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  1. #1
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    Default Build advice for a halfling "sniper" type character

    I've found a style of character I like but don't want to gimp him too bad so thought I'd ask for build advice. He is a high dex/high int/low str halfling who uses a heavy repeater and sneak attack damage . Is it worth it to take 2 levels in artificer to get rune arm + limitless ammo? Any other classes it makes sense to take? What enhancements should I focus on?

    Thanks.
    Last edited by Twilightsong; 07-16-2014 at 09:39 PM.

  2. #2
    Community Member MagicsDevil's Avatar
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    Thank you for posting this.

    I was literally just about to post almost this exact question but luckily I looked here first. I made a mockup of a build that I am considering for this style of play. Currently I'm having the same problem as you where I can't figure out if I want 1, 2, or maybe even 3 artificer levels. 1 level is too good to pass up. You get rapid reload, heavy xbow prof. early, a door opener (dog), unlimited bolts, another second slot for whatever arti lvl 1 spell you fancy, and as a byproduct, the ability to take metamagics (potentially important if you want to use the dragonmark).

    Level two is alright. You get Rune Arm use (utility + imbues your mainhand weapon) and another spell slot (somewhat negligible utility). Level 3 gets you 2nd level spells, which can be either elemental weapons or int-to-hit buff (not as useful as it sounds since you still need to qualify for IPS). Level 4 is tempting because it affords you a second spell slot for lv. 2s (now you can get both elemental weps and int-to-hit buff), a bonus feat, and access to endless fusillade in the Battle Engineer enh. tree.

    However, endless fusillade is not really an attainable goal (22 AP spent just for the one enh., otherwise the tree is mediocre for the purposes of this build). This is apparent if you look at the enhancement lineup for just my sketch-up 17 rog / 2 rgr / 1 art build.

    Level 3 of artificer is troubling because it means shedding a rogue special ability. Level 2 sheds a SA die. Also, my goal (as seems to be yours) is to splash as shallow as possible and be primarily rogue.

    Code:
    Character Plan by DDO Character Planner Version 04.20.02
    DDO Character Planner Home Page
    
    Level 20 Chaotic Good Halfling Male
    (17 Rogue \ 2 Ranger \ 1 Artificer) 
    Hit Points: 204
    Spell Points: 190 
    BAB: 14\14\19\24
    Fortitude: 13
    Reflex: 21
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              6                     6
    Dexterity            18                    21
    Constitution         14                    14
    Intelligence         18                    23
    Wisdom                8                     8
    Charisma              8                     8
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               8                    15
    Bluff                 3                    23
    Concentration         4                    25
    Diplomacy            -1                    -1
    Disable Device        8                    30
    Haggle                2                     2
    Heal                  1                    27
    Hide                  8                    34
    Intimidate           -1                    -1
    Jump                 -2                     0
    Listen               -1                     3
    Move Silently         8                    32
    Open Lock             8                    29
    Perform              n/a                   n/a
    Repair                4                     7
    Search                8                    31
    Spellcraft            4                     6
    Spot                  3                    24
    Swim                 -2                    -2
    Tumble                5                     6
    Use Magic Device      3                    22
    
    Level 1 (Rogue)
    Feat: (Selected) Point Blank Shot
    
    
    Level 2 (Artificer)
    
    
    Level 3 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Selected) Precise Shot
    
    
    Level 4 (Ranger)
    Ability Raise: INT
    
    
    Level 5 (Rogue)
    
    
    Level 6 (Rogue)
    Feat: (Selected) Precision
    
    
    Level 7 (Rogue)
    
    
    Level 8 (Rogue)
    Ability Raise: INT
    
    
    Level 9 (Rogue)
    Feat: (Selected) Least Dragonmark of Healing
    
    
    Level 10 (Rogue)
    
    
    Level 11 (Rogue)
    
    
    Level 12 (Rogue)
    Ability Raise: INT
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 13 (Rogue)
    Feat: (Rogue Bonus) Improved Evasion
    
    
    Level 14 (Rogue)
    
    
    Level 15 (Rogue)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 16 (Rogue)
    Ability Raise: INT
    Feat: (Rogue Bonus) Opportunist
    
    
    Level 17 (Rogue)
    
