View Full Version : Aelasyl's Ranger Design Guide
Aelasyl
03-14-2006, 02:05 PM
Aelasyl's Ranger Design Guide v1.2
You knew it was coming and here it is. Again these are my personal views and opinions on the class. A couple things to remember, I'm personally and RP'er and an elf lover and my builds normally reflect this. I love Rangers, I think it is a great class in DDO. I break the typical Ranger classed characters into four archetypes. I know there can be more, but these are the four most prevalent. I will update this post as I get comments and suggestions.
Ranger Types
The Ranger class is one of the most versatile in DDO. You get a good selection of skills, solid class abilities and bonus feats, the best base attack bonus (BAB) progression, and great Fortitude and Reflex save progressions. The Ranger class lends itself very well to multiclassing. Two levels in you get two free feats that are useful for any type of combatant. Rangers also get favored enemies, animal empathy, and divine spellcasting ability with just the first level. So with all this stuff you get in the first two levels, how can there possibly be anything left in the last eight? Well you get more favored enemies and higher bonuses for your previous ones, you actually get spellpoints to cast those Ranger spells, another two free feats at level 6, and evasion at level 9. If you look beyond what DDO has right now, there are more free feats at levels 11, more favored enemies, and boosts to stealth abilities. So Rangers can be mostly broken down into four categories. The Pure Ranger (Rgr10), the Archer Ranger (Rgr2/Ftr8), the Two-Weapon Fighting Ranger (Rgr6/Ftr4), and the Stealth Utility Ranger (Rgr7/Rog3).
The Pure Ranger
The pure Ranger takes every level in Ranger and loves every minute of it. Against favored enemies the bonus damage starts to get insane. Without dipping into other classes, the Pure Ranger nets three favored enemies, evasion, four free feats, wild empathy, and some divine spells.
Ability Scores
For the Pure Ranger there’s a few important abilites. Wisdom controls the classes spellcasting and poor Will saves, Dexterity adds to the ranged attack bonus, Reflex Saves, and Armor Class, Strength adds to the melee attack bonus and damage at range and in melee. Intelligence can add a few extra skills points per level to the base six. Constitution can keep a Ranger in melee with additional hitpoints and bonuses to an already good Fortitude save. Charisma controls the Wild Empathy class ability.
Feat Selection
A pure Ranger nets four free feats and may want to use the character level feats to improve one of the combat styles. Point Blank Shot, Dodge, Mobility, and Shot on the Run can take you up to ninth level. Weapon Focus, Weapon Finesse, Dodge, and Improved Critical can help with the melee aspect.
Skill Selection
A pure Ranger will have around 6 skills he can keep maxed at each level. Move Silently, Search, Hide, Spot, and Listen take up five of these. Use Magic Device, Tumble, or Concentration are all solid possibilites for the last slot.
Enhancements Selection
Pure Rangers can get the best enhancements in the Ranger class. 50 bonus spellpoints, bonuses to attack against favored enemies, increased healing, bonuses to Dexterity, and skills. Really the pure Ranger can use any of these to add some focus to their character and make all the multiclass Rangers jealous.
Build-At-A-Glance Table
Elf Ranger10 – Str 14 Dex 23 Con 10 Int 10 Wis 14 Cha 8
Starting scores - Str 14 Dex 18 Con 10 Int 10 Wis 14 Cha 8
Rgr1 – Favored Enemy (Undead), Wild Empathy, Dodge
Rgr2 – Combat Style (Rapid Shot, Two-Weapon Fighting)
Rgr3 – Mobility or Weapon Focus (piercing)
Rgr4 – Ability Increase (Dexterity 19)
Rgr5 – Favored Enemy (Giants)
Rgr6 – Improved Combat Style (Manyshot, Improved Two-Weapon Fighting), Point Blank Shot or Weapon Finesse
Rgr7 -
Rgr8 – Ability Increase (Dexterity 20)
Rgr9 – Evasion, Shot on the Run or Improved Critical (piercing)
Rgr10 – Favored Enemy (Dragon)
Enhancements: Skill Stealth V, Ranger’s Dexterity III, Favored Attack III, Elf Dexterity II
Skills: Concentration +13 (13), Hide +26 (13), Listen +17 (13), Move Silently +26 (13), Search +15 (13), Spot +17 (13).
Archer Ranger
The archer Ranger is a multiclass Ranger/Fighter. Taking the free archery feats from the Ranger and using the Fighter’s bonus feats to improve accuracy and damage. The archer Ranger has fewer skills but more feats. Enhancements aren’t as good as a Pure, but they are more diverse.
Ability Scores
The archer Ranger focuses on Strength and Dexterity. He is built for damage and more damage but at range. Constitution is of medium importance, extra hit points are nice, making Fortitude saves are a good bonus. The mental stats really have no bearing on combat. Drop points in them to try and keep them at ten, but don’t sacrifice your physical scores too much for it.
Feat Selection
Anything and everything that can help an Archer hit more or do more damage is needed. Weapon Focus (ranged), Weapon Specialization (ranged), Improved Critical (ranged), Point Blank Shot, Dodge, Mobility, Shot on the Run. This build is all about the feats and you need to pick up as many as you can.
Skill Selection
Secondary to the feats, skills can be somewhat important. Invest in Balance, Jump, and Tumble. Use your skills to perch and fire from a safe place. Sure you can take or hit or two, but that -4 to AC while holding a bow and in melee combat really hurts.
Enhancement Selection
Elves are solid choices for their ranged damage enhancement. Pickup Ranger’s Dexterity, the Fighter’s Strength, the Elven Dexterity and the Elven Ranged Damage.
Build-At-A-Glance Table
Elf Ranger2/Fighter8 – Str 18 Dex 25 Con 10 Int 8 Wis 8 Cha 8
Starting Scores - Str 15 Dex 20 Con 10 Int 8 Wis 8 Cha 8
Rgr1 – Favored Enemy (Giant), Wild Empathy, Point Blank Shot
Rgr2 – Two-Weapon Fighting, Rapid Shot
Ftr1 – Dodge, Mobility
Ftr2 – Shot on the Run, Ability Increase (Dexterity 21)
Ftr3 -
Ftr4 – Weapon Focus (ranged), Weapon Specialization (ranged)
Ftr5 -
Ftr6 – Improved Critical (ranged) Ability Increase (Dexterity 22)
Ftr7 – Manyshot
Ftr8 – Great Weapon Focus (ranged)
Enhancements: Ranger’s Dexterity I, Fighter’s Strength III, Elven Dexterity II, Elven Ranged Damage II
Skills: Hide +12 (5), Jump +12 (8), Move Silently +12 (5), Spot +10 (11), Tumble +10 (3).
TWF Ranger
The Two-Weapon Fighting Ranger takes advantage of the bonus feats the Ranger provides to be a melee combat damage machine. Strutting around in full-plate armor he is as much a tank as anyone else in the game.
Ability Scores
The TWF Ranger focuses on Strength and Constitution. In melee combat, Strength controls everything and needs to be as high as possible. A solid Constitution keeps the TWF Ranger upright in the middle of the fight. Dexterity should be a 13 to get Dodge but in full-plate there’s no point going any higher. Skills and spells are not at all important and the mental stats can be sacrificed for the physical ones.
Feat Selection
With Two-Weapon Fighting and Improved Two-Weapon Fighting for free, the TWF Ranger can focus on improving his damage in melee. Weapon Focus, Weapon Specialization are a must. Dodge increases the character’s AC a bit more. Other feats should be spent on two-weapon combat feats.
Skill Selection
Skills aren’t so important to the TWF Ranger. Sure, tumble is nice, spot and search can be useful at times, but really this Ranger is all about combat all the time and wants to be in the center of it.
Enhancement Selection
Fighter’s Dodge and Fighter’s Strength are musts. The rest are really fluid. If you’re a human pick up the Human Strength, the Action Boosts or the Ranger’s Favored Enemy enhancements aren’t bad pickups either.
Build-At-A-Glance
Dwarf Ranger6/Fighter4 – Str 21, Dex 13, Con 18, Int 8, Wis 8, Cha 7
Starting Scores - Str 18 Dex 13 Con 16 Int 8 Wis 8 Cha 9
Rgr1 – Weapon Focus (slashing), Favored Enemy (giants)
Rgr2 – Combat Style (Rapid Shot, Two-Weapon Fighting)
Ftr1 – Dodge, Two-Weapon Defense
Rgr3 – Ability Increase (Strength 19)
Ftr2 – Two-Weapon Blocking
Ftr3 – Power Attack
Rgr4 -
Ftr4 – Weapon Specialization (slashing), Ability Increase (Strength 20)
Rgr5 – Improved Critical (slashing), Favored Enemy (dragon)
Rgr6 – Improved Combat Style (Manyshot, Improved Two-Weapon Fighting)
Enhancements: Fighter’s Dodge, Fighter’s Strength I, Axe Damage II, Dwarven Constitution II
Skills: Heal +8 (9), Intimidate +2 (4.5), Jump +18 (13), Listen +8 (9), Spot +8 (9).
Stealth Utility Ranger
The Stealth Utility Ranger uses his Ranger combat ability in conjunction with sneak attacks. A very skills based multiclass this character does a lot outside of combat too. This is the build I personally use and am most familiar with.
Ability Scores
As a skills class, Intelligence is important. A decent Wisdom is necessary to cast spells. Strength and Dexterity control how well this character performs in combat and with the majority of his skills. Constitution is nice for additional hit points but not really needed. Charisma is once again a dump stat.
Feat Selection
There’s two routes you can go with this character. Focusing more on combat side or more on the skills side. Either is very valid but with six levels in Ranger the feats tend to be more in-tune with combat. Point Blank Shot, Dodge, Mobility, and Shot on the Run is a good progression. For a more skills oriented way, go with Nimble Fingers, Dodge, Mobility and Skill Focus (Disable Device)
Skill Selection
With the highest and second highest amount of skill points per level, this multiclass can spread the points around. Stealth, recon, and disabling skills are important. Drop points into Disable Device Hide, Listen Move Silently, Open Lock, Search, and Spot. Tumble keeps you out of harm’s way.
Enhancement Selection
Ranger’s Action Boost is a must have. The bonus it gives to all your skills is very important. If you’re an elf you can pick up the Dexterity enhancements from your two classes and your racial.
Build-At-A-Glance
Elf Ranger7/Rogue3 – Str 16 Dex 22 Con 8 Int 14 Wis 12 Cha 8
Starting Scores - Str 15 Dex 17 Con 8 Int 14 Wis 12 Cha 8
Rog1 – Dodge, Sneak Attack +1d6
Rgr1 – Favored Enemy (Undead), Wild Empathy
Rgr2 – Mobility, Combat Style (Rapid Shot, Two-Weapon Fighting)
Rgr3 – Ability Increase (Strength 16)
Rog2 - Evasion
Rgr4 - Point Blank Shot
Rgr5 – Favored Enemy (Giants)
Rgr6 – Improved Combat Style (Manyshot, Improved Two-Weapon Fighting), Ability Increase (Dexterity 18)
Rgr7 – Shot on the Run
Rog3 – Sneak Attack +2d6
Enhancements: Ranger Action Boost III, Skill Ingenuity II, Ranger’s Dexterity II, Elven Dexterity II.
Skills: Bluff +3 (4), Concentration +6 (7), Diplomacy +3 (4), Disable Device +19 (13), Heal +8 (7), Hide +18 (12), Listen +9 (8), Move Silently +18 (12), Open Lock +23 (13), Search +15 (13), Spot +14 (13), Tumble +10 (4).
Well, that’s my views on the Ranger class, what they can do and the different archetypes. Comment, criticisms, and suggestions are more than welcome. I hope this helps you all out.
Edit to version 1.1 - Fixed many feat and skills calculation errors. Added in skill ranks.
Edit to version 1.2 - Added in starting ability scores for all the builds.
elorei
03-14-2006, 02:11 PM
you are blowing an enhancement on that second build to up yourself to an odd number of dex. why?
use it elsewhere, because that 1 extra point nets you nothing at all. 25=24.
Thoryn_Silverblade
03-14-2006, 02:12 PM
under the archer build...you show race as elf and you have two feats for level one... don't think you can do this as a ranger at level 1.... unless you are human...
JohnGalt
03-14-2006, 02:13 PM
Archer Ranger
The archer Ranger is a multiclass Ranger/Fighter. Taking the free archery feats from the Ranger and using the Fighter’s bonus feats to improve accuracy and damage. The archer Ranger has fewer skills but more feats. Enhancements aren’t as good as a Pure, but they are more diverse.
This is my pref build... good job. :D
under the archer build...you show race as elf and you have two feats for level one... don't think you can do this as a ranger at level 1.... unless you are human...
He's right, you have to get Dodge & Mobility for CL3 (F1) to have Shot on the Run by CL4 (F2).
Also you get Rapid Shot for free at R2 and you should add the free Bow Strength bonus for R1.
Aelasyl
03-14-2006, 03:10 PM
under the archer build...you show race as elf and you have two feats for level one... don't think you can do this as a ranger at level 1.... unless you are human...
Feats are fixed. Originally the build was human but I switched it to elf at the last moment. Thanks for catching this.
Aelasyl
03-14-2006, 03:11 PM
you are blowing an enhancement on that second build to up yourself to an odd number of dex. why?
use it elsewhere, because that 1 extra point nets you nothing at all. 25=24.
Yes, because there will be equipment and tomes and such that add your Dexterity. Equipment is too random to include in here, but I assure you the Ranger's Dexterity is not a waste. If you'd prefer something else, that's fine.
I was fooling around spending points for enhancements just testing different things and the question I have is. I gave up Rouge action boost, is there a way to get this back? can I just go over to rouge trainer and spend a action point to re-get this? Any info would be great. Thanks
I’m currently
Rouge 1
Ranger 2 R2 4000 pts from R3
Darkforge
03-14-2006, 03:52 PM
My build:
Elf Ranger8/fighter2
14 STR
18 DEX
10 CON
10 INT
14 WIS
8 CHA
1. Ranger 1 - Point Blank Shot / Favored Enemy I (Undead)
2. Ranger 2 - Rapid Shot / Two-weapon Fighting
3. Fighter 1 - Dodge / Mobility
4. Fighter 2 - Shot on the Run / Ability Score (19 Dex)
5. Ranger 3 -
6. Ranger 4 - Weapon Focus: Ranged
7. Ranger 5 - Favored Enemy II (Giants)
8. Ranger 6 - Manyshots / Improved Two-weapon Fighting / Ability Score (20 Dex)
9. Ranger 7 - Spring Attack or Weapon Finesse or Improved Critical: Piercing
10. Ranger 8 -
Shihoin
03-14-2006, 03:54 PM
Myself, I'm sticking to the classic stealth util build you posted... but these are all great too. Keep up the good work, getting the information to the masses.
Anyone have any opinions however, on what the best way to increase ranged dps is in one feat? Instead of spring attack at 9, I was thinking of taking something that would make me more ranged focused... and I dont know if improved critical is the best way to go, or something else, like weapon focus.
Aelasyl
03-14-2006, 04:07 PM
Yes, you can pick up the Rogue Action Boost with your action points at a later time.
