View Full Version : anyone wanna critique this wiz/rog build?
spyder7723
04-09-2010, 04:49 AM
decided on human for the extra feat and skill points.
will my umd be high enough to be useful?
will the trap skills be high enough to be useful?
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
human 2rog/18wiz
Level 20 True Neutral Human Male
(2 Rogue \ 18 Wizard)
Hit Points: 206
Spell Points: 1573
BAB: 10\10\15\20
Fortitude: 9
Reflex: 18
Will: 10
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 9 10 10
Dexterity 9 10 10
Constitution 16 16 16
Intelligence 18 25 29
Wisdom 8 8 8
Charisma 12 12 12
Tomes Used
+1 Tome of Strength used at level 1
+1 Tome of Dexterity used at level 1
+2 Tome of Intelligence used at level 7
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 4 5
Bluff 5 5
Concentration 5 6
Diplomacy 5 5
Disable Device 8 32
Haggle 5 5
Heal 1 1
Hide 0 0
Intimidate 1 1
Jump 4 4
Listen -1 -1
Move Silently 0 0
Open Lock 4 19
Perform n/a n/a
Repair 4 9
Search 8 32
Spot 3 22
Swim 3 3
Tumble 1 1
Use Magic Device 5 24
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Bluff (+4)
Skill: Concentration (+2)
Skill: Diplomacy (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Heal (+2)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Swim (+3)
Skill: Tumble (+1)
Skill: Use Magic Device (+4)
Feat: (Human Bonus) Insightful Reflexes
Feat: (Selected) Toughness
Enhancement: Rogue Skill Boost I
Enhancement: Human Versatility I
Level 2 (Wizard)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+1)
Feat: (Wizard Bonus) Maximize Spell
Enhancement: Wizard Energy Manipulation I
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Energy of the Scholar I
Level 3 (Wizard)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Extend Spell
Enhancement: Wizard Intelligence I
Enhancement: Racial Toughness I
Level 4 (Wizard)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+1)
Enhancement: Wizard Lineage of Energy I
Enhancement: Wizard Lineage of Elements I
Enhancement: Human Versatility II
Level 5 (Wizard)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+1)
Enhancement: Wizard Energy Manipulation II
Enhancement: Human Adaptability Intelligence I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Subtle Spellcasting I
Level 6 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Wizard Bonus) Heighten Spell
Feat: (Selected) Mental Toughness
Enhancement: Racial Toughness II
Enhancement: Wizard Lineage of Deadly Elements I
Enhancement: Wizard Spell Penetration I
Level 7 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Enhancement: Human Versatility III
Level 8 (Rogue)
Ability Raise: INT
Skill: Balance (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+6)
Skill: Search (+1)
Skill: Spot (+5)
Skill: Use Magic Device (+1)
Enhancement: Wizard Energy of the Scholar II
Level 9 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Empower Spell
Enhancement: Wizard Lineage of Elements II
Enhancement: Wizard Energy Manipulation III
Level 10 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Wizard Elemental Manipulation III
Level 11 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Wizard Lineage of Deadly Elements II
Enhancement: Wizard Spell Penetration II
Level 12 (Wizard)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Wizard Bonus) Quicken Spell
Feat: (Selected) Spell Penetration
Enhancement: Wizard Energy Manipulation IV
Level 13 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+1)
Enhancement: Wizard Lineage of Elements III
Level 14 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+1)
Enhancement: Wizard Elemental Manipulation IV
Level 15 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Mental Toughness
Enhancement: Wizard Lineage of Deadly Elements III
Enhancement: Wizard Energy of the Scholar III
Level 16 (Wizard)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1.5)
Skill: Use Magic Device (+1)
Enhancement: Wizard Energy of the Scholar IV
Level 17 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1.5)
Skill: Use Magic Device (+1)
Feat: (Wizard Bonus) Spell Focus: Enchantment
Enhancement: Wizard Intelligence II
Level 18 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Greater Spell Focus: Enchantment
Level 19 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Wizard Spell Penetration III
Level 20 (Wizard)
Ability Raise: INT
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Wizard Intelligence III
RobertVesco
04-09-2010, 06:07 AM
Dark blue on a black background. Really?
decided on human for the extra feat and skill points.
will my umd be high enough to be useful?
will the trap skills be high enough to be useful?
