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  1. #1
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    Default looking for a AA pura ranger Build

    Hey guys can someone point me to a good pure ranger AA build?

    thanks

  2. #2
    Community Member Brennie's Avatar
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    THIS is a good, but outdated pure ranger AA guide. Personally, I would make some changes such as putting level-ups into strength rather than dex, and starting with higher strength/lower wisdom.

    However,
    the details depend on what you have available. Do you have access to Half Elf (they make superb Arcane Archers, due to things like rogue dilletante, healing amp, and most importantly Human Versatility which allows them to pop off a Damage boost before launching into manyshot)? Are you making a 28 or 32 point build?

    Some basics remain true regardless of detail differences - Favored enemies are usually best as Undead, Giant, Construct, Evil outsider, and Elemental in that order. Feats are almost always Point Blank Shot, Weapon Focus: Ranged, Mental Toughness, Improved Critical: Ranged, Toughness, Improved Critical: slashing (or peircing, depending on what kind of melee backup weapons you prefer, usually Scimitars vs. Rapiers), Power attack, again in that order.

    If you help me with details like races unlocked, build type unlocked, etc, as well as what kind of gear you have available (From "brand new" to "some stuff i can pass down from an alt" to "I have every named BTA item in the game sitting in my shared bank"), i can help you get a little more nitty-gritty on starting stats and the like (Typically 10-13 or build points into dex, 6 into con, i prefer zero points into wisdom for a flat base 8 wisdom but that is a personal choice, and the rest into strength)

  3. #3
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    Quote Originally Posted by Brennie View Post
    THIS is a good, but outdated pure ranger AA guide. Personally, I would make some changes such as putting level-ups into strength rather than dex, and starting with higher strength/lower wisdom.

    However,
    the details depend on what you have available. Do you have access to Half Elf (they make superb Arcane Archers, due to things like rogue dilletante, healing amp, and most importantly Human Versatility which allows them to pop off a Damage boost before launching into manyshot)? Are you making a 28 or 32 point build?
    Yes I have acess to half elf and im making a 32 point build

    Some basics remain true regardless of detail differences - Favored enemies are usually best as Undead, Giant, Construct, Evil outsider, and Elemental in that order. Feats are almost always Point Blank Shot, Weapon Focus: Ranged, Mental Toughness, Improved Critical: Ranged, Toughness, Improved Critical: slashing (or peircing, depending on what kind of melee backup weapons you prefer, usually Scimitars vs. Rapiers), Power attack, again in that order.

    If you help me with details like races unlocked, build type unlocked, etc, as well as what kind of gear you have available (From "brand new" to "some stuff i can pass down from an alt" to "I have every named BTA item in the game sitting in my shared bank"), i can help you get a little more nitty-gritty on starting stats and the like (Typically 10-13 or build points into dex, 6 into con, i prefer zero points into wisdom for a flat base 8 wisdom but that is a personal choice, and the rest into strength)
    I have acess to all equip and all packs in game, so there is no problem, if you can, send me the best AA build,

    ty

  4. #4
    Community Member Brennie's Avatar
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    Here's my mockup of Ye Olde standard AA ranger:

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Arcane Archer
    Level 20 Neutral Good Half-Elf Male
    (20 Ranger) 
    Hit Points: 262
    Spell Points: 385 
    BAB: 20\20\25\30\30
    Fortitude: 14
    Reflex: 18
    Will: 5
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    22
    Dexterity            18                    22
    Constitution         14                    14
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    17
    Bluff                -1                    -1
    Concentration         6                    25
    Diplomacy            -1                    -1
    Disable Device       n/a                   n/a
    Haggle               -1                    -1
    Heal                 -1                    -1
    Hide                  6                    28
    Intimidate           -1                    -1
    Jump                  3                     6
    Listen               -1                    -1
    Move Silently         8                    29
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  3                    22
    Swim                  3                     6
    Tumble                5                     7
    Use Magic Device     n/a                   n/a
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Point Blank Shot
    
    
    Level 2 (Ranger)
    
    
    Level 3 (Ranger)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 4 (Ranger)
    Ability Raise: STR
    
    
    Level 5 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    
    
    Level 6 (Ranger)
    Feat: (Selected) Mental Toughness
    
    
    Level 7 (Ranger)
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    
    
    Level 9 (Ranger)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 10 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Construct
    
    
    Level 11 (Ranger)
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    Feat: (Selected) Toughness
    
    
    Level 13 (Ranger)
    
    
    Level 14 (Ranger)
    
    
    Level 15 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    
    
    Level 17 (Ranger)
    
    
    Level 18 (Ranger)
    Feat: (Selected) Power Attack
    
    
    Level 19 (Ranger)
    
    
    Level 20 (Ranger)
    Ability Raise: STR
    Feat: (Favored Enemy) Favored Enemy: Elemental
    Enhancement: Ranger Sprint Boost I
    Enhancement: Ranger Arcane Archer: Imbue Acid Arrows
    Enhancement: Ranger Arcane Archer: Imbue Explosive Arrows
    Enhancement: Ranger Arcane Archer: Imbue Force Arrows
    Enhancement: Ranger Arcane Archer: Imbue Slaying Arrows
    Enhancement: Ranger Arcane Archer: Imbue Terror Arrows
    Enhancement: Ranger Master of Archery
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Improved Rogue Dilettante II
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Dexterity 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: Ranger Favored Attack I
    Enhancement: Ranger Favored Attack II
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Favored Damage III
    Enhancement: Ranger Favored Damage IV
    Enhancement: Ranger Favored Resistance I
    Enhancement: Ranger Favored Resistance II
    Enhancement: Ranger Arcane Archer: Conjure +2 Arrows
    Enhancement: Ranger Arcane Archer: Conjure +3 Arrows
    Enhancement: Ranger Arcane Archer: Conjure +4 Arrows
    Enhancement: Ranger Arcane Archer: Conjure +5 Arrows
    Enhancement: Ranger Arcane Archer I
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Devotion III
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Ranger Dexterity III

    Several notes
    :

    1) Wisdom! Starting 8 Wis means that you will be dependant on a wisdom item in order to cast spells. Its typically not too difficult to fit +6 into a normal gear setup. In years passed, this would also mean that you would get a late start on ranger spells, but with cannith crafting and ship buffs you can definitely have atleast 11 modified wisdom by level 4.

    2) Strength and Dex! Dex and Strength remain fairly even throughout your leveling proccess. You can switch the initial stats if you like, or monkey aroudn with enhancements and items. Starting at 16/18 and evening out with levelups and enhancements assumes you will be adding items/buffs with even numbers to your build. If you already have access to, say, +1 exceptional dex/strength, or +7 strength gloves or whatnot, your initial stats may need to start uneven to reflect that.

    3) Skills! Start with 1 rank in tumble (Which costs 2 points) which you steal from hide (we have multiple ways of bumping up hide, including self-cast camouflage and invis from clickies/friendly casters). Everything else does into Concentration, hide, move silently, spot and *balance. At level 20, take the half-rank you would normall put into balance into hide instead. Also - if you have no intention to ever sneak )Which is perfectly fine) feel free to redistribute those points into Haggle or UMD or whatever you choose.

    3) Melee! Improved Critical and power attack are in this build, as opposed to some other feats, despite it being an AA build. Why is this? Because you will melee. Believe me, you will melee. There are many times when manyshot is on timer, or you are forbidden to use it (Notably in raids where it can screw up aggro management) when DPSing with melee weapons is your only viable option. Its sad, but true. Note that Improved Crit: Slashing can be turned into Piercing if you prefer rapiers and shortswords to Scimitars, kukris, axes, longsword, and other awesome slashing weapons (you fool!)

    4) Spells! A lot of Ranger Spells are backloaded (you get 3 of your 16 spells slots at level 19 alone!). Spellpoints are essentially a non-issue for rangers, since we have long term buffs and not much else to spend SP on, so always offer to use up your SPs on buffs for the party. Here is how my 20 AA ranger usually had his spell list set up, with priority being given to spells on the left:

    Level 1 - Rams Might, Jump, Resist Energy, <your choice>
    (I take resist energy third due to ship buff resist shrines. If you lack those, or your group dies often, take it second. Your choice can be camouflage if you stealth often, merfolks blessing just to make swims a little faster, or tumble just... because. Longstrider doesn't stack with striding or haste, and is rather pointless by the time you can find a slot for it)

    Level 2 - Barkskin, Owls Wisdom, Protection from Energy, Hold Animal
    (Barkskin only holds first priority until your AC stops mattering. Keep it around at endgame for Raid Tanks, but feel free to juggle its slot in the midlevels. Owl's Wisdom can be used with +2 ship buff or tome as a replacement for a wis item, once you cast it swap off your wis item for somethign more combat-oriented! Just be careful, death, dispelling, and anti-magic will cripple your casting! Hold Animal is just a fun no-save toy to use against spiders, scorpions and other "mindless" animal/vermin/magic beasts. Beware of fiendish versions, they have saves AND SR!)

    Level 3 - Cure moderate Wounds, Wild Instincts, Neutralize Poison, Remove Disease
    (Choices are slim. Cure mod is good even in lategame, since you can cycle it with cure serious for decent selfhealing. Wild instincts helps us spot enemies to pewpew from a distance. The rest are more or less fluff)

    Level 4 - Freedom of Movement, Cure Serious Wounds, Mass Longstrider, Summon Natures Ally 4
    (FoM is awesome, and so is cure serious. I only ever use Mass Longstrider for ToD, when people are swapping off striding boots for boots of anchoring. And Summon natures Ally 4 is either a cute way to waste SP, give you a half second distraction, or get rid of a item-summon that may cause problems)



    5) Enhancements!
    Rangers have a LOT of wiggle room in enhancements. I skip imbue forceburst arrow since it is more expensive, both SP and AP wise, for what amounts to 0.5 DPS gain over an arrow imbue you will hardly ever use at that point anyway. Devotion 3 is totally negotiable, but there just isn't much else to get. Human versitility 4, though, is teh absolute sweet spot - Pop damage boost 4 right before a manyshot to watch Bosses (especially favored enemy bosses) red bars melt before your eyes.

    6) Tactics! Point Blank range (30 feet, give or take) is your friend. You will be getting double base damage from your bows AND a hefty sneak attack bonus to boot. Plus, it makes it a lot easier to swap to melee when it is tactifully useful to do so (IE when manyshot is on timer, and you can't line up a bunch of enemies with Improved Precise Shot). If you are soloing and looking for survivability over damage per second, though, circle kiting is a good way to whittle down enemies without taking much/any damage yourself! Also remember you can self heal, just not very well when you are currently getting the snot beat out of you. Retreat to self heal, and always do so between fights to save SP from your healers.

    7) Weapons! Good bows are always important. Silver Flame bow (min level 6) is a fabulous bow for many levels. Bow of sinew (14) is the spiritual successor to Silver bow, while Unwavering Ardency (14) is its bigger, meaner cousin (And also much harder to aquire). I'm also becoming a fan of the Epic longbow of Earth, which has many fun effects (Even if the stone prison is somewhat redundant with slayer arrows). Standard weapons, such as litII, triple pos, banisher, smiter, paralyzer, etc are always welcome of course - just remember that randomrolled bows with only +1 enhancement are GREAT, because you will be stocking your own +5 arrows for them, letting you get better prefix/suffix combinations and at lower minimum levels! And also remember that any bow that is good aligned becomes a bossbeater with just some cheap metal-type arrows from the House D favor vendor!

    8) Other gear! Typically, most melee gear also applies to aarcher, so things like the Fabricators set are good for us too (Despite the broken self buff). Frozen Tunics of any level are a great asset to a ranged character, as are windhowlers, crippling arrowhead, quiver of alacrity, and the quivering quiver. Stick to outfits at high levels, and if you can, whip of a defensive DragonTouched set for when you get in the thick of things. Staff of the Fleshshaper also makes a perfect swap-item for all yoru self-healing needs!

    That is, I think,
    all i have to say on the matter. Good luck, and remember to to kite INTO your meles's or caster killxones, instead of AWAY from them!
    Last edited by Brennie; 04-25-2012 at 05:16 PM.

  5. #5
    Community Member Aliss7's Avatar
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    Might want to take a browse through this thread also:

    http://forums.ddo.com/showthread.php?t=263907

  6. #6
    Community Member wax_on_wax_off's Avatar
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    It should be noted that in the current state of the game a pure ranger AA is a sub-optimal build. If you have monk class available you should look at making a 10k stars AA.

    Hopefully this will change with the enhancement overhaul that is coming soon (tm) but I try not to build characters on what might be fixed in the future
    Quote Originally Posted by Feather_of_Sun View Post
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  7. #7
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    Quote Originally Posted by wax_on_wax_off View Post
    It should be noted that in the current state of the game a pure ranger AA is a sub-optimal build. If you have monk class available you should look at making a 10k stars AA.

    Hopefully this will change with the enhancement overhaul that is coming soon (tm) but I try not to build characters on what might be fixed in the future
    i have the monk

    but dont know any build with 10k star

  8. #8
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by jilles.ragonha View Post
    i have the monk

    but dont know any build with 10k star
    Here are some. The Monk 12 and 11 ranger variations are the most viable, the others are more for past lives and/or some flavour (though they might turn out to be quite viable, not sure on that one).
    Quote Originally Posted by Feather_of_Sun View Post
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