Originally Posted by
NoidRoid
I've been toying with the idea of going 12 fighter 6 barb 2 ranger Horc on my final TR. I realize that evasion is a minor part of this build but I'm gathering resources to make a huge offer for a marilith chain scroll which would make evasion almost completely useless at cap.
Here's what I'm milling over.
2 Ranger:
Major Advantages: Extra Feat due to TWF being granted, this would be used for a 2nd toughness. +3 FE damage vs Evil Outsiders for raid boss DPS. Could start with 7 INT and use a +3 tome and litany to prevent silver flame pot helplessness(I'm not sure how you're getting to 11 in your OP btw), very few skills are needed which is why starting with a low INT is an advantage.
Minor Advantages: 4 more hp from ranger levels instead of rogue. 1 more BAB for times when you're not madstoned. Heal wands for early levels when rogue UMD isn't enough. Bow Strength and Rapid Shot for better ranged damage than throwers.
2 Rogue:
Major Advantages: 1d6+3 sneak attack damage. UMD for True Neutral while still having access to RR stuff, chaosblades, pure good etc. You can open locks and get low level traps for extra xp. Evasion for extra surivability while leveling, this advantage disappears at cap when the marilith chain comes into play.
Minor Advantages: Can gear swap for heal or GH scrolls when not fighting and not raged/madstoned. Fire Shield or Divine Favor scrolls when not raged/madstoned. Can gear swap to a robe and bloodstone at cap if you want evasion for a certain situation. These are all minor advantages to me because this is a perma-raged/madstoned build that ideally wears marilith and litany 99% of the time for max DPS.
Analysis: Ranger is better for main tanking, Rogue is better for trash and bosses that don't need a main tank such as Harry, Velah, Demon Queen. There's a 24 hp difference and 3 FE damage vs 0 Sneak Attack for tanking Horroth/Sulu. I think the demon at the end of Into the Deep and megatron from Chronosphere are also EOs, a main tank is useful for both(correct me if I'm wrong on the last two).
Rogue is easier to level up with evasion, open lock, and limited but sufficient trap skills for deleras, von 3, tangleroot etc.. Rangers get heal wands and could temporarily take FE: Undead but this advantage still goes to Rogue.
Ranger requires less skills allowing a lower starting INT to open up the possibility of 17 CON with a number of other +3 tomes and a litany(my goal is to not go helpless after a silver flame pot using gear and tomes to get int/cha/wis at 11 or more). Both versions should have max Intim with a functional spot/balance imo, rogue should also max UMD and have a functional open lock which requires a higher INT.
Those are my thoughts on the validity of a 2 ranger splash for a final TR with optimal gear and tomes. Not saying that it's better or worse, just analyzing. I do not think 8 Barb or 14 Fighter is better than either of the 2 level splashes and 2 monk isn't possible so rog/ranger look to be the only viable options after getting Kensai 2 and FB 1 on this build. I'm well aware that the DPS chart will favor the rogue version but I'm looking for a more functional analysis of the value of 2 rogue levels on this build. I refuse to concede my tanking ability by making the move from WF to Horc, it's tricky but doable despite the lack of APs for HP boosting and near impossibility of starting with more than 16 CON.