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  1. #1
    Community Member Hirshel's Avatar
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    Mar 2006
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    Default Pure Ranger Arcane Archer Build

    If anyone could take a look over this and leave some suggestions or aproval of it. Its the first time I've tried to make my own build without following a previous build. Any input is greatly appreciated. Thanks

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    The Bowlord 
    Level 20 True Neutral Elf Female
    (20 Ranger) 
    Hit Points: 262
    Spell Points: 380 
    BAB: 20\20\25\30\30
    Fortitude: 14
    Reflex: 21
    Will: 6
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 14                   14
    Dexterity            18                 23                   28
    Constitution         14                 14                   14
    Intelligence          8                  8                    8
    Wisdom               10                 10                   10
    Charisma              8                  8                    8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               6                 20.5                 20.5
    Bluff                -1                 -1                   -1
    Concentration         2                  2                    2
    Diplomacy            -1                 -1                   -1
    Disable Device       n/a               n/a                   n/a
    Haggle               -1                 -1                   -1
    Heal                  0                  0                    0
    Hide                  4                  9                    9
    Intimidate           -1                 -1                   -1
    Jump                  6                 25                   25
    Listen                0                  0                    2
    Move Silently         4                  9                    9
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair               -1                 -1                   -1
    Search               -1                 -1                    1
    Spot                  4                 23                   25
    Swim                  2                  2                    2
    Tumble                6                 20.5                 20.5
    Use Magic Device      1                 10.5                 10.5
    
    Level 1 (Ranger)
    Skill: Balance (+2)
    Skill: Jump (+4)
    Skill: Spot (+4)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Point Blank Shot
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Ranged Damage I
    Enhancement: Ranger Favored Damage I
    
    
    Level 2 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Favored Resistance I
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Dexterity I
    
    
    Level 3 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Enhancement: Ranger Energy Resistence Boost I
    Enhancement: Elven Dexterity I
    
    
    Level 4 (Ranger)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Sprint Boost II
    Enhancement: Elven Ranged Attack I
    
    
    Level 5 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Devotion II
    
    
    Level 6 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mental Toughness
    Enhancement: Ranger Arcane Archer I
    
    
    Level 7 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Arcane Archer: Imbue Force Arrows
    Enhancement: Ranger Dexterity II
    
    
    Level 8 (Ranger)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Elven Ranged Damage II
    
    
    Level 9 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Enhancement: Elven Dexterity II
    
    
    Level 10 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Elven Ranged Attack II
    
    
    Level 11 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Arcane Archer: Imbue Acid Arrows
    Enhancement: Ranger Favored Resistance II
    Enhancement: Ranger Arcane Archer: Conjure +2 Arrows
    
    
    Level 12 (Ranger)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Ranger Favored Damage III
    
    
    Level 13 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Arcane Archer: Imbue Explosive Arrows
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Arcane Archer: Conjure +3 Arrows
    
    
    Level 14 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Devotion III
    
    
    Level 15 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Weapon Finesse
    Enhancement: Ranger Arcane Archer: Imbue Terror Arrows
    Enhancement: Ranger Arcane Archer: Conjure +4 Arrows
    
    
    Level 16 (Ranger)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Dexterity III
    
    
    Level 17 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Sprint Boost III
    Enhancement: Racial Toughness II
    
    
    Level 18 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Piercing Weapons
    Enhancement: Ranger Arcane Archer: Imbue Slaying Arrows
    Enhancement: Ranger Arcane Archer: Conjure +5 Arrows
    
    
    Level 19 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Energy Resistence Boost II
    Enhancement: Ranger Sprint Boost IV
    
    
    Level 20 (Ranger)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Skill Boost I
    Enhancement: Ranger Master of Archery
    Enhancement: Ranger Energy of the Wild I

  2. #2
    Community Member Hirshel's Avatar
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    Mar 2006
    Posts
    11

    Default

    Did some editing after a great guildie looked over it with me. Came up with this:

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    The Bowlord 
    Level 20 True Neutral Elf Female
    (20 Ranger) 
    Hit Points: 242
    Spell Points: 420 
    BAB: 20\20\25\30\30
    Fortitude: 13
    Reflex: 21
    Will: 6
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 16                   16
    Dexterity            18                 23                   28
    Constitution         12                 12                   12
    Intelligence          8                  8                    8
    Wisdom               10                 10                   10
    Charisma              8                  8                    8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               5.5               19                   19
    Bluff                -1                 -1                   -1
    Concentration         1                  1                    1
    Diplomacy            -1                 -1                   -1
    Disable Device       n/a               n/a                   n/a
    Haggle                0.5                1                    1
    Heal                  0                  0                    0
    Hide                  4                  9                    9
    Intimidate           -1                 -1                   -1
    Jump                  7                 26                   26
    Listen                0                  0                    2
    Move Silently         4                  9                    9
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair               -1                 -1                   -1
    Search               -1                 -1                    1
    Spot                  4                 23                   25
    Swim                  3                  3                    3
    Tumble                5.5               20                   20
    Use Magic Device      0.5               10                   10
    
    Level 1 (Ranger)
    Skill: Balance (+1.5)
    Skill: Haggle (+1.5)
    Skill: Jump (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1.5)
    Skill: Use Magic Device (+1.5)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Selected) Point Blank Shot
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Ranged Damage I
    Enhancement: Ranger Favored Damage I
    
    
    Level 2 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Favored Resistance I
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Dexterity I
    
    
    Level 3 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Enhancement: Elven Dexterity I
    
    
    Level 4 (Ranger)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Elven Ranged Attack I
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Energy of the Wild I
    
    
    Level 5 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Enhancement: Ranger Favored Damage II
    
    
    Level 6 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mental Toughness
    Enhancement: Ranger Arcane Archer: Imbue Force Arrows
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Arcane Archer I
    
    
    Level 7 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Dexterity II
    
    
    Level 8 (Ranger)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Elven Ranged Damage II
    
    
    Level 9 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Enhancement: Elven Dexterity II
    
    
    Level 10 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Enhancement: Elven Ranged Attack II
    
    
    Level 11 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Arcane Archer: Imbue Acid Arrows
    Enhancement: Ranger Favored Resistance II
    Enhancement: Ranger Arcane Archer: Conjure +2 Arrows
    
    
    Level 12 (Ranger)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Ranger Favored Damage III
    
    
    Level 13 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Arcane Archer: Imbue Explosive Arrows
    Enhancement: Racial Toughness II
    Enhancement: Ranger Arcane Archer: Conjure +3 Arrows
    
    
    Level 14 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Devotion III
    
    
    Level 15 (Ranger)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Elemental
    Feat: (Selected) Weapon Finesse
    Enhancement: Ranger Arcane Archer: Imbue Terror Arrows
    Enhancement: Ranger Arcane Archer: Conjure +4 Arrows
    
    
    Level 16 (Ranger)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Dexterity III
    
    
    Level 17 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Favored Damage IV
    
    
    Level 18 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Ranger Arcane Archer: Imbue Slaying Arrows
    Enhancement: Ranger Arcane Archer: Conjure +5 Arrows
    Enhancement: Ranger Energy of the Wild II
    
    
    Level 19 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Favored Attack II
    
    
    Level 20 (Ranger)
    Ability Raise: DEX
    Skill: Haggle (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Enhancement: Ranger Master of Archery
    Enhancement: Ranger Energy of the Wild III
    Last edited by Hirshel; 10-05-2010 at 03:28 PM.

  3. #3
    Community Member smithtj3's Avatar
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    How far are you planning on taking this build? It will work well on level 20 content on normal difficulty but if you start pushing past hard your attack is going to be low and you'll be doing a whole lot of missing. If you want to be able to run elite/epic difficulty it's better to sacrifice points from str and con to boost your dex. I've seen the magic AC number for epic cited as 70. In other words raid bosses on epic difficulty have an AC around 70.

