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    Fighter FAQ by CaptainKO

    Version: 1.05 | Updated: 12/22/07 | Printable Version | Search Guide | Bookmark Guide

    Fighter FAQ
    
    Fighter FAQ guild created by CaptainKO
    Date: 5/2/07
    Version 1.04
    
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    Table of Contents
    A.	Attributes & Skills
    B.	Builds & Gameplay
    C.	Feats
    E.	Races
    F.	Multi-Classing
    G.	FAQs
    H.	Copyright
    
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    A. Attributes & Skills
    
    Strength Ė (See Builds & Gameplay)
    Strength is needed for carrying items, raise youíre Attack Bonus (aka AB) for
    melee weapons and doing more damage. The amount of weight you can carry goes up
    with every point of strength you receive and the damage you do with a weapon
    goes up every 2 points for +1 to damage and attack bonus. If you have a
    Strength score of 10, you'll gain no benefits to damage, attack bonus and the
    weight you can pick is standard. If you're Strength goes below 10, you'll start
    to suffer -1 penalties towards AB, damage and the amount of weight you can
    carry with every -2 you lose. (Penalties apply to weight every point taken from
    strength)
    
    Strength is the most important attribute for a Fighter unless you are a
    Dexterity based build.
    
    Dexterity Ė (See Builds & Gameplay)
    Dexterity is need to raise your Reflex saves against damaging spells, raises
    your Attack Bonus (aka AB) for range weapons, Dexterity-based skills and traps
    as well as raising your Armor Class (aka AC) for a better defense. Your Reflex
    saves, Dexterity-based skills, Range AB and AC are raised by +1 points every 2
    points of Dexterity you get. If you have Dexterity score of 10, you'll gain no
    benefits to your Reflex saves, Dexterity-based skills, Range AB or AC. If
    you're Dexterity goes below 10, you'll start to suffer -1 penalties towards
    Dexterity based-skills, AB with range weapons, reflex saves and AC.
    
    Dexterity is the second most important attribute unless youíre a Strength-based
    build.
    
    Parry (Dexterity-based skill): This skill allows you to go into a defensive
    mode to block an attack. The calculations for this is Parry DC + Dexterity vs.
    Enemy AB. If your counter roll is 10 or higher, youíll perform a counter attack.
    You can only block and counter attack as many attacks you can perform in one
    round, which means you can only perform 4 to 7 successful blocks and 4 to 7
    successful counter attacks, depending on whether or not you choose to dual
    wield. This is quite useless to Strength based Fighter, but Dual-wielding and
    Dexterity-based Fighter may find the Parry skill a bit more useful. 
    
    Tumble (Dexterity-based skill): You are able to roll and save against attacks
    while moving. The calculation for this is Tumble DC + Dexterity + Dice Roll vs.
    DC of 15. Adds +1 AC Every 10 points of tumble. This isnít one of the Fighters
    skills, but itís useful never-or-less.
    
    Constitution - (14)
    Constitution is need to raise one's Health Points (HP), Constitution-based
    skills, and Fortitude saves against poison, disease, negative energy affects &
    death spells, attacks and traps. Your Fortitude saves, Constitution-based
    skills, and HP are raised by +1 every 2 points of Constitution you get. If you
    have Constitution score of 10, you'll gain no benefits to your Fortitude saves,
    Constitution-based skills, or Health points. If you're Constitution goes below
    10, you'll start to suffer -1 penalties towards Fortitude saves,
    Constitution-based skills, and HP.
    
    This is one of the most important attribute for a Fighter as this attribute
    allows you to be a tank and last in the frontlines. This attribute should NEVER
    go below 14.
    
    Intelligence - (14)
    Intelligence is needed to gain another skill points and raise your score for
    Intelligent-based skills. Your Intelligence-based skills and Intelligent-based
    skills are raised by +1 every 2 points of Intelligence you get. If you have
    Intelligence score of 10, you'll gain no benefits to your Skill points or
    Intelligence-based skills. If you're Intelligence goes below 10, you'll start
    to suffer -1 penalties towards Skill points and Intelligence-based skills.
    
    Fighter should always have 14 for Intelligence, period. Fighters are smart
    because they are good tacticians and know how to put anything they put in their
    hands on to good use.
    
    Crafting Armor & Craft Weapon (Intelligence-based skill): This skill allows the
    Fighter to create his own weapon and reduce the amount of money spent on trips
    to the vendor to buy armor and weapons. Plus, it makes you more useful to the
    team.
    
