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  1. #1
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    Default Warpriest Solo Build

    I absolutely do not plan to go raiding. Just solo play, occasional partying with friends, or some random dungeon.
    I'd take Sovereign Host as my religion.
    Would using a shield (and some shield feats) impede my solo ability, or not? Or only slightly? Or would it make soloing dreadfully slow, as compared to twohanders?
    Do you get the benefits of attacking with a shield without the Two Weapon Fighting feats? I'm inclined to think so, but you do suffer full TWF penalties in P&P... I want to make sure.
    Is it possible to wield a longsword in two hands? (As in P&P?)

    Finally, I'm doubting between this build and a Tempest Ranger for soloing. Which would you deem most fun/soloable?

    Which things should I get with my Turbine Points?

    Thanks in advance!

  2. #2
    Community Member Sianys's Avatar
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    I haven't invested much into either shields or 2-weapon fighting with my Warpriest cleric, though I probably should. I will say, though, that picking a religion may be good for the new enhancement system due to "preferred weapon" branch - I hadn't and now I have to wait until I've got the opportunity to pick one so I can take advantage of it. However, she's had pretty good survivability and ok (not stellar by any means) killing ability up to now (lvl 10), and she's got mostly khopeshes & maces/morningstars w/ shields or staffs. Along with good healing and great undead turning/destruction, she's pretty fun to play. I will say that shields make you slow, even though they can give you good protection and occasionally some good amps, so you if you want to kill faster, go with 2wp or staffs. The Parrying suffix often provides Insightful bonuses that can offset not having a shield somewhat.

    Playing my Tempest (lvl 14), though? So, so much fun. A lot of her abilities are passive, with only Bleed Them Out being the active enhancement so far, so I don't have a lot of button-mashing to do to turn her into a killing machine. Cleric hirelings tends to run behind her throwing heals, even though she can do a decent amount of her own healing with Cure spells. (And those heals will only improve once I figure out where to slot this Devotion augment in her inventory!)

    Anyway, what I'm saying is to go for what you think will be the most fun to play, and then just look for how to improve on it.
    Altoholic, barrel-smasher, flower-sniffer, 90% solo-er.
    Khyber: Sianys (26 Tempest), Heldre (18 Warpriest); Argonessen: Thalys (13 Ranger), Alansa (22 Mechanic); Sarlona: Liilana (27 Knight of the Chalice); Thelanis: Berda (18 Kensei/2 Eldritch Knight); Ghallanda: Rahelle (12 Wiz/2 Rogue ); Cannith: Dhia Dhuit (17 Druid)

  3. #3
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    Gawain--
    Most of your questions about shields and two weapon fighting can probably be answered by checking out the wiki (ddowiki.com).

    Repsonses to some of your other questions:
    --Longswords are one handed weapons in DDO...although there may be a couple special longswords which don't follow this rule.

    --As for which class to play (Warpriest vs. Tempest Ranger) as a solo player, I think the Warpriest will be easier:
    a) More ability to self-heal (important for a solo character.)
    b) As you get higher in levels, the warpriest will get some spells which will speed up whomping through mobs (Blade Barrier and Cometfall come to mind).
    c) However, I suggest you start both, play each through 8th or 9th level, and see which one YOU like playing.

    --Spending Turbine Points--You could ask 30 people and get 30 responses. As you said, you aren't going to raid, so here are some thoughts--
    a) Adventure packs--There are plenty of Free-To-Play (F2P) quests at lower levels, however, I'd still get Delera's graveyard because it is a good pack with some nice low level items (plus Voice of the Master which gives 5% bonus on earned experience). Gianthold is a good pack for level ranges 13-17. Vault of Night is a good pack for levels 8-11. Both Gianthold and Vault of Night have quests AND a raid (which you say you won't be doing, but the quests are good anyway).
    b) Wait for adventure packs to go on sale. Can usually get what ever you want at 25% off or more.
    c) Once you earn 400 favor on a character, you unlock Drow as a race, so save your Turbine points.
    d) Depending on how many characters you play, the shared bank account is a very nice convenience.
    e) Races and classes--For your two class choices, you can avoid purchasing Warforged.

    I'm sure others will chime in. Welcome to DDO!!

  4. #4
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    Quote Originally Posted by GawainBS View Post
    I absolutely do not plan to go raiding. Just solo play, occasional partying with friends, or some random dungeon.
    I'd take Sovereign Host as my religion.
    Would using a shield (and some shield feats) impede my solo ability, or not? Or only slightly? Or would it make soloing dreadfully slow, as compared to twohanders?
    Do you get the benefits of attacking with a shield without the Two Weapon Fighting feats? I'm inclined to think so, but you do suffer full TWF penalties in P&P... I want to make sure.
    Is it possible to wield a longsword in two hands? (As in P&P?)

