View Full Version : archer/trapmonkey
Eckenwiler
01-10-2011, 04:44 PM
My GF has decided to join the fun and requested that I find a build for her. After some discussion, we determined that it will be an archer with trapmonkey skills. I searched the forums and could find only the old Ironbow build which seems outdated.
So, I've had to dauble in creating a build. Since this is my first build, I have come to the forums for criticism and helpful suggestions. (Please note: I've explained that ranged combat delivers less DPS than melee, but she wants to be an archer. So I've tried to make the best archer possible)
Ranger18/Rogue2
STATS: (level up points to go into STR or CON, full set of +2 tomes to be used at lvl7)
STR: 15
DEX: 10
CON:15
INT: 11
WIS:10
CHA:10
SKILLS:
Search, Spot and Disable Device to be kept maxed.
Remaining 2 points/lvl to go to either Open Locks or Hide and Move Silently.
Additional points (from creation or tome use or rogue level) to go into either Open Locks or Hide and Move Silently, if available, or whatever.
FEATS:
Toughness
Point Blank Shot
Weapon Focus, Ranged
Improved Critical, Ranged
Mental Toughness
Improved Mental Toughness
Power Attack
Favored Enemy: Undead, Giant, Construct, Evil Outsider, Elemental
ENHANCEMENTS:
Arcane Archer I
Conjure +2,3,4,5 arrows
DevotionII
Energy of the Wild III
Ranger Dexterity II
Favored Attack I
Favored Damage II
Imbue Force/Acid/ Explosive/ Terror/ Force Burst/ Slaying arrows
Ranger Skill Boost III
Sprint Boost I
Extra Action Boost I
Rogue Damage Boost I
Rogue Haste Boost I
Rogue Sneak Attack Accuracy I
Rogue Sneak Attack Training I
Aereanal Elf Damage I
Aereanal Elf Attack I
Elf Dexterity II
Elven Enchantment Resistance I
Racial Toughness II
Ranged Attack II
Ranged Damage II
I'm pretty new to the game and this is my first build, so I'm pretty sure there is room for improvement. Please let me know what you think.
unbongwah
01-10-2011, 05:47 PM
OK, it looks like you're working from a 28-pt build, so I'm guessing your GF's account is F2P with nothing unlocked, though you do mention using a +2 Supreme tome. It's fairly easy to adapt a Tempest trapmonkey build like mine (http://forums.ddo.com/showthread.php?t=277496) to AA instead of Tempest; just take the AA pre-reqs instead of the Tempest ones. For skills I would say the priorities are UMD, Search, & Disable.
If she might be interested in something more heavily rogue, I recently posted the Triple A (http://forums.ddo.com/showthread.php?t=295512): rogue 13 / ranger 6 / ftr 1. It's a 32-pt build, but can be made with 28 pts instead.
Eckenwiler
01-10-2011, 06:17 PM
Yes, it's a 28 pt build and she's F2P.
It's not a supreme tome, it's a SET of +2 tomes, that I have banked for her character.
MoreIdiotThanSavant
01-10-2011, 06:18 PM
Since she's all new to the game, I'd recommend Spot if she wants to do traps.
GuntherBovine
01-10-2011, 06:21 PM
I don't have a lot of experience with builds, but here is my 2 cents:
1. Have your stats be even numbers. Having an Int of 11 instead of 10 does you no good
2. You want a high Dex for an archer
3. It is really important to know what your build is as well
4. It is important to know what play style your GF wants to play
5. The second Rogue level buys you very little - you are better off with 19/1
I can see many possible play styles:
* You are a melee fighter who charges to the front of the combat. Your GF hangs in the back and picks off casters and ranged with her bow. When the battle is over, she wipes out a wand to heal you. She also deals with the traps that come up
* You are a buff/CC arcane or bard who buffs up your GF and then freezes everyone in place for your GF to kill
* You are a arcane blaster. For small groups, you and your GF blast away. With larger groups, your GF sneaks down, kills the first one or two to pull aggro, and then you start throwing the damage spells
I would suggest using the AA Archer (http://forums.ddo.com/showpost.php?p=2882691&postcount=90) build from the Revisiting Paths thread as a starting point.
Eckenwiler
01-10-2011, 06:46 PM
Since she's all new to the game, I'd recommend Spot if she wants to do traps.
Yes, Spot will be important, since we don't want to find the traps by running into them. The build keeps it maxed. Thanks.
Eckenwiler
01-10-2011, 06:52 PM
I don't have a lot of experience with builds, but here is my 2 cents:
1. Have your stats be even numbers. Having an Int of 11 instead of 10 does you no good
2. You want a high Dex for an archer
3. It is really important to know what your build is as well
4. It is important to know what play style your GF wants to play
5. The second Rogue level buys you very little - you are better off with 19/1
1. you are right about that. Maybe I should drop a point from Cha to put into Int. But I hate having any score lower than 10 because of the penalties....
2.I don't know why a high Dex is important for an archer. Wouldn't a high Str be just as good? Please explain.
3. I'm making an Axesinger to accompany her.
4. She likes to sit in back and pewpew. She doesn't like the chaos of melee or the pressure of healing.
5. Yes, the second rogue level buys very little. It looks like a mistake. Unbongwah's AA/trapmonkey goes with a level of fighter, I suppose for the extra feat, which seems like a better idea.
Eckenwiler
01-10-2011, 06:55 PM
I can see many possible play styles:
* You are a melee fighter who charges to the front of the combat. Your GF hangs in the back and picks off casters and ranged with her bow. When the battle is over, she wipes out a wand to heal you. She also deals with the traps that come up
* You are a buff/CC arcane or bard who buffs up your GF and then freezes everyone in place for your GF to kill
* You are a arcane blaster. For small groups, you and your GF blast away. With larger groups, your GF sneaks down, kills the first one or two to pull aggro, and then you start throwing the damage spells
The playstyle is she goes in and scouts out the enemy so we know what we're facing. Then we draw back, buff and she draws them to us, often killing a few as they come. Any that get close, get to meet my axe. When they get close, she draws her blades and joins me, or steps back and shoots from close range, or selects another target a bit further away, depends on the situation.
Eckenwiler
01-10-2011, 07:00 PM
I would suggest using the AA Archer (http://forums.ddo.com/showpost.php?p=2882691&postcount=90) build from the Revisiting Paths thread as a starting point.
Yes, that was a good starting point, there is alot of good stuff in there. I kept most of the feats and enhancements that he uses, and the starting stats are pretty close too.
Thanks for the advice Guntherbovine. Keep it coming.
Eckenwiler
01-10-2011, 07:11 PM
. It's fairly easy to adapt a Tempest trapmonkey build like mine (http://forums.ddo.com/showthread.php?t=277496) to AA instead of Tempest; just take the AA pre-reqs
I checked out your build, among many others, when I was researching this one. Thanks for bringing it back to my attention. It looked like it would actually need alot of adapting. The feats, enhancements and stats are geared to a melee character, while this build needs to be geared to a ranged character. It looks like it would need more changes than just changing the prereqs. When those changes are done, wouldn't it look alot like this build?
While looking it over again, I noticed that it had a fighter level, instead of 2 rogue levels, which looks like a good idea.
It's a human, which is probably best for melee, but wouldn't an elf be better for ranged?
I don't know how you get all the skill points in that build, and think maybe I've figured the skill points wrong in mine. It looks like you are getting 8 skill points/level: search(1)+spot(1)+disable(2)+Open Locks(2)+UMD(2)=8. But my math says you should be getting 7: 6 per ranger level +int bonus (12 int=+1). What am I missing?
Brennie
01-10-2011, 07:53 PM
Quite a few things here. First to answer this question:
I don't know how you get all the skill points in that build, and think maybe I've figured the skill points wrong in mine. It looks like you are getting 8 skill points/level: search(1)+spot(1)+disable(2)+Open Locks(2)+UMD(2)=8. But my math says you should be getting 7: 6 per ranger level +int bonus (12 int=+1). What am I missing?
Humans get an extra skillpoint per level (x4 at level 1), exactly as if they had 2 more int.
Secondly, Dex is your to-hit for ranged weapons. With 10 dex you will be hitting a whole lot of nothing, unless you face the dreaded Broad Side of a Barn. Dex also affects your reflex save, which is very important on an evasion character. I'd also note that you cannot qualify for many important ranged feats with such a low dex, but fortunatly rangers get all the important ranged feats for free, regardless of their dex!
