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darko.87
11-30-2010, 05:09 PM
Character Plan by DDO Character Planner Version 3.7.2
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Miac Spellweaver
Level 20 Lawful Good Warforged Female
(20 Wizard)
Hit Points: 240
Spell Points: 1756
BAB: 10\10\15\20
Fortitude: 13
Reflex: 6
Will: 11

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(34 Point) (Level 1) (Level 20) (Level 20)
Strength 8 10 10
Dexterity 8 10 10
Constitution 20 22 24
Intelligence 18 25 28
Wisdom 6 8 8
Charisma 8 10 10

Tomes Used
+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 Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 1 11.5 11.5
Bluff -1 0 0
Concentration 9 30 34
Diplomacy 1 11.5 11.5
Disable Device n/a n/a n/a
Haggle 1 11.5 11.5
Heal -2 -1 -1
Hide -1 0 0
Intimidate -1 0 0
Jump 1 5 5
Listen -2 -1 -1
Move Silently -1 6 6
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 4 16 16
Search 4 9 9
Spot -2 10.5 10.5
Swim -1 0 0
Tumble n/a 1 1
Use Magic Device 1 11.5 11.5

{\b {\ul Notable Equipment }} \par Quorforged Docent of Battle (Upgraded) \par Clever Goggles \par \par Level 1 (Wizard)
Skill: Balance (+2)
Skill: Concentration (+4)
Skill: Diplomacy (+2)
Skill: Haggle (+2)
Skill: Jump (+2)
Skill: Use Magic Device (+2)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Mental Toughness
Feat: (Past Life) Past Life: Wizard
Enhancement: Improved Concentration I
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Force Manipulation I
Enhancement: Wizard Energy of the Scholar I


Level 2 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Intelligence I
Enhancement: Warforged Inscribed Armor I


Level 3 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Past Life: Arcane Initiate
Enhancement: Wizard Lineage of Elements I
Enhancement: Wizard Lineage of Force I
Enhancement: Warforged Constitution I


Level 4 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Improved Concentration II
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Force Manipulation II


Level 5 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Maximize Spell
Enhancement: Wizard Energy of the Scholar II


Level 6 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spell Focus: Enchantment
Enhancement: Wizard Intelligence II


Level 7 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Elemental Manipulation III
Enhancement: Wizard Force Manipulation III


Level 8 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Spot (+1.5)
Skill: Use Magic Device (+0.5)


Level 9 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Spot (+1.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Spell Focus: Enchantment


Level 10 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Spot (+1.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Empower Spell
Enhancement: Wizard Intelligence III
Enhancement: Warforged Constitution II


Level 11 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Spot (+1.5)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Elemental Manipulation IV


Level 12 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Spot (+1.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spell Focus: Transmutation
Enhancement: Improved Concentration III
Enhancement: Improved Concentration IV
Enhancement: Wizard Archmage I


Level 13 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Repair (+2)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Force Manipulation IV


Level 14 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Repair (+2)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Energy of the Scholar III


Level 15 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Repair (+2)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Greater Spell Focus: Transmutation
Feat: (Selected) Spell Penetration
Enhancement: Wizard Energy of the Scholar IV
Enhancement: Wizard Archmage II


Level 16 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Repair (+1)
Skill: Spot (+0.5)
Skill: Tumble (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Wizard Archmage III
Enhancement: Wizard Archmage IV


Level 17 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Move Silently (+1.5)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)


Level 18 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Move Silently (+1.5)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Quicken Spell


Level 19 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Move Silently (+1.5)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)


Level 20 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Move Silently (+1.5)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Heighten Spell
Enhancement: Archmage Secondary Spell Mastery I: Enchantment
Enhancement: Archmage Spell Mastery I: Transmutation
Enhancement: Transmutation I - Jump
Enhancement: Transmutation II - Knock
Enhancement: Transmutation III - Haste

ddoer
12-01-2010, 04:32 AM
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 1 11.5 11.5
Bluff -1 0 0
Concentration 9 30 34
Diplomacy 1 11.5 11.5
Disable Device n/a n/a n/a
Haggle 1 11.5 11.5
Heal -2 -1 -1
Hide -1 0 0
Intimidate -1 0 0
Jump 1 5 5
Listen -2 -1 -1
Move Silently -1 6 6
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 4 16 16
Search 4 9 9
Spot -2 10.5 10.5
Swim -1 0 0
Tumble n/a 1 1
Use Magic Device 1 11.5 11.5



WF wiz are more or less the same. You may just search for any existing build.

for the skills, 0.5 doesn't count. so it is better to have 11,11,1 than 11.5, 11.5, 0. Repair is useless. You would want to put some points in Jump. Jump spell gives you +30 and it is desirable to get to 40 (which is the max) in any time in end game. Move silent, Tumble, are possibly useful skills.

The Character Planner's format is quite hard to read. Just make sure you didn't forget to take the capstone.

Good align gives no benefit to a wiz. you will suffer (-hp, if i remember correct) for using Litany). Most wiz goes for neutral good. The only benefit of lawful is that if you suddenly want to LR to wiz/mnk, it will cost less TP.

I personally think AM Transmutation not useful but it is just me. You could play in a style that could utilize the AM specialty. Extended Haste costs u around 30-40sp without SLA. I wonder if you really save a lot of SP in most quests with the SLA. (if you don't buy the SLA with 125 SP, you could use the extra SP to cast haste; also consider that the action points you invested in AM could be used in metamagic efficiency)

Jaid314
12-01-2010, 02:09 PM
WF wiz are more or less the same. You may just search for any existing build.

for the skills, 0.5 doesn't count. so it is better to have 11,11,1 than 11.5, 11.5, 0. Repair is useless. You would want to put some points in Jump. Jump spell gives you +30 and it is desirable to get to 40 (which is the max) in any time in end game. Move silent, Tumble, are possibly useful skills.

The Character Planner's format is quite hard to read. Just make sure you didn't forget to take the capstone.

Good align gives no benefit to a wiz. you will suffer (-hp, if i remember correct) for using Litany). Most wiz goes for neutral good. The only benefit of lawful is that if you suddenly want to LR to wiz/mnk, it will cost less TP.

I personally think AM Transmutation not useful but it is just me. You could play in a style that could utilize the AM specialty. Extended Haste costs u around 30-40sp without SLA. I wonder if you really save a lot of SP in most quests with the SLA. (if you don't buy the SLA with 125 SP, you could use the extra SP to cast haste; also consider that the action points you invested in AM could be used in metamagic efficiency)

just checking, did you by any chance mean most wizards go for true neutral? (also, a negative level would give you -1 caster level, -1 to all saves, and -1 to hit).

and i agree, AM transmutation is a terrible waste.

darko.87
12-02-2010, 05:54 PM
Jump spell gives you +30 and it is desirable to get to 40 (which is the max) in any time in end game. Move silent, Tumble, are possibly useful skills.

Jump caps at 40. 30 from the jump spell, four from GH, and one from rage, plus five from my own skill points. That equals 40.


I personally think AM Transmutation not useful but it is just me. You could play in a style that could utilize the AM specialty. Extended Haste costs u around 30-40sp without SLA. I wonder if you really save a lot of SP in most quests with the SLA. (if you don't buy the SLA with 125 SP, you could use the extra SP to cast haste; also consider that the action points you invested in AM could be used in metamagic efficiency)

I have plenty of SP, and I've done the math. I'd save more SP if I use 125 SP for haste. Not to mention jump.


I've thought this build out. I'm happy with it.

ddoer
12-03-2010, 10:35 AM
just checking, did you by any chance mean most wizards go for true neutral? (also, a negative level would give you -1 caster level, -1 to all saves, and -1 to hit).

and i agree, AM transmutation is a terrible waste.

yes, i meant most go for true neutral, that was a typo.




I have plenty of SP, and I've done the math. I'd save more SP if I use 125 SP for haste. Not to mention jump.

I've thought this build out. I'm happy with it.

Good. I always think the beauty of this game is we can build different kind of toons that fit our own playstyle. Many of guildies strongly advocate AM enchanter while my main toon still go for pale master as it fit my playstyle. There is actually nothing wrong to specialize in haste, it is just not the most useful specialty for epic quests.