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    Community Member phreek's Avatar
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    Nov 2009
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    Default The Jungle Shaman (17 Wiz/2 Ranger/1 Rogue) Arcane Archer build

    What does this build do?

    Wizard with all the spells, backed up with Arcane Archer and trap skills for 99% of the games content.

    Ideal build for DQ, also a little more supportive in Shavarath.

    The Hunting Caster
    ---------------------------------
    17 Wiz/2 Ranger/1 Rogue
    ---------------------------------
    34 Point Build (Past life: Wizard)
    ---------------------------------
    Strength 20 (12 Base + 2 Tome + 6 Item)
    Dexterity 30 (16 Base + 2 Tome + 7 Item + 2 Exceptional + 3 Enhancment)
    Constitution 22 (12 Base + 3 Tome + 6 Item + 1 Exceptional)
    Intelligence 38 (18 Base + 5 Levels + 3 Tome + 3 Exceptional + 3 Enhancment + 6 Item)
    Wisdom 10 (08 Base + 2 Tome)
    Charisma 18 (10 Base + 2 Tome + 6 Item)
    ---------------------------------
    32 Point build
    Drop CHA to base.
    But that requires you to swap gear for no failing UMD Heal scrolls.

    Also, 1 Rogue level is purely for Trap skills. If this wasn't a TR, I would go with 2 rogue levels and 1 ranger level instead.
    ---------------------------------

    GEAR LAYOUT:

    Armor: DT Docent (+5 Resistance, +6 STR, Greater Spell Pen VIII)

    Helmet: Minos Legens

    Goggles: Greensteel (+10 HP, +5 CHA skills, Concordant)

    Cloak: Stormreaver's Napkin

    Bracers: Greensteel (+35 HP, +1 CHA skills, Concordant)

    Gloves: Spectral Gloves

    Ring1: Rahkir's Ring

    Ring2: Thamor's Band

    Boots: Whatever fits the situation

    Belt: Vorne's Belt

    Necklace: Torc/Silver flame pendant

    Weapon: Skiver

    Offhand: Light and Darkness

    Weapon: Greensteel Lightning Strike Bow (Shock, Good Burst, Shocking Blast, Lightning Strike)

    ---------------------------------

    HP:

    20 Base
    68 Wizard
    16 Ranger
    6 Rogue
    30 GFL
    45 Greensteel
    120 CON
    52 Toughness & Enhancments
    10 Draconic
    ----
    367

    ---------------------------------

    SP:

    920 Wizard Base
    125 Wizardry VI
    50 Enhancments
    150 Greensteel Item
    364 INT bonus
    200 Archmagi
    ----
    1809 SP

    ---------------------------------

    FEAT AND LEVEL PROGRESSION:

    Level 1 (Rogue)
    (Past Life) Past Life: Wizard
    (Selected) Point Blank Shot

    Level 2 (Wizard)
    (Wizard Bonus) Empower Spell

    Level 3 (Wizard)
    (Selected) Weapon Focus: Ranged Weapons

    Level 4 (Wizard)

    Level 5 (Wizard)

    Level 6 (Wizard)
    (Wizard Bonus) Maximize Spell
    (Selected) Toughness

    Level 7 (Wizard)

    Level 8 (Wizard)

    Level 9 (Wizard)
    (Selected) Past Life: Arcane Initiate

    Level 10 (Wizard)

    Level 11 (Wizard)
    (Wizard Bonus) Extend Spell

    Level 12 (Wizard)
    (Selected) Past Life: Arcane Initiate

    Level 13 (Wizard)

    Level 14 (Wizard)

    Level 15 (Wizard)
    (Selected) Past Life: Arcane Initiate

    Level 16 (Wizard)
    (Wizard Bonus) Heighten Spell/Quicken Spell (You decide, I will go with Heighten)

    Level 17 (Ranger)
    (Favored Enemy) Favored Enemy: Construct

    Level 18 (Ranger)
    (Selected) Many Shot

    Level 19 (Wizard)

    Level 20 (Wizard)
    ---------------------------------

    32 Point Builds:

    Instead of Past Life feats:

    Spell Focus
    Greater Spell Focus
    or
    Spell Penetration
    Greater Spell Penetration

    Rapid Shot (Prerequisite for Manyshot)

    Since you won't get Slaying arrows until level 20,
    you might as well delay your Ranger levels until after 15 Wiz levels. This way you can pick up level 8 Spells.
    But you must pick them up before hitting 18 (Because of prereq for Multishot)
    ---------------------------------

    ENHANCMENTS:

    Rogue Enhancments:

    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Sneak Attack Training I

    Wizard Enhancments:

    Enhancement: Wizard Lineage of Elements III
    Enhancement: Wizard Lineage of Deadly Elements III
    Enhancement: Wizard Elemental Manipulation IV
    Enhancement: Wizard Spell Penetration III
    Enhancement: Wizard Intelligence III
    Enhancement: Wizard Wand Mastery II

    Racial Enhancments:

    Enhancement: Elven Ranged Attack I
    Enhancement: Elven Ranged Damage I
    Enhancement: Racial Toughness II
    Enhancement: Elven Dexterity II
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows

    Ranger Enhancments:

    Enhancement: Ranger Sprint Boost I
    Enhancement: Ranger Dexterity I
    ---------------------------------

    KEY SKILLS:


    UMD =
    39 (23 + 4 GH + 2 Luck + 4 CHA + 6 Shroud)
    DD =
    59 (23 + 14 INT + 15 Item + 4 GH + 2 Luck + 01 Find traps Scroll)
    Search =
    68 (23 + 14 INT + 15 Item + 4 GH + 2 Luck + 7 Tools)
    Concentration =
    23
    Open Lock =
    50 (13 + 9 DEX + 15 Item + 4 GH + 2 Luck + 7 Tools)
    Move Silently =
    38 (8 + 9 DEX + 4 GH + 2 Luck + 15 Item) <- If a +15 item is needed. (Monastery etc.)
    Hide =
    38 (8 + 9 DEX + 4 GH + 2 Luck + 15 Item) <- If a +15 item is needed. (Monastery etc.)
    Balance =
    34 (4 + 9 DEX + 4 GH + 2 Luck + 15 Item) <- If a +15 item is needed. (Titan etc.)
    ---------------------------------

    MISC:

    There is no Improved Crit, no Improver Precise Shot on this build. IPS was not possible to implement, because of the BAB progression. IPS requires 11 BAB, this build gets to 10. And since Slaying arrows only go off on a 20, i figured that Improved Crit wasn't needed.

    What i do consider a set back is the need of Divine Power clickies. Than again, this is something you would need only when Multishot is availble, so there will be a few clicks. But not as clickie intensive besides that.

    I figure this build plays out like this:

    Buff as a caster, and burn everything in your path. When Multishot is up - DP clickie and Bow and you're set. Than back to casting again as soon as timer is up.

    This way, you would effectivily save enough SP, that you will probably be on par with a pure Wizard when it comes to durability.
    Last edited by phreek; 05-28-2010 at 04:51 PM.

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