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
🧠 nonbuild guides
What is this section? This section focuses on nonbuild 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.
This section will be most useful to players that are trying to make their own builds, or have limited access to resources such as raid items, specific x-pacs, rare items. I think that rather than giving exact layouts for scenarios or such, providing the framework for how I build will be more useful.
⚔ Gearing at cap
I figured I would add this section with the goal of providing a rough guide to building your won gearsets, specifically focussing on people without access to all xpacs, or limited raid gear. Because each playstyle requires several different stats, I’ll break them up by those.
There is however, one general rule for determining if an item is good: How hard is it to find the stats from this item on other items, and how flexible is the item in what stats it can have?
Dps itemization
Lorem ispum
🧡 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. There may be situations where filigree sets have a use (lots of the neg healing/amp are fine in lower skulls, some of the dodge cap stuff has extreme niche in push raids), but this is aimed at people attempting to run r6+ quests, and r1 raids.
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
The following is a review of every filigree set in the game, and my personal opinions on their use.
Gen 1 filigrees (Ravenloft to preSharn):
Beast mantle DO NOT USE (not a strong set, weak 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 r10)
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 big number).
Electrocution 4 pc has a niche use on tanks for raids with high electric dmg (KT/RTSO pushes), and electric focussed nukers. 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 anyone that wants to cast offensively 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 options. 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.
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 also 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 worse than the 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.
One Against Many 2 pc from the raid str fili, otherwise DO NOT USE. 5% strikethru is never worth it, and the 4 pc set has no substantial effect (most mobs have thousands of MP+ RP)
Otto’s Irrevocable Power Great 4 pc set on casters, giving +2 Dc to all schools. Can double up on casting stat for int/cha casters (which is most of them)
Prowess Controversial take, but it’s really bad. 50 mp for 10s during action boosts sounds like a lot, but in reality this is at best ⅓ uptime, I would rather take a set that always gives me the MP (dreadbringer for example). It’s really awkward to swap because of the low duration.
Purity DO NOT USE aside from the raid version. Weak set, there are other ways to get the same effects. Individual filigree are decent, but this is overshadowed by the raid healing amp.
Snake bite: DO NOT USE. Nothing from this set is useful that isn't available better elsewhere (2 imbue dice, tank stats)
Spines of the manticore Strong 4 pc for ranged, largely in part due to the 2x raid RP. If you aren't using the 2 raid filigrees, there are better options but if you are its often 40 rp (double RP, double raid rp)
Sucker Punch Part of the raid str fili, but also a decent option as a 2-3 pc set. Decent options for individual filigrees as well.
To Hell and Back 2-3 pc isnt bad for tanks, Decent individual choice with tank stats as well (mrr, con, fire abs). Decent 3 pc for Cha casters since the Cha raid fili is part of the set and offers a +1 cha fili.
Touch of Grace 2-3 pc set is solid on healers, with decent individual filigree options. Typically used as part of the 2x raid heal amp, but can be made to work without raid filis.
Trapper’s Delight DO NOT USE. Bad individual filigrees, just use trapping items swaps or know where traps are and dont get hit. The set is nowhere near necessary to trap in DDO, giving the same stats as a quality LGS int skill item (which also gives an additional +33 to those skills).
Treachery Good 2-3 pc set. Used on almost every melee because of the -50% melee threat filigree, so often combined with another 5 MP to get 10 MP total.
Twilight's cloak DO NOT USE. None of these stats from either the set or individual filigrees are useful.
Vigilance DO NOT USE. neither set nor individual filigree offers anything any build wants that can’t be obtained easily elsewhere (true sight can be scrolled for example)
Wreath of Flame Niche useful on tanks/ specific raids/ fire nukers. DO NOT USE for the most part, though ranged already gets 2x from the raid filigree.
Zephyr DO NOT USE. Most of the set effects don't work because of the multiple sources of knockdown that mobs use. None of the specific filigree offer amazing stats either.
Gen 2 filigrees (Sharn to Saltmarsh):
Bravery throughout Not terrible 3 pc on tanks who will already have 2 pc from 2x raid. Otherwise DO NOT USE
Coalesced Magic Strong set on damage casters and healers (30 usp for doubling 2x usp for example). Good at 2,3,5pc. Good individual filigrees
Crackshot negotiator One of the strongest ranged dps sets in the game, giving both lots of RP and doubleshot. This is the must include set on every ranged dps as a 4 pc. Individual filigrees are weaker (rp+ damage, then not much), but the set is too strong.
Dance of Wind DO NOT USE. Weak individual filigree and weak set.
Darkhallow DO NOT USE. The current endgame doesn’t support negative healing or self healing in high skull. Fine to use if you only run < r6.
Final burial Mostly DO NOT USE. Useful as a turning swap.
Next Fall Underrated 2-3 pc for melee dps. Good individual filigrees, decent sets.
Radiant Shield Not the worst set for a tank at 3 pc, but tanks usually want to stuff as main raid filigrees in as possible. DO NOT USE outside tanks that can’t access raid filigrees
Reverberation If sonic nukers existed, they would use this. 2 pc is used on a few Cha dps toons because of the 2x raid Cha.
Sanctified Fervor This is a must use 5 pc swap on melee paladins, giving pally level +5 MP for 60s when you smite, even when you swap weapons. If you are desperate not to weapon swap, 5 pc is similarly must have.
Shards of mechanus DO NOT USE. the vampyrism effect has a 1s CD on proccing, and the healing does almost nothing above r3.
Shattered device Extremely strong set for dps at 2,3,4 pc. 4 pc chance is around 10%, so try to use that on builds with higher attack speed (swf, repeater, inquisitive, handwraps). Often the limiting factor on every build using this is the lack of rare filigrees.
Soulweaver Extremely good 2,3,5 pc set for healers. This is also fairly rare, but if you have those filigrees its worth building healers around them
Splendid cacophony DO NOT USE. Far too split on what it wants to do to see use (its almost decent for healers but the 2 pc set makes it worse than similar other sets by giving nothing of value).
Through the mists Great 5 pc uncanny dodge swap on /4 rogue ranged dps. For more casual players, this set is useless as the set stats and individual filigrees aren't strong enough to use on main weapon
Voltaic experiment DO NOT USE. too split on what it wants (caster vs melee)
Zarrigans arcane enlightenment DO NOT USE. It would see possibly use at 4 pc on casters if 4 pc gave +2 DC, but only giving +1 with weaker individual filigrees makes it worthless
Gen 3 filigrees (Saltmarsh Lammordia):
Abiding path DO NOT USE. the MP is too high in the set, and doesn't offer enough. None of the other set stats are worth going for.
Angelic wings DO NOT USE. This set is confused on what it wants to do, and light nukers need a lot more support to be viable
Bend Fate DO NOT USE. once again, a set that only gives +2 to one spell Dc at 4 pc. (and +1 at 5).
Divinity DO NOT USE. Once again, the MP is far too high up (5pc) to see use over 2 and 3 pc sets
Dragonsoul Did you know the spell crit works on healers? Amazing set for anyone healing or nuking as every point, 2-5 pc. I believe this is the only source of Cooldown reduction in filigrees. Also ends up being a solid 2 pc on DC casters because of that.
Dreadbringer Now this is a dps filigree set. I dont think the extra fort bypass is worth it on most dps, but 2-4 pc are extremely good choices. Further helped out by the tactics DC filigree granting 2 MP in the rare variant. This is the premier build around dps filigree set for melee dps.
Elemental avatar The premier choice of filigree set for nukers and healers, granting up to 5% spell crit chance. This is worth building around, and should be the main set for most of those builds
Keeper of the Curse DO NOT USE. Warlocks are forever stuck in this awkward spot of being bad nukers (because tit costs no spell points to DB, which shouldn't be the balance point) and having less spells than sorc. Blasting warlock might be decent in the future, but the problem is all the power theyve been given locks them out of other important systems (spell DC from filigrees, artifact sets, etc.).
Lunar magic Niche set, but not a bad choice for 5 pc. I would tend to lean toward other sets first though (otto+eye of beholder for DC, elemental avatar+soulweaver for healing). This set is at an awkward middle ground. Its useable, but not my first choice
The serpent Poison nuking isn’t really a thing (maybe poison alch?) as there just aren't enough spells in the game. This is more an issue of the playstyle of poison nuker not existing than the filigrees being bad (if there was an actual full poison spell rotation 2,3,4 pc would be decent). Until SSG fixes that, DO NOT USE
Shadowstrike DO NOT USE. Just doesn't grant enough MP/RP (none from set). Why scale your sneak damage when you could scale all of them. If they made the 4 pc 10 RP+MP this set would likely see use.
Technomage Underrated tank set. 3 pc gives 10 prr and mrr (most sets only give 1 of those), and the individual filigrees support that (con, prr, mrr, AC).
Ultimate fury DO NOT USE. Funny for taking screenshots, but the average return is really weak (if it was 2 str at each set it might start seeing use)
Unbreakable DO NOT USE. This set is almost going to work on tanks, with good individual filigrees, and a good set at 3 pc. The issue is the 2 pc is weak, a tank would much rather have more tanks stats.
Wildhunter This is the second build around ranged filigree (crackshot being the other). Grants RP, and DS with strong options for how to achieve 4 pc (deception rare filigree also gives range power).
Snowpeak’s gift The unfortunate reality is that all these filigrees DO NOT USE. Other sets do what this one does better
Well that's the overview of how to make your own filigree layout. I hope this helps for things like hardcore, making your own builds, and understanding how endgame builders think. Always feel free to ask questions on the forums or discord.
