Kali's Dark Apostate/ Enlightened Spirit HYBRID SWF CHA Melee/Caster build

Kalibano

Build Designer. Having fun since 2006!
Magic of Myth Drannor changes
New Epic feat + Epic Destiny feat

I have not yet levelled every alt to 34, so this is what I am aiming to try-and-test.

  • Patience (@ lvl 33)
    • +1 Critical Multiplier with all weapons
    • -10% attack speed, reducing the total attack speed bonus to 35% (from 45%)


  • Arcane Warrior (@ lvl 34)
    • Weapon and unarmed attacks grant a stack of Arcane Warrior: Magical (+2 Universal Spell Power).
    • Offensive spells grant 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.
      • a stack of each can be gained no more than once per second.


The image below was updated in the main post (also here for ease of access):
Dark-Apostate-Feats.jpg



The sections/effect values that were affected have been updated accordingly.
The DDOBuilder (v2) file has been updated with these changes.

Enjoy! :)
.
 
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Kalibano

Build Designer. Having fun since 2006!
Magic of Myth Drannor changes
Epic Destiny points (+8)


The following additions/changes were made to Epic Destinies:
  • +5 Primal Avatar
    • [T2] +2 primal bonus to CHA/INT/WIS
    • [T3] +100 Spell Points
    • [T3] spells have a chance to grant 100 Temporary Spell Points for 60 seconds, while in Destiny Mantle
  • +3 Machrotechnic
    • [T3] +6% Doublestrike, bringing the total to 71% (buffable to 100% in reaper mode)

The images below were updated in the main post (also here for ease of access):
Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
Dark-Apostate-Epic-Destinies-Myth-Drannor.jpg


Prior to Myth Drannor's level cap raise (total 65 Destiny Points) 👇
Dark-Apostate-Epic-Destinies.jpg



The sections/effect values that were affected have been updated accordingly.
The DDOBuilder (v2) file has been updated with these changes.

Enjoy! :)
.
 
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Kalibano

Build Designer. Having fun since 2006!
Extra info and breakdowns added to this 👇 section of the main post (also added below for ease of access):

N. Survivability & Defenses (after all, soul stones do zero dps):
Dark-Apostate-HP-Mana.jpg
> The image above 👆 includes:​
> +6 CON Tome​
> Temporary HPs: Enlightened Spirit's 'Brilliance [T4]': Your Eldritch Aura, when active, provides you and nearby allies with a Determination bonus to Temporary Hitpoints equal to your Constitution score. Level 20+ characters receive twice as many hit points
> Values @ lvl 32, out of reaper mode​

> % Hit Point bonus = +30%:​
Competence bonus
> +20%: Warpriest 'Divine Bastion' [T5]​
Sacred bonus
> +10%: Warpriest 'War Caster: Blur' [C4]​

> Damage Avoidance
> Medium armor (vs Heavy armor) for:​
> higher max DEX bonus = higher Dodge chance​
> no Arcane Spell Failure:​
> Heroic levels + lower Epics: Enlightened Spirit's 'Medium Armor Proficiency [T4]'​
> from lower epic levels: swap for Machrotecnic's 'Fluidity [T2]'​
> Max DEX bonus to armor = 12
Armor
> 10: Medium Armor (Vecna) {vs 6 Vecna's Heavy Armor}
Airship buffs
> +2%: 'Fencing Master'​

> Dodge cap = 27%
Base bonus
> 25​
Airship Buffs
> +2: 'Fencing Master'​
> Dodge chance = 12% {capped @12%}
Gear bonuses (inc Set bonuses)
> +14% enhancement bonus​
> Incorporeality = 15%
Heroic enhancements/spells
> 'Dark Apostate's 'Shadow Shrouding [C2-C4]'​

> Concealment = 20%-50%
Heroic enhancements/spells
> +20% {permanent}: Warpriest's 'War Caster: Blur [C4]'​
> buffable to 50% {for 30s}: Displacement scrolls {UMD 28}​

Some info on how incorporeality (e.g. Ghostly) and concealment (e.g. Blur and Displacement) are reduced in reaper mode.
My understanding is that this info is based on player testing, not officially from the Devs. Info below (inc link) from the DDO Wiki:

Defenses-in-reaper-mode.jpg

> Damage Reduction
> PRR = 193 {65.87% less dmg from slashing, bludgeoning and piercing attacks}
Breakdown:​
Armor
> +37: Medium armor PRR (BAB*1.5) {full BAB via Divine Might spell}
Feats: Past Lives
> +9: 'Purple Knight Dragon' x3​
Feats
> +10: 'Epic Damage Reduction' (taken @ lvl 27)​
> +3: 'Embodiment of Law' (taken @ lvl 28)​
> +10: 'Scion of the Plane of Fire' (taken @ lvl 30)​
Heroic Enhancements
Dark Apostate - Warpriest
> +10: 'Wall of Steel [T2]'​
Warlock - Enlightened Spirit
> +10: 'Spiritual Bastion [T2]'​
> +3 determination bonus: 'Spiritual Bastion [T2]'​
Epic Destinies
Divine Crusader
> +5: 'Weather Any Blow [C3]'​
> +7: 'Mighty Crusade [T5]'​
Machrotecnic
> +2: 'Solid Footing [T1]'​
Gear bonuses (inc Set bonuses)
> +0 artifact bonus (set bonus)​
> +30 profane bonus (set bonus)​
> +36 enhancement bonus​
> +17 insightful bonus​
> +0 quality bonus​
Unknown source
> +1: ???​
Sub-total 1 = 190
Gear: Mythic bonuses
> +1 boots​
> +2 armor​
Sub-total 2 = 193 (as per current live game)



*** Still to be acquired (not enough sentient xp yet:
Filigrees (inc Set bonuses)
> +5: 'Dreadbringer: PRR' (rare)​
Grant total = 198
> buffable to 227 {69.42% less dmg from slashing, bludgeoning and piercing attacks}
Heroic Enhancements
> +20: Warpriest's 'Sanctuary [C3]' {for 20s every 60s}
> +14: Dark Apostate's 'Ever Watchful (faith feat)' {for 1m48s every 10m}



*** Still to be acquired (not enough sentient xp yet:
Filigrees (inc Set bonuses)
> +5: 'Dreadbringer: PRR' (rare)​
Grant total = 232
> Energy Absorption
Feats: Past Lives
> +3% {Fire, Cold, Acid, Electric}:​
> 'Arcane Sphere: Enchant Weapons' x3 {permanent}
Heroic Enhancements
> +10% Action boost bonus {Fire, Cold, Acid, Electric and Sonic}
> Warpriest's 'Greater Inflame [T3]' {for 30s every 90s}
Epic Destinies
> +15% {Fire, Cold, Acid, Electric and Poison}
> Primal Avatar's 'Weathering the Elements [C3]' {permanent}
Airship buffs
> +15% {Fire}: 'Sign of the Silver Flame' {permanent}
> +15% {Acid & Cold}: 'Shrine to the Devourer' {permanent}
> +15% {Electric & Sonic}: 'Stormreaver Memorial' {permanent}
> +3 Action Boost bonus to all Saving Throws
> Warpriest's 'Greater Inflame [T3]' {for 30s every 90s}
I share some strategies for general defensiveness and survival in this thread. Come visit if you feel it could be useful to you!
 
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Kalibano

Build Designer. Having fun since 2006!
Endgame raiding/mid-high reaper quests is what I run with my all characters.
To me, it fulfils all the aims I have set for this build, suits my playstyle and is good fun to play, so it fares very well.

Each person have their own expectations, playstyle and finds different aspects of the game fun, so it's hard to comment on this :)

Hope you enjoy it if you decide to give it a try!
 

Kalibano

Build Designer. Having fun since 2006!
Aims of the Build
The sub-sections within have been updated for several builds (inc this one):
  • extra info has been included (particularly for spell casting):
    • the specific save throw for each spell (e.g. Necromancy {vs Will Save})
      • I've tried to make spells with NO Save a bit more visible and easy to identify
    • crowd control spells: a brief description of the specific crowd control each spell/ability/effect does
      • though I have relied on the wiki + my personal knowledge/experience for this, I have tried to make it more visible and easier to identify spells that cause helplessness (of the type that causes enemies to take extra damage).
    • I am still refraining from providing specific damage numbers, since these are prone to being adjusted frequently, and would take a very long time to keep up-to-date. So spells will say 'does negative damage per caster level', rather then specific numbers and dice.

