CrimsonCaiman
Member
Introduction
Hello! I struggled a lot with melee builds while doing my heroic completionist, but I'm getting a little tired of running Blightcaster/Warlock for my racial lives. I want to try making a melee build that's comfortable for me. I won't be attempting to solo R6+, I won't be touting myself as a DPS for LE/LR raiding, but I might join some higher skull groups or casual raid groups (and would rather not be dead weight).
While I might try and incorporate fully finished sentient weapons and filigrees down the line, I'm not willing to invest in a full filigree setup while testing the build. I'm willing to invest basic augments like +X Stat or +X% HAMP, but I don't have the resources to add augments like Cruel Cut or Dusk Raider.
In a similar vein to the whole "actively avoiding min/maxing to the extreme", I'm not willing to chug 10 different potions at the start of every Quest/Raid. The same thing goes with swapping items to snapshot for trances (hence you'll see in the build I just do DLord STR trance instead of running Rage + Dlord CHA trance).
I genuinely just want something approachable for players while showcasing realistic numbers that don't require the perfect raid gear, augments, and mythic/reaper/fortune boosted gear.
Build Goals
Variants
The two variants I'm tinkering with are:
13/6/1 Artificer/DragonLord/Barbarian (+10% movespeed the entire time, no scrolling required)
12/8 Artificer/DragonLord (Velah's Fury, needs Tensor Scrolls)
I might be missing the reason in the builder, but here are the differences I'm seeing...
Help
Based on reading about other builds, there are a few big things that I think could be optimized with this build.
Rationale
Aasimar Race: This serves two purposes. The first is that Aasimar is next on my list for Racials (finished Human, so I want the +2 Wis for future Blightcasters). The second is that aside from Warforged (which is at the end of my list), it's the only race with permanent bonuses to Melee Power (and doublestrike). The other races have that tied to an action boost.
Imp. Bludgeoning: Dragonlord gives +2 Crit Multiplier, so I wanted to find something that focused on Crit Range. With Knight's Training, I get +2 to Crit Range (and if I ever swap to using Raid Gear, I'm looking at FoM drops and swapping Dread Isle with Forbidden Knowledge).
Delayed Knight's Training: Whirlwind Attack AOE is just so much more useful than the expanded crit range at level 6 IMO. I could be dead wrong (and it's an easy enough swap), but I think WWA will feel a lot better 6-8 than Knight's Training will.
Scion of Mechanus: This was primarily to save 6 APs from Renegade Mastermaker. I don't think I make great use of them, but +2 Att/Dmg and +5% Doublestrike is nice. The +40 Repair spell power (20 Universal + 20 Repair), 15% Repair Crit, 20 Repair Amp, and 10% Fortification Bypass are super nice as well. Going Arborea gives 20 Melee Power, 20 Repair spell power (Universal), and +2 Att/Dmg. 20 Repair Power, 15% Repair Crit, 20 Repair Amp, Fortification Bypass, and Doublestrike seems like a worthwhile trade for just 20 Melee Power IMO. I could be dead wrong, but it seems like a lot to make up for the loss. For someone wanting to replicate this build without any racial points, they would need those 6 APs anyway to get the Ascended Fallen Bond.
Closing Remarks
I need to clean up the level order for the Barbarian variant. The feats don't line up super well (will be tinkering with it after the post), but the feats themselves shouldn't change.
[EDIT] Level 13 Fighter Bonus Feat was the Key: 1 Arti, 2 Barb, 3-4 Dlord, 5-6 Arti, 7-8 Dlord, 9-11 Arti, 12-13 Dlord, 14-20 Arti
If you notice any relatively straightforward optimizations I can make, please let me know!
I'm sure I'm also not explaining details I should, so if you need any clarification to help out, please let me know!
Hello! I struggled a lot with melee builds while doing my heroic completionist, but I'm getting a little tired of running Blightcaster/Warlock for my racial lives. I want to try making a melee build that's comfortable for me. I won't be attempting to solo R6+, I won't be touting myself as a DPS for LE/LR raiding, but I might join some higher skull groups or casual raid groups (and would rather not be dead weight).
While I might try and incorporate fully finished sentient weapons and filigrees down the line, I'm not willing to invest in a full filigree setup while testing the build. I'm willing to invest basic augments like +X Stat or +X% HAMP, but I don't have the resources to add augments like Cruel Cut or Dusk Raider.
In a similar vein to the whole "actively avoiding min/maxing to the extreme", I'm not willing to chug 10 different potions at the start of every Quest/Raid. The same thing goes with swapping items to snapshot for trances (hence you'll see in the build I just do DLord STR trance instead of running Rage + Dlord CHA trance).
I genuinely just want something approachable for players while showcasing realistic numbers that don't require the perfect raid gear, augments, and mythic/reaper/fortune boosted gear.
Build Goals
- Level Comfortably (No major hitches)
- Trapping
- Decent DPS
- Decent Durability (Not enough to tank raids, but enough to not die instantly)
- Decent SelfHeal (Maybe enough to solo easier raids on LN or LH, maybe enough to not have to AFK for 10 minutes to self-heal in low Reaper ... looking at you L VoD)
Variants
The two variants I'm tinkering with are:
13/6/1 Artificer/DragonLord/Barbarian (+10% movespeed the entire time, no scrolling required)
12/8 Artificer/DragonLord (Velah's Fury, needs Tensor Scrolls)
I might be missing the reason in the builder, but here are the differences I'm seeing...
- 198 AC vs 193 AC
- 121 Damage vs 126 Damage
- 139 Crit Dmg vs 144 Crit Dmg
Help
Based on reading about other builds, there are a few big things that I think could be optimized with this build.
- PRR: I see a lot of other builds sitting at 300+ PRR. I'm not expecting to hit that high, but it makes the 158 I'm at seem extremely low. Without all the filigrees, I'm thinking that a more reasonable spot would be around 225ish (but I don't know how to get there)
- MRR: I see a lot of other builds above 150 MRR. I don't think being at 102 is the end of the world, but getting up to 150 would be a decent bump in damage reduction.
- Doublestrike: I know the goal is always to be near 100%, but I'm sitting at 58%. I don't know how to improve this without making major sacrifices.
- Melee Power: With all the temp boosts and filigrees, I know 400+ is possible, but excluding all those temporary bonuses, I think that aiming for 250ish should be reasonable ... meanwhile, I'm sitting at 198
- Tactical DCs: Usually, I'm seeing 120+. My only real form of CC is Dragon's Roar (which I know tends to be higher than some other DCs), but I'm still only hitting 92 according to the builder. I would assume that I need at least 105-110 to have any amount of consistency.
My 3 Universal Points were Spent in Harper Agent, C1 and Enchant Weapon, +2 Hit/Dmg for my free APs is a good deal imo.
I'm not sure exactly how many extra points I have relative to a new player, but I don't think it's that many. At that point, I would assume you just take points out of Legendary Dreadnought.
Equipped Gear Set: Easy Build
| Armor | Legendary University Spellshield's Coat | Drops in: Paper Trail, End chest |
| Lost Purpose: Legendary Devil's Infernal Dance | ||
| Belt | Legendary Belt of the Black Sands | Drops in: Isle of Dread (wilderness), rare encounter chest |
| IoD: Accessory: Claw Slot: Claw: Stunning | ||
| The Legendary Dread Isle's Curse | ||
| Boots | Legendary Beachcombers | Drops in: Whispers of Return, end chest |
