Llywela
01-22-2010, 01:19 PM
I have been bashing my head against my keyboard trying to create a Spellsword or Battlemage build, with very little success. I have done some reading on the forums and looked over other builds, which has helped a little, but I would still love any suggestions before jumping into a crazy build. Feel free to tear it apart (in a nice, constructive manner, anyway =p ).
The character himself is mainly a spellcaster, but should have decent melee abilities as well. He is generally in the middle of things, wildly nuking and slashing. Elf (since there are no Half-Elves) and Wizard are absolutely necessary for the character, but the second class is flexible (Ranger, Fighter or Paladin being preferred). He will most likely wear robes, relying on magic for defense. With Ranger as a secondary class, he would make use of TWF, but for Fighter or Paladin, I would probably switch out the second weapon for a shield, since he lacks the Dex to pick up TWF otherwise.
I mostly plan to solo and duo, but I wouldn't mind making myself useful for larger groups, if at all possible. I don't, as of yet, know quite what I will be duo-ing with, though rogue/wizard has been mentioned.
5/15 level split: I took 5 levels of Ranger to get a second favored enemy, and the extra BAB. I passed on a 6th level (which would give me Improved TWF) so that I could still get 8th level Wizard spells and an extra metamagic feat. I miss out on the 9th level spells, but I don't see them as absolutely necessary for the character.
Fighter bonus feats also look promising, though I have had little success throwing a build together. Smite Evil and Aura of Good looked the most helpful from a Paladin, but with low Charisma, not much else seemed helpful.
Abilities: 28 point (Yeah, I'm a noob. :p). I focused on Int, hoping to pick up some tomes to help Str and Con.
Skills: I focused on Concentration, put what I could into Jump (which ended up being a lot, whee!), Balance, Tumble and UMD, and tossed the rest into various Ranger skills.
Spells: I tried to pick up some useful defensive and melee buffing spells, as well as a couple of crowd controls. His main nuking spells are fire and ice, and I tried to focus on area effects. I picked up some Symbol type spells because they looked like they might make fun traps to pull things into. :D
Feats and Enhancements: I am finding these to be the most difficult to sort out. I tried to focus on magic first, melee second. Extend looks like it would be nice for buffs and CCs, and Quicken seems helpful for a caster in melee. Beyond that, I mostly tried to buff damage, but I also took some to give him more HP and SP.
This hasn't yet taken into consideration tomes or gear (other than assuming he will be using longswords), but I have the sneaking suspicion that his defensive ability and health might simply be too low... and I'm still not sure where the proper balance of magic and melee is, or if he would do any reasonable damage.
tl;dr: I'm another noob trying to make an Elven Wizard that also likes to slash things. I appreciate advice and am willing to learn, but don't be mean. ;)
Character Plan by DDO Character Planner Version 3.16
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Neutral Good Elf Male
(5 Ranger \ 15 Wizard)
Hit Points: 182
Spell Points: 1298
BAB: 12\12\17\22
Fortitude: 10
Reflex: 16
Will: 10
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 16 16
Dexterity 10 10
Constitution 12 12
Intelligence 16 24
Wisdom 10 10
Charisma 8 8
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 2 11
Bluff -1 -1
Concentration 5 24
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 -1
Heal 0 0
Hide 4 10
Intimidate -1 -1
Jump 7 25
Listen 0 2
Move Silently 4 10
Open Lock n/a n/a
Perform n/a n/a
Repair 3 7
Search 7 19
Spot 4 12
Swim 3 3
Tumble 2 11
Use Magic Device 1 10.5
Level 1 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Selected) Toughness
Level 2 (Wizard)
Feat: (Wizard Bonus) Mental Toughness
Spell (1): Burning Hands
Spell (1): Jump
Spell (1): Hypnotism
Spell (1): Magic Missle
Spell (1): Niac's Cold Ray
Spell (1): Mage Armor
Level 3 (Ranger)
Feat: (Selected) Insightful Reflexes
Level 4 (Wizard)
Ability Raise: INT
Spell (1): Expeditious Retreat
Spell (1): Feather Fall
Level 5 (Ranger)
Level 6 (Wizard)
