Kali's Stormsinger Warchanter/Dragon Lord HYBRID Melee/CC+ Insta-kill Caster build

Kalibano

Build Designer. Having fun since 2006!
This is very convenient! So, I am looking to actually run a CC/Instakill build when I am done with my alt and I found this one (Kali's Wizard Pale Master Insta-kill + CC Caster build), but I have wanted to do a few more caster lives first...and really the only caster lives I have left are:
  • stormsinger for +5 elctric/sonic SP (3 to do)
  • dark apostate for Neg healing amp +5 neg sp (3 to do)
  • and maybe dragonlord for those last breath weapon DCs (3 to do)
My question is do you think any of the above will help out your pale master build? I feel like dark apostate would, and I guess it doesn't hurt to have the extra SP from from Stormsinger. Not so sure the breath DCs are completely needed if I am a DC caster.

As for the stormsinger/Dragonlord build, I would prob just be doing an iconic for the PL. I like tabaxi cause its fast. so what split would you do? Also, I assume SoS THF is the way to roll with this one .

Edit: just realized I can't do tabaxi trailblazer as it makes you a monk lev 1 and stormsinger requires any non-lawful. lol. ok, which iconic to use :)

Thanks!
Nic
Hey there :)

Happy to share some thoughts!

Ref the Wizard insta-kill build:
> As you mentioned, the Dark Apostate will definitely help a lot with self-healing and survival (Vampire form), so should be worth it, considering you need those for your TR project anyway

> Dragon Lord's Breath DCs won't help with this specific build, as it doesn't use any breath weapon attacks/spells

> Stormsinger won't actually be too useful, as I don't really use Electric nor Sonic spells. These are the key spellpowers I use:
Wiz-Pale-Master-Spellpowers.jpg

Wiz-Pale-Master-Key-abilities-toolbar.jpg

- Negative is the main one, for most of the spells I cast on a DPS rotation, since this build strips negative energy immunity:​
> Magus: 'Dark Light of the Moon' / 'Gloomspear' / 'Moon's Shadow' / 'Mantle: Flash of the Eclipse'
> Pale Master: 'Necrotic Blast & Bolt' / 'Embraced the Void'
> Wizard spells: 'Rend the Soul' / 'Enervation' / 'Finger of Death (on successful saves)' / 'Necrotic Ray' / 'Greater & Lesser Death auras' / 'Negative Energy Burst'
- Investment in Force was mainly driven by Magus' 'Unholy Pulse', which makes Arcane Pulse stack 7 times, but also because this spellpower is boosted by all the 3 EDs I use:​
> Magus: enhanced 'Arcane Pulse'
> Archamage: 'Arcane Bolt'
> Wizard spells: 'Arcane Tempest' / 'Phantasmal Killer (on successful saves)'
- I invest in Conjuration for the Trap the Soul insta-kill, so it created synergy with Acid spellcasting, for some extra DPS options:​
> Primal Avatar: 'Shard Storm'
> Wizard spells: 'Acid Well' / 'Cloudkill'
- Cold is mostly there because of the Magus Mantle extra dmg on spellcast + passive spell power boost from Magus and Primal Avatar, so I picked a couple of NO save spells, for some extra DPS options:​
> Wizard spells: 'Polar Ray' / 'Niac's Biting Cold'
I went thought all this detail basically to show there is plenty of DPS options which synergise strongly with the choices made for heroic and ED trees. I wouldn't recommend going for electric nor sonic spellcasting here, especially considering how this build did not invest in Evocation :)


> Ref a Stormsinger/Dragon Lord Iconic race choice:

The iconic that first comes to mind is PDK, as it starts with a Fighter level. It would still require a basic LTR to move from regular fighter to Dragon Lord, if you wanted to stick to the build in the main post.

Alternatively, you could keep the regular fighter levels and use the previous set up I had for this build:

Previous build (Stormsinger 18/ FvS 1 / Fighter 1):
Stormsinger-Warchanter-Heroic-enhancs-pre-Drag-Lord.jpg


> Ref the weapon choice for the Stormsinger/Dragon Lord build
Sadly, Warchanter does not provide any bonuses to threat range and multiplier (just an extra multiplier on 19-20 rolls). So the most obvious choice for me were Falchions, since they already have a strong crit profile.

If you go PDK, there is potential to drop the investment in Feydark Illusionist for the CHA to-hit & dmg, and invest in the PDK tree to acquire that, with the difference that you'd be restricted to using Greatswords only. This option would have the added benefit of improving tactical DCs by a large amount too (stackable with Divine Might):
Cormyrean Knight Training:
You now use Charisma or Strength, whichever is higher, for attack and damage with shortswords, longswords, bastard swords, and greatswords.
In addition, as long as your Charisma remains higher than your Strength and you are wielding one of the above weapons, you receive a bonus to the DCs of your Tactical Feats equal to 1/3 your Charisma modifier.



Hope this was helpful, and that you enjoy the builds if you decide to give them a go :)
 
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Nickodeamous

Well-known member
Hey there :)

Happy to share some thoughts!

Ref the Wizard insta-kill build:
> As you mentioned, the Dark Apostate will definitely help a lot with self-healing and survival (Vampire form), so should be worth it, considering you need those for your TR project anyway

> Dragon Lord's Breath DCs won't help with this specific build, as it doesn't use any breath weapon attacks/spells

> Stormsinger won't actually be too useful, as I don't really use Electric nor Sonic spells. These are the key spellpowers I use:
Wiz-Pale-Master-Spellpowers.jpg

Wiz-Pale-Master-Key-abilities-toolbar.jpg

- Negative is the main one, for most of the spells I cast on a DPS rotation, since this build strips negative energy immunity:​
> Magus: 'Dark Light of the Moon' / 'Gloomspear' / 'Moon's Shadow' / 'Mantle: Flash of the Eclipse'
> Pale Master: 'Necrotic Blast & Bolt' / 'Embraced the Void'
> Wizard spells: 'Rend the Soul' / 'Enervation' / 'Finger of Death (on successful saves)' / 'Necrotic Ray' / 'Greater & Lesser Death auras' / 'Negative Energy Burst'
- Investment in Force was mainly driven by Magus' 'Unholy Pulse', which makes Arcane Pulse stack 7 times, but also because this spellpower is boosted by all the 3 EDs I use:​
> Magus: enhanced 'Arcane Pulse'
> Archamage: 'Arcane Bolt'
> Wizard spells: 'Arcane Tempest' / 'Phantasmal Killer (on successful saves)'
- I invest in Conjuration for the Trap the Soul insta-kill, so it created synergy with Acid spellcasting, for some extra DPS options:​
> Primal Avatar: 'Shard Storm'
> Wizard spells: 'Acid Well' / 'Cloudkill'
- Cold is mostly there because of the Magus Mantle extra dmg on spellcast + passive boost by Magus and Primal Avatar, so I picked a couple of NO save spells, for some extra DPS options:​
> Wizard spells: 'Polar Ray' / 'Niac's Biting Cold'
I went thought all this detail basically to show there is plenty of DPS options which synergise strongly with the choices made for heroic and ED trees. I can't see much room for electric nor sonic spellcasting here :)


> Ref a Stormsinger/Dragon Lord Iconic race choice:

The iconic that first comes to mind is PDK, as it starts with a Fighter level. It would still require a basic LTR to move from regular fighter to Dragon Lord, if you wanted to stick to the build in the main post.

Alternatively, you could keep the regular fighter levels and use the previous set up I had for this build:

Previous build (Stormsinger 18/ FvS 1 / Fighter 1):
Stormsinger-Warchanter-Heroic-enhancs-pre-Drag-Lord.jpg


> Ref the weapon choice for the Stormsinger/Dragon Lord build
Sadly, Warchanter does not provide any bonuses to threat range and multiplier (just an extra multiplier on 19-20 rolls). So the most obvious choice for me were Falchions, since they already have a strong crit profile.

If you go PDK, there is potential to drop the investment in Feydark Illusionist for the CHA to-hit & dmg, and invest in the PDK tree to acquire that, with the difference that you'd be restricted to using Greatswords only. This option would have the added benefit of improving tactical DCs by a large amount too (stackable with Divine Might):
Cormyrean Knight Training:
You now use Charisma or Strength, whichever is higher, for attack and damage with shortswords, longswords, bastard swords, and greatswords.
In addition, as long as your Charisma remains higher than your Strength and you are wielding one of the above weapons, you receive a bonus to the DCs of your Tactical Feats equal to 1/3 your Charisma modifier.



Hope this was helpful, and that you enjoy the builds if you decide to give them a go :)
Thank you so much!! I did roll an iconic last night, but didn't think to do pdk. Doh! I chose aasimar scourge, but may try pdk next. So far so good. Not too bad with SoS, but I may just get some dark apostate next sin e that would actually help with my build goal. Thanks for the detailed explanation! Much appreciated!
Nic
 
First just lemme thank you for the builds, this one more than the others specifically. I am back to the game after more than a decade and since I'm a bard lover, or just a lover, hehe, this has been a stepping stone in reeducating me on everything that is going on.

I've built it with the gear I could muster, but followed every step during leveling. So much that I have a handful of questions regarding some specifics. Would like to have your thoughts on them.

> AoE spells/abilities:
> Dragon Lord​
> 'Dragon's Roar [T3]' {cone effect, Daze on failed save, 25% chance to be broken out of the Daze on taking damage}
> Draconic Incarnation
> 'Daunting Roar [T3]' (25% chance to paralyze for 6s, no save) via:
> Draconic Incarnation's 'Energy Vortex [T4]'
> Dragon Lord's 'Dragon's Roar [T3]' {?, unconfirmed at the time this was posted}
This scaled pretty poorly for me on higher reapers, specially after lvl 29. So much that is basically a trance recharger. What would be a replacement for it?
I am really considering dropping it entirely and changing DRL to FTR kensai for the cheaper enhancement boost while still keeping the extra feat. Then moving to illusion for T3 fey spray.

