Kalibano
Build Designer. Having fun since 2006!
Welcome to my build repository! I've been playing since 2006, and I play to have fun: I don't really care about 'the META'. I have 23 alts, so I actively play practically every class and race available in the game. I design all my builds fully from scratch. Hope you find them useful, and constructive comments/ suggestions are always welcome!
13. Kali's Alchemist Vile Chemist HYBRID Melee/CC+ Insta-kill Caster build
DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.
Preface to the build
This thread aims to provide the very 'core' of the build:
DISCLAIMER: nobody in real life has been injured on the making of this thread, and nobody will suffer injuries in real life if they try it. DDO is an awesome game, and trying-and-testing + making changes to suit your specific play style are a very healthy aspect of the game. It's how you learn and get better! Try not to stress too much about what some people have to say about how you play your game. Not everyone gets that this is a game, that people are not the same, and don't want the same things! The Mountain has many paths. Have fun!
Aims of the build
Primary aim(s):
1. Melee DPS:
4. AoE Crowd Control:
Key stats & synergies
My preferred Quickbar layout (in case it's useful):
A. Intelligence for melee combat:
B. Two-Weapon Fighting style:
> Attack speed boost = +30% (total 50%)
D. Doublestrike
> Crit damage multiplier boost = +0
Imbue die breakdown:
G. 5 Sneak Attack die
SA die breakdown:
J. Spell DCs:
K. Main Spell Powers:
L. Trapping:
My understanding is that this info is based on player testing, not officially from the Devs. Info below (inc link) from the DDO Wiki:
I share some strategies for general defensiveness and survival in this thread. Come visit if you feel it could be useful to you!
The 'core elements' of the build
Class(es): Alchemist (18)/ Dark Hunter (1)*/ Monk (1)
The Iconic +1 TR isn't very easy nor intuitive, so here's some help:
Alignment: Lawful Good (Monk restriction)
Main stat: Intelligence (level ups here)
Starting stats (36 pts): STR: 08/ DEX: 14*/ CON: 18/ INT: 18/ WIS: 08/ CHA: 06
Feats:
Heroic enhancements: 84 = 80 + 3 (Racial tomes) + 1 (Universal tome)
Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
N.B: ED multi-selector choices:
Prior to Myth Drannor's level cap raise (total 65 Destiny Points)
Spells:
Suggestions for gear
(not part of the core build: choices based on what supports the main aims of the build best, with the intention to suggest/ inspire)
Gear Set bonuses:
Gear:
(PS: Some choices ref gear cater to a much larger personal scheme/tetris where items need to get shared between several alts at endgame, where I normally play in reaper mode 6-10 skulls).
Most important augments to slot:
Main Filigree Set bonuses:
Filigrees: 14 = 10 (weapon) + 4 (artefact)
Filigree master plan:
I am always happy to read, consider and respond to constructive comments/ suggestions / feedback that are provided in a polite and friendly manner. I welcome discussions with anyone who is capable (and willing) to do this. Some discussions may lead to both parties simply agreeing to disagreeing - that's absolutely fine, everyone is entitled to their opinion after all!
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If you would like to contribute towards this effort, any donations will be greatly appreciated. If not, please don't worry: sharing is caring! Just sit back and relax, and enjoy the builds! |
13. Kali's Alchemist Vile Chemist HYBRID Melee/CC+ Insta-kill Caster build
DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.
Preface to the build
This thread aims to provide the very 'core' of the build:
- show how it started: its key aims
- indicate the key decisions that can be made to achieve those aims: stats, skills, feats, heroic enhancements, epic destinies
- all numbers are based on what a first-lifer (or someone with minimal past lives) would have, unbuffed, outside of reaper mode (they do, however, include equipped gear and partially completed filigrees). They are real characters, and those are the numbers I can offer.
- numbers are indicative of the potential minimum amounts that can be achieved with the investments that were proposed
- provide a 'photo' of what your character could look like at endgame during quite a few lives of their 'TR hamster wheel' journey
- show the 'foundations' to be built upon, if a player decides to embark on the 'TR hamster wheel' and go out there to hunt for rare bonuses
- gear choices are NOT part of the core build, but rather one of the most important ways to invest in the key elements of the core build to make the aims work. It has been added here simply to suggest options/ inspire. No promises are being made towards keeping this updated upon the release of new content.
