Note: This has been ported over from the Barbarian forums in case you're wondering how I'm replying to someone within the first post on the thread.
![Quote](images/misc/quote_icon.png)
Originally Posted by
unbongwah
At some point I plan to post a Scourge Swashbuckler built for
EE Skullsmasher, which can become Sentient and will become 14-18/x5 19-20/x7 in LD with all relevant crit bonuses:
- 20/x3 base
- 18-20/x4 Swashbuckling
- 15-20/x4 IC:Blunt feat
- 15-20/x5 Destroyer of the Dead
- 14-20/x5 Pulverizer
- 14-18/x5 19-20/x7 Overwhelming + Devastating Crit
I've been puzzling over this myself, trying to figure out a way to do such a build in a way that it actually pays off (rather than just being a "flavor" build).
I'm stumbling over three basic questions:
1. Why not just use a Handaxe? For any build with 6 levels of Fighter, they have the same critical profile. The Fighter version takes less AP to boost the critical multiplier and provides access to Stalwart Defender as well. I can make a vague, handwavey argument that forgoing Fighter levels allows you to take a 16 Bard/3 Rogue/1 FvS split that provides Divine Presence while still retaining Evasion - and that Good, Ghost Touch +5% Doublestrike weapons are worth the drop in defense. But it's fairly comparable.
2. Why not just use Daggers? VKF provides +20% doublestrike within 3 AP as well as a host of defensive/offensive benefits. Even without access to Pulverizer/Headman's Chop, a VKF build will almost certainly outdamage those weapons at a much lower AP investment than it took to pump up critical multiplier.
3. Why not just use Light Picks? Answering the above two questions got me to "what about Fury of the Wild?". Since rage effects don't mesh with Stalwart Defender, Fighter was much less attractive and Light Mace becomes a more viable option. However, while Fury of the Wild + SWF/Scourge/Mace is nice, Fury of the Wild + SWF/SwNT/Light Pick is better. As it turns out, this question is answered by the game's gear availability (i.e.: there are no good Light Picks). So I put forth the proposition: why not use Fury of the Wild instead of Legendary Dreadnought?
Code:
ScourgeChanter
16/3/1 Bard/Rogue/Favored Soul
Neutral Good Aasimar Scourge
Level Order
1. Rogue . . . . . 6. Bard. . . . . .11. Bard. . . . . .16. Favored Soul
2. Bard . . . . . .7. Bard . . . . . 12. Bard . . . . . 17. Bard
3. Bard . . . . . .8. Rogue . . . . .13. Bard. . . . . .18. Bard
4. Bard . . . . . .9. Bard . . . . . 14. Bard . . . . . 19. Bard
5. Bard . . . . . 10. Bard . . . . . 15. Rogue . . . . .20. Bard
Stats
. . . . . . . .36pt . . Tome . . Level Up
. . . . . . . .---- . . ----. . .--------
Strength. . . . .8. . . .+7. . . .4: CHA
Dexterity . . . 12. . . .+7. . . .8: CHA
Constitution. . 14. . . .+7. . . 12: CHA
Intelligence. . 16. . . .+7. . . 16: CHA
Wisdom. . . . . 10. . . .+7. . . 20: CHA
Charisma. . . . 18. . . .+7. . . 24: CHA
. . . . . . . . . . . . . . . . .28: CHA
Skills
. . . . . R .B .B .B .B .B .B .R. B. B. B. B. B. B. R .F. B. B. B. B
. . . . . 1 .2 .3 .4 .5 .6 .7 .8. 9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Perform . . .5 .1 .1 .1 .1 .1 . . 2. 1. 1. 1. 1. 1. . . . 3. 1. 1. 1. 23
Disable . 4 .1 . . 1. . .1 . . 4 . . . .1 . . 1. . .5. 1 .1 .1 .1 .1 .23
Open Lo . 4 .1 .1 .1 . . . . . 4 .1 .1 .1 . . . . . 4 .1. 1. 1. 1. 1. 23
Search. . 4 . . . . . 1. 1. 1. 4 . . . . . 1. 1. 1. 4 .1. 1. 1. 1. 1. 23
UMD . . . 4 . . 2. 1. 1. 1. 1. . .2 .1 .1 .1 .1 .1 . . . .2 .2 .1 .1 .23
Jump. . . 4 . . . . . . . . . . . . .1 .1 .3 .1 .3 . . . . . 2. 3. 3. 21
Diplo . . 4 . . . .1 .3 .1 .1 . . 2. 1. 1. 1. 1. 1. . .1. . . . . . . 18
Bluff . . 4 . . . . . 1. 1. 4. . . . 3. 1. 1. 1. 1. . . . . . . . . . 17
Tumble. . 4 . . 2. 1. 1. 1. 1. . .2 .1 .1 .1 .1 .1 . . . . . . . . . .17
Balance . 4 . . 2. 1. . . . . . . . . . . . . . . . . . . . . . . . . .7
Spot. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Swim. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
. . . . .------------------------------------------------------------
. . . . .44 .9 .9 .9 .9 .9 10 12 10 10 10 10 10 10 13. 7 11 11 11 11
Feats
.1. . . . : Single Weapon Fighting
.3. . . . : Precision
.6. . . . : Shield Mastery
.9. . . . : Improved Single Weapon Fighting
12. . . . : Improved Critical: Bludgeoning
15. . . . : Greater Single Weapon Fighting
18. . . . : Improved Shield Mastery
21 Epic . : Power Attack
24 Epic . : Cleave
26 Destiny: Perfect Single Weapon Fighting
27 Epic . : Great Cleave
28 Destiny: Perfect Two Weapon Fighting
29 Destiny: Dire Charge
30 Epic . : Overwhelming Critical
30 Legend : Scion of: Arborea
16 Deity. : Follower of: Amaunator
Spells
Bard- Expeditious Retreat, Feather Fall, Sonic Blast, Grease, Focusing Chant
- Blur, Hypnotic Pattern, Invisibility, Rage
- Displacement, Haste, Good Hope, Dispel Magic
- Dimension Door, Freedom of Movement, Otto's Sphere of Dancing, Cure Critical Wounds
- Mind Fog, Shadow Walk, Greater Dispel Magic, Mass Suggestion
- Heroes' Feast, Otto's Irresistible Dance
Favored Soul- Nightshield, Divine Favor
Enhancements (80 AP)
Warchanter (38 AP)
- Skaldic: Constitution, Weapon Training, Song of Heroism, Fighting Spirit
- Enchant Weapon, Rough and Ready III
- Iced Edges III
- Ironskin Chant III, High Spirits III, Frozen Fury III
- Reckless Chant III, Northwind III
- Chant of Power III, Howl of the North, Spinning Ice III
Aasimar Scourge (17 AP)
- Stronger Bonds, Charisma, Stronger Bonds II, Charisma, Stronger Bonds III
- Scourge Weapons, Improved Recovery
- Improved Scourge Weapons
- Greater Scourge Weapons, Strike Down I, Blessings II
- Destroyer of the Dead
Swashbuckler (14 AP)
- Confidence, Swashbuckling, Uncanny Dodge
- On Your Toes III, Blow By Blow: Melee III
- Fast Movement
- Skirmisher, Smooth Flourishes
Spellsinger (4 AP)
- Spellsinger
- Lingering Songs III
War Soul (4 AP)
- Smite Foe
- Divine Presence III
Harper Agent (3 AP)
- Agent of Good I
- Strategic Combat
Destiny (24 AP)
Fury of the Wild
- Tunnel Vision III, Fast Healing I
- Unstoppable Fury II, Acute Instincts III, Damage Reduction III
- (none)
- Gird Against Demons I, Sense Weakness III, Overwhelming Force III
- Fury Eternal
- Unbridled Fury
Twists of Fate (35 fate points)
- Legendary Shield Mastery (Tier 2 Sentinel)
- Grim Precision (Tier 3 Shadowdancer)
- Unearthly Reactions (Tier 1 Magister)
- Reign (Tier 3 Fatesinger)
- Acrobatic (Tier 1 Shadowdancer)
Notes:
1. In terms of AP, 38 Warchanter, 17 racial, 14 Swashbuckler and 4 War Soul are 'hard limits' - no matter how you re-arrange the selection, you're probably going to end up with no less than that spent to get the same effect. The remaining (7 + racial) are more dealer's choice.
2. Strength, Dexterity and Intelligence can all work as a hit stat. I selected Intelligence because a massive starting Int is necessary to hit the trapping skills. However, the Intelligence is only useful for those skills and this build is never going to be anyone's first choice as trapper. Without Insightful Reflexes (can't afford the feat, see below), Dexterity can't be tossed. The minimalist approach to this build would probably involve dumping Intelligence/trapping entirely and going with Strength for hit (to avoid having to take Weapon Finesse). Note: A Strength tome is required for Power Attack.
3. The general shortage of feats means that the build is single target until deep in Epic levels. Likewise, the long path to the critical enhancement points means that out-of-the-gate you'll probably have little more than the Warchanter/Swashbuckler AP. Similarly, using Weapon Finesse/Insightful Reflexes/Force of Personality to reduce down to 3 meaningful stats is out of the question - some Wisdom is necessary to use racial Lay on Hands.
4. The DC for Freeze attacks should be comparable to most Freeze builds (which tend to use fewer levels of Bard and don't have Divine Presence). However, Legendary Tactics can always be twisted if necessary.
5. I believe Fury of the Wild can actually be a valid choice here. You'll be less effective at mindlessly grinding through trash mobs (than LD), but far more effective at killing the one enemy you really want to kill (before it can kill you). Auto-critting on x5 multiplier weapon at 400% damage with 200% of your stat mod and 28% doublestrike before gear is a fair chunk of damage (note: scavenging 6 AP for the doublestrike boost is probably one of the best ways to further improve this - there's enough random junk twists listed above that extra action boosts can easily be taken).
6. If you've got 4+ racial AP, but no stone to reincarnate away the Ranger level, you can just take 6 levels of Ranger for Exposing Strike. You'd lose trap skills, evasion and -2 Freeze DC/Duration. On the other hand, Adrenaline against a single target would go up to x6 multiplier with a Melee Power boost. Lay Waste (as a twist) is another option for pushing up the critical multiplier, but the relatively long cooldown and steep cost make it problematic.