sigtrent
05-13-2010, 04:41 PM
Build Name: WizZerg
Author: Sigfried Trent
Requester: NA
Last Updated: 05/13/10
Key Words [Wizard, Warforged, Zerg]
Objectives
The core idea was to make an arcane caster that maximizes the tactic of kiting and running around dodging monsters. Two things were key for this: More run speed and Mobile Spellcasting. I also wanted this build to have decent solo play so it should be durable. Its a fun concept build more than a shot at pure optimization.
Design
Warforged was a natural choice for race, and wizard gives me the feats I need to work in Mobile Spellcasting and Combat Casting (its prerequisite). Of course this is likely the most controversial thing here. Pretty much no one takes Mobile Spellcasting because with practice you can "jump cast" most spells. While I jump cast plenty, I find its not always practical or easy. A caster that just doesn't care, and only needs to jump when they need to jump seemed like a neat feature to put in a build and I figured with the right set up not that much sacrifice would be required.
Barbarian seemed the best splash to boost run speed. The 10% off the bat is good and the speed boost is nice. Along with wizard speed buffs, they should be pretty darn fast, able to outpace most critters in game. This also opened intimidate as a class skill, fun for the purpose of controlling the kiting in group situations. Of course this needed some charisma in the stats, but it also makes UMD viable in a build with a surplus of skill points. Rounding out skills I went for maximum mobility again but pegging out the skills on what is often agreed as their practical maximums when wizard buffs are included. Even in water this guy can move along!
As a caster its very solid. Good spell pen, good damage casting, good DC values, even spell points are pretty solid for a wizard, and hit points are typical of a WF arcane, meaning far better than most. All the usual meta-magics are also in place.
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 True Neutral Warforged Male
(1 Barbarian \ 19 Wizard)
Hit Points: 280
Spell Points: 1542
BAB: 10\10\15\20
Fortitude: 13
Reflex: 8
Will: 10
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 8 10
Dexterity 12 14
Constitution 16 20
Intelligence 18 28
Wisdom 6 8
Charisma 12 14
Tomes Used
+1 Tome of Dexterity used at level 3
+1 Tome of Intelligence 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
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 12
Bluff 1 2
Concentration 5 28
Diplomacy 1 2
Disable Device n/a n/a
Haggle 1 2
Heal -2 -1
Hide 1 2
Intimidate 5 26
Jump 3 10
Listen -2 -1
Move Silently 1 2
Open Lock n/a n/a
Perform n/a n/a
Repair 4 9
Search 4 9
Spot 0 8
Swim 3 10
Tumble 3 13
Use Magic Device 3 13
Level 1 (Barbarian)
Skill: Balance (+2)
Skill: Concentration (+2)
Skill: Intimidate (+4)
Skill: Jump (+4)
Skill: Spot (+2)
Skill: Swim (+4)
Skill: Tumble (+2)
Skill: Use Magic Device (+2)
Feat: (Selected) Toughness
Enhancement: Barbarian Sprint Boost I
Enhancement: Barbarian Intimidate I
Enhancement: Barbarian Toughness I
Level 2 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+2)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Mental Toughness
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Force Manipulation I
Enhancement: Wizard Energy of the Scholar I
Level 3 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+2)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Combat Casting
Enhancement: Racial Toughness I
Enhancement: Wizard Intelligence I
Enhancement: Wizard Wand Mastery I
Level 4 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Lineage of Elements I
Enhancement: Warforged Constitution I
Level 5 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Level 6 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Mobile Spellcasting
Enhancement: Wizard Improved Maximizing I
Enhancement: Racial Toughness II
Enhancement: Wizard Lineage of Deadly Elements I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Force Manipulation II
Enhancement: Wizard Spell Penetration I
Level 7 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Intelligence II
Level 8 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+1.5)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Elemental Manipulation III
Level 9 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+0.5)
Skill: Tumble (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Maximize Spell
Enhancement: Wizard Lineage of Elements II
Enhancement: Wizard Force Manipulation III
Level 10 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Tumble (+1.5)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Lineage of Deadly Elements II
Level 11 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Tumble (+1.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Heighten Spell
Enhancement: Wizard Intelligence III
Level 12 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Tumble (+1.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spell Penetration
Enhancement: Warforged Constitution II
Level 13 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Swim (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Force Manipulation IV
Level 14 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Swim (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Elemental Manipulation IV
Level 15 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Swim (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Empower Spell
Enhancement: Wizard Lineage of Elements III
Level 16 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Swim (+1.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Quicken Spell
Enhancement: Wizard Lineage of Deadly Elements III
Level 17 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Swim (+1.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Racial Toughness III
Enhancement: Wizard Wand Mastery II
Level 18 (Wizard)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Spot (+2)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Spell Penetration
Enhancement: Racial Toughness IV
Level 19 (Wizard)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Spot (+2)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Spell Penetration II
Level 20 (Wizard)
Ability Raise: INT
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Spot (+3)
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Play
I can't say I've actually played a character with mobile spellcasting but I imagine its pretty freeing and fun to zip around and blast a way with little fear of getting caught unless you want to be. They could be a record setter in completion times if you are into that sort of thing. There is little or no melee ability here but you can probably muster through low levels as needed throwing rage from time to time.
Variations
If you down shift Int you could pump up STR for a bit of melee, or you could play around with skills and take the stealth option. You could also substitute levels 19 and 20 for rogue or monk (requires lawful) so you also have evasion but that starts to lead into a rather different kind of build.