I know you don't like negatives, but you really need to weigh the importance of each stat to your overall build. Charisma, for example, gives you +1 umd and thats about it. Sure, +1 umd is nice, but is it as nice as +1 to hit and +1 to reflex saves? 10 wisdom is a good starting place for any ranger, but only if you can spare it. 8 wisdom is entirely doable, as long as you are willing to keep your girlfriend supplied with +wisdom items appropriate to her level (You'll be low on sp and not able to cast spells for a littl ebtit in the low levels, but yuo will catch up with a +6 wis item before you can cast level 4 spells, so in teh end it evens out).
Rogue2 gives you all of nothing. You get a couple more skillpoints and your rogue skills aren't crossclass for one whole level. You don't gain any more sneak attack damage, your Dex1 enhancement doesn't stack with the ranger dex 1, Rangers get evasion at level 9 and it doesn't stack, etc etc, so on and so forth. If you want 18 ranger (19 doesn't offer you much, so 18 is a good stopping point) for your pewpew/AA and 1 rogue for your rogue skills + situational sneak attack, that leaves you with 1 extra level to play around with. Fighter nets you an extra feat, barbarian gives you a rage and some faster movement (and doesn't force you to tank your skillpoints for a level, like fighter would), monk gives you a feat and some stances and some ac and inner zen. Fighter is the most popular option.
Also, for peak ranged efficiency, consider a pure 20 Ranger. Its a little bit more boring, and obviously can't handle traps and stuff quite as well, but is much easier to do stats (No need for int or charisma, so an elf can go something like 16/18/12/8/10/8, level up points in strength and 5 dex enhancements puts you nice and level for good to hit and good damage), faster access to Ranged/AA abilities (which is a small consideration, but the difference between slayer arrow at 18 and slayer arrow at 20 is pretty huge, as is Improved Precise shot at 11 instead of 13), and of course the ranger capstone.
Lastly, not to be Mr Negative, but letting your GF (who is new to the game) scout ahead will be an interesting/slow playstyle full of fun and discovery sometimes (Which is awesome), and a horrible, painful, death-filled experience most of the time (not so awesome). The reason for this comes from a) Triggered ambushes, b) un-spottable traps (Such as doors slamming shut behind you, floors falling out from underneath you, occassional traps with spot check ridiculously high for some unknown reason), c) enemies who auto-detect you, hidden or not (Spiders and oozes come to mind), and d) anything and everything that could pop her out of stealth at inconvenient moments, such as having to hit a door handle, getting struck by an AoE, accidently leaning on the left mouse button, etc. In all of these situations, your GF will be all alone ahead of the party while big bad things try to eat her. Also note, you will not find many PUGs willing to let someone scout ahead (however, if you plan to duo or guild run, that may be a non-issue).
On to the fun stuff! Since you seem to be loaded, judging from your stack of tomes, You may want to purchase in advance some fun items for the GF. Silver Bow, for DPS from 6 on, +1 Paralyzing Longbow or Shortbow (min level 10) right before she qualifies for improved precise shot (11-12 is where my AA ranger started to feel his DPS contribution was diminishing, but being able to keep a line of 2-5 enemies locked up in paralysis from level 10 onward kept me pretty satified in my ability to be a good group contributer. I'm also convinced that paralyzing enemies increases ranged DPS signifcantly, since you are guarenteed to continue shooting several enemies at the same time, instead of them running off and not being lined up anymore). Smiting is nice, Disrupting is great, Metalline will be handy (Metalline of PG will be super handy, if you can find one), and a DPS option for uncrittable enemies (Shocking Burst of PG works fine, or Holyburst since uncrittables are often undead). And remember that the + on bows is largely inconsequential to an AA. Generally, the lower the + the better :D
Good luck, hope this short dissertation helped!
unbongwah
01-10-2011, 08:26 PM
But I hate having any score lower than 10 because of the penalties....
-1 is negligible in the long run. Starting WIS 8 makes casting spells a bit more of a hassle at low lvls until you find sufficient +WIS items (or can stay buffed w/Owl's WIS), but in the long run it's not a problem, either.
It's a human, which is probably best for melee, but wouldn't an elf be better for ranged?
Elf would have higher DEX & longbow enhs for extra ranged DPS; human would have extra feat & skill pts, higher CON & HPs, and other human goodies (Versatility, Imp Recovery, etc.).
But my math says you should be getting 7: 6 per ranger level +int bonus (12 int=+1). What am I missing?Humans get 1 extra skill pt per lvl (4 at 1st lvl); it's one of the reasons why I went with human in my first build.
If your GF's wedded to the idea of elf, any chance you could unlock 32-pt builds for her first? If so, you could go with a build like this:
Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 True Neutral Elf Female
(1 Fighter \ 1 Rogue \ 18 Ranger)
Hit Points: 292
Spell Points: 330
BAB: 19\19\24\29\29
Fortitude: 16
Reflex: 20
Will: 6
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 23
Dexterity 17 24
Constitution 14 16
Intelligence 12 14
Wisdom 8 10
Charisma 8 10
Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 11
Bluff -1 0
Concentration 2 3
Diplomacy -1 0
Disable Device 5 25
Haggle 3 4
Heal -1 0
Hide 3 7
Intimidate -1 0
Jump 7 10
Listen -1 2
Move Silently 3 7
Open Lock 7 25
Perform n/a n/a
Repair 1 2
Search 5 27
Spot 3 25
Swim 3 6
Tumble 7 11
Use Magic Device 3 23
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Point Blank Shot
Level 2 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Undead
Level 3 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Weapon Focus: Ranged Weapons
Level 4 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 5 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 6 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Giant
Feat: (Selected) Mental Toughness
Level 7 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 8 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 9 (Fighter)
Skill: Disable Device (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Ranged Weapons
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Level 10 (Ranger)
Skill: Disable Device (+1)
Skill: Search (+2)
Skill: Spot (+2)
Skill: Use Magic Device (+1)
Level 11 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 12 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Selected) Toughness
Level 13 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 14 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 15 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Power Attack
Level 16 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 17 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Construct
Level 18 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Extend Spell
Level 19 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 20 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Rogue Haste Boost I
Enhancement: Ranger Skill Boost I
Enhancement: Ranger Arcane Archer: Imbue Acid Arrows
Enhancement: Ranger Arcane Archer: Imbue Explosive Arrows
Enhancement: Ranger Arcane Archer: Imbue Force Arrows
Enhancement: Ranger Arcane Archer: Imbue Force Burst Arrows
Enhancement: Ranger Arcane Archer: Imbue Slaying Arrows
Enhancement: Ranger Arcane Archer: Imbue Terror Arrows
Enhancement: Elven Dexterity I
Enhancement: Elven Dexterity II
Enhancement: Valenar Elf Melee Attack I
Enhancement: Valenar Elf Melee Attack II
Enhancement: Valenar Elf Melee Damage I
Enhancement: Valenar Elf Melee Damage II
Enhancement: Elven Ranged Attack I
Enhancement: Elven Ranged Attack II
Enhancement: Elven Ranged Damage I
Enhancement: Elven Ranged Damage II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Ranger Favored Attack I
Enhancement: Ranger Favored Attack II
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Ranger Favored Damage III
Enhancement: Ranger Favored Damage IV
Enhancement: Ranger Arcane Archer: Conjure +2 Arrows
Enhancement: Ranger Arcane Archer: Conjure +3 Arrows
Enhancement: Ranger Arcane Archer: Conjure +4 Arrows
Enhancement: Ranger Arcane Archer: Conjure +5 Arrows
Enhancement: Ranger Arcane Archer I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II
Enhancement: Ranger Dexterity III
Enhancement: Fighter Toughness I
Enhancement: Rogue Improved Trap Sense I
If not, you can start CON 12. It still works out, I just don't like starting with less than CON 14 on any build, but especially one which doesn't get Toughness until lvl 12 and is made up mostly of low-HP classes.
EDIT: you could also take the ftr splash a lot sooner; use it to meet one of your AA pre-reqs (PBS or WF Ranged) and take Toughness at lvl 3. This would boost HPs sooner, but you'd have to delay one of the Imp Crit feats (probably Slash) to lvl 12.
wax_on_wax_off
01-10-2011, 10:38 PM
Human versatility: damage coupled with rogue haste boost and manyshot is an awesome combination.
You aren't restricted to elf being a ranger AA so it is important to look at other options (imo).
