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  1. #1
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    Default f2p first life pale mechanic

    The goal here is to get self healing, int to hit/dmg, without harpers. Best build for f2p new players w/o tomes. Solo any quest, any difficulty with kiting. Best build for duo teams each plinking and healing each other. Traps are supposed to be buffed soon which will help this build.

    Excellent reply by c-dog. Modified the build to race for 6 rogue earlier. C-dog maybe a better mix for vets. 6 rogue early is easier for new.
    players, I think. IPS is optional if you want it, just do c-dogs build. Or just get a sorc to join your lfm. Not too many lvl 16-18 quests can be solo'ed anyway. I pretty much agree with his spell choices. Not too keen on augment summoning, though but a vet could do it. Aiming for newb friendly in my build.


    f2p pale mechanic
    13/7 Rogue/Wizard
    True Neutral Human


    Level Order

    1. Rogue. . . . . .6. Rogue. . . . . 11. Wizard. . . . .16. Rogue
    2. Rogue. . . . . .7. Wizard. . . . .12. Wizard . . . . 17. Rogue
    3. Rogue. . . . . .8. Wizard. . . . .13. Wizard . . . . 18. Rogue
    4. Rogue. . . . . .9. Wizard. . . . .14. Rogue . . . . .19. Rogue
    5. Rogue. . . . . 10. Wizard. . . . .15. Rogue . . . . .20. Rogue



    Stats
    . . . . . . . .28pt . . Level Up
    . . . . . . . .---- . . --------
    Strength. . . . 10. . . .4: INT
    Dexterity . . . 13. . . .8: INT
    Constitution. . 15. . . 12: INT
    Intelligence. . 17. . . 16: INT
    Wisdom. . . . . .8. . . 20: INT
    Charisma. . . . .8. . . 24: INT
    . . . . . . . . . . . . 28: INT


    Skills
    . . . . . R. R. R. R. R. R. W .W. W .W. W .W. W .R .R .R .R .R .R .R
    . . . . . 1. 2. 3. 4. 5. 6. 7 .8. 9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Spot. . . 4. 1. 1. 1. 1. 1. 1 .1. 1 . . ½ .½. . .3 .2 .1 .1 .1 .1 .1 .23
    UMD . . . 4. 1. 1. 1. 1. 1. . . . . .½. ½ .½. ½ .1 .1 .2 .3 .3 .1 .1 .23
    Disable . 4. 1. 1. 1. 1. 1. 1 .½. ½ .1. . .1. ½ .1 .3 .1 .1 .1 .1 .1 .22½
    Search. . 4. 1. 1. 1. 1. 1. ½ .1. . . ½ .½. ½ .3 .1 .1 .1 .1 .1 .1 .22½
    Bluff . . 4. 1. 1. 1. 1. 1. . . . . .½. . .½. ½ .2 .2 .4 .1 .1 .1 .1 .22½
    Tumble. . 4. 1. 1. 1. 1. 1. . . . . . . ½ . . 1 .1 .2 .2 .4 .1 .1 .1 .22½
    Open Lo . 4. 1. 1. 1. 1. 1. ½ .½. . .1. 1 .½. ½ .1 .1 .1 .1 .4 .1 . . 22
    Balance . 4. 1. 1. 1. 1. 1. . . . . . . . . . . . . . . . . . . 4. 7. 20
    Haggle. . 4. 1. 1. 1. 1. 1. . . . . . . . . . . .1 .1 .1 .1 .1 .2 . . 16
    Heal. . . 2. ½. ½. ½. ½. ½. ½ .½. ½ .½. ½ .½. ½ .½ .½ .½ .½ .½ .½ .½ .11½
    Listen. . 4. 1. 1. 1. 1. 1. . . . . . . . . . . . . . . . . . . . . . .9
    Move Si . 4. 1. 1. 1. 1. 1. . . . . . . . . . . . . . . . . . . . . . .9
    Hide. . . . . . . .1 .1 .1 . . . . . . . . . . . . . . . . . . . . . . 3
    . . . . .------------------------------------------------------------
    . . . . .48 12 12 13 13 13 .7. 7 .7. 7 .7. 8 .8 14 14 14 14 14 14 14
    Max . . .48 12 12 13 13 13 .7. 7 .7. 7 .7. 8 .8 14 14 14 14 14 14 15



