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  1. #1
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    Default Kensai/Arcane Archer Build Advice

    I'm fairly new to DDO and I love it thus far. Using Character Planner 3.10 I started poking around with an Elf Fighter build and here is what I came up with. I was hoping to devise a character with nice ranged abilities and some secondary melee skills while wearing heavier armor. I'm just wondering if any experts out there can give me some opinions on whether or not this would be a decent all around build or if there is anything that can be tweaked. Thanks in advance for the help.

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Level 20 Chaotic Neutral Elf Male
    (18 Fighter \ 1 Ranger \ 1 Wizard) 
    Hit Points: 294
    Spell Points: 175 
    BAB: 19\19\24\29\29
    Fortitude: 15
    Reflex: 14
    Will: 8
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 20)
    Strength             14                    18
    Dexterity            16                    22
    Constitution         14                    14
    Intelligence         12                    12
    Wisdom               10                    10
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                    17.5
    Bluff                -1                     2
    Concentration         2                     2
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                    -1
    Heal                  0                     1
    Hide                  3                     6
    Intimidate            3                    21.5
    Jump                  2                     4
    Listen                0                     2
    Move Silently         3                     6
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                1                     1
    Search                1                     3
    Spot                  2                    15
    Swim                  2                     4
    Tumble                n/a                   6.5
    Use Magic Device     n/a                   n/a
    
    Level 1 (Fighter)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Elven Ranged Damage I
    Enhancement: Fighter Critical Accuracy I
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Point Blank Shot
    Enhancement: Fighter Strength I
    
    
    Level 3 (Fighter)
    Feat: (Selected) Toughness
    Enhancement: Elven Dexterity I
    Enhancement: Fighter Armor Mastery I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Elven Ranged Attack I
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Eschew Materials
    Enhancement: Elven Arcanum I
    
    
    Level 6 (Fighter)
    Feat: (Selected) Weapon Specialization: Ranged Weapons
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Racial Toughness II
    
    
    Level 7 (Fighter)
    Enhancement: Elven Ranged Damage II
    
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Rapid Shot
    Enhancement: Kensei Longbow Mastery I
    Enhancement: Kensei Longsword Mastery I
    Enhancement: Fighter Kensei I
    
    
    Level 9 (Fighter)
    Feat: (Selected) Power Critical
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer I
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Ranged Weapons
    Enhancement: Fighter Armor Mastery II
    Enhancement: Fighter Longbow Specialization I
    
    
    Level 11 (Fighter)
    Enhancement: Elven Dexterity II
    
    
    Level 12 (Fighter)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Fighter Strength II
    
    
    Level 13 (Fighter)
    Enhancement: Fighter Critical Accuracy III
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Ranged Weapons
    Enhancement: Kensei Longbow Mastery II
    Enhancement: Fighter Kensei II
    
    
    Level 15 (Fighter)
    Feat: (Selected) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Attack Boost III
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Manyshot
    Enhancement: Fighter Critical Accuracy IV
    
    
    Level 17 (Fighter)
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    
    
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Precise Shot
    Feat: (Selected) Superior Weapon Focus: Ranged Weapons
    Enhancement: Fighter Longbow Specialization II
    Enhancement: Fighter Strength III
    
    
    Level 19 (Fighter)
    Enhancement: Elven Ranged Attack II
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Improved Precise Shot
    Enhancement: Kensei Longbow Mastery III
    Enhancement: Fighter Kensei III
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Last edited by RalNarHol; 11-10-2009 at 12:20 PM.

  2. #2
    Community Member Pellaeon's Avatar
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    Default Kensai/arcane archer

    I myself dont know alot about the arcane archer line. but looking at your build it looks like alot of fun. and also well thought out for a new player

  3. #3
    Community Member OldAquarian's Avatar
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    Default

    2 threads going already about monk/kensai/arcane archer
    No heavy armor though, just good AC

    Mythal's http://forums.ddo.com/showthread.php?t=222343
    Mine http://forums.ddo.com/showthread.php?t=222591

  4. #4
    Founder Aesop's Avatar
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    Power Critical is fairly useless overall... I'd move Precise Shot down lower

    Eschew MAterials likewise. You'll only have 1st level spells so grabbing a 1000 Components will about cover it mostly... Maybe Exchange that with Extend Spell instead


    Honestly a problem that you are going to have is your melee damage. You don't have either the THF or TWF Feats so you don't have a solid default Melee option.

    I'm actually working on a Kensai AA build currently

    Instead of the Ranger and Wizard Levels I'm going with 2 Bard levels

    The first at level 1 to get the biggest bang out of the extra Skill Points

    This also opens up two of my stock skills for this build. Diplomacy and Use Magic Device. Those combined with Spot jump and Balance pretty much round it out the best you can.

    Diplomacy makes life easier. You can ditch aggro on the tanks and that way they won't hate you as much for being an archer

    UMD is... well is UMD and probably the best skill in the game.

    Bard also lets you use Cure Wands earlier than your UMD will allow which will be a help in the early levels.

    I'm also taking the full TWF line. I skipped the second Kensai line because its too feat intensive and the full TWF line will amount to more overall DPS than a single weapon Kensai line and allows for more Enhancement diversity also its less Feat intensive than Kensai Feats.

    Bard Energy of Song meets the AA prerequisite.

    I'm not starting to take the TWF line until a little later on in levels because until then S&B is fairly viable and can be used as the melee ability with little difference in dps until then.

