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  1. #1
    Community Member Diib's Avatar
    Join Date
    Sep 2009
    Posts
    228

    Default Solo Archer Build??

    Code:
    Character Plan by DDO Character Planner Version 3.32
    DDO Character Planner Home Page
    
    Silverhawk 
    Level 20 Chaotic Good Elf Female
    (12 Fighter \ 2 Rogue \ 6 Cleric) 
    Hit Points: 312
    Spell Points: 480 
    BAB: 17\17\22\27\27
    Fortitude: 15
    Reflex: 17
    Will: 12
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 16                   18
    Dexterity            16                 23                   26
    Constitution         12                 14                   14
    Intelligence         16                 18                   18
    Wisdom               12                 14                   16
    Charisma              8                 10                   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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     8
    Bluff                 3                     6
    Concentration         1                     4
    Diplomacy            -1                     2
    Disable Device        7                    28
    Haggle                3                     4
    Heal                  1                    12
    Hide                  7                    12
    Intimidate           -1                     2
    Jump                  6                    10
    Listen                1                     5
    Move Silently         7                    12
    Open Lock             7                    13
    Perform              n/a                    n/a
    Repair                3                     4
    Search                7                    30
    Spot                  5                     9
    Swim                  5                     7
    Tumble                4                     9
    Use Magic Device      3                    23
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    Enhancement: Rogue Skill Boost I
    Enhancement: Elven Ranged Damage I
    Enhancement: Rogue Sneak Attack Training I
    
    
    Level 2 (Cleric)
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 3 (Fighter)
    Feat: (Selected) Mental Toughness
    Feat: (Fighter Bonus) Point Blank Shot
    Enhancement: Elven Dexterity I
    Enhancement: Racial Toughness I
    Enhancement: Fighter Toughness I
    
    
    Level 4 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    Enhancement: Elven Ranged Attack I
    Enhancement: Fighter Strength I
    
    
    Level 5 (Cleric)
    Enhancement: Cleric Wisdom I
    
    
    Level 6 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 7 (Rogue)
    Enhancement: Fighter Attack Boost I
    Enhancement: Rogue Acid Trap Lore I
    Enhancement: Follower of the Sovereign Host
    Enhancement: Racial Toughness II
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Search I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Rogue Dexterity I
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 10 (Cleric)
    Enhancement: Elven Dexterity II
    Enhancement: Elven Ranged Damage II
    Enhancement: Unyielding Sovereignty
    
    
    Level 11 (Fighter)
    Enhancement: Elven Arcane Archer I
    
    
    Level 12 (Fighter)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons
    Enhancement: Cleric Wisdom II
    
    
    Level 13 (Fighter)
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy I
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Bow Strength
    Enhancement: Fighter Critical Accuracy II
    
    
    Level 15 (Fighter)
    Feat: (Selected) Rapid Shot
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Kensei Longbow Mastery I
    Enhancement: Fighter Kensei I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Manyshot
    Enhancement: Fighter Strength II
    
    
    Level 17 (Fighter)
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Fighter Toughness II
    
    
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Improved Precise Shot
    Feat: (Selected) Precise Shot
    Enhancement: Fighter Longbow Specialization I
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    
    
    Level 19 (Fighter)
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Fighter Toughness III
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Ranged Weapons
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Fighter Kensei II
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    So this is perhaps a crazy build. Was looking for some feedback. With all the talk about how underpowered range is I thought I'd take a crack at building a ranged solo character. Of course this means self healing, evasion and/or the ability to detect and disarm traps, and a decent way to do damage.

    I know I took a lot of cleric levels, but that full heal every 10 mins that is the level 6 sovereign host enhancement is so nice. Also, by being an elf I was able to stack kensai bow enhancements on top of elf bow enhancements and also get arcane archer.

    Not really sure this is much better than say elf ranger 18/rogue 2 (it heals a lot better earlier) but if I go ranger I can't stack another pr on top of arcane archer.

    Feedback?

    ~ Diib

  2. #2
    Community Member toughguyjoe's Avatar
    Join Date
    Aug 2007
    Posts
    0

    Default

    you can probably do without Divine Vitality if youa re going to solo.

    Good luck.
    Quote Originally Posted by gamblerjoe View Post
    if u put 1000 smurves in front of 1000 computers, eventually one of them will make a pally that isnt a complete abomination.
    Quote Originally Posted by dragonofsteel2 View Post
    Why should I care about what none friends think? It really not like anythink they do are say in this game really affects me.

