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  1. #1
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    Default Build Challenge - Axe Throwing Halfling

    Im open to class. But they gotta be able to hit everything either via sustainable self buffage, or dex. Itd be nice to take advantage of the strength bonus too.

    Im open to multiclassing I just wanna min max as much as possible around throwing axes. Because its not a min max weapon choice. That and Im new enough to DDO that figuring out the build nuances could take me quite a long time and lots of trial and error.

    Thanks for the help.

    Currently have access to adamantine and flametouched metal returning. Up to +4. A chill shard, and silver weapons at +2 and +3 repsectably.

  2. #2
    Community Member Skooter_WRX's Avatar
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    Well my suggestion to you would be something like the following (this build was taken from a guildies similar build)

    Halfling Rog 10/Pal 2

    My Suggestion here is for a rogue to take advantage of the cha stat not only for the UMD but for the pally saves. This build should do decent damage with thrown weapons and should be a board and throwing axe build. If you have pretty decent equipment or access to good equipment this should work really well. Damage should be good with the backstab bonus and your diplomacy should be able to keep you backstabbing away plus your ac isn't bad either for a robe wearing dex monkey.

    Bad things about this build from watching my guildie lvl a similar build the big issue that he ran into is the carry capacity it just sucks and it screws up for AC bonuses. Ray of enfeeblement in TR and from those arcane skelles will just own you. Don't try to be a hero against these guys. Damage against oozes, undead and constructs will suck so you will need some bane weapons to do any thing constructive

    AC:
    +10 Nat
    +9 Dex (+10/11 enhancement/dex 5 gloves)
    +5 Armor Bracers (Or dragon robe )
    +3 Vaders Ring
    +3 SpecOps
    +5 CE
    +2 Aura (+3 w/bulwark of good)
    +7 Shield
    +1 Halfling Size
    (+2 ChaosGuard depends on dragon robe)
    ---
    +45/49

    You also have the paladin AB enhancement if you need the extra AC and are willing to swap out something and improved uncanny dodge. That is some sick ac for wearing a robe.

    To Hit:
    +9 BAB
    +1 Halfling BAB
    +1 Halfling Thrown
    +9 Dex
    +0/2 Enhancement
    +4 Weapon
    +4 GH (being a Rog this is kind of a must)
    ----
    29/31
    -5 CE when needed
    ---
    24/26 which isn't bad

    Equipment wish list:
    Dragon Robe (+5 AC and allows for Chaosguard)
    Chaosguard
    Vaders Ring (static)
    Specops (semi-static)
    Diplomacy +10 item
    Good rog items Spot/Search/DD/OL
    +4 stat items
    Improved False Life item

    To be honest the enhancements can greatly change this build because several of them make the character unique in it's own way. Also a couple of the feats could be swapped out for others but I think that the DD and OL should be high enough with +5 tools.

    Code:
    Character Plan by DDO Character Planner Version 1.30
    DDO Character Planner Home Page
    
    Level 12 Lawful Good Halfling Male
    (2 Paladin \ 10 Rogue) 
    Hit Points: 88
    Spell Points: 0 
    BAB: 9\9\14
    Fortitude: 13
    Reflex: 22
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
                     Base Stats         Base Stats         Modified Stats
    Abilities        (Level 1)          (Level 12)           (Level 12)
    Strength              6                  6                    6
    Dexterity            18                 21                   24
    Constitution          8                  8                    8
    Intelligence         16                 16                   16
    Wisdom               10                 10                   10
    Charisma             14                 14                   14
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 12)          (Level 12)
    Balance               8                 22                   22
    Bluff                 2                  5                    5
    Concentration        -1                 -1                   -1
    Diplomacy             6                 17                   17
    Disable Device        7                 18                   28
    Haggle                6                 10                   10
    Heal                  0                  0                    0
    Hide                  8                 14                   16
    Intimidate            2                  2                    2
    Jump                  2                 13                   15
    Listen                0                  0                    2
    Move Silently         4                 11                   13
    Open Lock             8                 22                   29
    Perform               n/a               n/a                   n/a
    Repair                3                  3                    3
    Search                7                 17                   17
    Spot                  4                 14                   14
    Swim                  2                  3                    3
    Tumble                n/a               n/a                   n/a
    Use Magic Device      6                 17                   17
    
    Final Enhancements
    Enhancement:Rogue's Dexterity III
    Enhancement:Halfling Luck III
    Enhancement:Skill Ingenuity V
    Enhancement:Halfling Thrown Weapon Attack II
    
    Level 1 (Rogue)
    Feat: (Selected) Combat Expertise
    
    Level 2 (Rogue)
    
    Level 3 (Paladin)
    Feat: (Selected) Weapon Finesse
    
    Level 4 (Paladin)
    Ability Raise: DEX
    
    Level 5 (Rogue)
    
    Level 6 (Rogue)
    Feat: (Selected) Skill Focus: Disable Device
    
    Level 7 (Rogue)
    
    Level 8 (Rogue)
    Ability Raise: DEX
    
    Level 9 (Rogue)
    Feat: (Selected) Weapon Focus: Thrown Weapons
    
    Level 10 (Rogue)
    
    Level 11 (Rogue)
    
