Kali's Dark Hunter Tempest TWF DEX Melee DPS build

Kalibano

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

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!

12. Kali's Dark Hunter Tempest TWF DEX Melee DPS
*DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.
* Unfortunately, v2 still have errors with some spells, but v1 is no longer being supported, so not sharing the file for v1 anymore.
Dark-Hunter-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. DPS
> lots of AoE attacks:
> 200% strikethrough chance [always attacks 3 targets (if in range)] for 10s every 15 seconds (regardless of combat style):​
> Tempest's 'Dance of Death [T5]'
> Shadowdancer's 'Shadowstrike [T2]'
> {+50% dmg, +3 crit Range and Multiplier} Cleave attack​
> Fury of the Wild's 'The Great Leveler [T5]'
> {+60% dmg +16 crit range}: hits all enemies in a short line​
> 'Whirlwind Attack' (feat):
> {+20% damage} Attacks twice all enemies in a 360 degree arc around you​

2. interweaved with some enemy de-buffs:
> Shadowdancer​
> Shadow Loss {-5 PRR, MRR & Spell Penetration}, on failed Fort save
'Shadowstrike [T2]'
> Darkness {applies sneak attack vulnerability / -3 PRR, MRR and Spell Penetration per stack, max 3 stacks}, for 12s; on rolls of natural 20
'Bring Darkness [T4]'
> Fury of the Wild (FotW)
> Shaken {-2 attack rolls, saves & skill checks}, for 30s every 30s​
'Primal Scream [T1]'

Secondary aim(s):
3. some Crowd Control:
> AoE:​
> Fury of the Wild (FotW)​
> ‘The Great Leveler [T5]’ (Targets who make their save are still Tripped for 2s, no save)
> Single-target:
> Dark Hunter​
> 'Snap Trap [T3]'
> Shadowdancer
> Blindness on vorpals, no save (for 5s, can only apply to each monster once per 60s)
'Dark Imbuement [T3]'
> Deepwood Stalker
> 'Tendon Cut [T1]' (AoE while under Tempest's 'Dance of Death [T5]')

4. Finding & disabling traps + opening locks

Key stats & synergies

My preferred Quickbar layout (in case it's useful):
Dark-Hunter-Key-abilities-toolbar.jpg


A. Dexterity for melee combat:
> To hit: via Tempest's [C2]​
> Rapiers: Weapon Finesse (feat)​
> To dmg via Tempest's [C3]​
> Rapiers: Deepwood Stalker's 'Improved Weapon Finesse [T2]'​
> base ability for Tactical DC formulas of some key attacks/enhancements:
(+INT-based insightful bonus via Harper Agent's 'Know the Angles [T2]')
> Dark Hunter (e.g. Snap Trap)​
> FoTW (e.g. The Great Leveler)​

B. Two Weapon Fighting mastery:
> Off-hand attack chance = 100%:
Base bonus
> 20%​
Feats
> +20%: Two-Weapon Fighting​
> +20%: Improved Two-Weapon Fighting​
> +20%: Greater Two-Weapon Fighting​
Heroic
> +10%: Tempest's 'Tempest [C2]'​
> +10%: Tempest's 'Whirlwind [C5]'​
> Off-hand Ability bonus to dmg = 100%:
> Tempest's 'Dual Perfection [T5]' (base is 50% Ability bonus to damage)​
C. Attack speed bonus = +15%
Enhancement bonus
> +15%: Gear/ Augment/ Haste spell​
> Attack speed boost = +30% (total 45%)
[Tempest's 'Haste Action Boost [T2]']
> 9 Charges:
Base charges
> 5
Augment
> +3: 'Legendary Moment to Legendary Moment'
Airship buffs
> +1: 'Concert Hall'

D. Doublestrike
> Main hand = 70%
Doublestrike breakdown:
Feats
> +2%: 'Harbinger of Chaos'​
Heroic
> +5%: Tempest 'Whirlwind [C5]'​
> +10%: Tempest 'Dervish [C6]'​
Epic Destinies
> +5%: Shadowdancer 'Shadowstriker [T3]'​
> +3%: FoTW 'Wild Weapons: Doublestrike [T3]'​
> +2%: FoTW 'Wilder Weapons: Doublestrike [T4]'​
Gear bonuses (inc Set bonuses)
> +15% artifact bonus (set bonus)​
> +15% enhancement bonus​
> +6% insightful bonus​
> +3% quality bonus​
Filigrees (inc Set bonuses)
> +1%: 'Shadowstrike' (single filigree)​
Unknown source
> +3%: ???​
> buffable to 100% {for 15s every 90s}:​
> +30%: Tempest's 'A Thousand Cuts [T5]'​
> buffable to 130% in reaper mode (capped 100%)​
[Dread Adversary's 'Reaper Strike [T1]']​

