jade
Junior Member
Posts: 54
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Post by jade on Feb 22, 2009 4:41:05 GMT -5
I wanted to try a melee build with fast healing feats, and no holy warrior/swiftblade etc damage boosts... what i've got so far is: DwD 10/ranger 6/tempest 4/COW 10 Shield Dwarf, lawful good +2 CON, -2 CHA Skills: Diplomacy 4, Lore 2 str=13 dex=13 con=20 wis=8 cha=6 fast healing 6, DR 15 1- Ranger: feat: dodge, favoured enemy: undead 2- Ranger: combat style: two weapon fighting 3- Ranger: feat: mobility, bonus feat: toughness 4- Ranger: ability point: CON, bonus feat: animal companion 5- Ranger: favoured enemy: 6- Ranger: feat: spring attack, bonus feat: imp two weapon fighting 7- Tempest: (bonus feats: real twf & imp 2wf) 8- Dwarven Defender: ability point: CON, Dodge +1 9- Dwarven Defender: feat: weapon focus: rapier, bonus feat: uncanny dodge 10- Tempest: 11- Dwarven Defender: 12- Dwarven Defender: ability point: CON, feat: combat expertise, Dodge +1 13- COW: bonus feat: touch of the wild, bonus feat: weapon finesse 14- Dwarven Defender: 15- Tempest, bonus feat: greater two weapon fighting, feat: oversized 2wf 16- Dwarven Defender: ability point: CON, DR I, bonus feat: improved uncanny dodge 17- Dwarven Defender: Dodge +1 18- COW: feat:deadly defense, bonus feat: elegant strike 19- Dwarven Defender 20- Dwarven Defender: ability point: CON (25) 21- Dwarven Defender, feat: fast healing I, DR II, Dodge +1 22- COW: Dodge +1 23- COW: bonus feat: great dex I, feat: fast healing II 24- COW: ability point: DEX, bonus feat: dash 25- COW: feat: imp DR feat I, dodge +1 26- COW: bonus feat: great dex II 27- COW: feat: imp DR feat II, bonus feat: wrath of the wild 28- COW: ability point: DEX, dodge +1 29- COW: bonus feat: great dex III, feat: imp DR feat III (DR 15) 30- Tempest Damage wise will this thing work? Are there better feat choices I could make? comments? thanks in advance
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Post by shoujo on Feb 22, 2009 5:08:28 GMT -5
Main problems I see here are a low AB (only 13 starting dex + TWFing) and low AC (no shield), both fatal for a melee build. 13 Dex + CotW also strikes me as a major waste.
For a fast healing build, think it'd make more sense to go RDD/DwD. That gets you +2 con and decent, if not great, AB. If you want absolutely no spells, just start with fighter and go with 6 CHA. I'd go fighter 8 for sure since the con investment's going to kill AB, but fighter 8 would get you extra feats and epic weapon focus.
Fast healing isn't that great either by the time it comes into play. You're better off boosting your defense through other means (AC, DR, immunities, spells, concealment).
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Post by cosper123 on Feb 22, 2009 20:23:01 GMT -5
Yeah the only way I'd ever even consider fast healing feats was if K added a feat or class that added con to damage/attack.
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jade
Junior Member
Posts: 54
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Post by jade on Feb 23, 2009 16:21:42 GMT -5
I tried tinkering with the build a bit (by using shortswords not rapiers, and ditching oversized twf and pumping dex more, plus factoring in +dex gloves) but that didn't help much. I am determined to try a high DR + fast healing build.. partially out of curiousity and the challenge, but also in part becuase I figure it might have an edge when the harsh new anti-magic dungeons and effects come into play - DR 15, plus fast healing 6 and 560hp or so won't get dispelled... so with your comments in mind.. next attempt is: Shield Dwarf Lawful Good Str=16->26 Con=18->25 Int=14->16 Dex=14 Cha=6->8 Wis=9 Skills: lore 8, tumble 10, UMD 15 using the BGH extra damage greatsword 1- Fighter: feat: toughness, bonus feat: dodge 2- Sorc: 3- Fighter: feat: weapon focus greatsword, bonus feat: power attack 4- Fighter: +CON 5- Fighter: bonus feat: weapon specialisation greatsword 6- RDD: feat: knockdown, natural AC +1 7- RDD: +2 STR 8- RDD: +CON 9- RDD: +2 STR, feat: monkey grip, natural AC +1 10- RDD: bonus feat: blindfight 11- RDD: +2 CON 12- DwD: +CON, feat: improved knockdown, dodge AC +1 13- DwD: bonus feat: uncanny dodge 14- DwD 15- DwD: feat: , dodge AC +1 16- DwD: +CON 17- DwD: DR/3, bonus feat: improved uncanny dodge 18- DwD: feat: , dodge AC +1 19- DwD 20- DwD: +CON 21- DwD: feat: fast healing I, DR/6, dodge AC +1 22- RDD: natural AC +1 23- RDD: feat: fast healing II, +2 INT 24- RDD: +STR 25- RDD: feat Imp. DR I (DR=9), +4 STR, +2 CHA, immunity to sleep, paralysis, and fire, natural AC +1 26- Fighter 27- Fighter: feat Imp. DR II, bonus feat: Imp. DR III (DR=15) 28- Fighter: +STR 29- Fighter: bonus feat: greater weapon focus greatsword, feat: epic weapon focus greatsword 30- Fighter
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Post by wettshoes on Feb 23, 2009 19:57:26 GMT -5
Consider Bard over Sorc for a couple of reasons. . .
1) If you get perform to 3 can use the inspiration that gives +1 AB/+1 dmg (every little bit helps)
2) You could conceivably get your tumble to 30 for 2 extra AC (although you would likely need to take able learner)
Also why not take luck of Heroes and put off toughness or dodge for later? It seems you have some extra feats and an extra AC is always helpful . . .
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Post by shoujo on Feb 23, 2009 20:28:13 GMT -5
I'd kill for the bard version, but bard and DwD have conflicting alignments Greatsword - I wouldn't recommend the BGH greatsword. The AB hit'll be too painful. It would probably be better for you to just use a dwarven waraxe if you're that concerned with base damage and use PA when you can afford to convert AB to damage. Allows you to ditch monkey grip. Feats - I'd try to squeeze in improved expertise and luck of heroes too. Knockdown isn't what it used to be cause of the cooldown, so you might not get as much mileage out of it as you hope. Luck of heroes would come in handy as well. Attributes - You could get away with 11 int if you don't mind delaying your 13 int feats till 15. Or you could lower dex, int, and wis by 1 each and shift those points to str or con which would net you 26 con for more HP.
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Post by Beldar on Feb 23, 2009 21:10:38 GMT -5
You could use avenger instead of sorceror to qualify for RDD. Personally, I think the shield spell from sorceror might be more useful.
I don't see any reason to use greatsword over falchion, but I agree that dwarven waraxe is a better choice than either.
Can fighters take Impr DR as a bonus feat? I have never tested this, but I always seem to be running into feats that I expected to take with a fighter bonus feat but can't.
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Post by cosper123 on Feb 23, 2009 21:34:32 GMT -5
And instead of the greatsword get the full plate with Regen +1 from the BGH. Although making adamantine would prob be better assuming it stacks with the DR from your dwarven defender.
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Post by Beldar on Feb 23, 2009 23:17:54 GMT -5
I think mithral plate is always better than the DR from adamantine or the regen +1 plate if you can get the 2 extra ac for dex which his build can easily get. Ten percent fewer blows landed on you is a lot of damage saved. I guess it isn't better if the opponent only misses on a 1, but if that is the case you are dead anyway. I suppose the adamantine DR would be better if it eliminated most or all of the damage the opponent did, too. In general though, I'll take the mithral plate.
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jade
Junior Member
Posts: 54
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Post by jade on Feb 24, 2009 16:10:56 GMT -5
Thanks for all the advice!
I'm switching to the waraxe, adding luck of heroes & combat expertise and tinkering with the stats and order I take the RDD levels to squeeze some more CON out of it.
Sorc has the edge over Avenger in another way since it doesn't require 8 ranks of a non-class skill - which would put the first RDD level much later on.
I'll let you know how it plays ;D
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Post by Loudent2 on Feb 24, 2009 18:01:45 GMT -5
Jade, I think a high HP, High AC, High DR and fast healing probably will have a place in epic levels (and even before epic).
Soloing will probably be a long drawn out affair due to relatively low damage, but that will only be a factor at higher levels.
There will be places that magic is un-relaible or that damage output exceeds or bypasses any magical protection (Adamantine weapons = no mage Damage reduction). It will be your job to soak damage.
Couiple of things to think about: 1) You're going to want the Highest AC possible. ditch any thought of TWF. You're going to want the Tower Shield. 2) Aggro doesn't work in NWN2 the way it does in MMOs (although now that I think about it...I probably could do something about that.....I'll put it on the: "Wheneverthing else is done" list). However, it can be predictable. We all know that the mobs often bypass melee to go straight for the ranged attacker. Consider keeping a sling (I think they can work with shields) handy to equip to "pull" the mobs with. 3) You'll best be partnered with others. Many buffs can be cast on characters other than the buffer (and the fast buff rod is also targetted. I generally keep two rods, one for myself, and one for others I partner with). With the ability to push 500 HP at level 20 and probably get within spitting distance of 1000 you make the cleric "greater restoration" spell one of the most potent in the game (provided you manage to keep the mob focused on you).
Anyway, I think builds like this will have a place. The first time I ran my gish to the Witch King I was prompty IGMSed. Even with the up and coming reversion to the original implementation of that spell. I would be hard pressed to survive two of them. This character could probably surive a dozen. However, I *would* recomend you work in Steadfast determination somewhere in there.
Never, ever use your level up points to level up a stat that is still in the 1 for 1 range (i.e. before 14), if you have a stat that is above that range. It is an utter waste.
e.g. You have two stats (say CON and Int) con 14 int 13 Total investment is 11 points. At level 8 you have con 16, int 13
compare to Con 15 Int 11 total investment 11 points. At level 8 you have con 15, int 13. A full point below the previous example.
That's because Level up stats are ALWAYS 1 for 1, so it's better to use them for stats that would cost more than that at character creation.
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Post by shoujo on Feb 24, 2009 18:52:07 GMT -5
Just to clarify, the 11 to 13 int is from the RDD stat boost, not level up points. What's the point of steadfast? Does this mean we're going to be making saving throws outside of the field?
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Post by cosper123 on Feb 24, 2009 19:20:12 GMT -5
It's a huge boost to Will save and no automatic fails on a fort save of 1. Big deal IMO for someone Con based.
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Post by Loudent2 on Feb 24, 2009 21:07:26 GMT -5
Just to clarify, the 11 to 13 int is from the RDD stat boost, not level up points. My mistake. didn't read clearly enough. I don't know, I'm facing a lot of saving throws with melee these days. Probably because I'm testing out the higher mobs.
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jade
Junior Member
Posts: 54
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Post by jade on Feb 24, 2009 21:17:48 GMT -5
Hey quick Q: what are people's views on the potential usefulness of this epic feat:
Rescue From NWN2Wiki
Prerequisite: Character level 21, Fortitude save +12, Epic Toughness
Required for: None
Specifics: When rescue is activated allies within 10 feet take half damage; the amount of damage not taken by your allies is taken by you. You also gain damage reduction 2/- while activated.
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