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View Full Version : elven pure-ranger melee impressions of mod 9



gfunk
04-08-2009, 01:57 PM
Anyone out there have a pure-ranger elven tempest? I thought I would write out my thoughts on the new mod from my rangers perspective and see if anyone else was in a similar situation. I'm particularily interested if people are going to decide to splash a level of monk, or perhaps switch over to ranged if they stay pure.

Here are my thoughts:

I know that most people prefer str based dwarf rangers, or multi classed monk splash halfling rangers, but the elven tempest ranger used to be a fairly common build especially as many people became captivated by the idea as a result of reading too much salvatore.

Anyways, I have an old 28 point elven ranger that has been my main character for about 2 years now... description is here (http://www.guildportal.com/ContentControls/Support/JournalView.aspx?GuildID=288042&JournalEntryID=43431) . Over the time I have had this character, elven melee rangers have gone from being widely disliked to being moderately accpeted. pre mod 6 Elven rangers were considered to be too squishy, and low dps to be a valuable addition to parties.

Mod 6 changed this a bit. An extra 2 ac that stacked with shield, a permanant extra 10% attack speed that no one else got, and some exagerated damage via a buggy rams might spell meant that even moderate str elven rangers could contribute a fair bit of dps. Enhancements to rapier/shortsword attack and damage meant that elven rangers also did above average with their ability to stat damage. As a result, elven rangers became somewhat more accepted, though certainly not universely so. Even with top notch weapons and equipment, many people would not consider my ranger to be a dps provider. Frequently people would laugh when I said I would tank the reaver, or devil in shroud (thinking I had too few HP presumeably, though I have a standing 351 with over 400 when madstoned and ranged).

Well, here comes mod 9, and with it some changes to rangers. Here is what my ranger has to look forward to if i remain a pure ranger:

Mod 9 changes for tempest rangers:

The negative points:
-less AC (minus 2 AC because I can no longer use the shield spell with tempest)
-less damage bonus (because of changes to rams might),
-loss of thesynergy with finesse and stat damaging
-loss of the advantage in AC (stalwart fighters get an extra 3 ac, + 4 dodge AC when in stance, as do defenders of siberys).
-less hitpoints (because of changes to minos, and because pure rangers don't really have room for toughness with the 4 required feats that must be taken for tempest)
-loss of the advantage of melee attack speed (fighters now get it, palidans have zeal).. that essentially makes up for the ground gained in mod 6, and will likely place elven rangers firmly back in the undesirable crowd.

The only positive for a pure elven (melee) ranger are:
-1? extra attack per round via tempest III. More attacks will be nice for power 5 weapons, however most of those aren't that effective anymore (except the vorpal, but I wouldnt be surprised to see alot of deathblock in mod 9)
-capstone for faster bow attacks, though with teleporting devils, and phasing shadows to look forward too... I dont think this is going to be much fun. Plus, as an elven melee based ranger its not as if I use bows that often (im wondering if part time bow use will be significantly more useful in mod 9 for melee based rangers)


Now, I know some people feel that rangers are overpowered, and there is very little sympathy out there. Evasion and spells are pretty nice. That said, could you really expect a person to plays an elf melee ranger to get excited about the changes in mod 9?

The evil monk splash?:

I think that alot of the ranger hate out there refers to Dex Halflings or Str Dwarves that take a level of monk, similar to the widely discussed exploiter build. The monk level is verypowerful, providing the average non-armor wearing build with a fair amount of extra AC. Ultimately, I would get an extra 7 AC if I were to take a monk level (If I ate a +4 tome to get to 24 wis). Also, people felt that some dex rangers were too powerful because of finesse-stat damaging capability (even though barbarians probably ruled the field in this catagory, though they had terrible AC).

The smart thing to do if I were to continue as a melee ranger would be to take a monk level... that way my rangers AC would increase to the point where they would be very resilient. The thing is, I am very reluctant to multiclass a character I have had pure for 2 years. Is it nostalgia? Is it fear over the penalties that multiclassing could bring in the future?

I don't know, however I do know that by staying pure, my ranger will be falling behind this mod, and people will begin to descriminate agains elf rangers more. Some people will rejoice at the nerfage.. all those ranger haters out there (many of whom have never rolled a ranger I might add). The good thing for me is that I have good gear and am in a big guild so I will continue to use this character. Others who are in the same boat will not be so lucky.


Feelings relative to other melee classes:

I'm feeling that my new super-characters will be my pure-fighter and my pure-assassin rogue.

