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  1. #1
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    Default Warchanter Half-orc Build- Commets?

    When I started making this build the idea was clear in my mind. I wanted a Horc warchanter that mainly buffed the party(a little CC) and fought with a falchion. I also wanted it to have high UMD and haggle. UMD to escape race restrictions and possibly use a scroll or two. I tried to incorporate self-healing in the spell selection. At 20 I might make a few spell swaps because I don't want Heroism and GH at 20(seem pointless). My reasoning seems to have gaps of my reasoning in some of the other character I've made and rolled. Is this build okay? Will it work?

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Horc Warchanter
    Level 20 Chaotic Good Half-Orc Female
    (20 Bard) 
    Hit Points: 222
    Spell Points: 824 
    BAB: 15\15\20\25\25
    Fortitude: 7
    Reflex: 13
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             16                    17
    Dexterity             8                     8
    Constitution         12                    12
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma             16                    23
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    16
    Bluff                 3                     6
    Concentration         1                     1
    Diplomacy             3                     6
    Disable Device       n/a                   n/a
    Haggle                5                    31
    Heal                 -1                    -1
    Hide                 -1                    -1
    Intimidate            3                    10
    Jump                  5                    13
    Listen               -1                    -1
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               7                    23
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  0                    10.5
    Swim                  3                     3
    Tumble                3                     3
    Use Magic Device      7                    29
    
    Level 1 (Bard)
    Feat: (Selected) Mental Toughness
    Spell (1): Master's Touch
    
    
    Level 2 (Bard)
    Spell (1): Cure Light Wounds
    
    
    Level 3 (Bard)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Spell (1): Remove Fear
    
    
    Level 4 (Bard)
    Spell (2): Cure Moderate Wounds
    Spell (2): Rage
    
    
    Level 5 (Bard)
    Spell (1): Focusing Chant
    Spell (2): Blur
    
    
    Level 6 (Bard)
    Feat: (Selected) Power Attack
    Enhancement: Bard Extra Song I
    Enhancement: Bard Extra Song II
    Enhancement: Bard Inspired Attack I
    Enhancement: Bard Inspired Bravery I
    Enhancement: Bard Inspired Bravery II
    Enhancement: Bard Inspired Damage I
    Enhancement: Bard Lingering Song I
    Enhancement: Bard Warchanter I
    Enhancement: Orcish Strength I
    Enhancement: Improved Haggle I
    Enhancement: Improved Jump I
    Enhancement: Improved Perform I
    Enhancement: Bard Energy of the Music I
    
    
    Level 7 (Bard)
    Spell (3): Good Hope
    Spell (3): Haste
    Spell (2): Heroism
    
    
    Level 8 (Bard)
    Spell (3): Cure Serious Wounds
    
    
    Level 9 (Bard)
    Feat: (Selected) Extend Spell
    
    
    Level 10 (Bard)
    Spell (3): Remove Curse
    Spell (4): Otto's Sphere of Dancing
    Spell (4): Cure Critical Wounds
    
    
    Level 11 (Bard)
    Spell (4): Neutralize Poison
    
    
    Level 12 (Bard)
    Feat: (Selected) Toughness
    Enhancement: Bard Inspired Attack II
    Enhancement: Bard Inspired Bravery III
    Enhancement: Bard Inspired Damage II
    Enhancement: Bard Lingering Song II
    Enhancement: Bard Warchanter II
    Enhancement: Falchion Training
    Enhancement: Orcish Fury I
    Enhancement: Orcish Fury II
    Enhancement: Orcish Fury III
    Enhancement: Orcish Melee Damage I
    Enhancement: Orcish Power Attack I
    Enhancement: Orcish Power Attack II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    
    
    Level 13 (Bard)
    Spell (4): Dimension Door
    Spell (5): Greater Heroism
    Spell (5): Greater Dispel Magic
    Enhancement: Bard Inspired Damage III
    
    
    Level 14 (Bard)
    Spell (5): Summon Monster V
    
    
    Level 15 (Bard)
    Feat: (Selected) Lightning Reflexes
    Enhancement: Bard Extra Song III
    Enhancement: Bard Inspired Attack III
    
    
    Level 16 (Bard)
    Spell (1): Feather Fall
    Spell (5): Shadow Walk
    Spell (6): Heroes Feast
    Spell (6): Mass Cure Moderate Wounds
    Enhancement: Bard Extra Song IV
    
    
    Level 17 (Bard)
    Spell (2): Eagle's Spendor
    Spell (6): Otto's Irresistable Dance
    
    
    Level 18 (Bard)
    Feat: (Selected) Force of Personality
    Spell (3): Displacement
    
    
    Level 19 (Bard)
    Spell (4): Freedom of Movement
    Spell (6): Greater Shout
    Enhancement: Bard Lingering Song III
    Enhancement: Bard Lingering Song IV
    Enhancement: Bard Music of Makers
    Enhancement: Bard Music of the Dead
    Enhancement: Orcish Extra Action Boost I
    
    
    Level 20 (Bard)
    Spell (5): Mind Fog
    Enhancement: Bard Musical Prodigy
    Enhancement: Improved Haggle II
    Enhancement: Bard Wand and Scroll Mastery I

  2. #2
    Community Member Book_O_Dragons's Avatar
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    Stats:
    Drop charisma by 4 points freeing up 10 build points, then up strength by 2 and constitution by 4.
    All Lvl-Ups is Str.

    Feats:
    THF
    Weapon Focus: Slashing
    Power Attack
    Extend Spell
    Toughness
    Empower Healing
    ITHF
    Mental Toughness is usless except for Pale Masters and never take it at lvl 1 because it would only grant 10 SP at that point.
    Lightning Reflexes shouldn't be taken by anyone; You already have the good base Reflex save bonus and your spells can boost it.
    Force of Personality has some use, but in addition to the reasons for Lightning Reflexes you will rarely encounter effects that require will saves that FoM and DW won't block at end game except for fear which will be boosted by your songs.

    Enhancements:
    Try these.
    Bard Inspired Attack III
    Bard Inspired Bravery III
    Bard Inspired Damage III
    Bard Lingering Song IV
    Bard Warchanter II
    Falchion Training
    Bard Musical Prodigy
    Orcish Melee Damage II
    Orcish Power Attack II
    Orcish Strength II
    Orcish Great Weapon Aptitude II
    Racial Toughness II
    Bard Song Magic II
    Bard Charisma III
    Bard Wand and Scroll Mastery I

    Skills:
    Max Concentration, Perform, and UMD
    Since it looks like you want haggle maxed do that and then you have 23 skill points left.
    Split the remaining points between Balance and Tumble, maybe 6 Tumble and 17 Balance.

    You want +40 Jump with the Jump spell cast on you by a lvl 9+ caster or from Morah's Belt (3 charges of Jump at CL: 15). You will have 25 Str with my plan for your stats and the Orcish Strength II enhancement then a +6 Str item and +1 exceptional Str from Warchanter's band will bring you to 32 Str a +11 bonus. If you dont wear armor that will be enough.
    Last edited by Book_O_Dragons; 03-13-2011 at 10:09 PM. Reason: Thanks for the catch Wolfy42
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  3. #3
    Community Member Book_O_Dragons's Avatar
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    Here it is in the character planner.
    I changed the spells to be what you would be using at end game.

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Half-Orc Male
    (20 Bard) 
    Hit Points: 262
    Spell Points: 612 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 11
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             18                 23                   25
    Dexterity             8                  8                    8
    Constitution         16                 16                   16
    Intelligence          8                  8                    8
    Wisdom                8                  8                    8
    Charisma             12                 12                   17
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                    16
    Bluff                 1                     3
    Concentration         7                    26
    Diplomacy             1                     3
    Disable Device       n/a                   n/a
    Haggle                5                    26
    Heal                 -1                    -1
    Hide                 -1                    -1
    Intimidate            1                     7
    Jump                  4                     7
    Listen               -1                    -1
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               5                    26
    Repair               -1                    -1
    Search               -1                    -1
    Spot                 -1                    -1
    Swim                  4                     7
    Tumble                3                     5
    Use Magic Device      5                    26
    
    Level 1 (Bard)
    Feat: (Selected) Two Handed Fighting
    Spell (1): Cure Light Wounds
    
    
    Level 2 (Bard)
    Spell (1): Master's Touch
    
    
    Level 3 (Bard)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Spell (1): Merfolk's Blessing
    
    
    Level 4 (Bard)
    Ability Raise: STR
    Spell (2): Blur
    Spell (2): Rage
    
    
    Level 5 (Bard)
    
    
    Level 6 (Bard)
    Feat: (Selected) Power Attack
    
    
    Level 7 (Bard)
    Spell (2): Cure Moderate Wounds
    Spell (3): Good Hope
    Spell (3): Haste
    
