I don't think Ship buffs grant doublestrike. At least I haven't added this to any build so far.is the unknown doublestrike from ship bonus?
None listed in the wiki, in the Ammenities section.is the unknown doublestrike from ship bonus?
Hey there, and thanks for suggestionHave you thought about one Warlock for the aura to proc Aracne Warrior stacks faster?
I quite like the concept of this build and I'm thinking of doing something similar with maybe a little more focus on CC and Melee.Build update
In the recent Black Friday Sales, I got an excellent deal upgrading from Standard edition to the Vecna Ultimate Fan bundle ...
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... so I now have a Universal tome (Morgrave) for all my characters. Well worth the wait for this price, and I got to enjoy the content/gear all long!
The following changes/additionswere made to this build:
Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
- +1 Dragonlord (new total = 14 APs):
- [T3] Draconic Conviction (rank 2): an extra 30s for the battle trance bonuses (basically double the duration from rank 1), which is very much needed, considering how hard I personally found gaining charges back via Dragon's Roar with the rank 1 30s duration
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The sections/effect values/images that were affected have been updated accordingly in the original post.
The DDOBuilder (v2) file has also been updated with these changes.
Enjoy!
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Hey there,I quite like the concept of this build and I'm thinking of doing something similar with maybe a little more focus on CC and Melee.
I would go to 11 points in Feydark to pick up GCS as an extra CC option along with the Dragon Roar because it costs virtually no SP, has a short cooldown and is suprisingly effective. I also think that T5 Dragon Lord is more potent that T5 Warchanter. While I would miss out on Spinning Ice, it has a really long CD.
I'm thinking I'd go 14 Bard / 6 DL. The loss of a few Bard levels for The Frozen Fury is compensated by extra tactics DCs picked up in DL. I'd also consider spending just a few points in SS to pick up 1 or 2 illusion DCs for GCS. Any thoughts on this alternative, similar build? Do you think it's viable and what two handed weapons should I consider?
After having a much closer look at your AP breakdown, I can see what you mean when you say AP spend is very tight. I agree that there's no spare points to go into Spellsinger. Regarding GCS, I would put 11 points into Feydark for early levels as it's an almost guaranteed AOE CC and you're not picking up Dragon's Roar until at least level 12. So GCS would cover for that. I would then drop the points out later back to 7 to squeeze everything in.Hey there,
Happy to share some thoughts, hope they are helpful
All in all, I think you'll find it a bit of a struggle finding even a handful of extra action points to go a bit deeper into Feydark and/or a little into Spellsinger.
- This build is very AP tight(especially considering how it only uses racial action points from tomes, which means that racial past lives would not help increase the total action points pool for any of the main trees), so I personally think you'll find it tricky finding the extra points to go into Feydark and Spellsinger. Some specifics ref why I consider it tight:
- Stormsinger: going T4 'Stormsinger Inspiration' is the key reason for going here, and it requires min 22 points spent:
- it's all about giving yourself (and others too ofc) an extra chance to proc the lighting damage via melee attacks
- if you drop this, I don't think it's worth going Stormsinger at all tbh. Regular Bard might be better, as it brings Swashbuckler back as an option, which could help massively ref combat style and weapon choice
- I find the extra 1 AP spent here (for a total of 23) to get the core 4 well worth it, since it adds vulnerability stacks and upgrades the lightning damage). All in all, very little wriggle room
- Feydark Illusionist: the full 7 points spent is the bare minimum to make this build operate at a basic level, meaning CHA for hit+dmg and spellcasting DCs. No wriggle room
- Dragon Lord: 14 points is the bare minimum for the trance (and Dragon Roar is needed to re-charge the trance). No wriggle room again
- Going T5 in one tree is likely to cost a similar amount of action points I spent in Warchanter (perhaps a bit less in other trees, as I still find Warchanter an expensive tree), so very little wriggle room
- If you swap these around (i.e. 14 points in warchanter and around 38 Dragon Lord), you'd just about have enough for tier 3 Frozen Fury in Warchanter, so you'd still have very little wriggle room without giving up this extra source of CC
I don't personally feel these are worth losing for what you would potentially gain via an extra 3 Dragon Lord levels.
- Going 14 bard levels, rather than 17, means you'd lose all 3 level 6 spells
- Great Shout is a great source of helpless CC, not to mention sonic dmg (and the extra healing attached to it via Fatesinger), and evocation focus is highly synergistic for this build (by this I mean there are several things that use evocation DCs)
- Otto's Irresistible is just awesome, especially when you fight at melee range (because of it's extra short casting range). With quicken, it cannot be interrupted, and it has no save, so it's incredible. I would not underestimate this spell
- Thunderstroke is fantastic to cycle between your melee attacks, not only for its high damage output, but also to contribute towards building/maintaining Arcane Warrior stacks
- I find Warchanter T5 superior for this build, but I am very mindful of the amazing +2 crit multiplier offered by Dragon Lord.
- The main issue, for me personally, is that Dragon Lord T5 is mostly reduced to this crit bonus. All else I can see in T4 and 5 are:
- Displacement (u have this spell)
- % max HPs (u get this in Warchanter too)
- tactics DCs (these are nice for sure)
- a leap ability, no dmg (to me, meh)
- vs warchanter T3-5
- passive freeze (Northwind)
- Spinning Ice
- 3 chants (inc bonuses like doublestrike, melee damage, spellpower, and spell crit chance)
- crit multiplier on 19-20 (slightly mitigates the bonus from Dragon Lord)
- Illusion is not very synergistic with this build: I mean there's only this one thing (GCS) to use, and a very heavy DC investment required to make it work
- You might find a bit more Illusion synergy with a build like this Spellsinger bard of mine, which goes Shadowdancer T5 and uses Greater Color Spray and Weird.
- Another factor to consider is gear tetris: currently Illusion is there because I am using the Masterful Magewright set bonus, but for future gear tetris, it might prove a bit of a squeeze investing in this school in addition to Evocation and Enchantment (which are essential to make this build work).
- Ref weapon choice: sadly, warchanter does not grant any bonus to threat range, so the choice I made is the one I would recommend - Falchions, since they have a strong base crit profile.
- If you end up dropping Stormsinger to get GCS in feydark + some Spellsinger, you could go regular bard, and pick up Swashbuckling, which will open up some strong options for weapons, especially if you go Dragon lord T5 and get the crit multiplier. You could consider using handaxes with the SWF combat style. I posted some info on this combo in this thread.
All in all, your ideas could pan out, but I feel the build would end up deviating quite a bit from what I got here.
You should try using DDOBuilder: it allows you to create extra builds within each 'life'; re-spec the action points, and then compare values under the breakdown section, it's really easy.
Hope this was somewhat helpful!![]()
Really hope you enjoy the hybrid playstyle I attempted with thisAfter having a much closer look at your AP breakdown, I can see what you mean when you say AP spend is very tight. I agree that there's no spare points to go into Spellsinger. Regarding GCS, I would put 11 points into Feydark for early levels as it's an almost guaranteed AOE CC and you're not picking up Dragon's Roar until at least level 12. So GCS would cover for that. I would then drop the points out later back to 7 to squeeze everything in.
You make some good arguments for T5 Warchanter over T5 DL, but losing +2 Crit multiplier really hurts. I think Warchanter needs a minor revamp to bring it up to the standard of DL for some of its AP options. For this specific build only, I think you're right with the idea that WC T5 is marginally better.
I understand what you're saying about those level 6 spells. Yet I would still drop one of them and take 4 levels in DL because you gain another use of Second Wind, Tactical Traing for a further +2 bonus to tactical DCs, and another Fighter feat which frees up a feat allowing you to pick up Empower Spell feat. I don't know which of those 3 spells I would give up as they all look good, so I'll just have to experiment on that.
I would take 15 points in DL as I don't like the idea of having only 60 seconds of insightful charisma buff. I want the full 2 minutes. I'd probably drop 1 rank off either Spinning Ice or Chant of Power in WC T5 even though it hurts to do so. Doing this is probably not the optimal choice, but I want my full 2 minutes of insightful charisma.
I really like the concept and ideas you've put into this build and look forward to trying it once I finish my current level 20 racial in monk.
You are absolutely right here, excellent plan indeedRegarding GCS, I would put 11 points into Feydark for early levels as it's an almost guaranteed AOE CC and you're not picking up Dragon's Roar until at least level 12. So GCS would cover for that. I would then drop the points out later back to 7 to squeeze everything in.
I totally get that, the +2 crit multi is huge indeed. I also wish they had given a proper source of crit range and multiplier (even if the usual +1 to each) to Warchanters, being a melee tree. I gave this suggestion to the Devs when Stormsinger was going to be released, arguing that with the loss of Swashbuckler, Stormsinger was going to left without significant crit profile bonuses (other than the +1 multi on 19-20 at T5), despite having a fully melee tree.You make some good arguments for T5 Warchanter over T5 DL, but losing +2 Crit multiplier really hurts. I think Warchanter needs a minor revamp to bring it up to the standard of DL for some of its AP options. For this specific build only, I think you're right with the idea that WC T5 is marginally better.
Nice planI understand what you're saying about those level 6 spells. Yet I would still drop one of them and take 4 levels in DL because you gain another use of Second Wind, Tactical Traing for a further +2 bonus to tactical DCs, and another Fighter feat which frees up a feat allowing you to pick up Empower Spell feat. I don't know which of those 3 spells I would give up as they all look good, so I'll just have to experiment on that.
Is the build worth playing without a strip, so much is immune to cold these days!Really hope you enjoy the hybrid playstyle I attempted with this
You are absolutely right here, excellent plan indeedI do tend to focus a lot on the endgame when thinking/planning my builds, but the journey matters, and GCS is very strong in heroics for sure.
I totally get that, the +2 crit multi is huge indeed. I also wish they had given a proper source of crit range and multiplier (even if the usual +1 to each) to Warchanters, being a melee tree. I gave this suggestion to the Devs when Stormsinger was going to be released, arguing that with the loss of Swashbuckler, Stormsinger was going to left without significant crit profile bonuses (other than the +1 multi on 19-20 at T5), despite having a fully melee tree.
I also suggested lowering the AP cost for Warchanter T5s in general: there's so much good stuff, but it's so expensive. I don't get to pick the Second Wind-style heals, and neither the really cool perma action boost bonus to movement speed. Some of these could at least become 1 rank, 2 AP cost, but offering all it current offers at their 3rd ranks.
Ref the crit multi from Dragon Lord vs T5 Warchanter: I suppose time will tell how you feel ref the damage output (especially if you are used to a certain type of build/meta). I'd suggest doing the whole endgame first time reaper xp (inc endgame raids) tour to get a really good feel of how the build does in a wide range of content. You can always LR+3 or 5 and add those Dragon Lord levels + T5 and see if it feels better for you.
Like you said ref the duration of the CHA trance, sometimes we are happy to go a bit less optimal in favor or supporting our playstyle and/or fun. I'm all for that tooThis build has lots of CC sources (if you haven't tried it before, I think you'll love Fatesinger's 'Cut the Strings'), so like you said, losing Spinning Ice and the T4 passive freezes might end up ok for the extra dmg from crit multi.
Nice plan.
In the very early stages, when I was thinking broadly about the build and what I would want, I had envisioned 4 Dragon Lord levels not only for the reasons you mention, but actually mostly for the cold immunity strip in 'Battlefield Tactician T4': it just felt too AP-tight to get there.
Based on my experience with the build (and the number of good buttons you have available to click!), I'd probably drop Thunderstroke. Dragon Breath: Vortex does a nice job building/maintaining Arcane Warrior stacks passively while you do a bunch of other stuff. Besides, you really want to cast Sonic and Cold spells mostly, since they proc the Lightning Strike.
This build relies on several sources of damage, with cold being one of them, but not the main one.Is the build worth playing without a strip, so much is immune to cold these days!
Is the build worth playing without a strip, so much is immune to cold these days!
I'm obsessed with a more "battlemage" playstyle so I try to get the magic vibes while using melee either through actual abilities or flashy stuff on screenYou may have more enjoyment from a bard by narrowly focusing on one part (physical or spell), however some support can be available to even melee DPS focus.
For example, a different build could go:
- Half Orc (2hf bonuses & helpless damage)
- STR based (for more damage)
- 14 bard (for relevant buffs & improved inspire courage)
- 5 Dragonlord (all the t5's, STR trance, the better imbue, elemental bypass, even more helpless damage etc)
- 1 warlock (good ol arcane warrior)
36 ap into DL gets you everything you want. Grab some T4's + C4 in warchanter & 1st core of Enlightened Spirit. Rest into Vistani for deflect arrows.
Frozen fury (warchanter t4) can scale off of STR, and with sufficient strikethrough you can AoE CC every 6 seconds using just this ability. STR based + all the tactics boosts mean you have much better DC's.
If you have racial AP you can get a lot more damage via Half Orc, but if not the race does not really matter too much.
Going full crayon munching DPS means you'd probably want LD as your main tree, Fury (QC, strikethrough etc), and maybe SD as secondary/tertiary.
I would weigh gear & filigree on more STR, more damage, more melee power, more strikethrough, more doublestrike, more tactics.
There is no need for spell related enhancers as they would only detract from the CC & damage.
What all this means is that you can roar into quickcutter into legendary rally and be confident that you have better CC DC's, better damage, better AoE..
A very different build from the OP.
You may not have Kali's drip skill though
It's solely for the lightning proc chance, being an SLA = cheap to cast + free metamagics, and for AoE proc chance in between swinging my Falchion, but can't say I click it too often.I'm currently attempting a version of this build, is there a reason for the stormsinger sla's to be their cold variant or is it just personal preference.
I know snowball has the range benefit, but since it is mostly just applying a chance for the lightning proc...
thats fair, cheers.It's solely for the lightning proc chance, being an SLA = cheap to cast + free metamagics, and for AoE proc chance in between swinging my Falchion, but can't say I click it too often.
Not a key spell by any means, due to its low max caster lvl cap, so do feel free to try something different if u prefer.
I aimed at boosting electric and cold spellpowers as primary elements. I suppose I favored cold more than sonic because of cold imbue scaling w cold spellpower, and frequent use of Burst of Glacial Wrath (dmg + CC) and the no-save DoTs, particularly for boss fights.
I use Energy Vortex for 3 main reasons:is the dragonic epic strike and the breath paralyze the only combo you use that for or is there some interaction I'm not privy too like how one can paralyze with the warlock aura too![]()