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  1. #121
    Hatchery Hero BOgre's Avatar
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    Quote Originally Posted by AbyssalMage View Post
    I am calling BS. Unless you know something I am not aware of, THF > TWF at those level ranges.


    Not at level 3-6 they don't.

    At level 6 Ranger, you have access to TWF and iTWF meaning you have a 60% chance for an off-hand attack. Tempest Core (level 3) brings this chance to 70% of making an off-hand attack.

    When TWF you suffer an -Atk penalty and depending on if you use "light" or normal weapons changes the severity of the penalty. At lower levels, this can be a severe hindrance turning hits into glancing blows and glancing blows into misses. This is all trivial at higher levels when BAB and gear overcome these hindrances but we are specifically talking about lower levels.

    In a best case scenario, "normal/light" weapon combo, most G-Axes and G. Swords will beat TWF on DPS. Some things may have changed with the named itemization weapons gaining +0.5[W] for 1-handed weapons, but I would be surprised if, in most cases (say 50.00001%), THF is not still a better choice until Ranger level 11+ when you are auto granted gTWF.

    If anyone has done testing recently, it would be nice of them to share their testing results (Hint hint number crunchers).
    I think you mean Grazing Hits, not Glancing Blows. Besides which, the point is irrelevant, since you're not going to invest a Feat into 2HF for the sake of a marginal dps boost for a few levels of play. Not when the class is given free 2WF feats. Go ahead and swing the 2 hander in those levels, sure, but don't be investing feats.
    Quote Originally Posted by Towrn
    ...when the worst thing that happens when you make a mistake at your job is someone complains on the internet, you probably care a little less!

  2. #122
    Community Member AbyssalMage's Avatar
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    Yeah, I forgot Seeker in my calculations I noticed that once I started writing my excel sheet. Which I need to finish, too many boxes to keep track of when doing the calculations and I am not sure when Turbine removes decimals from the calculations so choosing to play DDO because it is more entertaining.

    As far as ML on weapons, I looked up the shards in game. So that is where I got my numbers.
    (Level added to item if item has no level/level if it has one; or however it stated it in game )
    Keen +1/+2
    Holy +3/+4
    Bleed +1/+2
    +2 Enh +3/+4
    +3 Enh +5/+6
    These were the values listed on the device in game so those were the numbers I used.

    +2 Holy of Bleed
    (+3/+4);(+3/+4);(+1/+2)

    +3 Keen of Bleed
    (+5/+6); (+1/+2); (+1/+2)

    Looking at it, looks like the Enhancement's may be wrong in the description in device?

  3. #123

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    Weapons, armor and shields got a new ML formula a few updates ago to bring them in line with lootgen ML. The new formula is:

    2(X - 1)

    Where X is the sum of all the shard enchantment levels. The old formula, which is still used for accessories, is:

    2X - 1


    The means +2 Holy of Bleed is now:

    +2 = 2
    Holy = 2
    Bleed = 1
    X = 2 + 2 + 1 = 5

    2(5 - 1) = 2(4) = ML8

  4. #124
    Community Member Grailhawk's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    Weapons, armor and shields got a new ML formula a few updates ago to bring them in line with lootgen ML. The new formula is:

    2(X - 1)

    Where X is the sum of all the shard enchantment levels. The old formula, which is still used for accessories, is:

    2X - 1


    The means +2 Holy of Bleed is now:

    +2 = 2
    Holy = 2
    Bleed = 1
    X = 2 + 2 + 1 = 5

    2(5 - 1) = 2(4) = ML8

    You then factor in Masterfully crafted shard and it becomes ML 6.

    Ill screen shot the ones I have tonight and edit this post.

  5. #125

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    Quote Originally Posted by Grailhawk View Post
    You then factor in Masterfully crafted shard and it becomes ML 6.

    Ill screen shot the ones I have tonight and edit this post.
    No need, I'm aware how masterful works. (It subtracts 1 from "X".)

  6. #126
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    Default Ranger Spells?

    I'm at level 6 with this build and liking it so far, but the ranger spells don't work for me. The build says to add resist energy at level 6 and I see healing spells are mentioned in the comments, but with a WIS of 8 how is anyone casting any of the ranger spells. I haven't played a ranger before, but it looks like I would need a WIS of 10 + spell level to cast ranger spells. So I would need a +3 WIS item to use my level one spells? What level is cure serious that I see others talking about and what item would I need to cast that spell. Sorry if I'm missing something.

  7. #127

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    Generally speaking you'll need to wear a wisdom item. Ranger spells go up to level 4, meaning a +6 item lets you cast all spells.

