Page 11 of 21 FirstFirst ... 789101112131415 ... LastLast
Results 201 to 220 of 405
  1. #201
    Community Member Emizand's Avatar
    Join Date
    Dec 2009
    Posts
    728

    Default

    Quote Originally Posted by EllisDee37 View Post
    I've been wondering if it makes sense to drop the cleaves altogether anyway, but I'm hesitant to change this build yet again since it's gone through two changes in the last few months. The basic idea would be to drop power attack and both cleaves, and take precision at level 3 (requires BAB 1). That frees up three feats, making room for PBS, improved crit: ranged, and one other. Maybe mobility?

    Even with dance of death, I do still use my cleaves on this guy, so I don't think it's clearly better. But the thought is there.
    Am toying with the idea of 1arti, 3 barb, 16 ranger. Depends how barb changes pan out, but 3 x healing amp and supreme cleave are going to be tight on APs. Could be nice if I can balance though.

  2. #202
    Community Member
    Join Date
    May 2011
    Posts
    11

    Default

    Quote Originally Posted by EllisDee37 View Post
    I've been wondering if it makes sense to drop the cleaves altogether anyway, but I'm hesitant to change this build yet again since it's gone through two changes in the last few months. The basic idea would be to drop power attack and both cleaves, and take precision at level 3 (requires BAB 1). That frees up three feats, making room for PBS, improved crit: ranged, and one other. Maybe mobility?

    Even with dance of death, I do still use my cleaves on this guy, so I don't think it's clearly better. But the thought is there.
    Ellis, isn't the "problem" here that the build could jump off in several different directions? As a new player build this is a good starting point for the directions Tempest builds can go, and what those builds are looking for in their splashes/feats. You have one post reserved at the top, maybe use it to discuss the different directions it can be taken?

    I'm still looking at all the possibilities that using Artificer could open up. 1 Arty level is fine, but 2 gives me Runearms. But if I go to 4 I get a bonus feat that lets me pick up BSwds instead of Khopesh, letting me drop the fighter level entirely, and pick up Flurry at 5. Which means I can switch to a Juggernaut playstyle of Flurry/Manyshot/CleavingBswds. I'd really miss the Reconstruct though, and there's always the INT-based build to think about...

    Similarly there is your variation where you shift the balance to Ranged. If you do, then it makes sense to mention the Longbow of Earth from the challenges. You would shift to looking for CC from the Manyshotted StonePrison effect on it rather than the Paralyzing Cleaves the Water Khopeshes give you. (NB I think that's the main argument against dropping cleave on this build - reduced CC while levelling).

    Then there are the other TWF variants you could look at - take Drow, switch to shortswords, swap Fighter to a deeper Monk splash and go centred. Halfling would give you access to Heals from the Dragonmark. The possibilities are near endless though - maybe just link to decent examples so new players can see how things work.

  3. #203
    Community Member Nodoze's Avatar
    Join Date
    Jul 2006
    Posts
    1,005

    Default

    Good discussions. Remember that for New Players the F2P classes should be kept in consideration and likely have priority. I think Rogue is a good starting point for many folk though listing variants and/or jumping off points does add value...

  4. #204

    Default

    While updating the output format, technically no changes were made. I did add an optional range dps feat progression to the OP, but the default feats list is the same as it is here:

    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Tempest Trapmonkey
    Level 28 Human
    (18 Ranger / 1 Rogue / 1 Fighter / 8 Epic) 
    
    Abilities          28pt    32pt    34pt    36pt
    Strength            16      16      18      18
    Dexterity           14      14      14      14
    Constitution        14      16      14      15
    Intelligence        14      14      14      14
    Wisdom               8       8       8       8
    Charisma             8       8       8       8
    
    Skills              Ranks
    Concentration        23
    Search               23
    Spot                 23
    Disable Device       23
    UMD                  23
    Open Lock            19
    Jump                  4
    Balance               4
    Haggle                4
    Heal                  3
    Swim                  3
    Tumble                1
    
    Feats
     1 : Power Attack
     1H: Least Dragonmark of Passage
     3 : Cleave
     4F: Exotic Weapon Proficiency: Khopesh
     6 : Great Cleave
     9 : Improved Critical: Slashing
    12 : Empower Healing Spell
    15 : Dodge
    18 : Precision
    21E: Overwhelming Critical
    24E: Quicken Spell
    26E: Perfect Two Weapon Fighting
    27E: Blinding Speed
    28E: Toughness
    
    Favored Enemy
     2: Favored Enemy: Undead
     7: Favored Enemy: Construct
    12: Favored Enemy: Giant
    17: Favored Enemy: Evil Outsider
    
    Fury of the Wild
    Primal Scream II
    Tunnel Vision III
    Acute Instincts III
    Constitution II
    Gird Against Demons I
    Overwhelming Force III
    Sense Weakness III
    Fury Eternal
    Unbridled Fury
    Twist 1: Rejuvenation Cocoon
    Twist 2: Brace For Impact
    Twist 3: Extra Action Boost
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Heal (+2)
    Skill: Jump (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Swim (+3)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Human Bonus) Least Dragonmark of Passage
    Feat: (Selected) Power Attack
    Enhancement: Human Core: Damage Boost
    Enhancement: Human1: Orien Dragonmark Focus I
    Enhancement: Human1: Orien Dragonmark Focus II
    Enhancement: (Save last point for spending 5 AP on level 2)
    
    Level 2 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Deepwood Stalker Core: Far Shot
    Enhancement: DS1: Increased Empathy I
    Enhancement: DS1: Increased Empathy II
    Enhancement: DS1: Increased Empathy III
    Enhancement: DS1: Versatile Empathy I
    
    
    Level 3 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Cleave
    Enhancement: DS2: Empathic Healing I
    Enhancement: DS2: Empathic Healing II
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Spot (+1)
    Feat: (Fighter Bonus) Exotic Weapon Proficiency: Khopesh
    Enhancement: Kensei Core: Archery Focus
    Enhancement: Kensei1: Haste Boost I
    Enhancement: Tempest Core: Shield of Whirling Steel
    Enhancement: Tempest1: Improved Reaction I
    
    
    Level 5 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+2)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Tempest1: Whirling Blades
    Enhancement: Tempest1: Improved Reaction II
    Enhancement: Tempest Core: Tempest
    
    
    Level 6 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Great Cleave
    Spell (1): Resist Energy
    Enhancement: Human1: Improved Recovery
    Enhancement: Human2: Lesser Dragonmark of Passage
    
    
    Level 7 (Ranger)
    Skill: Concentration (+3)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Enhancement: Tempest2: Sprint Boost I
    Enhancement: DS1: Versatile Empathy II
    Enhancement: DS Core: Sneak Attack
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Heal (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Ram's Might
    Enhancement: DS Core: Exposing Strike
    Enhancement: Human1: Orien Dragonmark Focus III
    Enhancement: Human1: Awareness I
    Enhancement: Human2: Nimble Fingers I
    
    
    Level 9 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Human3: Skill Mastery
    Enhancement: Human3: Heroism
    
    
    Level 10 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Cure Light Wounds
    Enhancement: Human3: Improved Recovery
    Enhancement: Human4: Greater Heroism
    
    
    Level 11 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Tempest1: Improved Reaction III
    Enhancement: Tempest2: Whirling Blades
    Enhancement: Kensei1: Haste Boost II
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Empower Healing Spell
    Feat: (Favored Enemy) Favored Enemy: Giant
    Spell (2): Protection from Energy
    Enhancement: Tempest3: Whirling Blades
    Enhancement: Human4: Improved Recovery
    
