Kali's Bard Spellsinger Inquisitive HYBRID CHA Ranged/Caster build

Kalibano

Build Designer. Having fun since 2006!
Update: Magic of Myth Drannor Ultimate Bundle
An additional racial tome has been added to the build, bringing the total number of heroic action points to 84.
Images updated: Heroic trees
  • Tiefling Scoundrel (+1 point spent, new total 3):
    • C3: Bloodsong II
What I would have liked to get with this was...​
> Inquisitive: T4 'Crossbow Adept' (2 APs)​
in order to access​
> C5 'Undaunted' (1 AP)​
... but this requires 3 extra AP, and I only had one left, so the best choice seemed the C3 of the race (as above)​


This seems the perfect opportunity to migrate my DDOBuilder files from version 1 to the new version 2, because:
  • I will have to update every single build in my repository to include 1 extra racial action point
  • Maetrim has indicated in this thread he is planning to discontinue support for V1 in the near future.
Links for this build updated in the original post (also below for ease of access).

*DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.
* I've found some errors with v2, so keeping the v1 file ? for a bit longer, even though it seems to be lagging behind the live game.
DDOBuilder (v1) file for this build. You can find and download Maetrim's DDOBuilder (v1) here.

Enjoy! :)
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Supot

Unluckiest player in DDO history
Hi, i just stumbled upon your builds now. Awesome stuff! Its fun to read and i could read it all day ?

Under your debuffs section,
I just wanted to ask about a minor detail about Mind Fog. Wiki says that it requires a save, but you indicate here that enemies still are affected even if they make a save.

 

Kalibano

Build Designer. Having fun since 2006!
Hi, i just stumbled upon your builds now. Awesome stuff! Its fun to read and i could read it all day ?

Under your debuffs section,
I just wanted to ask about a minor detail about Mind Fog. Wiki says that it requires a save, but you indicate here that enemies still are affected even if they make a save.

Hey there!

Really glad you are enjoying exploring my builds :)

Thanks for pointing out the error ref Mind Fog: it was a copy-and-paste from a previous bullet-point (basically to save time, especially with formatting of the text) that did not get properly adjusted and escaped my notice. I fixed it in the main post now.
 

Kalibano

Build Designer. Having fun since 2006!
Magic of Myth Drannor changes
New Epic feat + Epic Destiny feat

I have not yet levelled every alt to 34, so this is what I am aiming to try-and-test.
  • Epic Spell Focus: Illusion (lvl 33)
    • +1 Illusion DCs
  • Spell Speciality: Enchantment (level 34)
    • +3 Enchantment DCs

The image below was updated in the main post (also here for ease of access):
Spellsinger-Inquisitive-hybrid-Feats.jpg



The sections/effect values that were affected have been updated accordingly.
The DDOBuilder (v2) file has been updated with these changes.

Enjoy! :)
.
 
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Kalibano

Build Designer. Having fun since 2006!
Magic of Myth Drannor changes
Epic Destiny points (+8)


The following additions/changes were made to Epic Destinies:
  • +8 Shiradi Champion
    • [T2] +6% Doubleshot, bringing the total to 60%
    • [C3] +5 Ranged Power
    • [C3] +15 Hit Points
    • [C3] +25 Spell Points
    • [C3] +5 Force and Universal Spell Power
    • [C3] When you rest at a shrine, you pop off for some tea, and randomly get a beneficial effectbased on the type of tea you receive. These effects last for 10 minutes. Possible effects:
      • Double: +5% Doublestrike and Doubleshot.
      • Power: +10 Melee and Ranged Power, +20 Universal Spell Power.
      • Efficacy: +1 to all Spell DCs.
      • Evasiveness: +5% Dodge.
      • Physical Endurance: +10 Physical Resistance Rating.
      • Magical Endurance: +10 Magical Resistance Rating.
      • Vital: +10 Positive, Negative, and Repair Healing Amplification.
      • Saves: +1 Determination Bonus to Saving Throws.
    • [T4] Dealing damage to enemies reduces their Saving Throws and Armor Class by 1 and Fortification by 2%. Stacks up to 10 times
    • [T4] Pin automatically applies 10 stacks of Track to enemies
    • [T4] +10% helpless damage, bringing the total to 68%

The images below were updated in the main post (also here for ease of access):
Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
Spellsinger-Inquisitive-hybrid-Epic-Destinies-Myth-Drannor.jpg


Prior to Myth Drannor's level cap raise (total 65 Destiny Points) 👇
Spellsinger-Inquisitive-hybrid-Epic-Destinies.jpg



The sections/effect values that were affected have been updated accordingly.
The DDOBuilder (v2) file has been updated with these changes.

Enjoy! :)
.
 
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Kalibano

Build Designer. Having fun since 2006!
Breakdowns for the main spell DCs and main casting ability have just been added to the main post (and below for ease of access, though be advised that this specific post is not likely to get updated, only the main post).
I plan to do the same for all casters + hybrids that use spell DCs.

Just thought it could be useful to place a reminder that the vast majority of the numbers in my builds are for characters with no/minimun past lives, without most (if any at all) rare bonuses, and not in reaper mode. So this is the 'core', the 'foundations' to be built upon.
There's definitely scope to improve some of the bonuses from gear, for example, and I am planning to cover that with the new gear tetris that will potentially include Myth Drannor items + Sun/Moon augments.

M. Spell DCs:
N.B.
The values below are NOT inclusive of the de-buffs outlined in section 4 of the main build.
> Illusion = 108+
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 + 49 = 108
* Bards cast max level 6 spells.
{Spellcasting ability modifier}
+43 (CHA modifier)​
{Illusion bonuses}
+49
Feats {+9}
> +1: 'Spell Focus: Illusion'​
> +1: 'Greater Spell Focus: Illusion'​
> +1: 'Epic Spell Focus: Illusion'​
> +4: 'Scion of the Feywild'​
> +2: 'Embolden Spell' (metamagic)​
Heroic {+6}
> +4: Spellsinger cores [2-5]​
> +1: Spellsinger's 'Blue Marigold Crown [T2]'​
> +1 morale bonus: Spellsinger's 'Spell Song Trance [T3]'​
Epic Destinies {+10}
> +4: Epic bonus: Shadowdancer cores [1-4]​
> +3: Shadowdancer [T3]​
> +3: 'Greater Shadowdancer Spell Focus' [T5]​
Gear bonuses (inc Set bonuses) {+18}
> +3 artifact bonus (set bonus)​
> +2 profane bonus (set bonus)​
> +6 equipment bonus​
> +3 insightful bonus​
> +0 quality bonus​
> +2 sacred bonus​
> +2 enhancement bonus (Gianthold augment)​
Filigrees (inc Set bonuses) {+5}
> +2: 'Eye of the Beholder' (4-piece set)​
> +2: 'Otto's Irrevocable Power' (4-piece set)​
> +1: 'Lunar Magic' (3-piece set)​
Airship Buffs {+1}
> +1: 'Archwizard'​
Note: Some ED/Heroic SLA spells reach higher DCs:​
> Weird = 20 + Highest of INT/WIS/CHA modifier + Illusion DC bonuses
20 + 43 + 49 = 112 (vs Will)
> Greater Color Spray = 20 + Highest of INT/WIS/CHA modifier + Illusion bonuses
17 + 43 + 49 = 109 (vs Will)
N.B. Strong support for Illusion DCs mostly already there, while investing in Enchantment:
> Spellsinger [C2-5] + [T2]​
> Shadowdancer [T3]​
> Scion of the Feywild​
> Magewright's Spectacles, and set bonus​

One of the key reasons for going Shadowdancer was to make use of all this free Illusion support being there.

