Kali's U72 Vile Chemist/Dragon Disciple HYBRID SWF 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!

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.
Vile-Chemist-Melee-hybrid-Avatar-U72.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. 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 locks

Key stats & synergies

My preferred Quickbar layout (in case it's useful):
Vile-Chemist-Melee-hybrid-Key-abilities-toolbar-U72.jpg


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​
> Attack speed boost = +30% (total 70%)
[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)
N.B. with thanks to @Hammatimes for providing the formulas and explanations :)

> 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:
Vile-Chemist-Melee-hybrid-Spellpowers-new-gear-U72.jpg

> 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​

Vile-Chemist-Melee-hybrid-Traps-Locks-gear.jpg
N. Survivability & Defenses (after all, soul stones do zero dps):
Vile-Chemist-melee-hybrid-HP-Mana-U72.jpg

> 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:

Defenses-in-reaper-mode.jpg


> 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)
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)*
> 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:
  1. You create the character and it enters the game in a special 'starter area' at level 1 as a rogue.
  2. 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.
  3. 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.
  4. 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).
  5. 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.
  6. Make your way to the Reincarnation grove.
  7. 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.
  8. You will then enter the world in an area called 'The Bridge Between'
  9. 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👆 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
* +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:
Vile-Chemist-Melee-hybrid-Feats-U72.jpg


Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
Vile-Chemist-Melee-hybrid-Heroic-enhancs-U72.jpg


Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
Vile-Chemist-Melee-hybrid-Epic-Destinies-U72.jpg

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:
Vile-Chemist-Melee-hybrid-Spells-U72.jpg


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:
Vile-Chemist-Melee-hybrid-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).
Vile-Chemist-Melee-hybrid-Gear-set-w-labelled-cosmetics.jpg


Vile-Chemist-Melee-hybrid-Gear-planner-1.jpg

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

Rings-of-Spell-Storing.jpg



Main Filigree Set bonuses:
Vile-Chemist-hybrid-Filigree-Set-bonuses.jpg


Filigrees: 14 = 4 (Minor Artifact) + 10 (Weapon sentient gem)
Vile-Chemist-Melee-hybrid-Filigrees-all.jpg


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

Alternative Gear:
I selected the gear set above 👆 to use because, compared to the Vecna alternative below, I could secure:
  • 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.
Though it grants less fortification bypass and seeker, the gains felt stronger overall.

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.
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-Melee-hybrid-Gear-planner-2.jpg

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

Gear Set bonuses:
Vile-Chemist-Melee-hybrid-Gear-Set-bonuses-2.jpg


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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Kalibano

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

I do recommend having Maetrim's DDOBuilder (v2) 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-v2.jpg


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

Build Designer. Having fun since 2006!
The TWF version of the build below is no longer being played in the live game by one of my alts: it was last updated pre-U72 (March/2025).

In case it proves useful, the build (inc gear set) is still available in the DDOBuilder file, under the tab 'Builds':
(Life 2) B3: L34 - Shadar-Kai - 18 Alchemist, 1 Dark Hunter, 1 Monk, E10, L4
Vile-Chemist-melee-hybrid-DDOBuilder-previous-TWF-build.jpg


> The main changes that were made in comparison to the U72 build in the main post:
  • U72 and Dragon Disciple made it possible to be centered while using orbs
    • orbs can potentially help support the caster aspect of the build more strongly
    • orbs can be used in conjunction with the SWF style, creating some strong synergies:
      • SWF extra attack speed would be preferable for a build that has a good amount of imbue die: more hits due to faster attacks = more imbue damage
      • PSWF increases the vorpal threat range, which is also quite desirable
      • shadar-kai chain attack synergises strongly with the SWF style
      • Vistani's 'Single Dagger [T4]' grants a +20 Melee power bonus when fighting with a single dagger (rather than a bonus to simply increase chance to hit with the offhand)
        • hits with a TWF character's offhand weapon only receive half of the applicable Ability bonus to damage (Tempest Rangers are the only ones who can do full damage, with heavy investment @ tier 5), so SWF seems more synergistic overall
      • Vile Chemist's 'Stone of the Subliminal [T2]' grants +5% Doublestrike + Dbshot and perma Blur when wielding orbs
  • extra Dragon Disciple levels means I get evasion for free at DD level 2
    • this freed up one feat slot (bonus alchemist feat Liquid Luck, which granted evasion), and with some feats moved around a bit, this became a feat to support the melee aspect of the build = Precision
    • ideally I would have liked to pick up Overwhelming Critical at Epic levels instead, but the pre-reqs of the feats I take from level 9 onwards make it hard to move any of them earlier, to make room for an epic feat. Precision will do just fine for now
  • 3 levels of Dragon Disciple (vs 1 monk level in the previous build below) grants an extra feat slot, and with some manouvering of the Greater Spell Focus feat to be taken earlier, it freed up a slot to take the Patience feat
    • patience grants a very strong critical multiplier bonus, at the cost of attack speed penalty
      • the attack speed penalty is greatly mitigated by both
        • the +30% SWF combat style bonus to attack speed
        • and the +5% Vistani C6 attack speed bonus
  • There's the potential, if more universal tree tomes are released in the future, to grab:
    • a bit more from the Dragon Disciple [e.g. Discipleship I [T2] = +1 imbue dice (1 AP)],
    • or Ninja Spy (e.g. SA dice [T1-2], Dodge [T1], Max Dodge Cap [T2])
    • or Shintao (e.g. Doublestrike [T1])


> The key loses with 2 less levels of Alchemist were:
  • -1 level 4 spell
    • Hypnotic Combination: it's a shame to lose this, as apart from the highly synergist poison dmg, being a breath spell, there was an extra chance to proc the Draconic Incarnation's 'Daunting Roar [T3]' CC effect.
  • -1 level 5 spell
    • Poison breath: it's a shame to lose this spell, as it
      • dealt AoE poison dmg,
      • applied the effect 'Contaminated'
      • being a breath spell, granted an extra chance to proc the Draconic Incarnation's 'Daunting Roar [T3]' CC effect.
    • Nevertheless, the other level 5 spells to me felt much more significant to give up:
      • Turn to Frog,
      • Mass Flash to Gold,
      • AB: Haste,
      • Greater Evolution: Intelligence
  • -2 level 6 spells
    • Goldskin Potion & Gold breath. losing these did not feel as bad: gold breath was mostly used as an extra chance to proc Daunting Roar, the dmg type was not fully synergistic. Goldskin is nice, but in higher difficulties, that kind of damage ablation is not always very successful in preventing death.
  • Vile Chemist's core 5 bonuses:
    • -3 Doublestrike
    • -5 Universal Spell Power
    • -1 Imbue Dice
    • While in Orchidium:
      • -5 Poison Spell power
      • -2 Dodge and Dodge Cap
  • -1 imbue dice (C2 grants +1 imbue die @Alch 6, 9, 12, 15 and 18)


Note about the new SWF build (in the main post of this thread): annoyingly, Dark Hunter @ level 1, rather than Rogue, is required to achieve all the feats listed, so the new version of the build will need a +1 Lesser Reincarnation. From level 9 onwards, the feats can't be moved to earlier slots because of min level and/or BAB requirements. Having said so, LR+1 is definitely an improvement from the previous TWF build below, 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.

However, 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?


13. Kali's Alchemist Vile Chemist HYBRID TWF Melee/CC+ Insta-kill Caster build
DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.
Vile-Chemist-Melee-hybrid-Avatar.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. 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
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: 'Poison Breath' + '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]'
> Alchemist spells: 'Poison Breath' + 'Gold Breath'

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 (?)}
Transmutation {vs Reflex Save}
> Alchemist spell:
> 'Glue Bomb' {organic glue traps enemies becoming stuck in place}
Transmutation {vs Will Save}
> Alchemist spell:
> 'Hypnotic Combination' {Confused}

