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  1. #61
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    Obviously based on the thread, this has gone through a number of revisions, but I really like the final one. It's a solid dps build that could probably hate-tank as needed. It is really great that you are doing this for Fighter, because the class has so many feats that it can be hard for new player to pick, and they invariably end up picking something bad.

    Leveling tips like using Sword and Shield in early levels if they can keep AC high enough, or THF weapon (even though they have TWF feats) until mid levels or so would be great.

    I also /sign that we use this template to replace at least one of the paths. Fighters are a common choice for new players, and it some ways one of the more complicated classes to build due to the multiple feats.
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  2. #62
    Community Member stainer's Avatar
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    Quote Originally Posted by FordyTwo View Post
    Cordovan and I chatted about this and agreed it's better to just wait. Thanks for the input!
    Hopefully I didn't discourage you. Building for AC and balancing survivability and damage potential is so difficult. You are doing a good thing here.

  3. #63
    Community Member jillie's Avatar
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    Quote Originally Posted by stainer View Post
    Hopefully I didn't discourage you. Building for AC and balancing survivability and damage potential is so difficult. You are doing a good thing here.
    /signed

    I have a capped Dwarf Kensai fighter, and a guide like this would perhaps have allowed me to eschew one of the LRs I put the toon through as I gained experience with it. An excellent job, and an illustration of just how awesomesauce the community can be when not busy teasiing Stainer!
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  4. #64
    Turbine Community Team FordyTwo's Avatar
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    Quote Originally Posted by stainer View Post
    Hopefully I didn't discourage you. Building for AC and balancing survivability and damage potential is so difficult. You are doing a good thing here.
    Creating an AC guide is definitely on our to-do list, but for Fighter 101 it feels like too much info at once.
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  5. #65
    Community Member bobbryan2's Avatar
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    Quote Originally Posted by FordyTwo View Post
    Creating an AC guide is definitely on our to-do list, but for Fighter 101 it feels like too much info at once.
    I wouldn't put it in Fighter 101... but I'd like to say that AC isn't advanced at all at low levels. I mean, what do you really have to cover? What stacks and what doesn't, a few examples of where to get each type, and things like max dex bonus on armor.

    What's hard about AC is keeping it viable after the first 10 levels. And all that needs is a bit of a disclaimer. So don't get too shy about doing it... Hard to do and hard to write a guide about are two different things.

  6. #66
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by LeLoric View Post
    For a very new player guide I would actually consider Iron will especially in early game. Fighter will saves are notoriously bad and most new players don't play with people who know where to cast fom or protection from evil. Getting held in early game can often mean death. New players cant afford heroism pots and don't have girds to boost saves either.

    Note: I would never recommend this for an experienced end game build but for the intent of this guide I would probably rate it over quick draw because of the lack of defensive abilities and a newer player isn't going to be as concerned about getting faster action boosts off as they are about why do I get held/commanded then killed so much.
    I'd even go so far as to suggest dropping the Int by 2, raising Wis by 2, and replacing a couple of the borederline feats (like Toughness 3) with Iron Will and Bullheaded or Luck of Heroes, particularly if they could be squeezed in early on. Failing Will saves really sucks, and is something fighters have to really worry about, especially early in the game before immunity buffs and items become more prevalent. As weak as they may in our current endgame, they still wouldn't be entirely wasted either. On, say, a half-orc, such advice probably would be fairly pointless, but with the dwarf bonus to saves vs. spells and the AP to advance that, investing in weak saves can actually work out on a fighter.
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  7. #67
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by FordyTwo View Post
    Creating an AC guide is definitely on our to-do list, but for Fighter 101 it feels like too much info at once.
    Good call, though not just because ti would have been too much info, but also because an AC guide is not 101 material.

    There should be one, and it should be comprehensive, but it should also come with caveats and warnings that the path is fraught with difficulties, snags, and is largely unrewarding at the end anyway.

    Also, such a guide could probably be split into two categories (heavily armored AC and light/no armored AC characters) that discuss the options available to a few different types of characters who are all on the path to attaining AC, rather than replicating such discussions for each individual class that may be able to achieve significant AC.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  8. #68
    Community Member Astraghal's Avatar
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    Assuming that these guides are aimed at the newer or more casual player, I like the idea of a new player friendly Fighter that takes full advantage of the maximum potential of the class. This led me to thinking about which feats the quintessential Fighter should have to build upon. Feats which would allow the new player the flexibility to develop each of the class's strengths according to their own preference.

