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

Kalibano

Build Designer. Having fun since 2006!
is the unknown doublestrike from ship bonus?
I don't think Ship buffs grant doublestrike. At least I haven't added this to any build so far.
Just to be sure, I'll look through the list on the wiki again now :)
 

Kalibano

Build Designer. Having fun since 2006!
Have you thought about one Warlock for the aura to proc Aracne Warrior stacks faster?
Hey there, and thanks for suggestion :)

I had indeed considered it originally, but wanted to see how fast the charges would build using the 17/3 split.
I suppose the key reason to go 17 Stormsinger is mainly 3x level 6 spells, all of which I personally consider too good to give up.
  • Greater Shout
    • chance to proc the Stormsinger no save Lightning Strike
    • chance for AoE stun
    • support frontline healing (via Fatesinger's 'Hear My Voice Friend [C4]')
    • sonic damage (which this build invests in)
    • builds Melee Power stacks via Arcane Warrior
  • Otto's Irresistibe Dance
    • it's irresistible, and has saved me on many occasions, I would definitely not give it up
  • Thunderstroke
    • in between weapon swings
    • builds Melee Power stacks via Arcane Warrior
    • high single target electric damage (which this build invests in)

Having played this at endgame for a while now, I feel I build both charges (melee power spell power) fairly quickly (certainly quicker than what 1 lvl warlock would). Perhaps this is because of the way I personally play this: I generally hit + cast something in between every couple of weapon swings.

Dragon breath: Energy Vortex passively ticks every 3 seconds and does seem to build Arcane Warrior charges. I sort of consider this my 'Warlock aura).
 

Kalibano

Build Designer. Having fun since 2006!
Aims of the Build
The sub-sections within have been updated for several builds (inc this one):

The sub-sections within have been updated for several builds (inc this one):
  • extra info has been included (particularly for spell casting):
    • the specific save throw for each spell (e.g. Necromancy {vs Will Save})
      • I've tried to make spells with NO Save a bit more visible and easy to identify
    • crowd control spells: a brief description of the specific crowd control each spell/ability/effect does
      • though I have relied on the wiki + my personal knowledge/experience for this, I have tried to make it more visible and easier to identify spells that cause helplessness (of the type that causes enemies to take extra damage).
    • I am still refraining from providing specific damage numbers, since these are prone to being adjusted frequently, and would take a very long time to keep up-to-date. So spells will say 'does negative damage per caster level', rather then specific numbers and dice.

  • similar info has been collated together and displayed under one heading
    • dmg spells are are organised
      1. firstly by damage type
      2. then by AoE and Single-target sub-sections
      3. then by the spell School
        • within each spell school section, spells were further organised by being grouped together under headings for the specific save throw vs their DC
    • non-damage spells were organised as above from item 2 onwards

I hope this proves useful to anyone who uses my builds.


Below 👇 is a sample of what I described above from my Wizard Necromancer build (NOT from this build):

Primary aim(s):
1. Insta-kill enemies (9 spells)
> AoE (3):​
Necromancy {vs Reflex, followed by Fort Save}
> Wizard spell​
> 'Circle of Death'
Necromancy {vs Fort Save}
> Wizard spell​
> 'Wail of the Banshee'
Necromancy {vs Will Save}
> Wizard spell​
> vs undead: 'Undeath to death'
> Single target (6):
NO Save
> Wizard spell​
> 'Power Word: Kill'

Illusion {vs Will, followed by Fort Saves}
> Wizard spell​
> 'Phantasmal Killer' x3 on separate cooldowns!

Necromancy {vs Fort Save}
> Wizard spell​
> 'Finger of Death'

Conjuration {vs Will Save}
> Wizard spell​
> 'Trap the Soul'
Secondary aim(s):
2. Crowd Control:
> AoE:​
NO Save
> Magus of Eclipse:
> 'Dark Light of the Moon: Starlight [T3]' {slows the movement of non-boss enemies that enter it by 20%}
> 'Dark Moonlight: Nightwind [C4]' {enemies who take dmg inside your Dark Light zone have a 5% chance to be Frozen for 10s}
> 'Time Stop [T5]' {enemies in a small area are paralyzed and helpless with no save for 10s}
> Dino crafting:
> 'Salt effect' {attacks and offensive spells have a chance to significantly slow your enemies}

Illusion {vs Will Save}
> Deep Gnome:
> 'Greater Color Spray [T2]' {{enemies are sprayed with illusions of color to be Dazed, Blinded, and/or Silenced. Dazed effect by this spell won't be removed by damage, and causes helplessness. Saving throw for each effect}

