I take it you're new to Iconics. All Iconics - whether new toons or TRs - start with enough XP for level 15. When you create an Iconic, you are locked into your initial class, but you can manually level 2-15 however you wish. [E.g., PDK fighter 1 / bard 14.] You cannot LR while holding levels, however; you have to level to 15 first, then use a HoW +1 if you want to get rid of your first class. Also bear in mind that you cannot have more than three classes at any given time during the LR process. See this post / thread.
E.g., let's say you wanted PDK bard / rogue / cleric. You would have to level first as fighter 1 / bard / cleric; then when you LR'ed you could swap that fighter level for rogue instead, since it's the only fighter level.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
I've been looking at this thread for weeks. I've decided that a bard is my next build, and I very much like the idea of this one. I really want to do a short sword build too. I've got full sets of Cove bucklers and smallblades ready and waiting. This will be a first life, and I am quite happy to start at Level 15, getting to epics quickly. I want this character to be end-game capable, soloing latest LE content. The post above seems to align best with what I've got planned, PDK Swash short sword evasion build with Precision. will be a 32 point build. I haven't played a bard before. I'd like to be able to effectively buff others at cap. I would actually much prefer to run in Fatesinger, if for no other reason than to be as 'bard-y' as possible.
My first question is this: is there anything that has changed significantly enough to affect the viability of this build since the post above? Any improvements that could be made? Rogue 2 is set in stone for me, but I am wondering what I could gain by going 18 Bard vs. 15 Bard / 3 Fighter. I would be willing to bite the bullet on an LR +1 if needed. I understand what I would be losing with Stalwart Defender and the extra feats, but I don't really know what 18 Bard would buy me. I do very much like the idea of Bard 18 WC core Victory Song for doubling my ballad range, but I have no idea what that practically means. Does it make a big difference in actual gameplay? What else does Bard 18 do for you?
I would post what I have planned so far, but it is so close to the above post that it's really not worth it. I welcome any advice that anyone may have for me. This thread is great!
Thanks
Zamsil - L30 VKF Assassin - Cannith: Hand of Death
Zanthiss - L30 Acrobat
Zaldraan - L30 PDK Icebreaker SwashBard
I've got a Dungeon Master's Guide... I've got 12 sided die...
Probably the biggest change since I originally posted that split (bard 15 / ftr 3 / rog 2) is that Divine Might is now a Battle Trance (rather than an Insightful STR bonus) which stacks with Cormyrian Knight Training. So you need to decide if "trap skills + Evasion" or "higher DPS + freeze DCs" from e.g. bard 16 / ftr 3 / cleric or FvS 1 is more important to you.
Oh, also part of why I used bard 15 on that build was for the Inspire Heroics + Inspire Excellence bardsongs. You still need bard 15 for Heroics, but Excellence is available with only 12 bard levels now. That opens up more heavily-multiclassed options while retaining Excellence. Particularly good if you want to make a greatsword-wielding Icebreaker which still has most bard buffs: e.g. bard 13 / fighter 6 / cleric 1.
Finally, Fatesinger got buffed when SSG revamped the Epic Destinies so it's now a viable alternative to Dreadnought if you want more of a melee/caster hybrid rather than focusing just on DPS.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
Thanks for the response! I didn't realize what Divine Might provided until now. That is extremely tempting, it almost seems ridiculous to pass up. To have to choose between that and Evasion + trapping is extremely tough. I even considered a Bard 16/Rogue 3/Fvs 1 after reading this, but the losses of two feats and Stalwart Defender tree are brutal. Maybe still viable?
I suppose it would help to know if I'll need the extra DC from Divine Might to land Frozen Fury and Spinning ice. If Divine Might is the difference between them working and not working in LE Sharn, for example, then I don't seem to have much choice. If anyone has information on what DCs are required for CR 55 mobs, my Sharn LE trash standard, I would love to hear about it. (totally OT, but I've done tons of Bluff testing there and DC 90 is the magic number for bluffing CR 55 mobs in LE Sharn)
Thanks again
Zamsil - L30 VKF Assassin - Cannith: Hand of Death
Zanthiss - L30 Acrobat
Zaldraan - L30 PDK Icebreaker SwashBard
I've got a Dungeon Master's Guide... I've got 12 sided die...
Havent really missed evasion tbh and if you really really want it, either go for it or use shadowdancer after 20.
Trapping... well, its really up to you again, heh. But maybe more viable if you want trap skills would be a INT based char and use Harper agent instead of FvS and divine might. This also frees up the race (any vs PDK).
Also, i have 3 fighter levels and i think i have 6 pts in stalwart defender atm. Might live without the fighter levels in that regard but the feats are SO tempting
Good luck, please let us know what u decided to do and how it turned out!
