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  1. #1
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    Default Archer bow build 2020 - update 29-12-20 - fix Augment Slots


    Character name: MariaMeTaBle
    Classes: 20 Ranger, 10 Epic
    Race: Aasimar Scourge · · ·Alignment: Neutral

    · · ·Start Tome Final
    Str:· · ·8· · 6 · ·32 · · ·HP:· · · ·1982 · · ·AC:· ·144
    Dex:· · 18· · 6 · ·90 · · ·PRR: · · · 120
    Con:· · 18· · 6 · ·65 · · ·MRR: · · · ·45 · · ·+Healing Amp:· ·105
    Int:· · ·8· · 6 · ·40 · · ·Dodge: · 26/27 · · ·-Healing Amp:· · ·0
    Wis:· · 10· · 5 · ·41 · · ·Fort:· · ·259% · · ·Repair Amp:· · · ·0
    Cha:· · ·8· · 7 · ·32 · · ·SR:· · · · · 0 · · ·BAB: · · · · · · 20
    DR:
    Immunities: Death effect, Level drain, Falling damage, Blindness, Freedome of Movement, Fear, Death Effects

    Heroic Past Lives
    ------------------------------------------------------------------------------------------
    Past Life: Ranger(3)

    Iconic Past Lives
    ------------------------------------------------------------------------------------------
    Past Life: Aasimar Scourge(3)

    Epic Past Lives
    ------------------------------------------------------------------------------------------
    Past Life: Arcane Sphere: Ancient Knowledge(3)
    Past Life: Arcane Sphere: Enchant Weapon(3)
    Past Life: Divine Sphere: Block Energy(2)
    Past Life: Divine Sphere: Brace(2)
    Past Life: Martial Sphere: Fortification(3)
    Past Life: Martial Sphere: Skill Mastery
    Past Life: Primal Sphere: Ancient Power(3)
    Past Life: Primal Sphere: Colors of the Queen(3)
    Past Life: Primal Sphere: Doubleshot(3)
    Past Life: Primal Sphere: Fast Healing(3)


    Saves:
    ------------------------------------------------------------------------------------------
    Fortitude:· · · · ·87
    · vs Poison:· · · ·88
    · vs Disease: · · ·88
    Will: · · · · · · ·60
    · vs Enchantment: ·61
    · vs Illusion:· · ·60
    · vs Fear:· · · · ·63
    · vs Curse: · · · ·60
    Reflex: · · · · · 104
    · vs Traps: · · · 104
    · vs Spell: · · · 106
    · vs Magic: · · · 104
    Marked with a * is no fail on a 1 if required DC met

    Energy· · · ·Resistance and Absorbance
    ------------------------------------------------------------------------------------------
    Acid: · · · · · · · ·88 · · · · · ·20%
    Chaos:· · · · · · · · 0 · · · · · · 0%
    Cold: · · · · · · · ·88 · · · · · ·20%
    Electric: · · · · · ·88 · · · · · ·20%
    Evil: · · · · · · · · 0 · · · · · · 0%
    Fire: · · · · · · · ·83 · · · · · ·24%
    Force:· · · · · · · · 0 · · · · · · 0%
    Good: · · · · · · · · 0 · · · · · · 0%
    Lawful: · · · · · · · 0 · · · · · · 0%
    Light:· · · · · · · · 0 · · · · · · 0%
    Negative: · · · · · · 0 · · · · · · 0%
    Poison: · · · · · · · 0 · · · · · · 0%
    Sonic:· · · · · · · ·53 · · · · · ·60%

