Results 1 to 18 of 18
  1. #1

    Default Thrum the Barbarian (a build by request)

    This build is from Sigtrent's build request thread

    Build Name: Ironbow
    Author: Sigfried Trent
    Requester: Redoubt
    Last Updated: 06/10/10

    Key Words [Arcane Archer, Barbarian, Elf]

    Objectives
    This is a re-make of a second round request where I was aksed to do a non-bard ranged DPS character. The first try was an axe throwing barbarian and the requester asked I take another stab at it as a bow user. For the update I decided to add in arcane archer which tickles my fancy on a barbarian. The nice thing about barbarian is their melee doesn't require a lot of feat investment to be decent.

    Design
    I was of two minds making this build. On the one hand it was primarily a ranged combat build, on the other its a shame to be a barbarian and not have at least a decent melee option. Giving up power attack and improved critical seem like a waste when chasing down ranged DPS. On the other hand if I just made a barbarian with a bow, they wouldn't bother to use the thing much. So here I walked a line between making the character do ranged DPS and giving them melee ability. Feats are the crux of the problem. Arcane archer takes a lot of feats and melee requires at least two. This tension led to the build specifics which are unusual. Ranger and wizard are here to support arcane archer with 3 bonus feats and mana. On the other hand precise shot and improved precise shot are not here in exchange for Frenzied Berserker 2 and 3 melee focused feats.

    I think the mix is pretty good. No IPS means potential DPS with ranged is reduced, but that is very situational anyhow. Melee is behind a full frenzied THF barbarian but its still pretty substantial compared to other ranged builds such as kensei. Hit points are lowish for a barbarian but are exceptional for a typical arcane archer.

    The build has an odd progression in that it starts entirely focused on ranged, and then picks up its melee ability later. I think this fits well with the game experience as ranged will start encountering its useful limits as the HP on trash mobs ramps up in later levels.

    Code:
    Character Plan by DDO Character Planner Version 3.34cortte
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Elf Male
    (17 Barbarian \ 2 Ranger \ 1 Wizard) 
    Hit Points: 304
    Spell Points: 254 
    BAB: 19\19\24\29\29
    Fortitude: 17
    Reflex: 13
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             18                    25
    Dexterity            17                    21
    Constitution         13                    16
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                    16.5
    Bluff                -1                    -1
    Concentration         1                     3
    Diplomacy            -1                    -1
    Disable Device       n/a                   n/a
    Haggle               -1                    -1
    Heal                 -1                    -1
    Hide                  7                    10
    Intimidate           -1                    -1
    Jump                  8                    29
    Listen               -1                     1
    Move Silently         7                    10
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  3                    14.5
    Swim                  4                     7
    Tumble                n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Ranger)
    Skill: Balance (+2)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Spot (+4)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Enhancement: Valenar Elf Melee Damage I
    Enhancement: Elven Ranged Damage I
    
    
    Level 2 (Ranger)
    Skill: Balance (+0.5)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Dexterity I
    
    
    Level 3 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Point Blank Shot
    Enhancement: Barbarian Damage Boost I
    Enhancement: Elven Dexterity I
    
    
    Level 4 (Barbarian)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Enhancement: Barbarian Extend Rage I
    Enhancement: Barbarian Extra Rage I
    Enhancement: Elven Ranged Attack I
    Enhancement: Barbarian Constitution I
    
    
    Level 5 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Enhancement: Barbarian Hardy Rage I
    Enhancement: Barbarian Power Rage I
    
    
    Level 6 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Manyshot
    Enhancement: Barbarian Damage Boost II
    
    
    Level 7 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Enhancement: Barbarian Extend Rage II
    Enhancement: Elven Ranged Damage II
    
    
    Level 8 (Wizard)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Feat: (Wizard Bonus) Mental Toughness
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 9 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Enhancement: Barbarian Extra Rage II
    Enhancement: Barbarian Power Rage II
    
    
    Level 10 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Enhancement: Barbarian Hardy Rage II
    
