View Full Version : Tempest Trapmonkey for new players
EllisDee37
08-20-2013, 08:43 PM
Last updated Jan 8th, 2017
This is a self-sufficient TWF trapper build with a decent range option. The achilles heal is low will saves, but that can be mitigated somewhat with spells and clickies. The original build concept (https://www.ddo.com/forums/showthread.php/277496) was developed by unbongwah.
No tomes are required or listed. If you happen to have a +2 or better int tome, put the extra skill points toward maxing Open Lock, then the rest in Heal.
Alignment doesn't matter. In general True Neutral takes less damage from certain rare enemies, but non-neutral alignments open up the possibility for specialty twists in epics. eg: Your weapons bypass DR/Good if you're good aligned.
The build is written as human for dimension door, but you might prefer a different race. Elf, Dwarf and Drow variations are laid out in post 4 (https://www.ddo.com/forums/showthread.php/423116-Tempest-Trapmonkey-for-new-players?p=5072835&viewfull=1#post5072835).
Tempest Trapmonkey
18/1/1 Ranger/Fighter/Rogue
Level Order
1. Rogue . . . . . 6. Ranger. . . . .11. Ranger. . . . .16. Ranger
2. Ranger . . . . .7. Ranger . . . . 12. Ranger . . . . 17. Ranger
3. Ranger . . . . .8. Ranger . . . . 13. Ranger . . . . 18. Ranger
4. Fighter . . . . 9. Ranger. . . . .14. Ranger. . . . .19. Ranger
5. Ranger . . . . 10. Ranger . . . . 15. Ranger . . . . 20. Ranger
Stats
. . . . . . . .28pt . . 32pt . . 34pt . . 36pt . . Level Up
. . . . . . . .---- . . ---- . . ---- . . ---- . . --------
Strength. . . . 16. . . .16. . . .18. . . .18. . . .4: STR
Dexterity . . . 14. . . .14. . . .14. . . .14. . . .8: STR
Constitution. . 14. . . .16. . . .14. . . .15. . . 12: STR
Intelligence. . 14. . . .14. . . .14. . . .14. . . 16: STR
Wisdom. . . . . .8. . . . 8. . . . 8. . . . 8. . . 20: STR
Charisma. . . . .8. . . . 8. . . . 8. . . . 8. . . 24: STR
. . . . . . . . . . . . . . . . . . . . . . . . . .28: STR
Skills
. . . . .Rg Rn Rn Fi Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn
. . . . . 1 .2 .3 .4. 5. 6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Concent . 2 .1 .1 . . 1. 1. 3. 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Disable . 4 .1 .1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Search. . 4 .1 .1 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Spot. . . 4 .1 .1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
UMD . . . 4 .1 .1 . . 1. 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Open Lo . 4 .1 .1 .½. ½. . . . . .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .19
Balance . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Jump. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Haggle. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Heal. . . 2 . . . . . . . . . .1 . . . . . . . . . . . . . . . . . . . 3
Swim. . . 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
. . . . .------------------------------------------------------------
. . . . .44 .9 .9 .5. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9
Feats
.1. . . . : Point Blank Shot
.1 Human. : Least Dragonmark: Passage
.2 Ranger : Favored Enemy: Undead
.3. . . . : Precision
.4 Fighter: Exotic Weapon: Khopesh
.6. . . . : Dodge
.7 Ranger : Favored Enemy: Construct
.9. . . . : Improved Critical: Slashing
12. . . . : Improved Critical: Ranged
12 Ranger : Favored Enemy: Giant
15. . . . : Empower Healing Spell
17 Ranger : Favored Enemy: Evil Outsider
18. . . . : Quicken Spell
21 Epic . : Overwhelming Critical
24 Epic . : Mobility
26 Destiny: Perfect Two Weapon Fighting
27 Epic . : Epic Reflexes
28 Destiny: Doubleshot
29 Destiny: Deific Warding OR Dire Charge
30 Epic . : Epic Damage Reduction
30 Legend : Scion of: Arborea OR Astral Plane
Spells
Ranger
Resist Energy, Ram's Might, Jump, Merfolk's Blessing
Cure Light Wounds, Protection from Energy, Barkskin
Cure Moderate Wounds, Wild Instincts
Freedom of Movement, Cure Serious Wounds
Enhancements (80 AP)
Tempest (41 AP)
Shield of Whirling Steel, Tempest, Graceful Death, Deflect Arrows, Whirlwind
Improved Reaction III, Whirling Blades
Improved Parry III, Whirling Blades, Sprint Boost I
Storm Dancer, Whirling Blades, Strength
Storm Tempest, The Growing Storm III, Whirling Blades, Strength
Dual Perfection, A Thousand Cuts III, Whirling Blades, Dance of Death III
Deepwood Stalker (26 AP)
Far Shot, Sneak Attack, Exposing Strike, Advanced Sneak Attack
Increased Empathy III, Versatile Empathy II
Survivalist, Skill Boost II
Survivalist, Thrill of the Hunt III, Favored Hunter III
Survivalist, Killer III
Human (9 AP)
Damage Boost, Strength, Saves Boost
Dragonmark Focus: Orien I, Improved Recovery
Lesser Dragonmark: Dimension Door
Kensei (4 AP)
Kensei Focus: Archery
Haste Boost III
Leveling Guide
Hum0 Damage Boost; Hum1 Dragonmark Focus: Orien I, II
Tem0 Shield of Whirling Steel; Tem1 Item Defense I, II; Tem1 Whirling Blades
Tem2 Haste Boost I, II; Hum1 Skill Focus: Awareness I, II
Hum2 Lesser Dragonmark: Dimension Door; Hum2 Skill Focus: Nimble Fingers I, II
Hum1 Improved Recovery; Hum3 Improved Recovery
Hum3 Heroism; Hum4 Greater Heroism
Tem0 Tempest; Tem1 Item Defense III; Tem2 Whirling Blades
Tem1 Improved Reaction I, II, III; Tem2 Haste Boost III
Tem3 Storm Dancer; Tem3 Whirling Blades
Tem3 Strength; Tem4 Strength
Tem4 Storm Tempest; Tem4 Whirling Blades
Tem4 The Growing Storm I, II, III; Tem5 Dance of Death I
Tem5 Dance of Death II, III; Tem5 Dual Perfection
Tem0 Graceful Death; Tem0 Deflect Arrows; Tem5 Whirling Blades
DS0 Far Shot; DS1 Increased Empathy I, II, III
DS1 Versatile Empathy I, II; DS2 Survivalist
DS0 Sneak Attack; DS2 Skill Boost I; DS3 Survivalist
DS3 Thrill of the Hunt I, II, III; DS3 Favored Hunter I
(Bank 4 AP)
Reset All Trees
Destiny (24 AP)
Fury of the Wild
Tunnel Vision III, Primal Scream III
Acute Instincts III, Damage Reduction III
(none)
Gird Against Demons I, Sense Weakness III, Overwhelming Force III
Fury Eternal
Unbridled Fury
Twists of Fate (22 fate points)
Symetric Strikes (Tier 4 Primal)
Lithe (Tier 2 Shadowdancer)
Rejuvenation Cocoon (Tier 1 Primal)
Extra Action Boost (Tier 1 Dreadnought)
Rogue @ 1 for skills, Ranger 2-3 to race to TWF, Fighter @ 4 for Khopesh, then Ranger rest of the way.
This build used to optionally include cleaves, sacrificing range dps to fit them in, but this has been dropped due dance of death (tier 5 tempest) being a much better option.
Enhancements are different while leveling through heroics than they are in epics. In heroics, race to Greater Heroism in the human tree to help with trapping skills, then race to tempest Tier 5s for dps. The remaining heroic levels focus on deepwood stalker. Don't take level 19 until you have enough xp to also take 20, then reset all trees and take the final enhancements as listed. By this point you can scroll Greater Heroism. (Use skill boost for help with umd.)
Harper Variant
The build as written doesn't use the Harper Agent tree for two reasons: First, it's a premium feature, and thus not available to brand new players without spending money. And second, I don't personally use the Harper tree on my actual tempest trapmonkey on live. However, Know the Angles would increase your dps, so if you happen to have access to Harper Agent (starting as a VIP, maybe?) and want to make use of it, here's how I would fit it in:
- Drop the kensei tree entirely
- Cut back the human tree to 3 AP: Damage Boost & Improved Recovery
- Switch tempest sprint boost to haste boost, and take it to rank III
This saves 8 AP, which you then spend on Agent of Good, Toughness II, Know the Angles III. (You might prefer Awareness II to Toughness II.)
The net result is losing Sprint Boost and Dimension Door for Know the Angles. For me personally, I don't like this trade because I value movement over dps, but it's a perfectly valid choice to prefer dps.
If doing the Harper variant, the leveling plan through heroics remains the same. The change would take place at 20 when you reset all trees.
Tactics Variant
You might prefer having Dire Charge for crowd control. If so, at the same time you take dire charge you might want to use your free feat exchange to replace Empower Healing Spell with Stunning Blow for even more stunny goodness. You'll then want to work in a Stunning item as well as Insightful Combat Mastery. You might even want to squeeze in a Vertigo item to help out your Trips.
At first glance, Epic Boots of the Innocent (http://ddowiki.com/page/Item:Epic_Boots_of_the_Innocent) looks promising for this, but those bonuses are all low. Cannith Crafting can provide +12 to all tactics with just a single Combat Mastery item, and in doing so you're leaving at least 5 points on the table since specific tactics effects go to +17 with cannith crafting, +20 with slave lord crafting.
EllisDee37
08-20-2013, 08:59 PM
Casting Spells
The build as written only starts with 8 wisdom, and you need at least 11 wisdom to cast level 1 spells. (14 wisdom to cast level 4 spells.) When you first get spells at level 6, you'll want to find a wisdom item of at least +3 to allow spellcasting. Until you find a wisdom item you can use Owl's Wisdom potions in the market to get by with. They give you a temporary +4 wisdom that will allow you to memorize and cast your spells. Note that ship buffs often grant +2 wisdom, so that can reduce how much you need from gear.
Self Healing
I just use Cure Serious potions until I start getting cure spells, which come late: Cure Light at level 10, Cure Moderate at 13 and Cure Serious at 17. Once you get to epic levels you can twist in Rejuvenation Cocoon from Primal Avatar to be your main source of heals.
Combat
Your bread and butter melee attack is Dance of Death (level 12-13), which turns all your attacks into AoE attacks. This includes special attacks like Trip and Exposing Strike, though you don't get Exposing Strike until epics. The Growing Storm (level 11) is an excellent opener to any engagement; the cooldown means it should be available again for the next encounter. You also get 5 action boosts per rest (or 6 with ship buffs) -- up to 8 or 9 in epics -- and you can use both your human damage boost and kensei haste boost at the same time. Try to get in the habit of activating both when fighting any orange and red named bosses.
Your range burst DPS is actually pretty decent once you get Manyshot at level 8. Don't be afraid to pull out a bow at the drop of a hat. Once you get to epics, "Furyshot" (Manyshot + Unbridled Fury) is pretty darn fun. It's not true furyshot dps like you see from monkchers, but it's not nothing. Be sure to drink a haste pot and activate haste & damage boosts before engaging your furyshot to squeeze the most out of it.
In epics, Adrenaline Overload pairs nicely with Exposing Strike: +2[W] and +1 crit multiplier. Yummy!
Buffs
At creation you can use your dragonmark feat for expeditious retreat, which is a nice quality of life improvement. At level 6 you get Greater Heroism from the Human tree, which helps with saves and trapping skills. You also get the typical ranger spells: Resist Energy, Ram's Might, Freedom of Movement, Jump, Wild Instincts and Barkskin.
Trapping
The build as written spends points in trapping skills to give you some margin of error, but you'll still need trapping gear. If you're a crafter, making two sets of ML10 and ML15 gear that include insightfuls will cover all your needs from 10-30. (eg: Search +16 goggles of Insightful Search +8, ML15.) Until then, keep an eye on the auction house for trapping gear to hold you over.
Weapons
ML12 Water Khopeshes are pretty nice, since they have paralyzing. Otherwise just look for decent DPS lootgen khopeshes, or craft your own. I typically use a greatsword or falchion until level 4.
Weaknesses
Will saves are the bane of your existence. Greater Heroism at level 6 gives you immunity to fear, which is a huge help. At level 16 you get Freedom of Movement to make you immune to hold person, but until then holds can be pretty rough. Also annoying are command and greater command, which requires protection from evil to avoid. You can buy Protection from Evil potions in the Harbor and Market to grant immunity to Command, and Magic Circle against Evil scrolls in House Phiarlan to grant immunity to Greater Command. Similarly, magic missiles can get painful, so shield scrolls are worth UMDing in magic missile-heavy quests.
Of special note is level draining, which you need deathward to prevent. The visor of the flesh render from Tangleroot will be your best friend. They are BTA, so you can stock up with 4-5 of them and then pass them between alts via the shared bank. Another option is to bring hirelings that cast deathward, even if just to summon, cast it, then dismiss them. (You can always DDoor back from the middle of the quest to re-apply deathward as necessary.) Another option is the silver flame necklace from the necropolis packs, but that has limited uses. Once in epics you can buy long lasting deathward potions in Eveningstar for cleric commendations.
EllisDee37
08-20-2013, 09:00 PM
See this thread (https://www.ddo.com/forums/showthread.php/480757-Cannith-Crafted-Melee-Gearset) for information on first life and/or leveling gear. I use the gearsets listed in the OP of that thread, including keeping my Cloak of Invisibility equipped until 30. Complete details of my 1-29 gear can be found here (https://www.ddo.com/forums/showthread.php/478031-Cannith-Crafted-melee-gearset?p=5868913&viewfull=1#post5868913), but the <ML10 items in that list can no longer be crafted.
Here's what my Tempest Trapmonkey on live wears at 30:
Head: ML34 Intelligence 15 Helmet of Resistance 12 w/Ins. Fortification 79 (Water Breathing)
Eyes: ML34 Seeker 15 Goggles of Accuracy 23 w/Ins. Seeker 7
Neck: ML34 Constitution 15 Necklace of Spot 22 w/Ins. Constitution 7 (Deathblock)
Back: ML34 Wisdom 15 Cloak of Dodge Bonus 15 w/Ins. Wisdom 7 (Charisma +6)
Wrist: Greensteel Smoke
Hand: ML34 Melee Alacrity 15 Gloves of Deadly 12 w/Ins. Accuracy 11 (Feather Falling)
Waist: ML34 Doublestrike 17 Belt of Strength 15 w/Ins. Strength 7 (Fear Immunity)
Feet: ML34 Dexterity 15 Boots of Sheltering 38 w/Ins. Dexterity 7 (Striding 30%)
Ring: Epic Ring of the Stalker (Heavy Fort, Vitality)
Ring: ML34 Wizardry 310 Ring of False Life 57 w/Ins. PRR 18 (Blindness Immunity)
Trinket: ML34 Spell Saves 12 Trinket of Armor Piercing 23 w/Ins. Dodge Bonus 7
Body: ML34 Devotion 159 Celestial Leather of Healing Amp 61 w/Parrying 7 (Good Luck +2)
Weapons
Mainhand: Thunderforge Tier 2: 1st Degree Burns, Dragon's Edge
Offhand: ML34 Force 7d6 Adamantine Khopesh of Aligned w/Insightful Deadly 5 (Silver)
Longbow: Pinion
Fury of the Wild gives us Cold Iron bypass, which means the crafted offhand weapon breaks all alignment dr plus Silver, Adamantine and Cold Iron. And since it's a base +13 4[W] weapon, it's actually not bad in its own right. Plus it adds +5 insightful deadly for both weapons.
Swaps and Clickies
Pale Lavender Ioun Stone
Silver Flame Talisman (if PLIS runs out)
Visor of the Flesh Render (x4)
Cannith Boots of Propulsion
Cursed Blade of Jack Jibbers
Goggles of Search +22 w/Insightful Search +11
Goggles of Disable Device +22 w/Insightful Disable Device +11
Gloves of Open Lock +22 w/Insightful Open Lock +11
Helm of Haggle +22 w/Insightful Haggle +11
Dodge
25 dodge cap
2 ship buffs
---
27 dodge cap
20 MDB (Celestial Leather)
2 Mobility
6 Lithe (Shadowdancer Tier 2 twist)
----
28 MDB
15 Dodge item (cloak)
7 Insightful Dodge item (trinket)
3 Dodge (feat)
2 Mobility (feat)
----
27 Dodge
I prefer using cannith crafted for almost all my gear solely because I have a lot of characters, and cannith crafted is quick and easy to make. That way I can quickly gear him up and than start working on someone else. If this were my only character, I would consider this gearset a "starter" endgame set he'd equip to go out and farm up the real endgame gearset. For ideas on what real endgame tempest gear might look like, this thread looks promising: LE, Melee Rangers, And Your Gear! (https://www.ddo.com/forums/showthread.php/477668-LE-Melee-Rangers-And-Your-Gear!)
EllisDee37
08-20-2013, 09:00 PM
Here are three racial variations, color coded to help prevent accidentally following the wrong one.
Elf w/Scimitar, Dex-based with dragonmark for displacement
Push the second fighter level back to 5 so we can race to ranger 3 for dex to damage with scimitars. After getting dex to damage, race to the displacement dragonmark SLA, taking the Extend Spell feat solely for displacement. (Extended displacement: Yum!) Drop haste boost since we have no damage boost to pair it with.
Tempest Trapmonkey (Elf)
18/1/1 Ranger/Fighter/Rogue
True Neutral Elf
Level Order
1. Rogue 6. Ranger 11. Ranger 16. Ranger
2. Ranger 7. Ranger 12. Ranger 17. Ranger
3. Ranger 8. Ranger 13. Ranger 18. Ranger
4. Ranger 9. Ranger 14. Ranger 19. Ranger
5. Fighter 10. Ranger 15. Ranger 20. Ranger
Stats
28pt 32pt 34pt 36pt Level Up
---- ---- ---- ---- --------
Strength 10 10 10 10 4: DEX
Dexterity 18 18 20 20 8: DEX
Constitution 12 14 12 13 12: DEX
Intelligence 16 16 16 16 16: DEX
Wisdom 8 8 8 8 20: DEX
Charisma 8 8 8 8 24: DEX
28: DEX
Skills
Rg Rn Rn Rn Fi Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
------------------------------------------------------------
Concent 2 1 1 1 1 1 3 2 1 1 1 1 1 1 1 1 1 1 1 23
Disable 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Search 4 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Spot 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
UMD 4 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Open Lo 4 1 1 1 ½ ½ 1 1 1 1 1 1 1 1 1 1 1 19
Balance 4 4
Jump 4 4
Haggle 4 4
Heal 2 1 3
Swim 3 3
Tumble 1 1
------------------------------------------------------------
44 9 9 9 5 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
Feats
1 : Point Blank Shot
2 Ranger : Favored Enemy: Undead
3 : Least Dragonmark: Shadow
5 Fighter: Precision
6 : Extend Spell
7 Ranger : Favored Enemy: Construct
9 : Improved Critical: Slashing
12 : Improved Critical: Ranged
12 Ranger : Favored Enemy: Giant
15 : Empower Healing Spell
17 Ranger : Favored Enemy: Evil Outsider
18 : Quicken Spell
21 Epic : Overwhelming Critical
24 Epic : Dodge
26 Destiny: Perfect Two Weapon Fighting
27 Epic : Epic Reflexes
28 Destiny: Doubleshot
29 Destiny: Deific Warding OR Dire Charge
30 Epic : Epic Damage Reduction
30 Legend : Scion of: Arborea OR Astral Plane
Spells
Ranger
Jump, Ram's Might, Resist Energy, Merfolk's Blessing
Cure Light Wounds, Protection from Energy, Barkskin
Cure Moderate Wounds, Wild Instincts
Freedom of Movement, Cure Serious Wounds
Enhancements (80 AP)
Tempest (42 AP)
Shield of Whirling Steel, Tempest, Graceful Death, Deflect Arrows, Whirlwind
Item Defense I, Improved Reaction III, Whirling Blades
Improved Parry III, Whirling Blades, Sprint Boost I
Storm Dancer, Whirling Blades, Dexterity
Storm Tempest, The Growing Storm III, Whirling Blades, Dexterity
Dual Perfection, A Thousand Cuts III, Whirling Blades, Dance of Death III
Deepwood Stalker (26 AP)
Far Shot, Sneak Attack, Exposing Strike, Advanced Sneak Attack
Increased Empathy II, Versatile Empathy II
Survivalist, Improved Weapon Finesse, Skill Boost II
Survivalist, Thrill of the Hunt III, Favored Hunter I, Dexterity
Survivalist, Killer III
Elf (12 AP)
Elven Accuracy, Elven Dexterity
Phiarlan Dragonmark Focus III, Keen Senses II
Lesser Dragonmark of Shadow
Greater Dragonmark of Shadow
Leveling Guide
(Bank 4 AP)
Tem0 Shield of Whirling Steel; Tem1 Item Defense I; Tem1 Whirling Blades; Tem1 Improved Reaction I; (Bank 3 AP)
DS0 Far Shot; DS1 Increased Empathy I, II; DS1 Versatile Empathy I, II; DS2 Improved Weapon Finesse; (Bank 1 AP)
Tem0 Tempest; Elf0 Elven Accuracy; Elf0 Elven Dexterity; Elf1 Phiarlan Dragonmark Focus I
Elf1 Keen Senses I, II; Elf1 Phiarlan Dragonmark Focus II, III
Elf2 Lesser Dragonmark of Shadow; Elf3 Greater Dragonmark of Shadow
Tem2 Sprint Boost I; Tem2 Whirling Blades; Tem2 Improved Parry I
Tem3 Dexterity; Tem3 Storm Dancer
Tem3 Whirling Blades; Tem1 Improved Reaction II, III
Tem2 Improved Parry II, III; Tem4 Storm Tempest
Tem4 The Growing Storm I, II, III; Tem0 Graceful Death
Tem4 Dexterity; Tem4 Whirling Blades
Tem5 Dance of Death I, II, III; (Bank 1 AP)
Tem0 Deflect Arrows; Tem5 Whirling Blades; Tem5 Dual Perfection
Tem5 A Thousand Cuts I, II, III; DS0 Sneak Attack
DS2 Skill Boost I, II; DS2 Survivalist
DS3 Dexterity; DS3 Survivalist
DS0 Exposing Strike; DS3 Thrill of the Hunt I, II, III
DS3 Favored Hunter I; DS4 Killer I, II, III
Tem0 Whirlwind; DS0 Advanced Sneak Attack; DS4 Survivalist
Destiny (24 AP)
Fury of the Wild
Tunnel Vision III, Primal Scream III
Acute Instincts III, Damage Reduction III
(none)
Gird Against Demons I, Sense Weakness III, Overwhelming Force III
Fury Eternal
Unbridled Fury
Twists of Fate (22 fate points)
Symetric Strikes (Tier 4 Primal)
Lithe (Tier 2 Shadowdancer)
Rejuvenation Cocoon (Tier 1 Primal)
Unearthly Reactions (Tier 1 Magister)
Dwarf w/Dwarven Axe, Strength-based
Push the fighter level back to 5 only so that you can take tempest strength @ 4 to pair with the levelup in strength. Use dwarven axe instead of khopesh for flavor. Khopesh is actually better, so feel free to take khopesh @ 5 with the fighter bonus feat, moving dodge to 6 and mobility to 24 instead of TWD. No dragonmark, and no haste boost since there's no damage boost to pair it with.
After taking everything available that we want from tempest, spend "temporary" points in deepwood stalker until level 12. At 12, reset deepwood stalker and take all the tier 5 tempest goodies immediately. Woohoo! Spend the remaining points back into deepwood stalker.
Tempest Trapmonkey (Dwarf)
18/1/1 Ranger/Fighter/Rogue
True Neutral Dwarf
Level Order
1. Rogue 6. Ranger 11. Ranger 16. Ranger
2. Ranger 7. Ranger 12. Ranger 17. Ranger
3. Ranger 8. Ranger 13. Ranger 18. Ranger
4. Ranger 9. Ranger 14. Ranger 19. Ranger
5. Fighter 10. Ranger 15. Ranger 20. Ranger
Stats
28pt 32pt 34pt 36pt Level Up
---- ---- ---- ---- --------
Strength 16 16 18 18 4: STR
Dexterity 14 14 14 14 8: STR
Constitution 16 18 16 16 12: STR
Intelligence 14 14 14 14 16: STR
Wisdom 8 8 8 8 20: STR
Charisma 6 6 6 8 24: STR
28: STR
Skills
Rg Rn Rn Rn Fi Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
------------------------------------------------------------
Concent 2 2 2 1 2 2 2 2 2 2 2 2 23
Disable 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Search 4 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Spot 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
UMD 4 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 23
Open Lo 4 1 1 1 1 1 1 10
Balance 4 4
Jump 4 4
Haggle 4 4
Swim 3 3
Tumble 1 1
------------------------------------------------------------
40 8 8 8 4 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8
Feats
1 : Point Blank Shot
2 Ranger : Favored Enemy: Undead
3 : Precision
5 Fighter: Dodge
6 : Mobility
7 Ranger : Favored Enemy: Construct
9 : Improved Critical: Slashing
12 : Improved Critical: Ranged
12 Ranger : Favored Enemy: Giant
15 : Empower Healing Spell
17 Ranger : Favored Enemy: Evil Outsider
18 : Quicken Spell
21 Epic : Overwhelming Critical
24 Epic : Two Weapon Defense
26 Destiny: Perfect Two Weapon Fighting
27 Epic : Epic Reflexes
28 Destiny: Doubleshot
29 Destiny: Deific Warding OR Dire Charge
30 Epic : Epic Damage Reduction
30 Legend : Scion of: Arborea OR Astral Plane
Spells
Ranger
Resist Energy, Ram's Might, Jump, Merfolk's Blessing
Cure Light Wounds, Protection from Energy, Barkskin
Cure Moderate Wounds, Wild Instincts
Freedom of Movement, Cure Serious Wounds
Enhancements (80 AP)
Tempest (42 AP)
Shield of Whirling Steel, Tempest, Graceful Death, Deflect Arrows, Whirlwind
Item Defense I, Improved Reaction III, Whirling Blades
Improved Parry III, Whirling Blades, Sprint Boost I
Storm Dancer, Whirling Blades, Strength
Storm Tempest, The Growing Storm III, Whirling Blades, Strength
Dual Perfection, A Thousand Cuts III, Whirling Blades, Dance of Death III
Deepwood Stalker (31 AP)
Far Shot, Sneak Attack, Exposing Strike, Advanced Sneak Attack, Mark of the Hunted
Favored Defense II, Increased Empathy III, Versatile Empathy II
Survivalist, Skill Boost II
Survivalist, Thrill of the Hunt III, Favored Hunter III
Survivalist, Killer III, Merciful Shot
Dwarf (7 AP)
Dwarven Toughness, Dwarven Constitution, Dwarven Toughness II, Dwarven Constitution II, Dwarven Toughness III
Leveling Guide
Dwf0 Dwarven Toughness; (Bank 3 AP)
Tem0 Shield of Whirling Steel; Tem1 Item Defense I; Tem1 Whirling Blades; Tem1 Improved Reaction I, II, III
Tem2 Sprint Boost I; Tem2 Whirling Blades; Tem2 Improved Parry I
Tem0 Tempest; Tem3 Strength; Tem2 Improved Parry II
Tem3 Storm Dancer; Tem3 Whirling Blades
Tem2 Improved Parry III; Tem4 The Growing Storm I, II, III
Tem4 Storm Tempest; Tem4 Whirling Blades
Tem4 Strength; DS0 Far Shot; DS1 Increased Empathy I
DS1 Increased Empathy II, III; DS1 Versatile Empathy I, II
DS2 Survivalist; DS2 Skill Boost I, II
DS0 Sneak Attack; DS0 Exposing Strike; DS3 Survivalist
Reset Deepwood Stalker
Deepwood Stalker: Far Shot, Sneak Attack
Favored Defense II, Increased Empathy III
Tempest: Graceful Death
(none)
(none)
(none)
(none)
Dual Perfection, A Thousand Cuts III, Whirling Blades, Dance of Death III
DS2 Survivalist; DS2 Skill Boost I; DS0 Exposing Strike
Tem0 Deflect Arrows; DS3 Survivalist; DS2 Skill Boost II
DS1 Versatile Empathy I; DS3 Thrill of the Hunt I, II, III
DS3 Favored Hunter I, II; DS0 Advanced Sneak Attack; DS3 Favored Hunter III
DS4 Killer I, II, III; DS1 Versatile Empathy II
DS4 Survivalist; DS4 Merciful Shot
Dwf0 Dwarven Constitution; Dwf0 Dwarven Toughness II; (Bank 1 AP)
Tem0 Whirlwind; DS0 Mark of the Hunted; Dwf0 Dwarven Constitution II; Dwf0 Dwarven Toughness III
Destiny (24 AP)
Fury of the Wild
Tunnel Vision III, Primal Scream III
Acute Instincts III, Damage Reduction III
(none)
Gird Against Demons I, Sense Weakness III, Overwhelming Force III
Fury Eternal
Unbridled Fury
Twists of Fate (22 fate points)
Symetric Strikes (Tier 4 Primal)
Lithe (Tier 2 Shadowdancer)
Rejuvenation Cocoon (Tier 1 Primal)
Unearthly Reactions (Tier 1 Magister)
Drow w/Rapier, Int-based Harper Agent
Note: This variant requires access to both drow (easily unlocked via favor) and harper agent (probably a TP purchase, unless you can unlock via favor with an epic alt) but no other premium features are required.
Take insightful reflexes immediately. Race up the harper tree to get int to attack and damage, grabbing know the angles along the way for some nice dps. Use rapiers instead of khopesh for flavor. Khopesh is actually better, so feel free to take khopesh @ 4 with the fighter bonus feat, moving dodge to 24 and dropping mobility. No dragonmark, and no haste boost since there's no damage boost to pair it with.
Tempest Trapmonkey (Drow)
18/1/1 Ranger/Fighter/Rogue
True Neutral Drow
Level Order
1. Rogue 6. Ranger 11. Ranger 16. Ranger
2. Ranger 7. Ranger 12. Ranger 17. Ranger
3. Ranger 8. Ranger 13. Ranger 18. Ranger
4. Fighter 9. Ranger 14. Ranger 19. Ranger
5. Ranger 10. Ranger 15. Ranger 20. Ranger
Stats
28pt 30pt 32pt Level Up
---- ---- ---- --------
Strength 10 12 12 4: INT
Dexterity 14 14 14 8: INT
Constitution 12 12 13 12: INT
Intelligence 20 20 20 16: INT
Wisdom 8 8 8 20: INT
Charisma 10 10 10 24: INT
28: INT
Skills
Rg Rn Rn Fi Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
------------------------------------------------------------
Concent 2 2 2 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Heal 2 2 3 3 3 1 1 1 1 2 2 2 23
Disable 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Open Lo 4 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Search 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Spot 4 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
UMD 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Haggle 4 1 1 1 1 1 2 1 2 1 15
Jump 4 1 1 1 1 1 1 10
Bluff 4 4
Diplo 4 4
Balance 4 4
Swim 3 3
Tumble 1 1
------------------------------------------------------------
52 11 11 7 11 11 11 12 12 12 12 12 12 12 12 13 13 13 13 13
Feats
1 : Insightful Reflexes
2 Ranger : Favored Enemy: Undead
3 : Precision
4 Fighter: Dodge
6 : Point Blank Shot
7 Ranger : Favored Enemy: Construct
9 : Improved Critical: Slashing
12 : Improved Critical: Ranged
12 Ranger : Favored Enemy: Giant
15 : Empower Healing Spell
17 Ranger : Favored Enemy: Evil Outsider
18 : Quicken Spell
21 Epic : Overwhelming Critical
24 Epic : Mobility
26 Destiny: Perfect Two Weapon Fighting
27 Epic : Epic Reflexes
28 Destiny: Doubleshot
29 Destiny: Deific Warding OR Dire Charge
30 Epic : Epic Damage Reduction
30 Legend : Scion of: Arborea OR Astral Plane
Spells
Ranger
Jump, Ram's Might, Resist Energy, Merfolk's Blessing
Cure Light Wounds, Protection from Energy, Barkskin
Cure Moderate Wounds, Wild Instincts
Freedom of Movement, Cure Serious Wounds
Enhancements (80 AP)
Tempest (42 AP)
Shield of Whirling Steel, Tempest, Graceful Death, Deflect Arrows, Whirlwind
Improved Reaction III, Improved Defense III, Whirling Blades
Improved Parry III, Whirling Blades, Sprint Boost III
Storm Dancer, Whirling Blades
Storm Tempest, The Growing Storm III, Whirling Blades
Dual Perfection, A Thousand Cuts III, Whirling Blades, Dance of Death III
Deepwood Stalker (26 AP)
Far Shot, Sneak Attack, Exposing Strike, Advanced Sneak Attack
Increased Empathy III, Versatile Empathy II
Survivalist, Skill Boost II
Survivalist, Thrill of the Hunt III, Favored Hunter III
Survivalist, Killer III
Harper Agent (12 AP)
Agent of Good I
Harper Enchantment, Strategic Combat, Awareness II
Know the Angles III
Strategic Combat
Leveling Guide
Hrp0 Agent of Good I; Hrp1 Strategic Combat; Hrp1 Awareness I
Hrp1 Harper Enchantment; Hrp2 Know the Angles I, II
Hrp2 Know the Angles III; Hrp1 Awareness II; Hrp3 Strategic Combat
Tem0 Shield of Whirling Steel; Tem1 Improved Reaction I, II, III
Tem1 Improved Defense I; Tem0 Tempest; Tem2 Sprint Boost I; Tem2 Improved Parry I
Tem1 Whirling Blades; Tem2 Whirling Blades
Tem3 Storm Dancer; Tem3 Whirling Blades
Tem2 Improved Parry II, III; Tem2 Sprint Boost II, III
Tem4 Storm Tempest; Tem4 Whirling Blades
Tem4 The Growing Storm I, II, III; Tem0 Graceful Death
Tem1 Improved Defense II, III; (Bank 2 AP)
Tem5 Dance of Death I, II, III; Tem5 A Thousand Cuts I, II, III
Tem5 Dual Perfection; Tem5 Whirling Blades
Tem0 Deflect Arrows; DS0 Far Shot; DS1 Increased Empathy I, II
DS1 Versatile Empathy I, II; DS2 Survivalist
DS2 Skill Boost I, II; DS0 Sneak Attack; DS0 Exposing Strike
DS3 Survivalist; DS3 Thrill of the Hunt I, II
DS3 Thrill of the Hunt III; DS3 Favored Hunter I, II, III
DS1 Increased Empathy III; DS0 Advanced Sneak Attack; DS4 Survivalist
Tem0 Whirlwind; DS4 Killer I, II, III
Destiny (24 AP)
Fury of the Wild
Tunnel Vision III, Primal Scream III
Acute Instincts III, Damage Reduction III
(none)
Gird Against Demons I, Sense Weakness III, Overwhelming Force III
Fury Eternal
Unbridled Fury
Twists of Fate (22 fate points)
Symetric Strikes (Tier 4 Primal)
Lithe (Tier 2 Shadowdancer)
Rejuvenation Cocoon (Tier 1 Primal)
Unearthly Reactions (Tier 1 Magister)
Excellent.
Dragonmarks aside, what about the proficiency thing for non-humans? I for example have some of the dwarf variant, is khopesh still better than D-axe or heavy pick even if I take the racial enhancements?
(Hm, what were the Kundarak SLAs again, Neutralize Poison and Glyphs of Warding?)
EllisDee37
08-20-2013, 09:54 PM
Oh, good call. Yeah, if you use non-human I'd go with the racial weapon of choice. (d.axe, scimiies or rapiers) I'll add a note.
BOgre
08-21-2013, 12:08 AM
1) I think you probably don't need any investment in Jump. As is by 25 you're sitting at 42 or so, so at the very least those 4 points could go to Open Lock. I keep the spell loaded simply because there are non Jumpers in my static group.
2) I like to solo in Legendary Dred, and as such I need some Improved Sunder. I'd pick that over Quicken. In the same vein, it seems silly to invest so strongly into Concentration and then also take Quicken. Me, I'd drop the Concentration as well as the Quicken, mainly because 99% of a Ranger TT's spells are out of combat. If I'm swarmed and can't get off a heal, I'll jump away and Heal on the fly. But at the very least, EITHER invest in Quicken OR Concentration, right? Again, more points to Open Lock.
3) I haven't run enough yet to know if the new Disable/Open DCs in epic content are even doable by a Ranger TT, or any shallow splashed rog/arti. I'm holding off on the LR+20 until I see for myself whether or not remaining a trapmonkey is viable. It seems to me that if Turb really did adjust trap/lock DCs, then it may be time to abandon that particular aspect of the TT's Jack-of-all-trade-edness, in favor of focusing on DPS/Heal. I'd love to still be able to unlock Shroud puzzles at the very least, so I stocked up on Cove Greater Dowsing Rods, but haven't tested them in the field yet.
EllisDee37
08-21-2013, 12:46 AM
1) I think you probably don't need any investment in Jump. As is by 25 you're sitting at 42 or so, so at the very least those 4 points could go to Open Lock. I keep the spell loaded simply because there are non Jumpers in my static group.It's not possible to put those 4 points from jump into open lock; those are spent on level 1, and on level 1 both jump & OL get the full four points.
2) I like to solo in Legendary Dred, and as such I need some Improved Sunder. I'd pick that over Quicken. In the same vein, it seems silly to invest so strongly into Concentration and then also take Quicken. Me, I'd drop the Concentration as well as the Quicken, mainly because 99% of a Ranger TT's spells are out of combat. If I'm swarmed and can't get off a heal, I'll jump away and Heal on the fly. But at the very least, EITHER invest in Quicken OR Concentration, right? Again, more points to Open Lock.The only spells to cast are long duration buffs and heals, so the bulk of spellcasting will be in-combat. Concentration is for EH and under, quicken is for if you want to play EE. Concentration is also for scroll healing if you need to conserve mana for whatever reason.
3) I haven't run enough yet to know if the new Disable/Open DCs in epic content are even doable by a Ranger TT, or any shallow splashed rog/arti. I'm holding off on the LR+20 until I see for myself whether or not remaining a trapmonkey is viable. It seems to me that if Turb really did adjust trap/lock DCs, then it may be time to abandon that particular aspect of the TT's Jack-of-all-trade-edness, in favor of focusing on DPS/Heal. I'd love to still be able to unlock Shroud puzzles at the very least, so I stocked up on Cove Greater Dowsing Rods, but haven't tested them in the field yet.I would be very surprised if this build couldn't handle traps on heroic elite for bravery. It starts with 14 int, takes full ranks and even tosses in another several points from enhancements. (Enhancement totals are +3 search & spot, +5 disable & OL.)
Note that OL is largely a dump skill. My TT on live before the pass wasn't able to open the MotU locks of note anyway -- DC of 80 IIRC -- so why bother chasing an unattainable goal, y'know? Instead, just go for a reasonable OL so you can hit most of them while leveling.
BOgre
08-21-2013, 02:04 AM
It's not possible to put those 4 points from jump into open lock; those are spent on level 1, and on level 1 both jump & OL get the full four points.
The only spells to cast are long duration buffs and heals, so the bulk of spellcasting will be in-combat. Concentration is for EH and under, quicken is for if you want to play EE. Concentration is also for scroll healing if you need to conserve mana for whatever reason.
I would be very surprised if this build couldn't handle traps on heroic elite for bravery. It starts with 14 int, takes full ranks and even tosses in another several points from enhancements. (Enhancement totals are +3 search & spot, +5 disable & OL.)
Note that OL is largely a dump skill. My TT on live before the pass wasn't able to open the MotU locks of note anyway -- DC of 80 IIRC -- so why bother chasing an unattainable goal, y'know? Instead, just go for a reasonable OL so you can hit most of them while leveling.
My mistake, I'm looking at it from the perspective of my L25, instead of new player. Yes, in Heroic content he should be just fine.
As to casting in combat, you're talking about just heals right? And there I rely on jump and terrain to give me the coupla seconds I need, but I can see as a new player having uninterruptable heals as a desirable.
Anyways, nice work on the build. :)
thouston
08-21-2013, 07:10 AM
have been eagerly awaiting this build since you mentioned that you were working on one.
i will be doing a dwarf version
many thanks to you and others, for sharing your knowledge
karl_k0ch
08-21-2013, 09:37 AM
Did you consider taking the Dodge feat for some additional Damage Mitigation (iirc, there are some enhancements in the Tempest Tree which further enhance this)?
Post-Update, some Sschindlyryn Lock and Trap DCs were at roughly 80 on EH.
MartinusWyllt
08-21-2013, 09:46 AM
I wonder if more AA and less tempest could result in more utility for a new player?
Can access paralyzing/smiting/banishing through enhancements that way as those take some time to acquire if you're actually new.
I just tested the smiting/metalline on a 1st life elf ranger/rogue/arti (11/3/2) in the manufactury last night and was relatively pleased. I feel like a smiting repeater would have had been faster, but could still effectively get through on manyshot and kiting.
SiliconShadow
08-21-2013, 10:11 AM
I tried to come up with a 15/3/2 ranger/rogue/fighter variant but I kept running into issues. Either skills took a major hit, or the self-healing and evasion was backloaded too late in the heroic levels. In the end, 18/1/1 seemed like the best compromise. The end result certainly isn't hurting for either feats or sneak attack damage.
I found that 12 Ranger / 6 Rogue / 2 Fighter gave the most skill points and feats and also actually the most dps.
First life sitting at a 47 DD at 25 naked and more importantly self buffed a 41 UMD.
The new update has dropped this unless you take mechanic but purely taking tempest/kensai/human the dps is fantastic (Playing with 12 Ranger / 6 Kensai / 2 Druid to go even more dps)
Remember you can dump dexterity, reflex can be heroism pots early on. Fighter isn't needed in this setup until later on for epic feats either so you can go 1 rogue, 12 ranger, 5 rogue, 2 fighter.
Taking Cleave, PA, Great Cleave, ICS unlocking overwhelming critical to stack with the primal epic destiny or if you are trash mob mostly dreadnought.
Even with basic gear this build destroys everything and has high survivability (29 dodge with twists and dun robar ring) and a max dodge cap of 32 which gets filled by the primal buff when it activates.
Having dropped mechanic I sit at a 51 DD with +17 item only unbuffed and no int item giving me a possible:
LEVEL 25 not 28! (You can go +3 more base + 3 more from stats and +8 more from items at 28)
+7 tools
+4 GH
+1 Ship Buffs
+4 from intelligence item swap outs
Totalling 66 Add in a human skill boost you can disable any trap I know in the game on a 1, most are only a 60 DC anyway on EE that I have come across.
Bolo_Grubb
08-22-2013, 02:11 PM
the core enhancement of Graceful Death (in the tempest tree) uses Dex for damage when using light weapons.
mmm
If I take finesse, then the "to hit" and damage are both Dex based. My current 18/1/1 Ranger/fighter/rogue uses just short swords and rapiers. I might be willing to change the level splits to increase DPS and utility.
Wonder how much I could lower str?
EllisDee37
08-22-2013, 03:13 PM
A dex-based ranger is a cool build concept that should be plenty viable with the enhancement pass. It's different enough to merit its own thread, I think.
randomcleric
08-24-2013, 11:15 PM
Seriously new here...would I want to be using light armor for the most part for this build?
unbongwah
08-24-2013, 11:26 PM
Seriously new here...would I want to be using light armor for the most part for this build?
Light armor (or robes) is a requirement for Evasion (http://ddowiki.com/page/Evasion) to work; also rog & rgr only get lt armor prof. Ftr provides med & hvy armor prof, though, and this build doesn't get Evasion until lvl 11 (rgr 9 / rog 1 / ftr 1). So, from lvls 2-10, you can wear any armor you want; once you have Evasion, though, you should switch full-time to lt armor.
randomcleric
08-24-2013, 11:33 PM
Light armor (or robes) is a requirement for Evasion (http://ddowiki.com/page/Evasion) to work; also rog & rgr only get lt armor prof. Ftr provides med & hvy armor prof, though, and this build doesn't get Evasion until lvl 11 (rgr 9 / rog 1 / ftr 1). So, from lvls 2-10, you can wear any armor you want; once you have Evasion, though, you should switch full-time to lt armor.
thanks for the quick reply
gorocz
08-25-2013, 06:52 AM
Hi, I'm playing multiclassed Tempest (2nd life, level 8 atm) as well and since I plan to TR as soon as possible (buying the heart for Epic Tokens, so around lvl 22), I was wondering if it wouldn't be better to pick a different multiclass than the Fighter (with the free +20 LR), since the extra fighter feat is no longer "needed" for Tempest and would only be useful to me to be able to have both Haste and Sprint boosts. And so I went through the classes to find an interesting combo and two of them came up (keep in mind it's mostly for heroic levels and soloing thereof):
Barbarian - makes up for the Sprint Boost with Fast Movement and also if you put a couple of points into FrB enhancements, you can Rage to get Sprint Boost in addition to the Fast Movement (as well as other bonuses), on the other hand it has the downside of not being able to cast or search/disable when raged and you are fatigued afterwards, which would require you to chug Lesser Resto pots or something...
Wizard - yes, wizard - you get a load of Spell Points (increased even more by INT modifier, which is nice), as well as Echoes of Power (from Magical Training) and a wizard bonus feat, which could be the Quicken (allowing you to not take concentration) or Mental Toughness (increasing your spell point pool even more). You also get +2 will save, which isn't something to frown upon, downside being a bit of a hinderance in your BAB progression, but since you really want to take this level only after you get CLW (i.e. level 10), it doesn't hinder getting Improved Critical...
Thoughts?
AbyssalMage
08-26-2013, 03:23 AM
Thanks, not looking forward to updating my Tempest but this gives me a starting place. Dropping the Fighter and Rogue for pure ranger is so tempting lol.
Pehtis
08-26-2013, 03:27 AM
* Feat: Sap. 18 - 30 second daze is nowhere long enough for higher level battles. Surely there are better feats such as Oversized to swing 2 khopeshes.
* Cleave I & 2. Not sure why for Tempest. Does cleave double strike? I haste pot for dps/double strikes and kill quickly. I add speed action boost on bosses for even more dps. Dance of Death now provides Tempest multi attacks if get mobbed. So why use up valuable feats? Don't get me wrong I love cleave on my s&b Stalwart and is useful on my monk.
EllisDee37
08-26-2013, 03:40 AM
OTWF is not needed; swing away with two khopeshes. To-hit is a non-issue.
Sap has no save. It's effective even in EE.
Cleave and Great Cleave for a tempest are similar to how they are for a monk. If you like them on your monk, same deal and for the same reasons.
I am not impressed with dance of death. The cooldown is prohibitive.
BOgre
08-26-2013, 04:06 AM
OTWF is not needed; swing away with two khopeshes. To-hit is a non-issue.
Sap has no save. It's effective even in EE.
Cleave and Great Cleave for a tempest are similar to how they are for a monk. If you like them on your monk, same deal and for the same reasons.
I am not impressed with dance of death. The cooldown is prohibitive.
Also, (great)cleave opens up some nice ED options.
Also, I currently have Otwf, but will be dropping it during my LR. Balizarde in my off hand will take care of any to-hit issues that MAY arise, situationally, plus it's just darn good on its own anyways.
SiliconShadow
08-26-2013, 04:23 AM
OTWF is not needed; swing away with two khopeshes. To-hit is a non-issue.
Sap has no save. It's effective even in EE.
Cleave and Great Cleave for a tempest are similar to how they are for a monk. If you like them on your monk, same deal and for the same reasons.
I am not impressed with dance of death. The cooldown is prohibitive.
Whoever told you that too hit is not an issue is sorely mistaken. This has been discussed recently showing the math as to why it's wrong and how badly you are hurting your DPS.
https://www.ddo.com/forums/showthread.php/421413-Tempest-OTWF-TWB-and-TWD
Yes it's 2% when you calculate it like that and 2% would still be very important at that attack speed work out the accumulative benefit over 133 attacks per minute of haste boost tempest III which also will soon be more with the added double strike in the new tree ref DDO Wiki. (note your formula is wrong its (ToHit + 10.5) / (TargetAC * 2) + 25% but it still works out at 1~3% depending on the hit and ac involved the higher the target AC the lower the deviation)
However it isn't quite that simple as the to hit is rounded to the closest 5%, meaning a 2 different can mean 0% or a 5% difference to hit. The breakpoints are every 4 to hit vs AC.
This penalty can therefore become quite significant against anything that has equal or higher AC than your to hit, the difference is the same as 10% of the targets AC score.
In short there are 27 cases up to 100AC in which it matters for my to hit of 71, 7 of those a 71 has 5% more chance than a 69, so that's a 26% less misses on those attacks that can miss. Or in total an increase of 7% to hit which isn't 2% at all.
Yes it's significant.
gorocz
08-26-2013, 05:35 AM
* Feat: Sap. 18 - 30 second daze is nowhere long enough for higher level battles. Surely there are better feats such as Oversized to swing 2 khopeshes.
* Cleave I & 2. Not sure why for Tempest. Does cleave double strike? I haste pot for dps/double strikes and kill quickly. I add speed action boost on bosses for even more dps. Dance of Death now provides Tempest multi attacks if get mobbed. So why use up valuable feats? Don't get me wrong I love cleave on my s&b Stalwart and is useful on my monk.
Great Cleave is a prerequisite for Overwhelming Critical feat... And honestly, without the need for Spring Attack, this build has a lot of free feats...
Pehtis
08-26-2013, 06:11 AM
OTWF is not needed; swing away with two khopeshes. To-hit is a non-issue.
Sap has no save. It's effective even in EE.
Cleave and Great Cleave for a tempest are similar to how they are for a monk. If you like them on your monk, same deal and for the same reasons.
I am not impressed with dance of death. The cooldown is prohibitive.
I use cleave on monk for Ki boost. Tempest has no Ki. I also use it situationally as I don't want too much aggro which is what Cleave provides. However if Cleave works with clicky attacks such Adrenaline/Double Strike then this becomes a must for Tempest. Does it?
It is true Sap has no save. It's just I don't think it lasts long enough for the feat cost. I just prefer the DPS value that Oversized brings to the table.
I agree with you on the cool down on Dance of Death. Then again it is a very powerful clicky as I believe it does not interrupt your attack chains. Add the speed/doublestrike boosts and you can expect lots of damage and aggro with Dance of Death. Definitely situational.
SiliconShadow
08-26-2013, 06:29 AM
I use cleave on monk for Ki boost. Tempest has no Ki. I also use it situationally as I don't want too much aggro which is what Cleave provides. However if Cleave works with clicky attacks such Adrenaline/Double Strike then this becomes a must for Tempest. Does it?
It is true Sap has no save. It's just I don't think it lasts long enough for the feat cost. I just prefer the DPS value that Oversized brings to the table.
I agree with you on the cool down on Dance of Death. Then again it is a very powerful clicky as I believe it does not interrupt your attack chains. Add the speed/doublestrike boosts and you can expect lots of damage and aggro with Dance of Death. Definitely situational.
You have to remember unless there are 4 or more mobs on you using great cleave is a DPS loss for a tempest or any twf or a thf who is twitching.
That being said cleave should be used straight after your third attack to not slow down the attack animation, and only out of attack speed boosts. I have to say having about 20 guys around you hitting a thousand cuts and hitting both cleaves and adding up the damage is somewhere around 20~25k taking into account the amount of negative levels I get from nightmares. So there are benefits to be had.
I do move that the capstone is underpowered (about 1/8th of the dps increase of the fighter or occult slayer capstones) and we are meant to be the twf experts? Even with Perfect TWF this is results in 1/3rd of your main hand double strike in dps increase, so unless you are throwing around 30% double strike normally this isn't going to be worth the point cost.
With this in mind splashing 2 fighter gets you +4 damage and 3 fighter allows you to take the sprint boosts attack speed boosts and an extra 3 on all your action boosts which is more powerful than 5% double strike. Looking at it this way I feel 8 fighter 12 ranger is almost the optimal twf or even 12 ranger 8 fighter 2 druid for a total of 16 action boosts for dps, 22 if you go dreadnought which also nets you no gap on their usage giving you over 7 minutes of boosted dps, more than enough between pitstops.
EllisDee37
08-26-2013, 05:03 PM
Whoever told you that too hit is not an issue is sorely mistaken. This has been discussed recently showing the math as to why it's wrong and how badly you are hurting your DPS.
https://www.ddo.com/forums/showthread.php/421413-Tempest-OTWF-TWB-and-TWDOTWF is worth +2 to-hit. Are you saying +2 to-hit is worth a feat when there are +10 to-hit items in the game? I remain unconvinced.
Looking at your own numbers:
In short there are 27 cases up to 100AC in which it matters for my to hit of 71, 7 of those a 71 has 5% more chance than a 69, so that's a 26% less misses on those attacks that can miss. Or in total an increase of 7% to hit which isn't 2% at all.By your numbers, it's not a total increase of 7% to hit:
73% of the time OTWF does nothing
27% of the time OTWF gives you 5% more to hit
That's 1.35% more to hit, not 7%. The poster you were refuting was being generous with the "2%" figure.
NaturalHazard
08-27-2013, 08:47 AM
being able to stop an enemy from doing anything for 18-30 seconds isnt that pretty good? I mean even on EE if your running a good dps ED most trash mobs should be well and truely dead after 18 seconds no? and if they are not dead just re sap em isnt the cooldown on sap 15 seconds?
thouston
08-31-2013, 07:49 AM
what equip would you recommend i craft or look/farm for?
thanks in advance
Jinzal
09-02-2013, 04:06 PM
I'm still a bit of a noob and I've been wondering,what's the point of the dragonmark of passage? Afaik it gives balance +2,expeditious retreat,ddoor and teleport,is there something I'm missing? Doesn't really seem all that necessary to me.
MartinusWyllt
09-02-2013, 04:35 PM
I'm still a bit of a noob and I've been wondering,what's the point of the dragonmark of passage? Afaik it gives balance +2,expeditious retreat,ddoor and teleport,is there something I'm missing? Doesn't really seem all that necessary to me.
Since I work towards good UMD on every toon possible I never take the 3rd dragonmark. Can't get ddoor scrolls reliably (drops and AH) and I'm guessing lots of other people find ddoor very useful in different situations. (Far as I can tell it is the only way to solo the crucible, though I'm not a crucible expert and have only solo'd it once.)
EllisDee37
09-02-2013, 04:53 PM
The dragonmark is for ddoor. Never take the teleport dragonmark; it's not the spell and much less useful than the easily-scrolled spell.
(Far as I can tell [DDoor] is the only way to solo the crucible, though I'm not a crucible expert and have only solo'd it once.)Crucible is soloable without DDoor. You just have to turn off auto-targeting so when you pick up a crest it doesn't deselect the valve you have the hire/pet hard-targeted on.
NaturalHazard
09-07-2013, 03:49 AM
Just a quest on sap does it make the mob able to be affected by sneak attacks? Sorry looked at the wiki and asked in game and couldn't find the answer.
EllisDee37
09-07-2013, 08:28 AM
Sap goes away as soon as the mob is damaged.
unbongwah
09-07-2013, 11:06 AM
Sap is a "soft" stun, like Fascinate, which breaks as soon as the target takes damage; unlike Stunning Blow or Hold Person, which render the victim helpless (+50% dmg taken). The upside to Sap is (A) it has no DC so it always works (except vs bosses) and (B) the effect lasts longer than the cooldown, so in theory you could keep a target Sapped indefinitely.
Izzie
09-08-2013, 10:09 PM
Nice build Ellis.
I have to admit I’ve never used Sap. No-fail ‘stuns’ sounds pretty awesome, but how does it work in practice. It reads as though it’s a melee attack? So I’m thinking I would have to run up to a bad guy and sap him. Then move away so glancing blows don’t bring him back to his senses.
Also, is it obvious he’s been sapped? Fascinate is a pretty conspicuous action but people still manage to ruin that one regularly.
Have you considered improved crit piercing for extra bow damage instead of sap?
EllisDee37
09-09-2013, 04:01 AM
As a TWF you won't have all that many glancing blows to worry about. The idea is to Sap one mob in a group (preferably the most dangerous one) and then kite the rest of the mobs a few feet away to beat on them while the Sapped mob thinks about what he's done.
I'm currently playtesting improved trip on this build to get a feel for it before recommending it. (To see how the DC stands up to EH.) So I sacrificed quicken and sap on my build to fit in combat expertise and improved trip.
One thing I was thinking about... for a dwarf version, is the axe still better than the pick/hammer line?
Because, well, given that there seems to be a bunch of mobs that have DR/bludgeon or some such AND are immune to the extra DPS from sneak attack... and those same ones seem to be pretty much immune to crits too, so going with Piercing for the Improved Critical feat would fit nicely with the x4 multiplier on picks..?
Panpiper
09-09-2013, 07:39 PM
I would very much like to see this as a dex build. Getting that reflex save with evasion to insane levels is something that very much appeals to me, not to mention it's utility for a trapper. Obviously such a build would use scimitars and dex for both to hit and damage. But what about range? Is there some mechanism whereby we can use dex as a damage option with longbows?
Forgive my newbieness if the answer is too terribly obvious.
EllisDee37
09-09-2013, 07:55 PM
I don't really do archery so I can't say for sure, but I think bows use dexterity for damage by default, don't they? Then if you take Bow Strength you get the better of dex or str for damage with bows.
I don't really do archery so I can't say for sure, but I think bows use dexterity for damage by default, don't they? Then if you take Bow Strength you get the better of dex or str for damage with bows.
Um, AFAICT, no. Bows don't get damage bonus from ANY stat by default. (You do get reduced damage from a negative str mod, though.)
For stat-to-damage bonuses with long/shortbow, you need either bow strength or elven grace, or...
All forms of ranged do use dex for attack bonus by default, though.
Dex-based halfling rangers would become a lot more popular in a hurry if there was a way for them to get dex to damage with longbows.
Soulfurnace
09-10-2013, 02:35 AM
Um, AFAICT, no. Bows don't get damage bonus from ANY stat by default. (You do get reduced damage from a negative str mod, though.)
For stat-to-damage bonuses with long/shortbow, you need either bow strength or elven grace, or...
All forms of ranged do use dex for attack bonus by default, though.
Dex-based halfling rangers would become a lot more popular in a hurry if there was a way for them to get dex to damage with longbows.
Ninja spy training I. (http://ddowiki.com/page/Ninja_Spy_enhancements) (1 monk level, 1 ap.)
You are proficient with short swords and treat them as Ki weapons. While you are centered, you can use your Dexterity modifier to hit with piercing and slashing weapon.
Does that count with Zen Archery?
unbongwah
09-10-2013, 08:32 AM
Is there some mechanism whereby we can use dex as a damage option with longbows?
AFAIK, the only options are (A) play an elf with maxed-out Aerenal line + elven Grace (+DEX to dmg w/rapiers, longswords, and longbows); or (B) play a centered monk w/lvl 3 Ninja Training (+DEX to dmg w/piercing & slashing weapons, inc. bows, IIUC), which means picking up Zen Archery as well.
It's pretty easy to convert this build into (A); I'd have to think a bit to figure out the best way to handle (B).
droid327
09-12-2013, 05:13 AM
Human (12 AP)
[COLOR=lemonchiffon]Core: Human Versatility: Damage
Tier 1: Orien Dragonmark Focus III
Tier 1: Skill Focus: Nimble Fingers II
Tier 1: Improved Recovery
Tier 2: Lesser Dragonmark
Tier 3: Improved Recovery
Tempest (34 AP)
Core: Shield of Whirling Steel
Core: Tempest
Core: Graceful Death
Core: Deflect Arrows
Core: Whirlwind
Tier 1: Improved Reaction III
Tier 1: Whirling Blades
Tier 2: Improved Parry III
Tier 2: Whirling Blades
Tier 2: Sprint Boost III
Tier 3: Whirling Blades
Tier 4: Elaborate Parry III
Tier 4: Whirling Blades
Tier 5: Evasive Dance III
Deepwood Stalker (11 AP)
Core: Far Shot
Core: Sneak Attack
Core: Exposing Strike
Tier 1: Increased Empathy III
Tier 1: Versatile Empathy II
Tier 1: Tendon Cut III
Arcane Archer (12 AP)
Core: Arcane Archer
Core: Morphic Arrows
Core: Metalline Arrows
Tier 1: Conjure Arrows
Tier 1: Energy of the Wild III
Tier 1: Awareness III
Tier 3: Soul Magic
Kensei (4 AP)
Core: Kensei Focus: Archery
Tier 1: Haste Boost III
Mechanic (4 AP)
Core: Arbalester
Tier 1: Mechanics III
Assassin (3 AP)
Core: Knife in the Darkness
Tier 1: Sneak Attack Training
I'm wondering about that /1 Fighter splash. Rgr already gives you full Martial prof and you're taking Khopesh anyway, plus you're not feat-starved (you can probably drop Sap) and you can take Haste Boost in Tempest. Or am I missing something obvious about the /1 Fig splash? I think you'd get a lot more out of going 2 Rogue...here's more or less what I'd tweak with the enhancements:
-Tempest: Bleed Them Out
-DWS: Drop Tendon Cut for Stealthy 3/3, +1 Sneak die
-AA: Drop Awareness for Inferno Arrow. It works great with Manyshot.
