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View Full Version : Wizard Help me choose between AM and PM - And question regarding GS item



Such755
09-22-2012, 05:19 PM
I'm about to TR my sorcerer into wizard and back to sorc again.
I have done the exact same thing, went pale master and it went great but: The light damage I was taking was horrible. So this time I am considering going warforged arch mage instead of human pale master.
So far it all seems bad against AM because:
1) You lose 2 feats - 1 from not being human, 2 from being forced to take Mental Toughness.
2) I will focus on necromancy and enchantment, I know that both AM and PM can get the exact same DCs in both areas, only that PM will have +1 DC in every other school as well.
3) AM Must take level 4 of improved concentration and energy of the scholar.
4) WF Must also take some repair manipulation.
5) The following feats are MUST:


1) Toughness
2) Spell focus necro
3) Greater spell focus necro
4) Spell focus enchant
5) Greater spell focus enchant
6) Quicken
7) Extend
8) Heighten
9) Spell penetration
10) Greater spell penetration
11) Insightful reflex


WF AM will have just those, leaving 2 extra for human (MAximize and empower), thus doing less DPS with evocation spells.
6) WF AM will have to take some feats later on, such as extend.


The only two pluses I can find for WF AM:
1) No extra light damage
2) Can repair with quicken. -BUT --- From my own experience with both quickened reconstruct and quickened neg energy burst, they are almost the same, and above that pale master has his aura ticking... So yeah.

Here are my two builds that I came with: (Note, will TR at level 20, or just stay to improve the ED)
Arch mage:

Character Plan by DDO Character Planner Version 03.14.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 True Neutral Warforged Male
(20 Wizard)
Hit Points: 272
Spell Points: 1826
BAB: 10\10\15\20
Fortitude: 12
Reflex: 15
Will: 10

Starting Ending
Abilities Base Stats Base Stats
(34 Point) (Level 1) (Level 20)
Strength 10 10
Dexterity 8 8
Constitution 20 20
Intelligence 18 23
Wisdom 6 6
Charisma 6 6

Level 1 (Wizard)
Feat: (Past Life) Past Life: Sorcerer
Feat: (Wizard Bonus) Spell Focus: Necromancy
Feat: (Selected) Toughness


Level 2 (Wizard)


Level 3 (Wizard)
Feat: (Selected) Insightful Reflexes


Level 4 (Wizard)


Level 5 (Wizard)
Feat: (Wizard Bonus) Mental Toughness


Level 6 (Wizard)
Feat: (Selected) Greater Spell Focus: Necromancy


Level 7 (Wizard)


Level 8 (Wizard)


Level 9 (Wizard)
Feat: (Selected) Spell Penetration


Level 10 (Wizard)
Feat: (Wizard Bonus) Heighten Spell


Level 11 (Wizard)


Level 12 (Wizard)
Feat: (Selected) Spell Focus: Enchantment


Level 13 (Wizard)


Level 14 (Wizard)


Level 15 (Wizard)
Feat: (Selected) Greater Spell Focus: Enchantment
Feat: (Wizard Bonus) Quicken Spell


Level 16 (Wizard)


Level 17 (Wizard)


Level 18 (Wizard)
Feat: (Selected) Greater Spell Penetration


Level 19 (Wizard)


Level 20 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Enhancement: Wizard Master of Magic
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Enhancement: Improved Concentration III
Enhancement: Improved Concentration IV
Enhancement: Glacial Spellcasting I
Enhancement: Glacial Spellcasting II
Enhancement: Combustive Spellcasting I
Enhancement: Deadly Ice I
Enhancement: Deadly Ice II
Enhancement: Deadly Flame I
Enhancement: Deadly Flame II
Enhancement: Frost Manipulation I
Enhancement: Frost Manipulation II
Enhancement: Frost Manipulation III
Enhancement: Flame Manipulation I
Enhancement: Flame Manipulation II
Enhancement: Flame Manipulation III
Enhancement: Repair Manipulation I
Enhancement: Repair Manipulation II
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Spell Penetration II
Enhancement: Wizard Spell Penetration III
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: Warforged Constitution I
Enhancement: Warforged Constitution II
Enhancement: Arcane Blast
Enhancement: Arcane Bolt
Enhancement: Wizard Archmage I
Enhancement: Wizard Archmage II
Enhancement: Wizard Archmage III
Enhancement: Wizard Archmage IV
Enhancement: Wizard Archmage V
Enhancement: Archmage Secondary Spell Mastery I: Enchantment
Enhancement: Archmage Spell Mastery I: Necromancy
Enhancement: Archmage Spell Mastery II: Necromancy




Pale master:

Character Plan by DDO Character Planner Version 03.14.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Human Male
(20 Wizard)
Hit Points: 272
Spell Points: 1595
BAB: 10\10\15\20
Fortitude: 11
Reflex: 16
Will: 12

Starting Ending
Abilities Base Stats Base Stats
(34 Point) (Level 1) (Level 20)
Strength 10 12
Dexterity 8 10
Constitution 18 20
Intelligence 18 25
Wisdom 8 10
Charisma 8 10

