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!
13. Kali's U72 Vile Chemist/Dragon Disciple HYBRID SWF Melee/Caster build
DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.
Preface to the build
This thread aims to provide the very 'core' of the build:
DISCLAIMER: nobody in real life has been injured on the making of this thread, and nobody will suffer injuries in real life if they try it. DDO is an awesome game, and trying-and-testing + making changes to suit your specific play style are a very healthy aspect of the game. It's how you learn and get better! Try not to stress too much about what some people have to say about how you play your game. Not everyone gets that this is a game, that people are not the same, and don't want the same things! The Mountain has many paths. Have fun!
Aims of the build
Primary aim(s):
1. Melee DPS:
4. AoE Crowd Control:
Key stats & synergies
My preferred Quickbar layout (in case it's useful):
A. Intelligence for melee combat & spellcasting:
B. Attack speed bonus = +40%:
> Attack speed boost = +30% (total 70%)
C. Doublestrike = 89%
Doublestrike breakdown:
> Crit damage multiplier boost = +0
Imbue die breakdown:
F. 9 Sneak Attack die
SA die breakdown:
G. DR bypass (on main weapon)
Note: DR breaker weapon also available via swap
H. Fortification bypass = 83%
I. Helpless damage = +70%
J. Extra melee damage:
L. Spell DCs:
N.B. The values below are NOT inclusive of the de-buffs outlined earlier in section 3.
K. Main Spell Powers:
M. Traps & Locks:
My understanding is that this info is based on player testing, not officially from the Devs. Info below (inc link) from the DDO Wiki:
I share some strategies for general defensiveness and survival in this thread. Come visit if you feel it could be useful to you!
The 'core elements' of the build
Class(es): Alchemist (16)/ Dragon Disciple (3) / Dark Hunter (1)*
for further info)
Alignment: Lawful Good (Monk restriction)
Main stat: Intelligence (level ups here)
Starting stats (36 pts): STR: 08/ DEX: 10*/ CON: 18/ INT: 18/ WIS: 12/ CHA: 06
Feats:
Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
N.B: ED multi-selector choices:
Spells:
Suggestions for gear
(not part of the core build: choices based on what supports the main aims of the build best, with the intention to suggest/ inspire)
Gear Set bonuses:
Gear:
(PS: Some choices ref gear cater to a much larger personal scheme/tetris where items need to get shared between several alts at endgame, where I normally play in reaper mode 6-10 skulls).
Vile Chemist/ Dragon Disciple Hybrid Gear planner spreadsheet above is available to download too. More Gear Set suggestions & planners in this thread.
Main Filigree Set bonuses:
Filigrees: 14 = 4 (Minor Artifact) + 10 (Weapon sentient gem)
Filigree master plan:
Alternative Gear:
I selected the gear set above
to use because, compared to the Vecna alternative below, I could secure:
The alternative gear set below
seemed nice too, as it gives a bit more fortification bypass and seeker, only requires acquiring two S/M augments, and re-rolling the Gem of Many Facets trinket to get only one set bonus. However, overall it felt less strong: sharing it, in case it feels preferable for others.
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!
.
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! |
13. Kali's U72 Vile Chemist/Dragon Disciple HYBRID SWF Melee/Caster build
DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.

