Hamlin
10-27-2013, 10:47 PM
The build: Pure wizard, Shadowdancer ED; fully functional wizard with some stealth/melee ability
This is a concept that I came up with earlier this year, but I really couldn't try it out because it requires leveling to 20-21 and using the free LR to make the feats work. I leveled him up as a pure no-nonsense standard pale master, but now I'm ready to LR. Before I do so, I wanted to post my ideas here again to see if there's anything I need to fine tune or rethink. Here it is, with some clarification on my decisions after:
Class: Wizard 20 (Pale Master) / Shadowdancer 5
Race: Half-elf w/rogue dilettante
Past life: Favored Soul
Starting Stats (34 points):
STR 12 - 14 (+2 tome)
DEX 14 - 17 (+3 tome)
CON 15 - 18 (+3 tome)
INT 18 - 22 (+4 tome)All level ranks here
WIS 8 - 10 (+2 tome)
CHA 8 - 10 (+2 tome)
feats
1. Toughness
1W. Empower Spell
3. Spell Penetration
5W. Spell Focus: Necromancy
6. Greater Spell Focus: Necromancy
9. Greater Spell Penetration
10W. Maximize Spell
12. Two Weapon Fighting
15. Improved Two Weapon Fighting
15W. Extend Spell
18. Improved Critical: Slashing (or Piercing?)
20W. Heighten Spell
21. Greater Two Weapon Fighting
24. Epic Spell Penetration
26ED. Epic Mage Armor
27. Ruin
28ED. Hellball
Feats I really wanted but had to leave out:
Epic Spell Focus: Necromancy
Insightful Reflexes
Augment Summon
Precision
Holy Strike (for more melee dps. Was a toss up between epic mage armor and this)
Quicken Spell
Gear:
Gear-wise, I already have the war wizard's set and a planar focus of subterfuge with +3 insightful INT on it. INT for wizzy, and subterfuge set bonus if I get my Agony upgraded. Pretty good for this build I think. I also have several decent loot gen scimitars left over from my last life. I'm still undecided on whether I'm going to take improved crit slash or pierce. Probably slash if Agony is going to be my main weapon. Agony has keen on it anyway and I could still situationally use my scimitars. I also have a Staff of the Necromancer for when I'm going full caster mode. I was thinking Shadowmail (http://ddowiki.com/page/Item:Shadowmail) would be good for this guy, but it's medium armor and would kill evasion.
I'm really concerned about spell power items. I need ideas for sources of spellpower/spell crit/etc. that don't go in the weapons slot. So I would be free to cast AND melee. As it stands now, I'll need to make that decision based on the encounter and switch weapons accordingly.
Enhancements:
Full rogue dilly line in racial, just about everything in the PM line, and I'm sure I'll be tweaking some to take some Eldrich Knight when that comes out. Not sure how that's going to work out exactly because I haven't had time to log into Lammania and try it out.
