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  1. #1

    Default Tempest Trapmonkey for new players

    Updated version of unbongwah's build for the enhancement pass.

    This is a self-sufficient TWF trapper build with a decent range option. The achilles heal is low will saves, but that can be mitigated somewhat with spells and clickies.

    No tomes are required or listed. If you happen to have a +2 or better int tome, put the extra skill points into maxing out Open Lock, then the rest in Heal.

    Alignment doesn't matter. In general True Neutral is best because it takes the least amount of damage from mobs. However, you might consider Chaotic Neutral or Chaotic Good if you want to freely wield True Chaos and/or Pure Good weapons without a umd check.

    Human is preferred primarily for the extra skill points. If you want to go with a different race, drop the dragonmark and sacrifice open lock. Ideally use a +2 int tome by level 7 to minimize the shortfall, but it should work even without.

    Khopesh is mostly a human thing; use your race's preferred weapon (dwarven axe, scimitar, rapier) if they have one. In that case, I recommend taking Dodge at level 4 (instead of Khopesh), then Mobility at level 15 (instead of Dodge.) The human bonus feat is self-correcting, since only humans can take the dragonmark of passage.

    The previous version of this build is available here.


    Tempest Trapmonkey
    18/1/1 Ranger/Fighter/Rogue
    True Neutral Human


    Level Order

    1. Rogue. . . . . .6. Ranger. . . . .11. Ranger . . . . 16. Ranger
    2. Ranger . . . . .7. Ranger. . . . .12. Ranger . . . . 17. Ranger
    3. Ranger . . . . .8. Ranger. . . . .13. Ranger . . . . 18. Ranger
    4. Fighter. . . . .9. Ranger. . . . .14. Ranger . . . . 19. Ranger
    5. Ranger . . . . 10. Ranger. . . . .15. Ranger . . . . 20. Ranger



    Stats
    . . . . . . . .28pt. . .32pt . . 34pt. . .36pt . . Level Up
    . . . . . . . .----. . .---- . . ----. . .---- . . --------
    Strength. . . . 16 . . . 16. . . .18 . . . 18. . . .4: STR
    Dexterity . . . 14 . . . 14. . . .14 . . . 14. . . .8: STR
    Constitution. . 14 . . . 16. . . .14 . . . 15. . . 12: STR
    Intelligence. . 14 . . . 14. . . .14 . . . 14. . . 16: STR
    Wisdom. . . . . .8 . . . .8. . . . 8 . . . .8. . . 20: STR
    Charisma. . . . .8 . . . .8. . . . 8 . . . .8. . . 24: STR
    . . . . . . . . . . . . . . . . . . . . . . . . . .28: STR


    Skills
    . . . . .Rg Rn Rn Fi Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn
    . . . . . 1 .2. 3 .4. 5 .6. 7 .8. 9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Concent . 2 .1. 1 . . 1 .1. 3 .2. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 23
    Disable . 4 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 23
    Search. . 4 .1. 1 . . 2 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 23
    Spot. . . 4 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 23
    UMD . . . 4 .1. 1 . . 1 .2. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 23
    Open Lo . 4 .1. 1 .½. ½ . . . . . 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 19
    Balance . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Jump. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Haggle. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Heal. . . 2 . . . . . . . . . .1. . . . . . . . . . . . . . . . . . . .3
    Swim. . . 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
    Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
    . . . . .------------------------------------------------------------
    . . . . .44 .9. 9 .5. 9 .9. 9 .9. 9 .9. 9 .9. 9 .9. 9 .9. 9 .9. 9 .9



    Feats

    .1. . . . : Power Attack OR Point Blank Shot
    .1 Human. : Least Dragonmark: Passage
    .2 Ranger : Favored Enemy: Undead
    .3. . . . : Cleave OR Precision
    .4 Fighter: Exotic Weapon: Khopesh
    .6. . . . : Great Cleave OR Dodge
    .7 Ranger : Favored Enemy: Construct
    .9. . . . : Improved Critical: Slashing
    12. . . . : Empower Healing Spell
    12 Ranger : Favored Enemy: Giant
    15. . . . : Dodge OR Improved Critical: Range
    17 Ranger : Favored Enemy: Evil Outsider
    18. . . . : Precision OR Mobility
    21 Epic . : Overwhelming Critical
    24 Epic . : Quicken Spell
    26 Destiny: Perfect Two Weapon Fighting
    27 Epic . : Blinding Speed
    28 Destiny: Toughness


    Spells

    1. Resist Energy, Ram's Might, Jump, Merfolk's Blessing
    2. Cure Light Wounds, Protection from Energy, Barkskin
    3. Cure Moderate Wounds, Wild Instincts
    4. Freedom of Movement, Cure Serious Wounds


    Enhancements (80 AP)

    Human (15 AP)
    • Damage Boost, Strength, Saves Boost
      1. Dragonmark Focus: Orien I, Skill Focus: Awareness I, Improved Recovery
      2. Lesser Dragonmark: Dimension Door, Skill Focus: Nimble Fingers I
      3. Skill Mastery, Improved Recovery

    Tempest (46 AP)
    • Shield of Whirling Steel, Tempest, Graceful Death, Deflect Arrows, Whirlwind
      1. Improved Reaction III, Whirling Blades
      2. Improved Parry III, Improved Dodge III, Whirling Blades, Sprint Boost I
      3. Whirling Blades, Strength
      4. Elaborate Parry III, The Growing Storm III, Whirling Blades, Strength
      5. Evasive Dance III, Dance of Death III

    Deepwood Stalker (11 AP)
    • Far Shot, Sneak Attack, Exposing Strike
      1. Stealthy III, Increased Empathy III, Versatile Empathy II

    Kensei (4 AP)
    • Kensei Focus: Archery
      1. Haste Boost III

    Mechanic (4 AP)
    • Arbalester
      1. Mechanics III


    Leveling Guide
    1. Damage Boost, Dragonmark Focus: Orien II (bank 1 AP)
    2. Far Shot, Increased Empathy III, Versatile Empathy I
    3. Empathic Healing II
    4. Kensei Focus: Archery, Haste Boost I, Shield of Whirling Steel, Improved Reaction I
    5. Whirling Blades, Improved Reaction II, Tempest
    6. Improved Recovery, Lesser Dragonmark: Dimension Door
    7. Sprint Boost I, Versatile Empathy II, Sneak Attack
    8. Exposing Strike, Dragonmark Focus: Orien III, Skill Focus: Awareness I, Skill Focus: Nimble Fingers I
    9. Skill Mastery, Heroism
    10. Improved Recovery, Greater Heroism
    11. Improved Reaction III, Whirling Blades, Haste Boost II
    12. Whirling Blades, Improved Recovery
    13. Reset All Trees
      • Human: Damage Boost, Strength
        1. Dragonmark Focus: Orien I, Skill Focus: Awareness III, Improved Recovery
        2. Lesser Dragonmark: Dimension Door
        3. Improved Recovery, Heroism
        4. Greater Heroism
      • Deepwood Stalker: Far Shot, Sneak Attack, Exposing Strike
        1. Stealthy III, Increased Empathy III,Versatile Empathy II
      • Kensei Focus: Archery
        1. Haste Boost III
      • Mechanic: Arbalester
        1. Mechanics III
      • Tempest: Shield of Whirling Steel, Tempest, Graceful Death
        1. Improved Reaction III, Whirling Blades
        2. Improved Parry I, Whirling Blades, Sprint Boost I
        3. Whirling Blades
    14. Improved Parry III
    15. Deflect Arrows, Improved Dodge III
    16. Strength, Whirling Blades
    17. Elaborate Parry II, Evasive Dance II
    18. Elaborate Parry III, Evasive Dance III, Improved Recovery
    19. Strength, Extra Action Boost I
    20. Reset All Trees


    Destiny (24 AP)

    Fury of the Wild
    1. Tunnel Vision III, Primal Scream II, Constitution
    2. Acute Instincts III, Constitution
    3. <none>
    4. Gird Against Demons I, Sense Weakness III, Overwhelming Force III
    5. Fury Eternal
    6. Unbridled Fury

    Twists of Fate (6 fate points)
    1. Rejuvenation Cocoon (Tier 1 Primal)
    2. Extra Action Boost (Tier 1 Dreadnought)
    3. Brace for Impact (Tier 1 Sentinel)



    Rogue @ 1 for skills, Ranger 2-3 to race to Lesser Vigor, Fighter @ 4 for Khopesh, then Ranger rest of the way.

