Results 1 to 11 of 11
  1. #1
    Community Member neodranes's Avatar
    Join Date
    Oct 2006
    Posts
    8

    Default Looking for Feedback

    I am thinking of trying this build for fun ... looking for feedback

    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Level 20 Chaotic Good Human Male
    (9 Barbarian \ 11 Ranger) 
    Hit Points: 296
    Spell Points: 185 
    BAB: 20\20\25\30\30
    Fortitude: 17
    Reflex: 16
    Will: 7
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 24                   25
    Dexterity            17                 20                   23
    Constitution         12                 15                   18
    Intelligence         10                 10                   10
    Wisdom               10                 13                   13
    Charisma              9                 12                   12
    
    Tomes Used
    +3 Tome of Strength used at level 14
    +3 Tome of Dexterity used at level 14
    +3 Tome of Constitution used at level 14
    +3 Tome of Wisdom used at level 14
    +3 Tome of Charisma used at level 14
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                  6                    6
    Bluff                -1                  2                    2
    Concentration         3                 18                   18
    Diplomacy            -1                  1                    1
    Disable Device        n/a               n/a                   n/a
    Haggle               -1                  1                    1
    Heal                  2                 15                   15
    Hide                  7                 20                   21
    Intimidate           -1                  1                    1
    Jump                  7                 21                   21
    Listen                0                  1                    1
    Move Silently         7                 20                   21
    Open Lock             n/a               n/a                   n/a
    Perform              n/a                n/a                   n/a
    Repair                0                  0                    0
    Search                4                 23                   24
    Spot                  2                  3                    3
    Swim                  5                 19                   19
    Tumble                n/a                7                    7
    Use Magic Device      1                 12.5                 12.5
    
    Level 1 (Ranger)
    Skill: Concentration (+2)
    Skill: Heal (+2)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Search (+4)
    Skill: Spot (+2)
    Skill: Swim (+2)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Dodge
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Human Bonus) Mobility
    Feat: (Automatic) Attack
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Heroic Durability
    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) Trip
    Feat: (Automatic) Wild Empathy
    
    
    Level 2 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    
    
    Level 3 (Ranger)
    Skill: Heal (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Two Weapon Defense
    Feat: (Automatic) Diehard
    
    
    Level 4 (Ranger)
    Ability Raise: STR
    Skill: Bluff (+1)
    Skill: Heal (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Precise Shot
    
    
    Level 5 (Ranger)
    Skill: Concentration (+2)
    Skill: Heal (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Feat: (Automatic) Archer's Focus
    
    
    Level 6 (Ranger)
    Skill: Concentration (+2)
    Skill: Heal (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spring Attack
    Feat: (Automatic) Improved Two Weapon Fighting
    Feat: (Automatic) Manyshot
    
    
    Level 7 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+2)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Improved Wild Empathy
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+2)
    Skill: Heal (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 9 (Ranger)
    Skill: Search (+3)
    Skill: Swim (+1)
    Skill: Use Magic Device (+1.5)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Feat: (Automatic) Evasion
    
    
    Level 10 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+2)
    Skill: Hide (+2)
    Skill: Move Silently (+2)
    Feat: (Favored Enemy) Favored Enemy: Chaotic Outsider
    
    
    Level 11 (Ranger)
    Skill: Concentration (+3)
    Skill: Heal (+2)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Feat: (Automatic) Greater Two Weapon Fighting
    Feat: (Automatic) Improved Precise Shot
    Enhancement: Ranger Energy Resistance Boost I
    Enhancement: Ranger Energy Resistance Boost II
    Enhancement: Ranger Skill Boost I
    Enhancement: Ranger Skill Boost II
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Tempest I
    Enhancement: Improved Hide I
    Enhancement: Improved Move Silently I
    Enhancement: Improved Search I
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Energy of the Wild I
    Enhancement: Ranger Energy of the Wild II
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Ranger Dexterity III
    
    
    Level 12 (Barbarian)
    Ability Raise: STR
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Oversized Two Weapon Fighting
    Feat: (Automatic) Dismiss Rage
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rage
    
    
    Level 13 (Barbarian)
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Damage Reduction
    
    
    Level 14 (Barbarian)
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Trap Sense
    Enhancement: Barbarian Improved Damage Reduction I
    Enhancement: Barbarian Extend Rage I
    Enhancement: Barbarian Extra Rage I
    Enhancement: Barbarian Hardy Rage I
    Enhancement: Barbarian Power Rage I
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Barbarian Constitution I
    
    
    Level 15 (Barbarian)
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Automatic) Uncanny Dodge
    Feat: (Automatic) Uncanny Dodge (Dodge Bonus)
    
    
    Level 16 (Barbarian)
    Ability Raise: STR
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Barbarian Extend Rage II
    Enhancement: Barbarian Willpower I
    Enhancement: Barbarian Willpower II
    Enhancement: Ranger Favored Damage III
    
    
    Level 17 (Barbarian)
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 18 (Barbarian)
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Power Critical
    Enhancement: Barbarian Extra Rage II
    Enhancement: Barbarian Power Rage II
    Enhancement: Barbarian Constitution II
    
    
    Level 19 (Barbarian)
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Improved Uncanny Dodge
    
    
    Level 20 (Barbarian)
    Ability Raise: STR
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Barbarian Extend Rage III
    Enhancement: Barbarian Hardy Rage II
    Enhancement: Barbarian Power Rage III

  2. #2
    Community Member mezzorco's Avatar
    Join Date
    Sep 2009
    Location
    Italy
    Posts
    476

    Default

    Premise: you shouldn't build a new toon now that Enhancement Pass is coming.

    Class split:
    Barb 9 gives you some useful enhancements, but I would rather go 12/8 for Tempest 2 (+10% offhand proc, +1 AB, +2 AC)

    Skill selection:
    Leave Swim and Jump at 0, you have Melfor's Blessing and Jump spells. Pick Spot instead, it allows you to see hidden enemies and to make a use of search. Heal will be a valuable skill, but now it's not yet. If you're a solo player, Hide and Move Silently can be ok, otherwise you won't use them often, so you could drop them.

    Stat points distribution:
    That said about skills, you could easily start with 8 int. Leave cha at 8, too. This way you gain 3 points.
    You could easily start with 8 wis, but if you feel more confortable with 10 that's fine.
    The main benefit to be a ranger is that you don't need high dex to have all TWF feats, so you have two choices: drop dex to 12/13 and raise str and con (forgetting about evasion and wearing medium armor) OR having high dex and using light armor with evasion. Your ranger is multiclassed with barbarian, so I would highly suggest the str/con route.

    Feat choice:
    Weapon Focus and Power Critical are weak feats. I suggest you to replace them with Khopesh and Power Attack.
    Two Weapon Defense provides only 5 PRR, you could replace it with Toughness, investing some AP on Toughness enhancements. Also, Oversized Two Weapon Fighting isn't as good as it used to be and you don't need it for Tempest III: good choices would be Stunning Blow (if raising str), Cleave (if you can make room for Great Cleave, too).

    Hope it helps, maybe someone else wouldn't agree with my hints but I did my best

    PS: you shouldn't build a new toon now that Enhancement Pass is coming.

  3. #3
    Community Member neodranes's Avatar
    Join Date
    Oct 2006
    Posts
    8

    Default

    Quote Originally Posted by mezzorco View Post
    Premise: you shouldn't build a new toon now that Enhancement Pass is coming.

    Class split:
    Barb 9 gives you some useful enhancements, but I would rather go 12/8 for Tempest 2 (+10% offhand proc, +1 AB, +2 AC)

    Skill selection:
    Leave Swim and Jump at 0, you have Melfor's Blessing and Jump spells. Pick Spot instead, it allows you to see hidden enemies and to make a use of search. Heal will be a valuable skill, but now it's not yet. If you're a solo player, Hide and Move Silently can be ok, otherwise you won't use them often, so you could drop them.

    Stat points distribution:
    That said about skills, you could easily start with 8 int. Leave cha at 8, too. This way you gain 3 points.
    You could easily start with 8 wis, but if you feel more confortable with 10 that's fine.
    The main benefit to be a ranger is that you don't need high dex to have all TWF feats, so you have two choices: drop dex to 12/13 and raise str and con (forgetting about evasion and wearing medium armor) OR having high dex and using light armor with evasion. Your ranger is multiclassed with barbarian, so I would highly suggest the str/con route.

    Feat choice:
    Weapon Focus and Power Critical are weak feats. I suggest you to replace them with Khopesh and Power Attack.
    Two Weapon Defense provides only 5 PRR, you could replace it with Toughness, investing some AP on Toughness enhancements. Also, Oversized Two Weapon Fighting isn't as good as it used to be and you don't need it for Tempest III: good choices would be Stunning Blow (if raising str), Cleave (if you can make room for Great Cleave, too).

    Hope it helps, maybe someone else wouldn't agree with my hints but I did my best

    PS: you shouldn't build a new toon now that Enhancement Pass is coming.
    Thank you for the feedback. I've started playing the build. I like the idea of doing 12/8 for tempest. I'm just starting back from a VERY long break. I figured I'd try re rolling a build I screw up when I first started playing. Since I've been gone for so long I'm not current on what's coming soon or what has been nerfed/broken/fixed. When I last played I think max level was @ 14 or 16, can't remember.

    I tried jumping back to my main (cleric), but do not remember how to play it well and have NO clue where to quest or group anymore.


    Your recommendations make good sense. What is a good spot/search skill otw up to 20?

    PS
    If anyone has advice for how to jump in to level 14-16 after abt a year break I'd love the help.
    What is Enhancement Pass?

    Thanks all
    Dranes

  4. #4
    Community Member mezzorco's Avatar
    Join Date
    Sep 2009
    Location
    Italy
    Posts
    476

    Default

    Quote Originally Posted by neodranes View Post
    What is Enhancement Pass?
    http://ddowiki.com/page/In_development/Enhancements

    A very valuable skill for melees is Balance, forgot to say, helpful to get faster on your feet after a trip.
    For your build it would be nice to have maxed Concentration, but it's not requested.
    Also, as you did, max out UMD, except level 20 since 0,5 more can't benefit you (that is, leave number integer).
    Other than these, other skill are almost useless, if you want my opinion. Maybe the only exception is Tumble
    Since you're human, 8 int is enough for these skills, depending on class order. Always give priority to UMD and Balance

  5. #5
    Community Member SiliconShadow's Avatar
    Join Date
    Mar 2010
    Posts
    563

    Default

    The strong point of taking ranger over fighter for this combination is the dex modifiers and spells.

    BUT you can't use spells most of the time, so its just dex modifiers which are useless with barbarians.

    In short rethink and check this vs a fighter kensai/occult version, the synergy will be much stronger.
    "(Party): [Party] Mislabeled: you were killed by Qrazydirections"

  6. #6
    Build Constructionist unbongwah's Avatar
    Join Date
    Jul 2009
    Posts
    12,777

    Default

    Quote Originally Posted by SiliconShadow View Post
    The strong point of taking ranger over fighter for this combination is the dex modifiers and spells.
    Actually, I'd say the appeal of rgr over ftr is getting full TWF & archery feats without worrying about DEX pre-reqs; the spellcasting is just a perk. [Though Rejuv Cocoon + positive Spellpower + Emp Heal would make a pretty sweet perk.] Now that D/M/SA will no longer be required for Tempest, I expect to see a lot of DEX-dumped Tempest II builds in the near future...

    So, I would look at rgr 12 / barb 6 as the base, with either rog or ftr splash to round things out.

  7. #7
    Community Member mezzorco's Avatar
    Join Date
    Sep 2009
    Location
    Italy
    Posts
    476

    Default

    Quote Originally Posted by unbongwah View Post
    So, I would look at rgr 12 / barb 6 as the base, with either rog or ftr splash to round things out.
    Rog wouldn't give much to this build except skills, since he already has evasion. I think fighter would be better, there's always something to pick.

  8. #8
    Build Constructionist unbongwah's Avatar
    Join Date
    Jul 2009
    Posts
    12,777

    Default

    Quote Originally Posted by mezzorco View Post
    Rog wouldn't give much to this build except skills, since he already has evasion. I think fighter would be better, there's always something to pick.
    Ugh, just realized Wand & Scroll Mastery is now a T3 Mechanic ability; in the current system, you can pick up W&S I @ rog lvl 2. So that's a nerf. The skill pts & sneak atk dmg might still make it worthwhile, but it's less nice than I thought.

  9. #9
    Community Member SiliconShadow's Avatar
    Join Date
    Mar 2010
    Posts
    563

    Default

    Quote Originally Posted by unbongwah View Post
    Actually, I'd say the appeal of rgr over ftr is getting full TWF & archery feats without worrying about DEX pre-reqs; the spellcasting is just a perk. [Though Rejuv Cocoon + positive Spellpower + Emp Heal would make a pretty sweet perk.] Now that D/M/SA will no longer be required for Tempest, I expect to see a lot of DEX-dumped Tempest II builds in the near future...

    So, I would look at rgr 12 / barb 6 as the base, with either rog or ftr splash to round things out.
    I would say that is a definite appeal, Rams Might is an important spell, I'm thinking about a ravager build I like the ideal of maniacal laughter when you kill things.
    "(Party): [Party] Mislabeled: you were killed by Qrazydirections"

  10. #10
    Community Member Grailhawk's Avatar
    Join Date
    Oct 2009
    Posts
    1,359

    Default

    Quote Originally Posted by unbongwah View Post
    Ugh, just realized Wand & Scroll Mastery is now a T3 Mechanic ability; in the current system, you can pick up W&S I @ rog lvl 2. So that's a nerf. The skill pts & sneak atk dmg might still make it worthwhile, but it's less nice than I thought.
    Its T1 but has Lv2 requirement in one of the Artificer trees, not as nice as it being in the rogue tree but its still available. I like 2 Rogue for 1-3d6 SA better on a mostly Ranger though.

  11. #11
    Community Member neodranes's Avatar
    Join Date
    Oct 2006
    Posts
    8

    Default

    I've start actually playing a first run of the build. I've gone Khopesh instead of WF. I also adjusted the starting stats a little; dropped Int and CHA to 8 and put it in CON for saves and a little more solo ability.


    I do miss the days when the AH was packed w/ gear, I am out of specific pieces I wanted for leveling and found NOTHING on the AH.

    I'll post back with updates and questions as I level. I'm in a casual mode and working on multiple new toon builds. I'm testing for a new main build (play style), since I'm hopelessly lost jumping on my cleric.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload