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View Full Version : Input requested on viability of a build please



Polarkin
11-17-2009, 02:53 PM
I did some searching but didn't really find anything of use. I was thinking about creating a multi-class Ranger/Bard/Fighter. Ranger for Tempest, Bard for CC & Haste, and 1 level of Fighter for the feat because neither lvl 8 for a Bard nor level 13 for a Ranger seemed to add much if anything.

This is also my first attempt at using the Character Generator.

Mainly I'm looking for:

glaring Feat mistakes
poor use of stat points
better race than Human?
general enhancement/bard spell selection choices

and of course, viability of the build in general

so here it goes:


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

Singing Tempest
Level 20 Chaotic Good Human Male
(1 Fighter \ 12 Ranger \ 7 Bard)
Hit Points: 290
Spell Points: 603
BAB: 18\18\23\28\28
Fortitude: 15
Reflex: 17
Will: 12

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 13 18
Dexterity 13 18
Constitution 13 17
Intelligence 11 12
Wisdom 12 16
Charisma 16 20

Tomes Used
+1 Tome of Strength used at level 1
+1 Tome of Dexterity used at level 1
+1 Tome of Constitution used at level 1
+1 Tome of Intelligence used at level 1
+1 Tome of Wisdom used at level 1
+1 Tome of Charisma used at level 1
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 17
Bluff 3 5
Concentration 6 26
Diplomacy 4 19
Disable Device n/a n/a
Haggle 4 13
Heal 5 8
Hide 2 4
Intimidate 3 5
Jump 6 13
Listen 1 3
Move Silently 2 4
Open Lock n/a n/a
Perform n/a 28
Repair 1 1
Search 5 24
Spot 1 3
Swim 2 4
Tumble 3 5
Use Magic Device 5 28

Level 1 (Ranger)
Feat: (Selected) Dodge
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Human Bonus) Mobility
Feat: (Automatic) Attack
Feat: (Automatic) Bow Strength
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Heroic Durability
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


Level 2 (Ranger)
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting


Level 3 (Fighter)
Feat: (Fighter Bonus) Exotic Weapon Proficiency: Khopesh
Feat: (Selected) Toughness
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Tower Shield Proficiency


Level 4 (Ranger)
Ability Raise: WIS
Feat: (Automatic) Diehard


Level 5 (Bard)
Feat: (Automatic) Fascinate
Feat: (Automatic) Inspire Courage
Spell (1): Focusing Chant


Level 6 (Bard)
Feat: (Selected) Spring Attack
Spell (1): Hypnotism


Level 7 (Bard)
Feat: (Automatic) Inspire Competence
Spell (1): Remove Fear


Level 8 (Bard)
Ability Raise: STR
Spell (2): Heroism
Spell (2): Hypnotic Pattern


Level 9 (Bard)
Feat: (Selected) Oversized Two Weapon Fighting
Spell (2): Cure Moderate Wounds
Spell (1): Grease


Level 10 (Bard)
Feat: (Automatic) Suggestion


Level 11 (Bard)
Spell (3): Cure Serious Wounds
Spell (3): Haste
Spell (2): Cat's Grace


Level 12 (Ranger)
Ability Raise: STR
Feat: (Selected) Improved Critical: Slashing Weapons
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


Level 13 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider


Level 14 (Ranger)
Feat: (Automatic) Improved Two Weapon Fighting
Feat: (Automatic) Manyshot


Level 15 (Ranger)
Feat: (Selected) Power Attack
Feat: (Automatic) Improved Wild Empathy


Level 16 (Ranger)
Ability Raise: STR
Spell (2): Barkskin
Spell (2): Bear's Endurance
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


Level 17 (Ranger)
Feat: (Automatic) Evasion


Level 18 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Construct
Feat: (Selected) Mental Toughness


Level 19 (Ranger)
Feat: (Automatic) Greater Two Weapon Fighting
Feat: (Automatic) Improved Precise Shot
Feat: (Automatic) Precise Shot
Spell (3): Neutralize Poison
Spell (3): Remove Disease
Spell (3): Summon Nature's Ally III
Spell (3): Wild Instincts


Level 20 (Ranger)
Ability Raise: STR
Enhancement: Ranger Sprint Boost I
Enhancement: Bard Extra Song I
Enhancement: Bard Extra Song II
Enhancement: Bard Extra Song III
Enhancement: Bard Inspired Damage I
Enhancement: Bard Inspired Damage II
Enhancement: Bard Lingering Song I
Enhancement: Bard Lingering Song II
Enhancement: Human Adaptability Wisdom I
Enhancement: Human Greater Adaptability Constitution I
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Fighter Item Defense I
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 Tempest I
Enhancement: Ranger Tempest II
Enhancement: Bard Lyric of Song I
Enhancement: Bard Song Magic I
Enhancement: Bard Song Magic II
Enhancement: Bard Song Magic III
Enhancement: Bard Energy of the Music I
Enhancement: Bard Energy of the Music II
Enhancement: Bard Charisma I
Enhancement: Bard Charisma II
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II
Enhancement: Ranger Dexterity III
Enhancement: Fighter Toughness I
Enhancement: Bard Wand Mastery I

tihocan
11-17-2009, 03:03 PM
Glaring mistakes: your Cha is overkill, you can also remove some points from Wis/Int, so you can boost your main stat (Str). Don't waste level up points into Wis

Viability of the build in general: should be a fun solo self-sufficient build, lacking a bit behind in group play due to the spreading out between ranger and bard, but rangers are powerful enough that it should remain viable.

Polarkin
11-17-2009, 04:58 PM
Glaring mistakes: your Cha is overkill, you can also remove some points from Wis/Int, so you can boost your main stat (Str). Don't waste level up points into Wis

Viability of the build in general: should be a fun solo self-sufficient build, lacking a bit behind in group play due to the spreading out between ranger and bard, but rangers are powerful enough that it should remain viable.

Ok, in my lack of knowledge/understanding I figured that my Cha needed to be high for not only the additional Bard spellpoints but also for any sort of DC checks associated with the crowd control spells. Similar justification on the Wis. I had the Int at that level for the added skill points for maintaining UMD, Performing, Concentration, Search levels while still providing meaningful Balance and Diplomacy skills.

From a viability standpoint I was hoping this would build would be a group pleaser. Haste (always wanted), limited CC, backup healing, and good melee DPS (but obviously not top tier).

Quintun
11-17-2009, 05:14 PM
Ok, in my lack of knowledge/understanding I figured that my Cha needed to be high for not only the additional Bard spellpoints but also for any sort of DC checks associated with the crowd control spells. Similar justification on the Wis. I had the Int at that level for the added skill points for maintaining UMD, Performing, Concentration, Search levels while still providing meaningful Balance and Diplomacy skills.

From a viability standpoint I was hoping this would build would be a group pleaser. Haste (always wanted), limited CC, backup healing, and good melee DPS (but obviously not top tier).

Low to mid levels you will most likely be group viable, after that the spreading out reduces your viability. Your back up healing will be limited with cure serious are your highest castable heal. Even at level 11 when you get it, it is already nearly obsolete.

Lower level CC even with a decent DC from CHA or WIS bonus is also limited by spell level. Low level CC is not always good in higher levels. AT level 11 with 7 bard levels you might be ok, but after that your bard part will slowly fade in usefulness.

Not really a group pleaser in my opinion because that spot can be filled by a character that does one job much better than you can do any of the three. The higher you get the more spread out becomes a real issue.

canacorn
11-17-2009, 05:18 PM
great concept here for sure, the problem i see is that your cc will suffer for lack of upper level spell access and/or dc due to bard level. one could achieve viable cc and melee capability in a pure or close to it bard with some moderately intense gear and some practice... one could also attain top notch melee ability with very viable buffing pursuing the warchanter pre. i might point you towards thanimal's axesinger- not too gear/tome intensive. if you like the ranger/caster idea you might also consider the arcane archer pre, but my experience is almost nil there. most of all, its your build- make it/ play it/ have fun with it. practice and experience will help you improve when/if your dissatisfied with your builds performance.

Noctus
11-18-2009, 08:37 AM
If you stop your futile strifing for CC-capabilities, and invest those such freed up resources into melee abilities you will have an unorthodox, but still viable and "different" melee character.

tihocan
11-18-2009, 11:37 AM
Ok, in my lack of knowledge/understanding I figured that my Cha needed to be high for not only the additional Bard spellpoints but also for any sort of DC checks associated with the crowd control spells. Similar justification on the Wis. I had the Int at that level for the added skill points for maintaining UMD, Performing, Concentration, Search levels while still providing meaningful Balance and Diplomacy skills.

From a viability standpoint I was hoping this would build would be a group pleaser. Haste (always wanted), limited CC, backup healing, and good melee DPS (but obviously not top tier).
- the additional SPs won't make a big diff
- your CC will suck, nothing you can really do about it with only 7 levels of bard
- for Int, maybe you need it, I'm not sure what skills you want, but you definitely don't need search, nor diplo
- you'll be a nice addition to a short-man group or one that lacks a true caster, but in most 6+ man groups someone else will have better buffs than you do (though the bard songs are always handy when there's no other bard around)