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  1. #1
    Community Member AltheaSteelrain's Avatar
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    Default Greater Heroism and Bard Song Attack Enhancements on Heavy Splashed Bards

    Disclaimer: wall of text.

    Ok here's the situation...

    A level 14 no PrE bard has a total +6 bonus attack from song of courage, +7 for warchanters. While I am aware that on elite-epic content in the later part of "end-game" +hit is more important than + damage, I am also experiencing especially in PuG groups certain awareness of how to use CC, hence the notoriety of epic levels as "timesinks" and "beatfests". I also do feel that on non-epic "mid-game" content, +hit is redundant and would only benefit gimp melee./ranged characters and divines/arcanes that would need to swing a weapon (dreamspitter and vorps) on some rare circumstances.

    Having said that, please don't post anything about me not experiencing epic content because I am certainly am playing in the lower tier epic content, The Red Fens for tokens and for the elusive Epic Bracers of the Claw.

    Now, to discuss my issue.

    My current bard is a gimp, its a level 12 deepsplashed bard. I wont include extra details except that I am STR based, built to use any of the three bard PrEs as long as I have the plat/Siberys Shards and dual wields scimitars/heavy picks and uses manyshot w/ imbued arrows whenever I can.

    I am currently meleeing Epics with a standing hit of +41 melee, w/ power attack on.

    I am planning to respec into a Spellsinger II yet again (I am going bankrupt), primarily because I find the DC songs very useful on epic content where mobs should be Held en Masse so on that given scenario, + hit is irrelevant and DPS is king. I wanted to focus more on that aspect and at the same time increase my survivability through quickened + maximize cure serious wounds during combat and heal scrolls consistently post combat. The SP regen song is gravy, and would help me further achieve survivability and decent DPS through perma displace/haste without that much strain on the group's overall SP pool.

    Of course, Epic Laliat is a different story. I am technically just living off of Epic Red Fens ad Nauseum.

    My problem is that in my current setup which I do not want to let go off, I am enhancement starved, and thus had to drop certain impt. enhancements concerning personal DPS (valenar enhancements). This I didn't mind, however what I am bothered about is I can only muster a +4 song attack for the group. This is a bother because its the same as those granted by Greater Heroism, and I find especially in PUG groups that GH is given on request by casters and scrolls (me) while I'm still a Warchanter and they don't want the song version of the buff.

    I am torn between taking care of party DPS over build concept. This +4 attack enhancement costs 6 AP to achieve on my build. If I do remove it, it would be invested in my Valenar Attack Enhancements for personal DPS.

    Is it then a good trade, to exchange a +2 song enhancement attack w/c will be redundant/same as the GH buff for 6 extra enhancement points to go elsewhere?

    Thank You

    Discuss.

    PS: I know what I'm doing so don't ask why I went for 12 bard

    PPS: This wall has a DR 50 junts/casual.
    Last edited by AltheaSteelrain; 11-14-2010 at 03:38 AM.
    Quote Originally Posted by TitoJ View Post
    I've never spent more than 5 minutes in a character generator. But I've spent countless hours talking about myself, and how great I am.


    The Most Gimpiest Bard Build Ever!
    Before you start a bard, please read:
    Diva's Bard Love Guide / Genghis Khan by LeslieWestGuitarGod / Rabidly Halfling by Madmatt70

  2. #2
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    Greater Heroism lasts longer, and is usually cast anyways - if your group has no problems hitting, I'd try it for a while and see what happens.

  3. #3
    Community Member Junts's Avatar
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    If you are level 12 bard, you're already singing song of heroism..

    If you intend to run a lot of epic, keep the enhancement. You can live without it if you don't.

    Farm SoS for a destruction armor ASAP, its the single most important thing you can do to buff your melee ability until you are incredibly well geared.

    Valenar melee attack is a huge deal, but inspired attack isn't the enhancement to cut for it. There's something else you have (probably extra songs, or the 4th lingering song, or thel ike) that need to go.
    Last edited by Junts; 11-14-2010 at 03:45 AM.

  4. #4
    Community Member AltheaSteelrain's Avatar
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    Quote Originally Posted by Tirkan View Post
    Greater Heroism lasts longer, and is usually cast anyways - if your group has no problems hitting, I'd try it for a while and see what happens.
    Yeah I figure that much and I don't really mind wasting plat to take care of group DPS. It is the Bard's job.

    Quote Originally Posted by Junts View Post
    If you are level 12 bard, you're already singing song of heroism..

    If you intend to run a lot of epic, keep the enhancement. You can live without it if you don't.

    Farm SoS for a destruction armor ASAP, its the single most important thing you can do to buff your melee ability until you are incredibly well geared.
    Well yeah Junts, I can live with or without it, but I figure the 12 bard splash is a responsibility that should emphasize group DPS no matter how gimp that bard should be. It is the bard's role to take care of overall DPS and that is why I want to post this query in order to help me weigh the pros and cons of what I am about to do.

    And yes I am wearing a DT Armor w/ Destruction and got the Wrath of Sora Kel Set for another +2 hit. I am currently farming 100 favor runs to get epic Chronosphere in preparation for Epic Raven's Talons and Epic Bracers of the Claw.
    Quote Originally Posted by TitoJ View Post
    I've never spent more than 5 minutes in a character generator. But I've spent countless hours talking about myself, and how great I am.


    The Most Gimpiest Bard Build Ever!
    Before you start a bard, please read:
    Diva's Bard Love Guide / Genghis Khan by LeslieWestGuitarGod / Rabidly Halfling by Madmatt70

  5. #5
    Community Member Junts's Avatar
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    Quote Originally Posted by AltheaSteelrain View Post
    Yeah I figure that much and I don't really mind wasting plat to take care of group DPS. It is the Bard's job.



    Well yeah Junts, I can live with or without it, but I figure the 12 bard splash is a responsibility that should emphasize group DPS no matter how gimp that bard should be. It is the bard's role to take care of overall DPS and that is why I want to post this query in order to help me weigh the pros and cons of what I am about to do.

    And yes I am wearing a DT Armor w/ Destruction and got the Wrath of Sora Kel Set for another +2 hit. I am currently farming 100 favor runs to get epic Chronosphere in preparation for Epic Raven's Talons and Epic Bracers of the Claw.
    I edited in something re: valenar melee attack for you.

    If you intend to farm that hardcore for hit gear, I suggest:

    claw gloves/bracers (30% amp is made of godliness), epic vulkoorim fighting leathers. When you get your tower stuff (look for shintao monk set, which has the 2 same hit/damage as the sora kell set), and pick up excep str, etc, your to-hit will improve enough you can survive most of the time w/o destruction. Then you can whack with a rahl's when its important.

    You don't want to take off your tharnes; remember sneak attack items are also + to hit when flanking, which is almost always for you.

  6. #6
    Community Member AltheaSteelrain's Avatar
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    Quote Originally Posted by Junts View Post
    Valenar melee attack is a huge deal, but inspired attack isn't the enhancement to cut for it. There's something else you have (probably extra songs, or the 4th lingering song, or thel ike) that need to go.
    Code:
    Character Plan by DDO Character Planner Version 3.7.1
    DDO Character Planner Home Page
    
    Level 20 True Neutral Elf Female
    (2 Fighter \ 6 Ranger \ 12 Bard) 
    Hit Points: 272
    Spell Points: 630 
    BAB: 17\17\22\27\27
    Fortitude: 15
    Reflex: 18
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            16                    20
    Constitution         14                    16
    Intelligence         10                    12
    Wisdom                8                    10
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Dexterity used at level 11
    +2 Tome of Strength used at level 20
    +2 Tome of Dexterity used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Intelligence used at level 20
    +2 Tome of Wisdom used at level 20
    +2 Tome of Charisma used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                     9
    Bluff                -1                     0
    Concentration         6                    32
    Diplomacy            -1                     0
    Disable Device        n/a                   n/a
    Haggle               -1                     0
    Heal                 -1                     0
    Hide                  6                    20
    Intimidate           -1                     0
    Jump                  3                     7
    Listen               -1                     2
    Move Silently         7                    28
    Open Lock             n/a                   n/a
    Perform               3                    23
    Repair                0                     1
    Search                0                     3
    Spot                 -1                    12
    Swim                  3                     7
    Tumble                4                     6
    Use Magic Device      3                    27
    
    Level 1 (Bard)
    Feat: (Selected) Toughness
    Spell (1): Focusing Chant
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    
    
    Level 3 (Fighter)
    Feat: (Selected) Point Blank Shot
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    
    
    Level 4 (Ranger)
    
    
    Level 5 (Ranger)
    
    
    Level 6 (Ranger)
    Feat: (Selected) Extend Spell
    Spell (1): Camouflage
    Spell (1): Jump
    Spell (1): Longstrider
    Spell (1): Merfolk's Blessing
    Spell (1): Ram's Might
    Spell (1): Resist Energy
    Spell (1): Summon Nature's Ally I
    Spell (1): Tumble
    
    
    Level 7 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 8 (Ranger)
    
    
    Level 9 (Fighter)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 10 (Bard)
    Spell (1): Expeditious Retreat
    
    
    Level 11 (Bard)
    Spell (1): Remove Fear
    
    
    Level 12 (Bard)
    Feat: (Selected) Greater Two Weapon Fighting
    Spell (2): Blur
    Spell (2): Rage
    
    
    Level 13 (Bard)
    Spell (1): Feather Fall
    Spell (2): Cure Moderate Wounds
    
    
    Level 14 (Bard)
    
    
    Level 15 (Bard)
    Feat: (Selected) Maximize Spell
    Spell (3): Haste
    Spell (3): Displacement
    Spell (2): Glitterdust
    
    
    Level 16 (Bard)
    Spell (3): Cure Serious Wounds
    
    
    Level 17 (Bard)
    
    
    Level 18 (Bard)
    Feat: (Selected) Quicken Spell
    Spell (3): Dispel Magic
    Spell (4): Freedom of Movement
    Spell (4): Cure Critical Wounds
    
    
    Level 19 (Bard)
    Spell (4): Dimension Door
    
    
    Level 20 (Bard)
    Enhancement: Fighter Haste Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    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 Spellsinger I
    Enhancement: Bard Spellsinger II
    Enhancement: Elven Dexterity I
    Enhancement: Elven Ranged Attack I
    Enhancement: Elven Ranged Damage I
    Enhancement: Elven Ranged Damage II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Elven Arcane Archer I
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Bard Lyric of Song I
    Enhancement: Bard Lyric of Song II
    Enhancement: Bard Lyric of Incredible Song I
    Enhancement: Bard Lyric of Incredible Song II
    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 Energy of the Music III
    Enhancement: Ranger Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    This is my proposed setup when I respec from Warchanter II back to Spellsinger II. I do understand that I'm just wasting 10 AP points for a 20 second DPS burst, but this is the flavor/personal preference part of the build. Lets just assume the game just gives 70 AP .

    Now the problem here is currently I dropped the Entire Valenar Line and Song attack Enhancements. The reason why I dropped the entire Valenar line is I spend most of the time on Epics using Heavy/Light Picks except on boss fights. This makes the 12 Point Enhancement line a waste.

    I decided then to put those 12 enhancement points to qualify for spellsinger II again

    I could probably just pike my way on end fights pretending that I'm DPS w/ my scimmies

    However, dropping the said enhancement line would dramatically decrease my personal DPS on non epic content, since I am primarily a Scimitar User. While this problem can be solved if I drop Imp. Crit: Slashing w/ a Khopesh Proficiency Feat, I basically just screwed myself on my greensteel since I already possess a lightning II scimitar.

    But nevertheless a 15-20 crit profile weapon is still a decent DPS don't you think?

    And as mentioned earlier, I also dropped the song attack enhancements. This 6 enhancement points are spent on the lingering Song, since it would benefit my mana battery song and would greatly extend my limited song per day of 12. However, I also am aware that the 2 sp/tick is not game breaking, but if I take into account that I am spamming/perma displace/haste myself and the group, the 150 or so free SP over time I am getting w/ my math is a nice way to conserve SP maintaining my self/group buffs for free.
    Last edited by AltheaSteelrain; 11-14-2010 at 04:09 AM.
    Quote Originally Posted by TitoJ View Post
    I've never spent more than 5 minutes in a character generator. But I've spent countless hours talking about myself, and how great I am.


    The Most Gimpiest Bard Build Ever!
    Before you start a bard, please read:
    Diva's Bard Love Guide / Genghis Khan by LeslieWestGuitarGod / Rabidly Halfling by Madmatt70

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