View Full Version : Solo Sustainable DPS
IAlwaysLose
10-14-2010, 07:56 AM
So, I was trying to think of what would be a solid class to play that would give me melee fun -and- not be reliant on potions all the time, and while I considered paladin for a while, I'd want to go pure paladin which would not give me such fun tools as Evasion or 3d6+6 backstabs at +3 to hit in addition to already obscene to hit in addition to power attack and all, and this is what I came up with. The levelling isn't optimized I am sure, I tried to go about it as what would be -fun- to actually play while playing it and not interminable. The dps should be rather, well, good for a melee, especially if she's allowed to be dps and not a tank (Which she most definately isn't really), though all in all I have no idea what she will end up with if she ever gets the best gear, that'd be cool if someone could figure that out real quick too :) I -think- with proper gear she should get to 39 umd to allow the use of arcane wands and scrolls (If I read correctly about UMD anyways). Cheers.
Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Chaotic Good Drow Female
(6 Fighter \ 5 Rogue \ 9 Cleric)
Hit Points: 202
Spell Points: 496
BAB: 15\15\20\25\25
Fortitude: 13
Reflex: 14
Will: 11
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 16 20 22
Dexterity 16 17 20
Constitution 12 12 12
Intelligence 12 12 12
Wisdom 12 12 14
Charisma 10 10 10
Tomes Used
+1 Tome of Dexterity used at level 8
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 7 14 14
Bluff 0 0 0
Concentration 1 23 23
Diplomacy 0 0 0
Disable Device 5 15 16
Haggle 3 3 3
Heal 1 3 3
Hide 3 5 5
Intimidate 0 0 0
Jump 7 20 20
Listen 5 6 8
Move Silently 3 5 5
Open Lock 7 15 16
Perform n/a n/a n/a
Repair 1 1 1
Search 5 5 9
Spot 5 6 10
Swim 3 7 7
Tumble 4 6 6
Use Magic Device 4 23 23
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Disable Device (+4)
Skill: Haggle (+3)
Skill: Jump (+4)
Skill: Listen (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+1)
Skill: Use Magic Device (+4)
Feat: (Selected) Two Weapon Fighting
Feat: (Automatic) Attack
Feat: (Automatic) Drow Spell Resistance
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortsword
Feat: (Automatic) Martial Weapon Proficiency: Shortbow
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Sneak Attack
Feat: (Automatic) Spell Save Bonus
Feat: (Automatic) Trapfinding
Enhancement: Rogue Disable Device I
Enhancement: Rogue Open Lock I
Enhancement: Rogue Search I
Enhancement: Rogue Spot I
Level 2 (Cleric)
Skill: Concentration (+3)
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Turn Undead
Enhancement: Improved Spell Resistance I
Enhancement: Elven Enchantment Resistance I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I
Level 3 (Fighter)
Skill: Jump (+2)
Skill: Swim (+1)
Feat: (Fighter Bonus) Exotic Weapon Proficiency: Khopesh
Feat: (Selected) Oversized Two Weapon Fighting
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Sunder
Feat: (Automatic) Tower Shield Proficiency
Feat: (Automatic) Trip
Enhancement: Elven Dexterity I
Enhancement: Fighter Armored Agility I
Enhancement: Rogue Sneak Attack Training I
Level 4 (Rogue)
Skill: Disable Device (+3)
Skill: Open Lock (+3)
Skill: Use Magic Device (+3)
Feat: (Automatic) Evasion
Enhancement: Elven Perception I
Enhancement: Rogue Sneak Attack Accuracy I
Enhancement: Rogue Dexterity I
Level 5 (Cleric)
Skill: Concentration (+3)
Enhancement: Elven Keen Eyes I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wand and Scroll Mastery I
Level 6 (Fighter)
Skill: Balance (+1)
Skill: Jump (+1)
Feat: (Selected) Empower Healing Spell
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Enhancement: Improved Spell Resistance II
Enhancement: Fighter Strength I
Level 7 (Rogue)
Skill: Disable Device (+3)
Skill: Open Lock (+3)
Skill: Use Magic Device (+3)
Feat: (Automatic) Trap Sense
Enhancement: Rogue Wrack Construct I
Level 8 (Cleric)
Skill: Concentration (+3)
Enhancement: Elven Dexterity II
Enhancement: Cleric Prayer of Life I
Level 9 (Fighter)
Skill: Balance (+1)
Skill: Jump (+1)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Flanking Mastery I
Level 10 (Cleric)
Skill: Concentration (+3)
Enhancement: Cleric Life Magic II
Level 11 (Cleric)
