Post by arek on Dec 13, 2011 5:40:01 GMT
Raging Blades is an Open Subrace Shapestrong Barbarian. It takes Weapon Master and Harper Scout levels for the amazing benefits they provide. Given those benefits, this build should be able to score very high on the damage charts - often having the highest damage of any tank on whatever run you're doing once you get your Shapestrong Rage token and Harper Scout boots.
On class choices:
As far as weapons are concerned, there are only 4 weapons this build can really make full use of: Dire Mace, Two Bladed Sword, Double Axe, and Double Scimitar. Of these, I recommend the Double Scimitar for its great crit range. This build, with just keen on the weapon, will get 12-20/x3 crits. If you can manage to find an item augmented "Of Devastating Double Scimitar-work" (or are lucky enough to get such an augmenter, or items with Overwhelming and Devastating critical on them), this will improve to 11-20/x4, which is absolutely amazing against monsters that aren't immune to critical hits (of which there are many, even some bosses, since Devcrit no longer instakills here).
Now for the build:
Base race: Human
Subrace: Gnoll
You need to type the subrace in the subrace field exactly as shown. "GNOLL" won't work. Neither will "gnoll". It has to be "Gnoll", exactly (without quotes).
Stats at creation/after subrace
STR: 14/17
DEX: 15/15
CON: 14/17
INT: 16/14
WIS: 8/6
CHA: 8/6
Level Progression:
Feats marked as (B) and (HS) are Barbarian and Harper Scout bonus feats, respecitvely.
According to the latest version of Shard's Build Tool, this build can get up to 94 AB with full Craft Weapon, no arti, and no demi. Along with that, it shows up as getting 124 AC without gird under the same circumstances, using medium armor and a large shield. For saves, it gets 60F/61R/61W, which is acceptable for Hells. However, in the test chamber, this same build got 97 AB instead, with full craft weapon (It really should be only 95, tho).
Gearing Up:
Possible Changes/Improvements:
Subrace Upgrades:
Tips for levelling:
Tips for playing:
And the most important thing? HAVE FUN
--Arek
===================================================
Edit: Streamlined feats, changed skills to be taken throughout the leveling process, and altered the starting and levelup stats in order to both streamline the build and make it a bit better/easier to level. Oh, and verified that the build works in the Test Chamber. :-)
Edit 1/10/2012: Removed brain-dead reference to breach boots, added recommendation to get a crucible/moliate the HS boots, and highlighted the importance of moliating the HS boots by 60.
Edit 9/12/2012: Updated reference to asmo items to indicate that the belt is, hands down, the best item for this build and to remove yet another reference to non-harper boots.
--Arek
On class choices:
- Barbarian: The meat and bread of the build. Barbarian provides a number of abilities, including 2 types of added damage, immunity to Critical Hits when raging, and the ability (once you get your Shapestrong Rage token) to wield both a double weapon and a shield - while still retaining its offhand attacks!
- Weapon Master: 5 levels provides +1 to your Attack Bonus (AB, your chance to hit enemies) along with +1 to your critical hit multiplier (=more damage when you land a critical hit, which should be fairly often). I'd love to have included 7 levels, but then you lose 2 attacks per round (either by losing shapestrong or Harper Scout).
- Harper Scout: 5 levels allows you to use a pair of boots which provide 2 extra attacks per round for a semi-short duration (enough to last several fights if your team is moving fast enough), along with, once you upgrade (moliate) them, an amazing defensive boost. On top of this, Harper Scouts can brew their own Greater Restoration potions, which he can then use in the place of Heal potions (and give him a restore besides).
As far as weapons are concerned, there are only 4 weapons this build can really make full use of: Dire Mace, Two Bladed Sword, Double Axe, and Double Scimitar. Of these, I recommend the Double Scimitar for its great crit range. This build, with just keen on the weapon, will get 12-20/x3 crits. If you can manage to find an item augmented "Of Devastating Double Scimitar-work" (or are lucky enough to get such an augmenter, or items with Overwhelming and Devastating critical on them), this will improve to 11-20/x4, which is absolutely amazing against monsters that aren't immune to critical hits (of which there are many, even some bosses, since Devcrit no longer instakills here).
Now for the build:
Base race: Human
Subrace: Gnoll
You need to type the subrace in the subrace field exactly as shown. "GNOLL" won't work. Neither will "gnoll". It has to be "Gnoll", exactly (without quotes).
Stats at creation/after subrace
STR: 14/17
DEX: 15/15
CON: 14/17
INT: 16/14
WIS: 8/6
CHA: 8/6
Level Progression:
Feats marked as (B) and (HS) are Barbarian and Harper Scout bonus feats, respecitvely.
- 1: Barbarian
- Feat: Blooded
- Blooded is what we call an "enabler" feat. In this case, it enables you to take Legendary Skill Affinity: Tumble which, in turn, allows you to take Tumble as a class skill in Legendary Levels.
- Feat: Strong Soul.
- Strong Soul is a Placeholder feat. We'll exchange this for Slippery Soul in-game.
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- Listen reduces the effective conceal of enemies by a percentage based on how much you have. 63 listen provides the same effective reduction in conceal blind-fight does, provided you're not deafened. More is, of course, better. Being deafened reduces the effectiveness by half (avoid deafness if possible).
- There are many discipline checks in this module. Some of them disarm you, some remove your armor and/or shield, and some can even destroy your weapon, armor, or shield. You don't want any of this happening to you, so max it.
- Taunt can lower monsters' Armor Class (AC, chance to avoid getting hit) by up to 6 and can also cause monsters to gain a 30% spell failure debuff when it lands successfully. It is also, on HG, a Swift Action, meaning you can taunt 1 monster per round without stopping whatever else you're doing. With song and gear, this build will eventually be able to hit 127 taunt, which can hit most monsters, even bosses. :-)
- Feat: Blooded
- As soon as you get on the Docks, before you do anything else, say "!charedit" (without the quotes). When the dialog comes up, choose to exchange Strong Soul for Dauntless or Slippery Soul, then choose Slippery Soul and confirm the choice if it asks.
- Slippery Soul gives +2 to Reflex and Will, and is needed for Legendary Slippery Soul, later. Don't forget to make this exchange, or your reflex save will be very low at 60!
- 2: Barbarian
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- 3: Barbarian
- Feat: Weapon Proficiency: Exotic.
- WP: Exotic is needed in order to wield Exotic weapons. Like all dire/double weapons, the Double Scimitar is exotic, so you need this in order to use one.
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- Feat: Weapon Proficiency: Exotic.
- 4: Barbarian
- Stat: Constitution
- While this is a Strength-based build, this extra point of Constitution will help by giving you a few extra Hit Points as you level, increasing your Fortitude save (keeps you from getting killed in many cases), and allowing you to take Mighty Rage at 60. Given that this is required for you to eventually get a fortitude save of 60, you need it, so take it.
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- Stat: Constitution
- 5: Barbarian
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- 6: Barbarian
- Feat: Two-Weapon Fighting.
- Two-Weapon Fighting reduces the Attack Bonus (AB) penalty for dual-wielding weapons by 2 points, which is going to make it easier to actually hit enemies.
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- Feat: Two-Weapon Fighting.
- 7: Barbarian
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- 8: Barbarian
- Stat: Strength
- This is a Strength-based build, meaning that Strength is what determines your Attack Bonus (AB). Given that this is your chance to hit monsters, you want as much of it as you can get, so take Strength every time the game asks you from now on.
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- Stat: Strength
- 9: Barbarian
- Feat: Ambidexterity
- Ambidexterity reduces the AB penalty on your off-hand attacks by 4 points, which makes it easier to hit stuff. At this point, your AB penalty for using a double weapon should be -2.
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- Feat: Ambidexterity
- 10: Barbarian
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- 11: Barbarian
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- 12: Barbarian
- Feat: Weapon focus: Double Scimitar
- Weapon focus provides +1 to your Attack Bonus (AB) when wielding the chosen weapon. Since AB represents your chance to hit your enemies, you want as much of this as you can get.
- Stat: Strength
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- Feat: Weapon focus: Double Scimitar
- 13: Barbarian
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- 14: Barbarian
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- 15: Barbarian
- Feat: Expertise.
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- Feat: Expertise.
- 16: Barbarian
- Stat: Strength
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- 17: Barbarian
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- 18: Barbarian
- Feat: Dodge
- Dodge provides 1 AC against your current target or last attacker, which is nice, situationally, but not stellar. The real reason you need this feat is as further qualification for Weapon Master.
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- Feat: Dodge
- 19: Barbarian
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- 20: Barbarian
- Stat: Strength
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- 21: Barbarian
- Feat: Mobility
- Mobility grants +4 AC against Attacks of Opportunity, which is a bit meh, but it's also a required feat for Weapon Master.
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- Feat: Mobility
- 22: Barbarian
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- 23: Barbarian
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- 24: Barbarian
- Feat: Spring Attack
- Spring Attack makes it so you no longer provoke Attacks of Opportunity by moving into or out of combat, which is nice, but the real reason you want this feat is that it is yet another prerequisite for Weapon Master.
- Feat (B): Epic Weapon Focus: Double Scimitar.
- Epic Weapon Focus improves your AB by 2, which is nice. It is also required for Legendary Weapon Focus later.
- Stat: Strength
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- Feat: Spring Attack
- 25: Barbarian
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- 26: Barbarian
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- 27: Barbarian
- Feat: Whirlwind Attack
- Whirlwind Attack is a special action that performs a single attack against all opponents in melee range. This can do a good deal of damage, especially in a large crowd, but It can bug your character so that you can't attack until you relog. In order to avoid this, once you use the feat, do NOTHING until it completes and its icon is gone from your action queue. I really don't recommend its use, since you WILL be flat-footed for that second or so between the completion of the attack and the time you can actually perform another action. The real reason this feat is here, given all that, is that it's a required feat for Weapon Master.
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- Feat: Whirlwind Attack
- 28: Barbarian
- Feat (B): Epic Prowess.
- Epic Prowess increases your AB by 1 point, and combines with Legendary Weapon Focus, later.
- Stat: Strength
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- Feat (B): Epic Prowess.
- 29: Barbarian
- Skills: Max Listen, Discipline, and Taunt. Save the rest.
- 30: Barbarian
- Feat: Alertness
- Alertness gives a +2 bonus to your Spot and Listen checks, and is required for Harper Scout.
- Skills: Max Listen, Discipline, and Taunt. Put 4 points into intimidate. Save the rest.
- You need 4 ranks of Intimidate to take Weapon Master.
- Feat: Alertness
- 31: Weapon Master
- Skills: Max Listen and Discipline. Save the rest.
- 32: Weapon Master
- Stat: Strength
- Skills: Max Listen and Discipline. Save the rest.
- 33: Weapon Master
- Feat: Iron Will
- Iron Will provides +2 to your Will save, which is nice, but it's also required for both Harper Scout and Legendary Will, later.
- Skills: Max Listen and Discipline. Save the rest.
- Feat: Iron Will
- 34: Weapon Master
- Skills: Max Listen and Discipline. Save the rest.
- 35: Weapon Master
- Skills: Max Listen and Discipline, then take 4 Search, 6 Lore, and 8 Persuade. Save the rest.
- You need 4 search, 6 Lore, and 8 Persuade in order to take Harper Scout next level.
- Skills: Max Listen and Discipline, then take 4 Search, 6 Lore, and 8 Persuade. Save the rest.
- 36: Harper Scout
- Feat: Epic Reflexes
- Epic Reflexes provides a +4 bonus to your Reflex save. This, combined with other feats, will push your Reflex save over 60, which is somewhat important for a tank.
- Feat (HS): Great Dexterity I
- Great Dexterity increases your Dexterity by 1 point. The way it works out in this build, this gives you +1 AC and +1 Reflex, which are both nice.
- Stat: Strength
- Skills: Max Tumble, Listen and Discipline. Save the rest.
- Every 5 ranks you get in Tumble grants you +1 AC, which is very nice and, with LSA: Tumble taken later, will eventually net you +12 AC.
- Feat: Epic Reflexes
- 37: Harper Scout
- Skills: Max Tumble, Listen and Discipline. Save the rest.
- 38: Harper Scout
- Skills: Max Tumble, Listen and Discipline. Save the rest.
- 39: Harper Scout
- Feat: Improved Two-weapon Fighting.
- Improved Two-weapon fighting gives you an extra attack with your off-hand weapon, which gives a significant increase to your damage.
- Skills: Max Tumble, Listen and Discipline. Save the rest.
- Feat: Improved Two-weapon Fighting.
- 40: Harper Scout
- Feat (HS): Epic Skill Focus: Taunt.
- ESF: Craft Weapon grants you +10 points to your Taunt skill, which is outside (additional to) the normal +50 cap. This means that your Taunts land much more often and that you need less gear to land 'em, so take it.
- Stat: Strength
- Skills: Max Tumble, Listen and Discipline. Save the rest.
- Feat (HS): Epic Skill Focus: Taunt.
- 41: (Barbarian)
- Skills: Max Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- Craft Weapon increases your AB by +1 for every 40 points, for a potential total of +3 AB. +1-+2 will, however, be more typical.
- Skills: Max Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- 42: (Barbarian)
- Feat: Legendary Skill Affinity: Tumble
- LSA: Tumble allows you to take Tumble as a class skill in later levels, which will allow you to eventually get 63 ranks in Tumble, for +12 AC and a potential of 122 Tumble with buffs, which is enough to halve the amount of time you're KD'd by stat checks about 75% of the time.
- Stat: Strength
- Skills: Max Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- Feat: Legendary Skill Affinity: Tumble
- 43: (Barbarian)
- Skills: Max Tumble, Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- 44: (Barbarian)
- Stat: Strength
- Skills: Max Tumble, Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- 45: (Barbarian)
- Feat: Thundering Rage.
- Thundering Rage gives the weapon you're wielding 1d10 sonic damage for every 5 barbarian levels you have. This build gets a total of 10d10 Sonic damage. It also provides a small damage bonus to your critical hits.
- Skills: Max Tumble, Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- Feat: Thundering Rage.
- 46: (Barbarian)
- Stat: Strength
- Skills: Max Tumble, Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- 47: (Barbarian)
- Skills: Max Tumble, Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- 48: (Barbarian)
- Feat: Legendary Weapon Focus: Double Scimitar
- Legendary Weapon Focus provides +2 to your AB when wielding the weapon chosen, plus a further +1 AB with that weapon if you also have the Epic Prowess feat (which you do), for a total of +3 AB.
- Skills: Max Tumble, Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- Feat: Legendary Weapon Focus: Double Scimitar
- 49: (Barbarian)
- Skills: Max Tumble, Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- 50: (Barbarian)
- Stat: Strength
- Skills: Max Tumble, Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- 51: (Barbarian)
- Feat: Legendary Will
- Legendary Fortitude increases your Will save by +7, which you'll really need by now, in order to avoid getting killed or disabled by many creature abilities (like amnesia).
- Skills: Max Tumble, Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- Feat: Legendary Will
- 52: (Barbarian)
- Stat: Strength
- Skills: Max Tumble, Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- 53: (Barbarian)
- Skills: Max Tumble, Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- 54: (Barbarian)
- Feat: Legendary Slippery Soul
- Legendary Slippery Soul increases your Reflex and Will saves by +5, which is a bonus you'll probably need by now. :-)
- Stat: Strength
- Skills: Max Tumble, Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- Feat: Legendary Slippery Soul
- 55: (Barbarian)
- Skills: Max Tumble, Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- 56: (Barbarian)
- Stat: Strength
- Skills: Max Tumble, Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- 57: (Barbarian)
- Feat: Improved Critical: Double Scimitar.
- Improved Critical doubles the critical threat range of the weapon chosen. With this and Keen, the Double Scimitar gets 12-20/x3. If you can get Overwhelming and Devastating Critical from an item or items, this will improve to 11-20/x4.
- Skills: Max Tumble, Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- Feat: Improved Critical: Double Scimitar.
- 58: (Barbarian)
- Stat: Strength
- Skills: Max Tumble, Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- 59: (Barbarian)
- Skills: Max Tumble, Craft Weapon, Taunt, Listen, and Discipline. Save the rest.
- 60: (Barbarian)
- Feat: Mighty Rage
- Mighty Rage gives you +8 AB (inside the magic +20 cap) and gives you a character-based physical damage buff equal to your CON modifier (read: At Level 60, with this build, when Mighty Rage is active, you get +13 damage per hit).
- Stat: Strength
- Skills: Max Tumble, Discipline, Craft Weapon, Taunt, Listen, Use Magic Device, and Concentration. Put the rest in Craft Armor.
- Every 40 points of Craft Armor you can get will increase your AC by 1 point. 8 points won't be much, but it'll make it easier to hit that magic 40 for +1 AC.
- Feat: Mighty Rage
According to the latest version of Shard's Build Tool, this build can get up to 94 AB with full Craft Weapon, no arti, and no demi. Along with that, it shows up as getting 124 AC without gird under the same circumstances, using medium armor and a large shield. For saves, it gets 60F/61R/61W, which is acceptable for Hells. However, in the test chamber, this same build got 97 AB instead, with full craft weapon (It really should be only 95, tho).
Gearing Up:
- Pre-epic (1-20): You want as much STR as you can get, followed by DEX, then CON, and finally WIS. Only get INT after you've gotten the others as high as you can while having Immunity: Fear, Immunity: Mind Spells and Immunity: Death Magic. CHA is completely useless for this build. Once you start getting to 14-15 or so, start looking for something that grants Immunity: Sneak Attack as well (for the bandits on the east road). Also, do the early quests in the Silver Moon Inn to get the elemental and physical resist rings there, so that you have them for when you need them. Later, start looking for items that give x/- resistance and x% immunity to elements and physicals, and x/+y soak, in order to improve your survivability.
- Early-Mid Epic (21-30 or so): Start looking at maxing STR, DEX, CON, and WIS, in that order. Immunity to Fear, Mind Spells and Death Magic is an absolute must, as is Immunity to Level Drain (Ability/Level Drain) along with other misc. immunities (poison, for example). Note that "Ability/Level drain" ONLY covers level drain, not ability drain (there is, iirc, no item in the game that provides blanket immunity to ability decreases, tho UEF and Negative Energy Protection potions both provide immunity to true ability drain from undead creatures). Also, x% immunities start being higher at this point, so start looking for those more, tho you shouldn't forget x/- resists or x/+y soak.
- Mid-Late Epic (30ish-39): At this point, you have little excuse to not have STR maxed at +12, and you should probably have DEX, CON and maybe WIS maxed as well. WIS may be more difficult to get up there while keeping the others maxed, tho. Immunity to Sneak Attacks will once again serve you well at this point, so pick that back up. Once you're a high enough level, Chain of the Quickblood will serve you well by providing most of the misc. immunities you'll need. Also, once you're Level 34+ (or earlier if you can get an agreeable party).
- Early-Mid LLs (40-49): About the best armor you can get pre-50 will be either the Crossbowman's Guard from Toyshop or the Ssithrak Skirmisher Scale from Sissy, tho both have their downsides. Also, needless to say, you want your abilities maxed, and you want all the misc. immunities mentioned earlier. Additionally, you need rings to provide %imms, both elemental and exotic, along with something that provides at last x/+10 soak (higher values of x are better, I recommend at least 10). For misc. immunities, you'll want either a Lich-King's Phylactry or Touch of the Grave, either of which cover just about everything you'll need. Also, you should have your Harper Scout boots at this point, be wearing them at all times and, once you start getting close to L50, be looking to get on as many Pit of Moliation (PoM) runs as you can, so that you can get a Crucible of Moliation to use on your boots. If you can get on Toyshop runs (With a level cap of 54 and shackling allowed), you might also be able to get a Portable Hole, which might be valuable enough to somebody to trade for a Crucible. Same with Pyramid runs (no level cap) and a Wisdom artifact (tho Pyramid is usually done with small parties of demigods).
- Mid-late LLs (50-59): Now you start being able to use much better armors and such. Best among these is the Breastplate of Hiraikos. If you don't have/can't get that, any UR medium armor will probably be better than what you're wearing. For Shields, the Ever Watchful Eye is nice. Everything mentioned previously still applies as well, and if you haven't moliated your boots yet, getting a Crucible of Moliation so that you can do that should become a very high priority. You do NOT want to go into the hells with the un-moliated boots, since you have to wear them full-time.
- Level 60:
- Armor: Links of Binding and Halomesh Hauberk are nice, with a definite preference to Links of Binding for the Camo on it.
- Shield: Since you're using Medium armor, you'll want a Large shield, so go for Benediction, Bastion of Cormyr, or Arcadian Fire. Yes, I know those are caster shields of the type typically used by battlebards, but even discounting that they have enough going for them to recommend them over the other large shields.
- Helmet: Visor of Vigilance. This helmet is, hands down, the best helmet for most tanks. Just don't expect to be able to get one easily, even if it's been nerfed. It's amazingly popular. Until you get one, Helm of Zeal and Scintillating Scarf are also nice, tho you can simply use any UR helmet that covers the ability bonuses you need.