    Level 12 (Rogue)
    Ability Raise: DEX
    Feat: (Selected) Improved Critical: Thrown Weapons
    Enhancement:Rogue's Dexterity III
    Enhancement:Halfling Luck III
    Enhancement:Skill Ingenuity V
    Enhancement:Halfling Thrown Weapon Attack II
    Last edited by Skooter_WRX; 01-08-2007 at 12:14 PM.
    Lhazaar
    Skooter Human Lvl 14 Cleric
    Snoball Drow lvl 14 Wiz
    MiniSkooter Halfling lvl 12 Cleric/2Rog (32pt build)
    Skoot Dwarf lvl 13 Ranger/1 Barb (32 pt build)
    Sammythe Dwarf 1Rogue/12 Ranger/1Barb (32pt Build)

    Officer of Legacy of the Fallen

  3. #3
    Community Member Kraze_Nightwielder's Avatar
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    Default

    check out my thrower in my sig.
    "Everything I've learned, I've learned from D&D"
    -Gary Gygax

    Khyber, Nightwielder Elite
    Strategist Build
    Halfling Thrower

    Adamant Monolith-WF Tank
    Don't Call me Short


  4. #4
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    Default

    I checked out teh sig, some interesting stuff there. Quick draw works with thrown weapons now? And two weapon fighting doesnt. Just double checking...

    Im really not that far off some of those builds.

    5 rogue, 2 fighter.

    Point blank, dodge, mobility, shoot on the run, and weapon focus thrown are my feats.

    Whats causing problems is a few wasted skill points early in swim and jump. Its made my spot lower than it needs to be. But if I keep up with rogue levels, ie 10/2 or 9/2/1 of somethin... Maybe magic user.

  5. #5
    Community Member Shima-ra's Avatar
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    Turbine hasnt put much love into throwing weapons

    You cant dual weild them, and you cant loot any good ones other then the dwarven thrower

    Wich is really hard to get, since they are bound.

  6. #6
    Founder TreknaQudane's Avatar
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    Except... They aren't bound

    Mine isnt bound and it was found relatively recently and I've seen more than a few on the Thelanis Auction House
    [REDACTED]

  7. #7
    Community Member Shima-ra's Avatar
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    Ah, mines are old.
    Someday they made a patch and they were bound.

    Since I didnt expect this,
    I have 2...on the same toon... how useless

    Still low dmg as a main weapon and form of attack.

  8. #8
    Community Member Yshkabibble's Avatar
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    I have tried this. All I can say is if you want to do it purely for fun and the sake of being unique then by all means do it. Don't expect it to be very effective.
    Temuchin ~ Sindar ~ Majhik ~ Dragoslav ~Hanck ~ Cazador ~ Decipio ~ Drachenstein
    Proud Member of D.W.A.T.

  9. #9
    Community Member Skooter_WRX's Avatar
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    Well to be honest his damage output would be great as a rogue. He would still get the backstab damage (assuming he is close enough) and the thing that really kills throwing weapons is the rate of attack which in this instance wouldn't really hurt him because he is trying not to pull aggro off of the main tank.

    The throwing axes have a x3 on the crit and will do some decent damage along the way.

    Probably not the best min/max build but a variation of a very viable build that will work in combat. Good damage, good to hit and he can disarm traps. That would be the kind of rogue i would want in a group. When they add elemental bursting (non named) returning weapons this build will be ready to use them.
    Lhazaar
    Skooter Human Lvl 14 Cleric
    Snoball Drow lvl 14 Wiz
    MiniSkooter Halfling lvl 12 Cleric/2Rog (32pt build)
    Skoot Dwarf lvl 13 Ranger/1 Barb (32 pt build)
    Sammythe Dwarf 1Rogue/12 Ranger/1Barb (32pt Build)

    Officer of Legacy of the Fallen

  10. #10
    Community Member Yshkabibble's Avatar
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    Quote Originally Posted by Skooter_WRX View Post
    Well to be honest his damage output would be great as a rogue. He would still get the backstab damage (assuming he is close enough) and the thing that really kills throwing weapons is the rate of attack which in this instance wouldn't really hurt him because he is trying not to pull aggro off of the main tank.

    The throwing axes have a x3 on the crit and will do some decent damage along the way.

    Probably not the best min/max build but a variation of a very viable build that will work in combat. Good damage, good to hit and he can disarm traps. That would be the kind of rogue i would want in a group. When they add elemental bursting (non named) returning weapons this build will be ready to use them.
    You hit the nail on the head. It is the rate of attack that is the issue, as well as the lack of good returning weapons. A rogue would do a lot of damage, but would do more using 2 weapons or even just 1 and a shield.
    Temuchin ~ Sindar ~ Majhik ~ Dragoslav ~Hanck ~ Cazador ~ Decipio ~ Drachenstein
    Proud Member of D.W.A.T.

  11. #11
    Community Member Skooter_WRX's Avatar
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    I have never played a rogue before so I don't know what the turning point is in the aggro progression. I would imagine that it would be very difficult to pull aggro and lose your backstab with throwing axes though.

    I have no idea what the damage output of a rogue with a sword and board is so i really have no way of judging how the damage over time difference would be.
    Lhazaar
    Skooter Human Lvl 14 Cleric
    Snoball Drow lvl 14 Wiz
    MiniSkooter Halfling lvl 12 Cleric/2Rog (32pt build)
    Skoot Dwarf lvl 13 Ranger/1 Barb (32 pt build)
    Sammythe Dwarf 1Rogue/12 Ranger/1Barb (32pt Build)

    Officer of Legacy of the Fallen

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