Kali's Build Repository (regular servers + 'Hard Core League-style' events)

Kalibano

Build Designer. Having fun since 2006!
Just added a screenshot of the gear planner spreadsheet for the Carceri Warlock version of the build in the post above ? .
As previously mentioned, the gaps in the gear plan are intentional, and have Myth Drannor loot in mind.
Any choices I've made could change later, but for now, that's a rough draft of what I have in mind.
 

Varikes

Member
Hey Kali, just had a few questions if you had some advice when it comes to building characters (one of my favorite aspects of the game I just dont have the resources to always test them)
-
Anyways I am currently running as Razorclaw Barbarian with Handwraps, this is currently the highest DPS I have ever been able to reach and the highest MP (305 without prowess) I have ever been able to reach. Barbarian has been my favorite class from the get-go due to sustain while being able to deal with most groups thrown at them. When I was doing two handed I could run R1-2 Solo Comfortably. This build I sacrificed alot of that sustain for more raw Damage as my friends recently go into the game and its no longer me and my guild leader Duoing everything.
-
The DPS has been fantastic for what we need, including now being able to completely raids that me and my duo would struggle with unless we executed everything personally. I do not need to be able to deal with groups but I would like to split a part from the group without always struggling with almost dying if there was a few reapers or champions. While I love my build and doing damage, I am afraid that Razorclaw is on the trail to be nerfed (When Myth started I saw about 8 in the public area) I would like to have a stable build like my Duo's cold Druid (17/3 Druid/Arti). I recently was really interested in Assassin as I feel sneaking could help mitigate and with sneak attack I would still match a lot in damage (TWF Dagger). However I am also interested in the Dark Apostate build that you have.
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I guess my actual question is this. Is Rogue Assassin an actual viable pure build? Will your Dark Apostate build allow me to still do competitive dps? (I get about 1.2k on DS, and apply Vul and Improved Destruc on hit. crits are 11k. I also use Fatesinger epic strike as the melee will proc on both mainhand and off hand strike and with lower CD I find is competitive to over all DPS to Adrenaline) I am afraid of the build being nerfed and or gutted (seems to happen when something is so popular and strong for a long time and outclasses many similar classes)
-
I know its mainly my rambling about what I want but I will leave a few bullet points just in case
- DPS is the biggest priority
- A Non-Abusive build that isnt in SSG sights
- If for some reason my friends stop playing, have a strong build capable of Solo R3 Quests and Duo Hard Raids


-
I dont need a full build made.. I just want a general idea on what you think and if your DA beats out that damage? or if Assassin is even viable at this point in the game? or maybe you have another idea I could try.

Thank you for looking this over :)
 

Kalibano

Build Designer. Having fun since 2006!
Hey Kali, just had a few questions if you had some advice when it comes to building characters (one of my favorite aspects of the game I just dont have the resources to always test them)
-
Anyways I am currently running as Razorclaw Barbarian with Handwraps, this is currently the highest DPS I have ever been able to reach and the highest MP (305 without prowess) I have ever been able to reach. Barbarian has been my favorite class from the get-go due to sustain while being able to deal with most groups thrown at them. When I was doing two handed I could run R1-2 Solo Comfortably. This build I sacrificed alot of that sustain for more raw Damage as my friends recently go into the game and its no longer me and my guild leader Duoing everything.
-
The DPS has been fantastic for what we need, including now being able to completely raids that me and my duo would struggle with unless we executed everything personally. I do not need to be able to deal with groups but I would like to split a part from the group without always struggling with almost dying if there was a few reapers or champions. While I love my build and doing damage, I am afraid that Razorclaw is on the trail to be nerfed (When Myth started I saw about 8 in the public area) I would like to have a stable build like my Duo's cold Druid (17/3 Druid/Arti). I recently was really interested in Assassin as I feel sneaking could help mitigate and with sneak attack I would still match a lot in damage (TWF Dagger). However I am also interested in the Dark Apostate build that you have.
-
I guess my actual question is this. Is Rogue Assassin an actual viable pure build? Will your Dark Apostate build allow me to still do competitive dps? (I get about 1.2k on DS, and apply Vul and Improved Destruc on hit. crits are 11k. I also use Fatesinger epic strike as the melee will proc on both mainhand and off hand strike and with lower CD I find is competitive to over all DPS to Adrenaline) I am afraid of the build being nerfed and or gutted (seems to happen when something is so popular and strong for a long time and outclasses many similar classes)
-
I know its mainly my rambling about what I want but I will leave a few bullet points just in case
- DPS is the biggest priority
- A Non-Abusive build that isnt in SSG sights
- If for some reason my friends stop playing, have a strong build capable of Solo R3 Quests and Duo Hard Raids


-
I dont need a full build made.. I just want a general idea on what you think and if your DA beats out that damage? or if Assassin is even viable at this point in the game? or maybe you have another idea I could try.

Thank you for looking this over :)
Hey there :)

Lots here, just a bit weary of giving this kind of advice not knowing your build inside out, nor having played it myself fully geared at endgame.

Also, on a personal note: I don't do theorycrafting in the forums, as there is sadly too much drama and some very unhelpful characters around.
What I personally prefer doing is
  • setting objectives for my character
  • designing a build to fulfil them (no exploits nor cheese for me, not my thing)
  • gearing it up
  • running it at endgame in the difficulty I like to play
  • making as many adjustments as I feel are needed (inc potential class/race/tree changes)
  • until I am confident it fits my playstyle/aims and is fun to play
  • that's when I share the builds in the forums

It's not that I am deliberately trying to avoid answering your question: I just tend to limit my commenting to things I have fully experienced myself, so nobody feels mislead in any way. And even then, comparisons (e.g. DPS output between my own alts) tend to be avoided, as each have their own goals and unique playstyles. To me it's not a DPS race.

So, with this background in mind:

  • ref Rogue Assassins: it's been a good while since I last had one at endgame. It's on my list of builds I'd like to re-design and bring to endgame again, but it kinda ends up being pushed back with new archetypes/races that get released. I Wouldn't feel comfortable talking about its DPS potential, not until I have my own at endgame, fully geared.
  • my Dark Hunter is possibly the closest to a 'rogue' I currently have at endgame (since mine reaches 46 sneak attack die and does traps). Even so, hard to compare them, as their trees do different things. I don't ever sneak with my DH, and there's no assassinate. DPS is great when playing with others, and less so when soloing (though there are some things in the build to secure sneak attacks even while agro is on me). That's probably as much as can comment.

  • ref my Dark Apostate: it's at endgame and, apart from the last 4 filigree slots in my weapon gem, it's fully geared. It does decent DPS at endgame in the difficulties I run (reaper 6+, not solo). I built it more with endgame in mind, rather than a build to zerg through heroics for past lives. I don't think I can comment on whether it has more DPS than your current build, sorry dude.

Though you did say you don't always have the resource to try things out, my best advice is actually trying it out to get a good feel for the playstyle you can potentially have with him: if you do that, I'd suggest you take it all the way to cap (and inc filigrees, since they hold a ton of power) for a proper feel of its potential.

