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  1. #1
    Community Member Aelasyl's Avatar
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    Default Aelasyl's Ranger Design Guide

    Aelasyl's Ranger Design Guide v1.2

    You knew it was coming and here it is. Again these are my personal views and opinions on the class. A couple things to remember, I'm personally and RP'er and an elf lover and my builds normally reflect this. I love Rangers, I think it is a great class in DDO. I break the typical Ranger classed characters into four archetypes. I know there can be more, but these are the four most prevalent. I will update this post as I get comments and suggestions.

    Ranger Types

    The Ranger class is one of the most versatile in DDO. You get a good selection of skills, solid class abilities and bonus feats, the best base attack bonus (BAB) progression, and great Fortitude and Reflex save progressions. The Ranger class lends itself very well to multiclassing. Two levels in you get two free feats that are useful for any type of combatant. Rangers also get favored enemies, animal empathy, and divine spellcasting ability with just the first level. So with all this stuff you get in the first two levels, how can there possibly be anything left in the last eight? Well you get more favored enemies and higher bonuses for your previous ones, you actually get spellpoints to cast those Ranger spells, another two free feats at level 6, and evasion at level 9. If you look beyond what DDO has right now, there are more free feats at levels 11, more favored enemies, and boosts to stealth abilities. So Rangers can be mostly broken down into four categories. The Pure Ranger (Rgr10), the Archer Ranger (Rgr2/Ftr8), the Two-Weapon Fighting Ranger (Rgr6/Ftr4), and the Stealth Utility Ranger (Rgr7/Rog3).


    The Pure Ranger

    The pure Ranger takes every level in Ranger and loves every minute of it. Against favored enemies the bonus damage starts to get insane. Without dipping into other classes, the Pure Ranger nets three favored enemies, evasion, four free feats, wild empathy, and some divine spells.

    Ability Scores
    For the Pure Ranger there’s a few important abilites. Wisdom controls the classes spellcasting and poor Will saves, Dexterity adds to the ranged attack bonus, Reflex Saves, and Armor Class, Strength adds to the melee attack bonus and damage at range and in melee. Intelligence can add a few extra skills points per level to the base six. Constitution can keep a Ranger in melee with additional hitpoints and bonuses to an already good Fortitude save. Charisma controls the Wild Empathy class ability.

    Feat Selection
    A pure Ranger nets four free feats and may want to use the character level feats to improve one of the combat styles. Point Blank Shot, Dodge, Mobility, and Shot on the Run can take you up to ninth level. Weapon Focus, Weapon Finesse, Dodge, and Improved Critical can help with the melee aspect.

    Skill Selection
    A pure Ranger will have around 6 skills he can keep maxed at each level. Move Silently, Search, Hide, Spot, and Listen take up five of these. Use Magic Device, Tumble, or Concentration are all solid possibilites for the last slot.

    Enhancements Selection
    Pure Rangers can get the best enhancements in the Ranger class. 50 bonus spellpoints, bonuses to attack against favored enemies, increased healing, bonuses to Dexterity, and skills. Really the pure Ranger can use any of these to add some focus to their character and make all the multiclass Rangers jealous.

    Build-At-A-Glance Table

    Elf Ranger10 – Str 14 Dex 23 Con 10 Int 10 Wis 14 Cha 8
    Starting scores - Str 14 Dex 18 Con 10 Int 10 Wis 14 Cha 8

    Rgr1 – Favored Enemy (Undead), Wild Empathy, Dodge
    Rgr2 – Combat Style (Rapid Shot, Two-Weapon Fighting)
    Rgr3 – Mobility or Weapon Focus (piercing)
    Rgr4 – Ability Increase (Dexterity 19)
    Rgr5 – Favored Enemy (Giants)
    Rgr6 – Improved Combat Style (Manyshot, Improved Two-Weapon Fighting), Point Blank Shot or Weapon Finesse
    Rgr7 -
    Rgr8 – Ability Increase (Dexterity 20)
    Rgr9 – Evasion, Shot on the Run or Improved Critical (piercing)
    Rgr10 – Favored Enemy (Dragon)

    Enhancements: Skill Stealth V, Ranger’s Dexterity III, Favored Attack III, Elf Dexterity II
    Skills: Concentration +13 (13), Hide +26 (13), Listen +17 (13), Move Silently +26 (13), Search +15 (13), Spot +17 (13).

    Archer Ranger

    The archer Ranger is a multiclass Ranger/Fighter. Taking the free archery feats from the Ranger and using the Fighter’s bonus feats to improve accuracy and damage. The archer Ranger has fewer skills but more feats. Enhancements aren’t as good as a Pure, but they are more diverse.

    Ability Scores
    The archer Ranger focuses on Strength and Dexterity. He is built for damage and more damage but at range. Constitution is of medium importance, extra hit points are nice, making Fortitude saves are a good bonus. The mental stats really have no bearing on combat. Drop points in them to try and keep them at ten, but don’t sacrifice your physical scores too much for it.

    Feat Selection
    Anything and everything that can help an Archer hit more or do more damage is needed. Weapon Focus (ranged), Weapon Specialization (ranged), Improved Critical (ranged), Point Blank Shot, Dodge, Mobility, Shot on the Run. This build is all about the feats and you need to pick up as many as you can.

    Skill Selection
    Secondary to the feats, skills can be somewhat important. Invest in Balance, Jump, and Tumble. Use your skills to perch and fire from a safe place. Sure you can take or hit or two, but that -4 to AC while holding a bow and in melee combat really hurts.

    Enhancement Selection
    Elves are solid choices for their ranged damage enhancement. Pickup Ranger’s Dexterity, the Fighter’s Strength, the Elven Dexterity and the Elven Ranged Damage.

    Build-At-A-Glance Table

    Elf Ranger2/Fighter8 – Str 18 Dex 25 Con 10 Int 8 Wis 8 Cha 8
    Starting Scores - Str 15 Dex 20 Con 10 Int 8 Wis 8 Cha 8

    Rgr1 – Favored Enemy (Giant), Wild Empathy, Point Blank Shot
    Rgr2 – Two-Weapon Fighting, Rapid Shot
    Ftr1 – Dodge, Mobility
    Ftr2 – Shot on the Run, Ability Increase (Dexterity 21)
    Ftr3 -
    Ftr4 – Weapon Focus (ranged), Weapon Specialization (ranged)
    Ftr5 -
    Ftr6 – Improved Critical (ranged) Ability Increase (Dexterity 22)
    Ftr7 – Manyshot
    Ftr8 – Great Weapon Focus (ranged)

    Enhancements: Ranger’s Dexterity I, Fighter’s Strength III, Elven Dexterity II, Elven Ranged Damage II
    Skills: Hide +12 (5), Jump +12 (8), Move Silently +12 (5), Spot +10 (11), Tumble +10 (3).


    TWF Ranger

    The Two-Weapon Fighting Ranger takes advantage of the bonus feats the Ranger provides to be a melee combat damage machine. Strutting around in full-plate armor he is as much a tank as anyone else in the game.

    Ability Scores
    The TWF Ranger focuses on Strength and Constitution. In melee combat, Strength controls everything and needs to be as high as possible. A solid Constitution keeps the TWF Ranger upright in the middle of the fight. Dexterity should be a 13 to get Dodge but in full-plate there’s no point going any higher. Skills and spells are not at all important and the mental stats can be sacrificed for the physical ones.

    Feat Selection
    With Two-Weapon Fighting and Improved Two-Weapon Fighting for free, the TWF Ranger can focus on improving his damage in melee. Weapon Focus, Weapon Specialization are a must. Dodge increases the character’s AC a bit more. Other feats should be spent on two-weapon combat feats.

    Skill Selection
    Skills aren’t so important to the TWF Ranger. Sure, tumble is nice, spot and search can be useful at times, but really this Ranger is all about combat all the time and wants to be in the center of it.

    Enhancement Selection
    Fighter’s Dodge and Fighter’s Strength are musts. The rest are really fluid. If you’re a human pick up the Human Strength, the Action Boosts or the Ranger’s Favored Enemy enhancements aren’t bad pickups either.

    Build-At-A-Glance
    Dwarf Ranger6/Fighter4 – Str 21, Dex 13, Con 18, Int 8, Wis 8, Cha 7
    Starting Scores - Str 18 Dex 13 Con 16 Int 8 Wis 8 Cha 9

    Rgr1 – Weapon Focus (slashing), Favored Enemy (giants)
    Rgr2 – Combat Style (Rapid Shot, Two-Weapon Fighting)
    Ftr1 – Dodge, Two-Weapon Defense
    Rgr3 – Ability Increase (Strength 19)
    Ftr2 – Two-Weapon Blocking
    Ftr3 – Power Attack
    Rgr4 -
    Ftr4 – Weapon Specialization (slashing), Ability Increase (Strength 20)
    Rgr5 – Improved Critical (slashing), Favored Enemy (dragon)
    Rgr6 – Improved Combat Style (Manyshot, Improved Two-Weapon Fighting)

    Enhancements: Fighter’s Dodge, Fighter’s Strength I, Axe Damage II, Dwarven Constitution II
    Skills: Heal +8 (9), Intimidate +2 (4.5), Jump +18 (13), Listen +8 (9), Spot +8 (9).

    Stealth Utility Ranger

    The Stealth Utility Ranger uses his Ranger combat ability in conjunction with sneak attacks. A very skills based multiclass this character does a lot outside of combat too. This is the build I personally use and am most familiar with.

    Ability Scores
    As a skills class, Intelligence is important. A decent Wisdom is necessary to cast spells. Strength and Dexterity control how well this character performs in combat and with the majority of his skills. Constitution is nice for additional hit points but not really needed. Charisma is once again a dump stat.

    Feat Selection
    There’s two routes you can go with this character. Focusing more on combat side or more on the skills side. Either is very valid but with six levels in Ranger the feats tend to be more in-tune with combat. Point Blank Shot, Dodge, Mobility, and Shot on the Run is a good progression. For a more skills oriented way, go with Nimble Fingers, Dodge, Mobility and Skill Focus (Disable Device)

    Skill Selection
    With the highest and second highest amount of skill points per level, this multiclass can spread the points around. Stealth, recon, and disabling skills are important. Drop points into Disable Device Hide, Listen Move Silently, Open Lock, Search, and Spot. Tumble keeps you out of harm’s way.

    Enhancement Selection
    Ranger’s Action Boost is a must have. The bonus it gives to all your skills is very important. If you’re an elf you can pick up the Dexterity enhancements from your two classes and your racial.

    Build-At-A-Glance

    Elf Ranger7/Rogue3 – Str 16 Dex 22 Con 8 Int 14 Wis 12 Cha 8
    Starting Scores - Str 15 Dex 17 Con 8 Int 14 Wis 12 Cha 8

    Rog1 – Dodge, Sneak Attack +1d6
    Rgr1 – Favored Enemy (Undead), Wild Empathy
    Rgr2 – Mobility, Combat Style (Rapid Shot, Two-Weapon Fighting)
    Rgr3 – Ability Increase (Strength 16)
    Rog2 - Evasion
    Rgr4 - Point Blank Shot
    Rgr5 – Favored Enemy (Giants)
    Rgr6 – Improved Combat Style (Manyshot, Improved Two-Weapon Fighting), Ability Increase (Dexterity 18)
    Rgr7 – Shot on the Run
    Rog3 – Sneak Attack +2d6

    Enhancements: Ranger Action Boost III, Skill Ingenuity II, Ranger’s Dexterity II, Elven Dexterity II.
    Skills: Bluff +3 (4), Concentration +6 (7), Diplomacy +3 (4), Disable Device +19 (13), Heal +8 (7), Hide +18 (12), Listen +9 (8), Move Silently +18 (12), Open Lock +23 (13), Search +15 (13), Spot +14 (13), Tumble +10 (4).

    Well, that’s my views on the Ranger class, what they can do and the different archetypes. Comment, criticisms, and suggestions are more than welcome. I hope this helps you all out.

    Edit to version 1.1 - Fixed many feat and skills calculation errors. Added in skill ranks.
    Edit to version 1.2 - Added in starting ability scores for all the builds.
    Last edited by Aelasyl; 05-07-2006 at 12:12 PM.
    Aelasyl Ruatylian
    "I'm a Ranger, not an archer."
    Best wishes to Adversity Xen'drik Expedition, the Thelanis Server, and DDO

  2. #2
    Community Member elorei's Avatar
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    you are blowing an enhancement on that second build to up yourself to an odd number of dex. why?

    use it elsewhere, because that 1 extra point nets you nothing at all. 25=24.

  3. #3
    Community Member Thoryn_Silverblade's Avatar
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    under the archer build...you show race as elf and you have two feats for level one... don't think you can do this as a ranger at level 1.... unless you are human...

  4. #4
    Founder JohnGalt's Avatar
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    Quote Originally Posted by Aelasyl
    Archer Ranger
    The archer Ranger is a multiclass Ranger/Fighter. Taking the free archery feats from the Ranger and using the Fighter’s bonus feats to improve accuracy and damage. The archer Ranger has fewer skills but more feats. Enhancements aren’t as good as a Pure, but they are more diverse.
    This is my pref build... good job.
    Quote Originally Posted by Thoryn Silverblade
    under the archer build...you show race as elf and you have two feats for level one... don't think you can do this as a ranger at level 1.... unless you are human...
    He's right, you have to get Dodge & Mobility for CL3 (F1) to have Shot on the Run by CL4 (F2).
    Also you get Rapid Shot for free at R2 and you should add the free Bow Strength bonus for R1.
    Last edited by JohnGalt; 03-14-2006 at 01:17 PM.
    JohnGalt of Tritt
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  5. #5
    Community Member Aelasyl's Avatar
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    Quote Originally Posted by Thoryn Silverblade
    under the archer build...you show race as elf and you have two feats for level one... don't think you can do this as a ranger at level 1.... unless you are human...
    Feats are fixed. Originally the build was human but I switched it to elf at the last moment. Thanks for catching this.
    Aelasyl Ruatylian
    "I'm a Ranger, not an archer."
    Best wishes to Adversity Xen'drik Expedition, the Thelanis Server, and DDO

  6. #6
    Community Member Aelasyl's Avatar
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    Quote Originally Posted by elorei
    you are blowing an enhancement on that second build to up yourself to an odd number of dex. why?

    use it elsewhere, because that 1 extra point nets you nothing at all. 25=24.
    Yes, because there will be equipment and tomes and such that add your Dexterity. Equipment is too random to include in here, but I assure you the Ranger's Dexterity is not a waste. If you'd prefer something else, that's fine.
    Aelasyl Ruatylian
    "I'm a Ranger, not an archer."
    Best wishes to Adversity Xen'drik Expedition, the Thelanis Server, and DDO

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    Default Quick question about this build PLEASE

    I was fooling around spending points for enhancements just testing different things and the question I have is. I gave up Rouge action boost, is there a way to get this back? can I just go over to rouge trainer and spend a action point to re-get this? Any info would be great. Thanks

    I’m currently

    Rouge 1
    Ranger 2 R2 4000 pts from R3

  8. #8
    Community Member Darkforge's Avatar
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    My build:

    Elf Ranger8/fighter2

    14 STR
    18 DEX
    10 CON
    10 INT
    14 WIS
    8 CHA

    1. Ranger 1 - Point Blank Shot / Favored Enemy I (Undead)
    2. Ranger 2 - Rapid Shot / Two-weapon Fighting
    3. Fighter 1 - Dodge / Mobility
    4. Fighter 2 - Shot on the Run / Ability Score (19 Dex)
    5. Ranger 3 -
    6. Ranger 4 - Weapon Focus: Ranged
    7. Ranger 5 - Favored Enemy II (Giants)
    8. Ranger 6 - Manyshots / Improved Two-weapon Fighting / Ability Score (20 Dex)
    9. Ranger 7 - Spring Attack or Weapon Finesse or Improved Critical: Piercing
    10. Ranger 8 -
    Last edited by Darkforge; 03-14-2006 at 02:59 PM.

  9. #9
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    Myself, I'm sticking to the classic stealth util build you posted... but these are all great too. Keep up the good work, getting the information to the masses.

    Anyone have any opinions however, on what the best way to increase ranged dps is in one feat? Instead of spring attack at 9, I was thinking of taking something that would make me more ranged focused... and I dont know if improved critical is the best way to go, or something else, like weapon focus.

  10. #10
    Community Member Aelasyl's Avatar
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    Yes, you can pick up the Rogue Action Boost with your action points at a later time.
    Aelasyl Ruatylian
    "I'm a Ranger, not an archer."
    Best wishes to Adversity Xen'drik Expedition, the Thelanis Server, and DDO

  11. #11
    Community Member Darkforge's Avatar
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    Quote Originally Posted by Shihoin
    Myself, I'm sticking to the classic stealth util build you posted... but these are all great too. Keep up the good work, getting the information to the masses.

    Anyone have any opinions however, on what the best way to increase ranged dps is in one feat? Instead of spring attack at 9, I was thinking of taking something that would make me more ranged focused... and I dont know if improved critical is the best way to go, or something else, like weapon focus.
    Improved critical is great it improves your critical range of your bows (example composite longbow will become 19-20 x3) which can really hurt something especially if you crit multiple times. Personally I found myself meleing quite a bit esp against mobs that has high DR and I don't have the proper bow to hurt it (e.g. Flesh renders which require you to have either bane weapons or holy weapons in order to really hurt it and so far I haven't found any holy bows yet so instead of just sitting the fight out I found myself meleeing it with my holy club+1 and a shield). On situations like these I often wish to have better melee attacks and either thru weapon finese or spring attack is good. Weapon finese gives you good attack bonus on some melee weapons. However often you have to move around quite a bit (rangers simply can't stand toe to toe against these high lvl opponents) and in DDO you gain a -3 or -4 penalty to hit if you're moving while hitting so this is where spring attack comes in as it negates those penalty while you're moving and swinging your weapons.

  12. #12
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    My Build:

    Archer/Ranger (8 fighter/2 ranger)

    Human 16/18/10/8/8/8

    1. Ranger 1 (PBS, Dodge, Ranger Bow Strength (Free))
    2. Ranger 2 (Rapid Shot and TWF Free)
    3. Fighter 1 (Mobility, Weapon Focus Ranged)
    4. Fighter 2 (Shot on the Run)
    5. Fighter 3 (Don't think I got anything here, can't remember for sure )
    6. Fighter 4 (Spring Attack, Manyshot)
    7. Fighter 5 (nothing)
    8. Fighter 6 (Improved Crit)
    9. Fighter 7 (Weapon Spec, Ranged)
    10. Fighter 8 (Greater Weapon Focus, Ranged)

    not 100% set on 8-10 feats yet (only 90% :P), I'm finding that I do a fair amount of mele if I'm the sole tank, so not sure I want to invest in those vs mele feats, but I'm still leaning on the ranged combat.

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    Nice write up. They all look pretty solid to me.

    I'm playing a character similar to the Stealth/Util one. However, I wanted to build up my melee abilities rather than ranged, so I've gone with Weapon Finesse and Precision (as a cheap substitute for Spring Attack).

    However, I cannot decide what to get after that. I lean towards Point Blank Shot (since I try to be close enough to ranged Sneak Attack anyway) or Skill Focus: Disable Device. Any other ideas?

  14. #14
    Community Member Darkforge's Avatar
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    Quote Originally Posted by Dristrax
    Nice write up. They all look pretty solid to me.

    I'm playing a character similar to the Stealth/Util one. However, I wanted to build up my melee abilities rather than ranged, so I've gone with Weapon Finesse and Precision (as a cheap substitute for Spring Attack).

    However, I cannot decide what to get after that. I lean towards Point Blank Shot (since I try to be close enough to ranged Sneak Attack anyway) or Skill Focus: Disable Device. Any other ideas?
    You won't get enough ranks in Disable device to be useful in high lvl dungeons unless you really specialize on it as a rogue. Some of the high lvl traps in elite dungeons have CR as high as 40. IMHO disabling traps i leave it for the domain of the rogues. However I highly recommend search and spot so you can fullfill your role as a scout and detect traps ahead of the party.

  15. #15
    Community Member braveicus's Avatar
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    After suffering a midlife crisis and deciding to focus more on melee, here's my Ranger build. Idea is to shot on the run into melee and and switch to rapier/shortsword combo (give us the macro already Turbine! )

    Ranger8/Fighter2

    Attributes:

    Str: 14 (15@8)
    Dex: 16 (17@4)
    Con: 12
    Int: 10
    Wis: 14
    Cha:8

    Level Progression

    1st Ranger1: Undead Favored Enemy, Ranger Bow Strength, Wild Empathy, Dodge, Mobility
    2nd Ranger2: Rapid Shot, Two Weapon Fighting
    3rd Ranger3: Point Blank Shot
    4th Ranger4: 1 point into Dex, One First Level Spell
    5th Fighter1: Shot on the Run, Medium/Heavy Armor gained
    6th Fighter2: Weapon Finesse, Weapon Focus Piercing
    7th Ranger5: Favored Enemy Giants
    8th Ranger6: Multishot, Improved Two-Weapon Fighting, Second First Level Spell
    9th Ranger7: Spring Attack or Improved Critical Piercing… not sure yet.
    10th Ranger8: First Second Level Spell

    Enhancements:

    Ranger Dexterity 3
    Human Strength 1
    Human Versatility 4
    Skill Stealth 4

    Skills:

    Hide, Move Silently, Jump, Tumble, Spot, Search

  16. #16
    Community Member Zivide89's Avatar
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    Default Aye

    I am digging some of those builds, super duper ranger I like that. I though am one the rare people that are going with pure ranger, mixed with the "scouting" I am 6th level and my spot and listen are at +10, my search is +15 and my hide/MS are at a +16(haven't put ranks in it for the last two levels) so I can usualy stay up with the rogue while he/she takes out the traps and I use my bow skills to plick off enemys that may be comming our way, before the others see them and start attacking.