    Finally, I'm doubting between this build and a Tempest Ranger for soloing. Which would you deem most fun/soloable?

    Which things should I get with my Turbine Points?

    Thanks in advance!
    -You don't need any feats for S&B combat. However, the DPS is lacking, as you suspected, and the added AC and PRR really isn't needed for much solo content. Splashing 2 Rogue will give you some additional attacks that may help with that (since you wont have Monk, likely).

    -Nope, you can only one-hand a one-hand weapon. 2HF is always an option, though, as you don't really need the 2HF feats to swap to a greatsword/greataxe for better DPS.

    -I'd recommend the Tempest Ranger...its a more aggressive build, more DPS though less heals. However, its better aligned with what DDO ends up requiring for soloing most quests - just enough defense/heals, and plenty of offense to tear through content. Also, way more flexibility in weapon choice.

    -First, I'd buy the MotU:Standard edition before I spent any TP. Its got way more bang for your buck than anything else...lots of stuff you will eventually want like Epic Destinies, lots of good content packs at all levels, etc. After (or barring) that, only buy content packs - GH, Vale, and Sands are usually the top 3 in that order; VoN is usually ranked up there too.

  5. #5
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    Thanks for the replies so far.

    I've been reading through the Wiki, but it's not always clear, especially not with some older info still being around there.
    How much do shields slow you down? Would taking the Improved Shield Bash feat and Shield Mastery feats somehow make up the lacking DPS?
    I'd very much like to go for a DEX based Tempest, wouldn't that limit my weapon choices? AFAIK, I'd still get access to the three melee damage types. Is specialising in a damage type worth it? It looks like Scimitars are the way to go.
    I'm under the impression that no matter which build, at least one lvl of Rogue comes highly recommended for soloing. Correct?

    Is the Adventurer-starting pack a good idea to buy then?

  6. #6
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    Quote Originally Posted by GawainBS View Post
    How much do shields slow you down? Would taking the Improved Shield Bash feat and Shield Mastery feats somehow make up the lacking DPS?
    Significantly, though not game-breakingly (except possibly against self-healing bosses you won't do enough DPS against to kill, but you'll have Divine Punishment to help with that). Shields don't get nearly the number of attacks that off-hand weapons do. There are also relatively few offensive shield traits and few named shields with offensive power (like the Vengeful Protector from VoD http://ddowiki.com/page/Vengeful_Protector).

    I'd very much like to go for a DEX based Tempest, wouldn't that limit my weapon choices? AFAIK, I'd still get access to the three melee damage types. Is specialising in a damage type worth it? It looks like Scimitars are the way to go.
    I'm under the impression that no matter which build, at least one lvl of Rogue comes highly recommended for soloing. Correct?
    If you have Evasion and good reflex saves (like you will on a DEX-based Ranger), you don't need trap skills. You might die every once in a while to some bad save rolls, but it won't be that bad. If you can find a way to work it in without losing much/anything, though... well, of course you'd do that.

    In terms of damage types, there really isn't a whole lot of difference between them. You'll want to carry two or even all three of bludgeoning, slashing, and piercing weapons to deal with enemy DR, and the benefits you need to specifically specialize for on a Ranger (Improved Critical) aren't so huge that you absolutely have to pick one. Rangers are more open in this sense than Rogues or Monks are, as Rogues and Monks both have a lot of (potential) power riding on certain weapons (Handwraps, Quarterstaves, Short Swords, Daggers, Kukris).

    Is the Adventurer-starting pack a good idea to buy then?
    The one that costs $10 and has Catacombs, a permanent hireling and other stuff? Eh, not really. It's alright, but there are better buys, like the standard edition of Menace of the Underdark. Waiting and seeing how things unfold is always a good and available option as well.

  7. #7
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    Damn, I'd really would have liked shield to be a viable choice. Perhaps I'll just bite the bullet, get the feats, hope for the best, use spells if necessary. That's mostly the point of being a combat Cleric, I think.

    Is Augment Summoning worth it as a solo Battle Cleric?

    As a solo Cleric without a lvl of Rogue, won't I be missing a lot of secret rooms and thus bonus quest objectives?
    More general in this vein: Open Locks, how necessary is it?

