wolfy42
04-15-2010, 11:46 PM
I'm in the mood to try something new (for me at least).
I have not played around with the new Pale Master PRE at all (or for that matter even played a wizard since the cap was raised!!) and I was thinking of trying to make a summon centered character. This would be a fun concept build and not expected to party that much. The point is to try and get as much use out of summons as possible, and in my experience summon damage does not come close to equaling player damage.
Partying with another player then would nullify the entire point of the build, so it is going to mostly be a solo build.
I don't ever believe in doing "casual" mode for quests...and have been quite fine doing them solo in the past with other builds all the way up the levels and quite often through elite.
This of course may be a bit more challenging since summons generally well.....blow. I don't think I'll be able to do many elite quests at least not till much later.
Ok, first a few rules.
I want to do most of my damage through my summons, not my own spells. That means very little use of firewall etc. I can CC enemies for my minions to kill (and in fact that may almost be required in many instances) but the majority of the damage must come from my minions.
I will though be counting 1 hireling as a minion (it is summoned hehe), so that should help significantly damage wise.
I'm open to multi classing, but I think going pure wizard will both speed up how fast I get my summons, and give me better CC abilities etc as fast as possible.
I plan on going for the PM line to get a Skelly magi (figure that will be the highest damage), summoning the highest monster possible, getting a WF hireling (so I can heal him or her), and going with the full mith/adamantium companion line (Iron,Steel,Mith,Adam = 4 of them at once).
I'm not sure if I can really make a go of it, but it's worth a try and a fun experiment (I have 32 point builds and Veteran status..so starting at lvl 4).
I'm a bit mixed on my choice of race right now. I'm kinda torn between halfling, warforged or human. I'll list my reasons for each.
Halfling could use some extra feats to snag the healing marks...which will let me heal both mechanical summons and non-mechanical summons (not to mention myself) in a pinch. With empower + maximize going of course to make it more effective. Halfling also gets nice sneak attack damage which should be useful with my summons holding so much attention (I hope) or making tons of enemies fall alot etc hehe. Halfling has slightly better saving throws, and I really don't care about str much so thats not a huge problem. Having a high dex for stealth, and the halflings natural stealth advantages will help as well (summons are great for stealth usage!!).
Human gives me another feat, +1 int and con (more toughness bonus as well) nice human versatility (skill boosts for UMD, Saving throw boosts to save vs poison etc). Having another feat lets me snag self sufficient right of the bat (can switch it out later for Necro Spec by 6th level) and get both my Iron and Steel companion at lvl 4 (yummy). That would be far harder to do as halfling (if I want my marks, empower and maximize).
WF of course gives me WF immunites, self healing with repair spells, higher max hp (+4 con all together) and potentially more melee damage abilities later on (power attack bonus once I start using DP clickies).
I think WF would be the easiest to keep alive....but may not be the as good at CC abilities. Drow would actually have a slight advantage in the int department....but Human gets most of the same advantage (+1 int instead of +2), no penalty to con (which I count almost as important as int) and a bonus feat (not to mention I think the humans enhancements are generally more useful to a summoning build then a drows.
My two primary stats are going to be int and con. While I like the halfling advantages that is making mean lean a bit towards WF or Human. Human would have a higher UMD naturally which makes wand usage a bit easier early on....but WF would not need to use wands at all to heal himself at least (just using them to heal fleshies).
If I do go the WF route I'm thinking of going with these stats:
Str 08 (I don't care about it at all, it'll be boosted with a +2 tome to 10...and then with bulls strength to 14 so I can carry stuff).
Dex 08 (again, don't care. AC isn't going to matter at all)
Con 20 (16 points....more hp the better)
In 18 (16 points.....higher DC I can get the better...CC is VERY important)
Wis/Cha 06 (not important at all).
All level up stats into int for highest DC possible. This will help with my death spell later and with my CC spells throughout the game.
Since damage will not be a focus of this build I'll go with Extend, Quicken, spell focus nec, GSF Nec, toughness, SF enchantment, GSF enchantment, Spell pen, GSP, Mental toughness, Greater mental toughness, heightening. If I somehow ever make it to 20 I'll probably ditch Greater spell penetration (and maybe even spell pen at that point).
As a WF I will only have 5 feats by level 6 (3 normal at 1,3,6 and 2 bonus at 1, 5). Up till 6 I will want self sufficiency so I can get my companions ASAP, and at 6 I'll switch it over to SF nec for my PRE. That leaves 4 other feats initially and I'm thinking of going with extend, toughness (need that asap), SF enchantment and GSF enchantment.
I want to make as many enemies dance while my minions kill them as possible initially. Once I hit lvl 5 I'll add in hold person/halt undead (and probably slow) and at level 9 I'll get heighten.
Not sure how well this is going to work....but I'll give it a try and keep posting here. If anyone has tried this before or has any advice that would be great as well!!
