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Thread: Ballista Joe

  1. #1
    Community Member ProdigalGuru's Avatar
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    Default Ballista Joe

    I would like some feedback on this build.

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Ballista Joe
    Level 20 True Neutral Warforged Male
    (6 Rogue \ 8 Ranger \ 6 Artificer) 
    Hit Points: 328
    Spell Points: 500 
    BAB: 16\16\21\26\26
    Fortitude: 15
    Reflex: 21
    Will: 8
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength              8                    10
    Dexterity            17                    20
    Constitution         15                    20
    Intelligence         18                    26
    Wisdom                6                     8
    Charisma              6                     8
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +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 Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    28
    Bluff                -2                    -1
    Concentration         4                    28
    Diplomacy             2                    22
    Disable Device        8                    35
    Haggle                2                    19
    Heal                 -2                    -1
    Hide                  7                    13
    Intimidate           -2                    -1
    Jump                  1                     5
    Listen               -2                    -1
    Move Silently         7                    13
    Open Lock             7                    32
    Perform              n/a                   n/a
    Repair                4                    12
    Search                8                    33
    Spot                  2                    27
    Swim                 -1                     2
    Tumble                5                     7
    Use Magic Device      2                    23
    
    Level 1 (Rogue)
    Feat: (Past Life) Past Life: Ranger
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sneak Attack
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Warforged Immunities
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Wild Empathy
    
    
    Level 3 (Artificer)
    Feat: (Selected) Insightful Reflexes
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Unleash Iron Defender
    Spell (1): Conjure Bolts
    Spell (1): Repair Light Damage
    Spell (1): Shield of Faith
    Spell (1): Resist Energy
    Spell (1): Enchant Armor
    Spell (1): Enchant Weapons
    
    
    Level 4 (Rogue)
    Ability Raise: INT
    Feat: (Automatic) Evasion
    
    
    Level 5 (Artificer)
    Feat: (Automatic) Artificer Knowledge: Potions
    Feat: (Automatic) Rune Arm Use
    Spell (1): Curative Admixture: Cure Light Wounds
    
    
    Level 6 (Ranger)
    Feat: (Selected) Point Blank Shot
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    
    
    Level 7 (Rogue)
    Feat: (Automatic) Trap Sense
    
    
    Level 8 (Artificer)
    Ability Raise: INT
    Feat: (Automatic) Artificer Knowledge: Wands
    Spell (2): Elemental Weapons
    
    
    Level 9 (Ranger)
    Feat: (Selected) Precise Shot
    Feat: (Automatic) Diehard
    
    
    Level 10 (Rogue)
    Feat: (Automatic) Trapmaking
    Feat: (Automatic) Uncanny Dodge
    
    
    Level 11 (Artificer)
    Feat: (Artificer Bonus) Augment Summoning
    Spell (2): Protection From Energy
    
    
    Level 12 (Ranger)
    Ability Raise: INT
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Spell (1): Camouflage
    Spell (1): Jump
    Spell (1): Longstrider
    Spell (1): Merfolk's Blessing
    Spell (1): Ram's Might
    Spell (1): Summon Nature's Ally I
    Spell (1): Tumble
    
    
    Level 13 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    
    
    Level 14 (Artificer)
    Feat: (Automatic) Artificer Knowledge: Arms and Armor
    Feat: (Automatic) Retain Essence
    Spell (2): Insightful Strikes
    
    
    Level 15 (Rogue)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 16 (Rogue)
    Ability Raise: INT
    
    
    Level 17 (Ranger)
    Feat: (Automatic) Improved Two Weapon Fighting
    Feat: (Automatic) Manyshot
    
    
    Level 18 (Artificer)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Spell (3): Repair Serious Damage
    
    
    Level 19 (Ranger)
    Feat: (Automatic) Improved Wild Empathy
    
    
    Level 20 (Ranger)
    Ability Raise: CON
    Feat: (Automatic) Improved Uncanny Dodge
    Spell (2): Barkskin
    Spell (2): Bear's Endurance
    Spell (2): Cat's Grace
    Spell (2): Cure Light Wounds
    Spell (2): Hold Animal
    Spell (2): Mass Camouflage
    Spell (2): Owl's Wisdom
    Spell (2): Snare
    Spell (2): Spike Growth
    Spell (2): Summon Nature's Ally II
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Rogue Skill Boost I
    Enhancement: Rogue Skill Boost II
    Enhancement: Ranger Sprint Boost I
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Battle Engineer I
    Enhancement: Uncaring Master
    Enhancement: Rogue Acid Trap Lore I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Resistance I
    Enhancement: Ranger Deepwood Sniper I
    Enhancement: Rogue Mechanic I
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Accuracy II
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Improved Disable Device I
    Enhancement: Improved Disable Device II
    Enhancement: Improved Hide I
    Enhancement: Improved Hide II
    Enhancement: Improved Move Silently I
    Enhancement: Improved Move Silently II
    Enhancement: Improved Open Lock I
    Enhancement: Improved Open Lock II
    Enhancement: Improved Spot I
    Enhancement: Improved Spot II
    Enhancement: Improved Use Magic Device I
    Enhancement: Repair Manipulation I
    Enhancement: Repair Manipulation II
    Enhancement: Repair Manipulation III
    Enhancement: Ranger Energy of the Wild I
    Enhancement: Ranger Energy of the Wild II
    Enhancement: Ranger Dexterity I
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    The premise is mostly Crossbow focus, but with some heavy versatility.

    Features include:
    Trapsmithing/Locks
    Evasion
    2 Favored Enemies (Evil Outsiders and Undead)
    Rune Arm Use (many possible bonuses)
    Battle Engineer I (+2 to-hit, 10HP, no ASF, Fusillade)
    Mechanic I (INT/INT for to-hit/damage)
    Deepwood Sniper I (extended PBS/SA range, Sniper shot)
    WF Immunities (Water Breathing, No Level Drain, No Poison, No Disease)
    Iron Defender (Augmented Summon)
    Wild Empathy
    Uncanny Dodge
    Sneak Attack (3d6+?)
    Stealth
    Improved Precise Shot
    Self-Healing
    Self-Buffing
    Sprint Boost
    Skill Boost
    Damage Boost

    Cons off the top of my head:
    No top-tier Arti buffs
    Slightly squishy
    Takes a long time to come together
    Unable to max Favored Enemy and Sneak Attack damage

    Am I overlooking a major flaw? Has anyone tried this?
    Last edited by ProdigalGuru; 03-04-2012 at 07:31 AM.
    Tip# 203: Death is a traumatic experience.

  2. #2
    Community Member Cardtrick's Avatar
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    Sep 2009
    Posts
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    Default

    You may not be missing it, but you may be underestimating its importance:

    Rune arm damage depends on artificer levels.

    At cap, an artificer's DPS comes about half from runearm, half from repeater, and even then it's not very good. There's no way this build does twice the repeater damage of a pure artificer, even taking into account the sneak attack damage (which isn't much higher than a pure arti could get from half-elf dilettante, anyway).

    This means you're looking at significantly lower DPS than a pure artificer, in addition to lacking their better spells. Now, you may be able to make up some of it by using manyshot and a good bow whenever you're off timer, but without slaying arrows and with low strength I'm not sure how useful that will be. And you will have somewhat crossbow higher DPS than a pure arti against the highest-AC enemies, like eMalicia, where an artificer will typically have to swap from insightful damage to insightful strikes before getting fully geared.

    Honestly, though, I don't see much utility to this build unless you primarily like playing artificers and hate playing rangers, but want to grind out 3 ranger past lives for the stacking +6 to damage (in which case, this is a great build).
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

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