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  1. #1
    Community Member dogpig00's Avatar
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    Default The AAsai, 28-point dps Arcane Archer Fighter

    Goal: This build is intended to max ranged damage with longbow, but still with decent melee capability, evasion, and very useful levels of trap skills. This build is also very new player friendly.

    Race selection: elf.
    Elves get longbow, rapier/longsword bonuses to damage and attack from enhancements. Due to only elves get arcane archer enhancement, there is no other substitute race.

    Fighter 12/Ranger 6/Rogue 2

    Why Rogue 2?
    Rogue 2 gives evasion, and opens up traps skills, plus 1d6+3 sneak attack damage

    Why Ranger 6?
    Ranger 6 is the best stop point for archery focused build, except for when you want to get the ranger capstone. Ranger 6 gives 3 archery feats (bow strength, rapid shot, many shot) and 2 melee fighting feats (TWF, ITWF). Plus ranger 6 opens up spell caster, a prerequisite for AA. You also get 6 min of ram's might, stacking +2 dmg and +2 str, plus the standard ranger bonuses (sprint, favored enemy, etc)

    Why Fighter 12?
    Fighter 12 gives Kensai II, power surge, plus 7 bonus feats, which can be all spent on ranged combat. Since there aren't many ranged weapon choices, specialize into longbow is a good choice. Plus, you get the standard fighter enhancements (+3 str, haste boost, toughness)

    Why Fighter 12/Ranger 6 and not Ranger 12/Fighter 6?
    I don't see much to be gained by going ranger 6->12. You do get precise shot, improved precise shot, and GTWF at ranger 11, but fighter 6->12 gives 3 feats, which can also be spent on these. Ranger 9 gives evasion, which overlaps with rogue 2, and there aren't any good ranger level 2-3 spells. Fighter 6->12 can significantly improve your longbow damage with kensai II, (greater) weapon specialization, and power surge.

    The build (28 point):

    STR 16 + 5 (level up) + 3 (fighter enh) + 6 (item) = 30, +2 (ram's might) +8(power surge)=40, + tome + exceptional bonuses
    DEX 17 + 2 (ranger enh) + 2 (elf enh) + 2 (tome) + 6 item = 29, + exceptional bonus
    CON 12 + 6 item = 18, + tome + exceptional
    INT 11 + 1 (tome) = 12
    WIS 9 + tome/item (need 11 WIS to cast ram's might)
    CHA 8

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Elf Female
    (12 Fighter \ 2 Rogue \ 6 Ranger) 
    Hit Points: 282
    Spell Points: 135 
    BAB: 19\19\24\29\29
    Fortitude: 14
    Reflex: 18
    Will: 5
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (28 Point)       (Level 1)          (Level 20)        
    Strength             16                 21            
    Dexterity            17                 19            
    Constitution         12                 12            
    Intelligence         11                 12            
    Wisdom                9                  9            
    Charisma              8                  8            
    
    Tomes Used
    +1 Tome of Intelligence used at level 4
    +2 Tome of Dexterity used at level 14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    15
    Bluff                -1                     1
    Concentration         1                     3
    Diplomacy            -1                     1
    Disable Device        4                    19
    Haggle               -1                    -1
    Heal                 -1                    -1
    Hide                  7                    10
    Intimidate           -1                     1
    Jump                  7                    17
    Listen               -1                     1
    Move Silently         7                    10
    Open Lock             7                    19
    Perform              n/a                   n/a
    Repair                0                     1
    Search                4                    26
    Spot                 -1                     1
    Swim                  3                     7
    Tumble                7                    10
    Use Magic Device     n/a                   n/a
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Point Blank Shot
    
    
    Level 3 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 4 (Ranger)
    Ability Raise: STR
    
    
    Level 5 (Ranger)
    