-Assassin: Venomed Blades, Shiv
-Thief-Acrobat: Sly Flourish
You get a nice set of attacks to cycle through with increased weapon die and crit profile.
EllisDee37
09-12-2013, 06:25 AM
Actually, which enhancement is it that speeds up trapping? Now that I've seen it in action I simply must have it but not sure where it is.
The fighter gives both haste boost and sprint boost, both of which I very much want while not costing an arm and a leg like rogue haste boost does if I went 18/2 ranger/rogue. Not to say 18/2 isn't viable; it's quite nice as an option. Just saying that that was the reason I decided to keep the fighter level.
AsburyParker
09-12-2013, 07:20 AM
Actually, which enhancement is it that speeds up trapping? Now that I've seen it in action I simply must have it but not sure where it is.
The enhancement to speed up disabling seems to have not made it live from alpha testing of the enhancement pass. But, the induction bars for disable and maybe search have gotten faster since pre-U19.
EllisDee37
09-12-2013, 07:47 AM
I think it's just search that has an enhancement to speed it up, not disable. (And then there's a level 27 feat to make search instantaneous.)
BOgre
09-12-2013, 09:10 AM
The fighter gives both haste boost and sprint boost, both of which I very much want while not costing an arm and a leg like rogue haste boost does if I went 18/2 ranger/rogue. Not to say 18/2 isn't viable; it's quite nice as an option. Just saying that that was the reason I decided to keep the fighter level.
Just to be clear, Fighter dunt grant 'both' haste and sprint. Sprint is coming from the Temp tree, and Haste is coming from the Kensai. Yes, the Kensai sprint is cheaper, AND the 3rd tier is 30s versus Rog TA's 20s. TBH, this seems like an oversight to me - Fighter haste %30/30s/3AP versus TA haste %30/20s/6AP... I expect this to be tweaked at some point.
Also, 1 level of Fighter gives access to Exotic Weapon Mastery for a total of +2 to hit and +1 damage for 3AP, which is not too shabby.
Actually, which enhancement is it that speeds up trapping? Now that I've seen it in action I simply must have it but not sure where it is.
The fighter gives both haste boost and sprint boost, both of which I very much want while not costing an arm and a leg like rogue haste boost does if I went 18/2 ranger/rogue. Not to say 18/2 isn't viable; it's quite nice as an option. Just saying that that was the reason I decided to keep the fighter level.
Being an elf/drow grants access to "Nothing Is Hidden," which allows you to instant find traps given that your score is high enough even after the penalty.
Probably not worth losing ddoor, 30% heal amp, human adaptability/versatility, skill focus/mastery, and fighting style just by itself; but if you pick elf you also get +6% to hit, +3% doublestrike/doubleshot/dodge, 3% dodge bypass, elf weapon training, +100 sp, and possibly +1 feat if you're not taking dragonmark and not using khopesh.
It's a hard choice, for me the ddoor and heal amp makes me settle for human on my unarmed ranger; but I'll probably make an elf rogue just for the instant trap finding, provided that not many pub are already doing so (since you only need one person in party to find the trap, then you can speed up the whole trapping process.)
Morninglord and Shadar-Kai also have "Nothing Is Hidden" enhancement, also the previously mentioned level 27 epic feat; so it's possibly that a lot of people are walking around with it, even though they might not be able to disable the trap (grabbing it just to avoid them).
EllisDee37
09-14-2013, 03:57 PM
Yeah, I hear you and share your sentiment.
So much so that I'm thinking I might rather take the instant trap-finding feat instead of blinding speed at level 27.
Panpiper
09-25-2013, 12:53 PM
Looks like Deepwood Stalker's Empathy just got nerfed big time. Might need to revise the enhancement plan here.
EllisDee37
09-25-2013, 01:10 PM
Looks like Deepwood Stalker's Empathy just got nerfed big time. Might need to revise the enhancement plan here.In a bit of serendipity the deepwood stalker enhancements as listed in the build are already pretty optimized for the devotion change.
Taking the tree to core 3 for the melee attack gets us 3 cores and the full (20) devotion from tier 1, so that's 50 devotion. We lose 25, yes, but it's not worth spending another 10 AP in the DS tree for 10 devotion.
Spero
10-05-2013, 10:52 AM
Level 6 (Ranger)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Great Cleave
Spell (1): Resist Energy
Enhancement: Tempest1: Whirling Blades
Enhancement: Tempest2: Whirling Blades
Level 7 (Ranger)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Undead
Enhancement: Tempest2: Sprint Boost I
Enhancement: Tempest3: Whirling Blades
I followed this build for 4 levels on a new toon and loved it - so I decided to LR my lvl 16 pure rogue into this, but I am running into some trouble. Progressing from lvl 6 to 7 I do not get to place 2 points into Concentration. Can you please verify that this is indeed what I am supposed to be able to do and that I made a mistake somewhere? (I have never LR'd before and am a little worried I messed it up. Right now I am just stuck in limbo on Heart of Wind. :( ) Thank you!
EllisDee37
10-05-2013, 03:31 PM
I followed this build for 4 levels on a new toon and loved it - so I decided to LR my lvl 16 pure rogue into this, but I am running into some trouble. Progressing from lvl 6 to 7 I do not get to place 2 points into Concentration. Can you please verify that this is indeed what I am supposed to be able to do and that I made a mistake somewhere? (I have never LR'd before and am a little worried I messed it up. Right now I am just stuck in limbo on Heart of Wind. :( ) Thank you!Are you human?
The build lists 9 skill points spent on both 6 & 7:
2 Skill: Concentration (+2)
2 Skill: Disable Device (+1)
1 Skill: Heal (+1)
1 Skill: Search (+1)
1 Skill: Spot (+1)
2 Skill: Use Magic Device (+1)
---
9 skill points
Which you should have:
6 ranger
2 int mod (14 base)
1 human
---
9 skill points
As for concentration totals, here are the ranks taken through 7:
2 Level 1 (2 total)
0 Level 2 (2 total)
1 Level 3 (3 total)
1 Level 4 (4 total)
2 Level 5 (6 total)
2 Level 6 (8 total)
2 Level 7 (10 total)
This complies with all skill maximums per level while also getting concentration to max ranks by level 7. If you're human, did you take a rank (or even a half rank) in concentration at level 2, maybe?
For reference, here's the skill table I used when creating this build:
O F R R R R R R R R R R R R R R R R R R
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Concent 2 1 1 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Heal 2 1 1 1 1 1 2 2 2 2 2 2 2 2 23
Search 4 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Spot 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
DD 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
UMD 4 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 23
OL 4 0.5 0.5 1 1 1 1 9
Balance 4 4
Haggle 4 4
Tumble 1 1
Swim 3 3
Jump 4 4
44 5 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
<End Table>
Spero
10-05-2013, 06:08 PM
Are you human?
The build lists 9 skill points spent on both 6 & 7:
2 Skill: Concentration (+2)
2 Skill: Disable Device (+1)
1 Skill: Heal (+1)
1 Skill: Search (+1)
1 Skill: Spot (+1)
2 Skill: Use Magic Device (+1)
---
9 skill points
Which you should have:
6 ranger
2 int mod (14 base)
1 human
---
9 skill points
As for concentration totals, here are the ranks taken through 7:
2 Level 1 (2 total)
0 Level 2 (2 total)
1 Level 3 (3 total)
1 Level 4 (4 total)
2 Level 5 (6 total)
2 Level 6 (8 total)
2 Level 7 (10 total)
This complies with all skill maximums per level while also getting concentration to max ranks by level 7. If you're human, did you take a rank (or even a half rank) in concentration at level 2, maybe?
For reference, here's the skill table I used when creating this build:
O F R R R R R R R R R R R R R R R R R R
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Concent 2 1 1 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Heal 2 1 1 1 1 1 2 2 2 2 2 2 2 2 23
Search 4 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Spot 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
DD 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
UMD 4 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 23
OL 4 0.5 0.5 1 1 1 1 9
Balance 4 4
Haggle 4 4
Tumble 1 1
Swim 3 3
Jump 4 4
44 5 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
<End Table>
Thank you for the quick and clarifying reply! Well, it is clear I messed up. (Yes, I am human. ;)) Looking over it I put an extra point in Concentration and left one out of Spot. That can be adjusted for on the next lvl though - phew - but for I do find myself having 10 points to spend now due to a +1 Tome of Supreme Ability that has carried over through the LR. Any suggestion on how to spend that extra point? (Hm. Should I maybe up it to a +2 ToSA for evens? And if so - what would you recommend I place these extra points in?)
I apologize for the unnecessary bother! I do very much enjoy this build - thank you for putting this together! :)
EllisDee37
10-05-2013, 09:28 PM
If you have a +2 int tome kicking in at 7, the extra points generally just go into open lock but you can put them wherever you like. As long as you end up with 23 ranks in the "primary" skills everything else is gravy. The primary skills being:
Search
Spot
Disable Device
UMD
Concentration
Heal
If you run into problems and can't quite get them all to 23 at level 20, skimp on heal. For my own personal skills table, which includes a previous life +2 int tome kicking in at level 7, it looks like the skill ranks normalize starting at level 10. Up to and including level 9, get all six primary skills listed above maxed. This means 12 ranks at level 9. Then from 10 on you put your 10 ranks in all six primary skills (1 rank each, total 8 skill points) plus 1 rank in open lock for a total of 10 skill points.
Spero
10-06-2013, 05:48 AM
If you have a +2 int tome kicking in at 7, the extra points generally just go into open lock but you can put them wherever you like. As long as you end up with 23 ranks in the "primary" skills everything else is gravy. The primary skills being:
Search
Spot
Disable Device
UMD
Concentration
Heal
If you run into problems and can't quite get them all to 23 at level 20, skimp on heal. For my own personal skills table, which includes a previous life +2 int tome kicking in at level 7, it looks like the skill ranks normalize starting at level 10. Up to and including level 9, get all six primary skills listed above maxed. This means 12 ranks at level 9. Then from 10 on you put your 10 ranks in all six primary skills (1 rank each, total 8 skill points) plus 1 rank in open lock for a total of 10 skill points.
Thank you! :) I am looking forward to taking her out for a run!
Cloista-motu
10-24-2013, 05:16 AM
EllisDee, you mentioned you struggled to get a 15Rgr/3Rog/2Ftr Split to work for you, this is what I've come up with for the new split for my main (currently 12Rgr/7Ftr/1Rog) , would be interested to see what you make of it:
Character Plan by DDO Character Planner Version 04.19.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Cloista
Level 27 Neutral Good Human Male
(2 Fighter \ 3 Rogue \ 15 Ranger \ 7 Epic)
Hit Points: 366
Spell Points: 185
BAB: 19\19\24\29\29
Fortitude: 16
Reflex: 14
Will: 6
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 27) (Level 27)
Strength 18 27 27
Dexterity 12 14 14
Constitution 15 17 17
Intelligence 12 14 14
Wisdom 8 10 10
Charisma 8 10 10
Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
+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
+3 Tome of Strength used at level 11
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 27) (Level 27)
Balance 5 22 29
Bluff 3 4 11
Concentration 2 3 10
Diplomacy -1 0 7
Disable Device 5 25 32
Haggle -1 0 7
Heal 1 23 30
Hide 1 2 9
Intimidate -1 0 7
Jump 8 18 25
Listen -1 0 7
Move Silently 1 2 9
Open Lock 5 8 15
Perform n/a n/a n/a
Repair 1 2 9
Search 5 25 32
Spellcraft 1 2 9
Spot 3 23 30
Swim n/a n/a n/a
Tumble 5 6 13
Use Magic Device 3 23 30
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Bluff (+4)
Skill: Disable Device (+4)
Skill: Heal (+2)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Human Bonus) Point Blank Shot
Feat: (Selected) Power Attack
Level 2 (Fighter)
Skill: Disable Device (+1)
Skill: Search (+1)
Feat: (Fighter Bonus) Cleave
Level 3 (Ranger)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+2)
Skill: Use Magic Device (+1.5)
Feat: (Selected) Dodge
Feat: (Favored Enemy) Favored Enemy: Undead
Level 4 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1.5)
Level 5 (Ranger)
Skill: Disable Device (+1)
Skill: Heal (+2)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 6 (Ranger)
Skill: Balance (+1)
Skill: Heal (+4)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Great Cleave
Level 7 (Ranger)
Skill: Balance (+1)
Skill: Disable Device (+2)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Favored Enemy) Favored Enemy: Giant
Level 8 (Ranger)
Ability Raise: STR
Skill: Balance (+1)
Skill: Disable Device (+1)
Skill: Heal (+2)
Skill: Jump (+1)
Skill: Search (+1)
Skill: Spot (+1)
Level 9 (Fighter)
Skill: Balance (+2.5)
Feat: (Fighter Bonus) Mobility
Feat: (Selected) Quicken Spell
Level 10 (Rogue)
Skill: Balance (+2)
Skill: Disable Device (+2)
Skill: Open Lock (+2)
Skill: Use Magic Device (+5)
Level 11 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Search (+3)
Skill: Spot (+3)
Level 12 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+2)
Feat: (Selected) Empower Healing Spell
Level 13 (Ranger)
Skill: Disable Device (+1)
Skill: Heal (+3)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 14 (Ranger)
Skill: Balance (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Dragon
Level 15 (Ranger)
Skill: Disable Device (+1)
Skill: Heal (+2)
Skill: Jump (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 16 (Ranger)
Ability Raise: STR
Skill: Balance (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 17 (Ranger)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Jump (+2)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 18 (Ranger)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Jump (+2)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Ranged Weapons
Level 19 (Ranger)
Skill: Balance (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Level 20 (Rogue)
Ability Raise: STR
Skill: Balance (+5)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 21 (Epic)
Feat: (Selected) Epic: Overwhelming Critical
Level 22 (Epic)
Level 23 (Epic)
Level 24 (Epic)
Ability Raise: STR
Feat: (Selected) Spring Attack
Level 25 (Epic)
Level 26 (Epic)
Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting
Level 27 (Epic)
Feat: (Selected) Epic: Blinding Speed
Level 28 (Epic)
Feat: (Epic Destiny) Epic Destiny: Double Shot
EllisDee37
10-24-2013, 07:04 AM
EllisDee, you mentioned you struggled to get a 15Rgr/3Rog/2Ftr Split to work for you, this is what I've come up with for the new split for my main (currently 12Rgr/7Ftr/1Rog) , would be interested to see what you make of it:A few thoughts:
I greatly prefer cure serious to cure moderate, and with the low will saves I find FOM to be a huge benefit. This generally means I'll always want at least 15 ranger levels (if taking more than 6 ranger levels) to get two level 4 spells.
As a general rule I prefer concentration to quicken, though if you're running EE you'll want quicken.
Why mobility and spring attack?
Cloista
10-24-2013, 08:22 AM
Took 15 Ranger levels on the rebuild for exactly those reasons.
Mobility and Spring attack were taken more or less as being 'best of the rest' feats - the dodge bonus on each is nice. TW Defence, OTWF (for DA/Rapiers/Khops) or Dragonmarks would be just as viable, I just happened to like the dodge. I was considering a Dragonmark, but found the build to be too starved for AP to get them and still get the amount of sneak attack that I want.
EDIT: Just seen I missed out Quick Draw (assuming it still has it's unlisted property of speeding up use of action boosts),so that's 1 of the 2 feats used up. Humans have 1 feat left over (due to bonus feat), HElfs none (wanting QD for dual-boosting) and all others 1 (no need for QD as can't dual boost).
EllisDee37
10-24-2013, 07:55 PM
EDIT: Just seen I missed out Quick Draw (assuming it still has it's unlisted property of speeding up use of action boosts),so that's 1 of the 2 feats used up. Humans have 1 feat left over (due to bonus feat), HElfs none (wanting QD for dual-boosting) and all others 1 (no need for QD as can't dual boost).Not sure how much faster QD can make dual-boosting; without QD I can rapid-fire hit both keys and trigger both at essentially the same time.
Cloista-motu
10-26-2013, 03:39 AM
Not needing QD to dual boost then opens another feat again, as previously this is what made QD valuable, now that behaviour is native (just checked it myself on2 characters, 1 with and 1 without QD).
LaryTrueman
10-31-2013, 01:01 PM
So I roughly followed the guide but made a pure dex elf. I am currently level 5 and I already scratch my head as to why the tempest core enhancement doesnt work. I dual wield +1 rapiers.
My Attack Bonus should be +4 (BAB) +1 (Aerenal Line) +1 (Kensei Enhancement) +2 (Whirling Blades) +1 (Rapier) +6 Dex (I have the Tempest Core Enhancement that grants DEX on to hit for light weapons when dual-wielding) -2 (Dual Wielding) = 13 on both Hands
What I get is 7 though (Its not just a bugged Inventory Screen, its actually 7 when I roll an attack on a mob) - the difference is exactly my DEX mod. (Unequipping my +2 Dex ring resulted in no change so its definetely my dex mod not being added).
Is this just an oversight from the devs or are rapiers not "light weapons"? What am I missing?
EDIT: So I went to a Weapons Shop and tested every base weapon that is listed in the Weapon Finesse feat - it works on all of them except the rapier... Wow.
unbongwah
10-31-2013, 01:40 PM
Is this just an oversight from the devs or are rapiers not "light weapons"?
The latter: rapiers are not light weapons, even though they work with Finesse; therefore, Tempest does not use DEX for to-hit & dmg with them. You either need elven Grace or Weapon Finesse feat + Imp Weapon Finesse from DWS. EDIT: if you're a DEX-based elf, it makes more sense to pick up Aerenal + Grace; that way you also add DEX to dmg w/longbows and longswords (grab a decent pair of zombie-beaters).
LaryTrueman
10-31-2013, 01:54 PM
Ah, I see. Weird, I always thought rapiers to be light weapons too. My backup plan for now is to go scimitar. The only thing I didn't like about using them in the first place was the fact that the Valenar enhancements put your dex mod on shortbows. But I'm fine with that for the moment, I have quite a few nice shortbows anyway.
Arkadios
10-31-2013, 02:01 PM
For Dex to damage on rapiers for an elf just pick up the corrisponding elven grace enhancement it's more expensive than the ranger version so you'll probably have to level a few more times but that option is still open :).
mastacheff
11-28-2013, 06:32 PM
Am I going to be doing end-game trapping with this build? I'm struggling as it is doing level 6 stuff with +5 search and dd gear. That's maybe only because I'm was doing a level 7/8 quest on elite. My DPS is okay though.
EllisDee37
11-28-2013, 07:54 PM
Am I going to be doing end-game trapping with this build? I'm struggling as it is doing level 6 stuff with +5 search and dd gear. That's maybe only because I'm was doing a level 7/8 quest on elite. My DPS is okay though.For level 7/8 quests I would expect +10 gear and +5 tools. I typically give my trappers +10 gear at level 5, but if you can't craft masterful you get +10 gear at level 7.
+5 gear is what I use at level 1. (Level 3 without masterful.)
mastacheff
12-01-2013, 06:18 AM
For level 7/8 quests I would expect +10 gear and +5 tools. I typically give my trappers +10 gear at level 5, but if you can't craft masterful you get +10 gear at level 7.
+5 gear is what I use at level 1. (Level 3 without masterful.)
I'm at level 11 now. What kind of chest pieces should I be wearing? I've had this infested armor on for the longest.
Number13
12-01-2013, 06:49 AM
I'm new so I want to ask this before I make my character:
1) If I don't have any khopeshes should I wait to take the exotic weapon feat? It seems like a waste if I don't have any good ones to use.
Thanks
EllisDee37
12-01-2013, 08:01 AM
I'm at level 11 now. What kind of chest pieces should I be wearing? I've had this infested armor on for the longest.You'll want to switch to light armor for evasion. Crimson Chain might be decent for a near-future upgrade.
1) If I don't have any khopeshes should I wait to take the exotic weapon feat? It seems like a waste if I don't have any good ones to use.Only if you have good non-khopeshes. A mediocre khopesh is better than a mediocre anything else, and pretty good looten of all types, including khopesh, should be fairly easy to acquire.
unbongwah
12-01-2013, 10:11 AM
Snakeskin Vest (http://ddowiki.com/page/Snakeskin_Vest) is a decent choice for a trapper w/Evasion; I also like Silken Mail (http://ddowiki.com/page/Vaults_of_the_Artificers) for DR and Giantcraft Leather (http://ddowiki.com/page/Item:Giantcraft_Leather_Armor) if you access to Gianthold. For weapons, the Cannith water khopesh (http://ddowiki.com/page/Elemental_Khopesh_of_Water) is good, particularly the ML:12 version w/Paralyzing, and can be solo-farmed once you get the hang of running Challenges (http://ddowiki.com/page/Vaults_of_the_Artificers).
EllisDee37
12-01-2013, 05:21 PM
For weapons, the Cannith water khopesh (http://ddowiki.com/page/Elemental_Khopesh_of_Water) is good, particularly the ML:12 version w/Paralyzing, and can be solo-farmed once you get the hang of running Challenges (http://ddowiki.com/page/Vaults_of_the_Artificers).This is no joke; those khopeshes are awesome.
Here (https://www.ddo.com/forums/showthread.php/429624-Cannith-Challenge-Tutorials)'s a tutorial on how to run challenges, complete with video. Collect your free daily tokens every day!
BOgre
12-01-2013, 08:41 PM
This is no joke; those khopeshes are awesome.
Here (https://www.ddo.com/forums/showthread.php/429624-Cannith-Challenge-Tutorials)'s a tutorial on how to run challenges, complete with video. Collect your free daily tokens every day!
I use the Epic Elemental Khop of Water a LOT. However, beware of casters in your party hating on your Crushing Wave procs.
shibe
12-29-2013, 01:34 AM
Hi!
I am about to TR my current Ranger into another Ranger :) I like the look of this build and want to use TWF with Khopesh. Has anyone tried this build and how do they like it? Any updated version of this build based on current experience running it?
Thanks!
ValariusK
01-02-2014, 01:57 PM
I have a rogue-1, fighter-1, ranger-6 right now in my 3rd life, working towards rogue-1/fighter-1/ranger-18. Some thoughts:
Thus far I can trap just fine in the elite dungeons I run. I have the mechanic +3 to trapping/opening locks and I run with crafted goggles (3 sets, spot, search, disable, I have masterful crafting). Thus far I've never failed to find a trap due to not enough skill, nor have I blown up a trap box. I may switch the triple goggles approach over to triple cloaks, since I can put feather fall also onto the cloak when it's time to make my +13s. I'm also building up a cannith challenges 'spare hand' belt set this life. That should reduce the amount of swappage I need to do later on.
A question: I'm not planning on taking this life far into the epics, probably only 21st, maybe 22nd. My epic destinies open are just avenging angel and unyielding sentinel from my cleric past two lives. Thus, getting cleave/great cleave for overwhelming critical isn't favored. Any suggestions on what feats I can get to best speed and make more enjoyable my heroic levels (and 20th-21st level)?
Here's what I have for feats: (human)
power attack, dragonmark of passage (got to love Dimension door)
Exotic weapon:khopesh (with the +3 to hit from arcane archer, I don't miss much, especially with an accuracy item. Thus oversized TWF to reduce the penalty from -4/-4 to -2/-2 is probably not worth it
Point blank shot---lots of mileage on this, especially with manyshot running
Dodge
Next level I'm taking improved critical
So what should I take for 12th, 15th, and 18th assuming I don't need to build towards Overwhelming critical?
Some options I see:
Mobility, shot on the run, maybe spring attack
Trapmaking and the prereq feat for it (nimble fingers I think)
Toughness and saving throw feats (iron will?)
Empower healing
Combat expertise/improved trip for some tactical options, or perhaps stunning blow
Mental toughness/improved mental toughness for more spell points
combat casting/mobile spellcasting, for better healing on the run---I'm not that bad at casting while kiting though with the jump, so 2 feats here is probably overdoing it
Any other suggestions?
Saekee
01-02-2014, 02:16 PM
I know that veteran players pee on Dex builds due to the proliferation of epic and other boosts heavily favoring the strength stat, but for new players, it may be better to go dex based. Also, five levels of rogue give Knife Specialization in the assassin line, adding envenomed blades, killer doublestrike bonus, improving sneak attack and, most importantly, making knives and kukris 15-20 x3 (with improved critical). There are readily available daggers, too, like the Guardian of the Liturgy (http://ddowiki.com/page/Item:Guardian_of_the_Liturgy)which does further massive damage on critical hits.
unbongwah
01-02-2014, 02:57 PM
Also, five levels of rogue give Knife Specialization in the assassin line, adding envenomed blades, killer doublestrike bonus, improving sneak attack and, most importantly, making knives and kukris 15-20 x3 (with improved critical). There are readily available daggers, too, like the Guardian of the Liturgy (http://ddowiki.com/page/Item:Guardian_of_the_Liturgy)which does further massive damage on critical hits.
Knife Spec is cool, but that's a very different build from an 18 / 1 / 1 split. Someone interested in, say, rog 5 / rgr 14 / ftr 1 should have a look at Willan's thread (https://www.ddo.com/forums/showthread.php/426068-Dr-Willan-or-How-I-Learned-to-Stop-Worrying-and-Love-the-Enhancement-Pass), specifically the Hunter's Knife.
Iarbonel
01-02-2014, 04:02 PM
What changes would one make to adapt this for a shadar-ki? Would it be a good choice?
Thanks,
Iarbonel
EllisDee37
01-02-2014, 05:23 PM
What changes would one make to adapt this for a shadar-ki? Would it be a good choice?
Thanks,
IarbonelPretty much just drop the dragonmark and call it good. It should work fine, and wouldn't be a bad choice.
Iarbonel
01-03-2014, 03:51 PM
Pretty much just drop the dragonmark and call it good. It should work fine, and wouldn't be a bad choice.
Thank you! I'll give it a try.
Heritage_Fleet
01-07-2014, 07:53 PM
Following this build and loving it so far. Not so much a new player but a 4 year absence .
Epistolary
01-24-2014, 07:41 AM
I'm not new to MMOs or D&D, but I am new to DDO (one of the more opaque MMOs that I've played). A few questions that are as much as DDO generally as they are about this build:
1) At what level should you start dual-weilding? I have a lvl 4 dwarf with Shield of Whirling Steel and Whirling Blades (the Dwarf enhancements don't seem great... more on this later) using a pair of +2 Dwarven Axes.
2) I made a Dwarf because I'm playing the game pretty casually with a few friends, and humans always being the best gets old :P That being said, the Dwarven enhancements seem... a lot less good than the human ones. Which ones should I take other than toughness and weapon training? Should I look to class trees for other enhancements?
3) I'm mostly playing with a group of three friends, a fighter, sorc, and cleric, so my ranger is the skills guy for the group. Question 3a: why does the build stop putting points into Open Lock? Question 3b: can this build serve as the trap/skill guy for the group, or should I be looking at something else?
Thanks for any advice!
EllisDee37
01-24-2014, 08:26 AM
Level 4 is a fine time to start dual-wielding. (That's when I do as well.) Yes, this build can be the party's trapper. Unfortunately there just isn't enough to max out open lock. You can still get most locks in the game but the higher level you get the more locks you'll run across that you can't open.
Verivaras
01-28-2014, 06:29 AM
Hi!
I'm almost ready to TR again and could use some advice. What i would like to do is make a DEX based Elf out of the build that EllisDee37 has provided. Either rapier or scimitar to take advantage of Elf racial traits, just not quite sure which weapon to choose (leaning on rapiers atm as it would get me also longbows from Elf Aerenal. On the other hand going scimitars would free up 1 feat -> Weapon finesse, as DWS + Tempest gives Scimitars DEX to-hit & damage but looses 4 to-hit from Elf Weapon training if selecting Aerenal and thus maintaining Longbows to-hit).
The synergy with DEX + Elf + Ranger is compelling to me and would really like to take advantage of it.
I skimped on Overwhelming Criticals because the need to go STR + the cleaves (Is it something you really should have? If so the Human version comes back to the equation). Imp Crit would be covered with Keen on weapons or could be taken with a feat, either way it would be there.
Enhancements and feats might need some reworking, not exactly sure if the ones i have selected are optimal (so much changes when i last played). ED's i haven't yet touched as i'm back in the game after three year break.
Last time i played Khopeshes were the king but with the changes could the Elf version be on par or close to the dps of the Human version as the damage + to-hit comes from higher stat (No gear, just lvl ups + Enhancements: Elf DEX 34 + Aerenal line (IV) versus Human STR 25 (28-30 from enhancements if taken) + Ambidexterity (III) if selected)
Is there anything that i should do differently? (Sorry for hijacking your thread but i thought that as it's almost the same build this would be the best place to put it.)
Here's the build:
Level 28 Neutral Elf Male
(1 Fighter / 1 Rogue / 18 Ranger)
Hit Points: 282
Spell Points: 230
BAB: 19/19/24/29/29
Fortitude: 16
Reflex: 25 (27 if lightning ref)
Will: 6
Stats (36 pt):
Strength 12 --> 14
Dexterity 20 --> 34 (lvl ups)
Constitution 14 --> 16
Intelligence 14 --> 16
Wisdom 8 --> 10
Charisma 8 --> 10
Tomes Used:
+2 Tomes to all stats
Skills:
Balance 24
Concentration 34
Disable Device 34
Heal 31
Open Lock 29
Search 42
Spot 39
Use Magic Device 31
Leveling order: 1 lvl Rogue, 2 lvl Fighter, rest Ranger
Favored Enemy: Undead
Favored Enemy: Construct
Favored Enemy: Giant
Favored Enemy: Evil Outsider
Past Life: Ranger
Past Life: Fighter
Feat: (1) Sap / Lightning Reflexes
Feat: (2) Weapon Finesse
Feat: (3) Toughness
Feat: (6) Oversized Two Weapon Fighting
Feat: (9) Power Attack
Feat: (12) Precision
Feat: (15) Empower Healing Spell
Feat: (18) Two Weapon Defense
Feat: (21) Epic: Great Dexterity
Feat: (24) Epic: Toughness (normal feat) or something else?
