Song of Shiradi: a ranged thrower

Bjond

Well-known member
This is mostly a build dump of my ranged raid DPS. It's pretty much a garden variety thrower. Yes, you can run it on a first life character or with other races. It's mostly gear and trees. Posted here as a reference for those that want a basic thrower build that doesn't rely on completionist.

It's main goal is DPS, but it sacrifices some DPS for debuffs and survival. I try to wedge as much utility as possible into my raiding builds so our other less raiding-focused players can bring whatever they have currently at cap. If another has debuffs covered, you can drop them for more DPS. BTW, debuffs only help raids! I'd not bother for a pure questing build.
  • high ranged DPS
  • debuffs: PRR-59 = dust, shattered, darkness, & shadow loss
  • traps & locks
NB! This build levels as INQuisitive. Never ever level as a thrower. Sub-cap throwers have less DPS than a tank and less defense than a wizard. It's slow and painful. There are two feat swaps @ cap to convert INQ to thrower, but the rest is just gear and trees. Levelup gear and trees are NOT shown (it's just standard INQ stuff).

Screen-Shot-2024-10-03-Okuza.jpg



Character name: U69 Shiradi Song DWS Okuza
Classes: 12 Rogue, 10 Epic, 5 Dark Hunter, 4 Legendary, 3 Bard

12 rogue: sneak dice, improved sneak feat, & improved DRoll option
05 DH: sneak dice and DWS:T5
03 Bard: Swash:T3 = ~DPS+8% v non-swash and Sonic Spell-Power Imbue
Race: Wood Elf Alignment: Chaotic Neutral
Chaos for Imbue+2 with Harbinger of Chaos
Halfling more sneak dice & height advantage with enough racial AP
Eladrin also works out nicely with racial AP

Start Tome Final HP: 1878 Displacement: 25%
Str: 8 8 26 Unc Rng: -250 Incorp: 10%
Dex: 20 8 86 PRR: 182 AC: 154
Con: 16 8 54 MRR: 91 +Healing Amp: 166
Int: 12 8 42 Dodge: 31/31 -Healing Amp: 60
Wis: 12 8 42 Fort: 253% Repair Amp: 60
Cha: 8 8 24 SR: 0 BAB: 25
DR: 10/Cold Iron
Immunities: Sleep, Most Knockdown Effects, Slippery Surfaces, Magic Missiles, Energy Drain, Weapon Durability Damage, Magic Missiles, Freedom of Movement, Falling damage, Drowning, Blindness, Death Effects

Heroic Past Lives



Past Life: Monk(3) .. for 3+Damage (DL, Rogue, & DH also increase thrower DPS)
Past Life: Paladin(3) .. for Hamp
Past Life: Ranger(3) .. for 6+Damage during level up (does NOT apply to thrower)

Racial Past Lives



Past Life: Elf (2) .. imho, throw/shuri gain far more from racials than any other style
Past Life: Shifter(3) .. throwers get Doubleshot += DEX, shuriken gets DS += 2x DEX

Iconic Past Lives



Past Life: Deep Gnome(2) .. for MRR
Past Life: Shadar-Kai(3) .. sometimes nice if gear can't reach dodge cap
Past Life: Tiefling Scoundrel(3) .. for runing fast at low levels

Epic Past Lives



Past Life: Arcane Sphere: Enchant Weapon(3) .. more DPS
Past Life: Divine Sphere: Ancient Blessings(3) .. more healing
Past Life: Martial Sphere: Ancient Tactics(3) .. old, from when assassinate mattered
Past Life: Martial Sphere: Fortification(3) .. because not much in martial helps ranged
Past Life: Martial Sphere: Skill Mastery .. meh, can cap disarm without it
Past Life: Primal Sphere: Doubleshot(3) .. mandatory for most ranged builds


Fortitude75take nfoo if paranoid
Will67more would be nice
Reflex106100 is "required" to make DRoll useful

EnergyResistanceAbsorbanceComments
Acid:5148%Hunt 2nd boss gives people acid fleas
Chaos:023%KT wisps & balls
Cold:5148%Hunt pixie ice
Electric:7248%MA floor, KT zaps, and nice RTSO (but who cares about RTSO?)
Evil:00%FOM dot, want but hard to tetris
Fire:5150%2H2H, but would trade it for Alignment
Force:00%nice for MD questing
Good:00%nothing?
Lawful:023%nothing?
Light:00%sunburst in quests, but doesn't hurt so don't care
Negative:025%Strahd raid & vamp circles in quests
Poison:00%nothing
Sonic:2145%Skele/Trex roar, Hunt Soul-Screams
Class and Feat Selection

LevelClassFeatsComments
1Rogue(1)Standard: Point Blank Shot
2Dark Hunter(1)Favored Enemy : FE: Monstrous HumanoidDH FE's are mostly bad / pick whatever
3Dark Hunter(2)Standard: Precision
4Rogue(2)Dexterity: +1 Level upDEX is vital for throwers
5Dark Hunter(3)
6Rogue(3)Standard: Luck Of HeroesRapid Reload levelup; swap to lucky on thrower conversion
7Dark Hunter(4)
8Rogue(4)Dexterity: +1 Level up
9Dark Hunter(5)Standard: I.Critical: Thrown WeaponsI.Crit Ranged levelup; swap to Thrown BEFORE O.Crit!
Favored Enemy : FE: Elfcan't trust those ears
10Rogue(5)
11Bard(1)
12Rogue(6)Standard: Simple Thrown Weapon ExpertiseDS += DEX for thrown
Dexterity: +1 Level up
13Bard(2)
14Rogue(7)
15Bard(3)Standard: Improved Precise Shotmeh .. can skip, semi-nice for leveling
16Rogue(8)Dexterity: +1 Level up
17Rogue(9)
18Rogue(10)Standard: Multitude of MissilesDS+100 for burst window
Rogue Special Ability: Defensive Rollworthless without Improved D.Roll in Acrobat:T4
19Rogue(11)
20Rogue(12)Dexterity: +1 Level up
21Epic(1)Epic Feat: PatienceWhee! Free DPS! No slow down for throwers!
22Epic(2)Epic Destiny Feat: Holy Strikefor Shiradi:C2 extra dodge/fort bypass+5
23Epic(3)
24Epic(4)Epic Feat: Improved Sneak Attacksneak +3d6 (eerie aim if leveling on legendaries)
Dexterity: +1 Level up
25Epic(5)Epic Destiny Feat: Doubleshot
26Epic(6)
27Epic(7)Epic Feat: Watchful Eyefor DS+5 in Shiradi
28Epic(8)Epic Destiny Feat: Harbinger of ChaosDS/Imbue+2
Dexterity: +1 Level up
29Epic(9)
30Epic(10)Epic Feat: Eerie AimCombat Archery = more DPS, IFF always hits on 2
Legendary Feat: Scion of the Ethereal Planemost DPS scion feat for this build
31Legendary(1)Epic Destiny Feat: Legendary Aim
32Legendary(2)Dexterity: +1 Level up
33Legendary(3)Epic Feat: Overwhelming Criticalsaves on feat swap cost IFF swap i.crit BEFORE taking
34Legendary(4)Epic Destiny Feat: Titan's Blood10% HP nicer for DRoll, else E.Dice or Deific
Code:
-----------------------------------------------------------------------------------------------
Skill Points     36  8  8 10  8 10  9 11  9 11  9 11  9 11 10 12 12 12 12 12
Skill Name       01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20  Ranks Tome Buffed
-----------------------------------------------------------------------------------------------
Balance                                                                         0.0    3   72.0
Bluff             4        3     2     2     2     2     2     2  1  1  1  1   23.0    3   96.0
Concentration                                                                   0.0    3   53.0
Diplomacy         4        2     3     2     2     2     2     2  1  1  1  1   23.0    3   89.0
Disable Device    4  1  1  1  1  1  1  1  1  1     2     2     2  1  1  1  1   23.0    5   74.0
Haggle                                                                          0.0    3   48.0
Heal                 3  3     2     2     2        ½     ½        ½  ½  1  1   16.0    3   63.0
Hide                                                                            0.0    5   73.0
Intimidate                                                                      0.0    0   45.0
Jump              4  1  1  1  1  1  1  1  1                                    12.0    5   56.0
Listen                                                                          0.0    3   49.0
Move Silently                                                                   0.0    5   79.0
Open Lock         4  1  1  1  1  1  1  1  1                                    12.0    3   83.0
Perform                                         1     7     8     2  2 1½ 1½   23.0    3   68.0
Repair                                                                          0.0    3   47.0
Search            4  1  1  1  1  1  1  1  1  1     2     2     2  1  1  1  1   23.0    5   98.0
Spellcraft        1                 1  1  1  2  8     2     2  1  1  1  1  1   23.0    3   70.0
Spot              4  1  1  1  1  1  1  1  1  1     2     2     2  1  1  1  1   23.0    5   99.0
Swim              1           1                                                 2.0    3   41.0
Tumble            1                                                             1.0    0   70.0
Use Magic Device  4                                                             4.0    5   56.0
-----------------------------------------------------------------------------------------------
Available Points  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0
-----------------------------------------------------------------------------------------------

