View Full Version : Ranger Multiclass?

08-14-2012, 10:06 PM
At this point the only exposure I have had to D&D is R.A. Salvatore's Drizzt Do'Urden novels. Never played a MMO or nothing. RTSes and FPSes were usually my forte. Just felt like saying that for some reason. Anyway, my question is this, I have a level 5 Elf Ranger with the Tempest Path. Now, I don't exactly have issues dealing damage, but it seems like I can never take a hit. Now, what I was considering was maybe multiclassing into the Fighter class for a couple of levels so I could get some Medium armor without the penalty bonus. Does this seem right or is there someway I can modify my character?

08-14-2012, 10:20 PM
Multiclassing into Fighter will allow you to wear all types of armor. However, if you take at least 9 levels of Ranger this won't matter, because 9 Ranger grants evasion which requires light armor to work. If you are worried about taking damage I would suggest taking a hireling whenever you quest.

Also, how much constitution and HP do you have? A base of 14-16 (the max an elf can have) is usually a good idea for anyone who plans to be in melee range. The more HP you have, the more hits you can take.

Damage reduction can also come from items (the crafting enchantment Invulnerability take 5 points of damage off any non-magical weapon attack, for example), good saves to avoid spell damage and being disabled, and fortification, which reduces the critical hits you take.

08-14-2012, 10:46 PM
My Constitution is 14 +2(What exactly is the +2?) and my HP is 70 I believe off the top of my head. I have Bracers of Spearbane, a Cloak with Axebane and a +2 Lesser Fire Guard Chainmail Shirt.

08-14-2012, 10:49 PM
To the original poster (the OP)--

Welcome to DDO, and I hope you have fun with the game. Without previous D&D knowledge, the learning curve of "what works" and "what doesn't" is pretty steep...but manageable. You should probably plan to play this character for a little while before starting all over again after learning from your mistakes...and that is OK. We've all done it.

Are you using one of the premade characters/paths during character creation? If so, please note nearly all of them are designed for you to get your feet wet before re-rolling a custom made characater.

To answer your question, taking a few levels in fighter will only delay you getting to 9th level in ranger to get evasion. Until then, barkskin potions will prove helpful to your armor class until you are high enough level to cast the spell of the same name.

Good luck, and have fun!

08-14-2012, 10:57 PM
@Mark_G: I believe it is a pre-made class. I clicked on Ranger class and then I saw Deepwood Sniper, Arcane Archer and Tempest. I picked Tempest because it mentioned being good with two swords and I thought I'd give that a try.

08-14-2012, 11:50 PM
1: ways to avoid damage

Elemental Resistance
As you go up in levels, a lot of incoming damage starts to come from spells and elemental riders on weapons.
Having the right elemental damage resistance helps a great deal in avoiding damage. As a ranger, you should have access to the spell 'resist energy'. This will allow you to cast an appropriate elemental (fire, acid, lightning, etc) resistance on yourself.

Damage reduction
Up to around level 10, armor with the 'invulnerability' property makes a big difference in how much damage you take. It's one of the low handing fruit in Cannith Crafting. so making a set for yourself, or paying another crafter to make some for you can help a great deal.

Miss Chance (Blurry, AC, etc)
Running the cannith challenges to make yourself a set of bracers of the wind, which act as a permanent blur spell, are a quick and easy way to make the monsters miss you more. If you do get one of these, remember to remind friendly spellcasters that you don't need blur, if he's trying to keep it running on the whole group.

Good Saves/Evasion
A lot of damaging spells allow a reflex save. So having a good reflex save can be a great help in reducing spell damage. Look for items of +resistance, items of good luck, and spells like heroism and greater heroism, that increas your saves. Cannith crafted items that add only to reflex save may also be easy to make, but I haven't looked.

Aggro management
Having all the monsters beating on you is usually not a good idea.
What makes monsters attack you:
If they haven't been damaged, they attack the first thing they see. So, for example, if you are in front of the group, and all the monsters see you first, they'll all want to come beat you up. This can be especially deadly in a fight with a lot of ranged monsters, as the other party members might have trouble getting the aggro away from you.

Once the initial aggro is done, monster aggro depends on how much 'hate' each character generates. Hate generation is generally based on how much damage you've done, but there are certain abilities that increase or decrease the amount of hate you generate.

So, if you are squishy:
Don't run in the front of the group. Avoid doing a little damage to all monsters, concentrate on killing just one.

Also, avoid fighting a big group of monsters at once, if you can help it. Pull them out a few at a time.

Monster positioning
Archers can't shoot you behind cover. Melee monsters can't attack you if you aren't next to them. With melee monsters, it's possible to move yourself so that the monster you are fighting temporarily blocks off other monsters that want to attack you. For archers, if also fighting in melee monsters at the same time, drag the melee monsters around a corner to kill them first.

2: getting more hit points
The toughness feat is recommended for almost all builds because it also unlocks the 'racial' and (some) 'class' toughness enhancements. Rangers don't have class toughness, but you should have racial toughness I at level 3 (+10 HP) and get access to racial toughness II (+ another 10 HP) at level 6 or 7.

Items that grant you an increase to your constitution score and items that directly grant bonus HP (false life items) are also available.

3: fortification
Starting with Ogres, some monstesr start being able to critically hit you for lots of damamge. It's generally important to have the best fortification item you can get. Though getting a low minimum level moderate fortification item on your first life can be very difficult. But at level 9, get someone to help you through the 'Relic of a Sovereign Past' quest to get the 'nightforge gorget' which can be used at level 9 and provides heavy fortification. Depending on how well geared you are, other night forge items may also be worth getting.


The pre-built character paths are generally pretty horrible. I'd recommend following one of these (http://forums.ddo.com/showthread.php?t=232660) instead. Though slightly dated, they are still better than the default character paths.

08-14-2012, 11:53 PM
The + 2 after your CON score is a bonus modifier that's added to various effects (you will see things like "plus your str modifier") - that's where that comes in.

The pre-defined paths are to make it easier for a newer person to "get their feet wet" as the previous poster sadi - but IMHO,the paths are very flawed, but you will learn howand why as you learn the game... just know that eventually, you will tire of the pre-defined paths.

14 CON is bandied about as absolute minimum - I'd argue 16 for a completely new player is a better choice. That 14 CON is what's making you feel squsihy. Without going into the major details, the following are my suggestions:

1) Get a + CON item on (multiples don't stack - only highest value counts until later when you get "exceptional +CON" items). Check the auction house, the pawn brokers, watch your treasure chests

2) get fortification (comes in three flavors, light, medium, heavy - prevents sneak attacks, which I suspect is happening to to you, given the description) There are exceptional fort items as well,
but you likely won't see those for a while.

3) get false life on - comes in four flavors commonly, adds to hitpoints (doesn't stack with itself, highest only). In the interim, wand vendors sell a wand of false life that's handy at low levels

4) Get armor with a high AC value at the low levels; but, as mentioned make sure you adjust when you get evasion (which will be a moment you will be very grateful for)

5) The hireling will not only be good for healing, they will prevent at least a couple mobs from flanking you... which nets sneak attacks against you

Go to ddowiki.com and start reading http://ddowiki.com/page/Newbie_guide - it will make you feel less overwhelmed.

08-15-2012, 05:40 PM
Congrats on choosing a Ranger. I have some experience with Rangers and they are a fun class. In their ineffable wisdom, Turbine has made pre-made paths for their Rangers. These paths lead only to the lowest circle of Hades and you should get off it immediately if not sooner.

If you go to the Specialist forums you will find many builds for Rangers that will lead you in the right direction. Anything by Ungbongwah is most likely pretty solid. I know it hurts to re-roll that first character but if you re-use the name you can think of it as making him better.

The advice given in this thread about toughness, false life, constitution, invulnerability, elemental resistance is all good advice.

I recommend you also concentrate on aggro management: If the critters are attacking someone/something else you will not take as much damage. Some low-level summons are good for this: bats, mephits, etc.
(Barbarians also serve this purpose nicely. - jk) Also good is the Bluff skill. If you are running solo it let's you pull just one critter away from the group - the rest of the group won't follow him and if you are around a corner they won't even know you are there. If you are running in a group it turns the critter away from you and it may aggro on someone else.

In a group, as a Ranger, your job is not really to be the guy on the front lines trading hits with the bad guys. Your role is to hit the same critter that guy is hitting - only you'll be beside/behind it. Its attention will be on the main hitter (often called a "tank") so you won't be getting hit. If you draw it's attention, use the Bluff skill and it will turn its attention back to the tank.

08-15-2012, 06:08 PM
Okay, re-rolling, is that just making a new character and deleting the old one?

08-15-2012, 06:55 PM
Okay, re-rolling, is that just making a new character and deleting the old one?

Yes, and take note - everything on the character that's getting deleted will be deleted (if you have shared bank, it's a good place to stash stuff until making a new char).

Also, above, the last sentence citing bluff to shed attention/aggro should really have been "diplomacy".

08-15-2012, 07:04 PM
Lelu Dallas multipas... No that's not right

08-16-2012, 02:25 AM
Here some more advises from a starting player

The game as a learning curve and quests become more difficult around level 5 and you must learn to play your character. (Around level 10, there is another increase in difficulty)

1) HP. As other have said, more HP helps, but not a lot against melee opponent. Having more HP can give you more time to react. But 2pt more CON is only +5 hp at your level, not a big difference

2) How to avoid taking damage
- Hireling and pets. As a level 5 ranger, you can't cast heal, so hire a cleric (or maybe a FvS) of your level
He can heal you (it's cheaper than healing pot), he can do some melee (he will not do lot of damage, but has better armor than you). While monster is on him, YOU take no damage
Summon wolf. Ranger summon are completly useless for fighting but it's free and at level 4-5 they can distract one or two trash opponent, giving you some time. But you will have to replace them often. And from lvl 6, they are too weak to even be useful
- Armor. The problem of a starting ranger is AC. Your armor is not bad, but check to increase armor via natural armor item/item of protection/barkskin potion. Or maybe a shield (until you get the tempest enhancement)
-Amelioration point. Some AP can be useful, like Ranger Energy Resistance Boost that give you 8 resist for 20 sec. Very useful against kobold shaman if you don'y have the guild buff

3) Use environment. Even if you go for tempest, in some dungeons, you can sneak to an upper place and shoot arrows. The monster need sometimes 10 sec to reach you, plenty of time to soften him before switching to melee

4) learn your ennemies. You will have often fights with different types of ennemies. Learn wich one you need to kill first. (Often it is better to ignore melee in front of you and go for casters in second line)
Or learn to retreat to split opponents