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4 months ago ::
Jan 23, 2013 - 10:59AM
#1
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Spoiler:
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====== Created Using Wizards of the Coast D&D Character Builder ====== 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
TRAINED SKILLS Athletics +11, Perception +14, Arcana +16, Acrobatics +14, Nature +14
UNTRAINED SKILLS Bluff +5, Diplomacy +5, Dungeoneering +9, Endurance +5, Heal +9, History +13, Insight +12, Intimidate +5, Religion +13, Stealth +8, Streetwise +5, Thievery +8
FEATS 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
POWERS 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
ITEMS 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 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
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?
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4 months ago ::
Jan 23, 2013 - 11:25AM
#2
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Date Joined:
Jan 12, 2013
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Headband of Intellect, Circlet of Mental Onslaught, or Eagle Eye Goggles are all options (though they are all head slot, so you'd have to pick one)
EDIT: After re-reading your character sheet again, I see you've already got the Paragon Eagle Eye Goggles, so never mind!
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4 months ago ::
Jan 23, 2013 - 12:19PM
#3
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Headband of Intellect, Circlet of Mental Onslaught, or Eagle Eye Goggles are all options (though they are all head slot, so you'd have to pick one)
EDIT: After re-reading your character sheet again, I see you've already got the Paragon Eagle Eye Goggles, so never mind!
Hah! That's what I was missing.... the builder isn't including that +2 on Nightmare Eruption since it doesn't see it as a "ranged basic attack" but as a "basic attack". So, that's the other +2 I was missing.
So, Nightmare Eruption is actually +18 vs Will (+16 vs Will through Rapid Shot.)
That looks a little bit better now.
Thanks for spotting that.
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4 months ago ::
Jan 23, 2013 - 12:22PM
#4
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Date Joined:
Apr 25, 2002
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Why do you have Versatile Expertise? Doesn't Moonbow Dedicate give you a +1/2/3 feat bonus to hit? Why do you have Disruptive Strike vs. any number of really good Wizard encounter powers?
Also, your character isn't legal - you need to have one ranger at-will, which you don't actually have.
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4 months ago ::
Jan 23, 2013 - 12:33PM
#5
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You're missing out on a Superior Implement bonus, putting you 1 behind. Sadly, the Purple Dragon theme is for melee  Combat Advantage is a semi-easy +2. Hidden Sniper would be good for CA, if you had a reliable way to get concealment/partial concealment. Flare at U2 would give you 2 turns worth of partial concealment every encounter to feed CA via Hidden Sniper. And it would probably fit thematically, just present it as firing a specialty arrow into the air.
This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.
One reach cheese'd threatening reach Spiked Chain shuts down any non-teleporting quarterback.
You're already refluffing, what not refluff to something that doesn't suck?
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4 months ago ::
Jan 23, 2013 - 1:27PM
#6
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Why do you have Versatile Expertise? Doesn't Moonbow Dedicate give you a +1/2/3 feat bonus to hit? Why do you have Disruptive Strike vs. any number of really good Wizard encounter powers?
Also, your character isn't legal - you need to have one ranger at-will, which you don't actually have.
Rapid Shot is a Ranger at-will attack power. The character is legal, if sub-optimal for not having a way to use HQ every round. I have Disruptive Strike for that one time I want to try to use HQ.
Also, Moonbow Dedicate gives a +1/2/3 feat bonus to damage rolls, not to attack rolls. (Granted, having the expertise feat was only there for Disruptive Strike until I hit paragon and took Nightmare Eruption. The original purpose of this build was the spam MM all the time and only have to roll maybe three times during an encounter (initiative, disruptive strike, saving throw(s).) Now that I have Nightmare Eruption, though... I need the expertise feat to help with her attack bonus. As was mentioned, I don't have a superior implement, so I'm behind the curve a bit on my implement attacks. CA does help, though. 
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4 months ago ::
Jan 23, 2013 - 7:56PM
#7
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Date Joined:
Aug 28, 2009
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Sorry to hijack a little here, but would this hybrid work better with ranger|sorc if I wanted to do more strikery things? Cha, Dex works and I could take something like dragonfrost or acid orb as an RBA so dont need the Cormyr PP.
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4 months ago ::
Jan 23, 2013 - 8:06PM
#8
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Date Joined:
Aug 31, 2009
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I think the intent is to overlap the splash damage of mulitple Nightmare Eruptions. Hopefully the campaign will consist of a lot of 3x3 phalanxes of goblins and such.
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4 months ago ::
Jan 23, 2013 - 8:30PM
#9
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Yeah. The reason it is RangerlWizard is because I originally uses it to spam Magic Missile with no attack rolls.
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4 months ago ::
Jan 23, 2013 - 9:41PM
#10
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Yeah. The reason it is RangerlWizard is because I originally uses it to spam Magic Missile with no attack rolls.
Let's pretend you did not say that. Is there a "good" reason to want to mix these two classes? Sorcerer|Ranger would be quite a bit easier to pull off.
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