View Full Version : AC Challenge - What's the Best AC a Wiz/Sorc can achieve?
ManinBlaq
03-16-2009, 04:09 PM
[First I'd like to thank everyone who posted on the last challenge.]
What is the highest 'sustainable' AC a Wizard or Sorcerer can achieve? Any race, with multiclassing available - though the build would have to be predominately Wiz/Sorc. (I can't see anything less than 10 lvls being viable short of a buffbot.)
(To define 'sustainable' - only buffs that have 1 min durations or longer. So no - Human Versatility IV).
Lifespawn
03-17-2009, 07:19 PM
this is a build i did for someone a few months back
10 base
11 dex (13) with +3 tome and +9 dex item
6 wis (8 )with +3 tome +9 item
5 prot
5 ce
1 dodge
4 rainment
8 bracers
3 chattering ring
1 alcy ritual
4 insight shroud weapon
=58(2 dex) (1 wisdom because u need a slot for insight)=61
4 selfcast 26 min shield
3 bark pot
1 haste
66(69)
5 pally
2 full ranger
4 bardsong
77(80){81} in wind stance
don't think i screwed up anywhere but let me know if some1 catches something
dropping sf intimidate and bullheaded would be a net 4 intimidate loss but you could take twf and improved twf
Character Plan by DDO Character Planner Version 2.96
DDO Character Planner Home Page
Level 16 Lawful Good Drow Male
(2 Monk \ 1 Rogue \ 13 Wizard)
Hit Points: 144
Spell Points: 726
BAB: 7\7\12
Fortitude: 9
Reflex: 17
Will: 17
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 16)
Strength 8 10
Dexterity 18 26
Constitution 12 14
Intelligence 12 16
Wisdom 16 20
Charisma 10 12
Tomes Used
+2 Tome of Strength used at level 1
+2 Tome of Dexterity used at level 1
+2 Tome of Constitution used at level 1
+2 Tome of Intelligence used at level 1
+2 Tome of Wisdom used at level 1
+2 Tome of Charisma used at level 1
+3 Tome of Wisdom used at level 16
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 9 16
Bluff 5 5
Concentration 2 2
Diplomacy 1 1
Disable Device 6 7
Haggle 5 5
Heal 4 5
Hide 5 8
Intimidate 5 26
Jump 4 4
Listen 4 7
Move Silently 5 8
Open Lock 9 13
Perform n/a n/a
Repair 2 3
Search 2 5
Spot 4 7
Swim 0 0
Tumble 9 12
Use Magic Device 5 23
Level 1 (Rogue)
Feat: (Selected) Dodge
Level 2 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Level 3 (Wizard)
Feat: (Selected) Empower Spell
Level 4 (Wizard)
Level 5 (Wizard)
Level 6 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Skill Focus: Intimidate
Level 7 (Monk)
Feat: (Monk Bonus) Combat Expertise
Level 8 (Monk)
Feat: (Monk Bonus) Toughness
Level 9 (Wizard)
Feat: (Selected) Bullheaded
Level 10 (Wizard)
Level 11 (Wizard)
Level 12 (Wizard)
Feat: (Selected) Skill Focus: Use Magic Device
Level 13 (Wizard)
Feat: (Wizard Bonus) Quicken Spell
Level 14 (Wizard)
Level 15 (Wizard)
Feat: (Selected) Weapon Finesse
Level 16 (Wizard)
Enhancement: Rogue Skill Boost I
Enhancement: Drow Melee Attack I
Enhancement: Drow Melee Attack II
Enhancement: Drow Melee Damage I
Enhancement: Drow Melee Damage II
Enhancement: Elven Dexterity I
Enhancement: Elven Dexterity II
Enhancement: Elven Enchantment Resistance I
Enhancement: Wizard Improved Empowering I
Enhancement: Wizard Improved Maximizing I
Enhancement: Wizard Improved Quickening I
Enhancement: Way of the Tenacious Badger I
Enhancement: Disciple of Breezes
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Open Lock I
Enhancement: Wizard Lineage of Elements I
Enhancement: Wizard Lineage of Elements II
Enhancement: Wizard Lineage of Elements III
Enhancement: Wizard Lineage of Deadly Elements I
Enhancement: Wizard Lineage of Deadly Elements II
Enhancement: Wizard Lineage of Deadly Elements III
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Elemental Manipulation III
Enhancement: Wizard Elemental Manipulation IV
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Monk Wisdom I
Enhancement: Rogue Improved Trap Sense I
--------------------------------------------------------------------------------
Sarlona characters[Roving Guns guild] Gotanks 1 rogue/9pal/
Lithic
03-17-2009, 07:22 PM
As this if for a caster, I would suggest disallowing both CE and defensive fighting as ANY spell or clickie used shuts these off. Now if you meant best ac for melee-ers with caster/cleric buffs that would be different.
Lifespawn
03-17-2009, 08:45 PM
As this if for a caster, I would suggest disallowing both CE and defensive fighting as ANY spell or clickie used shuts these off. Now if you meant best ac for melee-ers with caster/cleric buffs that would be different.
casters can buff use ce then melee
FluffyCalico
03-17-2009, 09:02 PM
Well if you are talking pure casters somewhere between not useful and barely useful.
If you are talking mixed melee casters they can get just about as high as anybody else, now what that character would be useful for in DDO I have no idea...
Lithic
03-17-2009, 11:03 PM
casters can buff use ce then melee
Once a caster starts going melee, they aren't doing what casters are meant to do --> cast spells in combat. I took the OP's challenge as "what AC can a CASTER get". Not "what AC can a melee with caster buffs get." Its a much more interesting challenge to see how high a spellcaster can get their AC while still keeping up their nuking or crowdcontrol duties.
In any case, such melee casters would often cast reconstruction on themselves, which would again get rid of CE, drastically reducing the caster's combat effectiveness if they have to waste time turning it back on every 9 seconds.
Lifespawn
03-18-2009, 12:06 AM
Once a caster starts going melee, they aren't doing what casters are meant to do --> cast spells in combat. I took the OP's challenge as "what AC can a CASTER get". Not "what AC can a melee with caster buffs get." Its a much more interesting challenge to see how high a spellcaster can get their AC while still keeping up their nuking or crowdcontrol duties.
In any case, such melee casters would often cast reconstruction on themselves, which would again get rid of CE, drastically reducing the caster's combat effectiveness if they have to waste time turning it back on every 9 seconds.
i took it as advertized mostly sorc/wiz lvls doesn't matter take off ce if you want still only down 5 ac and the cooldown is 6 seconds easy to sustain.
hu-flung-pu
03-18-2009, 12:39 AM
Well if you are talking pure casters somewhere between not useful and barely useful.
If you are talking mixed melee casters they can get just about as high as anybody else, now what that character would be useful for in DDO I have no idea...
Not to thread derail or anything but you bring up an interesting point. Arcane fighters are missing two feats and a prestige class or three to make them viable end game.
The first feat is practiced spell caster. This allows you to use your character level for spell durations and DC's. The second is the armored spell caster that warforged and elves get via enhancements.
And the prestige classes are spellcarved soldier for warforged from races of eberron. And eldrich knight from the DM guide. Basically prestige classes that either let you activate spell like abilities or cast spells while increasing your fighting abilities.
ManinBlaq
03-23-2009, 12:45 PM
Good job Lifespawn .. thanks for the input. Are +9 stat items actually available? (I guess I've been out of the loop for too long).
You have a valid build / perspective, however for my goals CE doesn't work. Basically, I was querying to see if it's possible for a caster to have an effect AC that would allow to nuke with impunity.
Lifespawn .. what do you mean by:
58(2 dex) (1 wisdom because u need a slot for insight)=61
Where are these additional modifiers coming from .. and what do you mean by the 1 wisdom vs insight limitation?
Lifespawn
03-23-2009, 01:41 PM
those extra numbers come from crafting a shroud +9 stat item 2 for the dex and 1 for the wisdom because insight would be on the end of the wisdom for the 4 more ac vs the 1 more for the +2 wis.
Basically holding a +9 dex weapon bringing you from and odd to an even and gaining 2 ac.
Then a +7 wisdom weapon and +4 insight on the end of it.
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