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  1. #21
    Build Constructionist unbongwah's Avatar
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    UMD is arguably the single most useful skill in the game, especially at higher levels. Heck, just being able to bypass race & alignment restrictions on gear while leveling makes it worthwhile, IMHO. I would drop almost anything else before UMD.

    If your GF really wants all those skills, then I think human is a better way to go, because that's the only way to get enough skill pts (without more rogue lvls):

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Female
    (1 Fighter \ 1 Rogue \ 18 Ranger) 
    Hit Points: 292
    Spell Points: 330 
    BAB: 19\19\24\29\29
    Fortitude: 16
    Reflex: 17
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            14                    18
    Constitution         14                    16
    Intelligence         14                    16
    Wisdom                8                    10
    Charisma              8                    10
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                     8
    Bluff                -1                     0
    Concentration         2                     3
    Diplomacy            -1                     0
    Disable Device        6                    26
    Haggle                3                     4
    Heal                 -1                     0
    Hide                  6                    27
    Intimidate           -1                     0
    Jump                  7                    11
    Listen               -1                     0
    Move Silently         6                    27
    Open Lock             6                    22
    Perform              n/a                    n/a
    Repair                2                     3
    Search                6                    26
    Spot                  3                    23
    Swim                  3                     7
    Tumble                6                     8
    Use Magic Device      3                    23
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Point Blank Shot
    Feat: (Human Bonus) Toughness
    
    
    Level 2 (Ranger)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Undead
    
    
    Level 3 (Ranger)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 4 (Ranger)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 5 (Ranger)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Ranger)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Feat: (Selected) Mental Toughness
    
    
    Level 7 (Ranger)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 9 (Fighter)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 10 (Ranger)
    Skill: Disable Device (+1)
    Skill: Hide (+2)
    Skill: Move Silently (+2)
    Skill: Search (+2)
    Skill: Use Magic Device (+1)
    
    
    Level 11 (Ranger)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Spot (+3)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Power Attack
    
    
    Level 13 (Ranger)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Ranger)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Ranger)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Ranger)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Ranger)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    
    
    Level 19 (Ranger)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Ranger)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Ranger Energy Resistance Boost I
    Enhancement: Rogue Haste Boost I
    Enhancement: Ranger Sprint Boost I
    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: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    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: Rogue Faster Sneaking I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Devotion III
    Enhancement: Ranger Devotion IV
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Fighter Toughness I
    Enhancement: Rogue Improved Trap Sense I
    For variety's sake I gave it a bit of a healer spec: she can toss off Maximized CSWs for in an emergency.

  2. #22
    Community Member GuntherBovine's Avatar
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    Quote Originally Posted by Eckenwiler View Post
    That's the one. I can't say I notice any redundancies. It focuses on melee and bard songs. This build focuses on ranged and trap skills. They both do heals but really just enough for themself. They both buff, but different buffs. What am I missing?
    Here is the version of the Axesinger I was playing:
    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Gunthersing Bovine
    Level 20 True Neutral Dwarf Male
    (2 Fighter \ 3 Rogue \ 15 Bard) 
    Hit Points: 280
    Spell Points: 488 
    BAB: 15\15\20\25\25
    Fortitude: 12
    Reflex: 16
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    22
    Dexterity            15                    18
    Constitution         16                    17
    Intelligence         10                    12
    Wisdom                8                     8
    Charisma             12                    15
    
    Tomes Used
    +1 Tome of Charisma used at level 5
    +2 Tome of Dexterity used at level 7
    +2 Tome of Intelligence used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    12
    Bluff                 1                     2
    Concentration         3                     3
    Diplomacy             1                     2
    Disable Device        4                    24
    Haggle                5                     6
    Heal                 -1                    -1
    Hide                  2                     4
    Intimidate            1                     4
    Jump                  6                    15
    Listen               -1                    -1
    Move Silently         2                     4
    Open Lock             6                    13
    Perform               n/a                  25
    Repair                0                     1
    Search                4                    26
    Spot                  3                     3
    Swim                  3                     6
    Tumble                3                     6
    Use Magic Device      5                    25
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Jump (+3)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    Enhancement: Dwarven Spell Defense I
    Enhancement: Rogue Sneak Attack Training I
    
    
    Level 2 (Fighter)
    Skill: Jump (+2)
    Feat: (Fighter Bonus) Two Weapon Fighting
    Enhancement: Fighter Haste Boost I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Fighter Toughness I
    
    
    Level 3 (Bard)
    Skill: Perform (+6)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Spell (1): Cure Light Wounds
    Enhancement: Dwarven Constitution I
    Enhancement: Racial Toughness I
    Enhancement: Bard Energy of the Music I
    
    
    Level 4 (Bard)
    Ability Raise: STR
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+3)
    Spell (1): Expeditious Retreat
    Enhancement: Bard Lingering Song I
    Enhancement: Dwarven Axe Attack I
    Enhancement: Bard Charisma I
    
    
    Level 5 (Bard)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Focusing Chant
    Enhancement: Bard Inspired Bravery I
    Enhancement: Dwarven Spell Defense II
    
    
    Level 6 (Bard)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Force of Personality
    Spell (2): Blur
    Spell (2): Cure Moderate Wounds
    Enhancement: Bard Inspired Attack I
    Enhancement: Racial Toughness II
    
    
    Level 7 (Rogue)
    Skill: Disable Device (+4)
    Skill: Search (+4)
    Enhancement: Dwarven Axe Damage II
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Jump (+3)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Enhancement: Rogue Dexterity I
    Enhancement: Fighter Strength I
    
    
    Level 9 (Bard)
    Skill: Perform (+3)
    Skill: Search (+1)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Power Attack
    Spell (1): Remove Fear
    Spell (2): Heroism
    Enhancement: Bard Inspired Damage I
    Enhancement: Dwarven Armor Mastery I
    
    
    Level 10 (Bard)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+2)
    Enhancement: Bard Inspired Bravery II
    Enhancement: Bard Warchanter I
    
    
    Level 11 (Bard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Spell (2): Rage
    Spell (3): Haste
    Spell (3): Displacement
    Enhancement: Bard Charisma II
    
    
    Level 12 (Bard)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Spell (3): Cure Serious Wounds
    Enhancement: Racial Toughness III
    
    
    Level 13 (Bard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Enhancement: Bard Lingering Song II
    Enhancement: Dwarven Spell Defense III
    
    
    Level 14 (Bard)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+2)
    Spell (3): Remove Curse
    Spell (4): Dimension Door
    Spell (4): Freedom of Movement
    Enhancement: Bard Song Magic I
    Enhancement: Bard Energy of the Music II
    
    
    Level 15 (Bard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Spell (4): Cure Critical Wounds
    Enhancement: Dwarven Axe Attack II
    
    
    Level 16 (Bard)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+2)
    Enhancement: Bard Inspired Damage II
    Enhancement: Bard Song Magic II
    
    
    Level 17 (Bard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Spell (4): Break Enchantment
    Spell (5): Greater Heroism
    Spell (5): Mass Cure Light Wounds
    Enhancement: Bard Inspired Attack II
    
    
    Level 18 (Bard)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Extend Spell
    Spell (5): Greater Dispel Magic
    Enhancement: Bard Inspired Damage III
    
    
    Level 19 (Bard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Enhancement: Bard Inspired Attack III
    
    
    Level 20 (Rogue)
    Ability Raise: STR
    Skill: Disable Device (+3)
    Skill: Perform (+1)
    Skill: Search (+2)
    Skill: Use Magic Device (+2)
    Enhancement: Dwarven Armor Mastery II
    I find the Rogue levels redundant. The buffs come much too slow with that build. For example, the earliest you can learn Blur is level 6 and Haste is level 11. You can start buying "of Haste" items at CL 4. At level 11, you can theoretically buy "of Haste" items with 9 charges and you will barely have enough SP's to cast that. You can sing songs, but the Fighter and Rogue levels keep you from being good at that. I parked that toon at level 7 because it just wasn't good at anything.

    I would think that an Initimitank would be a better fit for what you want to do. I haven't played on of those, but at the bottom of this post is a Paladin with max Intimidate and UMD.

  3. #23
    Community Member Eckenwiler's Avatar
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    I agree that UMD is "arguably the most important skill in the game". Without getting into the Great UMD Debate, let me just set one of the design parameters for this build as NOT having UMD. UMD is "little square"/hotkey intensive and hotbars need to be kept to a minimum.

    For the same reason, another design parameter will be Elf.

    Although I would like this build to have all the Rogue skills, including maxed out Sneak and Open Lock, it is more important to achieve a high dex and str. So let's set another design parameter as an Int of 10.

    The Great Constitution/Squishy Ranger Debate has me firmly convinced that a minimum con of 14 is necessary. So lets set another design parameter as a Con of at least 14.

    The final design parameter is that this will be a F2P account.

    So, with that in mind, we're left with:
    Quote Originally Posted by unbongwah View Post
    If she's stuck with a 28-pt build, you have a few options as far as base stats go that I can see (presuming elf & CON 14): (edited for brevity) 15 / 17 / 14 / 10 / 8 / 8 (drop pts from Open Lock); or 16 / 16 / 14 / 10 / 8 / 8.
    Both of these give the higher Dex needed for ranged to-hit.

    Either one of these can have the same feats, enhancements and skills as the build in the initial post. Depending on how my GF plays it, "Improved Mental Toughness" may be replaced with "Extend Spell".

    Since we're going Elf, the build is probably better suited to using rapiers for melee rather than going kopesh. We also don't have the Human bonus feat for the Maximized healing.

    I think putting in a level of fighter instead of the second level of rogue is a good idea. That gives another Feat, which could be either "Improved Mental Toughness" or Extend Spell", whichever isn't already taken. However, it would probably be better used for "Oversized Two Weapon Fighting", "Weapon Focus, Piercing" or "Improved Critical, Piercing" to help the melee damage from the rapiers.

