As the title suggests, I play a bunch of crazy builds that aren't in the least bit optimized for endgame. Why bother with builds that might not stand up to the entire server? Because it's there! Some of these are build challenges, others are themed builds. I'm also a hopeless contrarian: I just have to try to do things against the norm. The only consistent requirement is that they're fun to play.
There are NO concepts in this thread - I've played each build in LL/Hells and sometimes Abyss, but I'm not putting them into the class builds threads because they're really not designed for endgame and are still, technically, "unproven". And yeah...they're all tanks!
Suggestions, critique, and random musings are always welcome.
Rumppuv Steelskynne III (DwD18 - F12 - M10) Like his father and grandfather before him, Rumppuv Steelskynne III has an unnatural obsession with being a not totally worthless Dwarven Defender. It kinda worked?
Race: Dwarf Subrace: Zenythri
Summary: Rumpp has the defensive chops to be a click-it-and-forget-it meat shield, but it's really more fun to play him as a "spacer" - the draw foes ability is pretty effective in attracting aggro from casters or the recently rezzed, giving them "space" to operate. While the slowed movement blows, strategically timed crit immunity will keep you standing in the face of most enemies. He uses a Great Axe because I have a thing about Dwarves and axes, but can work with any two-handed weapon (Warrior Whetstone means keen isn't an issue). Different weapon might improve damage a bit, but he's not a DPS tank. That said, he can still do consistent (it not remarkable) damage against bosses and crit imm enemies.
Advantages: Good AC, Good HP, near uni, 60+% phys imm in robes, high survivability, no xp pen! Disadvantages: AB could be a little higher, won't compete with DPS tanks, saves could be better
Baney Tank (BG26 - SOR13 - M1) My first ever HG build was a bane knight...only I didn't read the dox too closely so I didn't know about the level requirements. I thought, "bane knights suck", until I realized I didn't actually have one. After I built it correctly, I thought, "bane knights suck" and pretty much shelved the idea of playing one again. Until now...
Race: Half-Elf Subrace: Pharlan
Summary: Gave up any idea of being a caster and focused on being a self-buffing tank, taking advantage of changes in buff spells. 13 Sor levels gives you an extra sixth level spell (used for Tensers and Greater Stoneskin) 26th BG level means you get 5d of Cold damage along with Fire and Elec - offering up to 6d more elemental damage than other tanks. Throw in the divine buff and sneaks and you can crank out some pretty serious damage (despite nerfed Div Might and no specialization). On the defensive side, you need concealment, but your spells buffs generally keep you alive long enough to kill what's in front of you....just don't get caught flatfooted and try to limit flanking. If you get surrounded, you may have to GS and move to a less exposed position. Taking the monk level gives you xp pen so be ready for a slow grind. It also costs you a caster level - you can live without it, but I'm looking for an ego to see if it works with a quasi. This build uses a Great Sword, but you can use any two-handed weapon (just be sure to take appropriate spell to keen it)
Advantages: Good damage output, can buff three elements and div damage, high saves, evasion, max hide skill Disadvantages: AB could be a little higher, buff dependent, low HP, monk level costs a caster level, xp penalty, needs at least Demi x1.
Skills: Concentration: 25-30 Discipline: 55 Listen: Max Hide: Max Tumble: 60 CA: 40 CW: remaining
Frequently Used Spells - you should be constantly refreshing Tensers (HP) and Death Ward (crit imm) SOR LEVEL 1: Mage Armor (+20 armor ac with PSF: Abj), Shield, Protection from Alignment LEVEL 2: Death Armor, Flame Weapon, Shock Weapon LEVEL 3: Keen Edge (take needlepoint or weapon of impact as needed) LEVEL 4: Elemental Shield, LEVEL 5: Energy Buffer, Mestil's Acid Sheath, Wrack LEVEL 6: Tenser's Transformation, Greater Stoneskin
Blackguard LEVEL 1: Bless Weapon, Frost Weapon LEVEL 4: Freedom of Movement, Death Ward
Everybody Loves Tomaan is a Ranger with low CS DC and nerfed damage output. So why does everybody love Everybody Loves Tomaan? Because he's the ultimate support tank:
He can make all Hells str/dex checks
6% invisibility purge and 17% mini-shunt
His Called Shot DC is low, but will still reduce CON (and hp/fort saves)
Maxed Search, Open Locks, and Disable Traps
61% max conceal with Mass Camouflage
Race: Elf Subrace: Undying
Summary: ELT is my first true support build. It's designed as Hells runner - it can make it through some post-Hells areas, but might have to be dragged. It sacrifices offense for party utility, namely search/disable traps/open locks. As with all my tanks, it's really hard to kill, but is offensively challenged against anything that's not a favored enemy.
Using Elf as a race to increase non-class skills in LLs. I went with Undying for it's generous stat bonuses, pre-LL saves feats and the +3 skill points in LLs.
Chose Asn over Rogue to get Uncanny Dodge I and use of poisons (breach venom is pretty effective....not sure about the others).
This build uses Epic Skill Foci feats to save (up to 70) skill points, but they could be dropped if you're willing to give up Craft Weapon and maybe UMD.
Advantages: hard to kill, 3 max rogue skills (search, disable traps, open locks), party buffs/benefits, 11 FEs Disadvantages: low damage output against non-FEs
The 12/1/20 update gave dragon disciples some tasty new benefits. Most will focus on the breath weapon damage affliction, which is huge, but, me being me, I'm focusing on the fact that xdd can now gust fume/wind type mobs. No more spamming heals waiting for your casters to chase them all down....now other people can spam heals waiting for ME to chase them down! The check for killing wind/fumes curse works out to 35 + CON modifier vs. Fort - Penalties + d20 (Penalties includes bard curse and fear aura). That means we're going to apply the principles of ludicrous speed to our CON, starting with a subrace that has a ludicrous CON bonus - Howler. Howler also gets Barbarian as a FC, which eliminates the xp pen, and exotic weapon proficiency for more weapon options (this particular build uses long sword, but that's due to gear limits).
Race: Dwarf Subrace: Howler
Summary: High survivability tank with party-benefits like damage debuffs, fear aura, and gusts. Damage output on these was always limited, so gave up the pally/BG/Div Might path for Barbarian skill points and uncanny dodge. Has enough hp to be a click-it-and-forget-it bot if you want to go that route. This build uses black dragon, because it has the smallest dragon model of any of the colors (no, really). Acid is also a convenient resistance for Hells and Abyss. If saves on the Wiki are accurate, this build should gust mobs 60-70% of the time at level 80 with curse song.
Advantages: tons of hp, party-supporting abilities, fume/wind kill DC: 60 Disadvantages: AB could be a little higher, low damage output
Stats (start-race-sub-level-feats-class-demi-paragon-arti-Lvl80+16) STR: 14-14-20-38-38-58-62-64-64-80 DEX: 16-16-16-18-18-18-22-24-24-40 CON: 16-18-24-24-26-36-40-42-44-60 WIS: 08-06-06-06-06-06-10-12-12-28 INT: 12-12-12-12-12-18-22-24-24-40 CHA: 08-06-03-03-03-09-13-15-15-31 (2 pts into DEX, the rest into STR)