    
    Level 6 (Ranger)
    Feat: (Selected) Mental Toughness
    
    
    Level 7 (Rogue)
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Dexterity I
    Enhancement: Aerenal Elf Melee Attack I
    Enhancement: Aerenal Elf Melee Damage I
    Enhancement: Elven Ranged Attack I
    Enhancement: Elven Ranged Damage I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Damage I
    Enhancement: Elven Arcane Archer I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Ranger Dexterity I
    Enhancement: Fighter Toughness I
    Enhancement: Rogue Improved Trap Sense I
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 10 (Ranger)
    
    
    Level 11 (Fighter)
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons
    
    
    Level 13 (Fighter)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Precise Shot
    
    
    Level 15 (Fighter)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Greater Weapon Focus: Ranged Weapons
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Selected) Oversized Two Weapon Fighting
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Greater Weapon Specialization: Ranged Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Elven Dexterity II
    Enhancement: Elven Ranged Attack II
    Enhancement: Elven Ranged Damage II
    Enhancement: Kensei Longbow Mastery I
    Enhancement: Kensei Longbow Mastery II
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Longbow Specialization I
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Ranger Dexterity II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Enhancement: Fighter Toughness II
    Note that it important to get ranger 4 at level 6 so that you can take mental toughness, which is required for elven arcane archer at level 8. I also used a couple tomes, the +2 dex tome at level 14 is required for improved precise shot.

    While the build is focused on ranged combat, the build is also very versatile in melee. It is specialized in rapier (improved critical, piercing) with oversized TWF feat. You can dual-wield rapiers for banish/smiting and dual-wield longsword for vorpal.

    Given the both AA and Kensai PrE are fully selected, it is unlikely there are spare AP for Elf Melee Damage & Attack II, or fighter haste boost II, III, IV. You can play with AP can move them around.

    For starter (and even advenced) player, the weapon of choice should be the level 6 Silver Longbow (+2, holy, 1d10 19-20/x3) from level 9 quest Church and the Cult. Note that bow is basically a Green Steel longbow with holy and khopesh's critical range, assuming you are using the +5 AA returning arrow (which overrides the +2).

    Total self-buffed bonus to damage:
    15 (40 str) + 2 (elf enh) + 2 (ram's might) + 2 (kensai mastery I & II) + 1 (fighter weapon specialization) + 2 (feat, weapon specialization) + 2 (feat, greater weapon specialization) = 26 + (favored enemy)

    The main play style should be that use Manyshot for maximum ranged damage with slayer (or whatever you like) arrow imbued. You will do most dps in manyshot mode. When manyshot is in cooldown, your dps is still great, but may consider move to melee range for vorpal/banish/smiting.

    Thanks all for reading. Comments are welcome.

  2. #2
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by dogpig00 View Post
    there aren't any good ranger level 2-3 spells
    Prot. from Energy & Barkskin don't suck; can you get wands of them instead? And Resist Energy hits DR 30 at ranger 11. Also, getting IPS for free means you don't need DEX 19, so you can drop the +2 DEX tome and even start with lower DEX; that may be preferable for a newbie who can't afford a +2 tome.

  3. #3
    Community Member dogpig00's Avatar
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    Default

    I found plenty of protection from energy, resist energy 20, 30 wands in game.

    Barkskin comes in potions. Also this is not an AC build.

    If a newbie cannot afford +2 dex tome, they can put 2 level up point in dex, or use +1 dex tome with 1 level up point since improved precise shot is obtained at level 15 -- there is plenty of time for +1 tome.

  4. #4
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    I made almost same build about and posted it few post down. i choose a bad title however.

    I got two layout for the builds not sure which to follow. I went with 2 monk instead of rogue. Already have lots of rogues

    Its 32 points however. Please do comment on it , but me guess we are more or less thinking alike.

    I have no idea how to link threads. Its the one with title two builds what to pick.

    http://forums.ddo.com/showthread.php?t=255866


    what you know just copy pasting the url works.

  5. #5
    Community Member dogpig00's Avatar
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    Default

    monk and 32points are generally not newbie friendly. Given there are already plenty of feats from fighter 12, monk 2 isn't really as good as rogue 2, which gives trap skills, sneak attack dmg, and extra saves vs traps.

  6. #6
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    Sorry i expressed myself wrongly i think.