    I favor the 15/17/14/10/8/8 due to the price and availability of items/buffs that give odd-number bonuses to stats. I don't know about high-level or end-game stat items/buffs, though. Are they even or odd numbered?
    Kutath: 6rogue/2ranger .
    roll models: The Stainless Steel Rat, Fafhyrd the Grey Mouser, Garrett
    Savoring the first run, for it will never happen again.

  4. #24
    Community Member GuntherBovine's Avatar
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    Quote Originally Posted by Eckenwiler View Post
    I favor the 15/17/14/10/8/8 due to the price and availability of items/buffs that give odd-number bonuses to stats. I don't know about high-level or end-game stat items/buffs, though. Are they even or odd numbered?
    Random stat items max out at Dex+6. If you take all of the Dex enhanchments (Ranger Dex III, Elf Dex II), you while wind up on an even number.

    I would suggest a 14/17/14/12/8/8 build instead. The odd point in STR will only occasionally be helpful and the +2 INT will give you more skill points and a +1 on Search and Disable.

  5. #25
    Community Member Eckenwiler's Avatar
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    Quote Originally Posted by GuntherBovine View Post
    Random stat items max out at Dex+6. If you take all of the Dex enhanchments (Ranger Dex III, Elf Dex II), you while wind up on an even number.

    That's an idea. Ranger DexIII costs 6 AP though. I'd have to free those up from somewhere. Maybe Damage Boost, or the Favored Enhancements, or Energy Resistance. <edit>: OK, I've looked into this and believe I can free up 6AP by not taking: Rogue Damage Boost I (I feel the Haste Boost is sooo much better), Sneak Attack Training and Sneak Attack Accuracy (These are very situational, and unlikely to get much use from an archer) and Devotion II (healing is not a prime function of this build)

    There are also an odd number of levelup stat increases. If those go to Str, then it makes sense to start strength at an odd number as well.
    Last edited by Eckenwiler; 01-13-2011 at 04:24 PM.
    Kutath: 6rogue/2ranger .
    roll models: The Stainless Steel Rat, Fafhyrd the Grey Mouser, Garrett
    Savoring the first run, for it will never happen again.

  6. #26
    Community Member kurglar's Avatar
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    are any of the posted builds in this thread possable w/o tomes if i use a 32 build?

  7. #27
    Community Member Therigar's Avatar
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    Feeling badly that I didn't see this thread earlier.

    Are you willing to cough up the cash for 32 point builds and half-elf?

    If so I would recommend a half-elf 19 rogue/1 wizard TWF assassin arcane archer.

    Feats are extremely tight so you do not end up with the best of all worlds but you do get some things that make for a pretty powerful build.

    1. You get all the sneak attack dice from the rogue class with 19 rogue levels. That is a massive amount of damage.

    2. You get the full TWF line which is the best combat style in the game. You also get khopesh which is the highest damage weapon in most cases when combined with the TWF combat style.

    3. You get the full range of arcane archer enhancements.

    4. By taking the ranger dilettante you get basic wand use for cure light thru cure serious wounds and are able to use any other wand that a ranger might use.

    5. By taking a wizard level you get all arcane wands, which overlaps a bit with the ranger list but includes several not there such as blur and stoneskin.

    A relatively low risk build with 10-12 INT and decent STR, CON and DEX is pretty easy to assemble by giving 16 to each of STR, CON and DEX and 10 to INT then adjusting DEX down a point or two and bumping INT a bit higher. You could end with 16, 14, 16, 14, 8, 8 and have a good base for a decent arcane archer trap monkey.

  8. #28
    Community Member Eckenwiler's Avatar
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    Quote Originally Posted by kurglar View Post
    are any of the posted builds in this thread possable w/o tomes if i use a 32 build?
    I think they would all be possible w/o tomes. And a 32-pt build would only make them better. But this is my first build, so maybe someone with some more experience building will second this opinion.
    Kutath: 6rogue/2ranger .
    roll models: The Stainless Steel Rat, Fafhyrd the Grey Mouser, Garrett
    Savoring the first run, for it will never happen again.

  9. #29
    Community Member Eckenwiler's Avatar
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    Therigar, thanks for chiming in. That looks like a really good build idea, but there will be no cash spent on this build.

    Actually, you've come at a good time. After reading this thread and some discussion, my Gf has decided that hotbars, hotkeys and all those little squares aren't really so bad. She wants to be the best archer she can be and realizes that means dealing with alot of hotbars. So some of the design parameters have been changed. Pretty much we're left with an Arcane Archer, with full trap skills, on a F2P account, with a Con of at least 14. It can be Human and it can have UMD
    Kutath: 6rogue/2ranger .
    roll models: The Stainless Steel Rat, Fafhyrd the Grey Mouser, Garrett
    Savoring the first run, for it will never happen again.

