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  1. #1
    Community Member OldAquarian's Avatar
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    Default Aero - Helf(Rogue) AA Kensei(bow) III

    If nothing else be very good at one thing
    Unfortunately this build focuses on Ranged
    Fortunately it makes Ranged reasonable

    Kensei III adds a lot to base damage - Helf(Rogue) adds 3d6 Sneak Attack (up to 15 meters now)
    a 19 BAB plus Kensei and a decent DEX adds a lot to attack

    Burst Damage via Manyshot
    Great Burst Damage via Kensei Poswer Surge
    Turbo Burst Damage from Rage (once per rest)

    Increased base run + run Boost

    Emergency Escape via Perform (2x per rest)

    Higher than normal damage between Multishots - but stays with bows the whole time - if all else fails shoot em in the face

    Note +2 DEX Tome is the only one that is Required

    Skills: Tumble 1 - MAX: UMD, Perform, and rest mostly in Balance
    (Bard unlocks Perform and Balance)

    Comments please

    EDIT: Some tweaks based on feedback - note that Stat raised at 12 is DEX not STR

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Aero 
    Level 20 True Neutral Half-Elf Male
    (18 Fighter \ 1 Barbarian \ 1 Bard) 
    Hit Points: 404
    Spell Points: 90 
    BAB: 19\19\24\29\29
    Fortitude: 16
    Reflex: 13
    Will: 8
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            16                    20
    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
    
    
    Level 1 (Bard)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Toughness
    
    
    Level 2 (Barbarian)
    
    
    Level 3 (Fighter)
    Feat: (Fighter Bonus) Point Blank Shot
    Feat: (Selected) Precise Shot
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    
    
    Level 5 (Fighter)
    
    
    Level 6 (Fighter)
    Feat: (Selected) Rapid Shot
    Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons
    
    
    Level 7 (Fighter)
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Bow Strength
    
    
    Level 9 (Fighter)
    Feat: (Selected) Manyshot
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Ranged Weapons
    
    
    Level 11 (Fighter)
    
    
    Level 12 (Fighter)
    Ability Raise: DEX
    Feat: (Fighter Bonus) Greater Weapon Focus: Ranged Weapons
    Feat: (Selected) Improved Precise Shot
    
    
    Level 13 (Fighter)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Ranged Weapons
    
    
    Level 15 (Fighter)
    Feat: (Selected) Toughness
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Quick Draw
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Superior Weapon Focus: Ranged Weapons
    Feat: (Selected) Toughness
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Precision
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Attack Boost III
    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: Barbarian Sprint Boost I
    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: Bard Extra Song I
    Enhancement: Kensei Longbow Mastery I
    Enhancement: Kensei Longbow Mastery II
    Enhancement: Kensei Longbow Mastery III
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Critical Accuracy III
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Kensei III
    Enhancement: Fighter Longbow Specialization I
    Enhancement: Fighter Longbow Specialization II
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Improved Rogue Dilettante II
    Enhancement: Human Adaptability Strength I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    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: Bard Energy of the Music I
    Enhancement: Half-Elf Rogue Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III
    Enhancement: Fighter Toughness IV
    Skills:

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Aero 
    Level 20 True Neutral Half-Elf Male
    (18 Fighter \ 1 Barbarian \ 1 Bard) 
    Hit Points: 404
    Spell Points: 90 
    BAB: 19\19\24\29\29
    Fortitude: 16
    Reflex: 13
    Will: 8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    15
    Bluff                 3                     7
    Concentration         2                     6
    Diplomacy             3                     7
    Disable Device        n/a                   n/a
    Haggle               -1                     0
    Heal                 -1                     0
    Hide                  3                     5
    Intimidate           -1                     3
    Jump                  7                    13
    Listen                2                     3
    Move Silently         3                     5
    Open Lock             n/a                   n/a
    Perform               3                    23
    Repair                2                     3
    Search                2                     3
    Spot                 -1                     0
    Swim                  7                    11
    Tumble                4                     6
    Use Magic Device      3                    23
    
    Level 1 (Bard)
    Skill: Balance (+4)
    Skill: Bluff (+4)
    Skill: Diplomacy (+4)
    Skill: Jump (+4)
    Skill: Listen (+3)
    Skill: Perform (+4)
    Skill: Swim (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    
    
    Level 2 (Barbarian)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 3 (Fighter)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 4 (Fighter)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 5 (Fighter)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Fighter)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 7 (Fighter)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Fighter)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 9 (Fighter)
    Skill: Balance (+0.5)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 10 (Fighter)
    Skill: Balance (+0.5)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 11 (Fighter)
    Skill: Balance (+0.5)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Fighter)
    Skill: Balance (+0.5)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 13 (Fighter)
    Skill: Balance (+0.5)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Fighter)
    Skill: Balance (+0.5)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Fighter)
    Skill: Balance (+0.5)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 16 (Fighter)
    Skill: Balance (+0.5)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Fighter)
    Skill: Balance (+0.5)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Fighter)
    Skill: Balance (+0.5)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 19 (Fighter)
    Skill: Balance (+0.5)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Fighter)
    Skill: Balance (+0.5)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Last edited by OldAquarian; 06-03-2011 at 06:15 PM.