    For feats, the cleaves are nice for large groups of mobs, but since cleaves only use your mainhand weapon you might prefer to go with a better range option. The range progression is listed as "OR" alternatives; if you choose one, choose them all.

    The enhancements are optimized to take advantage of useful options while leveling, then switched out as you level higher and the earlier bonuses are no longer needed. Specifically:
    • Race to Empathic Healing in Deepwood Stalker by level 3 for early self-healing. This is dropped at level 13 when we get cure moderate wounds, saving 1 AP while gaining +1 sneak attack die.
    • Take all three extra dragonmark uses for extra Expeditious Retreat clickies as we level. By level 13 we should have some sort of striding or speed item, so two of those AP are dropped to use for other things when we reset enhancements at 13.
    • Race to Greater Heroism in the human tree by level 10 for assistance in trapping. This is kept throughout heroic leveling, then dropped at level 20 when we'll have enough UMD to switch over to GH scrolls, purchasable in the portable hole.


    With thanks to Grailhawk for the blueprint, if you have access to the Harper tree my recommended changes for the final level 20 enhancement list are:
    • Drop Saves boost and Skill Mastery from the human tree (saves 3 AP)
    • Drop Sprint Boost and both Strengths from Tempest (saves 6 AP)
    • Drop the Mechanic tree (saves 4 AP)

    Spend that 13 AP in Harper as follows:

    Harper (13 AP)
    Core: Agent of Good
    Tier 1: Harper Enchantment
    Tier 1: Awareness II
    Tier 2: Versatile Adept II
    Tier 2: Know the Angles III
    Tier 3: Know Your Foe
    Tier 3: Versatile Adept I

    It would be worth considering dropping the Human tree down to 7 AP (damage boost, extra dragonmarkx1, nimble fingersx1, healing ampx1, dimension door) to free up another 5 AP to spend in Harper. Specifically 4 more melee power from maxing out both versatile adept lines, plus a final point in Awareness for +1 saves vs traps.

  2. #2

    Default General Use

    Casting Spells
    The build as written only starts with 8 wisdom, and you need at least 11 wisdom to cast level 1 spells. (14 wisdom to cast level 4 spells.) When you first get spells at level 6, you'll want to find a wisdom item of at least +3 to allow spellcasting. Until you find a wisdom item you can use Owl's Wisdom potions in the market to get by with. They give you a temporary +4 wisdom that will allow you to memorize and cast your spells. Note that ship buffs often grant +2 wisdom, so that can reduce how much you need from gear.

    Self Healing
    Starting at level 3 you can use your animal empathy ranger ability to cast a lesser vigor effect. This, combined with cure potions, can keep you up until you get cure spells. You get Cure Light at level 10, Cure Moderate at 13 and Cure Serious at 17. Once you get to epic levels you can twist in Rejuvenation Cocoon from Primal Avatar to be your main source of heals.

    Combat
    Apart from cleave and great cleave, your bread and butter melee attack is Exposing Strike, which you get at level 8. The Growing Storm and Dance of Death are both added at level 20 for epics. You also get 5 action boosts per rest, (8 in epics if you twist in extra action boosts), and you can use both your human damage boost and kensei haste boost at the same time. Try to get in the habit of activating both when fighting any orange and red named bosses.

    Buffs
    At creation you can use your dragonmark feat for expeditious retreat, which is a nice quality of life improvement. At levels 9 and 10 you get Heroism and Greater Heroism from the Human tree, which helps with saves and trapping skills. You also get the typical ranger spells: Resist Energy, Ram's Might, Freedom of Movement, Jump, Wild Instincts and Barkskin. A token effort is put into Sprint Boost by level 7, which is nice for those long runs the game starts throwing at you around then. (eg: Sorrowdusk Isle)

    Trapping
    The build as written spends points in trapping skills to give you some margin of error, but you'll still need trapping gear. You'll want to try and find "clean" gear, with no other effects in order to keep the ML as low as possible. For example, Goggles of Disabling +10, ML7. Ever since the lootgen tables were broken good trapping gear has been hard to come by on the auction house, so your best bet will be to get a crafter to make some unbound shards for you. As a general rule, if you supply the essences, it shouldn't be hard to find a crafter to make the shards for you by simply walking into the crafting hall and asking in general chat. I'd try to compile a complete set (spot, search, disable, open lock) of +5s (ML3), +10s (ML7) and +13s (ML11). That quickly becomes expensive, though, so ideally you'll want to make those on BTA blanks to allow all your alts to use the same set. I personally use goggles for spot, search and disable, and gloves for open lock.

    Weapons
    I enthusiastically recommend farming up a pair of ML12 Water Khopeshes from cannith challenges. (See link in signature for tips on how to run challenges.) The paralyzing effect on them is quite effective as a primary source of crowd control. For levels 4-12, just use the best khopeshes you can afford on the auction house. When first starting I typically use the Ember Greataxe until level 4, since TWF isn't so great until you get at least the first feat. (Which this build gets at level 3, followed by khopesh proficency at level 4.) For undead, constructs, ooze and evil outsider weapons, see the Weapon Recipes link in my signature.

    Weaknesses
    Will saves are the bane of your existence. Greater Heroism at level 10 gives you immunity to fear, which is a huge help. At level 16 you get Freedom of Movement to make you immune to hold person, but until then holds can be pretty rough. Also annoying are command and greater command, which requires protection from evil to avoid. You can buy Protection from Evil potions in the Harbor and Market, though I'm not 100% sure they work properly to prevent command. Similarly, magic missiles can get painful, so shield scrolls are worth UMDing in magic missile-heavy quests.

    Of special note is level draining, which you need deathward to prevent. The visor of the flesh render from Tangleroot will be your best friend. They are BTA, so you can stock up with 4-5 of them and then pass them between alts via the shared bank. Another option is to bring hirelings that cast deathward, even if just to summon, cast it, then dismiss them. (You can always DDoor back from the middle of the quest to re-apply deathward as necessary.) Another option is the silver flame necklace from the necropolis packs, but that has limited uses. Once in epics you can buy long lasting deathward potions in Eveningstar for cleric commendations.

  3. #3

    Default Gear

    Here are some basic "starter" gearsets you might consider. A veteran player will likely have better gear from previous questing and/or crafting, but these sets are pretty solid and reasonably attainable for a brand new player. The incomplete sets can be filled out with whatever you can find.


    Level 1-6
    Head:
    Eyes: Troubleshooter's Goggles
    Neck: Troubleshooter's Necklace
    Back: Furor's Hide
    Wrist: Spearbane
    Hand:
    Waist: Rugged Belt
    Feet:
    Ring:
    Ring:
    Trinket: Voice of the Master
    Body: Hammerblock
    Weapon: Ember Greataxe, Carnifex, any decent lootgen Khopeshes from auction house


    Level 7-12
    Head:
    Eyes:
    Neck: Nightforge Gorget
    Back: Cloak of Invisibility
    Wrist: Bracers of Wind
    Hand:
    Waist:
    Feet: Boots of the Mire
    Ring: Ring of the Mire
    Ring:
    Trinket: Voice of the Master
    Body:
    Weapon: Elemental Khopesh of Water


    Level 13-19
    Head: Teraza's Perfect Sight
    Eyes:
    Neck: Nightforge Gorget
    Back: Cloak of Invisibility
    Wrist: Bracers of Wind
    Hand: Maenya's Iron Fists
    Waist:
    Feet: Boots of the Mire
    Ring: Ring of the Mire
    Ring: Katra's Razor Wit
    Trinket: Voice of the Master
    Body:
    Weapon: Elemental Khopesh of Water


    Level 20+
    Head:
    Eyes:
    Neck:
    Back: Cloak of Invisibility
    Wrist: Bracers of Wind
    Hand: Purple Dragon Gauntlets
    Waist:
    Feet: Cannith Boots of Propulsion
    Ring: Ring of the Stalker
    Ring:
    Trinket: Voice of the Master
    Body: Hide of the Goristro
    Weapon: Epic Elemental Khopesh of Water


    The Nightforge Gorget is very strong for new players, and it can be solo farmed on casual once you reach level 9. No completion is needed to farm the gear, so if you happen to be on a bravery streak there's no issue of breaking it on casual. Here's a thread describing how to solo farm it on casual at 9.

    The Cloak of Invisibility is a particularly good item, but since it's from the Tempest Spine raid you might feel like it will be impossible to farm up. Fortunately, the chest where it drops is fairly early on in the quest, and is easily soloed on normal. All you need to do is reach 18 int to bypass a rune, and with this build's starting int of 14 that means all you need is a +4 int item (or Fox's Cunning potions from the marketplace) and you'll be good to go. Here is a youtube video I threw together showing how to solo farm it. Note that I'm running this on a geared out level 16 monk, so I just ignore traps and run past most mobs then fight them in large groups. As a lower level new player you'll probably want to clear as you go. And maybe disable the traps as well. It should be farmable at level 9, the same time you can get the nightforge gorget.

  4. #4

  5. #5
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    Excellent.

    Dragonmarks aside, what about the proficiency thing for non-humans? I for example have some of the dwarf variant, is khopesh still better than D-axe or heavy pick even if I take the racial enhancements?



    (Hm, what were the Kundarak SLAs again, Neutralize Poison and Glyphs of Warding?)
    No longer completely f2p as of November 2014. Father of 3 more DDO players so far (I do have more children than that).

  6. #6

    Default

    Oh, good call. Yeah, if you use non-human I'd go with the racial weapon of choice. (d.axe, scimiies or rapiers) I'll add a note.

  7. #7
    Hatchery Hero BOgre's Avatar
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    1) I think you probably don't need any investment in Jump. As is by 25 you're sitting at 42 or so, so at the very least those 4 points could go to Open Lock. I keep the spell loaded simply because there are non Jumpers in my static group.

    2) I like to solo in Legendary Dred, and as such I need some Improved Sunder. I'd pick that over Quicken. In the same vein, it seems silly to invest so strongly into Concentration and then also take Quicken. Me, I'd drop the Concentration as well as the Quicken, mainly because 99% of a Ranger TT's spells are out of combat. If I'm swarmed and can't get off a heal, I'll jump away and Heal on the fly. But at the very least, EITHER invest in Quicken OR Concentration, right? Again, more points to Open Lock.

    3) I haven't run enough yet to know if the new Disable/Open DCs in epic content are even doable by a Ranger TT, or any shallow splashed rog/arti. I'm holding off on the LR+20 until I see for myself whether or not remaining a trapmonkey is viable. It seems to me that if Turb really did adjust trap/lock DCs, then it may be time to abandon that particular aspect of the TT's Jack-of-all-trade-edness, in favor of focusing on DPS/Heal. I'd love to still be able to unlock Shroud puzzles at the very least, so I stocked up on Cove Greater Dowsing Rods, but haven't tested them in the field yet.

  8. #8

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    Quote Originally Posted by BOgre View Post
    1) I think you probably don't need any investment in Jump. As is by 25 you're sitting at 42 or so, so at the very least those 4 points could go to Open Lock. I keep the spell loaded simply because there are non Jumpers in my static group.
    It's not possible to put those 4 points from jump into open lock; those are spent on level 1, and on level 1 both jump & OL get the full four points.

    2) I like to solo in Legendary Dred, and as such I need some Improved Sunder. I'd pick that over Quicken. In the same vein, it seems silly to invest so strongly into Concentration and then also take Quicken. Me, I'd drop the Concentration as well as the Quicken, mainly because 99% of a Ranger TT's spells are out of combat. If I'm swarmed and can't get off a heal, I'll jump away and Heal on the fly. But at the very least, EITHER invest in Quicken OR Concentration, right? Again, more points to Open Lock.
    The only spells to cast are long duration buffs and heals, so the bulk of spellcasting will be in-combat. Concentration is for EH and under, quicken is for if you want to play EE. Concentration is also for scroll healing if you need to conserve mana for whatever reason.

    3) I haven't run enough yet to know if the new Disable/Open DCs in epic content are even doable by a Ranger TT, or any shallow splashed rog/arti. I'm holding off on the LR+20 until I see for myself whether or not remaining a trapmonkey is viable. It seems to me that if Turb really did adjust trap/lock DCs, then it may be time to abandon that particular aspect of the TT's Jack-of-all-trade-edness, in favor of focusing on DPS/Heal. I'd love to still be able to unlock Shroud puzzles at the very least, so I stocked up on Cove Greater Dowsing Rods, but haven't tested them in the field yet.
    I would be very surprised if this build couldn't handle traps on heroic elite for bravery. It starts with 14 int, takes full ranks and even tosses in another several points from enhancements. (Enhancement totals are +3 search & spot, +5 disable & OL.)

    Note that OL is largely a dump skill. My TT on live before the pass wasn't able to open the MotU locks of note anyway -- DC of 80 IIRC -- so why bother chasing an unattainable goal, y'know? Instead, just go for a reasonable OL so you can hit most of them while leveling.

  9. #9
    Hatchery Hero BOgre's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    It's not possible to put those 4 points from jump into open lock; those are spent on level 1, and on level 1 both jump & OL get the full four points.

    The only spells to cast are long duration buffs and heals, so the bulk of spellcasting will be in-combat. Concentration is for EH and under, quicken is for if you want to play EE. Concentration is also for scroll healing if you need to conserve mana for whatever reason.

    I would be very surprised if this build couldn't handle traps on heroic elite for bravery. It starts with 14 int, takes full ranks and even tosses in another several points from enhancements. (Enhancement totals are +3 search & spot, +5 disable & OL.)

    Note that OL is largely a dump skill. My TT on live before the pass wasn't able to open the MotU locks of note anyway -- DC of 80 IIRC -- so why bother chasing an unattainable goal, y'know? Instead, just go for a reasonable OL so you can hit most of them while leveling.
    My mistake, I'm looking at it from the perspective of my L25, instead of new player. Yes, in Heroic content he should be just fine.
    As to casting in combat, you're talking about just heals right? And there I rely on jump and terrain to give me the coupla seconds I need, but I can see as a new player having uninterruptable heals as a desirable.

    Anyways, nice work on the build.

  10. #10
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    have been eagerly awaiting this build since you mentioned that you were working on one.
    i will be doing a dwarf version

    many thanks to you and others, for sharing your knowledge
    if life gives you lemons, make lemonade.
    if life gives you pickles, well you're screwed. because pickleade sucks.

  11. #11
    The Hatchery karl_k0ch's Avatar
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    Did you consider taking the Dodge feat for some additional Damage Mitigation (iirc, there are some enhancements in the Tempest Tree which further enhance this)?

    Post-Update, some Sschindlyryn Lock and Trap DCs were at roughly 80 on EH.
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  12. #12
    Community Member MartinusWyllt's Avatar
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    I wonder if more AA and less tempest could result in more utility for a new player?

    Can access paralyzing/smiting/banishing through enhancements that way as those take some time to acquire if you're actually new.

    I just tested the smiting/metalline on a 1st life elf ranger/rogue/arti (11/3/2) in the manufactury last night and was relatively pleased. I feel like a smiting repeater would have had been faster, but could still effectively get through on manyshot and kiting.

  13. #13
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    Quote Originally Posted by EllisDee37 View Post
    I tried to come up with a 15/3/2 ranger/rogue/fighter variant but I kept running into issues. Either skills took a major hit, or the self-healing and evasion was backloaded too late in the heroic levels. In the end, 18/1/1 seemed like the best compromise. The end result certainly isn't hurting for either feats or sneak attack damage.
    I found that 12 Ranger / 6 Rogue / 2 Fighter gave the most skill points and feats and also actually the most dps.

    First life sitting at a 47 DD at 25 naked and more importantly self buffed a 41 UMD.

    The new update has dropped this unless you take mechanic but purely taking tempest/kensai/human the dps is fantastic (Playing with 12 Ranger / 6 Kensai / 2 Druid to go even more dps)

    Remember you can dump dexterity, reflex can be heroism pots early on. Fighter isn't needed in this setup until later on for epic feats either so you can go 1 rogue, 12 ranger, 5 rogue, 2 fighter.

    Taking Cleave, PA, Great Cleave, ICS unlocking overwhelming critical to stack with the primal epic destiny or if you are trash mob mostly dreadnought.

    Even with basic gear this build destroys everything and has high survivability (29 dodge with twists and dun robar ring) and a max dodge cap of 32 which gets filled by the primal buff when it activates.

    Having dropped mechanic I sit at a 51 DD with +17 item only unbuffed and no int item giving me a possible:
    LEVEL 25 not 28! (You can go +3 more base + 3 more from stats and +8 more from items at 28)
    +7 tools
    +4 GH
    +1 Ship Buffs
    +4 from intelligence item swap outs
    Totalling 66 Add in a human skill boost you can disable any trap I know in the game on a 1, most are only a 60 DC anyway on EE that I have come across.
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  14. #14
    Community Member Bolo_Grubb's Avatar
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    the core enhancement of Graceful Death (in the tempest tree) uses Dex for damage when using light weapons.

    mmm

    If I take finesse, then the "to hit" and damage are both Dex based. My current 18/1/1 Ranger/fighter/rogue uses just short swords and rapiers. I might be willing to change the level splits to increase DPS and utility.

    Wonder how much I could lower str?
    Kill'em all and let their favorite deity sort'em out
    Quote from a shroud run "I am an idiot, not a newb"

  15. #15

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    A dex-based ranger is a cool build concept that should be plenty viable with the enhancement pass. It's different enough to merit its own thread, I think.

  16. #16
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    Seriously new here...would I want to be using light armor for the most part for this build?

  17. #17
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by randomcleric View Post
    Seriously new here...would I want to be using light armor for the most part for this build?
    Light armor (or robes) is a requirement for Evasion to work; also rog & rgr only get lt armor prof. Ftr provides med & hvy armor prof, though, and this build doesn't get Evasion until lvl 11 (rgr 9 / rog 1 / ftr 1). So, from lvls 2-10, you can wear any armor you want; once you have Evasion, though, you should switch full-time to lt armor.

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    Quote Originally Posted by unbongwah View Post
    Light armor (or robes) is a requirement for Evasion to work; also rog & rgr only get lt armor prof. Ftr provides med & hvy armor prof, though, and this build doesn't get Evasion until lvl 11 (rgr 9 / rog 1 / ftr 1). So, from lvls 2-10, you can wear any armor you want; once you have Evasion, though, you should switch full-time to lt armor.
    thanks for the quick reply

  19. #19
    Community Member gorocz's Avatar
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    Hi, I'm playing multiclassed Tempest (2nd life, level 8 atm) as well and since I plan to TR as soon as possible (buying the heart for Epic Tokens, so around lvl 22), I was wondering if it wouldn't be better to pick a different multiclass than the Fighter (with the free +20 LR), since the extra fighter feat is no longer "needed" for Tempest and would only be useful to me to be able to have both Haste and Sprint boosts. And so I went through the classes to find an interesting combo and two of them came up (keep in mind it's mostly for heroic levels and soloing thereof):

    Barbarian - makes up for the Sprint Boost with Fast Movement and also if you put a couple of points into FrB enhancements, you can Rage to get Sprint Boost in addition to the Fast Movement (as well as other bonuses), on the other hand it has the downside of not being able to cast or search/disable when raged and you are fatigued afterwards, which would require you to chug Lesser Resto pots or something...

    Wizard - yes, wizard - you get a load of Spell Points (increased even more by INT modifier, which is nice), as well as Echoes of Power (from Magical Training) and a wizard bonus feat, which could be the Quicken (allowing you to not take concentration) or Mental Toughness (increasing your spell point pool even more). You also get +2 will save, which isn't something to frown upon, downside being a bit of a hinderance in your BAB progression, but since you really want to take this level only after you get CLW (i.e. level 10), it doesn't hinder getting Improved Critical...

    Thoughts?
    Last edited by gorocz; 08-25-2013 at 06:55 AM. Reason: typo
    Orien - Gorrea - Second Life Tempest Ranger

  20. #20
    Community Member AbyssalMage's Avatar
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    Thanks, not looking forward to updating my Tempest but this gives me a starting place. Dropping the Fighter and Rogue for pure ranger is so tempting lol.

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