Page 36 of 42 FirstFirst ... 26323334353637383940 ... LastLast
Results 701 to 720 of 840
  1. #701
    Community Member
    Join Date
    Mar 2011
    Posts
    1

    Default

    I just wanted to know if the Tempest Ranger build is actually very good and useful or is it for like, beginners then I create my own or search for a more advanced one?

    I'm not such a beginner at DnD, but am a little in DDO. So I'd be glad to have a hand to help me with my questions.

  2. #702
    The Hatchery karl_k0ch's Avatar
    Join Date
    Apr 2010
    Posts
    3,503

    Default

    Quote Originally Posted by Cowbringer View Post
    I just wanted to know if the Tempest Ranger build is actually very good and useful or is it for like, beginners then I create my own or search for a more advanced one?

    I'm not such a beginner at DnD, but am a little in DDO. So I'd be glad to have a hand to help me with my questions.
    It's a fine new player friendly build.

    The 20th level of ranger does not add too much for melee focused rangers, nor does the 19th, so you have lots of options for the 2 other levels. Rogue is a natural choice since it unlocks Trap skills and most notably UMD, where Rangers get a huge amount of skill points, and even have mutual class skills with rogues (Spot, Search). The build in here does not take the trap skills, and the Wis is higher than it would be for an 'advanced' build.

    A second Rogue level is not needed since Evasion is granted to a lvl 9 ranger anyway.
    This leaves room for another class to splash. Fighter is a solid choice for the extra feat and the HP, but so is Monk.

    Other variants of a 18/1/1 build can be found here and here. The latter link is a pretty popular build, but it requires Monk class, 32pt characters and also tomes to work optimally.

    But if you are not satisfied with these, there is nothing wrong with making your own build and posting it for discussion.
    Toons on Orien: Meinir // Flodur // Twiddler // Thorkar // Impetor // Juliacantor // Minor all Soko Irrlicht
    Quote Originally Posted by Vargouille View Post
    We may or may not intentionally insert in red herrings, purple mackerels, or horses of different colors. Void where prohibited. Not available in all planes of existence.

  3. #703
    Stormreach Advisor
    Founder

    Join Date
    Jan 2006
    Posts
    11,237

    Default

    Quote Originally Posted by Cowbringer View Post
    I just wanted to know if the Tempest Ranger build is actually very good and useful or is it for like, beginners then I create my own or search for a more advanced one?

    I'm not such a beginner at DnD, but am a little in DDO. So I'd be glad to have a hand to help me with my questions.
    It's not a throw-away build if that's your question. The goal of this thread is precisely to provide builds that new players can level from 1 to 20 and keep. They are usually not fully optimized like a vet could build them (taking full advantage of tomes, 32 to 36 pt builds, gear they already have, etc.) but they are meant to remain good builds at cap.

  4. #704
    Hero
    2015 DDO Players Council
    Guild Scribe
    Lerl's Avatar
    Join Date
    Jul 2010
    Posts
    0

    Cool My 2 Cents

    I have rolled/reincarnated several of these builds. I have much more fun and the alts aren't as squishy as my originals. I would like to say thank you for taking the time to create the builds. For me, the difference between the first alts and these builds is night and day. I have pretty much soloed Tangleroot on the Dark Blade build (Elf). Wow.

  5. #705
    Stormreach Advisor
    Founder

    Join Date
    Jan 2006
    Posts
    11,237

    Default Flame of Justice (Human 28 pt)

    This is the character generator output for the Flame of Justice build (Human 28 pt version). Thanks to Alektronic for sending it to me!

    Note: the +1 Cha tome is to qualify for Divine Might III. It should be easy enough to afford at L14, but you can also wait until later if you are still broke.

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Flame of Justice
    Level 20 Lawful Good Human Male
    (20 Paladin) 
    Hit Points: 322
    Spell Points: 275 
    BAB: 20\20\25\30\30
    Fortitude: 21
    Reflex: 12
    Will: 13
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (28 Point)       (Level 1)          (Level 20)        
    Strength             16                 20            
    Dexterity             8                  8            
    Constitution         14                 14            
    Intelligence          8                  8            
    Wisdom               10                 10            
    Charisma             16                 18            
    
    Tomes Used
    +1 Tome of Charisma used at level 14
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               0                 10            
    Bluff                 3                  4            
    Concentration         2                  2            
    Diplomacy             3                  4            
    Disable Device       n/a               n/a            
    Haggle                3                  4            
    Heal                  0                  0            
    Hide                 -1                 -1            
    Intimidate            3                  4            
    Jump                  3                  5            
    Listen                0                  0            
    Move Silently        -1                 -1            
    Open Lock            n/a               n/a            
    Perform               n/a               n/a           
    Repair               -1                 -1            
    Search               -1                 -1            
    Spot                  0                  0            
    Swim                  3                  5            
    Tumble                0                  0            
    Use Magic Device      5                 15            
    
    Level 1 (Paladin)
    Skill: Balance (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Toughness
    Feat: (Human Bonus) Two Handed Fighting
    Enhancement: Follower of the Sovereign Host
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Toughness I
    
    
    Level 2 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Human Improved Recovery I
    Enhancement: Paladin Charisma I
    
    
    Level 3 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Power Attack
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Energy of the Templar I
    
    
    Level 5 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Human Adaptability Strength I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Toughness II
    
    
    Level 6 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Extend Spell
    Enhancement: Paladin Knight of the Chalice I
    
    
    Level 7 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Paladin Exalted Smite I
    Enhancement: Racial Toughness II
    Enhancement: Paladin Divine Might I
    
    
    Level 8 (Paladin)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Devotion II
    
    
    Level 9 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Paladin Redemption I
    
    
    Level 10 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Paladin Exalted Smite II
    Enhancement: Paladin Extra Smite Evil III
    
    
    Level 11 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Paladin Courage of Good II
    Enhancement: Paladin Energy of the Templar II
    
    
    Level 12 (Paladin)
    Ability Raise: CHA
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Two Handed Fighting
    Enhancement: Paladin Knight of the Chalice II
    
    
    Level 13 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Paladin Item Defense I
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Divine Sacrifice II
    Enhancement: Paladin Divine Might II
    
    
    Level 14 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Paladin Extra Smite Evil IV
    
    
    Level 15 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Two Handed Fighting
    Enhancement: Human Versatility I
    Enhancement: Paladin Divine Might III
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Paladin Resistance of Good II
    Enhancement: Paladin Extra Lay on Hands II
    
    
    Level 17 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Unyielding Sovereignty
    
    
    Level 18 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Skill Focus: Use Magic Device
    Enhancement: Paladin Knight of the Chalice III
    
    
    Level 19 (Paladin)
    Skill: Balance (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Paladin Divine Sacrifice III
    
    
    Level 20 (Paladin)
    Ability Raise: STR
    Skill: Balance (+1)
    Enhancement: Paladin Weapons of Good
    Enhancement: Paladin Exalted Smite III
    Last edited by tihocan; 04-06-2011 at 09:20 AM.

  6. #706
    Community Member FlyingTurtle's Avatar
    Join Date
    Jul 2010
    Posts
    1,481

    Default

    OMG this awesome thread was moved off the noob forum. I call shenanigans.

  7. #707
    Stormreach Advisor
    Founder

    Join Date
    Jan 2006
    Posts
    11,237

    Default

    Quote Originally Posted by FlyingTurtle View Post
    OMG this awesome thread was moved off the noob forum. I call shenanigans.
    My first reaction is that it's indeed a bad idea, because new players won't easily find it anymore.
    I'll ask Tolero to look into it.

  8. #708
    Community Member Irinis's Avatar
    Join Date
    Sep 2009
    Posts
    712

    Default

    Agreed this should definitely be more readily visible to new players. At least your guide got a sticky though. Mine's lost on page 3 of the "specialist" forums despite people linking it in their sigs, asking for it to be stickied, etc. We see the same questions over and over, gets frustrating.
    Please split the class forums into REAL subcategories this is a jumbled mess.

  9. #709
    Hero
    2015 DDO Players Council
    Guild Scribe
    Lerl's Avatar
    Join Date
    Jul 2010
    Posts
    0

    Default Build Questions

    As there are going to be several new PrE's coming in the next update, do you have any plans to update your current builds? Is it on your to-do list?

