Kalibano
Build Designer & Fun Lover!
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!
7. Kali's Alchemist Vile Chemist Thrower/ CC+Insta-kill Caster hybrid build
DDOBuilder file for this build. You can find and download Maetrim's DDOBuilder here.
Note: This character has been re-specced to a melee/hybrid version of this build in Aug 2023. Since I am not actively playing this in the live game, updates to the build are unlikely to be made as promptly as with the other builds.
N.B. Details about the cosmetics 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. Ranged DPS:
3. Crowd Control:
4. Moderate offensive casting (occasional use):
Key stats & synergies
Key abilities toolbar (main rotation):
A. Intelligence for ranged combat:
B. Fast Attack speed:
E. 18 imbue die: Poison dmg (scales Spell Power)
Imbue die breakdown:
F. Extra ranged damage:
H. Vistani boosts:
L. Main Spell Powers:
G. Trapping:
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 (16)/ Bard (3)/ Rogue (1)
Race: Human
Alignment: Chaotic Good ('Harbinger of Chaos' feat / Non-Lawful because Bard restriction)
Main stat: Intelligence (level ups here)
Starting stats (36 pts): STR: 08/ DEX: 14*/ CON: 16/ INT: 18/ WIS: 08/ CHA: 08
Feats:
Heroic enhancements: 83 = 80 + 2 (Racial tomes) + 1 (Universal tome)
Epic Destinies: 65 = 61 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
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! |
7. Kali's Alchemist Vile Chemist Thrower/ CC+Insta-kill Caster hybrid build
DDOBuilder file for this build. You can find and download Maetrim's DDOBuilder here.
Note: This character has been re-specced to a melee/hybrid version of this build in Aug 2023. Since I am not actively playing this in the live game, updates to the build are unlikely to be made as promptly as with the other builds.
There were no major flaws with the build per se, but its main abilities (listed below) have far stronger synergy with the melee version, as they all require melee range:
Sure, it was quite possible to throw Glue Bombs from afar, then close the distance and use those abilities, but I found myself in melee range (to take full advantage of those abilities) far more often than I would have liked for a ranged character.
The build will stay in my repository, for anyone who wants to give it a go, but might not be updated as readily as the others, as this is no longer being actively played by one of my alts.
> Mass Frog
> Flash Freeze
> Mass Flesh to Gold
> Wave of Poison
> Fan of Knives
Sure, it was quite possible to throw Glue Bombs from afar, then close the distance and use those abilities, but I found myself in melee range (to take full advantage of those abilities) far more often than I would have liked for a ranged character.
The build will stay in my repository, for anyone who wants to give it a go, but might not be updated as readily as the others, as this is no longer being actively played by one of my alts.

N.B. Details about the cosmetics 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. Ranged DPS:
> AoE
> 'Improved Precise Shot' (feat)
> Single-target (e.g. bosses)
> 'Archer's Focus' (feat)
2. interweaved with Insta-kills (2 spells):> AoE (1):
> Primal Avatar
Transmutation
> 'Mass Frog [T5]'
> Single target (1):
> Alchemist
Transmutation
> 'Turn to Frog' (spell)
Secondary aim(s):3. Crowd Control:
> Ranged:
> Shiradi (AoE, in a straight line, while Improved Precise shot is on)
> 'Pin [T2]'
> 'Otto's Whistlery [T3]'
> Spells:
> Alchemist
Transmutation
> 'Glue Bomb'
> 'Flash Freeze'
> 'Mass Flesh to Gold'
> Legendary Crown of Snow:
> 'Freezing Ice effect' (on spell casting)
4. Moderate offensive casting (occasional use):
> Mostly Poison:
> Primal Avatar
NO Save
> 'Shard Storm [T2]'
> Alchemist
> AoE spells:
Conjuration
> 'Multivial of Poison'
> DoT spells:
NO Save
> 'Venom Concentration'
> SLA: 'Wave of Poison [T3]'
> some Negative:
> Alchemist
Conjuration
> 'Inflict Critical Wounds' (AoE)
5. Finding & disabling traps + opening locksKey stats & synergies
Key abilities toolbar (main rotation):

A. Intelligence for ranged combat:
> To-hit & dmg: Alchemist's 'Battalion Brew' (bonus feat, min lvl 4)
B. Fast Attack speed:
Feats
> 'Rapid Shot'
> 'Quick Draw': Vistani [C3]
Enhancement bonus
> +15%: Gear/ Augment/ Haste spell
C. Doubleshot = 174% > buffable to 424%:
> +20% morale bonus: Vistani's 'Rapid Throw [T1]'
> +100%: 'Multitude of Missiles' (feat): INT-based via Vile Chemist [C4]
> +100%: Vistani's 'Whirling Blades [T5]' (cannot use at same time as 'Blessed Knives' & 'Vendetta' [T5])
> +30% action boost bonus: Alchemist's 'Bottled Boost: Double' (spell)

