Comprehensive EK Guide - Updated with Build

Christhemiss

Maker of Builds
Hey all. I have long since loved eldritch knight, it's actually my favorite thing in the game, and I have heard much chatter from guildies/friends that it is bad. They claim they have not seen a good EK at cap. I decided that hopefully I can do my best to fix that. I have played EK more than any other build in my 5 years of playing, and I have done it on both multi completionists and low lifers. I like to believe I know EK better than anyone, but I am sure that I can learn much from you guys. I hope you find this guide helpful. EK is the melee tree for wizard and sorcerer, but I will only be talking about wizard. why?
Wizard vs Sorcerer
Wizard
  • More spells means more selections (can take ALL the buff spells)
  • 5 bonus feats so you can actually play as an ek (sorc doesnt get any so getting all the feats is difficult)
  • Mainstat trance while being pure
  • Mainstat is stat for spellcraft, your most important skill
  • Int based so more skill points
  • Inscribe spells so dont need blood of dragons or vip
  • Palemaster cores all give +5 USP, while sorc savants give +10 to 1 element
  • Palemaster lich form for healing, lots of defense sorc cant get, and undead immunities
  • Potentially more enchantment DC from palemaster that sorc cant get
  • Potential inflict weariness usage
  • Can get pet for levers if you want
  • Did i mention it can heal?
  • More hp from palemaster forms and enhancements
  • Death aura stuff
  • More spell DCs than sorc due to palemaster form
  • Id argue better past life than sorc, but thats more an opinion than a fact
  • Can get SLAs from archmage if you wanted ig
  • Not only is undead form healing, its easy healing
Sorcerer
  • Main stat is main stat for umd
  • A bit better spellpower and caster levels (CL irrelevant if pure as you should be, spellpower isnt as much due to wiz, see above)
  • Arguably better filigrees due to raid cha fili being reverberation for +2 imbue dice
  • Double cast times
  • More spellpoints (that you probably wont need)
now some of you may be wondering, what's up with all this talk about spells? well...

Offensive spells?
EK looks like a spellcaster tree. 140+ universal spell power, DCs and spell pen in t5, and spell crit chance when you melee. All the things you could possibly want on a spellcaster. However, EK is not an offensive caster. The tree focus on melee damage with the imbue, as well as melee power, hit, damage, and hit points. This begs the question, why does EK give all these spellcaster stats? also, is it worth doing hybrid casting and meleeing? I can tell you with authority it is NOT worth casting offensive spells on EK. this is because it is impossible to gear the character to have competitive melee DPS and competitive spell DPS at the same time. anyone who tells you to cast say fireball is gimping you. you will do more damage with 1 swing than 1 fireball, not to mention the gearing nightmare that already is EK. this leads me into my next question, why does EK give these spellcaster stats. EK gives spellcaster stats because the imbue scales off of spell power, and the crit chance is for your healing spells. the DCs in t5 are also important, but I'll get to that later...

Why Wizard?
now that I have cleared up a common misconception about offensive spells, I can fully explain why Wizard. Sorc's biggest advantage is double casting speed and more spell points. Is this worth giving up PM healing/defense, wizard feats, and mainstat hit/damage/trance (Harper agent)? the answer is no, it is not. sorcerer loses too much over wizard for the MELEE EK I am building. you play sorc to cast big explosive spells, not hit people with a sword.

Offensive Spells? (continued)
just because I said we wont be casting offensive spells does not mean we will not be casting spells. Offensive spells to me are spells that do direct damage to mobs. This means buff spells/healing spells/CC spells/proc spells do not count (for me). in t5 EK, you can take +2 enchant/illusion DC as well as +4 spell pen. in the cores of PM, you can take 2 more enchant DCs. This means EK has the potential to get a competitive DC on powerful CC spells such as mass hold and Otto's sphere (and gcs if gnome). this is the main casting component of EK for me: mass hold. mass hold is a level 9 spell you get at level 17 wizard, and it is easily your most powerful spell. with enough DCs, many quests become an absolute meme due to its short cool down, big AOE, and large duration. even high reaper becomes a joke once you start pushing the DCs. now that you cast mass hold (and Otto's), you can fill a secondary role in your group, that being a CC character. that is not the only spell you cast. your other important spells are Death Aura, shard storm (primal avatar), and cut the strings, not to mention all the buff spells. Death aura is extremely powerful, both being a good health over time spell as well as a proc spell. There are many effects in this game that proc on spellcast, and death aura ticks sometimes count for that (I will not not disclose what and where because I do not want it to get fixed if its a bug, just trust me). Shard Storm is just as important, because it gives you much needed temp hp, decent damage, and most importantly it stacks up arcane warrior and forces point. with shard storm these abilities can be kept at max stacks all the time. Cut the Strings is an instakill spell in t5 of fatesinger, my recommended epic destiny t5. this instakill works on any monster and is an enchantment save, which you already have the DCs for for hold. It also applies a large amount of sonic damage on hit vs bosses, making it a great choice for raids.

What Weapon?
EK is mostly unique among melees in that it doesn't pigeonholed you into 1-2 weapon types. Monk has to be staff or fist, barb basically has to be thf (debatable), pally/cleric/fvs need favored weapon, rogues want twf light weapons and so on. EK is different in that it can use any weapon in any style almost equally. yes, some weapons are inherently better due to better crit profile and style and such, but let me give some recommendations for weapons and why
  • kukris (or daggers) - combining EK with VKF and kukris is extremely powerful due to VKF being a great secondary tree and kukris having a great crit profile. main downside is you have few points to spend in PM
  • Falchion (or other thf weapon) - with strong AOE cleaves, high single hit imbue damage, and great sustain makes thf a walk in the park for leveling. leveling a melee has never been so easy
  • bastard sword or dwarven waraxe (my favorite) - with these weapons, one can take the swf feats for leveling for giga attack speed as well as thf specialty at 31, giving large attack speed and strike through all in one. this is what I would recommend for making reaper mode a total joke at cap (not bad in raids either, but kukris better)
  • Longsword - with swf, longswords get good crit/multi with knights training, meaning you can get very good single target dps even without VKF. my testing (in a reply below) shows LS will kill bosses 30% faster than bastard sword. play bastard sword at your own risk! 30% is a lot! (take this with a grain of salt, my testing method isnt realistic so i doubt its 30%, probably lower)

What Style?
just like with weapons, EK can do any style it wants (I wouldn't recommend ranged, but this is a melee guide). I shall now breakdown pros/cons of the different styles and my personal thoughts on them
TWF
twf is great for single target raid and boss DPS, and it synergizes extremely well with kukris and VKF. Throw in all the EK cleaves, spells, and CC this is a very tempting style for those who want to carry a raid. However, even with the cleaves the leveling isn't great and you give up other defining features of the other styles. I like twf for when I need raid DPS or need to bring lots of debuffs.
THF
thf is what you take on a leveling EK, not a cap one. this is a very potent style for leveling for obvious reasons, and the imbue makes up for thf general reliance on critical hits for damage. obviously it underperforms at cap due to slow attack speed, but that's a well know fact. I am not a huge fan of thf, but that's because I make my builds for cap.
SWF
swf is my favorite style for many reasons. most importantly this is your bread and butter for the thf/swf bastard sword variant I enjoy, and I plan on writing a build for that in the future. In addition, swf gets good main stat to damage, MP, and high attack speed. this means it is the perfect style for taking patience, which can increase your DPS by a good amount. swf also gets vorpal range 19-20, which helps when proccing on vorpal things such as sov lightning strike or storm reavers thunderclap. Also, swf can be used with an orb or runearm in the offhand, which can potentially give you much needed stats, debuffs, process, or abilities depending on which you use. my favorite is alchemical orb with sov lightning strike and alchemical acid attunement.

Why Pure?
this guide is generally going to be about pure wizard. that begs the question 'why pure?' the EK capstone is extremely strong, giving 2 int, 2 imbue dice, and a proc that gives you 10% more damage and 4 more imbue dice. since you are already using eldritch strike for the transformation buffs, this is free damage, and a large amount at that. Sorc has a large problem where pure is not viable due to many issues, and this is one more reason for wiz over sorc.

What Race?
EK, being a generalist, can work with a wide variety of races. My personal favorite is gnome or deep gnome for GCS, illusion DC, +4 int, and mrr and dodge. deep gnome also gets 20 spellcraft which is very good. if not going the gnome route, tabaxi could fix the main issue with EK: its slow. EK is a very slow melee, and you feel it when you zerg. aasimar does NOT work for EK because ascendant cannot be active at the same time as PM shroud. last race i will mention is SDK because SDK with kukris and VKF is quite silly.

EK issues
EK, while great, is not perfect. as mentioned before, it is slow. some people do not like slow. i play as gnomes cuz they are small, cute, and feel like they are fast ;) . EK can have issues at range, like any melee, but you can potentially CC them with mass hold if they are in range. another issue is for some reason ssg gave EK 15% comp hp in t5. idk if this is wizard hate or what, but it makes absolutely no sense. you need all the hp you can get, and ssg doesnt want that apparently. the last issue I will name is you struggle against monsters resistant to your damage or immune to your crowd control. golems are your living hell, treat them with care and hope your physical damage is enough.

Which Imbue?
EK has 4 different imbues: acid, cold, electric, and fire. the main issue with these 4 choices is they all scale with a different spellpower and EK has no way to bypass resistant or immune enemies. you can swap between imbues, but that can get annoying. I personally like the acid imbue because very fem mobs are immune to acid. sadly, many monsters are resistant to acid, and stone guard champs can wreck your day. the other imbue i would recommend is electric because practically no monsters are resistant to electric. yes, some monsters are immune to electric, but its no where near as bad as fire and cold. if you use fire or cold imbue, you should seek professional help right away.

What Mainstat?
I know there are many people out there who say "if a melee isnt str based, its crap!" yes, i have heard this, and no i dont agree. going str based means giving up on your greatest tool: your CC spells. mass hold is busted, and with int based you can get enough DCs. not only that, but harper agent is an easily accessible way to get int to hit/damage, not to mention an INT trance. this is extremely strong because the trance is free damage and tactics DCs, and with my recommended epic destiny set up you need every last tactic DC possible.

Skills
EK is a wizard, and wizard does not get many skill points or class skills. however, as an INT based character you get many skill points, more than you realistically need. here is a priority list of skills
  1. spellcraft - more spellpower is more damage. damage go brrrrrrrr
  2. heal - this gives more negative spellpower which boosts your heal spells. PM healing are small heal over times, so you need every last ounce of spellpower.
  3. tumble - EK is slow, you desperately need the movement speed and evasion this provides
  4. umd - while you get access to teleport spells, you need this for when your dumb party member eats a roar or walks into spikes and dies. they will thank you when you resto and res them.
  5. balance - this is especially important if you are getting the swf feats. if not, take this to prevent being tripped as long. if you are CC too long, you are dead
  6. search - you are an INT based character, and with a swap can easily find all the secret doors in the game. special mention to MA opt door
  7. swim - this isnt required, but i like swim to move fast. personal preference
  8. jump - you get the jump spell, this is just if you die during skellies and are doing the jumps
  9. concentration - this is just if you have low lives/bad gear and need to res people with scrolls
  10. everything else
Viable with Low Lives?
EK, as a DC character, is dependent on good gear and past lives for DCs, just like any other caster. However, the melee aspect of EK needs neither, and can be great fun on a low lifers. I have been able to hit good DCs on CC spells for older content, but modern content needs help from past lives. don't let that discourage you, you can hit no fail DCs for leveling on a first lifer no problem. endgame DCs are just so outrageously insane that it's a struggle without lives.

Is EK Good at Cap?
this is a tough one to answer. to me, EK is an acquired taste, and I have definitely acquired that taste. its not something that everybody will love, it just meets all the criteria I have for something I like: CC, DPS, healing, and defense. EK at cap is, to many people, a sub optimal option compared to other melees like dragonlord and barbarian. yes, the imbue might pull aggro, and your DPS isn't #1, but that isn't your purpose. EK as a class is designed to fit any role the group needs. it can be a trash clearer, a boss killer, a reaper/raid CC bot, a buffer, or a debuffer. depending on your gear and build, you can do most of if not all these things. EK isn't about hitting the biggest DPS numbers, its about making every group complete and making difficult solos easy. EK is an amazing class to solo with, and I have soloed endgame raids and midskull reaper with EK (if I cared to solo r8-10 I bet I could). EK may not be for everyone, and it definitely isn't the strongest thing, but it is a generalist. it is a jack of all trades master of none. with EK, you can give your group a stronger chance of succeeding, and r10s become a meme. This doesn't mean EK is perfect. I would not take it into push raids due to imbue aggro problems and not #1 DPS, but that's ok considering push raid builds are so cookie cutter anyway.

EK Has Imbue, Therefore is Imbue Build, Right?
I wish it was that simple. pure imbue EK has many, many problems, with the biggest one being aggro. with 40 imbue dice and 1k+ spell power, you strike a boss once and will never lose aggro again. the deeps may be good, but immune/resistant monsters and the insane build you need make it not good. you are much better off going for both melee and imbue stats, with a good mix of them. I generally hit 22-28 imbue dice depending on gear, and around 300 melee power with buffs in reaper (no prowess). yeah, that doesn't sound good on paper, but when put together with all the procs, CC, and debuffs its actually quite good. you have enough physical DPS that immune mobs get killed, and you have enough imbue damage that your damage per hit is very strong. if you want an all imbue build, go play alch. if you want an all physical damage build, go fighter or barb. EK is a mix of both, for better or worse, but it allows you to be more flexible in your damage, and the multiple imbue toggles allow you to switch damage type depending on the monster.


Final Thoughts
I'm sure I will think of more topics to put in this guide, and I will add them when I think of them. EK as a build is not the strongest, but that is ok given how much of the game you can do. the healing of wiz EK from PM is strong, and you get lots of temp hp from epic destinies. this is a build designed for solo players who want free leveling and can solo raids at cap. it might not be the flashiest build, but I'm sure if you follow my tips your opinion on EK will change for the better. all hail EK!
 
