I'd still advocate for ICE. I haven't played with AT myself so I don't know how it works with TWF but if you are only gaining +4 ac and damage for losing 9 attacks, it doesn't look good on paper. If it reduces only from the main hand sequence like Northlander Hewing, I'd consider it. But no AT means that you will have 45 ac when dispelled(48 with CE) which can be dangerous.Stolcor wrote: ↑Sat May 23, 2020 9:17 pm I think expertise is a non-negotiable (otherwise I'd drop INT to pump other stats). If you look at the build, it helps him to get low 60s AC (with UMD help) But I likely won't have ICE (or AT, for that matter) on coming out of HIPS the first round, which means a fair portion of my combat won't have Deadly Defense as a factor, but the +2 on one hand with DWaxe will always apply.
Power Critical is not Improved Critical, they are different effects. Power critical makes your less likely to hit portion of attacks crit more reliably when they threaten for a critical hit.
I think Knockdown is pretty useful. There will be times where you will get unlucky flurries that it is going to take time bring down spellcasters down and for those times, IKD is very useful in my opinion.Stolcor wrote: ↑Sat May 23, 2020 9:17 pm Anyone have thoughts on KD/IKD? Only one person has suggested dropping it, but after playing a melee without it, I am frickin sick of not being able to push down spellcasters. I have a character who can go toe-to-toe with plenty of big, beefy mobs and bosses, but the second he faces someone with Bigbys Interposing or Greater Invisibility, he's doomed to whiffing while he soaks up fire, ice, and lighting until he has 25% hp and spells finally wear off... but he could have avoided all of that with a knockdown on the first round (looking at you Skeleton Mages, Naga, and Ogre Mages).
I mean, with a +14 modifier, it's pretty good (not cavalier +19 good, but not many are), but if this build can really be counted on to kill casters in one round anyway and the bosses are immune, it makes sense not to bother. I *do* like the idea of HIPS up to some mob mage or miniboss and opening with a +14 IKD that makes sure he is dead or nearly dead before casting a single spell. PVP isn't my thing, but I'd be lying if I said it's not something I consider in the build.
If you can free one feat slot I'd also consider Steadfast Determination. You already have Toughness from being a ranger and overall a decent fort save. It's very annoying when you fail a save that you would have passed but got sent into fugue due to a 1. It doesn't happen a lot but when it happens its infuriating in my experience.