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View Full Version : Despite the Loss- I would like feedback on my "new" build



efreet5
08-01-2007, 09:28 PM
I made this build as I tend to zerg through quests for loot. The build is focused around healing itself so there is little or no need for a cleric to assist with healing. This is a 32pt build and the focus on high sp is for the many times ill be healing myself with curemod (20sp/cast). I'll be wearing adherant's pendant so besides the +50% to my heals from enhancements I'll also get an additional 50%. When the cap rises I'll also get access to cure serious wounds. Don't pay too much attention to the order of the enhancements as I really didn't care too much in the planner I never plan those out :D
Suggestions would be appreciated.



Character Plan by DDO Character Planner Version 2.70
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 14 Lawful Good Halfling Female
(1 Paladin \ 12 Ranger \ 1 Cleric)
Hit Points: 194
Spell Points: 537
BAB: 13\13\18\23
Fortitude: 16
Reflex: 18
Will: 10

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 14)
Strength 14 18
Dexterity 16 20
Constitution 14 14
Intelligence 12 12
Wisdom 14 15
Charisma 8 8

Tomes Used
+1 Tome of Strength used at level 1
+1 Tome of Wisdom used at level 1

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 14)
Balance 4 13
Bluff -1 -1
Concentration 6 19
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 1
Heal 6 19
Hide 7 22
Intimidate -1 -1
Jump 6 11
Listen 2 4
Move Silently 7 22
Open Lock n/a n/a
Perform n/a n/a
Repair 1 1
Search 1 1
Spot 6 12
Swim 4 14
Tumble n/a 6
Use Magic Device n/a n/a

Level 1 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Giant
Feat: (Selected) Toughness

Level 2 (Ranger)
Enhancement: Ranger Sprint Boost I
Enhancement: Halfling Luck I
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Defense I
Enhancement: Ranger Devotion I
Enhancement: Ranger Dexterity I

Level 3 (Cleric)
Feat: (Selected) Mental Toughness
Enhancement: Halfling Dexterity I
Enhancement: Halfling Cunning I
Enhancement: Cleric Life Magic I

Level 4 (Ranger)
Enhancement: Ranger Favored Resistance I

Level 5 (Ranger)

Level 6 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Selected) Toughness
Enhancement: Ranger Devotion II
Enhancement: Ranger Energy of the Wild I

Level 7 (Ranger)
Enhancement: Halfling Luck II
Enhancement: Ranger Favored Attack I
Enhancement: Ranger Favored Damage II
Enhancement: Ranger Dexterity II

Level 8 (Ranger)
Enhancement: Halfling Dexterity II
Enhancement: Ranger Favored Defense II

Level 9 (Ranger)
Feat: (Selected) Improved Critical: Piercing Weapons
Enhancement: Halfling Luck III

Level 10 (Ranger)
Enhancement: Ranger Devotion III
Enhancement: Ranger Energy of the Wild II

Level 11 (Ranger)

Level 12 (Ranger)
Feat: (Selected) Improved Mental Toughness
Enhancement: Ranger Favored Resistance II
Enhancement: Ranger Devotion IV

Level 13 (Paladin)

Level 14 (Ranger)
Enhancement: Ranger Favored Attack II
Enhancement: Ranger Favored Damage III
Enhancement: Ranger Energy of the Wild III

Gol
08-01-2007, 11:06 PM
I made this build as I tend to zerg through quests for loot. The build is focused around healing itself so there is little or no need for a cleric to assist with healing. This is a 32pt build and the focus on high sp is for the many times ill be healing myself with curemod (20sp/cast). I'll be wearing adherant's pendant so besides the +50% to my heals from enhancements I'll also get an additional 50%. When the cap rises I'll also get access to cure serious wounds. Don't pay too much attention to the order of the enhancements as I really didn't care too much in the planner I never plan those out :D
Suggestions would be appreciated.
Cleric level doesn't do anything for you, and your 20 SP Cure Mod will still only cap out around 65 hp, compared to the Clerics 280 point Heal for 35 SP. Don't trick yourself into thinking this build is a substitute for a Cleric. It's a "save the cleric if he goes incap" build with ineffective primary healing.

Tavok
08-01-2007, 11:15 PM
Why 12 Intel? I think you might be far better off putting those 4 points into Cha, then dropping wis to 12 and bringing cha up to 14. Then take one level of sorc for the mana, and 2 levels of paladin for saves. This would put your mana way higher than a clerics, and would give you access to arcane wands, and cool things like shield spell.

So you would end up 11/2/1 rng/pal/sorc

Jaysensen
08-02-2007, 12:29 AM
Actually I find that the best way to Zerg through quests is via extreme defense and selective offensive bursts.

Uberhigh AC via CE and top end gear, and strong saves. I find that Cure is best via a wand, and that potions, wand, spell are chained to recover HP quickly. Self healing via SP is good in theory but bad in practice.


That being said, maybe you should roll a Sorc. They zerg very effectively. If you really want a Ranger, build a Ranger/Pally/Rogue variant. Or Ranger/Pally/Monk if you can wait.

efreet5
08-02-2007, 02:41 PM
The cleric lvl gives me more sp and 60pt heals are more than enough as ill cast them often. The sorc lvl would work but I can't get a good cha item in my equipment as I have gear set aside for the toon already and several raid items I already plan to acquire. Besides, the clr lvl gives me another 10% to my heals, which aren't super effective, but they should more than cover me. As far as AC is concerned I'll have a 47 standing and 49 against favored enemies, not uber but decent.

As for the 2 pal lvls, I just couldn't find any reason to go that route as my saves are already all above 20 with my equipment that I have set aside and with gh from my girds. On most spells that means I can only fail on a 1 anyway so there's no point in going for overkill. Also, shield is okay, but clickies can cover me and night shield already can take care of my mm immunities.

Basically what I wanted to know is if there was any way I could optimize my self healing while still being primarily ranger (I like making rangers since no one likes us in their groups as they'd rather have a "tank" :p ).

I've thought of going with the ranger/rog split and using heal scrolls to heal myself, but I already have a 12/2 pal/rog which does this and I didn't want a ranger copy lol. I might just end up scrapping the build anyway for my wf pal build. The comments have gotten me thinking thx for your replies any more advice is welcome, even if it's, "scrap your pos build" :D

sigtrent
08-02-2007, 06:48 PM
I could be mistaken but I don't think you can take cleric life magic and ranger devotion. So far as I know all the healing spell enhancing lines are in the same category.

Bard/Sorc/Ranger is probably more SP total (depending on charisma more however), but I think the cleric pally is a better addition overall.

efreet5
08-03-2007, 12:13 AM
I can take the cleric enhancement because it isn't just "devotion," it also affects negative energy spells, so I am able to take it as well :D

Jaysensen
08-03-2007, 04:41 PM
Basically what I wanted to know is if there was any way I could optimize my self healing while still being primarily ranger (I like making rangers since no one likes us in their groups as they'd rather have a "tank" :p ).


I was trying to this concept to work. But I found that its just isnt efficient.

You basically need a Torc for the concept to work. You also need to be a Dwarf for the HP buffer. Wyrmbiter (Dorf) had a Torc, and we were discussing it theorywise. Soulkizu (Drow) just got one, and we were talking about how its a bad item on most Ranger, and why he almost never uses it. So I cancelled my own quest for one.

If your gear without buffs saves are in the 20s thats fine. I find that Beholder saves are generally what is important. If you eat a dispel to the face and your Fort Save goes to 12 you are screwed.

Tavok
08-03-2007, 11:40 PM
The cleric lvl gives me more sp and 60pt heals are more than enough as ill cast them often. The sorc lvl would work but I can't get a good cha item in my equipment as I have gear set aside for the toon already and several raid items I already plan to acquire. Besides, the clr lvl gives me another 10% to my heals, which aren't super effective, but they should more than cover me. As far as AC is concerned I'll have a 47 standing and 49 against favored enemies, not uber but decent.

As for the 2 pal lvls, I just couldn't find any reason to go that route as my saves are already all above 20 with my equipment that I have set aside and with gh from my girds. On most spells that means I can only fail on a 1 anyway so there's no point in going for overkill. Also, shield is okay, but clickies can cover me and night shield already can take care of my mm immunities.

The cleric level doesn't give you more SP than a level of sorcerer would, and plus, sorcerer would give you 1/14th more SP from your Power Item (not big, but an increase non the less). You can always change gear around (I do quite often), and this would be the case where I would look for an opening where you could put a CHA item (if you have a spot reserved for FF, thats always swapable). The Cleric Enhancement doesn't stack with your ranger enhancement, so you are not getting 10% to your heals that you won't from your ranger enhancements. And I'm not sure what you mean by saying 60 point heals are more than enough. First, you really don't know if you will be healing for 60 points of damage, and second, one level of cleric only does not give you access to higher healing abilities that you wouldn't get as a ranger.

2 Paladin Level - Your saves can never be too high. Plus, you can't always guarentee you will have GH on all the time. The justification for all this - theres no real benefit from level 12 ranger.

Tavok
08-03-2007, 11:41 PM
I can take the cleric enhancement because it isn't just "devotion," it also affects negative energy spells, so I am able to take it as well :D

Then it doesn't stack as far as healing concerned, its still 10% to healing and 10% to negative spells even if you took the ranger line of enhancements.