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  1. #1
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    Default Pure Spellsinger Drow Bard

    So I've finally talked someone into a spellsinging build to complement my warchanter.

    I'm trying to make the build so that it is fairly balanced, and not completely pigeon holed into spell casting, but more all around use. The build does still have to be drow, and I've tried to capitalize on that, without investing in the 19 charisma.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Female
    (20 Bard) 
    Hit Points: 242
    Spell Points: 1031 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 15
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 14                   14
    Dexterity            14                 14                   16
    Constitution         14                 16                   16
    Intelligence         10                 12                   12
    Wisdom                8                  8                    8
    Charisma             17                 24                   28
    
    Tomes Used
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence 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               6                 17                   17
    Bluff                 3                  9                    9
    Concentration         6                 26                   30
    Diplomacy             3                 32                   32
    Disable Device        n/a               n/a                   n/a
    Haggle                7                 32                   32
    Heal                 -1                 -1                   -1
    Hide                  2                  3                    3
    Intimidate            3                  9                    9
    Jump                  6                 12                   12
    Listen               -1                 -1                    1
    Move Silently         2                  3                    3
    Open Lock             n/a               n/a                   n/a
    Perform               7                 32                   32
    Repair                0                  1                    1
    Search                0                  1                    3
    Spot                 -1                 -1                    1
    Swim                  2                  2                    2
    Tumble                n/a               15                   15
    Use Magic Device      7                 32                   34
    
    Level 1 (Bard)
    Feat: (Selected) Toughness
    
    
    Level 2 (Bard)
    
    
    Level 3 (Bard)
    Feat: (Selected) Extend Spell
    
    
    Level 4 (Bard)
    
    
    Level 5 (Bard)
    
    
    Level 6 (Bard)
    Feat: (Selected) Heighten Spell
    
    
    Level 7 (Bard)
    
    
    Level 8 (Bard)
    
    
    Level 9 (Bard)
    Feat: (Selected) Spell Penetration
    
    
    Level 10 (Bard)
    
    
    Level 11 (Bard)
    
    
    Level 12 (Bard)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 13 (Bard)
    
    
    Level 14 (Bard)
    
    
    Level 15 (Bard)
    Feat: (Selected) Mental Toughness
    
    
    Level 16 (Bard)
    
    
    Level 17 (Bard)
    
    
    Level 18 (Bard)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 19 (Bard)
    
    
    Level 20 (Bard)
    This build, I think, could be done without the tomes. However, the player is sure to have them. I especially feel the +2 con tome really helps out, as this bard should mix it up in melee fairly well. I wish I could have started with a 16 constitution but it just seems too expensive. The skills include balance for resistance and quick ups from trips, some ranks in tumble and jump for mobility and fun, with your basic complimentary bard skills of UMD, Perform, and Concentration maxed out. Midway through the build the character gains access to full ranks in diplomacy for when someone wants to pound on the slightly squishy. The feat list doesn't include quicken, or maximize. Which may be seen as a deficiency. It includes improved critical for rapiers, which I take the enhancements for.

    So onto the enhancements

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Female
    (20 Bard) 
    Hit Points: 242
    Spell Points: 1031 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 15
    Will: 11
    
    Level 20 (Bard)
    Enhancement: Bard Lingering Song I
    Enhancement: Bard Lingering Song II
    Enhancement: Bard Lingering Song III
    Enhancement: Bard Lingering Song IV
    Enhancement: Bard Spellsinger I
    Enhancement: Bard Musical Prodigy
    Enhancement: Drow Melee Attack I
    Enhancement: Drow Melee Attack II
    Enhancement: Drow Melee Damage I
    Enhancement: Drow Melee Damage II
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Elven Enchantment Resistance II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Bard Concentration I
    Enhancement: Bard Concentration II
    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 Improved Spell Penetration I
    Enhancement: Bard Improved Spell Penetration II
    Enhancement: Bard Improved Spell Penetration III
    Enhancement: Bard Energy of the Music I
    Enhancement: Bard Energy of the Music II
    Enhancement: Bard Charisma I
    Enhancement: Bard Charisma II
    Enhancement: Bard Wand Mastery I
    I feel unsure about enchantment resistance, but as I didn't take force of personality, I was hoping that it would help. However I'm afraid, because the enhancements sucks in it's narrow use, that it's useless and SR would be a better choice, or more wand/scroll mastery.

    Here's my try at spells

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Female
    (20 Bard) 
    Hit Points: 242
    Spell Points: 1031 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 15
    Will: 11
    
    Level 1 (Bard)
    Spell (1): Cure Light Wounds
    
    
    Level 2 (Bard)
    Spell (1): Focusing Chant
    
    
    Level 3 (Bard)
    Spell (1): Otto's Resistable Dance
    
    
    Level 4 (Bard)
    Spell (2): Cure Moderate Wounds
    Spell (2): Soundburst
    
    
    Level 5 (Bard)
    Spell (1): Sleep
    Spell (2): Suggestion
    
    
    Level 6 (Bard)
    
    
    Level 7 (Bard)
    Spell (2): Hold Person
    Spell (3): Haste
    Spell (3): Cure Serious Wounds
    
    
    Level 8 (Bard)
    Spell (3): Charm Monster
    
    
    Level 9 (Bard)
    
    
    Level 10 (Bard)
    Spell (3): Displacement
    Spell (4): Cure Critical Wounds
    Spell (4): Shout
    
    
    Level 11 (Bard)
    Spell (4): Dominate Person
    
    
    Level 12 (Bard)
    
    
    Level 13 (Bard)
    Spell (4): Otto's Sphere of Dancing
    Spell (5): Mass Cure Light Wounds
    Spell (5): Greater Dispel Magic
    
    
    Level 14 (Bard)
    Spell (5): Greater Heroism
    
    
    Level 15 (Bard)
    
    
    Level 16 (Bard)
    Spell (1): Charm Person
    Spell (5): Mass Suggestion
    Spell (6): Greater Shout
    Spell (6): Mass Cure Moderate Wounds
    
    
    Level 17 (Bard)
    Spell (2): Glitterdust
    Spell (6): Otto's Irresistable Dance
    
    
    Level 18 (Bard)
    Spell (3): Crushing Despair
    
    
    Level 19 (Bard)
    Spell (4): Hold Monster
    Spell (6): Mass Charm Monster
    
    
    Level 20 (Bard)
    Spell (5): Mind Fog
    I'm guessing that at level 20 I'd probably only take the highest level sound spell, as that sounds fun, and in any cases of having the choice to do mass I'd do that instead and switch out the lower level one. Same with dancing spells. And probably change out cure light when I could.

    For gear I would probably equip this character with a minos legens, as hitpoints and fortification are required for going melee in my book. I would probably find a light shield and a rapier, possibly the new anthem one until it became mostly useless. Also equipped with a bow to use master's touch on. I can't imagine in investing in the shuriken enhancement line. Mid game I'd go with wounding of puncturing if I can find one, or some other crit based effects. Late game I imagine a radiance might work, or possibly a holy rapier with some healing amplication? Mithril Breastplates I can share. Bonuses to strength, constitution, and charisma on equipment slots will be essential, as well as wisdom and dexterity to a slightly lesser extent.

    Also, I imagine that if this character nearly always accompanies my warchanter, some spells may be swapped around.

    Was looking at the new wizard feat...

    "Augment Summoning
    Benefit: Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.
    Special: This feat can be selected by Wizards as a bonus feat."

    And I'm seriously considering giving up the capstone for it. It sounds incredibly wicked on this type of bard.

    Thinking the tactics of sound damaging a group of mobs followed by a mass charm, and then a diplomacy if mass charm should fail.

  2. #2
    Community Member
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    Mar 2006
    Posts
    493

    Default

    A couple of things jump out at me initially:

    -Bards have to work at overcoming their low attack bonuses. Without at least having Two Weapon Fighting you'll be at a -4 attack penalty. That's probably more important than Improved Critical.

    -The player would kind of have to decide at what level of content they want to be effective as an Enchanting crowd controller. It's generally agreed upon that a Spellsinger that wants to use enchantment should focus on that ability which means starting at an 18 or 20 in charisma and probably taking one or two school of enchantment focus feats.

    -Not going 20 levels of bard and losing the capstone would mean the character would be even further behind in it's school of enchantment abilities.

    -Scroll/Wand mastery is a UMD bard's best friend in my opinion. Heal and Reconstruct scrolls for 192 points.

    -One option available for a decent SR is UMDing scrolls of Mass Spell Resistance. SR25 for 13 minutes, even works in Shavarath.

  3. #3
    Community Member
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    Feb 2006
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    2,325

    Default

    Quote Originally Posted by donotdirect1 View Post
    So I've finally talked someone into a spellsinging build to complement my warchanter.

    I'm trying to make the build so that it is fairly balanced, and not completely pigeon holed into spell casting, but more all around use. The build does still have to be drow, and I've tried to capitalize on that, without investing in the 19 charisma.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Female
    (20 Bard) 
    Hit Points: 242
    Spell Points: 1031 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 15
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 14                   14
    Dexterity            14                 14                   16
    Constitution         14                 16                   16
    Intelligence         10                 12                   12
    Wisdom                8                  8                    8
    Charisma             17                 24                   28
    
    Tomes Used
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence 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               6                 17                   17
    Bluff                 3                  9                    9
    Concentration         6                 26                   30
    Diplomacy             3                 32                   32
    Disable Device        n/a               n/a                   n/a
    Haggle                7                 32                   32
    Heal                 -1                 -1                   -1
    Hide                  2                  3                    3
    Intimidate            3                  9                    9
    Jump                  6                 12                   12
    Listen               -1                 -1                    1
    Move Silently         2                  3                    3
    Open Lock             n/a               n/a                   n/a
    Perform               7                 32                   32
    Repair                0                  1                    1
    Search                0                  1                    3
    Spot                 -1                 -1                    1
    Swim                  2                  2                    2
    Tumble                n/a               15                   15
    Use Magic Device      7                 32                   34
    
    Level 1 (Bard)
    Feat: (Selected) Toughness
    
    
    Level 2 (Bard)
    
    
    Level 3 (Bard)
    Feat: (Selected) Extend Spell
    
    
    Level 4 (Bard)
    
    
    Level 5 (Bard)
    
    
    Level 6 (Bard)
    Feat: (Selected) Heighten Spell
    
    
    Level 7 (Bard)
    
    
    Level 8 (Bard)
    
    
    Level 9 (Bard)
    Feat: (Selected) Spell Penetration
    
    
    Level 10 (Bard)
    
    
    Level 11 (Bard)
    
    
    Level 12 (Bard)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 13 (Bard)
    
    
    Level 14 (Bard)
    
    
    Level 15 (Bard)
    Feat: (Selected) Mental Toughness
    
    
    Level 16 (Bard)
    
    
    Level 17 (Bard)
    
    
    Level 18 (Bard)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 19 (Bard)
    
    
    Level 20 (Bard)
    This build, I think, could be done without the tomes. However, the player is sure to have them. I especially feel the +2 con tome really helps out, as this bard should mix it up in melee fairly well. I wish I could have started with a 16 constitution but it just seems too expensive. The skills include balance for resistance and quick ups from trips, some ranks in tumble and jump for mobility and fun, with your basic complimentary bard skills of UMD, Perform, and Concentration maxed out. Midway through the build the character gains access to full ranks in diplomacy for when someone wants to pound on the slightly squishy. The feat list doesn't include quicken, or maximize. Which may be seen as a deficiency. It includes improved critical for rapiers, which I take the enhancements for.

    So onto the enhancements

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Female
    (20 Bard) 
    Hit Points: 242
    Spell Points: 1031 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 15
    Will: 11
    
    Level 20 (Bard)
    Enhancement: Bard Lingering Song I
    Enhancement: Bard Lingering Song II
    Enhancement: Bard Lingering Song III
    Enhancement: Bard Lingering Song IV
    Enhancement: Bard Spellsinger I
    Enhancement: Bard Musical Prodigy
    Enhancement: Drow Melee Attack I
    Enhancement: Drow Melee Attack II
    Enhancement: Drow Melee Damage I
    Enhancement: Drow Melee Damage II
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Elven Enchantment Resistance II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Bard Concentration I
    Enhancement: Bard Concentration II
    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 Improved Spell Penetration I
    Enhancement: Bard Improved Spell Penetration II
    Enhancement: Bard Improved Spell Penetration III
    Enhancement: Bard Energy of the Music I
    Enhancement: Bard Energy of the Music II
    Enhancement: Bard Charisma I
    Enhancement: Bard Charisma II
    Enhancement: Bard Wand Mastery I
    I feel unsure about enchantment resistance, but as I didn't take force of personality, I was hoping that it would help. However I'm afraid, because the enhancements sucks in it's narrow use, that it's useless and SR would be a better choice, or more wand/scroll mastery.

    Here's my try at spells

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Female
    (20 Bard) 
    Hit Points: 242
    Spell Points: 1031 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 15
    Will: 11
    
    Level 1 (Bard)
    Spell (1): Cure Light Wounds
    
    
    Level 2 (Bard)
    Spell (1): Focusing Chant
    
    
    Level 3 (Bard)
    Spell (1): Otto's Resistable Dance
    
    
    Level 4 (Bard)
    Spell (2): Cure Moderate Wounds
    Spell (2): Soundburst
    
    
    Level 5 (Bard)
    Spell (1): Sleep
    Spell (2): Suggestion
    
    
    Level 6 (Bard)
    
    
    Level 7 (Bard)
    Spell (2): Hold Person
    Spell (3): Haste
    Spell (3): Cure Serious Wounds
    
    
    Level 8 (Bard)
    Spell (3): Charm Monster
    
    
    Level 9 (Bard)
    
    
    Level 10 (Bard)
    Spell (3): Displacement
    Spell (4): Cure Critical Wounds
    Spell (4): Shout
    
    
    Level 11 (Bard)
    Spell (4): Dominate Person
    
    
    Level 12 (Bard)
    
    
    Level 13 (Bard)
    Spell (4): Otto's Sphere of Dancing
    Spell (5): Mass Cure Light Wounds
    Spell (5): Greater Dispel Magic
    
    
    Level 14 (Bard)
    Spell (5): Greater Heroism
    
    
    Level 15 (Bard)
    
    
    Level 16 (Bard)
    Spell (1): Charm Person
    Spell (5): Mass Suggestion
    Spell (6): Greater Shout
    Spell (6): Mass Cure Moderate Wounds
    
    
    Level 17 (Bard)
    Spell (2): Glitterdust
    Spell (6): Otto's Irresistable Dance
    
    
    Level 18 (Bard)
    Spell (3): Crushing Despair
    
    
    Level 19 (Bard)
    Spell (4): Hold Monster
    Spell (6): Mass Charm Monster
    
    
    Level 20 (Bard)
    Spell (5): Mind Fog
    I'm guessing that at level 20 I'd probably only take the highest level sound spell, as that sounds fun, and in any cases of having the choice to do mass I'd do that instead and switch out the lower level one. Same with dancing spells. And probably change out cure light when I could.

    For gear I would probably equip this character with a minos legens, as hitpoints and fortification are required for going melee in my book. I would probably find a light shield and a rapier, possibly the new anthem one until it became mostly useless. Also equipped with a bow to use master's touch on. I can't imagine in investing in the shuriken enhancement line. Mid game I'd go with wounding of puncturing if I can find one, or some other crit based effects. Late game I imagine a radiance might work, or possibly a holy rapier with some healing amplication? Mithril Breastplates I can share. Bonuses to strength, constitution, and charisma on equipment slots will be essential, as well as wisdom and dexterity to a slightly lesser extent.

    Also, I imagine that if this character nearly always accompanies my warchanter, some spells may be swapped around.

    Was looking at the new wizard feat...

    "Augment Summoning
    Benefit: Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.
    Special: This feat can be selected by Wizards as a bonus feat."

    And I'm seriously considering giving up the capstone for it. It sounds incredibly wicked on this type of bard.

    Thinking the tactics of sound damaging a group of mobs followed by a mass charm, and then a diplomacy if mass charm should fail.
    To add to Prince Humperdink...

    If you want to be casting reliable CC, some things need to be changed around:

    1) Max Cha
    2) Heighten should be at level 18, until then you don't have anything to Heighten.
    3) CApstone is vital.
    4) Get rid of mental toughness.
    5) SPell FOcus: Enchants are more important than spell pen.
    6) Try to get maximise or empower healing: means you can main heal.
    7) The points in dex are wasted. Go with 10 and bump cha/str/con.
    8) You might want to consider getting rid of improved crit for one of the feats listed at #5. The dps on this toon won't be too crash hot, so may as well concentrate on what it's good at.
    9) Wield a Great Axe, Falchion, Great Sword, using Master's Touch, the dps will be greater than a single rapier.

    Other racial considerations:
    HUman (if you have 32pt): 1 Less cha, but easier to bump str/con, extra feat.

    I hope that helps
    Server: Thelanis
    Guild: Fallen Immortals
    Toons: Soza, Sozz, Sozza, Sossa (bards)

  4. #4
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    Quote Originally Posted by Humperdink View Post

    -Bards have to work at overcoming their low attack bonuses. Without at least having Two Weapon Fighting you'll be at a -4 attack penalty. That's probably more important than Improved Critical.
    I think he intends to wield a single one hander.
    Server: Thelanis
    Guild: Fallen Immortals
    Toons: Soza, Sozz, Sozza, Sossa (bards)

  5. #5
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    Quote Originally Posted by donotdirect1 View Post
    Thinking the tactics of sound damaging a group of mobs followed by a mass charm, and then a diplomacy if mass charm should fail.
    I wouldn't bother about 'sound damaging', although stuns from sound can be viable in certain situations.
    Server: Thelanis
    Guild: Fallen Immortals
    Toons: Soza, Sozz, Sozza, Sossa (bards)

  6. #6
    Community Member vVAnjilaVv's Avatar
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    Max ur CHA if ur going to be casting offensive spells....bards are already behind because Heighten only raises their spell dc's to a max of *5 extra.....that 17 CHA is going to hurt you in end game content......if ur using a Drow for an offensive casting Bard, Sorc, or Wizard you are generally doing so to get the highest possible spell DC you can.

    Not taking the capstone will further weaken your bard.

    EDIT *
    Last edited by vVAnjilaVv; 05-16-2010 at 03:03 PM.

  7. #7
    Community Member Krag's Avatar
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    Quote Originally Posted by BoBoDaClown View Post
    Other racial considerations:
    HUman (if you have 32pt): 1 Less cha, but easier to bump str/con, extra feat.
    Also more haggle and earlier no-fail heal scrolls.
    Osmand d'Medani, Stonebearer Eric, Wardreamer

  8. #8
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    Quote Originally Posted by BoBoDaClown View Post
    To add to Prince Humperdink...
    lol Bobo.

    Yeah you could be right about using a one hander. I made that post pretty late and just posted some initial thoughts as I looked the build over.

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