> Off-hand = 65% of main hand total:​
Base bonus
> 50%​
Feats
> +15%: 'Perfect Two Weapon Fighting'​
Dark-Hunter-Key-combat-bonuses.jpg


E. Weapon Critical profile 15-20/ x3
Critical threat range
Base
> 18-20: Rapiers​
Feats
> +3 feat bonus: 'Improved Critical: Piercing' (feat)​
= 15-20
Critical damage multiplier
Base
> x2: Rapiers​
Heroic enhancements/spells
> +1 competence bonus: Tempest's 'Deflect Arrows [C4]'​
= x3
Average extra damage from weapon crit profile = +63%:​
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1)

Critical threat range 15-20 = 6
Critical damage multiplier = 3
'Crit units' = (6) * (3-1) = 12
Overall Critical Profile Multiplier = 19 + 12 / 19 = 1.63 = 163% (100% base damage + 63% extra from crit profile)
N.B. with thanks to @Hammatimes for providing the formulas and explanations :)

> Crit damage multiplier boost = +2 (15-18/ x3, 19-20/ x5)
Feats
> +1 on 19-20 rolls: 'Overwhelming Critical'​
Epic Destinies
> +1 on 19-20 rolls: FotW's 'Nature's Fury's [T5]'​
Average total extra damage from weapon crit profile on 19-20 rolls = +84%:​
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1) + 2 * (19-20 bonuses)

Critical threat range 15-20 = 6
Critical damage multiplier = 3
19-20 bonuses = 2
'Crit units' = (6) * (3-1) + 2 * (2)= 16
Overall Critical Profile Multiplier = 19 + 16 / 19 = 1.84 = 184% (100% base damage + 84% extra from crit profile)
N.B. with thanks to @Hammatimes for providing the formulas and explanations :)

F. 4 imbue die: Bleed dmg (scales Melee Power):
> Dark Hunter's 'Bleed the Weak [T1]'
> Dark wolf also gets this imbue, and uses your total imbue die​
Imbue die breakdown:
+2 die Feats
+2 Harbringer of Chaos (@lvl 28)​
+1 dice Heroic enhancements​
+1 Dark Hunter (Tier 3)​
+1 dice Augment​
+1 Emerald of Arcane Empowerment​

= total 4 die, sustainable 100% of the time

G. 26 Sneak Attack die
SA die breakdown:
+11 die Feats
+5 Dark Hunter class feats (passive) (@lvls 1, 5, 10, 15, 20)​
+6 Scion of the Ethereal Plane​
+6 dice Heroic enhancements​
+3 Dark Hunter (Tiers 1-3)​
+3 Deepwood Stalker (C1-2 + T1, rank 3)​
+7 dice Epic Destinies​
+7 Shadowdancer (C1-4 + T2)​
+1 dice Filigrees​
+1 Treachery (set bonus: 3 pieces)​
+1 dice ???​
+1 ???​

= total 26 die, sustainable 100% of the time
> buffable to 46d6 {for 10s every 60s}:​
+20 die Dark Hunter's 'Opportune Moment [C4]'​
* 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.

H. Fortification bypass = 128%
Feats
> +25%: 'Precision'​
Epic Destinies
> +10%: Shadowdancer's 'Grim Precision [T3]'​
> +3%: Shadowdancer's 'Cut to the Soul [C4]'​
> +6%: FotW's 'Sense Weakness [T3]'​
> +6%: FotW's 'Primal Force [T4]'​
Gear bonuses (inc Set bonuses)
> +30%: Legendary Part of the Family set bonus​
> +23%: enhancement bonus​
> +10%: insightful bonus​
Filigrees (inc Set bonuses)
> +10%: 'Dreadbringer' (3-piece set bonus)​
Airship Buffs
> +5%: 'Trapsmith's Workshop'​

I. Dodge bypass = 13%
Feats
> +5%: 'Eerie Aim'​
Epic Destinies
> +3%: Shadowdancer's 'Cut to the Soul [C4]'​
Gear bonuses (inc Set bonuses)
> +5%: enhancement bonus​

J. Missile Deflection bypass = 5%
Feats
> +5%: 'Eerie Aim'​

K. Helpless damage = +106%
Base bonus
> +50%​
Feats
> +15%: 'Crush Weakness'​
Epic Destinies
> +18%: FotW's '9% Mantle of Fury's [T1]' + '9% Sense Weakness [T3]'​
> +3%: Shadowdancer's 'Cut to the Soul [C4]'​
Gear bonuses (inc Set bonuses)
> +15%: Legendary Part of the Family set bonus​
Airship Buffs
> +5%: 'Game Hunter'​

L. Extra damage:
> Extra Weapon dmg = +0.25{W]:
Airship Buffs
> +0.25[W]: 'Ninja Assassin'
> +2% damage: epic bonus to all physical attacks​
> FotW's 'Primal Force [T4]'​
> Untyped damage per Sneak Attack die, on each hit, for 10s every 15s, scales Melee Power​
> Shadowdancer's 'Dark Imbuement [T3]'​
> AoE Bludgeon dmg (on Trip attack, scales 150% Melee Power)​
> Fury of the Wild's 'Be the Whirlwind [C4]'​
> Insightful bonus to damage:
> Harper 'Know the Angles [T2]'​
> up to +10 damage {for 15s every 30s}​
> Tempest's 'The Growing Storm [T4]'​
> up to +15 morale Melee Power {killing enemies, for 20s}​
> Dark Hunter's 'Slayer in the dark [T4]'​
M. Burst damage:
> FotW's 'Unbridled Fury [T5]'​

N. Survivability & Defenses (after all, soul stones do zero dps):
Dark-Hunter-HP-Mana.jpg
> The image above 👆 includes:​
> +7 CON Tome​
> Temporary HPs: Dino weapon Brighthorn 'Affirmation'​
> Values @ lvl 32, out of reaper mode​
> Toughness feats: Heroic + Legendary​
> % Hit Point bonus = +35%
Competence bonus
> +25%: Tempest's 'Dual Perfection [T5]'​
Primal bonus
> +10%: Fury of the Wild's 'Lore of the Wilds [T5]'​
> Damage Avoidance
> Light armor for higher dodge chance + evasion​
> Max DEX bonus to armor = 35
Armor
> +20: Light armor (Legendary Wildcard)​
Feats
> +2: 'Mobility'​
Heroic
> +3: Tempest 'Improved Mobility [T3]'​
Epic Destinies
> +6: Shadowdancer 'Lithe [T2]'​
Augments (inc Set bonuses)
> +2: 'Sapphire of Armored Agility'​
Airship Buffs
> +2: 'Fencing Master'​
> Dodge cap = 30%
Base bonus
> 25​
Heroic
> +3: Tempest 'Improved Mobility [T3]'​
Airship Buffs
> +2: 'Fencing Master'​
> Dodge chance = 25% {capped @30}
Feats
> +3: 'Dodge'​
> +2: 'Mobility'​
Heroic
> +3: Tempest 'Improved Mobility [T3]'​
Unknown source
> +3%: ???​
> buffable:
> extra 34%+ {for 18s every 90s}:
> Tempest's 'Elaborate Parry [T4]' (Dodge, Maximum Dodge, and Maximum Dexterity Bonus to light and medium armor, equal to your Dexterity Modifier)
> +5%, ignores Cap {for 10s every 15s}:
> Shadowdancer's 'Improved Meld [T4]' via Epic strike 'Shadowstrike [T2]'
> Incorporeality = 15%
Heroic
> +5% stackable: Tempest 'Whirlwind [C5]'​
Augments (inc Set bonuses)
> +10: 'Legendary Wraithborn Emerald'​
> Concealment = 25%-50%
Feats
> +25% {permanent}: 'Scion of the Ethereal Plane'​
> 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

> Evasion
{on successful Reflex save: no dmg, instead of half dmg}
> Shadowdancer's 'The Darkest Luck [C3]'​
> No auto-fail Reflex saving throws on a roll of 1​
> Epic Reflexes (feat)​
> Deflect arrows: Tempest's 'Deflect Arrows [C4]'​
> 1 projectile every 2s: Tempest's 'Improved Defense [T1]'​
> Damage Reduction
> 15% reduction all dmg (except untyped) for 5s after using Primal scream​
> FotW’s ‘Unquenchable Rage [T4]’​
> 20% less damage (for 6s while any Action Boost is active}​
> 'Guarded Actions (feat)'​
I share some strategies for general defensiveness and survival in this thread. Come visit if you feel it could be useful to you!

O. Trapping:
> Auto-search for traps (Dark Wolf):​
> Dark Hunter's 'Lupine Instincts [T4]'​
> Search + Disable traps
> High INT​
> +20 primal bonus: Dark Hunter's 'Lupine Instincts [T4]'​
> Very high DEX:​
> Reflex saves + Open Lock​
The 'core elements' of the build

Class(es): Dark Hunter (20)
Race: Wood Elf (Tabaxi would be an excellent choice too)
Alignment: Chaotic Good (because of 'Harbinger of Chaos' feat, but can be any)
Main stat: Dexterity (level ups here)
Starting stats (34 pts): STR: 08/ DEX: 20/ CON: 16/ INT: 13/ WIS: 08*/ CHA: 08
* you will need to wear a WIS item and/or slot WIS augments to be able to cast spells. More on this in the spoiler below
You will only need a wisdom 14 to be able to cast all spells up to the highest level a Dark Hunter can cast (level 4).
Since the build starts with 8 Wisdom, you'll need to add +6. There are a few different ways to add this:
  • One of the most common (possibly also the cheapest) would be to wear a Wisdom item
  • Drinking Owl Wisdom's potions is another way, though it will look like you lost a bunch of mana (what really happens is your total mana pool increases, but won't auto-replenish in quests)
  • Slotting a Wisdom augment in a colorless augment slot is normally my preferable strategy
  • A +6 Wisdom tome would completely eliminate the need to worry about this, but I am very mindful of the cost. Even smaller tomes would be helpful (e.g. +2 free tome via favor)
Alternatively, you could opt to start with less DEX, and put those points in WIS instead. I would try not to go below 18, though.
Skills:
> Search/ Spot/ Disable Device / Open Lock​
> Heal / Use Magic Device/ Concentration/ Balance/ Tumble (1 point)​
Weapon type(s): Rapiers mainly (crit profile), but also some Short swords, Daggers, Light Picks (light piercing weapons)
* Extra notes on weapon choice:
> I made a choice to go with rapiers as the main weapon for this build for a few personal reasons:
  • one of the other strong options, scimitars, are being used by my Blighted Wolf druid alt
  • Kukris, which could also go really well, will be used my my rogue alt
  • rapiers created potential to use other special/strong piercing weapons such as daggers, short swords and light picks (because of improved critical: piercing feat)
  • those other piercing weapons choices, in my opinion, bring more variety of options than the slashing counterparts (Handaxes, sickles and kukris mostly)
  • so all in all, a personal choice, as scimitars and kukris could work very well too
> The Tempest tree grants DEX to-hit and damage with light melee weapons, but unfortunately, rapiers are not considered light weapons
  • so to make it work with this build, the Weapon Finesse feat lets it use DEX to hit
  • then, Deepwood stalker' 'Improved Weapon Finesse [T2]' lets me use DEX for damage with melee weapons with which you can use your Dexterity modifier to hit (that's why the Weapon Finesse feat is needed)
  • Deepwood Stalker is a tree I still want to use to get extra Sneak Attack die, so this isn't an extra cost just to make rapiers work
  • The Weapon Finesse feat needs to stay in, and won't be swapped out later on
> Note: Tempest [C2] (min Dark Hunter level 3) lets you treat Scimitars as light weapons

So, if you decide to go with slashing weapons, instead:
  • you could drop the Weapon finesse feat @lvl 1, and instead potentially take:
    • Nimble Fingers, so you get an extra +1 Sneak Attack die from Shadowdancer's 'Technician [T1]'?
    • or maybe take Toughness, and then @level 30 take Epic Toughness?
    • Weapon focus: slash?
    • Power Critical (needs to be later because of BAB+4 requirement)?
  • You won't need the Deepwood Stalker T2 'Improved Weapon Finesse' either, as the Tempest cores cover DEX hit & dmg for both scimis and kukris. It's rapiers that require the weapon finesse feat and that enhancement.
    • you could use the 1 action point somewhere else in the same tree, or any of the other trees.
Feats:
Dark-Hunter-Feats-MD.jpg


Heroic enhancements: 84 = 80 + 3 (Racial tomes) + 1 (Universal tome)
Dark-Hunter-Heroic-enhancs.jpg


Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
Dark-Hunter-Epic-Destinies-Myth-Drannor.jpg

N.B: ED multi-selector choices:
> Fury of the Wild​
> T2: 'Fast and Furious'​
> T3: 'Doublestrike'​
> T3: 'Spirit of the Beast'​
> T4: 'Primal Force'​
> T4: 'Doublestrike'​
> Shadowdancer​
> T2: 'Shadostrike'​
> T3: 'Shadowstriker'​
> T3: 'Dark Imbuement'​
> T4: 'Improved Meld'​

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


Spells:
Dark-Hunter-Spells.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-Hunter-Gear-Set-bonuses.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-Hunter-Gear-set-w-labelled-cosmetics.jpg


Dark-Hunter-DPS-set-1-gear-planner.jpg

Dark Hunter DPS gear set spreadsheet above is available to download too. More on DPS gear sets in this thread.

Dark-Hunter-hybrid-Trapping-gear.jpg


Rings-of-Spell-Storing.jpg



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


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


Filigree master plan:
  1. Primarily invest in Melee Power and Assassinate DCs.
  2. Sneak Attack die and Imbue Die goes as secondary aim, if/when possible to squeeze in
  3. Dexterity and 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. Having fun since 2006!
Extra suggestion to make the most of this thread:

I do recommend having Maetrim's DDOBuilder (v2) 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-v2.jpg


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

Build Designer. Having fun since 2006!
Apologies for the delay posting this, but I have been working on TRing an alt into an Artificer, and doing all the planning to include Machrotecnic too. Unfortunately, school summer holidays are upon those of us who have children. Hopefully, I manage to finally start working on it in the near future!
 
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Kalibano

Build Designer. Having fun since 2006!
Why no Adrenaline if you putting all those points in Furry?
Hi @Teh_Troll Happy to clarify :)

I suppose the quick answer is that Shadowdancer has a terrible tier 5 for melees. I find it really awful, I just can't use it, so the main tree is FotW.

Nevertheless, with the amount of sneak die I can achieve (48d6 for 10 seconds every 60 seconds, with 28d6 being 100% time), the Shadowdancer Epic strike, to me, generally feels more efficient than Adrenaline.

Adrenaline requires constant clicking (on a class that already has a ton of buttons to click to get all buffs going: e.g Dance of Death, Growing Storm, A Thousand Cuts, Smoke Bomb, etc.), and it boosts only one attack per click.

Shadowdancer's, with 'Dark Imbuement', boosts ALL my attacks for 10 seconds every 15 seconds. It definitely feels more manageable (ref number of abilities to click) and also stronger, though I don't have the maths to back this up.

I still get bursts of adrenaline via Unbridled Fury. Despite its long cooldown, it is there for the big fights.

Hope this makes sense :)
 
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morningfrost

Well-known member
Hi! As a long standing but very occasional player, I'm still working towards my first completionist (yes). I just levelled your Vile Chemist to 19 (almost done, just a little longer!), looks like I picked the wrong build for solo heroic levelling but it was great!.
Do you think this one would be good for a ranger life? Also, I have a passion for kukris, even back then I had a rogue with dual kukris. Can I pick IC: slashing or do you see any drawbacks?

And thanks you for posting these!
 

Kalibano

Build Designer. Having fun since 2006!
Hi! As a long standing but very occasional player, I'm still working towards my first completionist (yes). I just levelled your Vile Chemist to 19 (almost done, just a little longer!), looks like I picked the wrong build for solo heroic levelling but it was great!.
Do you think this one would be good for a ranger life? Also, I have a passion for kukris, even back then I had a rogue with dual kukris. Can I pick IC: slashing or do you see any drawbacks?

And thanks you for posting these!
Hey @morningfrost Thanks for your message :)

I just levelled your Vile Chemist to 19 (almost done, just a little longer!), looks like I picked the wrong build for solo heroic levelling but it was great!
I know what you mean: levelling throwers and bow users through heroics can be quite a challenge, their attack speed is really not great. The Alchy build starts shining later with improved precise shot and the epic destinies, so I can see how it would be tricky in heroics. I shared some thoughts on the levelling within that build's thread: might be a bit late for you, as you are already level 19, but I suggested spellcasting as a way to help offset the difficulty with dps via throwers, specially in the early levels.

