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xcharon79
12-11-2014, 11:05 AM
first of all: nope, its not referring to any pets. :p
the goal: a workable f2p 28point ranger build that actually has some value for a group and isnt a mainstream clone.
my main complaint about rangers allways were the lack of bonus feats for some customizability,
and the lack of any "proper sneaky dude skills", i.e. traps and locks.
...so, heres what i came up with, after some chargen-warrioring:

pros:
max umd, open locks, disable devices and hide(wich is arguable).
resource free cc from paralyzing arrows
lots and lots of dodge
plenty of additional damage dice in groups
vast ammounts of free SP

cons:
crummy selfheals due to the lack of high spelllvls
quite some cutoff in solo-dps, its a group charachter after alll
allmost no diplo (well, hide could be swapped for diplo, but its supposed to be a "sneaky guy")
very enhancement intensive, wich "can" be solved tho(more on that later)...


Character Plan by DDO Character Planner Version 04.23.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Chaotic Good Elf Male
(4 Fighter \ 5 Rogue \ 11 Ranger)
Hit Points: 240
Spell Points: 165
BAB: 18\18\23\28\28
Fortitude: 13
Reflex: 19
Will: 7

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 13 13
Dexterity 16 24
Constitution 12 12
Intelligence 12 16
Wisdom 14 14
Charisma 9 9

Tomes Used
+2 Tome of Intelligence used at level 7
+4 Tome of Intelligence used at level 15

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 13
Bluff -1 -1
Concentration 1 9
Diplomacy 3 3
Disable Device 5 26
Haggle -1 -1
Heal 2 2
Hide 7 32
Intimidate -1 -1
Jump 1 8
Listen 5 12
Move Silently 7 21
Open Lock 7 30
Perform n/a n/a
Repair 1 3
Search 5 28
Spellcraft 1 3
Spot 2 4
Swim 1 1
Tumble 4 8
Use Magic Device 3 22

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Diplomacy (+4)
Skill: Disable Device (+4)
Skill: Hide (+4)
Skill: Listen (+3)
Skill: Move Silently (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Tumble (+1)
Skill: Use Magic Device (+4)
Feat: (Selected) Power Attack


Level 2 (Ranger)
Skill: Concentration (+5)
Skill: Hide (+1)
Skill: Move Silently (+1)
Feat: (Favored Enemy) Favored Enemy: Undead


Level 3 (Fighter)
Skill: Jump (+3)
Feat: (Fighter Bonus) Point Blank Shot
Feat: (Selected) Weapon Focus: Ranged Weapons


Level 4 (Ranger)
Ability Raise: DEX
Skill: Concentration (+2)
Skill: Hide (+2)
Skill: Move Silently (+2)
Skill: Search (+1)


Level 5 (Ranger)
Skill: Concentration (+1)
Skill: Hide (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+3)


Level 6 (Ranger)
Skill: Hide (+1)
Skill: Listen (+4)
Skill: Move Silently (+1)
Skill: Search (+1)
Feat: (Selected) Precision


Level 7 (Fighter)
Skill: Jump (+3)
Feat: (Fighter Bonus) Dodge


Level 8 (Rogue)
Ability Raise: DEX
Skill: Disable Device (+5)
Skill: Open Lock (+5)


Level 9 (Ranger)
Skill: Hide (+3)
Skill: Move Silently (+3)
Skill: Search (+2)
Feat: (Favored Enemy) Favored Enemy: Giant
Feat: (Selected) Improved Critical: Ranged Weapons


Level 10 (Ranger)
Skill: Hide (+1)
Skill: Search (+2)
Skill: Use Magic Device (+2.5)


Level 11 (Fighter)
Skill: Use Magic Device (+2)


Level 12 (Fighter)
Ability Raise: DEX
Skill: Use Magic Device (+2)
Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
Feat: (Selected) Mobility


Level 13 (Ranger)
Skill: Hide (+3)
Skill: Search (+3)
Skill: Use Magic Device (+1)


Level 14 (Ranger)
Skill: Hide (+1)
Skill: Search (+1)
Skill: Use Magic Device (+3)


Level 15 (Ranger)
Skill: Hide (+1)
Skill: Search (+1)
Skill: Use Magic Device (+3)
Feat: (Selected) Toughness


Level 16 (Rogue)
Skill: Disable Device (+6)
Skill: Open Lock (+5)


Level 17 (Ranger)
Skill: Hide (+2)
Skill: Search (+2)
Skill: Use Magic Device (+2.5)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider


Level 18 (Rogue)
Skill: Disable Device (+6)
Skill: Open Lock (+5)
Feat: (Selected) Shot on the Run


Level 19 (Ranger)
Skill: Hide (+2)
Skill: Jump (+1)
Skill: Search (+2)
Skill: Use Magic Device (+2)