    I think this is one of the versions I've experimented with... it works so far

    Aesop


    Code:
    Character Plan by DDO Character Planner Version 3.08
    DDO Character Planner Home Page
    
    Charybdis 
    Level 20 Neutral Good Elf Female
    (18 Fighter \ 2 Bard) 
    Hit Points: 294
    Spell Points: 137 
    BAB: 19\19\24\29\29
    Fortitude: 13
    Reflex: 16
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    24
    Dexterity            18                    24
    Constitution         12                    14
    Intelligence         12                    14
    Wisdom                8                    10
    Charisma             12                    14
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    +2 Tome of Intelligence used at level 7
    +3 Tome of Strength used at level 20
    +2 Tome of Dexterity used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Wisdom used at level 20
    +2 Tome of Charisma used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               8                    11
    Bluff                 1                     5
    Concentration         1                     2
    Diplomacy             5                    25
    Disable Device        n/a                   n/a
    Haggle                1                     2
    Heal                 -1                     0
    Hide                  4                     7
    Intimidate            1                     2
    Jump                  6                    12
    Listen               -1                     2
    Move Silently         4                     7
    Open Lock             n/a                   n/a
    Perform               5                     6
    Repair                1                     2
    Search                1                     4
    Spot                  1                     5
    Swim                  2                     7
    Tumble                8                    11
    Use Magic Device      5                    25
    
    Level 1 (Bard)
    Feat: (Selected) Point Blank Shot
    Spell (1): Cure Light Wounds
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    
    
    Level 3 (Fighter)
    Feat: (Fighter Bonus) Precise Shot
    Feat: (Selected) Rapid Shot
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons
    
    
    Level 6 (Fighter)
    Feat: (Selected) Bow Strength
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Manyshot
    
    
    Level 8 (Bard)
    Ability Raise: STR
    Spell (1): Focusing Chant
    
    
    Level 9 (Fighter)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 11 (Fighter)
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Improved Precise Shot
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 13 (Fighter)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Ranged Weapons
    
    
    Level 15 (Fighter)
    Feat: (Selected) Greater Weapon Specialization: Ranged Weapons
    
    
    Level 16 (Fighter)
    Ability Raise: DEX
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Superior Weapon Focus: Ranged Weapons
    Feat: (Selected) Toughness
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Ability Raise: DEX
    Feat: (Fighter Bonus) Combat Expertise
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Attack Boost III
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Fighter Haste Boost IV
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Bard Extra Song I
    Enhancement: Bard Inspired Damage I
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Elven Ranged Attack I
    Enhancement: Elven Ranged Attack II
    Enhancement: Elven Ranged Damage I
    Enhancement: Elven Ranged Damage II
    Enhancement: Kensei Longbow Mastery I
    Enhancement: Kensei Longbow Mastery II
    Enhancement: Kensei Longbow Mastery III
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Critical Accuracy III
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Kensei III
    Enhancement: Fighter Longbow Specialization I
    Enhancement: Fighter Longbow Specialization II
    Enhancement: Racial Toughness 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: Elven Arcane Archer I
    Enhancement: Bard Energy of the Music I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Enhancement: Fighter Toughness I
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  5. #5
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    Quote Originally Posted by Aesop View Post
    Power Critical is fairly useless overall... I'd move Precise Shot down lower

    Eschew MAterials likewise. You'll only have 1st level spells so grabbing a 1000 Components will about cover it mostly... Maybe Exchange that with Extend Spell instead


    Honestly a problem that you are going to have is your melee damage. You don't have either the THF or TWF Feats so you don't have a solid default Melee option.

    I'm actually working on a Kensai AA build currently

    Instead of the Ranger and Wizard Levels I'm going with 2 Bard levels

    The first at level 1 to get the biggest bang out of the extra Skill Points

    This also opens up two of my stock skills for this build. Diplomacy and Use Magic Device. Those combined with Spot jump and Balance pretty much round it out the best you can.

    Diplomacy makes life easier. You can ditch aggro on the tanks and that way they won't hate you as much for being an archer

    UMD is... well is UMD and probably the best skill in the game.

    Bard also lets you use Cure Wands earlier than your UMD will allow which will be a help in the early levels.

    I'm also taking the full TWF line. I skipped the second Kensai line because its too feat intensive and the full TWF line will amount to more overall DPS than a single weapon Kensai line and allows for more Enhancement diversity also its less Feat intensive than Kensai Feats.

    Bard Energy of Song meets the AA prerequisite.

    I'm not starting to take the TWF line until a little later on in levels because until then S&B is fairly viable and can be used as the melee ability with little difference in dps until then.

    I think this is one of the versions I've experimented with... it works so far

    Aesop


    Code:
    Character Plan by DDO Character Planner Version 3.08
    DDO Character Planner Home Page
    
    Charybdis 
    Level 20 Neutral Good Elf Female
    (18 Fighter \ 2 Bard) 
    Hit Points: 294
    Spell Points: 137 
    BAB: 19\19\24\29\29
    Fortitude: 13
    Reflex: 16
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    24
    Dexterity            18                    24
    Constitution         12                    14
    Intelligence         12                    14
    Wisdom                8                    10
    Charisma             12                    14
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    +2 Tome of Intelligence used at level 7
    +3 Tome of Strength used at level 20
    +2 Tome of Dexterity used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Wisdom used at level 20
    +2 Tome of Charisma used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               8                    11
    Bluff                 1                     5
    Concentration         1                     2
    Diplomacy             5                    25
    Disable Device        n/a                   n/a
    Haggle                1                     2
    Heal                 -1                     0
    Hide                  4                     7
    Intimidate            1                     2
    Jump                  6                    12
    Listen               -1                     2
    Move Silently         4                     7
    Open Lock             n/a                   n/a
    Perform               5                     6
    Repair                1                     2
    Search                1                     4
    Spot                  1                     5
    Swim                  2                     7
    Tumble                8                    11
    Use Magic Device      5                    25
    
