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Thread: Arcane Archer

  1. #1
    Community Member Ploks's Avatar
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    Default Arcane Archer

    With the new veteran status I have decided I will make another character. After a lot of thought I figured I would try something different that I have never played before. So here it is:

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Half-Elf Male
    (20 Ranger) 
    Hit Points: 282
    Spell Points: 405 
    BAB: 20\20\25\30\30
    Fortitude: 15
    Reflex: 18
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             18                    25
    Dexterity            16                    22
    Constitution         14                    16
    Intelligence          8                    10
    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 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Point Blank Shot
    
    
    Level 2 (Ranger)
    
    
    Level 3 (Ranger)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 4 (Ranger)
    Ability Raise: STR
    
    
    Level 5 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Monstrous Humanoid
    
    
    Level 6 (Ranger)
    Feat: (Selected) Mental Toughness
    
    
    Level 7 (Ranger)
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    
    
    Level 9 (Ranger)
    Feat: (Selected) Toughness
    
    
    Level 10 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    
    
    Level 11 (Ranger)
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 13 (Ranger)
    
    
    Level 14 (Ranger)
    
    
    Level 15 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    
    
    Level 17 (Ranger)
    
    
    Level 18 (Ranger)
    Feat: (Selected) Power Attack
    
    
    Level 19 (Ranger)
    
    
    Level 20 (Ranger)
    Ability Raise: STR
    Feat: (Favored Enemy) Favored Enemy: Construct
    Enhancement: Ranger Sprint Boost I
    Enhancement: Ranger Arcane Archer: Imbue Acid Arrows
    Enhancement: Ranger Arcane Archer: Imbue Explosive Arrows
    Enhancement: Ranger Arcane Archer: Imbue Force Arrows
    Enhancement: Ranger Arcane Archer: Imbue Slaying Arrows
    Enhancement: Ranger Arcane Archer: Imbue Terror Arrows
    Enhancement: Ranger Master of Archery
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Improved Rogue Dilettante II
    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 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 Arcane Archer: Conjure +2 Arrows
    Enhancement: Ranger Arcane Archer: Conjure +3 Arrows
    Enhancement: Ranger Arcane Archer: Conjure +4 Arrows
    Enhancement: Ranger Arcane Archer: Conjure +5 Arrows
    Enhancement: Ranger Arcane Archer I
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Devotion III
    Enhancement: Ranger Devotion IV
    Enhancement: Ranger Energy of the Wild I
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    The idea is to put level ups into strength for maximum bow damage while keeping my dex high with elven/ranger enhancements. I will pew-pew when I have many shot and close the distance with a pair of scimitars when it is on timer. Any thoughts/suggestions/ideas are highly appreciated.

  2. #2
    Community Member ShadowFlash's Avatar
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    My wife likes the rapiers better on her AA...turbulent Epee+the new Envenomed Blade make a nice poor-mans combo. I like to multi-class after ranger 11 too, when playing elf or helf. Personal preferences aside, looks pretty good

    ShadowFlash

  3. #3
    Community Member Brennie's Avatar
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    This is my mutli-TR ranger build, almost completely XD

    A few differences
    -

    I would drop FE Monsterous Humanoid (Or potentially take it at 20, when it will be useful for some epics) drop Giant to level 5 and take Construct at 10. Elemental is another good choice, but i find them to be rather thin in endgame/epics (atleast the ones i run), so that last FE becomes a lot more wiggly-roomy.

    I would put improved critical: ranged before toughness. 6-12ish is the sweet spot for ranged damage, and i would capitalize on that (Besides which, its only really after level 12 that stuff begins hitting so hard that major HP pools make the difference between Champion and Professional Backpack Rider)

    Your enhancements look good, except Energy of the wild is pretty much a waste (My ranger has 8 starting wisdom, and an archmagi item, and I don't think he's ever run out of spellpoints). Devotion 4 is also, in my opinion, overkill. However, other than a rank or two of Favored Enemy Resistence (Cause Evasion + high saves = winner), I cannot for the life of me think of what else to dump AP into.