🖤 A note on Dark gifts
I’ve seen some discussion/questions around which dark gifts to take. In my opinion, there are two that are worth taking. That said, I’ll go thru each and explain how they work if it’s ambiguous., and why you should or shouldn't take them.”
Never take this Only take in extremely niche Might see use on some builds Good choice
Echoing soul The + skills/saves will never make a difference, and the downside makes you helpless. Downside seems to be rare, ~ 5% chance, but he upside isnt worth it.
Form of Pain- one of the two worth taking. Upgraded is 15 prr+mrr, stacking to 35 if you get hit. The downside is barely noticeable, and most builds will not notice a difference as many builds already have at least 10% movespeed. This will be taken on any build that either has a leap already, or doesn't need one (raid tanks). The free prr+mrr is just too good, and most dps wont ever get more than 2-3 stacks.
Lingering Shadow- The extended range is nice, but doesn't work on many active attacks. The number of raids where the extra melee ranged matters I can count on one hand (basically relentless for the spin). The downside is significant, having around 15% uptime as weapon dps crit a lot. I Find that form of pain is usually a better choice for melee survivability.
Minion of the eldritch- So first how this feat works. After every rest, you (secretly) get 1d5+2 free uses (so 3-7). After you have your free uses, the debuff will ALWAYS proc until rest. This one will have niche use if you only plan to use 3-4 times between rests (so r10), but is extremely useless in sustained situations as you will always proc the debuff.
Mist walker- The other good choice. The proc rate is random, at around 5-10%. However, this frees any dps without a class leap by giving them a free option. It also removes the dodge/mobility/spring attack tax on many melee dps. Great pickup on feat starved feat dps that dont get a leap from elsewhere. Downside is annoying, but rare enough thats its always a decent choice for a dark gift.
Touch of death- Only take this if you know in advance you want to only negative heal. This is usually only for people playing (solo) in the lower skull that want to self heal (< r6), or niche raids with undead tanks. This feat will make it so most healers in the game will let you die because they don't heal you enough. Might be a fun idea for an all undead group though….but almost always avoid taking it.
Web-Touched Wretch This used to be a great option for CC on ranged dps, but they lowered the proc rate on mobs from 10% to 2%. This is now a useless feat, as the downside is around
5% to proc on you. The chance to proc on mobs is no longer reliable enough to be worth taking.
🏹 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:
AlignmentLN (we gotta be lawful for monk, neutral to not die to unholy blights instantly
Dex20 Wis16 con16 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
1point blank shot, Shuriken expertise 2precision 3Precise shot, (monk philosophy doesn’t matter) 6Rapid shot, 10k Stars
9Quick draw 12Imp Crit Throwing 15Improved precise shot (nice aoe for reapers) 18Dodge (helps hit a high dodge cap) 21Combat archery 22Holy strike (shiradi cores) 24-Patience 25-Doubleshot 27-Watchful Eye 28-Embodiment of law 30-Improved martial arts, scion of ethereal 31Enhanced elemental dice 33Trick shot 34titans 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 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:
If you want a version that uses lammordian gearing, check out the relentless shuriken version.
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, emerald of imbue dice, Undying sapphire, Ravil’s, Sapphire of false life, Sapphire of dodge
Filigree layout:
Weapon: Raid Dex, Raid Dex, Raid RP, Crackshot (RP, to hit+dmg, reflex save), spines (RP, dex), Dreadbringer (RP), Treachery (Dex) Arti: Raid Dex, Raid Dex, Raid RP, Crackshot (RP), Dreadbringer (RP)
A note about the filigrees: Feel free to shuffle things around if you can hit 100 Dex, once you pass 100 the returns slightly fall off so investing more into flat dmg and RP will be 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 neutralharbinger 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:
1Point blank shot 3Rapid shot 4Follower of undying court (the deity don't do much, but this one means we don’t scroll res in raids) 5Grace of battle (cha to hit+dmg) 6Precise shot 8Energy Absorb (fire) 9Precision 10stout of heart (hp> sp on dps) 12Improved Crit (Ranged) 13Energy absorption (Cold) 15Quicken 18Nimber fingers, Energy absorption (Acid) 21Patience 22Holy strike 24Combat archery 25Doubleshot 27overwhelming critical 28Harbinger of chaos 30Watchful eye, Scion of ethereal 31legendary aim 33Trick shot 34Titans 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: 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 save), spines (RP, to hit+dmg), Wildhunter (Deception, RP), Long shadow (RP, To hit+dmg) Arti: Raid RP, Crackshot (RP), Wildhunter (Deception, 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:
AlignmentLN (we gotta be lawful for monk, neutral to not die to unholy blights instantly
Dex20
Wis18 con12 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.
1Shuriken expertise , Dodge
2precision
3Point blank shot , light stance (need for stun immunity)
610k stars, mobility
9Quick draw
12Imp Crit Throwing
15precise shot
18rapid shot
21Combat archery
22Holy strike (shiradi cores)
24-Patience
25-Doubleshot
27-Watchful Eye
28-Embodiment of law
30-Improved martial arts, scion of ethereal
31Harbinger of chaos
33Overwhelming critical
34titans 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)
If you want a version that doesn't use lammordian items, check out the trailblazer shuriken.
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 abs) 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
🏹 Repeater
Objectives of this build:
This is one of the highest performing builds in the game currently. Repeater benefits from a high rate of fire, has a fair bit of Doubleshot, and gets 3 hits from each active (note: hunt’s end only applies auto crit to the first bolt). This combines to make one of, if not the best dps in the current game state. This build is built to be a top tier dps first, with some survivability (it ended up being a bit more than expected), though it ended up getting moderate self heals for low skull/ Elite soloes.
I’ve also long debated going Dex vs Int, and I think INT is slightly ahead for a few reasons. That said, feel free to do a dex split and go 13 HW for trance.
1. Trance only costs 8 AP from harper vs 13 for HW.
2. Even though you likely end up going 12 Harper, you get a lot more from it (2 flat dmg, vs 2 vs favored evil outsiders/other favored you get).
3. Harper trance doesn't have charges.
4. HW tree is annoying to unlock compared to harper. (this is a minor issue if you just buy both)
5. Int gets more skill points
6. Int = higher spell power from spellcraft = better imbue scaling
That said, dex has better filigree options, and +4 from the tenser spell. I think both versions can work, play around and see which you prefer.
That said, Dex is almost certainly better for leveling, as you get dex to hit and damage with xbows at level 1 (as of u76), you need harper points and/or arti levels to get int.
Race:
Eladrin. This race gets the most DS and flat dmg. Starting at14 dex without dropping stats is also super nice for grabbing feats at level 1. If you don’t have racial comp, I would suggest any dex race to get lv 1 feats easily, with eladrin coming out on top with the full racial AP.
Class split:
12 arti/ 4 ftr/ 4 rogue. 12 Arti is a must on repeater for the expanded clip feat. 3 Fighter gets us the new +100% x3 shattering shot, 4 ftr gets 2 more damage and 2 rp. I’ve thought about the remaining 4 levels, and I think there are 2 options, depending on which you prefer(more self dps + defence vs more self heals+ party dps):
1. 4 rogue. 2 sneak dice for dps, but the important gain from this is uncanny dodge, and evasion in heroics. Makes the levelling process feel a lot smoother, and offers a lot of dps/defence at cap.
2. 4 more arti levels. This will let you get shot on the run (6 RP!) from the extra feat, as well as two level 6 spells. Deadly is much stronger than Greater Ele Weapons, so its a nice party buff
to have for yourself and raid groups. I plan on taking construct essence for the extra 0.5W in t5 battle engineer, so reconstruct offers self healing if you want to go that route.
Level order: This assumes the 4 rogue split: 1-2 Arti 3-4 Rogue (evasion early) 5-6 Arti 7Ftr (more fusilade) 8-15 Arti (gets the crit profile by lv 15) 16-18 Ftr (rounding out trees) 19-20 Rogue (most skill pts to cap heroics, largest skill choices means best way to spend skill pts )
Stats:
18 Int 18 Con 14 Dex Means we can take all the feats asap.
Chaotic neutralharbinger of chaos + not being destroyed by unholy blight.
Skills:
Tumble (movespeed) > Umd (scrolls)> [trapping skills: open lock, search, diable]>Repair (self heals)> spell craft (spell power)
Feats/feat order:
1Point blank shot 3Precision 6Nimble Fingers, Precise shot (arti bonus) 7Rapid shot (ftr bonus) 9Quicken Spell 11Extend spell (arti bonus) 12Improved Crit (Ranged) 15Construct essence, Improved construct essence (arti bonus) 16Weapon focus ranged (ftr bonus) 18Insightful reflexes, Weapon specialization ranged (ftr bonus) 21Combat archery 22Holy strike
24expanded clip 25Doubleshot 27overwhelming critical 28Harbinger of chaos 30Watchful eye, Scion of arborea 31legendary aim 33Patience 34Titans blood
Enhancements:
I prefer the battle engineer over any other t5 because the minimum spend in BE is 28 pts for the crit multi, 10 DS + 3 imbue, and fusilade. Note that this image is from a builder version that had tactical mobility costing 2 AP, so you will be spending 36 points to get the same layout. The active attacks in BE are amazingly strong aoe attacks. Shattering shot is similarly amazing for single target.
Round out the trees with DS (vkf+ inquis), deflect arrows (vkf), and of all things a fair bit into harper (HW for dex builds). For the 17 points into harper, we get back a trance, 1 int, 5 flat damage, 2 RP, and a (very relevant) favored enemy. Harper is actually one of the better trees for a mid tier splash (~ 15-20 pts gives a lot of dps stats).