    Class and Feat Selection
    ------------------------------------------------------------------------------------------
    Level Class · · · · · ·Feats
    1 · · Ranger(1) · · · ·Standard: Precision
    · · · · · · · · · · · ·Favored Enemy: Favored enemy: Evil Outsider
    2 · · Ranger(2) · · · ·
    3 · · Ranger(3) · · · ·Standard: Dodge
    4 · · Ranger(4) · · · ·Dexterity: +1 Level up
    5 · · Ranger(5) · · · ·Favored Enemy: Favored enemy: Lawful Outsider
    6 · · Ranger(6) · · · ·Standard: Point Blank Shot
    7 · · Ranger(7) · · · ·
    8 · · Ranger(8) · · · ·Dexterity: +1 Level up
    9 · · Ranger(9) · · · ·Standard: Mobility
    10· · Ranger(10)· · · ·Favored Enemy: Favored enemy: Aberration
    11· · Ranger(11)· · · ·
    12· · Ranger(12)· · · ·Standard: Improved Critical: Ranged Weapons
    · · · · · · · · · · · ·Dexterity: +1 Level up
    13· · Ranger(13)· · · ·
    14· · Ranger(14)· · · ·
    15· · Ranger(15)· · · ·Standard: Weapon Focus: Ranged Weapons
    · · · · · · · · · · · ·Favored Enemy: Favored enemy: Chaotic Outsider
    16· · Ranger(16)· · · ·Dexterity: +1 Level up
    17· · Ranger(17)· · · ·
    18· · Ranger(18)· · · ·Standard: Shot on the Run
    19· · Ranger(19)· · · ·
    20· · Ranger(20)· · · ·Favored Enemy: Favored enemy: Construct
    · · · · · · · · · · · ·Dexterity: +1 Level up
    21· · Epic(1) · · · · ·Epic Feat: Combat Archery
    22· · Epic(2) · · · · ·
    23· · Epic(3) · · · · ·
    24· · Epic(4) · · · · ·Epic Feat: Overwhelming Critical
    · · · · · · · · · · · ·Dexterity: +1 Level up
    25· · Epic(5) · · · · ·
    26· · Epic(6) · · · · ·Epic Destiny Feat: Holy Strike
    27· · Epic(7) · · · · ·Epic Feat: Blinding Speed
    28· · Epic(8) · · · · ·Epic Destiny Feat: Doubleshot
    · · · · · · · · · · · ·Dexterity: +1 Level up
    29· · Epic(9) · · · · ·Epic Destiny Feat: Harbinger of Chaos
    30· · Epic(10)· · · · ·Epic Feat: Power Critical
    · · · · · · · · · · · ·Legendary: Scion of Arborea

    Skills
    ------------------------------------------------------------------------------------------
    Skill Points· · ·20 ·6· 6 ·6· 6 ·6· 7 ·7· 7 ·7· 7 ·7· 7 ·7· 8 ·8· 8 ·8· 8 ·8
    Skill Name· · · ·01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20· Total Buffed
    ------------------------------------------------------------------------------------------
    Balance · · · · · 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 65.0
    Bluff · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 34.0
    Concentration · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 43.0
    Diplomacy · · · · ½ ·½· ½ ·½· ½ ·½· 1 ·1· 1 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 52.0
    Disable Device· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 29.0
    Haggle· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 27.0
    Heal· · · · · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 59.0
    Hide· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 70.0
    Intimidate· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 29.0
    Jump· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 55.0
    Listen· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 48.0
    Move Silently · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 54.0
    Open Lock · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 54.0
    Perform · · · · · ½ · · · · · · · · · · · · · · · · · · · · · · · · · · · ·½· · 1.0 · 30.0
    Repair· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 29.0
    Search· · · · · · · · · · · · · · · · · · · ·1· 1 ·1· 1 ·1· 2 ·2· 2 ·2· 2 ·4· ·19.0 · 58.0
    Spell Craft · · · 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 43.0
    Spot· · · · · · · 2 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·2· ·22.0 · 68.0
    Swim· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 25.0
    Tumble· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 54.0
    Use Magic Device· 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 36.0
    ------------------------------------------------------------------------------------------
    Available Points· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0
    ------------------------------------------------------------------------------------------

    Twists of fate - 31 of 34 Fate points spent.
    ------------------------------------------------------------------------------------------
    Twist 1 - Tier 4: Fury of the Wild: Sense Weakness
    Twist 2 - Tier 3: Legendary Dreadnought: Critical Damage
    Twist 3 - Tier 1: Grandmaster of Flowers: A Dance of Flowers
    Twist 4 - Tier 1: Fatesinger: First Harmonic Chord
    Twist 5 - Tier 1: Divine Crusader: Purge the Wicked