> Enchantment = 109+
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 + 50 = 109
* Bards cast max level 6 spells.
{Spellcasting ability modifier}
+43 (CHA modifier)​
{Enchantment bonuses}
+50
Feats {+9}
> +3: 'Spell Speciality: Enchantment'​
> +4: 'Scion of the Feywild'​
> +2: 'Embolden Spell' (metamagic)​
Heroic {+7}
> +4: Spellsinger cores [2-5]​
> +2: Spellsinger's 'Prodigy [T5]'​
> +1 morale bonus: Spellsinger's 'Spell Song Trance [T3]'​
Epic Destinies {+10}
> +4: Epic bonus: Shadowdancer cores [1-4]​
> +3: Shiradi Champion [T3]​
> +3: 'Greater Shadowdancer Spell Focus' [T5]​
Gear bonuses (inc Set bonuses) {+18}
> +3 artifact bonus (set bonus)​
> +2 profane bonus (set bonus)​
> +6 equipment bonus​
> +3 insightful bonus​
> +0 quality bonus​
> +2 sacred bonus​
> +2 enhancement bonus (Gianthold augment)​
Filigrees (inc Set bonuses) {+5}
> +2: 'Eye of the Beholder' (4-piece set)​
> +2: 'Otto's Irrevocable Power' (4-piece set)​
> +1: 'Lunar Magic' (3-piece set)​
Airship Buffs {+1}
> +1: 'Archwizard'​
> Evocation = 96+
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 + 37 = 96
* Bards cast max level 6 spells.
{Spellcasting ability modifier}
+43 (CHA modifier)​
{Evocation bonuses}
+37
Feats {+4}
> +0: 'Spell Speciality: Enchantment'​
> +2: 'Scion of the Feywild'​
> +2: 'Embolden Spell' (metamagic)​
Heroic {+5}
> +4: Spellsinger cores [2-5]​
> +1 morale bonus: Spellsinger's 'Spell Song Trance [T3]'​
Epic Destinies {+7}
> +4: Epic bonus: Shadowdancer cores [1-4]​
> +0: Machrotecnic [T3]​
> +3: 'Greater Shadowdancer Spell Focus' [T5]​
Gear bonuses (inc Set bonuses) {+15}
> +3 artifact bonus (set bonus)​
> +2 profane bonus (set bonus)​
> +6 equipment bonus​
> +0 insightful bonus​
> +0 quality bonus​
> +2 sacred bonus​
> +2 enhancement bonus (Gianthold augment)​
Filigrees (inc Set bonuses) {+5}
> +2: 'Eye of the Beholder' (4-piece set)​
> +2: 'Otto's Irrevocable Power' (4-piece set)​
> +1: 'Lunar Magic' (3-piece set)​
Airship Buffs {+1}
> +1: 'Archwizard'​
> Casting ability: Charisma = 97/43+
CHA breakdown:​
Base
> +18 (character creation)​
> +2 (character creation - Tiefling Scoundrel: +2 CHA)​
Level up
> +8 (+1 @ lvls 4, 8, 12, 16, 20, 24, 28 and 32)​
Tome
> +8 inherent bonus​
Feats
> +2 competence bonus (Inspiration Melody: Excellence)​
Heroic
> +2: Spellsinger [T3+4]​
> +4: Spellsinger's 'Maestro of Life and Death [C6]'​
> +2: Inquisitive [T3+4]​
> +1: Feydark Illusionist [C2]​
Racial
> +1: Tiefling Scoundrel [C2]​
Gear bonuses (inc Set bonuses)
> +3 artifact bonus (set bonus)​
> +2 profane bonus (set bonus)​
> +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: 'Reverberation'/'Sanctified Fervor' (single filigree x2: weapon + Minor artifact)​
> +2: 'Raid: 'To Hell and Back'/'Embraced by Light' (single filigree)​
> +2: 'Eye of the Beholder' (single filigree x2: weapon + Minor artifact)​
> +2: 'Otto's Irrevocable Power' (single filigree x2: weapon + Minor artifact)​
> +2: 'Lunar Magic' (single filigree x2: weapon + Minor artifact)​
Spells/Potions/Scrolls
> +2: 'Yugoloth: Essence of Seduction' (potion)​
Airship Buffs
> +2: 'Old Sully's Grog Cellar'​
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}

Some comments on 'Spell DCs: hybrids vs pure casters' in this post.

Enjoy! :)
 
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Kalibano

Build Designer. Having fun since 2006!
Taken cookie or rem potion works too. Before borked again, Abishi cookies set also works.
Sure thing :) Mysterious rem pots are likely to be viable for some for sure.

I personally can't afford mysterious remnant pots. With the number of alts I run, and the massive gear tetris involved every so often with new releases, I spend a ton of remnants, especially on augments.

I only have Lasting Elixirs that drop from daily dice rolls, and I save them for newest content in high reaper, if I feel the need for a boost. They also get shared between all my casters. Not sure how representative my reality is, but my advice here will rarely involve spending real cash to keep any numbers up to a certain level.
 
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Kalibano

Build Designer. Having fun since 2006!
Extra info and breakdowns added to this 👇 section of the main post (also added below for ease of access):

O. Survivability & Defenses (after all, soul stones do zero dps):
Spellsinger-Inquisitive-hybrid-HP-Mana.jpg

> The image above 👆 includes:​
> +5 CON Tome​
> 'Rage' spell​
> Temporary HPs: 'Greater Heroism' spell + 'Ballad Melody: Greatness'​
> Values @ lvl 32, out of reaper mode​

> % Hit Point bonus = +10%
Gear bonuses (inc Set bonuses)
> +10% legendary bonus (set bonus)​
> Damage Avoidance
> Light armor:​
> allows evasion​
> higher max DEX bonus = higher Dodge chance​
> no Arcane Spell Failure (ASF) for bard spells​

> Max DEX bonus to armor = 28
Armor
> +20: Light armor (Legendary Wildwood Vest)​
> +0: 'Sapphire of Armored Agility'​
Epic Destinies
> +6: Shadowdancer 'Lithe [T2]'​
Airship Buffs
> +2: 'Fencing Master'​

> Dodge cap = 27%
Base bonus
> 25​
Airship Buffs
> +2: 'Fencing Master'​
> Dodge chance = 21% {capped @27}
Feats
> +4 music bonus: 'Inspiration Melody: Heroics'​
Heroic
> +2: Inquisitive's 'Hit the Streets [C2]'​
Gear bonuses (inc Set bonuses)
> +13% enhancement bonus​
Unknown source
> +2%: ???​
> buffable up to +10%, ignores Cap:
> Inquisitive's 'Ask Questions First [T3]' {When you use Diplomacy on an enemy while this is active, you gain a stack of Preparation (+2% Dodge that ignores Dodge Cap). Each stack of Preparation lasts 12 seconds, and acquiring a new stack resets the duration. Preparation can stack up to 5 times. Duration: 60s, Cooldown: 2 Minutes}

> Incorporeality = 10%
Augments (inc Set bonuses)
> +10: 'Legendary Wraithborn Emerald'​
> Concealment = 20%-50%
Spells
> +20%: 'Blur' (lvl 2 spell)​
> buffable to 50%: 'Displacement' (lvl 3 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:

Defenses-in-reaper-mode.jpg

> Evasion
{on successful Reflex save: no dmg, instead of half dmg}
> Shadowdancer's 'The Darkest Luck [C3]'​

> Damage Reduction
> PRR = 125 {55.56% less dmg from slashing, bludgeoning and piercing attacks}
Breakdown:​
Armor
> +20: Light armor PRR (BAB*1)​
Feats
> +3: Ballad Melody: Greatness​
Gear bonuses (inc Set bonuses)
> +30 artifact bonus (set bonus)​
> +30 profane bonus (set bonus)​
> +33 enhancement bonus​
> +0 insightful bonus​
> +0 quality bonus​
Filigrees (inc Set bonuses)
> +2: 'Otto's Irrevocable Power' - CON (rare) single filigree​
Gear: Mythic bonuses
> +2: Armor​
> +1: Bracers
> +1: Boots
Unknown source
> +3%: ???​
Grant total = 125
> buffable up to +10:
> Inquisitive's 'Observation [T2]' {When you use Diplomacy on an enemy, you gain one stack of Observation (+2 to Armor Class, +2 to PRR, +2 to MRR). Each stack lasts 20 seconds before being removed. This stacks up to 5 times}