    Level 1 (Bard)
    Feat: (Selected) Point Blank Shot
    Spell (1): Cure Light Wounds
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    
    
    Level 3 (Fighter)
    Feat: (Fighter Bonus) Precise Shot
    Feat: (Selected) Rapid Shot
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons
    
    
    Level 6 (Fighter)
    Feat: (Selected) Bow Strength
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Manyshot
    
    
    Level 8 (Bard)
    Ability Raise: STR
    Spell (1): Focusing Chant
    
    
    Level 9 (Fighter)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 11 (Fighter)
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Improved Precise Shot
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 13 (Fighter)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Ranged Weapons
    
    
    Level 15 (Fighter)
    Feat: (Selected) Greater Weapon Specialization: Ranged Weapons
    
    
    Level 16 (Fighter)
    Ability Raise: DEX
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Superior Weapon Focus: Ranged Weapons
    Feat: (Selected) Toughness
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Ability Raise: DEX
    Feat: (Fighter Bonus) Combat Expertise
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Attack Boost III
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Fighter Haste Boost IV
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Bard Extra Song I
    Enhancement: Bard Inspired Damage I
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Elven Ranged Attack I
    Enhancement: Elven Ranged Attack II
    Enhancement: Elven Ranged Damage I
    Enhancement: Elven Ranged Damage II
    Enhancement: Kensei Longbow Mastery I
    Enhancement: Kensei Longbow Mastery II
    Enhancement: Kensei Longbow Mastery III
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Critical Accuracy III
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Kensei III
    Enhancement: Fighter Longbow Specialization I
    Enhancement: Fighter Longbow Specialization II
    Enhancement: Racial Toughness 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: Elven Arcane Archer I
    Enhancement: Bard Energy of the Music I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Enhancement: Fighter Toughness I
    Is this still a good choice for a Kensai Arcane Archer? With all the update?

    Can i ask 2 Things:

    Why 12 of INT instead of higher Con / Str / Cha

    Why a second level of Bard at level 8

    The rest I love it!!!

  6. #6
    Founder Aesop's Avatar
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    Quote Originally Posted by Kromwall View Post
    Is this still a good choice for a Kensai Arcane Archer? With all the update?

    Can i ask 2 Things:

    Why 12 of INT instead of higher Con / Str / Cha

    Why a second level of Bard at level 8

    The rest I love it!!!
    The Int is so I can keep UMD and Diplomacy as high as possible

    second level of bard gets more SP and 6+Int Skill Points (once again to maintain Diplo and UMD ... and maybe toss in some Spot as well)

    It would require dropping Int down to 10 to raise Con to 13 so I figured I'd rather keep Diplo up high enough to dump aggro on someone if I wanted to get rid of a target. This is to be more party friendly... if you just plan to solo you could drop the Int and forget the Diplo... but in parties a little aggro control seems like a good thing to me

    Other than that I'm hoping this thought process is still valid I haven't played much since last update
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  7. #7
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    This is an invalid character. You cannot train both Kensei Longbow and Kensei Longsword at the same time.

    Quote Originally Posted by RalNarHol View Post
    I'm fairly new to DDO and I love it thus far.
    Because you're fairly new, you might not have heard that ranged combat is not a sensible choice for character specialization in DDO.

    Quote Originally Posted by RalNarHol View Post
    I'm just wondering if any experts out there can give me some opinions on whether or not this would be a decent all around build
    It is not, because it is specialized in ranged combat.

    Also, Longsword is the wrong choice for a melee weapon: It should be scimitar, rapier, or khopesh. (Kukri and pick might be acceptable too)

    I know you're thinking: "Hey, if I use fighter feats to improve both Ranged and Melee then I can do whatever is needed"... but you know who else can attack both in range and melee? A Ranger.

  8. #8
    Founder Aesop's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    You cannot train both Kensei Longbow and Kensei Longsword at the same time.
    I knew there was something that felt off here

    thats what I get for sleep deprivation

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  9. #9
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    wow, its nice to see so many people itching for the same kind of build as ive been.

    OP: your build is gimping itself, in fact i wont even go into much detail because its really a severe gimp on many angles, however, one thing i should point out that is usually most obvious - you always go the first level of the multiclass that has the most skill points available. which in your case would be ranger. youll get (6+INT) * 4 skill points at first level instead of (2+INT) *4. thats a huge difference.

    lucky for you ive done a ton of thinking and character plans, even rolled up a few for the last months testing out what is best.
    as oldaquarian has already linked, there is a thread up with the 2 viable versions of this.

    there is 2 routes you can go with it though:
    1) weapon fighter with at least 1 monk lvl splash
    2) monk-kensai route with a split between monk/fighter/ranger levels

    the only way to get viable AC as a twf dps in this game, is, sadly, going with monk splash levels. be that 2 levels or even just 1 if you get evasion from another source (such as the exploiter 18ranger/1rog/1mnk does). the reason for those who dont yet know, is that as a monk you get wis-mod bonus to your AC, and wearing robes allows your entire dex bonus (which is usually quite high for most twf characters) to your AC.

    and so i am of course not listing the fighter/bard variants, because they arent actually very viable characters in the end game. a fighter taking 2 levels of bard to give it access to arcane archer is missing its capstone which is the entire purpose of going heavy on fighter levels - its one of the best if not the best melee capstone in the game. it also will have inferior AC as a melee fighter than anything else in melee...and it will not have any DR or innate resists.