{vs DC 100}
> Legendary Crown of Snow
> 'Freezing Ice effect' {spells you cast have a chance of freezing your targets in a block of solid ice; causes helplessness (?)}
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]'
> Alchemist spell:
> 'Poison Breath'
> Single-target spells/abilities/effects​
NO Save
> Alchemist Damage Over Time (DoT) spell:
> 'Venom Concentration'
> Other damage types:​
> AoE spells/abilities/effects​
Conjuration {vs Will Save}
> Alchemist spell:
> 'Curative Admixture: Inflict Critical Wounds' [Negative]
Conjuration {vs Fort Save}
> Alchemist spell:
> 'Gold Breath' [Fire + Bludgeon]
6. Finding & disabling traps + opening locks

Key stats & synergies

My preferred Quickbar layout (in case it's useful):
Vile-Chemist-Melee-hybrid-Key-abilities-toolbar.jpg


A. Intelligence for melee combat:
> To-hit & dmg: Alchemist's 'Battalion Brew' (bonus feat, min lvl 4)​

B. Two-Weapon Fighting style:
> Off-hand attack chance = 100%:
Base bonus
> 20%​
Feats
> +20%: Two-Weapon Fighting​
> +20%: Improved Two-Weapon Fighting​
> +20%: Greater Two-Weapon Fighting​
Heroic
> +20%: Vistani's 'Double Daggers [T4]'​
C. Attack speed bonus = +20%:
Enhancement bonus
> +15%: Gear/ Augment/ Haste spell​
Heroic
> +5%: Vistani's 'Blade Master [C6]'​
> Attack speed boost = +30% (total 50%)
[Alchemist's 'Haste Action Boost' (spell)]
> Unlimited charges {mana cost, for 20s every 40s}
Vile-Chemist-Melee-hybrid-Db-Strike-Attack-Speed.jpg


D. Doublestrike
> Main hand =56%
Doublestrike breakdown:
Heroic
> +5%: Vistani 'Quick Reflexes [C3]'​
> +5%: Vistani 'Celerity [T3]'​
> +3%: Vile Chemist 'Hidden Blades I [C3]'​
> +3%: Vile Chemist 'Hidden Blades II [C4]'​
> +3%: Vile Chemist 'Hidden Blades III [C5]'​
Gear bonuses (inc Set bonuses)
> +15% artifact bonus (set bonus)​
> +15% enhancement bonus​
> +3% quality bonus​
Filigrees (inc Set bonuses)
> +1%: 'The Serpent' (single filigree)​
Unknown source
> +3%: ???​
> buffable to 76%: sustainable 100% of the time {for 10s; Cooldown: 10s}
> +20% morale bonus: Vistani's 'Rapid Slash [T1]'​
> buffable further to 103% in reaper mode (capped 100%)​
[Dread Adversary's 'Reaper Strike [T1]']​
> Off-hand = 65% of main hand total:​
Base bonus
> 50%​
Feats
> +15%: 'Perfect Single Weapon Fighting'​
E. Weapon Critical profile = 16-20/ x3:
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​
Heroic enhancements/spells
> +1 competence bonus: Vistani's 'Plays with Knives [C4]'​
= x3
Average extra damage from weapon crit profile = +52%:​
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1)

Critical threat range 16-20 = 5
Critical damage multiplier = 3
'Crit units' = (5) * (3-1) = 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 :)

> Crit damage multiplier boost = +0
F. 21 imbue die: Poison dmg (scales Spell Power)
Imbue die breakdown:
+5 die Feats
+2 Embodiment of Law​
+3 Scion of Earth​
+9 die Heroic enhancements​
+5 Vile Chemist C2 (+1 @Alch 6, 9, 12, 15, and 18)​
+3 Vile Chemist (C3-5)​
+1 Henshin Mystic (C1)​
+6 die Epic Destinies​
+3 Primal Avatar (Tier 3)​
+3 Draconic Incarnation (Tier 3)​
+1 dice Augment​
+1 Emerald of Arcane Empowerment​

= total 21 die, sustainable 100% of the time

G. 5 Sneak Attack die
SA die breakdown:
+1 dice Feats
+1 Dark Hunter class feat (passive) (@lvl 1)​
+1 dice Heroic enhancements
+1 Deepwood Stalker's 'Far Shot (C1)'​
+3 dice Epic Destinies​
+3 Shadowdancer (C1-2 + T2)​

= total 3 die, sustainable 100% of the time
H. Helpless damage = +55%
Base bonus
> +50%​
Airship buffs
> +5%: 'Game Hunter'​

