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bierlip
11-09-2009, 06:19 PM
I'm going to rerol now that 32pt build's are open for purchase.
The whole idea behind this build was having a heavy armored durable duelwielding melee character with high ac and the ability to disarm traps(sneaking not important to me). Found this build on one of the forum's only made some personal changes to it.
This is what i came up with so far:


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

Frank Castle
Level 20 Lawful Good Dwarf Male
(1 Fighter \ 1 Rogue \ 18 Ranger)
Hit Points: 302
Spell Points: 259
BAB: 19\19\24\29\29
Fortitude: 16
Reflex: 18
Will: 8

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 20
Dexterity 16 20
Constitution 14 16
Intelligence 10 14
Wisdom 14 14
Charisma 6 6

Tomes Used
+4 Tome of Intelligence used at level 19

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 13
Bluff -2 -2
Concentration 2 3
Diplomacy -2 -2
Disable Device 4 26
Haggle 2 2
Heal 2 2
Hide 3 5
Intimidate -2 -2
Jump 7 27
Listen 2 2
Move Silently 3 5
Open Lock 7 27
Perform n/a n/a
Repair 0 2
Search 4 31
Spot 2 2
Swim 7 9
Tumble 7 9
Use Magic Device n/a n/a

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Swim (+4)
Skill: Tumble (+4)
Feat: (Selected) Dodge


Level 2 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)


Level 3 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Feat: (Selected) Mobility


Level 4 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)


Level 5 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)


Level 6 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Feat: (Selected) Spring Attack


Level 7 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)


Level 8 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)


Level 9 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Feat: (Selected) Improved Critical: Slashing Weapons


Level 10 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)


Level 11 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)


Level 12 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Feat: (Selected) Toughness


Level 13 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)


Level 14 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)


Level 15 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Feat: (Selected) Power Attack


Level 16 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)


Level 17 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)


Level 18 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Feat: (Selected) Two Weapon Defense


Level 19 (Ranger)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)


Level 20 (Fighter)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Search (+1)
Feat: (Fighter Bonus) Combat Expertise
Enhancement: Rogue Haste Boost I
Enhancement: Ranger Skill Boost I
Enhancement: Ranger Skill Boost II
Enhancement: Ranger Skill Boost III
Enhancement: Ranger Skill Boost IV
Enhancement: Dwarven Armor Mastery I
Enhancement: Dwarven Armor Mastery II
Enhancement: Dwarven Armor Mastery III
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Axe Damage II
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Defense I
Enhancement: Ranger Favored Defense II
Enhancement: Ranger Favored Defense III
Enhancement: Ranger Tempest I
Enhancement: Ranger Tempest II
Enhancement: Ranger Tempest III
Enhancement: Rogue Disable Device I
Enhancement: Ranger Search I
Enhancement: Ranger Search II
Enhancement: Ranger Search III
Enhancement: Ranger Search IV
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II
Enhancement: Ranger Dexterity III
Enhancement: Fighter Toughness I




Tips/tweaks are most welcome.
PS.srry for my bad spelling

Carlll
11-09-2009, 07:23 PM
Going Heavy Armor as a Ranger can help you somewhat on the low levels but at Ranger level 9 you get Evasion which only works unarmored or in Light Armor. So then at the latest you should dump the Heavy Armor.

In the long run, Monk 1 instead of Fighter 1 will give you much higher AC (Wisdom bonus when unarmored).

Rangers are only proficient in Light Armor so if you really want to wear heavy, you would have to splash Fighter early. I wouldnt recommend it though.
If not going Monk, you can lower Wisdom.

You should absolutely raise UMD since you're taking Rogue 1 and it becomes a class skill. It's your most important skill.

Stats and feats look nice. Does TWD qualify for Tempest 3? Well, i suppose it does. If you dont splash Monk you wont have AC, so then i'd take OsTWF instead of TWD. And something else for CE.

bierlip
11-10-2009, 09:01 AM
Going Heavy Armor as a Ranger can help you somewhat on the low levels but at Ranger level 9 you get Evasion which only works unarmored or in Light Armor. So then at the latest you should dump the Heavy Armor.

In the long run, Monk 1 instead of Fighter 1 will give you much higher AC (Wisdom bonus when unarmored).

Rangers are only proficient in Light Armor so if you really want to wear heavy, you would have to splash Fighter early. I wouldnt recommend it though.
If not going Monk, you can lower Wisdom.

You should absolutely raise UMD since you're taking Rogue 1 and it becomes a class skill. It's your most important skill.

Stats and feats look nice. Does TWD qualify for Tempest 3? Well, i suppose it does. If you dont splash Monk you wont have AC, so then i'd take OsTWF instead of TWD. And something else for CE.

Thank alot for your help, my expirience in end game is limited i only reached lvl 11 so far.
I will follow your advice and take a monk lvl instead of fighter.
I have a few questions about umd tho :

Is umd that important?

Wil my low CHA make umd effective at endgame?

I will have to raise my starting int to 12 if i want to keep umd up without losing my trapsmith skills, or schould i keep the stats and lose openlock?

Like you may have notised i picked a +4 tome at lvl 19, at what lvl are they available ? and are they insanely expensive?

tihocan
11-10-2009, 09:17 AM
If you want high AC the best option is by far to go the finesse route (so maxing out Dex) with a monk splash, and good wisdom.
Yes, UMD is that important. You want to be able to heal yourself through heal scrolls. Low Cha is ok.
Don't count on +4 tomes.
Note that in your OP your spot is very low, so you will not be able to know there is a trap until you step into it ;)

bierlip
11-10-2009, 09:22 AM
If you want high AC the best option is by far to go the finesse route (so maxing out Dex) with a monk splash, and good wisdom.
Yes, UMD is that important. You want to be able to heal yourself through heal scrolls. Low Cha is ok.
Don't count on +4 tomes.
Note that in your OP your spot is very low, so you will not be able to know there is a trap until you step into it ;)

So change to elf for finesse build ?
When you run a guest for the second time u would know where the traps are

tihocan
11-10-2009, 09:34 AM
So change to elf for finesse build ?
When you run a guest for the second time u would know where the traps are
Halfling even better for the extra +1 AC.
And yes, you can skip spot, just making sure you are aware of the consequences :)

bierlip
11-10-2009, 09:52 AM
Halfling even better for the extra +1 AC.
And yes, you can skip spot, just making sure you are aware of the consequences :)

Thank you for your help, but will i have to wear robes ? i hate robes :(

tihocan
11-10-2009, 11:02 AM
Thank you for your help, but will i have to wear robes ? i hate robes :(
What about outfits?
Otherwise you can run around naked as well. :p

Alternatively, you can give up on the idea of getting really good AC, and just wear light armor. You'll be fine up to mid levels.

Btw if you go with monk you want to take that monk level earlier than L20, because you want the AC boost and CE earlier.

bierlip
11-10-2009, 11:46 AM
What about outfits?
Otherwise you can run around naked as well. :p

Alternatively, you can give up on the idea of getting really good AC, and just wear light armor. You'll be fine up to mid levels.

Btw if you go with monk you want to take that monk level earlier than L20, because you want the AC boost and CE earlier.

Ok,this is what i make of it.


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

Frank Castle
Level 20 Lawful Good Halfling Female
(1 Monk \ 1 Rogue \ 18 Ranger)
Hit Points: 260
Spell Points: 299
BAB: 18\18\23\28\28
Fortitude: 16
Reflex: 24
Will: 11

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 14
Dexterity 16 26
Constitution 14 14
Intelligence 12 13
Wisdom 14 14
Charisma 8 8

Tomes Used
+1 Tome of Intelligence used at level 19

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 12
Bluff -1 2
Concentration 2 2
Diplomacy -1 -1
Disable Device 5 24.5
Haggle 3 3
Heal 2 2
Hide 3 10
Intimidate -1 -1
Jump 6 8
Listen 2 4
Move Silently 3 10
Open Lock 7 30
Perform n/a n/a
Repair 1 1
Search 5 27
Spot 2 2
Swim 6 6
Tumble 7 12
Use Magic Device 3 22

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Swim (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Dodge


Level 2 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 3 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Weapon Finesse


Level 4 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 5 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 6 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Mobility


Level 7 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 8 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 9 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Spring Attack


Level 10 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 11 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 12 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Piercing Weapons


Level 13 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 14 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 15 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness


Level 16 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 17 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 18 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Power Attack


Level 19 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 20 (Monk)
Skill: Disable Device (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Monk Bonus) Combat Expertise
Enhancement: Rogue Haste Boost I
Enhancement: Ranger Skill Boost I
Enhancement: Ranger Skill Boost II
Enhancement: Ranger Skill Boost III
Enhancement: Ranger Skill Boost IV
Enhancement: Halfling Dexterity I
Enhancement: Halfling Dexterity II
Enhancement: Halfling Cunning I
Enhancement: Halfling Cunning II
Enhancement: Halfling Cunning III
Enhancement: Halfling Guile I
Enhancement: Halfling Guile II
Enhancement: Halfling Guile III
Enhancement: Disciple of Puddles
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Ranger Favored Damage III
Enhancement: Ranger Favored Damage IV
Enhancement: Ranger Favored Defense I
Enhancement: Ranger Favored Defense II
Enhancement: Ranger Favored Defense III
Enhancement: Ranger Tempest I
Enhancement: Ranger Tempest II
Enhancement: Ranger Tempest III
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Disable Device I
Enhancement: Ranger Search I
Enhancement: Ranger Search II
Enhancement: Ranger Search III
Enhancement: Ranger Energy of the Wild I
Enhancement: Ranger Energy of the Wild II
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II
Enhancement: Ranger Dexterity III




I wil take the monk lvl sooner, not sure when tho
Was thinking around lvl 8 and taking weapon finesse

tihocan
11-10-2009, 12:12 PM
Looks good. I would take down Str to 12 to bump Dex to 18. You gain +1 AC/to-hit/reflex for just -1 dmg.
Now, just be aware that to keep good AC at highest levels, an AC build is not enough, you'll also have to spend some time getting the right gear.

I don't think there's a "best" time to take the monk level. I would suggest L11, because that's when you'll start to need an AC boost, and it won't delay your access to evasion (that you get at L10).

bierlip
11-10-2009, 12:30 PM
Looks good. I would take down Str to 12 to bump Dex to 18. You gain +1 AC/to-hit/reflex for just -1 dmg.
Now, just be aware that to keep good AC at highest levels, an AC build is not enough, you'll also have to spend some time getting the right gear.

I don't think there's a "best" time to take the monk level. I would suggest L11, because that's when you'll start to need an AC boost, and it won't delay your access to evasion (that you get at L10).


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

Frank Castle
Level 20 Lawful Good Halfling Female
(1 Monk \ 1 Rogue \ 18 Ranger)
Hit Points: 260
Spell Points: 299
BAB: 18\18\23\28\28
Fortitude: 16
Reflex: 25
Will: 11

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 12 13
Dexterity 18 28
Constitution 14 14
Intelligence 12 13
Wisdom 14 14
Charisma 8 8

Tomes Used
+1 Tome of Strength used at level 14
+1 Tome of Intelligence used at level 14

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 8 13
Bluff -1 2
Concentration 2 2
Diplomacy -1 -1
Disable Device 5 25
Haggle 3 3
Heal 2 2
Hide 4 11
Intimidate -1 -1
Jump 5 7
Listen 2 4
Move Silently 4 11
Open Lock 8 31
Perform n/a n/a
Repair 1 1
Search 5 26.5
Spot 2 2
Swim 5 5
Tumble 8 13
Use Magic Device 3 22

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Swim (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Dodge


Level 2 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 3 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Mobility


Level 4 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 5 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 6 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Spring Attack


Level 7 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 8 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 9 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Weapon Finesse


Level 10 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 11 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 12 (Monk)
Skill: Open Lock (+1)
Skill: Search (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Piercing Weapons
Feat: (Monk Bonus) Toughness


Level 13 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 14 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 15 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Combat Expertise


Level 16 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 17 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 18 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Power Attack


Level 19 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 20 (Ranger)
Skill: Disable Device (+2)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Enhancement: Rogue Haste Boost I
Enhancement: Ranger Skill Boost I
Enhancement: Ranger Skill Boost II
Enhancement: Ranger Skill Boost III
Enhancement: Ranger Skill Boost IV
Enhancement: Halfling Dexterity I
Enhancement: Halfling Dexterity II
Enhancement: Halfling Cunning I
Enhancement: Halfling Cunning II
Enhancement: Halfling Cunning III
Enhancement: Halfling Guile I
Enhancement: Halfling Guile II
Enhancement: Halfling Guile III
Enhancement: Disciple of Puddles
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Ranger Favored Damage III
Enhancement: Ranger Favored Damage IV
Enhancement: Ranger Favored Defense I
Enhancement: Ranger Favored Defense II
Enhancement: Ranger Favored Defense III
Enhancement: Ranger Tempest I
Enhancement: Ranger Tempest II
Enhancement: Ranger Tempest III
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Disable Device I
Enhancement: Ranger Search I
Enhancement: Ranger Search II
Enhancement: Ranger Search III
Enhancement: Ranger Energy of the Wild I
Enhancement: Ranger Energy of the Wild II
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II
Enhancement: Ranger Dexterity III

Therigar
11-10-2009, 01:10 PM
Raining at my house. No parade though.

It is a mistake to take CE. Even considering all the best equipment helping you out the AC boost isn't going to be that valuable to you.

I'm assuming you'll take Toughness with your Monk feat -- although I do not see it listed. Also curious about your Ranger Favored Enemies list.

You have entirely too much invested in Open Lock. You should be able to obtain gear that will help you in that area and the DCs are not usually excessive. Failing never breaks anything so you only need enough to succeed every time you roll a 20 with full boosts and buffs.

It is likewise a mistake not to invest at least some into Spot. While I don't really care for Spot as a skill for trap finding it does come in handy in seeing hidden mobs. It is well worth the investment of points to get this to a reasonable level and it is not a cross-class skill. Dropping 8.5 from OL will buy you 17 in Spot.

If you are thinking about using Rogue skills there is no reason your OL should be more than your DD and Search. Put the 3 skill points used in Monk @ L12 into balance instead of OL and Search.

You have 3 key skills that you should keep maxed out and don't set yourself up so that you end on .5 in any of them. The 3 key skills are UMD, DD and Search. After that you want to focus on these skills: Jump and Balance. Depending on play style you want to have these additional skills: Spot, Hide, Move Silently, Swim, Tumble, OL.

I disagree with the advice regarding dumping STR for DEX. You need to consider where you are putting your stat increases as you level along with stat increases from tomes, enhancements and items. You won't be getting any STR increases except from tomes and items. A 13 STR gets you to 22 with a +3 tome and +6 item. While you wait on the +3 tome you hold at 20 STR with a +1 tome (available from the Turbine Store).

A 17 DEX gets you to 36 with 5 stat increases, 2 racial enhancements, 3 class enhancements, +3 tome and +6 item. As with STR you sit on 34 while waiting on the +3 tome by using a +1 from the store.

When you get your 1750 favor you put that tome to work on CON.

The build will be mediocre to passable as a rogue with a 12 INT. Even with items to help out it will have unnecessary difficulty with traps. You are better off dropping WIS to 13 and bumping INT to 13.

Odd numbers smooth out with tomes and items. Again, a +1 tome from the store and a +6 item makes each of these 20. If you find +3 tomes these grow to 22.

When you get to the Vale and Shroud you need to craft an INT skills item to boost Search and DD.

Replace CE with Nimble Fingers or Two Weapon Defense. If you cast spells or use a wand CE goes off. It can't be on when PA is on -- and PA is much more valuable.

In spite of advice to take Halfling for the +1 AC that is trivial. Without excellent raid gear to outfit yourself you are going to be wearing armor. That means the monk level is not going to help you and the size bonus isn't really all that useful.

With all the end-game loot it makes a very attractive build. But for a new player you are better off with what you started with -- a STR based dwarf. The problem with your original build is the points put into WIS. They are not needed at all. Those poinst should have gone into INT.

Again, the observation about odd starting stat numbers holds true. However, racial enhancements will be different with dwarf and putting stat increases into STR will also change some things.

All in all, however, starting a new ranger using the 18/1/1 model and going DEX based with hopes for high AC isn't necessarily a smart thing to do unless you have a lot of gear set aside or the help of a sound guild. The build is gear intensive and low on DPS making it of limited utility in PuGs and hard to get to maximum potential.

bierlip
11-10-2009, 02:29 PM
Raining at my house. No parade though.

It is a mistake to take CE. Even considering all the best equipment helping you out the AC boost isn't going to be that valuable to you.

I'm assuming you'll take Toughness with your Monk feat -- although I do not see it listed. Also curious about your Ranger Favored Enemies list.

You have entirely too much invested in Open Lock. You should be able to obtain gear that will help you in that area and the DCs are not usually excessive. Failing never breaks anything so you only need enough to succeed every time you roll a 20 with full boosts and buffs.

It is likewise a mistake not to invest at least some into Spot. While I don't really care for Spot as a skill for trap finding it does come in handy in seeing hidden mobs. It is well worth the investment of points to get this to a reasonable level and it is not a cross-class skill. Dropping 8.5 from OL will buy you 17 in Spot.

If you are thinking about using Rogue skills there is no reason your OL should be more than your DD and Search. Put the 3 skill points used in Monk @ L12 into balance instead of OL and Search.

You have 3 key skills that you should keep maxed out and don't set yourself up so that you end on .5 in any of them. The 3 key skills are UMD, DD and Search. After that you want to focus on these skills: Jump and Balance. Depending on play style you want to have these additional skills: Spot, Hide, Move Silently, Swim, Tumble, OL.

I disagree with the advice regarding dumping STR for DEX. You need to consider where you are putting your stat increases as you level along with stat increases from tomes, enhancements and items. You won't be getting any STR increases except from tomes and items. A 13 STR gets you to 22 with a +3 tome and +6 item. While you wait on the +3 tome you hold at 20 STR with a +1 tome (available from the Turbine Store).

A 17 DEX gets you to 36 with 5 stat increases, 2 racial enhancements, 3 class enhancements, +3 tome and +6 item. As with STR you sit on 34 while waiting on the +3 tome by using a +1 from the store.

When you get your 1750 favor you put that tome to work on CON.

The build will be mediocre to passable as a rogue with a 12 INT. Even with items to help out it will have unnecessary difficulty with traps. You are better off dropping WIS to 13 and bumping INT to 13.

Odd numbers smooth out with tomes and items. Again, a +1 tome from the store and a +6 item makes each of these 20. If you find +3 tomes these grow to 22.

When you get to the Vale and Shroud you need to craft an INT skills item to boost Search and DD.

Replace CE with Nimble Fingers or Two Weapon Defense. If you cast spells or use a wand CE goes off. It can't be on when PA is on -- and PA is much more valuable.

In spite of advice to take Halfling for the +1 AC that is trivial. Without excellent raid gear to outfit yourself you are going to be wearing armor. That means the monk level is not going to help you and the size bonus isn't really all that useful.

With all the end-game loot it makes a very attractive build. But for a new player you are better off with what you started with -- a STR based dwarf. The problem with your original build is the points put into WIS. They are not needed at all. Those poinst should have gone into INT.

Again, the observation about odd starting stat numbers holds true. However, racial enhancements will be different with dwarf and putting stat increases into STR will also change some things.

All in all, however, starting a new ranger using the 18/1/1 model and going DEX based with hopes for high AC isn't necessarily a smart thing to do unless you have a lot of gear set aside or the help of a sound guild. The build is gear intensive and low on DPS making it of limited utility in PuGs and hard to get to maximum potential.

Will the 2/3 pt's of dd gained by increasing INT help alot?


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

Frank Castle
Level 20 Lawful Good Dwarf Male
(1 Fighter \ 1 Rogue \ 18 Ranger)
Hit Points: 302
Spell Points: 205
BAB: 19\19\24\29\29
Fortitude: 16
Reflex: 18
Will: 6

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 20
Dexterity 16 20
Constitution 14 16
Intelligence 14 14
Wisdom 10 10
Charisma 6 6

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 22
Bluff -2 -2
Concentration 2 3
Diplomacy -2 -2
Disable Device 6 26
Haggle 2 2
Heal 0 0
Hide 3 5
Intimidate -2 -2
Jump 7 27
Listen 0 0
Move Silently 3 5
Open Lock 7 18
Perform n/a n/a
Repair 2 2
Search 6 27
Spot 4 4
Swim 7 9
Tumble 7 9
Use Magic Device 2 21

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Swim (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Dodge


Level 2 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 3 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Mobility


Level 4 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 5 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 6 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Spring Attack


Level 7 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 8 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 9 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Slashing Weapons


Level 10 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 11 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 12 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness


Level 13 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 14 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 15 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Oversized Two Weapon Fighting


Level 16 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 17 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 18 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Two Weapon Defense


Level 19 (Ranger)
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 20 (Fighter)
Skill: Disable Device (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Power Attack
Enhancement: Rogue Haste Boost I
Enhancement: Ranger Skill Boost I
Enhancement: Ranger Skill Boost II
Enhancement: Ranger Skill Boost III
Enhancement: Ranger Skill Boost IV
Enhancement: Dwarven Armor Mastery I
Enhancement: Dwarven Armor Mastery II
Enhancement: Dwarven Armor Mastery III
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Axe Damage II
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Ranger Favored Damage III
Enhancement: Ranger Favored Damage IV
Enhancement: Ranger Favored Defense I
Enhancement: Ranger Favored Defense II
Enhancement: Ranger Favored Defense III
Enhancement: Ranger Tempest I
Enhancement: Ranger Tempest II
Enhancement: Ranger Tempest III
Enhancement: Rogue Disable Device I
Enhancement: Ranger Search I
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II
Enhancement: Ranger Dexterity III
Enhancement: Fighter Toughness I

tihocan
11-10-2009, 02:39 PM
All in all, however, starting a new ranger using the 18/1/1 model and going DEX based with hopes for high AC isn't necessarily a smart thing to do.
I don't agree with all you said above (in paritcular you can do traps just fine with 12 Int), but I do agree with this statement. That's what I meant above by "be aware that to keep good AC at highest levels, an AC build is not enough, you'll also have to spend some time getting the right gear".

Basically, I think the above build is fine if you are serious about investing time to reach good AC at end game. Being a new player is not really an issue, some new players can be quite dedicated :)
But if you're not sure how much you're going to invest into this character, then better forget about AC and go Str-based, ditching the monk level and Combat Expertise.

bierlip
11-10-2009, 02:44 PM
I don't agree with all you said above (in paritcular you can do traps just fine with 12 Int), but I do agree with this statement. That's what I meant above by "be aware that to keep good AC at highest levels, an AC build is not enough, you'll also have to spend some time getting the right gear".

Basically, I think the above build is fine if you are serious about investing time to reach good AC at end game. Being a new player is not really an issue, some new players can be quite dedicated :)
But if you're not sure how much you're going to invest into this character, then better forget about AC and go Str-based, ditching the monk level and Combat Expertise.

THX ALOT for your help guys, i think i'm going to stick with this one.
Its the closest thing that comes to my vision of the class i would love to play.

Carlll
11-10-2009, 04:49 PM
Is umd that important?
It's very useful. It allows you to equip weapons that you normally couldnt (ie restricted to another race) and at high levels with good gear, will allow you to heal yourself and others with Heal scrolls which is MUCH better than with wands. However, this is gear intensive.
You can also UMD Teleport scrolls to get around town instead of having to run and use Fireshield scrolls to reduce incoming Fire or Cold damage to half in dangerous areas... Have to refresh Fireshield pretty often though, so it's not all that convenient - but it can help a lot.


Wil my low CHA make umd effective at endgame?
Yes, you can reach 40 with a starting Char of 6.


I will have to raise my starting int to 12 if i want to keep umd up without losing my trapsmith skills, or schould i keep the stats and lose openlock?
I would lose Open Lock. Put 1 point at first level into it or so - you should be able to open most locks in the game. You may have to wait until you roll a high number, and have good gear for OL. But that's cheap stuff.
And it's not particularly important tbh.


Like you may have notised i picked a +4 tome at lvl 19, at what lvl are they available ? and are they insanely expensive?
You cant buy those because they bind on pick up. They drop in 1 raid, and are very rare.

I wouldnt go the Finesse route. Yes, you'll have higher AC; But you still can get nice AC going strength based and do more damage. A strength based Ranger is more useful in a group (the Finesse guy will get higher AC but wont have aggro...). A Finesse Ranger might be better for soloing because of the higher AC.
They are both ok but for groups the Strength based Ranger is clearly preferable.

bierlip
11-10-2009, 04:59 PM
It's very useful. It allows you to equip weapons that you normally couldnt (ie restricted to another race) and at high levels with good gear, will allow you to heal yourself and others with Heal scrolls which is MUCH better than with wands. However, this is gear intensive.
You can also UMD Teleport scrolls to get around town instead of having to run and use Fireshield scrolls to reduce incoming Fire or Cold damage to half in dangerous areas... Have to refresh Fireshield pretty often though, so it's not all that convenient - but it can help a lot.


Yes, you can reach 40 with a starting Char of 6.


I would lose Open Lock. Put 1 point at first level into it or so - you should be able to open most locks in the game. You may have to wait until you roll a high number, and have good gear for OL. But that's cheap stuff.
And it's not particularly important tbh.


You cant buy those because they bind on pick up. They drop in 1 raid, and are very rare.

I wouldnt go the Finesse route. Yes, you'll have higher AC; But you still can get nice AC going strength based and do more damage. A strength based Ranger is more useful in a group (the Finesse guy will get higher AC but wont have aggro...). A Finesse Ranger might be better for soloing because of the higher AC.
They are both ok but for groups the Strength based Ranger is clearly preferable.

Thanks this clears out alot of things.

Therigar
11-10-2009, 07:10 PM
What a difference 1 skill point makes.

Recall the point made about odd stats and how they even out with +1 tomes and +6 item. Keep in mind that at L3 you can purchase +1 tomes from the Turbine Store.

12 INT under this circumstance nets you nothing. You end on a 19 INT which is just silly. You could wait until L7 to get a +2 tome from the store, assuming they are available at that moment, but you miss out on +1 to your Search and DD ability if you do so because a starting 13 INT has the probability of growing again with a +3 tome while the 12 INT will be extremely lucky to find a +4 tome and to hit the same final number.

Same applies to WIS. Starting with 14 is just a wasted stat point considering tomes and gear.

But, with 13 INT and a +1 tome at L3 you now have an additional skill point to use over the next 17 levels. Did you want to put additional skill points into certain areas? This is how you achieve that.