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!