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Battlefield Archer
1 year ago  ::  Mar 02, 2009 - 11:47PM #1
lordduskblade
Posts: 4,534
Date Joined: 08/17/07

Ranger/Battlefield Archer/Demigod:



This Build uses the following sources:
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
EPG - Eberron Player's Guide
MP - Martial Power
PHB - Player's Handbook
PHB 2 - Player's Handbook 2

NOTE: All DPR calculations are made against an enemy of an AC equal to the character's level + 14, and other defenses equal to the character's level + 12.

Level 1 Snapshot Show

Race: Elf (PHB)
Class: Ranger (PHB)
Fighting Style: Archery Style (PHB)

Ability Scores, with racial adjustments:
Strength 10 (+0)
Constitution 13 (+1)
Dexterity 20 (+5)
Intelligence 10 (+0)
Wisdom 15 (+2)
Charisma 8 (-1)

HP: 25 --> 12 base, +13 Constitution
Bloodied: 12 HP or less
Healing Surges: 7 --> 6 base, +1 Constitution
Healing Surge Value: 6 HP

AC: 18 --> 10 base, +5 ability (Dexterity), +3 armor
Fortitude: 12 --> 10 base, +1 ability (Constitution), +1 class
Reflex: 16 --> 10 base, +5 ability (Dexterity), +1 class
Will: 12 --> 10 base, +2 ability (Wisdom)

Initiative: +5 --> +5 ability (Dexterity)

Speed: 7 --> 7 base

Twin Strike: 2 attacks, +8 vs. AC (+9 vs. AC when no allies are closer)
Hit: 1d10 damage
Critical: 10 damage
Hunter's Quarry: +1d6 damage

DPR:
(0.70)*(2)*(5.5) + (0.05)*(2)*(10) + ([0.70]2 + 2*[0.25]*[0.70])*(3.5) + (1-(1-0.05)2)*(6) = 12.23 DPR

Racial Powers:
Elven Accuracy (PHB)

At-Will Attack Powers:
L1 - Nimble Strike (PHB)
L1 - Twin Strike (PHB)

Encounter Attack Powers:
L1 - Two-Fanged Strike (PHB)

Daily Attack Powers:
L1 - Hunter's Bear Trap (PHB)

Skills:
Acrobatics (+9) --> +5 ability (Dexterity), +5 trained, -1 armor
Heal (+7) --> +2 ability (Wisdom), +5 trained
Nature (+9) --> +2 ability (Wisdom), +5 trained, +2 racial
Perception (+9) --> +2 ability (Wisdom), +5 trained, +2 racial
Stealth (+9) --> +5 ability (Dexterity), +5 trained, -1 armor

Feats:
L1 - Defensive Mobility (Ranger Bonus Feat) (PHB)
L1 - Weapon Proficiency (Superior Crossbow) (PHB)

Gear (Expected GP = 100):
Superior crossbow (AV) (30 gp)
Hide armor (PHB) (30 gp)
Standard adventurer's kit (PHB) (15 gp)
100 bolts (5 gp)
20 gp

Discussion:

The initial ability score distribution is particularly important for a Battlefield Archers. Dexterity gets the lion's share of the build points (16 out of 22, for a 18 before racial modifiers) because just about every attack roll this character will make are modified by that ability. Wisdom and Constitution gobble up the remaining build points (3 out of 22 each, for a 13 before racial modifiers) because of different reasons: Wisdom is important for feat qualification, rider effects on Ranger powers, and for well-roundedness on the defensive side of the ball, whereas Constitution is favored because of feat qualification purposes, as well as making this build a bit tougher. Intelligence and Charisma aren't used for much in this build, so the remaining 10 and 8 can go in either.

Early in our Battlefield Archer's career, we want to establish two things: accuracy (accomplished by taking the Crossbow weapon group), and consistent damage (by investing a feat in the Superior Crossbow). You can't ignore Melee combat, though, so the Short Swords made their way into the build. The skills were taken based on synergy with the character’s primary ability scores and racial bonuses.

