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  1. #1
    Community Member PainStealer's Avatar
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    Default The Abomination

    Hi

    After playing a bit on Lammania with the new enhancements I decided to TR my old parked stalwart into something new for the new system. While talking about it with a friend he said "But thats an Abomination." So I decided to call the build that.

    The purpose of the build is to do solid TWF DPS while having a ranged option, good defense and self healing.

    I decided on the level split of 8 fighter 6 ranger 6 monk.

    8 fighter because that is the minimum amount of fighter you need to be centered with non monk weapons. (Greater weapon focus is required and that is a minimum level 8 fighter feat.

    6 monk for the auto granted adept of forms at 6 as well as shadow fade.

    6 ranger for all the goodness that 6 levels of ranger gets you. Rams Might, TWF, ITWF, Bow Strength, Precise Shot, Multishot, Rapid Shot etc....

    The build is targeted at epic levels so there are a few inconveniences in the heroic levels to deal with.
    1) Not taking 8th fighter level till character level 20. This means that you wont be centered with non monk weapons until 20.
    2) No GTWF until level 18.

    The build being bludgeon specced I wold recommend using handwraps until level 18 or so.

    I chose Dwarf as my race because

    1) Hitpoints
    2) Hammers are too cool.
    3) Hitpoints
    4) Some racial AC enhancements ( more on this later )
    5) Dwarven Tactics
    6) Did I mention Hitpoints ?

    Elf would work as well .... Use Scimmys or whatever. Human ... take khopesh.

    Using warhammers you can expect to be getting x6 crits on 19-20 rolls. (x3 warhammer, x1 OC, x1 Earth Stance 3, x1 Dreadnaught or Primal Destiny) In dreadnaught you also get pulverizer goodness. You also get x6 with a bow for when multishot is running.

    Gear:
    Robe
    Hammers
    Bow
    :P

    But seriously if you cant figure out what gear to use then this build probably isn't for you. ( Hint Heal amp gear is your friend )

    Twists:
    Standing in Stone ( or sense weakness )
    Rejuvenation Cocoon
    Primal Scream

    or whatever fits the quest you are running,


    The build has great flexibility. With an enhancement reset you are suddenly a deepwood sniper. Or a stalwart defender. Or a TWF whirling abomination of destruction.

    While playing on Lammania I was able to achieve 160 ish AC with 120 ish PRR in stalwart mode.
    In TWF mode I was 28% Dodge and shadowfade and displacement. With 60 ish PRR IIRC.

    Once I finish leveling her up on live and gathering a little more gear ill post the exact stats.

    Starting stats. 36 point build
    Str 16, Dex 14, Con 16, Int 11, Wis 11, Cha 13
    I also assumed full +3 tomes. though you could easily modify the build for +2 or +4 tomes if you like.
    For a 32 point or 34 point build drop your Str by 1-2 or your Cha by a point or 2.

    There are a ton of selected feats in this build.

    I am taking them as follows.

    LEVEL 1
    Race Selected: Female Dwarf
    Alignment Selected: Lawful Good
    Class Selected: Monk (Monk 1)
    Skills Ranks Raised: Balance +1 (1), Concentration +4 (4), Heal +1 (1), Spot +4 (4), Tumble +1 (1), UMD +2 (2)
    Feats Selected: Power Attack, Dodge

    LEVEL 2
    Class Selected: Fighter (Fighter 1 / Monk 1)
    Skills Ranks Raised: Intimidate +2 (2)
    Feats Selected: Weapon Focus (Bludgeoning)

    LEVEL 3
    Class Selected: Ranger (Fighter 1 / Monk 1 / Ranger 1)
    (Applied Past Life Tome Bonuses)
    Skills Ranks Raised: Concentration +2 (6), Heal +3 (4), UMD +1 (3)
    Feats Selected: Past Life (Berserkers Fury), Favored Enemy (Undead)
    If you dont have a barb PL then take something else (SF Intim ? )

    LEVEL 4
    Class Selected: Monk (Monk 2 / Fighter 1 / Ranger 1)
    Abilities Raised: STR: 18
    Skills Ranks Raised: Concentration +1 (7), Spot +3 (7), UMD +0.5 (3.5)
    Feats Selected: Mobility

    LEVEL 5
    Class Selected: Fighter (Fighter 2 / Monk 2 / Ranger 1)
    Skills Ranks Raised: Intimidate +3 (5)
    Feats Selected: Cleave

    LEVEL 6
    Class Selected: Ranger (Fighter 2 / Monk 2 / Ranger 2)
    Skills Ranks Raised: Concentration +2 (9), Heal +3 (7), UMD +1 (4.5)
    Feats Selected: Stunning Blow

    LEVEL 7
    Class Selected: Ranger (Ranger 3 / Fighter 2 / Monk 2)
    Skills Ranks Raised: Concentration +1 (10), Heal +3 (10), Intimidate +1 (6), UMD +0.5 (5)

    LEVEL 8
    Class Selected: Fighter (Fighter 3 / Ranger 3 / Monk 2)
    Abilities Raised: STR: 20
    Skills Ranks Raised: Intimidate +3 (9)

    LEVEL 9
    Class Selected: Ranger (Ranger 4 / Fighter 3 / Monk 2)
    Skills Ranks Raised: Concentration +2 (12), Heal +2 (12), Spot +1 (8), UMD +1 (6)
    Feats Selected: Improved Critical (Bludgeoning)

    LEVEL 10
    Class Selected: Monk (Ranger 4 / Fighter 3 / Monk 3)
    Skills Ranks Raised: Concentration +1 (13), Spot +4 (12)
    Feats Selected: Path of Harmonious Balance

    LEVEL 11
    Class Selected: Monk (Monk 4 / Ranger 4 / Fighter 3)
    Skills Ranks Raised: Concentration +1 (14), Jump +1 (1), Spot +2 (14), UMD +1 (7)

    LEVEL 12
    Class Selected: Fighter (Fighter 4 / Monk 4 / Ranger 4)
    Abilities Raised: STR: 22
    Skills Ranks Raised: Intimidate +4 (13)
    Feats Selected: Great Cleave, Weapon Specialization (Bludgeoning)

    LEVEL 13
    Class Selected: Monk (Monk 5 / Fighter 4 / Ranger 4)
    Skills Ranks Raised: Concentration +2 (16), Spot +2 (16), UMD +1 (8)

    LEVEL 14
    Class Selected: Ranger (Monk 5 / Ranger 5 / Fighter 4)
    Skills Ranks Raised: Concentration +1 (17), Heal +5 (17), Spot +1 (17), UMD +0.5 (8.5)
    Feats Selected: Favored Enemy (Giant)

    LEVEL 15
    Class Selected: Monk (Monk 6 / Ranger 5 / Fighter 4)
    Skills Ranks Raised: Concentration +1 (18), Intimidate +2 (15), Spot +1 (18)
    Feats Selected: Master of Forms, Deflect Arrows

    LEVEL 16
    Class Selected: Ranger (Monk 6 / Ranger 6 / Fighter 4)
    Abilities Raised: STR: 23
    Skills Ranks Raised: Concentration +1 (19), Heal +2 (19), Intimidate +1 (16), Spot +1 (19), UMD +1 (9.5)

    LEVEL 17
    Class Selected: Fighter (Monk 6 / Ranger 6 / Fighter 5)
    Skills Ranks Raised: Intimidate +4 (20)

    LEVEL 18
    Class Selected: Fighter (Fighter 6 / Monk 6 / Ranger 6)
    Skills Ranks Raised: Concentration +0.5 (19.5), Intimidate +1 (21), UMD +1 (10.5)
    Feats Selected: Greater Two Weapon Fighting, Zen Archery

    LEVEL 19
    Class Selected: Fighter (Fighter 7 / Monk 6 / Ranger 6)
    Skills Ranks Raised: Concentration +0.5 (20), Heal +0.5 (19.5), Intimidate +1 (22), UMD +0.5 (11)

    LEVEL 20
    Class Selected: Fighter (Fighter 8 / Monk 6 / Ranger 6)
    Abilities Raised: STR: 24
    Skills Ranks Raised: Concentration +1 (21), Heal +0.5 (20), Intimidate +1 (23)
    Feats Selected: Greater Weapon Focus (Bludgeoning)

    LEVEL 21
    Feats Selected: Overwhelming Critical

    LEVEL 24
    Abilities Raised: STR: 25
    Feats Selected: Improved Sunder

    LEVEL 26
    Feats Selected: Tactician

    LEVEL 27
    Feats Selected: Epic Damage Reduction

    LEVEL 28
    Abilities Raised: STR: 26
    Feats Selected: Perfect TWF

    There is a little flexibility toward the end as to which feats you with to take.