    The feats I was considering in no particular order are:

    Toughness
    Power Attack
    Combat Expertise
    Stunning Blow
    Improved Trip
    Sap
    Quickdraw
    Improved Critical
    Two-Handed Fighting
    Improved Two-Handed Fighting
    Greater Two-Handed Fighting
    Weapon Focus
    Weapon Specialization
    Greater Weapon Focus
    Greater Weapon Specialization
    Superior Weapon Focus

    I don't think Two-Weapon Fighting is particularly new player friendly, so I stuck with Two-Handed Fighting. The Dexterity requirements for Two-Weapon Fighting are prohibitively high for a new player, assuming they are building their First 28-point build character and it's also probably not a good idea to include tomes.

    I was thinking that Dwarf and Human are the two more new player friendly Races to choose from. Dwarves have high Hit Point potential and get combat bonuses with axes, while Humans are flexible and get a bonus feat. The Dwarven racial enhancements to axes synchronizes well with Two-Handed Fighting and Greataxes. The extra feat can allow a Human the flexibility to boost one of their Skills or Saves, take an Exotic Weapon Proficiency (not recommended for new players), or another Toughess Feat.

    Whichever race you choose, it would be interesting to see how a basic Fighter template build would perform in the game. Whether the DC's on tactical feats would be high enough to work reliably, whether it could achieve a useful AC, be able to do reasonable DPS or have a high enough Intimidate to be effective later on in the game. I like the idea of a Fighter build that can highlight all of the potential of the class, without too much micro-management, that any new player can easily pick up and just have fun playing.

    Using the 28-point build Dwarven Fighter as an example, you could start off with Abilities something like:

    Strength: 16
    Dexterity: 14
    Constitution: 16
    Intelligence: 12
    Wisdom: 10
    Charisma: 6

    If you were to put any of the Ability increases into anything but Strength, maybe put one into Intelligence to qualify for Combat Expertise and Improved Trip. Ideally you could use a +1 Tome of Clear Thought to get to 13 Intelligence, but we can't assume the new player will have access to any tomes before level 20. Aside from that, with 12 Intelligence you could maximize the Intimidate, Balance and Jump Skills or put a single rank in Tumble to unlock it. It would probably be better to stick with even ending Abilities, as a +6 Enhancement item is likely the best a new player will see for a while, even at level 20.

    Those are my thoughts so far.

    Edit: Go Neutral Good so you can use Anarchic, Axiomatic and Pure Good weapons.
    Last edited by Astraghal; 06-10-2011 at 08:10 PM.

  9. #69
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    Two-weapon fighting doesn't work well in the early game, unless you are willing to drink heroism, rage and haste potions before every fight. You might need to drink more haste ones during the longer ones. That's not a newbie-friendly tactic. Taking -4 to hit for a 40% chance to proc an off-hand attack is really bad.

    Add a "if you are missing a lot, use a two-hander" line or something like that.

    Two-weapon fighting is a good choice past level 11, when Kensei II and your feats help you beat the to-hit penalty. You can buy 10 one-handed weapons for the price of a good greataxe/greatsword/falchion.

    At endgame, making a pair of litII khopeshes is quite a grind, but it is better than the von6 lottery. I've seen people with 100+ completions and no esos shard. (please, don't let the newbies craft litII dwarven axes. They are a very costly mistake.)

  10. #70
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by FordyTwo View Post
    Creating an AC guide is definitely on our to-do list, but for Fighter 101 it feels like too much info at once.
    To be honest, I'd suggest setting Eladrin onto the AC system and giving it a major overhaul (spellpass level overhaul). Once that's done, THEN write the AC guide.

    Unless future endgame content includes monsters with low To-Hit and extreme melee damage (think an Epic trash mob with +45 to-hit that does 120 damage and swings twice per second), AC will remain something casual players should avoid shooting for.

    A DPS character that's missing 3 key items (let's say they want to wear Tharne's Goggles, Bloodstone and the Epic Charged Gauntlets, but have none of them) can still perform pretty well at endgame. But a 'pajamas' AC build that's missing the Chattering Ring, Shroud Insight +4 weapon and Icy Raiments just does not function at all - that 11 missing AC might be the difference between Horoth hitting them 20% of the time and 75% of the time.

