Pre-Epic Feats (IN ORDER) Toughness WP Exotic WF Club (for use of Double Scimitar) Power Attack Cleave Great Cleave Improved Critical
Epic Feats (IN ORDER) Ambidexterity Two weapon fighting Improved Two weapon fighting (RDD)Epic Damage Reduction 1 Epic Weapon Focus Armor Skin Over Crit Dev Crit Blind Fight, Epic Prowess
Legendary Feats (IN ORDER) Legendary weapon focus Legendary battle hardened I Legendary battle hardened II Legendary battle hardened III Legendary battle hardened IV Great dexterity I Great dexterity II
In my eyes, there are several things that should be taken note of, in every melee build. AB is one of them. Your AB will be: 16 pre-epic + 10 epic + 15 LBAB + 21 strength + 7 weapon foci + 20 buffs - 2 dualing = 87. That is bad. I suggest putting some points in Craft Weapon and/or rising strength and/or abandoning the double weapon route, so that AB gets to acceptable levels. Otherwise you risk being roughly as useful as BBoD that can soak but not hit.
Yeah, looks like u can cs anythin non crit imm. - Big Crit
I was talking to MILE-0 a while ago and his tank build also has 87 ab I think he told me. He is dualing dwd axes, and he is one of the highest dmg dealers on the server I am told. I think 87 ab will cut it fairly well.
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87 will work if you have maxed listen (which I see you did), and the blind fight feat (which I see you did as well). Though I prefer to have 90+ it has seems to me that anything over 85 works good enough. Especially since walls main function is be a wall and not a killer.
What I can't figure out, is why 7 levels of bard? It would almost seem better if you went with salamander so you could go 1 bard then straight to XDD. That would boost you a few extra ab. Yeah your dex will be lower, but I dunno... personal preference at that point I would venture.
none the less, in the future it would be great if you could post the important factors, final AB, AC and saves.
Last Edit: Mar 21, 2009 18:06:02 GMT by starlandra
Dwarven Waraxes give up to 12 shield AC when used by a DD. You won't get that with your double weapon, so my guess is an AC in the 110 range. You'll have lots of HP, immunity to one element, and lots of DR, so that's good at least.
DD crit immunity is very annoying. You will turn into a slug, unable to rez people that are more than a few feet from you, and those indecisive mobs that can't decide who to target will drive you batty as they keep running off leaving you oh so slowly trying to follow them, doing no damage. Now of course DD's do get crit immunity with few requirements, but it's nothing at all like the better versions which give you crit immunity while you can freely move around.
Also be careful comparing damage output to MILE-0. IMO there are very few people who could match any of his toons in damage output. It's not just the builds. His DD/Ftr/WM toons were responsible for my breaking out DD/Ftr/WM from DD/WM's in my stats since there was a 2-3x difference in damage output between his and everyone else's. Mish has suggested I just give up and make a separate "class" called MILE-0, since anything he plays skews the damage numbers for its class.
A few others have made dual weapon DD's -- Dwarven IceAxe, Howling Twin Axes. Based on Phandal's experience with his, it's possible you'll do ok (he had more AC but fewer resists). Damage output will be ok but nothing like the double weapon CoTs.
I made a wm dd fighter ages ago... and it is fun to a degree. It is not the slow crit immune that gets to me. You can always cancel it and redo it again. It is what else do they bring to the table?
RDD's have a very useful aura Rangers can lower mobs conceal and called shot WM's can be great disarmers SD have unlimited GS which if played correctly can insure a party never wipes. Paladin can debuff on hit, give crit immune to others, smite, AND have irresistible damage
DD's (and I have three at level 60) just don't offer enough unless you go warchanter or something of the like. I think they make a great splash class as well
so it is all personal I guess... but the longer I am here, the more I realize how nice it is to have tanks that offer more than just swinging blades, and dying
Post by MurphysLawAgain on Mar 22, 2009 7:28:41 GMT
I would advise upping your AC if possible, that +12 makes quite a difference. Its not really the normal damage as the special attacks which hurt builds like this. Not getting hit by potential nasties does make survival much easier. For Meph and Asmo I used a shield - and suddenly had the extra AC and resists needed for those really nasty battles. You wont have the option which may well make those final battles more taxing. I also had more AB - and I reckon you will need it. Its only a few points higher (92 iirc) but it makes a difference in the bottom few layers (and more when single demi)
I found the crit immune so awkward that I really only use it for bosses or when fights go wrong. Aside from that, as long as you have covered your exotics and elements you will survive fine. Even Kd'd you just wont take much damage from most attacks - till the specials start to land.
And star - what DD's bring is that they are VERY hard to kill. If a special doesnt get them they tend to survive everything. Think of them as a combo between an offensive minded BBOD and a rez machine