  17. #17
    Community Member Datku's Avatar
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    In your orginal build you had fighter 1 at lvl 4. What made you decide to not go that route on this write up of the stealthy ranger?

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    Quote Originally Posted by Darkforge
    You won't get enough ranks in Disable device to be useful in high lvl dungeons unless you really specialize on it as a rogue. Some of the high lvl traps in elite dungeons have CR as high as 40. IMHO disabling traps i leave it for the domain of the rogues.
    Credit to my guildmate Elbereth who convinced me of this. I agree that a pure rogue is often a better choice, but a multi class rogue isn't far behind. Even without spending feats, a ranger/rogue can perform at CR 40. Assuming both are human, no feats spent on skills for either:

    7/3 Rgr/rog
    Lets say 16 Int with gear/enhancement bonuses, +3
    Max disable/open skill of 13 ranks at 10th lvl, +13
    Magic Lockpicks, +5
    Skill Item Disable/Open +5
    Skill Ingenuity II (Enhancement), +4
    Ranger's Action Boost III (Enhancement), +7
    Human Versatility IV (Enhancement), +4
    Total: 41 without a bard present or int buffs, etc

    10 rogue
    16 Int, +3
    Max disable/open, +13
    Magic lockpicks, +5
    Skill Item, +5
    Skill Ingenuity V, +7
    Rogue's Action Boost V, +11
    Human Versatility IV, +4
    Total: 48

  19. #19
    Community Member Aelasyl's Avatar
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    Quote Originally Posted by Datku
    In your orginal build you had fighter 1 at lvl 4. What made you decide to not go that route on this write up of the stealthy ranger?
    Heya Datku, thanks for asking this as it's a rather important difference. The primary benefits of the Fighter level are a free feat (used in the previous build to get the character both Shot on the Run and Spring Attack) and the ability to get Shot on the Run much sooner. The benefits of the extra Ranger level are more skill points. For some the benefits of the Fighter level outweigh the benefits of the Ranger level by quite a bit. Really, who doesn't want Shot on the Run as soon as possible and netting a free feat? And I still stand behind the fact that it is a very good decision and way to go. However, in my further experiences in-game and how I'm crafting my character, I am not seeing the personal need for Spring Attack. Yes, the -4 to your attack modifier hurts, but at level 6, really that penalty doesn't hurt as much any more. Between buff spells from a cleric and enchanted weapons (I'm toting around a Sunblade and a Xoriat Blade) it's much easier to overcome that penalty. Barbarians and other melee classes are picking up Power Attack (-5 to your hit roll for +5 to your damage roll). If they can take a -5 penalty, we can handle a -4.

    I hope this gives some insight into my reasoning. Both builds are solid in my opinion.

    -Ael
    Aelasyl Ruatylian
    "I'm a Ranger, not an archer."
    Best wishes to Adversity Xen'drik Expedition, the Thelanis Server, and DDO

  20. #20
    Community Member Hypatia's Avatar
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    Going to switch this up a little, based on my plans:

    Quote Originally Posted by Distrax
    7/3 Rgr/rog
    Lets say 16 Int with gear/enhancement bonuses, +3
    Max disable/open skill of 13 ranks at 10th lvl, +13
    Magic Lockpicks, +5
    Skill Item Disable/Open +5
    Skill Ingenuity II (Enhancement), +4
    Ranger's Action Boost III (Enhancement), +7
    Human Versatility IV (Enhancement), +4
    Total: 41 without a bard present or int buffs, etc
    Rogue 1/Ranger 9
    16 int with gear/enhancement bonuses, +3
    max disable/open skill of 13 ranks at 10th lvl, +13
    magic lockpicks, +5
    skill item, +5
    skill ingenuity I, +3
    ranger's action boost V, +11
    human versatility IV, +4
    Total: 44 without a bard present or int buffs, etc.


    Which is pretty comparable to a non-human rogue. (Yes, cross-classing all of those levels of skills is expensive. But yes, I think it's worth it. The downside is no evasion until very late, but the character is overall much more focused.)

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