    Still not figured out if I should go Ranger or Cleric.

  8. #8
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    Quote Originally Posted by GawainBS View Post
    Damn, I'd really would have liked shield to be a viable choice. Perhaps I'll just bite the bullet, get the feats, hope for the best, use spells if necessary. That's mostly the point of being a combat Cleric, I think.

    Is Augment Summoning worth it as a solo Battle Cleric?

    As a solo Cleric without a lvl of Rogue, won't I be missing a lot of secret rooms and thus bonus quest objectives?
    More general in this vein: Open Locks, how necessary is it?

    Still not figured out if I should go Ranger or Cleric.
    With Paladin levels, S&B becomes viable again. You won't be the uberest uber kid on the server when it comes to DPS, but you will be the uberest uber kid in your party if you're soloing Would recommend dwarf for a S&B build so you can just go all the way with dwarven axes - don't forget to replace your armour and shield with the more powerful versions as you gain levels. I capped a life with 90% self-crafted gear and had a blast doing it.



    Maxed out CON, Shield Mastery, Improved Shield Mastery.
    Static 1606 HP without temporary hit points
    154 AC gives 78% miss chance
    Unyielding Sovereignty, Cure Serious Wounds and up to 7 Lay on Hands for your self-healnig
    149 PRR gives 50.46% damage reduction.
    Had permanent 20% blur item on, and maxed out Dwarven Armor Mastery to get more maximum Dodge.

    Not a first life build, but you get the idea.

    Last I checked the cleric and paladin turn enhancements stacked too, so some interesting synergies there if you wanted to go down that road. You could do a paladin/cleric build, or a paladin/cleric/fighter build or any variation on that.

    Augment summons - not useful at all.

    Wouldn't worry about bonus XP from finding secrets - being able to do traps might be more of an issue if you're planning on doing Elite all the way. For fun on a first life solo build I wouldn't necessarily recommend it - it's definitely not necessary to get the 1.9 mil to cap your first life character.

    Open locks - not worth investing in. I'm sitting with a 55 Open Locks atm, with only 5 of that coming from skill points spent. Thing I always remind guildies if that unlike trap boxes, if you fail an open locks roll, the chest doesn't blow up in your face. 55 is high enough to do all locks including EE.

  9. #9
    Community Member Sianys's Avatar
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    Quote Originally Posted by Deadlock View Post
    Last I checked the cleric and paladin turn enhancements stacked too, so some interesting synergies there if you wanted to go down that road. You could do a paladin/cleric build, or a paladin/cleric/fighter build or any variation on that.
    I thought about doing this too, but then I saw this with regard to multiclassing and Turning Undead on the wiki:
    "In the special case of Turn Undead, both clerics and experienced paladins have the same ability. If the character’s paladin level is 4th or higher, her effective turning level is her cleric level plus her paladin level minus 3."

    This could really penalize you in early levels, relatively speaking. Say you're 4th level paladin and you took 1 level of cleric. That means that you're Turning effectively as a level 2 of one or the other class if you'd stayed pure class. Adding another level of cleric puts you Turning as a level 3. Now, if you're not depending on your Turning ability at that time, then it's not a big deal and the enhancements can help offset that, but you'd still be lagging behind somewhat and need item boosts as well (like Sacred and Hallowed) to help put out good Turns with potential instakills.

    However, the melee and other boosts each class gets via enhancements and such could still make it an attractive multiclass if you're looking for more of a "Knights Templar holy warrior" type and less of an undead/aberrant hunter.
    Altoholic, barrel-smasher, flower-sniffer, 90% solo-er.
    Khyber: Sianys (26 Tempest), Heldre (18 Warpriest); Argonessen: Thalys (13 Ranger), Alansa (22 Mechanic); Sarlona: Liilana (27 Knight of the Chalice); Thelanis: Berda (18 Kensei/2 Eldritch Knight); Ghallanda: Rahelle (12 Wiz/2 Rogue ); Cannith: Dhia Dhuit (17 Druid)

  10. #10

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    Quote Originally Posted by GawainBS View Post
    Is the Adventurer-starting pack a good idea to buy then?
    Nope.

  11. #11
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    Quote Originally Posted by GawainBS View Post
    Damn, I'd really would have liked shield to be a viable choice. Perhaps I'll just bite the bullet, get the feats, hope for the best, use spells if necessary. That's mostly the point of being a combat Cleric, I think.
    Yes, do bite the bullet. Especially on a cleric, it's better to kill faster and then heal up. With shield, you can avoid a tiny bit more damage, but you actually end up taking more due to the fights lasting longer. A melee-oriented combat cleric is awesome, just grab a big two-handed weapon and power attack, cleave, great cleave.

