Yes, welcome!
First, leave your pre-conceptions from D&D behind - DDO has the same "feel" and atmosphere, but the rules (esp character creation) are NOT D&D. For example, the best "melee" build is not a pure fighter, and you don't have to be pure Rogue to be a great Trapper.
Similarly, dump Wisdom to 8 - you'll find a +3 Wisdom item along the way, and that's all you need to start casting spells. (Also, joining a Guild will get you a "Guild Buff" that adds +2 to Wisdom (and all other stats) - and you're almost home right there.)
Originally Posted by
Derran
I dont really want to go ranged unless I have points to spare. I dont want to end up with an average fighter and mediocre archer.
There is nothing "average" about the Tempest as a melee character - solid build. No 1st-life character will lead the kill count (except w/ a group of other 1st-lifers), but you'll be contributing more than your share, np.
With the exception of the 2 feats taken at Level 1 & 12, the Tempest Trapmonkey is not trying to be "ranged". Any Ranger will have the default 2WF and Ranged Feats from class, so whichever way you go, the other is free gravy.
(For comparison, this is the "ranged" version: https://www.ddo.com/forums/showthrea...=1#post5793839)
Also, the fact that a 100% melee focused Ranger still ends up with superior Ranged ability is a good thing. There are several points in diff quests where you must range a target to proceed - that's a great thing to have in your back pocket.
So - if you want to really pump the melee DPS, maybe something like this...
Tembarian Trapmonkey
18/1/1 Ranger/Barbarian/Rogue
True Neutral Human
(Free to Play, New Player friendly)
Level Order
1. Rogue . . . . . 6. Ranger. . . . .11. Ranger. . . . .16. Ranger
2. Ranger . . . . .7. Ranger . . . . 12. Ranger . . . . 17. Ranger
3. Ranger . . . . .8. Ranger . . . . 13. Ranger . . . . 18. Ranger
4. Barbarian . . . 9. Ranger. . . . .14. Ranger. . . . .19. Ranger
5. Ranger . . . . 10. Ranger . . . . 15. Ranger . . . . 20. Ranger
Stats
. . . . . . . .28pt . . Level Up
. . . . . . . .---- . . --------
Strength. . . . 16. . . .4: STR
Dexterity . . . 14. . . .8: STR
Constitution. . 14. . . 12: STR
Intelligence. . 14. . . 16: STR
Wisdom. . . . . .8. . . 20: STR
Charisma. . . . .8. . .
(For 32 pt builds, bump Str to 17, throw the last point into Wisdom 9.)
Skills
. . . . .Rg Rn Rn Bn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn
. . . . . 1 .2 .3 .4. 5. 6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Concent . 2 .2 .2 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Disable . 4 .1 .1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Search. . 4 .1 .1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Spot. . . 4 .1 .1 . . 1. 1. 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
UMD . . . 4 .½ .½ . . . .1 .½ .2 .1½ 1½ 1 .1½ 1½ 1½ 1. 1. 1. 1. 1. 1. 23
Heal. . . 2 . . . . . 1. 2. . . . 1. . .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .16
Open Lo . 4 .1 .1 . . 1. . .1 . . . .½ .½ . . . . . ½. ½. ½. ½. ½. ½. 12
Jump. . . 4 . . . .3. . . . . . . . . . . . . . . . . . . . . . . . . .7
Haggle. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Swim. . . 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
. . . . .------------------------------------------------------------
. . . . .40 .9 .9 .7. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9
. . . . .44 .9 .9 .7. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9. 9
Feats
.1. . . . : Power Attack
.1 Human. : Least Dragonmark: Passage
.2 Ranger : Favored Enemy: Undead
.3. . . . : Precision
.6. . . . : Exotic Weapon: Khopesh
.7 Ranger : Favored Enemy: Construct
.9. . . . : Improved Critical: Slashing
12. . . . : Dodge
12 Ranger : Favored Enemy: Giant
15. . . . : Empower Healing Spell
17 Ranger : Favored Enemy: Evil Outsider
18. . . . : Extend Spell
Spells
Ranger- Jump, Ram's Might, Merfolk's Blessing, Resist Energy
- Protection from Energy, Cure Light Wounds, Barkskin
- Cure Moderate Wounds, Remove Disease
- Cure Serious Wounds, Freedom of Movement
Enhancements (78/80 AP)
Tempest (41 AP)- Shield of Whirling Steel, Tempest, Graceful Death, Deflect Arrows, Whirlwind
- Improved Reaction III, Whirling Blades
- Improved Parry III, Whirling Blades, Sprint Boost I
- Storm Dancer, Whirling Blades, Strength
- Storm Tempest, The Growing Storm III, Whirling Blades, Strength
- Dual Perfection, Cuts: A Thousand Cuts III, Whirling Blades, Dance of Death III
Deepwood Stalker (25 AP)- Far Shot, Sneak Attack
- Increased Empathy III, Versatile Empathy II
- Survivalist, Skill Boost III
- Survivalist, Thrill of the Hunt III, Favored Hunter II
- Survivalist, Killer III
Human (8 AP)- Damage Boost, Strength
- Dragonmark Focus: Orien I, Improved Recovery
- Lesser Dragonmark: Dimension Door
Ravager (4 AP)- Furious Rage
- Barbarian Power Attack III
Leveling Guide- Hum0 Damage Boost; Hum1 Improved Recovery; Hum1 Dragonmark Focus: Orien I
- DS0 Far Shot; DS1 Tendon Cut I; (Bank 2 AP)
- (Bank 6 AP)
- Hum0 Strength; Rav0 Furious Rage; Rav1 Barbarian Power Attack I, II, III
- ...etc*...
(* See the original here; note that the early AP allocation dives heavily into the Human tree for early levels (to pump Skill bonuses), while the final AP spread is for late game and DPS once the Ranger abilities kick in. It's cheap to re-set AP in this way.)
Notes:
Only 78 AP allocated - dealer's choice for the last 2. Consider Human skill bonus, either Awareness or OL/DD, if you're having trouble there.
Use a big 2-hand weapon for the first few levels - a Great Axe, Grt Sword, or even Great Club is awesome w/ Power Attack for early levels. Once you get some of the 2WF Feats/Abilities/Enhancements (and a decent pair of weapons), ~then~ go 2WF.
(The 6 AP that get banked become 18 Str & +3 to damage at Level 4. No other trees really help this much this fast, esp since you're pro'ly not dual wielding yet.)
Watch for Khopeshes early (haunt the Auction House!) - if you find 2 you like before Level 3, swap EW proficiency w/ Precision, np.
The Barb splash gives you a faster toon - +10% may not seem a big deal now, but it grows on you, trust us. (Fighter would only get you some Feats a bit earlier - maybe add Cleave, tho' I' can't say from experience how well Cleave works w/ Ranger's Dance of Death etc.)
W/ decent at-level gear, you don't need more Open Lock than that imo. If you fail, you try again until you roll well, no loss except time. Adjust if you want. Meanwhile, UMD can be delayed until you get the ranks to do something with it.
Trusting to Concentration over Quicken Spell is debatable, but should be fine. Change if you want. Sim w/ Extend spell, which is pure Quality-of-Life choice - take anything that speaks to you by then (Toughness?), just easier on those longer end-game quests.
(And btw - If your buddy hasn't done so, make sure he patterns his build off of something tried-and-true. In DDO, the various Enhancement Trees can be very confusing, and it's VERY easy to paint yourself into a dead-end corner, or just fake a build that starts strong but fails around Level 8-12 or so. Can't just pattern it off "my favorite D&D character" and expect it to all work out. VERY different games.)