> 'Sleet Storm' {Attackers are Blinded, slowed by 25%, and it creates slippery icy surface, preventing tumbling or jumping}
Trying this as soon as I log back, but never used the spell over a full 1-32 plus 1 epic TR... What's the deal here?

> AoE spells/abilities:
> Draconic Incarnation
Evocation
> 'Dragon Breath: Energy Vortex [T4]'
Why vortex? Isn't breath just better? How does it fit with the strategy in this way?

Evocation
> SLA: 'Greatest Shout [T4]' [Sonic]
> Stormsinger tree & spells:​
Evocation
> 'Greater Shout' [Sonic]
> 'Shout' [Sonic]
> SLA: 'Snowball Swarm' [T3]' [Cold]
> 'Sleet Storm' [Cold]
Despite dealing no damage, it's considered a Cold Spell, and will proc effects accordingly, e.g. Lighting Strikes
> 'Chain Lightning' [Electric]
> Single-target spells/abilities:
> Stormsinger tree & spells:
No save
> SLA: 'Niac's Biting Cold [T2]'
> 'Thunderstroke' [Electric]
On shouts, I am assuming we assume an aoe dmg and healer once capped with them. Is that correct?

And on Snowball and Niac's, Are they meant to bosses as dots? For a few more dmg and extra ticking triggers over both singers procs? Whets the best way to employ them?

5. combined with some Enemy de-buffs:
> Stormsinger spells:​
Enchantment
> 'Crushing Despair' {-2 attack, saves, skill checks and weapon dmg. Also applies Weaken Will (-5 to Will Saves for 15s)}
> 'Sleet Storm' {Attackers are Blinded, slowed by 25%, and it creates slippery icy surface, preventing tumbling or jumping}
> 'Mind Fog' {while in the fog, -10 Will Saves even on successful save}
> 'Scare' {applies Shaken (-2 attack rolls, saves, skill checks, and ability checks) even on successful save}
How often do we use these? Again, what's the ELI7 for it?

K. Main Spell DCs:​
> Evocation (102+)
> Enchantment (101+)
How in Shavarath are you getting those numbers from? max I was able to get atm are in the 65 range.


This is it I guess... for now...

Thanks again, to you and all the community here.
 

Kalibano

Build Designer. Having fun since 2006!
First just lemme thank you for the builds, this one more than the others specifically. I am back to the game after more than a decade and since I'm a bard lover, or just a lover, hehe, this has been a stepping stone in reeducating me on everything that is going on.

I've built it with the gear I could muster, but followed every step during leveling. So much that I have a handful of questions regarding some specifics. Would like to have your thoughts on them.

... snip...

This is it I guess... for now...

Thanks again, to you and all the community here.[/spoiler][/spoiler]
Hey there :) Glad you found it useful in terms of providing suggestions and inspiration.

Happy to share some comments and clarify what I can.

> Dragon Lord
> 'Dragon's Roar [T3]' {cone effect, Daze on failed save, 25% chance to be broken out of the Daze on taking damage)

This scaled pretty poorly for me on higher reapers, specially after lvl 29. So much that is basically a trance recharger. What would be a replacement for it?
I am really considering dropping it entirely and changing DRL to FTR kensai for the cheaper enhancement boost while still keeping the extra feat. Then moving to illusion for T3 fey spray.
The previous iteration of this build used regular fighter (Stomrsinger 18/ Fighter 1 for haste boost/ FvS 1 for CHA trance). I changed it with the release of Dragon Lord, an personally speaking, find the DL version far superior as it offers:
  • both the haste boost and the CHA trance from the 1 fighter and 1 FvS
  • +20 strikethrough [T1]
  • +6 tactical DCs (2 from Tharaxata's feat, +2 from cores 1-2, +2 from T1-2)
  • Dragon's Roar, which is a Will save AoE CC ability
I am reaching around 110 DC on Dragon's roar. The T3 version is a daze that has 25% chance of breaking upon taking damage, so it's not a helpless inducing ability, but since this build uses it frequently to recharge the trance, it lands very often.

The tactical DC boost is very desirable for the Warchanter aspect of the build (freeze attacks), so I wouldn't personally go plain fighter instead of DL.



