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  1. #21
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    Quote Originally Posted by karl_k0ch View Post
    Class progression looks reasonable; I'd shift the last rogue level to 20, in order to top off all the skills with the spare points.

    For the skill progression, I'd keep an eye on Disable Device and Search, and keep them maxed at all levels, except for the Barbarian one. Low scores in UMD will only benefit you to a margin, so I don't see anything wrong in dumping it for a while, and getting the needed skills with the rogue levels. Of course, DD, UMD and Search should all be at 23 ranks, once you reach 20.

    I don't consider Balance to be an essential skill, but that's a matter of preference. The same hold for Open Locks and Spot, which can be compensated by a knowledgeable player, teammates, or a look at the ddowiki.

    For FE choices, I'd consider Undead, Elementals and Evil Outsider. If you don't consider Elementals to be a threat, then also Giant, Construct or Dragon might be viable choice, depending on the content you are planning to run most. Imho, only Plant is is worse than Goblinoid.

    13 Wis is an interesting choice, as it allows you to be independent of +Wis items, but I'd consider less Wis and more Int, acutally. In order to cast Ranger spells, your enhanced score (base + items + tomes) is taken into account.

    Healing Metamagic.

    At Ranger Level 15, CSW heals for 3d6 + 6 + 15, i.e. for 31.5 points on average, for 12 SP, which results in 2.625 HP per SP.
    With Empower healing, you get 47.25 for 22 SP, i.e. 2.16 HP per SP.
    With Maximize, you get 63 HP for 37 SP, i.e. 1.7 HP per SP.

    This means that the best HP/SP value is given by a non-meta'd CSW. Of course, this changes with the Efficient Metamagic attributes, and with quicken, it's also a bit different, bringing the Empowered Healing slightly ahead of the non-Meta'd CSW. Also, if you are in the midst of battle, you will either need to step outside or make a concentration check. Both is not wanted, usually. I'd consider dropping Emp Heal for Quicken.
    Good points about the healing side. my viewpoint is that I often dont solo but more often play with a small group of 2 friends without filling the party unless its a desirable mission (like delera's). As such we try to cover most bases (healer, DPS, trap monkey) when building new characters or TR'ing.

    My reason for dropping concentration is cause I will likely save my healing for out of combat. if I need a heal ill probably whip out the bow and kite till help arrives. I do however want to be able to heal others when i drop back out of combat so I'm looking at Max healing per cast instead of your max healing per spell-point. healing for 50 hp's instead of 30 per cast seems more beneficial to me.

    On skills I did find it a little tight to keep DD, UMD, Balance, and Search up high through the planner and going with a 12 int might help out there a bit - I didnt include a +2 wis tome so that might well be an option to keep spell casting and spell points up. Spot is one of those skills I notice when I don't have - spotting those troglodyte shamans in stealth and shooting at them first before they hit your party with a lightning bolt is something I consider valuable.

    On Favored Enemies; reason for goblinoids was because my most popular quests to run are the tangleroot, summerfield, and gianthold for which hobgoblins and bugbears are a plenty although its definitely one i would switch out. I also considered orcs. your probably right though, it does limit the content a little compared to some others.

    Quote Originally Posted by grodon9999
    What does the 2 barb get you? You can't heal yourself while raged.
    The main reason for barb is to complement the past life. Barb 2 seemed more valuable than Rogue 4 IMHO. DR 1/- and the extra rage and extended rage for 2 APs over trap making, extra haste boost and +3 sneak attack damage for 4 APs. both grant uncanny dodge. I'll see how it plays out but with only 2 levels its not difficult to lesser reincarnate to fighter. monk would require alignment change to lawful and being a Premium Player TPs are not that easy to squander on minor things.

  2. #22
    The Hatchery karl_k0ch's Avatar
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    Quote Originally Posted by quijenoth View Post
    My reason for dropping concentration is cause I will likely save my healing for out of combat. if I need a heal ill probably whip out the bow and kite till help arrives. I do however want to be able to heal others when i drop back out of combat so I'm looking at Max healing per cast instead of your max healing per spell-point. healing for 50 hp's instead of 30 per cast seems more beneficial to me.
    Then why not go Maximize, which grants the highest amount of HP per cast. Is it too costly, SP wise?

    Quote Originally Posted by grodon9999 View Post
    Fighter and Monk are better for reasons we've gone over a zillion times.
    'We'? I guess it's time for a melee ranger guide to put these things down, once and for all.

    But I see where you are coming from; the two extra feats actually allow very viable self-sustained healing option, whereas the Rage does totally not.
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  3. #23
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    Quote Originally Posted by karl_k0ch View Post
    Then why not go Maximize, which grants the highest amount of HP per cast. Is it too costly, SP wise?
    I think a simple case of tunnel vision I didnt really consider it.

    just for reference though with 268 base SPs with the build...

    CSW unmodified (31hps average @ 12 SPs) = 22 casts per rest
    CSW + empower (47 hps average @ 27 SPs) = 9 casts per rest
    CSW + empower healing (47 hps average @ 22 SPs) = 12 casts per rest
    CSW + maximize (63 hps average @ 37 SPs) = 7 casts per rest

    maximize drops number of casts to over a 3rd where as empower healing is a little under half.

  4. #24
    Build Constructionist unbongwah's Avatar
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    If you don't care about rogue skills or AC and wanted to be mostly ranger, you could try something like this build:

    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Dwarf Female
    (2 Fighter \ 18 Ranger) 
    Hit Points: 406
    Spell Points: 230 
    BAB: 20\20\25\30\30
    Fortitude: 20
    Reflex: 15
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             18                    26
    Dexterity            14                    18
    Constitution         18                    22
    Intelligence         10                    12
    Wisdom                8                    10
    Charisma              6                     8
    
    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 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Selected) Toughness
    
    
    Level 2 (Ranger)
    
    
    Level 3 (Fighter)
    Feat: (Selected) Dodge
    Feat: (Fighter Bonus) Mobility
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Spring Attack
    
    
    Level 5 (Ranger)
    
    
    Level 6 (Ranger)
    Feat: (Selected) Past Life: Berserker's Fury
    
    
    Level 7 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    
    
    Level 9 (Ranger)
    Feat: (Selected) Power Attack
    
    
    Level 10 (Ranger)
    
    
    Level 11 (Ranger)
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Ranger)
    
    
    Level 14 (Ranger)
    
    
    Level 15 (Ranger)
    Feat: (Selected) Quicken Spell
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    
    
    Level 17 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Construct
    
    
    Level 18 (Ranger)
    Feat: (Selected) Oversized Two Weapon Fighting
    
    
    Level 19 (Ranger)
    
    
    Level 20 (Ranger)
    Ability Raise: STR
    Enhancement: Fighter Haste Boost I
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Axe Attack II
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Spell Defense II
    Enhancement: Dwarven Spell Defense III
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    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 Tempest I
    Enhancement: Ranger Tempest II
    Enhancement: Ranger Tempest III
    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 Strength I
    Enhancement: Fighter Toughness I
    The secret ingredient is to have some SP-regen-on-hit gear (Raiyum Torc, Con Opp GS item); hits come in, SP regens, CSW goes out - Max+Devotion IV for +140% output, Quik so you can't be interrupted. Could probably make a halfway decent threat tank out of it if you wanted who can keep itself alive in most fights.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  5. #25
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    Quote Originally Posted by unbongwah View Post
    If you don't care about rogue skills or AC and wanted to be mostly ranger, you could try something like this build: *snip* *snip*
    Could probably make a halfway decent threat tank out of it if you wanted who can keep itself alive in most fights.
    Interesting idea and probably worth considering. when I play my pure rogue i still find that some quests (such as Delera's 4) still requires me to use skill boosts to make the search/DD rolls, something my previous build lacks. sure I can do 90% of the quests at level but that 10% is often where its needed most and where I'll get the groups as a rogue, especially in PUGs. dropping them altogether might be worth it "if" the ranger can still maintain good DPS. I level of rogue (or perhaps bard) for UMD might be worth keeping but I have a feeling fighter or barbarian will better fit my plan.

    I think I need to look at MDB potential with this character to see if AC is viable. I do have epic duelist leathers in the bank but can't recall if its Tier 1, 2 or 3. either way thats 10-12 MDB from light armor alone and I can't see me getting to 30+ DEX without investing more points at the start so im inclined to look for a good medium armor made of mithral such as crimson chain, epic delving suit* or epic silken mail* with an (MDB of 4-6).

    Current build gives...
    BASE 13 Dex
    +2 Tome
    +3 Ranger Enhancement
    +7 Enhancement Bonus (Epic Ring of the Buccaneer - T3)
    +1 Exceptional Dexterity (is there a +2 item outside ToD?)
    TOTAL = 26 DEX (+8)

    Max Dex Bonus Increase (need +2 to +4)
    +1 Fighter 3 (enhancement)
    +3 Dwarf 10 (enhancement)

    AC breakdown
    10 BASE
    +10(+11*) Armor
    +8 DEX
    +5 Natural (Barkskin)
    +5 Protection Item
    +3 Shield (Tempest II)
    +1 Dodge (Haste)
    +2 Dodge (Epic Cloak of Night)
    +3 Dodge (Chattering Ring*)
    +1 Two Weapon Defense (Feat)
    -------------------------------------
    AC 48 (49)

    +3 Situational (Favored Enemy Defense III)
    +4 Situational (Giant Evasion)
    +3 Situational (Giant Dodger III) as a dodge bonus do these stack with dodge items of equal value?
    ------------------------------------------
    51 Favored Enemy (58 vs Giants)

    * Items marked with an asterisk I don't possess and would need to farm.

    Possible Additions
    +6 Improved Uncanny Dodge (Barbarian 5) 30 seconds
    +2 AC (Fighter 1) 20 seconds, or
    +3 AC (Fighter 4) 20 seconds
    +5 Combat Expertise (Feat, Int 13)
    ---------------------------------------------
    +7 to +11

    MAX possible AC 63 (70 vs giants.) Is this a feasible AC to tank with?

    dropping fighter and rogue for barb 5 would net the highest AC via IUC but would leave me feat starved for things like combat expertise and two weapon defense. it would also stress out my action points. Going fighter 2 /barb 3 or fighter 1/rogue 4 with 13 int would retain UC + CE and give me 1-2 extra feats but the choice falls to rogue or barb (UMD/Sneak Attack or HPs/Rage). I think if i decide to go rogue I'll drop the past life feat.

    Spell Points
    Even with GS Opposition items I think the build is too spell point starved to consider more than 1 metamagic especially maximize & quicken!

  6. #26
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    Ok reviving this a little to consider recent U11 changes and gear.

    I'm working on Epic duelist leathers for this toon to maintain light armor for AC. Ive looked over the exploiter build a few times but they dont really fit dwarves that well.

    heres an AC comparison exploiter vs duelist leathers
    AC
    10 Base
    1 Dodge feat
    4 Icy Raiments Dodge
    1 Alchemical Dodge
    3 Chattering Ring Dodge
    8 Dexterity
    6 Wisdom
    1 Monk Bonus
    4 Insight (Shroud Crafted)
    5 Protection
    5 Barkskin
    8 Armor Bracers
    4 Tempest III
    5 Combat Expertise
    65 (Self Buffed in AC Mode)

    10 Base
    1 Dodge (Feat)
    8 Dexterity (Armor allows up to 12, Dwarf enhancements can increase this further)
    Alchemical Armor Ritual +1
    Bracelet of Thaarak +2 Dodge
    Epic Grim's Bracelet +3 Dodge
    Epic Duelist's Leathers +8 Armor
    Epic Duelist's Leathers +4 Dodge
    Barkskin +5 Natural
    Combat Expertise +5 Dodge (Feat)
    Tempest III +4 Shield
    Epic Ring of the Bucanneer +5 Protection
    Heightened Awareness +4 Insight (Shroud Crafted Item)
    AC 60

    Overall I lose the 6 wis and 1 monk to AC only but can pull some of that back by dumping wis and increasing my Dex.

    I'm also interested in using the new damage boost changes in this build although without dropping ranger back to 12ish and taking 4/7 rogue i cant get more than Damage Boost I unless i change to human/half-elf.

    with the changes in barb pastlife I dont think it changes the build much. As Im reading it the beserker fury feat simply opens up the toughness enhancements without you actually taking the toughness feat. given that toughness would essentially stack with this its either/or argument only. personally I'd take them both and ignore the changes in U11. although I've no idea if the two feats HPs stack.


    *Wild Card* (I like options so often throw these out to see what feedback they get)

    looking over the builds on the forums one that caught my eye was a ftr6/pally12/monk2 dwarf TWF with KotC ... could this work with ranger6/pally12/rogue2 or would it be too stat/feat/AP starved on a pure DPS role? favored enemy evil outsider knight of the chalice seems pretty nice for end game!

  7. #27
    Build Constructionist unbongwah's Avatar
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    You can upgrade epic Duelist Leather by slotting it w/+7 enhancement (+1 AC). You could also use a shield for when you're really playing defensively; e.g., tier-3 epic Swashbuckler would give you +4 AC over Tempest III (+5 if you slot it w/+7 bonus) and +2 exceptional DEX (not sure if you already included that in your DEX total) as well as Superior Parrying (+4 insight) if you don't have your Shroud item yet.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

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