Epic destinies:
This is the most common ranged layout to get the maximum dps, identical to 90% of ranged dps (shuri being the oddball). The raw stats + evasion out of shadowdancer, Shiradi being the overall best ranged tree by a large amount, fate having the best ranged epics strike and synergizing with the shiradi mantle sonic dmg.
Gearing:
I found a really solid layout that uses no rare items, and no more than 1 item per raid! There are better versions for sure, but this one uses no autumn equinox (which would be used on a BiS layout). I build for Int, replace anything that says int with Dex. The one odd thing many of you might spot is goggles of the warrior. I wanted sight beyond, but archer goggles didnt give any stats I didn;t already have, and the quality tactics has a use with the artificer active attacks.
A lot of the lammordian augments here are luxury, such as quality accuracy/con, false life is similarly only +7 hp over the bracers (after % scaling). You can easily use this gear without every lammordian aug if you have the important ones (int, con, damage).
Helmet: Lammordian Bowler (Ins Int/Quality damage/Int/ Ins Prr) Trinket: Gem of many facets (Armor piercing/Sheltering/ins seeker) -Vulkoor’s might Set Necklace: Night brigade neck (G marksman/Accuracy/DS/ins DS) Goggles: Goggles of the warrior (Q tactics/ sight beyond/ Ins fort bypass) Armor: Gravekeepers light armor (Good luck/Healing amps/profane tactics/ rebellion) Cloak: Lammodrian nimble cloak (Q DS/ ins mrr/False life/Quality accuracy) Bracers: Bracers of the claw (parrying/ fortification) Belt: Ophael’s cincture (Seeker/ deception/Ins con) Boots: Greaves of season’s warding Gloves: Gloves of the coldlight walker (im deception/positive spell crit dmg/Quality Con) Ring 1: Ring of mystic Int (Q deception /Q int) Ring 2: The band of Binding (Leg paralysis, Con/ damage/ Sunder) Weapon: Lash, Arbalest of arcs Offhand: Dinosaur bone runearm (profane DS+ speed/ profane sneak dice/meltfang/ spell cost reduction)
Solar gems (4)+ Aug sets (up to 3), roughly in priority order: Doubleshot, Ranged power, sneak dice, Int, Fortification bypass, imbue dice, Prr, Mrr cap
Lunar gems: Ranged power, Int, Weapon damage, Prr, Mrr (if not capped), Accuracy (if mrr capped)
Important augments (from most to least) : Legendary moment to legendary moment, Topaz of ranged power, Festive Int, emerald of imbue dice, Undying sapphire, Sapphire of dodge , Ravil’s recipe, feather falling
Filigree layout:
If you want to understand why I make these choices for filigrees, check out the How to pick filigrees section under non-build guides. In this pacific layout, due to repeater’s high attack rate, I gave up 10 ranged power from 4 pc spines for 4 pc shattered device. This debuff (10Prr+mrr) will almost always be upkept by a repeater, and is a huge buff to dps in raids and reapers alike.
Shattered device filigrees are very hard to find, but even using non-rare versions for this build is very worthwhile.
Weapon: Raid RP, Crackshot (RP, to hit+dmg, reflex save),Wreath of flame (RP), Wildhunter (Deception, RP), Shattered device (RP, att+dmg, fort bypass) Arti: Raid RP, Crackshot (RP), Wildhunter (Deception, RP), shattered device (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 swash bard
Objectives of this build:
This is a pet build of mine. It isn't a top tier dps but the goal is to have fun, while still being optimized for r10 play. This is built to be an r10 dps and cc, but it also has decent tankiness and offheals. I’m going to make this fairly detailed as an exercise to how endgame builders tend to do things, as well as why we make the choices we do. This build leverages the extra Cha scaling on tactics from pdk with a short sword to achieve some of the highest DC’s in game, meaning that using this build on a lower life toon is quite possible.
As always, if you spot any issues or find something better, feel free to share.
The first question is fighting style. Since we are bard, swf makes the most sense. We can use swashbuckling to get a good crit profile, and everyone likes high attack speed. I will be using a buckler rather than empty offhand for 3 reasons. First, Perfect shield mastery. This feat gives us 10% doublestrike, which should easily cap us on this stat. The extra prr is a nice bonus. Second, Shield bashing. If you have enough passive shield bash, you get all the on hit goodies, even with no investment into shield damage, the 40-50 extra hits per minute from going tier 5 Divine Crusader will add up. Lastly, an extra item slot. In general, losing an offhand loses an item slot, which means you have four less stats you can grab, as well as two augment slots. There are two strong bucklers currently, more on that under items. There might be a fun option to go orb bashing on this build with the extra feat, but personally I like capping the doublestrike without too much investment. We wanted to be cha based from pdk, and swashbuckling, there is only one weapon type that pulls this off: Short Swords.
Race:
Pdkgets cha to hit and damage from its tree, massive tactics, the extra feat is quite nice on this build. For Cormyr! is a nice bonus if you have the racial AP.
Class split:
15 bard, 4 ftr, 1 Fvs
I’ve been back and forth on losing a few bard levels, and the fighter levels are just so good with the changes to kensei (u76). This build gets a LOT more dps now, leveraging opportunity attack plus the new shattering strike and reed in the wind. Ftr also works wellas this is the base PDK class on iconics. Reed is currently bugged (it buffs the mobs you hit as well), but will be fixed soon….
Otherwise, we want as many bard levels as possible to maximize the cc Dc and duration. Fvs is here for the trance.
Personal order is: 1 Ftr (base pdk class) 2-11 Bard 12Ftr 13Bard (gets the lv 12 core at lv 15) 14Ftr 15Fvs (trance at 15 with iconic) 16-17 Ftr 18-20Bard (ends with more skill pts in case you messed up on the spend)
Stats:
18 Cha, 16 dex, 16 con All level ups into Cha Dex is for the spring attack and precision line, you can drop to 14 as needed. CN or CG for alignment, like CG because I will be using the DC mantle. All ASI into Cha
Skills:
Balance (swf line) > perform(bard+ sonic sp)> tumble(movespeed+ dodge)>Umd>Heal> Bluff/intim/Diplo
Feats/feat order:
Some general notes: I take precision over power attack because fortification bypass is important in modern content. Every build I use has to have some sort of leap ability, spring attack fits nicely and this build has decent dodge so will benefit from the pre-reqs. Improved shield bashing I quite like for the dps it provides (typically you can get ~ 65% offhand bash chance without too much investment).
Recall that we are starting at lv 15. 1Dodge, Mobility, SWF 3-Precision 6Improved shield bash 9Spring attack 12Improved Crit (piercing), imp SWF 15Greater SWF, FAvored of (doesnt matter) 17Whirlwind attack 18Weapon focus (Piercing) 21Inspire excellence 22Doublestrike 24Overwhelming critical 25Perfect SWF 27Epic Damage reduction 28Embodiment of law
30Patience, Scion of Arborea 31Shield Mastery Specialty 33Weapon specialization (Piercing) 34Titan’s Blood
Enhancements:
The PDK Racial tree, we get all the goodies. Cha to hit+ dmg, extra cha to tactics, healing amp, and of course, for cormyr. Warchanter is an expensive tree, but it's very worth the return. Swashbuckler has one of the best non 200% scaling imbues, deflect arrows, swashbuckling crit profile, as well as uncanny dodge, a nice defensive clicky.
Kensei is the new addition, with damage, mp, and really strong active attacks and haste boost. One of the few builds that doesn’t need vkf. Round it out with some free stats from harper, trance from WP.
Epic destinies:
DC t5 is a no brainer, shield bashing+good mantle solidifies the tree as our core tree. 18 bard will get 9 religious lore, meaning t5 DC also gives 4 prr and AC. DC is also why I took embodiment of law, the 14d6 scaling 200% on every hit (including shield bash) adds up fast.
I plan on using light armor, so Shadowdancer for evasion is the second choice. Shadowdancer also has solid Dps, and since we are swf the t4 debuff will frequently proc.
I plan on using crusade as my epic strike for three reasons:
1. It offers good cc vs everything, and you will hit no fail DC
2. Its a good party buff in raids
3. It frees up my third ED to not feel forced into Fury to grab cutter
This means the Third ED is up to personal preference. I will make an argument for the ones I use, but feel free to play how you like.
Option 1: Legendary Dreadnaught.
LD provides even more tactics DC’s, more action boosts and dps options. Once of the nicer things here is taking the 10% attack speed under action boost, making the racial melee power boost a lot better. This options ends up with something crazy like 40 action boosts (20 haste, 20 melee power)
Option 2: Fatesinger.
Harmonic resonance helps our imbue, swf+reign is strong interaction, gets more free threat reduction, has some more +dmg for you and the party. Slightly less doublestrike, but that isn't an issue on this build if you have the past lives.
Option 3: Unyielding Sentinel
Picks up a fair bit of prr and healing from hands and renewal at the cost of some (not much) dps. More of a flavour pick, but nice when I’m in an all-melee party.
If you have less ED points, I recommend dropping from the third tree first (and keeping SD+DC)
Gearing:
First question around gearing is usually the core set, and artifact. In this build, I will be using the autumn equinox as my artifact. We need a source of meltfang, and this is a good option. We get 9 natures lore feats (bard op), which translates to 2 damage. Its not a lot, but it adds up. If you aren't mega spooned with this artifact, feel free to use a Din oring or similar. The only loss is meltfang (see the next section).
