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  1. #1
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    Default [WIP] Feydark Devoted Tracker (12 Ranger / 6 Paladin / 2 Articier)

    The Devoted Tracker is a SAD (single ability dependent) build that offers gameplay flexibility and works well for a first-lifer. It’s based on CHA, and requires at least the Feydark Illusionist universal tree. Therefore it’s not an F2P build. I assume you don't have any past-lifes or tomes.
    The build uses but one ability: Charisma. Thanks to the combination of the Feydark Illusionist and the Paladin, your to-hit, damage and saves are all calculated from this ability.

    (Note: currently this is a work-in-progress theory build)


    -- ABILITIES --

    CHA is our main ability. Max this at first level and spend all the points here during the leveling. DEX: we need 13 for Precision. INT and CON: INT gives us more skill points and better chance to find traps (with Insightful Reflex it also increases our reflex). CON offers extra HP and higher Fortitude.



    -- RACES --

    Tiefling: I love the tiefling race (those horns and tails! mhm). CHA based race, with nice bonus damage from cores. This scales with fire spell power, not melee/ranged power, but it still good
    • 28 Point Build: STR 8, DEX: 13, CON: 14, INT 12, WIS: 8, CHA 19
    • 32 Point Build: STR 8, DEX: 14, CON: 14, INT 12, WIS: 8, CHA 20
    • 34 Point Build: STR 8, DEX: 14, CON: 14, INT 14, WIS: 8, CHA 20
    • 36 Point Build: Same as 34, perhaps +2 STR and less suck from Ray of Enfeeblement



    Drow: If you don’t want to be horny (sorry) this is great too. Vulkoor is the only source to get shortswords as favored weapons. So if you want to use the conjured weapons from the Feydark, you need to select this race!

    • 28 Point Build: STR 8, DEX: 14, CON: 12, INT 12, WIS: 8, CHA 20
    • 30 Point Build: STR 8, DEX: 14, CON: 12, INT 14, WIS: 8, CHA 20
    • 32 Point Build: STR 8, DEX: 14, CON: 12, INT 16, WIS: 8, CHA 20





    -- CLASSES --

    12 Ranger: provides you plenty of feats without reaching the ability requirements. It covers both the necessary ranged feats (rapid shot, precise shot, manyshot, improved precise shot) and the two-weapon fightning line for melee. On the top of these you gain 3 Favored Enemy (+6 damage), Evasion and a whole lot of skill points.

    6 Paladin: allows you to add your CHA modifier to your saves (up to 50(+20) charisma which is easily achievable at lvl 21). Immunity to fear and diseases.

    2 Artificer: Magical Training (required for Feydark Illusionist), Rapid Reload, Trapfinding and Runearm use. Obviously this is gold if you choose Inquisitive route, but it works great with the other variants too.



    -- SKILLS --

    Search and Disable Device is the top priority, then comes Use Magic Device. Search is class skill for both Artificer and Ranger, but the other two costs 2 points when leveling other than Artificer.
    Open Lock costs 2 point on most of your levels, having low DEX doesn’t help either. If you have items or perhaps a skill tome it might be useful during leveling and when soloing.
    Jump would be my next pick. Then I would spend my remaining points on Heal. I also drop a few points to Tumble, because I like to roll.
    You can boost your trapping or lockpicking skill with several feats.


    -- FEATS --
    This build one of the rare ones where you are not short on feats. You gain almost everything you need from your classes. Here are the feats you automatically gain...

    ... for ranged

    • Rapid Shot (Ranger 2): +20% attack speed with any ranged or thrown weapon
    • Precise Shot (Ranger 4): hit the enemy you are targeting. Also stacking Ranged Power while not moving. This feat is nice, but to be honest, I didn't really miss it during the first 7 levels.
    • Manyshot (Ranger 6): if you are go with an Archery route this is gold.
    • Impoved Precise Shot (Ranger 11): shoot through enemies and damage all, -20% damage which is sad. Still can be useful for deliver special effects (paralyze, vorpal...etc) on multiple enemies.
    • Rapid Reload (Artificer 1): for crossbow route this is essential.


    ...for TWF melee:

    • Two-Weapon Fightning (Ranger 2)
    • Improved Two-Weapon Fightning (Ranger 6)
    • Greater Two-Weapon Fightning (Ranger 11)



    After gaining all of these and a few more you still have 7 feats to think about. I'll color-code these as normal, good and must-have.


