Kali's Stormsinger Warchanter/Dragon Lord HYBRID THF CHA Melee/Caster build

Kalibano

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

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

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.
Stormsinger-2.jpg


Preface to the build

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

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

Aims of the build

Primary aim(s):
1. Area of Effect (AoE) 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):
Stormsinger-Warchanter-Key-abilities-toolbar.jpg


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​
> Attack speed boost = +30% (total 45%)
[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)
N.B. with thanks to @Hammatimes for providing the formulas and explanations :)

> 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)
N.B. with thanks to @Hammatimes for providing the formulas and explanations :)

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:
Stormsinger-Warchanter-Spellpowers.jpg

> 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):
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)​
> +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:

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 (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
Epic-Sapphire-Studded-Buckles.jpg
Sapphire-Studded-Buckles.jpg
N.B.: found in 'Kind of a Big Deal' quest, in the Twelve.
I share some strategies for general defensiveness and survival in this thread. Come visit if you feel it could be useful to you!
The 'core elements' of the build

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
* +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:
Stormsinger-Warchanter-Feats.jpg


Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
Stormsinger-Warchanter-Heroic-enhancs.jpg


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

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:
Stormsinger-Warchanter-Spells.jpg

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:
  • 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:
Stormsinger-Warchanter-Gear-set-bonuses.jpg


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


Stormsinger-Warchanter-DPS-Hybrid-3-gear-planner.jpg

Stormsinger Warchanter Hybrid Gear planner spreadsheet above is available to download too. More Set suggestions & planners in this thread.

Rings-of-Spell-Storing.jpg



Main Filigree Set bonuses:
Stormsinger-Warchanter-Filigree-Set-bonuses.jpg


Filigrees: 14 = 4 (Minor Artifact) + 10 (Weapon sentient gem)
Stormsinger-Warchanter-Filigrees-all.jpg


Filigree master plan:
  1. Primarily invest in Spell DC and Charisma.
  2. Spell Power goes as secondary aim, if/when possible to squeeze in
  3. other effects get the least priority


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

Kalibano

Build Designer. Having fun since 2006!
Extra suggestion to make the most of this thread:

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

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


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

Kalibano

Build Designer. Having fun since 2006!
Spell DCs: hybrids vs pure casters

I strongly recommend NOT swapping out any investment (e.g. feats, enhancements, etc.) made to increase spell DCs, even if your character has all past lives.

To expound on my reasoning, I thought I could go over some of the main differences between pure casters and hybrids ref spell DCs, bearing in mind that the table below makes several generalisations, so things will vary between different classes/ races/ specific choices made by players/ etc.:

Pure castersHybrid caster + melee/ranged
MORE DCs
- tend to stay pure, rather than multiclass, so normally benefit from +4 to their main ability score from the core 6 capstone (= +2 DCs)


.
LESS DCs
- many tend to multiclass, and therefore, miss out completely on the capstone ability score bonus
- some stay pure (like my Blight Caster hybrid), but they tend to go with a melee/ranged-focused tree as their main tree, and the capstones for those often grant only +2 to main ability score, and +2 CON
.
MORE DCs
- can acquire an extra +6 (or more) to their main ability score from heroic trees:
+2 from tiers 3 & 4 of main caster tree
+2 from tiers 3 & 4 of secondary caster tree
+2 racial tree
+? universal tree
A couple of examples of this from my Wizard and Favoured Soul builds
.
LESS DCs
- it is not always possible to acquire as much from the heroic trees, often because of the need to support the melee/ranged aspect:
- haste boost,
- enhancements to change the ability score to-hit & dmg
- trances, etc.



.
MORE DCs
- heroic trees often grant +2 (or more) to the main spell school(s) of their respective classes
- some races (e.g. Dragonborn, Deep Gnome) grant bonuses to specific schools
.
LESS DCs
- many tend to go with a melee/ranged-focused tree as their main tree, and these often do not grant any bonuses to spell DCs
- hybrids tend to be AP tight, so in the racial tree aspect, those with racial past lives would have a stronger chance to achieve similar DCs
.
MORE DCs
- being a pure caster often means having enough feat slots to acquire feats such as:
- Purchased: Past Life: Wizard, granting +1 to all spell DCs
- Great Ability (x2) [Epic feat slots]
.
LESS DCs
- hybrids tend to be very feat tight, as they need to invest both in casting and melee/ranged, so this bonus might not always be taken

.
SIMILAR DCs
- the following feats could potentially be considered essential for DC casting, so are often taken by pure casters:
- Spell focus: school
- Greater Spell Focus: school
- Epic Spell Focus: school [Epic feat]
- Spell Speciality [Epic Destiny feat]
- Metamagic: Embolden Spell
- Metamagic: heighten Spell (for some classes)
- Scion of (spell DCs options)
- Passive: Past lives (inc Completionist feats)
.
SIMILAR DCs
- it is possible to make a similar investment to a pure caster, while still having room to invest in the melee/ranged aspect (as well as on some spellpower too)
N.B. The main spells this build uses at endgame would have limited benefit from heighten: overall, those specific spells, do have similar DCs to a pure caster investing in those ? without heighten






.
SIMILAR DCs
- caster EDs often grant the following DC bonuses:
+4 to all schools [cores 1-4]
+3 to a single school [tier 3]
+3 to all schools [tier 5]
.
SIMILAR DCs
- hybrid EDs (Fatesinger inc) grant the same bonuses


.
SIMILAR DCs
- Gear: the following stackable bonuses to spell DCs are considered by many to be essential for DC casting:
- equipment bonus
- enhancement (Gianthood augments)
- insightful
- quality
- sacred
- profane
- exceptional
- artifact
.
SIMILAR DCs
- it is possible to acquire all these bonus types for at least a couple of schools, while still having room to invest in the melee/ranged aspect (as well as on some spellpower too)
- thanks to sets like 'Masterful Magewright' and 'Part of the Family' + 'Wallwatch', it is possible to combine a 3-piece set for the melee/ranged aspect, while adding a DC casting set bonus too.
N.B. Isle of Dread and Vecna use the cloak slot as a requirement for the 3-piece set, so this would not be possible


.
SIMILAR DCs
- filigrees can provide a large bonus to spell DCs:
- set bonuses (e.g. Eye of the Beholder 4-piece)
- filigrees that grant ability score bonuses
- doubling-up the same type of filigrees, by slotting one in the weapon and the other in the artefact (e.g. Eye of the Beholder (raid) +2 INT x2)
.
SIMILAR DCs
- though at the detriment of the melee/ranged aspect of the build, it is possible (and I personally strongly advise towards this) for the same investment to be made for a hybrid build


.

This is roughly the 'formula' I use to make my hybrids work, and by this I mean to get them to land spells reliably while still benefiting from melee/ranged attacks. A hybrid character will (and should) never be as successful in casting as a pure caster, neither as strong as a pure melee/ranged DPS alt. It's the combination of some of what casters and melee/ranged DPS do that can create a workable output for hybrids, but in the end, both aspects end up lesser than their pure counterparts.

Lesser does not (and should not) mean inefficient, though: it is pointless investing anything in spell DCs if they don't land at all, so in my personal view, spell DCs ALWAYS take priority when it comes to hybrids.

Hope this was useful! :)
 
Last edited:

Sneakywink

Well-known member
I was wondering if taking Master of Music instead of Spell Mastery Enchantment especially when you have all the past lives to improve Greater Shout healing. Alternative would be Master of Water?

I'm leveling up this build at the moment currently level 10. I will edit my post once Im in epics to give my thoughts. I took the Charisma for hit and damage early from Feydark and rest into Warchanter then grabbed 2 points into Divine Might at level 9. I craft a Good Keen Falchion until 10 and now using SoS which I will make epic at 20.

Edit:

At 15-16: It now feel like it's closer to what it would be in epics and legendary as I now have Chain Lightning and using Snowball Swarm. Using heroic Part of the Family now with Darkstorm Helm though, Elders cap and Gem of Many Facets Trinket (Elder's Knowledge) would be better for leveling. I have Elders on trinket but Ive destroyed my Elders Cap that would have given me Legendary 5 Crit Dmg and 2 Artifact Crit Chance.
 
Last edited:

Kalibano

Build Designer. Having fun since 2006!
I was wondering if taking Master of Music instead of Spell Mastery Enchantment especially when you have all the past lives to improve Greater Shout healing. Alternative would be Master of Water?

I'm leveling up this build at the moment currently level 10. I will edit my post once Im in epics to give my thoughts. I took the Charisma for hit and damage early from Feydark and rest into Warchanter then grabbed 2 points into Divine Might at level 9. I craft a Good Keen Falchion until 10 and now using SoS which I will make epic at 20.
Hey there, thanks for your message :)

Personally, I feel Spell Mastery Enchantment is still a must have, even with all past lives. Spell DCs are intrinsic to the caster aspect of this hybrid build (e.g. particularly the insta-kills via Cut the Strings, but also all CC enhchant spells), and I would not trade it for anything. I don't think you can ever have too much spell DCs on a hybrid build (since in order to excel in the melee aspect, you need to give up on some of what a pure caster gets). I think some min/max pure caster builds might end up with too much DCs for some difficulties/content, but not hybrids (at least not in my experience).

Glad you are giving this a go, and I'd be very keen to hear about your experience with it (if/when you get the chance to share it, of course) :)
Apologies the main post is still under construction: I normally add a lot of more info to the build, but RL has been really busy lately. Hope what I posted so far gives you enough info to go by.

Hope you enjoy it: at endgame, it is very nice to play, one of my favourites (together with Wizard Illusionist, Druid hybrid, and Paladin).
 

Kalibano

Build Designer. Having fun since 2006!
I was wondering if taking Master of Music instead of Spell Mastery Enchantment especially when you have all the past lives to improve Greater Shout healing. Alternative would be Master of Water?

I just wanted to expound on this section of my last post ?...
Personally, I feel Spell Mastery Enchantment is still a must have, even with all past lives. Spell DCs are intrinsic to the caster aspect of this hybrid build (e.g. particularly the insta-kills via Cut the Strings, but also all CC enhchant spells), and I would not trade it for anything. I don't think you can ever have too much spell DCs on a hybrid build (since in order to excel in the melee aspect, you need to give up on some of what a pure caster gets).
... and go into a bit more detail ref my recommendation not to swap out the Spell Speciality feat, even if you have all past lives.

I thought I could go over some of the main differences between pure casters and hybrids ref spell DCs, bearing in mind that the table below makes several generalisations, so things will vary between different classes/ races/ specific choices made by players/ etc.:

Pure castersHybrid caster + melee/ranged
MORE DCs
- tend to stay pure, rather than multiclass, so normally benefit from +4 to their main ability score from the core 6 capstone (= +2 DCs)


.
LESS DCs
- many tend to multiclass, and therefore, miss out completely on the capstone ability score bonus
- some stay pure (like my Blight Caster hybrid), but they tend to go with a melee/ranged-focused tree as their main tree, and the capstones for those often grant only +2 to main ability score, and +2 CON
.
MORE DCs
- can acquire an extra +6 (or more) to their main ability score from heroic trees:
+2 from tiers 3 & 4 of main caster tree​
+2 from tiers 3 & 4 of secondary caster tree​
+2 racial tree​
+? universal tree​
A couple of examples of this from my Wizard and Favoured Soul builds
.
LESS DCs
- it is not always possible to acquire as much from the heroic trees, often because of the need to support the melee/ranged aspect:
- haste boost,
- enhancements to change the ability score to-hit & dmg
- trances, etc.​
.
MORE DCs
- heroic trees often grant +2 (or more) to the main spell school(s) of their respective classes
- some races (e.g. Dragonborn, Deep Gnome) grant bonuses to specific schools
.
LESS DCs
- many tend to go with a melee/ranged-focused tree as their main tree, and these often do not grant any bonuses to spell DCs
- hybrids tend to be AP tight, so in the racial tree aspect, those with racial past lives would have a stronger chance to achieve similar DCs
.
MORE DCs
- being a pure caster often means having enough feat slots to acquire feats such as:
- Purchased: Past Life: Wizard, granting +1 to all spell DCs​
- Great Ability (x2) [Epic feat slots]​
.
LESS DCs
- hybrids tend to be very feat tight, as they need to invest both in casting and melee/ranged, so this bonus might not always be taken



.
SIMILAR DCs
- the following feats could potentially be considered essential for DC casting, so are often taken by pure casters:
- Spell focus: school​
- Greater Spell Focus: school​
- Epic Spell Focus: school [Epic feat]​
- Spell Speciality [Epic Destiny feat]​
- Metamagic: Embolden Spell​
- Metamagic: heighten Spell (for some classes)​
- Scion of (spell DCs options)​
- Passive: Past lives (inc Completionist feats)​
.
SIMILAR DCs
- it is possible to make a similar investment to a pure caster, while still having room to invest in the melee/ranged aspect (as well as on some spellpower too)
N.B. The main spells this build uses at endgame would have limited benefit from heighten: overall, those specific spells, do have similar DCs to a pure caster investing in those ? without heighten





.
SIMILAR DCs
- caster EDs often grant the following DC bonuses:
+4 to all schools [cores 1-4]​
+3 to a single school [tier 3]​
+3 to all schools [tier 5]​
.
SIMILAR DCs
- hybrid EDs (Fatesinger inc) grant the same bonuses



.
SIMILAR DCs
- Gear: the following stackable bonuses to spell DCs are considered by many to be essential for DC casting:
- equipment bonus​
- enhancement (Gianthood augments)​
- insightful​
- quality​
- sacred​
- profane​
- exceptional​
- artifact​
.
SIMILAR DCs
- it is possible to acquire all these bonus types for at least a couple of schools, while still having room to invest in the melee/ranged aspect (as well as on some spellpower too)
- thanks to sets like 'Masterful Magewright' and 'Part of the Family' + 'Wallwatch', it is possible to combine a 3-piece set for the melee/ranged aspect, while adding a DC casting set bonus too.
N.B. Isle of Dread and Vecna use the cloak slot as a requirement for the 3-piece set, so this would not be possible


.
SIMILAR DCs
- filigrees can provide a large bonus to spell DCs:
- set bonuses (e.g. Eye of the Beholder 4-piece)
- filigrees that grant ability score bonuses
- doubling-up the same type of filigrees, by slotting one in the weapon and the other in the artefact (e.g. Eye of the Beholder (raid) +2 INT x2)​
.
SIMILAR DCs
- though at the detriment of the melee/ranged aspect of the build, it is possible (and I personally strongly advise towards this) for the same investment to be made for a hybrid build



.

This is roughly the 'formula' I use to make my hybrids work, and by this I mean to get them to land spells reliably while still benefiting from melee/ranged attacks. A hybrid character will (and should) never be as successful in casting as a pure caster, neither as strong as a pure melee/ranged DPS alt. It's the combination of some of what casters and melee/ranged DPS do that can create a workable output for hybrids, but in the end, both aspects end up lesser than their pure counterparts.

Lesser does not (and should not) mean inefficient, though: it is pointless investing anything in spell DCs if they don't land at all, so in my personal view, spell DCs ALWAYS take priority: hence my suggestion to you @Sneakywink

Hope this was useful! :)
 
Last edited:

Sneakywink

Well-known member
I just wanted to expound on this section of my last post ?...

... and go into a bit more detail ref my recommendation not to swap out the Spell Speciality feat, even if you have all past lives.

I thought I could go over some of the main differences between pure casters and hybrids ref spell DCs, bearing in mind that the table below makes several generalisations, so things will vary between different classes/ races/ specific choices made by players/ etc.:

Pure castersHybrid caster + melee/ranged
MORE DCs
- tend to stay pure, rather than multiclass, so normally benefit from +4 to their main ability score from the core 6 capstone (= +2 DCs)


.
LESS DCs
- many tend to multiclass, and therefore, miss out completely on the capstone ability score bonus
- some stay pure (like my Blight Caster hybrid), but they tend to go with a melee/ranged-focused tree as their main tree, and the capstones for those often grant only +2 to main ability score, and +2 CON
.
MORE DCs
- can acquire an extra +6 (or more) to their main ability score from heroic trees:
+2 from tiers 3 & 4 of main caster tree​
+2 from tiers 3 & 4 of secondary caster tree​
+2 racial tree​
+? universal tree​
A couple of examples of this from my Wizard and Favoured Soul builds
.
LESS DCs
- it is not always possible to acquire as much from the heroic trees, often because of the need to support the melee/ranged aspect:
- haste boost,
- enhancements to change the ability score to-hit & dmg
- trances, etc.​
.
MORE DCs
- heroic trees often grant +2 (or more) to the main spell school(s) of their respective classes
- some races (e.g. Dragonborn, Deep Gnome) grant bonuses to specific schools
.
LESS DCs
- many tend to go with a melee/ranged-focused tree as their main tree, and these often do not grant any bonuses to spell DCs
- hybrids tend to be AP tight, so in the racial tree aspect, those with racial past lives would have a stronger chance to achieve similar DCs
.
MORE DCs
- being a pure caster often means having enough feat slots to acquire feats such as:
- Purchased: Past Life: Wizard, granting +1 to all spell DCs​
- Great Ability (x2) [Epic feat slots]​
.
LESS DCs
- hybrids tend to be very feat tight, as they need to invest both in casting and melee/ranged, so this bonus might not always be taken



.
SIMILAR DCs
- the following feats could potentially be considered essential for DC casting, so are often taken by pure casters:
- Spell focus: school​
- Greater Spell Focus: school​
- Epic Spell Focus: school [Epic feat]​
- Spell Speciality [Epic Destiny feat]​
- Metamagic: Embolden Spell​
- Metamagic: heighten Spell (for some classes)​
- Scion of (spell DCs options)​
- Passive: Past lives (inc Completionist feats)​
.
SIMILAR DCs
- it is possible to make a similar investment to a pure caster, while still having room to invest in the melee/ranged aspect (as well as on some spellpower too)
N.B. The main spells this build uses at endgame would have limited benefit from heighten: overall, those specific spells, do have similar DCs to a pure caster investing in those ? without heighten





.
SIMILAR DCs
- caster EDs often grant the following DC bonuses:
+4 to all schools [cores 1-4]​
+3 to a single school [tier 3]​
+3 to all schools [tier 5]​
.
SIMILAR DCs
- hybrid EDs (Fatesinger inc) grant the same bonuses



.
SIMILAR DCs
- Gear: the following stackable bonuses to spell DCs are considered by many to be essential for DC casting:
- equipment bonus​
- enhancement (Gianthood augments)​
- insightful​
- quality​
- sacred​
- profane​
- exceptional​
- artifact​
.
SIMILAR DCs
- it is possible to acquire all these bonus types for at least a couple of schools, while still having room to invest in the melee/ranged aspect (as well as on some spellpower too)
- thanks to sets like 'Masterful Magewright' and 'Part of the Family' + 'Wallwatch', it is possible to combine a 3-piece set for the melee/ranged aspect, while adding a DC casting set bonus too.
N.B. Isle of Dread and Vecna use the cloak slot as a requirement for the 3-piece set, so this would not be possible


.
SIMILAR DCs
- filigrees can provide a large bonus to spell DCs:
- set bonuses (e.g. Eye of the Beholder 4-piece)
- filigrees that grant ability score bonuses
- doubling-up the same type of filigrees, by slotting one in the weapon and the other in the artefact (e.g. Eye of the Beholder (raid) +2 INT x2)​
.
SIMILAR DCs
- though at the detriment of the melee/ranged aspect of the build, it is possible (and I personally strongly advise towards this) for the same investment to be made for a hybrid build



.

This is roughly the 'formula' I use to make my hybrids work, and by this I mean to get them to land spells reliably while still benefiting from melee/ranged attacks. A hybrid character will (and should) never be as successful in casting as a pure caster, neither as strong as a pure melee/ranged DPS alt. It's the combination of some of what casters and melee/ranged DPS do that can create a workable output for hybrids, but in the end, both aspects end up lesser than their pure counterparts.

Lesser does not (and should not) mean inefficient, though: it is pointless investing anything in spell DCs if they don't land at all, so in my personal view, spell DCs ALWAYS take priority: hence my suggestion to you @Sneakywink

Hope this was useful! :)
Cut the Strings is Enchantment so yeah defiantly want that for the Insta-Kills.
 

Kalibano

Build Designer. Having fun since 2006!
Pierce Electric Resistance: Your Electric, Cold, and Sonic damage spells now bypass [5/10/15] points of your target's resistance to those damage types, if any.
Should you take that as there are a number of monsters that have some cold, electric and sonic resistance.
That is indeed a nice one. The plan was to get that down the line, when more APs become available from racial PLs.

Being hybrid, the hit bonus + spell power from Aria seemed more attractive overall, and the rest (inc extra movement speed) seemed too valuable to give up. What would/did you replace it with, from the choices I made?
 

Kalibano

Build Designer. Having fun since 2006!
Weapon critical profile section updated to include:
> breakdowns of the threat range and multiplier​
> average additional base damage %​
- for weapon crit profile (after feats/compentence bonuses applied)​
- for crit profile boosts (e.g. on 19-20 rolls)​

Hope this extra info is helpful.
 

Kalibano

Build Designer. Having fun since 2006!
Build update

This build is now Stormsinger 17/ Dragon Lord 3 (rather than the previous Stormsinger 18/ FvS 1/ Fighter 1).

The key benefits from this change are:
+5 tactical DCs​
+20% Strikethrough​
+ Dragon's Roar (extra CC ability)​
Losses that have been mitigated by other gains:
- Warchanter's 'Kingly Recovery [T5]: 2 charges'
+ Dragon Lord's 'Second Wind: 1 charge' (Fatesinger's 'Majesty' adds a lot of healing to this build, so not a major loss)​

Losses that have not been mitigated:
> Warchanter's 'Victory Song [C5]'​
- 20 HPs
- 1 imbue dice
- BAB = character level
- Bardic Aria range is doubled
> Bard:​
- 1 level 3 spell: Good Hope

NEW Heroic enhancements: 83 = 80 + 2 (Racial tomes) + 1 (Universal tome)
Stormsinger-Warchanter-Heroic-enhancs.jpg


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


Though the main is still under construction, all elements that are already there have been updated (including the DDOBuilder file).

I am working towards a further update ref the U66 changes to the Epic Destinies.

Enjoy! :)
 
Last edited:

Kalibano

Build Designer. Having fun since 2006!
You are a cold or Fey crystal weapon away from being fashionably coordinated. :p
I'm actually using the Outburst cosmetic these days, because it looks amazing. I just need to go do a new screenshot in the 'final' place.
Outburst looks A LOT better in game with the electricity moving, it's hard to get a nice-looking image.

Stormsinger-Outburst-1.jpg


Stormsinger-2.jpg


I've been considering using this location instead, but probably too much electricity, or rather, not enough cold:
Stormsinger-loc-1.jpg
 
Last edited:

Kalibano

Build Designer. Having fun since 2006!
U66 changes (updated in the forums and DDOBuilder file)
Some minor changes to one of the main Epic Destinies used by this build.

> The key active changes I made were:
  • Draconic Incarnation
    • Dragon Breath moving down to tier 1 and being cheaper made it possible to waste less points in T1 to get to the good stuff in the tiers above, so I've done some minor re-shuffling and additions

Pre-U66:
Stormsinger-Warchanter-Epic-Destinies-pre-U66.jpg


... with the changes indicated above:
Stormsinger-Warchanter-Epic-Destinies.jpg


> The key passive changes imo were overall positive, despite the adjustments to Dragon Breath:
  • Draconic Incarnation
    • Dragon Breath is now a 1-rank, 2AP Ability.
    • Dragon Breath and Attune the Arcane have swapped places in the tree.
    • Dragon Breath damage adjusted to 1d6+5 damage per caster level.
    • Dragon Breath cooldown adjusted to 12 seconds.
    • Dragon Breath now has its intended max caster level of 20 to match the other Epic Strikes. All Epic Strikes should now have a Maximum Caster Level of 20.
    • Draconic Breath's Energy Vortex now does damage even if the player had themselves or an ally targeted when the skill was triggered.
      • very hopeful this specific change will make the Vortex work more reliably: I'm a huge fan of vortex on melee/hybrid builds

  • Fatesinger
    • Core abilities now grant +15 HP
    • DC for Greatest Shout + Discord (spell) is now 20 + highest of int/wis/cha + evocation DC

  • Grandmaster of Flowers
    • Core Abilities now grant +25 Hit Points.

With the changes indicated above, the build remains good to go as is :) Enjoy!
.
 

Kalibano

Build Designer. Having fun since 2006!
Lots of information has been added to the main post, particularly to the section:
Aims of the build


Now, the only section that is still under construction is:

Under-construction-banner.png

Key stats & synergies

Under-construction-banner.png


Enjoy! :)
 

Kalibano

Build Designer. Having fun since 2006!
The main post is now fully complete, and fully updated post-U66 changes.

Enjoy! :)
 

Nickodeamous

Well-known member
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
 
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