Dwarven Defender/Weapon Master

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Yeltsu
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Dwarven Defender/Weapon Master

Postby Yeltsu » Sat Jan 15, 2005 6:24 pm

Hi there, I haven't played this game in a long time, but now I am thinking about going at it once more.

I want to make a sort of weapon master/dwarven defender character, but I haven't a clue about how to do it...

I have SoU and HotU and have finished the game before (so don't worry about spoilers ;) )

So I guess what I am asking is how should I create my character? What should the initial stats be? What weapon should I focus in (thinking about dwarven waraxe or warhammer, but I am open to suggestions) Also what skills and feats should I choose?

Thanks for any help, I hope I provided enough information
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Noober
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Postby Noober » Sat Jan 15, 2005 6:53 pm

What type of build do you want? Do you want maximum damage reduction? Do you want a focus on multiple criticals (and dual wield)? Do you want more AB from taking extra WM? Do you want a general type of build (instead of a complete defensive tank)?
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Yeltsu
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Postby Yeltsu » Sun Jan 16, 2005 2:56 am

I think I want a more general character, one that is able to take on both SoU and HotU. (on max difficulty?) I don't think I should rely too much on critical hits since some creatures might be immune to them, and I don't think dual wield is "right" for a dwarven defender. I would rather go weapon and shield, or maybe even a two handed weapon?
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Zlarm
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Postby Zlarm » Sun Jan 16, 2005 4:43 pm

i have made a Fighter 7/WM 7/DD 26

it shrugs off first 27points of damage taken. it also had the weapon master abilities, meaning increased critical multiplyer and extra threat range. i had him use an axe, but it had a lousy crit range (16-20 with keen) so i wouldnt recommend it. although, when he did crit, it did 4x damage. but that isnt totally nessicary with dev. crit.

just take a weapon with a better threat range.

and be careful with how you pick feats, you need to do them in a certain order

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Screaming Johny
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Postby Screaming Johny » Mon Jan 17, 2005 3:40 pm

The details

This is a very powerful character, here is how to maximize it.
ST 16
DX 13
CO 18
IN 13
WI 8
CH 6

Stat increases
You need 3 points of CO and 9 and ST. Your pick as to which to do first. (I usually do strength first.)

Level 1-6 as Fighter
Level 7-13 as Weapon Master
Level 14+ Dwarven Defender (all but one level)
Note: One Epic level as fighter - see below

Feats
1 - Dodge, Weapon Focus - Greatsword
2 - Mobility
3 - Expertise
4 - Weapon Specialization - Greatsword
6 - Spring Attack, Whirlwind (now qualify for Weapon Master)
9 and 12 (either order) Toughness (qualify for DD), Improve Crit - Greatsword
15, 18 - Power Attack, Cleave

Epic Levels
-Greater Cleave (not Epic but required), Overwhelming Crit, Devestating Crit
Note: OC requires 23 ST and DC requires 25
-Greater Weapon Focus (prior to next feat)
-Take 1 level of fighter when getting a regular feat to get Epic Weapon Specialization - Greatsword
-Damage Reduction I-III (requires 21 Con)
-All other feats to raise stats for 21 Con and 25 ST for above feats.

You can substitute a different weapon, but I recommend a two handed weapon for the extra damage. With Whirlwind and Greater Cleave, attacks per round will not be an issue, and you don't have enough feats for two weapons anyway.

In the end you have a F7/WM7/DD26 that can do devastating crits on a 13-20 with a keen Greatsword, and damage reduction of 27 points. Fairly one dimensional, but he'll get the job done!

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Yeltsu
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Postby Yeltsu » Mon Jan 17, 2005 4:32 pm

Nice strategy, but will I reach those levels by playing the single player campains? Also what skills do you pick? discipliene?

Do you use the heaviest armor (the name escapes me at the moment) or do you use the lighter ones to retain the small dex bonus.
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Postby Fiberfar » Mon Jan 17, 2005 5:03 pm

[QUOTE=Yeltsu]Nice strategy, but will I reach those levels by playing the single player campains? Also what skills do you pick? discipliene?

Do you use the heaviest armor (the name escapes me at the moment) or do you use the lighter ones to retain the small dex bonus.[/QUOTE]

You might not reach lvl 40 on the single player if you don't "farm" exp out of bugs and the like.

The name is fullplate :)

I would do Barbarian 10/Dwarven Defender 30

A quick peak inside a server to change alignment.
you will then end up with a Tough Dwarf that has 30+ con and 1200+ hp :D

Give him Dwarven waraxe since he is a dwarf.... no two-handed weapons.

Skills to choose: Discipline, Tumble (for the purpose of gaining Ac)
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Noober
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Postby Noober » Tue Jan 18, 2005 5:19 am

Expect to reach around level 28 at the end of HotU (more depending on certain circumstances).

In general Screaming Johny's build is correct, though I'm sure that if I tried I could find some minor flaw that allows me to sqeeze a one hp more :p . Most people I've met take a similar build, though Barb is definately more popular (depite being inferior). Taking level 7 WM means that scythes are open to you, however you should not rely on whirlwind much. I've always found a nice Rapier/Scimitar a good idea if you add a shield. I also doubt that you will get around to getting both Dev Crit and DR during the course of the campaign(s).
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Yeltsu
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Postby Yeltsu » Wed Jan 19, 2005 1:43 am

I've started HotU with the character screaming johnny sugested, and it is really fun! :D With enserric the greatsword, nothing stands in my way, I even killed the dragon without getting hit!
I think this is the best melee character I have ever played in NWN (not that it says too much , but still ;) )

The character I used to finish the game last time was an arcane archer, that was fun, but now I wanted to try something else.
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koz-ivan
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Postby koz-ivan » Wed Jan 19, 2005 6:59 am

[QUOTE=Noober]Expect to reach around level 28 at the end of HotU (more depending on certain circumstances).

In general Screaming Johny's build is correct, though I'm sure that if I tried I could find some minor flaw that allows me to sqeeze a one hp more :p . Most people I've met take a similar build, though Barb is definately more popular (depite being inferior). Taking level 7 WM means that scythes are open to you, however you should not rely on whirlwind much. I've always found a nice Rapier/Scimitar a good idea if you add a shield. I also doubt that you will get around to getting both Dev Crit and DR during the course of the campaign(s).[/QUOTE]

the flaw in the build (using the term flaw very loosely as it is a nice build) is the very late addition of pa & cleave. imho even the oc's can get a bit rocky at times w/o the extra cleave attacks for two handed weapons. esp when still at lower levels (1-10) ie a/c is still good but not unhittable. the extra attacks then can be crucial. i prefer to take pa / cleave in the first 2 levels. (plus it speeds up the game when it comes down to bashing chests & doors or clearing rooms of blade fodder)

as regards exotic weapons / scythe, imho scythe doesn't add enough pop to warrant adding another feat into an already feat heavy build, imho a wm w/ great swords and knockdown has more potential than one w/ scythe. (further of the other exotic weapons, most are largely useless. (dual's require even more feats) and there are simple / martial weapons that are good enough to replicate / replace the exotics in your arsenal (the aformentioned rapier / scimitar). possible exception for whip however there aren't any in the nwn oc or sou.
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Noober
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Postby Noober » Wed Jan 19, 2005 4:41 pm

The point remains you don't have much choice using the character build listed. Getting PA/Cleave early means taking more Fighter levels, which is definately undesirable.

Tbh, there are very few weapons considered by powergamers. We look for DAMAGE in a weapon, not increased chance of knockdown (which will not work against what you need it to work against). Rapiers/Scythes are chosen because they compliment WM abilities VERY well (not to mention Dev Crit). A WM scythe allows for a x5 critical, while a rap/sci gives a 10-20 crit range if keen (55%)! There is no way that a great sword can compete.
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Postby koz-ivan » Thu Jan 20, 2005 6:53 am

[QUOTE=Noober]The point remains you don't have much choice using the character build listed. Getting PA/Cleave early means taking more Fighter levels, which is definately undesirable.[/quote]

it's not the end of the world either. in the context that this char is to be used in the "boxed" games the effect is fairly minor.

Tbh, there are very few weapons considered by powergamers. We look for DAMAGE in a weapon, not increased chance of knockdown (which will not work against what you need it to work against). Rapiers/Scythes are chosen because they compliment WM abilities VERY well (not to mention Dev Crit). A WM scythe allows for a x5 critical, while a rap/sci gives a 10-20 crit range if keen (55%)! There is no way that a great sword can compete.


not sure what you mean about knockdown not working, usually that's my tanks first line of defense vs spellcasters, and it works fairly well.

it's hard to argue against rapier or scimitar, i'm not sure that they are ideal in a dual wield situation, but for a single wield (or wielded w/ two hands by the small chars.) very tough to beat, perfect weapons for a wm.

so the decision to use great swords instead is more of a roleplay or something as simple as hey, i want to use enserric for awhile.

anyway, the scythe, even if it didn't mean an extra feat i'm still not sure it's entirely worth it, when it crits - it hits like nothing else, otoh great swords crit range is more generous and base damage is better. esp in the first 15 levels where keen, improved crits and wm bonuses are few and far between. or when facing crit immune enemies.
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