DISCLAIMER: nobody in real life has been injured on the making of this thread, and nobody will suffer injuries in real life if they try it. DDO is an awesome game, and trying-and-testing + making changes to suit your specific play style are a very healthy aspect of the game. It's how you learn and get better! Try not to stress too much about what some people have to say about how you play your game. Not everyone gets that this is a game, that people are not the same, and don't want the same things! The Mountain has many paths. Have fun!
Aims of the build
Primary aim(s):
1. Melee DPS:
> some AoE attacks:
> Shadar-Kai's 'Spiked Chain Attack' (auto-granted racial feat)
> {+20% dmg, +1 Critical Threat Range, and +1 Critical Multiplier}: performs 3 AOE melee attacks using stats from main-hand weapon
> Vile Chemist 'Poisoned Strikes [T2]'
> {+30% dmg}: multi-target attack
> Vistani 'Rapid Slash [T1]'
> {+30% dmg}: multi-target attack
2. interweaved with Insta-kills (2 spells):> AoE (1):
> Primal Avatar
Transmutation
> 'Mass Frog [T5]'
> Single target (1):
> Alchemist
Transmutation
> 'Turn to Frog'
3. Enemy de-buffs:
> Strip Poison immunity {for 20s}:
> Vile Chemist
> 'Poisoned strike [T2]'
> SLA: 'Greater Wave of Poison [T5]'
> SLA: 'Wave of Poison [T3]'
> FORT save de-buffs (both insta-kill spells + Mass Flesh to Gold have FORT saves):
> 'Contaminated' enemies -1 FORT per hit, stacks 4 times
> Vile Chemist's 'Toxic Augmentation [T3]'
> 'Contaminated' effect applied via:
> Vile Chemist's 'Poisoned Strike [T2]'
> Vile Chemist's SLAs: 'Greater Wave of Poison [T5]' + 'Wave of Poison [T3]'
> Alchemist spells: 'Poison Breath' + 'Venom Concentration'
> -1 FORT per hit, stacks 5 times / Crits: CON dmg / Vorpal: vulnerability
> Alchemist's 'Greater Heartseeker Poison imbue' (spell)
> Inflict stacks of Vulnerability:
> 'Contaminated enemies gain 1 stack of Vulnerable on hit, stacks 20 times
> Vile Chemist's 'Contaminated Strikes [T5]'
Secondary aim(s):4. AoE Crowd Control:
> Alchemist spells:
Transmutation
> 'Glue Bomb'
> 'Flash Freeze'
> 'Mass Flesh to Gold'
> Draconic Incarnation:
NO Save
> 'Daunting Roar [T3]' (25% chance to paralyze for 6s) via:
> Draconic Incarnation's 'Energy Vortex [T4]'
> Alchemist spells: 'Poison Breath' + 'Gold Breath'
> Legendary Crown of Snow
> 'Freezing Ice effect' (chance on spell casting)
5. Strong offensive casting (frequent use):> Mostly Poison:
> Draconic Incarnation
Transmutation
> 'Energy Vortex [T4]'
> Primal Avatar
NO Save
> 'Shard Storm [T2]'
> Alchemist spells:
> AoE:
Conjuration
> 'Poison Breath'
> 'Gold Breath' [Fire + Bludgeon]
> DoT:
NO Save
> 'Venom Concentration'
> SLA: 'Greater Wave of Poison [T5]'
> SLA: 'Wave of Poison [T3]'
> some Negative:
> Alchemist
Conjuration
> 'Curative Admixture: Inflict Critical Wounds' (AoE)
6. Finding & disabling traps + opening locksKey stats & synergies
My preferred Quickbar layout (in case it's useful):
A. Intelligence for melee combat:
> To-hit & dmg: Alchemist's 'Battalion Brew' (bonus feat, min lvl 4)
B. Two-Weapon Fighting style:
> Off-hand attack chance = 100%:
Base bonus
> 20%
Feats
> +20%: Two-Weapon Fighting
> +20%: Improved Two-Weapon Fighting
> +20%: Greater Two-Weapon Fighting
Heroic
> +20%: Vistani's 'Double Daggers [T4]'
C. Attack speed bonus = +20%:
Enhancement bonus
> +15%: Gear/ Augment/ Haste spell
Heroic
> +5%: Vistani's 'Blade Master [C6]'
[Alchemist's 'Haste Action Boost' (spell)]
> Unlimited charges {mana cost, for 20s every 40s}
D. Doublestrike
> Main hand =56%
Doublestrike breakdown:
Heroic
> +5%: Vistani 'Quick Reflexes [C3]'
> +5%: Vistani 'Celerity [T3]'
> +3%: Vile Chemist 'Hidden Blades I [C3]'
> +3%: Vile Chemist 'Hidden Blades II [C4]'
> +3%: Vile Chemist 'Hidden Blades III [C5]'
Gear bonuses (inc Set bonuses)
> +15% artifact bonus (set bonus)
> +15% enhancement bonus
> +3% quality bonus
Filigrees (inc Set bonuses)
> +1%: 'The Serpent' (single filigree)
Unknown source
> +3%: ???