Feat: (26) Epic Destiny: Perfect Two Weapon Fighting
Feat: (27) Epic: Blinding Speed
Feat: (28) Epic Destiny: Epic Spell Power: Positive
Enhancement: Elf - Elven Accuracy (Rank 2)
Enhancement: Elf - Elven Dexterity (Rank 2)
Enhancement: Elf - Keen Senses (Rank 3)
Enhancement: Elf - Aerenal Weapon Training (Rank 4)
Enhancement: Elf - Aerenal Grace
Enhancement: Elf - Skill
Enhancement: Tempest (Rgr) - Shield of Whirling Steel
Enhancement: Tempest (Rgr) - Tempest
Enhancement: Tempest (Rgr) - Graceful Death
Enhancement: Tempest (Rgr) - Deflect Arrows
Enhancement: Tempest (Rgr) - Whirlwind
Enhancement: Tempest (Rgr) - Improved Reaction (Rank 1)
Enhancement: Tempest (Rgr) - Improved Reaction (Rank 2)
Enhancement: Tempest (Rgr) - Improved Reaction (Rank 3)
Enhancement: Tempest (Rgr) - Whirling Blades (Rank 4)
Enhancement: Tempest (Rgr) - Improved Parry (Rank 3)
Enhancement: Tempest (Rgr) - Sprint Boost (Rank 1)
Enhancement: Tempest (Rgr) - Dexterity (Rank 2)
Enhancement: Tempest (Rgr) - Elaborate Parry (Rank 3)
Enhancement: Tempest (Rgr) - Evasive Dance (Rank 3)
Enhancement: Deepwood Stalker (Rgr) - Far Shot
Enhancement: Deepwood Stalker (Rgr) - Sneak Attack
Enhancement: Deepwood Stalker (Rgr) - Exposing Strike
Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 3)
Enhancement: Deepwood Stalker (Rgr) - Versatile Empathy (Rank 2)
Enhancement: Deepwood Stalker (Rgr) - Tendon Cut (Rank 2)
Enhancement: Deepwood Stalker (Rgr) - Improved Weapon Finesse
Enhancement: Arcane Archer (Rgr) - Arcane Archer
Enhancement: Arcane Archer (Rgr) - Conjure Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Awareness (Rank 3)
Enhancement: Kensei (Ftr) - Kensei Focus: Light Blades (Rank 1)
Enhancement: Kensei (Ftr) - Kensei WS: Light Blades (Rank 1)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 3)
Enhancement: Assassin (Rog) - Knife in the Dark
Enhancement: Assassin (Rog) - Sneak Attack Training
Verivaras
02-11-2014, 05:27 AM
No opinions or advice on the DEX Elf variant?
unbongwah
02-11-2014, 07:26 AM
I would skip OTWF & Lightning Reflexes; you won't need either. I would probably even skip or at least delay Finesse; to-hit bonuses just aren't as important as they used to be. Sap can be useful if you solo a lot, but in groups I find it pointless; there's always someone dropping AoEs or Cleaves on mobs you've Sapped. Normally I'd say drop TWD, but it looks like you're trying to invest in more PRR with it & Imp Parry. I'd work in more emphasis on archery: PBS, IC:Ranged, Combat Archery. Epic Toughness req's base CON 21; so you won't be able to take it w/out a lot more pts into CON.
EllisDee37
02-11-2014, 04:26 PM
No opinions or advice on the DEX Elf variant?It looks to me like you're taking dex to damage twice: Once in the elf tree and once with weapon finesse in the deepwood stalker tree. You only need one or the other, not both.
Verivaras
02-16-2014, 10:13 AM
Thanks for the advice! I'll adjust my build a bit then :)
Verivaras
02-19-2014, 08:00 AM
Still a bit unsure if i should go STR + Cleaves for Overwhelming Criticals or DEX + higher ref/better evasion. DEX would also bring better to-hit and base damage values but then again there are more options for boosting STR than DEX...
Decisions.. Decisions... urgh.. :P
Teh_Troll
02-19-2014, 08:26 AM
still a bit unsure if i should go str + cleaves for overwhelming criticals or dex + higher ref/better evasion. Dex would also bring better to-hit and base damage values but then again there are more options for boosting str than dex...
Decisions.. Decisions... Urgh.. :p
str
If you go for elf dex based I'll assume you want to use balizardes and pionion for weapons to make full use of the elven enhancement line.
I'd take the following feats:
PA
Cleave
Great Cleave
Emp. Heal
Quicken
Point Blank Shot
Fighter: Improved Crit: Ranged
Weapon Finesse (For Dex to hit with rapiers; you get dex to damage for rapiers and longbows in the elf tree. And Bow to-hit is always Dex anyway.)
Epic: Combat Archery
Epic: Precision or Improved Crit. Pierce (If you want to use other rapiers) or Dragonmark (if you don't have displacement clickies available)
Epic: Blinding Speed
Epic Destiny: Perfect TWF; Forced Escape
That way your manyshot has a lot more power and you get some proper self healing.
Dex build instead of str is fine on builds without divine might, imo. Overwhelming crit. is good but not as important as people make it to be.
On an elf you are already ahead by 3 points (2 starting, 1 enhancement - can even take more) which offsets stuff like primal sceam a bit.
Strength is the way to go on builds that actually give you powerful str boosts (Kensai Power Surge, anything with divine might) or if you want tactics.
On a 18/1/1 Elf Dex is much more valuable for a decent reflex save. A lot of your damage mod/to-hit comes from enhancements (4 in tempest, 4 in elf).
Verivaras
02-19-2014, 04:12 PM
Yeah, Balizardes were/are the weapons that i am thinking for the DEX based version (and Pionion for the bow). I've had one STR based life on my ranger (12ranger/2fighter/2monk) when the level cap was 16 and have accumulated a lot of shroud crafted stuff, disp & haste clikkys, min II khopeshes etc.
The DEX based Elf is something i would really like to try out as now a days it seems that DEX builds are viable. Last time i played STR was the way to go.
I play almost all the time in a 4-man group and this life i'll need to able to do the trapper part and a DEX based Elf feels more right for the job than STR one. Quess the min maxer in me just wanted to be sure that a DEX build can be viable these days. :)
BTW, are the cleaves the feats that are more beneficial to the build than any other? Wouldn't they make more sense in a THF build as they break the attack chain on a TWF build, right? And as Overwhelming Critical won't be on the feat list, would TWF defence, dodge or thougness make more sense than the cleaves?
Thanks for the advices! Almost ready to TR, 1 level to go. :)
Yeah, Balizardes were/are the weapons that i am thinking for the DEX based version (and Pionion for the bow). I've had one STR based life on my ranger (12ranger/2fighter/2monk) when the level cap was 16 and have accumulated a lot of shroud crafted stuff, disp & haste clikkys, min II khopeshes etc.
The DEX based Elf is something i would really like to try out as now a days it seems that DEX builds are viable. Last time i played STR was the way to go.
I play almost all the time in a 4-man group and this life i'll need to able to do the trapper part and a DEX based Elf feels more right for the job than STR one. Quess the min maxer in me just wanted to be sure that a DEX build can be viable these days. :)
BTW, are the cleaves the feats that are more beneficial to the build than any other? Wouldn't they make more sense in a THF build as they break the attack chain on a TWF build, right? And as Overwhelming Critical won't be on the feat list, would TWF defence, dodge or thougness make more sense than the cleaves?
Thanks for the advices! Almost ready to TR, 1 level to go. :)
Cleaves are my personal taste on a TWF. I run mainly in LD or Fury. In LD you absolutely need them to charge up Masters Blitz and in Fury you need tactical feats that you can use after activating an adrenaline (you can use sunder though for that), otherwise you have to wait 2 seconds until you can swing. Same for action boost activation. Also cleaves are useful when you want to hit something while moving (better range) and against a bigger number of mobs (3+).
I totally forgot about dodge. I'd really advise to take that too to unlock the extra 3% in the tempest tree (so 6 total). Not a big fan of TW-defense and toughness is only really useful if you want to take epic toughness. Can't see how to fit that in.
Rykka
02-19-2014, 05:51 PM
What changes would one make to adapt this for a shadar-ki? Would it be a good choice?
Thanks,
Iarbonel
I built several first life S-K Trapper Rangers and parked them at various levels between lvl 1-15. The one I leveled to 20 started with some khopes that I had in the bank. He went Ro1 Rgr15 Ftr4. Fighter levels were at 8, 10, 18 and 20 i think.
I'd just build one and look at the starting gear. See how that meshes with stuff in your shared bank. If you don't like what you see you can just delete it.
Pro:
L15 Trapcentric gear is good to go.
They are sneaky.
Chain whip attack is nice as an extra 360 cleave and doesn't tank your AC as a Tempest.
Con:
You can spend too many points on race enhancements.
UMD is lower (CHA starts at 6)
So-So Daggers as starting weapons. But easily fixed if you plan ahead.
They're tempting to use as Dex-based (the starting daggers are dex or str) but that could be a trap since you have to run them to epic cap before you TR.
Dave0523
02-27-2014, 04:04 PM
I tried coming up with a drow version of this build. How does this look?
Character Plan by DDO Character Planner Version 04.20.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Drow Tempest Trapmonkey
Level 28 True Neutral Drow Male
(1 Fighter \ 1 Rogue \ 18 Ranger \ 8 Epic)
Hit Points: 366
Spell Points: 260
BAB: 19\19\24\29\29
Fortitude: 15
Reflex: 15
Will: 5
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 28) (Level 28)
Strength 16 24 24
Dexterity 14 14 14
Constitution 14 14 14
Intelligence 14 14 14
Wisdom 8 8 8
Charisma 10 10 10
Tomes Used
+1 Tome of Strength used at level 20
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 28) (Level 28)
Balance 6 6 14
Bluff 0 0 8
Concentration 4 25 33
Diplomacy 0 0 11
Disable Device 6 25 36
Haggle 4 4 12
Heal -1 4 12
Hide 2 2 10
Intimidate 0 0 8
Jump 7 11 19
Listen -1 -1 15
Move Silently 2 2 10
Open Lock 6 10 21
Perform n/a n/a n/a
Repair 2 2 13
Search 6 25 41
Spellcraft 2 2 10
Spot 3 22 38
Swim 6 10 18
Tumble 3 3 11
Use Magic Device 4 22 30
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Concentration (+2)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Swim (+3)
Skill: Tumble (+1)
Skill: Use Magic Device (+4)
Feat: (Selected) Power Attack
Enhancement: Drow - Spell Resistance (Rank 1)
Enhancement: Drow - Keen Senses (Rank 1)
Enhancement: Drow - Xen'drik Weapon Training (Rank 1)
Level 2 (Fighter)
Skill: Disable Device (+1)
Skill: Spot (+1)
Feat: (Fighter Bonus) Cleave
Enhancement: Kensei (Ftr) - Kensei Focus: Archery (Rank 1)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 1)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 2)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 3)
Level 3 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Construct
Feat: (Selected) Sap
Enhancement: Drow - Keen Senses (Rank 2)
Enhancement: Drow - Keen Senses (Rank 3)
Enhancement: Drow - Xen'drik Weapon Training (Rank 1)
Level 4 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+2)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Drow - Ambidexterity (Rank 1)
Enhancement: Drow - Ambidexterity (Rank 2)
Level 5 (Ranger)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Tempest (Rgr) - Shield of Whirling Steel (Rank 1)
Enhancement: Tempest (Rgr) - Improved Reaction (Rank 1)
Enhancement: Tempest (Rgr) - Improved Reaction (Rank 2)
Enhancement: Tempest (Rgr) - Improved Reaction (Rank 3)
Level 6 (Ranger)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Great Cleave
Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
Level 7 (Ranger)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Undead
Enhancement: Tempest (Rgr) - Sprint Boost (Rank 1)
Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
Level 8 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Tempest (Rgr) - Tempest (Rank 1)
Enhancement: Tempest (Rgr) - Graceful Death (Rank 1)
Enhancement: Tempest (Rgr) - Improved Parry (Rank 1)
Level 9 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Deepwood Stalker (Rgr) - Far Shot (Rank 1)
Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 1)
Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 2)
Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 3)
Level 10 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Tempest (Rgr) - Improved Parry (Rank 2)
Enhancement: Deepwood Stalker (Rgr) - Versatile Empathy (Rank 1)
Enhancement: Deepwood Stalker (Rgr) - Versatile Empathy (Rank 2)
Level 11 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Tempest (Rgr) - Improved Parry (Rank 3)
Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
Level 12 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Empower Healing Spell
Feat: (Favored Enemy) Favored Enemy: Giant
Enhancement: Tempest (Rgr) - Sprint Boost (Rank 2)
Enhancement: Tempest (Rgr) - Elaborate Parry (Rank 1)
Enhancement: Deepwood Stalker (Rgr) - Sneak Attack (Rank 1)
Level 13 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Tempest (Rgr) - Sprint Boost (Rank 3)
Enhancement: Tempest (Rgr) - Elaborate Parry (Rank 2)
Enhancement: Tempest (Rgr) - Elaborate Parry (Rank 3)
Level 14 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Tempest (Rgr) - Deflect Arrows (Rank 1)
Enhancement: Tempest (Rgr) - Evasive Dance (Rank 1)
Enhancement: Tempest (Rgr) - Evasive Dance (Rank 2)
Enhancement: Tempest (Rgr) - Evasive Dance (Rank 3)
Level 15 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness
Enhancement: Mechanic (Rog) - Arbalester (Rank 1)
Enhancement: Mechanic (Rog) - Mechanics (Rank 1)
Enhancement: Mechanic (Rog) - Mechanics (Rank 2)
Enhancement: Mechanic (Rog) - Mechanics (Rank 3)
Level 16 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Arcane Archer (Rgr) - Arcane Archer (Rank 1)
Enhancement: Arcane Archer (Rgr) - Energy of the Wild (Rank 1)
Enhancement: Arcane Archer (Rgr) - Energy of the Wild (Rank 2)
Enhancement: Arcane Archer (Rgr) - Energy of the Wild (Rank 3)
Level 17 (Ranger)
Skill: Concentration (+1)
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: Evil Outsider
Enhancement: Arcane Archer (Rgr) - Conjure Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Awareness (Rank 1)
Enhancement: Arcane Archer (Rgr) - Awareness (Rank 2)
Level 18 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Hamstring
Enhancement: Deepwood Stalker (Rgr) - Exposing Strike (Rank 1)
Enhancement: Deepwood Stalker (Rgr) - Tendon Cut (Rank 1)
Enhancement: Deepwood Stalker (Rgr) - Tendon Cut (Rank 2)
Enhancement: Deepwood Stalker (Rgr) - Tendon Cut (Rank 3)
Level 19 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Arcane Archer (Rgr) - Morphic Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Metalline Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Awareness (Rank 3)
Enhancement: Arcane Archer (Rgr) - Soul Magic (Rank 1)
Level 20 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Tempest (Rgr) - Whirlwind (Rank 1)
Enhancement: Assassin (Rog) - Knife in the Darkness (Rank 1)
Enhancement: Assassin (Rog) - Sneak Attack Training (Rank 1)
Level 21 (Epic)
Feat: (Selected) Quicken Spell
Level 22 (Epic)
Level 23 (Epic)
Level 24 (Epic)
Ability Raise: STR
Feat: (Selected) Epic: Overwhelming Critical
Level 25 (Epic)
Level 26 (Epic)
Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting
Level 27 (Epic)
Feat: (Selected) Epic: Blinding Speed
Level 28 (Epic)
Ability Raise: STR
Feat: (Epic Destiny) Epic Destiny: Epic Spell Power: Positive
--Dave
EllisDee37
02-27-2014, 11:00 PM
Looks pretty good. I might switch Sap for Dodge, which I actually might do to the build in the OP as well.
adrikthorsen
03-04-2014, 02:32 PM
I'm not very up to speed on building in DDO, but wouldn't say 13str/17dex and then pretty much the same feats by level, except TWF changed to 2HF, work for a dual weild tempest build?
Teh_Troll
03-04-2014, 02:46 PM
I'm not very up to speed on building in DDO, but wouldn't say 13str/17dex and then pretty much the same feats by level, except TWF changed to 2HF, work for a dual weild tempest build?
THFing is dumb on a ranger after level 3-6.
Teh_Troll
03-04-2014, 02:50 PM
. . . in Fury you need tactical feats that you can use after activating an adrenaline (you can use sunder though for that), otherwise you have to wait 2 seconds until you can swing. Same for action boost activation.
Use Sunder, it procs an off-hand hit.
adrikthorsen
03-04-2014, 02:53 PM
THFing is dumb on a ranger after level 3-6.
Why precisely is that?
Teh_Troll
03-04-2014, 02:58 PM
Why precisely is that?
How new are you? let me know if you need more details.
TWFing > THFing.
You get the TWFing feats for free, tempest gets 100% off-hand attacks.
Nodoze
03-04-2014, 04:34 PM
How new are you? let me know if you need more details.
TWFing > THFing.
You get the TWFing feats for free, tempest gets 100% off-hand attacks.I don't know that "TWFing > THFing" is always true but I agree in the case of a Ranger it makes sense to be TWF since you get the TWF feats for "free".
EDIT: Note that if you are TWF & go Fury of the Wild (http://ddowiki.com/page/Fury_of_the_Wild) for your Epic Destiny you may want to have a THF weapon in your bags at the Epic Levels as you will get the THF feats for "free" briefly & get 100% off-hand dmg & procs during your "Unbridled Fury" Epic Moment. That is assuming the wiki is still accurate...
Teh_Troll
03-04-2014, 04:58 PM
I don't know that "TWFing > THFing" is always true but I agree in the case of a Ranger it makes sense to be TWF since you get the TWF feats for "free".
EDIT: Note that if you are TWF & go Fury of the Wild (http://ddowiki.com/page/Fury_of_the_Wild) for your Epic Destiny you may want to have a THF weapon in your bags at the Epic Levels as you will get the THF feats for "free" briefly & get 100% off-hand dmg & procs during your "Unbridled Fury" Epic Moment. That is assuming the wiki is still accurate...
If you're not using a bow during that moment you're playing wrong.
Pala-forged
03-04-2014, 05:05 PM
THFing is dumb on a ranger after level 3-6.
I disagree. There's no good one-handed weps for ages, whereas I can just swing some decent 2h weaps from 1 to 12. Unless some update added some 1h weps that don't suck, that is?
Teh_Troll
03-04-2014, 05:09 PM
I disagree. There's no good one-handed weps for ages, whereas I can just swing some decent 2h weaps from 1 to 12. Unless some update added some 1h weps that don't suck, that is?
I got enough Cannith Crafted and old random junk with Icy burst that I sometimes don't even bother with the Carnifex.
But yeah, no named junk. But again, it's 1-12 so that like 3 days?
Pala-forged
03-04-2014, 05:12 PM
I got enough Cannith Crafted and old random junk with Icy burst that I sometimes don't even bother with the Carnifex.
But yeah, no named junk. But again, it's 1-12 so that like 3 days?
All my cannith crafted is 2h, I couldn't be bothered making multiple sets
And Carnifex refuses to drop, so.. yeah.
As for 3 days.. filthy casual.
adrikthorsen
03-04-2014, 08:31 PM
How new are you? let me know if you need more details.
TWFing > THFing.
You get the TWFing feats for free, tempest gets 100% off-hand attacks.
I thought TWF, ITWF, GTWF were prereq for tempest enhancement =x
Had an account for 5 years, just haven't really played.
New enough that my last attempt at playing was a TWF drow pally 28pt build right when Underdark launched. Made it to 12, and thats the highest level I made it to. Always got frustrated by lack of groups, or not knowing *** was going on when i did find a group and everyone else was all zooooooom while I was still trying to figure out where I was.
Teh_Troll
03-04-2014, 08:58 PM
I thought TWF, ITWF, GTWF were prereq for tempest enhancement =x
Had an account for 5 years, just haven't really played.
New enough that my last attempt at playing was a TWF drow pally 28pt build right when Underdark launched. Made it to 12, and thats the highest level I made it to. Always got frustrated by lack of groups, or not knowing *** was going on when i did find a group and everyone else was all zooooooom while I was still trying to figure out where I was.
Thought wrong.
Pallies have always sucked.
Nodoze
03-05-2014, 12:48 AM
...Pallies have always sucked.They were good when the level cap was 10 and again when the end game was Devils & their Holy Sword was actually good... Sadly mainly just a splash these days.
If you're not using a bow during that moment you're playing wrong.Good point on a Ranger that for sure has Many Shot. On my other non-Ranger TWF builds I typically don't have enough feats to fit in both the Ranged and Melee feats so I sometimes forget about that. +1 to you.
Pala-forged
03-05-2014, 12:51 AM
Thought wrong.
Pallies have always sucked.
2-6 pally doesn't suck. 2 for divine might, 4 for turn undead (if you need the twist slot), 6 for.. something. Enhancements for my sorc/the Zeus.
AbyssalMage
03-05-2014, 02:00 AM
THFing is dumb on a ranger after level 3-6.
I am calling BS. Unless you know something I am not aware of, THF > TWF at those level ranges.
How new are you? let me know if you need more details.
TWFing > THFing.
You get the TWFing feats for free, tempest gets 100% off-hand attacks.
Not at level 3-6 they don't.
At level 6 Ranger, you have access to TWF and iTWF meaning you have a 60% chance for an off-hand attack. Tempest Core (level 3) brings this chance to 70% of making an off-hand attack.
When TWF you suffer an -Atk penalty and depending on if you use "light" or normal weapons changes the severity of the penalty. At lower levels, this can be a severe hindrance turning hits into glancing blows and glancing blows into misses. This is all trivial at higher levels when BAB and gear overcome these hindrances but we are specifically talking about lower levels.
In a best case scenario, "normal/light" weapon combo, most G-Axes and G. Swords will beat TWF on DPS. Some things may have changed with the named itemization weapons gaining +0.5[W] for 1-handed weapons, but I would be surprised if, in most cases (say 50.00001%), THF is not still a better choice until Ranger level 11+ when you are auto granted gTWF.
If anyone has done testing recently, it would be nice of them to share their testing results (Hint hint number crunchers).
Wipey
03-05-2014, 02:42 AM
Just a gut feeling but I quite like those rapiers from Sorrowdusk (http://ddowiki.com/page/Sheridan%27s_Ruin).
They definitely beat cleaving Carnifex ( is there a better weapon for cleaving high str twinked toons ? there is old Maelstrom from lvl 2 - 4 ) at lvl 8 until you get your GS or Deathnip. Maybe supertwinked Icybursted twf would beat Carni earlier but it's just for few hours so meh.
For undead beaters probably plain Holy maul is best until triple pos.
Grailhawk
03-05-2014, 09:54 AM
I am calling BS. Unless you know something I am not aware of, THF > TWF at those level ranges.
Not at level 3-6 they don't.
Yes they do at least if you are talking DPS cleaves and AOE Damage may make thing different but 70% off hand proc will easily out DPS THF especially if you don't have THF which most Rangers wont.
Here's some math if you would like to see it.
Strength
18 Base
01 Level Up
04 Item
02 Ship
03 Enhancment 1 Racial 2 Tempest
28 Total
Damage Mod Main Hand
09 STR
05 Power Attack
04 Deadly Item
03 Tempest Whirling Blades
21 Total
Damage Mod Off Hand
04 STR
05 Power Attack
04 Deadly Item
03 Tempest Whirling Blades
16 Total
Damage Mod THF
13 STR
10 Power Attack
04 Deadly Item
27 Total
Seeker 6 (4 Item + 2 Ex from Bold Trinket)
Avarage Damage
Carnifex 1d12 + 29 17-20 /x3
0.75(35.5) + 0.60(41.5)
26.625 + 24.9
51.525
+2 Holy Khopesh of Bleeding Main Hand 1d8 + 23 19-20/x3
0.85(27.5) + 0.30(33.5) + 0.95(11.5)
23.375 + 10.05 + 10.925
44.35
+2 Holy Khopesh of Bleeding Off Hand 1d8 + 18 19-20/x3
0.85(22.5) + 0.30(28.5) + 0.95(11.5)
19.125 + 8.55 + 10.925
38.6
+3 Keen Khopesh of Bleeding Main Hand 1d8 + 24 17-20/x3
0.75(28.5) + 0.60(34.5) + 0.95(4.5)
21.375 + 20.70 + 4.275
46.35
+3 Keen Khopesh of Bleeding Off Hand 1d8 + 19 17-20/x3
0.75(23.5) + 0.60(29.5) + 0.95(4.5)
17.625 + 17.70 + 4.275
39.60
Attack Speed at BAB 6 (Assuming Haste chug those pots)
Greataxe: 95.82 per minute or 1.60 per second
Main Hand: 98.04 per minute or 1.63 per second
Off Hand: 68.63 per minute or 1.14 per second
Carnifex DPS:
1.60*51.525
82.44
+2 Holy Khopesh of Bleeding
1.63*44.35 + 1.14*38.60
72.2905 + 44.004
116.2945
+3 Keen Khopesh of Bleeding
1.63*46.35 + 1.14*39.60
75.5505 + 45.144
120.6945
DPS of Carnifex if you have ITHF would be
51.525*1.60 + 51.525*.04*1.60*0.5
82.44 + 20.61*0.8
82.44 + 16.488
98.928
TWF is about ~17 DPS better on a Ranger at level 6. Its even better then THF with ITHF but not my enough to matter.
Edit: Found 2 errors. Error 1 added +3 damage to Carnifex from Whirling Blades it should not be there as Whirling Blades requires twf. Error 2 forgot to add 1d8 to both Khopesh avarage damage.
These corrections bring TWF more then 20+ DPS ahead of THF even when ITHF is selected.
Teh_Troll
03-05-2014, 10:06 AM
Unless you know something I am not aware of . . .
I'm Teh_Troll I know volumes of things that you are not aware of. My Math-Minion has pointed it out anyway.
Teh_Troll
03-05-2014, 10:08 AM
When TWF you suffer an -Atk penalty and depending on if you use "light" or normal weapons changes the severity of the penalty. At lower levels, this can be a severe hindrance turning hits into glancing blows and glancing blows into misses. This is all trivial at higher levels when BAB and gear overcome these hindrances but we are specifically talking about lower levels.
Calling this out . . . have you tried low-level TWFing since the attack formula changes?
Pre-motu yes, you couldn't hit squat especially if you had power attack on. Now? Try it, on Korthos elites. You can't miss.
We're really parsing minutia here. 1-6 is a night or 2 so if you have a karnifax or whatever rock on.
AbyssalMage
03-05-2014, 02:41 PM
Calling this out . . . have you tried low-level TWFing since the attack formula changes?
Pre-motu yes, you couldn't hit squat especially if you had power attack on. Now? Try it, on Korthos elites. You can't miss.
We're really parsing minutia here. 1-6 is a night or 2 so if you have a karnifax or whatever rock on.
Yes, I have tried it and my actual game play does not match the above example meaning something isn't working behind the scenes or there was a miscalculation. Easy to figure out if it is me, code, or calculations. Logging in now (have to find the dang server with my low level Ranger) and run a few tests to find out where.
*Well, code is definitely part of the problem. I can confirm that much although I am not going to speculate why 9 + 5 =/= 3 + 11 when DDO determines Hit/Miss. But according to the code they are not equal.
AbyssalMage
03-05-2014, 06:07 PM
Ok, my numbers don't match the above so using the same weapons. Here is what I got (therefore you can show me where my calculations were wrong). Although it confirms Grailhawk final assessment, the enhancement pass combined with combat changes made TWF much better for Rangers earlier than when I first created mine. So that was enlightening :)
Carnifex
30-41/90-123 (35.5)/(106.5)
75% + 20% =
26.625 + 21.3 =
47.925
Holy of Bleed
24-31/72-93 (27.5)/(82.5)
19-26/57-78 (22.5)/(67.5)
85% + 10% =
23.375 + 8.25 = 31.625
19.125 + 6.75 = 25.875
TWF Damage @ Ranger 6 w/ TWF. iTWF, and Tempest Core (level 3) = 100% Main/70% Off-hand
31.625 + 70%(25.875) =
49.7375
I forgot to figure in Holy/Bleed, go me. Regardless, it would only add to the DPS of the weapon which is already slightly better :)
Keen of Bleed
25-32/75-96 (28.5)/(85.5)
20-27/60-81 (23.5)/(70.5)
75% + 20%
21.375 + 17.1 = 38.475
17.625 + 14.1 = 31.725
TWF Damage @ Ranger 6 w/ TWF. iTWF, and Tempest Core (level 3) = 100% Main/70% Off-hand
38.475 + 70%(31.725) =
60.6825
I forgot to figure in Bleed, go me x 2. As above, it would only add to the DPS of the weapon which is already better :)
Some other things I learned/wonder about
The khopesh in the above example are level 7/9 crafted while Carnifex is level 4. I find this irrelevant because my assertion was that TWF was weaker until Ranger 11.
This has me wondering about other weapons (Rapiers, Scimitars, D-Axes, ect...) if this is always true. It may be time for some excel fun :)
As mentioned above, the enhancement pass and combat pass helped TWF/Rangers out a lot when I did some in game observations. It is considerable harder to miss at low level even with Power Attack's -5 to-Hit and the penalties associated with TWF with "regular" weapons in both hands.
As mentioned in my edited post above, I don't understand how 9 + 5 =/= 3 + 11. One was recorded as a hit while the other was recorded as a miss vs. the same NPC, no joke :(
Does Cleave/G.Cleave work on both weapons or only Primary? I may have further opinions depending on the answer...
Encair, yes those Rapier's are looking a whole lot nicer after doing the above.
Grailhawk
03-06-2014, 12:13 AM
Ok, my numbers don't match the above so using the same weapons. Here is what I got (therefore you can show me where my calculations were wrong). Although it confirms Grailhawk final assessment, the enhancement pass combined with combat changes made TWF much better for Rangers earlier than when I first created mine. So that was enlightening :)
Carnifex
30-41/90-123 (35.5)/(106.5)
75% + 20% =
26.625 + 21.3 =
47.925
You didn't add the 6 Seeker I did 4 from a masterfully crafted Random Loot Gen item (Say boots or something) ML5 and 2 Exceptional From the Greater Bold Trinket. It would make your numbers
30-41/108-141(35.5)(124.5)
0.75(35.5) + 0.20(124.5)
26.625 + 24.9
51.525
Which matches what I had.
