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  1. #1
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    Default A True Arcane Archer. Mod 6 Style

    Heres my first attempt at an Arcane Archer. Since there appears to be nothing significant in the works for Ranged feats beyond l11 right now, I've decided to bump up the wizard levels and gain some pretty nifty spells to aid in performance of this build. Hit points are alittle low, but when you consider the low melee focus, you should do quite well. Add to that Stoneskin wands, Quickened Displacement casting, constant Blur, and other self buffs. 30 Point resists come from your Ranger side, along with a few other andy spells, and your wizard buffs will benefit from 5 Levels and Extend.

    I threw Weapon finesse in there for the ability to melee when you want to as well.

    Saving throws came out quite high as well. I think this looks like a solid build for the next mod.
    Level 16 Elf Male
    (11 Ranger \ 5 Wizard)
    Hit Points: 202 + Boosts

    20 Heroic Durability
    88 L11 Ranger
    20 L5 Wizard
    64 CON Bonus (18 CON)
    10 Dragonic Vitality
    ---
    202
    Spell Points: 656
    80 Magical Training
    150 L5 Wizard
    97 L11 Ranger
    30 Elven ARcanum
    50 EotS
    84 Wizard INT Bonus
    80 Ranger Wis Boost
    ---
    571
    85 Mental TOughness
    ---
    656
    Ranger Spells:
    L1: Rams Might, Resistance L2:Barkskin, ? L3: Wild Instincts
    Wizard Spells:
    L1: Jump, Nightshield,Tumble, Shield
    L2: Blur, Melfs, ?
    L3: Haste, Displacement

    BAB:

    11 Ranger L11
    2 Wizard L5
    12 Dex Bonus
    1 Weapon Focus Ranged
    2 Elven Longbow Enh
    3 Average Bow/Arrow
    --
    +31 First Arrow Unbuffed
    3 Divine Power Clicky
    1 Haste
    4 Greater Heroism
    2 +5 Arrows
    --
    +41 Self Buffed

    Saving Throws:

    Fortitude: 20
    Reflex: 28
    Will: 19

    7/7/3 L11 Ranger
    1/1/4 L5 Wizard
    4/12/4 Attribute Bonus
    4/4/4 Resistance Item
    ------
    16/24/15 Unbuffed Saves
    4/4/4 Greater Heroism
    ------
    20/28/19


    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (32 Point) (Level 1) (Level 14)

    {20}Strength 14 Divine Power Cicky as needed
    {34}Dexterity 18 +4 Levels +2 Ranger +2 Elf +6 Item +2 Favor Tome
    {18}Constitution 12 +1 Tome +5 Item
    {22}Intelligence 14 +1 Wizard +1 Tome +6 Item
    {18}Wisdom 12 +6 Item
    {14}Charisma 8 +6 Item as Necessary


    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Reptillian - Switch to Undead around L4
    Feat: (Selected) Weapon Finesse

    Level 2 (Ranger)

    Level 3 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Weapon Focus: Ranged Weapons

    Level 4 (Ranger)
    Ability Raise: DEX

    Level 5 (Wizard)

    Level 6 (Ranger)
    Feat: (Selected) Point Blank Shot

    Level 7 (Ranger)

    Level 8 (Wizard)
    Ability Raise: DEX

    Level 9 (Ranger)
    Feat: (Selected) Mental Toughness

    Level 10 (Wizard)

    Level 11 (Ranger)

    Level 12 (Wizard)
    Ability Raise: DEX
    Feat: (Selected) Improved Critical: Ranged Weapons
    Feat: (Wizard Bonus) Quicken Spell

    Level 13 (Ranger)

    Level 14 (Ranger)

    Level 15 (Ranger)

    Feat:
    (Selected) Open Feat

    Level 16 (Ranger)
    Ability Raise: DEX
    Enhancement: Ranger Skill Boost I
    Enhancement: Ranger Skill Boost II
    Enhancement: Ranger Skill Boost III
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Arcanum I
    Enhancement: Elven Arcanum II
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Elf Ranged Attack I
    Enhancement: Elf Ranged Attack II
    Enhancement: Elf Ranged Damage I
    Enhancement: Elf Ranged Damage II
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Favored Damage III
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Wizard Intelligence I

    17 Action points Left Over for Arrow Enhancements
    Last edited by Impaqt; 12-19-2007 at 01:02 PM.
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  2. #2

    Default Thinking along the same lines

    I've been mulling over this type of multiclass, but I'm thinking of throwing in 2 levels of rogue and only 1 of wizzy. I never can get the hang of playing mage focused characters, got plenty of bards and clerics, but my wizzy and sorcs never last beyond level 4 - if that. I would only have enough mana for self buffing, but I would be deadly with a longbow.