Darkforge
03-14-2006, 04:07 PM
Myself, I'm sticking to the classic stealth util build you posted... but these are all great too. Keep up the good work, getting the information to the masses.
Anyone have any opinions however, on what the best way to increase ranged dps is in one feat? Instead of spring attack at 9, I was thinking of taking something that would make me more ranged focused... and I dont know if improved critical is the best way to go, or something else, like weapon focus.
Improved critical is great it improves your critical range of your bows (example composite longbow will become 19-20 x3) which can really hurt something especially if you crit multiple times. Personally I found myself meleing quite a bit esp against mobs that has high DR and I don't have the proper bow to hurt it (e.g. Flesh renders which require you to have either bane weapons or holy weapons in order to really hurt it and so far I haven't found any holy bows yet so instead of just sitting the fight out I found myself meleeing it with my holy club+1 and a shield). On situations like these I often wish to have better melee attacks and either thru weapon finese or spring attack is good. Weapon finese gives you good attack bonus on some melee weapons. However often you have to move around quite a bit (rangers simply can't stand toe to toe against these high lvl opponents) and in DDO you gain a -3 or -4 penalty to hit if you're moving while hitting so this is where spring attack comes in as it negates those penalty while you're moving and swinging your weapons.
Malize
03-14-2006, 04:25 PM
My Build:
Archer/Ranger (8 fighter/2 ranger)
Human 16/18/10/8/8/8
1. Ranger 1 (PBS, Dodge, Ranger Bow Strength (Free))
2. Ranger 2 (Rapid Shot and TWF Free)
3. Fighter 1 (Mobility, Weapon Focus Ranged)
4. Fighter 2 (Shot on the Run)
5. Fighter 3 (Don't think I got anything here, can't remember for sure :eek: )
6. Fighter 4 (Spring Attack, Manyshot)
7. Fighter 5 (nothing)
8. Fighter 6 (Improved Crit)
9. Fighter 7 (Weapon Spec, Ranged)
10. Fighter 8 (Greater Weapon Focus, Ranged)
not 100% set on 8-10 feats yet (only 90% :P), I'm finding that I do a fair amount of mele if I'm the sole tank, so not sure I want to invest in those vs mele feats, but I'm still leaning on the ranged combat.
Dristrax
03-14-2006, 04:28 PM
Nice write up. They all look pretty solid to me.
I'm playing a character similar to the Stealth/Util one. However, I wanted to build up my melee abilities rather than ranged, so I've gone with Weapon Finesse and Precision (as a cheap substitute for Spring Attack).
However, I cannot decide what to get after that. I lean towards Point Blank Shot (since I try to be close enough to ranged Sneak Attack anyway) or Skill Focus: Disable Device. Any other ideas?
Darkforge
03-14-2006, 04:34 PM
Nice write up. They all look pretty solid to me.
I'm playing a character similar to the Stealth/Util one. However, I wanted to build up my melee abilities rather than ranged, so I've gone with Weapon Finesse and Precision (as a cheap substitute for Spring Attack).
However, I cannot decide what to get after that. I lean towards Point Blank Shot (since I try to be close enough to ranged Sneak Attack anyway) or Skill Focus: Disable Device. Any other ideas?
You won't get enough ranks in Disable device to be useful in high lvl dungeons unless you really specialize on it as a rogue. Some of the high lvl traps in elite dungeons have CR as high as 40. IMHO disabling traps i leave it for the domain of the rogues. However I highly recommend search and spot so you can fullfill your role as a scout and detect traps ahead of the party.
braveicus
03-14-2006, 04:57 PM
After suffering a midlife crisis and deciding to focus more on melee, here's my Ranger build. Idea is to shot on the run into melee and and switch to rapier/shortsword combo (give us the macro already Turbine! :mad: )
Ranger8/Fighter2
Attributes:
Str: 14 (15@8)
Dex: 16 (17@4)
Con: 12
Int: 10
Wis: 14
Cha:8
Level Progression
1st Ranger1: Undead Favored Enemy, Ranger Bow Strength, Wild Empathy, Dodge, Mobility
2nd Ranger2: Rapid Shot, Two Weapon Fighting
3rd Ranger3: Point Blank Shot
4th Ranger4: 1 point into Dex, One First Level Spell
5th Fighter1: Shot on the Run, Medium/Heavy Armor gained
6th Fighter2: Weapon Finesse, Weapon Focus Piercing
7th Ranger5: Favored Enemy Giants
8th Ranger6: Multishot, Improved Two-Weapon Fighting, Second First Level Spell
9th Ranger7: Spring Attack or Improved Critical Piercing… not sure yet.
10th Ranger8: First Second Level Spell
Enhancements:
Ranger Dexterity 3
Human Strength 1
Human Versatility 4
Skill Stealth 4
Skills:
Hide, Move Silently, Jump, Tumble, Spot, Search
Zivide89
03-14-2006, 08:27 PM
I am digging some of those builds, super duper ranger I like that. I though am one the rare people that are going with pure ranger, mixed with the "scouting" I am 6th level and my spot and listen are at +10, my search is +15 and my hide/MS are at a +16(haven't put ranks in it for the last two levels) so I can usualy stay up with the rogue while he/she takes out the traps and I use my bow skills to plick off enemys that may be comming our way, before the others see them and start attacking.
Datku
03-15-2006, 01:49 AM
In your orginal build you had fighter 1 at lvl 4. What made you decide to not go that route on this write up of the stealthy ranger?
Dristrax
03-15-2006, 11:22 AM
You won't get enough ranks in Disable device to be useful in high lvl dungeons unless you really specialize on it as a rogue. Some of the high lvl traps in elite dungeons have CR as high as 40. IMHO disabling traps i leave it for the domain of the rogues.
Credit to my guildmate Elbereth who convinced me of this. I agree that a pure rogue is often a better choice, but a multi class rogue isn't far behind. Even without spending feats, a ranger/rogue can perform at CR 40. Assuming both are human, no feats spent on skills for either:
7/3 Rgr/rog
Lets say 16 Int with gear/enhancement bonuses, +3
Max disable/open skill of 13 ranks at 10th lvl, +13
Magic Lockpicks, +5
Skill Item Disable/Open +5
Skill Ingenuity II (Enhancement), +4
Ranger's Action Boost III (Enhancement), +7
Human Versatility IV (Enhancement), +4
Total: 41 without a bard present or int buffs, etc
10 rogue
16 Int, +3
Max disable/open, +13
Magic lockpicks, +5
Skill Item, +5
Skill Ingenuity V, +7
Rogue's Action Boost V, +11
Human Versatility IV, +4
Total: 48
Aelasyl
03-15-2006, 12:07 PM
In your orginal build you had fighter 1 at lvl 4. What made you decide to not go that route on this write up of the stealthy ranger?
Heya Datku, thanks for asking this as it's a rather important difference. The primary benefits of the Fighter level are a free feat (used in the previous build to get the character both Shot on the Run and Spring Attack) and the ability to get Shot on the Run much sooner. The benefits of the extra Ranger level are more skill points. For some the benefits of the Fighter level outweigh the benefits of the Ranger level by quite a bit. Really, who doesn't want Shot on the Run as soon as possible and netting a free feat? And I still stand behind the fact that it is a very good decision and way to go. However, in my further experiences in-game and how I'm crafting my character, I am not seeing the personal need for Spring Attack. Yes, the -4 to your attack modifier hurts, but at level 6, really that penalty doesn't hurt as much any more. Between buff spells from a cleric and enchanted weapons (I'm toting around a Sunblade and a Xoriat Blade) it's much easier to overcome that penalty. Barbarians and other melee classes are picking up Power Attack (-5 to your hit roll for +5 to your damage roll). If they can take a -5 penalty, we can handle a -4.
I hope this gives some insight into my reasoning. Both builds are solid in my opinion.
-Ael
Hypatia
03-15-2006, 12:37 PM
Going to switch this up a little, based on my plans:
7/3 Rgr/rog
Lets say 16 Int with gear/enhancement bonuses, +3
Max disable/open skill of 13 ranks at 10th lvl, +13
Magic Lockpicks, +5
Skill Item Disable/Open +5
Skill Ingenuity II (Enhancement), +4
Ranger's Action Boost III (Enhancement), +7
Human Versatility IV (Enhancement), +4
Total: 41 without a bard present or int buffs, etc
Rogue 1/Ranger 9
16 int with gear/enhancement bonuses, +3
max disable/open skill of 13 ranks at 10th lvl, +13
magic lockpicks, +5
skill item, +5
skill ingenuity I, +3
ranger's action boost V, +11
human versatility IV, +4
Total: 44 without a bard present or int buffs, etc.
Which is pretty comparable to a non-human rogue. (Yes, cross-classing all of those levels of skills is expensive. But yes, I think it's worth it. The downside is no evasion until very late, but the character is overall much more focused.)
Hypatia
03-15-2006, 12:42 PM
By the way--I've heard rumours that there's a cap of +40 on skill modifiers. Is that correct?
If that's true, then that frees up two enhancements from my build, which I hadn't realized until just now. No reason to use skill ingenuity I and skill perception I to get an extra +3 to try to keep up with the rogueses if I'm already at the maximum possible without it. (Still could be useful to keep it up at earlier levels.)
Malize
03-15-2006, 12:46 PM
However, in my further experiences in-game and how I'm crafting my character, I am not seeing the personal need for Spring Attack. Yes, the -4 to your attack modifier hurts, but at level 6, really that penalty doesn't hurt as much any more. Between buff spells from a cleric and enchanted weapons (I'm toting around a Sunblade and a Xoriat Blade) it's much easier to overcome that penalty. Barbarians and other melee classes are picking up Power Attack (-5 to your hit roll for +5 to your damage roll). If they can take a -5 penalty, we can handle a -4.
I hope this gives some insight into my reasoning. Both builds are solid in my opinion.
-Ael
My experience is the opposite. I spent the feat on it at 6 and I'm glad I did.
I think it's a great skill to have, and I notice a difference already (just got Spring Attack at level 6, 2/4 ranger/fighter).
I notice it helps a lot when strafing/meleing casters. I can avoid a lot of their bolts, and still take them down and save the healers mana. Also helps to pull the mob off the caster/rogue when they are moving to get away from the mob and you're chasing to pull it :P
I think if you mele at all, particularly in tight areas, it's a good skill to have. If ddo follows the rules, the mobs have a - to hit you if you're moving.
Either way, I think if you have the feat it's a feat well worth taking, since you have the prereqs for shot on the run.
Aelasyl
03-15-2006, 01:25 PM
Spring Attack is an awesome feat. And it is certainly something I'd look into getting down the road. But at this point for this build, I feel it's better to pass on the Fighter level and wait it out.
DDO sort of has it's own rules about hitting and missing. Remember if you're not where the swing will connect, you're not getting hit regardless. So being mobile in combat is very important (which is why Shot on the Run is a must for every person who uses a bow frequently). So, yes Spring Attack is important and certainly a must have at some point, but after further review, it's not quite that point. Yet. For me anyways. Remember these are how I would design my characters and how I actually play most of them. I make no guarantee on their effectiveness in combat or out of combat. I enjoy them, they work fine for me. Your mileage may vary.
And I apologize for the slowness of my responses these past few days in posts and PMs, been busy with finishing this thread, a couple more projects that I'm working on, RPing and running a guild all while trying to enjoy real life at the same time. So, my apologies guys, I should be back up to speed hopefully today or tomorrow.
-Ael
Gosok
03-15-2006, 01:51 PM
Aelasyl's Ranger Design Guide
Elf Ranger2/Fighter8 – Str 18 Dex 25 Con 10 Int 8 Wis 8 Cha 8
Rgr1 – Point Blank Shot
Rgr2 -
Ftr1 – Dodge, Mobility
Ftr2 – Shot on the Run, Ability Increase (Dexterity 21)
Ftr3 -
Ftr4 – Weapon Focus (ranged), Rapid Shot
Ftr5 -
Ftr6 – Weapon Specialization (ranged), Ability Increase (Dexterity 22)
Ftr7 – Improved Critical (ranged)
Ftr8 – Manyshot
Hi Aelasy,
Thaks for the guide, very nice job. I do have one question regarding this build.
You have Rapid Shot at Ftr4, isn't that already covered at Rgr2? Or is that a totally different one that will stack?
Thanks.
Aelasyl
03-15-2006, 01:56 PM
Hi Aelasy,
Thaks for the guide, very nice job. I do have one question regarding this build.
You have Rapid Shot at Ftr4, isn't that already covered at Rgr2? Or is that a totally different one that will stack?
Thanks.
Yes, yes it is and no they won't stack. Thanks for catching this.
-Ael
Kevko
03-16-2006, 04:40 AM
Love your pure ranger build, gonna use it myself :)
question though....why favored enemy Dragon and Giant?
are there gonna be that many giants and dragons at higher lvls? I'm lvl 4 right now.
Aelasyl
03-16-2006, 11:02 AM
Mostly it's the RP side of my characters making itself known. There are a lot of giants in the game and there are currently no dragons in the game. :p
WotanTheTerrible
03-16-2006, 08:50 PM
Thanks for all the info Aelasyl, please have a Black Ale on me
That's for posting the guide, Aelasyl. I'm new to DDO and the 3.5 edition rules, so I was curious what the actual starting stats would be for the Stealth Utility Ranger? Does it not matter as much since you'll be moving toward the final stats you posted, or are there things you'd give priority to here in the beginning?
Again, thanks!
Aelasyl
03-17-2006, 08:33 AM
The starting array is: Str 15 Dex 17 Con 8 Int 14 Wis 12 Cha 8.
You're welcome, glad the guide was helpful.
-Ael
Pheonax
03-17-2006, 08:40 AM
Yes, the -4 to your attack modifier hurts, but at level 6, really that penalty doesn't hurt as much any more. Between buff spells from a cleric and enchanted weapons (I'm toting around a Sunblade and a Xoriat Blade) it's much easier to overcome that penalty. Barbarians and other melee classes are picking up Power Attack (-5 to your hit roll for +5 to your damage roll). If they can take a -5 penalty, we can handle a -4.
I hope this gives some insight into my reasoning. Both builds are solid in my opinion.
-Ael
I am currently 4th lvl - Ranger2/Rogue1/Fighter1
I went the fighter at 4th lvl, and I picked up precision. I take a 50% hit but I hit more often. I have Weapon Finesse and a Dex of 20. I usually get a +11 to hit, with a +4 to damage.
Now I use 2 1d6 weapons, with elemental damage that proc on EVERY successfull hit. If you do the math, I should be able to take down things very fast.
The problem I have is that I cant seem to take more hits that anyone else, which results in either the healer wasting spellpoints, or me dieing. I have a 23 AC (+2 mith chain, 5 from dex, +1 natural armor and Dodge) Spell casters are my bane, I mostly DW that where my power comes from. I seem to get killed by the fire and insta death of necros.
Any suggestions would be greatly appreciated.
Aelasyl
03-17-2006, 09:20 AM
The Ranger/Rogue/Fighter build is not a tank by anyone's definition. But if for some reason you're called into that role you have to remember that DDO uses the avatars to determine hits and misses along with the dice. If you're not where that spell is going to hit, you don't even have to make a save. Instant Death effects are rough and they only get rougher as you advance levels. The fire problem will mostly go away when you pick up your second level in Rogue. Evasion is a wonderful ability that will save you many time. No more half damage for you, full or none. And with your saves, it should be more of the none. So, all in all, next level should make things a bit easier, but also getting used to being mobile in combat with this build is important.
-Ael
Pheonax
03-17-2006, 10:14 AM
So, all in all, next level should make things a bit easier, but also getting used to being mobile in combat with this build is important.
So I should not have taken precision then? I mean how can I be mobile and still hit. I guess with precision it will negate the -4 while moving, but I loose have my attacks.
Maybe I should not worry about taking things down? Just hit them a few times and move on to the next. Sort of be the one that takes them down just enough to have the fighters finish them off.
What do I do when there is a pure rogue in the group, and a couple pure fighters?
you have to remember that DDO uses the avatars to determine hits and misses along with the dice. If you're not where that spell is going to hit, you don't even have to make a save.
What do you mean by this?? I have move out of the way of a caster and the beam was far away from me and I still got on fire.
Aelasyl
03-17-2006, 11:44 AM
So I should not have taken precision then? I mean how can I be mobile and still hit. I guess with precision it will negate the -4 while moving, but I loose have my attacks.
I never liked precision for a Ranger. It has it's uses and is much better if you're a Rogue since it doesn't halve sneak attack damage.
Maybe I should not worry about taking things down? Just hit them a few times and move on to the next. Sort of be the one that takes them down just enough to have the fighters finish them off.
This is a good way to die really. If you hit a mob, you need to finish it off, hitting a bunch of mobs and cycling is a good way to have a bunch of aggro you can't manage.
What do I do when there is a pure rogue in the group, and a couple pure fighters?
You do what you always do. The question is rather vague. If there's a Rogue and his skills far outstrip yours, let him do the disabling, but be there to watch his back. If there's a couple of pure Fighters that are melee oriented let them take the aggro and remain mobile and fluid. Let the mobs circle up on the tanks while you circle around the mobs.
I have move out of the way of a caster and the beam was far away from me and I still got on fire.
You need to move when the spell is coming in. Hobgoblin clerics use scorching ray, it's a line and easily avoidable if you're not surrounded by mobs.
Spookeh70
03-17-2006, 12:33 PM
/bump
Again, a very well written guide that needs to be stickied. I'd like to see some support from the Turbine forum mods, please.
The starting array is: Str 15 Dex 17 Con 8 Int 14 Wis 12 Cha 8.
You're welcome, glad the guide was helpful.
-Ael
Is there an Enhancements "tree" guide anywhere? For level 1, I'd take Skill Ingenuity I believe, but I'm curious about how to work toward the others you'd mentioned.
Again, thanks!
Eladain_Silverwind
03-17-2006, 02:13 PM
Build-At-A-Glance Table
Elf Ranger2/Fighter8 – Str 18 Dex 25 Con 10 Int 8 Wis 8 Cha 8
Rgr1 – Point Blank Shot
Rgr2 – Two-Weapon Fighting, Rapid Shot
Ftr1 – Dodge, Mobility
Ftr2 – Shot on the Run, Ability Increase (Dexterity 21)
Ftr3 -
Ftr4 – Weapon Focus (ranged), Weapon Specialization (ranged)
Ftr5 -
Ftr6 – Manyshot, Improved Critical (ranged) Ability Increase (Dexterity 22)
Ftr7 – [Random feat of your choice]
Ftr8 – Great Weapon Focus (ranged)
I was wondering where the 2nd feat at L8(Ftr6) was from? I understand one feat is a bonus feat for Ftr6 but am missing the origin of the 2nd feat there.
Aelasyl
03-17-2006, 02:34 PM
Ah ha! It's not from anything. It should have been the Level 9 feat selection. I had to edit that build a few times now and messed up the feats. Hopefully this will be the last time. Thanks for catching this.
-Ael
Aelasyl
03-17-2006, 02:40 PM
Is there an Enhancements "tree" guide anywhere? For level 1, I'd take Skill Ingenuity I believe, but I'm curious about how to work toward the others you'd mentioned.
Again, thanks!
If you check out the DDO Compendium Enhancement Section ("http://www.ddo.com/index.php?page_id=215) you can see all the enhancements and at what levels you can access them. For Racial Enhancements it is your character's level. For Class Enhancements it is your character's level in that particular class.
Eladain_Silverwind
03-17-2006, 02:59 PM
I was thinking of trying your Archer Ranger with a Halfling twist. Something like...
Halfling Rgr2/Ftr8 - Str 16 Dex 22 Con 10 Int 12 Wis 12 Cha 8
(I know it's lower dex than the elf but Halfling +1 ac & +1 to hit should help this. Also allows for a few xtra skill points and improved will saves)
Feats would be the same excpet maybe weapon finesse at L9 in place of manyshot. (Depending on effectiveness of manyshot)
Enhancements: Halfling Dexterity II, Halfling Luck, Fighters Str III, Fighters Action Boost (I do lose the Elven bow dmg but Boost to attack, ac, or attack speed & +3 to all saves)
Skills would be similar with slightly higher Hide & Move Silently due to halfling racial bonus.
All in all it will sacrafice a little damage for improved attack, ac, saves, and skills.
Pheonax
03-17-2006, 03:12 PM
I never liked precision for a Ranger. It has it's uses and is much better if you're a Rogue since it doesn't halve sneak attack damage.
So, I rangers should stick to either a bow, TWF is tough if you want to go the rogue util way right?
Aelasyl
03-17-2006, 03:35 PM
So, I rangers should stick to either a bow, TWF is tough if you want to go the rogue util way right?
No, TWF increases your chances to score a sneak attack. Sneak attacks have a maximum range of 30 feet (or whatever it correlates to in DDO) which is a very short range. TWF is very nice, most of the time I shoot off a couple arrows, then equip my two weapons while the rest of the group starts reaching the taget mobs then I close in quickly to clean up. The Stealth Utility build is a build that can do many thing fairly well. It won't necessarily deal out the most damage, nor will it tank exceptionally well, spells are lacking compared to pure Rangers, and without the high level Rogue enhancements trap disabling is a bit low. But it can do all of these, and while it may not be the best, it is pretty darn close.
The build itself is solid, so the only thing left I can find is that this build isn't the right one for you because it doesn't seem to fit your playstyle. That or you'll have to adapt your playstyle to effectively use this build. Sorry if I can't be much help, perhaps you should try one of the other Ranger builds in this thread.
-Ael
Pheonax
03-17-2006, 03:58 PM
The build itself is solid, so the only thing left I can find is that this build isn't the right one for you because it doesn't seem to fit your playstyle. That or you'll have to adapt your playstyle to effectively use this build. Sorry if I can't be much help, perhaps you should try one of the other Ranger builds in this thread.
I like to be a bit different. I hate cookie cutter builds. I the one that makes an Teifling a good guy. I just dont know if DDO is going to be versatile enough to do that.
I like the utill rogue, but I get alot of "we are going to have to pick up a rogue for this mish" and I am right there.
In the end game, I wonder if there are going to be alot of rangers, or if it s just going to be the same classes over again. While very few muliti then :(
Aelasyl
03-17-2006, 04:09 PM
Take a lead in your group then. Show them you can do it or make your own group and leave the Rogue out of the party. With some many people coming from other game systems where there isn't true multiclassing (FFXI doesn't count) most will reject anyone with more than one class. There's not much anyone can do about it except by demonstrating that they are more than capable. These days I mostly travel with my guild or RP groups. My guildies know what I'm capable of, and the RPers will most often give me a chance.
I understand wanting to break the mold, and it's very possible with the DDO multiclassing system. But that doesn't mean it is easy to break the stereotypes that are already so prevalent because of other games.
-Ael
Invalid_40
03-17-2006, 05:05 PM
OK nobody wants to reply to my build on my topic so hopefully you will here. I'd appriciate the help~ I want a stealth archer that does alot of damage and was waiting for lvl 20 cap so I could dump the next 10 lvls into rogue with 8d6 sneak attack added onto everything else. Can you give me some advice please? Chose halfling for all the bonuses.
Halfling
1 ranger/4 fighter/5 rogue
str 14
dex 19 (Dex bonus real fast to get 20 dex...)
Con 8
int 13
wis 8
char 8
4 heal, hide, move silent, search, spot, and swim
Dex bonus real fast to get 20 dex... and 14 int is pointless! not worth the extra point.
1 Ranger - (for bow strength modifier) Point Blank Shot
2 Fighter - (for massive feats/damage) Rapid Shot
3 Fighter - Wep focus (Range) Combat Expertise
4 Fighter - (+1 Dex)
5 Fighter - Wep Spec (Range)
6 Rogue - Imp Feint, 1d6 sneak
7 Rogue - Evasion
8 Rogue - 2d6 Sneak (+1 Dex)
9 Rogue - Imp Crit, Uncany Dodge
= Rogue - 3d6 Sneak
So what you think? 3d6 sneak (going to be higher), evasion, imp feint, imp crit, rapid shot, and uncany dodge.
Aelasyl
03-17-2006, 05:18 PM
The reason you're not getting any responses is because you are posting a Rogue/Fighter. Not a Ranger/Rogue or a Ranger/Fighter.
Invalid_40
03-17-2006, 05:41 PM
Isn't a ranger a class that deals with bows and such o.O I'm focusing on skills and abilities a ranger would get just as another class for most of it for other beneficial reasons. I'll try posting it somewhere else.
Aelasyl
03-17-2006, 05:49 PM
Lots of classes use bows and ranged weapons for many different reasons. As far as the game is concerned though, you're a Rogue for all intents and purposes because it's your highest level class, especially if you plan on taking ten more levels of Rogue when the level cap hits 20. The Rogue boards might be better suited to helping you.
Aelasyl
03-17-2006, 08:57 PM
Just finished a major edit. Fixed the feats and skills in all the builds. Re-arranged some of the feat progressions, and added skill ranks. Along with correcting some spelling errors.
Datku
03-20-2006, 12:22 PM
Been having a lot of fun with the build. Decided to go the ranger 7/rogue 3 route since its more in line with my play style. Usually use bow for main dmg but have a couple elemental weapons I can swap out to if I need to mix it up.
I have also collected alot of items to boost different skills. For example I have goggles that give +3 to spot that I wear most of the time when I am moving through an area. Get the spot notices and equipt a set of +3 goggles for searching to uncover trap control boxes or hidden areas. Go to disable a trap yep got +3 goggles for that as well. Use the skill action boost and disable and so far have not had a critical failure at all. Failed a few times but just re-try and open. If I need to get sneaky yep have boots, ring, and if I need a robe of stealth I can swap to to help with hide and move silently. Pretty much have one full bag of items that I swap around as I need resulting in using 3 tool bars currently to swap items around on the fly.
The build and the optional gear I have I usually pick up on danger spots sooner than pure rogues, disable traps as effecently as a pure rogue (unless the rogue is higher lvl than me most times I take care of the traps). Listen and spot things better than most rogues. I do well leading a party into an area, scouting ahead and uncovering various things through out the adventure. Not to mention I do good dmg with my bow and can use my elemental weapons to help bash if needed. I also carry several heal wands not only for myself but to use on others (cheaper...heal pot is what 60g for light wounds and buying a wand brings that cost down to around 19-20g per). I actually end up doing several things in a party which is what I was going for.
I get into a lot of pickup groups and kind of see what role I need to fill. Sometimes I laugh when we need a rogue and thats all thats holding up a party. Tell them I actually do pretty good at disabling traps but no they want a rogue. So we finally get a rogue then I either spot and disarm traps quicker than the rogue at first just to prove my point. The other day we had a rogue that crit failed two traps in a row. So I moved ahead and started disabling traps before he could blow them up and the party finally told the rogue to leave the traps to me hehe. The rogue was not amused.
Have some friends that play and we will form a 4 person party quite often. Have a fighter, a sorc, a rogue, and my ranger. We actually do quite well. I end up taking care of pulling mobs, spotting and disabling most traps (although the rogue is getting better recently at this), finding all the hidden stuff and serve as the healer as well since I am the only one able to use wands. As such any healing wands the party finds they now automatically give to me which has helped in the cost department. I do good dmg with both a bow and elemental axe and board when I need to. Have utility to spot, find, and disable traps, pick most doors, usually sneaky enough to check areas out and if that fails fast enough to kite the mobs that uncover me back to the party to deal with, and fill in as a healer if needed. I really enjoy it and have been having alot of fun.
Rangers are not just about using a bow...they can have a lot of utility and can bring alot of skills to a party. Seen full parties of 6 with clerics going into instances and coming out beat up that our party of 4 can go through with relitive ease. Only downside though with having so many tricks up my sleeves is if something happens to me it has a major effect of the effectiveness of the party but then I like being needed hehe. I do have about a 1 lvl advantage on the other members of our 4 man party so I know that helps as well but I have been surpised how well we have been doing.
vincent_y79
03-22-2006, 05:20 PM
I've been wanting to do a difinitive ranged fighter and been working on the 2Ranger/8Fighter build and liking it so far.
Aelasyl
03-22-2006, 06:34 PM
To Datku:
Glad to hear you're enjoying yourself. It's always music to my ears to hear that the build works well for other people. You certainly seem to be playing the build as I would.
To Vincent:
I'm glad that this post helped you out. Keep me up-to-date on how everything is working out.
Again, thank you all for helping me make corrections and filling me in on how it's all working out.
-Ael
Castlehawk
03-23-2006, 11:50 AM
Aelesyl, thanks for this write up.
My main character is close to hitting the Level 10 mark and this post helped me pick my new character.
I've gone with your Archer Ranger Build.
I think one of the key's to any build is to insure that it fits with your playing style.
More importantly for those of you in a guild.... imagine how it fits within those playing dynamics. I am fortunate to have a guild that has the ability to adapt and change our playing styles depending on who and what characters are being played.
GottDDO
03-23-2006, 06:32 PM
TWF Ranger
The Two-Weapon Fighting Ranger takes advantage of the bonus feats the Ranger provides to be a melee combat damage machine. Strutting around in full-plate armor he is as much a tank as anyone else in the game.
Except when you don that full plate armor, you lose the benefit of your free twf feats.
Aelasyl
03-23-2006, 07:43 PM
Except when you don that full plate armor, you lose the benefit of your free twf feats.
Except that you don't in DDO.
-Ael
GottDDO
03-27-2006, 12:19 AM
Except that you don't in DDO.
-Ael
Unless they changed it since release, you do. Look at your to-hit and put on medium or heavier armor. You get a negative two to hit with each hand. I can't check it right now, as my ranger is warforged, but I checked it near the end of beta, when I decided to try out a ranger, and it most definitely mattered.
Aelasyl
03-27-2006, 02:02 AM
Your attack modifiers decrease because Rangers are not proficient with Medium or Heavy armor, not because you lose access to the feats when you are wearing said armor. Hope this clears up any confusion.
Castlehawk
04-20-2006, 11:08 AM
My Variation built on Aelasyl's Archer Ranger Build.