Last edited by Xandez; 07-04-2020 at 02:04 PM. Reason: typos
UPDATE: I went with PDK Bard 16/ Fighter 3/ FvS 1, short sword / buckler build. (iconic so Bard 12 / Fighter 2 / Fvs 1 to start). This is a first life, and my first non-rogue toon, so I was very nervous about not having Evasion (actually to me, Bard is a subclass of Thief, a.k.a. Rogue, which was part of what draws me to it... yes, I'm old!) . So far, it's been a lot of fun! I had to get my gear right (started by using L15 gearset from my VKF assassin) which meant getting Perform, Stunning, and a few other thing in, but now that I'm up and running properly it is a blastNot only is this my first spellcaster, which is on its own a big change for me mostly due to being able to easily heal and self-buff, but the Freezing procs are great CC. The DPS is not great, at least compared to my VKF and Acrobat, but it is serviceable, and that is made up for with the CC. The combination of Fascinate and then freezing is extremely effective when soloing. It is not particularly fast, but I'm not a zerger anyway. Weird thing is that I'm used to having hires draw aggro from me as a rogue, so that I can avoid being hit, and to proc sneak attack. But now, with Fascinate, hires are actually a problem, since they attack fascinated mobs and release them from their daze. In terms of true soling, with no hires, the Freezechanter is much more effective than my rogues. The only dangerous time is when I start playing fascinate before it procs. You can tell I'm loving Fascinate right now. Really fun ability
I almost died in a trap, and probably will die many times due to them in the future, as my past rogue-ness (high reflex, improved evasion) has trained me to ignore them for the most part. But I think that I can learn to live with that. The 1 FvS was absolutely the right call. Adding 1/2 CHA mod to damage and Stunning DC is huge, and I like that it will grow with me as my CHA increases. I can't imagine not taking 1 Fvs/Cleric for this build, I think you have to pass on Rogue 2 for it. What I would maybe consider is Bard 16(17) / Rogue 3(2) / FvS 1. I got two important feats with Fighter 2, but I have plans to use exactly zero points in Stalwart Defender for now. I will go ahead and take the 3rd Fighter level so that I'll have the option of re-speccing to Stalwart Defender if I find that I need it. I'm going 24 AP into SS, because I've decided to be really bardy and want to be a strong buffer. So my tradeoff for Fighter 3 vs Rogue 2/3 is 'Evasion + trapping' for '5 PRR, 8% dstrike, +6 MP' that I get from the Shield Mastery feats. If I never use Stalwart, then probably rogue 2 or 3 would have been a better call. We'll see, but for now I am soloing HE Sharn at level without any real problems, even though I can't yet fascinate constructs, so that is certainly good enough for me on a brand new first life character.
Oh, I should mention that I farmed up all levels of the Cutthroat Smallblades and Swashbuckler shields from Crystal Cove over the last two years (finally get to use them!) and that is a big plus for me now. The extra effects, especially on Swashbuckler shield, are a great way to fill out a gearset and have extra room for things like Peform, Anthem, and even Devotion. The best thing about the shield is Guard-breaking, yet more CC! I also have Sharn PotF, farmed a Glittering Waistwrap and made three new ML15 CC items. Gear does matter, perhaps more than anything, so I should list that here as well. I'll come back with a full list.
I'll keep updating here as I can, for future reference for others like me that want to try it out. Don't hesitate giving it a go, and don't pass on Divine Might![]()
Last edited by 0ldschool; 07-16-2020 at 05:25 PM.
Zamsil - L30 VKF Assassin - Cannith: Hand of Death
Zanthiss - L30 Acrobat
Zaldraan - L30 PDK Icebreaker SwashBard
I've got a Dungeon Master's Guide... I've got 12 sided die...
I've been thinking about THF too. I would lose the buckler, but strikethrough would be awesome with the freezing proc. It's such good DPS right now. If I can fit in the feats I need, I would do that and give Rogue 2/FvS1 a go.
I really haven't needed Stalwart Defender so far. My bard has been very survivable when soloing, even without hires to draw aggro. This is Elite, not reaper, so perhaps SD starts to really shine in reaper levels. For me, it's all about CC. Freezing takes mobs out of action. Also, Fascinate and keep moving until it procs. I can throw in a dancing sphere too. But fascinate (and now Enthrallment) is easily my best weapon for high count mob packs. My Perform=58 and that is very effective at heroic elite level 15. I'm pretty sure only 20's are saving against it.
Zamsil - L30 VKF Assassin - Cannith: Hand of Death
Zanthiss - L30 Acrobat
Zaldraan - L30 PDK Icebreaker SwashBard
I've got a Dungeon Master's Guide... I've got 12 sided die...
For greatswords I would lean towards fighter 6 / bard 12 to start:
- tier-5 Warchanter for Spinning Ice etc. (41 APs)
- Kensei for Haste Boost and Strike with No Thought (11 APs)
- Stalwart Defender for defensive stance and either Hardy or Tenacious Defense (13 APs)
- Swashbuckler for Fast Movement (7 APs)
- PDK Cormyrian Knight Training + Great Weapon Aptitude (8 APs)
Last two levels can be fighter 8 for Tactical Combatant (+4 DCs), bard 13/14 for level 5 spells, barbarian for run speed, or cleric / Favored Soul for Divine Might (Helm would also add bastard sword proficiency).