Halfling, human and elf are all good choices on a f2p account. Halfling has some excellent extra damage from the guile enhancements. Human has the extra versatility and skill points. Elf has the weapon enhancements.
Overall, I would probably suggest human as the extra skill points are useful to a ranger trapmonkey style character.
I leveled up a tempest version with 1 rogue and 1 fighter level and had an excellent time and never struggled with any traps. 1 rogue, 1 monk is a superior option if you can unlock it. I followed the paths revisited tempest build but put intelligence up to 14, human, improved critical: ranged as spare feat.
It is important to aim to have balanced strength and dexterity scores at level 20 to keep to-hit and damage high. 10 point investments into strength and dexterity is a good option though possibly you want to start with a 6 point investment into constitution and intelligence to start (never less than 6 point investment into constitution, I wouldn't go higher though on a 28 point build). This leaves 16 points to split between strength and dexterity, 10 into strength and 6 into dexterity is probably fine.
A tempest ranger still has very strong ranged abilities.
Skills: max UMD, search, disable. High: move silently, spot, balance. Medium: hide, open lock. Low: tumble (1) Optional skills: listen ...
Eckenwiler
01-11-2011, 11:02 AM
@ Unbongwah:
Thanks for the thoughtful reply, especially the work you put into that build. Your advice is helpful and appreciated.
With the fighter level, you've added the Feat "Improved Critical, slashing". This seems like the way to go: Fighter instead of a second level of rogue and that's the feat to add. You've also replaced the Feat "Improved Mental Toughness " with "Extend Spell": this seems like it will be a good idea, if the spell points are used for buffing. Alternatively, if the spell points are used primarily to imbue and conjure arrows, then "Improved Mental Toughness" will be the way to go. This decision can be put off until we see how My GF plays this build. Would you agree?
I like the allocation of skill points and the resulting skill levels. Unfortunately, I won't be unlocking 32 point builds soon. (I like the idea of it being a favor reward and do not want to purchase it in the store) I also don't like the idea of a starting Con at 12. This will be a first character and the more HP the better. So It'll have to be a 28 point build and the Con will start at 14, preferably. So, I could drop Int to 10, Str to 15 and Dex to 16. I'd lose 1 skill point every level. Essentially this would mean I would lose 20 skill points and would probably have to give up UMD. (ouch) Alternatively, I could drop the Str to 15 and the Dex to 14 or Dex to 16 and Str to 14 (if I've done my math right) and keep Int at 12. Have I figured this correctly, and what would you recommend?
Another option would be to go Human. I could then drop the Int to 10 and still keep the skill points like you have them in your build. This would also give me an extra feat at first level, which I could use for Toughness. I'd have to give up the elven enhancements to bow attack and damage.
Eckenwiler
01-11-2011, 11:09 AM
@ wax_on_wax_off:
Thanks for the advice, especially about the stat points.
Human versatility: damage coupled with rogue haste boost and manyshot is an awesome combination.
You aren't restricted to elf being a ranger AA so it is important to look at other options (imo).
Yes, I need to look closer at going human. This might be better than elf, as counter-intuitive as that is. Thanks fo
A tempest ranger still has very strong ranged abilities.
This is another option, but I'd rather make the ranged abilities as strong as possible, instead of "very strong". I believe this will suit my GF better.
Eckenwiler
01-11-2011, 02:46 PM
Good luck, hope this short dissertation helped!
Dissertation or not, short or not, that was extremely helpful. Thanks. Please prepare yourself for my short dissertation in reply.
Secondly, Dex is your to-hit for ranged weapons...
My main is a melee, and I assumed that the Str bonus would also be to-hit for ranged. D'OH! (maybe all the high dex on the builds I looked at should have tipped me off...) But I checked the DDOwiki and it backed you up. Dex is to-hit for ranged. Looks like I'll have to raise the dex on this build.
I know you don't like negatives, but you really need to weigh the importance of each stat to your overall build.
Yes, since I need to raise the Dex, then Cha and Wis will have to be dumped.
Rogue2 gives you all of nothing.
Yes, that rogue level should be swapped out for something more useful. Monk is out, since this character is F2P, but I'll look into Barbarian. thanks for the good suggestion.
Also, for peak ranged efficiency, consider a pure 20 Ranger.
We will need one of us to be able to trapmonkey. Since she doesn't want to heal, that makes her the trapmonkey. So pure 20 Ranger is out of the question.
Lastly, not to be Mr Negative, but letting your GF (who is new to the game) scout ahead will be an interesting/slow playstyle full of fun and discovery sometimes (Which is awesome), and a horrible, painful, death-filled experience most of the time (not so awesome).
She's pretty good at handling the unexpected and can pretty much take care of herself. She scouts with blades equipped so if she needs to fight quick she's ready. And she's a Ranger: she can lay down some TWF pain when needed. She knows to bring them to me because I'll be coming her way quick. When we come to a door, I move forward to open it and she drops back and covers it with her bow. (I remember this one time...) And if she does die from something unexpected, well, that's part of the fun.
Also note, you will not find many PUGs willing to let someone scout ahead
Yea, the few times we've PUGged, it was better for her to equip blades and TWF. Not much strategy there. Mainly we duo, since we're still in the smell-the-roses stage and aren't in any hurry. We also belong to a great guild so I don't think grouping with them will be any problem, when that times comes.
Since you seem to be loaded
LOL. Thanks. I've been broke for 9 levels until Mabar and Risia where I farmed motes to fortune. Admittedly a small fortune, but still. Seeing someone refer to me as loaded made me cheer. :) Mostly, I traded motes for +2 tomes and managed to get a complete set for my main, her character and my accompanying Axesinger!
+1 Paralyzing Longbow or Shortbow...Smiting is nice, Disrupting is great, Metalline will be handy (Metalline of PG will be super handy, if you can find one), and a DPS option for uncrittable enemies (Shocking Burst of PG works fine, or Holyburst since uncrittables are often undead). And remember that the + on bows is largely inconsequential to an AA. Generally, the lower the + the better :D
This is extremely helpful and something I would not have thought of on my own, since I have no archer experience. THANKS!
unbongwah
01-11-2011, 03:58 PM
If she's stuck with a 28-pt build, you have a few options as far as base stats go that I can see (presuming elf & CON 14): 15 / 16 / 14 / 12 / 8 / 8 (-1 STR -1 DEX); 16 / 17 / 14 / 8 / 8 / 8 (dump INT, just enough skill pts for Search, Disable, UMD); 15 / 17 / 14 / 10 / 8 / 8 (drop pts from Open Lock); or 16 / 16 / 14 / 10 / 8 / 8.
If she went human, I would start base stats 16 / 15 / 14 / 12 / 8 / 8; she'd also get extra skill pts to boost Open Lock higher; or start 16 / 14 / 14 / 14 / 8 / 8 if she wanted to add stealth. Or go dwarf: 16 / 15 / 16 / 12 / 8 / 8; same skills as elf, more HPs, but lower DEX.
Eckenwiler
01-12-2011, 10:26 AM
You aren't restricted to elf being a ranger AA so it is important to look at other options (imo).
Halfling, human and elf are all good choices on a f2p account. Halfling has some excellent extra damage from the guile enhancements. Human has the extra versatility and skill points. Elf has the weapon enhancements.
Overall, I would probably suggest human as the extra skill points are useful to a ranger trapmonkey style character.
Ok, I looked more closely at these options.
The reason to go Elf is the +2 to ranged attack and damage gained from weapon enhancements.
Halfling Guile and Cunning are situational. With our playstyle they won't get much use. The Elf Ranged Attack and Damage Enhancements are much better suited to us. And probably to every archer build, since the Halfling enhancements apply only to Sneak Attacks and Flanking attacks. In my experience, most ranged attacks aren't in Sneak Attack range and usually are not from behind.
Human was a much closer call. Overall, I think it would make a stronger build. The Human Versatility grants +5 to attack or damage, whichever best suits at the moment, in addition to other uses. It also only costs 7 AP, while the Ranged AttackII and Ranged DamageII cost 12 altogether. That's 5 extra AP which, no doubt, could be put to good use. Human also grants +1 Skill Point every level, so Int could be lowered by 2 without changing the number of Skill Points granted every level. Those 2 points could be put into Str for +1 damage or just keep the Skill Points and get some UMD. And then there's the extra feat....
