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  1. #1
    Community Member Torkzed's Avatar
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    Default Halfling Exploiter?

    I'm building a character to run 2-man with my son. He is currently into halfling rogues, and wants to sneak as much as possible. For flavor reasons, I also want to be a halfling, and have the ability to sneak with him. However, i think we will need a little more dps than two rogues can generate, and possibly some limited healing. Plus, I'd like to put the xp into a character that has at least some future past level 10 or so (likely as high as my son will go with f2p content only, but I'm VIP and will take this guy higher if he is not totally gimped).

    I've more or less decided that an exploiter ranger is the way to go, here is my halfling version. Apologies if there is already a halfling version out there. I have just taken the standard human exploiter I found on the forum, and adjusted it according to what makes sense to me. I would appreciate any feedback the experienced rangers here can offer.

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Torkling Prime
    Level 20 Lawful Good Halfling Male
    (1 Monk \ 1 Rogue \ 18 Ranger) 
    Hit Points: 280
    Spell Points: 178 
    BAB: 18\18\23\28\28
    Fortitude: 18
    Reflex: 22
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    21
    Dexterity            16                    20
    Constitution         16                    16
    Intelligence         14                    14
    Wisdom                8                     8
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Strength used at level 9
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    20
    Bluff                 3                     7
    Concentration         3                     3
    Diplomacy            -1                    -1
    Disable Device        6                    25
    Haggle                1                     1
    Heal                 -1                    -1
    Hide                  4                    20
    Intimidate           -1                    -1
    Jump                  6                    20
    Listen               -1                     1
    Move Silently         7                    20
    Open Lock             7                    10
    Perform              n/a                   n/a
    Repair                2                     2
    Search                6                    25
    Spot                  3                    10
    Swim                  2                     5
    Tumble                4                     6
    Use Magic Device      3                    22
    
    Level 1 (Rogue)
    Feat: (Selected) Dodge
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Sneak Attack Training I
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Ranger Sprint Boost I
    
    
    Level 3 (Ranger)
    Feat: (Selected) Mobility
    Enhancement: Ranger Dexterity I
    
    
    Level 4 (Ranger)
    Enhancement: Halfling Dexterity I
    Enhancement: Ranger Favored Damage I
    Enhancement: Rogue Faster Sneaking I
    
    
    Level 5 (Ranger)
    
    
    Level 6 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Elemental
    Feat: (Selected) Spring Attack
    Enhancement: Halfling Cunning I
    Enhancement: Halfling Guile I
    Enhancement: Halfling Luck (Will) I
    Enhancement: Halfling Hiding I
    Enhancement: Halfling Athletics I
    Enhancement: Halfling Silent Moves I
    Enhancement: Ranger Devotion I
    
    
    Level 7 (Ranger)
    Enhancement: Halfling Luck (Fortitude) I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Tempest I
    
    
    Level 8 (Ranger)
    Enhancement: Halfling Cunning II
    Enhancement: Halfling Guile II
    Enhancement: Ranger Dexterity II
    
    
    Level 9 (Ranger)
    Feat: (Selected) Toughness
    Enhancement: Halfling Luck (Will) II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    
    
    Level 10 (Ranger)
    
    
    Level 11 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Enhancement: Rogue Damage Boost I
    Enhancement: Halfling Cunning III
    Enhancement: Ranger Favored Damage III
    
    
    Level 12 (Ranger)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 13 (Monk)
    Feat: (Monk Bonus) Combat Expertise
    
    
    Level 14 (Ranger)
    Enhancement: Ranger Tempest II
    Enhancement: Ranger Dexterity III
    
    
    Level 15 (Ranger)
    Feat: (Selected) Oversized Two Weapon Fighting
    
    
    Level 16 (Ranger)
    Enhancement: Halfling Guile III
    Enhancement: Halfling Luck (Will) III
    
    
    Level 17 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 18 (Ranger)
    Feat: (Selected) Power Attack
    Enhancement: Ranger Skill Boost I
    Enhancement: Ranger Skill Boost II
    
    
    Level 19 (Ranger)
    
    
    Level 20 (Ranger)
    Enhancement: Halfling Cunning IV
    Enhancement: Halfling Guile IV
    Enhancement: Halfling Luck (Reflex) I
    Enhancement: Ranger Favored Damage IV
    Enhancement: Ranger Tempest III
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Devotion III

  2. #2
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    Default

    So what oversized piercing weapons are you dual-wielding?

