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  1. #1
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    Default Ranged DPS Ranger that can deal with locks and traps

    Evening All!

    Maybe I missed it but I have been looking for a ranger build that has good solo ability, can deal with traps, locks, and secret doors, and uses ranged DPS primarily. Does such a build exist?

    Even better if i had some self healing!

    Thanks for your thoughts!

  2. #2
    Build Constructionist unbongwah's Avatar
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    Unless you had something more "exotic" in mind, you're basically talking about a Tempest Trapmonkey which focuses on archery instead of melee.
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  3. #3

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    Not having to worry about the capstone frees up 10 AP from the arcane archer tree. This puts elven displacement within reach, so may as well go for it. 18 ranger levels is pretty much still a given, leaving one level to play with. I think fighter makes the most sense for the extra feat, opening up room to take extend for displacement. Speaking of feats, I ended up offering a choice for three feats:

    Quicken => Empower Healing Spell => Weapon Focus: Ranged (+2 Range Power, self-healing stronger, no-fail, but more expensive)
    ...OR...
    Dodge => Mobility => Shot on the Run (+3 Range Power, +5% dodge, +4 to-hit)

    You could get the best of both worlds by taking the two metamagics plus dodge, I suppose.


    The next thing to consider is what destiny, of which there are four options:

    Shiradi Champion
    Not as good as Legendary Dreadnought or Divine Crusader, but it's the perfect choice to start in as it's immediately available to rangers and you'll likely want to twist some stuff from it when you switch to a different one. Or you might just choose to stay in it.

    Legendary Dreadnought
    Probably the best choice, but offers almost nothing other than Master's Blitz.

    Divine Crusader
    Essentially the same thing as Legendary Dreadnought, but at least its goodies are spread out so you don't feel like you're wasting AP in the lower tiers.

    Fury of the Wild
    This is really best paired with Slayer Arrows, which you can take but I don't include in the build because I prefer the Deepwood Stalker tier 5s. So this isn't a great fit for the build detailed below.



    Deepwood Trapmonkey
    18/1/1 Ranger/Fighter/Rogue
    True Neutral Elf


    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. Ranger . . . . .9. Fighter . . . .14. Ranger. . . . .19. Ranger
    5. Ranger . . . . 10. Ranger . . . . 15. Ranger . . . . 20. Ranger



    Stats
    . . . . . . . .28pt . . 32pt . . Level Up
    . . . . . . . .---- . . ---- . . --------
    Strength. . . . 10. . . . 8. . . .4: DEX
    Dexterity . . . 18. . . .20. . . .8: DEX
    Constitution. . 14. . . .14. . . 12: DEX
    Intelligence. . 14. . . .14. . . 16: DEX
    Wisdom. . . . . .8. . . . 8. . . 20: DEX
    Charisma. . . . .8. . . . 8. . . 24: DEX
    . . . . . . . . . . . . . . . . .28: DEX


    Skills
    . . . . .Rg Rn Rn Rn Rn Rn Rn Rn Fi 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
    . . . . .------------------------------------------------------------
    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 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Spot. . . 4 .1 .1 .1 .1 .1 .1 .1 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    UMD . . . 4 .1 .1 .1 .1 .1 .1 .1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Open Lo . 4 .1 .1 .1 .1 .1 .1 .1 . . . .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .21
    Diplo . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Balance . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Jump. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Swim. . . 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
    Heal. . . 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
    Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
    . . . . .------------------------------------------------------------
    . . . . .40 .8 .8 .8 .8 .8 .8 .8 .4. 8. 8. 8. 8. 8. 8. 8. 8. 8. 8. 8



    Feats

    .1. . . . : Point Blank Shot
    .2 Ranger : Favored Enemy: Undead
    .3. . . . : Precision
    .6. . . . : Least Dragonmark: Shadow
    .6 Ranger : Favored Enemy: Construct
    .9. . . . : Extend Spell
    .9 Fighter: Improved Critical: Ranged
    12. . . . : Empower Healing Spell OR Dodge
    12 Ranger : Favored Enemy: Giant
    15. . . . : Quicken Spell OR Mobility
    17 Ranger : Favored Enemy: Evil Outsider
    18. . . . : Weapon Focus: Ranged OR Shot on the Run
    21 Epic . : Combat Archery
    24 Epic . : Overwhelming Critical
    26 Destiny: Epic Spell Power: Acid
    27 Epic . : Blinding Speed
    28 Destiny: Doubleshot
    29 Destiny: Deific Warding
    30 Epic . : Epic Reflexes OR Epic Damage Reduction
    30 Legend : Scion of: Plane of Earth


