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  1. #1
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    Default Need Help with 12Ranger/6Monk/2Rogue TWF'ing build

    Trying to work out the kinks in a 32pt TWF monk/ranger/rogueas a Warforged if possible. The build goals are Tempest TWF with long/short swords and fists, traps, UMD, centered with robes and backup ranged from free feats. Locks are not necessary.

    I was looking at this build and was planning to do something very close to this:
    https://www.ddo.com/forums/showthread.php?p=4596746

    The idea is a fast TWF'er with scrolls/wands for self healing and traps. I want to be able to solo the majority of the time. I know the Tempest extras wont work with unarmed but I was planning unarmed as my backup for use against skeletons and stuff.

    I feel like the only way to achieve my skill goals is to go 12Ranger/6Monk/2Rogue. I initially wanted 12Monk (For regen, extra unarmed dmg, immunities and master wind stance) but was unable to get my skills right.

    Any help is much appreciated, thanks.

    EDIT - I am also not averse to multiclassing differently whether it be a different split or different classes all together. The main goal is a fast, high DPS TWF with UMD and traps.

    I think I'm happy with the 12Ranger split due to all the free feats and 100% offhand with Tempest II.

    The only thing I am having trouble with is what to do with 2 of my feats.

    This is what I have come up with for a jack of trades ranged/melee build. The 2 feats in question I am unsure of are Zen Archery and Point Blank Shot which I could exchange for Improved Crit: Slashing and Another toughness. The other option would be to drop those 2 and as well as both Cleaves for Combat Expertise, Whirlwind Attack, Toughness and Stunning blow.

    Please help, I would really appreciate it.

    *Note - All enhancements listed at bottom of mage under lvl 20










    Level 20 Lawful Good Human Male
    (6 Monk \ 2 Rogue \ 12 Ranger)
    Hit Points: 268
    Spell Points: 224
    BAB: 17\17\22\27\27
    Fortitude: 15
    Reflex: 19
    Will: 13

    Starting Ending Feat/Enhancement
    Abilities Base Stats Base Stats Modified Stats
    (32 Point) (Level 1) (Level 20) (Level 20)

    Strength 16 23 24
    Dexterity 14 14 16
    Constitution 14 14 14
    Intelligence 10 12 12
    Wisdom 14 15 18
    Charisma 10 10 10


    Tomes Used
    +2 Tome of Intelligence used at level 7
    +3 Tome of Strength used at level 12

    Starting Ending Feat/Enhancement
    Base Skills Base Skills Modified Skills
    Skills (Level 1) (Level 20) (Level 20)

    Balance 6 16 18
    Bluff 0 0 0
    Concentration 4 25 27
    Diplomacy 0 0 0
    Disable Device 4 23 24
    Haggle 0 0 0
    Heal 2 4 4
    Hide 2 3 5
    Intimidate 0 0 0
    Jump 7 11 13
    Listen 2 4 4
    Move Silently 2 3 5
    Open Lock n/a n/a n/a
    Perform n/a n/a n/a
    Repair 0 1 1
    Search 4 22 24
    Spot 6 22 23
    Swim 7 11 11
    Tumble 6 7 9
    Use Magic Device 4 22 22

    Level 1 (Rogue)
    Feat: (Selected) Dodge
    Feat: (Human Bonus) Toughness


    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead


    Level 3 (Monk)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Feat: (Monk Bonus) Whirling Steel Strike


    Level 4 (Ranger)


    Level 5 (Monk)
    Feat: (Monk Bonus) Power Attack


    Level 6 (Ranger)
    Feat: (Selected) Mobility


    Level 7 (Ranger)


    Level 8 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant


    Level 9 (Ranger)
    Feat: (Selected) Spring Attack


    Level 10 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness


    Level 11 (Monk)


    Level 12 (Monk)
    Feat: (Selected) Cleave


    Level 13 (Monk)
    Feat: (Monk Bonus) Zen Archery


    Level 14 (Rogue)


    Level 15 (Ranger)
    Feat: (Selected) Great Cleave


    Level 16 (Ranger)


    Level 17 (Ranger)


    Level 18 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Point Blank Shot


    Level 19 (Ranger)


    Level 20 (Ranger)
    Enhancement: Rogue Haste Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Wisdom I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    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 Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    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 Defense I
    Enhancement: Ranger Tempest I
    Enhancement: Ranger Tempest II
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Improved Disable Device I
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Search I
    Enhancement: Improved Search II
    Enhancement: Improved Spot I
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Rogue Wand and Scroll Mastery I


    [/code]
    Last edited by UnInfallible; 05-01-2013 at 09:48 AM.

  2. #2
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    Level 20 Lawful Good Human Male
    (6 Monk \ 2 Rogue \ 12 Ranger)
    Hit Points: 238
    Spell Points: 161
    BAB: 17\17\22\27\27
    Fortitude: 15
    Reflex: 18
    Will: 10

    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (32 Point) (Level 1) (Level 20)

    Strength 16 16
    Dexterity 14 14
    Constitution 14 14
    Intelligence 12 14
    Wisdom 12 12
    Charisma 10 10


    Tomes Used
    +2 Tome of Intelligence used at level 7

    Starting Ending
    Base Skills Base Skills
    Skills (Level 1) (Level 20)

    Balance 6 6
    Bluff 0 0
    Concentration 4 22
    Diplomacy 0 0
    Disable Device 5 25
    Haggle 0 0
    Heal 1 1
    Hide 2 2
    Intimidate 0 0
    Jump 7 7
    Listen 5 5
    Move Silently 2 2
    Open Lock 6 24
    Perform n/a n/a
    Repair 1 2
    Search 5 25
    Spot 5 16
    Swim 3 3
    Tumble 6 6
    Use Magic Device 4 23

    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)


    Level 2 (Monk)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)


    Level 3 (Ranger)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)


    Level 4 (Monk)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)


    Level 5 (Ranger)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+2)
    Skill: Use Magic Device (+1)


    Level 6 (Ranger)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)


    Level 7 (Ranger)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)


    Level 8 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)


    Level 9 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)


    Level 10 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)


    Level 11 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)


    Level 12 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)


    Level 13 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)


    Level 14 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)


    Level 15 (Monk)
    Skill: Concentration (+5)
    Skill: Use Magic Device (+1)


    Level 16 (Monk)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)


    Level 17 (Monk)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)


    Level 18 (Monk)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)


    Level 19 (Rogue)
    Skill: Disable Device (+2)
    Skill: Search (+2)
    Skill: Use Magic Device (+7)


    Level 20 (Ranger)
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Search (+2)
    Skill: Spot (+1)


    [/code]
    Last edited by UnInfallible; 05-02-2013 at 10:50 PM.

  3. #3
    Community Member Tanks's Avatar
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    I'm considering a similar build, with some differences. I've got the 12 Ranger levels, too, with 1 Rogue and 6 Monk but am undecided about whether to take the second Rogue level for the extra skill points or the seventh Monk level for the extra 10% heal amp. But on to your build, if I may...

    Dump Whirling Steel Strike. Just not worth it, trust me (and I believe most experienced toon builders will back me up on this.) Either take Khopesh or something else.

    You'll need to make some other changes, too. Grab +3 tomes of the DEX and WIS variety. You'll need 21DEX for Combat Archery (you only need 23STR for Overwhelming Crit.) You'll need 13WIS for for Zen Archery. Ranger already gives you most of the necessary bow and TWF feats so you'll still need to fit in:

    Toughness
    Power Attack
    Cleave/Great Cleave
    Point Blank Shot
    Zen Archery
    Overwhelming Critical
    Combat Archery

    * Improved Crit if you don't have Keen weapons, fit in Empower Healing and/or Quicken if you do.

    As a Human, you'll have 8 Heroic feats, 3 Monk feats, and 2 Epic feats. That's a LOT! OC and CA are your two Epic feats. Toughness, Power Attack, and Zen Archery are your Monk feats. Dodge, Mobility, SA, PBS, Cleave, and GC are only 6 of the 8 Heroic feats you NEED to take (although Khopesh will cost a feat) so from there it makes sense to do IC:Slashing (if Khopesh) and IC:Ranged (if no Khopesh).

    The most compelling reason to go hand wraps would be for those that offer the Vampiric effect (Grave/Ivy wraps). Sure, it's a tiny bit of HP return per hit but you'll be hitting faster, dodging more attacks than with standard melee weaponry, and with a very high healing amp (30% Human, 50% gloves/bracers, and 10/20% Monk) (and the Empower Healing feat?) you can survive for a longer while. Also, you build Ki with these centered attacks which will help with 10K Stars since Ki doesn't build with ranged attacks, which you can also do with short swords once you take Ninja I (but you lose the healing effect). (Again, I'm not too sure about 10K Stars and have not been able to easily research it since the forum update and all the Google links are borked/broken.)

    At >20th level, you'll want Elf, Undead, and Giant as your Favored Enemies. There are some Evil Outsiders but not enough to warrant them as a FE slot, imho.

    Skill points will be stretched but you've got to reroute some of those INT points. On a Human and a 32pt build, I'd probably begin with:

    STR 16
    DEX 16
    CON 14
    INT 8
    WIS 10
    CHA 8

    Put 2 DEX and 4STR as level-up points and +3 tomes at STR, DEX, and WIS at level 11 and you'll hit the watermarks necessary to take OC, CA, and ZA.

    INT8? At first level Rogue Human, you'll have 32 Skill Points. Until level 7, you get 6 points per Ranger level and 4 points per Monk level. That increases to 7 points per Ranger and 5 per Monk after seventh level, plenty to keep UMD, DD, Search, Spot, Concentration, and Balance up there or at max if you select your level order creatively (i.e.: use Monk level-ups to boost Balance).

    Keep us posted what you decide and how it goes, particularly at Epic levels! I'll be LR'ing mine as soon as I figure out what to do with that pesky 20th level class lol.

    HTH

  4. #4
    Community Member ~NewForumNameGoesHere's Avatar
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    11Ranger/6Monk/3Arti would serve your purposes better.
    Will get better UMD, better heal scrolls, etc.

    My main is on this split, although is an AA and not Tempest, but I do have the tempest prereq feats anyways.

    at level 25 I sit at something like this

    Helf with rogue dille for 3d6 sneak attack. I get a total of 4d6+12 with this build and with my gear

    Stats:
    Str - 44
    Dex - 28
    Con - 42
    Int - 20ish(changes with gear swaps, but this is usually enough for traps in EH, and MOTU EE)
    Wis - 42
    Cha - 18

    Skills:
    UMD - 46
    Concentration -69
    Disable Device - 58
    Search - 62
    Spot - 60
    Most other skills are at around 40ish without much investment

    HP is 650-900 depending on gear, buffs, and destiny.
    For instance, I keep tenser's up via scrolls 100% of the time from about level 15 on.
    SP - anywhere from 800-1200 SP.
    AC - 89
    DR - 12
    PRR - 45

    Kind of meh saves for an EE build, but could be higher, I just haven't slotted everything I need.

    49 will
    45 reflex
    48 fort

    add about 7 to those with augments slotted and you're solid.


    Biggest change in this build and a Tempest would be the AA pre req feats, and stats.

    Araphina - Ranger11/Monk6/Arti3(life 2/25) Arathaes - Monk 20(life 3/12)
    Arasin - Cleric17/Monk2/Wiz1(life 2/15) Aravein - Wizard12/Fighter6/Monk2(life2)
    "Dual wielding small animals is strictly forbidden." Fors Fortis @ Argo
    Original join date 2009 "TheLegendofAra"

  5. #5
    Community Member ~Arcscoob's Avatar
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    Quote Originally Posted by NewForumNameGoesHere View Post
    11Ranger/6Monk/3Arti
    In my experience this looks like a good split, however you should be prepared to mysteriously die all the time...

    Oh yea, you'll also be missing the improved evasion and the extra sneak attack from 2nd tier ninja spy as well as master stances and abundant step.
    Last edited by Arcscoob; 05-13-2013 at 10:20 AM.
    Arcscoob Beefscoob Scoobmx Scoobshot : ChaosKnights : Argonnessen
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