  10. #710
    Stormreach Advisor
    Founder

    Join Date
    Jan 2006
    Posts
    11,237

    Default

    Quote Originally Posted by Lerl View Post
    As there are going to be several new PrE's coming in the next update, do you have any plans to update your current builds? Is it on your to-do list?
    Yes.
    Sadly, my to-do list is still growing faster than I manage to shrink it, but maybe after I cap this character (and before I start another TR) progress will be more significant

  11. #711
    Hero
    2015 DDO Players Council
    Guild Scribe
    Lerl's Avatar
    Join Date
    Jul 2010
    Posts
    0

    Cool Ok

    Thanks. I really like your builds, and am also really looking forward to your take on the upcoming PrE's. It is great to have alts that are fun to play.

  12. #712
    Stormreach Advisor
    Founder

    Join Date
    Jan 2006
    Posts
    11,237

    Default Font of Healing (Human 28 pt)

    This is the character generator output for the Font of Healing Cleric build (Human 28 pt version). Thanks to Alektronic for sending it to me!

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Font of Healing
    Level 20 True Neutral Human Male
    (20 Cleric) 
    Hit Points: 284
    Spell Points: 1592 
    BAB: 15\15\20\25\25
    Fortitude: 14
    Reflex: 5
    Will: 20
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (28 Point)       (Level 1)          (Level 20)        
    Strength             10                 10            
    Dexterity             8                  8            
    Constitution         14                 14            
    Intelligence          8                  8            
    Wisdom               18                 23            
    Charisma             12                 12            
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               0                  9            
    Bluff                 1                  1            
    Concentration         6                 25            
    Diplomacy             1                  1            
    Disable Device       n/a               n/a            
    Haggle                1                  1            
    Heal                  4                  9            
    Hide                 -1                 -1            
    Intimidate            1                  1            
    Jump                  0                  0            
    Listen                4                  8            
    Move Silently        -1                 -1            
    Open Lock            n/a               n/a            
    Perform               n/a               n/a           
    Repair               -1                 -1            
    Search               -1                 -1            
    Spot                  4                  8            
    Swim                  0                  0            
    Tumble                0                  0            
    Use Magic Device      n/a               n/a           
    
    Level 1 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+4)
    Skill: Tumble (+1)
    Feat: (Human Bonus) Mental Toughness
    Feat: (Selected) Toughness
    Enhancement: Follower of the Sovereign Host
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 2 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Improved Heal I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Extend Spell
    Enhancement: Racial Toughness I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Wisdom I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Human Improved Recovery I
    Enhancement: Cleric Life Magic II
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Improved Heal II
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Improved Turning I
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Cleric Radiant Servant I
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Prayer of Life II
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Life Magic III
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Racial Toughness II
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Cleric Improved Spell Penetration I
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Unyielding Sovereignty
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Prayer of Incredible Life II
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Wisdom II
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Life Magic IV
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Spell Penetration
    Enhancement: Cleric Prayer of Life III
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Prayer of Incredible Life III
    Enhancement: Cleric Divine Vitality II
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Improved Spell Penetration II
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Improved Spell Penetration
    Enhancement: Cleric Wand and Scroll Mastery III
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Divine Vitality III
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Wand and Scroll Mastery IV

  13. #713
    Community Member
    Join Date
    Aug 2010
    Posts
    49

    Question Build flaws?

    Quote Originally Posted by tihocan View Post
    Tempest (L18 Ranger/L1 Rogue/L1 Fighter)

    Concept: High damage dealer with decent survivability and self-sufficiency, focused on dual wielding weapons, but able to pull out a bow when needed.
    Original path's flaws: Some weapon feats are messed up (e.g. Elves are given Improved Crit: Slash and Weapon Focus: Pierce, Humans are given Khopesh proficiency but Improved Critial and Weapon Focus in Piercing weapons).
    Main fixes: Revised combat feats, also splashed Rogue and Figther for UMD and an extra feat.