    so basically if you want to have monk abilities and survival features, check my latest updated version of this, the one i am also currently playing, which is a 6 fighter kensai: unarmed/8 monk/6 ranger:arcane archer.
    you could also opt for an elf build in order to have access to all ranks of arcane archer, but as the prestige class exists now, the only thing that will do for you is allow you access to higher +2, +3, +4, and +5 summoned arrows. something you can easily just get from house D favor (75% returning +5 arrows). the imbue force arrow ability for ghost touch and 1d6 force damage is a buff you put on yourself (lasts as long as you are in the zone, costs no mana). you get it directly at rank 1 of AA, and so there isnt really any reason to take higher ranks of it.

    however, going elf is still viable if you wish to do the fighter12/monk7/wiz1 route, or even there is a third variant which i havent built and posted yet which is fighter18/monk1/wiz1 which would then have you dual-wielding whatever weapon choices you wanted, rather than going with unarmed. you get no extra feats for those fighter levels however (monk bonus feats at 1,2,3,6 vs fighter bonus at every even-level = same bonus feats), and lose all the lvl 8 monk features but you do gain a bit of BAB, and open up kensai III. personally not my choice and it will be inferior in saves/survivability/etc but its also one route if that is what you want.

    personally i like to make the most effective, and so ive gone with the human 6ftr/8mnk/6rgr route.

    and as another poster above said, if you just want to be able to do ranged damage decently, you can always just go ranger, pure or not, 6 or 12 levels of ranger allow a very measurable ranged damage dealing ability. in fact the only real reason to do something else, is, for example, if you want to have a kensai+unarmed type which then synchs very well as being a monk and kensai, because ranger levels would be just as effective for TWF any other kind of weapon as taking those levels in monk.
    Last edited by Mythal; 01-05-2010 at 07:29 AM.

  10. #10
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    Default love this but can i do it with a warforged?

    No really i know it would be less powerful but i have a hankering to try this with a warforged 32 point build?

  11. #11
    Community Member Entelech's Avatar
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    Take Toughness.

    Seriously.

    294 Hitpoints before items and buffs is where most endgame pure Wizards try to end up. Someone with 18 Fighter levels ought to do better.

    Also, load up on Cure Wounds wands. That Ranger level lets you use them. As an archery build, you're often going to be kiting or otherwise out of range of a party healer, and the ability to look after yourself is vital. It would be even better if you could heal yourself without swapping out what's in your hands.

  12. #12
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    Default a better AA kensai build

    hello all:-)

    Before i get into explaining this spec i should explain my own conundrum.

    well this spec i am undecided of going two ways...paladin or Cleric, but both get turn undead and tenant: follower of the silver flame enhancement (+1 to attack with longbows.) Also both cover part of the requirement for elven arcane archer with giving access to mental toughness feat. I picked to go this route over wizard/sorc because in this spec the damage is mostly with the bow not spells, and i plan on going race as half elf for bard dilly feat and any actual bard lvls would be a waste with the feat, and so i can spread his abilities out more well rounded..and heal spells are useful to everyone and all specs. Though for leveling til he can actually get the feat bow strength i would take temporarily ranger dilly feat to compensate, then switch it out with fred later with bard dilly feat and the 3 per rest fasinate charges (based on charisma stat.)

    First way is with lvl 6 paladin (hunter of the dead.) Paladins has its appeal because the charisma bonus would add to resists (which synergy with evasion is nice)and his auras would mesh well with 2 lvls of monk for the evasion, but there spells sort of suck. I picked Hunter of the dead for the prestige because of the ghost touch applied to all weapons and lesser restoration effect.

    The other way i was thinking is with lvl 6 cleric (radiant servant.) Cleric has the advantage of better spells within the lvl 6 class range with its better heals /buffs. with paladin your stuck with only cure light wounds which at higher lvls is worthless...granted you have lay hands with paladin too, but is limited use...where as this way i would be able to obtain cure serious wounds. Cleric also offers better turn undead, and the radiant servant prestige offers regenratable turn undead charges(1 every 2 min) to power abilities such as all the divine abilities like divine might/vitality/light, and the positive energy burst. Of course doesn't hurt with this spec turned undead are instantly slayed with this prestige. For this reason i think i am drifting towards cleric over paladin, but i thought i would put it out there for you all to decide which you like better.

    Other things to mention is using fighter kensai 1 & 2 for the weapon mastery(longbow) mastery, and the fighter feats, Also monk for the evasion, access to animal path ( clever monkey), stances, and armor bonus from wisdom bonus.


    Well what do you all think?
    Ok here it is with cleric idea...

    Half-Elf ( Bard dilly) (Elven Arcane Archer) 32 point build
    LvL 12 Fighter (kensai 2)
    LvL 6 Cleric (Radiant Servant 1)
    LvL 2 Monk (start as a monk for the most skill points possible at start, just FYI)


    Starting stats at lvl 1:
    str=14
    dex=14
    con=14
    int=8
    wis=14
    chr=15

    Ending stats after enhancements/+2 supreme tome(taken at lvl 7)/in lesser earth stance... resulting at lvl 20:
    str=18
    dex=18
    con=18
    int=10
    wis=18
    chr=18
    selectable feats i plan on using: ...

    point blank, dodge, rapid shot, zen archery, empower healing spell, mental toughness, weapon focus: ranged weapons, manyshot, bow strength, mobility, weapon specialization : ranged weapons, shot on the run, precise shot, Improved precise shot, greater weapon specialization: Ranged weapons, and power critical.

    (alternatively speaking maybe I could take improved critical : ranged weapons feat instead of power critical..not sure which is better when you combine it with all the enhancements in this spec for confirm critical from fighter portion, that and with longbows the improved critical feat is only going from confirm crit on a roll of 20 upgraded to confirm on a roll of 19-20....that and improved critical feat can be compensated by keen weapon enchant.)

    The Bard dilly feat+ turn Undead ability= good CC...alternately my theory an item with anthem enchant would make even bard dilly's fascinate be regeneratable (1 every 5 min) since the bard dilly feat is considered by items a lvl 1 bard... higher lvls if you take the improved versions of bard dilly feat through enhancements.

    Ideal weapon for this spec would be a +5 Paralyzing Flametouched Iron Longbow of Puncturing. The puncturing would remove there constitution which lowers there fortitude saves, and reduces there max health pool. the Paralyzing part would make them helpless/immoble..which = auto crits. Flametouched Iron makes the longbow good aligned damage. Too bad stunning enchant doesn't work on bows, becasue even better yet a +5 Wounding Flametouched Iron Longbow of Stunning ...would be even better

    well what do you all think ? :-)
    Last edited by DarkShaolin; 08-15-2011 at 10:36 AM.

  13. #13
    Community Member PestWulf's Avatar
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    Quote Originally Posted by DarkShaolin View Post
    hello all:-)

    Before i get into explaining this spec i should explain my own conundrum.

    well this spec i am undecided of going two ways...paladin or Cleric, but both get turn undead and tenant: follower of the silver flame enhancement (+1 to attack with longbows.) Also both cover part of the requirement for elven arcane archer with giving access to mental toughness feat. I picked to go this route over wizard/sorc because in this spec the damage is mostly with the bow not spells, and i plan on going race as half elf for bard dilly feat and any actual bard lvls would be a waste with the feat, and so i can spread his abilities out more well rounded..and heal spells are useful to everyone and all specs. Though for leveling til he can actually get the feat bow strength i would take temporarily ranger dilly feat to compensate, then switch it out with fred later with bard dilly feat and the 3 per rest fasinate charges (based on charisma stat.)

    First way is with lvl 6 paladin (hunter of the dead.) Paladins has its appeal because the charisma bonus would add to resists (which synergy with evasion is nice)and his auras would mesh well with 2 lvls of monk for the evasion, but there spells sort of suck. I picked Hunter of the dead for the prestige because of the ghost touch applied to all weapons and lesser restoration effect.

    The other way i was thinking is with lvl 6 cleric (radiant servant.) Cleric has the advantage of better spells within the lvl 6 class range with its better heals /buffs. with paladin your stuck with only cure light wounds which at higher lvls is worthless...granted you have lay hands with paladin too, but is limited use...where as this way i would be able to obtain cure serious wounds. Cleric also offers better turn undead, and the radiant servant prestige offers regenratable turn undead charges(1 every 2 min) to power abilities such as all the divine abilities like divine might/vitality/light, and the positive energy burst. Of course doesn't hurt with this spec turned undead are instantly slayed with this prestige. For this reason i think i am drifting towards cleric over paladin, but i thought i would put it out there for you all to decide which you like better.

    Other things to mention is using fighter kensai 1 & 2 for the weapon mastery(longbow) mastery, and the fighter feats, Also monk for the evasion, access to animal path ( clever monkey), stances, and armor bonus from wisdom bonus.


    Well what do you all think?
    Ok here it is with cleric idea...

    Half-Elf ( Bard dilly) (Elven Arcane Archer) 32 point build
    LvL 12 Fighter (kensai 2)
    LvL 6 Cleric (Radiant Servant 1)
    LvL 2 Monk (start as a monk for the most skill points possible at start, just FYI)


    Starting stats at lvl 1:
    str=14
    dex=14
    con=14
    int=8
    wis=14
    chr=15

    Ending stats after enhancements/+2 supreme tome(taken at lvl 7)/in lesser earth stance... resulting at lvl 20:
    str=18
    dex=18
    con=18
    int=10
    wis=18
    chr=18
    selectable feats i plan on using: ...

    point blank, dodge, rapid shot, zen archery, empower healing spell, mental toughness, weapon focus: ranged weapons, manyshot, bow strength, mobility, weapon specialization : ranged weapons, shot on the run, precise shot, Improved precise shot, greater weapon specialization: Ranged weapons, and power critical.

    (alternatively speaking maybe I could take improved critical : ranged weapons feat instead of power critical..not sure which is better when you combine it with all the enhancements in this spec for confirm critical from fighter portion, that and with longbows the improved critical feat is only going from confirm crit on a roll of 20 upgraded to confirm on a roll of 19-20....that and improved critical feat can be compensated by keen weapon enchant.)

    The Bard dilly feat+ turn Undead ability= good CC...alternately my theory an item with anthem enchant would make even bard dilly's fascinate be regeneratable (1 every 5 min) since the bard dilly feat is considered by items a lvl 1 bard... higher lvls if you take the improved versions of bard dilly feat through enhancements.

    Ideal weapon for this spec would be a +5 Paralyzing Flametouched Iron Longbow of Puncturing. The puncturing would remove there constitution which lowers there fortitude saves, and reduces there max health pool. the Paralyzing part would make them helpless/immoble..which = auto crits. Flametouched Iron makes the longbow good aligned damage. Too bad stunning enchant doesn't work on bows, becasue even better yet a +5 Wounding Flametouched Iron Longbow of Stunning ...would be even better

    well what do you all think ? :-)
    I think you are focused on ranged completely yet not optimizing for it and you have nothing going on for your melee ability. Also there are some feat choices you have that are just plain horrible feats. Power Critical is a complete waste of a feat. Your to hit score factors into critical confirmation, so with a high BAB class plus any other perks you have going on, you do not need power critical at all.

    Likewise, Mobility and Shot on the Run are not needed, Especially with Fighter Kensai. Mobility is just plain silly as a feat. you only get that AC boost while tumbling and within a second of standing up it's gone. You are way better off getting 2AC and additional Damage Reduction by just standing in place and blocking(with or without a shield switchin) than by getting 4AC and no DR. Keep in mind that the base amount you block is factored off of your BAB, so a full BAB class like fighter,ranger or pally will have a noticeable DR just by hitting the block button. It pretty much makes Mobility a wasted feat that is only taken to fullfill pre-reqs like Tempest ranger.

    You also have a false assumption that Bard dilly + Turn undead is good CC. You Turn Undeads will be useless in mid level to higher dungeons with only 6 Cleric levels, even if you gear out with turn undead booster. You will find that doing Burst with Empower Healing on is way better than using a Turn Undead charge to try and kill the undead outright. My lvl 13 Cleric is currently Bursting for about 200 damage non-crit. I have Hallowed and some other boosters and I find that even with all that if I have a group of about 10 to 15 undead around me I may kill about 7 of them. Keep in mind that the number of targets you can turn is also part of the whole cleric level equation. Whereas with a burst I can hit all 15 of them for 200 damage, heal my party for around 180 (they have healing amplification) and remove any stat damage or negative level damge. Turn undead just isn't worthwhile when compared to Radiant Burst.

    As for the Bard Dilly, it falls under the same problems with DC. Having it based off Charisma on a build that is average or lower on Charisma and no DC boosting focus items...it's nigh unto useless even though it targets Will saves instead of Fortitude which are generally lower. I have a 16 Wizard specializing in INT and CC spells. I started with a 20 INT, have put every level up point into it, crafted a greater focus for +2 DC and have both Focus Feats in my school for 2 more DC. With all this combined, on even level, hard-content quests my CC spells are adequate. Not superb, but adequate to good. I'm probably at about 70% to maybe 80% of effective. If I throw priming spells to shift the odds a bit more on Will saves, I become Excellent at locking things down.

    Compare this to your Charisma stat that is not being pumped up by anything other than a +6 Charisma item...You will find that in the 3 seconds it takes you to cast your Facinate that you will be beaten to a bloody pulp unless you've raised your stealth and move silently. (you can stealth in and cast that in the middle of their group, my bard loves this aspect )

    Ok back to the other issues though. Going Cleric will add some very nice healing, that is true, but you also lower your BAB which means less to-hit, less critical confirmation, less attack speed and less damage reduction from blocking.

    I think you would be better going Ranger 6 and simply not choosing a path, continue your elven arcane archer. By going Ranger 6 instead of Cleric you significantly boost your ranged damage as well as provide yourself with at least some modicum of melee. You also get 5 feats that you want in 6 levels which is huge bang for your buck. Ranger 6 will get you two favored enemies at +4 damage each category, it gets you the Rams Might spell which is +1 hit and +3 damage for your bow and melee (it's a Size bonus so it stacks with enhancement bonuses), you also get your Bow Str, Rapid Fire, Many Shot, TWF and ITWF feats and Ranger is a full BAB class as well.

    If you are specializing in archery, you absolutely must get the IC: Ranged. When you combine this with one of the higher crit range bows available, Silver Bow is cheap, useable at level 6 and easy to get from a low level quest to boot. This will give you a 20% crit range which against non-undead/construct types is where your damage is.

    The paralyzing bow is not a bad idea, but you need to get used to the fact that you will want multiple bows for different situations. Your DPS bow is going to be Silver Bow, GreenSteel Lit bow or Sinew until you epic. Any of these will do respectable damage, I forget what the math posts showed as the best, but I believe it's greensteel when you can craft it.

    So my advice is even though you can get that +1hit with longbows, keep in mind that Cleric 6 is worth +4 to hit in terms of BAB, while Fighter, Paladin, Ranger is woth +6 to hit in BAB. So Paladin would get you that +1 on top of the +6 while Cleric effectively looses you -1 to hit unless you get to Cleric 7 for Divine Power or use DP clickies.

    Also, you are mistaken about Paralyze. Although it seems like it should make the "auto-crit" (which by the way now is not an auto-crit but instead 50% damage increase for most damage sources) they aren't really "helpless" I believe Paralyze lets you auto-sneak attack them if they are susceptible, but it will not give you the 50% damage increase that the "helpless" state gives. That would just be way too overpowered without nerfing the heck out of the paralyze effect.

    However, Puncturing will indeed put them into the helpless state and make them take the 50% additional damage. It will also stun them for about 6 to 8 seconds. Reducing any other stat besides CON will make them take 50% more damage but they will still be able to run around and attack you. So Puncturing is a good choice for mobs that aren't immune to it or capped so you can't make them helpless.

  14. #14
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    Quote Originally Posted by PestWulf View Post
    I think you are focused on ranged completely yet not optimizing for it and you have nothing going on for your melee ability. Also there are some feat choices you have that are just plain horrible feats. Power Critical is a complete waste of a feat. Your to hit score factors into critical confirmation, so with a high BAB class plus any other perks you have going on, you do not need power critical at all.

