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Thread: Rescue Ranger

  1. #1
    Community Member GhoulsTouch's Avatar
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    Default Rescue Ranger

    I made this as a suggestion to another player in another thread it's a Tempest Ranger who is able to utilize Undying Call to raise dead for free and makes good use of dual weilded scimitars. It is a 32 point build and did not incorporate any tomes leaving that option to the player. His healing spells have been amped as well as his wand usage.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Rescue  Ranger
    Level 20 Neutral Good Elf Male
    (2 Fighter \ 12 Ranger \ 6 Cleric) 
    Hit Points: 320
    Spell Points: 533 
    BAB: 18\18\23\28\28
    Fortitude: 18
    Reflex: 15
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    22
    Dexterity            16                    20
    Constitution         14                    14
    Intelligence          8                     8
    Wisdom               14                    16
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                     6
    Bluff                -1                    -1
    Concentration         2                    20
    Diplomacy            -1                    -1
    Disable Device       n/a                   n/a
    Haggle               -1                    -1
    Heal                  6                    21
    Hide                  3                     5
    Intimidate           -1                    -1
    Jump                  7                    28
    Listen                2                     5
    Move Silently         3                     5
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  6                    20
    Swim                  7                    12
    Tumble                4                     6
    Use Magic Device     n/a                   n/a
    
    Level 1 (Ranger)
    Feat: (Selected) Dodge
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Ranged Damage I
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Mobility
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Critical Accuracy I
    
    
    Level 3 (Ranger)
    Feat: (Selected) Toughness
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    Enhancement: Ranger Dexterity I
    Enhancement: Fighter Strength I
    
    
    Level 5 (Cleric)
    Enhancement: Elven Dexterity I
    Enhancement: Valenar Elf Melee Attack I
    Enhancement: Valenar Elf Melee Damage I
    Enhancement: Follower of the Undying Court
    Enhancement: Racial Toughness I
    Enhancement: Ranger Devotion I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 6 (Cleric)
    Feat: (Selected) Spring Attack
    Enhancement: Racial Toughness II
    Enhancement: Cleric Wisdom I
    
    
    Level 7 (Cleric)
    Enhancement: Valenar Elf Melee Damage II
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    Enhancement: Elven Dexterity II
    
    
    Level 9 (Cleric)
    Feat: (Selected) Toughness
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 10 (Cleric)
    Enhancement: Cleric Wisdom II
    
    
    Level 11 (Ranger)
    Enhancement: Undying Call
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Valenar Elf Melee Attack II
    
    
    Level 13 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Aberration
    Enhancement: Ranger Sprint Boost II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Ranger Devotion II
    
    
    Level 14 (Ranger)
    Enhancement: Ranger Tempest I
    
    
    Level 15 (Ranger)
    Feat: (Selected) Power Attack
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Devotion III
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    Enhancement: Ranger Favored Resistance I
    Enhancement: Ranger Favored Resistance II
    Enhancement: Fighter Toughness I
    
    
    Level 17 (Ranger)
    Enhancement: Ranger Dexterity II
    
    
    Level 18 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Toughness
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 19 (Ranger)
    Enhancement: Ranger Devotion IV
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 20 (Ranger)
    Ability Raise: STR
    Enhancement: Ranger Sprint Boost III
    Enhancement: Ranger Tempest II
    Last edited by GhoulsTouch; 06-20-2010 at 07:39 PM.

  2. #2
    Community Member Seruvontes's Avatar
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    28 point Version With Skills I'm testing this build now:
    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Elf Male
    (2 Fighter \ 12 Ranger \ 6 Cleric) 
    Hit Points: 320
    Spell Points: 533 
    BAB: 18\18\23\28\28
    Fortitude: 18
    Reflex: 15
    Will: 12
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 19                   20
    Dexterity            16                 16                   20
    Constitution         14                 14                   14
    Intelligence          8                  8                    8
    Wisdom               14                 14                   16
    Charisma              8                  8                    8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                  5                    5
    Bluff                -1                 -1                   -1
    Concentration         6                 22                   22
    Diplomacy            -1                 -1                   -1
    Disable Device       n/a               n/a                   n/a
    Haggle               -1                 -1                   -1
    Heal                  6                 22                   22
    Hide                  3                  5                    5
    Intimidate           -1                 -1                   -1
    Jump                  6                 28                   28
    Listen                2                  3                    5
    Move Silently         3                  5                    5
    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                 20                   22
    Swim                  6                  9                    9
    Tumble                n/a               n/a                   n/a
    Use Magic Device     n/a               n/a                   n/a
    
    Level 1 (Ranger)
    Skill: Concentration (+4)
    Skill: Heal (+4)
    Skill: Jump (+4)
    Skill: Spot (+4)
    Skill: Swim (+4)
    Feat: (Selected) Dodge
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Automatic) Attack
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Elven Keen Senses
    Feat: (Automatic) Enchantment Save Bonus
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Wild Empathy
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Ranged Damage I
    
    
    Level 2 (Fighter)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Mobility
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Tower Shield Proficiency
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Critical Accuracy I
    
    
    Level 3 (Ranger)
    Skill: Concentration (+2)
    Skill: Heal (+2)
    Skill: Jump (+1)
    Feat: (Selected) Toughness
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    Enhancement: Ranger Dexterity I
    Enhancement: Fighter Strength I
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Turn Undead
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Nightshield
    Spell (1): Nimbus of Light
    Spell (1): Obscuring Mist
    Spell (1): Protection From Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I
    Enhancement: Elven Dexterity I
    Enhancement: Valenar Elf Melee Attack I
    Enhancement: Valenar Elf Melee Damage I
    Enhancement: Follower of the Undying Court
    Enhancement: Racial Toughness I
    Enhancement: Ranger Devotion I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Spring Attack
    Enhancement: Racial Toughness II
    Enhancement: Cleric Wisdom I
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Spell (2): Aid
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Close Wounds
    Spell (2): Cure Moderate Wounds
    Spell (2): Deific Vengance
    Spell (2): Eagle's Spendor
    Spell (2): Find Traps
    Spell (2): Hold Person
    Spell (2): Inflict Moderate Wounds
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy
    Spell (2): Seek Eternal Rest
    Spell (2): Soundburst
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II
    Enhancement: Valenar Elf Melee Damage II
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Enhancement: Elven Dexterity II
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Toughness
    Spell (3): Bestow Curse
    Spell (3): Blindness
    Spell (3): Contagion
    Spell (3): Cure Serious Wounds
    Spell (3): Dispel Magic
    Spell (3): Glyph of Warding
    Spell (3): Inflict Serious Wounds
    Spell (3): Magic Circle Against Evil
    Spell (3): Mass Aid
    Spell (3): Prayer
    Spell (3): Protection From Energy
    Spell (3): Remove Blindness
    Spell (3): Remove Curse
    Spell (3): Remove Disease
    Spell (3): Searing Light
    Spell (3): Summon Monster III
    Spell (3): Water Breathing
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Cleric Wisdom II
    
    
    Level 11 (Ranger)
    Skill: Concentration (+2)
    Skill: Heal (+3)
    Feat: (Automatic) Diehard
    Enhancement: Undying Call
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    Skill: Heal (+5)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Spell (1): Camouflage
    Spell (1): Jump
    Spell (1): Longstrider
    Spell (1): Merfolk's Blessing
    Spell (1): Ram's Might
    Spell (1): Summon Nature's Ally I
    Spell (1): Tumble
    Enhancement: Valenar Elf Melee Attack II
    
    
    Level 13 (Ranger)
    Skill: Concentration (+2)
    Skill: Heal (+2)
    Skill: Jump (+1)
    Feat: (Favored Enemy) Favored Enemy: Aberration
    Enhancement: Ranger Sprint Boost II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Ranger Devotion II
    
    
    Level 14 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+3)
    Feat: (Automatic) Improved Two Weapon Fighting
    Feat: (Automatic) Manyshot
    Enhancement: Ranger Tempest I
    
    
    Level 15 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+3)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Feat: (Automatic) Improved Wild Empathy
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Devotion III
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    Skill: Jump (+5)
    Spell (2): Barkskin
    Spell (2): Cat's Grace
    Spell (2): Hold Animal
    Spell (2): Mass Camouflage
    Spell (2): Snare
    Spell (2): Spike Growth
    Spell (2): Summon Nature's Ally II
    Enhancement: Ranger Favored Resistance I
    Enhancement: Ranger Favored Resistance II
    Enhancement: Fighter Toughness I
    
