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Thread: Hail of Arrows

  1. #1
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    Default Hail of Arrows

    Posting this build for reference. Feedback is also welcome.

    Basic Idea:
    ~Fighter 13~
    -7 Feats (Including Greater/Weapon Spec: Ranged for +4 damage)
    -Kensai II (Power Surge and Kensai attack and damage bonuses)
    -Haste Boost IV
    -Str Enhancements
    -Fighter (Weapon) Specialization
    -Higher Base HP

    ~Monk 6~
    -3 Feats (Not counting Monk Path)
    -Ten Thousand Stars
    -Fire Stance for +2 Str or Water Stance for +2 Wis (Zen Archery makes Wis the attack mod which is the same stat that effects Ten Thousand Stars)
    -Ninja Spy I (1d6 Sneak Damage and Shadow Fade, also Passive Ki Regeneration while sneaking)
    -Stunning Fist (With a good DC, when electing to melee)
    -Deflect Arrows (Optional, but damage mitigation nonetheless)

    ~Wizard 1~
    -SP Bar (Needed to imbue)
    -1 Feat (Mental Toughness, needed for AA line)
    -Arcane Wand/Scroll use without UMD check

    Code:
    Character Plan by DDO Character Planner Version 03.11.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Elf Male
    (13 Fighter \ 6 Monk \ 1 Wizard) 
    Hit Points: 343
    Spell Points: 255 
    BAB: 17\17\22\27\27
    Fortitude: 15
    Reflex: 12
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    19
    Dexterity            15                    17
    Constitution         12                    14
    Intelligence          8                    10
    Wisdom               17                    26
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Dexterity used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Strength used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Wisdom used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    15
    Bluff                -1                     1
    Concentration         5                    29
    Diplomacy            -1                     1
    Disable Device       n/a                    n/a
    Haggle               -1                    -1
    Heal                  3                     8
    Hide                  2                     5
    Intimidate           -1                     1
    Jump                  2                     6
    Listen                3                    10
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                     0
    Search               -1                     2
    Spot                  7                    18
    Swim                  2                     4
    Tumble                n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    
    
    Level 3 (Monk)
    Feat: (Selected) Point Blank Shot
    Feat: (Monk Bonus) Zen Archery
    
    
    Level 4 (Monk)
    Ability Raise: WIS
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 5 (Monk)
    
    
    Level 6 (Monk)
    Feat: (Selected) Rapid Shot
    
    
    Level 7 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 8 (Fighter)
    Ability Raise: WIS
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Bow Strength
    Feat: (Selected) Manyshot
    
    
    Level 10 (Fighter)
    
    
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Ranged Weapons
    
    
    Level 12 (Fighter)
    Ability Raise: WIS
    Feat: (Selected) Toughness
    
    
    Level 13 (Fighter)
    Feat: (Fighter Bonus) Precise Shot
    
    
    Level 14 (Fighter)
    
    
    Level 15 (Fighter)
    Feat: (Selected) Deflect Arrows
    Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons
    
    
    Level 16 (Fighter)
    Ability Raise: WIS
    
    
    Level 17 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Ranged Weapons
    
    
    Level 18 (Fighter)
    Feat: (Selected) Toughness
    
    
    Level 19 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Ranged Weapons
    
    
    Level 20 (Fighter)
    Ability Raise: WIS
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Fighter Haste Boost IV
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Elven Ranged Attack I
    Enhancement: Elven Ranged Damage I
    Enhancement: Elven Ranged Damage II
    Enhancement: Kensei Longbow Mastery I
    Enhancement: Kensei Longbow Mastery II
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Longbow Specialization I
    Enhancement: Ten Thousand Stars
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Winter's Touch
    Enhancement: Adept of Wind
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Elven Arcane Archer I
    Enhancement: Improved Concentration I
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Fighter Toughness I
    Short hand:

