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Barbarian Despite the advanced civilization that dominates Eberron, barbarians live in several places throughout the land.


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Old 02-05-2008, 07:34 AM   #1
Illuminati
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Default The REAL Max TWF Build

Can this be it? The highest DPS TWF?? Well, let’s define DPS. DPS is NOT DAMAGE PER SWING. It is Damage Per Second. I will compare this build at the end to other claimed MAX DPS builds.

Understand one thing, piercing is where the game is at right now. Heavy picks have a 4x Crit modifier, which overtakes a like dwarven axe by 4% in the damage category. You also have the option of using Wounding / Puncturing weapons, hands down the best kill potential for 90% of the content. The highest DPS weapons in the game are 2x Deathnips. Good luck getting them but if you do, you end up over 18% more damage than a dwarf with their axes. Greensteel Khopeshes provide best all around DPS potential.

On thing most will notice are 2x fighter levels. The simple reason is for the haste boost and 2 feats. If you haven't tried the haste boost, it is simply the best boost in the game for a twf. It ends up being +15% attack speed that is stackable. You also benefit from the +1 from Fighter's Strength I and two extra feats. You could go pure Barb and still end up as good as a dwarf, only taller.

DO NOT BE FOOLED by other claims. This is the current Max DPS TWF Build.

Race: Human
Class: 14 Barb / 2 Ftr
Alignment: Nuetral Good (for XBurst wep of Pure Good)
32 Point Build

44/48 (STR 18) *16 Points (+4 Levels, +1 Human, +6 Item, +10 Raged, +2 Pot, +2 Favor Tome, +1 Fighter Enh) \+4 Double Madstone
21 (DEX 16) *10 Points (+4 Item, +1 Tome)
36/44 (CON 14) *6 Points (+6 Item, +2 Tome, +9 Raged, +2 Barb Con, +1 Human II, +2 Pot) \+4 Double Madstone
INT 8
14 WIS 8 (+6 Item)
CHA 8

1.BRB TWF, Power Attack
2.FTR Exoctic: Khopesh
3.BRB Oversized Two-Weapon Fighting
4.BRB
5.BRB
6.BRB Improved TWF
7.BRB
8.FTR Improved Critical: Slashing
9.BRB Improved Critical: Piercing
10.BRB
11.BRB
12.BRB Greater TWF
13.BRB
14.BRB
15.BRB Stunning Blow (if STWF ever happens, change)
16.BRB

*Automatically Granted
HP:
128 Base / 192 Raged
168 Barb
20 Fighter
20 Heroic Durability
18 Toughness Helm
35 Greenweave Item
10 Favor
-----
399 / 463 (not Raged/Raged)
+10% incoming heals!

Attack:
+16 BaB
+17 Strength
+5 Weapon
-2 TWF
-0/7 Power Attack
+0/4 Greater Heroism
-----------
+40/+40/+40/+45/+45/+45/+50/+50/+50/+50 base
+33/+33/+33/+38/+38/+38/+43+43/+43/+43 w/ Power Attack

Saves:
+9/+4/+4 Barbarian
+3/+0/+0 Fighter
+13/+6/+2 Stats
+5/+5/+5 Item
+4/+4/+0 GH
+0/+0/+10 (Raged w/ Enhancement)
-----------------
+34/+19/+21

Enhancements:

Vyking

Feat/Enhancement
Modified Skills
Skills (Level 16)

Balance 10
Intimidate 18
Jump 24
Spot 8
Swim 7
Tumble 5

Level 1 (Barbarian)
Skill: Intimidate (+4)
Skill: Jump (+4)
Skill: Spot (+2)
Skill: Tumble (+2)
Feat: (Human Bonus) Power Attack
Feat: (Selected) Two Weapon Fighting
Feat: (Automatic) Attack
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Fast Movement
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Rage
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Sneak
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Enhancement: Barbarian Sprint Boost I
Enhancement: Human Versatility I

Level 2 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Fighter Bonus) Exotic Weapon Proficiency: Khopesh
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Tower Shield Proficiency
Enhancement: Fighter Haste Boost I

Level 3 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+1)
Feat: (Selected) Oversized Two Weapon Fighting
Feat: (Automatic) Damage Reduction
Feat: (Automatic) Uncanny Dodge
Enhancement: Barbarian Extend Rage I
Enhancement: Barbarian Extra Rage I
Enhancement: Human Improved Recovery I
Enhancement: Barbarian Constitution I

Level 4 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Feat: (Automatic) Trap Sense
Enhancement: Barbarian Hardy Rage I
Enhancement: Barbarian Power Rage I
Enhancement: Human Versatility II

Level 5 (Barbarian)
Skill: Balance (+1)
Skill: Intimidate (+1)
Skill: Spot (+0.5)

Level 6 (Barbarian)
Skill: Balance (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Selected) Improved Two Weapon Fighting
Feat: (Automatic) Improved Uncanny Dodge
Enhancement: Barbarian Extend Rage II
Enhancement: Barbarian Power Attack I

Level 7 (Barbarian)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Enhancement: Barbarian Extra Rage II
Enhancement: Barbarian Hardy Rage II
Enhancement: Barbarian Power Rage II
Enhancement: Barbarian Constitution II

Level 8 (Fighter)
Ability Raise: STR
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Enhancement: Human Versatility III
Enhancement: Fighter Strength I

Level 9 (Barbarian)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Selected) Improved Critical: Piercing Weapons
Enhancement: Human Adaptability Strength I

Level 10 (Barbarian)
Skill: Balance (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Extend Rage III

Level 11 (Barbarian)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Enhancement: Barbarian Power Rage III

Level 12 (Barbarian)
Ability Raise: STR
Skill: Balance (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Barbarian Extra Rage III

Level 13 (Barbarian)
Skill: Balance (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Automatic) Greater Rage
Enhancement: Barbarian Critical Rage I
Enhancement: Human Adaptability Constitution II

Level 14 (Barbarian)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Enhancement: Barbarian Extend Rage IV
Enhancement: Barbarian Hardy Rage III

Level 15 (Barbarian)
Skill: Balance (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Selected) Stunning Blow
Enhancement: Barbarian Power Rage IV

Level 16 (Barbarian)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Automatic) Indomitable Will
Enhancement: Barbarian Critical Rage II
Enhancement: Barbarian Desert Lore I

[/code]

Thanks!

Optimal Gear:

MainHand: Greensteel Khopesh (1d10+5) Acid, Good Burst, 2x Stoneskin, Acid Blast, Transmuting, 1d4 Force (Mod 7!), Bleeding, Keen
OffHand: Greensteel Khopesh (1d10+5) Acid, Good Burst, 2x Stoneskin, Acid Blast, Transmuting, 1d4 Force (Mod 7!), Bleeding, Keen
Armor: Black Dragon Scale (Heal 1x Per day) , Greater Acid Resistance
Bracer: +6 Strength
Belt: Disease Immunity / Greater False Life
Boots: Madstone (+4 Dex/20% Stride)
Ring1: Greater Fire Resistance
Ring2: +4 Resistance
Cloak: Greater Cold/Electric Resistance
Necklace: +6 Constitution
Goggles: Greenweave: Exostential Stalemate (+10 HP, Poison, Fear Immunity, +25 HP, +4 Con Skills, +6 Wisdom, +10 Haggle/Diplomacy) *No Double Tier 3 Necessary
Helm: Heavy Fort / Toughness (Tapestry Helm)
Trinket: Bloodstone

My Final Thoughts:
Given the current content I think this build really excels. With optimal equipment (see above) it does what Barb's do best, pure DPS. The Rage times are over 3 mins and this build has 7, which is plenty for all the content (done everything on Elite for the most part). I tried Intimidate for a while. And although awesome and worth it, I am still not sold on the enhancement line yet over Human Versatility.

Once you get 2x Green Steel double tier 3 (I know!), drop IC: Slash for something else (not sure yet). I have no regrets on OTWF at all. I think the +2 / +2 you gain by staying heavy in both hands is important (especially on Elite quests).

The most difficult decision you will have is if you get Deathnips, W/P and Greensteel since all are great. Since I have them I can tell you that Deathnips are nice, but I think we will see more DR type mobs so you may be better off with investing time in Greensteel land.

Note: Since no STWF in the near future, I would personally start at 15 Dex and throw the other 2 pts into Con for (15) starting and just grab a +2 Dex tome.


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Last edited by Illuminati; 05-06-2008 at 11:32 AM.
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Old 02-05-2008, 07:36 AM   #2
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Assumptions:
46 Strength Barb (Raged) = +18 Modifier
A 10 attack sequence since DPS stands for DAMAGE PER SECOND not DAMAGE PER SWING!
Improved Critical Pierce on Pick User
Improved Critical Slash and Dwarven Axe Enhancements +2 on Dwarf *Even though its hard to AP
Power Attack w/ +3 Enhancement
+4 Burst of Pure Good DA *I saw on Auction House
+4 Burst of Pure Good Pick *I saw on Auction House
+6 Seeker from Bloodstone
Crits will be given to MH only

Dwarf w/ Dwarven Axe (Main Hand)
1d10+5 (~10.5) + 1d6 (~3.5 Elemental) + 2 (Enh) + 18 (Strength) + 1d6 (~3.5 Good) +8 Power Attack = 45.5 (Round up 46)
*Critical adds (~20.5 base dmg, +3d10 elemental burst ~15.5, +36 Strength, +16 Power Attack + 18 Seeker) = 152
Dwarf w/ Dwarven Axe (Off Hand)
1d10+5 (~10.5) + 1d6 (~3.5 Elemental) + 2 (Enh) + 9 (Strength) + 1d6 (~3.5 Good) +8 Power Attack = 36.5 (Round up 37)
*Critical adds (~20.5 base dmg, +3d10 elemental burst ~15.5, +18 Strength, +16 Power Attack + 18 Seeker) = 134

Sequence of 10 Swings w/ DA (Crits on 17, 18, 19, 20 x 3) *20% Crit (actually 21%) (MH = Main Hand, OH = Off Hand)
MH (46) + OH (37) + OH (37) + MH (46) + MH (46) + OH (37) + OH (37) + MH CRIT (152) + MH CRIT (152) + OH (37) = 627

*************

Human w/ Heavy Pick (Main Hand)
1d6+5 (~8.5) + 1d6 (~3.5 Elemental) + 18 (Strength) + 1d6 (~3.5 Good) +8 Power Attack = 41.5 (Round up 42)
*Critical adds (~17 base dmg, +4d10 elemental burst ~20.5, +54 Strength, +24 Power Attack + 24 Seeker) = 181.5 (Rounded to 182)
Human w/ Heavy Pick (Off Hand)
1d6+5 (~8.5) + 1d6 (~3.5 Elemental) + 9 (Strength) + 1d6 (~3.5 Good) +8 Power Attack = 32.5 (Round up 33)
*Critical adds (~17 base dmg, +4d10 elemental burst ~20.5, +27 Strength, +24 Power Attack + 24 Seeker) = 145.5 (Rounded to 146)

Sequence of 10 Swings w/ Heavy Pick (Crits on 17, 18, 19, 20 x 4) *20% Crit (actually 21%) (MH = Main Hand, OH = Off Hand)
MH (42) + OH (33) + OH (33) + MH (42) + MH (42) + OH (33) + OH (33) + MH CRIT (182) + MH CRIT (182) + OH (33) = 655

Dwarven Axes = 627
Heavy Picks = 655

HEAVY PICKS ARE BETTER BY 4.3%

Khopesh would be..

w/ Khopesh (Main Hand)
1d8+5 (~9.5) + 1d6 (~3.5 Elemental) + 18 (Strength) + 1d6 (~3.5 Good) +8 Power Attack = 42.5 (Round up 43)
*Critical adds (~19 base dmg, +3d10 elemental burst ~15.5, +36 Strength, +16 Power Attack + 18 Seeker) = 147
w/ Khopesh (Off Hand)
1d8+5 (~9.5) + 1d6 (~3.5 Elemental) + 9 (Strength) + 1d6 (~3.5 Good) +8 Power Attack = 33.5 (Round up 34)
*Critical adds (~19 base dmg, +3d10 elemental burst ~15.5, +18 Strength, +16 Power Attack + 18 Seeker) = 120

*I'll give the extra crit to the offhand.

Sequence of 10 Swings w/ Khopesh (Crits on 15, 16, 17, 18, 19, 20 x 3) *25% Crit (MH = Main Hand, OH = Off Hand)
MH (43) + OH (34) + OH (34) + MH (43) + MH (43) + OH (34) + OH CRIT (120) + MH CRIT (147) + MH CRIT (147) + OH (34) = 679

Dwarven Axes = 627
Heavy Picks = 655
Khopesh = 679

Hmm, seems that Khopesh is 8% better than DA and 4% better than Heavy Picks. Deathnips would trounce it but perhaps until then you slash/khopesh it =)

So, other than deathnip, khopesh > all as far as damage goes. But perhaps for versatility, pierce.
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Old 02-05-2008, 07:47 AM   #3
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Not bad Ill.

What would it look like using the same build but go elf instead?

Would taking the +2 to damage with rapiers enhancement and the fact that rapiers will crit more often make the DPS close enough to be viable?

EDIT: I used an older version of jj's weapon damage comparison tool and it looks like the rapiers are close in damage.

I used a BAB of 16, Str Bonus of 20, Expanded Crit Range, Prefix of Elemental Burst, Suffix of True Alignment, Weapon Bonus of 5, Threat Bonus of 2 (Barb Critical Rage at 14 right?), Bonus to Hit of 6 (+2 for enhancements and +4 for GH), Misc. Damage of 2 (+2 from enhancements), Misc. Confirm Bonus of 6 (Bloodstone), and Misc. Crit Damage of 6 (Bloodstone).

At AC 40, the program is giving me these stats:

Rapier 54.8 average damage per swing (37.5 average damage per hit and 85.5 average damage per crit)
DA 56.3 average damage per swing (39.5 average damage per hit and 133.5 average damage per crit)

That's not so much of a difference that you would completely throw out the idea of using an elf or drow for this build is it? Also what if you took 2 levels of Ranger instead of Fighter. You would get free use of some healing wands, Bow Str (who knows when you might need to use a bow), TWF feat for free (offsets the loss of one feat) and most importantly a free FE that you can switch in and out every 3 days depending on what you are going to be doing that week.
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Old 02-05-2008, 08:10 AM   #4
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Quote:
Originally Posted by Yaga Nub View Post
Not bad Ill.

What would it look like using the same build but go elf instead?

Would taking the +2 to damage with rapiers enhancement and the fact that rapiers will crit more often make the DPS close enough to be viable?

EDIT: I used an older version of jj's weapon damage comparison tool and it looks like the rapiers are close in damage.

I used a BAB of 16, Str Bonus of 20, Expanded Crit Range, Prefix of Elemental Burst, Suffix of True Alignment, Weapon Bonus of 5, Threat Bonus of 2 (Barb Critical Rage at 14 right?), Bonus to Hit of 6 (+2 for enhancements and +4 for GH), Misc. Damage of 2 (+2 from enhancements), Misc. Confirm Bonus of 6 (Bloodstone), and Misc. Crit Damage of 6 (Bloodstone).

At AC 40, the program is giving me these stats:

Rapier 54.8 average damage per swing (37.5 average damage per hit and 85.5 average damage per crit)
DA 56.3 average damage per swing (39.5 average damage per hit and 133.5 average damage per crit)

That's not so much of a difference that you would completely throw out the idea of using an elf or drow for this build is it?
It would be slightly different is all. You could take the elven enhancement for Will saves, that and their natural for +6 total will based stuff.

Stats would be:

18 Str (16 Pts)
16 Dex (6 Pts)
14 Con (10 pts)
8 Int
8 Wis
8 Cha

That would be roughly the same. Spell Resistane is worthless over the cleric spell so better off with an elf (still use OTWF). You may lose +1 con mod over a human unless you get a +2 Con tome.
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Old 02-05-2008, 08:13 AM   #5
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I tried 2x Ranger over 2x Fighter. I like the Attack Haste a little more. Also the two extra feats make it pretty versatile (could even take IC: Slash as well).

My max wand whip with a cure serious is around 20-28 , not enough to justify its use over a pot since you have to reequip your wep.
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Old 02-05-2008, 08:29 AM   #6
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Also had a question, how would it work out if say you had gone WF, used a +2 STR tome to make up difference and then say used a Docent of Quickening for the added Melee Alacrity Boost? I realize you loose a feat and your healing is gonna suck but we are really talking about DPS here right?
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Old 02-05-2008, 08:31 AM   #7
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Originally Posted by Hvymetal View Post
Also had a question, how would it work out if say you had gone WF, used a +2 STR tome to make up difference and then say used a Docent of Quickening for the added Melee Alacrity Boost? I realize you loose a feat and your healing is gonna suck but we are really talking about DPS here right?

If that docent stacked with haste I would be all over it, trust me its pretty sick. Unfortunately it doesnt. You could even get the +10 melee alacrity from a neck to go on any race. I do love that docent though.

As it stands atm, I am either hasted or using a haste potion.
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Old 02-05-2008, 08:32 AM   #8
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change piercing for improved crit slashing and replace toughness with khopesh proficiency and then dual wield green steel khopeshes.. That could be the bomb..
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Old 02-05-2008, 08:45 AM   #9
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change piercing for improved crit slashing and replace toughness with khopesh proficiency and then dual wield green steel khopeshes.. That could be the bomb..
My personal build actually has IC: Slash . Pierce at 9, at Khopesh instead of Toughness.

So far it's pretty sick.

+3 Khopesh of Acid , ML 4 ftw =p
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Old 02-05-2008, 10:10 AM   #10
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I'm looking forward to the return of the TRUE UNIQUE ORIGINAL MAX DPS TWF BUILD
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Old 02-05-2008, 10:39 AM   #11
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One good thing about human is the extra feat. Say got bored with picks. Can use extra feat to spec out for khopesh etc. For barbarians having that extra feat can be really usefull. I also like having the human stat verstatilty, can pop in attribute to even out a stat. But eventually comes down to personal perferance. I just like humans.

I elected to stay pure barb, in case they give some nice barb enhacements at L20, just too hard to say right now. I hope eventually they implement respecs so can tweak our characters.
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Old 02-05-2008, 10:59 AM   #12
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I can't think of a build option that would push this much further. Nicely done.
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Old 02-05-2008, 11:02 AM   #13
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I'm looking forward to the return of the TRUE UNIQUE ORIGINAL MAX DPS TWF BUILD

True enough. Let's wait and see what 6.1 brings as far as enhancements go.
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Old 02-05-2008, 11:04 AM   #14
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One good thing about human is the extra feat. Say got bored with picks. Can use extra feat to spec out for khopesh etc. For barbarians having that extra feat can be really usefull. I also like having the human stat verstatilty, can pop in attribute to even out a stat. But eventually comes down to personal perferance. I just like humans.

I elected to stay pure barb, in case they give some nice barb enhacements at L20, just too hard to say right now. I hope eventually they implement respecs so can tweak our characters.
You could stay pure Barb I weighed the fighter level's pretty heavy before I rolled him.

2 Feats, Fighter Str I, haste vs. +6 seconds on Rage, +2 Str/Con to Rage (at 20). Its definately a tough call. Who know. Maybe the last 4 levels won't be that attractive and it will be a monk =p
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Old 02-05-2008, 11:06 AM   #15
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I tried 2x Ranger over 2x Fighter. I like the Attack Haste a little more. Also the two extra feats make it pretty versatile (could even take IC: Slash as well).

My max wand whip with a cure serious is around 20-28 , not enough to justify its use over a pot since you have to reequip your wep.
Yeah I do hate having to re-equip weapons but I'm also cheap so I think I get 4 or 5 CSW wands for the price of 100 CSW pots.
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Old 02-05-2008, 11:08 AM   #16
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Yeah I do hate having to re-equip weapons but I'm also cheap so I think I get 4 or 5 CSW wands for the price of 100 CSW pots.
The cool thing about 2x ranger though is adding 4 more levels later if the remaining barb levels are not that attractive. You could get Tempest 1 (+10% alacrity), Dex +2, and maybe do some creative feat swapping =)
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Old 02-05-2008, 11:10 AM   #17
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The cool thing about 2x ranger though is adding 4 more levels later if the remaining barb levels are not that attractive. You could get Tempest 1 (+10% alacrity), Dex +2, and maybe do some creative feat swapping =)
Not to mention that your manyshot would be devastating. With Silver Bow we are talking 4 arrows at 17-20 crit range backed up with a 40+ strength ..

Edit: Forgot about Human Versatility dmg enhancement .. if all arrows hit that's over 150 dmg without crits.

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Old 02-05-2008, 12:03 PM   #18
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wouldn't it be higher with IC:Ranged? you'd be critting on a 15 with a silver bow...
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Old 02-05-2008, 12:09 PM   #19
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wouldn't it be higher with IC:Ranged? you'd be critting on a 15 with a silver bow...
Problem is many-shot is on a 2 min timer and each arrow after the first gets -4 I think. So 2nd would be -4, 3rd -8 and 4th -12 or something like that.

Hopefully we will see some cool ranged builds. I think they are adding an enh to speed it up in 6.1 anyway.
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Old 02-05-2008, 12:11 PM   #20
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-4 on the first, -2 on each shot after
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