  2. #2
    Community Member aggravated's Avatar
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    Quote Originally Posted by OldAquarian View Post
    If nothing else be very good at one thing
    Unfortunately this build focuses on Ranged
    Fortunately it makes Ranged reasonable[/code]
    ive seen this build in action and was impressed with the ranged capabilities of it. that being said. i dont like that there there isnt a melee option. no twf, no power att. ive got a 12ftr/6rgr/2monk aa and its VERY obvious when mini shot is on timer. ur best dps when its on cool down is melee. plain and simple. im sure u know all of this. but over all i cant see anything wrong with the build or concept other than the lack of melee options. hope u enjoy it (or are enjoying it if ur already lvling it).
    barel 12rgr/3pally/1monk badashh 16sorc fronz 14bard/2rog
    sarlona

  3. #3
    Build Constructionist unbongwah's Avatar
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    Not sure I think +10% run speed is more valuable than free Bow STR from rgr splash, but regardless: why not take barb at lvl 2 so you can benefit from it right away? Sure, you delay your first few ranged feats an extra lvl, but is that such a big deal?

    You could drop the two extra Toughnesses, Precision, and Quick Draw for TWF (or THF) x3 and PA. Can't think of anything to drop for IC Slash, though (which is part of why I'd rather have rgr splash).

    You maxed Perform, Balance, and Jump but not UMD nor Intim? Ummm...okay...

    What if you started base stats 16 / 16 / 14 / 14 / 8 / 8; put 1 lvl-up into DEX and the rest into STR; so final stats w/+2 Supreme tome are 22 / 19 / 16 / 16 / 10 / 10. Add ftr STR III and HE STR I for STR 26. I believe you come out with higher STR and only give up that stray pt you put into CHA.
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  4. #4
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by unbongwah View Post
    Not sure I think +10% run speed is more valuable than free Bow STR from rgr splash, but regardless: why not take barb at lvl 2 so you can benefit from it right away? Sure, you delay your first few ranged feats an extra lvl, but is that such a big deal?

    You could drop the two extra Toughnesses, Precision, and Quick Draw for TWF (or THF) x3 and PA. Can't think of anything to drop for IC Slash, though (which is part of why I'd rather have rgr splash).

    You maxed Perform, Balance, and Jump but not UMD nor Intim? Ummm...okay...

    What if you started base stats 16 / 16 / 14 / 14 / 8 / 8; put 1 lvl-up into DEX and the rest into STR; so final stats w/+2 Supreme tome are 22 / 19 / 16 / 16 / 10 / 10. Add ftr STR III and HE STR I for STR 26. I believe you come out with higher STR and only give up that stray pt you put into CHA.
    Appreciate your feedback as always

    No Intim - I'm ok with - don't think I want aggro on this build
    But UMD - ya, juggled lots of alts for the 1/1 and rebuilt for Perform, forgot UMD
    Thinking of switching to MAX Perform/UMD - rest in Balance (can use UMD for Jump)

    Barb at 2 - I kept it later to help fill in Balance - But will switch to UMD so no need to delay it

    Stat Juggle - not sure where to get the AP for STR III - but will see what I can figure out

  5. #5
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    Interesting. I like the idea of a niche build like this - although a ranger splash seems to be the better fit (probably such a build around somewhere I have forgotten about) and gets you 2WF for hand-to hand time.

    I really don't see what the Bard level does for this build.

    With your skills, I would cap Jump at 20 or so - that is all you need. I would then max Balance (for places like Titan), and build up Spot (you are ranging after all) and then do some points in swim or heal (I like to not have to chug pots after shrining) and whatever other skills float your boat (like MS or Hide for sniping).

    3 Toughness feats is too much for a ranged build imo; 1 should be plenty. That gives you 2 to help give you some manageable hand-to-hand dps with 2wf; I am mind-cramping atm but if arrows are pierce, you could take that feat and equip a comparable hand weapon.
    Last edited by Hafeal; 06-03-2011 at 02:25 PM.
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  6. #6
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    Going to be doing a very similar build myself as soon as I TR, but mine has a bit different stat distribution and substitutes ranger for barbarian. I also walk away with all three TWF feats, Khopesh and IC: Slash.

    My starting stats will be:

    Str 16
    Dex 17
    Con 16
    Int 10
    Wis 8
    Cha 9

    Max UMD, the rest in balance.

    Should be good times. I've already got a Sinew Bow waiting for me. Can't wait to see some crits after all the seeker and Kensai damage is added in.

    I also plan to take Ranger Dilettante until I actually slip my ranger level in and then swap in Rogue Dil
    Last edited by gurgar78; 06-03-2011 at 03:19 PM.

  7. #7
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Hafeal View Post
    - although a ranger splash seems to be the better fit (probably such a build around somewhere I have forgotten about)
    There are a few in this thread.
    I really don't see what the Bard level does for this build.
    UMD and meets AA pre-req; Kensai III AA builds need some sort of caster splash.
    Quote Originally Posted by gurgar78 View Post
    I also plan to take Ranger Dilettante until I actually slip my ranger level in and then swap in Rogue Dil
    Outta curiosity, what does delaying your rgr lvl get you?
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  8. #8
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    Default The melee option.

    There is a melee option with this build. Ending str is 22. Add in +6 item +2 tome +3 exceptional and you are at 33. Ship 35 and either a +3 tome or chrono set or litany and you are sitting at a respectable even number. So pull out a two hander and twitch it. There... the no feats required melee option.

  9. #9
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    Quote Originally Posted by unbongwah View Post
    Outta curiosity, what does delaying your rgr lvl get you?
    Early feat progression is one level faster if I start taking the fighter levels sooner and the ability to dump more of those ranger skill points into balance.

    I'll probably do something like this:

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Half-Elf Male
    (18 Fighter \ 1 Ranger \ 1 Bard) 
    Hit Points: 356
    Spell Points: 110 
    BAB: 19\19\24\29\29
    Fortitude: 17
    Reflex: 16
    Will: 7
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (36 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 21                   24
    Dexterity            17                 20                   22
    Constitution         16                 18                   18
    Intelligence         10                 12                   12
    Wisdom                8                  8                    8
    Charisma              9                 10                   10
    
    Tomes Used
    +1 Tome of Charisma used at level 2
    +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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    18
    Bluff                 3                     7
    Concentration         3                     7
    Diplomacy            -1                     3
    Disable Device        n/a                   n/a
    Haggle                3                     4
    Heal                 -1                    -1
    Hide                  3                     6
    Intimidate           -1                     3
    Jump                  7                    12
    Listen               -1                    -1
    Move Silently         3                     6
    Open Lock             n/a                   n/a
    Perform               2                     3
    Repair                0                     1
    Search                0                     1
    Spot                 -1                    -1
    Swim                  3                     7
    Tumble                4                     7
    Use Magic Device      3                    23
    
    Level 1 (Bard)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Selected) Toughness
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 3 (Fighter)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    Feat: (Fighter Bonus) Point Blank Shot
    
    
    Level 4 (Fighter)
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Rapid Shot
    
    
    Level 6 (Fighter)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons
    
    
    Level 8 (Fighter)
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Manyshot
    
    
    Level 10 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 11 (Fighter)
    
    
    Level 12 (Fighter)
    Feat: (Fighter Bonus) Improved Precise Shot
    Feat: (Selected) Precise Shot
    
    
    Level 13 (Fighter)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Ranged Weapons
    
    
    Level 15 (Fighter)
    Feat: (Selected) Greater Weapon Specialization: Ranged Weapons
    
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Superior Weapon Focus: Ranged Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Attack Boost III
    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 Longbow Mastery I
    Enhancement: Kensei Longbow Mastery II
    Enhancement: Kensei Longbow Mastery III
    Enhancement: Fighter Armor Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Critical Accuracy III
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Kensei III
    Enhancement: Fighter Longbow Specialization I
    Enhancement: Fighter Longbow Specialization II
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Improved Rogue Dilettante II
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Dexterity I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    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: Bard Energy of the Music I
    Enhancement: Half-Elf Rogue Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Half-Elf Improved Trap Sense I

  10. #10
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by floating View Post
    There is a melee option with this build. Ending str is 22. Add in +6 item +2 tome +3 exceptional and you are at 33. Ship 35 and either a +3 tome or chrono set or litany and you are sitting at a respectable even number. So pull out a two hander and twitch it. There... the no feats required melee option.
    +1 - that is always an option - Note that with latest tweaks you get 2 more STR
    Only thing I couldn't fit was Fighter STR III - but thats a lot of AP for +1 damage

  11. #11
    Community Member SickCat's Avatar
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    I have a lvl 20 toon like this. I built him before 1/2 elves, however, so he's built as a regular 'ol run-o-the mill Elf. I originally took Bard, but ended up building it out of the final version in favor of one level of Wizzy. The reason is, Wiz will give you a free class feat choice that can satisfy the AA req so no blown feat, and no need to use enhancement points to open AA. I then took a lvl of rogue (at lvl 1) for max UMD and 1d6+3 sneak damage. He's built so he can pull out a couple weapons and move in for melee pwnage, although, he doesn't really pwn at the melee stuff...nor does he pwn at range, since range is pretty bad at this point...manyshot excluded.

    A different take could be one lvl of wizzy, and one lvl of ranger for the free wiz feat, and the free bow str, but you'd lose out on UMD from rogue and the little bump to sneak damage.

    Anyway, you can certainly build in TWF and even support it with enhancements after filling out your ranged stuff. I still think having two tier 3 PrE's is cool...even if it still doesn't make ranged viable for HARD CORE END GAME PWNAGE!!!!!! /lesigh
    -Qetsil / Sickcat / Dorktastic / Belir / Peachfuzz / Fysh / Sometime / Segment / Skwash / Pyg / Swetn / Smurfingly, And 2 nameless others
    All Thelanis, all the time...FER SHIZZLE!

  12. #12
    Build Constructionist unbongwah's Avatar
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    If you rearrange your feats a bit, you could take Power Atk early on and use that to qualify for Bow STR; delay, say, Prec Shot and/or WS Ranged so you can beef up your melee DPS ASAP. THF or TWF feats can be added later.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  13. #13
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by unbongwah View Post
    If you rearrange your feats a bit, you could take Power Atk early on and use that to qualify for Bow STR; delay, say, Prec Shot and/or WS Ranged so you can beef up your melee DPS ASAP. THF or TWF feats can be added later.
    lol, or I could leave him ranged only
    I know, melee is better than archer downtime, but with Kensei III the margin is closed
    Especially with Imp Prec and Slayer Arrows

  14. #14
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    Quote Originally Posted by unbongwah View Post
    There are a few in this thread.
    UMD and meets AA pre-req; Kensai III AA builds need some sort of caster splash.
    Been away for a few days. As stated later in the thread, I think Wizard is better. Perform is just wasting skill points you could use elsewhere and also gives you UMD - you are not goiung to be doing an real cc'ing with the build.

    I suppose CLW is ok early on but not worth the Bard splash; generally Bard's are just not made to splashed, imo.
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  15. #15
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by Hafeal View Post
    Been away for a few days. As stated later in the thread, I think Wizard is better. Perform is just wasting skill points you could use elsewhere and also gives you UMD - you are not goiung to be doing an real cc'ing with the build.

    I suppose CLW is ok early on but not worth the Bard splash; generally Bard's are just not made to splashed, imo.
    Haven't heard that this has changed:
    Activate this bard ability to make your foes stop what they're doing and listen to your soothing notes. Requires 3 trained ranks (not total mod) of the Perform skill to use. Has a save DC of your perform skill plus the roll of a twenty-sided die.


    You could take skills other than perform - not a major change - I just liked the 'uh oh' button (or 2)

    Not really sure what wizard would grant - since this build has plenty of free feats - and I'm not interested in blowing out melee - and you're the first person I've seen advising not to get UMD

  16. #16
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    Quote Originally Posted by OldAquarian View Post
    Haven't heard that this has changed:
    Activate this bard ability to make your foes stop what they're doing and listen to your soothing notes. Requires 3 trained ranks (not total mod) of the Perform skill to use. Has a save DC of your perform skill plus the roll of a twenty-sided die.


    You could take skills other than perform - not a major change - I just liked the 'uh oh' button (or 2)

    Not really sure what wizard would grant - since this build has plenty of free feats - and I'm not interested in blowing out melee - and you're the first person I've seen advising not to get UMD
    I don't see perform as being a good focus or efficient use for you, especially late in the game. As a tactic play on the build - Perform would require you to be up front (and you have no focus currently on MS or Hide) - with weaker melee ability. As a back-line DPSer, I would imagine Perform would be mostly wasted. And, as a practical matter, if you plan on PUGGing, few groups are patient enough to let Perform do its job - at least that's what my bard tells me. But, hey, try it out.

    You has said AA in response to me earlier, thus Wiz should fit the bill as SickCat had pointed out was my same thought.
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  17. #17
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by Hafeal View Post
    I don't see perform as being a good focus or efficient use for you, especially late in the game. As a tactic play on the build - Perform would require you to be up front (and you have no focus currently on MS or Hide) - with weaker melee ability. As a back-line DPSer, I would imagine Perform would be mostly wasted. And, as a practical matter, if you plan on PUGGing, few groups are patient enough to let Perform do its job - at least that's what my bard tells me. But, hey, try it out.

    You has said AA in response to me earlier, thus Wiz should fit the bill as SickCat had pointed out was my same thought.
    As I said - you can skip perform - but UMD?

  18. #18
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    Quote Originally Posted by OldAquarian View Post
    As I said - you can skip perform - but UMD?
    Meh - I find UMD to be generally over-rated as the game has developed. Do you have specific gear or healing concerns that the build 'requires' UMD? You could always invest some of your extra points into it and get it high enough for plenty of gear even as a cross-skill.
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  19. #19
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    when i picked up a fighter in a group that i saw using a bow [or any range character] i think "****, another ranged player who is low dps, low defense, and will actually hinder the party kiting a singular mob around long after the encounter should be over." ...and most likely find some excuse to dump you before the next quest.

    ranged combat really needs a fix. i've played with good ranged characters...really i have... but most are just so bad, its gotten a reputation it generally deserves.

    just saying a well geared ranged character can be effective dps, and extremely good burst dps, but you will face discrimination so be geared, and distiguish yourself as an effective ranged player and not just another fail bow user.

  20. #20
    Community Member OldAquarian's Avatar
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    Just for fun:
    You could trade off some hitpoints for a weapon finesse rapier backup melee
    Note that Monk level is just for the free feat and STR bonus to damage is capped since I used the Ranger Dilly for Bow Strength
    This also loses the Rogue Dilly extra damage but you can't have it all
    You could drop weapon finesse to get the actual bow strength feat back and go with the rogue dilly but then you won't get as much mileage from Power Attack

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Duress 
    Level 20 Lawful Good Half-Elf Male
    (18 Fighter \ 1 Monk \ 1 Wizard) 
    Hit Points: 344
    Spell Points: 285 
    BAB: 18\18\23\28\28
    Fortitude: 16
    Reflex: 16
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    18
    Dexterity            16                    26
    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
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Ranger
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Point Blank Shot
    
    
    Level 3 (Fighter)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    
    
    Level 4 (Fighter)
    Ability Raise: DEX
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Rapid Shot
    
    
    Level 6 (Fighter)
    Feat: (Selected) Weapon Specialization: Ranged Weapons
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Weapon Finesse
    
    
    Level 8 (Wizard)
    Ability Raise: DEX
    Feat: (Wizard Bonus) Mental Toughness
    
    
    Level 9 (Fighter)
    Feat: (Selected) Manyshot
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Ranged Weapons
    
    
    Level 11 (Fighter)
    
    
    Level 12 (Fighter)
    Ability Raise: DEX
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Feat: (Selected) Precise Shot
    
    
    Level 13 (Fighter)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Ranged Weapons
    
    
    Level 15 (Fighter)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 16 (Fighter)
    Ability Raise: DEX
    Feat: (Fighter Bonus) Greater Weapon Focus: Ranged Weapons
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Fighter Bonus) Superior Weapon Focus: Ranged Weapons
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Ability Raise: DEX
    Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Attack Boost III
    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: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Kensei Longbow Mastery I
    Enhancement: Kensei Longbow Mastery II
    Enhancement: Kensei Longbow Mastery III
    Enhancement: Fighter Armor Mastery I
    Enhancement: Fighter Armored Agility I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Critical Accuracy III
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Kensei III
    Enhancement: Fighter Longbow Specialization I
    Enhancement: Fighter Longbow Specialization II
    Enhancement: Improved Ranger Dilettante I
    Enhancement: Improved Ranger Dilettante II
    Enhancement: Improved Ranger Dilettante III
    Enhancement: Human Versatility I
    Enhancement: Fighter Item Defense I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    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: Half-Elf Ranger Dexterity I
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III
    But, if I wanted a melee option for the OP build - I'd probably just swap out the later toughnesses for Power Attack and Imp Crit:Slash and Twitch - as well as swap Perform for Max Balance - rest in Jump - but that's not this thread
    Last edited by OldAquarian; 06-10-2011 at 07:18 PM.

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