    End Build: 13 Fighter / 6 Monk / 1 Wizard

    1 Monk - Toughness, Dodge
    2 Wizard - Mental Toughness
    3 Monk - PBS, Zen Archery
    4 Monk - Dark Path, +Wis
    5 Monk
    6 Monk - Rapid Shot
    7 Monk - Stunning Fist, +2Int Tome, +2Dex Tome
    8 Fighter - WF: Ranged, +Wis
    9 Fighter - Manyshot, Bow Strength
    10 Fighter
    11 Fighter - IC: Ranged
    12 Fighter - Toughness x2, +Wis
    13 Fighter - Precise Shot
    14 Fighter
    15 Fighter - Deflect Arrows, WS: Ranged
    16 Fighter - +Wis
    17 Fighter - GWF: Ranged
    18 Fighter - Toughness x3
    19 Fighter - GWS: Ranged
    20 Fighter - +Wis, +2Str Tome, +2Con Tome, +2Wis Tome
    Anyone with bad gas is subject to Aberration Bane because there's just something unnatural about that.

  2. #2
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    Posting this build for reference. Feedback is also welcome.

    Basic Idea:
    ~Fighter 13~

    ---

    I stopped reading.

    Constructive Feedback:

    Monk 7 - ki healing
    Khyber:
    Lunality, Sorcality, Tunality, Axation, Causation, Shurality, Desparality, Stingality and a few more...
    Behind every good melee there stands a row of 5 monkchers making the melee feel better.

  3. #3
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    Quote Originally Posted by LordTigerDawn View Post
    [...]

    Constructive Feedback:

    Monk 7 - ki healing
    I thought about it and it can easily be done without losing much since the last level of fighter does not serve a purpose besides higher BAB and a very little HP advantage. Though, I am not fond of things I can imitate with potions or scrolls. Another disadvantage of using ki this way is having less ki available for Ten Thousand Stars.
    Anyone with bad gas is subject to Aberration Bane because there's just something unnatural about that.

  4. #4
    Community Member OldAquarian's Avatar
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    Monk 7 is just better, odd fighter levels rarely make sense
    Fighter BAB and Monk BAB are equal except for feat qualifiers

    Use Artificer 1 instead of Wizard - full UMD and use Arti +spell Enh to qualify for AA and you get a puppy

    You should take Improved Precise Shot, yes you will need DEX 19, yes it is worth it

    Half Elf would do more damage with Human Versatility - Damage Boosts and Rogue Dilly

  5. #5
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    Quote Originally Posted by PeaBrainCarl View Post
    I thought about it and it can easily be done without losing much since the last level of fighter does not serve a purpose besides higher BAB and a very little HP advantage. Though, I am not fond of things I can imitate with potions or scrolls. Another disadvantage of using ki this way is having less ki available for Ten Thousand Stars.
    Howdy, interested in seeing folks explore this combination of Manyshot and the updated Zen Archery on a single character, a few suggestions

    1. Monk 7 grants the same +1 to BAB as Fighter 13 does. It's 2 less HP before enhancements.
    2. Grants access to Wholeness of Body, and Improved Recovery II enhancement. I think these will boost your survivability much more than 2 HP :P
    3. Wholeness of Body is not Ki intensive at all. Also if have Water III stance or Ninja Spy 1, you can regenerate Ki passively without need for meditation/combat...
    4. Deflect Arrows doesn't work properly...this, and perhaps one of the extra Toughnesses for TWF and ITWF....thus making your investment into Stunning Fist (which is why I am guessing you focus so much on Wisdom rather than Dex, as Zen Archery considers the higher stat between the two) more worthwhile.
    5. That said, the extra Toughnesses might be more effective overall, helping to bridge the Elf Con, Archer aggro, and perhaps lower Reflex save than one might expect of an archer (due to the investment into Wis rather than Dex)

  6. #6
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    Quote Originally Posted by OldAquarian View Post
    Monk 7 is just better, odd fighter levels rarely make sense
    Fighter BAB and Monk BAB are equal except for feat qualifiers
    Monk 7 is an actual boost to Base Attack Bonus, not just with centred weapons. Thus in this scenario Monk 7 really is quite a bit better than Fighter 13. But aye some confusion can be derived without remembering the distinction

  7. #7
    Community Member Havok.cry's Avatar
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    Id rearrange things to fit in improved precise shot. It is very important on any ranged build.
    Matt Walsh:
    But Truth is eternal, so it can never be old or new. It never ‘was’ or ‘will be.’ It just ‘is.’ It always ‘is.’