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Christhemiss

Maker of Builds
I have now gotten to cap and (almost) finished the build. here is the breakdown
Key Features
  • 108 hold DC (with self buffs in reaper)
  • great survivability (230+ ac, 240+ prr, 100 mrr, 20% incorp, 50% conceal, 29% dodge)
  • great healing (220 neg amp, more when lich form fixed, death aura with 900+ spellpower, NEB)
  • 1000+ imbue spellpower with all in combat buffs
  • 300+ MP in reaper with all in combat buffs
  • all the good wizard buffs like GH blur displacement rage etc
  • lots of aoe with 3 cleaves and quick cutter
  • kukris/VKF for amazing single target dps and rapid slash
  • perma 100% DS (with rapid slash)
  • undead immunities
  • deep gnome for int, defense, spellcraft, and dodge
  • fatesinger for amazing party buffs, defenses, procs, DCs, and cut the strings
  • primal avatar for imbue damage, mantle, auto healing with mantle, shard storm for AW, spellpower, and evasion
  • fury for raw melee damage and the best epic strike: quick cutter
  • doesnt have a rerolled gem (more on that later)
  • great soloing ability (hopefully can pull off hard vod and some r8+ solos)
Key Issues
  • this build has racial comp, 1x herioc comp, and full epic comp to get the needed DCs and defenses
  • this build has a cancerous gearset to farm. if you arent a hardcore endgamer dont use this gearset
  • is slow like most EKs
  • requires 100+ reaper points to get enough dcs/defenses
  • needs all tomes
  • not new player friendly
  • doesnt have no fail DCs for everything (nearly impossible on a hybrid of this type)
  • needs deep gnome, harper, and VKF so not ftp
  • needs an undying age weapon (well doesnt need but its highly recommended
  • gets absolutely shat on in skellies if you get ghost flame aggo
  • is not razorclaw
  • needs yugo/rem pots for stats
Stats
these are my current stats while missing the correct goggles. these are my stats standing in reaper
NoLGKKm.png

this is only with buff spells i can always keep active, so no turn the tide store pot bs
standing MP is 271 and i get 40 more from in combat buffs (AW and knights strike)
standing acid spellpower is 883 and i get 120 more in combat buffs (AW, arcane siphon, forces point, knights strike)
total imbue dice is at 22 but i have a +2 curse
int breakdown:
  • 20 base
  • 8 tome
  • 8 level up
  • 6 past lives (racial/herioc comp, gnome, drow)
  • 10 enhancements
  • 5 reaper tree
  • 2 primal avatar
  • 2 fatesinger
  • 1 exceptional (globe)
  • 3 quality (boots)
  • 7 insightful (goggles. and remember i am missing the goggles in the screenshot so i will get 2 more int when i get the goggles)
  • 15 enhancement (dino artifact)
  • 2 festive
  • 3 artifact
  • 2 curse (the gem is an epic gem of many facets. epic can be rerolled for free and rerolling removes curse so i kept rerolling and cursing till i got +2 int curse)
  • 2 profane (iod 5 peice)
  • 4 filigrees (2x rare int raid fili
  • 4 pots (yugo, rem)
  • 2 guild buffs
106 INT (if those numbers dont add up to 106 i missed something, lmk if thats the case cuz i do have 106)
Abilities/Action Bars
here is a picture of my action bars and i will explain a little
vqpFZ9m.png

the bars on the left are my active toggles and scrolls to swap in for raids
the middle bars are my buffs, gear swaps (lgs int and cha skills cloak for questing, ross for raids), pots, and out of combat active spells (DD, knock, dispel, etc)
the right bars are my main action bars. let me break down the abilities for you
Bar 1: eldritch tempest, knights strike, arcane siphon, rapid slash, death aura, feather falling, NEB. this is my main active bar and has the buttons i push the most. the first 4 are self explanatory: attacks that do big numba/buffs. FF/NEB are when i need to fall slowly (kt) or heal quickly. death aura you want to keep active 100% of the time due to multiple interactions such as: perma +1 crit range, auto cocoon, perma granduer, and healing
Bar 2: reapers strike, fire shield (cold), displacement, sonic blast, know the angles, turn the tide, hood, cut the strings, remove curse, quick cutter. This is my bar used for buttons i do not press very often as well as my epic strike. reapers strike you use with haste boost for maximum boss dps. fire shield you want for raids such as skellies, fom, and threats. keep it always active in those raids. displacement is displacement, keep it active. sonic blast is for breakables. KTA keep active always. turn the tide use for big boss fights. hood is for solos. use cut the strings to CC mobs immune to hold or use it for boss damage. use quick cutter on cooldown cuz its very strong
Bar 3: trap the soul, normal helm, haste boost, shard storm, hold monster mass, ottos sphere, rest dont matter. these are abilities i press with my mouse button. trap the soul use for instakilling mobs in low difficulty raids, mostly hard. it might land on some things on reaper but dont count on it. haste boost is haste boost. use shard storm whenever mobs are nearby as each shard gives 1 stack of AW/forces point and it gives lots of temp hp. hold monster is your bread and butter, use it on any and all big pack of mobs to lock them down. use ottos sphere for mobs who havent spawned or mobs you will kite through the sphere
The Build
now that i think ive explained enough, let me get you the full build


Character name:
Classes: 20 Wizard, 10 Epic, 4 Legendary
Race: Deep Gnome Alignment: Chaotic Neutral

Start Tome Final HP: 3565 Displacement: 50%
Str: 6 8 48 Unc Rng: -660 Incorp: 20%
Dex: 14 8 45 PRR: 228 AC: 209
Con: 16 8 69 MRR: 93 +Healing Amp: 159
Int: 20 8 106 Dodge: 27/33 -Healing Amp: 230
Wis: 10 8 36 Fort: 215% Repair Amp: 15
Cha: 10 8 51 SR: 9 BAB: 25
DR:
Immunities: Falling Damage, Fear

Heroic Past Lives
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Past Life: Alchemist
Past Life: Artificer
Past Life: Barbarian(2)
Past Life: Bard
Past Life: Cleric
Past Life: Druid(2)
Past Life: Favored Soul(2)
Past Life: Fighter(3)
Past Life: Fighter - Dragon Lord
Past Life: Monk(2)
Past Life: Paladin(3)
Past Life: Paladin - Sacred Fist
Past Life: Ranger(2)
Past Life: Rogue(2)
Past Life: Sorcerer(2)
Past Life: Warlock
Past Life: Wizard(3)

Racial Past Lives
------------------------------------------------------------------------------------------
Past Life: Aasimar(3)
Past Life: Dragonborn(3)
Past Life: Drow(3)
Past Life: Dwarf(3)
Past Life: Eladrin(3)
Past Life: Elf(3)
Past Life: Gnome(3)
Past Life: Half-Elf(3)
Past Life: Half-Orc(3)
Past Life: Halfling(3)
Past Life: Human(3)
Past Life: Shifter(3)
Past Life: Tabaxi(3)
Past Life: Tiefling(3)
Past Life: Warforged(3)

Iconic Past Lives
------------------------------------------------------------------------------------------
Past Life: Aasimar Scourge(3)
Past Life: Morninglord
Past Life: Purple Dragon Knight(2)
Past Life: Razorclaw Shifter(3)
Past Life: Shadar-Kai(3)
Past Life: Tabaxi Trailblazer(3)

Epic Past Lives
------------------------------------------------------------------------------------------
Past Life: Arcane Sphere: Ancient Knowledge(3)
Past Life: Arcane Sphere: Arcane Alacrity(3)
Past Life: Arcane Sphere: Eclipse Power(3)
Past Life: Arcane Sphere: Enchant Weapon(3)
Past Life: Arcane Sphere: Energy Criticals(3)
Past Life: Divine Sphere: Ancient Blessings(3)
Past Life: Divine Sphere: Block Energy(3)
Past Life: Divine Sphere: Brace(3)
Past Life: Divine Sphere: Power Over Life and Death(3)
Past Life: Martial Sphere: Ancient Tactics(3)
Past Life: Martial Sphere: Doublestrike(3)
Past Life: Martial Sphere: Fortification(3)
Past Life: Martial Sphere: Skill Mastery(3)
Past Life: Martial Sphere: Trap Damage Absorption(3)
Past Life: Primal Sphere: Ancient Power(3)
Past Life: Primal Sphere: Colors of the Queen(3)
Past Life: Primal Sphere: Doubleshot(3)
Past Life: Primal Sphere: Fast Healing(3)