    Feats

    .1. . . . : Insightful Reflexes
    .1 Human. : Point Blank Shot
    .3. . . . : Rapid Shot
    .6. . . . : Rapid Reload
    .7 Wizard : Extend Spell
    .9. . . . : Precision
    11 Wizard : Quicken Spell
    12. . . . : Precise Shot
    15. . . . : Improved Critical: Ranged
    18. . . . : Toughness
    21 Epic . :
    24 Epic . :
    26 Destiny:
    27 Epic . :
    28 Destiny:
    29 Destiny:
    30 Epic . :
    30 Legend :

    17 Rogue. : Improved Evasion
    20 Rogue. : Opportunist


    Enhancements (66 of 80 AP)

    Mechanic (42 AP)
    • Arbalester, Tanglefoot, Targeting Sights, Improved Detection
      1. Sharpshooter, Lacerating Shots III, Mechanics III, Awareness III
      2. Sharpshooter
      3. Sharpshooter, Intelligence
      4. Sharpshooter, Fletching III, Leg Shot, Intelligence
      5. Sharpshooter, Rapid Fire III, Time Bomb III, Sniper, Mechanical Reloader

    Eldritch Knight (Wizard) (13 AP)
    • Eldritch Strike, Spellsword
      1. Improved Mage Armor III, Toughness III
      2. Improved Shield III
      3. Eldritch Accuracy

    Pale Master (11 AP)
    • Dark Reaping, Zombie Form
      1. Deathless Vigor III, Negative Energy Conduit III
    Last edited by capsela; 12-13-2019 at 01:18 PM.
    Toon on cannith

  2. #2
    Community Member C-Dog's Avatar
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    Guessing Wraith form? I like it...

    Biggest drawback is that you don't get Int-to-Damage until Character Level 13 (Rog 6), but that is what it is.

    You don't list AP, so I'm only guessing here at your thoughts re those...

    I'd recommend grabbing Wiz 1 at Level 2, for the 1 AP Invis "easy button" (which can be money in lowbie quests), Shield (which is handy if you're running Reaper), and whatever other Utility spells seem attractive. You don't need Evasion until Harbor 2's at the very earliest, and you can quickly make Level 3 for those and suffer no XP/RXP penalty. Plus, you can spend 5 AP in Mech plus the one in AM, and then just bank the last 2 for when you make Rogue 2, or grab your pet Skeleton for those 2 if you solo. (It's also a cheap respec if you are driven to spend them all as they come in).

    From there, I see after Rog 3 that you're beelining to Wiz 7 and Death Aura. That makes some sense, however I don't see this build as realistically using any magic for DPS, which means he wants Mech Tier 4 asap, which is as soon after 20+ AP as possible. I know the Death Aura is the point of this build, but DPS is usually a better investment than survivability, if you have to choose one or the other. (Where else are you putting your first 40 AP before Rogue 4 @ 11?)

    Also, since this is a ranged build, you're giving up on Improved Precise Shot, the only possible AoE attack he'd have? (Also, low starting Str on a first life build will suck if he becomes encumbered and tries to kite!) It's very doable - just grab a +2 Dex tome w/ 1750 favor any time before taking level 18 (which should be easy enough), done.


    So...

    (& notes at bottom)

    Pale Mechanic
    13/7 Rogue/Wizard
    True Neutral Human


    Level Order

    1. Rogue. . . . . .6. Rogue. . . . . 11. Wizard. . . . .16. Rogue
    2. Wizard. . . . . 7. Rogue . . . . .12. Wizard . . . . 17. Rogue
    3. Rogue. . . . . .8. Wizard. . . . .13. Rogue . . . . .18. Rogue
    4. Wizard. . . . . 9. Wizard . . . . 14. Rogue. . . . . 19. Rogue
    5. Wizard. . . . .10. Rogue . . . . .15. Rogue . . . . .20. Rogue



    Stats
    . . . . . . . .28pt . . 32pt. . .Tome. . .Level Up
    . . . . . . . .---- . . ----. . .---- . . --------
    Strength. . . . 10. . . .10 . . . . . . . .4: INT
    Dexterity . . . 16. . . .16 . . . +2 . . . 8: INT
    Constitution. . 14. . . .16 . . . . . . . 12: DEX
    Intelligence. . 16. . . .16 . . . . . . . 16: INT
    Wisdom. . . . . .8. . . . 8 . . . . . . . 20: INT
    Charisma. . . . .8. . . . 8 . . . . . . .



    Skills
    . . . . . R. W .R .W. W .R .R .W. W .R .W. W .R .R .R .R .R .R .R .R
    . . . . . 1. 2 .3 .4. 5 .6 .7 .8. 9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Concent . 2. 2 . . . .4. . . . 1 .3. . .1. 2 . . 1½ 1½ 1. 1. 1. 1. 1. 23
    Disable . 4. . .2 .1. . .2 .1 .1. . .2 .1. . .2 .1 .1 .1 .1 .1 .1 .1 .23
    Open Lo . 4. . .2 . . . . . . . . . . . . . . . .2 .2 .2 .5 .4 .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. . .2 .1 .1. . .2 .1. . .2 .1 .1 .1 .1 .1 .1 .1 .23
    Hide. . . 4. . .2 . . . .1 .3 . . . .3 . . 1 .2 .1 .1 .1 .1 .1 .1 .1 .23
    Move Si . 4. . .2 . . . .3 .1 . . 1 .2 . . . .3 .1 .1 .1 .1 .1 .1 .1 .23
    UMD . . . 4. . . . . . . 1. 5. . . . 3. . . . 3. 1. 1. 1. 1. 1. 1. 1. 23
    Jump. . . 4. . .2 . . . .2 . . . . . . . . . . . 2. 2. 3. . . . . . . 15
    Swim. . . 3. . . . . . . . . . . . . . . . . . . . . . . . . 1. 4. 5. 13
    Balance . 4. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
    Haggle. . 4. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
    Repair. . . . . . . . . . . . . . . . . . .1. . . . . . . . . . . . . .1
    Tumble. . 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
    . . . . .------------------------------------------------------------
    . . . . .48. 6 12. 6 .6 12 12. 7 .7 13 .7. 7 13 13 13 13 13 13 13 14



    Feats

    .1. . . . : Point Blank Shot
    .1 Human. : Rapid Shot
    .2 Wizard : Augment Summoning
    .3. . . . : Precise Shot
    .5 Swap. .: Extend Spell replaces Augment Summoning
    .6. . . . : Rapid Reload
    .9. . . . : Precision
    .9 Wizard : Mental Toughness
    12. . . . : Insightful Reflexes
    15. . . . : Improved Critical: Ranged
    18. . . . : Improved Precise Shot

    17 Rogue. : Improved Evasion
    20 Rogue. : Slippery Mind

    Spells

    1. Jump (2), Shield (2), Summon Monster I (2), Obscuring Mist (4), Merfolk's Blessing (12)
    2. Lesser Death Aura (5), Blur (5), Resist Energy (8), False Life (11)
    3. Displacement (9), Haste (9), Heroism (11)
    4. Death Aura (12), Dimension Door (12)

    Notes:
    Class Order (and Wiz/Rog AP's) - Took Rog 4 (and so Mech Tier 4) at Character Level 7, when he already has 24 AP - he only needs 20 AP to open Tier 4, but a few AP will be in Wizard trees (Invis, Skeleton, etc.). Wiz II spells are a nice grab, AND Wiz 3 gets him his Wraith form (with Lesser Undead Aura) at Character Level 5 if he wants it asap.

    (And re that - I know it's tempting to grab Wraith form asap, immediately upon Wiz 3, but that's 6 AP that could be spent toward Tier IV for your weapon (esp Leg Shot and some Fletching, maybe 1 AP in Disable Construct for the daze) - and that's a higher priority, imo. Patience, you can't have it all - not yet. )


    You also want some EK for defense - I didn't do a fine assessment of the AP split. Something like...

    • 40 Mech (not Time Bomb, ST based on Rogue Levels)
    • 1 AM (cheap invis SLA - that's it!)
    • 3 TA (faster kiters are healthier kiters*)
    • 8 EK (for Shield SLA = +PRR)
    • 13 Assassin (Assassin's trick, +Sneak Attack, +faster sneaking, +)
    • 6-25 PM (whatever's left -= a balancing act. 6 gets the shroud, then it's +negative crit % (for Aura) and a stronger Skellie. Cloak of Night and +Neg HAmp are nice too.)

      I think you'll find the AP order very frustrating, and very personal. You'll want AP in Mech, PM, EK and Assassin - all at once. Mech should take priority - that's the core of your DPS until you meet a Boss, then you want Assassin's Trick to lower Fort... AND meanwhile... wraith, etc. But you have to figure out which comes next - GL!

      (* As a side note, I'm sorely tempted to squeeze Barb 1 in there for exactly that reason... )



    Skill points turned out to be just a bit tight. UMD asap for scrolling Harm & RD etc, Concentration for in-combat scroll use. Hide first (since he'll have Invis), and delay OL since that's just a matter of rerolling high enough. As it stands, he'll need a Jump item - take some points from the cross-class Spellcraft if you want - it's a nice boost, but not a critical one at 2:1 cost. (And/or if the final 22 OL bothers you.) If you want more Jump earlier, you'll have to sacrifice something else (like MS/Hide?)

    (Heal could help Aura, but at 2:1 cost for a grand total of 11 spellpower it's not that attractive. I don't love the late Jump and Open Lock, but other priorities. Swap Swim for whatever.)

    Spells: Lots of room for taking something else earlier and swapping. Take the rare ones while leveling - he's a Wizard, not a Sorcerer, buy them in the Marketplace, get them all and decide as you quest.

    Feats: Since Int and Dex now start out the same, pushing back Insightful Reflexes until it actually makes a difference. Which is nice, b/c that frontloads more DPS feats!

    Iirc, Rapid Reload adds more than Rapid Shot early, so I put that first. And I really like Precise Shot - be able to target a caster behind his meatwall and kill him first, without others jumping in the way. Yes, please. (Precision is handy for Bosses, reducing the Fort/etc, but imo you have to get there first.) But swap them back around if you have a diff philosophy.

    re Summon Monster 1/Augment Summoning - The dog is rarely combat-worthy, but it makes a great chew toy to distract mobs, esp if you're invisible. I've seen it be surprisingly useful up into mid-heroics. Even if it gets one-shotted, that's one early shot that isn't aimed at you.

    And swap out Augment Summoning for Extend spell when he gets Lesser Death Aura and Blur at CL 5.

  3. #3
    Community Member Kinerd's Avatar
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    one very minor note, Spellcraft doesn't help Death Aura, only Heal does

  4. #4
    Community Member C-Dog's Avatar
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    Quote Originally Posted by Kinerd View Post
    one very minor note, Spellcraft doesn't help Death Aura, only Heal does
    Oh? Frustrating - k, thx. Hrmmm... that then becomes half as attractive... will edit.

  5. #5
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    Quote Originally Posted by C-Dog View Post
    Guessing Wraith form? I like it...

    Biggest drawback is that you don't get Int-to-Damage until Character Level 13 (Rog 6), but that is what it is.

    You don't list AP, so I'm only guessing here at your thoughts re those...

    I'd recommend grabbing Wiz 1 at Level 2, for the 1 AP Invis "easy button" (which can be money in lowbie quests), Shield (which is handy if you're running Reaper), and whatever other Utility spells seem attractive. You don't need Evasion until Harbor 2's at the very earliest, and you can quickly make Level 3 for those and suffer no XP/RXP penalty. Plus, you can spend 5 AP in Mech plus the one in AM, and then just bank the last 2 for when you make Rogue 2, or grab your pet Skeleton for those 2 if you solo. (It's also a cheap respec if you are driven to spend them all as they come in).

    From there, I see after Rog 3 that you're beelining to Wiz 7 and Death Aura. That makes some sense, however I don't see this build as realistically using any magic for DPS, which means he wants Mech Tier 4 asap, which is as soon after 20+ AP as possible. I know the Death Aura is the point of this build, but DPS is usually a better investment than survivability, if you have to choose one or the other. (Where else are you putting your first 40 AP before Rogue 4 @ 11?)

    Also, since this is a ranged build, you're giving up on Improved Precise Shot, the only possible AoE attack he'd have? (Also, low starting Str on a first life build will suck if he becomes encumbered and tries to kite!) It's very doable - just grab a +2 Dex tome w/ 1750 favor any time before taking level 18 (which should be easy enough), done.


    So...