    Spells

    Ranger
    1. Jump, Resist Energy, Ram's Might, Merfolk's Blessing
    2. Protection from Energy, Cure Light Wounds, Barkskin
    3. Cure Moderate Wounds, Wild Instincts
    4. Freedom of Movement, Cure Serious Wounds


    Enhancements (80 AP)

    Deepwood Stalker (37 AP)
    • Far Shot, Sneak Attack, Sniper Shot, Advanced Sneak Attack, Mark of the Hunted
      1. Increased Empathy III, Versatile Empathy II
      2. Survivalist, Improved Weapon Finesse
      3. Survivalist, Thrill of the Hunt III, Favored Hunter II, Dexterity
      4. Survivalist, Killer III, Merciful Shot, Dexterity
      5. Heavy Draw, Strikes Like Lightning, Improved Archer's Focus

    Arcane Archer (31 AP)
    • Arcane Archer, Morphic Arrows, Metalline Arrows, Aligned Arrows, Shadow Arrows
      1. Conjure Arrows, Energy of the Wild III, Corrosive Arrows, Awareness II
      2. Force Arrows III, Elemental Damage
      3. Soul Magic, Elemental Damage, Dexterity
      4. Elemental Damage, Dexterity

    Elf (12 AP)
    • Elven Accuracy
      1. Phiarlan Dragonmark Focus III, Keen Senses III
      2. Lesser Dragonmark of Shadow, Enchantment Lore I
      3. Greater Dragonmark of Shadow

    Leveling Guide
    1. (Bank 4 AP)
    2. AA0 Arcane Archer; AA1 Conjure Arrows; DS0 Far Shot; DS1 Increased Empathy I, II, III; DS1 Versatile Empathy I
    3. DS2 Improved Weapon Finesse; AA1 Corrosive Arrows
    4. AA0 Morphic Arrows; AA2 Elemental Damage; AA2 Force Arrows I
    5. AA3 Elemental Damage; DS2 Survivalist
    6. DS0 Sneak Attack; DS1 Versatile Empathy II; DS3 Survivalist
    7. Elf0 Elven Accuracy; Elf1 Keen Senses I, II, III
    8. Elf1 Phiarlan Dragonmark Focus I, II, III; Elf2 Enchantment Lore I
    9. Elf2 Lesser Dragonmark of Shadow; Elf3 Greater Dragonmark of Shadow
    10. DS0 Sniper Shot; DS3 Thrill of the Hunt I, II, III
    11. DS3 Favored Hunter I, II; DS3 Dexterity
    12. DS4 Survivalist; DS4 Killer I, II
    13. DS4 Killer III; DS4 Merciful Shot; (Bank 1 AP)
    14. DS0 Advanced Sneak Attack; DS4 Dexterity; DS5 Strikes Like Lightning
    15. DS5 Heavy Draw; DS5 Improved Archer's Focus
    16. AA0 Metalline Arrows; AA1 Energy of the Wild I, II, III
    17. AA3 Soul Magic; AA1 Awareness I; AA3 Dexterity
    18. AA4 Elemental Damage; AA0 Aligned Arrows; AA1 Awareness II
    19. AA2 Force Arrows II, III
    20. DS0 Mark of the Hunted; AA4 Dexterity; AA0 Shadow Arrows


    Destiny (24 AP)

    Shiradi Champion
    1. Stay Frosty II, Healing Spring III, Illusion of Well Being I
    2. Prism, Pin II
    3. Rainbow, Otto's Whistler II
    4. Double Rainbow, Stay Good III
    5. Nerve Venom III
    6. Audience with the Queen

    Twists of Fate (1 fate points)
    1. Rejuvenation Cocoon (Tier 1 Primal)



    You'll obviously want to set up more twists, and you probably won't end up staying in shiradi. But this initial "starter destiny" plan isn't terrible and it's quick and easy to set up.

  4. #4
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    How is the Deepwood Trapmonkey? Good DPS, survivability, and trapping?

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    Quote Originally Posted by EllisDee37 View Post
    Not having to worry about the capstone frees up 10 AP from the arcane archer tree. This puts elven displacement within reach, so may as well go for it. 18 ranger levels is pretty much still a given, leaving one level to play with. I think fighter makes the most sense for the extra feat, opening up room to take extend for displacement. Speaking of feats, I ended up offering a choice for three feats:

    <snip>
    I think Wizard might be a better choice than Fighter, actually.

    1 Wizard gives a feat, more SP, Magical Training (frees up 3 AP's in AA), ability to cast Shield/Nightshield and Protection from Evil (can extend them all for 10 min buffs), handy 1 AP Invis SLA for heroics. And Grease. Can't forget Grease.

    Lose out on Heavy Armor and Tower Shield (neither of which you'd use on this build), and possible access to Haste boost from Kensei (which you don't have the AP's for anyways).

    Leveling order would be slightly different, take the wizard level at 10 instead of 9 so that you can still take IC: Ranged at level 9 (1 rogue/1 Wizard/7 Ranger is only 7 BAB). Skill points work out the same.

    I've been thinking a fair bit about the positives of the 1 Wiz splash on builds ever since Deep Gnome came out, seems to be all around better than 1 Fighter, so long as the build is using at least 1 Metamagic Feat and isn't depending on Fighter for Tower Shield, Heavy Armor or Haste Boost.
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  6. #6
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by vraelliott View Post
    1 Wizard gives a feat, more SP, Magical Training (frees up 3 AP's in AA), ability to cast Shield/Nightshield and Protection from Evil (can extend them all for 10 min buffs), handy 1 AP Invis SLA for heroics.
    It's also unlocks the Spellcraft skill so you can max ranks in that for +12 Spellpower with imbues. It's not a bad alternative, but:

    • Since you need to spend 31 APs into AA for Shadow Arrows anyway, freeing 3 APs by dropping EotW is only helpful if there's something else from AA you really want instead. [I might actually consider it more useful to a Tempest.]
    • Wiz splash restricts you to metamagic feats which aren't Emp Heal: probably Quicken or Extend.
    • You already get Invis from Shadow DM; you can UMD Shield or Prot from Evil.
    • APs are pretty tight on this build; what would you drop to take AM SLA instead?

    And Grease. Can't forget Grease.
    The ultimate party buff!

    Another option if you don't need the extra feat from ftr or wiz is barb 1 for +10% run speed.
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  7. #7
    Community Member Hazelnut's Avatar
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    Quote Originally Posted by Vulkoorex View Post
    How is the Deepwood Trapmonkey? Good DPS, survivability, and trapping?
    I've been messing with variations on the DWS Ranger/rogue trapper since before the ranger pass. Since the ranger pass it is pretty good in heroics. I haven't taken it into epics yet. For maximum DPS you need enough levels in the rogue mechanic tree to get level 5 enhancements and switch from longbow to great crossbow for maximum ranged DPS.
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  8. #8
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    Quote Originally Posted by unbongwah View Post
    It's also unlocks the Spellcraft skill so you can max ranks in that for +12 Spellpower with imbues. It's not a bad alternative, but:

    • Since you need to spend 31 APs into AA for Shadow Arrows anyway, freeing 3 APs by dropping EotW is only helpful if there's something else from AA you really want instead. [I might actually consider it more useful to a Tempest.]
    • Wiz splash restricts you to metamagic feats which aren't Emp Heal: probably Quicken or Extend.
    • You already get Invis from Shadow DM; you can UMD Shield or Prot from Evil.
    • APs are pretty tight on this build; what would you drop to take AM SLA instead?


    The ultimate party buff!

    Another option if you don't need the extra feat from ftr or wiz is barb 1 for +10% run speed.
    All good points.
    • I haven't played an AA in a long time, so I don't know if it'd actually be helpful to pick up other stuff in the tree. I wasn't meaning to say you'd have 3 free AP's, just 3 AP's to spend elsewhere in AA.
    • Since Ellis' build called for extend anyways I figured that would be a non-issue.
    • Somehow didn't know about invis from Shadow DM - have never Dragon-Marked a character except for way back in the day when I made a Tank with the Sentinel DM's and Chimera's Crown + Fang. And while you can UMD stuff it's a lot easier and faster to be able to cast the spells.
    • I was just meaning for the Invis during heroics. Pretty useful for quests like Diplomatic Imunity, Framework, etc. I figured it could be picked up temporarily then swapped out. Could be relevant for other Races, or people who chose to not go for DM's.


    Getting enough skill points to put full ranks into Spellcraft would be rough unless you took the wiz level much earlier.

    If you were just looking for a heroic leveling build then I bet 1 Barb would trump the /1 Fighter and /1 Wiz. 10% faster movement is almost 10% faster completion time in some quests.
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  9. #9
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    Quote Originally Posted by Hazelnut View Post
    I've been messing with variations on the DWS Ranger/rogue trapper since before the ranger pass. Since the ranger pass it is pretty good in heroics. I haven't taken it into epics yet. For maximum DPS you need enough levels in the rogue mechanic tree to get level 5 enhancements and switch from longbow to great crossbow for maximum ranged DPS.
    So a 5 rogue / 15 ranger split?

  10. #10
    Community Member Enderoc's Avatar
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    I had a 1 rg/19 rng that could pick or disable anything without gear going harper agent and intelligence based. Probably the most survivable character in game I think. To make him even more so I think I would add in a level of Cleric for spellcraft and heavy armor.

  11. #11
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    I've been thinking about a Drow variant here, what with the thing about still not being at 1750 favor on all servers (though multiple times on others... should take them all to 2000 for the TP rewards, sure...)

    The "extra" level being Wizard would make sense to me in that case.

    Quote Originally Posted by unbongwah View Post
    It's also unlocks the Spellcraft skill so you can max ranks in that for +12 Spellpower with imbues. It's not a bad alternative, but:

    • Since you need to spend 31 APs into AA for Shadow Arrows anyway, freeing 3 APs by dropping EotW is only helpful if there's something else from AA you really want instead. [I might actually consider it more useful to a Tempest.]
    • Wiz splash restricts you to metamagic feats which aren't Emp Heal: probably Quicken or Extend.
    • You already get Invis from Shadow DM; you can UMD Shield or Prot from Evil.
    • APs are pretty tight on this build; what would you drop to take AM SLA instead?
    In case of drow, the dragonmark feat slot is free too, so taking, say, Dodge there isn't a problem. There's things to take from AA even without EotW, anyway, what with all those "side effect" +[w] the fancy attacks have and all, even if the "primary" things in them aren't necessarily all that relevant later on.

    The Archmage points can come out of racial since we can't get any dragonmarks opened no matter how much we spend there on drow. Oh and I'm taking the Skill Boost from DWS too.

    I'm thinking like, Dodge at 6, Wizard level at 10 taking Extend, Empower Healing at 12, Quicken at 15 and... well... I guess either WF Ranged, Mobility or a melee Imp Crit feat at 18... suggestions?



    (Oh, yes, from the original question there are a lot of those more exotic choices possible too...)
    Quote Originally Posted by Hazelnut View Post
    I've been messing with variations on the DWS Ranger/rogue trapper since before the ranger pass. Since the ranger pass it is pretty good in heroics. I haven't taken it into epics yet. For maximum DPS you need enough levels in the rogue mechanic tree to get level 5 enhancements and switch from longbow to great crossbow for maximum ranged DPS.
    I played and TR'd a DWS rogue/ranger trapper back before the ranger pass and I thought it was "pretty good" already back before the mechanic and ranger passes, and it should've gotten even better now.
    There's all kinds of fun you can have with caster splashes there, too... including Artificer. (12 ranger / 8 artificer anyone? 12 ranger / 4-6 arti / 4-2 rogue?)
    Last edited by mna; 06-11-2016 at 05:54 PM.
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  12. #12
    Build Constructionist unbongwah's Avatar
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    At this point, you can get enough Dodge bonuses just from gear that I would only take Dodge if I also planned to take Mobility; and I would only plan to take both if I planned to max out the Imp Dodge+Mobility enhancements in Kensei or Tempest - you want the extra Dodge cap as much as extra MDB, IMO.

    Fortunately, that's doable even on a ranged build on a 18/1/1 split: e.g., 13 AP Tempest (max Imp Mobility), 31 APs DWS (Mark of the Hunted), 36 APs AA (Shadow Arrows + T5s) - or reverse DWS & AA spread.
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  13. #13
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    I've been running a Deep Gnome Archer 13/6/1 Rogue/Ranger/Wizard for PLs and found the roguish archer a fun mix My Gnome Archer went Int based, for max KtA and skills. Took insightful reflexes and went deep into Harper tree getting all the ranged power, Int and +20 heal amp. It felt solid but not sure I will go that way.

    Some thought I've had for a darker sneaky rouge archer:

    How about going Shadar-kai? No con hit. If you want to go into the tree, you have guile adding to your SA damage, Shadow Jaunt, Keen senses, maybe gloom stalker for vulnerability and blindness? Flavor: Chain attack with dex based knock down and good way to slay them annoying bats.

    Maybe a 12/7/1 Ranger/Rouge/Barb. 7 rouge gets you another 4d6 SA. Barb for run speed.

    Shadowdancer? MORE SA die, Executioner shot, ddoor, less threat, dex
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  14. #14
    Community Member Brattyone's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    Not having to worry about the capstone frees up 10 AP from the arcane archer tree. This puts elven displacement within reach, so may as well go for it. 18 ranger levels is pretty much still a given, leaving one level to play with. I think fighter makes the most sense for the extra feat, opening up room to take extend for displacement. Speaking of feats, I ended up offering a choice for three feats.
    Just another option for that one extra level. Why not go 1 level of barb to get that extra run speed. As a ranger....you're going to be kiting and I can't tell you how many Rangers I've seen die because they were slower while kiting backwards and the mobs were able to catch them. Anyway...just another option for you.
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    Community Member Enderoc's Avatar
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    1 rogue, 1 wizard, 18 Ranger using harper tree for intelligence to damage and maximizing spellcraft for elemental/force arrow imbues is far superior than taking a fighter level simply for a feat in my opinion.

    In fact you can take Quicken or Maximize for the extra wizard feat anyway.

  16. #16
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Enderoc View Post
    1 rogue, 1 wizard, 18 Ranger using harper tree for intelligence to damage and maximizing spellcraft for elemental/force arrow imbues is far superior than taking a fighter level simply for a feat in my opinion.
    The drawback to going INT-based is you need to spend 12 APs in Harper for T3 Strategic Combat, meaning you only have the APs for 31 / 37 split into AA & DWS, which means either shortchanging your tier-5s (all of which are good) or dropping, say, Mark of the Hunted. So if I'm not doing a flavor build like, say, DMed elf, I would rather do STR or DEX primary, INT secondary, with 1-3 AP human / 7 Harper (KtA) / 31 AA / 39-41 DWS (full T5s); or reverse AA & DWS.
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  17. #17
    Community Member Enderoc's Avatar
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    When spending those apps that increase both ranged and spell power, hp etc, is that really a drawback? Especially when trapping skills, skill points are being considered. Talking maxed spellcraft,UMD, and Disable Device... That's 6 skill points right there to max them. Add in open locks that's 8. Heal, search, and spot another 3 for 11.That's without any other skills like concentration, hide, move silently , and to a lesser degree jump.

    For a trapper split you almost always want to go Harper IMO.
    Last edited by Enderoc; 09-12-2016 at 10:38 AM.

  18. #18
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Enderoc View Post
    When spending those apps that increase both ranged and spell power, hp etc, is that really a drawback?
    As my math teachers used to say, "Show your work." You're the one asserting that INT-based rgr is "far superior;" prove it.
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    Noob question incoming: can someone elaborate on the value of the dragonmark in this build? I simply haven't played enough DDO to understand the heavy investment.

    It looks like one feat (maybe 2 if extend is really there for the greater dragonmark) and 12 APs are going into getting Displacement a couple of times per day. Is short-term Displacement just that good? Are the least and lesser dragonmarks useful? (I take it that they're not, but maybe I'm just missing something.)

    I'm trying to understand the tao of this build Thanks!

  20. #20
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    Quote Originally Posted by Epistolary View Post
    Noob question incoming: can someone elaborate on the value of the dragonmark in this build? I simply haven't played enough DDO to understand the heavy investment.

    It looks like one feat (maybe 2 if extend is really there for the greater dragonmark) and 12 APs are going into getting Displacement a couple of times per day. Is short-term Displacement just that good?
    http://ddowiki.com/page/Displacement

    50% concealment is a huge bonus to your miss chance. If you can't cast the spell yourself, you have a few other options: elf Dragonmark, Displacement scrolls via UMD (no-fail Displacement scrolls req's UMD 27 which takes a while to reach), greensteel items with Displacement clickies (not a realistic option for a first-lifer).
    Are the least and lesser dragonmarks useful? (I take it that they're not, but maybe I'm just missing something.)
    Invisibility is nice for stealthing, of course. Shadow Walk can be situationally useful for zerging past mobs you want to avoid, although Dungeon Alert can make that a PITA if you're careless.
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