Help me unbongwah, you are my only hope!

Macenzie

Well-known member
Sorry I have had that thread title in my head for years! Anyone is free to chip in with helpful advice of course (dur its a forum), but who else would I come to for advice about a new Dwarf build!

The golden rule of tanking seems to be "Do or Do Not", i.e. every feat to tanking/toughness etc. and every slot needs a tanking purpose. This is fine and I understand and agree with the premise, especially for push raiding. My plan/hope is to make a tough melee that can adapt to whats required, ideally just swapping a few equipment items, or worst case respecing enhancements or ED's.

Build goal. The idea is to be able to run R10 quests with my guild, as a sturdy melee who can trap. I would like to be able to sometimes PUG a raid, for example Hard Threats or R1 Relentless, either as a melee or perhaps as tank/offtank. It would be nice to also solo R4/R6 endgame quests for Reaper XP and gear.

I am not worried about push raiding, nor do I care about being max dps. This is my second main which is more for fun.

So you know for working out enhancements etc. I have class completionist, racial completionist (19 points) and a fair few Epic past lives.

Needs to be Dwarf, as thats the master race :) (My character name is dwarven themed).
No bears, people need to know I am a dwarf!
  • Needs to be able to trap (Mostly for Open Lock to be honest, but I don't want to be Half Orc)
  • Dodge 25+
  • High(ish) * PRR/MRR (circa 400/200)
  • High AC * (Ideally 450+)
  • as much DPS as we can fit in without killing the defences.
* I realise the "High" values would be poor for a pure tank. Again we are trying to get 'enough' without having zero DPS.

I am not sure if the latest changes to Vanguard make that more viable. I have Palisade in the bank and a couple of raid Dwarven Axes, or can make a Calamitous. I was thinking to take one of the Specialty feats and use THF (or SWF) then switch to "Axe and Board" for the extra AC when tanking. Or could stick with "Axe and Board" full time.

Could go CON, TYWA. Everyone says its a trap. But main downside is to hit, which might be fixable with gear/trance, though stun DC's will also be affected. On the plus side, it would help HP a lot and perhaps save a few feats we would otherwise need to spend on Toughness.

We can leave gear alone for now, just trying to work out the class split. But I do have some decent endgame gear in the bank which should help. E.g. the Chill HP Trinket or the Myth HP/Incite Cloak, Gloves from Relentless.

I was thinking perhaps something like below;

One of the "Steel Maiden" splits e.g. Fighter 12, Paladin 4, Artificer 4 perhaps going Dragonlord instead of true Fighter for the extra CC, trance, haste boost etc. Perhaps AP's DL 36, 13 RM (as per Steel Maiden, 3 MDB, stacking armor bonus), 24 in Vanguard (Paladin), 7 in Stalwart.

Or give up the Artificer and do something with Dark Hunter (or Rogue).

Or perhaps something Barbarian (obviously losing the paladin), but trapping on a raging Barb can be somewhat frustrating from past experience.

I should say, ideally Heavy Armor based. I have the rare HAMP Myth armor with Mythic 4 and the Reaper AC bonus and a +2 CON Curse on it!

Anyone any thoughts?
 

Macenzie

Well-known member
Thanks I will have a read of that it should be very useful, there's some good info there. I can't take it 'as is' as I think its pure Pallie so no trapping.

The gearing should also be a lot easy (the design, not necessarily the aquisition!) than it was back then.
 

woq

Well-known member
dwarf, 14-16 ftr 4 arti 2 monk, inquisitank, con based with int sidegig. trapping on arti lvls. monk is for bonus feats and deflect arrows

heavy armor with heavy armor feats n shield fighting for the heroic hp despite not using shield, some ranged feats in the mix if you feel like it with the 10000 bonus feats u got. epic ranged feats have high value, but you still *need* pbs + precise shot for archers focus even if you're fulltime tank, its too much rp/threat not to have for just existing and taking two feats

t5 inquis (imp uncanny / etc); +1/+1 threat/mult, all the goodies. t4 stalwart for tank stuff qual hp comp hp heavy armor stuff etc just skip shield stuff and use runearm, rest in dwarf tree + tank tree(s).

in r10s have swap setup for shield aoe toss stunning / threat control, otherwise pewpew. when your tanking duties arent needed, run t5 shiradi t4 fatesinger t4 shadowdancer or some pseudosupport setup with consec, when your tanking duties are needed run t5 unyielding + trees of choice depending on job (shiradi/fatesinger for more threat, primal/dreadnought/crusader/shadowdancer for tank; full uptime on sd improved melding for 15% dodge is good while applying the debuff if u can fit assassinate, not easy but it is primary stat for dc which includes con)

godspeed

edit: hell, now u could probs go dex as a sidegig after the dex finesse switcheroo. that's pretty wicked.
 