    (& notes at bottom)

    Pale Mechanic
    13/7 Rogue/Wizard
    True Neutral Human


    Level Order

    1. Rogue. . . . . .6. Rogue. . . . . 11. Wizard. . . . .16. Rogue
    2. Wizard. . . . . 7. Rogue . . . . .12. Wizard . . . . 17. Rogue
    3. Rogue. . . . . .8. Wizard. . . . .13. Rogue . . . . .18. Rogue
    4. Wizard. . . . . 9. Wizard . . . . 14. Rogue. . . . . 19. Rogue
    5. Wizard. . . . .10. Rogue . . . . .15. Rogue . . . . .20. Rogue



    Stats
    . . . . . . . .28pt . . 32pt. . .Tome. . .Level Up
    . . . . . . . .---- . . ----. . .---- . . --------
    Strength. . . . 10. . . .10 . . . . . . . .4: INT
    Dexterity . . . 16. . . .16 . . . +2 . . . 8: INT
    Constitution. . 14. . . .16 . . . . . . . 12: DEX
    Intelligence. . 16. . . .16 . . . . . . . 16: INT
    Wisdom. . . . . .8. . . . 8 . . . . . . . 20: INT
    Charisma. . . . .8. . . . 8 . . . . . . .



    Skills
    . . . . . R. W .R .W. W .R .R .W. W .R .W. W .R .R .R .R .R .R .R .R
    . . . . . 1. 2 .3 .4. 5 .6 .7 .8. 9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Concent . 2. 2 . . . .4. . . . 1 .3. . .1. 2 . . 1½ 1½ 1. 1. 1. 1. 1. 23
    Disable . 4. . .2 .1. . .2 .1 .1. . .2 .1. . .2 .1 .1 .1 .1 .1 .1 .1 .23
    Open Lo . 4. . .2 . . . . . . . . . . . . . . . .2 .2 .2 .5 .4 .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. . .2 .1 .1. . .2 .1. . .2 .1 .1 .1 .1 .1 .1 .1 .23
    Hide. . . 4. . .2 . . . .1 .3 . . . .3 . . 1 .2 .1 .1 .1 .1 .1 .1 .1 .23
    Move Si . 4. . .2 . . . .3 .1 . . 1 .2 . . . .3 .1 .1 .1 .1 .1 .1 .1 .23
    UMD . . . 4. . . . . . . 1. 5. . . . 3. . . . 3. 1. 1. 1. 1. 1. 1. 1. 23
    Jump. . . 4. . .2 . . . .2 . . . . . . . . . . . 2. 2. 3. . . . . . . 15
    Swim. . . 3. . . . . . . . . . . . . . . . . . . . . . . . . 1. 4. 5. 13
    Balance . 4. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
    Haggle. . 4. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
    Repair. . . . . . . . . . . . . . . . . . .1. . . . . . . . . . . . . .1
    Tumble. . 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
    . . . . .------------------------------------------------------------
    . . . . .48. 6 12. 6 .6 12 12. 7 .7 13 .7. 7 13 13 13 13 13 13 13 14



    Feats

    .1. . . . : Point Blank Shot
    .1 Human. : Rapid Shot
    .2 Wizard : Augment Summoning
    .3. . . . : Precise Shot
    .5 Swap. .: Extend Spell replaces Augment Summoning
    .6. . . . : Rapid Reload
    .9. . . . : Precision
    .9 Wizard : Mental Toughness
    12. . . . : Insightful Reflexes
    15. . . . : Improved Critical: Ranged
    18. . . . : Improved Precise Shot

    17 Rogue. : Improved Evasion
    20 Rogue. : Slippery Mind

    Spells

    1. Jump (2), Shield (2), Summon Monster I (2), Obscuring Mist (4), Merfolk's Blessing (12)
    2. Lesser Death Aura (5), Blur (5), Resist Energy (8), False Life (11)
    3. Displacement (9), Haste (9), Heroism (11)
    4. Death Aura (12), Dimension Door (12)

    Notes:
    Class Order (and Wiz/Rog AP's) - Took Rog 4 (and so Mech Tier 4) at Character Level 7, when he already has 24 AP - he only needs 20 AP to open Tier 4, but a few AP will be in Wizard trees (Invis, Skeleton, etc.). Wiz II spells are a nice grab, AND Wiz 3 gets him his Wraith form (with Lesser Undead Aura) at Character Level 5 if he wants it asap.

    (And re that - I know it's tempting to grab Wraith form asap, immediately upon Wiz 3, but that's 6 AP that could be spent toward Tier IV for your weapon (esp Leg Shot and some Fletching, maybe 1 AP in Disable Construct for the daze) - and that's a higher priority, imo. Patience, you can't have it all - not yet. )


    You also want some EK for defense - I didn't do a fine assessment of the AP split. Something like...

