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  1. #101
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    Quote Originally Posted by Cik
    Im not D&D proficient but want this build with a halfling.

    1. Since im capped at distributing 28 points, I cant input Illuminati's original ability points of:
    12 - Str
    20 - Dex
    11 - Con
    10 - Int
    11 - Wis
    10 - Cha

    2. Secondly, the skills...seems like a lot to take and I understand them but is it ok if i eliminate jump? because i really dont know specifically how many points i should put into each and by the time i get to balance after maxing the others mentioned, I have 2 points in balance and nothing to spare for jump.

    3. about feats....so favored enemy Giants instead of undead or stick with the template starting out? And still take weapon finesse?

    Thanks for the input.

    Thanks
    Drow have different starting start, 8, 10, 6, 10, 8, 10 hence the achieveable result.

    No worries on jump, you can cast the spell for +30 at level 10.

    Aye, Wep Finesse is a must. Favored are bonus feats at 1, 5, 10. For FE, I would recommend (given the content) of Undead, Giants and Elves.
    Main: Illuminati (Halfling Iron Monk), Stonewolf (Dwarf Pally), Vyking (TWF Barb), Illuminatrix (Batchick), Illumino (Drow Ranger), Fuji (Human Monk)
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  2. #102
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    Quote Originally Posted by spifflove
    If neutral can i wield Retribution w/o high umd?
    No, you need a 20. Retribution is not the Weapon of choice for this build btw, but a puncture or stat disable weps like destruction, curse spewing, paralyzation, wounding, etc.
    Main: Illuminati (Halfling Iron Monk), Stonewolf (Dwarf Pally), Vyking (TWF Barb), Illuminatrix (Batchick), Illumino (Drow Ranger), Fuji (Human Monk)
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  3. #103
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    You would only have 3 attacks at level 10. Also, you lose the ability to heal yourself and cast barkskin. FaB is enticing but not worth the tradeoff IMO. There are some great fighter builds on this concept, but because anything less than 50 AC is sorta squishy at high level (even while moving and attacking), the ability to run and just heal yourself is a bonus.

    Dont forget the bows, even though I dont stress using them, there are many places for them which you dont get with a fighter/rogue version.

    Quote Originally Posted by Silverwulf2
    Hmm...definitely an interesting build. First time I've read through it. My only question is don't you think similar results (or better) could be achieved by going primarily as a Fighter? For example:

    L8 Fighter/L2 Rogue
    Drow Elf
    Lawful Good

    Starting stats:

    15 STR
    20 DEX
    10 CON
    10 INT
    8 WIS
    10 CHA

    Ending Stats:

    22 STR
    28 DEX (32 DEX potential at L12 depending on Enhancements)
    13 CON
    10 INT
    8/11 WIS
    10 CHA

    Feat selection would be (taking the 2 Rogue Levels at 1 & 9):

    1 (R) - WF: Piercing
    2 (F) - Weapon Finesse
    3 (F) - Dodge
    3 (F) - Precision
    5 (F) - Mobility
    6 (F) - Spring Attack
    7 (F) - WS: Piercing
    9 (R) - GWF: Piercing
    10 (F) - Imp Crit: Piercing

    Enhancements would be: Fighter STR III, FAB III, Crit Accuracy IV, Elf DEX II

    Although you wouldn't have the +3 to attack against Favored Enemies, you'd actually be better off IMO because you'd have +2 vs. all mobs in the game instead via Greater Wepon Focus.

    You wouldn't have the +9 to damage vs. Favored Enemies, but you'd have an extra +2 dmg from Weapon Specialization and an extra +3 from higher STR...so, you'd have a +5 to +6 dmg to all mobs in the game instead of +9 to a select group.

    You'd still have Evasion as would the Ranger, except that you'd also have an extra 1d6 sneak attack dmg.

    You'd have Spring Attack and the abilityto attack while moving with no penalty, where as the Ranger would suffer a -4 penalty.