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
human 2rog/18wiz
Level 20 True Neutral Human Male
(2 Rogue \ 18 Wizard)
Hit Points: 206
Spell Points: 1573
BAB: 10\10\15\20
Fortitude: 9
Reflex: 18
Will: 10
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 9 10 10
Dexterity 9 10 10
Constitution 16 16 16
Intelligence 18 25 29
Wisdom 8 8 8
Charisma 12 12 12
Tomes Used
+1 Tome of Strength used at level 1
+1 Tome of Dexterity used at level 1
+2 Tome of Intelligence used at level 7
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 4 5
Bluff 5 5
Concentration 5 6
Diplomacy 5 5
Disable Device 8 32
Haggle 5 5
Heal 1 1
Hide 0 0
Intimidate 1 1
Jump 4 4
Listen -1 -1
Move Silently 0 0
Open Lock 4 19
Perform n/a n/a
Repair 4 9
Search 8 32
Spot 3 22
Swim 3 3
Tumble 1 1
Use Magic Device 5 24
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Bluff (+4)
Skill: Concentration (+2)
Skill: Diplomacy (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Heal (+2)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Swim (+3)
Skill: Tumble (+1)
Skill: Use Magic Device (+4)
Feat: (Human Bonus) Insightful Reflexes
Feat: (Selected) Toughness
Enhancement: Rogue Skill Boost I
Enhancement: Human Versatility I
Level 2 (Wizard)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+1)
Feat: (Wizard Bonus) Maximize Spell
Enhancement: Wizard Energy Manipulation I
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Energy of the Scholar I
Level 3 (Wizard)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Extend Spell
Enhancement: Wizard Intelligence I
Enhancement: Racial Toughness I
Level 4 (Wizard)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+1)
Enhancement: Wizard Lineage of Energy I
Enhancement: Wizard Lineage of Elements I
Enhancement: Human Versatility II
Level 5 (Wizard)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+1)
Enhancement: Wizard Energy Manipulation II
Enhancement: Human Adaptability Intelligence I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Subtle Spellcasting I
Level 6 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Wizard Bonus) Heighten Spell
Feat: (Selected) Mental Toughness
Enhancement: Racial Toughness II
Enhancement: Wizard Lineage of Deadly Elements I
Enhancement: Wizard Spell Penetration I
Level 7 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Enhancement: Human Versatility III
Level 8 (Rogue)
Ability Raise: INT
Skill: Balance (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+6)
Skill: Search (+1)
Skill: Spot (+5)
Skill: Use Magic Device (+1)
Enhancement: Wizard Energy of the Scholar II
Level 9 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Empower Spell
Enhancement: Wizard Lineage of Elements II
Enhancement: Wizard Energy Manipulation III
Level 10 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Wizard Elemental Manipulation III
Level 11 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Wizard Lineage of Deadly Elements II
Enhancement: Wizard Spell Penetration II
Level 12 (Wizard)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Wizard Bonus) Quicken Spell
Feat: (Selected) Spell Penetration
Enhancement: Wizard Energy Manipulation IV
Level 13 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+1)
Enhancement: Wizard Lineage of Elements III
Level 14 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+1)
Enhancement: Wizard Elemental Manipulation IV
Level 15 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Mental Toughness
Enhancement: Wizard Lineage of Deadly Elements III
Enhancement: Wizard Energy of the Scholar III
Level 16 (Wizard)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1.5)
Skill: Use Magic Device (+1)
Enhancement: Wizard Energy of the Scholar IV
Level 17 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1.5)
Skill: Use Magic Device (+1)
Feat: (Wizard Bonus) Spell Focus: Enchantment
Enhancement: Wizard Intelligence II
Level 18 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Greater Spell Focus: Enchantment
Level 19 (Wizard)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Wizard Spell Penetration III
Level 20 (Wizard)
Ability Raise: INT
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Wizard Intelligence III
Danmor
04-09-2010, 06:09 AM
Maximize Spell at lvl 2? Why? It's much too expensive at that level...
spyder7723
04-09-2010, 06:25 AM
Dark blue on a black background. Really?
i didnt design the character planner. it gives 2 options, light or dark lettering. dark is easier for me to see. have anything to critique or suggest about the actual build? or do you really wanna use the ddo forums to discuss matching colors?
Razcar
04-09-2010, 06:56 AM
i didnt design the character planner. it gives 2 options, light or dark lettering. dark is easier for me to see. have anything to critique or suggest about the actual build? or do you really wanna use the ddo forums to discuss matching colors?
