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    Default UZY -- The Most Controversial Build of All Time?!? :)

    Welcome to the bleeding edge of ranged combat

    The purpose of this thread, per wax_on_wax_off's suggestion, is to consolidate discussion among the Uzy builds as they involve similar issues and themes. I will here also focus on only the most viable Uzy builds.

    EDIT: Updated for Uzy builds VII and X, which now have manyshot, 10k stars, and endless fusillade by level 14. You can now wreak havok on the gameworld with a variety of ranged combat boosts while leveling.

    The common theme among all the builds in this thread is that (1) they have more than one form of ranged DPS boost among manyshot [MS], 10k stars, and endless fusillade [EF], (2) they have repeating crossbow proficiency with endless fusillade, (3) they leverage ranged combat feats as much as possible. (Likewise, I am using Roman numerals not to be pompous, but because the numerals represent variations rather than upgrades. Uzy 7.0 vs. Uzy 6.0 would clearly suggest an improvement or update; while Uzy VII vs. Uzy VI suggest variations on a theme.)

    The most unique of the Uzy builds -- Uzy VI, VII, and X -- have manyshot, 10k stars, and endless fusillade. The concept for them started out as a joke, as when I learned more about all three ranged DPS boosts, particularly about 10k stars, it was only natural that someone as crazy as me would try to put manyshot, 10k stars, and endless fusillade together in one build. They should be understood primarily as *monkchers* -- that is, unarmed monks and archers -- with the added features of repeating crossbow proficiency and endless fusillade. At endgame, they have manyshot and 10k stars with slaying fire arrows on an elementally enhanced longbow, and endless fusillade with fire bolts on an elementally enhanced, rune-arm imbued, and int dmg mod'd heavy repeater. With at least six monk levels, they have evasion, fast movement, disease immunity, and still mind. With at least 6 artificer levels, they have decent umd, can provide modest buffs, and have optional trapping skills. Despite being greeted with skepticism and even hostility in the forums, they have ultimately proven to be a success; they are at least on a par with many of the more orthodox 10k stars/manyshot monkcher builds in terms of DPS alone, with perhaps the exception of the Hong Kong Pewy and Monkcheri Amour (see sig). Their buffing, umd, and optional trapping skills further contribute to their appeal.

    Two previous Uzy builds -- Uzy III and Uzy V -- have merely manyshot and endless fusillade; they are not entirely original, but they are included here as they remain representative of interesting possibilities.

    With the exception of Uzy III, all of these builds have decent melee.

    (For an optimized/streamlined build with merely manyshot and 10k stars but with the Kensei II power boost as well [and repeating crossbow proficiency to boot] see Monkcheri Amour. http://forums.ddo.com/showthread.php?t=360460 I mention Monkcheri Amour here because it evolved out of my work with Uzy; though it is not considered an Uzy build as it lacks endless fusillade. [See my signature below.])

    Some preliminary notes regarding Uzy V, VI, VII, and X:
    *Since Uzy has quick draw, swapping between weapons is nearly instantaneous, and
    **as long as you have conjured bolts or arrows, gameplay will automatically load the corresponding ammo of either xbow or longbow** meaning
    ***there is really no need to fiddle with opening inventory, opening, unloading/loading quivers, etc.*** and
    ****switching weapons is a breeze***
    *Because **Uzy can conjure bolts and arrows, or use a fire arrow wand/spell to bring about fire bolts and arrows, **
    ***managing ammo is a breeze***
    *conjured arrows are infinite and can be imbued with force, acid, fire, fear, and slaying, so there is rarely need or reason to use fire arrows (though, where optimal, there's nothing preventing you from using them).*
    *fire arrows will automatically load/reload when arcane arrows are removed from your inventory.*
    *conjured bolts are finite, and if you bring about fire bolts via wand/spell, they will automatically load when you fully exhaust your conjured bolts* which means that
    *you should simply not conjure bolts when you expect good procs from fire bolts (you enter the troll lair), then bring about several fire bolts via wand/spell, and gameplay will automatically load the fire bolts--this can all be done without ever opening up inventory.*
    *Uzy switches to handwraps to build ki for 10k stars and to provide blunt damage on oozes and skellies, and in such cases you may need to reenter a stance in order to capitalize on monk stances; however, your reasoning should simply be that using xbows is like another monk stance that grants you xbow use and costs all of your existing ki; it's really as simple as that; use this "stance" when ki is <=7; when you reason that way you will also appreciate that it is merely one click on the xbow icon to enter that "stance" fully equipped with an xbow.
    *You can use kamas for slash damage while in monk stances to build ki; or if you are a rebel, you can pull out a greatsword, just consider using it like another monk stance [see point above] that costs you all your ki* as **Uzy has full martial weapon proficiency; use it to your advantage** and ***I guess what I'm trying to say here is that pulling out a repeater on a monkcher should be no more controversial than pulling out a greatsword or greataxe on a <20 monk (or monk splash), which I've seen many times before.***
    *Uzy can cast the Byeshk Weapons or Adamantine Weapons spells on any weapon, which should facilitate overall inventory management.
    *The training dummy takes on a whole new meaning with Uzy. You can use it to optimize and practice your cycles between longbow, xbow, or melee. It will help you put your clickies in the ideal place. The dummy is now your friend! The next option, of course, is to do slayers, where you can put theory into practice.
    *You may want to use flame arrow wands rather than the spell. The wands don't require you to have regular arrows or bolts in your inventory, despite the explanatory text on the wand. Also, with your arty levels, you will also get a small chance to retain charges on these wands.


    I give you, UZY:

    The builds are listed in order of viability, with the most viable first and the least viable last. Accordingly, the most highly recommended build is Uzy VII.


    -------------------------------------------------------------------------------------------------------
    UZY VII -- Flexible "Monksteresque" DPS focus with 10k stars, MS, EF, and modest buffs, (light monk).
    -------------------------------------------------------------------------------------------------------

    EDIT: NEW LEVELING PROGRESSION
    Gameplay can vary according to your style, however my experience suggests optimal results during levels 1-8 involve (i) using the heavy repeater for normal ranged combat, and (ii) switching to melee when enemies are near or to provide blunt or slash damage. At level 9 and beyond, gameplay should then focus on the longbow using manyshot and 10k stars in mountain stance, using the repeater only when endless fusillade is available and total ki <= 7, then switch to melee if necessary to build ki for 10k stars, and perhaps to provide blunt or slash damage, etc.

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Uzy VII (6A-6M-8F) Redo
    Level 20 Lawful Neutral Half-Elf Male
    (8 Fighter \ 6 Monk \ 6 Artificer) 
    Hit Points: 326
    Spell Points: 315 
    BAB: 16\16\21\26\26
    Fortitude: 16
    Reflex: 14
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    18
    Dexterity            16                    20
    Constitution         14                    16
    Intelligence          8/12                 12/16
    Wisdom               16/14                 25/23
    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
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Point Blank Shot
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Archer's Focus
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Half-Elven Keen Senses
    Feat: (Automatic) Half-Elven Mixed Heritage
    Feat: (Automatic) Half-Elven Social Graces
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) Tower Shield Proficiency
    Feat: (Automatic) Unarmed Strike
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Two Weapon Fighting
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 3 (Artificer)
    Feat: (Selected) Rapid Shot
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    
    
    Level 4 (Artificer)
    Ability Raise: DEX
    Feat: (Automatic) Artificer Craft Mastery
    Feat: (Automatic) Artificer Knowledge: Potions
    Feat: (Automatic) Artificer Rune Arm Use
    
    
    Level 5 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    
    
    Level 6 (Monk)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    Level 7 (Monk)
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Purity of Body
    
    
    Level 8 (Monk)
    Ability Raise: WIS
    Feat: (Monk Bonus) Zen Archery
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Bow Strength
    Feat: (Selected) Manyshot
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    
    Level 11 (Artificer)
    Feat: (Automatic) Artificer Knowledge: Wands
    
    
    Level 12 (Artificer)
    Ability Raise: WIS
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Quick Draw
    Feat: (Automatic) Trapmaking
    
    
    Level 13 (Artificer)
    Feat: (Automatic) Artificer Knowledge: Arms and Armor
    Feat: (Automatic) Retain Essence
    
    
    Level 14 (Artificer)
    
    
    Level 15 (Fighter)
    Feat: (Selected) Precise Shot
    
    
    Level 16 (Fighter)
    Ability Raise: WIS
    Feat: (Fighter Bonus) Improved Precise Shot
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Ability Raise: WIS
    Feat: (Fighter Bonus) Precision
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    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 Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Battle Engineer I
    Enhancement: Kensei Longbow Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Improved Recovery I
    Enhancement: Ten Thousand Stars
    Enhancement: Porous Soul
    Enhancement: Monk Improved Recovery I
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    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: Artificer Energy of Creation I
    Enhancement: Half-Elf Rogue Dexterity I
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III
    Getting the concentration skill to no less or more than 20 seems to be ideal; that way your reserve ki will be enough to fire 10k stars. You can then use remaining skill points to max UMD, and place other points into balance, spot, jump, etc. While leveling, if it is an arty level, then naturally you will want to put all points you can into UMD; if it is a monk level, then put points into concentration, balance, and spot; if it is a fighter level, put points into jump.

