Elifre's Dwarfapult Fighter Tank

Elifre

Active member
This is my take on a pure fighter tank. I'll not provide gear breakdowns as you can experiment with this based on which content you have access to. The build overall is designed to get into combat quickly, draw and keep as much aggro as possible, and have the raw health and defenses to survive while your party takes down a group of enemies or a boss. This build uses a 32 point-buy, a +2 attribute tome which you can get for 1750 favor, and does not require access to certain content or require TR's or +8 tomes to be viable. If you have any or all of those, feel free to improve on this build and please let me know how it does.

I'll explain a lot of the choices made with this build at the end, as well as reasonable alternatives that I can think of. If you have suggestions, criticisms, or comments, please respond to this thread. Keep in mind that the numbers in the breakdown are before equipment, reaper enhancements, and buffs.

Things this build does well:

High HP, AC, PRR, and MRR.
Good fortification to prevent crits and sneak attack damage.
Okay healing amp to recover lots of health from heals. You'll want some equipment to boost this.
Some self healing and AoE healing.
AoE stuns. You'll want equipment to boost this, but still very nice.
Good mobility and ability to keep aggro.

Things this build lacks in:
Probably not high enough HP to be a main tank for a high reaper boss, especially in raids. You may be able to fix this with the reaper tree, but there are dedicated builds that get Toughness 5 times or more, so search for something like that.
Will saves and reflex saves. Watch out for casters and try to get your party to focus on them.
Ranged damage. You can do some chip damage with a throwing weapon, but this isn't meant for soloing.
DPS. You can do okay-ish damage with good equipment, but you'd benefit a lot from having a good team.

Click the Spoiler button for the build breakdown.

Character name:
Classes: 20 Fighter, 10 Epic, 2 Legendary
Race: Dwarf · · · · · · · ·Alignment: Neutral

· · ·Start Tome Final · · ·Incorp:· · ·0% · · ·Displacement:· · 0%
Str:· · 16· · 0 · ·25 · · ·HP:· · · ·3058 · · ·AC:· · 86
Dex:· · 14· · 0 · ·14 · · ·PRR: · · · 212
Con:· · 18· · 2 · ·43 · · ·MRR: · · · ·62 · · ·+Healing Amp:· · 50
Int:· · 14· · 0 · ·14 · · ·Dodge: · ·6/6· · · -Healing Amp: · ·15
Wis:· · ·8· · 0 · · 8 · · ·Fort:· · · 93% · · ·Repair Amp:· · · 15
Cha:· · ·6· · 0 · · 6 · · ·SR:· · · · · 0 · · ·BAB: · · · · · · 25
DR:
Immunities: Fear, Knockdown, Most forms of Knockdown, Death Effects, Weapon Durability Damage

