PDA

View Full Version : Bard Pure Warchanter Tactics Build



Darkrok
12-09-2011, 01:36 PM
I just LR'd my first-life Warforged to something similar to this in an effort to keep him viable at end-game. I've got a feeling that in the right hands this build would be a huge boon in all areas of the current end-game. The basic idea is to have a fully functioning bard (staying pure to maximize song benefit, song duration, and buff durations) that deals acceptable melee dps (especially if you can twitch well) while providing the additional benefit of high-quality epic-usable tactics.

Darkrok
12-09-2011, 01:37 PM
Character Plan by DDO Character Planner Version 03.11.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 True Neutral Half-Elf Male
(20 Bard)
Hit Points: 282
Spell Points: 641
BAB: 15\15\20\25\25
Fortitude: 10
Reflex: 12
Will: 12

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(36 Point) (Level 1) (Level 20) (Level 20)
Strength 18 25 27
Dexterity 8 10 10
Constitution 16 18 18
Intelligence 12 14 14
Wisdom 8 10 10
Charisma 14 16 18

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 1 7 7
Bluff 6 27 27
Concentration 7 27 27
Diplomacy 6 27 27
Disable Device n/a n/a n/a
Haggle 6 27 27
Heal -1 0 0
Hide -1 0 0
Intimidate 2 4 8
Jump 5 14 14
Listen -1 0 0
Move Silently -1 0 0
Open Lock n/a n/a n/a
Perform 6 27 27
Repair 1 2 2
Search 1 2 2
Spot -1 11 11
Swim 4 8 8
Tumble 0 1 1
Use Magic Device 6 27 27

Level 1 (Bard)
Skill: Balance (+2)
Skill: Bluff (+4)
Skill: Concentration (+4)
Skill: Diplomacy (+4)
Skill: Haggle (+4)
Skill: Jump (+1)
Skill: Perform (+4)
Skill: Tumble (+1)
Skill: Use Magic Device (+4)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Fighter
Feat: (Past Life) Past Life: Fighter
Feat: (Past Life) Past Life: Fighter
Feat: (Past Life) Past Life: Fighter
Feat: (Selected) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Dismiss Charm
Feat: (Automatic) Fascinate
Feat: (Automatic) Half-Elven Keen Senses
Feat: (Automatic) Half-Elven Mixed Heritage
Feat: (Automatic) Half-Elven Social Graces (ALL)
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Inspire Courage
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency: Longsword
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortsword
Feat: (Automatic) Martial Weapon Proficiency: Shortbow
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak


Level 2 (Bard)
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Jump (+1)
Skill: Perform (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip


Level 3 (Bard)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Perform (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Power Attack
Feat: (Automatic) Inspire Competence


Level 4 (Bard)
Ability Raise: STR
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Jump (+1)
Skill: Perform (+1)
Skill: Use Magic Device (+1)


Level 5 (Bard)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Perform (+1)
Skill: Use Magic Device (+1)


Level 6 (Bard)
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Jump (+1)
Skill: Perform (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Weapon Focus: Slashing Weapons
Feat: (Automatic) Suggestion


Level 7 (Bard)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Perform (+1)
Skill: Use Magic Device (+1)


Level 8 (Bard)
Ability Raise: STR
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Jump (+1)
Skill: Perform (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Improved Inspire Courage


Level 9 (Bard)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Perform (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Extend Spell
Feat: (Automatic) Inspire Greatness


Level 10 (Bard)
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Perform (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 11 (Bard)
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Perform (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 12 (Bard)
Ability Raise: STR
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Perform (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Feat: (Automatic) Song of Freedom


Level 13 (Bard)
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Jump (+1)
Skill: Perform (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+1)


Level 14 (Bard)
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Perform (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 15 (Bard)
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Perform (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Sunder
Feat: (Automatic) Inspire Heroics


Level 16 (Bard)
Ability Raise: STR
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Perform (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 17 (Bard)
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Perform (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 18 (Bard)
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Perform (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Stunning Blow
Feat: (Automatic) Mass Suggestion


