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DethTrip
04-29-2010, 11:05 AM
This build is intended to capture the enemy or hold them, burn or freeze them, insta kill them, weaken them, and also to take care of any traps. I have selected feats for enchanting and necromancy for charming, dominating, holding, insta killing, cursing, and weakening type spells.The build also has evasion of course. Enhancements for ele damage, Improved Empowering, and Improved Heightening have been maxed out. I concentrated on saving spell points thus the reason for Empower Spell but Maximize Spell could be swapped for it. Sure one could make a more powerful fire wall but melee would like to get some kills too. I believe it's more of a team build. I can use hold person, hold monster and let melee get some big hits in. Let me know what you all think. Thanks.


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

18/2 Wiz/Rog WF Ele/Ench/Trap
Level 20 True Neutral Warforged Male
(2 Rogue \ 18 Wizard)
Hit Points: 216
Spell Points: 1411
BAB: 10\10\15\20
Fortitude: 10
Reflex: 17
Will: 9

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 10 10
Dexterity 12 12
Constitution 18 18
Intelligence 18 26
Wisdom 6 6
Charisma 6 6

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 5 9
Bluff -2 -2
Concentration 6 28
Diplomacy -2 -2
Disable Device 8 31
Haggle 2 2
Heal -2 -2
Hide 5 5
Intimidate -2 -2
Jump 4 6
Listen 2 2
Move Silently 5 5
Open Lock 4 4
Perform n/a n/a
Repair 4 8
Search 8 31
Spot 2 2
Swim 0 0
Tumble 2 2
Use Magic Device 2 21

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Concentration (+2)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Hide (+4)
Skill: Jump (+4)
Skill: Listen (+4)
Skill: Move Silently (+4)
Skill: Open Lock (+3)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+1)
Skill: Use Magic Device (+4)
Feat: (Selected) Toughness


Level 2 (Wizard)
Skill: Concentration (+3)
Skill: Disable Device (+0.5)
Skill: Use Magic Device (+1)
Feat: (Wizard Bonus) Empower Spell
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Force Manipulation I
Enhancement: Wizard Energy of the Scholar I
Enhancement: Warforged Inscribed Armor I


Level 3 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Extend Spell
Enhancement: Wizard Improved Empowering I
Enhancement: Racial Toughness I
Enhancement: Wizard Intelligence I


Level 4 (Rogue)
Ability Raise: INT
Skill: Balance (+3)
Skill: Concentration (+1)
Skill: Disable Device (+2)
Skill: Jump (+2)
Skill: Search (+2)
Skill: Use Magic Device (+1)


Level 5 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+0.5)
Skill: Use Magic Device (+1)
Enhancement: Wizard Lineage of Elements I


Level 6 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Heighten Spell
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Force Manipulation II


Level 7 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+0.5)
Skill: Use Magic Device (+1)
Feat: (Wizard Bonus) Mental Toughness
Enhancement: Wizard Lineage of Deadly Elements I
Enhancement: Wizard Spell Penetration I


Level 8 (Wizard)
Ability Raise: INT
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Enhancement: Wizard Improved Empowering II
Enhancement: Wizard Improved Heightening I
Enhancement: Wizard Intelligence II


Level 9 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Spell Focus: Enchantment
Enhancement: Wizard Lineage of Elements II
Enhancement: Wizard Elemental Manipulation III


Level 10 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)


Level 11 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+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: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Wizard Bonus) Greater Spell Focus: Enchantment
Feat: (Selected) Insightful Reflexes
Enhancement: Wizard Intelligence III


Level 13 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Enhancement: Wizard Improved Empowering III


Level 14 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Enhancement: Wizard Elemental Manipulation IV


Level 15 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Spell Penetration


Level 16 (Wizard)
Ability Raise: INT
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1.5)
Skill: Use Magic Device (+1)
Enhancement: Wizard Improved Heightening II


Level 17 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Wizard Bonus) Greater Spell Focus: Necromancy
Enhancement: Wizard Spell Penetration III


Level 18 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Greater Spell Penetration
Enhancement: Wizard Lineage of Elements III


Level 19 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Enhancement: Wizard Lineage of Deadly Elements III
Enhancement: Wizard Energy of the Scholar II


Level 20 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Enhancement: Wizard Concentration I
Enhancement: Wizard Energy of the Scholar III

DethTrip
04-30-2010, 10:07 AM
Wow, not a single comment............

sultanica
04-30-2010, 10:32 AM
What would it look like if you picked Drow instead of WF?
just curious

looks good though

Angar
04-30-2010, 10:50 AM
You pretty much described the typical 18/2 wf wiz/rog with perhaps 2 feats different than a cookie cutter, but otherwise pretty generic. I didn't see maximize.. so you are cutting your dps in half to get 1 DC on a hold or finger. Also, if you are gonna go for holds/fingers, wouldn't enlarge be more helpful than 1 dc? twice the range in case you fail versus maybe a 4% higher chance to succeed.. Of course, you swap 2 DC feats for max and enlarge and you are just a cookie cutter.. hehe.