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Lagin

Well-known member
Unlike a wiz/rge build which needs high int, the melee/trapper/ dwarf has to give up too much in one area or another, Most melees are str/ con,

I like running dwarves, but have to make one with decent trapping skills.
 

Macenzie

Well-known member
I like running dwarves, but have to make one with decent trapping skills.

I think you meant "have yet to make one..." let me know if not.

I have not had an issue previously with trapping using a swap in with INT/skill/insightful skill, and worst case the Tiara or LGS. With one level of Rogue/Arti/Dark Hunter I normally hit circa 110 skill. That's with skill tomes +5, past lives and favor etc.

Not trying to (strange) flex, just don't give up on trapping for this build!
 

unbongwah

Well-known member
IN2oI6i.jpeg


So if you hadn't mentioned trap skills, I would've just pointed you to others' CON-based fighter or paladin tanks and called it a day. But splashing a trapper class obviously means you have to give up your primary class capstone, so we should consider what else to multiclass.

My first thought is paladin 15 / fighter 4 / Dark Hunter 1:
  • One upside to paladin is two of your best DPS buffs come from spells (Zeal and Holy Sword), so even if you put all or most of your APs into tanking, you still gain +10% doublestrike and +1 crit range & multiplier.
  • Fighter 4 is for extra feats and access to Stalwart Defender enhancements which stack with Sacred Defender, if/when you need them. On the fence whether regular fighter or Dragonlord is better for our purposes, but I'll use the base class for an extra feat and Kensei enhancements (see below).
  • Dark Hunter splash unlocks trap skills, of course.
The most obvious drawback to this level split is we're gonna need a lot of INT if we plan to max out trap skills, more than I would normally invest into a tank. Silver lining: early on you can invest in Harper Agent for Strategic Combat to use INT to hit and damage. Recommend you farm an Unkor's Cleaver for heroic leveling if you haven't already got one, since it's literally the only weapon with CON to hit.

So here's a rough draft for leveling:
Kundarak Sacred Trapper
15/4/1 Paladin/Fighter/Dark Hunter
Lawful Good Dwarf


Level Order

1. Dark Hunter . . 6. Paladin . . . .11. Paladin . . . .16. Paladin
2. Paladin. . . . .7. Paladin. . . . 12. Paladin. . . . 17. Fighter
3. Paladin. . . . .8. Paladin. . . . 13. Paladin. . . . 18. Fighter
4. Paladin. . . . .9. Paladin. . . . 14. Paladin. . . . 19. Fighter
5. Paladin. . . . 10. Paladin. . . . 15. Paladin. . . . 20. Fighter



Stats
. . . . . . . .36pt . . Tome . . Level Up
. . . . . . . .---- . . ----. . .--------
Strength. . . . .8. . . .+8. . . .4: CON
Dexterity . . . .8. . . .+8. . . .8: CON
Constitution. . 20. . . .+8. . . 12: CON
Intelligence. . 16. . . .+8. . . 16: CON
Wisdom. . . . . .8. . . .+8. . . 20: CON
Charisma. . . . 14. . . .+8. . . 24: CON
. . . . . . . . . . . . . . . . .28: CON
. . . . . . . . . . . . . . . . .32: CON

Skills
. . . . . D .P .P .P .P .P .P .P .P .P .P .P .P .P .P .P .F. F .F. F
. . . . . 1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Open Lo . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1. 1 .23
Search. . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1. 1 .23
Intim . . 1 . . . . . . . . 1. 1. 1. 1. 1. 1. 1. 1. 2. 2. 2 .2. 2 .4. 23
Disable . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1. . .22
Heal. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Spot. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Jump. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Swim. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
UMD . . . 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
. . . . .------------------------------------------------------------
. . . . .36 .6 .6 .6 .6 .6 .7 .7 .7 .7 .7 .7 .7 .7 .8 .8 .8. 8 .8. 8