> buffable to 76%: sustainable 100% of the time {for 10s; Cooldown: 10s}
> +20% morale bonus: Vistani's 'Rapid Slash [T1]'
> buffable further to 103% in reaper mode (capped 100%)
[Dread Adversary's 'Reaper Strike [T1]']
> Off-hand = 65% of main hand total:
Base bonus
> 50%
Feats
> +15%: 'Perfect Single Weapon Fighting'
E. Weapon Critical profile = 16-20/ x3:→ Critical threat range
Base
> 19-20: Daggers
Feats
> +2 feat bonus: 'Improved Critical: Piercing' (feat)
Heroic enhancements/spells
> +1 competence bonus: Vistani's 'Plays with Knives [C4]'
= 16-20
→ Critical damage multiplier
Base
> x2: Daggers
Heroic enhancements/spells
> +1 competence bonus: Vistani's 'Plays with Knives [C4]'
= x3
→ Average extra damage from weapon crit profile = +52%:
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1)
Critical threat range 16-20 = 5
Critical damage multiplier = 3
'Crit units' = (5) * (3-1) = 10
Overall Critical Profile Multiplier = 19 + 10 / 19 = 1.52 = 152% (100% base damage + 52% extra from crit profile)
N.B. with thanks to @Hammatimes for providing the formulas and explanations
> Crit damage multiplier boost = +0
F. 21 imbue die: Poison dmg (scales Spell Power)Imbue die breakdown:
+5 die Feats
+2 Embodiment of Law
+3 Scion of Earth
+9 die Heroic enhancements
+5 Vile Chemist C2 (+1 @Alch 6, 9, 12, 15, and 18)
+3 Vile Chemist (C3-5)
+1 Henshin Mystic (C1)
+6 die Epic Destinies
+3 Primal Avatar (Tier 3)
+3 Draconic Incarnation (Tier 3)
+1 dice Augment
+1 Emerald of Arcane Empowerment
= total 21 die, sustainable 100% of the time
G. 5 Sneak Attack die
SA die breakdown:
+1 dice Feats
+1 Dark Hunter class feat (passive) (@lvl 1)
+1 dice Heroic enhancements
+1 Deepwood Stalker's 'Far Shot (C1)'
+3 dice Epic Destinies
+3 Shadowdancer (C1-2 + T2)
= total 3 die, sustainable 100% of the time
H. Extra melee damage:
> Extra Weapon dmg = +1.25[W]:
Heroic
> +1[W]: Vistani 'Deadly Blades [T3]'
Airship Buffs
> +0.25[W]: 'Ninja Assassin'
> Extra Melee Power = up to +20:
> 'Arcane Warrior' (feat): Your offensive spells grant you a stack of Arcane Warrior: Physical (+1 Melee and Ranged Power), each of these stacks to 20 times and each stack lasts for 12 seconds.
