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  1. #1
    Community Member crabjuice's Avatar
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    Default Dwarven Arcane Archer.

    Rumtop (20 ranger)~ It's a terrible sight for a sober man!

    Pure, strength based, Arcane Archer. I've had a lot of fun playing this guy. He's extremely self-sufficient, has some great buffs, pets, and does reliable damage at range and up-close (that's what the dwarven axes are for). The only two swing feats are quickdraw and oversized TWF, I'm not too sure about these yet.

    For skill distribution I went with,
    Concentration: Max
    Balance: Max
    UMD: Max
    Spot: All the rest - I'm really starting to enjoy this one.
    Jump: Just a bit till i got the jump spell
    Hide & Move Silently: As much as I could. These two really let him scout/pull. They open up a lot of different play possibilities.

    Tumble: 1 for effect.

    Feats are as follows,
    1.) Favored Enemy Undead & Point Blank Shot
    3.) Weapon Focus: Ranged
    5.) Favored Enemy: Giant
    6.) Mental Toughness
    9.) Improved Crit: Ranged
    10.) Favored Enemy: Evil Outsider
    12.) Toughness
    15.) Favored Enemy: Construct & Maximize (for emergency heals)
    18.) Quickdraw
    20.) Favored Enemy: Elemental

    Here's what he looks like,
    Code:
    Character Plan by DDO Character Planner Version 3.18
    DDO Character Planner Home Page
    
    Rumtop 
    Level 20 Lawful Good Dwarf Male
    (20 Ranger) 
    Hit Points: 322
    Spell Points: 420 
    BAB: 20\20\25\30\30
    Fortitude: 17
    Reflex: 17
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             18                    25
    Dexterity            16                    21
    Constitution         16                    20
    Intelligence          8                    10
    Wisdom                8                    10
    Charisma              6                     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
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Selected) Point Blank Shot
    
    
    Level 2 (Ranger)
    
    
    Level 3 (Ranger)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 4 (Ranger)
    Ability Raise: STR
    
    
    Level 5 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    
    
    Level 6 (Ranger)
    Feat: (Selected) Mental Toughness
    
    
    Level 7 (Ranger)
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    
    
    Level 9 (Ranger)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 10 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 11 (Ranger)
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    Feat: (Selected) Toughness
    
    
    Level 13 (Ranger)
    
    
    Level 14 (Ranger)
    
    
    Level 15 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Feat: (Selected) Maximize Spell
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    
    
    Level 17 (Ranger)
    
    
    Level 18 (Ranger)
    Feat: (Selected) Quick Draw
    
    
    Level 19 (Ranger)
    
    
    Level 20 (Ranger)
    Ability Raise: STR
    Feat: (Favored Enemy) Favored Enemy: Elemental
    Enhancement: Ranger Sprint Boost I
    Enhancement: Ranger Arcane Archer: Imbue Force Arrows
    Enhancement: Ranger Master of Archery
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Axe Attack II
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Spell Defense II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Attack II
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Favored Damage III
    Enhancement: Ranger Favored Damage IV
    Enhancement: Ranger Arcane Archer: Conjure +2 Arrows
    Enhancement: Ranger Arcane Archer: Conjure +3 Arrows
    Enhancement: Ranger Arcane Archer: Conjure +4 Arrows
    Enhancement: Ranger Arcane Archer: Conjure +5 Arrows
    Enhancement: Ranger Arcane Archer I
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Devotion III
    Enhancement: Ranger Devotion IV
    Enhancement: Ranger Energy of the Wild I
    Enhancement: Ranger Energy of the Wild II
    Enhancement: Ranger Energy of the Wild III
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Ranger Dexterity III

    *** UPDATE (1/19/2010): After the discussion here I'm leaning more and more toward the elven AA to capitalize on "every bit of damage" as I've mentioned below. I think I might push Rumtop to 20 in order to TR him into the following, (subtract 2 points from Wisdom for 32pnt build)

    Code:
    Character Plan by DDO Character Planner Version 3.14
    DDO Character Planner Home Page
    