    You'd have one less attack until L11 (if planning ahead) and one point less of BAB, but you'd also have a boost when needed of +7 to attack or a boost of +5 to AC. Those would go up to a +10 boost at L12 and +7 AC boost.

    You'd have an extra +7 to confirm your criticals with Puncturing weps for high AC mobs.

    Using pots, you'd have an AC potential in the low 40's and the ability to use higher AC armor vs. higher DEX armor, allowing you to keep a higher AC in times when you're prone, held, etc.

    Not that this is a "better" build, just a variation on a theme to think about...
    Main: Illuminati (Halfling Iron Monk), Stonewolf (Dwarf Pally), Vyking (TWF Barb), Illuminatrix (Batchick), Illumino (Drow Ranger), Fuji (Human Monk)
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  4. #104
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    I can't wait to see the enhancements for Mod3 so I can make some decisions on alignment, etc.

    I really think RAB kinda blows except for UMD and the speed boost (which I do use often). I hope with the ranged combat fix I can make some additional mods to the build.

    Quote Originally Posted by Falconner
    I have two capped rangers and the second is very similar to yours Illuminati. Great fun. I would just add to the mix one other enhancement idea. I wear armor and didn't go the UMD route so I don't use RAB. Instead I use Favored Defense for a +4 bonus to AC. My standing AC w/bow is 30.

    When melee starts: +5 hvy steel shield for +7
    Barkskin for +5
    and: against FE's (Undead, Giants, and Evil outsiders) another +4

    for 46 AC against FE's.

    Add in the pally and it gets crazy. Just a thought.
    Main: Illuminati (Halfling Iron Monk), Stonewolf (Dwarf Pally), Vyking (TWF Barb), Illuminatrix (Batchick), Illumino (Drow Ranger), Fuji (Human Monk)
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  5. #105
    Community Member Vic_Kevlar's Avatar
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    Very nice, quite similar to my Halfling Speed Ranger (Ranger9/Barbarian1). I think Halfling is definately the way to go with the racial bump on attacks and saves. Beyond stat damage weapons, the bow skills here are nothing to ignore. Equip a Silver Bow, turn off Precision, hit the Manyshot and watch 'em die.

  6. #106
    Community Member the_ox's Avatar
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    Hey Illuminati,

    Sucks we're not on the same server I'd love to mull things over with ya.

    But I've finally reached my first lvl 9 with my ranger, and I'm loving it, besides the constant comments about my kill count, this character has gotten me many "what build is that!" stuff,

    At level 9 my stats look like this

    Lawful Good Drow Elf Ranger
    Str 18: 15+3(belt)
    Dex 30: 19+2(levels)+5(enhancements)+4(gloves)
    Con 12: 10+2(neck) Still looking for +4 con item
    Int 10: 10
    Wis 14: 11+3(ring)
    Cha 10: 10

    Enhancements (same, ED II, RD III, RAB, FA II)

    Feats:
    1) Weapon Finesse, FE:Undead
    3) Precision
    5) FE:Giants
    6) Power Attack*1 (see review below)
    9) Imp Crit: Pierce
    10) FE:Elves*2

    Skills
    Max: UMD,Tumble, Move Silently, Hide, Spot
    Some: Jump 5, Listen 7*3

    Melee Weapons
    Set 1
    +1 Rapier of Puncturing
    +3 True Law SS of Pure Good (have a Wounding Dagger*4 for level 10)
    Set 2 Undead
    Retribution*5
    +3 True Law SS of Pure Good
    Set 3 Giants
    Giant Stalkers Knife
    Giant Stalkers Knife
    Set 4 (Dragon)
    +5 kukri
    +3 Frost Rapier of Dragon Bane
    Set 5 (Soon to come, specially if i keep power attack)
    +3 Burst Light pick of pure good
    +3 Burst Light Pick of pure good
    (the insane crit dmg on this would be amazing for low ac mobs)

