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  1. #1
    Community Member MurkamurTheMute's Avatar
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    Default Repeating Light Crossbow Halfling Pure Fighter.

    So, the last couple of times I've gotten into DDO I haven't made it very far. This time however I'd like to focus a lot more on the game and getting to higher leveled content. This is a build that I've always had in my mind to try out, but never really got it going.

    It's a Crossbow wielding Halfling Pure Fighter. I wanted to focus entirely on crossbows because they're my favorite weapon in this game. And Halfling Fighters seem to have good synergy with them. Not to mention with Update 11 Base Attack Bonus now affects crossbow attacking speed so it would go very nicely with a fighters naturally high Base Attack Bonus. Also if Repeating Light Crossbows reload faster than Repeating Heavy Crossbows, then it just seems cooler watching streams of bolts being fired off quickly as if it were a fully automatic weapon or something.

    I also wanted a character that would make a great puller and could survive the enemy's initial attacks before the tankier characters in the group would pull them off. I also wanted something that could hang back, yet have good survivability so the healer wouldn't have to worry about me too much.

    The saves aren't anything spectacular, but since as a ranged character I'll be avoiding direct combat as much as possible, I'm hoping it won't be too much of an issue.

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Murkamur the Mute
    Level 20 Chaotic Good Halfling Male
    (20 Fighter) 
    Hit Points: 382
    Spell Points: 0 
    BAB: 20\20\25\30\30
    Fortitude: 21
    Reflex: 19
    Will: 7
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              6                  8                   10
    Dexterity            20                 27                   29
    Constitution         18                 20                   20
    Intelligence          8                 10                   10
    Wisdom                8                 10                   10
    Charisma              8                 10                   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            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               6                 20                   20
    Bluff                -1                  0                    3
    Concentration         4                  5                    8
    Diplomacy            -1                  0                    3
    Disable Device       n/a                n/a                   n/a
    Haggle               -1                  0                    0
    Heal                 -1                  0                    0
    Hide                  5                  9                   13
    Intimidate           -1                  0                    3
    Jump                 -2                 12                   14
    Listen               -1                  0                    2
    Move Silently         5                  9                   11
    Open Lock             n/a               n/a                   n/a
    Perform              n/a                n/a                   n/a
    Repair               -1                  0                    0
    Search               -1                  0                    0
    Spot                 -1                  0                    0
    Swim                 -2                  0                    0
    Tumble                6                 10                   10
    Use Magic Device     n/a                n/a                   n/a
    
    Level 1 (Fighter)
    Skill: Balance (+1)
    Skill: Tumble (+1)
    Feat: (Fighter Bonus) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Halfling Agility
    Feat: (Automatic) Halfling Bravery
    Feat: (Automatic) Halfling Keen Ears
    Feat: (Automatic) Halfling Luck
    Feat: (Automatic) Halfling Size Bonus
    Feat: (Automatic) Halfling Thrown Weapon Focus
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sunder
    Feat: (Automatic) Tower Shield Proficiency
    Feat: (Automatic) Trip
    
    
    Level 2 (Fighter)
    Skill: Balance (+0.5)
    Feat: (Fighter Bonus) Point Blank Shot
    
    
    Level 3 (Fighter)
    Skill: Balance (+0.5)
    Feat: (Selected) Diehard
    
    
    Level 4 (Fighter)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Feat: (Fighter Bonus) Precise Shot
    
    
    Level 5 (Fighter)
    Skill: Balance (+0.5)
    
    
    Level 6 (Fighter)
    Skill: Balance (+0.5)
    Feat: (Fighter Bonus) Rapid Reload
    Feat: (Selected) Rapid Shot
    
    
    Level 7 (Fighter)
    Skill: Balance (+0.5)
    
    
    Level 8 (Fighter)
    Ability Raise: DEX
    Skill: Balance (+1)
    Feat: (Fighter Bonus) Improved Critical: Ranged Weapons
    
    
    Level 9 (Fighter)
    Skill: Balance (+1)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 10 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons
    
    
    Level 11 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    
    
    Level 12 (Fighter)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Feat: (Selected) Greater Weapon Specialization: Ranged Weapons
    Feat: (Fighter Bonus) Improved Precise Shot
    
    
    Level 13 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    
    
    Level 14 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Greater Weapon Focus: Ranged Weapons
    
    
    Level 15 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Feat: (Selected) Power Critical
    
    
    Level 16 (Fighter)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Superior Weapon Focus: Ranged Weapons
    
    
    Level 17 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    
    
    Level 18 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Dodge
    Feat: (Selected) Mobility
    
    
    Level 19 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    
    
    Level 20 (Fighter)
    Ability Raise: DEX
    Skill: Jump (+2)
    Feat: (Fighter Bonus) Shot on the Run
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Attack Boost III
    Enhancement: Fighter Attack Boost IV
    Enhancement: Fighter Weapon Alacrity
    Enhancement: Kensei Repeating Light Crossbow Mastery I
    Enhancement: Kensei Repeating Light Crossbow Mastery II
    Enhancement: Kensei Repeating Light Crossbow 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 Critical Accuracy IV
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Kensei III
    Enhancement: Fighter Repeating Light Crossbow Specialization I
    Enhancement: Fighter Repeating Light Crossbow Specialization II
    Enhancement: Fighter Flanking Mastery I
    Enhancement: Fighter Flanking Mastery II
    Enhancement: Fighter Flanking Mastery III
    Enhancement: Halfling Dexterity I
    Enhancement: Halfling Dexterity II
    Enhancement: Halfling Cunning I
    Enhancement: Halfling Cunning II
    Enhancement: Halfling Cunning III
    Enhancement: Halfling Cunning IV
    Enhancement: Halfling Hero's Companion I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    If I ever made it to the point of Reincarnating I would swap out Diehard with Student of the Sword at level 3. I don't really feel like TR'ing as anything else but a fighter right now. That's still a ways off though.

    There are three things that I'm still somewhat unsure of with this build.

    1: Repeating Light Crossbows vs. Repeating Heavy Crossbows. I read in the Update 11 patch notes that "Light Crossbows" have a faster reloading speed than Heavy Crossbows. I'm just wondering if this includes Light and Heavy Repeaters too. And if so, I'm hoping that since Repeating Crossbows are typically chosen for their faster attack speeds, that a Light Repeater will somewhat make up for the lack of base damage it has in comparison to a Heavy Repeater. The lighter weight also makes my low carrying capacity somewhat more bearable. The nice thing though about Crossbow Fighters is you can change your entire weapon specialization with a single feat swap.

    2: Pumping the Balance skill. I didn't really see too many options to add into skills. I've heard of some people going for UMD, but it doesn't seem like a very feasible plan to me. My other choices were going to be pumping Spot for seeing hidden enemies or Tumble for the faster animation and decreased damage from falling. I figured that Balance would be a better option since I guess Tumble doesn't work while being crippled and such anymore? And even with gear my Spot would only end up around 26? Not to mention Balance would help me be able to get back on my feet quickly and not be a burden to my party. And of course I didn't get Intimidate because I'm not attempting to tank with this character.

    3: Chaotic Good alignment. I heard that end game a lot of people go True Neutral and get UMD for their weapons. I chose what I felt was the next best option which was Chaotic Good for the Anarchic and Pure Good weapons. I'm not sure what to do here since like I said, UMD just doesn't really seem all that feasible on this build. I'd really like some feedback on this. Is it really easy to get a ton of UMD without wasting space on items that could give better survivability or damage?


    I'm not a pro at building characters, but this was just a build I was hoping to try. I would like some feedback on it.

    Thanks.
    Last edited by MurkamurTheMute; 10-21-2011 at 08:08 PM.

  2. #2
    Community Member Emizand's Avatar
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    Quote Originally Posted by MurkamurTheMute View Post
    Repeating Light Crossbows reload faster than Repeating Heavy Crossbows,
    Not sure if they do. It may say they do, but think I read somewhere that they go at same rate. Sure someone will be along soon who can confirm or deny this.

    More importantly ranged is seriously broken in DDO and doesnt compete with melee at all. A lot of groups may be dissapointed if you are not able to go toe to toe with things. I know its your build and you have strong ideas about what you want, but you may struggle to get groups or compete when in them. If this is a flavour build all well and good, but do consider it as a secondary character.

    Good luck

    Emi

    Ouch, just spotted that you only have a 6 str.

    I suggest you have a look at some builds on the forums and maybe shelve this idea till you have played a little longer.

    Dont want to appear to put a downer on you, but you are in for a whole world of pain later if you continue with this, only my opinion of course. Go read the forums and find a nice solid build.

    Again good luck
    Last edited by Emizand; 10-21-2011 at 05:22 PM.

  3. #3
    Community Member MurkamurTheMute's Avatar
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    I can achieve a STR of 10 with Fighter's Strength enhancements and a +2 tome by level 7 if it really does become an issue.

    This isn't an in-your-face character so I'd only be needing STR to prevent myself from being burdened/overloaded or hitting a 0 stat score and becoming helpless.


    The problem is though that there really aren't too many, if any at all, Pure Crossbow build guides (excluding Artificers I guess) since all of the other "ranged" builds have people dabbling into TWF and such. And even then most of those builds are Bow-using Ranger variants. I'd really like to focus on being an entirely ranged character if at all possible.

    But yeah, I already knew going into this build that ranged combat is pretty underpowered, but seeing how it got somewhat buffed recently (Crossbow attack speed being based on BAB, Point Blank Shot doubling damage rolls, Repeating Crossbow's "lost shots" issue getting fixed and even the ability to start the game with a Repeating Light Crossbow) made me want to give it another go.
    Last edited by MurkamurTheMute; 10-21-2011 at 09:00 PM.

  4. #4
    Build Constructionist unbongwah's Avatar
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    Most crossbow builds either go Mechanic or now Artificer, simply because there aren't a lot of ways to boost xbow DPS. Kensai does add some, but the STR bonuses don't do squat for xbows. And I think you can expect to take a lot of grief from other players for being a crossbow-specced Kensai.

    Personally, if you do still want to go thru with this, I wouldn't neglect melee so much. It's good to have options in a fight as a ranged build, IMHO.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  5. #5
    Community Member MurkamurTheMute's Avatar
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    The STR isn't for the Crossbows/damage. I'm getting some to mitigate the 3/4 carrying capacity Halflings have. Also getting it to of course increase carrying capacity in general so I don't become Burdened/Overloaded or hit 0 and become Helpless.

    Choosing Fighter allows me to take extra feats like Dodge, Mobility and Shot on the Run. I can also benefit from some decent-ish AC and HP. Also, a Crossbow Fighter has great synergy with Halflings which are incidentally my favorite race.

    You're right though. I'll probably take some heat for playing this build, but hey it's Dungeons & Dragons. I play D&D to make my own characters, builds and storyline. It wouldn't be any fun for me if I was playing a typical TWF or THF Fighter or a TWF Assassin/Tempest.
    Last edited by MurkamurTheMute; 10-21-2011 at 10:46 PM.

  6. #6
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by MurkamurTheMute View Post
    The STR isn't for the Crossbows/damage. I'm getting some to mitigate the 3/4 carrying capacity Halflings have. Also getting it to of course increase carrying capacity in general so I don't become Burdened/Overloaded or hit 0 and become Helpless.

    Choosing Fighter allows me to take extra feats like Dodge, Mobility and Shot on the Run. I can also benefit from some decent-ish AC and HP. Also, a Crossbow Fighter has great synergy with Halflings which are incidentally my favorite race.

    You're right though. I'll probably take some heat for playing this build, but hey it's Dungeons & Dragons. I play D&D to make my own characters, builds and storyline. It wouldn't be any fun for me if I was playing a typical TWF or THF Fighter or a TWF Assassin/Tempest.
    6 strength is difficult on a character that doesn't wear armour or anything like that. With your build you would have to be in robes from day 1 which will be a pain at low levels when AC is useful.

    Feats like Dodge, Mobility and Shot on the Run are useless to you in the high level content that you want to play. AC has 0 affect at high levels and Shot on the Run will be useless (as you should hit 95% of the time anyway with some gear). HP is nice on a fighter but any character can have enough HP and survivability from evasion and other such things is much more important.

    If you want to get into high level content then don't make your own character for it's build and storyline. Make a tried and tested build (with your own tweaks if desired) as otherwise you will probably find the high level content you wish to play out of reach.

    Crossbow builds are indeed quite viable in U11 but not as a pure fighter. In fact, fighter altogether doesn't add particularly much to crossbows. Artificer (the new class), Mechanic (rogue Prestige Enhancement specialising in crossbows and traps), Ranger (Deepwood Sniper Prestige Enhancement might get improved in U12) are all much better classes for using crossbows.

    Further, single target damage with a ranged weapon is always going to be lower significantly lower so if possible it is a good idea to have an option to swap to a melee weapon as in a lot of end game content you are just beating on 1 enemy (a raid boss).

  7. #7
    Community Member wax_on_wax_off's Avatar
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    Regarding UMD any character can get 20 to equip pure good weapons even with a 6 starting charisma if you put skill points into it.

    Unless you absolutely can't find the skill points then I'd definitely put ranks into it as there are just so many good uses for it.

  8. #8
    Community Member Aritukus's Avatar
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    I'm playing range-combat repeater build too, but a way different splash. Its here for information: http://forums.ddo.com/showthread.php?t=345053

    Yet I feel I can give you some feedback.

    The first problem you'll encounter is way too low damage output of your light repeater. They are fast, faster then heavy thats for sure, but damage is incredibly low. Point is, that by going fighter (im not sure about all bonuses, but I mind kensai enhancements and fighter feats) you boost up some basic damage, which you will many, many times encounter to be highly reduced, since we're talking about piercing damage.

    What other ways of splashing such a build gains are very mandatory. Artificier gives you many ways how to improve youre repeater combat (damage enhancements, to-hit, INT modifier for ATT/DMG, weapon spells, +2 enhancement, +2 stacking seeker, Endless fusillide, RUNE-ARM bonuses...) and rouge simply gives you insane amount of untyped sneak attack damage, which is so easy to maintain on such a build (+ add some points in Bluff and you are really beyond the problem of landing sneaks) and Mechanic gives you INT modifier to your damage, which with a decent INT really overcomes your kensain/fighter bonuses.

    What I want to tell you is, that your build is not bad - not at all, but you must consider very low damage (in case of light repeaters) for a slightly higher attack speed then another splash (ie. my with 13rouge/7arti). To-hit bonuses are becoming pointless, since actually to hit anything 19-20 (not epics yet) with lvl 17 is piece of cake.

    To loose damage like that on repeaters might not be wise. Since tripple-shot and quite fast reload (even on heavy repeaters) does some massive damage.

    And perhaps consider this as well - being in long-range distance combat, the exceptional option opens - fully using the branch cool UMD. You'll miss on that too. Throwing out there a heal scroll or two, or resurrection (or raise dead, but with good UMD you can use Resurrection scrolls - most of the time you overcome clerics and souls who keep using Raise Dead as their prime in-combat resurrection...) when one is in need, is of high value.

    I would go for heavy repeaters, for sure. And I would keep in mind some melee combat as well - you can, as a fighter, maintain that as well. Your HPs are after all higher then any other repeater oriented build and dont mind your saves - those number you got out there, doesnt really matter (you dont have to bother with saves anyway).

    Good luck with your build, Ari.

  9. #9
    Community Member Aritukus's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Further, single target damage with a ranged weapon is always going to be lower significantly lower so if possible it is a good idea to have an option to swap to a melee weapon as in a lot of end game content you are just beating on 1 enemy (a raid boss).
    I disagree. In my experience, U11 made some very significant changes to range combat. Ok, I'll speak about repeaters rather then general range combat. The damage output these heavy repeaters can deal (in range for point-blank shot, sneak attacks and some general buffs and viable build to handle, + stacking magic effect from bolts that are easy now to make) is far, far away from what you think. Yes, perhaps many bosses got fortification so we can exclude sneak attacks (in case of now famous construct, its easy to keep it lowered by 30% all night long) but with all other boosts, damage is really, really nothing low anymore. Trust me, since U11 I'm rolling my toon... and it works.

  10. #10
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Aritukus View Post
    I disagree. In my experience, U11 made some very significant changes to range combat. Ok, I'll speak about repeaters rather then general range combat. The damage output these heavy repeaters can deal (in range for point-blank shot, sneak attacks and some general buffs and viable build to handle, + stacking magic effect from bolts that are easy now to make) is far, far away from what you think. Yes, perhaps many bosses got fortification so we can exclude sneak attacks (in case of now famous construct, its easy to keep it lowered by 30% all night long) but with all other boosts, damage is really, really nothing low anymore. Trust me, since U11 I'm rolling my toon... and it works.
    I'm sure repeater damage is good but it still doesn't equal what a melee toon can put out. RoF of heavy repeaters as best I've seen is about 120 bolts/minute. Compare that to to a TWF'ing toon who has 180+ attacks/minute.

    It's perfectly reasonable to expect a pure repeater build (arti/mech splashed) to get about ~70% of the DPS of an Axer. This is fine. However, if you can build TWF'ing into your build without sacrificing ranged DPS - say by splashing 6 ranger - then there is a solid incentive there to do so for possibly increased damage against single targets but more important HUGELY better DPS against pierce resistant enemies (abbott, lich sorjek etc).

  11. #11
    Community Member Memek's Avatar
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    An Artificer would do this much much better. Arti does more damage with the Repeater AND can cast neat spells, including Blade Barrier and self heals.

    Repeaters have seen a buff lately but i dont think they are a viable main weapon... But not all that horrible so maybe you can do dmg like SnB. Maybe...

    But it's good that you chose Improved Precise Shot. With that, you can do very nice damage occasionally.

    But it's a pity to not roll this as an Arti, as he would be a WORLDS better character.

    Quote Originally Posted by MurkamurTheMute View Post
    I also wanted a character that would make a great puller
    The ability to pull is not a consideration in DDO. If you want to make a character specializing in it, then get Bluff i guess but i wouldnt bother. Everyone can fling poo at the enemy to pull them, and typically we just charge anyways.

    Quote Originally Posted by MurkamurTheMute View Post
    and could survive the enemy's initial attacks before the tankier characters in the group would pull them off.
    Why do they have to pull them off in the first place? Why not let them get aggro first? Why not be a tankier char AND do more damage?
    Btw, as a Fighter with high Con you'll be a quite tanky character anyways in content where AC fails - and with your high Dex, you can probably get nice AC for the rest.

    Quote Originally Posted by MurkamurTheMute View Post
    I also wanted something that could hang back, yet have good survivability so the healer wouldn't have to worry about me too much.
    As a healer, i really wouldnt "worry" about a Repeater Fighter. He either lives from the masses or he doesnt.

    Bad or questionable feat choices:
    Quote Originally Posted by MurkamurTheMute View Post
    (Selected) Diehard
    (Selected) Power Critical
    (Fighter Bonus) Dodge
    (Selected) Mobility
    (Fighter Bonus) Shot on the Run
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  12. #12
    Community Member Mr_Ed7's Avatar
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    Default Human!

    My human fighter repeater is on level 9 of his second life.
    I went with both HEAVY & LIGHT repeater proficiencies so as not to limit my weapon choices when it comes to the various special effects that are attached to weapons like stat damage.

    Healing is usually little of an issue for I am mostly away from the melee proper.

    Shot on the run which requires Point Blank Shot, is very usual if you are kiting prey and you desire not to incur the -4 to hit penalty for moving.

    Many that doubt the effectiveness of archers in general, never actually build or play such a character.

    Pay no heed to other players and their concerns for your build.
    You may end-up with the most kills at the end of your quest.
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  13. #13
    Community Member tekkentroop's Avatar
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    A kensai repeater is possible but I think that a multiclass build (12fi/6rog(mechanic 1, evasion, trapskills, umd, sneak damage)/2 arti (runearms, summon bolts) or at least 14fi/6rog if you dont have arti class) would be much more viable in late game. Repeaters are great early on but the lack of stat bonuses to damage if youre not an arti or a mechanic means that your damage at lvl 17 would be almost the same as your damage at lvl 3.

    I made a repeater build before I purchased arti, I went for 14 fighter/6 rogue but deleted the char and bought arti class after a while
    Last edited by tekkentroop; 12-13-2012 at 04:39 PM.

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  14. #14
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    I've done a couple repeater builds and can give you a bit of insight.

    - I've noticed no difference in reloading speed between light and heavy repeaters. Also of note is that though they say 'Rapid Shot' now applies to repeaters, that looks like not the case. I've noticed no difference in firing speed since I got it and am regretting getting the feat. What does apply to repeaters is a sort of technique of firing where you hold the mouse button to fire and then release it just at the end of your firing cycle as you hear the first reloading click. If you get the timing right and fire again as the crossbow comes back up to your shoulder, you can fire the next clip off quite quickly, seemingly skipping some reload time. Sort of a hair-trigger reflex firing technique.

    - As a pure fighter you will miss one of the most important abilities of a typical crossbow user: being able to add your Int bonus to your crossbow damage. Rogue mechanics can do this at lvl 6. Artificers cast a spell to do this. Either way it's really very useful to actually do good damage with a repeater.

    - I find the Rogue Mechanic the best method of going pure crossbow carnage. Artificers tend to be distracted from leaning on that trigger by all their other abilities whereas mechanics are pretty much entirely focused on shooting that thing all the time. In addition a rogue mechanic (halfling especially) can do an incredible amount of Backstab damage. Significantly so. Choosing your targets (that are distracted with the party meat or your own bluff skill) can easily out DPS the party melee.

    I'm rocking a fairly deadly halfling Rogue Mechanic right now that is 13 lvls rogue, 6 lvls Fighter (Heavy Repeater Kensai 1) and 1 lvl Barbarian (for the speeeeed!). Shooting feats, Dodge, Mobility, Shot on the Run and NO Precise shot. Why no precise shot? 'Accidentally' shooting the poor sap between you and your real target is a great way to spread the love (and DPS) around. Firing blindly in to a crowd of monsters, all of which are facing the meat shield, is a whole lot of fun and tonnes of damage.

    I see no reason why you couldn't do a similar thing with more emphasis on the fighter, say only 6 lvls of Rogue for Mechanic 1 and the rest Fighter Kensai.

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