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EvilGremlin
07-03-2016, 04:29 PM
INTRO

Hello. I am a noob. Well, I played DDO 6 years ago.... And I have been playing MMOs since UO... but yes, I am a noob to this game (this version of this game). More importantly, I have the reflexes of a cat... a dead cat. (So if this build can easily take on hard mode in my hands, imagine what it could do in yours.)

I am a big deep gnome fan. They are one of my favorite races in DnD. So I was instantly drawn to the deep gnome in DDO. But if you have tried the deep gnome default setting you know very well that it is ineffective. After a couple of weeks and somewhere between 30-40 builds (at level 15) I have come up with a build that is easy to play and--most shocking of all--effective for taking on hard content solo with starting gear, no followers, not much skill and no past lives.

Honestly, at level 15 almost every other class is going to perform better. But if there is a first-life wizard easier to use and faster at killing effectively right out of the box, it isn't found on these forums or any other place I have tried from youtube to reddit.

This is not meant for end game. I don't have any idea how it would work there. Last I played level 15 was end game... This is just a starting template designed to help you level up a wizard easily. When you get to level 20 or some point beyond you might want to respec. If you are an expert at DDO and/or you have a bunch of past lives or special unlocked stuff, this is probably not for you.

There is one major caveat, it relies on Strategic Combat from the Harper tree. Strategic combat allows you to use your intelligence for attack and damage. With this, putting just 12 points into harper agent is more valuable to a melee wizard than buying every enhancement in the eldritch knight tree. Between this and the gnomish weapon training line, you will have a melee attack comparable to any melee.

The key feature of this build is this. By stacking just one stat you will gain increased spell damage, increased healing, increased spell DC, increased spell points, increased melee and ranged attack, increased melee and ranged damage, increased skill points and increased reflex saves. Combined with the natural spell resistances and bonus saves of a deep gnome, the pale master's self-healing spells and the vampire form's ability to self heal with improved shrouding, you will be almost invincible.

(Since we are on the subject, I also recommend picking up a + whatever intelligence tome if you can. For this build it is almost like having a bonus to every attribute. But it isn't needed.)



PLAYSTYLE
There are a few ways to play this build. I tend to rely a lot on my death aura, fire shield and melee buffs. This prevents me from running out of SP. When I am assaulted by groups of mobs I use AOE spells to quickly destroy them. Short missions tend to be very short. On longer quests I tend to only use my auras, fire shield and melee buffs. Against red names I tank. Yes, tank. If you are careful/lucky/a better player than me, you can tank hard mode red names five CRs higher. I have done it a few times and I'm not that good. But there is nothing more satisfying than solo face-tanking an owlbear on a gnome... wizard... in HM... :D


BUILD
Wizard 15
True Neutral Deep Gnome

Stats
. . . . . . . .28pt . . Level Up
. . . . . . . .---- . . --------
Strength. . . . .6. . . .4: INT
Dexterity . . . 14. . . .8: INT
Constitution. . 14. . . 12: INT
Intelligence. . 20
Wisdom. . . . . 10
Charisma. . . . .6. . .

If you are brand new you'll be using a 28 point build. This setup means low carrying capacity (get the Bull's Strength spell) and single weapon fighting. Single-weapon fighting offers a high attack bonus and the capability to wield an orb in your off hand for additional spell points. Orbs can be hard to find. I picked one up of the auction house. (See FranOhmsford's post below for where to find them.)

If you are using a 32 point or higher build, you may benefit more from two-weapon fighting. More attacks means more hits and more healing through Vampire Form. I have tried both and prefer this setup. Though it is less effective against high AC opponents, you can easily use spells to deal with them.


Skills
<snipped for space>
Balance (7)
Heal
Tumble
Spellcraft


The main thing here is getting your Balance up enough for the improved single weapon fighting feat (see below). Seven points will even get you greater single weapon fighting but I don't think it is worth getting unless you are going to splash fighter (do that later). The BAB requirement is too high and a pure wiz is short on open melee feat slots. Your DPS comes from spells.

Tumble is here because the deep gnome racial enhancement Illusory Escape lets you become ethereal every single time you tumble. That means you can pass through enemies to escape. It has saved my bacon a couple of times when I couldn't cast spells for whatever reason. I consider this a must have for a deep gnome.

Spell damage is increased by Spellcraft. Healing (including negative energy healing) is increased by the Heal skill. You will want these.

If you take all of these skills you will still have a lot of skill points left over for whatever you like.

Optional skills: Concentration is optional (but recommended) because you will be running quicken spell which means you don't need to make a concentration test to cast spells when they would otherwise be interrupted. Performance could also be useful as it increases sonic spell damage. Search or Repair are good skills that will be useful to your group in certain circumstances. This is one of the rare cases where Use Magic Device is actually optional. You don't need it to heal, CC or damage with this build. But you have so many available skill points on this build, almost everything is a viable choice.



Feats

.1. . . . : Insightful Reflexes
.1 Wizard : Quicken Spell
.3. . . . : Precision
.5 Wizard : Extend Spell
.6. . . . : Mental Toughness (Optional)
.9. . . . : Improved Mental Toughness (Optional)
10 Wizard : Empower Spell
12. . . . : Single Weapon Fighting
15. . . . : Improved Single Weapon Fighting
15 Wizard : Maximize Spell

Insightful reflexes is an incredible feat for this build. You have already consolidated all of your healing, damage and attack into one stat. Now you can add a save to it. It is the icing on the cake of a race with incredible natural defenses.

You need Quicken, Extend and Maximize Spell for this build. Heighten spell isn't important because you aren't a DC caster. Empower spell isn't crucial. Most of the time I run without maximize or empower on because I don't need them. For harder content empower and maximize are both very useful. At level 15, with nothing but starter gear and this build I have killed bosses in their 20s.

Mental Toughness is not a good feat. At least, that is what the experts will tell you. And they are probably right... once you get to be a higher level. But for this build it is very useful as this is not the goal you are trying to achieve. This build is the starting point from which you achieve your end build. So pick up mental toughness and improved mental toughness because they are useful for now. At some point you won't need that extra SP but a lesser reincarnation seed is cheap and you get one for free anyway. That said, these two feats are the most expendable ones on the build. They are simply here to help with difficult content where you run out of SP more often.

Single Weapon Fighting is a good choice. As I stated before, if you can swing the 32 point build (optional) you can go with two weapon fighting. To my mind the main advantage of two weapon fighting is that you hit more often to heal more often. (As a side note, feats like improved critical that increase damage are not critical to the build . You heal a set amount based on number of attacks. Anything that increases your number of attacks is preferable.)



Spells

Hypnotism, Tumble, Obscuring Mist, Master's Touch, <Any>
Invisibility, Lesser Death Aura, <Any>, <Any>
Displacement, Haste, Fireball, Stinking Cloud, <Any>
Negative Energy Burst, Death Aura, Acid Rain, Fire Shield, <Any>
Mind Fog, Ball Lightning, Cloudkill, Tenser's Transformation, <Any>
Acid Fog, Otiluke's Freezing Sphere, Circle of Death, <Any>
Otto's Sphere of Dancing, Prismatic Spray, <Any>
Incendiary Cloud, Summon Monster VIII

Like other pale master builds your main goal is to self-heal while you damage. In vampire form you get healing from your melee attacks and certain spells.

Master's Touch is important because it will give you weapon proficiency with short swords. You can also use the Martial Training enhancement from the eldritch knight line but it isn't a must have when you can just pop this spell.

Lesser Death Aura stacks with Death Aura. I try to keep lesser death aura up all the time. At about 80% HP I pop death aura. Most trash mobs are dead quickly with just these up. On hard difficulty I keep both up.

Negative Energy Burst is also a burst heal. It is your main healing ability. With empower and maximize on I get back about 2/3 of my health bar per cast. On harder difficulty bosses I use this fairly often. On even or close to even level bosses I will cast it maybe once or twice, if at all.

Fire Shield is actually a very useful spell for this build. You are going to be in melee range most of the time. Between death auras, fire shield, negative energy bursts and eldritch strike things don't last long. But this spell is also very useful on enemies that are healed by death magic.

As are other spells like Incendiary Cloud, Acid Rain and Ball Lightning. Make sure you have something to back you up. It doesn't exactly matter what spells you choose, but you need some.

Haste. This is a no-brainer. The faster you attack the more you hit, the more you hit the more you heal. Anything that increases your ability to hit more frequently will heal you more. With haste up and both death auras running, no regular mob less than a few levels above you can kill you (unless you do something wrong).

Displacement and other spells that boost your defense are a must for melee bosses and harder content. The benefits are obvious.