    AC
    W/o Shield: 32 [DR 5/Magic] (10 Base, 10 Dex, Robe of Invuln, WW Bracers(4), Spec ops(3), Barkskin (5)
    W Shield: 39 (+5 Heavy)

    *1) Power Attack: I noticed a few things with it, since I've had it on this build for awhile. I RARELY use it, no matter what weapon set, unless I'm fighting a mob where I only hit with a natural 20, that is the only way I turn this on, when fighting trash mobs, they usually die so fast, that its not worth wasting a precious feat on, this leads me to finding a alternative, something like Extend (would be very useful to have double length prot spells, or barkskin), or back to Focus: Piercing for a +1 to attack again, or even dodge for the +1 ac so i can someday break the 40ac barrier. Advice is needed

    *2) Elves would deff help with tempest spine, but im wondering if something else might be better, maybe vermin (since high level spiders are rough), maybe abberations, dragons (since im sure valeh wont be the last), constructs cause they are immune to crits. Advice Needed.

    *3) Really wishing I took balance somewhere here, I dont get knocked down much with +10 balance from dex, and I dont know how helpful having max hide is, now that I can cast camo. Not sure if that was a waste, and listen might also be a waste. Advice and explinations needed =)

    *4) Since I like to dual wield (2 extra attacks are worth the -2 toHit imo) going with a wounding offhand makes a huge difference, looking at the easiest mob to hit, where any roll above a 1 hits, you would get 95% hits meaning 95 con dmg over 100swings, now looking at a shortsword off hand (cause you would lose -2 toHit more to use rapiers in both hands) your crits are 17-20, that means roughly 20% are crits, with a average of 3.5 puncturing a hit, thats 70 con dmg, over 100swings. These numbers get better and better for wounding, as the mob gets harder to hit, cause crit confirmation is harder and harder to land. So the choice is as follows:

    39 AC, 4 swings w/rapier, 10 to hit mob, 10 rounds
    40attacks (1d6+5), 7 crits = 247 Dmg, 25 con dmg
    32 AC, 4 swings w/rapier, 2 w/wounding dagger, 12 to hit mob (-2 tohit, dual wielding), 10 rounds
    40attacks main (1d6+5), 6 crits = 204 dmg, 21 con dmg
    20off hand (1d4+4), 1 crit = 65dmg, 9 con dmg
    total both = 269 dmg, 30 con dmg
    32 AC, 4 swings w/rapier, 2 w/punct ss, 12 to hit mob (-2 tohit, dual wielding), 10 rounds
    40attacks main (1d6+5), 6 crits = 204 dmg, 21 con dmg
    20off hand (1d6+4), 1 crit = 68 dmg, 4 con dmg
    total both = 272 dmg, 25 con dmg
    32 AC, 4 swings w/rapier, 2 w/rapier, 12 to hit mob (-4 tohit, dual rapiers), 10 rounds
    40attacks main (1d6+5), 5 crits = 162 dmg, 18 con dmg
    20off hand (1d6+4), 2 crit = 60 dmg, 7 con dmg
    total both = 222 dmg, 25 con dmg

    So:
    1h punct rapier +5 shield = 204 dmg, 21 con
    1h punct rapier +wounding dagger = 269 dmg, 30 con
    1h punct rapier +punct ss = 272 dmg, 25 con
    1h punct rapier +punct rapier = 222 dmg, 25 con

    The best being punct main hand, wounding off, if you don't need the extra ac to survive. If you see any problem in my math, lemme know but the results go up and down a litte vs harder or easier mobs, but nothing ever beats this combo for con dmg.