    Jules

    Code:
    Character Plan by DDO Character Planner Version 2.75
    DDO Character Planner Home Page
    
    Arcanearcher Elspeth
    Level 14 Neutral Good Elf Female
    (2 Rogue \ 11 Ranger \ 1 Wizard) 
    Hit Points: 138
    Spell Points: 350 
    BAB: 12\12\17\22
    Fortitude: 8
    Reflex: 14
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 14)
    Strength             14                    16
    Dexterity            16                    18
    Constitution         12                    12
    Intelligence         16                    16
    Wisdom               12                    12
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 14)
    Balance               6                    11
    Bluff                -1                    -1
    Concentration         1                    10
    Diplomacy            -1                    -1
    Disable Device        7                    26
    Haggle                3                     6
    Heal                  3                     8
    Hide                  7                    12
    Intimidate           -1                    -1
    Jump                  6                    17
    Listen                3                     5
    Move Silently         7                    13
    Open Lock             7                    22
    Perform              n/a                   n/a
    Repair                3                     3
    Search                7                    25
    Spot                  5                    22
    Swim                  3                     4
    Tumble                5                     6
    Use Magic Device     n/a                   n/a
    
    Level 1 (Rogue)
    Feat: (Selected) Point Blank Shot
    Enhancement: Elven Perception I
    Enhancement: Elven Keen Eyes I
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Open Lock I
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Ranger Skill Boost I
    Enhancement: Elf Ranged Damage I
    Enhancement: Ranger Favored Damage I
    
    Level 3 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Enhancement: Elven Arcane Fluidity I
    Enhancement: Elven Arcanum I
    
    Level 4 (Ranger)
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Elf Ranged Attack I
    Enhancement: Ranger Swamp Lore I
    Enhancement: Ranger Desert Lore I
    
    Level 5 (Ranger)
    Enhancement: Elven Perception II
    Enhancement: Ranger Tundra Lore I
    Enhancement: Ranger Favored Defense I
    
    Level 6 (Ranger)
    Feat: (Selected) Nimble Fingers
    Enhancement: Ranger Skill Boost II
    Enhancement: Ranger Favored Resistance I
    Enhancement: Ranger Energy of the Wild I
    
    Level 7 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Elemental
    Enhancement: Ranger Energy Resistence Boost I
    Enhancement: Elven Keen Eyes II
    Enhancement: Ranger Item Defense I
    
    Level 8 (Ranger)
    
    Level 9 (Rogue)
    Feat: (Selected) Skill Focus: Disable Device
    Enhancement: Elven Arcanum II
    Enhancement: Ranger Favored Attack I
    
    Level 10 (Ranger)
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Ranger Search I
    Enhancement: Ranger Spot I
    
    Level 11 (Ranger)
    Enhancement: Ranger Skill Boost III
    Enhancement: Rogue Electric Trap Lore I
    
    Level 12 (Ranger)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Enhancement: Ranger Energy of the Wild II
    Enhancement: Ranger Dexterity I
    
    Level 13 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Enhancement: Elf Ranged Damage II
    
    Level 14 (Ranger)
    Enhancement: Elf Ranged Attack II
    Last edited by Jules921; 12-20-2007 at 07:35 AM.

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  3. #3
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    Default

    THat kind of Breakdown works fine if you want tobe a trapsmith Arcane Archer. TO me, I think its trying to do too much with the build. 1 level of wizard doesnt get you much. some spell points, and a couple 2 minute spells.

    I really like 5 levels of Wizard on the arcane archer. Self buffing alone becomes incredibly usefull. a Constantly Hasted/Displaced/Stoneskinned/Manyshotting ranger will be a significant force to rekon with come mod 6.
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  4. #4
    Community Member rpasell's Avatar
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    Quote Originally Posted by Impaqt View Post
    Heres my first attempt at an Arcane Archer. Since there appears to be nothing significant in the works for Ranged feats beyond l11 right now, I've decided to bump up the wizard levels and gain some pretty nifty spells to aid in performance of this build. Hit points are alittle low, but when you consider the low melee focus, you should do quite well. Add to that Stoneskin wands, Quickened Displacement casting, constant Blur, and other self buffs. 30 Point resists come from your Ranger side, along with a few other andy spells, and your wizard buffs will benefit from 5 Levels and Extend.
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  5. #5

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    Quote Originally Posted by Impaqt View Post
    THat kind of Breakdown works fine if you want tobe a trapsmith Arcane Archer. TO me, I think its trying to do too much with the build. 1 level of wizard doesnt get you much. some spell points, and a couple 2 minute spells.

    I really like 5 levels of Wizard on the arcane archer. Self buffing alone becomes incredibly usefull. a Constantly Hasted/Displaced/Stoneskinned/Manyshotting ranger will be a significant force to rekon with come mod 6.
    I see your point, I'm probably going to drop the 2 rog levels and split the ranger/wizzy 7 & 7, taking 1 lvl of wizard before lvl 6 ranger to get the arcane enhancement at lvl 7, one more ranger level for many shot and the rest as wizzy.

    I wish the enhancement for mod 6 were in the planner - there's a lot of guess work in my planning now.

    Jules

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  6. #6
    Community Member Xyfiel's Avatar
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    Don't have time for a full break down of my idea to mc my L7 Ranger with the same setup. I have yet to decide if I am going to. Anyway, consider the following changes:

    Take rage over displacement as other L3 spell. +2con, 2str, 1will.
    Take extend and 2 dragonmarks for 16mins of displacement.

    Costs 2 feats for the 0 mana displacement, one of which would come from your mental toughness anyway.

  7. #7
    Community Member Xyfiel's Avatar
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    Readjusted Build based on level 16 with 5wiz levels. Original build was lost in the great forum purge of 2007.


    Elf Ranger11/Wizard5

    15str 26 +1tome+6item+2rage+2rams might
    18dex 36 +3tome+6item+2elf+3ranger+4levels
    11con 20 +1tome+6item+2rage
    11int 14/19 +1tome+6item+1wiz+1cartouche(after buffing remove +6)
    13wis 20 +1tome+6item
    9cha 16 +1tome+6item(only need when using res scrolls really)

    Feats: least/lesser dragonmarks, point blank shot, weapon focus/imp crit ranged, Skill focus UMD
    extend/quicken

    Skills:
    Balance, Tumble, Jump, Spot, UMD, Hide/MS
    UMD=9base+3item+2luck+4gh+3cha+3feat=24 for rr items, +3boost for res scrolls

    Saves: 24/33/24
    7/7/3 Ranger, 1/1/4 Wizard, 5/13/5 stats, 5/5/5 resist, 2/2/2 luck, 4/4/4 gh, 0/1/1 spells(haste/rage)

    Spell Points: 786
    100Ranger, 230 Wiz, 200archmagi, 100wisdom, 56int, 30 Elven Arcanum, 50Energy ofScholar, 20 Arcane Archer

    Hps: 248
    20base+10DV+30Gfl+80con+20wizard+88Ranger

    Spells:
    2/2/1 Ram's Might, Resist Energy, Barkskin, Protection from Energy, Wild Instincts
    4/3/2 Shield, Tumble, Jump, Protection From Evil, Blur, See invis, False Life, Haste, Rage

    Attack: 38
    13bab+13dex+1weapon focus+1pbs(within 30)+4gh+1haste+3arrows+2enhancement

    Damage: 16-25 17-20 X3 +2d6
    Silver Bow 1d10 17-20 X3 +8str +1pbs(within 30) +2 Ram's might +1enhancement+3arrows+2d6holy
    I will be trying to get a w/p.