Level 20 (Rogue)
Ability Raise: DEX
Skill: Balance (+2)
Skill: Disable Device (+2)
Skill: Hide (+1)
Skill: Open Lock (+4)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Enhancement: Elf - Elven Accuracy (Rank 1)
Enhancement: Elf - Elven Dexterity (Rank 1)
Enhancement: Elf - Elven Accuracy (Rank 1)
Enhancement: Elf - Elven Dexterity (Rank 1)
Enhancement: Elf - Elven Accuracy (Rank 1)
Enhancement: Elf - Aerenal Weapon Training (Rank 1)
Enhancement: Elf - Enchantment Lore (Rank 1)
Enhancement: Elf - Enchantment Lore (Rank 2)
Enhancement: Elf - Aerenal Weapon Training (Rank 1)
Enhancement: Elf - Aerenal Weapon Training (Rank 1)
Enhancement: Elf - Aerenal Grace (Rank 1)
Enhancement: Elf - Aerenal Weapon Training (Rank 1)
Enhancement: Elf - Skill (Rank 1)
Enhancement: Arcane Archer (Rgr) - Arcane Archer (Rank 1)
Enhancement: Arcane Archer (Rgr) - Morphic Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Metalline Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Conjure Arrows (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)
Enhancement: Arcane Archer (Rgr) - Dispelling Shot (Rank 1)
Enhancement: Arcane Archer (Rgr) - Dispelling Shot (Rank 2)
Enhancement: Arcane Archer (Rgr) - Dispelling Shot (Rank 3)
Enhancement: Arcane Archer (Rgr) - Terror Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Terror Arrows (Rank 2)
Enhancement: Arcane Archer (Rgr) - Terror Arrows (Rank 3)
Enhancement: Arcane Archer (Rgr) - Soul Magic (Rank 1)
Enhancement: Arcane Archer (Rgr) - Dexterity (Rank 1)
Enhancement: Arcane Archer (Rgr) - Banishing Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Paralyzing Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Paralyzing Arrows (Rank 2)
Enhancement: Arcane Archer (Rgr) - Paralyzing Arrows (Rank 3)
Enhancement: Arcane Archer (Rgr) - Smiting Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Dexterity (Rank 1)
Enhancement: Arcane Archer (Rgr) - Moonbow (Rank 1)
Enhancement: Arcane Archer (Rgr) - Arrow of Slaying (Rank 1)
Enhancement: Arcane Archer (Rgr) - Runebow (Rank 1)
Enhancement: Tempest (Rgr) - Shield of Whirling Steel (Rank 1)
Enhancement: Tempest (Rgr) - Tempest (Rank 1)
Enhancement: Tempest (Rgr) - Improved Reaction (Rank 1)
Enhancement: Tempest (Rgr) - Improved Reaction (Rank 2)
Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
Enhancement: Tempest (Rgr) - Sprint Boost (Rank 1)
Enhancement: Assassin (Rog) - Knife in the Darkness (Rank 1)
Enhancement: Assassin (Rog) - Sneak Attack Training (Rank 1)
Enhancement: Assassin (Rog) - Stealthy (Rank 1)
Enhancement: Assassin (Rog) - Stealthy (Rank 2)
Enhancement: Assassin (Rog) - Venomed Blades (Rank 1)
Enhancement: Assassin (Rog) - Venomed Blades (Rank 2)
Enhancement: Assassin (Rog) - Venomed Blades (Rank 3)
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)
Enhancement: Deepwood Stalker (Rgr) - Far Shot (Rank 1)
Enhancement: Mechanic (Rog) - Arbalester (Rank 1)




for tomes i planned the inti-ups at 7 and 15, for more juicy skillpoints, allso +4's on dex, con and wis, as well as +3's on str and cha(therefore the uneven numbers).
this build opts for rogue5 over ranger 12, for an additional sneak attack dice and class-skillpoints, swapping them would be an option too tho,
if you insist on an extra 3rd level spell, +1saves and lvl12 aa aligned arrows.
itll be pretty hard to get your 3 "main" skills to 23 on your first life, and with a starting inti of 12, this way tho.

one thing regarding feats: i felt like after having met the tough requirnments for shot on the run, i just HAD to take it.
that and the elven skill enhancement (3% doubleshot/strike, 3% dodge and 3% dodge bypass) beind SO appealing,
led me to pick SOTR over weapon finesse(wich you get through enhancements this way), wich is allso a really strong
option, since it frees up a crapton enhancement points, wich are easy to find a place for with this ammount of trees.

i hope thisll be of any help to someone, and ofc feel free to suggest changes that dont totally overthrow the general idea of it,
like "dude do a 18ftr/1rgr/1brd split, its alot more pewpew dps"! :p


ragards

unbongwah
12-11-2014, 01:33 PM
Rather than critique your build directly, I'll post an alternate (while sticking with "DEX-based elven rgr" vibe) and my reasons for changing things:

Character Plan by DDO Character Planner Version 04.23.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 28 True Neutral Elf Female
(4 Fighter \ 1 Rogue \ 15 Ranger \ 8 Epic)
Hit Points: 374
Spell Points: 260
BAB: 19\19\24\29\29
Fortitude: 16
Reflex: 20
Will: 5

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 28)
Strength 10 13
Dexterity 18 27
Constitution 14 16
Intelligence 14 16
Wisdom 8 8
Charisma 8 8

Tomes Used
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+3 Tome of Strength used at level 11

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 28)
Balance 8 20
Bluff -1 7
Concentration 2 30
Diplomacy -1 7
Disable Device 6 34
Haggle -1 7
Heal -1 9
Hide 8 25
Intimidate -1 7
Jump 4 13
Listen -1 9
Move Silently 8 27
Open Lock 8 24
Perform n/a n/a
Repair 2 11
Search 6 36
Spellcraft 2 11
Spot 3 31
Swim 0 9
Tumble 8 20
Use Magic Device 3 30

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Disable Device (+4)
Skill: Hide (+4)
Skill: Jump (+4)
Skill: Move Silently (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Least Dragonmark of Shadow


Level 2 (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


Level 3 (Ranger)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Precision


Level 4 (Ranger)
Ability Raise: DEX
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 5 (Ranger)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 6 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Extend Spell
Feat: (Favored Enemy) Favored Enemy: Giant


