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  1. #1
    Community Member TheLegendOfAra's Avatar
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    Red face 34pnt Ranger/Monk AA build. Need advice

    Any and all opinions, advice, and tips are welcome. This is my first 10Kstars build, so be gentle with me. And ignore the feat progression, I just took the feats at random on the planner as they occurred to me. lol And the enhancements aren't optimized I know, but I was rushing so meh.

    1 lvl up went to dex for the 21 dex requirement for Combat Archery. Not sure if it is worth it on a 34pnt build like this or not. I also took the WSS feats so I could use my GS longswords from my first life, seeing as how I don't have any wraps for this toon yet I thought it would be useful, and tbh I wasn't really sure what to use all those feats for anyways. lol

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Araphina Skycrow
    Level 20 Lawful Neutral Elf Male
    (2 Fighter \ 6 Monk \ 12 Ranger) 
    Hit Points: 296
    Spell Points: 412 
    BAB: 18\18\23\28\28
    Fortitude: 19
    Reflex: 20
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             14                    18
    Dexterity            17                    25
    Constitution         14                    16
    Intelligence          8                    10
    Wisdom               16                    25
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma 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
    +3 Tome of Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Wisdom used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    23
    Bluff                -1                     0
    Concentration         6                    26
    Diplomacy            -1                     0
    Disable Device       n/a                    n/a
    Haggle               -1                     0
    Heal                  3                     7
    Hide                  3                     9
    Intimidate           -1                     0
    Jump                  3                    16
    Listen                3                     9
    Move Silently         3                     9
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     0
    Search               -1                     2
    Spot                  3                    10
    Swim                  2                     4
    Tumble                4                    23
    Use Magic Device      0                    11
    
    Level 1 (Monk)
    Feat: (Past Life) Past Life: Ranger
    Feat: (Selected) Point Blank Shot
    Feat: (Monk Bonus) Toughness
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 3 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Zen Archery
    
    
    Level 4 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 5 (Monk)
    
    
    Level 6 (Monk)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 7 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 8 (Ranger)
    
    
    Level 9 (Ranger)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    
    Level 10 (Ranger)
    
    
    Level 11 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Elf
    
    
    Level 12 (Ranger)
    Feat: (Selected) Whirling Steel Strike
    
    
    Level 13 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Ranged Weapons
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 15 (Ranger)
    Feat: (Selected) Mental Toughness
    
    
    Level 16 (Ranger)
    
    
    Level 17 (Ranger)
    
    
    Level 18 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Feat: (Selected) Precision
    
    
    Level 19 (Ranger)
    
    
    Level 20 (Ranger)
    Enhancement: Fighter Haste Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Aerenal Elf Melee Attack I
    Enhancement: Aerenal Elf Melee Damage I
    Enhancement: Aerenal Elf Melee Damage II
    Enhancement: Elven Ranged Attack I
    Enhancement: Elven Ranged Attack II
    Enhancement: Elven Ranged Damage I
    Enhancement: Elven Ranged Damage II
    Enhancement: Static Charge
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Rain
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Elven Arcane Archer I
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Devotion III
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Fighter Strength I
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Fighter Toughness I
    Araphina Skycrow - 15Paladin/3Ranger/2Fighter (Life10/25) 5xRanger, 3xPaladin, 2xMonk
    Araphell - Arasin - Arathaes - Arawyn - Aravein
    Guild: Fors Fortis;Guild of Won, & VENOM @ Argo
    "And we learn, as we age; We've learned nothing! And my body still aches."

  2. #2
    Community Member Kinerd's Avatar
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    With a 10k stars build you only expect to melee about 25% of the time. Spending 3 feats that can't even all be used together on that 25% of the time is not great. I would drop the 2 fighter and the WSS, take 2 more ranger for CSW (and the all-important Wilderness Lore!!!), and swap Precision for Maximize. Stunning Fist is a keeper for sure, and we have GS decon now so crunch those longswords and be done with it.

    Splitting level-ups is an extremely underrated tactic, I say go for it.

    You also could probably do better with the 12 AP you spent on Dexterity, although Ranger and Elf enhancements are pretty slim pickings. Maybe Favored stuff?

