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

Kalibano

Build Designer & Fun Lover!
Welcome to my build repository! I've been playing since 2006, and I play to have fun: I don't really care about 'the META'. I have 23 alts, so I actively play practically every class and race available in the game. I design all my builds fully from scratch. Hope you find them useful, and constructive comments/ suggestions are always welcome!

If you would like to contribute towards this effort, any donations will be greatly appreciated. If not, please don't worry: sharing is caring! Just sit back and relax, and enjoy the builds!

1. Kali's Dark Apostate/Enlightened Spirit HYBRID Melee/Caster IMBUE build
DDOBuilder file for this build. You can find and download Maetrim's DDOBuilder here.
Dark-Apostate-Avatar.jpg


Preface to the build

This thread aims to provide the very 'core' of the build:
  • show how it started: its key aims
  • indicate the key decisions that can be made to achieve those aims: stats, skills, feats, heroic enhancements, epic destinies
  • all numbers are based on what a first-lifer (or someone with minimal past lives) would have, unbuffed, outside of reaper mode (they do, however, include equipped gear and partially completed filigrees). They are real characters, and those are the numbers I can offer.
  • numbers are indicative of the potential minimum amounts that can be achieved with the investments that were proposed
  • provide a 'photo' of what your character could look like at endgame during quite a few lives of their 'TR hamster wheel' journey
  • show the 'foundations' to be built upon, if a player decides to embark on the 'TR hamster wheel' and go out there to hunt for rare bonuses
  • gear choices are NOT part of the core build, but rather one of the most important ways to invest in the key elements of the core build to make the aims work. It has been added here simply to suggest options/ inspire. No promises are being made towards keeping this updated upon the release of new content.

DISCLAIMER: nobody in real life has been injured on the making of this thread, and nobody will suffer injuries in real life if they try it. DDO is an awesome game, and trying-and-testing + making changes to suit your specific play style are a very healthy aspect of the game. It's how you learn and get better! Try not to stress too much about what some people have to say about how you play your game. Not everyone gets that this is a game, that people are not the same, and don't want the same things! The Mountain has many paths. Have fun!

Aims of the build

Primary aim(s):
1. Area of Effect (AoE) DPS:
> AoE Melee:​
> Bastard sword via strikethrough (inc. Imbue dmg)​
> AoE Evil/Light damage:​
> Dark Apostate non-save spells (Evil dmg per caster level, doubled vs cursed enemies):​
> 'Prayer'
> 'Bless'
> 'Bane'
> Imbue dmg via Warlock's:
> 'Eldritch Aura [C1]' (passively every 4s)
> 'Eldritch Burst [T3]' (actively every 8s)
> AoE Fire/Light damage:
> Warpriest's 'Divine Vessel [T5]' cleave:
> {+30% dmg} + meteors deal Light + fire dmg per char level (scales with light + fire Spell Power)
> AoE Fire damage:
> Divine Crusader's 'Consecration: Crusade [T3]':
> deals dmg split between fire + light per char level (scales with fire Spell Power)
> Primal Avatar's 'Reborn in Fire [T2]':
> deals fire dmg + heals AoE
> Dripping with Magma via:
> AoE melee damage (strikethrough)​
> 'Eldritch Aura [C1]' (passively every 4s)
> 'Eldritch Burst [T3]' (actively every 8s)
> Rune arm:
> Imbue damage: fire on melee attacks (scales Melee Power)​
> AoE via strikethrough​
> Magical Blast damage: fire, max tier 5 (scales Spell Power)​
> +15% faster charge speed for Rune Arm magical blast:​
> Machrotectnic's 'Tinker Tailoring [T1]'
> auto benefits from Maximise, Empower and Intensify metamagics:​
> Machrotectnic's 'Metamagic Capacitors [C2]'
> Charisma for Rune Arm DCs:​
> Machrotectnic's 'Rune Arm Use [T2]'
> Warlock's 3d6 Fire Pact Damage (scales with Fire Spell Power) via
> 'Eldritch Aura [C1]' (FORT save, passively every 4s)
> 'Eldritch Burst [T3]' (no save, actively every 8s)
> AoE Force damage:
> Warlock
> 'Eldritch Aura [C1]' (2d8 Force dmg, no save, passively every 4s, scales Force Spell Power)
> 'Eldritch Burst [T3]' (no save, actively every 8s, scales Force Spell Power, accepts metamagics)
> AoE Electric damage {via strikethrough}:
> Vecna raid weapon's 'Unleash storm' {attacks + offensive spells chance to deal large dmg, NO save}