    DPS performance scales smoothly with gear. AC's effectiveness, on the other hand, is non-existent until a quite high baseline is reached (Exhausted Elite Horoth* hits a 73 AC on a 2, so there is no difference between an 8 AC and a 73 AC in this situation). Then every point of AC is a significant jump. Epic mob To-Hit is even higher - if my testing is accurate, Angog the Champion in eVON1 hits an 88 AC on a 2 when Exhausted, and doesn't reliably miss a 90 AC tank unless the minotaur has got pretty much every reasonably manageable debuff applied (Stength Sapping, Waves of Exhaustion, 10 points of Str damage which isn't easy to stack on Epic, Ray of Enfeeblement)

    This makes AC very unforgiving for new players. AC characters hit a brick wall around level 14 or 15 where their AC in readily available gear (+4 or better mith FP, +4 or better mith TS) stops holding up and they can only improve with raid loot that is just not really accessible prior to 20 in most cases.



    * I don't expect Fighter 101 readers to be toe-to-toe with Elite Horoth, he's just a boss whose exact To-Hit is known and that I have committed to memory. Maybe normal Suulomades (in VoD) is a better choice of boss, I think he's +56 to hit but I'm not sure. If that is the case, an AC of 58 is equivalent to an AC of 8.
    Last edited by sirgog; 06-13-2011 at 01:28 AM.
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  11. #71
    Community Member Ralmeth's Avatar
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    One minor edit, under the feat explanation you'll want to change the following. Currently, it is shown as:

    • Toughness (Level 1 & 14)
    • Shield Mastery (Level 18)
    • Quick Draw (Level 18)


    With the new feat progression, you'll want to update to:

    • Toughness (Level 1, 12, 15, 18)
    • Shield Mastery (Level 3)
    • Quick Draw (Level 18)
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  12. #72
    Community Member Astraghal's Avatar
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    Quote Originally Posted by Astraghal View Post
    Assuming that these guides are aimed at the newer or more casual player, I like the idea of a new player friendly Fighter that takes full advantage of the maximum potential of the class. This led me to thinking about which feats the quintessential Fighter should have to build upon. Feats which would allow the new player the flexibility to develop each of the class's strengths according to their own preference.

    The feats I was considering in no particular order are:

    Toughness
    Power Attack
    Combat Expertise
    Stunning Blow
    Improved Trip
    Sap
    Quickdraw
    Improved Critical
    Two-Handed Fighting
    Improved Two-Handed Fighting
    Greater Two-Handed Fighting
    Weapon Focus
    Weapon Specialization
    Greater Weapon Focus
    Greater Weapon Specialization
    Superior Weapon Focus

    I don't think Two-Weapon Fighting is particularly new player friendly, so I stuck with Two-Handed Fighting. The Dexterity requirements for Two-Weapon Fighting are prohibitively high for a new player, assuming they are building their First 28-point build character and it's also probably not a good idea to include tomes.

    I was thinking that Dwarf and Human are the two more new player friendly Races to choose from. Dwarves have high Hit Point potential and get combat bonuses with axes, while Humans are flexible and get a bonus feat. The Dwarven racial enhancements to axes synchronizes well with Two-Handed Fighting and Greataxes. The extra feat can allow a Human the flexibility to boost one of their Skills or Saves, take an Exotic Weapon Proficiency (not recommended for new players), or another Toughess Feat.

    Whichever race you choose, it would be interesting to see how a basic Fighter template build would perform in the game. Whether the DC's on tactical feats would be high enough to work reliably, whether it could achieve a useful AC, be able to do reasonable DPS or have a high enough Intimidate to be effective later on in the game. I like the idea of a Fighter build that can highlight all of the potential of the class, without too much micro-management, that any new player can easily pick up and just have fun playing.

    Using the 28-point build Dwarven Fighter as an example, you could start off with Abilities something like:

    Strength: 16
    Dexterity: 14
    Constitution: 16
    Intelligence: 12
    Wisdom: 10
    Charisma: 6

    If you were to put any of the Ability increases into anything but Strength, maybe put one into Intelligence to qualify for Combat Expertise and Improved Trip. Ideally you could use a +1 Tome of Clear Thought to get to 13 Intelligence, but we can't assume the new player will have access to any tomes before level 20. Aside from that, with 12 Intelligence you could maximize the Intimidate, Balance and Jump Skills or put a single rank in Tumble to unlock it. It would probably be better to stick with even ending Abilities, as a +6 Enhancement item is likely the best a new player will see for a while, even at level 20.

    Those are my thoughts so far.

    Edit: Go Neutral Good so you can use Anarchic, Axiomatic and Pure Good weapons.

    Concerning the OP, I'm not sure that Shield Mastery is worth taking on such a pure DPS build. That Fighter is never likely to be using a shield and I would recommend taking another Toughness feat instead.

