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Abragabri
11-06-2009, 07:14 AM
Here is my build up to lvl 10. Any advice?? please say :D
thanks!!



Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

illuminad
Level 10 Lawful Good Elf Male
(10 Ranger)
Hit Points: 122
Spell Points: 124
BAB: 10\10\15\20
Fortitude: 6
Reflex: 12
Will: 4

Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 10) (Level 10)
Strength 18 20 20
Dexterity 16 16 20
Constitution 8 8 8
Intelligence 8 8 8
Wisdom 12 12 12
Charisma 8 8 8

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 10) (Level 10)
Balance 3 5 5
Bluff -1 -1 -1
Concentration -1 -1 -1
Diplomacy -1 -1 -1
Disable Device n/a n/a n/a
Haggle -1 -1 -1
Heal 1 1 1
Hide 7 15 15
Intimidate -1 -1 -1
Jump 8 14 14
Listen 1 1 3
Move Silently 7 14 14
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair -1 -1 -1
Search 3 12 15
Spot 5 14 18
Swim 4 5 5
Tumble n/a n/a n/a
Use Magic Device n/a 4.5 4.5

Level 1 (Ranger)
Skill: Hide (+4)
Skill: Jump (+4)
Skill: Move Silently (+4)
Skill: Search (+4)
Skill: Spot (+4)
Feat: (Selected) Dodge
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Automatic) Attack
Feat: (Automatic) Bow Strength
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Feat: (Automatic) Wild Empathy
Enhancement: Ranger Energy Resistence Boost I
Enhancement: Ranger Skill Boost I
Enhancement: Aerenal Elf Melee Damage I


Level 2 (Ranger)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting
Enhancement: Ranger Spot I
Enhancement: Ranger Dexterity I


Level 3 (Ranger)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Mobility
Feat: (Automatic) Diehard
Enhancement: Elven Dexterity I
Enhancement: Elven Keen Eyes I
Enhancement: Ranger Swamp Lore I
Enhancement: Ranger Desert Lore I


Level 4 (Ranger)
Ability Raise: STR
Skill: Hide (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (1): Camouflage
Spell (1): Jump
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Resist Energy
Spell (1): Summon Nature's Ally I
Spell (1): Tumble
Enhancement: Aerenal Elf Melee Attack I
Enhancement: Ranger Energy of the Wild I


Level 5 (Ranger)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Favored Enemy) Favored Enemy: Giant
Enhancement: Ranger Search I


Level 6 (Ranger)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spring Attack
Feat: (Automatic) Improved Two Weapon Fighting
Feat: (Automatic) Manyshot
Enhancement: Ranger Tempest I
Enhancement: Ranger Dexterity II


Level 7 (Ranger)
Skill: Jump (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Improved Wild Empathy
Enhancement: Aerenal Elf Melee Damage II


Level 8 (Ranger)
Ability Raise: STR
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Spell (2): Barkskin
Spell (2): Bear's Endurance
Spell (2): Cat's Grace
Spell (2): Cure Light Wounds
Spell (2): Hold Animal
Spell (2): Mass Camouflage
Spell (2): Owl's Wisdom
Spell (2): Protection From Energy
Spell (2): Snare
Spell (2): Spike Growth
Spell (2): Summon Nature's Ally II
Enhancement: Elven Dexterity II


Level 9 (Ranger)
Skill: Jump (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness
Feat: (Automatic) Evasion
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II


Level 10 (Ranger)
Skill: Hide (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Elemental
Enhancement: Aerenal Elf Melee Attack II

Visty
11-06-2009, 07:16 AM
at least 4 con too few, get str to 16, thats enough, and start beeing less squishy

Freeman
11-06-2009, 07:17 AM
Here's the short version: Raise your Con. Starting with an 8 is a bad move for a primarily melee character. Take Improved Crit at level 9.(You can take Toughness at level 12)

Edit: Oh, and I'd take something else for Favored Enemy at 10, perhaps Evil Outsider.

Abragabri
11-06-2009, 07:34 AM
SKILL
i'm focusing mainly in SPOT
then Hide, Move Silently, Search and Jump, for last Use Magic Device (see DOUBT part :D)
Balance not because I get Diehard for free



ENHANCEMENTS
damage (atack) and dextery mainly in the beggining (aerenal elf / ranger (and elf) dextery I and II)
then a bit of skill like Ranger spot and/or Ranger search and Resists (acid and fire)
Finally in lvl 9 I can get Racial Toughness I and II.



FEATS
The main is Tempest (so, Dodge(1), Mobility(3) and Spring Attack(6))
then Toughness
then Power Attack


ABILITYS

How about my CON ????? :(



DOUBT

that spells should I take?

lvl4: Rams Might

lvl6: Rams Might
which here????? (was thinking about Longstrider or Camouflage, because Resist Energy the Clerics have)

lvl8: Barkskin

lvl10: Barkskin
which here????? (was thinking about Bear's Endurance or Cure Light Wounds, bear's because my fail HP)


another doubt, how many points in Use Magic Device should I have??? how many points to use Cure Moderate or Cure Serious Wounds wands??

thanks a lot guys

Dawnsfire
11-06-2009, 07:41 AM
Here is my build up to lvl 10. Any advice?? please say :D
thanks!!

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I'd try Aranticus' build here (http://forums.ddo.com/showpost.php?p=1718360&postcount=7). It seems a pretty good build. I do have to agree that Con needs to be at least 12 with 14 prefered.

Abragabri
11-06-2009, 07:53 AM
I'd try Aranticus' build here (http://forums.ddo.com/showpost.php?p=1718360&postcount=7). It seems a pretty good build. I do have to agree that Con needs to be at least 12 with 14 prefered.

14 dex?? nooooo, at least 16, so I can improve it to 20, without equipment.

the main idea was always the following: either Dex or Con. If you have enough Dex will not need both Con, because it will not take much damage. The problem is even survive the casters :(

Abragabri
11-06-2009, 07:55 AM
whats better?


Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

illuminad
Level 10 Lawful Good Elf Male
(10 Ranger)
Hit Points: 132
Spell Points: 124
BAB: 10\10\15\20
Fortitude: 7
Reflex: 12
Will: 4

Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 10) (Level 10)
Strength 17 19 19
Dexterity 16 16 20
Constitution 11 11 11
Intelligence 8 8 8
Wisdom 12 12 12
Charisma 8 8 8

Level 1 (Ranger)
Enhancement: Ranger Energy Resistence Boost I
Enhancement: Ranger Skill Boost I
Enhancement: Aerenal Elf Melee Damage I


Level 2 (Ranger)
Enhancement: Ranger Spot I
Enhancement: Ranger Dexterity I


Level 3 (Ranger)
Enhancement: Elven Dexterity I
Enhancement: Elven Keen Eyes I
Enhancement: Ranger Swamp Lore I
Enhancement: Ranger Desert Lore I


Level 4 (Ranger)
Ability Raise: STR
Enhancement: Aerenal Elf Melee Attack I
Enhancement: Ranger Energy of the Wild I


Level 5 (Ranger)
Enhancement: Ranger Search I


Level 6 (Ranger)
Enhancement: Ranger Tempest I
Enhancement: Ranger Dexterity II


Level 7 (Ranger)
Enhancement: Aerenal Elf Melee Damage II


Level 8 (Ranger)
Ability Raise: STR
Enhancement: Elven Dexterity II


Level 9 (Ranger)
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II


Level 10 (Ranger)
Enhancement: Aerenal Elf Melee Attack II







or





Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

illuminad
Level 10 Lawful Good Elf Male
(10 Ranger)
Hit Points: 142
Spell Points: 124
BAB: 10\10\15\20
Fortitude: 8
Reflex: 12
Will: 4

Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 10) (Level 10)
Strength 16 18 18
Dexterity 16 16 20
Constitution 13 13 13
Intelligence 8 8 8
Wisdom 12 12 12
Charisma 8 8 8

Level 1 (Ranger)
Enhancement: Ranger Energy Resistence Boost I
Enhancement: Ranger Skill Boost I
Enhancement: Aerenal Elf Melee Damage I


Level 2 (Ranger)
Enhancement: Ranger Spot I
Enhancement: Ranger Dexterity I


Level 3 (Ranger)
Enhancement: Elven Dexterity I
Enhancement: Elven Keen Eyes I
Enhancement: Ranger Swamp Lore I
Enhancement: Ranger Desert Lore I


Level 4 (Ranger)
Ability Raise: STR
Enhancement: Aerenal Elf Melee Attack I
Enhancement: Ranger Energy of the Wild I


Level 5 (Ranger)
Enhancement: Ranger Search I


Level 6 (Ranger)
Enhancement: Ranger Tempest I
Enhancement: Ranger Dexterity II


Level 7 (Ranger)
Enhancement: Aerenal Elf Melee Damage II


Level 8 (Ranger)
Ability Raise: STR
Enhancement: Elven Dexterity II


Level 9 (Ranger)
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II


Level 10 (Ranger)
Enhancement: Aerenal Elf Melee Attack II







Guys, really, 16 str is not WEAK?????

Visty
11-06-2009, 08:02 AM
14 dex?? nooooo, at least 16, so I can improve it to 20, without equipment.

the main idea was always the following: either Dex or Con. If you have enough Dex will not need both Con, because it will not take much damage. The problem is even survive the casters :(

that main idea doesnt apply in ddo, it might in pnp but not here

if you have to choose between those 2 builds, go with the 2nd

16str is totally viable, its just 1 less dmg and tohit compared to a str18 but frees up 6 buildpoints
you can also still lower your dex to 14 or 15 to get your con up abit more, 13 is doable as melee but not THAT great

Noctus
11-06-2009, 08:58 AM
If you have enough Dex will not need both Con, because it will not take much damage. The problem is even survive the casters :(

Simply not true. Your idea is based on a wrong assumption of combat in DDO.

CON 12 is the bare minimum of CON you can start any character with. And melees should have even more. If you go lower because you think DEX will even come close to adding much survivability to your character, you will die a lot of unnecessary deaths.


I have seem much too many new players who reach the mid-levels a first time (8-15) and then finding combat in DDO incredibly difficult, being unable to grasp how they get 2-shotted in every other combat.
This is especially annoying on my healers. They enter combat -full. Suddenly they are at half-time. I click on their name, wanting to drop them some healing, and in the process of casting the spell they get hit a 2nd time, and are dead.
And then you inquire a bit after the 3rd or 4th fight and you realize that they used CON as a dump-stat, "because they have excellent DEX" and wouldnt need it. Usually in combination with not wearing any HP-raising item. And later these guys realize themselfs that another +1 to hit and AC is useless if even the off-tanks have double your HP, and the best healers cant react fast enough, because you go from unharmed to squished bug in a heartbeat.

Abragabri
11-06-2009, 09:13 AM
Char Created!

STR 16
DEX 16
CON 13
INT 8
WIS 12
CHA 8



If you go lower because you think DEX will even come close to adding much survivability to your character, you will die a lot of unnecessary deaths.

This is really true man....

now with the guys posts is clearer to me...


so ... and another things? spells, the Use Magic Device thing?

thanks guys



edit: ohh, had forgotten, I'm thinking about getting a belt +3 CON in the future