If anything, you'd be able to grab a couple of past lives (iconic + heroic) if you don't think it worked well for you.

Sorry if this is not what you were hoping to get here.
 
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Varikes

Member
Hey there :)

Lots here, just a bit weary of giving this kind of advice not knowing your build inside out, nor having played it myself fully geared at endgame.

Also, on a personal note: I don't do theorycrafting in the forums, as there is sadly too much drama and some very unhelpful characters around.
What I personally prefer doing is
  • setting objectives for my character
  • designing a build to fulfil them (no exploits nor cheese for me, not my thing)
  • gearing it up
  • running it at endgame in the difficulty I like to play
  • making as many adjustments as I feel are needed (inc potential class/race/tree changes)
  • until I am confident it fits my playstyle/aims and is fun to play
  • that's when I share the builds in the forums

It's not that I am deliberately trying to avoid answering your question: I just tend to limit my commenting to things I have fully experienced myself, so nobody feels mislead in any way. And even then, comparisons (e.g. DPS output between my own alts) tend to be avoided, as each have their own goals and unique playstyles. To me it's not a DPS race.

So, with this background in mind:

ref Rogue Assassins: it's been a good while since I last had one at endgame. It's on my list of builds I'd like to re-design and bring to endgame again, but it kinda ends up being pushed back with new archetypes/races that get released. I Wouldn't feel comfortable talking about its DPS potential, not until I have my own at endgame, fully geared.

ref my Dark Apostate: it's at endgame and, apart from the last 4 filigree slots in my weapon gem, it's fully geared. It does decent DPS at endgame in the difficulties I run (reaper 6+, not solo). I built it more with endgame in mind, rather than a build to zerg through heroics for past lives. I don't think I can comment on whether it has more DPS than your current build, sorry dude.

Though you did say you don't always have the resource to try things out, my best advice is actually trying it out to get a good feel for the playstyle you can potentially have with him: if you do that, I'd suggest you take it all the way to cap (and inc filigrees, since they hold a ton of power) for a proper feel of its potential.

If anything, you'd be able to grab a couple of past lives (iconic + heroic) if you don't think it worked well for you.

Sorry if this is not what you were hoping to get here.
No it did help, I have some past lives (3 Aasimar, 3 Halfing, 3 Warforged, 2 Gnome, 1 Elf, Some Epic and Some Class). I figured there wouldnt be a definitive answer and I appreciate you not just pulling one out and lying.

I think its more of that I have been scared to change out in case it doesnt work out and I no longer provide for the team. Going from a Barbarian who could hold his own to one that cant but more damage was interesting. But i felt like a sacrificed all my healing and tankyness for more damage, but I dont felt like I gained enough damage. Also playstyle wise, I still charge in and its an issue when I no longer have the healing I do before. Also having gear for a barbarian but not for anything else scares me a little.

Thank you for responding though and I just have a few other questions just for personal opinion
- Do you find Law of the Divine in divine crusader to be worth it?
- Do you still think Rogues benefit from Daggers the most?
- Is Shadowdancer good enough to go into.
 

Kalibano

Build Designer. Having fun since 2006!
No it did help, I have some past lives (3 Aasimar, 3 Halfing, 3 Warforged, 2 Gnome, 1 Elf, Some Epic and Some Class). I figured there wouldnt be a definitive answer and I appreciate you not just pulling one out and lying.

I think its more of that I have been scared to change out in case it doesnt work out and I no longer provide for the team. Going from a Barbarian who could hold his own to one that cant but more damage was interesting. But i felt like a sacrificed all my healing and tankyness for more damage, but I dont felt like I gained enough damage. Also playstyle wise, I still charge in and its an issue when I no longer have the healing I do before. Also having gear for a barbarian but not for anything else scares me a little.

Thank you for responding though and I just have a few other questions just for personal opinion
- Do you find Law of the Divine in divine crusader to be worth it?
- Do you still think Rogues benefit from Daggers the most?
- Is Shadowdancer good enough to go into.
The Dark Apostate feels really nice to play, at least for me. My key highlights are:
  • fast attack speed via SWF style
  • strikethrough with Bastard Swords
  • PDK cha hit + dmg + extra stackable tactics
  • rune arm damage (currently with Dripping with Magma)
  • lots of imbue die
  • lots of abilities that trigger AoE healing while doing damage (so like a frontline support healing role without having to stop doing DPS)
  • debuffs that deal dmg at the same time

Thank you for responding though and I just have a few other questions just for personal opinion
- Do you find Law of the Divine in divine crusader to be worth it?
I take it on the 2 alts that use DC as their main destiny: Dark Apostate and Pally KoTC.
I find it worth it on both, since both take Embodiment of the Law feat for the imbue die, and therefore, Law of the Divine ends up granting 14d6 Law damage on each attack, scaling with 200% Melee Power.
With quite a bit of effort, my pally reaches 15d6 imbue die dealing light damage on each attack, scaling with 200% Melee Power. When compared like this, that 1 destiny point cost does give quite a bit.

It's perhaps less impactful on my Dark Apostate, since his spell power is a lot higher than melee power (and his imbue scales with spell power). Nevertheless, 1 destiny point for 14d6 damage (scaling) seems a really good deal all along to me.

- Do you still think Rogues benefit from Daggers the most?
Vistani makes daggers amazing (and kukris too). In this sense, there are other classes/builds that could also make strong use of it.

Assassin does buff daggers nicely, so I'd say it's a strong option for sure.
Shadar-kai's chain attack speed uses your total attack speed: this means that SWF builds get the most out of that attack.
If you have nothing in your offhand, the Offhand Versatility feat makes your ability score modifier contributes 25% more to your melee damage, and Vistani grants a juicy +20 Melee power (T4).

So Shadar-kai Assassin rogues, using Vistani, and possibly SWF with an empty off-hand seems a nice combo. I'd only fully recommend it once I get all my planning, gearing, test driving and adjusting done, though :)

- Is Shadowdancer good enough to go into.
It depends on the build and what you want the build to achieve.

I use it all the way to T4 on my Dark Hunter, and for that build specifically, I find there's strong synergy/benefits:
  • evasion / or impr evasion / or no longer fail Reflex Saves automatically by rolling a 1
  • lots of reflex saves
  • Max DEX bonus (= more dodge)
  • Assassinate DCs
  • Sneak Attack die
  • Doublestrike + energy drain immunity
  • Fort bypass
  • The Epic Strike, not only for its Deals +50% Damage. +3 Critical Multiplier. +3 Critical Threat Range, but also:
    • Dark Imbuement: for 10 seconds you deal 1d6 per Sneak Attack Dice (for my Dark Hunter = 46d6) in Untyped damage on hit (scaling with the higher of Melee or Ranged Power), and on a Vorpal strike, your attacks blind enemies with no save. This blind lasts 5 seconds and can only apply to each monster once per 60 seconds
    • Improved Meld
    • Shadow loss: on hit, opponent must make a Fortitude save vs (DC 20 + highest ability score + Assassinate Bonuses) or be cursed with Shadow Loss. Cooldown: 8 seconds.
      • Shadow Loss: You no longer cast a shadow. In addition, you have -5 Physical and Magical Resistance Rating, and -5 Spell Resistance.
  • de-buffs (e.g. Shadow loss, triggered via Epic Strike, and Darkness)
    • Darkness: You are vulnerable to Sneak Attacks. -3 Spell Resistance, -3 PRR and -3 MRR per stack. Lasts 12 seconds, stacks drop 1 at a time. Max 3 stacks.
  • Dimension door
I do not find T5 worth it for the majority of the builds I currently have at endgame. The only build I go T5 in SD with is a Spellsinger Inquisitive caster/ranged hybrid.

Hope this was helpful :)
 

Kalibano

Build Designer. Having fun since 2006!
Update: Magic of Myth Drannor level cap raise to 34
The newest level cap increase has brought a series of changes, including:
  • +8 Destiny Points to spend in Epic Destinies
  • +1 Epic feat (@ lvl 33)
  • +1 Epic Destiny feat (@ lvl 34)
  • New gear options
  • The new Sun/Moon augments, granting artefact/profane bonuses (they do not count as a 'set bonus', and therefore, 3-piece augment sets can be slotted in items that have Sun/Moon augment slots too)
I'm working towards updating all my builds. As people will hopefully appreciate, this is quite time-consuming, so it will take a while.
I'm aiming to make small changes, and post them bit by bit, rather than wait until all changes are ready to share.


Planning new gear for all builds is a much larger project, for the much longer-term, as gear tetris is always tricky, especially the way I do it (to be shared and used by several alts).

Sun and Moon Augments / Set Bonuses:
In Update 69, there are no traditional Set Bonuses. Instead, items in this pack (both Heroic and Legendary) have Sun and Moon Augment Slots!
  • One Sun Augment Slot appears on Armor, Helm, Cloak, Goggle, and Trinket slot items.
  • One Moon Augment Slot appears on Glove, Bracer, Belt, Necklace, and Bootslot items.
    • Sun and Moon Augment Slots do not appear on Ring, Rune Arm, Quiver, Ammunition, or Weapon/Shield slot items, and we intend to keep it that way in future updates.
Sun and Moon Augments work exactly like Chromatic (Red, Blue, Colorless, etc) Augments. They are slotted the same way, removed with Jeweler's Toolkits, and can be replaced by slotting a new Sun or Moon Augment in an existing one's place. Sun Augment Slots only accept Sun Augments, and Moon Augment Slots only accept Moon Augments. The Sun and Moon Augments in this pack are currently intended to be unbound, though this may change before release. Sun and Moon Augment Slots can (and do!) appear on items in addition to the expected number/type of Chromatic Augment Slots (so an item may have Yellow, Green and Sun slots simultaneously).
  • Sun Augments replace Primary sets in this pack, meaning their Effect Bonus Type is usually Artifact.
  • Moon Augments replace Secondary sets in this pack, meaning their Effect Bonus Type is usually Profane.

Considering most values granted by the artifact and profane types of bonus have not increased, the current gear sets will make do just fine in the meantime. At the moment, I foresee my alts potentially wearing:
  • a 3-piece artifact 'set bonus' from one of the previous packs
    • possibly Sharn's Part of the Family, since it uses necklace and gloves, as a way to 'stretch' my gain of artifact bonuses to two slots that would otherwise have Moon slots (profane bonuses), and get extra options of Sun artifact bonuses on the helm and cloak?
  • a 5-piece profane 'set bonus' from one of the previous packs
    • very likely to use weapon, off-hand and one ring slot, since those slots will not be getting any Sun/Moon augments
    • possibly Dread, since the Dino weapons are very strong
  • maybe a Minor Artefact from Myth Drannor (I heard they have 5 filigree slots, not fully sure at this point)
    • most likely a ring, since rings don't get Sun/Moon augments
  • all other gear slots hopefully from Myth Drannor, so they can each have a Sun/Moon augment in them
    • 3+5+1 above = 9 gear slots used, out of a possible 13/14 (w off-hand)
    • so 4/5 extra Myth Drannor slots would mean the option of slotting one 3-piece augment set in 3 of those items, since they won't supress the Sun/Moon augments (as confirmed by Steelstar, they don't count as a 'set bonus', just an augment that gives the bonus)
Once I get started on the gear tetris this plan could change completely: these are just some general plans based on what I've had a chance to read/learn about the new loot.
.
 
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Kalibano

Build Designer. Having fun since 2006!
Extra damage from weapon crit profile

I am currently updating all my builds to use a couple of formulas provided by @Hammatimes (thanks for this! :love: ) to calculate the extra damage from weapon crit profiles.

The aim is to display in a way that is hopefully clear and simple:
  • how much extra damage is dealt on a regular crit attack
  • the total extra damage that is dealt on rolls of 19-20, when builds generally benefit from additional multiplier bonuses.


Below is a sample (from my Henshin Mystic Monk) of what this section will look like on all the builds that use weapon attacks:

E. Weapon Critical profile 16-20/ x4:
Critical threat range
Base
> 20: Quarterstaff​
Feats
> +1 feat bonus: 'Improved Critical: Bludgeoning'​
> +2 morale bonus: 'Swords to Ploughshares'​
Heroic enhancements/spells
> +1 competence bonus: Henshin Mystic's 'Staff Specialization [T5]'​
= 16-20
Critical damage multiplier
Base
> x2: Quarterstaff​
Feats
> +1 feat bonus: 'Patience'​
Heroic enhancements/spells
> +1 competence bonus: Henshin Mystic's 'Staff Specialization [T5]'​
= x4
Average extra damage from weapon crit profile = +78%:​
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1)

Critical threat range 16-20 = 5
Critical damage multiplier = 4
'Crit units' = (5) * (4-1) = 15
Overall Critical Profile Multiplier = 19 + 15 / 19 = 1.78 = 178% (100% base damage + 78% extra from crit profile)
N.B. with thanks to @Hammatimes for providing the formulas and explanations :)

> Crit damage multiplier boosts = +3 (16-18/ x4, 19-20/ x7):
Heroic
> +1 while in Cauldron of Flame wielding a staff: Henshin Mystic's 'Serenity [C6]'​
N.B. the bug where it only applied on 19-20 rolls was fixed in U64 (Nov 2023)
Feats
> +1 on 19-20 rolls: 'Overwhelming Critical'​
Epic Destinies
> +1 on 19-20 rolls: GMoF's 'Imposing Force [T5]'​
Average total extra damage from weapon crit profile on 19-20 rolls (while inside the Cauldron) = +110%:​
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1) + 2 * (19-20 bonuses)

Critical threat range 16-20 = 5
Critical damage multiplier = 4
19-20 bonuses (inc inside Cauldron) = 3
'Crit units' = (5) * (4-1) + 2 * (3)= 21
Overall Critical Profile Multiplier = 19 + 21 / 19 = 2.10 = 210% (100% base damage + 110% extra from crit profile)
N.B. with thanks to @Hammatimes for providing the formulas and explanations :)

Note: I have not yet updated all builds, hopefully soon.
(edit: all builds updated)

Hope everyone who uses my builds find this useful and clearer.