    TR Rumtop
    Level 20 Chaotic Good Elf Male
    (20 Ranger) 
    Hit Points: 262
    Spell Points: 449 
    BAB: 20\20\25\30\30
    Fortitude: 14
    Reflex: 19
    Will: 7
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             18                    25
    Dexterity            18                    25
    Constitution         12                    14
    Intelligence          8                    10
    Wisdom               10                    12
    Charisma              8                    10
    
    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
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Past Life) Past Life: Ranger
    Feat: (Selected) Point Blank Shot
    
    
    Level 2 (Ranger)
    
    
    Level 3 (Ranger)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 4 (Ranger)
    
    
    Level 5 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    
    
    Level 6 (Ranger)
    Feat: (Selected) Mental Toughness
    
    
    Level 7 (Ranger)
    
    
    Level 8 (Ranger)
    
    
    Level 9 (Ranger)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 10 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 11 (Ranger)
    
    
    Level 12 (Ranger)
    Feat: (Selected) Toughness
    
    
    Level 13 (Ranger)
    
    
    Level 14 (Ranger)
    
    
    Level 15 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Elemental
    Feat: (Selected) Maximize Spell
    
    
    Level 16 (Ranger)
    
    
    Level 17 (Ranger)
    
    
    Level 18 (Ranger)
    Feat: (Selected) Quick Draw
    
    
    Level 19 (Ranger)
    
    
    Level 20 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Enhancement: Ranger Sprint Boost I
    Enhancement: Ranger Arcane Archer: Imbue Force Arrows
    Enhancement: Ranger Master of Archery
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Valenar Elf Melee Damage I
    Enhancement: Valenar Elf Melee Damage II
    Enhancement: Elven Ranged Attack I
    Enhancement: Elven Ranged Attack II
    Enhancement: Elven Ranged Damage I
    Enhancement: Elven Ranged Damage II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Attack II
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Favored Damage III
    Enhancement: Ranger Favored Damage IV
    Enhancement: Ranger Arcane Archer: Conjure +2 Arrows
    Enhancement: Ranger Arcane Archer I
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Devotion III
    Enhancement: Ranger Devotion IV
    Enhancement: Ranger Energy of the Wild I
    Enhancement: Ranger Energy of the Wild II
    Enhancement: Ranger Energy of the Wild III
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Ranger Dexterity III
    This character is part of my build index, simply looking for some feedback from other players. I do not, in any way, endorse these characters as tested end-game builds. They are, however, buckets of fun!
    Last edited by crabjuice; 02-15-2010 at 02:09 PM.
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  2. #2
    Community Member z0mbyjr's Avatar
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    Default

    Looks very, ah, unique...
    A Dwarf doesn't normally come to mind when I think of an Arcane Archer... but I can see potential. Not as good a Ranged Ranger as an Elf 20 with Longbow Enhancements, or as good at melee-ing as a Dwarven Tempest III...

    Just a bit of advice, I seem to recall that in Update 3, the Arcane Archer gets new abilities per tier. (+2 Melf Arrows, +3 Flame Burst, +4 Force Burst, +5 Vorpal). I believe that the total AP cost is 4 APs... I wonder which enhancement(s) you will sacrifice for it.

    Also, why exactly do you have 17 DEX? It's really completely unnecessary... As a ranger, you get the entire TWF line for free, even if unqualified. Can understand clearly if it's to range... but if only to get TWF, I'd consider lowering it.

    For the feats, I think you might want Power Attack if you're going to successfully melee.

    Looks very solid... The type of build that seems tailored for PvP'ing. (Kinda funny, since it's a Drunken Dwarf in a Tavern Brawl)

    Doesn't appear a completely uber build... but looks like it'll work perfectly nontheless.
    However, I dread to imagine facing this in a tavern brawl... A Drunken Dwarf running around, ranging everything... If anyone goes too close, out go the DAxes, and chop time. Health gets a little low? Self-healing time...

    If I made this build, I'd name it The Drunken Bouncer... Sounds also nice in PvE.
    Last edited by z0mbyjr; 01-11-2010 at 07:46 PM.

  3. #3
    Community Member crabjuice's Avatar
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    Default This is an Arcane Archer

    I picked dwarf for several reasons,

    Dwarven axes: Simply because you can't range 100% of the time. The theme is to focus on ranged attacks in my feat and ap choices. Rangers get the TWF line for free so by taking dwarven axes I basically have a strong melee attack without having to pay for it.
    Defense: I have higher con than an Elf will ever have and more spell defense should I choose to pump it with APs. Dwarves just seem tougher to me.
    Dump stat: The lower charisma (dump stat for ranger) means I can pump the primary stats at creation.

    As an elf all you really get is more hit on the longbow and that should be covered. Scimitars might be a nice option due to the high crit chance for stat damagers that make up for the lack of improved crit melee feat. Just a thought. All this being said, elf is most likely my number 2 choice for an arcane archer.

    Now, you asked why 17 dex? You're right it's for the ranged attacks, hit on ranged attacks is determined by dex and I had a +1 tome at creation. To-hit on the bow should be covered with a minimal investment in dex at the beginning. All ability increases go to strength to increase damage, the one universal complaint I see regarding ranged characters. This is because rangers get the nifty Bow Strength feat at lvl one. Another benefit to increasing dex is a strong reflex save as rangers get the evasion feat at lvl 9. Not to mention the increase in AC, nice little side-benefit there.

    Power attack is an incredible waste on a ranged character as it does not effect ranged attacks, end of story. However, I might be willing to toss oversized TWF for it at end game if I'm satisfied with my melee to-hit. Further testing is needed on that one, I'm wary of the -5 to-hit.

    Now as for the addition of the new AA abilities. Best way to free up APs is to only take the +1 arrows and dump 2-5. As the bow will usually have a sufficient modifier on it. I will probably end up dropping energy of the wild III as well. Others might consider not taking ranger dex III, especially if you are an elf but I'm going to hold onto that as I took 17 dex at the start, as you pointed out. APs are easy to juggle around and one of the best ways to personalize your character, especially if you are using someone else's build and want to make it your own.

    I like the name ideas and will be fielding more options..

    Thanks for the reply Zombay! I suspect we will see an influx of AAs due to the upcoming additions and hopefully a further refinement of these builds. It's too bad I can't focus on one character as I'd really like to carry Rumtop to 20 and see how he plays out. Currently i'm working on my WF THF FvS and playing around with build ideas for a Warchanter multi-class.

    Rum is 11 and loving the precise and improved precise feats granted to rangers at that level. Popping manyshot is now a sight to behold. I also love staying at range full time, something I'm doing more and more even though it's frowned upon. Watching a comet-fall (or any other AOE) smack into my party and drop them all to half health while I'm sitting pretty at full works for me. It means I can help the healer out or take care of the problem caster while my party recovers. Also, most mobs tend to jump around a lot and I'm not chasing them if I'm at range. I recommend holding your right mouse button to aim and keep the x-hairs on your target. I have a feeling that people that complain about lost shots are not doing this; I have no evidence to support this, however.
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  4. #4
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    Default

    From the experience of a still young pure AA ranger:
    - FE selection is good, the standard selection for a pure ranger
    - Stat distribution is good but I would drop DEX by 1 stat point and put 1 build point into CON and 2 build points into WIS.
    - I have maxed out Hide and Move Silently on my ranger but I use stealth very rarely when soloing, either in quests or in wilderness areas, and I can't remember when was the last time I used it in a group. Just saying, because I don't regret maxing them.
    - Quick draw is a waste, take Toughness instead which will open up the racial toughness enhancements tree. Even if your AP are scarce you can afford to spend 1 AP to buy the first rank for +10 hp.
    - I never bothered with Elemental empathy, it has a very situational use.
    - You don't seem to be aiming for a high AC build so at mid and end game the Favored Defense enhancements won't do you much good. Maybe a bit at mid game vs. giants since you have another +4 dodge AC vs. them.