My rogues dps has always been greater than my rangers, and with radience + assasinate + vorpal strike + crippling strike + weakening enfeebling rapier + ever increasing sneak attack my rogue will kill faster then ever. This plus improved evasion and no-fail umd on heal scrolls (and other useful scrolls/wands) means that my rogues surviveability is going to be awesome. I also have room for toughness on this build, which means that my drow rogue acutally has more HP then my ranger.

My fighter is going to get a substantial increase increase in damage if I go kensai (though the defender looks very interesting). Because I rolled them as a human, their surviveability is great (healing amp makes csw pots hit for up to 61 points on my fighter, making self healing a cinch).

I feel a bit sorry for the Barbarians out there.. they are also giving up a bit of their dps lead relative to fighters and paladins. They are also becoming less self-sufficient if they choose to go with the new enhancements (not that many barbs were ever that self sufficient to begin with, though I do know a few). At least they are getting something completely new that may be exciting to try out (there will be massive numbers on crits with up to x6 multipliers and thf splash damage might be great). Still, the barbarian is somewhat in the same boat as the ranger (apprehension of mod 9).

I guess the other melee class (monks) would be rather ambivalent about the whole thing, facing no real changes (though dr 10/epic is sorta exciting).


Anyways, just looking for thoughts from other elf melee rangers.

Emili
04-08-2009, 02:08 PM
I do not see it that way, if anything I see it as the other melee gaining back what they lost in the bad design behind favored and the pump up ranger's received in mod 6 love. I've three rangers in the sig below two out of three are elf and one a human... the elves tend more to dex but still have substantial str and the human heavy towards str but still has a decent dex they shall be fine in the comming mod. There is no doubt that rangers were easier to play then any other melee since mod 6 and the playing field needed to be evened out.

maddmatt70
04-08-2009, 02:14 PM
Dex based characters in ddo do not make great ranged characters, but rather strength based characters do because you do not need a ton of dex to hit a mob and strength adds to dps and you also save a feat for melee (no weapon finesse). My suggestion is to splash a level of monk and another level of something else and go for the ac. There will likely be another capstone which adds to melee dps for rangers, but lets face it your character is not a dps character so you should play to your strengths which is survivability. If monk is not an option because of alignment than I don't know what to suggest..

Talon_Moonshadow
04-08-2009, 03:09 PM
My MOD9 Dream Char right now is a 32pt Dragon Marked Elf Rgr20 w/Tempest III, Capstone, high stealth and UMD. Improved Crit ranged/pierce and if I can fit in in, slash.
Got one to lvl 6 on Argo so far.

Delacroix21
04-08-2009, 06:38 PM
I also do not agree about rangers "sub par" dps even with a change to rams might. By staying pure 20 ranger (though a monk splash is also nice), you will have +10 damage to favored enemies, +14 with enhancements.


+14 damage a swing (pick your 5 favored to be the new raids mobs) is nothing to sniff at, making even elven dex based ranger dps AMAZING. Even if you elf ranger has only 24 str (14 base,2ram,2tome,6item) you have the equivalent strength of 52 because of favored enemy damage. True, a min/max fighter/barb build could top your dps, but not without hugely sacrficing AC and survivability.


There has been a stunning trend in DDO for Max dps barbs with allot of hitpoints that get hit every swing. I play a monk myself, and while my dps isnt anywhere near as high, I have often seen them fall down dead while I am still up meeleing. The ranger (with a monk splash) can achieve near monk AC, while having dps near or equaling the barb. Now that sounds like a great character. As always, if your in a guild that is stupid and whose leaders only think one way (like mine) then you need to join a better guild.

Ikuryo
04-08-2009, 07:22 PM
The change to the minos will actually give you MORE hps then you are currently getting from it. You will just not get the hps you would get from the toughness feat going to 20th. Currently at 16th level the Minos gives you 18hps and access to the toughness enhancements. After mod9 you will get 20hps from minos but no access to the enhancements.

Ghynvael
04-08-2009, 11:23 PM
I have a pure elven tempest ranger. I've never had someone bring up my race as a problem and I've never (since tempest was implemented) experienced "ranger hate".

As far as Minos goes...my char will actually gain 2 hp. I do have the toughness feat and had no problem fitting it in.

I think we will be just fine in Mod 9 :)

Demoyn
04-09-2009, 08:56 AM
Definitely go monk. Not only will your AC increse by 7, but you can also use the monk bonus feat on toughness, solving two problems at once.

