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  1. #1
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    Default Some build ideas from the Kobolds

    This is some Ideas one of the testers came up with. This is just an example of some things to play around with when this goes live next week. I'm not going to post the actual builds, what fun is that.

    Barbificier (Barbarian / Arti)
    Concept: This build focuses around the concept of using the Dwarf enhancement Throw Your Weight Around and Glancing Blow enhancement/feats. Main focus should be on Constitution. Eventually with Throw your Weight around you can use your Con for damage with Dwarven Waraxes. Next focus should be increasing your Glancing Blow damage/proc change. Feats such as Two-Handed Fighting, and enhancement that increase this should be prioritized. Try and find sources of Con and damage/attack speed increasing buffs (at the end of this build you will be using Tenser’s Transformation, Rage, and Attack Speed Action Boost).
    Class Distribution: 12 Artificer, 8 Barbarian (MUST BE DWARF); Build becomes feasible around level 5/6
    Enhancement/Item Focus: Dwarven Waraxe, Constitution Items, Health/Off Tank

    Ice King
    Concept: ALL THE ICE DOTS (note, this build will be stomped if you are fighting creatures with cold invulnerability). This build mostly focuses around Creeping Cold and Greater Creeping Cold. Focus on taking any Cold/Universal Spellpower, and Cold/Universal Spell Crit. Since druid cold dots don’t have saves you only need to give yourself enough Wisdom to cast level 9 spells (19 Wisdom). Since this number can easily be obtained I put everything into Con (excess build points are up to you). Eventually you are going to become a DoT caster who can take a beating (I gained Heavy Armor Proficiency and threw a suit of Dragon Armor on myself). Note that the 3 Sorcerer is to give you a little extra Water Savant Cold power via their enhancement tree.
    Class Distribution: 17 Druid, 3 Sorcerer; Build becomes feasible around level 5/6
    Enhancement/Item Focus: Empower/Max Metamagics, Crit chance feats/items (mental toughness line), Toughness line (including Epic Toughness), Cold Spellpower. Tank items/enhancements/feats (as much as you want).

    Quarterstaff Rog / Monk
    Concept: This build is all about the Quarterstaff. With the new enhancement system you are able to stack many damage boosting enhancements. Ultimately when you are not beating your enemies to death with a big stick you are tripping them to do bonus damage, sneak attack them to some extent, or dodging/evading enemies. Other things of interest with this build include: Staff Tripping using Dex for DC, and Vaulting (yep it’s a thing), enhancement/stances that increase your attack speed (Monk Stance Line). A pretty straight forward build.
    Class Distribution: 12 Rogue, 8 Monk (any Dex giving Race); Build becomes feasible right away (though 2 levels to gain 1 rogue and 1 monk)
    Enhancement/Item Focus: All the Dex, Best Quarterstaffs you can get. Drip DC increasing.

    Crossbow Arti / Rog
    Concept: Similar to the Quarterstaff build, but with Crossbows. Ultimately there are 2 ways you can go about making this build. You can go about making an Int based crossbow user (rogue mechanic at core enhancement at level 6) which will help with Artificer spellcasting, a larger repertoire of trained skills (jack of all trades), and potential assassination bonuses. Dex based crossbow users follow more closely the Dex based ranged feat line and only require 4 rogue (to get the crossbow damage bonus line). Higher Dex will grant you things you’d expect (both build have Evasion; and stealth gameplay becomes easier). Ultimately the choice is yours.
    Class Distribution: At least 6 Rogue, and 12 Artificer (last 2 levels are personal preference). I found that Drow works well with this build (and the new Morning lord if you wish to go that route); INT Build becomes feasible at level 7, and DEX Build becomes feasible right away (though 2 levels are required to gain 1 rogue and 1 artificer)
    Enhancement/Item Focus: An awesome Crossbow, all the Dex or Int (see above), crossbow/ranged feats. General skill based gear to give you utility (open locks, disable device, etc.)