    I disagree with ShadowFlash on multiclassing though - class based AA comes at earlier levels, letting you get the best use of stuff if you are not a super speedy leveler. Additionally, the Ranger capstone is actually pretty amazing (Giving approximately 12.5% overall DPS increase with ranged weapons... which is huge!). Additionally, and this might just be me, I really like having access to Freedom of Movement, Cure Serious Wounds (With staff of the fleshmaker as a quick swap for self heals), and multiple spell slots for more utility (I've actually taken to wearing a +6 wisdom necklace, casting Owls Wisdom on myself, and then swapping to the Gilvaenors necklace, effectively freeing me from having to have an on-all-the-time wisdom item \o/). Plus, stacking up extra damage against Evil Outsiders and Constructs is never a bad idea in today's endgame.

    All in all, however, a very solid build!

  4. #4
    Community Member ShadowFlash's Avatar
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    Just to mention it, and like I said, it's soley my personal preference....

    Nothing stops you from taking RANGER AA while you level up ranger levels 1st (possible exception is the almighty rogue 1st level for haste boost, SA, DD, and OL), that way you recieve all your AA stuff early to hit your "sweet spots" leveling...then a simple re-spec to Elf AA once you stop going ranger. Ranger 11 is a decent break-point for enhancements too, and will still net you a ranger icon/past life. Pushing slayer off until 20 does hurt.

    Elf, 1 rogue....then 11 Ranger...then 8 Barbarian will be my wife's next life....shoring up HP via toughness enhancements (d12 from barb for 8 levels), melee & ranged DPS via Rage, maxed UMD ranks, haste boost I, SA 1d6+3, and lock/trap skills far out-weighs anything past Ranger 11 to us plus, with elf, you get the racial enhancements to DEX, bows, and rapiers (or scimmies). Really does break the mold on "squishy" AA's.

    Absolutely nothing wrong with pure however!

    ShadowFlash
    Last edited by ShadowFlash; 03-03-2012 at 05:11 PM.

  5. #5
    Community Member Ploks's Avatar
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    Quote Originally Posted by Brennie View Post
    This is my mutli-TR ranger build, almost completely XD

    A few differences
    -

    I would drop FE Monsterous Humanoid (Or potentially take it at 20, when it will be useful for some epics) drop Giant to level 5 and take Construct at 10. Elemental is another good choice, but i find them to be rather thin in endgame/epics (atleast the ones i run), so that last FE becomes a lot more wiggly-roomy.

    I would put improved critical: ranged before toughness. 6-12ish is the sweet spot for ranged damage, and i would capitalize on that (Besides which, its only really after level 12 that stuff begins hitting so hard that major HP pools make the difference between Champion and Professional Backpack Rider)

    Your enhancements look good, except Energy of the wild is pretty much a waste (My ranger has 8 starting wisdom, and an archmagi item, and I don't think he's ever run out of spellpoints). Devotion 4 is also, in my opinion, overkill. However, other than a rank or two of Favored Enemy Resistence (Cause Evasion + high saves = winner), I cannot for the life of me think of what else to dump AP into.

    I disagree with ShadowFlash on multiclassing though - class based AA comes at earlier levels, letting you get the best use of stuff if you are not a super speedy leveler. Additionally, the Ranger capstone is actually pretty amazing (Giving approximately 12.5% overall DPS increase with ranged weapons... which is huge!). Additionally, and this might just be me, I really like having access to Freedom of Movement, Cure Serious Wounds (With staff of the fleshmaker as a quick swap for self heals), and multiple spell slots for more utility (I've actually taken to wearing a +6 wisdom necklace, casting Owls Wisdom on myself, and then swapping to the Gilvaenors necklace, effectively freeing me from having to have an on-all-the-time wisdom item \o/). Plus, stacking up extra damage against Evil Outsiders and Constructs is never a bad idea in today's endgame.

    All in all, however, a very solid build!
    Thanks for the advice

  6. #6
    Community Member Ploks's Avatar
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    Quote Originally Posted by ShadowFlash View Post
    Just to mention it, and like I said, it's soley my personal preference....

    Nothing stops you from taking RANGER AA while you level up ranger levels 1st (possible exception is the almighty rogue 1st level for haste boost, SA, DD, and OL), that way you recieve all your AA stuff early to hit your "sweet spots" leveling...then a simple re-spec to Elf AA once you stop going ranger. Ranger is a decent break-point for enhancements too, and will still net you a ranger icon/past life. Pushing slayer off until 20 does hurt.