Some other things I learned/wonder about
[list]
The khopesh in the above example are level 7/9 crafted while Carnifex is level 4. I find this irrelevant because my assertion was that TWF was weaker until Ranger 11.
Per http://cannith.cubicleninja.com/ both weapons are ML 6 with Masterful Craftmanship
This has me wondering about other weapons (Rapiers, Scimitars, D-Axes, ect...) if this is always true. It may be time for some excel fun :)
Not likely maybe a Rapier or Scimitar. Carnifex has a huge crit profile something that a weapon with only a 20/x3 or 19-20/x2 would have a very hard time matching. Maybe if the weapon itself has 10% DS but that's not going to exist at such low levels.
Lets check assuming a +3 Keen Scimitar of Bleeding
0.65(27.5) + 0.60(33.5) + 0.95(4.5)
17.875 + 20.10 + 4.275
42.25
0.65(22.5) + 0.60(28.5) + 0.95(4.5)
14.625 + 17.10 + 4.275
36.00
Using your damage per attack approximation formula you get.
42.25 + 0.70(36.00)
42.25 + 25.20
67.45
Khopesh is at 46.35 + 0.7(39.6) = 74.07 assuming the seeker you didn't add in.
So at least Scimitars seam to still hold up.
As mentioned above, the enhancement pass and combat pass helped TWF/Rangers out a lot when I did some in game observations. It is considerable harder to miss at low level even with Power Attack's -5 to-Hit and the penalties associated with TWF with "regular" weapons in both hands.
As mentioned in my edited post above, I don't understand how 9 + 5 =/= 3 + 11. One was recorded as a hit while the other was recorded as a miss vs. the same NPC, no joke :(
The way the new equation works the die roll is more important I've seen times where against the same mob the same roll with the same modifier hits one time misses another I assume it has to do with the die that is actually rolled not being a D20 but a D100 and you are getting some error in the conversion.
Does Cleave/G.Cleave work on both weapons or only Primary? I may have further opinions depending on the answer...
No Cleaves do not proc off hand attacks this is why i said that "cleaves and AOE Damage may make thing different" Cleaving with a THF at low levels is very effective its often kills more then one mob basically if THF is better then TWF its because of the fact that Cleaves work better with THF then TWF.
BOgre
03-06-2014, 01:45 AM
I am calling BS. Unless you know something I am not aware of, THF > TWF at those level ranges.
Not at level 3-6 they don't.
At level 6 Ranger, you have access to TWF and iTWF meaning you have a 60% chance for an off-hand attack. Tempest Core (level 3) brings this chance to 70% of making an off-hand attack.
When TWF you suffer an -Atk penalty and depending on if you use "light" or normal weapons changes the severity of the penalty. At lower levels, this can be a severe hindrance turning hits into glancing blows and glancing blows into misses. This is all trivial at higher levels when BAB and gear overcome these hindrances but we are specifically talking about lower levels.
In a best case scenario, "normal/light" weapon combo, most G-Axes and G. Swords will beat TWF on DPS. Some things may have changed with the named itemization weapons gaining +0.5[W] for 1-handed weapons, but I would be surprised if, in most cases (say 50.00001%), THF is not still a better choice until Ranger level 11+ when you are auto granted gTWF.
If anyone has done testing recently, it would be nice of them to share their testing results (Hint hint number crunchers).
I think you mean Grazing Hits, not Glancing Blows. Besides which, the point is irrelevant, since you're not going to invest a Feat into 2HF for the sake of a marginal dps boost for a few levels of play. Not when the class is given free 2WF feats. Go ahead and swing the 2 hander in those levels, sure, but don't be investing feats.
AbyssalMage
03-09-2014, 01:43 AM
Yeah, I forgot Seeker in my calculations :( I noticed that once I started writing my excel sheet. Which I need to finish, too many boxes to keep track of when doing the calculations and I am not sure when Turbine removes decimals from the calculations so choosing to play DDO because it is more entertaining.
As far as ML on weapons, I looked up the shards in game. So that is where I got my numbers.
(Level added to item if item has no level/level if it has one; or however it stated it in game :) )
Keen +1/+2
Holy +3/+4
Bleed +1/+2
+2 Enh +3/+4
+3 Enh +5/+6
These were the values listed on the device in game so those were the numbers I used.
+2 Holy of Bleed
(+3/+4);(+3/+4);(+1/+2)
+3 Keen of Bleed
(+5/+6); (+1/+2); (+1/+2)
Looking at it, looks like the Enhancement's may be wrong in the description in device?
EllisDee37
03-09-2014, 02:08 PM
Weapons, armor and shields got a new ML formula a few updates ago to bring them in line with lootgen ML. The new formula is:
2(X - 1)
Where X is the sum of all the shard enchantment levels. The old formula, which is still used for accessories, is:
2X - 1
The means +2 Holy of Bleed is now:
+2 = 2
Holy = 2
Bleed = 1
X = 2 + 2 + 1 = 5
2(5 - 1) = 2(4) = ML8
Grailhawk
03-10-2014, 09:29 AM
Weapons, armor and shields got a new ML formula a few updates ago to bring them in line with lootgen ML. The new formula is:
2(X - 1)
Where X is the sum of all the shard enchantment levels. The old formula, which is still used for accessories, is:
2X - 1
The means +2 Holy of Bleed is now:
+2 = 2
Holy = 2
Bleed = 1
X = 2 + 2 + 1 = 5
2(5 - 1) = 2(4) = ML8
You then factor in Masterfully crafted shard and it becomes ML 6.
Ill screen shot the ones I have tonight and edit this post.
EllisDee37
03-10-2014, 04:13 PM
You then factor in Masterfully crafted shard and it becomes ML 6.
Ill screen shot the ones I have tonight and edit this post.No need, I'm aware how masterful works. (It subtracts 1 from "X".)
lusmirnoff
03-23-2014, 09:12 AM
I'm at level 6 with this build and liking it so far, but the ranger spells don't work for me. The build says to add resist energy at level 6 and I see healing spells are mentioned in the comments, but with a WIS of 8 how is anyone casting any of the ranger spells. I haven't played a ranger before, but it looks like I would need a WIS of 10 + spell level to cast ranger spells. So I would need a +3 WIS item to use my level one spells? What level is cure serious that I see others talking about and what item would I need to cast that spell. Sorry if I'm missing something.
EllisDee37
03-23-2014, 09:29 AM
Generally speaking you'll need to wear a wisdom item. Ranger spells go up to level 4, meaning a +6 item lets you cast all spells.
In the meantime, you can pick up some Owl's Wisdom potions in the marketplace. Those let you slot your spells in a tavern and also cast the spells in quests.
Malloy3
03-26-2014, 03:07 PM
I tried coming up with a drow version of this build. How does this look?
Character Plan by DDO Character Planner Version 04.20.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Drow Tempest Trapmonkey
Level 28 True Neutral Drow Male
(1 Fighter \ 1 Rogue \ 18 Ranger \ 8 Epic)
Hit Points: 366
Spell Points: 260
BAB: 19\19\24\29\29
Fortitude: 15
Reflex: 15
Will: 5
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 28) (Level 28)
Strength 16 24 24
Dexterity 14 14 14
Constitution 14 14 14
Intelligence 14 14 14
Wisdom 8 8 8
Charisma 10 10 10
Tomes Used
+1 Tome of Strength used at level 20
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 28) (Level 28)
Balance 6 6 14
Bluff 0 0 8
Concentration 4 25 33
Diplomacy 0 0 11
Disable Device 6 25 36
Haggle 4 4 12
Heal -1 4 12
Hide 2 2 10
Intimidate 0 0 8
Jump 7 11 19
Listen -1 -1 15
Move Silently 2 2 10
Open Lock 6 10 21
Perform n/a n/a n/a
Repair 2 2 13
Search 6 25 41
Spellcraft 2 2 10
Spot 3 22 38
Swim 6 10 18
Tumble 3 3 11
Use Magic Device 4 22 30
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Concentration (+2)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Swim (+3)
Skill: Tumble (+1)
Skill: Use Magic Device (+4)
Feat: (Selected) Power Attack
Enhancement: Drow - Spell Resistance (Rank 1)
Enhancement: Drow - Keen Senses (Rank 1)
Enhancement: Drow - Xen'drik Weapon Training (Rank 1)
Level 2 (Fighter)
Skill: Disable Device (+1)
Skill: Spot (+1)
Feat: (Fighter Bonus) Cleave
Enhancement: Kensei (Ftr) - Kensei Focus: Archery (Rank 1)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 1)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 2)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 3)
Level 3 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Construct
Feat: (Selected) Sap
Enhancement: Drow - Keen Senses (Rank 2)
Enhancement: Drow - Keen Senses (Rank 3)
Enhancement: Drow - Xen'drik Weapon Training (Rank 1)
Level 4 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+2)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Drow - Ambidexterity (Rank 1)
Enhancement: Drow - Ambidexterity (Rank 2)
Level 5 (Ranger)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Tempest (Rgr) - Shield of Whirling Steel (Rank 1)
Enhancement: Tempest (Rgr) - Improved Reaction (Rank 1)
Enhancement: Tempest (Rgr) - Improved Reaction (Rank 2)
Enhancement: Tempest (Rgr) - Improved Reaction (Rank 3)
Level 6 (Ranger)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Great Cleave
Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
Level 7 (Ranger)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Undead
Enhancement: Tempest (Rgr) - Sprint Boost (Rank 1)
Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
Level 8 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Tempest (Rgr) - Tempest (Rank 1)
Enhancement: Tempest (Rgr) - Graceful Death (Rank 1)
Enhancement: Tempest (Rgr) - Improved Parry (Rank 1)
Level 9 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Deepwood Stalker (Rgr) - Far Shot (Rank 1)
Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 1)
Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 2)
Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 3)
Level 10 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Tempest (Rgr) - Improved Parry (Rank 2)
Enhancement: Deepwood Stalker (Rgr) - Versatile Empathy (Rank 1)
Enhancement: Deepwood Stalker (Rgr) - Versatile Empathy (Rank 2)
Level 11 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Tempest (Rgr) - Improved Parry (Rank 3)
Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
Level 12 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Empower Healing Spell
Feat: (Favored Enemy) Favored Enemy: Giant
Enhancement: Tempest (Rgr) - Sprint Boost (Rank 2)
Enhancement: Tempest (Rgr) - Elaborate Parry (Rank 1)
Enhancement: Deepwood Stalker (Rgr) - Sneak Attack (Rank 1)
Level 13 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Tempest (Rgr) - Sprint Boost (Rank 3)
Enhancement: Tempest (Rgr) - Elaborate Parry (Rank 2)
Enhancement: Tempest (Rgr) - Elaborate Parry (Rank 3)
Level 14 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Tempest (Rgr) - Deflect Arrows (Rank 1)
Enhancement: Tempest (Rgr) - Evasive Dance (Rank 1)
Enhancement: Tempest (Rgr) - Evasive Dance (Rank 2)
Enhancement: Tempest (Rgr) - Evasive Dance (Rank 3)
Level 15 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness
Enhancement: Mechanic (Rog) - Arbalester (Rank 1)
Enhancement: Mechanic (Rog) - Mechanics (Rank 1)
Enhancement: Mechanic (Rog) - Mechanics (Rank 2)
Enhancement: Mechanic (Rog) - Mechanics (Rank 3)
Level 16 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Arcane Archer (Rgr) - Arcane Archer (Rank 1)
Enhancement: Arcane Archer (Rgr) - Energy of the Wild (Rank 1)
Enhancement: Arcane Archer (Rgr) - Energy of the Wild (Rank 2)
Enhancement: Arcane Archer (Rgr) - Energy of the Wild (Rank 3)
Level 17 (Ranger)
Skill: Concentration (+1)
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: Evil Outsider
Enhancement: Arcane Archer (Rgr) - Conjure Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Awareness (Rank 1)
Enhancement: Arcane Archer (Rgr) - Awareness (Rank 2)
Level 18 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Hamstring
Enhancement: Deepwood Stalker (Rgr) - Exposing Strike (Rank 1)
Enhancement: Deepwood Stalker (Rgr) - Tendon Cut (Rank 1)
Enhancement: Deepwood Stalker (Rgr) - Tendon Cut (Rank 2)
Enhancement: Deepwood Stalker (Rgr) - Tendon Cut (Rank 3)
Level 19 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Arcane Archer (Rgr) - Morphic Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Metalline Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Awareness (Rank 3)
Enhancement: Arcane Archer (Rgr) - Soul Magic (Rank 1)
Level 20 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Tempest (Rgr) - Whirlwind (Rank 1)
Enhancement: Assassin (Rog) - Knife in the Darkness (Rank 1)
Enhancement: Assassin (Rog) - Sneak Attack Training (Rank 1)
Level 21 (Epic)
Feat: (Selected) Quicken Spell
Level 22 (Epic)
Level 23 (Epic)
Level 24 (Epic)
Ability Raise: STR
Feat: (Selected) Epic: Overwhelming Critical
Level 25 (Epic)
Level 26 (Epic)
Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting
Level 27 (Epic)
Feat: (Selected) Epic: Blinding Speed
Level 28 (Epic)
Ability Raise: STR
Feat: (Epic Destiny) Epic Destiny: Epic Spell Power: Positive
--Dave
I am very interested in trying this drow version, I am also very new to the game. I do however have 32 point builds; I am wondering, what would change in the initial Stat point distribution? Appreciate any help.
unbongwah
03-26-2014, 04:02 PM
Drow already count as 32-pt builds, due to their three inherent stat bonuses (DEX/INT/CHA).
EllisDee37
03-26-2014, 10:07 PM
I'm reviewing my builds at the moment to make adjustments now that the enhancement pass has been in place for a while. For this build I'm thinking there's a couple obvious changes to make:
Sap becomes Dodge
Toughness becomes Mobility
Devotion 20 becomes Forced Escape, Elusive Target or Toughness
Spring Attack would be nice to fit in, but I think Quicken is still probably called for. I might set that feat as player's choice between the two.
With those feat changes you can then take Improved Dodge III in the tempest tree.
Any feedback on these changes is welcome.
BOgre
03-27-2014, 12:28 AM
I'm reviewing my builds at the moment to make adjustments now that the enhancement pass has been in place for a while. For this build I'm thinking there's a couple obvious changes to make:
Sap becomes Dodge
Toughness becomes Mobility
Devotion 20 becomes Forced Escape, Elusive Target or Toughness
Spring Attack would be nice to fit in, but I think Quicken is still probably called for. I might set that feat as player's choice between the two.
With those feat changes you can then take Improved Dodge III in the tempest tree.
Any feedback on these changes is welcome.
I just just switched out epic Blinding Speed (since it's buggy) in favor of Dodge, and made some crafted Mobility boots, with an eye to upping my dodge bonus. Went from 9% to 19% after some enhancement changes... It's not huge, but am definately seeing some reduced damage. Takes a bit of getting used to chugging haste pots tho.
EllisDee37
03-27-2014, 02:09 AM
How is Blinding Speed buggy?
BOgre
03-27-2014, 11:12 AM
As far as I know, it's not adding the +1 to reflex save and dodge%.
hp1055cm
03-28-2014, 03:03 PM
I don't usually get into any build discussions but I have to ask why you take 18 levels of Ranger?
If you aren't going for the capstone then why take Ranger levels above 12?
Other than a 4th favored enemy what are you gaining for 6 levels of Ranger?
This build makes a lot more sense to me:
I found that 12 Ranger / 6 Rogue / 2 Fighter gave the most skill points and feats and also actually the most dps.
The extra Rogue levels give you a ton more skill points, plus you can max Disable, Lock and UMD without penalty. You can also add points to listen, jump, hide, move silent, intimidate... whatever without giving up points for other skills. Investing so many points in Heal, concentration seems wasteful to me.
Rogue also gives you evasion at 2, 2% to dodge, uncanny dodge, +2 vs traps, sneak damage...
I can't see how the OP build goes sans Dodge either as that would be a must have for me.
Grailhawk
03-28-2014, 03:24 PM
I don't usually get into any build discussions but I have to ask why you take 18 levels of Ranger?
If you aren't going for the capstone then why take Ranger levels above 12?
Other than a 4th favored enemy what are you gaining for 6 levels of Ranger?
This build makes a lot more sense to me:
The extra Rogue levels give you a ton more skill points, plus you can max Disable, Lock and UMD without penalty. You can also add points to listen, jump, hide, move silent, intimidate... whatever without giving up points for other skills. Investing so many points in Heal, concentration seems wasteful to me.
Rogue also gives you evasion at 2, 2% to dodge, uncanny dodge, +2 vs traps, sneak damage...
I can't see how the OP build goes sans Dodge either as that would be a must have for me.
15 Ranger gets you CSW, FoM and the 4th FE. At that point 3 levels for 5% Double strike isn't a bad choice.
CSW is why people go beyond 12 Ranger.
Cardtrick
03-28-2014, 03:26 PM
I don't usually get into any build discussions but I have to ask why you take 18 levels of Ranger?
If you aren't going for the capstone then why take Ranger levels above 12?
Other than a 4th favored enemy what are you gaining for 6 levels of Ranger?
Most importantly, he's getting 2 level 4 spells (Freedom of Movement and Cure Serious, most typically) and 5% doublestrike (the "Whirlwind" Tempest core, which requires 18 ranger levels).
The extra Rogue levels give you a ton more skill points, plus you can max Disable, Lock and UMD without penalty.
Rogue levels give 2 skill points more than ranger levels. Fighter levels give 4 skill points less than ranger levels. The build you're suggesting loses 6 ranger levels, gains 5 rogue levels, and gains 1 fighter level. So you're looking at a difference of 5 * 2 - 1 * 4, or 6 additional skillpoints.
I hardly consider 6 total skill points to be a "ton more," especially since this build already gets plenty (especially if tomes were to be considered).
Investing so many points in Heal, concentration seems wasteful to me.
Heal and concentration are absolutely essential. A Ranger is a self healing DPS class. Heal improves positive spellpower, which improves the cure spells. Concentration lets you cast while getting hit.
Rogue also gives you evasion at 2
So does ranger at 9 -- either way, this build is getting evasion.
2% to dodge, uncanny dodge, +2 vs traps, sneak damage...
These are useful, but I think the additional spell points, caster level, and spell slots from the ranger levels are more useful. It seems like you're completely disregarding the fact that rangers cast spells.
Cardtrick
03-28-2014, 03:33 PM
15 Ranger gets you CSW, FoM and the 4th FE. At that point 3 levels for 5% Double strike isn't a bad choice.
CSW is why people go beyond 12 Ranger.
Right -- it's really 15 that's the important cutoff, not 18.
Another build I've thought about is 15/5 ranger/rogue, taking the tier 5 Assassin enhancement Knife Specialization. You lose a feat from fighter, but you make up for that by using daggers instead of khopeshes (which is easy, since Knife Specialization makes daggers basically into khopeshes). You can get quite a bit more sneak attack, and Killer is arguably better for Doublestrike than Tempest's Whirlwind is. The real problem is that the build is incredibly AP starved and you have to make some sacrifices that I find a bit too painful. Plus you lose Evasive Dance, which isn't fun.
EllisDee37
03-28-2014, 11:53 PM
Yeah, I'd originally planned to go 15/3/2 ranger/rogue/fighter, but when I sat down to put it together several factors led me to keeping the old-school level split of 18/1/1.
The extra Rogue levels give you a ton more skill points, plus you can max Disable, Lock and UMD without penalty. You can also add points to listen, jump, hide, move silent, intimidate... whatever without giving up points for other skills. Investing so many points in Heal, concentration seems wasteful to me.I'm pretty sure we play the game differently. My guess is that you enjoy EE, where concentration does nothing? Everywhere else in the game, concentration is highly effective.
Heal gives positive spell power for cure spells. Jump is worthless; rangers get the jump spell. Listen is pretty pointless with maxed spot. Move silently would be for a different kind of build; this one isn't stealth.
Both concentration and heal are significantly more helpful than any of the alternatives you listed.
EDIT: You're right about dodge, though. I need to update the build for dodge, but that will entail redoing the enhancements to take the tempest dodge bonus enhancements. I'm currently having too much fun tring my paladin, but as soon as I hit a lull in that life it will be the next update I do to any of my builds.
hp1055cm
03-29-2014, 04:06 PM
Most importantly, he's getting 2 level 4 spells (Freedom of Movement and Cure Serious, most typically) and 5% doublestrike (the "Whirlwind" Tempest core, which requires 18 ranger levels).
Thanks for the explanation. (And to others that replied.) I still prefer the alternate build, but understand the difference better.
Rogue levels give 2 skill points more than ranger levels. Fighter levels give 4 skill points less than ranger levels. The build you're suggesting loses 6 ranger levels, gains 5 rogue levels, and gains 1 fighter level. So you're looking at a difference of 5 * 2 - 1 * 4, or 6 additional skill points.
I hardly consider 6 total skill points to be a "ton more," especially since this build already gets plenty (especially if tomes were to be considered).Perhaps but if you are maxing UMD and Disable (and unlock) as a Ranger you are spending 2 skill points for each 1 enhancement increase whereas a Rogue gets them at 1 to 1. Probably at least an 18 point swing there.
Heal and concentration are absolutely essential. A Ranger is a self healing DPS class. Heal improves positive spell power, which improves the cure spells. Concentration lets you cast while getting hit.
Important? Maybe. But then I hardly ever get interrupted, especially if I kite while healing. As an evasion build I can do most anything in a crowd without getting interrupted often including opening levers, searching for traps, and yes even heal. Use wands, pots in addition to spells and scrolls and carry a devotion stick with a decent boost. I can't believe the small boost to power from the heal skill makes that much difference. If we are talking about the full trip from 1-28 then yes it is helpful; but at the cost of going without something else I hesitate.
Consider this: you can take 1 level of Druid and spend 4 AP points to get a 75% boost to healing from wands. Is it worth 1 level for that? idk, but certainly debatable.
EllisDee37
03-29-2014, 10:53 PM
Perhaps but if you are maxing UMD and Disable (and unlock) as a Ranger you are spending 2 skill points for each 1 enhancement increase whereas a Rogue gets them at 1 to 1. Probably at least an 18 point swing there.This is of course based on the premise that you don't want concentration or heal, which would cost the rogue two points each per level. That evens it out.
I still maintain that your skill recommendations are bad advice. Especially on concentration, where not having it means you have to run away to avoid getting hit before you can cast cure spells, and the strange idea that a ranger should waste skill points on jump.
Use wands, pots in addition to spells and scrolls and carry a devotion stick with a decent boost.
I can't believe the small boost to power from the heal skill makes that much difference. If we are talking about the full trip from 1-28 then yes it is helpful; but at the cost of going without something else I hesitate.The something elses you suggest offer virtually nothing. Heal is a real, actual benefit to both your cure spells and cocoon.
As for the 1 druid splash, sure, but my ranger rarely, if ever, heals with wands or scrolls once he gets cure moderate wounds. And then cure serious makes it even rarer. Getting cocoon turns it into pretty much never.
Arzoc
05-09-2014, 12:22 PM
For level 7/8 quests I would expect +10 gear and +5 tools. I typically give my trappers +10 gear at level 5, but if you can't craft masterful you get +10 gear at level 7.
+5 gear is what I use at level 1. (Level 3 without masterful.)
Planning on TR'ing into this build, but am having difficulty finding "clean" search/dd items, most of the stuff I've seen is paired with worthless junk raising the ML so it's not useful. What would you guys recommend to circumvent this? Can I eke the points out using the rogue enhancements or will that not be enough?
Mercureal
05-09-2014, 12:43 PM
It depends on what difficulty you plan on doing. For Elite quests at-level, you'll probably need the best or close-to-best gear, in addition to some enhancements. For Normal, you shouldn't have problems just using whatever gear you can find, up to level 10 anyway. Hard will be in-between.
You can craft trapper items, and the lower-level skill item don't require high crafting ability. Check the auction house, too, there will probably be a few decent items there if you check frequently.
ValariusK
05-09-2014, 12:58 PM
Find a good crafter. Get some +10 and +13 items made, I suggest goggles for all of the above. That'll give you a swappable skill set at the price of one slot. If you're lucky, Tempest's spine will give you the +10 search/spot goggles, which will be adequate for an awfully long time.
Later on also you can get the spare hand, which will cover disable/open locks, which will reduce the swappage you need to do for a quality of life improvement. Planar gird in Xorian Cipher will also give you a lot of mileage on your rogue skills.
Oh, if you have cannith favor (50), you can make shards of masterful crafting. That will let you use the shards much sooner. You can build up just enough crafting to do that requirement and use purchased unbound shards from a better crafter.
unbongwah
05-09-2014, 01:20 PM
If you can't craft, Spare Hand belt from Cannith Challenges (http://ddowiki.com/page/Vaults_of_the_Artificers_loot) is a decent alternative.
Arzoc
05-09-2014, 06:55 PM
If you can't craft, Spare Hand belt from Cannith Challenges (http://ddowiki.com/page/Vaults_of_the_Artificers_loot) is a decent alternative.
I totally forgot about Cannith Crafting, I hadn't played much before it was obsolete and I don't even think about it. About that Spare Hand belt...probably not going to bother, I really hate the build I have so I don't have the patience to farm, but that thing does look handy
Arzoc
05-09-2014, 07:01 PM
I'll be rolling this guy 34pt build, if I drop str to 16 to free up some stat points(little extra int, rest cha? wis? haven't thought it over much yet) would I mess up anything serious? I'm not seeing anything, aside from the +1 hit/dmg which I think is something that can be sacrificed for some added utility.
Nodoze
05-09-2014, 11:41 PM
I'll be rolling this guy 34pt build, if I drop str to 16 to free up some stat points(little extra int, rest cha? wis? haven't thought it over much yet) would I mess up anything serious? I'm not seeing anything, aside from the +1 hit/dmg which I think is something that can be sacrificed for some added utility.It comes down to what you want to do. I like skills in general so I often will drop off a little min/max for utility...
For example sometimes I like to sneak around dungeons and be in actual danger if I am not careful... It may not give us max XP/min but sometimes a dungeon crawl tackling things over your level making you sneak around and have to pick them off in small chunks can be great fun. Even more fun if you are with a buddy who enjoys the play style and is willing to spend the time.
In the end it is a game and you should play it how you want to play it. There are different groups out there with different goals and if you can find one that fits your play style you can have great fun.
EllisDee37
05-10-2014, 01:47 PM
if I drop str to 16 [...] would I mess up anything serious?Nope. The 28pt version starts with 16 strength and works fine.
Arzoc
05-10-2014, 07:34 PM
It comes down to what you want to do. I like skills in general so I often will drop off a little min/max for utility...
For example sometimes I like to sneak around dungeons and be in actual danger if I am not careful... It may not give us max XP/min but sometimes a dungeon crawl tackling things over your level making you sneak around and have to pick them off in small chunks can be great fun. Even more fun if you are with a buddy who enjoys the play style and is willing to spend the time.
In the end it is a game and you should play it how you want to play it. There are different groups out there with different goals and if you can find one that fits your play style you can have great fun.
Good to hear that, I'm kinda the same way. I'm playing this guy since I want something that can "do it all" as much as possible, limited playtime etc etc make focusing on one char more entertaining. Probably going to bump int to 15 since I have a +3 tome from the card event and use the rest...well elsewhere, prob cha since I don't have a +cha skills item and that would (slightly) offset that, thanks guys!
Bozone
06-27-2014, 07:46 PM
I'm reviewing my builds at the moment to make adjustments now that the enhancement pass has been in place for a while. For this build I'm thinking there's a couple obvious changes to make:
Sap becomes Dodge
Toughness becomes Mobility
Devotion 20 becomes Forced Escape, Elusive Target or Toughness
Spring Attack would be nice to fit in, but I think Quicken is still probably called for. I might set that feat as player's choice between the two.
With those feat changes you can then take Improved Dodge III in the tempest tree.
Any feedback on these changes is welcome.
I recently returned to the game after a fairly long break. I'm reading up to fix my Tempest (essentially this build but the enhancement pass has really changed some things so I'm researching what I need to do with my free lesser TR).
My Tempest/trapper is dwarf, currently 14/1/1. Looking solely at feats, I lose the human bonus feat, but won't be getting a dragonmark and don't need khopesh (using Dwaxes) so a net increase of 1 feat available. Toughness is no longer needed to open the toughness enhancements, so I'm thinking I'll skip that... It seems like rangers went from feat starved to still still having to make some tough decisions, but not nearly as bad as before.
Anyway, I was wondering about some feedback on a few feats. I'm not confident about my thoughts since when I last built a character toughness was virtually mandatory and heal was a useless skill.
Dodge/Mobility, as you mentioned above. I'm not sure about the dodge, PRR, AC stuff, and it looks like it may be getting re-adjusted soon again.
Magical training - besides gaining SP and a slight critical chance, CSW only costs 12 SP, so echoes of power would let you cast it all day. But I guess you wouldn't be able to use empower healing spell, so maybe not so great?
Point Blank Shot/IC Piercing - I play tempest, not AA, but still use the bow occasionally.
TWDefense/TWBlocking - I need to do more research on the wiki - don't know how much this PRR helps (I think it's increasing PRR).
Any advice would be greatly appreciated.
EllisDee37
06-27-2014, 09:28 PM
Dodge is a key feat in that it lets you take dodge enhancements in the ranger trees, so definitely grab Dodge.
Mobility is okay. It gives you 2% dodge, plus lets you take ranger enhancements that increase your armor's dodge cap. If you're hitting your armor's dodge cap (equal to its MDB) mobility is very much worth taking. If you're not capping it, mobility is kind of meh.
Precision is a key feat you should try to work in if it all possible. You can't run it with power attack going, but basically any time you're fighting something with fortification (eg: undead, constructs, etc...) precision is better than power attack.
TWD is okay if you have feats to burn. Not great, but not terrible like OTWF.
OTWF is largely worthless thanks to the new to-hit formula.
Magical Training isn't needed because the tier 1 arcane archer enhancement that grants spell points also grants echoes of power at rank 3.
Range feats are definitely useful if you use your bow. My ranger doesn't use his all that much so I tend to skip range feats. I probably should use it more. If you use yours enough to notice, range feats are worth considering.
Bozone
06-29-2014, 11:21 PM
Thanks for the help.
Range feats are definitely useful if you use your bow. My ranger doesn't use his all that much so I tend to skip range feats. I probably should use it more. If you use yours enough to notice, range feats are worth considering.
