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Legendary Dreadnought
From DDO wiki
| Epic Destinies | ||||||||||
| Arcane | Divine | Martial | Primal | |||||||
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| Draconic Incarnation |
Fatesinger | Magister | Exalted Angel | Unyielding Sentinel |
Grandmaster of Flowers |
Legendary Dreadnought |
Shadow- dancer |
Fury of the Wild | Primal Avatar | Shiradi Champion |
Contents |
[edit] Legendary Dreadnought
Undisputed lord of the battlefield, the Legendary Dreadnought is capable of melee maneuvers that make enemies quake then fall, never to stand again.
This Martial Epic Destiny excels at melee battle and specializes in improved combat feats such as sunder and stunning blow. When in full swing the dreadnought deals massive physical damage and sends enemies reeling.
At level 20, your Destiny may be to become The Legendary Dreadnought if you have either at least 6 levels of Fighter, Monk or Rogue; or have achieved Grandmaster of Flowers Tier Three, Shadowdancer Tier Three, or Shiradi Champion Tier Four.
[edit] Innate abilities
Granted automatically as you level up in the destiny.
Shrug Off Punishment: Passive Bonus: +10 Max Health per level of Legendary Dreadnought (including this one).
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| EDP Cost: 0 | Ranks: Automatic | Progression: 0 | No requirements | |
Action Hero: Passive Bonus: Reduces the cooldowns of your Action Boost abilities by 33%. (Note, innates cannot be twisted, thus listed cooldowns include this reduction.).
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| EDP Cost: 0 | Ranks: Automatic | Progression: 4 | No requirements | |
Unstoppable: Active Ability: (Cooldown 3 mins) Activate to remove all Crowd Control effects currently restraining you. This ability can be used while helpless.
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| EDP Cost: 0 | Ranks: Automatic | Progression: 0 | No requirements | |
Action Boost Unmovable: Active Ability: (Cooldown 90 seconds) Activate to gain a +20 Action Boost bonus to to Fortitude and Balance saves for 60 seconds. This ability can be used while helpless. This is on a separate cooldown from other action boosts.
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| EDP Cost: 0 | Ranks: Automatic | Progression: 0 | No requirements | |
Action Boost Thick Skinned: Active Ability: (Cooldown 2 mins) Activate to take 25% less damage from all sources for 30 seconds. This ability can be used while helpless. This is on a separate cooldown from other action boosts.
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| EDP Cost: 0 | Ranks: Automatic | Progression: 0 | No requirements | |
Combat Brute: Passive Bonus: You gain +1[W] damage with melee weapons and deal +50% damage to helpless opponents while any Action Boost is active.
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| EDP Cost: 0 | Ranks: {{{ranks}}} | Progression: 0 | No requirements | |
[edit] Tier One
- Abilities in this tier can be purchased after taking the Legendary Dreadnought destiny. All abilities below have 1 rank unless otherwise listed.
Sundering Swing: Active Ability: (Cooldown 1 min) For the next [9/12/15] seconds, all attacks you make apply an Improved Sunder effect on hit.
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| EDP Cost: 0 | Ranks: 3 | Progression: 0 | Requires: Improved Sunder feat | |
Legendary Tactics: Passive Bonus: +[2/4/6] to DC's of all tactical feats.
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| EDP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
Extra Action Boost: Passive Bonus: +[1/2/3] Action Boost per rest.
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| EDP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
Action Boost Attack: Active Ability: (Cooldown 20 seconds (30 if you twist it)) Activate to gain a [+4/+6/+8] Action Boost bonus to attack bonus for 20 seconds. (This enhancement cannot be taken if you have Action Boost Attack as a class enhancement, and it shares a cooldown with all other action boosts).
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| EDP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
Strength/Constitution: Passive Bonus: +1 Strength or Constitution.
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| EDP Cost: 2 | Ranks: 1 | Progression: 0 | No requirements | |
[edit] Tier Two
- After 4 points are spent, abilities in this tier can be purchased.
Momentum Swing: Active Ability: (Cooldown 1 min) Tactical Melee Attack Perform an attack with +5[W] damage and +[1/2/3] critical threat range. Cleave attacks have a [15/30/50]% chance to reset the cooldown of this ability (this cannot occur more than once every 3 seconds). You must have Power Attack active to perform this ability.
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| EDP Cost: 0 | Ranks: 3 | Progression: 0 | Requires: Cleave feat | |
Improved Combat Expertise: Active Ability: (Cooldown 6 seconds) When Stance: Combat Expertise is active, you gain +20 Physical Resistance Rating.
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| EDP Cost: 2 | Ranks: 1 | Progression: 0 | Requires: Combat Expertise feat | |
Improved Power Attack: Active Ability: (Cooldown 6 seconds) When Stance: Power Attack is active, you deal +0.5[W] damage with weapons.
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| EDP Cost: 2 | Ranks: 1 | Progression: 0 | Requires: Power Attack feat | |
Action Boost Damage: Active Ability: (Cooldown 20 seconds (30 if you twist it)) Activate to gain a +[20/25/30]% Action Boost bonus to weapon damage for 20 seconds (This epic ability cannot be taken if you have Action Boost Damage as a class enhancement, and it shares a cooldown with all other action boosts).
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| EDP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
Strength/Constitution: Passive Bonus: +1 Strength or Constitution.
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| EDP Cost: 2 | Ranks: 1 | Progression: 0 | No requirements | |
[edit] Tier Three
- After 8 points are spent, abilities in this tier can be purchased.
Lay Waste: Active Ability: (Cooldown 1 min) Perform an Area of Effect attack with +5[W] damage and +1 critical damage multiplier. On Hit Knocks the target down, Balance DC (10 + Character Level + Strength Modifier) Negates. Momentum Swing has a 25% chance to reset the cooldown of this ability (this cannot occur more than once every 3 seconds). You must have Stance: Power Attack active to perform this ability.
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| EDP Cost: 0 | Ranks: 1 | Progression: 0 | Requires: Cleave feat, Momentum Swing | |
Critical Damage: Passive Bonus: +[2/4/6] damage on critical hits (before weapon multipliers).
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| EDP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
Action Boost Haste: Active Ability: (Cooldown 20 seconds (30 if you twist it)) Activate this ability to receive a +[20/25/30]% Action Boost attack speed bonus for 20 seconds. (This ability cannot be taken if you have Action Boost Haste as a class enhancement, and it shares a cooldown with all other action boosts).
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| EDP Cost: 0 | Ranks: 3 | Progression: 0 | No requirements | |
Strength/Constitution: +1 Strength or Constitution.
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| EDP Cost: 2 | Ranks: 1 | Progression: 0 | No requirements | |
[edit] Tier Four
- After 12 points are spent, abilities in this tier can be purchased.
Tactical Genius: Active Ability: (Cooldown 5 mins) Activate to clear the cooldowns of all Tactical feats.
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| EDP Cost: 0 | Ranks: 1 | Progression: 0 | Requires: Combat Expertise feat | |
Volcano's Edge: Active Ability: (Cooldown 12 seconds) Melee Attack On Hit 100 Fire damage. On Critical Target takes Magma Surge damage. On Vorpal Target takes 10d100 Fire damage. Requires a Dagger, Kama, Sickle or Sword to be equipped in your main hand.
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| EDP Cost: 2 | Ranks: 1 | Progression: 0 | No requirements | |
Lightning Mace: Active Ability: (Cooldown 12 seconds) Melee Attack On Hit 100 Electrical damage. On Critical Gain +15% enhancement bonus to melee doublestrike for 6 seconds. On Vorpal Target takes 10d100 Electrical damage. Requires a Club, Greatclub, Heavy Mace, Light Mace, Morningstar, or Quarterstaff to be equipped in your main hand.
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| EDP Cost: 2 | Ranks: 1 | Progression: 0 | No requirements | |
Anvil of Thunder: Active Ability: (Cooldown 12 seconds) Melee Attack On Hit 100 Sonic damage. On Critical Target is stunned for 6 seconds. On Vorpal Target takes 10d100 Sonic damage. Requires a Dwarven Waraxe, Greataxe, Battleaxe, Handaxe, Warhammer, Maul, Light Pick or Heavy Pick to be equipped in your main hand.
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| EDP Cost: 2 | Ranks: 1 | Progression: 0 | No requirements | |
Strength/Constitution: Passive Bonus: +1 Strength or Constitution.
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| EDP Cost: 2 | Ranks: 1 | Progression: 0 | No requirements | |
[edit] Tier Five
- After 16 points are spent, abilities in this tier can be purchased.
Advancing Blows: Passive Bonus: You gain On Melee Critical Hit +1 to hit and damage for 6 seconds. Stacks 5 times.
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| EDP Cost: 2 | Ranks: 1 | Progression: 0 | No requirements | |
Devastating Critical: Passive Bonus: +1 Critical Damage Multiplier on rolls of 19-20.
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| EDP Cost: 2 | Ranks: 1 | Progression: 0 | No requirements | |
Strength/Constitution: Passive Bonus: +1 Strength or Constitution.
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| EDP Cost: 2 | Ranks: 1 | Progression: 0 | No requirements | |
[edit] Tier Six
- After 20 points are spent, abilities in this tier can be purchased.
Master's Blitz Epic Moment: Active Ability: (Cooldown 5 mins) The Master's Blitz counter increments each time a Tactical Feat is successfully used. When the counter reaches 50, you gain ability to use Master's Blitz. Activate For 15 seconds, you gain +50% dodge and deal +25% melee damage. Any time you kill an opponent while under the effects of Master's Blitz, you gain an additional stack of the melee damage bonus and restart the duration. If you are below 50% health when you first activate this ability, you start with two stacks of increased damage instead of one. The damage bonus stacks up to 10 times, and decrements by 1 each time you do not kill a worthy opponent within 15 seconds.
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| EDP Cost: 0 | Ranks: 1 | Progression: 0 | No requirements | |
Pulverizer: Passive Bonus: Increases the critical threat range of bludgeoning weapons you equip by 1. Does not work with Handwraps
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| EDP Cost: 2 | Ranks: 1 | Progression: 0 | No requirements | |
Headman's Chop: (prereq )Passive Bonus: When you have an axe equipped in your main hand, you gain an additional +1 Critical Damage Multiplier on rolls of 19-20.
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| EDP Cost: 2 | Ranks: 1 | Progression: 0 | Requires: Devastating Critical 1 | |
Strength/Constitution: Passive Bonus: +1 Strength or Constitution.
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| EDP Cost: 2 | Ranks: 1 | Progression: 0 | No requirements | |