  3. #3
    Community Member Brennie's Avatar
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    I agree with Kinerd about really backing off the melee-only powers. Weapon focus slashing and whirling steel strike are not very good choices - you'll get more bang for your buck out of handwraps, which attack faster thus gaining ki faster, especially since you need to be using handwraps to employ stunning fist anyway. And weapon focus, in the current state of the game, is a prerequisite and nothing else. Power attack also isn't pulling its weight here - between 10k stars and manyshot, you'll be using a bow a lot, so keep precision and dump power attack completely. Alternative feats are past live feats, improved Crit: bludgeon (You will be punching things sometimes, but not as a priority), or even something kooky like Power Critical (Now that it gives a minor seeker bonus).

    Fighter 2 has some good benefits, including +1 strength, class toughness I and haste boost I. Worth keeping in my opinion.

    You have too much jump, which i would funnel into spot. Being able to see sneaky enemies often helps when you're a ranged character, since you often want to begin shooting them before they get into melee range and expose themselves. An alternative is diplomacy, which has some minor combat advantages (Gets enemies off your face, and can give you some sneak attack), but mostly just for the Shiradi Champion epic moment - Tea with the Queen.

    If you have access, consider Half-Elf. The glory that is haste boost + human versatility damage boost + manyshot cannot be underestimated. Add in rogue dilettante for +3d6 sneak attack damage, more healing amp, variable racial stat enhancements and no con penalty, and you have a really nice complimentary package!

    Consider changing your favored enemies. The unabashed top 2 favored enemies are undead (Probably should be your first pick, since undead are very common at low levels) and Evil Outsider (Good second pick, since they really only enter into the game in force in the mid teens). Elves, although common in the new FR content, simply aren't useful enough as FE to be a viable choice. Giant isn't bad, and does incorporate a couple raid bosses (If you include Tempest Spine as a raid), but I'd put Construct or Elemental as slightly ahead for the third favored enemy choice. Both are tough, painful, and annoying. Constructs are a lot more common since house C was introduced, and does incorporate atleast 1 raid boss, so if you plan on running that content, they are probably the better of three choices.

    If you follow my advice and go with handwraps, that frees up a lot of AP on elven melee lines. I'd suggest you invest in Favored Enemy damage first and foremost. After that Favored enemy attack is handy, and favored enemy resistance can be pretty awesome when coupled with evasion and good reflex saves.

    As for level order - I seem to be unique in this, but I personally prefer to clump my classes together. For example, personally I'd personally go Ranger 1-6 first, in order to get ITWF, manyshot (which isn't very good at low BaB, but meh), and rams might early. This also frontloads your BaB, making improved crit available at level 9, gives you good starting skills, and allows you to wear some armor and use a big axe for your first few levels, where such tactics work really well (Especially carnifex from level 4 until your first monk level!). Next i would go 7-12 Monk, right where enemies live long enough that stunning fist will be super awesome, and you will be a punching death machine. Then, at 12, you can pick up 10k stars right around where your manyshot picks up another arrow. The rest of the levels are up to you: if you have feats you need ASAP, put in fighter immediately, or do 6 more ranger levels for feats and spells asap, though you may want to put in a "placeholder" improved precise shot regardless, since your 11th ranger level will be rather late in the game. Just remember to swap it out before you hit ranger 11, or you will forever waste a feat slot!

    Good luck!

  4. #4
    Community Member TheLegendOfAra's Avatar
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    Quote Originally Posted by Kinerd View Post
    With a 10k stars build you only expect to melee about 25% of the time. Spending 3 feats that can't even all be used together on that 25% of the time is not great. I would drop the 2 fighter and the WSS, take 2 more ranger for CSW (and the all-important Wilderness Lore!!!), and swap Precision for Maximize. Stunning Fist is a keeper for sure, and we have GS decon now so crunch those longswords and be done with it.

    Splitting level-ups is an extremely underrated tactic, I say go for it.

    You also could probably do better with the 12 AP you spent on Dexterity, although Ranger and Elf enhancements are pretty slim pickings. Maybe Favored stuff?
    I figured as much, but even so I think I'll keep it. I have to keep my Longswords for future lives as this might actually end up being a completionist eventually, and I'd rather have GS longswords that I can use on every life than have to remake/make new GS every life. Plus, even with this being a 10K stars build I like to melee. Was one of the things I loved most about pure ranger was all the free melee/ranged feats. I honestly didn't have much of an issue with the amount of time I spent range VS melee, and for me at least the transition between the 2 was rather smooth and easy. Felt natural to me, and I's like to keep that same feeling this life whether it's needed or not.

    Although if someone could show me a better alternative for those feats I may reconsider. I'm sold on the class split as is, but with so many feats... Well, I have room to play.

    Also, I'll have high enough UMD for 100% heal scrolls so CSW isn't that high on my priority list. Although, more spell slots is certainly something to think about. Although I'm curious, I'm currently using EMP-Heal on my pure 20 ranger and it's working great with all my Heal Amp. CSW usually hits me for 200+ and I've seen 400+ on crits; is Max better for healing though?

    I had thought of that. As I said in OP, I was rushing and just grabbing whatever looked good at the time, and not being to picky about it. I usually redo my enhancements about 5-10 times once I reach cap on any given toon to find that sweet spot.

    AP was actually one of the reasons I chose Elf over H-elf(Well, besides those looks*shudders*). H-elf simply offered to much. I knew I'd never get everything I would want/need, and with the enhancement pass coming I had no idea how that would change. Particularly with the introduction of more racial pre's and having to also deal with a dillie... It was just to much. lol

    On a side note, bloody hell I type way to much.
    Araphina Skycrow - 15Paladin/3Ranger/2Fighter (Life10/25) 5xRanger, 3xPaladin, 2xMonk
    Araphell - Arasin - Arathaes - Arawyn - Aravein
    Guild: Fors Fortis;Guild of Won, & VENOM @ Argo
    "And we learn, as we age; We've learned nothing! And my body still aches."

  5. #5
    Community Member TheLegendOfAra's Avatar
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    Quote Originally Posted by Brennie View Post
    Alternative feats are past live feats...

    You have too much jump

    Consider changing your favored enemies.

    As for level order -

    Good luck!
    As I stated in my reply to Kinerd, I simply like to melee and looking at my current gear, WSS seemed to be the biggest time saver, since i won't have to grind/craft/pray to loot gods for good random loot gen wraps, which in all honesty I would probably prefer to pass onto my actual pure monk. I will eventually make myself a nice pair of Alchemical wraps, although I'm not 100% on how I'll make them(Whether I go Air/Air, Air/water, or Air/earth). At that point I may reconsider my WSS feats and LR/swap those feats for something with a bit more optimal DPS, but until then I think WSS will be fine. I'm not worried about having the most amazing of builds to be honest, just something good until I get more past lives under my belt. At which time past life feats may be useful. But for now, why bother with a Barkskin clicky when I can cast the spell? ;p

    I had though I only put 10 lvl's up into Jump(which I heard was optimal given how Jump caps at 40?). Although I will admit I had forgotten Diplo all together while making this toon. I'm to used to not needing it. I also don't really plan on using Shiradi much, besides a few twists. I had planned on just twisting a few things from fury, GMoF, and that was about it. Honestly I don't understand a lot of the Destiny stuff, so I hadn't given it too much though.

    As far as favored enemies go, I don't fight many Undead at end game So to save myself a feat swap I just left it out. And one of the way I make money is by farming scales in ToR since most people don't want to farm them for themselves. Given that I usually run the quest at least 3 times a day, Giant was an obvious choice. And I'm up for changing elf to constructs though, given the amount I run House C raids. but FE's, much like enhancements I tend to change a bit depending on what I run most at any given time.

    As stated above, once I get a good set of wraps for different situations, then I may change this, but until then I think my collection of short/long swords would see better use of my time. I simply don't see the benefit of getting a ton of good wraps for potentially 4-5/20-30 lives.

    With this level order, Given either an LR/and or Feat swaps at cap, I'll have both manyshot, and 10K stars at lvl 9, as well as ITWF by 12, and a nice little boost/reward for each lvl afterwards. For me personally I can't lvl something that isn't rewarding, and getting a new "toy" so to speak at the end of each lvl gives me a reason to continue.

    Thank you for your advice, and time. I appreciate it. Whether I follow it or not is yet to be seen, but It certainly gives me something more to consider at least, and possibly with another few lives under my belt I may find myself following it exactly. But for that only time will tell.
    Araphina Skycrow - 15Paladin/3Ranger/2Fighter (Life10/25) 5xRanger, 3xPaladin, 2xMonk
    Araphell - Arasin - Arathaes - Arawyn - Aravein
    Guild: Fors Fortis;Guild of Won, & VENOM @ Argo
    "And we learn, as we age; We've learned nothing! And my body still aches."

  6. #6
    Community Member Brennie's Avatar
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    Giant is a good favored enemy. Ogres and trolls fall into this category and are fairly common in midlevel content too, as well as some epics. Undead, although they may not be super common in endgame content, dominate content from 1-18, however your justification for not taking them seems reasonable. In that case, I'd g Giant -> Evil Outsider -> Construct in that order. DEFINITELY pick up favored enemy damage in enhancements too!

    Handwraps have a few advantages that i think you're overlooking, not least of which is you can't stunning fist with anything else (And with a high wisdom build, stunning fist is le awesome-o!). Additionally, handwrap monks attack faster than any other weapons available to them, meaning the gain ki faster, meaning they can spend less time meleeing and more time pewpewing. And this is important because you will have 10k stars up for 60 seconds out of every 2 minutes, and manyshot for 20 seconds out of every 2 minute, giving you only 40 seconds out of 2 minutes of either normal plinkage or melee! If you really want to use longswords it won't cripple your build or anything, but you should definitely drop stunning fist then since you won't be able to use it ever. (Side Note: my monkcher has a very slim selection of handwraps - Vampiric Stonedust are pretty my my go-to wraps for melee, since i am fairly unconcerned about my melee damage and more concerned about getting in stuns and building ki. Tharaak wraps are obviously awesomesauce, but even the easily aquired calomel wraps are pretty good. or pick up a few random lootgen off the AH )

    For level order - do what makes you happy! This was just a personal preference thing, but it looks like you have yoru order pretty well though out anyway ^_^ The only thing level porder matters for is a) starting skillpoints (You might wanna trade ranger and monk for this purpose, actually - ranger gets much more staritng skills), and qualifying for feats (Ranger/fighter levels help you get access to high BaB feats like improved crit faster, possibly allowing you to fit in multiple improved crit feats is so desired).

    Jump does cap at 40, but that takes into account the spell (+30), strength bonuses, skill buffs (GH, luck items etc) and now even epic levels! I have no doubt in my mind that with no skillpoints invested in it, you could self-cap jump without even trying. As to diplomacy - I only mention it for Shiradi. I probably wouldn't bother without shiradi.

    As to elf vs. halfelf - halfelf is better. Hands down. Sure, it has a lot more fun toys in AP to spend, but the flipside of that coin is rangers currently have a whole lot of useless enhancements that no one wants to take, and thus plenty of wiggle room. You could stand to drop a few of those expensive dex enhancements, and would free up a lot of points via elven weapon enhancements (Those get expensive!), and get a truckload of firepower (Damage boost, sneak attack) and other goodies to go along with it. However, You WOULD have to look like a hipster with a failed facelift though so... y'know... its not all roses and rainbows.

    And just to reiterate - Precision and Power Attack are mutually exclusive stances. Precision works for ranged combat, and power attack does not. Given your low-ish strength, precision seems to be teh all-arounf winner out of those two.

  7. #7
    Community Member TheLegendOfAra's Avatar
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    Quote Originally Posted by Brennie View Post

    Handwraps have a few advantages that i think you're overlooking, not least of which is you can't stunning fist with anything else (And with a high wisdom build, stunning fist is le awesome-o!). Additionally, handwrap monks attack faster than any other weapons available to them, meaning the gain ki faster, meaning they can spend less time meleeing and more time pewpewing. And this is important because you will have 10k stars up for 60 seconds out of every 2 minutes, and manyshot for 20 seconds out of every 2 minute, giving you only 40 seconds out of 2 minutes of either normal plinkage or melee! If you really want to use longswords it won't cripple your build or anything, but you should definitely drop stunning fist then since you won't be able to use it ever. (Side Note: my monkcher has a very slim selection of handwraps - Vampiric Stonedust are pretty my my go-to wraps for melee, since i am fairly unconcerned about my melee damage and more concerned about getting in stuns and building ki. Tharaak wraps are obviously awesomesauce, but even the easily aquired calomel wraps are pretty good. or pick up a few random lootgen off the AH )

    Jump does cap at 40...

    As to elf vs. halfelf...

    And just to reiterate...
    Stunning Fist was mainly an idea for lower/mid lvl content where by I could craft the best possibly stunning wraps for each given level since ranged combat is less than awesome at those levels, and with the small amount of strength I'll have then Stunning Fist seemed to be the best DPS option available. After mid lvls though it was mainly for personal versatility so to speak. I like options; as many as possible without gimping myself(which it may turn out I'm doing this). So I May drop it once I get my GS back, and I may keep it. Will just have to wait and see. I see the advantages it brings, but much like playing a pure 20 ranger, Flavor is where it's at for me.(within reason at least)

    Ah, This I had not considered. Will readjust this for something more appropriate then. Thank you for the info!

    Hmm, this is a very good point and one well worth considering. I supposed I may rethink my choice in race for this then. My main thought behind the DEX enhancements was simply my reflex save. I could dump most of them and gain quite a few AP in the process. I guess with a 20 ranger with a really high DEX, and a DEX/WIS monk I just got used to having ridiculously high saves, which is hard to break away from.

    And this I honestly had no idea about. I didn't realize they didn't "stack" so to speak. I may drop PA in this case then. I supposed either EMP-Heal, Maximize, IC:Bludgeon/Slashing would be a good replacement for this?
    Araphina Skycrow - 15Paladin/3Ranger/2Fighter (Life10/25) 5xRanger, 3xPaladin, 2xMonk
    Araphell - Arasin - Arathaes - Arawyn - Aravein
    Guild: Fors Fortis;Guild of Won, & VENOM @ Argo
    "And we learn, as we age; We've learned nothing! And my body still aches."

  8. #8
    Community Member Brennie's Avatar
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    Personally, I've never been a big fan of max or empower for the puny amount of healing rangers have... especially if you've got UMD, in which case scroll healing will aalmost always be the best option. If you are serious about wanting to melee though, improved crit is probably one of the highest DPS boosts you could possibly give to a particular fighting style!

  9. #9
    Community Member wax_on_wax_off's Avatar
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    I prefer 3 artificer on the end (11/6/3) for no fail heal scrolls, better trap skills, elemental weapons etc though you do lose 1 feat (lose 2 fighter, skip mental toughness and use energy of creation instead).
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  10. #10
    Community Member TheLegendOfAra's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    I prefer 3 artificer on the end (11/6/3) for no fail heal scrolls, better trap skills, elemental weapons etc though you do lose 1 feat (lose 2 fighter, skip mental toughness and use energy of creation instead).
    Hmm this I had not considered. I guess the feat to drop would of course be PA... Does Energy of Creation lock out Ranger SP enhancements? With such a small number of Artis levels How long would my Arti buffs last me? Am I looking at refreshing weapon buffs every two minutes? Also, Where in the level order would you recommend taking my 3 levels? I'd assume earlier for Xbow/Rune Arm use at low/mid levels where they really shine best, but that would set back AA/MS/10Kstars quite a bit would it not? Or do I not need all 3 levels to take Energy of Creation?

    As always, thank you for your time and advice. It is well appreciated!
    Last edited by TheLegendOfAra; 08-13-2012 at 09:27 PM.
    Araphina Skycrow - 15Paladin/3Ranger/2Fighter (Life10/25) 5xRanger, 3xPaladin, 2xMonk
    Araphell - Arasin - Arathaes - Arawyn - Aravein
    Guild: Fors Fortis;Guild of Won, & VENOM @ Argo
    "And we learn, as we age; We've learned nothing! And my body still aches."

