Kali's Bard Swashbuckler HYBRID SWF CHA Melee/Caster build

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!

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!

8. Kali's Bard Swashbuckler HYBRID SWF CHA Melee/Caster build
DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.
Swashbuckler-hybrid-Avatar.jpg


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:
> AoE
> Fury of the Wild's 'Quick Cutter [T1]'
> {+30% dmg; +3 crit threat range}: Cleave Melee Attack that strikes all enemies around you twice​
> Swashbuckler's 'En Point [T2]'
> {+30% dmg; +12 crit threat range; -1 crit multiplier}: Two attacks AoE


NO Save extra dmg
> Fatesinger's 'Mantle of Sound and Fury [T2]'
> Weapon attacks: chance for AoE Sonic damage per Char Level to all nearby foes
> Fury of the Wild's 'Cutter [T1]'
> all enemies hit by 'Quick Cutter [T1]' gain Cutter: Slash dmg/char Level; every 2s for 8s; stacks 3 times, scales w Melee Power
> Single-target
> Fury of the Wild's 'Fast and Furious [T2]'
> {+30% dmg; +3 crit multiplier}: Rush forward and strike your enemies!​
> Swashbuckler's 'Blow by Blow [T1]'
> {+3 crit range} deals extra Sonic damage (scales spell power), and reduces threat with nearby enemies


NO Save dmg
> Fatesinger's 'The Rythm to Reign [T3]'
> On Vorpal Strikes, unleash a thunderclap, dealing Electric and Sonic dmg (scales w respective spell power)​

2. interweaved with Crowd Control:
> AoE spells/abilities:​
Stun DCs {vs Will Save}
> Dragon Lord​
> 'Dragon's Roar [T3]' {cone effect, Daze, 25% chance to be broken out of the Daze on taking damage}

Enchantment {vs Will Save}
> Fatesinger​
> 'Cut the Strings [T5]' {monsters within a wide radius around you are forced to dance for 10s, cooldown 60s}
> Bard spell
> 'Otto's Sphere of Dancing' {A magical sphere that compels all enemies who enter it to dance}

Evocation {vs Fort Save}
> Bard spells
> 'Greater Shout' {an ear-splitting yell that stuns targets in its path}
> 'Soundburst' {a tremendous cacophony creates a burst area of effect that stuns targets}

Perform skill {vs Will Save}
> Bard​
> 'Fascinate' (feat)
> Single-target spells/abilities:
NO Save
> Bard spell​
> 'Otto's Irresistible Dance' {a single enemy feels an undeniable urge to dance}

Perform skill + d20
> Swashbuckler​
> 'Low Blow [T4]' {perform a shield bash; on hit, knocks down affected enemy for 3s, 18s cooldown}

Enchantment {vs Will Save}
> Bard spell​
> 'Hold Monster' {a single enemy becomes held in place, causing helplessness, for a max of 6s per caster level}
> 'Guard' effects on being hit/missed:​
NO Save
> Fatesinger's 'Intoxicating presence [C2]'
> {5% chance for enemies to become Fascinated for 12s, on being hit}
> Swashbuckler's 'Elegant footwork [T3]'
> {20% chance for enemies to be knocked down when they attack but miss you, 20s cooldown}
3. and with Insta-kills:
> AoE
Enchantment {vs Will Save}
> Fatesinger​
> 'Cut the Strings [T5]' {for 10s your character gains the ability to cut their strings with any weapon strike or spell at a rate of once per second, instantly killing them}
> Single target
Perform skill {vs Fort Save}
> Swashbuckler​
> 'Coup de Grace [T5]' {any Fascinated, Sleeping, Dancing, Dazed, Tripped, Mesmerized, Paralyzed, Petrified, or Stunned enemy must save or die instantly, 20s cooldown}
Secondary aim(s):
4. Moderate offensive casting (mostly Sonic):
> Preference for spells that heal while doing damage to enemies:
> AoE spells/abilities/effects:​
NO Save vs dmg
> Fatesinger​
> 'Echoes of Discord [T2]' [Sonic + Healing]
> 'Mantle of Sound and Fury [T2]' {spells: chance for AoE Sonic damage per Char Level to all nearby foes}
> Fury of the Wild:​
> 'Primal Scream [T2]' [Sonic] {scales w highest of Melee Power or Sonic Spell Power)