    Quote Originally Posted by GawainBS View Post
    Is Augment Summoning worth it as a solo Battle Cleric?
    No, just no.

    Quote Originally Posted by GawainBS View Post
    As a solo Cleric without a lvl of Rogue, won't I be missing a lot of secret rooms and thus bonus quest objectives?
    More general in this vein: Open Locks, how necessary is it?
    Open locks is mostly good for locked chests, and almost none of them have any special items, just random lootgen. So, open locks is not that big of a deal.

    As a solo cleric with bad reflex saves, disable is a bigger help from the rogue levels. Cleric gets the nice spell that boosts search, so you can get search+disable to usable levels, but that requires putting points to int, hard with 28-point build. If you do go cleric, you should take first level rogue for the extra skills, then ignore open locks beyond the first 4 points from level 1, and the +open lock items and the best thief tools you can get.

    Secret doors and bonus quest objectives, somewhat yes. But, less of an issue, you can finish quests without it, but if traps kill you, it might be harder...

    Quote Originally Posted by GawainBS View Post
    Still not figured out if I should go Ranger or Cleric.
    Different beasts. Ranger does more damage with focus on dual-wielding, and alot of bonus feats for ranged combat as well as dual-wielding. Cleric is more of a caster-oriented thing, healing, damagespells, way more buffs.

    I really recommend checking the class section of the forums and picking some nice builds.

    But, I would personally go with cleric. Empower healing (for burst+aura), power attack, cleave, great cleave. Most enhancement points to radiant servant to get Positive Energy Burst and Positive Energy Aura. The best cleric enchants for melee cleric, and they make playing one way fun. The sole reason I personally would recommend cleric over ranger.

    The options beyond that are, pure cleric or optionally pick a couple of levels of other classes for better melee options. I suggest max 3 non-cleric levels, 17 cleric gets level-9 spells. Some options to consider: 2 rogues gets you trap skills and evasion (not that helpful with low reflex save). 2 monk gives 2 martial feats, evasion (a bit more ref saves than rog, but still pretty bad) and option to use martial arts. 2 paladin gives martial weapon proficiency and charisma-to-saves (awesome). 2 fighter gives martial weapon proficiency and 2 feats. 1 fighter gives martial weapons and 1 feat, awesome option. 3 barbarians get you martial weapon proficiency, supreme cleave, and rage you don't want to use. Every split needs a bit of a different focus on the build, be it focusing on 2-handed weapons, dual wielding, or martial arts, and how much you focus on casting.

  12. #12
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    Thanks for all the replies so far. I'm not really intrested in a Radiant Servant, just a Warpriest from the Sovereign Host. I'm just worrying how to best utilise the Longsword proficiency (and Favoured Weapon) of Sovereign Host could work out, hence my focus on a shield. I also found out that the cool twohanded weapons have disappeared. No Halberds? No Spears? No Glaives? Even more inclined now to just go S&B and just deal with the lower damage.
    Please don't suggest Paladin, I've got enough of a hard time choosing already. :-p (Especially now that I have found out about Eldritch Knight, my favourite D&D concept ever. Why, DDO, do you tempt me so?!)

    Current plan:
    Ranger 19 / Rogue 1, Tempest.
    Cleric 17 / Paladin 2 / Fighter 1, Warpriest.
    After that, an Eldritch Knight. (S&B or Twohanded, whichever the Cleric doesn't use.)

    I'm slightly leaning towards Tempest Ranger ATM, since that feels more versatile while adventuring. (Or at least, let me experience more of the game.) I've got a fairly decent idea on how to build it, I think, so lets focus on the Cleric.

    Do I focus on STR, with enough WIS to get lvl 9 spells? How much CHA is needed? Given that I'd have Divine Grace and Divine Might, I'd say fairly important. On the other hand: I need STR to hit anyway.

    How useful is crafting? I've been playing FFXIV recently, and crafting there was downright annoying. If it's something I can do alongside adventuring, great, if I have to go way out of my way to do it for marginal benefits, no thanks.

    For the record: I got a 32 point build, apparently something from my earlier escapades.
    Last edited by GawainBS; 10-13-2013 at 04:34 AM. Reason: Forgot something.

  13. #13
    Community Member Sianys's Avatar
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    Quote Originally Posted by GawainBS View Post
    Do I focus on STR, with enough WIS to get lvl 9 spells? How much CHA is needed? Given that I'd have Divine Grace and Divine Might, I'd say fairly important. On the other hand: I need STR to hit anyway.

    How useful is crafting? I've been playing FFXIV recently, and crafting there was downright annoying. If it's something I can do alongside adventuring, great, if I have to go way out of my way to do it for marginal benefits, no thanks.

    For the record: I got a 32 point build, apparently something from my earlier escapades.
    OK, since you have a 32 point build, that's going to be helpful - it's less of a "budget" that way. I will say, though, that you pretty much have the right idea. That WIS score, however, will also get you good Will saves, so you shrug off more of the annoying spells like Hold Person more often than not. But, don't neglect Charisma by any means. It's an important component of Turning Undead as well as contributing to Divine Might and such. You'll want that score at a minimum of 12 to be useful to you - if you end up having to budget, at least put it at 10 or 11, and boost it the first chance you get with items, ability score raises, enhancements, etc.

    Crafting can be useful, but since they changed the loot, you end up receiving more powerful stuff than you can craft. Still, it's worth at least deconstructing items that aren't useful to you for plat and essences, because even if you don't craft (and I think crafting arrows or bolts and such will save you money from the vendors) you can sell the essences as well. But sometimes you want a specific item feature for a specific item slot, and if you have trouble getting it in auction or anywhere else, sure, go on and craft it. But loot drops should pretty much serve you in that regard.
    Altoholic, barrel-smasher, flower-sniffer, 90% solo-er.
    Khyber: Sianys (26 Tempest), Heldre (18 Warpriest); Argonessen: Thalys (13 Ranger), Alansa (22 Mechanic); Sarlona: Liilana (27 Knight of the Chalice); Thelanis: Berda (18 Kensei/2 Eldritch Knight); Ghallanda: Rahelle (12 Wiz/2 Rogue ); Cannith: Dhia Dhuit (17 Druid)

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    If I neglect crafting untill higher levels, would I have to grind it up? I assume so, since it's an MMO and from what I've read about it.

    Which skills are necessary for the Cleric? Healing, obviously, Spellcraft, almost as obviously and Concentration?

    The current plan: Sword/Mace & Shield, using DoT spells if I need more DPS. On a crazy off-thought: would 2 lvls of Ranger work, to get dualwielding without the DEX requirement? Or is this a Stupid Plan?

  15. #15
    Community Member Sianys's Avatar
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    Quote Originally Posted by GawainBS View Post
    If I neglect crafting untill higher levels, would I have to grind it up? I assume so, since it's an MMO and from what I've read about it.

    Which skills are necessary for the Cleric? Healing, obviously, Spellcraft, almost as obviously and Concentration?

    The current plan: Sword/Mace & Shield, using DoT spells if I need more DPS. On a crazy off-thought: would 2 lvls of Ranger work, to get dualwielding without the DEX requirement? Or is this a Stupid Plan?
    1. Yes
    2. Yes
    3. It's not a bad idea, if you really want to dual-wield. It'll also give you access to Ranger enhancements, and if you add in a few from the Tempest tree (because you'll actually want to focus in your Cleric trees), it'll help with the DPS. (Picking a favored enemy that's synergistic with your cleric abilities wouldn't be a bad idea, either.) You just need to figure out *when* you want to take those levels to ensure you're getting the most bang for your buck.

    [Edit] Actually, you really only need one Ranger level, so long as you take the first Tempest core enhancement, "Shield of Whirling Steel." From the wiki: "While you are dual wielding, you gain a +2 Shield bonus to Armor Class. This increases by +1 for each additional Tempest Core Ability you acquire. In addition, if you are a level 1 character, you gain the Two Weapon Fighting feat until you reach character level 2. (Two Weapon Fighting is granted permanently when you take a second Ranger level)."
    http://ddowiki.com/page/Tempest_enhancements
    Last edited by Sianys; 10-13-2013 at 10:37 AM.
    Altoholic, barrel-smasher, flower-sniffer, 90% solo-er.
    Khyber: Sianys (26 Tempest), Heldre (18 Warpriest); Argonessen: Thalys (13 Ranger), Alansa (22 Mechanic); Sarlona: Liilana (27 Knight of the Chalice); Thelanis: Berda (18 Kensei/2 Eldritch Knight); Ghallanda: Rahelle (12 Wiz/2 Rogue ); Cannith: Dhia Dhuit (17 Druid)

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    Quote Originally Posted by Sianys View Post
    1. Yes
    2. Yes
    3. It's not a bad idea, if you really want to dual-wield. It'll also give you access to Ranger enhancements, and if you add in a few from the Tempest tree (because you'll actually want to focus in your Cleric trees), it'll help with the DPS. (Picking a favored enemy that's synergistic with your cleric abilities wouldn't be a bad idea, either.) You just need to figure out *when* you want to take those levels to ensure you're getting the most bang for your buck.

    [Edit] Actually, you really only need one Ranger level, so long as you take the first Tempest core enhancement, "Shield of Whirling Steel." From the wiki: "While you are dual wielding, you gain a +2 Shield bonus to Armor Class. This increases by +1 for each additional Tempest Core Ability you acquire. In addition, if you are a level 1 character, you gain the Two Weapon Fighting feat until you reach character level 2. (Two Weapon Fighting is granted permanently when you take a second Ranger level)."
    http://ddowiki.com/page/Tempest_enhancements
    Wouldn't I loose the benefit as soon as I reach character level 2?

    Argh! These choices are driving me nuts! I'll probably end up with a S&B Cleric with the Shield feats...

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    Quote Originally Posted by GawainBS View Post
    Wouldn't I loose the benefit as soon as I reach character level 2?
    Yes you would. So yeah, 2 levels of ranger if you want TWF.
    Though, without ITWF and GTWF I'm not sure it's even worth going there.

  18. #18
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    Splashing Ranger for TWF isn't a great idea. It a pretty deep splash.

    Ranger Class granted feats
    LV 2 -TWF +20% off hand attack (+40 total)
    LV7 - ITWF +20% off hand attack (+60 total)
    LV11 - GTWF +20% off hand attack (+80 total)

    Tempest Enhancements
    Tempest (Ranger LV3, 6 Action Points spent in tree) +10% off hand attack (+90 total)
    Deflect Arrows (Ranger LV12, 21AP spent in tree) +10% off hand attack (+100 total)

    I would suggest 2 levels of fighter instead if you splash. Two extra feats, all martial weapon proficiencies, tower shield proficiency, Kensei haste boost (3AP), and Kensei weapon group specialization (2AP).

    You may want to check out Ron's Character Planner. There is a link in my signature. It's really useful to play around with builds all the way to level 28 without spending in game resources. Also if you haven't, check out the DDO wiki for class/race information, feats, and enhancements.


    EDIT: Get the Positive Energy Burst from the RS Tree. 11AP well spent in my opinion.
    Last edited by OverlordOfRats; 10-13-2013 at 04:50 PM.

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    Quote Originally Posted by OverlordOfRats View Post
    Splashing Ranger for TWF isn't a great idea. It a pretty deep splash.

    Ranger Class granted feats
    LV 2 -TWF +20% off hand attack (+40 total)
    LV7 - ITWF +20% off hand attack (+60 total)
    LV11 - GTWF +20% off hand attack (+80 total)

    Tempest Enhancements
    Tempest (Ranger LV3, 6 Action Points spent in tree) +10% off hand attack (+90 total)
    Deflect Arrows (Ranger LV12, 21AP spent in tree) +10% off hand attack (+100 total)

    I would suggest 2 levels of fighter instead if you splash. Two extra feats, all martial weapon proficiencies, tower shield proficiency, Kensei haste boost (3AP), and Kensei weapon group specialization (2AP).

    You may want to check out Ron's Character Planner. There is a link in my signature. It's really useful to play around with builds all the way to level 28 without spending in game resources. Also if you haven't, check out the DDO wiki for class/race information, feats, and enhancements.
    Thanks! I love characterplanners! I've read plenty at the Wiki, but I always want to doublecheck info with players who have actually played. I hate to spent 20+ hours on something that in the end I might not like.

    The Kensai abilities might allow me to regain some of the DPS I loose by not using a Twohander. Now the dilemma is: either FTR 2 for damage or PAL 2 for the saves. I suppose lvl 9 spells are pretty much a "must"?
    Last edited by GawainBS; 10-13-2013 at 04:53 PM.

  20. #20
    Community Member
    Join Date
    Sep 2009
    Posts
    39

    Default

    Sorry for the necro, but it's about the same character, so here goes. ;-)

    I recently noticed the Single Weapon style. Is that a viable choice for my Warcleric? Lots of guids seem to recommend ranks in Balance anyway, and the combination of extra Ability modifier, extra attack speed and the Favoured Weapon Enhancement (an extra +4 or so) should result in damage comparable to twohanders, no?

    Thanks in advance!

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