> Chance for extra dmg on melee attacks {can only strike once every 5s):
> Primal Avatar's 'Mantle of Nature: Thorn [T2]' (scales Spell power)
> Bleed damage {33% chance upon using Shadar-kai Spiked Chain}:
> 'Vicious chain [C5]' (Bleed dmg every 2s, for 15s, scales with Melee Power):
> Vistani boosts:
> 'Vistani Fortune [C5]' (random for 60s, 60s cooldown):
> Coins: +5% Doublestrike
> Swords: +15 Melee power
> Poison damage shield {on being hit}:
> Draconic Incarnation's 'Scales of the Dragon [T3]'
I. > Burst damage:
> Primal Avatar's 'Greater Form: Thorn Cloud [T5]'
J. Spell DCs:
> Transmutation = 104+
Breakdown:
A saving throw against most standard spells has a DC of :
10 + (the level of the spell) + (your bonus for the relevant Ability) + (any relevant items and or buffs)
10 + 6* + 43 + 45 = 104
* Alchemists cast max level 6 spells, and heighten makes spells of lower levels count as level 6 spells.
{Spellcasting ability modifier}
+43 (INT modifier)
{Transmutation bonuses}
+45
Feats {+9}
> +1: 'Spell Focus: Transmutation'
> +1: 'Greater Spell Focus: Transmutation'
> +1: 'Epic Spell Focus: Transmutation'
> +4: 'Scion of the Plane of Earth'
> +2: 'Embolden Spell' (metamagic)
Epic Destinies {+10}
> +4 Epic bonus: Primal Avatar cores [1-4]
> +3: Primal Avatar [T3]
> +3: Primal Avatar's 'Ancient Wisdom' [T5]
Gear bonuses (inc Set bonuses) {+19}
> +3 artifact bonus (set bonus)
> +2 profane bonus
> +6 equipment bonus
> +2 insightful bonus
> +2 quality bonus
> +2 sacred bonus
> +2 enhancement bonus (Gianthold augment)
Filigrees (inc Set bonuses) {+6}
> +2: 'Eye of the Beholder' (4-piece set)
> +2: 'Otto's Irrevocable Power' (4-piece set)
> +2: 'The Serpent' (4-piece set)
Airship Buffs {+1}
> +1: 'Archwizard'
Note: Some ED spells reach higher DCs:
> Mass Frog = 20 + Highest of INT/WIS/CHA modifier + Transmutation bonuses
20 + 43 + 45 = 108 (vs Fortitude)
> Conjuration = 101+
Breakdown:
A saving throw against most standard spells has a DC of :
10 + (the level of the spell) + (your bonus for the relevant Ability) + (any relevant items and or buffs)
10 + 6* + 43 + 42 = 101
* Alchemists cast max level 6 spells, and heighten makes spells of lower levels count as level 6 spells.
{Spellcasting ability modifier}
+43 (INT modifier)
{Conjuration bonuses}
+42
Feats {+9}
> +3: 'Spell Speciality: Conjuration'
> +4: 'Scion of the Plane of Earth'
> +2: 'Embolden Spell' (metamagic)
Epic Destinies {+9}
> +4 Epic bonus: Primal Avatar cores [1-4]
> +2: Draconic Incarnation [T3]
> +3: Primal Avatar's 'Ancient Wisdom' [T5]
Gear bonuses (inc Set bonuses) {+17}
> +3 artifact bonus (set bonus)
> +2 profane bonus
> +4 equipment bonus
> +2 insightful bonus
> +2 quality bonus
> +2 sacred bonus
> +2 enhancement bonus (Gianthold augment)
Filigrees (inc Set bonuses) {+6}
> +2: 'Eye of the Beholder' (4-piece set)
> +2: 'Otto's Irrevocable Power' (4-piece set)
> +2: 'The Serpent' (4-piece set)
Airship Buffs {+1}
> +1: 'Archwizard'
Note: Some ED spells reach higher DCs:
> Dragon Breath: Energy Vortex = 20 + Highest of INT/WIS/CHA modifier + Conjuration DC bonuses + Breath Weapon DCs
20 + 43 + 42 + 03 = 108 (vs Fortitude)
> Casting ability: Intelligence = 97/43+
INT breakdown:
Base
> +18 (character creation)
Level up
> +8 (+1 @ lvls 4, 8, 12, 16, 20, 24, 28 and 32)
Tome
> +8 inherent bonus
Heroic
> +2: Vistani [T3+4]
> +2: Vistani 'Blade Master [C6]'
> +2: Vile Chemist [T3+4]
Racial
> +1: Shadar-Kai [C2]
Epic Destinies
> +2 Primal bonus: Primal Avatar's 'Spirit Boon: Mind [T2]'
