Author Topic: Corner Combos: The World's Best S&B Fighter  (Read 7633 times)

Offline Sinfire Titan

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Corner Combos: The World's Best S&B Fighter
« on: November 05, 2013, 10:35:18 PM »
Chaotic Neutral Goliath (1) Lion Spirit Totem Barbarian 1/Dungeoncrasher Fighter 6/Ranger 2/Warblade 10 (optional, highly recommended)

(click to show/hide)

Everyone knows that Dungeoncrasher is awesome, that much goes without saying. What we also know is that TWFing is pretty bad unless you have an outside source of damage. What about combining the two, and turning the Fighter into a veritable pinball machine? This build is designed to set up Bull Rushes on a Full Attack as early as level 1, although the build itself doesn't kick off until you get Dungeoncrasher. The Gloves of the Balanced Hand can give you TWFing long enough for you to take Ranger levels (although you should take those first to get skill points), and the Ring of Forcewalls/Wand of Blockade ensures you always have a wall nearby to slam someone into.

During your turn, spend your Swift action to use the Ring (setting the wall behind an enemy) and your Full Round action to Charge. Power Attack for whatever you feel comfortable with (hell, you've got the feats to invest in Shock Trooper if you want), and then hit them with 6 attacks (more with Boots of Speed or with maneuvers, provided you already had a wall). Then dish out 8d6+48+Weapon damage per attack (as long as your opposed Str checks don't fail horribly). Turn anything you can bull rush (up to Huge size thanks to Powerful Build) into a bloody smear on a wall of force/block of wood.

For added fun, the Shield of the Severed Hand gives you a free Bull Rush attempt any time someone attacks you if you have the True Believer feat and the right alignment (as an immediate action, and the Shield either gives you a +4 bonus or sets the Bull Rush modifier to +4, so it may not be worth it). I included the Legacy items because they each give a +4 bonus on Bull Rush attempts; neither of them specifies that you have to wield that weapon, so you can just carry them both for a +8 bonus.
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Offline phaedrusxy

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #1 on: November 06, 2013, 12:22:59 PM »
Double Hit + Robilar's Gambit for a double-hit counter-attack?

Doesn't Devoted Spirit have a bunch of shield-based maneuvers? Why warblade over crusader? It seems if you're going to use a shield, you should get as much out of it as possible.
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Offline Jackinthegreen

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #2 on: November 06, 2013, 01:09:25 PM »

Offline Sinfire Titan

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #3 on: November 06, 2013, 03:00:05 PM »
Double Hit + Robilar's Gambit for a double-hit counter-attack?

Doesn't Devoted Spirit have a bunch of shield-based maneuvers? Why warblade over crusader? It seems if you're going to use a shield, you should get as much out of it as possible.

The shield is only there just because of the Shield of the Severed Hand and for TWFing. It really isn't consequential to the build. As for the Warblade, I really didn't care too much (it does get Combat Reflexes easier than the Crusader does due to the extra bonus feat, and Tiger Claw/Time Stands Still can turn the Bull Rushing up to 11).

I just didn't want to think up something clever for the title, and realized this build uses a sword (two actually) and shield.
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Offline ketaro

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #4 on: November 06, 2013, 03:30:23 PM »
SSB Fighter.

He's a super smash bro.
Think about it.

Then make a following of SSBs to make the bro(ther) part make sense.
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Offline awaken_D_M_golem

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #5 on: November 06, 2013, 04:35:48 PM »
?  Cleric 1 dip happens when ...
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Offline Sinfire Titan

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #6 on: November 07, 2013, 12:03:57 AM »
?  Cleric 1 dip happens when ...

Whenever you want Animal Devotion, forgot to edit it out (replace 1 level of Warblade, or the Barb level and get Travel Devotion instead of Pounce).
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Offline awaken_D_M_golem

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #7 on: November 08, 2013, 03:39:08 PM »
Inferred it may have been at some point.

Titan Bloodline 12 ability is usually all I got, to add.
(you know, as part of the: 14 dead previous s&b fighters bloodline)

I wonder if a S&B version of Enda's Hood is do-able ??
And then how much wiggle room, would allow more "trad" s&b stuff back in.
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Offline SorO_Lost

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #8 on: November 08, 2013, 05:14:44 PM »
Quick stop in, Dungeoncrasher blows. This is not a S&B character, this is a Bullrush user. Just because your Bullrush focused Relic is a certain item type does not change the other 99% of your build. Bullrush is not an Attack Action like Disarm/Sunder/Trip and neither Pounce nor Animal Domain allow you to charge multiple times per round. Also you don't apply Weapon Damage as part of a Bullrush or Dungercrasher so it would have been helpful to note Knock Back's role in the combo rather than wasting my time googling explanations.

Suggestion for your build: Shield Ward out of the PHBII. It applies your Shield bonus to AC & Bullrush checks. You can also look up real S&B builds for further advice. Like Shield Specialization improves your Shield Bonus by +1, which through Shield Ward means even more Bullrush bonuses.

Offline Keldar

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #9 on: November 08, 2013, 05:56:21 PM »
This can't be the best Sword and board Fighter, it isn't a Diopsid!   It completely lacks a two handed weapon.

Offline Sinfire Titan

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #10 on: November 08, 2013, 06:01:36 PM »
Quick stop in, Dungeoncrasher blows. This is not a S&B character, this is a Bullrush user. Just because your Bullrush focused Relic is a certain item type does not change the other 99% of your build. Bullrush is not an Attack Action like Disarm/Sunder/Trip and neither Pounce nor Animal Domain allow you to charge multiple times per round. Also you don't apply Weapon Damage as part of a Bullrush or Dungercrasher so it would have been helpful to note Knock Back's role in the combo rather than wasting my time googling explanations.

First off, Knockback, not Knock Back.

Quote
If you score a hit while you are using the Power Attack feat, you can make a free bull rush attempt against the foe you hit, applying the number by which you reduced your attack roll as a bonus on the opposed Strength check (as well as on the damage you deal). If you hit with a twohanded weapon, you can apply double that number on the opposed Strength check. Unlike standard bull rush attempts, knockback attempts don't provoke attacks of opportunity, and you don't move with the enemy you knock backward. Bull rush rules can be found on page 154 of the Player's Handbook.

Activate Ring of the Forcewall as a Swift action, Pouncing TWFing Charge, Power Attack for -2, and get a Bullrush attempt on every attack thanks to Knockback. Every success triggers Dungeoncrasher as you put the Wall of Force from the ring adjacent to the enemy you are charging.

And please explain how Dungeoncrasher sucks.

Good point on Shield Ward and Specialization, I didn't think about those.

This can't be the best Sword and board Fighter, it isn't a Diopsid!   It completely lacks a two handed weapon.

Can't, as Goliath is needed for Knockback (and to prevent this build from being shut down by Huge sized enemies).
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Offline SorO_Lost

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #11 on: November 09, 2013, 12:30:23 AM »
And please explain how Dungeoncrasher sucks.
You trade away 2 Feats and take 6 levels of suck to deal 8d6+(StrMod*3) damage. To include weapon damage via Knockback you had to use a specific Race, a Race that specifically has a +1 Level Adjustment.  He blows all his Bonus Feats (pa, im-bull, 2nd & 6th ACF) plus a normal slot for Knockback, he started with 18 Str, he owns a +1 Greatsword, he deals 2d6+9 & 8d6+18 (62 avg). But here is the thing, there is no short list on Bull Rush modifiers. SRD's CR 7 creature data requires too much detail for me to look into tonight but a quick skim says 7 medium, 12 large, 9 huge, 1 gargantuan. That's 24% have lower, 41% equal, 34% superior without checking for stability or factoring Str. These Bull Rush attempts require a successful Attack prior to the Bull Rush check as well which further decrease chances of success.

A Generic Fighter can invest in the Shock Trooper line off his Bonus Feats alone and still have one left over. Lets add the single choice of Valorous, a Lance, Battle Jump, and Headlong Rush or Dragonborn's Dive (since specific race is on the table) rather than picking several of them. At 18 Str & a +1 Weapon that's 54 damage with a significantly high chance of success for less of an investment. Any additional traits or such will surpass the DC variant quite easily.

But Charging is the brokenz!
Exactly. Charging is better than DC powered Bull Rushing. It's silly to compare the two, we know who is better. The only rebuttals you can come up with is let's ignore Charging or Knockback fuels it.

A. Knockback
This delays Charging Bonuses. Just like in a Barbarian vs Monk/Fighter example, the additional Feat room lets a charge dedicated build obtain higher bonuses Faster up until they run out of Charge related Feats to use or the damage just become uselessly funny. To which on either point the DC Fighter with Knockback is simply a slower progressing Ubercharger of faildom.

B. There is no Charging!
We can try Class potentials.
* Monk, +1 Monk Progression obtained via Feat/Item + INA + Minimal CL Wand of Mighty Wallop (750gp). 68 damage with Furry of Blows. Thanks to Invisibility, he does this quite well.
* Barbarian, let's make him Whirling Frenzy and drunk off 50gp Battlewine. We won't even use a single Feat. 60 damage.
* Rogue with 10 Str and a Dagger only has +4d6 Sa so 18 damage right? Nah, Craven+TWF makes 50 and we still have Iaijitsu Strike.
* Bard? Words of Creation powered Dragonfire Inspiration on two people attacking this turn is worth more than 62 in Bonus Damage alone.
* Druid? Ok, we're really getting into casters and this just isn't fair. +7d6 Venomfire on multiple Attacks, seriously...
And you know the best part? Every single one of this scale by level. DC Fighter capped at the 6th level, everything else is just Str increases. D&D is up to 20 levels long excluding Epic Progression, the DC Fighter giving up at the 6th level just plain makes it a waste of time.

Which is why the standard method of keeping a Fighter viable is Charging. Because his alternative - as we can plainly see from your build - takes Wands, Races, several Feats, dedicated ACFs, and apparently Relics on top of still using Charging to mange. Multiclass and PrCing provide unique methods to produce numbers without using the PHB's Bull Rush that's availability to everyone and you can do it without remaining reliant on Charging someone. In other words, the correct tone of addressing a DC Fighter build is to focus on Bull Rush by limiting your self to Bull Rush for the sake of optimizing Bull Rush. And not, DC Fighter is good so anything I make will be decent. Because thinking that means you'll be the weakest guy in the Party and as an Optimization board, we would have failed our job if we didn't mention such.

Offline Sinfire Titan

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #12 on: November 09, 2013, 11:14:30 AM »
You trade away 2 Feats and take 6 levels of suck to deal 8d6+(StrMod*3) damage. To include weapon damage via Knockback you had to use a specific Race, a Race that specifically has a +1 Level Adjustment.

No disagreement there.

Quote
He blows all his Bonus Feats (pa, im-bull, 2nd & 6th ACF) plus a normal slot for Knockback, he started with 18 Str, he owns a +1 Greatsword, he deals 2d6+9 & 8d6+18 (62 avg).

The bonus feats were because I didn't use flaws, which would allow this build to go into Charger territory if so desired. Also the build uses a 1-handed weapon (for Improved Shield Bash and TWFing), although it could easily be built with a Greatsword (which is more useful until you get the Shield of the Severed Hand).

Quote
But here is the thing, there is no short list on Bull Rush modifiers. SRD's CR 7 creature data requires too much detail for me to look into tonight but a quick skim says 7 medium, 12 large, 9 huge, 1 gargantuan. That's 24% have lower, 41% equal, 34% superior without checking for stability or factoring Str. These Bull Rush attempts require a successful Attack prior to the Bull Rush check as well which further decrease chances of success.

2 Gargantuan actually. Let's test the waters.

Goliath Ranger 2/Barbarian 1/Fighter 3, so we'd be working with the lesser Dungeoncrasher at this level (4d6+12 per bullrush, averaging at 26+weapon damage per hit, with 3 attacks if using TWFing or Whirling Frenzy, 4 if using both).

Build: 15 + Knockback modifier (which varies due to enemy AC and if it gets outside bonuses like the +2 from Charging).

Gargantuan:
Gargantuan Animated Object: AC 12, BR +19/+23 (if Stability applies), 148hp
Catchalot Whale: AC 16, BR +24, 141hp

Huge:
Aboleth: AC 16, BR +16, 76hp
Huge Air Elemental: AC 21, BR +12, 136hp
Bulette: AC 22, BR +20, 94
Eight Headed Hydra: AC 18, BR +16, 87
Elasmosaurus: AC 13, BR +24, 111hp
Elephant: AC 15, BR +19, 104hp
Huge Earth Elemental: AC 18, BR +17 (+18 with Earth Mastery), 152hp
Huge Fire Elemental: AC 19, BR +12, 136hp
Six Headed Pyro/Cryohydra: AC 16, BR +15, 66hp
Huge Monstrous Scorpion: AC 20, BR +18, 75hp
Black Pudding: AC 3, BR +11, 115hp
Remorhaz: AC 20, BR +24, 73hp
Cloud Giant Skeleton: AC 13, BR +20, 110hp
Huge Water Elemental: AC 21, BR +15, 152hp