    In the meantime, you can pick up some Owl's Wisdom potions in the marketplace. Those let you slot your spells in a tavern and also cast the spells in quests.

  8. #128
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    Quote Originally Posted by Dave0523 View Post
    I tried coming up with a drow version of this build. How does this look?

    Code:
    Character Plan by DDO Character Planner Version 04.20.02
    DDO Character Planner Home Page
    
    Drow Tempest Trapmonkey
    Level 28 True Neutral Drow Male
    (1 Fighter \ 1 Rogue \ 18 Ranger \ 8 Epic) 
    Hit Points: 366
    Spell Points: 260 
    BAB: 19\19\24\29\29
    Fortitude: 15
    Reflex: 15
    Will: 5
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 28)           (Level 28)
    Strength             16                 24                   24
    Dexterity            14                 14                   14
    Constitution         14                 14                   14
    Intelligence         14                 14                   14
    Wisdom                8                  8                    8
    Charisma             10                 10                   10
    
    Tomes Used
    +1 Tome of Strength used at level 20
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 28)          (Level 28)
    Balance               6                  6                   14
    Bluff                 0                  0                    8
    Concentration         4                 25                   33
    Diplomacy             0                  0                   11
    Disable Device        6                 25                   36
    Haggle                4                  4                   12
    Heal                 -1                  4                   12
    Hide                  2                  2                   10
    Intimidate            0                  0                    8
    Jump                  7                 11                   19
    Listen               -1                 -1                   15
    Move Silently         2                  2                   10
    Open Lock             6                 10                   21
    Perform               n/a               n/a                   n/a
    Repair                2                  2                   13
    Search                6                 25                   41
    Spellcraft            2                  2                   10
    Spot                  3                 22                   38
    Swim                  6                 10                   18
    Tumble                3                  3                   11
    Use Magic Device      4                 22                   30
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    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: (Selected) Power Attack
    Enhancement: Drow - Spell Resistance (Rank 1)
    Enhancement: Drow - Keen Senses (Rank 1)
    Enhancement: Drow - Xen'drik Weapon Training (Rank 1)
    
    
    Level 2 (Fighter)
    Skill: Disable Device (+1)
    Skill: Spot (+1)
    Feat: (Fighter Bonus) Cleave
    Enhancement: Kensei (Ftr) - Kensei Focus: Archery (Rank 1)
    Enhancement: Kensei (Ftr) - Haste Boost (Rank 1)
    Enhancement: Kensei (Ftr) - Haste Boost (Rank 2)
    Enhancement: Kensei (Ftr) - Haste Boost (Rank 3)
    
    
    Level 3 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Heal (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Feat: (Selected) Sap
    Enhancement: Drow - Keen Senses (Rank 2)
    Enhancement: Drow - Keen Senses (Rank 3)
    Enhancement: Drow - Xen'drik Weapon Training (Rank 1)
    
    
    Level 4 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+2)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Drow - Ambidexterity (Rank 1)
    Enhancement: Drow - Ambidexterity (Rank 2)
    
    
    Level 5 (Ranger)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Tempest (Rgr) - Shield of Whirling Steel (Rank 1)
    Enhancement: Tempest (Rgr) - Improved Reaction (Rank 1)
    Enhancement: Tempest (Rgr) - Improved Reaction (Rank 2)
    Enhancement: Tempest (Rgr) - Improved Reaction (Rank 3)
    
    
    Level 6 (Ranger)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Great Cleave
    Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
    Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
    
    
    Level 7 (Ranger)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Tempest (Rgr) - Sprint Boost (Rank 1)
    Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Heal (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Tempest (Rgr) - Tempest (Rank 1)
    Enhancement: Tempest (Rgr) - Graceful Death (Rank 1)
    Enhancement: Tempest (Rgr) - Improved Parry (Rank 1)
    
    
    Level 9 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Heal (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Deepwood Stalker (Rgr) - Far Shot (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 2)
    Enhancement: Deepwood Stalker (Rgr) - Increased Empathy (Rank 3)
    
    
    Level 10 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Heal (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Tempest (Rgr) - Improved Parry (Rank 2)
    Enhancement: Deepwood Stalker (Rgr) - Versatile Empathy (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Versatile Empathy (Rank 2)
    
    
    Level 11 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Tempest (Rgr) - Improved Parry (Rank 3)
    Enhancement: Tempest (Rgr) - Whirling Blades (Rank 1)
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Heal (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Empower Healing Spell
    Feat: (Favored Enemy) Favored Enemy: Giant
    Enhancement: Tempest (Rgr) - Sprint Boost (Rank 2)
    Enhancement: Tempest (Rgr) - Elaborate Parry (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Sneak Attack (Rank 1)
    
