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Post by sarnevan on Aug 28, 2014 15:27:11 GMT
This build is designed to be a dual-wield melee character with the ability to do traps. The main idea is to use constitution for melee purposes as well, in order to create a tough, durable, hard hitting fighter. So far i have played him up to level 10, and was able to solo all quests for BB up to level 7 on elite (even The Pit). However I had perfect gear and was using a 32 point build. I preferred to dual wield picks, but maces, hammers or axes are possible choices as well. Any suggestions are appreciated. race
| dwarf | alignment | any non-lawful (due to barbarian)
| starting attributes
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| 28 pt build
| 9/14/19/14/10/6
| 32 pt build
| 10/14/20/14/10/6
| levelling
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| 1
| rogue
| 2..7
| ranger 6
| 8
| rogue 2
| 9..20
| barbarian 12
| attributes:
| raise constitution all the time
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level | feats | 1 | dodge | 3 | toughness (+ 2 weapon fighting)
| 6 | 2w defense
| 7 | (+ improved 2wf) | 9 | improved critical (+ rage)
| 12 | power attack (+ uncanny dodge)
| 13
| (+ improved uncanny dodge)
| 15 | oversized 2wf
| 18 | greater 2wf
| 21 | epic toughness
| 24 | ??
| 27 | blinding speed
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Enhancements are quite obvoius: from the dwarven tree max out the weapon training of your choice and get throw your weight around as fast as possible. From the Tempest (ranger) tree max out whirling blades (this will be your main tree), but don't forget hardy rage in the Ravager tree (barbarian). Apart from this try to pile up as many enhancements to constitution, as possible. I'm still not sure if it might be better to even go to level 12 ranger and restrict barbarian to 6 levels - I leave that open for discussion.
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