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Illuminati
06-26-2006, 09:55 AM
The Tempest Ranger, by Illuminati

It's been so long and after seeing all the new options, content, this is how I would make it.

Class: Ranger
Race: Drow Elf
Alignment: Neutral Good

Exlanation: Elf/Ranger for the Dex enhancements as this version will wear robes. Robes? Heck yeah. They quick switch instantaneously and you get the best attributes on them. Divine Power, Greater Fire/Cold, etc. all appear on robes. Neutral Good so that you can use ANY weapon without negative level and with Rangers Action Boost, you can UMD most items within the game.
Why is this better than a pure fighter?
Evasion – No Damage on a Reflex Save
Healing – When you get in trouble, just wand yourself up
Barkskin - +5 Natural Armor Bonus that stacks with everything
Robes – If you can get your AC high enough (see below) they have the best attributes

Begin Stats:

12 - Str (4 Pts)
20 - Dex (16 Pts)
11 - Con (5 Pts)
10 - Int
11 - Wis (3 Pts)
10 - Cha

End Stats:

16 - Str (+4 Str/-1 Dex ,Static Reward: Linen Handwraps)
34 - Dex (+4 Enhancement, +2 Enhancement, +3 Lvl’s 4/8/12, +3/4 item/buff, -1 Linen Handwraps)
14 - Con (+3 Item)
10 - Int
14 – Wis (+3 Item) *You are able to cast 4th level spells in DDO with an item modifier.
10 - Cha

Enhancements: Rangers Action Boost, Elven Dexterity II, Rangers Dexterity IV, Favored Attack III

Skills: Max UMD, Max Tumble, Move Silently, Hide, put points in Jump and Spot.

Note: UMD at Level 12 (+7 Rank, +6 Action Boost, +3 Item, +4 Greater Heroism) = 20. This is enough to equip anything in the game.
Tumble at Level 10 (+7 Rank, +12 Dex Bonus, +10 Spell (u cast), +7 Tumble item) = 36. Back/Side and Front Flip Time!

Feats:

Lvl 1 = Weapon Focus: Piercing, *Bow Strength, *Favored Enemy: Giants
Lvl 2 = *Rapid Shot, *Two-Weapon Fighting (TWF)
Lvl 3 = Weapon Finesse
Lvl 4 =
Lvl 5 =
Lvl 6 = Precision (+4 to attack, base damage is halved), *Many Shot, *Improved TWF, *Favored Enemy: Elves, *Precise Shot
Lvl 7 =
Lvl 8 =
Lvl 9 = Improved Critical: Piercing, *Evasion
Lvl 10 = *Favored Enemy: Evil Outsiders
Lvl 11 = *Improved Precise Shot, *Greater Two-Weapon Fighting
Lvl 12 = Improved Critical: Ranged


Attack Bonus (Level 12): Normal/Common Potential

+12 BaB
+12 Dex (Weapon Finesse)
+1 (Stat Damaging Weapon)
+1 Weapon Focus: Piercing
+4 Precision
+0/+4 (Greater Heroism)
+0/+3 (Favored Attack)
+0/+1 (Haste)
------------
+30, +30, +35, +40
+38, +38, +43, +48


Damage (Level 10): Normal/Common Potential
Weapon of Choice: Rapier (Puncturing even better)

1d6+5
+3 Strength
+0/+6 Favored)
+0/+1 Haste
-------
13/20 per hit (no elemental damage or con damage applied)

Crit Range = 15 – 20 so you get a x2 damage roughly 1 out of 4 hits.

Armor Class:

+10 Base
+12 Dex
+7 Shield (Heavy Steel or Mithral)
+6 Barkskin (at lvl 12)
+4 WW Bracers or MageArmor potions
+3 Deflection (Static Loot)
+2 Dodge * if you find the Chaosgarde bracers (buy mage armor potions)
---------
44 (Very Respectable)

*a +1 Dex tome and you hit 32. Cast Cats Grace to offset the -1 from Linen Handwraps and you add a +1 AB and +1 Armor Bonus.

My personal build has stats 22, 26, 16, 8, 16, 8 (w/ items only). It is great to pull the levers etc. but I believe it would have been better with a higher Dex. The ability to hot swap robes is awesome.

Scenarios:

Xorion Cypher: (Elves and Undead)
With a simple +1 Holy Mace and Rapier you will own this quest.

Tempest Spine (Elves, Evil Outsiders and Giants)
With a Puncture Rapier you will own this quest. I use a +5 Rapier on the Blackguards and they go down fast. The rest are squishy.

Gwayland’s Stand: (Elves, Minataurs, Goblinoid)
Any of the Monstrous Humanoid types are squishy.

Von 1-4: (Beholders, Mephits, Elves, Trolls)
Grab a Deathblock Robe of Light/Mod Fort and you own these guys fast. A puncture wep on all the drow, and a Flaming Rapier takes out the trolls. Whatever you wish on the Beholders, they go down fast.

Von 5: (Undead, WF, Dwarves)
The Undead here are like butter. Your damage bonus takes them out fast. Find a +1 Holy Rapier and you get 1d6+1 (+6 Favored Enemy), +2d6 (Holy). The key to WF is an Adamantium Wep or Puncture. Sure its hard to punch through their DR, but they have low Con (8-12). Usually two criticals and they go down.

Threnal: (Evil Outsiders, Giants, Various)
Puncture the Giants, and the rest are squishy. No problems here.

Enjoy. Comments welcome.

Lusiphur
06-26-2006, 10:30 AM
This is really close to what I'm trying to accomplish now. My starting stats were a bit differently, 14 str but 8 int, 12 wis, and 8 cha.

I saw that you posted a +3 Deflection (Static Loot), which item are you referring to? This stacks with WW bracers?

Another question on the +4 protection chaos manacles... does this stack with say +5 armor?

This is my first high lvl char who is at 8 right now, almost 9. Still trying to find good puncturing rapiers to make it work. Right now I just have a thundering shortsword of puncturing.

Nice to see that a high lvl thought about this build and thinks it can work and I didn't waste my time lvling a pure ranger! :)

Illuminati
06-26-2006, 10:35 AM
Spectacular Goggles (Southern Threnal) +3 Protection (Deflection AB) / +4 Reflex Save.

WW Bracers are +4 Armor Bonus.

They stack as they are different (Armor bonus and Deflection Bonus).

Yes, those would stack as well. Armor bonus and Deflection (Goggles or Bracers) stack together, but the goggles would not stack with the Chaos Bracers as they are both Deflection AB.


This is really close to what I'm trying to accomplish now. My starting stats were a bit differently, 14 str but 8 int, 12 wis, and 8 cha.

I saw that you posted a +3 Deflection (Static Loot), which item are you referring to? This stacks with WW bracers?

Another question on the +4 protection chaos manacles... does this stack with say +5 armor?

This is my first high lvl char who is at 8 right now, almost 9. Still trying to find good puncturing rapiers to make it work. Right now I just have a thundering shortsword of puncturing.

I have a Lvl 10 of all classes really. I can honestly tell you that the Ranger class is the best all around class. The stigma of using a bow is the problem. If you build a Ranger, just melee. Your survivability is the best attribute.

When you see a caster looming in the background. Action Boost speed and take him out (turn him away from your squad), while they deal with the high AC mobs. After you kill him fast, help them out. They will then invite you from then on =)



Nice to see that a high lvl thought about this build and thinks it can work and I didn't waste my time lvling a pure ranger! :)

maethor
06-26-2006, 11:05 AM
This is similar to what I was thinking about doing. However, I was going to go:

STR 15
DEX 20
WIS 12

Does anyone know for sure if theres really any difference between 15 and 14 STR? If theres not I'll change this to 14 STR and 14 WIS.

As far as enhancements though I was going to take a bit different approach, but may change my mind. I take it you see no need to waste all your feats to get SOTR?

stefoid
06-27-2006, 06:30 AM
Im doing a similar build, except levels 7 and 8 will be fighter.

With the extra two feats I will take precision and either two weapon defence or maybe spring attack. Means I only get one level 2 spell, which will be barksin giving a +4 AC. Precision will be nice with a puncturing weapon however, plus fighters action boost gives a +3 to AC, attack speed or to hit. very nice. very adaptable.

question. rangers action boost gives a boost to skills. all skills? if so, could be fun for jump and tumble! nice situational boost to balance against wolves and so on as well...

Illuminati
06-27-2006, 12:49 PM
Other than dodge, no.

If they fix rate of fire, maybe. But with my current Ranger I whip the bow out rarely, it really is a melee machine.

Also, who knows, you may get it free at 12 (like Manyshot at 6).


This is similar to what I was thinking about doing. However, I was going to go:

STR 15
DEX 20
WIS 12

Does anyone know for sure if theres really any difference between 15 and 14 STR? If theres not I'll change this to 14 STR and 14 WIS.

As far as enhancements though I was going to take a bit different approach, but may change my mind. I take it you see no need to waste all your feats to get SOTR?

Illuminati
06-27-2006, 12:52 PM
All skills. On my current Ranger I forgot to put one point in UMD =(


Im doing a similar build, except levels 7 and 8 will be fighter.

With the extra two feats I will take precision and either two weapon defence or maybe spring attack. Means I only get one level 2 spell, which will be barksin giving a +4 AC. Precision will be nice with a puncturing weapon however, plus fighters action boost gives a +3 to AC, attack speed or to hit. very nice. very adaptable.

question. rangers action boost gives a boost to skills. all skills? if so, could be fun for jump and tumble! nice situational boost to balance against wolves and so on as well...

Jaysensen
06-27-2006, 02:46 PM
Illuminati and I were PMing back and forth about this build past few days, and I love it.

Because of the way my guild works, I am probably gonna have to gimp myself in other stats and get 17 STR so I can hit those VON strength levers with DP and Rage. The extra STR isnt important other than for that reason - for me personally.

The low STR doenst matter because of puncturing. If you can get an Elemental Puncturer it will own. Look especially for Shock and Acid. Ice and Fire will limit its utility. OFC, even if you heal a mob on a hit, you can still kill it via CON damage!

Thanks again for the build.

stefoid
06-27-2006, 05:04 PM
hmm, now im in a quandry with enhancements

Ranger dex
halfling dex
fighter boost I

these are no brainers

for the last enhancement, I could take ranger boost to give a situational boost to jump, balance, tumble... because I wanted to make a tumbling machine.

OR, because my build is a halfling, I could take halfling luck III

hmmm. how long does RAB III last for, and whats the bonus?

news flash! the new fighter enhancements include 'improved critical confirm' which gives +2 to your critical confirm roll, all the way through to +10 !!!!! at level 10 fighter. i.e if your roll in your threat range, then you get a +X on your roll to confirm it as a critical GADS!!!!

now I am thinking that even +2 on the confirm roll is a nice advantage (all i could take with 2 levels of fighter).

rekoil
06-27-2006, 09:41 PM
Nice build, Illuminati.

Any thoughts on splashing 1 level of rogue for the sneak attack?

Jaysensen
06-28-2006, 01:22 AM
You lose your 4th melee attack which is at +10 to hit if you take a single level of anything that is NOT Fighter, Barbarian, Paladin, or Ranger.

Teech
06-28-2006, 02:12 AM
Just to share. Similar concept build here with some differences.

Str 12, Dex 18, Con 14, Int 8, Wis 14, Cha 8
True Neutral Halfling.

Prefer halfling because...

- As so many have mentioned, Str isn't such a big deal on this build. I'd prefer the extra HP and slight Fort saves.

- Halflings get +1AB and +1AC.

- Halflings also get +1 to all saves, and that enhancement which increases your saves even more.

Saves are arguably even more impt than AC, and halflings, with innante saves and higher fort, basically have Reflex in the 20s, Fort in the High Teens, and even Will (Not as impt with Shard of Silver Flame) in the low teens.

I like the balance of stats, though I suppose some would want to gleam points off Wis, Con, Str and max out Dex. I guess I'm fine with waiting for a level cap raise before I can actually go robes over my current choice of Chain Shirts...

Illuminati
06-28-2006, 08:01 AM
Nice build, Illuminati.

Any thoughts on splashing 1 level of rogue for the sneak attack?

I thought about 1 level of Rogue, but in this build you need the 10 BaB for the 4th attack. That extra +10 to attack on the 4th swing is huge. Also, you would only get 1d6 sneak attack from 1 level of rogue.

Remember, with a sword and board this 45+ AC killer is very nice. You will literally take down anything and survive because of your Evasion and healing ability.

Illuminati
06-28-2006, 08:02 AM
Actually, this build works very well with a halfling because it has no Str requirement.

I never played a halfling so I didn't consider it, but it would work just as well if not better. I just like the elf look =) and the irony of taking them as a favored.


Just to share. Similar concept build here with some differences.

Str 12, Dex 18, Con 14, Int 8, Wis 14, Cha 8
True Neutral Halfling.

Prefer halfling because...

- As so many have mentioned, Str isn't such a big deal on this build. I'd prefer the extra HP and slight Fort saves.

- Halflings get +1AB and +1AC.

- Halflings also get +1 to all saves, and that enhancement which increases your saves even more.

Saves are arguably even more impt than AC, and halflings, with innante saves and higher fort, basically have Reflex in the 20s, Fort in the High Teens, and even Will (Not as impt with Shard of Silver Flame) in the low teens.

I like the balance of stats, though I suppose some would want to gleam points off Wis, Con, Str and max out Dex. I guess I'm fine with waiting for a level cap raise before I can actually go robes over my current choice of Chain Shirts...

winsom
06-28-2006, 09:33 PM
I recommend never taking a stat above 17(19 race). 16(18) should be good enough too. This gets you 3-6 extra Attribute points in exchange for 1 less bonus in your highest stat. If you can't pick a good place for those 3-6 points, the min/maxing the highest stat works fine for some people, but you may find yourself with less skill points or spell points/will save than you like.
An extra 2 INT is needed to (nearly) max out an additional skill, such as cross-trained UMD. Rangers get relatively few spell points. Do you really want to wear an item of +SP rather than a different item?

MY opinion on rangers is that their power and usefulness dwindle after level 2 and other than the two extra feats and SP at 6th. Rangers need 7th or 8th to come into full form -- with 10th & 11th being a very nice power increase too. Keep this in mind when you are thinking about multiclassing as a Fighter more than 1 level. A 10 ranger can be a great character if you don't wish to wait for the level cap to increase. A Fighter 1/Ranger 9 is delaying his Favored #2, some extra SP and 1 or 2 useful enhancements until after the cap raise, but I think this is a good build as you can get the Fighter Action Boost I and the bonus feat allows for Shot on the Run at 6th (4th for human). Delaying the level 10 and 11th ranger powers until level 12 or 13 might disappoint you greatly. I am regretting it on my rng6/ftr2, even though SoTR was cool as an elf at 4th.

Teech
06-28-2006, 10:31 PM
Other than dodge, no.

If they fix rate of fire, maybe. But with my current Ranger I whip the bow out rarely, it really is a melee machine.

Also, who knows, you may get it free at 12 (like Manyshot at 6).

The combat styles so far have matched 3.5 DnD I think, the only difference being that PnP Rangers need to choose melee or ranged but DDO rangers get both.

As such, the next 'upgrade' should be at Ranger11, when rangers get Greater TWF, and Improved Precise Shot.

Not sure how Improved Precise Shot would translate to DDO. Maybe as improved precision instead? Too bad I already took precision as one of my feats. Useful for weapons such as cursespewing or stat damage type, when you're not really bothered about the damage...

GeneralDiomedes
06-28-2006, 10:38 PM
Illuminati.. are you one person?

Illuminati
06-29-2006, 08:21 AM
I built this on my experience with a very similar Ranger I took to ten. The skill points (even with the - modifier) are fine to place in your valuable skills. Heck, .5 points into UMD gets you 13 UMD with action boost and a static item.

As a Ranger you will learn how easy it is to get a power trinket and use it to buff, then dequip it. +3 Wisdom items are abound if you quest enough. If you think it may be a problem, you can always just get a +1 or +2 which is enough to cast any Ranger spell in current content.

I would never multi-class Ranger. This build seriously is very good. Its DPS with Favored is well above average and against others with a few nice weps it is awesome.

I don't know how many times I try to convince Rangers to relax on SOTR until the cap increases. We will most likely get it for free.


I recommend never taking a stat above 17(19 race). 16(18) should be good enough too. This gets you 3-6 extra Attribute points in exchange for 1 less bonus in your highest stat. If you can't pick a good place for those 3-6 points, the min/maxing the highest stat works fine for some people, but you may find yourself with less skill points or spell points/will save than you like.
An extra 2 INT is needed to (nearly) max out an additional skill, such as cross-trained UMD. Rangers get few spell points. Do you really want to wear an item of +SP rather than a different item? You will only be cast Barkskin 3-4 (?) times with a (magical) WIS of 14, unless you dedicate a trinket slot to +50 SP or get another SP item. I don't know how easy it is to raise an 11 WIS to 14 either... Ive never seen a +3 WIS item and I have 3 characters almost to 9th level (I don't loot farm though).

MY opinion on rangers is that their power and usefulness dwindle after level 2 and other than the two extra feats and SP at 6th. Rangers need 7th or 8th to come into full form -- with 10th & 11th being a very nice power increase too. Keep this in mind when you are thinking about multiclassing as a Fighter more than 1 level. A 10 ranger can be a great character if you don't wish to wait for the level cap to increase. A Fighter 1/Ranger 9 is delaying his Favored #2, some extra SP and 1 or 2 useful enhancements until after the cap raise, but I think this is a good build as you can get the Fighter Action Boost I and the bonus feat allows for Shot on the Run at 6th (4th for human). Delaying the level 10 and 11th ranger powers until level 12 or 13 might disappoint you greatly. I am regretting it on my rng6/ftr2, even though SoTR was cool as an elf at 4th.

Illuminati
06-29-2006, 08:26 AM
The combat styles so far have matched 3.5 DnD I think, the only difference being that PnP Rangers need to choose melee or ranged but DDO rangers get both.

As such, the next 'upgrade' should be at Ranger11, when rangers get Greater TWF, and Improved Precise Shot.

Not sure how Improved Precise Shot would translate to DDO. Maybe as improved precision instead? Too bad I already took precision as one of my feats. Useful for weapons such as cursespewing or stat damage type, when you're not really bothered about the damage...

That's why I am waiting. SOTR would be cool, but not really necessary for this build. Your attack with this build is so high I always move while attacking (gives me a -4 and them a -4) and stick take out enemys fast.

The con kill is the best luck I have had so far with wep attributes. Disruption, etc., all weaken on Elite level, but CON is universal.

The other day we did VON 3 on Elite. The party mostly wiped except me and a cleric. I was able to just keep moving around the named troll and criting him with Con damage. He was at about 90% health when he died. Same with the beholder.

Its too bad Cursespewing didnt work better or I would prefer it. I would just run ahead to the next mob so when the rest of the group got there it would look like a French Hat ballroom dance =)

techguru
06-29-2006, 03:57 PM
What con kill weapon were you using?

techguru
06-29-2006, 06:24 PM
Is this still an effective build if you do happen to like fighting at range?

Teech
06-29-2006, 06:33 PM
Wounding weapons damage a mob by 1 Con per hit. However, mobs immune to critical hits are immune to the wounding effect.

Puncturing weapons damage mobs by 1d6 per crit hit. I don't think mobs which are immune to crits are immune to puncturing. I could be wrong.

If they're not, as I believe, then a dex ranger with improved crit piercing and rapiers of puncturing are very viable.

High dex rangers can still be very proficient at range. I currently have a +20 to hit on my +2 bows. Just get the Serpentbranch from Delara's and a Silver Longbow from the Vampire and you've got a pretty good range arsenal already.

However, do note that if you are going PURE range, then a pure ranger is probably NOT the way to go. You will probably do much better with a Ranger/Fighter build.

whysper
06-29-2006, 10:01 PM
Are you sure about the Dex bonus with the shield? I cannot
remember the max dex allowed by heavy/tower shields.

Illuminati
06-30-2006, 10:08 AM
Is this still an effective build if you do happen to like fighting at range?

Certainly. In fact, there are many times when I pop the Silver Bow to draw agro and kill the casters, etc.

Find a nice bow and you still own.

Illuminati
06-30-2006, 10:10 AM
Are you sure about the Dex bonus with the shield? I cannot
remember the max dex allowed by heavy/tower shields.

This build uses a +5 Heavy Steel or Heavy Mithral.

THERE IS NO MAX DEX LIMITATION on HEAVY SHIELDS.

Just Tower Shields (2) or Mith Tower (4). And as a Ranger you dont have the proficiency to use Tower Shields anyway.

Dweezil
06-30-2006, 10:12 AM
This build uses a +5 Heavy Steel or Heavy Mithral.

THERE IS NO MAX DEX LIMITATION on HEAVY SHIELDS.

Just Tower Shields (2) or Mith Tower (4). And as a Ranger you dont have the proficiency to use Tower Shields anyway.
Illuminati get on ventrilo. No -4 to CHA based skills. Drow everywhere :O

jakeelala
06-30-2006, 12:53 PM
im rolling one of these using a halfing.

what about skipping dodge and taking precision at lvl 6? I think it's a much better choice since this class is all about attack bonus.

Sani_Medicor
06-30-2006, 10:21 PM
If they're not, as I believe, then a dex ranger with improved crit piercing and rapiers of puncturing are very viable.
I have a keen rapier of puncturing on my rogue right now...it's fun. :D

Teech
07-01-2006, 04:58 AM
im rolling one of these using a halfing.

what about skipping dodge and taking precision at lvl 6? I think it's a much better choice since this class is all about attack bonus.

I play the halfling build. Posted it a couple of posts back. It rocks. Standing AC currently 37 unbuffed. (Just need to buff when logging in for UMD req equips.) Saves are at fort +16, Reflex +21, Will +11

I took BOTH dodge and precision. I think I skipped on Weapon Focus if I recall Illum's build right. I know I didn't take it.

I wouldn't give up dodge because I believe that ALL melee fighters should be at least partially AC focused, and because Dodge is a step towards Spring Atk/ SotR anyway. Which I will probably end up taking. Someday...

Thoughts on precision:
I'm currently wondering if precision was the right idea.

Partly because of a previous post where I suspect that Rangers might get something similar for free when we hit Ranger11, but also because this build has such a high dex that our bonus to hit is rarely a problem.

Unless you only live to fight elite blackguards...

I ONLY turn on precision in lvl 12 quests. In almost every other quest, I run it without precision. In some quests, I even turn on defensive fighting. (Usually when I solo.) I think I actually use that more than precision.

However, with Fighter and Paladin action boosts being the way they are, precision acts as a similar avenue for hitting high AC mobs.

Even though I rarely use it now, I'm still very much willing to give it a chance. It ties in very nicely with the build in the sense that it provides me with many options. That's what being a ranger is all about.

Illuminati
07-01-2006, 08:51 AM
Not a bad call.

You do have a little balancing to do because not all mobs are Con based. Thats where the Favored Undead kick in though because you get that extra +6 damage to them at 10.

+1 AC is also huge. Believe it or not I think there is a magical difference between 41 and 40 AC. I went through getting smacked alot with 40, but when I bettered equipment to 41 it made a huge difference.

Halfling is probably the better choice for this build. But I like the story of an elf so embittered by his race that he loves killing them =)


im rolling one of these using a halfing.

what about skipping dodge and taking precision at lvl 6? I think it's a much better choice since this class is all about attack bonus.

jakeelala
07-02-2006, 04:32 PM
ok well what about taking ranger 9 pally 1 for the +2 to ac and saves that stacks? with evasion that's like a double whammy benefit. THe question is, what do i lose from being a level 10 ranger?

Tiblorian
07-02-2006, 06:58 PM
True Nuetral so that you can use ANY weapon without negative level
Wrong. True law, chaos, holy, and good weapons are unusable by you. You want neutral good to use all weapons.

Deathie
07-03-2006, 11:47 AM
To be honest i am loving this build. Going to be level 5 today and its one of the most fun builds i've played. The only complaint i have is that everytime someone sees me they're like ***?! A RANGER IN ROBES..

Lol Then i get into an argument because every quest im on im at least 3rd in the kill list, if not higher,I rarly die or even come close to it, and i dont really like being called gimped when im obviously not. I'd just like to say to everyone, Yes, i agree, I could get slightly higher AC in armor. Yes I understand that armor has the exact same resists as robes. But you cant swap out armors as quickly as robes and its so nice being able to swap out a stability robe for a spell resist robe right before i take down that hobgoblin witchdoctor, or a fire resist robe before taking out the mino shaman, and then back to the stability before moving on, all in a matter of seconds.

Its just so annoying in every group some jerk says hey you could be wearing a mith. chain shirt for 2 extra AC, whooptie doo guy. I dont care. Lets just move along.

Timberbee
07-04-2006, 06:09 PM
I'm playing this build to, and am loving it. For a bit I dumped the robes as well, though, I only had one comment on them, and this was from a fellow ranger (Archer focus). I found a +3 adman Chainmail suit, wore that for a bit until I discovered that wearing nothing at all subtracted just -1 or -2 from my AC! Put on my robes and my +4 WW bracers and I was set! If I am recalling correctly I am currently at either 22 or 23 AC with no shield, and 26 or 27 with a +3 Heavy Steel. I just hit level 6.2 and am, quite frankly, amazed. Still new to DDO, was getting frustrated with my rogue/fighter builds, and rogue / ranger ones but... VERY pleased with my pure Ranger. Trying to save up to buy a rapier of puncturing, though, my frost weapons are performing quite well, and looking to garner some flaming, etc.

