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  1. #1

    Default Non-Arcane Archer (a build by request)

    This build is from Sigtrent's build request thread

    Build Name: Divine Archers
    Author: Sigfried Trent
    Requester: Dante99
    Last Updated: 05/18/10

    Key Words [Arcane Archer, Elf, Cleric, Favored Soul]

    Objectives
    The original request was simply for an arcane archer. At the time it was a pretty terrible enhancement, but these days its a lot of fun and very effective. On a whim I did up an eleven cleric with a ranger splash since it seemed to offer the most party benefit outside of its ranged attacks (which keep in mind were fairly anemic at the time). I can't say it was great but it worked well enough.

    In re-working it I had a hard time getting a build I was really happy with. The feats required for arcane archer aren't so bad, but if you want to get a lot of mileage out of it the feat load is hefty leaving little room for any caster specialization and requiring class splashing. In the end I worked up 3 builds. The first is a favored soul attempt, the second a cleric trying to get as much ranged DPS as possible while still being a good healer, and the third a cleric with what I'd say is the minimum investment needed to make arcane archer pay off as a combat style.

    I did these up assuming some DDOStore tomes as the dex requirements on Improved Precise shot are pretty beefy. Build 3 is likely the easiest to modify for a lower build point or less investment oriented build. All the builds offer a similar package, Ranged Damage, Healing, and solid saves.

    Design #1
    I started with the notion of doing a favored soul. They are somewhat painfull to multiclass due to the split casting attributes and slower spell progression. I was hoping the built in combat bonus feats they get could make up for it. I gave it a full package of ranged feats and the damage output with divine buffs is reasonable. On the casting side you do get a good number of spell points but the healing spells come very slowly and damage casting doesn't come into full bloom until the late teens. Control casting is probably rather weak but not terrible so it has a few of the better point and kill spells. I fear that in lower and mid levels many groups will find this build weak as a healer and only so/so as an archer.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Elf Male
    (1 Fighter \ 2 Ranger \ 17 Favored Soul) 
    Hit Points: 222
    Spell Points: 1629 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 19
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    14
    Dexterity            16                    22
    Constitution         12                    14
    Intelligence          8                    10
    Wisdom               16                    24
    Charisma             14                    18
    
    Tomes Used
    +2 Tome of Strength used at level 8
    +2 Tome of Dexterity used at level 8
    +2 Tome of Constitution used at level 8
    +2 Tome of Intelligence used at level 8
    +2 Tome of Wisdom used at level 8
    +2 Tome of Charisma used at level 8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     6
    Bluff                 2                     4
    Concentration         5                    25
    Diplomacy             2                     4
    Disable Device       n/a                    n/a
    Haggle                2                     4
    Heal                  3                     7
    Hide                  6                    10
    Intimidate            2                     4
    Jump                  5                    18
    Listen                3                     9
    Move Silently         6                    10
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                     0
    Search               -1                     2
    Spot                  7                    14
    Swim                  1                     2
    Tumble                4                     7
    Use Magic Device      n/a                   n/a
    
    Level 1 (Ranger)
    Skill: Concentration (+4)
    Skill: Hide (+3)
    Skill: Jump (+4)
    Skill: Move Silently (+3)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Ranged Damage I
    
    
    Level 2 (Ranger)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Enhancement: Ranger Energy Resistence Boost I
    Enhancement: Ranger Dexterity I
    
    
    Level 3 (Favored Soul)
    Skill: Concentration (+1)
    Feat: (Diety) Favored by the Silver Flame
    Feat: (Selected) Point Blank Shot
    Spell (1): Cure Light Wounds
    Spell (1): Nightshield
    Enhancement: Elven Dexterity I
    Enhancement: Favored Soul Life Magic I
    Enhancement: Favored Soul Energy of the Scion I
    
    
    Level 4 (Favored Soul)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Spell (1): Divine Favor
    Enhancement: Elven Ranged Attack I
    Enhancement: Favored Soul Charisma I
    Enhancement: Favored Soul Wand and Scroll Mastery I
    
