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Bard It is said that music has a special magic, and the bard proves that saying true.


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Old 07-31-2007, 09:55 AM   #1
Daemonis
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Default The Warforgedchanter

***Finalized build details in light of experimentation and experience with the build during advancement up to level 14***

The Warforgedchanter, A True Neutral, 32ptWF, 14Bard

S 30 (18base+3Levels+2Favor Tome+5Item+2Extended rage spell)
D 12 (8base+4Item)
C 26 (16base+2WF Enhancement+1Tome+5Item+2Extended rage spell)
I 8 (8base)
W 8 (6base+2Nightforge helm)
CH 22 (14base+2Bard Enhancement+1Tome+5Item)

Warforged Racial Abilities: Immunities (sleep, nausea, exhaustion, poison, disease, paralysis effects, energy drain, or spells that target humanoids, DQ wrack), extended time underwater before drowning, composite plating (+2AC, light fortification), automatic stabilization if incapacitated, healed by Arcane (full effect) or Divine/Bard spells (at –35%).

Class Granted Feats: Simple (all) and martial (longsword, shortsword, rapier, shortbow) weapon proficiencies, Shield (all except Tower) proficiencies, Bard music, Fascinate, Inspire confidence, Inspire competence, Suggestion song, Improved inspire courage, Inspire Greatness, Song of Freedom, and Bard spells.

Level Feats:
(1) Great axe (--->Swap out for greatsword ONLY if Sword of Shadows is obtained)
(3) Power attack
(6) WF: Slashing
(9) Extend
(12) IC: Slashing (to increase DPS when using Greater Bane greataxes)

Enhancements:
Inspired bravery II
Inspired attack III
Inspired damage III
Warchanter
CHA II
Extra song IV
Music of the Dead
Music of the Makers
Energy II
WF Healers friend I
WF CON II

Spell Points: 657 (375base+132CHA+40Energy II+100Magi item)

Bard spells:
1) CLW (swap out for Grease once CMW taken), expeditious retreat, focusing chant, remove fear.
2) Glitterdust, rage, blur, heroism (swap out for CMW once GH is taken).
3) Haste, displacement, CSW, good hope.
4) Freedom of movement, dimension door, Otto’s sphere, CCW.
5) GH, mass suggestion, mind fog.

Skills:
Perform 32 (17base+6CHA+4Greater Heroism (GH)]
UMD 31 [(17base+6CHA+3Goldencartouche+4GH+1Focusing chant for burst UMD]
Concentration 29 (17base+8CON+4GH)
Balance 22 (17base+1DEX+4GH)
Jump 31 (17base+10STR+4GH)

Base hit Points: 226 (i.e., 20Heroic+84Bard+112Constitution+10Draconic)

[Self-buffed max hitpoints: 298; i.e., 20Heroic+84Bard+112Constitution+10Draconic+20Inspi re greatness+14GH+14Extended rage+13UMDd Falselife wand+11Aid potion]

Saves:
Fortitude 19 (+4Bard+7CON+1Bard song+3C06 resistance trinket+4Extended GH)
Reflex 18 (+9Bard+1DEX+4Trapblast goggles+4Extended GH)
Will 17 (+9Bard-1WIS+5Nightforge helm+4Extended GH)

Base Attack Bonus: 10/10/15/20
+10 STR
+1 Weapon focus: slashing
+2 Carnifex (+2 greataxe, 17-20 critical range, x3 damage; Delerah’s end reward)
+2 Improved inspired courage
+2 Inspire greatness
+3 Inspired Attack III
+1 Warchanter
+1 Focusing chant
________________________
+32/+32/+37/+42 –or- +27/+27/+32/+37 with power attack when using Carnifex

[If you UMD a divine power scroll, your attack can improve to:
+36/+36/+41/+46 –or- +31/+31/+36/+41 with power attack when using Carnifex!]

Base Damage with Carnifex (primary weapon):
+2 Carnifex
+15 STR
+2 Improved inspired courage
+3 Inspired damage III
+2 Warchanter
________________________
1d12+24; i.e., 25-36 damage on normal hit, 75-108 damage on critical hit.
(With power attack on, damage: 1d12+34; i.e., 35-46 damage on normal hit, 105-138 damage on critical hit)

Armor Class: <20+ extended blur/displacement/haste spells+ Warchanter song or Stoneskin (UMD’s scrolls).

