View Full Version : Wizard Pale Master, can anyone help?
firea
02-27-2011, 04:20 AM
I currently have a lv6 wiz, I went pale master as I thought it was interesting. But I dont know how to play it, can anyone help?
donfilibuster
02-27-2011, 05:23 AM
I currently have a lv6 wiz, I went pale master as I thought it was interesting. But I dont know how to play it, can anyone help?
a palemaster is a very focused build, the necromancer, but one worth taking.
keep in mind that the palemaster true power begins at lv 12.
you still need to begin it early because you need to have the required feats by level 12.
the feats are greater spell focus necromancy and thoughness for lich, both of which are not metamagic feats.
so you need them at lv 6 and 9 at the latest.
meanwhile, you can keep using the fire enhancement line for firewall, u should not have problems on the mid levels.
with the spell focus u can use enervation to make it easier for everyone in the party to beat at mobs.
you may want the skelly pets early but feel free to reset your enhancements at a higher level to use those points elsewhere.
this is because there's a lot of good stuff to use with palemaster and skellies are only one option.
firea
02-27-2011, 06:36 AM
thanks, but I got spell penetration, is that fine? what spells should I use. I was thinking use abilities first with cleric hireling to heal then spells for bosses, is that fine?
donfilibuster
02-27-2011, 07:02 AM
thanks, but I got spell penetration, is that fine? what spells should I use. I was thinking use abilities first with cleric hireling to heal then spells for bosses, is that fine?
depends, u can do well with a spell pen item at the lower levels and leave the feat for the higher lvs when it is more needed.
u may keep it but make sure you will have the feats u need to take pale master II and the shroud of lich at lv 12.
spells may vary, at lv 7 you can use firewall which is a great step forward for a wizard.
there's a lot of lv IV spells, including icestorm, so it is a hard choice with limited slots.
you can't go wrong with the fire/ice line.
still, while fire kills things don't look down on the necromantic spells, since you'll have +2 to DC with the focuses.
phantasmal killer is one, doing enervation first so they become weaker.
bosses vary but yeah, a palemaster saves his sp by using abilities.
necrotic touch is fairly weak at the lower levels but still cost almost nothing so u can use it as 'finisher' or in between castings.
it gets really good once you get PM II and self-healing, but that's later.
also, if you go with the pets you can keep them healed with your negative energy spells while you stay at a safe distance.
couple them with a summon spell and a wf hireling u can repair and you'll have a small army.
p.s. maybe you can ask in the wizard subforum for specific spell recommendations.
there's a few threads on the palemaster, altough many are for the higher lv.
firea
02-27-2011, 07:06 AM
thanks for everyting, just one last point I need clarification: if u have spell pen and greater spell pen, will a spell pen item stack with them? I think I can keep my feats, my race is human. Um, can anyone tell me what are the prerequisites to pale master 2 though?
donfilibuster
02-27-2011, 07:27 AM
See http://ddowiki.com/page/Pale_Master_enhancements
Note u need thoughness for the lich and it can't be taken as a bonus feat.
Greater spell focus can't be taken as a bonus feat either, hence the need to plan your regular feats.
Not sure if spell pen stacks but i believe it does.
Just make sure you don't leave other the feats you may need.
Maximize is a must have by lv 12, but you can take that one as bonus feat.
Apart of that, for the last levels and epics you may want to keep two feats for greater enchantment focus since instakill usefulness begins to dwindle near endgame.
Teech
02-27-2011, 07:41 AM
So, to sum:
For Pale Master I (Lvl 6): Spell Focus (Necromancy)
For Pale Master II (Lvl 12): Greater Spell Focus (Necromancy)
For Shroud of the Lich (Lvl 12): Toughness
For Shroud of the Wraith (Lvl 12): Mental Toughness
You don't have to take the Shrouds, though most would say to take Lich for sure. Wraith is far less popular, but you may consider taking it if you think you might switch to the ArchMage enhancement later as Mental Toughness is a requirement for that enhancement as well.
Toughness and Greater SF (Necro) are both not considered under Wizard Bonus Feats (lvls 1,5,10,15,20), so you need to take them as normal feats (lvls 1,3,6,9,12,15,18)
Most Wizards will also want Extend Spell (for buffs), Heighten Spell (for crowd control), and Maximize Spell (for damage) and even Empower Spell (for damage again). Spell Pen and Greater Spell Pen also useful at higher levels when mobs have spell resistance.
Other possible feats for wizards include:
Quicken Spell for uninterrupted casting even while being hit.
Insightful reflexes to have your reflex save be based on Intelligence instead of Dexterity.
Augment Summoning if you see yourself casting lots of skeletons and summons and hirelings when you quest.
And...um. That's all I got. =p
firea
02-27-2011, 08:14 AM
thanks, thats all I need
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