Post by Admin on Jul 7, 2015 14:52:54 GMT
When building a character, I like to think about what I'd like to do. Is it a caster, melee toon or a support
Character.
Casters are either fairly pure class, or are of the spellsword variety.
The (fairly) Pure Class caster. With a Pure class caster, I will try to have at least 35 or more level of a caster class. I will attempt to maximize my primary ability be it wisdom, Intelegence, or charisma so as to get as high a DC for my spells, and as many spells per day as I can. When I add other classes, I do so looking for classes that can fill the voids in my caster class (like adding 1 fighter lvl to a wizard lets you take discipline skill and could get you armored skin feat), or for some kind of synergistic bonus (like adding 1 lvl monk to a cleric to get the monk AC bonus for all that wisdom, or like taking 1 lvl of paladin with a sorcerer build gets you super saves).
_ The SpellSword. The Spellsword is a more mixed caster toon. A figher10/wizard23/Weapon Master 7 is an example. The thing to do is to look for classes that strengthen the weakness of the others and/or sysnergize some ability making both better. The next thing to remember Is that not all lvls are created equil when it comes to AB. Levels 1-20 are the most important lvls you take when you concider your AB. In lvls 1-20 you can get up to 20 points of AB, while lvls 21-40 get you only 10. The first 20 lvls are the place that you should be taking your first tier classes (figher, Ranger, Barbarian, etc. . .) if possible, Second tier if not (Monk, Bard, Rogue, Shadow Dancer, etc. . .) and as a general rule try to avoid 3rd tier classes in lvl 1-20 like wizard and sorcerer. Another thing to try to remember for best AB results take 2nd tier classes in groups of four. For example a 10th lvl Cleric/10th level Monk has a AB of 14 at lvl 20, while a 12th lvl Cleric/8th lvl monk has an AB or 15 at lvl 20. Third tier classes are generally taken in groups of two. Breaking any 2nd or third tier group with a first tier calss is just fine at any point. So a Fighter 10, wizard 1, ranger 9 has the same ab as a fighter 10, wizard 2, Rager 8.
Last Edit: Feb 2, 2014 at 11:18pm by Admin
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Post by Admin on Feb 2, 2014 at 11:19pm
If its a melee toon, I then ask if its going to be an archer, a heavy hitter, a tank/wall or a support Character. If its an archer I tend to look at three classes; Arcane Archer, Rogue, and Cleric. You can really make a Archer with anything but I like these three classes.
_ Arcane Archer. Arcane Archer is fairly easy to do and Understand. Start out with a base class add one lvl of Wizard or bard and then take your AA levels. If I take Bard (and I tend to do that, I would take a second bard lvl near 40th to skill dump into tumble [UMD is also a bonus]). I would tend to take a Wizard lvl to qualify for AA if I was going to go to 30 lvls of AA or if my base class already offered me tumble Skill (like a rogue13/wiz1/AA26 or a Monk9/wiz2/AA29). Many people like to build AA toons with Monk as their base class, these toons can use their speed to run away from enemies and pelt them with arrows, the improved evasion monk gives is also a nice benifit. I personally like to have the uncanny dodge feat on a dexterity based character. For without Uncanny Dodge all of your dexterity bonus to AC is easily lost. The only base classes with uncanny dodge are rogue and barbarian. Barbarian offers an AA toon extra HP's, uncanny dodge, barbarian speed, and the potential for the best AB of the three classes I've mentioned here. Rogue offers AA the uncanny dodge feat, evasion, possibly improved evasion and even potentially epic dodge, plus sneak attacks.
