Kali's Blighted Wolf HYBRID Melee/Caster build

amberlinlk

New member
For a char without the tome of fate and historic tome, is there anything I could live without?
Very tempted to try this, as I think I have, or can get everything else..I even have that specific gem of many facets
Also how is your melee power?
 
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Kalibano

Build Designer. Having fun since 2006!
For a char without the tome of fate and historic tome, is there anything I could live without?
Very tempted to try this, as I think I have, or can get everything else..I even have that specific gem of many facets
Also how is your melee power?
Hey there, happy to share some suggestions:

Tome of fate +3 = 1 destiny point, and then 1 extra destiny point from the historic tome = loss of 2 destiny points
I would probably drop the 'Pull from the Wellspring [T4]' from Draconic Incarnation, and have it as something to aim for when you are able to get these extra points. An alternative to this could be dropping 2 ranks from FoTw's 'Savage Take Down [T1]', but I would personally be far less keen to sacrifice tactical DCs because of their 'all-or-nothing' nature.


Melee power is currently at 130+ (buffable by up to +30 with 'Go for the Kill' attack). Some things to bear in mind:
> This is not a pure melee character, it's a hybrid melee/caster
> the 2 main Epic Destinies are not melee focused, and therefore, do not grant any melee power in their cores​
> filigrees (which are a source of a large amount of melee power) need to focus on spell DCs because of their 'all-or-nothing' nature​

> Investment in the majority of the key melee power bonuses from gear has been made (2 out of 3):
1. enhancement bonus via an augment​
2. artifact bonus (Leg Windlasher)​
3. I am currently working on a possible new gear set up to try and include profane bonus. This will take a while, but as soon as I have something ready I'll be posting it in the forums.​

> What is lacking in melee power is compensated via:
A. spell power:​
> imbue damage on each attack​
> Primal Avatar mantle damage on melee attacks and spellcasting​
> energy vortex passively doing damage while you attack​
> several acid DoTs doing damage while you do melee damage​
B. CC + insta-kills​
> insta-kills are the best form of DPS​
> while these are on cooldown, CC often ensures mobs are helpless, and therefore, they take extra dmg​
> though CC itself is not a form of DPS, making it work requires very heavy investment, at the detriment of things like melee power. It's a conscious choice of mine, as CC is highly valuable in my opinion​
> A + B above constitute the bulk of the 'caster-hybrid' aspect of this build


There will be plenty of options of attacks/spells to choose from in combat, and this will possibly feel a bit overwhelming at a first glance here. As you level up and get a feel for these abilities, you'll hopefully develop a sense for which to try and always use, and which to resort to in longer fights. Hopefully these notes about how I like to play will be helpful:
> I always use insta-kills in between doing melee attacks. Even if Wail of Banshee fails, it de-buffs enemies via neg levelling​
> I personally try to use the following in my rotations as much as possible:​
> Dragon breath: energy vortex​
> Shard storm​
> Storm of Vengeance​
> Go for the Kill: melee power boost + extra dmg vs helpless targets + knockdown​
> 'Jaws of Doom': melee attack that insta-kills + grants 10x char level in temp hit points (Nature's warrior 'Jaws of the Wolf [T5]')​
> 'Blighted charge': blinds + causes helplessness + boosts imbue die by +3 for 10s​
> 'Howl of Terror': amazing CC at melee range + exceptional bonus to doublestrike + 5% spell crit chance + 15% spell crit dmg (Nature's Warrior 'Howl of the Hunter [C5]')​
> 'Ghost Wolf Pack': confusion on mobs (no save) + you gain 35% incorporeality for 10s​
> 'Blighted breath': AoE acid dmg + blinds enemies + chance to paralyse, no save (breath attack, via 'Daunting Roar)​
> 'Coordinated strikes': AoE blind + helpless​
These are also very nice, if/whenever you get the chance to use them:​
> 'Throat Rip': strikes 3x + 6 sneak attack die + inflicts bleed + silence enemies​
> 'Baiting Bite': performs a bluff effect, which lets you dish sneak dmg on each attack​

Hope this was helpful, and that you enjoy the build! :)
 
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Kalibano

Build Designer. Having fun since 2006!
Info on spell schools added to the Aims section.
Hopefully this makes it easier to see which are the primary focus of the build.