    • 40 Mech (not Time Bomb, ST based on Rogue Levels)
    • 1 AM (cheap invis SLA - that's it!)
    • 3 TA (faster kiters are healthier kiters*)
    • 8 EK (for Shield SLA = +PRR)
    • 13 Assassin (Assassin's trick, +Sneak Attack, +faster sneaking, +)
    • 6-25 PM (whatever's left -= a balancing act. 6 gets the shroud, then it's +negative crit % (for Aura) and a stronger Skellie. Cloak of Night and +Neg HAmp are nice too.)

      I think you'll find the AP order very frustrating, and very personal. You'll want AP in Mech, PM, EK and Assassin - all at once. Mech should take priority - that's the core of your DPS until you meet a Boss, then you want Assassin's Trick to lower Fort... AND meanwhile... wraith, etc. But you have to figure out which comes next - GL!

      (* As a side note, I'm sorely tempted to squeeze Barb 1 in there for exactly that reason... )



    Skill points turned out to be just a bit tight. UMD asap for scrolling Harm & RD etc, Concentration for in-combat scroll use. Hide first (since he'll have Invis), and delay OL since that's just a matter of rerolling high enough. As it stands, he'll need a Jump item - take some points from the cross-class Spellcraft if you want - it's a nice boost, but not a critical one at 2:1 cost. (And/or if the final 22 OL bothers you.) If you want more Jump earlier, you'll have to sacrifice something else (like MS/Hide?)

    (Heal could help Aura, but at 2:1 cost for a grand total of 11 spellpower it's not that attractive. I don't love the late Jump and Open Lock, but other priorities. Swap Swim for whatever.)

    Spells: Lots of room for taking something else earlier and swapping. Take the rare ones while leveling - he's a Wizard, not a Sorcerer, buy them in the Marketplace, get them all and decide as you quest.

    Feats: Since Int and Dex now start out the same, pushing back Insightful Reflexes until it actually makes a difference. Which is nice, b/c that frontloads more DPS feats!

    Iirc, Rapid Reload adds more than Rapid Shot early, so I put that first. And I really like Precise Shot - be able to target a caster behind his meatwall and kill him first, without others jumping in the way. Yes, please. (Precision is handy for Bosses, reducing the Fort/etc, but imo you have to get there first.) But swap them back around if you have a diff philosophy.

    re Summon Monster 1/Augment Summoning - The dog is rarely combat-worthy, but it makes a great chew toy to distract mobs, esp if you're invisible. I've seen it be surprisingly useful up into mid-heroics. Even if it gets one-shotted, that's one early shot that isn't aimed at you.

    And swap out Augment Summoning for Extend spell when he gets Lesser Death Aura and Blur at CL 5.
    Curious where u are buying harm scrolls. Idk which is better reload or rapid shot. I like precision early for killing skellies. Never found concentration to be useful. Ap choices are great. You can't really go wrong with this build.

    Here's an optional no tome IPS build if you want. Not as much utility/healing in this one. But it does do more damage. Not sure if you could easily teleport as a first lifer with this build. And you'd need ghost touch gear. Feats 15 and 18 could be anything, i just wanted to max out healing.

    ranger mechanic
    11/9 Ranger/Rogue
    True Neutral Human


    Level Order

    1. Rogue . . . . . 6. Rogue. . . . . 11. Ranger . . . . 16. Ranger
    2. Rogue . . . . . 7. Ranger. . . . .12. Ranger. . . . .17. Ranger
    3. Rogue . . . . . 8. Ranger. . . . .13. Ranger. . . . .18. Rogue
    4. Rogue . . . . . 9. Ranger. . . . .14. Ranger. . . . .19. Rogue
    5. Rogue . . . . .10. Ranger. . . . .15. Ranger. . . . .20. Rogue



    Stats
    . . . . . . . .28pt . . Level Up
    . . . . . . . .---- . . --------
    Strength. . . . 10. . . .4: INT
    Dexterity . . . 13. . . .8: INT
    Constitution. . 15. . . 12: INT
    Intelligence. . 17. . . 16: INT
    Wisdom. . . . . .8. . . 20: INT
    Charisma. . . . .8. . . 24: INT
    . . . . . . . . . . . . 28: INT


