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thraydin
01-06-2008, 08:45 AM
Just started the game about 3 weeks in and made my first character geared towards the idea of a "Trapmonkey/ranger build".
It seems based on what I've been experiencing so far I've made quite a mess with my character and need some advice on how to salvage it and make it a decent muticlass ranger in terms of rogue and ranger skills.

WE've met a great Bunch of people ingame that made our gaming experience Alot of Fun and my Girlfriend and I are loving it very much.


I'm level 7 so far with 3 ranks in towards level 8 with a 5 ranger/2 rogue set up

My Starting stats were:

15 Str
18 Dex
8 Con
14 int
12 wis
8 char

Current skills unmodified:

Balance 5
Bluff 2
Con .5
DD 10
Hide 5
Jump 4
Listen 2
Move silently 5
Open locks 9
Search 10
Spot 10
Tumble 6
UMD 6

Feats:
Dodge
Mobility
Evasion
Point blank shot
Favored Enemy giants/undead

Enhancements: (with 2 points left)

Ranger:
Skill boost 2
Favored damage 2
Favored Resistance 1
Dexterity 1
spot 1
search 2

Elven:
dexterity 1
Range attack 1
damage 2

I've seen Character planners on the forums but been having a hard time compiling the info so any help would be greatly appreciated :) .

Zenako
01-06-2008, 08:57 AM
Actually that is not too bad. Con might be a little low, but then you would have to give up something else. Perhaps had STR 14 and CON 10 that might have been better long term given your focus. Very close to what my Elven Ranger12/Rogue2 character looked like at that point. Enhancements were different (but back at those levels for me the whole enhancement system was different). Enhancements are easy to change. For a Ranger Trap Picker you got about the right mix of Dex and Int. 14 is about the sweet spot.

What types of combat do you prefer? Ranged or Melee?

This sort of build is very suivivable in small groups due to its versatility. And can solo things many classes cannot. Better answers need more insight in where you want to go with the character.

Since this is your first character, it will not benefit from a lot hand me downs from higher level characters. You will see many of the builds on the forum will expect lots of good gear to make them as awesome as they appear. What you have is pretty good base to start with.

thraydin
01-06-2008, 09:31 AM
Actually that is not too bad. Con might be a little low, but then you would have to give up something else. Perhaps had STR 14 and CON 10 that might have been better long term given your focus. Very close to what my Elven Ranger12/Rogue2 character looked like at that point. Enhancements were different (but back at those levels for me the whole enhancement system was different). Enhancements are easy to change. For a Ranger Trap Picker you got about the right mix of Dex and Int. 14 is about the sweet spot.

What types of combat do you prefer? Ranged or Melee?

Range Mostly :)

This sort of build is very suivivable in small groups due to its versatility. And can solo things many classes cannot. Better answers need more insight in where you want to go with the character.

Since this is your first character, it will not benefit from a lot hand me downs from higher level characters. You will see many of the builds on the forum will expect lots of good gear to make them as awesome as they appear. What you have is pretty good base to start with.

The problems I started noticing was how squishy I am till i got longstride which really helped with my fighting style (Range kiting the mob to the melees or taking agro off clerics/caster til Melees get to the mobs) other problem was when our pure rogue plays his fighter and i step up to the role of Trap monkey I have some difficulty with Hard missions 1-3 levels above my current level in terms of spotting,searching and disabling traps.

What I'm hoping for is if possible for someone who is very familair with the character builder able to map the existing stats to see if If its still viable for end game content in terms of a secondary or even primary trap/lock ranger geared towards my playstyle.

Thanks you for the comments so far :)

Zenako
01-06-2008, 10:12 AM
Well as I mentioned, your build is very close to what my Ranger/Rogue is. I can pick any lock and disable any trap except for Cabal for One on Elite. (I have done it on normal, never run it on hard.) That is THE benchmark trap to disable.

What you might also lack is the bonus gear to make you more effective. Better lockpicks (+5 sets of lockpicks will add +7 to your rolls for picking locks and diabling traps). Better gear to equip when attempting to pick locks and traps (I have +13 gear for Spot, Search, Diable and Open Locks). You will also benefit from other spells and skill boosts at time. At End Game Jareko can get to the following:

17 Ranks
13 Gear
+5, or +11 Stat (32 DEX, 21 INT)
+7 Tools
Add in spells and Skill boosts and you will be fine for virtually everything.

As for combat, again, need to work with where you are going, and most ranged attackers and two weapon fighters in end game end up with good gear to compliment their abilities.

thraydin
01-06-2008, 10:16 AM
you mentioned that you had a similar build do you have a link to your character build or do you mind sending me a copy via Pm?

Btw given how my stats are set and if i go ranger all the way to 14 where would you suggest I put my skill points to get optimum trapmonkey skills?

and Again Range as much as possible melee when I have to is my type of fighting. Ty again :)

Slayer918
01-06-2008, 10:26 AM
Btw given how my stats are set and if i go ranger all the way to 14 where would you suggest I put my skill points to get optimum trapmonkey skills?


Just try to get Disable Device, Open Lock, Search, UMD, and Spot to max ranks and then once you get the gear to complement your skills you should be fine

ShadowFox1978
01-06-2008, 10:36 AM
The only potential problem I see is you took the second Rogue level too early. With a rogue cross you want rogue first to max skills and then much later to catch up skills that fell behind. You are in good shape at 8 skill points per ranger level. That is one each for search and spot. 2 each for DD,OL, and UMD. That will let you keep those key skills maxed but no room for anything else. Prolly would of started 14 strength and put those extra 2 points into con, but you should be able to make this work. I will crunch the numbers in a bit. But, you should be okay with these stats, it will just be a matter of finding good gear to round you out.

Zenako
01-06-2008, 11:08 AM
Well my starting stats were:
Elf - 28 pt build (lots of D&D experience, not so much MMO experience)
Str 13+1 (level ups)
Dex 17+1+1 (level ups)
Con 10
INT 14
WIS 12
CHA 10

Now at level 12/2
STR 14+1tome+5 item = 20
DEX 19+2Tome+6 item +5 Enhance = 32
CON 10+1tome+5 item = 16
INT 14+1tome+6 item = 21
WIS 12+1tome+5 item =18
CHA 10 = 10

Tomes will come to you over time, this character has been playing almost 2 years in a few months.

Skill points, as mentioned, as long as you keep the core rogue skills maxed, which you can, you will be fine.

Enhancments and feats are changeable for some cash (and dragon shards in the case of feats). Both of those as you have them now seem ok. At low levels I had Precision which I used for my melee fighting mostly at low levels (more below), but that got swapped out for IMP Crit: Pierce much later on (once I picked up some of the really nice melee piercing weapons I now have.) That is the nice thing about Feats and Enhancements, you are not locked in and something that works well and gives a lot of benefit at low to mid levels may become wasted later on. Such was my case with Precision. That extra +4 to hit was huge. I made runs of Tempest Spine a lot easier for my party, by busting into the Blackguard mobs (Very HIGH AC) and knocking them all with Curse and Destruction (lowering AC by 4). This made many battles a LOT easier. With my doing relatively little actual damage, I would not get the aggro from the DPS tanks, but made the job easier. At high levels, missing was seldom a problem, so bye bye went Precision. One thing to think about with Enhancements. IF you find you have some that you are just never using or always seem to forget to use, it is probably a good idea to swap them around.

While for an endgame look taking the second rogue level later would have been slightly more skill point efficient, getting EVASION now is a lot more survival efficient. I too took Rogue 2 fairly early on. Back then I had no real context for UMD so I did not spend skill point there, but I do have points in things like Heal, Jump and Swim and Listen instead. That is the flexibility having the 14 INT gives you.

The Higher INT and WIS helps on some of the other core scout skills. With the right gear on (Spot +13) and Spells going you can get your Spot skill well into the 40's and hit 50+ as well. That allows you to see hiding mobs quite well.

At end game, I can fill many aspects of the role a Rogue plays (traps, locks, spoting things). I can Two Weapon fight quite effectively. I have Weapon Finesse and Improved Crit: Piercing, and Improved Crit: ranged. In melee I focus on stat/status attacks. Cursing, Destruction, early on, now things like Paralization and Wounding/Puncturing. My lack of hit points (around 226 IIRC) is offset by Evasion and the fact that many mobs are not moving after being hit a few times. I can get to a decent AC, but hold no delusions about being a tank. With a NICE selection of bows and the free Ranger feats, it is possible to be VERY effective on specific mobs.

thraydin
01-07-2008, 09:01 AM
Slayer and shadowfox:

ok since i'll be investing my points on spot/search DD OL and umd, is my hide and move silent decent enough at higher end content or is that where my "earlier mistakes" but not putting them all to key skills hurt me in the end?

And Shadow I'll look forward in seeing those numbers pls and tyvm :)

Zenako:

your build is quite similar and I like how your character turned out, is there any specific items I should really keep an eye on ot maximize my skills for both rogue(single stat items? ie spot only) and ranger(bows and weapons?) and would it help if I took another level of rogue(extra sneak damage and skill points) and what will I be missing on the 12th level ranger as I cant find any more info on the compendium about level 12 ranger stuff?


Lastly How does the spell progression of ranger work? got casting ability @ 4th when do I get another slot for spell or additional spells?


Much appreciate your input guys and thanks for taking the time to respond.

Zenako
01-07-2008, 10:30 AM
For Archery get a Silver Bow as soon as possible. At mid levels, nothing is better. Even many end game Archers would use that if they could only keep one Bow. (It has a base d10 damage vs d8, and has a BASE crit chance of 19-20 (instead of the normal 20 only for bows)). That means you get the triple damage criticals a lot more often and once you have Imp Crit Ranged, you can Critical with the Silver bow 20% of the time. It is only a level 6 required bow found in the House P quest Church and the Cult, but can almost always be found on the Auction House and sometimes even at the vendors. (It is also Holy for that extra damage too against many of the mobs in the game.)

I would also say that keeping your SEARCH boosted as high as possible is important for even FINDING the trap boxes.

For gear, you always want to be looking to keep it as good as possible for your current level. (Boost items giving bonuses of about your level ar what you should have. At level 7, you should be able to own +7 items for Spot, Search, DD and OL. Sometimes you get lucky and can find Racial Restricted Items you can use. (My 7th level Halfling has some +10 Search Goggles RR halfing for use.) Check the vendors in the Tent and the on the AH for items. Sometimes you just strike gold.

As for another level of Rogue. Tough call. You will be wanting to get to 11th level Ranger for a number of reasons, and then it becomes a bit more flavor. I am actually somewhat conflicted over which way to go for 15th once that gets here. If I want to adopt some of the new ranger lines of enhancements, can I do it without borking my rogue pedigree? If not then it might make more sense to add Rogue 3 at that point. Still thinking on that one myself.

As for spell progression I think this link looks about right to me:

http://ddo.enterwiki.net/page/Image:Ranger.gif

It shows how the current benefits past level 11/12 are pretty slim currently until 14th and getting the 4th level spells and of those, only Freedom of Movement is really significant.

ShadowFox1978
01-07-2008, 06:26 PM
but the starting stats don't add up. Did you start with 17 dex and add your level attribute point to dex? If you could tell me, your actual starting stats I will run the numbers.

thraydin
01-07-2008, 07:30 PM
but the starting stats don't add up. Did you start with 17 dex and add your level attribute point to dex? If you could tell me, your actual starting stats I will run the numbers.

yes I did my apologies.

17 dex 15 str 14 int 12 wis 8 con 8 charisma

ShadowFox1978
01-08-2008, 04:02 PM
First, my assumptions:

I assume at least a +4 to relevent stats either through item or wand/pots, except dex. Dex assumption: That you will put all level points into dex, that you will get ranger dex 2 and elf dex 2, that you will have a +5 dex item and at some point a +2 tome from favor for a total 30 dex(2 points below your theoretical max). I assume +11 items for skills(conservative with loot currently available). No raid gear is included and no high-end gear to reflect that you are a new player. I assume max(17) ranks.

DD:

17 rank
4 int
11 item
4 boost
4 G hero
1 luck ( rabbit gloves)
2 enh
7 tools
-------
50

Search:

17 ranks
4 int
11 item
4 boost
4 G hero
1 luck
2 enhanc
2 racial
--------
45

Spot:

17 ranks
3 wis
11 item
4 G hero
1 luck
2 enh
2 racial
-----------
41

OL:

17 rank
10 stat
11 item
4 boost
4 G hero
1 luck
2 enh
7 tools
-------
56

UMD:

17 ranks
1 cha
3 item ( cartouche)
4 boost
4 G hero
1 luck
-------
30

You can compare these numbers to the guide in User Written guides to see how you stack up.