No Save
> 'Sleet Storm' {Attackers are Blinded, slowed by 25%, and it creates slippery icy surface, preventing tumbling or jumping}
Trying this as soon as I log back, but never used the spell over a full 1-32 plus 1 epic TR... What's the deal here?
Apart from what was listed in the original post, and above ? , Sleet Storm provides a few extra benefits:
  • it counts as a cold offensive spell, so it triggers the Stormsinger passive 'Lightning strike' while enemies are inside it
  • it procs several effects from items/weapons: some of best being the cold attunement and Freezing effect from the Dino weapon
  • it provides a concealment bonus for your party members (I need to double-check on this to be honest, since the wiki does not mention this, but even if it doesn't grant concealment, 'snapshotting' as per listed above, makes it well worth using!)
I shared some advice ref clouds granting concealment in another thread, posting here for ease of access:
> Concealment:
This forces enemy attacks to include a check for Concealment Miss Chance, so you avoid taking damage completely. This is a separate miss chance from Incorporeal and Dodge.
It comes in two forms:

  • Equipped items or effects (a beneficial form): Note that all of these sources can be negated by enemies with True Seeing (spell)
Among several effects, the most common being Displacement (50%); Lesser Displacement (25%) and Blur (10%).Blur lasts longer, so I personally find it worth having on all the time, and then casting Displacement prior to entering combat.Sources:Blur: not as widely available as it could be.- Scrolls are available to purchase for game plat, but don't last long.- Wands drop in chests, and have a longer (level 10) version. These can sometimes be found in the action house.Displacement, being a short buff by nature, is widely available.- Scrolls (UMD required)- Eternal Flask of Displacement is an option, but not available to acquire 100% of the time (only during Champion Hunter Weeks). Worth noting it shares a cooldown with other eternal flasks (I personally prefer using the Freedom of Movement one).- Craftable clickiesFrom @popejubal "For those folks who don’t like bothering with Displacement scrolls (because they don’t have the UMD for it at lower levels and because they don’t want to bother with something that only lasts 30 seconds), I recommend getting a heroic Greensteel Displacement Quarterstaff clicky. It doesn’t need any Large ingredients, so it’s straightforward to farm up one or two of them and Quarterstaff clickies use your caster level instead of the weapon’s caster level so your Displacement lasts MUCH longer"
  • An offensive debuff form, that is an effect which is applied to enemies via a negative condition, forcing their attacks to include a check for Concealment on all those they attack whilst the negative condition persists. Unlike the other above sources, none of these are negated by the True Seeing (spell), so think twice before dispelling those pesky clouds people keep casting ;)
    Concealment-Offensive.jpg
Multiple concealment check bonuses of the same type do not stack, whether beneficial or offensive in nature, only the greatest concealment number applies. Currently every single one is considered the same bonus type - enhancement.
N.B.: Some info on how Concealment from Blur/Displacement is reduced in reaper mode here.



I've got to pick my son from school now, will post more when I get a chance again :)
 
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Kalibano

Build Designer. Having fun since 2006!
How in Shavarath are you getting those numbers from? max I was able to get atm are in the 65 range.


This is it I guess... for now...

Thanks again, to you and all the community here

> 'Dragon Breath: Energy Vortex [T4]'
Why vortex? Isn't breath just better? How does it fit with the strategy in this way?
On hybrid builds like this, I personally find Vortex stronger because it deals damage every 3 seconds for 15 seconds passively (inc the Stormsinger 'Lightning strike procs + other snap shotting procs in Dino Freeze) while I am free to do melee attacks interweaved with casting other spells.
I'd say experiment with breath doing double damage and Vortex, and see which feels better for your playstyle. All in all, if a hybrid character ends up just casting spells and not having enough chances to do melee attacks, then going full spellcaster would be the way to go.
A further note ref Arcane Warrior feat: you really want to strike a good balance between melee and casting, so the stacks granted by both styles can stay maximised pretty much all the time. Vortex helps build melee power stacks passively.

On shouts, I am assuming we assume an aoe dmg and healer once capped with them. Is that correct?
I use both Greater Shouts + Echoes of Discord, interweaved with weapon swings, for a combination of:
- their AoE sonic damage
- the chance to proc Stormsinger's 'Lightning Strike' (C2)
- their AoE healing (Fatesinger C4)
- a chance for AoE stun (no heavy investment in Evocation, so basically a bonus if/when it lands)

And on Snowball and Niac's, Are they meant to bosses as dots? For a few more dmg and extra ticking triggers over both singers procs? Whets the best way to employ them?
I'd agree that Niac's is mostly for bosses, sometimes reapers, but it depends, you might be soloing, and do a freeze cleave and might want to DoT an enemy while you deal with others. Apart from cold dmg, the key appeal is once again Stormsinger 'Lightning strike procs + other snap shotting procs (inc Dino Freeze).
Snowball swarm is an SLA, which makes it cheap, and is AoE, and can be cast on groups of mobs far away, but its max caster level is capped. I use it far less often than The shouts and Echoes of Discord, but it's a cold spell, which means the usual procs I keep referring to. It's extra cheap cost is perhaps the most enticing aspect of using it sporadically.

