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Abragabri
11-25-2009, 11:52 AM
Hello Guys
I want to be a Spellsinger, good at healing and buffs.
I've been thinking a lot and I could not reach any conclusion about which of these two options to choose. At first, I have more CHA but less STR and DEX. In the second have less CHA, but more STR and DEX. These 2 points in CHA will influence so much? Even I can get the Bard Charisma I, II & III enhancements?

OPTION1

STR 10
DEX 10
CON 14
INT 10
WIS 8
CHA 20


OPTION2

STR 14
DEX 12
CON 14
INT 10
WIS 8
CHA 18


I have 1ring DEX+3 , Bracers STR+3 , BELT CON+3 and HELM CHA+2.


btw, heres the build: (Councils are welcome)


Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

illummi Buffer
Level 14 Neutral Good Drow Male
(14 Bard)
Hit Points: 158
Spell Points: 771
BAB: 10\10\15\20
Fortitude: 6
Reflex: 9
Will: 8

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 14)
Strength 10 10
Dexterity 10 11
Constitution 14 14
Intelligence 10 10
Wisdom 8 8
Charisma 20 25

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 14)
Balance 4 17
Bluff 5 7
Concentration 6 23
Diplomacy 5 7
Disable Device n/a n/a
Haggle 9 24
Heal -1 -1
Hide 0 8
Intimidate 5 7
Jump 4 17
Listen -1 1
Move Silently 0 2
Open Lock n/a n/a
Perform 9 24
Repair 0 0
Search 0 2
Spot -1 1
Swim 0 0
Tumble n/a n/a
Use Magic Device 9 16

Level 1 (Bard)
Feat: (Selected) Spell Focus: Enchantment
Spell (1): Otto's Resistable Dance
Enhancement: Bard Energy of the Music I


Level 2 (Bard)
Spell (1): Expeditious Retreat
Enhancement: Bard Inspired Damage I
Enhancement: Bard Lingering Song I
Enhancement: Bard Song Magic I
Enhancement: Bard Charisma I


Level 3 (Bard)
Feat: (Selected) Mental Toughness
Spell (1): Feather Fall
Enhancement: Bard Inspired Attack I
Enhancement: Bard Lyric of Song I


Level 4 (Bard)
Ability Raise: CHA
Spell (2): Blur
Spell (2): Cure Moderate Wounds
Enhancement: Improved Spell Resistance I
Enhancement: Bard Song Magic II


Level 5 (Bard)
Spell (1): Remove Fear
Spell (2): Cat's Grace
Enhancement: Bard Concentration I
Enhancement: Bard Concentration II
Enhancement: Bard Energy of the Music II


Level 6 (Bard)
Feat: (Selected) Extend Spell
Enhancement: Bard Spellsinger I
Enhancement: Elven Dexterity I


Level 7 (Bard)
Spell (3): Haste
Spell (3): Good Hope
Spell (2): Eagle's Spendor
Enhancement: Bard Lingering Song II
Enhancement: Bard Song Magic III


Level 8 (Bard)
Ability Raise: CHA
Spell (3): Cure Serious Wounds
Enhancement: Bard Charisma II


Level 9 (Bard)
Feat: (Selected) Toughness
Enhancement: Bard Inspired Bravery I
Enhancement: Bard Inspired Damage II
Enhancement: Racial Toughness I


Level 10 (Bard)
Spell (4): Otto's Sphere of Dancing
Spell (4): Freedom of Movement
Spell (3): Displacement
Enhancement: Bard Lyric of Song II


Level 11 (Bard)
Spell (4): Cure Critical Wounds
Enhancement: Bard Inspired Attack II


Level 12 (Bard)
Ability Raise: CHA
Feat: (Selected) Greater Spell Focus: Enchantment
Enhancement: Bard Lingering Song III
Enhancement: Bard Energy of the Music III


Level 13 (Bard)
Spell (5): Mass Cure Light Wounds
Spell (5): Greater Heroism
Spell (4): Hold Monster
Enhancement: Bard Song Magic IV


Level 14 (Bard)
Spell (5): Mass Suggestion
Enhancement: Bard Inspired Damage III





TY for the help :D
bye

tihocan
11-25-2009, 12:35 PM
The extra Dex is pretty much wasted.
If you insist on going Drow then I would start with 20 Cha, otherwise you probably better be human since you are not getting benefit from Dex/Int, and Drow get a Con penalty. And humans get an extra feat.
Putting some points in Str depends on whether you are planning to melee somewhat. Personally I'd say it's worth it because you can always grab a two-handed weapon, master's touch, and help a bit in a fight. But there are bards who prefer to just sit back and watch (in which case Str becomes useless).
So I would choose 14/10/12/10/8/20 myself. But it's really a matter of personal preference.

Abragabri
11-26-2009, 06:01 AM
The extra Dex is pretty much wasted.
If you insist on going Drow then I would start with 20 Cha, otherwise you probably better be human since you are not getting benefit from Dex/Int, and Drow get a Con penalty. And humans get an extra feat.
Putting some points in Str depends on whether you are planning to melee somewhat. Personally I'd say it's worth it because you can always grab a two-handed weapon, master's touch, and help a bit in a fight. But there are bards who prefer to just sit back and watch (in which case Str becomes useless).
So I would choose 14/10/12/10/8/20 myself. But it's really a matter of personal preference.

hmmm i dont feel safe with 12 con heheh , i'm fan of 14 con...
but u give me a good idea man , maybe 14 str and 12 con will be better
then i'll get THF??
ty

tihocan
11-26-2009, 08:14 AM
hmmm i dont feel safe with 12 con heheh , i'm fan of 14 con...
but u give me a good idea man , maybe 14 str and 12 con will be better
then i'll get THF??
ty
Sure, 14 Con is better, but if you go 14 Con/20 Cha then you're stuck with 10 Str which won't be enough to melee. And if you drop Cha to increase Str then you better be human instead of drow. So it's either drop melee ability or change race ;)

The nice thing about THF is you don't need the feats to use a THF weapon (just use master's touch). It's not as effective as a THF-focused DPS class of course, but you can still help with melee when you get a chance.

Robi3.0
11-26-2009, 08:39 AM
Sure, 14 Con is better, but if you go 14 Con/20 Cha then you're stuck with 10 Str which won't be enough to melee. And if you drop Cha to increase Str then you better be human instead of drow. So it's either drop melee ability or change race ;)

The nice thing about THF is you don't need the feats to use a THF weapon (just use master's touch). It's not as effective as a THF-focused DPS class of course, but you can still help with melee when you get a chance.

Who needs str to melee especially a spellsinger. Control the crowd then when they are helpless walk up with a good bursting rapier and beat the **** out of them. Hold Monster is my spellsinger's go to spell all mobs auto crit when held. My bard has a str of 8 and can melee just fine when the situation is right.

IMO Spellsingers are opportunist combatants. Rushing into the fight when the cards are in their favor. When the cards aren't favoring you stack the deck with some CC or fall back and support heal.

tihocan
11-26-2009, 09:55 AM
Who needs str to melee especially a spellsinger.
If you want to melee then you need Str. Sure, you can use hold monster, but you won't be able to hold everything you get into.
But as I said, dropping melee is also an option.

Abragabri
11-26-2009, 11:03 AM
ok, so after examining all reviews here is build perfect for me. If there is still something wrong please advise. I'm printing





Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

illummi Buffer
Level 20 Neutral Good Drow Male
(20 Bard)
Hit Points: 222
Spell Points: 1042
BAB: 15\15\20\25\25
Fortitude: 8
Reflex: 13
Will: 20

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 20)
Strength 10 10
Dexterity 10 12
Constitution 14 14
Intelligence 10 10
Wisdom 8 8
Charisma 20 27

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 4 24
Bluff 5 8
Concentration 6 29
Diplomacy 5 8
Disable Device n/a n/a
Haggle 9 31
Heal -1 -1
Hide 0 11
Intimidate 5 8
Jump 4 23
Listen -1 5
Move Silently 0 3
Open Lock n/a n/a
Perform 9 31
Repair 0 0
Search 0 2
Spot -1 1
Swim 0 0
Tumble n/a n/a
Use Magic Device 9 17

Level 1 (Bard)
Feat: (Selected) Spell Focus: Enchantment
Spell (1): Otto's Resistable Dance


Level 2 (Bard)
Spell (1): Expeditious Retreat


Level 3 (Bard)
Feat: (Selected) Mental Toughness
Spell (1): Feather Fall


Level 4 (Bard)
Ability Raise: CHA
Spell (2): Blur
Spell (2): Cure Moderate Wounds


Level 5 (Bard)
Spell (1): Remove Fear
Spell (2): Daze Monster


Level 6 (Bard)
Feat: (Selected) Extend Spell
Enhancement: Bard Inspired Attack I
Enhancement: Bard Inspired Bravery I
Enhancement: Bard Inspired Damage I
Enhancement: Bard Lingering Song I
Enhancement: Bard Spellsinger I
Enhancement: Bard Concentration I
Enhancement: Bard Concentration II
Enhancement: Bard Lyric of Song I
Enhancement: Bard Song Magic I
Enhancement: Bard Song Magic II
Enhancement: Bard Energy of the Music I
Enhancement: Bard Energy of the Music II
Enhancement: Bard Charisma I


Level 7 (Bard)
Spell (3): Haste
Spell (3): Good Hope
Spell (2): Hypnotic Pattern


Level 8 (Bard)
Ability Raise: CHA
Spell (3): Cure Serious Wounds


Level 9 (Bard)
Feat: (Selected) Toughness


Level 10 (Bard)
Spell (3): Displacement
Spell (4): Otto's Sphere of Dancing
Spell (4): Hold Monster


Level 11 (Bard)
Spell (4): Cure Critical Wounds


Level 12 (Bard)
Ability Raise: CHA
Feat: (Selected) Greater Spell Focus: Enchantment


Level 13 (Bard)
Spell (5): Mass Cure Light Wounds
Spell (4): Freedom of Movement
Spell (5): Greater Heroism


Level 14 (Bard)
Spell (5): Mass Suggestion


Level 15 (Bard)
Feat: (Selected) Force of Personality


Level 16 (Bard)
Ability Raise: CHA
Spell (1): Merfolk's Blessing
Spell (5): Shadow Walk
Spell (6): Mass Cure Moderate Wounds
Spell (6): Mass Charm Monster


Level 17 (Bard)
Spell (2): Glitterdust
Spell (6): Otto's Irresistable Dance


Level 18 (Bard)
Feat: (Selected) Quicken Spell
Spell (3): Slow


Level 19 (Bard)
Spell (4): Neutralize Poison
Spell (6): Heroes Feast


Level 20 (Bard)
Ability Raise: CHA
Spell (5): Summon Monster V
Enhancement: Bard Inspired Attack II
Enhancement: Bard Inspired Damage II
Enhancement: Bard Inspired Damage III
Enhancement: Bard Lingering Song II
Enhancement: Bard Lingering Song III
Enhancement: Bard Lingering Song IV
Enhancement: Improved Spell Resistance I
Enhancement: Improved Spell Resistance II
Enhancement: Elven Dexterity I
Enhancement: Elven Dexterity II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Bard Lyric of Song II
Enhancement: Bard Lyric of Song III
Enhancement: Bard Song Magic III
Enhancement: Bard Song Magic IV
Enhancement: Bard Improved Spell Penetration I
Enhancement: Bard Improved Spell Penetration II
Enhancement: Bard Energy of the Music III
Enhancement: Bard Energy of the Music IV
Enhancement: Bard Charisma II

tihocan
11-26-2009, 11:25 AM
ok, so after examining all reviews here is build perfect for me. If there is still something wrong please advise.
Looks reasonable. You may also consider Spell Penetration, Empower Healing or Maximize as potential feats, instead of Force of Personality / Quicken. These are just suggestions though.

sly_1
11-26-2009, 12:14 PM
umd is probably more important than jump.

tihocan
11-26-2009, 12:15 PM
umd is probably more important than jump.
Ouch, I hadn't noticed skills, definitely max out UMD.

Abragabri
11-26-2009, 12:23 PM
Looks reasonable. You may also consider Spell Penetration, Empower Healing or Maximize as potential feats, instead of Force of Personality / Quicken. These are just suggestions though.

what Spell Penetration does??????? make harder to enemies resist to mine spells or just help in my defende agains enemyes spells?

tihocan
11-26-2009, 12:55 PM
what Spell Penetration does??????? make harder to enemies resist to mine spells or just help in my defende agains enemyes spells?
First one. It will help you overcome the Spell Resistance of some monsters. Mostly useful at L15+.

Robi3.0
11-26-2009, 04:37 PM
I would suggest dropping force of personality and quicken for both Spell pen. feats or one spell pen feat and empower healing. I would only take Empower Healing if being a healer is something you want to focus in. Bards can do fine as support healers without the feat. Taking Empower Healing and bard healing enhancements will allow you to step in the the shoes of main healer in most quests.

Also I would suggest trying to fit Bard charisma 3 into your enhancement plan that will get you off your odd number, which will give you better DCs and more spell points.

As far as spells go, switch Merfolk's Blessing for Focusing Chant. Focusing chant will give you +1 to hit which is not a big deal, but it also will give you +1 to skills which is extremely helpful for UMD and Haggle. With both those skills every little bit helps. I would also suggest picking up Focusing Chant as soon as possible.

Switch Neutralize Poison for Dimension Door. Neutralize Poison can be gotten purchased on cheap wands and aside from duration works exactly the same regardless of level. D Door on the other hand can't be purchased from vendors and is extremely convenient to have in a lot of popular quests.

Switch Summon Monster V for Mind Fog. IMO every Summon Monster spell is a joke except summon monster IX. Mind fog on the other hand will become your go to spell for helping to control mobs in ambush situations once you get to The Devils' Battleground. Cast Mind Fog on top of a Disco Ball and you are good to go.

I think I got everything. I may have missed a few the formatting makes it kind of hard to pick spells out of any of the other stuff. :(

Sogrin
11-26-2009, 08:42 PM
spell wise i would also consider hypnotism. AoE mes. breaks on damage though. castable at range.

i love it on my bard :)