If you want people give feedback on your build it helps if you present it in a way that is easy to access. As you can see, it is not right now.
ArloOne
04-09-2010, 07:09 AM
My PC makes it tough to read but...
I reccomend:
Warforged: Max Int. Max Con. Then strength.
1st level rogue, 9th level rogue...rest wizard.
Max: DD,Search,UMD,Spot,OL,then jump,balance.
Just my opinion, good luck!
spyder7723
04-09-2010, 07:21 AM
My PC makes it tough to read but...
I reccomend:
Warforged: Max Int. Max Con. Then strength.
1st level rogue, 9th level rogue...rest wizard.
Max: DD,Search,UMD,Spot,OL,then jump,balance.
Just my opinion, good luck!
I wanted to go wf for self healing but simply is not enough skill points to spread around as a warforged. Also I did not like how wf ended up with such a horrible will save, and such a low charisma further hurting umd. Also, i took 8th level as rogue to maximize skill points. Human or warforged, balance and jump is out of the question unless I give up open locks or spot. Figure its better to have 20 open locks and no balance than 10 open locks and 10 balance. Or are you implying 10 spot and open locks will be enough?
If its really that hard to read later I will repost under the other setting. Can't right now though, its saved on the laptop and I'm on my way to work (gotta love net enabled cell phones, sure does help pass the driving time)
Danmor
04-09-2010, 07:26 AM
The reason for rogue at lvl 9 is that wizards get access to firewall at lvl 7. it's a most useful spell so you don't want to delay getting it.
Drowheart
04-09-2010, 07:34 AM
My suggestion is stop on open lock skill after roll, which is 4 point max. It'll get you through using rogue boost skill till you get your wiz spell knock. I know it's a little rough giving up a spell slot in the beginning of a new spell level (I always allow space for web), but if you wish for more in something else...I suggest drop the open lock skill as I said earlier or just don't use it at all. At character rge1/wiz4 using rge boost skill if needed at all, open lock skill was finally obsolite with so few invested by the time I got to Tangleroot. At that level I don't mind giving up a spell slot for knock :). From lv2 on, all ive focused my points into are UMD(2), disable device(2), search(2) and consentration(1).
Thanks, hope this helps :).
Drowheart
parvo
04-09-2010, 07:35 AM
Is level seven the earliest possible level to use a Tome? The way I play, Tomes are rare, but what about a +1 Int Tome earlier in the build?
ArloOne
04-09-2010, 07:43 AM
+1 Tome=level 3 minimum, +2 Tome=level 7 minimum.
10 OL is more than enough, I think 22UMD for find trap scoll(+10) then rogue skill boost..and OL item you should be able to pop every door in the game.
Balance is semi-important.
I left charisma and wis as a dump and generally never have any problems regarding will saves.
Insightful reflexes is a must have feat.
The basic build I laid out, is a proven self-suffcient,powerful casting handy man(toaster) that not only helps a group out quite nicely but can solo almost anything.
And when you get reconstruct...um...you can only blame yourself if you die.
Just my humble opinion.
spyder7723
04-09-2010, 07:50 AM
Is level seven the earliest possible level to use a Tome? The way I play, Tomes are rare, but what about a +1 Int Tome earlier in the build?
+1 tomes are min level 3. +2 tomes are min level 7. Don't know about +3,+4 cause I haven't looted any.
Danmor, I know I have to delay firewall by a level. But I don't mind that. Short term loss for long term gain. At level 20 I won't remember going without firewall for a level but I sure will remember if I'm blowing traps that I could of made if I had just a couple more skill points.
As for open locks, I have heard knock starts to become useless in higher content that's why I didn't want to sacrifice it. Also, with no search how do you plan on finding trap boxes? Does the cleric spell 'find traps' come on vendor available scrolls? Or are you hoping the party cleric will give up a spell to load it?
spyder7723
04-09-2010, 07:59 AM
+1 Tome=level 3 minimum, +2 Tome=level 7 minimum.
10 OL is more than enough, I think 22UMD for find trap scoll(+10) then rogue skill boost..and OL item you should be able to pop every door in the game.
Balance is semi-important.
I left charisma and wis as a dump and generally never have any problems regarding will saves.
Insightful reflexes is a must have feat.
The basic build I laid out, is a proven self-suffcient,powerful casting handy man(toaster) that not only helps a group out quite nicely but can solo almost anything.
And when you get reconstruct...um...you can only blame yourself if you die.
Just my humble opinion.
Ok, didn't know 10 OL would be sufficient. Thanks a bunch for that info. I spent 4 hours on the character planner trying to find a better way to accomplish the build with wf instead of human but couldn't get it. Do you mind running that build through the planner? Keep in mind the tomes I have available. Could do +2's but unless they start selling +3's in the ddo store. Well its not happening. Also, I'd be losing greater spell pen. Would I run into problems with enchantments not landing? Disco balls, charm, etc.
Anderei
04-09-2010, 08:11 AM
cant read it, at readability is curtsey and gets you better feedback. take the other setting for ddo forums :-/
ArloOne
04-09-2010, 08:28 AM
You can buy find trap scrolls ( divine) in house J and P .
Minimum level is 3 on +1 tomes. Minimum level is 7 on +2 tomes.
Actually, you really dont even need tomes for a basic warforged wiz/rogue. Like I said earlier..Max INT and CON, rest strength. Thats it.. he/she will rock.
Noctus
04-09-2010, 09:32 AM
Cant read the build properly --> no feedback.
Drowheart
04-09-2010, 09:58 AM
Update: edited my prior post. Sorry no spot, search instead for my build. @ rge1/wiz5 search is 20 w/o boost. My bad for miss type. I understand wiz lv has something to do with spells landing so knock should be ok for most locks. Multiclassing 2 rge levels may compromise that.
unbongwah
04-09-2010, 10:45 AM
I wanted to go wf for self healing but simply is not enough skill points to spread around as a warforged.
This build (http://forums.ddo.com/showthread.php?t=218205) seems to work fine. It does give up Spot & Open Locks, though.
riverbck
04-09-2010, 01:58 PM
Speaking from personal experience and to reiterate an earlier poster, this works MUCH MUCH better as a warforged. The immunities coupeled with repair self is an absolute winner.
If you do go that route, take mithral body. between arcane docents and enhancements the spell failure rate will be minimal to none, and you can eliminate entirely through enhancemenst by level 10.
spyder7723
04-10-2010, 03:50 PM
Speaking from personal experience and to reiterate an earlier poster, this works MUCH MUCH better as a warforged. The immunities coupeled with repair self is an absolute winner.
If you do go that route, take mithral body. between arcane docents and enhancements the spell failure rate will be minimal to none, and you can eliminate entirely through enhancemenst by level 10.
what feat would you recommend giving up to take mithril body? from what my understanding, albiet very limited, the dc is going to be 2 levels behind as it is. so i kinda figured i'd be focusing on buffing and cc spells with this build. disco balls, charm, etc. which is why i tried to pump up the dc on enchantments.
for those of you that had issues reading due to the color. went to repost under the other option, and...well i eithr forgot to save the file or cant find it. not going to spend 2 hours redoing it.
snakethejake
04-11-2010, 09:41 PM
Don't bother with Mithral Body, its a waste for a non battle caster. Your AC will never be high enough to be useful.
what feat would you recommend giving up to take mithril body? from what my understanding, albiet very limited, the dc is going to be 2 levels behind as it is. so i kinda figured i'd be focusing on buffing and cc spells with this build. disco balls, charm, etc. which is why i tried to pump up the dc on enchantments.
for those of you that had issues reading due to the color. went to repost under the other option, and...well i eithr forgot to save the file or cant find it. not going to spend 2 hours redoing it.
Ultrazen
04-12-2010, 12:03 AM
2 rogue 18 is very much a cookie cutter build, and a pretty good one. My only advice, would be that for me I'll never start another Wiz with less than 14 str, for a number of reasons.
1. Being able to cast masters touch, and gank trash mobs with a good 2 hander is almost mandatory, as there is a serious lack of mana pool in this game. It's also by far the best way to level your wiz until you hit firewall.
2. Being debuffed sucks, and can be a death sentence throughout most of the game, especially at higher levels. Having your STR set to zero does all kinds of horrible nasty things to you.
3. There is a lot of content, especially on epic, where it's a long **** time between shrines. Being able to at least effectively melee trash mobs is the only way short of a ton of pots to contribute. I'm sure everyone has been in the group with the 8 str wiz that was out of mana after the first 2 fights, and piked till the next shrine.
There are a number of great builds for a 2 rogue splash, and with insightful reflexes and evasion, it can be deemed worthwhile for what you give up in DCs, but it's still hard to beat a pure 20 wiz unless you are playing in some kind of pre formed setup, where people need to be able to multi skills to get through. Wiz can make great trapmonkies if really speced for it, but it's a commitment to a playstyle that requires some sacrifices in other areas to make viable endgame.
Drowheart
04-12-2010, 07:23 AM
My build is going to be drow 1rge/19wiz (currently 1rge/5wiz) for the purpose of trap/mob execution. Going palemaster and I just feel loosing a DC for evasion is not my speed.
Focusing enhancements on all fire/cold spell +'s, all search, spell resistance, enchantment resistance, int +'s, sp +'s, toughness etc. (yes all minions).
Feats so far are Toughness, mental toughness, focus: necromancy, insightful reflexes, greater mental toughness (can't remember if any more).
Plan to be proficient with death spells even with the 1rge level, fire/cold for those immune to death spells.
The only metamagic I plan on getting is heighten spell. Possibly extend.
Quick OT question: Spell penatration...does this help effect spells (death/charm) or just spells that damage?
As for the knock spell discussed earlier, it's already failed me but, succeded when recast.
A lot of fun being the trap spot/disabler/necromancer on quests.
My stats went 20 int, 14 con, 10 str, 8 wis, 10 char, 10 dex.
teamghost
04-14-2010, 04:08 PM
We can't read your post so don't get ****y about it! Really, you can read this better than light text, hmmm??
Anderei
04-14-2010, 04:26 PM
Going palemaster and I just feel loosing a DC for evasion is not my speed.
Sorry but this are IMHO 2 bad decissions at once, first if you want max DC drop the rogue, evasion and insightful reflexes still are great, and very much worth the -1 DC. Palemaster there is enough discussion here available that shows, while okay everyone is an individual, it generally is not a good idea/not worth the feats and APs.
Once you got say 15 wiz levels or and and only 1 rogue level, I'm one that would not invite such a class build into my party. And comparing it with the other decissions I see here, this would be a good decission in the case here. Maybe I'm wrong, but it doesn't sound like a good toon to me. The last 18wiz/1rog I got in a party in a graceful moment (i mean maybe someone else is just way smarter and I misjudge the build), but he just swung his greatsword around, killing spiders in Let sleeping dust lie :-(
The only metamagic I plan on getting is heighten spell.
uhhh...
Phidius
04-14-2010, 04:39 PM
My build is going to be drow 1rge/19wiz (currently 1rge/5wiz) for the purpose of trap/mob execution. Going palemaster and I just feel loosing a DC for evasion is not my speed.
The only DC you will lose is because you are not a pure wizard. By taking 1 rogue, you've lost as much DC on your spells as a 17 wiz/2 rog/1 fighter does. However, palemaster at the moment is too close to a death sentence...
Focusing enhancements on all fire/cold spell +'s, all search, spell resistance, enchantment resistance, int +'s, sp +'s, toughness etc. (yes all minions).
Get your UMD high enough to scroll Spell Resistance Mass, and save the AP from SR.
Feats so far are Toughness, mental toughness, focus: necromancy, insightful reflexes, greater mental toughness (can't remember if any more).
Plan to be proficient with death spells even with the 1rge level, fire/cold for those immune to death spells. The only metamagic I plan on getting is heighten spell. Possibly extend.
Heighten and Extend are both excellent meta-magics... you need to look into Maximize and Empower, too.
Quick OT question: Spell penatration...does this help effect spells (death/charm) or just spells that damage? As for the knock spell discussed earlier, it's already failed me but, succeded when recast. A lot of fun being the trap spot/disabler/necromancer on quests.
Spell Penetration helps spells that, in general, do not cause damage (ignore the failed-save-causes-damage spells). Insta-kill (PK, FoD, Wail, etc...), Incapacitate (Flesh-to-Stone, Irresistable Dance, etc...), and Debuffs (Curse, Waves of Exhaustion, etc...).
My stats went 20 int, 14 con, 10 str, 8 wis, 10 char, 10 dex.
Paragraphs help a lot with readability - and sometimes they help you to focus your thoughts, too. Comments in red...
Drowheart
04-15-2010, 08:59 AM
As all words or in this case, text shared with others, of coarse there will be room for critiques. The only reason I see on getting rge2 is for the evasion. I'm after the most caster level bonuses here.
Even with the 1rge in there I'm loving palemaster and don't regret getting it at all. If later on I decide to focus enhancements elsewhere then I just reset enhancements. The feats already pay for themselves for the build I'm working on.
Last night soloing on norm difficulty with a cleric hirling, a quest 1 level difficulty higher then my own (Return to Del's Tomb Necro). It was very very hard because I had no idea what to expect from the quest, 1st time doing with no guidence (which is something I enjoy about any game, not being showed the way, but learn it on your own). By the time I found a shrine, relief because sp was an issue. Now I know to go left not right at the fork when redoing lol.
Using a 2-handed weapon was all fun from levels 1-4 and maybe into 5 a little but, after that my focus is arcane. Only weapon I keep on me is 1 muckbane because it's gotten me out of the ooze/pudding issue with casters.
I've had no complaints in groups due to my abilities to search, disable traps, cc, debuffing and AoE damage when needed (very self sufficiant don't really need heals from others much).
Metamagic highten is for what it's intended for, effecting spells's chance to do what they're cast for. Maybe extend for the duration on charms (my favorite) and buffs, but not certain if I'm getting this (but probably will).
Being an arcane wizard I do tend to use up sp on a moderate level. At this time Maximize and Empower would drain that pool too quickly. I've looked to those (have on my sorc) and not sure if I'm going to get, but if I do I'd get at least maximize (for the boss/raid fights).
I max what I can into UMD, search and disable every level up so that's no issue (1 level in rge has been a huge help with this). One into consentration because that's all that's left over and I feel what I'm investing is fine. I've a pure wiz different server going palemaster, terrible UMD (get to place 1 per lv up) but more of a caster (I can have more balance and consentration woot).
Thanks for any mature feedback.
Will probably redo the quest I soloed last night again tonight since now I know where the traps, mob triggers, SHRINE and the general idea how to complete the quest without issue (I like the trinket reward for this one).
Thank you so much for your reply Phidius. Inspired me to get Spell Penatration feat at next level up (but spell focus necromancy2 around leveling 12wiz). But I do plan to keep my path of 1rge 19 wiz.
Be safe :)
Noctus
04-15-2010, 09:10 AM
Running around at level 5 with Maximize and Empower active all the time is a bad idea.
Running around at level 15 without Maximize and Empower active all the time is a bad idea.
In fact no.2 (if you dont even have those 2 feats) is so bad that people will take you and then see that your burst damage is pityfull, not take you again if they look for someone who can CC and put out some nice bursts when needed.
Anderei
04-15-2010, 09:42 AM
The only reason I see on getting rge2 is for the evasion.
reason enough. and the reason why 10000oooo.... other builds to it the same. So maybe they know what they are doing? you will see once you get on the top quests.
pale master looks cool, but honestly it isn't, you very likely gimp yourself.
spyder7723
04-15-2010, 12:26 PM
ahh. just when i start to look really stupid someone comes along and hijacks the thread with ideas that make me look like a savant of ddo builds. thanks drowheart!!
ArichValtrahn
04-15-2010, 12:34 PM
This build (http://forums.ddo.com/showthread.php?t=218205) seems to work fine. It does give up Spot & Open Locks, though.
My wiz/ro uses this build and its been serving me well.
Drowheart
04-16-2010, 06:54 AM
reason enough. and the reason why 10000oooo.... other builds to it the same. So maybe they know what they are doing? you will see once you get on the top quests.
pale master looks cool, but honestly it isn't, you very likely gimp yourself.
Is there no open mind just follower drone? Lets do what everyone else does because it makes everyone else happy?
Trying not to flame here but, thought out builds are made for a reason. Being like everyone else why play this game? Opinions are fine but, why disrespect someone who has remade a class plenty and found what works for them, then deficate all over the idea? Why knock everything that's different from what everyone knows works? How do you know what I'm doing is gimp when you're just like the 1st person who laughed at a kid for putting ketchup on their hotdog when everyone else in history used mustard?
I do NOT knock people's character builds because one, this is JUST a game, second, everyone learns hands on, some get guided, third, there's better things to fill in the day/night then to type negative statements that are out of line.
As for Spyder7723, you were asking advise were you not?
ahh. just when i start to look really stupid someone comes along and hijacks the thread with ideas that make me look like a savant of ddo builds. thanks drowheart!!
Thanks for the juvinile insult man. But I suppose asking for a game without people I'd run over several times with my car for running their mouth is asking too much right? Closed mind from all that bs you snort eh?
