Build Name: Farfleched
Author: Sigfried Trent
Last Updated: 07/19/10
Key Words [Paladin, Hunter of the Dead, Arcane Archer, PvP, AC]
I came up with this thing when trying to do a request for a high save, high AC PvP build. The original was a dwarven paladin/fighter/rogue but after reading PvP threads for research I felt it wouldn’t really fair well against top PvP builds. I went thinking about what’s good and what’s not and why and tried to come up wtih something very PvP specific.
It needed to be fast to avoid trouble, and needed quick and powerful self heals to stay alive. It needed a goodly number of HP to take the killer hits in PvP. It needed a great AC to make it hard for others to land blows, and it needed killer saves to avoid instant kills and area spells and stunns etc. And it needed some kind of hard to avoid and high damage attack that could keep on giving.
I make no claims this is a great build, but I do think its really interesting.
I liked monk a lot for its speed, accuracy and hard hitting, but when I read about the arcane archers beating people up I realized they had one of the perfect offenses for PvP as it could be employed at range, was very accurate, and could penetrate most defenses with the slaying arrow damage. And they could deploy it while on the move which makes for a great defense agaisnt tank types.
But I wanted those killer saves and AC as well. So my solution was to take an elf and make it monk or paladin for defenses and use arcane archer as my offense. A heavy dex focus worked well for AC and for archer accuracy. Paladin was far better for HP than monk and had access to quick potent heals. So monk got the splash and paladin most of the levels.
Ranger is there for the two ranged feats, and to provide sprint boost to really zip around when needed. As a kiting build, I decided to throw in shot on the run, a rarely used feat but accuracy is important in pvp due to the monster AC builds you can run across. My though is you can turn on auto attack, and then focus on moving and using hot keys to fire off manyshot, lay on hands, boosts and so on as you zip around.
On the up-side the build has some great features. AC can get into the 60s self buffed and the weakes saves would be about 34 for will, more agaisnt enchantments which are what most will saves are agasint. Fort and reflex are in the 40s. HP isn’t awesome, but you should run in the mid to high 400s, more than many AA builds. You also have a few big lay on hands due to the healing amp. And hunter of the dead has some nice side benefits for PvP like immunity to neg levels, no incorporeal miss chance and quick cures of ability damage.
On the down side the build is missing some PvE stables like improved critical or any kind of decent Melee DPS option. Also its ranged DPS really isn’t maximised since players don’t really have all that many hit points and the slayer damage is really its bread and butter in PVP. It also kind of sucks until you get to higher levels, not even getting its prestige enhancements until level 12. It picks up defenses early but not much else. No weapon finesse means it really wants to go ranged all the time.
Code:Character Plan by DDO Character Planner Version 3.5.1 DDO Character Planner Home Page Level 20 Lawful Good Elf Male (15 Paladin \ 3 Monk \ 2 Ranger) Hit Points: 347 Spell Points: 355 BAB: 19\19\24\29\29 Fortitude: 23 Reflex: 24 Will: 15 Starting Feat/Enhancement Abilities Base Stats Modified Stats (32 Point) (Level 1) (Level 20) Strength 13 15 Dexterity 16 26 Constitution 14 16 Intelligence 11 13 Wisdom 12 15 Charisma 12 15 Tomes Used +1 Tome of Strength used at level 3 +1 Tome of Dexterity used at level 3 +1 Tome of Intelligence used at level 3 +1 Tome of Wisdom used at level 3 +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 7 18 Bluff 1 2 Concentration 6 27 Diplomacy 1 2 Disable Device n/a n/a Haggle 1 2 Heal 1 2 Hide 3 8 Intimidate 1 2 Jump 5 17 Listen 1 4 Move Silently 3 8 Open Lock n/a n/a Perform n/a n/a Repair 0 1 Search 0 3 Spot 1 5 Swim 1 2 Tumble n/a 9 Use Magic Device 3 13 Level 1 (Monk) Feat: (Selected) Point Blank Shot Feat: (Monk Bonus) Toughness Enhancement: Elven Enchantment Resistance I Enhancement: Elven Ranged Damage I Level 2 (Monk) Feat: (Monk Bonus) Dodge Enhancement: Way of the Patient Tortoise I Enhancement: Monk Wisdom I Level 3 (Ranger) Feat: (Favored Enemy) Favored Enemy: Human Feat: (Selected) Weapon Focus: Ranged Weapons Enhancement: Ranger Skill Boost I Enhancement: Ranger Sprint Boost I Enhancement: Elven Dexterity I Enhancement: Racial Toughness I Level 4 (Ranger) Enhancement: Elven Ranged Attack I Enhancement: Ranger Dexterity I Level 5 (Paladin) Enhancement: Paladin Armor Class Boost I Enhancement: Paladin Attack Boost I Enhancement: Paladin Saves Boost I Enhancement: Paladin Toughness I Level 6 (Paladin) Feat: (Selected) Mobility Enhancement: Racial Toughness II Enhancement: Paladin Charisma I Level 7 (Paladin) Enhancement: Paladin Bulwark of Good I Enhancement: Paladin Resistance of Good I Enhancement: Paladin Extra Lay on Hands I Level 8 (Paladin) Enhancement: Paladin Toughness II Enhancement: Paladin Extra Turning I Level 9 (Monk) Feat: (Selected) Manyshot Feat: (Monk Path) Path of Harmonious Balance: Fists of Light Enhancement: Monk Improved Recovery I Level 10 (Paladin) Enhancement: Elven Dexterity II Enhancement: Paladin Improved Turning I Level 11 (Paladin) Enhancement: Paladin Hunter of the Dead I Level 12 (Paladin) Feat: (Selected) Mental Toughness Enhancement: Elven Arcane Archer I Level 13 (Paladin) Enhancement: Elven Arcane Archer: Imbue Acid Arrows Enhancement: Elven Arcane Archer: Imbue Force Arrows Enhancement: Elven Arcane Archer: Conjure +2 Arrows Level 14 (Paladin) Enhancement: Elven Arcane Archer: Imbue Explosive Arrows Enhancement: Elven Arcane Archer: Conjure +3 Arrows Enhancement: Paladin Toughness III Level 15 (Paladin) Feat: (Selected) Shot on the Run Enhancement: Paladin Bulwark of Good II Enhancement: Paladin Extra Lay on Hands II Level 16 (Paladin) Enhancement: Paladin Extra Turning II Enhancement: Paladin Improved Turning II Level 17 (Paladin) Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows Enhancement: Paladin Hunter of the Dead II Enhancement: Elven Arcane Archer: Conjure +4 Arrows Level 18 (Paladin) Feat: (Selected) Combat Expertise Enhancement: Elven Arcane Archer: Imbue Terror Arrows Enhancement: Paladin Bulwark of Good III Level 19 (Paladin) Level 20 (Paladin) Enhancement: Elven Arcane Archer: Imbue Slaying Arrows Enhancement: Paladin Bulwark of Good IV Enhancement: Paladin Resistance of Good II Enhancement: Paladin Extra Lay on Hands III Enhancement: Elven Arcane Archer: Conjure +5 Arrows
Get buffed up, use auto attack and spam the hell out of enemies while zipping around like a mad elf of death. Set up those hot bars for quick reactions to incoming threats and stay aware of what threat the enemy poses.
This is not a build recommended for PvE but you can make it work if you play well and the party is not relying on you as the main tank. You could probably pull and survive agro just find but keeping agro is another thing and most parties would not appreciate the PvP tactics being used in a dungeon.
It might actually work as a solo build, but all that AC takes a while to develop.
I’m curious to see what people would change here, especially from a PvP perspective. I thing perhaps the level ups could be arranged differently for a smoother ride.