    *5) Now for retribution, while I understand this isnt a STR build, I find having a 4d6 weapon and finesse on, outshines undead even with theyre dr, and a -7 to attack, if undead become a huge problem, ill just slap on the +1 holy light hammer, but for now since I just grabbed retribution yesterday, I'll stay with it

    As all this boils down, after the mod3 comes, Im fairly confident, this build will be thee ultimate setup, we just need to continue to tweek it here and there.
    Last edited by the_ox; 09-06-2006 at 01:49 AM.
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  7. #107
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    My thoughts on Power Attack is that it really is a Two-handed fighter feat. I wouldn't recommend it for 1 Handed or dual wield builds after testing it.

    FE: Elves is good for TS, Xorion, PVP =), Gwylands. FE is what you use to overcome the hard to hit or kill mobs. Elves , Evil Outsiders, now Giants (TF ridiculous Con/HP), Undead (DR, though maybe not necessary anymore).

    If anything, I would go FE: Elves, Evil Outsiders and Giants but I do notice that in Undead Quests I have like 90% of the kills becuase that extra +6 Damage is huge.

    Listen is a waste. Hide/Move Silently are good situationally but nearly that important as Balance, Tumble, Spot. Get a Greater Robe of Silent Moves for the situations like the boss at TS (you can do the puzzle while everyone is shield blocking, etc.) or certain Von's (I like to get next to the caster and assassinate him). But, being primarily melee you will need the balance, tumble, and spot.

    Wounding is indeed better for the off-hand.

    Precision is nice for Retribution but once you exhaust the normal content and only start doing Elite stuff you will most likely bank it. I am not sure if your FE damage is halved by Precision. If you get a chance test that and let me know.



    Quote Originally Posted by the_ox
    Hey Illuminati,

    Sucks we're not on the same server I'd love to mull things over with ya.

    But I've finally reached my first lvl 9 with my ranger, and I'm loving it, besides the constant comments about my kill count, this character has gotten me many "what build is that!" stuff,

    At level 9 my stats look like this

    Lawful Good Drow Elf Ranger
    Str 18: 15+3(belt)
    Dex 30: 19+2(levels)+5(enhancements)+4(gloves)
    Con 12: 10+2(neck) Still looking for +4 con item
    Int 10: 10
    Wis 14: 11+3(ring)
    Cha 10: 10

    Enhancements (same, ED II, RD III, RAB, FA II)

    Feats:
    1) Weapon Finesse, FE:Undead
    3) Precision
    5) FE:Giants
    6) Power Attack*1 (see review below)
    9) Imp Crit: Pierce
    10) FE:Elves*2

    Skills
    Max: UMD,Tumble, Move Silently, Hide, Spot
    Some: Jump 5, Listen 7*3

    Melee Weapons
    Set 1
    +1 Rapier of Puncturing
    +3 True Law SS of Pure Good (have a Wounding Dagger*4 for level 10)
    Set 2 Undead
    Retribution*5
    +3 True Law SS of Pure Good
    Set 3 Giants
    Giant Stalkers Knife
    Giant Stalkers Knife
    Set 4 (Dragon)
    +5 kukri
    +3 Frost Rapier of Dragon Bane
    Set 5 (Soon to come, specially if i keep power attack)
    +3 Burst Light pick of pure good
    +3 Burst Light Pick of pure good
    (the insane crit dmg on this would be amazing for low ac mobs)

    AC
    W/o Shield: 32 [DR 5/Magic] (10 Base, 10 Dex, Robe of Invuln, WW Bracers(4), Spec ops(3), Barkskin (5)
    W Shield: 39 (+5 Heavy)

    *1) Power Attack: I noticed a few things with it, since I've had it on this build for awhile. I RARELY use it, no matter what weapon set, unless I'm fighting a mob where I only hit with a natural 20, that is the only way I turn this on, when fighting trash mobs, they usually die so fast, that its not worth wasting a precious feat on, this leads me to finding a alternative, something like Extend (would be very useful to have double length prot spells, or barkskin), or back to Focus: Piercing for a +1 to attack again, or even dodge for the +1 ac so i can someday break the 40ac barrier. Advice is needed

    *2) Elves would deff help with tempest spine, but im wondering if something else might be better, maybe vermin (since high level spiders are rough), maybe abberations, dragons (since im sure valeh wont be the last), constructs cause they are immune to crits. Advice Needed.