Enjoy! :)
 
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Kalibano

Build Designer. Having fun since 2006!
30k+ views on my Barbarian Ravager build!

This has always been the most viewed/popular build.
Happy to see this repository remains a useful resource for ideas/inspiration!

The builds with the most views:
2024-10-Kali-s-most-viewed-builds.jpg



I've done the majority of the work needed to update all my builds with the new feats and Epic Destiny points that came with the level cap raise.
Only 2 builds left: Favoured Soul and Wizard.

While doing this, I also updated the:
  • Survivability & Defenses section of all my builds to include breakdowns of the key stats there
  • Spell DCs, main casting abilities and Spell Power for all relevant builds (hybrids + pure casters), with specific values and their breakdowns
Hope this has been useful!


Enjoy, and thanks for everyone who has taken the time to send compliments and support :love:
 

Kalibano

Build Designer. Having fun since 2006!
Aims of the Build
The sub-sections within have been updated for several builds in my repository (mostly hybrids and pure casters):
  • 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:

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! :)
 

Kalibano

Build Designer. Having fun since 2006!
Build update

Mischief managed! (this will become clearer at the end of this post :))

Black Friday Sales are on, so I am planning to purchase the Vecna Ultimate bundle upgrade, so I can acquire a Universal tome (Vecna) for all my characters.
Black-Friday-Sales-Vecna-Ultimate-edition.jpg


For those who follow my builds, you might recall I refused to purchase the Ultimate Bundle when it was released, for personal reasons related to my playstyle. Quotes below 👇 :
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.

I understand on the bank spots.. however.. when the tomes do come out in the store.. 3495 points a piece... if you have more than 3 characters that you play.. that covers the ultimate bundle.

Hi @Cashery Thanks for your input.

It won't quite work like that for me, personally. I will acquire tomes (likely one at a time, or better, in my own time, since my alts can easily live without this 1 extra point) when the tome is discounted in a sale. And then, if I don't have enough points acquired freely in game, I will purchase DDO points when they go for double-points sale. So, they are highly unlikely to cost me 3495 points, and whatever amount they cost, will be partly (if not fully) funded via in-game points that I acquire via playing a large number of alts continuously acquiring favour (even my endgame ones are able to contribute via new content and/or pushing raids).

I am definitely not spending $100 bucks basically for tomes for all my alts, when the package in general does not fully support my playstyle. I have the money, and was ready to spend it (and to gladly support the game). I was actually really disappointed and deflated when I saw the bundles, and simply refuse to spend the extra money on this occasion, and likely in future until they are able to at least offer an alternative Ultimate bundle package (on top of the one they offered) with perhaps something like 3 extra bank slots for all alts.

Very true, indeed :)

However, not all of them use a universal tree, and those who don't wouldn't particularly benefit immensely from 1 universal point. Even those who use universal trees are not particularly desperate for it, really. Sure, there would be a benefit, but it comes down to whether I need this benefit urgently now for $100, or in my own time.

Since purchasing the basic bundle, my gameplay experience has not been negatively affected drastically by the lack of this.
More than happy to acquire it in my own time :)

Apart from my VIP monthly support since 2006, this was sadly the first time ever that I did not acquire an Ultimate bundle. Still very happy to buy ultimate bundles in future if they offer an option for character bank/inventory space for all alts (not just shared bank, as raid gear cant go there).

There's also that possibility, in a couple of years time, to get this bundle (inc tome) for a real cheap price (or even better, real cheap DDO point cost). The Universal tome is highly likely to always be desirable, so no concerns on my part of it becoming obsolete.

There's also a possibility of upgrading the bundle, when it is being offered on sale? Is this a thing? I've always bought Ultimates, never upgraded before.

I gotta say I still feel the same way I did back then ref my gameplay not having been massively affected by a lack of 1 universal point, but indeed mischief managed, as I am purchasing this with 49% discount, so now I am getting great value for tomes for each of my alts in my own time :love:

I will update the builds one by one to include this extra point when time allows.
 
Last edited:

Kalibano

Build Designer. Having fun since 2006!
Following from my previous post 👆 , all the active builds in my repository have now been updated with +1 Universal Action Point (Morgrave tome).

The only exceptions are:
  • Bard Swashbuckler melee hybrid
    • as indicated in the thread for that build (here and here), I am still planning to adjust this to use handaxes
    • so, as time is a bit limited, I have decided not to update this build with the extra feats + ED points from the level cap raise, and neither extra universal point via the Morgrave tome.

  • Warlock Fiend caster build
    • as also indicated in the thread for that build (here), I have TRed this alt to change into the Eladrin Iconic race, and to use the Carceri pact instead. My character is now at level 20, and I have been really enjoying this version of the build. When it reaches cap and I am satisfied 'trying-and-testing' the build in endgame reaper 6-10 content, I'll post the adjusted build and will move the Fiend one into the 'Builds no longer being actively played nor updated' section of the repository
Enjoy! :)
 

Varikes

Member
Hey Kali, wanted to give you updates on where I have been on at.
Buddies took a break from the game for a bit but we are now back and once again i am struggling to find an alternative to my Razorclaw build (get me off this damn thing). My group has become even more Spellcasters (CC Bard or Cold Druid, Force Wizard, and Stormsinger) So once again I am relegated to DPS duty, which is fine but I need options on things other then RC Barb.
-
-
I am open to a more supportive DPS but I need to be able to clear DPS in raids (LE is the max Raid and Reaper 7 in Duo is where I want to be but anything that is LN n R4 is good). RC is just too consistent rn for that but I may try your Dark Hunter build and give it a shot. I am curious of also a ranged build since I have been recently been running in R10 groups and Melee is occasionally difficult as I build only for DPS.
-
Those are kinda my own thoughts but my questions as a fellow build lover, What is your thoughts on Great XBow, or a Tumble Horizon Walker. RC may just be my raid build (again I hate it but it works) but in terms of clearing Reaper quests for XP and grinding loot just tryna find another build. A shot in the dark but any advice would be great :D thanks again for your advice and help
 

Kalibano

Build Designer. Having fun since 2006!
Hey Kali, wanted to give you updates on where I have been on at.
Buddies took a break from the game for a bit but we are now back and once again i am struggling to find an alternative to my Razorclaw build (get me off this damn thing). My group has become even more Spellcasters (CC Bard or Cold Druid, Force Wizard, and Stormsinger) So once again I am relegated to DPS duty, which is fine but I need options on things other then RC Barb.
-
-
I am open to a more supportive DPS but I need to be able to clear DPS in raids (LE is the max Raid and Reaper 7 in Duo is where I want to be but anything that is LN n R4 is good). RC is just too consistent rn for that but I may try your Dark Hunter build and give it a shot. I am curious of also a ranged build since I have been recently been running in R10 groups and Melee is occasionally difficult as I build only for DPS.
-
Those are kinda my own thoughts but my questions as a fellow build lover, What is your thoughts on Great XBow, or a Tumble Horizon Walker. RC may just be my raid build (again I hate it but it works) but in terms of clearing Reaper quests for XP and grinding loot just tryna find another build. A shot in the dark but any advice would be great :D thanks again for your advice and help
Hey Varikes :)

Nice that your buddies are back from their break and you are active again.
Happy to share some thoughts.