Stats: max CHA, enough STR to take THF feats, decent CON.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
UPDATE: Now into epics, Level 21. Sorry if this was brought up already, but I'm having trouble landing Frozen Fury and Spinning Ice at level Elite, specifically in KotB. My DC for Spinning Ice is 60, 70 with Divine Might active. 60 is not working very well at all. Hobgoblins, goblins, dretches, and various others are saving regularly against it. I'd call it a 33% chance at successfully proc'ing, at best (again, KotB EE). When I fire up Divine Might, I have a DC=70 for Spinning Ice. This is much more successful, perhaps 65-75% of the time. So Divine Might is absolutely vital for this build, IMHO. But still, it is not the freezing dominance that I had going in heroics. Perhaps these are just high fortitude save mobs, but I just put together a ML21 gearset, and it is somewhat disappointing to see the freeze procs already struggle in Level 21 quests. This does not bode well for mid-upper level epics, especially since I didn't have plans to change out gear after this until ML29, so not much hope for higher DCs until then.
Any thoughts on how I can improve this? Would it be worthwhile to focus on decreasing mob fortitude saves (i.e. CON damage or something equivalent?) Is there some spell equivalent to Mind Fog that I could use to debuff fortitude saves?
Thanks
And I'll restate for the the thread that, for me, Divine Might now appears to be non-negotiable for this build, at least if you want to keep freezing in Epics. If you know a way to keep Divine MIght up longer than 120 seconds, or other ways to bump up tactical DCs, I'd love to hear them. I have a mostly max'd CHA and Stunning 11 item equipped. I am about to take the Fifth Chord in Fatesinger, that'll be +2 DC, and I'll twist Legendary Tactics when I can for +6, but new toon so I'm a little way from pulling that off right now.
EDIT: I actually haven't died in a trap since my earlier post. Came close a few times, for sure. The self-healing effects help, and I have decent (not great) trap location knowledge at this point, so it's been ok. I've mostly just ran/jumped through them as cleanly as I can and healed on the other side. Even though I have zero points in Stalwart, 3 fighter levels are still nice for the feats, Shield Mastery /Improved Shield Mastery, which will let me twist Leg. Shield Mastery when the time comes. So I don't think the LR +x to get 2 rogue levels is worth it, which you'd have to do if you consider 1 FvS being mandatory (which I now do).
Last edited by 0ldschool; 08-17-2020 at 05:48 PM.
Zamsil - L30 VKF Assassin - Cannith: Hand of Death
Zanthiss - L30 Acrobat
Zaldraan - L30 PDK Icebreaker SwashBard
I've got a Dungeon Master's Guide... I've got 12 sided die...
So this is my current build on my main, and it absolutely shreds in r10 with a main dps to tandem with the freeze and dire charge procs.
Character name:
Classes: 18 Bard, 10 Epic, 1 Cleric, 1 Fighter
Race: Purple Dragon Knight Alignment: Chaotic Good
· · ·Start Tome Final
Str:· · ·8· · 8 · ·46 · · ·HP:· · · ·2604 · · ·AC:· ·175
Dex:· · 14· · 8 · ·38 · · ·PRR: · · · 215
Con:· · 16· · 8 · ·58 · · ·MRR: · · · 180 · · ·+Healing Amp:· ·195
Int:· · 12· · 8 · ·43 · · ·Dodge: · 19/34 · · ·-Healing Amp:· · 10
Wis:· · ·8· · 8 · ·49 · · ·Fort:· · ·244% · · ·Repair Amp:· · · 20
Cha:· · 18· · 8 · ·93 · · ·SR:· · · · · 3 · · ·BAB: · · · · · · 14
DR: 0\- · 6\-
Immunities: Charisma Damage, Blindness, Fear, Death Effects, Death effect, Level drain, Freedom of Movement, Fear, Enchantment and charm spells, Magic Missiles
Class and Feat Selection
------------------------------------------------------------------------------------------
Level Class · · · · · ·Feats
1 · · Fighter(1)· · · ·Standard: Dodge
· · · · · · · · · · · ·Purple Dragon Knight Bonus: Shield Mastery
· · · · · · · · · · · ·Fighter Bonus: Single Weapon Fighting
2 · · Bard(1) · · · · ·
3 · · Bard(2) · · · · ·Standard: Force of Personality
4 · · Bard(3) · · · · ·Charisma: +1 Level up
5 · · Cleric(1) · · · ·Follower of Faith: Favored by Amaunator
6 · · Bard(4) · · · · ·Standard: Precision
7 · · Bard(5) · · · · ·
8 · · Bard(6) · · · · ·Charisma: +1 Level up
9 · · Bard(7) · · · · ·Standard: Empower Healing Spell
10· · Bard(8) · · · · ·
11· · Bard(9) · · · · ·
12· · Bard(10)· · · · ·Standard: Improved Critical: Slashing Weapons
· · · · · · · · · · · ·Charisma: +1 Level up
13· · Bard(11)· · · · ·
14· · Bard(12)· · · · ·
15· · Bard(13)· · · · ·Standard: Improved Single Weapon Fighting
16· · Bard(14)· · · · ·Charisma: +1 Level up
17· · Bard(15)· · · · ·
18· · Bard(16)· · · · ·Standard: Greater Single Weapon Fighting
19· · Bard(17)· · · · ·