    
    Level 17 (Ranger)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Spot (+3)
    Feat: (Automatic) Evasion
    Enhancement: Ranger Dexterity II
    
    
    Level 18 (Ranger)
    Skill: Jump (+1)
    Skill: Spot (+4)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Toughness
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 19 (Ranger)
    Skill: Jump (+1)
    Skill: Spot (+4)
    Feat: (Automatic) Greater Two Weapon Fighting
    Feat: (Automatic) Improved Precise Shot
    Feat: (Automatic) Precise Shot
    Spell (3): Neutralize Poison
    Spell (3): Summon Nature's Ally III
    Spell (3): Wild Instincts
    Enhancement: Ranger Devotion IV
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 20 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+2)
    Skill: Jump (+1)
    Skill: Spot (+2)
    Enhancement: Ranger Sprint Boost III
    Last edited by Seruvontes; 06-20-2010 at 08:55 PM.

  3. #3
    Community Member Seruvontes's Avatar
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    Question Level 5: Progress Report

    So far this build has performed spectacularly with the proper set of gear albeit an extensive one I have had no problems soloing higher level content to fifth. I made a couple of changes to the build as I was levelling it moving toughness down the feat progression to provide more fluent weapons progression, as HP weren't an issue at the time, I'll post the updated build in the morning.

    Harbor quests and Korthos were a breeze. I hit off quite a few before grabbing some specialized weapons at level 3 and moving to Depths in house D. I rand it a couple of time with the hireling on hard before going to Shan-To-Kor and doing three runs for the last bit of level 4 and level 5.

    I've also been keeping an appropriate level cleric hireling around as well as long as he stays up I generally stay up. A healthy supply of clickable spells is suggested to cover tactical holes for soloing such as hidden doors, a wand of resist energy perhaps buffs early on, etc.. Particular issues I've ran into are will saves and crit. rates are low starting

    I'll have more for you at level 10.

  4. #4
    Community Member GhoulsTouch's Avatar
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    Cool, thanks for keeping up with this.

  5. #5
    Community Member Talon_Moonshadow's Avatar
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    Consider Clr7. Look at the spell list of lvl 4 Clr spells. It includes a lot of good cure-alls, and Divine Power.
    I gave up a life of farming to become an Adventurer.

    Quote Originally Posted by Jandric View Post
    ..., but I honestly think the solution is to group with less whiny people.

  6. #6
    Community Member Phidius's Avatar
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    Quote Originally Posted by Talon_Moonshadow View Post
    Consider Clr7. Look at the spell list of lvl 4 Clr spells. It includes a lot of good cure-alls, and Divine Power.
    I'd think that 7 Cleric + 1 Rog > 6 Cleric + 2 Fighter.

    As for skills, Heal and Jump are not good choices for a build that can cast Cure spells and a 30 point jump buff.

    If you take Rogue, you should be able to keep the all-important UMD maxed out.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  7. #7
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    Quote Originally Posted by Phidius View Post
    I'd think that 7 Cleric + 1 Rog > 6 Cleric + 2 Fighter.

    As for skills, Heal and Jump are not good choices for a build that can cast Cure spells and a 30 point jump buff.

    If you take Rogue, you should be able to keep the all-important UMD maxed out.
    Phidius is a master of strange battle caster builds imo. Have allot of respect for you.

    So with your suggestions and applying the min max logic I gave a try at building this.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Elf Male
    (1 Rogue \ 12 Ranger \ 7 Cleric) 
    Hit Points: 260
    Spell Points: 541 
    BAB: 17\17\22\27\27
    Fortitude: 15
    Reflex: 16
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             17                    22
    Dexterity            11                    18
    Constitution         14                    14
    Intelligence          8                     8
    Wisdom               14                    16
    Charisma             10                    10
    
    Tomes Used
    +2 Tome of Dexterity used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                    11
    Bluff                 0                     0
    Concentration         2                     2
    Diplomacy             0                     0
    Disable Device       n/a                   n/a
    Haggle                4                     4
    Heal                  2                     3
    Hide                  0                     4
    Intimidate            0                     0
    Jump                  7                    11
    Listen                2                     5
    Move Silently         0                     4
    Open Lock             4                    19
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  6                     9
    Swim                  3                     6
    Tumble                4                     8
    Use Magic Device      4                    23
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    
    
    Level 3 (Ranger)
    Feat: (Selected) Oversized Two Weapon Fighting
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Power Attack
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Dodge
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Ranger)
    
    
    Level 12 (Ranger)
    Feat: (Selected) Mobility
    
    
    Level 13 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Elemental
    
    
    Level 14 (Ranger)
    
    
    Level 15 (Ranger)
    Feat: (Selected) Spring Attack
    
    
    Level 16 (Ranger)
    
    
    Level 17 (Ranger)
    
    
    Level 18 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 19 (Ranger)
    
    
    Level 20 (Ranger)
    Enhancement: Rogue Damage Boost I
    Enhancement: Rogue Haste Boost I
    Enhancement: Ranger Skill Boost I
    Enhancement: Ranger Skill Boost II
    Enhancement: Ranger Skill Boost III
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Valenar Elf Melee Attack I
    Enhancement: Valenar Elf Melee Attack II
    Enhancement: Valenar Elf Melee Damage I
    Enhancement: Valenar Elf Melee Damage II
    Enhancement: Undying Call
    Enhancement: Follower of the Undying Court
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Tempest I
    Enhancement: Ranger Tempest II
    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 Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Ranger Dexterity III
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Minimized dexterity, ate a +2 tome and took all available dexterity enhancements for a good evasion. Skill points are scarce I have to admit but I didn't dump stat charisma for UMD and Divine Vitality.. Invested in divine vitality and extra turning to give more SP to the real cleric. Wand and Scroll mastery meshes with max UMD.

    Like many caster hybrids, this looks like allot of patience required for it's real power.

    Edit: A note that maybe the OP didn't realize. Paladins have access to the same enhancements, are full BAB classes, and have toughness enhancements. Seems a better fit...
    Last edited by donotdirect1; 06-24-2010 at 01:28 PM.

  8. #8
    Community Member Phidius's Avatar
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    That looks really good - the only teensie tiny thing I would add would be to consider starting with a Wisdom of 11 instead of 14 - you can either raise Str to 18, or get some more Int for some more skill points.

    You will only need a total Wisdom of 14 to cast your spells, and a +1 tome (easy) with the 2 AP will put you there with no equipment slot used (until you get a Concordant Opp item )

    Actually, one more thing - you probably won't need OTWF, so if you took cleric at level 3 you could swap it for Quicken... which you will need.

    OK, this is the last - skill points could be moved around I think. Any chance you could post your skill ranks for each level? It looks like you have some in jump (naughty, naughty), and for sure you don't need more than 4 ranks in Open Lock. Instead, I'd recommend Concentration for those scrolls, and more Balance or Spot would be good too.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  9. #9
    Community Member Talon_Moonshadow's Avatar
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    Quote Originally Posted by Phidius View Post
    I'd think that 7 Cleric + 1 Rog > 6 Cleric + 2 Fighter.

    As for skills, Heal and Jump are not good choices for a build that can cast Cure spells and a 30 point jump buff.

    If you take Rogue, you should be able to keep the all-important UMD maxed out.
    This thread inspired me tp create one.

    I went Rgr12/Clr7/Mnk1 (Rgr2/Clr1/Mnk1 to start)
    Used the Mnk feat for Toughness.

    I'd been looking for a Clr7 build that I thought would work for a long time now....seems ok. Still some issues for me to sort out...like Tempest II or AA.. Will Radiant Servant be worth anythig to fit it in? The new feat that will let Mnks use Longswords and stay centered....choices, choices. I have a bad habit of trying to fit too much into a build though....we'll see.
    I gave up a life of farming to become an Adventurer.

    Quote Originally Posted by Jandric View Post
    ..., but I honestly think the solution is to group with less whiny people.

  10. #10
    Community Member Phidius's Avatar
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    After some more thinking, I got to wondering...

    What advantage does this build have over a strength-based Exploiter build?

    The Exploiter can already raise with scrolls, cast Freedom, cast 28.5 (3d8 + 15) Cure Serious versus the Cleric 25 (7's 4d8 + 7) Cure Critical, so more healing for less SP.


    It's not that I don't believe, I'm just not seeing it ...
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  11. #11
    Community Member GhoulsTouch's Avatar
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    Quote Originally Posted by Phidius View Post
    After some more thinking, I got to wondering...

