Endgame DDO Builds: Lomi DPS & Tank Guide for Raids
Table of Contents
- Intro & Welcome
- 🧠 non-build guides
- ⚔️ Gearing at cap
- 🧡 How to pick filigrees
- General
- Gen 1 filigrees (Ravenloft to pre- Sharn)
- ❤️ Healers
- ❤️ Pure Fvs heal + DC
- ❤️ Bard healing pillar
- 🏹 Ranged dps
- 🏹 Trailblazer Shuriken
- 🏹 FvS inquis
- 🏹 r10 Relentless Shuri
- 🏹 Melee dps
- ⚔️ SWF pure Pally
- ⚔️ TWF 15 Paladin 5 Dragonlord
- ⚔️ SWF swash bard
- ⚔️ Bear
- ️ Tanks
- ️ Pure pally tank
- ️ 15 cleric/ 5 paladin
- Epic destinies
- Gearing (pre- lammordia)
- Gearing (lammordia)
- Filigree layout
- Spells
---
Intro & Welcome
Intro & welcome
Hi, welcome. This file is a repository for Lomi (I’m on Thrane, some of you may have seen me
there), to be shared with all. I’m an endgame (mostly dps) focused player, with several r10 raid
completions (in spite of my help) under my belt. I wished to share some of my builds with the
community to grow the endgame playerbase and help those wanting to learn it. These builds
are thus focused on high skulls and raiding. They may function well in lower skulls, but are not
designed for such. I will try to update the builds here as best I can, and attempt to provide any
specific reasoning I use to make decisions around each build. Any questions are welcome, as
are criticisms.
Most of these builds are meant for people with or nearing racial+epic completionism. I’ll provide
sections on how to use these builds with reduced ED/AP points where I can (usually at the end
of those sections). Most of these builds should function well with reduced past lives, although
first lifers will likely struggle a fair bit.
Legend:
⚔️- Melee DPS
🏹- Ranged DPS
❤️- Healers
️- Tanks
WIP = Work in progress, section under construction
Note: Every DPS must run -100% threat in raids. There is no viable r1 tank that can
maintain aggro over a strong dps toon with only -90% threat.
I’d like to acknowledge the help I’ve had with several of the builds, no one can know everything
and we all miss stuff, even on our best days.
Thank you to my Guildies in Surprised Pikachu for putting up with my more unusual builds and
pointing out how bad some of my ideas are.
Thank you to Efretti and Zxzel with helping on several builds
🧠 non- build guides
This section focuses on non- build specific guides. It will offer general guidelines for how to
build things that aren’t build specific, such as how to build gear layouts, how to build filigrees
layouts and similar with a desire to play at cap in raids and mid-high skull.
⚔️ Gearing at cap
🧡 How to pick filigrees
General
This will provide a primer on how to assess filigrees and build layouts from an endgame
perspective. The goal here is to help players build up an idea of how to make their own filigree
layouts, with a focus on toons without maxed sentient xp. I’ll finish up by explaining situations
when each filigree set should be used (if at all) and how to use them.
When building filigree layouts, the sets generally give as much power if not more per filigree.
The focus is therefore on using sets that have both desirable set effects and good individual
filigrees (ideally you get 2x the stats per filigree this way). The exception to this rule is tanks,
but more on them later.
The exception to this rule is raid filigrees, which often give twice the stats of a typical filigree.
These filigrees can only be obtained by crafting or trading, requiring 250 threads for the base
filigree, and 500 to upgrade the filigree to rare. I would recommend acquiring the base raid
filigrees for a build before upgrading as its more cost effective on threads. Raid filigrees also
count as two sets at the same time, giving even more power.
Note that sentient weapon gems are currently bugged and placing a raid filigree in the
7th or 10th slots will result in the sets not counting for some reason.
Using an artifact (with as many slots as possible) is a huge power jump, as it lets us slot the
same filigree twice into a set (once on weapon, once on the artifact). A lot of builds want the
same stats stacked as much as possible (mainstat for dc casters, rp for ranged dps, mp for
melee dps, positive spell power for healers) this lets us do that even more.
Non tanks:
Depending how many filigrees you have the specifics vary, but in general:
1. Pick 1 (2 with 7+ sentient on weapon) very strong 4 or 5 pc sets that have decent
individual filigrees (crackshot negotiator, dreadbringer, elemental avatar, etc)
2. Fill out remaining slots with solid 2-3 pc sets/ Raid filigrees
Tanks:
Tanks are the special case, where many of the power of individual raid filigrees outweighs most
if not all of the sets. This is also because of a lack of strong candidates for a second 4-5 pc tank
set after Nystuls (4 pc = 100 hp scaled by % scalars). Thus tanks build their layout by:
1. Use 4 pc Nystuls (ideally with the 20 mrr from the 2x raid filigrees)
2. Stack as many raid stats as possible, they give the most stats
3. If you have a few left over, grab some 2-3 pc with tanks stats you dont have from raid
filigrees (machrotech, grandfather’s shield, etc)
Rough prioritization of stats from filigrees
Don't blindly follow this, but it is intended as a guide to which stats we want and how to pick
between two options.
Ranged dps
Doubleshot> Range power > deception/sneak> imbue dice >main stat >>> attack and damage
anything else
Melee dps
Melee power >doublestrike> imbue dice> deception/sneak >attack and damage> main stat >>>
anything else
Healer
Spell crit chance > Positive spell power >cooldown reduction> crit damage> healing amp >mrr >
con>>>anything else
Spell Nukers
Crit chance > spell power > spell dc > main stat > spell crit damage >>> others
Dc casters
Spell DC> main stat >cooldown reduction>>>anything else
Tanks
Hp > Con > prr >mrr > absorbs>>>other stats
Gen 1 filigrees (Ravenloft to pre- Sharn):
Beast mantle
DO NOT USE (not a strong set,only 1-2 good individual filigrees)
The Blood feast
Useful as a 5 pc for sentient swap, gives 1400 temporary hp, which is a LOT. DO NOT use on
main weapon
Celerity
outside of Wis toons using 2x raid filigrees, NO NOT USE
City’s beacon
DO NOT USE (proc rate is too low to work well, ~ 10%)
Cry of Battle
DO NOT USE (minions just cant function well enough in r10s)
Deadly rain
Decent 2 and 3 pc sets for ranged dps. 5 pc can be used as a swap, but is nowhere near
necessary (often just used for screenshotting bug number).
Electrocution
4 pc has a niche use on tanks with high electric dmg (KT/RTSO pushes), otherwise DO NOT
USE
Embraced by Light
Good 2-3 pc on healers, good individual filigrees (spell power, hamp, con). clerics with
uncapped caster level cure spells will love the 5 pc set.
The Enlightened Step
DO NOT USE . Set is too spread out in what it wants to do
Eye of the Beholder
Amazing set for DC casting as a 4 pc. Try to double up on your main casting stat.
Frozen Wanderer
2 and 4 pc set are both insanely strong on cold nukers. Good individual and set. Otherwise
don't use
Grandfather’s Shield
Decent tank set, solid individual and set at 2 and 3 pc. Usually done as 2x raid con, sometimes
taking an extra third filigree to give the % AC when you need that.
The Inevitable Grave
DO NOT USE. This set is deceptively weak. +2 Dc to one school at 4 pc is the same as many
sets that give +2 to all spell DC. The current game doesn't support negative/self healing in high
skull.
The Long Shadow
Good for 2-3 pc on dps builds with strong imbues (paladin, inquis, DL, etc). Good individual
filigrees as well, often doubling up on MP/RP.
Melony’s Melody
DO NOT USE. 2 Dc to one school at 4 pc is the same as many sets that give +2 to all spell DC.
Nystul’s Mystical defence
Amazing 4 pc on tanks, 5 pc on mrr capped tanks (SaF/monk). Allows flexibility in individual
filigrees (absorbs), though 2x raid mrr is recommended.
❤️ Healers
❤️ Pure Fvs heal + DC
Objectives of this build:
The goal of this build is to make a raid healer that can also do some DC casting and has a bit of
bulk. You can lean more into the DC casting vs tankiness. Anecdotally, I’ve noticed the issue
with a lot of pug healers is the lack of sp. Thus this build will also focus on discussing how to
conserve sp in raids, as well as being built to have the SP needed. If you want an idea of how
to make a tankier healer, look at the bard.
Playstyle notes:
Close wounds is the probably single best heal spell in the game because of it’s short CD and
the ability to be an SLA that costs 2 SP. Use this SLA as the first heal you hit every single time.
Every dps should have some hamp and if they dont, you will not heal them well. This is not your
fault or your responsibility to keep people alive that dont invest in heal amp.
If you are raid healing, massively prioritize your SLA over spells. They cost significantly less.
For SLA you have:
-Close wounds (spot heals)
-renewal (throw this on the tank)
- shining light (stand with dps pile and throw this through them)
Dont forget to use your party buffs:
-Hope for protection (tank)
-hope for victory (strongest melees>strongest ranged>weaker melees>weaker ranged)
-Inflame (tank if they need elemental absorbs, dps for the +dmg)
Race:
PDK works well if you can use For Cormyr (aka have rose coloured goggles), but I will be using
Aasimar for the Hamp, Charisma, Bulk. If you have the goggles and enough AP to grab for
cormyr, that build is almost certainly better.
Class split:
20 FvS. This will allow us to scale beacons into epics.
Stats:
Alignment- N. There's no reason for non-weapon dps to be anything but neutral.
18 Con
18 Cha
12 Dex (honestly this last stat doesn’t matter a lot, so I went with reflex saves)
All level ups into Cha
Skills:
Heal (pos SP) > Tumble (movespeed) > Umd (scrolls)
Feats/feat order:
This build can level fairly well with the SLAs in AoV then swap to the enhancement layout I
provide.
1- Protector bond, Maximize spell, follower of Sovereign Host
2- Grace of battle (tho doesnt matter a ton)
3- Quicken Spell
5- Energy Absorb (Fire)
6- Empower spell
7- Stout of heart (if you’re desperate for SP and really don't need to have hp, you can take the
other one. But this build is designed to not need the sp version)
9- Mental toughness
10- Energy Absorb (Cold)
12- Enlarge spell (some raids have massive rooms)
15- Empower healing spell, Energy Absorb (Acid)
18- Spell focus (Evocation)
21- Improved mental toughness
22- Epic spell power (Positive)
24- Intensify
25- Perfect TWF (for the HP)
27- Epic mental toughness
28- Deific warding
30- Greater spell focus (evocation), Scion of celestia
31- Legendary toughness
33- Epic spell focus (Evocation)
34- Titan’s blood
Enhancements:
Beacon tree is a great tree, with the defensive and offensive beacons granting huge part buffs,
Some of the best healing SLA’s in the game in close wounds and shining light, and one ofthe
strongest healing capstones in the game, as well as letting our beacons scale into epic/leg
levels (37 prr+ mrr and 37 MP+rp vs 17 on the classic 17/3 healers). However, t5 beacon is
mediocre. Raise dead SLA is completely useless. Hope for success is really strong on one
dps, but thats only one dps out of several. The Heal SLA is solid, but unless you have SP
issues (Which I remind you, this build has many great SLA and SP savers build in) , is
unnecessary. Healing wall is completely useless in r10s, it won’t heal enough to make a
difference. In raids, the dps can be topped up using other (better) SLA and spells, and in many
raids the dps will be required to move around, negating the use of wall (skeletons, DoV, ToN,
etc).
T5 War priest grants 20% hp, and the single strongest ability in the game, Divine intervention.
This ability is a monster game changer, I cannot stress how good this ability is. You have 2
charges per 4 minutes (2 min CD, 4 min duration). You place it on the target, and for the next 4
minutes, the next time they would die they instead go to -9 hp. Use this to keep (suicidal) dps
alive in r10s, making it so any tank can never die, yourself. Once you play with this ability, you
won’t go back to the healing wall.
Remainder goes into vistani for deflect arrows.
If you have to drop points off this build, drop them from the Racial tree, starting with the t4, then
wings (divine purpose), then Hamp. If you lack the universal tomes, drop from feydark spell
points (its also kinda the only option)
The DC casting aspect of this build will largely suffer from the lack of past lives, but feel free to
build it tankier and just buff+heal in that case (see my recommendations under the feats section
for how to do this)
Epic destinies:
Alright, so this section might be controversial, but every raid healer should be t5 magus for time
stop, or fatesigner for turn the tide. None of the other epic moments matter on a healer.
Sentinel's hp wont save a raid, Ascendance might have 1-2 uses, but overall if your dps are taking
that much damage it wont save them.
Both magus and fate grant spell DC, alongside some other useful things. For this build I have
chosen Fatesinger, since it’s the more pug healer friendly option. Feel free to try to use time
stop instead, but that tree does offer less uses to healers (its solid choice for DC versions
though).
Primal avatar mantle is the strongest healer mantle mathematically, and primal is part of the way
to get nearly infinite sp, with all the temp procs.
Unyielding sentinel has the second strongest healing SLA in the game in renewal, and some
ability to bulk up the defence of the build.
In terms of taking spell Dc in t3, focus on enchantment (cut the strings+greater command) and
evocation (implosion+celestial combard+soundburst)
I feel like this second layout for those with 0 Epic lives functions well, giving up some of the CC.
If you have no tomes, farther drop points out of enchantment DC in primal avatar
Gearing:
Breath of vitality is a must have, unique source of positive spell crit. It has to go on every
healer. Similarly, elders gives 6% universal spell crit, so it also is a must fit . After that we want
to maximize our healing, spell DC, and tankiness. Generally, healers won't be front lining, so
the defenses focus much more on mrr and absorbs than prr, though the build will still have
respectable prr values. I’m so happy we finally have a gear layout that doesn't require rare
items.
Trinket: Gem of many facets (sheltering /Heal / insightful constitution)- elder’s set
Helmet: Elder’s cap (purely for the set)
Necklace: Breath of vitality (quality positive lore/quality devotion/divine augmentation/insightful charisma 7)
Goggles: goggles of the night brigade (cha 15/ q cha 3/ mrr )
Armor: gravekeeper medium/light with evasion and good reflex saves (good luck/ exceptional
spell lore/ exceptional spell power/positive spell crit damage)- wilderness from red names
Cloak: Lammodria IDK the name (profane hp/ins mrr/ positive spell crit dmg /positive spell crit
dmg)- locked away pt 1 end chest
Bracers: Burning manacles (evocation DC/wizardry)
Belt: Baron aubreker’s monogrammed belt (enchantment Dc/ spell saves/Con 15/Healing amp)
Boots: Greaves of season warding (absorbs)
Gloves: gloryborne (Q prr/ sacred DC)
Ring 1: Band of faith and fortress (Q prr/Q mrr/False life/ fortification)
Ring 2: Mystic Con ring (q con/ ins Spell focus)
Weapon: Blessed longsword of the fallen age (Q spell focus/ devotion/ ins spell pen/ healing
lore)
Offhand: Frostforged light shield (ins prr/ spell pen/insightful devotion)
In rough order of importance
Solar/ sets: spell crit chance (this stacks with elders and is WAI), spell power, spell DC’s, cha,
MRR,spell crit dmg, healing amp, prr
Lunar: profane spell DC’s, cha, spell power, mrr, prr
Notable augments: necro spell focus (from IoD, should be +6 DC), festive cha, sheltering,
essence of pomura, Gianthold necro/enchant/evoc, festive con
Spells:
The spells listed here are the ones that are important to the build. After these spells are taken,
feel free to add whichever ones you find most useful. Take the healing spells (cute+mass cure)
if you want, but only 1 mass cure should be needed here (mass cure light is usually enough for
a dps pile)
Lv 1: Divine Favor, Bless, obscuring mist
Lv 2: soundburst
Lv 3: prayer
Lv 4:
Lv 5: Break enchantment, greater command
Lv 6:Heal
Lv 7: greater restoration
Lv 8: Death pact, holy aura
Lv 9: True Res, implosion, celestial bombardment
❤️ Bard healing pillar
Objectives of this build:
The goal of this build is to make a raid healer that has a lot of bulk. The favored soul version
focussed more on DC casting, this one will focus on being bulky (though it is not a true tank). If
you are struggling for spell points , I will also go over it with this build. This build would be
perfect for lower life alts that struggle to DC cast, although it may feel like you're standing
around a lot.
Playstyle notes:
Bard has the highest positive spell power of any healer from its trees, alongside massive spell
crit chance. Bard also happens to get healing SLA from their trees. This positions bard to be a
very strong healer. In addition, the passive buffs from song, warchanter, and aura make a build
that will always be able to find a home in any raid. The biggest downside to bard healers is the
lack of specific spells: greater restoration and resurrection.
As with favored soul, to conserve SP, focus on using the SLA’s before your main spells:
- cure moderate mass
- cure light mass
- renewal
- cure light (this will still work quite well on tanks)
Your party buffs are part of your song and aura, so stand near the party and give everyone
songs.
Race:
Because this build is aimed at tankiness, Aasimar is the obvious choice. However, I have
elected to use the iconic scoundrel for this for two reasons:
1. obscuring mist SLA is quite nice in some raids, such as DoV granting concealment to the tank
2. Ash imprisonment scales off perform, which is easy to scale to 120+ even on a tank
focussed build. This is nice cc.
3. Slightly stronger bard aura
If you wish to go assimar or any other race, feel free. This build is much less racial life
dependent than most of the others.
Class split:
20 Bard. To get access to the heal spell, we require the capstone of spellsinger. It’s also a very
strong capstone in general.
Stats:
Alignment- N. There's no reason for non-weapon dps to be anything but neutral.
18 Con
20 Cha
12 Dex (honestly this last stat doesn’t matter a lot, so I went with reflex saves)
All level ups into Cha, Cha is still useful for ash but we want to be as bulky as possible.
Skills:
Heal (pos SP) (this is a cross class skill)> Perform (bard songs)>Tumble (movespeed) > Umd
(scrolls)
Feats/feat order:
You can level this build as a nuker in ss then swap at cap. This build focusses on being very
tanky and healing instead of DC’s, but that shouldn't be make or break in heroics/epic levelling.
1- Magical training
3- Quicken
6- Enlarge spell
9- Empower heal
12-Mental toughness
15- Improved mental toughness
18- Shield mastery
21- Inspire excellence
22- Epic spell power positive
24- Intensify
25- Perfect shield mastery
27- Epic mental toughness
28- Deific warding
30- Improved shield mastery/ Scion of celestia
31- Font of life
33- Greater shield mastery
34- Titan’s blood
Enhancements:
41 spellsinger for heal. Rest into warchanter for all the t5 goodies. If you have the universal
tomes, put them into feydark for the usp+ spell points. I’m unsure why the builder has the
multiranks in the t3 att/usp but take all three of them to maximize your song/aura, dropping from
the mrr+ saves in your mist (t3).
Since this is a tanky focussed healer, t5 spellsinger offers nothing.
Epic Destinies
Every raid healer should be t5 magus for time stop, or fatesigner for turn the tide. None of the
other epic moments matter on a healer. Sentinel's hp wont save a raid, since you shouldn't have
aggro. Ascendance (Exalted angel moment) might have 1-2 niche raid/r10 uses, but overall if
your dps are taking that much damage it wont save them. Because we’re bard, fate is the
obvious choice, adding massive party wide buffs to the base bard things.
Primal avatar mantle a strong healer mantle, and primal is part of the way to get (what feels like)
infinite sp, with all the temp procs and rejuvenation.
Unyielding sentinel has the second strongest healing SLA in the game in renewal, and some
ability to bulk up the defence of the build.
If you have no tomes, farther drop points out of enchantment DC in primal avatar
Gearing:
Breath of vitality is a must have, unique source of positive spell crit. It has to go on every
healer. Similarly, elders set gives 6% universal spell crit, so it also is a must fit . After that we
want to maximize our healing, and tankiness. Generally, healers won't be front lining, so the
defenses focus much more on mrr and absorbs than prr, though the build will still have
respectable prr values. I’m so happy we finally have a gear layout that doesn't require rare
items.
Trinket: Gem of many facets (Parrying /Heal / insightful Heal)- elder’s set
Helmet: Elder’s cap (purely for the set)
Necklace: Breath of vitality (quality positive lore/quality devotion/divine augmentation/ Dex 15)
Goggles: Night brigade (Cha 15/ q Cha/ Mrr)
Armor: gravekeeper medium with evasion and good reflex saves (good luck/ exceptional
spell lore/ exceptional spell power/positive spell crit damage)- wilderness red names
Cloak: Lammordia IDK the name (profane hp/ins mrr/ positive spell crit dmg /positive spell crit
dmg)- locked away pt 1 end chest
Bracers: Bracers of the battlerager (Ins dex 7/ too much fortification)
Belt: Baron aubreker’s monogrammed belt (enchantment Dc/ spell saves/Con 15/Healing amp)
Boots: Greaves of season warding (absorbs)
Gloves: Gloves of the resilient (Ins con/ speed/prr/q reflex saves)
Ring 1: Band of faith and fortress (Q prr/Q mrr/False life/ fortification)
Ring 2: Illithid hunter signet (Q con/force abs/ lifesealed/will saves)
Weapon: Blessed longsword of the fallen age ( devotion/ healing lore)
Offhand: Frostforged light shield (ins prr/ crafted insightful devotion)
In rough order of importance
Solar/ sets: spell crit chance (this stacks with elders and is WAI), spell power, MRR,spell crit
dmg, hamp, prr
Lunar: spell power, mrr, prr, hamp
Notable augments: sheltering, essence of pomura,, festive con
Spells:
The spells listed here are the ones that are important to the build. After these spells are taken,
feel free to add whichever ones you find most useful. Bard gets a ton of SLA which should heal
quite well backed by bard spell power. Add cure spells when you want, but bard should be quite
capable of using SLA’s and slngs alone in most raids.
Lv 1:
Lv 2: Rage, invisibility
Lv 3: Good hope, haste, remove curse
Lv 4: Dimension door, break enchant, freedom of movement
Lv 5: Greater heroism, greater dispel magic ,shadow walk
Lv 6:Heal, Otto’s irresistible dance (has no save)
🏹 Ranged dps
I’ll answer some generic potential questions (FAQ later) here
Why aren't there any bow builds?
Because bows are a fair bit behind the other ranged styles dps wise. They have comparable
doubleshot to repeaters, while firing only 70-90 (without haste vs with) arrows per minute,
compared to 110-160 for repeaters/inquis (without NHB vs with). The extra 50% Ability mod,
more RP, better crit profile, and better tree support does nowhere near enough to make up for
the nearly halved rate of attack.
Notes on filigrees:
Mostly my take on using specific sets, when to use vs when not. If a filigree is not here, do not
use it on ranged.
In general, you want to build filigrees around any raid you need + 1-3: 4 or 5 pc sets, then fill out
the remaining. In general, you want to get as much range power and Ds as you can from
filigrees.
Blood feast- Niche 5 pc swap for temp HP if you can rage (1+ barb level)
Deadly rain- Good to run 5 pc as a swap, especially on inquis, GXbow or repeaters (syncs
really well with NHB/Fusi timers) , but ignore if you don't like swapping
Long shadow- solid 2 or 3 pc to fill out remaining . Better on builds that have big imbue dmg
(shuri, inquis)
Spines of the manticore- decent set to go 4 pc, though a large reason to do such is the double
raid filigrees giving you 2/4 with decent options to fill out hte lsat two.
Treachery- weaker option to fill out 2-3pc filler sets. Usually outclassed by other 2-3 pc sets
(works best on a non-rp scaling imbue build like dagger or alchemist)
Wreath of flame- if you have 1 fili slot left, grabbing fire shield (you get 2 from the double raid
filis) isnt a bad option. Specific stat selection is decent.
Crackshot negotiator- Must have 4 pc set on every range. The pure stat density (25RP, 5 DS.
1 att+ dmg) make it mandatory
Dance of wind- weak set, but is dex raid filigree so you get 2 pc
Next fall- if you manage to hit crazy rp values, the flat damage from 2 pc might be worth it, but
you’d probably be better grabbing more DS/imbue/sneak. Also is the Dex raid filigree.
Reverbration- 2 pc for the imbue isnt bad on imbue heavy builds, comes as the charisma raid
so nice for inquisitive.
Shattered device- The debuff should be run on most dps that can upkeep it. For ranged, this is
repeater and inquis.
Dreadbringer - good as 2, 3, or 4 pc. Offers a lof of RP.
Wildhunter- 2 and 4 pc are solid options.
Snowpeaks gift- the imbue dice filigree is decent as 1 or doubled up on arti+ weapon. Bad set
🏹 Trailblazer Shuriken
Objectives of this build:
The goal of this build is to make a top tier Ranged dps. With the recent inquisitive nerfs and
monk changes, Shuri has become one of the strongest dps in-game. This build will all in on that
dps to leverage the strengths of the build. It also turns out that monk has some really solid
defences, and this build ended up being one of the tankiest ranged builds you'll ever see, easily
pushing to 300 prr and 80% dodge when needed. The absorbs in GMoF ED mean that this
build is also about as resistant to elemental damage as most light armor users.
Race:
Trailblazer. Unless you want to level a shuri from 1 to 34, do trailblazer. If you want to try doing
a non-iconic, Drow and Eladrin would be my choices.
Class split:
20 Monk. The ninja capstone is one of the strongest in the game and 10k stars scales off monk
levels.
Stats:
Alignment- LN (we gotta be lawful for monk, neutral to not die to unholy blights instantly
Dex- 20
Wis- 16
con- 16
Cha-8
Str-8
Int-8
All level ups into dex. We need to hit at least 100 Dex for this build to really come online.
Skills:
concentration(ki)>tumble (speed)>umd (scrolls)>others
Feats/feat order:
Recall that we will start at level 15. Turns out shuri monk has more than enough feats, so we
have some luxury options
1- point blank shot, Shuriken expertise
2- precision
3- Precise shot, (monk philosophy doesn’t matter)
6- Rapid shot, 10k Stars
9- Quick draw
12- Imp Crit Throwing
15- Improved precise shot (nice aoe for reapers)
18- Dodge (helps hit a high dodge cap)
21- Combat archery
22- Holy strike (shiradi cores)
24-Patience
25-Doubleshot
27-Watchful Eye
28-Embodiment of law
30-Improved martial arts, scion of ethereal
31- Enhanced elemental dice
33- Trick shot
34- titans blood
Enhancements:
The new ninja spy is a phenomenal tree. Horizon walker for trance. Caudron is a super strong
defensive clicky to tank dooms and shintao gives 20 prr. 2 points in vkf for undead favored (we
have 3)
If you have to drop points, start with taxabi racial tree dropping to ~11 points (ki regen in t3) then
shintao, then henshin. Most of the loss here is defenses.
Epic destinies:
Fairly standard ranged layout to take Shiradi and fate (and to use the point spreads I do). I take GMoF
instead of shadowdancer. This is a very difficult decision and I can completely see why people
will use SD over it. I like the ki clickies and want to spam them+ leap and am willing to lose the
7 sneak dice for it.
The other thing to discuss is the attack speed with throwing weapons. We really have 2
choices:
1. Fire stance + speed in the Shiradi tree
2. Wind stance and 3 imbue in shiradi
It’s about whether 3 imbue dice is worth a 19-20 crit multi. Play around, see which you prefer
but they both end up with the same attack speed. If you struggle to hit 100 Dex, use the wind
stance version
If you have to drop points, start with dropping from GMoF (t4>core 4>hp+prr> cold abs)
Gearing:
I’ll provide two layouts here, one for those with Lammordia and one without. Neither of them will
use rare items. The lamordia layout gains some dps via the 2 sneak dice, and more defences.
No Lammordia:
Helmet: Legendary University champions helm (devils infernal dance)
Trinket: Gem of many facets (????/Sheltering/ Ins Prr)- raven set
Necklace: Dracolich’s eye (Ins dex 7)
Goggles: Goggles of the archer
Armor: University Bulwark cloth (devils infernal dance)
Cloak: Legendary university archer cloak (Devils infernal dance)
Bracers: Rocard champion’s cuffs (Dex 15)
Belt: waistwrap of wild wisdom
Boots: Greaves of season’s warding
Gloves: Ravens talons
Ring 1: Legendary Mystic Con ring
Ring 2: Unnatural accuracy
Weapon: Nova, the Wild star (dust)
Offhand: Dinosaur (ny centering) (meltfang/exceptional dex/Ooze)
Solar gems (1)+ Aug sets (up to 3 ), roughly in priority order: Imbue dice, sneak dice, Prr
Lunar gems: Ranged power, weapon dmg, Prr
Important augments (from most to least) : Legendary moment to legendary moment, Topaz
of ranged power, Festive Dex,Con 14, Ins con 5, Sapphire of healing amplification, emerald of
imbue dice, Undying sapphire, Ravil’s, Sapphire of false life, Sapphire of dodge
Lammordia gearing:
Helmet: Lammordian cap (the ins dex 7 one/q deadly/ doubleshot)- the bodysnatchers
Trinket: Souvenir coin (Con 15/ Deadly 12) - zoo creeper
Slight note: if you do have heartshard, it’s an upgrade but its also a rare item. I mention it since
its a single slot upgrade that won’t require you to change the entire gearing, just the one item.
Necklace: Dracolich’s eye (Wis 15)
Goggles: Raven
Armor: gravekeeper outfit or Robe (fortification/profane sneak dice/Prr) - wilderness red names
Cloak: Forest arrow
Bracers: Rocard champion’s cuffs
Belt: Ophael’s cincture (ins con 7)
Boots: Greaves of seasonwarding
Gloves: Ravens talons
Ring 1: Unnatural accuracy
Ring 2: Mystic Wis or Con
Weapon: Nova the wildstar (dust)
Offhand: Dinosaur bone shortsword (Ex dex/ meltfang/shadowhown) - shadowhorn doesnt
summon. Feel free to use the summons when you solo/reap
Solar gems (4)+ Aug sets (up to 4 ), roughly in priority order: Ranged power, Doubleshot
(can get from draconic rader boxes if you need the aug set), Dex, Imbue dice, sneak dice,Fort
bypass, Prr, Mrr cap, Elemental absorbs
Lunar gems (4): Ranged power, weapon dmg, Dex, Prr, Wis
Important augments (from most to least) : Sapphire of accuracy, Legendary moment to
legendary moment, Topaz of ranged power, Festive Dex, Sapphire of healing amplification,
e emerald of imbue dice, Undying sapphire, Ravil’s, Sapphire of false life, Sapphire of dodge
Filigree layout:
Weapon: Raid RP, Crackshot (RP, to hit+dmg, reflex save), spines RP, crackshock RP, Dreadbringer RP, Treachery RP
Arti: Raid RP, Crackshot (RP), Wildhunter RP, Long shadow RP
This is a long section with detailed filigree placements; the weapon and arti lines show priorities for 100+ Dex and maximizing DS. Shuffle as needed to hit 100 Dex; beyond that, returns fall off and flat dmg + RP are better (Next fall, shattered device, etc)
🏹 FvS inquis
Objectives of this build:
This was the build we used to complete r10 Den of Vipers. Even after the inquis nerfs, it’s an
extremely solid ranged dps . The build ends up being capable of off-healing if you really want to
go that route (and put on a few item swaps for positive spell stuff), but it shines as a top tier
ranged dps.
The reason to use this split over the other common one (14 pally /4 arti /2 DH) is that this split
gets a leap (17 FvS). In some raids, having a leap is mandatory. In DoV, the raid this build was
designed for, much of the side rooms can be bypassed (trash + orbs+skulls) by using a leap to
cross a gap in platforms.
Race:
Eladrin. This race gets the most DS and flat dmg. Starting with 14 dex without dropping stats is
also super nice for grabbing feats.
Class split:
17 fvs 3 arti. 3 arti gets us the second core (5 DS). 17 fvs gives us death pact, leap (the big
draw), Cha to hit and damage for free, cha trance, and warsoul (which is an oddly decent tree
for this build). There is a variant that goes 1 barbarian for movespeed and drops this core
(keep 2 arti for runearm use).
Inquis grants a lot of flexibility in terms of class choices, this was built with the requirements of a
leap, and maximizing dps after that. Death pact is super nice in raid pushes, offering a “free”
death. .
Level order:
1-3 Arti
4-20 Fvs
You wont have cha to hit/dmg til 6 (no longer an issue after u76), but the Arti benefits are super
nice at the lower levels (extra feats+ runearm use), the cha to hit/dmg I dont find extremely
important until 7-8.
Stats:
18 Cha
18 Con
14 Dex (means we get our feats at lv 1 without swapping/tomes)
Chaotic neutral- harbinger of chaos + not being destroyed by unholy blight.
Skills:
Tumble (movespeed) > Umd (scrolls)> [trapping skills if you want them]>Heal (pos SP)
Feats/feat order:
1- Point blank shot
3- Rapid shot
4- Follower of undying court (the deity don't do much, but this one means we don’t scroll res in raids)
5- Grace of battle (cha to hit+dmg)
6- Precise shot
8- Energy Absorb (fire)
9- Precision
10- stout of heart (hp> sp on dps)
12- Improved Crit (Ranged)
13- Energy absorption (Cold)
15- Quicken
18- Nimber fingers, Energy absorption (Acid)
21- Patience
22- Holy strike
24- Combat archery
25- Doubleshot
27- overwhelming critical
28- Harbinger of chaos
30- Watchful eye, Scion of ethereal
31- legendary aim
33- Trick shot
34- Titans blood
Enhancements:
41 inquis because it’s such a good tree. 24 war soul to grab the doubleshot. Inflame is a strong
raid buff (+4 damage), as well as making you tankier when you need it (elemental absorbs).
Fill out the rest into vkf and Battleengineer to get even more doubleshot (5 each, BE core 2, vkf
core 3).
Epic destinies:
This is the most common ranged layout to get the maximum dps. Shiradi offers a massive
amount of stats, fatesinger gives the best ranged epic strike, and shadow gives really strong
+stats (sneak dice, DS), as well as magic missile immunity. All three trees give threat
reduction, putting us at -85 (so easy to get -100% between dark diversion and the lammordian
armors)
If you have to drop ED points, start with fatesinger, dropping to 14 points before you start
removing from Shadowdancer (see image below for minimum fatesinger points)
Gearing:
I’ll provide two modern layouts: one for min/maxed farming with all content, and one with 0 rare
items, and no items from lammordia.
Layout 1: no rare, no lammordia
Helmet: Legendary University champions helm (devils infernal dance)
Trinket: Gem of many facets (Sonic Absorb/Sheltering/ Ins Prr)- raven set
Necklace: Dracolich’s eye (Ins Cha 7)
Goggles: Goggles of the archer
Armor: University Bulwark light armor (devils infernal dance)
Cloak: Legendary university archer cloak (Devils infernal dance)
Bracers: Rocard champion’s cuffs (Cha 15)
Belt: waistwrap of wild wisdom (or any of the other belts from MD)
Boots: Greaves of season’s warding
Gloves: Ravens talons
Ring 1: Ring of mystic Charisma
Ring 2: Unnatural accuracy
Weapon: Light crossbow of the undying age(dust)> light dino crossbow (flamefang/exceptional
cha/dust)
Offhand: Dinosaur runearm (meltfang/profane sneak/profane DS+speed)
Solar gems (1)+ Aug sets (up to 3 ), roughly in priority order: Imbue dice, sneak dice, Prr
Lunar gems: Ranged power, weapon dmg, Prr
Important augments (from most to least) : Legendary moment to legendary moment, Topaz
of ranged power, Festive Dex,Con 14, Ins con 5, Sapphire of healing amplification, emerald of
imbue dice, Undying sapphire, Ravil’s, Sapphire of false life, Sapphire of dodge
Layout 2: All allowed, uses lammordia + rare items
Helmet: Lammordian Cowl (ins prr/ ins Cha /Cha/Deadly)
Trinket: Gem of many facets (Sheltering/Devotion/ Ins seeker) -Vulkoor’s might Set
Necklace: Dracolich’s eye (Q con/ profane DS/ ins deception/ relentless fury)
Goggles: Goggles of the archer (DS/ Ins fort bypass/ G marksman/Sight beyond)
Armor: Gravekeepers light armor (Good luck/Healing amps/ Sneak dice/ rebellion)
Cloak: Lammodrian nimble cloak (Q DS/ ins mrr/ Con /quality damage )
Bracers: Bracers of the claw (parrying/ false life/ fortification)
Belt: Ophael’s cincture (Seeker/ deception/Ins con)
Boots: Greaves of season’s warding
Gloves: Gloves of the coldlight walker (im deception/Dex /Accuracy)
Ring 1: Ring of mystic Charisma (Q deception / Q charisma)
Ring 2: The autumn equinox (meltfang/ ins DS)
Weapon: The slaughtering shot (adamant+ fire/dolorous flames/miserable improved
destruction/Dust)
Offhand: The demon engine (dripping with magma)
Solar gems (4)+ Aug sets (up to 3), roughly in priority order: Doubleshot, RP, sneak dice,
Imbue dice, Cha, Prr, Fort bypass, Mrr cap
Lunar gems (4): Ranged power, weapon dmg, Cha, Prr, Mrr
Important augments (from most to least) : Legendary moment to legendary moment, Topaz
of ranged power, Art of sabotage (fort bypass), Festive Cha, emerald of imbue dice, Undying
sapphire, Ravil’s, Sapphire of false life, Sapphire of dodge , feather fall
Filigree layout:
Weapon: Raid RP, Crackshot (RP, to hit+dmg, reflex), spines RP, long shadow (RP), Wildhunter (Deception, RP), Long shadow (RP, To hit+dmg)
Arti: Raid RP, Crackshot RP, Wildhunter RP, Long shadow RP
Since Inquis has a really good imbue, its worth investing slightly more into (long shadow).
Otherwise this is focussed on maxing doubleshot, RP
🏹 r10 Relentless Shuri
Objectives of this build:
This build is tailored to be used on a maxed toon and I’ll go in depth to explain our mentality
when building for raid pushes.
This build was designed for a full completionist with maxed gear. Relentless, the new raid, has
several mechanics that will need to be dealt with. The strategy my guild used for our r10
completion ( video: https://www.twitch.tv/videos/2613080845) had several things that we wanted
DPS to do. Some of the trash spams stunning blow, and gains tactic DC’s for every minute
they are alive. Rather than killing them , we had a tank take aggro and kite them. They could
still take a hit, but there was no way a tank could make the fort save (200+ at full stacks). Thus,
The Dragon disciple Shuri thrower was made. Dragon disciple tree grants the ability Channel
the enlightened dragon which grants the target and anyone around them immunity to stun
among other things for 1 minute (15s CD).
Dragon disciple also opens up some interesting options for offhand weapon. A shuriken will
normally use a short sword, but DDM gets access to options that allow centering with
warhammer, picks, and battleaxes. This is particularly relevant because of Audion, the
shattering way. A warhammer released in February from Den of Vipers, all four effects of this
weapon apply to our shurikens (LGS debuff, extra crit multi on 19-20, felling the oak, and most
importantly, reverberating echo). More on why this hammer is so good under the gearing.
The loss of the henshin mystic tree is unfortunate, but DDM gets all of the bonus imbue dice
back, trading more dps for the defence of cauldron and some max dodge. As this is an r10 raid,
dps > survivability for dps slots. DDM also gets some solid utility spells/buffs.
Race:
Eladrin. Eladrin is the best dps race in the game currently, granting 6 DS, 3 falt, and +2
to your mainstat (or +4 dex). Once u76 drops ,halfling (2 flat, 4 dex, 3 sneak) will be a
solid option, but nothing comes close to eladrin currently.
If you wanted to try as elf, dhampir, or tabaxi that works fine, but I wanted the most dps
(note that the iconic tabaxi will need a lesser heart).
Class split:
20 Dragon disciple. We need that stun immunity for our tanks
Stats:
Alignment- LN (we gotta be lawful for monk, neutral to not die to unholy blights instantly
Dex- 20
Wis- 18
con- 12
Cha-8
Str-8
Int-8
All level ups into dex. We need to hit at least 100 Dex for this build to really come online. After
that we max con+ wis (10k stars). I find that the 16wis /16con worked best for general play, but
I went tilt into dps with 18 wis/12 con.
Skills:
concentration(ki)>tumble (speed)>umd (scrolls)>spellcraft> others.
Feats:
Turns out shuri monk has more than enough feats, so we have some luxury options.
This was built for full tilt dps, so maximized RP and damage above all else. I’ll provide
more standard options as well.
1- Shuriken expertise , Dodge
2- precision
3- Point blank shot , light stance (need for stun immunity)
6- 10k stars, mobility
9- Quick draw
12- Imp Crit Throwing
15- precise shot
18- rapid shot
21- Combat archery
22- Holy strike (shiradi cores)
24-Patience
25-Doubleshot
27-Watchful Eye
28-Embodiment of law
30-Improved martial arts, scion of ethereal
31- Harbinger of chaos
33- Overwhelming critical
34- titans blood
Enhancements:
Similar to regular shuriken, we go 41 ninja spy and 13 HW (trance). We also make full
use of the dragon disciple tree (23 pts), grabbing all the imbue dice, the imbue itself in
case we encounter poison immune mobs in reapers, and centering with warhammers.
Round out the trees with 6 inquisitive for 5 more DS.
Epic destinies:
This is identical to regular monk shuriken. DDM gets shield spell, making shadowdancer even
more redundant. In GMoF I went for the absorbs that are most likely to be scary (usually
acid>cold>fire>elec) and good + adamant bypass (slotting ruby of the vampire slayer for silver)
Gearing:
So the reason the DoV hammer is by a mile the best offhand in the game is threefold. First, it
gets an lgs deubff which puts it on par with every other potential offhand on the game. Second,
it grants an extra crit multi on 19-20 (blunt trauma). This applies to mainhands when equipped
in the offhand, and adds a lot of sustained dps. Lastly, reverberating echo. This ability is
dripping with magma, but deals sonic damage.
There are four damage types that are almost never resisted: light, sonic, bane, force. Bane and
force aren't affected by mrr debuffs, so they quickly fall behind, leaving light and sonic as the
premier damage types. However, sonic gets an additional 30% more damage from harmonic
resonance (t1 fatesinger, which this build uses). This means sonic is not only (almost) never
resisted, it also deals at least 30% more damage than any other type of “magic” damage. This
is also why everyone should run the sonic mantle from shiradi over the other types.
This gear was tailored to a no restriction layout. This layout gets triple mega dots (reverb/
magma/ earth attune). I also use 4 raid augments sets (you can get quickblade easily by using
draconic raider boxes on guided sights)
Helmet: Lammordian Cap (Ins dex 7/ Ins prr 18/ Dex 15/ Deadly 12)
Trinket: Gem of many facets (Concentration 22/accuracy 22/ ins seeker 7)- Vulkoor’s might
Necklace: Dracolich eye (profane DS/ ins DS/ relentless fury/ Q wis)
Goggles: Goggles of the archer (DS/ G marksman/ ins fort bypass/ Sight beyond)
Armor: gravekeeper outfit (natural arm/good luck/all healing amps/sneak dice/ threat redutcion)
Cloak: Lammordian nimble cloak (Q DS/ ins MRR/ Wis/Q acc)
Bracers: Bracers of the claw (ins con/false life/ fort/ parrying)
Belt: Ophael’s cincture (deception/ seeker/ ins Wis)
Boots: Greaves of seasonwarding (elemental absoprbs)
Gloves: Coldlight walker (Imp deception/Con/ Q deadly/ Q assasinate)
Ring 1: Mystic Dex (Q Dex/ Q deception)
Ring 2: Autumn equinox (earth attune/ ins DS)
Weapon: shuriken of the undying age (Dust/ mamga/ sov vorpal/ 3rd deg burns)
Offhand: Audion, the shattering way (Rupturing echo/felling the oak/ Ash/ blunt trauma)
Filigree layout:
I was hitting 100 dex + without too many issues so the filigrees focussed on maximizing
RP.
Weapon: Raid dex (trachery), Raid RP, Spines RP, crackshot ( R+ att/dmg+reflex),
Dreadbringer (RP+dex+AC), Treachery dex
Arti: Raid dex (trachery), Raid RP, Spines RP, crackshot RP, Dreadbringer RP
⚔️ Melee dps
I’ll answer some generic potential questions (FAQ later) here
Why aren't there any THF builds?
Because THF is vastly behind in raid dps without making it up in reapers. Almost every dps has
easy access to aoe, while maintaining substantially higher raid dps. The HP bloat in raids lately
means that we need to focus our dps on raids. If you like the THF style (big number, better
person), check out the bear build, it will feel similar (although its not man with axe, its bear).
Fist monk?
Ying has a great guide to fist monks (Here). My own version would be nearly identical, and
wouldn't be worth the effort to make a build that's almost identical to one that’s well documented
and posted.
Handwraps Shifter? I hear they're really good in raids.
Yes, they are good in raids. However, I cannot stress enough that they feel awful outside of
raids. They have slower move speed, the warlock aura takes 30s+ to full stack, and almost all of
the dps is single target. Many of the push raiders will TR to builds that are necessary to meet
dps or role requirements for push raids, but are absolutely awful outside of that. You are
welcome to try them (I recommend FB capstone if you want to go this way), but I don’t want to
post builds that are mainly designed for push raids (there are some truly awful builds that were
made for raid pushes, but were necessary to do specific mechanics, IE lava diving throwers for
the first r10 THTH). If you really want to try a non-monk wraps build, try the 15/5 with a sacred
fist instead of a regular paladin (use kinesis from DoV).
Why are the gear layout somewhat the same?
Generally all dps want the same stats and they tend to come from the same sources.
I don’t have raid items, can you suggest a gearing?
If a gear layout requires too much raid gearing for you, I highly suggest looking at the TWF 15/5
paladin DL lammordia gearing, it has 0 raid items (it wants raid weapons but you can get around
that).
⚔️ SWF pure Pally
Objectives of this build:
The goal of this build is to make a top tier dps paladin for raids. You will be able to reap with this
build, but the design is to be a top dps in raids.
The first question is fighting style. I like swf, and this is partially designed to showcase how to
build a swf dps build for raids, so orb bashing is the optimal choice.
Race:
Aasimar- the pure +dmg and melee power + vuln stacking. There’s a decent argument for
Dhampir but Aasimar comes out on top for pure dps.
Alternate- Horc. If you want to rage (going into Fury), this is the best option with flat dmg and
melee power.
Class split:
20 pally. There are some arguments to be had that this would be better under other splits (see
the 15/5 if you want to try those), but I want my ascendancy stacks and I want to focus on the
strengths of pure paladin with this build. Yes 15/5 is more dps and better cc.
Stats:
18 con
18 str
12 Cha
All level ups into Str. We have to be LG for paladin.
Skills:
Balance (swf line)> tumble (movespeed)> umd (scrolls)
Feats/feat order:
The lack of the class based leap means we take the spring attack line. Paladin casts so many
buff spells, quicken feels necessary. The lack of a free class leap or racial leap means we will
want the spring attack line.
1- SWF, Onatar
3- Power attack
6- Imp SWF
9- Imp crit (slashing)
12- Greater SWF
15- Quicken
18- Dodge
21- Mobility
22- Doublestrike
24- Overwhelming critical
25- Perfect SWF
27-Patience
28- Embodiment of law
30-Spring attack, , Scion of Arborea
31- Harbinger of chaos
33-Improved shield bash
34- Titan’s blood
Enhancements:
KoTC has it all. Trance, dmg, imbue. 41 for the capstone is a no brainer. The real question is
how do we want to spend the other AP.
The choices here are going to be unorthodox, but keep in mind I’m purely focussing on dps and
building the survivability into it after (and into the hands of the build’s pilot). The paladin trees
dont really offer much more damage (shield tree doesn't work with orbs), so we look to universal
trees.
VKF gives 5% DS in t4, alongside decent prr+mrr, haste boost, deflect arrows, and another 5%
DS in the second core. Quick draw is also useful for spellcasting. Vkf ends up with 23 points,
though you can probably drop some here if you aren't a maxed completionist or missing tomes
(above 11 pts is mostly for the 5% more DS).
I’ve been a fan of a somewhat deep splash into harper for a while. For 17 points we get:
- 6 MP
- 15 HP
- a favored enemy (evil outsider) that has really good synergy with where you want to play
paladin, which is another 2 flat dmg vs them and every other favored enemy
- 4 flat dmg, 5 vs evil
This is a really good rate of return.
2 points into falconry. This gives us another (relevent) favored enemy. The hydra and heads in
DoV are animals. Also another 2 more dmg vs undead and evil outsiders
If you wish to drop points, drop falconry and then harper (Mp first, then flat dmg) are the first to go.
Epic destinies:
DC t5 is a no brainer, orb bashing+good mantle solidifies the tree as our core tree. The lack of
a good epic moment is a bit sad, but will be made up for by all the innate synergies with paladin,
and the 14d6 200% scaling law dmg of every (including orb) hit.
Pally saves are so good that shadowdancer for evasion is a no brainer. SD is also just the
second best dps ED in the game as well.
Because we can trigger crusade off smites, we don’t need to use crusade except for cc. Thus
my third tree will be Fury, for cutter (and all the goodies in that tree). Cutter gives us great aoe
options for reapers, as well as being the best dps strike over extended fights.
If you have to drop points here, I think dropping the SD strike for the debuff, followed by the fury
t4/-> t1/3 is the play.
Gearing:
Currently, Clatter the blunted edge from DoV is the best weapon (or the warhammer if you want
slightly less cc). For orb, Dino offhand for the sneak dice, DS, and meltfang is the obvious
choice.
Set wise, Since we can cover meltfang and profane sneak/DS, The vecna armor nicely covers
the many stats we might want on paladin.
Lammordia offers sone upgrades, but since we have really strong saves for lammordia, and
thus use light armors for evasion, we don't gain anything from the lammordia gearing. We are
somewhat still locked in a gem layout due to the ability to craft shield bashing for the orb onto it.
Artifact wise, Rocard's cuffs are an amazing item. We can fill out the rest of the gear from filler
coming up with the following:
Helmet: Legendary University champions helm (devils infernal dance)
Trinket: Gem of many facets (DS/ shield bash/ Ins Prr)- raven set
Necklace: Pendant of crippling strikes
Goggles: Legendary goggles of the berserker
Armor: University Bulwark Light armor (devils infernal dance)
Cloak: Legendary university duellist cloak (Devils infernal dance)
Bracers: Rocard champion’s cuffs (Ins Str 7)
Belt: Ophael’s cincture (Str 15)
Boots: Greaves of season’s warding
Gloves: Ravens talons
Ring 1: Legendary Mystic ring of mystic str
Ring 2: Cannith Crafted (Cha /Sheltering/ Ins Con 6)
Weapon: Clatter, the blunted edge (your choice of LGS, Dust>ash, vuln is from t5 DC and
Aasimar, the oozes from the summons mess up raids)
Offhand: Dinosaur Orb (profane sneak, profane DS, Meltfang)
Solar gems (1)+ Aug sets (up to 3 ), roughly in priority order: Imbue dice, sneak dice, Prr
Lunar gems: Str, Melee power, weapon dmg, Prr
Important augments (from most to least) : Legendary moment to legendary moment, Topaz
of melee power, Sapphire of healing amplification, emerald of imbue dice, Undying sapphire,
Ravil’s, Sapphire of false life, Diamond of con, Festive Str, Sapphire of dodge Emerald of
greater smite, Globe of true imperial blood, Sapphire of resistance, feareater,
Filigree layout:
Weapon: Raid Str, Raid Cha (sanc fervor), treachery(threat reduction), dreadbringer
(Str/MP/Tactics), Sanctified Fervor (MP,Str), Next fall (MP), Next fall (to hit+ dmg)
Arti: Raid Str, Raid Cha (sanc fervor), treachery (threat reduction or MP if you can hit -100%
without), Sanc Fervor (MP), Dreadbringer (MP)
This is a melee, the Raid str is always here (it’s 18 MP for 2 rare). This is a standard rest is a
standard melee layout of 4 pc dread, 3 next fall, and treachery to hit -100% threat. The last few
slots go to maximizing melee power and flat dmg (and no 200% imbue). If you are ending up
odd Strength, feel free to change the att+dmg to str or vice versa (generally you want str> flat
because of swf scaling)
Spells:
The spells listed here are the ones that are integral to the build. After these spells are taken,
feel free to add whichever ones you find most useful.
Nightshield is recommended for magic missile immunity, and bless for the extra 1 to hit/skills
Lv 1:
Lv 2: Rage, invisibility
Lv 3: Good hope, haste, remove curse
Lv 4: Dimension door, break enchant, freedom of movement
Lv 5: Greater heroism, greater dispel magic ,shadow walk
Lv 6:Heal
Lv 7: Karl (skipped)
⚔️ Bear
Objectives of this build:
Bear is a super sturdy dps, with more access to cc than many other pure dps. This build will
work well for lower lifers as well, and I’ll provide details on the first life version and an ubercomp,
as well as how to transition between the two for toons with a few lives. This build is more reaper
focussed than many of the others, but will still perform well in raids. Bear (and wolf) gets to
take advantage of a higher base attack speed combined with the ability to use 2h weapons (and
bear also gets strikethru!). This means we will be using a falcion (Omen) at cap. Feel free to
use the Sword of shadows for leveling, as it is the best heroic weapon for this build.
Race:
Half-orc. The flat damage and str work really well with bears (and barbs). Aasimar and dhampir
also work, but Horc gets the most out of this build.
Class split:
12 barbarian, 6 druid, 2 favored soul. I have a close friend that almost always is on a bear build,
and he finds that this build tends to perform the best. The old classic split was 11 barb /8 druid/
1 fvs, but this split is much more focussed on wolf, as the dire bear form grants little (some AC,
con, 20% strikethru) over the base bear form. 6 druid still lets us grab the third core in our druid
trees. 12 barbarian lets us grab the 4th core of frenzied berserker (10 prr, 60 hp), and 11 is the
standard for greater rage (+2 str/con, +10 MP, +10 prr). 2 Favored soul is actually quite nice
here for a cheap haste boost that doesnt need vkf, a trance, and +1 dmg on omen from the
righteous zealot.
The Dragonlord variants will have more cc and a better imbue, but overall this split will result in
higher dps and more tankiness. You will still have solid acess to CC since all your attacks will
strikethrough.
For ordering of levels, I want to prioritize the ability to take the natural fighting line ASAP, thus
we start with 3 druid. Then I take 2 Fvs for haste boost/ nightshield, 6 barb (FB t5 and third
core). After 11, the level order doesn't matter as much but we need 3 druid and 6 more Barb
(1-3 druid, 4-5 Fvs, 6-11 Barb, then some combination of 6 barb + 3 druid levels)
Stats:
20 Str
18 (16) Con
12 Cha (10 Wis)
Chaotic Neutral for harbinger of chaos, and not getting wrecked by unholy blight
All level ups into Str. brackets indicate how I would spend on a lower lifer, mostly dropping the
last 2 points into con to boost wisdom high enough to cast druid spells with ship buffs. I don't
think I’ve discussed this elsewhere, but the reason most people use the Cha trance over
wisdom, is that racial completionist boosts cha higher than wis, and there are more cha raid
filigrees if you go the swapping route.
Skills:
Since we rage skills don't have a ton of use. That said, we can do the standard:
Tumble (speed+dodge) > UMD > Your choice
Feats/feat order:
1- Druid , Power attack
2- Druid, Wild shape bear
3- Druid, Natural Fighting
4- Fvs, Follower of (doesnt matter)
5- Fvs , (also doesnt matter) of battle
6- Two handed fighting (access to FB strikethru line)
9- Natural fighting
12- Improved critical (slashing)
13- (Druid feat) Wild shape wolf
15- Natural fighting
18- Dodge (Weapon focus (slashing) on toons without tomes)
21- Mobility (Toughness)
21- 22- Doublestrike
24-Patience (its absolutely worth on falchion bear)
25- Perfect natural fighting
27- Epic Barbarian DR
28- Harbinger of chaos
30- Overwhelming critical, Scion of Arborea
31- Wild force (fast bear is fun bear)
33- Spring attack (weapon focus (bludgeoning)- here for 2 MP)
34- Titan’s blood
Enhancements:
Frenzied berserker is a phenomenal tree. 2 crit multi on SoS/ falchions is amazingly good dps.
The tree also offers a ton of flat damage and melee power (and and imbue, not a good one, but
an imbue > no imbue).
The next component of this build is the underrated tree of nature’s warrior. This tree grants
attack speed when you kill things (amazing in reapers), 12 melee power, and quite a bit of flat
damage. It also grants one of the best defensive clickies in the game, flight. Flight grants 20%
dodge that ignores dodge cap, allowing you to hit 50% dodge on giga-competitions for 30s.
This ability, combined with the large prr of barb and bear, and the % DR of barb allow for one of
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Spells:
There are the spells that matter, you can take the others as you need.
You can take the nightshield for magic missile immunity and bless for the extra hit/skills.