Special Feats
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Inherent Fate Point(3)
Inherent Racial Action Point(3)
Inherent Universal Action Point(2)
Tome of Destiny(3)


Saves:
Fortitude 72
vs Poison 73
vs Disease 85
Will 59
vs Enchantment 62
vs Illusion 61
vs Fear 60
vs Curse 59
Reflex101
vs Traps114
vs Spell101
vs Magic101
Marked with a* is no fail on a 1 if required DC met

Class and Feat Selection
LevelClassFeats
1Wizard(1)Standard: Single Weapon Fighting
Metamagic Feat: Quicken Spell
Class Skills: Concentration(4), Spellcraft(4)
Cross Class Skills: Balance(4), Heal(4), Jump(4), Search(4), Use Magic Device(4)
2Wizard(2)Class Skills: Concentration(1), Spellcraft(1)
Cross Class Skills: Balance(1), Heal(1), Jump(1), Search(1), Tumble(1), Use Magic Device(1)
3Wizard(3)Standard: Precision
Class Skills: Concentration(1), Spellcraft(1)
Cross Class Skills: Balance(1), Heal(1), Jump(1), Search(1), Tumble(1), Use Magic Device(1)
4Wizard(4)Intelligence: +1 Level up
Class Skills: Concentration(1), Spellcraft(1)
Cross Class Skills: Balance(1), Heal(1), Jump(1), Search(1), Tumble(2), Use Magic Device(1)
5Wizard(5)Metamagic Feat: Extend Spell
Class Skills: Concentration(1), Spellcraft(1)
Cross Class Skills: Balance(1), Heal(1), Jump(1), Search(1), Tumble(2), Use Magic Device(1)
6Wizard(6)Standard: Insightful Reflexes
Class Skills: Concentration(1), Spellcraft(1)
Cross Class Skills: Balance(1), Heal(1), Jump(1), Search(1), Tumble(2), Use Magic Device(1)
7Wizard(7)Class Skills: Concentration(1), Spellcraft(1)
Cross Class Skills: Balance(1), Heal(1), Jump(1), Search(1), Tumble(2), Use Magic Device(1)
8Wizard(8)Intelligence: +1 Level up
Class Skills: Concentration(1), Spellcraft(1)
Cross Class Skills: Balance(1), Heal(1), Jump(1), Search(1), Swim(2), Tumble(1), Use Magic Device(1)
9Wizard(9)Standard: Past Life: Arcane Initiate
Class Skills: Concentration(1), Spellcraft(1)
Cross Class Skills: Balance(1), Heal(1), Jump(1), Search(1), Swim(2), Tumble(1), Use Magic Device(1)
10Wizard(10)Metamagic Feat: Maximize Spell
Class Skills: Concentration(1), Spellcraft(1)
Cross Class Skills: Balance(1), Heal(1), Jump(1), Search(1), Swim(2), Tumble(1), Use Magic Device(1)
11Wizard(11)Class Skills: Concentration(1), Spellcraft(1)
Cross Class Skills: Balance(1), Heal(1), Jump(1), Search(1), Swim(2), Tumble(1), Use Magic Device(1)
12Wizard(12)Standard: Improved Single Weapon Fighting
Intelligence: +1 Level up
Class Skills: Concentration(1), Spellcraft(1)
Cross Class Skills: Heal(1), Jump(1), Search(1), Swim(4), Tumble(1), Use Magic Device(1)
13Wizard(13)Class Skills: Concentration(1), Spellcraft(1)
Cross Class Skills: Heal(1), Jump(1), Search(1), Swim(4), Tumble(1), Use Magic Device(1)
14Wizard(14)Class Skills: Concentration(1), Repair(3), Spellcraft(1)
Cross Class Skills: Heal(1), Jump(1), Search(1), Swim(1), Tumble(1), Use Magic Device(1)
15Wizard(15)Standard: Dodge
Metamagic Feat: Empower Spell
Class Skills: Concentration(1), Repair(3), Spellcraft(1)
Cross Class Skills: Heal(1), Jump(1), Search(1), Swim(1), Tumble(1), Use Magic Device(1)
16Wizard(16)Intelligence: +1 Level up
Class Skills: Concentration(1), Repair(4), Spellcraft(1)
Cross Class Skills: Heal(1), Jump(1), Search(1), Swim(1), Tumble(1), Use Magic Device(1)
17Wizard(17)Class Skills: Concentration(1), Repair(4), Spellcraft(1)
Cross Class Skills: Heal(1), Jump(1), Search(1), Swim(1), Tumble(1), Use Magic Device(1)
18Wizard(18)Standard: Improved Critical: Slashing Weapons
Class Skills: Concentration(1), Repair(4), Spellcraft(1)
Cross Class Skills: Heal(1), Jump(1), Search(1), Swim(1), Tumble(1), Use Magic Device(1)
19Wizard(19)Class Skills: Concentration(1), Repair(4), Spellcraft(1)
Cross Class Skills: Heal(1), Jump(1), Search(1), Swim(1), Tumble(1), Use Magic Device(1)
20Wizard(20)Metamagic Feat: Spell Focus: Enchantment
Intelligence: +1 Level up
Class Skills: Concentration(1), Repair(1), Spellcraft(1)
Cross Class Skills: Balance(8), Haggle(2)
21Epic(1)Epic Feat: Greater Single Weapon Fighting
22Epic(2)Epic Destiny Feat: Perfect Single Weapon Fighting
23Epic(3)
24Epic(4)Epic Feat: Overwhelming Critical
Intelligence: +1 Level up
25Epic(5)Epic Destiny Feat: Doublestrike
26Epic(6)
27Epic(7)Epic Feat: Eerie Aim
28Epic(8)Epic Destiny Feat: Arcane Warrior
Intelligence: +1 Level up
29Epic(9)
30Epic(10)Epic Feat: Embolden Spell
Legendary Feat: Scion of the Feywild
31Legendary(1)Epic Destiny Feat: Harbinger of Chaos
32Legendary(2)Intelligence: +1 Level up
33Legendary(3)Epic Feat: Mobility
34Legendary(4)Epic Destiny Feat: Titan's Blood
Class and Feat Selection
LevelClassFeats
1Wizard(1)Standard: Single Weapon Fighting
Metamagic Feat: Quicken Spell
2Wizard(2)
3Wizard(3)Standard: Precision
4Wizard(4)Intelligence: +1 Level up
5Wizard(5)Metamagic Feat: Extend Spell
6Wizard(6)Standard: Insightful Reflexes
7Wizard(7)
8Wizard(8)Intelligence: +1 Level up
9Wizard(9)Standard: Past Life: Arcane Initiate
10Wizard(10)Metamagic Feat: Maximize Spell
11Wizard(11)
12Wizard(12)Standard: Improved Single Weapon Fighting
Intelligence: +1 Level up
13Wizard(13)
14Wizard(14)
15Wizard(15)Standard: Dodge
Metamagic Feat: Empower Spell
16Wizard(16)Intelligence: +1 Level up
17Wizard(17)
18Wizard(18)Standard: Improved Critical: Slashing Weapons
19Wizard(19)
20Wizard(20)Metamagic Feat: Spell Focus: Enchantment
Intelligence: +1 Level up
21Epic(1)Epic Feat: Greater Single Weapon Fighting
22Epic(2)Epic Destiny Feat: Perfect Single Weapon Fighting
23Epic(3)
24Epic(4)Epic Feat: Overwhelming Critical
Intelligence: +1 Level up
25Epic(5)Epic Destiny Feat: Doublestrike
26Epic(6)
27Epic(7)Epic Feat: Eerie Aim
28Epic(8)Epic Destiny Feat: Arcane Warrior
Intelligence: +1 Level up
29Epic(9)
30Epic(10)Epic Feat: Embolden Spell
Legendary Feat: Scion of the Feywild
31Legendary(1)Epic Destiny Feat: Harbinger of Chaos
32Legendary(2)Intelligence: +1 Level up
33Legendary(3)Epic Feat: Mobility
34Legendary(4)Epic Destiny Feat: Titan's Blood
Code:
-----------------------------------------------------------------------------------------------
Skill Points     28  8  8  9  9  9  9 10 10 10 10 11 11 11 11 12 12 12 12 13
Skill Name       01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20  Ranks Tome Buffed
-----------------------------------------------------------------------------------------------
Balance           2  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½                          4   11.0    0   56.0
Bluff                                                                           0.0    0   61.0
Concentration     4  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1   23.0    0   27.0
Diplomacy                                                                       0.0    0   62.0
Disable Device                                                                  0.0    0   70.0
Haggle                                                                     1    1.0    0   65.0
Heal              2  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½      11.0    0   46.0
Hide                                                                            0.0    0   43.0
Intimidate                                                                      0.0    0   62.0
Jump              2  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½      11.0    0   53.0
Listen                                                                          0.0    0   35.0
Move Silently                                                                   0.0    0   44.0
Open Lock                                                                       0.0    0   38.0
Perform                                                                         0.0    0   61.0
Repair                                                   3  3  4  4  4  4  1   23.0    0   94.0
Search            2  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½      11.0    0   82.0
Spellcraft        4  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1   23.0    0  135.0
Spot                                                                            0.0    0   36.0
Swim                                   1  1  1  1  2  2  ½  ½  ½  ½  ½  ½      11.0    0   74.0
Tumble               ½  ½  1  1  1  1  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½      11.0    0   66.0
Use Magic Device  2  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½      11.0    0   56.0
-----------------------------------------------------------------------------------------------
Available Points  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0
-----------------------------------------------------------------------------------------------