Feat: (Selected) Oversized Two Weapon Fighting
Spell (2): Blur
Spell (2): Bull's Strength
Level 7 (Ranger)
Spell (1): Camouflage
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Resist Energy
Spell (1): Summon Nature's Ally I
Spell (1): Tumble
Level 8 (Wizard)
Ability Raise: INT
Spell (2): Knock
Spell (2): Web
Level 9 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Selected) Power Attack
Level 10 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Spell (3): Displacement
Spell (3): Fireball
Level 11 (Wizard)
Spell (3): Haste
Spell (3): Heroism
Level 12 (Wizard)
Ability Raise: INT
Feat: (Selected) Improved Mental Toughness
Spell (4): Fire Shield
Spell (4): Stoneskin
Level 13 (Wizard)
Spell (4): Wall of Fire
Spell (4): Ice Storm
Level 14 (Wizard)
Spell (5): Protection From Elements
Spell (4): Symbol of Flame
Level 15 (Wizard)
Feat: (Wizard Bonus) Heighten Spell
Feat: (Selected) Improved Critical: Slashing Weapons
Spell (5): Teleport
Spell (5): Cone of Cold
Level 16 (Wizard)
Ability Raise: INT
Spell (6): Greater Heroism
Spell (6): Tenser's Transformation
Level 17 (Wizard)
Spell (5): Symbol of Pain
Spell (6): Otiluke's Freezing Sphere
Level 18 (Wizard)
Feat: (Selected) Spell Penetration
Spell (7): Delayed Blast Fireball
Spell (7): Otto's Sphere of Dancing
Level 19 (Wizard)
Spell (7): Prismatic Spray
Spell (7): Greater Teleport
Level 20 (Wizard)
Ability Raise: INT
Feat: (Wizard Bonus) Quicken Spell
Spell (8): Sunburst
Spell (8): Symbol of Death
Enhancement: Elven Arcanum I
Enhancement: Elven Arcanum II
Enhancement: Elven Arcanum III
Enhancement: Aerenal Elf Melee Attack I
Enhancement: Aerenal Elf Melee Attack II
Enhancement: Aerenal Elf Melee Damage I
Enhancement: Aerenal Elf Melee Damage II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
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 Spell Penetration I
Enhancement: Wizard Spell Penetration II
Enhancement: Wizard Spell Penetration III
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Energy of the Scholar IV
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
The character himself is mainly a spellcaster, but should have decent melee abilities as well. He is generally in the middle of things, wildly nuking and slashing. Elf (since there are no Half-Elves) and Wizard are absolutely necessary for the character, but the second class is flexible (Ranger, Fighter or Paladin being preferred). He will most likely wear robes, relying on magic for defense. With Ranger as a secondary class, he would make use of TWF, but for Fighter or Paladin, I would probably switch out the second weapon for a shield, since he lacks the Dex to pick up TWF otherwise.
I mostly plan to solo and duo, but I wouldn't mind making myself useful for larger groups, if at all possible. I don't, as of yet, know quite what I will be duo-ing with, though rogue/wizard has been mentioned.
5/15 level split: I took 5 levels of Ranger to get a second favored enemy, and the extra BAB. I passed on a 6th level (which would give me Improved TWF) so that I could still get 8th level Wizard spells and an extra metamagic feat. I miss out on the 9th level spells, but I don't see them as absolutely necessary for the character.
Fighter bonus feats also look promising, though I have had little success throwing a build together. Smite Evil and Aura of Good looked the most helpful from a Paladin, but with low Charisma, not much else seemed helpful.
Abilities: 28 point (Yeah, I'm a noob. :p). I focused on Int, hoping to pick up some tomes to help Str and Con.
Skills: I focused on Concentration, put what I could into Jump (which ended up being a lot, whee!), Balance, Tumble and UMD, and tossed the rest into various Ranger skills.
Spells: I tried to pick up some useful defensive and melee buffing spells, as well as a couple of crowd controls. His main nuking spells are fire and ice, and I tried to focus on area effects. I picked up some Symbol type spells because they looked like they might make fun traps to pull things into. :D
Feats and Enhancements: I am finding these to be the most difficult to sort out. I tried to focus on magic first, melee second. Extend looks like it would be nice for buffs and CCs, and Quicken seems helpful for a caster in melee. Beyond that, I mostly tried to buff damage, but I also took some to give him more HP and SP.
This hasn't yet taken into consideration tomes or gear (other than assuming he will be using longswords), but I have the sneaking suspicion that his defensive ability and health might simply be too low... and I'm still not sure where the proper balance of magic and melee is, or if he would do any reasonable damage.
tl;dr: I'm another noob trying to make an Elven Wizard that also likes to slash things. I appreciate advice and am willing to learn, but don't be mean. ;)
Character Plan by DDO Character Planner Version 3.16
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Neutral Good Elf Male
(5 Ranger \ 15 Wizard)
Hit Points: 182
Spell Points: 1298
BAB: 12\12\17\22
Fortitude: 10
Reflex: 16
Will: 10
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 16 16
Dexterity 10 10
Constitution 12 12
Intelligence 16 24
Wisdom 10 10
Charisma 8 8
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 2 11
Bluff -1 -1
Concentration 5 24
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 -1
Heal 0 0
Hide 4 10
Intimidate -1 -1
Jump 7 25
Listen 0 2
Move Silently 4 10
Open Lock n/a n/a
Perform n/a n/a
Repair 3 7
Search 7 19
Spot 4 12
Swim 3 3
Tumble 2 11
Use Magic Device 1 10.5
Level 1 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Selected) Toughness
Level 2 (Wizard)
Feat: (Wizard Bonus) Mental Toughness
Spell (1): Burning Hands
Spell (1): Jump
Spell (1): Hypnotism
Spell (1): Magic Missle
Spell (1): Niac's Cold Ray
Spell (1): Mage Armor
Level 3 (Ranger)
Feat: (Selected) Insightful Reflexes
Level 4 (Wizard)
Ability Raise: INT
Spell (1): Expeditious Retreat
Spell (1): Feather Fall
Level 5 (Ranger)
Level 6 (Wizard)
Feat: (Selected) Oversized Two Weapon Fighting
Spell (2): Blur
Spell (2): Bull's Strength
Level 7 (Ranger)
Spell (1): Camouflage
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Resist Energy
Spell (1): Summon Nature's Ally I
Spell (1): Tumble
Level 8 (Wizard)
Ability Raise: INT
Spell (2): Knock
Spell (2): Web
Level 9 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Selected) Power Attack
Level 10 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Spell (3): Displacement
Spell (3): Fireball
Level 11 (Wizard)
Spell (3): Haste
Spell (3): Heroism
Level 12 (Wizard)
Ability Raise: INT
Feat: (Selected) Improved Mental Toughness
Spell (4): Fire Shield
Spell (4): Stoneskin
Level 13 (Wizard)
Spell (4): Wall of Fire
Spell (4): Ice Storm
Level 14 (Wizard)
Spell (5): Protection From Elements
Spell (4): Symbol of Flame
Level 15 (Wizard)
Feat: (Wizard Bonus) Heighten Spell
Feat: (Selected) Improved Critical: Slashing Weapons
Spell (5): Teleport
Spell (5): Cone of Cold
Level 16 (Wizard)
Ability Raise: INT
Spell (6): Greater Heroism
Spell (6): Tenser's Transformation
Level 17 (Wizard)
Spell (5): Symbol of Pain
Spell (6): Otiluke's Freezing Sphere
Level 18 (Wizard)
Feat: (Selected) Spell Penetration
Spell (7): Delayed Blast Fireball
Spell (7): Otto's Sphere of Dancing
Level 19 (Wizard)
Spell (7): Prismatic Spray
Spell (7): Greater Teleport
Level 20 (Wizard)
Ability Raise: INT
Feat: (Wizard Bonus) Quicken Spell
Spell (8): Sunburst
Spell (8): Symbol of Death
Enhancement: Elven Arcanum I
Enhancement: Elven Arcanum II
Enhancement: Elven Arcanum III
Enhancement: Aerenal Elf Melee Attack I
Enhancement: Aerenal Elf Melee Attack II
Enhancement: Aerenal Elf Melee Damage I
Enhancement: Aerenal Elf Melee Damage II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
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 Spell Penetration I
Enhancement: Wizard Spell Penetration II
Enhancement: Wizard Spell Penetration III
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Energy of the Scholar IV
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III