Evocation {vs Fort Save}
> Bard spell:
> 'Greater Shout' [Sonic + Healing]
> +100% damage via Fatesinger's 'Very Very Vocal [T4]'
> 'Soundburst' [Sonic] (occasional use, and mainly when extra CC is needed)
> Spellsinger:
> SLA: 'Shout [T3]' [Sonic + Healing]
> +50% damage via Fatesinger's 'Very Very Vocal [T4]'
> Single-target spells/abilities/effects:
NO Save
> Spellsinger SLAs:
> 'Reverberate [T2]' [Sonic]
> 'Sonic Blast [T1]' [Sonic] (mostly for smashing breakables, not frequently for dmg)
> both +50% damage via Fatesinger's 'Master the Acoustics [T3]'
> Tiefling Scoundrel:
> 'Fiendish Arpeggio' (auto-granted racial feat) [Sonic + Fire]
> 'Guard' damage on being hit/missed (scales Spell Power):
NO Save
> Swashbuckler
> 'Sword Dance [T2]' [Sonic] (scales w spell power)
5. Moderate support healing the frontline:
> Fatesinger​
> 'Hear my Voice Friend [C4]'
{Greater Shout, Shout, and Echoes of Discord spells now target allies inside their areas of effect and heal them for 10% of the damage potential of the spell}
> 'Majesty [T4]'
{When you play any Bardic Song while using the Mantle of Sound & Fury, you heal yourself & nearby allies for 1d2 Hit Points per Character Level (scaling with Positive Spellpower) and apply the Restoration spell}
> Spellsinger
> 'Sustaining Song [T4]' {applies a temp fast-healing effect for duration of song; heals for 2d3 every 2s}
> Bard
> 'Soothing Song' (auto-granted feat @lvl 8): heals twice with 'Majesty [T4]'
> 'Mass Cure Light Wounds' and 'Cure Critical Wounds' (spells)
6. some Enemy de-buffs:
NO Save
> Swashbuckler:​
> Improved Destruction on hit: -1 AC, -1% Fortification per stack, stacks up to 15 times; 20s duration, may trigger once every second
'Battering Barrage [T4]'
> Fatesinger:
> Harmonic Resonance stacks {10% Sonic damage vulnerability and -5 AC per stack; stacks up to 3 times, lasts up to 20s}
20% chance on weapon attacks & offensive spells
'Harmonic Resonance [T1]'
> Fury of the Wild
> Shaken {-2 attack rolls, saves & skill checks}, for 30s every 30s
'Primal Scream [T1]'

Enchantment {vs Will Save}
> Stormsinger spells:​
> -2 attack, saves, skill checks and weapon dmg, on failed save. Also applies Weaken Will (-5 to Will Saves for 15s), even on successful save
'Crushing Despair'
> -10 Will Saves on failed save; while in the fog
'Mind Fog'
> -3 Will Saves, for 15s, even on successful save
'Hypnotism'

7. Party buffs via enhanced 'Bardic Inspiration' & 'Bardic Ballad':
enhanced 'Bardic Inspiration' (active song)​
> Spellsinger​
> 'Spell Song trance [T3]' {+1 morale spell DC's & 10% morale discount on spell point costs}
> 'Song of Arcane Might [T4]' {+1 morale bonus to caster level for all spells}
> Fatesinger​
> 'Jack of All Trades [T1]' {Inspire Competence now also grants +3 Skills to those you inspire}
> Epic feat​
> 'Inspiration Melody: Excellence' {+2 competence bonus to all stats}
enhanced 'Bardic Ballad' (passive 'aura')
> Fatesinger​
> 'Inspire Transcendence [T5]' {+1 all Spell DCs, +1 DC of all Tactical Feats, and True Seeing}

8. Finding & disabling traps + opening locks

Key stats & synergies


My preferred Quickbar layout (in case it's useful):
Swashbuckler-hybrid-Key-abilities-toolbar.jpg


A. Charisma for melee combat & spellcasting:
> To-hit via Feydark Illusionist's 'Familiar Flourish [T1]'
> To damage (inc Bucklers) via Swashbuckler's 'Smooth Flourishes [T3]'
> Dragon Lord​
> insightful bonus from 'Draconic Conviction [T3]'​
> To hit + dmg​
> tactics bonus​
> High Perform skill:​
> DCs for insta-kill: Swashbuckler's 'Coup de Grace [T5]'​
> DCs for some CC abilities:​
- Swashbuckler's 'Low Blow [T4]'​
- Tiefling Scoundrel's 'Fiendish Arpeggio: Ash Imprisonment [T3]'
> Bard 'Fascinate' (auto-granted feat)​
> base ability for some key spells/enhancements:​
> Fatesinger (e.g. Cut the Strings [T5])​
> Dragon Lord (e.g. Dragon's Roar)​
> Bard CC & offensive spells (e.g. Hold Monster, Otto's Sphere of Dancing & Greater Shout)​
B. Attack speed = 35%
Feats
> -10%: 'Patience'​
Combat style bonus
> +30%: 'Greater Single Weapon Fighting' (feat)
Enhancement bonus
> +15%: Haste spell
> Attack speed boost = +30% (total 65%)
[Dragon Lord 'Haste Action Boost [T2]']
> 9 Charges:
Base charges
> 5
Augment
> +3: 'Legendary Moment to Legendary Moment'
Airship buffs
> +1: 'Concert Hall'

C. Doublestrike = 69%
Doublestrike breakdown
:
Feats
> +10% 'Shield Mastery Speciality'​
Heroic
> +1%: Swashbuckler 'Swashbuckling [C2]'​
> +1%: Swashbuckler 'Uncanny Dodge [C3]'​
> +1%: Swashbuckler 'Panache [C4]'​
> +3%: Dragon Lord 'Martial Superiority: Strike Twice' [T1]'​
Epic Destinies
> +5%: Shadowdancer 'Shadowstriker [T3]'​
> +3%: FotW 'Wild Weapons: Doublestrike [T3]'​
Gear bonuses (inc Set bonuses)
> +15% artifact bonus (set bonus)​
> +15% enhancement bonus​
> +7% insightful bonus​
> +3% quality bonus​
> +3% profane bonus​
Unknown source
> +2%: ???​
> buffable to 99% in reaper mode​
[Dread Adversary's 'Reaper Strike [T1]']​
D. Weapon Critical profile 15-20/ x4:
Critical threat range
Base
> 19-20: Short Swords​
Feats
> +2 feat bonus: 'Improved Critical: Piercing' (feat)​
Heroic enhancements/spells
> +1 competence bonus: Bard's 'Swashbuckling* [C3]' {base bonus}
> +1 competence bonus: Bard's 'Swashbuckling* [C3]' {*doubled bonus if you have the IC feat}
= 15-20
Special bonus
Heroic enhancements/spells
> +1 insightful bonus (stacking until successfully critically hit): Swashbuckler's 'Exploit Weakness [T5]'​

Critical damage multiplier
Base
> x2: Short Swords​
Feats
> +1 feat bonus: 'Patience'​
Heroic enhancements/spells
> +1 competence bonus: Bard's 'Swashbuckling [C3]'​
= x4
Average extra damage from weapon crit profile = +94%:​
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1)

Critical threat range 15-20 = 6
Critical damage multiplier = 4
'Crit units' = (6) * (4-1) = 18
Overall Critical Profile Multiplier = 19 + 18 / 19 = 1.94 = 194% (100% base damage + 94% extra from crit profile)
N.B. with thanks to @Hammatimes for providing the formulas and explanations :)

> Crit damage multiplier boosts = +2 (15-18/ x4, 19-20/ x6):
Feats
> +1 on 19-20 rolls: 'Overwhelming Critical'​
Epic Destinies
> +1 on 19-20 rolls: Fatesinger's 'Blade Song [T5]'​
Average total extra damage from weapon crit profile on 19-20 rolls = +115%:​
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1) + 2 * (19-20 bonuses)

Critical threat range 15-20 = 6
Critical damage multiplier = 4
19-20 bonuses = 2
'Crit units' = (6) * (4-1) + 2 * (2)= 22
Overall Critical Profile Multiplier = 19 + 22 / 19 = 2.15 = 215% (100% base damage + 115% extra from crit profile)
N.B. with thanks to @Hammatimes for providing the formulas and explanations :)

> Expanded Vorpal threat range = +1 (19-20):
Feats
> +1: 'Perfect Single Weapon Fighting' (feat)​
E. 6 imbue die: Sonic dmg (scales Spell Power)
> Swashbuckler's toggle 'Resonant Arms [T3]'
Imbue die breakdown:
+3 die Feats
+3 Scion of Feywild (@lvl 30)​
+1 dice Augment​
+1 Emerald of Arcane Empowerment​
+2 die Filigrees​
+2 Reverberation (set bonus: 2 pieces)​

= total 6 die, sustainable 100% of the time

F. 7 Sneak Attack die
SA die breakdown:
+1 die Feats
+1 Rogue (auto-granted feat @lvl 1)​
+4 dice Epic Destinies​
+3 Shadowdancer (C1-3)​
+1 Shadowdancer (T2)​
+2 die Gear​
+2 profane bonus (Dino Bone Buckler: Armor Fang Slot)​

= total 7 die, sustainable 100% of the time

G. DR bypass (on main weapon)
Gear bonuses (inc Set bonuses)
> Evil: Dino Bone weapon 'Meltfang'​
> Crystal: Dino Bone weapon 'Meltscale'​
> Byeshk: Dino Bone weapon: Meltscale​

Note: DR breaker weapon also available via swap

H. Fortification bypass = 92%
Feats
> +25%: 'Precision'​
Gear bonuses (inc Set bonuses)
> +30%: set bonus​
> +22%: enhancement bonus​
> +10%: insightful bonus​
Airship Buffs
> +5%: 'Trapsmith's Workshop'​

I. Helpless damage = +70%
Base bonus
> +50%​
Gear bonuses (inc Set bonuses)
> +15%: set bonus​
Airship Buffs
> +5%: 'Game Hunter'​