    Multi-class progression <- click for more info:
    Create your character as Rogue, then take levels 2 to 5 as Ranger, level 6 as Fighter, and 7 to 20 as Ranger.
    Alignment: Chaotic Neutral, Chaotic Good, Neutral, Neutral Good, Lawful Neutral, Lawful Good

    Stats and Race (28/32 pt):
    ........Drow.....Dwarf......Elf.....Halfling...Human...Warforged.
    .Str.....16......16/17.....16/17.....15/16.....16/17.....16/17...
    .Dex.....16........14........16........16........14........14....
    .Con.....14........18........14........14........16........17....
    .Int.....10........8.........8.........8.........8.........8.....
    .Wis.....10......10/11.....10/11.......11......10/11.....10/11...
    .Cha.....10........6.........8........8/9........8.........6.....

    Ability increase every 4 levels: All in Str.

    Skills (except Human and Drow): At L1, max out Balance, UMD, Concentration, Spot, Tumble, Jump, Open Locks. On next levels max out UMD, Open Locks and Spot (make Open Locks absorb the skill points lost by the Fighter level, so that eventually Open Locks should be -2 compared to the max score you could reach).
    Skills (Human and Drow): Same, but at L1 you can dump extra points into Haggle, and on next levels spend your extra skill point into Balance (except at the Fighter level and the three levels after, where you should use this skill point to catch up on UMD, Open Locks and Spot to max them out).

    Feats (by level), except Human: Toughness (1), Favored Enemy: Undead (2), Dodge (3), Mobility (6), Spring Attack (6), Favored Enemy: Construct (7), Improved Crit: Slash (9), Power Attack (12), Favored Enemy: Evil Outsider (12), Exotic Weapon Proficiency: Khopesh (15), Favored Enemy: Elemental (17), Oversized Two-Weapon Fighting (18)
    Feats (by level), Human: Dodge (1), Toughness (1), Favored Enemy: Undead (2), Exotic Weapon Proficiency: Khopesh (3), Mobility (6), Spring Attack (6), Favored Enemy: Construct (7), Improved Crit: Slash (9), Power Attack (12), Favored Enemy: Evil Outsider (12), Oversized Two-Weapon Fighting (15), Favored Enemy: Elemental (17), Skill Focus: UMD (18)

    For more information about picking enhancements please read this post.
    Enhancements (Fighter): Attack Boost I (except on Human), Toughness I
    Enhancements (Ranger): Devotion II, Dexterity II, Energy Resistance Boost I, Favored Attack I, Favored Damage II, Favored Resistance I, Skill Boost III (except on Human), Sprint Boost I, Tempest III
    Enhancements (Rogue): Haste Boost I, Sneak Attack Training I
    Enhancements (Drow): Enchantment Resistance I, Racial Toughness II
    Enhancements (Dwarf): Constitution I, Racial Toughness II, Spell Defense II
    Enhancements (Elf): Enchantment Resistance I, Racial Toughness II, Ranged Attack I, Ranged Damage I
    Enhancements (Halfling): Cunning I, Guile II, Hero's Companion III, Luck (Fortitude) I, Luck (Reflex) II, Luck (Will) I, Racial Toughness II
    Enhancements (Human): Adaptability Strength I, Improved Recovery I, Racial Toughness II, Versatility III
    Enhancements (Warforged): Constitution I, Construct Thinking I, Hardiness I, Healer's Friend II, Racial Toughness II

    Soloability by level:

    No hireling..: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    With hireling: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20


