For this build, should I use light or medium armor?
The guide itself isn't specific on that point.
Wouldn't FOTW be better since adrenaline works with manyshot?
Fighter haste boost -> epic moment (adrenaline every 3 seconds) -> manyshot
Hi all
I've been away since Feb 2012 and just bought the new expansion. I have a Helves Angel with both ranger and paladin past lives.
Is this build still viable and any items, epic destinies, or other stuff I should be shooting for? (All my stuff seems very last season GS etc)
Thanks for any advice.
I'm also interested in an answer to this question. I absolutely loved this build before I took a break from the game to play Star Wars then TR'd it to work on completionist but given my limited time to play the game just thinking about capping her again and enjoy end game. My dilema is back to the Helves Angel or go to a Hyrbrid 10K archer. What is the consenus amongst your AA's out there? Personally I like the "in-your-face" melee capabilities of the Helves Angel versus non-stop "pew-pew-pew" of a pure archer build. Does the 10k stars builds offer similar melee DPS as the Helves Angel?
Charater Names: Mostly Jeryle for the dudes and Merreth for the ladies
Main: Wizards and Healers
Officer of Unbreakable
This build IMO is still very viable I do not have it myself but seen it in action and it is doing really well.
I like the changes Blank_Zero did to it: http://forums.ddo.com/showthread.php?t=386083
Vengenance wb, 10k could offer stunning fist but from what I have seen they have a hard time landing it!
Charater Names: Mostly Jeryle for the dudes and Merreth for the ladies
Main: Wizards and Healers
Officer of Unbreakable
Well if my pov helps any. I had two level 20 rangers, tr'd one into a 10k monkarcher and the other into a modified helves. They both had similiar gear and when they did the helves smoked the monkarcher out of the water. YMMV of course, but I found 10k monkarcher lacking in so many ways compared to this build.
Git off mah lawn!
If, If's and But's was Candies and Nuts, we'd all have a Merry Christmas.
This looks like a very interesting build.
I am currently leveling a Helf AA ranged build but wanted to TR to something with more oomph and this looks like the ticket.
I would wait and run a Pali for past life but I think running one alt to cap and TRing then running to cap again is going to be quite enough redundancy for me.
I haven't seen anything that indicates needed changes with all of the updates so I assume the build still works well.
I will be using khopesh as I don't have Heavy Picks.
I will keep on eye on this thread to see if anything has changed. My AA is only level 11 so I'm in no big hurry.
To crush your enemies, see them driven before you, and to hear the lamentation of the women!
Go for the eyes Boo!
Can you please explain why?
Comparing halves vs 12monk/6ranger/2fighter like zendark
The trade off is power surge+haste boost vs 3d6 sneak attack, 12prr, +3 con, +1 crit multuplier, shadow fade, touch of death and earth attacks, 10k stars, improved evasion and leap of faith.
Melee: moncher has touch of death every 15 sec, monk speed, doublestrike, possibility to stun with 50+ dc, higher base damage 4d6+.
Ranged: moncher has 10k stars, +1 crit multiplier.
Cannot see where the halves can be better now that a moncher can twist in haste boost from LD. The only thing a moncher is missing is power surge that is a nice addition for that 1min of dps but it's not enouth to cover the difference imo.
I love the range dps. I was actually thinking about this one a while ago when I noticed my brother's monster was doing great damage with manyshot but never did the build. No criticism needed for this build. Seems perfectly planned out.
Well excuse me if my previous post sounded a little like I was being condecending towards 10k builds but from my playing both builds I feel the monkarcher looks better on paper then it plays out.
All the monk goodness (stuns, ToD, shadowfade, etc) means not ranging and using wraps to generate ki. Which is fine, except I found myself melee more then ranged because I needed to generate ki, which made me feel like I was playing a lvl 12 monk instead of a level 20 monk that had the option to do some nice ranged damage.
In regards to the melee aspect of a monkarcher, the stats are spread to include a 4th stat (Wis) instead of 3 spreading build points out further. Add on to the fact that 10k archers are usually wis based instead of str based. Not really bad on norm/hard content but on elites the monkarchers melee attacks missed more often then I liked. And misses are zero DPS. My numbers at the time they were comparitively geared, my 10k archer was ranging for about 180~ crit while the helves would break 300. I'm not a huge math guy so I'm not sure how to recreate the math.
So monkarchers spreading stats out, level ups into wis instead of str, missing frequently on elite settings forms my findings that helves is stronger raw DPS. A 10k build is still fun, can be viable with more work/gear, and has more surviability.
Git off mah lawn!
If, If's and But's was Candies and Nuts, we'd all have a Merry Christmas.
I agree on the fact that without the right gear the to-hit may be a problem on elite content. I use raven sight+shintao/gilvenor set that means +6 to hit... Before that I remember I had spare problems on some red named with PA on.
Regaridng melee aspect, a moncher with gtwf and pa is not that inferior compared to a normal monk, rams might adds +1 to hit +3 damage and vs favored enemies +4/5 damage covers the difference. Probably vs non-fve is a bit behind yes but then MS comes to help.
If i remember right my critics with an epic longbow of earth on my moncher are around 250 with x4 crit before any ED. Stats are 34 30 32 12 38 20. With a pinion this number should increase.
It's all about gears as usual in this game...
Update 14 changed quite a bit in regards to game mechanics, but still I find this build quite attractive for the khopesh user. For a pure archer, a Monkcher (with 10k stars seems) seems to be the better choice, but this build still has some nice synergies.
Adapting the build in the OP, here's what I'd do:
1. R: Point Blank Shot, (Bow Str), (FE: Outsider)
2. R: (TWF), (Rapid Shot)
3. R: Weapon Focus: Ranged, (Die Hard)
4. R: (Precise Shot)
5. R: (FE: Undead or Elemental)
6. R: EWP: Khopesh, (ITWF), (Many Shot)
7. M: Power Attack
8. M: Toughness, (Evasion)
9. F: Improved Crit: Slash, PL: Paladin
10. F: Cleave
11. F: Great Cleave
12. F: Mental Toughness, GTWF
13. F
14. F: Improved Crit: Ranged
15. F
16. F: Improved Precise Shot
17. F
18. F: Weapon Focus: Slashing, Weapon Specialization: Slashing
19. F
20. F: Greater Weapon Specialization: Slashing
21. Overwhelming Critical
24. Combat Archery
Stats as above, just with the level 24 level up in Dex in order to qualify for CA, using a +3 Dex tome.
In comparison to the build in the OP, this drops Extend and Stunning Blow in favor of Cleave and Great Cleave in order to get access to OC, which has benefits for both styles of fighting. Precision getting granted by Ran 4 allows to fit in Khopeshes as well. If you are eager to get Extend, you can use different weapons than Khopeshes, e.g. Scimmies or Rapiers.
In comparison to Smrti (http://forums.ddo.com/showthread.php?t=386083), this aims for the AA racial PrE, whereas smrti's monster gets Tempest 1.
And, for reference, this is the post from a different thread which made me think about this:
Since AA no longer requires a bluebar class I have thought about doing a quick sorc life on my archer and then doing a 12fighter/6monk/2ranger 10k variant of this build, thoughts?
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Khyber: Tachikoma - Minniee - Oneesan - Ibuqi - Muddii -Tachee - Oneechan
The Guardians of Golden Gold, because guarding golden gold is serious business
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Khyber: Tachikoma - Minniee - Oneesan - Ibuqi - Muddii -Tachee - Oneechan
The Guardians of Golden Gold, because guarding golden gold is serious business
Someone asked me how I would do a (relatively) untwinked first-life 32-pt version of Helves (bearing in mind that a monkcher makes a better full-time archer); hopefully Dark-Star won't mind if I post it here. My build is a lot like karl's, though without the pally PL, obviously; I also don't backload some of the feats as much as he does. I think I squeezed in everything that's necessary. My only disappointments are there's no room for any tactics feats (unless maybe I drop Precision or switch from khops to scimitars) and I couldn't afford as many Toughness enhs as I wanted without reducing burst DPS by sacrificing, e.g., Versatility IV or Extra Action Boost.