    
    Level 13 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Tempest (Rgr) - Sprint Boost (Rank 3)
    Enhancement: Tempest (Rgr) - Elaborate Parry (Rank 2)
    Enhancement: Tempest (Rgr) - Elaborate Parry (Rank 3)
    
    
    Level 14 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Tempest (Rgr) - Deflect Arrows (Rank 1)
    Enhancement: Tempest (Rgr) - Evasive Dance (Rank 1)
    Enhancement: Tempest (Rgr) - Evasive Dance (Rank 2)
    Enhancement: Tempest (Rgr) - Evasive Dance (Rank 3)
    
    
    Level 15 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    Enhancement: Mechanic (Rog) - Arbalester (Rank 1)
    Enhancement: Mechanic (Rog) - Mechanics (Rank 1)
    Enhancement: Mechanic (Rog) - Mechanics (Rank 2)
    Enhancement: Mechanic (Rog) - Mechanics (Rank 3)
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Arcane Archer (Rgr) - Arcane Archer (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Energy of the Wild (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Energy of the Wild (Rank 2)
    Enhancement: Arcane Archer (Rgr) - Energy of the Wild (Rank 3)
    
    
    Level 17 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Enhancement: Arcane Archer (Rgr) - Conjure Arrows (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Awareness (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Awareness (Rank 2)
    
    
    Level 18 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Hamstring
    Enhancement: Deepwood Stalker (Rgr) - Exposing Strike (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Tendon Cut (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Tendon Cut (Rank 2)
    Enhancement: Deepwood Stalker (Rgr) - Tendon Cut (Rank 3)
    
    
    Level 19 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Arcane Archer (Rgr) - Morphic Arrows (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Metalline Arrows (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Awareness (Rank 3)
    Enhancement: Arcane Archer (Rgr) - Soul Magic (Rank 1)
    
    
    Level 20 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Tempest (Rgr) - Whirlwind (Rank 1)
    Enhancement: Assassin (Rog) - Knife in the Darkness (Rank 1)
    Enhancement: Assassin (Rog) - Sneak Attack Training (Rank 1)
    
    
    Level 21 (Epic)
    Feat: (Selected) Quicken Spell
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Ability Raise: STR
    Feat: (Selected) Epic: Overwhelming Critical
    
    
    Level 25 (Epic)
    
    
    Level 26 (Epic)
    Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting
    
    
    Level 27 (Epic)
    Feat: (Selected) Epic: Blinding Speed
    
    
    Level 28 (Epic)
    Ability Raise: STR
    Feat: (Epic Destiny) Epic Destiny: Epic Spell Power: Positive
    --Dave
    I am very interested in trying this drow version, I am also very new to the game. I do however have 32 point builds; I am wondering, what would change in the initial Stat point distribution? Appreciate any help.

  9. #129
    Build Constructionist unbongwah's Avatar
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    Drow already count as 32-pt builds, due to their three inherent stat bonuses (DEX/INT/CHA).
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  10. #130

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    I'm reviewing my builds at the moment to make adjustments now that the enhancement pass has been in place for a while. For this build I'm thinking there's a couple obvious changes to make:

    Sap becomes Dodge
    Toughness becomes Mobility
    Devotion 20 becomes Forced Escape, Elusive Target or Toughness

    Spring Attack would be nice to fit in, but I think Quicken is still probably called for. I might set that feat as player's choice between the two.

    With those feat changes you can then take Improved Dodge III in the tempest tree.

    Any feedback on these changes is welcome.

  11. #131
    Hatchery Hero BOgre's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    I'm reviewing my builds at the moment to make adjustments now that the enhancement pass has been in place for a while. For this build I'm thinking there's a couple obvious changes to make:

    Sap becomes Dodge
    Toughness becomes Mobility
    Devotion 20 becomes Forced Escape, Elusive Target or Toughness

    Spring Attack would be nice to fit in, but I think Quicken is still probably called for. I might set that feat as player's choice between the two.

    With those feat changes you can then take Improved Dodge III in the tempest tree.

    Any feedback on these changes is welcome.
    I just just switched out epic Blinding Speed (since it's buggy) in favor of Dodge, and made some crafted Mobility boots, with an eye to upping my dodge bonus. Went from 9% to 19% after some enhancement changes... It's not huge, but am definately seeing some reduced damage. Takes a bit of getting used to chugging haste pots tho.
    Quote Originally Posted by Towrn
    ...when the worst thing that happens when you make a mistake at your job is someone complains on the internet, you probably care a little less!

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  13. #133
    Hatchery Hero BOgre's Avatar
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    As far as I know, it's not adding the +1 to reflex save and dodge%.
    Quote Originally Posted by Towrn
    ...when the worst thing that happens when you make a mistake at your job is someone complains on the internet, you probably care a little less!

  14. #134
    Community Member hp1055cm's Avatar
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    I don't usually get into any build discussions but I have to ask why you take 18 levels of Ranger?
    If you aren't going for the capstone then why take Ranger levels above 12?
    Other than a 4th favored enemy what are you gaining for 6 levels of Ranger?

    This build makes a lot more sense to me:
    Quote Originally Posted by SiliconShadow View Post
    I found that 12 Ranger / 6 Rogue / 2 Fighter gave the most skill points and feats and also actually the most dps.
    The extra Rogue levels give you a ton more skill points, plus you can max Disable, Lock and UMD without penalty. You can also add points to listen, jump, hide, move silent, intimidate... whatever without giving up points for other skills. Investing so many points in Heal, concentration seems wasteful to me.
    Rogue also gives you evasion at 2, 2% to dodge, uncanny dodge, +2 vs traps, sneak damage...

    I can't see how the OP build goes sans Dodge either as that would be a must have for me.

  15. #135
    Community Member Grailhawk's Avatar
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    Quote Originally Posted by hp1055cm View Post
    I don't usually get into any build discussions but I have to ask why you take 18 levels of Ranger?
    If you aren't going for the capstone then why take Ranger levels above 12?
    Other than a 4th favored enemy what are you gaining for 6 levels of Ranger?

    This build makes a lot more sense to me:


    The extra Rogue levels give you a ton more skill points, plus you can max Disable, Lock and UMD without penalty. You can also add points to listen, jump, hide, move silent, intimidate... whatever without giving up points for other skills. Investing so many points in Heal, concentration seems wasteful to me.
    Rogue also gives you evasion at 2, 2% to dodge, uncanny dodge, +2 vs traps, sneak damage...

    I can't see how the OP build goes sans Dodge either as that would be a must have for me.
    15 Ranger gets you CSW, FoM and the 4th FE. At that point 3 levels for 5% Double strike isn't a bad choice.

    CSW is why people go beyond 12 Ranger.

  16. #136
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by hp1055cm View Post
    I don't usually get into any build discussions but I have to ask why you take 18 levels of Ranger?
    If you aren't going for the capstone then why take Ranger levels above 12?
    Other than a 4th favored enemy what are you gaining for 6 levels of Ranger?
    Most importantly, he's getting 2 level 4 spells (Freedom of Movement and Cure Serious, most typically) and 5% doublestrike (the "Whirlwind" Tempest core, which requires 18 ranger levels).

    Quote Originally Posted by hp1055cm View Post
    The extra Rogue levels give you a ton more skill points, plus you can max Disable, Lock and UMD without penalty.
    Rogue levels give 2 skill points more than ranger levels. Fighter levels give 4 skill points less than ranger levels. The build you're suggesting loses 6 ranger levels, gains 5 rogue levels, and gains 1 fighter level. So you're looking at a difference of 5 * 2 - 1 * 4, or 6 additional skillpoints.

    I hardly consider 6 total skill points to be a "ton more," especially since this build already gets plenty (especially if tomes were to be considered).

    Quote Originally Posted by hp1055cm View Post
    Investing so many points in Heal, concentration seems wasteful to me.
    Heal and concentration are absolutely essential. A Ranger is a self healing DPS class. Heal improves positive spellpower, which improves the cure spells. Concentration lets you cast while getting hit.


    Quote Originally Posted by hp1055cm View Post
    Rogue also gives you evasion at 2
    So does ranger at 9 -- either way, this build is getting evasion.

    Quote Originally Posted by hp1055cm View Post
    2% to dodge, uncanny dodge, +2 vs traps, sneak damage...
    These are useful, but I think the additional spell points, caster level, and spell slots from the ranger levels are more useful. It seems like you're completely disregarding the fact that rangers cast spells.
    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.

  17. #137
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by Grailhawk View Post
    15 Ranger gets you CSW, FoM and the 4th FE. At that point 3 levels for 5% Double strike isn't a bad choice.

    CSW is why people go beyond 12 Ranger.
    Right -- it's really 15 that's the important cutoff, not 18.