    Tips:
    - You may start dual-wielding weapons at L3. Before you obtain Khopesh proficiency (i.e. before L3 for Human and before L15 for others), your ideal main-hand weapon will be a scimitar (or a Dwarven Axe on a Dwarf if you invest on the axe enhancements - remember to get rid of them once you start using Khopeshes). In the off-hand, start by using a light weapon (ideally a kukri, or possibly a race-favored weapon if you pick enhancements for it). Once you see you are almost never missing anymore (or once you take the Oversized Two-Weapon Fighting feat), switch to a weapon similar to your main hand for better damage output (ultimately, you should be dual-wielding Khopeshes).
    - Good khopeshes can be difficult to find (this is a reason why except on the Human version, the proficiency feat is taken rather late). But once you reach L15 you can start looking into crafting to make your own.
    - Remember that you need a Wis of at least (10 + spell level) to cast a spell. You can use items, enhancements, tomes and the Owl's Wisdom spell to meet this requirement.
    - You may start casting spells at L5, but will receive very few base spell points to do so. Use items giving bonus spell points ('of Power', 'of Wizardry') and increase your Wis (for bonus spell points) so as to get a larger spell point pool. You can also temporarily pick the Energy of the Wild Ranger enhancement to boost your spell points at early levels.
    - Once you get Evasion at L11, make sure you are using light (or no) armor as otherwise Evasion will not work.
    - This build has the potential to reach useful UMD, but it will take a while (and some gear) before it really makes a difference.
    - Rangers get archery feats for free. Even without being a bow specialist, starting at L8 you will be able to deal meaningful damage from range while Manyshot is active (drag it somewhere on a hotbar!).
    - Remember you can open locks, so carry thieves tools and try to get your hands on an item boosting this skill.
    - You may start using healing wands at L2, even if you are not able to cast any spell yet.

    Variants:
    - It is possible to go Dex-based instead of Str-based, in which case dual-wielding rapiers would be your best weapon choice. It requires Weapon Finesse (taken at L3, so that a non Human would delay Toughness to L15, taking Dodge at L1), and gives better AC/reflex saves/ranged to-hit, at the cost of reduced damage output.
    - With slight modifications, this build can be able to handle traps as well. Increase Int to 14 (12 on a human), so as to be able to max out Disable Device, Search, Open Locks, UMD and Spot (give up a few points in Open Locks to compensate for the loss of skill points on the Fighter level). 32 pt build, Drow and/or going Dex-based will make this easier to achieve. On a Human, you may want to keep the Ranger Skill Boost, in order to avoid running out of boosts when facing difficult traps.
    - Instead of going for traps, +4 to Int (obtained by 32 pt build or by taking down Con/Wis slightly) can let you max out the Hide and Move Silently skills, if you enjoy sneaking (which can mostly be useful in solo play).
    - The so-called "exploiter" build consists in replacing the Fighter level with a Monk level, the goal being to reach higher AC. For such a build it makes most sense to be Dex-based, and ideally to add Combat Expertise in order to be able to reach really high AC. Wisdom should be increased to at least 14, at the expense of Str, and Int should also be boosted so you can qualify for the 13 Int requirement for Combat Expertise (access to 32 pt build and Int tome will help with that). Also, remember than Monk requires being Lawful.
    - Even if you do not care about AC, replacing Fighter with Monk can be a reasonable choice: you gain +2 Reflex and Will saves, at the cost of 1 BAB and 10 HPs.
    - Races who get bonuses with specific weapons through enhancements (Dwarf, Elf and Drow) may use these weapons instead of Khopeshes without incurring too much of a DPS loss. Khopesh may then be replaced by Skill Focus: UMD, or one may choose to go for either a pure Ranger or a Ranger 19/Rogue 1 build instead (both are also very good options). Remember to swap feats for Slashing weapons by similar feats for Piercing weapons when using Rapiers.
    - If you already have good Khopeshes to use at L12 on a non Human, feel free to swap Power Attack and Khopesh proficiency.
    - Other potentially useful Favored Enemies include Aberration (useful from mid to high level), Giant (low-mid to high level), and Goblinoid (low to mid level). In the current state of the game, the most important Favored Enemy to get in the long term is Evil Outsider.

    Color code: best to worst = green, yellow, orange, red
    ok, so I am running this build and just leveled up to ranger 2 (1 rogue/2 ranger) and received the two weapon feat. Because I am using a 32 point build, I have a starting dex of 14 with an enchantment bonus of 1 giving 15 dex (also usually have airship buff of 1 more for total of 16) and the feat description shows a red warning which I think means I do not get the benefit of the feat. The warning says minimum Dex of 15 is required. In the build I don't see anything about increasing the Dex to 15, is this a flaw in the build?

    Also, it appears that the build does not allow enough Wisdom to cast ranger spells later, is this intentional?