Self and Party Buffs
------------------------------------------------------------------------------------------
Bard: Inspire Courage
Potion of Prowess
Potion of Spellpower +25
Fatesinger: Inspire Transcendence
Long Lasting Elixir of Intelligence
Yugoloth: Essence of Cunning (Int)

Active Stances
------------------------------------------------------------------------------------------
User: Reaper
User: Precision
User: Knight's Strike
Iconic: Aasimar Scourge
Arcane: Enchant Weapon
Divine: Ancient Blessings
Martial: Doublestrike
Primal: Ancient Power
Metamagics: Embolden Spell
Imbue: Spellsword: Acid
Blast Shape: Knight's Transformation
Major Form: Shroud of the Lich
Battle Trance: Know the Angles
Mantle: Primal Mantle
Auto: Single Weapon Fighting
Auto: Orb
Auto: Light Armor
Auto: Chaotic
Auto: Kukri
Auto: Orb
Auto: Deep Gnome
------------------------------------------------------------------------------------------

Enhancements: 80 APs, Racial 18, Universal 2
------------------------------------------------------------------------------------------
Deep Gnome - Points spent: 18
Core1 Wariness I
Core2 Wisdom I: Intelligence
Core3 Wariness II
Core4 Wisdom II: Intelligence
Core5 Retain Essence
Tier1 Underdark Experience - 2 Ranks
Tier2 Hardy Nature - 3 Ranks
Tier3 Spellcraft - 3 Ranks
Tier3 Nimble Reaction - 3 Ranks
------------------------------------------------------------------------------------------
Harper Agent - Points spent: 12
Core1 Agent of Good I
Tier1 Harper Enchantment
Tier1 Strategic Combat I
Tier2 Know the Angles - 3 Ranks
Core2 Harper Training I: +1 Intelligence
Tier3 Strategic Combat II
------------------------------------------------------------------------------------------
Eldritch Knight (Wiz) - Points spent: 41
Core1 Eldritch Strike
Tier1 Improved Mage Armor - 3 Ranks
Tier1 Arcane Siphon - 3 Ranks
Tier1 Toughness - 1 Ranks
Core2 Spellsword
Tier2 Improved Shield - 3 Ranks
Tier2 Mystic Wards - 3 Ranks
Core3 Imbue the Blade
Tier3 Arcane Barrier
Tier3 Ability I: +1 Intelligence
Core4 Subtle Force I
Tier4 Knight's Transformation
Tier4 Offhand Defenses: Orb Saves - 3 Ranks
Tier4 Force's Point
Tier4 Ability II: +1 Intelligence
Core5 Subtle Force II
Tier5 Improved Knight's Transformation
Tier5 Knight's Arcanum: Knight's Controller
Tier5 Force's Edge
Tier5 Eldritch Tempest - 3 Ranks
Core6 Eldritch Blade
------------------------------------------------------------------------------------------
Pale Master - Points spent: 6
Core1 Dark Reaping
Tier1 Negative Energy Conduit - 3 Ranks
Tier1 Skeletal Knight - 1 Ranks
Core2 Pale Shroud: Shroud of the Lich
------------------------------------------------------------------------------------------
Vistani Knife Fighter - Points spent: 23
Core1 Knife Expertise
Tier1 Undead Hunter
Tier1 Acrobatic - 2 Ranks
Tier1 Rapid Attack
Tier1 Vistani Knife Training I
Tier2 Haste Boost - 3 Ranks
Core2 Knife Juggler
Tier2 Vistani Knife Training II
Core3 Quick Reflexes
Tier3 Deadly Blades
Tier3 Gifted I: +1 Intelligence
Tier3 Vistani Knife Training III
Tier4 Double Daggers: Single Dagger
Tier4 Celerity
------------------------------------------------------------------------------------------
Epic Destinies: 83 Destiny Points
------------------------------------------------------------------------------------------
Fury of the Wild - Points spent: 23
Core1 Die Hard
Tier1 Strength or Swiftness: Quick Cutter - 3 Ranks
Tier1 Acute Senses - 3 Ranks
Tier1 Enduring - 3 Ranks
Tier2 Gird against Demons
Core2 Die Harder
Core3 Die Harderest
Tier3 Wild Weapons: Doublestrike - 3 Ranks
Tier3 Embrace the Pain - 3 Ranks
Core4 Be the Whirlwind
Tier4 Wilder Weapons: Wilder Weapons - Doublestrike - 2 Ranks
------------------------------------------------------------------------------------------
Fatesinger - Points spent: 37
Core1 Fate Singer's Repertoire
Tier1 Harmonic Resonance
Tier1 Music of the Spider Queen - 2 Ranks
Core2 Intoxicating Presence
Tier2 Pianissimo - 3 Ranks
Tier2 Grandeur
Tier2 A Little bit of Music
Core3 Glitter of Fame
Tier3 Master the Acoustics - 3 Ranks
Tier3 The Rhythm to Reign - 3 Ranks
Tier3 The Sonata to Serve - 3 Ranks
Tier4 Metamagics Attunement: Enlarge
Core4 Hear my Voice Friend
Tier4 Resonance of Fate: Arcane Resonance
Tier4 Great Ballads of War - 3 Ranks
Tier5 Ballad of the ages
Tier5 Mastering the Strings - 3 Ranks
Tier5 Turn the Tide
Tier5 Blade Song
Tier5 Cut the Strings
------------------------------------------------------------------------------------------
Primal Avatar - Points spent: 23
Core1 This is your Nature: Thorn
Tier1 Rejuvenation Cocoon
Tier1 Seeking Balance - 2 Ranks
Core2 Now Grow: Heart
Tier2 Mantle of Nature: Heart - 3 Ranks
Tier2 Spirit Boon: Mind - 2 Ranks
Tier2 Primal Spell: Shard Storm
Core3 Weathering the Elements
Tier3 At Its Core
Tier3 Shared Mantle
Tier3 Spell Focus: Enchantment - 3 Ranks
Core4 Regrowth
Tier4 Natural Evasion
------------------------------------------------------------------------------------------
Reaper trees:
Dread Adversary - Points spent: 41
Core1 Reaper's Offense I
Tier1 Reaper's Strike - 3 Ranks
Tier1 Reaper's Strength or Dexterity I: +1 Dexterity
Tier1 Reaper's Shot I - 3 Ranks
Tier1 Reaper's Tactics I
Tier1 Reaper's Blade I - 3 Ranks
Tier2 Reaper's Blade II - 3 Ranks
Tier2 Reaper's Tactics II
Core2 Reaper's Offense II
Tier2 Reaper's Strength or Dexterity II: +1 Dexterity
Tier2 Reaper's Shot II - 3 Ranks
Tier3 Reaper's Blade III - 3 Ranks
Tier3 Reaper's Tactics III
Core3 Reaper's Offense III: +1 Dexterity
Tier3 Reaper's Strength or Dexterity III: +1 Dexterity
Tier4 Reaper's Deadly Strikes - 3 Ranks
Tier4 Reaper's Imbuement - 3 Ranks
Tier4 Reaper's Blade IV - 3 Ranks
Core4 Reaper's Offense IV
Core5 Reaper's Offense V
Tier5 Reaper's Blade V - 3 Ranks
Tier5 Reaper's Tactics IV
Tier5 Reaper's Charge
Tier5 Reaper's Strength or Dexterity IV: +1 Dexterity
Core6 Reaper's Offense VI
------------------------------------------------------------------------------------------

Dire Thaumaturge - Points spent: 34
Core1 Reaper's Arcanum I
Tier1 Reaper's Power - 3 Ranks
Tier1 Reaper's Focus I
Tier1 Reapers's Ability I: +1 Intelligence
Tier1 Reaper's Deep Magic I
Tier1 Reaper's Arcana I - 3 Ranks
Tier2 Reaper's Arcana II - 3 Ranks
Core2 Reaper's Arcanum II
Tier2 Reaper's Focus II
Tier2 Reaper's Ability II: +1 Intelligence
Tier2 Reaper's Deep Magic II
Tier3 Reaper's Focus III
Tier3 Reaper's Arcana III - 3 Ranks
Core3 Reaper's Arcanum III: +1 Intelligence
Tier3 Reaper's Ability III: +1 Intelligence
Tier3 Reaper's Deep Magic III
Tier4 Reaper's Deep Magic IV
Tier4 Reaper's Efficiency - 3 Ranks
Tier4 Reaper's Potency - 3 Ranks
Tier4 Reaper's Arcana IV - 3 Ranks
Core4 Reaper's Arcanum IV
Tier5 Reaper's Focus V
Tier5 Reaper's Deep Magic V
Tier5 Reaper's Ability V: +1 Intelligence
Core5 Reaper's Arcanum V
------------------------------------------------------------------------------------------

Grim Barricade - Points spent: 41
Core1 Reaper's Defense I
Tier1 Reaper's Reflex/Fortitude/Will I: Reflex Save - 3 Ranks
Tier1 Reaper's Constitution I
Tier1 Reaper's Evasion I - 3 Ranks
Tier1 Reaper's Luck - 3 Ranks
Tier1 Reaper's Bulwark/Shroud I: PRR - 3 Ranks
Tier2 Reaper's Constitution II
Tier2 Reaper's Evasion II - 3 Ranks
Core2 Reaper's Defense II
Tier2 Reaper's Reflex/Fortitude/Will II: Reflex Save - 3 Ranks
Tier2 Reaper's Bulwark/Shroud II: PRR - 3 Ranks
Core3 Reaper's Defense III
Tier3 Reaper's Reflex/Fortitude/Will III: Reflex Save - 3 Ranks
Tier3 Reaper's Constitution III
Tier3 Reaper's Evasion III - 3 Ranks
Tier3 Reaper's Bulwark/Shroud III: PRR - 3 Ranks
Core4 Reaper's Defense IV
Tier4 Reaper's Resistance - 3 Ranks
Tier4 Reaper's Steadfastness - 3 Ranks
Tier4 Reaper's Heightened Evasion I
Tier4 Reaper's Bulwark/Shroud IV: PRR - 3 Ranks
Core5 Reaper's Defense V
Tier5 Reaper's Bulwark/Shroud V: PRR - 3 Ranks
Tier5 Reaper's Reflex/Fortitude/Will V: Reflex Save - 3 Ranks
Tier5 Reaper's Charge
Tier5 Reaper's Constitution V
Tier5 Reaper's Heightened Evasion II
Core6 Reaper's Defense VI
------------------------------------------------------------------------------------------

Spell PowerBaseCritical ChanceCritical Multiplier
Acid 827.015%13
Light/Alignment588.015%13
Chaos 588.015%13
Cold 585.015%13
Electric 585.015%13
Evil 588.015%13
Fire 662.015%13
Force/Untyped 669.039%13
Negative 750.037%13
Physical 669.039%13
Poison 844.037%13
Positive 542.015%13
Repair 529.015%13
Rust 529.015%13
Sonic 556.015%18
Untyped 669.039%13
[/COLOR]
Wizard Spells
LevelSpell NameSchoolCL/MCLDCAverage DamageCritical Damage
1Feather FallTransmutation----
1GreaseConjuration27/1289198 - 1188, Average 792421 - 2531, Average 1687
1Merfolk's BlessingTransmutation----
1Sonic BlastEvocation27/1290354 - 1239, Average 885772 - 2702, Average 1930
1TumbleTransmutation----
2BlurIllusion----
2InvisibilityIllusion----
2KnockTransmutation-89--
2Resist EnergyAbjuration----
2Spawn ScreenNecromancy----
3Dispel MagicAbjuration-88--
3DisplacementIllusion----
3HasteTransmutation----
3Magic Circle Against EvilAbjuration----
3RageEnchantment----
4Death AuraNecromancy27/8-246 - 297, Average 280525 - 633, Average 597
4Dimension DoorConjuration----
4Fire ShieldEvocation27/22-228 - 243, Average 240486 - 519, Average 511
4Negative Energy BurstNecromancy27/1788552 - 1105, Average 8841176 - 2353, Average 1882
4StoneskinAbjuration27/22-594 - 864, Average 7561188 - 1728, Average 1512
5Break EnchantmentAbjuration-88--
5Cone of ColdEvocation27/22901109 - 2034, Average 16642363 - 4333, Average 3545
5Prismatic RayEvocation-90--
5TeleportConjuration----
5Waves of FatigueNecromancy----
6Globe of InvulnerabilityAbjuration----
6Greater Dispel MagicAbjuration-88--
6Greater HeroismEnchantment----
6ReconstructTransmutation27/22-1698 - 1698, Average 16983617 - 3617, Average 3617
6True SeeingDivination----
7Greater TeleportConjuration----
7Invisibility, MassAbjuration----
7Otto's Sphere of DancingEnchantment-99--
7Prismatic SprayEvocation-90--
7Protection from Elements, MassAbjuration27/17-540 - 540, Average 5401080 - 1080, Average 1080
8Arcane TempestUnknown27/22-415 - 2491, Average 1661884 - 5307, Average 3538
8Greater ShoutEvocation27/2790708 - 1594, Average 12391544 - 3475, Average 2702
8Otto's Irresistible DanceEnchantment-99--
8SunburstEvocation27/3290928 - 1857, Average 14861978 - 3956, Average 3165
8Trap the SoulConjuration-89--
9Hold Monster, MassEnchantment-99--
9Meteor SwarmEvocation27/2790411 - 822, Average 720876 - 1752, Average 1533
9Mordenkainen's DisjunctionAbjuration----
9Rend the SoulNecromancy27/27881147 - 2295, Average 18362444 - 4888, Average 3910
9Wail of the BansheeNecromancy-88--
Spell Like / Special Abilities
------------------------------------------------------------------------------------------
Dismiss Charm
Magic Missile
Mage Armor
Shield
Shard Storm
------------------------------------------------------------------------------------------