    What I always do when trying to figure out where to put ability points is take the time to calculate out what each increase actually gives me, it really helps to put the investments into perspective. People will say that you need at least 500, 600, 1200HP to even be considered as a viable build. . . I ran a halfling AA for a good while with 340HP (this includes a false life item) and had zero problems. When you're a fast and agile class/race, when someone tries to hit you. . . you just move out of the way.

    As far as the skills go, don't waste time on swim and you might as well put a full point increase to either balance or tumble rather then leaving both at a .5.

    People have varying opinions of UMD, I personally don't bother with it and just live with the spells the devs gave me.

    As for jump being that high, I don't know what your plan is but keep in mind you can cast jump (+10 to jump) so unless you're trying to get a 50 into jump after the spell, you could redistribute some of those points as well. I usually aim for a jump skill high enough to jump over trash mobs which helps with kiting them through sword swinging allies and avoiding attacks.

  4. #4
    Community Member
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    Quote Originally Posted by smithtj3 View Post
    How far are you planning on taking this build? It will work well on level 20 content on normal difficulty but if you start pushing past hard your attack is going to be low and you'll be doing a whole lot of missing. If you want to be able to run elite/epic difficulty it's better to sacrifice points from str and con to boost your dex. I've seen the magic AC number for epic cited as 70. In other words raid bosses on epic difficulty have an AC around 70.

    What I always do when trying to figure out where to put ability points is take the time to calculate out what each increase actually gives me, it really helps to put the investments into perspective. People will say that you need at least 500, 600, 1200HP to even be considered as a viable build. . . I ran a halfling AA for a good while with 340HP (this includes a false life item) and had zero problems. When you're a fast and agile class/race, when someone tries to hit you. . . you just move out of the way.

    As far as the skills go, don't waste time on swim and you might as well put a full point increase to either balance or tumble rather then leaving both at a .5.

    People have varying opinions of UMD, I personally don't bother with it and just live with the spells the devs gave me.

    As for jump being that high, I don't know what your plan is but keep in mind you can cast jump (+10 to jump) so unless you're trying to get a 50 into jump after the spell, you could redistribute some of those points as well. I usually aim for a jump skill high enough to jump over trash mobs which helps with kiting them through sword swinging allies and avoiding attacks.
    He wont have any more of a problem hitting in elite/epic than any other ranger will.

    1200hp to be viable? I've never heard anyone saying that.

    A sacrifice in STR and CON just to add 2 points to DEX wouldnt be worth it in my opinion.

    You're right, he definitely doesnt need jump. Looks to me like he just ran out of things to put Skill points into.

    Tumble and Balance are not Ranger skills, so he cannot put more than .5 per level without multiclassing.

    I dont see any points allocated to swim?

    Based on his feat selections I doubt he is going for an AC build.

  5. #5
    Community Member Draccus's Avatar
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    I think the biggest flaw an AA can make is having too much dex and not enough strength.

    Ask any player what the weakness of ranged combat is and you'll hear one answer: low DPS. So why would you not maximize the stat that increases your DPS? Yes, you'll have to deal with a lower Attack Bonus but there are lots of ways to increase your attack bonus without negatively impacting your damage.

    Another huge advantage to having high strength is that it saves a feat in an already feat starved PrE. You've had to virtually waste three feats to get AA so being able to save a feat by not needing Weapon Finesse is a huge bonus. This will let you pick up Power Attack and dramatically increase your melee damage.

    I know everyone wants to play Legolas, the lithe elf with the lightning-fast reflexes but 95% of DDO is about killing monsters and strength builds are better at it than dex builds.

    Basic, universal rogue build advice
    "Not in the face! Not in the faaaaaace!"

  6. #6
    Community Member Hirshel's Avatar
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    I'm pretty much building this as a fun play around character, which yeah, I'll probably want to do elite/epics and raiding and what not.. but its not my primary character. I know all about the "problems" people feel with rangers. Its definately not an AC build though. Its a stand in the back and help take care of caster mobs on melees and support them. I'm wanting to make it a straight foward archer build without going to the Kensei keeping it pure.