  11. #11
    Community Member TheLegendOfAra's Avatar
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    So I took your suggestion WoWo, and I made a 11/6/3 build. Let me know what you think. I tried to cover all the bases, and found that with this class split on a helf I had much more AP to play with than I had with my original elf build, although I'm still not sure what my tohit/Damage values will be using longswords with this build will be now since I loose out on all the elf enhancements for them. I'm hoping it won't be to noticeable since I took Artificer Damage Boost, as well as Human Versatility I. I am curious about how my Manyshot DPS will change now VS. my original build with Fighter Haste Boost I.

    I am happy that with either of these builds, and my end game gear, I'll have 44 wis before destinies for full benefit of 10K stars, almost 700 HP, and just about 900 SP. Which isn't half bad in my opinion.

    Anyways, here's what I came up with.
    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Araphina Skycrow
    Level 20 Lawful Good Half-Elf Female
    (6 Monk \ 11 Ranger \ 3 Artificer) 
    Hit Points: 234
    Spell Points: 517 
    BAB: 17\17\22\27\27
    Fortitude: 16
    Reflex: 16
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             16                    20
    Dexterity            14                    17
    Constitution         14                    17
    Intelligence         10                    13
    Wisdom               16                    27
    Charisma              8                    11
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +2 Tome of Intelligence used at level 7
    +3 Tome of Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                    34.5
    Bluff                -1                     0
    Concentration         6                    26
    Diplomacy            -1                     2
    Disable Device        n/a                   n/a
    Haggle               -1                     0
    Heal                  3                     8
    Hide                  2                     5
    Intimidate           -1                     0
    Jump                  3                     7
    Listen                3                     8
    Move Silently         2                     5
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair                0                     1
    Search                0                     1
    Spot                  3                     8
    Swim                  3                     5
    Tumble                4                    13
    Use Magic Device      3                    24
    
    Level 1 (Artificer)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    Feat: (Past Life) Past Life: Ranger
    Feat: (Selected) Point Blank Shot
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 3 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 4 (Monk)
    Feat: (Monk Bonus) Zen Archery
    
    
    Level 5 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 6 (Monk)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    
    Level 7 (Monk)
    
    
    Level 8 (Monk)
    Feat: (Monk Bonus) Whirling Steel Strike
    
    
    Level 9 (Ranger)
    Feat: (Selected) Dodge
    
    
    Level 10 (Ranger)
    
    
    Level 11 (Ranger)
    
    
    Level 12 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 13 (Ranger)
    
    
    Level 14 (Artificer)
    
    
    Level 15 (Artificer)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 16 (Ranger)
    
    
    Level 17 (Ranger)
    
    
    Level 18 (Ranger)
    Feat: (Selected) Precision
    
    
    Level 19 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Construct
    
    
    Level 20 (Ranger)
    Enhancement: Artificer Damage Boost I
    Enhancement: Ranger Skill Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Improved Cleric Dilettante I
    Enhancement: Improved Cleric Dilettante II
    Enhancement: Improved Cleric Dilettante III
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Wisdom I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Versatility I
    Enhancement: Static Charge
    Enhancement: Way of the Elegant Crane I
    Enhancement: Way of the Elegant Crane II
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Rock
    Enhancement: Adept of Rain
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Favored Damage III
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Elven Arcane Archer I
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Improved Use Magic Device I
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Devotion III
    Enhancement: Ranger Devotion IV
    Enhancement: Artificer Energy of Creation I
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Artificer Wand and Scroll Mastery I
    **Note: With this build I dropped my DEX quite a bit and gave up on Combat Archery at level 21. I'm just not sure it's really worth it on anything other than a 36 point build... But if someone could show me the numbers and prove me wrong I would be more than happy to rearrange a few things to fit it in.
    Araphina Skycrow - 15Paladin/3Ranger/2Fighter (Life10/25) 5xRanger, 3xPaladin, 2xMonk
    Araphell - Arasin - Arathaes - Arawyn - Aravein
    Guild: Fors Fortis;Guild of Won, & VENOM @ Argo
    "And we learn, as we age; We've learned nothing! And my body still aches."

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