    Weapon Damage
    ------------------------------------------------------------------------------------------
    Melee Power:· 91.0
    Doublestrike: 13%
    Strikethrough: 20%
    Off-Hand attack Chance: 80%
    Off-Hand Doublestrike: 6%
    Fortification Bypass: 108%
    Dodge Bypass: 20%
    Helpless Damage bonus: 85%
    Ranged Power: 257.0 · with Manyshot active: 337.0
    Doubleshot Chance: 92%

    Sneak Attack Attack bonus: 36
    Sneak Attack Damage: 7d6+45

    Main Hand: Legendary Twisted Willow
    On Hit· · · · ·10.25[1D8+2]+127 ·+ 1D20 Bane + 2D20 Chaos + 1D8 + 1D12 + 1D20 + (1D8 Acid) * Acid Spell Power + 9D6 Poison + 1D8 Fire
    Critical 18-18 (10.25[1D8+2]+121) * 4 ·+ 1D20 Bane + 2D20 Chaos + 9D6 Poison + 1D8 Fire
    Critical 19-20 (10.25[1D8+2]+121) * 7 ·+ 1D20 Bane + 2D20 Chaos + 9D6 Poison + 1D8 Fire
    DR Bypass: Alignment, Magic, Metalline, Pierce

    Equipped Gear Set : 29/11/2020
    ------------------------------------------------------------------------------------------
    Armor · · · · Legendary Wildwood Vest
    · · · · · · · +15 Enhancement Bonus
    · · · · · · · Fortification +214%
    · · · · · · · Physical Sheltering +54
    · · · · · · · Healing Amplification +85
    · · · · · · · False Life +81
    · · · · · · · Legendary Wallwatch
    · · · · · · · Green: Draconic Soul Gem
    · · · · · · · Mythic: +2 Mythic Shield Boost
    · · · · · · · Reaper: Empty augment slot
    Belt· · · · · Legendary Burnscar Sash
    · · · · · · · Enhanced Corrosion +202
    · · · · · · · Enhanced Combustion +202
    · · · · · · · Acid Lore +29%
    · · · · · · · Fire Lore +29%
    · · · · · · · Beacon of Magic Set (Legendary)
    · · · · · · · Green: +32 Sapphire of Defense
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Boots · · · · Legendary Stone Shoes
    · · · · · · · Insightful Corrosion +107
    · · · · · · · Quality Corrosion +53
    · · · · · · · Weighty Asset
    · · · · · · · Parrying +10
    · · · · · · · Sink Like a Brick
    · · · · · · · Earthgrab Guard
    · · · · · · · Yellow: Topaz of Feather Fall
    · · · · · · · Mythic: +3 Mythic Shield Boost
    · · · · · · · Reaper: Empty augment slot
    Bracers · · · Wildwood Wrists
    · · · · · · · Doubleshot +13%
    · · · · · · · Insightful Deception +9
    · · · · · · · Quality Deception +4
    · · · · · · · Nearly Finished (DIW): +21 Wisdom
    · · · · · · · Yellow: Topaz of Blindness Immunity
    · · · · · · · Blue: +10 Sapphire of Protection
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Cloak · · · · Legendary Cloak of Balance
    · · · · · · · Freedom of Movement
    · · · · · · · Insightful Seeker +10
    · · · · · · · Parrying +10
    · · · · · · · Nearly Finished (Qual SDC): +5 Quality Constitution
    · · · · · · · Green: +11 Diamond of Strength
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: +3 Reaper PRR
    Gloves· · · · Legendary Wildwood Gauntlets
    · · · · · · · Lesser Displacement
    · · · · · · · Dodge Bonus +21%
    · · · · · · · Natural Armor Bonus +21
    · · · · · · · Distant Diversion +33%
    · · · · · · · Legendary Wallwatch
    · · · · · · · Yellow: Topaz of Fear Immunity
    · · · · · · · Mythic: +3 Mythic Power Boost
    · · · · · · · Reaper: Empty augment slot
    Goggles · · · Legendary Collective Sight
    · · · · · · · Quality Resistance +4
    · · · · · · · Temperance of Belief
    · · · · · · · Nearly Finished (SDCIWC): +21 Constitution
    · · · · · · · Nearly Finished (Ins SDCIWC): +10 Insightful Dexterity
    · · · · · · · Blue: +11 Sapphire of Resistance
    · · · · · · · Mythic: +3 Mythic Power Boost
    · · · · · · · Reaper: Empty augment slot
    Helmet· · · · Helm of the Final Watcher
    · · · · · · · Seeker +21
    · · · · · · · Quality Deadly +5
    · · · · · · · Accuracy +34
    · · · · · · · Insightful Doubleshot +7%
    · · · · · · · Legendary Wallwatch
    · · · · · · · Green: Diamond of Vitality +20
    · · · · · · · Yellow: Globe of True Imperial Blood
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Necklace· · · Legendary Family Recruit Sigil
    · · · · · · · True Seeing
    · · · · · · · Armor-Piercing +33
    · · · · · · · Deadly +17
    · · · · · · · Relentless Fury
    · · · · · · · Legendary Part of the Family
    · · · · · · · Yellow: Topaz of Deathblock
    · · · · · · · Mythic: +1 Mythic Shield Boost
    · · · · · · · Reaper: Empty augment slot
    Quiver· · · · Epic Purifying Quiver
    · · · · · · · Burning Ammunition - 1d8
    · · · · · · · Blunted Ammunition
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Ring1 · · · · Sigil of the Triumverate
    · · · · · · · Dexterity +22
    · · · · · · · Insightful Accuracy +17
    · · · · · · · Insightful Deadly +8
    · · · · · · · Sonic Absorption +53%
    · · · · · · · Green: +12 Sapphire of Natural Armor
    · · · · · · · Yellow: +11 Diamond of Charisma
    · · · · · · · Blue: +2 Sapphire of Good Luck
    · · · · · · · Mythic: +1 Mythic Power Boost
    · · · · · · · Reaper: Empty augment slot
    Ring2 · · · · Legendary Celestial Sapphire Ring
    · · · · · · · Improved Deception
    · · · · · · · Dodge Bonus +21%
    · · · · · · · Profane Well Rounded
    · · · · · · · Nearly Finished (DIC): +21 Intelligence
    · · · · · · · Yellow: +2 Diamond of Insightful Constitution
    · · · · · · · Mythic: +3 Mythic Power Boost
    · · · · · · · Reaper: Empty augment slot
    Trinket · · · Legendary Bottle of Smoke
    · · · · · · · Quality Dexterity +5
    · · · · · · · Smoke Screen
    · · · · · · · Speed +30%
    · · · · · · · Deception 17
    · · · · · · · Blue: The Master's Gift
    · · · · · · · Mythic: +1 Mythic Power Boost
    · · · · · · · Reaper: Empty augment slot
    Weapon1 · · · Legendary Twisted Willow
    · · · · · · · Damage and Type 5[1d8+2] + 15 Pierce, Magic
    · · · · · · · Critical Threat Range 20 x3
    · · · · · · · +15 Enhancement Bonus
    · · · · · · · Keen V
    · · · · · · · Elasticity
    · · · · · · · Poisonous 9
    · · · · · · · Armor-Piercing +33
    · · · · · · · Red: +138 Ruby of Corrosion Spell Power
    · · · · · · · Mythic: +2 Mythic Power Boost
    · · · · · · · Reaper: Empty augment slot
    · · · · · · · Sentient Weapon Personality: Sentient Jewel of the Resolute
    · · · · · · · Filigree 1: Crackshot Negotiator: Attack and Damage(Rare Version)
    · · · · · · · Filigree 2: Crackshot Negotiator: Charisma(Rare Version)
    · · · · · · · Filigree 3: Crackshot Negotiator: Ranged Power(Rare Version)
    · · · · · · · Filigree 4: Crackshot Negotiator: Reflex(Rare Version)
    · · · · · · · Filigree 5: Spines of the Manticore/The Wreath of Flame: +6 Ranged Power(Rare Version)
    · · · · · · · Filigree 6: Spines of the Manticore/The Wreath of Flame: +6 Ranged Power(Rare Version) ring
    · · · · · · · Filigree 7: Spines of the Manticore: Ranged Power(Rare Version) ring
    · · · · · · · Filigree 8: Spines of the Manticore: Attack and Damage(Rare Version) ring
    · · · · · · · Filigree 9: Spines of the Manticore: Attack and Damage(Rare Version)
    · · · · · · · Filigree 10: Spines of the Manticore: Dexterity(Rare Version)
    · · · · · · · Filigree 11: Spines of the Manticore: Ranged Power(Rare Version)
    · · · · · · · Filigree 12: The Wreath of Flame: Ranged Power(Rare Version)
    ------------------------------------------------------------------------------------------