20· · Bard(18)· · · · ·Charisma: +1 Level up
21· · Epic(1) · · · · ·Epic Feat: Overwhelming Critical
22· · Epic(2) · · · · ·
23· · Epic(3) · · · · ·
24· · Epic(4) · · · · ·Epic Feat: Mobility
· · · · · · · · · · · ·Charisma: +1 Level up
25· · Epic(5) · · · · ·
26· · Epic(6) · · · · ·Epic Destiny Feat: Perfect Single Weapon Fighting
27· · Epic(7) · · · · ·Epic Feat: Improved Shield Mastery
28· · Epic(8) · · · · ·Epic Destiny Feat: Tactician
· · · · · · · · · · · ·Charisma: +1 Level up
29· · Epic(9) · · · · ·Epic Destiny Feat: Dire Charge
30· · Epic(10)· · · · ·Epic Feat: Maximize Spell
· · · · · · · · · · · ·Legendary: Scion of the Astral Plane
Enhancements: 80 APs, Racial 10, Universal 1
------------------------------------------------------------------------------------------
Purple Dragon Knight - Points spent: 10
1 Core ·(1) Versatility I: Attack Boost
2 Tier1 (2) Cormyrean Knight Training
3 Core ·(2) Adaptability: +1 Charisma
4 Tier1 (2) Improved Recovery I
5 Tier1 (1) Action Surge I: Charisma
6 Tier1 (1) Action Surge I: Charisma
7 Tier1 (1) Action Surge I: Charisma
------------------------------------------------------------------------------------------
Warpriest - Points spent: 2
1 Core ·(1) Smite Foe: Smite Foe (Melee)
2 Tier1 (1) Divine Might
------------------------------------------------------------------------------------------
Swashbuckler - Points spent: 15
1 Core ·(1) Confidence
2 Tier1 (1) On Your Toes
3 Tier1 (1) On Your Toes
4 Tier1 (1) On Your Toes
5 Tier1 (1) Limber Up
6 Tier2 (2) Fast Movement
7 Tier2 (2) Deflect Arrows
8 Tier2 (1) En Pointe
9 Tier3 (1) Swashbuckling Style: Skirmisher
10 Tier3 (2) Different Tack: Smooth Flourishes
11 Core ·(1) Swashbuckling
12 Core ·(1) Uncanny Dodge
------------------------------------------------------------------------------------------
Warchanter - Points spent: 38
1 Core ·(1) Skaldic Rage / Skaldic Constitution: Skaldic Rage
2 Tier1 (1) Inspired Bravery
3 Tier1 (1) Inspired Bravery
4 Tier1 (1) Inspired Bravery
5 Tier1 (1) Rough and Ready
6 Tier1 (1) Rough and Ready
7 Tier1 (1) Rough and Ready
8 Tier1 (2) Enchant Weapon
9 Core ·(1) Weapon Training
10 Core ·(1) Song of Heroism
11 Tier2 (1) Iced Edges
12 Tier2 (1) Iced Edges
13 Tier2 (1) Iced Edges
14 Tier3 (1) Frozen Fury
15 Tier3 (1) Frozen Fury
16 Tier3 (1) Frozen Fury
17 Tier3 (2) Ability I: +1 Charisma
18 Tier3 (1) Balad Melody: Ironskin
19 Tier3 (1) Balad Melody: Ironskin
20 Tier3 (1) Balad Melody: Ironskin
21 Core ·(1) Fighting Spirit
22 Tier4 (2) Northwind
23 Tier4 (2) Northwind
24 Tier4 (2) Northwind
25 Tier4 (2) Ability II: +1 Charisma
26 Tier4 (2) Armorer
27 Tier5 (1) Spinning Ice
28 Tier5 (1) Spinning Ice
29 Tier5 (1) Spinning Ice
30 Tier5 (2) Howl of the North
------------------------------------------------------------------------------------------
Feydark Illusionist - Points spent: 3
1 Core ·(1) Find Familiar: White Tressym
2 Tier1 (2) Familiar's Flourish I
------------------------------------------------------------------------------------------
Falconry - Points spent: 23
1 Core ·(1) Summon Falcon: Summon Falcon
2 Tier1 (1) Rugged
3 Tier1 (1) Rugged
4 Tier1 (1) Rugged
5 Tier1 (1) Out in Nature
6 Tier1 (1) Out in Nature
7 Tier1 (1) Out in Nature
8 Core ·(2) Ability I: Charisma
9 Tier2 (1) Action Boost: Sprint
10 Tier2 (1) Action Boost: Sprint
11 Tier2 (1) Action Boost: Sprint
12 Tier3 (2) Eyes of the Eagle
13 Tier3 (2) Conditioning
14 Core ·(1) Well Rounded I
15 Tier1 (1) Practiced Accuracy
16 Tier1 (1) Practiced Accuracy
17 Tier1 (1) Wanderlust
18 Tier4 (1) No Mercy
19 Tier4 (1) No Mercy
20 Tier4 (1) No Mercy
------------------------------------------------------------------------------------------
Active Destiny Tree
------------------------------------------------------------------------------------------
Fatesinger - Points spent: 24
1 Core ·(0)· Repertoire
2 Core ·(0) Glitter of Fame
3 Core ·(0) Harmonic Resonance
4 Core ·(0) Intoxicating Presence
5 Core ·(0) Grandeur
6 Core ·(0) Majesty
7 Tier1 (2) Ability I: +1 Charisma
8 Tier1 (1) First Harmonic Chord
9 Tier1 (1) First Harmonic Chord
10 Tier2 (2)· Ability II: +1 Charisma
11 Tier2 (1) Reign
12 Tier2 (1) Reign
13 Tier2 (1) Reign
14 Tier3 (2) Ability III: +1 Charisma
15 Tier3 (1) Third Harmonic Chord
16 Tier3 (1) Third Harmonic Chord
17 Tier4 (2) Martial Hymn
18 Tier3 (1) Third Harmonic Chord
19 Tier5 (1) Metamagic Attunement I: Extend
20 Tier4 (2) Ability IV: +1 Charisma
21 Tier5 (1) The Fith Chord
22 Tier6 (1) Turn of the Tide
23 Tier6 (1) Metamagic Attunement II: Quicken
24 Tier4 (1) Fourth Harmonic Chord
25 Tier4 (1) Fourth Harmonic Chord
------------------------------------------------------------------------------------------
Twists of fate - 30 of 32 Fate points spent.
