Your bunkmates tell me that you've been setting up wind-traps in the barracks, maggot! Care to explain yourself? ...Hey, how'd you get up there? *zap* Ow! Get back down here! *zap* Hm, you seem to be in tune with this whole lightning thing. I think there's someplace you can go to learn about that sort of stuff... *zap* ...but you're going to have to stop doing that first!
Build Goal: Here, we're trying to make an Archer that can put out good damage, as well as be very sturdy and abuse the Lightning damage element.
Race - Revenant (D 376) - An unorthodox Archer build demands an unorthodox race, and while you probably won't be using the racial tricks this has to offer to their fullest extent, it does bring what you're looking for as far as ability scores go.
Elf (PHB) - I prefer this option because of the strength of its racial support for what you want to do.
Fighting Style - Hunter Style (PHB) - A sweet bonus to AC against OA's, and the ability to draw or stow at-will also helps.
Bonus Feature - Prime Shot (PHB) - A bonus to hit if you stick your neck out a bit, and it's supported pretty well for you.
Multiclass - Rogue (PHB) - This multiclass adds a bit of extra damage come nova time and provides the Archer with a minor action attack it would otherwise lack, so it's a pretty good MC for you.
Epic Destiny - Destined Scion (HotFK) - It's all about the additional ability score bonuses; since this build relies more heavily on its ability scores for defense, those ability scores will win out, especially with the extra bonus to hit this ED provides.
Starting Array (after racial modifiers): Dexterity 20 - Few builds get as much out of Dexterity as an Archer. Constitution 15 - Important for surges, Fortitude defense, and your money PP feature. Wisdom 13 - A solid score for feats and Will defense. Strength 10 - Carrying capacity and Athletics are somewhat important, so don't trash this score. Intelligence/Charisma 8/10 - Who gets the 8 is up to you, but the point is to not waste any points here.
L1 - Acrobatics - Keys off a very important stat, and is quite useful to you. L1 - Dungeoneering/Nature - One of these is literally mandatory due to the Ranger list, so pick it and be on your way. L1 - Endurance - The ability to tough things out certainly comes in handy. L1 - Perception - Pretty much the most useful skill in the game, and something you wouldn't be caught dead without. L1 - Stealth - A sweet skill to have, especially when you're as good as you are at it. L6 - Thievery - Another skill you're real good at, and it enhances your overall package as a scout.
L1, At-Will - Nimble Strike (MP 2) - A nice backup option, this gives you the ability to disengage most Melee enemies without having to stick your neck out for an OA.
L1, At-Will - Twin Strike (PHB) - The base upon which the class is built. Don't leave home without it.
L1, Encounter - Two-Fanged Strike (PHB) - Two attacks with some decent kick, plus a bit more if both hit.
L1, Daily - Sure Shot (MP 2) - Rerolling the attack and damage rolls make this nice and reliable.
L2, Utility - Invigorating Stride (MP 2) - The shift helps get you out of places you don't want to be in, and you get to second wind to boot. Highly recommended.
L3, Encounter - Disruptive Strike (MP) - A great power that can potentially negate an opponent's attack while letting you lay down some damage of your own instead.
L5, Daily - Spitting-Cobra Stance (MP 2) - Punishing enemies for approaching you can result in extra offense or a healthy dose of control. Either is appreciated.
L6, Utility - Healing Lore (HotFK) - Having a heal in your back pocket is good stuff.
L7, Encounter - Biting Volley (MP) - Hits Reflex on two attacks, and has a great critical rate. An easy pick.
L7, Encounter - Snap Shot (MP) (replaces Biting Volley) - The ability to attack as a minor action is a great boon for a Ranger.
L9, Daily - Attacks on the Run (PHB) - As a Ranged Ranger, this offers a free move action to help put some distance between you and a pesky Melee opponent, while handing out heavy damage as a parting gift. Amazing.
L10, Utility - Defensive Volley (D 383) - The ability to shave some damage off an attack on an Encounter basis might just save someone's skin.
L11, Encounter - Wind Burst (EPG) - This power's focus doesn't really align with your own, it only attacks using a secondary ability score, and it's an Implement power to boot. Not really useful to you.
L12, Utility - Zephyr Wings (EPG) - The ability to fly for a whole encounter can be pretty useful until your Zephyr Boots come online (rather useless after that, though).
L13, Encounter - Pinning Strike (PHB) (replaces Two-Fanged Strike) - The ability to immobilize is certainly an upgrade on your capabilities.
L15, Daily - Confounding Arrows (PHB) (replaces Sure Shot) - 3 solid shots with a stun at the end will help you out a-plenty.
L16, Utility - Wary Shooter (MP 2) - The ability to avoid attacks altogether when you decide to fire off a Ranged attack in a Melee.
L17, Encounter - Pounding Barrage (MP) (replaces Pinning Strike) - Hitting three times in a single action is great. The ability to immobilize along with that is amazingly good.
L19, Daily - Surprising Arrow Stance (D 383) (replaces Spitting-Cobra Stance) - A nice power to replace your beloved Stance, the ability to stop movement is quite the upgrade.
L20, Daily - Unruly Cyclone (PHB) - This faces the same issues as Wind Burst does for you, and has the added disadvantage of not getting the damage done right away.
L22, Utility - Adamant Recovery (PHB) - Picking yourself up when you go down is nice and useful.
L26, Utility - Epic Recovery (HotFK) - A power that makes you a hell of a lot harder to keep down.
L29, Daily - Five-Missile Dance (MP) (replaces Attacks on the Run) - This power brings some savage damage potential with it, and as such it is a key component in this Archer's arsenal.
Armor - Predator's Hide (AV 2) - The ability to impose what amounts to a hefty penalty to hit against your Quarry's attacks against you is an extremely strong ability, and worth keeping.
Weapon - Thunderbolt (AV) - One of your more important pieces of gear, this will let you deal your favored type of elemental damage. A Lightning (PHB) weapon will have to do until it's available.
Arms - Bracers of Archery (AV) - No reason to not get on this damage bonus gravy train.
Feet - Zephyr Boots (AV) - You can fly: need I say more? A pair of Boots of Eagerness (AV) will have to do until you can afford them, though.
Hands - Gauntlets of Blood (AV 2) - Extra damage against bloodied targets helps put wounded targets away faster.
Head - Eye of Awareness (AV) - A bonus to Will defense is always nice, and a hefty bonus to initiative seals the deal. Before you can afford this, a Casque of Tactics (AV) isn't flashy, but it gets the job done.
Neck - Torc of Power Preservation (AV) - The ability to give your powers another go is amazing. A Cloak of Resistance (PHB) will make for a respectable intermediary until this is available.
Ring - Ring of Free Time (AV) - This item gives you a very handy additional minor action you can invoke to extend nova chains. If money is tight, a Shadow Band (AV) or a Ring of Greater Invisibility (AV 2) make perfectly reasonable and significantly cheaper substitutes.
Ring - Ring of Giants (D 378) - A very respectable bonus to critical hit damage is very nice to have, especially at this price.
Waist - Diamond Cincture (AV 2) - The ability to access self-healing is great on a Striker, especially when it carries a NAD bonus. A Belt of Breaching (AV 2) can also be a very useful substitute.
Tattoo - Backlash Tattoo (AV 2) - Lashing out when you get bloodied is awesome to have.
It depends on what you're thinking as far as weapon selection and Paragon Path. I have a feeling the Kensei build would probably work best for you overall, especially if you're using Dwarven Weapon Training. Of course, you're going to have to do some editing, since Beastmasters can't take the Prime Shot feat tree (one of the main reasons I dislike the build - losing that just makes you bleed damage, but that's a story for another time), but you do get Beast Protector at Heroic and Quick Beast Command at Epic. Another consideration is that you'll likely to wield a Double Axe, so that your off-hand damage doesn't suffer.
Overall, though, you can pretty much stick to what's presented for powers, feats, and equipment without too much change. A Dwarf can generate the same 20 Str, 13 Con, 13 Dex, 10 Int, 12 Wis, 8 Cha array a Shifter can, so it's pretty much the same thing.
"The best defense is a good offense." -Gen. George S. Patton
What would u suggest as the best damage dealer bloodfury hunter or adroit explorer ? Can't choose between the two as they seem to share lots of skills and ways of dealing dmg. Also i'd like to mention that ur guids are awesome. Fantastic work!!