  10. #30
    Community Member Eckenwiler's Avatar
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    With the new design parameters and with all I've learned so far with this thread (Thanks everyone!) I'm now thinking of a build like this:

    Ranger18/Rogue1/Fighter1 Human

    Rogue level taken at creation for the extra Skill Points. Fighter level taken at level 12, after all the good free Ranger Feats have been granted. < EDIT:as Unbongwah notes below, the fighter level should be taken at level 13>

    Str: 15 (all levelups into Str)
    Dex: 16
    Con: 14
    Int: 12
    Wis: 8
    Cha: 8

    Enhancements will add another 4 to Dex. I've started with an odd number in Str since with 5 levelups it will leave it at an even number.

    An Int of 12 will grant enough Skill Points to max out Search, Spot, Disable Device and Use Magic Device while keeping Hide, Move Silently and Open Lock respectable.

    FEATS:
    Toughness
    Point Blank Shot
    Weapon Focus: Ranged
    Mental Toughness
    Weapon Proficiency: Khopesh
    Improved Critical: Ranged
    Improved Critical: Slashing
    Power Attack
    Extend Spell

    Enhancements:

    Arcane Archer
    Conjure +2,+3,+4,+5 arrows
    Energy of the Wild III
    Ranger Dex II
    Favored Attack II
    Favored Damage III
    Extra Action Boost II
    Imbue Arrows (all 6)
    Ranger Skill Boost III
    Fighter Toughness I
    Rogue Haste Boost I
    Human Adaptability, Dex
    Greater Human Adaptability, Dex
    Racial Toughness III
    Human Versatility IV
    Human Improved Recovery I

    This is now my second build and there is probably still room for improvement. Please let me know what you think!
    Last edited by Eckenwiler; 01-31-2011 at 09:15 AM.
    Kutath: 6rogue/2ranger .
    roll models: The Stainless Steel Rat, Fafhyrd the Grey Mouser, Garrett
    Savoring the first run, for it will never happen again.

  11. #31
    Build Constructionist unbongwah's Avatar
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    You can't take Human Adaptability twice to the same stat; it's +1 to any two stats. Also, you can't take human Toughness III unless you take human CON enh first.

    The build I posted earlier ends up with +2 STR (+1 base +1 enh) and +2 INT (enough to max every skill you listed except Open Lock, which still hits 18 ranks or so w/+2 INT tome). If you drop the Devotion enhs from my build, you could squeeze in rgr DEX III and human DEX +1 for another +2 DEX; that puts it only -2 DEX behind your build.

    Personally I think Extra Action Boost is too expensive on a ranger: you need to spend 10 enh pts maxing out Skill, Sprint, or Energy Resist Boost; then another 2 / 6 pts for Extra Action I/II; that's a lot of points for 1 or 2 more clickies, IMHO. Skill Boost is unnecessary on a human ranger since Versatility covers it. I also never bother with the SP-boosting enhs (unless they're a pre-req for something else); there are other ways of boosting your SPs (e.g., Wizardry items) and usually there are more useful enhs to take.

  12. #32
    Community Member Brennie's Avatar
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    Quote Originally Posted by Eckenwiler View Post
    With the new design parameters and with all I've learned so far with this thread (Thanks everyone!) I'm now thinking of a build like this:

    Ranger18/Rogue1/Fighter1 Human

    Rogue level taken at creation for the extra Skill Points. Fighter level taken at level 12, after all the good free Ranger Feats have been granted.

    Str: 15 (all levelups into Str)
    Dex: 16
    Con: 14
    Int: 12
    Wis: 8
    Cha: 8
    Looks good so far!

    Enhancements will add another 4 to Dex. I've started with an odd number in Str since with 5 levelups it will leave it at an even number.

    An Int of 12 will grant enough Skill Points to max out Search, Spot, Disable Device and Use Magic Device while keeping Hide, Move Silently and Open Lock respectable.
    As noted by Unbongwah, your human stat enhancements are a bit screwy. However, you can still get 3 dex from ranger and 1 from human, giving you a total of +4 dex. This also allows you to take an extra point of strength.

    The ending dex here seems a little low to me. I'm not sure what you can do about this, except possible skim off one or two level-ups in late game from strength itno dex instead. See how your girlfriend is feeling abotu her to-hit and reflex saves by level 16 to determine whether she needs more dex or not (Epics will be rough though, since you are a couple dex down and missing the elf +2 to hit with bows bonus to compensate)

    FEATS:
    Toughness
    Point Blank Shot
    Weapon Focus: Ranged
    Mental Toughness
    Weapon Proficiency: Khopesh
    Improved Critical: Ranged
    Improved Critical: Slashing
    Power Attack
    Extend Spell
    I wouldn't consider Khopesh Proficiency to be necessary, unless you plan on grabbing named khopesh or greensteel Khopesh (Which are basically as hard to get as any other named/greensteel item). However, Imp crit: slash means she can also put out some pain with Scimitars and Kukri, especially ones with good on-crit effects (like weakening of enfeebling, smiting, banishing, etc). Also, i would take Imp: crit ranged at 9 and save your melee feats for 12-18.