    *3) Really wishing I took balance somewhere here, I dont get knocked down much with +10 balance from dex, and I dont know how helpful having max hide is, now that I can cast camo. Not sure if that was a waste, and listen might also be a waste. Advice and explinations needed =)

    *4) Since I like to dual wield (2 extra attacks are worth the -2 toHit imo) going with a wounding offhand makes a huge difference, looking at the easiest mob to hit, where any roll above a 1 hits, you would get 95% hits meaning 95 con dmg over 100swings, now looking at a shortsword off hand (cause you would lose -2 toHit more to use rapiers in both hands) your crits are 17-20, that means roughly 20% are crits, with a average of 3.5 puncturing a hit, thats 70 con dmg, over 100swings. These numbers get better and better for wounding, as the mob gets harder to hit, cause crit confirmation is harder and harder to land. So the choice is as follows:

    39 AC, 4 swings w/rapier, 10 to hit mob, 10 rounds
    40attacks (1d6+5), 7 crits = 247 Dmg, 25 con dmg
    32 AC, 4 swings w/rapier, 2 w/wounding dagger, 12 to hit mob (-2 tohit, dual wielding), 10 rounds
    40attacks main (1d6+5), 6 crits = 204 dmg, 21 con dmg
    20off hand (1d4+4), 1 crit = 65dmg, 9 con dmg
    total both = 269 dmg, 30 con dmg
    32 AC, 4 swings w/rapier, 2 w/punct ss, 12 to hit mob (-2 tohit, dual wielding), 10 rounds
    40attacks main (1d6+5), 6 crits = 204 dmg, 21 con dmg
    20off hand (1d6+4), 1 crit = 68 dmg, 4 con dmg
    total both = 272 dmg, 25 con dmg
    32 AC, 4 swings w/rapier, 2 w/rapier, 12 to hit mob (-4 tohit, dual rapiers), 10 rounds
    40attacks main (1d6+5), 5 crits = 162 dmg, 18 con dmg
    20off hand (1d6+4), 2 crit = 60 dmg, 7 con dmg
    total both = 222 dmg, 25 con dmg

    So:
    1h punct rapier +5 shield = 204 dmg, 21 con
    1h punct rapier +wounding dagger = 269 dmg, 30 con
    1h punct rapier +punct ss = 272 dmg, 25 con
    1h punct rapier +punct rapier = 222 dmg, 25 con

    The best being punct main hand, wounding off, if you don't need the extra ac to survive. If you see any problem in my math, lemme know but the results go up and down a litte vs harder or easier mobs, but nothing ever beats this combo for con dmg.

    *5) Now for retribution, while I understand this isnt a STR build, I find having a 4d6 weapon and finesse on, outshines undead even with theyre dr, and a -7 to attack, if undead become a huge problem, ill just slap on the +1 holy light hammer, but for now since I just grabbed retribution yesterday, I'll stay with it

    As all this boils down, after the mod3 comes, Im fairly confident, this build will be thee ultimate setup, we just need to continue to tweek it here and there.
    Main: Illuminati (Halfling Iron Monk), Stonewolf (Dwarf Pally), Vyking (TWF Barb), Illuminatrix (Batchick), Illumino (Drow Ranger), Fuji (Human Monk)
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  8. #108
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    Quote Originally Posted by Illuminati
    Drow have different starting start, 8, 10, 6, 10, 8, 10 hence the achieveable result.

    No worries on jump, you can cast the spell for +30 at level 10.

    Aye, Wep Finesse is a must. Favored are bonus feats at 1, 5, 10. For FE, I would recommend (given the content) of Undead, Giants and Elves.

    Thanks! Im level 3.4 or something and loving this build the best out of the wizard, sorc or paladin ive tried.

  9. #109
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    Quote Originally Posted by Cik
    Thanks! Im level 3.4 or something and loving this build the best out of the wizard, sorc or paladin ive tried.
    No prob, enjoy. I had a ton of fun with my inferior version so I can't imagine the correct one.
    Main: Illuminati (Halfling Iron Monk), Stonewolf (Dwarf Pally), Vyking (TWF Barb), Illuminatrix (Batchick), Illumino (Drow Ranger), Fuji (Human Monk)
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  10. #110
    Founder guygrim's Avatar
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    Alright.. getting ready to make my 3rd character based on this build...

    This will be a Drow - Pure Ranger

    Here are my Feat Options:

    Alt A.
    1. Weapon Finesse
    3. Weapon Focus: Piercing
    6. Precision
    9. Improved Crit: Piercing

    Alt B.
    1. Dodge
    3. Weapon Finesse
    6. Precision
    9. Improved Crit: Piercing

    Alt C.
    1. Weapon Finesse
    3. Precision
    6. Extend
    9. Improved Crit: Piercing

    What Alternate would you prefer and please give a short explanation. Thanks.
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  11. #111
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    I would do A. If I could, I would take the following:

    Dodge, Mobility, Spring Attack, Wep Finesse, Precision, IC: Pierce, WF: Pierce

    =)

    Try get the highest attack atm would be my suggestion. When the Mod3 notes come out you can change accordingly (if they fix ranged, etc.)
    Main: Illuminati (Halfling Iron Monk), Stonewolf (Dwarf Pally), Vyking (TWF Barb), Illuminatrix (Batchick), Illumino (Drow Ranger), Fuji (Human Monk)
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  12. #112
    Community Member DungeonMaster98's Avatar
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    I've been struggling with my own ranger build for weeks and would appreciate some advice; it's very close to the OP build, but my questions are:

    Is going with a 18-19 DEX to bump CON and STR going to nerf this build? I love the thought of hot key'ing robes, but going 20 DEX out of the box hurts my other attributes...

    I love CON, it keeps me alive and I hate when group members say Rangers are squishy - they're survivalist for pete's sake. The difference between a 10 CON and 16 CON is 30 hp at level 10 and 60 hp at level 20 - that's no small amount!

    Having a 17-18 STR (modified by items) is just nice, adding +3/+4 to my melee AND ranged damage - it's like having a free enhancement or favored enemy to EVERYTHING.

    Please help, I'm totally stuck on this issue.
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  13. #113
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    I can tell you from experience.

    My current Ranger, 24, 26, 16, 8, 16, 8 is very effective and it depends on how you play.

    My new Ranger (Drow) will end up 20, 32, 16, 10, 16, 10.

    The begining levels suck because you don't have too many nice weapons. By level 10 you should have a puncture wep, a nice holy mace (for undead) and some bane weapons. A lesser bane is and extra 1d6 (equivalent to an extra +6 Strength on average).

    Trust me, you will like the higher to hit one much better than the Strength one. As far as Con goes, remember its a dump stat (meaning, it doesn't do much for you). You can always find tomes or better items to get you to 16 or even Improved False Life Robes/Items.

    My new Ranger at level 10 will have +80 Base, +20 Feat (HD), +30 Modifier, +20 Belt of Improved False Life = 150.

    Remember, all builds, even good ones, still rely on equipment.

    Quote Originally Posted by DungeonMaster98
    I've been struggling with my own ranger build for weeks and would appreciate some advice; it's very close to the OP build, but my questions are:

    Is going with a 18-19 DEX to bump CON and STR going to nerf this build? I love the thought of hot key'ing robes, but going 20 DEX out of the box hurts my other attributes...

    I love CON, it keeps me alive and I hate when group members say Rangers are squishy - they're survivalist for pete's sake. The difference between a 10 CON and 16 CON is 30 hp at level 10 and 60 hp at level 20 - that's no small amount!