    
    Level 5 (Favored Soul)
    Skill: Concentration (+1)
    Spell (1): Bless
    
    
    Level 6 (Favored Soul)
    Skill: Concentration (+1)
    Feat: (Selected) Precise Shot
    Spell (2): Close Wounds
    Enhancement: Favored Soul Life Magic II
    Enhancement: Favored Soul Wisdom I
    
    
    Level 7 (Favored Soul)
    Skill: Concentration (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Acid
    Spell (2): Soundburst
    
    
    Level 8 (Favored Soul)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Spell (3): Cure Serious Wounds
    Enhancement: Elven Ranged Damage II
    Enhancement: Favored Soul Charisma II
    
    
    Level 9 (Fighter)
    Skill: Concentration (+1)
    Feat: (Fighter Bonus) Manyshot
    Feat: (Selected) Mental Toughness
    Spell (0): Resist Energy
    Spell (0): Remove Curse
    Enhancement: Fighter Haste Boost I
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer I
    
    
    Level 10 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (3): Searing Light
    Spell (2): Remove Paralysis
    Enhancement: Silver Flame Exorcism
    Enhancement: Favored Soul Life Magic III
    
    
    Level 11 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (4): Divine Power
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Favored Soul Spell Penetration I
    
    
    Level 12 (Favored Soul)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Spell (4): Panacea
    Spell (3): Prayer
    Spell (2): Deific Vengance
    Enhancement: Favored Soul Wisdom II
    
    
    Level 13 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Sonic
    Spell (5): Greater Command
    Enhancement: Favored Soul Prayer of Smiting I
    Enhancement: Favored Soul Prayer of Life I
    Enhancement: Favored Soul Prayer of Incredible Life I
    Enhancement: Favored Soul Smiting I
    
    
    Level 14 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (3): Mass Aid
    Spell (4): Freedom of Movement
    Spell (5): True Seeing
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Favored Soul Smiting II
    
    
    Level 15 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Improved Precise Shot
    Spell (6): Heal
    Enhancement: Elven Dexterity II
    
    
    Level 16 (Favored Soul)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (4): Deathward
    Spell (6): Blade Barrier
    Spell (5): Flame Strike
    Enhancement: Favored Soul Smiting III
    
    
    Level 17 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    
    
    Level 18 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    Feat: (Selected) Maximize Spell
    Enhancement: Favored Soul Longbow Specialization I
    Enhancement: Favored Soul Life Magic IV
    
    
    Level 19 (Favored Soul)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Favored Soul Prayer of Smiting II
    Enhancement: Favored Soul Prayer of Smiting III
    
    
    Level 20 (Favored Soul)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Favored Soul Prayer of Life II
    Design #2
    Our second build was more an attempt to go hard into the archery while being a decent group healer. The healing should help the build be acceptable to groups and the ranged damage more significant than the favored soul build. Here strength and dex are given more attention than wisdom and the casting side is purely built to buff, cure and heal. What makes this build a bit different is that it can also do some damage with a melee weapon and is designed to mix it up with a falchion or pair of scimitars. It can damage cast, but its blade barriers are fairly weak compared to the other two builds. I think of the three this is the one that most appeals to me.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Elf Male
    (2 Fighter \ 2 Ranger \ 16 Cleric) 
    Hit Points: 224
    Spell Points: 1184 
    BAB: 16\16\21\26\26
    Fortitude: 18
    Reflex: 14
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            17                    22
    Constitution         12                    14
    Intelligence          8                    10
    Wisdom               15                    18
    Charisma              8                    10
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                    13
    Bluff                -1                     0
    Concentration         5                    25
    Diplomacy            -1                     0
    Disable Device       n/a                    n/a
    Haggle               -1                     0
    Heal                  2                     5
    Hide                  4                     8
    Intimidate           -1                     0
    Jump                  7                    12
    Listen                2                     6
    Move Silently         4                     8
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     0
    Search               -1                     2
    Spot                  6                    11
    Swim                  3                     7
    Tumble                4                     7
    Use Magic Device     n/a                    n/a
    
    Level 1 (Ranger)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Hide (+1)
    Skill: Jump (+4)
    Skill: Move Silently (+1)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Enhancement: Ranger Energy Resistence Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Ranged Damage I
    
