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Seikojin
05-04-2010, 05:41 PM
I origionally thought going 12/8 wizard/monk would be doeable, but later found that 12/8 wizard/favored soul would do better.

In lich form your unarmed attacks do inflict wounds spells. If you follow the darkside of the FS enhancements, you can boost the damage in lich form fairly well.

Also if you have the pale master set, your level drains will be very powerful.

This is something I would say is an advanced Multiclass build where you have the right stat gear and past lives to help keep you at the top of your build.


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

lichfavored
Level 20 True Neutral Human Male
(12 Wizard \ 8 Favored Soul)
Hit Points: 314
Spell Points: 1760
BAB: 12\12\17\22
Fortitude: 14
Reflex: 15
Will: 17

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(36 Point) (Level 1) (Level 20) (Level 20)
Strength 12 18 18
Dexterity 14 20 20
Constitution 12 18 18
Intelligence 16 25 29
Wisdom 10 16 16
Charisma 16 24 26

Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
+3 Tome of Strength used at level 12
+3 Tome of Dexterity used at level 12
+3 Tome of Constitution used at level 12
+3 Tome of Intelligence used at level 12
+3 Tome of Wisdom used at level 12
+3 Tome of Charisma used at level 12
+4 Tome of Strength used at level 16
+4 Tome of Dexterity used at level 16
+4 Tome of Constitution used at level 16
+4 Tome of Intelligence used at level 16
+4 Tome of Wisdom used at level 16
+4 Tome of Charisma used at level 16

Level 1 (Favored Soul)
Feat: (Diety) Favored by the Silver Flame
Feat: (Past Life) Past Life: Barbarian
Feat: (Past Life) Past Life: Barbarian
Feat: (Past Life) Past Life: Barbarian
Feat: (Past Life) Past Life: Bard
Feat: (Past Life) Past Life: Bard
Feat: (Past Life) Past Life: Bard
Feat: (Past Life) Past Life: Cleric
Feat: (Past Life) Past Life: Cleric
Feat: (Past Life) Past Life: Cleric
Feat: (Past Life) Past Life: Favored Soul
Feat: (Past Life) Past Life: Favored Soul
Feat: (Past Life) Past Life: Favored Soul
Feat: (Past Life) Past Life: Fighter
Feat: (Past Life) Past Life: Fighter
Feat: (Past Life) Past Life: Fighter
Feat: (Past Life) Past Life: Monk
Feat: (Past Life) Past Life: Monk
Feat: (Past Life) Past Life: Monk
Feat: (Past Life) Past Life: Paladin
Feat: (Past Life) Past Life: Paladin
Feat: (Past Life) Past Life: Paladin
Feat: (Past Life) Past Life: Ranger
Feat: (Past Life) Past Life: Ranger
Feat: (Past Life) Past Life: Ranger
Feat: (Past Life) Past Life: Rogue
Feat: (Past Life) Past Life: Rogue
Feat: (Past Life) Past Life: Rogue
Feat: (Past Life) Past Life: Sorcerer
Feat: (Past Life) Past Life: Sorcerer
Feat: (Past Life) Past Life: Sorcerer
Feat: (Past Life) Past Life: Wizard
Feat: (Past Life) Past Life: Wizard
Feat: (Past Life) Past Life: Wizard
Feat: (Human Bonus) Spell Focus: Necromancy
Feat: (Selected) Toughness


Level 2 (Favored Soul)


Level 3 (Favored Soul)
Feat: (Selected) Completionist


Level 4 (Favored Soul)
Ability Raise: CHA


Level 5 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Fire


Level 6 (Favored Soul)
Feat: (Selected) Mental Toughness


Level 7 (Favored Soul)


Level 8 (Favored Soul)
Ability Raise: CHA


Level 9 (Wizard)
Feat: (Wizard Bonus) Greater Spell Focus: Necromancy


Level 10 (Wizard)


Level 11 (Wizard)


Level 12 (Wizard)
Ability Raise: INT
Feat: (Selected) Empower Healing Spell


Level 13 (Wizard)
Feat: (Wizard Bonus) Empower Spell


Level 14 (Wizard)


Level 15 (Wizard)
Feat: (Selected) Improved Critical: Bludgeoning Weapons


Level 16 (Wizard)
Ability Raise: INT


Level 17 (Wizard)


Level 18 (Wizard)
Feat: (Wizard Bonus) Improved Mental Toughness
Feat: (Selected) Maximize Spell


Level 19 (Wizard)


Level 20 (Wizard)
Ability Raise: INT
Enhancement: Silver Flame Exorcism
Enhancement: Human Adaptability Intelligence I
Enhancement: Wizard Improved Empowering I
Enhancement: Wizard Improved Empowering II
Enhancement: Wizard Improved Maximizing I
Enhancement: Wizard Improved Maximizing II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Wizard Lineage of Elements I
Enhancement: Wizard Lineage of Elements II
Enhancement: Favored Soul Prayer of Life I
Enhancement: Favored Soul Prayer of Life II
Enhancement: Wizard Lineage of Deadly Elements I
Enhancement: Wizard Lineage of Deadly Elements II
Enhancement: Favored Soul Prayer of Incredible Life I
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Elemental Manipulation III
Enhancement: Favored Soul Life Magic I
Enhancement: Favored Soul Life Magic II
Enhancement: Favored Soul Life Magic III
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Favored Soul Charisma I
Enhancement: Favored Soul Charisma II
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Favored Soul Toughness I
Enhancement: Favored Soul Toughness II
Enhancement: Shroud of the Lich
Enhancement: Wizard Pale Master I
Enhancement: Wizard Pale Master II
Enhancement: Shroud of the Wraith

Gol
05-04-2010, 05:45 PM
Without full Harm, you're really not going to be able to keep yourself alive in melee combat. Goodness knows Clerics/FvSs aren't loading it for you.

Seikojin
05-04-2010, 05:57 PM
True, without Harm, healing yourself would be rough. Then again, I do not know how much aggro this build would pull.

purple_paladin
05-04-2010, 06:00 PM
LOL, scrolled down and saw the 30+ past lives and just couldnt stop laughin for a min, nice build sir

JoeyWMD
05-04-2010, 06:00 PM
this thread is relevant to my interests. Except the whole "completionist max tome all the time" Insanity... the build look's like you MAY be able to do something pretty cool

Seikojin
05-05-2010, 05:22 PM
Yeah, as far as completionist and tomes, it is something to remove. But I was adding them for final build direction.

Without tomes and past lives it looks more like this:

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

healinglich
Level 20 True Neutral Human Male
(12 Wizard \ 8 Favored Soul)
Hit Points: 224
Spell Points: 1530
BAB: 12\12\17\22
Fortitude: 11
Reflex: 11
Will: 18

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 10 10 10
Dexterity 12 12 12
Constitution 12 12 12
Intelligence 16 21 24
Wisdom 10 10 10
Charisma 16 16 18

Level 1 (Favored Soul)
Feat: (Diety) Favored by the Silver Flame
Feat: (Human Bonus) Mental Toughness
Feat: (Selected) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak


Level 2 (Favored Soul)
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip


Level 3 (Favored Soul)
Feat: (Selected) Empower Healing Spell
Feat: (Automatic) Child of the Silver Flame


Level 4 (Favored Soul)
Ability Raise: INT


Level 5 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Fire


Level 6 (Favored Soul)
Feat: (Selected) Improved Mental Toughness


Level 7 (Favored Soul)


Level 8 (Favored Soul)
Ability Raise: INT


Level 9 (Wizard)
Feat: (Selected) Greater Spell Focus: Necromancy
Feat: (Wizard Bonus) Spell Focus: Necromancy
Feat: (Automatic) Dismiss Charm
Feat: (Automatic) Inscribe Scroll


Level 10 (Wizard)


Level 11 (Wizard)


Level 12 (Wizard)
Ability Raise: INT
Feat: (Selected) Extend Spell


Level 13 (Wizard)
Feat: (Wizard Bonus) Maximize Spell


Level 14 (Wizard)


Level 15 (Wizard)
Feat: (Selected) Empower Spell


Level 16 (Wizard)
Ability Raise: INT


Level 17 (Wizard)


Level 18 (Wizard)
Feat: (Wizard Bonus) Enlarge Spell
Feat: (Selected) Force of Personality


Level 19 (Wizard)


Level 20 (Wizard)
Ability Raise: INT
Enhancement: Wizard Improved Empowering I
Enhancement: Wizard Improved Empowering II
Enhancement: Wizard Improved Empowering III
Enhancement: Wizard Improved Maximizing I
Enhancement: Wizard Improved Maximizing II
Enhancement: Wizard Improved Maximizing III
Enhancement: Racial Toughness I
Enhancement: Wizard Lineage of Energy I
Enhancement: Wizard Lineage of Elements I
Enhancement: Favored Soul Prayer of Life I
Enhancement: Wizard Lineage of Deadly Energy I
Enhancement: Wizard Lineage of Deadly Elements I
Enhancement: Favored Soul Prayer of Incredible Life I
Enhancement: Wizard Energy Manipulation I
Enhancement: Wizard Energy Manipulation II
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Favored Soul Life Magic I
Enhancement: Favored Soul Life Magic II
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Favored Soul Charisma I
Enhancement: Favored Soul Charisma II
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Favored Soul Toughness I
Enhancement: Favored Soul Toughness II
Enhancement: Favored Soul Toughness III
Enhancement: Shroud of the Lich
Enhancement: Wizard Pale Master I
Enhancement: Wizard Pale Master II
Enhancement: Shroud of the Wraith

Seikojin
05-05-2010, 05:28 PM
You could always drop the favored child of the silver flame enhancement for some more ap's. The origional idea though is to get that so you can dismiss from turn undead uses. Not the highest dc, but a chance anyways. Also the other big thing with it is while in lich mode, your unarmed attacks are doing inflict wounds. They SHOULD be affected by all the enhancements for damage buffing. If not, then one of the big boosts it provides is for enervation. 275% more effectiveness on that spell is about 5d4 negative levels per cast for the same sp. Since they stack, you can cast it a couple of times to slay most creatures from a source not defended against too much.

Cyr
05-05-2010, 05:31 PM
Without full Harm, you're really not going to be able to keep yourself alive in melee combat. Goodness knows Clerics/FvSs aren't loading it for you.

This is the reason why having a Pale Master will lead to many declines for top level content.

I'll refrain from commenting on the rest of the build beyond saying that there is some real issues with this type of build...particularly if you are going to be grinding out completionist + for it.

HallowedOne
05-05-2010, 05:32 PM
Hmmm, very interesting choice

As for self healing, does empower/maximize work on the inflict spells u could get with a fvs?

I see a very interesting melee maybe. Maybe 11 wiz/9 fvs for a divine favor lvl 9?

MrCow
05-05-2010, 05:41 PM
You could always drop the favored child of the silver flame enhancement for some more ap's.

For a Favored Soul, Favored of the <Diety> is a feat and not an enhancement. You can't convert them to Action Points.


Also the other big thing with it is while in lich mode, your unarmed attacks are doing inflict wounds. They SHOULD be affected by all the enhancements for damage buffing.

An Inflict Light Wounds done via a Pale Master's unarmed attacks is done as a level 1 caster at DC 11. It is not enhanced by any other effects. Due to this, it only does 1d8 + 1 damage per hit (half on a will save).


If not, then one of the big boosts it provides is for enervation. 275% more effectiveness on that spell is about 5d4 negative levels per cast for the same sp.

Enervation is not subject to Metamagic: Empower, Metamagic: Maximize, or Cleric Life Magic. Nothing within DDO can modify it from it's current 1d4 negative levels.

Seikojin
05-05-2010, 05:42 PM
Lich and Shroud both require you to have Pale Master 2, which is lvl 12 wizard.

Nezichiend
05-05-2010, 05:46 PM
On my clr, I would not mind at all prepping harm if someone told me. But if, in their vastness of intelligence, cast deathward on themselves, thats it something different.

And wouldn't the circle of hatred (CL 11 harm 5/day) have some healing for you?

Seikojin
05-05-2010, 05:48 PM
For a Favored Soul, Favored of the <Diety> is a feat and not an enhancement. You can't convert them to Action Points.



An Inflict Light Wounds done via a Pale Master's unarmed attacks is done as a level 1 caster at DC 11. It is not enhanced by any other effects. Due to this, it only does 1d8 + 1 damage per hit (half on a will save).



Enervation is not subject to Metamagic: Empower, Metamagic: Maximize, or Cleric Life Magic. Nothing within DDO can modify it from it's current 1d4 negative levels.

Sorry, I meant the Silver Flame Exorcism. If you didn't want that, you can drop the feat and enhancement for the extra AP's and feat. But the point was to have some dismissing options.

In the planner it doesn't say light, but I figured it was light (like some reavers or flesh renders do). Also, it SHOULD be enhanceable, but I am pretty sure it isn't.

Unfortunate about the level drain. Their wording for Pale Master and Lich Form are misleading. I know the spell itself cannot be empowered though. Although, it should be pumpable. ;)

Seikojin
05-05-2010, 05:53 PM
On my clr, I would not mind at all prepping harm if someone told me. But if, in their vastness of intelligence, cast deathward on themselves, thats it something different.

And wouldn't the circle of hatred (CL 11 harm 5/day) have some healing for you?

It would, but I don't know all the best gear to use. I am leaving that up to players for their own customized builds.

Roziel_Longblade
05-06-2010, 05:08 PM
An Inflict Light Wounds done via a Pale Master's unarmed attacks is done as a level 1 caster at DC 11. It is not enhanced by any other effects. Due to this, it only does 1d8 + 1 damage per hit (half on a will save).
The fact that the unarmed damage cannot be enhanced blows my mind. It makes the damage meaningless. Even if it was affected by enhancements it would still mean making a melee Wiz multiclass with average to low dps. That being said, I like my average to low dps casters that are versatile and fun.

Make Negative Energy Enhancements affect PM's melee Inflict Light Wounds!!!!