    Wisdom - (10)
    Wisdom is need to raise one's Willpower save against mind spells, attacks &
    traps and Wisdom-based skills. Your Willpower saves and Wisdom-based skills are
    raised by +1 every 2 points of Wisdom you get. If you have Wisdom score of 10,
    you'll gain no benefits to your Willpower saves and Wisdom-based skills. If
    you're Wisdom goes below 10, you'll start to suffer -1 penalties towards
    Willpower saves and Wisdom-based skills.
    
    Fighters need 10 Wisdom and you should NEVER go below 10. The one thing 
    that can
    curbstomp a Fighter is willpower saving spells, attacks and traps so always
    keep this above a 10.
    
    Charisma- (8)
    Charisma is needed to raise points toward Charisma based-skills. Your Charisma
    based-skills are raised by +1 every 2 points of Charisma you get. If you have
    Charisma score of 10, you'll gain no benefits to your Charisma based-skills. If
    you're Charisma goes below 10, you'll start to suffer -1 penalties towards
    Charisma based-skills.
    
    Like the Barbarian, Fighter donít need Charisma and only serves as a ďdumpĒ
    attribute because there is a lack of options for Intimidation. So lower your
    Charisma to an 8.
    
    Intimidation (Charisma-based skill): This skill is mainly for role-playing
    conversations in the campaign. When the option comes up, you use intimidate as
    scare tactic to lower the NPC morale and fleeing. This skill is rarely used at
    all compare to Bluff and diplomacy.
    
    Taunt (Charisma-based skill): This is a combat skill that lowers the enemyís AC
    by 2 with a Taunt. However, your enemy gains an attack of opportunity against
    your character when doing so. With every 5 points the range of Taunt is
    increased. This skill is mildly useful in beginning, but at later levels unless
    you combine this skill with knockdown, itís useless. Itís also important to
    note that this skill is best used when going one-on-one with a boss character.
    
    
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    C. Builds and Gameplay
    
    Strength based build
    Strength - 17+5
    Dexterity - 13
    Constitution - 14
    Intelligence - 14
    Wisdom - 10
    Charisma - 8
    
    Dexterity based build
    Strength - 13
    Dexterity - 17+5
    Constitution - 14
    Intelligence - 14
    Wisdom - 10
    Charisma - 8
    
    Dual-wielding build
    Strength - 15 +3
    Dexterity - 16 +2
    Constitution - 14
    Intelligence - 14
    Wisdom - 10
    Charisma 8
    
    The Class
    No matter what style you are using, Fighters are about damage and do lots of
    it. If they are built right, Fighters can get access to a number of feats.
    Fighters can hold three positions on the battlefield: Dreadnaught, Sniper or
    Point Guard.
    Dreadnaughts are those whose job is to serve as crowd control in melee range,
    which is the most important job of a tank. The Dreadnaughtís main purpose is to
    stop the group of enemy NPCs from reaching those on the backline (Spellcaster,
    Archer and Healer) who are fragile to melee attacks. They keep the enemy at the
    frontlines long enough for the backline to whip out their trump card to end the
    battle. Strength-based builds who use one-handed weapons and a shield normally
    fill this role.
    
    Point Guards are the offensive fighting machines who serve as ďduelersĒ against
    bosses. They either keep the boss focus on them or they are serving to
    assassinate the boss as fast as possible. The Point Guard is one of the least
    favored qualities parties look for in a Fighter when filling a tank position
    because running ahead of your friends to kill boss sometimes ends up with the
    team being ďwiped outĒ as the backline is left undefended. Strength-based
    builds that use two-handed weapons, weapon finesse Dexterity-based builds and
    Dual-Wielding builds are normally point guards.
    
    The last position Fighterís fill is the Sniper position. Snipers fill the role
    of Archer when there isnít a Ranger or Arcane Archer present. They serve as
    long range crowd control and dps. Dexterity-based builds that use bows and
    Dual-wielding builds that use mighty bows are normally snipers.
    
    Pre-Battle
    The Fighter priority is to first size up his/her enemy or enemies before going
    to battle. If the character has buffs on them then you should use them to gain
    the advantage.
    
    Melee
    For the Dreadnaught Fighter, he or she is running to stop the mob and grab
    aggro from enemy NPCs before they can reach the backlines. He or she is using
    either knockdown or disarm against the ďcaptainĒ of the enemy NPCs or to simply
    reduce the damage done to her by disabling one of the enemy NPCs.
    
    The Point Guard Fighter, on the other hand, is probably making a B-Line for the
    boss. If youíre a strength-based build with a two handed might want to try
    Whirlwind Attack to grab aggro before reaching the boss because if you ignore
    the ďminions,Ē they are going to disrupt your allies on the backlines and make
    short work of them. Dexterity and Dual wielding based build might want to
    attack some of the enemy NPCs before pressing forward.
    
    Range
    Sniper Fighters are standing in the background alongside the spellcaster and
    healer, picking off enemies while the tanks keeps the enemies at bay. If
    enemy is able to get pass the tank and head towards the backline then the
    Spider Fighter should switch from his/her range weapon to their melee weapons.
    There should be no strength-based Fighter in the back shooting arrows.
    
    Strengths
    - Fighters are extremely good in the beginning around levels 1 to 3.
    - Fighters are the most abundant tanks in the game.
    - Fighters are more likely most to serve as a ďbridge classĒ when making
    cross-class builds.
    - Fighters are good tacticians Fighter class with arsenal of combat feats.
    - Fighters have leaner-straightforward.
    - Fighters can make their own equipment.
    
    Weakness
    - By level 4, Fighter-type classes like he Barbarian and Paladin become better
    Dreadnaughts and Point Guards then Fighters.
    - Fighters have class feats that barely increase damage.
    - Fighters have very low Will and Reflex saves.
    - Most Fighter-type class can achieve higher ABs and Damage through self-buffs
    provided by their class. (Ex. Paladinís spell and Barbarianís Rage)
    - Fighters are the most expensive class to keep well-geared. (When they canít
    make their own gear)
    - Fighters lack useful skills beside Lore and Craft Weapons/Armor.
    - Fighters have only one NPC roleplaying option as a class.
    - Most players donít go beyond 10 to 12 levels of Fighter.
    - Most non-humans are great Fighters except for the Halfling, Gnomes
    and Human.
    
    
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    B. Feats
    
    -	Selectable Fighter Feats
    
    Weapon Specialization: Fighters get +2 to damage towards the weapon they have
    selected for weapon focus.
    
    Greater Weapon Focus: At level 10, a Fighter can get an additional +1 to AB
    towards the weapon they have selected for weapon focus.
    
    Great Weapon Specialization: Fighters get an additional +2 to damage towards
    the weapon they have selected for weapon focus.
    
    -	Dreadnaught and Point Guard builds General Feats
    
    Weapon Focus, Improve Critical, & Power Critical: These are all good feats to
    increase the Fighterís damage output. Weapon Focus opens up a lot of
    windows of opportunity, not just with critical, but with weapon specialization,
    great weapon focus and prestige classes.
    
    Without these skills, your Fighter is next to useless. Weapon Focus gives you
    +1 extra to hit and who doesnít want a better chance at hitting their opponent.
    Weapon Focus is also a prerequisite for Improve Critical lowers your threat
    range by 2. Power Critical lowers the threat range required to confirm a
    critical on the second roll by 4. Without these feats, youíre strength goes to
    waste as your critical hit modifiers double the damage of your weapon, physical
    damage from your strength and any additional enchantments.
    
    Power Attack, Cleave and Great Cleave: This is a good buff to your damage when
    fighting two handed and only fighting two handed. It adds +3 to damage when
    fighting with a sword & shield and +6 when fighting with a two-handed weapon.
    Power attack is a prerequisite for Cleave, which is the other reason why you
    are getting this feat.  This feat gives you a free attack against a nearby
    enemy in any direction whenever you kill an opponent while Great Cleave is the
    greater version of the Cleave feat allowing you to kill an endless number of
    enemies.
    
    Knockdown/Improve Knockdown: Knockdown gives one the ability to knockdown their
    opponent based on strength modifier between PCís strength bonus vs. NPCís
    strength bonus. Knockdown only works against those the same size and smaller,
    leaving the opponent prone and unable to defend oneself, losing a certain
    amount of AC for one round. Improve Knockdown is the same Knockdown, but a
    better version as you are able to knockdown opponent a size large than
    yourself. Overall, knockdown is good defensive feat for a Fighter.
    
    Disarm/Improve Disarm: Disarm gives the character the opportunity to disarm by
    knocking their weapon to the ground. However, the trade off is that you suffer
    an Attack of Opportunity. (AOO) Unlike Knockdown, Disarm works depending on
    your characterís size and weapon. The big you are or the bigger the weapon, the
    more likely youíre going to disarm someone. If youíre getting disarm, itís best
    to follow with Improve Disarm because Improve disarm eliminates the AOO against
    you, improves your chance to knock a weapon out of your opponents hand and
    allows you to steal their weapon. (If the weapon isnít destroyed) This feat is
    yet another good defensive skill when fighting humanoid opponent whom wield
    nasty weapons and sets them up for AOOs when they try to attack the next round.
    