Thanks for the build!

Illuminati
07-05-2006, 08:03 AM
im rolling one of these using a halfing.

what about skipping dodge and taking precision at lvl 6? I think it's a much better choice since this class is all about attack bonus.

As long as you have equipment to get you (including +5 Barkskin) to 41 AC, go for it.

I would be a little careful and plan to 20th level though. If they ever fix the rate of fire, you only need Mobility to get Shot on the Run.

Illuminati
07-05-2006, 08:05 AM
True Nuetral: Holy, Anarchic, Axiomatic without a neg level.
Would have to UMD: Pure Good, Choas, True Law

I would chose True Nuetral again on any toon since I like to use Anarchic and Holy.

Illuminati
07-05-2006, 08:07 AM
Hehe, you will get used to it when they see the kill count =)

What is worse? Killing the dragon for the Kundurak Delving Suite (+6 Mithral Chain Shirt, 16 AB total) and its a robe =)

Once you start Hasting, Removing Curses, etc. with those robes youll have some fun.


To be honest i am loving this build. Going to be level 5 today and its one of the most fun builds i've played. The only complaint i have is that everytime someone sees me they're like ***?! A RANGER IN ROBES..

Lol Then i get into an argument because every quest im on im at least 3rd in the kill list, if not higher,I rarly die or even come close to it, and i dont really like being called gimped when im obviously not. I'd just like to say to everyone, Yes, i agree, I could get slightly higher AC in armor. Yes I understand that armor has the exact same resists as robes. But you cant swap out armors as quickly as robes and its so nice being able to swap out a stability robe for a spell resist robe right before i take down that hobgoblin witchdoctor, or a fire resist robe before taking out the mino shaman, and then back to the stability before moving on, all in a matter of seconds.

Its just so annoying in every group some jerk says hey you could be wearing a mith. chain shirt for 2 extra AC, whooptie doo guy. I dont care. Lets just move along.

Illuminati
07-05-2006, 08:09 AM
Thanks!

Once you hit level 9 and get some of the Static Equip in the game you will peak over 40.

Because your attack is so high, remember to keep moving while your attacking (circle around the enemy). This will give you a -4 to attack but it gives it to them also.


I'm playing this build to, and am loving it. For a bit I dumped the robes as well, though, I only had one comment on them, and this was from a fellow ranger (Archer focus). I found a +3 adman Chainmail suit, wore that for a bit until I discovered that wearing nothing at all subtracted just -1 or -2 from my AC! Put on my robes and my +4 WW bracers and I was set! If I am recalling correctly I am currently at either 22 or 23 AC with no shield, and 26 or 27 with a +3 Heavy Steel. I just hit level 6.2 and am, quite frankly, amazed. Still new to DDO, was getting frustrated with my rogue/fighter builds, and rogue / ranger ones but... VERY pleased with my pure Ranger. Trying to save up to buy a rapier of puncturing, though, my frost weapons are performing quite well, and looking to garner some flaming, etc.

Thanks for the build!

Illuminati
07-05-2006, 08:11 AM
Wrong. True law, chaos, holy, and good weapons are unusable by you. You want neutral good to use all weapons.

Sorry but you are wrong =)

True Nuetral can use: Holy, Anarchic, Axiomatic without any penalty.
*all 2d6 damage enhancements

True Nuetral will have to UMD: Pure Good, Choas, True Law
*all 1d6 damage enhancements

Timberbee
07-05-2006, 11:16 AM
I mistakenly chose Lawful Good (doh!) as my alignment, likely when I was switching back and forth in breed from Elf to Halfling. How bad did I gimp myself, or, is it simply a matter of not being able to use some equipment?

And, I do move around a great deal! :) Just a natural tendancy. I rarely, if ever, attempt to truel tank something. Good to hear its a tactic of choice. I am more and more loving this build. Did Dalera's Tomb with a great group the other day. Was disapointed by my damage vs. the Ghostly skels but was VERY happy against the Wights and Wraiths. I could see that here to weapon choices were very important. In the end I reconciled myself to this and did the best I could to assist a very good fighter in our group. We had two excellent guides, one of whom took the lead, and a super team throughout. Despite my own negativety towards damage, survivability WAS there, and the ease with which this build killed the Wights gave hope to bettering a kill rate against the skels with the right equipment.

jamesorr
07-05-2006, 11:28 AM
If you are lawful you can still use anarchic and if you are chaotic you can still use axiomatic.

The cost is 5 hit points and your BAB is one level lower (usually this means a -1 to hit).

Often, the penalty is worth it.

Illuminati
07-06-2006, 08:06 AM
Just use a +1 Holy Mace to bypass the DR on those skeles. You will get your 2d6 from Holy and your 1d Whatever from the wep, your Str bonus, and your favorite enemy bonus. Probably 2 attack round most of them.

Lawful Good is fine, you could grab the Dodge Bracers from Xorion and push your AC up there. Plus you can use True Law and Pure Good weps. Youll take a little hit from Anarchic but it isnt bad.


I mistakenly chose Lawful Good (doh!) as my alignment, likely when I was switching back and forth in breed from Elf to Halfling. How bad did I gimp myself, or, is it simply a matter of not being able to use some equipment?

And, I do move around a great deal! :) Just a natural tendancy. I rarely, if ever, attempt to truel tank something. Good to hear its a tactic of choice. I am more and more loving this build. Did Dalera's Tomb with a great group the other day. Was disapointed by my damage vs. the Ghostly skels but was VERY happy against the Wights and Wraiths. I could see that here to weapon choices were very important. In the end I reconciled myself to this and did the best I could to assist a very good fighter in our group. We had two excellent guides, one of whom took the lead, and a super team throughout. Despite my own negativety towards damage, survivability WAS there, and the ease with which this build killed the Wights gave hope to bettering a kill rate against the skels with the right equipment.

Sojourner
07-06-2006, 08:32 AM
Did Dalera's Tomb with a great group the other day. Was disapointed by my damage vs. the Ghostly skels but was VERY happy against the Wights and Wraiths. I could see that here to weapon choices were very important. In the end I reconciled myself to this and did the best I could to assist a very good fighter in our group.


I'm running a similar build to this, only some minor changes here and there I think.

So far, I've loved it for the undead missions. It takes a pure fighter a level or two higher than me to keep up with me in catacombs or delerras. Get a +1 holy mace or hammer or something and you can really do some damage to those skellies.

I've only just hit level 5 with him. And mostly use either
1) +1 flaming rapier & +1 shocking rapier (when we have a tank and I'm not too worried about taking damage)
1) +1 flaming rapier & shield (when I need to be a bit more careful about taking damage)
3) +1 holy morningstar & shield (for skellies)
4) Muckbane & Shield (for oozes)
5) +3 composite longbow (when I'm too lazy to chase the mobs down)

I'll hotswap between those depending what we're facing. In Delerras and Cats its usually the morningstar. Get hold of some holy bludgeoning weapon and you'll be amazed at how quick the skellies go down. Ran the "Dryden's family tomb" part of catacombs yesterday with a full team, and had something like 110 kills on my name. Ran Drydens on hard with a team of 8-10's (no xp, but I wanted the end reward) and was still noticably keeping up my end of the skellie smashing depsite being 3-5 levels lower. The kill count is a bit goofy of a measure - its really just who got the last swing in. But, its all we've got.

Holy Weapon + High Dex + Favored Undead = you should have no problem.

jamesorr
07-06-2006, 09:12 AM
If you're using weapon finesse you're better off using light maces on the skeletons. After the next patch you could use light hammers also.

I duel weild a +5 light mace and a +3 shock light mace when fighting skeletons and they go down FAST. Even on elite I can drop any skeleton in 2 or 3 rounds when I am the only one fighting it.

ncarter555
07-06-2006, 10:42 AM
Well I studied this build and all the comments closely. From what I can gather is:

1. You are using the ranger class for: (3) Favored Enemies, Healing, and Dex bonuses.

2. You chose Elf for Dex starting and enhancement bonus

3. You are going more for a to hit bonus, counting on your 25% chance to crit

I must say, its a very nice build. A few questions though:

1. Why not go Human. This is why:
Instead of taking the -4 penalty for moving around so much, you could take spring attack. Here is how: You lose 4 points of Dex (well 3 if you chose human dex as an enhancement). 4 points of dex = +2 to hit and +2 to your AC. However, if you didn't take weapon specialization piercing for a +1 to hit bonus, then now you would be down +3 to hit. Now, add mobility instead of weapon specialization and then take your free human feat as Spring attack. Now you do not take a -4 to hit which nets you a gain of +1 while moving and attacking. Spring attack can also be applied to all melee weapons and not just piercing. Of course the downside is the loss of 2 AC. You could also take Human Versatility IV instead of the elvin dex II and gain +4 to all of your skills.

2. With this build, why not use a 9 fighter/1ranger. You would still gain 1 favored enemy and healing wands up to cure serious. Also bow strength. You would get 7 more feats than an elf ranger and 6 more than a human ranger. Also as a 9 fighter you could take Greater weapon focus (+2 to attack). You could also better your AC and your hitpoints.

I guess in the end, for me, I love the build ideas, but I personally would take them to a fighter build versus a ranger build. After all, things like 2 weapon fighting and ranged combat aren't even important to you. If you want to go melee only, I just thing ranger limits you to much.

Once again I borrowed this comment to explain my confusion:


Alot of fighters can achieve +40 to hit WITH NO FAVORS. So how can you be proud of 33 vs a couple types of enemies. Fighters can have an excess of 50 AC , again, not following why 40 makes you so proud.

Sojourner
07-06-2006, 11:48 AM
If you're using weapon finesse you're better off using light maces on the skeletons. After the next patch you could use light hammers also.

I duel weild a +5 light mace and a +3 shock light mace when fighting skeletons and they go down FAST. Even on elite I can drop any skeleton in 2 or 3 rounds when I am the only one fighting it.


Got a spare pair of holy light maces you'd like to sell me? :D
The morningstar I'm using now was lucky loot, not bought, so i'm mostly working with what I can find. Think my only bought weapon so far is that bow.

But yeah, you're right. Light Mace or Light Hammer would be the best choice if you can find them.

I'm not much of a number crucher. Would it be better to go with a +3 light mace or a +1 holy morningstar? Right now I'm not having too much difficulty landing a hit, so I've been prefering the damage of the holy. But I could see on hard/elite if the ACs go up I would be wanting the light weapons.

ncarter555
07-06-2006, 12:04 PM
Im still trying to find another one like my:

+1 Holy Light Hammer of Pure Good

Talk about an undead slayer. Especially with undead as a favored enemy :D

Man I would love to find a higher + modifier like that. Always searching :p

winsom
07-06-2006, 02:43 PM
Single-classed rangers are cool. But I think they are even cooler with 1 fighter level :)
I like the robes wearing idea but I wouldn't often want to use up a bracers slot for Armor +4. I'd rather have +4 Deflection bracers or +3 DEX bracers. Robes are something cool to switch to when you need a certain power and plan to be doing archery and not getting hit back. My ranger carries around Robes of Lesser Restoration X3 and Acid Immunity X3. But if Im going into melee, I'd really want the best Mithral I Can find, and since Ive only found +2 so far, I figure the DR 3 Adamantine (+12 AC) full plate from Co6 is better still.


You will only be cast Barkskin 3-4 (?) times with a (magical) WIS of 14, unless you dedicate a trinket slot to +50 SP or get another SP item. .

I was wrong about this. I just found out that some ranger levels add almost zero SPs while others give out a bunch of SP. My 7th level ranger with WIS 12 has 61 SP without any + SP items.

Illuminati
07-08-2006, 09:22 AM
1) You dual-wield quite often with this build and spring attack only allows for two-attacks with your main-hand. Also, the Dex Bonus is huge as it is your primary source of AC if you want to wear Robes, etc. or use a bow =)
You are only move/attacking against high-crit mobs (trolls, etc.) which even on Elite you hit fine with the -4 penalty.

2) I like the 9/1 stuff for the extra feat, but I am thinking lvl 20 which shouldn't be too far away. We should see some nice epic feats and I like the pure route for this build atm. You also lose the 3rd favored and +2 to damage, huge for this build.

Trust me, I am a human fan, but Halfling/Elf is the way to go with this one.


Well I studied this build and all the comments closely. From what I can gather is:

1. You are using the ranger class for: (3) Favored Enemies, Healing, and Dex bonuses.

2. You chose Elf for Dex starting and enhancement bonus

3. You are going more for a to hit bonus, counting on your 25% chance to crit

I must say, its a very nice build. A few questions though:

1. Why not go Human. This is why:
Instead of taking the -4 penalty for moving around so much, you could take spring attack. Here is how: You lose 4 points of Dex (well 3 if you chose human dex as an enhancement). 4 points of dex = +2 to hit and +2 to your AC. However, if you didn't take weapon specialization piercing for a +1 to hit bonus, then now you would be down +3 to hit. Now, add mobility instead of weapon specialization and then take your free human feat as Spring attack. Now you do not take a -4 to hit which nets you a gain of +1 while moving and attacking. Spring attack can also be applied to all melee weapons and not just piercing. Of course the downside is the loss of 2 AC. You could also take Human Versatility IV instead of the elvin dex II and gain +4 to all of your skills.

2. With this build, why not use a 9 fighter/1ranger. You would still gain 1 favored enemy and healing wands up to cure serious. Also bow strength. You would get 7 more feats than an elf ranger and 6 more than a human ranger. Also as a 9 fighter you could take Greater weapon focus (+2 to attack). You could also better your AC and your hitpoints.

I guess in the end, for me, I love the build ideas, but I personally would take them to a fighter build versus a ranger build. After all, things like 2 weapon fighting and ranged combat aren't even important to you. If you want to go melee only, I just thing ranger limits you to much.

Once again I borrowed this comment to explain my confusion:

Timberbee
07-09-2006, 03:33 PM
I very much liked my lvl 7 Finesse fighter, built with your template, but, I was feeling like I wanted MORE damage... Don't have a puncturing weapon yet. Built a 2 Ranger / 2 Barb / 1 fighter so far and... while I am often getting to the top of the kill list, I'm simply not seeing those big numbers others so often boasted of. Instead, I'm seeing exactly the same numbers (minus some), that I was seeing with my Tempest Build. Frankly the weapons just aren't there, on my little guy but, quite the same is true on my Ranger. Neither has their optimal weapon, and both are doing the same damage ranger per hit, except, of course, the Ranger is hitting almost all the time.

I'm also beginning to realize that my mode of fighting just isn't conducive to Kill count. When you dance around, when you protect the casters, when you gang bang mobs, getting the last hit in is just either pure luck or, just not a concern at all. I notice that quite often it is I who gets the last hit in on a mob another was working. It crosses my mind but, the imperative to suffer the least damage we can, and kill the mobs the fastest WE can over rides everything else.

It has been good to do this! I am remembering why I dropped my pure fighters as well. I like the soloing! I like the flexibility. I like running through a trap unscathed and standing on the other side with a wand in hand, healing those who come through after me, or went ahead.

Illuminati
07-10-2006, 10:17 AM
Once you find those weps you will love the damage. Remember, any of the Greater Bane Weps are an additional 3d6 and +4, if you see them buy them.

Also, Holy is an additional 2d6.

Honestly though, you need a punture wep. That 1d6 of Con if usually like doing 40-60 damage. Couple that with lowering their Con and stuff just drops.

An Icy Burst Rapier, even +1 is very nice and will work with most of the mobs in the game.

Even a plain ol' +5 Rapier is nice. I use that on most of the Elf high AC quests.

1d6+5, +2 Str, +6 Favored = 19 (16 average) on every hit, 40's on Crit and 50-60's with Elemental Damage.

That is pretty nice damage and you get it on almost every hit.

No worries, just check those vendors for any puncture wep =)

At Aundair we are lucky because a lot of people sell awesome stuff withouth knowing.

-Illum


I very much liked my lvl 7 Finesse fighter, built with your template, but, I was feeling like I wanted MORE damage... Don't have a puncturing weapon yet. Built a 2 Ranger / 2 Barb / 1 fighter so far and... while I am often getting to the top of the kill list, I'm simply not seeing those big numbers others so often boasted of. Instead, I'm seeing exactly the same numbers (minus some), that I was seeing with my Tempest Build. Frankly the weapons just aren't there, on my little guy but, quite the same is true on my Ranger. Neither has their optimal weapon, and both are doing the same damage ranger per hit, except, of course, the Ranger is hitting almost all the time.

I'm also beginning to realize that my mode of fighting just isn't conducive to Kill count. When you dance around, when you protect the casters, when you gang bang mobs, getting the last hit in is just either pure luck or, just not a concern at all. I notice that quite often it is I who gets the last hit in on a mob another was working. It crosses my mind but, the imperative to suffer the least damage we can, and kill the mobs the fastest WE can over rides everything else.

It has been good to do this! I am remembering why I dropped my pure fighters as well. I like the soloing! I like the flexibility. I like running through a trap unscathed and standing on the other side with a wand in hand, healing those who come through after me, or went ahead.

pezius
07-28-2006, 01:55 PM
wonder why the dragon robe was never considered in this build.

Illuminati
07-31-2006, 10:52 PM
wonder why the dragon robe was never considered in this build.

You could actually. I never saw it once in all the times we have beat the dragon. But that Delving Suit, bah, maybe 10 times =(

rndinit0
08-02-2006, 08:01 AM
(*note im new to this game, and asking for advice with this post, and by no means am I trying to insult anyone here, so in order for me to understand better I ask*)

Iluminati:
You're build is:

10 - Str
20 - Dex
11 - Con
10 - Int
11 - Wis
8 - Cha

I was wondering:

What if I do this:
14 - Str +2 dmg
18 - Dex
11 - Con
10 - Int
11 - Wis
8 - Cha

How would that affect this build negatively:
Reason I am asking is because I notice against mobs on Hard Setting I do relatively low damage. (ones which I do not have favored dmg on) Example WW has plenty of these mobs. Can I offset the lack of dex using the following:
3 Elven Dexterity I Grants a +1 increase to Dexterity score.
8 Elven Dexterity II Grants a +2 increase to Dexterity score.

3 Halfling Dexterity I Grants a +1 increase to Dexterity score.
8 Halfling Dexterity II Grants a +2 increase to Dexterity score.

Or does this ruin the build?

Is this something that I have to deal with temp. or something that I can fix by getting better gear? If so what gear and from where?

Also when twf, what weopons should I use?
And if using shield when and why would I use this?

From what I understand so far its pretty much pointless to build for pure ranged combat, because of the ROF issue that may or may not be fixed.

Basically what I want to achieve is the following:

Keep up dmg wise
Be able to switch from ranged to melee w/o loosing too much on dps.

I dont want the ranger to feel useless on quests where I dont have favored.

I appreciate your time and effort to clarify this for me.

Illuminati
08-02-2006, 08:56 AM
No worries mate, the secret is not in the build but in its weapon of choice,

PUNCTURING =)

Grab a +1 Rapier of Puncturing and that is what you use against all non-favored, a +1 Holy Bludgeon against undead.

ROF is not worth going for till its fixed, though this build is setup for it in the future. Also, I don't trust turbine to not grant Rangers SoTR later so I will never include it in any pure ranger builds.

Also look for bane weapons. Greater = +4 and an extra 3d6 which is like having a +24 Str =)

I know its hard to find some of this stuff, but work on the Puncturing first. I would change favored Evil Outsiders to Giants FYI.


(*note im new to this game, and asking for advice with this post, and by no means am I trying to insult anyone here, so in order for me to understand better I ask*)

Iluminati:
You're build is:

10 - Str
20 - Dex
11 - Con
10 - Int
11 - Wis
8 - Cha

I was wondering:

What if I do this:
14 - Str +2 dmg
18 - Dex
11 - Con
10 - Int
11 - Wis
8 - Cha

How would that affect this build negatively:
Reason I am asking is because I notice against mobs on Hard Setting I do relatively low damage. (ones which I do not have favored dmg on) Example WW has plenty of these mobs. Can I offset the lack of dex using the following:
3 Elven Dexterity I Grants a +1 increase to Dexterity score.
8 Elven Dexterity II Grants a +2 increase to Dexterity score.

3 Halfling Dexterity I Grants a +1 increase to Dexterity score.
8 Halfling Dexterity II Grants a +2 increase to Dexterity score.

Or does this ruin the build?

Is this something that I have to deal with temp. or something that I can fix by getting better gear? If so what gear and from where?

Also when twf, what weopons should I use?
And if using shield when and why would I use this?

From what I understand so far its pretty much pointless to build for pure ranged combat, because of the ROF issue that may or may not be fixed.

Basically what I want to achieve is the following:

Keep up dmg wise
Be able to switch from ranged to melee w/o loosing too much on dps.

I dont want the ranger to feel useless on quests where I dont have favored.

I appreciate your time and effort to clarify this for me.

guygrim
08-02-2006, 01:42 PM
Ugh!

I just rolled a 3 Ranger / 2 Fighter and now you are making me want to reroll. I like the idea of Pulling from Range and melee in close. Does your lack of strength hurt your damage with the bow??

An example of a quest I like is Stormcleave, with all it's Giant's Trolls and Mino's.

Thanks!

rndinit0
08-02-2006, 01:54 PM
Ugh!

I just rolled a 3 Ranger / 2 Fighter and now you are making me want to reroll. I like the idea of Pulling from Range and melee in close. Does your lack of strength hurt your damage with the bow??

An example of a quest I like is Stormcleave, with all it's Giant's Trolls and Mino's.

Thanks!

Yes my experience was that at WW not having the special weapons needed to make this build work, I was doing a consistant 1pnt. of dmg.(However I must confess that I used a halfling with a base ability str of 6)

------------------------------------------------------------------

What Im curious about would the same build work If I used a halfling with 6str as a base stat?

-----------------------------------------------------------------

So how can these puncturing weapons be found?

techguru
08-02-2006, 04:12 PM
They can be found on the weapon brokers.. if you have patience and check many times.. I didn't have the patience so I traded a +2 int tome for some plus some other stuff.

rndinit0
08-02-2006, 04:48 PM
Thank you for your prompt answers everyone. I re-rolled and fixed my gimped ranger. Im much happier now. Now its all down to finding the weapons.

spifflove
08-04-2006, 08:38 AM
I am seriously considering taking this build, but what about saving throws? With no space for feats like iron will how can you hit anything while dancing, held, running away, helpless, enfeebled? Would this build be effective on a rogue?

techguru
08-04-2006, 10:33 AM
I got two rapiers of puncturing but notice I take a big negative to hit when I equip the rapier in off-hand.. what should I be using in off-hand to not take this negative to hit?

DJNsomniac
08-04-2006, 12:31 PM
Very cool build!

I'd probably try it out except I enjoy my level 10 ranger I have too much now already. He's ranged and ready for that lovly ROF fix turbine is gonna "HOPEFULLY" give to us in the fall.

:)

Jaysensen
08-04-2006, 12:39 PM
Use a Wounding Shortsword. Puncturing Rapiers. Wounding Shortswords are better because of the smaller Crit Range. Wounding of Puncturing is optimal.

With 14 modified strength I have been performing ON PAR with DPS Fighters and Barbs. I hit Level 9 Tonight and get Improved Crit, which opens up the build and makes Puncturing Shine.

My plan was to take Undead, Elves, and then Evil Outsiders as my FEs. But Im debating taking Aberrations just for Flayers and Beholders instead of EOs.

Illuminati
08-08-2006, 09:29 AM
After looking at all the new content, I would swap out Evil Outsiders for Giants. There are too many giant class mobs now. Although they can be punctured, in high end content they have buku CON and HP. That +6 Damage would really shine against them.


Use a Wounding Shortsword. Puncturing Rapiers. Wounding Shortswords are better because of the smaller Crit Range. Wounding of Puncturing is optimal.

With 14 modified strength I have been performing ON PAR with DPS Fighters and Barbs. I hit Level 9 Tonight and get Improved Crit, which opens up the build and makes Puncturing Shine.

My plan was to take Undead, Elves, and then Evil Outsiders as my FEs. But Im debating taking Aberrations just for Flayers and Beholders instead of EOs.

Balkas
08-08-2006, 06:01 PM
I got two rapiers of puncturing but notice I take a big negative to hit when I equip the rapier in off-hand.. what should I be using in off-hand to not take this negative to hit?

You'd need a weapon that is of small size.

Rapiers are medium (but can be finessed because they are special).

Illuminati
08-13-2006, 08:19 AM
You'd need a weapon that is of small size.

Rapiers are medium (but can be finessed because they are special).

Some people I have talked to took Precision and dual wield the rapiers of puncturing. That way, they deal hardly any damage and draw no agro then BOOM, the enemy just dies.

techguru
08-15-2006, 02:12 PM
So far.. my little lv 4 Tempist ranger.. is very good.. can do everything..
Tank, Melee, Range, backup heal and has the highest AC ect. in most pugs.

She really shines as a melee damage dealer.

Rhialto
08-15-2006, 03:36 PM
I have been reading through the posts here and while I play a Ranger, it is very much unlike this one. However with the new Drow Race I am thinking of starting a new Ranger and am going to go this route. My current Ranger is a Strength based (23 str) melee fighting type with the race as a Dwarf. At level 8 I am around +24 to hit with +4 weapons and even though they are not elemental am doing in the mid 20's for damage. My AC is around low 30's with an 18 dex and wearing a +5 Heavy Shield and +3 Chain Shirt of Stability. I definately think that I can enjoy the setup of a dex ranger using the style you are talking about here but want to go with Drow because of the better benefits then elves and halflings get.

Skillless
08-15-2006, 08:01 PM
I have been looking at your post for quite awhile, really wanting to give it a shot because it looks like fun. I just unlocked a drow with my tank build and what something more exciting to play, and have been thinking of using this build. Just have a few questions for you.
12 - Str
20 - Dex
11 - Con
10 - Int
11 - Wis
10 - Cha lowest I could go
I had two left over, so I dropped them in str. I wasn't too sure about that, or whether it should be int for more skill points (not sure of the math) or con etc.

Also with enhancements would you change what you have and maybe select the drow SR?

My biggest concern is I have one semi-decent weapon I managed to find in the couple months of playtime, a +1 Cursespewing heavy pick of shatter lvl 6 Dwarf umd 16. I would like to be able to use it by lvl 6, is this possible without maybe giving up WF or dodge? Without having to use action boost everytime I wanted to switch?

Thanks for the help!

keith33tpt
08-16-2006, 04:17 PM
Illuminati,
I must be missing something because you are figuring a 20UMD at level 10 but you don't list the 8 CHA -1 penalty anywhere.

Note: UMD at Level 10 (+5 Rank, +10 Action Boost, +3 Item, +2 Heroism) = 20. This is enough to equip anything in the game.
So can you really get to 20 UMD without a CHA stat boosting item as well, or by putting 6 points into the skill not 5?
Dario
Etham

Illuminati
08-17-2006, 02:46 PM
Sorry, forgot to mential adorning a cloak for one sec, or popping a potion, the luck gloves, or any other means =)


Illuminati,
I must be missing something because you are figuring a 20UMD at level 10 but you don't list the 8 CHA -1 penalty anywhere.

So can you really get to 20 UMD without a CHA stat boosting item as well, or by putting 6 points into the skill not 5?
Dario
Etham

BrandonSmith
08-17-2006, 11:52 PM
I've got this build upto level 9 now and it rocks. Truelaw Rapier of Puncturing and +2 dagger of puncturing in my off hand. Holy Rapier for undead. Shocking burst longbow for range. Everything is so squishy. Good idea to pick up the Abberant Robe for the spell resistance cause casters will be just about the only thing that can harm you. Bark skinning the whole party rocks. +5 shield, barkskin, and evasion makes you an AC monster and great for shield blocking. I love this ranger build!

guygrim
08-18-2006, 01:05 PM
My Level 6 permadeath Ranger just died, so now I have an opportunity / open slot to make a Tempest Ranger. I plan on using Illuminati's Build as shown on Page 1 of this post. One question:

Here are the End Stats as listed by Illuminati:

14 - Str (+4 Str/-1 Dex ,Static Reward: Linen Handwraps)
30 - Dex (+3 Enhancement, +2 Enhancement, +2 Lvl’s 4/8, +3/4 item/buff, -1 Linen Handwraps)
14 - Con (+3 Item)
10 - Int
14 – Wis (+3 Item) *You are able to cast 4th level spells in DDO with an item modifier.
8 - Cha

My question: Why bother getting the linen handwraps? You can just use the TR Static Reward +3, but you would need to put +1 into Strength at either the Level 4 or Level 8. Am I missing something?

Illuminati; have you made any changes to your build listed on Page 1?

ciao!

Mandinga
08-18-2006, 02:00 PM
My question: Why bother getting the linen handwraps? You can just use the TR Static Reward +3, but you would need to put +1 into Strength at either the Level 4 or Level 8. Am I missing something?


I'm guessing because it is a static reward you know you can acquire and use it until you find a +4 item without the -1 dex. This way you will have more points in your dex once you do this.

There would be nothing wrong with putting a point into strength and using the TR item but you may miss out on an additional +1 to Dex in later levels.

guygrim
08-18-2006, 02:51 PM
Last question before I make my character...

I had 15 Strength +3 for a total of 18 Strength. Is your damage with your bow much less with 14 Strength vs 18 Strength?

lordfulmine
08-18-2006, 10:09 PM
Last question before I make my character...

I had 15 Strength +3 for a total of 18 Strength. Is your damage with your bow much less with 14 Strength vs 18 Strength?


The difference beteween 14 and 18 is 2 points of damage per hit

Illuminati
08-19-2006, 08:51 AM
Hey there,

Remember there are many uber items in game you may find to keep the progress moving forward. Your Dex is your 'to hit' so you always want to keep it going. Dex tomes, etc. all drop. +5 stat items, etc. , dont limit yourself.

The build is just a template. You may have an item that adjusts your beggining stats for a little tweakage.


My Level 6 permadeath Ranger just died, so now I have an opportunity / open slot to make a Tempest Ranger. I plan on using Illuminati's Build as shown on Page 1 of this post. One question:

Here are the End Stats as listed by Illuminati:

14 - Str (+4 Str/-1 Dex ,Static Reward: Linen Handwraps)
30 - Dex (+3 Enhancement, +2 Enhancement, +2 Lvl’s 4/8, +3/4 item/buff, -1 Linen Handwraps)
14 - Con (+3 Item)
10 - Int
14 – Wis (+3 Item) *You are able to cast 4th level spells in DDO with an item modifier.
8 - Cha

My question: Why bother getting the linen handwraps? You can just use the TR Static Reward +3, but you would need to put +1 into Strength at either the Level 4 or Level 8. Am I missing something?

Illuminati; have you made any changes to your build listed on Page 1?

ciao!

Illuminati
08-19-2006, 08:53 AM
So far.. my little lv 4 Tempist ranger.. is very good.. can do everything..
Tank, Melee, Range, backup heal and has the highest AC ect. in most pugs.

She really shines as a melee damage dealer.

Thats great!! Get those bane weapons too, they really make a difference, especially on the non-con death mobs.

stefoid
08-19-2006, 10:18 AM
hey illuminati, have you had a look at my tumbelina build. My actual character has slightly different stats, but I came around to the same stats as the tempest ranger. basically realized I need more con and less str.

the only change I have over your build is a level of fighter (for mobility), and I take precision at level 6, and dont take weapon focus at all. precision just so useful...

oh, and halfling instead of elf: +1 to hit, +1 to AC and +4(!) to resists with halfling resist and +3 halfling resist enhancement.

fighter gives fab enhancement, but you loose L10 spell and extra favoured enemy (until L12 cap, anyway). = 10 levs ranger, 2 of fighter.

Illuminati
08-20-2006, 10:10 AM
Actually, that is what I would do when it goes to 12.

I am also looking at Power Attack for the trash mobs.


hey illuminati, have you had a look at my tumbelina build. My actual character has slightly different stats, but I came around to the same stats as the tempest ranger. basically realized I need more con and less str.

the only change I have over your build is a level of fighter (for mobility), and I take precision at level 6, and dont take weapon focus at all. precision just so useful...

oh, and halfling instead of elf: +1 to hit, +1 to AC and +4(!) to resists with halfling resist and +3 halfling resist enhancement.

fighter gives fab enhancement, but you loose L10 spell and extra favoured enemy (until L12 cap, anyway). = 10 levs ranger, 2 of fighter.

stefoid
08-20-2006, 04:32 PM
hmm, someone said you get gtwf and some other stuff at ranger 11, so maybe just the one level of fighter at L9. but then again, you get +6AC barkskin for 12 minute as a reward for sticking with a pure ranger. hmmm... almost as nice as FAB I.

power attack? doesnt that only really kick in for double handed high str builds? I can think of only one situation where it would have been handy (so far) -- greater earth elemental in boss cave in SC. I was only scratching it. It must have 10DR or something. 5 attacks at an average of 11 damage per attack doesnt really shine against a DR10 mob with no CON. Another reason for taking elementals as favoured enemy.

anyway, with the improvement to rate of fire based on BAB, all rangers become very decent at range, just from freebie feats. however id probably consider improved critical ranged, as I tend to start each melee by dropping the baddest mob with missile fire - casters and such.

the_ox
08-22-2006, 01:34 AM
Hey Illuminati, love the build, have some questions for you, about my modified version.

First Off Im drow, I like it (also makes sence with the elfs favored)

Starting Stats:
Str 15
Dex 19 +2
Con 10
Int 10
Wis 11
Cha 10

Lvl 10 Ending Stats, assuming +4 dex ring or boots (i hope)
Str 18
Dex 30
Con 13 (hopefully can someday snag a +4)
Int 10
Wis 14
Cha 10

Feats:
1.) Weapon Finesse
3.) Precision (i think will make a big diff, explination below)
6.) Power Attack (also see below)
9.) Imp Crit - Piercing
12.) Imp Crit - Ranged
*15.) Focus - Piercing
*18.) Focus - Ranged

Precision and Power Attack changes, insted of Dodge + focus, or focus ranged+peircing, basically my thought is this, if your fighting a mob where it takes you +19 to hit, with a raiper 15+ crit, or ss 17+ crit, that means alot more crits if you turn on precision, and this build is all about crits until you get wounding weapons which still would benefit greatly from 4 more to hit, and for power attack, going against trash mobs, or lower level quests, great to trade a lil of that spare attack for more dmg. I like the situational system in this case a little better than +1 ac and/or +1 pierce/ranged earlier

Now my enhancements depends, if I land a great item i want 20umd for (cause i am pumping umd) then its
Elven Dex
Ranger Dex
Favored Attk or dmg havent decided
RAB

but where im stuck is, I like the idea of elemental empathy, and elven ranged attk, so I'm not sure which way to go fully with enhancements so any advice would be helpful.

With the ROF, Bow Str, SoTR and Manyshot changes coming, I really think adding the ranged power in there will help alot, also brings back a bit more of the versatilty when you can just plop on a puncturing/wounding bow, with improved precise shot, and take down a boss alot while team focus' on adds and stuff.

But all this being said I'm still fairly new to this game, this is my 3rd rerolled ranger, ever since I decided that at lvl 20 losing the 5th favored enemy and final dex enhancement might not be worth the 1 extra feat and heavy armor+tower profs by bringing in a level of fighter. So please pick this apart, let me know if there is anything im missing or anything I haven't considering, seeing as how I have not had the pleasure of high end content or raids yet.

Thanks
oxideous of mabar

Ciaran
08-24-2006, 01:31 PM
Dang, why did I have to read about this build? Now I'm thinking about deleting my paladin and trying out this build. :p

Great build, seriously. I love the versatility and threat this build has in it. I just may have to try this out.

Illuminati
08-30-2006, 09:51 AM
I am seriously thinking about PowerAttack/Precision as well. They are both great for either trashmobs (slimes, etc.) Power Attack, and Precision for High AC mobs (no agro if no damage).

Also, if they fix ranged cursespewing bows, etc. all would benefit from Precision. Too bad Ranged Power Attack doesnt exist.

My advice would be to wait to see what changes we are going to see for Mod3 (lvl 12) and change accordingly.

I love the build and thanks all for the comments. I just wish my original 3xTome Ranger was this build instead of 22, 26, 16, 8, 16, 8!


Hey Illuminati, love the build, have some questions for you, about my modified version.

First Off Im drow, I like it (also makes sence with the elfs favored)

Starting Stats:
Str 15
Dex 19 +2
Con 10
Int 10
Wis 11
Cha 10

Lvl 10 Ending Stats, assuming +4 dex ring or boots (i hope)
Str 18
Dex 30
Con 13 (hopefully can someday snag a +4)
Int 10
Wis 14
Cha 10

Feats:
1.) Weapon Finesse
3.) Precision (i think will make a big diff, explination below)
6.) Power Attack (also see below)
9.) Imp Crit - Piercing
12.) Imp Crit - Ranged
*15.) Focus - Piercing
*18.) Focus - Ranged

Precision and Power Attack changes, insted of Dodge + focus, or focus ranged+peircing, basically my thought is this, if your fighting a mob where it takes you +19 to hit, with a raiper 15+ crit, or ss 17+ crit, that means alot more crits if you turn on precision, and this build is all about crits until you get wounding weapons which still would benefit greatly from 4 more to hit, and for power attack, going against trash mobs, or lower level quests, great to trade a lil of that spare attack for more dmg. I like the situational system in this case a little better than +1 ac and/or +1 pierce/ranged earlier

Now my enhancements depends, if I land a great item i want 20umd for (cause i am pumping umd) then its
Elven Dex
Ranger Dex
Favored Attk or dmg havent decided
RAB

but where im stuck is, I like the idea of elemental empathy, and elven ranged attk, so I'm not sure which way to go fully with enhancements so any advice would be helpful.

With the ROF, Bow Str, SoTR and Manyshot changes coming, I really think adding the ranged power in there will help alot, also brings back a bit more of the versatilty when you can just plop on a puncturing/wounding bow, with improved precise shot, and take down a boss alot while team focus' on adds and stuff.

But all this being said I'm still fairly new to this game, this is my 3rd rerolled ranger, ever since I decided that at lvl 20 losing the 5th favored enemy and final dex enhancement might not be worth the 1 extra feat and heavy armor+tower profs by bringing in a level of fighter. So please pick this apart, let me know if there is anything im missing or anything I haven't considering, seeing as how I have not had the pleasure of high end content or raids yet.

Thanks
oxideous of mabar

Illuminati
08-30-2006, 09:55 AM
Dang, why did I have to read about this build? Now I'm thinking about deleting my paladin and trying out this build. :p

Great build, seriously. I love the versatility and threat this build has in it. I just may have to try this out.

Thanks! I am actually looking at a pure THF Paladin myself. Honestly though, in favored quests this build owns. My only complaint about this build is the fact that rapiers are very low in hardness and at high level and chain quests you need 3 to rotate through.

Evasion>>>>>>>>>>all

I love my pure fighter but buying potions is getting fairly annoying. I even have 2x Improved Resistance items on at all times and I still get annoyed with buying potions.

Gosh, so many possibilities and not enough feats! If they do to ranged what I think they will do it will be ranged till close, sword/board, rangers speed booost away , rinse repeat.

Illuminati
08-30-2006, 09:58 AM
hmm, someone said you get gtwf and some other stuff at ranger 11, so maybe just the one level of fighter at L9. but then again, you get +6AC barkskin for 12 minute as a reward for sticking with a pure ranger. hmmm... almost as nice as FAB I.

power attack? doesnt that only really kick in for double handed high str builds? I can think of only one situation where it would have been handy (so far) -- greater earth elemental in boss cave in SC. I was only scratching it. It must have 10DR or something. 5 attacks at an average of 11 damage per attack doesnt really shine against a DR10 mob with no CON. Another reason for taking elementals as favoured enemy.

anyway, with the improvement to rate of fire based on BAB, all rangers become very decent at range, just from freebie feats. however id probably consider improved critical ranged, as I tend to start each melee by dropping the baddest mob with missile fire - casters and such.

My guess would be Favored Attack IV, Favored DMG IV (+8 DMG), RAB IV, Rangers DEX IV.

I may dump Elven Dex II since Greater Heroism will be prevelant and you may net +1 attack (which is most likely fine).

I am really waiting to see what Mod3 brings.

Illuminati
08-30-2006, 10:02 AM
I have been looking at your post for quite awhile, really wanting to give it a shot because it looks like fun. I just unlocked a drow with my tank build and what something more exciting to play, and have been thinking of using this build. Just have a few questions for you.
12 - Str
20 - Dex
11 - Con
10 - Int
11 - Wis
10 - Cha lowest I could go
I had two left over, so I dropped them in str. I wasn't too sure about that, or whether it should be int for more skill points (not sure of the math) or con etc.

Also with enhancements would you change what you have and maybe select the drow SR?

My biggest concern is I have one semi-decent weapon I managed to find in the couple months of playtime, a +1 Cursespewing heavy pick of shatter lvl 6 Dwarf umd 16. I would like to be able to use it by lvl 6, is this possible without maybe giving up WF or dodge? Without having to use action boost everytime I wanted to switch?

Thanks for the help!

I would recommend trading that wep for an elemental with puncturing (+1 frost/acid of punturing). Definately STR is not a bad choice since medium load affects AC. Some low STR mods of this build will have a tough time if they start carrying around too much.

Although I am a fan of Drow SR I can't think of anything to replace with it since they are all necessary.

Illuminati
08-30-2006, 10:05 AM
Hey guygrim,

I have a few changes in mind but I an hoping to see some posts about the change to Ranged combat (being official), etc.

Precision and Power Attack look very good to me atm.

I like the dex pump over Str because with a tome, level increase, etc. you still come out ahead. Pumping Str will never make you a Str build. You can also find non penalty str items.

Waiting for mod3 release notes but knowing turbine it will be 3 weeks after the release =)


My Level 6 permadeath Ranger just died, so now I have an opportunity / open slot to make a Tempest Ranger. I plan on using Illuminati's Build as shown on Page 1 of this post. One question:

Here are the End Stats as listed by Illuminati:

14 - Str (+4 Str/-1 Dex ,Static Reward: Linen Handwraps)
30 - Dex (+3 Enhancement, +2 Enhancement, +2 Lvl’s 4/8, +3/4 item/buff, -1 Linen Handwraps)
14 - Con (+3 Item)
10 - Int
14 – Wis (+3 Item) *You are able to cast 4th level spells in DDO with an item modifier.
8 - Cha

My question: Why bother getting the linen handwraps? You can just use the TR Static Reward +3, but you would need to put +1 into Strength at either the Level 4 or Level 8. Am I missing something?

Illuminati; have you made any changes to your build listed on Page 1?

ciao!

guygrim
08-30-2006, 11:28 AM
hehe yeah..

I am thinking about Precision at level 6 when you can start using stat damaging weapons. I definitely like sword and board vs. two handed fighting, simply because I like the +4 to AC.

Jaysensen
08-30-2006, 12:26 PM
I swapped Dodge for Precision. I miss elite Renders only on 4s first two swings, only on 1s subsequent swings. Precision not only lowers your aggro, but increases your crit confirmation roll. Even TWF with puncturing rapiers, I require less healing than you would think.

The optimal stat killing weapons is a Seeker of Puncturing Rapier. Or Seeker of Enfeebling Rapier. Rangers dont get the crit confirmation, so its worth it. OFC, finding one is harder than purchasing one at the Wounding bow shop, so any elemental puncturing Rapier is good. Dont forget: Puncturing Rapiers (must have imp crit), wounding everything else.

I also took Undead, Elves, Aberrations as FEs. While its nice on the VON3 Beholders, I think something else, such as Giants or Outsiders would have been better than Aberrations.

spifflove
08-30-2006, 09:55 PM
If neutral can i wield Retribution w/o high umd?

techguru
08-31-2006, 11:44 AM
Did you change your orginal feats? I seem to remember weapon focus piercing instead of precision?

I am level 5.. if you did would it be worth re-rolling..



The Tempest Ranger, by Illuminati

This Ranger is very similar to my personal build, which owns TS on Elite (or any quest with Elves, Undead, or Giants). If I had the opportunity to do it all over again, this is how I would do it:

Class: Ranger
Race: Drow Elf
Alignment: True Nuetral

Exlanation: Elf/Ranger for the Dex enhancements as this version will wear robes. Robes? Heck yeah. They quick switch instantaneously and you get the best attributes on them. Divine Power, Greater Fire/Cold, etc. all appear on robes. True Nuetral so that you can use ANY weapon without negative level and with Rangers Action Boost, you can UMD most items within the game. I also like the fact that you can free up a slot for a resistance item (even though the deflection doesn’t stack, etc.). I will show optimally equipped below (without Uber gear). Favored Enemy bonuses are huge. +6 Damage is like +12 Strength and with Weapon Finesse your Attack Bonus is in the 40’s.
Why is this better than a pure fighter?
Evasion – No Damage on a Reflex Save
Healing – When you get in trouble, just wand yourself up
Barkskin - +5 Natural Armor Bonus that stacks with everything
Robes – If you can get your AC high enough (see below) they have the best attributes

Begin Stats:

12 - Str (2 Pts)
20 - Dex (16 Pts)
11 - Con (5 Pts)
10 - Int
11 - Wis (3 Pts)
10 - Cha

End Stats:

16 - Str (+4 Str/-1 Dex ,Static Reward: Linen Handwraps)
30 - Dex (+3 Enhancement, +2 Enhancement, +2 Lvl’s 4/8, +3/4 item/buff, -1 Linen Handwraps)
14 - Con (+3 Item)
10 - Int
14 – Wis (+3 Item) *You are able to cast 4th level spells in DDO with an item modifier.
8 - Cha

Enhancements: Rangers Action Boost, Elven Dexterity II, Rangers Dexterity III, Favored Attack III

Skills: Max UMD, Max Tumble, put points into Jump, Move Silently, Hide (1), Spot (2) and Balance.

Note: UMD at Level 10 (+5 Rank, +10 Action Boost, +3 Item, +2 Heroism) = 20. This is enough to equip anything in the game.
Tumble at Level 10 (+6 Rank, +10 Dex Bonus, +10 Spell (u cast), +5 Tumble item) = 31. Back/Side flip time. If you get a better item you can do front flips. Did you know you can Move Silently at full speed while flipping?

Feats:

Lvl 1 = Weapon Finesse, *Bow Strength, *Favored Enemy: Undead
Lvl 2 = *Rapid Shot, *Two-Weapon Fighting (TWF)
Lvl 3 = Precision (+4 to attack, base damage is halved)
Lvl 4 =
Lvl 5 =
Lvl 6 = Dodge (or Power Attack), *Many Shot, *Improved TWF, *Favored Enemy: Giants
Lvl 7 =
Lvl 8 =
Lvl 9 = Improved Critical: Piercing, *Evasion
Lvl 10 = *Favored Enemy: Elves

Attack Bonus (Level 10): Normal/Common Potential

+10 BaB
+10 Dex (Weapon Finesse)
+5 (+5 Weapon)
+4 Precision
+0/+3 (Favored Attack)
+0/+2 (Herosim)
+0/+1 (Haste)
-----------
+29, +35

Swing Progression: Normal/Common Potential
+29, +29, +34, +39
+36, +36, +41, +46

Damage (Level 10): Normal/Common Potential
Weapon of Choice: Rapier (Puncturing even better)

1d6+5
+2 Strength
+0/+6 Favored)
+0/+1 Haste
-------
13/20 per hit (no elemental damage or con damage applied)

Crit Range = 15 – 20 so you get a x2 damage roughly 1 out of 4 hits.

Armor Class:

+10 Base
+10 Dex
+7 Shield (Heavy Steel or Mithral)
+5 Barkskin
+4 WW Bracers or MageArmor potions
+3 Deflection (Static Loot)
+1/+3 Dodge * if you find the Chaosgarde bracers (buy mage armor potions)
---------
40/43 (Very Respectable)

*a +1 Dex tome and you hit 32. Cast Cats Grace to offset the -1 from Linen Handwraps and you add a +1 AB and +1 Armor Bonus.

My personal build has stats 22, 26, 16, 8, 16, 8 (w/ items only). It is great to pull the levers etc. but I believe it would have been better with a higher Dex. The ability to hot swap robes is awesome.

Scenarios:

Xorion Cypher: (Elves and Undead)
With a simple +1 Holy Mace and Rapier you will own this quest.

Tempest Spine (Elves, Evil Outsiders and Giants)
With a Puncture Rapier you will own this quest. I use a +5 Rapier on the Blackguards and they go down fast. The rest are squishy.

Gwayland’s Stand: (Elves, Minataurs, Goblinoid)
Any of the Monstrous Humanoid types are squishy.

Von 1-4: (Beholders, Mephits, Elves, Trolls)
Grab a Deathblock Robe of Light/Mod Fort and you own these guys fast. A puncture wep on all the drow, and a Flaming Rapier takes out the trolls. Whatever you wish on the Beholders, they go down fast.

Von 5: (Undead, WF, Dwarves)
The Undead here are like butter. Your damage bonus takes them out fast. Find a +1 Holy Rapier and you get 1d6+1 (+6 Favored Enemy), +2d6 (Holy). The key to WF is an Adamantium Wep or Puncture. Sure its hard to punch through their DR, but they have low Con (8-12). Usually two criticals and they go down.

Threnal: (Evil Outsiders, Giants, Various)
Puncture the Giants, and the rest are squishy. No problems here.

Enjoy. Comments welcome.

ddjunks
08-31-2006, 05:23 PM
Hey guys, can you clarify the bonus for Favored Enemies at L10 ranger? Is it a +6/+6 Tohit/Damage?

Silverwulf2
08-31-2006, 06:46 PM
Hey guys, can you clarify the bonus for Favored Enemies at L10 ranger? Is it a +6/+6 Tohit/Damage?

It's +0/+6 or +3/+9 if you take the enhancmenets for each.