    The way you get the ability to conjure bolts for the crossbow early in the game is to take a +1 intelligence tome at level 3, then find a +2 int item like the goggles from WW or puzzle cap from STK; in the meantime hopefully you will have access to a ship w/ a lesser intelligence shrine, as that will also fill in the gap.


    OLD LEVELING PROGRESSION w/ NOTES:
    [ignore if you are not already on this build]
    Gameplay can vary according to your style, however my experience suggests optimal results during levels 1-12 involve (i) using longbow only when manyshot is available, (ii) using the heavy repeater for normal ranged combat, and (iii) switching to melee when enemies are near or to provide blunt or slash damage. At level 13 and beyond, gameplay should then focus on the longbow using manyshot and 10k stars in mountain stance, using the repeater only when endless fusillade is available and total ki <= 7, then switch to melee if necessary to build ki for 10k stars, and perhaps to provide blunt or slash damage, etc.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Uzy VII (6A-6M-8F) KAABENS
    Level 20 Lawful Neutral Half-Elf Female
    (8 Fighter \ 6 Monk \ 6 Artificer) 
    Hit Points: 326
    Spell Points: 315 
    BAB: 16\16\21\26\26
    Fortitude: 16
    Reflex: 15
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    18
    Dexterity            16                    22
    Constitution         14                    16
    Intelligence          8/12                 12/16
    Wisdom               16/14                 24/22
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    +1 Tome of Intelligence 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
    
    Level 1 (Artificer)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Point Blank Shot
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Attack
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Half-Elven Keen Senses
    Feat: (Automatic) Half-Elven Mixed Heritage
    Feat: (Automatic) Half-Elven Social Graces (ALL)
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    Spell (1): Conjure Bolts
    Spell (1): Enchant Armor
    Spell (1): Enchant Weapons
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Unarmed Strike
    
    
    Level 3 (Monk)
    Feat: (Selected) Quick Draw
    Feat: (Monk Bonus) Two Weapon Fighting
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 4 (Fighter)
    Ability Raise: DEX
    Feat: (Fighter Bonus) Rapid Shot
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Tower Shield Proficiency
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    
    
    Level 6 (Fighter)
    Feat: (Selected) Precise Shot
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons
    
    
    Level 8 (Fighter)
    Ability Raise: WIS
    
    
    Level 9 (Fighter)
    Feat: (Selected) Bow Strength
    Feat: (Fighter Bonus) Manyshot
    
    
    Level 10 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    
    
    Level 11 (Monk)
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    Level 12 (Monk)
    Ability Raise: WIS
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Purity of Body
    
    
    Level 13 (Monk)
    Feat: (Monk Bonus) Zen Archery
    
    
    Level 14 (Fighter)
    
    
    Level 15 (Artificer)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Automatic) Artificer Knowledge: Potions
    Feat: (Automatic) Rune Arm Use
    Spell (1): Grease
    
    
    Level 16 (Artificer)
    Ability Raise: WIS
    Feat: (Automatic) Artificer Knowledge: Wands
    Spell (2): Elemental Weapons
    
    
    Level 17 (Artificer)
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Automatic) Trapmaking
    Spell (2): Flame Arrow
    
    
    Level 18 (Artificer)
    Feat: (Selected) Improved Precise Shot
    Feat: (Automatic) Artificer Knowledge: Arms and Armor
    Feat: (Automatic) Retain Essence
    Spell (2): Byeshk Weapons
    
    
    Level 19 (Artificer)
    Spell (3): Insightful Damage
    
    
    Level 20 (Fighter)
    Ability Raise: WIS
    Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    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 Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Battle Engineer I
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Kensei Longbow Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Ten Thousand Stars
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    Enhancement: Adept of Flame
    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: Artificer Energy of Creation I
    Enhancement: Half-Elf Rogue Dexterity I
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III
    Getting the concentration skill to no less or more than 20 seems to be ideal; that way your reserve ki will be enough to fire 10k stars. You can then use remaining skill points to max UMD, and place other points into balance, spot, jump, etc. While leveling, if it is an arty level, then naturally you will want to put all points you can into UMD; if it is a monk level, then put points into concentration, balance, and spot; if it is a fighter level, put points into jump.

    You have the option of using the following leveling strategy:
    1. Because Uzy does not need wis to be high until she gets zen archery/10k stars at level 13, Uzy's intitial stats could be 16str, 16dex, 14con, 8int, 14wis, 8cha (if you like using the repeater and having slightly higher AC, will saves, and total ki); 17, 16, 14, 8, 11, 8 (if you like a balanced build); or maybe even 18, 16, 14, 8, 8, 8 (if you like brutal buck-naked melee and/or use of the longbow). Optimize the spot skill, then put remaining points into balance, etc. At level 4, put ability point into dex; at level 8 and 12, put ability point into str. Take enhancements like Kensei I in your preferred weapon.
    2. Then at level 13, when you get zen archery/10k stars, you can lesser reincarnate to the initial stats and build above, taking Kensei I in the longbow, etc. Get concentration to 20, then put remaining points into balance, spot, umd, etc.
    3. A similar leveling strategy can be applied to Uzy V and VI.
    4. You could even intitially put more points into int on a 32 point build for trap skills until you lesser reincarnate at level 13; I heartily recommend though that you give up trapping when you lesser reincarnate at level 13, and try to put more points into spot (as one thickly accented Aussie put it, "you can't kill shyte if you can't see it," which is particularly true of ranged combat.)

    Again, gameplay during levels 1-12 can vary according to your style, however my experience suggests optimal results involve (i) using longbow only when manshot is available, (ii) using the heavy repeater for normal ranged combat, and (iii) switching to melee when enemies are near or to provide blunt or slash damage. Gameplay from level 13 and beyond should then focus on the longbow using manyshot and 10k stars in mountain stance, using the repeater only when endless fusillade is available and total ki <= 7; then switch to melee if necessary to build ki for 10k stars, and perhaps to provide blunt or slash damage, etc.

    The way you get the ability to conjure bolts for the crossbow early in the game is to take a +1 intelligence tome at level 3, then find a +2 int item like the goggles from WW or puzzle cap from STK; in the meantime hopefully you will have access to a ship w/ a lesser intelligence shrine, as that will also fill in the gap. Alternatively, as Uzy VII's initial stats are flexible until you lesser recincarnate at level 13, you could start out by putting a couple of points into int; raise initial int to 12, for example, if you want to conjure bolts and have trap skills; raise it to 10, for example, and you will only be required to puchase a +1 int item (easily found from the brokers in the marketplace); just be sure to drop initial int back to 8 when you lesser reincarnate at level 13, give up the trap skills, max concentration, etc.

