View Full Version : Returning Player: BladeForged Wizard 18/ Rogue 2 Build Help
Baskill
02-18-2014, 02:52 AM
Hi all,
So I have returned after a 4 year hiatus to DDO...and am thoroughly confused. So much has changed.
I only played very casually before due to time constraints. My main character was a dwarf cleric (lvl 15). However when I returned some of his equipment had its ML adjusted higher, which he was unable to equip anymore.
So I have decided to start afresh this time and go for a Wizard build with trap skills ability as due to my limited playtime, I may end up having to solo content more often than not. I was thinking Warforged for the Reconstruct self heal ability, and 2 rogue levels for traps and evasion (with Insightful Reflexes).
I bought the 2 expansions and with the TP given also unlocked the Bladeforged race. I would rather continue on as a level 15 BF than start from level 1 again. I understand I would need to purchase a +1 Heart to LR, which is fine.
However I have no idea on what enhancements to go for, as it looks like it has changed completely since I last played.
What type of equipment should I be looking for? I will prob have to use the auction house to provide me with some starter wiz equipment, but I don't know what is good for wizards.
I am playing on Thelanis and looking for a slow paced guild that willing to help a returning casual player that normally plays between 8pm - 10pm GMT.
Thanks in advance.
Lanhelin
02-18-2014, 03:58 AM
Take a look at this Thread (https://www.ddo.com/forums/showthread.php/436501-Returning-Wiz-what-mid-level-gear), there you'll find many tips for Docents and where to get them.
Mind that when you level up and distribute skill points make sure to raise Search and Disable Device every time which costs 4 points (except in the two Rogue Levels). Certain Skills now also affect your Spell Power: Repair (repair and rust) Heal (positive and negative) Perform (sonic) Spellcraft (fire, cold, acid, electric). Force and untyped Spell Power are not affected by skills but enhancements/items only.
On the wiki you'll find the page about the Enhancements (http://ddowiki.com/page/Enhancements), at Level 20 you'll have 80 Action Points available to spend in the trees. The Enhancements cost from 1 to 2 (most of them) up to 4 (Elven AA only) AP. Ingame as long as you do not click the Accept button, you can distribute points with LMB and undo it with RMB. After you have accepted you can reset either all trees or a single one which then costs platinum.
Every Tree has six Core Enhancements and various Tree Enhancements (T1-T5). T1 requires 1 AP spent in the tree, so the first Core Enhancement. The Core Enhancements just require a certain Level in the related Class (1, 3, 6, 12, 18, 20), the tree Enhancements usually require a certain Class Level (Lvl 1 for T1, Lvl 2 for T2 ... until Lvl 5 for T5) and a certain amount of points spent in the tree (5 for T2, 10 for T3, 20 for T4 and 30 for T5). A few ones also require certain Feats.
Once you choose the first T5 Enhancement in one tree, all other T5 Enhancements in all other trees are locked, but up to T4 still remain available to take.
With the Enhancement trees it's possible to get benefits of more than one PrE, so you can put your Points into Archmage and Pale Master too, eg. to get the Skeleton pet although you focused on AM. Or an Undead Shroud or both. For a First Lifer I'd recommend to put 7 points into the Rogue Mechanic tree (+3 Spot, Search and DD). It then depends on how you planned your build (DC cc casting, DC Necro insta-kill, Evocation or something else) what feats you took/want to take, what Tree to focus on and which enhancements to take.
mikarddo
02-18-2014, 04:32 AM
When you create the BF you are also given a set of level 15 gear to wear. While its not top notch its serviceable and will let you start playing.
As for enhancement - give it a spin. Those can be reset easily enough if you find something you like better.
As an alternative to Wiz/Rog you could go with 18 Wiz / 2 Mnk. While the monk splash does not give you trap skills it give 2 more feats (monk bonus feats), access to taking Adapt, Master and Grandmaster feats, higher dodge, better saves etc than rogue - and with insightfull reflexes you can get your reflex save high enough to simply ignore traps rather than stop and disable them.
Baskill
02-18-2014, 05:19 AM
Thanks for the replies so far.
I will have a look at the wiki and then try to come up with a build.
Regarding Lanhelin's comment: "DC cc casting, DC Necro insta-kill, Evocation or something else" - What does DC stand for and which would be the best path to take for someone who would have to solo mostly but would still want to contribute meaningfully to groups?
I also noticed the PM enhancement tree looks like it handles self healing to a degree. Is using a fleshly build viable then if you go this route?
Regarding going either rogue or monk for evasion: Taking avoiding trap damage out of the equation, are there any quests I wouldn't be able to do without the other rogue skills?
Lanhelin
02-18-2014, 07:27 AM
Regarding Lanhelin's comment: "DC cc casting, DC Necro insta-kill, Evocation or something else" - What does DC stand for and which would be the best path to take for someone who would have to solo mostly but would still want to contribute meaningfully to groups?
DC = Difficulty Class - the higher it is, the lesser mobs successfully save against your spell effects. Most elemental damage spells do half the damage on a successful saving roll, other spells like cc or insta-kills won't do anything on a successful saving throw.
Your DC is determined by 10 + your caster level (9 at Wiz Level 17 and higher) + your main stat (Int for a Wizard, every two points equal +1 DC) + spell focus feats + past life feats + items + Enhancements + Epic Destiny Enhancements + Buffs
Most spells that have no effect on a successful saving throw also have to overcome Spell Resistance first. Your Spell Penetration rating is your Class Level + Spell Pen feats + Enhancements + Epic Destiny Enhancements. All the Enchantment Charms/Suggestions/Holds etc. and the Illusion and Necro insta-kill spells are affected by it. The only exception is the cc spell Web from Conjuration school. Most Evocation spells do not have to overcome spell resistance too. So if you focus on Evocation you primarily do not need Spell Pen feats or Enhancements.
I also noticed the PM enhancement tree looks like it handles self healing to a degree. Is using a fleshly build viable then if you go this route?
Regarding going either rogue or monk for evasion: Taking avoiding trap damage out of the equation, are there any quests I wouldn't be able to do without the other rogue skills?
Yes, if you skill into the PM tree you can self heal with negative energy spells, while shrouded in one of the undead forms. Heal or repair spells do not work while shrouded, but Lesser Death Aura, Death Aura, Negative Energy burst will heal you. You can also build a fleshy Archmage and scroll-heal yourself when you have enough skill points in Use Magic Device, but a WF/BF has a much easier life with the Repair spells/SLA.
For Rogue skills: no. You just won't be able to open certain optional locked doors or chests but you won't face a dead end in any quest without Rogue.
Baskill
02-18-2014, 08:19 AM
Thanks for feedback. I have come up with the following build:
Note that I started the character as WF instead of BF as I couldn't find a way in the designer to select BF but level up as any class other than Paladin.
Character Plan by DDO Character Planner Version 04.20.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 15 Chaotic Neutral Warforged Male
(2 Rogue \ 13 Wizard)
Hit Points: 189
Spell Points: 742
BAB: 7\7\12
Fortitude: 8
Reflex: 15
Will: 6
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 15) (Level 15)
Strength 14 14 14
Dexterity 8 8 8
Constitution 18 18 18
Intelligence 18 23 27
Wisdom 6 6 6
Charisma 6 6 6
Tomes Used
+1 Tome of Intelligence used at level 3
+2 Tome of Intelligence used at level 7
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 15) (Level 15)
Balance 3 3 3
Bluff -2 -2 -2
Concentration 6 22 22
Diplomacy -2 -2 -2
Disable Device 8 26 26
Haggle -2 -2 -2
Heal -1 -1 -1
Hide 3 3 3
Intimidate -2 -2 -2
Jump 6 6 6
Listen -2 -2 -2
Move Silently 3 3 3
Open Lock 3 4 4
Perform n/a n/a n/a
Repair 8 24 24
Search 8 25 25
Spellcraft 6 26 26
Spot 2 12.5 12.5
Swim 2 2 2
Tumble 0 0 0
Use Magic Device -1 -1 -1
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Concentration (+2)
Skill: Disable Device (+4)
Skill: Heal (+1)
Skill: Hide (+4)
Skill: Jump (+4)
Skill: Move Silently (+4)
Skill: Open Lock (+4)
Skill: Repair (+4)
Skill: Search (+4)
Skill: Spellcraft (+2)
Skill: Spot (+4)
Skill: Tumble (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Insightful Reflexes
Level 2 (Wizard)
Skill: Concentration (+3)
Skill: Spellcraft (+2)
Skill: Spot (+0.5)
Feat: (Wizard Bonus) Empower Spell
Level 3 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+0.5)
Skill: Repair (+1)
Skill: Spellcraft (+2)
Skill: Spot (+0.5)
Feat: (Selected) Spell Focus: Enchantment
Level 4 (Wizard)
Ability Raise: INT
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Repair (+1)
Skill: Search (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Level 5 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Repair (+1)
Skill: Search (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Level 6 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1.5)
Skill: Repair (+2)
Skill: Spellcraft (+1)
Feat: (Selected) Extend Spell
Feat: (Wizard Bonus) Heighten Spell
Level 7 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Repair (+1)
Skill: Search (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Level 8 (Wizard)
Ability Raise: INT
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Repair (+1)
Skill: Search (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Level 9 (Rogue)
Skill: Concentration (+1)
Skill: Disable Device (+2)
Skill: Open Lock (+1)
Skill: Search (+6)
Skill: Spot (+3)
Feat: (Selected) Maximize Spell
Level 10 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Level 11 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Repair (+1)
Skill: Search (+0.5)
Skill: Spellcraft (+2)
Skill: Spot (+0.5)
Level 12 (Wizard)
Ability Raise: INT
