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  1. #1
    Community Member Aflac's Avatar
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    Sep 2006

    Default Reviving The Dwarvish Bulwark

    Along time ago, in land far, far away, when the level cap was 10, I was playing The Dwarvish Bulwark; however, the meat of the build is now a dead link b/c the build became broken in an update that no longer allowed for Evasion to work in Full Plate.
    DDO @ Ten Ton Hammer "Killer" Build Week

    Darkgolem kicks off "Killer" Build week at DDO @ Ten Ton Hammer with his Dwarvish Bulwark. Part backstabbing rogue, part resistant paladin, part versatile fighter--the Bulwark survives the frenzied initial blast of combat to get to foes and strike them dead:
    Feats (in the order selected):
    Weapon Focus: Slashing
    Power Attack
    Greater Weapon Focus: Slashing
    Weapon Specialization: Slashing
    What I can remember about the build:
    1. This was an Intimidation Tank with LOTS of HP's(No toughness, doh!).
    2. High AC w/ Evasion
    3. Decent Damage w/ Dwarven Axes, and Backstabbing Bonus. (I know using Intimidate and Backstabbing in the same build is an oxymoron.)
    4. 4 LvLs of Pali for Fear Immunity, bump to AC, & Lay on Hands at early LvLs.
    5. 4 Lvls of Fighter for extra Feats and Ftr Str.
    6. 2 Lvls of Rouge for Skills, Evasion, & Backstabbing.

    After, some time away from DDO I returned; and, tried to revive this guy in this thread. My Enhancements were reset and lost forever. It just wasn't working.

    Recently, I finally unlocked 1750 favor on my Main Cleric. I would really, really like to try and revive my Dwarvish Bulwark w/ a Greater Reincarnation(1 or 2) for a 32pt build.

    Below is his current build, any and all suggestions are welcome, even if you think I should just scrap the idea and move on. I don't know enough about current game trends to do this build justice.
    I was thinking about:
    1. Replacing the rouge levels w/ Monk for AC(But I won't be centered w/ a Shield and Axe), and Evasion; but I know nothing about monk.
    2. Increasing Dex for Light Armor bonus to enable Evasion.

    Character Plan by DDO Character Planner Version 3.7.2
    DDO Character Planner Home Page
    Level 9 Lawful Good Dwarf Male
    (3 Fighter \ 4 Paladin \ 2 Rogue)
    Removed this... doesn't matter I'm GR'ing this toon. Please see the Updated Build below.
    Last edited by Aflac; 01-07-2011 at 04:21 PM. Reason: Grammer
    "Poor is the pupil who does not surpass his master." - Art quote by Leonardo da Vinci

  2. #2
    Community Member Aflac's Avatar
    Join Date
    Sep 2006


    I've been playing w/ this build; but, I have a couple of questions.

    If I GR+2 this guy I can go 1 Rog/ 3 Pali/ 16 Ftr or I could "batman the build" and go 5 Rog/ 3 Pali/ 12Ftr, or 4 Rog/ 3 Pali/ 13Ftr... anyway u get the idea.

    Is there any reason to take Ftr above 12, since I can't get to Ftr 18?

    Thanks for any advice.
    "Poor is the pupil who does not surpass his master." - Art quote by Leonardo da Vinci

  3. #3
    Community Member Aflac's Avatar
    Join Date
    Sep 2006


    Hey all,

    Here is a board & sword, Intimi, build to retool this toon of mine. Also has UMD & Open Lock. Is this a viable endgame build?

    1. I stayed w/ Pali line b/c:
    a. Even w/ GR2, I can't get to 18 Ftr.
    b. The DM II, Holy Sword, Zeal looks really tasty.
    2. I changed the last two levels to Ftr b/c I couldn't get Divine Might III (I forgot the required 18 Char had to be natural).
    3. I took Cleave & Great Cleave instead of THF & ITHF b/c I can cleave while Shield Blocking.
    Also, does the splash damage on THF wake mezed mobs?