More stat breakdowns were also added.

Enjoy! :)
 

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.
 

Kalibano

Build Designer. Having fun since 2006!
U66 changes (updated in the forums and DDOBuilder file)
Some minor changes to two main Epic Destinies are used by this build.

> The key active changes I made were:
  • Primal Avatar:
    • as of U66, the Primal Avatar T2 spell 'Shard Storm' no longer has the T1 Epic Strike as a pre-requisite
    • as this build only uses the Draconic Incarnation epic strike, I swapped the PA T1 epic strike for T1 Rejuvenation Cocoon

  • Draconic Incarnation
    • Dragon Breath moving down to tier 1 and being cheaper made it possible to waste less points in T1 to get to the good stuff in the tiers above, so I've done some re-shuffling and additions

Pre-U66:
Blighted-Wolf-hybrid-Epic-Destinies-pre-U66.jpg


... with the changes indicated above:
Blighted-Wolf-hybrid-Epic-Destinies.jpg


> The key passive changes imo were overall positive, despite the adjustments to Dragon Breath:
  • Draconic Incarnation
    • Dragon Breath is now a 1-rank, 2AP Ability.
    • Dragon Breath and Attune the Arcane have swapped places in the tree.
    • Dragon Breath damage adjusted to 1d6+5 damage per caster level.
    • Dragon Breath cooldown adjusted to 12 seconds.
    • Dragon Breath now has its intended max caster level of 20 to match the other Epic Strikes. All Epic Strikes should now have a Maximum Caster Level of 20.
    • Draconic Breath's Energy Vortex now does damage even if the player had themselves or an ally targeted when the skill was triggered.
      • very hopeful this specific change will make the Vortex work more reliably: I'm a huge fan of vortex on melee/hybrid builds

  • Fury of the Wild
    • Core abilities now grant +25 Hit Points.

With the changes indicated above, the build remains good to go as is :) Enjoy!
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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
  • Falconry (+1 point spent, new total 26):
    • T4: Exposed Weakness

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! :)
.
 

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.
  • Overwhelming Critical (lvl 33)
    • +1 critical multiplier when rolling a 19 or 20 on an attack with any weapons
  • Spell Speciality: Enchantment (level 34)
    • +3 Enchantment DCs {Howl of Terror spell: vs Will saves}
The image below was updated in the main post (also here for ease of access):
Blighted-Wolf-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:
  • -4 Fury of the Wild (new total spent in this tree = 0)
    • -1 Die Hard [T1]
      • -5 Melee Power
      • -25 Hit Points
      • - Diehard feat
    • -3 Savage Takedown [T1]
      • -6 Trip DCs

  • +12 Shadowdancer (8 new points +4 from Fury of the Wild):
    • [C1-3] +15 Melee Power
    • [C1-3] +15 Universal & Force Spell Power
    • [C1-3] +45 Hit Points
    • [C1-3] +75 Spell Points
    • [C1-3] +3 Sneak Attack die
    • [T2] +3 Sneak Attack dice, bringing the total to 14 die
    • [T1] +6 Assassinate DCs
    • [T1] +1 Reflex saves, +2 Hide & Move Silently
    • [T2] +2 Reflex saves, AC & Light armor Max DEX bonus
    • [C2] SLA: Dimension Door
    • [C3] Evasion {though this build already benefits from evasion via Wolf form & Nature’s Warrior ‘Swift Hunter [T5]’, I suspect this core 3 will not upgrade it to Improved Evasion because the evasion feat from wolf form is categorised as temporarily acquired in the feat list, and Core 3 clearly states “Temporarily acquired versions of these feats from other sources will not cause this enhancement to give you greater bonuses.”}
    • [T3] +1 Enchantment DCs {to boost the DCs for 'Howl of Terror'}

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)
Blighted-Wolf-hybrid-Epic-Destinies-Myth-Drannor.jpg


Prior to Myth Drannor's level cap raise (total 65 Destiny Points) 👇
Blighted-Wolf-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.