    Also what happened to your pure class plan? Myddo says you took one fighter level.
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  5. #5
    Community Member Glockduck's Avatar
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    Well first off. I hate ranged rangers. (that was a blanket statement)

    And this is only because of the WOW crowd rolling rangers, thinking they were the replacement to their beloved lv 80 HUNTER.

    If you are not the type of ranger that:

    Shoots at every blasted mob that appears on your screen.

    Jumps backwards while shooting said mob, that is hell bent on your destruction, because you are a pro at pulling argo. (with every melee member of your party in tow, trying to kill said mob.)

    refuses to switch to melee weapons when said mob is trying to beat you down. And continue to run and skip and jump all over Gods country. (with melee party still in tow, trying to save you. but getting really tired of chasing after you.)

    Gets mad at the cleric because you didnt get a heal, while you were jumping and skiping like a beheaded chicken, and died because you were out of line of sight or range for a heal. (that the cleric wasted 100 sp on you because you were)

    Gets mad at the rest of the party because they wont take your stone to a shrine until after the quest is over. (because you only take up 1-backpack slot, and the speed of the run was quicker, for not having to chase your ass all over the quest, and save you from your endless agro pulls. And your +1 icyburst long bow of maiming is not doing diddly squat of damage on the skeletons in Delara's anyways.)


    Then I think this build sounds like fun, and I would be happy to group with you.

  6. #6
    Community Member crabjuice's Avatar
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    Default Good points

    First off, Rumtop is pure... Don't know why myddo would say otherwise unless it's an older character that was deleted.
    I definitely like that 25% speed increase from the level 20 ranger capstone.

    Mjoll, you made some good suggestions:
    • Regarding stat selection, this build really isn't fixed in stone for others to follow. You'll notice a lack of an end-game gear rundown, full AC/HP breakdown, Resists, etc...
      My dex choice was made because I was concerned about my ranged to-hit as I would be pumping strength.
      I feel that wisdom is fine where it is as casting all ranger spells can be done with an item or tome. Wis saves are not really going to be affected by two more stat points at start.
      I wouldn't mind more points in con
    • I still have to experiment with quickdraw but I can tell you right now, I HATE the lag swapping out weapons. This feat is all playstyle and definitely can be swapped for something else, especially if one is 100% ranged. I labeled Quickdraw and Oversized TWF "swing" feats as they can easily be changed for something else. The arcane archer is one of the few characters I've played that isn't tight on feats, which is another reason I like them so much.
    • I feel the same way about Hide and Move Silently
    • I will probably be switching elemental empathy out. It is a shame it does not work like a charm as the wild empathy does. Every time i've used it to cc an elemental it has not helped the party in any significant way and I had to go out of my way to do it.
    • Good advice regarding AC. I have not really focused on it and will be happy where ever it ends up. Those points in Favored Defense will probably go to the new AA enhancements.


    Glock,
    While I did play WoW I did not play a Hunter. Shaman main, druid alt. Long since retired.

    I've actually gone out of my way to ask the healer not to heal me on some occasions so that they may save mana. Nothing a wand can't take care of so far. I'm hoping the maxed CSW will pay off as well. Also, I believe in tipping the healer on particularly grueling runs, if said healer deserves it.
    One of the reasons I built him as a dwarf was so that I could pull for the group and be able to avoid the needless kiting that frustrates the melee. He's sturdy enough to take the inevitable hit from ranged aggro but doesn't go out of his way to get it. Typical runs these days involve me guarding the healer waiting for the group to pull, then I pop manyshot and take care of problem targets, casters first, ranged on ledges, maybe smack a loose mob.
    Oh and btw, this guy tore up Delera's like no other. I had a silver-bow waiting at 6 and the ghost-touched force arrows against favored enemies didn't hurt either. Redwillow elite was another one where Rummy really shone thanks to the FEs. A lot of your suggestions apply to everyone, concerning Line Of Sight issues, aggro management, etc... It does sound like you have played with some horrible ranged toons frustrating the hell out of your groups. This is another reason ranged characters have such a bad rap and one of the reasons I was drawn to the Arcane Archer. I wanted to prove that the Arcane Archer can be an effective character or at least find out the truth by playing one myself. I realize that there are others out there that have done it before me and in the old days you didn't have to be a pure ranger to go ranged.