- Amulet: Orudin's Oath. This amulet provides +20 to Craft Armor and Craft Weapon (on average). Combined with bardsong, this will ensure that you have decent Craft Weapon most of the time, with a decent chance at getting the full +3 benefit (for max AB). Barring that, Amulet of the Pharoah is nice for the resists and immunities, tho it's generally harder to get.
- Boots: Moliated Boots of the Wanderer. If you still don't have these, do whatever it takes to get a Crucible and make a pair! Having them moliated is incredibly important for your defense, so don't put it off. The difference is amazingly huge.
- Gloves/Bracers: Gauntlets of Transposed Energy provide nice physical resists if you need them, or Fiendish Fingers provide some nice elemental resists instead if you need those. If you don't have/need either, I recommend simply getting the UR Touch of the Grave gloves so that you don't have to worry about misc. immunes elsewhere.
- Cloak: Cloak of the Unjust. This cloak provides Immunity: Level Drain, which should be about the last of the misc. imms you'll need, given the items listed, along with some physical and elemental immunities.
- Belt: Until you're a Demigod, you'll probably want to wear a Belt of Eternal Preservation. Yes, this is a bit unusual, but that belt has 10/+15 soak on it, which you'll want/need. Once you've done some Abyss/Azzagrat runs, a Javoc Squad Leader's Sash may be better, depending on how your EP belt turns out. Until you get one of those, I'd wear a Tempest of Blood...and I might wear that instead of an EP belt if it's well-randomized. :-)
- Armor: Links of Binding and Halomesh Hauberk are nice, with a definite preference to Links of Binding for the Camo on it.
- Demigod: At the Demigod level, you gain access to an Asmo Artifact. The only real option here for this build these days is The Serpent's Coil. This belt has unlimited GS, Exotic resists, +4 to STR/DEX/CON checks, and gets +16 STR/DEX/CON when your character reaches Level 65, among other things, all of which make it invaluable for a tank.
- Remember, this is a list of Optimal or Near-optimal gear. If you can't get what's listed, follow the earlier guidelines, but start looking for items with +14 to your 4 main stats on them.
Possible Changes/Improvements:
- This build lacks Terrifying Rage, as noted by maljin below. It can, however, get it, for a price. In order to do this, you'll need to get the blood of an a-maze-ing dragon (ask in-game, just about anyone with a LL toon will know what I'm talking about, but I can't tell you here, since it's a "secret", iirc), and make a few changes to the build. First, you'll need Intimidate, both to qualify for the feat and to make it work. To get Intimidate, take it instead of Taunt where shown (including taking ESF: Intimidate instead of ESF: Taunt as your L40 HS Feat). Second, you'll need to make room for the feat. In order to do that, you have your toon drink the blood before Level 18, which grants the Dodge feat. You can then take Mobility in the place of Dodge, Spring Attack in the place of Mobility, and Terrifying Rage in the place of Spring Attack. This, of course, removes your ability to Taunt monsters, but the debuff provided by Terrifying Rage may be worth it.
- Any further suggestions would be very welcome. :-)
Subrace Upgrades:
- Secret:
- Daywalker: Ambidexterity and a decent stat spread make this race look good, at least on the surface, tho the CON penalty hurts.
- Kurai: Has Expertise, which frees up a feat, and a decent stat spread, making this another good choice for a quick upgrade.
- Daywalker: Ambidexterity and a decent stat spread make this race look good, at least on the surface, tho the CON penalty hurts.
- UR:
- Battlerager: STR/CON bonuses and Dodge as a feat make this a decent upgrade, tho the -2 INT will make the stat spread a bit awkward. No more so than gnoll, tho, so this works.
- Stinger: A great stat spread and the Spring Attack feat make this a great upgrade at the UR level.
- Doppleganger: Not a very good stat spread for a STR tank, but workable with a decent AB...the upsides to this are that it has one of the HS prerequisite feats, and that later, you can choose any medium-sized appearance you want for it (I've seen panthers and (rain)deer, for instance, among others). Stick this on Half-Orc to overcome the STR deficiency. Only use this if you want a custom appearance. :-)
- Battlerager: STR/CON bonuses and Dodge as a feat make this a decent upgrade, tho the -2 INT will make the stat spread a bit awkward. No more so than gnoll, tho, so this works.
- BUR:
- Howler: the STR/CON bonuses are nice, and this race gets Dodge and WP: Exotic, freeing up 2 feats for other purposes. Overall a good choice if you have or can get it.
- Undying: Dodge and Iron Will free up 2 feats with this race, and the wide stat spread and save feats allow for a very nice build. Another good choice.
- Half-Guardinal: A good stat spread looks nice at first, but this only has one prereq. feat (dodge), which makes it less optimal than other races.
- Juggernaut: Has a great stat spread and a nice special, but once again only one of the prerequisite feats. Passable, but not optimal, as a race.
- Cambion: Gets Epic Prowess, which frees up a feat, and Power Attack/Cleave, which might make getting Devastating Critical easier, but is otherwise unimpressive.
- Half-Molydeus: Good stat spread, but no relevant feats. Listed due to getting a 1 step reduction in area penalties, which is very nice. Usable, but feat-tight.
- Half-Kyton: Has a decent stat spread once you get past not having a STR bonus, along with Dodge/Mobility, which frees up your feats a bit. Worth using if you can get it. Combine with Half-orc for best results.
- Kolyarut: Not a whole lot to say here. Amazing stat spread and 3 feats needed for WM make this the race to shoot for when upgrading this build. Unfortunately, this race is very highly sought-after for tanks, so don't expect to get 2 copies easily (one will be hard enough).
- Maelephant: Good stat spread, Heavy armor prof (nice), but otherwise no relevant feats and a fugly appearance. Passable race, but not optimal.
- Salamander: Good stats, 2 relevant feats, relevant skill bonus, nice extras, and an interesting appearance. Good overall race if you can both get it and stand the appearance (some don't like it).
- Zenythri: Has WW Atk, which helps with WM, but no other relevant or even useful feats. Good stat spread. Usable if you have access to it, but don't go out of your way to get this.
- Howler: the STR/CON bonuses are nice, and this race gets Dodge and WP: Exotic, freeing up 2 feats for other purposes. Overall a good choice if you have or can get it.
Tips for levelling:
- Level with a group whenever possible. You'll get more experience that way, and you'll have a fun time, too.
- Explore. In addition to 4 places you must visit before getting to certain levels in order to get items you'll need in later areas, you also need to find your Harper Scout and Barbarian secrets once you get to a high enough level. Additionally, there are many interesting places around Higher Ground for you to look at, and many monsters who will give you tags when defeated, most of which provide small but nice bonuses to your character. :-)
Tips for playing:
- If this is your first toon on Higher Ground, I highly recommend reading The Newbie Guide, as it contains some valuable info.
- If you've never played a tank before on HG (regardless of whether or not this is your first toon), I also recommend reading Tanking for those with a low INT score, since it gives some nice tips on how to play a tank.
- This tank relies Shapestrong Rage in order to gain the defensive benefits of a shield while still retaining the offensive bonuses of wielding a double weapon. With that in mind, you need find your shapestrong rage token. Ask in-game where this is and/or for help getting it (you need to be Level 35, iirc, tho you might be able to get it at 30). Further, once you have the token, you need to jump through a few hoops every time you want to change weapons in order to get your full attacks. First, use your shapestrong rage token (going large). Second, equip your weapon and shield. Third, use your shapestrong rage token again (going medium). Once you've done that, you should have your weapon and shield both equipped, and still be considered to be "dual-wielding".
- In addition to Shapestrong Rage, this tank also relies on the Harper Scout boots to get an extra 2 attacks per round. Ask in-game once you're Level 40 and have all your HS levels where to get them. You'll notice once you have them, tho, that they kinda suck defensively when you get them (they're decent at 35, but you need to use them throughout your career, even at 60+). The good news is that they can be upgraded with the Crucible of Moliation once you have the Pit of Moliation tag. Make sure you run PoM enough to get a crucible, then use it on your boots. You'll thank me later. :-)
And the most important thing? HAVE FUN
--Arek
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Edit: Streamlined feats, changed skills to be taken throughout the leveling process, and altered the starting and levelup stats in order to both streamline the build and make it a bit better/easier to level. Oh, and verified that the build works in the Test Chamber. :-)
Edit 1/10/2012: Removed brain-dead reference to breach boots, added recommendation to get a crucible/moliate the HS boots, and highlighted the importance of moliating the HS boots by 60.
Edit 9/12/2012: Updated reference to asmo items to indicate that the belt is, hands down, the best item for this build and to remove yet another reference to non-harper boots.
--Arek