(This turned into a huge wall of text so feel free to read, comment and advise upon as much or little of it as you like. it's all greatly appreciated.)
Ok I'm still fairly new to DDO (current and only toon is a 12/1 dwarf cleric fighter) but I'd like to attempt a slightly more complex build for my alt. That's where you guys come in
My goals for this build are to be a good buffer, competent trapper, and decent dpser. As such, healing will suffer and CC will be almost nonexistent. Then of course survivability is an ever pressing concern. I want to be an asset to the healer, not a hindrance. I refuse to be like the stereotypical jerk rogue/ranger/melee caster who draws aggro and drops in one crit. "Rez plz" leaves such a sickening ring in my clerics ears.
I just think it would be great fun to bring all the trapping and dw dpsing abilities of a rogue plus great bard buffs and side-heals.
Honestly though, I'm really not even sure where to begin. I'm still totally confused regarding what kind of ability scores and level breakdown I want. I'm leaning towards a bard rogue fighter setup of either 15/3/2 or 16/3/1.
Big question is how much better would my buffs get at 16 bard levels versus how would my damage and survivability increase with an extra fighter level. also advice on when to take what levels would be nice.
I figure 1rog, 2ftr, 3rog, 4-10bard, 11ftr, 12-19bard, 20rog? or something along those lines?
Then continuing on to look at ability scores is giving me headaches. Ability allocations I'm considering:
14 15 14 14 8 13?
14 15 12 14 8 16?
16 15 12 13 8 14 ?
something really wacky like 15 15 13 12 8 15?
On a build like this I assume levelups should go into STR but maybe 1 should go to even out con or cha?
On a relatively difficult and spread out build like this I guess the question is "what can I get away with?"
Will I be able to survive endgame with 12 base con? Getting 14 on a drow sucks up an insane amount of points, but I'd really like to be able to hit what seems like a critical 400 minimum hp at 20.
How much charisma do I actually need if I don't intend to do much CC? I've heard level 9 bard spells aren't even much to write home about (won't be getting that cha rune after all)
My other concern is that this build is looking like a lot of +2 tomes will be utterly necessary. obviously one will be needed to bump dex to 17, but others will probably be needed in cha to get the highest bard spells. extra str and con will then be needed to keep myself alive and effectively kicking on the front line.
thinking about whether I need more than 12 or 14 int brings up the skill points debate. I'll need DD and Search to be as high as possible of course. UMD and Perform should also be as close to max as possible. My question is whether there will be a point when I have "enough" UMD or Perform considering I won't be a healing or CC focused bard. Does Perform even help buffs or is it solely for CC like fascinate?
I'd really love a halfway decent haggle score to start bringing in some extra money (did I mention my main is a cleric?) but that may have to get cut.
The "what can I get away with" question comes up again when I think about open lock, balance, jump, diplomacy, and concentration.
Ive heard open lock can sit at 10-15 and that gear/buffs (and in many situations, knock) can take care of the rest.
Concentration and Balance (both in the category of "getting interrupted sucks") will probably both see 5-10 points and hopefully/eventually a +10 item. Some say they should see more points but theres no way I'll be able to afford it if I want to keep up with DD and Search.
Jump may get several points on a fighter level.
Diplomacy is a total mystery to me. I've seen bard builds with tons of it, but theres no way i'll be able to afford much if any. Is it really a very useful or even necessary tool for avoiding aggro and thus surviving late game?
Rough ideas for feats, I'm thinking something fairly basic for a dual wielder like
Weap Focus piercing (ftr)
Improved crit (assuming I take the second fighter level)
Additional metamagic (maximize, emp healing, or quicken?)
Other ideas are dodge (unless this is made useless by a buff/item that has the same bonus type or merely the fact that my AC will never be good so why bother), FoP, or even Skill Focusisable Device.
I haven't even begun to think about enhancements as I know very little about them, but I assume warchanter would be the way to go.
I'm confident that running a build like this could be a whole lot of fun for questing and leveling. The bard buffs everyone loves plus some fairly solid dps all rolled into a trapper could make for a really great party member. My biggest concern is whether or not it will completely fall apart at the endgame. After all, raids will likely want pure bards for their superior buffs and healing. There's also the fear that I won't even handle endgame traps very well once i get there. My argument against this has to be solid dps combined with self sufficiency until I get the gear (and knowledge of traps themselves) to trap as well as any pure rogue. I have a feeling I'll be able to get in pugs with little difficulty but I also wanna be respected by my guildmates.
Ok well thanks in advance for any advice whatsoever. If you want to start by recommending ability scores to start with so I can start plugging things into the calculator I'd really appreciate it.