| IoD: Accessory: Scale Slot: Scale: +53 False Life | ||
| The Legendary Dread Isle's Curse | ||
| Bracers | Legendary Bronzed Bracers | Drops in: Fall of the Forbidden Temple, end chest |
| IoD: Accessory: Scale Slot: Scale: Repair Spell Critical Damage | ||
| The Legendary Dread Isle's Curse | ||
| Cloak | Legendary University Duelist's Cloak | Drops in: Taken in Hand, End chest |
| Lost Purpose: Legendary Devil's Infernal Dance | ||
| Gloves | Legendary Greenpine Gauntlets | Drops in: The Curse and the Captive Crustacean, end chest |
| IoD: Accessory: Scale Slot: Scale: +14 Strength | ||
| The Legendary Dread Isle's Curse | ||
| Goggles | Legendary Precision Lenses | Drops in: White Plume Mountain, End chest, Burket and Snarla's chest |
| Helmet | Legendary University Champion's Helm | Drops in: Party 101, End chest |
| Lost Purpose: Legendary Devil's Infernal Dance | ||
| Necklace | Legendary Rust-Laden Pendant | Drops in: Kill Ten Rats, End Chest |
| Ring1 | Legendary Ring of Unbridled Might | Drops in: Astral Ambush, end chest |
| Ring2 | Legendary Illithid Hunter's Signet | Drops in: Stolen Power, end chest |
| Trinket | Legendary Blue Raptor Feather | Drops in: Trials of the Triceratops, end chest |
| IoD: Accessory: Fang Slot: Fang: Repair Amplification +56 | ||
| The Legendary Dread Isle's Curse | ||
| Weapon1 | Dinosaur Bone Warhammer | Drops in: The Isle of Dread, any chest |
| IoD: Weapon: Scale Slot: Flamescale | ||
| IoD: Weapon: Fang Slot: Meltfang | ||
| IoD: Weapon: Claw Slot: Flameclaw: Strength | ||
| IoD: Weapon: Horn Slot: Icehorn | ||
| Weapon2 | Legendary Necronomicannon | Drops in: The Feywild, rare encounters |
| Eminence of Winter |
Note, these numbers are using the Barbarian variant, but as mentioned above, there are only a handful of differences.
Character name:
Classes: 13 Artificer, 6 Dragon Lord, 1 Barbarian, E10, L4
Race: Aasimar Alignment: Chaotic Neutral
Start Tome Final HP: 3280 Displacement: 50%
Str: 18 8 80 Unc Rng: -360 Incorp: 20%
Dex: 12 8 31 PRR: 159 AC: 198
Con: 16 8 67 MRR: 102 +Healing Amp: 39
Int: 12 8 27 Dodge: 17/25 -Healing Amp: 24
Wis: 12 8 28 Fort: 198% Repair Amp: 250
Cha: 8 8 23 SR: 0 BAB: 21
DR:
Immunities: Sleep, Hold Person, Energy Drain, Nauseated, Exhausted, Paralyzed, Magic Missiles, Fear, Fear, Death Effects
Saves:
Marked with a* is no fail on a 1 if required DC met
[/COLOR]
Weapon Damage
Melee Power: 198
Doublestrike: 58%
Strikethrough: 20%
Mainhand damage ability multiplier: 1
Offhand damage ability multiplier: 0
Off-Hand attack Chance: 20%
Fortification Bypass: 97%
Dodge Bypass: 5%
Helpless Damage bonus: 65%
Ranged Power: 191
Doubleshot Chance: 26%
Sneak Attack Attack bonus: 0
Sneak Attack Damage: 0d6+1
Main Hand: Dinosaur Bone Warhammer
On Hit 5.20[1d8+2]+119
Critical 17-18 (5.20[1d8+2]+137) * 6
Critical 19-20 (5.20[1d8+2]+137) * 7
DR Bypass: Adamantine, Bludgeon, Cold Iron, Evil, Magic
You bypass Incorporeality miss chance with this weapon
Off Hand: Legendary Necronomicannon
On Hit 0.00[]+41
Critical 20 (0.00[]+59) * 3
Critical 19-20 (0.00[]+59) * 4
DR Bypass: Adamantine, Cold Iron, Evil
You bypass Incorporeality miss chance with this weapon
Character name:
Classes: 13 Artificer, 6 Dragon Lord, 1 Barbarian, E10, L4
Race: Aasimar Alignment: Chaotic Neutral
Start Tome Final HP: 3280 Displacement: 50%
Str: 18 8 80 Unc Rng: -360 Incorp: 20%
Dex: 12 8 31 PRR: 159 AC: 198
Con: 16 8 67 MRR: 102 +Healing Amp: 39
Int: 12 8 27 Dodge: 17/25 -Healing Amp: 24
Wis: 12 8 28 Fort: 198% Repair Amp: 250
Cha: 8 8 23 SR: 0 BAB: 21
DR:
Immunities: Sleep, Hold Person, Energy Drain, Nauseated, Exhausted, Paralyzed, Magic Missiles, Fear, Fear, Death Effects
Saves:
| Fortitude | 62 | |
| vs Poison | 62 | |
| vs Disease | 62 | |
| Will | 45 | |
| vs Enchantment | 47 | |
| vs Illusion | 47 | |
| vs Fear | 45 | |
| vs Curse | 45 | |
| Reflex | 46 | |
| vs Traps | 48 | |
| vs Spell | 57 | |
| vs Magic | 46 |
| Energy | Resistance | Absorbance |
| Acid: | 7 | 1% |
| Chaos: | 0 | 0% |
| Cold: | 7 | 1% |
| Electric: | 19 | 19% |
| Evil: | 0 | 0% |
| Fire: | 2 | 1% |
| Force: | 0 | 24% |
| Good: | 0 | 0% |
| Lawful: | 0 | 0% |
| Light: | 0 | 0% |
| Negative: | 0 | 36% |
| Poison: | 0 | 0% |
| Sonic: | 2 | 10% |
| Spell Power | Base | Critical Chance | Critical Multiplier |
| Acid | 224 | 8% | 10 |
| Light/Alignment | 209 | 5% | 10 |
| Chaos | 209 | 5% | 10 |
| Cold | 209 | 8% | 10 |
| Electric | 244 | 8% | 10 |
| Evil | 209 | 5% | 10 |
| Fire | 209 | 8% | 10 |
| Force/Untyped | 209 | 5% | 10 |
| Negative | 213 | 5% | 10 |
| Physical | 209 | 5% | 10 |
| Poison | 209 | 5% | 10 |
| Positive | 236 | 5% | 10 |
| Repair | 494 | 27% | 35 |
| Rust | 309 | 27% | 35 |
| Sonic | 241 | 8% | 10 |
| Untyped | 209 | 5% | 10 |
Weapon Damage
Melee Power: 198
Doublestrike: 58%
Strikethrough: 20%
Mainhand damage ability multiplier: 1
Offhand damage ability multiplier: 0
Off-Hand attack Chance: 20%
Fortification Bypass: 97%
Dodge Bypass: 5%
Helpless Damage bonus: 65%
Ranged Power: 191
Doubleshot Chance: 26%
Sneak Attack Attack bonus: 0
Sneak Attack Damage: 0d6+1
Main Hand: Dinosaur Bone Warhammer
On Hit 5.20[1d8+2]+119
Critical 17-18 (5.20[1d8+2]+137) * 6
Critical 19-20 (5.20[1d8+2]+137) * 7
DR Bypass: Adamantine, Bludgeon, Cold Iron, Evil, Magic
You bypass Incorporeality miss chance with this weapon
Off Hand: Legendary Necronomicannon
On Hit 0.00[]+41
Critical 20 (0.00[]+59) * 3
Critical 19-20 (0.00[]+59) * 4
DR Bypass: Adamantine, Cold Iron, Evil
You bypass Incorporeality miss chance with this weapon
| Tactical DC | Value | Evaluation |
| Intimidate | 10+HD+Wis Mod vs d20 + 16 | d20 + Intimidate(21) |
| Diplomacy | CR+Quest Level vs d20 + 16 | d20 + Diplomacy(21) |
| Bluff | CR+Quest Level vs d20 + 16 | d20 + Bluff(21) |
| Sunder | Fortitude vs 75 | 10 + Str Mod(35) + Sunder(30) |
| Trip | Balance vs 73 | 10 + Str Mod(35) + Trip(28) |
| Dragon's Roar | Will vs 92 | 10 + Max Mod(Str(35), Cha(6)) + Stun(43) + Breath Weapon(4) |
Rationale
Aasimar Race: This serves two purposes. The first is that Aasimar is next on my list for Racials (finished Human, so I want the +2 Wis for future Blightcasters). The second is that aside from Warforged (which is at the end of my list), it's the only race with permanent bonuses to Melee Power (and doublestrike). The other races have that tied to an action boost.
Imp. Bludgeoning: Dragonlord gives +2 Crit Multiplier, so I wanted to find something that focused on Crit Range. With Knight's Training, I get +2 to Crit Range (and if I ever swap to using Raid Gear, I'm looking at FoM drops and swapping Dread Isle with Forbidden Knowledge).
Delayed Knight's Training: Whirlwind Attack AOE is just so much more useful than the expanded crit range at level 6 IMO. I could be dead wrong (and it's an easy enough swap), but I think WWA will feel a lot better 6-8 than Knight's Training will.
Scion of Mechanus: This was primarily to save 6 APs from Renegade Mastermaker. I don't think I make great use of them, but +2 Att/Dmg and +5% Doublestrike is nice. The +40 Repair spell power (20 Universal + 20 Repair), 15% Repair Crit, 20 Repair Amp, and 10% Fortification Bypass are super nice as well. Going Arborea gives 20 Melee Power, 20 Repair spell power (Universal), and +2 Att/Dmg. 20 Repair Power, 15% Repair Crit, 20 Repair Amp, Fortification Bypass, and Doublestrike seems like a worthwhile trade for just 20 Melee Power IMO. I could be dead wrong, but it seems like a lot to make up for the loss. For someone wanting to replicate this build without any racial points, they would need those 6 APs anyway to get the Ascended Fallen Bond.
Closing Remarks
I need to clean up the level order for the Barbarian variant. The feats don't line up super well (will be tinkering with it after the post), but the feats themselves shouldn't change.
[EDIT] Level 13 Fighter Bonus Feat was the Key: 1 Arti, 2 Barb, 3-4 Dlord, 5-6 Arti, 7-8 Dlord, 9-11 Arti, 12-13 Dlord, 14-20 Arti
If you notice any relatively straightforward optimizations I can make, please let me know!
I'm sure I'm also not explaining details I should, so if you need any clarification to help out, please let me know!
I'm genuinely amazed how much of a difference a handful of augments, a sentient weapon, and minimal filigrees make.
For filigrees, 3 slot weapon + 3 slot artifact would allow me to double up on The Long Shadow, Treachery, and Dreadbringer (there are probably others that work as well) for +3 Melee Power Each (6x3 = 18) and three 2-piece set bonuses each granting +5 Melee Power (33 Melee Power). If they're rares, then that's an extra +12 Melee Power.
Between that and a +10 Melee Power augment (purchasable whereas +12 is a drop), I'm getting +43/55 Melee Power bringing me to 241/253 Melee Power (which was my more reasonable expectation). If I also swap to Scion of Arborea, then that's another +20 bringing me to 261/273.
The Legendary Swordcrossed Topaz (not too bad to farm in Isle of Dread) gives me +15% Doublestrike bringing me to 69% (dropped 4% DS to improve dodge cap).
Giving myself a single, relatively easily farmable raid weapon (ATTUNED Dino Bone Weapon) gave myself an extra slot for set bonuses giving me 2-pc Winter. Direbear gave me +17 insightful sheltering, and 2-pc Winter gave me +30 PRR pushing me to 205/118. It's still a bit below what I was hoping to reach, but it's substantially better.
As someone who didn't really want to engage with these endgame mechanics... I can clearly see that that's a massive mistake. Even if I don't wany to fully dive into them, low-effort acknowledgements make massive differences in some of these builds.
For filigrees, 3 slot weapon + 3 slot artifact would allow me to double up on The Long Shadow, Treachery, and Dreadbringer (there are probably others that work as well) for +3 Melee Power Each (6x3 = 18) and three 2-piece set bonuses each granting +5 Melee Power (33 Melee Power). If they're rares, then that's an extra +12 Melee Power.
Between that and a +10 Melee Power augment (purchasable whereas +12 is a drop), I'm getting +43/55 Melee Power bringing me to 241/253 Melee Power (which was my more reasonable expectation). If I also swap to Scion of Arborea, then that's another +20 bringing me to 261/273.
The Legendary Swordcrossed Topaz (not too bad to farm in Isle of Dread) gives me +15% Doublestrike bringing me to 69% (dropped 4% DS to improve dodge cap).
Giving myself a single, relatively easily farmable raid weapon (ATTUNED Dino Bone Weapon) gave myself an extra slot for set bonuses giving me 2-pc Winter. Direbear gave me +17 insightful sheltering, and 2-pc Winter gave me +30 PRR pushing me to 205/118. It's still a bit below what I was hoping to reach, but it's substantially better.
As someone who didn't really want to engage with these endgame mechanics... I can clearly see that that's a massive mistake. Even if I don't wany to fully dive into them, low-effort acknowledgements make massive differences in some of these builds.
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