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Re: All offense melee build

Posted: Wed Jul 15, 2020 5:19 pm
by zhazz
Here's my take on it.

Should hit decently hard, while actually having some defenses in the form of good saves, and a non-terrible AC (40).

http://nwn2db.com/build/?325455

Re: All offense melee build

Posted: Wed Jul 15, 2020 5:26 pm
by MrSmith
blacksoft wrote: Tue Jul 14, 2020 6:12 pm Or what I am currently doing: EDM warslinger that makes use of divine wrath with all fighter weapon feats. (can take elemental archer over DC if you are so inclined - you are able to finish warslinger levels at 15 rather than 20, so there is that)

That's over 420 damage in first flurry counting ricochet damage as well. (By level 12, you can already do 50 damage per hit during manyshot - though this damage does not increase much until epics where you finish off fighter levels, pick up divine wrath, and get EDM)

Going have to delay gratification though as EDM comes in at level 29
I am very intrigued!

Re: All offense melee build

Posted: Wed Jul 15, 2020 6:54 pm
by blacksoft
As for my ideal offense melee split:

Human

Shield feat user, has EDM, takes NH feat, over 20 base saves, 50 AC, 50+ AB, 400+ damage per round ( non-crit), dire and powerful charge feats taken

Split can go a few ways actually:

12 fighter/10 Divine Champion/4 Pali(3 BG)/4 MoA (5)

Either take dex to 13 for agile shield fighter and 3apr shield attacks or 13 int for knockdown, shield charge etc, CE

Or 12 fighter / 10 DC / 3 clerc / 5 FB

Less saves, but gain supreme cleaves, more feat options, and higher PA/IPA damage.

If second build, would suggest going 13 int route and thf when want to go full monster mode. Use shield charge to open and switch to thf when enemy is down.

As far as NH and EDM on same build. It's quite simple, use NH during leveling until obtain EDM regardless. Once have both, If can't hit with all attacks reliability use NH, otherwise turn it off.

Obviously, turn off NH if need to boost your AC as well.

Re: All offense melee build

Posted: Thu Jul 16, 2020 5:06 pm
by Valefort
http://nwn2db.com/build/?116904 this one is pretty fun as well, Fighter FB with EDM and dervish dance

Re: All offense melee build

Posted: Thu Jul 16, 2020 5:10 pm
by Zkenic
Valefort wrote: Thu Jul 16, 2020 5:06 pm http://nwn2db.com/build/?116904 this one is pretty fun as well, Fighter FB with EDM and dervish dance
Neat build, I do love me some dervish, but why start 17str/17cha as an Aasimar? You can do 16str/18cha, end the same for EDM, and have 1 more point to bump con to 9 for a +3 item.

Re: All offense melee build

Posted: Fri Jul 17, 2020 4:50 am
by Valefort
Good point, modifying that old build !

Re: All offense melee build

Posted: Fri Jul 17, 2020 5:37 am
by izzul
and use that belt of growth! +3 STR +3 CON

Re: All offense melee build

Posted: Mon Jul 20, 2020 9:13 am
by Grendunor
Pajutek wrote: Fri Jan 17, 2020 9:15 pm Hello I would like to build a toon that focuses completely on the offense. Since I have no idea where to start I thought I Will ask you guys for help.
Its gonna be non caster, unbuffed killing machine with the most AB and dmg per round as humanly possible.
Any ideas? :D
So there are several option for this:

As stated above in the thread Fighter/weaponmaster/Frenzied Berserker - x is a common go to zoinks amounts of damage

Issues you'll encounter is while (yes) your damage is high you as made of wet paper and utterly reliant on crits.

Option 2:
Divine gish buff ball: For this you would make something like a Blackguard/FvS or a Cleric/FvS or Paladin/FvS
Plenty of sustain, if you slot a x3 weapon and EDM you can output rather frightening damage on crits that is unresitable. (Use a whetstone to increase threat range)

Downside is you have to spend forever buffing the non blackguard version has an xp penalty and without buffs you're a worse fighter.

Option 3:
Bards
Bards are perhaps the most disgusting raw damage output class on BG. Sure you won't do the heavy handed crit damage of a weapon master. You won't have the healing of a cleric. You do however have lingering song and Hym of requiem. Couple that with a breach wand and even if your target has Sonic immunity on you're still doing damage.

Downside is a lot of Mobs have nonsensical Sonic damage reduction because someone on the dev team hates/hated fun

Option 4:
Hunter ranger / FB / Fighter

This is not something i've tested but a curiosity I wanted to look into regarding the ranger favored enemy mechanic. Could be utter dog dump. Could also be hilarious

http://nwn2db.com/build/?319772

Re: All offense melee build

Posted: Mon Jul 20, 2020 10:36 am
by Steve
It has to be said that no matter what amount of damage a Build can output, epic mobs and Bosses have super inflated HPs exactly so to counter said output.

Thus, while you may be cutting them down rapidly, sadly, without enough AC (50+) and buffs (DR, reductions, concealment), they will be hitting back just as often and just as hard and just as soon your Toon will be dead.

For the last few months I’ve had the luxury of playing 2 toons, one a high damage output Bardzerker and a tricks high AC and resistance buffer melee. The latter build outperforms the former in every Area and with every Boss...and each Build has equal gear (good epic gear that I’ve saved up for years to use).

Of course, this is a comment on builds in instances of soloing. The reality changes drastically when you combine Builds that excel in different areas into a group—there is really no content that can resist a well thought out skill set group.

To reiterate, while I appreciate big damage numbers as much as the next person, I’ve learned that AC and options over time in combat, is not only much more fulfilling, your Toon actually then survives.

Re: All offense melee build

Posted: Mon Jul 20, 2020 5:00 pm
by Valefort
But what about non-bosses monsters, regular mobs who make up 99% of what you're actually fighting ? :P

Re: All offense melee build

Posted: Mon Jul 20, 2020 5:15 pm
by Steve
Valefort wrote: Mon Jul 20, 2020 5:00 pm But what about non-bosses monsters, regular mobs who make up 99% of what you're actually fighting ? :P
Who cares about those?!?! <:D

Re: All offense melee build

Posted: Mon Jul 20, 2020 6:18 pm
by blacksoft
Steve wrote: Mon Jul 20, 2020 5:15 pm
Valefort wrote: Mon Jul 20, 2020 5:00 pm But what about non-bosses monsters, regular mobs who make up 99% of what you're actually fighting ? :P
Who cares about those?!?! <:D
I think if the discussion is about solo survivability since everyone mostly is an agreement about high offensive melee Titans in groups, for 99% of the server, the offensive melee powerhouse will run through content faster, obtaining loot and xp at a faster pace. Time is a commodity too.

Of course, it's a bit of tongue and cheek since not all tanks suck at damage and not all melee powerhouses die to a light breeze

I was even considering building a ranged powerhouse that specializes in giant killing and perhaps one other FE doing about 100 damage per per arrow during manyshot by level 20 just to be able to plow through content and obtain loot fast.

Re: All offense melee build

Posted: Tue Jul 21, 2020 3:30 am
by Steve
If the objective is to create an OOC hasted loot grabber, you can do no better than a Monk 30 using Intuitive Attack. Speed, defense, decent damage, speed, immunities, speed.

It’s what all the cool kids are doing.

Re: All offense melee build

Posted: Tue Jul 21, 2020 1:37 pm
by blacksoft
:think:
Steve wrote: Tue Jul 21, 2020 3:30 am
It’s what all the cool kids are doing.
I prefer not to be one of the cool kids thank you very much.

Anyway, I did not make a character dedicated for loot grab for those exact reasons. Plus, I already am leveling the two toons I want anyway; the ones aforementioned earlier in the thread.