    Enhancements:
    Arcanum II, Dex II, Extra Dragonmark III, Ranged Attack II, Ranged Damage I, Dex III, Favored attack I, Fav damage II, Fav resist II, Fav Defense II, Item Defense I, Skill Boost II, Sprint Boost I, Energy of Scholar II, Int I. This should leave 7 points for AA.

    AC: 47 running, 60 buffed
    10base+13dex+1haste+4shield+8bracers+3ring+5deflec tion+5natural-2rage
    possible tanking AC add 3 for shield, 2 from no rage, 2 from recitation, 4 from aura, 2 from blocking
    Last edited by Xyfiel; 12-23-2007 at 02:08 PM. Reason: forgot to add in AC

  8. #8
    Community Member moorewr's Avatar
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    Ah ha! I was just thinking "I should see what peiople are saying about Rangers for Mod 6" and here is Impaqt with my next build. I'm going to have to start a ranger now.

    [My only problem is lack of playtime. I love my rogue/cleric, and think about playing him all the time. ]
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  9. #9
    Community Member moorewr's Avatar
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    Hmmm.. after some time with the character planner..

    Let me start by saying I've not played a ranger at all in DDO yet... so I may be taking on a lot by starting with an MC ranger...

    Some of the iconic Ranger abilities show up pretty late.. for example Evasion at level 14, barkskin on level 13... do you think having hast/displace at level 12 is worth delaying these? I'm on board for the 11r/5w breakdown, but I was contemplating trying to get to level 8 ranger sooner - maybe by level 11?

    You have your build taking wizard at 3/5/8/10/12.. so maybe that leaves me doing something like 3/6/9/12/13 to pick up ranger abilities a little quicker, and the wizard 3rd level spells a level later.
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  10. #10
    Founder Osharan_Tregarth's Avatar
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    Quote Originally Posted by moorewr View Post
    Hmmm.. after some time with the character planner..

    Let me start by saying I've not played a ranger at all in DDO yet... so I may be taking on a lot by starting with an MC ranger...

    Some of the iconic Ranger abilities show up pretty late.. for example Evasion at level 14, barkskin on level 13... do you think having hast/displace at level 12 is worth delaying these? I'm on board for the 11r/5w breakdown, but I was contemplating trying to get to level 8 ranger sooner - maybe by level 11?
    Umm.. Not sure what's going on here. Evasion shows up at level 9 for rangers. You can first cast barkskin at level 8 with a +3 bonus(or maybe +4.. I forget). It gets maxed out at +5 at a later level(I think 12??? But I'm not exactly sure).
    You have your build taking wizard at 3/5/8/10/12.. so maybe that leaves me doing something like 3/6/9/12/13 to pick up ranger abilities a little quicker, and the wizard 3rd level spells a level later.
    Pretty much, level 11 ranger is the break-even point for rangers. That's where the bulk of the "free" ranger feats stop, so that's the point that most people aim there rangers for. At level 14, you get access to level 4 ranger spells, but that's about it except for the (undefinded so far) level 17 hide in plain sight ability, and whatever enhancements rangers will get down the road.
    Last edited by Osharan Tregarth; 12-28-2007 at 10:34 PM.
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  11. #11
    Community Member moorewr's Avatar
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    Quote Originally Posted by Osharan Tregarth View Post
    Pretty much, level 11 ranger is the break-even point for rangers. That's where the bulk of the "free" ranger feats stop, so that's the point that most people aim there rangers for. At level 14, you get access to level 4 ranger spells, but that's about it except for the (undefinded so far) level 17 hide in plain sight ability, and whatever enhancements rangers will get down the road.
    Yep. I'm sold on eleven levels of ranger. My concern is when to drop in the wizard levels for this build -- five levels of wizard by level 12, so you get to level 9 ranger at level 14.
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  12. #12
    Founder Osharan_Tregarth's Avatar
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    Quote Originally Posted by moorewr View Post
    Yep. I'm sold on eleven levels of ranger. My concern is when to drop in the wizard levels for this build -- five levels of wizard by level 12, so you get to level 9 ranger at level 14.
    It really depends on how much solo play you do, and how much with parties. I tend to solo a lot, so I'd be more inclined to pick up the wizard levels earlier so I can buff myself. If you tend to group up a lot, then you can put off the wizard levels until later.
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  13. #13
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    I'm also quite the Soloer so to my the Displacement and Haste is critical. Barkskin pots are avalable readily at +3 as well. Evasion.. Nice, but not critical to me.
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  14. #14

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    I can understand the need for high AC and the high dex to get there, but aren't you sacrificing the bow strength bonus to get there?