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Repair (+1)
Skill: Search (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Feat: (Wizard Bonus) Spell Focus: Necromancy
Feat: (Selected) Spell Penetration
Level 13 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Level 14 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Level 15 (Wizard)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Feat: (Selected) Greater Spell Focus: Necromancy
Enhancement: Warforged - Improved Fortification (Rank 1)
Enhancement: Warforged - Inscribed Armor (Rank 1)
Enhancement: Archmage (Wiz) - Enchantment I: Hypnotism (Rank 1)
Enhancement: Archmage (Wiz) - Enchantment II: Otto's Resistible Dance (Rank 1)
Enhancement: Archmage (Wiz) - Enchantment III: Hold Person (Rank 1)
Enhancement: Archmage (Wiz) - Enchantment IV: Charm Monster (Rank 1)
Enhancement: Archmage (Wiz) - Energy of the Scholar (Rank 1)
Enhancement: Archmage (Wiz) - Spell Critical: Elemental and Force I (Rank 1)
Enhancement: Archmage (Wiz) - Improved Maximizing (Rank 1)
Enhancement: Archmage (Wiz) - Improved Maximizing (Rank 2)
Enhancement: Archmage (Wiz) - Improved Maximizing (Rank 3)
Enhancement: Archmage (Wiz) - Improved Empowering (Rank 1)
Enhancement: Archmage (Wiz) - Improved Empowering (Rank 2)
Enhancement: Archmage (Wiz) - Improved Empowering (Rank 3)
Enhancement: Archmage (Wiz) - Spell Penetration (Rank 1)
Enhancement: Archmage (Wiz) - Spell Penetration (Rank 2)
Enhancement: Archmage (Wiz) - Intelligence (Rank 1)
Enhancement: Archmage (Wiz) - Efficient Heightening (Rank 1)
Enhancement: Archmage (Wiz) - Efficient Heightening (Rank 2)
Enhancement: Archmage (Wiz) - Primary Spell Focus: Enchantment (Rank 1)
Enhancement: Archmage (Wiz) - Intelligence (Rank 1)
Enhancement: Pale Master (Wiz) - Dark Reaping (Rank 1)
Enhancement: Pale Master (Wiz) - Shroud of the Zombie (Rank 1)
Enhancement: Pale Master (Wiz) - Shroud of the Vampire (Rank 1)
Enhancement: Pale Master (Wiz) - Shroud of the Wraith (Rank 1)
Enhancement: Pale Master (Wiz) - Deathless Vigor (Rank 1)
Enhancement: Pale Master (Wiz) - Deathless Vigor (Rank 2)
Enhancement: Pale Master (Wiz) - Deathless Vigor (Rank 3)
Enhancement: Pale Master (Wiz) - Spell Critical: Negative Energy I (Rank 1)
Enhancement: Pale Master (Wiz) - Negative Energy Conduit (Rank 1)
Enhancement: Pale Master (Wiz) - Negative Energy Conduit (Rank 2)
Enhancement: Pale Master (Wiz) - Negative Energy Conduit (Rank 3)
Enhancement: Pale Master (Wiz) - Spell Critical: Negative Energy II (Rank 1)
Enhancement: Pale Master (Wiz) - Spell Critical: Negative Energy III (Rank 1)
Enhancement: Pale Master (Wiz) - Intelligence (Rank 1)
Enhancement: Pale Master (Wiz) - Intelligence (Rank 1)
Lanhelin
02-19-2014, 05:50 AM
If you want to focus on Enchantment I'd recommend the following feats until 20:
Insightful Reflexes - perma boost your Reflex saves
Augment Summoning - makes Hires, Pets, Summons and charmed Mobs stronger. if you have passive Druid past live feats the ability boni will stack (+10 to all)
Enlarge - my favourite Metamagic for an Enchanter, because it allows to charm mobs without getting their initial aggro and reach far away mobs like archers/casters on platforms. An enlarged Firewall or Ice Storm is very nice to have too.
Heighten - to push the DC of spells, heightened command/control will still be useful to cc undead in Level 20+ content
Quicken - casting the Disco ball or cloud spells without it really is a pita, make sure to have it ready when you're able to cast T6 spells
Spell Focus: Enchantment - pre req for GSF
Greater Spell Focus: Enchantment - pre req for Epic SF
Spell Penetration - pre req for GSP
Greater Spell Penetration - pre req for Epic SP
Mental Toughness - variable feat, I prefer it because more sp = more cc and the additional spell crit; pre req for IMT
Improved Mental Toughness / PL feat - in case you have a useful PL feat available like the Wizard PL, take it instead of IMT
I'd decrease Con to 16 and push Wis instead, because WF already have low Will saves and becoming dazed by a sonic effect that many mobs cast in heroic content really is annoying.
Although thanks to Insightful Reflexes your Reflex saves will be good, it can always happen that you get caught in a hostile Web or become entangled by the spit attack of spiders. Because of your low Strength it's very possible that you then remain entangled quite a long time. Therefore as soon as possible I'd recommend to get the Widow Weave Cloak (http://ddowiki.com/page/Widow_Weave_Cloak). Though you can burn hostile webs away with Fire spells like the Wall or Fire Shield these spells are not cheap, so better to be immune and slot a more useful spell instead of FS.
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