    
    Level 2 (Ranger)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Enhancement: Ranger Dexterity I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Mental Toughness
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Nightshield
    Spell (1): Nimbus of Light
    Spell (1): Obscuring Mist
    Spell (1): Protection From Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I
    Enhancement: Elven Dexterity I
    Enhancement: Follower of the Silver Flame
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Enhancement: Elven Ranged Attack I
    Enhancement: Cleric Wisdom I
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Spell (2): Aid
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Close Wounds
    Spell (2): Cure Moderate Wounds
    Spell (2): Deific Vengance
    Spell (2): Eagle's Spendor
    Spell (2): Find Traps
    Spell (2): Hold Person
    Spell (2): Inflict Moderate Wounds
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy
    Spell (2): Seek Eternal Rest
    Spell (2): Soundburst
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Valenar Elf Melee Attack I
    Enhancement: Cleric Life Magic II
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Spell (3): Bestow Curse
    Spell (3): Blindness
    Spell (3): Contagion
    Spell (3): Cure Serious Wounds
    Spell (3): Dispel Magic
    Spell (3): Glyph of Warding
    Spell (3): Inflict Serious Wounds
    Spell (3): Magic Circle Against Evil
    Spell (3): Mass Aid
    Spell (3): Prayer
    Spell (3): Protection From Energy
    Spell (3): Remove Blindness
    Spell (3): Remove Curse
    Spell (3): Remove Disease
    Spell (3): Searing Light
    Spell (3): Summon Monster III
    Spell (3): Water Breathing
    Enhancement: Elven Ranged Damage II
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+1)
    Feat: (Fighter Bonus) Point Blank Shot
    Enhancement: Fighter Haste Boost I
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer I
    
    
    Level 9 (Fighter)
    Skill: Concentration (+1)
    Feat: (Fighter Bonus) Manyshot
    Feat: (Selected) Precise Shot
    Enhancement: Elven Dexterity II
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Fighter Strength I
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Spell (4): Chaos Hammer
    Spell (4): Cure Critical Wounds
    Spell (4): Deathward
    Spell (4): Dismissal
    Spell (4): Divine Power
    Spell (4): Freedom of Movement
    Spell (4): Holy Smite
    Spell (4): Inflict Critical Wounds
    Spell (4): Mass Shield of Faith
    Spell (4): Neutralize Poison
    Spell (4): Order's Wrath
    Spell (4): Panacea
    Spell (4): Poison
    Spell (4): Recitation
    Spell (4): Restoration
    Spell (4): Summon Monster IV
    Spell (4): Symbol of Flame
    Spell (4): Unholy Blight
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Cleric Life Magic III
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Spell (5): Break Enchantment
    Spell (5): Flame Strike
    Spell (5): Greater Command
    Spell (5): Mass Cure Light Wounds
    Spell (5): Mass Inflict Light Wounds
    Spell (5): Protection From Elements
    Spell (5): Raise Dead
    Spell (5): Slay Living
    Spell (5): Spell Resistance
    Spell (5): Stalwart Pact
    Spell (5): Summon Monster V
    Spell (5): Symbol of Pain
    Spell (5): True Seeing
    Enhancement: Valenar Elf Melee Damage I
    Enhancement: Cleric Prayer of Incredible Life II
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Life Magic IV
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Improved Precise Shot
    Spell (6): Banishment
    Spell (6): Blade Barrier
    Spell (6): Cometfall
    Spell (6): Create Undead
    Spell (6): Greater Dispel Magic
    Spell (6): Greater Glyph of Warding
    Spell (6): Harm
    Spell (6): Heal
    Spell (6): Heroes Feast
    Spell (6): Mass Bear's Endurance
    Spell (6): Mass Bull's Strength
    Spell (6): Mass Cure Moderate Wounds
    Spell (6): Mass Eagle's Spendor
    Spell (6): Mass Inflict Moderate Wounds
    Spell (6): Mass Owl's Wisdom
    Spell (6): Summon Monster VI
    Spell (6): Symbol of Fear
    Spell (6): Symbol of Persuasion
    Spell (6): Undead to Death
    Spell (6): Word of Recall
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    
    
    Level 16 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Valenar Elf Melee Damage II
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Spell (7): Destruction
    Spell (7): Greater Restoration
    Spell (7): Mass Cure Serious Wounds
    Spell (7): Mass Inflict Serious Wounds
    Spell (7): Mass Restoration
    Spell (7): Mass Spell Resistance
    Spell (7): Protection From Elements, Mass
    Spell (7): Resurrection
    Spell (7): Summon Monster VII
    Spell (7): Symbol of Stunning
    Spell (7): Symbol of Weakness
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Cleric Prayer of Incredible Life III
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Power Attack
    Enhancement: Cleric Prayer of Life III
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Spell (8): Death Pact
    Spell (8): Firestorm
    Spell (8): Mass Cure Critical Wounds
    Spell (8): Mass Death Ward
    Spell (8): Mass Inflict Critical Wounds
    Spell (8): Summon Monster VIII
    Spell (8): Symbol of Death
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Energy of the Zealot III
    
    
    Level 20 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Build #3
    Our last build was done with the idea of keeping the ranged action to a "minimum" which for me means working up to manyshot. I even sacrificed improved critical since the base bow damage was not looking good. With no bow strength and no improved precise shot the stats were easier to work out and wisdom could be really maxed out. It still required two fighter levels to get enough feat slots to maximize damage/heal casting and still get in the ranged feats. While its bow damage is more what I'd call "support level" this one packs big nasty blade barriers, commet falls and can throw a mean implosion as well as drop massive heals. I think if you are looking for a cleric, that also likes to have fun with a bow, this one is a good way to go.


    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Elf Female
    (2 Fighter \ 18 Cleric) 
    Hit Points: 276
    Spell Points: 1398 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 10
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity            16                    18
    Constitution         12                    14
    Intelligence          8                     8
    Wisdom               18                    28
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Wisdom used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     4
    Bluff                -1                    -1
    Concentration         5                    24
    Diplomacy            -1                    -1
    Disable Device       n/a                   n/a
    Haggle               -1                    -1
    Heal                  4                     9
    Hide                  3                     4
    Intimidate           -1                    -1
    Jump                 -1                    -1
    Listen                4                    11
    Move Silently         3                     4
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  4                    11
    Swim                 -1                    -1
    Tumble                n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Concentration (+4)
    Feat: (Selected) Point Blank Shot
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Nightshield
    Spell (1): Nimbus of Light
    Spell (1): Obscuring Mist
    Spell (1): Protection From Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I
    Enhancement: Elven Ranged Damage I
    Enhancement: Follower of the Silver Flame
    
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Wisdom I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Spell (2): Aid
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Close Wounds
    Spell (2): Cure Moderate Wounds
    Spell (2): Deific Vengance
    Spell (2): Eagle's Spendor
    Spell (2): Find Traps
    Spell (2): Hold Person
    Spell (2): Inflict Moderate Wounds
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy
    Spell (2): Seek Eternal Rest
    Spell (2): Soundburst
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Enhancement: Elven Ranged Attack I
    Enhancement: Cleric Life Magic II
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Spell (3): Bestow Curse
    Spell (3): Blindness
    Spell (3): Contagion
    Spell (3): Cure Serious Wounds
    Spell (3): Dispel Magic
    Spell (3): Glyph of Warding
    Spell (3): Inflict Serious Wounds
    Spell (3): Magic Circle Against Evil
    Spell (3): Mass Aid
    Spell (3): Prayer
    Spell (3): Protection From Energy
    Spell (3): Remove Blindness
    Spell (3): Remove Curse
    Spell (3): Remove Disease
    Spell (3): Searing Light
    Spell (3): Summon Monster III
    Spell (3): Water Breathing
    Enhancement: Cleric Prayer of Incredible Smiting I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Smiting II
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Mental Toughness
    Enhancement: Cleric Wisdom II
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Spell (4): Chaos Hammer
    Spell (4): Cure Critical Wounds
    Spell (4): Deathward
    Spell (4): Dismissal
    Spell (4): Divine Power
    Spell (4): Freedom of Movement
    Spell (4): Holy Smite
    Spell (4): Inflict Critical Wounds
    Spell (4): Mass Shield of Faith
    Spell (4): Neutralize Poison
    Spell (4): Order's Wrath
    Spell (4): Panacea
    Spell (4): Poison
    Spell (4): Recitation
    Spell (4): Restoration
    Spell (4): Summon Monster IV
    Spell (4): Symbol of Flame
    Spell (4): Unholy Blight
    Enhancement: Silver Flame Exorcism
    
    
    Level 8 (Fighter)
    Ability Raise: WIS
    Skill: Concentration (+0.5)
    Feat: (Fighter Bonus) Rapid Shot
    Enhancement: Elven Arcane Archer I
    
    
    Level 9 (Fighter)
    Skill: Concentration (+0.5)
    Feat: (Selected) Extend Spell
    Feat: (Fighter Bonus) Manyshot
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Fighter Haste Boost I
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Life Magic III
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Spell (5): Break Enchantment
    Spell (5): Flame Strike
    Spell (5): Greater Command
    Spell (5): Mass Cure Light Wounds
    Spell (5): Mass Inflict Light Wounds
    Spell (5): Protection From Elements
    Spell (5): Raise Dead
    Spell (5): Slay Living
    Spell (5): Spell Resistance
    Spell (5): Stalwart Pact
    Spell (5): Summon Monster V
    Spell (5): Symbol of Pain
    Spell (5): True Seeing
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Feat: (Selected) Empower Spell
    Enhancement: Cleric Wisdom III
    
    
    Level 13 (Cleric)
    Skill: Concentration (+1)
    Spell (6): Banishment
    Spell (6): Blade Barrier
    Spell (6): Cometfall
    Spell (6): Create Undead
    Spell (6): Greater Dispel Magic
    Spell (6): Greater Glyph of Warding
    Spell (6): Harm
    Spell (6): Heal
    Spell (6): Heroes Feast
    Spell (6): Mass Bear's Endurance
    Spell (6): Mass Bull's Strength
    Spell (6): Mass Cure Moderate Wounds
    Spell (6): Mass Eagle's Spendor
    Spell (6): Mass Inflict Moderate Wounds
    Spell (6): Mass Owl's Wisdom
    Spell (6): Summon Monster VI
    Spell (6): Symbol of Fear
    Spell (6): Symbol of Persuasion
    Spell (6): Undead to Death
    Spell (6): Word of Recall
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Improved Spell Penetration I
    
    
    Level 14 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell
    Spell (7): Destruction
    Spell (7): Greater Restoration
    Spell (7): Mass Cure Serious Wounds
    Spell (7): Mass Inflict Serious Wounds
    Spell (7): Mass Restoration
    Spell (7): Mass Spell Resistance
    Spell (7): Protection From Elements, Mass
    Spell (7): Resurrection
    Spell (7): Summon Monster VII
    Spell (7): Symbol of Stunning
    Spell (7): Symbol of Weakness
    Enhancement: Cleric Life Magic IV
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Enhancement: Cleric Smiting IV
    
    
    Level 17 (Cleric)
    Skill: Concentration (+1)
    Spell (8): Death Pact
    Spell (8): Firestorm
    Spell (8): Mass Cure Critical Wounds
    Spell (8): Mass Death Ward
    Spell (8): Mass Inflict Critical Wounds
    Spell (8): Summon Monster VIII
    Spell (8): Symbol of Death
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Cleric Prayer of Smiting II
    
    
    Level 18 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Fighter Toughness I
    
    
    Level 19 (Cleric)
    Skill: Concentration (+1)
    Spell (9): Energy Drain
    Spell (9): Implosion
    Spell (9): Mass Heal
    Spell (9): Summon Monster IX
    Spell (9): True Resurrection
    Enhancement: Cleric Prayer of Incredible Smiting II
    Enhancement: Cleric Prayer of Incredible Life II
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Cleric Prayer of Smiting III
    Last edited by sigtrent; 05-18-2010 at 07:28 PM.
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  2. #2
    The Hatchery GeneralDiomedes's Avatar
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    Could you forgo the two fighter levels for additional cleric levels and take ITWF / GTWF instead of WEapon Focus: RAnged / Mental Toughness? You would end up with more SP, and I doubt someone would miss the +1 TH on the Bow.

    BTW this would be a very good solo build.

  3. #3

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    Quote Originally Posted by GeneralDiomedes View Post
    Could you forgo the two fighter levels for additional cleric levels and take ITWF / GTWF instead of WEapon Focus: RAnged / Mental Toughness? You would end up with more SP, and I doubt someone would miss the +1 TH on the Bow.

    BTW this would be a very good solo build.
    Weapon Focus Ranged and Mental Toughness (as well as point blank shot) are required to take the Arcane Archer Enhancement. I likely wouldn't have them there if it wern't for that.

    The fighter levels at the end were kind of an afterthough. I wanted a pretty even balance of combat and magic so it seemed a pretty good trade. I could certainly see forgoing them for more cleric though. I wonder if having destruction might make the bow feel kind of weak though. :P
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  4. #4
    The Hatchery GeneralDiomedes's Avatar
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    Ah sorry, for some reason I assumed it was a simply a 'take' on the arcane archer concept but with divine instead.

  5. #5
    Community Member skraus1's Avatar
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    Sig-
    Obviously, as you know, I sort of like the concept lol.

    However, the only question I had is why the melee feats? I know you have the dex and everything, but for an archer wouldn't 7th level spells, evasion, and/or monk goodies be better than twfing?

    Overall, looks pretty good.

    Zharm-Zharty-Zhugly-Zhaffini-Zhaffy-Zhallia
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  6. #6
    Founder TreknaQudane's Avatar
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    One dimensional characters are not "good"

    They play well for what they are designed specificly for, but if you throw them into a different situation it can be painful.

    Having Melee feats on an Archer is not a bad thing. I would pick up Weapon Finesse in there somehow though. Monk also gets rid of the purpose of going Divine for casting in armor with no worry.

    Divine Power as a spell will really help this character play, it will grant you full BAB and everything it entitles one to (Manyshot anyone?)
    [REDACTED]

  7. #7

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    I am building a somewhat similar build to this.

    My lev 20 plan is to have 12 cleric 6 ranger 2 monk

    I will be a deepwood build though at lev 16 ill be 9 cl 6 ranger 1 monk but the build wont really flesh out untill 20.

    Ranged Dps will be very high with this build having divine favor, divine power, elf ranged enhancements, follower of the silver flame and deepwood.

    Sure I won't work well as a healer for a full raid party like the shroud but thats not the point of this build and I can spam heal scrolls pretty reliably in a pinch plus do great ranged dps.
    Ghallanda Rerolled
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  8. #8
    Community Member skraus1's Avatar
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    Quote Originally Posted by TreknaQu'dane View Post
    One dimensional characters are not "good"

    They play well for what they are designed specificly for, but if you throw them into a different situation it can be painful.
    Since when did a cleric archer become one dimensional?

    My question was why melee feats instead of more casting, more archery or other types of goodness. I know that melee is typically stronger than ranged, but with the huge investement into archery it just seemed a little unusual.
    Last edited by skraus1; 04-17-2008 at 07:27 AM.

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    Now playing on Thelanis because Turbines loves to nerf things.
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  9. #9

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    Thanks for posting that build, in the last week I must have built and deleted 4 different cleric builds. My end goal was to have one that could make a max or near max blade barrier, but have some other stuff to do until level 11. Tried halfling for the dragonmarks to preserve mana, but very little offense. Tried a human cleric with repeater crossbows but had too little to put into dex due to only having access to 28 point builds. This one hits enough for me to actually bother shooting, wont be max blade barrier but should do ok with a modified build (only taking 2 ranger, as I have enough meelee characters already). Started with

    14 str (need +1 tome to catch up with your original 32 build)
    16 dex
    12 con
    8 int (dont mind the loss of one skill, so this was my other dump stat)
    16 wis
    8 chr

    So far its been fun. Hope delyaing rez till 11th dosent hurt too much. What level can you start using rez scrolls? At high levels am I better off using effect bows such as paralyze or cursespewing, or sticking with something like a silver long bow. Also I may have access to a wounding/puncturing longbow, would that be better?

  10. #10

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    been away for a while but picked up this character again today and hit 9th. Multishot+unlimited returning 100% arrows + wounding/puncturing is fun to say the least. All I was doing was tab targeting and multishotting, throwing buffs and heals and somehow still managed to come in 2nd on kills. Now I am not expecting to be supercharacter, but it sure will be nice in raids to contribute while im not spamming scrolls.

  11. #11
    Community Member krud's Avatar
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    I really like that build. I have a ranged wizard and a couple of ranged clerics that I really enjoy playing, but nothing as focused as what you have drawn up. Very good. Gives me some good ideas to go on for one of my ranged clerics.

    One thing I have noticed with my ranged clerics is when you suddenly need to switch from shooting a bow to healing, there always is some delay while the arrows in cue go off. Also, if you ever need to wand or scroll heal, or switch to a devotion/potency weapon, the delay can be aggravating. One way around it is to have your devotion on an item instead of a weapon (mine is on my head), but those are harder to find than good devotion weapons. I have been playing around with quickdraw to help transitions and it seems to make the transition smoother.

    As far as melee, one good alternative to melee is to switch to debuffing bows (destruction, cursespewing, paralyzer, etc). They still help out melee, but you don't need to jump into the fray, plus it conserves mana. If you ever want to switch to debuffing bows, precision is another feat to consider. You get +4 to hit, 1/2 base damage (won't draw aggro), and all of the above effects will go off even if you deal no damage.
    Last edited by krud; 07-14-2008 at 01:51 AM.
    Ghallanda: Neatoelf15wiz/1rgr, Neetoelf17wiz, NeatoManhuman13rog/6pal/1mnk, NeatoHombrehuman12ftr/6pal/2rog, Kneetoedwarf17clr, Kneedoughdrow18clr/2mnk

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  12. #12

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    Quote Originally Posted by krud View Post
    I really like that build. I have a ranged wizard and a couple of ranged clerics that I really enjoy playing, but nothing as focused as what you have drawn up. Very good. Gives me some good ideas to go on for one of my ranged clerics.

    One thing I have noticed with my ranged clerics is when you suddenly need to switch from shooting a bow to healing, there always is some delay while the arrows in cue go off. Also, if you ever need to wand or scroll heal, or switch to a devotion/potency weapon, the delay can be aggravating. One way around it is to have your devotion on an item instead of a weapon (mine is on my head), but those are harder to find than good devotion weapons. I have been playing around with quickdraw to help transitions and it seems to make the transition smoother.

    As far as melee, one good alternative to melee is to switch to debuffing bows (destruction, cursespewing, paralyzer, etc). They still help out melee, but you don't need to jump into the fray, plus it conserves mana. If you ever want to switch to debuffing bows, precision is another feat to consider. You get +4 to hit, 1/2 base damage (won't draw aggro), and all of the above effects will go off even if you deal no damage.
    The only problem with precision is some bows have to do the damage to have the effect. So in my case with the bow of wounding/puncturing I have to beat their DR if I want it to work on them.

  13. #13
    Community Member krud's Avatar
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    Quote Originally Posted by sumnz View Post
    The only problem with precision is some bows have to do the damage to have the effect. So in my case with the bow of wounding/puncturing I have to beat their DR if I want it to work on them.
    only for the wounding part. However, I agree precision is not the feat to take if you plan on taking creatures out with ranged attacks. It is best when you only desire an effect-on-hit (curse, ACdestruct, disrupt, paralyze, etc). In those cases you want to maximize your to-hit chances with precision, especially when you don't have the full BAB of a melee class.
    Ghallanda: Neatoelf15wiz/1rgr, Neetoelf17wiz, NeatoManhuman13rog/6pal/1mnk, NeatoHombrehuman12ftr/6pal/2rog, Kneetoedwarf17clr, Kneedoughdrow18clr/2mnk

    Minimize expectations and you'll never be disappointed

  14. #14

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    Quote Originally Posted by krud View Post
    only for the wounding part. However, I agree precision is not the feat to take if you plan on taking creatures out with ranged attacks. It is best when you only desire an effect-on-hit (curse, ACdestruct, disrupt, paralyze, etc). In those cases you want to maximize your to-hit chances with precision, especially when you don't have the full BAB of a melee class.
    Thats the beauty of this build, you can have your full bab for multishot and all with divine power, or whichever spell grants +6 str and fighter bab.

