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!
6. Kali's Blighted Wolf HYBRID WIS Melee/Caster build
DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.
Preface to the build
This thread aims to provide the very 'core' of the build:
DISCLAIMER: nobody in real life has been injured on the making of this thread, and nobody will suffer injuries in real life if they try it. DDO is an awesome game, and trying-and-testing + making changes to suit your specific play style are a very healthy aspect of the game. It's how you learn and get better! Try not to stress too much about what some people have to say about how you play your game. Not everyone gets that this is a game, that people are not the same, and don't want the same things! The Mountain has many paths. Have fun!
Aims of the build
Primary aim(s):
1. Melee DPS
2. combined with Enemy de-buffs:
3. and some Insta-kills (4 spells):
4. Crowd Control (some inc. de-buffs):
> Preference for Acid spells with NO Save, but some Force/Physical dmg spells too
Key stats & synergies
My preferred Quickbar layout (in case it's useful):
A. Wisdom for melee combat:
Doublestrike breakdown:
> Crit damage multiplier boost = +1 (15-18/ x3, 19-20/ x4)
E. 13 imbue die: Acid dmg (scales Acid Spell Power)
> buffable to 16 die
F. 14 Sneak Attack die
SA die breakdown:
G. DR bypass (on main weapon)
Note: DR breaker weapon also available via swap
Note 2: Sadly, the level 2 spell 'Align Fang' does not work in Blighted Wolf form, as one of its key requirements is being an Animal, Vermin, Magical Beast, Dragon or Fey. Blighted Wolf form makes you be considered a 'Plant'.
H. Fortification bypass = 15%
I. Helpless damage = +70%
J. Extra damage:
K. > Burst damage:
L. Spell DCs:
N.B. The values below are NOT inclusive of the de-buffs outlined earlier in section 2.
M. Main Spell Powers:
O. Survivability & Defenses (after all, soul stones do zero dps):
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:
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): Blight Caster (20)
Race: Shifter
Main stat: Wisdom (level ups here)
Starting stats (36 pts): STR: 08/ DEX: 10/ CON: 16/ INT: 14/ WIS: 18/ CHA: 08
Skills: Spellcraft/ Heal / Use Magic Device/ Jump/ Tumble/ (any)
Weapon type(s): Scimitars (crit profile)
Feats:
Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
N.B: ED multi-selector choices:
Spells:
Suggestions for gear
(not part of the core build: choices based on what supports the main aims of the build best, with the intention to suggest/ inspire)
Gear Set bonuses:
Gear:
(PS: Some choices ref gear cater to a much larger personal scheme/tetris where items need to get shared between several alts at endgame, where I
normally play in reaper mode 6-10 skulls).
More Gear Set suggestions & planners in this thread.
Most important augments to slot:
Main Filigree Set bonuses:
Filigrees: 14 = 10 (Weapon sentient gem) + 4 (Minor Artifact)
Filigree master plan:
Some notes on playstyle
Compiled from responses given in this thread and added here in case it helps understand how the build works
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!
.
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! |
6. Kali's Blighted Wolf HYBRID WIS Melee/Caster build
DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.

Preface to the build
This thread aims to provide the very 'core' of the build:
- show how it started: its key aims
- indicate the key decisions that can be made to achieve those aims: stats, skills, feats, heroic enhancements, epic destinies
- all numbers are based on what a first-lifer (or someone with minimal past lives) would have, unbuffed, outside of reaper mode (they do, however, include equipped gear and partially completed filigrees). They are real characters, and those are the numbers I can offer.
- numbers are indicative of the potential minimum amounts that can be achieved with the investments that were proposed
- provide a 'photo' of what your character could look like at endgame during quite a few lives of their 'TR hamster wheel' journey
- show the 'foundations' to be built upon, if a player decides to embark on the 'TR hamster wheel' and go out there to hunt for rare bonuses
- gear choices are NOT part of the core build, but rather one of the most important ways to invest in the key elements of the core build to make the aims work. It has been added here simply to suggest options/ inspire. No promises are being made towards keeping this updated upon the release of new content.
DISCLAIMER: nobody in real life has been injured on the making of this thread, and nobody will suffer injuries in real life if they try it. DDO is an awesome game, and trying-and-testing + making changes to suit your specific play style are a very healthy aspect of the game. It's how you learn and get better! Try not to stress too much about what some people have to say about how you play your game. Not everyone gets that this is a game, that people are not the same, and don't want the same things! The Mountain has many paths. Have fun!
Aims of the build
Primary aim(s):
1. Melee DPS
2. combined with Enemy de-buffs:
NO Save
> Saves
> Shifter 'Wildhunt Howl [T3]'
> Fortification penalty, for 10s (bird attacks)
> Falconry 'Expose Weakness [T4]'
> Attack speed & Spell Power {50% chance upon attacking or casting a spell on an enemy}
> Season's Herald 'Beguile [T1]'
> Movement speed
> Blight caster spells
> 'Ice Storm'
> 'Grasping Thorns'
> Obscure sight (20% Concealment)
> Blightcaster spell 'Cloudkill'
> Deafen
> Blightcaster spell 'Storm of Vengeance'
> Blindness
> from several sources (listed in the Crowd Control section below)
Transmutation {vs Fort Save}
> Penalty to cold and electricity resistance, lasts 1 min
> Blightcaster spell 'Quench'
Conjuration {vs Fort Save}
> Constitution damage [1/2 dmg on successful save]
> Blightcaster spell 'Cloudkill'
3. and some Insta-kills (4 spells):
> AoE (2):
Transmutation {vs Fort Save}
> Primal Avatar
> 'Mass Frog'
Necromancy {vs Fort save}
> Blightcaster spell
> 'Wail of Banshee' (de-buffs with negative levels on failed save)
> Single-target (2):
Necromancy {vs Fort save}
> Blightcaster spells
> 'Jaws of Doom'
> 'Finger of Death'
Secondary aim(s):4. Crowd Control (some inc. de-buffs):
> AoE attacks/spells:
NO Save
> Draconic Incarnation
> 'Daunting Roar [T3]' (25% chance to paralyze for 6s, no save) via:
> Draconic Incarnation's 'Energy Vortex [T4]'
> Blighted Wolf's 'Blighted Breath' (spell)
> Nature's Warrior
> 'Ghost Wolf pack [T3]': confusion, 5s
Transmutation {vs Reflex Save}
> Blightcaster spell
> 'Grasping Thorns': entangled (also 30% movement penalty, NO save)
Necromancy {vs Reflex Save}
> Blighted Wolf form spell
> 'Blighted Charge: blindness + helpless, 8s
Enchantment {vs Will Save}
> Blighted Wolf form spell
> 'Howl of Terror': paralyze, 6-24s
Conjuration {vs Fort Save}
> Blighted Wolf form spell
> 'Bighted Breath: blindness, 10s
Evocation {vs Reflex Save}
> Blight Caster spells
> 'Earthquake': knockdown (also 30% spell failure chance)
Evocation {vs Fort Save}
> Blight Caster spells
> 'Tsunami': knockdown
Assassinate {vs ???}
> Falconry
> 'Coordinated strike [T4]': blindness, causing helplessness (?)
Trip {vs Balance check}
> Nature's Warrior
> 'Go for the Kill [T5]': knowckdown, 5s
> Single-target attacks/spells:
Necromancy {vs Fort save}
> Blight Caster spells
> 'Contagion: Cackle fever': stun, 6s, causing helplessness
5. Moderate offensive casting (occasional use):> Preference for Acid spells with NO Save, but some Force/Physical dmg spells too
> Acid damage:
> AoE spells/abilities/effects:
NO Save
> Primal Avatar
> 'Shard Storm [T2]' [Acid + Poison]
> Blight Caster DoT spells
> Storm of Vengeance
> Creeping Doom
> Acid Rain {targets first entering the rain may make a reflex save for half, but remaining in the rain they will take damage with no save}
> Primal Avatar:
> 'Mantle of Nature: Thorn [T2]' {Acid spells have a chance to blast your target for additional Acid damage per Character Level, scales with 100% Spell Power. Can only strike once every 5s, tracked separately from the Force and Poison spell procs}
Conjuration {vs Reflex Save}
> Draconic Incarnation
> 'Dragon Breath: Energy Vortex [T4]'
> Blighted Wolf form spell
> 'Blighted Breath'
Conjuration {vs Fort Save}
> Blight Caster spells
> 'Acid Well '
> 'Cloudkill'
> Single-target spells/abilities/effects:
NO Save
> Blight Caster DoT spells
> Black Dragon Bolt
> Enveloping Swarm
> Slimy Doom
> Primal Avatar:
> 'Mantle of Nature: Thorn [T2]' {Acid spells have a chance to blast your target for additional Acid damage per Character Level, scales with 100% Spell Power. Can only strike once every 5s, tracked separately from the Force and Poison spell procs}
> Force/Physical damage:
> AoE spells/abilities/effects:
NO Save
> Blight Caster spells
> Grasping Thorns [Piercing]
> Tsunami [Bludgeoning + Cold]
> Ice Storm [Bludgeoning + Cold]
> Primal Avatar:
> 'Mantle of Nature: Thorn [T2]' {Force spells have a chance to blast your target for additional Force damage per Character Level, scales with 100% Spell Power. Can only strike once every 5s, tracked separately from the Acid and Poison spell procs}
Key stats & synergies
My preferred Quickbar layout (in case it's useful):

