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In 2013 our plans call for us to add an additional adventure to the event. There will be two consecutive adventure modules, and each module will have two variations of either a combat or puzzle orientation. The first module called “Lycans Afoot” tasks the party to travel through a dark forest in search of a tower, while the second module called “Golembane” challenges the party to reach the top of tower.
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TOPIC: Ranger build discussions

Ranger build discussions 10 years 10 months ago #1

I've been asked by a couple of people about my Ranger build. I thought I would post a thread discussing the different Ranger set-ups. There are 2 schools of thought, both viable. But in order to maximize either one for Nightmare, you need a boatload of purps.

I am going to focus on the melee build Ranger, as that's how I roll. The other school are the ranged focus Rangers. I will let others weigh in on anything past the basics, which I will touch on.

For a Nightmare Ranger with a Ranged weapon, it is absolutely necessary to have a Mighty Bow. You need to Strength buff as well, but I'm sure there are alternate ways that I won't discuss in my Melee discussion.

Now, I play a Melee Ranger for 1 reason. Damage. 2 slides is too much to pass up. Now, you need to buff STR for hit/damage. There are a couple of items that are indispensable:
Orb of Might: The only weapon that bumps the hit/damage of your other weapon. Absolutely necessary.
Draco-Lich Claw Charm: +2 damage to every attack the Ranger has access to. Even if you are stuck Ranged, it is still working (and vice versa for those Ranged guys).

From this point, its a lot of personal choice. I will go through and list the slots, what I use, and why:

Head: Crown of Might - +1/+1 melee, part of level bump.
Neck: Necklace of the Oak - +1/+1 melee.
Armor: Dragonhide - Max available AC for the class.
Wrists: Bracers of Fire - +2 Melee damage.
Gloves: Mithral Gauntlets - +2/+2 Melee
Rings: Ring of Frost - +2 Melee damage.
Supreme Ring - just 'cause
Belt: Girdle of Frost Giant Strength - +3/+3 (odd base + odd bump)
Boots: Boots of the North Wind - +3 Melee damage.
Cloak: Cloak of Destiny
Charms: Draco-Lich Claw Charm (previously covered)
Wicked Charm - +1 STR, -1 Saves (still debating this one)
Charm of Good Fortune - because it is necessary for everyone to get max treasure
Ioun Stones: Iridescent Spindle, Beryl Prism, Topaz Trilliant, Faceted Amber. (All defensive, one slot open)
Ear: Wind, Intellect
Eyes: Spectres Spectacles (undecided here)
Misc: Ro7P 1-6 - +1 Hp, Ref, Will, Fort, Dex, Str,
Fig of Power: Owl, Pouch of Tulz

And to the real focus of any Ranger: weapons
Main Melee: +2 Scepter of Might
Off Melee: Orb of Might
Main Ranged: +2 Boomstick
Ranged Off: Archers Buckler

I'm using the Scepter of Might for the 5th level bump (Crown, Orb, Scepter).

Have to run, but feel free to discuss
The Worst Rogue Ever!
Member of the Michigan Marauders
Ranger Extra-ordinary
--Rocky


BEWARE THERE ARE SILVER BULETTES NEARBY!

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Re: Ranger build discussions 10 years 10 months ago #2

I would loose the Necklace of the oak and go with the charm necklace. I would use charm of synergy, Wil's dragon heart, and charm 3 (Pick your favorite). You loose +1 damage/ +1 to hit for up to 14 HP and some other bonus of your choice. It is a good trade since HP will keep you alive from push damage, trap damage, and monster damage.

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Last edit: by commanderFuron.

Re: Ranger build discussions 10 years 10 months ago #3

  • Xavon
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Charm of Awareness is preferable to Wicked Charm, IMO. Going first is a big advantage, especially when you can pile on the damage.

If you have that many purps, you should probably have the resources to upgrade your belt and cloak, at least to relic.
Applications programming is a race between software engineers, who strive to produce idiot-proof programs, and the Universe, which strives to produce bigger idiots.  <br /><br />So far, the Universe is winning.

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Re: Ranger build discussions 10 years 10 months ago #4

I have a good Cleric, that keeps me upright. HP aren't usually a problem. If I were running with a PUG that I didn't trust my Cleric in, I would absolutely up my HPs.

Which actually brings me to another point I didn't have time to make earlier:

The Ranger is a Glass Cannon. You need to trust your teammates to keep you upright, and in combat. The Ranger relies on synergy between 3 teammates in particular in Nightmare:

Bard: Increases to hit/damage. With 2 weapons being swung every little bit doubles.

Cleric: I get targeted a lot by monsters. I generally do the most damage in the party, and anger a lot of things.

Rogue: He pretty much lets me crit at will starting round 2. The 'Flank' ability is amazing.
The Worst Rogue Ever!
Member of the Michigan Marauders
Ranger Extra-ordinary
--Rocky


BEWARE THERE ARE SILVER BULETTES NEARBY!

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Re: Ranger build discussions 10 years 10 months ago #5

Xavon wrote: Charm of Awareness is preferable to Wicked Charm, IMO. Going first is a big advantage, especially when you can pile on the damage.

If you have that many purps, you should probably have the resources to upgrade your belt and cloak, at least to relic.


Belt is Relic level. Well, it will be, when I do my next trade in. I forgot to include it in the package I sent out this week. The Cloak will be. I was just short Mystic Silks, which will be coming when they ship me my packaging next week.

Charm of Awareness is great, but I'm not going to waste a charm slot simply for a +1 to initiative. That's what it currently boils down to with the Earcuff available, and nothing that compares to it in the slot.
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Ranger Extra-ordinary
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Re: Ranger build discussions 10 years 10 months ago #6

  • Xavon
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darkangel866 wrote:

Xavon wrote: Charm of Awareness is preferable to Wicked Charm, IMO. Going first is a big advantage, especially when you can pile on the damage.

If you have that many purps, you should probably have the resources to upgrade your belt and cloak, at least to relic.


Belt is Relic level. Well, it will be, when I do my next trade in. I forgot to include it in the package I sent out this week. The Cloak will be. I was just short Mystic Silks, which will be coming when they ship me my packaging next week.

Charm of Awareness is great, but I'm not going to waste a charm slot simply for a +1 to initiative. That's what it currently boils down to with the Earcuff available, and nothing that compares to it in the slot.


Never underestimate initiative. Also, I'd rather get my immunity to surprise from the Charm and use my second Earcuff for Abjuration.

If you are going full Glass Cannon, I would drop the Orb and Sceptre, and use a d8 +2 main hand weapon, and either a +2 off hand weapon or Mitral Longsword offhand. You lose +1 to hit (plus the fifth level bonuses, which don't do anything for a glass cannon melee ranger, unless you are fighting Undead), but you have better damage potential (same min and high max with +2 off hand weapon, and lower min by one and much higher max with Mithral Sword). And if you are critting that often with flank, the loss of 1 to hit is irrelevant.
Applications programming is a race between software engineers, who strive to produce idiot-proof programs, and the Universe, which strives to produce bigger idiots.  <br /><br />So far, the Universe is winning.

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Re: Ranger build discussions 10 years 10 months ago #7

Xavon wrote:

darkangel866 wrote:

Xavon wrote: Charm of Awareness is preferable to Wicked Charm, IMO. Going first is a big advantage, especially when you can pile on the damage.

If you have that many purps, you should probably have the resources to upgrade your belt and cloak, at least to relic.


Belt is Relic level. Well, it will be, when I do my next trade in. I forgot to include it in the package I sent out this week. The Cloak will be. I was just short Mystic Silks, which will be coming when they ship me my packaging next week.

Charm of Awareness is great, but I'm not going to waste a charm slot simply for a +1 to initiative. That's what it currently boils down to with the Earcuff available, and nothing that compares to it in the slot.


Never underestimate initiative. Also, I'd rather get my immunity to surprise from the Charm and use my second Earcuff for Abjuration.

If you are going full Glass Cannon, I would drop the Orb and Sceptre, and use a d8 +2 main hand weapon, and either a +2 off hand weapon or Mitral Longsword offhand. You lose +1 to hit (plus the fifth level bonuses, which don't do anything for a glass cannon melee ranger, unless you are fighting Undead), but you have better damage potential (same min and high max with +2 off hand weapon, and lower min by one and much higher max with Mithral Sword). And if you are critting that often with flank, the loss of 1 to hit is irrelevant.


Xavon, do you know something that makes "immune to falling rocks" not totally terrible compared to "immune to surprise?"

If he upgrades to Charm Necklace, it's a totally different story, but I just don't see how Earcuff of Abjuration can be anyone's choice over this year's earcuffs. It's one of the things about last year's TrueCraft that makes me saddish. Also the fact that no one wants these leftover Divine tokens...

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Re: Ranger build discussions 10 years 10 months ago #8

Twolf's might be a worthwhile look as well, if the case ends up being to upgrade to a Charm Necklace(and thus have access to a Charm of Heroism), and in so doing dropping the Might pieces barring the Orb, which is fantastic. Just my two cents. Would also be immune to surprise to boot, nixing the need for Charm of Awareness...could slot something else defensive and useful, like a Questor's.:cheer:

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Last edit: by Morden. Reason: extra thoughts

Re: Ranger build discussions 10 years 10 months ago #9

darkangel866 wrote: The Ranger is a Glass Cannon. You need to trust your teammates to keep you upright, and in combat.


I think you still have a couple more AC than I do :P But yeah Ranger and Barbarian are very much glass cannons. And my build is pretty similar to yours.

Additional props for our awesome cleric though!

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Last edit: by Stormie.

Re: Ranger build discussions 10 years 10 months ago #10

Ditching the Orb and Scepter drops his level, not preferable. I still think Oak for neck is the best move. By my count you are at +16 for damage . Assuming 2 hits (which I witness 75% of the time) and moderate damage you are doing 40-50 damage per round. Naysayers may tell you more AC but 1 in 10 chance to get targeted (ok maybe 1 in 4 for you). Chances are you won't be pummeled every time.
Rocky's right though and hasn't even considered what the Barbarian and our fighters have. Our party does around 160-200 damage per round on a 'normal' creature. The Sea Lich lasted 2 rounds and got off 1 touch attack versus the Cleric who was immune. We are wizard light too.

So, after rambling, from all the ranger builds I have witnessed in action, the two weapon melee with as much Str boost as possible is a brutal spearhead.

Oh and thanks for the ego boost. The synergy effect magic items can allow some huge healing in a round.
Tinker, Gnome, Wizard, DIE!

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Last edit: by EN 429.

Re: Ranger build discussions 10 years 10 months ago #11

He doesn't have to be a glass cannon, if you trade out the necklace of the oak or the boots of the north wind.
boots of might will get you +2 damage and +5HP
Charm Necklace will get you +5 to +14 HP, + reroll failed saves, immunity to surprise and bonus initiative or someother nice effect. Loosing one point of damage could be made up with a runestone(s) or a potion but the most extra HP you can get from a potion or runestone is 1

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Re: Ranger build discussions 10 years 10 months ago #12

Boots of might would also allow the scepter to go so a better melee could be used. That is a decent move cF.
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