    Skills (Errors)
    . . . . .Rg Rg Rg Rg Rg Rg Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rg Rg Rg
    . . . . . 1 .2. 3 .4. 5 .6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Search. . 4 .1. 1 .1. 1 .1. 1. 2. 3. . .1 .1 .1 .1 .1 .1 .1 .1. 1 .1. 25
    Spot. . . 4 .1. 1 .1. 1 .1. 2. 2. 2. . .1 .1 . . 1. 1. 1. 1. 1 .1. 1 .24
    Disable . 4 .1. 1 .1. 1 .1. 1. ½. ½. 1. . .1 .½ .½ . . 1. ½. 1 .1. 1 .18½
    Heal. . . 2 .½. ½ .½. ½ .½. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. ½ .½. ½ .17
    Tumble. . 4 .1. 1 .1. 1 .1. . . . . . . ½. . .1 .1½ ½. ½. ½. 1 .1. 1 .16½
    UMD . . . 4 .1. 1 .1. 1 .1. . . . . . . ½. ½. ½. . .1 .½ .1. 1 .1. 16½
    Open Lo . 4 .1. 1 .1. 1 .1. . . . . .1 .1 .½ .½ .½ .½ .½ .½ .1. 1 . . 16
    Balance . 4 .1. 1 .1. 1 .1. . . . . . . . . . . . . . . . . . . . .7. 16
    Bluff . . 4 .1. 1 .1. 1 .1. . . . . . . . . . . .½ . . 1. ½. 1 .1. 1 .14
    Haggle. . 4 .1. 1 .1. 1 .1. . . . . . . . . . . .½ .1 .½ .½ .1. 1 . . 13½
    Listen. . 4 .1. . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
    Move Si . 4 .1. . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
    . . . . .------------------------------------------------------------
    . . . . .48 12 10 10 10 10 .6 .6 .7 .5 .7 .7 .7 13. 7 12 .9 .9. 9 14
    Max . . .48 12 12 13 13 13 11 11 11 11 11 12 12 12 12 12 12 14 14 15



    Feats

    .1. . . . : Insightful Reflexes
    .1 Human. : Point Blank Shot
    .3. . . . : Precision
    .6. . . . : Rapid Reload
    .9. . . . : Toughness
    12. . . . : Improved Critical: Ranged
    15. . . . : Maximize Spell
    18. . . . : Quicken Spell
    21 Epic . :
    24 Epic . :
    26 Destiny:
    27 Epic . :
    28 Destiny:
    29 Destiny:
    30 Epic . :
    30 Legend :

    .7 Ranger : Favored Enemy: Undead
    11 Ranger : Favored Enemy: Construct
    16 Ranger :


    Enhancements (42 of 80 AP) Errors

    Mechanic (42 AP)
    • Arbalester, Tanglefoot, Targeting Sights, Improved Detection
      1. Sharpshooter, Lacerating Shots III, Mechanics III, Awareness III
      2. Sharpshooter
      3. Sharpshooter, Intelligence
      4. Sharpshooter, Fletching III, Leg Shot, Intelligence
      5. Sharpshooter, Rapid Fire III, Time Bomb III, Sniper, Mechanical Reloader
    Last edited by capsela; 12-13-2019 at 02:43 PM.
    Toon on cannith

  6. #6
    Community Member C-Dog's Avatar
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    Hate the leveling order, all the ranger goodness is backloaded.

    Without Harper, and not going pure Rogue, Int-to-Damage is going to be backloaded. So you have to rely on other enhancements to make up that DPS loss... which, for a first lifer without gear/tomes, won't be all that much until later anyway, so delaying isn't that harsh.

    On your not-so-pale mechanic build, I'd shuffle Ranger 4 in there for the ranged feats and early DWS enhancements asap, accept Targeting Sights at Character level 10, done.

    (And I was serious about 1 Barb level - that +10% (+ TA) means you can run backwards as fast (or faster!) as many mobs can run forward, which is a lifesaver.)

    Quote Originally Posted by capsela View Post
    Curious where u are buying harm scrolls.
    AH and Mysterious Remnant vendor

    Idk which is better reload or rapid shot.
    o https://ddowiki.com/page/Rapid_Reload
    o https://ddowiki.com/page/Rapid_Shot

    Never found concentration to be useful.
    It got changed back last summer or so so it actually lets you combat scroll now.

    Not sure if you could easily teleport as a first lifer with this build.
    You lost me there - scrolling teleport? or taking DM passage?

    I think w/ the Ranger Feats you could squeeze in DM Passage and 12 AP. Tight, but doable.

  7. #7
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    Quote Originally Posted by C-Dog View Post
    Hate the leveling order, all the ranger goodness is backloaded.