    What advantage does this build have over a strength-based Exploiter build?

    The Exploiter can already raise with scrolls, cast Freedom, cast 28.5 (3d8 + 15) Cure Serious versus the Cleric 25 (7's 4d8 + 7) Cure Critical, so more healing for less SP.


    It's not that I don't believe, I'm just not seeing it ...
    Yes well, how much SP does an exploiter have? Does an exploiter have enhancements to up his potential to make the most of his wands when he does run out of SP? Can an exploiter cast raise dead without the use of a scroll?

    As for the rogue splash build...being feat starved your hp's have suffered.
    Last edited by GhoulsTouch; 06-24-2010 at 05:59 PM.

  12. #12
    Community Member Phidius's Avatar
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    Quote Originally Posted by GhoulsTouch View Post
    Yes well, how much SP does an exploiter have?...
    Not sure as I don't have one anymore, but according to the planner (using the same wisdom and 2 ranks of enhancments) an 18/1/1 will have 299 versus 533.

    Quote Originally Posted by GhoulsTouch View Post
    ... Does an exploiter have enhancements to up his potential to make the most of his wands when he does run out of SP?...
    Nope - it uses Heal scrolls instead of Cure Serious wands.

    Quote Originally Posted by GhoulsTouch View Post
    ...Can an exploiter cast raise dead without the use of a scroll?...
    Sure can't - does the Undying Call still have a 10 minute cooldown?

    Quote Originally Posted by GhoulsTouch View Post
    ...As for the rogue splash build...being feat starved your hp's have suffered...
    I guess. I don't put multiple Toughness into any of my builds, although if I had a build with a surplus of feats I'd probably be tempted.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  13. #13
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    Quote Originally Posted by donotdirect1 View Post
    Phidius is a master of strange battle caster builds imo. Have allot of respect for you.

    So with your suggestions and applying the min max logic I gave a try at building this.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Elf Male
    (1 Rogue \ 12 Ranger \ 7 Cleric) 
    Hit Points: 260
    Spell Points: 541 
    BAB: 17\17\22\27\27
    Fortitude: 15
    Reflex: 16
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             17                    22
    Dexterity            11                    18
    Constitution         14                    14
    Intelligence          8                     8
    Wisdom               14                    16
    Charisma             10                    10
    
    Tomes Used
    +2 Tome of Dexterity used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                    11
    Bluff                 0                     0
    Concentration         2                     2
    Diplomacy             0                     0
    Disable Device       n/a                   n/a
    Haggle                4                     4
    Heal                  2                     3
    Hide                  0                     4
    Intimidate            0                     0
    Jump                  7                    11
    Listen                2                     5
    Move Silently         0                     4
    Open Lock             4                    19
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  6                     9
    Swim                  3                     6
    Tumble                4                     8
    Use Magic Device      4                    23
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    
    
    Level 3 (Ranger)
    Feat: (Selected) Oversized Two Weapon Fighting
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Power Attack
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Dodge
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Ranger)
    
    
    Level 12 (Ranger)
    Feat: (Selected) Mobility
    
    
    Level 13 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Elemental
    
    
    Level 14 (Ranger)
    
    
    Level 15 (Ranger)
    Feat: (Selected) Spring Attack
    
    
    Level 16 (Ranger)
    
    
    Level 17 (Ranger)
    
    
    Level 18 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 19 (Ranger)
    
    
    Level 20 (Ranger)
    Enhancement: Rogue Damage Boost I
    Enhancement: Rogue Haste Boost I
    Enhancement: Ranger Skill Boost I
    Enhancement: Ranger Skill Boost II
    Enhancement: Ranger Skill Boost III
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Valenar Elf Melee Attack I
    Enhancement: Valenar Elf Melee Attack II
    Enhancement: Valenar Elf Melee Damage I
    Enhancement: Valenar Elf Melee Damage II
    Enhancement: Undying Call
    Enhancement: Follower of the Undying Court
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Tempest I
    Enhancement: Ranger Tempest II
    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 Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Ranger Dexterity III
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Minimized dexterity, ate a +2 tome and took all available dexterity enhancements for a good evasion. Skill points are scarce I have to admit but I didn't dump stat charisma for UMD and Divine Vitality.. Invested in divine vitality and extra turning to give more SP to the real cleric. Wand and Scroll mastery meshes with max UMD.