I. Extra melee damage:
> 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)​
> Bleed damage {33% chance upon using Shadar-kai Spiked Chain}:​
> 'Vicious chain [C5]' (Bleed dmg every 2s, for 15s, scales with Melee Power):​
> Vistani boosts:​
> 'Vistani Fortune [C5]' (random for 60s, 60s cooldown):​
> Coins: +5% Doublestrike​
> Swords: +15 Melee power​
> Poison damage shield {on being hit}:​
> Draconic Incarnation's 'Scales of the Dragon [T3]'​
J. > Burst damage:
> Primal Avatar's 'Greater Form: Thorn Cloud [T5]'​


K. Spell DCs:
N.B.
The values below are NOT inclusive of the de-buffs outlined earlier in section 3.

> Transmutation = 104+
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* + 43 + 45 = 104
* Alchemists cast max level 6 spells, and heighten makes spells of lower levels count as level 6 spells.
{Spellcasting ability modifier}
+43 (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​
> +6 equipment bonus​
> +2 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 + 43 + 45 = 108 (vs Fortitude)
> Conjuration = 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* + 43 + 42 = 101
* Alchemists cast max level 6 spells, and heighten makes spells of lower levels count as level 6 spells.
{Spellcasting ability modifier}
+43 (INT modifier)​
{Conjuration bonuses}
+42
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) {+17}
> +3 artifact bonus (set bonus)​
> +2 profane bonus​
> +4 equipment bonus​
> +2 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:​
> Dragon Breath: Energy Vortex = 20 + Highest of INT/WIS/CHA modifier + Conjuration DC bonuses + Breath Weapon DCs
20 + 43 + 42 + 03 = 108 (vs Fortitude)
> Casting ability: Intelligence = 97/43+
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) {+32}
> +3 artifact bonus (set bonus)​
> +2 profane bonus (Augment)​
> +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: 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 = 97/43+
> buffable to 99/44+
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.


L. Main Spell Powers:
Vile-Chemist-Melee-hybrid-Spellpowers.jpg

> 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. Trapping:
> Very high INT:​
> Search + Disable traps​
> Evasion: Alchemist's 'Liquid Luck' (feat)​
> INT for Reflex saves: 'Insightful reflexes' (Alchemist auto-granted feat)​
N. Survivability & Defenses (after all, soul stones do zero dps):
Vile-Chemist-melee-hybrid-HP-Mana.jpg
> Both images above 👆 include:​
> +8 CON Tome​
> Rage potion​
> Temporary HPs: 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}
> Values @ lvl 32, out of reaper mode​
> Additionally, the bottom image above 👆 includes:​
> extra temporary HPs: Primal Avatar's 'Shard Storm [T2]' upgraded by 'At Its Core: Thorn [T3]'​

> % 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 = 42% {capped @43%}
Feats
> +2%: Monk's 'Flurry of Blows' {2% at monk levels 1, 2, and 4}
> +12%: Monk's 'Ultimate Ocean Stance'​
Heroic
> +8%: Vile Chemist [C2-5, 2% each] {while in Orchidium Reaction}
Gear bonuses (inc Set bonuses)
> +14%: enhancement bonus​
> +6%: insightful bonus​
> Dodge Cap = 43%
Base
> 25%​
Feats
> +8%: Monk's 'Ultimate Ocean Stance'​
Heroic
> +8%: Vile Chemist [C2-5, 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:

Defenses-in-reaper-mode.jpg


> Deflect Arrows (1 projectile every 6s):​
> Vistani's 'Knife Jugler [C2]'​
> Damage Reduction
> PRR = 213 {68.05% less dmg from slashing, bludgeoning and piercing attacks}
Breakdown:​
Armor
> +0: Cloth armor PRR​
Feats
> +36: '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
> +20: Cores 2-5 (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]'​
Monk - Henshin Mystic
> +3: 'Riddle of Fire [C1]'​
Spells
> +6 Deflection bonus: Alchemist's 'Augment Armor' (lvl 2 spell)​
Gear bonuses (inc Set bonuses)
> +30 artifact bonus (set bonus)​
> +0 profane bonus​
> +33 enhancement bonus​
> +16 insightful bonus​
> +8 quality bonus​
Filigrees
> +3: 'Otto's Irrevocable Power' (single filigree)​
Sub-total 1 = 208
Gear: Mythic bonuses
> +1 necklace​
> +1 bracers​
> +1 boots​
> +2 armor​
Sub-total 2 = 213 (as per current live game)
> buffable to 295 {74.68% less dmg from slashing, bludgeoning and piercing attacks}:​
[+82: 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 = 107+
> Physical damage absorption:
> Draconic Incarnation's 'Scales of the Dragon [T3]'​
> Alchemist's 'Goldskin Potion' + 'Stoneskin Potion (spells)​

> 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' 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): Alchemist (18)/ Dark Hunter (1)*/ Monk (1)
* due to feat order and requirements (BAB), but Rogue would be possible too, with feat tweaks, but potentially making sacrifices
Race: Shadar-Kai (requires a +3 heart to swap Rogue level out and start with Alchemist, due to feat order + requirements, and then swap for monk at level 3)
The Iconic +3 TR isn't very easy nor intuitive, so here's some help:
  1. You create the character and it enters the game in a special 'starter area' at level 1 as a rogue.
  2. 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.
  3. 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.
  4. 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:
    • Dark Hunter at level 2
    • and the rest of the levels until 15 as alchemist
    • you can't choose Monk at this point, as you start as a rogue, take Dark Hunter and then can only choose one more class (max 3 classes for multiclassing) which needs to be Alchemist
  5. When you reach level 15 you will be Alchemist 13/Rogue 1/ Dark Hunter 1, and will be ready to TR+3.
  6. Make your way to the Reincarnation grove.
  7. When you are back at the character creation phase (as if this was a new char), make sure to choose alchemist at level 1, and a window will pop up warning you this will count as your first class change.
  8. You will then enter the world in an area called 'The Bridge Between'
  9. Speak to the trainer there, and make sure to follow the levelling order in the feat list below! The bit to pay the most attention to is making sure select monk at level 3 (which will count as your second class change). They don't make 2 hearts, so it needs to be a +3.
Alignment: Lawful Good (Monk restriction)
Main stat: Intelligence (level ups here)
Starting stats (36 pts): STR: 08/ DEX: 14*/ CON: 18/ INT: 18/ WIS: 08/ CHA: 06
* +3 DEX tome req for TWF feats (alternatively, reduce starting CON to 16)
Skills:
> Search/ Disable Device / Spot / Open Lock​
> Spellcraft/ Heal / Concentration/ Use Magic Device/ Jump (around 10 points)/ Tumble (1 point)/ (any)​
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:
Vile-Chemist-Melee-hybrid-Feats.jpg


Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
Vile-Chemist-Melee-hybrid-Heroic-enhancs.jpg


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

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 Walker'​
> T5: 'Thorn Cloud'​
> Draconic Incarnation​
> C1: 'Draconic Bloodline: Green'​
> T3: Conjuration DCs​
> T4: 'Energy Vortex'​

Spells:
Vile-Chemist-Melee-hybrid-Spells-pre-U72.jpg


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:
Vile-Chemist-hybrid-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).
Vile-Chemist-Melee-hybrid-Gear-set-labelled.jpg

Gear Set suggestions & planners in this thread.

Swashbuckler-hybrid-Trapping-gear.jpg


Rings-of-Spell-Storing.jpg


Most important augments to slot:
+12 Melee Power
+20 To-hit
+1 Imbue dice
+2 profane/ +1 except All Ability scores
+5 insight Intelligence
+2 festive Intelligence & Constitution
+6 equip Transmutation DCs
+2 enhanc Transmutation & Conjuration DCs
+5% insight All Spell Critical chance
+100 equipment to each Spell Power (Potency)
+54 Hit Points/ +32 Sheltering/ +10 resist All Saves

(Suggestions for where to slot them in the DDOBuilder file for this build).

