Build advice for Strimtom's death knight build

cbenameur

New member
Hey, I've been playing using this build :

Now that I will finally be able to get back into the game I see that "Offhand Versatility" got nerfed pretty bad.
I'm having fun with the build so I was hoping to keep most of it, I was thinking about keeping my offhand empty but it's doesn't look really good.
I have a lesser heart of wood so I don't mind respecing, and I'm on first life on 32 point build so i'm not sure I can get 15 strengths for THF.
 
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Smokewolf

Frequently banned member.
The most strait foreward solution is to use a bastard sword with a shield. Not only does the bastard sword gain strike through, you'll have higher defensive stats (AC, PRR MRR), while also having a nice hitpoint boost from the weapon styles. (25% per weapon style, 4 styles max)

Edit: To gain the needed STR points (assuming you don't have the racial PL's / tomes) you'll have to sacrifice / prioritize. Either that or delay when you start taking your TWF feats.

Only question past this is, are you primarily wanting to play melee or focus on DC casting? IMHO while melee builds can do really nice damage, they tend to lack the overall adaptability that comes from spell casting. The farther you progress into Epics for more noticeable the differences, as reliable crowd control / insta-kills becomes more and more important.

Edit: Another reason why, is that it's just "easier" to aquire casting gear than it is melee as a Wizard. Hence, if you're new to playing one, gearing for spell casting provides for a quicker return on investment.

Alternative idea: Take 2 levels of Artificer and 18 Wizard. For the 1st 6 - 10 lvls, you can use the repeater for great effect. (Repeaters are really good till about 8th lvl) After which, you can take your Single-Weapon feats all the way up, allowing you to use a Runearm instead of an Orb. Which you'd to gain the Runearms Imbues as well as the Trapping feats from Artificer.

-Smoke
 
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C-Dog

Well-known member
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