Silverwulf2
09-01-2006, 02:31 PM
Hmm...definitely an interesting build. First time I've read through it. My only question is don't you think similar results (or better) could be achieved by going primarily as a Fighter? For example:

L8 Fighter/L2 Rogue
Drow Elf
Lawful Good

Starting stats:

15 STR
20 DEX
10 CON
10 INT
8 WIS
10 CHA

Ending Stats:

22 STR
28 DEX (32 DEX potential at L12 depending on Enhancements)
13 CON
10 INT
8/11 WIS
10 CHA

Feat selection would be (taking the 2 Rogue Levels at 1 & 9):

1 (R) - WF: Piercing
2 (F) - Weapon Finesse
3 (F) - Dodge
3 (F) - Precision
5 (F) - Mobility
6 (F) - Spring Attack
7 (F) - WS: Piercing
9 (R) - GWF: Piercing
10 (F) - Imp Crit: Piercing

Enhancements would be: Fighter STR III, FAB III, Crit Accuracy IV, Elf DEX II

Although you wouldn't have the +3 to attack against Favored Enemies, you'd actually be better off IMO because you'd have +2 vs. all mobs in the game instead via Greater Wepon Focus.

You wouldn't have the +9 to damage vs. Favored Enemies, but you'd have an extra +2 dmg from Weapon Specialization and an extra +3 from higher STR...so, you'd have a +5 to +6 dmg to all mobs in the game instead of +9 to a select group.

You'd still have Evasion as would the Ranger, except that you'd also have an extra 1d6 sneak attack dmg.

You'd have Spring Attack and the abilityto attack while moving with no penalty, where as the Ranger would suffer a -4 penalty.

You'd have one less attack until L11 (if planning ahead) and one point less of BAB, but you'd also have a boost when needed of +7 to attack or a boost of +5 to AC. Those would go up to a +10 boost at L12 and +7 AC boost.

You'd have an extra +7 to confirm your criticals with Puncturing weps for high AC mobs.

Using pots, you'd have an AC potential in the low 40's and the ability to use higher AC armor vs. higher DEX armor, allowing you to keep a higher AC in times when you're prone, held, etc.

Not that this is a "better" build, just a variation on a theme to think about...:cool:

Falconner
09-01-2006, 05:37 PM
I have two capped rangers and the second is very similar to yours Illuminati. Great fun. I would just add to the mix one other enhancement idea. I wear armor and didn't go the UMD route so I don't use RAB. Instead I use Favored Defense for a +4 bonus to AC. My standing AC w/bow is 30.

When melee starts: +5 hvy steel shield for +7
Barkskin for +5
and: against FE's (Undead, Giants, and Evil outsiders) another +4

for 46 AC against FE's.

Add in the pally and it gets crazy. Just a thought.

Cik
09-02-2006, 03:30 PM
Im not D&D proficient but want this build with a halfling.

1. Since im capped at distributing 28 points, I cant input Illuminati's original ability points of:
12 - Str
20 - Dex
11 - Con
10 - Int
11 - Wis
10 - Cha

2. Secondly, the skills...seems like a lot to take and I understand them but is it ok if i eliminate jump? because i really dont know specifically how many points i should put into each and by the time i get to balance after maxing the others mentioned, I have 2 points in balance and nothing to spare for jump.

3. about feats....so favored enemy Giants instead of undead or stick with the template starting out? And still take weapon finesse?

Thanks for the input.

Thanks

Jaysensen
09-04-2006, 12:52 PM
My only question is don't you think similar results (or better) could be achieved by going primarily as a Fighter?

Illuminati posted a similar build on the Fighter forums called the Punctanator or something like that. There are several of those (or similar) running around on my server. Some are halfling, some are drow.

Illuminati
09-05-2006, 12:16 PM
Did you change your orginal feats? I seem to remember weapon focus piercing instead of precision?

I am level 5.. if you did would it be worth re-rolling..

No worries, a feat respec option is on the way with mod 3. Just swap out WF pierce for precision when you get a chance.

Illuminati
09-05-2006, 12:17 PM
Illuminati posted a similar build on the Fighter forums called the Punctanator or something like that. There are several of those (or similar) running around on my server. Some are halfling, some are drow.

I have a friend who ran it to 10 and without the healing capability and Evasion, the Tempest Ranger is superior. Sure, the FAB attack bonus is nice, but healing, barkskin, evasion is much nicer =)

Illuminati
09-05-2006, 12:19 PM
Im not D&D proficient but want this build with a halfling.

1. Since im capped at distributing 28 points, I cant input Illuminati's original ability points of:
12 - Str
20 - Dex
11 - Con
10 - Int
11 - Wis
10 - Cha

2. Secondly, the skills...seems like a lot to take and I understand them but is it ok if i eliminate jump? because i really dont know specifically how many points i should put into each and by the time i get to balance after maxing the others mentioned, I have 2 points in balance and nothing to spare for jump.

3. about feats....so favored enemy Giants instead of undead or stick with the template starting out? And still take weapon finesse?

Thanks for the input.

Thanks

Drow have different starting start, 8, 10, 6, 10, 8, 10 hence the achieveable result.

No worries on jump, you can cast the spell for +30 at level 10.

Aye, Wep Finesse is a must. Favored are bonus feats at 1, 5, 10. For FE, I would recommend (given the content) of Undead, Giants and Elves.

Illuminati
09-05-2006, 12:21 PM
If neutral can i wield Retribution w/o high umd?

No, you need a 20. Retribution is not the Weapon of choice for this build btw, but a puncture or stat disable weps like destruction, curse spewing, paralyzation, wounding, etc.

Illuminati
09-05-2006, 12:24 PM
You would only have 3 attacks at level 10. Also, you lose the ability to heal yourself and cast barkskin. FaB is enticing but not worth the tradeoff IMO. There are some great fighter builds on this concept, but because anything less than 50 AC is sorta squishy at high level (even while moving and attacking), the ability to run and just heal yourself is a bonus.

Dont forget the bows, even though I dont stress using them, there are many places for them which you dont get with a fighter/rogue version.


Hmm...definitely an interesting build. First time I've read through it. My only question is don't you think similar results (or better) could be achieved by going primarily as a Fighter? For example:

L8 Fighter/L2 Rogue
Drow Elf
Lawful Good

Starting stats:

15 STR
20 DEX
10 CON
10 INT
8 WIS
10 CHA

Ending Stats:

22 STR
28 DEX (32 DEX potential at L12 depending on Enhancements)
13 CON
10 INT
8/11 WIS
10 CHA

Feat selection would be (taking the 2 Rogue Levels at 1 & 9):

1 (R) - WF: Piercing
2 (F) - Weapon Finesse
3 (F) - Dodge
3 (F) - Precision
5 (F) - Mobility
6 (F) - Spring Attack
7 (F) - WS: Piercing
9 (R) - GWF: Piercing
10 (F) - Imp Crit: Piercing

Enhancements would be: Fighter STR III, FAB III, Crit Accuracy IV, Elf DEX II

Although you wouldn't have the +3 to attack against Favored Enemies, you'd actually be better off IMO because you'd have +2 vs. all mobs in the game instead via Greater Wepon Focus.

You wouldn't have the +9 to damage vs. Favored Enemies, but you'd have an extra +2 dmg from Weapon Specialization and an extra +3 from higher STR...so, you'd have a +5 to +6 dmg to all mobs in the game instead of +9 to a select group.

You'd still have Evasion as would the Ranger, except that you'd also have an extra 1d6 sneak attack dmg.

You'd have Spring Attack and the abilityto attack while moving with no penalty, where as the Ranger would suffer a -4 penalty.

You'd have one less attack until L11 (if planning ahead) and one point less of BAB, but you'd also have a boost when needed of +7 to attack or a boost of +5 to AC. Those would go up to a +10 boost at L12 and +7 AC boost.

You'd have an extra +7 to confirm your criticals with Puncturing weps for high AC mobs.

Using pots, you'd have an AC potential in the low 40's and the ability to use higher AC armor vs. higher DEX armor, allowing you to keep a higher AC in times when you're prone, held, etc.

Not that this is a "better" build, just a variation on a theme to think about...:cool:

Illuminati
09-05-2006, 12:26 PM
I can't wait to see the enhancements for Mod3 so I can make some decisions on alignment, etc.

I really think RAB kinda blows except for UMD and the speed boost (which I do use often). I hope with the ranged combat fix I can make some additional mods to the build.


I have two capped rangers and the second is very similar to yours Illuminati. Great fun. I would just add to the mix one other enhancement idea. I wear armor and didn't go the UMD route so I don't use RAB. Instead I use Favored Defense for a +4 bonus to AC. My standing AC w/bow is 30.

When melee starts: +5 hvy steel shield for +7
Barkskin for +5
and: against FE's (Undead, Giants, and Evil outsiders) another +4

for 46 AC against FE's.

Add in the pally and it gets crazy. Just a thought.

Vic_Kevlar
09-05-2006, 01:16 PM
Very nice, quite similar to my Halfling Speed Ranger (Ranger9/Barbarian1). I think Halfling is definately the way to go with the racial bump on attacks and saves. Beyond stat damage weapons, the bow skills here are nothing to ignore. Equip a Silver Bow, turn off Precision, hit the Manyshot and watch 'em die. :D

the_ox
09-06-2006, 01:43 AM
Hey Illuminati,

Sucks we're not on the same server I'd love to mull things over with ya.

But I've finally reached my first lvl 9 with my ranger, and I'm loving it, besides the constant comments about my kill count, this character has gotten me many "what build is that!" stuff,

At level 9 my stats look like this

Lawful Good Drow Elf Ranger
Str 18: 15+3(belt)
Dex 30: 19+2(levels)+5(enhancements)+4(gloves)
Con 12: 10+2(neck) Still looking for +4 con item
Int 10: 10
Wis 14: 11+3(ring)
Cha 10: 10

Enhancements (same, ED II, RD III, RAB, FA II)

Feats:
1) Weapon Finesse, FE:Undead
3) Precision
5) FE:Giants
6) Power Attack*1 (see review below)
9) Imp Crit: Pierce
10) FE:Elves*2

Skills
Max: UMD,Tumble, Move Silently, Hide, Spot
Some: Jump 5, Listen 7*3

Melee Weapons
Set 1
+1 Rapier of Puncturing
+3 True Law SS of Pure Good (have a Wounding Dagger*4 for level 10)
Set 2 Undead
Retribution*5
+3 True Law SS of Pure Good
Set 3 Giants
Giant Stalkers Knife
Giant Stalkers Knife
Set 4 (Dragon)
+5 kukri
+3 Frost Rapier of Dragon Bane
Set 5 (Soon to come, specially if i keep power attack)
+3 Burst Light pick of pure good
+3 Burst Light Pick of pure good
(the insane crit dmg on this would be amazing for low ac mobs)

AC
W/o Shield: 32 [DR 5/Magic] (10 Base, 10 Dex, Robe of Invuln, WW Bracers(4), Spec ops(3), Barkskin (5)
W Shield: 39 (+5 Heavy)

*1) Power Attack: I noticed a few things with it, since I've had it on this build for awhile. I RARELY use it, no matter what weapon set, unless I'm fighting a mob where I only hit with a natural 20, that is the only way I turn this on, when fighting trash mobs, they usually die so fast, that its not worth wasting a precious feat on, this leads me to finding a alternative, something like Extend (would be very useful to have double length prot spells, or barkskin), or back to Focus: Piercing for a +1 to attack again, or even dodge for the +1 ac so i can someday break the 40ac barrier. Advice is needed

*2) Elves would deff help with tempest spine, but im wondering if something else might be better, maybe vermin (since high level spiders are rough), maybe abberations, dragons (since im sure valeh wont be the last), constructs cause they are immune to crits. Advice Needed.

*3) Really wishing I took balance somewhere here, I dont get knocked down much with +10 balance from dex, and I dont know how helpful having max hide is, now that I can cast camo. Not sure if that was a waste, and listen might also be a waste. Advice and explinations needed =)

*4) Since I like to dual wield (2 extra attacks are worth the -2 toHit imo) going with a wounding offhand makes a huge difference, looking at the easiest mob to hit, where any roll above a 1 hits, you would get 95% hits meaning 95 con dmg over 100swings, now looking at a shortsword off hand (cause you would lose -2 toHit more to use rapiers in both hands) your crits are 17-20, that means roughly 20% are crits, with a average of 3.5 puncturing a hit, thats 70 con dmg, over 100swings. These numbers get better and better for wounding, as the mob gets harder to hit, cause crit confirmation is harder and harder to land. So the choice is as follows:

39 AC, 4 swings w/rapier, 10 to hit mob, 10 rounds

40attacks (1d6+5), 7 crits = 247 Dmg, 25 con dmg
32 AC, 4 swings w/rapier, 2 w/wounding dagger, 12 to hit mob (-2 tohit, dual wielding), 10 rounds

40attacks main (1d6+5), 6 crits = 204 dmg, 21 con dmg
20off hand (1d4+4), 1 crit = 65dmg, 9 con dmg
total both = 269 dmg, 30 con dmg
32 AC, 4 swings w/rapier, 2 w/punct ss, 12 to hit mob (-2 tohit, dual wielding), 10 rounds

40attacks main (1d6+5), 6 crits = 204 dmg, 21 con dmg
20off hand (1d6+4), 1 crit = 68 dmg, 4 con dmg
total both = 272 dmg, 25 con dmg
32 AC, 4 swings w/rapier, 2 w/rapier, 12 to hit mob (-4 tohit, dual rapiers), 10 rounds

40attacks main (1d6+5), 5 crits = 162 dmg, 18 con dmg
20off hand (1d6+4), 2 crit = 60 dmg, 7 con dmg
total both = 222 dmg, 25 con dmg

So:
1h punct rapier +5 shield = 204 dmg, 21 con
1h punct rapier +wounding dagger = 269 dmg, 30 con
1h punct rapier +punct ss = 272 dmg, 25 con
1h punct rapier +punct rapier = 222 dmg, 25 con

The best being punct main hand, wounding off, if you don't need the extra ac to survive. If you see any problem in my math, lemme know but the results go up and down a litte vs harder or easier mobs, but nothing ever beats this combo for con dmg.

*5) Now for retribution, while I understand this isnt a STR build, I find having a 4d6 weapon and finesse on, outshines undead even with theyre dr, and a -7 to attack, if undead become a huge problem, ill just slap on the +1 holy light hammer, but for now since I just grabbed retribution yesterday, I'll stay with it

As all this boils down, after the mod3 comes, Im fairly confident, this build will be thee ultimate setup, we just need to continue to tweek it here and there.

Illuminati
09-06-2006, 09:16 AM
My thoughts on Power Attack is that it really is a Two-handed fighter feat. I wouldn't recommend it for 1 Handed or dual wield builds after testing it.

FE: Elves is good for TS, Xorion, PVP =), Gwylands. FE is what you use to overcome the hard to hit or kill mobs. Elves , Evil Outsiders, now Giants (TF ridiculous Con/HP), Undead (DR, though maybe not necessary anymore).

If anything, I would go FE: Elves, Evil Outsiders and Giants but I do notice that in Undead Quests I have like 90% of the kills becuase that extra +6 Damage is huge.

Listen is a waste. Hide/Move Silently are good situationally but nearly that important as Balance, Tumble, Spot. Get a Greater Robe of Silent Moves for the situations like the boss at TS (you can do the puzzle while everyone is shield blocking, etc.) or certain Von's (I like to get next to the caster and assassinate him). But, being primarily melee you will need the balance, tumble, and spot.

Wounding is indeed better for the off-hand.

Precision is nice for Retribution but once you exhaust the normal content and only start doing Elite stuff you will most likely bank it. I am not sure if your FE damage is halved by Precision. If you get a chance test that and let me know.




Hey Illuminati,

Sucks we're not on the same server I'd love to mull things over with ya.

But I've finally reached my first lvl 9 with my ranger, and I'm loving it, besides the constant comments about my kill count, this character has gotten me many "what build is that!" stuff,

At level 9 my stats look like this

Lawful Good Drow Elf Ranger
Str 18: 15+3(belt)
Dex 30: 19+2(levels)+5(enhancements)+4(gloves)
Con 12: 10+2(neck) Still looking for +4 con item
Int 10: 10
Wis 14: 11+3(ring)
Cha 10: 10

Enhancements (same, ED II, RD III, RAB, FA II)

Feats:
1) Weapon Finesse, FE:Undead
3) Precision
5) FE:Giants
6) Power Attack*1 (see review below)
9) Imp Crit: Pierce
10) FE:Elves*2

Skills
Max: UMD,Tumble, Move Silently, Hide, Spot
Some: Jump 5, Listen 7*3

Melee Weapons
Set 1
+1 Rapier of Puncturing
+3 True Law SS of Pure Good (have a Wounding Dagger*4 for level 10)
Set 2 Undead
Retribution*5
+3 True Law SS of Pure Good
Set 3 Giants
Giant Stalkers Knife
Giant Stalkers Knife
Set 4 (Dragon)
+5 kukri
+3 Frost Rapier of Dragon Bane
Set 5 (Soon to come, specially if i keep power attack)
+3 Burst Light pick of pure good
+3 Burst Light Pick of pure good
(the insane crit dmg on this would be amazing for low ac mobs)

AC
W/o Shield: 32 [DR 5/Magic] (10 Base, 10 Dex, Robe of Invuln, WW Bracers(4), Spec ops(3), Barkskin (5)
W Shield: 39 (+5 Heavy)

*1) Power Attack: I noticed a few things with it, since I've had it on this build for awhile. I RARELY use it, no matter what weapon set, unless I'm fighting a mob where I only hit with a natural 20, that is the only way I turn this on, when fighting trash mobs, they usually die so fast, that its not worth wasting a precious feat on, this leads me to finding a alternative, something like Extend (would be very useful to have double length prot spells, or barkskin), or back to Focus: Piercing for a +1 to attack again, or even dodge for the +1 ac so i can someday break the 40ac barrier. Advice is needed

*2) Elves would deff help with tempest spine, but im wondering if something else might be better, maybe vermin (since high level spiders are rough), maybe abberations, dragons (since im sure valeh wont be the last), constructs cause they are immune to crits. Advice Needed.

*3) Really wishing I took balance somewhere here, I dont get knocked down much with +10 balance from dex, and I dont know how helpful having max hide is, now that I can cast camo. Not sure if that was a waste, and listen might also be a waste. Advice and explinations needed =)

*4) Since I like to dual wield (2 extra attacks are worth the -2 toHit imo) going with a wounding offhand makes a huge difference, looking at the easiest mob to hit, where any roll above a 1 hits, you would get 95% hits meaning 95 con dmg over 100swings, now looking at a shortsword off hand (cause you would lose -2 toHit more to use rapiers in both hands) your crits are 17-20, that means roughly 20% are crits, with a average of 3.5 puncturing a hit, thats 70 con dmg, over 100swings. These numbers get better and better for wounding, as the mob gets harder to hit, cause crit confirmation is harder and harder to land. So the choice is as follows:

39 AC, 4 swings w/rapier, 10 to hit mob, 10 rounds

40attacks (1d6+5), 7 crits = 247 Dmg, 25 con dmg
32 AC, 4 swings w/rapier, 2 w/wounding dagger, 12 to hit mob (-2 tohit, dual wielding), 10 rounds

40attacks main (1d6+5), 6 crits = 204 dmg, 21 con dmg
20off hand (1d4+4), 1 crit = 65dmg, 9 con dmg
total both = 269 dmg, 30 con dmg
32 AC, 4 swings w/rapier, 2 w/punct ss, 12 to hit mob (-2 tohit, dual wielding), 10 rounds

40attacks main (1d6+5), 6 crits = 204 dmg, 21 con dmg
20off hand (1d6+4), 1 crit = 68 dmg, 4 con dmg
total both = 272 dmg, 25 con dmg
32 AC, 4 swings w/rapier, 2 w/rapier, 12 to hit mob (-4 tohit, dual rapiers), 10 rounds

40attacks main (1d6+5), 5 crits = 162 dmg, 18 con dmg
20off hand (1d6+4), 2 crit = 60 dmg, 7 con dmg
total both = 222 dmg, 25 con dmg

So:
1h punct rapier +5 shield = 204 dmg, 21 con
1h punct rapier +wounding dagger = 269 dmg, 30 con
1h punct rapier +punct ss = 272 dmg, 25 con
1h punct rapier +punct rapier = 222 dmg, 25 con

The best being punct main hand, wounding off, if you don't need the extra ac to survive. If you see any problem in my math, lemme know but the results go up and down a litte vs harder or easier mobs, but nothing ever beats this combo for con dmg.

*5) Now for retribution, while I understand this isnt a STR build, I find having a 4d6 weapon and finesse on, outshines undead even with theyre dr, and a -7 to attack, if undead become a huge problem, ill just slap on the +1 holy light hammer, but for now since I just grabbed retribution yesterday, I'll stay with it

As all this boils down, after the mod3 comes, Im fairly confident, this build will be thee ultimate setup, we just need to continue to tweek it here and there.

Cik
09-08-2006, 11:17 PM
Drow have different starting start, 8, 10, 6, 10, 8, 10 hence the achieveable result.

No worries on jump, you can cast the spell for +30 at level 10.

Aye, Wep Finesse is a must. Favored are bonus feats at 1, 5, 10. For FE, I would recommend (given the content) of Undead, Giants and Elves.


Thanks! Im level 3.4 or something and loving this build the best out of the wizard, sorc or paladin ive tried.

Illuminati
09-09-2006, 07:33 PM
Thanks! Im level 3.4 or something and loving this build the best out of the wizard, sorc or paladin ive tried.

No prob, enjoy. I had a ton of fun with my inferior version so I can't imagine the correct one.

guygrim
09-11-2006, 11:59 AM
Alright.. getting ready to make my 3rd character based on this build...

This will be a Drow - Pure Ranger

Here are my Feat Options:

Alt A.
1. Weapon Finesse
3. Weapon Focus: Piercing
6. Precision
9. Improved Crit: Piercing

Alt B.
1. Dodge
3. Weapon Finesse
6. Precision
9. Improved Crit: Piercing

Alt C.
1. Weapon Finesse
3. Precision
6. Extend
9. Improved Crit: Piercing

What Alternate would you prefer and please give a short explanation. Thanks.

Illuminati
09-11-2006, 12:23 PM
I would do A. If I could, I would take the following:

Dodge, Mobility, Spring Attack, Wep Finesse, Precision, IC: Pierce, WF: Pierce

=)

Try get the highest attack atm would be my suggestion. When the Mod3 notes come out you can change accordingly (if they fix ranged, etc.)

DungeonMaster98
09-12-2006, 01:03 PM
I've been struggling with my own ranger build for weeks and would appreciate some advice; it's very close to the OP build, but my questions are:

Is going with a 18-19 DEX to bump CON and STR going to nerf this build? I love the thought of hot key'ing robes, but going 20 DEX out of the box hurts my other attributes...

I love CON, it keeps me alive and I hate when group members say Rangers are squishy - they're survivalist for pete's sake. The difference between a 10 CON and 16 CON is 30 hp at level 10 and 60 hp at level 20 - that's no small amount!

Having a 17-18 STR (modified by items) is just nice, adding +3/+4 to my melee AND ranged damage - it's like having a free enhancement or favored enemy to EVERYTHING.

Please help, I'm totally stuck on this issue.

Illuminati
09-13-2006, 12:58 PM
I can tell you from experience.

My current Ranger, 24, 26, 16, 8, 16, 8 is very effective and it depends on how you play.

My new Ranger (Drow) will end up 20, 32, 16, 10, 16, 10.

The begining levels suck because you don't have too many nice weapons. By level 10 you should have a puncture wep, a nice holy mace (for undead) and some bane weapons. A lesser bane is and extra 1d6 (equivalent to an extra +6 Strength on average).

Trust me, you will like the higher to hit one much better than the Strength one. As far as Con goes, remember its a dump stat (meaning, it doesn't do much for you). You can always find tomes or better items to get you to 16 or even Improved False Life Robes/Items.

My new Ranger at level 10 will have +80 Base, +20 Feat (HD), +30 Modifier, +20 Belt of Improved False Life = 150.

Remember, all builds, even good ones, still rely on equipment.


I've been struggling with my own ranger build for weeks and would appreciate some advice; it's very close to the OP build, but my questions are:

Is going with a 18-19 DEX to bump CON and STR going to nerf this build? I love the thought of hot key'ing robes, but going 20 DEX out of the box hurts my other attributes...

I love CON, it keeps me alive and I hate when group members say Rangers are squishy - they're survivalist for pete's sake. The difference between a 10 CON and 16 CON is 30 hp at level 10 and 60 hp at level 20 - that's no small amount!

Having a 17-18 STR (modified by items) is just nice, adding +3/+4 to my melee AND ranged damage - it's like having a free enhancement or favored enemy to EVERYTHING.

Please help, I'm totally stuck on this issue.

Hellsibling
09-15-2006, 11:43 AM
so, i am trying this build, and so far liking it...but (there's always a but) the choice of alignment puzzles me.

Quote:

True Nuetral so that you can use ANY weapon without negative level and with Rangers Action Boost, you can UMD most items within the game.

true neutral doesn't allow you to use True law, Pure good or True chaos does it? or does UMD overcome this at later levels? i did a search and couldn't find anything definitive on this so if you could pls enlighten me, much appreciation going your way.

i have a couple of Pure good ghost touch weapons that i cannot use atm, so wondering if a re-do is in order.

thanks much!

Huebacca
09-15-2006, 01:28 PM
Quote:

True Nuetral so that you can use ANY weapon without negative level and with Rangers Action Boost, you can UMD most items within the game.

true neutral doesn't allow you to use True law, Pure good or True chaos does it? or does UMD overcome this at later levels? i did a search and couldn't find anything definitive on this so if you could pls enlighten me, much appreciation going your way.
true law, true chaos and pure good all have a DC to over come there restriction. Axiomatic, Anarchic, and holy do not have a DC to over come you either get the negative lvl or you dont.

Illuminati
09-16-2006, 11:46 AM
Yep. It's fairly easy to hit 20 on a Ranger.

+6 Rank, +3 Golden Cartouch, +2 Cha, +10 Action Boost, +1 Luck Gloves = 23

You could even skip the cartouche and just go with norm equip so its not a pain.

Hironin
09-23-2006, 02:14 PM
Since you are starting with a wisdom of 11, and the +3 wisdom item does not boost the max level of spells you are capable of casting, you are not able to cast 2nd, 3rd, or 4th level ranger spells. Have restrictive have you found this limitation?

Jaysensen
09-24-2006, 06:14 PM
Since you are starting with a wisdom of 11, and the +3 wisdom item does not boost the max level of spells you are capable of casting, you are not able to cast 2nd, 3rd, or 4th level ranger spells. Have restrictive have you found this limitation?

DDO only looks at youre modified wis score. So you can have 8 unodified Wis, use and Owls wand and cast spells.

Illuminati
09-29-2006, 08:42 AM
DDO only looks at youre modified wis score. So you can have 8 unodified Wis, use and Owls wand and cast spells.

I wouldn't suggest going less than 11 by any means. I have a few friends who stayed 8 in hopes of finding some uber gear who still can't cast barkskin at lvl 10 =(

11 is perfect I think.

Illuminati
10-02-2006, 08:50 AM
I am thinking of swapping out Dodge for Weapon Focus: Piercing since the Spring Attack line looks gimped now.

Some weapon ideas for quests:

Invaders: Use a high + Axiomatic for DPS or a Puncture wep / Precision on.
Radiant Heart: Use a high + Anarchic for DPS or a Puncture wep (though they have decently high con).

Remember, use trip if you are non-halfling (who are about to get -4/-8 against medium/large creatures).

paul1devries
10-02-2006, 09:04 AM
is there any way to change favored enemy? As a new player i chose monstrous humanoids and goblinoids....now as a high lvl (9) rgr i have found that you never see the bloody things and undead, giants, elves would have been better..

Illuminati
10-02-2006, 02:36 PM
is there any way to change favored enemy? As a new player i chose monstrous humanoids and goblinoids....now as a high lvl (9) rgr i have found that you never see the bloody things and undead, giants, elves would have been better..

There is a feat respec comin in Module 3 but I am not sure if this is being considered. It is classified as a feat so I don't see why not.

Randor
10-03-2006, 09:20 PM
Hey Illuminati,

Is Gladius (sp?) your tempest ranger build? If so I ran Co6 the other night with you and that guy was pretty fricken solid. Definitely worth deleting one of my lesser characters to roll something in that mold. Just by definition seems like it would be a blast to play. Happy hunting.

Randor

Illuminati
10-04-2006, 09:05 AM
Hey Randor,

Gladius is indeed my Tempest Ranger.

Playing him to 10 has been fun. His DPS is fine in all quests but really shines in favored enemy quests. I took Undead, Giants, Evil Outsiders so with an enhancement (Favored Attack +3) I get +3 to attack and +6 damage to all those.

So far I have done every quest and haven't had any problems with DPS or surviveability. Radiant Heart on Elite was the toughest. The Dwarf Blackguards have roughly 46 AC and they hit like a mountain. It seems as if Mod Fort isn't good enough there.

Anyway, no changes to the posted build. Some may swap out Undead for Evil Outsiders since Undead seem fairly easy with any holy weapon but I like to fact I can blow through them much faster.

For Evil Outsiders get a nice Axiomatic Weapon of Pure Good (seem to be common now) or the Rapier from Invaders (+4, Cold Iron, Pure Good).

With the nerf to Skill Action Boost from +10 to +6 in Mod 3, I am considering swapping out RAB IV for something else. I would also recommend that most go at least Nuetral Good to equip pure good weapons and Lawful Good if they wear Chaosgarde bracers.

I did learn something though. Mage Armor potions last 6 minutes. So with the Chaosgarde Bracers and Robes you can hit 43 AC, the same as with +5 Mith Chain Shirt.

Randor
10-05-2006, 02:16 PM
Cool man, thanks for the tips. 43 AC, not bad for that character and those items. My Paly is only 45 with barkskin, but only have the plate from Co6, not lucky enough to get higher yet. Running for ore every chance I get. :) Those dwarves are really the only thing that hits me for a loop too.

Anyway, what enhancement do you think you'll swap for? Also, how many favored enemies can be taken on a character and are dwarves a favored enemy that can be taken. Seems like it would almost be worth it just for the blackguards. By the time I re-roll and get a ranger, I'll probably know if there are more dwarves in the game to consider it.

Illuminati
10-05-2006, 03:19 PM
Cool man, thanks for the tips. 43 AC, not bad for that character and those items. My Paly is only 45 with barkskin, but only have the plate from Co6, not lucky enough to get higher yet. Running for ore every chance I get. :) Those dwarves are really the only thing that hits me for a loop too.

Anyway, what enhancement do you think you'll swap for? Also, how many favored enemies can be taken on a character and are dwarves a favored enemy that can be taken. Seems like it would almost be worth it just for the blackguards. By the time I re-roll and get a ranger, I'll probably know if there are more dwarves in the game to consider it.

I look for the hardest to hit and most common. Elves fit that bill (especially pvp!) with their blackguards, etc.

Evil Outsiders, Giants, Elves. I may swap out undead with a shard and take Evil Outsiders.

For Rangers Action Boost I may swap in SR 22 instead. That will negate enchantments 50% of the time in ddo since most caster levels are near 12-14.

Riddikulus
10-06-2006, 08:56 AM
Just starting to play with this build, and have a question...
Why wait until level 3 to take Weapon Finesse?

I ran one build to level 3, and it was kind of a challenge to get to level 3, then it became a quite a bit easier.

I started a second one and saw that I could take weapon finesse at build time, and I think that helps out a lot... a lot more than one extra AC from dodge did on the first.

(This is coming from the standpoint of soloing your way to 3)

guygrim
10-06-2006, 09:39 AM
""Armor Class:

+10 Base
+10 Dex
+7 Shield (Heavy Steel or Mithral)
+5 Barkskin
+4 WW Bracers or MageArmor potions
+3 Deflection (Static Loot)
+1/+3 Dodge * if you find the Chaosgarde bracers (buy mage armor potions)
---------
40/43 (Very Respectable)""

Where are you finding Deflection Items?? Is there another term than deflection? Can you give me an item name that has +3 Deflection on it?

TY

Riddikulus
10-06-2006, 09:45 AM
Where are you finding Deflection Items?? Is there another term than deflection? Can you give me an item name that has +3 Deflection on it?
Spectacular Optics. A nice list is here. (http://www.ddo.com/forums/showthread.php?t=30186) Note that you can only choose one, they don't stack.

Sources of Deflection Bonus
Item: Armor/Shield of Stability (+2, True Neutral only)
Item: Iron Manacles (+4, Chaotic Align only, from Delera's Tomb)
Item: Spectacular Optics (+3, from South Threnal)
Item: Kundarak Warding Bracers (+3, from Dragon Chest)
Item: Ring of the Silver Concord (+2, from Dragon Chest)
Item: Cloak of Shadows (+2, from Vampire Chest)
Item: Dusty Rose Ioun Stone (+1)
Spell: Shield of Faith (+2-3)
Spell: Protection from Evil (+2 versus evil)
Spell: Protection from Chaos (+2 versus chaos)

Illuminati
10-07-2006, 12:04 AM
Spectacular Optics. A nice list is here. (http://www.ddo.com/forums/showthread.php?t=30186) Note that you can only choose one, they don't stack.

I am still hoping they make stability stack at some point.

<emote cries> everytime I see my +5 mith heavy shield of stability

Illuminati
10-10-2006, 02:06 PM
Just wanted to let you all know that the Tempest Ranger rocks in PVP!

Alot of elves out there and the extra +3 Attack / +6 Damage helps out. Also, we get a +6 Barkskin at Lvl 12.

No Rangers Dex IV yet, but its on the way (in a patch right after mod 3 release). I am not sure what I am taking at Lvl 12 yet either though I am thinking Improved Critical Ranged.

Illuminati
10-10-2006, 02:26 PM
Modified with what I know about Mod 3 so far.

D'rin
10-10-2006, 02:41 PM
illumanati, have you thought about improved crit slashing. I am torn between that and improved crit ranged. The slashing would allow the use of the kukri in the off hand and then both would have a 15-20 critical range. Although I have never seen a punturing kukri I know there are bursting ones out there.
It depends a little on how good the changes to ranged are. I haven't had alot of time to play on Risia so I am not sure if it will affect me that much.
Edit
Just read through the original again and remembered you dont dual wield all the often. So really wouldn't be that useful for you. Your thoughts would still be appreciated.
Thanks
D

Illuminati
10-10-2006, 02:56 PM
I may start dual-wielding more because they improved it quite a bit. It is so much faster now in Mod 3 and there is no pause. You might say that against trash mobs I will most likely dual wield more since the AC cap is at 37 using two weapons (or 41 if you have some shield clickies).

The tough call is not to be ranged all the times since it is so much fun now.

Will have to wait and see =)


illumanati, have you thought about improved crit slashing. I am torn between that and improved crit ranged. The slashing would allow the use of the kukri in the off hand and then both would have a 15-20 critical range. Although I have never seen a punturing kukri I know there are bursting ones out there.
It depends a little on how good the changes to ranged are. I haven't had alot of time to play on Risia so I am not sure if it will affect me that much.
Edit
Just read through the original again and remembered you dont dual wield all the often. So really wouldn't be that useful for you. Your thoughts would still be appreciated.
Thanks
D

Guyven
10-11-2006, 11:12 AM
So for the rangers who've been able to test the changes in Mod 3.. Would you go for the SOTR line now? or still stay with what you have?

Illuminati
10-11-2006, 01:50 PM
So for the rangers who've been able to test the changes in Mod 3.. Would you go for the SOTR line now? or still stay with what you have?

Stay with what I have. We get SoTR free now albeit with a -4 penalty (the moving penalty) if I dont have the feat chain. Thats fine in my book because it allows us to have the best of both worlds. With Greater Heroism, Haste, etc. the -4 isnt really all that bad, and especially now with the House D +3 returning arrows.

Attack Bonus with a Bow at lvl 12:

+12 Base
+12 Dexterity (34 Dex)
+5 Bow (or +1 bow with precision on for stat damage)
+0/+4 Greater Heroism (common as day now)
+0/+3 Favored Enemy
+0/+1 Haste
-4 (moving)
-------
+33 shooting and running without sotr.

Not bad =) since you would only have to roll a 13 or better to hit the toughest AC in the game (46) on elite.

Wait till you see how fast ranged is in Mod 3 though =)

You won't be making a mistake by going SoTR, but it would be better for the group if you were both (Tempest Ranger w/ a nice bow)

Guyven
10-11-2006, 02:53 PM
Oh by the way Ill, I'd like to thank you for this build haha. Not to sound like a kissa**.. I had to take Elf (dont have drow unlocked yet) and took Dodge instead of piercing focus. With the elf I took

15 str
19 dex
11 con
10 int
11 wis
8 cha

I think I plan on rerolling with the Drow when unlocked, but I'd just like to say using your build as a guide to go off of I did Delera's tomb today for the first time and smoked everything, out dps'd the dps and out tanked the tank and easily kept myself topped off just to save the cleric mana. Thanks again =)

Grindor
10-11-2006, 03:00 PM
I'm not sure if you saw it, but there's another new feat in Mod 3 called Weapon Alacrity. It gives you an extra attack on your 4th swing. The only Pre-req for it is +11 BAB. The biggest downsides to it are that you have to pick a weapon type (slash, bludgeon, or pierce, there is no option for range) and it appears to be currently bugged in that it doesn't work when you're dual wielding. It doesn't change your attack animations at all, it just acts as if you have swung twice when your 4th attack goes. So at level 12, you'd get: +12/+12/+17/+22/+22.

Also, about your SOTR analysis, you mentioned using a +1 stat damaging bow and precission to get you back up to +5. Keep in mind that anyone at this level should be using +3 arrows so all stat damaging bows should be at least +3 or they'll be +7 with precision.

D'rin
10-11-2006, 03:11 PM
Weapon alacrity will make a big differance in builds. The level 12 feat will almost always be alacrity for any melee types. It will make up for decreased action boost on hard to hit mobs and narrow the margin for TWF if it is not implemented to included TWF for that weapon. If it does include TWF then at 12th you would have upwards of 7-8 attacks.
By the way Illuminati have you looked at this build for the 32 point build. I may use my ranger to get the 32 point build and then remake him as a 32 point elf. Not sure if it would be better or drow would be better to remake him. I did my first ranger slightly different and may want to redo to max dex and different feats if the respec just doesn't do it for me.

Illuminati
10-12-2006, 08:46 AM
Hey D'rin,

I believe we have Weapon Alacrity built in now with all our toons like Heroic Durability. I don't see it a choosable feat.

An elf would be pretty nasty as a 32 pt build.

I would probably start it

14 (6 pts)
20 (16 pts)
12 (6 pts)
8
12 (4 Pts)
8

Now the issue is if you have any tomes to help start the new toon. A +1 Dex tome would get you 3 starting pts to put somewhere else. What would be nice if you could sneak Str up to 16 , which you could do if you started with 18 Dex (which ends up nice).

18 Starting + 4 Rangers Dex +3 Lvl, +2 Elven Dex +4 Item +1 Tome = 32 Dex

The Drow are still nice though because they force +12 skill pts on you (starting 10 Int) but the Cha 10 thing is a little unnecessary. I will tell you that Drow Spell Resistance is VERY VERY nice once you come to understand SR in DDO.



Weapon alacrity will make a big differance in builds. The level 12 feat will almost always be alacrity for any melee types. It will make up for decreased action boost on hard to hit mobs and narrow the margin for TWF if it is not implemented to included TWF for that weapon. If it does include TWF then at 12th you would have upwards of 7-8 attacks.
By the way Illuminati have you looked at this build for the 32 point build. I may use my ranger to get the 32 point build and then remake him as a 32 point elf. Not sure if it would be better or drow would be better to remake him. I did my first ranger slightly different and may want to redo to max dex and different feats if the respec just doesn't do it for me.

Count_Choculatron
10-12-2006, 10:16 AM
No, it's a feat you have to take, and it only works if you are fighting with sword and board.

paul1devries
10-12-2006, 10:41 AM
I saw that there was a post saying youcould buy something at the wounding bow shop...where is that????

Illuminati
10-12-2006, 11:25 AM
Good catch Grindor!

You are right. A +1 wounding bow with those arrows would net us a +3 Weapon.

Im not sure about Weapon Alacrity. It was my assumption we got it free (hidden) since we swing faster as BaB progresses.

Ill have to check it out.


I'm not sure if you saw it, but there's another new feat in Mod 3 called Weapon Alacrity. It gives you an extra attack on your 4th swing. The only Pre-req for it is +11 BAB. The biggest downsides to it are that you have to pick a weapon type (slash, bludgeon, or pierce, there is no option for range) and it appears to be currently bugged in that it doesn't work when you're dual wielding. It doesn't change your attack animations at all, it just acts as if you have swung twice when your 4th attack goes. So at level 12, you'd get: +12/+12/+17/+22/+22.

Also, about your SOTR analysis, you mentioned using a +1 stat damaging bow and precission to get you back up to +5. Keep in mind that anyone at this level should be using +3 arrows so all stat damaging bows should be at least +3 or they'll be +7 with precision.

TheMoShow
10-17-2006, 05:32 AM
Would going hafling on this build gimp your weapon choices at all? I know in PnP a small creature cant use the same weapons a Medium sized creature could. So would I still be able to go rapier/mace combinations or would they all have to be like shortsword/dagger?

Illuminati
10-17-2006, 08:50 AM
Would going hafling on this build gimp your weapon choices at all? I know in PnP a small creature cant use the same weapons a Medium sized creature could. So would I still be able to go rapier/mace combinations or would they all have to be like shortsword/dagger?

Halfling would not gimp this build per say for weapon choices. There are three reasons I don't go with the small race at this point.

-Size Modifier: I use trip all the time. Against Medium size creatures (elves, dwarves, humanoids) you suffer a -4 size modifier on DC's and Saves vs. them. Against giants you suffer -8. Not cool.

-Medium Load: As a ranger I carry a ton of gear. At medium load you become encumbered. Even though my Tempest Ranger has 20 Str, I just don't want to be bothered with it.

-Drow Spell Resistance: At level 12 Drow get SR 22. That is enough to stop enchanments 50% of the time in DDO. In mod 3 our skill boost is nerfed so I am dumping it for Drow SR.

Hope this helps. If you can't unlock drow no worries, Elves are a supremely viable alternative to this and can get some nice enhancements.

TheMoShow
10-17-2006, 01:41 PM
Ok thanks for the input. All i cared about was the weapon choice honestly. The load I can live with, and I really dont put much effort into tripping. As for SR, well halfings get +1 saves, and with Haflings Luck, get +3 more. +4 to all saves, IMO, is very respectable in comparison to 22 SR. Not to mention, there are way too many Drow walking around :)

Illuminati
10-17-2006, 02:05 PM
Ok thanks for the input. All i cared about was the weapon choice honestly. The load I can live with, and I really dont put much effort into tripping. As for SR, well halfings get +1 saves, and with Haflings Luck, get +3 more. +4 to all saves, IMO, is very respectable in comparison to 22 SR. Not to mention, there are way too many Drow walking around :)

True, taking Elves as favored does have some other benefits =)

A quick funny. On Risia I had my first Ranger (w/ favored Elves) in the lobster PVP area with a Flaming Greater Elf Bane Bow. I would target a elf on the ledge and wait for them to drop in for the smackdown. Was fun even though pvp is pointless (though fun!). That guy was getting pretty ticked.

Osharan_Tregarth
10-17-2006, 03:27 PM
Just an FYI... I think weapon alacrity is on hold now.... It won't be hitting on mod 3.

dungeoncrawler
10-18-2006, 09:51 AM
OK, curve ball here. I was inspired by this build, especially the use of robes for quick swap powers/attributes. Sooooooooo, my imagination wondered and I took it into another direction.

Warforged Ranger.

Yep, weird and not nearly as powerful as the drow, elf and halfling builds but sure gets the looks from people. The thing I hate so far (level5.3) is my UMD is super low which hurts for repair wands, so I purchase allot of potions and will buy cure light wands in the future.

The docent swap is my equivalent of the robe swap. I went true neutral so I can use my Stability docent while firing my bows then use a Stability shield and higher AC docent when fighting HTH. I rarely use two handed fighting but will whip out two Mucks to eradicate the oozes and slimes.

So far so good. My stats took a hit compared to any other ranger race, but I like the play value of a hulking ranger.

I just wanted to share, and could care less about any comments because I did it for fun. Isn't this what the game is about? And as far as the healing and repair all that gold goes towards potions. 100 potions take the same amount of space. Might as well go shopping!

Right now I don't plan on multiclassing like most WF into a Wiz or Sor to use repair wands. Eventually my UMD will be good enough (with boost) to use them. In time, in time.

Cheers!

Riddikulus
10-18-2006, 09:55 AM
OK... level 3 tempest vs. STK, solo.

How do you get past the Arcane Skelly?

Favored is Undead, but I got smoked three times...
need a new strategy here.

the_ox
10-18-2006, 10:03 AM
trip sunder lightning resist, get a holy light hammer/light mace, and hes cake =)

Riddikulus
10-18-2006, 10:09 AM
trip sunder lightning resist, get a holy light hammer/light mace, and hes cake =)
Cool, thanks, I'll give it a shot, at least the first part (I had fire resist+prot evil when I tried it). I don't think there are level 2 min holy weapons... I've only ever seen level 4.

guygrim
10-18-2006, 10:27 AM
Does Sunder EVER work? I have never seen any effect.

Come to think of it, I don't think I see the mob SAVE from it either. Example: When you use trip and the mob saves, that blue save icon appears over the mobs head.

Illuminati
10-18-2006, 01:48 PM
OK... level 3 tempest vs. STK, solo.

How do you get past the Arcane Skelly?

Favored is Undead, but I got smoked three times...
need a new strategy here.

You mean Stormcleave?

Illuminati
10-18-2006, 01:49 PM
Does Sunder EVER work? I have never seen any effect.

Come to think of it, I don't think I see the mob SAVE from it either. Example: When you use trip and the mob saves, that blue save icon appears over the mobs head.

Sunder makes a black halo envelope their body for a sec.

Riddikulus
10-18-2006, 01:57 PM
You mean Stormcleave?
Oof. I feel so inadequate.

Illuminati
10-18-2006, 02:20 PM
Oof. I feel so inadequate.

They changed those skele's recently because the quest was very solo capable.

What you could do so the arcanes don't spawn is run up and sheild block the giant while you turtle up against the undead there who will be trying to hack you to bits. After a moment Pious will stop and attack and the Arcanes wont spawn.

Remember though, level 3 doing a level 8 quest is kinda tough.

Riddikulus
10-18-2006, 02:26 PM
They changed those skele's recently because the quest was very solo capable.

What you could do so the arcanes don't spawn is run up and sheild block the giant while you turtle up against the undead there who will be trying to hack you to bits. After a moment Pious will stop and attack and the Arcanes wont spawn.

Remember though, level 3 doing a level 8 quest is kinda tough.

Again... ooof I feel so inadequate. I am talking about the one arcane skelly with his two skelly warrior buddies in the middle of the first part of STK, not Stormcleave.

I'm not figuring on taking on Stormcleave until I get the Favored:Giants at level 6.

Illuminati
10-18-2006, 02:56 PM
Again... ooof I feel so inadequate. I am talking about the one arcane skelly with his two skelly warrior buddies in the middle of the first part of STK, not Stormcleave.

I'm not figuring on taking on Stormcleave until I get the Favored:Giants at level 6.

No worries. At level 3 you will need a light mace of pure good and just melee them. You wont have access to holy yet till level 4. Remember, if you are using a bow, you will have to draw agro then move around the corners, fire, dodge, etc.

Vilidius
10-23-2006, 02:38 PM
Illuminati

Question for you....

Nm. It was a dumb question that you've since addressed. I wondered for some time at the early omission of mage armor from this build as an option, but I notice now it was added at some point when I wasn't paying attention.

All the best.

the_ox
10-23-2006, 06:19 PM
Hey Illuminati, ive still been busy racking up favor on my ranger, upto 1510 now. Just some thoughts, if you've played on test server you've noticed the 1sec delay in switching weapons. For me this a pretty big deal, when im not the main tank, I usually have my Destruction SS main hand, with paralyzing light mace off hand, then after the first destruction hit, I switch to my +5 holy ss, or whatever bane weapon fits the mob I'm killing, I find myself using con dmg only very situationaly now. But with as much weapon switching as I'm doing, I'm starting to wonder if quick draw is a worth while feat, it seems to let you change your weapon about 2x as fast. Now if you play the way I do, you switch weapons a WHOLE lot, I have my entire numpad hotkey'd to diff weapons so I can switch on the fly as I fight. Have you tested this out yourself yet, whatcha think. I know Dodge for the 1ac is good, or focus piercing, but you may net more dmg from losing that delay than from +1 to attack, and thus mitigate more damage by killing faster, making it better than dodge.

Just wanted your thoughts on in. Btw I am also going to drop Undead for Evil outsiders w/o a doubt, the only hard undead in the whole game is the vamp, and even with 30 to attack you still barely hit him, but on the other hand outsiders are very plentify, and would make a great choice.

Check in later

the_ox
10-23-2006, 06:23 PM
BTW: if you havent checked this out yet, I suggest you do:

Thotts Damage Calculator (http://afterlifeguild.org/Thott/dnd/)

This will help us with alot of the weapon choices we have to make.

Illuminati
10-23-2006, 08:11 PM
BTW: if you havent checked this out yet, I suggest you do:

Thotts Damage Calculator (http://afterlifeguild.org/Thott/dnd/)

This will help us with alot of the weapon choices we have to make.

I took quickdraw to test on Risia. It seems to cut it from 1 second to .5

My thoughts are...

If you have a ton of weps then go for it, just a few its not worth it. Im torn still but will let you know.

Kaerok
11-01-2006, 08:42 AM
I am new in ddo, just bought the game. I have been inspired by this build to play a ranger (I neved did before, no liked the rangers...).

Is this a good build for a newbien in ddo (no to others mmorpgs)?

Why put points in str if you are going for dex with finnese? is it for load equipment? could I down it a bit?

I dont have the drow unlocked, so I'll play halfling for all those saves and +1 AC. What should be my initial stats?

Thx a lot and sorry for my english!

Jaysensen
11-01-2006, 03:31 PM
I usually have my Destruction SS main hand, with paralyzing light mace off hand, then after the first destruction hit, I switch to my +5 holy ss, or whatever bane weapon fits the mob I'm killing, I find myself using con dmg only very situationaly now.

Out of curiousity, whats your rationale for this setup? Id think you would want the Paralyzer main hand and damage weapon offhand. I guess if you are more going for DPS, wouldnt you want two damage weapons? Not criticizing you, I just dont understand the rationale.

Personally, I rarely destruct things. Even prior to the swapping delay with the module, I found that the micro management necessary for weaponswapping wasnt worth it. I go for Trip/Sunder first. And skip Sunder unless its a Blackguard.