A. Wisdom for melee combat:
> To hit: via Falconry's 'Killer Instinct I [T2]'
> To dmg via Falconry's 'Killer Instinct II [T3]'
> insightful bonus from Falconry's 'Deadly Instinct [T4]'
> To dmg
> tactics bonus
> base ability for Tactical DC formulas of several key attacks/enhancements/spells:
> Nature's Warrior (e.g. Go For the Kill)
> Blight caster wolf attack/spells (e.g. Jaws of Doom)
> Falconry attacks
B. Attack speed bonus = 35%
Combat style bonus
> +20%: 'Blighted Wolf form' + Nature's Warrior 'Swift Hunter [T5]'
Enhancement bonus
> +15%: Gear/ Augment/ Haste spell
C. Doublestrike = 54%Doublestrike breakdown:
Feats
> +12%: 'Natural Fighting x3' (+4% each)
Heroic
> +10%: Nature's Warrior 'Beast Form Mastery [C6]'
Gear bonuses (inc Set bonuses)
> +15% artifact bonus (set bonus)
> +15% enhancement bonus
Filigrees (inc Set bonuses)
> +2%: 'Celerity' (2-piece set bonus)
> buffable to 64%:
> 10% exceptional bonus from Nature's Warrior 'Howl of the Hunter [C5]': casting 'Howl of Terror' (spell) grants this bonus for 10s
> buffable further via Action boost = +30% (total 94%)
[Nature Warrior's 'Doublestrike Action Boost [T2]'
> 6 Charges:
Base charges
> 5
Augment
> +0: 'Legendary Moment to Legendary Moment'
Airship buffs
> +1: 'Concert Hall'

