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  1. #41
    Community Member schelsullivan's Avatar
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    Default Great info, thanks for the Breakdown- I love melee too

    Great thread +1

    Im lev 28 Elf pure ranger 2nd life, running Fury of the Wild. Ive been soloing epic elites lately and I find switching to melee with Adrenaline + Overwhelming force 3 is absolutely crucial at times. A ten second knockdown is freaking awesome, time enough to finish of mobs with melee, while usually gaining extra Adrenalines via Fury Eternal. Between my twisted Pin and Ottos arrows, 10 seconds of melee knockdown is one more CC option that for me, is a must. Plus it just feels epic knocking down lev 50+ mobs. Its very usefull in groups as well, who doesnt need a bit of extra CC in EE content?
    Argonnessen - Glibb Bonefish, Lev 28 pure Elf Ranger

  2. #42
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    Default

    Hello Pwesiela, I've read through your guide, and was wondering if you might be able to give a little more specifics to the different classes as Arcane Archers? Such as multi-classing. I'm wanting to make an AA, but not sure which mix I want to use. I've currently got a lvl 7 AA - 4 Bard, 1 Fighter, 2 Ranger...and it's fun, but I don't remember what setup I was originally going for with it to finish it off, so will have to remake. Currently, Half-Elf with Rogue Dillitante but wanting something different I think. One option I might like to try would be the Kensai AA - but I haven't a clue on where to set the enhancements, not with the new system...

  3. #43
    Community Member Vellrad's Avatar
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    Default

    Quote Originally Posted by Alfhild View Post
    Agreed but then you are talking a specific racial build not a general class build. And there are tradeoffs for that build including the 10AP essentially wasted in purchasing it: if you want the Kensai Psionic Strength boost, you have to give up Shadow Veil for instance; if you choose Elf, you forgo Human heal amp. I too am not advocating one build over another when the truth is that each player will place different values on the tradeoffs involved, which makes for a diversification of builds, which is all good.
    Build is build as a whole. It consists of more than a class.
    Talking about class build without race is like talking about burger without meat.
    Quote Originally Posted by Originally Posted by Random Person #2 View Post
    People who exploit bugs in code are cheaters cheaters cheaters. And they are big fat ****yheads too.

  4. #44
    Community Member Vellrad's Avatar
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    About kiting in groups:

    Don't do it, unless its absolutely nessesary. If you're not saving team from a wipe, don't kite unless its a party strategy.
    You know what I do with kiters?
    Nothing. I act like they don't exist, I won't chase mob, I will simply go to next mob(s), and to next room after. No heal, no rez, nothing.
    Quote Originally Posted by Originally Posted by Random Person #2 View Post
    People who exploit bugs in code are cheaters cheaters cheaters. And they are big fat ****yheads too.

  5. #45
    Community Member UurlockYgmeov's Avatar
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    Default The best non-pinion bow in the game

    nicely written guide! Reminds me of another I read many years (and many many many lives ago) that helped me step into the role of ranged character. (Walt Snider's Toxophilite build (which I should repost since ddosource.com seems to be dead))

    I agree on the Silver Longbow. Old (original version better because it is ml:6 instead of ml:8 and does not bind; however the new ml:8 version adds a red slot)
    http://ddowiki.com/page/Silver_Longbow



    I agree on Pinion. Bow is a must have.

    Some have said a fully maxed out Thunderforged bow with mortal fear beats pinions, and I must agree for trash mobs. Mortal fear is like a GE Mini-Gun on steroids:



    But from experience with pretty much any and all bows in the game (even MinII, LitII, RadII, HolyII, OozeII etc) - the best lv14 to 20 bow is Unwavering Ardency (especially if you have improved critical: ranged). I've been known to use it up to level 23 when I switch to using Pinion.

    The Silver Longbow (both old and new versions) has:
    • Increased base weapon damage [1d10]
    • Double critical threat range to 19-20/x3, when compared to a typical longbow.
    • Base Damage Rating of 10.20


    Unwavering Ardency (unupgraded) has:
    • Increased base weapon damage 2[1d12]
    • Double critical threat range to 19-20/x3, when compared to a typical longbow.
    • Base Damage Rating of 19.20
    • Flaming Burst: This weapon is sheathed in fire. The weapon deals an extra 1 to 6 fire damage each hit. In addition, critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
    • Grants bearer Immunity to Fear
    • Smoke Screen: You are surrounded by wisps of concealing smoke, giving opponents a 20% concealment chance to miss you.