    Vorpal Wolf
    Concept: Monk Druid hybrid that focus on Vorpal attacks and high critical damage. The Epic Feat Vorpal Strikes can be triggered while in animal form. Get enough Wis to take Vorpal Strikes and put everything else into damage and crit damage. There are several monk abilities that work in animal form; feel free to experiment. Putting enhancement points into Ninja Spy and Nature’s Warrior will allow for some interesting DPS.
    Class Distribution: 12 Monk, 8 Druid
    Thinks to take: [Monk] of Forms line (note that monk line can be taken at levels 6/12/18 with 1 level in monk), Overwhelming Critical, Vorpal Strikes, Improved Critical Bludgeoning
    Things you need: 23 Strength, 23 Wisdom, Great Cleave line, Winter Wolf Form
    Enhancement/Item Focus: Seeker, Alacrity, Strength, On Hit/Crit, off Bluff/Sneak Attack

  2. #2

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    Dang I thought we were talking about Kobolds as playable Classes.

    I Guess Kobold Still hate Me.

    Back to Waterworks.

    The Twilight Avengers are always recruiting - http://twilightavengersofeberron.yuku.com/topic/655

  3. #3
    Community Member Ironclans_evil_twin's Avatar
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    Glad to see Maj. Mal. Posting, tell the truth this post is intended to show,that the devs know how crazy the class splits and synergies will be after the pass and reassure people that they are not going to be nerfed due to so many of them looking overpowered (centered earth stance + eSoS Kensei user crits (also works with much easier to obtain Drow greataxe and the sublime Deathnips (please epic the Necropolis so I can some day wield "Deathspike" 19-20 X5 3[W] superior heartseeker))

  4. #4
    Community Member HatsuharuZ's Avatar
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    Default Whoa

    I think I wanna try some of these....

    Edit: Except for the 'Ice King'... not sure if it's possible to get 0% ASF with heavy armor.
    Last edited by HatsuharuZ; 08-15-2013 at 04:53 PM.

  5. #5

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    I am planning on a 12/6/2 monk rogue something build. Quarter staves and quick strikes plus all the DEX damage you can find
    Characters: Celemia / Tukson / Thau (Broken link) / Atremus

    “A pessimist is one who feels bad when he feels good for fear he'll feel worse when he feels better.”

  6. #6
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    Quote Originally Posted by Atremus View Post
    I am planning on a 12/6/2 monk rogue something build. Quarter staves and quick strikes plus all the DEX damage you can find
    i'm trying to think of a good 15/3/2 or maybe just 15/5 with monk/rogue, 15 monk gives the new quivering palm... that WORKS WITH Q-STAFF!


    Also, i really like the barbificer idea!

  7. #7
    Community Member Charononus's Avatar
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    Quote Originally Posted by MajMalphunktion View Post
    This is some Ideas one of the testers came up with. This is just an example of some things to play around with when this goes live next week. I'm not going to post the actual builds, what fun is that.

    Barbificier (Barbarian / Arti)
    Concept: This build focuses around the concept of using the Dwarf enhancement Throw Your Weight Around and Glancing Blow enhancement/feats. Main focus should be on Constitution. Eventually with Throw your Weight around you can use your Con for damage with Dwarven Waraxes. Next focus should be increasing your Glancing Blow damage/proc change. Feats such as Two-Handed Fighting, and enhancement that increase this should be prioritized. Try and find sources of Con and damage/attack speed increasing buffs (at the end of this build you will be using Tenser’s Transformation, Rage, and Attack Speed Action Boost).
    Class Distribution: 12 Artificer, 8 Barbarian (MUST BE DWARF); Build becomes feasible around level 5/6
    Enhancement/Item Focus: Dwarven Waraxe, Constitution Items, Health/Off Tank
    Why barb? Sorry just not seeing what that brings to the table after all you won't be able to rage without being unable to cast at that point and a barb that isn't raging is just a poor fighter.
    Ice King
    Concept: ALL THE ICE DOTS (note, this build will be stomped if you are fighting creatures with cold invulnerability). This build mostly focuses around Creeping Cold and Greater Creeping Cold. Focus on taking any Cold/Universal Spellpower, and Cold/Universal Spell Crit. Since druid cold dots don’t have saves you only need to give yourself enough Wisdom to cast level 9 spells (19 Wisdom). Since this number can easily be obtained I put everything into Con (excess build points are up to you). Eventually you are going to become a DoT caster who can take a beating (I gained Heavy Armor Proficiency and threw a suit of Dragon Armor on myself). Note that the 3 Sorcerer is to give you a little extra Water Savant Cold power via their enhancement tree.
    Class Distribution: 17 Druid, 3 Sorcerer; Build becomes feasible around level 5/6
    Enhancement/Item Focus: Empower/Max Metamagics, Crit chance feats/items (mental toughness line), Toughness line (including Epic Toughness), Cold Spellpower. Tank items/enhancements/feats (as much as you want).
    Tried something similar when druids first came out. First of all leveling with low wisdom sucks as dc casting works in heroic but this toon can't do it well. The other problem is in epics unless you are running en's even with all the mental toughness line and greensteel you really don't have the sp to nuke everything down this way unless you buy pots.
    Quarterstaff Rog / Monk
    Concept: This build is all about the Quarterstaff. With the new enhancement system you are able to stack many damage boosting enhancements. Ultimately when you are not beating your enemies to death with a big stick you are tripping them to do bonus damage, sneak attack them to some extent, or dodging/evading enemies. Other things of interest with this build include: Staff Tripping using Dex for DC, and Vaulting (yep it’s a thing), enhancement/stances that increase your attack speed (Monk Stance Line). A pretty straight forward build.
    Class Distribution: 12 Rogue, 8 Monk (any Dex giving Race); Build becomes feasible right away (though 2 levels to gain 1 rogue and 1 monk)
    Enhancement/Item Focus: All the Dex, Best Quarterstaffs you can get. Drip DC increasing.
    Sounds like it would work
    Crossbow Arti / Rog
    Concept: Similar to the Quarterstaff build, but with Crossbows. Ultimately there are 2 ways you can go about making this build. You can go about making an Int based crossbow user (rogue mechanic at core enhancement at level 6) which will help with Artificer spellcasting, a larger repertoire of trained skills (jack of all trades), and potential assassination bonuses. Dex based crossbow users follow more closely the Dex based ranged feat line and only require 4 rogue (to get the crossbow damage bonus line). Higher Dex will grant you things you’d expect (both build have Evasion; and stealth gameplay becomes easier). Ultimately the choice is yours.
    Class Distribution: At least 6 Rogue, and 12 Artificer (last 2 levels are personal preference). I found that Drow works well with this build (and the new Morning lord if you wish to go that route); INT Build becomes feasible at level 7, and DEX Build becomes feasible right away (though 2 levels are required to gain 1 rogue and 1 artificer)
    Enhancement/Item Focus: An awesome Crossbow, all the Dex or Int (see above), crossbow/ranged feats. General skill based gear to give you utility (open locks, disable device, etc.)
    Did something like this when arti first came out but the lack of arti levels really hurts rune arm damage which hurts overall dps more than what you gain in a few rogue levels from sa. I wouldn't splash more than 2 rogue or 2 monk on a crossbow arti.
    Vorpal Wolf
    Concept: Monk Druid hybrid that focus on Vorpal attacks and high critical damage. The Epic Feat Vorpal Strikes can be triggered while in animal form. Get enough Wis to take Vorpal Strikes and put everything else into damage and crit damage. There are several monk abilities that work in animal form; feel free to experiment. Putting enhancement points into Ninja Spy and Nature’s Warrior will allow for some interesting DPS.
    Class Distribution: 12 Monk, 8 Druid
    Thinks to take: [Monk] of Forms line (note that monk line can be taken at levels 6/12/18 with 1 level in monk), Overwhelming Critical, Vorpal Strikes, Improved Critical Bludgeoning
    Things you need: 23 Strength, 23 Wisdom, Great Cleave line, Winter Wolf Form
    Enhancement/Item Focus: Seeker, Alacrity, Strength, On Hit/Crit, off Bluff/Sneak Attack
    Never thought about vorpal strikes with a wolf build, I do like heavily splashed wolves currently. That said last I saw druids don't get devotion in nature's warrior which means you'd be better off in shintao which does get devotion so that you can self heal. Also you want at least 9 druid to get the natural fighting feats and 9 monk, this means that you can splash in 2 fighter for more feats at this point. With 36 pts and +4 tomes you could do 1 level up in str and the rest in wis to hit 23 str for oc and high wisdom for stunning fist. Combined with Gmof and oc you'll have 5.75[1d10] 17-18 x3 19-20 x4 before a monk past life or ee adamantine knuckles.