    I know Dex isn't the best for doing massive amounts of DPS, but I'd like to play ranged. Ranger = Bows. At least in my mind. If it were all about maxing out DPS I'd make him a tempest or a wizard. I'm thinking that using WF is the best way for me to get the +to hit to be able to hit things later on in the game as well as still be able to pull out my vorpal longswords/Kurki to help clean trash if needed.

    As for the jump, you're right. I know everyone says 10 jump is enough. I have no clue of anything useful to do with the points past that other than put them into heal for hitting shrines.
    Last edited by Hirshel; 10-05-2010 at 04:54 PM.

  7. #7
    Community Member smithtj3's Avatar
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    Quote Originally Posted by richieelias27 View Post
    He wont have any more of a problem hitting in elite/epic than any other ranger will.

    1200hp to be viable? I've never heard anyone saying that.

    A sacrifice in STR and CON just to add 2 points to DEX wouldnt be worth it in my opinion.

    You're right, he definitely doesnt need jump. Looks to me like he just ran out of things to put Skill points into.

    Tumble and Balance are not Ranger skills, so he cannot put more than .5 per level without multiclassing.

    I dont see any points allocated to swim?

    Based on his feat selections I doubt he is going for an AC build.
    1200HP was sarcasm, my apologies that it doesn't come through well in writing. I was just trying to poke fun at the people who make outrageous claims about what I build MUST have in order to function. We can't all have +4 tomes to all our stats after all, such a cruel world we live in.

    I just meant that tumble and balance should be a whole number value not 20.5 which I see he revised in his second post to the thread.

    As for the swim, I thought I saw a few points thrown into that though that might have just been the Str mod.

  8. #8
    Community Member smithtj3's Avatar
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    Quote Originally Posted by Hirshel View Post
    I'm pretty much building this as a fun play around character, which yeah, I'll probably want to do elite/epics and raiding and what not.. but its not my primary character. I know all about the "problems" people feel with rangers. Its definately not an AC build though. Its a stand in the back and help take care of caster mobs on melees and support them. I'm wanting to make it a straight foward archer build without going to the Kensei keeping it pure.

    I know Dex isn't the best for doing massive amounts of DPS, but I'd like to play ranged. Ranger = Bows. At least in my mind. If it were all about maxing out DPS I'd make him a tempest or a wizard. I'm thinking that using WF is the best way for me to get the +to hit to be able to hit things later on in the game as well as still be able to pull out my vorpal longswords/Kurki to help clean trash if needed.

    As for the jump, you're right. I know everyone says 10 jump is enough. I have no clue of anything useful to do with the points past that other than put them into heal for hitting shrines.
    I invest the points into hide and move silent. One of the things rangers are good at is sneaking around and then pistol capping mobs. Plus lets say your buddy the WF wizard biffs one of the jumps outside VOD and falls down into the death pit area and gets murdered. It would be pretty lucky if you could just sail silently down there with FF and sneak his stone out so that all those self righteous power gamers won't have to bemoan his shortcomings as a human being. They probably still will but they sure as heck weren't going to go down there and get him.

    Crunch your attack numbers and see how you'll fair at end game, if you can live with it than keep things how they are. If you think they're too low, pull from str and con (though 14str and 12con is probably as low as you'd want to go).

    I had a ranger post that her dex was 40 at the end game. That comes out to 30(BAB) + 15(Dex Mod) + 4(enhancement) + 2(Item Set) + 5(Weapon) = 56 attack + d20. That's a 30% to hit a raid boss with 70AC

    If you drop your dex 2 points to add to str you now have a 20% to hit a raid boss with 70AC and you have 1 more point to damage. Yes the 1 point gets multiplied by the crit multiplier but I don't think that will out weight missing 10% more.

    I think the 16str/18dex/12con is the way to go and I see you've got all the additional ability points at each level going into dex. I think thats a solid build for an AA.

  9. #9
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by smithtj3 View Post
    How far are you planning on taking this build? It will work well on level 20 content on normal difficulty but if you start pushing past hard your attack is going to be low and you'll be doing a whole lot of missing. If you want to be able to run elite/epic difficulty it's better to sacrifice points from str and con to boost your dex. I've seen the magic AC number for epic cited as 70. In other words raid bosses on epic difficulty have an AC around 70.

    What I always do when trying to figure out where to put ability points is take the time to calculate out what each increase actually gives me, it really helps to put the investments into perspective. People will say that you need at least 500, 600, 1200HP to even be considered as a viable build. . . I ran a halfling AA for a good while with 340HP (this includes a false life item) and had zero problems. When you're a fast and agile class/race, when someone tries to hit you. . . you just move out of the way.
    Sigh do you play a high level archer at all. Really just do not bother giving advice if you have not experienced something yourself.

    If you want to play well in a group having a decent amount of hp is important. I have 440ish hp on my archer with 6 displacement clickies. 340 is on the light side - if you play epic you will die in spells or traps at times. There is really no reason to shortchange hit points. There never was and never will be a good reason.

    To-hit even on epic is not nearly so bad as you put forth I easily hit nearly all the time with low to mid 50s self buffed. The player may want to invest in gear to help his/her to hit and start with a decent dexterity, but again it is not like the scenario you present. I started with 18 str, 18 dex, 12 con and put all my level ups into strength.
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  10. #10
    Community Member Hirshel's Avatar
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    I guess this is another case of each player having their own style. Question I have though, is the bow's hit strength. How much damage it does. Is that roll based on your dex or on your strength?

  11. #11
    Hatchery Founder Glenalth's Avatar
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    Quote Originally Posted by Hirshel View Post
    I guess this is another case of each player having their own style. Question I have though, is the bow's hit strength. How much damage it does. Is that roll based on your dex or on your strength?
    If you have the Bow Strength feat (Rangers get it for free), Longbow and Shortbow damage is based on STR, while attack is DEX.

    If you don't have Bow Strength, you get no bonus to damage from any of your stats, just like with crossbows (not including the occasional mechanic).
    Last edited by Glenalth; 10-05-2010 at 10:50 PM.
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  12. #12
    Founder xberto's Avatar
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    Quote Originally Posted by maddmatt70 View Post
    I started with 18 str, 18 dex, 12 con and put all my level ups into strength.

    I went 16,18,14 with lvls into dex. The ole' AA stat argument, as you know, has been going on forever. I think if your in the ballpark, your gonna be ok.

    On a side note, my serious AA is on 3rd ranger TR. Call me a fool but since Im geared for it, I'm gonna TR to Kensei AA once or twice. Then go back to Ranger AA and look seriously at going another race besides Elf. I'll loose my Elven Ranged enhancments but I'll have bonus to-hit from Ftr Past Life and +6 damage for the Ranger Past Life. Maybe I'll go Human for the feat or maybe half-orc for the strength, of course maintaining a 16ish base dex. I really really love the versatility of the AA and is my favorite character to play.

    Good luck with yours Hirshel. Except for Skills, yours is similar to how I've always built mine. I like the high dex-Weapon Finesse route. I go IC pierce for the banishing rapiers in the vale, Elven rapier enhancments, and because I've already invested heavy in GS rapiers. Going forward though after all the TR's, I may rethink melee weapon choice if I go with a higher strength build.

  13. #13
    Community Member Hirshel's Avatar
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    well, maybe my gear listing would help. I am planning to TR this one as many times as I can stomach. I have my main which I keep around the level of a buddy of mine. This is going to be my "oh, you're not around I still want to play" character. Part of why I'm starting her at a 28 point build instead of getting the 32s. Get the most gameplay out of her as long as possible.

    I have dual vorpal kurki's, which are slash. That's why I picked up the slash crit thing, but.. you bring up a good point. Getting the peirce critical int here would help with the GS and Banishing rapiers more I'm sure.. seeing as a natural 20 has nothing to do with multiplyers.

  14. #14
    Community Member andbr22's Avatar
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    By level 6 get Silverbow if you have other character that can give you this bow (It preety cheap AA "twink gear" at AH). It have 19-20 crit range (big one for a bow) and it should be enought till high levels. Later you should use specialized weapons (paralyzers / holyburst +bane+ ice ritual (ranged banishers are rather crapy(10% and slow attack speed))).
    For lv 4-6 (maybe 8) melee good idea is useing decend two hander rather than 2 weapons.
    Also keep in mind that you get imp critical piercing your weapon of choise is dual rapiers. They are oversized weapons what can be problematic -4/-4 is not fun especially at low levels, also they tend to be realy overpriced at AH (but still there is much more them than kurkis or scimitars (scimitars on other hand are not finesable)).

  15. #15
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by xberto View Post
    I went 16,18,14 with lvls into dex. The ole' AA stat argument, as you know, has been going on forever. I think if your in the ballpark, your gonna be ok.
    Agreed it is a ballpark thing, but on the other hand it is important to remember never to dump strength that is one of the reasons why archers have a bad name. If they do lousy dps who wants them. There is no way an archer build with projected gear should ever have less then 30 str at end game in my opinion.

    On a side note, my serious AA is on 3rd ranger TR. Call me a fool but since Im geared for it, I'm gonna TR to Kensei AA once or twice. Then go back to Ranger AA and look seriously at going another race besides Elf. I'll loose my Elven Ranged enhancments but I'll have bonus to-hit from Ftr Past Life and +6 damage for the Ranger Past Life. Maybe I'll go Human for the feat or maybe half-orc for the strength, of course maintaining a 16ish base dex. I really really love the versatility of the AA and is my favorite character to play.

    Good luck with yours Hirshel. Except for Skills, yours is similar to how I've always built mine. I like the high dex-Weapon Finesse route. I go IC pierce for the banishing rapiers in the vale, Elven rapier enhancments, and because I've already invested heavy in GS rapiers. Going forward though after all the TR's, I may rethink melee weapon choice if I go with a higher strength build.
    Hmm I do not like anything to do with dex weapon finesse personally at least ever since they nerfed WOP and AC assumed less importance at end game. I like your concept for AAs though Kensai arcane archer can be pretty solid and Half-orc has some potential for ranger AA too.
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  16. #16
    Community Member smithtj3's Avatar
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    Quote Originally Posted by maddmatt70 View Post
    Sigh do you play a high level archer at all. Really just do not bother giving advice if you have not experienced something yourself.

    If you want to play well in a group having a decent amount of hp is important. I have 440ish hp on my archer with 6 displacement clickies. 340 is on the light side - if you play epic you will die in spells or traps at times. There is really no reason to shortchange hit points. There never was and never will be a good reason.

    To-hit even on epic is not nearly so bad as you put forth I easily hit nearly all the time with low to mid 50s self buffed. The player may want to invest in gear to help his/her to hit and start with a decent dexterity, but again it is not like the scenario you present. I started with 18 str, 18 dex, 12 con and put all my level ups into strength.
    I'm just going to ignore that first sentence because everything you said afterwards actually wasn't disdainful dribble.

    Yes, 340 is light, I won't argue that it isn't. However, there is neglecting Con and than there is realizing that 20 extra HP and dropping IC for another dose of toughness isn't going to stop Harry from ripping your limbs off in a matter of seconds. I'm guessing that your 440HP has something else going on with it besides 12 Con because 12 Con doesn't equate to 440HP otherwise I'd have well over 500HP. As I wise halfling once said, "If you have a problem, throw gear at it". Most players, unfortunately, don't realize how much of a benefit good gear can actually yield.

    I think our OP would benefit from knowing what good long time rangers have equipped. I got my HP to 340 by not doing anything besides starting con at 14, adding toughness, a dash of false life, and +6 Con item. Suffice to say, not a whole lot (and not really something to aspire to).

    My rule of thumb with HP is have enough to get out of dodge when you need to. I don't expect the healers to specifically heal me because I'm a ranger and that would be ludicrous. 340HP has been enough for me to get from a brutal knife oriented stabfest to wherever the healer has seen fit to throw down mass heals. If the healers are fresh out of mana or tolerance, I self heal just fine. I even wand wiped a VOD run to victory. Granted, everyone was dead besides the two clerics and myself but they really needed to focus on those blade barriers and I was happy to patch them up while we ran around in circles.

  17. #17
    Hatchery Founder Glenalth's Avatar
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    Quote Originally Posted by xberto View Post
    Maybe I'll go Human for the feat or maybe half-orc for the strength, of course maintaining a 16ish base dex.
    I had the same sort of problem going into my final ranger life, Elf or Human...

    In the end it's not just the extra feat that makes Human work so well. Additional HP, healing amp for self healing, 2 floating stat enhancements, and skill point for either dumping Int entirely or working in Hide/Move Silent for solo stuff all adds up.

    The Half-Orc, compared to Elf, ends up being more damage and HP, but less to-hit and none of the other perks.

    The +6 bow damage is nice, but that +6 to resistances makes early game crazy easy and still blocks most elemental weapon/arrow damage that you would normally take later in the game.
    Last edited by Glenalth; 10-06-2010 at 02:24 AM.
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  18. #18
    Community Member Hirshel's Avatar
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    Well, again, for now I'm not so much looking at endgame. Once I hit 20, and get the stuff ready for it.. I know I'm going to be back down to the low levels again. I've got my solid cleric for it. I apprecaite people chiming in on this. You can only get so much out of the forums on reading other's posts without finally needing to just ask your-self.

  19. #19
    Community Member bandyman1's Avatar
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    Quote Originally Posted by smithtj3 View Post
    I think our OP would benefit from knowing what good long time rangers have equipped. I got my HP to 340 by not doing anything besides starting con at 14, adding toughness, a dash of false life, and +6 Con item. Suffice to say, not a whole lot (and not really something to aspire to).
    Good long time rangers will have at least a +45 HP item, greater false life, and +2 exceptional Con worked into their gear setups.

    160 20 Ranger levels
    20 Heroic Durability
    120 22 Con ( 12 +6 item +2 tome +2 exceptional )
    22 Toughness
    20 Racial Toughness I and II ( available to everyone )
    10 Argonnessen Favor
    45 GS HP item
    30 Greater False Life Item
    427

    Now add in things like Mino's Legens, +3-4 tomes, Litany, +3 exceptional as opposed to +2, ect, not to mention buffs like rage, madstone, ect, and I think you get the point.

    There's a reason most vets post those benchmarks. It always amuses me when peeps don't seem to think a capped pure rogue will endgame with >400 HPs unless they start Con at 16. Now we're starting to apply the same thinking to d8 Hit Die classes????

    I loled
    Last edited by bandyman1; 10-06-2010 at 06:34 AM.
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  20. #20
    Community Member Hirshel's Avatar
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    Alrighty. I finalized him/her. Made the character and started playing. Did a few last tweaks to the build but I'm going with the following for my first life:

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    The Bowlord 
    Level 20 True Neutral Elf Male
    (20 Ranger) 
    Hit Points: 242
    Spell Points: 420 
    BAB: 20\20\25\30\30
    Fortitude: 13
    Reflex: 21
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             16                    16
    Dexterity            18                    28
    Constitution         12                    12
    Intelligence          8                     8
    Wisdom               10                    10
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5.5                  20
    Bluff                -1                    -1
    Concentration         1                     1
    Diplomacy            -1                    -1
    Disable Device       n/a                   n/a
    Haggle                0.5                   0.5
    Heal                  0                     0
    Hide                  4                    17
    Intimidate           -1                    -1
    Jump                  7                    10
    Listen                0                     2
    Move Silently         4                    17
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  4                    25
    Swim                  3                     3
    Tumble                5.5                  20
    Use Magic Device      0.5                  10
    
    Level 1 (Ranger)
    Skill: Balance (+1.5)
    Skill: Haggle (+1.5)
    Skill: Jump (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1.5)
    Skill: Use Magic Device (+1.5)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Selected) Point Blank Shot
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Ranged Damage I
    Enhancement: Ranger Favored Damage I
    
    
    Level 2 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Favored Resistance I
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Dexterity I
    
    
    Level 3 (Ranger)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Enhancement: Elven Dexterity I
    
    
    Level 4 (Ranger)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Elven Ranged Attack I
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Energy of the Wild I
    
    
    Level 5 (Ranger)
    Skill: Balance (+0.5)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Enhancement: Ranger Favored Damage II
    
    
    Level 6 (Ranger)
    Skill: Balance (+0.5)
    Skill: Hide (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mental Toughness
    Enhancement: Ranger Arcane Archer: Imbue Force Arrows
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Arcane Archer I
    
    
    Level 7 (Ranger)
    Skill: Balance (+0.5)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Dexterity II
    
    
    Level 8 (Ranger)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Skill: Hide (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Elven Ranged Damage II
    
    
    Level 9 (Ranger)
    Skill: Balance (+0.5)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Enhancement: Elven Dexterity II
    
    
    Level 10 (Ranger)
    Skill: Balance (+0.5)
    Skill: Hide (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Enhancement: Elven Ranged Attack II
    
    
    Level 11 (Ranger)
    Skill: Balance (+0.5)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Arcane Archer: Imbue Acid Arrows
    Enhancement: Ranger Favored Resistance II
    Enhancement: Ranger Arcane Archer: Conjure +2 Arrows
    
    
    Level 12 (Ranger)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Skill: Hide (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Ranger Favored Damage III
    
    
    Level 13 (Ranger)
    Skill: Balance (+0.5)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Arcane Archer: Imbue Explosive Arrows
    Enhancement: Racial Toughness II
    Enhancement: Ranger Arcane Archer: Conjure +3 Arrows
    
    
    Level 14 (Ranger)
    Skill: Balance (+0.5)
    Skill: Hide (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Devotion III
    
    
    Level 15 (Ranger)
    Skill: Balance (+0.5)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Elemental
    Feat: (Selected) Weapon Finesse
    Enhancement: Ranger Arcane Archer: Imbue Terror Arrows
    Enhancement: Ranger Arcane Archer: Conjure +4 Arrows
    
    
    Level 16 (Ranger)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Skill: Hide (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Dexterity III
    
    
    Level 17 (Ranger)
    Skill: Balance (+0.5)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Favored Damage IV
    
    
    Level 18 (Ranger)
    Skill: Balance (+0.5)
    Skill: Hide (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Piercing Weapons
    Enhancement: Ranger Arcane Archer: Imbue Slaying Arrows
    Enhancement: Ranger Arcane Archer: Conjure +5 Arrows
    Enhancement: Ranger Energy of the Wild II
    
    
    Level 19 (Ranger)
    Skill: Balance (+0.5)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Favored Attack II
    
    
    Level 20 (Ranger)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Skill: Hide (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Enhancement: Ranger Master of Archery
    Enhancement: Ranger Energy of the Wild III
    Few of my guildies were intrested to see what I finally hammered out. Decided to stick with the Dex on the first life run, then try Strength on the second.. and figure out which one I prefer for the 3rd, 4th so on and so forth. Thank you very much everyone for your help and showing me different view points of the ways to build an AA.

    As a little side note, playing on elite and messing around with a group in Tangleroot last night.. 9 times out of 10 I was somehow able to hit Whisperdoom. Did 0 reflected damage, but it was hitting.. at level 4.
    Last edited by Hirshel; 10-07-2010 at 04:18 PM.

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