Gear bonuses (inc Set bonuses)
> +3 artifact bonus (set bonus)
> +2 profane bonus (Augment)
> +15 enhancement bonus
> +5 insightful bonus (Augment)
> +3 quality bonus
> +2 festive bonus (Augment)
> +2 exceptional bonus (Dino weapon)
Filigrees (inc Set bonuses)
> +4: 'Raid: Zarigan's Arcane Enlightenment/Voltaic Experiment' (single filigree x2: weapon + Minor artifact)
> +4: 'Raid: Eye of the Beholder/The Inevitable Grave' (single filigree x2: weapon + Minor artifact)
> +2: 'Eye of the Beholder' (single filigree x2: weapon + Minor artifact)
> +2: 'Otto's Irrevocable Power' (single filigree x2: weapon + Minor artifact)
> +1: 'The Serpent' (single filigree)
Spells/Potions/Scrolls
> +4 Alchemical bonus: 'Greater Evolution - Fox' (lvl 5 Alchemist spell)
> +2: 'Yugoloth: Essence of Cunning' (potion)
Airship Buffs
> +2: 'Paradoxical Puzzle Box'
Reaper bonus
> +1: Dire Thaumaturge tree 'Reaper's Arcanum III [C3]' {this works out of reaper mode too}
Note: it takes 11 reaper points to acquire this. I am mindful this is not something everyone will have access to, but I listed it since it seems like a goal that can potentially be achieved in the short term.
Total = 97/43+
> buffable to 99/44+
Spells/Potions/Scrolls
> +2: 'Lasting Elixir of ability' (potion) {I personally use on high reapers only}
> More detailed comments on 'Spell DCs: hybrids vs pure casters' in this post.
K. Main Spell Powers:
> buffable:
> 'Wellspring of power' (feat) {for 60s, 180s cooldown}
[base duration of 30s doubled by Draconic Incarnation's 'Pull from the Wellspring [T4]']
> +150 Universal Spell Power
> +20% Universal Spell Critical Damage
> Extra Spell Power = up to +40 Universal SPw:
> 'Arcane Warrior' (feat): Your weapon and unarmed attacks grant you a stack of Arcane Warrior: Magical (+2 Universal Spell Power), each of these stacks to 20 times and each stack lasts for 12 seconds.
> Extra Spell Critical Damage = +5%:
> Primal Avatar's 'Regrowth [C4]': Using a rest shrine now grants +5% Spell Critical Damage. This lasts until your next rest.
> Extra Poison damage on offensive spellcasting:
> 'Mantle of Nature: Thorn [T2]'
L. Trapping:
> Very high INT:
> Search + Disable traps
> Evasion: Alchemist's 'Liquid Luck' (feat)
> INT for Reflex saves: 'Insightful reflexes' (Alchemist auto-granted feat)
M. Survivability & Defenses (after all, soul stones do zero dps):
> Both images above include:
> +8 CON Tome
> Rage potion
> Temporary HPs: Dino weapon Brighthorn 'Affirmation'
> Values @ lvl 32, out of reaper mode
> Additionally, the bottom image above includes:
> extra temporary HPs: Primal Avatar's 'Shard Storm [T2]' upgraded by 'At Its Core: Thorn [T3]'
> % Hit Points bonus = +25-30%:
Competence bonus
> +15%: Vile Chemist's 'Chemical Body [T5]'
Legendary bonus
> +10%: set bonus
Insightful bonus
> +5%: Primal Avatar [T4] (*after using a shrine)
> Damage Avoidance
> Dodge chance = 42% {capped @43%}
Feats
> +2%: Monk's 'Flurry of Blows' {2% at monk levels 1, 2, and 4}
> +12%: Monk's 'Ultimate Ocean Stance'
Heroic
> +8%: Vile Chemist [C2-5, 2% each] {while in Orchidium Reaction}
Gear bonuses (inc Set bonuses)
> +14%: enhancement bonus
> +6%: insightful bonus
> Dodge Cap = 43%
Base
> 25%
Feats
> +8%: Monk's 'Ultimate Ocean Stance'
Heroic
> +8%: Vile Chemist [C2-5, 2% each] {while in Orchidium Reaction}
Airship buffs
> +2%: 'Fencing Master'
> Incorporeality = 10%
Augments (inc Set bonuses)
> +10: 'Legendary Wraithborn Emerald'
> Concealment = 50%
