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Greenda, level 12
Human, Ranger|Wizard, War Wizard of Cormyr
Hybrid Ranger: Hybrid Ranger Fortitude
Archery Mastery: Rapid Shot Mastery
Hybrid Talent: Ranger Armor Proficiency
Versatile Expertise: Versatile Expertise (Bow)
Versatile Expertise: Versatile Expertise (Staff)
Human Power Selection: Bonus At-Will Power
Arcane Fundamentals: Nightmare Eruption
Background: Born Under a Bad Sign, Cormyr (General) (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES
Str 12, Con 11, Dex 17, Int 21, Wis 16, Cha 9.
STARTING ABILITY SCORES
Str 11, Con 10, Dex 15, Int 16, Wis 14, Cha 8.
AC: 26 Fort: 22 Reflex: 25 Will: 27
HP: 76 Surges: 6 Surge Value: 19
Athletics +11, Perception +14, Arcana +16, Acrobatics +14, Nature +14
Bluff +5, Diplomacy +5, Dungeoneering +9, Endurance +5, Heal +9, History +13, Insight +12, Intimidate +5, Religion +13, Stealth +8, Streetwise +5, Thievery +8
Human: Battle Caster Defense (retrained to War Wizardry at Level 11)
Level 1: Archery Mastery
Level 2: Moonbow Dedicate
Level 4: Hybrid Talent
Level 6: Versatile Expertise
Level 8: Armor Proficiency: Ring Mail
Level 10: Superior Will
Level 11: Moonbow Prelate
Level 12: Nusemnee's Atonement
Bonus At-Will Power: Nightmare Eruption
Hybrid at-will 1: Magic Missile
Hybrid at-will 1: Nimble Strike (retrained to Rapid Shot (Archery Mastery) at Level 2)
Hybrid encounter 1: Fox's Cunning
Hybrid daily 1: Wizard's Fury
Hybrid utility 2: Irregular Dispersal
Hybrid encounter 3: Blissful Ignorance
Hybrid daily 5: Spitting-Cobra Stance
Hybrid utility 6: Stalker's Mist
Hybrid encounter 7: Disruptive Strike
Hybrid daily 9: Thousand Arrow Awareness
Hybrid utility 10: Mass Resistance
Adventurer's Kit, Climber's Kit, Quenchquiver Shortbow +2, Acrobat Boots (heroic tier), Headband of Perception (heroic tier), Potion of Healing (heroic tier) (4), Arrows (300), Gauntlets of Swimming and Climbing, Tactician's Ring Mail +2, Vicious Shortbow +3, Eagle Eye Goggles (paragon tier), Medallion of the Mind +3
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OK, this is a character that I am running in Living Forgotten Realms. I started her at level 8 as a Ranger|Wizard and went with the War Wizard of Cormyr paragon path, to change Nightmare Eruption into a basic attack. She uses a short bow for her implement attacks as well as for any weapon attacks.
Right now, Nightmare Eruption is at +18 vs Will. Since she uses it through Rapid Shot, this is actually +16 vs. Will. I am trying to find a way to get that value higher, so she can hit more often.
Also, other suggestions would be welcome (power retrains, feats, etc.)
I think my feats and powers are good, but if there is something out there that I don't know about, it would be good to know.
Greenda's whole purpose is to annoy the enemies with lots of splash damage. If she has to target an ally with a power, she is at -5 to the attack, she halves the damage and she can take that damage onto herself and resist 10 of it. So, she will rarely do more than 1 point of damage to herself and maybe 6 points of damage to an ally. She started out with Rapid Shot Magic Missile, which is fun for clearing out large groups of minions, but it was lacking a bit (and other players got annoyed that I could just spam MM whenever and do lots of damage with it without lifting a d20.)
So, I retrained my Ranger at-will, Twin Strike, for Nightmare Eruption. Nightmare Eruption is fun to use with Rapid Shot, because if I hit something, any enemies adjacent take INT-modifier psychic damage also. And that means that if I can hit each enemy in a burst 1, I am dealing out a nice chunk of splash damage as well. (Yes. I made Nightmare Eruption into a basic attack by taking the War Wizard of Cormyr paragon path.)
I have two Ranger powers which I can still use Hunter's Quarry with. I made the decision to abandon Twin Strike in favor of Nightmare Eruption so I would have to make attack rolls, to appease the other guys with whom I play LFR. I like having Magic Missile in case I need a quick power which I can just throw out there.
tl;dr = How can I make +18 vs Will (+16 vs Will using Rapid Shot) at level 12 into something higher?