Some brief notes about my playstyle, since they heavily influence the kinds of builds I make:
  • I don't find 'meta' builds interesting at all. Having seen them come and go since I started playing in 2006, they simply don't suit my playstyle
  • Though I solo all heroic content and the vast majority of the epic content in low-mid reaper, at endgame I tend to prefer playing in groups, reaper 6-10, so my builds are rarely (if ever) designed with the purpose of soloing
  • I don't seek completionist on any of my alts. I find the past lives grind super boring, and I am here to have fun, not feel bored. Most of my alts (with the exception of 2-3) have min past lives (normally because of a new race, class, archetype, or simply because I wanted to try something different). This means I stay at endgame a lot, so my builds are designed with the endgame in mind, not so much for the levelling (nor zerg levelling for past lives)
  • I rarely ever min-max melee DPS builds, as a balance between offensiveness and defensiveness has proven more effective through the years since 2006 and the many changes the game has gone through. Melee characters are afterall in the frontline of combat, and therefore, most vulnerable to damage in combat: soul stones deal zero damage to enemies. So you are unlikely to find 'all-in DPS' in my builds.
  • I do min-max caster and/or hybrid builds that rely on CC, as this is required for the CC to work in the first place. DC casting is pretty much 'all-or nothing', and for builds that don't have all the past lives under the sun, every little bit matters significantly.


With those in mind, here are some thoughts:

  • My Dark Hunter build relies quite a bit on sneak attack damage. If you group frequently with others who can consistently CC, you'll benefit far more fully from it. It's hard to say if this will suit your playstyle or the content you play, sorry. The best thing would be to give it a go :)
  • Solo play will see DPS a bit lower, since you have the agro alone, but in the DH build itself I shared some comments about things/items that can help secure sneak damage even when you play solo and/or have full agro (below for ease of access):
* More on dealing sneak damage without having to actively sneak in the spoiler below:
Actively sneaking is not needed at all. The build does benefit from a LOT of sneak damage, but there are several ways to dish that out without having to actively sneak:
  • in group play, let others grab agro. While they have agro, you deal sneak damage: you'll love tanks :)
  • helpless mobs take sneak damage automatically: you'll love CC casters too :)
    • Wiki: can always sneak attack helpless targets if they are subject to sneak attacks regardless of aggro... Helpless monsters take an extra 50% damage from all sources - including sneak attack damage, spells, etc.
  • wearing an item with the ability 'Improved Deception' helps a lot too (in my gear tetris, this is in the Bloodbark Bracers)
Improved-Deception.jpg

(the bit underlined in in red outlines how this helps you deal sneak damage, without needing to actively sneak)
  • the Scion of the Ethereal Plane feat grants you permanent Invisibility Guard
Invisibility-guard.jpg

Though this does require you to be hit at least once, every so often, it procs very frequently, which helps a lot dishing sneak damage without having to actively sneak, as your invisibility will NOT dissipate when you attack

  • Shadowdancer's 'Bring Darkness [T4]'
    • When you roll a natural 20 on a Melee or Ranged attack, you envelop the target in shadow, applying a stack of Darkness.
      Darkness debuff: You are vulnerable to Sneak Attacks,
      -3 Spell Resistance, -3 PRR and -3 MRR per stack. Lasts 12 seconds, stacks drop 1 at a time. Max 3 stacks.
  • Shadowdancer's 'Dark Imbuement [T3]'
    • When you activate your Shadowdancer Epic Strike, you imbue your weapons and spells with Evil energies for 10 seconds. You deal 1d6 per Sneak Attack Dice in Untyped damage on hit (scaling with the higher of Melee or Ranged Power), and on a Vorpal strike, your attacks blind enemies with no save. This blind lasts 5 seconds and can only apply to each monster once per 60 seconds.
    • Wiki: Blinded creatures are vulnerable to Sneak Attacks, regardless of who they are attacking
  • Dark Hunter's 'Smoke Bomb [T4]'
    • is mostly used to trigger Opportune Moment: Whenever you become invisible, you gain a Primal bonus to Sneak Attack Dice equal to your Wilderness Lore. This lingers for 10 seconds after you become Invisible and may only trigger once every 60 seconds
    • but it does make you invisible for one sneak attack without needing to sneak (since, unlike the invisibility guard effect, this invisibility breaks upon attacking). Since it's cast often, it does help too
  • DarkHunter's 'Smoke Trap [C2]'
    • Toss a Smoke Grenade at a single enemy. If they fail a Fortitude save (DC20 + Dex/Int/Wis Mod + Assassinate DCs + Trap DCs) they lose their immunity to sneak attack and 25% of their fortification for 25 seconds.
  • Fortification bypassis also important, and this builds has some solid investment in that
    • Wiki: Fortification represents a percentage chance to negate additional damage incurred from a critical hit or sneak attack
    • When a sneak attack is negated, the extra damage is not applied
All in all, I'd say the combination of the above is what makes it possible to deal sneak damage without having to actively sneak.

This does mean that solo play potentially offers less opportunities to benefit from this sizeable extra sneak dmg.
Hirelings might help with some agro taking, and perhaps some sneaking could help achieve a first strike that counts as a sneak attack.