> Alchemist's 'Displacement Draught' (spell)
Some info on how incorporeality (e.g. Ghostly) and concealment (e.g. Blur and Displacement) are reduced in reaper mode.My understanding is that this info is based on player testing, not officially from the Devs. Info below (inc link) from the DDO Wiki:
> Deflect Arrows (1 projectile every 6s):
> Vistani's 'Knife Jugler [C2]'
> Damage Reduction
> PRR = 213 {68.05% less dmg from slashing, bludgeoning and piercing attacks}
Breakdown:
Armor
> +0: Cloth armor PRR
Feats
> +36: 'Orchidium Reaction' (passively granted @ lvl 1, +2 PRR per Alchemist level}
> +20: 'Scion of the Plane of Earth' (taken @ lvl 30)
> +3: 'Embodiment of Law' (taken @ lvl 31)
Heroic Enhancements
Alchemist - Vile Chemist
> +20: Cores 2-5 (Core 1 states: Each Core Ability you take in this tree beyond the first grants +5 Physical Resistance Rating)
> +8: 'Unbreakable Ambition [T4]' {while in Orchidium Reaction}
Vistani Knife Fighter
> +12: 'Mist Stalker [T1-4]'
> +10: 'Vistani Fortune [C5]'
Monk - Henshin Mystic
> +3: 'Riddle of Fire [C1]'
Spells
> +6 Deflection bonus: Alchemist's 'Augment Armor' (lvl 2 spell)
Gear bonuses (inc Set bonuses)
> +30 artifact bonus (set bonus)
> +0 profane bonus
> +33 enhancement bonus
> +16 insightful bonus
> +8 quality bonus
Filigrees
> +3: 'Otto's Irrevocable Power' (single filigree)
Sub-total 1 = 208
Gear: Mythic bonuses
> +1 necklace
> +1 bracers
> +1 boots
> +2 armor
Sub-total 2 = 213 (as per current live game)
> buffable to 295 {74.68% less dmg from slashing, bludgeoning and piercing attacks}:
[+82: Orchidium reaction 'spike' {for 12s, PRR bonus equal to (10 + (Alchemist Level x 4)}
> MRR = 50 (capped)
> Defensive Roll (feat): when below 20% HP, each time you are struck with an attack there is a percentage chance equal to your Reflex save that the attack does half main damage, and its special effects are negated (as if you were blocking)
> Vile Chemist's 'Brushed Aside [T5]'
> Reflex Saves = 107+
> Physical damage absorption:
> Draconic Incarnation's 'Scales of the Dragon [T3]'
> Alchemist's 'Goldskin Potion' + 'Stoneskin Potion (spells)
> Elemental resistance/protection
> +15 alchemical bonus: Alchemist's 'Elemental skin' (spell)
> +30 enhancement bonus: Wands of Resist Energy (11th)
> +325 protection from Fire, Cold, Electric, Acid and Sonic
> Scrolls of Mass Protection from Elements (Caster level 13), buffed by:
> Primal Avatar's 'Weathering the Elements [C3]': Your Protection from Energy spells now apply 25 points of Energy Protection per Caster Level
> Energy Absorption
Epic Destinies
> +15% {Fire, Cold, Acid, Electric and Poison}
> Primal Avatar's 'Weathering the Elements [C3]' {permanent}
Airship buffs
> +15% {Fire}: 'Sign of the Silver Flame' {permanent}
> +15% {Acid & Cold}: 'Shrine to the Devourer' {permanent}
> +15% {Electric & Sonic}: 'Stormreaver Memorial' {permanent}
> Immunities:
> Fear Immunity: Vistani's 'Mist Stalker III [T3]'
> Energy Drain Immunity: Vistani's 'Mist Stalker IV [T4]'
The 'core elements' of the build
Class(es): Alchemist (18)/ Dark Hunter (1)*/ Monk (1)
* due to feat order and requirements (BAB), but Rogue would be possible too, with feat tweaks, but potentially making sacrifices
Race: Shadar-Kai (requires a +1 heart to swap Rogue level out and start with Alchemist, due to feat order + requirements)The Iconic +1 TR isn't very easy nor intuitive, so here's some help:
- You create the character and it enters the game in a special 'starter area' at level 1 as a rogue.