    
    Level 11 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Enhancement: Barbarian Damage Boost III
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    
    
    Level 12 (Barbarian)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Power Attack
    Enhancement: Barbarian Power Attack I
    Enhancement: Barbarian Power Rage III
    
    
    Level 13 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Enhancement: Barbarian Sprint Boost I
    Enhancement: Barbarian Extend Rage III
    
    
    Level 14 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Barbarian Power Attack II
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    
    
    Level 15 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Cleave
    Enhancement: Barbarian Frenzied Berserker I
    
    
    Level 16 (Barbarian)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Enhancement: Barbarian Extra Rage III
    Enhancement: Barbarian Frenzied Berserker II
    
    
    Level 17 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    
    
    Level 18 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Barbarian Power Rage IV
    
    
    Level 19 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Enhancement: Barbarian Sprint Boost II
    Enhancement: Barbarian Sprint Boost III
    
    
    Level 20 (Barbarian)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Valenar Elf Melee Attack I
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Last edited by sigtrent; 06-15-2010 at 02:44 PM.
    Former Host of DDOcast
    Member of The Madborn of Thelanis
    Streaming sometimes on twitch as SigTrent

  2. #2
    Community Member avatar28's Avatar
    Join Date
    Mar 2007
    Posts
    358

    Default human vs elf

    just wondering if you considered the benefits of making him elf instead of human.

    granted missing out on +1 str, and extra feat, but gains elf dex and bow attack and damage enhancements

  3. #3

    Default

    Quote Originally Posted by avatar28 View Post
    just wondering if you considered the benefits of making him elf instead of human.

    granted missing out on +1 str, and extra feat, but gains elf dex and bow attack and damage enhancements
    I mention it in my intro. Actualy the elf doesn't loose out on str because of the way the build points work out (you can go with a starting 17 str with elf)

    You end up with +2 damage, but... you loose out on 2pts of con (16hp) and then a feat which on this build is toughness(56 hp) or power attack (14pts of melee damage), and 2pts of ranged damage just doesn't seem worth while for either of those losses.
    Former Host of DDOcast
    Member of The Madborn of Thelanis
    Streaming sometimes on twitch as SigTrent

  4. #4
    Community Member redoubt's Avatar
    Join Date
    Mar 2006
    Posts
    4,885

    Default

    Thanks Sigtrent. I had made a similar one to compare notes with you. I had not picked up on the free rapid shot at first for 2 levels of ranger instead of taking the fighter level for the extra feat. I'll have to look at what else shows up for ranger 2 now.

    Going ranged as primary I had skipped out on toughness, and was toying with the Dimension Door feats (though this may be too costly.)


    Code:
    Character Plan by DDO Character Planner Version 2.85
    DDO Character Planner Home Page
    
    Level 16 Chaotic Good Human Male
    (1 Fighter \ 14 Barbarian \ 1 Ranger) 
    Hit Points: 270
    Spell Points: 0 
    BAB: 16\16\21\26\26
    Fortitude: 17
    Reflex: 13
    Will: 3
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             17                    20
    Dexterity            17                    24
    Constitution         14                    18
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Strength used at level 15
    +2 Tome of Dexterity used at level 15
    +2 Tome of Constitution used at level 15
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               3                     7
    Bluff                -1                    -1
    Concentration         2                     4
    Diplomacy            -1                    -1
    Disable Device       n/a                   n/a
    Haggle               -1                    -1
    Heal                 -1                    -1
    Hide                  7                    14
    Intimidate           -1                    -1
    Jump                  7                    10
    Listen               -1                    -1
    Move Silently         7                    14
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                 -1                    -1
    Swim                  3                     6
    Tumble                n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Selected) Point Blank Shot
    Feat: (Human Bonus) Precise Shot
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Rapid Shot
    
    Level 3 (Barbarian)
    Feat: (Selected) Least Dragonmark of Passage
    
    Level 4 (Barbarian)
    
    Level 5 (Barbarian)
    
    Level 6 (Barbarian)
    Feat: (Selected) Manyshot
    
    Level 7 (Barbarian)
    