> Elemental resistance/protection
Racial
> +34 {Fire}: Tiefling Scoundrel's 'Infernal Ancestry' {bonus = character level, permanent}

> Energy Absorption
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:​
> Energy Drain: Shadowdancer's 'Shadowstriker [T3]'​
> Fear: 'Infernal Ancestry' (Tiefling Scoundrel racial feat auto-granted @ lvl 1)​
I share some strategies for general defensiveness and survival in this thread. Come visit if you feel it could be useful to you!
 
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Kalibano

Build Designer. Having fun since 2006!
Aims of the Build
The sub-sections within have been updated for several builds (inc this one):

The sub-sections within have been updated for several builds (inc this one):
  • extra info has been included (particularly for spell casting):
    • the specific save throw for each spell (e.g. Necromancy {vs Will Save})
      • I've tried to make spells with NO Save a bit more visible and easy to identify
    • crowd control spells: a brief description of the specific crowd control each spell/ability/effect does
      • though I have relied on the wiki + my personal knowledge/experience for this, I have tried to make it more visible and easier to identify spells that cause helplessness (of the type that causes enemies to take extra damage).
    • I am still refraining from providing specific damage numbers, since these are prone to being adjusted frequently, and would take a very long time to keep up-to-date. So spells will say 'does negative damage per caster level', rather then specific numbers and dice.

  • similar info has been collated together and displayed under one heading
    • dmg spells are are organised
      1. firstly by damage type
      2. then by AoE and Single-target sub-sections
      3. then by the spell School
        • within each spell school section, spells were further organised by being grouped together under headings for the specific save throw vs their DC
    • non-damage spells were organised as above from item 2 onwards

I hope this proves useful to anyone who uses my builds.


Below 👇 is a sample of what I described above from my Wizard Necromancer build (NOT from this build):

Primary aim(s):
1. Insta-kill enemies (9 spells)
> AoE (3):​
Necromancy {vs Reflex, followed by Fort Save}
> Wizard spell​
> 'Circle of Death'
Necromancy {vs Fort Save}
> Wizard spell​
> 'Wail of the Banshee'
Necromancy {vs Will Save}
> Wizard spell​
> vs undead: 'Undeath to death'
> Single target (6):
NO Save
> Wizard spell​
> 'Power Word: Kill'

Illusion {vs Will, followed by Fort Saves}
> Wizard spell​
> 'Phantasmal Killer' x3 on separate cooldowns!

Necromancy {vs Fort Save}
> Wizard spell​
> 'Finger of Death'

Conjuration {vs Will Save}
> Wizard spell​
> 'Trap the Soul'
Secondary aim(s):
2. Crowd Control:
> AoE:​
NO Save
> Magus of Eclipse:
> 'Dark Light of the Moon: Starlight [T3]' {slows the movement of non-boss enemies that enter it by 20%}
> 'Dark Moonlight: Nightwind [C4]' {enemies who take dmg inside your Dark Light zone have a 5% chance to be Frozen for 10s}
> 'Time Stop [T5]' {enemies in a small area are paralyzed and helpless with no save for 10s}
> Dino crafting:
> 'Salt effect' {attacks and offensive spells have a chance to significantly slow your enemies}

Illusion {vs Will Save}
> Deep Gnome:
> 'Greater Color Spray [T2]' {{enemies are sprayed with illusions of color to be Dazed, Blinded, and/or Silenced. Dazed effect by this spell won't be removed by damage, and causes helplessness. Saving throw for each effect}