Preface to the build
This thread aims to provide the very 'core' of the build:
- show how it started: its key aims
- indicate the key decisions that can be made to achieve those aims: stats, skills, feats, heroic enhancements, epic destinies
- all numbers are based on what a first-lifer (or someone with minimal past lives) would have, unbuffed, outside of reaper mode (they do, however, include equipped gear and partially completed filigrees). They are real characters, and those are the numbers I can offer.
- numbers are indicative of the potential minimum amounts that can be achieved with the investments that were proposed
- provide a 'photo' of what your character could look like at endgame during quite a few lives of their 'TR hamster wheel' journey
- show the 'foundations' to be built upon, if a player decides to embark on the 'TR hamster wheel' and go out there to hunt for rare bonuses
- gear choices are NOT part of the core build, but rather one of the most important ways to invest in the key elements of the core build to make the aims work. It has been added here simply to suggest options/ inspire. No promises are being made towards keeping this updated upon the release of new content.
DISCLAIMER: nobody in real life has been injured on the making of this thread, and nobody will suffer injuries in real life if they try it. DDO is an awesome game, and trying-and-testing + making changes to suit your specific play style are a very healthy aspect of the game. It's how you learn and get better! Try not to stress too much about what some people have to say about how you play your game. Not everyone gets that this is a game, that people are not the same, and don't want the same things! The Mountain has many paths. Have fun!
Aims of the build
Primary aim(s):
1. Melee DPS:
> some AoE attacks:
> Shadar-Kai's 'Spiked Chain Attack' (auto-granted racial feat)
> {+20% dmg, +1 Critical Threat Range, and +1 Critical Multiplier}: performs 3 AOE melee attacks using stats from main-hand weapon
> Vile Chemist 'Poisoned Strikes [T2]'
> {+30% dmg}: multi-target attack
> Vistani 'Rapid Slash [T1]'
> {+30% dmg}: multi-target attack
> Vistani 'Bleeding Cuts [T2]'
> {on vorpal: Bleed dmg every 2s, for 30s, stacks up to 10x, new stacks refresh duration; scales 200% Melee Power}
> Expanded Vorpal threat range = +1 (19-20):
Feats
> +1: 'Perfect Single Weapon Fighting' (feat)
2. interweaved with Insta-kills (2 spells):> AoE (1):
Transmutation {vs Fort Save}
> Primal Avatar:
> 'Mass Frog [T5]'
> Single target (1):
Transmutation {vs Fort Save}
> Alchemist:
> 'Turn to Frog' {vs Fort Save}
3. Enemy de-buffs (all NO save}
NO Save
> Strip Poison immunity {for 20s}:
> Vile Chemist
> 'Poisoned strike [T2]'
> SLA: 'Greater Wave of Poison [T5]'
> SLA: 'Wave of Poison [T3]'
> FORT save de-buffs (both insta-kill spells + Mass Flesh to Gold have FORT saves):
> 'Contaminated' enemies -1 FORT per hit, stacks 4 times
> Vile Chemist's 'Toxic Augmentation [T3]'
> 'Contaminated' effect applied via:
> Vile Chemist's 'Poisoned Strike [T2]'
> Vile Chemist's SLAs: 'Greater Wave of Poison [T5]' + 'Wave of Poison [T3]'
> Alchemist spells: 'Venom Concentration'
> -1 FORT per hit, stacks 5 times / Crits: CON dmg / Vorpal: vulnerability
> Alchemist's 'Greater Heartseeker Poison imbue' (spell)
> Inflict stacks of Vulnerability:
> 'Contaminated enemies gain 1 stack of Vulnerable on hit, stacks 20 times
> Vile Chemist's 'Contaminated Strikes [T5]'
Secondary aim(s):4. AoE Crowd Control:
NO Save
> Draconic Incarnation:
> 'Daunting Roar [T3]' {25% chance to paralyze enemies with fear for 6s, can only affect each monster once; successive attempts will fail} via:
> Draconic Incarnation's 'Energy Vortex [T4]'
Transmutation {vs Fort Save}
> Alchemist spells:
> 'Flash Freeze' {locks enemies in solid ice becoming stunned and causing helplessness (?); for 6s per Caster Level}
> 'Mass Flesh to Gold' {turns enemies to metallic, statues with minor resistance to piercing damage; causes helplessness (?)}
> 'Choking Smog' {noxious chemical smog silences and slows enemies caught within; for 6s + 1s per Caster Level}
Transmutation {vs Reflex Save}
> Alchemist spell:
> 'Glue Bomb' {organic glue traps enemies becoming stuck in place}
5. Strong offensive casting (mostly Poison, frequent use):> Poison damage:
> AoE spells/abilities/effects
NO Save
> Primal Avatar:
> 'Shard Storm [T2]' [Poison + Acid]
> Vile Chemist Damage Over Time (DoT) spells:
> SLA: 'Greater Wave of Poison [T5]'
> SLA: 'Wave of Poison [T3]'
> Primal Avatar:
> 'Mantle of Nature: Thorn [T2]' {Poison spells have a chance to blast your target for additional Poison damage per Character Level, scales with 100% Spell Power. Can only strike once every 5s, tracked separately from the Force and Acid spell procs}
Conjuration {vs Fort Save}
> Draconic Incarnation:
> 'Dragon Breath: Energy Vortex [T4]'
> Single-target spells/abilities/effects
NO Save
> Alchemist Damage Over Time (DoT) spell:
> 'Venom Concentration'
> 'Guard' damage on being hit
NO Save
> Draconic Incarnation
> 'Scales of the Dragon: Energy Sheathe (poison version) [T3]'
> Negative damage:
> AoE spells/abilities/effects
Conjuration {vs Will Save}
> Alchemist spell:
> 'Curative Admixture: Inflict Critical Wounds'
6. Finding & disabling traps + opening locksKey stats & synergies
My preferred Quickbar layout (in case it's useful):

A. Intelligence for melee combat & spellcasting:
> To-hit & dmg: Alchemist's 'Battalion Brew' (bonus feat, min lvl 4)
B. Attack speed bonus = +40%:
Feats
> -10%: 'Patience'
Combat style bonus
> +30%: 'Greater Single Weapon Fighting' (feat)
Heroic
> +5%: Vistani's 'Blade Master [C6]'
Enhancement bonus
> +15%: Gear/ Augment/ Haste spell
[Alchemist's 'Haste Action Boost' (spell)]
> Unlimited charges {mana cost, for 20s every 40s}
C. Doublestrike = 89%
Doublestrike breakdown:
Heroic
> +5%: Vistani 'Quick Reflexes [C3]'
> +5%: Vistani 'Celerity [T3]'
> +5%: Vile Chemist 'Stone of the Subliminal [T2]'
> +3%: Vile Chemist 'Hidden Blades I [C3]'
> +3%: Vile Chemist 'Hidden Blades II [C4]'
> +20% morale bonus: Vistani's 'Rapid Slash [T1]' sustainable 100% of the time {for 10s; Cooldown: 10s}
Gear bonuses (inc Set bonuses)
> +15% artifact bonus: Sun Augment
> +15% enhancement bonus
> +7% insightful bonus
> +3% quality bonus
> +3% profane bonus
Filigrees (inc Set bonuses)
> +1%: 'The Serpent' (single filigree)
Unknown source
> +4%: ???
> buffable to 119% in reaper mode (currently capped @100%)
[Dread Adversary's 'Reaper Strike [T1]']
D. Weapon Critical profile = 16-20/ x4:→ Critical threat range
Base
> 19-20: Daggers
Feats
> +2 feat bonus: 'Improved Critical: Piercing' (feat)
Heroic enhancements/spells
> +1 competence bonus: Vistani's 'Plays with Knives [C4]'
= 16-20
→ Critical damage multiplier
Base
> x2: Daggers
Feats
> +1 feat bonus: 'Patience'
Heroic enhancements/spells
> +1 competence bonus: Vistani's 'Plays with Knives [C4]'
= x4
→ Average extra damage from weapon crit profile = +78%:
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1)
Critical threat range 16-20 = 5
Critical damage multiplier = 4
'Crit units' = (5) * (4-1) = 15
Overall Critical Profile Multiplier = 19 + 15 / 19 = 1.78 = 178% (100% base damage + 78% extra from crit profile)
> Crit damage multiplier boost = +0
> Expanded Vorpal threat range = +1 (19-20):
Feats
> +1: 'Perfect Single Weapon Fighting' (feat)
E. 21 imbue die: Poison dmg (scales Spell Power)Imbue die breakdown:
+5 die Feats
+2 Embodiment of Law
+3 Scion of Earth
+6 die Heroic enhancements
+4 Vile Chemist C2 (+1 @Alch 6, 9, 12, and 15)
+2 Vile Chemist (C3-4)
+6 die Epic Destinies
+3 Primal Avatar (Tier 3)
+3 Draconic Incarnation (Tier 3)
+1 dice Augment
+1 Emerald of Arcane Empowerment
+2 dice Deck Curses
+2 fortune bonus: Curse of Major Imbuement (I got lucky!)
+1 dice Unknown source
+1: ???
= total 21 die, sustainable 100% of the time
F. 9 Sneak Attack die
SA die breakdown:
+1 dice Feats
+1 Dark Hunter class feat (passive) (@lvl 1)
+6 dice Epic Destinies
+3 Shadowdancer (C1-3)
+3 Shadowdancer's 'Dance in the Dark [T2]'
+2 die Gear
+2 profane bonus (Dino Bone Buckler: Armor Fang Slot)
= total 9 die, sustainable 100% of the time
G. DR bypass (on main weapon)
Gear bonuses (inc Set bonuses)
> Evil: Dino Bone weapon 'Meltfang'
> Crystal: Dino Bone weapon 'Meltscale'
> Byeshk: Dino Bone weapon: Meltscale
Note: DR breaker weapon also available via swap
H. Fortification bypass = 83%
Feats
> +25%: 'Precision'
Gear bonuses (inc Set bonuses)
> +30% artifact bonus: 3-piece Augment Set [Truthful Blow]
> +23% enhancement bonus
Airship Buffs
> +5%: 'Trapsmith's Workshop'
I. Helpless damage = +70%
Base bonus
> +50%
Gear bonuses (inc Set bonuses)
> +15% artifact bonus: Sun Augment
Airship buffs
> +5%: 'Game Hunter'
J. Extra melee damage:
> Ability modifier to dmg = 1.75x:
> Full SWF combat style line of feats
> Extra Weapon dmg = +1.25[W]:
Heroic
> +1[W]: Vistani 'Deadly Blades [T3]'
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.
> Chance for extra dmg on melee attacks {can only strike once every 5s):
> Primal Avatar's 'Mantle of Nature: Thorn [T2]' (scales Spell power)
> Vistani boosts:
> 'Vistani Fortune [C5]' (random for 60s, 60s cooldown):
> Coins: +5% Doublestrike
> Swords: +15 Melee power
K. > Burst damage:
> Primal Avatar's 'Greater Form: Thorn Cloud [T5]'
- Become like a Cloud of Biting Insects for 20 seconds and gain:
- Deal Acid and Poison damage per Character Level (Max Caster Level 20) to enemies close to you every 2s. Nearby enemies also have a 50% chance to become confused for 6s with no save
- Become ethereal to monsters (you can pass through them)
- 25% Action Boost to movement speed
- 50% Incorporeality
- 100% Absorption to Poison and Acid
- Immunity to most forms of Crowd Control
L. Spell DCs:
N.B. The values below are NOT inclusive of the de-buffs outlined earlier in section 3.
> Transmutation = 106+
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* + 45 + 45 = 106
* Alchemists cast max level 6 spells, and heighten makes spells of lower levels count as level 6 spells.
{Spellcasting ability modifier}
+45 (INT modifier)
{Transmutation bonuses}
+45
Feats {+9}
> +1: 'Spell Focus: Transmutation'
> +1: 'Greater Spell Focus: Transmutation'
> +1: 'Epic Spell Focus: Transmutation'
> +4: 'Scion of the Plane of Earth'
> +2: 'Embolden Spell' (metamagic)
Epic Destinies {+10}
> +4 Epic bonus: Primal Avatar cores [1-4]
> +3: Primal Avatar [T3]
> +3: Primal Avatar's 'Ancient Wisdom' [T5]
Gear bonuses (inc Set bonuses) {+19}
> +3 artifact bonus (set bonus)
> +2 profane bonus
> +5 equipment bonus
> +3 insightful bonus
> +2 quality bonus
> +2 sacred bonus
> +2 enhancement bonus (Gianthold augment)
Filigrees (inc Set bonuses) {+6}
> +2: 'Eye of the Beholder' (4-piece set)
> +2: 'Otto's Irrevocable Power' (4-piece set)
> +2: 'The Serpent' (4-piece set)
Airship Buffs {+1}
> +1: 'Archwizard'
Note: Some ED spells reach higher DCs:
> Mass Frog = 20 + Highest of INT/WIS/CHA modifier + Transmutation bonuses
20 + 45 + 45 = 110 (vs Fortitude)
> Dragon Breath: Energy Vortex = 20 + Highest of INT/WIS/CHA modifier + Transmutation DC bonuses + Breath Weapon DCs
20 + 45 + 45 + 05 = 115 (vs Fortitude)
{Breath weapon bonuses}
+5
Epic Destinies {+3}
> +3: Draconic Incarnation [T2]
Deck Curses {+2}
> +2 fortune bonus: Curse of Major Breath (I got lucky!)
> Conjuration = 105+
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* + 45 + 44 = 105
* Alchemists cast max level 6 spells, and heighten makes spells of lower levels count as level 6 spells.
{Spellcasting ability modifier}
+45 (INT modifier)
{Conjuration bonuses}
+44
Feats {+9}
> +3: 'Spell Speciality: Conjuration'
> +4: 'Scion of the Plane of Earth'
> +2: 'Embolden Spell' (metamagic)
Epic Destinies {+9}
> +4 Epic bonus: Primal Avatar cores [1-4]
> +2: Draconic Incarnation [T3]
> +3: Primal Avatar's 'Ancient Wisdom' [T5]
Gear bonuses (inc Set bonuses) {+19}
> +3 artifact bonus (set bonus)
> +2 profane bonus
> +5 equipment bonus
> +3 insightful bonus
> +2 quality bonus
> +2 sacred bonus
> +2 enhancement bonus (Gianthold augment)
Filigrees (inc Set bonuses) {+6}
> +2: 'Eye of the Beholder' (4-piece set)
> +2: 'Otto's Irrevocable Power' (4-piece set)
> +2: 'The Serpent' (4-piece set)
Airship Buffs {+1}
> +1: 'Archwizard'
> Casting ability: Intelligence = 100/45+
INT breakdown:
Base {+18}
> +18 (character creation)
Level up {+8}
> +8 (+1 @ lvls 4, 8, 12, 16, 20, 24, 28 and 32)
Tome {+8}
> +8 inherent bonus
Heroic {+6}
> +2: Vistani [T3+4]
> +2: Vistani 'Blade Master [C6]'
> +2: Vile Chemist [T3+4]
Racial {+1}
> +1: Shadar-Kai [C2]
Epic Destinies {+2}
> +2 Primal bonus: Primal Avatar's 'Spirit Boon: Mind [T2]'
Gear bonuses (inc Set bonuses) {+35}
> +3 artifact bonus (set bonus)
> +4 profane bonus (Moon Augment)
> +14 enhancement bonus
> +7 insightful bonus (Augment)
> +3 quality bonus
> +2 festive bonus (Augment)
> +2 exceptional bonus (Dino weapon)
Filigrees (inc Set bonuses) {+13}
> +4: 'Raid: Zarigan's Arcane Enlightenment/Voltaic Experiment' (single filigree x2: weapon + Minor artifact)
> +4: 'Raid: Eye of the Beholder/The Inevitable Grave' (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: 'The Serpent' (single filigree)
Spells/Potions/Scrolls {+6}
> +4 Alchemical bonus: 'Greater Evolution - Fox' (lvl 5 Alchemist spell)
> +2: 'Yugoloth: Essence of Cunning' (potion)
Airship Buffs {+2}
> +2: 'Paradoxical Puzzle Box'
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 = 100/45+
> buffable to 102/46+
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.
K. Main Spell Powers:

> buffable:
> '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.
> Extra Spell Critical Damage = +5%:
> Primal Avatar's 'Regrowth [C4]': Using a rest shrine now grants +5% Spell Critical Damage. This lasts until your next rest.
M. Traps & Locks:
> Very high INT:
> Search + Disable traps
> INT for Reflex saves: 'Insightful reflexes' (Alchemist auto-granted feat)
> Improved Evasion

N. Survivability & Defenses (after all, soul stones do zero dps):

> Both images above
include:

> +8 CON Tome
> Rage potion
> Temporary HPs:
> Greater Heroism spell
> Dino weapon Brighthorn 'Affirmation' {Attacks and offensive spells have a 10~33% chance to grant 1,000 temporary hitpoints with 1 minute duration. Cooldown is also one minute}
> Additionally, the bottom image above
includes:

> extra temporary HPs:
> Draconic Incarnation's 'Elemental Blood [C3]' {Casting spells that align with your Draconic Bloodline now trigger a 15% chance to grant yourself +10 temporary Hit Points per character level, these last for 10s. This can only trigger once per 10s}
> Primal Avatar's 'Shard Storm [T2]' upgraded by 'At Its Core: Thorn [T3]' {25% of your Maximum Hit Points as Temporary Hit Points}
> All values @ lvl 34, out of reaper mode
> % Hit Points bonus = +25-30%:
Competence bonus
> +15%: Vile Chemist's 'Chemical Body [T5]'
Legendary bonus
> +10%: set bonus
Insightful bonus
> +5%: Primal Avatar [T4] (*after using a shrine)
> Damage Avoidance
> Dodge chance = 36% {capped @41%}
Feats
> +4%: Dragon Disciple's 'Flurry of Blows' {2% at monk levels 1, 2, and 4}
> +12%: Monk's 'Ultimate Ocean Stance'
Heroic
> +6%: Vile Chemist [C2-4, 2% each] {while in Orchidium Reaction}
Gear bonuses (inc Set bonuses)
> +14%: enhancement bonus
> +0%: insightful bonus
> Dodge Cap = 41%
Base
> 25%
Feats
> +8%: Monk's 'Ultimate Ocean Stance'
Heroic
> +6%: Vile Chemist [C2-4, 2% each] {while in Orchidium Reaction}
Airship buffs
> +2%: 'Fencing Master'
> Incorporeality = 10%
Augments (inc Set bonuses)
> +10: 'Legendary Wraithborn Emerald'
> Concealment = 50%
> Alchemist's 'Displacement Draught' (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:

> Improved Evasion
{on successful Reflex save: no dmg, instead of half dmg}
{on failed Reflex save: only half dmg, instead of full dmg}
> Evasion: Dragon Disciple (auto-granted class feat @lvl 2)
> Improved Evasion: Shadowdancer's 'The Darkest Luck [C3]'
> Very high INT for Reflex saves: 'Insightful reflexes' (Alchemist auto-granted feat)
> Deflect Arrows (1 projectile every 6s):
> Vistani's 'Knife Juggler [C2]'
> Damage Reduction
> PRR = 223 {69% less dmg from slashing, bludgeoning and piercing attacks}
Breakdown:
Armor
> +0: Cloth armor PRR
Feats
> +32: 'Orchidium Reaction' (passively granted @ lvl 1, +2 PRR per Alchemist level}
> +20: 'Scion of the Plane of Earth' (taken @ lvl 30)
> +3: 'Embodiment of Law' (taken @ lvl 31)
Heroic Enhancements
Alchemist - Vile Chemist
> +15: Cores 2-4 (Core 1 states: Each Core Ability you take in this tree beyond the first grants +5 Physical Resistance Rating)
> +8: 'Unbreakable Ambition [T4]' {while in Orchidium Reaction}
Vistani Knife Fighter
> +12: 'Mist Stalker [T1-4]'
> +10: 'Vistani Fortune [C5]'
Spells
> +6 Deflection bonus: Alchemist's 'Augment Armor' (lvl 2 spell)
Gear bonuses (inc Set bonuses)
> +20 artifact bonus (set bonus)
> +30 profane bonus
> +35 enhancement bonus
> +16 insightful bonus
> +8 quality bonus
Filigrees
> +3: 'Otto's Irrevocable Power' (single filigree)
Sub-total 1 = 218
Gear: Mythic bonuses
> +1 helm
> +1 bracers
> +1 cloak
> +2 armor
Total = 223 (as per current live game)
> buffable to 297:
[+74: Orchidium reaction 'spike' {for 12s, PRR bonus equal to (10 + (Alchemist Level x 4)}
> MRR = 50 (capped)
> Defensive Roll (feat): when below 20% HP, each time you are struck with an attack there is a percentage chance equal to your Reflex save that the attack does half main damage, and its special effects are negated (as if you were blocking)
> Vile Chemist's 'Brushed Aside [T5]'
> Reflex Saves = 115+
> Physical damage absorption:
> Draconic Incarnation's 'Scales of the Dragon [T3]'
> Alchemist's 'Stoneskin Potion (spell)
> Elemental resistance/protection
> +15 alchemical bonus: Alchemist's 'Elemental skin' (spell)
> +30 enhancement bonus: Wands of Resist Energy (11th)
> +325 protection from Fire, Cold, Electric, Acid and Sonic
> Scrolls of Mass Protection from Elements (Caster level 13), buffed by:
> Primal Avatar's 'Weathering the Elements [C3]': Your Protection from Energy spells now apply 25 points of Energy Protection per Caster Level
> Energy Absorption
Heroic Enhancements
> +25% {Negative}: Vistani's 'Mist Stalker I [T1]' {permanent}
Epic Destinies
> +15% {Fire, Cold, Acid, Electric and Poison}
> Primal Avatar's 'Weathering the Elements [C3]' {permanent}
> +15% {Poison}
> Primal Avatar's 'Spider of the Deeps [T1]' {when you rest at a shrine, until the end of the quest}
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:
Alchemist
> Natural Poison: 'Poisonblood' (feat auto-granted @ Alchemist lvl 7)
Vistani
> Fear: 'Mist Stalker III [T3]'
> Energy Drain (negative levels): 'Mist Stalker IV [T4]'
Spells/potions
> Mind-affecting effects (e.g. charms & compulsions): 'Protection from Evil' potions
Items
> Magic Missiles: 'Shield' (Dragon Disciple spell)
The 'core elements' of the build
Class(es): Alchemist (16)/ Dragon Disciple (3) / Dark Hunter (1)*
> This build requires a +1 Lesser Heart of Wood to swap the first Rogue level for a Dark Hunter Level