Ive never had problems hitting anything in the game without precision. I turn on Precision for Elite Flayers. Elite Renders if all melees are wounding. Rarely anything else. Ive just found that anything that dies in 5 seconds isnt worth the extra split second for Destruction/Sunder. OFC I rarely play with random gimpy PUG people, so maybe thats the difference...

RioRussell
11-01-2006, 07:16 PM
Illuminati, This is an absolutely fun build to play-
I have a tempest ranger on Khyber (Gentile by name) this was only my second player, my first is a L7 pally. I built him a bit ago so the only difference to your base build was I am true neutral and took dodge at L1. I really enjoy the versatility of this build, I am currently L5 with a 27 AC unbuffed and a +15 to hit with a +1 flametouched puncturing rapier or a +1 holy light mace. I ran necro with a L6-7 group and had 75 kills by the end - 2 less than the L7 fighter :p

I can't wait for L6 with giants as a favored enemy and barkskin... I also have a thundering rapier of puncturing waiting in the bank.

My only comment is to learn the playstyle. At times my paladin playstyle takes over and I am the first to rush the casters.... and get held.... and you can guess the rest.

Thanks for the build and happy hunting!

Illuminati
11-02-2006, 07:06 AM
Hi Rio,

Thanks!! With all the toons I have (except a cleric...ewww!) I enjoy the Tempest Ranger the most. When I hit 1750 favor on one its gonna be time for the pure elf version.



Illuminati, This is an absolutely fun build to play-
I have a tempest ranger on Khyber (Gentile by name) this was only my second player, my first is a L7 pally. I built him a bit ago so the only difference to your base build was I am true neutral and took dodge at L1. I really enjoy the versatility of this build, I am currently L5 with a 27 AC unbuffed and a +15 to hit with a +1 flametouched puncturing rapier or a +1 holy light mace. I ran necro with a L6-7 group and had 75 kills by the end - 2 less than the L7 fighter :p

I can't wait for L6 with giants as a favored enemy and barkskin... I also have a thundering rapier of puncturing waiting in the bank.

My only comment is to learn the playstyle. At times my paladin playstyle takes over and I am the first to rush the casters.... and get held.... and you can guess the rest.

Thanks for the build and happy hunting!

Halinger_Goodblade
11-02-2006, 02:04 PM
Im looking into this build but have a few questions:

1. what feats would you change to make a decent archer...(if any) the dex is there but the feats are more built for TWF. (I like the idea of doing some ranged fighting then when they come for you, you Dual Wield and pummel your enemy... :D )

2. Why arent there very many Ranger builds for archers? Are the fighters with there feats that overpowered for archery?

3. If you get the time could someone compile the Ranger builds into one post and sticky them.... (not really a question, more of a request after looking at the other class forums)

Let me go into my thoughts...
I am currently playing a 6 Rogue/1 Fighter (time to delete) and tend to Range alot (got alot of nice bows) but when the fighting gets up close and personal my build well, severly lacks... just not happy with the Rogue part at all... Looking into the ranger as a happy medium (also of my 6 characters I dont have a ranger).

The Bottom Line:
Just wondering if this build would give me enough archery to rock (or what would I add/change to fix) but when its time to get my hands dirty I would be happy with that as well....

guygrim
11-02-2006, 02:23 PM
1. what feats would you change to make a decent archer...(if any) the dex is there but the feats are more built for TWF. (I like the idea of doing some ranged fighting then when they come for you, you Dual Wield and pummel your enemy... :D )

2. Why arent there very many Ranger builds for archers? Are the fighters with there feats that overpowered for archery?

3. If you get the time could someone compile the Ranger builds into one post and sticky them.... (not really a question, more of a request after looking at the other class forums)

The Bottom Line:
Just wondering if this build would give me enough archery to rock (or what would I add/change to fix) but when its time to get my hands dirty I would be happy with that as well....

If your looking at the Bottom Line, then this build IS what you are looking for. Rangers rock with this build.

Go to point #1:

If you want to focus more on Archery you can do a few things different. Specific feats to consider are Point Blank Shot, Weapon Focus Ranged (Instead of Piercing) and Improved Weapon Focus: Ranged (Instead of Piercing).

At level 6 my To-Hit score for Ranged and Piercing both sit at +17. With Precision on, it is obviously higher. (I wish I did not take Precision). With this build I have "Enough Archery to rock and when its time to get my hands dirty, I Dual Wield and Pummel the enemy".

Good luck and Have Fun

edit to add additional thoughts.....

Although I can dual Wield, I usually go Sword and Board. I like the extra +5 AC and at level 10, I'll have 42 AC (+5 Mithril Chain Shirt +5 Shield) thanks to my Dex, Armor/Accessories and Barkskin.

Halinger_Goodblade
11-02-2006, 02:34 PM
You Rock!... nuff said

The only ranged feats I could think of would be Point Blank Shot , Weapon Focus Ranged..... and SotR (to many feats required to achieve)...

but +17 on both at 6 is good!

Looks like I know what Im doing tonight!

Thx for your help!

Grenfell
11-02-2006, 04:04 PM
You Rock!... nuff said

The only ranged feats I could think of would be Point Blank Shot , Weapon Focus Ranged..... and SotR (to many feats required to achieve)...

but +17 on both at 6 is good!

Looks like I know what Im doing tonight!

Thx for your help!

Just FYI, I have a version of this (nice build Illuminati :) once again) and I'm finding that post mod-3, there's no need for SOTR... especially if you have precision.

I soloed Irestone Inlet on Hard the other day on my lvl 6, without taking more than 5 points of damage the entire time. And that was in a robe. :P If I missed a bit too much, I just turned on Precision which negates the -4 to hit, and I rely on the Holy from the bow (Silver Bow) instead of base arrow damage.

A really nice build. I think it'll just get stronger with more levels.

PS: I think my third Favored Enemy will definitely be Aberrations, seeing as how Scorrow and Beholders are Aberrations.... Thoughts on FE with mod 3 out?

/gren

Halinger_Goodblade
11-02-2006, 05:54 PM
My next question then:

What Robes would you recommend?
I have an 11 Sorc, and 11 Wiz so obviously robe selection will be prime...

I’m thinking all the Greater resists, Invul, and Heavy Fort, anything else comes to mind?

D'rin
11-02-2006, 06:21 PM
You are correct the build just gets better and better. 7th lvl is the last level that does not really make you go "Freaking Cool". 8th is barkskin, 9th improved crit which seriously jumps the damage/kill out put and +1 to barkskin Oh and little thing called evasion, 10th is bab 4 and 11th is improved/precise shot and 7 (yes count them 7 attacks of which the last 2 are +10) 3 many shot arrows and 12th gives anonther +1 to barkskin.
The build just gets better with age. In regards to Favored enemies. I have undead cuz they are everywhere, evil outsiders and aberrations. Makes invaders and the caravan really fun. Also, turn on many shot and strafe back and forth, you get one dead beholder and avoid the eye stalks. Even though I don't have elves I was only 2nd in kill count(I know it doesn't mean everythng) when running tempest spine on elite. Giants are a good choice but they can be punctured so I am not a worried about them, and the really dangerous ones(fire giant champions) have a weakness to an opposing element. At 15th I will probablly take giants though.
It is one of the best build for soloing. Especially after 9th with evasion. The only problem that I run into is will power saves. Keep getting held now that the fragment of the silver flames is nerfed. With only a 7 I am thinking on taking Iron will at 12th to help with it. Not sure though I would rather take something fun.

Grenfell
11-02-2006, 08:03 PM
My next question then:

What Robes would you recommend?
I have an 11 Sorc, and 11 Wiz so obviously robe selection will be prime...

I’m thinking all the Greater resists, Invul, and Heavy Fort, anything else comes to mind?

I'm still low level, but I have this nifty Lesser Lightning Shield (1d4 damage if I get hit) Robe of Invulnerability. :) I imagine the Fearsome robes would be fun too.

Clicky robes are a ton of fun -- Prayer, Divine Power, Haste... etc. etc. :D

/gren

Guyven
11-03-2006, 09:32 AM
My next question then:

What Robes would you recommend?
I have an 11 Sorc, and 11 Wiz so obviously robe selection will be prime...

I’m thinking all the Greater resists, Invul, and Heavy Fort, anything else comes to mind?

With Robes, the sky's the limit bro. My 11 Ranger has 30 dex and uses robes. My main robe would probably be the Abbarent Robe (Extra Mana - 17 Spell resist). But I also switch to Heavy Fort robe when things get crowded (and pvp). Resist robes for the obvious. Deathblock. And a ton of Clicky robes **remove curse, restoration, heroism, detect doors, blah blah**.

If I could find a Deathblock robe of Heavy Fortification or a spell resist higher than 17 I may switch to that full time. Like its been previously stated in other threads our Will saves are terrible so anything I can use to help that would be great. In fact thats the main reason I went True Neutral was for Stability gear for the extra +2 Saves on Fort and Will.

Although they sound cool, I generally tend to stay away from those element damage robes. The simple fact is with 130 hps at lvl 11 if something is actually hitting me, I guarentee I'm going to die alot sooner than he is with the measly 1d6-1d8 damage from my element guard robe.

Jaysensen
11-03-2006, 04:43 PM
If I could find a Deathblock robe of Heavy Fortification or a spell resist higher than 17 I may switch to that full time.

Prior to Mod3, DB SR17 could NOT generate - SB SR15 was the best you could get. SR19 by itself exists. Theoretically it could have been 10 Racial Restricted, but it wasnt in the loot tables. It may or may not have been added. Im guessing not. Anyone seen +4 Protection or Resistance items?


I run around with Greater Fire for lava, Acid for PK Dogs, and the main robe DB Invuln. Protection clickies. Greater Silent Moves & Accomplice. +5 Mith Chain for Casters.

Someone asked about a conversion to archery... I wouldnt do that with a low STR build. You need a build with higher str to do decent damage. You need improved Crit Range. Most likely want Weapon Focus also.

RioRussell
11-04-2006, 10:23 AM
At level 6 my To-Hit score for Ranged and Piercing both sit at +17. With Precision on, it is obviously higher. (I wish I did not take Precision).


ok so I am about 10k xp from l6 - I have heard some people say precision is great, others say they wish they hadn't taken it. my question is - is it worth it? how much do you use it? So far I haven't had much problem hitting anything, but it may not scale that way as I get to higher levels.

As far as criticals go, does the precision +4 bonus add to the range for critical hits, or just to the confirmation roll for the crit?

I'd rather pick the feat i want and not repsec it later...

Thanks for your comments and help

Guyven
11-04-2006, 12:17 PM
I'm also in the same bind. I'm semi thinking about switching out Precision for Quickdraw. Take out something that is very usefull (but situational) or go with a feat that'll cut down on my weapon swapping (which I do ALOT of).. Im leaning towards Quickdraw. Swaping Weapons is a huge part of a rangers r'epertoire.

D'rin
11-04-2006, 02:49 PM
lvl 11 slight modified tempest build. I took doges and twf defense to bump my ac by 2. I am going to use the shard to get rid of twf defense and take precision. Now at 11th I will twf when I have a good main tank with me or we are on normal and I am not worried as much about getting creamed. On hard or elite I generally want to be able to hit. Since most regular mobs are still puncturable then the stat damage is all I am worried about. With my +3 rapier of punturing my to hit is around 25. With percision and the next bump in elven melee attack I can hit 30 with precision on. That is going to mean hitting a drow black guard within my entire crit range. Also makes fire giant champions go down much faster for looting.

jsni
11-04-2006, 04:00 PM
Hey guys....been a long time reader of this thread and I've got my tempest ranger up to 11 on the Ghallanda server. The server sux by the way. You all are lucky not to be on it.

Anyway, this build is really, really fun and my friends, guildmates and co-adventurers are amazed by its proficiency.

I built mine on a drow platform prior to Illuminati offering up his new version and its a bit nerfed, since I went with a higher CHA to maximize UMD (wanted to use the chaosguarde, now i may not be able to until lvl12). Looks like this:

STR: 12 (10+2 item)
Dex: 30 (20+5 Enhancements +3 Item + 2 levls4/8)
Con: 14 (+3 Item)
Int: 10
Wis: 13 (base, no item yet, kinda dumb)
Cha: 13 (10 +3 Item)

So I'm really nerfed on strength, and I deeply regret it. One +2 tome and a +4 item and I'll be ok.

AC Build:

10 Base
10 Dex
7 Shield (hvy of Stab - still get +2 save bonus)
4 WW Bracers
3 Deflection (specops)
1 Dodge
5 Barkskin
40 AC Standing, 45 around my pally friends :-) Most folks I run into are completely amazed by this. I've had clerics ask me, "Hey, you don't get hit much, what's your ac?" I can hear their virtual jaws drop when I explain it to them!

Weapon set ups:

Undead: Flaming Rapier of Undead bane, FT Holy lt. Mace
Con Dmg: Numberous punct rapiers (seeker addy of punct, acid of punct, flaming of punct, shock BURST of punct) in main hand, wounding dagger in off hand.
Con Dmg: Also have a wounding rapier and a punct dagger and an acid punct dagger.
Hard to Hit Mobs: +4 Frost rapier, +5 rapier
DPS: Icy burst, flaming burst rapiers.

I also "specialize" in stat damage and have numerous weakening, destruction, maladroit finessible weapons that I've bought, sold, traded my virtual life for over the past couple months. You'd be amazed at what kind of light picks drop out there.

Prized possesions, rapiers: Anarchic Burst, Axiomatic Burst, Acid of Punct, Shock Burst of Punct, keen(+2) addy of punct, +3 Holy of PG shortbow (umd required).

Bows: haven't really been saving up bows, but my first toon was Aeslynn's Rgr2/Ftr8 Archer build (totally nerfed now with the freebies rgrs get) so I "willed" some bows down from him. Mainly use Silver (best bow in game), various ele burst, wounding and cursespewing. nice to Manyshot the mobs with Wounding, burst or curse before they get to you, then lay into them with your puncturing, ele burst melee weaps.

Main robe is a DB of SR13...yeah, SR13 kinda sux and I occassionally get whacked by a beholder. Need to get that Aberrant robe. Have improved/greater of all the elemental stuff.

Con+3 belt of Mod Fort is on most of time.

Cure Mod spell at lvl11 is really nice to have as well.

I'll go back with my FREE dragonshard (I wonder if they bind...I have 3 toons that will each get one) and change out Dodge for Precision. Then I'll go punct/punct with Rapier/SS or Rapier/Dagger. That will rock.

My alignment is still TRUE N, I'll just hope that someday they will fix stability.

Anyway, thanks for the build. It made this game fun for me for quite a while. Looking forward to 12 and imp crit ranged...I'll basically have my first toon (the archer mentioned above) "built in" to this awesome toon with the ranged feat. It will rock.

Thanks!!!!

Osharan_Tregarth
11-04-2006, 09:21 PM
It is one of the best build for soloing. Especially after 9th with evasion. The only problem that I run into is will power saves. Keep getting held now that the fragment of the silver flames is nerfed. With only a 7 I am thinking on taking Iron will at 12th to help with it. Not sure though I would rather take something fun.


I believe that when they finally add the freedom of action spell in it will be ranger castable, but I'm not sure what level we'll get it at.

The_One_Pie
11-05-2006, 04:52 AM
The Tempest Ranger, by Illuminati
Begin Stats:

20 - Dex (16 Pts)

End Stats:

34 - Dex (+4 Enhancement, +2 Enhancement, +3 Lvl’s 4/8/12, +3/4 item/buff, -1 Linen Handwraps)



I couldn't get 34, the most is 33 without linen handwraps penalty.

20 base +4 Enhancement, +2 Enhancement, +3 Lvl’s 4/8/12, +4 item/buff = 33

In less optimize equipment:-

20 base +4 Enhancement, +2 Enhancement, +3 Lvl’s 4/8/12, +3 item/buff, -1 Linen Handwraps = 31

This mean 10 dex mod instead of 12.

Jaysensen
11-05-2006, 12:37 PM
With the L10 Cap, you can get 34 with a +2 Dex Tome and +5 Dex item. I had 34 at L10.

20 Start
3 Ranger dex
2 Drow dex
5 item
2 tome
2 lev 4&8 level increase
------
34 dex. e***** +1

In all honesty, Im proud of the min/max dex, but I think that more STR in the start would have been fine. 32 dex would have been fine. 30 dex would have been fine. The base BUILD is solid.

With L12 Cap, you can get 36 Dex with the +1 to Dex at L12, +6 Dex item (Ive seen trade LFMs for +6 items), and +2 Dex Tome.

20 Start
3 Ranger dex
2 Drow dex
6 item
2 tome
3 lev 4&8 level increase
------
36 dex. e***** +2

Seriously. Its not necessary. If you drop elf dex for FE Damage, or anything for that matter, youll be fine. Just tune your toon to how you play and what you like to do. If you choose to super-min/max, get a dragon robe - thats 5 NON-dispellable AC. Im sure if you can get a +2 tome and +5 dex item, you can get a robe.


With the changes to TWF, even with 14 modified str, I frequently outkill and by some correlation out damage toons with twice my strength. Even some THF barbs. Im not grouping with Emu or Ricksha but I do fine. I eat up a TON of SP from melee, but I save a ton by grabbing aggro from mob casters away from non-evasion melees.


Precision
If you do Elite Content, dont drop precision. Its VERY helpful for confirming criticals. Its +4 to your to hit. Confirmation is a second to hit plus any seeker and enhancement. If you are stat damaging, it may be a good idea to leave precision on.

The_One_Pie
11-06-2006, 06:01 AM
Im trying a dwarf vesion of this build, because I had a RR dwarf wounding dagger of puncturing. Im taking toughness in place of elf dex enchanment. With that being said, the number of DEX from various item is crucial to me. That's what draw me into this build. I probably end up with 29 dex or 30 dex if I could get my hand on +5 dex item. I m still hesitate to consume a +2 dex tome for this dwarf. He's lv 8 now, and had 146 hp and 36 ac. He probably never going to have backflip due to the miscalculation of dex mod.:(

Heels
11-06-2006, 07:08 AM
What are the thoughts on this build, with a 32-point buy halfling?

Feasible, good, bad, ugly, indifferent?

Am only 200 favor or so away from the 1750, figured I might make one of these for fun times :)

Heels

QuantumFX
11-07-2006, 08:13 AM
On Monday night i took a PC with the drow build into Tempest Spine Elite. I was the lowest level PC in there at level 9. The only person to beat me in the kill count was the cloudkill spamming L12 sorceror. I only died once due to accidentally hitting autorun rather than strafe right. Can't wait for L11 and the next monthly update for the Freedom of movement spell.

Kaerok
11-07-2006, 12:18 PM
jsni said : "Then I'll go punct/punct with Rapier/SS or Rapier/Dagger. That will rock."

I am so newbie in ddo world but:
Why go with dagger in off hand if you can go with a SS (SS is piercing dagger is slash, or am I wrong?)

Is TWF much more damage than 1 weapon + shield? (was it 4 attacks vs 7?)

Can you get AC 40 with TWF?

What is the penalty in you hit&damage with TWF in 12?

Do TWF defense helps you with AC?

Is there any item which gives you perma Shield (spell)? I have seen that with protection from evil.

Thx for help with all my confusion.

jsni
11-10-2006, 02:34 PM
Good point on the SS. I am currently now Rapier/SS, both Acid of Punct. Fun combo.

I just got a choasguarde (have to UMD=20 to make it work...done like this... +7 ranks + 3 cartouche + 6 skill boost +2 herosim + 2 eagles splend...note that I took a high starting cha for this reason...i can get to 21 with luck gloves). So I UMD'd the chaosguarde! The ac breakdown is now:

10 base
10 dex
7 shield (+5 hvy of stability)
5 bark
4 armor (mage armor clickie, 5@ 6 min each!)
3 deflection (spec ops)
2 dodge (chaosguarde)
1 feat (Dodge...trade for precision with dragonshard)
42 TOTAL AC!! That Rocks!...its 35 with TWF or with ranged. 40 next to your pally friends!!!

The purpose of TWF with this build is to do MAX STAT DAMAGE. This build doesn't deal much damage what with the low strength and the wimpy x2 crit multiplier. Your paladin and fighter friends with Kopesh's and Smite Evils will do much more damage than you will, BUT you can drain MUCHO con pts in just a few swings! Take Precision as discussed earlier and you are added bonus to your crit confirms and you are rocking!

With a +1 rapier and 30 dex, no buffs, i show +23 to hit.
With a +2 rapier and +1 ss in off hand with 30 dex I am +22/+21 to hit.

This is with Greater Two Weap fighting granted feat at 11th.

TWF Defense is a wasted feat.

There are shield clickies and potions available.

QuantumFX
11-10-2006, 04:07 PM
To deal with the will saves grab the Nightforge helmet out of BAM. A +2 Wis and +5 Will save buff is really nice. You don't really need the necklace as heavy fort robes drop more often than armor.

Alizan
11-11-2006, 05:10 PM
Can someone please explain further how UMD is viable with a ranger build? Starting with 1 at maxed and only being able to put in .5 per level I don;t see how u could reach a high enough number that could be usefull.

Bicarbonate
11-11-2006, 05:23 PM
Can someone please explain further how UMD is viable with a ranger build? Starting with 1 at maxed and only being able to put in .5 per level I don;t see how u could reach a high enough number that could be usefull.

Ranger action boost raises UMD among other things. Also rangers get a lot of skill points with few truely 'useful' things to put them in, just a bunch of occasionally nifty tricks.

Zed_Leppelin
11-12-2006, 07:30 AM
jsni said : "Then I'll go punct/punct with Rapier/SS or Rapier/Dagger. That will rock."

I am so newbie in ddo world but:
Why go with dagger in off hand if you can go with a SS (SS is piercing dagger is slash, or am I wrong?)
Daggers are piercing, not slash. ;)

also, and I'm sure many are already aware, but as a service to those who are not...

FYI, to all the stat dmg'ers out there... (especially the lower-mid lvl ones)
Whisperdoom's Fang - end static reward from Tangleroot Gorge
Damage: 1d6 +1 Pierce, Magic *most daggers are 1d4 dmg*
Critical: 19-20 X2
Weapon Type: Dagger
Enfeebling: 1d6 Strength dmg on a critical hit.
Min level: 4

So it's a +1 Dagger of Enfeebling that hits like a shortsword, or a shortsword that looks like a dagger! :p

And since most folks end up running the Splinterskull series in Tangleroot a few times at the least, it's super easy to get. A nice, free stat dmg weap, nicely set up for weap finessers and usable early.

Enjoy!

jsni
11-12-2006, 10:21 AM
UMD Builds for Tempest Ranger:

+7.5 ranks at lvl12 (or very close, within half pt)
+6.0 skill boost (nerfed from +10 prior to mod 3)
+4.0 Greater Heroism (Planar Gird, elsewise +2 regular heroism)
+3.0 Golden Cartouche (static reward, Delera's Tomb before mod3 nerf)
+1.0 Luck Gloves (static reward, Threnal South, before nerf)
+2.0 Charisma mod (need 14 CHA...I have 10base+3item+1from buff)

I don't have greater heroism, just a regular heroism clickie, so I only get +2.0 and I don't have the luck gloves. My UMD at Level 11 is:

+7 ranks
+2 heroism
+3 golden cartouche
+6 skill boost
+2 cha
+20 Total UMD which lets me equip Chaosguarde and some special weapons. Its also really cool when you res one of your party members (16+20=36....a 25% chance of success).

So, at level12 you can exceed UMD 20. This was achieveable much earlier when the skill boost was +10, but they nerfed it.

Grenfell
11-13-2006, 12:15 AM
So my variant of this is now sitting at 9, and I'm wondering about weapons.

Frankly, we don't get enough weapon sets to really make a TWF shine. I'd like to drop a few weapons and go with a core set and stay there. So I was curious what you guys have on your tempest rangers, and when you pull them out?

For example, I have Greater Elemental Bane -- never use it, since I'd rather just wound/puncture them down.

I have Precision, and as a result, I find that I'm doing stat damage 90% or more of the time. So I'm thinking... essentially, I'd just need a set of puncturing/wounding weapons, a set for undead (right now, i just use dual Sunblades), and... maybe a set of +5's???? But nearly every situation that comes up, I'm thinking, "Stat damage". Are you finding this as well?

I'm carrying somewhere north of 15 weapons, and it seems a bit much when I have to swap around weapon sets constantly.

Thanks,

/gren

Illuminati
11-13-2006, 09:04 AM
I think for now I mainly use:

-Stat kill set
-Holy set
-Stat / Shield set
-Ice/ Shield Set

I would like a few more sets for Fire, etc.

On the bow front I use the greater banes mostly or a Holy of Pure Good. I will use wounding here and there or Paralyze (I know).

Honestly, since Mod 3 I do find myself TWF more often.



So my variant of this is now sitting at 9, and I'm wondering about weapons.

Frankly, we don't get enough weapon sets to really make a TWF shine. I'd like to drop a few weapons and go with a core set and stay there. So I was curious what you guys have on your tempest rangers, and when you pull them out?

For example, I have Greater Elemental Bane -- never use it, since I'd rather just wound/puncture them down.

I have Precision, and as a result, I find that I'm doing stat damage 90% or more of the time. So I'm thinking... essentially, I'd just need a set of puncturing/wounding weapons, a set for undead (right now, i just use dual Sunblades), and... maybe a set of +5's???? But nearly every situation that comes up, I'm thinking, "Stat damage". Are you finding this as well?