Weapon Damage
------------------------------------------------------------------------------------------
Melee Power: 290.0
Doublestrike: 99%
Strikethrough: 20%
Mainhand damage ability multiplier: 1
Offhand damage ability multiplier: 0
Off-Hand attack Chance: 20%
Fortification Bypass: 92%
Dodge Bypass: 5%
Helpless Damage bonus: 70%
Ranged Power: 188.0
Doubleshot Chance: 42%

Sneak Attack Attack bonus: 16
Sneak Attack Damage: 3d6+26

Main Hand: Kukri of the Undying Age (Centering)
On Hit 7.85[1d4+3]+170
Critical 15-18 (7.85[1d4+3]+190) * 3
Critical 19-20 (7.85[1d4+3]+190) * 5
DR Bypass: Cold Iron, Lawful, Magic, Slash
You bypass Incorporeality miss chance with this weapon
You bypass Concealment miss chance with this weapon

Off Hand: Dinosaur Bone Orb
On Hit 1.25[1d4]+90
Critical 19-18 (1.25[1d4]+110) * 3
Critical 19-20 (1.25[1d4]+110) * 4
DR Bypass: Cold Iron, Lawful
You bypass Incorporeality miss chance with this weapon
You bypass Concealment miss chance with this weapon


Equipped Gear Set: Standard
ArmorDinosaur Bone MailDrops in: Skeletons in the Closet, The Mountain Keeper chest, end chest
+15 Enhancement Bonus
IoD: Armor: Scale Slot: Goldscale
IoD: Armor: Fang Slot: Goldfang
IoD: Accessory: Claw Slot: Claw: Stunning
IoD: Accessory: Horn Slot: Horn: Enhanced Ghostly
IoD: Set Bonus Slot: The Legendary Dread Isle's Curse
Green: Topaz of Swiftness
Blue: Ravil's Book of Legendary Recipes
BeltLindal's Mighty BeltDrops in: Skeletons in the Closet, Free Yarrow optional chest
Extra Lay on Hands +3
Extra Smites +3
Strength +14
Insightful Sheltering +19
Green: Legendary Swordcrossed Topaz
Blue: Globe of True Imperial Blood
The Legendary Dread Isle's Curse
BootsDeath's DeferralDrops in: Threats Old and New, Raid Warded chest
Insightful Accuracy +11
Quality Deadly +3
Undying -285
Sealed in Undeath: Quality Intelligence +3
Green: The Legendary Book of Defense: Reflexes
Yellow: Dusk Raider
Moon: Lunar Gem of Negative Amplification (Legendary)
BracersDinosaur Bone BracersDrops in: The Isle of Dread, any legendary chest; or Dread saga legendary end reward
IoD: Accessory: Artifact Scale Slot: Scale: +15 Intelligence
IoD: Accessory: Artifact Fang Slot: Fang: Deception +12
IoD: Accessory: Artifact Claw Slot: Claw: +10 Spell Penetration
IoD: Accessory: Artifact Horn Slot: Horn: Sacred DCs
Blue: Sapphire of Dodge
Green: Essence of Pomura's Memento
Yellow: +2 Festive Intelligence
The Legendary Dread Isle's Curse
Filigree 1: Sucker Punch/One Against Many +2 Strength(Rare)
Filigree 2: Eye of the Beholder/The Inevitable Grave +2 Intelligence(Rare)
Filigree 3: Treachery: +3 Melee Power(Rare)
Filigree 4: Darkhallow: +20 Negative Amplification(Rare)
CloakLegendary Cloak of SunlightDrops in: The Key to the Mythal, end chest
Lesser Displacement
Healing Amplification +59
Resistance Natural Armor +14
Proof Against Disease +12
Green: Topaz of Spell Focus: Enchantment
Colorless: Paragon Guard
Sun: Solar Gem of Spell DCs (Legendary)
GlovesLegendary Maenya's Iron FistsDrops in: Cauldron of Sora Katra, upgraded version of Legendary Maenya's Fists
Strength +14
Exceptional Alluring Skills Bonus +10
Physical Sheltering +35
Resistance Fortitude Save +12
Green: Sapphire of Protection
Yellow: Diamond of Insightful Constitution
Legendary Wrath of Sora Kell
Legendary Perfected Wrath
GogglesRed Wizard's SightDrops in: Threats Old and New, Raid Warded chest
Quality Potency +27
Kinetic Lore +24%
Equipment Spell Focus Mastery +5
Sealed in Undeath: Insightful Intelligence +7
Green: Emerald of Arcane Empowerment
Yellow: Paragon Guard
Sun: Solar Gem of Doublestrike (Legendary)
HelmetLegendary Helm of the Sun's WrathDrops in: Death Hosts This Banquet, end chest
Crown of Summer
Crown of Summer
Legendary Accuracy +5
Enhancement Seeker +14
Armor-Piercing +23%
Green: Essence of Dark Diversion
Colorless: Paragon Guard
Sun: Solar Gem of Negative Amplification (Legendary)
NecklaceLegendary Pendant of the EarthDrops in: Wild Thing, end chest
Insightful Corrosion +74
Insightful Impulse +74
Insightful Combustion +74
IoD: Accessory: Fang Slot: Fang: Negative Healing Amplification +56
Green: Diamond of Spellcraft
Colorless: Diamond of Constitution
The Legendary Dread Isle's Curse
QuiverEpic Quiver of AlacrityDrops in: The Mark of Death, warded chest
Penalty Concentration -50
Ranged Speed XV
Stealth Strike
Insightful Deception +4
Doubleshot +8%
Ring1Legendary Katra's Razor WitDrops in: Cauldron of Sora Katra, upgraded version of Legendary Katra's Wit
Charisma +14
Insightful Alluring Skills Bonus +10
Magical Sheltering +35
Will Save +12
Green: Sapphire of Accuracy
Yellow: Legendary Moment to Legendary Moment
Legendary Wrath of Sora Kell
Legendary Perfected Wrath
Ring2Legendary Katra's Razor WitDrops in: Cauldron of Sora Katra, upgraded version of Legendary Katra's Wit
Charisma +14
Insightful Alluring Skills Bonus +10
Magical Sheltering +35
Will Save +12
Green: Topaz of Enchanted Power
Yellow: Topaz of Deadly
Legendary Wrath of Sora Kell
Legendary Perfected Wrath
TrinketLegendary Gem of Many FacetsDrops in: The Chronoscope (Legendary), end chest, or Legendary version of Epic Gem of Many Facets
Set Bonus 1: Legendary Windlasher's Ferocity
Cannith Trinket Prefix: Spell Lore: Negative/Poison
Cannith Trinket Suffix: Fire Absorption
Cannith Trinket Extra: Insightful Nullification
Yellow: Dusk Raider
Deck Curse: Curse of Major Intelligence
Weapon1Kukri of the Undying AgeDrops in: Ritual Table, Turn in
Legendary Kukri of the Golden Age
120 Barrier Fragments
+15 Enhancement Bonus
Dripping with Magma
3rd Degree Burns
Vorpal
Sealed in Fire: Legendary Dust
Orange: Deconstructor
Purple: Dusk Raider
Filigree 1: Sucker Punch/One Against Many +2 Strength(Rare)
Filigree 2: Eye of the Beholder/The Inevitable Grave +2 Intelligence(Rare)
Filigree 3: Dreadbringer: +3 Melee Power
Filigree 4: Dreadbringer: +1 Tactics DC(Rare)
Filigree 5: Dreadbringer: +3 PRR(Rare)
Filigree 6: Dreadbringer: +2 Fortitude Saves(Rare)
Filigree 7: Treachery: +3 Melee Power(Rare)
Filigree 8: Dreadbringer: +4 Armor Class(Rare)
Filigree 9: Darkhallow: +20 Negative Amplification(Rare)
Filigree 10: Sucker Punch: +3 Melee Power(Rare)
Weapon2Dinosaur Bone OrbDrops in: Skeletons in the Closet, The Mountain Keeper chest, end chest
+15 Orb Bonus
IoD: Weapon: Fang Slot: Sparkfang
IoD: Armor: Scale Slot: Voidscale
IoD: Armor: Fang Slot: Voidfang
Orange: Ruby of Corrosion Spell Power
Purple: Ruby of Negative Spell Power
The Legendary Dread Isle's Curse
 