Class and Feat Selection
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Level Class · · · · · ·Feats
1 · · Fighter(1)· · · ·Standard: Two Handed Fighting
· · · · · · · · · · · ·Fighter Bonus: Shield Mastery
2 · · Fighter(2)· · · ·Fighter Bonus: Dodge
3 · · Fighter(3)· · · ·Standard: Mobility
4 · · Fighter(4)· · · ·Fighter Bonus: Spring Attack
· · · · · · · · · · · ·Strength: +1 Level up
5 · · Fighter(5)· · · ·
6 · · Fighter(6)· · · ·Standard: Improved Two Handed Fighting
· · · · · · · · · · · ·Fighter Bonus: Heavy Armor Combatant
7 · · Fighter(7)· · · ·
8 · · Fighter(8)· · · ·Fighter Bonus: Improved Critical: Slashing Weapons
· · · · · · · · · · · ·Constitution: +1 Level up
9 · · Fighter(9)· · · ·Standard: Improved Shield Mastery
10· · Fighter(10) · · ·Fighter Bonus: Heavy Armor Master
11· · Fighter(11) · · ·
12· · Fighter(12) · · ·Standard: Combat Expertise
· · · · · · · · · · · ·Fighter Bonus: Greater Two Handed Fighting
· · · · · · · · · · · ·Constitution: +1 Level up
13· · Fighter(13) · · ·
14· · Fighter(14) · · ·Fighter Bonus: Greater Shield Mastery
15· · Fighter(15) · · ·Standard: Heavy Armor Champion
16· · Fighter(16) · · ·Fighter Bonus: Improved Shield Bash
· · · · · · · · · · · ·Constitution: +1 Level up
17· · Fighter(17) · · ·
18· · Fighter(18) · · ·Standard: Toughness
· · · · · · · · · · · ·Fighter Bonus: Tactical Supremacy
19· · Fighter(19) · · ·
20· · Fighter(20) · · ·Fighter Bonus: Tactical Mastery
· · · · · · · · · · · ·Constitution: +1 Level up
21· · Epic(1) · · · · ·Epic Feat: Overwhelming Critical
22· · Epic(2) · · · · ·Epic Destiny Feat: Perfect Shield Mastery
23· · Epic(3) · · · · ·
24· · Epic(4) · · · · ·Epic Feat: Bulwark of Defense
· · · · · · · · · · · ·Constitution: +1 Level up
25· · Epic(5) · · · · ·Epic Destiny Feat: Perfect Two Handed Fighting
26· · Epic(6) · · · · ·
27· · Epic(7) · · · · ·Epic Feat: Epic Toughness
28· · Epic(8) · · · · ·Epic Destiny Feat: Fount of Life
· · · · · · · · · · · ·Constitution: +1 Level up
29· · Epic(9) · · · · ·
30· · Epic(10)· · · · ·Epic Feat: Epic Damage Reduction
· · · · · · · · · · · ·Legendary: Scion of Celestia
31· · Legendary(1)· · ·Epic Destiny Feat: Legendary Toughness
32· · Legendary(2)· · ·Constitution: +1 Level up