I'm happy and and complimented at times when playing DDO with the build I'm working on. No reason to be negative with that. Or does there always have to be something wrong, just to complain?
Sorry if this post upsets anyone. All I'm doing is expressing help from what I've found works for me. I see no reason why people can't only post supportive responses.
With all the negative that goes on in life I think we can agree on, it's nice to be able to escape once in a while.
If you don't like my ideas for a toon build then we'll just have to agree to disagree.
Thanks?
Drowheart
Kriogen
04-16-2010, 08:47 AM
decided on human for the extra feat and skill points.
will my umd be high enough to be useful?
will the trap skills be high enough to be useful?
Done this. As Human Wizard17/Rogue2/Ranger1 (don't ask why). Fun build.
Traps skill will/are be good enogh for Epic. You will be immune vs normal/hard traps damage, elite/epic traps will insta-kill you. You will have zero problems with 'control box', but the problem is getting there. Give extra RD scrolls to cleric/fvs/umd user.
UMD will be high enough for Heal scrolls.
Monster with SR are a !@#!@# problem. Investing in Spell Pen feats and enhacements is a **** good idea.
Having a small "battle mode" is good idea. You don't get infinite number of spell points.
You will die alot. Bloody !#!@# disintegrate, beholders and epic trolls and I-port-behind you devils :(
My Human Wiz/rog will soon (I hope) join the ...
Its a fun, effective build. It will work, you will have fun. I'm also pretty sure that at 20 you'll want ... well you'll found out.
spyder7723
04-16-2010, 03:11 PM
drowheart, a few things you should consider concerning your last post.
1: grow some thicker skin. there is no reason my comment should have upset you to the extent it did. life is not the big kumbaya campfire where even the fat kid that finishes last gets a ribbon, no matter what those out in berkley tell you. you came into someone else's thread looking for critcism on a specific build and you posted an entirely different build for people to comment on. thats the definition of hijacking.
2. there is a reason someone like anderei is called a vet. he/she has been here YEARS. chances are they have a lot better idea of what works and what doesnt. consider this for a minute before insulting the vets and calling them narrowminded.
3. when you have never even seen end game you shouldnt be telling people what is effective at end game. thats how misinformation spreads and why there is post after post after post on these forums about newbies giving out bad advice in the advice channel.
4. nothing personal, but im gonna take the advice of the guy/gal thats been here 4 years longer than myself instead of the guy thats experienced even less of the game than i have(judging by your forum join date).
5. if this posts offends you as much as the last, refer to number 1, grow thicker skin, not every thing is a personal attack on you.
Anderei
04-16-2010, 03:26 PM
I'm not a vet and didn't play the game for years :)
But Drowheart unless you at least reached level with your build you really shouldn't yell at anybody, and even not then.
The line between from unique and brave to crazy and gimped is thin. You didn't make one unusual choice, you made all choices against what people would advicse you. 19wiz/1rog -> bad idea, palemaster -> bad idea, no metas -> bad idea.
While you could sell me one of this choices maybe, never all of 'em. And yes the other info I see I feel very confident to also in future plain out refuse any X Wiz/1Rog when Wiz >= 12, since with a blatant questionworthy decission like this you can safely assume there is also a lot of other stuff broken.
And while the game is quite forgiving in low to mid levels, at top levels you'll face what you chose. (nevertheless its possible to leech with pugs, heck recently I took a 18wiz/1rog into my pug, but his further performance as player did make me sorry about this decission.
Also if you want to make a well... strange build... okay up to you... but do not go on the forums and advertise anybody else to do the same asking for sane feedback :)
Phidius
04-16-2010, 03:43 PM
Is there no open mind just follower drone? Lets do what everyone else does because it makes everyone else happy?...
Just check out the links in my signature, and keep in mind that I'm not normally a very social person.
Trust me, it's better to learn things from reading a forum thread than by the process of trial-and-error. The game is so different from low-mid-high levels that you really have to experience the end game to know how to build for it.
It would be nice if the forums were a little nicer, but what else can you expect from trolls? Just make sure you put on your Heavy Fortification and you'll be fine :D
Drowheart
04-16-2010, 05:46 PM
Thanks for the advise. Good luck to ya.
spyder7723
04-17-2010, 02:31 AM
My bad. I actually didn't mean anderei, he is a newb to ;). Was doing a dozen other things much more important than ddo while skimming the last few posts for a name to use as an example.
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