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  1. #1

    Default Master at Arms (Theme build - TWF - THF - Ranged - Tank)

    Build Name:Master at Arms
    Author: Sigfried
    Requester: None
    Last Updated: 05/28/10

    Key Words [Fighter, Open Locks, Weapons, TWF, THF, Stalwart Defender, Intimidate, Tank, Tempest, UMD]

    Objectives
    The idea here was to make a character good at every weapon and every fighting style. A character who could use nearly anything you find in a dungeon. Any time a feat or ability can be chosen, whatever applies to the most weapons or grants a wider range of choices is selected.

    Design
    Fighter is a clear choice since I'd need a lot of feats to make this work. UMD was another key component to allow you to wield whatever you find regardless of restrictions, that means rogue (and why not get evasion while you are at it?). At first I went monk as they get two exotics and two feats (and used monk for evasion) but the number of feats needed for the decent ranged feats (manyshot) meant that ranger gave more feats per level for 2 levels, and the monk exotics are crappy anyhow. Once you are into ranger, ranger 6 looks pretty good. That also lets you do some things with rogue skills you can't do with more fighter levels so the build has decent spot and open locks as a result. Also as fighter the enhancement picks were limited and 6 ranger offered some decent picks. It also turns out taking rogue and ranger early makes the most sense as the bulk of the feats I want have hefty bab prerequisites meaning I want bonus feats later rather than earlier in the build.

    Fighter comes in at level 9 and cranks out the bonus feats letting you finish off both two handed and two weapon fighting lines, as well as almost every singly improved crit feat in the game. Quick draw is near essential on this build both for swapping weapons and because APs went heavily into action boosts. I wanted to take exotics but in the end it was too much investment for one weapon and the build could simply wield them with the attack penalty (except for repeaters).

    Stalwart Defender was easy to pick up on the build and made sense as a general weapon bonus enhancement and it had synergy with the intimidate I decided was a handy skill. This helps round out the build as a workable if not exceptional tank. I almost left out tempest but decided I would sacrifice improved crit thrown and a couple of the exotics for it at the very end of the build. As much as I liked the idea of every improved crit option, tempest 1 is really good and fits the build nicely.

    I started with the notion the build was to be more silly than practical, but I think the end result is actually pretty decent. It won't win any DPS contests against Kensei or other specialist builds but you have the freedom to use any weapon you happen to have and be very good with it. It could make a great no-twink or perma-death character since it makes good use of any loot and has decent defenses and sprint boost to run away when things look grim. Of course for that you need to adjust to avoid the tome use.


    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Male
    (12 Fighter \ 2 Rogue \ 6 Ranger) 
    Hit Points: 332
    Spell Points: 45 
    BAB: 19\19\24\29\29
    Fortitude: 16
    Reflex: 16
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    27
    Dexterity            15                    18
    Constitution         14                    16
    Intelligence         10                    12
    Wisdom                8                    10
    Charisma             14                    16
    
    Tomes Used
    +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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    14
    Bluff                 2                     3
    Concentration         2                     3
    Diplomacy             2                     3
    Disable Device        n/a                   n/a
    Haggle                6                     7
    Heal                 -1                     0
    Hide                  2                     4
    Intimidate            6                    32
    Jump                  7                    20
    Listen               -1                     0
    Move Silently         2                     4
    Open Lock             6                    16
    Perform               n/a                   n/a
    Repair                0                     1
    Search                4                    11
    Spot                  3                    10
    Swim                  3                     8
    Tumble                6                     8
    Use Magic Device      6                    26
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Haggle (+4)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    Feat: (Human Bonus) Two Handed Fighting
    Enhancement: Human Versatility I
    Enhancement: Rogue Sneak Attack Training I
    
    
    Level 2 (Ranger)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Ranger Energy Resistence Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Human Improved Recovery I
    Enhancement: Ranger Favored Damage I
    
    
    Level 3 (Ranger)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Oversized Two Weapon Fighting
    Enhancement: Racial Toughness I
    Enhancement: Ranger Dexterity I
    
    
    Level 4 (Ranger)
    Ability Raise: STR
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Human Versatility II
    
    
    Level 5 (Ranger)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Ranger Sprint Boost II
    Enhancement: Human Adaptability Strength I
    Enhancement: Rogue Open Lock I
    
    
    Level 6 (Ranger)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Power Attack
    Enhancement: Racial Toughness II
    Enhancement: Ranger Energy of the Wild I
    