I'm carrying somewhere north of 15 weapons, and it seems a bit much when I have to swap around weapon sets constantly.

Thanks,

/gren

Illuminati
11-13-2006, 09:06 AM
BTW, look out for Rapiers that are Race Restricted. They usually have a super high hardness (21-31) and have a lower DC to UMD.

I just picked up a +2 Acid of Pure Good, Hardness 21 Durability 175/175 with a DC of 16 (Human only).

Jaysensen
11-13-2006, 12:51 PM
I find myself DPSing usually, acutally. Depends on how many melees I recruit. With 4 Melees, DPS is the way to go. With two melees wounding is probably 10x more efficient. If I PUG the last spot, I often find someone without a wounder so we DPS. Rarely do I find all 4 melees have wounders. Khyber has a lot of terrible melees.

I usually build new weaponsets depending on the quest. I have one of my hotkeys for my shield and hit that all the time. TWF is quite viable with the recent changes. I hot bar every weapon but save my sets for TWF.

This build is an offensive machine so I tend to all out TWF 90% of the time. And if properly built, a highly durable one ^^

whysper
11-13-2006, 03:45 PM
Re: weapon sets. I usually find it is much better to conceptually use
those for your off-hand parts and then have another bar that has all
weapons singly along with a shield. (The combos of course *do* have
a main hand listed too.)

For example, my offhand four are usually a Wounder, an Icy Burst of
Pure Good, a Holy Burst with the last slot varying between a Ghost
Touch, an Adamantine, Muckbane or an X of Pure Good.

With a total of 10 weapons excluding bows and Muckbanes, this gives
me 9!(4) = 9 + 8 + 7 + 6 = 30 combinations with the most complex key
combination to activate being something like 2-Alt+0 and the shield available
immediately.

Grenfell
11-14-2006, 09:38 AM
Re: weapon sets. I usually find it is much better to conceptually use
those for your off-hand parts and then have another bar that has all
weapons singly along with a shield. (The combos of course *do* have
a main hand listed too.)

For example, my offhand four are usually a Wounder, an Icy Burst of
Pure Good, a Holy Burst with the last slot varying between a Ghost
Touch, an Adamantine, Muckbane or an X of Pure Good.

With a total of 10 weapons excluding bows and Muckbanes, this gives
me 9!(4) = 9 + 8 + 7 + 6 = 30 combinations with the most complex key
combination to activate being something like 2-Alt+0 and the shield available
immediately.

This is what I do as well. But I'm finding it annoying to constantly have to hunt for that offhand weapon to build weapon sets. Which is why I wanted to reduce the core set down as much as possible.

Right now, I'm looking at:

Tyrzza's Bane (+4 Rapier of PG)
+1 Shock Cold Iron SS of PG
+1 Shocking Burst SS of PG*
+2 Holy Dagger of PG*
+5 Short Sword*
+5 Rapier*
+2 Wounding Dagger*
+2 Wounding Rapier
+1 Keen Rapier of Puncturing
Muckbane (x2)
+5 Adamantine Light Mace*
+4 Adamantine Short Sword*
+1 Ghost Touch SS of PG*
+4 Ghost Touch SS*
+4 Frost Rapier
+2 Dagger of Greater Chaotic Outsider Bane*
+1 Dagger of Vertigo 8
Sunblade (x2)*

The * are offhand possibles. That's just far too many sets there, and I'm trying to whittle them down. I'm probably going to dump the Banes, the Vertigo weapon, the +4 Frost, the +4 Adam SS. Possibly getting rid of one Sunblade. Looking at the +2 Holy Dagger of PG; it's sweet, but... do I really need it? I don't know if I need to keep the +5 set, or if I can manage with Tyrzza's Bane and some offhand weapon.

Given the above, what would your four standard offhand weapon sets be? Mine right now are:

+2 Holy Dagger of Pure Good (w/ Shock Burst SS of PG)
+2 Wounding (w/ Puncturing Rapier)
Sunblade (w/ Sunblade)
+4 Ghost Touch SS (w/ +1 GT of PG)

Note, however, that I have no adamantine set, no muckbane set, no anti-reaver set, and really no elemental-dps set. I could use another six weapon sets at a minimum. :)

/gren

Balkas
11-14-2006, 09:48 AM
Everybody should have a +5 Sneak Attack weapon for their offhand at times when you really need to hit stuff since it adds to your primary also.

What kind of Dark Magic did Illuminati pull to get this stickied? :)

the_ox
11-14-2006, 10:56 AM
I wish i could condense my weapons like u guys, my list is as follows:

Main Damage Set
+5 True Law Rapier
+5 Holy Shortsword

Main Wraith Set
+2 Ghost Touch Rapier of Greater Giant Bane (great on ogres and giants)
+2 Ghost Touch Shortsword of Pure Good

Main Con Set
+2 Axiomatic Rapier of Puncturing
+2 Wounding Shortsword

Main Curse Set
+1 Cursespewing Rapier
+2 Cursespewing Dagger

Main Muck Set
Muckbane
+5 Densewood Shield of Lesser Acid

Situational
+1 Club of Greater Construct Bane (till i get a smiter)
+1 Paralyzing club (i know i need a finesse one)
+1 True Law Shortsword of Destruction
+2 Flaming Burst Rapier of Vert (for trolls)
+3 Icyburst Shortsword of Tendon (might be able to bank this)
Tryssa's Bane
+2 Lightmace of Greater Animal bane (good for desert)
+5 Adamantine Rapier (better on constructs cept bosses)
+1 Rapier of Greater Elemental Bane (i should be able to bank this)
+2 Holy Light Hammer of Lesser Monsterous Humanoid Bane (good for skellies and Minos)
+2 Seeker Shortsword of Greater Reptillian Bane (good for trogs)
Sunblade (all undead but skellies)
+1 Dagger of Greater Vermin Bane (Skorp killer)
+1 Thundering Dagger of Greater Elf Bane (try this in Tempest)
+1 Dagger of Greater Aberrition Bane (good if creater has more than 25hitdie)

Thats my 23! melee's i carry

Bows
+1 Paralyzing Shortbow
+1 Banishing Shortbow of Power I
+1 Wouding Denswood Longbow of Wizardy I
+2 Cursespewing Longbow
+2 Composite Longbow of Destruction
Silver Longbow for dps
+1 frost longbow of pure good for dps when holy doesnt hit
+3 Ghost Touch Longbow of Puregood (never really used this not sure why i carry it)

Thats 8 bow, for 31 total weapons

Add in 10 stacks of arrows, 19 Robes, 18 clickies and random equip, 2 stacks of reagents, 6 potions

86 slots used at all times =/ kinda tough being this good

Illuminati
11-15-2006, 07:05 AM
Lol, agreed.

My problem is, and the current dilemna of most rangers atm I believe, is whether to go Ranged or Melee =)

Too many good bows with Many Shot.
Too many good piercers with TWF.

Decisions, decisions.

I solod' Relic on Elite with a bow which does tend to make a melee Ranger question himself.

Crappy loot though. Maybe Turbine put in a 'kill by range, loot = **** 1'.

Illuminati
11-15-2006, 09:23 AM
None lol.

In all honestly, ever since I posted this build originally (a long time ago it seems) I can't find a good puncture wep on the vendors!!!

I get alot of emails about it though and thanks, etc., which is awesome (thanks gang) but realistically the build is tempored by all the players so no one build is really anyone's but everyones.


Everybody should have a +5 Sneak Attack weapon for their offhand at times when you really need to hit stuff since it adds to your primary also.

What kind of Dark Magic did Illuminati pull to get this stickied? :)

Balkas
11-15-2006, 09:24 AM
Ox, for your cursespewing set, you should add a Gwylan's Blade instead of one of the cursers so you can get -6 to saves/skills/attack bonus on your enemies since shaken stacks with curse :).

Illuminati
11-15-2006, 09:34 AM
Ox, for your cursespewing set, you should add a Gwylan's Blade instead of one of the cursers so you can get -6 to saves/skills/attack bonus on your enemies since shaken stacks with curse :).

On a side note, I made a high intimidate tank with the Barb's ability to produce the shaken affect. I bought a Gwylan's blade so when I sucked them in (they are shaken from my Barb's intim) and hit them with the blade they just get double shaken (not sure if -4, etc.) instead of the insta Fear which should have happened.

Anyway, Ranger conversation.

I picked up Crippling bow of Destruction off the vendor (why do people sell this stuff lol) and crippling is a whole lot better now. Not sure if it is because of the timer of Destruction but the mobs (when I critt'd) were slowed for a minute. Pretty nice.

Halinger_Goodblade
11-15-2006, 04:15 PM
Almost 2 weeks of passed since my delete and I must say, this build is everything it was cracked up to be! Excellent post Illuminati!

Level 6 Ranger already and loving every minute of it!

A few notes:

TWF - Man this truly rocks weapons flying around the screen, blades whirling what’s a Ranger to do! Very happy with this aspect of the build!

(Small note to new builds)
Take Weapon Finesse at 1 instead of 3 makes the early levels go very fast (esp. with +5 on Attacks)

Sword and Board - To be honest I only use the sword and board combo for elite missions... found out the extra AC was invaluable!

Ahhhh the mighty Bow - cant say enough about this... this build runs as well if not better than I expected, funny thing is, is that I don’t use the Bow as often as I thought I would...

Well just a little update on the current status of the project! And wanted to thanks to all who have answered my questions!

Cant wait for level 8, my weapon set ready at 8 includes so far:

Wounding Rapier,
Curse spewing SS,
Wounding longbow,
Paralyzing shortbow,
And too many others to list!

Quick question:
Why do so many people hate on Rangers? I have found looking for a group harder with a Ranger than any other class. crazy! Is there anything you put up your lfg to make it easier to find a group?

Happy Hunting!
Hal

Grenfell
11-16-2006, 02:20 AM
Just FYI, I now actively recruit rangers if I'm not on mine, to fill the DPS slot. The TWF specialist rangers are absolute DPS machines. And they bring Barskin and resists and top-of-the-line archery to boot.

People will figure it out eventually.

/gren

Illuminati
11-17-2006, 08:34 AM
The stigma has definately changed a little, and probably more so over time.

The issues now are how to range without upsetting the party.

You can get your TWF up to pretty high AC if you spec' it that way:

10 Base
12 Dex (34 Dex)
6 Bark
4 Mage Armor Potion/Clicky
3 Dodge
3 Deflection
1 TWD
-----------
39

You feats would have to be, Weapon Finesse, Dodge, TWD, Precision, IC: Pierce

Grab that ring from the Titan (+3 Dodge) and 42 would be pretty darn nice for a TWF Ranger.

A pure elf twf though can sneak it up pretty high (with a nasty attack base too):

10 Base
13 Armor (+5 Mith FP,) *I know, but I have =)
7 Dex (Fighters Armor Mastery IV)
4 Bark
3 Dodge
3 Deflection
1 TWD
---
41

I have to look at a Dwarf because of their Armor enhancements which may kinda cool.



Just FYI, I now actively recruit rangers if I'm not on mine, to fill the DPS slot. The TWF specialist rangers are absolute DPS machines. And they bring Barskin and resists and top-of-the-line archery to boot.

People will figure it out eventually.

/gren

Balkas
11-17-2006, 08:57 AM
Grab that ring from the Titan (+3 Dodge) and 42 would be pretty darn nice for a TWF Ranger.

Why just grab one ring? :)

Illuminati
11-17-2006, 12:52 PM
Why just grab one ring? :)

True =)

Dodge stacks up to 10 (well, who knows in DDO)

Illuminati
11-17-2006, 12:54 PM
1750 Dwarf Ranger (32 Pt Build)
Class: Ranger
Race: Dwarf
Alignment: Lawful Good

Beginning Stats:
STR: 17 (13 Points)
DEX: 17 (13 Points)
CON: 13 (3 Points)
INT: 8
WIS: 11 (3 Points)
CHA: 6

End Stats:
STR: 22 (+1 Level, +4 Item)
DEX: 26 (+2 Level, +3 Enhancement, +4 Item)
CON: 16 (+3 Item)
INT: 8
WIS: 14 (+3 Item)
CHA: 6

Feats:
Level 1: Weapon Finesse
Level 3: Dodge
Level 6: Weapon Focus: Slash
Level 9: Improved Critical: Slash
Level 12: Precision

AC: TWF
10 Base
8/10 Armor (+3/5 Mithral Breastplate)
8 Dexterity (Max Allowed Dwarven Armor Mastery III)
6 Barkskin
3 Dodge (+1 Feat, +2 Choasguard Bracers)
3 Deflection
---------
38/40 (Depending on Armor)

Enhancements:
Rangers Dexterity III
Dwarven Armor Mastery III
Dwarven Ax Attack II
Favored Attack III

Attack Bonus:
+12 BaB
+8 Dexterity
+5 Weapon (2x +5 HandAxe, or +1 w/ Precision
+0/3 Favored Enemy
+2 Dwarven Enhancement
-2 TWF
---------
+25/+28

The_One_Pie
11-21-2006, 06:22 AM
1750 Dwarf Ranger (32 Pt Build)
Class: Ranger
Race: Dwarf
Alignment: Lawful Good

Beginning Stats:
STR: 17 (13 Points)
DEX: 17 (13 Points)
CON: 13 (3 Points)
INT: 8
WIS: 11 (3 Points)
CHA: 6

End Stats:
STR: 22 (+1 Level, +4 Item)
DEX: 26 (+2 Level, +3 Enhancement, +4 Item)
CON: 16 (+3 Item)
INT: 8
WIS: 14 (+3 Item)
CHA: 6

Feats:
Level 1: Weapon Finesse
Level 3: Dodge
Level 6: Weapon Focus: Slash
Level 9: Improved Critical: Slash
Level 12: Precision

AC: TWF
10 Base
8/10 Armor (+3/5 Mithral Breastplate)
8 Dexterity (Max Allowed Dwarven Armor Mastery III)
6 Barkskin
3 Dodge (+1 Feat, +2 Choasguard Bracers)
3 Deflection
---------
38/40 (Depending on Armor)

Enhancements:
Rangers Dexterity III
Dwarven Armor Mastery III
Dwarven Ax Attack II
Favored Attack III

Attack Bonus:
+12 BaB
+8 Dexterity
+5 Weapon (2x +5 HandAxe, or +1 w/ Precision
+0/3 Favored Enemy
+2 Dwarven Enhancement
-2 TWF
---------
+25/+28

Use +5 mith chain shirt. You can hit +9 dex bonus with it. That's just nice for choosing Dwarven armor mastery III which allow +9 dex bonus on a chain shirt.

Favorite enemy should be elf/gnoll, undead and evil outsider with the implement of desert. Dwarf had giant evasion which serve as poor man fav enemy.

Personally, I think puncturer/wounder line work better with weapon Finesse. Maybe replace Dwarven Ax Attack II with Favored Defense III for extra 3 AC.

UMD 20 is still possible with merely 6 cha:
+5 skills
+2 cha item
+3 golden cartouche
+6 action boost
+4 greater heroism clicky
---------
20 umd

bachuus13
11-22-2006, 04:24 PM
does keen stack with IC: piercing?

CrusherMcGee
11-23-2006, 06:37 PM
No, it doesn't stack.

MysticRhythms
11-28-2006, 10:41 AM
My Ranger isn't exactly a Tempest Ranger build, but she's not that far off. I went with a Drow with the following stats:

Str 16 (10 points)
Dex 16 (6 points)
Con 12 (6 points)
Int 12 (2 points)
Wis 12 (4 points)
Chr 10 (0 points)

I've since bumped Dex twice and am working toward getting Str/Dex of 22/30 though it will take two tomes (one from favor though) and a Str +4 and Dex +4 item. Ideally if I can be lucky enough to find +6 items I can hit 24/32 but I'm being realistic.

My feat selection so far:
1 - Skill Focus UMD (was Point Blank Shot before feat respec)
3 - Weapon Finesse
6 - Precision
9 - Improved Crit Piercing
12 - Probably going with Improved Crit Ranged

I've managed to spread more of my build points (saving 10 points by not going with 20 Dex) around to get more hit points, more skill points, better Will save and better damage from strength.

I run with a Shrunken Head and routinely cast Owl's Wisdom so the one weakness of the build commented on by others is shored up here - the Will save. Being aDrow you not only get +2 to save versus enchantments but also +2 vs saves. These two bonuses stack. And when I use Owl's, I manage a +13 Will save:

+3 (Ranger 11 - one more when I hit 12)
+3 (Wisdom = 16 from buffs, 1 more if I eat a wisdom tome :)
+3 (Shrunken Head)
+2 (Drow save vs spells)
+2 (Drow/Elf save vs enchantments)

=+13 total (+17 if I ever find a Planar Gird)

I guess this is one argument for going with a drow for this build (I also have the Spell resistance enhancement). I do have a lower attack bonus, however, and it's not as easy for me to use robes yet (I need +4 Strength Gloves to get rid of my handwraps, I need a +4 Dex ring or boots to replace my +3 item, I need 1750 favor to get my +2 Dex Tome).

I also veered off with my chosen favored enemies:

1 - Undead (pretty much the staple)
5 - Elementals (respecced from what was Vermin)
10 - Constructs

Notice a theme there? none of those can be critted. I see the logic of going with Elf, Giant and Outsider. There are plenty of creatures in the game of those types. What I've learned in playing is that with a lot of those types, I often bust out the Precision and stat damaging weapons because it's just easier for me to take enemies down that way. Elves, Giants and Outsiders are all also crittable, so the improved Crit feats kick in.

With the creatures above, I'm usually not using stat damagers and (since I don't have a Banisher, Parlyxer or Smiter) they are the creatures that often cause me the most problems. I must say that I really like these choices very much. Iron Golems, Clay Golems, Maruts, Iron Defenders and Warforged just go down fast with my extra attack and damage mods. And elementals have always been such a problem for me. I never found an elemental bane weapon and I've been searching. Now my favored enemy damage just gets me arund the DR.

I thinkk there's some good synergy ere - use your Improved Crit on the things that can be critted and use the FE bonuses on the things htat can't. you won't be as ideal against elves and giants as the true Tempest Ranger but you might find yourself more useful in more fights.

Regardless, I've maintained the cornerstone abilities - an ultra high dexterity combined with Precision, Weapon Finesse and stat damaging rapiers while keeping a solid AC and using the ranger archery to complement the melee.

I don't have shot on the run and I it a LOT of things while moving. Your Dex is just so high and you have a solid BaB hat you just hit stuff.

I took the Skill Focus UMD just so I could make the Ranger Action boost meaningful. I do use the Sprint Boost a lot and I'll say that even the resistance boost comes in handy when you are fighting things that use multiple elements. Once I find Rabbit Gloves and a Planar Gird, I think I can manage a UMD of 28 which brings me into the realm of possibly being able to Raise Dead.

Regardless, I love the build. Make sure you max out Hide and Move Silent too cause Sneaking IS amazing when groups let you use it. With the extra skill point, I'm actually able to put meaningful ranks in Balance, Tumble and UMD as well.

Just my two cents ...

Gailon
11-28-2006, 05:33 PM
My TWF ranger is very similar to what this build has turned into. Feat wise, I have taken the same as what the front page has been edited to. However, I don't think I want to take IC:Ranged at 12.

I went through some feats and made a list of some I think might fit. I wanted to get some of your opinions. The way I play her, she's more of a DPS try not to take damage type and/or hope I can puncture the mob and not get agro.

These are some feats I thought could work, in some sort of a priority order in my mind:

1) Dodge to work toward Spring attack 10 years down the road with level expansions
2) power attack to offset precision (need 13 str, only have 12, could I use a tome?)
3) Quick Draw for all those tons of weapon sets, though I really don't mind/notice the delay
4) Two Weapon Defense - though my goal is to NOT have agro
5) Toughness - see 6
6) IC:Ranged or slash maybe?- I have bows, I know I can range well, but it's a waste of a feat. I try to never range. And who wants to carry around MORE weapons.

If GWF is ever added back in is that something I could change a feat to?

Any additions/opinions?

Thanks! And of course Thanks for a great build that I've seen my ranger grow with as this thread has =)

MysticRhythms
11-29-2006, 09:25 AM
The way I play her, she's more of a DPS try not to take damage type and/or hope I can puncture the mob and not get agro.

I think this statement above should dictate what feats/spells/gear you select.

Given that, I'd make these comments about the feats you've selected:


1) Dodge to work toward Spring attack 10 years down the road with level expansions

Moving toward Spring Attack in the distant future isn't a bad idea. the feat is good on its own because you can't always keep aggro off of yourself and it works regardless of what mode you put yourself in - Sword/Board, Ranged or TWF. this should obviously be ahead of Two Weapon Defense no matter what.


2) power attack to offset precision (need 13 str, only have 12, could I use a tome?)

If you have a strength-enhancing item that gets you over 12, this should work but don't quote me on that. Regardless, I wouln't bother with this at all because of the way you play your ranger. you don't want aggro. this feat maks you do more DPS. More DPS = more aggro. this is antithetical to the way you want to play your character so I wouldn't even bother with trying to get the strength up just for this feat.


3) Quick Draw for all those tons of weapon sets, though I really don't mind/notice the delay

You just answered this yourself - you don't notice the delay, so don't waste a feat slot.


4) Two Weapon Defense - though my goal is to NOT have agro

Dodge is superior in every way and if you invest in Dodge, I'd rahter continue with Mobility (which gives you +4 AC when moving) and Spring Attack as you stated above. I'd only consider this feat after all three of the others. That means that if you don't have them by 11th level, you won't see this one, ever.


5) Toughness - see 6

I have no problems with this one. I'm a fan of more hit points on all characters.


6) IC:Ranged or slash maybe?- I have bows, I know I can range well, but it's a waste of a feat. I try to never range. And who wants to carry around MORE weapons.

OK, here's where I have to disagree with yor commentary a bit. you want to play your ranger in a way that doesn't draw aggro. You want to do stat damage. Shooting a bow at range keeps you far away fom the aggro. Many bows can do damage to stats. You can get puncturing, enfeebling etc on a bow. Improved Critical increases your odds of puncturing with one. You have Rapid Shot, Many Shot, Precise Shot and Improved precise Shot for free. No single feat adds more "bang for the buck" than this one and it meshes with your style of play - doing stat damage with a high to-hit bonus and keeping aggro away from you.

I didn't used to use ranged attacks much at first either. But Many Shot kicks in to 3 arrows now and wow do you take things down when you are shooting with that many. And I don't even have the Improved Crit:Ranged feat yet.

It won't cost you much to try using bows - you already have all of the feats you need to use them well. Try running around Threnal's outer area solo using a bow and your Manyshot ability and see how quickly you can take care of enemies before they even get to you.

The combination of Longstrider + Longbow is powerful. It's even better if you have Sprint boost or if you're lucky enough to have Expeditious Retreat or Haste clickies. in instances like Relic of a Sovereign Past (BAM) you can take down the Fire Guardian elementals yourself with a good bow and the temperance to use it from a good sniper's point without taking damage back yourself.

This is a powerful ability your ranger already possesses that costs you very little investment.

If you're still not convinced, I'd put the remaining feats in the following order of priority:

Dodge (with Mobility and Spring Attack to follow)
Toughness

... that's it.

Don't bother with Power Attack because it draws more aggro to you in melee. Don't bother with Two Weapon defense because you have better options. Same for Quick Draw. I'd put Weapon Focus (some other weapon) next on this list or even a saving throw boosting feat or Skill Focus (UMD) if you use that ability.

So I guess I'm saying to go with Dodge if you don't think you'll use your bow, but really reconsider that before committing and then having to spend 100k to change it later.

Gailon
11-29-2006, 10:58 AM
...

Thanks so much! =)

Probably similar to what's going through my head, just good to hash it out. I think you're right, it's pretty much down to IC:Ranged and Dodge. Even by some of my own ramblings.

Yeah I carry the all the important bows (even burst), but they usually stay hotbared and never clicked.

A nice +1 AC or a sometimes used % increase to getting a critical. I think I'm leaning toward Dodge =)

Mad_Bombardier
12-02-2006, 08:17 PM
I am thinking about a Ranger with my 32 pt build and have been reading several threads. The OP mentions the option of Greater2Weap Fighting feat @ lvl 12. And according to the description it "Increases the number of attacks when fighting with two weapons." But in the build notes and in the DDO Char Planner, I see the same 4 attacks that every fighter class gets @ lvl 11. So, what the heck does this feat actually do?

Likewise, the same question can be asked for Imp2Weap Fighting which has an identical description (although 6Ranger receives the feat for free, so there's no decision involved). I see every fighter class receiving extra attacks at levels 6 and 11, regardless of feats. Can an experienced Ranger player help me out?

Osharan_Tregarth
12-03-2006, 02:08 AM
I am thinking about a Ranger with my 32 pt build and have been reading several threads. The OP mentions the option of Greater2Weap Fighting feat @ lvl 12. And according to the description it "Increases the number of attacks when fighting with two weapons." But in the build notes and in the DDO Char Planner, I see the same 4 attacks that every fighter class gets @ lvl 11. So, what the heck does this feat actually do?

Likewise, the same question can be asked for Imp2Weap Fighting which has an identical description (although 6Ranger receives the feat for free, so there's no decision involved). I see every fighter class receiving extra attacks at levels 6 and 11, regardless of feats. Can an experienced Ranger player help me out?