No offense or anything, just pointing it out.

honkuimushi
05-01-2010, 03:57 AM
It looks pretty good, though I am wondering whether you're spreading yourself a bit thin. You're down 2 Spell Penetration because of your Rogue levels and both Necromancy and Enchantment spells are subject to Spell Resistance. Maximise allows you to boost your direct damage spells including Disentigrate or Prismatic Spray in case you are having trouble with SR. Either Necro or Enchantment is certainly fine, I'm not sure about both.

Also, there are 2 things I like in the standard build that you deviated from and I'm wondering why. First, the usual stat distribution is 14 Str and 8 Dex. 14 Str gives you more carring capacity and makes you a better melee combatant with a 2 hander and Master's Touch at low levels. Dex gives you a slight bonus to your OL skill, a slight bonus to AC at very low levels and a slight bonus to your Reflex save before you get Insightful Reflexes. What made you decide to go with 10 Str and 12 Dex?

The second is when you take your 2nd Rogue level. You take it at level 4. Most people take it at level 9 because it allows you to get Firewall earlier, and by waiting a few levels, you usually haven't kept up with UMD and you can dump a bunch of Skill points at a 1 to 1 buy into UMD (or Spot). Also remember that your Int will be increasing and that means that you'll have more points to spend at that 1 to 1 price point at level 9 as opposed to level 4.

Finally a couple of personal preferences. I usually like to take a couple of the Rogue Enhancements like Skill Boost. I realize that enhancements are tight but a +2 to skills 5x per rest can be really useful at times. I also like some of the +1 to skills like OL at 1 AP. It's not always the way to go, but they're good to keep in mind. A side note on this-- The way you have your enhancements listed, broken up by level, makes them really hard to read and comment on. You have to keep scrolling through the whole build to see if you've chosen something or not.

And the last suggestion is to buy and use a +2 Int Tome at level 7. Int serves several purposes on this build. One of the most impotant is skill points and you're going to be pretty starved most of the time. You can now reincarnate to take advantage of pulling higher level tomes, but testing things, I've found that the +2 tome at level 7 allows you to increase your skill points significantly without having to reincarnate. And since Reincarnations are about twice as expensive as +2 tomes, If you're going to buy something for this guy, the tome is the way to go.

DethTrip
05-03-2010, 07:36 AM
It looks pretty good, though I am wondering whether you're spreading yourself a bit thin. You're down 2 Spell Penetration because of your Rogue levels and both Necromancy and Enchantment spells are subject to Spell Resistance. Maximise allows you to boost your direct damage spells including Disentigrate or Prismatic Spray in case you are having trouble with SR. Either Necro or Enchantment is certainly fine, I'm not sure about both.

Also, there are 2 things I like in the standard build that you deviated from and I'm wondering why. First, the usual stat distribution is 14 Str and 8 Dex. 14 Str gives you more carring capacity and makes you a better melee combatant with a 2 hander and Master's Touch at low levels. Dex gives you a slight bonus to your OL skill, a slight bonus to AC at very low levels and a slight bonus to your Reflex save before you get Insightful Reflexes. What made you decide to go with 10 Str and 12 Dex?

The second is when you take your 2nd Rogue level. You take it at level 4. Most people take it at level 9 because it allows you to get Firewall earlier, and by waiting a few levels, you usually haven't kept up with UMD and you can dump a bunch of Skill points at a 1 to 1 buy into UMD (or Spot). Also remember that your Int will be increasing and that means that you'll have more points to spend at that 1 to 1 price point at level 9 as opposed to level 4.

Finally a couple of personal preferences. I usually like to take a couple of the Rogue Enhancements like Skill Boost. I realize that enhancements are tight but a +2 to skills 5x per rest can be really useful at times. I also like some of the +1 to skills like OL at 1 AP. It's not always the way to go, but they're good to keep in mind. A side note on this-- The way you have your enhancements listed, broken up by level, makes them really hard to read and comment on. You have to keep scrolling through the whole build to see if you've chosen something or not.

And the last suggestion is to buy and use a +2 Int Tome at level 7. Int serves several purposes on this build. One of the most impotant is skill points and you're going to be pretty starved most of the time. You can now reincarnate to take advantage of pulling higher level tomes, but testing things, I've found that the +2 tome at level 7 allows you to increase your skill points significantly without having to reincarnate. And since Reincarnations are about twice as expensive as +2 tomes, If you're going to buy something for this guy, the tome is the way to go.

I wanted evasion earlier and I have vet status is why I took rogue again at lvl4. I can wait one more lvl for FW. Also, the reason I didn't take maximize is because I hate running out of SPs. I don't plan on soloing with this build. I plan on helping with damage, not killing everything myself. I plan on spending SPs on party boost spells also. That will help damage output in itself. If I find that my spells are not doing enough damage I can just swap something for maximize.

I really hadn't planned on doing any melee but at low lvls you don't have enough SP or damage from spells so you pretty much have to I agree. I have been using a mace and bulls strength and doing fine. I've been using my spell points mostly for self heals. I really wanted to be able to take care of traps, which I can. I think the wizard abilities are going to be plenty adequate when I get to higher lvls. This is my first wizard and I'm sure I will figure out what I like and don't like and remake him with better insight. Thanks for your suggestions.

ArloOne
05-03-2010, 07:44 AM
IMO: Drop dex. raise str. Take insightful reflexes.