    
    Level 18 (Rogue)
    Feat: (Selected) Maximize Spell
    
    
    Level 19 (Rogue)
    Feat: (Rogue Bonus) Slippery Mind
    
    
    Level 20 (Rogue)
    Enhancement: Halfling - Halfling Luck (Rank 1)
    Enhancement: Halfling - Dexterity (Rank 1)
    Enhancement: Halfling - Halfling Luck (Rank 1)
    Enhancement: Halfling - Dexterity (Rank 1)
    Enhancement: Halfling - Jorasco Dragonmark Focus (Rank 1)
    Enhancement: Halfling - Jorasco Dragonmark Focus (Rank 2)
    Enhancement: Halfling - Jorasco Dragonmark Focus (Rank 3)
    Enhancement: Halfling - Cunning (Rank 1)
    Enhancement: Halfling - Lesser Dragonmark of Healing (Rank 1)
    Enhancement: Halfling - Guile (Rank 1)
    Enhancement: Halfling - Greater Dragonmark of Healing (Rank 1)
    Enhancement: Halfling - Guile (Rank 1)
    Enhancement: Halfling - Guile (Rank 1)
    Enhancement: Mechanic (Rog) - Arbalester (Rank 1)
    Enhancement: Mechanic (Rog) - Tanglefoot (Rank 1)
    Enhancement: Mechanic (Rog) - Targeting Sights (Rank 1)
    Enhancement: Mechanic (Rog) - Improved Detection (Rank 1)
    Enhancement: Mechanic (Rog) - Crossbow Training (Rank 1)
    Enhancement: Mechanic (Rog) - Thunderstone (Rank 1)
    Enhancement: Mechanic (Rog) - Thunderstone (Rank 2)
    Enhancement: Mechanic (Rog) - Thunderstone (Rank 3)
    Enhancement: Mechanic (Rog) - Mechanics (Rank 1)
    Enhancement: Mechanic (Rog) - Awareness (Rank 1)
    Enhancement: Mechanic (Rog) - Awareness (Rank 2)
    Enhancement: Mechanic (Rog) - Crossbow Training (Rank 1)
    Enhancement: Mechanic (Rog) - Skill Boost (Rank 1)
    Enhancement: Mechanic (Rog) - Crossbow Training (Rank 1)
    Enhancement: Mechanic (Rog) - Ooze Flask (Rank 1)
    Enhancement: Mechanic (Rog) - Ooze Flask (Rank 2)
    Enhancement: Mechanic (Rog) - Ooze Flask (Rank 3)
    Enhancement: Mechanic (Rog) - Intelligence (Rank 1)
    Enhancement: Mechanic (Rog) - Crossbow Training (Rank 1)
    Enhancement: Mechanic (Rog) - Leg Shot (Rank 1)
    Enhancement: Mechanic (Rog) - Rapid Fire (Rank 1)
    Enhancement: Mechanic (Rog) - Rapid Fire (Rank 2)
    Enhancement: Mechanic (Rog) - Rapid Fire (Rank 3)
    Enhancement: Assassin (Rog) - Knife in the Darkness (Rank 1)
    Enhancement: Assassin (Rog) - Sneak Attack Training (Rank 1)
    Enhancement: Assassin (Rog) - Stealthy (Rank 1)
    Enhancement: Assassin (Rog) - Stealthy (Rank 2)
    Enhancement: Assassin (Rog) - Venomed Blades (Rank 1)
    Enhancement: Assassin (Rog) - Venomed Blades (Rank 2)
    Enhancement: Assassin (Rog) - Venomed Blades (Rank 3)
    Enhancement: Assassin (Rog) - Sneak Attack Training (Rank 1)
    Enhancement: Assassin (Rog) - Critical Accuracy (Rank 1)
    Enhancement: Assassin (Rog) - Critical Accuracy (Rank 2)
    Enhancement: Assassin (Rog) - Critical Accuracy (Rank 3)
    Enhancement: Assassin (Rog) - Shadow Dagger (Rank 1)
    Enhancement: Assassin (Rog) - Shadow Dagger (Rank 2)
    Enhancement: Assassin (Rog) - Shadow Dagger (Rank 3)
    Enhancement: Assassin (Rog) - Sneak Attack Training (Rank 1)
    Enhancement: Assassin (Rog) - Critical Damage (Rank 1)
    Enhancement: Assassin (Rog) - Critical Damage (Rank 2)
    Enhancement: Assassin (Rog) - Critical Damage (Rank 3)
    Enhancement: Assassin (Rog) - Killer (Rank 1)
    Enhancement: Assassin (Rog) - Killer (Rank 2)
    Enhancement: Assassin (Rog) - Killer (Rank 3)
    Enhancement: Assassin (Rog) - Sneak Attack Training (Rank 1)
    Enhancement: Deepwood Stalker (Rgr) - Far Shot (Rank 1)
    I took 2 ranger because it gives you a feat (kind of two if you count TWF, viable melee backup with assassin core enhs?) while maintaining full BAB and giving you (for the low price of 1 AP) another SA die and +5m SA/PBS range!

    Notice that the enhancement points are tight -- I would have put more than 1 AP into Deepwood Stalker if I had any left over!

    Things that I focused on were:

    *Like you said, high dex (make sure you qualify for IPS. I used a +1 tome in the build but if you can't, just use a level-up point) and high int. Str got dumped hardcore so as not to gimp my ranged DPS, skills, spellpoints, etc.

    *Get as much SA as possible. This meant almost maxing the assassin tree, taking as many rogue levels as possible, going halfling for guile (the dragonmark has great synergy here because APs spent on the DM help qualify for guile and vice versa). One way that I justified 2 levels ranger was that since I was losing 1d6 SA, I gained it back and then some with Deepwood Sniper.

    *Get all the necessary feats like rapid reload, rapid shot, precise shot, precision, IPS, etc.

    *Get the good mechanic enhancements and the good assassin enhancements. Don't waste your points on enhancements that only go towards great crossbows or melee or whatever. I made sure to take my tier 5 enhs. from mechanic for the 10% doubleshot. Plus, the assassin ones are only useful if meleeing anyways.

    *For me, I wanted to utilize the DM so I ended up taking maximize later. If you didn't want the DM that would change a few things. Two more feat slots and you need something else to spend your APs on.

    I'm not sure if this is the way to go, but on paper I like that it gives 17d6 SA (not bad for rogue with splash levels), good heavy repeating xbow action to range SA folks, and even a self-healing option.
    Last edited by MagicsDevil; 07-16-2014 at 11:22 PM.

  3. #3

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    splashing artificer is especially good for endless fusilade (4 levels of artificer)--since you will be mostly a mechanic, you can equip a great crossbow when fusilade goes off for an incredible power burst.
    If your concern is ammo, remember that you can use deneith quivers and ammo, as well as creating some with flame arrow wands (and those do 1d6 fire damage as well).
    Rune arms have many nice effects to add to a crossbow, though their main damage burst will depend on the artificer level. Hence a splash will not do much.
    The 'hip flask' capstone of a mechanic seems interesting--never used it, but consider its damage burst and overall improvements to not only DPS but the stats etc:

    Passive: +2 Dexterity and Intelligence, +1 to hit with all crossbows, +1 damage with all repeating crossbows, +2 damage with non-repeating crossbows, +2 Sneak Attack dice and +2 to hit when performing Sneak Attacks
    Action Boost: You drink a potion that you've been saving for a special occasion. For the next 60 seconds, you gain +1d6 to all ability scores, and +2d6 to attack and damage. (Cooldown: 3 minutes)
    "A little something of your own creation. Potent stuff, drink sparingly."


    That equates to: +2 damage with repeating crossbows and +3 with non-repeats, +2d6 sneak attack dice (which you can proc often with aggro control, bluff, deception, blindness etc.). then the flask which is active 1/3 of a quest, ability score boost=a couple of damage AND 2d6 damage on top. Not bad--a pure rogue gains also more for your DCs of your flasks and bombs--might not be so interesting to you. Take a good look at Shadowdancer also if you plan on epics since it is built for INT and Dex builds.

    For splashes, consider the 'cutoff' points for rogues: level 18 rogue allows for the assassin vorpal lethality (a mechanic can take this); 12 gets acrobat's Kip Up as well as Improved detection for mechanics; then there are the various bonus feats at odd levels, like 10, 13, 16 and 19; finally, make sure you get the acrobat enhancement Shadow Dodge--it is a cheap way to add 6 dex and 3 dodge!
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  4. #4
    Community Member Bolo_Grubb's Avatar
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    Oct 2009
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    I have been playing a Rogue/Arti build to get completionist.

    For my completionist project I do 6 rogue, 6 arti and 8 of whatever past life I need.

    My final build will be mostly Rogue (probably 10 levels or so), with at least 4 levels of Arti (got to have endless fusilade) and probably some ranger levels. I find that Arti and Mech rogue are an awesome combo with a lot of flexibility. Lightning sphere in the archanotechnician tree can be a great crowd control method.

    Being able to conjure bolts is a huge plus, never have to worry about running out. And do not underestimate the firepower RuneArms add.

    I am still working out the details of my final build, if I finish it soon I will post it here.
    Kill'em all and let their favorite deity sort'em out
    BoloGrubb / DJGrubb / Gijo
    Proud member of the HighLords of Malkier

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