Well, I can't help you with everything... But I can clear some confusion up. You might already know some of this, so ignore the stuff that is repetitive...

The attacks they are talking about are related to your BAB(base attack bonus), and are independent of classes, feats, etc. They are just talking about your one-handed attacks, when using a shield. This is called your base number of attacks, because all of the other calculations are based off of this number.

Once your BAB reaches a certain point, you will make a certain number of base attacks per combat round. Depending on your class, your BAB will advance at different rates. Fighters, barb, paladins, and rangers BAB all advance at the same(highest) rate. Other classes advance slower.

So, a character will get four attacks per combat round once their BAB reaches 10, regardless of what class or level they are.

Two weapon fighting... I don't know the specifics, but here's a broad generalization.

When you pick up an extra weapon, you get an extra attack. So if you would normally get two attacks per round, when you pick up the extra weapon you would then be getting three attacks per round, but with a greatly reduced chance to hit(from either hand). They haven't been counting this in the planner or the discussions, because they're just talking about your base number of attacks.

Now, with the two weapon fighting feat, you negate a lot of the "to-hit" penalty that occurs from doing this, but it doesn't add any additional attacks.(free for rangers at level 2). So while dual weilding, you would still be doing (following the previous example) three attacks, you'd just be hitting things easier.

Improved and Greater two weapon fighting actually start adding additional attacks when you get those feats. However, I'm not exactly sure how many attacks. I just take them and run with them....

Does that clear things up some more?

Rangers get two weapon fighting at level 2, improved twf at level 6, and greater twf at level 11.... So you still don't actually have to make any choices yet. :)

GlitterKill
12-03-2006, 12:28 PM
I hit 12 today with my two weapon fighter and took Greater Two Weapon Fighting. It looks like I get 8 attacks in a chain now. VERY sweet.

Mad_Bombardier
12-03-2006, 12:43 PM
Thanks Osharan! I didn't know rangers got Gr TWF @ 11. I thought it was an optional feat. But bonus attacks in the same round is always good! And seeing as you don't have to take any feats to get them, double yippee!

Illuminati
12-08-2006, 11:30 AM
I think it's 7 (whereas a FTR at the same level gets 4). One thing to consider (something I do now) since they lowered the AC on most mobs is to use Favored Defence (+5 AC vs. Favored) over Favored Attack.

While dual wielding you can hit a pretty nice AC against your favored.

+10 Base
+10 Dex
+5 Bark
+3 Dodge (bracers and feat)
+4 Armor (mage armor potion/clicky)
+5 Favored Defence
+3 Deflection (spec ops)
-----
40 AC


Thanks Osharan! I didn't know rangers got Gr TWF @ 11. I thought it was an optional feat. But bonus attacks in the same round is always good! And seeing as you don't have to take any feats to get them, double yippee!

DamnShame
12-12-2006, 10:59 PM
I see a lot post about STR not mattering for this build; could some one explain why? Is it because of a puncture weapon?

MM

Illuminati
12-13-2006, 10:28 AM
I see a lot post about STR not mattering for this build; could some one explain why? Is it because of a puncture weapon?

MM

That is correct. 90% of the mobs in the game are not immune to puncture and wounding. The other 10% can become favored for DPS (undead, constructs, etc.)

WilbyZ
12-15-2006, 09:52 AM
my list is as follows:

Main Muck Set
Muckbane
+5 Densewood Shield of Lesser Acid

Why would you Dual Wield everything else but not Dual Wield Mucks!?? :)

WilbyZ
12-15-2006, 10:11 AM
42 TOTAL AC!! That Rocks!...its 35 with TWF or with ranged. 40 next to your pally friends!!!

It means your Base AC is only 37 without Bark. I have that on my +5 Admin Full Plate Cleric. I can take Bark and get 42 AC too....

What's so Rocking about 42 AC?? Am I missing something?

zedboy
12-15-2006, 07:10 PM
Yes, you are missing something (:

That is 42 armor class on a Ranger, which, IMO, is a great thing. It may not be as significant to someone who uses heavy armor due to it being their class feat, but when you are restricted to light armor and you can achieve the armor class of someone wearing +5 Full Plate, then that is something to write home about.

Of course it is not a constant 42 AC, due to Barkskin wearing off, Shield / Mage Armor clickies running out - but when it is achievable, it is very, very nice.

Illuminati
12-20-2006, 09:43 AM
It means your Base AC is only 37 without Bark. I have that on my +5 Admin Full Plate Cleric. I can take Bark and get 42 AC too....

What's so Rocking about 42 AC?? Am I missing something?

Because its 42 AC with the highest unbuffed attack bonus in the game and Evasion.

Considering the attack bonus of a Ranger can ofter be near +30, they can keep in movement (which is basically like +4 AC since a mob suffers -4 to their attack for swinging at a moving target).

Staying in motion = 46 AC

Therigar
12-22-2006, 07:08 AM
First off I have to say that I wish I had read this before I started playing DDO. The premise behind the build is really super.

I have some questions, perhaps already covered in the pages of posts, but after page 4 I just skipped to the end -- so please indulge me.

It looks like STR is not a key stat. What effect does it have to leave STR low (figuring to get the Linen Handwraps or other STR item) so that I at least top 10 for the final stat?

Next, what happens if I take a high CHA and Paladin for three levels in order to add the CHA bonus to my saving throws? I know that it effectively reduces the feats I would get and I understand about the weapons issues for being Lawful Good. The question is whether having higher saving throws is worth it.

Thanks for your patience. It is really a great build.

Therigar

DamnShame
12-30-2006, 03:29 AM
That is correct. 90% of the mobs in the game are not immune to puncture and wounding. The other 10% can become favored for DPS (undead, constructs, etc.)

OK....got that part, but puncture weapons w/ WF still use STR for +DMG Mod right? I just have a hard time w/ the +3 costs for Dex over 18...... How about 19?

Was thinking Drow:
Str 14 *
Dex 19
Con 10
Int 14 **
Wis 9 ***
Chr 10

* 14 Str - W/ as often as you will Hit and Crit the extra +1 Dmg should add up nicely

** 9 WisFigure by the time I can cast Lvl 4 spells I should be able to get a +1 Tome and a +4 Item enhance)

*** 14 Int For Maxxing DD, UMD, Spot, OL, and Search
- 1Rog/Rang 11+? - Maybe 4 levels of fighter (3 Feats) in future depending on how Ranger Enhancements break down in expansions......Sigh.......I work too much and Kinda got to get this right the first time around - Friends won't wait:)

Also, as an old AD&D PnP Player but brand new DDO player I was wondering what the "Ranger Guru's" are speculating for future expansion feats if any for the Ranger class.

BTW Great post/thread, I have referred to it many times.....My D&D knowledge has gotten rusty over the years!

Thx,
DS

Illuminati
01-03-2007, 10:38 AM
Hey, no problem and thanks!

Your primary skills are based off your primary stats (Dex = Tumble, Move Silently, etc, Wisdom = Spot) so no need to pump Int.

Con is very important since you melee and you are d8 class so try to hit 12 (+1 tome and +5 item are out there) so 18 Con target.

Take the 6 pts from Int and put 2 in Con, 2 in Wis, and perhaps leave 2 in Int for 12 Int (or 2 more in con to get 13).

Trust me, Con is not a bad stat in Melee mode..

I am not a multi-class fan unless you can make it awesome at each.


OK....got that part, but puncture weapons w/ WF still use STR for +DMG Mod right? I just have a hard time w/ the +3 costs for Dex over 18...... How about 19?

Was thinking Drow:
Str 14 *
Dex 19
Con 10
Int 14 **
Wis 9 ***
Chr 10

* 14 Str - W/ as often as you will Hit and Crit the extra +1 Dmg should add up nicely

** 9 WisFigure by the time I can cast Lvl 4 spells I should be able to get a +1 Tome and a +4 Item enhance)

*** 14 Int For Maxxing DD, UMD, Spot, OL, and Search
- 1Rog/Rang 11+? - Maybe 4 levels of fighter (3 Feats) in future depending on how Ranger Enhancements break down in expansions......Sigh.......I work too much and Kinda got to get this right the first time around - Friends won't wait:)

Also, as an old AD&D PnP Player but brand new DDO player I was wondering what the "Ranger Guru's" are speculating for future expansion feats if any for the Ranger class.

BTW Great post/thread, I have referred to it many times.....My D&D knowledge has gotten rusty over the years!

Thx,
DS

Cianos_Fanas
01-04-2007, 01:03 PM
Read this entire thread today. Wish I would have seen it before I created my Ranger. My head is spinning from all of the information but essentially what I would like to know is, with all of ideas kicked around in this thread since the beginning, what would you change from the initial build if anything.

You may have already stated and I just missed it, sorry about that if thats the case. I'll look over the thread again in the meantime. Thanks!

DemonMage
01-05-2007, 02:43 AM
I'd recommend starting with Weapon Finesse and getting Weapon Focus at 3, Weapon Finesse will get you +4 attack, 3 more than Focus does. Makes those low levels a lot easier, and you a more valuable party member.

Ivanfrost
01-05-2007, 11:14 PM
I'd recommend starting with Weapon Finesse and getting Weapon Focus at 3, Weapon Finesse will get you +4 attack, 3 more than Focus does. Makes those low levels a lot easier, and you a more valuable party member.

Hello i read through your thread for the ranger build thanks alot for all the work you did lol looks like a really good build. Was wondering why pick the weapon focus piercing (feat at all) when it only does +1 to your to hit rolls am i missing something else here?

Cambo
01-08-2007, 07:45 PM
Hello i read through your thread for the ranger build thanks alot for all the work you did lol looks like a really good build. Was wondering why pick the weapon focus piercing (feat at all) when it only does +1 to your to hit rolls am i missing something else here?

I thought the same and took dodge.

I also made a few other changes and would welcome feedback (neg or pos)

1/2 ling build for +1 hit +1 AC - I also like halflings!!
Also took two weapon defense instead of precision.
Thought attack + would be pretty good already, even with the loss of weapon focus and precision as I would have +1 for 1/2ling.

I could see no real need for 12 STR. The benefit of 12 STR for halfing is an issue due to the point cost anyway (Left with STR 10) - i know carry cap can be an issue for max dex bounus.

I dropped INT to 8 and dropped UMD (I hate using boost to equip stuff anyhow ;)) as well and went for Neutral Good to use axiomatic and anarchic.

I know this will limit the use of chaosguard or crossgrade bracers (because I picked Neutral good) but I thought with +5 Armoured bracers(yeah no longer forgetting to activate/cast/drink mage armour!!) (still need to get a pair) and spectacular optics your only at -1 from using chaosguard and having the halfling AC bonuse, dodge feat and 2 weapon defense i'm still above the posted 2 weapon A/C combo.

Have I gimped hit by dropping precision and wepon focus for a -4 attack agains the posted build (-3 if you count 1 extra dex bonus)?

I also thought that listen was more useful than spot...(ie doesnt every party have a rogue ;)) I know dropping spot will hamper solo unless you know where the traps are but I seem to think listen gives you a heads up on invis / hiding mobs (good for ranging them ?)

Also I though favored enemy undead was prefferable over elves but that has been said previously (pros and cons).

I have a +4 wis necklace so i left wis at 10...and a POP V for spell points.

Still tossing up mobility over TW Defense and takling spring attack instead of improved crit ranged (have a keen punct bow in the bank) but want to be more melee than ranged. as mentioned previously adds +4 to A/C by moving around and +4 when tumbling...(without breaking the attack chain?).

I've also pumped 2 dex enhancements into the buld so attack and A/c are 1 better again than the post...ie 34....+12 though there are lots of nice enhancments that I could use...

Also with moving while tumbling not generating a move silently check can it be lowered to pump spot etc back up ?


Character Plan by DDO Character Planner Version 1.50
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 12 Chaotic Good Halfling
(12 Ranger)
Hit Points: 140
Spell Points: 110
BAB: 12\12\17\22
Fortitude: 14
Reflex: 21
Will: 8
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 12)
Strength 10 10
Dexterity 20 28
Constitution 14 14
Intelligence 8 8
Wisdom 10 10
Charisma 8 8
Feat/Enhancement
Modified Skills
Skills (Level 12)
Balance 9
Hide 26
Jump 16
Listen 19
Move Silently 22
Spot 3
Tumble 16.5
Use Magic Device n/a

Final Enhancements
Enhancement:Halfling Luck III
Enhancement:Favored Defense III
Enhancement:Halfling Dexterity II
Enhancement:Ranger's Dexterity III
Level 1 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Giant
Feat: (Selected) Weapon Finesse

Level 2 (Ranger)

Level 3 (Ranger)
Feat: (Selected) Dodge

Level 4 (Ranger)
Ability Raise: DEX

Level 5 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead

Level 6 (Ranger)
Feat: (Selected) Two Weapon Defense
Level 7 (Ranger)

Level 8 (Ranger)
Ability Raise: DEX

Level 9 (Ranger)
Feat: (Selected) Improved Critical: Peircing Weapons

Level 10 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider

Level 11 (Ranger)

Level 12 (Ranger)
Ability Raise: DEX
Feat: (Selected) Improved Critical: Ranged Weapons

Wazawus
01-11-2007, 11:37 AM
just wondering if this build is good against anything. or is it just for its favored enemies.

Cambo
01-14-2007, 04:27 PM
This build (The OP's) is great for anything, its awesome against Favored.

Jaysensen
01-16-2007, 07:51 PM
I could see no real need for 12 STR. The benefit of 12 STR for halfing is an issue due to the point cost anyway (Left with STR 10) - i know carry cap can be an issue for max dex bounus.

Have I gimped hit by dropping precision and wepon focus for a -4 attack agains the posted build (-3 if you count 1 extra dex bonus)?

I also thought that listen was more useful than spot...(ie doesnt every party have a rogue ;)) I know dropping spot will hamper solo unless you know where the traps are but I seem to think listen gives you a heads up on invis / hiding mobs (good for ranging them ?)

Still tossing up mobility over TW Defense and takling spring attack instead of improved crit ranged (have a keen punct bow in the bank) but want to be more melee than ranged. as mentioned previously adds +4 to A/C by moving around and +4 when tumbling...(without breaking the attack chain?).


Tawnie has no problem hitting anything in the game WHILE MOVING with no Spring Attack WITHOUT Precision on. Take SA if you feel that you will benefit from it based on your playstyle. I dont believe the feats are worth it. OFC, I also dont believe in Dodge or TWD... to each his own.

Listen blows and is almost useless.

I believe 12 starting STR is optimal for this build. Unless you run light on gear and never pull full/halfplates or banded mail, you may find yourself hurting after a few chests. Tawnie started with 10, and 14 wasnt cutting it.

~Invalid_116
01-16-2007, 07:57 PM
I've heard of this build it looks very nice.

Cambo
01-16-2007, 08:06 PM
Tawnie has no problem hitting anything in the game WHILE MOVING with no Spring Attack WITHOUT Precision on. Take SA if you feel that you will benefit from it based on your playstyle. I dont believe the feats are worth it. OFC, I also dont believe in Dodge or TWD... to each his own.

Listen blows and is almost useless.

I believe 12 starting STR is optimal for this build. Unless you run light on gear and never pull full/halfplates or banded mail, you may find yourself hurting after a few chests. Tawnie started with 10, and 14 wasnt cutting it.

Great Feedback Thanks I will review SA, TWD Dodge and precision.

Allasar
01-17-2007, 09:00 AM
I've been thinking about trying a ranger build, but looking more at soloability and utility with a solid base in Rogue skills (much like the build on my main, Elassar, who's 6 Pal/ 4 Ftr/ 2 Rog, but with more focus on skills):

Drow 7 Ranger/3 Pal/2 Rogue

Rationale:
2 levels of Rogue gives evasion (in heavy armor for the moment, in light if they nerf it later - nbd to me), plus sneak attack, trapfinding and open locks

3 levels Pally gives AC bonus, Smite, Save bonus (Divine Grace), Immunity to Fear (Aura of Courage), Lay on Hands and Heavy Armor Proficiency.

7 levels of Ranger gives 2 favored enemies, Many- and Rapidshot as well as TWF and Improved TWF if I found the right gear.


Build below:


Character Plan by DDO Character Planner Version 1.50
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 12 Lawful Good Drow Female
(3 Paladin \ 2 Rogue \ 7 Ranger)
Hit Points: 118
Spell Points: 7
BAB: 11\11\16\21
Fortitude: 13
Reflex: 18
Will: 7

Starting Ending
Base Stats Base Stats
Abilities (Level 1) (Level 12)
Strength 16 18
Dexterity 13 14
Constitution 10 10
Intelligence 14 14
Wisdom 9 9
Charisma 16 16

Ending
Base Skills
Skills (Level 12)
Balance 9
Bluff 3
Concentration 0
Diplomacy 3
Disable Device 17
Haggle 10
Heal 0
Hide 6
Intimidate 3
Jump 9
Listen -1
Move Silently 6
Open Lock 17
Perform n/a
Repair 2
Search 17
Spot 4
Swim 4
Tumble 8
Use Magic Device 18

Level 1 (Rogue)
Feat: (Selected) Dodge

Level 2 (Paladin)

Level 3 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Selected) Weapon Focus: Slashing Weapons

Level 4 (Rogue)

Level 5 (Paladin)

Level 6 (Paladin)
Feat: (Selected) Power Attack

Level 7 (Ranger)

Level 8 (Ranger)

Level 9 (Ranger)
Feat: (Selected) Improved Critical: Slashing Weapons

Level 10 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider

Level 11 (Ranger)

Level 12 (Ranger)
Feat: (Selected) Weapon Focus: Ranged Weapons
Enhancement:Bulwark of Good I
Enhancement:Elven Dexterity II
Enhancement:Ranger's Dexterity II
Enhancement:Ranger's Action Boost III



I could easily take Khopesh instead of weapon focus: ranged to maximize DPS - although I am also thinking of going down the blunt path rather than slashing (take the favored enemy enhancements) and really go to town on skellies ;) )

Given the upcoming changes to enhancements I figured to try a build that wasn't totally dependent on action boosts or stat enhancements and that could succeed with typical end-game gear. The only thing that I think this build lacks is Divine Favor, which another level of Pally would provide. Given that we should have a level cap increase coming sometime in the next few months, I think I can live with that.

Would love to hear suggestions or comments.

Illuminati
01-17-2007, 10:21 AM
Although the TS Ranger isnt hurt by a complete revamp of enhancements, I would wait to see about multiclass builds. In PNP, your skill ranks are determined by your class levels (meaning, you could never have a 15 DD Rank with only 2x levels of rogue).

I would wait and see what Turbine implements.

Also, Precise Shot and Improved Precise shot are too good to pass up IMO. If you are going to be a melee mostly Ranger try a Dwarf. They have +6 Save (2 inherant and 4 from Enhancement) the boost to Con and the exotic 1d10 x 3 weapon built in. They also have +4 AC vs. Giants and can be quite nasty.

Anyway, I am waiting for the time being to see what Turbine does. They wouldnt' nerf Stat enhancements without a nerf to mobs so no worries on those.


I've been thinking about trying a ranger build, but looking more at soloability and utility with a solid base in Rogue skills (much like the build on my main, Elassar, who's 6 Pal/ 4 Ftr/ 2 Rog, but with more focus on skills):

Drow 7 Ranger/3 Pal/2 Rogue

Rationale:
2 levels of Rogue gives evasion (in heavy armor for the moment, in light if they nerf it later - nbd to me), plus sneak attack, trapfinding and open locks

3 levels Pally gives AC bonus, Smite, Save bonus (Divine Grace), Immunity to Fear (Aura of Courage), Lay on Hands and Heavy Armor Proficiency.

7 levels of Ranger gives 2 favored enemies, Many- and Rapidshot as well as TWF and Improved TWF if I found the right gear.


Build below:


Character Plan by DDO Character Planner Version 1.50
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 12 Lawful Good Drow Female
(3 Paladin \ 2 Rogue \ 7 Ranger)
Hit Points: 118
Spell Points: 7
BAB: 11\11\16\21
Fortitude: 13
Reflex: 18
Will: 7

Starting Ending
Base Stats Base Stats
Abilities (Level 1) (Level 12)
Strength 16 18
Dexterity 13 14
Constitution 10 10
Intelligence 14 14
Wisdom 9 9
Charisma 16 16

Ending
Base Skills
Skills (Level 12)
Balance 9
Bluff 3
Concentration 0
Diplomacy 3
Disable Device 17
Haggle 10
Heal 0
Hide 6
Intimidate 3
Jump 9
Listen -1
Move Silently 6
Open Lock 17
Perform n/a
Repair 2
Search 17
Spot 4
Swim 4
Tumble 8
Use Magic Device 18

Level 1 (Rogue)
Feat: (Selected) Dodge

Level 2 (Paladin)

Level 3 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Selected) Weapon Focus: Slashing Weapons

Level 4 (Rogue)

Level 5 (Paladin)

Level 6 (Paladin)
Feat: (Selected) Power Attack

Level 7 (Ranger)

Level 8 (Ranger)

Level 9 (Ranger)
Feat: (Selected) Improved Critical: Slashing Weapons

Level 10 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider

Level 11 (Ranger)

Level 12 (Ranger)
Feat: (Selected) Weapon Focus: Ranged Weapons
Enhancement:Bulwark of Good I
Enhancement:Elven Dexterity II
Enhancement:Ranger's Dexterity II
Enhancement:Ranger's Action Boost III



I could easily take Khopesh instead of weapon focus: ranged to maximize DPS - although I am also thinking of going down the blunt path rather than slashing (take the favored enemy enhancements) and really go to town on skellies ;) )

Given the upcoming changes to enhancements I figured to try a build that wasn't totally dependent on action boosts or stat enhancements and that could succeed with typical end-game gear. The only thing that I think this build lacks is Divine Favor, which another level of Pally would provide. Given that we should have a level cap increase coming sometime in the next few months, I think I can live with that.

Would love to hear suggestions or comments.

MysticRhythms
01-17-2007, 10:45 AM
Although the TS Ranger isnt hurt by a complete revamp of enhancements, I would wait to see about multiclass builds. In PNP, your skill ranks are determined by your class levels (meaning, you could never have a 15 DD Rank with only 2x levels of rogue).

That's not true of D&D 3.5. Once you have a skill on any of your class lists, you can obtain full ranks in it even in the PnP version. What limits multiclass rogues in PnP is the lack of enhancements and easily avilable items to force trap DC's into the 50s.

In PnP play, I believe the hardest magical trap DC for disable is around 34.

One of the large benefits of staying pure Rogue in PnP is the access to Skill Mastery at the high levels. That means that you could normally take 10 on a Disable Device check whereas a hybrid couldn't.

Anyway ... I digress ...

Illuminati
01-19-2007, 10:48 AM
I guess we all wait and see the Turbine Icing on a crappy cake or a Sour drink before an awesome dinner.

Either way I think we will all be ok with the new Enh system. I just wish they would get the darn compendium fixed so people dont plan on +4 str, etc. when its not in game.


That's not true of D&D 3.5. Once you have a skill on any of your class lists, you can obtain full ranks in it even in the PnP version. What limits multiclass rogues in PnP is the lack of enhancements and easily avilable items to force trap DC's into the 50s.

In PnP play, I believe the hardest magical trap DC for disable is around 34.

One of the large benefits of staying pure Rogue in PnP is the access to Skill Mastery at the high levels. That means that you could normally take 10 on a Disable Device check whereas a hybrid couldn't.

Anyway ... I digress ...

Riekan
01-22-2007, 12:09 PM
Illuminati,
Is the posting on the front page the current version of the build? If not, could you please update?

Thanks.

Illuminati
01-30-2007, 02:33 PM
Illuminati,
Is the posting on the front page the current version of the build? If not, could you please update?

Thanks.

Sorry about that. I do have an update but I am going to wait until the Enhancement revamp comes out so I dont have to redo it twice.

Will keep you posted. Thanks,

pezius
01-31-2007, 12:06 AM
imo illuminati, the event horizon build you posted awhile back is the improved build over the tempest build. It's a shame that didnt get more attention. My ranger is a build based off the same ideas as the event horizon build and i am quite impressed with his abilities. Event horizon seems to be the extreme end game build while the tempest build seem to be more a jack of all trades. I'm surprised u dont advocate your event horizon build more.


Sorry about that. I do have an update but I am going to wait until the Enhancement revamp comes out so I dont have to redo it twice.

Will keep you posted. Thanks,

Illuminati
02-05-2007, 12:53 PM
imo illuminati, the event horizon build you posted awhile back is the improved build over the tempest build. It's a shame that didnt get more attention. My ranger is a build based off the same ideas as the event horizon build and i am quite impressed with his abilities. Event horizon seems to be the extreme end game build while the tempest build seem to be more a jack of all trades. I'm surprised u dont advocate your event horizon build more.

Actually pure elf is the way I am going with the post mod 3 stuff. The only issue I have atm is Elven Melee Attack II. AC's are so low now on most mobs I think I may focus it more on DPS.

I still have some numbers to crunch but I am waiting for the Enh changes to kick in.

Thanks though. That build is surely the best Ranger (ranged/melee) I have seen so far.

MysticRhythms
02-05-2007, 12:58 PM
Where is this post of the "event horizon" version? I tried serachign for it and came up with nothing.

Inquiring Rangers want to know ...