Thorboar
04-09-2009, 01:31 PM
The negative points:
-less damage bonus (because of changes to rams might),



How is the Rams might being changed? According to the release notes.....
"Ram's Might now functions as described. "


The description for the spell is ....

Spell: Ram's Might
Your hands increase in size, granting a +2 size bonus to Strength and damage

The description to me says that you get +2 to strength and +2 to damage...can someone clarify?

Sequell
04-09-2009, 01:37 PM
How is the Rams might being changed? According to the release notes.....
"Ram's Might now functions as described. "


The description for the spell is ....

Spell: Ram's Might
Your hands increase in size, granting a +2 size bonus to Strength and damage

The description to me says that you get +2 to strength and +2 to damage...can someone clarify?

Ram's Might was giving a total of +3 to damage from the bonus from extra 2 str and the base +2 Dmg you received.

The updated Ram's Might should only give a total of +2 to damage...and not the xtra +1 from the str bonus.

Thorboar
04-09-2009, 01:45 PM
Ram's Might was giving a total of +3 to damage from the bonus from extra 2 str and the base +2 Dmg you received.

The updated Ram's Might should only give a total of +2 to damage...and not the xtra +1 from the str bonus.

Ah...ok...that makes sense...Thanks.

Sequell
04-09-2009, 01:47 PM
Ah...ok...that makes sense...Thanks.

Doesn't seem to big of a deal to me...Nothing a Rage pot won't fix :D

Gryphton
04-09-2009, 02:17 PM
Minos currently should give 3 at level 1 and the 1 each level after that, so a total of 18 hit points, at level 20 that would have been 22 hit points. Not allowing the toughness enhancements to be used with the helm sucks for some and I can't deny that at all, won't affect me at all though.
I would splash a level of rogue to open up UMD and a level of monk for the A/C and free feats. I do not think anyone is going to say no don't bring the ranger. Rangers still get the FE to hit and to damage. Fighters getting the attack speed increase does kind of take away the thunder, but they sure did need it.

Ikuryo
04-10-2009, 12:13 AM
Ram's Might was giving a total of +3 to damage from the bonus from extra 2 str and the base +2 Dmg you received.

The updated Ram's Might should only give a total of +2 to damage...and not the xtra +1 from the str bonus.

I'm not sure why this is so hard to understand. On the live servers Ram's might currently scales higher as you gain levels, the spell is supposed to be a flat bonus at all levels.

My level 16 ranger gets +4 from ram's might, +1 from the str increase and +3 from a size bonus. The +1 from str is correct since you are getting a +2 size bonus to your str, you are then supposed to get a +2 size bonus to dmg but are currently getting a +3 bonus.

I would need to confirm it but I think its currently giving +1 size bonus to dmg for every 5 levels. So at 10th you would have the correct bonus.

Currently on the Llama server Ram's might is granting the correct +3 dmg, +1 from the +2 size bonus to str, and +2 size bonus to base dmg.

It mainly needed to be corrected because at 20th the spell would have been giving a +2 size bonus to str and a +4 size bonus to dmg. Double the dmg bonus it is supposed to give.

jakeelala
04-13-2009, 03:42 PM
Favored Enemy Favored Enemy Favored Enemy.

In case you missed that, Favored Enemy.


So:

-Tempest 3 will have more attacks than any other class in the game. HUGE Positive.

-With 5 Favored enemies, you are looking at the equivilient of 52+ str on an unbelievably large portion of the mob population (Undead, Evil Outsiders, Giants alone is 90% of end game content).

-+5 Barkskin - pretty cool.

-The singular ability with capstone do enormous damage (think about mulishot volleys with improved precise shot, haste, and the capstone) on par I would say with end-game firewalls with something like a Shroud lightning strike bow. THINK ABOUT IT.
-Think about if they're favored enemies too...

-Very impressive self healing and buffing ability far beyond Barb's or Fighters

-Evasion.

-The above 2 things alone severely lessen the need to have as many hit points as other melee classes

Rangers have been overpowered for a long time. I know, I've been exploiting it since they were weak.

Now, they're just much more in line with the rest of melee in this game. That's a good thing. And I believe Tempest 3 may also bring the AC bonus for dual weilding up to like +4 but I'm too lazy to look right now.

Blazer
04-13-2009, 03:49 PM
And I believe Tempest 3 may also bring the AC bonus for dual weilding up to like +4 but I'm too lazy to look right now.

Correct. Tempest I is +2 shield AC, Tempest II is +3, and Tempest III is +4.