Elf Ranger2/Fighter8 – Str 18 Dex 25 Con 10 Int 8 Wis 8 Cha 8
Rgr1 – Favored Enemy (Giant), Wild Empathy, Point Blank Shot
Rgr2 – Two-Weapon Fighting, Rapid Shot
Ftr1 – Dodge, Mobility
Ftr2 – Shot on the Run, Ability Increase (Dexterity 21)
Ftr3 -
Ftr4 – Weapon Focus (ranged), weapon fineese
Ftr5 -
Ftr6 – Weapon Specialization (ranged), Ability Increase (Dexterity 22)
Ftr7 – Manyshot
Ftr8 – Great Weapon Focus (ranged)
I just turned level 6/ftr4 and decided to take WF. I felt that my melee needed some improvement.
I am hoping that when/if they increase the CAP I will take Improved Critical (ranged).
This thread has been extremely useful and love playing this build. The only concern I have is that my Will Save gets me into too much trouble (hold spells, etc).
Sneedd_Sneakily
04-20-2006, 12:36 PM
The reason you're not getting any responses is because you are posting a Rogue/Fighter. Not a Ranger/Rogue or a Ranger/Fighter.
Similarly, your Fighter 8/Ranger 2 isn't a Ranger build but a fighter build. Maybe you should take your Ftr8/Rng2 build to another board.
I am glad Darkforge and a couple other peeps are sticking it out and not caving in to the Rng2/Ftr8 crowd. I have posted this build a whole lot and here it is again:
Ranger 8/Fighter 2; Chaotic Good
Str 14
Dex 18
Con 10
Int 10
Wis 14
Cha 8
Enhancements: Elf Dex II, Ranger Dex III, Elf Bow Dmg II, Ranger's Action boost III (or Elf Bow Attack I, Fvrd Attack or Dmg)
Skills: Capped Move Silently, Hide, Spot, Search and Listen with some ranks in tumble
1 Ranger1-Pb Shot
2 Ranger2-Rapid Shot, Twf
3 Fighter1-Dodge, Mobility
4 Fighter2-Shot on the Run
5 Ranger3-
6 Ranger4-Weapon Finesse
7 Ranger5-
8 Ranger6-Manyshot, iTwf
9 Ranger7-Imp Crit (ranged) or Spring Attack
10 Ranger8-
Favored enemies: Undead and Evil Outsiders (Elementals, Giants, Dragons work also)
Spells: 2 1st and 1 2nd level spell (Long strider, Resist Energy <choose one>, and Barkskin (Cat's Grace or Energy Immunity <choose one>).
This build can both melee well and do ranged with the best of them. It is missing Wp Focus/Spec/GrFocus for Ranged but it makes up for +2 hit/Dmg by having far superior melee abilities combining TWF with Weapon Finesse. (I am at +18/+18/+18/+23/+23 in melee right now and +19 with my bow at level 8 and I anxiously awaiting level 10 where my melee will be +20/+20/+20/+25/+25/+30 assuming my dex doesn't go up any more with either a book or item).
starfire_one
04-23-2006, 10:58 AM
If I may make a comment of your TWF ranger, would it not be better to simply use the Archer ranger's stats but add in Weapon Finesse. This would give you the AC the archery ranger enjoyed as well as the to hit bonus.
It's a good guide and covers everything, though.
Aelasyl
04-23-2006, 01:45 PM
If I may make a comment of your TWF ranger, would it not be better to simply use the Archer ranger's stats but add in Weapon Finesse. This would give you the AC the archery ranger enjoyed as well as the to hit bonus.
It's a good guide and covers everything, though.
No, in fact it wouldn't be better. The TWF ranger I list here should be wearing enchanted full-plate armor by third level. A 13 in Dexterity is the minimum I recommend because you can still get a +1 to AC from your Dexterity bonus while wearing full-plate. In addition, a 13 lets you qualify for the Dodge feat which adds another +1 to your AC. This allows the build to go with high Strength to not only increase to-hit chance, but also damage dealt.
Orynn
04-24-2006, 09:55 AM
I found your guide after I had created my ranger/fighter but I still found it very useful so thank you. However, Upon reaching level 4 (ftr2) I was unable to choose shot on the run as a ftr bonus feat, it simply wasnt on the list and I have all the pre-reqs (dodge/mobility). So now my build is suffering and I was confident about it originally and ever more so once I read your guide. Any reason I'm not getting this as a choice even with the pre-reqs? Did they change the bonus fighter feat list? Current build is this...
Rgr2/ftr2
Str-14
Dex-20
Con-10 (hate negatives to hp)
Int-8
Wis-10 (will saves are bad enough heh)
cha-8
1-Weapon Focus Ranged
2-Rapid Shot/TWF
3-Dodge/Mobility
4-?!?!?!? No Shot-on-the-run?!?!? Ok, took Point Blank Shot =/
Any ideas? Thanks
Orynn
04-24-2006, 11:43 AM
Point Blank Shot was missing, nevermind...
NytCrie
05-01-2006, 11:15 PM
During creation, I decided to mimic my PnP ranger and have gone the high Dex Weapon Finesse route. I'm still pretty decent with a bow and dual wielding with a rapier and short sword (or any two light weapons) has been pretty successful so far at 3 levels of ranger. However, since there are aspects of a ranger not available in the game so far (wilderness type characterbound to an urban environment), I am thinking of just one (possibly two) level of Rogue just to round out with some skills (mostly boosting the stealth/search skills).
Think this would be feasible or just ignore the level of rogue and stick to the pure ranger?
Aelasyl
05-02-2006, 03:30 AM
During creation, I decided to mimic my PnP ranger and have gone the high Dex Weapon Finesse route. I'm still pretty decent with a bow and dual wielding with a rapier and short sword (or any two light weapons) has been pretty successful so far at 3 levels of ranger. However, since there are aspects of a ranger not available in the game so far (wilderness type characterbound to an urban environment), I am thinking of just one (possibly two) level of Rogue just to round out with some skills (mostly boosting the stealth/search skills).
Think this would be feasible or just ignore the level of rogue and stick to the pure ranger?
If you're going to focus on the TWF, I'd say you're better off without the Rogue levels. Mostly because you'll miss out on an attack at level 10. That being said, adding Rogue levels can add a lot to a Ranger. Disable Device, Sneak Attacks, Evasion at an earlier level. If you're only looking at it from a stealth/recon skill point of view though, I see no reason to multiclass Rogue, you have all those skills in your skill list already.
Tiralle
05-06-2006, 07:25 PM
Up!
Too many cogent replies and builds; Aelasyl's comments worth reading more than once.
Please sticky? This thread answers SO many questions someone new to the game/being a ranger might have.
Rabbit915
05-07-2006, 10:49 AM
Im having trouble figuring out what your starting stats are for all of these builds. Any chance you could post them?
Aelasyl
05-07-2006, 01:12 PM
Im having trouble figuring out what your starting stats are for all of these builds. Any chance you could post them?
Of course. I've edited the original post and added them into the Build-At-A-Glance part for each of the builds. Hope this helps.
-Ael
Averla
05-15-2006, 08:09 PM
bump - can we get a build link sticky for the ranger forum?
This specific thread as well as a few other hot build threads (with 3 pages or more of replies) - would be really handy for every ranger..
Especially since so many threads keep pointing back to this one.
Keeshan
05-16-2006, 08:56 AM
I took the Archer/Ranger route after reading this, and I must say, it's really fun to play.
I made a few changes as follows..
Human...not elf..
Favored Enemy: Goblinoids
Str 20 (ogre gloves, +1 attribute at lvl 3 )
Dex 19 ( Dex boots )
Con 10 ( necklace from stk )
Int 10 ( clever goggles )
Wis 9
Cha 8
( with a +1 longbow.. +10 to hit +6 to Dam unbuffed )
Feats.
1 ranger PBS, Mobility
2 ranger TWF, Rapid shot
3 Ftr Dodge, Weapon finesse ranged
4 Ftr Shot on the run..
That's where I'm at now...
It really surprises most of the tank types and even some rangers I group with when I end up with the top 2 if not the most ( by far usually ) kills of the group. ( ran Irestone last night.. and I had 55 Kills... about 15 higher than no. 2 ). Now don't misunderstand..I really don't care about the numbers.. I understand that if I hit first with the mob on the way in, by the time I get a second shot off the tanks are usually enganged and knocking them down.. and my next shot just happens to coincide with the last bit of damage that the mob needs to die..just the way the timing works...
I've read some forum entries about how tanks think that rangers will wait until the last bit of damage to hit a target and steal the kill... but quite honestly.. I'm not that good. I don't have time to manage to stay out of harms way and time my attacks.. I just hit tab ( auto-attack is always on..).. when the target disappears out of the ball window.. I hit tab again.. If I see a shaman, witch doctor or named in the room.. i'll hit tab until I see that guy.
I'll admit that playing quake or doom really comes in handy.. as circle strafing with SOTR really pays off when getting aggro'd. But I do have a shield and longsword handy and have no problem dropping the bow and slugging it out.
The Downside!.. I get held like a cute puppy and feared like a cat in the thunderstorm!.. needing to work on my saves... with a 19 dex.. the reflex isn't bad.. but my will save is just horrible... so keep that in mind if you go this route.... ( now you know why I hate shamans and witch doctors.. )
comments welcome..
Jaysensen
05-16-2006, 02:23 PM
You will dominate for another level or two, but when melees start getting extra swings, you will fall behind in kills. By far. But dont worry about killcount. Thats as useless a figure as DPS. Add vaule to your groups in more ways than damage, and you will be fine and have lots of fun in the process. ^^
theloire
05-28-2006, 08:09 AM
Aelasyl,
What would be a good build for a halfling ranger. Also, is it any benefit to choose Medium Armor Proficiency at character creation? And is the Empathy more effective if your Charisma is above 8? And what about Alignment? Chaotic Good be a good choice?
Thanks.
Osutin
05-28-2006, 11:01 PM
Hay, i'm a almost pure ranger, human (true neutral), and my purness cuts off at lvl 3, where I get rogue for 1 lvl, to get stuff like disarm, unlock, and such, what would my ideal build be then? I want some melle abilities like whirlwind attack or greater cleave, but I also want point blank shot (alot) so, my question is, what would be my ideal build?
Aelasyl
05-29-2006, 02:58 AM
Aelasyl,
What would be a good build for a halfling ranger. Also, is it any benefit to choose Medium Armor Proficiency at character creation? And is the Empathy more effective if your Charisma is above 8? And what about Alignment? Chaotic Good be a good choice?
Thanks.
Eh, you can just base the a halfling build of an elf build since they both give +Dex. You'll just have lower Strength and higher Constitution. I wouldn't waste a feat on Medium Armor proficiency, just pick up a level of Fighter. Yes, the empathy abilities are modified by Charisma. As for alignment, I can't help you there. All alignments have their advantages.
Aelasyl
05-29-2006, 03:03 AM
Hay, i'm a almost pure ranger, human (true neutral), and my purness cuts off at lvl 3, where I get rogue for 1 lvl, to get stuff like disarm, unlock, and such, what would my ideal build be then? I want some melle abilities like whirlwind attack or greater cleave, but I also want point blank shot (alot) so, my question is, what would be my ideal build?
Seems like you want to do too much with your build. A Rgr/Ftr will be better for feat focused builds. A Rgr/Rog will be better for skills focused builds.
lowdown
06-05-2006, 03:12 PM
I'm using this TWF build and it is working out very well. I have a +12 AB at lvl 6, and out damage almost everybody in the parties I've been in. THe ability to switch weapons for the occasion is very handy, and having the ability to deliver multiple effects from two seperate weapons has huge potential.
Grouping hasn't been much of an issue. Most expect me to start shooting arrows, but then I show up with my full plate carrying a dwarven axe and a sickle. Not the typical "ranger" people are thinking about.
I decided to go with spring attack as opposed to power attack, as it suits my playstyle more, but other than that I have stuck to the original plan.
Great character to roll up. Lots of fun, and you out fighter most of the other fighting classes. For TWF it allows you to take strength and still get iTWF feat without the 17 dex pre-req, which is a must in my book because I don't want to use rapiers or short swords. I want to use huge axes!
Vuedoo
06-06-2006, 07:25 PM
For all you Eq1 players , remeber how nerfed the ranger class was in the initial game .. and everyone complained about being a ranger until they added the 50+ expansion with aa's. and then the ranged attack of the high lvl ranger was about the best dps in the game with there crit damage , giving rangers something to look foward to by spending the time to build there aa's up.
Well I have a lvl9 rank 4 cleric still debating to be 10 or lvl 9/1 of Sorc or fighter. So ranger is my next focus for now unless our guild needs a cleric for raids or to get some quests accomplished. and I really want a ranged focused ranger, but am hearing the down falls of higher lvl fighting to be not very benficial to do a ranged based ranger. Well here the what if..... say down the road even after the lvl 12 cap comes into play, that they will enhance the ranger abilities to even out the ranged ranger with the twf ranger. the 8/2 ranger/fighter is what I have decided in hopes of yhis .. guess I'm just looking for encouragement focused towards the ranged ranger.
Teech
06-07-2006, 01:19 AM
Just thought I'd drop some thoughts into this very useful thread and see if I can get any opinions on my build.
Its a Halfling Pure Ranger, similar to the Elf Pure put up by Ael, but with some differences in skills and order of feats probably.
Halfling for the AB, AC and dex bonus without the hit to Con.
Its still young so feel free to thrash it so I can reroll earlier instead of later. =p
12, 18, 14, 08, 14, 08
Skills in Spot, Hide, Move Silent, Jump for sure.
Wondering what the last skill to up should be.
Considering UMD, but x-class =(.
Heal? (I generally don't think very highly of heal, even on my cleric.)
Listen is purely a flavor/ RP skill at the moment...
Took Finesse at 1.
Currently only 2.
Other feats being considered would be the following:
- Dodge (for AC, and potentially for Mobility -> Spring Atk/ SotR)
I think I'll take dodge at 3. Getting hit less is always good.
- Focus Piercing (Due to finesse, this would probably be my main type of melee damage.)
- Critical Piercing (Can't remember the requirements at the moment. If possible, this might also be an option at 3.)
- Focus/ Critical Ranged (Due to RoF problem, don't think I'll focus on range too much. Good to have, but can't see myself spending feats to enhance it.)
Concept: Meant to be a versatile fighting type character.
Capable of decent range as well as melee.
Not too much emphasis on range or I would have gone the 2/8 Elf route.
While melee damage would not be very impressive due to low strength, melee concept would rely more on weapons to deal stat damage.
I don't think I've thought this through all that clearly, even while typing I realise that I've only just thought about the reduced carrying capacity for Halflings. Not sure how that would factor. And I'm sure there are many other problems that just have not occured to me yet.
Feel free to tear it apart. Always more to learn. Though admittedly, might press on with it anyway so long as it is adequate. (Not looking for uber though would be interesting to know what could be done to nudge it along that direction.)