    Additionally, consider Maximize (For very expensive burst healing) of Empower Healing (For more spellpoint effecient healing) instead of extend. By the time she gets extend, her buffs will be lasting 18 minutes anyway, and will go up to 20. You will probably die or shrine before those buffs wear off anyway, and with Cure Serious Wounds, the GF can do a bit of spot healing here and there (Especially with a Superior Devotion 4 item and some healing lore. Sup Devotion IVor better Shield or Sup Potency IV or better weapon in the offhand and Scepter of Healing in the other

    Enhancements:

    Arcane Archer
    Conjure +2,+3,+4,+5 arrows
    Energy of the Wild III
    Ranger Dex II
    Favored Attack II
    Favored Damage III
    Extra Action Boost II
    Imbue Arrows (all 6)
    Ranger Skill Boost III
    Fighter Toughness I
    Rogue Haste Boost I
    Human Adaptability, Dex
    Greater Human Adaptability, Dex
    Racial Toughness III
    Human Versatility IV
    Human Improved Recovery I
    Ranger skill boost is redundant with Human Versatility (Unless you plan on using up all the human boosts in combat and not saving any for trapping). Again, as noted, can't do human Adaptability twice in the same stat. I would also go one higher in Ranger Dex (You'll need all you can get to be honest). Energy of the wild and extra action boost are unnecessary. you also cannot take racial toughness III without taking human adaptability +1 con. Toss in a single point for sprint boost, could and extra points can go towards more human recovery. The good thign abotu rangers is they have a lot of extra room for AP.

  13. #33
    Community Member kurglar's Avatar
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    it seems tombs are still needed to be epic capable but +2 tomes are too rich for my blood. +1s are pretty easy to come by in higher lvls so is the extra +1 really needed to get end game content?

  14. #34
    Community Member Eckenwiler's Avatar
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    Quote Originally Posted by unbongwah View Post
    You can't take Human Adaptability twice to the same stat; it's +1 to any two stats. Also, you can't take human Toughness III unless you take human CON enh first.
    Thanks for pointing those out: I totally overlooked them. The solution seems to be to take Greater Human Adaptability: Con and to drop Energy of the Wild for Ranger Dex III

    Quote Originally Posted by unbongwah View Post
    Personally I think Extra Action Boost is too expensive on a ranger
    I took this to provide extra Rogue Haste Boosts, which seem very useful. Does it not apply to Rogue Haste Boost?

    Quote Originally Posted by unbongwah View Post
    Skill Boost is unnecessary on a human ranger since Versatility covers it.
    The intent is to use the Human Versatility to provide combat enhancements to attack and damage. I'm hoping this will compensate for the lost Elf attack and damage bonuses to the bow. The Ranger Skill Boosts woould be to provide a boost to the trap skills, when necessary.

    Quote Originally Posted by unbongwah View Post
    I also never bother with the SP-boosting enhs (unless they're a pre-req for something else); there are other ways of boosting your SPs (e.g., Wizardry items) and usually there are more useful enhs to take.
    This is a very good point. Thanks.
    Kutath: 6rogue/2ranger .
    roll models: The Stainless Steel Rat, Fafhyrd the Grey Mouser, Garrett
    Savoring the first run, for it will never happen again.

  15. #35
    Community Member Eckenwiler's Avatar
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    Quote Originally Posted by Brennie View Post
    As noted by Unbongwah, your human stat enhancements are a bit screwy. However, you can still get 3 dex from ranger and 1 from human, giving you a total of +4 dex.
    I can give up Energy of the Wild to free up the 6 AP needed to take Ranger Dex III.

    I can then take Greater Human Adaptability: Con, to meet the Pre-Req for Human Toughness III. The only downside to this is it leaves me with an odd Con. I don't see any way around this.

    Quote Originally Posted by Brennie View Post
    The ending dex here seems a little low to me. I'm not sure what you can do about this, except possible skim off one or two level-ups in late game from strength itno dex instead. See how your girlfriend is feeling abotu her to-hit and reflex saves by level 16 to determine whether she needs more dex or not (Epics will be rough though, since you are a couple dex down and missing the elf +2 to hit with bows bonus to compensate)
    Yea, we can do that at lvl 16, depending on how she feels about how often she misses. The reason I took the Human Versatility is to compensate for the missing Elf bow attack and damage bonuses. I'm hoping this will compensate against those harder to hit opponents.

    Quote Originally Posted by Brennie View Post
    i would take Imp: crit ranged at 9 and save your melee feats for 12-18.
    Yes, that's a good idea.

    Quote Originally Posted by Brennie View Post
    Additionally, consider Maximize (For very expensive burst healing) of Empower Healing (For more spellpoint effecient healing) instead of extend. By the time she gets extend, her buffs will be lasting 18 minutes anyway, and will go up to 20. You will probably die or shrine before those buffs wear off anyway
    Another good point. This is probably why Unbongwah went with Maximize instead of Extend. Thanks for making that clear.