    Likewise, Mobility and Shot on the Run are not needed, Especially with Fighter Kensai. Mobility is just plain silly as a feat. you only get that AC boost while tumbling and within a second of standing up it's gone. You are way better off getting 2AC and additional Damage Reduction by just standing in place and blocking(with or without a shield switchin) than by getting 4AC and no DR. Keep in mind that the base amount you block is factored off of your BAB, so a full BAB class like fighter,ranger or pally will have a noticeable DR just by hitting the block button. It pretty much makes Mobility a wasted feat that is only taken to fullfill pre-reqs like Tempest ranger.

    You also have a false assumption that Bard dilly + Turn undead is good CC. You Turn Undeads will be useless in mid level to higher dungeons with only 6 Cleric levels, even if you gear out with turn undead booster. You will find that doing Burst with Empower Healing on is way better than using a Turn Undead charge to try and kill the undead outright. My lvl 13 Cleric is currently Bursting for about 200 damage non-crit. I have Hallowed and some other boosters and I find that even with all that if I have a group of about 10 to 15 undead around me I may kill about 7 of them. Keep in mind that the number of targets you can turn is also part of the whole cleric level equation. Whereas with a burst I can hit all 15 of them for 200 damage, heal my party for around 180 (they have healing amplification) and remove any stat damage or negative level damge. Turn undead just isn't worthwhile when compared to Radiant Burst.

    As for the Bard Dilly, it falls under the same problems with DC. Having it based off Charisma on a build that is average or lower on Charisma and no DC boosting focus items...it's nigh unto useless even though it targets Will saves instead of Fortitude which are generally lower. I have a 16 Wizard specializing in INT and CC spells. I started with a 20 INT, have put every level up point into it, crafted a greater focus for +2 DC and have both Focus Feats in my school for 2 more DC. With all this combined, on even level, hard-content quests my CC spells are adequate. Not superb, but adequate to good. I'm probably at about 70% to maybe 80% of effective. If I throw priming spells to shift the odds a bit more on Will saves, I become Excellent at locking things down.

    Compare this to your Charisma stat that is not being pumped up by anything other than a +6 Charisma item...You will find that in the 3 seconds it takes you to cast your Facinate that you will be beaten to a bloody pulp unless you've raised your stealth and move silently. (you can stealth in and cast that in the middle of their group, my bard loves this aspect )

    Ok back to the other issues though. Going Cleric will add some very nice healing, that is true, but you also lower your BAB which means less to-hit, less critical confirmation, less attack speed and less damage reduction from blocking.

    I think you would be better going Ranger 6 and simply not choosing a path, continue your elven arcane archer. By going Ranger 6 instead of Cleric you significantly boost your ranged damage as well as provide yourself with at least some modicum of melee. You also get 5 feats that you want in 6 levels which is huge bang for your buck. Ranger 6 will get you two favored enemies at +4 damage each category, it gets you the Rams Might spell which is +1 hit and +3 damage for your bow and melee (it's a Size bonus so it stacks with enhancement bonuses), you also get your Bow Str, Rapid Fire, Many Shot, TWF and ITWF feats and Ranger is a full BAB class as well.

    If you are specializing in archery, you absolutely must get the IC: Ranged. When you combine this with one of the higher crit range bows available, Silver Bow is cheap, useable at level 6 and easy to get from a low level quest to boot. This will give you a 20% crit range which against non-undead/construct types is where your damage is.

    The paralyzing bow is not a bad idea, but you need to get used to the fact that you will want multiple bows for different situations. Your DPS bow is going to be Silver Bow, GreenSteel Lit bow or Sinew until you epic. Any of these will do respectable damage, I forget what the math posts showed as the best, but I believe it's greensteel when you can craft it.

    So my advice is even though you can get that +1hit with longbows, keep in mind that Cleric 6 is worth +4 to hit in terms of BAB, while Fighter, Paladin, Ranger is woth +6 to hit in BAB. So Paladin would get you that +1 on top of the +6 while Cleric effectively looses you -1 to hit unless you get to Cleric 7 for Divine Power or use DP clickies.

    Also, you are mistaken about Paralyze. Although it seems like it should make the "auto-crit" (which by the way now is not an auto-crit but instead 50% damage increase for most damage sources) they aren't really "helpless" I believe Paralyze lets you auto-sneak attack them if they are susceptible, but it will not give you the 50% damage increase that the "helpless" state gives. That would just be way too overpowered without nerfing the heck out of the paralyze effect.

    However, Puncturing will indeed put them into the helpless state and make them take the 50% additional damage. It will also stun them for about 6 to 8 seconds. Reducing any other stat besides CON will make them take 50% more damage but they will still be able to run around and attack you. So Puncturing is a good choice for mobs that aren't immune to it or capped so you can't make them helpless.



    Good to know. :-) I did plan on focusing on a few points into concentration, but a majority of skill points into jump, hide, move silently, listen, and spot. i do realize that my turn undead will be lesser effective around higher lvls, but that is why i took divine light, and already factored in positive energy burst. You mentioned divine power , but at lvl 1 cleric can get the self only spell called divine favor, also don't forget the spell bless also raises To Hit chance, and they stack.

    I'll take your advice on taking improved critical: ranged weapons over power critical. as for mobility.. yeah i find it worthess too as a feat(hell i don't even use tumble skill), but is required to get shot on the run which would raise to hit by +4 while moving, which is good because i plan on more kiteing MOBs then going toe to toe if possible. Kiting MOBs means getting in melee is less frequent , especially if outdoors or have room to move around.

    Also plan on taking divine might which is a +2 weapon damage at first tier.

    As for the Bard Dilly feat I did notice stealthing in works better. I could if i wanted to also raise through enhancements the charisma stat another +2, and further another +2 through use of a +4 charisma tome for a total before enchantments of +22 charisma which is a +6 charisma bonus before items.