Granted Feats
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Deific Warding
Diehard
Lay on Hands
Smite Evil
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Skills
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Skill Points· · ·16 ·4· 4 ·4· 4 ·4· 4 ·4· 4 ·4· 4 ·4· 4 ·4· 4 ·4· 4 ·4· 4 ·4
Skill Name· · · ·01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20· Total Buffed
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Balance · · · · · 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 27.0
Bluff · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·8.0
Concentration · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 26.0
Diplomacy · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·8.0
Disable Device· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 12.0
Haggle· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 11.0
Heal· · · · · · · 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 20.0
Hide· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 12.0
Intimidate· · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 34.0
Jump· · · · · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 40.0
Listen· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·9.0
Move Silently · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 12.0
Open Lock · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 12.0
Perform · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·8.0
Repair· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 12.0
Search· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 14.0
Spell Craft · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 12.0
Spot· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·9.0
Swim· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 2 · 2.0 · 19.0
Tumble· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 12.0
Use Magic Device· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·8.0
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Available Points· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0
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Enhancements: 80 APs
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Dwarf - Points spent: 25
Core1 Toughness I
Core2 Constitution I
Tier1 Armor Mastery - 3 Ranks
Tier1 Weapon Training I: Axe Training
Core3 Toughness II
Core4 Constitution II
Core5 Toughness III
Tier2 Shield Mastery - 3 Ranks
Tier2 Weapon Training II: Axe Training
Tier3 Weapon Training III: Axe Training
Tier4 Weapon Training IV: Axe Training
Tier4 Axes
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Stalwart Defender - Points spent: 55
Core1 Toughness
Tier1 Improved Stalwart Defense I: Inciting Defense - 3 Ranks
Tier1 Stalwart Defensive Mastery - 3 Ranks
Tier1 Threatening Countenance - 3 Ranks
Core2 Stalwart Defense
Tier2 Improved Stalwart Defense II: Durable Defense - 3 Ranks
Tier2 Stalwart Shield Mastery - 3 Ranks
Tier2 Armor Expertise - 3 Ranks
Core3 Overbalance
Tier3 Greater Stalwart Defense I: Tenacious Defense - 3 Ranks
Tier3 Ability I: +1 Constitution
Tier3 Improved Stalwart Defense III: Resilient Defense - 3 Ranks
Tier3 Shield Expertise - 3 Ranks
Tier4 Greater Stalwart Defense II: Hardy Defense - 3 Ranks
Tier4 Swift Defense
Core4 Stand Fast
Tier4 Reinforced Defense I: Reinforced Armor - 3 Ranks
Tier4 Ability II: +1 Constitution
Core5 Defensive Footwork
Tier5 Against All Odds
Tier5 Reinforced Defense II: Reinforced Shield - 3 Ranks
Tier5 The Thick of Battle
Tier5 Block and Cut - 3 Ranks
Tier5 Greater Stalwart Defense III: Strong Defense - 3 Ranks
Core6 Last Stand
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Epic Destinies: 40 APs + 12 permanent Destiny Points
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Unyielding Sentinel - Points spent: 49
Core1 Unyielding
Tier1 Epic Strike: Celestial Mandate
Tier1 Attack and Defend - 3 Ranks
Core2 Ward Against Darkness
Tier2 Mantle of the Sentinel
Tier2 Renewal
Tier2 Knight's Challenge
Tier2 Shield Prowess - 3 Ranks
Tier2 Commanding Presence - 3 Ranks
Core3 Stand Against the Tide
Tier3 Spark of Life
Tier3 Rule of Law - 3 Ranks
Tier3 Into the Fray - 3 Ranks
Tier3 Legendary Shield Mastery - 3 Ranks
Tier3 Hands of the Sentinel
Core4 Last Hope
Tier4 Hardened Purpose - 3 Ranks
Tier4 Throw the Boom
Tier4 Divine Bulwark
Tier4 Endless Vigil - 3 Ranks
Tier5 Strength of Vitality - 3 Ranks
Tier5 Undying Vanguard
Tier5 Light the Dark
Tier5 Deific Resilience
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Divine Crusader - Points spent: 11
Core1 Just Cause
Tier1 Shield of Justice - 3 Ranks
Tier1 Divine Smite
Core2 Confront any Foe
Tier2 Bulk Up - 3 Ranks
Core3 Weather any Blow
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Spell Like / Special Abilities
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Renewal · · · · · · · · · · · · · · · · · ·
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Tactical DCs
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Intimidate· · · · · · · · · · · · ·10+HD+Wis Mod vs d20 + 34 : d20 + Intimidate(34)
Diplomacy · · · · · · · · · · · · ·CR+Quest Level vs d20 + 8 : d20 + Diplomacy(8)
Bluff · · · · · · · · · · · · · · ·CR+Quest Level vs d20 + 8 : d20 + Bluff(8)
Sunder· · · · · · · · · · · · · · ·Fortitude vs 33 : 10 + Str Mod(7) + Sunder(16)
Trip· · · · · · · · · · · · · · · ·Balance vs 33 : 10 + Str Mod(7) + Trip(16)
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Explanation of the build. This is a fairly long explanation and seems a bit repetitive to me, so click the spoiler button if you want to see this.

With a 32 point-buy for this build, I had to sacrifice some constitution to make it work, but this still starts with 18 Con. For all of the feat choices, you need 17 Str, 13 Dex, and 13 Int. I chose to go with 16 Str starting out and use the attribute increase on Strength to get that to 17. You need 3 points to go from 16 Str to 17, so I used the 2 points remaining to round out Dex and Int for those minor bonuses. All attribute increases past level 4 go to Con.

Dwarf was a pretty clear choice for this build for a few reasons. The Dwarf enhancement tree lets you get +2 Con, +30 HP, +15% shield AC, bonuses to dwarven waraxe damage, to-hit, and strikethrough, and lets you use your Con modifier for damage rolls. It also starts out with +2 Con and proficiency with dwarven waraxes, which is pretty great.

All action points go into the Dwarf and Stalwart Defender trees. You might be able to throw a few points into Kensei for the boost to tactical DC's, or the Vanguard tree for some temporary PRR and MRR and stun DC, but this seems to me like it requires too many points to make it worth it.

The Dwarf tree gets all the boosts to axes, AC, and health (other than Child of the Mountain or anything it requires. You get better bonuses of the same type later). You could replace Con = damage with a +1 to tactical DC's, but this didn't seem like a good investment either.

Stalwart Defender is the one of the big focuses of this build. You get a huge amount of AC, HP, threat generation, PRR, MRR, Con, Str, and temporary boosts to all of these. You also get some extra move speed, saving throws, and tactical DC's from this tree. I skipped over the action boost to AC and PRR as you already have a lot in those areas, skipped over shield blocking since I think it's better to keep attacking with the waraxe, and skipped Instinctive Defense in favor of some extra DPS from Block and Cut. Try playing around with the points in this tree if you find you're struggling with anything.

For Destinies, I focused primarily on Unyielding Sentinel, and threw a few last points into Divine Crusader. Divine Crusader gives you some HP, AC, PRR, healing amp, fortification, and melee power. More importantly in my view (other than the healing amp and fortification), you get some bonuses to saving throws, no weapon durability damage, and +15% shield bash.

Unyielding Sentinel gets just about everything, as it's the Destiny equivalent of Stalwart Defender. The only real choice here (in my view) would be dropping one point from Endless Vigil in order to get Unyielding Sentinel: Resurrection. I again skipped over shield blocks, as I think that there are more shield-focused builds where this becomes a better strategy.

Feats are where this build gets crazy. With 20 levels of Fighter, you have 18 Heroic feats to choose. I went with Dodge, Mobility, and Spring Attack early so you have a means of quickly getting into combat and hitting most of a group to gain aggro, the THF feats for strikethrough and damage, the Shield Mastery feats for PRR and damage, the best of the Fighter heavy armor feats for PRR and MRR, Improved Critical for obvious reasons, Improved Shield Bash for damage and chance to knock-down from the Stalwart Defender tree, Combat Expertise for the bonus to AC and to-hit from the Unyielding Sentinel tree, Toughness for HP and pre-requisites for Epic and Legendary Toughness, and finished with the two best tactical DC fighter feats to round it out.

For the Epic and Destiny feats, I went with Overwhelming Critical for obvious reasons, Perfect Shield Mastery as it's amazing all around, Bulwark of Defense for saving throws, AC, and PRR from the Unyielding Sentinel tree, Perfect THF for even more strikethrough and damage, Epic Toughness for HP, Fount of Life for healing amp, and finished with Epic Damage Reduction for more PRR.

Finishing with the Legendary feats, I went with Scion of Celestia for HP, will saves, and some boosts to healing, and Legendary Toughness for a nice +100 HP.

The end result:
Before equipment, reaper enhancements, and buffs, this gives you 3058 HP, 86 AC (with a +50% to armor AC and +150% to shield AC), 6% dodge, +50% healing amp, 1380% melee threat generation, 107 melee power, 195% strikethrough, 212 PRR, and 62 MRR. You also get +10% movespeed, a mobility option with Spring Attack, +16 to Stun, a good chance to hit with shield on main attack with a chance to knock-down, some self healing and AoE healing, and lots of options to draw and keep aggro. It should be pretty easy to get this to the 400+ AC range, and I wouldn't be surprised if you could get this to 6k+ HP in Reaper.
 

healertank

Well-known member
Do you want to tank or DPS? Your gimping both by trying to do some hybrid. Tanks really are only needed for doing raiding on elite+ and quests r6+, so if your going to tank... go all in on it and forget the 2handed fighting and dps stuff. If you want to dps go all in and forget the shield stuff. With a few past lifes and reaper points you can solo low reaper up to r4 easily just about any class without needing a tank at all.
 
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