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.
Character name: U69 Shiradi Song DWS Okuza
Classes: 12 Rogue, 10 Epic, 5 Dark Hunter, 4 Legendary, 3 Bard
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
Class and Feat Selection
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
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
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 NeutralChaos 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
Fortitude | 75 | take nfoo if paranoid |
Will | 67 | more would be nice |
Reflex | 106 | 100 is "required" to make DRoll useful |
Energy | Resistance | Absorbance | Comments |
Acid: | 51 | 48% | Hunt 2nd boss gives people acid fleas |
Chaos: | 0 | 23% | KT wisps & balls |
Cold: | 51 | 48% | Hunt pixie ice |
Electric: | 72 | 48% | MA floor, KT zaps, and nice RTSO (but who cares about RTSO?) |
Evil: | 0 | 0% | FOM dot, want but hard to tetris |
Fire: | 51 | 50% | 2H2H, but would trade it for Alignment |
Force: | 0 | 0% | nice for MD questing |
Good: | 0 | 0% | nothing? |
Lawful: | 0 | 23% | nothing? |
Light: | 0 | 0% | sunburst in quests, but doesn't hurt so don't care |
Negative: | 0 | 25% | Strahd raid & vamp circles in quests |
Poison: | 0 | 0% | nothing |
Sonic: | 21 | 45% | Skele/Trex roar, Hunt Soul-Screams |
Level | Class | Feats | Comments |
1 | Rogue(1) | Standard: Point Blank Shot | |
2 | Dark Hunter(1) | Favored Enemy : FE: Monstrous Humanoid | DH FE's are mostly bad / pick whatever |
3 | Dark Hunter(2) | Standard: Precision | |
4 | Rogue(2) | Dexterity: +1 Level up | DEX is vital for throwers |
5 | Dark Hunter(3) | ||
6 | Rogue(3) | Standard: Luck Of Heroes | Rapid Reload levelup; swap to lucky on thrower conversion |
7 | Dark Hunter(4) | ||
8 | Rogue(4) | Dexterity: +1 Level up | |
9 | Dark Hunter(5) | Standard: I.Critical: Thrown Weapons | I.Crit Ranged levelup; swap to Thrown BEFORE O.Crit! |
Favored Enemy : FE: Elf | can't trust those ears | ||
10 | Rogue(5) | ||
11 | Bard(1) | ||
12 | Rogue(6) | Standard: Simple Thrown Weapon Expertise | DS += DEX for thrown |
Dexterity: +1 Level up | |||
13 | Bard(2) | ||
14 | Rogue(7) | ||
15 | Bard(3) | Standard: Improved Precise Shot | meh .. can skip, semi-nice for leveling |
16 | Rogue(8) | Dexterity: +1 Level up | |
17 | Rogue(9) | ||
18 | Rogue(10) | Standard: Multitude of Missiles | DS+100 for burst window |
Rogue Special Ability: Defensive Roll | worthless without Improved D.Roll in Acrobat:T4 | ||
19 | Rogue(11) | ||
20 | Rogue(12) | Dexterity: +1 Level up | |
21 | Epic(1) | Epic Feat: Patience | Whee! Free DPS! No slow down for throwers! |
22 | Epic(2) | Epic Destiny Feat: Holy Strike | for Shiradi:C2 extra dodge/fort bypass+5 |
23 | Epic(3) | ||
24 | Epic(4) | Epic Feat: Improved Sneak Attack | sneak +3d6 (eerie aim if leveling on legendaries) |
Dexterity: +1 Level up | |||
25 | Epic(5) | Epic Destiny Feat: Doubleshot | |
26 | Epic(6) | ||
27 | Epic(7) | Epic Feat: Watchful Eye | for DS+5 in Shiradi |
28 | Epic(8) | Epic Destiny Feat: Harbinger of Chaos | DS/Imbue+2 |
Dexterity: +1 Level up | |||
29 | Epic(9) | ||
30 | Epic(10) | Epic Feat: Eerie Aim | Combat Archery = more DPS, IFF always hits on 2 |
Legendary Feat: Scion of the Ethereal Plane | most DPS scion feat for this build | ||
31 | Legendary(1) | Epic Destiny Feat: Legendary Aim | |
32 | Legendary(2) | Dexterity: +1 Level up | |
33 | Legendary(3) | Epic Feat: Overwhelming Critical | saves on feat swap cost IFF swap i.crit BEFORE taking |
34 | Legendary(4) | Epic Destiny Feat: Titan's Blood | 10% 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
Armor | Legendary University Bulwark's Reinforced Shirt | Drops in: Grand Theft Aureon, End chest |
+15 Enhancement Bonus | ||
Physical Sheltering +36 | ||
Fortification +153% | ||
Parrying +6 | ||
Freedom of Movement | mandatory (for playing with sleet & ice groups) | |
Lost Purpose: Legendary Devil's Infernal Dance | ||
Green: Sapphire of Greater Heroism | ||
Colorless: Diamond of Constitution | ||
Belt | Legendary Admiral's Cummerbund | Drops in: The Trouble with Tar Pits, end chest |
Parrying +6 | ||
Lawful Absorption +23% | ||
Chaos Absorption +23% | for KT | |