------------------------------------------------------------------------------------------
Twist 1 - Tier 4: Fury of the Wild: Sense Weakness
Twist 2 - Tier 3: Shadowdancer: Grim Precision
Twist 3 - Tier 2: Divine Crusader: Confront Any Foe
Twist 4 - Tier 1: Legendary Dreadnought: Legendary Tactics
Tactical DCs
------------------------------------------------------------------------------------------
Intimidate· · · · · · · · · · · · ·10+HD+Wis Mod vs d20 + 67 : d20 + Intimidate(67)
Diplomacy · · · · · · · · · · · · ·CR+Quest Level vs d20 + 67 : d20 + Diplomacy(67)
Bluff · · · · · · · · · · · · · · ·CR+Quest Level vs d20 + 71 : d20 + Bluff(71)
Sunder· · · · · · · · · · · · · · ·Fortitude vs 68 : 10 + Str Mod(18) + Sunder(40)
Trip· · · · · · · · · · · · · · · ·Balance vs 68 : 10 + Str Mod(18) + Trip(40)
Fascinate · · · · · · · · · · · · ·Will vs d20 + 89 : d20 + Perform(89)
Turn Undead · · · · · · · · · · · ·Creature HD vs d20 + 41 : d20 + Cha Mod(41)
Suggestion· · · · · · · · · · · · ·Will vs 17 : 17
Dire Charge · · · · · · · · · · · ·Fortitude vs 136 : 20 + Max Mod(Str(18), Dex(14), Con(24), Int(16), Wis(19), Cha(41)) + Stun(75)
Legendary Telekinetic · · · · · · ·Strength/Dexterity vs 90 : 90
Legendary Sirocco · · · · · · · · ·? vs 90 : 90
------------------------------------------------------------------------------------------
Equipped Gear Set : Standard
------------------------------------------------------------------------------------------
Armor · · · · Legendary Enforcer's Coat
· · · · · · · +15 Enhancement Bonus
· · · · · · · Fortification +214%
· · · · · · · Physical Sheltering +54
· · · · · · · Healing Amplification +85
· · · · · · · False Life +81
· · · · · · · Legendary Part of the Family
· · · · · · · Green: Sapphire of Crushing Wave Guard
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Belt· · · · · Legendary Bronze Dragonscale Belt
· · · · · · · Constitution +21
· · · · · · · Healing Amplification +85
· · · · · · · Insightful False Life +40
· · · · · · · Lifesealed 50
· · · · · · · Blue: Sapphire of Crushing Wave Guard
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Boots · · · · Piston Boots
· · · · · · · Strength +21
· · · · · · · Fulcrum Shift
· · · · · · · Quality Combat Mastery +5
· · · · · · · Stunning +24
· · · · · · · Blue: Empty augment slot
· · · · · · · Green: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Bracers · · · Brightlord, the Sigil of the Flame
· · · · · · · Charisma +22
· · · · · · · Speed +30%
· · · · · · · Armor-Piercing +36
· · · · · · · Extra Smites
· · · · · · · Green: +3 Sapphire of Good Luck
· · · · · · · Yellow: Topaz of Anthem
· · · · · · · Blue: Golem's Heart
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Cloak · · · · The Invisible Cloak of Strahd
· · · · · · · Invisibility Guard
· · · · · · · Nightmare Guard
· · · · · · · Deception +17
· · · · · · · Magical Sheltering +52
· · · · · · · Silent Avenger Set (Legendary)
· · · · · · · Blue: Empty augment slot
· · · · · · · Green: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: +4 Reaper Power Boost
Gloves· · · · Legendary Hammerfist
· · · · · · · Insightful Doublestrike +11%
· · · · · · · Cannith Combat Infusion
· · · · · · · Seeker +21
· · · · · · · Insightful Deadly +8
· · · · · · · Legendary Part of the Family
· · · · · · · Blue: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Goggles · · · Legendary Collective Sight
· · · · · · · Quality Resistance +4
· · · · · · · Temperance of Belief
· · · · · · · Nearly Finished (SDCIWC): +21 Wisdom
· · · · · · · Nearly Finished (Ins SDCIWC): +10 Insightful Charisma
· · · · · · · Blue: Globe of True Imperial Blood
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Helmet· · · · Legendary Umber Brim
· · · · · · · Improved Quelling Strikes
· · · · · · · Insightful Accuracy +16
· · · · · · · Insightful Deception +8
· · · · · · · Profane Well Rounded
· · · · · · · Green: +2 Festive Wisdom
· · · · · · · Mythic: +2 Mythic Power Boost
· · · · · · · Reaper: +3 Reaper Power Boost
Necklace· · · The Family's Blessing
· · · · · · · Quality Assassinate +2
