https://www.ddo.com/forums/showthread.php/463636-Some-New-Thrower-Builds?p=56613...Fury Stars:
12 Ranger/6 Monk/2 Fighter - Human. Lammania Red Kobold kill time: ~71 seconds
Overview:
Everything changed with the new balance pass, and everything that's old is new again. This post lists my current build: centered Human Shuriken/Manyshot Bow hybrid, running in Fury of the Wild with 10k.This build uses Manyshot off timer, dual damage action boosts, and the new and improved 10K for huge bust damage in Fury of the Wild. As noted in Holymunchkin's thread, Adrenaline regen is incredible with IPS and 10k/Manyshot. Unlike that build and some others, mine makes liberal and constant use of Sniper Shot.
I really don't like Slayer arrow since they nerfed Manyshot. Without 4 guaranteed arrows, the average damage per Slayer/Adrenaline/Manyshot volley has really been reduced. Also, with Ranged Power, Sniper shot is now much more powerful, as base damage has increased greatly since the original Monkchers. This means a +2 Multi from Sniper is now 2/3rds affective as Slayer, but it's available every 6 seconds, instead of Slayers 20. You can use Sniper Shot 4 Times for every slayer arrow. The math works out like this:
At~117'ish RP (50 Wisdom during 10k) and 70 base damage, that's ~152base Damage.The +2 Crit multi from Sniper shot during Adren makes adds 304 base to the shot(152x2), + the x2 from Shuriken for 608 base damage before Adrenaline. Multiplied by 4 that's 2432 Damage.
Slayer adds 152+250x2 =804x4 for Adrenaline= 3216 a Shuriken.
But, In the 20 seconds between a slayer shot and it's cooldown, I can do 4 sniper/adrenaline shots, for 2432x4 Damage = 9728 damage. Now, you could calculate your damage more evenly in the AA/T5 Scenario by adding in 3 more adrenaline shuriken throws (5 Seconds cooldown on Adren means Slayer + 3 Adren throws/20 seconds) without slayer or sniper in the interim for another 152x4 = 608 x 3 = 1824 + 3216 = 5040. That's ~93%% increase in damage (9728 vs 5040). For me, this is a no brainer over T5 AA.
Just to address the Elemental arrow argument: 150'ish proc damage with Elemental arrow on every Shuriken is nice, but it does not make up the difference, and you can easily use AP to get T2 or even 3 of elemental arrows and still be using Sniper shot. I skip Elemental arrows all together because the Damage is already so high on Adrenaline + 10k/Manyshot + Sniper Shot/Head Shot/Aimed Shot/Merciful Shot + Dual Boosts
*These damage calcs are just being done assuming 1 Shuriken/Throw animation. It does not take into account extra dex procs, or Doubleshot, or Throwing speed. But seeing as these are relatively constant between builds, then proc rate of missiles * throw speed/sec can just be considered a constant coefficent for both scenarios of Slayer vs Sniper. You could take Slayer and Sniper, but you lose 5 damage, 20% AF damage on red names, 20% Doubleshot, which I'd rather not do. It is perfectly workable however.
Starting Stats (rough guidelines, depends on 28/32pt build):
Str: 8
Dex: 18
Con: 14
Int: Rest
Wis: 16
Cha: who cares
Dex, duh. Wisdom is for Ranged Power during 10k, and Int is for Know the Angles.
Levels Progression:
Selected Feat/(Auto Granted Feat)
Level 1 Ranger: PBS (Heroic), Dodge (Human)
Level 2 Monk:Shuriken Expertise (Monk)
Level 3 Monk: Quick Draw (Heroic), Zen Archery (Monk)
Level 4 Monk:
Level 5 Monk:
Level 6 Monk: Precision (Heroic)
Level 7 Monk: 10 Thousand Stars (Monk)
Level 8 Ranger: (Rapid Shot)
Level 9 Ranger: Deflect Arrows (Heroic)
Level 10 Range: Precise Shot (Ranger)
Level 11 Ranger
Level 12 Ranger: Master of Forms (Heroic), Manyshot (Ranger)
Level 13 Ranger
Level 14 Ranger
Level 15 Ranger: Empower Heal (Heroic)
Level 16 Ranger
Level 17 Ranger: Improved Precise Shot (Ranger)
Level 18 Ranger: Grand Master of Forms (Heroic)
Level 19 Fighter: Improved Critical: Thrown
Level 20 Fighter: Improved Critical: Ranged
Epic Feats:
21: Overwhelming Crit
24: Completionist (Or Combar Archery or Weapon Focus Thrown/Ranged)
26: Toughness/Holy Strike/Improved Mage Armor
27: Blinding Speed (only source of 22% Enhancement bonus to Thrown Speed), or Epic Reflxes if you have XV Speed in gear.
28: Doubleshot
Enhancements: These are flexible, but here are some guidelines:
Human: 3AP Damage boost, +1 Dex
Ninja Spy: 11AP for Advanced Ninja Training, and Shadow Fade (this is a defensive choice, feel free to just go 6 for ANT)
Harper: 25AP, KtA, 6 RP, Construct FE, 4 Dex
DWS: 41AP, including 4th core for +1 Crit threat, RP Boost, all 5 T5 abilites, with giant as FE (feel free to change).
There are other possible setups, but this is my favorite. You could do less in Ninja Spy, and pump up AA for some proc damage from Elemental arrows, or take Ki Regen in Henshin with less points in Harper. Kensei has extra action boosts, though I twist extra for 9 which is generally enough. Long fights I can regen them with Draconic Vitality swap in on offhand.
Epic Destinies:
Fury of the Wild. I take 2 Tiers of Primal Scream, 3/3 Fast Healing (this plus Empowered Cure Mod and Cure Light is plenty, no need for Cocoon), Acute Instincts 3/3, Ward Against Weird 1/3, Sense Weakness 3/3, Gird Against Demons 2/2, Fury Eternal, Unbridled Fury.
You could still go beast mode in other Destiny's, but Red Named damage is so much better on this build that it's just no contest.