Occult Slayer Tree

From DDO Compendium


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Occult Slayer Tree.png
Overview

The occult slayer is driven to confront any arcane or divine spellcaster who crosses her path. Occult slayers believe that mortals are too irresponsible to wield magic, and that those who dare to do so must be slain. Spellcasters who become occult slayers are considered to have seen the error of their ways - although they may still cast spells, they rely primarily on their battle prowess and their ability to resist magical effects to defeat their enemies.

The occult slayer comes into her own through exhaustive training. Every regimen she performs is an exercise that refines her anger against spellcasters into martial skill. Each occult slayer forms a preternatural bond with her masterwork weapon of choice, which serves as the instrument of her vengeance.

Core enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Weapon Bond Icon.png
Weapon Bond

Activation Cost: 1 Weapon Bond
Cooldown: 20 seconds

  • Build a psychic bond with wielded weapons
    • +1 weapon bond upon attack
      • A maximum of 200
    • Dying resets weapon bond to zero
110
  • Barbarian 1
Enhancement Resistance Icon.png
Resistance
  • +1 to all saving throws
  • +1 Barbarian Damage Reduction
  • +10 Hit Points
115
  • Weapon Bond
  • Barbarian 3
Antirequisite
  • Improved Damage Reduction I or II in the Half-Elf tree.
Enhancement Elemental Defenses Icon.png
Elemental Defense
  • When an enemy spells deal elemental damage:
    • A 25% chance to gain 25 temporary Hit Points
    • Lasts for 30 seconds
    • Scales with 100% Melee Power
    • Can trigger up to once every 12 seconds
  • +1 Barbarian Damage Reduction
  • +30 Hit Points
  • +20 Healing Amplification
1110
  • Resistance
  • Barbarian 6
Enhancement Blank Thoughts Icon.png
Blank Thoughts
  • Gain the Slippery Mind feat
  • +1 Barbarian damage reduction
  • +60 Hit Points
  • +5 Magical Resistance
  • +20 Healing Amplification
1120
  • Elemental Defense
  • Barbarian 12
Enhancement Force Ward Icon.png
Force Ward
  • +100 Hit Points
  • + 5 Magical Resistance
  • + 20 Healing Amplification
  • +1 Barbarian damage reduction
  • Immunity to magic missiles
  • +5% Competence bonus negate incoming Force damage
1130
  • Blank Thoughts
  • Barbarian 18
Enhancement Mind Over Magic Icon.png
Mind Over Magic

Gain:

  • Constituion Score as Spell Resistance
  • +4 Constitution
  • +150 Hit Points
  • +10 Magical Resistance
  • +40 Healing Amplification
1140
  • Force Ward
  • Barbarian 20
Tier 1 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Extend Rage Icon.png
Extend Rage
Barbarian rage now lasts:
Rank 1:
  • 25% longer
Rank 2:
  • 50% longer
Rank 3:
  • 75% longer
311
  • Barbarian 1
Enhancement Ear Smash Icon.png
Ear Smash
Cooldown: 12 second
Melee Attack:
Rank 1:
  • +10% damage
  • Damaged enemies can't cast spells for 2 seconds.
Rank 2:
  • +20% damage
  • Damaged enemies can't cast spells for 4 seconds.
Rank 3:
  • +30% damage
  • Damaged enemies can't cast spells for 6 seconds.
311
  • Barbarian 1
Enhancement Parrying Bond Icon.png
Parrying Bond
While weapon bond is 10 or higher:
Rank 1:
  • +2 Unique Bonus to AC
  • +1 Unique Bonus to Magical Resistance
Rank 2:
  • +4 Unique Bonus to AC
  • +2 Unique Bonus to Magical Resistance
Rank 3:
  • +6 Unique Bonus to AC
  • +3 Unique Bonus to Magical Resistance
311
  • Barbarian 1
Enhancement Uncanny Dodger Icon.png
Uncanny Dodger
Rank 1:
  • +1% Dodge
Rank 2:
  • +2% Dodge
Rank 3:
  • +3% Dodge
311
  • Barbarian 1
Enhancement Awareness Icon.png
Awareness
Rank 1:
  • +1 Listen
  • +1 Search
  • +1 Spot
Rank 2:
  • +2 Listen
  • +2 Search
  • +2 Spot
Rank 3:
  • +3 Listen
  • +3 Search
  • +3 Spot
311
  • Barbarian 1
Tier 2 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Willpower Rage Icon.png
Willpower Rage
While Raging:
Rank 1:
  • +1 Will Save
Rank 2:
  • +2 Will Save
Rank 3:
  • +3 Will Save
315
  • Barbarian 2
Enhancement Knockout Icon.png
Knockout
Rank 1:
  • Ear Smash puts enemies to sleep for 6 seconds.
  • On Vorpal: Enemies are stunned instead.
Rank 2:
  • Ear Smash puts enemies to sleep for 12 seconds.
  • On Vorpal: Enemies are stunned instead.
Rank 3:
  • Ear Smash puts enemies to sleep for 18 seconds.
  • On Vorpal: Enemies are stunned instead.
315
  • Ear Smash
  • Barbarian 2
Enhancement Guarding Bond Icon.png
Guarding Bond
While weapon bond is 30 or higher, gain:
Rank 1:
  • +4 Physical Resistance Rating
  • +4 Magical Resistance Rating
Rank 2:
  • +4 Physical Resistance Rating
  • +4 Magical Resistance Rating
  • Weapon Bond is 60 or higher, gain:
    • Another +4 Physical Resistance Rating
    • Another +4 Magical Resistance Rating
Rank 3:
  • +4 Physical Resistance Rating
  • +4 Magical Resistance Rating
  • Weapon Bond is 60 or higher, gain:
    • Another +4 Physical Resistance Rating
    • Another +4 Magical Resistance Rating
  • Weapon Bond is 90 or higher, gain:
    • Another +4 Physical Resistance Rating
    • Another +4 Magical Resistance Rating
315
  • Parrying Bond
  • Barbarian 2
Enhancement Lessons of Travel Icon.png
Lessons of Travel
Rank 1:
  • +2 energy resistance against Acid, Cold, Electric, Fire and Sonic damage.
Rank 2:
  • +4 energy resistance against Acid, Cold, Electric, Fire and Sonic damage.
Rank 3:
  • +6 energy resistance against Acid, Cold, Electric, Fire and Sonic damage.
315
  • Barbarian 2
Enhancement Antimagic Boost Icon.png
Antimagic Boost
Activation Cost: 1 Action Boost
Cooldown: 30 second
Action Boost:
Rank 1:
  • +2 Action Boost bonus to saving throws vs. magic.
  • +10 Action Boost Bonus to MRR
Rank 2:
  • +4 Action Boost bonus to saving throws vs. magic.
  • +20 Action Boost Bonus to MRR
Rank 3:
  • +6 Action Boost bonus to saving throws vs. magic.
  • +30 Action Boost Bonus to MRR
315
  • Barbarian 2
Tier 3 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Bond of Retribution Icon.png
Bond of Retribution
  • While below 50% health, gain:
    • +1 critical damage multiplier on attack rolls of 19-20.
1210
  • Barbarian 3
Enhancement Lessons of Nature Icon.png
Lessons of Nature
Rank 1:
  • +2 to saves vs. disease
  • +2 to saves vs. poison
Rank 2:
  • +4 to saves vs. disease
  • +4 to saves vs. poison
Rank 3:
  • +6 to saves vs. disease
  • +6 to saves vs. poison
  • A roll of 1 no longer fails:
    • Disease Save
    • Poison Save
3110
  • Barbarian 3
Enhancement Arcane Encumbrance Icon.png
Arcane Encumbrance
When damaged with an enemy spell, enemies have a chance to be knocked down:
Rank 1:
  • 10% Chance
Rank 2:
  • 20% Chance
Rank 3:
  • 30% Chance
Does not affect bosses
3110
  • Barbarian 3
Enhancement Kinetic Bond Icon.png
Kinetic Bond

When weapon bond is 45 or higher, deal:

  • 1d20 extra force damage
  • Scales with 200% Melee Power
  • This damage can trigger up to once every:
Rank 1:
  • 3 seconds
Rank 2:
  • 2 seconds
Rank 3:
  • 1 second
3110
  • Lessons of Travel
  • Barbarian 3
Increase Ability (Constitution-Wisdom) Icon.png
Ability Score

Multiple Selection

+1 to Constitution or Wisdom
1210
  • Barbarian 3
Tier 4 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Inscribed Armor Icon.png
Rune Carved Armor

While wearing Meadium or Heavy armor:

  • +25% competence bonus to Maximum Hit Points
  • +2 to all saves vs magic
1220
  • Barbarian 4
Enhancement Vicious Strike Icon.png
Vicious Strike
Melee Attack:
Rank 1:
  • +10% Damage
  • Inflicts Feedback
    • Lasts 6 seconds
Rank 2:
  • +30% Damage
  • Inflicts Feedback
    • Lasts 12 seconds
Rank 3:
  • +50% Damage
  • Inflicts Feedback
    • Lasts 18 seconds
  • Feedback - On Spellcast: Caster suffers 6d10 force damage
    • This damage is increased by the target's Spell Power
3120
  • Arcane Encumbrance
  • Barbarian 4
Enhancement Driving Force Icon.png
Driving Force
Activate:
Rank 1:
  • Activation Cost: 30 Weapon Bond
  • Cooldown: 48 seconds
  • Gain:
    • +10 Melee Power
    • +5 MRR
Rank 2:
  • Activation Cost: 20 Weapon Bond
  • Cooldown: 36 seconds
  • Gain:
    • +10 Melee Power
    • +10 MRR
Rank 3:
  • Activation Cost: 10 Weapon Bond
  • Cooldown: 24 seconds
  • Gain:
    • +10 Melee Power
    • +20 MRR
Lasts 20 seconds
3120
  • Barbarian 4
Increase Ability (Constitution-Wisdom) Icon.png
Ability Score

Multiple Selection

+1 to Constitution or Wisdom
1220
  • Ability Score (Tier 3)
  • Barbarian 4
Tier 5 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Bond of Destruction Icon.png
Bond of Destruction
  • Bond of Retribution no longer has a health requirement
  • +10% Quality bonus to maximum Hit Points
1230
  • Bond of Retribution
  • Character Level 12
  • Barbarian 5
Enhancement Vampiric Bond Icon.png
Vampiric Bond

When Weapon Bond is 100 or more, gain:

  • When damaging an enemy, gain 20 temporary Hit Points
  • Scales with 200% Melee Power
  • Can trigger at most once every:
Rank 1:
  • 12 seconds
Rank 2:
  • 9 seconds
Rank 3:
  • 6 seconds
3130
  • Character Level 12
  • Barbarian 5
Enhancement Seeker's Strike Icon.png
Seeker's Strike
Activation Cost: 20 stacks of weapon bond

Melee Attack:

  • +1 critical threat range
  • +1 critical multiplier
Rank 1:
  • Cooldown: 27 seconds
  • +30% Damage
Rank 2:
  • Cooldown: 9 seconds
  • +50% Damage
Rank 3:
  • Cooldown: 3 seconds
  • +70% Damage
3130
  • Character Level 12
  • Barbarian 5
Enhancement Occult Metalline Icon.png
Occult Metalline
  • Wieldied weapons gain Occult Metalline
    • Bypass Adamantine, Alchemical Silver, Byeshk and Cold Iron damage reduction
  • +1 Competence Bonus to Critical Threat Range
  • +1 Competence Bonus to Critical Multiplier
1230
  • Character Level 12
  • Barbarian 5
Enhancement One Spirit Icon.png
One Spirit
Activation Cost: 100 Weapon Bond
Heal for 400 positive energy. This healing scales with 100% Melee Power.
Passive:
Rank 1:
  • Cooldown: 120 seconds
Rank 2:
  • Cooldown: 60 seconds
Rank 3:
  • Cooldown: 15 seconds
3130
  • Character Level 12
  • Barbarian 5