Originally Posted by
Junts
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:
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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.