Do you think this one would be good for a ranger life? Also, I have a passion for kukris, even back then I had a rogue with dual kukris. Can I pick IC: slashing or do you see any drawbacks?
This would be a great build for a ranger life, for sure. I think you'll have a much easier time soloing heroic, compared to a ranged build.
Kukris and Scimitars would work great too, as they both have a great crit profile.

If you go with slashing weapons, you could drop the Weapon finesse feat @lvl 1, and maybe take toughness instead. Then @level 30, you could take Epic Toughness. Or if you want a bit more damage, maybe take weapon focus: slash instead?

You won't need the Deepwood Stalker T2 'Improved Weapon Finesse' either, as the Tempest cores cover DEX hit & dmg for both scimis and kukris. It's rapiers that require the weapon finesse feat and that enhancement.

Hope this helps :)
 
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Blametroi

Well-known member
Build solid through level 9 on multi-life toon, solo R1. I'm not following it exactly, my toon is fully tomed up, but I can see this working well on HC. For flavor I'm trying to figure out a Huntress (DC Comics) built that works well. This gives me some hope that I can make it work. Thanks.
 

Kalibano

Build Designer. Having fun since 2006!
Hi @Blametroi Thanks for sharing your experience :)

Glad you found the build useful! Sounds like a great idea doing a Huntress build, hope it goes well!
 

Kalibano

Build Designer. Having fun since 2006!
Just read that with Update 61 the Vistani tree will work for kukris. I'm going to sharpen my knives...
That's a great addition the game, sharpening my knives too!
This DH build would go really well with it, but I got a bunch of rapiers for this alt already, so I'll stick with piercing weapons.

I'm actually working on re-designing a couple of existing builds to decide which is going to get the kukris:
- Vistani Rogue (20) Assassin or
- Vistani Vile Chemist (18)/ Monk (01)/ Dark Hunter (01) melee/hybrid

This is distracting me from finishing this thread, but oh well, excited about Vis Kukris for sure! :D
 

Kalibano

Build Designer. Having fun since 2006!
Made some progress with adding info about the build. Not much left to get it finished, so hopefully fully ready soon :)
 

Laethe

New member
Hello, TY for guide! I am new to game and I think I would enjoy this type of character. I have no idea what I am doing haha! I see your info on Starting Stats, Feats and Skills. but I am not sure where to put points as I level. Any help would be appreciated. I am level 4, put some more in DEX and 1 INT. Put more into the Skills you listed and some into Hide and Move Stealthy. I also had 32 points not 34.
 

Kalibano

Build Designer. Having fun since 2006!
Hello, TY for guide! I am new to game and I think I would enjoy this type of character. I have no idea what I am doing haha! I see your info on Starting Stats, Feats and Skills. but I am not sure where to put points as I level. Any help would be appreciated. I am level 4, put some more in DEX and 1 INT. Put more into the Skills you listed and some into Hide and Move Stealthy. I also had 32 points not 34.
Hi @Laethe Glad you enjoyed the guide! Character development in DDO is quite complex, I understand it can be a bit hard to know what to do.
My suggestion for this build is to invest in DEX, when you get an extra ability point every 4 levels:
Main stat: Dexterity (level ups here)

At each single level, I'd recommend spending your skills points in the skills I listed, giving priority to the line at the top first, then the ones below.
You can always change things a bit if you want to try something different, but the skills on the top line are essential if you hope to succeed in finding and disabling traps + opening locks:
Skills:
> Search/ Spot/ Disable Device / Open Lock
> Heal / Use Magic Device/ Concentration/ Balance/ Tumble (1 point)

For a 32 build, you could maybe start with 1 less point in DEX, and round INT to 14 (if enough points).

Tempest is a really strong tree, and Dark Hunter adds a lot of extra damage via sneak attacks. It can be confusing, but sneak attacks don't necessarily require you to sneak at all (so the skills Hide and Move Silently are not essential).

Some of the things you can do to deal sneak attack damage in combat more consistently:
- if you play in a group, try to let someone rush to the mobs first, to get their agro. As long as you don't have the agro, you will deal sneak attack damage (for the most part).
- having a caster do crowd control also helps immensely, as most forms of CC makes enemies helpless, and therefore, vulnerable to sneak attacks.

Hope this is helpful!
 
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