Level 19 (Bard)
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Perform (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 20 (Bard)
Ability Raise: STR
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Haggle (+1)
Skill: Perform (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
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 Bravery III
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 Lingering Song IV
Enhancement: Bard Warchanter I
Enhancement: Bard Warchanter II
Enhancement: Bard Musical Prodigy
Enhancement: Half-Elf Strategy (Stunning Blow) I
Enhancement: Half-Elf Strategy (Stunning Blow) II
Enhancement: Half-Elf Strategy (Sunder) I
Enhancement: Half-Elf Strategy (Sunder) II
Enhancement: Half-Elf Strategy (Trip) I
Enhancement: Half-Elf Strategy (Trip) II
Enhancement: Human Adaptability Strength I
Enhancement: Human Improved Recovery I
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Human Versatility III
Enhancement: Human Versatility IV
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Half-Elf Fighter Strength I
Enhancement: Bard Wand and Scroll Mastery I
Enhancement: Bard Wand and Scroll Mastery II
Enhancement: Bard Wand and Scroll Mastery III
Enhancement: Bard Wand and Scroll Mastery IV

Darkrok
12-09-2011, 01:38 PM
Why stay pure?

First, while still feat hungry a THF bard doesn't need to take the THF line which frees up stat points as well as feats. Getting 2+ more feats from fighter levels isn't as critical. Full songs are rare and while that +1/+1 you get over a 14+/x/y warchanter isn't a huge difference it definitely helps. Full Spell Pen (at least 22 before items - 24 in what I posted) makes it reasonable to Irresistible Dance many enemies, giving yet another CC option. You're also future-proofing the build a bit in case Warchanter III is really nice. Most likely given the setup of this build Warchanter III will only be an enhancement respec from what we have here.

Why 12 starting int?

I could actually go either way between 17con/9int and 16con/12int. Would really depend on your gear and how you wanted to spend your last 9ap as you can spend those points on +1 con (4ap), +10hp (3ap), and the capstone if you'd like. That's worth it if you end up on an odd con but not so much if you're on an even number. If your planned gear would put you on an even number starting with 16 con and you want to max out health then I'd go 17con/9int. Otherwise the extra skill points are nice. Bluff and to a lesser extent Diplomacy allow you to control the battlefield while Spot (especially if you're geared up with an item like Tharnes Goggles) allows you to see enemies before they attack you to get in that early trip/stun/dance. I wouldn't begrudge someone that stole some points from Spot/Balance/Jump to get Hide/Sneak but that's just not my play style. In any case those skill points lets you play with some of those 'extras' while still covering the key skills for a bard.

Why X Enhancement?

Many of the items on here are no-brainers. To me these are Inspired Attack III (12ap), Bravery III (6ap Pre-req), Damage III (6ap), Warchanter II (6ap), All Half Elf Strategy Lines to II (9ap total for Trip, Stun, Sunder), Human Versatility II (3ap - no brainer because there's nothing more important at that point), Human Improved Recovery I (2ap - same reason as Versatility), Racial Toughness II (3ap - I'd take it anyway but at least the first point is also needed to get to higher tier stuff), and HElf and Dilly Str (4ap total). That's 51ap in what I'd term the set in stone category.

Next up we have what's set in stone for me but more flexible for others. Lingering Song IV (and Extend for that matter) are part of what makes a good bard. Capstone + Lingering IV = double duration songs which can be pretty important for avoiding rebuffing as often. And on a side note, especially with all the arcanes making the tough choice to cut Extend a pure bard should do everything possible to fit it in. 4 minute haste/displacement and 6 minute rage is a huge difference. That's 10ap. Then there's Wand and Scroll Mastery IV. For me this is another non-negotiable but I've seen people argue that 4 points for the last 15% is too much. Personal preference which is why I listed it here but that's another 10ap.

So that only leaves 9ap. 2 points is almost definitely for the Capstone. I would actually put that in the no-brainer category and really only moved it here as it's not addable until you've made your selections here. Again, if you went with gear that gets you to an odd con score you could spend 7ap on human con (4ap) and racial toughness III (3ap) to get an extra 30hp's. 10% more healing amp for 4ap wouldn't be a bad choice from the menu of choices. I put Human Versatility III and IV (7ap) to give more spike damage, skill boosts, save boosts, etc.

Valindria
12-09-2011, 02:59 PM
I would drop for sure:

Enhancement: Greataxe Training - Pointless with fighter Dil

I would consider dropping:

Enhancement: Half-Elf Strategy (Trip) I
Enhancement: Half-Elf Strategy (Trip) II - you don't have improved trip, will normal trip be worth it?
Enhancement: Bard Lingering Song IV - (canidate to free up AP)

Just free up enough AP for Max Human Versatility for the times you want DPS or + to skills (haggle or something).


In other ideas: I have specced out a 12/8 fighter/bard Kensei II/WCI who focused on stunning blow(dwarf for tactics). Not as much bard goodies, but plenty of feats, dps, and stunn DCs.

Darkrok
12-09-2011, 03:09 PM
Combat DC's/Critical Gear

First I'll discuss the gear portion. You're going to Epic Deneith Heavy Chain. The +15 vertigo is indispensable on a non-weapon, it gives a blue AND colorless slot, and Superior False Life + DR 5/epic + Lifeshield to boot. That will be your primary armor.

If you're lucky enough to have it (Epic) Marilith Chain would be handy. You'd have to slot what you lose from the eDHC elsewhere but for bosses the Shatter/Seeker would be far more useful than the vertigo. If you have time, I'd swap for any boss fights to allow you to use a better weapon while still Sundering the boss successfully.

Any +10 stunning weapon will do (or even a +8 crafted stunner) but an alchemical weapon is the pinnacle for trash beating as you'll get +10 stunning on a slasher (and lightning strike to boot at tier II).

If you don't have the Marilith Chain then a nice boss beater or two with Shatter +8 would be in line. Crafting a +4 Silver Holy (Greatsword/Falchion/GAxe) of Shatter +8 can be done with crafting in the mid to high 50's.

Finally, the pinnacle item for this build is the Spare Hand belt from the new challenges which amps up all these tactics by 5.

Strength Score:
18 Base
5 Levels
2 Enhancements
3 Tome
7 Item
1 Exc
2 Exc
38 Unbuffed Strength

2 Rage
40 Typical Strength

Obviously there's lots more you can do here...Yugo pots, house pots, store pots, titan gloves, etc. But with a bit of past-life gear 40's a pretty reasonable benchmark for a +15 to all tactics from Strength.

Base Tactics Score
10 Base (will add in Sunder's higher base Separate)
15 Strength
2 Fighter Dilettante Enhancement
5 Spare Hand
32 Base Tactics Score - Fighter Past Lives not included but would add on up to 3 to all listed numbers

So what we have here is a situation where we can use a +10 Stunning weapon for a 42 stun DC. Or we can use a crafted +8 (if we don't have access to Alchemical yet) for 40 (still useable especially if you pre-debuff with Improved Sunder). We've got a base Improved Sunder DC of 36 which means that crafted +8 weapon pumps us up to 44 (and Epic Marilith Chain would give us a 46). And our trip DC is a very powerful 47 when wearing the Epic Deneith Heavy Chain.

So basically, we've got a toon that can probably land a Sunder without special gear on quite a few mobs, can always use Sunder to push up their Stunning Blow DC to 45 (if using the right Alchemical weapon), can trip extremely reliably without a weapon swap, and yeah...can also use Irresistible Dance reliably and Fascinate like any properly geared Bard can. There's a bit of gear to gather - the Epic Deneith Heavy Chain is very important as is the Spare Hand - but neither is terrible to attain. Beyond that your gear for this toon is typical of any melee - obviously the more the better (and Alchemical Air Slashers are the ultimate for trash on this build).

Darkrok
12-09-2011, 03:18 PM
I would drop for sure:

Enhancement: Greataxe Training - Pointless with fighter Dil

I would consider dropping:

Enhancement: Half-Elf Strategy (Trip) I
Enhancement: Half-Elf Strategy (Trip) II - you don't have improved trip, will normal trip be worth it?
Enhancement: Bard Lingering Song IV - (canidate to free up AP)

Just free up enough AP for Max Human Versatility for the times you want DPS or + to skills (haggle or something).


In other ideas: I have specced out a 12/8 fighter/bard Kensei II/WCI who focused on stunning blow(dwarf for tactics). Not as much bard goodies, but plenty of feats, dps, and stunn DCs.

Very good point on the Great Axe Training. Forgot about that as I was completely focused on getting access to the DC boosts.

Trip is COMPLETELY worth it because of the Deneith Heavy Chain. Without it you'd be right. With it that may be our best tactic. Every 15 seconds a knockdown on pretty much anything that will probably last close to the 30 seconds on average.

We already have the AP's available though for Human Versatility IV if desired though. Just take out the 2 points of spell pen, leave out the superfluous Great Axe proficiency, and you've got the points available. Those last 7 points that I used for Spell Pen and GAxe Prof in the original post are not critical to the build and can be moved around wherever - including Human Versatility IV. I think I'll edit the OP and writeup to switch to that as I question the difference between a 24 spell pen (what we'd have w/ a typical item with no enhancements) and 26 (what we'd have with the 6ap spent). It's just not hitting that sweet spot around 30 either way.