However, this build is for a first-timer, who has a strong negative attitude to excessive hotbars and "little squares" and consequently to activated abilities. So, probably, for this player, Elf is a better option since the Enhancement bonus to attack and damage is always there, as opposed to Human where you have to find and click the correct square or remember which button it is hotkeyed to.
Thanks for the suggestion wax_on_wax_off.
GuntherBovine
01-12-2011, 12:48 PM
First off, all of the feedback you are giving it makes it a lot easier to be helpful. Keep it up!
I'm making an Axesinger to accompany her
Can you share your build? When you say "Axesinger", I think of this (http://forums.ddo.com/showthread.php?t=195289) (which I played to level 7) and it has a lot of redundancies with your GF's build. I would think that a WF melee wizard would be a better choice. If you stick with the bard, you should be the one with the high UMD. It's nice for each toon to have a high UMD for equipping race-specific items, but UMD pays off as long as someone in the party has a high UMD for using items for other classes such as clerical wands that give a party buff.
The playstyle is she goes in and scouts out the enemy so we know what we're facing. Then we draw back, buff and she draws them to us, often killing a few as they come. Any that get close, get to meet my axe. When they get close, she draws her blades and joins me, or steps back and shoots from close range, or selects another target a bit further away, depends on the situation.
Play whatever you enjoy, but be aware that this will slow your questing to a crawl. One of my early toons was a Ranger and I sneaked everywhere. When I played other toons, I realized how slowly I was going with very little benefit.
One possibility I recommend is to always have a summons with you. The two of you would move forward together and when you came to a mob, your GF would stop moving and starting shooting while you and the summons continue on to the mob. It would be pretty rare for something to get past you and the summons.
Eckenwiler
01-12-2011, 02:30 PM
Can you share your build? When you say "Axesinger", I think of this (http://forums.ddo.com/showthread.php?t=195289)
That's the one. I can't say I notice any redundancies. It focuses on melee and bard songs. This build focuses on ranged and trap skills. They both do heals but really just enough for themself. They both buff, but different buffs. What am I missing?
(which I played to level 7)
you should be the one with the high UMD.
Yes. You'll notice this build does not put any points to UMD. With the points necessary for Hide, Move Silently, Search, Spot, Disable Device and Open Locks there is just no room for UMD. Heck, we're already having to choose, every level, between better sneaking and better lock picking. I know, poor UMD is often percieved as a noob move, but this is a build for a beginner. Not just to DDO, or MMO's, but to PC games in general. Using alot of "little squares" or hotkeys is contraindicated. So if it had UMD, it probably wouldn't be used. Maybe on her next character.
Play whatever you enjoy, but be aware that this will slow your questing to a crawl. One possibility I recommend is to always have a summons with you.
Yes. We are slow. S-L-O-W slow. But since we are still in the smell-the-roses stage this suits us fine. We ran some quests with summons (shrieking defender, snow elemental, umbral shadow) and it worked pretty much like you describe. A nice change of pace, but not what we want for a steady diet.
unbongwah
01-12-2011, 03:37 PM
UMD is arguably the single most useful skill in the game, especially at higher levels. Heck, just being able to bypass race & alignment restrictions on gear while leveling makes it worthwhile, IMHO. I would drop almost anything else before UMD.
If your GF really wants all those skills, then I think human is a better way to go, because that's the only way to get enough skill pts (without more rogue lvls):
Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 True Neutral Human Female
(1 Fighter \ 1 Rogue \ 18 Ranger)
Hit Points: 292
Spell Points: 330
BAB: 19\19\24\29\29
Fortitude: 16
Reflex: 17
Will: 6
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 16 24
Dexterity 14 18
Constitution 14 16
Intelligence 14 16
Wisdom 8 10
Charisma 8 10
Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 8
Bluff -1 0
Concentration 2 3
Diplomacy -1 0
Disable Device 6 26
Haggle 3 4
Heal -1 0
Hide 6 27
Intimidate -1 0
Jump 7 11
Listen -1 0
Move Silently 6 27
Open Lock 6 22
Perform n/a n/a
Repair 2 3
Search 6 26
Spot 3 23
Swim 3 7
Tumble 6 8
Use Magic Device 3 23
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Hide (+4)
Skill: Jump (+4)
Skill: Move Silently (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Point Blank Shot
Feat: (Human Bonus) Toughness
Level 2 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Undead
Level 3 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Weapon Focus: Ranged Weapons
Level 4 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 5 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 6 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Giant
Feat: (Selected) Mental Toughness
Level 7 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 8 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 9 (Fighter)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Improved Critical: Ranged Weapons
Feat: (Selected) Improved Critical: Slashing Weapons
Level 10 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+2)
Skill: Move Silently (+2)
Skill: Search (+2)
Skill: Use Magic Device (+1)
Level 11 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+3)
Skill: Use Magic Device (+1)
Level 12 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Selected) Power Attack
Level 13 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 14 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 15 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Exotic Weapon Proficiency: Khopesh
Level 16 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 17 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 18 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Maximize Spell
Level 19 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 20 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Ranger Energy Resistance Boost I
Enhancement: Rogue Haste Boost I
Enhancement: Ranger Sprint Boost I
Enhancement: Ranger Arcane Archer: Imbue Acid Arrows
Enhancement: Ranger Arcane Archer: Imbue Explosive Arrows
Enhancement: Ranger Arcane Archer: Imbue Force Arrows
Enhancement: Ranger Arcane Archer: Imbue Force Burst Arrows
Enhancement: Ranger Arcane Archer: Imbue Slaying Arrows
Enhancement: Ranger Arcane Archer: Imbue Terror Arrows
Enhancement: Human Adaptability Strength I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Human Improved Recovery III
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Human Versatility III
Enhancement: Human Versatility IV
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Ranger Favored Attack I
Enhancement: Ranger Favored Attack II
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Ranger Favored Damage III
Enhancement: Ranger Favored Damage IV
Enhancement: Ranger Arcane Archer: Conjure +2 Arrows
Enhancement: Ranger Arcane Archer: Conjure +3 Arrows
Enhancement: Ranger Arcane Archer: Conjure +4 Arrows
Enhancement: Ranger Arcane Archer: Conjure +5 Arrows
Enhancement: Ranger Arcane Archer I
Enhancement: Rogue Faster Sneaking I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Ranger Devotion I
Enhancement: Ranger Devotion II
Enhancement: Ranger Devotion III
Enhancement: Ranger Devotion IV
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II
Enhancement: Fighter Toughness I
Enhancement: Rogue Improved Trap Sense I
For variety's sake I gave it a bit of a healer spec: she can toss off Maximized CSWs for in an emergency.
GuntherBovine
01-12-2011, 04:00 PM
That's the one. I can't say I notice any redundancies. It focuses on melee and bard songs. This build focuses on ranged and trap skills. They both do heals but really just enough for themself. They both buff, but different buffs. What am I missing?