  14. #714
    Community Member
    Join Date
    Oct 2009
    Posts
    112

    Default

    Rangers do not need to have DEX 15+ to have the two weapon fighting feat chain, also, a WIS of 10 is enough, because most of the ranger's spells don't need a high DC to resist (if any), and WIS 14, the maximum you will need to cast ranger spells, is easy to achieve with magic items.

  15. #715
    Community Member
    Join Date
    Aug 2010
    Posts
    49

    Default

    Quote Originally Posted by Ikeas View Post
    Rangers do not need to have DEX 15+ to have the two weapon fighting feat chain, also, a WIS of 10 is enough, because most of the ranger's spells don't need a high DC to resist (if any), and WIS 14, the maximum you will need to cast ranger spells, is easy to achieve with magic items.
    so why have in red that it requires Dex 15 (especially since I have a Dex 15 with a magic item)?

  16. #716
    Community Member Brennie's Avatar
    Join Date
    Jun 2006
    Posts
    3,390

    Default

    Quote Originally Posted by lowfuel1 View Post
    so why have in red that it requires Dex 15 (especially since I have a Dex 15 with a magic item)?
    In order to take the Two Weapon Fighting feat as an actual feat (Rather than a class ability, like for Rangers) you MUST have 15 *base* Dex. However, as a class ability, Rangers get TWF, ITWF and GTWF for free, regardless of their current dex. the reason it is in red is because the feat itself is exactly the same, and the red line is meant to warn people trying to acquire the feat that they may not meet the dexterity requirements.

    Long story short - Any feats you gain from as a class feature have no stat requirements. The same holds true for the free Ranged feats Rangers get. EDIT: Also, rangers cannot lose access to their Two Weapon Fighting or Archery feats due to their stats or even armor worn. Medium or Heavy armor still restricts Evasion, though.

    Side note: Only base stats can be used to qualify for feats. Base stats include starting stats, level up points, and tomes only. Enhancements, items, spells, stances, abilities and other reversible/temporary stat increases do not help you qualify for feats.
    Last edited by Brennie; 03-31-2011 at 03:28 AM.

  17. #717
    Community Member
    Join Date
    Aug 2010
    Posts
    49

    Default thanks

    Quote Originally Posted by Brennie View Post
    In order to take the Two Weapon Fighting feat as an actual feat (Rather than a class ability, like for Rangers) you MUST have 15 *base* Dex. However, as a class ability, Rangers get TWF, ITWF and GTWF for free, regardless of their current dex. the reason it is in red is because the feat itself is exactly the same, and the red line is meant to warn people trying to acquire the feat that they may not meet the dexterity requirements.

    Long story short - Any feats you gain from as a class feature have no stat requirements. The same holds true for the free Ranged feats Rangers get. EDIT: Also, rangers cannot lose access to their Two Weapon Fighting or Archery feats due to their stats or even armor worn. Medium or Heavy armor still restricts Evasion, though.

    Side note: Only base stats can be used to qualify for feats. Base stats include starting stats, level up points, and tomes only. Enhancements, items, spells, stances, abilities and other reversible/temporary stat increases do not help you qualify for feats.
    Thanks, after thinking about it some more I figured something like this would be the answer. Everything about the build seems very well thought out and planned so I knew something like that either did not effect the build or had changed after the build was designed.

  18. #718
    Stormreach Advisor
    Founder

    Join Date
    Jan 2006
    Posts
    11,237

    Default

    Others answered your feat question appropriately (thanks guys), I'll just point out to the answer for the Wis, which is in the "Tips" section of the build:

    - Remember that you need a Wis of at least (10 + spell level) to cast a spell. You can use items, enhancements, tomes and the Owl's Wisdom spell to meet this requirement.

  19. #719
    Stormreach Advisor
    Founder

    Join Date
    Jan 2006
    Posts
    11,237

    Default Savage of the Wild (Dwarf 28 pt)

    This is the character generator output for the Savage of the Wild Barbarian build (Dwarf 28 pt version). Thanks to Alektronic for sending it to me!

