Sonic Boom - A Swashbuckler Shuriken chucker based on Resonant Arms and Harmonic Resonance
With 6d6 sonic damage on crit and 335 Sonic Spellpower that should be 26d6 per crit, right? Anything that gets 5 full stacks of Harmonic Resonance should be taking twice that. I'm thinking that it will hit less often with less small numbers attached to each star than an Artichucker but not spike completely like a Slayer/Furyshot. I'm hoping trash will die just fine, and without downtimes between spikes, but the Harmonic Resonance will let it stay relevant during boss fights.
I'm pretty sure about race, feats, Fatesinger, and T5 Swashbuckler for Exploit Weakness.
Race: Halfling - Dex to damage
Feats: PBS, Quickdraw, Rapidshot, PS, IPS, IC: Thrown, Shuriken Proficiency, Shuriken Expertise
Epic Destiny Feats: Doubleshot, Epic Spellpower: Sonic
Sonic Spellpower:
150 TF Orb
20 Loud and Clear
70 Perform (meh, probably higher)
60 Aria
10 Majesty (Fatesinger Core)
25 Epic Spellpower
335 Sonic Spellpower, standing
20 Greater Cacophony Pot (3 min)
Maybe 45 Sigil of Battering Spellcraft T4 Magister Twist (45s, 2min cd)
What am I missing as far as stacking Sonic?
Things I don't know:
Will two non-crits from shuriken expertise proc 2 Sense Weakness Stacks? The build doesn't hinge on it but it will be interesting to find out.
Does it make more sense to leave the offhand empty for 10% doubleshot? It also means losing a 1st tier TF on the shuriken to take spellpower. There's also the option to use a buckler for 10% dodge and only be behind 4% doubleshot with Epic Swashbuckler.
Should I really focus on Shadow Dodge? I know it's my damage stat, but this will be a single Shuriken Expertise roll instead of a double like a monk based. Going Warchanter with that AP gets Iced Edges, Ironskin, and Reckless.
The split is what I'm really pondering and looking for help with. I think my prioroties are full bab and evasion followed by sonic or SA. I'd also ideally like a few AP for Spellsinger T1 song duration for the Fatesinger stuff.
The first one would definitely take Loud and Clear and the Magister Sigil because its express purpose is to go full retard sonic spellpower.
12/5/3 Sorc/Bard/Rogue
++40 Sonic Spellpower
++Extended Tenser's
+Extended other buffs
-Super tight AP's (33 SWB, 21 AS, 11 Halfling, 13 TA)
-21 AP in Air Savant does fuckall for a thrower build that never wants to take its foot off the gas. Casting would be a dps drop, despite stacking spellpower gained from Electrocution. If it gained a stack per tick of a dot that would be cool, but afaict it's once per cast. I had dreams of dotting Eladar's and Reverberate to stack the +5 spellpower and vulnerable, but alas.
11/6/3 Bard/Rgr/Rogue
++Brings the SA hot n heavy. Probably top tier deeps moar deeps with SA.
++Sniper Shot
+Killer from a tree I don't mind being in
+A reasonable split that frees up two feats that could be Metamagics
-Scroll Tenser's
12/5/3 Art/Bard/Rogue
++Extended Tenser's
++Abusable Lightning Sphere (only needs 3 Arty for double LS) should go well with CDG
+Arty Buffs
+Arty bonus feats are all good
-Doesn't add to Sonic spellpower or SA
11/9 Rgr/Bard
+Frees up a crapton of feats. IPS chain without needing PBS which feels pretty meh on a build with other sources of ranged SA distance.
-Scrolling Tenser's and Displacement
-WTF am I gonna do with all those feats?
20 Bard
+Full Bard spells with normal DC's. I like the idea of having a disco ball up for anything that I kite and an Irresistible for the mob that makes it to touch range. More dignified than hopping around and lets me stand in a sigil.
-Medium armor possibilities from WC break SWB
-Scroll Tenser's
-Lose evasion with a scroll in hand. Like when people are dying and I need to use a raise scroll or Tenser's runs out.
-Now I want to cast and feats get tight
12/5/3 Fvs/Bard/Rogue
+/- Divine Power gets full BAB, no +Dex like Tenser's
+Heal Spell
+Action Boost Spellpower stacks to add to Sonic (at least the human version does)
-No synergy with Fatesinger
-Pretty sure scourge is specifically not sonic
Right now I'm leaning towards the first one because of its full retard nature. I might chicken out though and run the second one because it seems to make the most sense to give up some spellpower for a pile of SA dice. Although it could be funny to drop SE and T5 SWB altogether, use a Coffin Nail, and take T5 Air Savant for Wind Dance. Call it the Kite Boss, Obtainer of Squelch.
Much thanks to Notharhar and many, many others for providing all the 101's on throwing.
Thanks for your time and advice, please accept: