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Winter_storm
04-27-2010, 01:46 AM
I want to build a wizard human 32 point. But having problems knowing what spells to select number one. Knock and locate door I like to keep. I have very little experience as a wizard so posting in hopes anybody would see a problems with my build. I have hopes maybe running the shroud in the future.


Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Human Male
(20 Wizard)
Hit Points: 222
Spell Points: 1844
BAB: 10\10\15\20
Fortitude: 10
Reflex: 17
Will: 13

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 10 13 13
Dexterity 8 11 11
Constitution 16 19 19
Intelligence 18 26 32
Wisdom 10 13 13
Charisma 10 13 13

Tomes Used
+1 Tome of Strength used at level 4
+1 Tome of Dexterity used at level 4
+1 Tome of Constitution used at level 4
+1 Tome of Intelligence used at level 4
+1 Tome of Wisdom used at level 4
+1 Tome of Charisma used at level 4
+3 Tome of Strength used at level 8
+3 Tome of Dexterity used at level 8
+3 Tome of Constitution used at level 8
+3 Tome of Intelligence used at level 8
+3 Tome of Wisdom used at level 8
+3 Tome of Charisma used at level 8

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 1 11.5 11.5
Bluff 0 1 1
Concentration 7 27 29
Diplomacy 2 12.5 12.5
Disable Device n/a n/a n/a
Haggle 0 12.5 12.5
Heal 0 1 1
Hide 0 11.5 11.5
Intimidate 0 1 1
Jump 2 12.5 12.5
Listen 0 1 1
Move Silently 1 11.5 11.5
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 4 11 11
Search 4 11 11
Spot 0 1 1
Swim 0 1 1
Tumble 0 5.5 5.5
Use Magic Device 2 12.5 15.5

Level 1 (Wizard)
Skill: Balance (+2)
Skill: Concentration (+4)
Skill: Diplomacy (+2)
Skill: Hide (+1)
Skill: Jump (+2)
Skill: Move Silently (+2)
Skill: Tumble (+1)
Skill: Use Magic Device (+2)
Feat: (Selected) Empower Spell
Feat: (Human Bonus) Insightful Reflexes
Feat: (Wizard Bonus) Mental Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Dismiss Charm
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Inscribe Scroll
Feat: (Automatic) Magical Training
Feat: (Automatic) Simple Weapon Proficiency: Club
Feat: (Automatic) Simple Weapon Proficiency: Dagger
Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
Feat: (Automatic) Simple Weapon Proficiency: Throwing Dagger
Feat: (Automatic) Simple Weapon Proficiency: Unarmed
Feat: (Automatic) Sneak
Spell (1): Acid Spray
Spell (1): Expeditious Retreat
Spell (1): Hypnotism
Spell (1): Mage Armor
Spell (1): Niac's Cold Ray
Spell (1): Shield
Spell (1): Detect Secret Doors
Enhancement: Wizard Concentration I
Enhancement: Wizard Energy Manipulation I
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Energy of the Scholar I


Level 2 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Spell (1): Burning Hands
Spell (1): Charm Person
Enhancement: Wizard Improved Empowering I
Enhancement: Wizard Intelligence I


Level 3 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Toughness
Spell (2): Web
Spell (2): Knock
Enhancement: Racial Toughness I
Enhancement: Wizard Lineage of Elements I


Level 4 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Use Magic Device (+0.5)
Spell (2): Electric Loop
Spell (2): Scorching Ray
Enhancement: Wizard Concentration II
Enhancement: Wizard Elemental Manipulation II


Level 5 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Hide (+1)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Extend Spell
Spell (3): Fireball
Spell (3): Heroism
Enhancement: Human Adaptability Intelligence I
Enhancement: Wizard Lineage of Deadly Elements I
Enhancement: Wizard Energy of the Scholar II


Level 6 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Mental Toughness
Spell (2): Command Undead
Spell (1): Protection From Evil
Enhancement: Wizard Improved Empowering II


Level 7 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Hide (+1)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Use Magic Device (+0.5)
Spell (4): Wall of Fire
Spell (4): Fire Shield
Enhancement: Wizard Lineage of Elements II
Enhancement: Wizard Elemental Manipulation III


Level 8 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Use Magic Device (+0.5)
Spell (4): Charm Monster
Spell (4): Burning Blood
Enhancement: Wizard Intelligence II


Level 9 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Skill Focus: Use Magic Device
Enhancement: Wizard Lineage of Deadly Elements II
Enhancement: Wizard Spell Penetration I


Level 10 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Heighten Spell
Spell (5): Break Enchantment
Spell (5): Symbol of Pain
Enhancement: Wizard Elemental Manipulation IV


Level 11 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Use Magic Device (+0.5)
Spell (6): Flesh to Stone
Spell (6): Circle of Death
Enhancement: Wizard Improved Heightening I


Level 12 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1.5)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spell Penetration
Spell (6): Otiluke's Freezing Sphere
Spell (6): Mass Suggestion
Enhancement: Wizard Lineage of Elements III


Level 13 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1.5)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Use Magic Device (+0.5)
Spell (7): Finger of Death
Spell (7): Otto's Sphere of Dancing
Enhancement: Wizard Lineage of Deadly Elements III


Level 14 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1.5)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Use Magic Device (+0.5)
Spell (7): Banishment
Spell (7): Delayed Blast Fireball
Enhancement: Wizard Improved Heightening II


Level 15 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Spell Penetration
Feat: (Wizard Bonus) Maximize Spell
Spell (8): Otto's Irresistable Dance
Spell (8): Sunburst
Enhancement: Wizard Improved Maximizing I


Level 16 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Use Magic Device (+0.5)
Spell (8): Trap the Soul
Spell (8): Greater Shout
Enhancement: Wizard Improved Maximizing II


Level 17 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+1)
Skill: Use Magic Device (+0.5)
Spell (9): Power Word: Kill
Spell (9): Mordenkainen’s Disjunction
Enhancement: Wizard Intelligence III


Level 18 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Quicken Spell
Spell (9): Wail of the Banshee
Spell (9): Energy Drain
Enhancement: Wizard Energy of the Scholar III


Level 19 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+1)
Skill: Use Magic Device (+0.5)
Spell (8): Polar Ray
Spell (8): Power Word: Stun
Enhancement: Wizard Energy of the Scholar IV


Level 20 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+1.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Spell Focus: Necromancy
Spell (7): Power Word: Blind
Spell (7): Control Undead
Enhancement: Wizard Master of Magic
Enhancement: Racial Toughness II
Enhancement: Wizard Subtle Spellcasting I




Any help would be appreciated

unbongwah
04-27-2010, 10:11 AM
FIRST! (to tell you to go Warforged instead)

MindlessFury
04-27-2010, 10:14 AM
First off, super heavy on those tomes huh? You know they cost real money right? and why in EVERYTHING? Why not focus on the stats you need most if this is your first wiz. As far as this build goes there isnt very much to say.

hethyba
04-27-2010, 10:14 AM
I wouldn't worry too much about spell selection. You can buy most from vendors, and you can change your active spells at shrines and taverns. There's a list somewhere of which spells aren't available from vendors so might want to look for those ones at your free level up selections. Other than that I'm too much of a noob to offer any advice.

Winter_storm
04-27-2010, 10:07 PM
FIRST! (to tell you to go Warforged instead)

thought about Warforged but it was suggested to be human for the extra feat or skill. I did see warforged showing a stronger solo ability, where the human wasn't. As in buying tomes from ddo, someone needs to put food on the table for the programmers who created all this. Hasbro or the other investors don't invest money into something without expecting profit. If not the plug is pulled.. I was more worried about the skills and spells. also here is a article about warforged wizard http://www.ig4t.com/_Guide_Dungeons+Dragons+Online_DDO+Player+Guide_70 .html

hethyba
04-28-2010, 01:23 PM
thought about Warforged but it was suggested to be human for the extra feat or skill. I did see warforged showing a stronger solo ability, where the human wasn't. As in buying tomes from ddo, someone needs to put food on the table for the programmers who created all this. Hasbro or the other investors don't invest money into something without expecting profit. If not the plug is pulled.. I was more worried about the skills and spells. also here is a article about warforged wizard http://www.ig4t.com/_Guide_Dungeons+Dragons+Online_DDO+Player+Guide_70 .html

What extra feat do you feel you really can't live without, and what extra skill do you feel you really need to be able to max out? Just wondering, since wizards get 5 bonus feats already to enhance their spellcasting, and your intelligence should be high enough to give you enough skillpoints for whatever you really need. Heck, my wizard is a rogue splash and I have enough skillpoints to max out my most important rogue skills even spending 2 for 1 on cross-class. Is, say, a few spells worth of extra spellpoints from improved mental toughness really more important than easy self-healing? Not saying WF is the only way to go, but "I really really need that extra feat and skillpoints" seems a less sound argument to me for this class than something like "I just can't stand the way warforged look" or "I want to go human for RP-flavor reasons." Your link didn't work for me so I don't know what it had to say.

Again, you can change your spell selection pretty much whenever you want so I don't know why this would be a concern for you.

Phidius
04-28-2010, 01:33 PM
I can see a WF for a pure Wiz, or even a halfling for the healing dragonmarks.

But if I was going to roll a Human wiz, I'd absolutely have to go with 2 rogue for the UMD to throw Heal scrolls. While wizards can throw no-fail heal scrolls at the moment, I'd expect that to get fixed pretty soon.

Heck, I was expecting it to get fixed within hours of it being public knowledge!

unbongwah
04-28-2010, 02:10 PM
thought about Warforged but it was suggested to be human for the extra feat or skill.
A pure wizard gets 5 bonus metamagic feats plus the 7 regular feats all characters get; kinda hard to argue you really need one more. Also, since INT is your primary stat, you should have plenty of skill points.

WF wizards (and sorcerers) have two big advantages over their fleshie counterparts: better survivability (more HPs, native immunities, etc.) and self-healing via Repair spells. The latter is practically a requirement if you wish to be able to solo. IMHO, about the only reasons not to go with WF for wizards are you (A) don't have them unlocked, (B) go drow for the +2 INT (but note that you're a lot squishier for that +1 spell DC), or (C) hate the way they look.

Here's a good WF rogue 2 / wizard 18 build (http://forums.ddo.com/showthread.php?t=218205) to look at.

Bilger
04-28-2010, 02:28 PM
WF are better in most ways for self healing and such but play what you want.

I prefer humans myself that is just a preferance though. Not a big WF fan even though will admit for soloability they do make better wizards.

The rogue is debatable choose between rogue skills and capstone it is just a preferance there. Rogue does seem to outweigh the extra to int a sp saved from capstone. Having evasion and taking insightful reflexes is very nice to have and being able to do traps is always nice. I stayed pure myself but that was what I wanted.

UMD it isn't a must to take rogue to max it but is nice my human wiz hits a 37 umd without rogue but she is a TR with all the gear so umd will be on lower side till can shroud it out and get all gear.

Spells are interchangeable so figure out which can't buy and select them and buy rest interchange as needed.

Again it is in what you want wf and rogue are nice or stay pure it is your choice.


BTW can always lesser reinc if need :D or reroll :D

Winter_storm
04-28-2010, 06:48 PM
Yea I see that the link is down today. here's what it said according to the google cache:

Warforged get +2 bonus to Constitution and a -2 to both Wisdom and Charisma. More Con means more HP and better Fortitude saves, and both are decent for a wizard but not major if you avoid poison, disease, and damage in general. Cha isn't too important for most wizards, but losing out on some Wis hurts the Will saves most, which reduces your ability to shrug off many enchantments. Their general resistance to poisons, sleep effects, paralysis, disease, nausea, fatigue, and exhaustion are a good thing for wizards, but not vital. The best reason to play a Warforged wizard is that you can be your own cleric with your Repair spells, which can be an even bigger boon if you wish to play a multi-class wizard/melee character. Be aware, however, that the Warforged natural armor can cause your wizard spells to fizzle into uselessness like all armors, and you won't be able to wear any of the variety of magical robes. Warforged as your race is a personal choice much like Dwarves or because you have a solid concept in mind and can require a more advanced player to do well.

I'm pretty new at this. So learning as I go here. When I read the paragraph above I felt swayed towards human. As in a splash of rogue with the build it's seems interesting.

Winter_storm
04-28-2010, 08:04 PM
Ohh being new here, I messed up on the tomes I thought they stacked but don't. It would be +1 for lvl 3 and +2 at lvl 7, or just +2 at lvl 7.

And Thank you for help guys and the good insight from Bilger.

Phidius
04-28-2010, 08:41 PM
...Be aware, however, that the Warforged natural armor can cause your wizard spells to fizzle into uselessness like all armors, and you won't be able to wear any of the variety of magical robes...

True, but 1 AP spent in the "Warforged Inscribed Armor" eliminates spell failure with the Composite Body (don't take Mithral or Adamantine), and WF are the only race who can wear the Docent of Defiance.

unbongwah
04-29-2010, 10:34 AM
Don't forget WF also get two extra Toughness enhs, so they can get 20 more HPs than other races. [So can dwarves, but dwarf wizards can't self-heal like WF wizards.] You can also get a few points of DR thru enhs; that helps at low levels until you learn (and can afford to regularly cast) Stoneskin.

Winter_storm
05-30-2010, 04:31 AM
Maybe will do a WF Druid that would be interesting. A druid that's a living tree almost sounds right. I wonder how that would work on paper?

donotdirect1
05-30-2010, 04:42 AM
It's honestly pretty sad. The arguments against a fleshling arcane are staggering. I'm thinking something might be a little unbalanced here? All warforged racism aside (because I refuse to ever have to pay to unlock one), human is a cool race, and I'm going to try to roll a paladin, monk, or healer (listed in the order of which I like the best.)

Druids will probably be a long time coming I think. Patience will be key, Devs have allot on their plates right now.

Mister_Peace
05-30-2010, 05:32 AM
Warforged druid would not be a good choice. Druids use Wisdom, which WF are short on.

Druids also use regeneration-style healing magic, which would not be very effective on WF.
Example: a spell that heals 5 hp per two seconds, for thirty seconds, would heal a fleshling 75 hp. The warforged recipient would instead heal 30 hp.

dcp101
06-10-2010, 11:08 AM
Do you have Tomes banked? +3 tomes are bound to character/account and drop from raids.

And its fine to go with a Human and I would not fret over spell selection. Wizard spells changes constantly depending on type of dungeon and role he has to play. However on level ups I would recommend buying up as much of the spells you can from the vendor and scribe them before leveling. The reason is it chooses a random selection of spells you don't have and since some spells can not be bought from vendor this increases the chance of getting them on your level up.

Eladiun
06-10-2010, 11:14 AM
I wouldn't worry too much about spell selection. You can buy most from vendors, and you can change your active spells at shrines and taverns. There's a list somewhere of which spells aren't available from vendors so might want to look for those ones at your free level up selections. Other than that I'm too much of a noob to offer any advice.


This is terrible advice ignore it. In fact it's so wrong I'm -1 you for spreading terrible advice. If you don't know stay silent.

http://ddowiki.com/page/Scrolls#Scrolls_not_available_from_vendors

Those are the scroll NOT purchasable from vendors. Select those from the trainer and buy the rest and inscribe them every time you level. The power of a wizard is versatility have all you spells available.

Edit: Never mind the -1 didn't realize it happened 2 months ago.

Gvexo
09-22-2012, 02:06 AM
FIRST! (to tell you to go Warforged instead)

http://forums.ddo.com/showthread.php?t=302573

Many people go WF for the heals early on in the game, but most wizard can survive well with just potions these days, plus being a PM.. you can also self-heal, WF Wizards aren't the only build that can self-heal, I'd rather stay human for the extra feat, yes WF's get more health, but that's a small amount of health, at later levels human wizards are very powerful, seriously though your spells will suck at lower levels no matter what build you pick.

Just some opinions, until level 7-8 your skills will SUCK no matter what build you choose, to boost your survivability use web and take a two handed weapon, just until you get better spells, this helps alot.

unbongwah
09-22-2012, 03:07 PM
Nice thread necro, dude. :p

[Get it? Because it's a Pale Master, so it's - oh, forget it.]