    
    Level 7 (Ranger)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Human Versatility III
    
    
    Level 8 (Rogue)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Intimidate (+7)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 9 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Intimidate I
    Enhancement: Fighter Toughness I
    
    
    Level 10 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Human Versatility IV
    Enhancement: Fighter Strength I
    
    
    Level 11 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Fighter Armor Mastery I
    Enhancement: Ranger Favored Damage II
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Handed Fighting
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Toughness II
    
    
    Level 13 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Fighter Intimidate II
    
    
    Level 14 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Quick Draw
    Enhancement: Fighter Stalwart Defender I
    Enhancement: Fighter Strength II
    
    
    Level 15 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Piercing Weapons
    Enhancement: Fighter Haste Boost III
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons
    Enhancement: Fighter Toughness III
    
    
    Level 17 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Dodge
    Feat: (Fighter Bonus) Mobility
    Enhancement: Fighter Haste Boost IV
    Enhancement: Fighter Item Defense I
    Enhancement: Fighter Strength III
    
    
    Level 19 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Fighter Armor Class Boost II
    Enhancement: Fighter Extra Action Boost I
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Spring Attack
    Enhancement: Fighter Stalwart Defender II
    Enhancement: Fighter Tower Shield Mastery I
    Enhancement: Ranger Tempest I
    Play
    You can use just about any gear you want so long as you keep your UMD up. With good items and buffs you should even be able to scroll cast if you like. Inventory space could be an issues since you can have a weapon for nearly any occasion and can make use of such a wide range of gear. The build's only weakness are its will saves which means you need to watch out for control casting. Aside from that you are durable, flexible and reasonably self sufficient.

    Variations
    You should be able to do this without tomes or without 32points although sacrifices are needed in str or charisma to bump dex up to 17. Fortunately you have until level 12 to get there. Or you could skip greater two weapon fighting. A poster had the idea of trading out Rogue for Monk and ditching UMD for the wider weapon choice monk offers and the extra feats to qualify early for tempest. Good idea! So here is that variation.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (12 Fighter \ 2 Monk \ 6 Ranger) 
    Hit Points: 361
    Spell Points: 60 
    BAB: 19\19\24\29\29
    Fortitude: 20
    Reflex: 16
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    27
    Dexterity            15                    18
    Constitution         16                    18
    Intelligence         10                    12
    Wisdom               10                    12
    Charisma              8                    10
    
    Tomes Used
    +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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    15
    Bluff                -1                     0
    Concentration         7                    28
    Diplomacy            -1                     0
    Disable Device        n/a                   n/a
    Haggle               -1                     0
    Heal                  0                     1
    Hide                  2                     4
    Intimidate            1                    29
    Jump                  7                    25
    Listen                0                     1
    Move Silently         2                     4
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair                0                     1
    Search                0                     1
    Spot                  3                    12
    Swim                  3                     8
    Tumble                3                     9.5
    Use Magic Device     n/a                    n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Intimidate (+2)
    Skill: Jump (+4)
    Skill: Spot (+3)
    Skill: Tumble (+1)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Toughness
    Feat: (Human Bonus) Two Handed Fighting
    Enhancement: Human Versatility I
    
    
    Level 2 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+2)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Ranger Energy Resistence Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Human Improved Recovery I
    Enhancement: Ranger Favored Damage I
    
    
    Level 3 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Feat: (Selected) Oversized Two Weapon Fighting
    Enhancement: Racial Toughness I
    Enhancement: Ranger Dexterity I
    
    
    Level 4 (Ranger)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Enhancement: Human Versatility II
    
    
    Level 5 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Enhancement: Ranger Sprint Boost II
    Enhancement: Human Adaptability Strength I
    Enhancement: Rogue Open Lock I
    
    
    Level 6 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Mobility
    Enhancement: Racial Toughness II
    Enhancement: Ranger Energy of the Wild I
    
    
    Level 7 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Enhancement: Human Versatility III
    
    
    Level 8 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+2)
    Feat: (Monk Bonus) Power Attack
    Enhancement: Way of the Patient Tortiose I
    
    
    Level 9 (Fighter)
    Skill: Intimidate (+4)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Feat: (Selected) Spring Attack
    Enhancement: Fighter Haste Boost I
    Enhancement: Ranger Tempest I
    Enhancement: Fighter Intimidate I
    Enhancement: Fighter Toughness I
    