Main Filigree Set bonuses:
Vile-Chemist-hybrid-Filigree-Set-bonuses.jpg


Filigrees: 14 = 10 (weapon) + 4 (artefact)
Vile-Chemist-Melee-hybrid-Filigrees-all.jpg


Filigree master plan:
  1. Primarily invest in Spell DC and Intelligence.
  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!
The main thread for this build has been updated to include this, under the main title:
13. Kali's Alchemist Vile Chemist Melee/ CC+Insta-kill Caster hybrid build
DDOBuilder file for this build. You can find and download Maetrim's DDOBuilder here.

Do let me know is anyone has issues downloading the file from Goggle Drive (fingers crossed I got all the settings right!)

Very hopeful this will be a useful addition to my threads: thanks to everyone who suggested this.
 
Last edited:

Kalibano

Build Designer. Having fun since 2006!
Still working towards editing the main post to include buttons to click and expand info. This is the last build to bring to the new format!
I used the spoiler tool, as it provided the effect I desired: there are no spoilers, though :)

The aim is to reduce potential visual overload, as well as the overall length of the main post. This has already created room to include several breakdowns.

Hope this enhances everyone's experience when visiting and exploring!
 

Kalibano

Build Designer. Having fun since 2006!
New formatting with buttons to click and expand is finally completed.

Several breakdowns were added (including Dodge cap, which was requested by some people).

Enjoy! :)
 
Last edited:

Kalibano

Build Designer. Having fun since 2006!
For hybrid builds like this, I strongly recommend NOT swapping out any investment (e.g. feats, enhancements, etc.) made to increase spell DCs. To expound on my reasoning, I added more specific details in an earlier post in this thread about some of the main differences between pure casters and hybrids ref spell DCs.

Hope this is useful to anyone using this build :)
 

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!
U66 changes (updated in the forums and DDOBuilder file)
Some minor changes to two Epic Destinies are required for this build.

> The key active changes I made were:
  • Primal Avatar:
    • as of U66, the Primal Avatar T2 spell 'Shard Storm' no longer has the T1 Epic Strike as a pre-requisite
    • as this build only uses the Draconic Incarnation epic strike, I swapped the PA T1 epic strike for T1 Rejuvenation Cocoon

  • 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 re-shuffling and additions

Pre-U66:
Vile-Chemist-Melee-hybrid-Epic-Destinies-pre-U66.jpg


... with the changes indicated above:
Vile-Chemist-Melee-hybrid-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

  • Shadowdancer
    • Core abilities now grant +15 HP and +25 SP.

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

Warned

Active member
I am thinking of trying this, but really don't want to go Iconic as I am currently doing epic+racial lives.
Any suggestions on how to replace Shadar-Kai without a massive DPS loss?
 

Kalibano

Build Designer. Having fun since 2006!
I am thinking of trying this, but really don't want to go Iconic as I am currently doing epic+racial lives.
Any suggestions on how to replace Shadar-Kai without a massive DPS loss?
Hey there,

The Shadar-Kai free AoE chain attack is a hard one to replace like-for-like with another race. Can't say it's a massive DPS loss tbh: this build has access to a lot of other forms of AoE damage.

Suggestions are hard to make without knowing if you have a lot of racial APs from past lives.
In any case, I'd say any race that favours INT would be fine :)

Hope this is somewhat helpful!
 

Warned

Active member
I have 6 racial points (19 lives), 20 Destiny Points and 3 Universal. should be about 65 PLs all together. Also +8 Tome across the board.
My thinking is whether replacing it would still allow me to benefit from melee at all, or will Bombardier overshadow it altogether
 

Kalibano

Build Designer. Having fun since 2006!
I have 6 racial points (19 lives), 20 Destiny Points and 3 Universal. should be about 65 PLs all together. Also +8 Tome across the board.
My thinking is whether replacing it would still allow me to benefit from melee at all, or will Bombardier overshadow it altogether
That's a nice extra chunk of APs to invest! :)

I haven't played a pure nuker in a long while, but my understanding is that they are still strong and over-tuned, despite the recent adjustments to spells and EDs. Bombardier, being a nuker tree, would seem likely to overshadow a hybrid build like mine, at least in some circumstances (and highly dependent on people's playstyle and expectations really, e.g. one click clears an entire room). I can't say for sure, though, not from personal experience.

What I can say for sure is that the Shadar-Kai chain does not seem to count for a massive chunk of the AoE DPS this build does. So, losing chains would not completely 'gimp' the build at all.

The key dmg dealers seem to be:
- Dragon breath: vortex,
- PA's Shard storm, the mantle extra dmg on melee + spellcast, and the T5 summon tree thing
- VC's Poisoned strike attack + both wave of poison SLAs
- Vistani's many boosts to dual dagger fighting + 'Fan of Knives' cone
- Poison imbue via attacks, scaling with poison spellpower

So without chains, any race would seem fine, really. I suggested INT-based ones, since my build relies on DC casting for insta-kills and CC.
 

Warned

Active member
Awesome, trying it out on a Gnome and just got to 20, will see how it does in epics since Heroic isn't really a measure.
Main idea is to get away from pure nuker and have some melee, while still doing something other than frogging up the place at R10, since I already have all the filigrees for a poison alch
 

Warned

Active member
So got to 32 - DPS is amazing when all geared up (still missing one dagger, using regular reliquary as secondary ATM).
Survivability is also pretty good, but huge hits can still 1-shot me easily.
Melee in R10 is possible when playing with enhancements a bit to make sure aggro is reduced.
Seems like this build is in a really good place right now post U66 - compared to my Swashbuckler last life it's much more fun and has way more damage and higher DCs (easily getting 104 on Reaper with regular buffs, can burst up to 110+).
Compared to my Bombardier a few lives ago, it has much better survivability and being able to go into melee is much more fun.
lacking a bit in DCs to be no-fail, but can just blast 2-4 CCs in a row to make sure everything is frozen\golden\glued\stunned (with Gnome's SLA).
DPS is also a bit lower, but not by too much.

Overall it's extremely fun to play at cap!
 

Kalibano

Build Designer. Having fun since 2006!
So got to 32 - DPS is amazing when all geared up (still missing one dagger, using regular reliquary as secondary ATM).
Survivability is also pretty good, but huge hits can still 1-shot me easily.
Melee in R10 is possible when playing with enhancements a bit to make sure aggro is reduced.
Seems like this build is in a really good place right now post U66 - compared to my Swashbuckler last life it's much more fun and has way more damage and higher DCs (easily getting 104 on Reaper with regular buffs, can burst up to 110+).
Compared to my Bombardier a few lives ago, it has much better survivability and being able to go into melee is much more fun.
lacking a bit in DCs to be no-fail, but can just blast 2-4 CCs in a row to make sure everything is frozen\golden\glued\stunned (with Gnome's SLA).
DPS is also a bit lower, but not by too much.

Overall it's extremely fun to play at cap!
Thanks so much for taking the time to share your experience running the build, and your analysis! The comparisons with other builds/ playstyles you had first-hand experience with is very interesting and most welcome too :)

Really pleased you had a good time playing it: it's become one of my favourite hybrids because it feels really fun to play.
SDK chain attacks are not essential nor build-defining here, but do add even a bit more DPS and fun.
 
Last edited:

Kalibano

Build Designer. Having fun since 2006!
Update: Magic of Myth Drannor Ultimate Bundle
An additional racial tome has been added to the build, bringing the total number of heroic action points to 84.
Images updated: Heroic trees
  • Shadar-Kai (+1 point spent, new total 3):
    • T1: Vicious Chain (1 AP) removed
    • C2: +1 INT (2 APs) added
DDOBuilder file will be adjusted when the planner is updated to accept +3 racial tomes.

Enjoy!
 

Kalibano

Build Designer. Having fun since 2006!
Update: Magic of Myth Drannor Ultimate Bundle
This seems the perfect opportunity to migrate my DDOBuilder files from version 1 to the new version 2, because:
  • I will have to update every single build in my repository to include 1 extra racial action point
  • Maetrim has indicated in this thread he is planning to discontinue support for V1 in the near future.


Links for this build updated in the original post (also below for ease of access).

*DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.
* I've found some errors with v2, so keeping the v1 file ? for a bit longer, even though it seems to be lagging behind the live game.
DDOBuilder (v1) file for this build. You can find and download Maetrim's DDOBuilder (v1) here.

Enjoy! :)
.
 
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