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Savage of the Wild
    Level 20 Neutral Good Dwarf Male
    (20 Barbarian) 
    Hit Points: 340
    Spell Points: 0 
    BAB: 20\20\25\30\30
    Fortitude: 16
    Reflex: 6
    Will: 6
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (28 Point)       (Level 1)          (Level 20)        
    Strength             18                 23            
    Dexterity            10                 10            
    Constitution         17                 17            
    Intelligence          8                  8            
    Wisdom               10                 10            
    Charisma              6                  6            
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               2                 11            
    Bluff                -2                 -2            
    Concentration         3                  4            
    Diplomacy            -2                 -2            
    Disable Device       n/a               n/a            
    Haggle               -2                 -2            
    Heal                  0                  0            
    Hide                  0                  0            
    Intimidate            2                 21            
    Jump                  6                 29            
    Listen                0                  0            
    Move Silently         0                  0            
    Open Lock             n/a               n/a           
    Perform              n/a               n/a            
    Repair               -1                 -1            
    Search               -1                 -1            
    Spot                  0                  0            
    Swim                  4                  7            
    Tumble                1                  1            
    Use Magic Device     n/a               n/a            
    
    Level 1 (Barbarian)
    Skill: Balance (+2)
    Skill: Intimidate (+4)
    Skill: Jump (+2)
    Skill: Tumble (+1)
    Feat: (Selected) Two Handed Fighting
    Enhancement: Barbarian Damage Boost I
    Enhancement: Barbarian Sprint Boost I
    Enhancement: Dwarven Axe Damage I
    
    
    Level 2 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Extend Rage I
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Tactics I
    
    
    Level 3 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Selected) Power Attack
    Enhancement: Barbarian Improved Damage Reduction I
    Enhancement: Barbarian Power Attack I
    Enhancement: Barbarian Power Rage I
    
    
    Level 4 (Barbarian)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Dwarven Constitution I
    Enhancement: Barbarian Constitution I
    
    
    Level 5 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Damage Boost II
    Enhancement: Barbarian Extend Rage II
    
    
    Level 6 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Selected) Cleave
    Enhancement: Barbarian Frenzied Berserker I
    
    
    Level 7 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Power Attack II
    Enhancement: Barbarian Power Rage II
    
    
    Level 8 (Barbarian)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Extra Rage I
    Enhancement: Barbarian Hardy Rage I
    Enhancement: Barbarian Hardy Rage II
    
    
    Level 9 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Spell Defense II
    
    
    Level 10 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Extend Rage III
    Enhancement: Barbarian Item Defense I
    
    
    Level 11 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Damage Boost III
    Enhancement: Barbarian Improved Trap Sense I
    
    
    Level 12 (Barbarian)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Selected) Improved Two Handed Fighting
    Enhancement: Barbarian Frenzied Berserker II
    Enhancement: Barbarian Improved Trap Sense II
    
    
    Level 13 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Power Rage III
    
    
    Level 14 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Extra Rage II
    Enhancement: Barbarian Power Attack III
    
    
    Level 15 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Selected) Greater Two Handed Fighting
    Enhancement: Dwarven Axe Attack II
    
    
    Level 16 (Barbarian)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Dwarven Axe Damage II
    
    
    Level 17 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Damage Boost IV
    
    
    Level 18 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Selected) Stunning Blow
    Enhancement: Barbarian Frenzied Berserker III
    
    
    Level 19 (Barbarian)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Enhancement: Barbarian Power Rage IV
    
    
    Level 20 (Barbarian)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Enhancement: Barbarian Might
    Enhancement: Dwarven Spell Defense III
    Enhancement: Improved Intimidate I

  20. #720
    Stormreach Advisor
    Founder

    Join Date
    Jan 2006
    Posts
    11,237

    Default Vanguard Warrior (Dwarf 28 pt)

    This is the character generator output for the Vanguard Warrior Fighter build (Dwarf 28 pt version). Thanks to Alektronic for sending it to me!