    edit*
    just realized I never tried putting vorpal strikes into a wolf build because it takes 12 monk to do it. That means you can't get the natural fighting line. Adding vorpal in for damage is probably not worth 18% doublestrike, cure critical wounds and death ward.
    Last edited by Charononus; 08-15-2013 at 05:45 PM.

  8. #8

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    Quote Originally Posted by ArcaneArcher52689 View Post
    i'm trying to think of a good 15/3/2 or maybe just 15/5 with monk/rogue, 15 monk gives the new quivering palm... that WORKS WITH Q-STAFF!!
    I totally forgot about the change to QP. 15 Monk is pretty enticing. Henshin also has quickstike in it. Maybe a 15/3/2 monk, rogue and ranger. I guess i better think on this a lot more becore burning my LR20

    Edit: that last 2 might need to be a divine class for access to Emp Heal and thus better Cacoon
    Last edited by Atremus; 08-15-2013 at 05:45 PM.
    Characters: Celemia / Tukson / Thau (Broken link) / Atremus

    “A pessimist is one who feels bad when he feels good for fear he'll feel worse when he feels better.”

  9. #9
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    Quote Originally Posted by MajMalphunktion View Post
    Crossbow Arti / Rog
    Concept: Similar to the Quarterstaff build, but with Crossbows. Ultimately there are 2 ways you can go about making this build. You can go about making an Int based crossbow user (rogue mechanic at core enhancement at level 6) which will help with Artificer spellcasting, a larger repertoire of trained skills (jack of all trades), and potential assassination bonuses. Dex based crossbow users follow more closely the Dex based ranged feat line and only require 4 rogue (to get the crossbow damage bonus line). Higher Dex will grant you things you’d expect (both build have Evasion; and stealth gameplay becomes easier). Ultimately the choice is yours.
    Class Distribution: At least 6 Rogue, and 12 Artificer (last 2 levels are personal preference). I found that Drow works well with this build (and the new Morning lord if you wish to go that route); INT Build becomes feasible at level 7, and DEX Build becomes feasible right away (though 2 levels are required to gain 1 rogue and 1 artificer)
    Enhancement/Item Focus: An awesome Crossbow, all the Dex or Int (see above), crossbow/ranged feats. General skill based gear to give you utility (open locks, disable device, etc.)
    This concerns and confuses me, and makes me kinda think that devs haven't really thought about the viability of builds in the EP. Just because some flavor builds are now viable, doesn't mean that any flavor build is equally viable.

    If you're focused on crossbow usage, why would you splash 6 Rogue? All that gives you is, what, +6 damage on your repeater? Why not splash 7 Ranger, which gives you some autogrant ranged feats (Precise Shot, Rapid Shot apply to xbows), +2 damage from Ram's Might, and an awesome clickable ranged attack, Sniper Shot? Yes, you lose Evasion, but that's about all the Rogue build has going for it. You'll be INT-focused, so you'll have plenty of skillpoints for utility skills.

    My planned build for my RXB-focused char, pending Lama proving, is going to be 12 Arti (L5 spells)/7 Rgr (Sniper Shot)/ 1 Druid (Beguile 3/3). WF, so repair heals, but with Druid 1 you could take Emp Heal to boost your Admixtures for self heals on a fleshie too.

    If you want to go arti/rogue, just go 18/2, so you get Deadly Weapons, and 2 tiers of Mechanic boosts including faster trapping.

  10. #10
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    double post

  11. #11
    Community Member Teh_Troll's Avatar
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    None of these builds are particularly strong. That's the nicest way it can be put.

  12. #12
    Bounty Hunter slarden's Avatar
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    Thank you for posting these! The enhancement pass looks it will give me months of fun just trying out and tweaking build options. And then after numerous mistakes I'll finally use my LR +20 and reroll. And triple thanks for the LR +20 stones.
    DC Warlock Reaper Build (U48)
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  13. #13
    Community Member Ivan_Milic's Avatar
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    Quote Originally Posted by Ironclans_evil_twin View Post
    Glad to see Maj. Mal. Posting, tell the truth this post is intended to show,that the devs know how crazy the class splits and synergies will be after the pass and reassure people that they are not going to be nerfed due to so many of them looking overpowered (centered earth stance + eSoS Kensei user crits (also works with much easier to obtain Drow greataxe and the sublime Deathnips (please epic the Necropolis so I can some day wield "Deathspike" 19-20 X5 3[W] superior heartseeker))
    You will be able to use gs and ga while centered?

  14. #14
    Community Member Hendrik's Avatar
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    Quote Originally Posted by MajMalphunktion View Post
    This is some Ideas one of the testers came up with. This is just an example of some things to play around with when this goes live next week. I'm not going to post the actual builds, what fun is that.

    Vorpal Wolf
    Concept: Monk Druid hybrid that focus on Vorpal attacks and high critical damage. The Epic Feat Vorpal Strikes can be triggered while in animal form. Get enough Wis to take Vorpal Strikes and put everything else into damage and crit damage. There are several monk abilities that work in animal form; feel free to experiment. Putting enhancement points into Ninja Spy and Nature’s Warrior will allow for some interesting DPS.
    Class Distribution: 12 Monk, 8 Druid
    Thinks to take: [Monk] of Forms line (note that monk line can be taken at levels 6/12/18 with 1 level in monk), Overwhelming Critical, Vorpal Strikes, Improved Critical Bludgeoning
    Things you need: 23 Strength, 23 Wisdom, Great Cleave line, Winter Wolf Form
    Enhancement/Item Focus: Seeker, Alacrity, Strength, On Hit/Crit, off Bluff/Sneak Attack
    There is only one word that adequately describes this build;

    FUN!


    Quote Originally Posted by hsinclair
    I heard the devs hate all wizards, bards, clerics, fighters, and fuzzy bunnies and only want us to play halfling barbarian/paladin shuriken specialists!

    It's totally true, I have a reliable source. You better reroll now.
    Adventurer, Bug Reporter, Mournlander.

  15. #15
    Community Member RyonsAlt's Avatar
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    One I enjoyed to play around with was a 12art/6ftr/2pal bladeforged

    2pal to get saves (and you have to start as a pal anyways)

    6ftr for stalwart defender tree access and feats

    12 arti for bonus feats and repair spells. Trap skills, etc...

    using b-swords and shields

    I think it might be entertaining.

  16. #16
    Community Member Charononus's Avatar
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    Quote Originally Posted by Ivan_Milic View Post
    You will be able to use gs and ga while centered?
    Yes it will just require 8 fighter and a kensai enhancement.
    Quote Originally Posted by Hendrik View Post
    There is only one word that adequately describes this build;

    FUN!

    It's the start of an idea for a viable wolf build but it makes several mistakes. I've been playing with wolf builds since motu's release, and while they got 80% of the way towards making a decent wolf they made several mistakes that I highlighted earlier. Even still it's not an op build just viable.

    Quote Originally Posted by Teh_Troll View Post
    None of these builds are particularly strong. That's the nicest way it can be put.
    Most of builds seem very problematic. The stick build might work, I don't know much about stick builds. But the arti build, the druid caster, the xbow arti build, and the wolf build all seem to have very major/massive flaws that will lead them to have poor performance.

  17. #17
    Community Member Charononus's Avatar
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    Quote Originally Posted by RyonsAlt View Post
    One I enjoyed to play around with was a 12art/6ftr/2pal bladeforged

    2pal to get saves (and you have to start as a pal anyways)

    6ftr for stalwart defender tree access and feats

    12 arti for bonus feats and repair spells. Trap skills, etc...

    using b-swords and shields

    I think it might be entertaining.
    going with less than 16 arti seems like a bad choice as part of the strength of jugg and other arti builds is that they get deadly and recon as level 6 spells. You get 1 level 6 spell at 15 and another at 16.

  18. #18
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by MajMalphunktion View Post
    This is some Ideas one of the testers came up with. This is just an example of some things to play around with when this goes live next week. I'm not going to post the actual builds, what fun is that.

    Barbificier (Barbarian / Arti)
    Concept: This build focuses around the concept of using the Dwarf enhancement Throw Your Weight Around and Glancing Blow enhancement/feats. Main focus should be on Constitution. Eventually with Throw your Weight around you can use your Con for damage with Dwarven Waraxes. Next focus should be increasing your Glancing Blow damage/proc change. Feats such as Two-Handed Fighting, and enhancement that increase this should be prioritized. Try and find sources of Con and damage/attack speed increasing buffs (at the end of this build you will be using Tenser’s Transformation, Rage, and Attack Speed Action Boost).
    Class Distribution: 12 Artificer, 8 Barbarian (MUST BE DWARF); Build becomes feasible around level 5/6
    Enhancement/Item Focus: Dwarven Waraxe, Constitution Items, Health/Off Tank
    Astonishing that a Dev would come up with this Abomination!

    Barb and Artificer are Mutually Exclusive! At least they SHOULD be!

    So as you seem happy to advertise such an abomination as one People should play why not remove the Alignment restrictions and allow us to Multi Pally + Barb or Monk + Barb!!

    This is worse than those btw - At least I can come up with valid reasons why A Barb would take Pally lvls or Monk Lvls {though not the other way round.}. Artificers and Barbarians have absolutely nothing in common!

    I'll accept that you forgot to restrict Artis manually from Multiclassing with Barbs BUT to actually advertise the Multiclass is too much!

  19. #19
    Community Member SilkofDrasnia's Avatar
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    I will just take this as you all want pure class builds to die.
    Quote Originally Posted by Cordovan
    Insulting the development team is not allowed.
    Quote Originally Posted by Jendrak
    Somebody should definitely explain to Turbine that when they roll up a new GM that INT is not dump stat.

  20. #20

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    Crossbow Arti / Rog: I played an 18 Artificer/2 Monk since it was released and remain unimpressed with crossbows. A 'caster' Artificer is yet another casualty of the horribly managed spell DCs vs mob saves in this game.

    Quarterstaff: It's a solid archetype, and one we should see lots of thanks to Sireth, but the split is suboptimal. The tier5 Vault ability is trash now that they've added so many terribad prerequisites for it. You're much better off going 12 Monk/6 Rogue/2 Druid for 10% net runspeed in Mountain stance, endless monk wings (cleaves generate a ton of ki), and Ram's Might, access to Empower Healing Spell feat, Magical Training and 30% Doublestrike action boost (stacks with Quickstrike).

    Ice King: Any build that focuses around Creeping Cold is crapola until Turbine makes it stack with Niac's. Also, there are ice elementals in the expansion content. Epic fail.

    Barbificer: Barbarian + any class with spells = suckage thanks to the 'can't cast while raged' drawback. Also, 8 Barbarian gets you nothing. Better off going 6 Barb/2 Fighter for 2 additional feats.
    Last edited by Carpone; 08-16-2013 at 12:56 PM.
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