Level 7 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 8 (Ranger)
Ability Raise: DEX
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Move Silently (+2)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 9 (Fighter)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
Feat: (Selected) Improved Critical: Ranged Weapons


Level 10 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+2)
Skill: Spot (+2)
Skill: Use Magic Device (+1)


Level 11 (Ranger)
Skill: Concentration (+3)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 12 (Ranger)
Ability Raise: DEX
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Move Silently (+2)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Dodge
Feat: (Favored Enemy) Favored Enemy: Evil Outsider


Level 13 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 14 (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)


Level 15 (Fighter)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Empower Healing Spell
Feat: (Fighter Bonus) Power Attack


Level 16 (Ranger)
Ability Raise: DEX
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+2)
Skill: Spot (+2)
Skill: Use Magic Device (+1)


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)


Level 18 (Fighter)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Quicken Spell


Level 19 (Fighter)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Point Blank Shot


Level 20 (Ranger)
Ability Raise: DEX
Skill: Disable Device (+1)
Skill: Search (+3)
Skill: Spot (+2)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Elf
Enhancement: Elf - Elven Accuracy (Rank 1)
Enhancement: Elf - Phiarlan Dragonmark Focus (Rank 1)
Enhancement: Elf - Phiarlan Dragonmark Focus (Rank 2)
Enhancement: Elf - Phiarlan Dragonmark Focus (Rank 3)
Enhancement: Elf - Aerenal Weapon Training (Rank 1)
Enhancement: Elf - Lesser Dragonmark of Shadow (Rank 1)
Enhancement: Elf - Enchantment Lore (Rank 1)
Enhancement: Elf - Aerenal Weapon Training (Rank 1)
Enhancement: Elf - Greater Dragonmark of Shadow (Rank 1)
Enhancement: Elf - Aerenal Weapon Training (Rank 1)
Enhancement: Elf - Aerenal Grace (Rank 1)
Enhancement: Elf - Aerenal Weapon Training (Rank 1)
Enhancement: Elf - Skill (Rank 1)
Enhancement: Tempest (Rgr) - Shield of Whirling Steel (Rank 1)
Enhancement: Tempest (Rgr) - Tempest (Rank 1)
Enhancement: Tempest (Rgr) - Graceful Death (Rank 1)
Enhancement: Tempest (Rgr) - Deflect Arrows (Rank 1)
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 1)
Enhancement: Tempest (Rgr) - Improved Parry (Rank 1)
Enhancement: Tempest (Rgr) - Improved Parry (Rank 2)
Enhancement: Tempest (Rgr) - Improved Parry (Rank 3)
Enhancement: Tempest (Rgr) - Improved Dodge (Rank 1)
Enhancement: Tempest (Rgr) - Improved Dodge (Rank 2)
Enhancement: Tempest (Rgr) - Improved Dodge (Rank 3)
Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
Enhancement: Tempest (Rgr) - Elaborate Parry (Rank 1)
Enhancement: Tempest (Rgr) - Elaborate Parry (Rank 2)
Enhancement: Tempest (Rgr) - Elaborate Parry (Rank 3)
Enhancement: Tempest (Rgr) - The Growing Storm (Rank 1)
Enhancement: Tempest (Rgr) - The Growing Storm (Rank 2)
Enhancement: Tempest (Rgr) - The Growing Storm (Rank 3)
Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
Enhancement: Tempest (Rgr) - Evasive Dance (Rank 1)
Enhancement: Tempest (Rgr) - Evasive Dance (Rank 2)
Enhancement: Tempest (Rgr) - Evasive Dance (Rank 3)
Enhancement: Tempest (Rgr) - Dance of Death (Rank 1)
Enhancement: Tempest (Rgr) - Dance of Death (Rank 2)
Enhancement: Tempest (Rgr) - Dance of Death (Rank 3)
Enhancement: Arcane Archer (Rgr) - Arcane Archer (Rank 1)
Enhancement: Arcane Archer (Rgr) - Morphic Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Metalline Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Conjure Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - True Strike (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)
Enhancement: Arcane Archer (Rgr) - Force Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Soul Magic (Rank 1)
Enhancement: Stalwart Defender (Ftr) - Toughness (Rank 1)
Enhancement: Stalwart Defender (Ftr) - Stalwart Defense (Rank 1)
Enhancement: Stalwart Defender (Ftr) - Item Defense (Rank 1)
Enhancement: Stalwart Defender (Ftr) - Durable Defense (Rank 1)
Enhancement: Stalwart Defender (Ftr) - Durable Defense (Rank 2)
Enhancement: Stalwart Defender (Ftr) - Durable Defense (Rank 3)
Enhancement: Kensei (Ftr) - Kensei Focus: Light Blades (Rank 1)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 1)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 2)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 3)


Level 21 (Epic)
Feat: (Selected) Epic: Overwhelming Critical


Level 22 (Epic)


Level 23 (Epic)


Level 24 (Epic)
Ability Raise: DEX
Feat: (Selected) Epic: Combat Archery


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: DEX
Feat: (Epic Destiny) Epic Destiny: First Blood




WIS is (still) a dump stat on any rgr or pally build I make (excluding monkchers); this means more pts into INT & DEX. [I presumed a +3 STR tome for PA pre-req; hope you crunched your cards before today!]
Four more rgr lvls means +10% offhand from Tempest, lvl 4 spells (FOM & CSW), and a 4th FE. The downside is losing the extra skill pts & sneak atks from rog.
WF:Ranged, Mobility, SotR, and Toughness are all weak feats. In their place I took: Least Shadow DM + Extend (4 uses of Displacement for better survivability and it fits with the stealthy vibe); and Quicken + Emp Heal for better self-heals (will also boost Rejuv Cocoon in epic lvls).
I prefer Tempest to AA on mostly-pure rgrs; in particular, Dance of Death got a nice big update last time. Also defensive stance is well worth picking up (+25 PRR for 6 APs). If I had more APs to spare, I would've picked up Exposing Strike from DWS.

xcharon79
12-11-2014, 05:10 PM
WIS is (still) a dump stat on any rgr or pally build I make (excluding monkchers); this means more pts into INT & DEX. [I presumed a +3 STR tome for PA pre-req; hope you crunched your cards before today!]

i wanted to have PA available from lvl1, while melee is still your style of choice, but i see your point.
and some extra sp and dc boni from wis are a waste you say?
considering how slaying arrows and stuff cost "mana"... Oô



Four more rgr lvls means +10% offhand from Tempest, lvl 4 spells (FOM & CSW), and a 4th FE. The downside is losing the extra skill pts & sneak atks from rog.

that would bolster offhand attack-chance from 90 to 100%, at the cost of 2/5 the sneakattack die, rogue enhancements above tier1(venomed blades i.e. another 1d8 damage), quite alot skillpoints and uncanny dodge.
the better heals are appealing(i rely on my mage buddy for buffs), but all in all would be more benefitial for something less ranged focused imo.



WF:Ranged, Mobility, SotR, and Toughness are all weak feats. In their place I took: Least Shadow DM + Extend (4 uses of Displacement for better survivability and it fits with the stealthy vibe); and Quicken + Emp Heal for better self-heals (will also boost Rejuv Cocoon in epic lvls).

wasnt ranged focus a prerequisite for something? Oô
i kinda agree on sotr, like i sayd felt like a waste to leave it out, but i DO like toughness.
thats well above 10% more hp total at lvl 20, and is really nice throughout your whole advance towards epic lvls(alltho id prolly get it a couple lvls earlier than posted above).
mobility, meh ok.. 2% dodge and 2 ac doesent sound THAT crappy at least, and the plan was to stack alot of dodge, to compensate for the rather low hp. :p
swapping sotr for emp. healing is something i might consider tho.



I prefer Tempest to AA on mostly-pure rgrs; in particular, Dance of Death got a nice big update last time. Also defensive stance is well worth picking up (+25 PRR for 6 APs). If I had more APs to spare, I would've picked up Exposing Strike from DWS.
[/LIST]
then it wouldnt be any ranged focused anymore tho. :p
giving up on paralyzing shot is quite not an option without overthrowing the whole idea...
and yes i know ranged combat is no match for a descent melee.


anyways, thnx alot for the input.
at least it doesent seem totally horrible. ;)

unbongwah
12-12-2014, 08:38 AM
i wanted to have PA available from lvl1, while melee is still your style of choice, but i see your point.
The advantage of Precision is it helps both melee & ranged; the advantage of Power Atk is it boosts your melee DPS more than Precision against 0% Fort targets and is FotW-compatible (Rage effects like Adrenaline and Unbridled Fury disable Precision, IIRC). So it's nice to have both; I just chose to go with Precision first.

and some extra sp and dc boni from wis are a waste you say?
What DCs? Paralyzing Arrows have a fixed DC; your WIS doesn't boost them, unfortunately. Do you mean the bonus to Will saves? +3 ain't much; if you really care about saves, a pally splash instead of ftr makes more sense, IMHO.

Also, on a lvl 15 rgr, each pt of WIS nets a whopping 12 SPs (http://ddowiki.com/page/Spell_point?rdfrom=http%3A%2F%2Fddowiki.com%2Finde x.php%3Ftitle%3DBonus_spell_point%26redirect%3Dno# Bonus_spell_points). +72 SPs is a pretty lousy ROI for 20% of the build pts.

considering how slaying arrows and stuff cost "mana"... Oô
Well, as you can see, I ditched Slaying Arrows for Dance of Death. But even if I did respec into AA, I would rely on the temp SPs from Soul Magic & Moonbow to power Slaying Arrow et al. Furthermore, EotW grants Magical Training, which inc. Echoes of Power; so you'll never be completely without SPs. In epics, you can (eventually) Twist in Endless Faith to boost Echoes' threshold from 12 SPs to 30 SPs.

that would bolster offhand attack-chance from 90 to 100%, at the cost of 2/5 the sneakattack die, rogue enhancements above tier1(venomed blades i.e. another 1d8 damage), quite alot skillpoints and uncanny dodge.
The problem with sneak atk dmg is it doesn't scale well in epics and doesn't benefit from crits. Venomed Blades scales with Melee Power, but unless you really build around exploiting poison dmg, it is not a significant DPS contributor, either, IMHO. Since a lot of your epic DPS will come from trying to max out your crit dmg, an extra +10% offhand is worth more in the long run. Uncanny Dodge is a nice survivability perk, though, so if you really want to keep it, I suggest rgr 12 / rog 4 / ftr 4 instead of your original 11/5/4 split. And if you want to stay ranged-focused, don't forget lvl 12 DWS core extends your PBS range another 5m and grants +1d6 SA to make up for losing that rog lvl.

If you do stick with extra rog lvls, you may also want to consider picking up Shadow Dodge from Acrobat; 13 APs for +6 DEX +3% Dodge isn't cheap and the -30% Fortification sucks, but that's +3 to dmg (both melee & ranged), AC, and Reflex saves on this build.

wasnt ranged focus a prerequisite for something? Oô
WF:Ranged used to be a pre-req for AA PrE, but that requirement was dropped in the U19 Enhancement overhaul, fortunately. It is still a pre-req for Power Crit, Weap Spec:Ranged, and Kensei T2 Archery Specialization, but you took none of those.

i kinda agree on sotr, like i sayd felt like a waste to leave it out, but i DO like toughness.
On its own, Toughness is only worth 30 HPs at lvl 28. There are enough HP bonuses in DDO that I no longer consider it a worthwhile feat, unless you're also going for epic Toughness; and since eToughness req's base CON 21, I only take it on my tank-y builds with feats to spare, such as my Dwarven Defender.

mobility, meh ok.. 2% dodge and 2 ac doesent sound THAT crappy at least, and the plan was to stack alot of dodge, to compensate for the rather low hp. :p
By endgame, presume a +11% Dodge item (http://ddowiki.com/page/Item:Epic_Belt_of_Thoughtful_Rememberance) and 6% Dodge from feat+Imp Dodge enh. After that, it gets a bit tricky; you can Twist in +3% Dodge from Unearthly Reactions and Lithe.

But what it boils down to is 50% concealment from Gtr Shadow DM is going to be a much bigger boost to your defenses than a few extra % of Dodge from Mobility+Spring Atk. At lvl 28, you will have over 22 mins. worth of Displacement (4 * 28 * 6 * 2 = 1,344 secs), which is more than enough to last between shrines (most of the time, anyway). Eventually you will be able to UMD Displacement scrolls and/or craft GS Displacement clickies, at which point you might want to redo your feats. But for a first-life elven rgr, it's a pretty welcome perk, IMHO.

Plus glowing facial tattoos are cool. :cool:

giving up on paralyzing shot is quite not an option without overthrowing the whole idea...
Fortunately, enhancements are easy to reset, so feel free to experiment until you find the combo which works best for you. Like I said, I prefer Tempests to (non-monkcher) AA these days, but it's still your call.

xcharon79
12-12-2014, 10:45 AM
The advantage of Precision is it helps both melee & ranged; the advantage of Power Atk is it boosts your melee DPS more than Precision against 0% Fort targets and is FotW-compatible (Rage effects like Adrenaline and Unbridled Fury disable Precision, IIRC). So it's nice to have both; I just chose to go with Precision first.
ic, reasonable point.
i was more thinking of the levels between 1 and 6, before you have enough enhancement points at hand to get a reasonable primary arrow imbue.
PA allmost doubles your damage output throughout yur "young ages" from my expirience(mind its a first-lifer and wasnt intended to be an endgame setup).


What DCs? Paralyzing Arrows have a fixed DC; your WIS doesn't boost them, unfortunately. Do you mean the bonus to Will saves? +3 ain't much; if you really care about saves, a pally splash instead of ftr makes more sense, IMHO.
isnt stuff like spike growth or hold animal influenced by wis?
the saves are just kind ofa bonus, and to me it feels kinda awkward to be reliant on tomes or items to meet any spell/feat prereqs(see PA at lvl1). :p


Also, on a lvl 15 rgr, each pt of WIS nets a whopping 12 SPs (http://ddowiki.com/page/Spell_point?rdfrom=http%3A%2F%2Fddowiki.com%2Finde x.php%3Ftitle%3DBonus_spell_point%26redirect%3Dno# Bonus_spell_points). +72 SPs is a pretty lousy ROI for 20% of the build pts

Well, as you can see, I ditched Slaying Arrows for Dance of Death. But even if I did respec into AA, I would rely on the temp SPs from Soul Magic & Moonbow to power Slaying Arrow et al. Furthermore, EotW grants Magical Training, which inc. Echoes of Power; so you'll never be completely without SPs. In epics, you can (eventually) Twist in Endless Faith to boost Echoes' threshold from 12 SPs to 30 SPs.
hmm ic, 25% sp buffer didnt sound so bad at first, but aiming for more skillpoints (and prolly another +1 thac0 and damage) seems reasonable, taking the temp sp into account.
guess ill settle with 12str and 10wis on my next life, to still be able to meet requirnments for spells and pa at lvl3.


The problem with sneak atk dmg is it doesn't scale well in epics and doesn't benefit from crits. Venomed Blades scales with Melee Power, but unless you really build around exploiting poison dmg, it is not a significant DPS contributor, either, IMHO. Since a lot of your epic DPS will come from trying to max out your crit dmg, an extra +10% offhand is worth more in the long run. Uncanny Dodge is a nice survivability perk, though, so if you really want to keep it, I suggest rgr 12 / rog 4 / ftr 4 instead of your original 11/5/4 split. And if you want to stay ranged-focused, don't forget lvl 12 DWS core extends your PBS range another 5m and grants +1d6 SA to make up for losing that rog lvl.
well, first of all, its goina be a AA, i do have a monk allready to satisfy my twf itch. :p
allso, looking at how longbows only crit on 20's with a crummy x2 multiplier, the plan was to move it away from dependency on critical hits.
in other words, stack as many additional damage dice as possible, be it sneak dice or something like venomed blades.
with rapiers as primary "tool" i can see how aiming for crits is superior, but i hardly can imagine that for ranged combat atm.
as for lvl12 ranger enhancements: due to the need to put ALOT of points into the elven-tree, since weapon finesse only applying to melee, i really couldnt free up anymore points to get the DWS tree covered
(just 1 point for an allmost free sneak die).
rgr12 or rog5 is a tough call tho, like mentioned in the initial post. is there any other incentive for getting that 12th ranger level(wich i pretty much consider a waste)?


If you do stick with extra rog lvls, you may also want to consider picking up Shadow Dodge from Acrobat; 13 APs for +6 DEX +3% Dodge isn't cheap and the -30% Fortification sucks, but that's +3 to dmg (both melee & ranged), AC, and Reflex saves on this build.
hmmm, gotta check if theres sufficient points left to replace the kensei for the acrobat tree. i deffo dont wanna ditch haste boost tho.
allso dodge cap might become an issue.


WF:Ranged used to be a pre-req for AA PrE, but that requirement was dropped in the U19 Enhancement overhaul, fortunately. It is still a pre-req for Power Crit, Weap Spec:Ranged, and Kensei T2 Archery Specialization, but you took none of those.
ah ic, good to know. so basically its only useful in early levels(for bow str) before you can afford aerenal grace.
will ditch it around lvl15 when undergoing a LR to squeeze out some additional skills.



On its own, Toughness is only worth 30 HPs at lvl 28. There are enough HP bonuses in DDO that I no longer consider it a worthwhile feat, unless you're also going for epic Toughness; and since eToughness req's base CON 21, I only take it on my tank-y builds with feats to spare, such as my Dwarven Defender.
well thats still 15%hp on lvl20, respectively 10% on lvl28.
prolly not vital, but imo still pretty valuable.
something to consider throwing out if i wanna free up a feat i guess.



By endgame, presume a +11% Dodge item (http://ddowiki.com/page/Item:Epic_Belt_of_Thoughtful_Rememberance) and 6% Dodge from feat+Imp Dodge enh. After that, it gets a bit tricky; you can Twist in +3% Dodge from Unearthly Reactions and Lithe.

hmmm, whats the max dodge/dex bonus on epic armor like?
now you made me worry about hitting cap way too soon. :p
mobilities additional 2dex bonus for armors allso counts towards max dodge cap, right?


But what it boils down to is 50% concealment from Gtr Shadow DM is going to be a much bigger boost to your defenses than a few extra % of Dodge from Mobility+Spring Atk. At lvl 28, you will have over 22 mins. worth of Displacement (4 * 28 * 6 * 2 = 1,344 secs), which is more than enough to last between shrines (most of the time, anyway). Eventually you will be able to UMD Displacement scrolls and/or craft GS Displacement clickies, at which point you might want to redo your feats. But for a first-life elven rgr, it's a pretty welcome perk, IMHO.

absolutely agree, due to the planned max umd skill the idea was to cover buffs with wands or scrolls tho...


Fortunately, enhancements are easy to reset, so feel free to experiment until you find the combo which works best for you. Like I said, I prefer Tempests to (non-monkcher) AA these days, but it's still your call.
true, enhancements arent much ofa problem, as long as you know where the auctioneer hangs around(and no, its not goina become a tempest, i KNOW they deliver more pain)... :p
ditching SOTR for imp. evasion becomes more and more appealing atm...
but what to do with the weapon focus feat after lvl15? is emp healing even worth it with "just" 11/12 lvls of ranger?
i mean, even with a nice boost CMW will still be pretty crummy...

would either picking up DM and extend or imp evasion and emp heal be the more reasonable choice considering the above?
allso, wich wasnt brought up yet, cleave and gr cleave are very appealing, but throwing 4 feats at the "melee backup" seems a little overdue. :-/

took a years long break from ddo before epic levels were introduced, so i hardly have any clue about whats worthwhile past lvl20.
so, is the above mentioned Rejuv Cocoon worth throwing a feat at, or would cleave come in more handy in the end, even if melee is just meant a circumstancial resort?


thnx for the extensive answer btw, very much apreciated! ;)

unbongwah
12-12-2014, 11:22 AM
isnt stuff like spike growth or hold animal influenced by wis?
Yes. They are also useless even when they do work, if my WIS-based pure druids are anything to go by, so don't bother.

allso, looking at how longbows only crit on 20's with a crummy x2 multiplier, the plan was to move it away from dependency on critical hits.
Base crit on longbows is 20 x3, not x2; the better named longbows like Bow of Sinew and Pinion are 19-20 x3, which goes to 17-20 x3 w/IC:Ranged. If you're in Legendary Dreadnought and have Pulverizer, the +1 crit range bonus will apply to bows if you have Morphic Arrows active, so a Pinion becomes 15-20 x3.

Or if you're in FotW, notice how Unbridled Fury works: "Every three seconds, for thirty seconds, you gain Adrenaline Overload: Your next attack deals +400% damage and has +16 critical threat range and confirmation of critical hits." This is what makes Manyshot in FotW such darn powerful burst DPS.

with rapiers as primary "tool" i can see how aiming for crits is superior, but i hardly can imagine that for ranged combat atm.
Honestly, the real problem with bows is their low rate of fire compared to repeaters or TWF; a few extra d6 dmg per hit isn't enough to close the DPS gap while Manyshot is on cooldown, particularly while the Doubleshot penalty is still active. That's why monkchers are still the archer builds of choice: you alternate between MS and 10K Stars to keep your RoF as high as possible, only meleeing when both are on CD or you need to regen some ki ASAP.

hmmm, gotta check if theres sufficient points left to replace the kensei for the acrobat tree. i deffo dont wanna ditch haste boost tho.
Haste boost is also available from Acrobat, though it's 2 APs per rank rather than 1. Still, you need to spend your APs on something to unlock Shadow Dodge...

well thats still 15%hp on lvl20, respectively 10% on lvl28.
That's only if you ignore all the bonus HPs you're getting from gear, EDs, CON tome, etc. You can hit 600+ HPs on most epic chars without trying too hard; an extra 5% or less of HPs isn't worth the feat slot, IMHO.

hmmm, whats the max dodge/dex bonus on epic armor like?
For flawless dragonhide, base MDB is 19; if you Twist in Lithe, you get +6 MDB which gets you to the 25% Dodge cap. Or go with eDuelist (http://ddowiki.com/page/Item:Epic_Duelist%27s_Leathers_%28Level_24%29); not as nice DPS-wise, but base MDB 28 and has Dodge +10% plus a blue augment when fully upgraded.

mobilities additional 2dex bonus for armors allso counts towards max dodge cap, right?
Not exactly: Mobility by itself raises your MDB (and adds +2% Dodge), but it doesn't affect your max Dodge cap (http://ddowiki.com/page/Dodge_Bonus#Maximum_Dodge_bonus). However, Imp Mobility (Tempest or Kensei) will raise your Dodge cap by +3. If you're in a guild with a Fencing Master buff, that raises it another +2. So you can hit a 30% Dodge cap w/Mobility.

ditching SOTR for imp. evasion becomes more and more appealing atm...
Imp Evasion is not available as a regular chooseable feat. It is only available to monk 9, rog 10+ (as a bonus feat), or from Tempest's T5 Evasive Dance ability (one more reason for going Tempest).

but what to do with the weapon focus feat after lvl15? is emp healing even worth it with "just" 11/12 lvls of ranger?
Don't forget Emp Heal also boosts ED healing abilities like Renewal and Rejuvenation Cocoon. Cocoon+Emp Heal will cover a lot of your self-healing requirements.

so, is the above mentioned Rejuv Cocoon worth throwing a feat at, or would cleave come in more handy in the end, even if melee is just meant a circumstancial resort?
Cleave atks do less dmg on a TWF build than THF/SWF builds, but it's still a useful AoE; it's also still a pre-req for Momentum Swing in Legendary Dreadnaught, if you want that ability. OTOH, Dance of Death is really nice right now: hit up to 4 enemies per regular atk 2/3 of the time (10 sec duration, 15 sec CD).

xcharon79
12-12-2014, 07:11 PM
Yes. They are also useless even when they do work, if my WIS-based pure druids are anything to go by, so don't bother.
fair enough... if ~30wis doesent do the trick its a waste. =(


Base crit on longbows is 20 x3, not x2; the better named longbows like Bow of Sinew and Pinion are 19-20 x3, which goes to 17-20 x3 w/IC:Ranged. If you're in Legendary Dreadnought and have Pulverizer, the +1 crit range bonus will apply to bows if you have Morphic Arrows active, so a Pinion becomes 15-20 x3.
my bad, x3 ofc. looks like theres plenty of use for seeker items or the likes.


Or if you're in FotW, notice how Unbridled Fury works: "Every three seconds, for thirty seconds, you gain Adrenaline Overload: Your next attack deals +400% damage and has +16 critical threat range and confirmation of critical hits." This is what makes Manyshot in FotW such darn powerful burst DPS.
noted, ill look into that. so youd suggest fotw over shiradi?


Honestly, the real problem with bows is their low rate of fire compared to repeaters or TWF; a few extra d6 dmg per hit isn't enough to close the DPS gap while Manyshot is on cooldown, particularly while the Doubleshot penalty is still active. That's why monkchers are still the archer builds of choice: you alternate between MS and 10K Stars to keep your RoF as high as possible, only meleeing when both are on CD or you need to regen some ki ASAP.
well, the poor rof was what sparked the idea of stacking as many dice as possible, to kinda compensate for that. :p
allso, with parashot imbue pretty much permanently theres gotta be "some" origin of damage.
kinda hard to imagine that a couple extra base dmg could compete with half a dozend additional dice tbh.


Haste boost is also available from Acrobat, though it's 2 APs per rank rather than 1. Still, you need to spend your APs on something to unlock Shadow Dodge...
indeed, that would prolly require to ditch sprint boost tho, due to shortage on enhancement points.


That's only if you ignore all the bonus HPs you're getting from gear, EDs, CON tome, etc. You can hit 600+ HPs on most epic chars without trying too hard; an extra 5% or less of HPs isn't worth the feat slot, IMHO.
allright, its BEEN a while since i last played, lol.
600hp... jesus christ... *throwsouttoughness*


Not exactly: Mobility by itself raises your MDB (and adds +2% Dodge), but it doesn't affect your max Dodge cap (http://ddowiki.com/page/Dodge_Bonus#Maximum_Dodge_bonus). However, Imp Mobility (Tempest or Kensei) will raise your Dodge cap by +3. If you're in a guild with a Fencing Master buff, that raises it another +2. So you can hit a 30% Dodge cap w/Mobility.
ok, so basically mobility IS kinda reasonable for unlocking the tempest enhancements then i guess?


Imp Evasion is not available as a regular chooseable feat. It is only available to monk 9, rog 10+ (as a bonus feat), or from Tempest's T5 Evasive Dance ability (one more reason for going Tempest).
oh, didnt knew that. thought your free to pick imp evasion once you got regular evasion. my bad. =(


Don't forget Emp Heal also boosts ED healing abilities like Renewal and Rejuvenation Cocoon. Cocoon+Emp Heal will cover a lot of your self-healing requirements.
allright, emp healing it is then. :p


Cleave atks do less dmg on a TWF build than THF/SWF builds, but it's still a useful AoE; it's also still a pre-req for Momentum Swing in Legendary Dreadnaught, if you want that ability. OTOH, Dance of Death is really nice right now: hit up to 4 enemies per regular atk 2/3 of the time (10 sec duration, 15 sec CD).
might consider that if i roll a new melee toon. ;)

anyways, ive taken the sayd into account and revised the build accordingly to:

Character Plan by DDO Character Planner Version 04.23.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 28 Chaotic Good Elf Female
(4 Fighter \ 5 Rogue \ 11 Ranger \ 8 Epic)
Hit Points: 362
Spell Points: 145
BAB: 18\18\23\28\28
Fortitude: 15
Reflex: 22
Will: 6

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 28)
Strength 12 14
Dexterity 18 30
Constitution 12 16
Intelligence 14 18
Wisdom 10 13
Charisma 8 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 Dexterity used at level 11
+3 Tome of Constitution used at level 11
+3 Tome of Intelligence used at level 11
+3 Tome of Wisdom used at level 11
+4 Tome of Dexterity used at level 15
+4 Tome of Constitution used at level 15
+4 Tome of Intelligence used at level 15
+5 Tome of Dexterity used at level 19

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 28)
Balance 8 31
Bluff -1 8
Concentration 1 19
Diplomacy 3 12
Disable Device 6 35
Haggle -1 8
Heal 0 9
Hide 8 43
Intimidate -1 8
Jump 1 18
Listen 4 23
Move Silently 8 30
Open Lock 8 41
Perform n/a n/a
Repair 2 12
Search 6 37
Spellcraft 2 12
Spot 3 19
Swim 1 10
Tumble 5 19
Use Magic Device 3 31

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Diplomacy (+4)
Skill: Disable Device (+4)
Skill: Hide (+4)
Skill: Listen (+4)
Skill: Move Silently (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+3)
Skill: Tumble (+1)
Skill: Use Magic Device (+4)
Feat: (Selected) Point Blank Shot


Level 2 (Ranger)
Skill: Concentration (+5)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Feat: (Favored Enemy) Favored Enemy: Undead


Level 3 (Fighter)
Skill: Jump (+4)
Feat: (Selected) Least Dragonmark of Shadow
Feat: (Fighter Bonus) Precision


Level 4 (Ranger)
Skill: Concentration (+2)
Skill: Hide (+2)
Skill: Move Silently (+2)
Skill: Search (+2)


Level 5 (Ranger)
Skill: Concentration (+1)
Skill: Hide (+1)
Skill: Listen (+4)
Skill: Move Silently (+1)
Skill: Search (+1)


Level 6 (Ranger)
Skill: Hide (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+4)
Feat: (Selected) Power Attack


Level 7 (Fighter)
Skill: Jump (+4)
Feat: (Fighter Bonus) Dodge


Level 8 (Rogue)
Skill: Disable Device (+6)
Skill: Open Lock (+5)


Level 9 (Ranger)
Skill: Hide (+3)
Skill: Move Silently (+3)
Skill: Search (+3)
Feat: (Favored Enemy) Favored Enemy: Giant
Feat: (Selected) Improved Critical: Ranged Weapons


Level 10 (Ranger)
Skill: Hide (+1)
Skill: Listen (+3)
Skill: Search (+1)
Skill: Use Magic Device (+2)


Level 11 (Fighter)
Skill: Use Magic Device (+2.5)


Level 12 (Fighter)
Skill: Use Magic Device (+2.5)
Feat: (Selected) Extend Spell
Feat: (Fighter Bonus) Improved Critical: Piercing Weapons


Level 13 (Ranger)
Skill: Hide (+3)
Skill: Search (+3)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 14 (Ranger)
Skill: Hide (+1)
Skill: Search (+1)
Skill: Use Magic Device (+3.5)


Level 15 (Ranger)
Skill: Balance (+1)
Skill: Hide (+1)
Skill: Search (+1)
Skill: Use Magic Device (+2.5)
Feat: (Selected) Empower Healing Spell


Level 16 (Rogue)
Skill: Disable Device (+6)
Skill: Open Lock (+6)


Level 17 (Ranger)
Skill: Balance (+1)
Skill: Hide (+2)
Skill: Search (+2)
Skill: Use Magic Device (+2)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider


Level 18 (Rogue)
Skill: Balance (+1)
Skill: Disable Device (+5)
Skill: Open Lock (+6)
Feat: (Selected) Mobility


Level 19 (Ranger)
Skill: Balance (+1)
Skill: Hide (+2)
Skill: Search (+2)
Skill: Use Magic Device (+2)


Level 20 (Rogue)
Skill: Balance (+5)
Skill: Disable Device (+2)
Skill: Hide (+1)
Skill: Open Lock (+2)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 21 (Epic)
Feat: (Selected) Epic: Combat Archery


Level 22 (Epic)


Level 23 (Epic)


Level 24 (Epic)
Feat: (Selected) Epic: Overwhelming Critical


Level 25 (Epic)


Level 26 (Epic)
Feat: (Epic Destiny) Epic Destiny: Holy Strike


Level 27 (Epic)
Feat: (Selected) Epic: Blinding Speed


Level 28 (Epic)
Feat: (Epic Destiny) Epic Destiny: Doubleshot




i hope thats more like it now... (even tho i have to deal with the order in wich i picked her 9lvls, lol)
12str to have PA available soonish, and 10wis(13 with tome), to get rid of the need for a wis item, and therefore precious itemslot.

and thnx for the advice, you saved me from running into a couple brick walls here. :p