    Optional build *for levels 1-12*:
    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Uzy VII (6A-6M-8F) 1-12
    Level 12 Lawful Neutral Half-Elf Female
    (6 Fighter \ 5 Monk \ 1 Artificer) 
    Hit Points: 176
    Spell Points: 130 
    BAB: 9\9\14
    Fortitude: 12
    Reflex: 10
    Will: 9
    
                      Starting          
    Abilities        Base Stats         
    (32 Point)       (Level 1)          
    Strength             17             
    Dexterity            16             
    Constitution         14             
    Intelligence          8             
    Wisdom               11             
    Charisma              8             
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    +1 Tome of Intelligence 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
    
    Level 1 (Artificer)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Point Blank Shot
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Attack
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Half-Elven Keen Senses
    Feat: (Automatic) Half-Elven Mixed Heritage
    Feat: (Automatic) Half-Elven Social Graces (ALL)
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    Spell (1): Conjure Bolts
    Spell (1): Enchant Armor
    Spell (1): Enchant Weapons
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Unarmed Strike
    
    
    Level 3 (Monk)
    Feat: (Selected) Quick Draw
    Feat: (Monk Bonus) Two Weapon Fighting
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 4 (Fighter)
    Ability Raise: DEX
    Feat: (Fighter Bonus) Rapid Shot
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Tower Shield Proficiency
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    
    
    Level 6 (Fighter)
    Feat: (Selected) Precise Shot
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    
    
    Level 9 (Fighter)
    Feat: (Selected) Bow Strength
    Feat: (Fighter Bonus) Manyshot
    
    
    Level 10 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    
    
    Level 11 (Monk)
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    Level 12 (Monk)
    Ability Raise: STR
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Purity of Body
    [note: If you are making a 36 point variation of Uzy VII, you can easily put some points into int and have access to viable trapping skills. The extra int will also pay off near endgame, when you reintroduce the xbow.]



    -------------------------------------------------------------------------------------------------------
    UZY X -- Classic "Monkcher" DPS focus with 10k stars, MS, EF, and modest buffs, (dark monk).
    -------------------------------------------------------------------------------------------------------

    Gameplay can vary according to your style, however my experience suggests optimal results during levels 1-8 involve (i) using the heavy repeater for normal ranged combat, and (ii) switching to melee when enemies are near or to provide blunt or slash damage. At level 9 and beyond, gameplay should then focus on the longbow using manyshot and 10k stars in mountain stance, using the repeater only when endless fusillade is available and total ki <= 7, then switch to melee if necessary to build ki for 10k stars, and perhaps to provide blunt or slash damage, etc.


    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Uzy X (2Rr-6A-12M) NS2
    Level 20 Lawful Neutral Half-Elf Female
    (12 Monk \ 2 Ranger \ 6 Artificer) 
    Hit Points: 280
    Spell Points: 377 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 17
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            16                    19
    Constitution         14                    16
    Intelligence          8/12                 10/14
    Wisdom               16/14                 24/22
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Intelligence 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
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Point Blank Shot
    Feat: (Automatic) Archer's Focus
    Feat: (Automatic) Attack
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Half-Elven Keen Senses
    Feat: (Automatic) Half-Elven Mixed Heritage
    Feat: (Automatic) Half-Elven Social Graces
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sunder
    Feat: (Automatic) Tower Shield Proficiency
    Feat: (Automatic) Trip
    Feat: (Automatic) Wild Empathy
    
    
    Level 2 (Ranger)
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    
    
    Level 3 (Monk)
    Feat: (Monk Bonus) Toughness
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Unarmed Strike
    
    
    Level 4 (Monk)
    Ability Raise: DEX
    Feat: (Monk Bonus) Zen Archery
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    
    
    Level 5 (Artificer)
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    Spell (1): Conjure Bolts
    Spell (1): Enchant Weapons
    
    
    Level 6 (Artificer)
    Feat: (Selected) Quick Draw
    Feat: (Automatic) Artificer Craft Mastery
    Feat: (Automatic) Artificer Knowledge: Potions
    Feat: (Automatic) Artificer Rune Arm Use
    Spell (1): Enchant Armor
    
    
    Level 7 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    
    
    Level 8 (Monk)
    Ability Raise: WIS
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    Level 9 (Monk)
    Feat: (Selected) Manyshot
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Purity of Body
    
    
    Level 10 (Monk)
    Feat: (Monk Bonus) Dodge
    
    
    Level 11 (Artificer)
    Feat: (Automatic) Artificer Knowledge: Wands
    Spell (2): Elemental Weapons
    
    
    Level 12 (Artificer)
    Ability Raise: WIS
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Precise Shot
    Feat: (Automatic) Trapmaking
    Spell (2): Byeshk Weapons
    
    
    Level 13 (Artificer)
    Feat: (Automatic) Artificer Knowledge: Arms and Armor
    Feat: (Automatic) Retain Essence
    Spell (2): Curative Admixture: Cure Moderate Wounds
    
    
    Level 14 (Artificer)
    Spell (3): Insightful Damage
    
    
    Level 15 (Monk)
    Feat: (Selected) Improved Precise Shot
    Feat: (Automatic) Wholeness of Body
    
    
    Level 16 (Monk)
    Ability Raise: WIS
    
    
    Level 17 (Monk)
    Feat: (Automatic) Improved Evasion
    
    
    Level 18 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Automatic) Curse of the Void
    Feat: (Automatic) Ki Strike: Lawful
    Feat: (Automatic) Moment of Clarity
    
    
    Level 19 (Monk)
    Feat: (Automatic) Diamond Body
    
    
    Level 20 (Monk)
    Ability Raise: WIS
    Feat: (Automatic) Abundant Step
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Ranger Sprint Boost I
    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 Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Battle Engineer I
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Improved Rogue Dilettante II
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Static Charge
    Enhancement: Ten Thousand Stars
    Enhancement: Way of the Faithful Hound I
    Enhancement: Way of the Faithful Hound II
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Monk Ninja Spy II
    Enhancement: Adept of Wind
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    Enhancement: Master of Stone
    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 Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Artificer Energy of Creation I
    Enhancement: Monk Wisdom I
    Enhancement: Artificer Wand and Scroll Mastery I

    Getting the concentration skill to no less or more than 20 seems to be ideal; that way your reserve ki will be enough to fire 10k stars. You can then use remaining skill points to max UMD, and place other points into balance, spot, jump, etc. While leveling, if it is an arty level, then naturally you will want to put all points you can into UMD; if it is a monk level, then put points into concentration, balance, and spot; if it is a fighter level, put points into jump.

    The way you get the ability to conjure bolts for the crossbow early in the game is to take a +1 intelligence tome at level 3, then find a +2 int item like the goggles from WW or puzzle cap from STK; in the meantime hopefully you will have access to a ship w/ a lesser intelligence shrine, as that will also fill in the gap.



    --------------------------------------------------------------------------------------------------------
    UZY VI -- "Exploiteresque" focus with 10k stars, MS, EF, modest buffs, trap skills etc., (light or dark monk).
    -------------------------------------------------------------------------------------------------------

    This build does not get endless fusillade until level 18.


    EDIT: UPDATED BUILD W/ NEW LEVELLING PROGRESSION (shintao monk)

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Uzy VI Alt (6Rr-6M-8A)
    Level 20 Lawful Good Half-Elf Female
    (6 Monk \ 6 Ranger \ 8 Artificer) 
    Hit Points: 326
    Spell Points: 571 
    BAB: 16\16\21\26\26
    Fortitude: 16
    Reflex: 16
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            16                    19
    Constitution         14                    18
    Intelligence         12                    16
    Wisdom               14                    24
    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
    +3 Tome of Wisdom used at level 11
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Barbarian
    Feat: (Selected) Point Blank Shot
    Feat: (Automatic) Archer's Focus
    Feat: (Automatic) Attack
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Half-Elven Keen Senses
    Feat: (Automatic) Half-Elven Mixed Heritage
    Feat: (Automatic) Half-Elven Social Graces
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sunder
    Feat: (Automatic) Tower Shield Proficiency
    Feat: (Automatic) Trip
    Feat: (Automatic) Wild Empathy
    
    
    Level 2 (Artificer)
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    
    
    Level 3 (Monk)
    Feat: (Monk Bonus) Toughness
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Unarmed Strike
    
    
    Level 4 (Artificer)
    Ability Raise: DEX
    Feat: (Automatic) Artificer Craft Mastery
    Feat: (Automatic) Artificer Knowledge: Potions
    Feat: (Automatic) Artificer Rune Arm Use
    
    
    Level 5 (Monk)
    Feat: (Monk Bonus) Zen Archery
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    
    
    Level 6 (Ranger)
    Feat: (Selected) Quick Draw
    Feat: (Automatic) Precise Shot
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    
    
    Level 7 (Ranger)
    Feat: (Automatic) Diehard
    
    
    Level 8 (Ranger)
    Ability Raise: WIS
    Feat: (Automatic) Improved Two Weapon Fighting
    Feat: (Automatic) Manyshot
    
    
    Level 9 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Feat: (Selected) Precision
    
    
    Level 10 (Ranger)
    
    
    Level 11 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    Feat: (Automatic) Still Mind
    
    
    Level 12 (Monk)
    Ability Raise: WIS
    Feat: (Selected) Improved Critical: Ranged Weapons
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Purity of Body
    
    
    Level 13 (Monk)
    
    
    Level 14 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Automatic) Wholeness of Body
    
    
    Level 15 (Artificer)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Automatic) Artificer Knowledge: Wands
    
    
    Level 16 (Artificer)
    Ability Raise: WIS
    Feat: (Artificer Bonus) Improved Precise Shot
    Feat: (Automatic) Trapmaking
    
    
    Level 17 (Artificer)
    Feat: (Automatic) Artificer Knowledge: Arms and Armor
    Feat: (Automatic) Retain Essence
    
    
    Level 18 (Artificer)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 19 (Artificer)
    Feat: (Automatic) Artificer Knowledge (ALL)
    
    
    Level 20 (Artificer)
    Ability Raise: WIS
    Feat: (Artificer Bonus) Skill Focus: Use Magic Device
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Ranger Sprint Boost I
    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: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Battle Engineer I
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Ten Thousand Stars
    Enhancement: Monk Improved Recovery I
    Enhancement: Shintao Monk I
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    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: Artificer Energy of Creation I
    Enhancement: Half-Elf Barbarian Constitution I
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Half-Elf Barbarian Toughness I
    Enhancement: Half-Elf Barbarian Toughness II
    Enhancement: Artificer Wand and Scroll Mastery I

    Two suggested ways of allocating skill points on this build are:
    [note: these are points allocated, not total mod.]
    (1) Concentration - 18, Disable Device - 23, Search - 23, Spot - 10, Use Magic Device - 23, Balance - 6, Jump - 3, Tumble - 1.
    (2) Concentration - 18, Disable Device - 23, Search - 23, Spot - 23, Balance - 13, Jump - 8, Tumble - 1.

    If you take the second option, effectively giving up UMD, then you will also gain a feat by dropping Skill Focus:UMD and free up a couple action points by dropping the UMD enhancements. You will also still have access to ranger and artificer wands. The main benefit of this option is that it allows you to maximize spot, and even though that is a great bonus to ranged attacks, the main reason for doing so would probably be if you don't remember or know where many traps are.

    Gameplay can vary according to your style, however my experience suggests optimal results during levels 1-12 involve (i) using longbow only when manyshot is available, (ii) using the heavy repeater for normal ranged combat, and (iii) switching to melee when enemies are near or to provide blunt or slash damage. At level 13 and beyond, gameplay should then focus on the longbow using manyshot and 10k stars in mountain stance, using the repeater only when endless fusillade is available and total ki <= 7, then switch to melee if necessary to build ki for 10k stars, and perhaps to provide blunt or slash damage, etc.

    You have the option of using the following leveling strategy:
    1. Because Uzy does not need wis to be high until she gets zen archery/10k stars at level 13, Uzy's intitial stats could be 16str, 16dex, 14con, 8int, 14wis, 8cha (if you like using the repeater and having slightly higher AC, will saves, and total ki); 17, 16, 14, 8, 11, 8 (if you like a balanced build); or maybe even 18, 16, 14, 8, 8, 8 (if you like brutal buck-naked melee and/or use of the longbow). Optimize the spot skill, then put remaining points into balance, etc. At level 4, put ability point into dex; at level 8 and 12, put ability point into str. Take enhancements like Kensei I in your preferred weapon.
    2. Then at level 13, when you get zen archery/10k stars, you can lesser reincarnate to the initial stats and build above. Get concentration to 20, then put remaining points into balance, spot, umd, etc.

    [Tip: via equipment or skill points, always optimize skills so that your search is slightly lower than your dd. This helps decrease the chance that you will blow a box; if you are unlikely to successfully disable it, you simply will not find it. You can then take more trouble to find that remove curse pot, ask if someone has a heroism clickie, plead the lousy bard to buff you, etc.]

    If you are good at managing gameplay with low hp, then you have the option of taking the rogue dilly feat rather than the barbarian one. I consider taking barb dilly on a monk build (or pally dilly on a bard) one of the more clever exploits, as it technically is a violation of alignment constraints


    OLD BUILD:
    [ignore if you are not already on this build:]
    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Uzy VI (6M-6Rr-8A)
    Level 20 Lawful Good Half-Elf Female
    (6 Monk \ 6 Ranger \ 8 Artificer) 
    Hit Points: 296
    Spell Points: 556 
    BAB: 16\16\21\26\26
    Fortitude: 15
    Reflex: 17
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            16                    21
    Constitution         14                    16
    Intelligence         12                    16
    Wisdom               14                    22
    Charisma              8                     8
    
    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
    
    Level 1 (Artificer)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Barbarian
    Feat: (Selected) Point Blank Shot
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Attack
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Half-Elven Keen Senses
    Feat: (Automatic) Half-Elven Mixed Heritage
    Feat: (Automatic) Half-Elven Social Graces (ALL)
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    Spell (1): Conjure Bolts
    Spell (1): Enchant Armor
    Spell (1): Enchant Weapons
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Unarmed Strike
    
    
    Level 3 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Skill Focus: Use Magic Device
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 4 (Ranger)
    Ability Raise: DEX
    Feat: (Favored Enemy) Favored Enemy: Construct
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Wild Empathy
    
    
    Level 5 (Ranger)
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    
    
    Level 6 (Ranger)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Feat: (Automatic) Diehard
    
    
    Level 7 (Ranger)
    Spell (1): Camouflage
    Spell (1): Jump
    Spell (1): Longstrider
    Spell (1): Merfolk's Blessing
    Spell (1): Ram's Might
    Spell (1): Resist Energy
    Spell (1): Summon Nature's Ally I
    Spell (1): Tumble
    
    
    Level 8 (Ranger)
    Ability Raise: WIS
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 9 (Ranger)
    Feat: (Selected) Quick Draw
    Feat: (Automatic) Improved Two Weapon Fighting
    Feat: (Automatic) Manyshot
    
    
    Level 10 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    
    
    Level 11 (Monk)
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    Level 12 (Monk)
    Ability Raise: WIS
    Feat: (Selected) Improved Critical: Ranged Weapons
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Purity of Body
    
    
    Level 13 (Monk)
    Feat: (Monk Bonus) Zen Archery
    
    
    Level 14 (Artificer)
    Feat: (Automatic) Artificer Knowledge: Potions
    Feat: (Automatic) Rune Arm Use
    Spell (1): Grease
    
    
    Level 15 (Artificer)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Automatic) Artificer Knowledge: Wands
    Spell (2): Flame Arrow
    
    
    Level 16 (Artificer)
    Ability Raise: WIS
    Feat: (Artificer Bonus) Precise Shot
    Feat: (Automatic) Trapmaking
    Spell (2): Elemental Weapons
    
    
    Level 17 (Artificer)
    Feat: (Automatic) Artificer Knowledge: Arms and Armor
    Feat: (Automatic) Retain Essence
    Spell (2): Byeshk Weapons
    
    
    Level 18 (Artificer)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Spell (3): Insightful Damage
    
    
    Level 19 (Artificer)
    Feat: (Automatic) Artificer Knowledge (ALL)
    Spell (3): Adamantine Weapons
    
    
    Level 20 (Artificer)
    Ability Raise: WIS
    Feat: (Artificer Bonus) Improved Precise Shot
    Spell (3): Curative Admixture: Cure Serious Wounds
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Ranger Sprint Boost I
    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 Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Artificer Battle Engineer I
    Enhancement: Elven Dexterity I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Ten Thousand Stars
    Enhancement: Porous Soul
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    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 Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Improved Use Magic Device I
    Enhancement: Improved Use Magic Device II
    Enhancement: Artificer Energy of Creation I
    Enhancement: Ranger Dexterity I
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Half-Elf Barbarian Toughness I
    Enhancement: Half-Elf Barbarian Toughness II
    Enhancement: Artificer Wand and Scroll Mastery I
    Enhancement: Artificer Wand and Scroll Mastery II


    -------------------------------------------------------------------------------------------------------
    UZY III -- Ranged DPS focus with xbow (EF), longbow (MS), and rune arm.
    -------------------------------------------------------------------------------------------------------

    Uzy III is merely a tweak on a pure Artificer Marksman to add manyshot and possibly bowstrength, thereby fully leveraging existing ranged combat feats. Arty's already have longbow proficiency; hmm, I wonder why? If your Artificer is blasphemous enough to be elf or, more popularly, half-elf, then you have the option of lesser reincarnating at level 20 into an Uzy III so you have access to slaying fire arrows with manyshot. As Unbongwah suggested in another thread, you could also use the ranger dilly feat on a half-elf rather than take bow strength. Suggested ways of achieving this at the least cost to existing feats include 18A/2F, 18A/2M, and 18A/2Ranger, though you would then lose the fabulous Arty cap (but also gain evasion or a fighter haste boost). Adding AA remains somewhat expensive in terms of action points, but some may consider it worthwhile to acquire manyshot/slaying arrows that fully leverage ranged combat feats.

    Sample build:
    Quote Originally Posted by unbongwah View Post
    FWIW, here's a HE AA pure arty build I came up with for someone else:
    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Half-Elf Female
    (20 Artificer) 
    Hit Points: 252
    Spell Points: 1302 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 11
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            16                    20
    Constitution         14                    16
    Intelligence         16                    26
    Wisdom                8                    10
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    +2 Tome of Strength 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
    +3 Tome of Dexterity used at level 11
    
    Level 1 (Artificer)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Ranger
    Feat: (Selected) Point Blank Shot
    
    
    Level 2 (Artificer)
    
    
    Level 3 (Artificer)
    Feat: (Selected) Toughness
    
    
    Level 4 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Rapid Shot
    
    
    Level 5 (Artificer)
    
    
    Level 6 (Artificer)
    Feat: (Selected) Empower Spell
    
    
    Level 7 (Artificer)
    
    
    Level 8 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Weapon Focus: Ranged Weapons
    
    
    Level 9 (Artificer)
    Feat: (Selected) Manyshot
    
    
    Level 10 (Artificer)
    
    
    Level 11 (Artificer)
    
    
    Level 12 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Precise Shot
    
    
    Level 13 (Artificer)
    
    
    Level 14 (Artificer)
    
    
    Level 15 (Artificer)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Quicken Spell
    
    
    Level 17 (Artificer)
    
    
    Level 18 (Artificer)
    Feat: (Selected) Maximize Spell
    
    
    Level 19 (Artificer)
    
    
    Level 20 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Spell Focus: Evocation
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    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: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Artificer Improved Rune Arm Use I
    Enhancement: Artificer Improved Rune Arm Use II
    Enhancement: Artificer Battle Engineer I
    Enhancement: Artificer Rune Arm Overcharge I
    Enhancement: Arcane Empowerment
    Enhancement: Improved Ranger Dilettante I
    Enhancement: Improved Ranger Dilettante II
    Enhancement: Improved Ranger Dilettante III
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    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: Kinetic Spellcasting I
    Enhancement: Deadly Kinetics I
    Enhancement: Force Manipulation I
    Enhancement: Force Manipulation II
    Enhancement: Force Manipulation III
    Enhancement: Force Manipulation IV
    Enhancement: Force Manipulation V
    Enhancement: Artificer Energy of Creation I
    Enhancement: Half-Elf Ranger Dexterity I
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Artificer Wand and Scroll Mastery I
    Enhancement: Artificer Wand and Scroll Mastery II
    Enhancement: Artificer Wand and Scroll Mastery III
    Enhancement: Artificer Wand and Scroll Mastery IV
    Now for all the things which are wrong with this build.

    • This build is MADer than a regular arty; I dropped max INT for STR 14 for a little extra oomph to longbow DPS. [And if you don't have +3 DEX tome, you'll need to drop an extra pt into DEX somewhere to get IPS.]
    • AA imbues don't affect crossbows; and you can't equip rune arms with short/longbows. So the biggest DPS boosters for the two sides of this coin are mutually exclusive, as it were.
    • You have to juggle ammo as well as weapons to switch between AA & repeater "mode."
    • I only take two AA-specific feats (WF:R and Manyshot), but that still means I can't use those slots for other feats (e.g., Augment Summoning & GSF Evo).
    • Enhs are very crowded; you can see after taking the AA, Battle Enginneer, etc. enhs, I only had a few APs left to spread between W&S Mastery & spell DPS enhs etc.

    So why would anyone bother with an AA arty? Apart from flavor, the same reason anyone bothers with an AA at endgame, IMHO: Slaying Arrows + Manyshot + IPS. While MS is on cooldown, you switch to repeaters+rune arm+DPS spells. I rather doubt it's more effective than a conventional pure arty; rather I think it's for someone who likes to vary their tactics and/or someone with a nice collection of longbows they want to put to good use.
    Alternative build:

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Uzy III (2Rr-18A)
    Level 20 Lawful Good Half-Elf Female
    (2 Ranger \ 18 Artificer) 
    Hit Points: 256
    Spell Points: 1056 
    BAB: 15\15\20\25\25
    Fortitude: 12
    Reflex: 15
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            16                    22
    Constitution         14                    16
    Intelligence         16                    26
    Wisdom                8                    10
    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
    +3 Tome of Dexterity used at level 11
    +3 Tome of Intelligence used at level 11
    
    Level 1 (Artificer)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Point Blank Shot
    Feat: (Automatic) Archer's Focus
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Attack
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Half-Elven Keen Senses
    Feat: (Automatic) Half-Elven Mixed Heritage
    Feat: (Automatic) Half-Elven Social Graces
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Wild Empathy
    
    
    Level 3 (Artificer)
    Feat: (Selected) Toughness
    Feat: (Automatic) Artificer Craft Mastery
    Feat: (Automatic) Artificer Knowledge: Potions
    Feat: (Automatic) Artificer Rune Arm Use
    
    
    Level 4 (Ranger)
    Ability Raise: DEX
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    
    
    Level 5 (Artificer)
    Feat: (Automatic) Artificer Knowledge: Wands
    
    
    Level 6 (Artificer)
    Feat: (Artificer Bonus) Augment Summoning
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Feat: (Automatic) Trapmaking
    
    
    Level 7 (Artificer)
    Feat: (Automatic) Artificer Knowledge: Arms and Armor
    Feat: (Automatic) Retain Essence
    
    
    Level 8 (Artificer)
    Ability Raise: DEX
    
    
    Level 9 (Artificer)
    Feat: (Selected) Spell Focus: Evocation
    Feat: (Automatic) Artificer Knowledge (ALL)
    
    
    Level 10 (Artificer)
    Feat: (Artificer Bonus) Precise Shot
    
    
    Level 11 (Artificer)
    
    
    Level 12 (Artificer)
    Ability Raise: INT
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 13 (Artificer)
    
    
    Level 14 (Artificer)
    Feat: (Artificer Bonus) Maximize Spell
    
    
    Level 15 (Artificer)
    Feat: (Selected) Greater Spell Focus: Evocation
    Feat: (Automatic) Skill Mastery
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    
    
    Level 17 (Artificer)
    
    
    Level 18 (Artificer)
    Feat: (Artificer Bonus) Improved Precise Shot
    Feat: (Selected) Manyshot
    
    
    Level 19 (Artificer)
    
    
    Level 20 (Artificer)
    Ability Raise: INT
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Ranger Sprint Boost I
    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: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Improved Rune Arm Use I
    Enhancement: Artificer Battle Engineer I
    Enhancement: Artificer Rune Arm Overcharge I
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    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: Combustive Spellcasting I
    Enhancement: Combustive Spellcasting II
    Enhancement: Combustive Spellcasting III
    Enhancement: Kinetic Spellcasting I
    Enhancement: Kinetic Spellcasting II
    Enhancement: Kinetic Spellcasting III
    Enhancement: Deadly Flame I
    Enhancement: Deadly Flame II
    Enhancement: Deadly Flame III
    Enhancement: Deadly Kinetics I
    Enhancement: Deadly Kinetics II
    Enhancement: Deadly Kinetics III
    Enhancement: Flame Manipulation I
    Enhancement: Flame Manipulation II
    Enhancement: Flame Manipulation III
    Enhancement: Force Manipulation I
    Enhancement: Force Manipulation II
    Enhancement: Force Manipulation III
    Enhancement: Artificer Energy of Creation I
    Enhancement: Ranger Dexterity I
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Artificer Intelligence III
    Enhancement: Artificer Wand and Scroll Mastery I


    -------------------------------------------------------------------------------------------------------
    UZY V -- Flexible "Monsteresque" DPS focus with MS, EF, Kensei II power boost, and modest buffs.
    -------------------------------------------------------------------------------------------------------

    Uzy V is a THF that wears light armor for evasion (which is a bit unorthodox on a build with two monk levels, let alone a THF).
    The overall idea is that the player will enter into melee primarily when surrounded by enemies.
    If one prefers TWF, one can easily adjust Uzy V accordingly.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Uzy V (2M-6A-12F)
    Level 20 Lawful Neutral Half-Elf Female
    (12 Fighter \ 2 Monk \ 6 Artificer) 
    Hit Points: 334
    Spell Points: 360 
    BAB: 17\17\22\27\27
    Fortitude: 16
    Reflex: 15
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            16                    23
    Constitution         14                    16
    Intelligence         14                    18
    Wisdom                8                    10
    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
    
    Level 1 (Artificer)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Point Blank Shot
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Attack
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Half-Elven Keen Senses
    Feat: (Automatic) Half-Elven Mixed Heritage
    Feat: (Automatic) Half-Elven Social Graces (ALL)
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Unarmed Strike
    
    
    Level 3 (Monk)
    Feat: (Selected) Rapid Shot
    Feat: (Monk Bonus) Two Handed Fighting
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 4 (Artificer)
    Ability Raise: DEX
    Feat: (Automatic) Artificer Knowledge: Potions
    Feat: (Automatic) Rune Arm Use
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Tower Shield Proficiency
    
    
    Level 6 (Fighter)
    Feat: (Selected) Power Attack
    Feat: (Fighter Bonus) Precise Shot
    
    
    Level 7 (Fighter)
    
    
    Level 8 (Fighter)
    Ability Raise: DEX
    Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons
    
    
    Level 9 (Fighter)
    Feat: (Selected) Bow Strength
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Manyshot
    
    
    Level 11 (Artificer)
    Feat: (Automatic) Artificer Knowledge: Wands
    
    
    Level 12 (Artificer)
    Ability Raise: STR
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Automatic) Trapmaking
    
    
    Level 13 (Artificer)
    Feat: (Automatic) Artificer Knowledge: Arms and Armor
    Feat: (Automatic) Retain Essence
    
    
    Level 14 (Fighter)
    
    
    Level 15 (Artificer)
    Feat: (Selected) Improved Two Handed Fighting
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Greater Two Handed Fighting
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Improved Precise Shot
    Feat: (Selected) Quick Draw
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Greater Weapon Specialization: Ranged Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    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 Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Battle Engineer I
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Kensei Repeating Heavy Crossbow Mastery I
    Enhancement: Kensei Repeating Heavy Crossbow Mastery II
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Greatsword Specialization I
    Enhancement: Fighter Longbow Specialization I
    Enhancement: Fighter Repeating Heavy Crossbow Specialization I
    Enhancement: Improved Rogue Dilettante I
    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: Artificer Energy of Creation I
    Enhancement: Half-Elf Rogue Dexterity I
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness IV


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


    Introducing some of the Uzy concepts was met with considerable skepticism and sometimes outright hostility. I don't resent it though, as I learned so much in the process; and I know that others have learned as well. To be sure, they are viable flavor builds that are (per my experience so far) remarkably fun to play.

    Special thanks to all those who contributed to the forums during the development of the Uzy builds and before, especially Unbongwah (The Church of Uzy's St. Peter ) and wax_on_wax_off (The Church of Uzy's St. Paul ), as the builds listed above would never have existed without their help.

    Comments are welcome and will be greatly appreciated. Let me know what you think.

    I also welcome related discussion regarding ranged DPS. My personal opinion is that the typical calculations don't take into account the fact that melee DPS is 0 when the enemy is not engaged (i.e. when they are chasing/moving toward monsters), while sustaining ranged DPS is often merely a matter of hitting the tab button.

    Long live Uzy!

  2. #2
    Community Member Malky's Avatar
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    I prefer the H&K MP5-K


    On a long enough timeline, the survival rate for everyone drops to zero
    Yes, i'm french and i do eat frogs alive, so don't mess with me when i'm hungry
    Argonessen FTW : Leelith ~ Bagdad Cafe ~ Lipp Stick ~ Peroxy Acetone

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    Quote Originally Posted by Malky View Post
    I prefer the H&K MP5-K


    LOL Nice! You'd be surprized how many people miss the reference.

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    BTW, Uzy VII is the equivalent of Monkcheri Amour until she reaches level 15; it is only at level 16 that she then takes four levels of artificer rather than fighter. It's only at level 16 that she deviates from orthodoxy and begins to clear her own path.

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    Default Uzi?

    Long time DnD player 1st time DDO player......I don't get this....what armor should I use? As far as enhancements I see all of them listed at end of these builds...stupid question ..I'm not waiting that long to get those am I ? Am I hoarding ap to do this or do I spend at every level up? I suppose I get confused as I always do vet status ...but mostly the ARMOR question is what perplexes me....am I playing an Artie that has Monk skills or a monk that has rate skills..or a ranger ..etc. etc. forgive my ignorance...any response is appreciated ....thank you. Ps. I'm very into weird builds , I'm not much of an end game guy or xp grinder ..I actually enjoy questing and roleplaying ..which is why I play Artie's or Artie builds ...

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    Quote Originally Posted by rudrarya View Post
    Long time DnD player 1st time DDO player......I don't get this....what armor should I use? As far as enhancements I see all of them listed at end of these builds...stupid question ..I'm not waiting that long to get those am I ? Am I hoarding ap to do this or do I spend at every level up? I suppose I get confused as I always do vet status ...but mostly the ARMOR question is what perplexes me....am I playing an Artie that has Monk skills or a monk that has rate skills..or a ranger ..etc. etc. forgive my ignorance...any response is appreciated ....thank you. Ps. I'm very into weird builds , I'm not much of an end game guy or xp grinder ..I actually enjoy questing and roleplaying ..which is why I play Artie's or Artie builds ...
    If you are new to the game, then I absolutely recommend that you *do not play an Uzy build*. I fully appreciate the fact that you are into weird builds, but I just don't want you to become frustrated, especially if you are new to the game. The Uzy builds are fun; I'll attest to that; but they are not easy to play. It is much wiser to play something pure rather than a multiclass if you are a beginner, so that you gain a better understanding of the game; it's easier to see and learn things more clearly with a build that has a clear role; also, it's much easier to lesser reincarnate your character should you accidentally do something gimp.

    If you are determined to play an Uzy, their armour goes like this: Uzy VI and VII wear outfits/robes like a pure monk; Uzy V wears light armour; Uzy III wears medium armour (unless you opted to take 2 levels of monk, in which case it should wear light armour for evasion [and because wisdom is low]). Take enhancements along the way according to your preference, though you should definately exploit the possibilies you have; for example, on the Uzy VII build take Kensei I and AA at level 9, take 10k stars at level 13, battle engineer and endless fusillade at 19, etc. Enhancements are pretty easy to respec with a trainer for a bit of platinum; so between those landmarks don't worry too much about what you pick. I listed all the enhancements at level 20 only because they can vary before then. If I've already lost you, then please do yourself a favor and *do not play this build*; take the advice in the paragraph above.

    As far as the gameworld is concerned, whatever you do, if it's not fun, don't do it. At the same time, if you know what you like, don't let me hold you back.

    -Soul

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    Community Member FengXian's Avatar
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    Same doubt as before: isn't this a bit overkill?

    Since you have MS, 10kS, the point of adding EF is to be able to stay ranged 100% of the time and thus dump melee.

    But you can't dump melee since 1) you want some str anyway for Bow Str 2) you need to melee to build up ki.
    Cannith - Juzam, Water Savant II Ranger 6 Monk 2 AA/ Orocarn, Stalwart Defender III Monk 2 / Taigongwanng, Sorc TRing - Guardiani di Eberron

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    Default Nah...doing it anyway

    [QUOTE=savingsoul;4319039]If you are new to the game, then I absolutely recommend that you *do not play an Uzy build*. I fully appreciate the fact that you are into weird builds, but I just don't want you to become frustrated, especially if you are new to the game. The Uzy builds are fun; I'll attest to that; but they are not easy to play. It is much wiser to play something pure rather than a multiclass if you are a beginner, so that you gain a better understanding of the game;



    Do not play? Now I must! Lol! Actually I learn better jumping in...currently I play a FAUX Artie. Helf ranger fighter rogue Artie dilly and I'm actually kicking ass! I'm obsessed with Artie's and repeaters ! I also have a cleric artie or MACHINE GUN MINISTER! Which I would love to see you vets make a build for ...I'm still tweaking it. So a machine gun minister build would be nice to see from u guys! Thanx for ur response and warning!

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    Default Ps. Uzy 6

    Sorry another question should I take the "essence construct "?

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    Quote Originally Posted by FengXian View Post
    Same doubt as before: isn't this a bit overkill?

    Since you have MS, 10kS, the point of adding EF is to be able to stay ranged 100% of the time and thus dump melee.

    But you can't dump melee since 1) you want some str anyway for Bow Str 2) you need to melee to build up ki.
    I never suggested that "the point of adding EF is to be able to stay ranged 100% of the time and thus dump melee". How did you come up with that? It's not consistent with the analysis I proposed for synergizing 10kS, MS, and EF; nor with the suggestion I gave in the OP that it be used when total ki <= 7. If EF costs total ki, then how are you going to get around needing to build up ki (presumably with melee)? Sure, the chances of you being able to sustain ranged boosts are increased just slightly, and as always, they increase according to the relative shortness of a particular battle, but you almost always have the option of finishing off with some melee, so that you have enough ki to fire 10k stars at the beginning of the next battle. I appreciate your input, but I'm beginning to think that you are simply determined to give Uzy a hard time :P The reason why is there's a contradiction in what you've written; if you can sustain ranged boosts nearly 100% of the battle, fantastic; if you still need to build up ki via melee, so what?

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    Quote Originally Posted by rudrarya View Post
    Sorry another question should I take the "essence construct "?
    I would stick to the builds as listed above. The feats chosen are largely the result of previous discussion and generally have good reasons behind them. (If you want to see some of the reasons why, they are likely mentioned in the original thread for the respective build you have chosen.)

  12. #12
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    Quote Originally Posted by savingsoul View Post
    I never suggested that "the point of adding EF is to be able to stay ranged 100% of the time and thus dump melee". How did you come up with that? It's not consistent with the analysis I proposed for synergizing 10kS, MS, and EF; nor with the suggestion I gave in the OP that it be used when total ki <= 7. If EF costs total ki, then how are you going to get around needing to build up ki (presumably with melee)? Sure, the chances of you being able to sustain ranged boosts are increased just slightly, and as always, they increase according to the relative shortness of a particular battle, but you almost always have the option of finishing off with some melee, so that you have enough ki to fire 10k stars at the beginning of the next battle. I appreciate your input, but I'm beginning to think that you are simply determined to give Uzy a hard time :P The reason why is there's a contradiction in what you've written; if you can sustain ranged boosts nearly 100% of the battle, fantastic; if you still need to build up ki via melee, so what?
    Let me rephrase: why bother taking 6 arti levels for EF when you still need to melee anyway? The MS/10kS/melee rotation hardly has any room for EF, and it's kinda ok as is.

    Basically you're losing either kensei II or t3 stances & co., for something you don't really need, unless I've missed a huge point.

    What I'm trying to say is that the MS/10kS/melee builds are already spread out enough in terms of stat and combat, throwing in crossbow as well has a high chance of being and unnecessary complication. You don't really have high int so you don't benefit much from insightful damage, you already have two very good ranged options and you NEED to melee, so adding a third doesn't mean you'll be able to use all of your ranged options and melee: some will be wasted because off timer and still not in use.

    I admit I didn't read the OP thoroughly the first time, but now I did and it still looks like trying to get both THF and TWF lines on the same toon^^ No offense intended, I'm sure it's still viable and everyone should play what they like, fun is the most important aspect. I myself started to play ranged because it was sub-par at that time and I wanted a challenge (and to prove even ranged could be good in endgame).
    Cannith - Juzam, Water Savant II Ranger 6 Monk 2 AA/ Orocarn, Stalwart Defender III Monk 2 / Taigongwanng, Sorc TRing - Guardiani di Eberron

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    Quote Originally Posted by FengXian View Post
    Let me rephrase: why bother taking 6 arti levels for EF when you still need to melee anyway? The MS/10kS/melee rotation hardly has any room for EF, and it's kinda ok as is.
    Despite all the wailing and gnashing of teeth on the subject, it's actually pretty easy to incorporate EF into the mix. Also, from levels 1-12 you can achieve results that surpass many standard MS/10kS/melee builds by cycling between MS/regular repeating xbow/and melee; from levels 13-18, you are pretty much the equivalent of Monkcheri Amour (perhaps one of the best in ranged DPS); and during levels 19-20, you can reincorporate the repeater into the mix using endless fusillade. Also, Uzy VII only deviates from Monkcheri Amour in terms of 4 levels, not in terms of 6; that is, you merely take 4 levels of Arty rather 4 levels of fighter.

    Quote Originally Posted by FengXian View Post
    Basically you're losing either kensei II or t3 stances & co., for something you don't really need, unless I've missed a huge point.
    Are you sure you've read the OP? I've already suggested that the Kensei II or t3 stances version of the monkcher may surpass Uzy in terms of DPS alone (though sometimes I wonder about the t3 stances version); however, as you've said elsewhere, playing this game is not merely about DPS. So, yes, you have missed a huge point. There's more to Uzy than DPS alone. Besides, this is an "Uzy" build, whip out that gun!

    Quote Originally Posted by FengXian View Post
    What I'm trying to say is that the MS/10kS/melee builds are already spread out enough in terms of stat and combat, throwing in crossbow as well has a high chance of being and unnecessary complication. You don't really have high int so you don't benefit much from insightful damage, you already have two very good ranged options and you NEED to melee, so adding a third doesn't mean you'll be able to use all of your ranged options and melee: some will be wasted because off timer and still not in use.
    Again, are you sure you've read the OP?

    From the preliminary notes:
    *If you are concerned about Uzy VII's initial int of 8 or Uzy VI's intitial int of 12 you should consider that (1) Uzy doesn't get insightful damage until level 18-19, and (2) the well-established economic theory of diminishing marginal utility states that the more you have of any one category of good -- like a particular stat -- the less each unit of that stat is worth. In this context, that simply means that *as you approach endgame both initial and ultimate differences in stats become less and less significant*. The more buffs and the more awesome items there are, the higher all stats become, and the less significant initial and ultimate differences in stats become. That's solid reasoning from a PhD (ABD) in economics. Think about it. Don't worry. You're going to be able to get int relatively high, and at endgame the repeater will be the least used weapon out of longbow, melee, and xbow.*

    Quote Originally Posted by FengXian View Post
    I admit I didn't read the OP thoroughly the first time, but now I did and it still looks like trying to get both THF and TWF lines on the same toon^^ ).
    Let's be clear. You are merely using an analogy. I did no such thing. I don't even think your analogy applies. My stats are equivalent to many a standard 10kS/MS build w/o endless fusillade. I fully leverage ranged combat feats for the benefit of the xbow without ever having to sacrifice on the longbow. That is the underlying theme of all the Uzy builds.

    Quote Originally Posted by FengXian View Post
    No offense intended, I'm sure it's still viable and everyone should play what they like, fun is the most important aspect. I myself started to play ranged because it was sub-par at that time and I wanted a challenge (and to prove even ranged could be good in endgame).
    I'm glad you're able to see that; but note that simply because a build does not have the highest DPS, doesn't mean it's sub-par. In my book, fun trumps DPS. Some builds are simply more fun to play and/or serve a function other than sheer damage; they are still an important part of the game. You've made this point with respect to the 12M monkcher builds. It applies to Uzy as well. No offense taken. Fun is the most important aspect. Let's just leave it at that.

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    A great quest for levels 16+ on the Uzy builds is Servants of the Overlord http://ddowiki.com/page/Servants_of_the_Overlord

    If you get lucky, you can get the Bow of the Silver Flame and the Silver Slinger in the same run. If you are really lucky, you will also get the Doublecross Bow from the Spinner of Shadows quest, which is next in the chain

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    On Uzy VI and VII, getting the concentration skill to no less or more than 20 seems to be ideal; that way your reserve ki will be enough to fire 10k stars. You can then use remaining skill points to max UMD, and place other points into balance, spot, jump, etc. While leveling, if it is an arty level, then naturally you will want to put all points you can into UMD; if it is a monk level, then put points into concentration, balance, and spot; if it is a fighter level, put points into jump.

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    Default Latest update of Uzy VI as of 3/6/2012

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Uzy VI (6M-6Rr-8A)
    Level 20 Lawful Good Half-Elf Female
    (6 Monk \ 6 Ranger \ 8 Artificer) 
    Hit Points: 296
    Spell Points: 541 
    BAB: 16\16\21\26\26
    Fortitude: 15
    Reflex: 17
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            16                    21
    Constitution         14                    16
    Intelligence         12                    16
    Wisdom               14                    22
    Charisma              8                     8
    
    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
    
    Level 1 (Artificer)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Barbarian
    Feat: (Selected) Point Blank Shot
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Attack
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Half-Elven Keen Senses
    Feat: (Automatic) Half-Elven Mixed Heritage
    Feat: (Automatic) Half-Elven Social Graces (ALL)
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    Spell (1): Conjure Bolts
    Spell (1): Enchant Armor
    Spell (1): Enchant Weapons
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Unarmed Strike
    
    
    Level 3 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Skill Focus: Use Magic Device
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 4 (Ranger)
    Ability Raise: DEX
    Feat: (Favored Enemy) Favored Enemy: Construct
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Wild Empathy
    
    
    Level 5 (Ranger)
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    
    
    Level 6 (Ranger)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Feat: (Automatic) Diehard
    
    
    Level 7 (Ranger)
    Spell (1): Camouflage
    Spell (1): Jump
    Spell (1): Longstrider
    Spell (1): Merfolk's Blessing
    Spell (1): Ram's Might
    Spell (1): Resist Energy
    Spell (1): Summon Nature's Ally I
    Spell (1): Tumble
    
    
    Level 8 (Ranger)
    Ability Raise: WIS
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 9 (Ranger)
    Feat: (Selected) Quick Draw
    Feat: (Automatic) Improved Two Weapon Fighting
    Feat: (Automatic) Manyshot
    
    
    Level 10 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    
    
    Level 11 (Monk)
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    Level 12 (Monk)
    Ability Raise: WIS
    Feat: (Selected) Improved Critical: Ranged Weapons
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Purity of Body
    
    
    Level 13 (Monk)
    Feat: (Monk Bonus) Zen Archery
    
    
    Level 14 (Artificer)
    Feat: (Automatic) Artificer Knowledge: Potions
    Feat: (Automatic) Rune Arm Use
    Spell (1): Grease
    
    
    Level 15 (Artificer)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Automatic) Artificer Knowledge: Wands
    Spell (2): Flame Arrow
    
    
    Level 16 (Artificer)
    Ability Raise: WIS
    Feat: (Artificer Bonus) Precise Shot
    Feat: (Automatic) Trapmaking
    Spell (2): Elemental Weapons
    
    
    Level 17 (Artificer)
    Feat: (Automatic) Artificer Knowledge: Arms and Armor
    Feat: (Automatic) Retain Essence
    Spell (2): Byeshk Weapons
    
    
    Level 18 (Artificer)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Spell (3): Insightful Damage
    
    
    Level 19 (Artificer)
    Feat: (Automatic) Artificer Knowledge (ALL)
    Spell (3): Adamantine Weapons
    
    
    Level 20 (Artificer)
    Ability Raise: WIS
    Feat: (Artificer Bonus) Improved Precise Shot
    Spell (3): Curative Admixture: Cure Serious Wounds
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Ranger Sprint Boost I
    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 Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Artificer Battle Engineer I
    Enhancement: Elven Dexterity I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Ten Thousand Stars
    Enhancement: Porous Soul
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    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 Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Improved Use Magic Device I
    Enhancement: Improved Use Magic Device II
    Enhancement: Artificer Energy of Creation I
    Enhancement: Ranger Dexterity I
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Half-Elf Barbarian Toughness I
    Enhancement: Half-Elf Barbarian Toughness II
    Enhancement: Artificer Wand and Scroll Mastery I
    Enhancement: Artificer Wand and Scroll Mastery II
    Two suggested ways of allocating skill points on this build are:
    [note: these are points allocated, not total mod.]
    (1) Concentration - 18, Disable Device - 23, Search - 23, Spot - 10, Use Magic Device - 23, Balance - 6, Jump - 3, Tumble - 1.
    (2) Concentration - 18, Disable Device - 23, Search - 23, Spot - 23, Balance - 13, Jump - 8, Tumble - 1.

    If you take the second option, effectively giving up UMD, then you will also gain a feat by dropping Skill Focus:UMD and free up a couple action points by dropping the UMD enhancements.

    See updated OP for further notes on this build.

  17. #17
    Community Member Ebforest60's Avatar
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    Talking ranged combat

    I've finally decided on which character I will TR (I have 5 at 20 and it is getting a bit crazy) and I've decided it will be my Arty. I loved the ranged damage nature of it and although at 20 the spell damage and runearm far outdamage my crossbow that just isn't what I want to do this time (the 20 Air Savant takes care of those kill 'em all desires.)

    So my question is which of these many builds will fill that need for RANGED DAMAGE? I don't want balance, I'm not even all that concerned with survivability (though it is nice, I'll just Barbarian it---can't hurt me if it is dead.) End game play is cool, but since I have other level 20s and I plan on doing Epic Levels on the Rogue, it just isn't important for this run. I know melee is sometimes necessary and even desirable but I want max bow time!

    (For the record I've been following the discussion for some time now and just lurking. Savingsoul, Wax_on, and others have done some stellar work with these builds and I appreciate all of it greatly. I just can't for the life of me figure out which is "best", meaning they all bring something to the table I suppose. Now I just need the "best fit for me.")

  18. #18
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    Quote Originally Posted by Ebforest60 View Post
    I've finally decided on which character I will TR (I have 5 at 20 and it is getting a bit crazy) and I've decided it will be my Arty. I loved the ranged damage nature of it and although at 20 the spell damage and runearm far outdamage my crossbow that just isn't what I want to do this time (the 20 Air Savant takes care of those kill 'em all desires.)

    So my question is which of these many builds will fill that need for RANGED DAMAGE? I don't want balance, I'm not even all that concerned with survivability (though it is nice, I'll just Barbarian it---can't hurt me if it is dead.) End game play is cool, but since I have other level 20s and I plan on doing Epic Levels on the Rogue, it just isn't important for this run. I know melee is sometimes necessary and even desirable but I want max bow time!

    (For the record I've been following the discussion for some time now and just lurking. Savingsoul, Wax_on, and others have done some stellar work with these builds and I appreciate all of it greatly. I just can't for the life of me figure out which is "best", meaning they all bring something to the table I suppose. Now I just need the "best fit for me.")
    I would suggest going with the latest update of Hong Kong Pewy (or wax_on's variation on it), then consider Monkcheri Amour (see my signature). If you are going for completionist, then your selection will naturally depend on which past life you need. Some people suggest that a bowbarian of one sort or another can still outdo these, but I don't see how having merely manyshot could outdo having both manyshot and 10k stars. I haven't got around to playing a bowbarian, though I did long ago plan a 2Rogue/6Ranger/12Barbarian called "bowrage"; in any case, I moved on to what I found to be more interesting builds.

    If by "max bow time" you mean longbow, then the builds in the above paragraph are the obvious choice; but if you mean bows in general, then the Uzy builds are lots of fun. They are a little less elegant in terms of game play than Hong Kong Pewy or Monkcheri, as you do have to swap things around and manage cooldowns and ki even more at endgame. Since you already will have an arty past life, there is little reason to go with Uzy VI; so if you do go with an Uzy build, it should probably be VII.

  19. #19
    Community Member Ebforest60's Avatar
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    Oh good lord, I have no desire to go Completionist. I don't care if it is Crossbow or Longbow I just know I had a blast using the repeater. I even considered a mechanic build but I don't think it leverages the damage very well. I haven't checked out Hong Kong Pewy, I'll give it a look.

  20. #20
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    Quote Originally Posted by Ebforest60 View Post
    Oh good lord, I have no desire to go Completionist. I don't care if it is Crossbow or Longbow I just know I had a blast using the repeater. I even considered a mechanic build but I don't think it leverages the damage very well. I haven't checked out Hong Kong Pewy, I'll give it a look.
    I have an old rogue mechanic build. He is a dwarf, and a rather grumpy one, especially when the subject of artificer comes up. I'm not really into PvP, but he would simply love to kill every artificer with his sneak attacks. Also, he chuckles to himself every time an artificer dies in a trap.

    However, his damage really can't compare to a pure arty, except perhaps during those moments when he benefits from SA.

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