    Changes
    tree and filigres

    Planer save 29/12/2020

    Planer file

    Donate
    Last edited by MariaMeTaBle; 12-29-2020 at 09:43 AM. Reason: update

  2. #2
    Build Constructionist unbongwah's Avatar
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    If you're going to bother with Shot on the Run, you should grab it ASAP IMO, which for non-human pure ranger is level 9. Which admittedly doesn't matter much if you're Scourge, but you should still take it by level 15. Weapon Focus can be delayed or skipped; it's only +2 Ranged Power +1 to-hit and isn't a pre-req for anything else on this build.

    I would invest in less CON and more WIS: higher DCs on Paralyzing Arrows and better Healing Hands if you put APs into it.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  3. #3
    Community Member Yamani's Avatar
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    If this is a build for sitting at level 30. Drop Dodge, Mobility, Shot on the Run. Blinding speed makes up for all 3 of these feats. You'll be sitting at dodge cap without dodge/mobility as well. Say quicken/empower heal for your heals, and if you want 2 ranged power: Weapon focus: Throwing.

    For one of your twists: Purge the wicked, drop this in favor of First Harmonic chord in fatesinger (+3 to-hit/damage +9 spellpower)
    Quote Originally Posted by Cordovan View Post
    Added even later: Ignore this add, I am the dumb.

  4. #4
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    Nice build looks like you got it covered

    With Improved Archer's Focus 10% Alacrity and Legendary Bottle of Smoke you have the attack speed maxed.

    There really isnt much else to take other than extra ranged power from SotR and Weapon Focus though. You will be able to max out your attack speed by level 20 with SotR so leveling to 30 will be better overall IMO.

    Good Luck!

  5. #5
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    Why Scourge and not Wood Elf?

  6. #6
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    Quote Originally Posted by Kaboom2112 View Post
    Why Scourge and not Wood Elf?
    because i reset first time quests and favors with econic recarnation and start from 15

  7. #7
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    Change approved for now
    Quote Originally Posted by Yamani View Post
    For one of your twists: Purge the wicked, drop this in favor of First Harmonic chord in fatesinger (+3 to-hit/damage +9 spellpower)

  8. #8
    Community Member Powerhungry's Avatar
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    Quote Originally Posted by unbongwah View Post
    If you're going to bother with Shot on the Run, you should grab it ASAP IMO, which for non-human pure ranger is level 9. Which admittedly doesn't matter much if you're Scourge, but you should still take it by level 15. Weapon Focus can be delayed or skipped; it's only +2 Ranged Power +1 to-hit and isn't a pre-req for anything else on this build.

    I would invest in less CON and more WIS: higher DCs on Paralyzing Arrows and better Healing Hands if you put APs into it.
    this build doesn't use paralyzers
    (Combat): You are hit by your knockdown.

  9. #9
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    Quote Originally Posted by Powerhungry View Post
    this build doesn't use paralyzers
    Its always an option with a change in AP for times when extra CC is necessary. Its not an option if you havent enough wisdom in your build though.

  10. 11-04-2020, 07:19 PM


  11. #11
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Powerhungry View Post
    this build doesn't use paralyzers
    Which is a mistake IMO. No pure AA is going to compete with the DPS of the best Inquisitive and thrower builds, so you might as well work with what an AA can add: extra CC. Plus WIS also powers Healing Hands.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  12. #12
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    Quote Originally Posted by unbongwah View Post
    Which is a mistake IMO. No pure AA is going to compete with the DPS of the best Inquisitive and thrower builds, so you might as well work with what an AA can add: extra CC. Plus WIS also powers Healing Hands.
    You’re right, which is sad bc bows are fun. But the damage is so bad

  13. #13
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    Bows aren't worth playing until they are revamped, which is coming in 2021 according to Strimtom's recent dev interview.

    The problem with bows today:

    * The number of attacks don't scale as well as throwers and Inquisitive. Alacrity is also capped much lower than what bonuses provide today. On a full BAB character, anything over 21% Alacrity is wasted. 3/4 BAB characters benefit from a touch more Alacrity.

