View Full Version : Wizard Looking for the Best Endgame Full Wiz Build.
SubsTheGamer21
12-24-2011, 07:12 PM
Hey DDO,
I am relatively new to DDO. I have been unable to play a wizard for awhile that can make it past level 7. Due to errors in the build itself. I want to be able to instant kill most mobs and make it all the way to Endgame with casting. I have 32 pts and have drow unlocked. No past lifes, not able to purchase tomes, and looking to be able to level up fairly easy. I want to be able to fire and force my way out even the hardest dungeons. Oh and for simplicity I have that veteran characters unlocked too. I would like it if you could use the full out Character Planner telling me exactly what enhancements to use and such. I don't know any of the Wizard Prestige Lines, but if someone could give me the best endgame ideal build, then please do.
Thank you DDO.
No such thing as "best endgame ideal build". Even if there was, you're not going to get there on your first life.
Try http://forums.ddo.com/showthread.php?p=3904740#post3904740 for a very decent first life elf build.
Here's a guide to Pale Masters, geared to TRs: http://forums.ddo.com/showthread.php?t=302573
SubsTheGamer21
12-24-2011, 09:56 PM
I however don't know what spells... help?
Character Plan by DDO Character Planner Version 03.12.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 True Neutral Human Male
(20 Wizard)
Hit Points: 252
Spell Points: 1681
BAB: 10\10\15\20
Fortitude: 10
Reflex: 15
Will: 11
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 8 8 8
Dexterity 8 8 8
Constitution 18 18 19
Intelligence 18 23 29
Wisdom 8 8 8
Charisma 8 8 8
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 0 10.5 10.5
Bluff -1 -1 -1
Concentration 8 27 27
Diplomacy 1 10.5 10.5
Disable Device n/a n/a n/a
Haggle 1 10.5 10.5
Heal -1 -1 -1
Hide -1 -1 -1
Intimidate -1 -1 -1
Jump 1 8 8
Listen -1 -1 -1
Move Silently -1 -1 -1
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 4 13 13
Search 6 18 18
Spot -1 8 8
Swim -1 -1 -1
Tumble 0 1 1
Use Magic Device 1 10.5 10.5
Level 1 (Wizard)
Skill: Balance (+1)
Skill: Concentration (+4)
Skill: Diplomacy (+2)
Skill: Haggle (+2)
Skill: Jump (+2)
Skill: Search (+2)
Skill: Tumble (+1)
Skill: Use Magic Device (+2)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Insightful Reflexes
Feat: (Human Bonus) Toughness
Level 2 (Wizard)
Skill: Balance (+1.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Level 3 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spell Penetration
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: Search (+0.5)
Skill: Use Magic Device (+0.5)
Level 5 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Search (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Empower Spell
Level 6 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Search (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Spell Penetration
Level 7 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Search (+0.5)
Skill: Use Magic Device (+0.5)
Level 8 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Repair (+1)
Skill: Search (+0.5)
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: Jump (+0.5)
Skill: Search (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Heighten Spell
Level 10 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Repair (+1)
Skill: Search (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Maximize Spell
Level 11 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Repair (+1)
Skill: Search (+0.5)
Skill: Use Magic Device (+0.5)
Level 12 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Repair (+1)
Skill: Search (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Quicken Spell
Level 13 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Level 14 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Level 15 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Spell Focus: Necromancy
Feat: (Wizard Bonus) Spell Focus: Necromancy
Level 16 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+1.5)
Skill: Use Magic Device (+0.5)
Level 17 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Search (+0.5)
Skill: Spot (+0.5)
Skill: Tumble (+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: Spot (+1.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spell Focus: Enchantment
Level 19 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Search (+0.5)
Skill: Spot (+1)
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: Search (+0.5)
Skill: Spot (+1.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Mental Toughness
Enhancement: Wizard Master of Magic
Enhancement: Human Adaptability Intelligence I
Enhancement: Human Greater Adaptability Constitution I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Combustive Spellcasting I
Enhancement: Combustive Spellcasting II
Enhancement: Combustive Spellcasting III
Enhancement: Combustive Spellcasting IV
Enhancement: Kinetic Spellcasting I
Enhancement: Deadly Flame I
Enhancement: Deadly Kinetics I
Enhancement: Storm Manipulation I
Enhancement: Storm Manipulation II
Enhancement: Storm Manipulation III
Enhancement: Storm Manipulation IV
Enhancement: Flame Manipulation I
Enhancement: Flame Manipulation II
Enhancement: Flame Manipulation III
Enhancement: Flame Manipulation IV
Enhancement: Force Manipulation I
Enhancement: Force Manipulation II
Enhancement: Force Manipulation III
Enhancement: Force Manipulation IV
Enhancement: Force Manipulation V
Enhancement: Force Manipulation VI
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Spell Penetration II
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Energy of the Scholar IV
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Wizard Wand and Scroll Mastery I
Enhancement: Wizard Wand Heightening I
Enhancement: Shroud of the Lich
Enhancement: Wizard Pale Master I
Enhancement: Wizard Pale Master II
Enhancement: Wizard Pale Master III
Enhancement: Shroud of the Wraith
Niv-mizzet
12-24-2011, 11:39 PM
I however don't know what spells... help?
Well, you're a wizard. All of them sounds good.
As for what people generally expect you to keep 'always slotted...'
lv 1 you should have jump
2 resist energy web blur knock (and there's a couple more decent spells in this level too, so it's a crowded level)
3 haste rage always, displace
4 death aura and neg energy burst as a PM, your choice of wall of fire or ice storm (or both,) Dimension door, fire shield, enervation. (you obv. can't prep all of these at once.)
5 Electric surge and biting cold, necrotic ray is pretty nice on a PM too. True seeing when its needed.
6 circle of death, greater heroism, reconstruct, disintegrate
7 good ol finger of death, dancing sphere
8 meh whatever you want, irresistible dance is good
9 wail of the banshee, energy drain.
There are of course other spells that will come in handy at different times, but this is a list that in general I would expect any endgame caster in my group to have mostly duplicated, and filled in the rest with their personal choices.
Just remember, you're a wizard. Just treat the spells like some Pokemon and catch em all, then figure out what setup seems both good to you, and good to parties you join.
stille_nacht
12-25-2011, 11:18 AM
what is your goal is my main question here.
for pure indestructibility, a WF 18 wiz/ 2 mnk archmage, or possibly a Halfelf 18/2 mnk pale master (better with past lifes)
for maximum CC potential, a drow palemaster is nice (human palemaster also completely viable)
im not sure if archmage nuker is viable anymore, but there used to be a good force specced evocation archmage build
Spiffyspiffy
12-25-2011, 06:19 PM
what is your goal is my main question here.
for pure indestructibility, a WF 18 wiz/ 2 mnk archmage, or possibly a Halfelf 18/2 mnk pale master (better with past lifes)
Worst endgame build possible. No capstone. -2 spell pen.
for maximum CC potential, a drow palemaster is nice (human palemaster also completely viable)
AM can match PM in vampire form in enchant DC or beat it in lich form in necro DC. So I continue to fail to understand why people think PM CC is better.
PM is good cuz of the SLAs, the fortify buff, and to allow non WF to self heal. CC is not its strong suit.
Cardtrick
12-25-2011, 09:20 PM
possibly a Halfelf 18/2 mnk pale master (better with past lifes)
After playing one (actually, it's the current life of my main character), I don't really recommend 18/2 wiz/monk builds. Evasion is nice, but it's not worth getting important spells 1-2 levels later while leveling or the lack of capstone and -2 spell pen at cap.
(That said, it has its advantages. Melee with handwraps is a solid option with 1 monk level up until level 13 or 14. With zombie form and bracers of jidz-tet'ka in mountain stance, you get +3 damage die steps, so your fists are actually decent supplemental weapons even if built as a max-int caster build. And the combination of death aura with evasion makes for a very survivable character.)
My whole point of going into this excursion is this: if you're going to go with 2 monk levels on a first-life build, I think that elf is the right racial choice. (I also think this is the only build in DDO for which elf is the right choice.) The two monk levels let you get two toughnesses to offset the elf penalty to CON. More importantly, you can use the Elven Arcanum line to make up for the spell penetration you lose by multi-classing, as well as a big chunk of the SP you lose by not staying pure.
A multi-classed half-elf would need to spend 12 AP to get +3 spell penetration from enhancements. An elf could spend those same 12 AP to get +5 spell penetration and +80 SP (tier 4 of elven arcanum and tier 1 of the usual wizard spell pen). That's a huge advantage on this kind of build, and the monk levels make up for the usual elf squishiness.
I don't recommend ever multiclassing a wiz or sorc unless you know what you're doing.
It's never ever a good endgame decision to multiclass. It can be a fine decision if you're going to TR right away at 20, but you shouldn't do it unless you have enough experience to understand the tradeoffs.
Dark-Star
12-26-2011, 12:22 PM
Look for Phalcon-1 's Pale Master build, it's the one I consider "best end game".
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