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  1. #1
    Community Member tc12's Avatar
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    Default Need help optimizing build for Mod 6

    Not sure how to best incorporate Mod 6 changed into this character. Months ago, before any Mod 6 stuff was announced, I started a STR-based Elf intended to 2WF longswords. (Partially due to a stretch of looting and banking good longswords with no other char to use them.) To make up for some of the melee gaps between Dwarves and everyone else, I decided to splash Paladin, which besides the AC/Save bonuses also adds another longsword Enh to stack with the Elven ones. I had planned on an eventual 12Ra/4Pal split. Stats:

    STR 17 (figured I could live without 18 given +3 to hit in Longswords enhancemnts.)
    DEX 16 +1 tome before 6th to pick up Imp 2WF
    CON 12 (where you notice not beign a Dwarf...)
    INT 8 (dump stat as Rangers get enough skill pts)
    WIS 11 (ya it's low but my first ranger started with 10 and I'm ok with it.)
    CHA 12 goes to 20 with Tome, Pal Enh, and +6 ring for Pal bonuses

    I'd already leveled him up to 6th a few months ago, then put him on hold then while I capped a tank and leveled up a cleric. Just now getting back to him. As he stands this is the level progression and feats at 6th:

    1st Ranger / Toughness
    2nd Ranger / 2WF (class-granted)
    3rd Paladin / Weap Focus
    4th Paladin / -
    5th Paladin / -
    6th Paladin / Imp 2WF (Shard to ______ @10th when gained as class-granted)

    The following was the inteded before Mod 6 continuation, with non-weapon feats ommitted:

    7th Ranger / -
    8th Ranger / -
    9th Ranger / Imp Crit: Slash
    10th Ranger / Imp 2WF
    11th Ranger / -
    12th Ranger / Gr 2WF (Shard to ______ @15th when gained as class-granted)
    13th Ranger / -
    14th Ranger / -
    15th Ranger / Gr 2WF (class-granted) / lvl 15 feat: ______
    16th Ranger / -

    But now with Mod 6, the big question is whether or not to go Tempest. I've never been a fan of the whole dodge/mobility/spring attack line, it's always seemed a lot of feats for little gain. But I don't what the exact benefits of Tempest are to decide if it's worth burning 3 feats on. With or without Tempest, Oversized 2WF seems nice and and Ram's Might is a great spell addition.

    If this is a good build candidate for Tempest, can someone recommend a feat seqeunce? I don't mind visiting Fred as often as necessary. Can I finish out Ranger or would I need a F level at some point? If not tempest, any other feat recommendations? Appreciate any suggestions from those up on Mod 6 ranger stuff as I haven't had a lot of time to look into it. Thanks.

    TC

  2. #2
    Community Member Yaga_Nub's Avatar
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    Personally I wouldn't worry about anything until 10th level. If I remember correctly, you have to have 6 ranger levels before you can pick up TR.

    I'd drop Weapon Focus right now for Dodge to get you going. At 9th DON'T pick up IC: Slashing. Get Mobility. Also right before you level to 10 I'd use the shard to swap out ITWF to SA. I've seen some buggy things with Fred. At 12 get IC: Critical. Longswords crit often enough as it is so you won't mis IC for those 3 levels between 9 and 12. The TR enhancement speeds up your attacks enough that you don't really need GTWF until 15 anyway.
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  3. #3
    Community Member rpasell's Avatar
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    If you're going to be wielding 2 longswords, you may want to consider Oversize Two Weapon Fighting.
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  4. #4
    Community Member Yaga_Nub's Avatar
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    Quote Originally Posted by rpasell View Post
    If you're going to be wielding 2 longswords, you may want to consider Oversize Two Weapon Fighting.
    Yeah he could pick that up at level 15 but the racial to-hit bonus offsets some of the penalty and isn't really necessary. Use the level 15 for something else.
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  5. #5
    Community Member Gadget2775's Avatar
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    Quote Originally Posted by Yaga Nub View Post
    Personally I wouldn't worry about anything until 10th level. If I remember correctly, you have to have 6 ranger levels before you can pick up TR.

    I'd drop Weapon Focus right now for Dodge to get you going. At 9th DON'T pick up IC: Slashing. Get Mobility. Also right before you level to 10 I'd use the shard to swap out ITWF to SA. I've seen some buggy things with Fred. At 12 get IC: Critical. Longswords crit often enough as it is so you won't mis IC for those 3 levels between 9 and 12. The TR enhancement speeds up your attacks enough that you don't really need GTWF until 15 anyway.
    Right general idea, small problem with execution. He won't be able to swap SA for ITWF because mobility has to be taken (level wise) prior to SA being available. Means he'll need something like....

    Swap weapons focus to Dodge (lvl 3)
    Swap Imp TWF to Mobility (lvl 6)
    Grab Spring Attack at level 9 or 12.
    Grab Improve Crit at level 9 or 12

    Personally I've planned for 4 levels of fighter in my tempest build to ease the feat cost of the enhancements, but it doesn't look like there's really room to do that in your build.
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  6. #6
    Community Member Yaga_Nub's Avatar
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    Quote Originally Posted by Gadget2775 View Post
    Right general idea, small problem with execution. He won't be able to swap SA for ITWF because mobility has to be taken (level wise) prior to SA being available. Means he'll need something like....

    Swap weapons focus to Dodge (lvl 3)
    Swap Imp TWF to Mobility (lvl 6)
    Grab Spring Attack at level 9 or 12.
    Grab Improve Crit at level 9 or 12

    Personally I've planned for 4 levels of fighter in my tempest build to ease the feat cost of the enhancements, but it doesn't look like there's really room to do that in your build.

    Yeah I always forget about those **** requirements. Here is the way I would change it.

    Today swap Weapon Focus to Dodge.

    Level 8.4 swap ITWF for Mobility.

    Level 9 take SA

    Level 12 take IC:Slashing.

    Sure you have to go a level without ITWF but it's not going to kill you. I would suggest taking SA before IC because once you have it you will find it opens a whole new way to play.
    Characters - Brion, Damerchant, Deathbot, Goode-, Minusten, Sepiriz, Spiritstrike, Stee, Steilh, Vorpaal, Wyllye, Yaga, Yagalicious, Yga. RIP - Catpizzle and Qazpe
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  7. #7
    Community Member Turial's Avatar
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    Curious as to why you chose 4 level of pally? Will that increase in the future?

    In pnp a good small splash for abilities tend to be 17/3 splashes. Most classes have the nice splash abilities by level 3.
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  8. #8
    Community Member maddmatt70's Avatar
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    you could go with a 11 ranger + 4 paladin +1 fighter. Take the fighter level at 16 for superior twf.. 12 ranger does not get you a ton and that extra feat would really come in handy...
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  9. #9
    Community Member tc12's Avatar
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    Quote Originally Posted by Turial View Post
    Curious as to why you chose 4 level of pally? Will that increase in the future?

    In pnp a good small splash for abilities tend to be 17/3 splashes. Most classes have the nice splash abilities by level 3.
    I thought 12/4 would be good @16, as 12th gets the +5 barkskin and at the time wasn't seeing much reason to ever need more ranger levels than that. So with 4th being the first casting level for Paladin, it added some spells to the mix.

    I think if I were re-rolling now (Mod 6), I take a fighter level at 6th and then a second at 16th, and shoot for R11/P3/F2. But I'll probably play it out from here. I don't need the perfect character for any given Mod, I think this one will turn out to be effective enough.

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