Necromancy {vs Will Save}
> Wizard spell:​
> vs undead: 'Hault undead' {renders undead targets in range immobile for 6s per caster level}
Note: NO Save vs non-intelligent Undead​

Enchantment {vs Will Save}
> Wizard spells:​
> 'Mass Hold Monster' {multiple enemies become held in place, causing helplessness, for a max of 6s per caster level}
> 'Otto's Dance Sphere' {A magical sphere that compels all enemies who enter it to dance}
> 'Symbol of Stunning' {All targets entering the area of effect are Stunned for 6d6s or until the symbol expires}

Conjuration {vs Reflex Save, followed by a Strength check every 2s}
> Wizard spell:​
> 'Web' {creates a many-layered mass of strong, sticky strands that entangle targets within them}
> Single-target:
Necromancy {vs Will Save}
> Magus of Eclipse:​
> 'Gloomspear: Greater Beams [T4]' {paralyzes for 12 seconds}

Enchantment {vs Will Save}
> Wizard spells:​
> 'Otto's Irresistible Dance' {a single enemy feels an undeniable urge to dance}
> 'Dominate Person' {controls the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind. The creature will follow you throughout the dungeon}

Transmutation {vs Fort Save}
> Wizard spell:​
> 'Flesh to Stone' {turns a single fleshy target into a mindless, inert statue in a Petrified condition, causing helplessness}
3. Enemy de-buffs (all NO save}:
NO save
> Strip undead target's Negative energy immunity (for 20s):​
> Pale Master's 'Unholy Avatar [T4]'
> Reduce Spell Resistance:​
> Magus of the Eclipse:​
> 'Gloomspear [T1]' {3 stacks of shattermantle}
> 'Flash of the Eclipse [T2]' {chance to apply 1 stack of shattermantle, can only strike once every 5 secs}
> 'Nullmagic strike [T3]' {-4 Spell Resistance: 15% chance on offensive spellcast}
> Inflict stacks of Vulnerability:
> Magus' 'Gloomspear: Lunar Imbuement [T3]' {5 stacks}
4. Moderate offensive casting: Mainly Negative + Acid + Force (some Cold):
> Negative damage:​
> AoE spells/abilities/effects:​
NO Save
> Magus of the Eclipse:
> 'Dark Light of the Moon [T2]' {while inside the zone, every 2s for 10s, 25s cooldown}
> 'Dark Light of the Moon: Starlight [T3]' {on expiration, the zone explodes, dealing damage per Caster Level to enemies within}
> Destiny Mantle upgraded by 'Flash of the Eclipse [T2]' {Negative spells have a chance to blast your target for additional negative damage per Character Level. Can only strike once every 5s, tracked separately from the Cold spell proc}

Necromancy {vs Fort Save}
> Pale Master:
> 'Necrotic Blast [T5]'
> Wizard spell:
> 'Negative Energy Burst'
> Greater + 'regular' + Lesser: 'Death Auras'
> Single-target spells/abilities/effects:
NO Save
> Wizard Damage over Time (DoT) spells:
> 'Rend the Soul'
> 'Enervation'
> Magus of the Eclipse:
> Destiny Mantle upgraded by 'Flash of the Eclipse [T2]' {Negative spells have a chance to blast your target for additional Negative damage per Character Level. Can only strike once every 5s, tracked separately from the Cold spell proc}

Necromancy {vs Reflex Save}
> Magus of the Eclipse:
> 'Moon's Shadow [T5]'
Necromancy {vs Will Save}
> Magus of the Eclipse:
> 'Gloomspear [T1]' {damage is increased significantly vs enemies with 0 or less Spell Resistance}
Necromancy {vs Fort Save}
> Pale Master:
> 'Necrotic Bolt [T3]'
> 'Necrotic Touch [T1]'
> Wizard spell:
> 'Necrotic Ray'
> Acid damage:​
> AoE spells/abilities/effects:​
NO Save
> Primal Avatar
> 'Shard Storm [T2]' [Acid + Poison]

Conjuration {vs Fort Save}
> Wizard spells:
> 'Acid Well'
> 'Cloudkill'
> Force damage:​
> AoE spells/abilities/effects:​
Evocation {vs Reflex Save}
> Wizard spell:
> 'Arcane Tempest'
> Single-target spells/abilities/effects:
NO Save
> Epic feat:
> 'Arcane Pulse' upgraded by Magus of the Eclipse 'Unholy Pulse [T4]' to stack up to 7 times
> Past Life feat (purchased):
> 'Arcane Initiate' {Magic Missile spell, 10 charges, no spell point cost}

Necromancy {vs Reflex Save}
> Archmage:
> 'Arcane Bolt [T3]' {this spell benefits from the highest of your spell schools to determine its DC}
> Cold damage:​
> Single-target spells/abilities/effects:
NO Save
> Wizard spells:
> 'Polar Ray'
> 'Niac's Biting Cold'
> Magus of the Eclipse:
> Destiny Mantle upgraded by 'Flash of the Eclipse [T2]' {Cold spells have a chance to blast your target for additional Cold damage per Character Level. Can only strike once every 5s, tracked separately from the Negative spell proc}


Enjoy! :)
 
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Kalibano

Build Designer. Having fun since 2006!
Build update

In the recent Black Friday Sales, I got an excellent deal upgrading from Standard edition to the Vecna Ultimate Fan bundle ...
Black-Friday-Sales-Vecna-Ultimate-edition.jpg

... 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/additions 👇 were made to this build:
  • +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
Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
Stormsinger-Warchanter-Heroic-enhancs.jpg



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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DDO Noob

Well-known member
Build update

In the recent Black Friday Sales, I got an excellent deal upgrading from Standard edition to the Vecna Ultimate Fan bundle ...
Black-Friday-Sales-Vecna-Ultimate-edition.jpg

... 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/additions 👇 were made to this build:
  • +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
Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
Stormsinger-Warchanter-Heroic-enhancs.jpg



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! :)
.
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?
 

Kalibano

Build Designer. Having fun since 2006!
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?
Hey there,

Happy to share some thoughts, hope they are helpful :)

  • 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
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.


  • 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 don't personally feel these are worth losing for what you would potentially gain via an extra 3 Dragon Lord levels.


  • 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! :)
 
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DDO Noob

Well-known member
Hey there,

Happy to share some thoughts, hope they are helpful :)

  • 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
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.


  • 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 don't personally feel these are worth losing for what you would potentially gain via an extra 3 Dragon Lord levels.


  • 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! :)
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.

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.
 

Kalibano

Build Designer. Having fun since 2006!
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.

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.
Really hope you enjoy the hybrid playstyle I attempted with this :)

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 are absolutely right here, excellent plan indeed (y) I 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.



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 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 too :) This 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.



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.
Nice plan (y).

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.
 
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WolfsGoRawr

Well-known member
Really hope you enjoy the hybrid playstyle I attempted with this :)


You are absolutely right here, excellent plan indeed (y) I 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 too :) This 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 (y).

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.
Is the build worth playing without a strip, so much is immune to cold these days!
 

Kalibano

Build Designer. Having fun since 2006!
Is the build worth playing without a strip, so much is immune to cold these days!
This build relies on several sources of damage, with cold being one of them, but not the main one.
Without specific maths or systematic tracking, based on gameplay feeling:
  • I'd say the main dmg is melee with falchions
  • likely followed by electric dmg via passive procs (not via actively casting electric spells)
  • then possibly sonic dmg (used mostly to cause electric passive procs), considering main destiny and mantle Fatesinger
  • then cold dmg (again, used mostly to cause electric passive procs)
If this was a pure caster, with most (if not solely) spells dealing cold damage, I would fully agree with your assertion.

Overall, I do not personally feel a significant disadvantage without cold strip.

Hope this helped :)
 
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Vox

Well-known member
Is the build worth playing without a strip, so much is immune to cold these days!

You 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
 

WolfsGoRawr

Well-known member
You 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
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 screen :p so I know Ill be doing less damage than a pure class sadly.
 

WolfsGoRawr

Well-known member
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...
 

Kalibano

Build Designer. Having fun since 2006!
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...
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 the Warchanter imbue scaling w cold spellpower, and frequent use of Burst of Glacial Wrath (mainly CC, but there's a bit of cold dmg too) and the no-save cold spell DoTs (particularly for boss fights).
 
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WolfsGoRawr

Well-known member
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.
thats fair, cheers.
 

WolfsGoRawr

Well-known member
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 :p
 

Kalibano

Build Designer. Having fun since 2006!
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 :p
I use Energy Vortex for 3 main reasons:
  1. It deals damage every 3 seconds for 15 seconds passively, which means I get to do melee attacks interweaved with other spell casting while this dmg is being dealt by itself. I personally find this highly synergistic with hybrid builds
  2. Being a cold spell, it triggers the Stormsinger Lightning Strike proc. I would say this is the main combo, rather than the paralyse effect
  3. There's the added bonus of having a 25% chance to paralyze enemies caught within the Energy Vortex with fear for 6 seconds with no save (and this can only affect each monster once).
 
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