    Fleshing out my idea of what a general purpose Fighter could look like, I've selected feats at levels which would qualify this Fighter for the path of the Kensai or Stalwart Defender when those Prestige Enhancements become available (at levels 6, 12 and 18). This Fighter won't have the same raw DPS and Hit Points as the pure Strength, Constitution and Toughness based Two-Weapon Fighting Fighter, but it allows the new player to experience the full range and versatility of what the Fighter class has to offer and SHOULD™ be solid through to level 20.



    Kensai Variant

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Dwarf Male
    (20 Fighter) 
    Hit Points: 382
    Spell Points: 0 
    BAB: 20\20\25\30\30
    Fortitude: 16
    Reflex: 8
    Will: 8
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (28 Point)       (Level 1)          (Level 20)        
    Strength             16                 20            
    Dexterity            14                 14            
    Constitution         16                 16            
    Intelligence         12                 13            
    Wisdom               10                 10            
    Charisma              6                  6            
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               4                 13            
    Bluff                -2                 -2            
    Concentration         3                  4            
    Diplomacy            -2                 -2            
    Disable Device        n/a               n/a           
    Haggle               -2                 -2            
    Heal                  0                  0            
    Hide                  2                  2            
    Intimidate            2                 21            
    Jump                  5                 28            
    Listen                0                  0            
    Move Silently         2                  2            
    Open Lock             n/a               n/a           
    Perform              n/a               n/a            
    Repair                1                  1            
    Search                1                  1            
    Spot                  0                  0            
    Swim                  3                  6            
    Tumble                3                  3            
    Use Magic Device     n/a               n/a            
    
    Level 1 (Fighter)
    Feat: (Fighter Bonus) Shield Mastery
    Feat: (Selected) Toughness
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 3 (Fighter)
    Feat: (Selected) Two Handed Fighting
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 5 (Fighter)
    
    
    Level 6 (Fighter)
    Feat: (Selected) Improved Two Handed Fighting
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 7 (Fighter)
    
    
    Level 8 (Fighter)
    Ability Raise: INT
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    
    
    Level 9 (Fighter)
    Feat: (Selected) Combat Expertise
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    
    
    Level 11 (Fighter)
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Feat: (Selected) Greater Two Handed Fighting
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    
    
    Level 13 (Fighter)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Stunning Blow
    
    
    Level 15 (Fighter)
    Feat: (Selected) Improved Trip
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Sap
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Selected) Iron Will
    Feat: (Fighter Bonus) Superior Weapon Focus: Slashing Weapons
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Quick Draw
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Attack Boost III
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Fighter Haste Boost IV
    Enhancement: Fighter Weapon Alacrity
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Tactics I
    Enhancement: Dwarven Tactics II
    Enhancement: Kensei Greataxe Mastery I
    Enhancement: Kensei Greataxe Mastery II
    Enhancement: Kensei Greataxe Mastery III
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Critical Accuracy III
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Kensei III
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Strategy (Trip) II
    Enhancement: Fighter Greataxe Specialization I
    Enhancement: Fighter Greataxe Specialization II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III


    Stalwart Defender Variant

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Dwarf Male
    (20 Fighter) 
    Hit Points: 382
    Spell Points: 0 
    BAB: 20\20\25\30\30
    Fortitude: 16
    Reflex: 8
    Will: 8
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (28 Point)       (Level 1)          (Level 20)        
    Strength             16                 20            
    Dexterity            14                 14            
    Constitution         16                 16            
    Intelligence         12                 13            
    Wisdom               10                 10            
    Charisma              6                  6            
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               4                 13            
    Bluff                -2                 -2            
    Concentration         3                  4            
    Diplomacy            -2                 -2            
    Disable Device        n/a               n/a           
    Haggle               -2                 -2            
    Heal                  0                  0            
    Hide                  2                  2            
    Intimidate            2                 21            
    Jump                  5                 28            
    Listen                0                  0            
    Move Silently         2                  2            
    Open Lock             n/a               n/a           
    Perform              n/a               n/a            
    Repair                1                  1            
    Search                1                  1            
    Spot                  0                  0            
    Swim                  3                  6            
    Tumble                3                  3            
    Use Magic Device     n/a               n/a            
    
    Level 1 (Fighter)
    Feat: (Fighter Bonus) Shield Mastery
    Feat: (Selected) Toughness
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 3 (Fighter)
    Feat: (Selected) Two Handed Fighting
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 5 (Fighter)
    
    
    Level 6 (Fighter)
    Feat: (Selected) Improved Two Handed Fighting
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 7 (Fighter)
    