    Glock makes a good point though, if you build a ranged character and you pull aggro: stand there like a man and take your beating. Unless you're playing with a bunch of muppets in which case kite the mobs as best you can, pop ranger sprint and run your dead friends back to the shrine.

    Smart play will definitely make the Arcane Archer shine as zomby pointed out: this is not an "uber" build.
    Last edited by crabjuice; 01-25-2010 at 09:23 AM.
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  7. #7
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    Heh I was checking the wrong character, Rum instead of Rumtop.

    Yep that dex point won't break the build, it just seemed a shame to use 3 build points to buy 1 stat point instead of buying 3 stat points elsewhere. But a dwarf will be a few to-hit points behind an elf if they both start with 16 dex (the elf gets +2 dex and +2 to-hit through enhancements) so in the end that extra dex point might prove useful.
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  8. #8
    Community Member crabjuice's Avatar
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    Default Dex

    Quote Originally Posted by Mjoll View Post
    Heh I was checking the wrong character, Rum instead of Rumtop.

    Yep that dex point won't break the build, it just seemed a shame to use 3 build points to buy 1 stat point instead of buying 3 stat points elsewhere. But a dwarf will be a few to-hit points behind an elf if they both start with 16 dex (the elf gets +2 dex and +2 to-hit through enhancements) so in the end that extra dex point might prove useful.
    I chuckled here because I used to feel the exact same way. Why spend 3 points to get 1 more point to max a stat when you could spread those points around? I used to hate maxing but after playing my WF FvS I have started to see the light. Focusing on your strengths at the beginning means that they will be one tier above the rest at the end. It also helps to focus the build itself and prevents me from trying to do too much in any one build. There are a few cases where min-maxing stats seems unwise: when building a rogue, for example or if you'd like more skill points or feats like combat expertise or whirlwind attack.

    Getting your dex up at the start means you have a comfort zone regarding reflex saves, ranged to-hit, and AC. You can focus on strength and constitution for the rest of your character's life. I'm happy with my initial investment but would recommend that those looking to build an AA play around with a character planner and take into consideration saves, skill points, and hp if they plan to distribute dex points elsewhere.
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  9. #9
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    i builded mine like this (and i range all the time and nothin can hit me :] )

    Code:
    Character Plan by DDO Character Planner Version 3.14
    DDO Character Planner Home Page
    
    Level 20 True Neutral Elf Male
    (20 Ranger) 
    Hit Points: 242
    Spell Points: 478 
    BAB: 20\20\25\30\30
    Fortitude: 13
    Reflex: 21
    Will: 8
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 14                   14
    Dexterity            18                 23                   28
    Constitution         12                 12                   12
    Intelligence          8                  8                    8
    Wisdom               14                 14                   14
    Charisma              8                  8                    8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               5                 19                   19
    Bluff                -1                 -1                   -1
    Concentration         1                  1                    1
    Diplomacy            -1                 -1                   -1
    Disable Device       n/a               n/a                   n/a
    Haggle               -1                 -1                   -1
    Heal                  2                  2                    2
    Hide                  8                 32                   32
    Intimidate           -1                 -1                   -1
    Jump                  6                 10                   10
    Listen                2                  2                    4
    Move Silently         8                 32                   32
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair               -1                 -1                   -1
    Search               -1                 -1                    1
    Spot                  6                 25                   27
    Swim                  2                  2                    2
    Tumble                5                 18                   18
    Use Magic Device     n/a               n/a                   n/a
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Selected) Point Blank Shot
    
    
    Level 2 (Ranger)
    
    
    Level 3 (Ranger)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 4 (Ranger)
    Ability Raise: DEX
    
    
    Level 5 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    
    
    Level 6 (Ranger)
    Feat: (Selected) Mental Toughness
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Dexterity I
    Enhancement: Elven Ranged Attack I
    Enhancement: Elven Ranged Damage I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Defense I
    Enhancement: Ranger Favored Resistance I
    Enhancement: Ranger Arcane Archer I
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Energy of the Wild I
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    
    
