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!
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.
Preface to the build
This thread aims to provide the very 'core' of the build:
DISCLAIMER: nobody in real life has been injured on the making of this thread, and nobody will suffer injuries in real life if they try it. DDO is an awesome game, and trying-and-testing + making changes to suit your specific play style are a very healthy aspect of the game. It's how you learn and get better! Try not to stress too much about what some people have to say about how you play your game. Not everyone gets that this is a game, that people are not the same, and don't want the same things! The Mountain has many paths. Have fun!
Aims of the build
Primary aim(s):
1. DPS
2. interweaved with some enemy de-buffs:
Secondary aim(s):
3. some Crowd Control:
4. Finding & disabling traps + opening locks
Key stats & synergies
My preferred Quickbar layout (in case it's useful):
A. Dexterity for melee combat:
B. Two Weapon Fighting mastery:
> Attack speed boost = +30% (total 45%)
D. Doublestrike
E. Weapon Critical profile 15-20/ x3
> Crit damage multiplier boost = +2 (15-18/ x3, 19-20/ x5)
F. 4 imbue die: Bleed dmg (scales Melee Power):
G. 26 Sneak Attack die
SA die breakdown:
H. Fortification bypass = 128%
I. Dodge bypass = 13%
J. Missile Deflection bypass = 5%
K. Helpless damage = +106%
L. Extra damage:
N. Survivability & Defenses (after all, soul stones do zero dps):
Some info on how incorporeality (e.g. Ghostly) and concealment (e.g. Blur and Displacement) are reduced in reaper mode.
My understanding is that this info is based on player testing, not officially from the Devs. Info below (inc link) from the DDO Wiki:
I share some strategies for general defensiveness and survival in this thread. Come visit if you feel it could be useful to you!
O. Trapping:
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
Skills:
* Extra notes on weapon choice:
Feats:
Heroic enhancements: 84 = 80 + 3 (Racial tomes) + 1 (Universal tome)
Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
N.B: ED multi-selector choices:
Prior to Myth Drannor's level cap raise (total 65 Destiny Points)
Spells:
Suggestions for gear
(not part of the core build: choices based on what supports the main aims of the build best, with the intention to suggest/ inspire)
Gear Set bonuses:
Gear:
(PS: Some choices ref gear cater to a much larger personal scheme/tetris where items need to get shared between several alts at endgame, where I normally play in reaper mode 6-10 skulls).
Dark Hunter DPS gear set spreadsheet above is available to download too. More on DPS gear sets in this thread.
Main Filigree Set bonuses:
Filigrees: 14 = 4 (artefact) + 10 (weapon)
Filigree master plan:
I am always happy to read, consider and respond to constructive comments/ suggestions / feedback that are provided in a polite and friendly manner. I welcome discussions with anyone who is capable (and willing) to do this. Some discussions may lead to both parties simply agreeing to disagreeing - that's absolutely fine, everyone is entitled to their opinion after all!
.
If you would like to contribute towards this effort, any donations will be greatly appreciated. If not, please don't worry: sharing is caring! Just sit back and relax, and enjoy the builds! |
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.
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):
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
[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'
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:
(the bit underlined in in red outlines how this helps you deal sneak damage, without needing to actively sneak)
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
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.
- 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)
(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
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.
- When you roll a natural 20 on a Melee or Ranged attack, you envelop the target in shadow, applying a stack of Darkness.
- 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
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):
> 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:
> 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)'
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 buildClass(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:
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)
> 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:
So, if you decide to go with slashing weapons, instead:
- 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
- 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
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.
Heroic enhancements: 84 = 80 + 3 (Racial tomes) + 1 (Universal tome)
Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
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)
Spells:
Suggestions for gear
(not part of the core build: choices based on what supports the main aims of the build best, with the intention to suggest/ inspire)
Gear Set bonuses:
Gear:
(PS: Some choices ref gear cater to a much larger personal scheme/tetris where items need to get shared between several alts at endgame, where I normally play in reaper mode 6-10 skulls).
Dark Hunter DPS gear set spreadsheet above is available to download too. More on DPS gear sets in this thread.
Main Filigree Set bonuses:
Filigrees: 14 = 4 (artefact) + 10 (weapon)
Filigree master plan:
- Primarily invest in Melee Power and Assassinate DCs.
- Sneak Attack die and Imbue Die goes as secondary aim, if/when possible to squeeze in
- 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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