Last edited:

RobShow

Well-known member
Very interesting theory.
Can you upload a video playing solo on Reaper R8+?
Genuine question, I agree with some things you said in theory.
 

Turtz

Member
Quite the comprehensive build Chris, can't wait to see it's potential revealed when you decide to play it Orien.
 

Onkei

New member
Thank you for this in-depth guide and discussion that give much context on what to expect and what not from Melee EK !
It definitely sounds like an interesting build to play.
I look forward to see a video featuring it in game !
 

Christhemiss

Maker of Builds
lam was up this week so I decided to do some testing. I was curious about bastard sword vs longsword for single target. I knew LS would be better but wasn't sure how much. I leveled to 30, took the correct feats for both weapons (imp crit slash, swf for both tests. LS had knights training double strike and 10% hp while bastard sword had proficiency thf specialty and perfect thf). my tests also were before gear as I was wearing lvl 5 gear I was using to level on main servers. my testing results (crude tests of just auto attacking boss kobolds no buffs or anything) showed the bastard sword killed it in 89.3 seconds and the LS killed it in 73.7 seconds. that's a save of about 20-25% and remember this is before gear and buffs. I estimate that with everything the longsword will kill single target 30% faster. I will update OP about this cuz I now see bastard sword as a trap. 30% more damage is an insane amount and probably never worth giving up. just thought I'd put this here
 

Grunndi

Well-known member
It depends a lot on where the balance of your physical damage vs imbue/mantle damage is at cap.

Level 5 gear probably isn’t getting your Spellpower to anywhere close to where it should be, whereas relatively little MP comes from gear.

Also EK has quite a few actives that take some finesse to make the most of, so I’m not sure your auto attack method is great data.

I’m curious what kind of numbers you see for your damage. When I last did an EK Imbue/mantle/other procs made up prob 85-90% of my DPS.

It’s a discord link so it’ll die pretty quick, but here’s what my number were in an LH Dryad (TWF with daggers for easy 100% offhand and DS):
Eggroll_Deeps.gif
 
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Christhemiss

Maker of Builds
It depends a lot on where the balance of your physical damage vs imbue/mantle damage is at cap.

Level 5 gear probably isn’t getting your Spellpower to anywhere close to where it should be, whereas relatively little MP comes from gear.

Also EK has quite a few actives that take some finesse to make the most of, so I’m not sure your auto attack method is great data.

I’m curious what kind of numbers you see for your damage. When I last did an EK Imbue/mantle/other procs made up prob 85-90% of my DPS.

It’s a discord link so it’ll die pretty quick, but here’s what my number were in an LH Dryad (TWF with daggers for easy 100% DS)
I'll get about double MP with all gear while I'll only get maybe 30% more imbue dice so no I don't think that's right. remember no gear also means no seeker/bonus crit/multi attacks. I feel with gear the difference will be greater. not that it matters as I cant test them both on live due to needing hundreds of shards to swap the feats. regardless, a 30% difference estimation is enough of a reason for me to swap even if its not 30%. might be more, might be less, but I know for sure LS is more dps
 
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Grunndi

Well-known member
Yeah of course LS/WH/BA will be more single target DPS than BS/DA, but you’re losing strikethrough, and is the gain for boss DPS worth the loss of mob clearing speed? I can’t really answer that since it depends on how you play and what the split between your physical and imbue/mantle/spell damage is at cap.

Like for the TWF EK build I did Kukris are hands down higher DPS than daggers, but the % gain is small enough that I just wouldn’t bother farming out a pair of Attuned Kukris (and then have them clog my inventory) if I went back to that build.

Edit: And since I’m not sure I said it before, great write up! And I’m looking forward to seeing the full build!
 
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niknight

Active member
I'll get about double MP with all gear while I'll only get maybe 30% more imbue dice so no I don't think that's right. remember no gear also means no seeker/bonus crit/multi attacks. I feel with gear the difference will be greater. not that it matters as I cant test them both on live due to needing hundreds of shards to swap the feats. regardless, a 30% difference estimation is enough of a reason for me to swap even if its not 30%. might be more, might be less, but I know for sure LS is more dps
The gap actually narrows significantly if you're fully geared:
  • You get 10% more of your ability modifier to damage with a bastard sword SWF than you do a longsword (185% vs 175%). Lower ability modifier values because of level 5 gear favors the longsword.
  • If you're using level 5 gear, your to-hit chance is significantly lower than it should be. While both weapons will still hit the same number of times in a minute, you're getting less regular hits. Regular hits favor the bastard sword, crits favor the longsword.
For my character, the difference in threat range (favoring longsword) and ability modifier (favoring bastard sword), comes out to about a 10% difference in physical damage, or a 5-6% overall difference in total dps.
 

Christhemiss

Maker of Builds
The gap actually narrows significantly if you're fully geared:
  • You get 10% more of your ability modifier to damage with a bastard sword SWF than you do a longsword (185% vs 175%). Lower ability modifier values because of level 5 gear favors the longsword.
  • If you're using level 5 gear, your to-hit chance is significantly lower than it should be. While both weapons will still hit the same number of times in a minute, you're getting less regular hits. Regular hits favor the bastard sword, crits favor the longsword.
For my character, the difference in threat range (favoring longsword) and ability modifier (favoring bastard sword), comes out to about a 10% difference in physical damage, or a 5-6% overall difference in total dps.
yeah its probably not 30%, but remember that LS also gets better feats such as the 10% hp and 5% DS feat in epics
 

Christhemiss

Maker of Builds
i did have the idea of trying kukri w/ VKF 20% DS. with that id hit 100% DS all the time. that is probably the play
 

Marshal_Lannes

Well-known member
If one wants to be better in raids, I'd say the choice is Longsword. If you want to be better in high reaper, the choice is a bastard sword - if you can get 200% strikethrough. The main question I have, doesn't your melee invulnerability take a major hit in high reaper? What do I mean by invulnerability? Well, when I played a EK (THF), you feel virtually immortal while leveling because you never have to pause for heals and thus DPS is constant. However, once I got to Legendary, Death Aura no longer provides that feeling as it can't keep up with the Reaper heal penalty. And no one is going to heal you. How do you get around that?
 
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