    I had no where near the intention to claim my build is newby friendly. I am just saying that my build is imo aiming towards the same thing. Without the trapskills then.

    I just posted cause not many seem to make suggestions and cause youre build is similar and you look what you are doing.

    Anyway i like it, i went monk cause many rogues i have but heck you made me rebuild on paper to see what i could do when i add rogue instead.

    Will leave youre thread alone now :-)

  7. #7
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    I like it. Its well thought out (Ranger 6 vs Fighter 6), its made for people who wish to remain F2P (1,001 being max favor for F2P), and it includes 2 things people disregard in this game (28pt Elves, Ranged Combat). Kudos!

    Dogan
    Winner *ding *ding *ding

  8. #8
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    Thanks for posting this, it's exactly the type of build I was thinking of making. Looks great!

  9. #9
    Community Member nfdnfd's Avatar
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    Default

    I was looking for something different to play with and guess i found it

    Do you have any gear set in mind, that someone should progressive should seek?

  10. #10
    Community Member Crann's Avatar
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    What would your biggest advantage be over a AA Ranger 20?

    I was thinking of something similar to this or something like ranger 11, fighter 8, monk 1.

    The only thing that stops me is the question "what am I giving up?" The Capstone is too valuable to me as an AA, and Ranger 20 does actual give you some decent melee when you figure in that just about everything endgame is going to fit within 1 of your 5 Favored enemy categories. The extra feats you get as a fighter are being consumed by feats the ranger levels give you for free.

    Having the higher level casting ability is a pretty big bonus too....I have several builds with 6 levels of ranger, and miss the versatily in each and every one of them immensely. You "can" find wands to replace some of the spells, but you cannot get +5 barkskin potions, or buy caster level 11 resist wands from vendors. Self healing from spells is never a bad thing either.

    In addition to that you are getting each of your AA abilities a couple levels later.

    I really like the idea for the build you are suggesting......but still cannot get over the trade off. Ranged is pretty weak as it is, and I'd rather maximize any kind of AA build that I was going to play.

  11. #11
    Community Member ddoplayer064's Avatar
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    Quote Originally Posted by Crann View Post
    What would your biggest advantage be over a AA Ranger 20?
    You would be giving up the capstone. And some fairly useless spells. And the extra FE damage
    You be gaining:
    +44 HP's
    +3 str
    +4/5 damage per arrow due to fighter weapon feats

    Is the trade off worth it? No clue to be honest.
    [This space intentionally left blank]

  12. #12
    Community Member krud's Avatar
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    Quote Originally Posted by ddoplayer064 View Post
    You would be giving up the capstone. And some fairly useless spells. And the extra FE damage
    You be gaining:
    +44 HP's
    +3 str
    +4/5 damage per arrow due to fighter weapon feats

    Is the trade off worth it? No clue to be honest.
    plus full umd
    Ghallanda: Neatoelf15wiz/1rgr, Neetoelf17wiz, NeatoManhuman13rog/6pal/1mnk, NeatoHombrehuman12ftr/6pal/2rog, Kneetoedwarf17clr, Kneedoughdrow18clr/2mnk

    Minimize expectations and you'll never be disappointed

  13. #13
    Community Member dogpig00's Avatar
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    Quote Originally Posted by Crann View Post
    What would your biggest advantage be over a AA Ranger 20?
    Full 20 Ranger has its advantages. The biggest one is obviously 25% bonus to ranged attack speed at level 20. But the biggest drawback is also the bonus is only given at level 20, making you significantly weaker before level 20.

    The extra feats you get as a fighter are being consumed by feats the ranger levels give you for free.
    If this build is for Fighter 20, then your statement is true. However ranger's free feats is given mostly at level 6 -- you get 5 combat feats for first 6 levels of ranger, 3 feats for the next 6, and none after that. Remember 6 levels of fighter also give at least 3 feats. This means that taking first 6 levels of ranger is the best trade off.