J. Extra melee damage:
> Ability modifier to dmg = 1.75x:​
> Full SWF combat style line of feats​
> Extra Weapon dmg = +0.25{W]:
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.
> large Insightful bonus to damage:​
> Dragon Lord 'Draconic Conviction [T3]'​
K. Burst damage:
> Fatesinger's 'Turn the Tide [T5]'​
L. Spell DCs:
N.B.
The values below are NOT inclusive of the de-buffs outlined earlier in section 6.
> Enchantment = 110+
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 + 51 = 110
* Bards cast max level 6 spells.
{Spellcasting ability modifier}
+43 (CHA modifier)​
{Enchantment bonuses}
+51
Feats {+9}
> +1: 'Spell Focus: Enchantment'​
> +1: 'Greater Spell Focus: Enchantment'​
> +1: 'Epic Spell Focus: Enchantment'​
> +4: 'Scion of the Feywild'​
> +2: 'Embolden Spell' (metamagic)​
Heroic {+5}
> +3: Spellsinger cores [2-4]​
> +1: Spellsinger's 'Yellow Marigold Crown [T2]'​
> +1 morale bonus: Spellsinger's 'Spell Song Trance [T3]'​
Epic Destinies {+11}
> +4: Epic bonus: Fatesinger cores [1-4]​
> +3: Shadowdancer [T3]​
> +3: Fatesinger's 'Mastering the Strings' [T5]​
> +1: Fatesinger's 'Inspire Transcendence' [T5]​
Gear bonuses (inc Set bonuses) {+20}
> +3 artifact bonus (Sun Augment)​
> +2 profane bonus (set bonus)​
> +5 equipment bonus​
> +3 insightful bonus​
> +2 quality bonus​
> +2 sacred bonus​
> +2 enhancement bonus (Gianthold augment)​
> +1 fortune bonus (Deck Curse: I got lucky!)​
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'​
Note1: Some ED spells reach higher DCs:​
> Cut the Strings = 20 + Highest ability modifier + Enchantment bonuses
20 + 43 + 51 = 114 (vs Will)
Note2: due to not having the Heighten feat, some spells reach slightly lower DCs:​
10 + the level of the spell + the relevant ability modifier + Enchantment bonuses
> Level 5 spells (Mind Fog)
10 + 05 + 43 + 51 = 109 (vs Will)
> Level 4 spells (Otto's Sphere of Dancing + Hold Monster)
10 + 04 + 43 + 51 = 108 (vs Will)
> Level 3 spells (Crushing Despair)
10 + 03 + 43 + 51 = 107 (vs Will)
> Evocation = 106+
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 + 47 = 106
* Stormsingers cast max level 6 spells.
{Spellcasting ability modifier}
+43 (CHA modifier)​
{Evocation bonuses}
+47
Feats {+7}
> +3: 'Spell Speciality: Evocation'​
> +2: 'Scion of the Feywild'​
> +2: 'Embolden Spell' (metamagic)​
Heroic {+4}
> +3: Spellsinger cores [2-4]​
> +1 morale bonus: Spellsinger's 'Spell Song Trance [T3]'​
Epic Destinies {+11}
> +4: Epic bonus: Fatesinger cores [1-4]​
> +3: Fatesinger [T3]​
> +3: Fatesinger's 'Mastering the Strings' [T5]​
> +1: Fatesinger's 'Inspire Transcendence' [T5]​
Gear bonuses (inc Set bonuses) {+19}
> +3 artifact bonus (Sun Augment)​
> +2 profane bonus (set bonus)​
> +5 equipment bonus​
> +3 insightful bonus​
> +2 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: due to not having the Heighten feat, some spells reach slightly lower DCs:​
10 + the level of the spell + the relevant ability modifier + Evocation bonuses
> Level 4 spells (SLA: Shout)
10 + 04 + 43 + 47 = 104 (vs Fortitude)
> Level 2 spells (Soundburst) [not used frequently]
10 + 02 + 43 + 51 = 102 (vs Fortitude)

> Casting ability: Charisma = 97/43+
CHA breakdown:​
Base {+20}
> +18 (character creation)​
> +2 (character creation - Tiefling Scoundrel: +2 CHA)​
Level up {+8}
> +8 (+1 @ lvls 4, 8, 12, 16, 20, 24, 28 and 32)​
Tome {+8}
> +8 inherent bonus​
Feats {+2}
> +2 competence bonus (Inspiration Melody: Excellence)​
Heroic {+4}
> +2: Spellsinger [T3+4]​
> +2: Swashbuckler [T3+4]​
Racial {+1}
> +1: Tiefling Scoundrel [C2]​
Epic Destinies {+2}
> +1 Fatesinger's 'Glitter of Fame [C3]'​
> +1 Fatesinger's 'Arcane Resonance [T4]'​
Gear bonuses (inc Set bonuses) {+35}
> +3 artifact bonus (set bonus)​
> +4 profane bonus (Moon Augment)​
> +14 enhancement bonus​
> +7 insightful bonus (Augment)​
> +3 quality bonus​
> +2 festive bonus (Augment)​
> +2 exceptional bonus (Dino weapon)​
Filigrees (inc Set bonuses) {+12}
> +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}
> +2: 'Yugoloth: Essence of Seduction' (potion)​
Airship Buffs {+2}
> +2: 'Old Sully's Grog Cellar'​
Reaper bonus {+1}
> +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}
> +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.