I don't use my bow much either, but I'm going to try to get in the habit of using it more.
EllisDee37
07-11-2014, 03:48 PM
I updated the build in the OP, improving it slightly in subtle ways. Some of these changes are incongruous with the first version posted in this thread, so here's a reproduction of that first version in case you're in the middle of leveling it:
Character Plan by DDO Character Planner Version 03.16.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Tempest Trapmonkey
Level 28 Human
(18 Ranger / 1 Rogue / 1 Fighter / 8 Epic)
Abilities 28pt 32pt 34pt 36pt
Strength 16 18 18 18
Dexterity 14 12 14 14
Constitution 14 14 14 15
Intelligence 14 14 14 14
Wisdom 8 8 8 8
Charisma 8 8 8 8
Skills Ranks
Concentration 23
Heal 23
Search 23
Spot 23
Disable Device 23
UMD 23
Open Lock 9
Jump 4
Balance 4
Haggle 4
Swim 3
Tumble 1
Feats
1 : Power Attack
1H: Least Dragonmark of Passage
2F: Cleave
3 : Exotic Weapon Proficiency: Khopesh
6 : Great Cleave
9 : Improved Critical: Slashing
12 : Empower Healing Spell
15 : Toughness
18 : Sap
21E: Quicken Spell
24E: Overwhelming Critical
26E: Perfect Two Weapon Fighting
27E: Blinding Speed
28E: Devotion 20?
Favored Enemy
3: Favored Enemy: Construct
7: Favored Enemy: Undead
12: Favored Enemy: Giant
17: Favored Enemy: Evil Outsider
Fury of the Wild
Primal Scream II
Tunnel Vision III
Acute Instincts III
Constitution II
Gird Against Demons I
Overwhelming Force III
Sense Weakness III
Fury Eternal
Unbridled Fury
Twist 1: Rejuvenation Cocoon
Twist 2: Brace For Impact
Twist 3: Extra Action Boost
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: Swim (+3)
Skill: Tumble (+1)
Skill: Use Magic Device (+4)
Skill: Concentration (+2)
Skill: Heal (+2)
Feat: (Selected) Power Attack
Feat: (Human Bonus) Least Dragonmark of Passage
Enhancement: Human Core: Human Versatility: Damage
Enhancement: Human1: Orien Dragonmark Focus I
Enhancement: Human1: Orien Dragonmark Focus II
Enhancement: Human1: Orien Dragonmark Focus III
Level 2 (Fighter)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Spot (+1)
Feat: (Fighter Bonus) Cleave
Enhancement: Kensei Core: Kensei Focus: Archery
Enhancement: Kensei1: Haste Boost I
Enhancement: Kensei1: Haste Boost II
Enhancement: Kensei1: Haste Boost III
Level 3 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Exotic Weapon Proficiency: Khopesh
Feat: (Favored Enemy) Favored Enemy: Construct
Enhancement: Human1: Improved Recovery
Enhancement: Human2: Lesser Dragonmark
Level 4 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+2)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Human1: Skill Focus: Nimble Fingers I
Enhancement: Human1: Skill Focus: Nimble Fingers II
Enhancement: Human3: Improved Recovery
Level 5 (Ranger)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Tempest Core: Shield of Whirling Steel
Enhancement: Tempest1: Improved Reaction I
Enhancement: Tempest1: Improved Reaction II
Enhancement: Tempest1: Improved Reaction III
Level 6 (Ranger)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Great Cleave
Spell (1): Resist Energy
Enhancement: Tempest1: Whirling Blades
Enhancement: Tempest2: Whirling Blades
Level 7 (Ranger)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Undead
Enhancement: Tempest2: Sprint Boost I
Enhancement: Tempest3: Whirling Blades
Level 8 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+2)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (1): Ram's Might
Enhancement: Tempest Core: Tempest
Enhancement: Tempest Core: Graceful Death
Enhancement: Tempest2: Improved Parry I
Level 9 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+2)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Deepwood Stalker Core: Far Shot
Enhancement: DS1: Increased Empathy I
Enhancement: DS1: Increased Empathy II
Enhancement: DS1: Increased Empathy III
Level 10 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+2)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (2): Cure Light Wounds
Enhancement: DS1: Versatile Empathy I
Enhancement: DS1: Versatile Empathy II
Enhancement: Tempest2: Improved Parry II
Level 11 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+2)
Enhancement: Tempest2: Improved Parry III
Enhancement: Tempest4: Whirling Blades
Level 12 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+2)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Empower Healing Spell
Feat: (Favored Enemy) Favored Enemy: Giant
Spell (2): Protection From Energy
Enhancement: DS Core: Sneak Attack
Enhancement: Tempest4: Elaborate Parry I
Enhancement: Tempest2: Sprint Boost II
Level 13 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (3): Cure Moderate Wounds
Enhancement: Tempest2: Sprint Boost III
Enhancement: Tempest4: Elaborate Parry II
Enhancement: Tempest4: Elaborate Parry III
Level 14 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+2)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (3): Wild Instincts
Enhancement: Tempest Core: Deflect Arrows
Enhancement: Tempest5: Evasive Dance I
Enhancement: Tempest5: Evasive Dance II
Enhancement: Tempest5: Evasive Dance III
Level 15 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness
Enhancement: Mechanic Core: Arbalester
Enhancement: Mechanic1: Mechanics I
Enhancement: Mechanic1: Mechanics II
Enhancement: Mechanic1: Mechanics III
Level 16 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+2)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (1): Jump
Spell (4): Freedom of Movement
Enhancement: Arcane Archer Core: Arcane Archer
Enhancement: AA1: Energy of the Wild I
Enhancement: AA1: Energy of the Wild II
Enhancement: AA1: Energy of the Wild III
Level 17 (Ranger)
Skill: Concentration (+1)
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
Spell (4): Cure Serious Wounds
Enhancement: AA1: Awareness I
Enhancement: AA1: Awareness II
Enhancement: AA1: Conjure Arrows
Level 18 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+2)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Sap
Spell (2): Barkskin
Enhancement: DS1: Tendon Cut I
Enhancement: DS1: Tendon Cut II
Enhancement: DS1: Tendon Cut III
Enhancement: DS Core: Exposing Strike
Level 19 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: AA1: Awareness III
Enhancement: AA Core: Morphic Arrows
Enhancement: AA Core: Metalline Arrows
Enhancement: AA3: Soul Magic
Level 20 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+2)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (1): Merfolk's Blessing
Enhancement: Tempest Core: Whirlwind
Enhancement: Assassin Core: Knife in the Darkness
Enhancement: Assassin1: Sneak Attack Training
Level 21 (Ranger)
Feat: (Selected) Quicken Spell
Level 24 (Ranger)
Ability Raise: STR
Feat: (Selected) Overwhelming Critical
Level 26 (Ranger)
Feat: (Selected) Perfect Two Weapon Fighting
Level 27 (Ranger)
Feat: (Selected) Blinding Speed
Level 28 (Ranger)
Ability Raise: STR
Feat: (Selected) Devotion +20?
<End of Build>
Notable changes:
Leveling changes from 1 rogue, 2 fighter, 3-20 ranger to 1 rogue, 2-3 ranger, 4 fighter. This is to get to self healing as quickly as possible, which is first available at ranger 2 with empathic healing, an enhancement in the deepwood stalker tree.
More emphasis is put on skill enhancements to boost your trapping skills, including (but not limited to) getting greater heroism in the human tree. In general, these skill enhancements are frontloaded to take some of the pressure off a brand new player in terms of trapping gear.
The feats Sap and Devotion +20 are replaced by Dodge and Precision
Skill points are moved from Heal to Open Lock. This first version trained 23 Heal and 9 Open Lock. The revision trains 3 Heal and 19 Open Lock.
Tempest enhancements are pushed way back to frontload better enhancements to earlier levels. For example, Exposing Strike, the bread and butter melee attack you want to spam 24/7, is moved up from level 18 to level 8.
The 32pt version's starting stats have been changed from 18 str 12 dex to 16 str 14 dex to qualify for dodge without using any tomes. The 28pt version has always started with 16 str, so I don't view this as a hardship.
I updated the build in the OP, improving it slightly in subtle ways. Some of these changes are incongruous with the first version posted in this thread, so here's a reproduction of that first version in case you're in the middle of leveling it:
Notable changes:
[list] Leveling changes from 1 rogue, 2 fighter, 3-20 ranger to 1 rogue, 2-3 ranger, 4 fighter. This is to get to self healing as quickly as possible, which is first available at ranger 2 with empathic healing, an enhancement in the deepwood stalker tree.
Heh. In the middle of leveling... some of us spend a lot of time in that state.
Such as, back when the 2013 birthday box was being distributed I started several of the 2011(?) dwarf variant (https://www.ddo.com/forums/showthread.php/277496-Tempest-Trapmonkey-for-new-players-(28-pt-human-amp-dwarf)?p=3303881&viewfull=1#post3303881) and they all still have at least the +20 heart in the bank, none are past level 12 yet (hey, I have a real life too, and umpteen other characters)... well, it's back to the same level split.
And I'm not the only one with lowish-level old dwarf tempest trapmonkeys still, met someone else in-game not all that long ago... and I don't think it was Bozone, either.
The human version is clearly a bit better after U19, but, ... I don't suppose anyone'd need an updated build guide for the dwarf variant?
unbongwah
08-12-2014, 10:17 AM
Dwarf (or any non-human) variant on this build isn't terribly hard to come up with. The two main question marks are:
Which feat do you drop? For a dwarf, I would say drop khopesh prof. and stick with one of the dwarf racial weapons for dmg bonuses. A few good options: Axe of Adaxus (http://ddowiki.com/page/Item:Axe_of_Adaxus) (x4 crits); Deathnip (http://ddowiki.com/page/Deathnip) (double crit range); Mornh (http://ddowiki.com/page/Mornh) (double crit range, with Pulverizer & IC:Blunt it becomes 15-20 x3).
Which skill(s) do you sacrifice due to lower INT; or alternatively, which stats do you sacrifice to bump up your INT? For me the skill priorities on this build are: UMD, Search, Disable, and Concentration, so you need a minimum of 6 skill pts per rgr lvl. Secondary skill priorities are Open Lock, Spot, and Heal.
EllisDee37
08-12-2014, 11:40 AM
Dwarf (or any non-human) variant on this build isn't terribly hard to come up with. The two main question marks are:
Which feat do you drop? For a dwarf, I would say drop khopesh prof. and stick with one of the dwarf racial weapons for dmg bonuses. A few good options: Axe of Adaxus (http://ddowiki.com/page/Item:Axe_of_Adaxus) (x4 crits); Deathnip (http://ddowiki.com/page/Deathnip) (double crit range); Mornh (http://ddowiki.com/page/Mornh) (double crit range, with Pulverizer & IC:Blunt it becomes 15-20 x3).
Which skill(s) do you sacrifice due to lower INT; or alternatively, which stats do you sacrifice to bump up your INT? For me the skill priorities on this build are: UMD, Search, Disable, and Concentration, so you need a minimum of 6 skill pts per rgr lvl. Secondary skill priorities are Open Lock, Spot, and Heal.
The feat isn't a question. A non-human should drop the human bonus feat, which is spent on the dragonmark that non-humans can't take anyway. And then if you have a racial weapon bonus (dwarf, drow, elf) you're better off not taking khopesh, which means you have an extra feat compared to human.
Skills are where it hurts.
The feat isn't a question. A non-human should drop the human bonus feat, which is spent on the dragonmark that non-humans can't take anyway. And then if you have a racial weapon bonus (dwarf, drow, elf) you're better off not taking khopesh, which means you have an extra feat compared to human.
... of course some races have useful dragonmarks available, but the dwarf one doesn't look all that useful to me.
(Halflings might conceivably want to take both DM and khopesh. Drop Precision in that case?)
Skills are where it hurts.
And I believe Heal might be the skill that could be dropped with the least reduction in capabilities. I mean, all it does is +/- 23 positive spellpower at cap...?
unbongwah
08-17-2014, 05:03 PM
... of course some races have useful dragonmarks available, but the dwarf one doesn't look all that useful to me.
Radiant Forcefield is pretty nice; the problem is it has a fixed duration (22 secs.) and can't be Extended, so with only 4 uses per rest, you're really only going to get to use it for emergencies or boss fights.
EllisDee37
08-17-2014, 05:52 PM
And I believe Heal might be the skill that could be dropped with the least reduction in capabilities. I mean, all it does is +/- 23 positive spellpower at cap...?The build as written only takes 3 ranks of heal.
The build as written only takes 3 ranks of heal.
Whoops, was looking at the 2013 version again...
Radiant Forcefield is pretty nice; the problem is it has a fixed duration (22 secs.) and can't be Extended, so with only 4 uses per rest, you're really only going to get to use it for emergencies or boss fights.
...well, yeah. And 22 seconds per cast is fairly short for a boss fight where -25% damage actually matters.
Of course the dragonmark also comes with +2 to +5 stacking Search, and a bunch of other stuff too. Still, I'd say less than optimal use of resources.
Nodoze
08-18-2014, 03:25 PM
... of course some races have useful dragonmarks available, but the dwarf one doesn't look all that useful to me.
(Halflings might conceivably want to take both DM and khopesh. Drop Precision in that case?)
...
And I believe Heal might be the skill that could be dropped with the least reduction in capabilities. I mean, all it does is +/- 23 positive spellpower at cap...?For some (especially new folk) the simplicity & the combo of Displacement & more viable Evasion/Improved Evasion saves may be a worthwhile tradeoff for the loss of some DPS...
I like the original build but considering there is already 19AP spent in a Racial tree it wouldn't be that hard to shift that AP to another Race with interesting DMs like Elves.
For a new player (especially on their first life) and/or an experienced player who doesn't want to grind green steel Displacement clickies, Elves with their racial weapons (Scimtars/Rapier) and built-in Displacement may have a fit/place. I know going Dex-based is less damage overall but the loss isn't as great as with some builds that have access to Divine Might, Power Surge, (and considering the proposed changes to Overwhelming Critical) etc.. Being able to focus on one stat like Dex may simplify things for folk with limited resources and give a viable reflex save (though with Evasive Dance giving the equivalent of Improved Evasion it isn't as critical).
All that being said there is nothing to say that an Elf couldn't also be Strength based (but just add Displacement & Racial weapons)...
Just some thoughts but it may be worth posting an updated "Elven Displacement Tempest Trapmonkey variant for new players" with pros/cons as an option for folk...
EllisDee37
08-18-2014, 10:53 PM
I do still have an unused reserved post at the top of the thread. That would be a fine place to include dwarf, elf and half-elf variants.
Vindraxx
08-19-2014, 11:35 AM
I just want to say that I've been running this build on my currently 4 Ranger / 1 Rogue / 1 Fighter and have been having a blast so far. With cleave/great cleave at low levels the damage output is seriously impressive and fun. You were right about the low will saves though, I was running elite Garl's Tomb with tons of troglodyte warlocks and if they get one hold person off on me, I'm stuck sitting there for the full 10 seconds until I'm likely to get held immediately again after haha. Definitely looking forward to some freedom of movement. Makes me wish I had a few bard past lives.
Great build though, really enjoying it. I definitely would be interested in an elf/dex/displace variant, but the human ddoor/exp. retreat is great for low levels. While maybe less newbie friendly, could be interesting with a monk splash.
PaParker
08-21-2014, 06:36 PM
Level 5 and enjoying the build so far despite not having any twink gear to make it super-powerful. It's been a couple years since I last played so lots has changed and i've forgotten much of what I used to know anyway. I read through all 9 pages but may have missed something, forgotten I read it, or simply overloaded- hope someone can straighten me out on some things:
Search / Disable / Open : Will this build be competent to serve as the trapmonkey for a group at endgame? What are the important skill breakpoints to hit? Can someone tell me what the suffixes are I should be using to search the AH for appropriate skill items?
I notice that my character screen is very inconsistent about what attack bonus it shows me having. I've seen it show 16/11, 12/7, and 7/2 seemingly without reason. I thought it would be related to my use (or disuse) of power attack but that doesn't seem to be the case. I notice the differences in between fights- standing still, the same weapons equipped, and with / without power attack. Is there a significant delay to the character screen updating of this attack bonus information or what might I be overlooking?
Thanks!
EllisDee37
08-21-2014, 07:37 PM
It appears that I will be updating this build again when U23 goes live. Fortunately this time it's just the enhancements, so no worries about disenfranchising players in the middle of leveling. Specifically, two high level melee attack enhancements look like they'll become usable:
Tempest, Tier 4: The Growing Storm
On Live: Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain +1 damage and -2 Armor Class for 5 seconds. This effect can stack up to 10 times. (Cooldown: 2 minutes)
U23 Change: The Growing Storm now has a 30 second cooldown. The stackable -2 AC benefit has been removed.
-2 AC "benefit"? Whatever, who cares. A two minute cooldown made this ability useless. A 30 second cooldown makes it fun. Woohoo!
Tempest, Tier 5: Dance of Death
On Live: Melee Dual Wielding Attack: Deals +1/+3/+5[W] damage. Your basic attacks when dual wielding strike 2/3/4 targets per swing instead of one for 6 seconds. (Cooldown: 1 minute)
U23 Change: Dance of Death now has a 15 second cooldown.
This actual ability is very nice and sounds super fun, but again was rendered useless by the ridiculous cooldown. This will likely end up being a bread-and-butter attack when U23 goes live.
I'll wait until the changes go live to redo the enhancements proper. Just a head's up that changes are coming.
I notice that my character screen is very inconsistent about what attack bonus it shows me having. I've seen it show 16/11, 12/7, and 7/2 seemingly without reason. I thought it would be related to my use (or disuse) of power attack but that doesn't seem to be the case. I notice the differences in between fights- standing still, the same weapons equipped, and with / without power attack. Is there a significant delay to the character screen updating of this attack bonus information or what might I be overlooking?Are you checking in the middle of an attack sequence? Your BAB changes every swing in the sequence.
PaParker
08-21-2014, 08:38 PM
Negative, standing still and well out of combat with no fading effects or anything
drnknmnky
08-28-2014, 12:08 PM
Could some one share good weapons for this build for levels 24+? I do not have epic elemental khopeshes of water or Drow khopeshes but I do have 4 thunderforged khopeshes and two celestias.
What are good combinations for upgrades for either 1 pair or 2 pair of TF weapons?
Grailhawk
08-28-2014, 12:28 PM
Could some one share good weapons for this build for levels 24+? I do not have epic elemental khopeshes of water or Drow khopeshes but I do have 4 thunderforged khopeshes and two celestias.
What are good combinations for upgrades for either 1 pair or 2 pair of TF weapons?
In not particular order weapons that this build should think to have are
Green Steel Lit II Khopesh, Green Steel Min II Khopesh, Lit II Bow
Balizarde, Celestia, Mornh, Drow Khopesh, Pinion
Mortal Fear Khopesh (might be able to make a case for Warhammers If you are always in LD), Burning Emptiness or Crippling Flame Scimitars/Rapiers
AbyssalMage
09-02-2014, 07:39 PM
It appears that I will be updating this build again when U23 goes live. Fortunately this time it's just the enhancements, so no worries about disenfranchising players in the middle of leveling. Specifically, two high level melee attack enhancements look like they'll become usable:
Tempest, Tier 4: The Growing Storm
On Live: Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain +1 damage and -2 Armor Class for 5 seconds. This effect can stack up to 10 times. (Cooldown: 2 minutes)
U23 Change: The Growing Storm now has a 30 second cooldown. The stackable -2 AC benefit has been removed.
-2 AC "benefit"? Whatever, who cares. A two minute cooldown made this ability useless. A 30 second cooldown makes it fun. Woohoo!
Tempest, Tier 5: Dance of Death
On Live: Melee Dual Wielding Attack: Deals +1/+3/+5[W] damage. Your basic attacks when dual wielding strike 2/3/4 targets per swing instead of one for 6 seconds. (Cooldown: 1 minute)
U23 Change: Dance of Death now has a 15 second cooldown.
This actual ability is very nice and sounds super fun, but again was rendered useless by the ridiculous cooldown. This will likely end up being a bread-and-butter attack when U23 goes live.
This may tip my hat on doing life #3 as a Ranger (Life 1: Ranger; Life 2: Monk). With all of the focus on the forums being on Blitz, Paladins, and loot (to a lesser degree) I don't think I have read a single thread on this proposed change. Thanks for the update :)
I really enjoyed my Elven Tempest Trapmonkey, which became cool after the enhancement pass. With the proposed changed to OC and the above changes (T5 Tempest), Cleave and Great Cleave may become more discretionary on preference/ED, which may open up some really fun possibilities.
Merfyn
09-05-2014, 11:18 AM
Mr. Dee -
I have an old "Exploiter" that I'm thinking of converting to something along these lines, but I already took 1 Monk level and don't want to eat my free +20 heart (I'm a f2p, ignoring over $60 put into this game to date).
What alterations to your build would you suggest? As I recall, she's a human 10Rgr/1Rog/1Mnk currently.
Grailhawk
09-05-2014, 11:31 AM
Mr. Dee -
I have an old "Exploiter" that I'm thinking of converting to something along these lines, but I already took 1 Monk level and don't want to eat my free +20 heart (I'm a f2p, ignoring over $60 put into this game to date).
What alterations to your build would you suggest? As I recall, she's a human 10Rgr/1Rog/1Mnk currently.
Since monk bonus feat can be used on EWP: Khopesh but Power Attack, Precision, or Dodge can just swap those feat in the leveling order, and pick up Haste Boost from Tempest instead of the 1 rank of Sprint boost.
EllisDee37
09-05-2014, 01:10 PM
I'm not entirely sure how I'd do this with a monk level. Being uncentered drives me up a wall, and unarmed combat is very slow with only a single monk level. Maybe short swords?
Merfyn
09-05-2014, 05:58 PM
I'm not entirely sure how I'd do this with a monk level. Being uncentered drives me up a wall, and unarmed combat is very slow with only a single monk level. Maybe short swords?
Well, I don't <have> to stay centered, though IIRC I can't stay in stance unless I'm wearing PJ's instead of leather. Thinking more about how to make good in spite of the monk level.
Grailhawk
09-05-2014, 06:07 PM
Well, I don't <have> to stay centered, though IIRC I can't stay in stance unless I'm wearing PJ's instead of leather. Thinking more about how to make good in spite of the monk level.
Are you looking to do something other then 18/1/1?
Merfyn
09-05-2014, 07:09 PM
Are you looking to do something other then 18/1/1?I'm open to suggestions. It's more that I'd already taken the 1 Monk level and want to try to salvage her instead of re-roll since she's eaten a few of my scarce tomes (+3Str, +2Dex/Con/Wis).
Looking at her right now - 10/1/1 human with 23Str-25Dex-16Con-16Int-16Wis-8Cha
Grailhawk
09-05-2014, 08:40 PM
I'm open to suggestions. It's more that I'd already taken the 1 Monk level and want to try to salvage her instead of re-roll since she's eaten a few of my scarce tomes (+3Str, +2Dex/Con/Wis).
Looking at her right now - 10/1/1 human with 23Str-25Dex-16Con-16Int-16Wis-8Cha
So then what do you need help with to convert the build as posted here over to 18/1/1 with monk? The build are very similar only difference is in feat order and a few ap spent in different places?
The difference between 1 fighter and 1 monk is very little both basically give you a free feat.
Merfyn
09-08-2014, 07:24 PM
So then what do you need help with to convert the build as posted here over to 18/1/1 with monk? The build are very similar only difference is in feat order and a few ap spent in different places?
The difference between 1 fighter and 1 monk is very little both basically give you a free feat.That's what I was asking; I'm a casual player so I don't necessarily grasp the niceties of builds. If it's a straight-out swap then that's fine...
For example, I thought I saw Cleave in the original but don't know if that's something a Monk gets the opportunity to take.
Verivaras
09-12-2014, 03:30 AM
Hi!
This is my elven dex version what i'm leveling. Seems to be working out quite good. :) Just hit level 10.
Level 28 True Neutral Elf Male (36pt build)
(1 Fighter / 1 Rogue / 18 Ranger / 8 Epic)
Hit Points: 394
Spell Points: 260
BAB: 19/19/24/29/29
Fortitude: 16
Reflex: 25
Will: 6
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 28)
Strength 12 14
Dexterity 20 34
Constitution 14 16
Intelligence 14 16
Wisdom 8 10
Charisma 8 10
Tomes Used:
+2 to all stats
Skills at lvl 28:
Balance 26
Concentration 34
Disable Device 34
Heal 31
Hide 23
Jump 15
Move Silently 22
Open Lock 24
Search 36
Spot 33
Tumble 21
Use Magic Device 31
Leveling order: Rogue, 9 lvl's Ranger, Fighter, rest Ranger
Feats:
Favored Enemy: Undead
Favored Enemy: Giant
Favored Enemy: Construct
Favored Enemy: Evil Outsider
Past Life: Ranger
Past Life: Fighter
Feat: (1) Dodge
Feat: (3) Precision
Feat: (6) Least Dragonmark of Shadow
Feat: (9) *Imp. Crit Slashing (can be replaced after shroud/thunderforged/something else with keen)
Feat: (10) Mobility
Feat: (12) Empower Healing Spell
Feat: (15) Quicken
Feat: (18) *Toughness
Feat: (21) *Quick Draw
Feat: (24) Epic: Great Dex
Feat: (26) Epic Destiny: Perfect Two Weapon Fighting
Feat: (27) Epic: Blinding Speed / Great Dex / Epic Damage Reduction / Combat Archery
Feat: (28) Epic Destiny: Elusive Target / Forced Escape / Spellpower: Pos
* Alternative Feat Choices:
Extend (if it works with Dragonmark Displacement?)
Spring Attack
Sap
TWFD
Imp Crit: Ranged Weapons
Point Blank Shot
PA + Cleave + Overwhelming Critical (after the update?)
Epic Destinys:
Fury of the Wild / Shadowdancer / Primal Avatar
(I haven't yet leveled to epic's but these are the prime candidates, Primal for the Cocoon.)
Enhancements:
Enhancement: Elf - Elven Accuracy (Rank 2)
Enhancement: Elf - Elven Dexterity (Rank 2)
Enhancement: Elf - Phiarlan Dragonmark Focus (Rank 3)
Enhancement: Elf - Lesser Dragonmark of Shadow (Rank 1)
Enhancement: Elf - Greater Dragonmark of Shadow (Rank 1)
Enhancement: Elf - Aerenal Weapon Training (Rank 4)
Enhancement: Elf - Skill
Enhancement: Tempest (Rgr) - Shield of Whirling Steel
Enhancement: Tempest (Rgr) - Tempest
Enhancement: Tempest (Rgr) - Graceful Death
Enhancement: Tempest (Rgr) - Deflect Arrows
Enhancement: Tempest (Rgr) - Whirlwind
Enhancement: Tempest (Rgr) - Improved Reaction (Rank 3)
Enhancement: Tempest (Rgr) - Whirling Blades (Rank 4)
Enhancement: Tempest (Rgr) - Improved Parry (Rank 3)
Enhancement: Tempest (Rgr) - Improved Dodge (Rank 3)
Enhancement: Tempest (Rgr) - Improved Mobility (Rank 3)
Enhancement: Tempest (Rgr) - Dexterity (Rank 2)
Enhancement: Tempest (Rgr) - Elaborate Parry (Rank 3)
Enhancement: Tempest (Rgr) - Evasive Dance (Rank 1)
Enhancement: Tempest (Rgr) - The Growing Storm (Rank 2) (if the cooldown comes down)
Enhancement: Tempest (Rgr) - Dance of Death (Rank 3) (if the cooldown comes down)
Enhancement: Deepwood Stalker (Rgr) - Far Shot
Enhancement: Deepwood Stalker (Rgr) - Sneak Attack
Enhancement: Deepwood Stalker (Rgr) - Exposing Strike
Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 3)
Enhancement: Deepwood Stalker (Rgr) - Versatile Empathy (Rank 2)
Enhancement: Deepwood Stalker (Rgr) - Empathic Healing (Rank 2)
Enhancement: Kensei (Ftr) - Kensei Focus: Heavy Blades (Rank 1)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 3)
Weapons are mainly scimmys, maces and bow.
unbongwah
09-12-2014, 08:21 AM
Feat: (9) *Imp. Crit Slashing (can be replaced after shroud/thunderforged/something else with keen)
I recommend rapiers instead b/c Aerenal enhs affect rapiers, longswords, and longbows. You'll want the Aerenal line b/c Elven Grace is the only way of getting DEX-to-dmg with longbows.
Extend (if it works with Dragonmark Displacement?)
It does. And since you only get 4 uses per rest of Gtr DMs (5 if you have eChimera's Crown (http://ddowiki.com/page/Epic_Chimera%27s_Crown)), I recommend taking it on a DMed elf. See the 2nd build in my Elven Ranger thread for an example.
Bridge_Dweller
09-12-2014, 08:41 AM
So then what do you need help with to convert the build as posted here over to 18/1/1 with monk? The build are very similar only difference is in feat order and a few ap spent in different places?
The difference between 1 fighter and 1 monk is very little both basically give you a free feat.
1 fighter is better than 1 monk for this build. The "Exploiter" is dead :cool:
U23 is adding another big plus for the 1 fighter splash, heavy armor proficiency. There are situations where you're better off in heavy armor than light.
Grailhawk
09-12-2014, 08:48 AM
1 fighter is better than 1 monk for this build. The "Exploiter" is dead :cool:
U23 is adding another big plus for the 1 fighter splash, heavy armor proficiency. There are situations where you're better off in heavy armor than light.
OK agreed but the guy I was talking to with that post already had a 10/1/1 monk and was asking what to do I was saying just go with it, its not a horrible situation nor worth an LR+1 to change.
Merfyn
09-12-2014, 10:03 AM
OK agreed but the guy I was talking to with that post already had a 10/1/1 monk and was asking what to do I was saying just go with it, its not a horrible situation nor worth an LR+1 to change.
Correct, and I thank you for the advice.
After all, this is "for new players", which I still am despite being pretty long in the tooth. I still haven't unlocked Gianthold or Vale.
EllisDee37
10-07-2014, 12:04 AM
After mulling over the U23 changes for a week, I finally came up with a new set of enhancements for this build. It's taking me longer than expected to update the build, though, so this is a head's up to expect changes to the build in the next day or so.