    
    Level 10 (Fighter)
    Skill: Intimidate (+4)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Human Versatility IV
    Enhancement: Fighter Strength I
    
    
    Level 11 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+3)
    Enhancement: Fighter Armor Mastery I
    Enhancement: Ranger Favored Damage II
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Selected) Greater Two Handed Fighting
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Toughness II
    
    
    Level 13 (Fighter)
    Skill: Concentration (+1.5)
    Skill: Intimidate (+1)
    Enhancement: Fighter Intimidate II
    
    
    Level 14 (Fighter)
    Skill: Concentration (+1.5)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Improved Critical: Ranged Weapons
    Enhancement: Fighter Stalwart Defender I
    Enhancement: Fighter Strength II
    
    
    Level 15 (Fighter)
    Skill: Concentration (+1.5)
    Skill: Intimidate (+1)
    Feat: (Selected) Improved Critical: Piercing Weapons
    Enhancement: Fighter Haste Boost III
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+1.5)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons
    Enhancement: Fighter Toughness III
    
    
    Level 17 (Fighter)
    Skill: Concentration (+1.5)
    Skill: Intimidate (+1)
    
    
    Level 18 (Fighter)
    Skill: Concentration (+1.5)
    Skill: Intimidate (+1)
    Feat: (Selected) Improved Critical (ALL)
    Feat: (Fighter Bonus) Quick Draw
    Enhancement: Fighter Haste Boost IV
    Enhancement: Fighter Item Defense I
    Enhancement: Fighter Strength III
    
    
    Level 19 (Fighter)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Fighter Armor Class Boost II
    Enhancement: Fighter Extra Action Boost I
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Enhancement: Fighter Stalwart Defender II
    Enhancement: Fighter Tower Shield Mastery I
    Last edited by sigtrent; 05-27-2010 at 11:32 AM.
    Happy Host of DDOcast The Dungeons and Dragons Online Podcast
    Member of the Umber Hulks and The Madborn of Thelanis
    You can see my many builds listed in this thread.

  2. #2
    Build Constructionist unbongwah's Avatar
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    13,963

    Default

    Well, it's certainly...different.

    "Your final solution was - shall we say - unique."
    "It had the virtue of never having been tried."

    Even given this build's premise (jack of all fighting styles, master of none), there are a few things about it which puzzle me:
    - You don't have a pally splash or FoP; is +3 to Intimidate & UMD really worth the six pts spent on CHA?
    - You don't have CE and your INT's too low to get it w/out a +3 tome. I thought CE was practically a pre-req for anyone hoping to tank? Or was your plan to ignore AC and turtle up? In that case, shouldn't you go for the Shield Mastery feats?
    - I don't see why you waited until lvl 20 to get Tempest I. Seems to me it makes more sense to be good at TWF first before shifting into THF rather than spreading yourself out like that.
    - Might the 2 extra feats from monk 2 be more useful than UMD & Open Lock from rogue?

  3. #3

    Default

    Quote Originally Posted by unbongwah View Post
    Well, it's certainly...different.
    Thanks for the input

    - You don't have a pally splash or FoP; is +3 to Intimidate & UMD really worth the six pts spent on CHA?
    Its mostly for UMD which I considered key to the idea that you could use any weapon you can aquire. And its a bonus that it helps with intimidate (which is more a "might as well" feature of the build.)

    - You don't have CE and your INT's too low to get it w/out a +3 tome. I thought CE was practically a pre-req for anyone hoping to tank? Or was your plan to ignore AC and turtle up? In that case, shouldn't you go for the Shield Mastery feats?
    CE is a given if your are trying to build an AC tank. The tanking on this build was sort of incidental. I started with the weapon master idea, use all weapons well. Defender came in because it was the easiest prestige class for fighter to get (low cost since I already had diehard) and what you get is far better than just spending the points on regular enhancements. That and extra enhancement points for armor mastery meant it made a decent off tank.

    I added intimidate not because I was making a tank, but because I've found it to be a great skill on any combat character. Even intimidating casters and the like is handy for predicting their movements, or controlling where a fight takes place. You can drag monsters off of idiot rangers kiting things around etc... Its just really handy to have.

    So all that came together kind of by accident, but I decided to take some advantage of it once it did.

    My experience with tanking is that up until giant hold, CE is overkill and you would rather have the +5 to hit. After giant hold CE is useless until you get serious gear added to your build. Then, after you are all raid geared out, CE helps you hit your AC targets. But you can also tank with less than optimal AC. Just controlling who needs to be healed is handy, and if you get missed 75% of the time, thats better than someone who gets hit 50% or 100% of the time. (CE is basically 25% ac)

    This guy probably can't hit elite intim targets anyhow. Its not really a great build. In my build list its under the Role Play / Concept section. It's just better than I thought it would be.

    - I don't see why you waited until lvl 20 to get Tempest I. Seems to me it makes more sense to be good at TWF first before shifting into THF rather than spreading yourself out like that.
    Well, I like, if I can, to make builds that have thier full character as the level up. So at level 1 you are a weapon master, at level 5, 10, 15, 20 etc... you are a weapon master. Clearly that's not always possible but thats the idea. Doing TWF, then THF in a series kind of defeats the purpose of that a bit. Its not the #1 reason but its one reason I left it like that.

    The second reason was I added tempest and defender after my first pass at making the build. Defender was easy to add, the build was already suited well to it. Tempest was harder. I looked at my feats to see what I'd drop and all the weak feats were taken at the end of the build. Everything else was either fairly essential, or would make the build much weaker if I took the Tempest prerequisites early. So the way I saw it, Tempest was just gravy for the TWF style and not a central feature of the build itself. I really took ranger 6 to get the ranged attacks since ranger gets them without a bunch of the usual prerequisite junk feats.

    I hesitantly stick with that call. If it were a good build... well it would be very different all round, picking a style and focusing on it. Really this is sort of a monster build re-purposed for a totally different goal.

    - Might the 2 extra feats from monk 2 be more useful than UMD & Open Lock from rogue?
    I thought of UMD as being really central to the build concept. I started with monk over ranger but I couldn't make it work. If I could quadruple class... it would be in there for certain. If you wanted to drop UMD then monk 2 would work great for getting in a couple exotics, much better unarmed use, and you could get in that early tempest action...

    I think I should at least do a variant like that. That is a lot of stuff to pick up for the theme for the sacrifice of UMD.
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  4. #4
    Build Constructionist unbongwah's Avatar
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    Fair enough, I just never saw a melee build which didn't aim for Tempest as soon as it hit ranger 6. It feels...surreal.

    OK, so if you don't really care about Tempest and it's there "just because," here's a wacky alternative: ranger 2 / monk 6 / fighter 12. Ranger 2 gets you 3 free feats, +1 DEX enh, and ranger wands. Monk 6 gets you 3 free feats, Imp Recovery I, Evasion, and - when you switch to Monk Fighting Mode - 2nd tier stances and free healing from FoL. You effectively gain 4 feats by not having to take the otherwise "useless" Dodge / Mobility / SA trinity for Tempest. Good idea? Beats me! But after all, if you're trying to be a master of all forms, that should include unarmed, shouldn't it?

  5. #5
    Community Member tc12's Avatar
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    The class split and stats provide a ton of versatility. I have a Dwarf similar to that except that I did go Temptest along with Stalwart II. My thinking was versatility between Tanking and DPS. With +3 DEX & CHA tomes eaten, 26 DEX & 20 CHA on mine lead to 68 self-buffed AC (without +3 dodge on ring/sov) and 67 Intim (once I get my shroud cha skills item finished).

    A minute of gear swapping -- bloodstone for HoGF, Leviks Bracers for Chaosguards, Evasion armor for DT plate -- and it's decent DPS with Tempest, Power Attack and still the Stance STR/CON bonuses from Stalwart if against a fairly stationary mob.

    Like you say, not the DPS of Kensai 12/6/2s, but not bad. And the AC is a bit short of true AC-focused builds too, but pretty solid. May end up finding that jack of all trades is too much the master of none, not sure yet as he's 19th and still missing a couple pieces of gear. But like your build it's always just an AP reset to Kensai for more traditional DPS.

    Anyway long-time fan of your builds, and not trying to derail here. Just found the similarity of stats and 12/6/2 with Stalwart for versatility purposes interesting, even if yours was weapon versatility and mine was tank/dps switching.

    TC

  6. #6
    Community Member lunaticcat's Avatar
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    Default Paly Mix

    Have you thought of this build with a paladin mix instead of the monk? I've been working around a 12/6 fighter/ranger mix with 2 levels of paladin in there.... thoughts?
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