bigolbear
02-10-2013, 09:32 AM
This build is for Glemish of orien server. posted here for convenience. If any one else wants to use it feel free.
I have decided to go pale master as glem wished to be human, and in my experience a pm can CC just fine (with the right feats).
Target desires were:
human, wizy, CC focused, Good saves.
BUILD: (32 points, no tomes required)
RACE: human
ALIGN: True neutral.
CLASS: Wizard (20), epic 5.
DESTINY: ANY of magister, draconic or shiradi would work fine.
STATS: (32 point) - if less BP reduce STR, if more BP increase wisdom for saves.
STR: 14 (this is to avoid encumberance and grant effective resistance vs ray of enfeeblement)
DEX: 8
CON: 16
INT: 18 (all lvl up points go here, this is your most important stat)
WIS: 8
CHA: 8
FEATS by lvl:
1. (generic) spell focus enchantment.
1. (human) toughness.
1. (wizard) spell focus necromancy.
3. greater spell focus enchant.
5. (wizard) metamagic extend. (for haste, rage and displacement)
6. greater spell focus necromancy.
9. insightful reflexes.
10.(wizard) metamagic heighten.
12. mental toughness.
15. spell penetration.
15 (wizard) metamagic maximise.
18. greater spell penetration.
20. (wizard) metamagic quicken - used rarely on this build but will be needed for some raids/epics.
21. epic spell pentration.
24. epic spell focus enchantment.
SKILLS:
7 skill points per lvl, with will increase as INT increases.
class skills:
1. concentration - important skill for all wizards, keep this maxed.
cross class:
2. UMD - eventualy with good gear you can get a working umd, enough for res scrolls.
3. balance - because if your on your ass you cant cast.
4. haggle - because we all love plat.
5. tumble - becuase moving WILL save your life ocasionaly.
6. jump - with spell jump can easily reach 40, as with tumble moving well means less incoming damage.
7. spot - helps to spot hiden enemies, not for trapping.
Remaining skills to be spent wherever you want, id recomend move silent - to couple with invis spell.
ENHANCEMENTS:
Important Enhancements: (pre lvl 12)
Any 2 elements of choice, spell points, toughness, INT.
RESET enhancements at lvl 12 to take pale master, wraith form, vamp form (dont use when enemies cast searing light).
Eventualy you will want:
pale master 3, lich form.
full spell pen line.
1 element of choice maxed out.
wizard cap stone
cheaper heighten meta.
SPELLS:
Your spell list will change as you lvl up, so im not going to give you a difinitve spell list, rather ill recomend some spells - bear in mind that many of these have superior/mass versions later on so be prepared for your low lvl spells to end up as utility/buffs.
COOL SPELLS....
enchantment school.
1. charm person/monster this is a very effective line of spells charming a single mob in a group will cause the group to converge for mass spells.
2. hold person.monster. meles love this, its your bread and butter as an enchanter. held enemies take 50% more damage.
3. dominate person/monster. if you spy a handy enemy you want working for you long term dominate them, great to use on enemy casters.
4. dance spells - dancing sphere, is your 'trap spell' - when people say lay down some CC this is what they are talking about, iristable dance is also awesome for those mobs that just keep saving.
5. crushing despair - this is one of the best debufs around, the reason is it stacks with other penalties - use this on mobs with hard to beat saves as preperation for holds/charms.
6. mind fog - on a failed save enemies suffer -10 to future will saves, ALL good discos have fog machines ;)
necromancy school.
1. ray of enfeeblement - use vs beholders, it has double range and will incap beholders.
2. enervation/enegy drain - use to lower mob saves, stacks with itself and other debufs such as crushing despair.
3. Finger of death..... nuff said, some times the best CC is a dead enemy.
4. circle of death/wail fo the banshee - AOE instakills, with the benefit of debuffing enemies if they survive.
5. fear/cause fear/scare - these spells are generaly frowned upon because people dont like fighting fleeing mobs, use when soloing or as emergency buttons. They also have a use in your debufing arsenal because shaken enemies suffer -2 to all saves.
OTHER scools.
transmutation:
slow - use this on spiders, they are imune to most other CC. Slow is AOE. thank kitten for this tip.
Flesh to stone - long duration CC - enervate first.
cloud kill - use to reduce fort saves and deal damage, works real well with disco.
web - use to CC golems and enemeis with crazy high spell res.
greater heroism - + 4 to all saves and skills. great defensive spell for you and your party
hase/rage - AKA HAGE! keep this up on the 'grunts' and they will love you for it, its genuinely useful too.
nightsheild - imunity to magic missiles, up to +3 to saves - standard buff.
jump - up to +30 to jump, again standard buff.
evocation:
nukes nukes nukes.... some time you just gota.
I recomend a spell combo I call disco inferno, that is disco ball + mind fog + firewall/cloud kill. drag many enemies into it - they will dance and burn and melt.
Illusion:
blur - standard buff for the party.
displacement - buff for you, this gives 50% misschance and is basicly your armour... if you engage the enemy up close you want this spell active.
glitter dust - blinds all enemies.... a fantastic spell when working with rogues.
A note on symbols.
Symbols can be a very powerful option, you will want symbol of death and syumbol of persuation - note that symbols share a cool down. symbol of death should be place just infront of other CC to debuff the oncoming horde. symbol of persuation is best used in defence scenarios as it generates long term charms.
GEAR:
hit point gear - that is false life, green steel hp, toughness (recomend minos helm).
gear set - scepters/dagers for spell penetration, necro focus, enchant focus.
gear set - scepters/dagers/stave for chosen element + lore for when you are nuking.
resistance Item.
Eventualy you will be able to slot various parts of this gear set on body slots(recomend canith challenge equipment for chosen element, crafted rings for focus, staff of the necromancer/twilight) and not have to change weapons but while lvling beter gear is easier to aquire on scepters usualy so expect to gear swap if you want to nuke effectively.
Best of luck bud and if ye got any questions ye know where I am ;)
I have decided to go pale master as glem wished to be human, and in my experience a pm can CC just fine (with the right feats).
Target desires were:
human, wizy, CC focused, Good saves.
BUILD: (32 points, no tomes required)
RACE: human
ALIGN: True neutral.
CLASS: Wizard (20), epic 5.
DESTINY: ANY of magister, draconic or shiradi would work fine.
STATS: (32 point) - if less BP reduce STR, if more BP increase wisdom for saves.
STR: 14 (this is to avoid encumberance and grant effective resistance vs ray of enfeeblement)
DEX: 8
CON: 16
INT: 18 (all lvl up points go here, this is your most important stat)
WIS: 8
CHA: 8
FEATS by lvl:
1. (generic) spell focus enchantment.
1. (human) toughness.
1. (wizard) spell focus necromancy.
3. greater spell focus enchant.
5. (wizard) metamagic extend. (for haste, rage and displacement)
6. greater spell focus necromancy.
9. insightful reflexes.
10.(wizard) metamagic heighten.
12. mental toughness.
15. spell penetration.
15 (wizard) metamagic maximise.
18. greater spell penetration.
20. (wizard) metamagic quicken - used rarely on this build but will be needed for some raids/epics.
21. epic spell pentration.
24. epic spell focus enchantment.
SKILLS:
7 skill points per lvl, with will increase as INT increases.
class skills:
1. concentration - important skill for all wizards, keep this maxed.
cross class:
2. UMD - eventualy with good gear you can get a working umd, enough for res scrolls.
3. balance - because if your on your ass you cant cast.
4. haggle - because we all love plat.
5. tumble - becuase moving WILL save your life ocasionaly.
6. jump - with spell jump can easily reach 40, as with tumble moving well means less incoming damage.
7. spot - helps to spot hiden enemies, not for trapping.
Remaining skills to be spent wherever you want, id recomend move silent - to couple with invis spell.
