Not necessarily, as there are a lot of ways to boost to-hit and not too many mobs with insane ac. My ranger has a 38 dex and a 30 str. She typically uses scimi's when dual wielding. I know rangers out there with 38 dex and 18 str. They want to use rapiers. Like I said, it depends on what your stats are at and how effective you want your melee to be. Largely, and AA will probably consider rapiers and weapon finesse, like I said in the OP.
Archangels
Pwesiela - Completionist Arcane Archer; Pia - Silver Flame Assassin; Aes - of the Blue Ajah; Insene - Deathpriest; Enaila - Aiel Bodyguard; Uduk - Dwarven Meatwall; Vitalien -Warder
A very helpful post this, helped me lots in understanding the PrE and how to work it.
One thing, do you have any thoughts yet on playing AA as half-elf? I'm looking at it on Lamannia and it seems this could be a very nice choice, but since I'm pretty much a beginner at this game I'd value the opinions of players already experienced at the class/PrE.
Archangels
Pwesiela - Completionist Arcane Archer; Pia - Silver Flame Assassin; Aes - of the Blue Ajah; Insene - Deathpriest; Enaila - Aiel Bodyguard; Uduk - Dwarven Meatwall; Vitalien -Warder
I would avoid Half-elf for AA mainly because they looks like Odoand have little to offer compared to other races, especially elves.
The main benefits of any race for an AA can be resumed in:
1.Elf: +2 Dex, Dex enhancements line & +2 to-hit/damage Weapon Enhancements.
2.Halfling:+2 Dex, Dex enhancements line, +1 to-hit/saves size bonus, saves enhancements lines and +8 SA damage.
3.Drow: +2 Dex, Dex enhancements line.
4.Half-orc:+2 Str, Str enhancements line.
5.Human: Extra feat, Human Adaptability enhancements line.
6.Dwarf: +2 Con, +2 saves vs spell, saves vs spell enhancements line, Con enhancements line.
7.Warforged: Immunities & +2 Con, Con enhancements line.
8.Half-elf: Dex enhancements line OR Human Adaptability enhancements line, maybe 1d6 SA damage ( only if rogue dilettante).
Last edited by SilentSnake; 10-03-2010 at 04:22 AM.
Following your OP I made this build but I think I messed up on the enhancements big time.
I'm not really sure if I took the right Favoured Enemies either.
Also, is Concentration really necessarily because I really want to train Tumble?
What is the best alignment to take for an AA? I took Chaotic Good so I could use alignment restricted items.
When will my AC stop mattering? Should I just wear robes all the time?
Rangers get lvl 1 spells at lvl 4, lvl 2 spells at lvl 6, 3 at 8 and 4 at 10, right?
Thanks for your replies so far.Code:Character Plan by DDO Character Planner Version 3.5.1 DDO Character Planner Home Page Lyrpen Level 20 Chaotic Good Elf Male (20 Ranger) Hit Points: 262 Spell Points: 400 BAB: 20\20\25\30\30 Fortitude: 14 Reflex: 20 Will: 6 Starting Feat/Enhancement Abilities Base Stats Modified Stats (28 Point) (Level 1) (Level 20) Strength 14 14 Dexterity 18 26 Constitution 14 14 Intelligence 8 8 Wisdom 10 10 Charisma 8 8 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 4 8 Bluff -1 -1 Concentration 6 25 Diplomacy -1 -1 Disable Device n/a n/a Haggle -1 -1 Heal 0 0 Hide 8 31 Intimidate -1 -1 Jump 4 23 Listen 0 2 Move Silently 8 31 Open Lock n/a n/a Perform n/a n/a Repair -1 -1 Search -1 1 Spot 4 25 Swim 2 2 Tumble 5 9 Use Magic Device n/a n/a Level 1 (Ranger) Feat: (Favored Enemy) Favored Enemy: Undead Feat: (Selected) Point Blank Shot Level 2 (Ranger) Level 3 (Ranger) Feat: (Selected) Weapon Focus: Ranged Weapons Level 4 (Ranger) Level 5 (Ranger) Feat: (Favored Enemy) Favored Enemy: Elemental Level 6 (Ranger) Feat: (Selected) Mental Toughness Level 7 (Ranger) Level 8 (Ranger) Level 9 (Ranger) Feat: (Selected) Improved Critical: Ranged Weapons