· · · · · · · Insightful Armor-Piercing +16
· · · · · · · Deadly +17
· · · · · · · Doublestrike +24%
· · · · · · · Legendary Part of the Family
· · · · · · · Yellow: Draconic Soul Gem
· · · · · · · Blue: +5 Sapphire of Defense
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Ring1 · · · · Legendary Celestial Sapphire Ring
· · · · · · · Improved Deception
· · · · · · · Dodge Bonus +21%
· · · · · · · Profane Well Rounded
· · · · · · · Nearly Finished (DIC): Empty augment slot
· · · · · · · Yellow: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Ring2 · · · · Legendary Five Rings
· · · · · · · Legendary Slavelords Prefix: Intelligence +17
· · · · · · · Legendary Slavelords Suffix: Resistance +14
· · · · · · · Legendary Slavelords Extra: Tendon Slice +20
· · · · · · · Legendary Slavelords Bonus: Quality Charisma +4
· · · · · · · Legendary Slavelords Set Bonus: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Trinket · · · Legendary Corroded Iron Figurine
· · · · · · · Stunning +23
· · · · · · · Insightful Stunning +11
· · · · · · · Insightful Sheltering +27
· · · · · · · Protection +17
· · · · · · · Blue: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Weapon1 · · · Tornado
· · · · · · · Damage and Type 5[1d6+3] + 13 Slash, Magic
· · · · · · · Critical Threat Range 19-20 x3
· · · · · · · +15 Enhancement Bonus
· · · · · · · Sonic 9
· · · · · · · Legendary Telekinetic
· · · · · · · Legendary Slicing Winds
· · · · · · · Legendary Sirocco
· · · · · · · Red: Ruby of Force/Untyped Spell Power
· · · · · · · Orange: Ruby of Force/Untyped Spell Power
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Weapon2 · · · Legendary Moonguard
· · · · · · · Damage and Type [1d6] + 15 Bludgeon, Magic
· · · · · · · Critical Threat Range 19-20 x3
· · · · · · · +15 Enhancement Bonus
· · · · · · · Guardbreaking
· · · · · · · Coruscating 9
· · · · · · · Insightful Magical Sheltering +26
· · · · · · · Quality Magical Sheltering +24
· · · · · · · Blue: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
· · · · · · · Sentient Weapon Personality: Sentient Jewel of Blackrazor
· · · · · · · Filigree 1: Prowess: Attack and Damage(Rare Version)
· · · · · · · Filigree 2: Prowess: Melee Power(Rare Version)
· · · · · · · Filigree 3: Prowess: Critical Attack and Damage(Rare Version)
· · · · · · · Filigree 4: Prowess: MRR(Rare Version)
· · · · · · · Filigree 5: Prowess: MRR(Rare Version)
· · · · · · · Filigree 6: Reverberation: Charisma(Rare Version)
· · · · · · · Filigree 7: Reverberation: Reflex(Rare Version)
· · · · · · · Filigree 8: To Hell and Back/Embraced by Light: +2 Charisma(Rare Version)
· · · · · · · Filigree 9: To Hell and Back/Embraced by Light: +2 Charisma(Rare Version)
· · · · · · · Filigree 10: Treachery: Threat Reduction(Rare Version)
· · · · · · · Filigree 11: Treachery: Melee Power(Rare Version)
· · · · · · · Filigree 12:
· · · · · · · Filigree 13:
· · · · · · · Filigree 14:
· · · · · · · Filigree 15:
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Proud member of the ArchAngels guild, Thelanis.
Policegirl Killz, Porklord Meatfield, Pilfering Pirate.
This is the build I tested on Lam. My live main runs a very simillar build, but instead of the cleric, it has 1 FvS, and is PDK.
Proud member of the ArchAngels guild, Thelanis.
Policegirl Killz, Porklord Meatfield, Pilfering Pirate.
Do you think PDK is needed for this? I have a Support Tiefling Scoundrel Bard I was thinking about respeccing into this. It has the +3 more to Attack for Inspire Courage in the racial tree, +2 attack/damage with dashing weapons, and can still get Cha to Attack/Damage in Feydark Illusionist. Thanks in advance for the advice!
PS: If it is viable, if there's any advice about weapons, feats ect that you'd do different on a Tiefling Scoundrel let me know.
Last edited by Warwizardcastor; 02-16-2021 at 10:08 PM.
After Feydark, it seems the PDK is no longer needed to get CHA to hit/dmg but if youre gonna use swasbuckling you will need light weapons anyway, so it's still a good option. I would also highly suggest looking to the R10 bard thread for good advice and guidelines.