    Level 7 (Ranger)
    
    
    Level 8 (Ranger)
    Ability Raise: DEX
    
    
    Level 9 (Ranger)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 10 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Enhancement: Ranger Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Dexterity II
    Enhancement: Elven Ranged Attack II
    Enhancement: Elven Ranged Damage II
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Arcane Archer: Conjure +2 Arrows
    
    
    Level 11 (Ranger)
    
    
    Level 12 (Ranger)
    Ability Raise: DEX
    Feat: (Selected) Dodge
    
    
    Level 13 (Ranger)
    
    
    Level 14 (Ranger)
    
    
    Level 15 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Elemental
    Feat: (Selected) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Favored Damage III
    Enhancement: Ranger Arcane Archer: Conjure +3 Arrows
    Enhancement: Ranger Arcane Archer: Conjure +4 Arrows
    Enhancement: Ranger Energy of the Wild II
    Enhancement: Ranger Dexterity III
    
    
    Level 16 (Ranger)
    Ability Raise: DEX
    
    
    Level 17 (Ranger)
    
    
    Level 18 (Ranger)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 19 (Ranger)
    
    
    Level 20 (Ranger)
    Ability Raise: DEX
    Feat: (Favored Enemy) Favored Enemy: Construct
    Enhancement: Ranger Master of Archery
    Enhancement: Ranger Extra Empathy I
    Enhancement: Ranger Favored Attack II
    Enhancement: Ranger Favored Damage IV
    Enhancement: Ranger Arcane Archer: Conjure +5 Arrows
    Enhancement: Ranger Devotion III
    Enhancement: Ranger Devotion IV
    Enhancement: Ranger Energy of the Wild III
    Str: +6 item +2 tome -> 14 +6 +2 -> 22
    Dex: +6 item +2 tome -> 18 + 5 enhac + 6 + 2 -> 32
    Const: +6 item +2tome -> 12 + 6 + 2 -> 20
    Wis: +6 item +2 tome -> 14 + 6 + 2 -> 22

    i can back heal, heal myself, buff resist and other stuff, range all the ass and do a crit every 3 hit with my holy bow atm

  10. #10
    Community Member crabjuice's Avatar
    Join Date
    Apr 2009
    Posts
    36

    Default Ciao!

    Neolyt has great starting stats that seem to be more in line of what everyone thinks a typical AA should look like. My only argument would be to put all level-ups (ability raises) into strength as your dex is high and you have the elven longbow enhancements. You could even take points from wisdom and place them in strength at the beginning. I believe squeezing every last bit of damage out of any Arcane Archer build is the key to making it successful.

    I also like what toughness has done for you and I'm thinking i might be taking that over quickdraw or oversized twf. It occurs to me that on creation I figured allocating build points to constitution would negate the need for toughness and free up a feat slot. But as discussed above, the arcane archer actually has some room for different feat choices and by lowering con at the start, and taking toughness, you can spend more points in str, dex or wisdom.

    *** See my update on the intial post, now I'm thinking I might TR Rumtop into an elven AA! ***

    I'm definitely going to propose that people go big or go home: 18 strength 18 dex. I could keep him dwarf and all I really loose is +2 to the damage roll on ranged attacks.

    Thanks again for all the input so far
    Last edited by crabjuice; 01-19-2010 at 02:37 PM.
    Crab's Character Emporium (My build index)
    *** Who's in the what now? ***

  11. #11
    Community Member Gnorbert's Avatar
    Join Date
    Apr 2009
    Posts
    806

    Default

    Quote Originally Posted by NeoLyt View Post

    Str: +6 item +2 tome -> 14 +6 +2 -> 22
    Dex: +6 item +2 tome -> 18 + 5 enhac + 6 + 2 -> 32
    Const: +6 item +2tome -> 12 + 6 + 2 -> 20
    Wis: +6 item +2 tome -> 14 + 6 + 2 -> 22
    That's a 31 Dex... not 32


    And you didn't list where your level up points would go. I agree with Crab that Strength is the better place for them.
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