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  1. #1
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    Default Custom Character Build Questions

    I am looking at a 12/6/2 Rogue/Ranger/?? build and am unsure of which would be the better ?? class: Fighter or Monk.

    What are the benefits of either, and which, (IYHO) would be the better of the two?
    We magnetize to our lives what we hold in our thoughts-Anonymous

  2. #2
    Community Member Redicular's Avatar
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    Fighter:
    Code:
    2 feats from - 
    
    Bow Strength
    Brutal Throw
    Cleave
    Combat Expertise
    Dodge
    Exotic Weapon Proficiency
    Great Cleave
    Greater Two Handed Fighting
    Greater Two Weapon Fighting
    Hamstring
    Improved Critical
    Improved Feint
    Improved Precise Shot
    Improved Shield Bash
    Improved Shield Mastery
    Improved Sunder
    Improved Trip
    Improved Two Handed Fighting
    Improved Two Weapon Fighting
    Manyshot
    Mobility
    Oversized Two Weapon Fighting
    Point Blank Shot
    Power Attack
    Power Critical
    Precise Shot
    Precision
    Quick Draw
    Rapid Reload
    Rapid Shot
    Resilience
    Sap
    Shield Mastery
    Shot on the Run
    Slicing Blow
    Spring Attack
    Stunning Blow
    Two Handed Fighting
    Two Weapon Blocking
    Two Weapon Defense
    Two Weapon Fighting
    Weapon Finesse
    Weapon Focus
    Weapon Focus: Bludgeoning
    Weapon Focus: Piercing
    Weapon Focus: Ranged
    Weapon Focus: Slashing
    Weapon Focus: Thrown
    Whirling Steel Strike
    Whirlwind Attack
    Zen Archery
    
    +2 BAB
    
    access to the following fighter enhancements
    
    Fighter Item Defense 1
    Fighter Toughness 1
    Fighter Armored Agility 1
    Fighter Strength 1
    Fighter AC boost 1
    Fighter Attack boost 1
    Fighter Haste boost 1
    Fighter Critical Accuracy
    Fighter Strategy(trip,sunder,stunning blow) 1
    
    +3 fort save
    2 BAB, 2 feats(massive list), 1 str, 10 hp, and some minor things


    Monk:
    Code:
    2 feats from - 
    
    Combat Expertise
    Deflect Arrows
    Diehard
    Discipline
    Dodge
    Great Fortitude
    Improved Sunder
    Improved Trip
    Iron Will
    Lightning Reflexes
    Mobility
    Power Attack
    Precision
    Resilience
    Stunning Fist
    Toughness
    Two-Handed Fighting
    Two Weapon Fighting
    Weapon Finesse
    Whirling Steel Strike
    Zen Archery
    
    +1 BAB
    
    monk style unarmed attacks
    
    Tier 1 elemental stances
    
    1 AC while centered
    
    Wisdome bonus to AC
    
    Access to the following enhancements
    Monk Wisdom 1
    void strike 1
    Animal path
    
    +3 to all saves
    1 BAB, 2 feats(much smaller list), 2 str or dex(fire or wind stance), 7.5% attack speed 2.5% double attack(wind stance), 5 hp(animal path), some AC and slightly better saves.


    basically, decide if you're gonna bother to stay centered and if you want a feat that's in the fighter list but not the monk list. everything else balances out

    without more info on your planed rogue or ranger PREs, I can't help too much. archer's are better served by monk(zen archery), TWFs are probably better served by fighter(weapons other than kamas for tempest), THF are definitely better served by fighter(thief acrobats don't take ranger levels so quarterstaves suck), as are crossbowmen(mechanic/deepwood/fighter)
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  3. #3
    The Hatchery karl_k0ch's Avatar
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    Default

    Also, do consider a 13/6/1 split. The 13th rogue level adds 1d6 SA damage, and a special ability (probably Oppurtunist, if you plan to take Improved Evasion as your first rogue special feat). This might or might not give you an advantage over the extra feat you get for your second monk or fighter level.

    In addition to what Redicular said: Fighter II unlocks Fighter Strength I, for a stacking +1 Str. Handwraps are very great weapons to deliver SA damage.
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  4. #4
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    The plan here is a "Deepwoods Assassin" PrE. This is just a flavor build and I was wondering which would be better.

    I am currently going human for the extra feat. Stats are 16/16/14/12/10/8, levels are 1-Dex and 4-Str. End game minimum stats will be (hopefully) 24/22/16/14/12/10.

    Lv 1 Rog
    Lv 2-7 Ran
    Lv 8-12 Rog
    Lv 13-14 Ftr
    Lv 15-20 Rog

    Current selected feat selection:

    Lv 1:
    Dodge
    Toughness

    Lv 2:
    FE: Undead

    Lv 3:
    Point Blank Shot

    Lv 4:
    -

    Lv 5:
    -

    Lv 6:
    FE: Evil Outsider
    Weap Foc: Ranged

    Lv 7:
    -

    Lv 8:
    -

    Lv 9:
    Imp Crit: Ranged

    Lv 10:
    -

    Lv 11:
    -

    Lv 12:
    Weap Foc: Slash

    Lv 13:
    GTWF

    Lv 14:
    Imp Crit: Slash

    Lv 15:
    Power Attack

    Lv 16:
    -

    Lv 17:
    -

    Lv 18:
    Ex Weap Pro: Khopesh
    Imp Evasion

    I would import what I have worked up, but I have NO idea how to do that. : (
    We magnetize to our lives what we hold in our thoughts-Anonymous

  5. #5
    The Hatchery karl_k0ch's Avatar
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    Imho, you don't need the weapon focus: Slashing. Also, the Dodge feat won't give you any essential benefit.

    When considering such kind of build, I'd make sure that you hit 16 bab at cap. 12/6/2 does that with any splash, however only 13/6/1fgt. and not 13/6/1mnk does this.
    Toons on Orien: Meinir // Flodur // Twiddler // Thorkar // Impetor // Juliacantor // Minor all Soko Irrlicht
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  6. #6
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    For some reason, I was thinking that Dodge was required for one of the two PrE's. My bad on that. : ) Why drop the WF: Slash? I am curious here, I felt it would help with the flavor of the build.

    The general idea I am trying for here is a who is deadly at range and up close. I hadn't thought about a 13/6/1, tbh. I can see where the Opportunist feat would definitely help.

    If I were to drop dodge, what should I consider to replace it, and WF: Slash, as well?
    We magnetize to our lives what we hold in our thoughts-Anonymous

  7. #7
    The Hatchery karl_k0ch's Avatar
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    Quote Originally Posted by Lerl View Post
    If I were to drop dodge, what should I consider to replace it, and WF: Slash, as well?
    It's not horrible, and traditionally, rogues have a hard time hitting, especially heavily fortified stuff. But there are some feats which can help to improve your damage output a bit more:
    Quickdraw does not only help to reduce weapon switching times, but also reduces the animation time of Action Boosts. Going human rogue actually allows to have Haste Boost IV and Damage Boost IV active at the same time.
    Another useful feat is SF: UMD, to get closer to the magic 39.
    Also, some of the tactic feats, such as Improved Sunder, Sap and Hamstring also have some benefits.
    Toons on Orien: Meinir // Flodur // Twiddler // Thorkar // Impetor // Juliacantor // Minor all Soko Irrlicht
    Quote Originally Posted by Vargouille View Post
    We may or may not intentionally insert in red herrings, purple mackerels, or horses of different colors. Void where prohibited. Not available in all planes of existence.

  8. #8
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    This has given me some great ideas, and I like knowing the build won't be hopeless!

    Vielen Dank!!
    We magnetize to our lives what we hold in our thoughts-Anonymous

  9. #9
    The Hatchery karl_k0ch's Avatar
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    Quote Originally Posted by Lerl View Post
    This has given me some great ideas, and I like knowing the build won't be hopeless!

    Vielen Dank!!
    Oh, no; it won't be hopeless. It's actually a decent split, as long as you do a reasonable switching between melee and pewpewpew. DWS, and SA damage on manyshots have a nice synergy.

    It's worth noting that you can't combine Assassin and DWS: Both require their respective racial Hide enhancement, which lock each other out. That might change in the summer, though.
    Toons on Orien: Meinir // Flodur // Twiddler // Thorkar // Impetor // Juliacantor // Minor all Soko Irrlicht
    Quote Originally Posted by Vargouille View Post
    We may or may not intentionally insert in red herrings, purple mackerels, or horses of different colors. Void where prohibited. Not available in all planes of existence.

  10. #10
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Lerl View Post
    The plan here is a "Deepwoods Assassin" PrE. This is just a flavor build and I was wondering which would be better.
    Flavor build? I MUST ANSWER THE CALL.

    Have a look at the Deepwood Mechanic in my sig. You might see something you like. Alternatively, you might talk yourself out of this idea.

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