Ynglian
06-07-2006, 09:49 AM
Nice thread. Xirath directed me here when I posted a Ranger build question thread in General Discussion. If a mod sees this could they move the original post here, please? I seem to have a better chance of getting advice from here. In case, a mod doesn't move it here, could you people take a look at the uber ranger thread in general discussion, please? I am eager for advice on it.
dropshot
06-08-2006, 09:57 AM
Human -Choatic Good
1: rogue - 1d6 sneak, point blank shot, dodge
2: fighter- exotic weapon prof: khopesh
3: ranger- bow str,favored enemy, mobility
4: ranger- rapid shot, twf
5: fighter- spring attack
6: rogue- shot on the run, evasion
7: ranger
8: ranger- 1st level spells
9: ranger- improved crit: slashing, favored enemy
10:ranger- manyshot, itwf
str 14 (16 from 4,8)
dex 14
con 10
int 14
wis 14
chr 10
base resists before stat bonuses 8/8/2
human versatility, ranger dex2, ranger action boost 3, havent settled on my last enhancement. Currently using dex 1 to cancel out the -1 from delera gloves but that will eventaully change with equipment.
Full skills in open lock, dd, search,spot,hide,move silently..with a few bonus skills to go around.
Designed to reside in mithral full plate. can use a mithral tower shield if necessary. Sword and Board, Twf, and range are all equally viable modes of operation especially with both sotr and spring attack.
Downsides-- have to buy barkskin potions instead of having it innate
you are at caster level 6 so your resist spells are only resist
10 instead of 20 at caster level 7.
In Pugs you will have to deal with the "we need a rogue"
syndrome, sometimes even the "we need another tank"
and finally the blind invites from stk and ww groups because
they did not tally 6/2/2 to get your appropraite level.
Averla
06-25-2006, 10:06 PM
bump - someone needs this on the front page - i just know it!
Zynge
11-12-2006, 11:00 AM
Even though Aelasyl has retired from the game, we still have questions about peoples builds beyond 10th level.
What has everyone else been doing for level 11 and 12 (and hopefully level 13 soon)?
Personally, I am using the Utility Ranger/Rogue guide. I have decided to take ranger at 11 (no optional feats available). The Ability Increase I will use on Strength. Also, I replaced the Skill Ingenuity Enhancement with the new Rogue Dexerity Enhancement, which will give me a base 25 Dex (+3 Tangleroot item makes it 28!)
The Plan for level 12 is to take another Rogue level. I found I was having some trouble with Disabling Traps before level 10. So, hopefully adding a Rogue level will help. I'm also taking the Weapon Finess Feat, so I can use that extra Dex bonus.
Here is the breakdown:
Character Plan by DDO Character Planner Version 1.40
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Ranger 8/Rogue 4
Level 12 True Neutral Drow Male
Hit Points: 96
Spell Points: 67
BAB: 11\11\16\21
Fortitude: 6
Reflex: 17
Will: 4
Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 12) (Level 12)
Strength 15 17 17
Dexterity 18 19 25
Constitution 8 8 8
Intelligence 14 14 14
Wisdom 12 12 12
Charisma 10 10 10
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 12) (Level 12)
Balance 8 11 11
Bluff 0 0 0
Concentration -1 -1 -1
Diplomacy 0 0 0
Disable Device 6 17 17
Haggle 4 4 4
Heal 1 15 15
Hide 8 21 21
Intimidate 0 0 0
Jump 6 16 16
Listen 5 14 16
Move Silently 8 21 21
Open Lock 8 22 22
Perform n/a n/a n/a
Repair 2 2 2
Search 6 16 18
Spot 5 15 17
Swim 2 3 3
Tumble n/a n/a n/a
Use Magic Device n/a n/a n/a
Final Enhancements
Enhancement:Elven Dexterity II
Enhancement:Ranger's Action Boost III
Enhancement:Ranger's Dexterity III
Enhancement:Rogue's Dexterity I
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Hide (+4)
Skill: Jump (+4)
Skill: Listen (+4)
Skill: Move Silently (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Feat: (Selected) Dodge
Feat: (Automatic) Attack
Feat: (Automatic) Drow Spell Resistance
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortsword
Feat: (Automatic) Martial Weapon Proficiency: Shortbow
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Sneak
Feat: (Automatic) Sneak Attack
Feat: (Automatic) Spell Save Bonus (Drow)
Feat: (Automatic) Trapfinding
Feat: (Automatic) Trip
Enhancement:Skill Ingenuity I
Level 2 (Ranger)
Skill: Heal (+2)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Automatic) Bow Strength
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Sunder
Feat: (Automatic) Wild Empathy
Enhancement:Ranger's Action Boost I
Enhancement:Skill Ingenuity I
Level 3 (Ranger)
Skill: Heal (+2)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Mobility
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting
Enhancement:Elven Dexterity I
Enhancement:Ranger's Action Boost I
Enhancement:Ranger's Dexterity I
Enhancement:Skill Ingenuity I
Level 4 (Ranger)
Ability Raise: STR
Skill: Heal (+2)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Enhancement:Elven Dexterity I
Enhancement:Ranger's Action Boost II
Enhancement:Ranger's Dexterity I
Enhancement:Skill Ingenuity I
Level 5 (Rogue)
Skill: Disable Device (+4)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+2)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Automatic) Evasion (Rogue)
Enhancement:Elven Dexterity I
Enhancement:Ranger's Action Boost II
Enhancement:Ranger's Dexterity I
Enhancement:Rogue's Dexterity I
Level 6 (Ranger)
Skill: Heal (+2)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Point Blank Shot
Enhancement:Elven Dexterity I
Enhancement:Ranger's Action Boost II
Enhancement:Ranger's Dexterity I
Enhancement:Rogue's Dexterity I
Level 7 (Ranger)
Skill: Heal (+2)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Favored Enemy) Favored Enemy: Gnoll
Enhancement:Elven Dexterity I
Enhancement:Ranger's Action Boost II
Enhancement:Ranger's Dexterity II
Enhancement:Rogue's Dexterity I
Level 8 (Ranger)
Ability Raise: DEX
Skill: Heal (+1)
Skill: Hide (+1)
Skill: Jump (+2)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Automatic) Improved Two Weapon Fighting
Feat: (Automatic) Manyshot
Enhancement:Elven Dexterity II
Enhancement:Ranger's Action Boost III
Enhancement:Ranger's Dexterity II
Enhancement:Rogue's Dexterity I
Level 9 (Ranger)
Skill: Heal (+1)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+2)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Shot on the Run
Feat: (Automatic) Improved Wild Empathy
Enhancement:Elven Dexterity II
Enhancement:Ranger's Action Boost III
Enhancement:Ranger's Dexterity II
Enhancement:Rogue's Dexterity I
Level 10 (Rogue)
Skill: Disable Device (+5)
Skill: Open Lock (+5)
Feat: (Automatic) Trap Sense
Enhancement:Elven Dexterity II
Enhancement:Ranger's Action Boost III
Enhancement:Ranger's Dexterity II
Enhancement:Rogue's Dexterity I
Level 11 (Ranger)
Skill: Heal (+2)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Enhancement:Elven Dexterity II
Enhancement:Ranger's Action Boost III
Enhancement:Ranger's Dexterity III
Enhancement:Rogue's Dexterity I
Level 12 (Rogue)
Ability Raise: STR
Skill: Disable Device (+2)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+4)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Weapon Finesse
Feat: (Automatic) Uncanny Dodge
Enhancement:Elven Dexterity II
Enhancement:Ranger's Action Boost III
Enhancement:Ranger's Dexterity III
Enhancement:Rogue's Dexterity I
I hope this is helpful for the Ranger/Rogues out there. But, we need to hear from others about what they are doing. Let's keep Aelasyl's legacy alive.
I can see why he retired. This is a completely nerfed build. I have a tempest ranger along with my "archer" and the rangers is BY FAR a MUCH better toon. Further, with the enhancements to Ranger's "arching" abilities, the toons are nearly the same with ranged.
That being said, I still like my archer.
Question: is this build getting the 3rd arrow at BAB +11?
I just leveled and was too tired to check...I took another level of Fighter, as at 12th I'm taking imp crit slash so I can finally start doing some melee damage.
Zynge
11-12-2006, 10:39 PM
for telling me the build I have been working on is "Nerfed". I don't believe it is nerfed.
I don't want to get into pointing at each others builds and saying "this is nerfed" or "that is nerfed".
However, I would like to hear WHY you think it is nerfed.
Personally, I find this build to be very powerful. I believe the Tempest build is a good build. But, this is a Utility Build...
In that, I can do a lot for myself or a party. I have Rogue skills and Ranger skills both, which makes for a powerful combo.
I solo a lot during the day. I can generally do any quest solo just two levels below my level on Elite. There are some I wouldn't attempt like that. But, at 8th level, I can look at my Adventures screen and see Elite in Red on over half of the list (except for the blue Solo's).
I love it when I duo with my son. He plays a Paladin1/Cleric6. When he gets the aggro, my eyes just light up seeing all the pluses to my damage on monsters he is fighting. Either with bow or hand weapon.
Anyway, back to my post... I did some checking and I put something wrong on my comment. Skill Ingenuity is still better than Rogue Dexerity. I was having trouble with my Disable Trap skill...forgetting that is based on Intelligence, not Dexterity. So, keep Skill Ingenuity in there.
I don't know wether or not the 3rd shot is at BAB +11. I haven't been watching it too close, because the way arrows and bow shooting has been working lately is just screwy. It works, but I don't know how. Missed shots (with no rolls) and double shots occassionally, generally the shot after missing a shot (with no roll). I hope they do something to fix that soon, it's driving me nuts.
The Ranger/Fighter build sounds like what you are working on. What kind of progression are you doing?
If you click on that link at the top of my build, you can get a real nice Character Generator that has been approved by Turbine. There isn't any other downloads or DLL's you need to install... It's pretty neat and it produces that nice listing for my build.
Thanks for the reply
Zynge
Skallagrimm
11-13-2006, 02:44 AM
This is a pure Ranger Build that ill be using (is this a decent/viable build?)
Character Plan by DDO Character Planner Version 1.40
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 12 Neutral Good Drow Male
(12 Ranger)
Hit Points: 92
Spell Points: 110
BAB: 12\12\17\22
Fortitude: 6
Reflex: 15
Will: 4
Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 12) (Level 12)
Strength 16 18 18
Dexterity 20 21 26
Constitution 6 6 6
Intelligence 10 10 10
Wisdom 10 10 10
Charisma 10 10 10
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 12) (Level 12)
Balance 5 7 7
Bluff 0 0 0
Concentration -2 -2 -2
Diplomacy 0 0 0
Disable Device n/a n/a n/a
Haggle 0 0 0
Heal 0 0 0
Hide 5 8 8
Intimidate 0 0 0
Jump 7 19 19
Listen 4 15 17
Move Silently 9 22 22
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 0 0 0
Search 4 15 17
Spot 4 14 16
Swim 3 4 4
Tumble 7 14.5 14.5
Use Magic Device n/a n/a n/a
Final Enhancements
Enhancement:Elven Dexterity II
Enhancement:Favored Damage IV
Enhancement:Ranger's Dexterity III
Enhancement:Favored Attack III
Level 1 (Ranger)
Skill: Jump (+4)
Skill: Listen (+4)
Skill: Move Silently (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+2)
Feat: (Favored Enemy) Favored Enemy: Giant
Feat: (Selected) Point Blank Shot
Feat: (Automatic) Attack
Feat: (Automatic) Bow Strength
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Drow Spell Resistance
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Sneak
Feat: (Automatic) Spell Save Bonus (Drow)
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Feat: (Automatic) Wild Empathy
Level 2 (Ranger)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Tumble (+0.5)
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting
Level 3 (Ranger)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Tumble (+0.5)
Feat: (Selected) Weapon Focus: Ranged Weapons
Level 4 (Ranger)
Ability Raise: STR
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Tumble (+0.5)
Spell (1): Camouflage
Spell (1): Jump
Spell (1): Longstrider
Spell (1): Tumble
Level 5 (Ranger)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Search (+2)
Skill: Tumble (+1)
Feat: (Favored Enemy) Favored Enemy: Undead
Level 6 (Ranger)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+2)
Skill: Spot (+1)
Feat: (Selected) Weapon Focus: Piercing Weapons
Feat: (Automatic) Improved Two Weapon Fighting
Feat: (Automatic) Manyshot
Level 7 (Ranger)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Tumble (+0.5)
Feat: (Automatic) Improved Wild Empathy
Level 8 (Ranger)
Ability Raise: STR
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+2)
Skill: Tumble (+0.5)
Spell (2): Barkskin
Spell (2): Bear's Endurance
Spell (2): Cat's Grace
Spell (2): Cure Light Wounds
Spell (2): Owl's Wisdom
Spell (2): Protection From Energy
Spell (2): Resist Energy
Level 9 (Ranger)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Tumble (+0.5)
Feat: (Selected) Improved Critical: Ranged Weapons
Feat: (Automatic) Evasion (Ranger)
Level 10 (Ranger)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Tumble (+0.5)
Feat: (Favored Enemy) Favored Enemy: Dragon
Level 11 (Ranger)
Skill: Jump (+2)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Tumble (+0.5)
Spell (3): Cure Moderate Wounds
Spell (3): Neutralize Poison
Spell (3): Remove Disease
Level 12 (Ranger)
Ability Raise: DEX
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Tumble (+0.5)
Feat: (Selected) Improved Critical: Peircing Weapons
Enhancement:Elven Dexterity II
Enhancement:Favored Damage IV
Enhancement:Ranger's Dexterity III
Enhancement:Favored Attack III
Zynge
11-13-2006, 01:38 PM
Thanks for posting your build. Here is a Pure Bow Ranger, which is Aelasyl's Pure Ranger that has been slightly modified.