Enhancements: 80 APs, Racial 4, Universal 2


Wood Elf - Points spent: 4
Core1 Accuracy I
Core2 Nature I: +1 Dexterity
Core3 Accuracy II



Swashbuckler - Points spent: 11
Core1 Confidence
Tier1 On Your Toes - 3 Ranks
Tier1 Tavern Shanties - 2 Ranks
Tier2 Action Boost: - 3 Ranks
Core2 Swashbuckling
Tier3 Resonant Arms



Deepwood Stalker - Points spent: 36
Core1 Far Shot
Tier1 Stealthy - 3 Ranks
Tier1 Increased Empathy - 3 Ranks
Core2 Sneak Attack
Tier2 Survivalist I
Tier2 Improved Weapon Finesse
Tier3 Ability I: +1 Dexterity
Tier3 Survivalist II
Tier3 Thrill of the Hunt - 3 Ranks
Tier3 Favored Hunter - 3 Ranks
Tier3 Aimed Shot
Tier4 Killer - 1 Ranks
Tier4 Survivalist III
Tier4 Merciful Shot
Tier4 Ability II: +1 Dexterity
Tier5 Improved Archer's Focus
Tier5 Strikes Like Lightning
Tier5 Heavy Draw
!! NB: Horizon Walker also works, does not require DWS, and brings a trance. BUT, HW gameplay is absurdly annoying with all the jumping around to maximize power and it costs more AP (more in tree and another 2 in swash for dex to damage). DPS difference is likely under 10% and thus annoyance not worth it (if HW is higher, might not be).



Thief-Acrobat - Points spent: 24
Core1 Staff Control
Tier1 Fast Movement
Tier1 Charming - 3 Ranks
Tier1 Thief Acrobatics - 3 Ranks
Core2 Stick Fighting
Tier2 Trip Focus - 3 Ranks
Tier2 Subtlety - 1 Ranks
Core3 Tumbler
Tier3 Shadow Dodge - 3 Ranks
Tier3 Ability I: +1 Dexterity
Core4 Kip Up
Tier4 Improved Defensive Roll - 3 Ranks
!! NB: this one is pure taste. Defensive Roll cuts damage in half when your HP is 50% or less. I was dying too much with a full max dps layout (often play OOR to heals). If you have heals, extra Imbue earns the most DPS for the AP then HW Trance. Note that HW Trance is NOT up 100% -- it runs out much faster than it refills.



Vistani Knife Fighter - Points spent: 11
Core1 Knife Expertise
Tier1 Mist Stalker I
Tier1 Rapid Attack
Core2 Knife Juggler
Tier2 Vistani Knife Training II
Tier2 Bleeding Cuts
Core3 Quick Reflexes
!! IMHO, deflect arrows is absolutely mandator for raiding and high skull reaper. Doubleshot bonuses are part of what makes VKF Throwers competitive with shuriken. VKF Crit bonuses are not required; swash is better.



Epic Destinies: 75 Destiny Points


Shiradi Champion - Points spent: 33
Core1 Fey Favor
Tier1 Good Luck - 3 Ranks
Tier1 Prism
Core2 Vision
Tier2 Fade or Presence: Phase Double - 3 Ranks
Tier2 Friend or Foe: Fey Form
Tier2 Healing Spring
Tier2 Empathetic Link - 3 Ranks
Tier2 Stay: Stay Strong - 3 Ranks
Core3 Audience with the Queen
Tier3 Beguile or Hunt's End: Hunt's End
Tier3 Pierce Deception
Core4 Fey Countenance
Tier3 Double Rainbow
Tier4 Queen's Diplomacy
Tier4 Track
Tier4 Crooked Touch: Whirling Wrists - 3 Ranks
Tier4 Cruelty of the Hunt
Tier5 Lore of the Hunt
Tier5 Feywild Attunement
Tier5 Epic Moment: Inexorable Advance



Shadowdancer - Points spent: 23
Core1 The Darkest Luck I
Tier1 Cover of Darkness - 3 Ranks
Tier1 Technician - 1 Ranks
Tier2 Dance in the Dark - 3 Ranks
Core2 Step Through Shadows
Tier2 Lithe - 1 Ranks
Tier2 Epic Strike: Shadowstrike (Ranged)
Tier3 Shadowcaster: Shadowstriker
Core3 The Darkest Luck
Tier3 Grim Precision - 3 Ranks
Tier3 Epic Strike Upgrade I: Paranoia
Core4 Cut to the Soul
Tier4 Bring Darkness
!! NB: this tree and epic strike are key parts of the build. Paranoia essentially doubles your sneak attack damage, making sneak dice more valuable than imbue dice for damage and because -threat actually works with sneak, but not with imbue. IMHO, do NOT bring an imbue build to raids unless you're OK tanking (major unaddressed bug in DDO).

SD also provides Darkness (MPRR-9) and Shadowloss (MPRR-5) debuffs. They're essentially up 100%. Shadowloss stated DC is 20+Mod+Assassinate, which is so absurdly low that it should never ever work, but it seems to work every time. Something is buggy there, but in a good way for players.



Divine Crusader - Points spent: 19
Core1 Just Cause
Tier1 Consecration - 3 Ranks
Tier1 Spear of Light - 3 Ranks
Core2 Confront any Foe
Tier2 Shield of Light - 3 Ranks
Tier2 Bulk Up - 2 Ranks
Core3 Weather any Blow
Tier3 Crusade
Tier3 How Dare You Strike Me - 3 Ranks
!! NB this tree is for self-healing. DRoll sub-50 migitation & How-Dare-You sub-50 trigger hands-free healing and DPS+10% when still (typical as ranged). Mostly nice for low skull & non-reaper raiding. Pick something else for high skull, this won't help you there (quests are too mobile for crusader, too)



Reaper trees:
Dread Adversary - Points spent: 34
Core1 Reaper's Offense I
Tier1 Reaper's Shot I - 3 Ranks
Tier1 Reaper's Strength or Dexterity I: +1 Dexterity
Tier1 Reaper's Strike - 3 Ranks
Tier1 Reaper's Blade I - 3 Ranks
Tier2 Reaper's Shot II - 3 Ranks
Tier2 Reaper's Strength or Dexterity II: +1 Dexterity
Core2 Reaper's Offense II
Tier2 Reaper's Blade II - 3 Ranks
Tier3 Reaper's Strength or Dexterity III: +1 Dexterity
Tier3 Reaper's Shot III - 3 Ranks
Core3 Reaper's Offense III: +1 Dexterity
Tier3 Reaper's Blade III - 3 Ranks
Core4 Reaper's Offense IV
Tier4 Reaper's Shot IV - 3 Ranks
Tier4 Reaper's Imbuement - 3 Ranks
Tier4 Reaper's Deadly Strikes - 3 Ranks
Tier5 Reaper's Strength or Dexterity IV: +1 Dexterity
Tier5 Reaper's Shot V - 3 Ranks




Dire Thaumaturge - Points spent: 0



Grim Barricade - Points spent: 32
Core1 Reaper's Defense I
Tier1 Reaper's Constitution I
Tier1 Reaper's Bulwark/Shroud I: PRR - 3 Ranks
Tier1 Reaper's Reflex/Fortitude/Will I: Will Save - 3 Ranks
Tier1 Reaper's Evasion I - 3 Ranks
Core2 Reaper's Defense II
Tier2 Reaper's Constitution II
Tier2 Reaper's Bulwark/Shroud II: PRR - 3 Ranks
Tier2 Reaper's Reflex/Fortitude/Will II: Will Save - 3 Ranks
Tier2 Reaper's Evasion II - 3 Ranks
Tier3 Reaper's Constitution III
Tier3 Reaper's Bulwark/Shroud III: PRR - 3 Ranks
Core3 Reaper's Defense III
Tier3 Reaper's Reflex/Fortitude/Will III: Will Save - 3 Ranks
Tier3 Reaper's Evasion III - 3 Ranks
Core4 Reaper's Defense IV
Tier4 Reaper's Bulwark/Shroud IV: PRR - 3 Ranks
Tier4 Reaper's Heightened Evasion I
Tier5 Reaper's Heightened Evasion II
Tier5 Reaper's Constitution V
!! NB it's OK to focus DEX first if you don't need the extra defense; eg. when playing near healers all the time. I'd probably always hit 21 Barricade first, though.