Necromancy {vs Will Save}
> Wizard spell:​
> vs undead: 'Hault undead' {renders undead targets in range immobile for 6s per caster level}
Note: NO Save vs non-intelligent Undead​

Enchantment {vs Will Save}
> Wizard spells:​
> 'Mass Hold Monster' {multiple enemies become held in place, causing helplessness, for a max of 6s per caster level}
> 'Otto's Dance Sphere' {A magical sphere that compels all enemies who enter it to dance}
> 'Symbol of Stunning' {All targets entering the area of effect are Stunned for 6d6s or until the symbol expires}

Conjuration {vs Reflex Save, followed by a Strength check every 2s}
> Wizard spell:​
> 'Web' {creates a many-layered mass of strong, sticky strands that entangle targets within them}
> Single-target:
Necromancy {vs Will Save}
> Magus of Eclipse:​
> 'Gloomspear: Greater Beams [T4]' {paralyzes for 12 seconds}

Enchantment {vs Will Save}
> Wizard spells:​
> 'Otto's Irresistible Dance' {a single enemy feels an undeniable urge to dance}
> 'Dominate Person' {controls the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind. The creature will follow you throughout the dungeon}

Transmutation {vs Fort Save}
> Wizard spell:​
> 'Flesh to Stone' {turns a single fleshy target into a mindless, inert statue in a Petrified condition, causing helplessness}
3. Enemy de-buffs (all NO save}:
NO save
> Strip undead target's Negative energy immunity (for 20s):​
> Pale Master's 'Unholy Avatar [T4]'
> Reduce Spell Resistance:​
> Magus of the Eclipse:​
> 'Gloomspear [T1]' {3 stacks of shattermantle}
> 'Flash of the Eclipse [T2]' {chance to apply 1 stack of shattermantle, can only strike once every 5 secs}
> 'Nullmagic strike [T3]' {-4 Spell Resistance: 15% chance on offensive spellcast}
> Inflict stacks of Vulnerability:
> Magus' 'Gloomspear: Lunar Imbuement [T3]' {5 stacks}
4. Moderate offensive casting: Mainly Negative + Acid + Force (some Cold):
> Negative damage:​
> AoE spells/abilities/effects:​
NO Save
> Magus of the Eclipse:
> 'Dark Light of the Moon [T2]' {while inside the zone, every 2s for 10s, 25s cooldown}
> 'Dark Light of the Moon: Starlight [T3]' {on expiration, the zone explodes, dealing damage per Caster Level to enemies within}
> Destiny Mantle upgraded by 'Flash of the Eclipse [T2]' {Negative spells have a chance to blast your target for additional negative damage per Character Level. Can only strike once every 5s, tracked separately from the Cold spell proc}

Necromancy {vs Fort Save}
> Pale Master:
> 'Necrotic Blast [T5]'
> Wizard spell:
> 'Negative Energy Burst'
> Greater + 'regular' + Lesser: 'Death Auras'
> Single-target spells/abilities/effects:
NO Save
> Wizard Damage over Time (DoT) spells:
> 'Rend the Soul'
> 'Enervation'
> Magus of the Eclipse:
> Destiny Mantle upgraded by 'Flash of the Eclipse [T2]' {Negative spells have a chance to blast your target for additional Negative damage per Character Level. Can only strike once every 5s, tracked separately from the Cold spell proc}

Necromancy {vs Reflex Save}
> Magus of the Eclipse:
> 'Moon's Shadow [T5]'
Necromancy {vs Will Save}
> Magus of the Eclipse:
> 'Gloomspear [T1]' {damage is increased significantly vs enemies with 0 or less Spell Resistance}
Necromancy {vs Fort Save}
> Pale Master:
> 'Necrotic Bolt [T3]'
> 'Necrotic Touch [T1]'
> Wizard spell:
> 'Necrotic Ray'
> Acid damage:​
> AoE spells/abilities/effects:​
NO Save
> Primal Avatar
> 'Shard Storm [T2]' [Acid + Poison]