    Another build I've thought about is 15/5 ranger/rogue, taking the tier 5 Assassin enhancement Knife Specialization. You lose a feat from fighter, but you make up for that by using daggers instead of khopeshes (which is easy, since Knife Specialization makes daggers basically into khopeshes). You can get quite a bit more sneak attack, and Killer is arguably better for Doublestrike than Tempest's Whirlwind is. The real problem is that the build is incredibly AP starved and you have to make some sacrifices that I find a bit too painful. Plus you lose Evasive Dance, which isn't fun.
    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.

  18. #138

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    Yeah, I'd originally planned to go 15/3/2 ranger/rogue/fighter, but when I sat down to put it together several factors led me to keeping the old-school level split of 18/1/1.

    Quote Originally Posted by hp1055cm View Post
    The extra Rogue levels give you a ton more skill points, plus you can max Disable, Lock and UMD without penalty. You can also add points to listen, jump, hide, move silent, intimidate... whatever without giving up points for other skills. Investing so many points in Heal, concentration seems wasteful to me.
    I'm pretty sure we play the game differently. My guess is that you enjoy EE, where concentration does nothing? Everywhere else in the game, concentration is highly effective.

    Heal gives positive spell power for cure spells. Jump is worthless; rangers get the jump spell. Listen is pretty pointless with maxed spot. Move silently would be for a different kind of build; this one isn't stealth.

    Both concentration and heal are significantly more helpful than any of the alternatives you listed.

    EDIT: You're right about dodge, though. I need to update the build for dodge, but that will entail redoing the enhancements to take the tempest dodge bonus enhancements. I'm currently having too much fun tring my paladin, but as soon as I hit a lull in that life it will be the next update I do to any of my builds.

  19. #139
    Community Member hp1055cm's Avatar
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    Quote Originally Posted by Cardtrick View Post
    Most importantly, he's getting 2 level 4 spells (Freedom of Movement and Cure Serious, most typically) and 5% doublestrike (the "Whirlwind" Tempest core, which requires 18 ranger levels).
    Thanks for the explanation. (And to others that replied.) I still prefer the alternate build, but understand the difference better.

    Quote Originally Posted by Cardtrick View Post
    Rogue levels give 2 skill points more than ranger levels. Fighter levels give 4 skill points less than ranger levels. The build you're suggesting loses 6 ranger levels, gains 5 rogue levels, and gains 1 fighter level. So you're looking at a difference of 5 * 2 - 1 * 4, or 6 additional skill points.
    I hardly consider 6 total skill points to be a "ton more," especially since this build already gets plenty (especially if tomes were to be considered).
    Perhaps but if you are maxing UMD and Disable (and unlock) as a Ranger you are spending 2 skill points for each 1 enhancement increase whereas a Rogue gets them at 1 to 1. Probably at least an 18 point swing there.

    Quote Originally Posted by Cardtrick View Post
    Heal and concentration are absolutely essential. A Ranger is a self healing DPS class. Heal improves positive spell power, which improves the cure spells. Concentration lets you cast while getting hit.
    Important? Maybe. But then I hardly ever get interrupted, especially if I kite while healing. As an evasion build I can do most anything in a crowd without getting interrupted often including opening levers, searching for traps, and yes even heal. Use wands, pots in addition to spells and scrolls and carry a devotion stick with a decent boost. I can't believe the small boost to power from the heal skill makes that much difference. If we are talking about the full trip from 1-28 then yes it is helpful; but at the cost of going without something else I hesitate.

    Consider this: you can take 1 level of Druid and spend 4 AP points to get a 75% boost to healing from wands. Is it worth 1 level for that? idk, but certainly debatable.

  20. #140

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    Quote Originally Posted by hp1055cm View Post
    Perhaps but if you are maxing UMD and Disable (and unlock) as a Ranger you are spending 2 skill points for each 1 enhancement increase whereas a Rogue gets them at 1 to 1. Probably at least an 18 point swing there.
    This is of course based on the premise that you don't want concentration or heal, which would cost the rogue two points each per level. That evens it out.

    I still maintain that your skill recommendations are bad advice. Especially on concentration, where not having it means you have to run away to avoid getting hit before you can cast cure spells, and the strange idea that a ranger should waste skill points on jump.

    Use wands, pots in addition to spells and scrolls and carry a devotion stick with a decent boost.

    I can't believe the small boost to power from the heal skill makes that much difference. If we are talking about the full trip from 1-28 then yes it is helpful; but at the cost of going without something else I hesitate.
    The something elses you suggest offer virtually nothing. Heal is a real, actual benefit to both your cure spells and cocoon.

    As for the 1 druid splash, sure, but my ranger rarely, if ever, heals with wands or scrolls once he gets cure moderate wounds. And then cure serious makes it even rarer. Getting cocoon turns it into pretty much never.

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