The Cha to attack and damage from the PDK tree is only part of why this build works.
The other part is the Cha to tactical feats from the PDK tree and, on some builds, from the FvS tree.
The Icebreaker relies upon your stunning modifiers for some of its freezing effects to land. So, a tiefling version would have a hard time with the DCs.
I thought I would take a stab at an almost-F2P update of this build using Feydark Illusionist (currently 20% off in the DDO Store) and the newly-F2P Dragonborn race for +2 STR/CHA. No tomes required so it's suitable for first-lifers and (theoretically) hardcore. Also who doesn't want to be a dragon followed by a smol dragon?
The core of this build is a crowd-controller / melee DPS hybrid with both party support and soloability from bard abilities baked in.
- So the main idea was to squeeze in as many crowd-control abilities as I could, especially Greater Color Spray SLA from Feydark and Spinning Ice from Warchanter. At level 26 you can add Dire Charge from Dreadnought.
- Designed for falchions and greatswords (i.e., Sword of Shadows). Falchions will have 15-18/x3 19-20/x4 critical threat range from Strike with No Thought + Howl of the North at level 12-ish. That's not as good as Frenzied Berserker's Focused Wrath (15-20/x4), but a pure barb isn't bringing bardsongs, Spinning Ice, etc. to the party as well.
- Caveat: I haven't been playing much DDO since last summer so I'm still (re)learning the revamped Epic Destiny system. But my plan combines Fatesinger with Dreadnought. Fury of the Wild is also an option for added Strikethrough.
Compared to 2H bard 18 / fighter 1 / cleric 1, this build has higher DPS thanks to Kensei but shorter duration on their WC freeze attacks and loses level 6 spells and level 18 Warchanter core Enhancement ("Victory Song: +20 hit points. You have Base Attack Bonus equal to your character level. The range of your Bardic Aura is doubled.")
Other comments:Code:Draconic Icebreaker 13/6/1 Bard/Fighter/Cleric True Neutral OR Chaotic Good Dragonborn Level Order 1. Bard 6. Fighter 11. Bard 16. Bard 2. Fighter 7. Fighter 12. Bard 17. Bard 3. Fighter 8. Bard 13. Bard 18. Bard 4. Fighter 9. Bard 14. Bard 19. Cleric 5. Fighter 10. Bard 15. Bard 20. Bard Stats 28pt 32pt Level Up ---- ---- -------- Strength 17 17 4: CHA Dexterity 6 6 8: CHA Constitution 13 14 12: CHA Intelligence 10 10 16: CHA Wisdom 8 8 20: CHA Charisma 19 20 24: CHA 28: CHA Skills B F F F F F F B B B B B B B B B B B C B 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ------------------------------------------------------------ Perform 4 5 3 1 1 1 1 1 1 1 1 1 2 23 Concent 4 2 4 4 1 1 1 1 1 1 1 1 1 23 Spellcr 4 1 1 1 1 1 1 1 1 1 1 1 3 3 1 1 23 UMD 4 3 3 3 3 3 1 1 2 23 Swim 2 2 2 2 8 Balance 4 4 Tumble 4 4 ------------------------------------------------------------ 24 2 2 2 2 2 2 6 6 6 6 6 6 6 6 6 6 6 2 6 Feats 1 : Two Handed Fighting 2 Fighter: Power Attack 3 : Extend Spell 3 Fighter: Weapon Focus: Slashing 5 Fighter: Weapon Specialization: Slashing 6 : Quicken Spell 7 Fighter: Improved Two Handed Fighting 9 : Improved Critical: Slashing 12 : Heighten Spell 15 : Greater Two Handed Fighting 18 : Improved Bardic Music 21 Epic : Inspire Excellence 22 Destiny: Perfect Two Handed Fighting 24 Epic : Burst of Glacial Wrath OR Bulwark of Defense 25 Destiny: Crush Weakness 26 Swap : Empower Healing Spell replaces Extend Spell 27 Epic : Overwhelming Critical 28 Destiny: Arcane Warrior OR Deific Warding OR Harbinger of Chaos 30 Epic : Epic Damage Reduction 30 Legend : Scion of: Feywild 1 Dragon : Draconic Ancestry: White 19 Deity : Follower of: Sovereign Host Spells BardCleric
- Grease (1), Focusing Chant (8), Expeditious Retreat (9), Merfolk's Blessing (11)
- Blur (10), Soundburst (10), Hypnotic Pattern (11), Hold Person (13)
- Haste (13), Displacement (13), Good Hope (14), <Any>
- Otto's Sphere of Dancing (16), Cure Critical Wounds (16), Freedom of Movement (17), Dimension Door (20)
- Greater Heroism (20), Shadow Walk (20)
Enhancements (Spent: 80 +0r +0u / Max: 80 +0r +0u AP) Warchanter (40 AP)
- Cure Light Wounds (19), Nightshield (19), Divine Favor (19)
Feydark Illusionist (12 AP)
- Skaldic: Constitution, Weapon Training, Song of Heroism, Fighting Spirit
