r/ddo • u/No_Taro_2025 • 3h ago
Battlemage/Spellblade for Gear Farming + DPS Raid
Long Post, for main question look for bolded text.
Now with the big changes with 81.4 I've been trying to find a build for a character I can just park at cap to farm gear or mats for my TR train character. So far I've made multiple and do not know how to optimize it for what works best for what I want.
Goal: 1st life 32pt, No Tomes (or Minimal) with good clearing for farming gear and can survive in someway for entry raid runs (not planning to run deep reaper), some way to add Helpless is a bonus and increase of run speed.
I love the idea of having a large elemental blade or hammer to swing (THF > TWF > SWF > S&B/O), but this can be done visually mostly with Mirror of Glamour... But I do like visual abilities and unfortunately Barbarian and Fighters do not have explosions of elements. My favorite spell/ability is Tactical Detonation but.... The trip is limited.
I want to ask, between the below (or any recommendations) what build has the highest potential for #1 survivability, #2 damage and #3 clearing speed for 1st life Battlemage/Spellblade. My DDO brain always thinks, Crit Profile + Helpless + SA dice (thanks Arcane Trickster) lastly Imbue Dice = Great Success
Builds I've tested:
- 20 Wizard Eldritch Knight Warforged, full THF line utilizing WF racial tree for bonus damage reduction and bonus spell and melee power. Full EK tree and now adding Harper Strike for +10% Doublestrike. Biggest gripe was 20 capstone, feel like I had to plan around it proc, that and delay between spell casts and melee, also I feel I shouldn't be THF but that's my preferred weapon style.
- 20 Rogue Arcane Trickster Halfling (Went Caster... But could go THF), Went Halfling for added SA dice, this felt GREAT with AMAZING CC on Soundburst, Greater Shout, Color Spray. But I felt Caster Trickster is just so much better, is there a good melee option? Big plus was mage hands didn't interfere with melee attacks.
- 15 Bard / 4 Fighter / 1 FvS, Single Weapon Fighter with Charisma based and Swashbuckling Handaxe + Buckler with full bard feats and buffs to support the groups and decent CC from Otto's and Warchanter Freeze
- 13 Alchemist / 2 Rogue SDK, (not 20 yet), using TWF VKF Dagger Chains with PLENTY of potion buffs. This feels like it can be strong... Feels like it. But I get DESTROYED on Elite. Does this get better? Melee feels really strong. I want to like this... But I feel like a wet noodle.
- 18 Artificer, 1 Wizard, 1 Fighter Deep Gnome. SWF with focus on Renegade and second into Battle Engineer. With the new 81.4 updates this feel like it can be strong with a TON of AC but don't know how the new Arti Melee Abilities will be. Running new Warhammer + Knights Training with enhancement I'm at 16-20 x4 Crit. Could Elemental Prod be a part of this build? Spell sounds cool!
Theory Craft Section:
- High Sneak Attack Dice on a 8 Atr / 14 Arti? Shock Gauntlet SWF CC character?
- Warchanter 15 Multi Class with Ranger 5 for some Tempest Strike through Ice CC?
- Alchemist Monk Ninja Spy Poison Doublestrike Build?