A few weeks ago I got a bit tired of my pure Pally, so decided to use a few hearts to make him a 14 Pally/6 Ranger repeater build. At the time it was mostly just something fun to play with (since Holy Sword makes most anything work), but I actually enjoyed it. So when I saw the U25 updates, most notably the change to repeaters, I started to think a bit more about fine tuning this guy. He's currently a capped Bladeforged, so I'll probably Iconic TR him and focus a bit more on this build. What I have so far:

Race: Morninglord
Class: 14 Pally/??? 6 (possibly multiple classes to make up the six)
Stats: INT->CHA->DEX (for feat requirements)->CON->WIS/STR

Enhancements: Probably spending at least 14 Elf for AA, then 32 points in AA. If repeaters are working so they apply special attacks on all three attacks in a volley, it's just too good to pass up. Other than than, at least 8 in Harper for KTA, probably 12 to get strategic combat 2, unless getting INT to dmg from another source (maybe rogue mechanic 6?). Depending on class split, see what I can pick up with whatever is left. Let's say we have 22 to play with.

Feats: All the standard goodies for a crossbow user. Of note though, it's now nice to fit in feats that weren't good up to this point, since they add ranged power (things like weapon focus). Though not something to build around, it pretty much means more feats is almost always better, even if only marginally.

ED: Just for the record, I plan to play this guy almost exclusively in Fury for the Adrenaline+special attack combination, combined with the high rate of fire recharging adrenaline via Fury Eternal. I expect it would play fine in several other destinies (LD, DC, maybe Shadowdancer/Fatesinger/Dragon) if I want to grind out more EPLs, but currently don't plan to focus on that much.

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So what I'm hung up on at this point is the class split. 14 Pally obviously set for holy sword. I see several options to round out the six remaining levels.

Artificer 6
  • Trapping and UMD (not a high priority to me, but I like them when available). Plus as an INT based build, most classes will have many skill points left over.
  • Elemental weapons infusion
  • 3 bonus feats (proficiency, rapid reload, and a ranged feat of choice)
  • Rune arm use
  • Minor perks of Artificer Knowledge
  • Possible Endless Fusilade if all 22 "extra" AP are spend in battle engineer


Ranger 6
  • Opens AA without racial requirement (though if I want to play with AA capstone, that would only be available through racial).
  • DWS opens Sniper Shot, which is very good with adrenaline (mini version of the other very good active and on a shorter CD) and also gives Hamp and increased sneak attack range
  • 2 bonus feats (rapid shot and precise shot)
  • Ram's might
  • Manyshot (would not take on other builds, but probably still a good option if using strategic combat)
  • Maintains full heroic BAB



Fighter 6
  • 4 bonus feats (arguably more useful than they used to be since several additional feats like weapon focus will now at least have a marginal impact on Ranged Power)
  • Maintains full heroic BAB



Rogue 6
  • Trapping and UMD (not a high priority to me, but I like them when available). Plus as an INT based build, most classes will have many skill points left over.
  • +3d6 SA from class
  • Can switch to light armor for evasion when beneficial
  • 1 bonus feat (light repeater proficiency) and INT to damage from mechanic cores if taken (means no heavy repeater use though and the INT to dmg is only relevant if the build can't afford to purchase through harper).
  • Increased SA range from mechanic. Mechanic also opens up a few more points of damage with repeaters and potentially some +INT and leg shot if the build can afford to go T4 in that tree.



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I'm sure I missed some things, including possibly multi-class splits to fill out the remaining 6 levels, but that's why I'm positing here. Anyone else thinking of doing one of these and/or done some theory crafting on such a build? I'd love to hear any feedback.