And finally, the character builder:
Character Plan by DDO Character Planner Version 04.19.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Quibellius Paledancer
Level 28 True Neutral Half-Elf Male
(20 Wizard \ 8 Epic)
Hit Points: 390
Spell Points: 1658
BAB: 10\10\15\20
Fortitude: 10
Reflex: 9
Will: 12
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 28)
Strength 12 14
Dexterity 14 17
Constitution 15 18
Intelligence 18 35
Wisdom 8 10
Charisma 8 11
Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
+3 Tome of Dexterity used at level 11
+3 Tome of Constitution used at level 11
+4 Tome of Intelligence used at level 15
Starting Ending
Base Skills Base Skills
Skills (Level 1) (Level 28)
Balance 4 14
Concentration 6 27
Hide 4 14
Jump 3 13
Move Silently 4 14
Spellcraft 8 35
Spot -1 11
Swim n/a 4
Tumble n/a 14
Level 1 (Wizard)
Feat: (Wizard Bonus) Empower Spell
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
Feat: (Past Life) Past Life: Favored Soul
Feat: (Selected) Toughness
Level 2 (Wizard)
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Level 3 (Wizard)
Feat: (Selected) Spell Penetration
Level 4 (Wizard)
Ability Raise: INT
Level 5 (Wizard)
Feat: (Wizard Bonus) Spell Focus: Necromancy
Feat: (Automatic) Improved Heroic Durability
Level 6 (Wizard)
Feat: (Selected) Greater Spell Focus: Necromancy
Level 7 (Wizard)
Level 8 (Wizard)
Ability Raise: INT
Level 9 (Wizard)
Feat: (Selected) Greater Spell Penetration
Level 10 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Level 11 (Wizard)
Level 12 (Wizard)
Ability Raise: INT
Feat: (Selected) Two Weapon Fighting
Level 13 (Wizard)
Level 14 (Wizard)
Level 15 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Improved Two Weapon Fighting
Level 16 (Wizard)
Ability Raise: INT
Level 17 (Wizard)
Level 18 (Wizard)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 19 (Wizard)
Level 20 (Wizard)
Ability Raise: INT
Feat: (Wizard Bonus) Heighten Spell
Level 21 (Epic)
Feat: (Selected) Greater Two Weapon Fighting
Level 22 (Epic)
Level 23 (Epic)
Level 24 (Epic)
Ability Raise: INT
Feat: (Selected) Epic: Epic Spell Penetration
Level 25 (Epic)
Level 26 (Epic)
Feat: (Epic Destiny) Epic Destiny: Epic Mage Armor
Level 27 (Epic)
Feat: (Selected) Epic: Ruin
Level 28 (Epic)
Ability Raise: INT
Feat: (Epic Destiny) Epic Destiny: Hellball
So...you may be wondering why shadowdancer for a wizard? Well, the 18/2 wizard/rogue split has been around for years...shadowdancer basically to play like that, except I can't do traps. That's huge, but I almost never solo and there are plenty of capable trappers out there. All abilities have an INT-based DC, so I really think there's some synergy here. Here's what I like about shadowdancer for this build:
1. Shadow Mastery (innate) grants evasion, and vorpals remove sneak attack immunity.
2. Shadow Lance - Free nuke to mix into my rotation. Wonder if pale master bonus spell power to negative energy boost this?
3. Lithe - Boost AC and reflex saves
4. Cloak of Shadows - Stoneskin-like immunity to light damage! Very handy for a PM in undead form
5. Shrouding Strike - extra melee damage, build shadow charges for other abilities
6. Meld Into Darkness - 100% dodge for 15 seconds. Good "Oh sh**" button
7. Improved Invisibility - unbreakable invis for 30 seconds, free displacement afterwards
8. Executioner's Strike - Extra melee damage, chance for instakill
AND...the two abilities I REALLY like...
9. Shadow Manipulation - Dominate/charm target for 1 minute, then he dies afterwards. INT based DC. Awesome.
10. Consume - Divines get implosion. I'll have a similar INT based ability.
Tier 2 and 3 don't have much for me so I can boost int instead of taking abilities there. More INT is never bad for a wizard.
I mainly see myself using melee because I'm saving SP for a big fight, low on SP, or I just want to finish a mob off without expending any SP. Most of the abilities I listed above cost shadow charges, and I'll need some melee anyway to build those up. So that ties together nicely. I would melee all the time during my FvS life an he wasn't stacked with a ton of melee feats either. Wouldn't do it on EE, but EH you can get away with it. I'll have 9d6 sneak attack damage if you combine rogue dilly + Shadowdancer 5. Blindness is a lvl 2 necromancy spell...I'll be sneak attacking mobs that will have a harder time hitting me back. It also goes without saying that I'll be using master's touch and tensors at all times during melee.
So that's basically it. Meet the Paledancer. One thing if you suggest changes...first and foremost this guy is a wizard. I will not gimp spell casting ability in any way to get more melee power. I meant this just as a fun alternative way to play the wizard class. So please, critique it, let me know if there's a glaring weakness or something I haven't considered. Thanks for reading!