5. combined with some Enemy de-buffs:
> Stormsinger spells:​
Enchantment
> 'Crushing Despair' {-2 attack, saves, skill checks and weapon dmg. Also applies Weaken Will (-5 to Will Saves for 15s)}​
> 'Sleet Storm' {Attackers are Blinded, slowed by 25%, and it creates slippery icy surface, preventing tumbling or jumping}​
> 'Mind Fog' {while in the fog, -10 Will Saves even on successful save}​
> 'Scare' {applies Shaken (-2 attack rolls, saves, skill checks, and ability checks) even on successful save}​
How often do we use these? Again, what's the ELI7 for it?
I'd say I use Crushing Despair practically at the start of every encounter.
  • it de-buffs enemies for everyone's benefit
  • it applies a NO SAVE Weaken Will (-5 to Will Saves for 15s), which makes things like 'Dragon's Roar' and 'Cut The Strings' stronger by +5
  • it procs effects AoE, particularly the Dino Freeze + cold attunement stacks
Sleet Storm does seem to annoy some players. I try to check with the group if everyone is ok with it being used, and to check who needs FoM.
Hard to be very specific about how often I use it: one example that comes to mind are the area where beetles spawn in the Dryad raid. It will depend on whether you are playing solo, or if the group you are in kills/moves fast.

The other 2 spells are not used as frequently, but I do tend to Mind Fog always in conjunction with Otto's Disco, as it de-buffs will saves by -10! I also use it every time I cast Sleet Storm.

K. Main Spell DCs:
> Evocation (102+)
> Enchantment (101+)
How in Shavarath are you getting those numbers from? max I was able to get atm are in the 65 range.
When it comes to first life characters, and especially hybrids (who also need to invest on melee combat), every single little bit of spell DCs that has been planned for becomes essential.
  • Weapon filigrees hold significant power when it comes to spell DCs. Do you have a fully completed sentient gem with all the filigrees I sugested?
  • It might be worth carefully checking if you have all the Charisma bonuses and Spell DC bonuses too.
  • Set bonuses are also important sources of spell DCs
Hopefully the gear planner/breakdown (below for ease of access) can help achieve this: I'd look carefully at any piece of gear you were not able to acquire and see if you managed to replace the bonuses I mentioned above with other items. You might have to do with the warchanter freeze attacks until you can fully acquire the gear suggested, and at that point, reach those levels of spell DCs.
Stormsinger-Warchanter-DPS-Hybrid-3-gear-planner.jpg

Stormsinger Warchanter DPS hybrid gear planner spreadsheet above is available to download too. More on DPS gear sets in this thread.



Sorry if this was a bit too long, hope it was helpful! :)
 
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It seems there were some windows of opportunity I am missing on my currently piloting.
Very interesting to hear your thoughts, specially on the casting VS melee dilemma we face when playing hybrids.
I try to keep myself honest and always try to simplify things, sometimes, too many corners are cut, which it seem it was the case. Time to restore some of these steps.

Gear wise, miles away from the gear you mentioned, but really needed this checkpoint here to optimize and prioritize my hunting.

That was great, thank you so much for taking the time to reply all those.

Bonus question: Have you considered 18/1/1 with FVS and FTR? Keeping the boost and the trance. But "losing the DRL shout"
 

Kalibano

Build Designer. Having fun since 2006!
Bonus question: Have you considered 18/1/1 with FVS and FTR? Keeping the boost and the trance. But "losing the DRL shout"
This was the original build split I posted. I played that for a while, and then LTRed into the current Dragon Lord build, which I find superior.
I got a screenshot from the old heroic enhancements, in case it's useful for you to compare:

Previous build (Stormsinger 18/ FvS 1 / Fighter 1):
Stormsinger-Warchanter-Heroic-enhancs-pre-Drag-Lord.jpg


Glad you found the responses helpful. Hope you enjoy the build!
 

Kalibano

Build Designer. Having fun since 2006!
Update: Magic of Myth Drannor Ultimate Bundle
An additional racial tome has been added to the build, bringing the total number of heroic action points to 84.
Images updated: Heroic trees
  • Dragonborn (+1 point spent, new total 3):
    • T1: Draconic Visage (1 AP) removed
    • C2: +1 CHA (2 APs) added


This seems the perfect opportunity to migrate my DDOBuilder files from version 1 to the new version 2, because:
  • I will have to update every single build in my repository to include 1 extra racial action point
  • Maetrim has indicated in this thread he is planning to discontinue support for V1 in the near future.
Links for this build updated in the original post (also below for ease of access).

*DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.
* I've found some errors with v2, so keeping the v1 file ? for a bit longer, even though it seems to be lagging behind the live game.
DDOBuilder (v1) file for this build. You can find and download Maetrim's DDOBuilder (v1) here.

Enjoy! :)
.
 
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Kalibano

Build Designer. Having fun since 2006!
Seems like a very fun build! How do you deal with spell failure? Do you only wear light armor?
Hey there :)

This build can use medium armor without any spell failure. In fact, it can use heavy armor (if so preferred) without any AFS too.
My personal preference is medium armor:
  • it allows more dodge bonus than heavy armor
  • doesn't have the limitations to MRR cap that lighter versions have

This is how this build deals with arcane spell failure:
  • During heroic levels, I wear light armor until I get to Warchanter T4 'Armorer', at which point I swap to medium armor.
  • When I start investing in the Fatesinger destiny, I chose T3 'The Sonata to Serve', which makes you virtually immune to Arcane Spell Failure. At this point, I re-spec the Warchanter tree, and use the 2 action points I had spent on T4 Armorer somewhere else (as per my build).

Hope this clarifies: all in all, you won't have to worry about arcane spell failure at all: no need for augments, filigrees, etc.

Hope you find the build fun!
 

hollowgolem

New member
Currently running this and was curious about somethinig: white Dragonlord just for flavor? I'm thinking of going Black or Red since it gives a second imbue at level 12 which, while not as good as my primary cold one because it scales with MP instead of SP, can give a different damage type to fit weaknesses of the build (specifically quests like Enemy Within filled with skeletons, or Demons who resist all but the sonic damage the build puts out).

Curious if there's any reason I'm missing I shouldn't do this (since you don't get the ability to strip your elemental resistance from Dragonlord it feels like there's no reason to specifically go for the same element except style).
 

Kalibano

Build Designer. Having fun since 2006!
Currently running this and was curious about somethinig: white Dragonlord just for flavor? I'm thinking of going Black or Red since it gives a second imbue at level 12 which, while not as good as my primary cold one because it scales with MP instead of SP, can give a different damage type to fit weaknesses of the build (specifically quests like Enemy Within filled with skeletons, or Demons who resist all but the sonic damage the build puts out).

Curious if there's any reason I'm missing I shouldn't do this (since you don't get the ability to strip your elemental resistance from Dragonlord it feels like there's no reason to specifically go for the same element except style).
Hey there,

It is actually more of a cosmetic and thematic decision, since I use solely the warchanter SP scaling imbue (despite not having energy immunity strip). At the planning stage, since the WC imbue already covers cold, electric felt like the way to go in the event I ended up changing imbues for some encounters.

Having levelled all the way, and now actively playing endgame reaper with this char, I can say I have never felt the need to swap to the DL imbue. Whenever mobs are immune to cold, there's enough dmg to take them out:
  • melee damage with the Dino Falchion
  • the Stormsinger electric damage proccing via melee combat,
  • the 2xGreater Shouts I cast in-between melee dmg for 4 key reasons:
    • to deal sonic dmg,
    • a chance for AoE stun
    • to heal frontline melees (via Fatesinger's C4)
    • to proc the Stormsinger's lightning strike
  • Echoes of Discord, for much the same reasons as Greater Shout, except it doesn't stun.

Your plan sounds very reasonable though, and I'll always encourage people to try things for themselves and see if it suits their playstyle better. I'd personally go acid.

Hope these comments were useful :)
 
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Kalibano

Build Designer. Having fun since 2006!
How would you be able to strip cold resist with one more drl? What am I missing here?
It's for the Dragon Lord T4 ability:
Battlefield Tactician IV: +1 to Tactical Feat DCs and Breath Weapon DCs. When you Sunder enemies, it makes them vulnerable to the element of your Draconic Soul for 10 seconds. Additionally, if you successfully Sunder (or Improved Sunder) a target under the effects of Trip (or Improved Trip), that target takes an additional 1d6 damage per Character Level of the Element you selected for your Draconic Soul. This damage scales with 200% Melee or Ranged Power.

Action Points were super tight for this build, I personally did not find the sacrifices to get that would justify the cold immunity strip.
 

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.
  • Wellspring of Power (lvl 33)
    • +150 Universal Spell Power
    • +20% Universal Spell Critical Damage
    • {for 30s, 180s cooldown}
      [double this duration with Draconic Incarnation's 'Pull from the Wellspring [T4]']
  • Crush Weakness (level 34)
    • +15% Helpless damage, bringing the total to 85%
The image below was updated in the main post (also here for ease of access):
Stormsinger-Warchanter-Feats.jpg



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

Enjoy! :)
.
 
Last edited:

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:
  • +2 Fatesinger (new total spent in this tree = 38)
    • [T5 rank 3] +1 all Spell DCs
    • [T1 rank 3] +4 Universal Spell Power
    • [T1 rank 3] Fascinate now mesmerises vermin
    • [T1 rank 3] Bardic inspiration now Neutralizes Poison

  • +5 Draconic Incarnation (new total spent in this tree = 27)
    • [T4] 'Wellspring of power' (feat) bonuses now last for 60s, every 180s {double the duration}
    • [T2 rank 3] bypass an extra 5 first points of Damage Reduction with cold spells, bringing the total to 15
    • [T2 rank 3] +5 Cold Spell Power & +5 Universal Spell Power
    • [T1 rank 3] +5 Cold Spell Power & +5 Universal Spell Power
    • [T1 rank 3] +2 Spell craft & Concentration / +1 Use Magic Device
    • [C4] +5 Cold Spell Power & +5 Universal Spell Power
    • [C4] +50 Spell Points
    • [C4] -5% Spell Point cost
    • [C4] Eschew materials is improved: spells no longer need special components

  • +1 Grandmaster of Flowers (new total spent in this tree = 8)
    • [C2] +5 Melee & Ranged power
    • [C2] +25 Hit Points
    • [C2] +5 PRR
    • [C2] Silver DR bypass on weapons

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)
Stormsinger-Warchanter-Epic-Destinies-Myth-Drannor.jpg


Prior to Myth Drannor's level cap raise (total 65 Destiny Points) 👇
Stormsinger-Warchanter-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! :)
.
 
Last edited:

Kalibano

Build Designer. Having fun since 2006!
Breakdowns for the main spell DCs and main casting ability have just been added to the main post (and below for ease of access, though be advised that this specific post is not likely to get updated, only the main post).
I plan to do the same for all casters + hybrids that use spell DCs.

Just thought it could be useful to place a reminder that the vast majority of the numbers in my builds are for characters with no/minimun past lives, without most (if any at all) rare bonuses, and not in reaper mode. So this is the 'core', the 'foundations' to be built upon.
There's definitely scope to improve some of the bonuses from gear, for example, and I am planning to cover that with the new gear tetris that will potentially include Myth Drannor items + Sun/Moon augments.

K. Spell DCs:
> Evocation = 100+
Breakdown:​
A saving throw against most standard spells has a DC of :​
10 + (the level of the spell) + (your bonus for the relevant Ability) + (any relevant items and or buffs)

10 + 6* + 42 + 42 = 100
* Stormsingers cast max level 6 spells.
{Spellcasting ability modifier}
+42 (CHA modifier)​
{Evocation bonuses}
+42
Feats {+9}
> +1: 'Spell Focus: Evocation'​
> +1: 'Greater Spell Focus: Evocation'​
> +1: 'Epic Spell Focus: Evocation'​
> +4: 'Scion of the Plane of Water'​
> +2: 'Embolden Spell' (metamagic)​
Epic Destinies {+11}
> +4: Epic bonus: Fatesinger cores [1-4]​
> +3: Draconic Incarnation [T3]​
> +3: Fatesinger's 'Mastering the Strings' [T5]​
> +1: Fatesinger's 'Inspire Transcendence' [T5]​
Gear bonuses (inc Set bonuses) {+17}
> +3 artifact bonus (set bonus)​
> +2 profane bonus (set bonus)​
> +6 equipment bonus (augment)​
> +0 insightful bonus​
> +2 quality bonus​
> +2 sacred bonus​
> +2 enhancement bonus (Gianthold augment)​
Filigrees (inc Set bonuses) {+4}
> +2: 'Eye of the Beholder' (4-piece set)​
> +2: 'Otto's Irrevocable Power' (4-piece set)​
Airship Buffs {+1}
> +1: 'Archwizard'​
Note: Some ED spells reach higher DCs:​
> Dragon Breath: Energy Vortex = 20 + Highest of INT/WIS/CHA modifier + Evocation DC bonuses + Breath Weapon DCs
20 + 42 + 42 + 03 = 107 (vs Reflex)
> Burst of Glacial Wrath = 20 + Highest of INT/WIS/CHA modifier + Evocation bonuses
20 + 42 + 42 = 104 (vs Fortitude)
> Greatest Shout = 20 + Highest of INT/WIS/CHA modifier + Evocation bonuses
20 + 42 + 42 = 104 (vs Fortitude)
> Enchantment = 101+
Breakdown:​
A saving throw against most standard spells has a DC of :​
10 + (the level of the spell) + (your bonus for the relevant Ability) + (any relevant items and or buffs)

10 + 6* + 42 + 43 = 101
* Stormsingers cast max level 6 spells.
{Spellcasting ability modifier}
+42 (CHA modifier)​
{Enchantment bonuses}
+43
Feats {+7}
> +3: 'Spell Speciality: Enchantment'​
> +2: 'Scion of the Plane of Water'​
> +2: 'Embolden Spell' (metamagic)​
Epic Destinies {+11}
> +4: Epic bonus: Fatesinger cores [1-4]​
> +3: Fatesinger [T3]​
> +3: Fatesinger's 'Mastering the Strings' [T5]​
> +1: Fatesinger's 'Inspire Transcendence' [T5]​
Gear bonuses (inc Set bonuses) {+20}
> +3 artifact bonus (set bonus)​
> +2 profane bonus​
> +6 equipment bonus​
> +3 insightful bonus​
> +2 quality bonus​
> +2 sacred bonus​
> +2 enhancement bonus (Gianthold augment)​
Filigrees (inc Set bonuses) {+4}
> +2: 'Eye of the Beholder' (4-piece set)​
> +2: 'Otto's Irrevocable Power' (4-piece set)​
Airship Buffs {+1}
> +1: 'Archwizard'​
Note: Some ED spells reach higher DCs:​
> Cut the Strings = 20 + Highest ability modifier + Enchantment bonuses
20 + 42 + 43 = 105 (vs will)
> Casting ability: Charisma = 94/42+
INT breakdown:​
Base
> +18 (character creation)​
> +2 (character creation - Dragonborn: +2 CHA, +2 STR; -2 DEX)​
Level up
> +8 (+1 @ lvls 4, 8, 12, 16, 20, 24, 28 and 32)​
Tome
> +8 inherent bonus​
Feats
> +2 competence bonus (Inspiration Melody: Excellence)​
Heroic
> +2: Warchanter [T3+4]​
> +1: Stormsinger [T3]​
Racial
> +1: Dragonborn [C2]​
Epic Destinies
> +1 Fatesinger's 'Glitter of Fame [C3]'​
> +1 Fatesinger's 'Arcane Resonance [T4]'​
Gear bonuses (inc Set bonuses)
> +3 artifact bonus (set bonus)​
> +2 profane bonus (set bonus)​
> +15 enhancement bonus​
> +5 insightful bonus (Augment)​
> +3 quality bonus​
> +2 festive bonus (Augment)​
> +2 exceptional bonus (Dino weapon)​
Filigrees (inc Set bonuses)
> +4: 'Raid: 'Reverberation'/'Sanctified Fervor' (single filigree x2: weapon + Minor artifact)​
> +4: 'Raid: 'To Hell and Back'/'Embraced by Light' (single filigree x2: weapon + Minor artifact)​
> +2: 'Eye of the Beholder' (single filigree x2: weapon + Minor artifact)​
> +2: 'Otto's Irrevocable Power' (single filigree x2: weapon + Minor artifact)​
> +1: 'Frozen Wanderer' (single filigree)​
Spells/Potions/Scrolls
> +2: 'Yugoloth: Essence of Seduction' (potion)​
Airship Buffs
> +2: 'Old Sully's Grog Cellar'​
Reaper bonus
> +1: Dire Thaumaturge tree 'Reaper's Arcanum III [C3]' {this works out of reaper mode too}
Note: it takes 11 reaper points to acquire this. I am mindful this is not something everyone will have access to, but I listed it since it seems like a goal that can potentially be achieved in the short term.​
Total = 94/42+
> buffable to 96/43+
Spells/Potions/Scrolls
> +2: 'Lasting Elixir of ability' (potion) {I personally use on high reapers only}

Some comments on 'Spell DCs: hybrids vs pure casters' in this post.

Enjoy! :)
 
Last edited:

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):
Stormsinger-Warchanter-HP-Mana.jpg
> The image above 👆 includes:​
> +8 CON Tome​
> 'Rage' spell​
> Temporary HPs: 'Greater Heroism' spell​
> Values @ lvl 34, out of reaper mode​

> % Hit Point bonus = +20%
Competence bonus
> +20%: Warchanter's 'Howl of the North [T5]'​
> Damage Avoidance
> Medium armor (vs Heavy armor) for:​
> higher max DEX bonus = higher Dodge chance​
> no Arcane Spell Failure (ASF):​
> Heroic levels + lower Epics: Warchanter's 'Armorer [T4]' (no ASF with med armors)
> from lower epic levels: swap for Fatesinger's 'The Sonata to Serve [T3]' (no ASF with all armors)
> Max DEX bonus to armor = 12
Armor
> +10: Light armor (Legendary Wildcard)​
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 = 10%
Augments (inc Set bonuses)
> +10: 'Legendary Wraithborn Emerald'​
> Concealment = 20%-50%
Spells
> +20%: 'Blur' (lvl 2 spell)​
> buffable to 50%: 'Displacement' (lvl 3 spell)​

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 = 121 {54.80% less dmg from slashing, bludgeoning and piercing attacks}
Breakdown:​
Armor
> +30: Medium armor PRR (BAB*1.5)​
Tomes
> +2 inherent bonus​
Heroic Enhancements
Stormsinger - Warchanter
> +6: 'Rough and Ready [T1]'​
> +6 music bonus: 'Ironskin Chant [T4]'​
Epic Destinies
Grandmaster of Flowers
> +5: 'Disciple of Material: Silver [C2]'​
Gear bonuses (inc Set bonuses)
> +0 artifact bonus (set bonus)​
> +30 profane bonus (set bonus)​
> +33 enhancement bonus​
> +0 insightful bonus​
> +0 quality bonus​
Filigrees
> +2: 'Otto's Irresistible Power' - CON (rare) single filigree​
> +2: 'Frozen Wanderer' - CHA (rare) single filigree​
> +5: 'To Hell and Back' (2-piece set bonus)​
Grant total = 121

> Elemental resistance/protection
Racial
> +34 {Cold}: Dragonborn's 'Draconic Ancestry: White' {bonus = character level, permanent}

> Energy Absorption
Epic Destinies
> +10% {Fire, Cold, Acid & Electric}: Fatesinger's 'Arcane Resonance [T4]' {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}

> Immunities:​
> Charisma stat Damage: Fatesinger's 'Majesty [T4]'​
> Fear: Warchanter's 'Song of Heroism [C3]' / Draconic Incarnation's 'Draconic Presence [T2]'​
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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