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Vanguard Warrior
    Level 20 Neutral Good Dwarf Male
    (20 Fighter) 
    Hit Points: 382
    Spell Points: 0 
    BAB: 20\20\25\30\30
    Fortitude: 17
    Reflex: 9
    Will: 9
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (28 Point)       (Level 1)          (Level 20)        
    Strength             18                 23            
    Dexterity            10                 10            
    Constitution         17                 17            
    Intelligence          8                  8            
    Wisdom               10                 10            
    Charisma              6                  6            
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               1                 10            
    Bluff                -2                 -2            
    Concentration         3                  4            
    Diplomacy            -2                 -2            
    Disable Device       n/a               n/a            
    Haggle               -2                 -2            
    Heal                  0                  0            
    Hide                  0                  0            
    Intimidate           -2                 -2            
    Jump                  4                  8            
    Listen                0                  0            
    Move Silently         0                  0            
    Open Lock             n/a               n/a           
    Perform              n/a               n/a            
    Repair               -1                 -1            
    Search               -1                 -1            
    Spot                  0                  0            
    Swim                  4                  7            
    Tumble                1                  1            
    Use Magic Device     n/a               n/a            
    
    Level 1 (Fighter)
    Skill: Balance (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Two Handed Fighting
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Toughness I
    
    
    Level 2 (Fighter)
    Skill: Balance (+0.5)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Tactics I
    
    
    Level 3 (Fighter)
    Skill: Balance (+0.5)
    Feat: (Selected) Power Attack
    Enhancement: Dwarven Spell Defense I
    Enhancement: Racial Toughness I
    Enhancement: Fighter Strength I
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Dwarven Constitution I
    Enhancement: Fighter Toughness II
    
    
    Level 5 (Fighter)
    Skill: Balance (+0.5)
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy II
    
    
    Level 6 (Fighter)
    Skill: Balance (+0.5)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Feat: (Selected) Stunning Blow
    Enhancement: Fighter Kensei I
    
    
    Level 7 (Fighter)
    Skill: Balance (+0.5)
    Enhancement: Kensei Greataxe Mastery I
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Dwarven Spell Defense II
    Enhancement: Fighter Greataxe Specialization I
    
    
    Level 9 (Fighter)
    Skill: Balance (+0.5)
    Feat: (Selected) Iron Will
    Enhancement: Dwarven Axe Damage II
    
    
    Level 10 (Fighter)
    Skill: Balance (+0.5)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    Enhancement: Fighter Haste Boost II
    Enhancement: Racial Toughness II
    
    
    Level 11 (Fighter)
    Skill: Balance (+0.5)
    Enhancement: Fighter Haste Boost III
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Feat: (Selected) Greater Two Handed Fighting
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Dwarven Spell Defense III
    Enhancement: Kensei Greataxe Mastery II
    Enhancement: Fighter Kensei II
    
    
    Level 13 (Fighter)
    Skill: Balance (+0.5)
    Enhancement: Fighter Strength II
    
    
    Level 14 (Fighter)
    Skill: Balance (+0.5)
    Feat: (Fighter Bonus) Cleave
    Enhancement: Racial Toughness III
    
    
    Level 15 (Fighter)
    Skill: Balance (+0.5)
    Feat: (Selected) Lightning Reflexes
    Enhancement: Fighter Toughness III
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Feat: (Fighter Bonus) Superior Weapon Focus: Slashing Weapons
    Enhancement: Fighter Critical Accuracy III
    Enhancement: Fighter Greataxe Specialization II
    
    
    Level 17 (Fighter)
    Skill: Balance (+0.5)
    Enhancement: Fighter Attack Boost III
    
    
    Level 18 (Fighter)
    Skill: Balance (+0.5)
    Feat: (Fighter Bonus) Great Cleave
    Feat: (Selected) Luck of Heroes
    Enhancement: Kensei Greataxe Mastery III
    Enhancement: Fighter Kensei III
    
    
    Level 19 (Fighter)
    Skill: Balance (+0.5)
    Enhancement: Fighter Extra Action Boost I
    Enhancement: Fighter Haste Boost IV
    Enhancement: Fighter Item Defense I
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Quick Draw
    Enhancement: Fighter Weapon Alacrity
    Enhancement: Dwarven Axe Attack I

Page 36 of 42 FirstFirst ... 26323334353637383940 ... LastLast

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