As far as powers go, the at-will power Twin Strike is an absolute no-brainer for a damage-based character, and Nimble Strike helps you shoot safely, though your damage takes a hit. Two-Fanged Strike also helps to pile on the damage by providing some extra punch once per encounter. Hunter's Bear Trap is a very nice Daily power to keep an annoying opponent away from you for a long period of time.


Level 11 Snapshot Show

Race: Elf (PHB)
Class: Ranger (PHB)
Fighting Style: Archery Style (PHB)
Multiclass: Rogue (PHB)
Paragon Path: Battlefield Archer (PHB)

Ability Scores, with racial adjustments:
Strength 11 (+0)
Constitution 14 (+2)
Dexterity 23 (+6)
Intelligence 11 (+0)
Wisdom 18 (+4)
Charisma 9 (-1)

HP: 76 --> 12 base, +14 Constitution, +50 levels
Bloodied: 38 HP or less
Healing Surges: 8 --> 6 base, +2 Constitution
Healing Surge Value: 19 HP

AC: 26 --> 10 base, +6 ability (Dexterity), +3 armor, +5 levels, +2 enhancement
Fortitude: 21 --> 10 base, +2 ability (Constitution), +5 levels, +2 enhancement, +1 class, +1 Diamond Cincture
Reflex: 24 --> 10 base, +6 ability (Dexterity), +5 levels, +2 enhancement, +1 class
Will: 21 --> 10 base, +4 ability (Wisdom), +5 levels, +2 enhancement

Initiative: +12 --> +6 ability (Dexterity), +5 levels, +1 item

Speed: 7 --> 7 base

Twin Strike: 2 attacks, +20 vs. AC with CA (+21 vs. AC with CA when no allies are closer)
Hit: 2d10+12 cold damage
Critical: 4d6+22 cold damage
Hunter's Quarry: +2d6 cold damage

DPR:
(0.80)*(2)*(17.5) + (0.05)*(2)*(29) + ([0.80]2 + 2*[0.15]*[0.80])*(7) + (1-(1-0.05)2)*(12) = 38.23 DPR

Racial Powers:
Elven Accuracy (PHB)

At-Will Attack Powers:
L1 - Nimble Strike (PHB)
L1 - Twin Strike (PHB)

Encounter Attack Powers:
L1 - Two-Fanged Strike (PHB)
L3 - Disruptive Strike (PHB)
L7 - Biting Volley (MP)
L11- Combined Fire (PHB)

Daily Attack Powers:
L1 - Hunter's Bear Trap (PHB)
L5 - Spitting-Cobra Stance (MP)
L9 - Attacks on the Run (PHB)

Utility Powers:
L2 - Yield Ground (PHB)
L6 - Weave Through the Fray (PHB)
L10 - Hunting Party (MP)

Skills:
Acrobatics (+15) --> +6 ability (Dexterity), +5 trained, +5 levels, -1 armor
Heal (+14) --> +4 ability (Wisdom), +5 trained, +5 levels
Nature (+16) --> +4 ability (Wisdom), +5 trained, +5 levels, +2 racial
Perception (+16) --> +4 ability (Wisdom), +5 trained, +5 levels, +2 racial
Stealth (+15) --> +6 ability (Dexterity), +5 trained, +5 levels, -1 armor
Thievery (+15) --> +6 ability (Dexterity), +5 trained, +5 levels, -1 armor

Feats:
L1 - Defensive Mobility (Ranger Bonus Feat) (PHB)
L1 - Weapon Proficiency (Superior Crossbow) (PHB)
L2 - Rapid Reload (PHB 2)
L4 - Weapon Focus (Crossbows) (PHB)
L6 - Weapon Expertise (Crossbows) (PHB 2)
L8 - Sneak of Shadows (PHB)
L10 - Wintertouched (PHB)
L11 - Lasting Frost (PHB)

Changes:
+6 HP

Ability Score Boosts: Strength +1 (11), Constitution +1 (14), Dexterity +1 (23), Intelligence +1 (11), Wisdom +1 (18), Charisma +1 (9)
New Encounter Attack Power: Combined Fire (PHB)

New Feat: Lasting Frost (PHB)

New Paragon Path: Battlefield Archer (PHB)



Magic Items (Expected GP = 32,000):
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): +2 Frost Superior Crossbow (PHB)

L8 (3,400 gp): +2 Predator's Hide Armor (AV 2)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 29,760 gp

Discussion:

At this level, you gain a large part of the trademark accuracy that will be the hallmark of you career. The Battlefield Archer's Level 11 feature hands out a free +1 to hit against your Quarry, and the Lasting Frost feat combines with the Wintertouched feat in order to give you eternal Combat Advantage and +5 to damage for using your Frost Crossbow. To boot, you get a positively awesome Encounter power in Combined Fire, which once again allows you to get a free shot.

On the item front, you get a sweet item in the Gloves of Ice, which hands out +2 cold damage, with the option of sacrificing said damage to punch through cold resistance. +3 weapons are expensive, though, so save up what you have left over.


Level 21 Snapshot Show

Race: Elf (PHB)
Class: Ranger (PHB)
Fighting Style: Archery Style (PHB)
Multiclass: Rogue (PHB)
Paragon Path: Battlefield Archer (PHB)
Epic Destiny: Demigod (PHB)

Ability Scores, with racial adjustments:
Strength 12 (+1)
Constitution 15 (+2)
Dexterity 28 (+9)
Intelligence 12 (+1)
Wisdom 23 (+6)
Charisma 10 (+0)

HP: 127 --> 12 base, +15 Constitution, +100 levels
Bloodied: 63 HP or less
Healing Surges: 8 --> 6 base, +2 Constitution
Healing Surge Value: 31 HP

AC: 37 --> 10 base, +9 ability (Dexterity), +4 armor, +10 levels, +4 enhancement
Fortitude: 29 --> 10 base, +2 ability (Constitution), +10 levels, +4 enhancement, +1 class, +2 Diamond Cincture
Reflex: 34 --> 10 base, +9 ability (Dexterity), +10 levels, +4 enhancement, +1 class
Will: 30 --> 10 base, +6 ability (Wisdom), +10 levels, +4 enhancement

Initiative: +23 --> +9 ability (Dexterity), +10 levels, +4 item

Speed: 7 --> 7 base

Twin Strike: 2 attacks, +30 vs. AC with CA (+32 vs. AC with CA when no allies are closer)
Hit: 2d10+25 cold damage
Critical: 4d6+53 cold damage
Hunter's Quarry: +3d8 cold damage

DPR:
(0.80)*(2)*(36) + (0.10)*(2)*(67) + ([0.80]2 + 2*[0.10]*[0.80])*(13.5) + (1-(1-0.10)2)*(24) = 86.36 DPR

Racial Powers:
Elven Accuracy (PHB)

At-Will Attack Powers:
L1 - Nimble Strike (PHB)
L1 - Twin Strike (PHB)

Encounter Attack Powers:
L3 - Disruptive Strike (PHB)
L7 - Snap Shot (MP)
L11- Combined Fire (PHB)
L17 - Pounding Barrage (MP)

Daily Attack Powers:
L9 - Attacks on the Run (PHB)
L15 - Confounding Arrows (PHB)
L19 - Surprising Arrow Stance (D 383)
L20 - Quarry's Bane (PHB)

Utility Powers:
L2 - Yield Ground (PHB)
L6 - Weave Through the Fray (PHB)
L10 - Hunting Party (MP)
L12 - Archer's Glory (PHB)
L16 - Wary Shooter (MP)

Skills:
Acrobatics (+23) --> +9 ability (Dexterity), +5 trained, +10 levels, -1 armor
Heal (+21) --> +6 ability (Wisdom), +5 trained, +10 levels
Nature (+23) --> +6 ability (Wisdom), +5 trained, +10 levels, +2 racial
Perception (+23) --> +6 ability (Wisdom), +5 trained, +10 levels, +2 racial
Stealth (+23) --> +9 ability (Dexterity), +5 trained, +10 levels, -1 armor
Thievery (+23) --> +9 ability (Dexterity), +5 trained, +10 levels, -1 armor

Feats:
L1 - Defensive Mobility (Ranger Bonus Feat) (PHB)
L1 - Weapon Proficiency (Superior Crossbow) (PHB)
L2 - Rapid Reload (PHB 2)
L4 - Weapon Focus (Crossbows) (PHB)
L6 - Weapon Expertise (Crossbows) (PHB 2)
L8 - Sneak of Shadows (PHB)
L10 - Wintertouched (PHB)
L11 - Lasting Frost (PHB)
L12 - Called Shot (D 368)
L16 - Novice Power (Snap Shot) (PHB)
L18 - Prime Slayer (MP)
L20 - Lethal Hunter (PHB)
L21 - Bow Mastery (PHB 2)
L21 - Improved Prime Shot (MP)

Changes:
+6 HP

Ability Score Boosts: Strength +1 (12), Constitution +1 (15), Dexterity +3 (28), Intelligence +1 (12), Wisdom +3 (23), Charisma +1 (10)
New Epic Destiny: Demigod (PHB)


New Feats: Bow Mastery (PHB)
, Improved Prime Shot (MP) (replaces Prime Quarry)

Magic Items (Expected GP = 800,000):

L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L19 (105,000 gp): +4 Timeless Locket (AV 2)
L18 (85,000 gp):
+4 Frost Superior Crossbow (PHB)

L18 (85,000 gp): +4 Predator's Darkhide Armor (AV 2)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)

L15 (25,000 gp): Carcanet of Psychic Schism (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 737,600 gp

Discussion:

At this level, you finally get the much-awaited Demigod stat boosts. These combine with the Level 21 stat boosts and the Bow Mastery feat to dramatically increase your damage capacity. Not only that, but your Gloves of Ice get upgraded for even more offense. Apart from that, it's time to save up the gold pieces: you want your +5 weapon.


Level 30 Snapshot Show

Race: Elf (PHB)
Class: Ranger (PHB)
Fighting Style: Archery Style (PHB)
Multiclass: Rogue (PHB)
Paragon Path: Battlefield Archer (PHB)
Epic Destiny: Demigod (PHB)

Ability Scores, with racial adjustments:
Strength 12 (+1)
Constitution 16 (+3)
Dexterity 30 (+10)
Intelligence 12 (+1)
Wisdom 24 (+7)
Charisma 10 (+0)

HP: 173 --> 12 base, +16 Constitution, +145 levels
Bloodied: 86 HP or less
Healing Surges: 9 --> 6 base, +3 Constitution
Healing Surge Value: 43 HP

AC: 47 --> 10 base, +10 ability (Dexterity), +5 armor, +15 levels, +6 enhancement, +1 feat
Fortitude: 39 --> 10 base, +3 ability (Constitution), +15 levels, +6 enhancement, +1 class, +2 feat, +2 Diamond Cincture
Reflex: 44 --> 10 base, +10 ability (Dexterity), +15 levels, +6 enhancement, +1 class, +2 feat
Will: 40 --> 10 base, +7 ability (Wisdom), +15 levels, +6 enhancement, +2 feat

Initiative: +31 --> +10 ability (Dexterity), +15 levels, +6 item

Speed: 7 --> 7 base

Twin Strike: 2 attacks, +40 vs. AC with CA (+42 vs. AC with CA when no allies are closer)
Hit: 2d10+36 cold damage
Critical: 6d6+68 cold damage
Hunter's Quarry: +(3d8+2) cold damage

DPR:
(0.85)*(2)*(47) + (0.10)*(2)*(89) + ([0.85]2 + 2*[0.05]*[0.85])*(15.5) + (1-(1-0.10)2)*(26) = 115.16 DPR

Racial Powers:
Elven Accuracy (PHB)

At-Will Attack Powers:
L1 - Nimble Strike (PHB)
L1 - Twin Strike (PHB)

Encounter Attack Powers:
L3 - Disruptive Strike (PHB)
L7 - Snap Shot (MP)
L11- Combined Fire (PHB)
L17 - Pounding Barrage (MP)

Daily Attack Powers:
L15 - Confounding Arrows (PHB)
L19 - Surprising Arrow Stance (D 383)
L20 - Quarry's Bane (PHB)
L29 - Five-Missile Dance (MP)

Utility Powers:
L2 - Yield Ground (PHB)
L6 - Weave Through the Fray (PHB)
L10 - Hunting Party (MP)
L12 - Archer's Glory (PHB)
L16 - Wary Shooter (MP)
L22 - Master of the Hunt (PHB)
L26 - Divine Regeneration (PHB)

Skills:
Acrobatics (+30) --> +10 ability (Dexterity), +5 trained, +15 levels
Heal (+27) --> +7 ability (Wisdom), +5 trained, +15 levels
Nature (+29) --> +7 ability (Wisdom), +5 trained, +15 levels, +2 racial
Perception (+29) --> +7 ability (Wisdom), +5 trained, +15 levels, +2 racial
Stealth (+30) --> +10 ability (Dexterity), +5 trained, +15 levels
Thievery (+30) --> +10 ability (Dexterity), +5 trained, +15 levels

Feats:
L1 - Defensive Mobility (Ranger Bonus Feat) (PHB)
L1 - Weapon Proficiency (Superior Crossbow) (PHB)
L2 - Rapid Reload (PHB 2)
L4 - Weapon Focus (Crossbows) (PHB)
L6 - Weapon Expertise (Crossbows) (PHB 2)
L8 - Sneak of Shadows (PHB)
L10 - Wintertouched (PHB)
L11 - Lasting Frost (PHB)
L12 - Called Shot (D 368)
L16 - Novice Power (Snap Shot) (PHB)
L18 - Prime Slayer (MP)
L20 - Lethal Hunter (PHB)
L21 - Bow Mastery (PHB 2)
L21 - Improved Prime Shot (MP)
L22 - Hawkeye Warrior (MP)
L24 - Hunter's Advantage (MP)
L26 - Martial Mastery (MP)
L28 - Armor Specialization (Hide) (PHB)
L30 - Robust Defenses (PHB 2)

Changes:
+5 HP

New Feat: Robust Defenses (PHB 2)

Magic Items (Expected GP = 14,625,000):
L29 (2,625,000 gp): +6 Timeless Locket (AV 2)

L29 (2,625,000 gp): Ring of Free Time (AV 2)
L28 (2,125,000 gp): +6 Frost Superior Crossbow (PHB)
L28 (2,125,000 gp): +6 Predator's Elderhide Armor (AV 2)

L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L26 (1,125,000 gp): Violet Solitaire (AV)

L22 (325,000 gp): Siberys Shard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Coif of Focus (AV)

L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L13 (17,000 gp): Ring of Giants (D 378)
L9 (4,200 gp): Backlash Tattoo (AV 2)

L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)

TOTAL: 12,479,600 gp

Discussion:

This is your victory-lap level; you have all your toys, and the nova sequence is at full power. Now it's time to go have some fun (go take out a demon prince or something).


Under construction...

Build Goal and Tactics:



The goal for this build is straight-forward; it is a high-risk, high-reward Crossbow Archer that looks for her Prime Shot (my mental equivalent is an elf chick with a shotgun ). The benefits of this tactic increase as levels go on, making her an offensive powerhouse, pumping out an offense that is akin to that of her Melee cousins. Her accuracy will be insanely high, thanks to Prime Shot and the combination of Frost Weapons and the Lasting Frost/Wintertouched feat combo which guarantees eternal Combat Advantage, and her burst and sustained damage will be strong.



The tactics for this build differ from those of your stereotypical Archer; she looks to get in close to maximize the chances of getting her Prime Shot bonuses. You are moderately durable, but you should not try to go for extended forays, as it may tax your resources a bit too much. After you've got your enemy in your sights, let 'er rip, and show them what an Archer can do! 



Questions/thoughts/comments are welcome.

Nova Turn - L30 Show

Turn 1 – Setup
Minor Action – Item Daily Power: Ring of Heroic Insight (after milestone)
Minor Action – Master of the Hunt
Minor Action – Hunter’s Quarry

Turn 2 – Action
Minor Action – Snap Shot (+45 vs. AC with CA)
•    1d10+61 cold damage
ACTION POINT (recover Snap Shot via Martial Mastery)


Minor Action – Item Daily Power: Timeless Locket (gain a Standard Action)
Standard Action – Five-Missile Dance (+45 vs. AC with CA)
•    2d10+61 cold damage
•    2d10+61 cold damage
•    2d10+61 cold damage
•    2d10+61 cold damage
•    2d10+61 cold damage
Standard Action – Confounding Arrows (+45 vs. AC with CA)
•    1d10+61 cold damage
•    1d10+61 cold damage
•    3d10+61 cold damage
Standard Action – Pounding Barrage (+45 vs. AC with CA)

•    1d10+61 cold damage
•    1d10+1d6+61 cold damage
•    1d10+61 cold damage
Free Action – Item Daily Power: Ring of Free Time (gain a Minor Action)
Minor Action – Snap Shot (+45 vs. AC with CA)
•    1d10+61 cold damage
Hunter’s Quarry
•    3d8+2 cold damage
Sneak Attack
•    5d6 cold damage

Total Damage: 20d10+3d8+6d6+795 cold damage (939.5 average damage)

Damage Bonus Sources:
+10 (Dexterity)
+7 (Wisdom)
+8 power (Ring of Heroic Insight)

+6 enhancement (+6 Weapon)
+6 item (Bracers of Archery)
+5 (Called Shot)
+5 (Lasting Frost)
+5 (Siberys Dragonshard)
+4 (Gloves of Ice)
+3 feat (Weapon Focus)
+2 (Prime Slayer)

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1 year ago  ::  Mar 03, 2009 - 4:36AM #2
AH_kerberos
Posts: 438
Date Joined: 07/01/05
Aren't you forgetting that you need minor actions to reload the crossbow? Is it meant to be a Swiftshot Crossbow you're using with Frozen whetstones?
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1 year ago  ::  Mar 03, 2009 - 6:16AM #3
joemama1512
Posts: 3,092
Date Joined: 04/10/08
I notice you dont take armor specialization till 20. Are you pumping CON to 15 just for that? If so, just take it at 21 and retrain your 20 to it.

Also, have you considered Steady Shooter? You probably rejected it based on your requirement for moving around a lot. I love it in combo with Hide in Plain Sight.

Finally, there is some elf-rogue feat called Prime Slayer from MP. It adds 2 untyped damage to your prime Shot basically.

Clearly it is inferior to the ridiculous Called Shot, but you may wish to list as an alternative if Dragon Cheese is disallowed. Or, it might be superior to another feat listed, and it does stack. The more damage, the merrier right?
My Sorc Guide Link:
http://community.wizards.com/go/thread/view/75882/19649162/Joes_Sorcerer_Guide_AP_update_51509
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1 year ago  ::  Mar 03, 2009 - 7:19AM #4
Matt_James
Posts: 438
Date Joined: 01/17/09
Where are you getting the "Ranger Bonus Feat" from?
Matt James
Freelance Writer/Game Designer
Loremaster.org

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1 year ago  ::  Mar 03, 2009 - 8:03AM #5
lordduskblade
Posts: 4,534
Date Joined: 08/17/07

AH_kerberos wrote:

Aren't you forgetting that you need minor actions to reload the crossbow? Is it meant to be a Swiftshot Crossbow you're using with Frozen whetstones?


Hmm, I had forgotten about that... maybe I should make it a Bow Archer instead. I'll have to find a way to squeeze off the Minor Action attacks...

@joemama: The reason is that I simply can't afford to take it earlier, and I'm already doing some retraining at L21.

Thanks for the tip on Prime Slayer; it will be added.

@Matt_James: Archery style Rangers get Defensive Mobility as a bonus feat. That's in the core PHB builds.

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1 year ago  ::  Mar 03, 2009 - 9:47AM #6
Ziana
Posts: 835
Date Joined: 01/07/08
Thanks for doing all the math on this! :D

A few comments:

It looks like you're in the process of converting from crossbow to greatbow; you've still got crossbow listed at lvl 1.

Level 8: exchanging Fox's Cunning for Snap Shot: don't you need to take Acolyte Power, and wouldn't it have to replace Biting Volley?

16: Only lasting 2 turns, I find Wary Shooter a little underwhelming (though none of the powers at this level are very appealing). Actually, I'm leaning towards Stalker's Senses now; it's like having Hunter's Aim for one encounter a day.

18: Prime Slayer is a nice feat, not sure if it's worth taking Sneak of Shadows just for this.

19: No daily? Two-in-One and Great Ram are good choices.

No powers at 25 and 27? Ah, I see, you're hanging on to Disruptive, Combined, and Confounding. Isn't Lightning Shot preferable to Disruptive, or are you keeping it for the debuff?

Caustic Gauntlets are a nice choice. Healing Sash, really? What about Totemic, Baldric of Valor, Vim/Vitality?

If you're using Greatbow instead of a crossbow and not getting SA damage, I'm really not sure it's worth taking Sneak of Shadows just to get +2 damage from Prime Slayer.

You've got 1 too many minors in your nova turn, unless you're assuming one from the previous turn (you'd also have to assign the quarry on the previous turn too I guess). You could also technically work Disruptive Strike, Combined Fire, or Lightning Shot into your DPR for the round.

Very nice glass-cannon build.
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1 year ago  ::  Mar 03, 2009 - 10:38AM #7
joemama1512
Posts: 3,092
Date Joined: 04/10/08
Well, the theory was that Sneak of Shadows gives you access to rogue utilities (such as Hide in Plain Sight), and a 1/enc sneak attack that was perfectly doable with the crossbow. Plus skill training on top of that. Plus it qualifies you for prime slayer.
It is a very efficient choice.

BUT, if you get rid of the crossbow then it starts falling apart. Hiding isnt so great if you dont get Steady Shooter and doesnt combo as well with this build.



So how about putting off Hide specialization to later? You can use level 22 or 23 or whatever to retrain any ole level 20 feat to Hide Specialization. That effectively gives you +1 WIS, (since you dont have to pump CON) which I think is worthwhile.
My Sorc Guide Link:
http://community.wizards.com/go/thread/view/75882/19649162/Joes_Sorcerer_Guide_AP_update_51509
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1 year ago  ::  Mar 03, 2009 - 10:38AM #8
Someone
Posts: 332
Date Joined: 12/18/03
Note that a lot of these suggestions are personal preference, so your milage may vary.

I'd take the Athletics skill instead of Heal or Nature. As it stands there's very few times you're allowed to use an Acrobatics check in place of an Athletics check. Alternatively you could take Athletics in place of Acrobatics since your Dex is so much higher than your Str.

Also, while Fox's Cunning is nice, I'd recommend Evasive Strike. 2[W] damage, and a multiple-square shift all in a power that doesn't require the enemy to do something.

Likewise, I'd take Spray of Arrows (and later Unstoppable Arrows) over Shots on the Run. While the individual damage might not be as high, if you get a bunch of enemies clustered together the total damage can be higher.
That's Someone, with a capital S.

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1 year ago  ::  Mar 03, 2009 - 10:45AM #9
Ziana
Posts: 835
Date Joined: 01/07/08
You have to take Nature or Dungeoneering as a ranger; but I absolutely agree that Athletics would be more useful over a career than Heal or even Acrobatics. As you say, with the high Dex your acrobatics rolls will often succeed anyway.
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1 year ago  ::  Mar 03, 2009 - 11:08AM #10
drunkmoogle
Posts: 12
Date Joined: 08/20/07
Looking at your level 30 snapshot, I think it may be a bit difficult to get to your optimal sustained DPR (Manticore's volley, Snap Shot, Snap Shot/move, Disruptive Attack/Combined Fire) due to your selection of encounter powers and their interaction with Divine Miracle.

You have four immediates, which means the soonest you can exploit DiMi is 3 rounds, assuming you meet the triggers for each of them and you triggered an immediate before your turn came up. Combined Shot and Disruptive Attack are easy. Weave Through the Fray triggers somewhat often, but not guaranteed. Yeild Ground is just difficult to trigger quickly; the enemy must damage you (probably means HIT, which isn't a given with your AC) with a melee attack.

Your other encounter powers are not so bad. Wary Shooter I would probably default as "off" (use after a short rest so that it's expended already before combat begins) and recover if I need it with DiMi. Archer's Glory triggers somewhat often, though if you're fighting against smaller numbers of enemies you may be stuck with no DiMi cheese for the rest of combat.

I personally would swap out Yeild Ground and Wary Shooter for Hunter's Privledge (crappy power but it's a Daily, thus by default better than no selection) and Stalker's Senses.
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