Character Plan by DDO Character Planner Version 1.40
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Pure Bow Ranger
Level 12 Neutral Elf Male
(12 Ranger)
Hit Points: 116
Spell Points: 152
BAB: 12\12\17\22
Fortitude: 8
Reflex: 15
Will: 6
Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 12) (Level 12)
Strength 14 15 15
Dexterity 18 20 25
Constitution 10 10 10
Intelligence 10 10 10
Wisdom 14 14 14
Charisma 8 8 8
Starting
Base Skills
Skills (Level 1)
Balance 4
Bluff -1
Concentration 0
Diplomacy -1
Disable Device n/a
Haggle -1
Heal 2
Hide 8
Intimidate -1
Jump 6
Listen 6
Move Silently 8
Open Lock n/a
Perform n/a
Repair 0
Search 4
Spot 6
Swim 2
Tumble n/a
Use Magic Device n/a
Level 1 (Ranger)
Skill: Hide (+4)
Skill: Jump (+4)
Skill: Listen (+4)
Skill: Move Silently (+4)
Skill: Search (+4)
Skill: Spot (+4)
Feat: (Selected) Dodge
Feat: (Favored Enemy) Favored Enemy: Undead
Enhancement:Ranger's Action Boost I
Level 2 (Ranger)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Enhancement:Elven Ranged Damage I
Enhancement:Ranger's Action Boost I
Enhancement:Ranger's Dexterity I
Level 3 (Ranger)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Point Blank Shot
Enhancement:Elven Dexterity I
Enhancement:Elven Ranged Damage I
Enhancement:Ranger's Action Boost II
Enhancement:Ranger's Dexterity I
Level 4 (Ranger)
Ability Raise: DEX
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Enhancement:Elven Dexterity I
Enhancement:Elven Ranged Damage I
Enhancement:Ranger's Action Boost II
Enhancement:Ranger's Dexterity I
Level 5 (Ranger)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Favored Enemy) Favored Enemy: Giant
Enhancement:Elven Dexterity I
Enhancement:Elven Ranged Damage I
Enhancement:Ranger's Action Boost II
Enhancement:Ranger's Dexterity II
Level 6 (Ranger)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Mobility
Enhancement:Elven Dexterity I
Enhancement:Elven Ranged Attack I
Enhancement:Ranger's Action Boost III
Enhancement:Ranger's Dexterity II
Level 7 (Ranger)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Enhancement:Elven Dexterity I
Enhancement:Elven Ranged Attack I
Enhancement:Ranger's Action Boost III
Enhancement:Ranger's Dexterity II
Level 8 (Ranger)
Ability Raise: DEX
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Enhancement:Elven Dexterity II
Enhancement:Elven Ranged Attack I
Enhancement:Ranger's Action Boost III
Enhancement:Ranger's Dexterity III
Level 9 (Ranger)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Shot on the Run
Enhancement:Elven Dexterity II
Enhancement:Elven Ranged Attack I
Enhancement:Ranger's Action Boost III
Enhancement:Ranger's Dexterity III
Level 10 (Ranger)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Enhancement:Elven Dexterity II
Enhancement:Elven Ranged Attack I
Enhancement:Ranger's Action Boost IV
Enhancement:Ranger's Dexterity III
Level 11 (Ranger)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Enhancement:Elven Dexterity II
Enhancement:Elven Ranged Attack I
Enhancement:Ranger's Action Boost IV
Enhancement:Ranger's Dexterity III
Level 12 (Ranger)
Ability Raise: STR
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Improved Critical: Ranged Weapons
Enhancement:Elven Dexterity II
Enhancement:Elven Ranged Attack II
Enhancement:Ranger's Action Boost V
Enhancement:Ranger's Dexterity III
Ok, first off, my first ranger was a pure ranger and I made mistakes early on with his feats. Now, it's too late to re-roll him. So, thank goodness, Turbine is giving us Dragon Shards to re-spec feats.
Onto the comparison.
First thing I see, is the Hit Points are kind of low... Con isn't the stat I would decrease if I wanted adjust the stats. I would choose Cha as it's not a stat that is very useful to rangers. Drow of course are little better stat wise, but some new players don't have that option yet. If you are going Drow, put the 2 points in Int. That way you will have 2 more points a level for skills and Heal and Concentration. To get better rest shrine heals and to cast Cure Moderate Wounds in combat on yourself.
I do see your reasons for wanting to raise Dex and Str. However, Raising Dex that high is kind of a waste. 26 Dex, then add at the very least the +3 Tangleroot Dex Item, makes 29. Odd numbers are a waste. Maybe if you get lucky, you can find a +4 Dex item or a +1 Dex tome, making it 30. Which is right on the money. In the Pure Bow build, ending in 25 and the Tangleroot item, puts it at 28. Then.. If I get lucky, a +4 item AND a +1 Dex tome, makes 30 as well. Without a hit to another stat.
Str 18 is nice. Add +3 Tangleroot item again... 21, waste. Also, the problem arises with doing too much damage. Which sounds kind of strange I know. But, whoever does the most damage, draws the aggro. I can't tell you how many times... I'm standing in the back of the group, we see a monster, everyone charges except me and the casters. Just as they reach the monster, I fire and get aggro and they have to chase the monster all the way to be me, who is now missing like crazy, because the monster is moving. Word of advice, let the fighters do some damage first and then start shooting. You still may get aggro, but, it should be almost dead by the time it gets to you. Then, draw two weapons and finish it off. try ending with a 15 Str, add Tangleroot Item, gives an 18. Again, you maybe lucky and get the +4 item AND a +1 Str tome. One shot kills are nice, but are hard to get, even with a high Strength.
Wisdom needs to be 12 or 13 or 14, Barkskin is the best spell you can get so far. You can't get it unless you have a 14 Wis (or adjusted 12 or 13 to get 14). Finding a +4 Wis item maybe a little rough.
Skills: A 10 Int only gives you 6 skill points each level. Stick to what bow rangers do best, scouting and ranging. Hide, Jump, Listen, Move Silently, Search, Spot. Leave Balance and Tumble to the Rogues. No one needs Swim, use an Underwater Action Item.
Enhancements: I used to use Favored Attack and Damage. But, for the above aggro reasons, I stopped. I went with Elven Ranged Attack II, because it gives a +2 to hit EVERYTHING and the Ranger's Action Boost is just too good. The Energy Resist will get you thru a lot of trap situations. The Sprint is VERY fast to get away when you are being ganged up on. (It does happen.) The Skill Boost is useful to boost your Jump to get onto some perches to shoot from and the monster can't get to you. Note: This boosts ALL your skills, unlike the Rogue Action Boost which only boosts a few skills.
I take Elven Ranged Damage early though, because Elven Ranged Attack isn't available until level 6. You can use the little extra damage killing kobolds though. :)
Level 1: Dodge feat first, if your that close to get a target for PBS, then your too close. Your going to get beat on... Low Con = Fast Death. You need to get your AC up first. Also, Favored Enemy Undead first... You will see more Undead than Kobolds in the beginning. But, Kobolds are easy to kill. Then later on, when you get into the catacombs, this will really be handy. And even further on, like for the Vampire. Giants are ok, but, not til later.
level 3: Weapon Focus only gives a +1 to hit. There are better Feats than that... Like Point Blank Shot, the feat you wanted at level 1. It gives the same bonus as Weapon Focus AND +1 to damage.
Level 4: Per the Pure Bow Ranger build, you would raise Str at the end, but, it can be raised at anytime. Again, remember the damage aggro. At this early level, you'll get stomped pretty quick. Dex adds AC. The Spell to memorize is Jump. Get onto those perches.
Level 5: Now get Favored Enemy Giant. You'll be ready for Redwillow at that point.
Level 6: Now here is a mistake... Weapon Focus: Piercing only gives a +1 to hit. Also, that is Melee weapons. Continue on with the Shot on the Run line. I know EVERYONE thinks they have shot on the run now... Well, they don't. They have reloading on the run. Shot on the Run will take away the -4 to hit while moving. Again, this a Bow build, not a Melee... I know TWF is tempting and in the right build it is great, but, this isn't it. Only go Melee when the target is nearly dead and to avoid the +4 to hit you when using a bow.
Level 8: This is the level that gets Elven Dex II and Ranger's Dex III (+5 Dex) AND the Ability stat increase. To hit Str again isn't taking advantage of the huge boost your going to get. Go with Dex instead. It adds AC. Also, there is your brand new spell Barkskin, which also adds AC. NOW you can stand toe-to-toe (if you really have to). You have just added 4 AC. Another note: If you go True Neutral Alignment, you can use Stability armor, which will add even more AC.
Level 9: This is where you get Shot on the Run. The Bow Ranger Buiild, has Improved Critical: Ranged on the next feat to get. Shot on the Run is very important. Truthfully, my 11 ranger doesn't have it yet. I wish he did... the reloading on the run is great.. but, I find I'm missing a lot while on the run. That really sucks when they get right on top of you and kill you with one blow while running. +4 to hit me (using a ranged weapon in melee), -4 for me to hit them. Shot on the Run is the way to go for a Bow Ranger. Until I get it.. I have to switch to Shield and Rapier when they get too close and not near death.
Level 10: Dragon, interesting... Only one Dragon in game so far... and you have to kill like a thousand War Forged to get to him. My 11 Ranger, went on only 1 dragon run when he was level 9. I was ranging like crazy and I killed the Dragon. Everyone flipped out. Because, at the time (which I didn't know) it was thought that ranging the dragon would make him do his wing attack and blow everyone off the platform. I did more damage to the dragon that I thought would be possible... and that was without him being a favored enemy. You will get more use out of Evil Outsider (Flesh Renders, weirdoes from another plane, etc.) then you ever will from Dragon.
Level 11: Cure Moderate Wounds is awesome here. I love it.
Level 12: Raise Str here instead. For the above reason... NOW you want to do more damage, because your AC is up high enough.
Well, I hope this helps you. It took quite bit of trial and error to get all this right. It is still very easy to gimp yourself. One mis-step and you'll start looking for a Dragon Shard.
Good luck and good hunting!
~True_Knight
12-04-2006, 11:34 PM
Here's my Ranger Build (an Undead Hunter)
Character Plan by DDO Character Planner Version 1.40
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
CuChoinneach Shadowblade
Level 12 Lawful Good Elf Male
(4 Paladin \ 6 Ranger \ 2 Sorcerer)
Hit Points: 130
Spell Points: 308
BAB: 11\11\16\21
Fortitude: 13
Reflex: 13
Will: 12
Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 12) (Level 12)
Strength 11 14 14
Dexterity 15 15 17
Constitution 10 10 10
Intelligence 10 10 10
Wisdom 14 14 14
Charisma 15 15 15
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 12) (Level 12)
Balance 3 8 8
Bluff 2 2 2
Concentration 2 8 8
Diplomacy 2 2 2
Disable Device n/a n/a n/a
Haggle 2 2 2
Heal 4 9 9
Hide 4 5 5
Intimidate 2 2 2
Jump 2 10 10
Listen 4 5 7
Move Silently 4 5 5
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 0 0 0
Search 2 2 4
Spot 4 4 6
Swim 0 6 6
Tumble 4 9 9
Use Magic Device 3 5 5
Final Enhancements
Enhancement:Favored Resistance II
Enhancement:Elven Enchantment Resistance III
Enhancement:Elven Arcane Fluidity IV
Enhancement:Elven Dexterity II
Level 1 (Ranger)
Skill: Balance (+1)
Skill: Concentration (+2)
Skill: Heal (+2)
Skill: Hide (+2)
Skill: Jump (+2)
Skill: Listen (+2)
Skill: Move Silently (+2)
Skill: Search (+2)
Skill: Spot (+2)
Skill: Tumble (+2)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Selected) Weapon Finesse
Feat: (Automatic) Attack
Feat: (Automatic) Bow Strength
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Sneak
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Feat: (Automatic) Wild Empathy
Enhancement:Favored Damage I
Enhancement:Favored Defense I
Enhancement:Elven Perception I
Enhancement:Ranger's Action Boost I
Level 2 (Paladin)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Automatic) Aura of Good
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Smite Evil
Enhancement:Favored Damage I
Enhancement:Favored Defense I
Enhancement:Elven Ranged Damage I
Enhancement:Paladin's Action Boost I
Level 3 (Ranger)
Skill: Balance (+0.5)
Skill: Jump (+3)
Skill: Use Magic Device (+1)
Feat: (Selected) Two Weapon Defense
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting
Enhancement:Favored Damage I
Enhancement:Favored Resistance I
Enhancement:Ranger's Dexterity I
Enhancement:Elven Dexterity I
Level 4 (Sorcerer)
Ability Raise: STR
Skill: Concentration (+2)
Feat: (Automatic) Magical Training
Spell (1): Burning Hands
Spell (1): Chill Touch
Enhancement:Favored Resistance I
Enhancement:Elven Enchantment Resistance II
Enhancement:Ranger's Dexterity I
Enhancement:Elven Dexterity I
Level 5 (Paladin)
Skill: Heal (+1)
Skill: Tumble (+0.5)
Feat: (Automatic) Divine Grace
Feat: (Automatic) Lay on Hands
Enhancement:Favored Resistance I
Enhancement:Elven Enchantment Resistance II
Enhancement:Ranger's Dexterity I
Enhancement:Elven Dexterity I
Level 6 (Paladin)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Exotic Weapon Proficiency: Khopesh
Feat: (Automatic) Aura of Courage
Feat: (Automatic) Divine Health
Feat: (Automatic) Fear Immunity
Enhancement:Favored Resistance I
Enhancement:Elven Enchantment Resistance II
Enhancement:Ranger's Dexterity I
Enhancement:Elven Dexterity I
Level 7 (Paladin)
Skill: Balance (+0.5)
Skill: Heal (+1)
Feat: (Automatic) Turn Undead
Spell (1): Bless
Spell (1): Cure Light Wounds
Spell (1): Divine Favor
Spell (1): Lesser Restoration
Spell (1): Protection From Evil
Spell (1): Resistance
Spell (1): Virtue
Enhancement:Favored Resistance I
Enhancement:Elven Enchantment Resistance II
Enhancement:Ranger's Dexterity I
Enhancement:Elven Dexterity I
Level 8 (Sorcerer)
Ability Raise: STR
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Spell (1): Ray of Enfeeblement
Enhancement:Favored Resistance I
Enhancement:Elven Enchantment Resistance II
Enhancement:Elven Arcane Fluidity II
Enhancement:Elven Dexterity II
Level 9 (Ranger)
Skill: Balance (+0.5)
Skill: Heal (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Tumble (+1)
Feat: (Selected) Toughness
Enhancement:Favored Resistance I
Enhancement:Elven Enchantment Resistance III
Enhancement:Elven Arcane Fluidity III
Enhancement:Elven Dexterity II
Level 10 (Ranger)
Skill: Balance (+0.5)
Skill: Swim (+2)
Skill: Tumble (+1)
Skill: Use Magic Device (+0.5)
Spell (1): Camouflage
Spell (1): Jump
Spell (1): Longstrider
Spell (1): Tumble
Enhancement:Favored Resistance I
Enhancement:Elven Enchantment Resistance III
Enhancement:Elven Arcane Fluidity III
Enhancement:Elven Dexterity II
Level 11 (Ranger)
Skill: Balance (+1)
Skill: Swim (+2)
Skill: Tumble (+1)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Enhancement:Favored Resistance I
Enhancement:Elven Enchantment Resistance III
Enhancement:Elven Arcane Fluidity III
Enhancement:Elven Dexterity II
Level 12 (Ranger)
Ability Raise: STR
Skill: Concentration (+2)
Skill: Heal (+2)
Skill: Jump (+2)
Feat: (Selected) Power Attack
Feat: (Automatic) Improved Two Weapon Fighting
Feat: (Automatic) Manyshot
Enhancement:Favored Resistance II
Enhancement:Elven Enchantment Resistance III
Enhancement:Elven Arcane Fluidity IV
Enhancement:Elven Dexterity II
Zynge
12-04-2006, 11:59 PM
Ok, you have two classes on here that I have never played before. Paladin and Sorcerer.
I have only recently started looking into build a ranger/paladin. So, I haven't a clue about this build. Good luck with it.
Nilathak
12-07-2006, 08:48 PM
Hey Zynge..
I am trying our my drow for the pure ranger.. now at lvl 2, its doing very well thanks to your build. High dex without hindering movement and the range attacks are the forte at this beginning stage. Trying to buff up other stats and saves as I get along.. thx :D
Just a thought, I was thinking maybe at lvl 12 (if any rgr improves their UMD), how about multiclass it to a sorc? i.e. rgr 11/sorc 1? this way since we can already cast spells and use wands (UMD at char lvl), we can even use wands of heal up to critical wounds, even up to wand of lightning 10th lvl, which is an additional ranged attack saving the arrows ;)
Zynge
12-07-2006, 10:22 PM
I'm glad your liking the build. Just remember to stay out of melee if possible. That's one of the downfalls of the ranger class, they are still kind of squishy.