Author: Sigfried Trent
Requester: NA
Last Updated: 05/13/10
Key Words [Wizard, Warforged, Zerg]
Objectives
The core idea was to make an arcane caster that maximizes the tactic of kiting and running around dodging monsters. Two things were key for this: More run speed and Mobile Spellcasting. I also wanted this build to have decent solo play so it should be durable. Its a fun concept build more than a shot at pure optimization.
Design
Warforged was a natural choice for race, and wizard gives me the feats I need to work in Mobile Spellcasting and Combat Casting (its prerequisite). Of course this is likely the most controversial thing here. Pretty much no one takes Mobile Spellcasting because with practice you can "jump cast" most spells. While I jump cast plenty, I find its not always practical or easy. A caster that just doesn't care, and only needs to jump when they need to jump seemed like a neat feature to put in a build and I figured with the right set up not that much sacrifice would be required.
Barbarian seemed the best splash to boost run speed. The 10% off the bat is good and the speed boost is nice. Along with wizard speed buffs, they should be pretty darn fast, able to outpace most critters in game. This also opened intimidate as a class skill, fun for the purpose of controlling the kiting in group situations. Of course this needed some charisma in the stats, but it also makes UMD viable in a build with a surplus of skill points. Rounding out skills I went for maximum mobility again but pegging out the skills on what is often agreed as their practical maximums when wizard buffs are included. Even in water this guy can move along!
As a caster its very solid. Good spell pen, good damage casting, good DC values, even spell points are pretty solid for a wizard, and hit points are typical of a WF arcane, meaning far better than most. All the usual meta-magics are also in place.
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 True Neutral Warforged Male
(1 Barbarian \ 19 Wizard)
Hit Points: 280
Spell Points: 1542
BAB: 10\10\15\20
Fortitude: 13
Reflex: 8
Will: 10
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 8 10
Dexterity 12 14
Constitution 16 20
Intelligence 18 28
Wisdom 6 8
Charisma 12 14
Tomes Used
+1 Tome of Dexterity used at level 3
+1 Tome of Intelligence 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
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 12
Bluff 1 2
Concentration 5 28
Diplomacy 1 2
Disable Device n/a n/a
Haggle 1 2
Heal -2 -1
Hide 1 2
Intimidate 5 26
Jump 3 10
Listen -2 -1
Move Silently 1 2
Open Lock n/a n/a
Perform n/a n/a
Repair 4 9
Search 4 9
Spot 0 8
Swim 3 10
Tumble 3 13
Use Magic Device 3 13
Level 1 (Barbarian)
Skill: Balance (+2)
Skill: Concentration (+2)
Skill: Intimidate (+4)
Skill: Jump (+4)
Skill: Spot (+2)
Skill: Swim (+4)
Skill: Tumble (+2)
Skill: Use Magic Device (+2)
Feat: (Selected) Toughness
Enhancement: Barbarian Sprint Boost I
Enhancement: Barbarian Intimidate I
Enhancement: Barbarian Toughness I
Level 2 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+2)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Mental Toughness
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Force Manipulation I
Enhancement: Wizard Energy of the Scholar I
Level 3 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+2)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Combat Casting
Enhancement: Racial Toughness I
Enhancement: Wizard Intelligence I
Enhancement: Wizard Wand Mastery I
Level 4 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Lineage of Elements I
Enhancement: Warforged Constitution I
Level 5 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Level 6 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Mobile Spellcasting
Enhancement: Wizard Improved Maximizing I
Enhancement: Racial Toughness II
Enhancement: Wizard Lineage of Deadly Elements I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Force Manipulation II
Enhancement: Wizard Spell Penetration I
Level 7 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Intelligence II
Level 8 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+1.5)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Elemental Manipulation III
Level 9 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+0.5)
Skill: Tumble (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Maximize Spell
Enhancement: Wizard Lineage of Elements II
Enhancement: Wizard Force Manipulation III
Level 10 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Tumble (+1.5)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Lineage of Deadly Elements II
Level 11 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Tumble (+1.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Heighten Spell
Enhancement: Wizard Intelligence III
Level 12 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Tumble (+1.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spell Penetration
Enhancement: Warforged Constitution II
Level 13 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Swim (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Force Manipulation IV
Level 14 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Swim (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Elemental Manipulation IV
Level 15 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Swim (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Empower Spell
Enhancement: Wizard Lineage of Elements III
Level 16 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Swim (+1.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Quicken Spell
Enhancement: Wizard Lineage of Deadly Elements III
Level 17 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Swim (+1.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Racial Toughness III
Enhancement: Wizard Wand Mastery II
Level 18 (Wizard)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Spot (+2)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Spell Penetration
Enhancement: Racial Toughness IV
Level 19 (Wizard)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Spot (+2)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Spell Penetration II
Level 20 (Wizard)
Ability Raise: INT
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Spot (+3)
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Play
I can't say I've actually played a character with mobile spellcasting but I imagine its pretty freeing and fun to zip around and blast a way with little fear of getting caught unless you want to be. They could be a record setter in completion times if you are into that sort of thing. There is little or no melee ability here but you can probably muster through low levels as needed throwing rage from time to time.
Variations
If you down shift Int you could pump up STR for a bit of melee, or you could play around with skills and take the stealth option. You could also substitute levels 19 and 20 for rogue or monk (requires lawful) so you also have evasion but that starts to lead into a rather different kind of build.