  3. #3
    Community Member Diib's Avatar
    Join Date
    Sep 2009
    Posts
    228

    Default

    Or perhaps this is a better way to go with the same idea. Lower damage, but more sneaky tricks:

    Code:
    Character Plan by DDO Character Planner Version 3.32
    DDO Character Planner Home Page
    
    ArcherBot 
    Level 20 Chaotic Good Warforged Female
    (2 Rogue \ 11 Ranger \ 7 Wizard) 
    Hit Points: 310
    Spell Points: 654 
    BAB: 15\15\20\25\25
    Fortitude: 14
    Reflex: 20
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            16                    26
    Constitution         16                    20
    Intelligence         14                    18
    Wisdom               10                    12
    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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     8
    Bluff                 2                     3
    Concentration         3                    28
    Diplomacy            -2                    -1
    Disable Device        6                    28
    Haggle                2                     3
    Heal                  0                     1
    Hide                  3                     8
    Intimidate           -2                    -1
    Jump                  6                     9
    Listen                0                     1
    Move Silently         7                    32
    Open Lock             7                    13
    Perform              n/a                   n/a
    Repair                6                    19
    Search                6                    28
    Spot                  4                     5
    Swim                  2                     3
    Tumble                n/a                   n/a
    Use Magic Device      2                    22
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    Enhancement: Rogue Skill Boost I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Warforged Damage Reduction I
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Enhancement: Wizard Force Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 3 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Selected) Improved Damage Reduction
    Enhancement: Racial Toughness I
    Enhancement: Warforged Constitution I
    
    
    Level 4 (Wizard)
    Enhancement: Wizard Intelligence I
    
    
    Level 5 (Wizard)
    Enhancement: Rogue Disable Device I
    Enhancement: Ranger Move Silently I
    Enhancement: Rogue Open Lock I
    Enhancement: Ranger Search I
    
    
    Level 6 (Ranger)
    Feat: (Selected) Dodge
    Enhancement: Ranger Swamp Lore I
    Enhancement: Ranger Dexterity I
    Enhancement: Warforged Damage Reduction II
    
    
    Level 7 (Rogue)
    Enhancement: Racial Toughness II
    
    
    Level 8 (Wizard)
    Enhancement: Wizard Lineage of Force I
    Enhancement: Wizard Force Manipulation II
    Enhancement: Warforged Constitution II
    
    
    Level 9 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Enhancement: Racial Toughness III
    
    
    Level 10 (Wizard)
    Enhancement: Wizard Intelligence II
    
    
    Level 11 (Ranger)
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 12 (Wizard)
    Feat: (Selected) Point Blank Shot
    Enhancement: Warforged Damage Reduction III
    
    
    Level 13 (Ranger)
    Enhancement: Wizard Force Manipulation III
    
    
    Level 14 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Enhancement: Racial Toughness IV
    
    
    Level 15 (Ranger)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Enhancement: Ranger Dexterity II
    
    
    Level 16 (Ranger)
    Enhancement: Ranger Arcane Archer: Imbue Force Arrows
    Enhancement: Ranger Arcane Archer I
    
    
    Level 17 (Ranger)
    
    
    Level 18 (Ranger)
    Feat: (Selected) Improved Damage Reduction
    Enhancement: Ranger Arcane Archer: Imbue Acid Arrows
    Enhancement: Ranger Arcane Archer: Conjure +2 Arrows
    Enhancement: Wizard Lineage of Force II
    Enhancement: Wizard Wand Mastery I
    Enhancement: Wizard Wand Mastery II
    
    
    Level 19 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Enhancement: Ranger Dexterity III
    
    
    Level 20 (Ranger)
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Mechanics I

  4. #4

    Default

    I'm not sure disarming traps is as critical to solo play as simply not dying from them. Lock picking on the other hand while not essential may be pretty handy.

    The host power is groovy but not something you can use too often. If you are patient I suppose thats cool. I keep forgetting its often better to hit that as your first heal and I end up saving it for last meaning a long long wait when I'm dead out of healing power otherwise.

    I might ditch the rogue skills, go with Monk 2 (for many goodies), Paladin 6 (host and lay on hands), Ranger or Fighter 12 (with ranger you get the TWF feats and more SP, with fighter you get the weapon specs) You can shift points from Int into charisma and/or wisdom. The saves are going to be pretty strong here which is a huge factor soloing.
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