M. Main Spell Powers:
Swashbuckler-hybrid-Spellpowers.jpg

> 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.

Note: Electric Spell Power is solely to boost Fatesinger's 'The Rythm to Reign [T3]'
> On Vorpal Strikes, unleash a thunderclap, dealing Electric and Sonic dmg (scales w respective spell power)
> Expanded Vorpal threat range = +1 (19-20):
Feats
> +1: 'Perfect Single Weapon Fighting' (feat)​

N. Traps & Locks:
> Swap-in INT items:​
> Search + Disable traps​
Swashbuckler-hybrid-Trapping-gear.jpg
> High DEX:​
> Reflex saves + Open Locks​
> Evasion:​
> Shadowdancer's 'The Darkest Luck [C3]'​
O. Survivability & Defenses (after all, soul stones do zero dps):
> Temporary HPs: Dino weapon Brighthorn 'Affirmation' {Attacks and offensive spells have a 10~33% chance to grant 1,000 temporary hitpoints with 1 minute duration. Cooldown is also one minute}

> % Hit Points bonus = +30%
Competence bonus
> +20%: Swashbuckler's 'Second Skin [T5]'​
Legendary bonus
> +10%: set bonus​
> Damage Avoidance
> Max DEX bonus to armor = 38
Armor
> +20: Light armor​
Heroic enhancements
> +4: Swashbuckler [Cores 1-4]​
> +6: Swashbuckler 'Second Skin [T5]'​
Epic Destinies
> +6: Shadowdancer 'Lithe [T2]'​
Airship Buffs
> +2: 'Fencing Master'​
> Dodge cap = 27%
Base bonus
> 25​
Airship Buffs
> +2: 'Fencing Master'​
> Dodge chance = 32% {capped @27}
Heroic enhancements
> +4: Swashbuckler [Cores 1-4]​
> +1: Swashbuckler 'On Your Toes [T1]'​
> +10: Swashbuckler 'Skirmisher [T3]'​
Gear bonuses (inc Set bonuses)
> +14 enhancement bonus​
> +3 quality bonus​
> buffable to 52% {for 15s every 3m}
['Uncanny Dodge' (feat)]​
> 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]'​
> Deflect arrows:
> 1 projectile every 6s: Swashbuckler's 'Deflect Arrows [T2]'​

> Damage Reduction
> PRR = 143 {58.8% less dmg from slashing, bludgeoning and piercing attacks}
Breakdown:​
Armor
> +20: Light armor PRR (BAB*1)​
Feats
> +3: 'Past Life - Purple Dragon Knight x1'​
> +10: 'Shield Mastery Speciality: Buckler' (taken @ lvl 31)​
Epic Destinies
> +4: FoTW's 'Enduring [T1]'​
Gear bonuses (inc Set bonuses)
> +30 artifact bonus (Sun Augment)​
> +30 profane bonus (set bonus)​
> +37 enhancement bonus​
> +0 insightful bonus​
> +0 quality bonus​
> +5 fortune bonus (Deck Curse: I got lucky!)​
Filigrees (inc Set bonuses)
> +2: 'Otto's Irrevocable Power' - CON (rare) single filigree​
Sub-total = 141
Gear: Mythic bonuses
> +2 armor​
Grand total = 143 (as per current live game)
> Elemental resistance/protection
Racial
> +34 {Fire}: Tiefling Scoundrel's 'Infernal Ancestry' {bonus = character level, permanent}
Airship buffs
> +15 {Fire}: 'Sign of the Silver Flame' {permanent}

> Energy Absorption
Epic Destinies
> +10% {Fire, Cold, Acid & Electric}: Fatesinger's 'Arcane Resonance [T4]' {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:​
Tiefling Scoundrel
> Fear: 'Infernal Ancestry' (racial feat auto-granted @ lvl 1)​
Fatesinger
> Charisma stat Damage: 'Majesty [T4]'​
Shadowdancer
> Energy Drain (negative levels): 'Shadowstriker [T3]'​
Spells/potions
> Mind-affecting effects (e.g. charms & compulsions): 'Protection from Evil' potions​
Items
> Magic Missiles: 'Shield' clickie
Epic-Sapphire-Studded-Buckles.jpg
Sapphire-Studded-Buckles.jpg
N.B.: found in 'Kind of a Big Deal' quest, in the Twelve.
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): Bard (16)/ Dragon Lord (3) / Rogue (1)
Race: Tiefling Scoudrel
Alignment: Chaotic Good (Non-Lawful because Bard restriction)
Main stat: Charisma (level ups here)
Starting stats (36 pts): STR: 08/ DEX: 14/ CON: 16/ INT: 12/ WIS: 08/ CHA: 20
Skills:
> Search/ Disable Device / Open Lock​
> Perform/ Use Magic Device/ Balance*/ Tumble (min 1 point)​
* min 7 points req for Greater Single Weapon Fighting feat
Weapon type(s): Short swords, Rapiers, Daggers, Light Picks (light piercing weapons)
Note: Handaxes won't fully synergise with this specific build, but since they seem a popular choice for swashbucklers, sharing this link to someone else's thread where I posted some info on the Handaxe-Swash synergy specifically.

Feats:
Swashbuckler-hybrid-Feats.jpg


Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
Swashbuckler-hybrid-Heroic-enhancs.jpg

N.B: Multi-selector choices:
> Swashbuckler​
> T3: 'Smooth Flourishes' (CHA)​
> T3: 'Skirmisher' (Buckler)​
> T4: 'Low Blow'​
> Spellsinger​
> T2: 'Yellow Marigold Crown' (Enchantment)​
> Dragon Lord​
> T1: 'Strike Twice'​
> T2: 'Haste Boost'​
> T3: 'Draconic Conviction'​
Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
Swashbuckler-hybrid-Epic-Destinies-Myth-Drannor.jpg

N.B: ED multi-selector choices:
> Fatesinger​
> T1: 'Strike a Cord'​
> T2: 'Echoes of Discord'​
> T3: 'Evocation DCs'​
> T4: 'Arcane Resonance'​
> T4: 'Very Very Vocal'​
> T4: 'Enlarge Spell'​
> Shadowdancer​
> T3: 'Shadowstriker'​
> T3: 'Enchantment DCs'​
> Fury of the Wild​
> T1: 'Quick Cutter'​
> T2: 'Fast and Furious'​
> T3: 'Doublestrike'​
> T3: 'Sprit of the Beast'​

Spells:
Swashbuckler-hybrid-Spells.jpg


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:
Swashbuckler-hybrid-Gear-Set-bonuses.jpg


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).
Swashbubkler-hybrid-Gear-set-w-labelled-cosmetics.jpg


Swashbuckler-hybrid-Gear-planner-1.jpg

Bard Swashbuckler Hybrid Gear planner spreadsheet above is available to download too. More Gear Set suggestions & planners in this thread.

Rings-of-Spell-Storing.jpg



Main Filigree Set bonuses:
Swashbuckler-hybrid-Filigree-Set-bonuses.jpg


Filigrees: 14 = 4 (Minor Artifact) + 10 (Weapon sentient gem)
Swashbuckler-hybrid-Filigrees-all.jpg


Filigree master plan:
  1. Primarily invest in Spell DC and Charisma.
  2. Spell Power and Imbue Dice are secondary aims, if/when possible to squeeze in
  3. other effects get the least priority


Note: In case it proves useful, the previous build (inc previous gear set) is still available in the DDOBuilder file, under the tab 'Builds'
(Life 2) B2: L34 - Scoundrel - 18 Bard, 2 Rogue, E10, L4​
DDOBuilder-previous-builds.jpg

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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Kalibano

Build Designer. Having fun since 2006!
Hi @Panda. Thanks for your message.
You are correct: Precision requires DEX 13, and my char does use a tome. I've added a note to the main post to clarify this for others (particularly new players): thanks for pointing this out.

Since tomes cost real money, my suggestions would be:
1) use one of the +8 ability scores available via levelling towards DEX (@ level 12, so @15 you qualify for Precision)
2) upon reaching 1750 favor, you could take a +2 DEX tome, and if you TR and still use the build, in all future lives you can use all +8 points for CHA, as you will have enough for DEX
3) or take a +2 CHA tome, since its the main stat, and just make do with 1 less point to CHA from level ups for this life. Then, if you TR and still use this build, do suggestions 1+2 above

All these should incur no costs to anyone's pocket (also thinking of new players here).

Hope this was useful
 

Thulsadoom

Well-known member
Hey Kali, hope your doing great! Could you please tell me how you got a total of 45 percent bonus to attack speed? Great layout of the build and thanks for the time and effort to posting it.
 

Kalibano

Build Designer. Having fun since 2006!
Hey Kali, hope your doing great! Could you please tell me how you got a total of 45 percent bonus to attack speed? Great layout of the build and thanks for the time and effort to posting it.
Hey @Thulsadoom I"m doing great, thanks! Hope you are ok.

Glad you like the layout, and happy to clarify :)
The Single Weapon Fighting (SWF) line of heroic feats progressively grants more attack speed, culminating at +30% with Greater Single Weapon Fighting. Then, there's 15% from haste/speed item, which stacks with the combat style bonus, totalling 45%. As long as you qualify for the requirements of SWF, the speed stays on.
N.B. the swashbuckler tree has an enhancement 'Skirmisher [T3]' that allows bucklers to benefit from SWF style

Hope this helps!
 
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Kalibano

Build Designer. Having fun since 2006!
Spell DCs: hybrids vs pure casters

I strongly recommend NOT swapping out any investment (e.g. feats, enhancements, etc.) made to increase spell DCs, even if your character has all past lives.