A quick note about lammordia: This build can try to fit lammordia, but the current gear here is very optimal. We cannot swap out trinket since we need shield bashing.
Bucklers: Frostforged buckler is a fantastic item on this build, giving guardbreaking and insightful prr. We can also craft meltfang, what an amazing item. The bypass will only apply to the shield, so its mostly going to be useful for the 16d6 on shield bash.
Short swords: There are two options for the weapon, both of which work. Finality is a sunblade, meaning it gets some strikethrough, and negation is quite solid vs trash. For raw dps, undying age is the clear standout. This is a personal choice, if you want to spec more for raids or more for reapers. Put whichever LGS you like on it (if you solo use dust). Calamitous is the best option for people without the autumn equinox.
Lastly, the core item set. For raw sets/items, there are a few options here. For now I only have two, but I’ll try to update as I find better options. This decision dictates the remainder of the gearing, so I will provide a full gearing layout for each.
With Lammordia no rare items. Helmet: Helm of Sun’s wrath Trinket: Gem of many facets (Sheltering/Diversion/ Ins fortification)raven set Necklace: Black dynamo (Doublestrike/ Deadly 12 ) Goggles: Legendary goggles of the berserker Armor: Gravekeeper (Healing amp/profane tactics/Sunder) Cloak: Lammordian heavy (Q DS/ Cha 15 /Quality deadly 3) Bracers: Rocard, Champion’s Cuffs (Ins Cha 7) Belt: Ophael’s cincture (Ins dex 7) Boots: Greaves of season’s warding Gloves: Ravens talons Ring 1: Legendary Mystic ring of Cha Ring 2: Ludendorf Class ring (Con 15/ Accuracy 23)
Weapon: Finality (LGS of choice) Offhand: Frostforged buckler (meltfang/ silver bypass)
Solar gems + Aug sets , roughly in priority order: DS, MP, Cha, Sneak dice,Imbue dice, Prr, Fortification bypass, Mrr cap, Lunar gems: Melee power, Cha, weapon dmg, Prr, Mrr Important augments (from most to least) : Legendary moment to legendary moment, Topaz of swiftness,Festive Cha, emerald of imbue dice, Undying sapphire, Ravil’s, Sapphire of false life, Sapphire of dodge, Emerald of greater smiting, Globe of true imperial blood,
Augs: Solar/set : Doublestrike, melee power, Charisma, fort bypass, Imbue dice, Prr, sneak dice, helpless dmg Lunar: Melee power, weapon dmg, Prr, Mrr Other: Topaz of swiftness, Accuracy, Hamp, Moment to moment, festive Cha, festive con
The next two layout are geared towards people that do not have access to lammordia, if this applies to you, you can use the dinosaur bone buckler for meltfang.
Devils infernal Dance. This set gives 5 set stats for 3 items (Cha/Con/ DS/mp/fort
bypass).
Helm: University champion (devils infernal dance)deadly/seeker/accuracy/ fort bypass Neck: Dracolich’s eyeIns cha/relentless fury/ ins deception Trinket: Periapt of strins seeker/ q seeker Goggles: Night brigadeCha / Quality Cha / Mrr Armor: Bulwarks reinforced shirtFom/parry/fortification/prr Cloak: University DuellistQ acc/ Q deadly/ Ins fort bypass Bracers: Unseen assassinImp deception/deception Belt: Strap of savvinessIns Cha/profane well rounded/exceptional hamp Ring 1: Dinosaur bone artifact (Con 15/ deadly 12/ Prr 38) Ring 2: Mystic Con ringQ con/Q deception Boots: Grieves of season’s wardingelemental absorbs Gloves: Gauntlets of the storm reaverThunderclap/ins sheltering
Augs: Solar/set : imbue dice, Prr, sneak dice, helpless dmg Lunar: Melee power, weapon dmg, Prr, Mrr Other: Con, ins Con, Hamp, Melee power, Moment to moment, swordcrossed topaz
Dread Stalker. This set gives 4 set stats for 3 items (sneak dice, MP, DS, helpless), as well
as a solid cloak (ins Seeker+ ins Deception) and fully customizable helm+armor. Lots of the stats here overlap with a dinosaur buckler, so feel free to use a different buckler in that case.
Helm: Dinosaur (dread stalker)False life, accuracy, stunning, relentless fury Neck: Cranium sphereCon / quality con / fortification Trinket: Gem of many facets (raven’s eye)Fire absorb / Cold absorb / Insightful physical sheltering Goggles: Night brigadeCha / Quality Cha / Mrr Armor: Dinosaur bone outfit (dread stalker)Extraplanar shadow/ goldfang/sunder/fort bypass Cloak: Dread stalker cloak (dread stalker)Ghostly/ Insightful deception/Insightful seeker Bracers: Flourishing FaunaQuality DS/ True sight Belt: Strap of savvinessIns Cha/profane well rounded/exceptional hamp Ring 1: Autumn equinoxMeltfang/ insightful DS/insightful resistance/ bloody thorns Ring 2: neglected wedding ringDeadly/Imp deception/FoM Boots: Death’s deferral Quality deadly/ uncon range/ ins Con Gloves: Raven talons (raven)deception/seeker
Augs: Solar/set : imbue dice, Prr, Charisma, fort bypass Lunar: Melee power, weapon dmg, Prr, Mrr Other: Hamp, Melee power, Moment to moment, sapphire of defence, swordcrossed topaz
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.
Lv 1: Lv 2:invisibility Lv 3: good hope, haste, remove curse Lv 4: break enchant (relentless+LoB), dd, FoM
⚔ 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:
Aasimarthe pure +dmg and melee power + vuln stacking. There’s a decent argument for Dhampir but Aasimar comes out on top for pure dps.
AlternateHorc. 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.
1SWF, Onatar 3power attack 6Imp SWF 9Imp crit (slashing) 12Greater SWF 15cleave
18great cleave 21Patience 22Doublestrike 24Overwhelming critical 25Perfect SWF 27Improved shield bash 28Embodiment of law 30Epic DR , Scion of Arborea 31Harbinger of chaos 33Offhand versatility 34Titan’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 have to drop points, 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:
With Lammordia Helmet: one of the lammordian helm (Ins ele absorb of choice/Doublestrike 17 /Accuracy 23) Trinket: Gem of many facets (Sheltering/ shield bash/ Ins fortification)raven set Necklace: Black dynamo (Str 15 / Deadly 12 ) Goggles: Legendary goggles of the berserker Armor: Gravekeeper (Fortification/profane tactics/Sunder) Cloak: Lammordian heavy (Q DS/ Cha 15 /Quality deadly 3) Bracers: Rocard, Champion’s Cuffs (Ins Cha 7) Belt: Ophael’s cincture (Ins Str 7) Boots: Greaves of season’s warding Gloves: Ravens talons Ring 1: Legendary Mystic ring of Str Ring 2: Ludendorf Class ring (Con 15/ Quality Cha 3) 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 + Aug sets , roughly in priority order: DS, MP, Imbue dice, Str, Sneak dice, Prr, Fortification bypass, Mrr cap, Lunar gems: Melee power, Str, weapon dmg, Prr, Mrr Important augments (from most to least) : Topaz of swiftness, Legendary moment to legendary moment, Topaz of melee power, Art of sabotage, Sapphire of healing amplification, emerald of imbue dice, Undying sapphire, Ravil’s, Sapphire of false life, Festive Str, Sapphire of dodge, Emerald of greater smiting, Globe of true imperial blood,
PreLammordia 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, 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). Sanctified fervor helps us fill out the 5 pc set using raid filigrees, since the other half of that gives +2 imbue dice. The rest is a standard melee layout of 4 pc dread, 2 next fall, and treachery to hit -100% threat
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.
Lv 1: Divine Favor, Bless Lv 2: Righteous command, Angelskin
Lv 3: prayer Lv 4: Zeal holy, sword
⚔ TWF 15 Paladin 5 Dragonlord
Objectives of this build:
The goal of this build is to make a top tier single target dps for raids that performs somewhat well in reaper 10s. This build requires some swapping and active play. If you want a more relaxed experience, I recommend pure paladin.
Race:
Half-orc This is a high melee power build that works well with horc flat damage. The bonus helpless damage works very well with roar. The horc auto crit that applies to both hands is just the cherry on top.
AlternateAasimar and dhampir are both perfectly adequate alternatives.
Class split:
15 paladin offers zeal, holy sword and a nice stack of melee power. 5 DL offers an excellent crit profile, roar and a leap.
Stats:
16 con 20 str 16 dex
All level ups into Str. We have to be LG for paladin.
Skills:
Tumble (movespeed)> umd (scrolls)
Feats/feat order:
I take 5 levels of dragonlord and then 15 of paladin for simplicity’s sake. The order doesn’t matter that much as long as you can hit all the feat requirements
Enhancements:
There are a few options to run here. While vistani capstone is more raw single target dps and the version I usually prefer, smites are very good and KOTC is the set up I’m mainly going to cover in this guide.
Epic destinies:
Both T5 Legendary dreadnought and T5 crusader are viable here, but I tend to favor T5 crusader for the sustained dps, crusade buff on smite and synergy with favored weapons. Crusader is the mathematically right answer, but Dreadnought offers infinite action boosts and higher burst which might be a higher priority in some situations. The rage heal from fury of the wild on primal scream is a great tool for general play, if you find yourself with a reliable healer always, feel free to invest those points elsewhere.
Gearing (prelammordia):
Gearsets right now are determined by luck with boosts/curses. I have a very good devil’s infernal dance set and I find it easy to farm so this is the one I’m going to show here. The weapons are a harder thing to choose. The scimitars are very good with 14-20 x5 19-20x8. Battle axes are more fun with bigger crits and the daze on crit from clatter with a profile of 16-20x6 19-20 x9. It’s all dependent on choice and availability. Either run 2 Kindling, twin flames of the city while making sure to grab the favored scimitars from divine crusader, or run Clatter, the blunted edge in the main hand and Undying age Battle axe/longsword in the off hand.
Helmet: Legendary University champions helm (devils infernal dance) Trinket: Gem of many facets (DS/Sunder/ 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: Undying Baxe/longsword (they are functionally the same weapon)
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
Gearing (lammordia):
This layout is slightly more defensive, but if you have better curses on earlier stuff, it's worth more than the slight upgrades here. If you are starting from scratch or min/maxing, this offers the highest potential. There was some debate about adding meltfang, but I ended up deciding to not use rare loot at all for this layout. There is likely a better layout with autumn equinox but if you want that, go look at the other melee files. This layout also aims to minimize raid items as a fun exercise for myself. This layout also grabs charisma because of paladin saves, and should have a fairly high con. Great gearing for a first lifer
With Lammordia Helmet: one of the lammordian helm (Ins ele absorb of choice/Doublestrike 17 /Accuracy 23) Trinket: Gem of many facets (Sheltering/Fort bypass/ Ins fortification)raven set Necklace: Black dynamo (Str 15 / Deadly 12 ) Goggles: Legendary goggles of the berserker Armor: Gravekeeper (Fortification/profane sneak dice/Sunder) Cloak: Lammordian heavy (Q DS/ Cha 15 /Quality deadly 3) Bracers: Rocard, Champion’s Cuffs (Ins Cha 7) Belt: Ophael’s cincture (Ins Str 7) Boots: Greaves of season’s warding Gloves: Ravens talons
Ring 1: Legendary Mystic ring of Str Ring 2: Ludendorf Class ring (Con 15/ Quality Cha 3) 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: Cataclysmic battleaxe (Except str/ ooze/bypass material of choice/acid attune)this is the good ooze with no summons
Solar gems + Aug sets , roughly in priority order: DS, MP, Imbue dice, Str, Sneak dice, Prr, Fortification bypass, Mrr cap, Lunar gems: Melee power, Str, weapon dmg, Prr, Mrr Important augments (from most to least) : Topaz of swiftness, 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, Festive Str, Sapphire of dodge, Emerald of greater smiting, Globe of true imperial blood,
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)
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.
Lv 1: Divine Favor, Bless Lv 2: Righteous command, Angelskin Lv 3: prayer Lv 4: Zeal holy, sword
⚔ SWF Barb Chains
Objectives of this build:
Many of you may have experienced the joy of using the chain and greater chain of shadar kai. This is a build that optimizes that for reapers and raids.
Barbarian is a class that is super tanky, a focus of this build, while offering a massive amount of flat damage. Combining this with the melee power for wielding a kukri or dagger in vkf yields a solid dps. SWF further plays into the massive str of barb by offering higher scaling off the STR mod. Kukri has a very large crit range, synergizing well with Barbarian granting +2 crit multi.
Yes, there is a great pure barb version of this, but I want to post something with around the same dps that doesn’t require a +1 heart to play.
Race:
Shadar kai. This is a chain build. For those unfamiliar, Shadar kai is an awesome race, offering 2 sneak dice and a racial leap (yay saving feats). Have I mentioned chains yet?
Class split:
18 barbarian, 1 Favored Soul, 1 Rogue. Barbarian’s flat damage plus the melee power from vistani with favored soul trance. Rogue is here to give us +1 sneak dice and to not have to burn a heart.
If you really wanted to use a heart, change rogue to DH (+1 favored enemy, Abberration or dragon), or 1 DL (+3 haste boosts from ravager)
Lv 1Rogue (no heart) 2-14Barbarian 15Fvs (iconic so starts at 15, grabs trance) 16-20Barb
Stats:
18 Str, 18 Con, 12 Wis (wis trance). This is gonna be not just big dps, but can break over 5k hp with all past lives/reaper pts.
Chaotic neutral to take advantage of harbinger, and not die to unholy blights
Skills:
Balance (swf line) > tumble(movespeed+ dodge)>Umd
Feats/feat order:
This is an iconic toon, you start at lv 15. Racial leap means we dont need spring attack line
1SWF 3-Power attack 6Weapon focus (slashing) 9-improved SWF 12Improved critical (slashing) 15Greater SWF , Favored of (any, doesnt really matter) 18offhand versatility (this feat is really good to use no offhand with barb’s massive str) 21Overwhelming critical 24epic barbarian DR (we want chonky) 25perfect SWF 27Epic damage reduction (more chonk) 28Harbinger of Chaos 30Patience, Scion of arborea 31Legendary toughness (I think you know how tanky this is gonna be) 33Epic reflexes (if you can hit 70+ reflex saves)// Weapon focus (piercing) 34Titans blood
Enhancements:
4 warpriest to grab (wis) trace. Feel free to use cha if you can get that higher (you get -2 to Cha from SDK). 5th core and t5 FB because +2 crit is amazing and the 5th core is insanely strong. Capstone vkf because we want to use kukris with the massive crit stuff, and its a ton of flat dmg, MP, DS, defensiveness, etc.
3 into Ravager because its 3-4 flat dmg, this is the most flexible of the AP to drop, or use on another class if you use a lesser heart.
If you have to drop points, I think the first to go is 1 point in shadar kai (the incorp) since this is only there for racial completionists. Similarly, I think Assassin's mark (t4 racial) is useful, but will have to be dropped.
After that I think the next to go is the VKF capstone, followed by a lot of the filler points in that tree (balance, bleeding cuts, the 5th core), then the VKF STR points (24 vkf would be enough to grab the DS and MP when swf in t4 ).
Epic destinies:
T5 fury doesn't grant the extra Ubercrit multi. Thus t5 LD is the next best t5.
Fury will be secondary for all the raging, DS, cutter, and shadowdancer third for evasion, sneak dice, and nice +stats. As a kukri build, the vistani strike will easily help us cap our DS, meaning we don't need to invest as much in ED’s to achieve 100%.
With reduced ED points, Remove the points from Shadowdancer first, down to the third core and DS in t3 (will cost 13 AP to grab these). Then start removing points in t4 Fury (if you can keep the heal on primal scream is nice for solo/low skulls, otherwise you can drop all 3 ranks).
Gearing:
The best dps kukri in game atm is undying age. However, to spare us the 120 barrier frag lockout, we can use maw, dracolich’s bite. This is actually a decent alternative for reapers, as barb has fairly low fort bypass (the +5 helps us) and both the paralysis and guardbreaking work well with our aoe chains. Pick whichever you want (or have access to). Alternatively, use undying for raids, maw for reapers if you can afford to use both.
Lammordia gearing:
One quick thing, the ideal layout here will use a single rare item, the autumn equinox. This ring is a massive dps gain for barbarian, graving 4 flat and 1 % DS over any other insight DS items. If you can pull it, awesome but I also recognize the rare item system is discouraging and boring to farm. The first layout will utilize this artifact, the second will not.
Helmet: Lammordian something helm (ins Str 7/ins prr/Doublestrike 17/Deadly 12) Trinket: Periapt of strength (Str 15/ ins seeker/ q seeker) Necklace: Black dynamo (Ins con/ins for bypass/ con 15/Seeker 15) Goggles: Berserker (lifesealed/bloodrage/ relentless fury/ghostly) Armor: Gravekeeper's Light (fortification/ profane sneak dice/ prr/good luck/ displacement) Cloak: Lammordian heavy cloak (quality DS/ins mrr/Trance stat 15 /Quality deadly) Bracers: Unseen assassin (deception/ imp deception) Belt: Wild wisdom (or whatever ins trance stat) Boots: Greaves of season’s warding Gloves: Storm reaver (thunderclap/elec resist) Ring 1: Legendary ring of mystic str Ring 2: Autumn equinox (Bloody thorns, Ins DS/ meltfang) Weapon: Maw, Dracolich’s bite (your choice of LGS, Dust>vuln>ash, the oozes from the summons mess up raids). I’ve been finding that maw is better cc in lammordia than goldcurse. Offhand: Empty Quiver : Alacrity (ins deception)
Solar gems (5)+ Aug sets (up to 4 ), roughly in priority order: DS, melee power, Str, fort bypass, Imbue dice, sneak dice, Prr, Mrr, cap, Mrr Lunar gems(4): Melee power, weapon dmg, Prr, Mrr
Notable augs: Moment to moment, melee power, healing amp, festive str, emerald of imbue dice, swiftness
Helmet: Lammordian something helm (ins Str 7/ins prr/Doublestrike 17/Deadly 12) Trinket: Periapt of strength (Str 15/ ins seeker/ q seeker) Necklace: Black dynamo (Ins con/ins for bypass/ con 15/Seeker 15) Goggles: Berserker (lifesealed/bloodrage/ relentless fury/ghostly) Armor: Gravekeeper's Light (fortification/ profane sneak dice/ prr/good luck/ displacement) Cloak: Lammordian heavy cloak (quality DS/ins mrr/Trance stat 15 /Quality deadly) Bracers: Unseen assassin (deception/ imp deception) Belt: Wild wisdom (or whatever ins trance stat) Boots: Greaves of season’s warding Gloves: Storm reaver (thunderclap/elec resist) Ring 1: Legendary ring of mystic str Ring 2: Autumn equinox (Bloody thorns, Ins DS/ meltfang) Weapon: Maw, Dracolich’s bite (your choice of LGS, Dust>vuln>ash, the oozes from the summons mess up raids). I’ve been finding that maw is better cc in lammordia than goldcurse.
Offhand: Empty Quiver : Alacrity (ins deception)
Solar gems (5)+ Aug sets (up to 4 ), roughly in priority order: DS, melee power, Str, fort bypass, Imbue dice, sneak dice, Prr, Mrr, cap, Mrr Lunar gems(4): Melee power, weapon dmg, Prr, Mrr
Notable augs: Moment to moment, melee power, healing amp, festive str, emerald of imbue dice, swiftness, accuracy
Lammordia: no autumn equinox
Theres no easy way to get meltfang, so we drop it entirely. With a dagger/kukri, we should easily cap DS without insightful DS thanks to the new cloak.
Helmet: Lammordian something helm (ins Str 7/ins prr/Doublestrike 17/accuracy 22) -special delivery Trinket: Hydra’s heart (Str 15/sheltering/false life/profane hp) Necklace: Black dynamo (Ins con/ins for bypass/ con 15/Seeker 15) zoo creeper Goggles: Berserker (lifesealed/bloodrage/ relentless fury/ghostly) Armor: Gravekeeper's Light (fortification/ profane sneak dice/ prr/good luck/ displacement)wilderness red names Cloak: Lammordian heavy cloak (quality DS/ins mrr/Trance stat 15 /Quality deadly) Bracers: Unseen assassin (Deception/ imp deception) Belt: Wild wisdom (or whatever trance stat you use) (ins trance stat/ profane all stats/ ex hamp) Boots: Greaves of season’s warding Gloves: Storm reaver (thunderclap/elec resist) Ring 1: Legendary ring of mystic str Ring 2: neglected wedding ring (FoM/ deadly) Weapon: Maw, Dracolich’s bite (your choice of LGS, Dust>vuln>ash, the oozes from the summons mess up raids). I’ve been finding that maw is better cc in lammordia than goldcurse. Offhand: Empty Quiver : Alacrity (ins deception)
Solar gems (5)+ Aug sets (up to 4 ), roughly in priority order: DS, melee power, Str, fort bypass, Imbue dice, sneak dice, Prr, Mrr, cap, Mrr Lunar gems(4): Melee power, weapon dmg, Prr, Mrr
Notable augs: Moment to moment, melee power, healing amp, festive str, emerald of imbue dice, swiftness, sheltering
No lammordia:
Helmet: Legendary University champions helm (devils infernal dance)
Trinket: Severed tentacle Necklace: Dracolich’s eye (Con 15) 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: Gauntlets of the stormreaver Ring 1: Legendary ring of mystic str Ring 2: Cannith crafted (Sheltering/x/ Insightful constitution) Weapon: Maw, Dracolich’s bite (your choice of LGS, Dust>vuln>ash, the oozes from the summons mess up raids) Offhand: Empty
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, Festive Str, Sapphire of dodge Emerald of greater smite, Globe of true imperial blood, Sapphire of resistance, feareater,
Filigree layout:
Weapon: Raid Str, treachery(threat reduction), dreadbringer (Str/MP/Tactics), , Next fall (MP, Att+dmg), shattered device (MP, Str//Att+dmg), sucker punch (MP) Arti: Raid Str, treachery (threat reduction or MP if you can hit -100% without), Dreadbringer (MP), next fall (MP), Shattered device (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:
Neither of these are super important, but I recommend taking nightshield for the magic missile immunity, and bless for the extra 1 to hit/skills
⚔ 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:
1Druid , Power attack 2Druid, Wild shape bear 3Druid, Natural Fighting 4Fvs, Follower of (doesnt matter) 5Fvs , (also doesnt matter) of battle 6Two handed fighting (access to FB strikethru line) 9Natural fighting 12Improved critical (slashing) 13(Druid feat) Wild shape wolf 15Natural fighting 18Dodge (Weapon focus (slashing) on toons without tomes) 21Mobility (Toughness) 2122Doublestrike 24-Patience (its absolutely worth on falchion bear) 25Perfect natural fighting 27Epic Barbarian DR 28Harbinger of chaos 30Overwhelming critical, Scion of Arborea 31Wild force (fast bear is fun bear) 33Spring attack (weapon focus (bludgeoning)here for 2 MP) 34Titan’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
the tankiest dps in the game.
Rounding out the AP spend, we have 9 points in Nature’s defender for some melee power and defenses (note that this defensive stance doesn't give threat gen ), 8 in war soul (haste boost+ trance). Since we dont use any universal trees, feel free to use them in harper (+2 to hit/dmg), vkf (+2 to hit/dmg vs undead) or falconry (+2 to hit/dmg vs animals). Harper is the clear winner here, but if you have 2 universal AP not 3 vistani is a decent choice.
Full AP:
No extra AP:
If you don't have the tomes/past lives, feel free to drop points from the racial tree (entirely) and two from harper, grab an extra flat dmg from war soul.
In intermediate AP splits, prioritize grabbing the racial tree first, specifically the power attack upgrade in t3. Drop the 1 flat in t2 war soul (the middle) if that makes you able to spend points in the upgrade power attack.
Epic destinies:
There are two options here, I will present both. Fury and LD will be our main two trees, and GMoF the third (deflect arrows, plus its a really solid third tree). The loss of shadowdancer is annoying, but this build doesn't get improved deception and has no way to strip sneak attack immunity solo, so shadowdancer doesn't actually do a ton if we are solo. In raids, the boss will always be sneak attackable, since it should not be attacking the dps, and even if it is most dps toons will carry some form of passive sneak attack immunity stripping (t4 SD, improved deception, etc). GMoF also grants arguably the best melee mantle, 1W, helpless dmg, and 15% action boost speed.
T5 Fury setup is much more reaper focussed, granting much more tankiness and burst dps for bosses, as well as some cc option in the great leveller (and trip if you are playing below ~ r5 this should land well enough). T5 LD is a more raid focussed option, with some burst dps but allowing you to spam haste boost for the entire raid to sustain dps over several minutes. Both options are great, play around with both and pick the one you prefer.
Full comp t5 Fury (my personal favourite):
No extra ED points t5 Fury:
T5 LD, no extra ED points: This one is kinda awkward, and has to drop gmof mantle to grab the good things (heal on rage/scream in primal mostly), thus ends up with LD mantle.
Full comp t5 LD
Gearing (without lammordia):
As usual for melees, devils infernal dance is an amazing core set with solid items. The only major item for bear specifically, is bracers of flourishing fauna. Bone paws with a falchion is an extra 11 damage, and druidic survival mastery is another 9 on this build (this is more damage than almost any single item can give). For artifact, the clear winner is autumn equinox. However, this is a rare item. If you do not wish to struggle with farming out rare items, feel free to use a Dino artifact or any other ring artifact you see fit as the only loss here is meltfang (which is a fair bit of dps, but oh well). Another option here is to use a dino bone necklace, and the alchemical acid ring from master artificer.
Falchions have the best crit profile, so we use Omen (easy to get, and arguably BiS).
Helm: University champion (devils infernal dance)deadly/accuracy/ fort bypass Neck: Cranium sphereCon/q Con Trinket: Periapt of strins seeker/ q seeker Goggles: Berserker -relentless fury/lifesealed/bloodrage/ghostly Armor: Bulwarks reinforced shirtFom/parry/fortification Cloak: University DuellistQ acc/ Q deadly/ Ins fort bypass/Ins DS Bracers: Bracers of flourishing fauna (bone paws, Q DS, druidic mastery) Belt: Ophael’s cinctureDeception/ seeker/ins deception/ ins Str (con, see gloves) Ring 1: Autumn equinoxMeltfang Ring 2: Mystic Str ringQ Str/Q deception Boots: Grieves of season’s wardingelemental absorbs Gloves: Gloves of the resilient (strong also works here) -ins con(str)/speed/ prr
Augs: Solar/set : imbue dice, Prr, sneak dice, helpless dmg, your pick of mrr/mrr cap/ helpless/ etc Lunar: Melee power, weapon dmg, Prr, Str, Mrr Other: Hamp, Melee power, Moment to moment, swordcrossed topaz,Sheltering (for mrr)
Gearing (lammordia):
Uses wis trance
Helm: Lammordian there are too many names (any ins absorb/ ins prr/deadly/Con 15) Neck: dracolich's eye (in Str/ ins deception) Trinket: Periapt of str (str/ins seeker/q seeker) Goggles: Raven sight (ins wis) Armor: gravekeepers (fort 160/sneak dice/good luck/natural armor/Prr) Cloak: Lammordian idk the names ( profane hp / ins mrr/Acc /DS 17) Bracers: Bracers of flourishing fauna (bone paws, Q DS, druidic mastery) Belt: baron bandolier (bloodrage/ false life/q deadly / Wis 15 ) Ring 1: Autumn Equinox (meltfang/ ins DS ) Ring 2: mystic Str (q Str/ q deception) Boots: Grieves of season’s warding (elemental absorbs) Gloves: raven (seeker/deception)
Augs: Solar/set : DS, MP, str, fort bypass, Prr, sneak dice, helpless dmg,imbue dice, your pick of mrr/mrr cap/ helpless/ etc Lunar: Melee power, weapon dmg, Prr, Str Other: Hamp, Melee power, Moment to moment, swordcrossed topaz,Sheltering (for mrr)
Spells:
The spells listed here are the ones that are integral to the build. After these spells are taken, feel free to pick ones you like:
Fvs: 1: nightshield, (bless if solo)
Druid: 1: ram’s might, maul(note It is an intimidate check and will thus generate threat ) 2: Gust of wind (nice to clear clouds, etc) 3: Shred
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:
AlignmentN. 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.
1Protector bond, Maximize spell, follower of Sovereign Host 2Grace of battle (tho doesnt matter a ton) 3Quicken Spell 5Energy Absorb (Fire) 6Empower spell 7Stout 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) 9Mental toughness 10Energy Absorb (Cold) 12Enlarge spell (some raids have massive rooms) 15Empower healing spell, Energy Absorb (Acid) 18Spell focus (Evocation) 21Improved mental toughness 22Epic spell power (Positive) 24Intensify 25Perfect TWF (for the HP) 27Epic mental toughness 28Deific warding 30Greater spell focus (evocation), Scion of celestia 31Legendary toughness 33Epic spell focus (Evocation) 34Titan’s blood
You can definitely make a version that doesn't DC cast but pick ups a lot more tankiness. If that sounds more appealing to you, take the shield fighting style line at levels 18, 25, 30,33 and toughness at 34. Can also check out the bard healer to get an idea of how I tend to build.
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, since you shouldn't have aggro. 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:
AlignmentN. 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 Con, 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.
1Magical training 3Quicken 6Enlarge spell 9Empower heal 12-Mental toughness 15Improved mental toughness 18Shield mastery 21Inspire excellence 22Epic spell power positive 24Intensify 25Perfect shield mastery 27Epic mental toughness 28Deific warding 30Improved shield mastery/ Scion of celestia 31Font of life 33Greater shield mastery 34Titan’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.
I feel like this second layout for those with 0 Epic lives functions well. 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/light with evasion and good reflex saves (good luck/ exceptional spell lore/ exceptional spell power/positive spell crit damage)wilderness from 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, healing amp, 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)
🛡 Tanks
Some general notes about tanks:
Tanking in ddo is massively different than many other mmo’s. Because of the stat checks needed in many raids to survive, tanks cannot build for dps. As a result, tank builds are painful to level and play at the cap without other players' help. To make this even worse, the reaper mode self healing scaling combines with the added difficulty and incoming to make many r1 raid tanks require a healer to not die. These builds will focus on achieving the stats for r1 raid tanking, and then focus on the healing after.
If you really want to roll a tank, these builds will offer some insight into both the playstyle in raids as well as the stats that are useful if not required for tanks to have in modern r1 raids.
Feel free to tone down some aspects of the tanking if you only need to do LH raids, and open up options for DPS/ self healing.
🛡 Pure pally tank
Objectives of this build:
The goal of this build is to make a raid tank, aiming for r1 raids. Many raids have fairly hard stat checks, and paladin offers the easiest way to obtain some of the needed stats (Hamp immediately kills first life fighter tanks in DoV for example). I will make some slightly less than min.max tank choices to ensure this build is at least somewhat usable in off roles (offheals + some party buffs for example) when running reapers.
Somewhat of a disclaimer : Tanking in this game requires a bit of skill and knowledge of the raids. If you know how to kite the skeletons dino properly , you never get max stacks of hte bane dot for example. Mileage of this build will vary per the pilot, but I highly recommend learning how many of the raids will work from a tank PoV. I’m by no means a tank expert, feel free to devise your own tactics and methods to avoid being hit/dealing with mechanics.
NEVER LEVEL A TANK AS A TANK WITHOUT FRIENDS Lesser TR at cap, or have friends help carry you.
Race:
AasimarSacred prr+ mrr, lay on hands (wis scaling, so emergency heals), Hamp. The sacred % hp doesn’t stack with paladin, but the prr and mrr is also a big draw.
Dwarfthe other alternative race for tanks currently, granting con, quality % hp, but requires an extra feat to use the dragonmark (radiant field bubble). Very fun, also works really well on tanks.
Class split:
20 pally. For simplicity sake, this build will be pure. This gives full scaling on spells and solid cores + capstone.
Stats:
18 con 12 Dex 18 Cha
Max con, max intimidate, and then reflex saves. Paladin gets immunity to a lot of will save things, so this is less of an issue (will saves also tend to need to be lower than reflex). On lower life, drop the dex.
Skills:
Intimidate(tank)> heal (healing)> tumble (movespeed)> UMD (utility, paladin gets res from the
class/cores)
Feats/feat order:
This build can level fairly well with the SLAs in AoV then swap to the enhancement layout I provide.
1Protector bond,Shield mastery, sovereign host 3Toughness 6-Empower healing spell (all the metamagic here are meant to be used on healing SLA’s) 9Improved shield mastery 12Maximize spell 15Greater shield mastery 18Quicken spell 21Epic toughness (max hp) 22Intimidating shout (intimidate 2.0) 24Intensify spell 25Perfect shield mastery 27Epic damage reduction 28Deific warding 30Epic fortitude (you need no fail fort saves) , Scion of celestia (hp + healing) 31Legendary toughness 33Tower shield proficiency// Discipline (if you go gmof as an ED take discipline and grab the racial tree tower shield) 34Epic spell power positive
Feats are designed to:
1. Max hp + defenses
2. Allow self heal when necessary
If you can take a dark gift, form of pain is a must take. At the cost of 10% movespeed (not usually needed in raids) you get 35 prr and mrr.
Enhancements:
42 points in sacred defender, this tree gives a ton of defensive stats. T5 is quite expensive and there are better uses of points elsewhere so I have omitted the extra AC from a shield. This is largely because many older raid bosses have high enough to hit the AC wont matter, and moderns raid bosses either don't check AC (ToN wizards, dragon) or debuff you to the point they effectively ignore it (DoV hydra).
Vistani gives a fair bit of prr+ mrr, so 12 points into that tree. 9 points into falconry for sprint boost + the free stts it gives (again, a great 10 or so points spend for tanks). 9 vanguard for the deflect arrows.
The remaining points were spent in kotc for flavor. I want to try to get crusade to land, and kotc gives us a trance as well as some sunder DC.
If you have to drop points, drop from kotc first as you will struggle even more to land the DC’s. After that, you can drop the racial AP to do with divine purpose, as that mostly is useful for granting huge Hamp/positive spell power.
Epic destinies:
This will be one of the most flexible parts of the build, as tank ED’s are usually rotated depending on what is needed. This layout goes GMoF for elemental absorbs and higher magic defence, but LD is also an option for more prr/physical defenses. LD is typically paired with a large shield instead of tower, as it allows for substantially more dodge.
As a tank, sentinel is the best destiny, no questions. Grab all the tank stuff, and renewal. Renewal is really strong at keeping yourself/other healed, this build will be hitting 750+ positive spell power. After that there are a few choices so I’ll explain what each other ED offers:
GMoF:decent prr+mrr, the biggest draw here is the absorbs, both elemental in t3, and alignment based ones in t4. Very useful in raids with high magic damage (THTH for example)
DC: some Hp+ fortification, I’m mostly taking this for crusade, which is an aoe buff to your melees as well as healing you. Also maybe CC in reapers.
LD: lot of hp + hamp, fair bit of prr. Can also give a max dex bonus if you go the large shield route, putting you at 25 dodge cap if you build for it. Good for physical raids where you can use dodge (DoV hydra).
Fury: Fat HP, some prr. Biggest draw is primal scream and rage if you just need to be a big meatsack of hp. Worst best on shifter tanks since they can rage+ cast.
Machrotech: grants a decent mantle if a raid is purely dealing physical damage (LoB). The runearm requirement really hurts and usually isnt worth it (you’ll need a rare item to make the gear work so you dont lose hp).
Gearing:
The emphasis is on building as many defenses as possible first, then filling out any remaining slots. This gearset is VERY reliant on two things: first, that you are going to be drinking curse pots in PN/Vod and second that you have several set augments to cover the stat density tanking requires. If you lack set augs, I think the play is sticking to guardian of the gates. Current tank gearing is about maximizing solar slots+ set augs. Since we are a paladin, temperance of belief and spirit must be included, granting 20 mrr respectively (more than the insightful values). The only viable item currently with temperance of spirit is the MD rare crownblade armors, specifically the reflection, requiring 120 barrier frags.
You can absolutely try to make do without this armor, but the defenses will be a bit lower (11 prr, 47 hamp). If you do not have a crownblade, I recommend looking at the 15 cleric /5 paladin gearing for an alternative layout that uses no rare items.
The gear layout posted here focuses on fire absorbs as this is how I spend the ED and it’s the most common form of elemental damage in raids currently. You can swap the helm+ cloak + nystuls absorb for the appropriate element as needed with future raids.
Helmet : Downcast helm (ins fire absorb/ins prr/positive spell crit /positive spell crit)
Necklace : Hardy presence (uncon range/vitality/intim) Trinket: The hydra’s heart (false life/Profane hp/sheltering/ins Cha 7) should also make heart of suulo swapping easier Goggles: Love at first sight (heal, healing amp, poison resist) Cloak : Downcast Heavy cloak (q fire absorb/ins mrr/accuracy/con 15) Armor: Crownblade (except hamp/eq hamp/comp ele resists/ quality prr) Bracers: Bracers of the battlerager (fort/ins fort/q fort/ins con 7) Belt: Many pouched healer (ins devotion/ q devotion/speed) Ring 1: Illithid hunter signet (lifesealed/Q con/ will saves/ force absorb) Ring 2: Katra’s razor wit(Cha/ex intim) Gloves: Elise’s grasp (Q mrr/Dex 15 / Q cha) Boots: Gravers of season warding (elemental absorbs)
I explicitly avoided use bloodrage, though in many raids the extra hp from this is quite useful, at the cost of being able to cast spells.