    * Dated enhancement trees. While DWS is a solid tree for bows/throwers, Arcane Archer hasn't been updated since U28.1 -- five years ago. Also, because not all bow characters should have to be Rangers, certain trees like EK where you'd expect bows to be supported, aren't (no doubleshot bonuses and Eldritch Shot doesn't exist -- similar to KotC before the recent revamp that supported ranged). Fighters are effectively limited to Kensei, unless they access AA as an Elf, since there's not enough juice in the universal trees. While monks technically support bows via feats like Zen Archery, monkchers have been dead for years as an archetype.
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  14. #14
    Community Member C-Dog's Avatar
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    Quote Originally Posted by DerpDerply View Post
    I have to assume by the favored enemy picks that the OP hasn’t bothered looking at their monster manual for total kills. You want to pick your favored enemy list to maximize the overall types of mobs that are affected by this bonus.
    I'm confused what you think the MM has to do w/ Favored Enemies. Most(!) players pick FE's to help in quests, not (for example) to help farm 6,250 spiders.

    Quote Originally Posted by MariaMeTaBle View Post
    1 · · · · · · · · · · · ·Favored enemy: Evil Outsider
    5 · · Ranger(5) · · · ·Favored enemy: Orc
    10· · Ranger(10)· · · ·Favored enemy: Giant
    15 · · · · · · · · · · ·Favored enemy: Aberration
    20· · Ranger(20)· · · ·Favored enemy: Lawful Outsider
    Most(!) players agree that you want to choose your FE's based on the difficulty of killing that target, rather than based on how many you run into nor how many you want to kill. You also want to time your FE choices so that you get the most out of them - for example, you might agree that "Demons" should be on the list, but that choice would not see many targets until after Level 10 or 15 at the earliest.

    As such, Undead are usually #1, since they often have a DR vs. Piercing attacks. Tough undead are also the first to be encountered, starting in Level 3 chain The Catacombs. (In this case Scourge has that covered as a racial trait, just stating it as a standard first choice.)

    Then typically(!) #2 is Giants (which include Ogres/Ogre Magi and Trolls), since they are huge bags of hit points and often wear heavy armor (= Fortification*) and sometimes also have DR. And "giants" are often the next tough enemy to be commonly encountered, even earlier than Lvl 6 Forgotten Caverns (House K). And you definitely want this before Gianthold, which is typically Character level 14-15 or so, so taking this at "Level 10" is about the latest here, and Level 5 would see a lot of use.

    (* The FE damage bonus does not directly affect fortification, but high fort' reduces your overall damage by denying critical hits, so FE is just making up for part of that.)

    There is a good argument for Constructs to be #2, as they typically have more DR and Fort than level 5-10 giant-class targets, but they are also far less common.

    After that, variously (and perhaps in some order?), Constructs, Elementals, Evil Outsiders, Demons and/or Aberrations, since they all can have DR and/or high Fortification to reduce damage. Few of these (Reapers* and a few Ele's aside) are significant when encountered at lower levels.

    (* Reapers are Lawful Evil Outsiders, so either Evil Outsiders or Lawful Outsiders covers them. Outside of Reapers, there are more examples of the former (Evil) than the latter in the game.)

    So...
    1 Undead
    5/10 Giants / Constructs
    15/20 Evil Outsiders / Demons / Aberrations ...?

    And there's some of wiggle room in those last 3. Some players argue that there are just not enough Constructs or Aberrations in the game - maybe, sure. Some want as much killing power against Reapers as early as possible - ymmv. Some players argue for Humans or other targets for their universality, and quickly carving through vast waves does have its attraction, but, honestly, there are few human/other targets that are both hard to damage and common enough to justify choosing as FE. Things like Animals, Orcs, Vermin - yes, lots of them in some quests, but few if any that you really need "help" with.


    (At some unconscious personal level, I think a lot has to do with whatever mob first/last badly traumatized you in a previous life. )

  15. #15
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    Quote Originally Posted by C-Dog View Post
    I'm confused what you think the MM has to do w/ Favored Enemies. Most(!) players pick FE's to help in quests, not (for example) to help farm 6,250 spiders.


