Post by sabregirl on Dec 7, 2011 3:04:37 GMT
Lets face it, based on party buffs, Bard based warchanters have a lot to offer. If a new player builds one of these he or she is sure to get an invitation to a party.
Full level bard song, curse song, Chant of Steel (Girding of the faithful) and Chant of Battle (Instruments of Faith) plus the chant of the fallen which can pull players out of limbo. This particular build makes for a high ac tank with high conceal and party buffs. The downside is somewhat mediocre AB and relatively low damage.
Build at level 60, self buffed in URs, nondemi, non-artifact. A reasonably attainable goal for a skilled player of this build.
Warchanter Quasiclass: Requirements.
- To qualify for Dwarven Warchanter the character must have 10 levels of Bard, 16 levels of Dwarven Defender, Still Spell, and Weapon Focus (Light Mace OR Light Hammer OR Heavy mace OR Heavy Flail) before level 28.
Warchanters Receive
- Dwarven Warchanters receive 2 Epic Auto Still Spell feats for free.
- Warchanters get the Draw Foes ability. When this swift action is on untaunted foes will be drawn to attack the Warchanter. Turning it off will not cause foes to stop attacking however.
- Bardsong from a Warchanter with Bard control class removes Fear and grants feat-level Fear immunity for 5 rounds.
- Warchanters receive the a free Weapon Specialization in one Warchanter weapon.
Base Race: Dwarf (Required for dwarven defender)
Subrace: Derro
CON -2, CHA +3
Starting Stats (After Derro is applied)
Strength 8
Dexterity 16
Constitution 16 (14)
Wisdom 8
Intelligence 14
Charisma 13 (16)
Stat points
All dex (Dexterity increases your AC AND AB so you want it to be as high as possible on this build)
Lvl
1 Bard(1): Strong Soul (Improves will and fort saves, qualifier for legendary hardened soul)
2 Bard(2)
3 Bard(3): Weapon Finesse
4 Bard(4): DEX+1, (DEX=17)
5 Bard(5)
6 Bard(6): Toughness
7 Bard(7)
8 Bard(8): DEX+1, (DEX=18)
9 Bard(9): Dodge
10 Bard(10)
11 Dwarven Defender(1):*Alignment Change*(You must change from Neutral to lawful) To do this, visit the Crypts, level 3 which are next to the docks area where you arrive on the server. Make sure you bring gold.
12 Dwarven Defender(2): DEX+1, Weapon Focus: Mace/Light Hammer, (DEX=19)
13 Dwarven Defender(3)
14 Dwarven Defender(4)
15 Dwarven Defender(5): Still Spell
16 Dwarven Defender(6): DEX+1, (DEX=20)
17 Dwarven Defender(7)
18 Dwarven Defender(8): Improved Critical: Mace/Light Hammer
19 Dwarven Defender(9)
20 Dwarven Defender(10): DEX+1, (DEX=21)
21 Dwarven Defender(11): Great Dexterity I, (DEX=22)
22 Dwarven Defender(12)
23 Dwarven Defender(13)
24 Dwarven Defender(14): DEX+1, Armor Skin, Epic Prowess, (DEX=23)
25 Dwarven Defender(15)
26 Dwarven Defender(16)
27 Bard(11): Curse Song, *Alignment Change* (you must change from lawful back to chaotic or neutral)
28 Bard(12): DEX+1, (DEX=24)
29 Bard(13)
30 Bard(14): Great Dexterity II, (DEX=25)
31 Bard(15)
32 Bard(16): DEX+1, (DEX=26)
33 Bard(17): Great Dexterity III, (DEX=27)
34 Bard(18)
35 Bard(19)
36 Bard(20): DEX+1, Epic Weapon Focus: Mace/Light Hammer, (DEX=28) (Epic weapon focus is required for legendary weapon focus and increases your AB by 2)
37 Bard(21)
38 Bard(22)
39 Bard(23): Metamagic: Extend Spell, Lasting Inspiration, (DEX=28) (Lasting inspiration multiplies your bard song duration by 10x, Extend spell doubles the duration of your buff spells)
40 Bard(24): DEX+1, (DEX=29)
Legendary Feats
Legendary weapon focus mace/light hammer (Increases your AB by 3)
Great Dex IV - VI
LSF Illusion OR ESF Discipline
Legendary Hardened Soul (Improves Will and Fort Saves)
Greater Weapon Focus (Improves AB by 1)
Skills
Max Discipline, Tumble, Perform, Listen, Parry, put 30 points in Concentration, 45 points in UMD
When you get a spell focus book from Ssith, try to get Illusion before you hit lvl 60 so you can take legendary illusion for another +5 to conceal. If you choose not to do this you will still have 80% conceal.
---------------------------------------------------------------------------
This build in URs, self buffed at lvl 40.
-----------------------------------------------------------------------
Shown in BURs, self buffed with +14 dex, wis, con and str (saves include epic will from dim mak robes).
Stats at lvl 60( nondemi and nonartifact) with +14 dex items
Max AB - 93
AC - 137
Saves: Fort- 59, Reflex 68, Will - 62
Spell Selection -at lvl 40+[/b][/color]
lvl 1 Mage Armor, Expeditious Retreat, Sticky Fingers, Insidious Rythm, Joyful Noise (For a warchanter grants immunity to silence for a short time)
lvl 2 Clarity, Ghostly Visage, Endure Elements, Deafening Clang
lvl 3 Haste (For a warchanter, grants an extra attack per round), Remove Disease, Displacement, Remove Curse, Greater Magic Weapon
lvl 4 legend lore, War Cry (gives bonus to KD checks and critical hit immunity), Neutralize poison (Gives feat level poison immunity for a warchanter), improved invisibility cure critical wounds
lvl 5 Healing Circle, Illusory Pit, Wail of Doom, greater dispelling, Improved Heroism (Brings AB up to that of a fighter)
lvl 6 Mass Clairaudience & Clairvoyance, Shades, energy buffer, Mass Haste (Is equivalent to a Cleric earthquake spell for a warchanter)
Song Point allocation
Bard songs are customizable and should be customized on HG.
To modify your bardsong and curse song simply use the !bardsong command in a non-pvp area. You can add and subtract points to different parts of the song using the menu system.
Remember that Bard song is the song you use to buff yourself and your party. Curse song is the penalty you apply to monsters when cursing them.
Suggested song point allocation At lvl 40.
Bard Song
Attack Level: 41 (+3) (Increases you and your party's attack bonus up to the +20 cap)
Armor Level: 44 (+3) (Increases you and your party's Dodge AC, also covers AC penalties)
Damage Level: 40 (+6) (Adds a small amount of physical damage to you and the melee members of the party's attack damage)
Saves Level: 0 (0F/0R/0W) (Gives a save bonus within the +20 cap from gear) Because this is normally covered by gear, I did not spend any points here. If you are light on save gear you could spend more points here instead of skills or somewhere else.
Skills Level: 50 (+15) (Increases all of you and your party's skills up to the +50 skill bonus cap)
Curse Song
Attack Level: 21 (-2) (Decreases the Enemy's attack bonus, making it harder for them to hit you and your party members.)
Armor Level: 44 (-3) (Decreases the Enemy's AC, making them easier for the party members to hit)
Damage Level: 12 (-3) (Reduces the amount of damage the Enemy can do when it strikes a party member)
Saves Level: 50 (-3F/-3R/-4W) (Reduces the enemy's Saving throws) This is probably the most important thing a bard can do since it allows instadeath and other types of disabling abilities.
Skills Level: 50 (-15) (Reduces the enemy's skill levels, especially discipline, parry and concentration) This enables your party members to KD, disarm and even mortal strike monsters they otherwise could not.
You'll want to modify your bardsong as you level, especially when you hit 60 since you can only hit bardsong/curse song ten levels over your actual level.
Suggested song point allocation At lvl 60.
Bard Song
Attack Level: 41 (+3) (Increases you and your party's attack bonus up to the +20 cap)
Armor Level: 44 (+3) (Increases you and your party's Dodge AC, also covers AC penalties)
Damage Level: 57 (+8) (Adds a small amount of physical damage to you and the melee members of the party's attack damage)
Saves Level: 37 (2F/2R/3W) (Gives a save bonus within the +20 cap from gear) Because this is normally covered by gear, I did not spend any points here. If you are light on save gear you could spend more points here instead of skills or somewhere else.
Skills Level: 50 (+20) (Increases all of you and your party's skills up to the +50 skill bonus cap)
Curse Song
Attack Level: 41 (-3) (Decreases the Enemy's attack bonus, making it harder for them to hit you and your party members.)
Armor Level: 44 (-3) (Decreases the Enemy's AC, making them easier for the party members to hit)
Damage Level: 0 (-1) (Reduces the amount of damage the Enemy can do when it strikes a party member)
Saves Level: 60 (-3F/-3R/-5W) (Reduces the enemy's Saving throws) This is probably the most important thing a bard can do since it allows instadeath and other types of disabling abilities.
Skills Level: 60 (-20) (Reduces the enemy's skill levels, especially discipline, parry and concentration) This enables your party members to KD, disarm and even mortal strike monsters they otherwise could not.
Notes on Play
One of the issues with playing this type of chanter is the Chant epics will freeze your character for a few seconds making you completely vulnerable to attack during that time. Make sure you use Chant of Battle and Chant of Steel BEFORE combat begins. It will also strip your expeditious retreat so you'll want to cast that AFTER you cast your chants.
This particular build functions much like a bard but also can function as a dex tank and hold off monsters from the rest of the party. You can help doing this by using your "Draw Foes" Ability. Cursing as much of the spawns as possible should be your first priority. Using HG enhanced is very important for this function since it gives visual signals in the form of red circles around the feet of monsters to tell you they have been cursed.
^Visual effects of curse song^
How to Buff
Buffs are very important for this kind of a bard.
Buffs that are critical to keep up:
Displacement (Gives you 80% + concealment which is better than AC)
Improved Heroism (Brings your AB to that of a fighter)
Haste (Gives you 1 bonus attack per round. Keeps Your damage halfway decent)
All of these last around 10 minutes at level 60 so keep that in mind as you play.
The KD check part of warcry appears to last a considerably shorter time, even extended, around 2 minutes. So, it's best to cast it when a kd monster appears, to find out which those are (which are basically only in hells) you simply have to wait for the party to say "uuu" or "kd".
-S
Full level bard song, curse song, Chant of Steel (Girding of the faithful) and Chant of Battle (Instruments of Faith) plus the chant of the fallen which can pull players out of limbo. This particular build makes for a high ac tank with high conceal and party buffs. The downside is somewhat mediocre AB and relatively low damage.
Build at level 60, self buffed in URs, nondemi, non-artifact. A reasonably attainable goal for a skilled player of this build.
Warchanter Quasiclass: Requirements.
- To qualify for Dwarven Warchanter the character must have 10 levels of Bard, 16 levels of Dwarven Defender, Still Spell, and Weapon Focus (Light Mace OR Light Hammer OR Heavy mace OR Heavy Flail) before level 28.
Warchanters Receive
- Dwarven Warchanters receive 2 Epic Auto Still Spell feats for free.
- Warchanters get the Draw Foes ability. When this swift action is on untaunted foes will be drawn to attack the Warchanter. Turning it off will not cause foes to stop attacking however.
- Bardsong from a Warchanter with Bard control class removes Fear and grants feat-level Fear immunity for 5 rounds.
- Warchanters receive the a free Weapon Specialization in one Warchanter weapon.
Base Race: Dwarf (Required for dwarven defender)
Subrace: Derro
CON -2, CHA +3
Starting Stats (After Derro is applied)
Strength 8
Dexterity 16
Constitution 16 (14)
Wisdom 8
Intelligence 14
Charisma 13 (16)
Stat points
All dex (Dexterity increases your AC AND AB so you want it to be as high as possible on this build)
Lvl
1 Bard(1): Strong Soul (Improves will and fort saves, qualifier for legendary hardened soul)
2 Bard(2)
3 Bard(3): Weapon Finesse
4 Bard(4): DEX+1, (DEX=17)
5 Bard(5)
6 Bard(6): Toughness
7 Bard(7)
8 Bard(8): DEX+1, (DEX=18)
9 Bard(9): Dodge
10 Bard(10)
11 Dwarven Defender(1):*Alignment Change*(You must change from Neutral to lawful) To do this, visit the Crypts, level 3 which are next to the docks area where you arrive on the server. Make sure you bring gold.