Build Pros:
1) Survivability
-WF racial abilities are incredible! Moreover, heavy fortification status is easily obtained by equipping a commonly available moderate fortification item.
-Self- and party buffing with spells such as remove fear, good hope, greater heroism, rage, displacement, freedom of movement, and haste.
-Self- and party-buffing with potent bardic music. At the end game, this builds standard extended rage+bardic music combo buff grants the equivalent to an area of effect rage that grants: +9 to hit, +8damage, +34 hit points, +1 fortitude saves, +2 saves vs. charm or fear effects, and DR5/-, at a cost of just –2AC. That’s equivalent to gaining +16strength and several toughness feats!
-Self-healing with spells, standard cure wands (at reduced benefit), and UMD’d repair light/moderate/Series wands.
-Can be healed by multiple party members (bard, cleric, paladin, ranger, sorcerer, wizard) if incapacitated.
-True neutral alignment helps reduce damage taken from high-end content mobs that employ unholy weapons/arrows. True neutral alignment also affords a slight boost in AC if Stability docent and shields are equipped. UMD is adequate to equip most equipment in the game, including “of pure good” items.
-Can hot-swap docents quickly to tailor protection depending on mob. Typical docents include fearsome, deathblock, arrowblock, acidguard, and the various elemental resistances.

2) Solo Character or Party Catalyst
The Warforgedchanter is an excellent solo character owing to its effective crowd control (no fail facinate or Otto’s sphere+mind fog/glitter dust/grease), self-healing, with good DPS (comparable to other non-specialized DPS characters). If you get in trouble, back up and simply kite+fascinate mobs (for no fail CC that affects everything except oozes and named bosses). Heal up and then destroy each foe one at a time. Within a party context, you should be able to make a good showing in the kill counts if that matters to you - yet also offer post-battle party healing and selected buffs.

3) Pure Bard
I had originally considering splashing one level of fighter (taken at level 2) to bolster the builds melee aptitude by affording the free martial weapon proficiency, a free feet, and very modest improvement in HP among other things (as others have cogently noted). I would concede that this would optimize this build slightly more for melee --- at least at the current level cap. However, I opted to FORGO splashing the level of fighter in order to maximize benefit from Bardic music, spells, and pending level cap increase. Specifically, by staying pure Bard, you can:

a) Maxing out the number of Bard song/rest available, which affords possibility of an extra buff or fascinate when things get hairy. Fascinate/Music of the Dead/Music of the Makers is crazy powerful – if you group up with a patient party. This skill, along with self-healing and good DPS when ThF, makes this build great at soloing!

b) You can max out the Inspired Attack enhancement line which offers the +1 to hit to both yourself & your party, whereas taking the level of fighter would only add +1attack to yourself.

c) Slight boost in SP that would allow you to cast an extra haste or displacement, or other cure spell on an incapacitated teammate.

d) Can select an Extra 5th level spell, such as mind fog (to bolster over time effectiveness of Otto’s sphere given the builds relatively low CHA ---> great combo BTW in Gianthold).

e) Perhaps the most compelling reason IMHO to stay pure Bard is that, following the spell progression table on DDOWIKI, you will obtain BOTH of your 6th level spells at level 16. I can’t wait to see what those may be!

As an aside, I would add that I’m able to make a decent showing in the kill count department with my small collection of weapons (as detailed above - which were fairly easy to come by) – so the loss of potentially using a situational weapon that I’m not proficient hasn’t been a concern to date. In fact, it has been nice having just ONE tool bar of weapons. Keep it simple. Between the spell casting/buffs/and DPSing melee, you have much to be vigilant about.



4) Equipment and Inventory Space
This build can effectively equip more stat enhancing items onto the character at any given time than other builds, as WF immunities negate the necessity of needing to carry selected protection equipment (e.g., disease, poison, underwater action, etc.). More space is always a good thing.

