MagicBlade
11-18-2013, 12:57 AM
Hello, I'm back again and have been messing more with the Eldritch Knights. On my last attempts, I created 2 fighter based Eldritch Knighs, using 12 Fighter/7 Wizard/1 Barbarian. Both of these weren't as great as what they probably could have been, since the character was a Drow Palemaster (TR+20).
This new setup, I'm using the Half-Elf, with the Dilettante: Cleric, for scroll/wand usage on any scrolls or wands that a 10th level cleric would have. I believe this may also include the Heal, Resurrection, Raise Dead, and a few others. I do not have any idea on this just yet. The idea is similar to my last builds, but I've managed to decide on what I wanted better on the last. Was trying to choose TWF or THF, I chose THF.
Two Handed Fighting grants better cleaves, which the Elrtich Knight has access to four of. Some have said the character is more about speed and weapon procs, and it is, but I've found that this can also work well for the Two Handed Fighting style. While Two Handed doesn't present as many weapon procs as Two Weapon Fighting, the Kensai Haste Boost, allows it to make up for that with 30% increased speed.
Anyways, on to the build: My last build was Fighter based, mostly for the past lives, extra feats and what-not. I realize now that Greater Weapon Focus, Greater Weapon Specialization, and couple feats I had previously selected aren't worthwhile, and only good if you have spare feats. While both are good for Hit and Dmg, It's not overly game-changing.
This current build, is 12 Wizard, 6 Fighter, 2 Monk.
Character Plan by DDO Character Planner Version 04.19.03
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Neutral Half-Elf Female
(6 Fighter \ 2 Monk \ 12 Wizard)
Hit Points: 246
Spell Points: 734
BAB: 13\13\18\23
Fortitude: 15
Reflex: 15
Will: 16
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 24
Dexterity 8 10
Constitution 14 16
Intelligence 16 18
Wisdom 13 16
Charisma 9 11
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 Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1 17
Bluff -1 0
Concentration 4 25
Diplomacy 0 9
Disable Device n/a n/a
Haggle -1 0
Heal 1 3
Hide -1 0
Intimidate -1 0
Jump 7 26
Listen 1 3
Move Silently -1 0
Open Lock n/a n/a
Perform n/a n/a
Repair 3 4
Search 3 4
Spellcraft 5 25
Spot 1 3
Swim 5 14
Tumble n/a 2
Use Magic Device n/a n/a
Level 1 (Fighter)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
Feat: (Fighter Bonus) Power Attack
Feat: (Selected) Toughness
Level 2 (Wizard)
Feat: (Wizard Bonus) Mental Toughness
Level 3 (Wizard)
Feat: (Selected) Cleave
Level 4 (Monk)
Feat: (Monk Bonus) Two Handed Fighting
Level 5 (Wizard)
Level 6 (Monk)
Feat: (Selected) Insightful Reflexes
Feat: (Monk Bonus) Lightning Reflexes
Level 7 (Wizard)
Level 8 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Level 9 (Wizard)
Feat: (Selected) Great Cleave
Level 10 (Wizard)
Level 11 (Fighter)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Level 12 (Wizard)
Feat: (Selected) Improved Two Handed Fighting
Level 13 (Wizard)
Level 14 (Wizard)
Feat: (Wizard Bonus) Empower Spell
Level 15 (Wizard)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 16 (Fighter)
Level 17 (Fighter)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Level 18 (Wizard)
Feat: (Selected) Greater Two Handed Fighting
Level 19 (Fighter)
Level 20 (Fighter)
Feat: (Fighter Bonus) Power Critical
Enhancement: Half-Elf - Half-Elven Versatile Nature (Rank 1)
Enhancement: Half-Elf - Human Adaptability: Strength (Rank 1)
Enhancement: Half-Elf - Human Versatility: Attack Boost (Rank 1)
Enhancement: Half-Elf - Human Greater Adaptability: Intelligence (Rank 1)
Enhancement: Half-Elf - Human Versatility: Damage Boost (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Cleric) (Rank 1)
Enhancement: Half-Elf - Arcane Fluidity (Rank 1)
Enhancement: Half-Elf - Arcane Fluidity (Rank 2)
Enhancement: Half-Elf - Improved Recovery (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Cleric) (Rank 1)
Enhancement: Half-Elf - Dilettante: Wisdom (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Cleric) (Rank 1)
Enhancement: Kensei (Ftr) - Kensei Focus: Heavy Blades (Rank 1)
Enhancement: Kensei (Ftr) - Spiritual Bond (Rank 1)
Enhancement: Kensei (Ftr) - Strike With No Thought (Rank 1)
Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 1)
Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 2)
Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 3)
Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Heavy Blades (Rank 1)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 1)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 2)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 3)
Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Heavy Blades (Rank 1)
Enhancement: Kensei (Ftr) - Critical Accuracy (Rank 1)
Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Heavy Blades (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Eldritch Strike (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Toughness (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Toughness (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Toughness (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Spellsword: Shock (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Martial Training (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Battlemage (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Battlemage (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Battlemage (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Critical Accuracy (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Critical Accuracy (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Critical Accuracy (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Strength (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Item Defense (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Item Defense (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Item Defense (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Arcane Barrier (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Arcane Barrier (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Arcane Barrier (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Critical Damage (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Critical Damage (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Critical Damage (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Strength (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Spellsword: Acid (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Spellsword: Shock (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Elemental Resistance (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Elemental Resistance (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Elemental Resistance (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Tenser's Transformation (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Doublestrike (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Doublestrike (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Doublestrike (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Eldritch Tempest (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Eldritch Tempest (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Eldritch Tempest (Rank 3)