  • similar info has been collated together and displayed under one heading
    • dmg spells are are organised
      1. firstly by damage type
      2. then by AoE and Single-target sub-sections
      3. then by the spell School
        • within each spell school section, spells were further organised by being grouped together under headings for the specific save throw vs their DC
    • non-damage spells were organised as above from item 2 onwards

I hope this proves useful to anyone who uses my builds.


Below 👇 is a sample of what I described above from my Wizard Necromancer build (NOT from this build):

Primary aim(s):
1. Insta-kill enemies (9 spells)
> AoE (3):​
Necromancy {vs Reflex, followed by Fort Save}
> Wizard spell​
> 'Circle of Death'
Necromancy {vs Fort Save}
> Wizard spell​
> 'Wail of the Banshee'
Necromancy {vs Will Save}
> Wizard spell​
> vs undead: 'Undeath to death'
> Single target (6):
NO Save
> Wizard spell​
> 'Power Word: Kill'

Illusion {vs Will, followed by Fort Saves}
> Wizard spell​
> 'Phantasmal Killer' x3 on separate cooldowns!

Necromancy {vs Fort Save}
> Wizard spell​
> 'Finger of Death'

Conjuration {vs Will Save}
> Wizard spell​
> 'Trap the Soul'
Secondary aim(s):
2. Crowd Control:
> AoE:​
NO Save
> Magus of Eclipse:
> 'Dark Light of the Moon: Starlight [T3]' {slows the movement of non-boss enemies that enter it by 20%}
> 'Dark Moonlight: Nightwind [C4]' {enemies who take dmg inside your Dark Light zone have a 5% chance to be Frozen for 10s}
> 'Time Stop [T5]' {enemies in a small area are paralyzed and helpless with no save for 10s}
> Dino crafting:
> 'Salt effect' {attacks and offensive spells have a chance to significantly slow your enemies}

Illusion {vs Will Save}
> Deep Gnome:
> 'Greater Color Spray [T2]' {{enemies are sprayed with illusions of color to be Dazed, Blinded, and/or Silenced. Dazed effect by this spell won't be removed by damage, and causes helplessness. Saving throw for each effect}

Necromancy {vs Will Save}
> Wizard spell:​
> vs undead: 'Hault undead' {renders undead targets in range immobile for 6s per caster level}
Note: NO Save vs non-intelligent Undead​

Enchantment {vs Will Save}
> Wizard spells:​
> 'Mass Hold Monster' {multiple enemies become held in place, causing helplessness, for a max of 6s per caster level}
> 'Otto's Dance Sphere' {A magical sphere that compels all enemies who enter it to dance}
> 'Symbol of Stunning' {All targets entering the area of effect are Stunned for 6d6s or until the symbol expires}

Conjuration {vs Reflex Save, followed by a Strength check every 2s}
> Wizard spell:​
> 'Web' {creates a many-layered mass of strong, sticky strands that entangle targets within them}
> Single-target:
Necromancy {vs Will Save}
> Magus of Eclipse:​
> 'Gloomspear: Greater Beams [T4]' {paralyzes for 12 seconds}

Enchantment {vs Will Save}
> Wizard spells:​
> 'Otto's Irresistible Dance' {a single enemy feels an undeniable urge to dance}
> 'Dominate Person' {controls the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind. The creature will follow you throughout the dungeon}

Transmutation {vs Fort Save}
> Wizard spell:​
> 'Flesh to Stone' {turns a single fleshy target into a mindless, inert statue in a Petrified condition, causing helplessness}
3. Enemy de-buffs (all NO save}:
NO save
> Strip undead target's Negative energy immunity (for 20s):​
> Pale Master's 'Unholy Avatar [T4]'
> Reduce Spell Resistance:​
> Magus of the Eclipse:​
> 'Gloomspear [T1]' {3 stacks of shattermantle}
> 'Flash of the Eclipse [T2]' {chance to apply 1 stack of shattermantle, can only strike once every 5 secs}
> 'Nullmagic strike [T3]' {-4 Spell Resistance: 15% chance on offensive spellcast}
> Inflict stacks of Vulnerability:
> Magus' 'Gloomspear: Lunar Imbuement [T3]' {5 stacks}
4. Moderate offensive casting: Mainly Negative + Acid + Force (some Cold):
> Negative damage:​
> AoE spells/abilities/effects:​
NO Save
> Magus of the Eclipse:
> 'Dark Light of the Moon [T2]' {while inside the zone, every 2s for 10s, 25s cooldown}
> 'Dark Light of the Moon: Starlight [T3]' {on expiration, the zone explodes, dealing damage per Caster Level to enemies within}
> Destiny Mantle upgraded by 'Flash of the Eclipse [T2]' {Negative spells have a chance to blast your target for additional negative damage per Character Level. Can only strike once every 5s, tracked separately from the Cold spell proc}

Necromancy {vs Fort Save}
> Pale Master:
> 'Necrotic Blast [T5]'
> Wizard spell:
> 'Negative Energy Burst'
> Greater + 'regular' + Lesser: 'Death Auras'
> Single-target spells/abilities/effects:
NO Save
> Wizard Damage over Time (DoT) spells:
> 'Rend the Soul'
> 'Enervation'
> Magus of the Eclipse:
> Destiny Mantle upgraded by 'Flash of the Eclipse [T2]' {Negative spells have a chance to blast your target for additional Negative damage per Character Level. Can only strike once every 5s, tracked separately from the Cold spell proc}

Necromancy {vs Reflex Save}
> Magus of the Eclipse:
> 'Moon's Shadow [T5]'
Necromancy {vs Will Save}
> Magus of the Eclipse:
> 'Gloomspear [T1]' {damage is increased significantly vs enemies with 0 or less Spell Resistance}
Necromancy {vs Fort Save}
> Pale Master:
> 'Necrotic Bolt [T3]'
> 'Necrotic Touch [T1]'
> Wizard spell:
> 'Necrotic Ray'
> Acid damage:​
> AoE spells/abilities/effects:​
NO Save
> Primal Avatar
> 'Shard Storm [T2]' [Acid + Poison]

Conjuration {vs Fort Save}
> Wizard spells:
> 'Acid Well'
> 'Cloudkill'
> Force damage:​
> AoE spells/abilities/effects:​
Evocation {vs Reflex Save}
> Wizard spell:
> 'Arcane Tempest'
> Single-target spells/abilities/effects:
NO Save
> Epic feat:
> 'Arcane Pulse' upgraded by Magus of the Eclipse 'Unholy Pulse [T4]' to stack up to 7 times
> Past Life feat (purchased):
> 'Arcane Initiate' {Magic Missile spell, 10 charges, no spell point cost}

Necromancy {vs Reflex Save}
> Archmage:
> 'Arcane Bolt [T3]' {this spell benefits from the highest of your spell schools to determine its DC}
> Cold damage:​
> Single-target spells/abilities/effects:
NO Save
> Wizard spells:
> 'Polar Ray'
> 'Niac's Biting Cold'
> Magus of the Eclipse:
> Destiny Mantle upgraded by 'Flash of the Eclipse [T2]' {Cold spells have a chance to blast your target for additional Cold damage per Character Level. Can only strike once every 5s, tracked separately from the Negative spell proc}


Enjoy! :)
 
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Kalibano

Build Designer. Having fun since 2006!
Build update

In the recent Black Friday Sales, I got an excellent deal upgrading from Standard edition to the Vecna Ultimate Fan bundle ...
Black-Friday-Sales-Vecna-Ultimate-edition.jpg

... so I now have a Universal tome (Morgrave) for all my characters. Well worth the wait for this price, and I got to enjoy the content/gear all long!


The following changes/additions 👇 were made to this build:
  • +1 Feydark Illusionist (new total = 2 APs):
    • [T1] Study the Arcane (rank 1): +30 maximum Spell Points
Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
Dark-Apostate-Heroic-enhancs.jpg



The sections/effect values/images that were affected have been updated accordingly in the original post.
The DDOBuilder (v2) file has also been updated with these changes.

Enjoy! :)
.
 

PatDBunny

Member
Hi Kali,

Thanks so much for posting the build and all the feedback! :)

I'm having trouble, however, understanding why you take Axiom of Faith in the Divine Crusader tree for a 2nd favored weapon. Any chance you could talk though that decision? Thanks!
 

Kalibano

Build Designer. Having fun since 2006!
Hi Kali,

Thanks so much for posting the build and all the feedback! :)

I'm having trouble, however, understanding why you take Axiom of Faith in the Divine Crusader tree for a 2nd favored weapon. Any chance you could talk though that decision? Thanks!
Hey there,

Sure, happy to expound on the reasoning.

It's basically for the limited occasions when I might prefer to swap for a mace to bypass DR (e.g. skeletons), and not miss out on all the bonuses (particularly from Warpriest) that are tied to using a favored weapon. This is mostly important vs some bosses, since most mobs are currently still dying too quickly for swaps like this to really matter. On the occasions when I solo content this sometimes becomes slightly more useful, but overall, it's admittedly still of limited use.

You should be able to select something else instead without any major loss.

Hope you enjoy the build! :)
 

Nola

Member
I'm trying to find a DA build to burn thru those lives. This seems interesting but I can't seem to figure out why you went Fiend for pact instead of Celestial. Wouldn't you want the light damage from the ES aura as opposed to fire damage?
 

Kalibano

Build Designer. Having fun since 2006!
I'm trying to find a DA build to burn thru those lives. This seems interesting but I can't seem to figure out why you went Fiend for pact instead of Celestial. Wouldn't you want the light damage from the ES aura as opposed to fire damage?
Hey there,

Not sure how experienced you are with warlocks, so just thought I might touch on some basics to help clarify this :)

There are two basic damages done by the eldritch blast/aura:
  1. the base damage inherent to the blast/aura itself (no save vs this)
    • by default this is Force damage,
    • but like I have done in my build, this can be changed to Evil damage (which is boosted by light spell power) via Tainted Scholar's T2 'Utterdark blast'
    • for the sake of full clarity, Tainted Scholar also lets you change the damage type to Piercing damage [T4 'Penetrating Blast']
  2. extra damage granted by the pact you choose (there is a save vs this damage)
    • the Fiend pact adds Fire damage to the eldritch blasts/aura: I chose this as it synergises with other aspects of the build that do fire damage (e.g. Warpriest / Primal Avatar mantle + Reborn in Fire spell / Divine Crusader's fire dmg via Consecration, etc.)
    • the Celestial pact would add Electric damage, which I don't personally feel would be very synergistic for my specific build
Hope this makes sense and helps clarify how Warlock damage works: it can be a bit confusing :)
 
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Fenryn

Member
I've been looking at this build (though I may play a slight variation of it), and I am curious about your experience with it in raids. In other posts I have seen that there is no way to reduce the threat generated by the damage from Imbues, and they seem to be a significant portion of this build's throughput. How much trouble has this caused you in raids?
 

Kalibano

Build Designer. Having fun since 2006!
I've been looking at this build (though I may play a slight variation of it), and I am curious about your experience with it in raids. In other posts I have seen that there is no way to reduce the threat generated by the damage from Imbues, and they seem to be a significant portion of this build's throughput. How much trouble has this caused you in raids?
Hi there, happy to share some thoughts.

I raid pretty frequently with this alt, and when there is a proper tank in the party, I don't personally experience agro being shifted towards me.

When there isn't a properly built tank, but instead a 'make-do-with-this-as-a-tank-cause-we-are-tired-of-waiting': well, pretty much anyone will get blamed along the way, but the focus of the complaints of the not-so-tanky-tank tends to be on anyone with a defense stance, or with mega dmg, like broken inquisitives.

All in all, I have a pretty smooth experience raiding.

A side note: the annoying part of playing this build is pretty much being confused for the main-healer role. I tend to let people know what role I will play as I join, and ask if the leader is ok with that, but there is always someone who says 'but you are a cleric', and sometimes they go on and on (do you not have the heal spell?). I don't tend to answer tbh, especially when I have made my role clear and the leader is ok with it. This is not exclusive to this build: pretty much anyone with a FvS or cleric icon tends to go through this drill in the PUGs I frequently join: if this doesn't sound like something that would spoil your fun, then you'll be just fine, and hopefully you'll enjoy the battle-priest vibe of this build.

I really wish the Devs would add a 'role' option in the LFM pannel, so leaders can indicate more precisely what they are looking for.
Also, allowing players to assign themselves a role by right-clicking their name, would potentially help not only show the party leader what your role is when you try to join an LFM, but it would also let party members see everyone's role as they join the group.

Hope this is helpful :)
 
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Fenryn

Member
It is very helpful, thank you! If I can't get a DA Caster to work to the degree I want it to (negative focus, with some sort of backup spell damage I'm still trying to feel out/get advice on) I'll probably end up playing something similar to your build here.
 

MacGyver

Member
Hello Kali,
Would I miss out on much by using the Dark Bargainer Iconic and just tier 1 Fey illusionist for charisma to damage skill familiar?
Or is nothing gained from D bargainer and it is just fluff?
 

Kalibano

Build Designer. Having fun since 2006!
Hello Kali,
Would I miss out on much by using the Dark Bargainer Iconic and just tier 1 Fey illusionist for charisma to damage skill familiar?
Or is nothing gained from D bargainer and it is just fluff?
Hey there,

This is indeed the character/build I am hoping to TR into a Dark Bargainer, since it seems highly synergistic with melee hybrid builds, as well as being focused on evil dmg (which is the main focus of this build).

However, this will take me personally quite some time, as I am probably going to wait until it becomes available via points in the DDO Store (probably when the upgrade packs go on sale).

Off the top of my head, when I first looked at the iconic racial tree, the things that crossed my mind:
  • losing PK means
    • not getting the stackable bonus to tactical DCs, which makes Consecration land pretty consistently in terms of cowering mobs (and making them helpless)
    • having to get CHA to hit and dmg via Feydark Illusionist, spending min 7 APs in the tree (vs the current 2)
  • the Iconic racial tree looks cool, and what caught my eye the most:
    • in theory it seems the Dread Mists has nice potential for
      • AoE insta-kills (Call on the Mists)
      • extra dmg via the aura (if the aura counts as eldritch blast to build the Growing Dread stacks) using Prey on Fear and Crushing Dread (both allow save for half dmg)
    • Vampiric Bite being melee range suits this build, and also potential for insta-kill when combined with Fearsome Countenance
    • the extra blast + pact die via the tree
  • being very AP tight already, going into the racial tree (even if just to pick up the extra die) would require sacrificing something: without deep planning, I must say nothing stands out as easy pick to give up to be able to go in the racial tree
    • going for the extra dmg via the Mist and insta-kills would require investing in spell DCs, so it changes fundamentally how the build is: this is the path I might end up going with, and it might mean dropping Dark Apostate and picking up far more Warlock levels (or maybe even going pure Warlock)
    • going just for the things that don't use spell DCs, like extra blast and pact die, the Vampiric Bite and Rush of Bats, seems nice, but is it really worth dropping a lot of points from somewhere else?
Hope this brainstorm is somewhat useful, I have not had the chance to do deep planning. I was on the cusp of getting ready to TR my Blightcaster into it's ideal race, but ended up TRing an old alt into a Dhampir Sorcerer Eldritch Knight hybrid, and it's keeping me nice and busy lol. I also just finished updating the gear set for my barbarian.
 
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MacGyver

Member
Hey there,

This is indeed the character/build I am hoping to TR into a Dark Bargainer, since it seems highly synergistic with melee hybrid builds, as well as being focused on evil dmg (which is the main focus of this build).

However, this will take me personally quite some time, as I am probably going to wait until it becomes available via points in the DDO Store (probably when the upgrade packs go on sale).