  8. #8
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    Quote Originally Posted by OldAquarian View Post
    Monk 7 is just better, odd fighter levels rarely make sense
    Fighter BAB and Monk BAB are equal except for feat qualifiers

    Use Artificer 1 instead of Wizard - full UMD and use Arti +spell Enh to qualify for AA and you get a puppy

    You should take Improved Precise Shot, yes you will need DEX 19, yes it is worth it

    Half Elf would do more damage with Human Versatility - Damage Boosts and Rogue Dilly
    Not only do I not have Artificer, but I will not be able to max UMD because I have just enough skill points to max Concentration, which I see as necessary.
    Last edited by PeaBrainCarl; 12-29-2011 at 11:37 PM.
    Anyone with bad gas is subject to Aberration Bane because there's just something unnatural about that.

  9. #9
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    Quote Originally Posted by JollySwagMan View Post
    Howdy, interested in seeing folks explore this combination of Manyshot and the updated Zen Archery on a single character, a few suggestions

    1. Monk 7 grants the same +1 to BAB as Fighter 13 does. It's 2 less HP before enhancements.
    2. Grants access to Wholeness of Body, and Improved Recovery II enhancement. I think these will boost your survivability much more than 2 HP :P
    3. Wholeness of Body is not Ki intensive at all. Also if have Water III stance or Ninja Spy 1, you can regenerate Ki passively without need for meditation/combat...
    4. Deflect Arrows doesn't work properly...this, and perhaps one of the extra Toughnesses for TWF and ITWF....thus making your investment into Stunning Fist (which is why I am guessing you focus so much on Wisdom rather than Dex, as Zen Archery considers the higher stat between the two) more worthwhile.
    5. That said, the extra Toughnesses might be more effective overall, helping to bridge the Elf Con, Archer aggro, and perhaps lower Reflex save than one might expect of an archer (due to the investment into Wis rather than Dex)
    1: Since they are the same, the 2 HP is better in this comparison.

    2/3: Wholeness of Body may not need much Ki, but Ten Thousand Stars tends to need a lot. There is no room for the second rank of Healing Amp and I plan on fitting in 10%, 20%, and 30% on items as well as 25% in fire stance if need be. Ninja Spy 1 does not give passive ki regeneration out of stealth, which I find lame.

    4: I did not know about the Deflect Arrows not working. Will replace it with Improved Precise Shot by putting 2 leveling points into dex. When I pull some +3/4 tomes for this character I will TR for more build points and probably take all 5 level ups into Wisdom as planned next life.

    5: The reason I am going heavy on Wisdom instead of Dex is because the amount of arrows shot by Ten Thousand Stars is based on Wisdom. With Zen Archery, which is needed to be centered with a bow, Wisdom can be used as the attack mod, so it benefits more to take Wisdom. Switching over to fire stance when not using Ten Thousand Stars will increase damage which is the plan, granted I do not need the extra to-hit.
    Anyone with bad gas is subject to Aberration Bane because there's just something unnatural about that.

  10. #10
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    You will have to give up on Fire Stance, it lowers wisdom. Jidz bracers are worth it, but not if you have to drop your 3 point buy wisdom by 2, total 6 points on original toon build.
    Khyber:
    Lunality, Sorcality, Tunality, Axation, Causation, Shurality, Desparality, Stingality and a few more...
    Behind every good melee there stands a row of 5 monkchers making the melee feel better.

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