11 Levels of wizard allows for up to 3 6th level spells. Greater Heroism, Chain Lightning, Disentegrate/ Acid Fog.
And 4 5th level spells. Cone of Cold, Teleport, Eladar's Electric Surge, Niac's Biting Cold
Also - +1 Spellsword (-5% ASF)
It's my belief that Two Handed Fighting is more suited to fighting large groups of 'trash mobs' rather than bosses, while it works good on both, I feel it excels more at trash. The 5th level spells Eladar's Electric Surge, and Niac's Biting Cold should help fix that, with giving the Eldritch Knight, DoTs, to stack up damage while they are pummeling away with their axe or sword.
I think that the primary elements for the Spellsword would be Acid, Electricity and Force. Acid hit's a lot of targets, with very few resisting it, and only one that I know of which heals from it. Electricity is there for the stuff that is resistant to/healed from Acid, as well as to deal added damage. The main choice between these is simple - Which is higher on your Spell Power, Acid or Electricity, and which do you like more?
The new build allows for access to an additional Spellsword, Fire or Frost of the characters choosing. This does however mean that it might be better to gear for 4 different types of Spellpower. Or at the very least +X Universal, +X Acid, +X Electricity, +X Force. Universal would stack with the original Acid, Electricity and Force, which helps out. I'd recommend choosing between Acid and Electricity though, unless you can find high level crafters, and are high enough level to wear +X Stat gear, in addition to +X Universal/Acid/Electricity/Force. This is due to the fact that the original Spell Power items, of Shield/Scepter and Weapon, aren't available to this build, using a Two Handed Weapon.
The reason you want to get additional Spell Power, even though your character is mostly melee, is because of the Eldritch Strike. It releases a burst of Force Energy (affected by Force Spell Power) in addition to this, any Spellsword buff you have active, triggers a secondary affect, "While active, your Eldritch Strike deals an additional 0 to 2 (element) damage per character level. This additional damage is affected by your (element) spellpower." While the 0-X can have its downfalls meaning it can completely miss, why pass up a little extra damage on the side. I would personally recommend - if it's even possible, to try and get the +X Universal, +X Acid, +X Electricity. While the Force isn't as needed, since the Core grants +10 Force per Spellsword Core, since i'll be taking 3, this is +30 Force. There are only 2 Abilities which are affected by Force Spell Power, Eldritch Strike, and Eldritch Tempest.
I might also recommend, for the spells, choose the spells that you either A) Have the highest Spell Power in, or B) Opposite of your Spellsword Buff. If your main spells are opposite, it does require you to get more Spell focused gear to account for the double types of Spell Power, it allows you to rack up additional damage though. Say... your focused on Acid, with Acid spells, but in a quest and come across a Clay Golem, or other Acid resistant creature.. what are you going to do? 1 Option is to change between Electric/Frost Spellswords and deal minor damage, or if using a different element for spells, throw out a couple spells.
My spell selection is:
Level 1 (5): Jump, Expeditious Retreat, Shield, Night Shield, Detect Secret Doors
Level 2 (5): False Life, Blur, Invisibility, See Invisibility, Web
Level 3 (5): Haste, Displacement, Rage, Magic Circle Against Evil, Hold Person
Level 4 (5): Dimension Door, Stoneskin, Fire Shield, Ice Storm
Level 5 (5): Ball Lightning, Cone of Cold/Teleport, Eladar's Electric Surge, Niac's Biting Cold
Level 6 (5): Greater Heroism, Chain Lightning, Disentegrate
I'll mostly be focused on using Ice and Electric, Electric is my primary though, with Ball Lightning and Chain Lightning. I'll be using either the Acid or Shock Spellsword buff. The reason as to why I have only selected mostly buffing based spells, with only 4-5 Attack Spells, is because of the Tensers Transformation. This toggled spell reduces the DC for spells. While it's only -2, as a non-pure caster, this -2 is a difference. It's possible to shift feats around to allow for Spell Penetration (Taken at 21/24) early on to counter this.