    Upgrading Unwavering Ardency grants:

    • Blinding Embers: Blinds on a confirmed vorpal hit. Duration is about 20 seconds. DC35 reflex save negates the blindness.
      All opponents are considered to have total concealment (50% miss chance) to the blinded character.
      Blinded creatures are vulnerable to Sneak Attacks, regardless of who they are currently attacking.


    http://ddowiki.com/page/Unwavering_Ardency




    It is also one of the best looking bows in the game - hands down. Yes it is often harder to get than Pinion - but well worth it.

    Uurlock Ygmeov of Khyber @ level 20 modeling Unwavering Ardency:
    Last edited by UurlockYgmeov; 10-13-2014 at 04:11 PM. Reason: my kobold powered spell checker is on Union Break

  6. #46
    Founder Kulothar's Avatar
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    Default Alternate AA's

    Since you are trying to help new to ranged players I will keep my comments to sub epic. Some observations since for the past 7 years I have also played AA ranged characters. My 3 basic builds for reference are:

    Pure FVS AA Elf which is mainly a raid support character but now also is a Reaper group healer/AA. Good utility and mass healing plus some spells to back up the AA line.
    Pure Monk AA (past life Sorc. HE) This is a solo/group build that uses AA but also melees. This is not a build for a new player.
    Pure Ranger Elf The basic AA build with just enough melee to survive.

    For gear some of the following are useful:

    The undead bows from Necro 1/2/3/ low level but useful.
    Ranged alacrity (trinket/quiver/etc.)
    Dodge. With evasion this keeps you alive.
    Diversion. The more the merrier. A mob cannot hit you if they keep turning around. Combined with bluff, I have seen dragons just keep spinning.
    If robe wearing class the Ice robe from the House C challenges causes your bow to proc freezing Ice
    The House C Challenge boots proc flesh to stone if you are hit.
    An item with crippling if possible. It is better if it takes longer for them to get to you.
    If you can, web/hypnosis/etc. so you can single out mobs without a crowd.
    Crafted petrify or stun stones to single out mobs. If they save there is no damage so less agro. If they don't you can kill the others around them first or wait till they save and come after you.

    Raid bows:
    The 3xPoss Green Steel (GS) is a must and is the only disrupter bow you will need after lv 12.
    Radiance GS blinds the mobs.
    Nice to have: Vacuum GS if true neutral since it procs Trap the Soul (save or die and a soul stone)
    Min II GS will hit anything
    Earth Bows from the House C Challenges. Nice stats at various levels and farmable at all levels.

    LV 16 Envenomed Blades (1 or 2) only melee paralyzer you will need until Epic then Priestess's dagger.

    Kiting is your friend but if you are going to group always let the melee get good agro first. While you are waiting for him to get agro you can buff/heal/etc. Sometimes patience is more than a virtue, it is a strategy. If you get agro and the mobs are going to make it to you kite them through the tank preferably jumping over him. Any good tank will have intimidate and aoe attacks. This also places you around him should the healer cast an aoe heal or the caster cast and aoe spell. This also keeps the tank from having to run all over chasing you and the mobs.

    If you are forced to melee stand on the other side of the mobs from the tank so that if he intimidates the mobs will lose interest in you. Once he has their interest again you can back off and range again.

    If you are going to solo consider a fear item such as the Emerald Claw Talisman or other fear item but be careful of them running for friends. I usually only use a fear item if I have paralyzing or the caster has some type of control to stop them. Open areas with no other mobs near or in a closed room, it is not such an issue and will save a lot of healing.

    Just a couple of suggestions. There is a lot of gear my AA Characters use each life but a starting character would not have them. Good hunting.
    Last edited by Kulothar; 05-26-2017 at 01:03 AM.
    Any Port in a storm... But why one with so many vermin?

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