- Poetic Edda III, Enchant Weapon
- Arcane Shield Chant III, Iced Edges III
- Ironskin Chant III, Frozen Fury III
- Reckless Chant III, Armorer, Northwind III
- Chant of Power III, Howl of the North, Spinning Ice III
Kensei (11 AP)
- Find Familiar: Pseudo Dragon, Ability Score I: Charisma, Greater Color Spray
- Familiar's Flourish I, Illusory Weaponry
- Familiar's Flourish II, You've Got My Back
Swashbuckler (7 AP)
- Kensei Focus: Heavy Blades, Spiritual Bond, Strike With No Thought
- Weapon Group Specialization: Heavy Blades, Action Boost: Haste Boost III
- Weapon Group Specialization: Heavy Blades, Ascetic Training: Conditioning I
Stalwart Defender (6 AP)
- Confidence
- On Your Toes I, Tavern Shanties III
- Fast Movement
Warpriest (4 AP)
- Toughness, Stalwart Defense
- Item Defense I, Improved Stalwart Defense: Durable Defense III
Leveling Guide
- Smite Foe: Melee
- Divine Might III
Destinies (Spent: 52 (40 +12pdp) / Max: 52 (40 +12pdp) AP) Fatesinger (36 AP)
- (Bank 4 AP)
- (Bank 8 AP)
- (Bank 12 AP)
- Spl0 Spellsinger; Spl1 Magical I, II, III; FYD0 Find Familiar: Pseudo Dragon; FYD1 Familiar's Flourish I; FYD1 Illusory Weaponry; FYD2 Familiar's Flourish II; Ken0 Kensei Focus: Heavy Blades; FYD2 You've Got My Back; Ken1 Action Boost: Haste Boost I, II
- Ken1 Action Boost: Haste Boost III; Ken1 Weapon Group Specialization: Heavy Blades; Ken0 Spiritual Bond
- FYD0 Ability Score I: Charisma; FYD0 Greater Color Spray; Ken2 Ascetic Training: Conditioning I
- Ken2 Weapon Group Specialization: Heavy Blades; Ken0 Strike With No Thought; WC0 Skaldic: Constitution
- WC1 Enchant Weapon; WC1 Poetic Edda I, II
- WC0 Weapon Training; WC2 Arcane Shield Chant I, II, III
- WC2 Iced Edges I, II, III; WC3 Ironskin Chant I
- WC3 Ironskin Chant II, III; WC3 Frozen Fury I, II
- Reset Feydark Illusionist
- Warchanter: Song of Heroism
- Poetic Edda III
- (none)
- Frozen Fury III
- Reckless Chant II, Armorer, Northwind III
- Spinning Ice III
- WC5 Howl of the North; WC4 Reckless Chant III; FYD0 Find Familiar: Pseudo Dragon
- FYD1 Familiar's Flourish I; FYD1 Illusory Weaponry
- FYD2 Familiar's Flourish II; FYD2 You've Got My Back
- FYD0 Ability Score I: Charisma; FYD0 Greater Color Spray; Swa0 Confidence
- Swa1 Tavern Shanties I, II, III; Swa1 On Your Toes I
- WC0 Fighting Spirit; Swa2 Fast Movement; SD0 Toughness
- Reset Spellsinger
- Stalwart Defender: Stalwart Defense
- Item Defense I, Improved Stalwart Defense: Durable Defense III
- Warpriest: Smite Foe: Melee
- Divine Might II
- WP1 Divine Might III; WC5 Chant of Power I, II, III
Legendary Dreadnaught (16 AP)
- Fatesinger's Repertoire, Intoxicating Presence, Glitter of Fame
- Jack of all trades III, Epic Strike: The Sword Sings, Harmonic Resonance
- ​Mantle of Sound and Fury, Discord: Blade of Discord
- ​The Magic of Music: Illusion III, ​Reign III, ​The Sonata to Serve III, ​Masquerade III
- Majesty, Resonance of Fate: Martial Resonance, Metamagic Attunement: Extend
- Blade Song, Turn the Tide, Cut the Strings
- Fearless, Weaponmaster, Thick Skinned
- Push Through The Line III, Dire Attack: Dire Charge
- Extra Action Boosts III, Ghost Touch
- Strike Twice III, Momentum Swing
- APs are really tight on this build; I had to decide between Fast Movement (+13% runspeed) or Tenacious Defense (+25% HPs). I chose the former, figuring I would rely in Epic Defensive Fighting instead for bonus HPs.
- I fast-track the fighter levels for Kensei bonuses but delay the cleric splash so I can take Improved Bardic Music at level 18. This means that I need to take Magical Training from Spellsinger to unlock Feydark Illusionist at low levels. It costs 11 APs to unlock Magical Studies + Familiar's Flourish II (CHA to damage), so I presented it as a Veteran I (level 4) character because I'm not your mom, figure out for yourself what to do for levels 1-3.
- INT 10 (w/out tome) is sufficient to max out 4 bard skills. I took Concentration, Perform, Spellcraft, and Use Magic Device, even though I'm not sure Spellcraft is useful to this build (not a caster DPS build after all). Feel free to sub in something else like I dunno Haggle or whatever.
Last edited by unbongwah; 03-15-2022 at 06:40 PM.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.