  • If something else is preferable: though I don't have a full build for it, perhaps something along these lines might work for you:
    • SWF combat style deals great DPS because of a few things:
      • super fast attack speed means hitting more often, which amongst other things means more dmg procs per second
      • many special attacks (e.g. Shadar-Kai chains) benefit from this enhanced attack speed
      • this is also a fantastic candidate for the 'patience' feat, since you don't really feel a major difference in attack speed while getting a very powerful +1 critical multiplier bonus
      • there are some special/rare bonuses that this style can benefit from (e.g. Swashbuckling, Vistani, etc.)
    • Shadar-kai race:
      • the chain attacks synergise very strongly with SWF: you get 2 chain attacks on separate cooldowns, they hit super fast with SWF and benefit from some very strong bonuses:
      • Greater Spiked Chain Attack: Light Melee Weapon Attack: perform 3 AOE melee attacks. Deals +10% Damage. +2 Critical Multiplier. +2 Critical Threat Range. Using a Spiked Chain (but the stats from your main-hand weapon), perform 3 AOE melee attacks
    • min 3 levels Bard:
      • you'll need a light weapon to use the chains, so Swashbuckling becomes very desirable here, since it gives significant boosts to that group of weapons
      • you get the chance to use bucklers for a bit extra defensiveness going T3 'Skirmisher' (which also requires min 3 lvls bard): +10 Dodge. This also lets you benefit from the 'Shield Mastery Speciality' destiny feat from level 31:
        • While wielding a shield, you gain +10% Doublestrike and a +9 Combat Style bonus to Melee Power. You gain +10 Physical Resistance Rating while using a buckler or small shield.
      • alternatively, going empty-handed in your off-hand can net you some extra DPS, though:
        • 'Offhand versatility' feat: You gain special bonuses for fighting with specific things in your offhand while Single Weapon Fighting. If you have nothing in your offhand, your ability score modifier contributes 25% more to your melee damage
        • Swashbuckler T3: Dashing Scoundrel: Passive: While Swashbuckling with nothing in your off hand, you gain +1 Attack Damage per 5 Character levels and 10% Doublestrike/Doubleshot
    • Handaxes become a strong option, since swashbucking boosts its critical threat profile to 15-20 (but no crit multiplier bonus)
      • I commented on this in a lot more detail in a different thread: quoting it below as it is likely to be useful:
Just to expand on the explanations already given, if it turns out to be helpful:


Axes tend to have very narrow critical threat range, in exchange for larger critical multipliers (i.e. you crit less often, but when you do, you dish more dmg)
  • Handaxes (light): 20/x3
  • Battle Axes (heavy): 20/x3
  • Dwarven Axes (exotic): 20/x3
  • Greataxes (2-handed): 20/x3
A brief comparison with other weapon types:
  • Shortsword (light): 19-20/x2
  • Longsword (heavy): 19-20/x2
  • Bastard Swords (exotic): 19-20/x2
  • Greatswords (2-handed): 19-20/x2
Note that 19-20 (10%) is basically double the chance to crit when compared to a weapon that only crits on 20 (5%).


The Improved Critical feat adds +1 critical threat range to axes:
Improved-critical.jpg


Critical threat range
Base
> 20: Hand Axes​
Feats
> +1 feat bonus: 'Improved Critical: Slashing' (feat)​
= 19-20


Why Swashbuckler?

Short answer: it gives a rare and exceptionally large critical threat range bonus to handaxes

Details: Swashbuckler was one of the earliest revamped heroic trees, and it can be fairly certainly assumed that one of its main goals was to help boost some weapon types to be more competitive with what was, at the time, a very narrow range of weapons that were considered 'viable'

There are a couple of things that make the swashbuckling stance such an amazing option for handaxes (amongst other weapons):
  1. bonus to critical threat range
  2. Single Weapon Fighting style
  • Swashbuckling grants a +2 competence bonus to critical range to handaxes
    • the vast majority of the trees grant a +1 bonus, so +2 is a fantastic bonus per se
    • the rare trees that also grant +2 (e.g. Ravager), grant this on tier 5, which clash with a rare/large critical multiplier bonus (further below, under 'Why Handaxes')
Swashbuckling-and-Handaxes.jpg

  • This +2 competence bonus is doubled if you also have the improved critical feat = +4 threat range
    • this is very rare indeed, especially with a low requirement of only 3 bard levels and 6 action points spent in one of its class trees
    • As a brief comparison point:
      • Rogue 'Assassin': also doubles the threat range bonus granted if you have the improved crit feat, but only from +1 to +2, and it's at tier 5 (requires 5 levels rogue, min 32 action points spent, and only works for daggers)
      • Monk 'Ninja Spy': though it does NOT require the improved crit feat, it doubles the crit range bonus granted (While you are centered with any weapon other than Handwraps or a Quarterstaff). It's also at tier 5 (requires 5 levels monk, min 32 action points spent, and only works for kamas and shurikens)
Critical threat range
Base
> 20: Hand Axes​
Feats
> +1 feat bonus: 'Improved Critical: Slashing' (feat)​
Heroic enhancements/spells
> +2 competence bonus: Bard's 'Swashbuckling* [C3]' {base bonus}
> +2 competence bonus: Bard's 'Swashbuckling* [C3]' {*doubled bonus if you have the IC feat}
= 15-20

  • Swashbuckling requires wielding a buckler or nothing in your offhand, making the Single Weapon Fighting combat style pretty much a requirement.
    • One of the key benefits of this combat style is a very large attack speed bonus, and attacking super fast goes very well indeed with a weapon that crits very often
Attack speed bonus = +35%
Feats
> -10%: 'Patience'​
Combat style bonus
> +30%: 'Greater Single Weapon Fighting' (feat)
Enhancement bonus
> +15%: Gear/ Augment/ Haste spell

  • Single Weapon Fighting is strong for a secondary reason: its very high attack speed bonus offsets the attack speed penalty from the feat 'Patience', which seems to be commonly chosen for swash handaxe builds because it increases your critical multiplier bonus even more (as per section below).


Why Handaxes?

Short answer: the combination of the below lets handaxes reach a very strong critical profile (threat + multiplier) = 15-20/x6
  • a strong base value for critical multiplier
  • swashbuckling stance for exceptional critical threat range
  • trees, such as Dragonlord/Frenzied Berzerker, grant a rare large critical multiplier bonus
Details:
  • Dragonlord/Frenzied Berzerker are rare exceptions, granting a +2 critical multiplier bonus
    • The vast majority of the trees grant just +1 bonus
Critical damage multiplier
Base
> x3: Hand Axes​
Heroic enhancements/spells
> +2 competence bonus: Dragon Lord's 'Conqueror [T5]' OR Frenzied Berzerker's 'Focused Wrath [T5]'​
Feats
> +1 feat bonus: 'Patience'​
= x6

  • And ya, there are some pretty cool handaxe options out there :)
Note:
Though light picks grant the highest base critical multiplier bonus value available (x4), they only get a +1 threat range from swashbuckling (also doubled by the improved crit feat), so they don't crit as often as handaxes


Add some extra crit multiplier bonuses (e.g. on rolls of 19-20)...
Feats
> +1 on 19-20 rolls: 'Overwhelming Critical'​
Epic Destinies
> +1 on 19-20 rolls: Melee + hybrid Epic Destinies @T5​
= +2x
... and the multiplier goes up to x8


And if you crit on a 19-20 while using a special attack such as..
  • Fury of the Wild's 'Fast and Furious [T2]'
    • +30% Damage / +3 Critical Multiplier
... the multiplier goes up to x11


That should be it :) Hope I haven't gotten anything wrong, and that this helps expand on the answers already given! :)

  • min 5 levels Dragon Lord:
    • since swashbuckling does not grant any crit multiplier bonus to handaxes, T5 in this archetype becomes desirable, as it grants a very rare +2 multiplier bonus (details in quote above)
    • there's also haste boost here, and a STR-based trance. You could go STR-based for hit/dmg too, and the STR trance would apply.
    • Dragon's Roar is a great ability, as it can be upgraded to cause helplessness, especially when you go to T5 anyway for the crit multip bonus
    • Kukris already have a strong crit threat profile, and would benefit from this awesome boost to multiplier
      • swashbucking doesn't really improve threat range for kukris, so Vistani becomes a stronger option for kukris instead
      • apart from the 'offhand versatility' feat (as per above) empty offhand in Vistani also nets you extra DPS: T4 Single Dagger: When Single Weapon Fighting with a dagger or kukri: +20 Melee Power
  • you could add some trapping here, perhaps a couple of levels of rogue (since Shadar-kai forces you to start with 1 rogue) for extra utility
    • evasion is nice, and if you invest properly, can add some nice defensiveness (e.g. some reflexes investment, and going Shadowdancer lets you upgrade to impr Evasion, while grabbing a bunch of Sneak Attack die and other nice bonuses).