IoD: Accessory: Claw Slot: Claw: Sunder | pick something else .. only works with manual consecration | |
Green: Legendary Undying Sapphire | ||
Colorless: +2 Festive Dexterity | ||
The Legendary Dread Isle's Curse | ||
Boots | Legendary Greaves of Seasons' Warding | Drops 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 Silence | sneak beats imbue | |
Moon: Lunar Gem of Dexterity (Legendary) | ||
Bracers | Dinosaur Bone Bracers | Drops 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) | ||
Cloak | Legendary University Archer's Cloak | Drops 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 | ||
Gloves | Gauntlets of the Stormreaver | Drops in: Killing Time, warded chest |
Stormreaver's Thunderclap | SWAP item, nice DPS & Shelter when swapped in | |
Protection +11 | but it's not so nice that it hobbles the build when out | |
Insightful Sheltering +17 | spell absorb swap = crystalline gloves | |
Electric Resistance +51 | trap swap = CC glove, Open i.Disarm i.Open + Disarm aug | |
Yellow: Topaz of Feather Fall | FF+UA picked because we won't miss it on swap | |
Green: Topaz of Underwater Action | ||
Goggles | Legendary Sandstorm Glasses | Drops in: Legendary version of Epic Sandstorm Glasses |
True Seeing | mandatory | |
Blindness Immunity | mandatory | |
Use Magic Device +5 | ||
Search +21 | could swap, but it's soooo much nicer when NIH works | |
Spot +21 | ||
Blue: Sapphire of Resistance | ||
Green: Emerald of Arcane Empowerment | ||
Legendary Menechtarun Scavenger | ||
Helmet | Legendary University Champion's Helm | Drops 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 Emerald | for Diplomacy; yeah, it can still pull agro with threat-80 | |
Colorless: Diamond of Intelligence | ||
Necklace | Legendary Pendant of the Earth | Drops in: Wild Thing, end chest |
Insightful Corrosion +74 | in 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 | ||
Quiver | Epic Purifying Quiver | Drops in: Oath of Vengeance, end chest (legendary) |
Burning Ammunition - 1d8 | ||
Blunted Ammunition | mandatory for DR breaking | |
Ring1 | Ring of the Silver Tongue | Drops in: Killing Time, end chest |
Improved Deception +5 | more dps | |
Assassinate +15 | for shadow loss; oddly shadow loss seems to trigger | |
Insightful Assassinate +7 | every time despite it's calc'd DC being so low it should | |
Blue: Perfect Silence | never ever trigger (game bug? DC calc diff than text?) | |
Green: Diamond of Wisdom | ||
Ring2 | Legendary Ring of Unnatural Accuracy | Drops in: Pilgrims' Peril, end chest |
Quality Dexterity +3 | ||
Quality Doubleshot +3% | ||
Greater Marksmanship | ||
Distant Diversion -22% | ||
Green: +2 Festive Constitution | ||
Colorless: Perfect Silence | ||
Trinket | Legendary Gem of Many Facets | Drops in: The Chronoscope (Legendary), end chest, or Legendary version of Epic Gem of Many Facets |
Set Bonus 1: Legendary Menechtarun Scavenger | 15 MPRR & 30 Hamp | |
Cannith Trinket Prefix: Doubleshot | mostly chosen because GOMF's CC stats = easier tetris | |
Cannith Trinket Suffix: Sonic Absorption | Hunt & Skele | |
Cannith Trinket Extra: Insightful Deadly | swap to i.Accuracy if using Trance layout | |
Yellow: Diamond of Bluff | I like not having to swap to bluff | |
Weapon1 | Attuned Bone Throwing Dagger | Drops in: Skeletons in the Closet, end chest |
+15 Enhancement Bonus | ||
Returning | ||
IoD: Weapon: Scale Slot: Sparkscale | Silver DR break | |
IoD: Weapon: Fang Slot: Flamefang | Good DR break | |
IoD: Weapon: Claw Slot: Shadowclaw: Dexterity | ||
IoD: Weapon: Horn Slot: Melthorn | dust = PRR-35 debuff | |
Orange: Deconstructor | ||
Purple: Ruby of the Iron Hand | Cold-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) | ||
Weapon2 | Dinosaur Bone Buckler | Drops in: Skeletons, Mountain & end chest |
IoD: Weapon: Scale Slot: Iridescent Scale | ||
IoD: Weapon: Fang Slot: Meltfang | Procs via MH, scales on ranged power | |
IoD: Armor: Scale Slot: Fragment of Extra-planar Shadow | 20% Alacrity fully negates Patience penalty | |
IoD: Armor: Fang Slot: Goldfang | dino rune arm can use same dino augments | |
Orange: Topaz of Ranged Power | ||
Purple: The Eye of Lamannia | ||
The Legendary Dread Isle's Curse |
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