    The ranks in heal are to help out your cocoon. UMD for well all the things you get with UMD ( Invis Scrolls, Heal Scrolls, Teleport .... ) Intim for when you feel like running as a stalwart. Concentration for scrolls and KI goodness. Spot for seeing things to hit with your bow. On Lammania Cocoon was hitting me for 50-60 per tick and that was without a devotion item. So between Cocoon and SF pots there seemed to be plenty of self healing.


    This Build was helped greatly by the excellent online character planner at http://www.ddochargen.com
    Last edited by PainStealer; 08-17-2013 at 05:41 PM. Reason: couple clarifications
    Deijah / Deijara / Deijanna / Deijora / Deijaugh
    Ornery and Loving it.

  2. #2

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    Quote Originally Posted by PainStealer View Post
    I decided on the level split of 8 fighter 6 ranger 6 monk.
    Neat! Reading the level split alone I was intrigued.

    May I ask: Why lawful good instead of lawful neutral?

  3. #3
    Community Member PainStealer's Avatar
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    Sure thing.

    Lawful neutral would work fine with the build. I went with good for the synergies that gives in the Sentinal destiny. Namely it adds 1d6 pure good and 2d6 holy to the weapons you have equipped while in the correct stance in that destiny.
    Deijah / Deijara / Deijanna / Deijora / Deijaugh
    Ornery and Loving it.

  4. #4

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    Quote Originally Posted by PainStealer View Post
    Lawful neutral would work fine with the build. I went with good for the synergies that gives in the Sentinal destiny. Namely it adds 1d6 pure good and 2d6 holy to the weapons you have equipped while in the correct stance in that destiny.
    Nice.

  5. #5
    Community Member TheLegendOfAra's Avatar
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    Could you explain your stat distribution?
    Seems kind of all over the place to me.

    Since there is still a lot of feats/enhancements I haven't looked at, am I just missing something obvious?
    Araphina Skycrow - 15Paladin/3Ranger/2Fighter (Life 8/25) 5xRanger, 3xPaladin
    Araphell - Arasin - Arathaes - Arawyn - Aravein
    Guild: Fors Fortis;Guild of Won, & VENOM @ Argo
    "And we learn, as we age; We've learned nothing! And my body still aches."

  6. #6
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    I do not find any issues with his/her stat distribution, although I personally would drop the CHA and WIS to 8. But You need a minimum of 11 Wisdom to cat 1st level Ranger Spells so if you don't want to invest in a WIS item the starting stat is where it needs to be to cast Ram's Might. DEX is for a decent to hit with ranged, INT a dump stat for more skill points obviously and CHA is likely a dump stat for more UMD success. You gotta remember that any stat on a human over 16 costs 4 build points to increase 1 pt so likely the OP is trying to get the most bang for his buck with his distribution.

  7. #7
    Community Member PainStealer's Avatar
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    Quote Originally Posted by TheLegendOfAra View Post
    Could you explain your stat distribution?
    Seems kind of all over the place to me.

    Since there is still a lot of feats/enhancements I haven't looked at, am I just missing something obvious?
    Sure thing

    Str 16, Dex 14, Con 16, Int 11, Wis 11, Cha 13

    STR 16 . More than 16 in a stat becomes very expensive. So I stopped at 16
    Dex 14 + 3 tome = GTWF
    Con 16 = HP
    INT 11 = minimum int I needed to get that skill points I wanted. If you later decide you want Combat Expertise it requires Int 13.
    Wis 11 = Zen Archery Requires 13 Wisdom. Would have done 10 WIS but I had that last point.
    Cha 13 = Help for UMD and Imtim.

    So yeah No obvious dump stats.
    Deijah / Deijara / Deijanna / Deijora / Deijaugh
    Ornery and Loving it.

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