    Elf, 1 rogue....then 11 Ranger...then 8 Barbarian will be my wife's next life....shoring up HP via toughness enhancements (d12 from barb for 8 levels), melee & ranged DPS via Rage, maxed UMD ranks, haste boost I, SA 1d6+3, and lock/trap skills far out-weighs anything past Ranger 11 to us plus, with elf, you get the racial enhancements to DEX, bows, and rapiers (or scimmies). Really does break the mold on "squishy" AA's.

    Absolutely nothing wrong with pure however!

    ShadowFlash
    Sounds like it could be a lot of fun! However I'm not too fond of multiclassing so I usually keep most if not all of my characters pure. Thanks for the input.

  7. #7
    Community Member wax_on_wax_off's Avatar
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    Nobodies mentioned the 10k stars enhancement?

    (from DDOwiki)
    Ten Thousand Stars: Activate this ability to enter a trance for 30 seconds (or until you become uncentered) that gives you a chance to throw multiple shuriken at a time. Wisdom increases your chance for additional projectiles and increases the potential number of additional projectiles. This ability will work with bows if you have the Zen Archery feat, but Manyshot and this ability cannot be used at the same time.

    With a decent wisdom score this will increase your attack speed by ~100%, 50% of the time which is much more significant than the 12.5% that you get from ranger capstone (even though it says 25% it only applies to the firing action, not the reload action which is why the discrepancy iirc).

    I really wouldn't build an archer right now that didn't have 6 or 12 monk levels. Fighter or ranger make natural accompaniements along with 2 fighter/rogue/artificer. Even 12-13 cleric/favored soul/rogue could work quite well.

    Zen Archery feat also let's you use your wisdom modifier for attack which is the real charm of the build, wisdom becomes your attack stat and your damage stat giving excellent synergy. High stunning fist DC and AC is just gravy.

    I posted some example builds here.
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  8. #8
    Community Member ShadowFlash's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Nobodies mentioned the 10k stars enhancement?

    (from DDOwiki)
    Ten Thousand Stars: Activate this ability to enter a trance for 30 seconds (or until you become uncentered) that gives you a chance to throw multiple shuriken at a time. Wisdom increases your chance for additional projectiles and increases the potential number of additional projectiles. This ability will work with bows if you have the Zen Archery feat, but Manyshot and this ability cannot be used at the same time.

    With a decent wisdom score this will increase your attack speed by ~100%, 50% of the time which is much more significant than the 12.5% that you get from ranger capstone (even though it says 25% it only applies to the firing action, not the reload action which is why the discrepancy iirc).

    I really wouldn't build an archer right now that didn't have 6 or 12 monk levels. Fighter or ranger make natural accompaniements along with 2 fighter/rogue/artificer. Even 12-13 cleric/favored soul/rogue could work quite well.

    Zen Archery feat also let's you use your wisdom modifier for attack which is the real charm of the build, wisdom becomes your attack stat and your damage stat giving excellent synergy. High stunning fist DC and AC is just gravy.

    I posted some example builds here.
    grrr @ you wax

    Sometime in my short couple month break, I missed the change/discussion of 10k stars...I still like my wife's next life to net the ranger PL (her goal is getting all 3) and not sure how well it synergizes with monk 6....I'm gonna have to do some paper builds to see how it works out. I do dread talking her into monk though thanks for the links...the OP sounds set on pure, but I'm certainly open to suggestions.

    ShadowFlash

  9. #9
    Community Member NinjaCereal's Avatar
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    Quote Originally Posted by Brennie View Post
    I would put improved critical: ranged before toughness. 6-12ish is the sweet spot for ranged damage, and i would capitalize on that (Besides which, its only really after level 12 that stuff begins hitting so hard that major HP pools make the difference between Champion and Professional Backpack Rider)
    I actually took a second toughness instead of improved critical ranged on my AA. While the small amount of extra damage is nice, to me it's not worth the feat slot (unlike slashing, that crit range on scimitars is insane)

    FEs look good, I would go ahead and take monstrous humanoid just because there are so many of them in the game. Elemental is also nice but only the earth ellies are of any real threat, and that's if they get close enough to hit you.

    I've played through both a str and dex build AA. The str does do a lot more dps than dex (hooray, someone else who gets it )
    And like Brennie said, the AA capstone is a lot better than most people make it out to be.
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  10. #10
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by ShadowFlash View Post
    grrr @ you wax

    Sometime in my short couple month break, I missed the change/discussion of 10k stars...I still like my wife's next life to net the ranger PL (her goal is getting all 3) and not sure how well it synergizes with monk 6....I'm gonna have to do some paper builds to see how it works out. I do dread talking her into monk though thanks for the links...the OP sounds set on pure, but I'm certainly open to suggestions.

    ShadowFlash
    I'm really looking forward to a 11 ranger / 6 monk / 2 artificer build. I think it synergises beautifully for an exploiter style of play with solid self healing (from max UMD, Wand and Scroll Mastery I, Scroll/Wand Mastery I, 10% monk healing amp and 20% half-elf healing amp), decent self buffs, shadow fade, stunning fist, 4d6 sneak attack, 3 FEs (construct, evil outsiders +1 more), porous soul, static charge, breaker of boxers and only needing 14 dexterity (to qualify for 10k stars) but still getting IPS.

    That level split is only to 19, the last level is very flexible. Ranger buffs get slightly better at 12, 10% more healing amp and wholeness of body at monk 7 and level 2 infusions at artificer 3, all are decent options (I'd probably go for artificer 3 for elemental weapons and better trap skills/UMD).

    Quote Originally Posted by NinjaCereal View Post
    I actually took a second toughness instead of improved critical ranged on my AA. While the small amount of extra damage is nice, to me it's not worth the feat slot (unlike slashing, that crit range on scimitars is insane)

    FEs look good, I would go ahead and take monstrous humanoid just because there are so many of them in the game. Elemental is also nice but only the earth ellies are of any real threat, and that's if they get close enough to hit you.

    I've played through both a str and dex build AA. The str does do a lot more dps than dex (hooray, someone else who gets it )
    And like Brennie said, the AA capstone is a lot better than most people make it out to be.
    Improved Critical: Ranged is more than an 8% DPS boost with a LitII bow, on something like an epic thornlord or silver bow the difference is much more, this is definitely a must have feat for an AA. Additionally, there are some on-critical effects (like that granted by shimmering arrowhead) that make IC:R very desirable.

    I had a tempest ranger without FE: Elemental and honestly I couldn't stand it, there are numerous elementals in just about all content and beating them down often takes quite a long time, it stretches to an eternity without FE damage.

    The AA capstone is nice but 10k stars is much, much better.
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    Maybe it's just me, but your will saves seem a little low.

  12. #12
    Community Member ShadowFlash's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    I'm really looking forward to a 11 ranger / 6 monk / 2 artificer build. I think it synergises beautifully for an exploiter style of play with solid self healing (from max UMD, Wand and Scroll Mastery I, Scroll/Wand Mastery I, 10% monk healing amp and 20% half-elf healing amp), decent self buffs, shadow fade, stunning fist, 4d6 sneak attack, 3 FEs (construct, evil outsiders +1 more), porous soul, static charge, breaker of boxers and only needing 14 dexterity (to qualify for 10k stars) but still getting IPS.

    That level split is only to 19, the last level is very flexible. Ranger buffs get slightly better at 12, 10% more healing amp and wholeness of body at monk 7 and level 2 infusions at artificer 3, all are decent options (I'd probably go for artificer 3 for elemental weapons and better trap skills/UMD).
    So as not to De-Rail the OP's thread even more, I posted some questions on the 10K concept here...
    http://forums.ddo.com/showthread.php?t=351118 as it seemed most fitting...thanks

    ShadowFlash

  13. #13
    Community Member Quetzacoala's Avatar
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    Considering rolling a character that follows this build so as to acquire some Greensteel items and raid loot before true reincarnating into a 10k stars build; however, where (if you would) would you fit precision into this build?
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  14. #14
    Community Member Aerendil's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    The AA capstone is nice but 10k stars is much, much better.
    Which is just plain sad, and to make things worse, the new "relic" bow pretty much gives the capstone to all non-Rangers.
    *sigh*

    If you're dead set on an archer (and not a crossbow user), there 20 Ranger, the typical 11 or 12 Ranger + 6 Monk + whatever else combo (manyshot + 10k stars), and I'd imagine you can consider a 14 Bard / 6 Ranger as well. Fatesinger has some very nice bonuses for archers, including the new change to Reign (22d20 on a vorpal - which when added to AA's vorpal strikes, will be 1k+ dmg hits).

