Primarily for increased damage and survivability
breaks down into several things.
9 AP in Soul Eater nets +6 MP, +2 static damage and +22 USP, along with 25% fort and +4 to saves vs poison and disease.
Going at least as far as T4 in ES nets a decent amount of MRR, PRR and HP, along with passive damage from aura, and 3d6 on hit light damage
Also gives more low level spell slots for buffs/debuffs.
with a high attack rate (provided by SWF), then more on hit damage effects are always good - Elemental damage from EK cores, light from T4 ES, sonic on crit from resonant arms etc.
This is an interesting approach
Wanting to go Charisma as your primary. Using Eldritch Knight.
Now please understand that going with a Melee with an Enchantment focus can be very powerful, but it is also difficult to achieve outside of Bard/Wizard classes.
Keep in mind that your DCs will not be the highest because you will be giving up the Capstone. Depending on the difficulty you intend to run you may find High Epic quests difficult. But if you are thinking more Epic Hard/Normal then your DCs should be ok, the point you will find most difficult is Spell Penetration such as with Drow and Demons/Devils etc.
I would actually consider going 1 Fighter (Extra Feat) so you can fit in a Shield Feat or Move your Feats around so you can fit in a Spell Penetration Feat
Then I would go 1 Rogue level - This is more for adding in Sneak attack damage which your holds will allow.
Eldritch Knight Tree is in my opinion one of the most misunderstood. But it works best with a mostly melee build with a caster splash then it does with a Caster with melee splash.
Personally if I wanted to go with the basic concept of a Melee Enchanter I would go Elf Wizard/Fighter I would use the EK tree but probably focus more in the Harper Tree using Intelligence for Attack and Damage. I would then also use the AM Tree for cheap Enchantment spells in the core which will also give me a debuff through Charm which I can follow with holds in a 1 2 punch.
Go 2 Fighter 18 Wizzy. Pop your points in the PM tree, enough in Harper for INT to hit/dmg/ and KtA. Could go Sun Elf for this, as going INT specced would jack your Spellcraft, making your light spells in EA sing. Would cost a +1 lesser though.
Or you could go the bard route. I went 12 Sorc/6 Bard/2 Rogue and it was a blast. Wasn't really DC based, way more swashy/nukey, but it was super fun through heroics, and pretty decent for EEs (definitely not EE above level soloable by any stretch). PDK would totally work for this. I think I went Drow, mainly because I didn't want to go to 28 (at the time) for TR train purposes.
Last edited by Tahkhesis; 02-05-2016 at 11:59 AM.
Who run Bartertown?
A good build is far more than just numbers dps breakdown. The build in my sig regularly does LE content with high kill count and usually the lowest death count. Also, there is far more to the game than top level epics. The build I suggested does work, as I have done numerous lives with different variations. These builds also don't rely upon special mechanic or bugs (like some wolf builds) that have to be done in an exact order or it won't work. While its not the highest dps build, I have stood side by side various top builds surrounded by mods, and when they were all dead, I was the only one left standing. Survivability is far more important than dps, but in all things there must be balance.
This build and its variations also work as a first life, as my daughter has an 11 wiz, 6 ftr, 3 pally that does fine in all legendary content. If someone can't make this work, its the fault of the player.
There is a difference between making something work, anything can play EN or EH, and something being good.
The build you present has good defense (I think haven't exactly done the math but it looks like it should hit the numbers) but it dose not have good DPS for the current game. If it doesn't have both good defense and good offense for the current game then it is not a good build.
There's also a very big difference between the wiz version and the sorc version, whether you want to admit that or not. The Wizard version makes up for the lack of "hitting the numbers" in ways the sorc version cant.
I say this is a good build for three reasons:
It is a fun build to play (the most important aspect bar none)
It can solo (which is important with the fend for yourself state of the game, which will hopefully change soon)
It can kill everything in EE and LE content.
I think you're too tied up on specific numbers. Few people want to play DDO like an accountant. I have run most of the popular builds that have been around the past five years, just to try them out. Out of them all, this is the one I have enjoyed the most and have not gotten tired of running it. This is main reason I promote this build.
as mob density increases dps increases
when you're dead you damage nothing
it is fallacious to say that defense does not increase dps
however one must be able to fight one's way out of a paper bag
of which I am unable