    Dodge: Gives you +1 dodge AC.
    
    *Luck of Heroes: Gives +1 to all three saves.
    
    Iron Will: Add +2 to Willpower saves.
    
    Mobility & Spring Attack: When you running your Fighter gains +4 AC against
    Attack of Opportunity. Spring Attack is the superior version because your
    character no longer triggers AOOs while running. This feat is requirement if
    youíre going to be a Weapon Master build.
    
    Combat Expertise: The Fighter trades AB for AC. This is a good ability for a
    Point Guard to use he doesnít want to want to be force to use a shield.
    
    Whirlwind: With this feat, the Fighter can hit everyone of his opponents within
    a small melee radius.
    
    **Note: This feat is only recommended if youíre playing a human or a
    Strongheart halfling.
    
    -	Finesse Dexterity and Dual-Wielding based build General Feats
    
    Disarm/Improve Disarm: Disarm gives the character the opportunity to disarm by
    knocking their weapon to the ground. However, the trade off is that you suffer
    an Attack of Opportunity. (AOO) Unlike Knockdown, Disarm works depending on
    your characterís size and weapon. The big you are or the bigger the weapon, the
    more likely youíre going to disarm someone. If youíre getting disarm, itís best
    to follow with Improve Disarm because Improve disarm eliminates the AOO against
    you, improves your chance to knock a weapon out of your opponents hand and
    allows you to steal their weapon. (If the weapon isnít destroyed) This feat is
    yet another good defensive skill when fighting humanoid opponents whom wield
    nasty weapons and sets them up for AOOs when they try to attack the next round.
    
    Two Weapon Fighting, Two-Weapon Defense, Improve Two Weapon Fighting,
    Improve-Two Weapon Defense and Greater Two-Weapon Fighting: These feats allow
    you to dual wield with reduced penalties and add defense. If you're going to
    get Two Weapon fighting feats then make sure to get Two Weapon Defense feats to
    increase your defense since you canít pick a shield.
    
    Weapon Finesse: This feat is a must in order to convert your Dexterity bonus
    into Attack Bonus.
    
    Weapon Focus, Improve Critical, & Power Critical (One-handed weapon): These are
    all good feats to increase the Fighterís damage output. Weapon Focus opens
    up a lot of windows of opportunity, not just with critical, but with weapon
    specialization, great weapon focus and prestige classes.
    
    Dodge: Gives you +1 dodge AC.
    
    Mobility & Spring Attack: When you running your Fighter gains +4 AC against
    Attack of Opportunity. Spring Attack is the superior version because your
    character no longer triggers AOOs while running. This feat is requirement if
    youíre going to be a Weapon Master build.
    
    Combat Expertise: The Fighter trades AB for AC. This feat is requirement if
    youíre going to be a Weapon Master build.
    
    Whirlwind: With this feat, the Fighter can hit everyone of his opponents within
    a small melee radius. This feat is a requirement if youíre going to be
    a Weapon Master build.
    
    
    
    
    -	Sniper Build Feats
    
    Point Blank Shot, Rapid Shot, Many Shot and Improve Many Shot: All of these
    feats are required in order to be an affective sniper build.
    
    Weapon Finesse: This feat is a must in order to convert your Dexterity bonus
    into Attack Bonus.
    
    Two Weapon Fighting, Two-Weapon Defense, Improve Two Weapon Fighting,
    Improve-Two Weapon Defense and Greater Two-Weapon Fighting: These feats allow
    you to dual wield with reduced penalties and add defense. If you're going to
    get Two Weapon fighting feats then make sure to get Two Weapon Defense feats to
    increase your defense since you canít pick a shield.
    
    Weapon Focus, Improve Critical, & Power Critical (Range Weapon): These are all
    good feats to increase the Fighterís damage output. Weapon Focus
    opens up a lot of windows of opportunity, not just with critical,
    but with weapon specialization, great weapon focus and prestige
    classes.
    
    
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    D.	Races
    
    Dwarves are by far the best Point Guards and Dreadnaught because of the +2 to
    Constitution, Racial Favored enemy feats and saves against poison as well
    spell. Fighters donít need Charisma so having score -6 for a Dwarf
    isnít a bad thing. You can put the extra +2 attribute point towards Constitution
    to get a 16. Gold Dwarves make excellent Dreadnaughts while Gray and Shield
    Dwarves are well-rounded for any position.
    
