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  1. #1
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    May 2011
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    Default 11/6/3 Ranger monk rog AA trapper advice

    Looking at building an AA of one type or another and without access to artificer yet this build seems to be the top dog. Multishot and 10k stars Human Vers IV for lots of burst. Earth stance and stealth for ki generation. 3d6+3 SA when within 30ft. Going 11 ranger means I can dump dex down to 12 and get 10k with just a +2 tome and still have 16 con.

    My question is what to do about shortsword, stunning blow and wis vs str for levelups. Ninja spy lets you use short swords as ki weapons and there are some very nice SSs out there at epic which will most likely eclips fists at 1d8 even if fists attack 10-20% faster the expansion pack may further widen this gap. If I ignore SSs I should switch from IC:P to IC:B but if I dive into SSs stunning fist should be switched to stunning blow or droped for imp sunder maybe.

    The question with Wis levelups is based on 40 wis will get you 4 arrows rather than 3 with 10k or at least that is what I have heard, could be wrong. Loosing 5 strength sounds like a bad idea both in ranged damage and in melee tohit.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Maladrin 
    Level 20 Lawful Neutral Half-Elf Male
    (6 Monk \ 3 Rogue \ 11 Ranger) 
    Hit Points: 351
    Spell Points: 350 
    BAB: 17\17\22\27\27
    Fortitude: 18
    Reflex: 17
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    22
    Dexterity            12                    14
    Constitution         16                    20
    Intelligence          8                    10
    Wisdom               16                    20
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Dexterity 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               5                     8
    Bluff                -1                     0
    Concentration         3                    27
    Diplomacy            -1                     0
    Disable Device        3                    23
    Haggle               -1                     0
    Heal                  3                     5
    Hide                  1                     4
    Intimidate           -1                     0
    Jump                  5                    11
    Listen                3                     5
    Move Silently         1                     4
    Open Lock             5                     6
    Perform              n/a                    n/a
    Repair               -1                     0
    Search                3                    22
    Spot                  7                     9
    Swim                  2                     6
    Tumble                2                     5
    Use Magic Device      3                    23
    
    Level 1 (Rogue)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Barbarian
    Feat: (Selected) Point Blank Shot
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    
    
    Level 3 (Ranger)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 4 (Ranger)
    
    
    Level 5 (Ranger)
    
    
    Level 6 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Mental Toughness
    
    
    Level 7 (Ranger)
    
    
    Level 8 (Monk)
    Feat: (Monk Bonus) Zen Archery
    
    
    Level 9 (Monk)
    Feat: (Selected) Stunning Fist
    Feat: (Monk Bonus) Toughness
    Enhancement: Rogue Haste Boost I
    Enhancement: Ranger Skill Boost I
    Enhancement: Ranger Skill Boost II
    Enhancement: Human Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Elven Arcane Archer I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Half-Elf Barbarian Constitution I
    Enhancement: Monk Wisdom I
    Enhancement: Half-Elf Barbarian Toughness I
    Enhancement: Half-Elf Barbarian Toughness II
    
    
    Level 10 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 11 (Monk)
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 13 (Monk)
    Feat: (Monk Bonus) Dodge
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Static Charge
    Enhancement: Ten Thousand Stars
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Improved Tumble II
    
    
    Level 14 (Ranger)
    
    
    Level 15 (Ranger)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 16 (Ranger)
    
    
    Level 17 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Construct
    
    
    Level 18 (Ranger)
    Feat: (Selected) Power Attack
    
    
    Level 19 (Rogue)
    
    
    Level 20 (Rogue)
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Human Versatility IV
    Enhancement: Ranger Item Defense I
    Enhancement: Adept of Rock
    Enhancement: Adept of Rain
    Enhancement: Racial Toughness III
    Enhancement: Ranger Favored Attack I
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Ranger Devotion I
    Enhancement: Monk Wisdom II
    Enhancement: Rogue Wand and Scroll Mastery I
    Thanks for your time.

  2. #2
    The Hatchery karl_k0ch's Avatar
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    Default

    I'd ignore Short Swords and go for Handwraps due to their nice speed bonus, and I wouldn't even take any Melee IC feat.

    Wis based seems to be the mainstream choice for 10k Stars archers. I didn't play one so far, but this is what I was planning to do in a distant future: http://forums.ddo.com/showthread.php?t=364801

    (The third build is probably the most viable of the three.)

    I chose 3 Arty over 3 rogue as the Rogue dilly already adds 3d6 damage, and the arty offers better UMD.
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  3. #3
    Community Member Kinerd's Avatar
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    You're only going to be meleeing about 25% of the time, so don't wrack your brain trying to max your DPS there. With that said, short swords are pretty much always a trap. The speed increase and full Strength bonus to off hand are just too powerful.

    I made one that was 14 ranger / 6 monk, and got an enormous amount of mileage out of Maximize and Devotion/IR enhancements. That's what I would put in for IC: melee.

    Regarding Wis to 10k stars, the most information we have is in this thread. It suggests that 42 stat is where 4 arrows can be generated, but that it's not an enormous increase in overall arrows over 40 stat. If you find yourself sacrificing things to get to an arbitrary threshold for 10k stars, you're probably better off not doing so.

  4. #4
    Community Member wax_on_wax_off's Avatar
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    If you've got 3 rogue levels (due to not having access to artificer) I definitely wouldn't take rogue dilettante. I'd even prefer elf race for the +2 att/dam before taking it.

    Perhaps another dilettante is worthwhile? Cleric while leveling certainly until UMD gets up and perhaps Paladin (though difficult to get to 13 charisma even with tomes on this build), barbarian (few extra HP is always nice), fighter (if you can fit stunning blow/improved sunder/stunning fist this can be nice) or artificer (+2 UMD, +1 CL) later?
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