Here is the version of the Axesinger I was playing:
Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Gunthersing Bovine
Level 20 True Neutral Dwarf Male
(2 Fighter \ 3 Rogue \ 15 Bard)
Hit Points: 280
Spell Points: 488
BAB: 15\15\20\25\25
Fortitude: 12
Reflex: 16
Will: 12
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 22
Dexterity 15 18
Constitution 16 17
Intelligence 10 12
Wisdom 8 8
Charisma 12 15
Tomes Used
+1 Tome of Charisma used at level 5
+2 Tome of Dexterity used at level 7
+2 Tome of Intelligence used at level 7
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 12
Bluff 1 2
Concentration 3 3
Diplomacy 1 2
Disable Device 4 24
Haggle 5 6
Heal -1 -1
Hide 2 4
Intimidate 1 4
Jump 6 15
Listen -1 -1
Move Silently 2 4
Open Lock 6 13
Perform n/a 25
Repair 0 1
Search 4 26
Spot 3 3
Swim 3 6
Tumble 3 6
Use Magic Device 5 25
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Jump (+3)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+1)
Skill: Use Magic Device (+4)
Feat: (Selected) Toughness
Enhancement: Dwarven Spell Defense I
Enhancement: Rogue Sneak Attack Training I
Level 2 (Fighter)
Skill: Jump (+2)
Feat: (Fighter Bonus) Two Weapon Fighting
Enhancement: Fighter Haste Boost I
Enhancement: Dwarven Axe Damage I
Enhancement: Fighter Toughness I
Level 3 (Bard)
Skill: Perform (+6)
Feat: (Selected) Weapon Focus: Slashing Weapons
Spell (1): Cure Light Wounds
Enhancement: Dwarven Constitution I
Enhancement: Racial Toughness I
Enhancement: Bard Energy of the Music I
Level 4 (Bard)
Ability Raise: STR
Skill: Jump (+1)
Skill: Perform (+1)
Skill: Tumble (+1)
Skill: Use Magic Device (+3)
Spell (1): Expeditious Retreat
Enhancement: Bard Lingering Song I
Enhancement: Dwarven Axe Attack I
Enhancement: Bard Charisma I
Level 5 (Bard)
Skill: Disable Device (+1)
Skill: Perform (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Spell (1): Focusing Chant
Enhancement: Bard Inspired Bravery I
Enhancement: Dwarven Spell Defense II
Level 6 (Bard)
Skill: Disable Device (+1)
Skill: Perform (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Force of Personality
Spell (2): Blur
Spell (2): Cure Moderate Wounds
Enhancement: Bard Inspired Attack I
Enhancement: Racial Toughness II
Level 7 (Rogue)
Skill: Disable Device (+4)
Skill: Search (+4)
Enhancement: Dwarven Axe Damage II
Level 8 (Fighter)
Ability Raise: STR
Skill: Jump (+3)
Feat: (Fighter Bonus) Improved Two Weapon Fighting
Enhancement: Rogue Dexterity I
Enhancement: Fighter Strength I
Level 9 (Bard)
Skill: Perform (+3)
Skill: Search (+1)
Skill: Use Magic Device (+2)
Feat: (Selected) Power Attack
Spell (1): Remove Fear
Spell (2): Heroism
Enhancement: Bard Inspired Damage I
Enhancement: Dwarven Armor Mastery I
Level 10 (Bard)
Skill: Disable Device (+1)
Skill: Perform (+1)
Skill: Search (+1)
Skill: Use Magic Device (+2)
Enhancement: Bard Inspired Bravery II
Enhancement: Bard Warchanter I
Level 11 (Bard)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Perform (+1)
Skill: Search (+1)
Spell (2): Rage
Spell (3): Haste
Spell (3): Displacement
Enhancement: Bard Charisma II
Level 12 (Bard)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Perform (+1)
Skill: Search (+1)
Skill: Use Magic Device (+2)
Feat: (Selected) Improved Critical: Slashing Weapons
Spell (3): Cure Serious Wounds
Enhancement: Racial Toughness III
Level 13 (Bard)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Perform (+1)
Skill: Search (+1)
Enhancement: Bard Lingering Song II
Enhancement: Dwarven Spell Defense III
Level 14 (Bard)
Skill: Disable Device (+1)
Skill: Perform (+1)
Skill: Search (+1)
Skill: Use Magic Device (+2)
Spell (3): Remove Curse
Spell (4): Dimension Door
Spell (4): Freedom of Movement
Enhancement: Bard Song Magic I
Enhancement: Bard Energy of the Music II
Level 15 (Bard)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Perform (+1)
Skill: Search (+1)
Feat: (Selected) Greater Two Weapon Fighting
Spell (4): Cure Critical Wounds
Enhancement: Dwarven Axe Attack II
Level 16 (Bard)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Perform (+1)
Skill: Search (+1)
Skill: Use Magic Device (+2)
Enhancement: Bard Inspired Damage II
Enhancement: Bard Song Magic II
Level 17 (Bard)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Perform (+1)
Skill: Search (+1)
Spell (4): Break Enchantment
Spell (5): Greater Heroism
Spell (5): Mass Cure Light Wounds
Enhancement: Bard Inspired Attack II
Level 18 (Bard)
Skill: Disable Device (+1)
Skill: Perform (+1)
Skill: Search (+1)
Skill: Use Magic Device (+2)
Feat: (Selected) Extend Spell
Spell (5): Greater Dispel Magic
Enhancement: Bard Inspired Damage III
Level 19 (Bard)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Perform (+1)
Skill: Search (+1)
Enhancement: Bard Inspired Attack III
Level 20 (Rogue)
Ability Raise: STR
Skill: Disable Device (+3)
Skill: Perform (+1)
Skill: Search (+2)
Skill: Use Magic Device (+2)
Enhancement: Dwarven Armor Mastery II
I find the Rogue levels redundant. The buffs come much too slow with that build. For example, the earliest you can learn Blur is level 6 and Haste is level 11. You can start buying "of Haste" items at CL 4. At level 11, you can theoretically buy "of Haste" items with 9 charges and you will barely have enough SP's to cast that. You can sing songs, but the Fighter and Rogue levels keep you from being good at that. I parked that toon at level 7 because it just wasn't good at anything.
I would think that an Initimitank would be a better fit for what you want to do. I haven't played on of those, but at the bottom of this post (http://forums.ddo.com/showpost.php?p=2611611&postcount=7) is a Paladin with max Intimidate and UMD.
Eckenwiler
01-13-2011, 11:13 AM
I agree that UMD is "arguably the most important skill in the game". Without getting into the Great UMD Debate, let me just set one of the design parameters for this build as NOT having UMD. UMD is "little square"/hotkey intensive and hotbars need to be kept to a minimum.
For the same reason, another design parameter will be Elf.
Although I would like this build to have all the Rogue skills, including maxed out Sneak and Open Lock, it is more important to achieve a high dex and str. So let's set another design parameter as an Int of 10.
The Great Constitution/Squishy Ranger Debate has me firmly convinced that a minimum con of 14 is necessary. So lets set another design parameter as a Con of at least 14.
The final design parameter is that this will be a F2P account.
So, with that in mind, we're left with:
If she's stuck with a 28-pt build, you have a few options as far as base stats go that I can see (presuming elf & CON 14): (edited for brevity) 15 / 17 / 14 / 10 / 8 / 8 (drop pts from Open Lock); or 16 / 16 / 14 / 10 / 8 / 8.
Both of these give the higher Dex needed for ranged to-hit.
Either one of these can have the same feats, enhancements and skills as the build in the initial post. Depending on how my GF plays it, "Improved Mental Toughness" may be replaced with "Extend Spell".
Since we're going Elf, the build is probably better suited to using rapiers for melee rather than going kopesh. We also don't have the Human bonus feat for the Maximized healing.
I think putting in a level of fighter instead of the second level of rogue is a good idea. That gives another Feat, which could be either "Improved Mental Toughness" or Extend Spell", whichever isn't already taken. However, it would probably be better used for "Oversized Two Weapon Fighting", "Weapon Focus, Piercing" or "Improved Critical, Piercing" to help the melee damage from the rapiers.
I favor the 15/17/14/10/8/8 due to the price and availability of items/buffs that give odd-number bonuses to stats. I don't know about high-level or end-game stat items/buffs, though. Are they even or odd numbered?
GuntherBovine
01-13-2011, 01:08 PM
I favor the 15/17/14/10/8/8 due to the price and availability of items/buffs that give odd-number bonuses to stats. I don't know about high-level or end-game stat items/buffs, though. Are they even or odd numbered?
Random stat items max out at Dex+6. If you take all of the Dex enhanchments (Ranger Dex III, Elf Dex II), you while wind up on an even number.
I would suggest a 14/17/14/12/8/8 build instead. The odd point in STR will only occasionally be helpful and the +2 INT will give you more skill points and a +1 on Search and Disable.
Eckenwiler
01-13-2011, 02:49 PM
Random stat items max out at Dex+6. If you take all of the Dex enhanchments (Ranger Dex III, Elf Dex II), you while wind up on an even number.
That's an idea. Ranger DexIII costs 6 AP though. I'd have to free those up from somewhere. Maybe Damage Boost, or the Favored Enhancements, or Energy Resistance. <edit>: OK, I've looked into this and believe I can free up 6AP by not taking: Rogue Damage Boost I (I feel the Haste Boost is sooo much better), Sneak Attack Training and Sneak Attack Accuracy (These are very situational, and unlikely to get much use from an archer) and Devotion II (healing is not a prime function of this build)
There are also an odd number of levelup stat increases. If those go to Str, then it makes sense to start strength at an odd number as well.
kurglar
01-14-2011, 01:44 PM
are any of the posted builds in this thread possable w/o tomes if i use a 32 build?
Therigar
01-14-2011, 02:15 PM
Feeling badly that I didn't see this thread earlier.
Are you willing to cough up the cash for 32 point builds and half-elf?
If so I would recommend a half-elf 19 rogue/1 wizard TWF assassin arcane archer.
Feats are extremely tight so you do not end up with the best of all worlds but you do get some things that make for a pretty powerful build.
1. You get all the sneak attack dice from the rogue class with 19 rogue levels. That is a massive amount of damage.
2. You get the full TWF line which is the best combat style in the game. You also get khopesh which is the highest damage weapon in most cases when combined with the TWF combat style.
3. You get the full range of arcane archer enhancements.
4. By taking the ranger dilettante you get basic wand use for cure light thru cure serious wounds and are able to use any other wand that a ranger might use.
5. By taking a wizard level you get all arcane wands, which overlaps a bit with the ranger list but includes several not there such as blur and stoneskin.
A relatively low risk build with 10-12 INT and decent STR, CON and DEX is pretty easy to assemble by giving 16 to each of STR, CON and DEX and 10 to INT then adjusting DEX down a point or two and bumping INT a bit higher. You could end with 16, 14, 16, 14, 8, 8 and have a good base for a decent arcane archer trap monkey.
Eckenwiler
01-15-2011, 09:46 AM
are any of the posted builds in this thread possable w/o tomes if i use a 32 build?
I think they would all be possible w/o tomes. And a 32-pt build would only make them better. But this is my first build, so maybe someone with some more experience building will second this opinion.
Eckenwiler
01-15-2011, 09:59 AM
Therigar, thanks for chiming in. That looks like a really good build idea, but there will be no cash spent on this build.
Actually, you've come at a good time. After reading this thread and some discussion, my Gf has decided that hotbars, hotkeys and all those little squares aren't really so bad. She wants to be the best archer she can be and realizes that means dealing with alot of hotbars. So some of the design parameters have been changed. Pretty much we're left with an Arcane Archer, with full trap skills, on a F2P account, with a Con of at least 14. It can be Human and it can have UMD
Eckenwiler
01-15-2011, 10:58 AM
With the new design parameters and with all I've learned so far with this thread (Thanks everyone!) I'm now thinking of a build like this:
Ranger18/Rogue1/Fighter1 Human
Rogue level taken at creation for the extra Skill Points. Fighter level taken at level 12, after all the good free Ranger Feats have been granted. < EDIT:as Unbongwah notes below, the fighter level should be taken at level 13>
Str: 15 (all levelups into Str)
Dex: 16
Con: 14
Int: 12
Wis: 8
Cha: 8
Enhancements will add another 4 to Dex. I've started with an odd number in Str since with 5 levelups it will leave it at an even number.
An Int of 12 will grant enough Skill Points to max out Search, Spot, Disable Device and Use Magic Device while keeping Hide, Move Silently and Open Lock respectable.
FEATS:
Toughness
Point Blank Shot
Weapon Focus: Ranged
Mental Toughness
Weapon Proficiency: Khopesh
Improved Critical: Ranged
Improved Critical: Slashing
Power Attack
Extend Spell
Enhancements:
Arcane Archer
Conjure +2,+3,+4,+5 arrows
Energy of the Wild III
Ranger Dex II
Favored Attack II
Favored Damage III
Extra Action Boost II
Imbue Arrows (all 6)
Ranger Skill Boost III
Fighter Toughness I
Rogue Haste Boost I
Human Adaptability, Dex
Greater Human Adaptability, Dex
Racial Toughness III
Human Versatility IV
Human Improved Recovery I
This is now my second build and there is probably still room for improvement. Please let me know what you think!
unbongwah
01-15-2011, 03:33 PM
You can't take Human Adaptability twice to the same stat; it's +1 to any two stats. Also, you can't take human Toughness III unless you take human CON enh first.
The build (http://forums.ddo.com/showpost.php?p=3527716&postcount=21) I posted earlier ends up with +2 STR (+1 base +1 enh) and +2 INT (enough to max every skill you listed except Open Lock, which still hits 18 ranks or so w/+2 INT tome). If you drop the Devotion enhs from my build, you could squeeze in rgr DEX III and human DEX +1 for another +2 DEX; that puts it only -2 DEX behind your build.
Personally I think Extra Action Boost is too expensive on a ranger: you need to spend 10 enh pts maxing out Skill, Sprint, or Energy Resist Boost; then another 2 / 6 pts for Extra Action I/II; that's a lot of points for 1 or 2 more clickies, IMHO. Skill Boost is unnecessary on a human ranger since Versatility covers it. I also never bother with the SP-boosting enhs (unless they're a pre-req for something else); there are other ways of boosting your SPs (e.g., Wizardry items) and usually there are more useful enhs to take.
Brennie
01-15-2011, 04:50 PM
With the new design parameters and with all I've learned so far with this thread (Thanks everyone!) I'm now thinking of a build like this:
Ranger18/Rogue1/Fighter1 Human
Rogue level taken at creation for the extra Skill Points. Fighter level taken at level 12, after all the good free Ranger Feats have been granted.
Str: 15 (all levelups into Str)
Dex: 16
Con: 14
Int: 12
Wis: 8
Cha: 8
Looks good so far!
Enhancements will add another 4 to Dex. I've started with an odd number in Str since with 5 levelups it will leave it at an even number.
An Int of 12 will grant enough Skill Points to max out Search, Spot, Disable Device and Use Magic Device while keeping Hide, Move Silently and Open Lock respectable.
As noted by Unbongwah, your human stat enhancements are a bit screwy. However, you can still get 3 dex from ranger and 1 from human, giving you a total of +4 dex. This also allows you to take an extra point of strength.
The ending dex here seems a little low to me. I'm not sure what you can do about this, except possible skim off one or two level-ups in late game from strength itno dex instead. See how your girlfriend is feeling abotu her to-hit and reflex saves by level 16 to determine whether she needs more dex or not (Epics will be rough though, since you are a couple dex down and missing the elf +2 to hit with bows bonus to compensate)
FEATS:
Toughness
Point Blank Shot
Weapon Focus: Ranged
Mental Toughness
Weapon Proficiency: Khopesh
Improved Critical: Ranged
Improved Critical: Slashing
Power Attack
Extend Spell
I wouldn't consider Khopesh Proficiency to be necessary, unless you plan on grabbing named khopesh or greensteel Khopesh (Which are basically as hard to get as any other named/greensteel item). However, Imp crit: slash means she can also put out some pain with Scimitars and Kukri, especially ones with good on-crit effects (like weakening of enfeebling, smiting, banishing, etc). Also, i would take Imp: crit ranged at 9 and save your melee feats for 12-18.
Additionally, consider Maximize (For very expensive burst healing) of Empower Healing (For more spellpoint effecient healing) instead of extend. By the time she gets extend, her buffs will be lasting 18 minutes anyway, and will go up to 20. You will probably die or shrine before those buffs wear off anyway, and with Cure Serious Wounds, the GF can do a bit of spot healing here and there (Especially with a Superior Devotion 4 item and some healing lore. Sup Devotion IVor better Shield or Sup Potency IV or better weapon in the offhand and Scepter of Healing (http://itemwiki.cubicleninja.com/perfectweb/ddo/itemwiki/Items/ItemDetails.aspx?itemID=1025) in the other
Enhancements:
Arcane Archer
Conjure +2,+3,+4,+5 arrows
Energy of the Wild III
Ranger Dex II
Favored Attack II
Favored Damage III
Extra Action Boost II
Imbue Arrows (all 6)
Ranger Skill Boost III
Fighter Toughness I
Rogue Haste Boost I
Human Adaptability, Dex
Greater Human Adaptability, Dex
Racial Toughness III
Human Versatility IV
Human Improved Recovery I
Ranger skill boost is redundant with Human Versatility (Unless you plan on using up all the human boosts in combat and not saving any for trapping). Again, as noted, can't do human Adaptability twice in the same stat. I would also go one higher in Ranger Dex (You'll need all you can get to be honest). Energy of the wild and extra action boost are unnecessary. you also cannot take racial toughness III without taking human adaptability +1 con. Toss in a single point for sprint boost, could and extra points can go towards more human recovery. The good thign abotu rangers is they have a lot of extra room for AP.
kurglar
01-16-2011, 04:19 PM
it seems tombs are still needed to be epic capable but +2 tomes are too rich for my blood. +1s are pretty easy to come by in higher lvls so is the extra +1 really needed to get end game content?
Eckenwiler
01-17-2011, 01:34 PM
You can't take Human Adaptability twice to the same stat; it's +1 to any two stats. Also, you can't take human Toughness III unless you take human CON enh first.
