First of all, this build is for my girlfriend who loves being an AA. We primarily Duo everything. My Build will turn out to be a Dwraven Cleric17/Monk2/Fighter1 TWF Dwarven Axes with Radiant Servant. When we group, we do so with a pure DPSer ( my son ) or guildies. I know all the controversy on Battle-Clerics and Arcane Archers, but we've played to level 12 now and we love the playstyle. When we do group, we like to bring something useful to the party as a whole.
The greatest complaint I've seen about AA's is they don't ever put there bow away. I can understand this from a mathematical point of view and some grouping situation, but peimarily when duoing I prefer her with the bow covering me up front doing the swinging. Just my personal playstyle opinion, I know the numbers show differently. We also don't like the dramatic change in playstyle when switching from the bow to TWFing. With the bow, she's jumping all over the place hanging back, and getting a good bead on targets. Once she's got a good tunnel...poof...manyshot 'em, then find a new position or cover me cleaning up the stragglers. Switching to TWFing, she'de be forced to charge into the fray for 100 secs, then re-establish her line to manyshot again. I jusy don't see this as all that practical in our playstyle.
Right now she's Rogue1/Ranger11 and we see no reason to continue with ranger. We plan on greater reincarnating into a 32-point build to optomize some mistakes made along the way, and set everything up for the run to 20. With the 1 rogue level and a decent intelligence, she should have the skill points to keep UMD,Disable Device,Open Lock, Search, Spot, and intelligence all pretty close to Maxed. I know end-game elite content her trap skills most likely will no where near cut-it, but for duoing on normal we should be fine. We'll never be able to use fascinate, so a low perform skill should be fine.
Here's the build I've worked out, and then we'll get to my questions....
Code:
Character Plan by DDO Character Planner Version 3.8.1
DDO Character Planner Home Page
Spiritadrft
Level 20 Chaotic Good Elf Female
(1 Rogue \ 11 Ranger \ 8 Bard)
Hit Points: 264
Spell Points: 684
BAB: 17\17\22\27\27
Fortitude: 12
Reflex: 21
Will: 12
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 16
Dexterity 16 22
Constitution 12 16
Intelligence 14 16
Wisdom 14 16
Charisma 10 14
Tomes Used
+1 Tome of Strength used at level 1
+1 Tome of Dexterity used at level 1
+1 Tome of Constitution used at level 1
+1 Tome of Intelligence used at level 1
+1 Tome of Wisdom used at level 1
+1 Tome of Charisma used at level 1
+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 7 10
Bluff 0 2
Concentration 3 27
Diplomacy 4 6
Disable Device 6 26
Haggle 0 2
Heal 2 3
Hide 3 6
Intimidate 0 2
Jump 6 7
Listen 2 5
Move Silently 3 6
Open Lock 7 26
Perform n/a 7
Repair 2 3
Search 6 26
Spot 6 26
Swim 2 3
Tumble 7 10
Use Magic Device 4 27
Level 1 (Rogue)
Feat: (Selected) Point Blank Shot
Feat: (Automatic) Attack
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency: Longbow
Feat: (Automatic) Martial Weapon Proficiency: Longsword
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortsword
Feat: (Automatic) Martial Weapon Proficiency: Shortbow
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Sneak Attack
Feat: (Automatic) Trapfinding
Level 2 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Automatic) Bow Strength
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Feat: (Automatic) Wild Empathy
Level 3 (Ranger)
Feat: (Selected) Weapon Focus: Ranged Weapons
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting
Level 4 (Ranger)
Ability Raise: CHA
Feat: (Automatic) Diehard
Level 5 (Ranger)
Spell (1): Camouflage
Spell (1): Jump
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Resist Energy
Spell (1): Summon Nature's Ally I
Spell (1): Tumble
Level 6 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Selected) Mental Toughness
Level 7 (Ranger)
Feat: (Automatic) Improved Two Weapon Fighting
Feat: (Automatic) Manyshot
Level 8 (Ranger)
Ability Raise: CON
Feat: (Automatic) Improved Wild Empathy
Enhancement: Elven Dexterity I
Enhancement: Aerenal Elf Melee Damage I
Enhancement: Elven Ranged Damage I
Enhancement: Ranger Dexterity I
Level 9 (Bard)
Feat: (Selected) Toughness
Feat: (Automatic) Dismiss Charm
Feat: (Automatic) Fascinate
Feat: (Automatic) Inspire Courage
Spell (1): Cure Light Wounds
Level 10 (Bard)
Spell (1): Focusing Chant
Level 11 (Bard)
Feat: (Automatic) Inspire Competence
Spell (1): Expeditious Retreat
Level 12 (Bard)
Ability Raise: CON
Feat: (Selected) Improved Critical: Ranged Weapons
Spell (2): Cure Moderate Wounds
Spell (2): Blur
Enhancement: Elven Arcane Archer: Imbue Acid Arrows
Enhancement: Elven Arcane Archer: Imbue Force Arrows
Enhancement: Bard Inspired Attack I
Enhancement: Bard Inspired Damage I
Enhancement: Aerenal Elf Melee Attack I
Enhancement: Aerenal Elf Melee Damage II
Enhancement: Elven Ranged Attack I
Enhancement: Elven Ranged Attack II
Enhancement: Elven Ranged Damage II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Elven Arcane Archer: Conjure +2 Arrows
Enhancement: Elven Arcane Archer I
Enhancement: Bard Lyric of Song I
Enhancement: Bard Song Magic I
Enhancement: Bard Song Magic II
Enhancement: Bard Energy of the Music I
Enhancement: Bard Charisma I
Enhancement: Bard Wand and Scroll Mastery I
Level 13 (Ranger)
Enhancement: Aerenal Elf Melee Attack II
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Level 14 (Ranger)
Feat: (Automatic) Evasion
Enhancement: Elven Arcane Archer: Conjure +3 Arrows
Level 15 (Ranger)
Feat: (Selected) Extend Spell
Feat: (Favored Enemy) Favored Enemy: Giant
Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
Level 16 (Ranger)
Ability Raise: DEX
Feat: (Automatic) Greater Two Weapon Fighting
Feat: (Automatic) Improved Precise Shot
Feat: (Automatic) Precise Shot
Level 17 (Bard)
Spell (1): Detect Secret Doors
Spell (2): Heroism
Enhancement: Bard Energy of the Music II
Enhancement: Bard Wand and Scroll Mastery II
Level 18 (Bard)
Feat: (Selected) Empower Healing Spell
Feat: (Automatic) Suggestion
Enhancement: Bard Spellsinger I
Level 19 (Bard)
Spell (2): Rage
Spell (3): Cure Serious Wounds
Spell (3): Displacement
Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
Enhancement: Elven Arcane Archer: Imbue Terror Arrows
Enhancement: Bard Inspired Damage II
Enhancement: Elven Arcane Archer: Conjure +4 Arrows
Enhancement: Bard Song Magic III
Level 20 (Bard)
Ability Raise: DEX
Feat: (Automatic) Improved Inspire Courage
Spell (3): Haste
Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
Enhancement: Bard Inspired Attack II
Enhancement: Elven Arcane Archer: Conjure +5 Arrows
Enhancement: Bard Wand and Scroll Mastery III
I hope that worked right....1st time posting outa the character creator
The reason for taking the Bard levels early is for spell slection. We need to be able to select cure light and cure moderate from the bard list or it won't allow the selections once rangers get them for free. I can't afford to waste the precious few ranger slots for healing, when the buffs are more important. There is plenty of room for the heals in the bard list though, while still maintaining the most useful Bard buffs.
Right now we're reincarnating back to lvl 12, so anything before that dosen't really matter. The HUGE problem with doing it this way is it pushes back Improved Precise Shot until lvl 16, which sucks big time. By lvl 18 her spellsinger song will be nice for mana reduction on both of us throwing out both cleric and bard buffs. Her Inspire Courage song will be OK and still useful, but not great. We have a pure mellee warchanter in the guild, but are short on healers. The warchanter's Inspire Courage will obviously be waayyy better when he's in our party, but the spellsong will benifit both of us and any casters even when he's there. Our Warchanter guildie also has zero healing specs, so I don't see much wasted overlap even running with him. She should be able to spot heal as needed with spells, scrolls, and wands....i.e. pick a DPSer and keep him upright, while I handle the groups.
This should give her plenty to do in between manyshots by spot healing, buffing, and signing a song without losing good position for switching back to the bow. Not to mention, she still has the full TWF line from ranger and the racial boosts to rapiers from elf.
We like everything about the build except pushing back Precise Shot, so the question is, should we just continue to lvl 16 as-is and reincarnate then ( everything evens out by then ) or should we do it now, and gain the advantage of trap skills ( which she lacks presently ), better buffs, spot healing, and a usable UMD.
Sorry for the essay...I wanted to be thorough. So many times I see playstyle and who you group with regularily ignored in builds. We're built primarily to Duo, but I still think we bring enough to the party.
Opinions, Critiques, even "you're nuts" comments welcome.
Thanks