  15. #15
    Community Member goodspeed's Avatar
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    I'd say the capstone would be good if they ever fixed animations. Hell ranged itself would be a far cry better.

    But if you were going for a main ranged build then 10k stars is the trump. Can fire fast and true, but ur gonna need to be whippn those arrows pretty quick to get the gains from a lesser manyshot which from what I read doesn't affect the stand still archer dmg bonus.

    Now if you were going more hand to hand swords or whatever then a 20 ranger would benefit more, but when you go by that thinking then you have to gaze over that the angle build and whatnot that use ranged for a bust then hammer it in with weapons. Maybe when AA gets a 2nd and even 3rd pre id be more worthwhile but as it stands seems like the splashes offer more on all fronts.

  16. #16
    Bounty Hunter slarden's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Nobodies mentioned the 10k stars enhancement?

    (from DDOwiki)
    Ten Thousand Stars: Activate this ability to enter a trance for 30 seconds (or until you become uncentered) that gives you a chance to throw multiple shuriken at a time. Wisdom increases your chance for additional projectiles and increases the potential number of additional projectiles. This ability will work with bows if you have the Zen Archery feat, but Manyshot and this ability cannot be used at the same time.

    With a decent wisdom score this will increase your attack speed by ~100%, 50% of the time which is much more significant than the 12.5% that you get from ranger capstone (even though it says 25% it only applies to the firing action, not the reload action which is why the discrepancy iirc).

    I really wouldn't build an archer right now that didn't have 6 or 12 monk levels. Fighter or ranger make natural accompaniements along with 2 fighter/rogue/artificer. Even 12-13 cleric/favored soul/rogue could work quite well.

    Zen Archery feat also let's you use your wisdom modifier for attack which is the real charm of the build, wisdom becomes your attack stat and your damage stat giving excellent synergy. High stunning fist DC and AC is just gravy.

    I posted some example builds here.
    Interesting builds. With the new Epic Destinies I am liking the monkcher build much better than helves angel. What did you do with epic destinies for your 10k archer?
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  17. #17
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by slarden View Post
    Interesting builds. With the new Epic Destinies I am liking the monkcher build much better than helves angel. What did you do with epic destinies for your 10k archer?
    Start as Grandmaster of Flowers to twist Enlightenment (+2 passive Ki regen to stay 100% ranged) and then work your way towards Shiradi Champion (if you're okay with the long haul) or investigate Fatesinger (depending on the way granted songs work - I'd like this option if the granted songs stack with Past Life: Bardic Dilettante).

    12 monk/6 ranger/2 artificer/5 Shiradi Champion with Enlightenment, Haste Boost and something else (lots of good choices in LD and GMoF trees) twisted in seems the best approach.

    Quote Originally Posted by Quetzacoala View Post
    Considering rolling a character that follows this build so as to acquire some Greensteel items and raid loot before true reincarnating into a 10k stars build; however, where (if you would) would you fit precision into this build?
    First life I'd still build a 10k stars build but 11 ranger/6 monk/3 artificer instead. Can grab elemental weapons, trap skills, full UMD, 10k stars and all that good stuff with a decent amount of ranger spells and goodies.
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    Bounty Hunter slarden's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Start as Grandmaster of Flowers to twist Enlightenment (+2 passive Ki regen to stay 100% ranged) and then work your way towards Shiradi Champion (if you're okay with the long haul) or investigate Fatesinger (depending on the way granted songs work - I'd like this option if the granted songs stack with Past Life: Bardic Dilettante).

    12 monk/6 ranger/2 artificer/5 Shiradi Champion with Enlightenment, Haste Boost and something else (lots of good choices in LD and GMoF trees) twisted in seems the best approach.