    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    Level 20 Lawful Good Dwarf Male
    (4 Fighter \ 14 Paladin \ 2 Rogue) 
    Hit Points: 374
    Spell Points: 191 
    BAB: 19\19\24\29\29
    Fortitude: 25
    Reflex: 17
    Will: 16
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    22
    Dexterity            11                    14
    Constitution         16                    20
    Intelligence         10                    12
    Wisdom               11                    14
    Charisma             14                    18
    Tomes Used
    +2 Tome of Supreme Ability
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    +2 to all skills from Rouge Enhancements
    Intimidate            6                    27
    Use Magic Device      6                    24
    Balance               4                    11
    Open Lock             4                    12
    Disable Device        4                     5
    Haggle                6                     8
    Jump                  2                     6
    Search                4                     7
    Spot                  3                     5
    Swim                  2                     6
    Tumble                1                     3
    Feat: (Selected) Toughness
    Feat: (Selected) Power Attack
    Feat: (Selected) Cleave
    Feat: (Fighter Bonus) Great Cleave
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Selected) Force of Personality
    Feat: (Selected) Shield Mastery
    Feat: (Selected) Extend Spell Another Feat if SP's are to low.
    Feat: (Fighter Bonus) Improved Shield Mastery
    End game Enhancements at a glance:
    Ftr Str I
    Rog Dex I
    Dwarf Con II
    Pali Char II
    Dwarf Axe Attack II
    Dwarf Axe Damage II
    Dwarf Tactics II
    Dwarf Spell Def II
    Dwarf Toughness II
    Dwarf Armor Mastery I
    Ftr Armor Mastery I
    Pali Toughness II
    Pali Defender of Siberys II 
    Pali AB Armor I
    Pali Courage I
    Pali Bulwark II
    Pali Focus I
    Pali Resist II
    Pali DM II
    Pali LoH III
    Pali ExTurn III
    Level 1 (Rogue)
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Skill Boost I
    Enhancement: Dwarven Axe Damage I
    Level 2 (Paladin)
    Enhancement: Dwarven Armor Mastery I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Paladin Toughness I
    Level 3 (Paladin)
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Tactics I
    Enhancement: Racial Toughness I
    Level 4 (Paladin)
    Enhancement: Dwarven Axe Attack I
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Bulwark of Good I
    Level 5 (Paladin)
    Enhancement: Paladin Focus of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Charisma I
    Level 6 (Paladin)
    Enhancement: Dwarven Tactics II
    Level 7 (Paladin)
    Enhancement: Dwarven Axe Damage II
    Level 8 (Fighter)
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Extra Turning I
    Level 9 (Fighter)
    Enhancement: Paladin Armor Class Boost I
    Level 10 (Paladin)
    Enhancement: Dwarven Constitution I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Defender of Siberys I
    Level 11 (Rogue)
    Enhancement: Rogue Dexterity I
    Enhancement: Fighter Strength I
    Level 12 (Paladin)
    Enhancement: Dwarven Axe Attack II
    Level 13 (Paladin)
    Enhancement: Paladin Extra Lay on Hands II
    Enhancement: Racial Toughness II
    Level 14 (Paladin)
    Enhancement: Dwarven Spell Defense II
    Enhancement: Paladin Divine Might II
    Level 15 (Paladin)
    Enhancement: Paladin Bulwark of Good II
    Enhancement: Paladin Resistance of Good II
    Level 16 (Paladin)
    Enhancement: Paladin Defender of Siberys II
    Level 17 (Paladin)
    Enhancement: Dwarven Constitution II
    Level 18 (Paladin)
    Enhancement: Paladin Charisma II
    Enhancement: Paladin Extra Turning II
    Level 19 (Fighter)
    Enhancement: Fighter Armor Mastery I
    Level 20 (Fighter)
     6pts here could be spent on 
    Ftr: Imp Trip, Sunder, Crit Acc. Or the Sovereign Host line for that big Heal.
    Enhancement: Paladin Extra Lay on Hands III
    Enhancement: Paladin Extra Turning III
    "Poor is the pupil who does not surpass his master." - Art quote by Leonardo da Vinci

  4. #4
    Community Member eonfreon's Avatar
    Join Date
    Jan 2007


    Since you asked for my advice I'll do my best.

    First you have to understand that although I'm a firm believer in carrying a shield on all my characters, I've never played a S&B character beyond 6th or so level.
    After that I always prefer THF or TWF, with the occasional jump to a shield when it's absolutely required.