Build Cons:
1) To really shine, as with other battleclerics/battlemages, this build is reliant upon self-buffs to increase its prowess in battle – which can evaporate quickly owing to dispels or antimagic rays. Fortunately, this character’s core buffs are centered around bardic music (inspire courage+greatness) which is non-dispellable - so this is less of an issue.

2) This build will utilize much of its spell points on self-buffs and heals, which may detract from your capacity to play the stereotypical crowd control specialist or healer role. You should state that you are a battlebard with good DPS that can fill the off-tanking spot in the team. You also will help with healing after battles and offer selected buffs. If the party is patient, you CAN do no-fail CC via fasinate. Alternately, you can set up a doorway with Otto’s sphere+mind fog and/or glitterdust/grease.

I typically only perform the following buffs on my teammates at the start of a dungeon: Bardic songs (inspire courage & greatness), extended remove fear, extended good hope, and extended rage. I may cast extended blur on our main tank if we have one. That’s it. I reserve the rest of my spell points on my self-buffs. I then explain that I frequently self-cast haste. If others want it, then they should stick close to me. The reason I do this is it helps to slow down would-be zergers and helps me to control the pace of combat.

3) Reduced benefit from non-repair spell- and wand-based healing (-35% benefit).

4) Low AC for melee build. AC is comparable to a robe wearing barbarian. Damage will be reduced by perma-blur/displacement, Warchanter song or UMD’d stoneskin scrolls, heavy fortification status (equip a mod fort item), selected docents (e.g. fearsome of axe/hammer/spear block docents or for extra DPS = equip a Acidguard docent), adequate self-healing, and smart play. Play this character much as you would any other low AC DPS THF character.

5) Social stigma of being a Warforged bard. Be prepared to brush off the “jukebox” comments!

=============================================
Here are some thoughts regarding basic/common equipment to obtain early in your career to help your Warforgedchanter thrive:

At low levels (i.e., <5), work hard to obtain:
1) Several Rings of Rage (as rage spell) – for an extra boost to STR and CON. I had a tool bar full of them and was near perma-raged. Once you hit level 4, you won’t need these anymore as you can cast the spell.
2) Ring of light fortification (brings your WF up to Moderate fortification status!).
2) +1Elemental greataxe (especially fire, equipable at level2 to serve as your primary lowbie weapon until you earn your Carnifex)
3) +1Holy quarter staff (equipable at level4).
4) +1Ghostetouch greataxe or quarterstaff (equipable at level 2 or 4).
5) +1Shockingburst shortbow (equipable at level4)
6) +1Acidguard docent
7) +1Charisma trinket (I forget the name, easy to obtain on the AH)

I wouldn’t attempt Delerahs until you are level 4 and you have your undead gear in place (i.e., holy quarterstaff, ghostetouch, and acidguard docent).

Once you hit level 4, keep running Delerahs until you obtain your Carnifex and the Linen wraps (+4STR).

At mid levels (5-8)
Work hard to obtain:
1) +1Fearsome docent
2) +1Deathblock docent
3) Moderate fortification docent or item.
4) +3Con Belt from Tangleroot.
5) 3 Visors of the flesh renders (Tangleroot end reward -->6min of deathward/visor that you own).

You may want to upgrade your holy quarterstaff (e.g., to a Holy of righteousness). I also would obtain a flamingburst or acid quarterstaff for rust monsters too. That’s about it.

You CAN start equipping basic Greaterbane greataxes or quarterstaffs as soon as level 8, if you want to improve your DPS over and above Carnifex, but that’s only if you have the backpack space for these situational weapons and want to be very competitive for kill counts.
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Last edited by Daemonis; 01-07-2008 at 12:03 AM. Reason: Finalized build
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Old 07-31-2007, 10:10 AM   #2
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for reposting this. Looks good!
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Old 07-31-2007, 11:35 AM   #3
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Just curious on what your thoughts are on taking Khopesh instead of the 2 handers.
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Old 07-31-2007, 02:04 PM   #4
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Default Khopesh vs. 2-hander...

Hello, Flicken,

To address your question, let’s see:

So assuming Base Attack Bonus: 10/10/15/20

+10 STR
+1 Weapon focus: slashing
+5 Khopesh (19-20 critical range, 1d8 damage x3 damage)
+2 Improved inspired courage
+2 Inspire greatness
+3 Inspired Attack III
+1 Warchanter
+1 Focusing chant
________________________
+35/+35/+40/+45 –or- +30/+30/+35/+40 with power attack

[If you UMD a divine power scroll, your attack can improve to:
+39/+39/+44/+49 –or- +31/+31/+39/+44 with power attack]

Base Damage with +5 Khopesh (min level 8 to equip):
+5 Khopesh
+10 STR
+2 Improved inspired courage
+3 Inspired damage III
+2 Warchanter
________________________
1d8+22; i.e., 23-30 damage on normal hit, 69-90 damage on critical hit.
(With power attack on, damage: 1d12+27; i.e., 28-39 damage on normal hit, 84-117 damage on critical hit)

Base Damage with +5 Holy Khopesh of Pure Good (min level 12 to equip):
+5 Khopesh
+10 STR
+3 Improved inspired courage
+3 Inspired damage III
+2 Warchanter
________________________
1d8+22; i.e., 23-30 damage on normal hit, 69-90 damage on critical hit.

vs. evil opponents:
1d8+22+2d6+1d6; i.e., 26-48 damage on normal hit, 72-108 damage on critical hit.

(With power attack on, damage: 1d12+27; i.e., 28-39 damage on normal hit, 84-117 damage on critical hit)
(vs. evil opponents with power attack on: 1d8+27+2d6+1d6; i.e., 31-53 damage on normal hit,
102-126 damage on critical hit.

=============================================

To hit analysis: Either +5Khopesh is only modestly better to hit than the Carnifex (i.e., +3 difference).

Average damage over 20 hits, assuming all hit:

Carnifex
16 hits at normal attack (not including glancing blows) = 560-736 untyped damage
4 critical hits = 420-552 untyped damage
Total damage range = 980-1288

+5Khopesh (after taking IC:Slashing at lvl12)
16 normal hits = 442-624 untyped damage
4 critical hits = 336-4468
Total damage range = 778-1092

+5Holy Khopesh of PG vs. evil opponent (after taking IC:Slashing at lvl12)
16 hits at = 496-828
4 critical hits = 408-504
Total damage vs. evil opponents = 904-1332

=============================================

My thoughts:

At the end game, the +5Holy khopesh of PG (need to be level 12 to equip) will out perform Carnifex, but only if the IC: Slashing feat is taken (again at level 12) and if you are facing evil opponents - although only marginally so as glancing blows damage was not factored in. I would imagine a similar scenario for greater bane (of X) khopeshes as well.

Interestingly, Carnifex can be equiped much earlier during your career (as low as level 4 if you run Delerahs over and over till you obtain one, like I did), it does untyped damage (thus negating the need to have a golfbag of situational weapons), and it continues to perform very well even at the end game compared to one of the better highly coveted end game single hand weapons available. Ultimately, the build would benefit most from acquiring the Sword of Shadows (Dragon raid loot).

I would wager that you are considering equipping a shield and khopesh. Frankly the extra AC will not be all that helpful. With appropriate buffs (perma-blur, extended displacement, Warchanter song or UMDd stoneskin scrolls) and equipment (fearsome; mod fort), I have found that low AC on my Warforgedchanter Trouvere isn’t a big deal.

So I guess it comes down to how many weapons you want to carry and whether or not you want to equip a shield.

Personally, I opted to carry a big axe and go for simplicity. IIRC, I carrying about 8 weapons, e.g., Carnifex (primary weapon on all critable opponents), +5Adamantium greataxe (Golems/WF), +1Wounding greataxe (self-healing foes), +1Holy of PG greataxe (corporal undead), +1Ghost touch greataxe, +1Holy quarterstaff of PG (Skeletons), +1Acid quarterstaff of PG (Rust monsters), +1Shocking burst shortbow (with +3 House D arrows), and my bare fists (for slimes; I do impressive damage!). That’s it. The rest of my backpack slots are reserved for wands, potions, scrolls, gear, and of course…much loot!

Regards, -Daemonis.
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Last edited by Daemonis; 08-10-2007 at 10:47 AM.
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Old 07-31-2007, 02:24 PM   #5
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Wow, thank you for such a detailed response! Much appreciated.
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Old 07-31-2007, 10:19 PM   #6
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Have you considered dropping one level of bard for one level of fighter?

This would give you two extra feats (two becuase you would not need to take a martial weapon feat, and one from fighter bonus).

You lose 1 level 5 spell, 25 spell points, 1 reflex and 1 will save, but no enhancements that I could see.

You gain 4 HPs, 2 fort save. You also gain access to: Crit Accuray 1, Item Defense 1, Ftr Toughness 1 (5 more HPs).

The two extra feats could go to giving you ICrit: Slashing, 3 more UMD, another Toughness Feat (20 more HPs), 75 more Spell Points via Mental Toughness, or any one of a number of others to suit your play style, including Khopesh.

Having the inate Martial Weapon feat won't pigeon hole you to either a Great Axe or an SoS, but leave you wide open to chose the best available to you for the situation or your budget/luck.

You analytical skills seem razor sharp, so I am sure you have considered this. It would be interesting if you could walk us through your logic, maybe I overlooked something (future levels, etc.).
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Old 08-01-2007, 06:38 PM   #7
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Default Rationale for staying pure bard...

Hi Dark-Star,
Thanks for checking out the build that I have enjoyed immensely so far. I ended up deleting my barbarian in favor of this guy - he’s really that much fun!

I had originally considering splash one level of fighter (taken at level 2) to bolster the builds melee aptitude by affording the free martial weapon proficiency, a free feet, and very modest improvement in HP among other things (as you cogently noted). I would concede that this would optimize the build slightly more for melee, at least at the current level cap.

However, I opted to FORGO splashing the level of fighter in order to maximize benefit from Bardic music, spells, and pending level cap increase.

Specifically, by staying pure Bard, you can:
1) Maxing out the number of Bard song/rest available, which affords possibility of an extra buff or fascinate when things get hairy. Fascinate is crazy powerful – if you group up with a patient party. This skill, along with self-healing and good DPS when ThF, makes this build great at soloing!

2) You can max out the Inspired Attack enhancement line which offers the +1 to hit to both yourself & your party, whereas taking the level of fighter would only add +1attack to yourself.

3) Slight boost in SP that would allow you to cast an extra haste or displacement, or other cure spell on an incapacitated teammate.

4) Can select an Extra 5th level spell, such as mind fog (to bolster over time effectiveness of Otto’s sphere given the builds relatively low CHA ---> great combo BTW in Gianthold) or shadow-walk (for setting up fascinate).

5) Perhaps the most compelling reason IMHO to stay pure Bard is that, following the spell progression table on DDOWIKI, you will obtain BOTH of your 6th level spells at level 16. I can’t wait to see what those may be!

As an aside, I would add that I’m able to make a decent showing in the kill count department with my small collection of weapons (as detailed above - which were fairly easy to come by) – so the loss of potentially using a situational weapon that I’m not proficient hasn’t been a concern to date. In fact, it has been nice having just ONE tool bar of weapons. Keep it simple. Between the spell casting/buffs/and DPSing melee, you have much to be vigilant about.

Regards, -Daemonis
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Last edited by Daemonis; 08-01-2007 at 06:40 PM.
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Old 08-05-2007, 01:23 AM   #8
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Arent you squishy? I mean my bard can get one shoted in end content.
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Old 08-05-2007, 06:52 PM   #9
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Default Warforgedchanter is durable...

Hi Spifflove,

I wouldn’t consider this a squishy build at all, for the following reasons:
1) With self-buffs, this build has 287HP.
2) The build has enough spell points to enable permablur/displacement.
3) The build has enough UMD to use Stoneskin scrolls. I’m always stoneskinned, for DR10.
4) Heavy fortification status is achieved as early as level 7 after equipping a moderate fortification item (granting heavy fort for WF).
5) I also wear a fearsome docents – for any blows that do land.

[Not to mention all the innate WF immunities…]

I've just started questing in Gianthold and without self-aggrandizing too much, the Warforgedchanter performs very well. You'll have to give it a shot.

Regards, -Daemonis
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Old 08-06-2007, 01:01 AM   #10
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Well someone on Argonnessen who was playing a Maldini barbarian said you smoked him so I am interested. Not really any space except in my permadeath guild though. I think I shall call him Juxbox.

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Old 08-10-2007, 09:56 AM   #11
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Default Greataxes vs. Falchion

An update on primary weapon recommendations for the build:

I had previously advocated using Carnifex as your primary general purpose weapon (equipable at level4; Delerah’s end reward) until you can obtain some nice greater bane greataxes or SoS (the latter of which will be harder to obtain now, once the Raid Loot mechanism is changed next mod).

Now that my bard, Trouvere, has leveled up and has obtained the IC:Slashing feat, I wanted to re-examine which would be the best non-raid two-handed DPS weapon for him. As a WF, you get a free feat respec compliments of the Dragonmarked quest in the harbor. So, I respec'd my greataxe weapon proficiency for falchions to see in game how they would perform for this build vis-a-vis greataxes. Specifically, I have been trying out some Alignment/Holybursting of PG Falchions and they do seem to do a bang up job. However, I'm not convinced that they are any better then what I was working with. So, I set to pen and paper today to figure out a realistic appraisal of the top end falchions performance vs. Carnifex and other greaterbane greataxes.

First, the contenders:
1) Carnifex (equipable at lvl4)= +2 greataxe, crit range = 17-20 (20% to crit), x3 damage on crit.
2) +1Greater bane greataxe (situational; equipable at lvl8) = +6 vs. bane target, crit range = 19-20 for x3 damage.
3) +1Alignment/Holyburst falchion of PG (equipable at lvl10) = +1 falchion, +2d6 damage vs. evil/alignment, +1d6 damage vs. non good opponents, crit range = 15-20 for x2 base damage.

Situation:
1) Damage calculations will be estimated over 10 successful attacks on an elite level foe – which is a realistic appraisal of how the weapon will perform as most non-boss foes don’t have 1000’s of hit points. Moreover, within a team context, you typically have several melee's engaging the same foe – and you will be lucky to land more than a few hits before they go down.
================================================== ==========
Weapon Statistics:

Carnifex

Base damage (1d12) = 6
+2 enchantment bonus
+15 STR
+10 PA
+7 Bardic music

40 average damage/hit; 120 average damage on a critical hit (20% chance).
---------------------------------------------

+1GreaterBaneGreataxe

Base damage (1d12) = 6
+6 enchantment bonus
+15 STR
+10 PA
+7 Bardic music
+9 Greaterbane

53 average damage/hit (situational); 159 average damage on a critical hit (10% chance)
---------------------------------------------

+1Alignment/HolyburstFalchionofPG

Base damage (2d4) = 4
+1 enchantment bonus
+15 STR
+10 PA
+7 Bardic music
+6 Alignment/Holy effect (not multiplied when crit is obtained)
+3 Pure Good effect (not multiplied when crit is obtained)
[+9 burst effect on critical hit]

46 average damage/hit (situational); 92 average damage on a critical hit (30% chance)

================================================== ==========
Weapon performance over a series of 10 successful attacks:

Carnifex (20% crit) vs. critable opponnent:

40 average damage*8hits = 320
120 average damage*2 critical hits = 240

Total = 560 average damage (or 400 damage vs. heavy fortified or noncritable opponent)


+1GBaneGreataxe (10% crit) vs. critable opponnent:

53 average damage*9hits = 320
159 average damage*1 critical hit = 159

Total = 636 average damage (or 530 damage vs. heavy fortified or noncritable opponent)


+1Alignment/Holyburst Falchion of PG (30% crit) vs. critable opponnent:

46 average damage*7 hits = 322
92 average damage*3 critical hits = 276

Total = 598 average damage (or 460 damage vs. heavy fortified or noncritable opponent)
================================================
Conclusion:

Carnifex basically performs as well as a +1Alignment/HolyburstofPG Falchion and it will serve you well as a general purpose weapon from low to mid levels even against non-critable foes. Carnifex’s DPS is overshadowed by a basic +1GreaterBaneGreataxe (and more so if other effects are added, such as elemental or holy effects). So, if you have the backpack space and want to compete for kill counts, then you should begin amassing various greaterbane greataxes as soon as level 8.

Fortunately, I have a Siberys Dragonshard in the bank. I will be re-spec'ing back to Greataxes as soon as the timer allows me too.

Cheers! -Daemonis
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Old 08-10-2007, 10:09 AM   #12
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Cool build although I personally could not resist the fighter level on my two handed battle bard I am still trying for carniflex as well 0-4 The one comment I would add is to look at the effect of the bloodstone trinket on your numbers (seeker +6) which is multiplied by the critical mulitplier. That would be an extra 18 damage on a great axe critical. That would help carniflex out a little bit. I know they are not easy to get but really are a good boost to DPS.

One other small thing 1d12 is 6.5 average not 6 but that is minor...

I agree when the cap is 16 it will stink for awhile to wait for level 6 spells so I understand not wanting to wait. I personally just cannot stand being limited to 1 weapon type and having to burn a feat on a weapon. To me getting power attack plus all martial weapons is too good to pass up. It really helps if you are not a dwarf where using a great axe makes so much sense. Do you use quarterstaffs on skele type mobs? It is nice to be able to use a maul as well.

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Old 08-10-2007, 11:57 AM   #13
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Hi EinarMal,

I was fortunate and obtained my Carnifex at level 4 on my second Delerahs run! (Linen wraps were my first end reward!). Good point about the Bloodstone. The Bloodstone also is one of the most highly coveted pieces of equipment for any DPS build and is a very rare find. I would wager most folks won’t obtain one – even the famed Maladini from the Barbarian forums still reportedly doesn’t have one!

It’s a sacrifice, I suppose, between splashing 1 level of Fighter and obtaining martial weapon feats (among other things) vs. staying pure Bard. I had outlined my logic in a previous posting why I would personally would recommend staying pure. Basically, I don’t believe that I’m missing out on much by forgoing the fighter splash – as I wanted max Bard skills/songs/spells, decent overall DPS, and the opportunity to have level 6 spells when the level cap increases this Fall. After all, it’s not like I’m truly limited to just ONE weapon type. As you know, Bards can inherently use all simple weapons, short-bows, short- & long-swords, and rapiers. Think about all the time you will save on the AH by having a more focused weapon search! LOL.

BTW, I recently re-spec’d out greataxes to try some Alignment/Holyburst of PG Falchions that I picked up (I have the IC:S feat) – and my in-game experience is that my simple Carnifex performed nearly just as well. This assertion also holds up when the numbers are calculated on paper over 10 successful attacks. Greaterbane greataxes really shine! I will be going back to greataxes once my feat-respect timer is up, LOL.

IIRC, my 12th level bard Trouvere carries a +3Holyburst of PG quarterstaff (RR, UMD DC to equip = 20) that absolutely crushes undead - and skellies in particular. A maul version would yield you basically just +4 extra damage over my quarterstaff. A wash IMHO.

Thanks for taking the time to check out the build and offer a critique.

Cheers, -Daemonis
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Old 08-10-2007, 12:11 PM   #14
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Quote:
Originally Posted by Daemonis View Post
BTW, I recently re-spec’d out greataxes to try some Alignment/Holyburst of PG Falchions that I picked up (I have the IC:S feat) – and my in-game experience is that my simple Carnifex performed nearly just as well. This assertion also holds up when the numbers are calculated on paper over 10 successful attacks. Greaterbane greataxes really shine! I will be going back to greataxes once my feat-respect timer is up, LOL.

IIRC, my 12th level bard Trouvere carries a +3Holyburst of PG quarterstaff (RR, UMD DC to equip = 20) that absolutely crushes undead - and skellies in particular. A maul version would yield you basically just +4 extra damage over my quarterstaff. A wash IMHO.

Thanks for taking the time to check out the build and offer a critique.

Cheers, -Daemonis
The only thing I would caution about just looking at the numbers is that not all weapons swing with the same speed and reach so you have to be a little careful. For example a great axe swings about 3-4% faster than a falchion so that is a "hidden" boost. If you time them over a minute you get more swings with a great axe or a maul than you do with a falchion. They also seem to have greater reach so hit things more often when you swing. Those kinds of things are harder to quantify but you should switch back to the great axe over a falchion.
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Old 08-10-2007, 12:22 PM   #15
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I ran 2 man through Delera's with the OP on this build. Mind you it's not end game content by any means, but I was very impressed with the melee ability of this char. Add the fact that he can use scrolls of tensors or divine power to boost his bab to equal a fighter's, the spells, the songs...a very versatile build. I'll group with him anytime.
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Old 08-10-2007, 12:25 PM   #16
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I ran 2 man through Delera's with the OP on this build. Mind you it's not end game content by any means, but I was very impressed with the melee ability of this char. Add the fact that he can use scrolls of tensors or divine power to boost his bab to equal a fighter's, the spells, the songs...a very versatile build. I'll group with him anytime.
Absolutely battle bards are great characters no doubt about that and the OP definitely has a solid build.
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Old 08-10-2007, 11:11 PM   #17
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I have a question about this build. I am interested in making one, but one that would run a lot with my all wf caster guild. If I were to swap out the healer's friend enhancements at higher lvl to just umd repair wands/scrolls, which enhancements would you recommend to replace those?

*Edit: wentand rolled one of these up, found I still had 2 points left over for stats. I put them into int and added the haggle skill.
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Old 08-11-2007, 09:13 AM   #18
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Hi Ghoste,

I corrected the starting stats, in that the OP of the build should have started with a base STR = 18, CON=16, CHA = 14. Nice catch. Thanks.

Instead of healers friend I, you may want to consider taking Inscribed armor I as there is a 5%chance of arcane failure when UMDing scrolls. It is a mild annoyance to succeed in your UMD roll on a stoneskin scroll, only to fail because of arcane failure.

If the Haggle skill is important to you, consider maxing that in favor of Jump or balance. Alternatively, leave those extra 2 stat points you cleverly discovered into INT. The loss of 14HP wont make or break the build.

Keep me posted on your experience with the build!

Cheers, -Daemonis
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Old 08-11-2007, 10:31 AM   #19
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Hi Ghoste,

Here are some thoughts regarding basic/common equipment to obtain early in your career to help your Warforgedchanter thrive:

At low levels (i.e., <5), work hard to obtain:
1) Several Rings of Rage (as rage spell) – for an extra boost to STR and CON. I had a tool bar full of them and was near perma-raged. Once you hit level 4, you won’t need these anymore as you can cast the spell.
2) Ring of light fortification (brings your WF up to Moderate fortification status!).
2) +1Elemental greataxe (especially fire, equipable at level2 to serve as your primary lowbie weapon until you earn your Carnifex)
3) +1Holy quarter staff (equipable at level4).
4) +1Ghostetouch greataxe or quarterstaff (equipable at level 2 or 4).
5) +1Shockingburst shortbow (equipable at level4)
6) +1Acidguard docent
7) +1Charisma trinket (I forget the name, easy to obtain on the AH)

I wouldn’t attempt Delerahs until you are level 4 and you have your undead gear in place (i.e., holy quarterstaff, ghostetouch, and acidguard docent).

Once you hit level 4, keep running Delerahs until you obtain your Carnifex and the Linen wraps (+4STR).

At mid levels (5-8)
Work hard to obtain:
1) +1Fearsome docent
2) +1Deathblock docent
3) Moderate fortification docent or item.
4) +3Con Belt from Tangleroot.
5) 3 Visors of the flesh renders (Tangleroot end reward -->6min of deathward/visor that you own).

You may want to upgrade your holy quarterstaff (e.g., to a Holy of righteousness). I also would obtain a flamingburst or acid quarterstaff for rust monsters too. That’s about it.

You CAN start equipping basic Greaterbane greataxes or quarterstaffs as soon as level 8, if you want to improve your DPS over and above Carnifex, but that’s only if you have the backpack space for these situational weapons and want to be very competitive for kill counts.

Enjoy! -Daemonis
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Old 08-11-2007, 04:17 PM   #20
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I have a question about spell selection:
Why shadowwalk? And why mindfog? The build doesnt seem very stealth oriented, and it also doesnt use spells that require will saves. Is the mind fog just to help the wizards and sorcs in the party?
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