    First life I'd still build a 10k stars build but 11 ranger/6 monk/3 artificer instead. Can grab elemental weapons, trap skills, full UMD, 10k stars and all that good stuff with a decent amount of ranger spells and goodies.
    Thank you wax_on_wax_off. The 100% ranged aspect is compelling. I've never played a monk so I wasn't sure how difficult it would be to regenerate ki between 10k stars. I am also confused about how the wisdom modifier works. I know it determines how many extra attacks you get during 10k stars, but I believe I read you indicate it is also used for attack and possibly damage modifier? If you have time, would you mind giving a real quick explanation of how wisdom is used? If I tried this build out I would want to make sure my stats were lined up properly as well as my enhancements.

    If 10k stars is usable with just 6 monk levels, would a ranger 14 / monk 6 work? I realize I lose UMD, trap skills a short version of elemental weapons, but one of my favorite aspects of ranger is the self healing. With 14 levels of ranger I gain get serious wounds.

    Thank you again.
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  19. #19
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by slarden View Post
    Thank you wax_on_wax_off. The 100% ranged aspect is compelling. I've never played a monk so I wasn't sure how difficult it would be to regenerate ki between 10k stars. I am also confused about how the wisdom modifier works. I know it determines how many extra attacks you get during 10k stars, but I believe I read you indicate it is also used for attack and possibly damage modifier? If you have time, would you mind giving a real quick explanation of how wisdom is used? If I tried this build out I would want to make sure my stats were lined up properly as well as my enhancements.

    If 10k stars is usable with just 6 monk levels, would a ranger 14 / monk 6 work? I realize I lose UMD, trap skills a short version of elemental weapons, but one of my favorite aspects of ranger is the self healing. With 14 levels of ranger I gain get serious wounds.

    Thank you again.
    Kinerd felt the same as you and went 14 ranger/6 monk iirc, I'd suggest to send him a message and ask his experiences on it (I'd be curious so if you could forward on the reply to my monkcher thread in my sig I'd appreciate it).

    Overall I don't like the split. Sure, if you have a torc and conc-opp accessory already then I can see a compelling argument but in general I'd take scrolled self healing over blue bar in most situations.

    Zen Archery is the feat that is required to use a bow as a centered weapon which also has the affect of letting you use your wisdom modifier to attack instead of your dexterity modifier. 10k stars starts at 125% of base while 10k stars is running at 10 wisdom and increases by 5% for each point of wisdom modifier (205% at 42 wisdom for instance). Wisdom cannot be used for the damage stat but due to the additional arrows from 10k stars wisdom is affecting your AB (through zen archery) and your damage (due to additional arrow procs). These figures aren't official but a result of generous testing by Kinerd.

    Regarding builds you can look in my sig but the general theme is to start by investing 6 points into str/dex/con/wis, put dex up to 16 so that with 2 level ups and a +3 tome you can qualify for Combat Archery and the rest into wisdom, some points into intelligence are good if you want trap skills. I'd skip Combat Archery on a 11 ranger variant (and probably TR at 20).
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    Quote Originally Posted by wax_on_wax_off View Post
    Kinerd felt the same as you and went 14 ranger/6 monk iirc, I'd suggest to send him a message and ask his experiences on it (I'd be curious so if you could forward on the reply to my monkcher thread in my sig I'd appreciate it).

    Overall I don't like the split. Sure, if you have a torc and conc-opp accessory already then I can see a compelling argument but in general I'd take scrolled self healing over blue bar in most situations.

    Zen Archery is the feat that is required to use a bow as a centered weapon which also has the affect of letting you use your wisdom modifier to attack instead of your dexterity modifier. 10k stars starts at 125% of base while 10k stars is running at 10 wisdom and increases by 5% for each point of wisdom modifier (205% at 42 wisdom for instance). Wisdom cannot be used for the damage stat but due to the additional arrows from 10k stars wisdom is affecting your AB (through zen archery) and your damage (due to additional arrow procs). These figures aren't official but a result of generous testing by Kinerd.

    Regarding builds you can look in my sig but the general theme is to start by investing 6 points into str/dex/con/wis, put dex up to 16 so that with 2 level ups and a +3 tome you can qualify for Combat Archery and the rest into wisdom, some points into intelligence are good if you want trap skills. I'd skip Combat Archery on a 11 ranger variant (and probably TR at 20).
    Thank you very much. I will mull this over a bit and post additional comments on your thread so I don't hijack this one.
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