Weapon: Blessed longsword of the fallen age (devotion/ positive spell crit chance) Shield: Tower shield of the fallen age (primal AC/ legendary % hp)
Note that many of the sun sets do not have raid sets. The ones that do will be marked with * after them
Sun (5)+ aug sets(up to 4): Mrr , elemental absorbs, prr , hamp, con, (dodge cap +force absorbboth rare augs), linguistic (for intim), Cha , Spell crit chance, spell power * Moon augs(4): Healing amp, prr, mrr, constitution, spell power
Important other augments: Festive con, Resistance, Draconic soul gem (ell elem resists), essence of pomura (for healing), brightbane (ins intim), silvertongue (intim CD), armored agility (max dex for dodge), Dodge, Good luck, Natural armor, Shatter (if you want to try crusade as cc)
Filigree setup:
Tanks benefit massively from both raid filigrees and rare filigrees as these tend to grant the most con/prr/mrr. Work on getting the base filigrees first before upgrading to rare.
Artifact: Raid hamp, Raid con x2, Raid mrr, Raid prr (blood feast) Weapon: Raid hamp, Raid con x2, Raid mrr, Raid prrx2 (6 prr 4 mrr is the most efficient for the 1 slot), Grandfather’s shield (Con), Bloodfeast (con) Nystuls mystical defences (Fire abs/Con)
Spells:
There are the spells that matter, you can take the others as you need.
1: Bless,
2: Angelskin 3: magic circle, prayer, remove curse 4: break enchant, darth ward, true res
🛡 15 cleric/ 5 paladin
Objectives of this build:
The goal of this build is to make a raid tank, aiming for r1/LH raids. This one is slightly more advanced than the paladin, and will be helped by having Past Lives a fair bit more. Cleric, specifically protection domain, offers a lot of defence that this build will leverage alongside the solid trees from paladin, and cleric casting.
This build will focus more on the PRR and AC of tanks. You aren't ignoring magical defences, but this build will focus more on AC, Prr, Dodge. This build also has several (a few minutes worth) of radiant forcefields. This is spell is often referred to as “bubble” and grants 25% reduction to all damage, multiplicatively. Use it anytime you expect to take lots of damage.
Somewhat of a disclaimer : Tanking in this game requires a bit of skill and knowledge of the raids. If you know how to kite the skeletons dino properly , you never get max stacks of the bane dot for example. Mileage of this build will vary per the pilot. I’m by no means a tank expert, feel free to devise your own tactics and methods to avoid being hit/dealing with mechanics.
Unlike the pally tank, this one can be serviceable in heroics to level since cleric gets solid SLA and spells.
NEVER LEVEL A TANK AS A TANK WITHOUT FRIENDS Lesser TR at cap, or have friends help carry you. This build can also level as a nuker (15 cleric then 5 paladin, which should be a clean levelling experience)
Race:
Dwarf. The reason dwarves make good tanks is twofold: they get a lot of hp (+ lots of con) and the dragonmark. When you upgrade the dragonmark, you get radiant forcefield, which reduces all damage by 25% for quite a while. This build already has one radiant forcefield, let’s add more (they don't stack but you have longer uptime). . Aasimar will also work, if you want to do that, see the pure pally for why/how to spend racial AP.
Class split:
15 cleric, then 5 paladin. 15 cleric gets radiant field from protection domain as well as 8th level spells. 5 paladin grants t5 Sacred defender. Take the cleric levels first to ensure a smooth leveling path. Cleric also gets some solid healing abilities, meaning this build has slightly better self heals.
Stats:
18 Con 16 Wis 16 Cha
I’m going to take slightly higher wisdom here to ensure better leveling and lower lifer/no tome friendly. You will need a +1 tome/wis item later in the build, but that should be hard ( or just have guild buff).
Skills:
Intimidate(tank)> heal (healing)> tumble (movespeed)> UMD (utility)
Feats/feat order:
1-Shield mastery, sovereign host 3Quicken spell 6Least dragonmark of warding 9toughness 12Improved shield mastery 15Empower healing spell 18Greater shield mastery 21Epic toughness 22Intimidating shout 24Intensify spell 25Perfect shield mastery 27Epic damage reduction 28Deific warding 30Epic fortitude (you need no fail fort saves) , Scion of celestia (hp + healing) 31Legendary toughness 33Maximize spell 34Epic spell power positive
Feats are designed to:
1. Max hp + defenses
2. Allow self heal when necessary
If you can take a dark gift, form of pain is a must take. At the cost of 10% movespeed (not usually needed in raids) you get 35 prr and mrr.
Enhancements:
T5 Sacred defender, as this grants some nice stats. I made some unusual choices here, as I will be using the machrotech ED for exceptional AC, and already have magic missile immunity from protection domain. 25 Radiant servant to be able to heal, purge dark magics because it has niche uses for removing some debuffs on yourself in specific raids. 12 warpriest because this tree gives a lot of defensive stats. Round it out with 8 vanguard for the deflect arrows on 2s CD.
If you have to drop points, drop from war priest first, then radiant servant.
Epic destinies:
This will be one of the most flexible parts of the build, as tank ED’s are usually rotated depending on what is needed. This layout is invested into Machrotech for extra fortification, utility , and AC. I also use Exhalted angel for the healing, debuff (clerics and pally both get turn undead), hamp, and positive spell power. This is not optimal, but serves as a workable alternative to the paladin layout. This build gets all saves into no fail range.
Please read the pally tank if you want a more optimal tank layouts, or the larger picture for tank ED’s and when to use each.
If you don’t have full ED points, drop them from machrotech or ES as desired. ES is mostly about healing while mach is more about tanking, so drop whichever you want to focus less on.
Gearing:
The emphasis is on building as many defenses as possible first, then filling out any remaining slots. This gearset is reliant on that you are going to be drinking curse pots in PN/Vod. You ideall want temperance of spirit for the +20 prr, but the only viable item currently with temperance of spirit is the MD rare crownblade armors, specifically the reflection, requiring 120 barrier frags. This is a huge upgrade to the gear, see the paladin layout if you have one. If you don’t the layout provided here will be a very strong alternative.
The gear layout posted here also focuses on fire absorbs as this is the most common form of elemental damage in raids currently. You can swap the helm+ cloak + nystuls absorb for the appropriate element as needed with future/past raids.
I opted for a heavy shield to get more dodge (you can get ~ 25 dodge in heavy armor with everything, but tower shield max dex bonus is a lot harder to get).
Helmet : Downcast helm (ins fire absorb/ins prr/positive spell crit /positive spell crit) Necklace : Hardy presence (uncon range/vitality/intim) Trinket: The hydra’s heart (false life/Profane hp/sheltering/ins Con 7) Goggles: Love at first sight (heal, healing amp, poison resist) Cloak : Downcast Heavy cloak (q fire absorb/ins mrr/Q cha 3 /Cha 15) Armor: Gravekeepers Heavy or Med(exceptional spell lore/ exceptional spell power/positive spell crit dmg) Bracers: Bracers of the battlerager (fort/ins fort/q fort/ins cha 7) Belt: Many pouched healer (ins devotion/ q devotion/devotion lore/speed)
Ring 1: Illithid hunter signet (lifesealed/Q con/ will saves/ force absorb) Ring 2: Band of faith and fortress (False life, q Prr, Q mrr) Gloves: gloves of the resilient (ins Con/speed) Boots: Gravers of season warding (elemental absorbs)
I explicitly avoided use bloodrage, though in many raids the extra hp from this is quite useful, at the cost of being able to cast spells.
Weapon: Calamitous longsword (10% spell cost reduction/dreadful shadows/miserable arcana positive/woeful dimlight) Shield: Palisade, ward of Karliath (legendary % hp, mobility, curse absorb, Legendary Salt)
I have noted the rare augs. They will significantly enhance this build, but are not necessary. Sun (5)+ aug sets(up to 4): Prr, Con, Mrr, universal spell power, heal amp, % Ac, elemental absorbs (rare aug), force absorb (rare aug), Dodge, Dodge cap (rare aug) Moon augs(4): Con, Hamp, prr, mrr
Useful/important other augments: Festive con, sapphire or riposte, sapphire of resistance, legendary undying sapphire, Citrine of grater dragonmarks, Sapphire of dodge, legendary silvertongue sapphire,essence of pomura, emerald of brightbane, armored agility, natural armor, good luck, draconic soul gem
Filigree setup:
Tanks benefit massively from both raid filigrees and rare filigrees as these tend to grant the most con/prr/mrr. Work on getting the base filigrees first before upgrading to rare.
Artifact: Raid hamp, Raid con x2, Raid mrr, Raid prr (blood feast) Weapon: Raid hamp, Raid con x2, Raid mrr, Raid prrx2 (6 prr 4 mrr is the most efficient for the 1 slot), Grandfather’s shield (Con), Bloodfeast (con) Nystuls mystical defences (Fire abs/Con)
Spells:
There are the spells that matter, you can take the others as you need.
Paladin:
1: seek eternal rest
Cleric: 1: obscuring mist 2: close wounds 3: magic circle, prayer, remove curse, remove disease 4: neutralize poison, panacea, mass shield of faith , death ward
5: break enchant, stalwart pact, true sight 6: blade barrier, greater dispel magic, Heal 7: Freedom of movement mass, greater restoration, resurrection 8: death pact