Equipped Gear Set: 30 7.DID

ArmorLegendary University Bulwark's Reinforced ShirtDrops in: Grand Theft Aureon, End chest
+15 Enhancement Bonus
Physical Sheltering +36
Fortification +153%
Parrying +6
Freedom of Movementmandatory (for playing with sleet & ice groups)
Lost Purpose: Legendary Devil's Infernal Dance
Green: Sapphire of Greater Heroism
Colorless: Diamond of Constitution
BeltLegendary Admiral's CummerbundDrops in: The Trouble with Tar Pits, end chest
Parrying +6
Lawful Absorption +23%
Chaos Absorption +23%for KT
IoD: Accessory: Claw Slot: Claw: Sunderpick something else .. only works with manual consecration
Green: Legendary Undying Sapphire
Colorless: +2 Festive Dexterity
The Legendary Dread Isle's Curse
BootsLegendary Greaves of Seasons' WardingDrops in: Portal to Below, end chest
Fire Absorption +37%these boots are never going to be removed
Cold Absorption +37%not ever
Electric Absorption +37%g'luck making new boots next expansion
Acid Absorption +37%
Green: Sapphire of Dodge
Colorless: Perfect Silencesneak beats imbue
Moon: Lunar Gem of Dexterity (Legendary)
BracersDinosaur Bone BracersDrops in: The Isle of Dread, any legendary chest; or Dread saga legendary end reward
IoD: Accessory: Artifact Scale Slot: Scale: +15 Dexterity
IoD: Accessory: Artifact Fang Slot: Fang: Deception +12
IoD: Accessory: Artifact Claw Slot: Claw: +38 Magical Resistance Rating
IoD: Accessory: Artifact Horn Slot: Horn: Dimensional Horn
Blue: Globe of True Imperial Blood
Green: The Master's Gift
Yellow: Draconic Soul Gem
The Legendary Dread Isle's Curse
Filigree 6: Spines of the Manticore/The Wreath of Flame +6 Ranged Power(Rare)ranged power!
Filigree 7: Crackshot Negotiator: +3 Ranged Power(Rare)more ranged power!
Filigree 8: Treachery/Twilight's Cloak +2 Dexterity(Rare)DEX and ranged power
Filigree 9: Shattered Device: +3 Ranged Power(Rare)
CloakLegendary University Archer's CloakDrops in: Enemy of My Enemy, End chest
Quality Accuracy +5
Quality Deadly +3
Insightful Armor-Piercing +10%
Insightful Doubleshot +5%
Lost Purpose: Legendary Devil's Infernal Dance
Green: Legendary Wraithborn Emerald
Colorless: Diamond of Insightful Dexterity
GlovesGauntlets of the StormreaverDrops in: Killing Time, warded chest
Stormreaver's ThunderclapSWAP item, nice DPS & Shelter when swapped in
Protection +11but it's not so nice that it hobbles the build when out
Insightful Sheltering +17spell absorb swap = crystalline gloves
Electric Resistance +51trap swap = CC glove, Open i.Disarm i.Open + Disarm aug
Yellow: Topaz of Feather FallFF+UA picked because we won't miss it on swap
Green: Topaz of Underwater Action
GogglesLegendary Sandstorm GlassesDrops in: Legendary version of Epic Sandstorm Glasses
True Seeingmandatory
Blindness Immunitymandatory
Use Magic Device +5
Search +21could swap, but it's soooo much nicer when NIH works
Spot +21
Blue: Sapphire of Resistance
Green: Emerald of Arcane Empowerment
Legendary Menechtarun Scavenger
HelmetLegendary University Champion's HelmDrops in: Party 101, End chest
Deadly +11
Accuracy +22
Armor-Piercing +22%
Enhancement Seeker +14
Lost Purpose: Legendary Devil's Infernal Dance
Green: Legendary Brightbane Emeraldfor Diplomacy; yeah, it can still pull agro with threat-80
Colorless: Diamond of Intelligence
NecklaceLegendary Pendant of the EarthDrops in: Wild Thing, end chest
Insightful Corrosion +74in case acid dot is driven by spell-power
Insightful Impulse +74(mostly this neck is set-bonus only with null stats)
Insightful Combustion +74(pick i.devotion neck if this doesn't help acid dot)
IoD: Accessory: Fang Slot: Fang: Healing Amplification +56
Green: Topaz of Deathblock
Colorless: Diamond of Insightful Constitution
The Legendary Dread Isle's Curse
QuiverEpic Purifying QuiverDrops in: Oath of Vengeance, end chest (legendary)
Burning Ammunition - 1d8
Blunted Ammunitionmandatory for DR breaking
Ring1Ring of the Silver TongueDrops in: Killing Time, end chest
Improved Deception +5more dps
Assassinate +15for shadow loss; oddly shadow loss seems to trigger
Insightful Assassinate +7every time despite it's calc'd DC being so low it should
Blue: Perfect Silencenever ever trigger (game bug? DC calc diff than text?)
Green: Diamond of Wisdom
Ring2Legendary Ring of Unnatural AccuracyDrops in: Pilgrims' Peril, end chest
Quality Dexterity +3
Quality Doubleshot +3%
Greater Marksmanship
Distant Diversion -22%
Green: +2 Festive Constitution
Colorless: Perfect Silence
TrinketLegendary Gem of Many FacetsDrops in: The Chronoscope (Legendary), end chest, or Legendary version of Epic Gem of Many Facets
Set Bonus 1: Legendary Menechtarun Scavenger15 MPRR & 30 Hamp
Cannith Trinket Prefix: Doubleshotmostly chosen because GOMF's CC stats = easier tetris
Cannith Trinket Suffix: Sonic AbsorptionHunt & Skele
Cannith Trinket Extra: Insightful Deadlyswap to i.Accuracy if using Trance layout
Yellow: Diamond of BluffI like not having to swap to bluff
Weapon1Attuned Bone Throwing DaggerDrops in: Skeletons in the Closet, end chest
+15 Enhancement Bonus
Returning
IoD: Weapon: Scale Slot: SparkscaleSilver DR break
IoD: Weapon: Fang Slot: FlamefangGood DR break
IoD: Weapon: Claw Slot: Shadowclaw: Dexterity
IoD: Weapon: Horn Slot: Melthorndust = PRR-35 debuff
Orange: Deconstructor
Purple: Ruby of the Iron HandCold-Iron DR break
The Legendary Dread Isle's Curse
Sentient Weapon Personality: Sentient Jewel of the Kobold
Filigree 1: Spines of the Manticore: +1 Dexterity(Rare)
Filigree 2: Crackshot Negotiator: +5 Diplomacy(Rare)
Filigree 6: Spines of the Manticore: +3 Ranged Power(Rare)
Filigree 7: Crackshot Negotiator: +1 Attack and Damage(Rare)
Filigree 8: Bravery Throughout/Shattered Device +6 PRR(Rare)Shattered = PRR-10 debuff
Filigree 9: Shattered Device: +1 Attack and Damage(Rare)
Filigree 11: Spines of the Manticore/The Wreath of Flame +6 Ranged Power(Rare)
Filigree 12: Crackshot Negotiator: +3 Ranged Power(Rare)
Filigree 13: Treachery/Twilight's Cloak +2 Dexterity(Rare)
Filigree 14: Shattered Device: +3 Ranged Power(Rare)
Weapon2Dinosaur Bone BucklerDrops in: Skeletons, Mountain & end chest
IoD: Weapon: Scale Slot: Iridescent Scale
IoD: Weapon: Fang Slot: MeltfangProcs via MH, scales on ranged power
IoD: Armor: Scale Slot: Fragment of Extra-planar Shadow20% Alacrity fully negates Patience penalty
IoD: Armor: Fang Slot: Goldfangdino rune arm can use same dino augments
Orange: Topaz of Ranged Power
Purple: The Eye of Lamannia
The Legendary Dread Isle's Curse
 
Last edited:

Bjond

Well-known member
Why put points into TA as a throwing build? Why not put more points into VKF?
TA wasn't the original plan. It started out with HW for trance. VKF doesn't get much better for throwers until 41; it's kinda 6, 11, 21, or 41 for VKF. Trance is about DPS+12~15% for only 13 AP. Downside is HW Trance can't be kept up 100%. It refreshes too slowly.

So, after trying Trance, I did the math on imbue and sneaks from assassin, which turns out to be almost identical to trance for similar AP; ie. 15 AP in 'sin was DPS-0.6% from Trance, not including gains from a mod7 threshold on shiradi mantle that likely puts 'sin>trance. Low Trance uptime plus no more annoying resource management puts 'sin absolutely ahead for me.

About this time I got fed up with annoying trivial deaths from needing to do things OOR to heals. 12 rogue was enough for DRoll and had AP for it in TA. Swapped to DRoll and Crusader How Dare You at same time. BIG difference. Pretty much never die now. Reworked gear for insightful deadly to mitigate Trance/Imbue loss (diff is about ~9% lower now).

IMHO, I'd recommend DRoll for low-life chars and/or being away from heals. If this char had full set of EPLs, that would likely be more than enough defense to dump DRoll.
It's surely proc.
Most things on the OH do not proc for MH attacks. Spells yes, but attacks no. IIRC, only burst-type magic from OH will proc from MH, like the TOEE weapon procs used on the very old shuriken builds.
No goggles from ToEE? ;)
The TOEE eyes annoy me. They look great at first glance, but they have no true-seeing (absolutely mandatory) and all the lines come easily on other sets. They've also got a horrifically bad (for ranged) set bonus. They're like a clever dev-troll leading to a big tetris-trap.

What I'd like to include are MD eyes and trinket or MD eyes and Stable Stone, but Sonic Absorb is too incredibly nice for raiding to pass and I don't need more PRR badly enough to give up iDeadly.
 

Fisto Mk I

Well-known member
IIRC, only burst-type magic from OH will proc from MH
Sorry, memory failed you... 8)
I check it personally with Leg Alchemical LGS proc same as with some rune arm like Squid... all works from off-hand with spell and attacks... burst, DoT... all. 8)

The TOEE eyes annoy me. They look great at first glance, but they have no true-seeing (absolutely mandatory) and all the lines come easily on other sets. They've also got a horrifically bad (for ranged) set bonus. They're like a clever dev-troll leading to a big tetris-trap.
Only if you waste armor slot for something non Leg Red Dragon-thingies with DwM. I consider DwM over any other armor effects, set include. Of course, just my personal preferences. And i don't have MD and Vecna xpansions currently, so... 8)
 
Last edited:

Bjond

Well-known member
I check it personally with Leg Alchemical LGS proc same as with some rune arm like Squid... all works from off-hand with spell and attacks... burst, DoT... all. 8)
LGS never worked before from OH. Spells yes, attacks no. When did they change it? 'Dunno about the alchemicals, that's why I slotted it. I'll pay attention next time I play the char to see if it's working.
Only if you waste armor slot for something non Leg Red Dragon-thingies with DwM. I consider DwM over any other armor effects, set include. Of course, just my personal preferences. And i don't have MD and Vecna xpansions currently, so... 8)
The major problem with the DwM route is that you usually end giving up defense and/or swaps while scrounging for set bonus lines; eg. Tinkerer's set is amazing for DPS, but it locks up glove slot, which is (imho) by far the best swap slot because it can cover both traps and spell absorb.

I don't mind a trap swap that breaks a set, but I want spell absorb to be useful in combat.
 

Fisto Mk I

Well-known member
LGS never worked before from OH. Spells yes, attacks no. When did they change it?
It's really very strange, because i began play DDO about 3-4 months before LGS go to live, and remember very clear that LGS work from off-hand, i still have some sswords used for off-hand effects for my throwers with affirmation/negation/frozen/radiance from this time. Mebbe they don't work while Lammania preview, but on live they works from beginning... irc, of course, lol.
Anyway, currently they still works, i use they regular. 8)
 

Bjond

Well-known member
It's really very strange, because i began play DDO about 3-4 months before LGS go to live, and remember very clear that LGS work from off-hand, i still have some sswords used for off-hand effects for my throwers with affirmation/negation/frozen/radiance from this time. Mebbe they don't work while Lammania preview, but on live they works from beginning... irc, of course, lol.
Anyway, currently they still works, i use they regular. 8)
Are you sure you were using them in a shuriken build and not TWF? They will proc when the weapon itself hits something.

The only true LGS I have to test is Legendary Salt. I just checked and it does NOT proc via MH ranged attacks when in OH. It will proc when you attack with the OH (twf melee) or with spells. I also tried Identity Crisis (attack-only Salt) via Labrythine and it also does not proc via MH when in OH. This matches all the web sources I've been able to find.

It kinda makes sense that it does NOT work, otherwise TWF builds would get double chance for each proc if the weapon not hitting also applied it's procs via the weapon that was hitting. Passive stat lines always work from OH, but the only active procs I know that cross-weapon proc are Detonation & Sunburst as from Celestia or the old TOEE weapons. I've heard Tendon Slice works, but not checked since it does so little I don't care if the buff is applied or not.

On the bright side, I also checked Legendary Alchemical Acid (earth attunement / meltfang) and YES it does proc via MH attacks when it's on the OH. I tried to test scaling, but I have spell power on the acid-dot source and I'm not interested enough to pay to reslot for testing; my guess is ranged power via ranged -- the average hit was too low for spell power and too high for zero scaling.
 

saekee

long live ROGUE
hey Bjond great to see this awesome build posted—often one of a couple toons still standing when most of the party is dead.

On Katwoemyn, when in shuriken mode, I have affirmation in the offhand and it does proc on the shuriken. I use it in part to get the proc from a safe distance…
 

Bjond

Well-known member
On Katwoemyn, when in shuriken mode, I have affirmation in the offhand and it does proc on the shuriken. I use it in part to get the proc from a safe distance…
That's very interesting. I wonder if it's just some LGS that work. I spent about 10m throwing at stuff with Salt in the OH with no proc. One spell or hit with the weapon itself and it would proc.
 

saekee

long live ROGUE
That's very interesting. I wonder if it's just some LGS that work. I spent about 10m throwing at stuff with Salt in the OH with no proc. One spell or hit with the weapon itself and it would proc.
it is a dino bone version of it in the offhand
 

Bjond

Well-known member
it is a dino bone version of it in the offhand
That's another potential difference. I was using true LGS Salt. Dino Salt doesn't work even on MH (it procs but there's no slow effect from it). Pretty sure I have an affirmation dino I can pop in OH to check -- I know dino affirmation works on MH.
 

Spook

Ghostly Troll
Generally for OH if it says:
“on hit” it doesn’t work
“Your attacks and offensive spells have a chance to…” should work

As always ddo isn’t always consistent and throwers have more than their fair share of bugs
 
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