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DDOcast Build Guild: See/Discuss builds here!; A place to post and discuss your Build Guild build.
Topic Started: Feb 2 2010, 03:55 PM (4,799 Views)
Jerry
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Let's see 'em! I'll post up my FvS/Rog final build soon.
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Stabbity
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Currently I'm trying the Cleric Warpreist DDO path. Its ok. Not how I would build a battle cleric, but meh. I find it a little boring so I'm thinking of rolling something new. After the tank talk the last few weeks I got to thinking how cool would it be to have high ac and high dr. So with out further ado I present super gimp monk

Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page

Level 20 Lawful Good Warforged Male
(20 Monk)
Hit Points: 292
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 15
Reflex: 18
Will: 16

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)

Strength 13 13
Dexterity 16 22
Constitution 14 16
Intelligence 8 8
Wisdom 15 18
Charisma 6 6


Tomes Used
+1 Tome of Dexterity used at level 5

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)

Balance 3 29
Bluff -2 -2
Concentration 6 36
Diplomacy -2 -2
Disable Device n/a n/a
Haggle -2 2
Heal 2 4
Hide 3 8
Intimidate -2 -2
Jump 4 9
Listen 2 4
Move Silently 3 9
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 -1
Spot 6 13
Swim 1 1
Tumble 4 7
Use Magic Device n/a n/a

Level 1 (Monk)
Feat: (Monk Bonus) Toughness
Feat: (Selected) Two Weapon Fighting
Enhancement: Warforged Damage Reduction I
Enhancement: Warforged Healer's Friend I

Level 2 (Monk)
Feat: (Monk Bonus) Weapon Finesse
Enhancement: Way of the Clever Monkey I
Enhancement: Disciple of Breezes
Enhancement: Monk Wisdom I

Level 3 (Monk)
Feat: (Selected) Improved Damage Reduction
Feat: (Monk Path) Philosophy - Path of Harmonious Balance
Enhancement: Monk Improved Recovery I
Enhancement: Fists of Light
Enhancement: Racial Toughness I

Level 4 (Monk)
Enhancement: Disciple of Candles
Enhancement: Disciple of Puddles
Enhancement: Warforged Tactics I

Level 5 (Monk)
Enhancement: Way of the Clever Monkey II
Enhancement: Warforged Constitution I

Level 6 (Monk)
Feat: (Selected) Improved Damage Reduction
Feat: (Monk Bonus) Power Attack
Enhancement: Warforged Damage Reduction II

Level 7 (Monk)
Enhancement: Adept of Wind
Enhancement: Racial Toughness II

Level 8 (Monk)
Enhancement: Warforged Constitution II

Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Disciple of Pebbles
Enhancement: Warforged Power Attack I
Enhancement: Warforged Power Attack II

Level 10 (Monk)
Enhancement: Way of the Clever Monkey III

Level 11 (Monk)
Enhancement: Lifting the Veil
Enhancement: Racial Toughness III

Level 12 (Monk)
Feat: (Selected) Dodge
Enhancement: Master of Thunder

Level 13 (Monk)
Enhancement: The Receptive Earth
Enhancement: Restoring the Balance

Level 14 (Monk)
Enhancement: Monk Wisdom II

Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Way of the Clever Monkey IV

Level 16 (Monk)
Enhancement: Difficulty at the Beginning
Enhancement: Warforged Power Attack III

Level 17 (Monk)
Enhancement: Rise of the Phoenix

Level 18 (Monk)
Feat: (Selected) Two Weapon Defense
Enhancement: Grandmaster of Storms

Level 19 (Monk)

Level 20 (Monk)
Enhancement: Monk Serenity
Enhancement: Monk Wisdom III


Edited by Stabbity, Feb 2 2010, 04:44 PM.
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Duin the One Eyed (War Priest)
Stabs (Mnk/Wiz/Fgt)
Healsalott Sir Healsalott (Clr/Brb)
Healzalott Sir Healzalott (FVS)

Take a screenshot trick (trick)
I'm on a boat, b*tch (b*tch)
We drinking Dirty Kobolds,
Cause they taste so crisp (crisp)
The Fat Halfling word!
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Yak
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I have tried to make a WF FVS work but haven't yet the way I want to, sigh.
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Stabbity
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Yakster
Feb 2 2010, 09:17 PM
I have tried to make a WF FVS work but haven't yet the way I want to, sigh.
I have a WF cleric. he is absolutely the worst cleric I have. I personally wouldn't attempt the fvs with a WF, but I have a guildy that have a pretty nice one. She is more of a fighter that can heal/ raise dead in an emergency. To me WF having low wis and cha is just too much to overcome.
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Duin the One Eyed (War Priest)
Stabs (Mnk/Wiz/Fgt)
Healsalott Sir Healsalott (Clr/Brb)
Healzalott Sir Healzalott (FVS)

Take a screenshot trick (trick)
I'm on a boat, b*tch (b*tch)
We drinking Dirty Kobolds,
Cause they taste so crisp (crisp)
The Fat Halfling word!
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Yak
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Stabbity
Feb 3 2010, 10:52 AM
Yakster
Feb 2 2010, 09:17 PM
I have tried to make a WF FVS work but haven't yet the way I want to, sigh.
I have a WF cleric. he is absolutely the worst cleric I have. I personally wouldn't attempt the fvs with a WF, but I have a guildy that have a pretty nice one. She is more of a fighter that can heal/ raise dead in an emergency. To me WF having low wis and cha is just too much to overcome.
It's hard at the early levels until you get healer's friend 2. I have though about splashing one lvl in Sorc to get repair but then you have to worry about spell failure. The best thing would be to pump up UMD for those scrolls and wands.
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Seneca Windforge
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Warforged clerics and favored souls (most are built for battle, but not all) don't take off until later. They DO have healing problems at the lower levels, but later on the healing penalty becomes mostly irrelevant, and you can enjoy all kinds of blanket WF immunites which free up item slots.

They're slow starters, but awesome later. You really can't fairly judge builds like that until you've played them to the mid teens.

Amabel has stated that his WF TWF-ing battle FvS is the biggest easy button since the WF Sorcerer. I believe him, too (though I don't agree with his maxing Con, I think he should start with a slightly lower Con and drop a couple extra points in Cha/Wis), since it's a similar idea -- blade barrier instead of firewall, self healing through divine rather than arcane, etc.
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Stabbity
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Yakster
Feb 3 2010, 11:59 AM
Stabbity
Feb 3 2010, 10:52 AM
Yakster
Feb 2 2010, 09:17 PM
I have tried to make a WF FVS work but haven't yet the way I want to, sigh.
I have a WF cleric. he is absolutely the worst cleric I have. I personally wouldn't attempt the fvs with a WF, but I have a guildy that have a pretty nice one. She is more of a fighter that can heal/ raise dead in an emergency. To me WF having low wis and cha is just too much to overcome.
It's hard at the early levels until you get healer's friend 2. I have though about splashing one lvl in Sorc to get repair but then you have to worry about spell failure. The best thing would be to pump up UMD for those scrolls and wands.
Yak, I wouldn't waste the AP on HF2. AP to persentage isn't worth it. There are quite a few items in the high-mid and high lvls that have healing amp on them. Plus as a FVS you can also take that line too. take the first HF and the first FVS quick healing (don't remember the name).

just food for thought

pro for sorc splash
no umd for repair wands/scrolls
dbl sp from items

con for sorc splash
no dr
spells will come even later
Edited by Stabbity, Feb 3 2010, 01:25 PM.
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Duin the One Eyed (War Priest)
Stabs (Mnk/Wiz/Fgt)
Healsalott Sir Healsalott (Clr/Brb)
Healzalott Sir Healzalott (FVS)

Take a screenshot trick (trick)
I'm on a boat, b*tch (b*tch)
We drinking Dirty Kobolds,
Cause they taste so crisp (crisp)
The Fat Halfling word!
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Fisbik
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Here is my character, could use some help for feats and enhancements for lvls 17 to 20 please.

Character Plan by DDO Character Planner Version 3.14

Guldrev Lightfinger
Level 20 Neutral Good Human Male
(6 Fighter / 3 Rogue / 11 Ranger)
Hit Points: 268
Spell Points: 140
BAB: 19/19/24/2929
Fortitude: 15
Reflex: 16
Will: 6

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)

Strength 16 19 21
Dexterity 16 17 19
Constitution 12 12 13
Intelligence 14 14 14
Wisdom 10 10 10
Charisma 8 8 8

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)

Balance 7 8 8
Bluff -1 -1 -1
Concentration 1 2 2
Diplomacy -1 -1 -1
Disable Device 6 25 26
Haggle -1 -1 -1
Heal 0 0 0
Hide 7 26 27
Intimidate -1 -1 -1
Jump 7 22 22
Listen 0 0 0
Move Silently 7 26 27
Open Lock 7 12 13
Perform n/a n/a n/a
Repair 2 2 2
Search 6 23 24
Spot 4 13 14
Swim 7 9 9
Tumble 7 8 8
Use Magic Device 3 22 22


Level 1 (Rogue)
Feat: (Selected) Dodge
Feat: (Human Bonus) Stunning Blow
Enhancement: Rogue Faster Sneaking I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Disable Device I
Enhancement: Rogue Open Lock I

Level 2 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Enhancement: Human Versatility I
Enhancement: Ranger Favored Damage I
Enhancement: Rogue Search I
Enhancement: Rogue Improved Trap Sense I

Level 3 (Ranger)
Feat: (Selected) Mobility
Enhancement: Human Improved Recovery I
Enhancement: Rogue Hide I
Enhancement: Rogue Move Silently I

Level 4 (Ranger)
Ability Raise: STR
Enhancement: Ranger Sprint Boost I
Enhancement: Human Versatility II
Enhancement: Rogue Spot I

Level 5 (Ranger)
Enhancement: Ranger Energy Resistence Boost I
Enhancement: Human Adaptability Strength I
Enhancement: Ranger Energy of the Wild I

Level 6 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Giant
Feat: (Selected) Spring Attack
Enhancement: Ranger Item Defense I
Enhancement: Ranger Favored Damage II

Level 7 (Ranger)
Enhancement: Ranger Tempest I

Level 8 (Rogue)
Ability Raise: STR
Enhancement: Human Versatility III

Level 9 (Fighter)
Feat: (Fighter Bonus) Improved Critical: Ranged Weapons
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Fighter Haste Boost I
Enhancement: Fighter Strategy (Stunning Blow) I
Enhancement: Ranger Dexterity I

Level 10 (Ranger)
Enhancement: Ranger Dexterity II

Level 11 (Ranger)
Enhancement: Human Versatility IV
Enhancement: Ranger Energy of the Wild II

Level 12 (Fighter)
Ability Raise: DEX
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Feat: (Selected) Toughness
Enhancement: Fighter Strength I
Enhancement: Fighter Toughness I

Level 13 (Ranger)
Enhancement: Human Greater Adaptability Constitution I

Level 14 (Fighter)
Enhancement: Fighter Armor Mastery I
Enhancement: Ranger Favored Damage III

Level 15 (Fighter)
Feat: (Selected) Exotic Weapon Proficiency: Khopesh
Feat: (Fighter Bonus) Oversized Two Weapon Fighting
Enhancement: Fighter Haste Boost II
Enhancement: Fighter Strategy (Stunning Blow) II

Level 16 (Rogue)
Ability Raise: STR
Enhancement: Rogue Wrack Construct I
Enhancement: Fighter Toughness II

Level 17 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider

Level 18 (Fighter)

Level 19 (Ranger)

Level 20 (Fighter)
Ability Raise: STR
Edited by Fisbik, Feb 7 2010, 11:15 PM.
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Yak
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@Fisbik Can you please tell us the Goal of the build and your reason for multi class and why you chose the levels that you did?
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Jerry
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Only a couple of suggestions, Fisbik, overall I'm not 100% sure what your goal is, but it looks to be a two-weapon-fighting front-line fighter type that can also disable traps and open locks. Am I right about that?

First thing: Why are you splitting your attribute point increases across Str, Dex AND Con? You only get four of them and it's usually suggested that you place them in the key stat or stats for your build. Generally boost up one stat, although I've seen a few cases where multiple stats can be helpful. I notice that you end up at level 20 with an odd number for both Strength and Dexterity. Odd numbers provide no benefit in DDO - the increases that come with a boosted stat happen at the even numbers. So it appears you've wasted your Str AND Dex attribute point allocations! My suggestion would be to put those points into either Strength or Dex. Strength for Stunning Blow (see you have that in the build). Not sure why you'd put it into Dex, but maybe something build related?

The boost to hit points through a stat point increase in Constitution is generally not enough to justify using such an important increase on Con, you're better off eating a +1 tome, IMO. But I may be wrong about that.

Also, I notice that you gave yourself an 8 Charisma. I also see you are looking to max out UMD. I would find a way to give yourself a 10 Cha - no reason to have a -1 to your UMD checks, IMO. Or, eat a +2 tome at level 7 and up to bring it to ten.

Skills - I notice that you have a really high jump skill. Nice, but not necessary. 10 Jump is generally what you will need, because if you have a jump spell, potion etc on it caps out your jump skill with a base of 10. I'd use those points elsewhere, maybe balance, UMD, Search, Spot or Disable Device. Also, why the high Hide and Move Silently? They're nice skills, but is sneaking a big goal of the build?

Thanks for posting the build - have fun with it!
Edited by Jerry, Feb 4 2010, 01:48 PM.
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Stabbity
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Fisbik
Feb 3 2010, 06:24 PM

Level 9 (Fighter)
Feat: (Fighter Bonus) Improved Critical: Ranged Weapons
Feat: (Selected) Improved Critical: Slashing Weapons
Why the improve crit: ranged weapons? otherwise doesn't look to bad to me

*adding to what jerry said:
I would take one from the str and give it to the dex. Personally I would probably jist load up dex altogether but that's just me.

also jump caps at something like 40 most wiz/sorcs carry the jump spell. thats why he says 10 is enough. The spell adds enough to make a 10 reach almost everything.
Edited by Stabbity, Feb 4 2010, 01:53 PM.
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Duin the One Eyed (War Priest)
Stabs (Mnk/Wiz/Fgt)
Healsalott Sir Healsalott (Clr/Brb)
Healzalott Sir Healzalott (FVS)

Take a screenshot trick (trick)
I'm on a boat, b*tch (b*tch)
We drinking Dirty Kobolds,
Cause they taste so crisp (crisp)
The Fat Halfling word!
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Jerry
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If Stunning Blow is a significant part of the build, though, Strength would be better than Dex, since Strength determines Stunning Blow.
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Samius
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Well an answer, or two for odd stats. There are a few people that do odd stats with 2 main ideas.
One the largest tome is odd at +5. so if some day this +5 were to land in their feet there would be no waist. The other side of the coin is the largest tome we can simi easily get and use is +3, also odd.

Two, gear +6 can some times be a hurtle when your low on cash, but +5 is normally much less. Also the end game items can give a odd bonus or an even. Say a Tod ring, +7 or +9 both odd (one could a +1 on a different stat and make an +2 even), Green steel often have a +2 item or a +3 but there is no rule that you can't go +1.

Odd numbers can make a lot of since but it goes against the normal rule of thumb.

Improved Critical: Ranged Weapons I would bet that this is a mis-pick and wanted Piercing.

If not a Mis-pick meant for IC:Piercing i would think moving up the Khopesh or Oversized Two Weapon Fighting feat would be in this slot.
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Jerry
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Improved crit: ranged might be nice if you used triple shot with the Silver Bow or other nice bow, but overall it's probably not worth taking a feat for. But, we are about unusual builds here a bit, so if it makes sense for your character then go for it! Good points about the odd stats, but still: In this build he's got his four stat point hikes spread out over three stats. I've always been of the belief that it's best to use those points to bring a key stat higher than would otherwise be possible with enhancements and such.
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Samius
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Not disagreeing with working just a few stats, just saying why some people like odd stats.

I read this "Odd numbers provide no benefit in DDO" and thought i know 2 reasons off the bat.
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Yak
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My Monk has a lvl Monk has a 17 STR. Started with a 16 and then at lvl 4 pumed it to 17. Now that I have a +3 STR Blademaster gloves, now I have a 20 STR with a +5 to hit as appose to my STR being a 19 and then the +3 would only be as good as a +2 gloves.
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Stabbity
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@Yak I believe jerry was refering to it being an odd number at 20. You have the basic thought down though.

@Jerry Sometimes (probably not this one) odd numbers make since at 20. IE my barb has odd number I think in str (maybe con), because his rage boost gives and odd number to (odd +odd=even)
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Duin the One Eyed (War Priest)
Stabs (Mnk/Wiz/Fgt)
Healsalott Sir Healsalott (Clr/Brb)
Healzalott Sir Healzalott (FVS)

Take a screenshot trick (trick)
I'm on a boat, b*tch (b*tch)
We drinking Dirty Kobolds,
Cause they taste so crisp (crisp)
The Fat Halfling word!
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Jerry
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Interesting, I've learned something here. Guess odd numbers are fine!
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Stabbity
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Jerry
Feb 5 2010, 02:03 PM
Interesting, I've learned something here. Guess odd numbers are fine!
At least in barbs and +5 tomes
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Duin the One Eyed (War Priest)
Stabs (Mnk/Wiz/Fgt)
Healsalott Sir Healsalott (Clr/Brb)
Healzalott Sir Healzalott (FVS)

Take a screenshot trick (trick)
I'm on a boat, b*tch (b*tch)
We drinking Dirty Kobolds,
Cause they taste so crisp (crisp)
The Fat Halfling word!
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Fisbik
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This build is actually a build that was made by Trent and he actually went through it to level 16 on ddocast in his section called crunchy bits, I liked the idea and decided to make the build and follow it as he built it in the show.

In reply to what was said about dexterity is to be able to take greater two weapon fighting at level 12 when it first becomes available for the character and yes the idea is a character who can fight but is also an effective at the main rogue skills such as disable device and opening locks etc. If I happen to get a dexterity tome or manage to be able to pay for the tome that adds +2 to all stats then the dexterity and con adds will be changed to strength as this character is a strength based fighter.

The improved critical feats are for both slashing and ranged weapons, if you look at the feat selection you will see that the character is going to be eventually dual wielding Khopeshes. I am hoping to get a good bow that can take advantage of the ranged improved critical.

The cha of 8 is base as this is a human and with the +2 tome I am hoping to get will change that to 10 so use magic device will have no penalty.
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