    Having the higher level casting ability is a pretty big bonus too....I have several builds with 6 levels of ranger, and miss the versatily in each and every one of them immensely. You "can" find wands to replace some of the spells, but you cannot get +5 barkskin potions, or buy caster level 11 resist wands from vendors. Self healing from spells is never a bad thing either.
    The only spell I'd miss really is Freedom of movement. Everything else is easy to obtain, or not so useful to the build (for example, barkskin isn't useful since ranged character is no where near an AC tank, besides you can buy +3 version).

    So the main trade off here:
    The main trade off here:

    Ranger 20 AA:
    25% bonus to ranged combat, only at level 20
    Freedom of movement
    some favored enemy bonus
    +1 more dex (Ranger dex III enhancement)

    AAsei, Fighter 12/Ranger 6/Rogue 2
    +6 damage from fighter feats/enhancements
    +4 attack from fighter feats/enhancements
    + critical accuracy/damage
    Power Surge
    (near) Full trap skills
    (32 point build w/tome) Full UMD, and/or full intimidate w/ tower shield (my own build went intimidate path)
    +3 Str
    Fighter haste/attack boosts
    +44hp

    I would say the AAsei is more flexible in terms of DPS (certainly before level 20, and on-par with ranger 20 with haste boost), skills, and ease of leveling.

  14. #14
    Community Member dogpig00's Avatar
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    Quote Originally Posted by nfdnfd View Post
    I was looking for something different to play with and guess i found it

    Do you have any gear set in mind, that someone should progressive should seek?
    The *only* item you should get is the level 6 Silver Longbow from Church & the Cult quest. That bow is the *best* bow out there.

    Of course that bow's effectiveness reduces vs crit immune/non-evil creatures. Do find some other bows for these situations.

  15. #15
    Community Member Crann's Avatar
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    Quote Originally Posted by dogpig00 View Post
    The *only* item you should get is the level 6 Silver Longbow from Church & the Cult quest. That bow is the *best* bow out there.

    Of course that bow's effectiveness reduces vs crit immune/non-evil creatures. Do find some other bows for these situations.
    it is a great bow, the additional crit range and 1d10 damage is often overlooked.

  16. #16
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    Default Enhancements

    i was just wondering what would be the order to get the Enhancements so i can be an AA as fast as possible to start using my bow and go on... cause i am lost with all that Enhancements, i dont know where to start.
    thx for the attention....
    i know its a noob question but plz help me to create an enhancements order in each lvl
    bye bye

  17. #17
    Founder Sani_Medicor's Avatar
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    Quote Originally Posted by Ormagnag View Post
    I got two layout for the builds not sure which to follow. I went with 2 monk instead of rogue. Already have lots of rogues

    Its 32 points however. Please do comment on it , but me guess we are more or less thinking alike.

    I have no idea how to link threads. Its the one with title two builds what to pick.

    http://forums.ddo.com/showthread.php?t=255866


    what you know just copy pasting the url works.
    That's funny...I posted up a similar thread with two builds recently...I ended up going with 11rgr/8ftr/1wiz for personal reasons...this is the one everyone else preferred though! lol

    Lawful Good Elf
    (12 Fighter / 6 Ranger / 2 Monk)

    Progression
    1 Ranger
    2 Monk
    3 Fighter
    4-8 Ranger
    9 Fighter
    10 Monk
    11-20 Figher

    Stats
    Str 15 +5 Level Ups
    Dex 18
    Con 14
    Int 8
    Wis 12
    Cha 8

    Feats
    1 Point Blank Shot
    2 Toughness
    3 Weapon Focus: Ranged
    3 Weapon Focus: Slashing
    6 Mental Toughness
    9 Improved Critical: Ranged
    9 Improved Critical: Slashing
    10 Power Attack (Evasion)
    12 Precise Shot
    12 Improved Precise Shot
    14 Greater Two Weapon Fighting
    16 Bonus Feat (Khopesh, OTWF, Whirling Steel Strike, Etc.)
    18 Weapon Specialization: Ranged
    18 Weapon Specialization: Slashing
    20 Greater Weapon Focus: Ranged