    Tieflings and Aasimars make good Fighters as well as they gain Damage reduction
    of 5 toward cold, electrical, fire damage, darkvision. However, the Tielfing
    get a free darkness spell, +2 to Dexterity, +2 to Intelligence and -2 to
    Charisma making him a good finesse, sniping or dual wielding build. The Aasimar
    isnít much of fighter class as they gets +2 to Wisdom, +2 to Charisma and free
    light spell making him good for a Dreadnaught or Pointguard cross class for
    paladins.
    
    Humans are a good well rounded Fighter class, but their extra feats and skill
    points arenít much of a use since Fighters get a lot of feats anyway.
    
    Elves are good Finesse, Dual-wielding and Sniper builds because of +2 to
    Dexterity. (Except the Sun elf) Unfortunately, their +2 to Constitution
    prevents them from being affective Dreadnaughts. The Wood Elf gets -2 to
    Intelligence hurting their chances in being a weapon master build. Their
    immunity to sleep and saves against enchantment help to Elves from being
    curbstomped or charmed.
    
    Half-Elves are neutral as they donít get racial attribute benefits as their
    Elven parents nor do they get extra feats and extra skill points from their
    human parents. They offer saves vs. enchantment and skill affinity to listen,
    but thatís it. But at least they are better than Half-Orcs as fighters.
    
    Half-Orcs are not quite good as Fighters even with the +2 to Strength and -2 to
    Charisma. (Freeing up more attributes points) Unfortunately, that -2 to
    Intelligence is what is really hurting them. The only thing Half-Orcs
    bring is Darkvision, which you can get as a Tielfling or Dwarf.
    
    Lastly, you have the Halfling and Gnome who are overqualified for
    Finesse and Sniper builds, especially the Halfling since they get
    a +2 to Dexterity. Sadly, the two races are poor at being a
    Fighter class. On of top that both races get -2 to Strength and
    get -4 or -8 penalties when being disarmed or knocked down by a
    creature whoíre taller than they are or wielding a bigger weapon.
    
    
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    E.	Good Classes to take in consideration when multi-classing.
    
    Barbarian: 1 level of Barbarian gives you Barbarian Rage while 5 levels of
    Barbarian grant you +10% to speed, Uncanny Dodge & Improve Uncanny Dodge as
    well Trap Sense.
    
    Frenzy Berserker: 2 levels of Frenzy Berserk will offer Supreme Cleave and 5
    levels give you Enhanced Power Attack, which doubles the damage for both Power
    attack feats. Also, if you decide to go the full five levels, you should
    consider getting Improve Power Attack instead of improve knockdown or disarm as
    you gain +12 when using a weapon and shield to +24 damage with a two-handed
    weapon.
    
    Rogue: 5 levels of Rogue offer 3d6 Sneak Attack, Evasion, Traps and
    some extra skills points to use.
    
    Duelist: This cross-class is good for Dexterity finesse builds.
    Five levels land your character Canny Defense, Improve Reaction,
    Enhance Mobility, Grace, and Precision for 1d6 damage. An
    additional level will give you Flourish for an extra 1d6 damage,
    but like the Weapon Master build, this build is useless in the
    OC because non-critical hittable enemies are immune to Precision
    and Flourish.
    
    Dwarven Defender: 6 levels of Dwarven Defender will land you a
    Damage Reduction of 3, Uncanny Dodge and & Improve Uncanny Dodge,
    Trap Sense, Improve AC and Defensive stance, which is currently broken.
    
    Weapon Master: 7 levels of Weapon Master will give your Fighter a smaller a
    wider critical threat range and additional x1 modifier to your chosen weapon.
    Unfortunately, in the OC, this cross-class build is useless due to the sheer
    number of non-critical hittable enemies near the end of the game.
    
    
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    F.	FAQ
    
    1.	Is this build for the original Campaign?
    A. No, as with my past builds, itís more of a well-rounded Fighter build for
    any server or module.
    
    2.	What class is good to cross-class with for other module or server?
    The Weapon Master, PERIOD!!! Sure the Frenzy Berserk does more damage to
    non-critical hittable characters with the superior version of power attack, but
    Weapon Master wider critical hit range and x1 modifier makes up for what they
    lack in raw base damage. More chance to critical hit means more damage to be
    done.
    
    3.	Is there any other way to build my Fighter?
    A. As with my other builds, the feats will not be the same for each race
    because attribute advantages and disadvantages as well as the number of feats
    and skills each race gets.
    
    4.	There are any other feats you didnít mention here. Why?
    A. Again, as with my other FAQ, if I didnít mention any feats it was because
    they werenít worth mentioning.
    
    
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    G.	Copyright and Permission
    
    All the material written here is copy of myself and will not be used without
    permission from me.
    
    (c) Tony Mark, March 2007