Only enhancements are changing, so it shouldn't be an issue for anyone in the middle of leveling. Once the updated build is posted, just choose Reset All Trees and then apply the enhancements as listed up to your level.
The big ticket changes are to add The Growing Storm and Dance of Death, both of which had their cooldowns lowered in U23. They now look pretty darn fun. I also added in the expensive Improved Parry line, which gives +10 PRR for 6 AP, because U23 buffed the effect of PRR. To make room for this extra 15 AP (!) I lowered the human tree from 19 AP to 15 AP, streamlined deepwood stalker from 12 AP to 11 AP, dropped the Arcane Archer tree altogether (7 AP to 0 AP), and reshuffled the tempest tree a bit.
Here's the "old" enhancements for reference:
1.1 Human Core: Damage Boost
1.2 Human1: Orien Dragonmark Focus I
1.3 Human1: Nimble Fingers I
1.4 Human1: Nimble Fingers II
2.1 Deepwood Stalker Core: Far Shot
2.2 DS1: Increased Empathy I
2.3 DS1: Increased Empathy II
2.4 DS1: Increased Empathy III
3.1 DS1: Versatile Empathy I
3.2 DS2: Empathic Healing I
3.3 DS1: Versatile Empathy II
4.1 DS2: Empathic Healing II
4.2 Kensei Core: Archery Focus
4.3 Kensei1: Haste Boost I
5.1 Human1: Improved Recovery
5.2 Human2: Lesser Dragonmark of Passage
6.1 Human1: Nimble Fingers III
6.2 Human2: Awareness I
6.3 Human3: Improved Recovery
7.1 Human3: Skill Mastery
7.2 Human3: Heroism
8.1 DS Core: Sneak Attack
8.2 DS Core: Exposing Strike
8.3 Human4: Greater Heroism
9.1 Arcane Archer Core: Arcane Archer
9.2 AA1: Awareness I
9.3 AA1: Awareness II
9.4 AA1: Awareness III
10.1 AA1: Energy of the Wild I
10.2 AA1: Energy of the Wild II
10.3 AA1: Energy of the Wild III
10.4 Kensei1: Haste Boost II
11.1 Mechanic Core: Arbalester
11.2 Mech1: Mechanics I
11.3 Mech1: Mechanics II
11.4 Mech1: Mechanics III
12.1 Tempest Core: Shield of Whirling Steel
12.2 Tempest1: Improved Reaction I
12.3 Tempest1: Improved Reaction II
12.4 Tempest1: Improved Reaction III
13.1 Tempest1: Whirling Blades
13.2 Tempest2: Whirling Blades
14.1 Tempest Core: Tempest
14.2 Tempest2: Bleed Them Out I
14.3 Tempest2: Bleed Them Out II
14.4 Tempest2: Bleed Them Out III
15.1 Tempest2: Sprint Boost I
15.2 Tempest3: Whirling Blades
16.1 Kensei1: Haste Boost III
16.2 Tempest2: Improved Dodge I
16.3 Tempest2: Improved Dodge II
16.4 Tempest2: Improved Dodge III
17.1 Tempest Core: Graceful Death
17.2 Tempest Core: Deflect Arrows
17.3 Tempest4: Whirling Blades
18.1 Tempest3: Strength
18.2 Tempest4: Strength
19.1 Human2: Awareness II
19.2 Tempest4: Elaborate Parry I
19.3 Tempest4: Elaborate Parry II
19.4 Tempest4: Elaborate Parry III
20.1 Tempest Core: Whirlwind
20.2 Tempest5: Evasive Dance I
20.3 Tempest5: Evasive Dance II
20.4 Tempest5: Evasive Dance III
Nodoze
10-07-2014, 11:01 AM
Thanks for keeping it updated for new (and old) players!
Merfyn
10-07-2014, 12:56 PM
Thanks for keeping it updated for new (and old) players!
Definitely. I don't like cookie-cutting but these help me keep from making more egregious errors from sheer n00bish-ness (like splashing Pal on a Drow Wiz).
EllisDee37
10-07-2014, 05:18 PM
Build is updated for the new enhancement list as of U23.
I'm quite happy with how they turned out. There's a nice balance of early self-healing, plus extra help in trapping throughout the heroic levels. Then at level 20, when the extra help for leveling is no longer needed, we switch them out to add in more DPS for epics.
My favorite bit is getting fully maxed improved evasion by 18, compared to the previous version which waited until level 20. Not a huge change, but enough to notice and well worth it.
The reason it took me a week to come up with these changes is because I kept trying to do a single, unified enhancement list, and kept needing 83 AP. When I finally realized that we could just reset enhancements along the way I was able to reclaim 3 AP by dropping the deepwood stalker healing (saving 1 AP, replace with cure moderate at 13) and the human greater heroism (saving 2 AP, replace with scrolls at 20) and everything fell into place.
It took me an extra day to post because I manually edited the build by hand, as opposed to using Ron's planner. Checking and double-checking that the enhancements are listed properly took more time than I expected.
Grailhawk
10-07-2014, 05:55 PM
Build is updated for the new enhancement list as of U23.
I'm quite happy with how they turned out. There's a nice balance of early self-healing, plus extra help in trapping throughout the heroic levels. Then at level 20, when the extra help for leveling is no longer needed, we switch them out to add in more DPS for epics.
My favorite bit is getting fully maxed improved evasion by 18, compared to the previous version which waited until level 20. Not a huge change, but enough to notice and well worth it.
The reason it took me a week to come up with these changes is because I kept trying to do a single, unified enhancement list, and kept needing 83 AP. When I finally realized that we could just reset enhancements along the way I was able to reclaim 3 AP by dropping the deepwood stalker healing (saving 1 AP, replace with cure moderate at 13) and the human greater heroism (saving 2 AP, replace with scrolls at 20) and everything fell into place.
It took me an extra day to post because I manually edited the build by hand, as opposed to using Ron's planner. Checking and double-checking that the enhancements are listed properly took more time than I expected.
Are you ignoring Harper because it needs to be payed for?
IMO Harper is worth 13 AP for Know the Angles, Melee Power and an Extra Favored Enemy. My take on enh
12 AP Human
Human Versatility: Damage Boost
Human Versatility: Skill/Saves Boost
Human Adaptability: +1 To Any Stat
Skill Focus: Awareness (Rank II)
Skill Focus: Nimble Fingers (Rank II)
Improved Recovery II
11 AP Stalker
Far Shot
Sneak Attack
Sniper Shot
Stealthy
Increased Empathy
Versatile Empathy
40 AP Tempest
Shield of Whirling Steel
Tempest
Graceful Death
Deflect Arrows
Whirlwind
Improved Reaction
Improved Dodge
Improved Parry
Whirling Blades IV
The Growing Storm
Elaborate Parry
Evasive Dance
Dance of Death
04 AP Kensei
Kensei Focus
Action Boost: Haste Boost
13 AP Harper
Agent of Good I
Harper Enchantment
Traveler's Toughness
Know the Angles
Versatile Adept I
Know Your Foe or Versatile Adept II (Rank II)
EllisDee37
10-07-2014, 06:12 PM
Are you ignoring Harper because it needs to be paid for?Yep.
I like your breakdown of enhancements. You're essentially dropping +2 strength and sprint boost (ouch!) from the tempest tree, +1 umd and dimension door (double ouch!) from the human tree, and +3 saves against traps from mechanic to free up 13 AP for the harper tree. I would definitely redo the 12 AP in human to include dimension door, but that's trivially easy to do without sacrificing much of anything.
For that 13 AP you gain +1 Favored Enemy (sweet!), +20 spell points, +1 weapon enhancement (nice), +4 melee power and int-based divine might (very nice). That's pretty solid. For this build I think I'd rather take Awareness instead of Toughness as the tier 1 Harper filler, but that's a minor quibble.
I should probably add an "If you have the Harper tree" breakdown for the level 20 final split.
EllisDee37
10-07-2014, 06:29 PM
I added in a modified version of your suggestion to the OP. Thanks much for the blueprint, I never would have been able to consider dropping sprint boost without seeing someone else suggest it first. It still hurts, but I see the logic.
EDIT: I also updated the "General Use" post to reflect the changes, plus added a couple links to the end of the "Gear" post to help show how to farm some of it up.
Caprice
10-08-2014, 09:52 AM
You don't have to go to The Portable Hole (http://ddowiki.com/page/The_Portable_Hole) to buy Greater Heroism scrolls. They are available in House Phiarlan in the Object Desire (http://ddowiki.com/page/Object_Desire) shop.
I think mentioning The Portable Hole is a positive thing since newer players may not be aware of it, but I would recommend that you also mention that the only way to get there is by casting the arcane Teleport & Greater Teleport spells. The Portable Hole is not shown anywhere on the Stormreach map and it is not accessible by foot or by using the city teleporters, so someone could easily waste a lot of time fruitlessly trying to find it. Granted that anyone using this build should be able to use Teleport scrolls at level 20 even if it isn't a 100% thing (target UMD of 36), but I think it is at least worth mentioning that that's how they'll need to get there. FWIW Teleport scrolls are available in House Jorasco at the House of Wizardry (near the airship tower) and in The Twelve.
P.S. +1 on the kudos for updating the build for the latest changes.
adfkj
10-30-2014, 11:16 AM
I've been using this build as described and adjusted for my third ranger life. Currently using the fully modified (reduced Human enhancements, full Harper suggestions) version from levels 18 to 22. I like it so far. Dodging, evasion and dps excel in the highest caster/melee mob clusters, especially while using Fury of the Wild for active destiny. Having Colors of the Queen active helps. Trapping suffers a little from the lack of Mechanic and I've run out of arrows a few (critical) times in spite of stocking up with 2000+ arrows upon setting out on ventures such as EE slayers runs in the Orchard where ranged party support is required after the party is low on SP and you need to stay alive. Having filled out FotW, I've moved on to Primal Avatar and even with the slight set back in melee capacity the build still performs well. I wouldn't recommend this build if you're the party's main trapper in EE but EH and EN questing seems to be okay. Soloing is fine thanks to evasion when you forget where a trap is or can't seem to make the roll even when GH and other modifiers are active. Decent trapper gear is required. If you like twitchy, front line builds this one is a lot of fun.
Thanks very much for all of your hard work in keeping this build active and updated!
EllisDee37
10-30-2014, 01:55 PM
Thanks much for the feedback. Sounds about right.
In terms of arrows, without the AA tree giving us infinite returning arrows, it's probably best to stock up on the 75% returning house D ones. Unless those are the 2000 you did stock up on and run out of?
Caprice
10-31-2014, 08:03 AM
If you can spare 2 inventory slots you can pick up a wand or a stack of scrolls of Flame Arrow (http://ddowiki.com/page/Flame_Arrow) and a stack of non-magical arrows off a vendor (general, ammo, or missile, found variously (http://ddowiki.com/page/Arrow)), and then with each Flame Arrow cast you can convert a single normal arrow into 500 conjured fire arrows (IIRC +0 attack/damage, +1d6 fire on hit). A fresh wand + half stack of arrows yields 25,000 conjured arrows, or a stack of scrolls and full stack of arrows will yield twice that (but cost & weigh more). That should hopefully last you longer than your average session.
Horza
11-04-2014, 04:05 AM
Thanks for the work done on this - as a casual rather than new player I always find your build plans a solid basis.
However I do have some options available to me that new players don't - I have Artificer open, and am thinking of TRing a Juggernaut into something of a Tempest Trapmonkey for one or more lives. I have a fair selection of Repeaters to choose from, and was thinking about replacing the Rogue level with an Artificer one, otherwise keeping the concept much the same. What kind of impact would that have? Losing SA of course, but what else? In exchange I'll have repeaters for early levelling which will work well with IPS later, and a lever-puller pet as an occasional utility extra.
I suppose I could take this further and take 2 levels (runearms) and maybe even make it WF, but I suspect that ruins the whole concept.
Any advice welcome.
cru121
11-04-2014, 05:20 AM
replacing Rogue with Artificer
I think a single level of Arti instead of Rogue is actually superior.
Two levels of artificer, that is going to cost you something. Either 5% doublestrike from Tempest core, or Haste boost.
If you drop below 18 levels of ranger, you can go to 15 or even 12. This opens a lot of options obviously.
WF would be hard to heal I guess.
EllisDee37
11-04-2014, 04:59 PM
Artificer instead of rogue is very strong.
I can justify/defend taking 18 ranger levels, but only just barely. Feel free to drop it down to 15 ranger levels; 15/4/1 or 15/3/2 ranger/arti/fighter would both work fine and keep the flavor/concept of this build intact. In terms of if 18/1/1 ranger/artie/fighter works just as well as 18/1/1 ranger/rogue/fighter, my guess is that it does.
Grailhawk
11-04-2014, 05:09 PM
My issue with Arti splash has always been that since bow strength doesn't work with repeaters its a lot less interesting then it could be.
That said using AP in Harper to pick up int to damage and going int based might make it more interesting.
Caprice
11-05-2014, 09:31 AM
You also can't use Manyshot with repeaters. If you intend to spend more time doing Ranged damage than MS bursts & occasionally kiting harder pulls then I think you might want to invest more feats and AP into ranged combat, at which point you are talking about a somewhat different (but also strong) build. The recent changes to Dance of Death and Overwhelming Critical make the cleave feats useful but less critical to have, and the cleaves are relatively weak with TWF compared to some of the other fighting styles, so you could probably drop those two for something to make your repeaters more effective (e.g. PBS and IC:Ranged).
EllisDee37
11-05-2014, 05:54 PM
The recent changes to Dance of Death and Overwhelming Critical make the cleave feats useful but less critical to have, and the cleaves are relatively weak with TWF compared to some of the other fighting styles, so you could probably drop those two for something to make your repeaters more effective (e.g. PBS and IC:Ranged).I've been wondering if it makes sense to drop the cleaves altogether anyway, but I'm hesitant to change this build yet again since it's gone through two changes in the last few months. The basic idea would be to drop power attack and both cleaves, and take precision at level 3 (requires BAB 1). That frees up three feats, making room for PBS, improved crit: ranged, and one other. Maybe mobility?
Even with dance of death, I do still use my cleaves on this guy, so I don't think it's clearly better. But the thought is there.
Emizand
11-05-2014, 07:41 PM
I've been wondering if it makes sense to drop the cleaves altogether anyway, but I'm hesitant to change this build yet again since it's gone through two changes in the last few months. The basic idea would be to drop power attack and both cleaves, and take precision at level 3 (requires BAB 1). That frees up three feats, making room for PBS, improved crit: ranged, and one other. Maybe mobility?
Even with dance of death, I do still use my cleaves on this guy, so I don't think it's clearly better. But the thought is there.
Am toying with the idea of 1arti, 3 barb, 16 ranger. Depends how barb changes pan out, but 3 x healing amp and supreme cleave are going to be tight on APs. Could be nice if I can balance though.
Horza
11-06-2014, 12:47 AM
I've been wondering if it makes sense to drop the cleaves altogether anyway, but I'm hesitant to change this build yet again since it's gone through two changes in the last few months. The basic idea would be to drop power attack and both cleaves, and take precision at level 3 (requires BAB 1). That frees up three feats, making room for PBS, improved crit: ranged, and one other. Maybe mobility?
Even with dance of death, I do still use my cleaves on this guy, so I don't think it's clearly better. But the thought is there.
Ellis, isn't the "problem" here that the build could jump off in several different directions? As a new player build this is a good starting point for the directions Tempest builds can go, and what those builds are looking for in their splashes/feats. You have one post reserved at the top, maybe use it to discuss the different directions it can be taken?
I'm still looking at all the possibilities that using Artificer could open up. 1 Arty level is fine, but 2 gives me Runearms. But if I go to 4 I get a bonus feat that lets me pick up BSwds instead of Khopesh, letting me drop the fighter level entirely, and pick up Flurry at 5. Which means I can switch to a Juggernaut playstyle of Flurry/Manyshot/CleavingBswds. I'd really miss the Reconstruct though, and there's always the INT-based build to think about...
Similarly there is your variation where you shift the balance to Ranged. If you do, then it makes sense to mention the Longbow of Earth from the challenges. You would shift to looking for CC from the Manyshotted StonePrison effect on it rather than the Paralyzing Cleaves the Water Khopeshes give you. (NB I think that's the main argument against dropping cleave on this build - reduced CC while levelling).
Then there are the other TWF variants you could look at - take Drow, switch to shortswords, swap Fighter to a deeper Monk splash and go centred. Halfling would give you access to Heals from the Dragonmark. The possibilities are near endless though - maybe just link to decent examples so new players can see how things work.
Nodoze
11-06-2014, 10:42 AM
Good discussions. Remember that for New Players the F2P classes should be kept in consideration and likely have priority. I think Rogue is a good starting point for many folk though listing variants and/or jumping off points does add value...
EllisDee37
04-08-2015, 05:20 PM
While updating the output format, technically no changes were made. I did add an optional range dps feat progression to the OP, but the default feats list is the same as it is here:
Character Plan by DDO Character Planner Version 03.16.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Tempest Trapmonkey
Level 28 Human
(18 Ranger / 1 Rogue / 1 Fighter / 8 Epic)
Abilities 28pt 32pt 34pt 36pt
Strength 16 16 18 18
Dexterity 14 14 14 14
Constitution 14 16 14 15
Intelligence 14 14 14 14
Wisdom 8 8 8 8
Charisma 8 8 8 8
Skills Ranks
Concentration 23
Search 23
Spot 23
Disable Device 23
UMD 23
Open Lock 19
Jump 4
Balance 4
Haggle 4
Heal 3
Swim 3
Tumble 1
Feats
1 : Power Attack
1H: Least Dragonmark of Passage
3 : Cleave
4F: Exotic Weapon Proficiency: Khopesh
6 : Great Cleave
9 : Improved Critical: Slashing
12 : Empower Healing Spell
15 : Dodge
18 : Precision
21E: Overwhelming Critical
24E: Quicken Spell
26E: Perfect Two Weapon Fighting
27E: Blinding Speed
28E: Toughness
Favored Enemy
2: Favored Enemy: Undead
7: Favored Enemy: Construct
12: Favored Enemy: Giant
17: Favored Enemy: Evil Outsider
Fury of the Wild
Primal Scream II
Tunnel Vision III
Acute Instincts III
Constitution II
Gird Against Demons I
Overwhelming Force III
Sense Weakness III
Fury Eternal
Unbridled Fury
Twist 1: Rejuvenation Cocoon
Twist 2: Brace For Impact
Twist 3: Extra Action Boost
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Concentration (+2)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Heal (+2)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Swim (+3)
Skill: Tumble (+1)
Skill: Use Magic Device (+4)
Feat: (Human Bonus) Least Dragonmark of Passage
Feat: (Selected) Power Attack
Enhancement: Human Core: Damage Boost
Enhancement: Human1: Orien Dragonmark Focus I
Enhancement: Human1: Orien Dragonmark Focus II
Enhancement: (Save last point for spending 5 AP on level 2)
Level 2 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Undead
Enhancement: Deepwood Stalker Core: Far Shot
Enhancement: DS1: Increased Empathy I
Enhancement: DS1: Increased Empathy II
Enhancement: DS1: Increased Empathy III
Enhancement: DS1: Versatile Empathy I
Level 3 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Cleave
Enhancement: DS2: Empathic Healing I
Enhancement: DS2: Empathic Healing II
Level 4 (Fighter)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Spot (+1)
Feat: (Fighter Bonus) Exotic Weapon Proficiency: Khopesh
Enhancement: Kensei Core: Archery Focus
Enhancement: Kensei1: Haste Boost I
Enhancement: Tempest Core: Shield of Whirling Steel
Enhancement: Tempest1: Improved Reaction I
Level 5 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+2)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Tempest1: Whirling Blades
Enhancement: Tempest1: Improved Reaction II
Enhancement: Tempest Core: Tempest
Level 6 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+2)
Feat: (Selected) Great Cleave
Spell (1): Resist Energy
Enhancement: Human1: Improved Recovery
Enhancement: Human2: Lesser Dragonmark of Passage
Level 7 (Ranger)
Skill: Concentration (+3)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Construct
Enhancement: Tempest2: Sprint Boost I
Enhancement: DS1: Versatile Empathy II
Enhancement: DS Core: Sneak Attack
Level 8 (Ranger)
Ability Raise: STR
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (1): Ram's Might
Enhancement: DS Core: Exposing Strike
Enhancement: Human1: Orien Dragonmark Focus III
Enhancement: Human1: Awareness I
Enhancement: Human2: Nimble Fingers I
Level 9 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Human3: Skill Mastery
Enhancement: Human3: Heroism
Level 10 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (2): Cure Light Wounds
Enhancement: Human3: Improved Recovery
Enhancement: Human4: Greater Heroism
Level 11 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Tempest1: Improved Reaction III
Enhancement: Tempest2: Whirling Blades
Enhancement: Kensei1: Haste Boost II
Level 12 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Empower Healing Spell
Feat: (Favored Enemy) Favored Enemy: Giant
Spell (2): Protection from Energy
Enhancement: Tempest3: Whirling Blades
Enhancement: Human4: Improved Recovery
Level 13 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (3): Cure Moderate Wounds
Reset All Trees
Human (17 AP)
Enhancement: Core: Damage Boost
Enhancement: Core: Strength
Enhancement: Tier 1: Orien Dragonmark Focus I
Enhancement: Tier 1: Awareness III
Enhancement: Tier 1: Improved Recovery
Enhancement: Tier 2: Lesser Dragonmark of Passage
Enhancement: Tier 3: Improved Recovery
Enhancement: Tier 3: Heroism
Enhancement: Tier 4: Greater Heroism
Deepwood Stalker (11 AP)
Enhancement: Core: Far Shot
Enhancement: Core: Sneak Attack
Enhancement: Core: Exposing Strike
Enhancement: Tier 1: Stealthy III
Enhancement: Tier 1: Increased Empathy III
Enhancement: Tier 1: Versatile Empathy II
Kensei (4 AP)
Enhancement: Core: Archery Focus
Enhancement: Tier 1: Haste Boost III
Mechanic (4 AP)
Enhancement: Core: Arbalester
Enhancement: Tier 1: Mechanics III
Tempest (12+4 AP)
Enhancement: Core: Shield of Whirling Steel
Enhancement: Core: Tempest
Enhancement: Core: Graceful Death
Enhancement: Tier 1: Improved Reaction III
Enhancement: Tier 1: Whirling Blades
Enhancement: Tier 2: Whirling Blades
Enhancement: Tier 2: Sprint Boost I
Enhancement: Tempest3: Whirling Blades
Enhancement: Tempest2: Improved Parry I
Level 14 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (3): Wild Instincts
Enhancement: Tempest2: Improved Parry II
Enhancement: Tempest2: Improved Parry III
Level 15 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Dodge
Enhancement: Tempest Core: Deflect Arrows
Enhancement: Tempest2: Improved Dodge I
Enhancement: Tempest2: Improved Dodge II
Enhancement: Tempest2: Improved Dodge III
Level 16 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (1): Jump
Spell (4): Freedom of Movement
Enhancement: Tempest3: Strength
Enhancement: Tempest4: Whirling Blades
Level 17 (Ranger)
Skill: Concentration (+1)
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
Spell (4): Cure Serious Wounds
Enhancement: Tempest4: Elaborate Parry I
Enhancement: Tempest4: Elaborate Parry II
Enhancement: Tempest5: Evasive Dance I
Enhancement: Tempest5: Evasive Dance II
Level 18 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Precision
Spell (2): Barkskin
Enhancement: Tempest4: Elaborate Parry III
Enhancement: Tempest5: Evasive Dance III
Enhancement: Tempest4: Strength or Human4: Improved Recovery
Level 19 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Human4: Improved Recovery or Tempest4: Strength
Enhancement: Kensei1: Extra Action Boost I
Level 20 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (1): Merfolk's Blessing
Reset All Trees
Human (15 AP)
Enhancement: Core: Damage Boost
Enhancement: Core: Strength
Enhancement: Core: Saves Boost
Enhancement: Tier 1: Orien Dragonmark Focus I
Enhancement: Tier 1: Awareness I
Enhancement: Tier 1: Improved Recovery
Enhancement: Tier 2: Lesser Dragonmark of Passage
Enhancement: Tier 2: Nimble Fingers I
Enhancement: Tier 3: Skill Mastery
Enhancement: Tier 3: Improved Recovery
Deepwood Stalker (11 AP)
Enhancement: Core: Far Shot
Enhancement: Core: Sneak Attack
Enhancement: Core: Exposing Strike
Enhancement: Tier 1: Stealthy III
Enhancement: Tier 1: Increased Empathy III
Enhancement: Tier 1: Versatile Empathy II
Kensei (4 AP)
Enhancement: Core: Archery Focus
Enhancement: Tier 1: Haste Boost III
Mechanic (4 AP)
Enhancement: Core: Arbalester
Enhancement: Tier 1: Mechanics III
Tempest (46 AP)
Enhancement: Core: Shield of Whirling Steel
Enhancement: Core: Tempest
Enhancement: Core: Graceful Death
Enhancement: Core: Deflect Arrows
Enhancement: Core: Whirlwind
Enhancement: Tier 1: Improved Reaction III
Enhancement: Tier 1: Whirling Blades
Enhancement: Tier 2: Improved Parry III
Enhancement: Tier 2: Improved Dodge III
Enhancement: Tier 2: Whirling Blades
Enhancement: Tier 2: Sprint Boost I
Enhancement: Tier 3: Whirling Blades
Enhancement: Tier 3: Strength
Enhancement: Tier 4: Elaborate Parry III
Enhancement: Tier 4: The Growing Storm III
Enhancement: Tier 4: Whirling Blades
Enhancement: Tier 4: Strength
Enhancement: Tier 5: Evasive Dance III
Enhancement: Tier 5: Dance of Death III
Level 21 (Epic)
Feat: (Selected) Epic: Overwhelming Critical
Level 22 (Epic)
Level 23 (Epic)
Level 24 (Epic)
Ability Raise: STR
Feat: (Selected) Quicken Spell
Level 25 (Epic)
Level 26 (Epic)
Feat: (Selected) Epic Destiny: Perfect Two Weapon Fighting
Level 27 (Epic)
Feat: (Selected) Epic: Blinding Speed
Level 28 (Epic)
Ability Raise: STR
Feat: (Selected) Epic Destiny: Toughness
<End of build>
Bill_Jones
04-10-2015, 09:14 AM
Question: Greater Heroism or Dance of Death?
I can understand why Dance of Death is good -- striking multiple opponents for 10 seconds -- but I shifted the AP from that to the Greater Heroism line to increase my Search & Disable Device. Even with decent gear (+6 INT, +15 Search) I wasn't finding some trap boxes on Epic Hard.
I am on a F2P account, so Planar Gird would be great, but I don't want to "waste" what little plat I have on scrolls.
Is the dps from Dance of Death better than Greater Heroism if I have to choose one or the other, at least for a while?
Bill_Jones
04-10-2015, 09:18 AM
Good discussions. Remember that for New Players the F2P classes should be kept in consideration and likely have priority. I think Rogue is a good starting point for many folk though listing variants and/or jumping off points does add value...
Absolutely. Without tomes, Green Steel hit point items, greater/superior false life and other HP increasing items, elite traps can hurt lots when you run a F2P account.
Up to +30% xp bonus for traps is a good thing as well.
Grailhawk
04-10-2015, 10:05 AM
Is the dps from Dance of Death better than Greater Heroism if I have to choose one or the other, at least for a while?
DoD is the right choice, just pick up 2-3 GH scrolls and save them for the really nasty traps if you are plat tight.
unbongwah
04-10-2015, 10:13 AM
Question: Greater Heroism or Dance of Death?
Why is it a dichotomy? 37 APs for DoD + Whirlwind and 17 APs for Gtr Heroism still leaves 26 APs to spread around. Everything else is negotiable. :)
EDIT: if you're asking which to prioritize before you have at least 54 APs...well, that's up to you.
EllisDee37
04-10-2015, 02:52 PM
Question: Greater Heroism or Dance of Death?
I can understand why Dance of Death is good -- striking multiple opponents for 10 seconds -- but I shifted the AP from that to the Greater Heroism line to increase my Search & Disable Device. Even with decent gear (+6 INT, +15 Search) I wasn't finding some trap boxes on Epic Hard.
I am on a F2P account, so Planar Gird would be great, but I don't want to "waste" what little plat I have on scrolls.
Is the dps from Dance of Death better than Greater Heroism if I have to choose one or the other, at least for a while?It's not hard to fit in Greater Heroism without sacrificing Dance of Death. The most obvious choice would be to drop the 2 strength from the tempest tree, saving 4 AP, and then spending those 4 AP on Heroism + Greater Heroism.
The build as written spends 15 AP in the human tree, already satisfying the tier 4 requirements.
If your strength is odd, drop one strength and one whirling blades.
EDIT: if you're asking which to prioritize before you have at least 54 APs...well, that's up to you.For me, Greater Heroism is the no-brainer in that scenario. Below level 18, traps and skill checks are a much bigger worry than mobs because heroic mobs are pretty weak. (The build is written this way, actually, taking Greater Heroism at 10 and Dance of Death at 20.)
MysticRhythms
04-14-2015, 01:29 PM
I've recently necroed some of my old "back when cap was 16" builds and at the time I had aDrow Tempest with W/P Rapiers. If I managed to salvage her with this idea of yours, would it make more sense for me to stick with my rapiers and max Dex instead of Strength taking advantage of the Tempest Core enhancements of Tempest/Graceful Death?
unbongwah
04-14-2015, 01:39 PM
I've recently necroed some of my old "back when cap was 16" builds and at the time I had aDrow Tempest with W/P Rapiers. If I managed to salvage her with this idea of yours, would it make more sense for me to stick with my rapiers and max Dex instead of Strength taking advantage of the Tempest Core enhancements of Tempest/Graceful Death?
In order to get DEX to dmg with rapiers on a Tempest, you need to take the Finesse feat, otherwise they don't count as light weapons.
MysticRhythms
04-14-2015, 02:30 PM
In order to get DEX to dmg with rapiers on a Tempest, you need to take the Finesse feat, otherwise they don't count as light weapons.
I likely have Weapon Finesse on that character. Assuming I do or just assume I use short swords on a drow ... does it still make more sense to amp up the DEX in my version of the build? This would free up some build points and possibly open up a slightly different array of feats.
EllisDee37
04-14-2015, 03:57 PM
Either way, I would definitely stick with rapiers.
The downside to dex to damage for drows using rapiers is that you gimp your range option; the only way to get dex to damage on a bow is to be an elf. So your rapier would be dex to damage, but your shortbow would still be strength to damage.