Hopefully this is useful! :)
 
Last edited:

Varikes

Member
Hey Varikes :)

Nice that your buddies are back from their break and you are active again.
Happy to share some thoughts.

Some brief notes about my playstyle, since they heavily influence the kinds of builds I make:
  • I don't find 'meta' builds interesting at all. Having seen them come and go since I started playing in 2006, they simply don't suit my playstyle
  • Though I solo all heroic content and the vast majority of the epic content in low-mid reaper, at endgame I tend to prefer playing in groups, reaper 6-10, so my builds are rarely (if ever) designed with the purpose of soloing
  • I don't seek completionist on any of my alts. I find the past lives grind super boring, and I am here to have fun, not feel bored. Most of my alts (with the exception of 2-3) have min past lives (normally because of a new race, class, archetype, or simply because I wanted to try something different. This means I stay at endgame a lot, so my builds are designed with the endgame in mind, not so much for the levelling (nor zerg levelling for past lives)
  • I rarely ever min-max melee DPS builds, as a balance between offensiveness and defensiveness has proven more effective through the years since 2006 and the many changes the game has gone through. Melee characters are afterall in the frontline of combat, and therefore, most vulnerable to damage in combat: soul stones deal zero damage to enemies. So you are unlikely to find 'all-in DPS' in my builds.
  • I do min-max caster and/or hybrid builds that rely on CC, as this is required for the CC to work in the first place. DC casting is pretty much 'all-or nothing', and for builds that don't have all the past lives under the sun, every little bit matters significantly.


With those in mind, here are some thoughts:

  • My Dark Hunter build relies quite a bit on sneak attack damage. If you group frequently with others who can consistently CC, you'll benefit far more fully from it. It's hard to say if this will suit your playstyle or the content you play, sorry. The best thing would be to give it a go :)
  • Solo play will see DPS a bit lower, since you have the agro alone, but in the DH build itself I shared some comments about things/items that can help secure sneak damage even when you play solo and/or have full agro (below for ease of access):


  • If something else if preferable: though I don't have a full build for it, perhaps something along these lines might work for you:
    • SWF combat style deals great DPS because of a few things:
      • super fast attack speed means hitting more often, which amongst other things means more dmg procs per second
      • many special attacks (e.g. Shadar-Kai chains) benefit from this enhanced attack speed
      • this is also a fantastic candidate for the 'patience' feat, since you don't really feel a major difference in attack speed while getting a very powerful +1 critical multiplier bonus
      • there are some special/rare bonuses that this style can benefit from (e.g. Swashbuckling, Vistani, etc.)
    • Shadar-kai race:
      • the chain attacks synergise very strongly with SWF: you get 2 chain attacks on separate cooldowns, they hit super fast with SWF and benefit from some very strong bonuses:
      • Greater Spiked Chain Attack: Light Melee Weapon Attack: perform 3 AOE melee attacks. Deals +10% Damage. +2 Critical Multiplier. +2 Critical Threat Range. Using a Spiked Chain (but the stats from your main-hand weapon), perform 3 AOE melee attacks
    • min 3 levels Bard:
      • you'll need a light weapon to use the chains, so Swashbuckling becomes very desirable here, since it gives significant boosts to that group of weapons
      • you get the chance to use bucklers for a bit extra defensiveness going T3 'Skirmisher' (which also requires min 3 lvls bard). This also lets you benefit from the 'Shield Mastery Speciality' destiny feat from level 31:
        • While wielding a shield, you gain +10% Doublestrike and a +9 Combat Style bonus to Melee Power. You gain +10 Physical Resistance Rating while using a buckler or small shield.
      • alternatively, going empty-handed in your off-hand can net you some extra DPS, though:
        • 'Offhand versatility' feat: You gain special bonuses for fighting with specific things in your offhand while Single Weapon Fighting. If you have nothing in your offhand, your ability score modifier contributes 25% more to your melee damage
        • Swashbuckler T3: Dashing Scoundrel: Passive: While Swashbuckling with nothing in your off hand, you gain +1 Attack Damage per 5 Character levels and 10% Doublestrike/Doubleshot
    • Handaxes become a strong option, since swashbucking boosts its critical threat profile to 15-20 (but no crit multiplier bonus)
      • I commented on this in a lot more detail in a different thread: quoting it below as it is likely to be useful:


  • min 5 levels Dragon Lord:
    • since swashbuckling does not grant any crit multiplier bonus to handaxes, T5 in this archetype becomes desirable, as it grants a very rare +2 multiplier bonus (details in quote above)
    • there's also haste boost here, and a STR-based trance. You could go STR-based for hit/dmg too, and the STR trance would apply.
    • Dragon's Roar is a great ability, as it can be upgraded to cause helplessness, especially when you go to T5 anyway for the multi bonus
    • Kukris already have a strong crit threat profile, and would benefit from this awesome boost to multiplier
      • swashbucking doesn't really improve threat range for kukris, so Vistani becomes a stronger option for kukris instead
      • apart from the 'offhand versatility feat (as per above) empty offhand in Vistani also nets you extra DPS: T4 Single Dagger: When Single Weapon Fighting with a dagger or kukri: +20 Melee Power
  • you could add some trapping here, perhaps a couple of levels of rogue (since Shadar-kai forces you to start with 1 rogue) for extra utility
    • evasion is nice, and if you invest properly, can add some nice defensiveness (e.g. some reflexes investment, and going Shadowdancer lets you upgrade to impr Evasion, while grabbing a bunch of Sneak Attack die and other nice bonuses).


Hopefully this is useful! :)
Very Helpful, you gave me alot to think about and I appreciate that. You're in depth responses are the best and give me alot to experiment with. Think I am just going to keep some builds some tries and thatll help knock things out in the process while decide what to do. Shadarkai is looking Nicer each time. Eventually wanna try a ranged build but don't know where to start yet, leaning more towards Shuriken build but Great XBow has always been a fun fantasy to me. I know Inq and Arti are the meta but idk how much I wanna play either. I feel the same way about the Meta i just feel like I am stuck doing it for my group but I much rather find something that I enjoy more. 3/6/13 Build Bard/DL/Rogue seems really interesting and would knock out the Rogue lives I would need. Love it, thanks again
 

Kalibano

Build Designer. Having fun since 2006!
30k+ views on several builds/threads!