Zenako
01-08-2008, 04:57 PM
As for Spot, don't forget the Ranger only spell (3rd Level - Wild Instincts) lasts 1 min/level and adds +10 to SPot and Listen skills...very nice when scouting or even just while running around in a quest and noticing the hidden mobs since you get to see them a lot sooner. (Not truely sure how DDO does it, but in PnP D&D, there is a range factor that adjusts the value of Hide and Spot opposed rolls. It is easier to hide from someone when you are not close to them. I know this works in DDO since for example I could be hidden from a Fire Giant in the Giant Caves UNTIL they get close enough. Same situation, when the Giant starts to get close, hit the SKill boost for another 5 ranks, and the Giant goes right by as if I am not there.)

thraydin
01-09-2008, 08:14 AM
Shadow:

those numbers seemed quite decent :) and I really appreciate the time you gusy are spending to help me understand the numbers better; just a few questions though?

I'm assuming the boost you calculated is the ranger skill boost clicky?

what does G hero stand for ?

and lastly those items you listed for Umd and luck item is something i get when i get to level 14?

I tried to search a little bit but cant seem to find a good reference point that i can understand for the moment since i'm still getting the calculations and terms right but based on your opinion are these numbers decent or plainly enough to be a viable to fill in the rogue spot skill wise in terms of mid-end game content( raids and difficult based missions)?


Zenako :

Your input and advise have been very valuable too and many thanks :) .

Are the numbers shadow generated close to what yours are skill wise?

Riekan
01-09-2008, 08:42 AM
G Hero stands for Greater Heroism, a spell that gives +4 to attack/saves/skills

The Rabbit Gloves are +1 luck bonus to saves and skills and they are a quest reward possibility from the Southern Threnal chain of quests.

The Golden Cartouche and is a necklace that gives +1 Intelligence with +3 to Use magic Device. It is a possible end reward from the Delera's Tome/Necromancer chain in house J in the graveyard.

MysticRhythms
01-09-2008, 09:01 AM
There's nothing TERRIBLY wrong with your character. I'd have advocated more Constitution as well, but it's not a show-stopper.

I'd suggest getting one morre level of Rogue somewhere down the line, late in your career. in the meantime, use Ranger levels to keep Search and Spot up and if you like your sneaking skills, add to them.

Remember that with one rogue level you can add 10 skill points which you can break up.

I would recommend going for a point where you can use that Rogue level to "catch up" your open locks and disable device skills instead of using too many ranger skill points to increase them by half a rank.

Zenako
01-09-2008, 10:47 AM
Shadow:

those numbers seemed quite decent :) and I really appreciate the time you gusy are spending to help me understand the numbers better; just a few questions though?

I'm assuming the boost you calculated is the ranger skill boost clicky?

what does G hero stand for ?

and lastly those items you listed for Umd and luck item is something i get when i get to level 14?

I tried to search a little bit but cant seem to find a good reference point that i can understand for the moment since i'm still getting the calculations and terms right but based on your opinion are these numbers decent or plainly enough to be a viable to fill in the rogue spot skill wise in terms of mid-end game content( raids and difficult based missions)?


Zenako :

Your input and advise have been very valuable too and many thanks :) .

Are the numbers shadow generated close to what yours are skill wise?

Thanks and yup those are pretty close to where I am in game. (I have +13 items, and slightly better INT and WIS than he assumes thou.) I do not have a self generated Greater Heroism (yet), but usually have one on me from a party caster while in quest. Those kind of values will make you pretty darn successful at doing the Rogue stuff in the game. At this point there is one Optional Trap/Chest that will be beyond your ability to handle on Elite (and maybe hard), I have done it on Normal settings.

ShadowFox1978
01-09-2008, 03:04 PM
Yes the boost was for ranger skill boost. TRhe other questions have been ansewered. You numbers are solid and there is room to grow. I stayed conservative as far as gear and tomes go, as ytou are a new player. Zenako i sreferancing the Cabal trap as the one beyond your abilities, but I wouldn't worry about that. Most people woul dnever expect a cross class to handle that trap. Very few pure rogues can handle that trap on elite.

The rabbit gloves and cartouche are both level 7 items. It is just a matter of getting them to drop as an end reward.

Vengenance
01-14-2008, 08:00 PM
My 13 Ranger/1 Rogue can pretty much disable/open anything currently in the game except for the Cabal trap.

My ranger is a 32 pt build so you can't start with the same starting stats, but if I were you I'd definately think about redoing my stats to increase my con to at least 12. My starting intelligence was only 12, and with only one level of rogue I do fine. I skimped a little on OL skills and Spot skills since 1) it doesn't matter if I fail to open a lock on a 1, and 2) wild instincts the spell (+15 to spot) pretty much helps fill in the gaps. At higher levels it is really easy to obtain +13 OL, DD, Spot, and Search gear.

I don't know if anyone has mentioned it, but I'd redo my feats to make sure you have weapon finesse in there since your strength is pretty low and plan on using finessable weapons and range weapons. Personally I'd drop both Dodge and Mobility, and pick up Toughness, and maybe a weapon focus or skill focus. I'd also drop point blank shot, since I personally don't think it's worth it unless it's a requirement for a later feat.

Thrudh
01-15-2008, 08:42 AM
To help with your current troubles being the trapsmith... Check the Auction House under Goggles... Look for the highest + Goggles you can find/use for Spot, Search, and Disable. Items are important for skills. Keep all three on one of your hotbars, and cycle through them as needed (Leave Spot on all the time, switch to Search and Disable when needed).

Heroism adds +2 to your skills/saves/to-hit as well. You can either buy potions (I think in House J) or you can check the Auction House for a Heroism clickable...

Intelligence helps with Search and Disable... So find a Int item as well... nothing you would wear all the time... but something you could put on when working on a tough trap (Or just buy Fox Cunning Potions or a Fox Cunning clickable - those give a temp boost of +4 to Int)

Keep maxing out your Spot, Search, Disable, UMD... Open Lock you can let slide a bit... Hide and Move Silently you may have to stop training in... Not the end of the world. Tumble and Jump are good secondary skills if you can fit them in (Well, maybe skip jump since you can cast the ranger Jump spell... a little Tumble is always good - it helps if you fall without Feather Fall on)

Take a third level of Rogue after your 8th level of Ranger to make sure that Spot, Search, Disable, UMD, and Open Lock are all maxed...

You did really good for a 1st character... (except the CON part, which I think we all screw up - my first character was a rogue with a 8 con as well)

So find a + CON item (like a necklace, or a belt, or a ring)...

Good luck to you!

thraydin
01-16-2008, 01:12 PM
Been following the advise on getting max items and it defenitely making a world difference especially now that my little group decided to make me primary trapsmith :p , Really appreciate all the input guys and i'll play around the others suggestions that were given, currently @ level 9 now and going towards the path of making sure skills are up to par.

Btw guys any suggestions besides the "silver longbow" as a good general overall bow? The option now @ level 8 weapons and the upcoming level 10s bring out a new array of damage types and was wondering if I need to look for something specific towards the higher levels. thanks again.

Zenako
01-16-2008, 02:03 PM
If you can't find a Silver bow...not always easy, I know, keep you eyes out for any bow that fits the following profile.

The + to hit is not that important if you have access to +3 House D arrows, only they better of the two (Arrows or Bow) comes into play, so a +1 Bow of uberness will be like a +3 Bow of uberness when using those arrows.

Bows of Elemental Damage (Fire, Frost, Acid, etc) preferably of Burst (but that will only be on 20's) of Pure Good or Righteous. Pure good is an extra D6 of damage vs non-good, while Righteous is an extra +2 hit and +2 damage vs evil (of which a GREAT many mobs are). The net damage is not that different at levels where the +2 to hit makes a difference.

The Bow from Delaras (Serpent branch is not bad with the Poison effect, but is easily surpased for overall damage).

At level 8, watch for Bane Bows or even a Wounding Bow. Hitting an elemental with a wounding bow can be very effective at killing them. It may not look like it as their health bar barely moves, but with their con dropping all the time, soon it takes but a single hit to KIll them. I also used a Cursespewer a lot at those levels, it helps everyone else in the party if the enemy is cursed.

spifflove
01-18-2008, 08:12 PM
You have a solid build you are just playing it wrong. You have to wait for the tank to grab agro. Stand where he stands. If your health bar falls use potions and wands in combo. Don't melee with a bow.