This character would most likely be a late-bloomer, primarily buffed fighter early on, with maybe a few spells if ya want, but doesn't become more spell focused until Level 5 Spells (9th level wizard) which with this build is at: Character Level - 13, and that is only 2/4 of the spells. I might recommend taking Eladar's and Niac's, for the DoT damage on bosses (if solo) or if in a group, go ahead with Ball Lightning for a med ranged AOE, or Cone of Cold, for an added elemental "Cleave". Up until Greater Heroism can be taken at Wizard level 9, I'd be using Heroism, taken at Wizard level 5.
Taking 2 Monk levels early on, to have access to Evasion, as this character will be using Light Armor, with Two-Handed Swords. I know, it's different, but I want to see how well it'll work.
Anyways, enough babbling and onto the build:
12 Wizard - 3 Lv 6 Spells, 4 Lv 5 Spells, +1 Spellsword (-5 ASF, +10 Force) +3 Wizard Feats (Extend, Empower, Mental Toughness)
6 Fighter - Strike with no Thought (+1% Doublestrike) +4 Feats, Martial Weapons and Light Armor Proficiency (No need to spend AP in EK tree), also, access to the Third Tier, for a total of +3 to hit/dmg, +1 confirm crit, Haste Boost and Extra Action Boosts.
2 Monk - Evasion, +2 Martial Feats
Half-Elf - Dilettante Cleric (Lv 10 Scrolls/Wands)
In order to get the DIlettante Cleric, have to make a small sacrifice to the stats for 13 Wisdom. However, I think this might be worth it, for the ability to self heal. I'm not sure how well using Scrolls/Wands to heal in combat will be, as I've never used this method before via Arti/Rogue (UMD)
Nor do I know how well this build will do for solo-ability, group play, or even for DPS for that matter. This is all theorized based upon my current build of 12 Fighter/7 Wizard/1 Barb - which is a pretty fair build so far by the way, even as a Drow Fighter (Darkfire).
If anyone can give any of their thoughts, opinions or possible advice, please, let me know.
This new setup, I'm using the Half-Elf, with the Dilettante: Cleric, for scroll/wand usage on any scrolls or wands that a 10th level cleric would have. I believe this may also include the Heal, Resurrection, Raise Dead, and a few others. I do not have any idea on this just yet. The idea is similar to my last builds, but I've managed to decide on what I wanted better on the last. Was trying to choose TWF or THF, I chose THF.
Two Handed Fighting grants better cleaves, which the Elrtich Knight has access to four of. Some have said the character is more about speed and weapon procs, and it is, but I've found that this can also work well for the Two Handed Fighting style. While Two Handed doesn't present as many weapon procs as Two Weapon Fighting, the Kensai Haste Boost, allows it to make up for that with 30% increased speed.
Anyways, on to the build: My last build was Fighter based, mostly for the past lives, extra feats and what-not. I realize now that Greater Weapon Focus, Greater Weapon Specialization, and couple feats I had previously selected aren't worthwhile, and only good if you have spare feats. While both are good for Hit and Dmg, It's not overly game-changing.
This current build, is 12 Wizard, 6 Fighter, 2 Monk.
Character Plan by DDO Character Planner Version 04.19.03
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Neutral Half-Elf Female
(6 Fighter \ 2 Monk \ 12 Wizard)
Hit Points: 246
Spell Points: 734
BAB: 13\13\18\23
Fortitude: 15
Reflex: 15
Will: 16
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 24
Dexterity 8 10
Constitution 14 16
Intelligence 16 18
Wisdom 13 16
Charisma 9 11
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 Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1 17
Bluff -1 0
Concentration 4 25
Diplomacy 0 9
Disable Device n/a n/a
Haggle -1 0
Heal 1 3
Hide -1 0
Intimidate -1 0
Jump 7 26
Listen 1 3
Move Silently -1 0
Open Lock n/a n/a
Perform n/a n/a
Repair 3 4
Search 3 4
Spellcraft 5 25
Spot 1 3
Swim 5 14
Tumble n/a 2
Use Magic Device n/a n/a
Level 1 (Fighter)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
Feat: (Fighter Bonus) Power Attack
Feat: (Selected) Toughness
Level 2 (Wizard)
Feat: (Wizard Bonus) Mental Toughness
Level 3 (Wizard)
Feat: (Selected) Cleave
Level 4 (Monk)
Feat: (Monk Bonus) Two Handed Fighting
Level 5 (Wizard)
Level 6 (Monk)
Feat: (Selected) Insightful Reflexes
Feat: (Monk Bonus) Lightning Reflexes
Level 7 (Wizard)
Level 8 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Level 9 (Wizard)
Feat: (Selected) Great Cleave
Level 10 (Wizard)
Level 11 (Fighter)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Level 12 (Wizard)
Feat: (Selected) Improved Two Handed Fighting
Level 13 (Wizard)
Level 14 (Wizard)
Feat: (Wizard Bonus) Empower Spell
Level 15 (Wizard)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 16 (Fighter)
Level 17 (Fighter)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Level 18 (Wizard)
Feat: (Selected) Greater Two Handed Fighting
Level 19 (Fighter)
Level 20 (Fighter)
Feat: (Fighter Bonus) Power Critical
Enhancement: Half-Elf - Half-Elven Versatile Nature (Rank 1)
Enhancement: Half-Elf - Human Adaptability: Strength (Rank 1)
Enhancement: Half-Elf - Human Versatility: Attack Boost (Rank 1)
Enhancement: Half-Elf - Human Greater Adaptability: Intelligence (Rank 1)
Enhancement: Half-Elf - Human Versatility: Damage Boost (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Cleric) (Rank 1)
Enhancement: Half-Elf - Arcane Fluidity (Rank 1)
Enhancement: Half-Elf - Arcane Fluidity (Rank 2)
Enhancement: Half-Elf - Improved Recovery (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Cleric) (Rank 1)
Enhancement: Half-Elf - Dilettante: Wisdom (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Cleric) (Rank 1)
Enhancement: Kensei (Ftr) - Kensei Focus: Heavy Blades (Rank 1)
Enhancement: Kensei (Ftr) - Spiritual Bond (Rank 1)
Enhancement: Kensei (Ftr) - Strike With No Thought (Rank 1)
Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 1)
Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 2)
Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 3)
Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Heavy Blades (Rank 1)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 1)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 2)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 3)
Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Heavy Blades (Rank 1)
Enhancement: Kensei (Ftr) - Critical Accuracy (Rank 1)
Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Heavy Blades (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Eldritch Strike (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Toughness (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Toughness (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Toughness (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Spellsword: Shock (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Martial Training (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Battlemage (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Battlemage (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Battlemage (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Critical Accuracy (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Critical Accuracy (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Critical Accuracy (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Strength (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Item Defense (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Item Defense (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Item Defense (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Arcane Barrier (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Arcane Barrier (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Arcane Barrier (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Critical Damage (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Critical Damage (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Critical Damage (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Strength (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Spellsword: Acid (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Spellsword: Shock (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Elemental Resistance (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Elemental Resistance (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Elemental Resistance (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Tenser's Transformation (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Doublestrike (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Doublestrike (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Doublestrike (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Eldritch Tempest (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Eldritch Tempest (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Eldritch Tempest (Rank 3)
11 Levels of wizard allows for up to 3 6th level spells. Greater Heroism, Chain Lightning, Disentegrate/ Acid Fog.
And 4 5th level spells. Cone of Cold, Teleport, Eladar's Electric Surge, Niac's Biting Cold
Also - +1 Spellsword (-5% ASF)
It's my belief that Two Handed Fighting is more suited to fighting large groups of 'trash mobs' rather than bosses, while it works good on both, I feel it excels more at trash. The 5th level spells Eladar's Electric Surge, and Niac's Biting Cold should help fix that, with giving the Eldritch Knight, DoTs, to stack up damage while they are pummeling away with their axe or sword.
I think that the primary elements for the Spellsword would be Acid, Electricity and Force. Acid hit's a lot of targets, with very few resisting it, and only one that I know of which heals from it. Electricity is there for the stuff that is resistant to/healed from Acid, as well as to deal added damage. The main choice between these is simple - Which is higher on your Spell Power, Acid or Electricity, and which do you like more?
The new build allows for access to an additional Spellsword, Fire or Frost of the characters choosing. This does however mean that it might be better to gear for 4 different types of Spellpower. Or at the very least +X Universal, +X Acid, +X Electricity, +X Force. Universal would stack with the original Acid, Electricity and Force, which helps out. I'd recommend choosing between Acid and Electricity though, unless you can find high level crafters, and are high enough level to wear +X Stat gear, in addition to +X Universal/Acid/Electricity/Force. This is due to the fact that the original Spell Power items, of Shield/Scepter and Weapon, aren't available to this build, using a Two Handed Weapon.