Rissten
04-14-2009, 10:20 PM
Question for everyone? Has anyone been on the new test server to even see what it's like? I find it hard to believe they would put in the description of tempest 2 and three that you gain even more mastery of duel weilding and gain 10% bonus to attack speed, and an additionsl sheilding bonus of + whatever. If, the 10% didn't stack! why even mention the 10% really. we already know we get the 10% until someone acctully say's hey I went to the new server and took 2 and 3 and there was no difference to attack speed I would just hold off on the speculation!

jakeelala
04-15-2009, 12:19 AM
Tempest 3 is the only way to get Superior TWF (extra attack and no penalty for dual weilding)

QuantumFX
04-15-2009, 12:45 AM
Fortunately for me my elf is STR based. The most shortsighted thing Turbine did to rangers was to not add Weapon Finesse to the list of prereq options for Tempest III. You already have to spend a feat to have 2nd rate DPS. Now you only get one feat that isn't spent for you. (Dodge, Mobility, Spring Attack, Weapon Finesse, IC: Piercing, and choose one feat that a DEX based Ranger will never need.)

My Elf 14 Ranger/2 Fighter will be going 18 Ranger/2 Fighter and respec to the following list of feats: Dodge, Mobility, Spring Attack, oTWF, Toughness, IC: Piercing, Least DM of Shadow, Lesser DM of Shadow, Power Attack. If Turbine lives down to my expectations and gives every mob trueseeing I'll drop the dragonmarks and pick up IC: Ranged and Slashing.

Delacroix21
04-15-2009, 05:40 AM
[QUOTE=gfunk;2137990]

Mod 9 changes for tempest rangers:

The negative points:
-less AC (minus 2 AC because I can no longer use the shield spell with tempest)
-less damage bonus (because of changes to rams might),
-loss of thesynergy with finesse and stat damaging
-loss of the advantage in AC (stalwart fighters get an extra 3 ac, + 4 dodge AC when in stance, as do defenders of siberys).
-less hitpoints (because of changes to minos, and because pure rangers don't really have room for toughness with the 4 required feats that must be taken for tempest)
-loss of the advantage of melee attack speed (fighters now get it, palidans have zeal).. that essentially makes up for the ground gained in mod 6, and will likely place elven rangers firmly back in the undesirable crowd.

QUOTE]


1. Wasnt supposed to stack and we all knew it, 2 ac no biggie.
2. lost only 1 damage, i dont know why so many are upset over 1 damage
3. Finese and stat damage are still great, in fact with Tempest 3 its even easier to get mobs to 0 con, where they get stunned (about 5 secs) and are autocrit, should go down soon after. Ditch WoP if you want and TWF maldroit of bonebreak, way faster IMO.
4. The tanks needed an AC boost, the dps classes will still be above their AC except when they use a shield (even then monk splash chars will be higher)
5. I agree rangers starved on feats makes it hard for toughness, but minos was a lousy workaround. Gonna have to drop power attack I am afraid, or go human.
6. Few fighters are even built pure, and I would hardly say a lvl 20 capstone equals a tier 1 PrC. If they go 20 they take a AC hit (no monk splash), no evasion, poor saves, etc.
7. Ranged speed only good if you go pure ranged (which I dont advise as ranged still isnt fixed).


The thing is, rangers didnt decrease in power really at all, just didnt increase that much. I was suprised they didnt nerf the exploiter build and really suggest trying it out. That build in particular can do so much, and is very high on the power scale (not to mention adds a feat!). There will always be advantages to multiclassing, capstones were an effort to lessen that to a degree, but for many classes the pros of multiclassing outweigh the cons (rangers included).

Inspire
04-15-2009, 07:31 AM
My MOD9 Dream Char right now is a 32pt Dragon Marked Elf Rgr20 w/Tempest III, Capstone, high stealth and UMD. Improved Crit ranged/pierce and if I can fit in in, slash.
Got one to lvl 6 on Argo so far.

With 7 feats you get:

1) Dodge, 2) Mobility, 3) Spring Attack, 4) Least DM, 5) IC; Ranged, 6) IC; Pierce, and 7) Over Sized 2wF or 2wDefence to qualify for Tempest 3.

And then there is... (?) IC; Slash, (?)SF; UMD, (?)Toughness, (?)Power Attack, (?) Combat Expertise, (?)Lesser DM, (?)Greater DM.

Goodluck squooshing it all in!

Fennario
04-19-2009, 02:38 PM
nvm