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Warforged Bladecaster

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This build is based on the Elven Bladesinger concept, but redesigned for Warforged using two-handed fighting techniques.

This builds' main strengths are combining the warforged's innate hardiness with the ability to handle a good deal of self-buffing and self-repairing. It can be based on either a 28-point or 32-point build, and while there is some specific equipment you'll want to bring out its full potential, shouldn't require any super-specialized gear to get alot of mileage.

Level 20 Fighter 12/Wizard 8 Lawful Good (or True Neutral) Warforged
Hit Points:
Spell Points:
BAB: 16\16\21\25\26
Fortitude:
Reflex:
Will:

Abilities L1 Base Stats (28pt/32pt) Level Ups Enhancements Items Tomes L20 Modified Stats (28pt/32pt)
Strength 16 5 2 6 1 30 (+10)
Dexterity 14 - - 6 - 20 (+5)
Constitution 16 - 2 6 - 24 (+7)
Intelligence 12 / 14 - 2 6 - 20 (+5) / 22 (+6)
Wisdom 6 / 10 - - - - 6 (-2) / 10 (+0)
Charisma 6 - - - - 6 (-2)



Level Class Progression Character Feats Bonus Feats
1 Wizard 1 (1) Mithral Body (2) Extend Spell
2 Fighter 1 - Weapon Focus: Slashing Weapons
3 Fighter 2 Toughness Two Handed Fighting
4 Fighter 3 - -
5 Fighter 4 - Weapon Specialization: Slashing Weapons
6 Wizard 2 Iron Will -
7 Wizard 3 - -
8 Wizard 4 - -
9 Wizard 5 Improved Two Handed Fighting Mental Toughness / Maximize Spell
10 Wizard 6 - -
11 Wizard 7 - -
12 Fighter 5 Improved Critical: Slashing -
13 Fighter 6 - Power Attack
14 Fighter 7 - -
15 Fighter 8 Greater Two Handed Fighting Greater Weapon Focus: Slashing Weapons
16 Fighter 9 - -
17 Fighter 10 - Cleave
18 Fighter 11 Great Cleave -
19 Fighter 12 - Greater Weapon Specialization: Slashing Weapons
20 Wizard 8 - -
  • (1) Although taking Fighter 1 first would make it easier to rack up some early XP, by taking Wizard 1 you can pick up the Eternal Wand of Finger of Fire (see equipment below) and you get a docent with Lesser Arcane Augmentation I (+1 caster level for casting first level spells) both of which are only available as started items, and which are very handy.
  • (2) Mithral Body is useful at lower levels for giving you a nice AC boost vs low CR opponents, and with a level or two of Inscribed Armor won't rack up too much Arcane Spell Failure, however at higher levels it becomes pretty pointless; you'll likely never be able to achieve worthwhile AC scores, so best to swap it out around 10th level or so for something else.


Enhancements Highest Tier
Warforged Constitution II
Racial Toughness IV
Warforged Great Weapon Aptitude II
Warforged Inscribed Armor II
Construct Thinking I
Warforged Power Attack II
- -
Fighter Strength II
Fighter Toughness IV
Fighter Attack Boost II
Fighter Critical Accuracy II
Fighter Haste Boost IV
Fighter Weapon Mastery I
Fighter Armored Agility II
Kensei II
Kensei Weapon Mastery II
- -
Wizard Intelligence II
Wizard Wand and Scroll Mastery I
Wizard Energy of the Scholar II

[edit] Spells

By 20th level you'll have up to fourth level spells (5/4/4/3 slots) Although as a wizard you can potentially have every spell of those levels, you'll mostly want repair and buff spells loaded, with a few exceptions you simply won't be able to generate high enough DCs or spell penetration on offensive spells for them to have any real use at higher levels, plus you'll be missing out on the damage enhancements. Here are some of the most valuable ones you'll probably want to keep ready. Keep in mind that with a maxiumum caster level of 8, many spells won't reach maximum effectiveness (but many will be close) and with Extend Spell active the usual buff duration will be 16 minutes. You may want to consider the Maximize Spell feat to get the most out of your repair spells and any offensives you cast.

  • First Level (5 slots max)
    • Shield
    • Nightshield (+2)
    • Jump (+20)
    • Repair Light Damage (1d8+8)
    • A few others worth mentioning, as useful secondary spells
      • Detect Secret Doors (handy until you get a permanent True Seeing item; tho DSD Wands are common and cheap)
      • Expeditious Retreat (handy until you get a permanent Striding item)
      • Feather Fall (handy until you get a permanent FF item)
  • Second Level (4 slots max)
    • Resist Energy (20)
    • Blur
    • Invisibility
    • False Life (+18)
    • Repair Moderate Damage (2d8+8)
    • Some other handy spells
      • Bear's Endurance, Bulls's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom (useful until you get permanent items)
      • Knock (limited usefulness at higher levels, but handy to have access to)
      • See Invisibility
  • Third Level (4 slots max)
    • Rage
    • Displacement
    • Haste
    • Protection from Energy (96)
    • Repair Serious Damage (3d8+8)
    • Others worth keeping in mind
      • Dispel Magic (1d20 + 8 vs 11 + spell's caster level)
      • Magic Circle against Evil
      • Heroism
  • Fourth Level (3 slots max)
    • Stoneskin (80) (you can buy the 70 point version as a wand, might be better since the cast version has expensive mats)
    • Fire Shield (1d6+8)
    • Wall of Fire
    • Repair Critical Damage (4d8+8)
    • There are a few other useful ones at this level
      • Enervation
      • Dimension Door
      • Lesser Globe of Invulnerability
      • Remove Curse (although also easily available as a wand and potions)

[edit] Skills

The limited skill points from Fighter/Wizard levels will be supplemented by your respectable intelligence score. You'll probably have enough to keep 3-4 skills maxed out. You can ignore Concentration since most of your spells will be buffs and repairs applied before and after combat. Some good skills to consider investing in (Jump, Spot and Balance would be my priorities)...

  • Jump - You'll be able to add +20 from the Jump spell, keep this skill maxed to reach the treasure chest on the top shelf!
  • Diplomacy - although you are a melee combatant with some decent defenses, sometimes being on the front lines means you need to dump aggro so you can fall back and heal up.
  • Balance - invest a few points here, your Reflex save won't be spectacular and you'll get knocked down now and then
  • Use Magic Device - although normally considered one of the most important skills to keep maxed out, most people take it to be able to use wand and scroll heals and buffs, but as a warforged you rely on arcane power for repairs, and you already have access to all arcane wands, and can cast the most useful buffs. Combined with a poor charisma, it may not be worth investing in this skill (without skill boost and charisma boost items you probably won't get it above a 10). Max it out or ignore it, but don't bother with middle ground.
  • Spot - its always handy to be able to see your opponents coming, and get a little early warning on traps.
  • Move Silently - this is worth mentioning since you will have the ability to cast Invisibility, some points in here combined with a skill boost item can make you effective at sneaking around (although I would make this a low priority, only if you have some extra points to spare)
  • Haggle - never a bad choice if you don't know where else to put your skill points, its always nice to get a little extra platinum for your troubles!

[edit] Equipment

Equipment will vary greatly depending on your personal preferences and the packs you have access to (and plain luck in pulling good drops!) and I don't like builds that count on having specific gear, so here are some general things you'll want to get your hands on

  • "The Basics"
    • Keep an eye out for items that offer permanent Feather Falling, True Seeing, Heavy Fortification, and Blindness Immunity effects. False Life
  • The Sword
    • Greatswords or Falchions will be your primary weapon, don't be afraid to keep a couple in inventory and switch them as the situation demands; you should have one good go-to weapon, but no one weapon is always the best. For pure dps, a Holy/Pure Good sword is probably your best bet, but keep an eye out for weapons with special qualities like Disruption, Smiting, and Paralysis. Weapons that do ability score damage or inflict debuffs like Cursespewing and Destruction are good in groups as well, making everyone else more effective. (Don't fall into the common trap of thinking the highest-dps weapon is the best, a Paralysis weapon may not do as much damage as a +5 Holy Burst sword of Pure Good, but when your target can do nothing but stand there while you wail on him, it doesn't matter if you're only doing a fraction of the damage you otherwise could!)
  • Attack Wands
    • Your ranged attack ability is going to, quite frankly, suck. So take advantage of your ability to use arcane wands and keep a few around to zap the mobs with until you close to melee range. A great option is to get an eternal wand which will recharge itself over time. There are quite a few out there; two good early options are the Eternal Wand of Finger of Fire (you get this if you choose to start as a Wizard rather than a Fighter) or the Eternal Wand of Acid Splash (Waterworks chain end reward)
  • Ability Score items
    • Strength and Constitution are your priorities, but you'll also want to boost your Dexterity (for Reflex saves) and Intelligence (for bonus spell points), also additional Wisdom (for Will saves) is never bad.
  • Superior Potency IV or Superior Reconstruction IV item
    • This will give you a 50% boost to your Repair spells. If you can also find an item with Repair Lore (gives Repair spells a chance to crit) thats even better. (generally these are in weapon form, simply equip them before casting, then swap back to your regular weapon)
  • Spell Point item
    • A common tactic is to equip a spell point boosting item when going into a quest or right before shrining, then buffing up and switching to your regular equipment - the extra SP are used up first, so you'll start with your buffs applied and (hopefully) at full regular SP
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