J. Spell DCs:
N.B.
The values below are NOT inclusive of the de-buffs outlined in section 2 of the main build.
> Transmutation = 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 + 9* + 42 + 45 = 106
* Blight Caster Druids cast max level 9 spells, and heighten makes spells of lower levels count as level 9 spells.
{Spellcasting ability modifier}
+42 (WIS 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) {+20}
> +3 artifact bonus (set bonus)​
> +2 profane bonus​
> +6 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: Some ED spells reach higher DCs:​
> Mass Frog = 20 + Highest of INT/WIS/CHA modifier + Transmutation bonuses
20 + 42 + 45 = 107 (vs Fortitude)
> Necromancy = 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 + 9* + 42 + 43 = 104
* Blight Caster Druids cast max level 9 spells, and heighten makes spells of lower levels count as level 9 spells.
{Spellcasting ability modifier}
+42 (WIS modifier)​
{Necromancy bonuses}
+43
Feats {+7}
> +3: 'Spell Speciality: Necromancy'​
> +2: 'Scion of the Plane of Earth'​
> +2: 'Embolden Spell' (metamagic)​
Epic Destinies {+10}
> +4 Epic bonus: Primal Avatar cores [1-4]​
> +3: Draconic Incarnation [T3]​
> +3: Primal Avatar's 'Ancient Wisdom' [T5]​
Gear bonuses (inc Set bonuses) {+20}
> +3 artifact bonus (set bonus)​
> +2 profane bonus​
> +6 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: Some spells reach higher DCs:​
> Jaws of Doom = 10 + Druid Level + Highest of INT/WIS/CHA modifier + Necromancy DC bonuses
10 + 20 + 42 + 43 = 115 (vs Fortitude)
> Blighted Charge = 10 + Druid Level + Highest of INT/WIS/CHA modifier + Necromancy DC bonuses
10 + 20 + 42 + 43 = 115 (Stun vs Reflex)
> Enchantment = 102+ {Howl of Terror (vs Will)}
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 + 9* + 42 + 41 = 102
* Blight Caster Druids cast max level 9 spells, and heighten makes spells of lower levels count as level 9 spells.
{Spellcasting ability modifier}
+42 (WIS modifier)​
{Enchantment bonuses}
+41
Feats {+7}
> +3: 'Spell Speciality: Enchantment'​
> +2: 'Scion of the Plane of Earth'​
> +2: 'Embolden Spell' (metamagic)​
Epic Destinies {+8}
> +4 Epic bonus: Primal Avatar cores [1-4]​
> +1: Shadowdancer [T3]​
> +3: Primal Avatar's 'Ancient Wisdom' [T5]​
Gear bonuses (inc Set bonuses) {+20}
> +3 artifact bonus (set bonus)​
> +2 profane bonus​
> +6 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'​
> Conjuration = 98+
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 + 9* + 42 + 37 = 98
* Blight Caster Druids cast max level 9 spells, and heighten makes spells of lower levels count as level 9 spells.
{Spellcasting ability modifier}
+42 (WIS modifier)​
{Conjuration bonuses}
+37
Feats {+6}
> +0: 'Spell Speciality: Conjuration'​
> +4: 'Scion of the Plane of Earth'​
> +2: 'Embolden Spell' (metamagic)​
Epic Destinies {+7}
> +4 Epic bonus: Primal Avatar cores [1-4]​
> +0: ED Spell DCs [T3]​
> +3: Primal Avatar's 'Ancient Wisdom' [T5]​
Gear bonuses (inc Set bonuses) {+18}
> +3 artifact bonus (set bonus)​
> +2 profane bonus​
> +6 equipment bonus​
> +3 insightful bonus​
> +2 quality bonus​
> +2 sacred bonus​
> +0 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 spells reach higher DCs:​
> Dragon Breath: Energy Vortex = 20 + Highest of INT/WIS/CHA modifier + Conjuration DC bonuses + Breath Weapon DCs
20 + 42 + 37 + 03 = 102 (vs Fortitude)
> Casting ability: Wisdom = 94/42+
CHA breakdown:​
Base {+18}
> +18 (character creation)​
Level up {+8}
> +8 (+1 @ lvls 4, 8, 12, 16, 20, 24, 28 and 32)​
Tome {+8}
> +8 inherent bonus​
Feats {+5}
> +1: Wildhunt Shifter (passive bonus)​
> +4 rage bonus: Wildhunt Shifted form​
Heroic {+6}
> +2: Nature's Warrior [T3+4]​
> +2: Nature's Warrior's 'Beast Form Mastery [C6]'​
> +2: Falconry [C2+4]​
Racial {+2}
> +2: Shifter [C2+4]​
Epic Destinies {+2}
> +2 Primal bonus: Primal Avatar's 'Spirit Boon: Mind [T2]'​
Gear bonuses (inc Set bonuses) {+32}
> +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) {+8}
> +4: 'Raid: 'Vigilance'/'Celerity' (single filigree x2: weapon + Minor artifact)​
> +2: 'Eye of the Beholder' (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: 'Floating Rock Garden'​
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 = 94/42+
> buffable to 96/43+
Spells/Potions/Scrolls {+2}
> +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! :)
 