If you get into melee, be sure and use your wands afterwards to heal yourself, save your clerics power! Tell your cleric ahead of time, just keep you alive thru the battles, then you will heal yourself afterwards.
That is the main reason why some folks don't like rangers in the party, they are a healing sponge if they keep getting in the melee... and poor timing on shooting the mobs just before the tanks get into the battle. It takes a bit of patience to shoot at the right time.
Your question about splashing in a Sorcerer level is beyond me. I have never tried it, but I have heard some good things about it. Maybe one of our Sorcerer friends can answer that?
Good luck!
daydrmrzzz
12-17-2006, 06:27 PM
This is my build for a dex/skills based halfling utility ranger.
Halfling race, 10 str, 20 dex, 14 Int, 9 con, 9 wis, 8 cha
(32 pt build) 10 Str 20 Dex 14 Int 10 Con 12 Wis 8 Cha
lvl 1 Rogue, Feat: Iron will (will saves are the lowest with this build), get +1 to hit, +1 AC, +4 Hide, +2 Move silent, listen, jump, +1 all saves for halfling, Sneak attack, simple weapons, light armor, Trap finding, +1d6 sneak attack, +2 reflex, and 48 skill points for rogue.
Melee to hit: +1, ranged to hit +6, Ref +8, Fort +0, Will +2, 25 HP, Naked AC 16
lvl 2 Ranger, Martial weapons, medium armor, shields, +2 Reflex, +2 Fortitude, BAB +1, Bow strength, 8 skill points (total 56)
Melee to hit +2, Ranged to hit +7, Ref +10, Fort +2, Will +2, 32 HP, Naked AC 16
Lvl 3 Ranger, Feat: Weapon Finesse, get Two weapon fighting, Rapid shot, +1 BAB, +1 Reflex, +1 Fortitude, 8 skill points (total 64). Enhancements Ranger dex 1, Halfling luck 1, halfling dex 1 (22 dex)
Melee to hit (heavy/light weapons) +3/+9, TWF +7, ranged to hit +9, Ref +13, Fort +4, Will +3, 39 HP, Naked AC 17
Lvl 4 Rogue, ability point: +1 dex, BAB +1, Ref +1, 10 skill points (total 74), Enhancement: Rogue dex 1, (24 dex), Evasion
Melee to hit +4/+11, TWF +9, ranged to hit +11, Ref +15, Fort +4, Will +3, 44 HP, Naked AC 18
Lvl 5 Ranger, +1 BAB, +1 Will, 8 skill points (total 82)
Melee to hit +5/+12, TWF +10, Ranged to hit +12, Ref +15, Fort, +4 Will +4, 51 HP, naked AC 18
Lvl 6 Rogue, +1 BAB, +1 Fort, +1 Will, feat: Luck of heroes (+1 all saves), 10 skill points (total 92), +2d6 sneak attack. Enhancement Halfling luck 2
Melee to hit +6/+13, TWF +11, Ranged to hit +13, Ref +17 Fort +7 Will +7, 56 HP, naked AC 18
Lvl 7 Ranger, +1 BAB, +1 Ref, +1 Fort, 8 skill points (total 100)
Melee to hit +7/+14, TWf +12, ranged to hit +14, Ref +18, fort +8, Will +7, 63 HP, Naked AC 18
Lvl 8 ranger, +1 BAB, Ability point +1 dex, 8 skill points (total 108), enhancement: halfling dex 2, Ranger dex 2 (27 dex)
Melee to hit +8/+16, TWF +14, Ranged to hit +16, Ref +19, fort +8, Will +7, 70 HP, Naked AC 19
Lvl 9 Ranger, Feat: bull headed (+1 will), 8 skill points (total 116), BAB +1, +1 Ref, +1 Fort, +1 will, Improved 2 weapon fighting, Many shot
Melee to hit +9/+17, TWF +15, Ranged to hit +17, Ref +20, Fort +9, Will +9, 77 HP, Naked AC 19
Lvl 10 ranger, 6 base skill points, BAB +1, 8 skill points (total 124), Enhancement: Halfling luck 3
Melee to hit +10/+18, TWF +16, Ranged to hit +18, Ref +21, Fort +10, Will +10, 84 HP, Naked AC 19
Lvl 11 Ranger, 8 skill points (total 132), Enhancement: Ranger dex 3 (28 dex), BAB +1, +1 Ref, +1 Fort
Melee to hit +11/+20, TWF +18, ranged to hit +20, Ref +23, Fort +11, Will +10, 91 HP, naked AC 20
Lvl 12 fighter, Ability point +1 dex (29 dex) Feats: Weapon Alacrity, Weapon Alacrity, BAB +1, +2 fort, 4 skill points (total 136)
Melee to hit +12/+21, TWF +19, Ranged to hit +19, Ref +23, Fort +13, Will +10, 100 HP, naked AC 20
32 pt build will have an additional +2 will, +1 Fort, +12 HP.
I based this build on using robes of stability and black widow bracers instead of armor (available at 2nd level). Assuming +5 dex item or +4 item and a +1 tome, You would have an AC of 28 without shield, 35 with +5 darkwood shield, 38 with a barkskin potion, and with no armor check penalty (add 4 more points with spectacular optics, Bracers AC 5, +6 dex item and +2 tome). You would be getting 7 attacks with two weapon fighting and 6 attacks with weapon alacrity (2 different weapon types) and firing 4 arrows per shot with many shot. When they raise the level cap, take 1 more level of fighter to get Weapon alacrity in the 3rd weapon type before returning to ranger. Drawbacks of this build: You will need to get wisdom gear to use spells, although items and wands will still be usable (fixed with 32 pt build). You won't be doing a lot of damage per hit unless you have elemental or bane weapons, or you can get in your +2d6 backstab. You'll only have 22 fewer skill points than a pure rogue (8 more than a pure ranger or bard), excellent skills and great combat feats, and very good saves (espescially reflex). This makes a well rounded character, with good solo potential as well as being good in a group in either a rogue, secondary tank, or ranged attack specialist role. (I say secondary tank because your Hit points won't be as good as a fighter/ranger/barbarian, no Con HP bonus, and you'll be doing less damage per hit, but hitting often). You can vary the build somewhat by choosing different feats to specialize in different areas instead of going for saving throws like I did, But I felt one of the primary weakmesses of depending on dex for AC is the hold person or Otto's dance spells (lose all dex bonus). Let me know what you think of this build.
Jaysensen
12-20-2006, 02:31 PM
This guide is really outdated. Posting on this thread, will not get you advice from most of the really experienced Rangers as we dont read this thread. Please post on the Ranger forums if you want build advice.
The two most popular builds seem to be Illuminati's Tempest Ranger (In this forum) and Jakelala's Perfection Ranger (In Ranger forum).
Zynge
12-20-2006, 04:22 PM
Well, I appreciate the fact that you don't how "experienced" I am playing rangers.
But, for the past 10 years (a guess) I have a played a ranger in every online game I have played...
So, please don't say that this build is outdated, just because the more "experienced" players use another build. They are fine builds and I have nothing bad to say about any of them. It's just a matter of preference.
The Perfection build is a good build. And, beyond level 12, I would venture to say that our builds will be very similar... At level 12 the only thing that is really very different is that Perfection has the Ranger class granted feats (Improved TWF and Improved Precise Shot) where my build won't get those until level 14 (ranger 11/rogue 3). However, having higher levels of sneak attack because of rogue levels helps aleveiate that.
daydrmrzzz:
Your build looks well thought out. I would not count on using robes right away as your dex won't be to 28 until leater. 28 dex provides +9 mod. Padded armor only provides up to 8 dex bonus, so wait until then dex 28 to switch to robes. That will give you time as well to get some items together for a robe wearing ranger.
I'm not much into triple multi-classes, it took me a long while to get used to double multi-classing. Something I have noticed, is that a lot of people do this in the early levels to be more versatile, but in the higher levels thier skills are just not up to making it thru the really tough dungeons. For instance, when they do raise the level caps there will probably be a lot tougher dungeons then now. Everyone is basing thier rogue skills on a 45-50 range, but after level 12 how is that going to help? When the tougher dungeons will require rogue skills in the 50-60's? and beyond level 14, then what? All the way to level 20.
Most likely, those of us that have taken some rogue levels, will probably take more rogue levels. I am hoping my build (Ranger 15/Rogue 5) will be enough to get the job done... I'm still going to need some pretty nice items.
Just one more reason to hang on to my level 7 halfing rogue, until we see the skills at the end of tunnel.
But, no build is better than another. If that is what you want to play, then have fun and let us know how it goes.
daydrmrzzz
12-20-2006, 09:35 PM
So far i have reached 6th lvl with this build, soloing the entire way, and it's working well, although hold person does cause me problems (as i expected). Am going to try and get either a spell resistance item or the protection from evil trinket. Anyone know if Protection from evil still protects from hold person and fear? At 6th lvl I have a 26 dex, black widow bracers and two robes of stability (one with lesser iceguard and one fearsome), with a +4 darkwood shield. While padded armor would still allow me to use my full dex, I would need +5 padded or +3 padded armor of stability to equal it. +5 padded isn't usable at my level, and +3 padded stability armor is harder to come by and wouldn't have the added features, so I'm well pleased with the robes. The taking of fighter at 12th and 13th level is strictly to gain the weapon alacrity feats, which only require 2 levels to get (after getting a BAB +11). The point about the rogue skills is valid, although many of the rogue skills are ranger skills as well and won't suffer. I do wish to keep disable device up, so it will take 2 skill points for each level of ranger, but will have a max skill equal to a rogue of same total level. I have conciously not developed the charisma based rogue skills (except for a few ranks in haggle), so I can't use UMD, bluff or diplomacy, and my wild empathy is pretty much useless. If further levels of rogue are needed after level 13, I can always take them (rogue 8/ranger 8/fighter 2 would increase my dex another 2 points). Also, a major concern is the announced, unspecified changes being made to the enhancement system. If they do away with ability score enhancements, this build would be severely nerfed. On the other hand, if they allow you to have more than 4 enhancements, it could be enhanced. We'll have to see what they come up with. Meanwhile, I'm just trying to get up to the 32 pt build capability, then I'll probably start over, with the new enhancement system in mind. As far as items, go, I have +5 items for all my skills, with +7 items for most of them in the bank, waiting for me to reach 7th level. the auction house is proving very useful.
Racolus
12-20-2006, 11:04 PM
So far i have reached 6th lvl with this build, soloing the entire way, and it's working well, although hold person does cause me problems (as i expected). Am going to try and get either a spell resistance item or the protection from evil trinket. Anyone know if Protection from evil still protects from hold person and fear? At 6th lvl I have a 26 dex, black widow bracers and two robes of stability (one with lesser iceguard and one fearsome), with a +4 darkwood shield. While padded armor would still allow me to use my full dex, I would need +5 padded or +3 padded armor of stability to equal it. +5 padded isn't usable at my level, and +3 padded stability armor is harder to come by and wouldn't have the added features, so I'm well pleased with the robes. The taking of fighter at 12th and 13th level is strictly to gain the weapon alacrity feats, which only require 2 levels to get (after getting a BAB +11). The point about the rogue skills is valid, although many of the rogue skills are ranger skills as well and won't suffer. I do wish to keep disable device up, so it will take 2 skill points for each level of ranger, but will have a max skill equal to a rogue of same total level. I have conciously not developed the charisma based rogue skills (except for a few ranks in haggle), so I can't use UMD, bluff or diplomacy, and my wild empathy is pretty much useless. If further levels of rogue are needed after level 13, I can always take them (rogue 8/ranger 8/fighter 2 would increase my dex another 2 points). Also, a major concern is the announced, unspecified changes being made to the enhancement system. If they do away with ability score enhancements, this build would be severely nerfed. On the other hand, if they allow you to have more than 4 enhancements, it could be enhanced. We'll have to see what they come up with. Meanwhile, I'm just trying to get up to the 32 pt build capability, then I'll probably start over, with the new enhancement system in mind. As far as items, go, I have +5 items for all my skills, with +7 items for most of them in the bank, waiting for me to reach 7th level. the auction house is proving very useful.
Sorry dude, the proc from evil does NOT work against hold person now, get a SR item but I found it not work very well, neither (SR 17 belt).
daydrmrzzz
12-21-2006, 11:09 AM
Thanks for the info on protection from evil. I thought I'd read it no longer worked vs hold person. Guess I'll have to get a +3 wis item for 7th lvl (which I was planning on anyway), continue working on improving my will saves, and possibly invest in an SR item (even if it only helps occassionally, its better than nothing). I also need to refine my tactics vs spell casters, and just accept the occassional failed save. I realize that just about any build can solo to 6th level, the true test of my build is how much further I can go. One technique I'm using to soften the ride a bit is to try and extrtact every bit of xp and cash I can from the lower levels before jumoing into the higher ones. I do each dungeon on normal till it no longer gives xp, wait a week for the treasure tables to reset, then do them once each on solo, hard and elite. I'm currently about to hit 3rd rank in lvl 6 and I've completed all the 1st lvl dungeons on elite, I've done all the 2nd lvl dungeons on normal till they no longer give xp (except Dryden's tomb, which I haven't been able to complete the endgame encounter yet, though I've got some ideas to try), and am working on finishing them on hard. i've also done a couple of the 3rd lvl dungeons on normal till I no longer get xp (like redfang). I'm confident I can make 7th lvl at least. then I'll have to see if the 7th lvl gear is enough to allow me to continue on, or if I'll be forced to start grouping.
Sequell
12-21-2006, 11:20 AM
I have just recently built my first Ranger. I used the Drow race for the dex bonuses...I had a 30 Dex at level 7 with a +3 item only:) . I am making this Ranger as a robes user as well. He is 7 ranger/2 rogue. If the hold person and otto's is your main concern why not use the Drow? Free spell resistance:D . Like I said though this is my first ever ranger, I am in no way a expert on building them. I play a 12 Wiz 90% of the time. Was just wondering what your thoughts on this would be.
Racolus
12-21-2006, 11:20 PM
Thanks for the info on protection from evil. I thought I'd read it no longer worked vs hold person. Guess I'll have to get a +3 wis item for 7th lvl (which I was planning on anyway), continue working on improving my will saves, and possibly invest in an SR item (even if it only helps occassionally, its better than nothing)......
Looks like you are not giving up on the will save, however, I have other opinion and experience.
At the current level I went solo some low quest in Necro, on normal. I was doing fine and very fine along the way, as my 1st degree is undead. However, when it came to the mummy I simply got slaughtered, even with enhancement save I failed the SV versus despair a lot. Suffice to say you are as good as dead when you were held in fear. Is there a good way to bypass it? Yeah, I will go for fear immunity item. Don't even rely on buff, as that mummy dispell you.
1 thing I think you are not clear is that, Rangers can solo well in open areas, but not in confined place. More importantly is that, with the recently recommended build (low Wis), our will save are just as poor as those tanks. The iron will feat (+2 will) cannot help much. So when we fight a caster in confined space, and he caster Otto's dance, we are pretty screwed.
Sometimes, something you just can't do it alone.;)
daydrmrzzz
12-22-2006, 04:38 PM
Sequell: Haven't gone Drow because I haven't had a character get 400 favor yet to open up that race.
Racolus: A fear immunity item (is there one?) wouldn't help against Otto's dance spells or hold person. My ranger seems to do quite well in melee combat in confined areas. I just have trouble with multiple casters in a confined area. And yes, there are drawbacks to soloing, Just as there are drawbacks to grouping, espescially in this game, which is specifically designed for groups. It just happens that soloing fits my play style better, so I try to come up with a build that can do it reasonably well. There will be dungeons or areas of dungeons that will be forever sealed to me without a group, and there may be dungeons I just can't finish with my build. I accept that and wish to try anyway. I love the challenge, and I'm not in it to reach the level cap as soon as possible, or get the most uber gear, or PWN another player in PvP. I'm just testing myself, trying to solo in a game designed for groups of 4 or more. I'll probably fail many times as I venture through these dungeons, learning, changing gear, tactics and strategies as I go. That's how I get enjoyment out of the game, and it's not for everybody. That's just the way I am.
Racolus
12-22-2006, 09:00 PM
Day:
Perhaps i expressed myself wrong? :confused:
First off, I don't think I have mentioned sthg about immunities items against Otto's Dance and hold person. There are items like free action to grant you immunities against these kind of effect, but fear immunity item will have nothing to do with it.
On the other hand, what I mentioned before is the mummy's FEAR which HELD you. I suppose, if the devs put it correctly, Reaver's Ring should be one of the item useful against them(fear immunity), and if you immuned from its fear, that particular effect should not be able to hold you.
daydrmrzzz
12-23-2006, 09:05 PM
Racolus: Guess I misunderstood you. I had mentioned I was trying to build my will up because it was the weakest save of the build and that spells like hold person and otto's dance type spells were devastating to someone depending on dex for their AC. Those were the type of holds I thought you were referring to. The fear spells I've run into just prevent you from attacking, but you can still run away, and retain your AC. I haven't gone up against mummies yet, so wasn't aware their fear holds you. As a fear effect, does protection from evil give you immunity to the mummy's despair? iIve seen a trinket for sale in the AH with permanent protection from evil on it, which would be worth buying if it does.
Racolus
12-28-2006, 01:58 AM
Racolus: Guess I misunderstood you. I had mentioned I was trying to build my will up because it was the weakest save of the build and that spells like hold person and otto's dance type spells were devastating to someone depending on dex for their AC. Those were the type of holds I thought you were referring to. The fear spells I've run into just prevent you from attacking, but you can still run away....
The 'fragment of silver flame', I suppose you mentioning this one, is a piece of jewel which offers perma 'protection from evil' which has NO effect against mummy fear. This jewel selling for alot in AH. The cheap but not that safe gear for fear effect is items with 'Remove Fear' which is actually giving you a buff +4 vs fear.
Elaborate a bit more on fear, which is many fellas not aware of until too late. Mummies are the end boss for several Necro quest, and they are VERY common when you later do a desert run. Undead, particualrly those in Xorian Cipher use fear, this version of fear, as you well aware of, makes you can make no action. Why I put XC undead in this case is because, in XC, sometimes you have to fight the mob in a spot, not running away.
Back to will save, I found it hard to build to a decent level (to me, it is +15 at least), if you found it, I would like to know how. ;)
daydrmrzzz
12-28-2006, 10:45 PM
OK, on the will save: I started with a wis of 9 (only had a 28 pt build available, a 32 pt build would have started with a 12). At 7th lvl, I have a +11 will, +12 fort, and +21 ref. Achieved as follows:
20 dex, 9 con, 9 wis
+5 ref, -1 fort, -1 will
Halfling luck racial feat
+6 ref, +0 fort, +0 will l
Iron will (1st lvl feat)
+6 ref, +0 fort, +2 will
1st lvl (rogue)
+8 ref, +0 fort, +2 willl
2nd lvl (ranger)
+10 ref, +2 fort, +2 willl
3rd lvl (rogue)
Halfling luck 1 enhancement
Halfling dexterity 1 enhancement
Rogue dexterity 1 enhancement
+13 ref, +3 fort, +3 willl
4th lvl (ranger)
Ability increase dex +1
Ranger dexterity 1 enhancement
Robe of stability
+17 ref, +6 fort, +5 willl
5th lvl (rogue)
+17 ref, +7 fort, +6 will
6th lvl (ranger)
Luck of heroes feat
Halfling luck 2 enhancement
+19 ref, +9 fort, +9 willl
7th lvl (ranger)
+2 dex, +3 con, +3 wis items
+21 ref, +12 fort, +11 will
8th lvl (ranger)
Ability increase dex +1
Halfling dexterity 2 enhancement
Ranger dexterity 2 enhancement
+22 ref, +12 fort, +11 will
9th lvl (ranger)
Discipline feat
+4 dex item
+24 ref, +13 fort, +13 will
10th lvl (ranger)
Halfling luck 3 enhancement
+25 ref, +14 fort, +14 will
11th lvl (ranger)
Ranger dexterity 3 enhancement
+3 resistance item
+28 ref, +16 fort, +15 will
12 th lvl (fighter)
+28 ref, +18 fort, +15 will
A 32 pt build would have an additional +1 fort and +2 will.
Add in some +2 tomes if available. The "useful" target level of +15 you stated is reachable. Also, as a side note, halflings get an additional +2 save vs fear as a racial feat. add in a remove fear spell, and you could have a 12th lvl, 32 pt build, halfling with a +23 save vs fear. The bonuses on saving throws was the main reason I chose halflings over elves (also +1 to hit, +1 AC, +4 hide, +2 listen, jump, move silently, and +1 to hit/damage with thrown weapons).
Jaysensen
12-29-2006, 12:44 AM
Zynge, I am not talking to you, or to anyone specific.
I am saying that this build is outdated. I made no statement about the quality of the build. If someone wants to compare this build to any other build, have at it. I AM saying that most of the Rangers who have been posting on the Ranger forum since Day1 do not post on this thread. I AM saying that this build was build when Level 10 was the cap. I AM saying that there are two popular builds out there.
Zynge
12-29-2006, 08:08 AM
I understand, not to me.
What I don't understand, is WHY you think it's outdated.
I modified the build to the 12 cap.
I do understand that there are a couple of really nice builds out there. I feel that this build is one of them.
The rogue skills can be raised with items and enhancements to around the 45-50 skill level. His combat skills with a bow are extraordinary (because of the additional damage from Rogue sneak attacks).
There is really good info in this thread. The Mods moved this thread to a "Guide" section, for some reason. When there plenty of "Guides" still in the Ranger section.
I'm happy with the build, and I respect your opinion as to WHY you don't like it. I still don't know why you don't like it though. I would really like to hear some constructive criticism, so that I could improve it.
jimtheslim
01-10-2007, 05:06 PM
My build:
Elf Ranger8/fighter2
14 STR
18 DEX
10 CON
10 INT
14 WIS
8 CHA
1. Ranger 1 - Point Blank Shot / Favored Enemy I (Undead)
2. Ranger 2 - Rapid Shot / Two-weapon Fighting
3. Fighter 1 - Dodge / Mobility
4. Fighter 2 - Shot on the Run / Ability Score (19 Dex)
5. Ranger 3 -
6. Ranger 4 - Weapon Focus: Ranged
7. Ranger 5 - Favored Enemy II (Giants)
8. Ranger 6 - Manyshots / Improved Two-weapon Fighting / Ability Score (20 Dex)
9. Ranger 7 - Spring Attack or Weapon Finesse or Improved Critical: Piercing
10. Ranger 8 -
just wondering y would u go ne lvl of figther i would usaully do this for two weapon fighting but ne lvl 2 ranger gets thatbut if there's somthing i missed just clue me in
Zynge
01-10-2007, 10:52 PM
Since Darkforge posted that in March of 2006, I seriously doubt you will get an answer from him.
However, I THINK, he was probably trying to get the most feats as possible. In his next post, he stated he was finding himself in melee, because he did not yet have the proper bow for whatever type of mob he was fighting. So, he tried to compensate by taking some fighter levels and get an extra feat.
But, I also believe he damaged his build by doing so... Looking at the original post by Aelasyl, he gives a couple of builds that use fighter levels. But, both use more than 2 levels of fighter.
kensihin_Himura
01-14-2007, 10:35 PM
Why would you waste a favored enemy on dragon. There's only one right now so take something more effective. Maybe construct, there are plenty of them or maybe a outsider type to deal with reavers and renders; seems that you should pick something that you would get more use out than less.
Zynge
01-15-2007, 08:58 AM
I'm not speaking for the others... but, for me, the 3 Favored Enemies correspond with the 3 major loot spots (when these builds were made)
Undead for the Vampire, Giants for the Giant Caves, Dragons for the Dragon.
Granted there is only one dragon at this time. But, there will be more in the future and each one will have treasure we will want.
Gnoll is good for the desert loot runs. Aberrations for the Beholders. Evil Outsiders for Renders.
It's all a matter of opinion though, you don't fight any of those enemies all the time, just on occasion.
Personally, I have taken down the Dragon several times. But, I don't have FE: Dragon. It is a solitary enemy.
Zynge
04-16-2007, 01:05 PM
Here is the modified build for the New Enhancement system and the level 14 cap. Enjoy.
Character Plan by DDO Character Planner Version 2.40
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Ranger Rogue Drow
Level 14 True Neutral Drow Male
(3 Rogue \ 11 Ranger)
Hit Points: 112
Spell Points: 115
BAB: 13\13\18\23
Fortitude: 7
Reflex: 17
Will: 5
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 14)
Strength 15 17
Dexterity 18 24
Constitution 8 8
Intelligence 14 14
Wisdom 12 12
Charisma 10 10
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Heal (+2)
Skill: Hide (+4)
Skill: Jump (+4)
Skill: Move Silently (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Feat: (Selected) Dodge
Enhancement: Elven Perception I
Enhancement: Elven Keen Eyes I
Enhancement: Rogue Disable Device I
Enhancement: Rogue Open Lock I
Level 2 (Ranger)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Favored Enemy) Favored Enemy: Undead
Enhancement: Ranger Skill Boost I
Enhancement: Ranger Sprint Boost I
Level 3 (Ranger)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Mobility
Enhancement: Improved Drow Spell Resistence I
Enhancement: Elven Dexterity I
Enhancement: Ranger Dexterity I
Level 4 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Enhancement: Elven Perception II
Enhancement: Elven Keen Eyes II
Level 5 (Rogue)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+4)
Skill: Search (+1)
Skill: Spot (+1)
Level 6 (Ranger)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Point Blank Shot
Enhancement: Ranger Skill Boost II
Enhancement: Ranger Sprint Boost II
Enhancement: Improved Drow Spell Resistence II
Level 7 (Ranger)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Favored Enemy) Favored Enemy: Gnoll
Level 8 (Ranger)
Ability Raise: DEX
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Enhancement: Elven Dexterity II
Enhancement: Ranger Dexterity II
Level 9 (Ranger)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Shot on the Run
Enhancement: Ranger Skill Boost III
Enhancement: Ranger Sprint Boost III
Level 10 (Rogue)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+4)
Skill: Search (+1)
Skill: Spot (+1)
Enhancement: Improved Drow Spell Resistence III
Level 11 (Ranger)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Level 12 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Improved Critical: Ranged Weapons
Level 13 (Ranger)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Favored Enemy) Favored Enemy: Giant
Enhancement: Ranger Skill Boost IV
Enhancement: Ranger Sprint Boost IV
Enhancement: Ranger Dexterity III
Level 14 (Ranger)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Enhancement: Improved Drow Spell Resistence IV
Jaysensen
04-25-2007, 08:10 PM
Zynge, I think you should create a new post and get that stickied since the OP was writting almost a year ago. Lots of people are too lazy to read through the whole thread. I think the work you have done merits its own thread.
Zynge
04-25-2007, 10:38 PM
I appreciate that. I may do that.
jimtheslim
09-13-2007, 10:34 PM
i was thinking as you were not in my posts but in my build i will more often then not stay away from fighters because they're better oure or mixed with rogues and such but a ranger feel doesn't really work but a friend of mine has a 12 ftr 2 rgr for the two weapon fighting and the wand ability and ty for answering my question zynge
Zynge
09-14-2007, 01:45 PM
Here is that new thread I only just now got around to posting.
http://forums.ddo.com/showthread.php?t=121135
Thanks
generalfoley
03-06-2013, 07:41 AM
ehhhh...was DDo realy only up to level 10?xD
bob1973
07-26-2013, 10:15 PM
you are blowing an enhancement on that second build to up yourself to an odd number of dex. why?
use it elsewhere, because that 1 extra point nets you nothing at all. 25=24.
i would like to ask a question how can u get a human base ranger to use rapid shot this might be the place to ask but ibve tryed everywere an to be honest it ticks me off that im just as quick with a regular cross bow
96th_Malice
07-31-2013, 05:24 PM
My Build:
Archer/Ranger (8 fighter/2 ranger)
Human 16/18/10/8/8/8
1. Ranger 1 (PBS, Dodge, Ranger Bow Strength (Free))
2. Ranger 2 (Rapid Shot and TWF Free)
3. Fighter 1 (Mobility, Weapon Focus Ranged)
4. Fighter 2 (Shot on the Run)
5. Fighter 3 (Don't think I got anything here, can't remember for sure :eek: )
6. Fighter 4 (Spring Attack, Manyshot)
7. Fighter 5 (nothing)
8. Fighter 6 (Improved Crit)
9. Fighter 7 (Weapon Spec, Ranged)
10. Fighter 8 (Greater Weapon Focus, Ranged)
not 100% set on 8-10 feats yet (only 90% :P), I'm finding that I do a fair amount of mele if I'm the sole tank, so not sure I want to invest in those vs mele feats, but I'm still leaning on the ranged combat.
I currently am running 18 different archer builds of ALL different sorts and I have yet to use Spring Attack ......... Is that even useful for anything ?
Not a slam against your toon ...... I am just curios.
unbongwah
08-01-2013, 03:05 PM
Someone failed their Spot check, I think... :cool:
Elopados
10-01-2013, 11:00 PM
I like these builds, but why are they only shown to lvl 10?
Would a Half-Elf be a good consideration to get a dilettante?
Do Rangers get heals wands at any time? I strictly solo & that's a necessity.
And why don't the ranger/fighter builds start with fighter to get more hp?
unbongwah
10-02-2013, 12:12 AM
I like these builds, but why are they only shown to lvl 10?
Might want to check the OP's date. ;)
Brunhildha
10-02-2013, 09:02 AM
Might want to check the OP's date. ;)
Oh, I love this thread. Gives you a real insight into how the game felt when dinosaurs still roamed the plains. Multiclassing with only ten levels to play with - and I still can't make my mind up now with 28!
Bags I play as the Stealth Utility Ranger.
Niwareka
Gives you a real insight into how the game felt when dinosaurs still roamed the plains.
What, there was a Talenta Plains adventure pack but that was removed at some point? Or is it still there... which one would that be?
(Then again, http://eberron.wikia.com/wiki/Dinosaur says there are dinosaurs in Xen'drik, ... ? )
Elopados
10-03-2013, 04:00 PM
Might want to check the OP's date. ;)
uhhh...ok. lol didn't think of that.
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