    • Force of Personality: CHA to Will saves instead of WIS (stacks with the Paladin Divine Grace). Daze, Hypnotize, Hold Person are annoying spells at low levels, I would recommend pick this at 3rd level.
    • Improved Critical: double your critical profile. Crossbow has 19-20 profile which is 10%, the feat increases it to 17-20 (20%). If you have a unusual critcal profile weapon like Swift Demise or Ratcatcher this is even better. You should select this first at level 9.
    • Insightful Reflexes: if your INT is higher than your DEX more than 6 points this feat might worth to pick. Which is quite likely if you want to handle traps successfully. Evasion only works if you succeed on Reflex saving throw pumping it never hurt.
    • Nimble Fingers: +2 to Open Lock and Disable Devices. Not a bad choice, but I would pick Skill Focus instead for search.
    • Precision (Dex 13): +5% hit and 25% fortification bypass. Nice feat, but don't get confused about it 5% hit equals to +1 attack only. The bypass is great though.
    • Point Blank Shot: +1[W] with your ranged weapons.
    • Quicken Spell: Rejuvenation Cocoon from the Primal Avatar is a great healing spell like ability for epics, works with Quicken well
    • Skill Focus: Gives +3 bonus to a single skill. Open Lock and Search are your best candidates. Your Disable Device is somewhat better thanks to the Thief Tools bonus. If you want Teleport or Heal earlier pick UMD then replace the feat later.
    • Toughness: More of a filler feat gives you (2 + level) HP.
    • Weapon Focus: +1 attack, +2 Melee or Ranged Power.




    -- LEVELING --

    Starting with Ranger to max out the amount of skill points gained at first level.At first level every character gain skill point 4 times than on other levels. The ranger gain 6+Int that means +8 spendable points compared to Artificer at first level or +16 compared to if you would chose paladin.

    Level 2 is Artificer. From now you can disarm traps, and you'll be able to spend skill points on Disable Device in the following levels.

    Level 3 Ranger to gain Rapid Shot.

    Level 4-5 Paladin to benefit high saves earlier.

    Level 6 Artificer again for Runearm.

    From this point I would go with Ranger and add Paladin when I'm reaching Divine Grace cap with my Charisma. Divine Grace allows you to add CHA modifier to saves but max 2 + (3 * Paladin level) amount.


    -- ENHANCEMENTS --
    This build have many possible variant for different gameplays: dual-crossbow, two weapon fightning, archery. These variants are mostly based on Enhancement trees (except dual shortsword which requires the drow race).

    One thing is common in all variants: spend at least 7 points in Feydark Illusionist tree. For feywild quest I would pick "You have got my back" too. Pixies like to shoot magic missiles.




    -- BUILD VARIANTS --

    Divine Inquisitive

    Requirements: Inquisitive Enhancement Tree
    This version uses Dual Crossbows and deals a massive damage that scales with Ranged Power. Synergies well with KOTC light damage.


    Tracker of the Silver Flame (longbow)
    Requirements: Silver Flame Deity
    This is an alternative ranged build if you don’t have the inquisitive or you prefer bows over crossbows. The fire arrow synergizes well with the Tiefling racial cores.


    Thief of Life (daggers)
    Requirements: Vol deity and Vistani Knife Fighter Tree
    Strong melee dual wield build.


    Choosen of Vulkoor
    Requirements: Drow, Vulkoor Deity
    Based on the Lammania preview the Illusionist conjured weapon is quite strong, for this build you don't need to care about weapons!

    Dual Wielder Knight
    Requirements: none
    A more tanky dual wielder melee using either Longswords, Battle Axes, Heavy Maces, Morningstars, War Hammers. 22 points on KOTC gives you the Knight's Training feat.
    Last edited by Vilminus; 11-22-2020 at 05:54 AM. Reason: Changed the leveling suggestion because I made a mistake precviously as Xgya pointed out.

  2. #2
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    Hiya!
    This seems pretty cool. Have you done a build yet? I like the CHA synergy with the Feydark tree (shadow weapons), some pally attacks, and even inquisitive! Post a build if you have one!
    Thanks!

  3. 11-20-2020, 11:49 AM


  4. #3
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    Default Divine Inquisitive

    This is my current build and the first one I try from the above variants.

    Few thoughts about the character
    Name is Nirysa and playing her on Sarlona server. She is a second lifer with a Favored Soul past life and have a +2 INT, +1 CON, +1 WIS tomes. Currently I'm level 8 and I'm having much fun to playing with her.

    I'm playing with my wife, she is a shuricannon and we were able to run R3 quests (with pocket healers of course) as a duo.
    I'll keep this post updated as we progress.

    -- THE BUILD --

    Starting Abilities:
    STR 8 / DEX 13 / CON 14 / INT 14 / WIS 9 / CHA 20
    Skills: Search 27, Disable Device 25, Open Lock 19, Use Magic Device 24
    Feats: Force of Personality (lvl 1), Precision (lvl 3), Skill Focus: Search (lvl 6), Deity: Silver Flame.

    Gear: 5/7 Feywild set (Necklace of Bottled Sunlight, Cloak of the Winter, Nocturne Ring, Duskbone Ring, Cold Iron Bracers), Voice of the Master, Leather Gloves of the Snake, Steelwave Shinguards, +2 Devotion 48 Full Plate, Diplomancer (lvl 5 version), Chulchannad's Claw rune arm.

    Augments: +8 PRR, +3 saves, 10 Fire Resistance, 10 Cold Resistance, +2d6 acid damage


  5. #4
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    Love the concept, pretty interesting build.

    Slight disagreement about the first few levels, but that's because you chose to put an emphasis on Paladin first.

    Having built many Inquisitives and being my group's crossbow guy extraordinaire, I'd recommend starting off with Arti 1 (the first level is made a LOT easier by the sheer firepower that repeaters are), going Ranger 4 before taking the first two Paladin levels.

    This nets you Precise Shot a few levels earlier, which is a pretty important feat if you like to choose your targets as a ranged character, as well as Rapid Shot.
    It also nets you Diehard, which has saved my sorry self quite a few times since the latest aggro changes.

    It also places the second Artificer level later, so you can better spend your skill points on trapskills.

    Taking the second level of Artificer after Paladin levels goes without saying for that reason. You have little Intelligence and no reason to increase it, so your few Paladin levels might have you grasping for extra skill points.

    It delays Runearm use to favor better ranged efficiency.

    Even if you plan on going melee as your final build, there's very little beating a repeater for sheer efficient leveling earlier on (though you might be able to justify going melee using shadowblades)
    Enthusiasm enthusiast enthusiast.

  6. #5
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    Thanks for sharing your toughts. You have some good points.

    My original plan was this:
    1 - Ranger, 2 - Artificer, 3-8 Ranger, 9- Paladin, 8-10 Ranger, 11 Paladin...etc. 2nd Artificer would come at lvl16

    Here are the reasons I didn't follow this route.
    I agree that Precise Shot makes easier to eliminate a specific enemy. But in early levels you encounter mostly melee and archer enemies. Casters are rare until 6-7. This means the main threat is always in your face no need to focus. Also ranged and casters are easy to out maneuver at these levels.

    Another point here is the damage. With 10-12 AP (at level 4) you will have CHA to attack and dmg and 100% double shot. Using Diplomancer at lvl 5 with a 2d6 red augment means I kill almost everything with 1-2 shoot.

    During the first 7 levels there were only a handful situation where I would like a precise shot, mostly because a fear or famine reaper. But none of this situation was lethal. (fyi we started R3 at lvl 6, before that we did elite).

    For the first 3 levels (Korthos + Borderlands) I used shadowblades. But to be honest with 6 AP I would go 3 Inq (for dual shot) and 3 Feydark (CHA to attack) and that would work great with a weapon that have bonus damage (rune arm) or vorpal (got a lvl1 vorpal light crossbow )

    Having Paladin Divine Grace early on is like you got a +5-6 resistance item. It's extremely useful in quests like Proof is In the Poison. That hypnotism is annoying


    The first level is easy even if you can't fight, pick a fighter hireling from the vendor, and he will do the job.
    Last edited by Vilminus; 11-21-2020 at 01:55 PM.

  7. #6
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    Quote Originally Posted by Vilminus View Post
    Thanks for sharing your toughts. You have some good points.

    My original plan was this:
    1 - Ranger, 2 - Artificer, 3-8 Ranger, 9- Paladin, 8-10 Ranger, 11 Paladin...etc. 2nd Artificer would come at lvl16

    Here are the reasons I didn't follow this route.
    I agree that Precise Shot makes easier to eliminate a specific enemy. But in early levels you encounter mostly melee and archer enemies. Casters are rare until 6-7. This means the main threat is always in your face no need to focus. Also ranged and casters are easy to out maneuver at these levels.