    I even do once in awhile play it as an "intimidate and shieldblock", locking in the Mobs while others, particularly Rogues, maximize their damage.
    However, I seldom see the need to shieldblock and prefer to Intimidate and fight at the same time, either TWF or THF style.

    So on your particular style with your particular Feats I can't really say much. I just don't see the need for 6 extra DR while doing nothing but standing there holding down the "shift key" and waiting for the timers to go down for Cleave and Great Cleave. But to each his own and if that's the way you like to play, then I'm sure the Feats will serve you well.

    On build points and class split I might be able to suggest a slightly different approach.
    Consider going to Paladin 15 for access to DM 3 and an extra 4th level spell slot. This way you can have Zeal and CSW.

    So Paladin 15/ Fighter 2 or 3/ Rogue 2 or 3.

    Personally I'd lean towards Rogue 3 for the extra Sneak dmg. Fighter 3 doesn't really open up much.

    Consider these for starting stats:

    Str 15 + 5 level = 20 + 2 Tome = 22 + 6 Item = 28 - I don't see a reason to use a Ftr Str 1 enhancement

    Dex 8 - by dropping 3 points and not taking Rogue Dex 1 you'll lose 2 AC from your potential but + 2 Tome = 10 + 6 Item = 16

    Con 15 - you'll lose 20 HP but can gain back 10 with Racial or Paladin Toughness 3.

    Int 11 - +1 Tome = 12 will give you an extra skill point early on and a +2 Tome = 13 will allow you access to CE if you want. The extra skill point will allow you to keep UMD and Intimidate Maxxed and give you a point to alternate between Jump and Balance, which is very useful.

    Wis 8 - Really no need to go above 8 + 2 Tome = 10 + 6 Item = 16 while all you need is a 14 to cast highest level spells.

    Chr 16 - +2 Tome will allow you access to DM 3

    On Enhancements:
    Even with the higher Dex I don't think you'll need any Armor Mastery. Especially if you're going DoS. If you want Evasion you'll need to use Mithral Breastplate which has 5 Max Dex. Even if you got your Dex to 20 under your original plan (11 + 1 Rog = 12 + 2 Tome = 14 + 6 Item = 20) that's a +5 Modifier. So you won't need to expand that. If you go with Full Plate you'll lose Evasion.
    However, since Enhancements can be switched as desired use them when they make sense and get rid of them when they don't. If you go with my suggested Dex then you won't have to worry about Max Dex on just about any armor. If you're going for AC you can then try CE. I've shown how you can fit it in. Perhaps fit it in instead of Great Cleave or Improved Shield Mastery? Just a thought.
    Also you won't need Dwarf Con 2. Instead you can take Racial Toughness 3 or Pally Toghness 3 to make up 10 hp of the lower Con loss.
    The higher Chr will allow you to pick up DM 3, which will add +2 to dmg and + 1 to saves (and other Chr based skills like UMD and Intimidate). It's a tradeoff worth considering.


    Str 17 + 5 level = 22 + 2 Tome = 24 + 6 Item = 30

    Dex 8

    Con 16

    Int 11

    Wis 8

    Chr 14

    Reason to raise Str instead of Chr is that you'll gain + 1 to hit and damage, so in essence you're only losing a +1 dmg from DM 3. Plus it's constant instead of a 1 minute clickie. And if you switch to a Great Axe you'll actually be nearly equal to having that higher DM because Str is applied 1.5X to Two Handed Weapons and your Axe Enhancements also apply to Great Axes.
    So just as a thought; you may want to switch out Cleave, Great Cleave, Shield Mastery and Improved Shield Mastery for CE and the THF line.
    You'll have access to higher AC with CE then you had planned and higher DPS with THF line, in exchange for losing 6 DR and two attack Feats which generally lose dps when used in combat (due to the activation delay) except while shield blocking. However, if that's the way you want it, have at it and have fun.

    Hope I gave you some things to think about.

  5. #5
    Community Member Aflac's Avatar
    Join Date
    Sep 2006


    "Poor is the pupil who does not surpass his master." - Art quote by Leonardo da Vinci

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