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):

K. Survivability & Defenses (after all, soul stones do zero dps):
Blighted-Wolf-hybrid-HP-Mana.jpg
> All images above 👆 include:​
> +7 CON Tome​
> 'Plant Growth' spell​
> Temporary HPs: Dino weapon Brighthorn 'Affirmation'​
> Values @ lvl 33, out of reaper mode​
> Additionally, the middle image above 👆 includes:​
> extra temporary HPs: Nature Warrior's 'Jaws of the Wolf [T5]' {After using Jaws of Doom you gain 10 times your character level in temporary HPs for 30 seconds}
> Additionally, the bottom image above 👆 includes:​
> extra temporary HPs: Primal Avatar's 'Shard Storm [T2]' upgraded by 'At Its Core: Thorn [T3]' {Shard Storm now also grants you Shard Reflection for 12 seconds when used, giving you 25% of your Maximum Hit Points as Temporary Hit Points}

> % Hit Points bonus = +50-55%:
Competence bonus
> +20%: Perfect Natural Fighting (feat)​
Profane bonus
> +10%: Blighted Wolf form​
Primal bonus
> +5%: Nature's Warrior [C5]​
Quality bonus
> +5%: Falconry [T3]​
Legendary bonus
> +10%: Set bonus (Winter 4 pieces)​
Insightful bonus
> +5%: Primal Avatar [T4] (*after shrine)
> Strong temporary Hit Point generation:
> After using Jaws of Doom you gain 10 times your character level in temporary HPs for 30s
> Nature's Warrior's 'Jaws of Wolf [T5]'​
> Shard Storm now also grants you Shard Reflection for 12s when used, giving you 25% of your Maximum Hit Points as Temporary Hit Points
> Primal Avatar's 'Shard Storm: At its Core [T3]'​
> Casting spells that align with your Draconic Bloodline now trigger a 15% chance to grant yourself +10 temporary Hit Points per character level, these last for 10s. This can only trigger once per 10s
> Draconic Incarnation's 'Elemental Blood [C3]'​
> Attacks and offensive spells have a [10~33%] chance to grant 1,000 temporary hitpoints with 1min duration, cooldown 1 min
>Dino crafting 'Brighthorn'​

