Talk:Warblade Dualwield (3.5e Optimized Character Build)
haste doesn't give an extra attack with your off hand and main hand, only 1 extra attack. also, don't you need Exotic weapon Prof Bastard sword to use it one handed. its a martial 2 handed, exotic 1 handed. and do slashing flurry and haste stack? i dont have phb 2 handy to see if they mention "doesn't stack with haste or similar effects"--Name Violation 16:18, 4 February 2010 (UTC)
Ok i think you are wright with your coment on haste but you can take a speed enchantment on your offhand weapon, so it will have another attack (of course this reduces damage a lot since it is a +3 enchantment wich means you loose 3d6 elemental damage to your offhand weapon) with the bastard swords you are wright as well, but it won't hurt a lot to take longswords (d8) instead of bastard swords (d10) haste and slashing flurry do stack since their is nothing mentioned there that it dosen't stack with haste. So you can still get 24 attacks :-) and i am going to change the rest --EvilShade 19:52, 4 February 2010 (CET)
- When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
- if you trying to haste and speed it, it doesnt work. i have seen a speed-type enhancement specifically for off hand weapons. might be in arms and equipment.--Name Violation 22:35, 4 February 2010 (UTC)
Ok in any case it is not worth to place a speed enchantment on the offhand weapon just to get one more attack with it. But 24 attacks is still very nice i think. --EvilShade 10:25, 5 February (CET)
How do you have the Two Weapon fighting feats with only 14 Dex? —The preceding unsigned comment was added by 147.26.205.130 (talk • contribs) . Please sign your posts.
Just buy Gloves of Dex. +6 and you'll have enough Dex. --EvilShade 21:58, 19 April 2010 (CET)
- I'm pretty sure you actually need that as your base Dexterity, not as a temporary score. -- Jota 21:43, 19 April 2010 (UTC)
- Actually, it's been semi-officially stated in the FAQ that you can use magic items to qualify for feats. But once you step into an anti-magic zone everything based on that feat is temporarily disabled. The only stat that isn't treated as permanent when gained by a magic item is Int, but that's only with respect to gaining skill points. For everything else, it doesn't matter where your score comes from as long as you meet the prereq. JazzMan 22:15, 19 April 2010 (UTC)
- If you are not comfortable with an item giving you the needed dexterity, then you can still buy a "Manual of Quickness of Action +5" to get a dexterity of 19, but this will be a little bit expensive. --EvilShade 13:20, 25 April 2010 (CET)
Correct me if I am wrong, but I believe that the Raging Mongoose power only allows you to take two additional attacks with your highest BAB for each weapon. The way it is written makes it seem like you cannot make 24 attacks no matter what you do, the maximum would be four extra attacks on top of your BAB. Light 8:05, 22 April 2010
- The text of "Raging Mongoose" says: "You make a flurry of deadly attacks. After initiating this boost, you can make two additional attacks with each weapon you wield (to a maximum of of four extra attacks if you wield two or more weapons). These extra attacks are made at your highest attackbonus for each of your respective weapons. You can spread these attacks out among as many foes as you wish." I don't see where there should be a problem with a stacking of these extra attacks with any other attacks. --EvilShade 13:20, 25 April 2010 (CET)
Moved from article[edit]
THIS BUILD AINT WORKING ATM. Feat order is wrong (e.g slashing flurry has prerequisite AB + 14 so it cant be taken at lvl 12) and it uses too many house rules & misreads to make it work. For example weapon supremacy clearly states that "...you can apply a +5 bonus to any SINGLE attack after your first strike..." this build applies that bonus to ALL attacks after the first one and therefore all the attack bonuses are showing wrong numbers. Also all DMs wont allow you to qualify for feats using items (gloves of dex, belt of str). Further; Raging mongoose, Time stands still and TWF feats are also in the "house rule area". As TWF feat description goes like this: "You can fight with a weapon in each hand. You can make ONE extra attack EACH ROUND with the second weapon." (this could also be applied to other TWF feats, useable only once in round) So if you use Time stands still maneuver to get 2 full attack actions in one round you would lose all off hand attacks on the 2nd full attack action. And don't forget that combining Raging mongoose and time stands still is possible but extra attacks from RM would apply only to first full attack action (or 2 on first and 2 on 2nd FAA) —The preceding unsigned comment was added by Senaattori (talk • contribs) . Please sign your posts.
- Several of your points have been mentioned (and countered) already. JazzMan 08:48, 14 February 2011 (MST)
Yes several of them but not all. The build still has false AB bonuses from slashing flurry/weapon supremacy, wrong feat order and the TWF extra attack problem for 2nd full attack action etc. My point is, this build ain't nearly as good as it seems to be. Depending on DM the attacks from raging mongoose + Time stands still + haste + TWF feats + Slashing flurry range from (12 attacks * 2 = 24) to (12+6 = 18) okay even 18 attacks is a lot but Im not sure if last 5-8 attacks are gonna hit anything at the lvl you are able to use that combo.
I don't know what's your problem. Ok the Slashing Flurry at Level 12 was not possible, but it is possible to take Greater TWF at level 12 and Slashing Flurry at Level 15 instead, which is now changed in the Andvancementlist.
"And don't forget that combining Raging mongoose and time stands still is possible but extra attacks from RM would apply only to first full attack action (or 2 on first and 2 on 2nd FAA)" i have never doubled the extra attacks for gaging mongoose with time stand still, what you will see if you can read exactly^^
The thing that extra attacks from TWF won't double with time stand still is a little bit false in my opinion, cause it simply doesen't make sense. The way it is written may support your opinion, but i think it is written like this because the TWF-Feats were written before Wizards thaught about the time stand still maneuver. If you want to stick perfectly to the rules simply cut out the 4 attacks from the offhand-weapon in the second fullattack action, its then still a lot of attacks. EvilShade 18:55, 12 April 2011 (CET)
So, i know that's been 2 years, but ill add here:
SO, we have 4 attacks from BBA/main hand + 3 attacks from off-hand, 7 attacks...
Cool, let's keep going: an extra-attack on each hand with -5(and -5 on all) with slashing furry, 9 attacks...
so, activate raging mongoose, which leads for more 2 attacks on each hand (so, 4 attacks)
But the problem is, with time stand still you can make 2 full round action, in Raging mongoose says:
"You make a flurry of deadly attacks. After initiating this boost, you can make two additional attacks with each weapon you wield (to a maximum of four extra attacks if you wield two or more weapons). These extra attacks are made at your highest attack bonus for each of your respective weapons. You can spread these attacks out among as many foes as you wish.
-Duration: End of turn" So, it doesnt mention if you'd have 4 extra attacks for each round or for each full round action, maybe it's a DM job to check how this will be solved... but, let's check: 2x(5+2|4+2) = 26 attacks OR 2x(5|4)+2|2 = 22 attacks
So, nothing wrong here... Jasbinschek 11:10, 15 October 2013 (CET)
Also, did you think of using it with a vorpal kukri (crit 15-20)? you would need to change some stuff, but you could do it with no problems... Jasbinschek 12:22, 15 October 2013 (CET)
Wrong Category?[edit]
This shouldn't be under "SRD Rules Only", should it? ToB, PHBII, and Complete Adventurer aren't part of the SRD.
Minor Adjustment[edit]
TOB p39 states that other classes contribute to Initiator level at 1/2 rate. I think that means your build should have access to level 6 maneuvers at Character Level 12, and the rest of that column should presumably follow up one step. I don't know the powers or their qualifications, though.