Thanks for pointing those out: I totally overlooked them. The solution seems to be to take Greater Human Adaptability: Con and to drop Energy of the Wild for Ranger Dex III
Personally I think Extra Action Boost is too expensive on a ranger
I took this to provide extra Rogue Haste Boosts, which seem very useful. Does it not apply to Rogue Haste Boost?
Skill Boost is unnecessary on a human ranger since Versatility covers it.
The intent is to use the Human Versatility to provide combat enhancements to attack and damage. I'm hoping this will compensate for the lost Elf attack and damage bonuses to the bow. The Ranger Skill Boosts woould be to provide a boost to the trap skills, when necessary.
I also never bother with the SP-boosting enhs (unless they're a pre-req for something else); there are other ways of boosting your SPs (e.g., Wizardry items) and usually there are more useful enhs to take.
This is a very good point. Thanks.
Eckenwiler
01-17-2011, 01:36 PM
As noted by Unbongwah, your human stat enhancements are a bit screwy. However, you can still get 3 dex from ranger and 1 from human, giving you a total of +4 dex.
I can give up Energy of the Wild to free up the 6 AP needed to take Ranger Dex III.
I can then take Greater Human Adaptability: Con, to meet the Pre-Req for Human Toughness III. The only downside to this is it leaves me with an odd Con. I don't see any way around this.
The ending dex here seems a little low to me. I'm not sure what you can do about this, except possible skim off one or two level-ups in late game from strength itno dex instead. See how your girlfriend is feeling abotu her to-hit and reflex saves by level 16 to determine whether she needs more dex or not (Epics will be rough though, since you are a couple dex down and missing the elf +2 to hit with bows bonus to compensate)
Yea, we can do that at lvl 16, depending on how she feels about how often she misses. The reason I took the Human Versatility is to compensate for the missing Elf bow attack and damage bonuses. I'm hoping this will compensate against those harder to hit opponents.
i would take Imp: crit ranged at 9 and save your melee feats for 12-18.
Yes, that's a good idea.
Additionally, consider Maximize (For very expensive burst healing) of Empower Healing (For more spellpoint effecient healing) instead of extend. By the time she gets extend, her buffs will be lasting 18 minutes anyway, and will go up to 20. You will probably die or shrine before those buffs wear off anyway
Another good point. This is probably why Unbongwah went with Maximize instead of Extend. Thanks for making that clear.
Ranger skill boost is redundant with Human Versatility (Unless you plan on using up all the human boosts in combat and not saving any for trapping).
That is exactly the plan.
Energy of the wild and extra action boost are unnecessary
Energy of the Wild can go away, since as Unbongwah said, there are many other options for obtaining more spell points. I've selected extra action boost for extra Rogue Haste Boosts. The 15% bonus to attack speed should translate directly to an extra 15% damage. That seems quite useful. Do the extra action boosts not apply to the Rogue Haste Boost?
Eckenwiler
01-17-2011, 01:38 PM
it seems tombs are still needed to be epic capable but +2 tomes are too rich for my blood. +1s are pretty easy to come by in higher lvls so is the extra +1 really needed to get end game content?
Never been to Epic, but I would say yes: +2 is significantly better than +1 since it leaves the Ability Score at an even number.
Originally, I thought +2 tomes were priced forever out of reach also. But look at me now. +2 tomes are totally obtainable if you want them.
Eckenwiler
01-17-2011, 01:53 PM
With the feedback from unbongwah and Brennie taken into consideration, this build now looks like this:
Ranger18/Rogue1/Fighter1 Human
Rogue level taken at creation for the extra Skill Points. Fighter level taken at level 12, after all the good free Ranger Feats have been granted. <edit> Fighter level taken at level 13.
Str: 15 (all levelups into Str)
Dex: 16
Con: 14
Int: 12
Wis: 8
Cha: 8
Enhancements will add another 4 to Dex. I've started with an odd number in Str since with 5 levelups it will leave it at an even number.
An Int of 12 will grant enough Skill Points to max out Search, Spot, Disable Device and Use Magic Device while keeping Hide, Move Silently and Open Lock respectable.
FEATS:
Toughness
Point Blank Shot
Weapon Focus: Ranged
Mental Toughness
Improved Critical: Ranged
Improved Critical: Slashing
Weapon Proficiency: Khopesh
Power Attack
Maximize Spell
Enhancements:
Arcane Archer
Conjure +2,+3,+4,+5 arrows
Ranger Dex III
Favored Attack II
Favored Damage III
Extra Action Boost II
Imbue Arrows (all 6)
Ranger Skill Boost III
Fighter Toughness I
Rogue Haste Boost I
Human Adaptability, Dex
Greater Human Adaptability, Con
Racial Toughness III
Human Versatility IV
Human Improved Recovery I
This is now my New And Improved second build and there is probably still room for improvement. Please let me know what you think!
kurglar
01-23-2011, 04:57 PM
I saw this thread last week and decided to make the build as Eckenwiler ended up with after are the comments from other builders. As in his case I was looking for a duo build so I could play with my wife's cleric. We are only lvl 6 at the moment but with some account bound equipment from chrono i've been doing really well with the build so far. We just ran tears with at lvl 5 with 2 hirelings and it was actually exciting and fun. I like the build but am worried that IF he makes it to 16 he maybe a little gimped (that 5 will is going to sux even with buffs and equipment). I also wondered if he really isn't made for melee why waste feats on kopesh and PA? So I grabbed OTWF and percision (which rocks with many shot). I also took extend instead of max spell cause ranger spells are mostly buffs, unless i miss where max effects imbue arrow? Any way heres my version of the build as I see it.
Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
rogaa
Level 20 Neutral Good Human Male
(1 Fighter \ 1 Rogue \ 18 Ranger)
Hit Points: 292
Spell Points: 370
BAB: 19\19\24\29\29
Fortitude: 16
Reflex: 17
Will: 5
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 16 21 22
Dexterity 14 14 18
Constitution 16 16 16
Intelligence 14 14 14
Wisdom 8 8 8
Charisma 8 8 8
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 6 8 8
Bluff -1 -1 -1
Concentration 3 3 3
Diplomacy 2 2 2
Disable Device 6 25 25
Haggle 3 3 3
Heal -1 -1 -1
Hide 6 9 9
Intimidate -1 -1 -1
Jump 7 24 24
Listen -1 -1 -1
Move Silently 6 21 21
Open Lock 6 26 26
Perform n/a n/a n/a
Repair 2 2 2
Search 6 25 25
Spot 3 22 22
Swim 3 6 6
Tumble 3 5 5
Use Magic Device 3 16 16
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Diplomacy (+3)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Hide (+4)
Skill: Jump (+4)
Skill: Move Silently (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+1)
Skill: Use Magic Device (+4)
Feat: (Human Bonus) Point Blank Shot
Feat: (Selected) Toughness
Enhancement: Rogue Haste Boost I
Enhancement: Human Versatility I
Level 2 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Favored Enemy) Favored Enemy: Undead
Enhancement: Ranger Skill Boost I
Enhancement: Human Improved Recovery I
Enhancement: Ranger Favored Damage I
Level 3 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Weapon Focus: Ranged Weapons
Enhancement: Racial Toughness I
Enhancement: Ranger Dexterity I
Level 4 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Human Versatility II
Enhancement: Rogue Improved Trap Sense I
Level 5 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Ranger Skill Boost II
Enhancement: Human Adaptability Dexterity I
Level 6 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Favored Enemy) Favored Enemy: Elemental
Feat: (Selected) Mental Toughness
Enhancement: Racial Toughness II
Enhancement: Ranger Favored Damage II
Level 7 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Ranger Arcane Archer: Imbue Force Arrows
Enhancement: Ranger Favored Attack I
Enhancement: Ranger Arcane Archer I
Level 8 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Ranger Dexterity II
Level 9 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Critical: Ranged Weapons
Enhancement: Human Versatility III
Level 10 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Ranger Skill Boost III
Enhancement: Ranger Arcane Archer: Imbue Acid Arrows
Enhancement: Ranger Arcane Archer: Conjure +2 Arrows
Level 11 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Monstrous Humanoid
Enhancement: Human Versatility IV
Level 12 (Fighter)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Feat: (Selected) Oversized Two Weapon Fighting
Enhancement: Fighter Critical Accuracy I
Enhancement: Ranger Energy of the Wild I
Enhancement: Fighter Toughness I
Level 13 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+2)
Skill: Use Magic Device (+0.5)
Enhancement: Human Greater Adaptability Strength I
Level 14 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Ranger Arcane Archer: Imbue Explosive Arrows
Enhancement: Ranger Arcane Archer: Conjure +3 Arrows
Level 15 (Ranger)
Skill: Disable Device (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Precision
Enhancement: Ranger Dexterity III
Level 16 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Ranger Favored Attack II
Level 17 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Enhancement: Ranger Arcane Archer: Imbue Force Burst Arrows
Enhancement: Ranger Arcane Archer: Imbue Terror Arrows
Enhancement: Ranger Arcane Archer: Conjure +4 Arrows
Level 18 (Ranger)
Skill: Disable Device (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Extend Spell
Enhancement: Ranger Skill Boost IV
Enhancement: Ranger Energy of the Wild II
Level 19 (Ranger)
Skill: Disable Device (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Human Improved Recovery II
Level 20 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Ranger Arcane Archer: Imbue Slaying Arrows
Enhancement: Ranger Favored Damage III
Enhancement: Ranger Arcane Archer: Conjure +5 Arrows
I'd like to add that I have a 18F/1Brd/1Rng AA/Kensai III which I got upto 16 that I love playing, it just didn't have any rog skills and soloing without some form of trap skills is a pain.