The reason you want to get additional Spell Power, even though your character is mostly melee, is because of the Eldritch Strike. It releases a burst of Force Energy (affected by Force Spell Power) in addition to this, any Spellsword buff you have active, triggers a secondary affect, "While active, your Eldritch Strike deals an additional 0 to 2 (element) damage per character level. This additional damage is affected by your (element) spellpower." While the 0-X can have its downfalls meaning it can completely miss, why pass up a little extra damage on the side. I would personally recommend - if it's even possible, to try and get the +X Universal, +X Acid, +X Electricity. While the Force isn't as needed, since the Core grants +10 Force per Spellsword Core, since i'll be taking 3, this is +30 Force. There are only 2 Abilities which are affected by Force Spell Power, Eldritch Strike, and Eldritch Tempest.
I might also recommend, for the spells, choose the spells that you either A) Have the highest Spell Power in, or B) Opposite of your Spellsword Buff. If your main spells are opposite, it does require you to get more Spell focused gear to account for the double types of Spell Power, it allows you to rack up additional damage though. Say... your focused on Acid, with Acid spells, but in a quest and come across a Clay Golem, or other Acid resistant creature.. what are you going to do? 1 Option is to change between Electric/Frost Spellswords and deal minor damage, or if using a different element for spells, throw out a couple spells.
My spell selection is:
Level 1 (5): Jump, Expeditious Retreat, Shield, Night Shield, Detect Secret Doors
Level 2 (5): False Life, Blur, Invisibility, See Invisibility, Web
Level 3 (5): Haste, Displacement, Rage, Magic Circle Against Evil, Hold Person
Level 4 (5): Dimension Door, Stoneskin, Fire Shield, Ice Storm
Level 5 (5): Ball Lightning, Cone of Cold/Teleport, Eladar's Electric Surge, Niac's Biting Cold
Level 6 (5): Greater Heroism, Chain Lightning, Disentegrate
I'll mostly be focused on using Ice and Electric, Electric is my primary though, with Ball Lightning and Chain Lightning. I'll be using either the Acid or Shock Spellsword buff. The reason as to why I have only selected mostly buffing based spells, with only 4-5 Attack Spells, is because of the Tensers Transformation. This toggled spell reduces the DC for spells. While it's only -2, as a non-pure caster, this -2 is a difference. It's possible to shift feats around to allow for Spell Penetration (Taken at 21/24) early on to counter this.
This character would most likely be a late-bloomer, primarily buffed fighter early on, with maybe a few spells if ya want, but doesn't become more spell focused until Level 5 Spells (9th level wizard) which with this build is at: Character Level - 13, and that is only 2/4 of the spells. I might recommend taking Eladar's and Niac's, for the DoT damage on bosses (if solo) or if in a group, go ahead with Ball Lightning for a med ranged AOE, or Cone of Cold, for an added elemental "Cleave". Up until Greater Heroism can be taken at Wizard level 9, I'd be using Heroism, taken at Wizard level 5.
Taking 2 Monk levels early on, to have access to Evasion, as this character will be using Light Armor, with Two-Handed Swords. I know, it's different, but I want to see how well it'll work.
Anyways, enough babbling and onto the build:
12 Wizard - 3 Lv 6 Spells, 4 Lv 5 Spells, +1 Spellsword (-5 ASF, +10 Force) +3 Wizard Feats (Extend, Empower, Mental Toughness)
6 Fighter - Strike with no Thought (+1% Doublestrike) +4 Feats, Martial Weapons and Light Armor Proficiency (No need to spend AP in EK tree), also, access to the Third Tier, for a total of +3 to hit/dmg, +1 confirm crit, Haste Boost and Extra Action Boosts.
2 Monk - Evasion, +2 Martial Feats
Half-Elf - Dilettante Cleric (Lv 10 Scrolls/Wands)
In order to get the DIlettante Cleric, have to make a small sacrifice to the stats for 13 Wisdom. However, I think this might be worth it, for the ability to self heal. I'm not sure how well using Scrolls/Wands to heal in combat will be, as I've never used this method before via Arti/Rogue (UMD)
Nor do I know how well this build will do for solo-ability, group play, or even for DPS for that matter. This is all theorized based upon my current build of 12 Fighter/7 Wizard/1 Barb - which is a pretty fair build so far by the way, even as a Drow Fighter (Darkfire).
If anyone can give any of their thoughts, opinions or possible advice, please, let me know.