ENHANCEMENTS:
Important Enhancements: (pre lvl 12)
Any 2 elements of choice, spell points, toughness, INT.
RESET enhancements at lvl 12 to take pale master, wraith form, vamp form (dont use when enemies cast searing light).
Eventualy you will want:
pale master 3, lich form.
full spell pen line.
1 element of choice maxed out.
wizard cap stone
cheaper heighten meta.
SPELLS:
Your spell list will change as you lvl up, so im not going to give you a difinitve spell list, rather ill recomend some spells - bear in mind that many of these have superior/mass versions later on so be prepared for your low lvl spells to end up as utility/buffs.
COOL SPELLS....
enchantment school.
1. charm person/monster this is a very effective line of spells charming a single mob in a group will cause the group to converge for mass spells.
2. hold person.monster. meles love this, its your bread and butter as an enchanter. held enemies take 50% more damage.
3. dominate person/monster. if you spy a handy enemy you want working for you long term dominate them, great to use on enemy casters.
4. dance spells - dancing sphere, is your 'trap spell' - when people say lay down some CC this is what they are talking about, iristable dance is also awesome for those mobs that just keep saving.
5. crushing despair - this is one of the best debufs around, the reason is it stacks with other penalties - use this on mobs with hard to beat saves as preperation for holds/charms.
6. mind fog - on a failed save enemies suffer -10 to future will saves, ALL good discos have fog machines ;)
necromancy school.
1. ray of enfeeblement - use vs beholders, it has double range and will incap beholders.
2. enervation/enegy drain - use to lower mob saves, stacks with itself and other debufs such as crushing despair.
3. Finger of death..... nuff said, some times the best CC is a dead enemy.
4. circle of death/wail fo the banshee - AOE instakills, with the benefit of debuffing enemies if they survive.
5. fear/cause fear/scare - these spells are generaly frowned upon because people dont like fighting fleeing mobs, use when soloing or as emergency buttons. They also have a use in your debufing arsenal because shaken enemies suffer -2 to all saves.
OTHER scools.
transmutation:
slow - use this on spiders, they are imune to most other CC. Slow is AOE. thank kitten for this tip.
Flesh to stone - long duration CC - enervate first.
cloud kill - use to reduce fort saves and deal damage, works real well with disco.
web - use to CC golems and enemeis with crazy high spell res.
greater heroism - + 4 to all saves and skills. great defensive spell for you and your party
hase/rage - AKA HAGE! keep this up on the 'grunts' and they will love you for it, its genuinely useful too.
nightsheild - imunity to magic missiles, up to +3 to saves - standard buff.
jump - up to +30 to jump, again standard buff.
evocation:
nukes nukes nukes.... some time you just gota.
I recomend a spell combo I call disco inferno, that is disco ball + mind fog + firewall/cloud kill. drag many enemies into it - they will dance and burn and melt.
Illusion:
blur - standard buff for the party.
displacement - buff for you, this gives 50% misschance and is basicly your armour... if you engage the enemy up close you want this spell active.
glitter dust - blinds all enemies.... a fantastic spell when working with rogues.
A note on symbols.
Symbols can be a very powerful option, you will want symbol of death and syumbol of persuation - note that symbols share a cool down. symbol of death should be place just infront of other CC to debuff the oncoming horde. symbol of persuation is best used in defence scenarios as it generates long term charms.
GEAR:
hit point gear - that is false life, green steel hp, toughness (recomend minos helm).
gear set - scepters/dagers for spell penetration, necro focus, enchant focus.
gear set - scepters/dagers/stave for chosen element + lore for when you are nuking.
resistance Item.
Eventualy you will be able to slot various parts of this gear set on body slots(recomend canith challenge equipment for chosen element, crafted rings for focus, staff of the necromancer/twilight) and not have to change weapons but while lvling beter gear is easier to aquire on scepters usualy so expect to gear swap if you want to nuke effectively.
Best of luck bud and if ye got any questions ye know where I am ;)