Level 10 (Ranger) Feat: (Favored Enemy) Favored Enemy: Construct Level 11 (Ranger) Level 12 (Ranger) Feat: (Selected) Toughness Level 13 (Ranger) Level 14 (Ranger) Level 15 (Ranger) Feat: (Favored Enemy) Favored Enemy: Evil Outsider Feat: (Selected) Weapon Finesse Level 16 (Ranger) Level 17 (Ranger) Level 18 (Ranger) Feat: (Selected) Improved Critical: Piercing Weapons Level 19 (Ranger) Level 20 (Ranger) Feat: (Favored Enemy) Favored Enemy: Aberration Enhancement: Ranger Sprint Boost I Enhancement: Ranger Sprint Boost II Enhancement: Ranger Sprint Boost III Enhancement: Ranger Arcane Archer: Imbue Acid Arrows Enhancement: Ranger Arcane Archer: Imbue Explosive Arrows Enhancement: Ranger Arcane Archer: Imbue Force Arrows Enhancement: Ranger Arcane Archer: Imbue Force Burst Arrows Enhancement: Ranger Arcane Archer: Imbue Slaying Arrows Enhancement: Ranger Arcane Archer: Imbue Terror Arrows Enhancement: Ranger Master of Archery Enhancement: Elven Dexterity I Enhancement: Elven Dexterity II Enhancement: Elven Ranged Attack I Enhancement: Elven Ranged Attack II Enhancement: Elven Ranged Damage I Enhancement: Elven Ranged Damage II Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Ranger Favored Attack I Enhancement: Ranger Favored Attack II Enhancement: Ranger Favored Damage I Enhancement: Ranger Favored Damage II Enhancement: Ranger Favored Damage III Enhancement: Ranger Favored Damage IV Enhancement: Ranger Arcane Archer: Conjure +2 Arrows Enhancement: Ranger Arcane Archer: Conjure +3 Arrows Enhancement: Ranger Arcane Archer: Conjure +4 Arrows Enhancement: Ranger Arcane Archer: Conjure +5 Arrows Enhancement: Ranger Arcane Archer I Enhancement: Ranger Devotion I Enhancement: Ranger Devotion II Enhancement: Ranger Devotion III Enhancement: Ranger Energy of the Wild I Enhancement: Ranger Energy of the Wild II Enhancement: Ranger Dexterity I Enhancement: Ranger Dexterity II Enhancement: Ranger Dexterity III![]()
Consentration is only if you want to cast spells during combat, like a resist acid enegry on one who is suffering from melfed acid arrow or a cure seriuse wounds and other buffs you (or others) did not consider worth casting prior to enter combat.
And bow, i use melee weapon from lvl 1-5, silverbow from 6-11 and greensteel the rest of the time, with chaotic aligned bow for maruts, metalin for elementals and construct and paralize when i feel it would be better
from lvl 10 i use +2 bow of the magi, and is looking for some archmagi item.
the feats i get is almost the same as you, but i get improved crit: slash instead and powercrit instead of weapon finesse, even though i max out my dex, NO AC IS TO BIG FOR MY ARROWS!
any donations of large ingredienses for lightning II is greatly apreciated.
(khyper: send to firstwulf THE Arcane Archer)
There's no need for concentration on an AA. Drop it and go for tumble if you'd like. It boosts your ability to cast while getting hit, but you don't really have offensive spells to worry about casting while in combat.
Your FEs, feats, and enhancements look fine, actually. When/if you get 32 point builds or if you decide to TR, you can pump more points into str and con, but that's the limitation of a 28 point build. Alignment is really up to you. I suggest something that can use good aligned weapons. So chaotic good, neutral good, or lawful good are all fine by me. I've seen other alignments, and they work fine too.
Unless you have over 60 ac, your ac stops mattering after the gianthold. You need over 50 to be really getting the benefits there. But before GH, any ac is greatly beneficial.
And rangers get lvl 1 spells at lvl 4, lvl 2 at lvl 8, lvl 3 at lvl 11, and lvl 4 at lvl 14. As found in the compendium.