To expound on my reasoning, I thought I could go over some of the main differences between pure casters and hybrids ref spell DCs, bearing in mind that the table below makes several generalisations, so things will vary between different classes/ races/ specific choices made by players/ etc.:

Pure castersHybrid caster + melee/ranged
MORE DCs
- tend to stay pure, rather than multiclass, so normally benefit from +4 to their main ability score from the core 6 capstone (= +2 DCs)


.
LESS DCs
- many tend to multiclass, and therefore, miss out completely on the capstone ability score bonus
- some stay pure (like my Blight Caster hybrid), but they tend to go with a melee/ranged-focused tree as their main tree, and the capstones for those often grant only +2 to main ability score, and +2 CON
.
MORE DCs
- can acquire an extra +6 (or more) to their main ability score from heroic trees:
+2 from tiers 3 & 4 of main caster tree
+2 from tiers 3 & 4 of secondary caster tree
+2 racial tree
+? universal tree
A couple of examples of this from my Wizard and Favoured Soul builds
.
LESS DCs
- it is not always possible to acquire as much from the heroic trees, often because of the need to support the melee/ranged aspect:
- haste boost,
- enhancements to change the ability score to-hit & dmg
- trances, etc.



.
MORE DCs
- heroic trees often grant +2 (or more) to the main spell school(s) of their respective classes
- some races (e.g. Dragonborn, Deep Gnome) grant bonuses to specific schools
.
LESS DCs
- many tend to go with a melee/ranged-focused tree as their main tree, and these often do not grant any bonuses to spell DCs
- hybrids tend to be AP tight, so in the racial tree aspect, those with racial past lives would have a stronger chance to achieve similar DCs
.
MORE DCs
- being a pure caster often means having enough feat slots to acquire feats such as:
- Purchased: Past Life: Wizard, granting +1 to all spell DCs
- Great Ability (x2) [Epic feat slots]
.
LESS DCs
- hybrids tend to be very feat tight, as they need to invest both in casting and melee/ranged, so this bonus might not always be taken

.
SIMILAR DCs
- the following feats could potentially be considered essential for DC casting, so are often taken by pure casters:
- Spell focus: school
- Greater Spell Focus: school
- Epic Spell Focus: school [Epic feat]
- Spell Speciality [Epic Destiny feat]
- Metamagic: Embolden Spell
- Metamagic: heighten Spell (for some classes)
- Scion of (spell DCs options)
- Passive: Past lives (inc Completionist feats)
.
SIMILAR DCs
- it is possible to make a similar investment to a pure caster, while still having room to invest in the melee/ranged aspect (as well as on some spellpower too)
N.B. The main spells this build uses at endgame would have limited benefit from heighten: overall, those specific spells, do have similar DCs to a pure caster investing in those ? without heighten






.
SIMILAR DCs
- caster EDs often grant the following DC bonuses:
+4 to all schools [cores 1-4]
+3 to a single school [tier 3]
+3 to all schools [tier 5]
.
SIMILAR DCs
- hybrid EDs (Fatesinger inc) grant the same bonuses


.
SIMILAR DCs
- Gear: the following stackable bonuses to spell DCs are considered by many to be essential for DC casting:
- equipment bonus
- enhancement (Gianthood augments)
- insightful
- quality
- sacred
- profane
- exceptional
- artifact
.
SIMILAR DCs
- it is possible to acquire all these bonus types for at least a couple of schools, while still having room to invest in the melee/ranged aspect (as well as on some spellpower too)
- thanks to sets like 'Masterful Magewright' and 'Part of the Family' + 'Wallwatch', it is possible to combine a 3-piece set for the melee/ranged aspect, while adding a DC casting set bonus too.
N.B. Isle of Dread and Vecna use the cloak slot as a requirement for the 3-piece set, so this would not be possible


.
SIMILAR DCs
- filigrees can provide a large bonus to spell DCs:
- set bonuses (e.g. Eye of the Beholder 4-piece)
- filigrees that grant ability score bonuses
- doubling-up the same type of filigrees, by slotting one in the weapon and the other in the artefact (e.g. Eye of the Beholder (raid) +2 INT x2)
.
SIMILAR DCs
- though at the detriment of the melee/ranged aspect of the build, it is possible (and I personally strongly advise towards this) for the same investment to be made for a hybrid build


.

This is roughly the 'formula' I use to make my hybrids work, and by this I mean to get them to land spells reliably while still benefiting from melee/ranged attacks. A hybrid character will (and should) never be as successful in casting as a pure caster, neither as strong as a pure melee/ranged DPS alt. It's the combination of some of what casters and melee/ranged DPS do that can create a workable output for hybrids, but in the end, both aspects end up lesser than their pure counterparts.

Lesser does not (and should not) mean inefficient, though: it is pointless investing anything in spell DCs if they don't land at all, so in my personal view, spell DCs ALWAYS take priority when it comes to hybrids.

Hope this was useful! :)


Extra suggestion to make the most of this thread:

I do recommend having Maetrim's DDOBuilder (v2) open while looking at my threads, as this will enable you to:
- hover over the abilities listed and learn more about them
- experiment with changing things and seeing if they would work better for you, before doing it in the live game
- get a general overview of the key aspects of the build

I arrange my DDOBuilder screen as per the image below (not this build in the image), as it helps me view the key aspects of my builds far more easily than opening and closing a bunch of windows. Just thought I'd share, in case its useful:
Maetrim-s-DDOBuilder-sample-v2.jpg


Maetrim's builder is really amazing, I highly recommend it!
 
