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  1. #21
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    Oh, I thought DP and other BAB increasing stuff capped at 20 like in pnp D&D... How many things one learns...

    With less ranks in Search, Open Lock and Disable (all of which are cross class when it matters) I have many more skill points at my disposal!
    Hmmm, suddenly I might afford 13 INT (with a +3 tome) and still have many ranks into MS. 13 STR instead of 14 and I can start with 16 WIS. Now I just need that +3 DEX tome.
    Code:
    Skills (13 INT, +3 Tome)
    MRA           ARRRRRRMMMMMMMMMMMMA Tot
    *** Concent.  41111111111111111111  23
      * Disable   4111111    1111    1  15
    **  Move S.         1 11222222222   21
      * Open L.   4                  2   6
     ** Search    41111111111    11112  20
    *** Spot       122221               10
    *   Tumble           1               1
      * UMD       41111111111111111111  23
    Well, this satisfies my hunger for skills!
    I hope not to blow up any traps, at least my gear is good with +20s and stuff, maybe I'll also craft some single shard +int (fire) and +dex (air) shroud items to swap if needed and I get a haste clickie maybe also human versatility to temporarily raise skills, that should be enough.
    I don't like to rely on madstone rage, beause it completely shuts off UMD and you never know when you might need to quickly use a heal or raise scroll. Oh well, I'll keep some DP clickies handy for when I need max DPS and force myself to use them

    Thanks for the skill planning, you solved my main issue with the monk based build so +1 to you! I think we'll see a new 10k star monk around Khyber as soon as I finish TR'ing my wizard and find that dex tome.

    EDIT:

    This is my build on the planner.

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Half-Elf Male
    (12 Monk \ 6 Ranger \ 2 Artificer) 
    Hit Points: 288
    Spell Points: 383 
    BAB: 16\16\21\26\26
    Fortitude: 16
    Reflex: 18
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             13                    15
    Dexterity            16                    21
    Constitution         14                    16
    Intelligence         13                    16
    Wisdom               16                    25
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Strength used at level 2
    +1 Tome of Dexterity used at level 2
    +1 Tome of Constitution used at level 2
    +1 Tome of Intelligence used at level 2
    +1 Tome of Wisdom used at level 2
    +1 Tome of Charisma used at level 2
    +2 Tome of Strength used at level 6
    +2 Tome of Dexterity used at level 6
    +2 Tome of Constitution used at level 6
    +2 Tome of Intelligence used at level 6
    +2 Tome of Wisdom used at level 6
    +2 Tome of Charisma used at level 6
    +3 Tome of Dexterity used at level 10
    +3 Tome of Intelligence used at level 10
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     9
    Bluff                -1                     0
    Concentration         6                    28
    Diplomacy            -1                     0
    Disable Device        5                    19
    Haggle               -1                     0
    Heal                  3                     7
    Hide                  3                     9
    Intimidate           -1                     0
    Jump                  1                     4
    Listen                3                     7
    Move Silently         3                    30
    Open Lock             7                    11
    Perform              n/a                    n/a
    Repair                1                     4
    Search                5                    24
    Spot                  3                    17
    Swim                  1                     2
    Tumble                n/a                   8
    Use Magic Device      3                    24
    
    Level 1 (Artificer)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Use Magic Device (+4)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Past Life) Past Life: Artificer
    Feat: (Past Life) Past Life: Ranger
    Feat: (Selected) Point Blank Shot
    
    
    Level 2 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Undead
    
    
    Level 3 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    
    
    Level 4 (Ranger)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+1)
    
    
    Level 5 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 7 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Search (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Monk Bonus) Zen Archery
    
    
    Level 9 (Monk)
    Skill: Concentration (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Monk Bonus) Precision
    Feat: (Selected) Stunning Fist
    
    
    Level 10 (Monk)
    Skill: Concentration (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 11 (Monk)
    Skill: Concentration (+1)
    Skill: Move Silently (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Monk)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Move Silently (+2)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 13 (Monk)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Move Silently (+2)
    Skill: Use Magic Device (+1)
    Feat: (Monk Bonus) Dodge
    
    
    Level 14 (Monk)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Move Silently (+2)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Monk)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Move Silently (+2)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 16 (Monk)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Move Silently (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Monk)
    Skill: Concentration (+1)
    Skill: Move Silently (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Monk)
    Skill: Concentration (+1)
    Skill: Move Silently (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 19 (Monk)
    Skill: Concentration (+1)
    Skill: Move Silently (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Artificer)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Search (+2)
    Skill: Use Magic Device (+1)
    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 Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Improved Rogue Dilettante II
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Static Charge
    Enhancement: Ten Thousand Stars
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Monk Ninja Spy I
    Enhancement: Monk Ninja Spy II
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    Enhancement: Master of Stone
    Enhancement: Adept of Rain
    Enhancement: Master of the Sea
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Damage I
    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: Artificer Energy of Creation I
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Monk Wisdom III
    Enhancement: Artificer Wand and Scroll Mastery I
    APs are very tight but it's doable
    Missing Greater Adaptability Strength and Favored Damage II, but I got Human Versatility IV which is very useful and versatile.
    Last edited by Krinn83; 09-11-2012 at 08:01 AM.

  2. #22
    Community Member wax_on_wax_off's Avatar
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    Trick with madstone is to have Defensive Fighting next to Precision and just hit Defensive Fighting before you want to use a Heal Scroll. Changing stances gives a cooldown on all spells (1-2 seconds?) but not to scrolls so it's almost instantaneous (about as fast as you can click). Still, some situations in which this isn't fast enough so I either swap to Cannith Boots or rely on SF pots.
    Quote Originally Posted by Feather_of_Sun View Post
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  3. #23
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    Hi

    This build is viable after these updates, recently I returned to play and was using this build, as I was a long time away from the game I'm confused.

    Thanks.


    Quote Originally Posted by Krinn83 View Post
    Hi, I just dropped a Pinion in Caught in the Web and am planning to TR my Artificer into an AA (again).
    It would be my 3rd life, with Ranger and Artificer past lifes.
    I considered 10k stars builds, but I don't like monkchers and I feel I'd do more dps in melee anyway, also I don't like to deal with MADness. The bow would just be for manyshot burst damage and to slay enemies from afar, but once they are within melee range I'd switch to a pair of scimitars/rapiers till manyshot is ready again.
    In any case, (improved) evasion, full Arcane Archer and full trap skills are what I want from this character. Sneak attacks are awesome, the more the merrier (this build sports 9d6+12 before items). Favored Enemies Construct and Undead since those are harder to hit with sneak attacks.

    Rogue (Assassin) 13 - Ranger 6 - Artificer 1 (Rogue 1, Ranger 1-2, Artificer 1, Ranger 3-4, Rogue 2, Ranger 5-6, Rogue 3-13)
    Still undecided between half-elf (barbarian or paladin dilly) and elf (racial weapon enhancements), currently leaning for the latter for more dps and more strength.

    STR 16 +2 tome
    DEX 16/18 +2 tome
    CON 16/14 +2 tome
    INT 12 +3 tome
    WIS 10 +2 tome
    CHA 08 +2 tome (this would be 11 +2 tome if paladin dilly is selected, taking points from WIS and INT)
    Levelups in Dexterity until I can reach 21 for Combat Archery, the rest into Strength for more melee and ranged DPS.

    Feats: my wish list has 8 feats but I can only select 7. Which one to drop? Currently leaning on dropping IC(P/S) as it appears to be the least DPS increase.
    1) Point Blank Shot
    3) Toughness
    6) Weapon Focus (Ranged)
    9) Precision
    12) Improved Critical (Ranged)
    15) Improved Precise Shot
    18) Greater Two Weapon Fighting
    ??) Improved Critical (Piercing or Slashing)
    The other relevant feats are granted by Ranger 6 (which I'm going to take within the first 9 levels). Artificer will be taken early as well to qualify for Arcane Archer via Energy of Creation I, so it saves me the Mental Toughness feat.

    Epic Feats: these are a no brainer for this kind of build
    Improved Sneak Attack
    Combat Archery

    Rogue Feats: also a no brainer... does Opportunist work with a ranged weapon?
    Improved Evasion
    Opportunist

    Skills: I should be able to max UMD and the other trapmonkey skills with all the rogue levels. These are in order of priority.
    UMD
    Search
    Disable Device
    Open Locks
    Move Silently
    Hide
    Spot
    Something into Balance and 1 rank in Tumble

    Enhancements are cheap to toy with, but I'll take all the Arcane Archer and Assassin related ones, and Haste Boost IV, of course.
    Main epic destiny will be Shadowdancer, with twists from Shiradi Champion.

    Do you think this will be viable?
    Any feedback is appreciated!

  4. #24
    Community Member Nightmanis's Avatar
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    Quote Originally Posted by Jeancarlogerhardt View Post
    Hi

    This build is viable after these updates, recently I returned to play and was using this build, as I was a long time away from the game I'm confused.

    Thanks.
    Yes. Change the 1 arti to 1 fighter though. Extra feat and you get 3 extra action boosts from it.

  5. #25
    Community Member Zakan's Avatar
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    Default Extra Feats

    You said you wanted another feat in there somewhere so you could have everything. I don't have advice on an EXTRA feat, but you could EASILY replace weapon focus: ranged. Slide everything back a slot till the feat that you want is available.

  6. #26
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Zakan View Post
    You said you wanted another feat in there somewhere so you could have everything. I don't have advice on an EXTRA feat, but you could EASILY replace weapon focus: ranged. Slide everything back a slot till the feat that you want is available.
    This build pre-dates the U19 Enhancement overhaul; WF:Ranged used to be a pre-req for AA. Fortunately, that's no longer the case. You also don't need an arcane splash or Mental Toughness anymore, so you might be better off replacing arty with a different splash (e.g., ftr or monk for extra feat).

    My take
    on this combo has been shelved until I decide just how I want to rebuild her.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  7. #27
    Community Member CrackedIce's Avatar
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    I have been thinking about this build split in two variants:
    Human (for feat) 13 rogue, 6 Ranger, 1 Fighter
    Human (for feat) 12 Rogue, 6 Ranger, 2 Barbarian

    Barbarian b/c Knockout and Sneak Attacks make a powerful build. It also allows you to take Deepwood core 3 for bow (manyshot SA).

    I do want to focus on the potential of the fighter version.

    First you can take 9 feats. This means you can take all melee and ranged feats. (The barbarian version gives up Ranged Improved Crit; using bow when furyshotting anyway)

    Aside for the obvious benefits of the build, it is really in the enhancements where you can play around.

    Before you have adrenaline eternal, there is no reason to take Slayer arrows, so you can focus on knife specs until then.

    When you can take slayer arrows the line-up could be as follows:

    AA: 33 points

    Kensei 8 points (tier two extra boosts) and haste

    Tempest 12 points (Haste and +10% offhand)

    Assassin 12 points (for 3d6 SA and 2 pts put in venomed weapons)

    Deepwood 11 points for Core 3 and 3d6 SA

    Human 1 point for Damage boost

    That leaves 3 points to spend…

    You get total of 16D6 SA (including epic feat) +90% offhand, 20 Haste Boosts, 10 Human Damage Boost Slayer Arrows, , Improved Elemental Arrows, 35% Fort Decrease before Epics and gear, Exposing Strike

    Or not go with doubling up on Haste boosts and you now have 10 more points to spend which could fill out the Assassin tree.

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