_ The Rogue Archer. The Rogue Archer is a archer that uses sneak attacks to create not just huge damage but a great AB as well. For This kind of build Any race is possible, Halfling however offers the most advantages. Halflings can start with a 20 dexterity and they get +1 to hit and to AC. The way I would build a Rogue Archer on the Awakening is to take 35 lvls of rogue, 4 lvls of a tier 1 class, and then add a monk level. The Tier 1 class levels would come before level 21 to give the toon 4 attacks, and the monk level would come after 20 because it will lower the characters AB 1 point if added before 20, plus the monk class will allow a skill dump into discipline if desired. The monk class also will help the characters AC since he cannot use a shield while shooting. The tier 1 classes I like for the build are Fighter (gives 3 extra feats) and or Paladin (gives better saves). So a rogue Archer build would look like 35 Rogue/4 Fighter/1 Monk. Take the rogue feats of Improved evasion and defensive roll so that you can get epic dodge. Also take crippling strike for extra damage (this will actually work with crossbows and slings due to scripting on the server) and opportunist feat can give a rogue up to +8 to hit on a sneak with this build. This build has a minimum of 18d6 sneak attack damage.
_ The Cleric Archer. The Cleric archer can be a near pure class caster or a spellsword caster with AA levels. Either way the character uses the Zen Archery feat to Shoot a bow and cast cleric spells. The pure caster version uses arrows as a back up to his awesome spell power and an easy get around vs. mages using spell mantles. The Spellsword version utilizes the cleric buffs and spells to support his archery. I have a Cleric archer of the pure class variety who achieves a 64 AB and doesn't even have a weapon focus feat.
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Post by Admin on Feb 2, 2014 at 11:21pm
_ Massive Critical Hitters. This kinda of toon tries to cause massive damage through huge critical hit multipliers. A Scythe wielding Wpn master is a good example. The Toon will have Devastating Critical and/or Weapon Master class levels. A good example of a heavy Hitter build Is a 12 fighter/25 Weapon Master/ 3 rogue. With a strength build and Devastating critical the toon could have X6 crits with a scythe and while adding 1.5 times there strength modifier to damage +6 for weapon specialization. A Dexterity version might (no Dev Crit) might have a handaxe for X4 crits and have a solid AC with Uncanny dodge so as to not loose all that AC while flat footed.
_ Hard Hitters. A Hard hitter builds for massive damage on a non-critical hit. These toons often use two handed weapons and have lower armorclasses, so try to make one with good hit points. Classes that are good for hard hitters are fighters (wpn specialization), Rangers (bane of enemies) Barbarians (extra damage in rage) Paladins (divine might), and Red dragon Disciples (+8 strength at lvl 10). A good example of a tough heavy hitter is a Barbarian 28/ Bard 2/ Red Dragon Disciple 10. Just remember heavy armor and two handed weapons on this guy. These Characters can get Dev. Crit also but they truly shine vs. the crit immune monsters like undead.
Tanks and Walls. (In practice, I refer to both of these a types as Tanks)
_ Tanks. Tanks are high AC builds that specialize in being missed. They are typically dexterity builds, but can also be strength based such as a bard/Red Dragon Disciple/Pale Master build. An ideal dexterity based Tank would have Uncanny dodge feat perhaps epic dodge, Improved expertise or both. Bard song and curse song are also helpful for this type of build. A dex based fighter 12/Weapon master 25/Rogue 3 is an example of a toon that might achieve high dex and shield based AC with uncanny dodge and improved expertise.
_ Walls. Walls are damage resistant characters. Classes used in walls often include Barbarian, Dwarven defender, Pale Master (for critical hit immunity) and Red Dragon Disciple (used for fire immunity and the ability to raise constitution so as to make getting Epic Damage Reduction feats easier). A stong wall character might be a bard 4/Pale Master 10/Dwarven Defender 26 or a Barbarian 28/Bard 2/Red Dragon Disciple 10. This type of build will be very resistant and have high Hit Points but often suffers a low AB but not always. Walls are often the last man standing in a party so carry lots of res rods.
Support Character
_ Support fighters are the toons that you might want to have following the tank/wall or the heavy hitter. They often have abilities that work best in groups or in support of a group. A bard using songs and curses is an example. So would be a rogue using sneak attacks. A monk support toon might have High SR and focus on taking out any enemy casters. While a caster support character buffs the fighters for combat. These toons are the buffers, the lock pickers, the trap removal and setting types. While they can be perfectly good in solo play they are often better played in groups. Almost anything can be a support character, just know that you are one and team up!
Character.
Casters are either fairly pure class, or are of the spellsword variety.
The (fairly) Pure Class caster. With a Pure class caster, I will try to have at least 35 or more level of a caster class. I will attempt to maximize my primary ability be it wisdom, Intelegence, or charisma so as to get as high a DC for my spells, and as many spells per day as I can. When I add other classes, I do so looking for classes that can fill the voids in my caster class (like adding 1 fighter lvl to a wizard lets you take discipline skill and could get you armored skin feat), or for some kind of synergistic bonus (like adding 1 lvl monk to a cleric to get the monk AC bonus for all that wisdom, or like taking 1 lvl of paladin with a sorcerer build gets you super saves).
_ The SpellSword. The Spellsword is a more mixed caster toon. A figher10/wizard23/Weapon Master 7 is an example. The thing to do is to look for classes that strengthen the weakness of the others and/or sysnergize some ability making both better. The next thing to remember Is that not all lvls are created equil when it comes to AB. Levels 1-20 are the most important lvls you take when you concider your AB. In lvls 1-20 you can get up to 20 points of AB, while lvls 21-40 get you only 10. The first 20 lvls are the place that you should be taking your first tier classes (figher, Ranger, Barbarian, etc. . .) if possible, Second tier if not (Monk, Bard, Rogue, Shadow Dancer, etc. . .) and as a general rule try to avoid 3rd tier classes in lvl 1-20 like wizard and sorcerer. Another thing to try to remember for best AB results take 2nd tier classes in groups of four. For example a 10th lvl Cleric/10th level Monk has a AB of 14 at lvl 20, while a 12th lvl Cleric/8th lvl monk has an AB or 15 at lvl 20. Third tier classes are generally taken in groups of two. Breaking any 2nd or third tier group with a first tier calss is just fine at any point. So a Fighter 10, wizard 1, ranger 9 has the same ab as a fighter 10, wizard 2, Rager 8.
Last Edit: Feb 2, 2014 at 11:18pm by Admin
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Post by Admin on Feb 2, 2014 at 11:19pm
If its a melee toon, I then ask if its going to be an archer, a heavy hitter, a tank/wall or a support Character. If its an archer I tend to look at three classes; Arcane Archer, Rogue, and Cleric. You can really make a Archer with anything but I like these three classes.
_ Arcane Archer. Arcane Archer is fairly easy to do and Understand. Start out with a base class add one lvl of Wizard or bard and then take your AA levels. If I take Bard (and I tend to do that, I would take a second bard lvl near 40th to skill dump into tumble [UMD is also a bonus]). I would tend to take a Wizard lvl to qualify for AA if I was going to go to 30 lvls of AA or if my base class already offered me tumble Skill (like a rogue13/wiz1/AA26 or a Monk9/wiz2/AA29). Many people like to build AA toons with Monk as their base class, these toons can use their speed to run away from enemies and pelt them with arrows, the improved evasion monk gives is also a nice benifit. I personally like to have the uncanny dodge feat on a dexterity based character. For without Uncanny Dodge all of your dexterity bonus to AC is easily lost. The only base classes with uncanny dodge are rogue and barbarian. Barbarian offers an AA toon extra HP's, uncanny dodge, barbarian speed, and the potential for the best AB of the three classes I've mentioned here. Rogue offers AA the uncanny dodge feat, evasion, possibly improved evasion and even potentially epic dodge, plus sneak attacks.
