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View Full Version : The WizZerg (Concept build: Fast running wizard with mobile casting.)



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.

Jasam01
05-13-2010, 08:48 PM
First of all, from a theme point of view, I would drop the swimming points (If you REALLY want to swim faster, get a +swim item to swap to insead) and put them into more tumble to try and get flips, would probably fit the theme better and have more practical use.

From a practical point of view, 13 UMD is utterly worthless. Drop the points. Perhaps take more spot so you don't run into sneaky mobs. Or splash and take full ranks e.t.c.

On the barb splash, I cannot honestly say I know if it's run speed stacks with other enchancements/spells/equip. In which case it might well be better to splash something else or go pure. (Possably a 2 splash in mnk or rogue for evasion?)

Thats all the advice I can think of. Thats not 'play a diffrent concept' of course :)

GhoulsTouch
05-13-2010, 09:01 PM
Forget about UMD and Charisma, raise strength. Go another two levels of barbarian to push your HP over 300. I believe you can also add to your damage reduction you can get as a forged. Cast and slash.
Spell focus Evocation and Greater spell focus in it, is a great idea for a combat caster. Moreso if you focus on elemental. If you are casting fast and often I dont think you need the drain of metamagics. 50% more damage with a casting cost of around 50% more or less in Spell points doesn't seem worth it to me especially if you aren't soloing. It's better to get past their saves.

Phidius
05-13-2010, 09:01 PM
Watch your strength... a well-placed Exhaust/Enfeeble will rain on your parade regardless of how fast you were zipping around a moment before.

Barbarian speed/boost is indeed a fun feature, though.

Xyfiel
05-13-2010, 10:23 PM
1bard/1barb/9sorc was as far as I got bout 18 months ago. Mobile spellcasting still slows you down. I had quicken, with sorc fast casting, wasn't worth it in the end. I could spam hypno sprint boosting like mad though.

sigtrent
05-14-2010, 02:03 AM
First of all, from a theme point of view, I would drop the swimming points (If you REALLY want to swim faster, get a +swim item to swap to insead) and put them into more tumble to try and get flips, would probably fit the theme better and have more practical use.

Tumble is already maxed out on the build (its cross class)


From a practical point of view, 13 UMD is utterly worthless. Drop the points. Perhaps take more spot so you don't run into sneaky mobs. Or splash and take full ranks e.t.c.

Not totally useless since it goes up higher than 13 with items and buffs. 20 is easy to get, 30 or so with common items, 40 with more exotic gear and buffs. But its not a really a class feature here so much as something extra in the build.


On the barb splash, I cannot honestly say I know if it's run speed stacks with other enchancements/spells/equip. In which case it might well be better to splash something else or go pure. (Possably a 2 splash in mnk or rogue for evasion?)

It stacks with haste as does the sprint boost.


Thats all the advice I can think of. Thats not 'play a diffrent concept' of course :)

Thanks :) Its not a build I'm likely to roll up myself, just something I though was interesting.

sigtrent
05-14-2010, 02:08 AM
Forget about UMD and Charisma, raise strength. Go another two levels of barbarian to push your HP over 300. I believe you can also add to your damage reduction you can get as a forged. Cast and slash.

Different build, and better with fighter than barbarian I think anyhow.


Spell focus Evocation and Greater spell focus in it, is a great idea for a combat caster. Moreso if you focus on elemental.

There aren't all that many spells with saves that gain much from a 10% bonus to evocation DCs. Firewall remains pretty much king of the persistent spells and polar ray the target spells with neither using saves.


If you are casting fast and often I dont think you need the drain of metamagics. 50% more damage with a casting cost of around 50% more or less in Spell points doesn't seem worth it to me especially if you aren't soloing. It's better to get past their saves.

The metamagics have fixed costs. The hither level the spell the better deal you get from them. Maximize stats being more mana efficient on 4th level and higher spells, same with max+Empower. Also there is great value in killing in half the time. All around most damage casters won't be caught dead without Max/Empower. They are really important to good damage casting. The way they stack with other damage enhancements is also key, its a series of multiplicative effects which goes beyond simply adding the percentages.

sigtrent
05-14-2010, 02:10 AM
1bard/1barb/9sorc was as far as I got bout 18 months ago. Mobile spellcasting still slows you down. I had quicken, with sorc fast casting, wasn't worth it in the end. I could spam hypno sprint boosting like mad though.

That is sad to hear and pretty much tanks the whole purpose of the build... very lame indeed. :( I assume its at least better but I really wanted to see full run speed casting and clickies. :(

Aschbart
05-14-2010, 02:56 AM
I've heard about a jump-casting technique that essentially lets you cast stuff without slowing down provided you time your casting with your jumps. I've tried that but it never quite worked, especially with some of the effects and clickies that take longer to cast than your run-off-the-mill level 1 spell. (it did somewhat lessen the slowing down, since during the jump animation you indeed don't get slowed) I don't have a toon with Quicken to try it out though, maybe with Quicken it would work. No idea whether Mobile Casting would work as well.

Another idea is to buff yourself with featherfall, as it might slightly increase the 'uptime' of your jumps. Just an idea that popped up in my head right now, haven't tried that either.

Jasam01
05-14-2010, 04:47 PM
Tumble is already maxed out on the build (its cross class)
Then I would recomend a rouge splash perhaps.



Not totally useless since it goes up higher than 13 with items and buffs. 20 is easy to get, 30 or so with common items, 40 with more exotic gear and buffs. But its not a really a class feature here so much as something extra in the build.
Considering with 23 ranks people seem to struggle to get the 39 nessassary for heal scrolls, I think you might be overestimating what scores you can get.



It stacks with haste as does the sprint boost.

is there an equipment alternative? If so i would go rouge splash.



Thanks :) Its not a build I'm likely to roll up myself, just something I though was interesting.
Well, considering what Xyfeil said, It seems the ideas been shot from the outset. No zurgyness here :(

GhoulsTouch
05-14-2010, 05:14 PM
We were talking about metamagics earlier, I noticed alot of casters spend everything they have on firewalls, then complain about it. Alot of the time the firewalls remain way after the combat ends. Some casters aren't thrifty at all and will jot down a FW whenever any enemy contact is made.

I have done alot with and without casters. I know you can hack and slash your way through anything, though it is nice to have someone to crowd control. It would be nicer if not everything was spent on firewalls everytime a wraith appears so it can be done more often. The firewalls don't need to stay up until every last monster is gone, so we can sit around it and roast marshmellows.

Not saying there is never a time and place for metamagics to do alot of good.

Aren't there other spells from evocation that do half or no damage if a save is made? If you were making a more mobile caster that wasn't turtling up in a firewall taking damage from mobs regardless, wouldn't you depend more on these?