Off the top of my head, when I looked at the iconic racial tree, the things that crossed my mind:
  • losing PK means
    • not getting the stackable bonus to tactical DCs, which makes Consecration land pretty consistently in terms of cowering mobs (and making them helpless)
    • having to get CHA to hit and dmg via Feydark Illusionist, spending min 7 APs in the tree (vs the current 2)
  • the Iconic racial tree looks cool, and what caught my eye the most:
    • in theory it seems the Dread Mistshas nice potential for
      • AoE insta-kills (Call on the Mists)
      • extra dmg via the aura (if the aura counts as eldritch blast to build the Growing Dread stacks) using Prey on Fear and Crushing Dread (both allow save for half dmg)
    • Vampiric Bite being melee range suits this build, and also potential for insta-kill when combined with Fearsome Countenance
    • the extra blast + pact die via the tree
  • being very AP tight already, going into the racial tree (even if just to pick up the extra die) would require sacrificing something: without deep planning, I must say nothing stands out as easy pick to lose
    • going for the extra dmg and insta-kills would require investing in spell DCs, so it changes fundamentally how the build is: this is the path I might end up going with, and it might mean dropping Dark Apostate and picking up far more Warlock levels (or maybe even going pure)
    • going just for the things that don't use spell DCs, like extra blast and pact die, the Vampiric Bite and Rush of Bats, seems nice, but is it worth dropping a lot of points from somewhere else
Hope this brainstorm is somewhat useful, I have not had the chance to do deep planning. I was on the cusp of getting ready to TR my Blightcaster into it's ideal race, but ended up TRing an old alt into a Dhampir Sorcerer Eldritch Knight hybrid, and it's keeping me nice and busy lol. I also just finished updating the gear set for my barbarian.
Thank you, much appreciated.
I am going to give it a go. :)
 

ChickenMobile

Well-known member
I am impressed with how well formatted and thought out your build posts always are.
All that no-save damage and debuffs is very first-lifer friendly too.

I posted a PDK/Dark Apostate life a little back too. I need another one of these lives - perhaps this might be the build :)

Things I love about this build:
  • Runearms in Epics
  • Big slicethrough choppp
  • Caster utility
  • Pretty good defense
 

Frantik

Well-known member
I'm testing a low past-life pure Dhampir Dark Bargainer; no melee, but in light that I don't have any extra racial points (except +3 from expansion) I decided to streamline the AP spent into the racial tree, and even so I target tier 4:

5 cores (7)

Manipulate the Mists for +1 pact die (8)
Drink in Death (9)
Dread Mist SLA (10)

Embrace Death (11)

Fearsome Countenance SLA (12)
Improved Dodge +3 (15)

Form of the Vampire Lord (16)

My build has no relevance to Kalibano's current build, and probably little in their next hybrid DDB build, but my hope is this may help some people focus on what, imho, is essential. The Vampiric Bite's -1 level plus a further -1 every 5 character levels is tempting, as well as the T4 Crushing Dread ability, but these are more for melee types as they are both touch range. For a caster DDB, the cores, the Dread Mist SLA, the additional +20 neg amp, the undead form, the extra dodge and the amazing +10 spell penetration are what I need.
 
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MacGyver

Member
I'm testing a low past-life pure Dhampir Dark Bargainer; no melee, but in light that I don't have any extra racial points (except +3 from expansion) I decided to streamline the AP spent into the racial tree, and even so I target tier 4:

5 cores (7)

Manipulate the Mists for +1 pact die (8)
Drink in Death (9)
Dread Mist SLA (10)

Embrace Death (11)

Fearsome Countenance SLA (12)
Improved Dodge +3 (15)

Form of the Vampire Lord (16)

My build has no relevance to Kalibano's current build, and probably little in their next hybrid DDB build, but my hope is this may help some people focus on what, imho, is essential. The Vampiric Bite's -1 level plus a further -1 every 5 character levels is tempting, as well as the T4 Crushing Dread ability, but these are more for melee types as they are both touch range. For a caster DDB, the cores, the Dread Mist SLA, the additional +20 neg amp, the undead form, the extra dodge and the amazing +10 spell penetration are what I need.
I am also running dark Bargainer 14 DA/ 6 warlock strictly melee/debuffer / turn undead
It will never be meta but it is amazing fun and very tanky
Charisma main , so chasing offensive spell DC is kind of a waste of time.
My reasoning is, take the enhancements so your prayer gives -15 to enemy saves, then let the true casters finish them off.
Dark bargainer synergizes well with DA, looks super cool . has good heals ( again not a main healer but can spot heal )
I really think adding -15 to saves is the DA niche.
Dark Bargainer is melee focused and the DA helps fill the flavor of the build
I use the mist, the prayer, the bite for neg levels , then the mass inflict wounds, pop my Warlock death aura and then start slashing with favored weapon bastard sword.
It can solo R1/ R2 just fine and there are a bunch of very cool, quite powerful Bastard swords available.
A fantastic build for those bored of cookie cutter zerg builds or 1 button win builds which are so boring IMHO ......
 
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