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Kalibano

Build Designer. Having fun since 2006!
Updated the Starting Stats to include how many points the build has (in brackets).
Hopefully this helps avoid confusion :)
 

Kalibano

Build Designer. Having fun since 2006!
Epic Destinies updated to include an extra point gained from unlocking Machrotecnic.

N.B. At this point in time, my builds will NOT include the +1 Universal Tree (Morgrave) bonus.
Unfortunately, for those of us who actively play several alts, the
Ultimate Bundle offering bank space that is useful to one character only is, frankly, not an offer that adequately supports and incentivises playing with alts. Storage is still a massive issue (particularly for multi-alt players like me), that I sadly feel is still not being addressed in a fair and efficient manner. Since the Ultimate Bundle does not support my playstyle, I sadly chose not to support the game in an ultimate manner on this occasion.

Down the line, this tome will be acquired with DDO points (when I can combine double point sales + tome sale), and the builds that depend on universal trees will be the ones to receive suggestions on where to spend it first.
 

Kalibano

Build Designer. Having fun since 2006!
I'm currently testing replacing Fury of The Wild for Machrotechnic, to see if it is a more suitable 3rd tree option in general terms, but particularly if the tier 2 Sonic hammer feels better overall than Primal Scream. I do not intend to replace the buckler for a rune arm (at least not at this point).

At a first glance, the plans are:
> using the AoE 'Sonic Boom' epic strike (no save!) from Machrotecninc instead of the single-target one from Fatesinger​
> keeping Fatesinger's 'Echoes of Discord' spell (rather than the melee attack option), as it also heals AoE because of Fatesinger's core 4​
- I would no longer engage with the mechanics of building charges via the epic strike (it was very annoying to me personally)​
- and no longer benefit from releasing the charges to stun enemies (which rarely worked because its hard to keep track of charges)​
> using Machrotecnic's T2 'Tonquin's Thunder Hammer' spell, rather than Primal Scream​
> the first 2 cores from Machrotecnic would grant more bonuses (i.e. Hit points, spell points, spell power, melee power), in comparison to Fury of the Wild (mostly HP and melee power)​

This looks promising, testing begins!
 
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Kalibano

Build Designer. Having fun since 2006!
Main thread updated with Balance adjustments made in U61
Swashbuckler Changes:
- Battering Barrage now costs less, so this build can take rank 2 and gain Improved Destruction on all melee attacks.
 
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Kalibano

Build Designer. Having fun since 2006!
As several people have requested/suggested this (particularly in Discord), I am working towards sharing the DDOBuilder files for all my builds, since I use that program to do all my planning. Hopefully they will be valuable for using in conjunction with their respective forum threads.

The main thread for this build has been updated to include this, under the main title:
8. Kali's Bard Swashbuckler melee/ CC+ Insta-kill caster hybrid build
DDOBuilder file for this build. You can find and download Maetrim's DDOBuilder here.

Do let me know is anyone has issues downloading the file from Goggle Drive (fingers crossed I got all the settings right!)

Very hopeful this will be a useful addition to my threads: thanks to everyone who suggested this.

N.B.
I arrange my DDOBuilder screen as per the image below (not this build in the image), as it helps me view the key aspects of my builds far more easily than opening and closing a bunch of windows. Just thought I'd share my experience, in case its useful:
Maetrim-s-DDOBuilder-sample.jpg

Maetrim's builder is really amazing, I highly recommend it!
 
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Kalibano

Build Designer. Having fun since 2006!
The main post has been edited to include buttons to click and expand info.
I used the spoiler tool, as it provided the effect I desired: there are no spoilers, though :)

The aim was to reduce potential visual overload, as well as the overall length of the main post. This creates potential to include more breakdowns.

I'd be keen to hear feedback from anyone who frequently visits my threads: do you prefer this layout?
I am working slowly towards doing the same for all other builds: hope this enhances everyone's experience when visiting and exploring!


Some breakdowns included:
> imbue die
> sneak attack die
 

Kalibano

Build Designer. Having fun since 2006!
For hybrid builds like this, I strongly recommend NOT swapping out any investment (e.g. feats, enhancements, etc.) made to increase spell DCs. To expound on my reasoning, I added more specific details in an earlier post in this thread about some of the main differences between pure casters and hybrids ref spell DCs.

Hope this is useful to anyone using this build :)
 

Kalibano

Build Designer. Having fun since 2006!
Weapon critical profile section updated to include:
> breakdowns of the threat range and multiplier​
> average additional base damage %​
- for weapon crit profile (after feats/compentence bonuses applied)​
- for crit profile boosts (e.g. on 19-20 rolls)​

Hope this extra info is helpful.
 
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