D. Weapon Critical profile = 15-20/ x3:→ Critical threat range
Base
> 18-20: Scimitars
Feats
> +3 feat bonus: 'Improved Critical: Slashing' (feat)
= 15-20
→ Critical damage multiplier
Base
> x2: Scimitars
Heroic enhancements/spells
> +1 competence bonus: Nature's Warrior 'A True Hunter [C4]'
= x3
→ Average extra damage from weapon crit profile = +63%:
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1)
Critical threat range 15-20 = 6
Critical damage multiplier = 3
'Crit units' = (6) * (3-1) = 12
Overall Critical Profile Multiplier = 19 + 12 / 19 = 1.63 = 163% (100% base damage + 63% extra from crit profile)
> Crit damage multiplier boost = +1 (15-18/ x3, 19-20/ x4)
Feats
> +1 on 19-20 rolls: 'Overwhelming Critical'
→ Average extra damage from weapon crit profile = +73%:
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 = 3
19-20 bonuses = 1
'Crit units' = (6) * (3-1) + 2 * (1)= 14
Overall Critical Profile Multiplier = 19 + 14 / 19 = 1.73 = 173% (100% base damage +73% extra from crit profile)
E. 13 imbue die: Acid dmg (scales Acid Spell Power)
> Blight Caster 'Biting Acid imbue' toggle (auto-granted class feat @ level 2)
Imbue die breakdown:
+3 die Feats
+3 Scion of Acid (@lvl 30)
+1 die Heroic enhancements
+1 Blighted Wolf form (auto-granted with the form toggle)
+6 die Epic Destinies
+3 Primal Avatar (Tier 3)
+3 Draconic Incarnation (Tier 3)
+3 die Spells
+3 Blighted Bite (Spell)
= total 13 die, sustainable 100% of the time
+3 die 'Blighted Charge' (Spell) {for 10s after the charge/ 15s cooldown}
F. 14 Sneak Attack die
SA die breakdown:
+2 die Feats
+2 Perfect Natural Fighting feat
+6 dice Heroic enhancements
+6 Nature's Warrior (C1-6)
+6 dice Epic Destinies
+6 Shadowdancer (C1-3 + T2)
= total 14 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
Note 2: Sadly, the level 2 spell 'Align Fang' does not work in Blighted Wolf form, as one of its key requirements is being an Animal, Vermin, Magical Beast, Dragon or Fey. Blighted Wolf form makes you be considered a 'Plant'.
H. Fortification bypass = 15%
Heroic
> +10%: Nature's Warrior 'Nature's Senses [C2]'
Airship Buffs
> +5%: 'Trapsmith's Workshop'
I. Helpless damage = +70%
Base bonus
> +50%
Heroic
> +15%: Nature's Warrior 'Prey on the Weak [T3]'
Airship buffs
> +5%: 'Game Hunter'
J. Extra damage:
> 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:
> Falconry 'Deadly Instincts [T4]' (+ tactics DCs bonus too)
> Chance for extra dmg on melee attacks {can only strike once every 5s):
> Primal Avatar's 'Mantle of Nature: Thorn [T2]' (scales Spell power)
> Magma DoT (armor):
> procs both on melee and spell casting
K. > Burst damage:
> Primal Avatar's 'Greater Form: Thorn Cloud [T5]'
- Become like a Cloud of Biting Insects for 20 seconds and gain:
- Deal Acid and Poison damage per Character Level (Max Caster Level 20) to enemies close to you every 2s. Nearby enemies also have a 50% chance to become confused for 6s with no save
- Become ethereal to monsters (you can pass through them)
- 25% Action Boost to movement speed
- 50% Incorporeality
- 100% Absorption to Poison and Acid
- Immunity to most forms of Crowd Control
L. Spell DCs:
N.B. The values below are NOT inclusive of the de-buffs outlined earlier in section 2.
> 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}
> +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}
> More detailed comments on 'Spell DCs: hybrids vs pure casters' in this post.
M. Main Spell Powers:

> buffable:
> 'Wellspring of power' (feat) {for 30s, 180s cooldown}
[double duration with Draconic Incarnation's 'Pull from the Wellspring [T4]']
> +150 Universal Spell Power
> +20% Universal Spell Critical Damage
> 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.
N. Strong Spell Point regeneration:
> Nature's Warrior
> 'Essence of the Shrike [T3]'
> Primal Avatar
> 'Ever Green [T3]'
O. Survivability & Defenses (after all, soul stones do zero dps):

> All images above
include:

> +7 CON Tome
> 'Plant Growth' spell
> 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}
> 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:

> 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
Heroic
> +30% {Acid}
> Nature Warrior's 'Bad Wolf [T4]' {permanent while in Blighted Wolf form}
Epic Destinies
> +15% {Fire, Cold, Acid, Electric and Poison}
> Primal Avatar's 'Weathering the Elements [C3]' {permanent}
> +15% {Poison}
> Primal Avatar's 'Spider of the Deeps [T1]' {when you rest at a shrine, until the end of the quest}
Airship buffs
> +15% {Fire}: 'Sign of the Silver Flame' {permanent}
> +15% {Acid & Cold}: 'Shrine to the Devourer' {permanent}
> +15% {Electric & Sonic}: 'Stormreaver Memorial' {permanent}
Spells
> +50% {Fire}
> Blight Caster's 'Fire Shield: Cold' {cast frequently, pretty much on all the time}
> 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)
Wild Shape - Blighted Wolf Form (plant immunities)
> Stun
> Mind Effects
> Drowning
Plant immunities
> Sleep
> Paralysis
Blight Caster - Nature's Warrior
> Most forms of knockdown: 'Four Legs Good [T4]'
Draconic Incarnation
> Fear: 'Draconic Presence [T2, rank 3]'
Spells/potions
> Mind-affecting effects (e.g. charms & compulsions): 'Protection from Evil' potions
> Magic Missiles: 'Nightshield'
The 'core elements' of the build
Class(es): Blight Caster (20)
Race: Shifter
Main stat: Wisdom (level ups here)
Starting stats (36 pts): STR: 08/ DEX: 10/ CON: 16/ INT: 14/ WIS: 18/ CHA: 08
Skills: Spellcraft/ Heal / Use Magic Device/ Jump/ Tumble/ (any)
Weapon type(s): Scimitars (crit profile)
Feats:

Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)

Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)

N.B: ED multi-selector choices:
> Primal Avatar
> T1: 'Spider of the Deeps'
> T2: 'Spirit Boon: Mind'
> T2: 'Shard Storm'
> T3: 'Transmutation DCs'
> T5: 'Thorn Cloud'
> Draconic Incarnation
> C1: 'Draconic Bloodline: Black'
> T4: 'Energy Vortex'
> Shadowdancer
> T3: 'Enchantment DCs'
Spells:

Suggestions for gear
(not part of the core build: choices based on what supports the main aims of the build best, with the intention to suggest/ inspire)
Gear Set bonuses:

Gear:
(PS: Some choices ref gear cater to a much larger personal scheme/tetris where items need to get shared between several alts at endgame, where I
normally play in reaper mode 6-10 skulls).

More Gear Set suggestions & planners in this thread.

Most important augments to slot:
+10 Melee Power/ +15 Doublestrike/ +10 Damage/ +14 Trip DCs
+2 profane/ +1 except All Ability scores
+5 insight/ +2 fest Wisdom & Constitution
+6 equip Transmutation; Necromancy; Conjuration; Evocation
+2 enhanc Transmutation; Necromancy & Enchantment DCs
+5% insight All Spell Critical chance
+139 Acid Spell Power/ +19 Spellcraft skill
+48 Hit Points/ +32 Sheltering/ +10 resist All Saves
(Suggestions for where to slot them in the DDOBuilder file for this build).
+2 profane/ +1 except All Ability scores
+5 insight/ +2 fest Wisdom & Constitution
+6 equip Transmutation; Necromancy; Conjuration; Evocation
+2 enhanc Transmutation; Necromancy & Enchantment DCs
+5% insight All Spell Critical chance
+139 Acid Spell Power/ +19 Spellcraft skill
+48 Hit Points/ +32 Sheltering/ +10 resist All Saves
(Suggestions for where to slot them in the DDOBuilder file for this build).
Main Filigree Set bonuses:

Filigrees: 14 = 10 (Weapon sentient gem) + 4 (Minor Artifact)

Filigree master plan:
- Primarily invest in Spell DC and Wisdom.
- Spell Power goes as secondary aim, if/when possible to squeeze in
- other effects get the least priority
Some notes on playstyle
Compiled from responses given in this thread and added here in case it helps understand how the build works
Melee power is currently at 150+ (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
> Investment in the majority of the key melee power bonuses from gear has been made (2 out of 3):
> What is lacking in melee power is compensated via:
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:
> 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 buildThere 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
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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