> Why Dark Hunter at level 1, rather than Rogue? What if I want to keep the first Rogue level?
Dark Hunter 1 has a BAB bonus of +1, while Rogue 1 has a BAB bonus of zero. Starting with a Rogue level would make it impossible to achieve all the feats listed because, from level 9 onwards, the feats can't be moved to earlier slots because of min level and/or BAB requirements.
LR+1 is definitely an improvement from the previous TWF build, which required a +3 LR, and since this is a character I keep permanently at endgame, to me personally, it's a cost worth paying.
Having said so, for those not willing to fork the cost of a LR+1, it should be possible to go with the first rogue level (since it's a requirement from the Shadar-Kai iconic race), by moving each mainstream feat from level 9-18 to a later slot, and
- taking a new feat @ level 9
- giving up one feat from level 21 upwards (to accommodate all feats moving upwards from level 9): perhaps the Grandmaster of Flowers feat @ level 21?
> A bit of help with the Iconic +1 lesser Reincarnation, if you wish to follow the build as is:
- You create the character and it enters the game in a special 'starter area' at level 1 as a rogue.
- You'll then need to speak to the person in the starter area, and 'refuse training'. He will ask if you are sure, and you can say yes. What you are basically refusing is him training you level by level up to 15 as a pure rogue.
- You then need to leave the area by a door that will become available, and then make your way out into the normal game world.
- Look for the class trainers. Basically, you need to level up one by one, at the class trainer that you want for each level. At this point you need to choose:
- find a Monk trainer, and choose Dragon Disciple for levels 2, 3 and 4
- then find an Alchemist trainer, and take the rest of the levels as an Alchemist, until you reach level 15 (which is as far as iconics will let you level up to).
- When you reach level 15 you will be Alchemist 16/ Dragon Disciple 3/ Rogue 1, and will be ready to Lesser Reincarnate with a +1 Lesser Heart of Wood.
- Make your way to the Reincarnation grove.
- When you are back at the character creation phase (as if this was a new char), make sure to choose Ranger - Dark Hunter at level 1, and a window will pop up warning you this will count as one class change.
- You will then enter the world in an area called 'The Bridge Between'
- Speak to the trainer there, and make sure to follow the levelling order in the feat list below!
Race: Shadar-Kai (beware this iconic race will force you to have at least 1 level rogue: see above
Alignment: Lawful Good (Monk restriction)
Main stat: Intelligence (level ups here)
Starting stats (36 pts): STR: 08/ DEX: 10*/ CON: 18/ INT: 18/ WIS: 12/ CHA: 06
* +3 DEX tome req for the Precision feat (alternatively, reduce starting WIS and raise starting DEX)
Skills:> Balance (*min 7 points, as this is a pre-req for the SWF chain of feats)
> Search/ Disable Device / Spot / Open Lock
> Spellcraft/ Heal / Concentration/ Use Magic Device/ Jump (around 10 points)/ Tumble (10 points for an extra tumble charge)
Weapon type(s): Daggers only (Vistani + Monk centered req)* Kukris unfortunately not usable due to Vile Chemist restrictions (inc. weapon imbue and feats e.g. Battalion Brew)
Feats:

Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)

Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)

N.B: ED multi-selector choices:
> Primal Avatar
> T1: 'Spider of the Deeps'
> T2: 'Spirit Boon: Mind'
> T2: 'Shard Storm'
> T3: 'Transmutation DCs'
> T5: 'Thorn Cloud'
> Draconic Incarnation
> C1: 'Draconic Bloodline: Green'
> T3: Conjuration DCs
> T4: 'Energy Vortex'
Spells:

Suggestions for gear
(not part of the core build: choices based on what supports the main aims of the build best, with the intention to suggest/ inspire)
Gear Set bonuses:

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


Vile Chemist/ Dragon Disciple Hybrid Gear planner spreadsheet above is available to download too. More Gear Set suggestions & planners in this thread.

Main Filigree Set bonuses:

Filigrees: 14 = 4 (Minor Artifact) + 10 (Weapon sentient gem)

Filigree master plan:
- Primarily invest in Spell DC and Intelligence.
- Spell Power goes as secondary aim, if/when possible to squeeze in
- other effects get the least priority
Alternative Gear:
I selected the gear set above

- much higher PRR values
- more to-hit
- a bit more doublestrike and sneak damage
- The Dreadkeeper set also grants bonuses to 5 highly-relevant effects for only 3 pieces of gear, making it a very strong candidate.
The alternative gear set below

Note: In the right columns, items circled in red are bonuses that are given by the Dreadkeeper set but are not given here. The items circled in green are granted by this set, but not given in the Dreadkeeper option.
Vile Chemist/ Dragon Disciple Hybrid Gear planner spreadsheet above is available to download too.
Gear Set bonuses:

Vile Chemist/ Dragon Disciple Hybrid Gear planner spreadsheet above is available to download too.
Gear Set bonuses:

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