2025-03-Kali-s-most-viewed-builds-1.jpg


2025-03-Kali-s-most-viewed-builds-2.jpg


Happy to see this repository remains a useful resource for ideas/inspiration! :love:


Slowly working towards updating gear sets to include a few pieces of gear with S/M augments to existing set bonuses (similarly to the gear set I recently put together for my Bard swashbuckler hybrid).

The long-term plan is to revise all gear sets to achieve similar results, but highly likely I will:
  • start from the hybrids, since I now have the Bard Swash sample to adjust from
  • then move on to the casters, since their gear set was not updated at the same time as the pure melee gear sets
  • and finally move on to the pure melee builds, which were the most recently updated to also include the gear planner spreadsheet
In the meantime, hopefully lots of new pieces of gear with S/M slots get released, to create the volume, range and flexibility that level 29-32 gear has been offering so far.


Enjoy, and thanks for everyone who has taken the time to contribute with ideas, compliments and support :love: :
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Kalibano

Build Designer. Having fun since 2006!
Build Updates:

U72 and the release of Dragon Disciple has created synergy and potential to make a few changes to at least a couple of my builds. These changes have now been fully implemented in the live game to the alts that use those builds. Their respective forum threads and DDOBuilder files have also been fully updated.

> Kali's U72 Monk Henshin Mystic THF WIS Melee DPS build (click me!)​





> Kali's U72 Vile Chemist/Dragon Disciple HYBRID SWF Melee/CC+ Insta-kill Caster build (click me!)​

Vile-Chemist-Melee-hybrid-Avatar-U72.jpg

New screenshot too :)


Enjoy! :)
 

Kalibano

Build Designer. Having fun since 2006!
New build added:




> Kali's Sacred Fist/RServant HYBRID THF CHA Melee build (click me!)





Some sections of the main post are still under construction. I'll work on adding numbers and breakdowns gradually.
The last section is fully complete, and contains the key images and info about the build.

I brought this character to endgame and ran all endgame content in reaper 6-10, so this feels 'tried-and-tested', at least to my standards. This was a bit before the release of Myth Drannor, which side-tracked me quite a bit farming gear, planning gear sets, and doing several other things.

This feels like a battle-priest, and so far has been super fun to play.


Enjoy!
 

Kalibano

Build Designer. Having fun since 2006!
Build/Gear updates

A new section was added to the main post of the following thread 👇:

Kali's Suggestions for Gear sets + downloadable planner spreadsheets

Gear Sets 3: Sun/Moon Augments + older sets (e.g. Vecna & Dread)
Though for Gear Sets 1 and Gear Sets 2 (in posts below) I managed to create 'general templates', this is looking rather unlikely to be achievable with this gear set because of the nature of the Sun and Moon augment system. It offers far more flexibility than the older sets, and since gear tetris depends heavily on specifics about the build and its aims, there are simply far too many possible combinations to generate a template that 'fits all'.

The sections below 👇 provide extra spreadsheets that were put together for specific builds that are in my build repository and serve mostly to provide suggestions/inspiration:

Two gear sets have been added to this new section, as well as to the threads of their respective builds:

Vile Chemist/DDisciple hybrid Gear Set: Sun/Moon augments + Dreadkeeper + Dread
(more about the build + gear on this thread, if interested)
Note: An alternative gear set has also been provided both in the gear thread and the build thread.


Bard Swashbuckler hybrid Gear Set: Sun/Moon augments + Vecna + Dread
(more about the build + gear on this thread, if interested)


Enjoy! :)
 
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Kalibano

Build Designer. Having fun since 2006!
Build/Gear updates

A new section was added to the main post of the following thread 👇:

Kali's Suggestions for Gear sets + downloadable planner spreadsheets

Gear Sets 3 {Melee DPS}: Sun/Moon Augments + older sets (e.g. Vecna, Sora Kell, etc.)
Though for Gear Sets 1 and Gear Sets 2 (in posts below) I managed to create 'general templates', this is looking rather unlikely to be achievable with this gear set because of the nature of the Sun and Moon augment system. It offers far more flexibility than the older sets, and since gear tetris depends heavily on specifics about the build and its aims, there are simply far too many possible combinations to generate a template that 'fits all'.

The sections below 👇 provide extra spreadsheets that were put together for specific builds that are in my build repository and serve mostly to provide suggestions/inspiration:

Three gear sets have been added to this new section, as well as to the threads of their respective builds:

> Monk Henshin Mystic THF WIS Melee DPS Gear Set: Sun/Moon augments + Sora Kell Perfected Wrath (more about the build + gear on this thread, if interested)



> Barbarian Ravager THF CON Melee DPS Gear Set: Sun/Moon augments + Sora Kell Perfected Wrath (more about the build + gear on this thread, if interested)
Note: An alternative gear set (S/M Augments + Vecna + Sora Kell Perfected Wrath), without the rare Warblade armor has also been provided.



> Paladin KoTC THF CHA Melee DPS Gear Set: Sun/Moon augments + Vecna + Sora Kell Perfected Wrath (more about the build + gear on this thread, if interested)



Enjoy! :)
 

Kalibano

Build Designer. Having fun since 2006!
Build repository + several builds recently reached 40k+ views!

2025-08-Kali-s-most-viewed-builds-1-N2.jpg


2025-09-Kali-s-most-viewed-builds-2-N.jpg


Happy to see this repository remains a useful resource for ideas/inspiration :love:


Still working towards updating gear sets to include Sun/Moon augments, as they have proven to be very powerful indeed.
For the ones I have already put together (collated in this thread), it was possible to benefit from far more set bonuses than with the older sets. A couple of examples below (Barbarian and Monk):
Barbarian-Ravager-New-set-bonuses-overview-3-2.jpg

Monk-Henshin-Mystic-Gear-Set-bonuses-3-2.jpg



The long-term plan below has been changed slightly, since I acquired some loot that was needed for me melee builds. But whenever possible, I am still aiming to achieve the following:
  • start from the hybrids, since I now have the Bard Swash sample to adjust from
  • then move on to the casters, since their gear set was not updated at the same time as the pure melee gear sets
  • and finally move on to the pure melee builds, which were the most recently updated to also include the gear planner spreadsheet
My barbarian, Paladin and Monk builds all have new S/M gear. It might be worth wrapping up my last melee (Dark Hunter) before moving back to the hybrids. I have 2 golden age weapons to swap to a GA rapier and enough Threats runes to transform it into an Undying Age weapon, but I sort of ran out of DoV raid runes and some S/M augments.

I'll keep questing and having fun, and we'll see what happens first: either a set similar to the other melee builds using Myth Drannor gear, or perhaps even a new gear set with Chill of Ravenloft, since I am buying the basic pack.


Enjoy, and thanks for everyone who has taken the time to contribute with ideas, compliments and any donations.
.
 
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