D. Weapon Critical profile = 15-20/ x3:[Bard's 'Swashbuckling [C3]' + 'Improved Critical' (feat)]
> Crit profile boost:
> Vistani 'Vendetta [T5]': +1 crit range & multiplier {for 15s, 60s cooldown}
(cannot use at same time as [T5] 'Blessed Knives' & 'Whirling Blades')
E. 18 imbue die: Poison dmg (scales Spell Power)
Imbue die breakdown:
+5 die Feats
+2 Harbinger of Chaos (@lvl 31)
+3 Scion of Earth (@lvl 30)
+6 die Heroic enhancements
+4 Vile Chemist C2 (+1 @Alch 6, 9, 12, 15)
+2 Vile Chemist (C3-4)
+6 die Epic Destinies
+3 Primal Avatar (Tier 3)
+3 Draconic Incarnation (Tier 3)
+1 dice Augment
+1 Emerald of Arcane Empowerment
= total 18 die, sustainable 100% of the time
F. Extra ranged damage:
> Extra Ranged Power:
> 'Arcane Warrior' (feat)
> Chance for extra dmg on ranged attacks {can only strike once every 5s):
> Primal Avatar's 'Mantle of Nature: Thorn [T2]' (scales Spell power)
G. Burst damage:> Shiradi's 'Hunt's End [T1 & 3]'
H. Vistani boosts:
> 'Vistani Fortune [C5]' (random for 60s, 60s cooldown):
> Coins: +5% Doubleshot
> Swords: +15 Ranged power
> 'Blessed Knives [T5]': +10 stacking bonus to weapon for 10s, 10s cooldown
(cannot use at same time as [T5] 'Whirling Blades' & 'Vendetta')
I. Poison immunity removal:
> Vile Chemist
> 'Poisoned shot [T2]'
> SLA: 'Wave of Poison [T3]'
J. FORT save de-buffs (both insta-kill spells + Mass Flesh to Gold have FORT saves):
> Vile Chemist
> Contaminated effect applied via Vile Chemist's:
> 'Poisoned shot [T2]'
> SLA: 'Wave of Poison [T3]'
> 'Venom Concentration' (spell)
> Contaminated enemies -1 FORT per hit, stacks 4 times
> 'Toxic Augmentation [T3]'
> Alchemist
> -1 FORT per hit, stacks 5 times / Crits: CON dmg / Vorpal: vulnerability
> 'Greater Heartseeker Poison imbue' (spell)
K. Main Spell DCs:> Transmutation (104+)
> Conjuration (100+)
L. Main Spell Powers:

> Extra Spell Power:
> 'Arcane Warrior' (feat)
> Extra damage on offensive spellcasting:
> 'Mantle of Nature: Thorn [T2]'
G. Trapping:
> Auto-search for traps:
> 'Watchful Eye' (feat)
> Very high INT:
> Search + Disable traps
> Reflex saves:
> 'Insightful reflexes' (Alchemist auto-granted feat)
> Evasion:
> Alchemist's 'Liquid Luck' (feat)
H. DefensivenessI 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 (16)/ Bard (3)/ Rogue (1)
Race: Human
Alignment: Chaotic Good ('Harbinger of Chaos' feat / Non-Lawful because Bard restriction)
Main stat: Intelligence (level ups here)
Starting stats (36 pts): STR: 08/ DEX: 14*/ CON: 16/ INT: 18/ WIS: 08/ CHA: 08
* +5 DEX tome req for Improved Precise Shot feat
Skills:> Search/ Disable Device / Spot / Open Lock
> Spellcraft/ Heal / Use Magic Device/ Perform/ Jump/ Tumble/ (any)
Weapon type(s): Throwing Daggers only (Vistani)Feats:

Heroic enhancements: 83 = 80 + 2 (Racial tomes) + 1 (Universal tome)

Epic Destinies: 65 = 61 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)

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 Ranged Power
+20 To-hit
+1 Imbue dice
+2 profane/ +1 except All Ability scores
+5 insight Intelligence
+2 festive Intelligence & Constitution
+6 equip Transmutation & Conjuration DCs
+2 enhanc Transmutation & Conjuration DCs
+5% insight All Spell Critical chance
+100 insight Spell Points
+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 & Conjuration DCs
+2 enhanc Transmutation & Conjuration DCs
+5% insight All Spell Critical chance
+100 insight Spell Points
+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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