I have not played around with the new Pale Master PRE at all (or for that matter even played a wizard since the cap was raised!!) and I was thinking of trying to make a summon centered character. This would be a fun concept build and not expected to party that much. The point is to try and get as much use out of summons as possible, and in my experience summon damage does not come close to equaling player damage.
Partying with another player then would nullify the entire point of the build, so it is going to mostly be a solo build.
I don't ever believe in doing "casual" mode for quests...and have been quite fine doing them solo in the past with other builds all the way up the levels and quite often through elite.
This of course may be a bit more challenging since summons generally well.....blow. I don't think I'll be able to do many elite quests at least not till much later.
Ok, first a few rules.
I want to do most of my damage through my summons, not my own spells. That means very little use of firewall etc. I can CC enemies for my minions to kill (and in fact that may almost be required in many instances) but the majority of the damage must come from my minions.
I will though be counting 1 hireling as a minion (it is summoned hehe), so that should help significantly damage wise.
I'm open to multi classing, but I think going pure wizard will both speed up how fast I get my summons, and give me better CC abilities etc as fast as possible.
I plan on going for the PM line to get a Skelly magi (figure that will be the highest damage), summoning the highest monster possible, getting a WF hireling (so I can heal him or her), and going with the full mith/adamantium companion line (Iron,Steel,Mith,Adam = 4 of them at once).
I'm not sure if I can really make a go of it, but it's worth a try and a fun experiment (I have 32 point builds and Veteran status..so starting at lvl 4).
I'm a bit mixed on my choice of race right now. I'm kinda torn between halfling, warforged or human. I'll list my reasons for each.
Halfling could use some extra feats to snag the healing marks...which will let me heal both mechanical summons and non-mechanical summons (not to mention myself) in a pinch. With empower + maximize going of course to make it more effective. Halfling also gets nice sneak attack damage which should be useful with my summons holding so much attention (I hope) or making tons of enemies fall alot etc hehe. Halfling has slightly better saving throws, and I really don't care about str much so thats not a huge problem. Having a high dex for stealth, and the halflings natural stealth advantages will help as well (summons are great for stealth usage!!).
Human gives me another feat, +1 int and con (more toughness bonus as well) nice human versatility (skill boosts for UMD, Saving throw boosts to save vs poison etc). Having another feat lets me snag self sufficient right of the bat (can switch it out later for Necro Spec by 6th level) and get both my Iron and Steel companion at lvl 4 (yummy). That would be far harder to do as halfling (if I want my marks, empower and maximize).
WF of course gives me WF immunites, self healing with repair spells, higher max hp (+4 con all together) and potentially more melee damage abilities later on (power attack bonus once I start using DP clickies).
I think WF would be the easiest to keep alive....but may not be the as good at CC abilities. Drow would actually have a slight advantage in the int department....but Human gets most of the same advantage (+1 int instead of +2), no penalty to con (which I count almost as important as int) and a bonus feat (not to mention I think the humans enhancements are generally more useful to a summoning build then a drows.
My two primary stats are going to be int and con. While I like the halfling advantages that is making mean lean a bit towards WF or Human. Human would have a higher UMD naturally which makes wand usage a bit easier early on....but WF would not need to use wands at all to heal himself at least (just using them to heal fleshies).
If I do go the WF route I'm thinking of going with these stats:
Str 08 (I don't care about it at all, it'll be boosted with a +2 tome to 10...and then with bulls strength to 14 so I can carry stuff).
Dex 08 (again, don't care. AC isn't going to matter at all)
Con 20 (16 points....more hp the better)
In 18 (16 points.....higher DC I can get the better...CC is VERY important)
Wis/Cha 06 (not important at all).
All level up stats into int for highest DC possible. This will help with my death spell later and with my CC spells throughout the game.
Since damage will not be a focus of this build I'll go with Extend, Quicken, spell focus nec, GSF Nec, toughness, SF enchantment, GSF enchantment, Spell pen, GSP, Mental toughness, Greater mental toughness, heightening. If I somehow ever make it to 20 I'll probably ditch Greater spell penetration (and maybe even spell pen at that point).
As a WF I will only have 5 feats by level 6 (3 normal at 1,3,6 and 2 bonus at 1, 5). Up till 6 I will want self sufficiency so I can get my companions ASAP, and at 6 I'll switch it over to SF nec for my PRE. That leaves 4 other feats initially and I'm thinking of going with extend, toughness (need that asap), SF enchantment and GSF enchantment.
I want to make as many enemies dance while my minions kill them as possible initially. Once I hit lvl 5 I'll add in hold person/halt undead (and probably slow) and at level 9 I'll get heighten.
Not sure how well this is going to work....but I'll give it a try and keep posting here. If anyone has tried this before or has any advice that would be great as well!!