Arcane Archer (L20 Ranger)
Concept: Ranged build (using a bow), still able to switch to melee when required
Original path's flaws: Too many points spent in Wis, very weak in melee due to lacking feats for it
Main fixes: Took Wis down to increase Str/Dex/Con (depending on race), fixed feats to be better in melee
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.....15........14........15........14........14........14....
.Dex.....18......17/18.....18/19.....18/19.....17/18.....17/18...
.Con.....13........16........13........14........14........15....
.Int.....10........8.........8.........8.........8.........8.....
.Wis.....10......11/12.....10/11.....10/11.....11/12.....10/11...
.Cha.....10........6.........8.........8.........8.........6.....
Ability increase every 4 levels: All in Dex.
Skills (except Human and Drow): Max out Spot, Hide, Move Silently, UMD, get one rank in Tumble and spend the rest into Balance.
Skills (Human and Drow): Same, but you can max out Concentration as well.
Feats (by level), except Human: Weapon Focus: Ranged (1), Favored Enemy: Undead (1), Point Blank Shot (3), Favored Enemy: Giant (5), Mental Toughness (6), Improved Crit: Ranged (9), Favored Enemy: Construct (10), Improved Crit: <See note below> (12), Toughness (15), Favored Enemy: Evil Outsider (15), Power Attack (18), Favored Enemy: Elemental (20)
Feats (by level), Human: Weapon Focus: Ranged (1), Toughness (1), Favored Enemy: Undead (1), Point Blank Shot (3), Favored Enemy: Giant (5), Mental Toughness (6), Improved Crit: Ranged (9), Favored Enemy: Construct (10), Improved Crit: <See note below> (12), Power Attack (15), Favored Enemy: Evil Outsider (15), Maximize Spell (18), Favored Enemy: Elemental (20)
Special note: The Improved Crit feat at L12 is meant to boost your melee effectiveness and will depend on your race (to take advantage of racial bonuses to some weapons). Dwarves should get Slashing, Elf and Drow Piercing, while Human, Warforged and Halfling may pick either of these.
For more information about picking enhancements please read this post.
Enhancements (Ranger): Arcane Archer I, Conjure +2/+3/+4/+5 Arrows, Devotion II, Dexterity II, Energy Resistance Boost I, Favored Attack I, Favored Damage II, Favored Resistance I, Imbue Force/Acid/Explosive/Terror/Force Burst/Slaying Arrows, Master of Archery (capstone), Skill Boost III (except on Human), Sprint Boost I
Enhancements (Drow): Dexterity II, Enchantment Resistance I, Melee Attack I, Melee Damage I, Racial Toughness II
Enhancements (Dwarf): Constitution I, Melee Attack I, Melee Damage I, Racial Toughness II, Spell Defense II
Enhancements (Elf): Aerenal Elf Melee Attack I, Aerenal Elf Melee Damage I, Dexterity II, Enchantment Resistance I, Racial Toughness II, Ranged Attack II, Ranged Damage II
Enhancements (Halfling): Cunning I, Dexterity II, Guile I, Luck (Reflex) I, Racial Toughness II
Enhancements (Human): Adaptability Dexterity I, Improved Recovery I, Racial Toughness II, Versatility III
Enhancements (Warforged): Constitution I, Construct Thinking I, Hardiness I, Healer's Friend I, 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:
- Do not expect to be a killing machine with a bow. In DDO, ranged damage is purposedly lower than melee, because it is also much safer to attack from distance. The Manyshot feat, that you get at L6, will allow you to fire multiple arrows per shot for a duration of 20s (and can be activated every 2 minutes). This is when your ranged damage will really shine, so use it wisely!
- As a result, one of the most important things a ranged character needs to learn is when it is best to switch to melee, and this build is able to melee reasonably well when required to. Starting at L2 you can dual wield weapons (using a light weapon in off-hand to lessen the to-hit penalty): use axes on a Dwarf, rapiers/shortswords on Elf and Drow, and any reasonable combination on other races (making sure at L12 that you use weapons compatible with your Improved Crit feat).
- Ranged attack speed increases with your Base Attack Bonus, and this is one reason why ranged attacks are awfully slow at low level (when you should be meleing most of the time). It will improve as you level up! You may also carry some Haste potions to boost your attack speed in important fight.
- A common ranging strategy is called 'kiting' and consists in shooting at enemies while running them around, preventing them from hurting you. As effective a solo tactic as it may be, it often frustrates your teammates in a party, because chasing monsters around is not fun and it takes longer to take them down. There are at least two ways to avoid such a counter-productive playstyle in a party: (1) start by aggroing monsters with your bow, but instead of running them around, stand your ground and just switch to melee when they reach you, or (2) wait until a melee grabs aggro before shooting with your bow.
- Just like melee attacks, ranged attacks get to-hit bonuses when standing still. So avoid running and shooting at the same time unless you need it to stay alive (remember you also get a -4 to-hit penalty when shooting while moving).
- Once you get Evasion at L11, make sure you are using light (or no) armor as otherwise Evasion will not work. This build is not really meant to achieve high AC (if you want to be safe, attack from distance!), so you can use your armor slot to get useful magic effects rather than focus on AC (e.g. elemental resistance, False Life or Fortification), possibly using robes/outfits (which are faster to swap than armor).
- 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 using healing wands at L1, even if you are not able to cast any spell yet.
Variants:
- It could be tempting to splash Rogue for UMD, but overall it is best to stay pure Ranger on such a build, because the Ranger capstone enhancement increases your ranged attack speed.
- It is possible to go Str-based instead of Dex-based (i.e. starting with a bit higher Str and spending level-up points in Str instead of Dex). The main benefit is higher damage output, at the cost of lower to-hit. The Dex-based version was preferred here because it is easier for new players who may not have good enough gear to compensate for lower to-hit. The Str-based version would overall be more effective through most of the game (with appropriate gear), although if you start running Epic content at L20, the to-hit loss will probably matter against the highest AC foes.
- To keep presentation simple, the Elf presented here focuses on Piercing weapons for melee damage (typically dual wielding a rapier with a shortsword), but going for Slashing weapons works just as well (with a scimitar/kukri combination). Just switch your L12 Improved Crit feat to Slash and pick the Valenar instead of Aerenal Elf melee enhancements if you go this route.
- Other potentially useful Favored Enemies include Aberration (useful from 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.
- There is some freedom for the L18 feat in the Human version. Maximize was chosen to be able to self-heal faster in tough fights. Other options include Skill Focus: UMD, or saves feats like Luck of Heroes or Lightning Reflexes.
Color code: best to worst =
green,
yellow,
orange,
red