- You'll then need to speak to the person in the starter area, and 'refuse training'. He will ask if you are sure, and you can say yes. What you are basically refusing is him training you level by level up to 15 as a pure rogue.
- You then need to leave the area by a door that will become available, and then make your way out into the normal game world.
- Look for a normal class trainer. Basically, you need to level up one by one, at the class trainer that you want for each level (so at level 2 you want the monk trainer, then all the rest of the levels until 15 you want alchemist).
- When you reach level 15 you will be ready to TR+1. Make your way to the Reincarnation grove.
- When you are back at the character creation phase (as if this was a new char), make sure to choose alchemist, and a window will pop up warning you this will count as a class change.
- Then enter the world, refuse training again, seek the class trainers, and follow the levelling order in the feat list below!
Main stat: Intelligence (level ups here)
Starting stats (36 pts): STR: 08/ DEX: 14*/ CON: 18/ INT: 18/ WIS: 08/ CHA: 06
* +3 DEX tome req for TWF feats (alternatively, reduce starting CON to 16)
Skills:> Search/ Disable Device / Spot / Open Lock
> Spellcraft/ Heal / Concentration/ Use Magic Device/ Jump (around 10 points)/ Tumble (1 point)/ (any)
Weapon type(s): Daggers only (Vistani + Monk centered req)* Kukris unfortunately not usable due to Vile Chemist restrictions (inc. weapon imbue and feats e.g. Battalion Brew)
Feats:
Heroic enhancements: 84 = 80 + 3 (Racial tomes) + 1 (Universal tome)
Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
N.B: ED multi-selector choices:
> Primal Avatar
> T1: 'Spider of the Deeps'
> T2: 'Spirit Boon: Mind'
> T2: 'Shard Storm'
> T3: 'Transmutation DCs'
> T5: 'Thorn Walker'
> T5: 'Thorn Cloud'
> Draconic Incarnation
> C1: 'Draconic Bloodline: Green'
> T3: Conjuration DCs
> T4: 'Energy Vortex'
Prior to Myth Drannor's level cap raise (total 65 Destiny Points)
Spells:
Suggestions for gear
(not part of the core build: choices based on what supports the main aims of the build best, with the intention to suggest/ inspire)
Gear Set bonuses:
Gear:
(PS: Some choices ref gear cater to a much larger personal scheme/tetris where items need to get shared between several alts at endgame, where I normally play in reaper mode 6-10 skulls).
Most important augments to slot:
+12 Melee Power
+20 To-hit
+1 Imbue dice
+2 profane/ +1 except All Ability scores
+5 insight Intelligence
+2 festive Intelligence & Constitution
+6 equip Transmutation DCs
+2 enhanc Transmutation & Conjuration DCs
+5% insight All Spell Critical chance
+100 equipment to each Spell Power (Potency)
+54 Hit Points/ +32 Sheltering/ +10 resist All Saves
(Suggestions for where to slot them in the DDOBuilder file for this build).
+20 To-hit
+1 Imbue dice
+2 profane/ +1 except All Ability scores
+5 insight Intelligence
+2 festive Intelligence & Constitution
+6 equip Transmutation DCs
+2 enhanc Transmutation & Conjuration DCs
+5% insight All Spell Critical chance
+100 equipment to each Spell Power (Potency)
+54 Hit Points/ +32 Sheltering/ +10 resist All Saves
(Suggestions for where to slot them in the DDOBuilder file for this build).
Main Filigree Set bonuses:
Filigrees: 14 = 10 (weapon) + 4 (artefact)
Filigree master plan:
- Primarily invest in Spell DC and Intelligence.
- Spell Power goes as secondary aim, if/when possible to squeeze in
- other effects get the least priority
I am always happy to read, consider and respond to constructive comments/ suggestions / feedback that are provided in a polite and friendly manner. I welcome discussions with anyone who is capable (and willing) to do this. Some discussions may lead to both parties simply agreeing to disagreeing - that's absolutely fine, everyone is entitled to their opinion after all!
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