    Without Harper, and not going pure Rogue, Int-to-Damage is going to be backloaded. So you have to rely on other enhancements to make up that DPS loss... which, for a first lifer without gear/tomes, won't be all that much until later anyway, so delaying isn't that harsh.

    On your not-so-pale mechanic build, I'd shuffle Ranger 4 in there for the ranged feats and early DWS enhancements asap, accept Targeting Sights at Character level 10, done.

    (And I was serious about 1 Barb level - that +10% (+ TA) means you can run backwards as fast (or faster!) as many mobs can run forward, which is a lifesaver.)


    AH and Mysterious Remnant vendor


    o https://ddowiki.com/page/Rapid_Reload
    o https://ddowiki.com/page/Rapid_Shot


    It got changed back last summer or so so it actually lets you combat scroll now.


    You lost me there - scrolling teleport? or taking DM passage?

    I think w/ the Ranger Feats you could squeeze in DM Passage and 12 AP. Tight, but doable.
    Int to dmg just requires rogue 6 lvl in mech tree. Don't get int to hit however in this. Just scrolling teleport, I think its doable idk. I know the first build could do it.
    Toon on cannith

  8. #8
    Build Constructionist unbongwah's Avatar
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    Interesting build concept: clever to combine Mechanic+Eldritch Knight to get INT to hit and damage without Harper.

    Some drawbacks I see though:
    • No crit bonuses from Mechanic if you stop at rogue 13. Whereas an Assassin or Acrobat gets their crit bonus from their tier-5, Mechanic doesn't get one until level 18 (Expert Builder). Not sure if Eldritch Knight crit bonuses apply to ranged weapons but you're a bit AP-constrained anyway.
    • Lowish DEX means no Improved Precise Shot, Combat Archery, or Improved Sneak Attack feats. That's a lot of DPS to give up, especially without the aforementioned crit bonuses. A drow version would have an easier time hitting DEX 21 and drow is only a 400 Favor unlock which is not too onerous, IMO.
    • Only 7 wizard levels means Death Auras and NEB are on the weaksauce side. Ironically this is a bigger problem for newbies (the intended market) than veterans who already have the Spellpower gear etc. they need to make up for it.
    • Didn't zombie form get nerfed so it's no longer OP for ranged DPS? Hard to keep up with patches...
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  9. #9
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    Quote Originally Posted by unbongwah View Post
    Interesting build concept: clever to combine Mechanic+Eldritch Knight to get INT to hit and damage without Harper.

    Some drawbacks I see though:
    • No crit bonuses from Mechanic if you stop at rogue 13. Whereas an Assassin or Acrobat gets their crit bonus from their tier-5, Mechanic doesn't get one until level 18 (Expert Builder). Not sure if Eldritch Knight crit bonuses apply to ranged weapons but you're a bit AP-constrained anyway.
    • Lowish DEX means no Improved Precise Shot, Combat Archery, or Improved Sneak Attack feats. That's a lot of DPS to give up, especially without the aforementioned crit bonuses. A drow version would have an easier time hitting DEX 21 and drow is only a 400 Favor unlock which is not too onerous, IMO.
    • Only 7 wizard levels means Death Auras and NEB are on the weaksauce side. Ironically this is a bigger problem for newbies (the intended market) than veterans who already have the Spellpower gear etc. they need to make up for it.
    • Didn't zombie form get nerfed so it's no longer OP for ranged DPS? Hard to keep up with patches...
    This is strictly a heroic build, meant for TR at 20. So missing important lvl 18 stuff is not so important. This build isn't meant to stay at 18 for long. Especially new players f2p won't be running super hard content anyway. Wiz is mainly for utility, haste, jump, mm shield, heals, ghost touch, teleport etc... Extend makes DA great even with only 7 wiz levels. It's a good build for someone starting with nothing.
    Last edited by capsela; 12-14-2019 at 12:42 AM.
    Toon on cannith

  10. #10
    Community Member C-Dog's Avatar
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    Quote Originally Posted by unbongwah View Post
    Interesting build concept: clever to combine Mechanic+Eldritch Knight to get INT to hit and damage without Harper.
    It can also get Ghost Touch w/ Wiz 3 for 11 AP (yes, applies to ranged too!). Altho', at character level 4-5, you want 11+ AP in about each of almost every tree you have. :/

    The lack of crit boost is painful, agreed, but that's more end-Heroics, so... meh. Def leaning toward the "flavor build" category, but a playable one imo.

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