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  1. #1
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    Default Melee/spellcasting hybrid?

    Brand new to the game and I was curious.. are melee/spellcaster hybrids viable? Preferably Fighter, if not them, then anything else?

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    Wizard Eldritch Knight

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    Quote Originally Posted by archest View Post
    Wizard Eldritch Knight
    Any builds you suggest following?

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    Quote Originally Posted by TotallyKale View Post
    Any builds you suggest following?
    not really. I didn't go into pale master stayed in EK tree with elf race.
    here's a few notes:
    there will be plenty of other suggestions very soon.



    Racial Traits
    +2 Dexterity, -2 Constitution
    Immunity to sleep spells and effects
    +2 saving throw bonus against enchantment spells or effects
    +2 racial bonus on Listen, Search, and Spot checks.
    Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.

    I used crafted mithril half plate medium armor with fearsome (really helps stop some mob attackers by fear spell when they hit you)
    and a mithril small shield the tree covers proficiency's for these as well no need to take them in feats.
    just have to have the enchantments selected in the elf and EK trees

    I used Arcane Archer tree as a range compliment. it costed a lot of AP to do that and those could be spent further for the 2nd class tree for fighter.
    keeping in mind the loss of 1 level of dc for each non wizard level. which is why EK is a good fighter wizard mix.

    It wasn't a tank but was a sword and shield fighter with archer and since it was pure wizard. not a multiclass.
    could take a few hits at close range without squishy death.

    Armored Arcana: You gain proficiency in Medium Armor, and you no longer suffer Arcane Spell Failure from Light Armor, Medium Armor or Mithril Body. minimum level 4 wizard

    elf racial tree:
    Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration. enchantment spell casting buff.

    Nothing Is Hidden: Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -12/-8/-4 penalty.

    Elven Weapon Training add to hit and damage to the long sword or (favored weapon)
    and Skill: +3% Doublestrike, +3% Doubleshot, +3% dodge, and bypass 3% of enemy dodge.

    Arcane Fluidity: Your Arcane Spell Failure chance while wearing armor is decreased by 5%/10%/15%. (This has no effect on arcane spell failure from shields.) you can use this until you get the 20 points for Armored Arcana above as well the EK tree cores as you flow across them offer more in free feats and arcane failure reductions.


    Eldritch Knight tree
    this is nice if you dont like to repair a lot,I almost never needed repair unless I died.

    Item Defense: You have a 25%/50%/75% chance to negate potential item wear.
    Adds a bonus to item hardness in item damage checks, which can push item hardness up to the point it ignores normal damage for recent level 29 item with only one rank.

    Shield Training: You gain proficiency with all shields except Tower Shields, and your Arcane Spell Failure chance from equipped shields is reduced by 5%.
    which is why I stopped at small shield else there would be a failure percentage anything larger. but a nice double augments small shield can be crafted nicely/

    Max out intelligence for AP
    Eldritch Accuracy: You get Intelligence to hit with weapons and shield bashes.
    If you have access to the harper tree you can get int for damages as well
    Strategic Combat II: You can use your Intelligence modifier for damage with Melee and Missile weapons.
    Note: This does not function with shields.



    Cap stone:

    Eldritch Tempest: Activate: Perform a spinning melee attack, dealing weapon damage +5[W] to all nearby enemies and knocking them prone for 1 second. This attack has +10 to Critical Threat Range and +3 to Critical Multiplier. Enemies affected are knocked prone for one second and Slowed by 50% for 6 seconds.

    bugged temporary stance from the tree.

    Knight's Transformation: Toggle: While this is turned on, all your spells and SLAs that can be affected by Metamagics have their range reduced to touch range. You gain +30 Universal Spell Power and +3% Spell Critical Damage. Your Base Attack Bonus equals your Character Level. You gain +5 to hit with Melee Weapons and 3% Doublestrike.

    You lose proficiency with shield when the stands ends cool down (Recast it during) or relog after you exit quest. long time bug

    Spell Sword scales with spell power of the element your using for it.


    free feats : elf
    Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.

    free feats EK

    Spellsword: You gain four elemental toggles that each imbue your weapon with elemental power. Only one may be active at a time, causing them to deal an additional 1d6 (element) damage on hit (Note: the damage doesn't proc on shield bash). You gain an additional 1d6 every 3 Wizard levels (at 6, 9, 12, 15 and 18). This damage scales with Spell Power. While active, your Eldritch Strike deals 1-2 additional (element) damage per Character Level which scales with Spell Power. While this is enabled, your weapon and shield attacks have Ghost Touch. Note: mutually exclusive with Poisoned Coating toggle (Vile Chemist).
    Passive
    +2% Doublestrike, +10 Universal Spell Power.
    You also gain proficiency in Light Armor and Martial weapons.

    Imbue the Blade: Melee weapons are considered Spellcasting Implements in your hands. You gain the Quick Draw feat, reducing the time between spellcasting and weapon use.
    -15% Arcane Spell Failure from equipped Armor, Shields, and Warforged Body feats.

    Subtle Force I: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds. Your Spellsword dice are now D8s (instead of the original d6s).
    -20% Arcane Spell Failure (stacking) from equipped Armor, Shields, and Warforged Body feats.
    +6 Resistance to Acid, Cold, Electric, Fire and Sonic damage.
    +2% Doublestrike, +10 Universal Spell Power.

    Armored Arcana: You gain proficiency in Medium Armor, and you no longer suffer Arcane Spell Failure from Light Armor, Medium Armor or Mithral Body.
    Last edited by archest; 01-16-2022 at 11:42 PM.

  5. #5
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    Quote Originally Posted by archest View Post
    not really. I didn't go into pale master stayed in EK tree with elf race.
    here's a few notes:
    there will be plenty of other suggestions very soon.



    Racial Traits
    +2 Dexterity, -2 Constitution
    Immunity to sleep spells and effects
    +2 saving throw bonus against enchantment spells or effects
    +2 racial bonus on Listen, Search, and Spot checks.
    Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.

    I used crafted mithril half plate medium armor with fearsome (really helps stop some mob attackers by fear spell when they hit you)
    and a mithril small shield the tree covers proficiency's for these as well no need to take them in feats.
    just have to have the enchantments selected in the elf and EK trees

    I used Arcane Archer tree as a range compliment. it costed a lot of AP to do that and those could be spent further for the 2nd class tree for fighter.

    It wasn't a tank but was a sword and shield fighter with archer and since it was pure wizard. not a multiclass.
    could take a few hits at close range without squishy death.

    Armored Arcana: You gain proficiency in Medium Armor, and you no longer suffer Arcane Spell Failure from Light Armor, Medium Armor or Mithril Body. minimum level 4 wizard

    elf racial tree:
    Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration. enchantment spell casting buff.

    Nothing Is Hidden: Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -12/-8/-4 penalty.

    Elven Weapon Training add to hit and damage to the long sword or (favored weapon)
    and Skill: +3% Doublestrike, +3% Doubleshot, +3% dodge, and bypass 3% of enemy dodge.

    Arcane Fluidity: Your Arcane Spell Failure chance while wearing armor is decreased by 5%/10%/15%. (This has no effect on arcane spell failure from shields.) you can use this until you get the 20 points for Armored Arcana above as well the EK tree cores as you flow across them offer more in free feats and arcane failure reductions.


    Eldritch Knight tree
    this is nice if you dont like to repair a lot,I almost never needed repair unless I died.

    Item Defense: You have a 25%/50%/75% chance to negate potential item wear.
    Adds a bonus to item hardness in item damage checks, which can push item hardness up to the point it ignores normal damage for recent level 29 item with only one rank.

    Shield Training: You gain proficiency with all shields except Tower Shields, and your Arcane Spell Failure chance from equipped shields is reduced by 5%.
    which is why I stopped at small shield else there would be a failure percentage anything larger. but a nice double augments small shield can be crafted nicely/

    Max out intelligence for AP
    Eldritch Accuracy: You get Intelligence to hit with weapons and shield bashes.

    Cap stone:

    Eldritch Tempest: Activate: Perform a spinning melee attack, dealing weapon damage +5[W] to all nearby enemies and knocking them prone for 1 second. This attack has +10 to Critical Threat Range and +3 to Critical Multiplier. Enemies affected are knocked prone for one second and Slowed by 50% for 6 seconds.

    bugged temporary stance from the tree.

    Knight's Transformation: Toggle: While this is turned on, all your spells and SLAs that can be affected by Metamagics have their range reduced to touch range. You gain +30 Universal Spell Power and +3% Spell Critical Damage. Your Base Attack Bonus equals your Character Level. You gain +5 to hit with Melee Weapons and 3% Doublestrike.

    You lose proficiency with shield when the stands ends cool down (Recast it during) or relog after you exit quest. long time bug

    Spell Sword scales with spell power of the element your using for it.


    free feats : elf
    Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.

    free feats EK

    Spellsword: You gain four elemental toggles that each imbue your weapon with elemental power. Only one may be active at a time, causing them to deal an additional 1d6 (element) damage on hit (Note: the damage doesn't proc on shield bash). You gain an additional 1d6 every 3 Wizard levels (at 6, 9, 12, 15 and 18). This damage scales with Spell Power. While active, your Eldritch Strike deals 1-2 additional (element) damage per Character Level which scales with Spell Power. While this is enabled, your weapon and shield attacks have Ghost Touch. Note: mutually exclusive with Poisoned Coating toggle (Vile Chemist).
    Passive
    +2% Doublestrike, +10 Universal Spell Power.
    You also gain proficiency in Light Armor and Martial weapons.

    Imbue the Blade: Melee weapons are considered Spellcasting Implements in your hands. You gain the Quick Draw feat, reducing the time between spellcasting and weapon use.
    -15% Arcane Spell Failure from equipped Armor, Shields, and Warforged Body feats.

    Subtle Force I: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds. Your Spellsword dice are now D8s (instead of the original d6s).
    -20% Arcane Spell Failure (stacking) from equipped Armor, Shields, and Warforged Body feats.
    +6 Resistance to Acid, Cold, Electric, Fire and Sonic damage.
    +2% Doublestrike, +10 Universal Spell Power.

    Armored Arcana: You gain proficiency in Medium Armor, and you no longer suffer Arcane Spell Failure from Light Armor, Medium Armor or Mithral Body.
    **** this is detailed, thank you SO much! THis will make it easier for me to get into this game .

    Would this be heavily reliant on choosing elf, or could I get away with being a Tiefling?

  6. #6
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    Quote Originally Posted by TotallyKale View Post
    **** this is detailed, thank you SO much! THis will make it easier for me to get into this game .

    Would this be heavily reliant on choosing elf, or could I get away with being a Tiefling?
    These are from the elf tree :
    you would have to review the tiefling tree to see how this would work with eldritch knight.

    Racial Traits
    +2 Dexterity, -2 Constitution
    Immunity to sleep spells and effects
    +2 saving throw bonus against enchantment spells or effects
    +2 racial bonus on Listen, Search, and Spot checks.
    Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.

    elf racial tree:
    Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration. enchantment spell casting buff.

    Nothing Is Hidden: Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -12/-8/-4 penalty. helps spot traps before you get trapped.

    Elven Weapon Training add to hit and damage to the long sword or (favored weapon)
    and Skill: +3% Doublestrike, +3% Doubleshot, +3% dodge, and bypass 3% of enemy dodge.

    Arcane Fluidity: Your Arcane Spell Failure chance while wearing armor is decreased by 5%/10%/15%. (This has no effect on arcane spell failure from shields.) you can use this until you get the 20 points for Armored Arcana above as well the EK tree cores as you flow across them offer more in free feats and arcane failure reductions.


    arcahe failure is when you go to cast a spell and you lose spell points and nothing happens.
    Last edited by archest; 01-16-2022 at 11:51 PM.

  7. #7
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    Tiefling
    https://ddowiki.com/page/Tiefling

    Racial Traits
    +2 Charisma
    Fire resistance equal to character level.
    +2 racial bonus on Balance.
    +2 bonus to Saves vs Spells.
    +2 bonus to hit and damage against Lawful Outsiders and Good Outsiders.
    Fear Immunity


    anytime you look on google for ddo stuff type ddo 1st then what your looking for usually wiki has the information you want.

  8. #8
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    Quote Originally Posted by TotallyKale View Post
    Brand new to the game and I was curious.. are melee/spellcaster hybrids viable? Preferably Fighter, if not them, then anything else?
    Are viable but sub optimal because you cant maximize spell power damage and melee damage in the same toon.
    Spell need main stat to be maximized (intellegince for wiz)

    To get intelligent to land damage u need harpet tree
    If u have i suggest wizard 18/1barb(for speed)/ 1 rogue (for trapping)

    U can get t5 in ek aroun 38 ap there)
    16 points in necro for self healing
    12 in harper for int to damage
    Rest in race ( i suggest gnome for color spray)

    In a similar way u can get wisdom to damage if u prefer a divine(nedd falconry in this case)
    Or cha based caster like sorc or fvs or bard if u have feydark illusionist
    In game in Cannith as
    Aborim Master (main toon) --- Nickallin (my tank)--- Jjnick (warlock 30) --- Nickpunick ()--- Nickruvido (my healer)--- Nickallinone (shuri build)
    guild: not Flagged ( ex guardiani di eberron, ex gods, ex kvp)

  9. #9
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    Quote Originally Posted by Alled78 View Post
    Are viable but sub optimal because you cant maximize spell power damage and melee damage in the same toon.
    Spell need main stat to be maximized (intellegince for wiz)

    To get intelligent to land damage u need harpet tree
    If u have i suggest wizard 18/1barb(for speed)/ 1 rogue (for trapping)

    U can get t5 in ek aroun 38 ap there)
    16 points in necro for self healing
    12 in harper for int to damage
    Rest in race ( i suggest gnome for color spray)

    In a similar way u can get wisdom to damage if u prefer a divine(nedd falconry in this case)
    Or cha based caster like sorc or fvs or bard if u have feydark illusionist
    So I'm definitely interested in the Wiz route for PM / EK with Harper tree for int to dmg, but I'm struggling to find anything on an initial 32 stat spread.

    I found one of Strimtom's guides, but it doesn't really go into too much detail on how it's built. --> https://www.youtube.com/watch?v=rXb4i6OV0sQ

  10. #10
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    INT for casting should be max for wizard
    STR for melee since you want to fighter style a wizard
    CHR for using Devine scrolls Heal is better than pots and wands. but not much for any other use unless you use it for Wisdom
    CON 13 ? +1 odd number to raise it with a single point from an augment or something in game to +2 and so on if your tanking you want this as high as you can get as well .

    WIS Force of Personality Passive This Feat allows Player Character to use Charisma modifier for Will saves, instead of Wisdom.

    DEX Insightful Reflexes Passive This Feat allows Player Character to use Intelligence modifier for Reflex saves, instead of Dexterity.

    study the character feats some require a base ability score in order to use them
    such as Improved Price Shot : Base Dexterity of +19 you can not use an augment for raising the base score it must be done at character creation, during the leveling process you a base ability point every so many levels or from tombs purchased from the store.


    one more note not all dexterity or wisdom checks are covered under force personality or insightful reflexes so personally I dont let any ability start under 0 i usually augment them all with diamonds
    Last edited by archest; 01-17-2022 at 10:36 AM.

  11. #11
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    Quote Originally Posted by TotallyKale View Post
    So I'm definitely interested in the Wiz route for PM / EK with Harper tree for int to dmg, but I'm struggling to find anything on an initial 32 stat spread.

    I found one of Strimtom's guides, but it doesn't really go into too much detail on how it's built. --> https://www.youtube.com/watch?v=rXb4i6OV0sQ
    Depends if u have tomes , because int need to ne maxed 18 or 20
    Const aroun 14 - 16
    If u can reach 17 strenght (17 as base stat withou buffs) take 2hf line ( u need 17 for second and third feat), u can take third feat only in epics due to bab requirement

    If ucant single weapon fighting is not bad with longsword

    I would take 1 rogue 1 barb in first 2 lvlvs rest into wiz.
    If u dont care about trapping at start take rogue at 9 or 10.
    Last edited by Alled78; 01-17-2022 at 12:23 PM.
    In game in Cannith as
    Aborim Master (main toon) --- Nickallin (my tank)--- Jjnick (warlock 30) --- Nickpunick ()--- Nickruvido (my healer)--- Nickallinone (shuri build)
    guild: not Flagged ( ex guardiani di eberron, ex gods, ex kvp)

  12. 01-18-2022, 08:15 PM


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