    Quote Originally Posted by Brennie View Post
    Ranger skill boost is redundant with Human Versatility (Unless you plan on using up all the human boosts in combat and not saving any for trapping).
    That is exactly the plan.

    Quote Originally Posted by Brennie View Post
    Energy of the wild and extra action boost are unnecessary
    Energy of the Wild can go away, since as Unbongwah said, there are many other options for obtaining more spell points. I've selected extra action boost for extra Rogue Haste Boosts. The 15% bonus to attack speed should translate directly to an extra 15% damage. That seems quite useful. Do the extra action boosts not apply to the Rogue Haste Boost?
    Kutath: 6rogue/2ranger .
    roll models: The Stainless Steel Rat, Fafhyrd the Grey Mouser, Garrett
    Savoring the first run, for it will never happen again.

  16. #36
    Community Member Eckenwiler's Avatar
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    Quote Originally Posted by kurglar View Post
    it seems tombs are still needed to be epic capable but +2 tomes are too rich for my blood. +1s are pretty easy to come by in higher lvls so is the extra +1 really needed to get end game content?
    Never been to Epic, but I would say yes: +2 is significantly better than +1 since it leaves the Ability Score at an even number.

    Originally, I thought +2 tomes were priced forever out of reach also. But look at me now. +2 tomes are totally obtainable if you want them.
    Last edited by Eckenwiler; 01-17-2011 at 01:46 PM.
    Kutath: 6rogue/2ranger .
    roll models: The Stainless Steel Rat, Fafhyrd the Grey Mouser, Garrett
    Savoring the first run, for it will never happen again.

  17. #37
    Community Member Eckenwiler's Avatar
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    With the feedback from unbongwah and Brennie taken into consideration, this build now looks like this:

    Ranger18/Rogue1/Fighter1 Human

    Rogue level taken at creation for the extra Skill Points. Fighter level taken at level 12, after all the good free Ranger Feats have been granted. <edit> Fighter level taken at level 13.

    Str: 15 (all levelups into Str)
    Dex: 16
    Con: 14
    Int: 12
    Wis: 8
    Cha: 8

    Enhancements will add another 4 to Dex. I've started with an odd number in Str since with 5 levelups it will leave it at an even number.

    An Int of 12 will grant enough Skill Points to max out Search, Spot, Disable Device and Use Magic Device while keeping Hide, Move Silently and Open Lock respectable.

    FEATS:
    Toughness
    Point Blank Shot
    Weapon Focus: Ranged
    Mental Toughness
    Improved Critical: Ranged
    Improved Critical: Slashing
    Weapon Proficiency: Khopesh
    Power Attack
    Maximize Spell

    Enhancements:

    Arcane Archer
    Conjure +2,+3,+4,+5 arrows
    Ranger Dex III
    Favored Attack II
    Favored Damage III
    Extra Action Boost II
    Imbue Arrows (all 6)
    Ranger Skill Boost III
    Fighter Toughness I
    Rogue Haste Boost I
    Human Adaptability, Dex
    Greater Human Adaptability, Con
    Racial Toughness III
    Human Versatility IV
    Human Improved Recovery I

    This is now my New And Improved second build and there is probably still room for improvement. Please let me know what you think!
    Last edited by Eckenwiler; 02-11-2011 at 05:09 PM.
    Kutath: 6rogue/2ranger .
    roll models: The Stainless Steel Rat, Fafhyrd the Grey Mouser, Garrett
    Savoring the first run, for it will never happen again.

  18. #38
    Community Member kurglar's Avatar
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    I saw this thread last week and decided to make the build as Eckenwiler ended up with after are the comments from other builders. As in his case I was looking for a duo build so I could play with my wife's cleric. We are only lvl 6 at the moment but with some account bound equipment from chrono i've been doing really well with the build so far. We just ran tears with at lvl 5 with 2 hirelings and it was actually exciting and fun. I like the build but am worried that IF he makes it to 16 he maybe a little gimped (that 5 will is going to sux even with buffs and equipment). I also wondered if he really isn't made for melee why waste feats on kopesh and PA? So I grabbed OTWF and percision (which rocks with many shot). I also took extend instead of max spell cause ranger spells are mostly buffs, unless i miss where max effects imbue arrow? Any way heres my version of the build as I see it.