    
    Level 8 (Fighter)
    Ability Raise: INT
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    
    
    Level 9 (Fighter)
    Feat: (Selected) Combat Expertise
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    
    
    Level 11 (Fighter)
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Feat: (Selected) Greater Two Handed Fighting
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    
    
    Level 13 (Fighter)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Stunning Blow
    
    
    Level 15 (Fighter)
    Feat: (Selected) Improved Trip
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Sap
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Selected) Iron Will
    Feat: (Fighter Bonus) Superior Weapon Focus: Slashing Weapons
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Quick Draw
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Fighter Armor Class Boost II
    Enhancement: Fighter Armor Class Boost III
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Fighter Haste Boost IV
    Enhancement: Fighter Weapon Alacrity
    Enhancement: Dwarven Armor Mastery I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Tactics I
    Enhancement: Dwarven Tactics II
    Enhancement: Fighter Armor Mastery I
    Enhancement: Fighter Stalwart Defender I
    Enhancement: Fighter Stalwart Defender II
    Enhancement: Fighter Stalwart Defender III
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Strategy (Trip) II
    Enhancement: Fighter Dwarven Waraxe Specialization I
    Enhancement: Fighter Dwarven Waraxe Specialization II
    Enhancement: Fighter Item Defense I
    Enhancement: Fighter Item Defense II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III

    These are just basic templates of my take on the vanilla Fighter build, which could be further tweaked in different directions as random loot generator items are replaced with crafted items and raid gear. As the new player progresses, they will eventually be able to aquire +2 tomes for their main Abilities.

    Iron Will could be replaced with another Toughness feat, but I've included it to demonstrate an effort to shore up the weakest save on this Fighter. I'm not sure that Sap is a very Fighter oriented feat, but it seems too good to pass up and will give the busy player an extra combat tactic to use against foes.

    Maximizing Balance, Intimidate and Jump seemed like the logical path to take with Skills, no need to complicate things here. I'd personally leave Jump around 10 and put the rest in Spot and going for useful UMD would be stretching this 28-point build a bit far.

  13. #73

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    I Haven't read the entire thread, but did read through the OP and it seems fairly solid. A couple of suggestions:

    1) Despite the build slant to Slashing, Warhammers should be noted as useful secondary weapons. Firstly, they offer Stunning bonus' that Slashing weapons don't have, and offer a better situational weapon vs. Skeletons.

    2) Encourage the use of 'Tactical Feats' further. Kensai Fighters, especially Dwarven ones, offer a degree of melee based crowd control that other melee classes find hard to match when running as a pure class.

    i. Recommend taking Dwarf Racial Tactics enhancements to further boost Stunning Blow/Trip/Sunder on top of the Fighter enhancements.

    ii. Potentially swap in Sap for one of the miscellaneous Toughness feats.

    This helps make a Fighter class based character a much more 'Active' combat participant, and helps increase the fun that can be had instead of just mindless mouse button holding. If a Fighter can Stun a mob, trip the next, Sap a third, then Sunder and smash a fourth mob to bits, he contributes so much more to a party than mindless mash-mash-mash.

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  14. #74
    Community Member silvermesh's Avatar
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    I would honestly take shield mastery at level1 and wait to take TwF until 3 or 4. Everyone wants to come out the door whipping around two weapons, but even with a light offhand it just plain isn't very effective at low level with no notable attack bonuses(especially on a 28 pointer with 16 STR). shield mastery is a feat the character will be able to take advantage of right out the door because he will start out with a decent little ember longsword and a shield. just make thorough notes about why you want to do this. set them on the right path to get the goggles of insight and the anger set in korthos. with those two things usually you can TwF fairly well in normal content, though without the higher level feats you may be better off just taking advantage of a shield and the glancing blows from the waraxe.

  15. #75
    The Hatchery karl_k0ch's Avatar
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    It has been said already, but it might have been unnoticed.
    A fighter is a master of weapons, and these feats improve both your accuracy and damage potential with slashing weapons, such as short swords and axes. Moreover, these feats enable the Kensei Prestige Enhancement class (see Enhancements, below), a powerful class-boost for the two weapon fighter.
    The bolded weaponry (short sword) is a piercing weapon. I suggest to change the sentence to "such as Dwarven Axes and Handaxes."
    Axes only, because that's what Dwarves get their bonuses for (regardless if Hand-, Great-, or Battle.) and the Handaxe in order to list a light weapon which grants a better to-hit, if needed situationally, at least before OTWF is taken.
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