2. Single-target DPS:
> Non-save spells:​
> 'Divine Punishment'
> 'Searing Light'
> 'Bestow Curse' (bane dmg per imbue dice vs undead)

3. Enemy de-buffs:
> Dark Apostate non-save spells:​
> 'Bestow Curse'
> 'Doom'
> 'Prayer'
> 'Bane'
> Warpriest
> 'Smite Weakness [T2]': 4-7 Vulnerability stacks per 'Smite Foe {C1]' attack
> Divine Crusader:
> 'Sunder Evil [C4]': AoE, Sunder attack inflicts -10 AC; -25% Fortification; - 3 Saves; for 12s
> 'Bring Down Wrath [T5]': AoE, Weapon crits, apply Vulnerability + Armor destruction stacks

Secondary aim(s):
4. Support healing the frontline:
> Divine Crusader​
> 'Consecration [T1]'
> 'Divine Smite [T1]'
> Warpriest​
> 'Ameliorating Strike [T4]'
> Primal Avatar​
> 'Reborn in Fire [T2]'
> 'Mantle of Nature: Heart [T2]'
> Enlightened Spirit
> 'Brilliance [T4]' (temp HP = CON scorex2 via Eldritch aura)

5. some Crowd control:
> Divine Crusader​
> 'Consecration: Cower Before Me [T4]'

> Vecna raid weapon​
> 'Unleash storm' {attacks + offensive spells chance to paralyse enemies DC 110 Fort}

Key stats & synergies

Key abilities toolbar (main rotation):
Dark-Apostate-Key-abilities-toolbar.jpg


A. Charisma for melee combat:
> Purple Dragon Knight​
> 'Cormyrean Knight Training [T1]'​
> To-hit + dmg w Bastard Swords​
> extra stackable tactics bonus [T1]​
> Warpriest​
> insightful bonus from 'Divine Might [T1]'​
> To hit + dmg​
> tactics bonus​
> base ability for Tactical DC formulas of some key attacks/enhancements:​
> Divine Crusader (e.g. Cower Before Me [T4])​
> Divine Crusader​
> 'Smite Evil [T1]'​
> Machrotecnic​
> 'Rune Arm Use [T2]'​
> Rune Arm DCs​

B. Bastard Sword + Orb combo:
> both Single Weapon Fighting (SWF) + Two-handed Fighting (THF) styles​

C. Strikethrough = 170% [always attacks 2 targets (if in range), with a 70% chance to attack 3]
[Two-Handed Speciality lvl 31 feat]​
Strikethrough breakdown:
Base bonus
> +20%​
Feats
> 120%: Two-handed Fighting Speciality (lvl 31 feat)​
> 30%: Perfect Two-handed Fighting​
D. Attack speed = 45%
Combat style bonus
> +30%: 'Greater Single Weapon Fighting' (feat)
Enhancement bonus
> +15%: Gear/ Augment/ Haste spell
Dark-Apostate-Attack-bonuses.jpg


E. Doublestrike = 65%
Doublestrike Breakdown
:
Feats
> +3%: 'Past Life - Martial Sphere: Doublestrike'​
Heroic
> +10%: Warpriest 'Holy Striker [T4]'​
Epic Destinies
> +6%: Divine Crusader 'Blessed Strikes [T4]'​
Gear bonuses (inc Set bonuses)
> +15% artifact bonus (set bonus)​
> +15% enhancement bonus​
> +7% insightful bonus​
> +3% quality bonus​
Filigrees (inc Set bonuses)
> +2%: 'Sanctified fervor' (4-piece set bonus)​
Unknown source
> +4%: ???​
> buffable to 95% in reaper mode​
[Dread Adversary's 'Reaper Strike [T1]']​

F. Weapon Critical profile = 16-20/ x3
Critical threat range
Base
> 19-20: Bastard Swords​
Feats
> +2 feat bonus: 'Improved Critical: Slashing' (feat)​
Heroic enhancements/spells
> +1 competence bonus: Cleric War Domain's 'Holy Sword' (spell)​
= 16-20
Critical damage multiplier
Base
> x2: Bastard Swords​
Heroic enhancements/spells
> +1 competence bonus: Cleric War Domain's 'Holy Sword' (spell)​
= x3
Average additional base damage = +50%:​
Critical threat range 16-20 = 5
Critical damage multiplier x3 (-1 to remove base) = 2
> 5 x 2 = 10
> Each point = 5% more average base damage​
> 10 x 5% = 50%

> Crit damage multiplier boosts = +2 (16-20/x5):​
Feats
> +1 on 19-20 rolls: 'Overwhelming Critical'​
Epic Destinies
> +1 on 19-20 rolls: Divine Crusader's 'Blessed Blades [T5]'​
16-20/x5 = 5 x 4 = 20
20 x 5% = +100% more average base damage
> Expanded Vorpal threat range = +1 (19-20):​
Feats
> +1: 'Perfect Single Weapon Fighting' (feat)​

G. 25 imbue die: Light dmg (scales Spell Power):
> Enlightened Spirit's 'Spiritual Retribution [T4]' lets imbue die proc on:​
> melee attacks
> warlock aura (no other imbue does that!)
> warlock blasts ('Eldritch Burst [T3]')​
Imbue die breakdown:
+6 die Feats
+1 Offhand Versatiliy feature (@lvl 18)​
+2 Embodiment of Law (@lvl 28)​
+3 Scion of Fire (@lvl 30)​
+5 die Heroic enhancements​
+2 Warpriest (Cores 2 and 4)​
+3 Dark Apostate (Tiers 1 and 4 + Core 3)​
+6 die Epic Destinies​
+3 Primal Avatar (Tier 3)​
+3 Machrotecnic (Tier 3)​
+3 die Gear (inc Set bonuses)​
+3 The Shadow's Emptiness (set bonus)​
+4 die Filigrees​
+2 Reverberation (set bonus: 2 pieces)​
+2 The Long Shadow (set bonus: 3 pieces)​
+1 dice Augment​
+1 Emerald of Arcane Empowerment​

= total 25 die, sustainable 100% of the time
> buffable to 29 die:
Temporary imbue die breakdown:
+1 dice Divine Crusader's Tier 3 'Crusade' {lasts 4s, refreshed every 3s, for 15s total/ 20s cooldown}
+3 die Warpriest's Tier 5 'Wrathful Weapons' {12s when vorpal Hit with a favored weapon}

+4 extra die, not sustainable 100% time

H. Fortification bypass = 72%
Feats
> +25%: 'Precision'​
Gear bonuses (inc Set bonuses)
> +22%: enhancement bonus​
> +10%: insightful bonus​
Filigrees (inc Set bonuses)
> +10%: 'Dreadbringer' (3-piece set bonus)​
Airship Buffs
> +5%: 'Trapsmith's Workshop'​

I. Helpless damage = +70%
Base bonus
> +50%​
Gear bonuses (inc Set bonuses)
> +15%: Legendary Temple's Inferno set bonus​
Airship Buffs
> +5%: 'Game Hunter'​

J. Extra damage:
> Ability modifier to dmg = 1.6x:​
> THF Speciality feat (50% more in addition to the existing 10% bonus inherent for wielding a Hand-and-a-Half weapon)​
> Extra Weapon dmg = +0.25{W]:
Airship Buffs
> +0.25[W]: 'Ninja Assassin'

> +10% damage
> Divine Crusader's 'Crusade [T3]'​
> large Insightful bonus to damage:​
> Warpriest 'Divine Might [T1]'​
> Law dmg per Epic or Leg level on each attack:​
> Divine Crusader's 'Law of the Divine [T5]'​
> Light dmg on Sunder attacks (scales Melee Power)​
> Divine Crusader's 'Sunder Evil [C4]'​

> Chance for extra dmg on melee attacks {can only strike once every 5s):​
> Primal Avatar's 'Mantle of Nature: Thorn [T2]' (scales Spell power)​
K. Melee power boosts:
> +19 bonus, for 60s (bonus = +5 Melee Power / +1 per Religious Lore)​
> Filigree: Sanctified Fervor (via Smite Evil)​
> +20 Action Boost bonus, for 20s​
> PDK: Melee power Action boost [C1]​
> +7 Divine bonus, for 20s (bonus = half your Cleric level)​
> Dark Apostate: War domain (via turn undead)​

L. Spell Power:
Dark-Apostate-Spellpowers.jpg

> buffable:
> Metamagic feats​
> +150 Spell Power: Maximise Spell
> +75 Spell Power: Empower Spell
> +75 Spell Power: Intensify Spell
M. Survivability (after all, soul stones do zero dps):
> Hit Points bonus = +30%:​
Competence bonus
> +20%: Warpriest 'Divine Bastion' [T5]​
Sacred bonus
> +10%: Warpriest 'War Caster: Blur' [C4]​

> Incorporeality = 15%:​
> Dark Apostate's 'Shadow Shrouding [C2+C4]'​

> Concealment = 20% (permanent)
> Warpriest's 'War Caster: Blur [C4]'​

> Elemental absorption + saves boost:​
> Warpriest's 'Greater Inflame [T3]'​
I share some strategies for general defensiveness and survival in this thread. Come visit if you feel it could be useful to you!

The 'core elements' of the build


Classes: Dark Apostate (14)/ Warlock (6)
Race: Purple Dragon Knight (requires a +1 heart to swap Fighter level out)
Alignment: Lawful Neutral ('Embodiment of Law' feat + must be non- Good because Warlock Fiend pact)
Main stat: Charisma (level ups here)
Starting stats (36 pts): STR: 10/ DEX: 08/ CON: 16/ INT: 08/ WIS: 15 / CHA: 18
Skills:
Heal/ Spellcraft/ Use Magic Device/ Balance (only a few to qualify for SWF)/ Tumble*
* min 7 points req for Greater Single Weapon Fighting feat
Weapon type(s): Bastard Swords & Orbs

Feats:
Dark-Apostate-Feats.jpg


Heroic enhancements: 83 = 80 + 2 (Racial tomes) + 1 (Universal tome)
Dark-Apostate-Heroic-enhancs.jpg


Epic Destinies: 65 = 61 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
Dark-Apostate-Epic-Destinies.jpg

N.B: ED multi-selector choices:
> Divine Crusader​
> T3: 'Amaunator's Blessing'​
> Primal Avatar​
> C1: 'Heart'​
> C2: 'Thorn'​
> T1: 'Fox of Flame'​
> T2: 'Mantle: Heart'​
> T2: 'Reborn in Fire'​

Spells:
Dark-Apostate-Spells-DA.jpg
Dark-Apostate-Spells-Warlock.jpg


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

Gear Set bonuses:
Dark-Apostate-New-set-bonuses-1-overview.jpg


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


Dark-Apostate-DPS-Hybrid-1-gear-planner.jpg

Dark Apostate DPS Hybrid gear planner spreadsheet available to download too. More on DPS gear sets in this thread.


Main Filigree Set bonuses:
Dark-Apostate-Filigree-Set-bonuses.jpg


Filigrees: 14 = 10 (weapon) + 4 (artefact)
Dark-Apostate-Filigrees-all.jpg


Filigree master plan:
  1. Primarily invest in Melee Power and Imbue die.
  2. Smite evil charges and CHA are secondary aims, if/when possible to squeeze in
  3. other effects get the least priority


I am always happy to read, consider and respond to constructive comments/ suggestions / feedback that are provided in a polite and friendly manner. I welcome discussions with anyone who is capable (and willing) to do this. Some discussions may lead to both parties simply agreeing to disagreeing - that's absolutely fine, everyone is entitled to their opinion after all!
.
 
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Kalibano

Build Designer & Fun Lover!
Extra suggestion to make the most of this thread:

I do recommend having Maetrim's DDOBuilder open while looking at my threads, as this will enable you to:
- hover over the abilities listed and learn more about them
- experiment with changing things and seeing if they would work better for you, before doing it in the live game
- get a general overview of the key aspects of the build

I arrange my DDOBuilder screen as per the image below (not this build in the image), as it helps me view the key aspects of my builds far more easily than opening and closing a bunch of windows. Just thought I'd share, in case its useful:
Maetrim-s-DDOBuilder-sample.jpg


Maetrim's builder is really amazing, I highly recommend it!
 