Feats

.1. . . . : Shield Mastery
.1 DarkH. : Favored Enemy: Aberration
.3. . . . : Combat Expertise
.6. . . . : Least Dragonmark: Warding
.9. . . . : Improved Shield Mastery
12. . . . : Improved Critical: Slashing
15. . . . : Greater Shield Mastery
17 Fighter: Dodge
18. . . . : Toughness
18 Fighter: Mobility
20 Fighter: Spring Attack
21 Epic . : Bulwark of Defense
22 Destiny: Perfect Shield Mastery
24 Epic . : Epic Toughness
25 Destiny: Elusive Target OR Doublestrike
27 Epic . : Epic Damage Reduction
28 Destiny: Deific Warding
30 Epic . : Overwhelming Critical
30 Legend : Scion of: Arborea OR Celestia
31 Destiny: Legendary Toughness OR Two Handed Specialty
33 Epic . : Eerie Aim
34 Destiny: Titan's Blood

.2 Deity. : Follower of: Olladra OR Sovereign Host
.7 Deity. : Deity Ability: Luck of Olladra
The trickiest part IMO is finding the right tradeoff between DPS and survivability feats; since they're a PITA to swap compared to Enhancements and Epic Destinies, you don't want to mess them up. I tried to go with a "2/3 tank 1/3 DPS" split; but as you can see, there will be inflection points where you need to decide which is more important.

Obviously APs will vary based on gear and what role you're trying to fill at any given time - in particular, making sure you have enough Armor Mastery enhancements from dwarf / paladin / fighter trees to max out your DEX & Dodge bonus - but here's what I consider a "2/3 tank 1/3 DPS" spread to use as a baseline:

Enhancements (Spent: 80 +18r +0u / Max: 80 +18r +0u AP)

Sacred Defender (46 AP)
  • Holy Bastion, Sacred Defense, Divine Righteousness, Redemption
    1. Durable Defense III, Sacred Armor Mastery III, Commanding Presence III
    2. Bulwark Aura III, Inciting Defense III, Sacred Shield Mastery III
    3. Resistance Aura III, Tenacious Defense III
    4. Reinforced Armor III, Spellshield Aura III, Swift Defense
    5. Reinforced Shield III, Harbored by Light III, Divine Revelation III, Sacred Shield
Knight of the Chalice (24 AP)
  • Slayer of Evil, Courage of Heaven, Slayer of Evil II, Improved Courage of Heaven
    1. Extra Smites I, Improved Second Strikes III
    2. Divine Might II, Exalted Attack: Exalted Cleave
    3. Lead the Charge III, Exalted Smite: Melee III
    4. Censure Demons, Vigor of Life
Dwarf (18 AP)
  • Dwarven Toughness
    1. Kundarak Dragonmark Focus II, Axe Training, Dwarven Armor Mastery II
    2. Lesser Dragonmark of Warding, Axe Training
    3. Greater Dragonmark of Warding, Axe Training
    4. Axe Training, Throw Your Weight Around
Kensei (7 AP)
  • Kensei Focus: Axes
    1. Action Boost: Haste Boost III, Reed in the Wind III
Feydark Illusionist (3 AP)
  • Find Familiar: Fox
    1. Familiar's Flourish I

Destinies (Spent: 68 (56 +12pdp) / Max: 68 (56 +12pdp) AP)

Unyielding Sentinel (40 AP)
  • Unyielding, Ward Against Darkness, Stand Against the Tide, Last Hope
    1. Epic Strike: Celestial Mandate, Attack and Defend III
    2. Renewal, Mantle of the Sentinel, Commanding Presence III, Knight's Challenge, Shield Prowess III
    3. The Rule of Law III, Legendary Shield Mastery III
    4. Hardened III, Divine Bulwark, Throw the Boom
    5. Resurrection, Strength of Vitality III, Undying Vanguard, Deific Resilience, Light the Dark
Divine Crusader (25 AP)
  • Just Cause, Confront any Foe, Weather any Blow
    1. Divine Smite, Consecration III
    2. Endless Smiting I, Shield of Light III, Bulk Up III
    3. Crusade, How Dare You Strike Me III
    4. Blessed Strikes III, Cower Before Me
Primal Avatar (3 AP)
  • This is Your Nature: Heart
    1. Rejuvenation Cocoon
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Note: Kensei's Reed in the Wind is currently bugged, DO NOT use until it's fixed. This is for after it's patched. Why use RitW instead of Shield Smash to activate Battle Guard? Because Familiar's Flourish only applies to weapons, meaning shield to-hit is based on STR; and since STR is a dump stat for this build, I'm not certain you'd be able to hit reliably with shields. EDIT: also Battle Guard is supposed to proc from Strikethrough, so with dwarven axes you will hopefully build stacks at least twice as fast as you would with shields, at least if you take THF Specialty.