Large:


Chimera: AC 19, BR +12, 76hp
Chuul: AC 22, BR +13, 93hp
Hellcat: AC 21 (before invis), BR +14
Dire Bear: AC 17, BR +18, 105hp
Dragonne: AC 18, BR +12, 76hp
Drider: AC 17, BR +10, 45hp
Hill Giant: AC 20, BR +15, 102hp
Very Young Gold Dragon: AC 19, BR +13/+17 (depending on feat selection), 104hp
Flesh Golem: AC 18, BR +9, 79hp
Invisible Stalker: AC 17 (before invis), BR +8, 52hp
Lillend: AC 17, BR +9, 45hp
Water Naga: AC 15, BR +7, 59hp
Ogre Barbarian (Raging): AC 17, BR +14, 95hp
Young Red Dragon: AC 21, BR +15/+19 (depending on feat selection), 123hp
Criosphinx: AC 20, BR +14, 85hp

The highest modifier here is a +24, which would take a -10 penalty for the TWFing version (bad) or a -5 for the THFing version (not so bad, and easily compensated for). That enemy has an AC of 16. Do I even need to explain how easy it is to hit that thing? I don't even have the Shield of the Severed Hand active yet (and probably won't for a while, so the build would have to make do with a normal one if it wanted to use Improved Shield Bash).

At 7th level the build has very little reason to be using a shield at all, I concede that point. A Greatsword, however, would miss out on the additional attack from TWFing (and the subsequent Bull Rush + damage). I could just have him wield a Quarterstaff and abuse the RAW of Knockback (it specifies you double the bonus if using a THW, which Double Weapons qualify as even when used with TWFing).

Beyond the requisite Ring of the Forcewall (affordable at 7th level, if a bit pricy), I've done nothing with my WBL. There is room for improvement on both the feats and the equipment, but as it stands this build can contend with the Bull Rush modifiers of CR7 enemies at EL7. The damage output is questionable (it certainly can't one-round most CR7s, but it is doing an average 75hp in damage from Dungeoncrasher alone), but that wasn't the issue at hand.

I think the build has risen to the challenge.

Quote
A Generic Fighter can invest in the Shock Trooper line off his Bonus Feats alone and still have one left over. Lets add the single choice of Valorous, a Lance, Battle Jump, and Headlong Rush or Dragonborn's Dive (since specific race is on the table) rather than picking several of them. At 18 Str & a +1 Weapon that's 54 damage with a significantly high chance of success for less of an investment. Any additional traits or such will surpass the DC variant quite easily.

I'm not contending that the Dungeoncrasher is weaker than a Charger. In fact, this build has enough feats (before flaws) that it could invest in Leap Attack, Shock Trooper, and at least one other Charger feat if you want it to (and then could take flaws to get two more).

Quote
But Charging is the brokenz!
Exactly. Charging is better than DC powered Bull Rushing. It's silly to compare the two, we know who is better. The only rebuttals you can come up with is let's ignore Charging or Knockback fuels it.

You're the only one comparing them SorO.

Quote
Which is why the standard method of keeping a Fighter viable is Charging. Because his alternative - as we can plainly see from your build - takes Wands, Races, several Feats, dedicated ACFs, and apparently Relics on top of still using Charging to mange. Multiclass and PrCing provide unique methods to produce numbers without using the PHB's Bull Rush that's availability to everyone and you can do it without remaining reliant on Charging someone. In other words, the correct tone of addressing a DC Fighter build is to focus on Bull Rush by limiting your self to Bull Rush for the sake of optimizing Bull Rush. And not, DC Fighter is good so anything I make will be decent. Because thinking that means you'll be the weakest guy in the Party and as an Optimization board, we would have failed our job if we didn't mention such.

It doesn't take the Relic and Legacy Items to make the Bull Rush viable. The Ring of the Forcewall/Wands of Blockade (which only works if the enemy was already within full attack range; the ring is actually more important) are all you need as far as magic items go (on top of the usual stat boosters and weapon enhancements). Pounce is included because the enemy isn't always going to start within your melee reach (in fact, Huge enemies can charge you then sit at the edge of their own melee reach to keep you from Charging at all, as you'd provoke an AoO for trying).

And the build isn't limited to Bullrushing, it has several spare feats for additional options. If you'll notice, I also include Warblade levels in the OP to give the build something to do that isn't Bullrushing (and thanks to Knockback some of those options can still be used with it). The build obtains an IL of 15 at 20th level, which isn't the best but still gets 6th and 7th level maneuvers to work with (and 1 8th). IIRC, Lightning Throw is a 7th level maneuver.