Tomes Used
+2 Tome of Strength used at level 12
+2 Tome of Dexterity used at level 12
+2 Tome of Constitution used at level 12
+2 Tome of Intelligence used at level 12
+2 Tome of Wisdom used at level 12
+2 Tome of Charisma used at level 12

Level 1 (Wizard)
Feat: (Wizard Bonus) Empower Spell
Feat: (Past Life) Past Life: Sorcerer
Feat: (Human Bonus) Spell Focus: Necromancy
Feat: (Selected) Toughness


Level 2 (Wizard)


Level 3 (Wizard)
Feat: (Selected) Insightful Reflexes


Level 4 (Wizard)


Level 5 (Wizard)
Feat: (Wizard Bonus) Extend Spell


Level 6 (Wizard)
Feat: (Selected) Greater Spell Focus: Necromancy


Level 7 (Wizard)


Level 8 (Wizard)


Level 9 (Wizard)
Feat: (Selected) Spell Penetration


Level 10 (Wizard)
Feat: (Wizard Bonus) Heighten Spell


Level 11 (Wizard)


Level 12 (Wizard)
Feat: (Selected) Spell Focus: Enchantment


Level 13 (Wizard)


Level 14 (Wizard)


Level 15 (Wizard)
Feat: (Selected) Greater Spell Penetration
Feat: (Wizard Bonus) Quicken Spell


Level 16 (Wizard)


Level 17 (Wizard)


Level 18 (Wizard)
Feat: (Selected) Greater Spell Focus: Enchantment


Level 19 (Wizard)


Level 20 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Enhancement: Wizard Master of Magic
Enhancement: Human Adaptability Intelligence I
Enhancement: Human Greater Adaptability Constitution I
Enhancement: Wizard Improved Maximizing I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Glacial Spellcasting I
Enhancement: Glacial Spellcasting II
Enhancement: Glacial Spellcasting III
Enhancement: Glacial Spellcasting IV
Enhancement: Glacial Spellcasting V
Enhancement: Combustive Spellcasting I
Enhancement: Combustive Spellcasting II
Enhancement: Combustive Spellcasting III
Enhancement: Combustive Spellcasting IV
Enhancement: Combustive Spellcasting V
Enhancement: Deadly Ice I
Enhancement: Deadly Flame I
Enhancement: Deadly Flame II
Enhancement: Deadly Flame III
Enhancement: Frost Manipulation I
Enhancement: Frost Manipulation II
Enhancement: Frost Manipulation III
Enhancement: Frost Manipulation IV
Enhancement: Frost Manipulation V
Enhancement: Flame Manipulation I
Enhancement: Flame Manipulation II
Enhancement: Flame Manipulation III
Enhancement: Flame Manipulation IV
Enhancement: Flame Manipulation V
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Spell Penetration II
Enhancement: Wizard Spell Penetration III
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Shroud of the Lich
Enhancement: Wizard Pale Master I
Enhancement: Wizard Pale Master II
Enhancement: Wizard Pale Master III




So as you can see I am leaning more towards PM, unless anyone can convince me otherwise or show me where I'm wrong.



As for the green steel question:
I currently have concordant opposition gloves with +10\15\20 HP, and I'm about to craft my second item which will be (something)\50 SP \ 100 SP.
1) Where should I slot that item? (I was thinking goggles...)
2) What should be the tier 3 special effect? (i.e. earth guard, etc etc...)
3) Since I already have an archmage item (vibrant purple ioun stone) there's no need for wizardry VI at tier1. What should I put on tier1 instead?

licho
09-22-2012, 05:55 PM
1. On AM Greater Focus Enchant is optional.
Since you can have spamable hypno, which will either work or prepare the mobs for mass hold with -2 to will saves.

2. So is extend. On PM its very nice for longer aura, but otherwise its optional feat.

3. You can probably skip one of spell penetracions and use web for moments when need it.

skip Greater enchantment focus, Greater SP and Extend.
And took instead: Max, Emp, SF: Conjuration.

And go for triple speced WF AM, with cheap hypno and web.
Even if you enchatmend DC will end little lower you can always prepare mobs with hypno.
Even if your SP sometimes fail, you have no sr web.

If you plan to stay at cap for a while farming some ED then at lv 21 you can pick missing penetracion.

4. In what quests you have experienced major light dmg?
Are you using Vampiric form by any chance?

Greensteel:
I. Playstyle may vary, but i consider all my SP items as swapable.
Some good locations:
Neckle (cheap to craft also) - and swap it to torc.
I personaly have GS SP item as bracels and swap it to wind bracels after initial buffs.

As for secondary effect:
- Exeptional CHarisma Skills may be good idea for UMD purpose.
- Con skills may be good for concentracion
- No need to spend more than single shard for sp item, so maybe either air or earth.
- If you plan to swap sp item it dosnt matter what guard it has, it may matter more what skill bonus or what tier 2 clikie brings.

As for Tier 1 shard:
- Blidness Immunity, sometimes may be useful.
- Skill bonus of your desire.