I bring this up because I was going to say "Sure, drop the cleave line, take the alternate range feats listed in the OP, then take weapon finesse instead of dodge, moving dodge later to replace mobility."
But then I realized that this would be "maximizing" your range dps with feats while at the same time dumping strength, which would nerf your range dps into the ground.
MysticRhythms
04-14-2015, 04:09 PM
Either way, I would definitely stick with rapiers.
The downside to dex to damage for drows using rapiers is that you gimp your range option; the only way to get dex to damage on a bow is to be an elf. So your rapier would be dex to damage, but your shortbow would still be strength to damage.
I bring this up because I was going to say "Sure, drop the cleave line, take the alternate range feats listed in the OP, then take weapon finesse instead of dodge, moving dodge later to replace mobility."
But then I realized that this would be "maximizing" your range dps with feats while at the same time dumping strength, which would nerf your range dps into the ground.
I guess the other option would be to dip into Harper and skip it all and just go Int to damage and then take insightful Reflexes to keep your Reflex save high enough for traps. It would require 12 total points spent in Harper though likely more because now you aren't going to be raising your Dex with enhancements much anymore.
Hrm ... this might be a fun alternative since Drow do get +2 to Int and it would make the trapping skills much better.
EllisDee37
04-14-2015, 04:12 PM
I guess the other option would be to dip into Harper and skip it all and just go Int to damage and then take insightful Reflexes to keep your Reflex save high enough for traps. It would require 12 total points spent in Harper though likely more because now you aren't going to be raising your Dex with enhancements much anymore.
Hrm ... this might be a fun alternative since Drow do get +2 to Int and it would make the trapping skills much better.Even if it ends up being suboptimal, it sounds super fun to try. I encourage you to give int to damage a shot and report back how it goes.
MysticRhythms
04-14-2015, 04:36 PM
Even if it ends up being suboptimal, it sounds super fun to try. I encourage you to give int to damage a shot and report back how it goes.
It's not like it's something I couldn't undo anyway. It's a first-lifer. Then maybe Shiradi Champion ends up being a slightly better ED choice or just say screw it and try Fury anyway. It's not like your build took more Strength points from the Fury tree.
I was looking at a third option of reincarnating into Elf and following the same path.
Yet a 4th option would be to ditch ranged attacks altogether anyway :) (i.e. not care about Bow Strength).
Caprice
04-15-2015, 09:19 AM
If you are going INT based and have access to the Artificer class, you might consider going Artificer 1 instead of Rogue 1. You lose:
1d6 Sneak Attack,
the Mechanic enhancement (= 3 DD/OL/Repair and +3 Saves vs traps), and
2 skill points
You gain:
a large boost to Spellpoints: 50 from Artificer 1, 80 from the granted Magical Training feat, and 10 * your INT bonus as a bonus (so ~200 immediately and ~300-400 @28),
Magical Training also grants Echoes of Power so you'll never run out of Spellpoints for Cocoon & Cures,
+2 UMD and +1 CL for scrolls,
a free lever-puller you can summon anywhere in a dungeon for soloing purposes (but it will be level 1 you won't want to use it for anything else, ever),
the Enchant Weapon spell for an additional +1 attack/damage and +3 spellpower, and
a few other spells and feats you don't really care about.
It isn't a no brainer choice over Rogue but I prefer it personally. The Artificer enhancements are pretty useless, but you can get the weaker version it has of Mechanic to soften that loss ("Field Engineer") or spent the 4 elsewhere (e.g. Fighter Extra Action Boost).
There are some discussions of similar INT-based Ranger builds in this thread (https://www.ddo.com/forums/showthread.php/454904-Totally-Bass-Ackwards-An-int-based-heavy-armored-TWF-pure-tempest-ranger).
unbongwah
04-15-2015, 10:09 AM
Another advantage to an arty splash is you get repeater profs, which are better DPS than bows for quite a while if you have Harper for INT-to-dmg.
Caprice
04-15-2015, 11:01 AM
Another advantage to an arty splash is you get repeater profs, which are better DPS than bows for quite a while if you have Harper for INT-to-dmg.
True. I discounted those feats in my post but I guess in reality the 2 repeater proficiencies plus the free Rapid Reload feat granted by Arty make repeaters a strong DPS option on that version.
At least now I have an appealing build idea for how I might TR my own Artificer to stack some Ranger PL passives.
CPDK9
05-07-2015, 09:06 PM
Two questions on the build:
Will your disable & open be enough to get you through epic normal?
With recent updates would you consider at times switching to heavy armor (losing evasion, but gaining PRR/MRR)?
EllisDee37
05-07-2015, 11:41 PM
Will your disable & open be enough to get you through epic normal?Yep, and I would expect Epic Hard as well.
With recent updates would you consider at times switching to heavy armor (losing evasion, but gaining PRR/MRR)?I personally wouldn't, because I find that un-flavorful, but in terms of trying to get through a trap or specific encounter, yes, putting on heavy armor (plus shield if just running through a trap) would definitely help.
Bluegreen
07-22-2015, 12:09 AM
Is there a good reason not to do an int-based harper version of this build? I'd like to try it out but I fear a pitfall I haven't foreseen.
This would be a second life build for me, first life barbarian.
EllisDee37
07-22-2015, 12:47 AM
Is there a good reason not to do an int-based harper version of this build? I'd like to try it out but I fear a pitfall I haven't foreseen.Int-based harper should work well, and has nice synergy with the trapping skills.
Note that the deepwood stalker self-healing enhancements are total garbage. The one that gives lesser vigor/mass lesser vigor. It was literally healing me for 1-2 hp per tick, something like 5 ticks per cast, a handful of times per rest. Complete waste of AP, so I quickly dumped that and will remove it from the build as posted. Just haven't gotten around to updating it yet.
I've been playing one same build with the expectation, I when Warforged and int. base and Harper tree line.
Str. 12
Dex. 12
Con. 16
Int. 17
Wis. 13
Chr. 6
So far it's been fun to play. Any weapons I used melee and bow I get int to hit and damage. FYI, I took Mithral body so my max Dex is only going to be 20.
Arlathen
09-01-2015, 05:34 AM
Note that the deepwood stalker self-healing enhancements are total garbage. The one that gives lesser vigor/mass lesser vigor. It was literally healing me for 1-2 hp per tick, something like 5 ticks per cast, a handful of times per rest. Complete waste of AP, so I quickly dumped that and will remove it from the build as posted. Just haven't gotten around to updating it yet.
Interesting, I always thought Empathic Healing shouldn't be under-estimated, in my opinion, particularly the mass version.
It heals for 1D2, +1 per 3 caster levels. I know it sounds completely underwhelming but consider; Your average 18/2 Ranger is at +6, whereas a 20 Ranger in a relevant Primal Destiny is at the max of +8.
Further, Empathic Healing counts as a SLA, so your Meta-magics work and do so for free. Quicken, Maximise, Empower, Empower Healing all stack. Finally, your Positive spell power and Healing Amp all contribute, including for the ability of the spell to Crit.
So, even on an Average multiclassed Ranger:
7 Base healing
300 Positive Spell Power
Maximise
80% Heal Amp
= 7 * 5.5 * 1.8 = 69 Healing per tick, 277 over the duration of the spell
It's not fantastic healing, but it's great for adding a nice Heal-over-Time during dangerous combats. My own Ranger, (Pure Half-Elf Ranger), gets to about these kind of stats:
Base Heal = 7 Avg
Devotion
150 Maximise
138 Devotion Augment
45 Equipment bonus (Thunderforged with +3 Arcane Past Lives)
30 Deepwood Sniper - Cores 1-3
08 Deepwood Sniper - Improved Mepathy Rk2
23 Heal Skill
15 Heal - Wisdom Bonus
15 Heal - Skill Augment
04 Heal - Tome
15 Guild Buff
25 Alchemy (Potion of Superior Ardor)
= 468 Positive Spell Power
Heal Amp
60% Item
30% Past Lives
20% Improved Recovery
20% Guild Buff
= 130% Heal Amp
= 7 * 5.68 * 2.3 = 91HP Per Tick, 364 Total Healing
It's not fantastic, but it's also not a complete waste of time. My enhancement setup and Ship Buffs also mean that I have 8 uses per rest.
unbongwah
09-01-2015, 08:41 AM
Further, Empathic Healing counts as a SLA, so your Meta-magics work and do so for free. Quicken, Maximise, Empower, Empower Healing all stack.
Sure, but how often is your average pure-ish rgr gonna take all four metamagics? The only time I'd consider it is on, say, a halfling w/healing DM to boost that as well.
It's still a better use for Animal Empathy charges than, well, Animal Empathy, but it also still costs 9 APs to max out. If you're just looking for filler in DWS on your way to, say, Killer, it's okay, but it still seems like a niche choice, IMHO.
Arlathen
09-01-2015, 09:03 AM
Sure, but how often is your average pure-ish rgr gonna take all four metamagics? The only time I'd consider it is on, say, a halfling w/healing DM to boost that as well.
It's still a better use for Animal Empathy charges than, well, Animal Empathy, but it also still costs 9 APs to max out. If you're just looking for filler in DWS on your way to, say, Killer, it's okay, but it still seems like a niche choice, IMHO.
Oh, agreed, I just about manage to squeeze in Maximise on my Ranger, but you know if you choose these feats for your standard Ranger self-healing then this also benefits from them as well. It's also why the numbers posted only include Maximise. I couldn't possibly comment on Haflings, I refuse to play them :)
I generally buy up Empathic Healing on my to Exposing Strike, tbh. If I remember rightly, its generally:
C Far Shot, Sneak Attack, Exposing Strike (3)
1 Stealthy Rk 3, Improved Empathy Rk 2 (5)
2 Empathic Healing Rk 2 (4)
= 12AP
Which puts it 1 AP more than other options in DWS just to get the 3D6 Sneak Attack and Exposing Strike.
EllisDee37
09-01-2015, 12:13 PM
I prefer more devotion for cure moderate/serious and/or cocoon. (I take empower healing, not maximize.)
Instead of sinking 4 AP into vigor I spend those AP on devotion:
2 AP first two cores
3 AP stealthy (for +1 sneak die)
5 AP +20 devotion
---
10 AP
1 AP Called Shot
EllisDee37
09-01-2015, 05:32 PM
Base Heal = 7 Avg
Devotion
150 Maximise
138 Devotion Augment
45 Equipment bonus (Thunderforged with +3 Arcane Past Lives)
30 Deepwood Sniper - Cores 1-3
08 Deepwood Sniper - Improved Mepathy Rk2
23 Heal Skill
15 Heal - Wisdom Bonus
15 Heal - Skill Augment
04 Heal - Tome
15 Guild Buff
25 Alchemy (Potion of Superior Ardor)
= 468 Positive Spell Power
Heal Amp
60% Item
30% Past Lives
20% Improved Recovery
20% Guild Buff
= 130% Heal Amp
= 7 * 5.68 * 2.3 = 91HP Per Tick, 364 Total HealingRunning the numbers for comparison, take out maximize, add another +12 devotion from deepwood stalker, and it comes to:
Cure Moderate: 21 * 4.3 devotion * 2.3 amp = 208 HP for 8 spell points
Cure Serious: 31.5 * 4.3 devotion * 2.3 amp = 312 HP for 12 spell points
Figure another 40-50 HP if you add in empower healing spell. (244 and 369 respectively.)
Arlathen
09-02-2015, 05:11 AM
Running the numbers for comparison, take out maximize, add another +12 devotion from deepwood stalker, and it comes to:
Cure Moderate: 21 * 4.3 devotion * 2.3 amp = 208 HP for 8 spell points
Cure Serious: 31.5 * 4.3 devotion * 2.3 amp = 312 HP for 12 spell points
Figure another 40-50 HP if you add in empower healing spell. (244 and 369 respectively.)
Hmm, am I inferring that Empathic Healing should ever *replace* using CMW/CSW? If so, that's not my intention.
In the context of the Tempest Trapmonkey for new players, Rejuvenation Cocoon is a safe option to use at will and wherever in EN/EH content. Further, CSW should be the go-to option as a quickened, large scale healing spell in the midst of combat, especially if the player is trying out EE content. CMW wounds should be used for another large-ish scale heal if its needed too for when CSW is on cool down.
Where Empathic Healing fits in (where the character in question can hit similar healing numbers to what I've posted, i.e. almost 100HP per tick) is where there's a need to face up to a large amounts of incoming damage, where the tick-based healing can help offset this and allow the Ranger to keep fighting instead of just running away to self-heal and survive. There are plenty of Monster Champions and Red-named enemies to spoil a Rangers day out there, and this is one small strategy that can help offset.
I also want to point out to potential Ranger players that relying on Rejuvenation Cocoon in EE's is a trap, and it's a painful lesson or two before most people realise this. CSW should always be the go-to healing spell, which is why on my own Ranger builds I've always opted for Maximise as my first choice healing improvement Meta-magic - but even then only after I've taken Quicken. Rejuvenation Cocoon can still be boosted to highly useful amounts of healing without the Empower Healing Meta-magic, yet I've known Ranger players to take both feats on there builds in the past to improve CSW even further.
Of course, the true lesson in all of this is to best utilise a Ranger's Versatility - there true strength - as they can both Melee and Range with very good effectiveness. Manyshot with Unbridled Fury will always allow you to deal large amounts of damage to the difficult Red-named situations outlined above, and if necessary allow you to strafe away from enemies rather than sitting there and taking the punishment.
EllisDee37
09-02-2015, 06:22 AM
Note that the limited-use vigor is only in the build proper from level 3 to level 13, at which point it's dropped since now we have real healing in the form of CMW. What I'm saying is that in practice, from level 3 to 13, it's worthless, not even matching a single Cure Serious potion, so when I get some time I'll be redoing the enhancements on this build to drop it altogether.
Arlathen
09-02-2015, 01:16 PM
Note that the limited-use vigor is only in the build proper from level 3 to level 13, at which point it's dropped since now we have real healing in the form of CMW. What I'm saying is that in practice, from level 3 to 13, it's worthless, not even matching a single Cure Serious potion, so when I get some time I'll be redoing the enhancements on this build to drop it altogether.
Completely agree. CSW Pots and 'outright aggression' should see you through to 13. If the person is uncomfortable with this approach, then they should take a Hire instead.
Runerock
09-24-2015, 10:23 PM
Would love to see this build updated as my next build will be something similar to get to know the Ranger, now that is has been changed. I really hope the survivability is better for melee. My last Ranger had to go bow only to stay alive.
unbongwah
09-24-2015, 10:33 PM
The drawback to this build vs pure rgr now is the new capstones are really nice. OTOH, ranger has gotten such a big DPS boost overall that trading the capstone DPS for the extra XP from trapping seems reasonable. EDIT: also the fighter splash lets you use heavy armor until you have Evasion.
I'm still experimenting with enhancements, but I think the new optimal config will be at least 38 APs Tempest (Whirlwind + T5s) and 21 APs DWS (+1 crit range), leaving 21 APs to play around with.
EllisDee37
09-24-2015, 10:33 PM
Would love to see this build updated as my next build will be something similar to get to know the Ranger, now that is has been changed. I really hope the survivability is better for melee. My last Ranger had to go bow only to stay alive.I'll update the enhancements in short order, but first I need to finish updating the planner.
Messing around with my guy on live yesterday, my initial thoughts match unbongwah's pretty closely. The real challenge is trying to decide on a leveling order. Do you race to +1 crit range & multiplier by level 11? (42 AP minimum) Or do you delay +1 range and race to Tier 5 tempest? Do you still want Greater Heroism from Human to help with heroic trapping as an ungeared new player? So many decisions...
EDIT: I think I might even delay my gear planner to write a Leveling Guide feature in the character builder, having to now come up with a whole new leveling guide a mere week after doing my last leveling guide.
Grailhawk
09-24-2015, 10:58 PM
The drawback to this build vs pure rgr now is the new capstones are really nice. OTOH, ranger has gotten such a big DPS boost overall that trading the capstone DPS for the extra XP from trapping seems reasonable. EDIT: also the fighter splash lets you use heavy armor until you have Evasion.
I'm still experimenting with enhancements, but I think the new optimal config will be at least 38 APs Tempest (Whirlwind + T5s) and 21 APs DWS (+1 crit range), leaving 21 APs to play around with.
What Tier 5's are you passing on to only put 38 Points into tempest?
30 To get there
02 Dual Perfection
02 Whirling Blades
03 A Thousand Cuts
03 Dance of Death
01 Whirlwind
41 Min
EllisDee37
09-24-2015, 11:05 PM
All the tier 5s are solid, but if I had to trim down to <40 AP spent I'd probably just go with Whirlwind, Dance of Death and Dual Perfection. (39 AP)
(Dance of Death is still 2 AP per rank, yes?)
Grailhawk
09-24-2015, 11:23 PM
All the tier 5s are solid, but if I had to trim down to <40 AP spent I'd probably just go with Whirlwind, Dance of Death and Dual Perfection. (39 AP)
(Dance of Death is still 2 AP per rank, yes?)
Nope its at 1 per rank now.
EllisDee37
09-24-2015, 11:29 PM
Nope its at 1 per rank now.Sweet!
I'll correct it on wiki when I do a pass to verify both the tempest and DWS tree pages before I run the crawler. (Still cleaning up spell description issues.)
unbongwah
09-25-2015, 08:21 AM
30 To get there
02 Dual Perfection
02 Whirling Blades
03 Dance of Death
01 Whirlwind
These were my priorities. I need to do some testing to figure out if Thousand Cuts is worth it. Hence why I said "at least 38 APs." :)
EDIT: BTW, I read somewhere that Dual Perfection is bugged and not providing full offhand dmg bonus. Can anyone confirm or refute that?
unbongwah
09-25-2015, 12:52 PM
Because my first impulse is always, "If at all possible, make a DEX-based Dragonmarked elf," I made a DEX-based Dragonmarked elf Tempest. ;)
Shadow Tempest
18/1/1 Ranger/Fighter/Rogue
True Neutral Elf
Level Order
1. Rogue 6. Ranger 11. Ranger 16. Ranger
2. Ranger 7. Ranger 12. Ranger 17. Ranger
3. Ranger 8. Ranger 13. Ranger 18. Ranger
4. Ranger 9. Fighter 14. Ranger 19. Ranger
5. Ranger 10. Ranger 15. Ranger 20. Ranger
Stats
28pt 32pt Level Up
---- ---- --------
Strength 8 8 4: DEX
Dexterity 20 20 8: DEX
Constitution 12 14 12: DEX
Intelligence 14 14 16: DEX
Wisdom 8 8 20: DEX
Charisma 8 8 24: DEX
28: DEX
Skills
Rg Rn Rn Rn Rn Rn Rn Rn Fi Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
------------------------------------------------------------
Concent 2 2 2 2 2 2 2 2 2 2 2 1 23
Disable 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Search 4 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 23
Spot 4 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 23
UMD 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Open Lo 4 1 1 1 1 1 9
Balance 4 4
Jump 4 4
Move Si 4 4
Swim 4 4
Tumble 4 4
Heal 1 1
------------------------------------------------------------
40 8 8 8 8 8 8 8 4 8 8 8 8 8 8 8 8 8 8 8
Feats
1 : Least Dragonmark: Shadow
2 Ranger : Favored Enemy: Undead
3 : Precision
6 : Extend Spell
6 Ranger : Favored Enemy: Giant
9 : Improved Critical: Slashing
9 Fighter: Improved Critical: Ranged
12 : Point Blank Shot
12 Ranger : Favored Enemy: Evil Outsider
15 : Empower Healing Spell
17 Ranger : Favored Enemy: Construct
18 : Quicken Spell
21 Epic : Overwhelming Critical
24 Epic : Combat Archery
26 Destiny: Perfect Two Weapon Fighting
27 Epic : Blinding Speed
28 Destiny: First Blood
Enhancements (80 AP)
Elf (12 AP)
Elven Accuracy, Elven Dexterity, Elven Accuracy II
Phiarlan Dragonmark Focus III, Keen Senses I
Lesser Dragonmark of Shadow
Greater Dragonmark of Shadow
Tempest (42 AP)
Shield of Whirling Steel, Tempest, Graceful Death, Deflect Arrows, Whirlwind
Improved Reaction II, Whirling Blades
Improved Parry III, Whirling Blades, Haste Boost III
Storm Dancer, Critical Mastery I, Whirling Blades
Storm Tempest, Elaborate Parry III, The Growing Storm III, Whirling Blades
Dual Perfection, Cuts: A Thousand Cuts III, Whirling Blades, Dance of Death III
Deepwood Stalker (26 AP)
Far Shot, Sneak Attack, Exposing Strike, Advanced Sneak Attack
Stealthy III, Tendon Cut III
Survivalist, Improved Weapon Finesse
Survivalist, Thrill of the Hunt III, Favored Hunter III
Survivalist, Killer III
I specced for scimitars + longbows, just because it's been a while since I've done that combo and I've got a bunch of scimmies banked away. I plan to rely on DEX-to-dmg from DWS and Tempest, rather than Elven Grace, so I skipped Aerenal / Valenar enhs entirely. Crit specs will be 13-20/x3 for scimitars and 17-20/x3 for longbows with enhs + Imp Crit feats.
EDIT: added Enhancements.
EllisDee37
09-25-2015, 01:29 PM
With the new data files ready to go (albeit with some formatting issues I'll need to address), I put together a first pass at the new enhancement loadout for this build. There's just a bit of pruning to do, as I ended up spending 106 AP. Gah!
Basura_Grande
09-25-2015, 02:38 PM
. . . as I ended up spending 106 AP. Gah!
If you ain't cheating you ain't trying.
azrael4h
09-27-2015, 03:58 PM
Because my first impulse is always, "If at all possible, make a DEX-based Dragonmarked elf," I made a DEX-based Dragonmarked elf Tempest. ;)
Shadow Tempest
18/1/1 Ranger/Fighter/Rogue
True Neutral Elf
Level Order
1. Rogue 6. Ranger 11. Ranger 16. Ranger
2. Ranger 7. Ranger 12. Ranger 17. Ranger
3. Ranger 8. Ranger 13. Ranger 18. Ranger
4. Ranger 9. Fighter 14. Ranger 19. Ranger
5. Ranger 10. Ranger 15. Ranger 20. Ranger
Stats
28pt 32pt Level Up
---- ---- --------
Strength 8 8 4: DEX
Dexterity 20 20 8: DEX
Constitution 12 14 12: DEX
Intelligence 14 14 16: DEX
Wisdom 8 8 20: DEX
Charisma 8 8 24: DEX
28: DEX
Skills
Rg Rn Rn Rn Rn Rn Rn Rn Fi Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
------------------------------------------------------------
Concent 2 2 2 2 2 2 2 2 2 2 2 1 23
Disable 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Search 4 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 23
Spot 4 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 23
UMD 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Open Lo 4 1 1 1 1 1 9
Balance 4 4
Jump 4 4
Move Si 4 4
Swim 4 4
Tumble 4 4
Heal 1 1
------------------------------------------------------------
40 8 8 8 8 8 8 8 4 8 8 8 8 8 8 8 8 8 8 8
Feats
1 : Least Dragonmark: Shadow
2 Ranger : Favored Enemy: Undead
3 : Precision
6 : Extend Spell
6 Ranger : Favored Enemy: Giant
9 : Improved Critical: Slashing
9 Fighter: Improved Critical: Ranged
12 : Point Blank Shot
12 Ranger : Favored Enemy: Evil Outsider
15 : Empower Healing Spell
17 Ranger : Favored Enemy: Construct
18 : Quicken Spell
21 Epic : Overwhelming Critical
24 Epic : Combat Archery
26 Destiny: Perfect Two Weapon Fighting
27 Epic : Blinding Speed
28 Destiny: First Blood
Enhancements (80 AP)
Elf (12 AP)
Elven Accuracy, Elven Dexterity, Elven Accuracy II
Phiarlan Dragonmark Focus III, Keen Senses I
Lesser Dragonmark of Shadow
Greater Dragonmark of Shadow
Tempest (42 AP)
Shield of Whirling Steel, Tempest, Graceful Death, Deflect Arrows, Whirlwind
Improved Reaction II, Whirling Blades
Improved Parry III, Whirling Blades, Haste Boost III
Storm Dancer, Critical Mastery I, Whirling Blades
Storm Tempest, Elaborate Parry III, The Growing Storm III, Whirling Blades
Dual Perfection, Cuts: A Thousand Cuts III, Whirling Blades, Dance of Death III
Deepwood Stalker (26 AP)
Far Shot, Sneak Attack, Exposing Strike, Advanced Sneak Attack
Stealthy III, Tendon Cut III
Survivalist, Improved Weapon Finesse
Survivalist, Thrill of the Hunt III, Favored Hunter III
Survivalist, Killer III
I specced for scimitars + longbows, just because it's been a while since I've done that combo and I've got a bunch of scimmies banked away. I plan to rely on DEX-to-dmg from DWS and Tempest, rather than Elven Grace, so I skipped Aerenal / Valenar enhs entirely. Crit specs will be 13-20/x3 for scimitars and 17-20/x3 for longbows with enhs + Imp Crit feats.
EDIT: added Enhancements.
One thing I'd ask with this is: is +1 to to-hit, damage, reflex, and AC worth 6 build points? For my planned classic Exploiter, my main differences from yours are those 6 points going into STR to protect against being enfeebled (which can be a killer) or drained, and the fact that I'm going with an unused alt and TRing, thus getting a 34 point build (putting the extra 2 points into WIS, because I have no where else for them).
I'm also debating a level of arty instead of rogue, for a leverpuller, since it'll be a primarily solo character, and having a leverpuller will be handy. Then again, I can also spend a few plat on a hireling, so not a big deal, except in Xorian Cipher and the one Necro 1 where you need 4 to stand on the platforms. Even there, the TP gained from favor will pay for a gold seal soulstone or two.
EllisDee37
09-28-2015, 04:10 AM
Looking for feedback on the leveling guide, I'm wondering what goals to aim for. Specifically, what level do you think would be best to target for:
+1 crit range from DWS (21 AP)
+1 crit multiplier from Tempest (21 AP)
Tier 5 Tempest (11+ more AP)
For example, at level 12, having spent 48 AP, what would you want? You can't have both +1 crit multiplier and tier 5 tempest abilities at the same time, since that costs a minimum of 52+ AP.
Looking for feedback on the leveling guide, I'm wondering what goals to aim for. Specifically, what level do you think would be best to target for:
+1 crit range from DWS (21 AP)
+1 crit multiplier from Tempest (21 AP)
Tier 5 Tempest (11+ more AP)
For example, at level 12, having spent 48 AP, what would you want? You can't have both +1 crit multiplier and tier 5 tempest abilities at the same time, since that costs a minimum of 52+ AP.
Personal preference, but I'd go for Tier 5s in tempest as soon as possible.
I just played a 14/6 paladin build through heroics, so I actually didn't have any crit. enhancements until level 20 and I can't say I missed them really.
Requiro
09-28-2015, 04:46 AM
Looking for feedback on the leveling guide, I'm wondering what goals to aim for. Specifically, what level do you think would be best to target for:
+1 crit range from DWS (21 AP)
+1 crit multiplier from Tempest (21 AP)
Tier 5 Tempest (11+ more AP)
For example, at level 12, having spent 48 AP, what would you want? You can't have both +1 crit multiplier and tier 5 tempest abilities at the same time, since that costs a minimum of 52+ AP.
Purely depend of your play style.
If you prefer Clicky boost, then T5 and +1 multiplier in Tempest.
If you prefer more static attack, then +1 Multiplier and threat.
You can also put 11 points to DWS for Core 6 - Exposing Strike. Then Rest in Tempest. You can get only some of the T5 abilities, but Exposing Strike have only 6 second cooldown, and it's very, very good ability. Of course on level 13 you can get full DPS T5 abilities (without Improved Evasion).
unbongwah
09-28-2015, 08:47 AM
For example, at level 12, having spent 48 AP, what would you want? You can't have both +1 crit multiplier and tier 5 tempest abilities at the same time, since that costs a minimum of 52+ AP.
Are you asking for char lvl 12 or rgr lvl 12? Because unless you've changed leveling order, you won't have rgr lvl 12 (and access to crit bonuses) until char lvl 14 (rgr 12 / rog 1 / ftr 1).
For char lvl 12 (48 APs), I think my priorities would be T5 Tempest (34 APs), DWS Called Shot (11 APs), human Dmg Boost + heal amp (3 APs). For rgr lvl 12 (56 APs), I'd rejigger things: 21 APs DWS, 1 AP human.
Really, though, I don't think there's a "wrong" answer here, as DWS and Tempest are now stuffed with more goodies than one can afford to take. So it's all a question of which abilities you like best.
unbongwah
09-29-2015, 10:56 AM
Sorry, missed your post earlier:
One thing I'd ask with this is: is +1 to to-hit, damage, reflex, and AC worth 6 build points? For my planned classic Exploiter, my main differences from yours are those 6 points going into STR to protect against being enfeebled (which can be a killer) or drained, and the fact that I'm going with an unused alt and TRing, thus getting a 34 point build (putting the extra 2 points into WIS, because I have no where else for them).
That's fine - there's plenty of flexibility with one's stat pts here - although Enfeeblement is easily negated with Lesser Restoration potions and level-draining is blocked with Death Ward (except vs beholders unless you've got spell absorption). If you have Harper, you might want to consider boosting INT instead and picking up Know the Angles.
I'm also debating a level of arty instead of rogue, for a leverpuller, since it'll be a primarily solo character, and having a leverpuller will be handy.
This build is meant to be newbie-friendly, hence F2P races & classes only, but arty works just as well as rogue.
Kaezin
10-16-2015, 01:09 AM
Looking for feedback on the leveling guide, I'm wondering what goals to aim for. Specifically, what level do you think would be best to target for:
+1 crit range from DWS (21 AP)
+1 crit multiplier from Tempest (21 AP)
Tier 5 Tempest (11+ more AP)
For example, at level 12, having spent 48 AP, what would you want? You can't have both +1 crit multiplier and tier 5 tempest abilities at the same time, since that costs a minimum of 52+ AP.
Is the Action Boost from tier 2 DWS worth picking up given that this is a trapper? If so then it seems like it might be most natural to grab that and the other DWS goodies before filling in T5 Tempest. If you follow the cleave path then you already have AoE, and sometimes it's awkward to get Dance of Death to properly hit adjacent targets (compared to cleave).
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