    Having a 17-18 STR (modified by items) is just nice, adding +3/+4 to my melee AND ranged damage - it's like having a free enhancement or favored enemy to EVERYTHING.

    Please help, I'm totally stuck on this issue.
    Main: Illuminati (Halfling Iron Monk), Stonewolf (Dwarf Pally), Vyking (TWF Barb), Illuminatrix (Batchick), Illumino (Drow Ranger), Fuji (Human Monk)
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  14. #114
    Community Member Hellsibling's Avatar
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    Default Alignment question

    so, i am trying this build, and so far liking it...but (there's always a but) the choice of alignment puzzles me.

    Quote:

    True Nuetral so that you can use ANY weapon without negative level and with Rangers Action Boost, you can UMD most items within the game.

    true neutral doesn't allow you to use True law, Pure good or True chaos does it? or does UMD overcome this at later levels? i did a search and couldn't find anything definitive on this so if you could pls enlighten me, much appreciation going your way.

    i have a couple of Pure good ghost touch weapons that i cannot use atm, so wondering if a re-do is in order.

    thanks much!

  15. #115
    Community Member Huebacca's Avatar
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    Quote Originally Posted by Hellsibling

    Quote:

    True Nuetral so that you can use ANY weapon without negative level and with Rangers Action Boost, you can UMD most items within the game.

    true neutral doesn't allow you to use True law, Pure good or True chaos does it? or does UMD overcome this at later levels? i did a search and couldn't find anything definitive on this so if you could pls enlighten me, much appreciation going your way.
    true law, true chaos and pure good all have a DC to over come there restriction. Axiomatic, Anarchic, and holy do not have a DC to over come you either get the negative lvl or you dont.

  16. #116
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    Yep. It's fairly easy to hit 20 on a Ranger.

    +6 Rank, +3 Golden Cartouch, +2 Cha, +10 Action Boost, +1 Luck Gloves = 23

    You could even skip the cartouche and just go with norm equip so its not a pain.
    Main: Illuminati (Halfling Iron Monk), Stonewolf (Dwarf Pally), Vyking (TWF Barb), Illuminatrix (Batchick), Illumino (Drow Ranger), Fuji (Human Monk)
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  17. #117
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    Since you are starting with a wisdom of 11, and the +3 wisdom item does not boost the max level of spells you are capable of casting, you are not able to cast 2nd, 3rd, or 4th level ranger spells. Have restrictive have you found this limitation?

  18. #118
    Community Member Jaysensen's Avatar
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    Quote Originally Posted by Hironin
    Since you are starting with a wisdom of 11, and the +3 wisdom item does not boost the max level of spells you are capable of casting, you are not able to cast 2nd, 3rd, or 4th level ranger spells. Have restrictive have you found this limitation?
    DDO only looks at youre modified wis score. So you can have 8 unodified Wis, use and Owls wand and cast spells.
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  19. #119
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    Quote Originally Posted by Jaysensen
    DDO only looks at youre modified wis score. So you can have 8 unodified Wis, use and Owls wand and cast spells.
    I wouldn't suggest going less than 11 by any means. I have a few friends who stayed 8 in hopes of finding some uber gear who still can't cast barkskin at lvl 10 =(

    11 is perfect I think.
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  20. #120
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    I am thinking of swapping out Dodge for Weapon Focus: Piercing since the Spring Attack line looks gimped now.

    Some weapon ideas for quests:

    Invaders: Use a high + Axiomatic for DPS or a Puncture wep / Precision on.
    Radiant Heart: Use a high + Anarchic for DPS or a Puncture wep (though they have decently high con).

    Remember, use trip if you are non-halfling (who are about to get -4/-8 against medium/large creatures).
    Main: Illuminati (Halfling Iron Monk), Stonewolf (Dwarf Pally), Vyking (TWF Barb), Illuminatrix (Batchick), Illumino (Drow Ranger), Fuji (Human Monk)
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