12 Dwarven Defender(2): DEX+1, Weapon Focus: Mace/Light Hammer, (DEX=19)
13 Dwarven Defender(3)
14 Dwarven Defender(4)
15 Dwarven Defender(5): Still Spell
16 Dwarven Defender(6): DEX+1, (DEX=20)
17 Dwarven Defender(7)
18 Dwarven Defender(8): Improved Critical: Mace/Light Hammer
19 Dwarven Defender(9)
20 Dwarven Defender(10): DEX+1, (DEX=21)
21 Dwarven Defender(11): Great Dexterity I, (DEX=22)
22 Dwarven Defender(12)
23 Dwarven Defender(13)
24 Dwarven Defender(14): DEX+1, Armor Skin, Epic Prowess, (DEX=23)
25 Dwarven Defender(15)
26 Dwarven Defender(16)
27 Bard(11): Curse Song, *Alignment Change* (you must change from lawful back to chaotic or neutral)
28 Bard(12): DEX+1, (DEX=24)
29 Bard(13)
30 Bard(14): Great Dexterity II, (DEX=25)
31 Bard(15)
32 Bard(16): DEX+1, (DEX=26)
33 Bard(17): Great Dexterity III, (DEX=27)
34 Bard(18)
35 Bard(19)
36 Bard(20): DEX+1, Epic Weapon Focus: Mace/Light Hammer, (DEX=28) (Epic weapon focus is required for legendary weapon focus and increases your AB by 2)
37 Bard(21)
38 Bard(22)
39 Bard(23): Metamagic: Extend Spell, Lasting Inspiration, (DEX=28) (Lasting inspiration multiplies your bard song duration by 10x, Extend spell doubles the duration of your buff spells)
40 Bard(24): DEX+1, (DEX=29)
Legendary Feats
Legendary weapon focus mace/light hammer (Increases your AB by 3)
Great Dex IV - VI
LSF Illusion OR ESF Discipline
Legendary Hardened Soul (Improves Will and Fort Saves)
Greater Weapon Focus (Improves AB by 1)
Skills
Max Discipline, Tumble, Perform, Listen, Parry, put 30 points in Concentration, 45 points in UMD
When you get a spell focus book from Ssith, try to get Illusion before you hit lvl 60 so you can take legendary illusion for another +5 to conceal. If you choose not to do this you will still have 80% conceal.
---------------------------------------------------------------------------
This build in URs, self buffed at lvl 40.
-----------------------------------------------------------------------
Shown in BURs, self buffed with +14 dex, wis, con and str (saves include epic will from dim mak robes).
Stats at lvl 60( nondemi and nonartifact) with +14 dex items
Max AB - 93
AC - 137
Saves: Fort- 59, Reflex 68, Will - 62
Spell Selection -at lvl 40+[/b][/color]
lvl 1 Mage Armor, Expeditious Retreat, Sticky Fingers, Insidious Rythm, Joyful Noise (For a warchanter grants immunity to silence for a short time)
lvl 2 Clarity, Ghostly Visage, Endure Elements, Deafening Clang
lvl 3 Haste (For a warchanter, grants an extra attack per round), Remove Disease, Displacement, Remove Curse, Greater Magic Weapon
lvl 4 legend lore, War Cry (gives bonus to KD checks and critical hit immunity), Neutralize poison (Gives feat level poison immunity for a warchanter), improved invisibility cure critical wounds
lvl 5 Healing Circle, Illusory Pit, Wail of Doom, greater dispelling, Improved Heroism (Brings AB up to that of a fighter)
lvl 6 Mass Clairaudience & Clairvoyance, Shades, energy buffer, Mass Haste (Is equivalent to a Cleric earthquake spell for a warchanter)
Song Point allocation
Bard songs are customizable and should be customized on HG.
To modify your bardsong and curse song simply use the !bardsong command in a non-pvp area. You can add and subtract points to different parts of the song using the menu system.
Remember that Bard song is the song you use to buff yourself and your party. Curse song is the penalty you apply to monsters when cursing them.
Suggested song point allocation At lvl 40.
Bard Song
Attack Level: 41 (+3) (Increases you and your party's attack bonus up to the +20 cap)
Armor Level: 44 (+3) (Increases you and your party's Dodge AC, also covers AC penalties)
Damage Level: 40 (+6) (Adds a small amount of physical damage to you and the melee members of the party's attack damage)
Saves Level: 0 (0F/0R/0W) (Gives a save bonus within the +20 cap from gear) Because this is normally covered by gear, I did not spend any points here. If you are light on save gear you could spend more points here instead of skills or somewhere else.
Skills Level: 50 (+15) (Increases all of you and your party's skills up to the +50 skill bonus cap)
Curse Song
Attack Level: 21 (-2) (Decreases the Enemy's attack bonus, making it harder for them to hit you and your party members.)
Armor Level: 44 (-3) (Decreases the Enemy's AC, making them easier for the party members to hit)
Damage Level: 12 (-3) (Reduces the amount of damage the Enemy can do when it strikes a party member)
Saves Level: 50 (-3F/-3R/-4W) (Reduces the enemy's Saving throws) This is probably the most important thing a bard can do since it allows instadeath and other types of disabling abilities.
Skills Level: 50 (-15) (Reduces the enemy's skill levels, especially discipline, parry and concentration) This enables your party members to KD, disarm and even mortal strike monsters they otherwise could not.
You'll want to modify your bardsong as you level, especially when you hit 60 since you can only hit bardsong/curse song ten levels over your actual level.
Suggested song point allocation At lvl 60.
Bard Song
Attack Level: 41 (+3) (Increases you and your party's attack bonus up to the +20 cap)
Armor Level: 44 (+3) (Increases you and your party's Dodge AC, also covers AC penalties)
Damage Level: 57 (+8) (Adds a small amount of physical damage to you and the melee members of the party's attack damage)
Saves Level: 37 (2F/2R/3W) (Gives a save bonus within the +20 cap from gear) Because this is normally covered by gear, I did not spend any points here. If you are light on save gear you could spend more points here instead of skills or somewhere else.
Skills Level: 50 (+20) (Increases all of you and your party's skills up to the +50 skill bonus cap)
Curse Song
Attack Level: 41 (-3) (Decreases the Enemy's attack bonus, making it harder for them to hit you and your party members.)
Armor Level: 44 (-3) (Decreases the Enemy's AC, making them easier for the party members to hit)
Damage Level: 0 (-1) (Reduces the amount of damage the Enemy can do when it strikes a party member)
Saves Level: 60 (-3F/-3R/-5W) (Reduces the enemy's Saving throws) This is probably the most important thing a bard can do since it allows instadeath and other types of disabling abilities.
Skills Level: 60 (-20) (Reduces the enemy's skill levels, especially discipline, parry and concentration) This enables your party members to KD, disarm and even mortal strike monsters they otherwise could not.
Notes on Play
One of the issues with playing this type of chanter is the Chant epics will freeze your character for a few seconds making you completely vulnerable to attack during that time. Make sure you use Chant of Battle and Chant of Steel BEFORE combat begins. It will also strip your expeditious retreat so you'll want to cast that AFTER you cast your chants.
This particular build functions much like a bard but also can function as a dex tank and hold off monsters from the rest of the party. You can help doing this by using your "Draw Foes" Ability. Cursing as much of the spawns as possible should be your first priority. Using HG enhanced is very important for this function since it gives visual signals in the form of red circles around the feet of monsters to tell you they have been cursed.
^Visual effects of curse song^
How to Buff
Buffs are very important for this kind of a bard.
Buffs that are critical to keep up:
Displacement (Gives you 80% + concealment which is better than AC)
Improved Heroism (Brings your AB to that of a fighter)
Haste (Gives you 1 bonus attack per round. Keeps Your damage halfway decent)
All of these last around 10 minutes at level 60 so keep that in mind as you play.
The KD check part of warcry appears to last a considerably shorter time, even extended, around 2 minutes. So, it's best to cast it when a kd monster appears, to find out which those are (which are basically only in hells) you simply have to wait for the party to say "uuu" or "kd".
-S