    Another point here is the damage. With 10-12 AP (at level 4) you will have CHA to attack and dmg and 100% double shot. Using Diplomancer at lvl 5 with a 2d6 red augment means I kill almost everything with 1-2 shoot.

    During the first 7 levels there were only a handful situation where I would like a precise shot, mostly because a fear or famine reaper. But none of this situation was lethal. (fyi we started R3 at lvl 6, before that we did elite).

    For the first 3 levels (Korthos + Borderlands) I used shadowblades. But to be honest with 6 AP I would go 3 Inq (for dual shot) and 3 Feydark (CHA to attack) and that would work great with a weapon that have bonus damage (rune arm) or vorpal (got a lvl1 vorpal light crossbow )

    Having Paladin Divine Grace early on is like you got a +5-6 resistance item. It's extremely useful in quests like Proof is In the Poison. That hypnotism is annoying


    The first level is easy even if you can't fight, pick a fighter hireling from the vendor, and he will do the job.
    Your level 4 example is exactly why I'd go with more Ranger first.
    Cha to attacks has nothing to do with class changes. How fast you attack, meaning how quickly you can clear a room, does. Specifically, gaining Rapid Shot later.

    The only reason you're stating you start off with Ranger is getting 8 more skill points.
    Where are you spending those?
    Artificer nets you 8 less, but also allows you to spend those on UMD, Disable Device and Open Locks earlier.
    Many builds will have you start with the trapping class because of this.

    Starting off with Arti, you have 20 skill points, setting Search, Open Locks, Disable, UMD and another (say, Spot - hey, why not?) at 4.
    Already, you've got 12 points spent in skills the Ranger would have to spend cross-class to match.
    Your build has exactly 2 levels where any of those 3 skills (open, UMD, disable) are class skills.

    In any case, you're going to be struggling with skill points to keep trapskills and anything else in Ranger skills you thought important enough to warrant having more skill points at first level. You'll be able to handle not maxing out UMD since you're focusing on Cha, so that part helps.

    Your original plan also goes very deep into Ranger before going Paladin. I agree the saves bonus is fun to have, and my idea would be getting it around level 7 - a level slower than you'd like if Proof is causing you trouble, but manageable.
    The real flaw to this multiclass build is less relevant since the nerf - not getting IPS before level 15. It also only gets Evasion around level 13, which means lightning bolts keep getting hurled at your face from squeaky kobolds for a good long while.
    Enthusiasm enthusiast enthusiast.

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    I like arguments because it improves my understanding on the topic, and sometimes my mistakes. I figured out my suggested leveling progress doesn't match what I actually did...

    For the record I suggested to level Rng - Art - Pal - Pal - Art - Rng for the first six levels. But I actually leveled as Rng - Art - Rng - Pal - Pal - Art which makes more sense.

    Anyways I'll change this in the post, but I would like to continue the argument with Xgya, knowing that he refered to the original progress not the one I discuss here.


    For the sake of the argument I use the ability I had on Nirysa: 15 DEX (13 base + 2 ship), 16 INT (14 base + 2 Tome + no item or buff), 24 CHA (20 base + 2 ship + 1 lvl + 1 item), 16 CON (14 base + 2 ship)


    Xgya version: Art - Rng - Rng - Rng - Rng
    Skills: At level 1 you gain (4 + Int (2)) x 4 skill points. You can max out 6 skills: Search, Disable Device, Open Lock, UMD, Spot and one more but on the art skill list there is no relevant.
    Then you will spend 6+Int(3) skill points with ranges classes (9 total): Search 1, Disable 2 (cc), Open Lock 2 (cc), UMD 2 (cc), Spot 1 and one extra.

    Feats: You get Rapid Reload (lvl1), Rapid Shot (lvl 3) and Precise Shot (lvl 5).

    HP: 88 = 30 (heroic durability) + 6 (art) + 32 (rng) + 15 (con) + 5 (imp heroic durability)
    Saves: +7/+5/+10 (without buffs or items)


    My version: Rng - Art - Rng - Pal - Pal
    Skills: at first level you gain (6 + Int (2)) x 4 skill points. This is how I spend: Search 4, Spot 4, UMD 2 (cc), Open Lock 2 (cc), Jump 4, Swim 4. 2 points goes to Perform which is required to be trained before use and 2 point to Tumble just for fun. I ended up having 4 extra skill points, the best place to put it I think Heal.

    On Art levels I got 7 points: +5 Disable, +2 UMD. Rng at lvl 3 (9 points): search 2, disable 2, spot 1, umd 4 to balance it out. Pal gives me 5 points: search 2, disable 2, umd 1.

    Feats: Rapid Reload (lvl2), Rapid Shot (lvl3). Divine Grace (lvl5)

    HP: 92 = 30 (heroic durability) + 6 (art) + 16 (rng) + 20 (pal) + 15 (con) + 5 (imp heroic durability)
    Saves: +16/+12/+16 (without buffs or items)



    I think the first level choice (rng or art) is matter of taste. Rng is a little overkill but with the 4x multiplier you can put meaningful amount points on 'utility' skills like jump, swim and heal. You need only 10 on jump to max out height with the spell. +4% swim speed is nice too. 4 Heal means you and your party regain 22+3*lvl HP when resting at a shirne not great but useful if there is no heal based character.

    As a solo/duo player I prefer defense over damage until some point. Being ranged provides a lot of defense agains melee, however if I get caught by a cc spell (which often happened with my pure rouge) my damage will go to zero instantly and there is a chance I die.



    Interestingly I'm not sure about the value of Evasion. Before PRR/MRR thing I was obsessed with Evasion characters, but I'm start to think sometimes a heavy armor is just better because it protects you from everything not just spells that requires reflex saves. Of course disarming traps from the other side or while standing in it still needs it.

  9. #8
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    Quote Originally Posted by Vilminus View Post
    I like arguments because it improves my understanding on the topic, and sometimes my mistakes. I figured out my suggested leveling progress doesn't match what I actually did...

    I think the first level choice (rng or art) is matter of taste. Rng is a little overkill but with the 4x multiplier you can put meaningful amount points on 'utility' skills like jump, swim and heal. You need only 10 on jump to max out height with the spell. +4% swim speed is nice too. 4 Heal means you and your party regain 22+3*lvl HP when resting at a shirne not great but useful if there is no heal based character.

    As a solo/duo player I prefer defense over damage until some point. Being ranged provides a lot of defense agains melee, however if I get caught by a cc spell (which often happened with my pure rouge) my damage will go to zero instantly and there is a chance I die.

    Interestingly I'm not sure about the value of Evasion. Before PRR/MRR thing I was obsessed with Evasion characters, but I'm start to think sometimes a heavy armor is just better because it protects you from everything not just spells that requires reflex saves. Of course disarming traps from the other side or while standing in it still needs it.
    Same here, arguments help me deepen my understanding on a topic. Being able to make other people understand something I learned is my own way of proving I've learned it to myself.

    I'd normally agree about getting Heal, but seeing as Paladin gets so few skill points, and that's the only class skill that's of any interest to the build, I'd imagine wasting Ranger skill points on those would be pretty wasteful.

    That leaves Ranger with 4 relevant class skills (jump, swim, search, spot), and 9 skill points per level. The last 5 points will be spend cross-class, so Ranger actually gets the same amount of skill points an Arti would. That's granting you that Swim is a relevant skill, which probably isn't, and that Jump remains relevant throughout, which it obviously isn't. So, 6.5 relevant skill points per level. (4+(5/2)), if I'm feeling generous.

    Arti has 5 relevant class skills (Spot, Search, Disable, Open, UMD), and 7 skill points per level. On that front, Arti has 6 relevant skill points per level.

    I guess you're right, it's up to opinion. If you think Jump or Swim is worth maxing out (making either relevant skills throughout), Ranger has more relevant skill points per level. If you don't, or think Swim and Jump should only occasionally be raised, Arti comes out on top.

    As for survival or damage, at lower levels, especially in heroics, damage IS survival.
    If you get CC'ed and it puts your life at risk, it means your damage failed.
    If that Quickfoot Caster managed to get in range to cast Hypnosis, you're missing one of two things: more Spot, or more damage.
    The real plague inside that quest isn't hypnosis - it's Acid Arrow. Double range means they can cast it from the same range you're killing them at.
    It might become less true as you increase skulls and killing enemies in a single attack sequence becomes harder, but even then, not seeing enemies attack is usually much safer than adding a bonus against their attacks.
    Enthusiasm enthusiast enthusiast.

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