    
    Level 8 (Bard)
    Ability Raise: STR
    Spell (3): Cure Serious Wounds
    
    
    Level 9 (Bard)
    Feat: (Selected) Extend Spell
    
    
    Level 10 (Bard)
    Spell (3): Displacement
    Spell (4): Dimension Door
    Spell (4): Cure Critical Wounds
    
    
    Level 11 (Bard)
    Spell (4): Freedom of Movement
    
    
    Level 12 (Bard)
    Ability Raise: STR
    Feat: (Selected) Toughness
    
    
    Level 13 (Bard)
    Spell (5): Greater Heroism
    Spell (5): Mass Cure Light Wounds
    Spell (4): Break Enchantment
    
    
    Level 14 (Bard)
    Spell (5): Shadow Walk
    
    
    Level 15 (Bard)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 16 (Bard)
    Ability Raise: STR
    Spell (1): Remove Fear
    Spell (5): Mind Fog
    Spell (6): Mass Cure Moderate Wounds
    Spell (6): Heroes Feast
    
    
    Level 17 (Bard)
    Spell (2): Invisibility
    Spell (6): Otto's Irresistable Dance
    
    
    Level 18 (Bard)
    Feat: (Selected) Improved Two Handed Fighting
    Spell (3): Remove Curse
    
    
    Level 19 (Bard)
    Spell (6): Greater Shout
    Spell (4): Otto's Sphere of Dancing
    
    
    Level 20 (Bard)
    Ability Raise: STR
    Spell (5): Summon Monster V
    Enhancement: Bard Inspired Attack I
    Enhancement: Bard Inspired Attack II
    Enhancement: Bard Inspired Attack III
    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: Bard Warchanter II
    Enhancement: Falchion Training
    Enhancement: Bard Musical Prodigy
    Enhancement: Orcish Melee Damage I
    Enhancement: Orcish Melee Damage II
    Enhancement: Orcish Power Attack I
    Enhancement: Orcish Power Attack II
    Enhancement: Orcish Strength I
    Enhancement: Orcish Strength II
    Enhancement: Orcish Great Weapon Aptitude I
    Enhancement: Orcish Great Weapon Aptitude II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Bard Song Magic I
    Enhancement: Bard Song Magic II
    Enhancement: Bard Charisma I
    Enhancement: Bard Charisma II
    Enhancement: Bard Charisma III
    Enhancement: Bard Wand and Scroll Mastery I
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  4. #4
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    Yeah see your point...falchion is a two handed weapon...guess I thought that MT would take away the penalty. CHA only helps the spell points,and I can see now why a lot of spell points wouldn't help with what I want. Thanks for the help. =)

  5. #5
    Community Member Book_O_Dragons's Avatar
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    Your welcome.
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  6. #6
    Community Member wolfy42's Avatar
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    Masters touch will take away penalties for martial weaopns you are not proficient with...so taking that at level 1 is still a good idea (your not going to need to heal at level 1 anyway...so if you have a +1 falchion waiting for you MT might still be the best level 1 spell for you to take).

    For what your doing dropping cha is a great idea...although you might want a slightly higher dex as it will make life a bit easier early on.

    He meant for you to get THF and ITHF later on (not ITWF), but I'd argue that might not be a great idea. THF adds very little additional damage early on in the game so you might want to snag toughness right off the bat and THF later on instead (Extra hp are nice even early on).

  7. #7
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Book_O_Dragons View Post
    Stats:
    Drop charisma by 4 points freeing up 10 build points, then up strength by 2 and constitution by 4.
    All Lvl-Ups is Str.

    Feats:
    THF
    Weapon Focus: Slashing
    Power Attack
    Extend Spell
    Toughness
    Empower Healing
    ITHF
    Mental Toughness is usless except for Pale Masters and never take it at lvl 1 because it would only grant 10 SP at that point.
    Lightning Reflexes shouldn't be taken by anyone; You already have the good base Reflex save bonus and your spells can boost it.
    Force of Personality has some use, but in addition to the reasons for Lightning Reflexes you will rarely encounter effects that require will saves that FoM and DW won't block at end game except for fear which will be boosted by your songs.

    Enhancements:
    Try these.
    Bard Inspired Attack III
    Bard Inspired Bravery III
    Bard Inspired Damage III
    Bard Lingering Song IV
    Bard Warchanter II
    Falchion Training
    Bard Musical Prodigy
    Orcish Melee Damage II
    Orcish Power Attack II
    Orcish Strength II
    Orcish Great Weapon Aptitude II
    Racial Toughness II
    Bard Song Magic II
    Bard Charisma III
    Bard Wand and Scroll Mastery I

    Skills:
    Max Concentration, Perform, and UMD
    Since it looks like you want haggle maxed do that and then you have 23 skill points left.
    Split the remaining points between Balance and Tumble, maybe 6 Tumble and 17 Balance.

    You want +40 Jump with the Jump spell cast on you by a lvl 9+ caster or from Morah's Belt (3 charges of Jump at CL: 15). You will have 25 Str with my plan for your stats and the Orcish Strength II enhancement then a +6 Str item and +1 exceptional Str from Warchanter's band will bring you to 32 Str a +11 bonus. If you dont wear armor that will be enough.
    This is all solid advice. However, I wouldn't take THF and ITHF. Instead, I would learn how to twitch. This will remove most of the point of having the THF feats while still having similar single target DPS. The only time the THF feats are useful imo is if you can have all 3.

    This frees up 2 feats to take improved critical: slashing and 1 other feat. I would suggest quicken spell which will allow you to keep fighting even while throwing some mass cures; possibly you could fill a healer slot in a raid (largely gear dependent; bauble, archmagi etc). Easy place to start is to make sure you have Superior Ardor VI clickies off the AH, often you can get them at a decent price if you keep an eye out and these will give you +75% boost to your healing while letting you keep your hands free.

    It should be noted that empower healing is interchangeable with maximise spell and it is questionable which is better. With the warchanter ToD set you get a 4 SP discount to maximise spell and if you picked up some of those epic ornamental daggers from the Crystal Cove event then you can have free maximises for an entire raid (if you got enough of them, 1 dagger = 1 minute of free maximise, I picked up 8. Ideally I would like both empower healing and maximise but that makes for a very difficult feat choice. One option would be to swap out a feat at level 20 after you get nicely geared up. Perhaps improved critical if you have a minII greataxe, toughness if you have enough constitution and HP related gear or extend if you have enough SP to keep buffs up anyway.

  8. #8
    Community Member Book_O_Dragons's Avatar
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    Quote Originally Posted by wolfy42 View Post
    Masters touch will take away penalties for martial weaopns you are not proficient with...so taking that at level 1 is still a good idea (your not going to need to heal at level 1 anyway...so if you have a +1 falchion waiting for you MT might still be the best level 1 spell for you to take).
    The spell selection in the build was meant for end game as noted in my post. I completly agree with this.

    For what your doing dropping cha is a great idea...although you might want a slightly higher dex as it will make life a bit easier early on.
    The start of the game is really easy even with 13 AC (10 base +4 Chain Shirt -1 8 Dex)
    Where would he get the build points to boost Dex? Int or Cha? Deffinitly not Con. Str might be an option but I don't like that.

    He meant for you to get THF and ITHF later on (not ITWF), but I'd argue that might not be a great idea. THF adds very little additional damage early on in the game so you might want to snag toughness right off the bat and THF later on instead (Extra hp are nice even early on).
    Thanks for that catch Wolfy.

    I'm thinking he needs Improved Critical: Slashing. Drop ITHF for it, that closes out Great Weapon Aptitude II.
    Put those AP in Wand and Scroll Mastery II if you do that.

    @Wax_on_wax_off: I've never really lvled a THFer so I don't know that much about them.

    Maybe for feats
    In order:
    Toughness
    Weapon Focus: Slashing
    Power Attack
    Extend Spell
    Improved Critical: Shashing
    Empower Healing
    Maximize Spell/Quicken Spell
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  9. #9
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Book_O_Dragons View Post
    The spell selection in the build was meant for end game as noted in my post. I completly agree with this.
    I'd suggest not to worry about spell selection, I rarely do. I refer to basic spellcaster builds here to see what the benchmark is. Then I either follow that or experiment around depending on what I feel like. In the end the costs for swapping spells only gets high for 8th and 9th level spells.

    Quote Originally Posted by Book_O_Dragons View Post
    The start of the game is really easy even with 13 AC (10 base +4 Chain Shirt -1 8 Dex)
    Where would he get the build points to boost Dex? Int or Cha? Deffinitly not Con. Str might be an option but I don't like that.
    I agree with this, leave dex at 8. Higher dex is if you want a TWF build and/or a build with evasion.

    Quote Originally Posted by Book_O_Dragons View Post
    I'm thinking he needs Improved Critical: Slashing. Drop ITHF for it, that closes out Great Weapon Aptitude II.
    Put those AP in Wand and Scroll Mastery II if you do that.
    No where to squeeze in Wand and Scroll Mastery III? On a bard this is a supremely useful enhancement (no reason you can't scroll heal yourself or scroll heal a decent tank using backup maximised cure critical wounds).

    Quote Originally Posted by Book_O_Dragons View Post
    @Wax_on_wax_off: I've never really lvled a THFer so I don't know that much about them.
    Twitching is tricky to get the hang of but it really pays off. Regardless of if you have the feats or not it is important to learn this trick as it regardless of DPS it will be better in certain situations such as if an enemy has DR, auto crit or when relying on on-hit affects (vorpal).

    Quote Originally Posted by Book_O_Dragons View Post
    Maybe for feats
    In order:
    Toughness
    Weapon Focus: Slashing
    Power Attack
    Extend Spell
    Improved Critical: Shashing
    Empower Healing
    Maximize Spell/Quicken Spell
    That looks solid. Personally I'd like extend for level 8 rather than having to wait until level 9. Probably I would swap extend with toughness as I never feel worried about my HP at that low level.

    My order would be: Extend Spell, Power Attack, Weapon Focus: Slashing and then the rest (I may dump toughness altogether depending on gear/starting con but probably will go with quicken + maximise though I think I have the larges for a minII ...)

    I'm seriously considering this for one of the TR's in my immediate future.

  10. #10
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    I'm curious as to how married you are to remaining a pure bard for this build. Even if you wanted to take 18 levels in case we ever get WC3 PRE, you'd gain quite a bit of flexibility with 2 levels of say fighter. It doesn't look like you're taking anything in the spell focus or spell penetration lines and as you back away from CHA you're also backing down your DCs. Without focusing your build on your casting, the capstone doesn't really shine imo. 20% longer and 2 extras songs are nice and all but they don't really matter that much in most situations.

  11. #11
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Altkey View Post
    I'm curious as to how married you are to remaining a pure bard for this build. Even if you wanted to take 18 levels in case we ever get WC3 PRE, you'd gain quite a bit of flexibility with 2 levels of say fighter. It doesn't look like you're taking anything in the spell focus or spell penetration lines and as you back away from CHA you're also backing down your DCs. Without focusing your build on your casting, the capstone doesn't really shine imo. 20% longer and 2 extras songs are nice and all but they don't really matter that much in most situations.
    There is strengths and weaknesses to the splash and pure build.

    I'll try to sum them up:
    1. For a THF build you won't increase your DPS significantly by splashing and will decrease group DPS (level 20 gives +1 attack and +1 damage to your courage song vs +1d6+3 sneak attack and +1 strength for 2 rogue/2 fighter splash).
    2. You have enough feats to satisfy everything as a THF'er on a pure build.
    3. Spell CC is still viable in leveling content on a pure build even with 12 base charisma assuming you are doing normal quests at your level -1. Otto's Irresistible Dance benefits from the capstone and is useful at all levels. Fascinate is viable at all levels and benefits from being pure.
    4. Not splashing means you get all the awesome buffs and other class skills sooner. Certainly, a pure build is easier to level than a splashed one.
    5. Splashing is good to:
    a. pick up evasion (every splash should have this but isn't a reason in itself to splash, imo)
    b. pick up TWF'ing style (virtuoso is best for this)
    c. pick up intimidate (warchanter is best for this)
    d. pick up archery (if you swing that way, again virtuoso is best for this)

  12. #12
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    Thanks you all for the great suggestions & advice. I'll do the feat list in this order:
    Toughness
    Weapon Focus: Slashing
    Power Attack
    Extend Spell
    Improved Critical: Slashing
    Empower Healing
    Quicken Spell

    I don't mind splashes(Have a rogue/fighter that I love), but I'd really like to go pure for my first bard. Might swich master's touch and cure light wounds around.

  13. #13
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    I played a Horc 16Bard/2Fighter/2Barb and loved it. For end game I could still get my perform to a 50. Plus I was able to add additional DPS.
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  14. #14
    Build Constructionist unbongwah's Avatar
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    My advice: base stats 20 / 8 / 14 / 6 / 8 / 12 with all lvl-ups into STR. If you're not taking the THF feats, I'd advise dropping a metamagic for Stunning Blow and keeping a Stunning maul handy.
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  15. #15
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by unbongwah View Post
    My advice: base stats 20 / 8 / 14 / 6 / 8 / 12 with all lvl-ups into STR. If you're not taking the THF feats, I'd advise dropping a metamagic for Stunning Blow and keeping a Stunning maul handy.
    Losing the potential to raid heal for a 6 second stun with a 15 second cooldown who's DC will be ~6 lower than a comparable fighter?

  16. #16
    Build Constructionist unbongwah's Avatar
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    OP didn't mention healing as a priority, much less raid healing. As for Stunning Blow, how high does he need to get his DC in order to be useful? Base 10 + 10 Stunning maul + STR bonus which I'm guessing he can push up around 40+ fully buffed (+15 or higher).
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  17. #17
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by unbongwah View Post
    OP didn't mention healing as a priority, much less raid healing. As for Stunning Blow, how high does he need to get his DC in order to be useful? Base 10 + 10 Stunning maul + STR bonus which I'm guessing he can push up around 40+ fully buffed (+15 or higher).
    40 strength leaves you at a DC of 35 with a +10 stunning maul which not too flash considering a monk expects to have a DC of 40 going in to epics and gets to use their stun 4.5 times more.

    I know the OP didn't mention healing as a priority but keeping the metamagics keeps the option open for him and pound for pound a group will value a warchanter who can heal than one who can bring a subpar stun.

    The healing is optional and requires gear, however, with practice a pure warchanter like this could heal many of the easier epics, significantly contribute to healing in harder epics or fill a second healer slot in a Shroud for instance. This stuff is optional and personally I'm too lazy most of the time to play such a character to his full potential but it is nice to know he has the potential (for instance when the other healer DC's or something). All this without sacrificing DPS is pretty cool

  18. #18
    Community Member Book_O_Dragons's Avatar
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    Quote Originally Posted by unbongwah View Post
    My advice: base stats 20 / 8 / 14 / 6 / 8 / 12 with all lvl-ups into STR. If you're not taking the THF feats, I'd advise dropping a metamagic for Stunning Blow and keeping a Stunning maul handy.
    The build I posted will max 352 with ony f2p equipment (non-event items).
    262 from planner
    60 +6 Con item
    30 Greater False Life
    20 Rage Spell (self cast)
    =372

    Additional increases are:
    10 Draconic Vitality (Gianthold)
    20 Minos Legens (Necro 4)
    45 shroud HP (Vale) {20 HP from this can be replaced on DT armor (Reaver's Refuge)}
    10 Superior False Life over Greater (Sands of Mechenatrum, Red Fens)
    20 +2 exceptional Con (Vale, Devils of Shavarath, Red Fens)
    20 +1 exceptional Con (Vale, Devils of Shavarath and any epic raid) and +7 Con item (Chronoscope, Sands of Mechenatrum {don't use the armor from sands it gives -1 Cha})
    = 125 more available
    Max = 497 with all twinked gear for HP

    That f2p number is not enough for shroud but the twinked number is.

    Both numbers are probably enough for meleeing Sulo in VoD and ToD but not for tanking.

    In ToD you will need to be very careful around Horoth with the f2p number because you won't be able to survive a meteor swarm with nearly maxed damage on a failed save (360 max with fire resist 30). That is the same damage a Harry's meteor swarm.

    Those numbers mean he will need to be able to raid heal IMO.

    Quote Originally Posted by Vanshilar View Post
    This is my source
    He is also going falchion which can't have stunning enchantments.
    Last edited by Book_O_Dragons; 03-17-2011 at 08:03 PM. Reason: Forgot rage spell
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    Healing is something I personally would want more then stunning. I'm vip so the other gear shouldn't be too hard to get with my higher lvls. On another note tried Ardor clickies with my cleric-those things are really good. =)

  20. #20
    Community Member Bilger's Avatar
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    Quote Originally Posted by unbongwah View Post
    OP didn't mention healing as a priority, much less raid healing. As for Stunning Blow, how high does he need to get his DC in order to be useful? Base 10 + 10 Stunning maul + STR bonus which I'm guessing he can push up around 40+ fully buffed (+15 or higher).
    Which in end game content will get 3 in 10 with stunning maybe leveling up it will be fine but the healing outweighs the stun chance with dc's around 35.
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