    Level 8 (Barbarian)
    
    Level 9 (Barbarian)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    Level 10 (Barbarian)
    
    Level 11 (Barbarian)
    
    Level 12 (Barbarian)
    Feat: (Selected) Improved Precise Shot
    
    Level 13 (Barbarian)
    
    Level 14 (Barbarian)
    
    Level 15 (Barbarian)
    Feat: (Selected) Lesser Dragonmark of Passage
    
    Level 16 (Barbarian)
    Enhancement: Barbarian Critical Rage I
    Enhancement: Barbarian Critical Rage II
    Enhancement: Barbarian Extend Rage I
    Enhancement: Barbarian Extend Rage II
    Enhancement: Barbarian Extend Rage III
    Enhancement: Barbarian Extend Rage IV
    Enhancement: Barbarian Extra Rage I
    Enhancement: Barbarian Extra Rage II
    Enhancement: Barbarian Extra Rage III
    Enhancement: Barbarian Hardy Rage I
    Enhancement: Barbarian Hardy Rage II
    Enhancement: Barbarian Power Rage I
    Enhancement: Barbarian Power Rage II
    Enhancement: Barbarian Power Rage III
    Enhancement: Barbarian Power Rage IV
    Enhancement: Extra Dragonmark I
    Enhancement: Extra Dragonmark II
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Item Defense I
    Enhancement: Human Adaptability Dexterity I
    Enhancement: Human Adaptability Strength II
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Barbarian Constitution I
    Enhancement: Barbarian Constitution II

  5. #5
    Community Member avatar28's Avatar
    Join Date
    Mar 2007
    Posts
    358

    Default

    good points brought up sigtrent.

    i am concerned about the extra 3 points of dex you can make from an elf. It seems like it would help out alot in the end game content with the high ac of mobs. Also maxing out barb power attack, having those extra 3 points of dex would help alleviate some of the attack point costs that would be deducted from PA.

    I also considered 1 level of fighter for the heavy armor and extra 2 hitpoints as opposed to 2 ranger levels and receiving the rapid shot for free.

    btw why do people that use the planner add in tomes at higher levels, wouldn't it be better to eat tomes at level 1?

  6. #6
    Community Member redoubt's Avatar
    Join Date
    Mar 2006
    Posts
    4,885

    Default

    As far as the planner goes, I put tomes on at level 15 and enhancements at level 16 just for ease of use and picking. (Unless it was an int tome, then level 1 is where you would want to take it if you could.)

  7. #7

    Default

    Quote Originally Posted by avatar28 View Post
    i am concerned about the extra 3 points of dex you can make from an elf. It seems like it would help out alot in the end game content with the high ac of mobs. Also maxing out barb power attack, having those extra 3 points of dex would help alleviate some of the attack point costs that would be deducted from PA.
    Keep in mind that power attack does not work wtih bows or any ranged weapon so you won't have a -5 to hit with a bow, only when pulling out a melee weapon, and at that point dex is meaningless. For my builds I generaly try to shoot for +30 or better for attack bonuses including greater heroism and a +5 or character appropriate weapon pick. Usualy I don't list every bonus available in a build, just the ones it has access to on its own (and occasional greater heroism as it is so predominent).

    A base of +35 is going to hit almost anything in DDO on almost every shot, especialy on the thrid and 4th attack in sequence. Generaly most full bab characters have no trouble landing hits in DDO.

    Quote Originally Posted by avatar28 View Post
    I also considered 1 level of fighter for the heavy armor and extra 2 hitpoints as opposed to 2 ranger levels and receiving the rapid shot for free..
    You wouldn't have much need to wear heavy armor with a dex of 28, indeed you may be best off with no armor at all depending on what gear you have available. Only in the very low levels (say 1-3 might heavy armor make any sense, most likely you will start by wearing a chain shirt and then moving on to mithral versions of chain and finaly no armor if you get some solid bracers.

    Quote Originally Posted by avatar28 View Post
    btw why do people that use the planner add in tomes at higher levels, wouldn't it be better to eat tomes at level 1?
    Most people I see actualy eat them at level 1 with the planner. Personaly for my builds I just assume that the tomes will be available "eventualy" unless the requester tells me specific tomes they have. Except for Int and occasionaly a feat prerequisite stat it usualy doesn't matter much when you use the tomes. I only include "required tomes" when the user says they have one or if the build doesn't need it until level 10+ since by then you usualy find at least one and can do a trade if need be.
    Former Host of DDOcast
    Member of The Madborn of Thelanis
    Streaming sometimes on twitch as SigTrent

  8. #8
    Community Member Spisey's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Unless you are going UMD the human versatility enhancements are not really worth the points. To make him survivable, make him dwarf and add toughness enhancements for the easy hp (any barb under 400hp is gimped! :P ). Just my opinion though. The time spent using your short HV bursts are better spent with ranger attack boosts, trip, sunder, and almost any other attack feats and melee enhancements. If your worried about saves, get a belt of tongues and a +5 resist item. A good barb spends most of his time raging/ removing/lesser restore / haste/rage/speed boosts attack as it is. The HV will just go to waste IMHO. Also get rid of those dragon marks and add stunning blow and improved *** or oversized. The more you focus and your maximum attacks and survivability, the more you don't have to worry about holding aggro if you are first in the fight to grab initial aggro. This means no one else but you should need healed and you are gonna take a significant damage (thus the hp requirements above).

  9. #9
    Community Member redoubt's Avatar
    Join Date
    Mar 2006
    Posts
    4,885

    Default

    Quote Originally Posted by Balzuru View Post
    Unless you are going UMD the human versatility enhancements are not really worth the points. To make him survivable, make him dwarf and add toughness enhancements for the easy hp (any barb under 400hp is gimped! :P ). Just my opinion though. The time spent using your short HV bursts are better spent with ranger attack boosts, trip, sunder, and almost any other attack feats and melee enhancements. If your worried about saves, get a belt of tongues and a +5 resist item. A good barb spends most of his time raging/ removing/lesser restore / haste/rage/speed boosts attack as it is. The HV will just go to waste IMHO. Also get rid of those dragon marks and add stunning blow and improved *** or oversized. The more you focus and your maximum attacks and survivability, the more you don't have to worry about holding aggro if you are first in the fight to grab initial aggro. This means no one else but you should need healed and you are gonna take a significant damage (thus the hp requirements above).
    You lost me... or maybe you didn't read the point of these builds. They are archers.

    Sure the dragon marks could be swaped for other things. Not a big deal, but I'm not sure I see the need.

    Now, the HV is debateable without doing UMD, but the damage boost while manyshot is on could be very nice.

  10. #10
    Community Member MondoGrunday's Avatar
    Join Date
    Feb 2006
    Posts
    519

    Default

    i built this build around a year ago and recieved much flack from the "purests". glad to see people are now opening their eyes to the raged ranger. my spiritmonger build uses many shot then switches to dual wielding wounding and puncturing weaps (rapier and shortsword).
    Guilds: Wrath of God & Keepers of the BorderlandPalladia Mors- Fighter 16 Vaevictis Asmadi-Bard 16 Darigaaz TheIgniter- Paladin10/Rogue4/Fighter1 Bladewing The Risen -Sorcerer 16 Necrosavant -Barb 12/Fighter2/Bard 2Mondo Grunday - Rogue 14/Ranger2 Spiritmonger-Barb14/Ranger2-Propaganda-Cleric3/Ranger2Serraangel -14 Wizard/RogueMortify - 14 Paladin/2Monk

  11. #11
    Community Member Kraak's Avatar
    Join Date
    Jul 2006
    Posts
    0

    Default

    I've got a pure ranged Elf, B14/R2. No toughness, no melee (so no power attack), and she is pretty stout. 325 hp, non-raged, without a GFL item and without toughness. Is self-sufficient on healing pots. Competitive on, or dominates kill count (depends on how the parties playing, the role I'm playing, and or the skill of the other players vs my skills). Gets by just fine without evasion. Con is low, so there's a lot of clickie action to keep rages in place, but that's a minor inconvenience. While bringing her up, I didn't have any soft spots (I've found that usually there are gaps where a type build is soft), which was nice. Anyway, she's a blast to play, is very strong through all the current content, and very, very survivable. In the future, I may consider mixing ranged/melee if the dev's nerf barb's/enhancements, but we will see.

    1st number crits 140-150, 220-250 total damage (on a 20) using tier 3 all pos bow, while raging.

  12. #12
    Community Member Wizzly_Bear's Avatar
    Join Date
    Jul 2007
    Posts
    0

    Default

    solid build, though i would pick any other skill rather than listen. listen is nigh worthless.

  13. #13

    Default

    Leveling a similar build right now. Went warforged for extra con, and extra PA damage if needed. I need to figure out end game how much of the 5-11 power attack scaling I want.

    Heh... though +22 PA damage using a 2 hander on the shroud portals would probably be nice.

    The cool thing about the Rang2/Barb14 build... for 3 khyber feat respecs... you can play around with insane crit rage TWF build. or find a hybrid between the two styles. Sub out precise shot, improved precise shot for ITWF, IC: Slash/Pierce. At L20 - 4 more levels of ranger and you can be a pretty complete TWF/ranged hybrid. Though by then improved crit rage may be modified.
    Casual DDOaholic

  14. #14

    Default

    Quote Originally Posted by Wizzly Bear View Post
    solid build, though i would pick any other skill rather than listen. listen is nigh worthless.
    There wasn't much to pick. Actualy listen will reveal hidden enemies (pretty much just like spot can) and that can be nice to have from time to time.
    Former Host of DDOcast
    Member of The Madborn of Thelanis
    Streaming sometimes on twitch as SigTrent

  15. #15
    Community Member Wizzly_Bear's Avatar
    Join Date
    Jul 2007
    Posts
    0

    Default

    Quote Originally Posted by sigtrent View Post
    There wasn't much to pick. Actualy listen will reveal hidden enemies (pretty much just like spot can) and that can be nice to have from time to time.
    only if theyre moving and all you get is a red blip in front of you thats barely noticeable in combat. cross class umd would be far superior to this.

  16. #16
    Community Member ChadMan's Avatar
    Join Date
    Jun 2007
    Posts
    340

    Default

    one that i have seen and is very efective is a 10 barb 6 ranger elf (dwarf works to)

  17. #17
    Community Member 96th_Malice's Avatar
    Join Date
    Mar 2006
    Posts
    609

    Default

    Heya

    I have an elven Ranger 2 / Barb 14 on the Khyber server. ( Kaeylee )

    By far this is my best "archer" toon.

    If you want a build template I can probably make it up pretty easy !

    Add a Green Steel Radience Bow critting on a 17-20 and you get ALOT of dead & blind stuff FAST !

    However Mod 9 is supposedly nerfing the crit threat range ... SO get your barbarians to 14th lvl as fast as you can ! I am working on my 2nd bow-barian now !

    For the record ... While Raged your crit Range on the Silver Longbow is 15-20 and its a 1D10 damage weapon !

    If you want any help with the Ranged types ... I have 10 of em on Khyber. I can help anyone out for sure

    Later gang
    Last edited by 96th_Malice; 06-15-2009 at 01:11 PM.

  18. #18
    Community Member brimstone06's Avatar
    Join Date
    Nov 2009
    Posts
    9

    Default

    Quote Originally Posted by 96th_Malice View Post

    I have an elven Ranger 2 / Barb 14 on the Khyber server. ( Kaeylee )

    By far this is my best "archer" toon.

    If you want a build template I can probably make it up pretty easy !

    If you want any help with the Ranged types ... I have 10 of em on Khyber. I can help anyone out for sure

    I'd love get a build template, if you can whip one up. I'm considering a bow-barb for my next char. I want to be an archer but I need some additional survivability.

    Thanks,
    b

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload