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  1. #1
    Community Member Celestialbeast's Avatar
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    Default 12/6/2 Barb/Ranger/Rogue

    So I'm coming up on another TR because my Fiance decided she want's a completionist (Thanks Lithic, you inspired her). I'm currently on a bard life which I found to be much more enjoyable at the higher levels, I used to hate them but have certainly changed my point of view!

    Now for the next is a class I've played to about level 10 or so and still hate, I just can't do full ****** DPS builds. So I'm thinking of the above split, 12 barb for past life, 6 ranger for low level extras (Free TWF anyone?) and rogue for evasion and my everlasting love of UMD. So can anyone come up with something that can play to 20 fairly easy? Only 2 things are required. 13 wisdom (Can be done with tome if necessary) and it has to be Helf (Cleric Dil makes life so easy). I'll also take into consideration other class splits, as long as Barb is the main class for PL. Thanks!
    Quote Originally Posted by stainer View Post
    I maxed my drama enhancements, drama skills and took SF: Drama. I have a 89 drama unbuffed. I can hold a mods agro on a roll of 1.
    Argo- Proud Member of Storm's End. Teshy, Teshie, Teshee, Tysho, Teshlyn
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  2. #2
    Build Constructionist unbongwah's Avatar
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    Have a look at the Amazon. A lot's changed since then - in fact you might want to skip Tempest I entirely so you can spend those feats on other things - and you'll need to tweak it a bit for HE w/cleric dilly, but it's still a solid build, IMHO.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  3. #3
    Build Constructionist unbongwah's Avatar
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    Hasty rough draft:
    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Half-Elf Male
    (12 Barbarian \ 2 Rogue \ 6 Ranger) 
    Hit Points: 366
    Spell Points: 80 
    BAB: 19\19\24\29\29
    Fortitude: 17
    Reflex: 16
    Will: 8
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             18                    26
    Dexterity            15                    18
    Constitution         14                    18
    Intelligence          9                    10
    Wisdom               13                    15
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +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 Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
    Level 1 (Rogue)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    Feat: (Past Life) Past Life: Bard
    Feat: (Past Life) Past Life: Wizard
    Feat: (Selected) Toughness
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    
    
    Level 3 (Ranger)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    
    
    Level 4 (Barbarian)
    Ability Raise: STR
    
    
    Level 5 (Ranger)
    
    
    Level 6 (Ranger)
    Feat: (Selected) Power Attack
    
    
    Level 7 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    
    
    Level 9 (Rogue)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 10 (Barbarian)
    
    
    Level 11 (Barbarian)
    
    
    Level 12 (Barbarian)
    Ability Raise: STR
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 13 (Barbarian)
    
    
    Level 14 (Barbarian)
    
    
    Level 15 (Barbarian)
    Feat: (Selected) Cleave
    
    
    Level 16 (Barbarian)
    Ability Raise: STR
    
    
    Level 17 (Barbarian)
    
    
    Level 18 (Barbarian)
    Feat: (Selected) Improved Sunder
    
    
    Level 19 (Barbarian)
    
    
    Level 20 (Barbarian)
    Ability Raise: STR
    Enhancement: Barbarian Damage Boost I
    Enhancement: Barbarian Damage Boost II
    Enhancement: Barbarian Damage Boost III
    Enhancement: Rogue Haste Boost I
    Enhancement: Barbarian Extend Rage I
    Enhancement: Barbarian Extend Rage II
    Enhancement: Barbarian Extend Rage III
    Enhancement: Barbarian Extra Rage I
    Enhancement: Barbarian Extra Rage II
    Enhancement: Barbarian Extra Rage III
    Enhancement: Barbarian Power Attack I
    Enhancement: Barbarian Power Attack II
    Enhancement: Barbarian Power Attack III
    Enhancement: Barbarian Power Rage I
    Enhancement: Barbarian Power Rage II
    Enhancement: Barbarian Power Rage III
    Enhancement: Barbarian Frenzied Berserker I
    Enhancement: Barbarian Frenzied Berserker II
    Enhancement: Improved Cleric Dilettante I
    Enhancement: Improved Cleric Dilettante II
    Enhancement: Improved Cleric Dilettante III
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Barbarian Constitution I
    Enhancement: Ranger Dexterity I
    Enhancement: Barbarian Toughness I
    Enhancement: Barbarian Toughness II
    Enhancement: Rogue Wand and Scroll Mastery I
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  4. #4
    Community Member Celestialbeast's Avatar
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    +1. It looks solid and gives me a plan for leveling, may have to do a bit of tweaking but I like it! Thanks
    Quote Originally Posted by stainer View Post
    I maxed my drama enhancements, drama skills and took SF: Drama. I have a 89 drama unbuffed. I can hold a mods agro on a roll of 1.
    Argo- Proud Member of Storm's End. Teshy, Teshie, Teshee, Tysho, Teshlyn
    Khyber- Wandering Member of ~Nomadic~. Kyex

  5. #5
    Build Constructionist unbongwah's Avatar
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    Glad you like it. One suggestion: once your UMD is high enough, consider swapping cleric dilly for monk for +20% heal amp.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  6. #6
    Community Member toun's Avatar
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    Default Belkar the eye-poker.

    I created my halfling version of the 'Amazon' build around the beginning of the year. It's been a blast and I'm currently holding 17 and holding. Halfling is for flavor as our small group all TR'ed into halflings. Note this is to grab a past-life barbarian. I've already tried a 2hd barbarian and it's boring as heck. Caveat: I've played about 10 months so take comments with grain of salt.

    It mantains high survivability with a very reasonable ~40 AC, evasion and a 30+ unbuffed reflex save it avoids most damage. Being able to paralyze most monsters really cuts down on incoming damage. Undead would have been a problem but my partner in crime neutralizes those!

    Originally I followed the cookie cutter build but ran into Unbongwah's comment on the lacking usefulness of tempest. I spent the shards to refeat out of tempest and did not regret it.

    Having to carry golf-bags of weapons is inconvenient. Undead beaters are very useful for Necropolis, Smiters/construct bane after around ~L11.

    A few bows (banishing/paralyzing/holy) are very helpful. Many shot can decimate the marilith in extraplanar (half of her hit points just from a manyshot +2 holy longbow), and help against those annoying air elementals.

    TWF Khopesh: Barb 12, Ranger 6, Rogue 2. Note that any more viable race (human) would get the extra feat and not need so many tough choices. True-neutral to leave open the ability to wear superior stability items.

    Thoughts of feat order and some rationale:

    1 (If human, probably suggest toughness.)
    1 Stunning Blow (For stunning blow around level 9 it starts to falter, so I crafted a light +8 stunning. Put that in your Shift-1 key, put the stunning blow as 1. Hit shift-1, stun, hit shift-2 to switch back to DPS mode.)
    3 Power attack (By now the BAB is better so probably good to fit in now if you are dual-wielding. Strength is fairly low, +hit and and static elemental damage is better DPS than increased crits.
    6 Khopesh (I had a pair of the challenge L12 T3 Khopeshes. Dual-wielded paralyzing is very nice! If it's 5% chance per hit, at 180% attack speed it's ~9.5% chance per hit. This of course assume hitting every blow. Alternatives would be off-wielding a cursespewing/shattermantle weapon.)
    7 (Free ITWF kicks in around here)
    9: Improved critical slash. Can't take earlier because of BAB+8 requirement.
    12: OTWF. Power attack leads to to-hit issues running elite bravery quests. Can't really take earlier

    Still using those Khopeshes at ~16-17. I slotted Holy in them in preparation for vale (break good DR) and made an evil/cold iron /chaotic bane set for the silly eladrin. Will hopefully see how well the weapons hold up then but I do not see problems.

    L15 Cleave: I really liked cleave because inflicting effects on an entire line of mobs with one keypress is useful (paralyze/debuff all of em at once, also grabs some extra agro off the squishies.)
    L18 Toughness?

    Levels:
    I would take 2nd rogue level no later than Crucible (~L16). I think I took it around Desert level.
    1) Rogue
    2) Barbarian (for the 10% move speed).
    3-9) Ranger (to get ITWF asap).
    10-20) Barbarian, except slot a level of rogue in here sometime.

    On enhancements:
    The first few levels really had no useful enhancements to put. Extra hit points, DEX, resistances, Rogue haste boost were useful. A few points in wand enhancement is nice to increase heals. The faster you heal up, the faster you can get back to killing things. Killing things is important (understatement of the year!).

    The barbarian rage/PRE is very lacking. Since I leveled using mostly CSW wands/pots it prevents the more effective/economical wand use. I can't use stoneskin clickies, wands, etc. I treat it as a haste boost and occasionally click it. Vicious is out of the question. If the monsters die after 2-3 hits, it does not help if I have to sit there and reheal the damage I took afterwards.

    Other thoughts: Stunning blow has been somewhat weaker recently, but that's probably because I've spent the last few levels in the Orchard. I would consider improved sunder as a good feat next time to improve to-hit issues against bosses, debuff fort for friendly casters, etc. Improved trip probably very useful as well (die DROW DIE!)

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