Skill: Concentration (+2)
Enhancement: Improved Spell Resistance III
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Energy of the Zealot II
Level 12 (Fighter)
Skill: Jump (+3)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Feat: (Selected) Weapon Specialization: Slashing Weapons
Level 13 (Rogue)
Skill: Disable Device (+4)
Skill: Use Magic Device (+5)
Feat: (Automatic) Trapmaking
Feat: (Automatic) Uncanny Dodge
Enhancement: Rogue Sneak Attack Training II
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Divine Vitality II
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Level 14 (Cleric)
Skill: Concentration (+3)
Enhancement: Improved Spell Resistance IV
Level 15 (Fighter)
Skill: Balance (+1)
Skill: Jump (+1)
Feat: (Selected) Quicken Spell
Enhancement: Fighter Armored Agility II
Enhancement: Cleric Wisdom II
Level 16 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+2)
Enhancement: Cleric Life Magic III
Level 17 (Fighter)
Skill: Balance (+0.5)
Skill: Jump (+2)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Enhancement: Fighter Strength II
Level 18 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+2)
Feat: (Selected) Power Attack
Enhancement: Cleric Prayer of Life II
Level 19 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Heal (+1)
Enhancement: Fighter Attack Boost I
Enhancement: Rogue Haste Boost I
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Energy of the Zealot III
Level 20 (Rogue)
Skill: Use Magic Device (+8)
Also, as I have zero idea about enhancements beyond like, level 4, I couldn't tell you if I'd missed something really important I could have gotten otherwise with different enhancement spends. But heck... she should be able to hit anything and it's sister. 20 base bab from Divine Power + 3 from divine favor + 3 from flanking mastery + 2 from rogue sneak attack strike + 1 from weapon focus + 5 from weapon -2 from oTWF, +8 from strength, etc etc...
richieelias27
10-14-2010, 08:07 AM
Sneak attack damage isnt sustainable damage on a solo build.
Now this wouldnt exactly be true if you keep a sturdy hireling around all the time to dump aggro onto (which will be incredibly difficult with zero diplomacy), but said hireling probably wont last very long. The same can be said for summons.
MinII blind affect will also help, but you wont be seeing that until the end of your leveling career.
Outside of those scenarios, you wont be getting any sneak attacks.
edit: should be RadII
IAlwaysLose
10-14-2010, 08:10 AM
Well the sneak attack damage is a biproduct of evasion, umd, disable device, and open locks. I hate running into chests and being unable to get to them or unlock them.
And obviously am not -against- grouping, and figured in a group situation I would be sneak attacking a WHOLE lot more, and could take care of my own healing till late game so as to be less burden on the cleric/favored soul/?? for example.
Should I take the only comment about the build being sneak attack as otherwise, being ok?
MysteryNotes
10-14-2010, 08:10 AM
Sneak attack damage isnt sustainable damage on a solo build.
Now this wouldnt exactly be true if you keep a sturdy hireling around all the time to dump aggro onto (which will be incredibly difficult with zero diplomacy), but said hireling probably wont last very long. The same can be said for summons.
MinII blind affect will also help, but you wont be seeing that until the end of your leveling career.
Outside of those scenarios, you wont be getting any sneak attacks.
I think you mean radiance blindness :p
d4rkstars
10-14-2010, 08:13 AM
this build is very strange and i advise you rethink it :p
Kintro
10-14-2010, 08:20 AM
Sneak attack damage isnt sustainable damage on a solo build.
Exactly what I thought upon reading.
MinII blind affect will also help, but you wont be seeing that until the end of your leveling career.
He means Radiance 2.
Is there much point in the Rogue levels beyond evasion? What could be fun is to swap the five Rogue levels for 3 Monk (+2 cleric), pick up Whirling Steel Strike (you have the prereqs already) as a Monk bonus then switch race to Elf and specialise in longswords. You'd gain a bit of AC and access to +2 con/wis/str/dex stances aswell as Aligning the Heavens (25% sp cost reduction).
Well the sneak attack damage is a biproduct of evasion, umd, disable device, and open locks. I hate running into chests and being unable to get to them or unlock them.
Ok, that's fair enough reason to have 2 rogue levels but why 5? You could have 3 more cleric levels, a bunch more spellpoints and access to better spells.
richieelias27
10-14-2010, 08:23 AM
I think you mean radiance blindness :p
Yup, that I did.
As a solo build it seems pretty solid. As a group build... eh, itd be alright. Just dont expect to be doing much raiding later on. I was only commenting on the solo aspect of it, in which case those 3 additional rogue levels are mostly wasted. Open lock does not require maximizing in order to open every chest/door in the game, and very few traps will require extreme Disable Device or Search skills . Besides, you have evasion and healing ability... just run through them.
On the off chance that you do plan on disarming traps - your search skill is way too low to find them.
IAlwaysLose
10-14-2010, 08:26 AM
Because I needed those skill points from rogue to get UMD, Disable device, and open locks to be sustainable with item boosts to be useful. I also took a look at the 6th level spells, and barring heal and maybe mass cure moderate, none of them were really beneficial to the purpose of the build. The build doesn't have the DC to make BB worthwhile or any of the other offensive cleric spells. With access to level 5 she has Divine Favor, Divine Power, Free Action, Restoration, and a slew of other utility spells that helps while soloing and can help supplement the party as well. Heck her turn undeads are useless hence why she can at least give a smidgeon of spell points to people. That's my thought anyways.
Also, because 3d6+6 bonus SA is better than 2d6+3. Also True Sight spell should help with that and items no?
richieelias27
10-14-2010, 08:29 AM
For solo content, BB should be doing some decent damage even on saves (except vs things with evasion)
As for the group aspect:
The party will require a trap rogue since your search is so low, so that job is already taken.
They'll need a main healer so your buffs are being overridden
You might get chosen if they're hard up for a 6th member
Not a great group build, and later in the game you might have some problems getting into groups
Lord_WC
10-14-2010, 08:30 AM
Ok, that's fair enough reason to have 2 rogue levels but why 5? You could have 3 more cleric levels, a bunch more spellpoints and access to better spells.
If you go 12 in a divine spellcasting class I would consider fvs. Not much thing to gain via cleric, but bigger spell pool, much better reflex save (for your evasion), and some really nice enhancements/feats (and some combat damage as well on top of spells).
And before you start on the healing aura, dungeon scaling makes encounters so easy solo that an occasional heal spell is more than enough.
But, for a true solo build I would pick 8-10-14 bard (warchanter). Self haste/displace/rage and songs to make up for the missing AB (and give a few points plus to damage), and maybe GH for saves is huge. You can self heal (either with speccing for it - i think it would be ill-advised or UMD about anything), get traps, fight, summon, whatever. Fun times:)
IAlwaysLose
10-14-2010, 08:33 AM
Thank you for the input, bards aren't really my thing, and I always looked at favored soul as being like paladin and sorcerer, one of those things that did best if just went all the way pure...
Mostly, just am trying to find a build that I think would be fun, offer some variety, and get me to 20 relatively quickly so I can unlock 32 char builds and maybe try and get something made that'd be epic worthy... I suppose I could do a drow sorc or wizard, I imagine with their bonuses they could pull it off...
Kintro
10-14-2010, 08:34 AM
Also, because 3d6+6 bonus SA is better than 2d6+3. Also True Sight spell should help with that and items no?
True Seeing does nothing for Search but Find Traps will help a little. You'll still need to put points into it if you want to get most traps.
Where are you putting your level up stat points? I don't see it in the planner.
IAlwaysLose
10-14-2010, 08:38 AM
Oh sorry they all went into strength, hence needing the +1 dex tome at level 8.
Kintro
10-14-2010, 08:41 AM
Oh sorry they all went into strength, hence needing the +1 dex tome at level 8.
So you should have 23 str (16 base + 5 levels + 2 Ftr Str). Eat a +1 tome for 24.
IAlwaysLose
10-14-2010, 08:47 AM
Well yes, I only put in the bare minimum +1 tome because I don't have high levels to fund/find tomes and suchlike. Obviously, with more tomes/gear it just gets stronger. And yes should be 23, I must have forgotten to click properly on the last attribute at 20 or something.
Sorry about that, and thanks for all the discussion, it's helping me a great deal when it's constructive.
Lord_WC
10-14-2010, 08:48 AM
Thank you for the input, bards aren't really my thing, and I always looked at favored soul as being like paladin and sorcerer, one of those things that did best if just went all the way pure...
Mostly, just am trying to find a build that I think would be fun, offer some variety, and get me to 20 relatively quickly so I can unlock 32 char builds and maybe try and get something made that'd be epic worthy... I suppose I could do a drow sorc or wizard, I imagine with their bonuses they could pull it off...
Before I had my first bard I thought the same. Now I think they are probably the most badassest class ever. Give it a try, you won't regret it.
IAlwaysLose
10-14-2010, 08:54 AM
Seriously, I dislike bards, always have, always will. It's a long term hate from 2nd edition ;) I sing a song and make everyone bad @$$! Not my style :) It's just a personal preference thing. I was contemplating a Favored Soul pure to 20... might be easier than this. Was thinking more nuke/caster type, 16 wis to start but I dunno how well it would work compared to a sorc/wiz.
hecate355
10-14-2010, 08:57 AM
I would just roll melee bard, it offers everything you asked for, sustainable dps, buffs, selfheal
hecate355
10-14-2010, 09:00 AM
well you got the answer, whether you like it or not, is your bard thing something irrational? Melee capable fvs would be my 2nd suggestion, but its considerably lower dps than warchanter imo, it can selfheal til mobs get bored and die tho.
Lord_WC
10-14-2010, 09:01 AM
Yeah, but seeing 150-170ish crits floating above your opponent's head brings a certain amount of, hm, justification;)
A 12 fvs/6fig/2 rog is certanly a viable combination for solo play. I would make it a wf and go thf. Dump cha (about 8 starting if you plan to use a +2 tome) and wis (6), and put everything in str/con. Or make it a 12fvs/6ran/2rog if you like twf better. I think it would be a really easy toon to level. The latter has some promises of reaching meaningful ac for normal end-game stuff, if you can gear it out.
IAlwaysLose
10-14-2010, 09:05 AM
Yes, it likely is an irrational thing, just like halflings... cuz of this one guy who used to play Kender ALL THE TIME, and did so horribly... Anyways... I could always just role as a WF Wizard, cuz, that's like good offense and self healing... If I can stomach playing a WF that is.
Sorc might be better though...
How much UMD is necessary for a drow sorc to use healing scrolls and wands?
EddieB_TBC
10-14-2010, 09:21 AM
Maybe want to re-look at the bard thing if you are serious about solo and sustainable dps. I run a wf 2hf brd/ftr warchanter and dear god he always was and remains brutal as he is lvl 19 now. At just under 500hp, he seriously hits like a mack frgn truck critting in the 170-200 range, UMDs just about anything but mass heal scrolls, and only recently has he started to play more of a support role because it seems like that role is needed in grps more than another tank. I did choose to go 16/4 because although I like to solo I do use him to support guild parties and got a lot of push for "the AC song", /snort, but were it not for that I would probably be 14/4/2 with 2 rogue for extra skills and evasion... dunno but at some point I may build another and play with that option.
Now I can also relate to the bards don't seem to be my thing because up until someone put the bug in my head about this build I was the same way, but, truly a warchanter build designed around beating the snot outa stuff rather than any of the other more conventional bard roles is a LOT of fun to play. :D
Crann
10-14-2010, 09:46 AM
How much UMD is necessary for a drow sorc to use healing scrolls and wands?
More than you will have being a beginning player.
Wands up to Cure Crit and scrolls less than Heal are ok for between combat top offs...but in the thick of combat...Heal scrolls are what keep you alive when you are a soloing self healing fleshy arcane.
Not having UMD as a class skill will keep you out of no fail heal scroll range without difficult to acquire equipment, and/or a wasted feat.
If you are going arcane for soloing, play WF. No UMD required for reconstruct. 18wiz/2rogue is popular, but a pure Sorc would also be good.
Darkrok
10-14-2010, 10:08 AM
Seriously, I dislike bards, always have, always will. It's a long term hate from 2nd edition ;) I sing a song and make everyone bad @$$! Not my style :) It's just a personal preference thing. I was contemplating a Favored Soul pure to 20... might be easier than this. Was thinking more nuke/caster type, 16 wis to start but I dunno how well it would work compared to a sorc/wiz.
Warforged Favored Soul has solid melee, especially if you land an Epic Sword of Shadows.
Might want to look at this 15 paladin/3 monk/2 rogue build (http://forums.ddo.com/showthread.php?t=270442&highlight=kung-fu+cowboy) as well. (Just read you're just starting. WF'd FvS much better if you're new.
Daliyn
10-14-2010, 10:22 AM
Now I can also relate to the bards don't seem to be my thing because up until someone put the bug in my head about this build I was the same way, but, truly a warchanter build designed around beating the snot outa stuff rather than any of the other more conventional bard roles is a LOT of fun to play. :D
This. A bard16/fighter2/rogue2 warchanter is a killing machine with buffs, selfhealing, full umd, full trapskills, evasion and - last but not least - the songs. Extremly solo capable especially for new players who still learn the quests, and still in great demand for every group.
IAlwaysLose
10-14-2010, 07:35 PM
Well... Can anyone link or give me a solid build for a drow Bard16/fighter2/rogue2 with levelling progression? I know it's asking a lot but I am really not familiar with bards at all and certain skills (Like jump, never would have figured needed to get jump to 15+ without reading the forums) seem to be more important than at first look.
Daliyn
10-15-2010, 03:55 AM
Not drow, but human. With drow, you'd have 1 less feat and less skillpoints, should still be doable though. In this build, the lvl 18 feat is not *really* essential, you could always take something else instead. Another toughness, for example.
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Warchanter Bard Human
Level 20 True Neutral Human Female
(2 Fighter \ 2 Rogue \ 16 Bard)
Hit Points: 270
Spell Points: 515
BAB: 15\15\20\25\25
Fortitude: 11
Reflex: 14
Will: 9
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 16 21 23
Dexterity 12 12 12
Constitution 15 15 16
Intelligence 14 14 14
Wisdom 8 8 8
Charisma 12 12 14
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 5 13 13
Bluff 4 5 5
Concentration 2 3 3
Diplomacy 1 2 2
Disable Device 6 21 21
Haggle 5 6 6
Heal -1 -1 -1
Hide 1 1 1
Intimidate 1 2 2
Jump 7 13 13
Listen -1 -1 -1
Move Silently 5 5 5
Open Lock 5 16 16
Perform n/a 25 25
Repair 2 2 2
Search 6 22 22
Spot 3 20 20
Swim 7 11 11
Tumble 2 3 3
Use Magic Device 5 25 28
Level 1 (Rogue)
Feat: (Selected) Toughness
Feat: (Human Bonus) Two Handed Fighting
Level 2 (Fighter)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Level 3 (Bard)
Feat: (Selected) Extend Spell
Spell (1): Cure Light Wounds
Level 4 (Bard)
Ability Raise: STR
Spell (1): Expeditious Retreat
Level 5 (Bard)
Spell (1): Focusing Chant
Level 6 (Bard)
Feat: (Selected) Power Attack
Spell (2): Cure Moderate Wounds
Spell (2): Blur
Level 7 (Rogue)
Level 8 (Fighter)
Ability Raise: STR
Feat: (Fighter Bonus) Improved Two Handed Fighting
Level 9 (Bard)
Feat: (Selected) Empower Healing Spell
Spell (2): Heroism
Spell (1): Remove Fear
Level 10 (Bard)
Level 11 (Bard)
Spell (2): Rage
Spell (3): Cure Serious Wounds
Spell (3): Haste
Level 12 (Bard)
Ability Raise: STR
Feat: (Selected) Improved Critical: Slashing Weapons
Spell (3): Displacement
Level 13 (Bard)
Level 14 (Bard)
Spell (4): Freedom of Movement
Spell (4): Cure Critical Wounds
Spell (3): Remove Curse
Level 15 (Bard)
Feat: (Selected) Greater Two Handed Fighting
Spell (4): Dimension Door
Level 16 (Bard)
Ability Raise: STR
Level 17 (Bard)
Spell (4): Break Enchantment
Spell (5): Mass Cure Light Wounds
Spell (5): Greater Heroism
Level 18 (Bard)
Feat: (Selected) Skill Focus: Use Magic Device
Spell (5): Shadow Walk
Level 19 (Bard)
Level 20 (Bard)
Ability Raise: STR
Spell (1): Merfolk's Blessing
Spell (5): Greater Dispel Magic
Spell (6): Mass Cure Moderate Wounds
Spell (6): Otto's Irresistable Dance
Enhancement: Bard Inspired Attack I
Enhancement: Bard Inspired Attack II
Enhancement: Bard Inspired Attack III
Enhancement: Bard Inspired Bravery I
Enhancement: Bard Inspired Bravery II
Enhancement: Bard Inspired Damage I
Enhancement: Bard Inspired Damage II
Enhancement: Bard Inspired Damage III
Enhancement: Bard Lingering Song I
Enhancement: Bard Lingering Song II
Enhancement: Bard Lingering Song III
Enhancement: Bard Warchanter I
Enhancement: Human Adaptability Constitution I
Enhancement: Human Greater Adaptability Strength I
Enhancement: Human Improved Recovery I
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Human Versatility III
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Rogue Sneak Attack Training I
Enhancement: Bard Song Magic I
Enhancement: Bard Song Magic II
Enhancement: Bard Song Magic III
Enhancement: Bard Song Magic IV
Enhancement: Bard Energy of the Music I
Enhancement: Bard Energy of the Music II
Enhancement: Bard Charisma I
Enhancement: Bard Charisma II
Enhancement: Fighter Strength I
Enhancement: Fighter Toughness I
Enhancement: Bard Wand Mastery I
Enhancement: Bard Wand Mastery II
Enhancement: Bard Wand Mastery III
Lord_WC
10-15-2010, 04:59 AM
I'd drop SF:UMD and Emp. Healing (you will be heal scrolling yourself too much, because it's faster, hits for more, and doesn't take away sp from buffs), and pick up EWP:Kopesh & something else (maybe OTWF if you plan on running epics).
Lvl1 feat choice is clearly a typo, pick two weapon fighting instead:D
Stat distribution is incoherent, you need at least 15 dex (and a +2 tome) if you want to pick up ITWF & GTWF.
I'd also dump IQ a bit more, and take the missing points from OL. 5-6 ranks in it is more than enough to open any doors/chests in the game with equipment. You can drop swim/diplo and all that on the first level, they don't do you any good. Spot I feel useless, you probably want Tharne on you, and it gives TS.
CHA is really a dumpstat on a warchanter, start with 8 and with a +2 tome and a +6 item you will be able to cast all your spells. The sp difference is what? 30 sp on level 20 or something like that. Put the freed up points in STR/CON, those help more in the dps/staying alive department.
Also DD can be 5-7 ranks lower than search, you will be using +5 picks which give +7 to your OL,DD, and traps have equal or lower DD DC compared to search.
You may want to consider picking up Perform I,II, whatever as well. You WANT to hit 55 perform by lvl20 to be able to run ev6.
Daliyn
10-15-2010, 05:09 AM
I'd drop SF:UMD and Emp. Healing (you will be heal scrolling yourself too much, because it's faster, hits for more, and doesn't take away sp from buffs), and pick up EWP:Kopesh & something else (maybe OTWF if you plan on running epics).
Lvl1 feat choice is clearly a typo, pick two weapon fighting instead:D
No, this is a THF char, no points for the dex requirements. Corrected Lvl 8 and 15, sorry for the mistake.
You can drop swim/diplo
where put them instead?
Spot I feel useless,
New player build - for somebody who doesn't know the location of every trap in every dungeon.
start with 8 and with a +2 tome
New player build - +2 tomes are expensive and/or hard to find for an unfunded toon
Lord_WC
10-15-2010, 05:12 AM
Ah ok.
I don't see much point in rolling a THF warchanter, TWF profits 80% more from the songs, and it's a higher dps style anyway. But YMMV.
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