View Full Version : Another "What toon should I make" thread
twigzz
01-18-2011, 04:03 PM
Heya guys! I'm about to cap my 4th toon and need to get another rolled asap. From my sig you can see what I have already.
I want something that can melee and cast well. I love casters, both divine and arcane(prob arcane a bit more). My FvS was prob one of the easiest toons I have ever played. I'm sure my sorc would have had a much easier time but he was my first so I was noobish. Defin not saying he struggled, he's a death machine but he is a drow.....
I just can't decide! I have never went this long on a toon without making a new one long before lvl 19(30k from cap). Some builds I've read about that I think I might like are ranger, Pali or a bard. I like to stay pure but I guess I could multiclass for the exploiter build. Self healing is a must as I solo alot.
Thanks in advance for the input.
Qezuzu
01-18-2011, 04:06 PM
First thing that came to mind was "Warchanter".
Very fun build to play.
EDIT: http://forums.ddo.com/showthread.php?t=242633 is a pretty common build it seems.
Otherworld
01-18-2011, 04:19 PM
Qezuzu's correct, that does sound warchanter.
Tho if you want to stay pure, I'd go Classic rocker: http://forums.ddo.com/showthread.php?t=249865&highlight=bard
Healing warchanter build, not much cc (tho I can still blind mobs in Amrath with glitterdust), lot's of buffs, really cheap to play and lots of races to choose from.
(Human, WF and Horc version)
Falith12
01-18-2011, 04:19 PM
If you want a slight challenge, here is an unorthodox Helf PM Melee (ITWF) AA
Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Hathor Falith
Level 20 Chaotic Good Half-Elf Male
(20 Wizard)
Hit Points: 222
Spell Points: 1747
BAB: 10\10\15\20
Fortitude: 9
Reflex: 10
Will: 12
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 14 18 18
Dexterity 15 18 18
Constitution 12 16 17
Intelligence 16 22 26
Wisdom 8 11 11
Charisma 8 11 11
Tomes Used
+2 Tome of Strength used at level 10
+2 Tome of Dexterity used at level 10
+2 Tome of Constitution used at level 10
+2 Tome of Intelligence used at level 10
+2 Tome of Wisdom used at level 10
+2 Tome of Charisma used at level 10
+3 Tome of Strength used at level 19
+3 Tome of Dexterity used at level 19
+3 Tome of Constitution used at level 19
+3 Tome of Intelligence used at level 19
+3 Tome of Wisdom used at level 19
+3 Tome of Charisma used at level 19
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 4 15.5 15.5
Bluff -1 0 0
Concentration 5 26 26
Diplomacy 1 11.5 11.5
Disable Device n/a n/a n/a
Haggle 1 11.5 11.5
Heal -1 10 10
Hide 2 4 4
Intimidate -1 0 0
Jump 2 4 4
Listen -1 0 0
Move Silently 2 4 4
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 7 31 31
Search 3 8 8
Spot -1 0 0
Swim 2 4 4
Tumble n/a n/a n/a
Use Magic Device n/a n/a n/a
{\b {\ul Notable Equipment }} \par Minos Legens \par Mysterious Bauble \par Hammer of the Leaden Clouds \par Phase Hammer \par Mentau's Goggles \par Blue Dragonscale Robe \par Bracers of the Glacier \par Gloves of the Glacier \par Sanura's Band \par Striding Ring of Greater False Life \par Eerie Belt \par Wretched Twilight \par Torc of Prince Raiyum-de II \par Death's Touch \par Golden Greaves \par \par Level 1 (Wizard)
Skill: Balance (+2)
Skill: Concentration (+4)
Skill: Diplomacy (+2)
Skill: Haggle (+2)
Skill: Repair (+4)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Fighter
Feat: (Wizard Bonus) Maximize Spell
Feat: (Selected) Two Weapon Fighting
Feat: (Automatic) Attack
Feat: (Automatic) Dismiss Charm
Feat: (Automatic) Half-Elven Keen Senses
Feat: (Automatic) Half-Elven Mixed Heritage
Feat: (Automatic) Half-Elven Social Graces (ALL)
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Inscribe Scroll
Feat: (Automatic) Magical Training
Feat: (Automatic) Simple Weapon Proficiency: Club
Feat: (Automatic) Simple Weapon Proficiency: Dagger
Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
Feat: (Automatic) Simple Weapon Proficiency: Throwing Dagger
Feat: (Automatic) Simple Weapon Proficiency: Unarmed
Feat: (Automatic) Sneak
Spell (1): Burning Hands
Spell (1): Acid Spray
Spell (1): Mage Armor
Spell (1): Magic Missle
Spell (1): Chill Touch
Spell (1): Shocking Grasp
Enhancement: Wizard Energy Manipulation I
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Force Manipulation I
Enhancement: Wizard Energy of the Scholar I
Level 2 (Wizard)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Heal (+0.5)
Skill: Repair (+1)
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Spell (1): Nightshield
Spell (1): Charm Person
Enhancement: Human Improved Recovery I
Enhancement: Wizard Improved Maximizing I
Level 3 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Repair (+1)
Feat: (Selected) Spell Focus: Necromancy
Spell (2): Lesser Death Aura
Spell (2): Blur
Enhancement: Wizard Lineage of Energy I
Enhancement: Wizard Lineage of Elements I
Enhancement: Wizard Intelligence I
Level 4 (Wizard)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Repair (+1)
Spell (2): Resist Energy
Spell (2): Ghoul Touch
Enhancement: Wizard Lineage of Force I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Subtle Spellcasting I
Level 5 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Repair (+1)
Feat: (Wizard Bonus) Mental Toughness
Spell (3): Haste
Spell (3): Chain Missiles
Enhancement: Human Adaptability Constitution I
Enhancement: Wizard Lineage of Deadly Energy I
Enhancement: Wizard Lineage of Deadly Elements I
Level 6 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Repair (+1)
Feat: (Selected) Weapon Focus: Ranged Weapons
Spell (3): Lightning Bolt
Spell (3): Flame Arrow
Enhancement: Wizard Pale Master I
Level 7 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Repair (+1)
Spell (4): Wall of Fire
Spell (4): Death Aura
Enhancement: Wizard Energy of the Scholar II
Enhancement: Summon Skeleton Archer
Enhancement: Summon Skeletal Knight
Level 8 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Repair (+1)
Spell (4): Stoneskin
Spell (4): Lesser Globe of Invulnerability
Enhancement: Wizard Lineage of Deadly Force I
Enhancement: Wizard Subtle Spellcasting II
Enhancement: Summon Skeletal Mage
Level 9 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Repair (+1)
Feat: (Selected) Point Blank Shot
Spell (5): Cone of Cold
Spell (5): Prismatic Ray
Enhancement: Human Improved Recovery II
Level 10 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Repair (+1)
Feat: (Wizard Bonus) Greater Spell Focus: Necromancy
Spell (5): Teleport
Spell (5): Ball Lightning
Enhancement: Wizard Improved Maximizing II
Level 11 (Wizard)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Repair (+1)
Spell (6): Disintegrate
Spell (6): Tenser's Transformation
Enhancement: Wizard Intelligence II
Level 12 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Heal (+1)
Skill: Repair (+1)
Feat: (Selected) Improved Two Weapon Fighting
Spell (6): Globe of Invulnerability
Spell (6): Flesh to Stone
Enhancement: Wizard Pale Master II
Enhancement: Shroud of the Wraith
Level 13 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Heal (+1)
Skill: Repair (+1)
Spell (7): Prismatic Spray
Spell (7): Finger of Death
Enhancement: Elven Arcane Archer I
Level 14 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Heal (+1)
Skill: Repair (+1)
Spell (7): Greater Teleport
Spell (7): Otto's Sphere of Dancing
Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
Enhancement: Elven Arcane Archer: Imbue Force Arrows
Enhancement: Elven Arcane Archer: Conjure +2 Arrows
Enhancement: Elven Arcane Archer: Conjure +3 Arrows
Level 15 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Heal (+1)
Skill: Repair (+1)
Feat: (Wizard Bonus) Improved Mental Toughness
Feat: (Selected) Toughness
Spell (8): Polar Ray
Spell (8): Sunburst
Enhancement: Elven Arcane Archer: Imbue Acid Arrows
Enhancement: Racial Toughness I
Enhancement: Shroud of the Lich
Level 16 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Heal (+1)
Skill: Repair (+1)
Spell (8): Symbol of Death
Spell (8): Mass Charm Monster
Enhancement: Racial Toughness II
Enhancement: Summon Blackbone Archer
Enhancement: Summon Blackbone Knight
Level 17 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Heal (+1)
Skill: Repair (+1)
Spell (9): Meteor Swarm
Spell (9): Wail of the Banshee
Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
Enhancement: Elven Arcane Archer: Imbue Terror Arrows
Enhancement: Elven Arcane Archer: Conjure +4 Arrows
Enhancement: Summon Blackbone Mage
Level 18 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Heal (+1)
Skill: Repair (+1)
Feat: (Selected) Quicken Spell
Spell (9): Power Word: Kill
Spell (9): Mass Hold Monster
Enhancement: Wizard Energy of the Scholar III
Level 19 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Heal (+1)
Skill: Repair (+1)
Spell (9): Energy Drain
Spell (8): Mass Repair Critical Damage
Enhancement: Racial Toughness III
Level 20 (Wizard)
Ability Raise: CON
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Heal (+1.5)
Skill: Repair (+1)
Feat: (Wizard Bonus) Eschew Materials
Spell (8): Power Word: Stun
Spell (8): Incendiary Cloud
Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
Enhancement: Wizard Master of Magic
Enhancement: Wizard Improved Quickening I
Enhancement: Elven Arcane Archer: Conjure +5 Arrows
Please do not question my sanity....
twigzz
01-18-2011, 06:42 PM
Qezuzu's correct, that does sound warchanter.
Tho if you want to stay pure, I'd go Classic rocker: http://forums.ddo.com/showthread.php?t=249865&highlight=bard
Healing warchanter build, not much cc (tho I can still blind mobs in Amrath with glitterdust), lot's of buffs, really cheap to play and lots of races to choose from.
(Human, WF and Horc version)
I was leaning toward bard and I figured people here would to. Since I like staying pure I think I'm gonna go ahead and roll this up. Looks to be a fun build.
And ha ha Falith12.
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