    Most(!) players agree that you want to choose your FE's based on the difficulty of killing that target, rather than based on how many you run into nor how many you want to kill. You also want to time your FE choices so that you get the most out of them - for example, you might agree that "Demons" should be on the list, but that choice would not see many targets until after Level 10 or 15 at the earliest.

    As such, Undead are usually #1, since they often have a DR vs. Piercing attacks. Tough undead are also the first to be encountered, starting in Level 3 chain The Catacombs. (In this case Scourge has that covered as a racial trait, just stating it as a standard first choice.)

    Then typically(!) #2 is Giants (which include Ogres/Ogre Magi and Trolls), since they are huge bags of hit points and often wear heavy armor (= Fortification*) and sometimes also have DR. And "giants" are often the next tough enemy to be commonly encountered, even earlier than Lvl 6 Forgotten Caverns (House K). And you definitely want this before Gianthold, which is typically Character level 14-15 or so, so taking this at "Level 10" is about the latest here, and Level 5 would see a lot of use.

    (* The FE damage bonus does not directly affect fortification, but high fort' reduces your overall damage by denying critical hits, so FE is just making up for part of that.)

    There is a good argument for Constructs to be #2, as they typically have more DR and Fort than level 5-10 giant-class targets, but they are also far less common.

    After that, variously (and perhaps in some order?), Constructs, Elementals, Evil Outsiders, Demons and/or Aberrations, since they all can have DR and/or high Fortification to reduce damage. Few of these (Reapers* and a few Ele's aside) are significant when encountered at lower levels.

    (* Reapers are Lawful Evil Outsiders, so either Evil Outsiders or Lawful Outsiders covers them. Outside of Reapers, there are more examples of the former (Evil) than the latter in the game.)

    So...
    1 Undead
    5/10 Giants / Constructs
    15/20 Evil Outsiders / Demons / Aberrations ...?

    And there's some of wiggle room in those last 3. Some players argue that there are just not enough Constructs or Aberrations in the game - maybe, sure. Some want as much killing power against Reapers as early as possible - ymmv. Some players argue for Humans or other targets for their universality, and quickly carving through vast waves does have its attraction, but, honestly, there are few human/other targets that are both hard to damage and common enough to justify choosing as FE. Things like Animals, Orcs, Vermin - yes, lots of them in some quests, but few if any that you really need "help" with.


    (At some unconscious personal level, I think a lot has to do with whatever mob first/last badly traumatized you in a previous life. )
    If you want to waste your FE bonus on giants (which you seldom run into) instead of humans (which you always run into), it's your choice. They're only slightly harder to take down vs everything else in this game, so you're really just wasting a feat on that specific subset. Also, you listed undead, which aasimar scourge already gets for free.

    BTW, if you're not putting FE: Evil Outsider 1st or 2nd on your list, I'm going to assume that you don't play in reaper mode all that much.

  16. #16
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    It's not a simple issue of quantity, it's quality - how "tough" a target is. If it were mere quality, Vermin and Animals would be high on everyone's list - spiders and scorpions, dogs and rats are everywhere.

    As I clearly stated above, "Giants" include trolls, ogres and ogre magi, which together are not as uncommon as you suggest. Some giant bosses are quite tough. Not a "waste" imo, but ymmv.

    I already addressed the rest of your quibbles in the post above. I'm going to assume you didn't read it very closely.

  17. #17
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    Quote Originally Posted by C-Dog View Post
    It's not a simple issue of quantity, it's quality - how "tough" a target is. If it were mere quality, Vermin and Animals would be high on everyone's list - spiders and scorpions, dogs and rats are everywhere.

    As I clearly stated above, "Giants" include trolls, ogres and ogre magi, which together are not as uncommon as you suggest. Some giant bosses are quite tough. Not a "waste" imo, but ymmv.

    I already addressed the rest of your quibbles in the post above. I'm going to assume you didn't read it very closely.
    Yes, it IS a simple issue of quantity over quality, but go ahead and waste what could be a blanket bonus just because a couple of things may seem harder to you. As a tempest, I still regularly lead kill counts over inquisitives and alchemists, and it’s not because I wasted a feat on FE: Giant.

    Another point: If you play high reaper, EVERYTHING becomes exponentially harder to kill. That blanket bonus I speak of suddenly becomes a LOT more viable.
    Last edited by DerpDerply; 11-20-2020 at 12:39 PM.

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