    
    Level 13 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Cure Moderate Wounds
    Reset All Trees
    Human (17 AP)
    Enhancement: Core: Damage Boost
    Enhancement: Core: Strength
    Enhancement: Tier 1: Orien Dragonmark Focus I
    Enhancement: Tier 1: Awareness III
    Enhancement: Tier 1: Improved Recovery
    Enhancement: Tier 2: Lesser Dragonmark of Passage
    Enhancement: Tier 3: Improved Recovery
    Enhancement: Tier 3: Heroism
    Enhancement: Tier 4: Greater Heroism
    Deepwood Stalker (11 AP)
    Enhancement: Core: Far Shot
    Enhancement: Core: Sneak Attack
    Enhancement: Core: Exposing Strike
    Enhancement: Tier 1: Stealthy III
    Enhancement: Tier 1: Increased Empathy III
    Enhancement: Tier 1: Versatile Empathy II
    Kensei (4 AP)
    Enhancement: Core: Archery Focus
    Enhancement: Tier 1: Haste Boost III
    Mechanic (4 AP)
    Enhancement: Core: Arbalester
    Enhancement: Tier 1: Mechanics III
    Tempest (12+4 AP)
    Enhancement: Core: Shield of Whirling Steel
    Enhancement: Core: Tempest
    Enhancement: Core: Graceful Death
    Enhancement: Tier 1: Improved Reaction III
    Enhancement: Tier 1: Whirling Blades
    Enhancement: Tier 2: Whirling Blades
    Enhancement: Tier 2: Sprint Boost I
    Enhancement: Tempest3: Whirling Blades
    Enhancement: Tempest2: Improved Parry I
    
    
    Level 14 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Wild Instincts
    Enhancement: Tempest2: Improved Parry II
    Enhancement: Tempest2: Improved Parry III
    
    
    Level 15 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Dodge
    Enhancement: Tempest Core: Deflect Arrows
    Enhancement: Tempest2: Improved Dodge I
    Enhancement: Tempest2: Improved Dodge II
    Enhancement: Tempest2: Improved Dodge III
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Jump
    Spell (4): Freedom of Movement
    Enhancement: Tempest3: Strength
    Enhancement: Tempest4: Whirling Blades
    
    
    Level 17 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Spell (4): Cure Serious Wounds
    Enhancement: Tempest4: Elaborate Parry I
    Enhancement: Tempest4: Elaborate Parry II
    Enhancement: Tempest5: Evasive Dance I
    Enhancement: Tempest5: Evasive Dance II
    
    
    Level 18 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Precision
    Spell (2): Barkskin
    Enhancement: Tempest4: Elaborate Parry III
    Enhancement: Tempest5: Evasive Dance III
    Enhancement: Tempest4: Strength or Human4: Improved Recovery
    
    
    Level 19 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Human4: Improved Recovery or Tempest4: Strength
    Enhancement: Kensei1: Extra Action Boost I
    
    
    Level 20 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Merfolk's Blessing
    Reset All Trees
    Human (15 AP)
    Enhancement: Core: Damage Boost
    Enhancement: Core: Strength
    Enhancement: Core: Saves Boost
    Enhancement: Tier 1: Orien Dragonmark Focus I
    Enhancement: Tier 1: Awareness I
    Enhancement: Tier 1: Improved Recovery
    Enhancement: Tier 2: Lesser Dragonmark of Passage
    Enhancement: Tier 2: Nimble Fingers I
    Enhancement: Tier 3: Skill Mastery
    Enhancement: Tier 3: Improved Recovery
    Deepwood Stalker (11 AP)
    Enhancement: Core: Far Shot
    Enhancement: Core: Sneak Attack
    Enhancement: Core: Exposing Strike
    Enhancement: Tier 1: Stealthy III
    Enhancement: Tier 1: Increased Empathy III
    Enhancement: Tier 1: Versatile Empathy II
    Kensei (4 AP)
    Enhancement: Core: Archery Focus
    Enhancement: Tier 1: Haste Boost III
    Mechanic (4 AP)
    Enhancement: Core: Arbalester
    Enhancement: Tier 1: Mechanics III
    Tempest (46 AP)
    Enhancement: Core: Shield of Whirling Steel
    Enhancement: Core: Tempest
    Enhancement: Core: Graceful Death
    Enhancement: Core: Deflect Arrows
    Enhancement: Core: Whirlwind
    Enhancement: Tier 1: Improved Reaction III
    Enhancement: Tier 1: Whirling Blades
    Enhancement: Tier 2: Improved Parry III
    Enhancement: Tier 2: Improved Dodge III
    Enhancement: Tier 2: Whirling Blades
    Enhancement: Tier 2: Sprint Boost I
    Enhancement: Tier 3: Whirling Blades
    Enhancement: Tier 3: Strength
    Enhancement: Tier 4: Elaborate Parry III
    Enhancement: Tier 4: The Growing Storm III
    Enhancement: Tier 4: Whirling Blades
    Enhancement: Tier 4: Strength
    Enhancement: Tier 5: Evasive Dance III
    Enhancement: Tier 5: Dance of Death III
    
    
    Level 21 (Epic)
    Feat: (Selected) Epic: Overwhelming Critical
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Ability Raise: STR
    Feat: (Selected) Quicken Spell
    
    
    Level 25 (Epic)
    
    
    Level 26 (Epic)
    Feat: (Selected) Epic Destiny: Perfect Two Weapon Fighting
    
    
    Level 27 (Epic)
    Feat: (Selected) Epic: Blinding Speed
    
    
    Level 28 (Epic)
    Ability Raise: STR
    Feat: (Selected) Epic Destiny: Toughness
    
    <End of build>

  5. #205
    Community Member Bill_Jones's Avatar
    Join Date
    Jan 2011
    Posts
    79

    Default Greater Heroism vs Dance of Death

    Question: Greater Heroism or Dance of Death?

    I can understand why Dance of Death is good -- striking multiple opponents for 10 seconds -- but I shifted the AP from that to the Greater Heroism line to increase my Search & Disable Device. Even with decent gear (+6 INT, +15 Search) I wasn't finding some trap boxes on Epic Hard.

    I am on a F2P account, so Planar Gird would be great, but I don't want to "waste" what little plat I have on scrolls.

    Is the dps from Dance of Death better than Greater Heroism if I have to choose one or the other, at least for a while?
    Be Nice, Have Fun
    Tempest Trapmonkey Build (great for free-to-play, good dps & survivability)
    For other DDO videos, check out my YouTube Page

  6. #206
    Community Member Bill_Jones's Avatar
    Join Date
    Jan 2011
    Posts
    79

    Default Rogue Splash Great for F2P

    Quote Originally Posted by Nodoze View Post
    Good discussions. Remember that for New Players the F2P classes should be kept in consideration and likely have priority. I think Rogue is a good starting point for many folk though listing variants and/or jumping off points does add value...
    Absolutely. Without tomes, Green Steel hit point items, greater/superior false life and other HP increasing items, elite traps can hurt lots when you run a F2P account.
    Up to +30% xp bonus for traps is a good thing as well.
    Be Nice, Have Fun
    Tempest Trapmonkey Build (great for free-to-play, good dps & survivability)
    For other DDO videos, check out my YouTube Page

  7. #207
    Community Member Grailhawk's Avatar
    Join Date
    Oct 2009
    Posts
    2,865

    Default

    Quote Originally Posted by Bill_Jones View Post
    Is the dps from Dance of Death better than Greater Heroism if I have to choose one or the other, at least for a while?
    DoD is the right choice, just pick up 2-3 GH scrolls and save them for the really nasty traps if you are plat tight.

  8. #208
    Build Constructionist unbongwah's Avatar
    Join Date
    Aug 2009
    Posts
    19,465

    Default

    Quote Originally Posted by Bill_Jones View Post
    Question: Greater Heroism or Dance of Death?
    Why is it a dichotomy? 37 APs for DoD + Whirlwind and 17 APs for Gtr Heroism still leaves 26 APs to spread around. Everything else is negotiable.

    EDIT: if you're asking which to prioritize before you have at least 54 APs...well, that's up to you.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  9. #209

    Default

    Quote Originally Posted by Bill_Jones View Post
    Question: Greater Heroism or Dance of Death?

    I can understand why Dance of Death is good -- striking multiple opponents for 10 seconds -- but I shifted the AP from that to the Greater Heroism line to increase my Search & Disable Device. Even with decent gear (+6 INT, +15 Search) I wasn't finding some trap boxes on Epic Hard.

    I am on a F2P account, so Planar Gird would be great, but I don't want to "waste" what little plat I have on scrolls.

    Is the dps from Dance of Death better than Greater Heroism if I have to choose one or the other, at least for a while?
    It's not hard to fit in Greater Heroism without sacrificing Dance of Death. The most obvious choice would be to drop the 2 strength from the tempest tree, saving 4 AP, and then spending those 4 AP on Heroism + Greater Heroism.

    The build as written spends 15 AP in the human tree, already satisfying the tier 4 requirements.

    If your strength is odd, drop one strength and one whirling blades.

    Quote Originally Posted by unbongwah View Post
    EDIT: if you're asking which to prioritize before you have at least 54 APs...well, that's up to you.
    For me, Greater Heroism is the no-brainer in that scenario. Below level 18, traps and skill checks are a much bigger worry than mobs because heroic mobs are pretty weak. (The build is written this way, actually, taking Greater Heroism at 10 and Dance of Death at 20.)

  10. #210
    Community Member
    Join Date
    Apr 2006
    Posts
    1,523

    Default

    I've recently necroed some of my old "back when cap was 16" builds and at the time I had aDrow Tempest with W/P Rapiers. If I managed to salvage her with this idea of yours, would it make more sense for me to stick with my rapiers and max Dex instead of Strength taking advantage of the Tempest Core enhancements of Tempest/Graceful Death?
    Thelanis characters: Ashelynne, Dixx, Gunghir, Khalmyr, Nebulla, Schyv, Staunch

  11. #211
    Build Constructionist unbongwah's Avatar
    Join Date
    Aug 2009
    Posts
    19,465

    Default

    Quote Originally Posted by MysticRhythms View Post
    I've recently necroed some of my old "back when cap was 16" builds and at the time I had aDrow Tempest with W/P Rapiers. If I managed to salvage her with this idea of yours, would it make more sense for me to stick with my rapiers and max Dex instead of Strength taking advantage of the Tempest Core enhancements of Tempest/Graceful Death?
    In order to get DEX to dmg with rapiers on a Tempest, you need to take the Finesse feat, otherwise they don't count as light weapons.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  12. #212
    Community Member
    Join Date
    Apr 2006
    Posts
    1,523

    Default

    Quote Originally Posted by unbongwah View Post
    In order to get DEX to dmg with rapiers on a Tempest, you need to take the Finesse feat, otherwise they don't count as light weapons.
    I likely have Weapon Finesse on that character. Assuming I do or just assume I use short swords on a drow ... does it still make more sense to amp up the DEX in my version of the build? This would free up some build points and possibly open up a slightly different array of feats.
    Thelanis characters: Ashelynne, Dixx, Gunghir, Khalmyr, Nebulla, Schyv, Staunch

  13. #213

    Default

    Either way, I would definitely stick with rapiers.

    The downside to dex to damage for drows using rapiers is that you gimp your range option; the only way to get dex to damage on a bow is to be an elf. So your rapier would be dex to damage, but your shortbow would still be strength to damage.

    I bring this up because I was going to say "Sure, drop the cleave line, take the alternate range feats listed in the OP, then take weapon finesse instead of dodge, moving dodge later to replace mobility."

    But then I realized that this would be "maximizing" your range dps with feats while at the same time dumping strength, which would nerf your range dps into the ground.

  14. #214
    Community Member
    Join Date
    Apr 2006
    Posts
    1,523

    Default

    Quote Originally Posted by EllisDee37 View Post
    Either way, I would definitely stick with rapiers.

    The downside to dex to damage for drows using rapiers is that you gimp your range option; the only way to get dex to damage on a bow is to be an elf. So your rapier would be dex to damage, but your shortbow would still be strength to damage.

    I bring this up because I was going to say "Sure, drop the cleave line, take the alternate range feats listed in the OP, then take weapon finesse instead of dodge, moving dodge later to replace mobility."

    But then I realized that this would be "maximizing" your range dps with feats while at the same time dumping strength, which would nerf your range dps into the ground.
    I guess the other option would be to dip into Harper and skip it all and just go Int to damage and then take insightful Reflexes to keep your Reflex save high enough for traps. It would require 12 total points spent in Harper though likely more because now you aren't going to be raising your Dex with enhancements much anymore.

    Hrm ... this might be a fun alternative since Drow do get +2 to Int and it would make the trapping skills much better.
    Thelanis characters: Ashelynne, Dixx, Gunghir, Khalmyr, Nebulla, Schyv, Staunch

  15. #215

    Default

    Quote Originally Posted by MysticRhythms View Post
    I guess the other option would be to dip into Harper and skip it all and just go Int to damage and then take insightful Reflexes to keep your Reflex save high enough for traps. It would require 12 total points spent in Harper though likely more because now you aren't going to be raising your Dex with enhancements much anymore.

    Hrm ... this might be a fun alternative since Drow do get +2 to Int and it would make the trapping skills much better.
    Even if it ends up being suboptimal, it sounds super fun to try. I encourage you to give int to damage a shot and report back how it goes.

  16. #216
    Community Member
    Join Date
    Apr 2006
    Posts
    1,523

    Default

    Quote Originally Posted by EllisDee37 View Post
    Even if it ends up being suboptimal, it sounds super fun to try. I encourage you to give int to damage a shot and report back how it goes.
    It's not like it's something I couldn't undo anyway. It's a first-lifer. Then maybe Shiradi Champion ends up being a slightly better ED choice or just say screw it and try Fury anyway. It's not like your build took more Strength points from the Fury tree.

    I was looking at a third option of reincarnating into Elf and following the same path.

    Yet a 4th option would be to ditch ranged attacks altogether anyway (i.e. not care about Bow Strength).
    Thelanis characters: Ashelynne, Dixx, Gunghir, Khalmyr, Nebulla, Schyv, Staunch

  17. #217
    Community Member Caprice's Avatar
    Join Date
    Aug 2009
    Posts
    591

    Default

    If you are going INT based and have access to the Artificer class, you might consider going Artificer 1 instead of Rogue 1. You lose:
    • 1d6 Sneak Attack,
    • the Mechanic enhancement (= 3 DD/OL/Repair and +3 Saves vs traps), and
    • 2 skill points

    You gain:
    • a large boost to Spellpoints: 50 from Artificer 1, 80 from the granted Magical Training feat, and 10 * your INT bonus as a bonus (so ~200 immediately and ~300-400 @28),
    • Magical Training also grants Echoes of Power so you'll never run out of Spellpoints for Cocoon & Cures,
    • +2 UMD and +1 CL for scrolls,
    • a free lever-puller you can summon anywhere in a dungeon for soloing purposes (but it will be level 1 you won't want to use it for anything else, ever),
    • the Enchant Weapon spell for an additional +1 attack/damage and +3 spellpower, and
    • a few other spells and feats you don't really care about.

    It isn't a no brainer choice over Rogue but I prefer it personally. The Artificer enhancements are pretty useless, but you can get the weaker version it has of Mechanic to soften that loss ("Field Engineer") or spent the 4 elsewhere (e.g. Fighter Extra Action Boost).

    There are some discussions of similar INT-based Ranger builds in this thread.
    Last edited by Caprice; 04-15-2015 at 10:24 AM.
    Sarlona resident (PureMouse, PlushMouse, [& other little mice], Cryosite)
    Former lurker/resident of Argonessen (Shyelle, Cheyelle, Moonsparkle)

    "The first thing you need to do when considering a halfling thrower build, is learn how to bend halflings correctly so that they return." - amnota/Trelaf of Thelanis

  18. #218
    Build Constructionist unbongwah's Avatar
    Join Date
    Aug 2009
    Posts
    19,465

    Default

    Another advantage to an arty splash is you get repeater profs, which are better DPS than bows for quite a while if you have Harper for INT-to-dmg.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  19. #219
    Community Member Caprice's Avatar
    Join Date
    Aug 2009
    Posts
    591

    Default

    Quote Originally Posted by unbongwah View Post
    Another advantage to an arty splash is you get repeater profs, which are better DPS than bows for quite a while if you have Harper for INT-to-dmg.
    True. I discounted those feats in my post but I guess in reality the 2 repeater proficiencies plus the free Rapid Reload feat granted by Arty make repeaters a strong DPS option on that version.

    At least now I have an appealing build idea for how I might TR my own Artificer to stack some Ranger PL passives.
    Sarlona resident (PureMouse, PlushMouse, [& other little mice], Cryosite)
    Former lurker/resident of Argonessen (Shyelle, Cheyelle, Moonsparkle)

    "The first thing you need to do when considering a halfling thrower build, is learn how to bend halflings correctly so that they return." - amnota/Trelaf of Thelanis

  20. #220
    Community Member CPDK9's Avatar
    Join Date
    Nov 2013
    Posts
    238

    Default

    Two questions on the build:

    Will your disable & open be enough to get you through epic normal?

    With recent updates would you consider at times switching to heavy armor (losing evasion, but gaining PRR/MRR)?

Page 11 of 21 FirstFirst ... 789101112131415 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload