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!
14. Kali's Stormsinger Warchanter/Dragon Lord HYBRID THF CHA Melee/Caster build
DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.
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. Area of Effect (AoE) melee DPS:
2. interweaved with Crowd Control:
3. and with occasional AoE Insta-kills:
4. Moderate offensive casting:
5. combined with some Enemy de-buffs:
6. Strong Party buffs via enhanced 'Bardic Inspiration' & 'Bardic Ballad':
Key stats & synergies
My preferred Quickbar layout (in case it's useful):
A. Charisma for melee combat & spellcasting:
B. Strikethrough chance = 200% [always attacks 3 targets (if in range)]
Strikethrough breakdown:
> Attack speed boost = +30% (total 45%)
D. Doublestrike = 47%
Doublestrike breakdown:
E. Weapon Critical profile = 15-20/ x2
F. 13 imbue die: Cold dmg (scales Cold Spell Power)
G. DR bypass (on main weapon)
Note: DR breaker weapon also available via swap
H. Fortification bypass = 76%
I. Helpless damage = +85%
J. Extra damage:
K. Burst damage:
L. Spell DCs:
N.B. The values below are NOT inclusive of the de-buffs outlined earlier in section 5.
M. Main Spell Powers:
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!
Class(es): Stormsinger (17)/ Dragon Lord (3)
Race: Dragonborn
Alignment: Neutral Good
Main stat: Charisma (level ups here)
Starting stats (34 pts): STR: 16*/ DEX: 06/ CON: 16/ INT: 10/ WIS: 08/ CHA: 20
Feats:
Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
N.B: ED multi-selector choices:
Spells:
Some notes on dealing with Arcane Spell failure:
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).
Stormsinger Warchanter Hybrid Gear planner spreadsheet above is available to download too. More Set suggestions & planners in this thread.
Main Filigree Set bonuses:
Filigrees: 14 = 4 (Minor Artifact) + 10 (Weapon sentient gem)
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!
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| 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! |
14. Kali's Stormsinger Warchanter/Dragon Lord HYBRID THF CHA Melee/Caster build
DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.
Preface to the build
This thread aims to provide the very 'core' of the build:
- show how it started: its key aims
- indicate the key decisions that can be made to achieve those aims: stats, skills, feats, heroic enhancements, epic destinies
- all numbers are based on what a first-lifer (or someone with minimal past lives) would have, unbuffed, outside of reaper mode (they do, however, include equipped gear and partially completed filigrees). They are real characters, and those are the numbers I can offer.
- numbers are indicative of the potential minimum amounts that can be achieved with the investments that were proposed
- provide a 'photo' of what your character could look like at endgame during quite a few lives of their 'TR hamster wheel' journey
- show the 'foundations' to be built upon, if a player decides to embark on the 'TR hamster wheel' and go out there to hunt for rare bonuses
- gear choices are NOT part of the core build, but rather one of the most important ways to invest in the key elements of the core build to make the aims work. It has been added here simply to suggest options/ inspire. No promises are being made towards keeping this updated upon the release of new content.
DISCLAIMER: nobody in real life has been injured on the making of this thread, and nobody will suffer injuries in real life if they try it. DDO is an awesome game, and trying-and-testing + making changes to suit your specific play style are a very healthy aspect of the game. It's how you learn and get better! Try not to stress too much about what some people have to say about how you play your game. Not everyone gets that this is a game, that people are not the same, and don't want the same things! The Mountain has many paths. Have fun!
Aims of the build
Primary aim(s):
1. Area of Effect (AoE) melee DPS:
> strikethrough [always attacks 3 targets (if in range)] (inc. Imbue dmg)
> Warchanter's
> 'Spinning Ice [T5]':
> {+50% dmg}: cleave attack
> 'The Frozen Fury [T3]':
> {+30% dmg}: multiple targets via strikethrough
NO Save dmg
> Fatesinger's
> 'Mantle of Sound and Fury [T2]' {weapon attacks: chance for AoE Sonic damage per Char Level to all nearby foes}
> 'The Rythm to Reign [T3]' {On Vorpal Strikes, unleash a thunderclap, dealing Electric and Sonic dmg, scales spell power}
> Stormsinger's
> 'Stormsinger's Inspiration [T4]' {Bardic Inspiration grants self + allies around 2% chance to proc Lightning Strike on melee/ranged attacks}
2. interweaved with Crowd Control:
> AoE attacks:
NO Save
> Warchanter
> ‘Northwind [T4]’ AoE via strikethrough? {On vorpal hit, enemies briefly frozen, triggers at most once every 18s, causes helplessness}
Stun DCs {vs Fort Save}
> Warchanter
> 'Spinning Ice [T5]' {Frozen solid, causes helplessness}
> 'The Frozen Fury [T3]' AoE via strikethrough {Frozen solid, causes helplessness}
Stun DCs {vs Will Save}
> Dragon Lord
> 'Dragon's Roar [T3]' {cone effect, Daze, 25% chance to be broken out of the Daze on taking damage}
> AoE spells/abilities:
NO Save
> Draconic Incarnation
> 'Daunting Roar [T3]' {25% chance to paralyze for 6s} via:
> Draconic Incarnation's 'Dragon Breath: Energy Vortex [T4]'
> Dragon Lord's 'Dragon's Roar [T3]' {?, unconfirmed at the time this was posted}
> Stormsinger spell
> 'Sleet Storm' {Blinded, slowed by 25%, and it creates slippery icy surface, preventing tumbling or jumping}
Enchantment {vs Will Save}
> Fatesinger
> 'Cut the Strings [T5]' {monsters within a wide radius around you are forced to dance for 10s, cooldown 60s}
> Stormsinger spell
> 'Otto's Sphere of Dancing' {A magical sphere that compels all enemies who enter it to dance}
Evocation {vs Fort Save}
> Epic feat
> 'Burst of Glacial Wrath' {freezes creatures within the cone, causes helplessness}
> Fatesinger
> SLA: 'Greatest Shout [T4]' {an ear-splitting yell that stuns targets in its path}
> Stormsinger spell
> 'Greater Shout' {an ear-splitting yell that stuns targets in its path}
Perform skill {vs Will Save}
> Stormsinger
> 'Fascinate' (feat)
> Single-target spells/abilities:
NO Save
> Stormsinger spells
> 'Otto's Irresistible Dance'
> 'Guard' effects on being hit:
NO Save
> Fatesinger
> 'Intoxicating presence [C2]' {on being hit, 5% chance for enemies to become Fascinated for 12s}
3. and with occasional AoE Insta-kills:
Enchantment {vs Will Save}
> Fatesinger
> 'Cut the Strings [T5]' {for 10s your character gains the ability to cut their strings with any weapon strike or spell at a rate of once per second, instantly killing them}
Secondary aim(s):4. Moderate offensive casting:
- Mostly Cold & Sonic to proc Stormsinger's 'Lightning Strike {C2}'
, but some Electric spells too:
{Your Sonic and Cold spells have a 20% chance to cause a massive Lightning Strike whenever they hit an enemy}
> Cold damage:
> AoE spells/abilities/effects:
Evocation {vs Reflex Save}
> Draconic Incarnation
> 'Dragon Breath: Energy Vortex [T4]'
> Stormsinger spells & abilities:
> SLA: 'Snowball Swarm' [T3]'
Evocation {vs Fort Save}
> Epic feat
> 'Burst of Glacial Wrath'
NO Save
> Stormsinger spells & abilities:
> 'Sleet Storm' [Cold]
Despite dealing no damage, it's considered a Cold Spell, and will proc effects accordingly, e.g. Lighting Strikes
> Single-target spells/abilities/effects:
NO Save
> Stormsinger Damage Over Time [DoT] spells:
> SLA: 'Niac's Biting Cold [T2]'
> Sonic damage:
> AoE spells/abilities/effects:
NO Save
> Fatesinger:
> 'Echoes of Discord [T2]'
> 'Mantle of Sound and Fury [T2]' {spells: chance for AoE Sonic damage per Char Level to all nearby foes}
Evocation {vs Fort Save}
> Fatesinger:
> SLA: 'Greatest Shout [T4]'
> Stormsinger spells & abilities:
> 'Greater Shout'
> Electric damage:
> AoE spells/abilities/effects:
Evocation {vs Reflex Save}
> Stormsinger spells & abilities:
> 'Chain Lightning'
> Single-target spells/abilities/effects:
> 'Thunderstroke'
5. combined with some Enemy de-buffs:
NO Save
> Stormsinger tree:
> 1d3 stacks of Vulnerability when Lightning Strike procs
'Enhanced Bolt II [C4]'
> Stormsinger spells:
> Attackers are Blinded, slowed by 25%, and it creates a slippery icy surface, preventing tumbling or jumping
'Sleet Storm'
> Fatesinger:
> Harmonic Resonance stacks {10% Sonic damage vulnerability and -5 AC per stack; stacks up to 3 times, lasts up to 20s}
20% chance on weapon attacks & offensive spells
'Harmonic Resonance [T1]'
Enchantment {vs Will Save}
> Stormsinger spells:
> -2 attack, saves, skill checks and weapon dmg, on failed save. Also applies Weaken Will (-5 to Will Saves for 15s), even on successful save
'Crushing Despair'
> -10 Will Saves on failed save; while in the fog
'Mind Fog'
Necromancy {vs Will Save}
> Stormsinger spells:
> Shaken {-2 attack rolls, saves, skill checks, and ability checks}, even on successful save
'Scare'
6. Strong Party buffs via enhanced 'Bardic Inspiration' & 'Bardic Ballad':
enhanced 'Bardic Inspiration' (active song)
> Epic feat
> 'Inspiration Melody: Excellence' {+2 competence bonus to all stats}
> Stormsinger
> 'Stormsinger's Inspiration [T4]' {grants self + allies around 2% chance to proc Lightning Strike on melee/ranged attacks}
enhanced 'Bardic Ballad' (passive 'aura')
> Warchanter
> 'Weapon Training [C2]' {Inspire Courage: +1 damage}
> 'Song of Heroism [C3]' {Inspire Courage: +1 damage / Bardic Heroism: +2 untyped bonus to Attack and saves & immunity to fear}
> 'Fighting Spirit [C4]' {Inspire Courage: +1 damage}
> 'Inspired Bravery [T1]' {Inspire Courage: +3 attack rolls and saving throws vs. Fear}
> 'Ballad Melody: Ironskin [T3]' {DR 6/-}
> 'Ballad Melody: Recklessness [T4]' {+6 Music bonus Doublestrike & Doubleshot / Inspire Courage: +9 Universal Spell Power}
> 'Chant of power [T5]' {+6 Music bonus melee damage, ranged damage, and spell critical chance}
> Stormsinger
> 'Weapon Training [C2]' {Inspire Courage: +6 Universal Spell Power; +2 to-hit}
> Fatesinger
> 'Inspire Transcendence [T5]' {+1 all Spell DCs, +1 DC of all Tactical Feats, and True Seeing}
7. Moderate support healing the frontline:
> Fatesinger:
> 'Hear my Voice Friend [C4]'
{Greatest Shout, Greater Shout, Shout, and Echoes of Discord spells now target allies inside their areas of effect and heal them for 10% of the damage potential of the spell}
> 'Majesty [T4]'
{When you play any Bardic Song while using the Mantle of Sound & Fury, you heal yourself & nearby allies for 1d2 Hit Points per Character Level (scaling with Positive Spellpower) and apply the Restoration spell}
> Stormsinger:
> 'Mass Cure Moderate & Light Wounds' (spells)
Key stats & synergies
My preferred Quickbar layout (in case it's useful):
A. Charisma for melee combat & spellcasting:
> To- hit via Feydark Illusionist's 'Familiar Flourish [T1]'
> To damage via Feydark Illusionist's 'Familiar Flourish II [T2]'
> Dragon Lord
> insightful bonus from 'Draconic Conviction [T3]'
> To hit + dmg
> tactics bonus
> base ability for Tactical DC formulas of some key attacks/enhancements:
> Warchanter (e.g. Spinning Ice [T5] & Frozen Fury [T2])
> Dragon Lord (e.g. Dragon's Roar)
> Fatesinger (e.g. Cut the Strings [T5])
> Draconic Incarnation (e.g. Dragon Breath: Energy Vortex)
B. Strikethrough chance = 200% [always attacks 3 targets (if in range)]
Strikethrough breakdown:
Base Bonus
> +20%
Feats
> +60%: Two-handed Fighting
> +30%: Improved Two-handed Fighting
> +30%: Greater Two-handed Fighting
> +30%: Perfect Two-handed Fighting
Heroic
> +20%: Dragon Lord 'Improved Second Strikes [T1]'
Epic Destinies
> +10%: Grandmaster of Flowers' 'Hail of Blows [T2]'
C. Attack speed bonus = +15%
Enhancement bonus
> +15%: Gear/ Augment/ Haste spell
[Dragon Lord's 'Haste Action Boost [T1]']
> 9 Charges:
Base charges
> 5
Augment
> +3: 'Legendary Moment to Legendary Moment'
Airship buffs
> +1: 'Concert Hall'
D. Doublestrike = 47%
Doublestrike breakdown:
Heroic
> +6%: Warchanter 'Ballad Melody: Reckless [T4]'
Epic Destinies
> +3%: Grandmaster of Flowers 'Hail of Blows [T2]'
Gear bonuses (inc Set bonuses)
> +15% artifact bonus (set bonus)
> +15% enhancement bonus
> +6% insightful bonus
Unknown source
> +2%: ???
> buffable to 77% in reaper mode
[Dread Adversary's 'Reaper Strike [T1]']
E. Weapon Critical profile = 15-20/ x2
→ Critical threat range
Base
> 18-20: Falchions
Feats
> +3 feat bonus: 'Improved Critical: Slashing' (feat)
= 15-20
→ Critical damage multiplier
Base
= x2: Falchions
→ Average extra damage from weapon crit profile = +31%:
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1)
Critical threat range 15-20 = 6
Critical damage multiplier = 2
'Crit units' = (6) * (2-1) = 6
Overall Critical Profile Multiplier = 19 + 6 / 19 = 1.31 = 131% (100% base damage + 31% extra from crit profile)
> Crit damage multiplier boosts = +2 (15-18/ x2, 15-20/ x4):
Heroic enhancements
> +1 on 19-20 rolls: Warchanter's 'Howl of the North [T5]'
Epic Destinies
> +1 on 19-20 rolls: Fatesinger's 'Blade Song [T5]'
→ Average total extra damage from weapon crit profile on 19-20 rolls = +52%:
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 = 2
19-20 bonuses = 2
'Crit units' = (6) * (2-1) + 2 * (2)= 10
Overall Critical Profile Multiplier = 19 + 10 / 19 = 1.52 = 152% (100% base damage + 52% extra from crit profile)
F. 13 imbue die: Cold dmg (scales Cold Spell Power)
> Warchanter's toggle 'Iced Edges [T2]'
Imbue die breakdown:
+3 die Feats
+3 Scion of Water (@lvl 30)
+3 die Heroic enhancements
+3 Warchanter (Cores 2-4)
+3 die Epic Destinies
+3 Draconic Incarnation (Tier 3)
+1 dice Augment
+1 Emerald of Arcane Empowerment
+2 die Filigrees
+2 Reverberation (set bonus: 2 pieces)
+1 dice Unknown source
???
= total 13 die, sustainable 100% of the time
G. DR bypass (on main weapon)
Epic Destinies
> Silver: GMoF's 'Disciple of Material: Silver [C2]'
Gear bonuses (inc Set bonuses)
> Chaotic: Dino Bone weapon 'Icefang'
> Crystal: Dino Bone weapon 'Meltscale'
> Byeshk: Dino Bone weapon: 'Meltscale'
Note: DR breaker weapon also available via swap
H. Fortification bypass = 76%
Epic Destinies
> +9%: Fatesinger's 'The Sonata to Serve [T3]'
Gear bonuses (inc Set bonuses)
> +30%: Part of the Family set bonus
> +21%: enhancement bonus
> +10%: insightful bonus
Airship Buffs
> +5%: 'Trapsmith's Workshop'
Unknown source
> +1%: ???
I. Helpless damage = +85%
Base bonus
> +50%
Feats
> +15%: 'Crush Weakness'
Gear bonuses (inc Set bonuses)
> +15% artifact bonus: Part of the Family set bonus
Airship buffs
> +5%: 'Game Hunter' (Airship buff)
J. Extra damage:
> Ability modifier to dmg = 2.5x:
> Full THF combat style line of feats
> Extra Weapon dmg = +0.25[W]:
Airship Buffs
> +0.25[W]: 'Ninja Assassin'
> Extra Melee Power = up to +20:
> 'Arcane Warrior' (feat): Your offensive spells grant you a stack of Arcane Warrior: Physical (+1 Melee and Ranged Power), each of these stacks to 20 times and each stack lasts for 12 seconds.
> large Insightful bonus to damage:
> Dragon Lord 'Draconic Conviction [T3]'
> Lightning Strike on melee/ranged attacks, scales Spell Power, around 2% chance to proc (self + allies)
> 'Stormsinger's Inspiration [T4]'
> Lightning Strike on Sonic and Cold spells, scales Spell Power, around 20% chance to proc
> 'Lightining Strike [C2-4]'
K. Burst damage:
> Fatesinger's 'Turn the Tide [T5]'
L. Spell DCs:
N.B. The values below are NOT inclusive of the de-buffs outlined earlier in section 5.
> 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)
> 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 + 3 = 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)
> Casting ability: Charisma = 94/42+
CHA breakdown:
Base {+20}
> +18 (character creation)
> +2 (character creation - Dragonborn: +2 CHA, +2 STR; -2 DEX)
Level up {+8}
> +8 (+1 @ lvls 4, 8, 12, 16, 20, 24, 28 and 32)
Tome {+8}
> +8 inherent bonus
Feats {+2}
> +2 competence bonus (Inspiration Melody: Excellence)
Heroic {+3}
> +2: Warchanter [T3+4]
> +1: Stormsinger [T3]
Racial {+1}
> +1: Dragonborn [C2]
Epic Destinies {+2}
> +1 Fatesinger's 'Glitter of Fame [C3]'
> +1 Fatesinger's 'Arcane Resonance [T4]'
Gear bonuses (inc Set bonuses) {+32}
> +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) {+13}
> +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}
> +2: 'Yugoloth: Essence of Seduction' (potion)
Airship Buffs {+2}
> +2: 'Old Sully's Grog Cellar'
Reaper bonus {+1}
> +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}
> +2: 'Lasting Elixir of ability' (potion) {I personally use on high reapers only}
> More detailed comments on 'Spell DCs: hybrids vs pure casters' in this post.
M. Main Spell Powers:
> buffable:
> Metamagic feats
> +150 Spell Power: Maximise Spell
> 'Wellspring of power' (feat) {for 60s, 180s cooldown}
[base duration of 30s doubled by Draconic Incarnation's 'Pull from the Wellspring [T4]']
> +150 Universal Spell Power
> +20% Universal Spell Critical Damage
> Extra Spell Power = up to +40 Universal SPw:
> 'Arcane Warrior' (feat): Your weapon and unarmed attacks grant you a stack of Arcane Warrior: Magical (+2 Universal Spell Power), each of these stacks to 20 times and each stack lasts for 12 seconds.
N. Survivability & Defenses (after all, soul stones do zero dps):
> 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)
> +0: 'Sapphire of Armored Agility'
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:
> 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 (inc Set bonuses)
> +2: 'Otto's Irrevocable 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}
Airship buffs
> +15 {Cold}: 'Shrine to the Devourer' {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:
Fatesinger
> Charisma stat Damage: 'Majesty [T4]'
Stormsinger - Warchanter
> Fear: 'Song of Heroism [C3]'
Spells/potions
> Mind-affecting effects (e.g. charms & compulsions): 'Protection from Evil' potions
Items
> Magic Missiles: 'Shield' clickie
N.B.: found in 'Kind of a Big Deal' quest, in the Twelve.
The 'core elements' of the buildClass(es): Stormsinger (17)/ Dragon Lord (3)
Race: Dragonborn
Alignment: Neutral Good
Main stat: Charisma (level ups here)
Starting stats (34 pts): STR: 16*/ DEX: 06/ CON: 16/ INT: 10/ WIS: 08/ CHA: 20
* +1 STR tome req for THF feats (if +5 tome available, reduce STR and increase INT for extra skills)
Skills: Perform/ Spellcraft/ Heal / Use Magic Device/ Jump (10)/ Tumble (at least 1 point)> Other suggestions: Balance/ Haggle/ Diplomacy/ Bluff
Weapon type(s): Falchions mainly (crit profile)Feats:
Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
N.B: ED multi-selector choices:
> Fatesinger
> T1: 'Strike a Chord'
> T2: 'Echoes of Discord'
> T3: 'Enchantment DCs'
> T4: 'Arcane Resonance'
> T4: 'Greatest Shout SLA'
> T4: 'Enlarge Spell'
> Draconic Incarnation
> T1: 'Draconic Bloodline: White'
> T3: 'Evocation DCs'
> T4: 'Energy Vortex'
> Grandmaster of Flowers
> C2: 'Silver'
Spells:
Some notes on dealing with Arcane Spell failure:
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:
This is how this build deals with arcane spell failure:
All in all, you won't have to worry about arcane spell failure at all: no need for augments, filigrees, etc.
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).
All in all, you won't have to worry about arcane spell failure at all: no need for augments, filigrees, etc.
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).
Stormsinger Warchanter Hybrid Gear planner spreadsheet above is available to download too. More Set suggestions & planners in this thread.
Main Filigree Set bonuses:
Filigrees: 14 = 4 (Minor Artifact) + 10 (Weapon sentient gem)
Filigree master plan:
- Primarily invest in Spell DC and Charisma.
- Spell Power goes as secondary aim, if/when possible to squeeze in
- 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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