    Wouldn't it be better to use the level up's in strength or split them between strength and dex?

    Jules

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  15. #15
    Founder Osharan_Tregarth's Avatar
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    Quote Originally Posted by Jules921 View Post
    I can understand the need for high AC and the high dex to get there, but aren't you sacrificing the bow strength bonus to get there?

    Wouldn't it be better to use the level up's in strength or split them between strength and dex?

    Jules
    For me, it would depend what kind of gear you are looking at outfitting the character with. On the new mod, with the scaling to hit bonuses finally getting added in, perhaps... As long as you want to depend on standing in one spot to shoot things, you could put points into str instead of dex. I'm running up a str based warforged ranger that is aiming for the 11/5 split, but he'll be primarily hand-to-hand. Not an arcane archer, so he doesn't really belong in this thread discussion.

    But the ability to never have to worry about whether your weapon is a +1 of whatever vs a +5 of whatever is a wonderful thing. On their own, rangers don't get too many "to hit" bonuses the way fighters or paladins do, so you can't depend on grabbing some kind of 5 charge clickie bonus to get you through the rough spots. Also, once you reach a certain area of dex(therefore ac), every single point counts. There was a huge difference (for example) on how much damage my dex based ranger started taking when I dropped dodge on him. That one point of armor class probably quadrupled the amount of damage he was taking in a quest.

    For a build like this, I'd be a lot more inclined to pick up combat expertise instead of mental toughness. As long as you were okay with the 30 second cooldown period after actuating combat expertise, you could get this character into some really outstanding ac levels.
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  16. #16
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    STR Vs. Dex:
    This build has a 20 STR Potential as it sits,... Thats +5 Damage w/ Bow Str. Not shabby at all. Trading +1 damage for +1 to hit.... I'd rather have the extra chance to hit. The dex adds to ac, Reflex save, and of course to hit with the bow... I think bumping all three of those up makes a more surviveable character.

    Rage vs. Displacement Vs. Dragonmarks:
    As for Rage as a spell... OK, but rage clickies and posts are readily available.. if you feel you need them. I dont think the Bonusus from rage are all that exciting on this build. You should not be getting hit much and the str adds up to 1 pt of damage. Will save is good, Especially when you consider Elven enchantment resistance. Getting the most out of the dragon marks menas you need to spend a lot of action points in that area as well. I'd rather have the Spell points and quickened casting of displacement.

    CE Vs. Mental Toughness:
    Unfortunatly, I cant see that working well. Maybe if your always in a grou with a solid Sorc or Wizard who wil Displace/hase you constantly, but otherwise, your relying on yourslef to keep up those buffs. Which of course would break CE Constantly
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  17. #17
    Community Member moorewr's Avatar
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    I'm sold on the solo-capability, and at level 16 this character will be extremely versatile.

    I guess I'm still a little concerned about how things look at, say, level 11, when the build is at 7r/4w. You are not that amazing as a ranger yet, and your wizard levels are only giving you 2nd level spells - 8 minute blurs and the like. I know me - I know I will spend some quality time in the 8-11 level range (months, even, on an alt). That's a long time to go around feeling sub-par. That's pretty well ironed out by level 13, but you have to get there...
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  18. #18
    Community Member BLAKROC's Avatar
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    i am experimenting with a bard/ranger final will be bard 9/ranger 7 awesome self buffs, if it works i will post it so far I am at 8 bard/2 rangers and she's a lot o fun
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    Dooo00000ooooo000mmmmmm

  19. #19
    Community Member Thrudh's Avatar
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    I'm actually playing this type of character right now... and was about to ask for some advice about long-term planning when I saw this thread

    Currently at 8/2 ranger/wizard...

    There are a lot of advantages to splashing wizard with a ranger... You get Extend for free, a bunch more Spell-points, the Shield spell (really helps when you're using two weapons, and protects against enemy magic-missiles), access to arcane wands (like Remove Curse and Stoneskin)... Rangers can already use Remove Disease wands, so being able to use Remove Curse wands as well is very nice..

    I guess I'm still a little concerned about how things look at, say, level 11, when the build is at 7r/4w. You are not that amazing as a ranger yet, and your wizard levels are only giving you 2nd level spells - 8 minute blurs and the like. I know me - I know I will spend some quality time in the 8-11 level range (months, even, on an alt). That's a long time to go around feeling sub-par. That's pretty well ironed out by level 13, but you have to get there...
    The comments someone made about leveling this type of character are accurate... I'm only two levels behind normal ranger progression, yet it has been very hard to wait to 10th level for barkskin, 11th level for evasion, etc. I can't imagine waiting until level 13 for evasion like the posted build.. Evasion starts becoming very useful around 8th level and on... A high reflex score feels sub-par when you're still taking half-damage... You feel (and look) like a gimped ranger.

    Of course you'll be fine once you get to the level-cap, and for many power-gamers, getting there isn't too hard... For many others though those middle levels (And I'm talking about 8-12 here, it's NOT a small stretch) are going to be tough.

    I really want my 3rd favored enemy (I won't get that until level 12 - and then the Demon Queen is in big trouble)

    I was intending to do 11/3 Ranger/Wizard... But with the level cap going to 16, I've also been considering 5 levels of wizard like the build detailed in this post...

    My big questions are... you think a 11/5 Ranger/Wizard will have enough SP to keep displacement and haste up all the time? (Hopefully someone else will be hasting, so you only have to keep displacement up). At 8/2, I have about 400 SP (with a Magi dagger).. I try to hit everyone with barkskin, and resists on myself and anyone else who needs it... which usually drains most of my SP... I have no idea how pure rangers can manage their SP. I usually have enough left over to keep my 4 minute Shields and Exp Retreat running all the way to the next shrine.

    I had planned to go
    9/2 (Evasion!)
    10/2 (3rd favored enemy - 3rd shot on multi-shot!)
    10/3 (Blur and False Life)
    11/3 (30 point resists, GTWF, Precise Shot)

    But I really don't want to take the last two levels as a wizard since that will mess up my ranger skills...

    I'm thinking about just using displacement scrolls for the big fights and sticking with only 3 levels of wizard (or maybe going 12/4, and waiting to the NEXT level increase to get to 13/5).

    Heh, I've even been thinking about grabbing a level or two of fighter for the extra feats (so maybe a 11/3/2 Ranger/Wizard/Fighter).

    I think a Ranger/Wizard is a great combination... but I very rarely see anyone playing it. I get a lot of comments on my build... many assume I'm pretty gimped... but I do very well (at least so far in the mid-levels). I can do some serious party buffing with all my SP, so I'm much appreciated by other casters. I can fight with two weapons and only have 3 AC less than someone with a +5 heavy shield... etc., etc., etc.

    A ranger/wizard is very fun to play... but there is a LOT of "man, I can't wait to get to the next level!" (One tip - definitely get two levels of wizard fairly early on. 2 minute Shields are way too short; 4 minute shields work pretty well)

    Character creation is so much fun in DDO....
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    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by TedSandyman View Post
    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  20. #20
    Community Member moorewr's Avatar
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    How about flipping this? I always figure taking levels of a caster means most of the levels should be in that class...

    Go elf, start by splashing a level of ranger then go wizard for a while with a final goal of 10w/6r (so you can take Deepwood sniper, get a few iconic ranger spells, etc), & use your normal feats to optimize ranged attacks and take the elven version of the arcane archer line.

    Maybe, hmm.. ranger at 1st level, shoot for 9w/4r and on from there? 5w/1r to start, then 7w/2r.. maybe even go 7w/1r...


    hmm feats -- usual wizard bonuses plus weapon spec:ranged, improved crit: ranged.. at least 1 toughness, probably two to make up for the squishiness...
    <|| “Lasciate ogni speranza, voi ch’entrate.” ||>
    AEsahaettr | AlfredSartan | Botharel | PeterMurphy | Weesham etc.

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