Epic feats: Overwhelming Critical and Combat ArcheryCode:Character Plan by DDO Character Planner Version 03.14.02 DDO Character Planner Home Page Level 20 Lawful Neutral Half-Elf Female (12 Fighter \ 2 Monk \ 6 Ranger) Hit Points: 311 Spell Points: 175 BAB: 19\19\24\29\29 Fortitude: 19 Reflex: 17 Will: 8 Starting Feat/Enhancement Abilities Base Stats Modified Stats (32 Point) (Level 1) (Level 20) Strength 16 27 Dexterity 18 21 Constitution 14 16 Intelligence 8 8 Wisdom 8 8 Charisma 8 8 Tomes Used +1 Tome of Dexterity used at level 11 +2 Tome of Strength used at level 20 +3 Tome of Dexterity used at level 20 +2 Tome of Constitution used at level 20 Level 1 (Ranger) Feat: (Favored Enemy) Favored Enemy: Undead Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue Feat: (Selected) Point Blank Shot Level 2 (Ranger) Level 3 (Monk) Feat: (Monk Bonus) Toughness Feat: (Selected) Weapon Focus: Ranged Weapons Level 4 (Monk) Ability Raise: STR Feat: (Monk Bonus) Precision Level 5 (Ranger) Level 6 (Ranger) Feat: (Selected) Mental Toughness Level 7 (Ranger) Feat: (Favored Enemy) Favored Enemy: Giant Level 8 (Ranger) Ability Raise: STR Level 9 (Fighter) Feat: (Fighter Bonus) Improved Critical: Ranged Weapons Feat: (Selected) Improved Critical: Slashing Weapons Level 10 (Fighter) Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons Level 11 (Fighter) Level 12 (Fighter) Ability Raise: STR Feat: (Selected) Greater Two Weapon Fighting Feat: (Fighter Bonus) Improved Precise Shot Level 13 (Fighter) Level 14 (Fighter) Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons Level 15 (Fighter) Feat: (Selected) Exotic Weapon Proficiency: Khopesh Level 16 (Fighter) Ability Raise: STR Feat: (Fighter Bonus) Power Attack Level 17 (Fighter) Level 18 (Fighter) Feat: (Selected) Cleave Feat: (Fighter Bonus) Great Cleave Level 19 (Fighter) Level 20 (Fighter) Ability Raise: STR Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons Enhancement: Fighter Attack Boost I Enhancement: Fighter Attack Boost II Enhancement: Fighter Extra Action Boost I Enhancement: Fighter Haste Boost I Enhancement: Fighter Haste Boost II Enhancement: Fighter Haste Boost III Enhancement: Fighter Haste Boost IV Enhancement: Elven Arcane Archer: Imbue Acid Arrows Enhancement: Elven Arcane Archer: Imbue Explosive Arrows Enhancement: Elven Arcane Archer: Imbue Force Arrows Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows Enhancement: Elven Arcane Archer: Imbue Slaying Arrows Enhancement: Elven Arcane Archer: Imbue Terror Arrows Enhancement: Kensei Khopesh Mastery I Enhancement: Kensei Khopesh Mastery II Enhancement: Fighter Critical Accuracy I Enhancement: Fighter Critical Accuracy II Enhancement: Fighter Kensei I Enhancement: Fighter Kensei II Enhancement: Fighter Khopesh Specialization I Enhancement: Improved Rogue Dilettante I Enhancement: Improved Rogue Dilettante II Enhancement: Human Adaptability Strength I Enhancement: Human Improved Recovery I Enhancement: Human Improved Recovery II Enhancement: Human Versatility I Enhancement: Human Versatility II Enhancement: Human Versatility III Enhancement: Human Versatility IV Enhancement: Way of the Patient Tortoise I Enhancement: Racial Toughness I Enhancement: Elven Arcane Archer: Conjure +2 Arrows Enhancement: Elven Arcane Archer: Conjure +3 Arrows Enhancement: Elven Arcane Archer: Conjure +4 Arrows Enhancement: Elven Arcane Archer: Conjure +5 Arrows Enhancement: Elven Arcane Archer I Enhancement: Fighter Strength I Enhancement: Fighter Strength II Enhancement: Fighter Strength III Enhancement: Fighter Toughness I
Since this is supposed to be an untwinked build, I tried to keep the tome pre-reqs as modest as possible and delay them as late as possible. The +1 DEX tome is necessary to take IPS @ lvl 12 (DEX base 18 + 1 tome = 19); the +2 STR tome is for Overwhelming Critical at lvl 21 (STR base 16 + 5 lvl-ups + 2 tome = 23); and the +3 DEX tome needs to be taken before lvl 24 for Combat Archery (DEX base 18 + 3 tome = 21). The +2 CON tome is optional, but more HPs is obviously always desirable.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.