Conjuration {vs Fort Save}
> Wizard spells:
> 'Acid Well'
> 'Cloudkill'
> Force damage:​
> AoE spells/abilities/effects:​
Evocation {vs Reflex Save}
> Wizard spell:
> 'Arcane Tempest'
> Single-target spells/abilities/effects:
NO Save
> Epic feat:
> 'Arcane Pulse' upgraded by Magus of the Eclipse 'Unholy Pulse [T4]' to stack up to 7 times
> Past Life feat (purchased):
> 'Arcane Initiate' {Magic Missile spell, 10 charges, no spell point cost}

Necromancy {vs Reflex Save}
> Archmage:
> 'Arcane Bolt [T3]' {this spell benefits from the highest of your spell schools to determine its DC}
> Cold damage:​
> Single-target spells/abilities/effects:
NO Save
> Wizard spells:
> 'Polar Ray'
> 'Niac's Biting Cold'
> Magus of the Eclipse:
> Destiny Mantle upgraded by 'Flash of the Eclipse [T2]' {Cold spells have a chance to blast your target for additional Cold damage per Character Level. Can only strike once every 5s, tracked separately from the Negative spell proc}


Enjoy! :)
 
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Kalibano

Build Designer. Having fun since 2006!
Build update

In the recent Black Friday Sales, I got an excellent deal upgrading from Standard edition to the Vecna Ultimate Fan bundle ...
Black-Friday-Sales-Vecna-Ultimate-edition.jpg

... so I now have a Universal tome (Morgrave) for all my characters. Well worth the wait for this price, and I got to enjoy the content/gear all long!


The following changes/additions 👇 were made to this build:
  • -1 Tiefling Scoundrel (new total = 3 APs):
    • [C3] Bloodsong II: Your Bloodsong Imbue Toggle is increased to 1d6 Sonic damage against enemies under 50% HP. This damage scales with 100% Spell Power. Passive: +10 Fire and Sonic Spell Power

  • +2 Inquisitive (new total = 30 APs):
    • [T4] Crossbow Adept III:+1 to Attack and +2 to Damage with Light and Heavy (non-repeating) Crossbows
      • though this seems less powerful than the Scoundrel C3, the master plan has always been to reach 30 APs in the inquisitive tree to eventually take the C5 enhancement:
        • Undaunted: +10 Ranged Power, +3 to all Saving Throws, +4 to the Max Dex Bonus of equipped armor. You gain the Slippery Mind feat (you can wriggle free from magical effects that would otherwise control or compel you. You gain a second saving throw versus enchantments). In addition, you gain +1 bonus Imbue dice.
      • Though this is now very close, AP is still too tight in general to put that 1 extra AP in Inquisitive:
        • Spellsinger: 41 APs are needed to get the capstone, which I consider essential for the aims of the build
        • Feydark Illusionist: 11 APs are needed for CHA hit+dmg & Greater Color Spray, also considered essential
        • Tiefling Scoundrel: I have 3 racial APs from tomes, so these must be spent here. Even if I didn't need to, I probably would, since this racial imbue dmg scaling with sonic spellpower still seem stronger than the law one from Inquisitive, since that scales with ranged power, which is much lower than the sonic spellpower that can be achieved (no maths done, just what it seems like!)
      • Hopefully soon enough one extra AP becomes available 🤞
Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
Spellsinger-Inquisitive-hybrid-Heroic-enhancs.jpg



The sections/effect values/images that were affected have been updated accordingly in the original post.
The DDOBuilder (v2) file has also been updated with these changes.

Enjoy! :)
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Xorlarrin

Active member
Could this build work with 34 points? This is an Alt not my main. I found a build but I am not liking it. Sadly, I didn't see you had an Inquisitive build till too late. I hate to TR an alt but the sec this hits 20 I want to TR and use your build but it will only be 34 points.

I used my +2 book from favor to get +2 Dex and found a +2 to +3 Dex cheap. So that is taken care of. I also have a +1 to Cha.

Is there anything I could drop and make up when I get my next +2 book from favor later?
 

Kalibano

Build Designer. Having fun since 2006!
Could this build work with 34 points? This is an Alt not my main. I found a build but I am not liking it. Sadly, I didn't see you had an Inquisitive build till too late. I hate to TR an alt but the sec this hits 20 I want to TR and use your build but it will only be 34 points.

I used my +2 book from favor to get +2 Dex and found a +2 to +3 Dex cheap. So that is taken care of. I also have a +1 to Cha.

Is there anything I could drop and make up when I get my next +2 book from favor later?
Hey Xorlarrin,

A 34 point character should work fine. I'd probably suggest starting with 19 CHA so you have enough points for the rest of the abilities (i.e. CON and DEX).
There are some who might suggest starting with 15 CON instead, to preserve maximising the main stat. It's really up to you, but ranged characters don't always have a lot of hit points, and without any CON tomes, it might be preferable to preserve a stronger pool of hit points at the cost of losing 1 spell DC and some spell points.

Hope this was helpful.
 

Mornyngstar

Well-known member
Could this build work with 34 points? This is an Alt not my main. I found a build but I am not liking it. Sadly, I didn't see you had an Inquisitive build till too late. I hate to TR an alt but the sec this hits 20 I want to TR and use your build but it will only be 34 points.

I used my +2 book from favor to get +2 Dex and found a +2 to +3 Dex cheap. So that is taken care of. I also have a +1 to Cha.

Is there anything I could drop and make up when I get my next +2 book from favor later?
Not sure what you have access to for quests but it may be worth running off enough favor to get the free +5 Tome, so it sets you up better for the next life.
 

Xorlarrin

Active member
Not sure what you have access to for quests but it may be worth running off enough favor to get the free +5 Tome, so it sets you up better for the next life.

I have VIP but I will not hit 5000 favor before I hit 20. This build I am using is outdated and very dull, I should have know better and checked DDO forum or Kali's build repository first. I really do not think I could stand taking it higher just for tome. I might check auctions to see if I can find something to balance it out.
 

Mornyngstar

Well-known member
I have VIP but I will not hit 5000 favor before I hit 20. This build I am using is outdated and very dull, I should have know better and checked DDO forum or Kali's build repository first. I really do not think I could stand taking it higher just for tome. I might check auctions to see if I can find something to balance it out.
To make it easier to hit 5k you could just run everything off on heroic while over level. That way it sets you up better for the next life. In theory if you do 3 lives like that you can have 3 stats at +2 and 3 stats at +5.
 

Xorlarrin

Active member
To make it easier to hit 5k you could just run everything off on heroic while over level. That way it sets you up better for the next life. In theory if you do 3 lives like that you can have 3 stats at +2 and 3 stats at +5.
I see that your saying but this is just an alt. I do not plan to TR it ever again after this. It's going to just be to farm with and hold gear. So it does not need to be the best. I use alts to test builds before I do them on my main, plus I am converting my multiple low storage mules into a few level 34 mules with high storage and use them to run quests I am farming am item from once I ransack on my main.
 

eazyypz

Member
Hi! It seems that you cannot take Feydark Illusionist as a Tiefling Scoundrel as you are missing the necessary Magical Training feat. This seems very odd. Am I missing something?
 

Kalibano

Build Designer. Having fun since 2006!
Hi! It seems that you cannot take Feydark Illusionist as a Tiefling Scoundrel as you are missing the necessary Magical Training feat. This seems very odd. Am I missing something?
Hey there. You need to take Spellsinger's T1 'Magical Studies' first, all the way to rank 3, which is the rank that grants the Magical Trainning feat.
It's hidden away a bit, easy to miss, so don't feel bad :)

Hope this helped!
 
Last edited:

eazyypz

Member
Hey there. You need to take Spellsinger's T1 'Magical Studies' first, all the way to rank 3, which is the rank that grants the Magical Trainning feat.
It's confusing, easy to miss :)

Hope this helped!
Yep! I felt like a dummy, haha.
 
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