    Also i am a premium account i have everything but i am not P2P so as far as i know i can't do epic runs anyways

  15. #15
    Community Member PestWulf's Avatar
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    I think you've updated it, but one thing I wanted to point out in your original build is that all the good things about the Archer class in general you don't get till level 16. That means you'll be spending 16 levels of leveling an archer build with no multishot which is painful to say the least. I think in your revised build you are getting many shot and Imp. precise shot as soon as possible, I think you will find that much more reasonable.

    You also put in toughness, but at the end of the build AND you only have a starting 12 CON. I think you may want to move that toughness up and pick up all the fighter toughness enhancements. As early as level 6 you can get into some dungeons where mobs can triple hit you for non-crit 25's in the blink of an eye. You need to be as sturdy as possible no matter what class you are in this game.
    EDIT: I think Aesop's build has the 12 CON and your's had 14. If you go 12 CON I think you absolutely want to make sure you get every toughness enhancement that you can and likely spend 2 feats on toughness to help make up for your elfish-ness. And if you go 14 Con, I think you still want at least the second level toughness feats or more if you can swing the AP.

    Another problem with your stats is your Dex score. You need a base Dex of 19 to be able to take Improved Precise Shot. By base dex I mean starting ability + Tomes + level up points. Nothing else will count towards meeting that requirement.

    If you are new to DDO and you don't have a character to farm things for you, then you may want to forget about Tomes being used unless you are buying them from the DDO store. (keep in mind that tomes are not cumulative the highest value replaces the lowest, just keep that in mind to cut down on wasted tomes). Especially don't even consider +3 tomes in the build. Those aren't available to anyone who isn't guilded and doing high level content(you don't *have* to be guilded, but a strong core of friends around you helps). +2 is also higher level content, you can pick them up at auction for between 150k to 300k and you can buy them at the ddo store. +1's are easy to buy at auction run between 30k and 100k (not sure how the new crafting changes are effecting the prices as of yet) and you can pull them as loot in mid-levels.

    Your key abilities as an archer, that you want as quickly as you can get are 1) Many Shot 2) Precise Shot 3) Imp. Precise Shot. Those are the tools that add the most damage for you. Also Keep in mind that Imp. Precise Shot is a stance, so you can toggle it on or off and it is not compatible with Combat Expertise or Power Attack. Though I still carry Power Attack on my Kensai Archer because sometimes you just need to melee dps. I carry a scimitar/Tower Shield and a couple 2handed weapons for various situations.

    You just need to make sure that when you put down that bow and fight, whether it is with a shield, dual wielding or a 2hander, that you are not a liability. With the new changes to point blank shot coming, it may be more viable to use a bow close up, but when you have agro and the mob is in your face, you will still need to put it down and go all melee on his buttocks.
    Last edited by PestWulf; 08-15-2011 at 10:39 AM.

  16. #16
    Community Member krackythehoodedone's Avatar
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    Most of the recent AA builds i have seen have gone 12/6/2.

    With 12 Ftr Kensai and 6 ranger.

    This gives you the blue bar , a load of free feats.

    Plus loads more for the Ftr line.

    Try the HelvesAngel build. Lots of posts about this.

    Full AA ability & either Scimmy or Khopesh specced as well.

    Only downside is full blown end build requires serious kit and a few TR's

    However i have never seen such potential for ranged DPS

    Not to mention kick butt melee ability

  17. #17
    Founder Aesop's Avatar
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    Note Improved Precise **** has A Prerequisite Dexterity of 19... so... Dark you'll have to respec that I think
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  18. #18
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    Quote Originally Posted by Aesop View Post
    Note Improved Precise **** has A Prerequisite Dexterity of 19... so... Dark you'll have to respec that I think
    :-) Yeah I know the prerequisite is 19 dex, he has 20 dex actually...-2 dex /+2 con from earth stance... which however for feat prerequisites the game counts him as 20 dex because stances are toggled on/off so its considered a temporary effect. Just FYI. Stats before earth stance are : 18 str, 20 dex, 16 con, 10 int, 18 wis, 18 chr. Due to zen archery for ranged attack purposes with a bow wis bonus also works towards to hit chance..goes with which ever is higher and both give bonus armor in this spec.
    Last edited by DarkShaolin; 08-16-2011 at 09:47 AM.

  19. #19
    Founder Aesop's Avatar
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    Quote Originally Posted by DarkShaolin View Post
    :-) Yeah I know the prerequisite is 19 dex, he has 20 dex actually...-2 dex /+2 con from earth stance... which however for feat prerequisites the game counts him as 20 dex because stances are toggled on/off so its considered a temporary effect. Just FYI. Stats before earth stance are : 18 str, 20 dex, 16 con, 10 int, 18 wis, 18 chr. Due to zen archery for ranged attack purposes with a bow wis bonus also works towards to hit chance..goes with which ever is higher and both give bonus armor in this spec.
    k

    now if only they would make it so Elemental Strikes worked through the Bow... that would be fun
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  20. #20
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    Quote Originally Posted by Aesop View Post
    k

    now if only they would make it so Elemental Strikes worked through the Bow... that would be fun
    LOL that or healing curse from monk light path... i did some tests with it in early stages of my testing and even when i tried to apply healing curse to a target in melee then switched to a bow it failed to heal me. Well there is 1 more path for monk class DDO needs to work on yet ..maybe something will be added with it to allow that.
    Last edited by DarkShaolin; 08-17-2011 at 02:38 PM.

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