  15. #15
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    Quote Originally Posted by krud View Post
    However, I agree precision is not the feat to take if you plan on taking creatures out with ranged attacks. It is best when you only desire an effect-on-hit (curse, ACdestruct, disrupt, paralyze, etc). In those cases you want to maximize your to-hit chances with precision, especially when you don't have the full BAB of a melee class.
    Don't you have to turn precision on? Or is this what you are saying, turn it on in special situations and then off again when you want to deal out maximum damage?

  16. #16
    Community Member krud's Avatar
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    Quote Originally Posted by Leyoni View Post
    Don't you have to turn precision on? Or is this what you are saying, turn it on in special situations and then off again when you want to deal out maximum damage?
    Yes, it has to be turned on, but if your main playstyle is to deal damage, you won't be needing precision enough to justify taking it as a feat. If you have room for an extra feat it might be nice in special situations.

    DIVINE POWER! doh! how could I forget about that? I usually have clickies on my other toons but they are so annoying to use I rarely use them. Makes this work even better.
    Ghallanda: Neatoelf15wiz/1rgr, Neetoelf17wiz, NeatoManhuman13rog/6pal/1mnk, NeatoHombrehuman12ftr/6pal/2rog, Kneetoedwarf17clr, Kneedoughdrow18clr/2mnk

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  17. #17
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    I like it. My first thought was you'd want precise shot so you could always hit what someone else was already hitting. Without it, you'd hit undamaged mobs and get their attention. Is it not a problem?

  18. #18

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    I hit 10th last night with it, get to use my sweet wounding puncturing bow. Thought it would be the doom of all, guess con draining can be slower than outright killing

    The only part I dont like is the delay while using the bow when you need to cast a heal. Is there anyway around this? Would quicken reduce the unberable lag so my party dosent die while auto attack has to get its last arrow off before my heal casts?

  19. #19
    Community Member krud's Avatar
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    Quote Originally Posted by sumnz View Post
    I hit 10th last night with it, get to use my sweet wounding puncturing bow. Thought it would be the doom of all, guess con draining can be slower than outright killing

    The only part I dont like is the delay while using the bow when you need to cast a heal. Is there anyway around this? Would quicken reduce the unberable lag so my party dosent die while auto attack has to get its last arrow off before my heal casts?
    I took quick draw on my ranged cleric, and it seems to help reduce the lag when casting/wanding/scrolling cures. It's especially helpful since my best devotion item is a dagger. I need to swap it with my bow fairly often.

    btw - I never use auto-attack. I just hold the fire button if I ever need to keep shooting, but most times I just click to attack.
    Last edited by krud; 07-29-2008 at 03:22 PM.
    Ghallanda: Neatoelf15wiz/1rgr, Neetoelf17wiz, NeatoManhuman13rog/6pal/1mnk, NeatoHombrehuman12ftr/6pal/2rog, Kneetoedwarf17clr, Kneedoughdrow18clr/2mnk

    Minimize expectations and you'll never be disappointed

  20. #20
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    I understand this post is over a year old but I would love some advice. I created this toon as my first "serious" chr. I have it to level 10 right now and followed the build listed to a "t". However I did not have a 32 point build since I was just starting out and was FTP. (I have since purchased most content). I sacrificed cha. as well and have purchased str. tome and dex. tome at appropriate levels. My question however is about the dps. There is none, I have arcane archer and am using for example a silver longbow. I have all ranged feats listed I have dex up to 22 str at 16 but can still only manage to hit at around 15-25 on average with 35-45 as critical. I understand that I wont be soloing elite level 11 quests, but I don't know if I am doing something wrong with the ranged part. I cant afford +4 items yet aswell, or good devotion items. Keep in mind I am new to ddo but have picked up fast, I have a few friends I have meet in game that have explained allot to me so I have taken every step I could to increase damage to no avail. also I have gotton allot of comments about the build by group members bluntly stating that I gimped the build by adding ranger to it and will have a harsd time finding groups at higher levels due to having 2 less cleric levels then I should. Is this true for endgame material or do they just not understand how a good build looks like?

    Thank You
    Last edited by secbotz; 11-19-2009 at 11:10 PM.

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