> Damage Avoidance
> Medium armor (vs light armor) for no MRR cap + higher PRR​
Note: Light armor for evasion (via Nature's Warrior 'Swift Hunter [T5] and/or Shadowdancer's 'The Darkest Luck [C3]) is indeed a possibility, but the effort to reach the numbers needed to make Reflex Saves workable for Evasion did not seem feasible on this build.​
> Max DEX bonus to armor = 9
Armor
> +7: Medium armor (Legendary Red Dragonscale Armor)​
Augments (inc Set bonuses)
> +0: 'Sapphire of Armored Agility'​
Airship Buffs
> +2: 'Fencing Master'​
> Dodge cap = 27%
Base bonus
> 25​
Airship Buffs
> +2: 'Fencing Master'​
> Dodge chance = 9% {capped @9}
Gear bonuses (inc Set bonuses)
> +13% enhancement bonus​
> Incorporeality = 35% {for 10s every 60s}
Heroic
> Nature's Warrior 'Ghost Wolf Pack [T3]'​

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
> Damage Reduction
> PRR = 154 {60.60% less dmg from slashing, bludgeoning and piercing attacks}
Breakdown:​
Armor
> +30: Medium armor PRR (BAB*1.5)​
Feats
> +12: 'Natural Fighting' x3 (taken @ lvls 3, 6 and 15)​
> +20: 'Scion of the Plane of Earth' (taken @ lvl 30)​
Heroic Enhancements
Blight Caster - Nature's Warrior
> +3: 'Lone Wolf [T2]'​
> +10: 'Beast Form Mastery [C6]'​
Falconry
> +6: 'Rugged [T1]'​
> +3: 'Well-Rounded [C3]'​
Epic Destinies
Primal Avatar
> +1: 'Well Weathered [T1]'​
Gear bonuses (inc Set bonuses)
> +30 artifact bonus (set bonus)​
> +0 profane bonus​
> +32 enhancement bonus​
> +0 insightful bonus​
> +0 quality bonus​
Filigrees (inc Set bonuses)
> +3: 'Otto's Irrevocable Power: PRR'​
> +2: 'Otto's Irrevocable Power: MRR' (rare)​
Sub-total 1 = 152
Gear: Mythic bonuses
> +1 necklace​
> +1 bracers​
Sub-total 2 = 154 (as per current live game)



*** Still to be acquired (not enough sentient xp yet):
Filigrees (inc Set bonuses)
> +2: 'Otto's Irrevocable Power: CON' (rare)​
Grant total = 156

> Elemental resistance/protection
> +30 enhancement bonus: Resist Energy (spell)​
> +625 protection from Fire, Cold, Electric, Acid and Sonic​
> Mass Protection from Elements (spell), 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:​
Blight Caster class
> Venom Immunity: immune to ability score damage from natural poisons (not magical or supernatural poisons) (@ Blight caster lvl 5)
> Timeless Body: immune to the spawn effect of most undead (@ Blight caster lvl 15)
Blight Caster - Blighted Wolf Form (plant immunities)
> Stun
> Mind Effects
> Drowning
Plant immunities (Blighted Wolf Form)
> Sleep
> Paralysis
Blight Caster - Nature's Warrior
> Most forms of knockdown: 'Four Legs Good [T4]'
Draconic Incarnation
> Fear: 'Draconic Presence [T2, rank 3]'
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! :)
 
Last edited:

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 Season's Herald (new total = 4 APs):
    • [T1] Beguile (rank 3): upgrades the debuff to affect up to one enemy each second by up to 3 stacks (rather than 2 stacks)
      • Beguile: Whenever you attack or cast a spell on an enemy, there is a 50% chance to Beguile an affected enemy [1/0-2/0-3] times for [3/0-6/0-9] seconds.
        Beguile: -2% attack speed, -2 Spellpower. Beguile stacks up to 25 times, and one stack fades every few seconds.
        Up to one enemy affected each second (by up to [1/2/3] stacks). Does not affect bosses
Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
Blighted-Wolf-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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