Archangels
Pwesiela - Completionist Arcane Archer; Pia - Silver Flame Assassin; Aes - of the Blue Ajah; Insene - Deathpriest; Enaila - Aiel Bodyguard; Uduk - Dwarven Meatwall; Vitalien -Warder
oh thanks for the AC answer, now i know what my fighter most aim for to get usefull amaunt of AC.
+5 fullplate
+5 addy tower shield
defender prestege
+4 protection ring
compate expertise
dexterity and dwarven+fighter enchantments to get higher max dex
Enough tumble skill to tumble without using enchantments on tumble and lessening incumbrance XD
and i'm still only at 48 AC![]()
Last edited by first_wolf; 10-03-2010 at 10:41 AM.
It's taken me a long time to work up the courage to read this thread and it's good to see that my misgivings were misplaced. It's an excellent beginner's guide.
I would like to expand on the subject of making an archer useful, especially in end game raids and such. A ranger's midline DPS and maneuverability makes her an excellent candidate for aggro management. Let's take VoD as an example: In most typical runs, there is one main tank who will either intimidate or hate tank Sally. Sally likes to teleport away at which point the main tank scrambles out of his corner to do his thing to regain aggro while everyone else stands around. Instead of anyone scrambling, the AA can jump into the main tank's corner, instantly draw Sally back and dump aggro back on the main. This method comes in especially handy once Sally starts chaining. (Of course, as my cleric can testify, Archers can also make this part more difficult by standing in the middle of the group and pewpewpewing so Sally runs right past the scrambling main tank and lays a curse-laiden wallop on the party instead)
A similiar method can be used on the Judge in ToD1 if the archer learns how to stay out of flinging range. This helps keep him off any characters who may be chained in the lava. The start of Shroud5 pulling mini-bosses off kiter (IPS off please) and positioning Harry for surrounding is another job the archer should be used for. An AA with FE: abberation is the only kill team you need for Hound. Heck, even in Reaver a ranged toon should be able keep him cursed and shattermantled or destructed without drawing aggro then use the same weaponry on the ellies making them much easier to defeat.
As an avid archer, I've always thought that most people's real issue with playing them is that they require more thinking than your typical character. That leads to the issue most people have with archers in groups... too many non-thinkers playing them.
"Beauty is in the eye of the beholder, and it may be necessary from time to time to give a stupid or misinformed beholder a black eye." - Miss Piggy
Someone ever tries to kill you, you try to kill 'em right back.~ Cpt. Mal Reynolds
~Peechie Keene~ THAC0
Thanks!
To add to this, I'll give an example of a recent ToD I ran on my ranger. Main tank was dealing with Hroroth, secondary tank and party were killing Suluu. My responsibility was to tag all the orthons and get them off either party and, together with another tank, kill them. High AC tank takes the aggro and hate, I kill them. We were the only two members of that party that didn't require extensive healing. (Not that we didn't need some. :P)I would like to expand on the subject of making an archer useful, especially in end game raids and such. A ranger's midline DPS and maneuverability makes her an excellent candidate for aggro management. Let's take VoD as an example: In most typical runs, there is one main tank who will either intimidate or hate tank Sally. Sally likes to teleport away at which point the main tank scrambles out of his corner to do his thing to regain aggro while everyone else stands around. Instead of anyone scrambling, the AA can jump into the main tank's corner, instantly draw Sally back and dump aggro back on the main. This method comes in especially handy once Sally starts chaining. (Of course, as my cleric can testify, Archers can also make this part more difficult by standing in the middle of the group and pewpewpewing so Sally runs right past the scrambling main tank and lays a curse-laiden wallop on the party instead)
A similiar method can be used on the Judge in ToD1 if the archer learns how to stay out of flinging range. This helps keep him off any characters who may be chained in the lava. The start of Shroud5 pulling mini-bosses off kiter (IPS off please) and positioning Harry for surrounding is another job the archer should be used for. An AA with FE: abberation is the only kill team you need for Hound. Heck, even in Reaver a ranged toon should be able keep him cursed and shattermantled or destructed without drawing aggro then use the same weaponry on the ellies making them much easier to defeat.
I hate thinking, it's so...detrimental to the mind.As an avid archer, I've always thought that most people's real issue with playing them is that they require more thinking than your typical character. That leads to the issue most people have with archers in groups... too many non-thinkers playing them.