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Kalibano

Build Designer & Fun Lover!
Updated the Starting Stats to include how many points the build has (in brackets).
Hopefully this helps avoid confusion :)
 

Fisto Mk I

Well-known member
- 5pc Prowess (if you really like it - use it on second changeable weapon for boost only).
- Divinity
+ double Sucker Punch/One Against Many (rare): +4 Str, +18 MP
+ double One Against Many MP (rare): +10 MP, +5% Strikethrough, 30% chance to Debuff enemy for 20 MP/RP (good for tank)
+ Sucker Punch MP (rare): +1d6 SA
+ any MP (rare)

You gain +38 MP permanent unbuffed, some other nice benefits and still can use Prowess for buff if really like and need. ;)
 

Kalibano

Build Designer & Fun Lover!
- 5pc Prowess (if you really like it - use it on second changeable weapon for boost only).
- Divinity
+ double Sucker Punch/One Against Many (rare): +4 Str, +18 MP
+ double One Against Many MP (rare): +10 MP, +5% Strikethrough, 30% chance to Debuff enemy for 20 MP/RP (good for tank)
+ Sucker Punch MP (rare): +1d6 SA
+ any MP (rare)

You gain +38 MP permanent unbuffed, some other nice benefits and still can use Prowess for buff if really like and need. ;)
True indeed, but there is, unfortunately, no scope in the near future for an extra weapon to swap for Prowess buff (to me, personally I mean). With 23 alts, the priority atm is to fill up the caster ones, and then move to the melees. This, in itself, should hopefully be achievable during my lifetime (with a lot of effort), unless the Devs implement a more generous system (e.g. the gem being detached from the weapon completely, and on a slot of its own, and sharable via shared bank).
Happy to have prowess permanently tbh: weapon swapping for temp buffs is terribly annoying.
 

Fisto Mk I

Well-known member
Happy to have prowess permanently tbh: weapon swapping for temp buffs is terribly annoying.
True, but with my setup you may just not swapping at all: sustained +38 MP anyway provide more DPS than Prowess - you lose only 12 MP from your 10 sec Prowess burst, and all other time you gain more. Pure arithmetic. ;)
 

Kalibano

Build Designer & Fun Lover!
True, but with my setup you may just not swapping at all: sustained +38 MP anyway provide more DPS than Prowess - you lose only 12 MP from your 10 sec Prowess burst, and all other time you gain more. Pure arithmetic. ;)
You make an excellent point here ref sustained dps vs occasional burst damage (limited by Action Boost charges too): great suggestion Fisto, thanks! I will definitely consider this for some of my alts with whom I had planned to use Prowess.

Dam the low drop rate of those sentient removers!
 
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Fisto Mk I

Well-known member
You make an excellent point here ref sustained dps vs occasional burst damage (limited by Action Boost charges too): great suggestion Fisto, thanks! I will definitely consider this for some of my alts with whom I had planned to use Prowess.

Dam the low drop rate of those sentient removers!
I get 4 Tenser Box from ASAH in Orien last week, 80 toolkit. Slightly overpriced, yea, but still very good deal. 8)
 

Kalibano

Build Designer & Fun Lover!
True, but with my setup you may just not swapping at all: sustained +38 MP anyway provide more DPS than Prowess - you lose only 12 MP from your 10 sec Prowess burst, and all other time you gain more. Pure arithmetic. ;)
On second thought, after doing some quick optimisation of the filigree choices I had in my build (basically Prowess on artifact with Melee Power, move Divinity to weapon), the numbers would be a bit different:
Dark-Apostate-Filigrees-all.jpg


So, excluding Sanctified Fervor (which hasn't changed), it's:
1. Prowess
10 sustained Melee Power + 50 burst Melee Power (and 2 extra charges of Smite to get the Sanctified burst damage)
VS
2. One vs Many/Sucker Punch
38 sustained Melee power, no burst, and -2 charges of Smite to get the other burst damage (Sanctified)

I'm afraid the maths for this is beyond my ability, but I have a gut feeling that Prowess wins, somehow. What's you feeling ref the maths?

Nevertheless, a very interesting option to combine with a swap Prowess weapon for sure (for those who can stomach the constant swaps without ruining their fun).
 

Fisto Mk I

Well-known member
I'm afraid the maths for this is beyond my ability, but I have a gut feeling that Prowess wins, somehow. What's you feeling ref the maths?

I think my setup win for long run, but for more exact consideration need more data. How many AB and Smite charge this build have? I think for majority quests you have enough Smite without Divinity +2 charge, so it can be changed to +5 MP or +1 ID ( +5 MP usual better).
 

Kalibano

Build Designer & Fun Lover!
Any chance a similar build can be run as a different race? I'd like to give melee DA another shot, I wasn't enamored with Sad Fist 6 splash. But I'm also not a fan of PDK as a visual race.
Hi @Amideus happy to share some thoughts on your query (focusing on this specific build, rather than the race in general):

- To start with, I must say you don't get to see the ugly PDK visual at all: it gets covered by the awesome-looking Shadow Shrouding

- For this specific build, PDK is amazing for a few reasons:
> charisma to-hit and damage​
> bonus to tactical DCs that is unique and stacks with everything (including the insightful bonus from trances)​
> for all the above, a very low cost (only 3 Action Points)​
> 2 of those Action Points are 'free' (if like me you have racial tomes), so need to be spent in the racial tree anyway​
> no other race offers that​

If you were to go with another race:
- you'd still need to spend the free racial points (if you have them) in whichever racial tree you choose
- on top of that, you'd need to free up at least 6 Action Points from somewhere just to get Charisma to hit and damage from Feydark Illusionist (it's 7 APs, but my build already spends 1 'free' [universal tome] point there)
- you would not be able to get the PDK bonus to tactical DCs from anywhere else (so Consecration would not be as effective for CC)

This build is actually Action Point starved, and by this I mean there are some very nice goodies I would love to add, but don't have points for, e.g.:
- Dark Apostate's:
> 'Enhanced curse III [T4]' (2 APs)​
> 'Return to Dusk [T4]' (2 APs)​
> 'Dark Judgement [T4]' (3 APs)​
- Warpriest's 'Divine Intervention [T5]' (2 APs)

In other words, if anything, to make this build better we'd need to get extra Action Points, rather than find at least 6 to remove from the current choices I proposed.

Considering all the above, I'm really not sure what to suggest ref an alternative racial choice, sorry! But as I mentioned above, the Shadow Shrouding looks super cool, you won't ever have to see the PDK visual!

Hope this helps!
 
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Amideus1

New member
Hi @Amideus happy to share some thoughts on your query (focusing on this specific build, rather than the race in general):

- To start with, I must say you don't get to see the ugly PDK visual at all: it gets covered by the awesome-looking Shadow Shrouding

- For this specific build, PDK is amazing for a few reasons:
> charisma to-hit and damage​
> bonus to tactical DCs that is unique and stacks with everything (including the insightful bonus from trances)​
> for all the above, a very low cost (only 3 Action Points)​
> 2 of those Action Points are 'free' (if like me you have racial tomes), so need to be spent in the racial tree anyway​
> no other race offers that​

If you were to go with another race:
- you'd still need to spend the free racial points (if you have them) in whichever racial tree you choose
- on top of that, you'd need to free up at least 6 Action Points from somewhere just to get Charisma to hit and damage from Feydark Illusionist (it's 7 APs, but my build already spends 1 'free' [universal tome] point there)
- you would not be able to get the PDK bonus to tactical DCs from anywhere else (so Consecration would not be as effective for CC)

This build is actually Action Point starved, and by this I mean there are some very nice goodies I would love to add, but don't have points for, e.g.:
- Dark Apostate's:
> 'Enhanced curse III [T4]' (2 APs)​
> 'Return to Dusk [T4]' (2 APs)​
> 'Dark Judgement [T4]' (3 APs)​
- Warpriest's 'Divine Intervention [T5]' (2 APs)

In other words, if anything, to make this build better we'd need to get extra Action Points, rather than find at least 6 to remove from the current choices I proposed.

Considering all the above, I'm really not sure what to suggest ref an alternative racial choice, sorry! But as I mentioned above, the Shadow Shrouding looks super cool, you won't ever have to see the PDK visual!
Thanks for the reply and information. I was worried about the enhancement investment. I have plenty of racial AP from past lives but sadly universal points just aren't available yet.

I've done a few different builds with DA so far. My main from wow is shadow priest so DA is my new go to. Guess I'll have to swallow my pride and make King Gorilla.
 

Amideus1

New member
What's the opinion on Holy Strike vs Embodiment of Law for level 28? With PSWF you vorpal twice as often, while 3 PRR/MRR is relatively ignorance and 2 imbue dice is just 2d6 more unless I'm missing some kind of scaling in the mix.

Sure holy strike only works on evil enemies, but that feels like most of the game.
 

Kalibano

Build Designer & Fun Lover!
What's the opinion on Holy Strike vs Embodiment of Law for level 28? With PSWF you vorpal twice as often, while 3 PRR/MRR is relatively ignorance and 2 imbue dice is just 2d6 more unless I'm missing some kind of scaling in the mix.

Sure holy strike only works on evil enemies, but that feels like most of the game.
Hi Amideus,

For this specific build, Embodiment of Law seems superior because of its synergy with Divine Crusader:

Law of the Divine: You gain the Embodiment of Law feat if you didn't have it already. If you had the feat, you now deal 1d6 Law damage on each attack per Epic or Legendary Level scaling with 200% Melee or Ranged Power.

Imbue die always scale, many with spell power, some with melee/ ranged power. My build uses the Enlightened Spirit's imbue, which scales with light spell power, and unlike any other imbues, it procs on Eldritch blasts. For my build it procs on:
> Imbue dmg via Warlock's 'Eldritch Aura [C1]' (passively every 4s) + 'Eldritch Burst [T3]' (actively every 8s)

Holy strike has the potential to work well when combined with Shiradi's Core 2:
Vision: Your attacks have Ghost Touch and you bypass 5% Dodge and Fortification. If you have the Holy Strike feat, double the Dodge and Fortification bypass.

But that will depend on the build, and what your aims are, and if you have the feat slot to spare. I use shiradi on 2 of my alts (Spellsinger inquisitive and Vile Chemist thrower), but did not end up taking the Holy strike feature, despite the potential fot the core 2 synergy

On its own, without a boost from an Epic Destiny, I personally would not take Holy strike on any of my characters because
- I don't belive its damage scales appropriately
- there's a lot of competition from other good options for the destiny feat slots

Hope this helped!
 
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misterski

Well-known member
What's the opinion on Holy Strike vs Embodiment of Law for level 28? With PSWF you vorpal twice as often, while 3 PRR/MRR is relatively ignorance and 2 imbue dice is just 2d6 more unless I'm missing some kind of scaling in the mix.

Sure holy strike only works on evil enemies, but that feels like most of the game.
Honestly, Holy Strike is crap. I'd only take it if I didn't have anything else to take.
 

Kalibano

Build Designer & Fun Lover!
What about haste boost ? Could be nice on a build like this
It sure would, but this build is actually Action Point starved, and by this I mean there are some very nice goodies (apart from the Haste Boost) I would love to add, but don't have points for, e.g.:
- Dark Apostate's:​
> 'Enhanced curse III [T4]' (2 APs)​
> 'Return to Dusk [T4]' (2 APs)​
> 'Dark Judgement [T4]' (3 APs)​
- Warpriest's 'Divine Intervention [T5]' (2 APs)​

The real issue, at least in my opinion, is the 'supremacy' of the Haste Boost over all others. I would love to see this addressed, so either all the other boosts are buffed or haste boost is 'nerfed'.

Anytime one weapon/ tree/ combat style, etc. is far better than the rest, choice is removed, and the game becomes boring.

Which enhancements from my current build would you replace for haste boost? Just curious as to what you would suggest :)
 

Scrag

Well-known member
22 imbue dice is a lot... Where are they coming from? You are only getting what, 2? from dark apostate? More importantly, if dice are critical to this build, how is it even possible to level this through heroics, as the number of dice you can get there is a very small percent of 22?

Edit: In heroics, I count 8 or less:
Warpriest 3
ES 3 (this conflicts with shadow shroud, as you have to be in a major form, and you either pick ES major form or DA major form)
DA 3 (apostate curse dice).

No matter what level you are, since you can only run one major form at a time, this is just (6) dice + the attack itself.
 