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
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    rogaa 
    Level 20 Neutral Good Human Male
    (1 Fighter \ 1 Rogue \ 18 Ranger) 
    Hit Points: 292
    Spell Points: 370 
    BAB: 19\19\24\29\29
    Fortitude: 16
    Reflex: 17
    Will: 5
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 21                   22
    Dexterity            14                 14                   18
    Constitution         16                 16                   16
    Intelligence         14                 14                   14
    Wisdom                8                  8                    8
    Charisma              8                  8                    8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               6                  8                    8
    Bluff                -1                 -1                   -1
    Concentration         3                  3                    3
    Diplomacy             2                  2                    2
    Disable Device        6                 25                   25
    Haggle                3                  3                    3
    Heal                 -1                 -1                   -1
    Hide                  6                  9                    9
    Intimidate           -1                 -1                   -1
    Jump                  7                 24                   24
    Listen               -1                 -1                   -1
    Move Silently         6                 21                   21
    Open Lock             6                 26                   26
    Perform              n/a               n/a                   n/a
    Repair                2                  2                    2
    Search                6                 25                   25
    Spot                  3                 22                   22
    Swim                  3                  6                    6
    Tumble                3                  5                    5
    Use Magic Device      3                 16                   16
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Diplomacy (+3)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Human Bonus) Point Blank Shot
    Feat: (Selected) Toughness
    Enhancement: Rogue Haste Boost I
    Enhancement: Human Versatility I
    
    
    Level 2 (Ranger)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Ranger Skill Boost I
    Enhancement: Human Improved Recovery I
    Enhancement: Ranger Favored Damage I
    
    
    Level 3 (Ranger)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Enhancement: Racial Toughness I
    Enhancement: Ranger Dexterity I
    
    
    Level 4 (Ranger)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Human Versatility II
    Enhancement: Rogue Improved Trap Sense I
    
    
    Level 5 (Ranger)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Skill Boost II
    Enhancement: Human Adaptability Dexterity I
    
    
    Level 6 (Ranger)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Elemental
    Feat: (Selected) Mental Toughness
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Damage II
    
    
    Level 7 (Ranger)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Arcane Archer: Imbue Force Arrows
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Arcane Archer I
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Dexterity II
    
    
    Level 9 (Ranger)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Enhancement: Human Versatility III
    
    
    Level 10 (Ranger)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Ranger Skill Boost III
    Enhancement: Ranger Arcane Archer: Imbue Acid Arrows
    Enhancement: Ranger Arcane Archer: Conjure +2 Arrows
    
    
    Level 11 (Ranger)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Monstrous Humanoid
    Enhancement: Human Versatility IV
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Feat: (Selected) Oversized Two Weapon Fighting
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Ranger Energy of the Wild I
    Enhancement: Fighter Toughness I
    
    
    Level 13 (Ranger)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+0.5)
    Enhancement: Human Greater Adaptability Strength I
    
    
    Level 14 (Ranger)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Ranger Arcane Archer: Imbue Explosive Arrows
    Enhancement: Ranger Arcane Archer: Conjure +3 Arrows
    
    
    Level 15 (Ranger)
    Skill: Disable Device (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Precision
    Enhancement: Ranger Dexterity III
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Ranger Favored Attack II
    
    
    Level 17 (Ranger)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Enhancement: Ranger Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Ranger Arcane Archer: Imbue Terror Arrows
    Enhancement: Ranger Arcane Archer: Conjure +4 Arrows
    
    
    Level 18 (Ranger)
    Skill: Disable Device (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    Enhancement: Ranger Skill Boost IV
    Enhancement: Ranger Energy of the Wild II
    
    
    Level 19 (Ranger)
    Skill: Disable Device (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Human Improved Recovery II
    
    
    Level 20 (Ranger)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Ranger Arcane Archer: Imbue Slaying Arrows
    Enhancement: Ranger Favored Damage III
    Enhancement: Ranger Arcane Archer: Conjure +5 Arrows
    I'd like to add that I have a 18F/1Brd/1Rng AA/Kensai III which I got upto 16 that I love playing, it just didn't have any rog skills and soloing without some form of trap skills is a pain.

  19. #39
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by kurglar View Post
    I also wondered if he really isn't made for melee why waste feats on kopesh and PA?
    My belief is that any (good) AA needs to know when to switch between ranged & melee and therefore shouldn't neglect the latter.
    So I grabbed OTWF and percision (which rocks with many shot).
    Whereas my attitude is if you need OTWF and/or Precision to hit, you're doing something wrong. The conventional wisdom is: if you have to choose between more DPS or higher to-hit, you should go for the former; in the long run, that's what will matter more.
    I also took extend instead of max spell cause ranger spells are mostly buffs, unless i miss where max effects imbue arrow?
    On my build, the idea was to use Maximize w/CSW so you could toss off emergency heals. With both Devotion & healing amp enhs, your self-healing won't be too bad. Grab the Torc from Demon Sands and/or Concordant Opposition Shroud item for SP regen on hits. That's obviously higher-lvl gear, which is why my build doesn't try to adopt this tactic until lvl 18. Whereas all of the important rgr buffs are long-term (1 min/lvl), so by lvl 18 you don't really need Extend anymore.

    BTW, why did you delay your ftr splash until lvl 12? I could understand if you were trying to hit rgr 11 ASAP for GTWF & IPS, but your build still delays rgr 11 one more lvl: rogue 1, rgr 1-10, ftr 1, rgr 11-18. I would either delay ftr another lvl to get rgr 11 first; or take it at lvl 9 so you can take two Imp Crits ASAP.

  20. #40
    Community Member kurglar's Avatar
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    i had originally thought an elf would be a better choice for this build so that you weren't locked into certain enemies for +crit enh dmg. but i was following Eckenwiler's build with the mods. I'm not really sure why people are so uptight about arcane archers not meleeing. for me it makes sense not too 1) having low con it helps keep them from having to get heals from a busy healer. 2) the dmg they can do if played right (i.e. watching agro stealing) will out do anything they do in melee. 3) sometimes it easier to see adds from outside the melee center which could help in crowd control if they're using a paralyzing bow or disruption. and 4) any mobs that don't want to come to the firewall or bladez can be persuaded easily with a few hits. those are the techniques i have come to learn and i am always welcome in grps who know what i can do. of course i'm running the following build and not the rog skill one in this thread, but if done the same way i think i can pull it off. you may recognize it Unbongwah.

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
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    aerowin 
    Level 16 Neutral Good Elf Male
    (14 Fighter \ 1 Ranger \ 1 Bard) 
    Hit Points: 258
    Spell Points: 90 
    BAB: 15\15\20\25\25
    Fortitude: 12
    Reflex: 13
    Will: 6
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 16)           (Level 16)
    Strength             16                 19                   20
    Dexterity            18                 19                   20
    Constitution         13                 13                   13
    Intelligence         10                 10                   10
    Wisdom               10                 10                   10
    Charisma              8                  8                    8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 16)          (Level 16)
    Balance               6                  7                    7
    Bluff                -1                 -1                    1
    Concentration         1                  1                    3
    Diplomacy            -1                 -1                    1
    Disable Device        n/a               n/a                   n/a
    Haggle               -1                 -1                   -1
    Heal                  0                  0                    0
    Hide                  4                  5                    5
    Intimidate           -1                 -1                    1
    Jump                  7                  9                    9
    Listen                0                  0                    2
    Move Silently         8                  9                    9
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                0                  0                    0
    Search                0                  0                    2
    Spot                  4                  7.5                  9.5
    Swim                  3                  5                    5
    Tumble                6                  7                    7
    Use Magic Device      1                 17.5                 17.5
    
    Level 1 (Ranger)
    Skill: Balance (+2)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Spot (+4)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Selected) Toughness
    Enhancement: Elven Ranged Damage I
    
    
    Level 2 (Fighter)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Point Blank Shot
    Enhancement: Fighter Attack Boost I
    Enhancement: Valenar Elf Melee Damage I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Item Defense I
    Enhancement: Fighter Toughness I
    
    
    Level 3 (Fighter)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Rapid Shot
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    Enhancement: Elven Dexterity I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Valenar Elf Melee Attack I
    Enhancement: Elven Ranged Attack I
    
    
    Level 5 (Fighter)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Precise Shot
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Toughness II
    
    
    Level 6 (Fighter)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Weapon Specialization: Ranged Weapons
    Enhancement: Fighter Critical Accuracy II
    
    
    Level 7 (Fighter)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Manyshot
    Enhancement: Kensei Longbow Mastery I
    Enhancement: Fighter Kensei I
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Racial Toughness II
    Enhancement: Fighter Strength I
    
    
    Level 9 (Bard)
    Skill: Use Magic Device (+6)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer I
    Enhancement: Bard Energy of the Music I
    
    
    Level 10 (Fighter)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Weapon Focus: Ranged Weapons
    Enhancement: Fighter Longbow Specialization I
    Enhancement: Fighter Toughness III
    
    
    Level 11 (Fighter)
    Skill: Use Magic Device (+1)
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Ranger Favored Damage I
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    
    
    Level 12 (Fighter)
    Ability Raise: DEX
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Weapon Focus: Slashing Weapons
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Elven Ranged Damage II
    
    
    Level 13 (Fighter)
    Skill: Use Magic Device (+1)
    Enhancement: Fighter Critical Accuracy III
    
    
    Level 14 (Fighter)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Ranged Weapons
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Kensei Longbow Mastery II
    Enhancement: Fighter Kensei II
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    
    
    Level 15 (Fighter)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Power Attack
    Enhancement: Fighter Attack Boost III
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Two Handed Fighting
    Enhancement: Elven Ranged Attack II
    i looked up both items unbongwah mentions and imho a build should not be built around the basis of items. as is the norm for mmos, items (and builds themselves) get nerfed from time to time so why consider items at all when making builds? i guess i'm old school but i was never into farming items for the sake of a build. don't get me wrong, i'm thrilled when i get an item i can actually use but to gimp my build just cause i can farm an item dosen't sit well with me, course that's just me and people can play the game like they want long as they're having fun which in my case (and only mine) farming items is not fun.
    Last edited by kurglar; 01-24-2011 at 07:33 PM. Reason: ps

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