Archangels
Pwesiela - Completionist Arcane Archer; Pia - Silver Flame Assassin; Aes - of the Blue Ajah; Insene - Deathpriest; Enaila - Aiel Bodyguard; Uduk - Dwarven Meatwall; Vitalien -Warder
Is it a better idea to choose reptilian as a FE at lvl 1 and swap it out later?
Do I need to take the rapier enhancements? If yes, which ones should I drop? If no, are there better weapons for me to wield then?
I was thinking about this but a better Sprint Boost would be really nice and I have 1 AP left unspent.
I did some Korthos quests on my AA and wow... I feel so powerless. >.< Not being able to CC, not being able to dish out good dmg when needed. Just hitting and hoping my trip lands. Will this change or is wizard the only class for me after all?Code:Enhancement: Ranger Sprint Boost I Enhancement: Ranger Sprint Boost II Enhancement: Ranger Master of Archery Enhancement: Elven Dexterity I Enhancement: Elven Dexterity II Enhancement: Aerenal Elf Melee Attack I Enhancement: Aerenal Elf Melee Attack II Enhancement: Aerenal Elf Melee Damage I Enhancement: Aerenal Elf Melee Damage II Enhancement: Elven Ranged Attack I Enhancement: Elven Ranged Attack II Enhancement: Elven Ranged Damage I Enhancement: Elven Ranged Damage II Enhancement: Ranger Favored Attack I Enhancement: Ranger Favored Attack II Enhancement: Ranger Favored Damage I Enhancement: Ranger Favored Damage II Enhancement: Ranger Favored Damage III Enhancement: Ranger Favored Damage IV 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 Energy of the Wild II Enhancement: Ranger Energy of the Wild III Enhancement: Ranger Dexterity I Enhancement: Ranger Dexterity II Enhancement: Ranger Dexterity III
-----------------
Edit:
Fail, just noticed I forgot about Racial Toughness. >.<
Oh ye, forgot something else. Rapier or Longsword? Aerenal affects both.
Last edited by Lyrzar; 10-16-2010 at 07:02 AM.
I'll just add while you figure it out that 1) starting with reptilian and then switching it out isn't a bad idea, it's just costly for the short time you're dealing with Korthos; 2) rapier or longsword, it wouldn't matter on Korthos as you still don't have weapon finesse. Either way you cut it, you're using your str modifier. Use a bow for the dex to-hit and you'll likely do more. 3) You can look at dropping the Devotion IV, without looking and iirc, you don't need it for the AA and that will free up some AP for you. You can also look to see if you need the ranger dex III. Yes, I know dex is good, but take a look at if it gets you to an even number or not. If not, that's 6 AP you can use elsewhere. If it does, well, you'll have to decide. 4) Rapier and longsword depends on what your str is and whether you have WF. If you do, rapiers.
Archangels
Pwesiela - Completionist Arcane Archer; Pia - Silver Flame Assassin; Aes - of the Blue Ajah; Insene - Deathpriest; Enaila - Aiel Bodyguard; Uduk - Dwarven Meatwall; Vitalien -Warder
Community Member
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Last edited by Glenalth; 10-16-2010 at 02:43 PM. Reason: BAHLETED!
Glenalth Woodwalke ■ Preston the Ranger ■ Brisqoe the Dentist ■ Prescription Liberator
AoK @ Argonnessen
This really depends on play style and selected feats. If you are using Maximize and/or Empower for healing, you'll eat up those points pretty fast with 60sp for Cure Serious Wounds.
My Arcane Archer ends up with around 900sp at lvl 20 and I always want more. While Concordant Opposition and Torq of Raiyum help delay running out (or just keep you constantly full when soloing explorer areas), not having to drink mnemonic potions is a big plus.
Glenalth Woodwalke ■ Preston the Ranger ■ Brisqoe the Dentist ■ Prescription Liberator
AoK @ Argonnessen
Does Imp.Precise Shot which was maded from paralizing bow, paralizes all targets on it's way?
Glenalth Woodwalke ■ Preston the Ranger ■ Brisqoe the Dentist ■ Prescription Liberator
AoK @ Argonnessen