constitution         16                    20
    Intelligence         12                    15
    Wisdom               15                    18
    Charisma              6                    10
    
    Tomes Used
    +1 Tome of Intelligence used at level 1
    +2 Tome of Strength used at level 2
    +2 Tome of Dexterity used at level 2
    +2 Tome of Constitution used at level 2
    +2 Tome of Wisdom used at level 2
    +2 Tome of Charisma used at level 12
    +2 Tome of Intelligence used at level 12
    +3 Tome of Intelligence used at level 16
    
    Level 1 (Fighter)
    Feat: (Fighter Bonus) Combat Expertise
    Feat: (Selected) Improved Trip
    
    Level 2 (Cleric)
    
    Level 3 (Cleric)
    Feat: (Selected) Extend Spell
    
    Level 4 (Cleric)
    Ability Raise: STR
    
    Level 5 (Cleric)
    
    Level 6 (Cleric)
    Feat: (Selected) Toughness
    
    Level 7 (Cleric)
    
    Level 8 (Cleric)
    Ability Raise: STR
    
    Level 9 (Cleric)
    Feat: (Selected) Quicken Spell
    
    Level 10 (Cleric)
    
    Level 11 (Cleric)
    
    Level 12 (Cleric)
    Ability Raise: STR
    Feat: (Selected) Maximize Spell
    
    Level 13 (Cleric)
    
    Level 14 (Cleric)
    
    Level 15 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
    
    Feat: (Selected) Skill Focus: Intimidate
    
    Level 16 (Cleric)
    Ability Raise: STR
    
    Level 17 (Cleric)
    
    Level 18 (Cleric)
    Feat: (Selected) Bullheaded
    
    Level 19 (Fighter)
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Stunning Blow
    
    Enhancement: Dwarven Armor Mastery I
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Shield Mastery II
    Enhancement: Dwarven Spell Defense III
    Enhancement: Dwarven Tactics III
    Enhancement: Fighter Armor Mastery I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Strategy (Trip) II
    Enhancement: Racial Toughness IV
    Enhancement: Fighter Intimidate II
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Charisma II
    Enhancement: Fighter Strength I
    Enhancement: Cleric Wisdom I
    Enhancement: Fighter Toughness II

    Character progress update with Mod 9 -- however, you may notice some feat selection will not available via character planner -- because I do respec feat couple time in the early game, also do some feat respec before I hit level 20 ( for example, I do have Stunning Blow since very early level but swap it out before I hit fighter class trainer at level 19)


    stat break down

    34 STR (17 + 5 level + 2 tome + 6 Item + Exceptional 3 STR ring)
    16 DEX (9 + 2 tome + 5 Item)
    26 CON (16 + 2 enh + 2 tome + 6 Item)
    15 INT (12 + 3 tome)
    24 WIS (15 + 2 tome + 2 enh + 6 item)
    16 CHA (6 + 2 tome + 2 enh + 6 item)



    Attack Roll at level 20 was 47 / 51
    16 (BAB) + 12 (Strength) + 5 (weapon) + 1 (Dwarf Axe enhancement) + 3 (Divine Favor) + 4 (Divine Power) + 4 (Greater Heroism) + 2 (Spectral Glove) = 47
    .... + 1 (haste) + 1 (Rage) + 2 (double Madstone Rage)

    Intimidate in level 20 was 57 / 60
    23 (base) + 2 (fighter intimidate 2) + 15 (skill mod item) + 4 (Greater Heroism) + 0 (cha modifier) + 2 (Head of Good fortune) +6 (Greensteel item, cha 6 modifier) + 3 (Skill Focus:Intimidate) + 2 (Bullhead) = 57
    .... +3 (cha 6 cloak) = 60

    Blocking DR in level 20 was 24 / 32
    8 ( 16 BAB) + 2 + 7 (+5 Heavy Steel of Spearblock / Axeblock) + 5 (spear/axe block) + 2 (Dwarven Shield Mastery) = 24
    or 32 with Levik's Defender and Golden Greaves plus Divine Power ( 10 + 2 + 15 + 3 + 2 )

    Stunning Blow DC was 37
    10(base) + 12 (str mod) + 10 (Tenderizer) + 2 (fighter stunning blow II) + 3 (dwarf tactic III) = 37
    .... +1 (Rage Potion) +2 (Madstone Rage) = 40

    Trip DC was 41 / 44
    10(base) + 12 (str mod) + 4 (Improved Trip) + 2 (fighter trip I) + 3 (dwarf tactic III) + 10 ( +3 Dwarven Axe of Vertigo 10) = 41
    .... + 1 (Rage Potion) +2 (Madstone Rage) = 44

    Unbuff HP was 535
    575 with Yugo con potion, 595 with single rage, 635 with double madstone rage

    SP was 1410

    Unbuff standing AC could be 59, 61 with Recitation, 62 with self-haste
    (Unchanged, unless I got my hand with EPIC Tourney Armor and EPIC Spectral Glove)


    It take me almost the full month to hold on at CLE16/FTR2 and see if turbine going do something with Cleric Prestige Enhancement line, but eventually, I decide it's time to give up and hit class trainer twice to make him level 20 character. So I pick up the 2 extra fighter level to increase the melee combat ability slightly (as well as extra feat helps to fit those 2 intimidate feat in) -- so I can run this character in epic encounter. Do I miss level 9 spell on this character? To be honest, not much. I have 3 other cleric which access to level 9 spell, but I just don't feel it's a big deal to not have it on Nightward.


    The gear rearrange was a hell lot of work when you put Shavarath staff and epic item, as well as getting Torc at my 60th DQ run, so I'm planning to get another cleansing essence that make me easier to recrafting couple green steel accessories.
    [ Fernia / Ghallanda ]
    -- Role of the Combat Cleric : We fight for our party's survival --

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