I'd considered using INT instead of CHA for to hit and Battle Trance, but decided against it. CHA has other combat uses - boosting saving throws, Lay on Hands, Smite Evil, etc. - so you will always want to keep it maxed out. Whereas INT can just be a swap stat for trapping. EDIT: likewise I didn't bother with Insightful Reflexes even though base INT is higher than DEX, because we'll want DEX to be maxed out all the time too for AC as well; and Divine Grace is giving a big boost to saves anyway.

So anyway that's my attempt at "tanky dwarf trapper."

tqnYNGD.jpeg
 
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kemton

Well-known member
People over estimate what is needed to tank r10s / non push raids. I have tanked most r10s, lh ToN, even r1 relentless with no healers on the 20 barb sdk variant. Yes I had to run around like a chicken occasionally and ran out of rage charges in the relentless raid but it’s still doable. It doesn’t have trapping but the 18/1/1 variant does and I’m sure it’s clear speed / raid dps will outclass most tanks versions. I guess my point is that you don’t really need a tank build for the current raid meta.
 

Macenzie

Well-known member
My first thought is paladin 15 / fighter 4 / Dark Hunter 1:
  • One upside to paladin is two of your best DPS buffs come from spells (Zeal and Holy Sword), so even if you put all or most of your APs into tanking, you still gain +10% doublestrike and +1 crit range & multiplier.
  • Fighter 4 is for extra feats and access to Stalwart Defender enhancements which stack with Sacred Defender, if/when you need them. On the fence whether regular fighter or Dragonlord is better for our purposes, but I'll use the base class for an extra feat and Kensei enhancements (see below).
  • Dark Hunter splash unlocks trap skills, of course.

Wow, thanks so much for this, you always spend so much time helping people out with build advice. I will give this a go and see how I get on!

So many great tips in here, but Paladin for Zeal and Holy Sword is the gem I think. No need to T5 an offensive tree to get +1/+1 and the doublestrike. I should have remembered this from my Paladin phase lol.

Have a virtual dwarven ale from me!
 

Macenzie

Well-known member
People over estimate what is needed to tank r10s / non push raids. I have tanked most r10s, lh ToN, even r1 relentless with no healers on the 20 barb sdk variant. Yes I had to run around like a chicken occasionally and ran out of rage charges in the relentless raid but it’s still doable. It doesn’t have trapping but the 18/1/1 variant does and I’m sure it’s clear speed / raid dps will outclass most tanks versions. I guess my point is that you don’t really need a tank build for the current raid meta.

Thanks Kemton, thats good information. This is my hope that dropping some defences from the min/max levels to add some DPS will still leave me more than tanky enough, and have the bonus of additional hate aggro.

My main is currently 20 barb sdk as well, though the pure varient with visage, seems very tanky to me. Sorry I am probably "teaching grandma to suck eggs", but don't forget the "Eternal Rage" ability in FotW, that might help in Relentless. Saying that, I have never tried it...
 

kemton

Well-known member
The problem is that you don’t have that much time on target due to his WW and he does hit relatively hard. Also this in the first time I’ve ever run out of rage charges in a raid since even with minimal healing support(there were like 3 inquis fvs in the raid that apparently never learned to cast heal on others), you rarely need to expend a rage charge to heal. If I was going to try for a solo I would do a more self sustain build but it would prob take an hr or so, and the grips might make solo attempts dicey.
 

Macenzie

Well-known member
I am currently level 26 with my 1DH/4Fighter/15Paladin. I will let you know how I get on at cap with my end game gear on, just in case anyone looks at unbonwah's hard work and wonders how it turned out!

I did "branch out" while leveling as I took 4 levels of Fighter 2 through 5 as Dragon Lord and went Strength. I have a few Lesser Hearts so hopefully I can swap back to the master plan at Cap. Worst case I will learn from my mistakes and go round again (properly) after grabbing some more Reaper XP.
 

Azasmokey

Well-known member
open lock or trapping. open lock just buy some bells of opening. search and disable need int + items. spot needs wis + items. Int or wis to hit and damage is easy + items. . i don't know about TANK except you can't do anything but Tank . from my lowly knowledge it takes everything to be a tank. my simple graciousness is hug , protect, help and heal the tank at all costs
 

unbongwah

Well-known member
If you're willing to epic or lesser reincarnate into your final form, there's no need to torture yourself by leveling as S&B. Just play a typical THF DPS build to get thru heroics. The build I posted presumed you would be torturing yourself by being S&B the whole time. ;)
 
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