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  1. #1
    Community Member AylinIsAwesome's Avatar
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    Default Did I make a mistake here?

    I made a build for a Warchanter Bard and rolled her up last week, partly because having the Haggle would be nice (stuff's expensive when you buy them in sets of 100!), and party because I haven't played a Bard yet (and I wanted to).

    So I built one that's 2 Fighter/2 Rogue/16 Bard. But then I've started to hear that Warchanters should stay pure for the extra +1 to hit from getting to leve 20.

    So far, I've nailed out the important stuff either way to:

    Multiclass:

    1. Evasion
    2. 2 extra feats - Khopesh and... Something else (I haven't decided what else I would drop yet...probably Extend. :\ )
    3. 1d6+3 Sneak Attack
    4. 18 extra HP (10 from Fighter Toughness 1, 8 from two Fighter levels)
    5. +1 STR (from Fighter STR 1)
    6. +2 Fort Save, +1 Reflex Save

    Pure:

    1. +2 Will Save
    2. +1 bonus to damage, +1 to fear (if I remember correctly) and +2 to hit (I couldn't afford the last level of Inspired Attack at 6 APs).
    3. 112 SP.

    EDIT: Also I lose out on Tier 3 of Warchanter...if and when it's ever finished. *Angry.*

    Though I'm not really that worried about the SP. A little iffy on the will save...but that can be made up for with items and such. The main thing I'm worried about is the +2 to hit. So...people that have run epics a lot, is the +2 to hit worth losing 18 HP, Evasion, Sneak Attack, extra STR and two bonus feats, or am I fine where I'm at?

    Thanks.

    (Build, for reference)

    Code:
    Character Plan by DDO Character Planner Version 3.14
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Female
    (2 Fighter \ 2 Rogue \ 16 Bard) 
    Hit Points: 240
    Spell Points: 520 
    BAB: 15\15\20\25\25
    Fortitude: 10
    Reflex: 16
    Will: 9
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 24                   26
    Dexterity            15                 17                   17
    Constitution         14                 14                   14
    Intelligence          8                  8                    8
    Wisdom                8                  8                    8
    Charisma             15                 15                   16
    
    Tomes Used
    +2 Tome of Dexterity used at level 8
    +3 Tome of Strength used at level 20
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               6                 26                   26
    Bluff                 2                  3                    3
    Concentration         4                  4                    4
    Diplomacy             2                  3                    3
    Disable Device       n/a               n/a                   n/a
    Haggle                6                 26                   26
    Heal                 -1                 -1                   -1
    Hide                  4                  5                    5
    Intimidate            2                  3                    3
    Jump                  7                 13                   13
    Listen               -1                 -1                   -1
    Move Silently         4                  5                    5
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               26                   26
    Repair               -1                 -1                   -1
    Search               -1                 -1                   -1
    Spot                  3                 17                   17
    Swim                  3                  8                    8
    Tumble                6                  7                    7
    Use Magic Device      6                 26                   26
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Haggle (+4)
    Skill: Hide (+2)
    Skill: Jump (+4)
    Skill: Move Silently (+2)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    Feat: (Human Bonus) Two Weapon Fighting
    Feat: (Automatic) Attack
    Feat: (Automatic) Heroic Durability
    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) Trapfinding
    
    
    Level 2 (Bard)
    Skill: Balance (+1)
    Skill: Haggle (+1)
    Skill: Perform (+4)
    Feat: (Automatic) Fascinate
    Feat: (Automatic) Inspire Courage
    Feat: (Automatic) Martial Weapon Proficiency: Longsword
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Wild Empathy
    Spell (1): Focusing Chant
    
    
    Level 3 (Fighter)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Power Attack
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Sunder
    Feat: (Automatic) Tower Shield Proficiency
    Feat: (Automatic) Trip
    
    
    Level 4 (Bard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Perform (+3)
    Skill: Use Magic Device (+2)
    Spell (1): Cure Light Wounds
    
    
    Level 5 (Bard)
    Skill: Balance (+1)
    Skill: Haggle (+3)
    Skill: Perform (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Inspire Competence
    Spell (1): Remove Fear
    