    And if you're not using any monk weapons, what's the point of a level in monk? Your wisdom is too low to give much a bonus to AC.

  3. #3
    Community Member Tsuarok's Avatar
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    Default

    Quote Originally Posted by WielderofGigantus View Post
    So what oversized piercing weapons are you dual-wielding?

    And if you're not using any monk weapons, what's the point of a level in monk? Your wisdom is too low to give much a bonus to AC.
    he's presumably wielding rapiers

    @ OP WoG is right about your wisdom. The original exploiter starts with around 14(?) wisdom, which, combined with the monk level, allows you to reach meaningful AC, which was the point of the monk level.

    When you get your ToD rings, you'll probably want to switch to handwraps and swap out IC pierce for IC bludgeon.

    Another build you may want to check out is the Prodigy ( http://forums.ddo.com/showthread.php...hlight=prodigy ), which should do more damage while maintaining close to the same AC.
    Last edited by Tsuarok; 08-29-2010 at 04:12 PM.

  4. #4
    Community Member AylinIsAwesome's Avatar
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    Default

    OP if you put your CON down to 14 and your INT down to 12, you'll get a lot more benefit out of your WIS to AC.

  5. #5
    Community Member Torkzed's Avatar
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    Default Doh!

    Thank you all for pointing out the wisdom goof. When I was looking at stats, I was considering how to get the various skills I wanted to keep maxed,and I was kind of thinking rogue-like thoughts...so I boosted my INT. Completely forgot why I needed wisdom later. (I was thinking I could cast any ranger spell with just a starting 8 WIS, but that is beside the point)

    And yes, I was going to go with rapiers, so that I could skip the kopesh feat. I know that is a bit of a DPS hit, but I thought I could live with it. I still plan the ability plus ups to go into STR, not DEX. Seems like in the long run that is easier for a relatively new player (and completely new ranger).

  6. #6
    Build Constructionist unbongwah's Avatar
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    Default

    I usually prefer to take Imp Crit ASAP - by lvl 9 in this case. You could take monk 1 at lvl 10 to get Toughness then.

  7. #7
    Community Member Mercureal's Avatar
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    Default

    This looks good overall. I have a few comments, they're minor and aimed at optimizing some of your point choices, but you could certainly still function fine as is.


    - I notice that you end up with a 21 Strength; unless you're planning on a +3 tome or getting something late in the game with +1 Exceptional Strength, this is a point going to waste. You could start out with a 13 Str instead of 14, which would give you 2 points to put into something else, or just use a +1 tome rather than a +2.

    - Additionally, you probably don't need a 20 in Jump. The highest value that the game recognizes in jump is 40, and rangers get the jump spell at level 1, which gives +10/20/30 to jump at levels 1/5/9.

    - I also see that you don't have FE: Giant. The choices you have are good, but in my experience you'll see more giants than elementals or constructs - although FE helps against the DR of those 2 types. Another possibility might be swapping out FE: Undead around level 10 for Giant, as there seem to be fewer numbers of undead enemies in the higher levels.

  8. #8
    Community Member Torkzed's Avatar
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    Default Better, I think

    I redid the starting stats to

    STR 15
    DEX 16
    CON 14
    INT 10
    WIS 13
    CHA 8

    After reading the suggestions here, I obviously had to boost wisdom, so I went to 13. I think I can afford a pair of +1 tomes just as easy as a single +2 tome, so I decided to go odd on the STR also, as one reply suggested. But I went up to 15 instead of down to 13. I took the points from CON and INT. The CON decrease feels a little wrong, but I decided I didnt really need all the skills I had planned, so the INT won't be missed too much. Especially as folks explained the cap on Jump (didnt remember that when I was planning, although I now recall reading it before somewhere). I prrobably can go lower in a other places, too. I still plan to max UMD, Search, and Disable, then sprinkle the remainder in a few spots like jump, balance (and move silent and hide for a couple of levels until my son gets out of his current sneaking fascination)

    Thanks for the help. I have gone ahead and rolled Torkling up and have run some harbor quests. I think it is going to be a fun character!

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