    Favored Enemies
    Undead
    Evil Outsiders

    Skills
    Level 1 - Hide, Listen, Move Silent, Spot, Tumble
    Monk - Balance
    Fighter - Jump
    Ranger - Hide, Listen, Move Silent, Spot

    Enhancements
    Elven Dexterity II
    Elven Toughness II
    Elven Ranged Attack II
    Elven Ranged Damage II
    Ranger Dexterity II
    Ranger Favored Damage I
    Fighter Kensei II
    Fighter Strength II
    Fighter Toughness IV
    Fighter Item Defense I
    Fighter Attack Boost II
    Fighter Haste Boost III
    Kensei Longbow Mastery II
    Fighter Critical Accuracy II
    Fighter Longbow Specialization I
    Elven Arcane Archer I
    Elven Arcane Archer: Conjure +5 Arrows
    Elven Arcane Archer: Imbue Acid Arrows
    Elven Arcane Archer: Imbue Force Arrows
    Elven Arcane Archer: Imbue Terror Arrows
    Elven Arcane Archer: Imbue Slaying Arrows
    Elven Arcane Archer: Imbue Explosive Arrows
    Elven Arcane Archer: Imbue Force Burst Arrows

  18. #18
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by zehrubens2 View Post
    i was just wondering what would be the order to get the Enhancements so i can be an AA as fast as possible to start using my bow and go on...
    One of the nice things about AA is there are no enh pre-reqs if you have Mental Toughness. So just make sure you have at least 5 enh pts to spare when you hit char lvl 8 (or do an enh reset to free them up) so you can take Elven Arcane Archer and Imbue Force Arrows. EDIT: one reason most builders don't list enhs by lvl is it's expected you'll periodically reset enhs based on what you need at various stages in your char's career.
    Last edited by unbongwah; 09-09-2010 at 09:39 AM.

  19. #19
    Founder TFPAQ's Avatar
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    Default How you roll ...

    I have a drow ranger lvl 20 now specced as an AA after the cluster changes to TWF and my previous Tempest 3 strength-build. (Tempest build was Ranger18/Ftr2). I had run him with CE so I could hit an AC of 54 in GH and through the Vale. Once I had "finished" my wilderness experience and moved on to Amrath I knew that I wasn't going to be able to hit an "effective" AC so I wasn't as concerned about the +4 shield AC bonus from Tempest III. So I thought I would play around with the AA.

    I also have a Elf Fighter12/Ranger6/Monk2 build very similar to the one detailed in this thread. Fully specced Kensai for longbow, etc.

    Based on playing them both, I still have to give the overall dps to the Elf not the drow. Strength-boost and Kensai longbow focus (with the fighter focus as well) does sig more damage than the 25% speed increase from the cap. Honestly, high lvl MOBs close on you way to fast and force you into melee long before the added damage from the 25% adds up.

    Are there cases where multi-shot with improved precise shot change this? Sure, you can find numerous situations where you can show either one to be the better. But based on my playing both of these to cap, overall the Kensai12/Ranger6/Monk2 was the most fun and easiest playable. Also is easily an AC build for most of the game...

  20. #20
    Community Member wax_on_wax_off's Avatar
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    Surely 18 fighter to get the increased threat range is going to be more superior than anything that 6 ranger can give?

    18 fighter makes longbow 18-20*3 instead of 19-20*3. I'm pretty sure that 6 ranger can't compete with that.

    Sure, no evasion but can still take 1 bard, 1 rogue to get SP's, weak song, 1d6+3 sneak attack and opening up almost all skills.

    Ranged DPS is gimp, have to maximise it if you are going to do it. That pretty much means being 18 fighter or 20 ranger or building an AA that has another primary role besides ranged DPS.

    18 ranger or 12 fighter hybrids i imagine work well as well. Particularly as the ranger capstone is a little broken or WAI but dumb when it doesnt stack with alacrity quiver from necro 4 raid ...

    With the high ACs in epics i dont really see you can disregard dexterity as much as before and start with less than 16 and not put level ups there. 19 or 20+ with tomes seems pretty basic, particularly considering the to-hit penalty of manyshot.

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