Now then, please stop comparing it to Charger builds. I never compared it to one in the OP. Oh, and Shield Ward only applies to resisting a Bull Rush, not initiating one.
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Offline SorO_Lost

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #13 on: November 09, 2013, 01:35:09 PM »
Let's test the waters.
(click to show/hide)

Oh, and Shield Ward only applies to resisting a Bull Rush, not initiating one.
My bad, I thought it applied both ways. Did I already suggest Marshal or Factotum for Ability synergy?
« Last Edit: November 09, 2013, 02:16:27 PM by SorO_Lost »

Offline Sinfire Titan

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #14 on: November 09, 2013, 07:30:09 PM »
Oh, and Shield Ward only applies to resisting a Bull Rush, not initiating one.
My bad, I thought it applied both ways. Did I already suggest Marshal or Factotum for Ability synergy?

That you did not. Unfortunately the PB limits those dips.

It appears we have reached something of a consensus then, as I am aware this build has a steep opportunity cost that offsets the return. 6 levels of Fighter hurts, and it is a lot of feats for such a tricky tactic.

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Offline Vampireshado

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #15 on: November 11, 2013, 11:11:50 AM »
SorO, I think the point of this entire thread was to show optimization of a specific strategy. I don't think that anybody's goal was to say that it was better than charging, or even to compare the two at all. I don't even believe that the point was to comment on how good or bad the strategy was. It was just to show optimization of a strategy, regardless of how effective it is in comparison to anything else.

So, while everything you said is correct, it did not progress, nor comment on the content of the thread.

Now there are plenty of ways to add more attacks to the build that allow for more bull rushes. We could replace war blade with dervish, but we would need a shield that dealt slashing damage.
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Offline Sinfire Titan

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #16 on: November 11, 2013, 01:48:43 PM »
SorO, I think the point of this entire thread was to show optimization of a specific strategy. I don't think that anybody's goal was to say that it was better than charging, or even to compare the two at all. I don't even believe that the point was to comment on how good or bad the strategy was. It was just to show optimization of a strategy, regardless of how effective it is in comparison to anything else.

So, while everything you said is correct, it did not progress, nor comment on the content of the thread.

Now there are plenty of ways to add more attacks to the build that allow for more bull rushes. We could replace war blade with dervish, but we would need a shield that dealt slashing damage.

I was actually thinking about using Mithral Tornado and Lightning Throw (not together) to really mess with groups of enemies.

Tiger Claw seems more efficient though, as Dancing/Raging Mongoose exist. And Avalanche of Blades, but that's not worth as much as the Tiger Claw boosts.
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Offline JaronK

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #17 on: November 11, 2013, 02:52:21 PM »
Important note about Bullrushing: you can charge them again, because they've been moved back.  If you bullrush automatically at the end of a charge, so much the better.  But this won't work if they move after the hit, so you need to keep them in place... and that's where Shield Slam and Shield Charge get so good.  Now they're tripped, dazed, and knocked back all at once, allowing you to charge again next round and finish the job (if they're not already dead of course).

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Offline SorO_Lost

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Re: Corner Combos: The World's Best S&B Fighter
« Reply #18 on: November 11, 2013, 02:55:30 PM »
SorO, I think the point of this entire thread was to show optimization of a specific strategy. I don't think that anybody's goal was to say that it was better than charging, or even to compare the two at all.
My first post was rather hurried and bluntly brought up things like the lack of S&B in this S&B build and how he was Bullrushing multiple times since Bullrush isn't an Attack Action. Then I had to google Knockback to figure out how he applied Weapon Damage and never removed the Bullrush part.

One such thing is mentioned was DC blows, in direct response to Sin's "Everyone knows that Dungeoncrasher is awesome, that much goes without saying. " Which prompted this;
And please explain how Dungeoncrasher sucks.

So yes. The comparison was quite asked for, and when I did so I went beyond a single charging example and listed rather generic examples of Rogues, Monks, Bards, Druids, and Barbarians having comparable numbers with less effort. DC optimizing is done for the sake of DC optimizing and not that it's useful or amazing. In fact, like the Fighter it's self it poses a challenge to make useful and optimizers like challenges at times.

Also instead of Dervish. Why not Arcane Dualist for his Omnislash? :D