    
    Level 6 (Bard)
    Skill: Balance (+2)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    Spell (2): Cure Moderate Wounds
    Spell (2): Blur
    
    
    Level 7 (Bard)
    Skill: Balance (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Detect Secret Doors
    Spell (2): Rage
    
    
    Level 8 (Bard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Suggestion
    
    
    Level 9 (Fighter)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    
    Level 10 (Rogue)
    Skill: Balance (+2)
    Skill: Haggle (+2)
    Skill: Spot (+3)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Evasion
    
    
    Level 11 (Bard)
    Skill: Balance (+1)
    Skill: Haggle (+1)
    Skill: Perform (+3)
    Skill: Use Magic Device (+1)
    Spell (3): Haste
    Spell (3): Displacement
    Spell (2): Invisibility
    
    
    Level 12 (Bard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    Feat: (Automatic) Improved Inspire Courage
    Spell (3): Good Hope
    
    
    Level 13 (Bard)
    Skill: Balance (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Perform (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Inspire Greatness
    
    
    Level 14 (Bard)
    Skill: Balance (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Cure Critical Wounds
    Spell (4): Freedom of Movement
    Spell (3): Dispel Magic
    
    
    Level 15 (Bard)
    Skill: Balance (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Spell (4): Dimension Door
    
    
    Level 16 (Bard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Song of Freedom
    
    
    Level 17 (Bard)
    Skill: Balance (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Break Enchantment
    Spell (5): Greater Heroism
    Spell (5): Mass Cure Light Wounds
    
    
    Level 18 (Bard)
    Skill: Balance (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Spell (5): Greater Dispel Magic
    
    
    Level 19 (Bard)
    Skill: Balance (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Bard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Haggle (+1)
    Skill: Perform (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (6): Mass Cure Moderate Wounds
    Spell (6): Greater Shout
    Spell (5): Summon Monster V
    Spell (1): Expeditious Retreat
    Enhancement: Rogue Haste Boost I
    Enhancement: Bard Inspired Attack I
    Enhancement: Bard Inspired Attack II
    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: Fighter Critical Accuracy I
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Bard Lyric of Song I
    Enhancement: Bard Lyric of Song II
    Enhancement: Bard Lyric of Song III
    Enhancement: Bard Lyric of Incredible Song I
    Enhancement: Bard Lyric of Incredible Song II
    Enhancement: Bard Lyric of Incredible Song III
    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 Charisma I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    Enhancement: Bard Wand Mastery I
    Enhancement: Bard Wand Mastery II
    Enhancement: Bard Wand Mastery III

  2. #2
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    Build looks fine.

    True - a level 20 Bard brings better buffs to the table, but groups will be happy with yours - and you end up with a more powerful toon to play for personal fun.

    Things you could have (not necessary) done:

    -dropped charisma. (for instance my WC has 8).
    -picked up another rogue level - depending on how much you like the level 6 spells.

    If you want Inspired Attack three, you could get rid of some of your casting enhancements,
    Hope that helps.
    Last edited by BoBoDaClown; 01-17-2010 at 09:16 PM.
    Server: Thelanis
    Guild: Fallen Immortals
    Toons: Soza, Sozz, Sozza, Sossa (bards)

  3. #3
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by BoBoDaClown View Post
    Build looks fine.

    True - a level 20 Bard brings better buffs to the table, but groups will be happy with yours - and you end up with a more powerful toon to play for personal fun.

    Things you could have (not necessary) done:

    -dropped charisma. (for instance my WC has 8).
    -picked up another rogue level - depending on how much you like the level 6 spells.

    If you want Inspired Attack three, you could get rid of some of your casting enhancements,
    Hope that helps.
    The high CHA is really just to let me use RR and alignment restricted items sooner (I have a pair of +1 Khopeshes in the bank, a True Chaos of Pure Good and True Law of Pure Good that I wanna bust out as soon as I get prof at level 9!) and for better Haggle (money issues). I suppose I could reroll, putting the points I put into CHA into STR, but I'm not sure if it's 100% necessary. o_O My Paladin started with 15 STR, for example. (But then, that's a Paladin, and Paladins are funky that way, hehe.)

    The purpose of the two Rogue is really just for Evasion; balancing out my skills after the Fighter levels and the sneak attack is just a bonus to me. Also I figured that having MCMW would let me bring more to the table if things got really hairy and the Cleric/FvS was running out of mana/incapped/whatever. Also, I've heard rumors that Greater Shout can be good at grabbing aggro in because of the stun possibility (I don't have any illusions of actually stunning stuff with it, but pulling aggro away from the squishier casters is basically what I would use it for...if that actually works [so if confirmation on that could be given by someone, I'd be very grateful]).


    If I really needed to grab Inspired Attack 3, I'd probably drop Song Magic 4 and Inspired Bravery 3... But do you think that the +1 is worth that?

    Thanks!

  4. #4
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    Quote Originally Posted by AylinIsAwesome View Post
    The high CHA is really just to let me use RR and alignment restricted items sooner (I have a pair of +1 Khopeshes in the bank, a True Chaos of Pure Good and True Law of Pure Good that I wanna bust out as soon as I get prof at level 9!) and for better Haggle (money issues). I suppose I could reroll, putting the points I put into CHA into STR, but I'm not sure if it's 100% necessary. o_O My Paladin started with 15 STR, for example. (But then, that's a Paladin, and Paladins are funky that way, hehe.)

    The purpose of the two Rogue is really just for Evasion; balancing out my skills after the Fighter levels and the sneak attack is just a bonus to me. Also I figured that having MCMW would let me bring more to the table if things got really hairy and the Cleric/FvS was running out of mana/incapped/whatever. Also, I've heard rumors that Greater Shout can be good at grabbing aggro in because of the stun possibility (I don't have any illusions of actually stunning stuff with it, but pulling aggro away from the squishier casters is basically what I would use it for...if that actually works [so if confirmation on that could be given by someone, I'd be very grateful]).


    If I really needed to grab Inspired Attack 3, I'd probably drop Song Magic 4 and Inspired Bravery 3... But do you think that the +1 is worth that?

    Thanks!
    Like I said; your build is fine -as is your reasoning.

    You probably won't need inspired attack three until you hit the most difficult content. Then it does make a difference - imagine your group member hitting on a 2 instead of a 3 - that's ~5% damage increase.

    Enjoy!
    Server: Thelanis
    Guild: Fallen Immortals
    Toons: Soza, Sozz, Sozza, Sossa (bards)

  5. #5
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by BoBoDaClown View Post
    Like I said; your build is fine -as is your reasoning.

    You probably won't need inspired attack three until you hit the most difficult content. Then it does make a difference - imagine your group member hitting on a 2 instead of a 3 - that's ~5% damage increase.

    Enjoy!
    Alright, thank you.

  6. #6
    Community Member Gorbadoc's Avatar
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    +1 attack makes a bigger percent difference at the opposite end of the spectrum. Hitting on a 19 instead of just a 20 is a 100% increase in damage. I get your point, though; no matter where you are on the percentages, squeezing a little extra out of your DPS is worth a lot in high-end content.

    To the OP:
    Giving up bard levels is definitely a sacrifice; just make sure that your increased combat abilities are shiny enough to justify the sacrifice :-)

  7. #7
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by Gorbadoc View Post
    +1 attack makes a bigger percent difference at the opposite end of the spectrum. Hitting on a 19 instead of just a 20 is a 100% increase in damage. I get your point, though; no matter where you are on the percentages, squeezing a little extra out of your DPS is worth a lot in high-end content.

    To the OP:
    Giving up bard levels is definitely a sacrifice; just make sure that your increased combat abilities are shiny enough to justify the sacrifice :-)

    I guess it would depend on how often my teammates will hit in Epics. If they're only hitting on a 20, but my full song would make them hit on a 19, then I did it wrong... But if they're hitting on a 3 or 4 without the full song... Then I'm alright. If it's somewhere in the middle...then it's probably iffy, depending on what exactly we need to roll in order to hit.

    Trouble is, I'm just not sure how the ACs of mobs in Epics look, so I'm not sure if my song will give everyone the bonus to DPS they need. I'm not so worried Elite quests or Raids since actually hitting the mobs there is much easier... But I would like to run Epics when I get up there.


    I suppose I could always Greater Reincarnate though...if I had to... :\

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