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dude_chevy
09-24-2007, 02:56 PM
I just got my 1750 Favor today,finally. Going to start my first 32 point build soon. want to start a ranger, but not sure where to put the stat points.

Are the spells the ranger has worth using and building up wisdom or charisma to be able to use them?

I am considering taking a level of Fighter to get some more feats.

Planning on using pots to heal this time instead of wasting a level on a wiz.

thanks for the advise in advance.

Roby lev 14 barb

Twerpp
09-24-2007, 03:15 PM
I had a buddy who did that and eventually admitted publicly "What TF was I thinking?"
I'm all for challenging builds though and I have seen a GREAT WF ranger on Ghallanda, only one though.
Multiclass could definitely be your friend here, some free feats with fighter levels, maybe even consider pally for the mini pally aura and I believe you can access a +1 to hit with longbow enhancement based on religion.
The WF Ranger I saw was pure classed and had a great backstory on his bio..if I remember his name I'll let you know he was pretty damn good.

RemoJr
09-24-2007, 06:42 PM
do you want a bow focused, TWF focused, or versitile build?

Kalanth
09-25-2007, 08:05 AM
There is a guy named Khegeld on Sarlona, a multiclass WF Ranger that is one of the more impressive characters out there. I don't remember the exact combination but I know there was Ranger / Fighter / Wizard in there.

I hear people say the "What TF was I thinking?" all the time in regards to WF that are not Barbarian / Fighter / Wizard. Currently I have a Rogue 11 / Barbarian 3 and going to be working on a Paladin 3 / Cleric 11 (a reroll of my old WF Cleric 14 who I didn't want to play anymore cause he only had one class).

I would say something along these lines:

Str 12
Dex 16
Con 16
Int 10
Wis 14
Cha 6

Make him dex based (Weapon Finese, maybe some ranged focus) and focus a lot of points into Dex. WF Con would net you a 18, then add a +6 con item and you have 24. That comes out to an extra 98 hp at 14th level, 108 if you count Argonessan favor. 11 levels of Ranger will get you all you need melee and ranged wise (GTWF, Many Shots, etc), so you could add two levels of fighter in there for the feats and one level of wizard so you would not have to rely on Cure wands from the ranger levels.

dude_chevy
09-25-2007, 11:27 AM
From the reading i have been doing, I was thinking of doing this with my stats.

Str 16
dex 14
con 14
int 8
wis 14
cha 6

dont understand what having int higher would do for a ranger.

dont plan to use wild empathy or summon animal, so dont see the reason to raise cha.

have to have 14 wis to be able to use all the spells.

my understanding is that str also effects how much damage you do. does that carry over to bows also?

I might put str at 14 and dex at 16, any comments on that? Do want to use bow more than twf.

Kalanth
09-25-2007, 11:37 AM
Its all about skill points. The most beneficial part would be to take Fighter at 1 so you have access to Repair, then use the int to make sure Repair is maxed out. That way, when you use the shrines, you get more back.

Strength carries over to Composite Bows only, so it can be considered a factor. Shot on the run is very good if you go ranged focused, as that -4 penalty for moving can and will make a difference. Your right on the charisma, and I have only seen one person ever actually focus in that, so good call staying away.

dude_chevy
09-25-2007, 12:32 PM
I was talking to a guy in my guild, he says not to put so much in wis. He says only take a 10 or 12 in wis, put the extra in str. I have read that to use all ranger spells you need a 14 wis or higher. He says to get the extra you need thur a item like a helm.

his stats suggestions are str18, dex14, con14, int8, wiz12, cha6.

a wf ranger would not get the repair skill? I thought wf always got repair.

What skills would yall suggest to bump up at creation?

Kalanth
09-25-2007, 01:32 PM
I was talking to a guy in my guild, he says not to put so much in wis. He says only take a 10 or 12 in wis, put the extra in str. I have read that to use all ranger spells you need a 14 wis or higher. He says to get the extra you need thur a item like a helm.

There is nothing wrong with his suggestion. It can be beneficial to increase the Wisdom to a point where no item is needed just to save a slot for something else, but to each their own.


his stats suggestions are str18, dex14, con14, int8, wiz12, cha6.

I completely disagree with the Str. 16 should be the highest. In many cases it is just a waist of point to max out an atribute. Con could easily be higher because its a racial trait of WF. And lets face it, Ranger HD suck. You could justify 16 Str and 16 Dex with the 14 Con.


a wf ranger would not get the repair skill? I thought wf always got repair.

Skills are based on class, not on race. Fighter and Wizard get the skill (either at lvl 1 is fine), but ranger does not.


What skills would yall suggest to bump up at creation?

Play with them as you want. I like to bump up Jump because it can be fun to get way up their (and reduce falling dmg to a point that feather fall is not needed). Hide and Move Silently are useless (unless you solo the explorer areas a ton) because groups rush all the time. Spot and Search could be usefull for secret doors, but with Rogues or Casters about you wont really need those either.

MrCow
09-25-2007, 02:25 PM
I like to bump up Jump because it can be fun to get way up their (and reduce falling dmg to a point that feather fall is not needed).

Tumble reduces falling damage. Last I checked, Jump did not (and one of the reasons that they fixed the loading screen tips stating jump reduced falling damage when it did no such thing).


Spot and Search could be usefull for secret doors, but with Rogues or Casters about you wont really need those either.

Spot will gain use from the fact that you can't tab target hidden foes in mod 5. Sniping or preparing to hit something is easier when you know where they are.

Kalanth
09-25-2007, 02:49 PM
Tumble reduces falling damage. Last I checked, Jump did not (and one of the reasons that they fixed the loading screen tips stating jump reduced falling damage when it did no such thing).

Excellent point, but I think it was this that I was going on:


Jumping Down: If you intentionally jump from a height, you take less damage than you would if you just fell. The DC to jump down from a height is 15. You do not have to get a running start to jump down, so the DC is not doubled if you do not get a running start.

But as I read Tumble I saw no mention of falling damage (but I could have just missed it). If DDO changed it, however, then I simply stand corrected.



Spot will gain use from the fact that you can't tab target hidden foes in mod 5. Sniping or preparing to hit something is easier when you know where they are.

I completely forgot about this change. Gotta say I am really looking forward to this. :D

Kreaper
09-27-2007, 02:14 PM
Yeah. It's tumble that helps with falling/jumping damage though it doesn't make sense. How could you develop a high jump if you never practiced coming down? lol

Soldarm
10-01-2007, 06:47 AM
I just created a 28pt build with this:

Sts- 16
Dex- 14 +1 tome = 15 starting
Con- 16
Int- 9 +1 tome= 10 starting
Wis- 11 +1 tome= 12 starting
Cha- 6

I was lucky enough to have a couple of tomes which I used straight away.

I am only level two so far but having great fun.

Skills (to pay the bills..lol)

Balance
Spot
Search
Jump
Tumble

Feats:

Mithral body

so far so good..

I did have one question for all Warforged out there..Does Mithral Fluidity stack with Fighter Armoured Agility? because I was thinking of taking a level of fighter for the feat + enhancements so I could get the armour check penalty of mithral body (which is -2 to skills) to zero with the Mithral Fluidity (+1 to skill penalty) and Fighter Armoured Agility (+1 skill penalty) ??

Thanks.

Yaga_Nub
10-01-2007, 09:41 AM
My WF ranger really rocks IMHO. Can't remember the starting stats. I think they were:

STR 15
DEX 18
CON 11
INT 10
WIS 11
CHA 6

I went 13 ranger/1 wiz. I love being able to use 10th level FB wands as well as the wand healing for him and the free extend feat was nice until the new Mod. I might drop it for Eshew Materials instead. Going 1 level of wiz also helped his SP and he currently has 485 with a Power 5 item and Wis 6 helm. When I'm in group I let all the casters know that I will provide the resists and prots and can still throw out some barkskins as well. I'll probably end up going 15 R/5 W or something close to that depending on what DDO does with some of the Ranger class feats.

I didn't take mithral body because I know my DEX would get to the 30s and it's currently 32 with items and tomes. Can't remember what my AC is but it's decent and I wear a fearsome docent which helps as well especially when I'm hitting them with the cursespewers.

I find and/or are given tons of weapons because of the RR WF on them such as a Axiomatic LB of Greater Undead Bane that I got on the AH for 30k GP and a GT LB of Disruption that I got on the AH for 25k PP.

If I didn't have so much fun with my 11R/2P/1Ro guy, I would play him a lot more but he's on the shelf until I'm raid ready for the abbot.

Scalion
10-02-2007, 09:15 PM
I would definately say to only go with 12ish wisdom. A lot of rangers without the -2 base to wisdom still only invest up to 10 or 12.

I personally am a fan of pure class builds if they have spells. A level 14 ranger gets 14 minutes of a buff for the same spell point cost that a 12ranger/2 fighter has for only 12 minutes. Not to mention you get more spell points with more levels.

If you do decide to multiclass I would suggest the most you do is 2 levels of fighter for additional combat feats. Keep in mind that if Superior two weapon fighting is released when the level cap goes up to 16 that you pretty much need to be pure ranger to get it as a class granted feat. (level 15 ranger I think)

I'd suggest you get 14 dex, 16 con, 12 wis 8 int, 6 cha and put whatever is left into strength. Should get you to at least 17. If you found our more about the math behind it you might decide you could get away with 10 wis and get 18 strength but I think that might be pushing the envelope.


BTW Rangers only do ranged damage that competes with melee damage while using their multishot skill and you cannot keep it up all the time. You do get to add your strength bonus to your bow damage as a ranger.

As a ranger you could use repair pots or heal yourself poorly with cure moderate wands. I'm sure the wands would be cheaper but would take quite a bit longer and definately only work between fights.

Kreaper
11-01-2007, 08:19 AM
That's why you heal with both wands and pots. Alternate between them and you can heal twice as fast as the cool downs do not affect each other.

nbhs275
11-05-2007, 10:16 AM
IF your staying pure, figure out what items you have first and what armor you want in endgame.

IF you go mithral body, you can jack the max dex rather high, with mithral fuidity and a daggertooth belt.

10 base
5 body
6 docent
9 dex < 16 base+2 tome +3 enhancment +1 level +6 item>
2 choasguard
5 barkskin
5 protection
_________
41, 45 with 2 lvls of wizard (shield)

Easily into the 50s with raid gear, and thats without a shield equiped.

Dont slack on strength, or there isnt any point in it.
16 str( +2 tome, +6 item +2 level +2 rage)
16 dex (+2 tome +6 item +1 level +3 enhancment)
16 con 6
int 8(even with wizard levels, a +3 item would be enough to cast shield)
wis 12(with the right loot you could hit a 20, which is a great boon to saves)
cha 6

Really nice build with a good mix of abilities. Feats could be

1 Mithral body
3 Mithral fuidity <Take dodge until you have enough dex to need this>
6 Mithral fuidity <Take Toughness until you have enough dex to need this>
7<WIZ> Extend
9 Improved crit(slashing or piercing, depending on if you use kukri/scimitars or rapiers/heavy picks)
12 Improved crit Ranged

Much better then my origanal WF ranger <<OAT>> who basically got scrapped when addy body prevented evasion, and you could not change body types. He was great fun before that, back when ranger and WF hate was rampant!

Enjoy it if you make it.