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Thread: Violin

  1. #1
    Community Member OldAquarian's Avatar
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    Default Violin

    Warchanter/Arcane Archer 14 Bard/4 Fighter/2 Ranger

    So the idea is to have a fully functional Warchanter and a fully functional Arcane Archer

    Since you have a very good buff, you will be sought out and unlike other bowslingers you can justify never going melee: A dead Warchanter can't sing. With Arcane Archer you will do very good burst DPS with manyshot and decent, sustainable dps without risking death or being a burden to healers. Self buffed your dps is actually quite good.

    That said, until you get Bow Strength at level 7 your bow damage will be weak. So until then, pick up a Mace or other blunt weapon so you can wack all those skellies. Also a ghost touch weapon will come in handy. And use a shield. At 8 and above, grab a Falchion for those rare times you need to beat things, but at 8 and above your melee days should be behind you since you are now a card carrying Arcane Archer.

    Because of the fighter levels, your decent health will get you through times when evasion would have been nice. You can also heal in a pinch, especially yourself.

    In order to get all the prereq feats and "required" bow feats, and toughness, you cannot be Bard 15.

    Nothing comes without a cost. You will lose access to level 6 Bard Spells and Inspire Heroics (Activate this bard ability to grant an ally a +4 morale bonus to his or her saves, and a +4 dodge bonus to armor class.) But this is just a lesser form of the Greater Heroics spell.

    But, the difference between a pure 20 Bard Warchanter and this build is minimum in terms of buffing, and you do a lot more ranged damage.

    The only tome that is really needed is the +2 DEX by level 14 so you can take Imp Precise Shot. If you can't get the tome before level 15, you could take Toughness at 15 and wait till 17 to get the tome.

    Keep in mind the CHA of this build is very low. But you don't need much for a Warchanter, so any extra is wasted.
    NOTE: You will not be able to cast until you get +CHA items
    You cannot cast at level 1, but you get the +1 CHA enhancement at level 2.
    With a start of 9 and the +1 Enh you will need a + item to match each spell level.
    A +2 CHA Item at level 5 is something to look for.
    The +2 CHA tome eases this, if and when you can get one.

    The other thing you can do is pick summon monster spells at each level and then swap them out when you get the next level summons. I would skip Summon II (scorpion) as Summons I (the dog) is actually better. Summon III is good.

    (28 pt build - 16,17,14,8,8,8)

    NEW AND IMPROVED UPDATE

    please comment

    (Original version people commented on preserved here: http://forums.ddo.com/showpost.php?p...77&postcount=5 )

    Code:
    Character Plan by DDO Character Planner Version 3.32
    DDO Character Planner Home Page
    
    Violin Bow Singer
    Level 20 True Neutral Elf Female
    (4 Fighter \ 2 Ranger \ 14 Bard) 
    Hit Points: 282
    Spell Points: 438 
    BAB: 16\16\21\26\26
    Fortitude: 14
    Reflex: 18
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             17                    25
    Dexterity            17                    21
    Constitution         14                    16
    Intelligence          8                    10
    Wisdom                8                    10
    Charisma              9                    12
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
    Level 1 (Bard)
    Feat: (Selected) Point Blank Shot
    Spell (1): Cure Light Wounds
    
    
    Level 2 (Bard)
    Spell (1): Feather Fall
    
    
    Level 3 (Bard)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Spell (1): Focusing Chant
    
    
    Level 4 (Bard)
    Ability Raise: STR
    Spell (2): Cure Moderate Wounds
    Spell (2): Heroism
    
    
    Level 5 (Bard)
    Spell (1): Grease
    Spell (2): Rage
    
    
    Level 6 (Bard)
    Feat: (Selected) Power Attack
    
    
    Level 7 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    
    
    Level 9 (Ranger)
    Feat: (Selected) Manyshot
    
    
    Level 10 (Bard)
    Spell (2): Blur
    Spell (3): Cure Serious Wounds
    Spell (3): Haste
    
    
    Level 11 (Bard)
    Spell (3): Displacement
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Feat: (Selected) Extend Spell
    Feat: (Fighter Bonus) Improved Critical: Ranged Weapons
    
    
    Level 13 (Fighter)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Precise Shot
    
    
    Level 15 (Bard)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 16 (Bard)
    Ability Raise: STR
    Spell (3): Remove Curse
    Spell (4): Cure Critical Wounds
    Spell (4): Dimension Door
    
    
    Level 17 (Bard)
    Spell (4): Freedom of Movement
    
    
    Level 18 (Bard)
    Feat: (Selected) Toughness
    
    
    Level 19 (Bard)
    Spell (4): Otto's Sphere of Dancing
    Spell (5): Greater Heroism
    Spell (5): Mass Cure Light Wounds
    
    
    Level 20 (Bard)
    Ability Raise: STR
    Spell (5): Shadow Walk
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Bard Inspired Attack I
    Enhancement: Bard Inspired Attack II
    Enhancement: Bard Inspired Attack III
    Enhancement: Bard Inspired Bravery I
    Enhancement: Bard Inspired Bravery II
    Enhancement: Bard Inspired Damage I
    Enhancement: Bard Inspired Damage II
    Enhancement: Bard Inspired Damage III
    Enhancement: Bard Lingering Song I
    Enhancement: Bard Lingering Song II
    Enhancement: Bard Lingering Song III
    Enhancement: Bard Lingering Song IV
    Enhancement: Bard Warchanter I
    Enhancement: Elven Dexterity I
    Enhancement: Elven Ranged Attack I
    Enhancement: Elven Ranged Attack II
    Enhancement: Elven Ranged Damage I
    Enhancement: Elven Ranged Damage II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Elven Arcane Archer I
    Enhancement: Bard Energy of the Music I
    Enhancement: Bard Charisma I
    Enhancement: Ranger Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Last edited by OldAquarian; 07-07-2010 at 09:30 PM.

  2. #2
    Community Member tomfar72's Avatar
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    Yeah, I'd like input on this also. I've started a very similar build myself, though I went with a little less Cha and a little more Str.
    Buff Rock, nerf Paper, Scissors is fine.

  3. #3
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    Take your ranger enemy as evil outsider, it'll suck early but be good later on.

    Undead is another option, but shooting undead with a bow is already ineffective.

    Slot in a bit more constitution in my opinion. I come from the thinking that no one should have less than 14. You could go with a 17 dex as it'll fufill all your requirements and you'll get racial and ranger bonus to dex. And instead of bumping dex you could bump charisma instead, as I believe you'll be able to hit just fine with a bow, and more SP means more effectiveness.

    I like the idea, it's certainly creative.

    One of the *major* things missing is many shot, which turns ranged from "meh" to "wow" for it's duration.

    I don't know how you'd fit that in. Power attack is really crappy on this build but you must have it. This type of character may want extend earlier than that.

    One of the major disadvantages is that this split doesn't gain the evasion that other splits do, but I understand the feats are tight.

  4. #4
    Build Constructionist unbongwah's Avatar
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    Pretty similar to my build a while back, although mine's only 28 pts and doesn't have any PrE. A few comments:

    If you're willing to plan around a +2 DEX tome (which you don't need until lvl 15, so plenty of time to find or buy one), you could start with DEX 17 and still get Imp Prec Shot. That would let you start with STR 16 + 5 lvl-ups + 1 ftr enh = STR 22 unbuffed.

    I don't see Manyshot; you definitely want that if you're serious about ranged DPS. And if you're not, why bother with AA in the first place?

    Even though you get TWF free, since you don't take ITWF & GTWF, you might be better off using falchions + PA for melee DPS, especially once you start fighting things with high DR. I would try to squeeze in Imp Crit Slash somewhere, maybe instead of Extend or Imp Crit Ranged (+15% melee crit chance > 5% ranged crit chance IMHO).

    You don't need so much base CHA; 12 would be fine. Put the extra points into CON or maybe INT if you need the skill points. You could even dump-stat CHA if you really wanted: base 8 + 2 enhs (or tome) + 6 item and you're set. But that does mean you couldn't cast any spells until you got your CHA up to at least 11, which might make the lower levels tougher if you don't already have a +CHA item sitting waiting for you.

  5. #5
    Community Member OldAquarian's Avatar
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    Not having many shot was a mistake - I lost it at some point shuffling things around
    But now I'm not sure how to get it back

    I could drop extend - but that seems like a bad idea
    I could drop toughness - but that seems even worse
    I could drop any of the non-required feats but that is also not appealing

    I could get two more levels of fighter - and am leaning in that direction 14 Bard/4 Fighter/2 Ranger

    Well I went that way and it looks pretty good - here's the original for reference:

    Code:
    Character Plan by DDO Character Planner Version 3.32
    DDO Character Planner Home Page
    
    Violin 
    Level 20 True Neutral Elf Male
    (2 Fighter \ 2 Ranger \ 16 Bard) 
    Hit Points: 194
    Spell Points: 529 
    BAB: 16\16\21\26\26
    Fortitude: 12
    Reflex: 18
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    20
    Dexterity            18                    21
    Constitution         12                    12
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma             15                    16
    
    Level 1 (Bard)
    Feat: (Selected) Toughness
    Spell (1): Cure Light Wounds
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Elemental
    
    
    Level 3 (Ranger)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    
    Level 4 (Bard)
    Ability Raise: STR
    Spell (1): Feather Fall
    
    
    Level 5 (Bard)
    Spell (1): Focusing Chant
    
    
    Level 6 (Bard)
    Feat: (Selected) Power Attack
    Spell (2): Cure Moderate Wounds
    Spell (2): Heroism
    
    
    Level 7 (Bard)
    Spell (1): Grease
    Spell (2): Rage
    
    
    Level 8 (Bard)
    Ability Raise: STR
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Point Blank Shot
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 10 (Bard)
    Spell (2): Blur
    Spell (3): Cure Serious Wounds
    Spell (3): Haste
    
    
    Level 11 (Bard)
    Spell (3): Displacement
    
    
    Level 12 (Fighter)
    Ability Raise: DEX
    Feat: (Fighter Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Precise Shot
    
    
    Level 13 (Bard)
    
    
    Level 14 (Bard)
    Spell (3): Remove Curse
    Spell (4): Cure Critical Wounds
    Spell (4): Dimension Door
    
    
    Level 15 (Bard)
    Feat: (Selected) Improved Precise Shot
    Spell (4): Freedom of Movement
    
    
    Level 16 (Bard)
    Ability Raise: STR
    
    
    Level 17 (Bard)
    Spell (4): Otto's Sphere of Dancing
    Spell (5): Greater Heroism
    Spell (5): Mass Cure Light Wounds
    
    
    Level 18 (Bard)
    Feat: (Selected) Extend Spell
    Spell (5): Greater Dispel Magic
    
    
    Level 19 (Bard)
    
    
    Level 20 (Bard)
    Ability Raise: STR
    Spell (1): Detect Secret Doors
    Spell (6): Summon Monster VI
    Spell (6): Heroes Feast
    Spell (5): Shadow Walk
    Enhancement: Fighter Haste Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Bard Extra Song I
    Enhancement: Bard Extra Song II
    Enhancement: Bard Extra Song III
    Enhancement: Bard Extra Song IV
    Enhancement: Bard Inspired Attack I
    Enhancement: Bard Inspired Attack II
    Enhancement: Bard Inspired Attack III
    Enhancement: Bard Inspired Bravery I
    Enhancement: Bard Inspired Bravery II
    Enhancement: Bard Inspired Damage I
    Enhancement: Bard Inspired Damage II
    Enhancement: Bard Inspired Damage III
    Enhancement: Bard Lingering Song I
    Enhancement: Bard Lingering Song II
    Enhancement: Bard Lingering Song III
    Enhancement: Bard Lingering Song IV
    Enhancement: Bard Music of Makers
    Enhancement: Bard Music of the Dead
    Enhancement: Bard Warchanter I
    Enhancement: Elven Dexterity I
    Enhancement: Valenar Elf Melee Damage I
    Enhancement: Elven Ranged Damage I
    Enhancement: Ranger Favored Damage I
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Elven Arcane Archer I
    Enhancement: Bard Energy of the Music I
    Enhancement: Bard Charisma I
    Enhancement: Ranger Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Bard Wand Mastery I
    Last edited by OldAquarian; 05-27-2010 at 09:01 PM.

  6. #6
    Community Member OldAquarian's Avatar
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    New improved version !!!

    I like that it has alot more Hit Points and Strength and fits in Manyshot
    Also moved Extend earlier

    Get Wrachanter PrE at 6
    And AA (2 PrE) at level 8

    Bard at level 10 to get those spells early - thought of moving it up to 9 but felt there was a good enough chance of finding somebody else with them to wait a level

    Did lose level 6 spells - but I think the benefits outway this loss

    Thanks for the suggestions so far - keep em coming

  7. #7
    Community Member Symar-FangofLloth's Avatar
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    I'm trying a similar thing, but Ranger 11 / Bard 9.
    I know, it's a whole lot less bard. But you need so many feats to have decent ranged, I couldn't figure out how to do it otherwise and still have feats for warchanter and general use.
    That split also gets me evasion, and the TWF chain.
    Former Xoriat-er. Embrace the Madness.

  8. #8
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by Symar-FangofLloth View Post
    I'm trying a similar thing, but Ranger 11 / Bard 9.
    I know, it's a whole lot less bard. But you need so many feats to have decent ranged, I couldn't figure out how to do it otherwise and still have feats for warchanter and general use.
    That split also gets me evasion, and the TWF chain.
    Not really that similar, I wanted a fully functional Warchanter that Shot Things - very little melee

    Your Ranger Levels are hardly a splash

    Not sure what Bard 9 gives you over Ranger 20
    ( Take a look at Pure Ranger 20 Elf Arcane Archer: http://forums.ddo.com/showthread.php?t=233991 )

    I know what this build gains over Ranger 20

    Plus I enjoyed the Challenge of getting it all to fit in
    Last edited by OldAquarian; 05-27-2010 at 09:21 PM.

  9. #9
    Build Constructionist unbongwah's Avatar
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    This build gets 9 chosen feats. Two are for the AA pre-reqs (WF Ranged & PBS). Toughness is practically a requirement for any build. Manyshot should also be on any AA, IMHO, otherwise what's the point? WC takes 2 (PA & WF Slash). That leaves you with 3 to pick. Here are the "options packages" I can come up with:

    The Melee WC AA - IC Slash, ITWF, GTWF. This build spends as much time meleeing as shooting, if not more, and adds to party DPS with WC. But your archery suffers without Precise Shot, IPS, and IC Ranged; and you have no metamagics.

    The Full-time AA - Prec Shot, IPS, IC Ranged. This is as good as your archery will get with this build AFAICT, but with a corresponding drop in your melee; and again, still no metamagics.

    The Spazz - IC Slash, Prec Shot, IPS. Switches between melee & archery. Boost your melee & ranged DPS, but neither is maxed.

    Balance Grasshopper - IC Slash, IC Ranged, Extend. Enh, what the heck?

    Ftr 4 would get you 1 extra feat, but you give up Inspire Heroics & lvl 6 spells. Not sure it's worth it.

    This feat shortage is why I haven't found a WC AA build I can commit to. I'm actually leaning towards something craaazy like going Virtuoso instead to free up the WC pre-req feats and focusing primarily on archery feats like this:
    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Elf Female
    (2 Fighter \ 2 Ranger \ 16 Bard) 
    Hit Points: 224
    Spell Points: 464 
    BAB: 16\16\21\26\26
    Fortitude: 12
    Reflex: 18
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             16                    22
    Dexterity            17                    20
    Constitution         12                    12
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma             12                    14
    
    Tomes Used
    +2 Tome of Dexterity used at level 14
    
    Level 1 (Bard)
    Feat: (Selected) Toughness
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    
    
    Level 3 (Ranger)
    Feat: (Selected) Point Blank Shot
    
    
    Level 4 (Bard)
    
    
    Level 5 (Bard)
    
    
    Level 6 (Bard)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Manyshot
    
    
    Level 8 (Bard)
    
    
    Level 9 (Bard)
    Feat: (Selected) Extend Spell
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Ranged Weapons
    
    
    Level 11 (Bard)
    
    
    Level 12 (Bard)
    Feat: (Selected) Precise Shot
    
    
    Level 13 (Bard)
    
    
    Level 14 (Bard)
    
    
    Level 15 (Bard)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 16 (Bard)
    
    
    Level 17 (Bard)
    
    
    Level 18 (Bard)
    Feat: (Selected) Power Attack
    
    
    Level 19 (Bard)
    
    
    Level 20 (Bard)
    Enhancement: Bard Extra Song I
    Enhancement: Bard Extra Song II
    Enhancement: Bard Extra Song III
    Enhancement: Bard Extra Song IV
    Enhancement: Bard Inspired Attack I
    Enhancement: Bard Inspired Attack II
    Enhancement: Bard Inspired Attack III
    Enhancement: Bard Inspired Bravery I
    Enhancement: Bard Inspired Bravery II
    Enhancement: Bard Inspired Damage I
    Enhancement: Bard Inspired Damage II
    Enhancement: Bard Inspired Damage III
    Enhancement: Bard Lingering Song I
    Enhancement: Bard Lingering Song II
    Enhancement: Bard Lingering Song III
    Enhancement: Bard Music of Makers
    Enhancement: Bard Music of the Dead
    Enhancement: Bard Virtuoso I
    Enhancement: Valenar Elf Melee Attack I
    Enhancement: Valenar Elf Melee Damage I
    Enhancement: Elven Ranged Attack I
    Enhancement: Elven Ranged Attack II
    Enhancement: Elven Ranged Damage I
    Enhancement: Elven Ranged Damage II
    Enhancement: Fighter Item Defense I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Bard Perform I
    Enhancement: Bard Perform II
    Enhancement: Bard Charisma I
    Enhancement: Bard Charisma II
    Enhancement: Ranger Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    Enhancement: Bard Wand Mastery I
    Didn't pick skills, but you can max Concentration, Diplomacy, Perform, and UMD with a few points left to spread around. With 32 pt builds, I'd put the extra 4 pts into CON or INT depending on whether HPs or skill points are more important.

    Or do something even wackier: ranger 6 / fighter 6 / bard 8. Your bard abilities take a big hit, but at least you've got less of a feat deficiency! Or maybe ranger 12 / bard 8? Get Ram's Might, max Barkskin, and Resist Energy 30 on top of all the ranger feats.

  10. #10
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by unbongwah View Post
    Ftr 4 would get you 1 extra feat, but you give up Inspire Heroics & lvl 6 spells. Not sure it's worth it.
    I'm thinking the updated OP might be worth it - 14 Bard Warchanter is common for Barb Mix (Skald)
    So it seems reasonable to go the same route for AA, although for a completely different reason

    Any thoughts on the updated OP?

  11. #11
    Community Member OldAquarian's Avatar
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    Added 28 point build recommendation

    Don't lose all that much - 1 STR, 1 CHA

    Also changed feat order:
    Many Shot is now 9
    And Extend is 12

    This gives you everything except Precise Shot, Improved Precise Shot and Toughness by 12
    Improved Precise Shot is taken at 15
    Since it needs BAB 11 and Precise shot and this build doesn't get BAB 11 till level 13, it's pretty tight ordering

    Everything seems to fit very well now - still looking for feedback though
    Last edited by OldAquarian; 05-28-2010 at 02:17 PM.

  12. #12
    Community Member OldAquarian's Avatar
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    Been leveling this and it keeps getting better,
    but I would still like to see any comments people may have

  13. #13
    Build Constructionist unbongwah's Avatar
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    I think you're venturing into virgin territory, as it were; we - or at least I - are waiting from comments from you on how it plays. Do you mostly solo or group? Are you able to fight mostly thru archery or do you have to melee a lot?

  14. #14
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by unbongwah View Post
    I think you're venturing into virgin territory, as it were; we - or at least I - are waiting from comments from you on how it plays. Do you mostly solo or group? Are you able to fight mostly thru archery or do you have to melee a lot?
    Level 10 now - brief summary of my experiences:

    level 1-3: never found a build where this is a challenge - performed well though
    couldn't cast until level 2 - not a big deal - used mace,shield, buffed Summoned dog performed very well, allowing for soloing
    levels 4-5: still mace and shield - used some melee, some ranged - very popular in groups, self healing and emergency group healing was great, able to buff groups through encounters
    level 6 - Warchanter - awesome - made alot of content much easier than on other builds - less solo - extremely easy to find groups, even groups a few levels above who welcomed a warchanter - still a lot of melee
    level 7 - Got Silver bow - all ranged, all the time, good dps - great buffs - have a muckbane and a falchion, but only for extremely situational reasons.
    level 8 - with Arcane Archer and Imbue had me doing dps on par with the melee - granted this was pug melee
    level 9 - Manyshot - pulled a Beholder (on normal) - was mostly dead before anyone else got a shot in, at this level most encounters were short with enough time between that manyshot was up for most encounters (ok another pull got me basically one shotted, but we won't talk about that one)
    level 10 - more of the same - got myself a metaline bow
    level 11 - more warchanter goodness
    level 12 - looking forward to imp crit


    I use fearsome armor - solo its great - in groups, I generally don't get agro - so the few times I do, its a life saver and I can generally kill the mob as it flees (I have guard armor as well in case people object)

    I also find fascinate hard to use in groups - by the time I finish playing everyone else has already killed everything, so I save my songs for buffs and for rogues who can't find the trapbox

    The crafted rapier (from corroded rapier has anthem that refreshes a song every 5 minuts) comes in handy in wilderness or when people afk - never actually wield it in battle. ( http://ddowiki.com/page/Unraveling_Enchantments )

    Now the key I think is that with Warchanter buffs - Arcane Archer really is quite powerful
    And I love the insta invites - "need a Warchanter?" <invite>

    Since the 28 point version is fairly close - I imagine this would be a very good novice build

    I think I made the right choice going 14/4/2 - most likely somebody else can cast Heroes Feast, and Inspire Heroics while nice, I think is outweighed by the dps gain of Improved Precise Shot

    Playing as Violince on Cannith - come do a run with me if you want to see it in action.

    TLDR: having a lot of fun with this
    Last edited by OldAquarian; 06-16-2010 at 11:24 PM.

  15. #15
    Community Member OldAquarian's Avatar
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    Minor tweaks

    Changed order just a bit to get Bard 8 before most of the fighter levels since Bard 8 is a big break for Warchanting
    Dropped Extra Song IV for Bard Inspired Attack III
    Lowered Lingering IV to Lingering III to get Elven Attack II

    All based on analysis I did in this thread which talks about another variation of this build and the idea that for ranged "to hit" is important. That build is more ranger, less bard:
    http://forums.ddo.com/showthread.php?t=255573
    Last edited by OldAquarian; 06-16-2010 at 11:40 PM.

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    A few newbie questions:
    In which order do you get the enhancements?
    What skills do you prefer for this build?

  17. #17
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by koili View Post
    A few newbie questions:
    In which order do you get the enhancements?
    What skills do you prefer for this build?
    You can pretty cheaply reset enhancements - so i wouldn't worry too much - just take what you can from the list, you may have to hold enhancements for a while depending on the order you take them. Just make sure you can get Warchanter by 6 and Arcane Archer at 8.

    Warchanter: Requires One of: Weapon Focus: Slashing Weapons, Weapon Focus: Bludgeoning Weapons, Weapon Focus: Piercing Weapons
    Requires All of: Power Attack, Bard Inspired Attack I, Bard Inspired Damage I, Bard Inspired Bravery II

    Elven Arcane Archer: Requires One of: Mental Toughness, Elven Arcanum I, Sorcerer Energy of the Dragonblooded I, Wizard Energy of the Scholar I, Bard Energy of Music I, Past Life: Arcane Prodigy
    Requires All of: Point Blank Shot, Weapon Focus: Ranged Weapons

    For Skills Max Perform, and really should Max UMD - you can take them on your bard levels, you will have enough points to easily catch up.

    Jump and Balance are good for your ranger/fighter levels, and a lot of people will up their Haggle and or Diplomacy is probably in there. Personally, I like taking some levels in stealth as well. Pop a point or two in Tumbling. None of these need to be maxed.

    Aside from Perform and UMD - the build really doesn't need any skills, so it's a question of preference.
    Last edited by OldAquarian; 06-17-2010 at 09:10 PM.

  18. #18
    Community Member OldAquarian's Avatar
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    level 12 now

    lots of standing in Walls of Fire - shooting things
    buffs are very good with bard 8

    All the updates I've made seem to have been for the best
    The one pitfall of this build is the lack of evasion, but lots of builds are in this category

  19. #19
    Community Member OldAquarian's Avatar
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    More thoughts

    Buffs are still very good and getting a good number of invites

    Do notice a number of misses - would probably recommend going more Dexterity - Less Strength, but will see how this plays out since I've been doing a lot of Elites a few levels above me and my gear isn't great.

    Generally running with others who can buff - so now questioning the value of Extend vs two more bard levels

    dps is now dropping down to mediocre - its very good as enemies approach - but I knew ranged was meh before I began
    dps however is fantastic during manyshot - nothing seems to beat it for burst dps - but it's over way too quick

    Well nothing conclusive - still having fun with it though
    Last edited by OldAquarian; 07-07-2010 at 09:57 PM.

  20. #20
    Community Member OldAquarian's Avatar
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    Been distracted with other alts, but played some:

    Still working pretty well - on runs with archers on ledges - able to knock most, if not all, out solo as long as Multishot is up

    Still evaluating if losing 2 Bard was worth getting extend

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