This is a concept that I came up with earlier this year, but I really couldn't try it out because it requires leveling to 20-21 and using the free LR to make the feats work. I leveled him up as a pure no-nonsense standard pale master, but now I'm ready to LR. Before I do so, I wanted to post my ideas here again to see if there's anything I need to fine tune or rethink. Here it is, with some clarification on my decisions after:
Class: Wizard 20 (Pale Master) / Shadowdancer 5
Race: Half-elf w/rogue dilettante
Past life: Favored Soul
Starting Stats (34 points):
STR 12 - 14 (+2 tome)
DEX 14 - 17 (+3 tome)
CON 15 - 18 (+3 tome)
INT 18 - 22 (+4 tome)All level ranks here
WIS 8 - 10 (+2 tome)
CHA 8 - 10 (+2 tome)
feats
1. Toughness
1W. Empower Spell
3. Spell Penetration
5W. Spell Focus: Necromancy
6. Greater Spell Focus: Necromancy
9. Greater Spell Penetration
10W. Maximize Spell
12. Two Weapon Fighting
15. Improved Two Weapon Fighting
15W. Extend Spell
18. Improved Critical: Slashing (or Piercing?)
20W. Heighten Spell
21. Greater Two Weapon Fighting
24. Epic Spell Penetration
26ED. Epic Mage Armor
27. Ruin
28ED. Hellball
Feats I really wanted but had to leave out:
Epic Spell Focus: Necromancy
Insightful Reflexes
Augment Summon
Precision
Holy Strike (for more melee dps. Was a toss up between epic mage armor and this)
Quicken Spell
Gear:
Gear-wise, I already have the war wizard's set and a planar focus of subterfuge with +3 insightful INT on it. INT for wizzy, and subterfuge set bonus if I get my Agony upgraded. Pretty good for this build I think. I also have several decent loot gen scimitars left over from my last life. I'm still undecided on whether I'm going to take improved crit slash or pierce. Probably slash if Agony is going to be my main weapon. Agony has keen on it anyway and I could still situationally use my scimitars. I also have a Staff of the Necromancer for when I'm going full caster mode. I was thinking Shadowmail (http://ddowiki.com/page/Item:Shadowmail) would be good for this guy, but it's medium armor and would kill evasion.
I'm really concerned about spell power items. I need ideas for sources of spellpower/spell crit/etc. that don't go in the weapons slot. So I would be free to cast AND melee. As it stands now, I'll need to make that decision based on the encounter and switch weapons accordingly.
Enhancements:
Full rogue dilly line in racial, just about everything in the PM line, and I'm sure I'll be tweaking some to take some Eldrich Knight when that comes out. Not sure how that's going to work out exactly because I haven't had time to log into Lammania and try it out.
And finally, the character builder:
Character Plan by DDO Character Planner Version 04.19.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Quibellius Paledancer
Level 28 True Neutral Half-Elf Male
(20 Wizard \ 8 Epic)
Hit Points: 390
Spell Points: 1658
BAB: 10\10\15\20
Fortitude: 10
Reflex: 9
Will: 12
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 28)
Strength 12 14
Dexterity 14 17
Constitution 15 18
Intelligence 18 35
Wisdom 8 10
Charisma 8 11
Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
+3 Tome of Dexterity used at level 11
+3 Tome of Constitution used at level 11
+4 Tome of Intelligence used at level 15
Starting Ending
Base Skills Base Skills
Skills (Level 1) (Level 28)
Balance 4 14
Concentration 6 27
Hide 4 14
Jump 3 13
Move Silently 4 14
Spellcraft 8 35
Spot -1 11
Swim n/a 4
Tumble n/a 14
Level 1 (Wizard)
Feat: (Wizard Bonus) Empower Spell
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
Feat: (Past Life) Past Life: Favored Soul
Feat: (Selected) Toughness
Level 2 (Wizard)
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Level 3 (Wizard)
Feat: (Selected) Spell Penetration
Level 4 (Wizard)
Ability Raise: INT
Level 5 (Wizard)
Feat: (Wizard Bonus) Spell Focus: Necromancy
Feat: (Automatic) Improved Heroic Durability
Level 6 (Wizard)
Feat: (Selected) Greater Spell Focus: Necromancy
Level 7 (Wizard)
Level 8 (Wizard)
Ability Raise: INT
Level 9 (Wizard)
Feat: (Selected) Greater Spell Penetration
Level 10 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Level 11 (Wizard)
Level 12 (Wizard)
Ability Raise: INT
Feat: (Selected) Two Weapon Fighting
Level 13 (Wizard)
Level 14 (Wizard)
Level 15 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Improved Two Weapon Fighting
Level 16 (Wizard)
Ability Raise: INT
Level 17 (Wizard)
Level 18 (Wizard)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 19 (Wizard)
Level 20 (Wizard)
Ability Raise: INT
Feat: (Wizard Bonus) Heighten Spell
Level 21 (Epic)
Feat: (Selected) Greater Two Weapon Fighting
Level 22 (Epic)
Level 23 (Epic)
Level 24 (Epic)
Ability Raise: INT
Feat: (Selected) Epic: Epic Spell Penetration
Level 25 (Epic)
Level 26 (Epic)
Feat: (Epic Destiny) Epic Destiny: Epic Mage Armor
Level 27 (Epic)
Feat: (Selected) Epic: Ruin
Level 28 (Epic)
Ability Raise: INT
Feat: (Epic Destiny) Epic Destiny: Hellball
So...you may be wondering why shadowdancer for a wizard? Well, the 18/2 wizard/rogue split has been around for years...shadowdancer basically to play like that, except I can't do traps. That's huge, but I almost never solo and there are plenty of capable trappers out there. All abilities have an INT-based DC, so I really think there's some synergy here. Here's what I like about shadowdancer for this build:
1. Shadow Mastery (innate) grants evasion, and vorpals remove sneak attack immunity.
2. Shadow Lance - Free nuke to mix into my rotation. Wonder if pale master bonus spell power to negative energy boost this?
3. Lithe - Boost AC and reflex saves
4. Cloak of Shadows - Stoneskin-like immunity to light damage! Very handy for a PM in undead form
5. Shrouding Strike - extra melee damage, build shadow charges for other abilities
6. Meld Into Darkness - 100% dodge for 15 seconds. Good "Oh sh**" button
7. Improved Invisibility - unbreakable invis for 30 seconds, free displacement afterwards
8. Executioner's Strike - Extra melee damage, chance for instakill
AND...the two abilities I REALLY like...
9. Shadow Manipulation - Dominate/charm target for 1 minute, then he dies afterwards. INT based DC. Awesome.
10. Consume - Divines get implosion. I'll have a similar INT based ability.
Tier 2 and 3 don't have much for me so I can boost int instead of taking abilities there. More INT is never bad for a wizard.
I mainly see myself using melee because I'm saving SP for a big fight, low on SP, or I just want to finish a mob off without expending any SP. Most of the abilities I listed above cost shadow charges, and I'll need some melee anyway to build those up. So that ties together nicely. I would melee all the time during my FvS life an he wasn't stacked with a ton of melee feats either. Wouldn't do it on EE, but EH you can get away with it. I'll have 9d6 sneak attack damage if you combine rogue dilly + Shadowdancer 5. Blindness is a lvl 2 necromancy spell...I'll be sneak attacking mobs that will have a harder time hitting me back. It also goes without saying that I'll be using master's touch and tensors at all times during melee.
So that's basically it. Meet the Paledancer. One thing if you suggest changes...first and foremost this guy is a wizard. I will not gimp spell casting ability in any way to get more melee power. I meant this just as a fun alternative way to play the wizard class. So please, critique it, let me know if there's a glaring weakness or something I haven't considered. Thanks for reading!