_ The Rogue Archer. The Rogue Archer is a archer that uses sneak attacks to create not just huge damage but a great AB as well. For This kind of build Any race is possible, Halfling however offers the most advantages. Halflings can start with a 20 dexterity and they get +1 to hit and to AC. The way I would build a Rogue Archer on the Awakening is to take 35 lvls of rogue, 4 lvls of a tier 1 class, and then add a monk level. The Tier 1 class levels would come before level 21 to give the toon 4 attacks, and the monk level would come after 20 because it will lower the characters AB 1 point if added before 20, plus the monk class will allow a skill dump into discipline if desired. The monk class also will help the characters AC since he cannot use a shield while shooting. The tier 1 classes I like for the build are Fighter (gives 3 extra feats) and or Paladin (gives better saves). So a rogue Archer build would look like 35 Rogue/4 Fighter/1 Monk. Take the rogue feats of Improved evasion and defensive roll so that you can get epic dodge. Also take crippling strike for extra damage (this will actually work with crossbows and slings due to scripting on the server) and opportunist feat can give a rogue up to +8 to hit on a sneak with this build. This build has a minimum of 18d6 sneak attack damage.
_ The Cleric Archer. The Cleric archer can be a near pure class caster or a spellsword caster with AA levels. Either way the character uses the Zen Archery feat to Shoot a bow and cast cleric spells. The pure caster version uses arrows as a back up to his awesome spell power and an easy get around vs. mages using spell mantles. The Spellsword version utilizes the cleric buffs and spells to support his archery. I have a Cleric archer of the pure class variety who achieves a 64 AB and doesn't even have a weapon focus feat.
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Post by Admin on Feb 2, 2014 at 11:21pm
_ Massive Critical Hitters. This kinda of toon tries to cause massive damage through huge critical hit multipliers. A Scythe wielding Wpn master is a good example. The Toon will have Devastating Critical and/or Weapon Master class levels. A good example of a heavy Hitter build Is a 12 fighter/25 Weapon Master/ 3 rogue. With a strength build and Devastating critical the toon could have X6 crits with a scythe and while adding 1.5 times there strength modifier to damage +6 for weapon specialization. A Dexterity version might (no Dev Crit) might have a handaxe for X4 crits and have a solid AC with Uncanny dodge so as to not loose all that AC while flat footed.
_ Hard Hitters. A Hard hitter builds for massive damage on a non-critical hit. These toons often use two handed weapons and have lower armorclasses, so try to make one with good hit points. Classes that are good for hard hitters are fighters (wpn specialization), Rangers (bane of enemies) Barbarians (extra damage in rage) Paladins (divine might), and Red dragon Disciples (+8 strength at lvl 10). A good example of a tough heavy hitter is a Barbarian 28/ Bard 2/ Red Dragon Disciple 10. Just remember heavy armor and two handed weapons on this guy. These Characters can get Dev. Crit also but they truly shine vs. the crit immune monsters like undead.
Tanks and Walls. (In practice, I refer to both of these a types as Tanks)
_ Tanks. Tanks are high AC builds that specialize in being missed. They are typically dexterity builds, but can also be strength based such as a bard/Red Dragon Disciple/Pale Master build. An ideal dexterity based Tank would have Uncanny dodge feat perhaps epic dodge, Improved expertise or both. Bard song and curse song are also helpful for this type of build. A dex based fighter 12/Weapon master 25/Rogue 3 is an example of a toon that might achieve high dex and shield based AC with uncanny dodge and improved expertise.
_ Walls. Walls are damage resistant characters. Classes used in walls often include Barbarian, Dwarven defender, Pale Master (for critical hit immunity) and Red Dragon Disciple (used for fire immunity and the ability to raise constitution so as to make getting Epic Damage Reduction feats easier). A stong wall character might be a bard 4/Pale Master 10/Dwarven Defender 26 or a Barbarian 28/Bard 2/Red Dragon Disciple 10. This type of build will be very resistant and have high Hit Points but often suffers a low AB but not always. Walls are often the last man standing in a party so carry lots of res rods.
Support Character
_ Support fighters are the toons that you might want to have following the tank/wall or the heavy hitter. They often have abilities that work best in groups or in support of a group. A bard using songs and curses is an example. So would be a rogue using sneak attacks. A monk support toon might have High SR and focus on taking out any enemy casters. While a caster support character buffs the fighters for combat. These toons are the buffers, the lock pickers, the trap removal and setting types. While they can be perfectly good in solo play they are often better played in groups. Almost anything can be a support character, just know that you are one and team up!