    Like many caster hybrids, this looks like allot of patience required for it's real power.

    Edit: A note that maybe the OP didn't realize. Paladins have access to the same enhancements, are full BAB classes, and have toughness enhancements. Seems a better fit...
    Use wisdom as dumpstat, raise cha to 15 instead and eat a +1 tome.
    Drop otwf and get empower healing.
    Drop ranger devotion, get the cleric version at 2, get cleric heal 2, drop extra turning, get a rank of improved turning, get radiant servant pre, get divine might 2.
    That will grant you +4 damage and regenerating turns, also allows for the aura for 40-50 hp healing total.
    You can use rezz scrolls with 85%, no umd as lvl 7 cleric, heal scrolls are at 65%.
    With wand and scroll mastery that means you use heal scrolls at 88% of the exploiters effectiveness with no fancy equipment or gear swapping, later you can fail safe umd for 135%.
    Oh and be prepared to not find a pug.
    Last edited by supp3nhuhn; 06-25-2010 at 02:58 AM.

  14. #14
    Community Member Phidius's Avatar
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    Quote Originally Posted by supp3nhuhn View Post
    Use wisdom as dumpstat, raise cha to 15 instead and eat a +1 tome.
    Drop otwf and get empower healing.
    Drop ranger devotion, get the cleric version at 2, get cleric heal 2, drop extra turning, get a rank of improved turning, get radiant servant pre, get divine might 2.
    That will grant you +4 damage and regenerating turns, also allows for the aura for 40-50 hp healing total.
    ...
    Was reading a thread on the healing aura that seemed to imply that engaging in combat shut off the healing aura. I'm going to have to keep up with the latest changes in the PrEs. I've got a Divine Might battle cleric that may be interested in regenerating Divine Mights...

    Quote Originally Posted by supp3nhuhn View Post
    ...
    Oh and be prepared to not find a pug.
    Oh, you'll find them... you'll just get declined (if you're lucky) or outright ignored (most likely) by PUGs that are looking for healbots. IMHO, the best PUGs are the ones who are more concerned about the player than the build.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  15. #15
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    Quote Originally Posted by Phidius View Post
    Was reading a thread on the healing aura that seemed to imply that engaging in combat shut off the healing aura. I'm going to have to keep up with the latest changes in the PrEs. I've got a Divine Might battle cleric that may be interested in regenerating Divine Mights...
    The aura doesn't turn off, it just stops ticking while you're hitting at stuff. (casting is ok tho)
    Was more thinking about healing up between fights when soloing to conserve sp or pp.
    For real battle clerics the burst heal would be interesting though because it does heal for quite a nice amount and those are often rather tight on sp.

  16. #16
    Community Member Phidius's Avatar
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    Quote Originally Posted by Eladrin View Post
    Quote Originally Posted by Eladrin View Post
    Yes, if you're in the middle of a global cooldown after taking an action (like attacking), the aura won't pulse.
    And by "Yes", I mean "No". I'm not the one that set up the spell, so I was wrong.
    Quote Originally Posted by Eladrin View Post
    I'm going to see how quickly we can get it fixed, but it very likely won't be in U5. Maybe a patch.

    Edit: The bug is really mind-twisting. It's like minions of Xoriat are chewing on my brain.
    The Healing Aura not pulsing during combat has been declared a bug, and it has (apparently) been fixed. Not in time for the release on Monday, but hopefully soon after.

    Divine Might 2 won't be available to this build, but getting a base 14 charisma for DM1 isn't a bad idea either.

    I'm starting to like Radiant Servant
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  17. #17
    Community Member Sweyn's Avatar
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    Quote Originally Posted by GhoulsTouch View Post
    Yes well, how much SP does an exploiter have?
    My exploiter has 761, that's with no mental toughness, and only 1 rank in the AP
    Quote Originally Posted by GhoulsTouch View Post
    Does an exploiter have enhancements to up his potential to make the most of his wands when he does run out of SP?
    It's called heal scrolls my friend, and if you are ever in an "Oh sh!t" moment, drink a SF pot
    Quote Originally Posted by GhoulsTouch View Post
    Can an exploiter cast raise dead without the use of a scroll?
    Yes, shroud clickies
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