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Kalibano

Build Designer & Fun Lover!
22 imbue dice is a lot... Where are they coming from? You are only getting what, 2? from dark apostate?

Edit: In heroics, I count 8 or less:
Warpriest 3
ES 3 (this conflicts with shadow shroud, as you have to be in a major form, and you either pick ES major form or DA major form)
DA 3 (apostate curse dice).
Hey Scrag, happy to provide breakdown, hopefully it helps clarify things:

Features = 6 die:
+1 Offhand Versatiliy feature (@lvl 18)
+2 Embodiment of Law (@lvl 28)
+3 Scion of Fire (@lvl 30)

Heroic enhancements = +5 (sub-total 11 die):
+2 Warpriest (Cores 2 and 4)
+3 Dark Apostate (Tiers 1 and 4 + Core 3)

Epic Destinies = +6 (sub-total 17 die):
+3 Primal Avatar (Tier 3)
+3 Draconic Incarnation (Tier 3)

Filigrees = +4 (total 22 die, sustainable 100% of the time):
+2 Reverberation (2-pieces)
+2 Snake Bite (3-pieces)

Temporary imbue die = +4 (buffable to 26 die, not sustainable 100% time)
+1 from Divine Crusader's Tier 3 'Crusade':
Crusade: Consecration now grants Crusade to allies who stand inside of it (+10% damage to melee and ranged attacks and +1 bonus Imbue Dice, lasts 4 seconds, refreshed every 3 seconds...

+3 from Warpriest's Tier 5 'Wrathful Weapons':
Wrathful Weapons: When wielding your religion's favored weapon in your main hand, you gain +3 to hit and damage, and +9 Universal Spell Power. When you score a Vorpal Hit with your religion's favored weapon, you gain +3 bonus Imbue dice for the next 12 seconds, and your Fires of Fure Imbue Toggle changes its damage type from Fire to Light.

More importantly, if dice are critical to this build, how is it even possible to level this through heroics, as the number of dice you can get there is a very small percent of 22?
> I wouldn't say die are critical to this build. I'd say it boosts the damage by quite a bit. Tbh, if they gave more imbue die at low levels, this would probably feel a bit too OP, but that's my personal opinion.

> There is a lot of damage coming from simply swinging the sword :) This build uses:
- CHA to hit and damage pretty much from level 1​
- a bastard sword with SWF style,​
which has amazing attack speed.​
it also benefits from the 'Hand-and-Half' damage boosts, since it uses orbs​
- though with a low chance until lvl 31, there is still a chance to strikethrough and hit a second enemy (20%)​
at 31, the strikethrough aspect kicks in a lot more often with the Spec feature​
Wiki: While wielding a Two-Handed Weapon, or while wielding a Bastard Sword or Dwarven Axe in your main hand and a Shield, Orb, Rune Arm, or nothing in your offhand, your attacks can Strikethrough. When your attacks can Strikethrough, every attack has a chance ("Strikethrough Chance") to hit an additional target.
- Strikethrough Chance begins at 20% while considered Two Handed Fighting (which can be improved through feats and enhancements)

> Other damage comes from the cleric spells that get twisted to deal evil damage, and that have NO SAVE.

So all in all, I wouldn't go as far as to say that it's heavily dependent on imbue dmg, and that at heroic/low epic levels this build struggles. I did not feel like that at all.

ES 3 (this conflicts with shadow shroud, as you have to be in a major form, and you either pick ES major form or DA major form)

No matter what level you are, since you can only run one major form at a time, this is just (6) dice + the attack itself.
There are no conflicts with this build. The Warlock major form requires level 18 Warlock, and it's in Core 5. This build does not take that. It uses the aura, and the imbue from tier 4 without any issues, and the imbue damage applies to both melee attacks and eldritch blasts via the aura + T3 eldritch burst attack.

As you can see from the screenshot below, 22 is the static 100% uptime amount of die this build has at its disposal.
Dark-Apostate-Imbue-die.jpg


Hope this helped! :)
 
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Scrag

Well-known member
Thank you for the breakdown. I will probably take the thrower to 23 and then tr+20 into this build. The very very slow rate of attack with the throwing knife is driving me crazy and the limited throwing knives of "coolness" all seem to be relegated to raids, which in two days I will no longer be able to participate in.
 
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