unbongwah
01-24-2011, 10:57 AM
I also wondered if he really isn't made for melee why waste feats on kopesh and PA?
My belief is that any (good) AA needs to know when to switch between ranged & melee and therefore shouldn't neglect the latter.
So I grabbed OTWF and percision (which rocks with many shot).Whereas my attitude is if you need OTWF and/or Precision to hit, you're doing something wrong. :p The conventional wisdom is: if you have to choose between more DPS or higher to-hit, you should go for the former; in the long run, that's what will matter more.
I also took extend instead of max spell cause ranger spells are mostly buffs, unless i miss where max effects imbue arrow?On my build, the idea was to use Maximize w/CSW so you could toss off emergency heals. With both Devotion & healing amp enhs, your self-healing won't be too bad. Grab the Torc from Demon Sands (http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Necklaces/TorcofPrince-deII.jpg) and/or Concordant Opposition (http://ddowiki.com/page/Concordant_Opposition) Shroud item for SP regen on hits. That's obviously higher-lvl gear, which is why my build doesn't try to adopt this tactic until lvl 18. Whereas all of the important rgr buffs are long-term (1 min/lvl), so by lvl 18 you don't really need Extend anymore.
BTW, why did you delay your ftr splash until lvl 12? I could understand if you were trying to hit rgr 11 ASAP for GTWF & IPS, but your build still delays rgr 11 one more lvl: rogue 1, rgr 1-10, ftr 1, rgr 11-18. I would either delay ftr another lvl to get rgr 11 first; or take it at lvl 9 so you can take two Imp Crits ASAP.
kurglar
01-24-2011, 12:24 PM
i had originally thought an elf would be a better choice for this build so that you weren't locked into certain enemies for +crit enh dmg. but i was following Eckenwiler's build with the mods. I'm not really sure why people are so uptight about arcane archers not meleeing. for me it makes sense not too 1) having low con it helps keep them from having to get heals from a busy healer. 2) the dmg they can do if played right (i.e. watching agro stealing) will out do anything they do in melee. 3) sometimes it easier to see adds from outside the melee center which could help in crowd control if they're using a paralyzing bow or disruption. and 4) any mobs that don't want to come to the firewall or bladez can be persuaded easily with a few hits. those are the techniques i have come to learn and i am always welcome in grps who know what i can do. of course i'm running the following build and not the rog skill one in this thread, but if done the same way i think i can pull it off. you may recognize it Unbongwah. :)
Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
aerowin
Level 16 Neutral Good Elf Male
(14 Fighter \ 1 Ranger \ 1 Bard)
Hit Points: 258
Spell Points: 90
BAB: 15\15\20\25\25
Fortitude: 12
Reflex: 13
Will: 6
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 16) (Level 16)
Strength 16 19 20
Dexterity 18 19 20
Constitution 13 13 13
Intelligence 10 10 10
Wisdom 10 10 10
Charisma 8 8 8
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance 6 7 7
Bluff -1 -1 1
Concentration 1 1 3
Diplomacy -1 -1 1
Disable Device n/a n/a n/a
Haggle -1 -1 -1
Heal 0 0 0
Hide 4 5 5
Intimidate -1 -1 1
Jump 7 9 9
Listen 0 0 2
Move Silently 8 9 9
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 0 0 0
Search 0 0 2
Spot 4 7.5 9.5
Swim 3 5 5
Tumble 6 7 7
Use Magic Device 1 17.5 17.5
Level 1 (Ranger)
Skill: Balance (+2)
Skill: Jump (+4)
Skill: Move Silently (+4)
Skill: Spot (+4)
Skill: Tumble (+2)
Skill: Use Magic Device (+2)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Selected) Toughness
Enhancement: Elven Ranged Damage I
Level 2 (Fighter)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Point Blank Shot
Enhancement: Fighter Attack Boost I
Enhancement: Valenar Elf Melee Damage I
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Item Defense I
Enhancement: Fighter Toughness I
Level 3 (Fighter)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Rapid Shot
Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
Enhancement: Elven Dexterity I
Enhancement: Racial Toughness I
Level 4 (Fighter)
Ability Raise: STR
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Valenar Elf Melee Attack I
Enhancement: Elven Ranged Attack I
Level 5 (Fighter)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Precise Shot
Enhancement: Fighter Attack Boost II
Enhancement: Fighter Toughness II
Level 6 (Fighter)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Weapon Specialization: Ranged Weapons
Enhancement: Fighter Critical Accuracy II
Level 7 (Fighter)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Manyshot
Enhancement: Kensei Longbow Mastery I
Enhancement: Fighter Kensei I
Level 8 (Fighter)
Ability Raise: STR
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Racial Toughness II
Enhancement: Fighter Strength I
Level 9 (Bard)
Skill: Use Magic Device (+6)
Feat: (Selected) Improved Critical: Ranged Weapons
Enhancement: Elven Arcane Archer: Imbue Force Arrows
Enhancement: Elven Arcane Archer I
Enhancement: Bard Energy of the Music I
Level 10 (Fighter)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Greater Weapon Focus: Ranged Weapons
Enhancement: Fighter Longbow Specialization I
Enhancement: Fighter Toughness III
Level 11 (Fighter)
Skill: Use Magic Device (+1)
Enhancement: Elven Arcane Archer: Imbue Acid Arrows
Enhancement: Ranger Favored Damage I
Enhancement: Elven Arcane Archer: Conjure +2 Arrows
Level 12 (Fighter)
Ability Raise: DEX
Skill: Use Magic Device (+1)
Feat: (Selected) Greater Weapon Focus: Slashing Weapons
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Enhancement: Elven Ranged Damage II
Level 13 (Fighter)
Skill: Use Magic Device (+1)
Enhancement: Fighter Critical Accuracy III
Level 14 (Fighter)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Greater Weapon Specialization: Ranged Weapons
Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
Enhancement: Kensei Longbow Mastery II
Enhancement: Fighter Kensei II
Enhancement: Elven Arcane Archer: Conjure +3 Arrows
Level 15 (Fighter)
Skill: Use Magic Device (+1)
Feat: (Selected) Power Attack
Enhancement: Fighter Attack Boost III
Level 16 (Fighter)
Ability Raise: STR
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Two Handed Fighting
Enhancement: Elven Ranged Attack II
i looked up both items unbongwah mentions and imho a build should not be built around the basis of items. as is the norm for mmos, items (and builds themselves) get nerfed from time to time so why consider items at all when making builds? i guess i'm old school but i was never into farming items for the sake of a build. don't get me wrong, i'm thrilled when i get an item i can actually use but to gimp my build just cause i can farm an item dosen't sit well with me, course that's just me and people can play the game like they want long as they're having fun which in my case (and only mine) farming items is not fun.
Eckenwiler
01-31-2011, 09:14 AM
BTW, why did you delay your ftr splash until lvl 12? I could understand if you were trying to hit rgr 11 ASAP for GTWF & IPS, but your build still delays rgr 11 one more lvl: rogue 1, rgr 1-10, ftr 1, rgr 11-18. I would either delay ftr another lvl to get rgr 11 first; or take it at lvl 9 so you can take two Imp Crits ASAP.
That is my mistake. You're right: it should either be delayed to lvl 13 or taken at lvl 9. I've edited the build.
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