Obscuring Mist and other fog spells are pretty convenient. Against a lot of enemies I will throw down Stinking Cloud and as many area of effect damage over time spells as I can. But the trick to remember here is not to do that when in a group. And the other trick (lol) is to remember that your fire spells will actually burn away some fog spells.

Hypnotism is an oh **** button. In theory anyway. If you ever get overwhelmed and can't deal with groups of weaker mobs it can be useful. I have never been in a position to use it because everything dies too fast. Again, don't use it in a group.

[B]Tumble is on here because it is useful for the deep gnome with his/her ability to phase out of reality while tumbling. You won't be able to cast it until you get the materials, but it is a good one to know for when you do.

Tenser's Transformation and Heroism spells are useful for increasing your melee combat ability. I tend to only use Tensers on red names. Your attack bonus is pretty high with this build as is. Where I think you will start to feel the lack of BAB on regular mobs is post 20. For now though, you should be good as long as you stick with gnomish weapons.



Enhancements (60 of 60 AP)
Please note that there are no extra AP available. The only place you can pull anything from is the Deep Gnome line. But the extra attack and damage from Gnomish Weapon Training is quite valuable because as a mage you have a lesser BAB. The only other option for increasing your attack is to increase your intelligence.

Deep Gnome (15 AP)
Wariness, Intelligence
Illusory Escape, Gnomish Weapon Training
Color Spray III, Permanent Blur, Gnomish Weapon Training
Stoneskin III, Gnomish Weapon Training


Deep Gnome enhancements are fairly straight forward. Keep stoneskin up. Color spray for CC. PK for weak mobs at range. Weapon training is a must for a melee gnome. There is still one more weapon training enhancement you should snag when you have 2 AP free. Permanent blur and illusory escape are great for avoiding damage.

Pale Master (32 AP)
Dark Reaping, Zombie Form, Vampire Form, Wraith Form
Deathless Vigor I, Spell Critical, Negative Energy Conduit III
Efficient Quicken III, Spell Critical, Bone Armor III
Spell Critical, Intelligence
Spell Critical, Intelligence
Improved Shrouding


These are the basic enhancements you will want. Vampire form is a must. Improved shrouding is what gives you your healing when you attack.

Harper Agent (12 AP)
Agent of Good I, Intelligence
Harper Enchantment, Strategic Combat
Magical Endurance III
Strategic Combat


The two that matter here are the strategic combat enhancements. The first will let you use INT to attack and the second to damage. These are a must.

Eldritch Knight (Wizard) (1 AP)
Eldritch Strike


Eldritch strike is very useful for this build. It is an aoe attack. When you are piling up mobs, it is just that much more damage/healing. I also like to use Martial Training and Spellsword but they are not a must have for this build. Do not invest heavily into the EK line it is not worth it.



FINAL NOTES
Again, this is a starting point. It is not an end-game build. It is not for experienced players. I am not an expert on DDO. I welcome feedback of course. I don't have an end game build as it would be a disservice to anybody reading this. Do not try to be a melee wizard at end game. This should be good until mid 20s.

STRENGTHS
High durability against large groups of mobs.
Efficient use of SP.
Capable of beating down mobs it can't blast down.
Burst DPS + Burst heal.
Use of a single stat to maximize melee, spellcasting and healing.
Kills large groups quickly.
High rate of innate damage avoidance.
Constant self-regeneration through auras and melee attacks.
Face-tanks HM red names.
Has a lot of versatility.


WEAKNESSES
Still a wizard. Has low AC, HP and SP.
Not a high DC caster.
Not an end-game build.
Does not play well with others.
Susceptible to dispell.
Susceptible to positive energy damage.
A lot of work to play in HM.
Still runs out of SP on longer duration missions.
(The only cure for that seems to be to play a warlock.)




Another easy mode deep gnome would be to simply pick up a +1 lesser reincarnation seed an go pure tempest. LOL ;p




Thanks for the helpful comments Certon, Enoach and FranOhmsford.

Certon
07-05-2016, 01:46 PM
Apologies if I seem nitpicky, but I believe Negative Energy spells like Death Aura are not affected by Spellcraft. They are affected by the Heal skill. This has brought me much consternation in the past as pure wizards have Heal as a cross-class skill. :/

Steve_Howe
07-05-2016, 02:28 PM
Apologies if I seem nitpicky, but I believe Negative Energy spells like Death Aura are not affected by Spellcraft. They are affected by the Heal skill. This has brought me much consternation in the past as pure wizards have Heal as a cross-class skill. :/

True.

Enoach
07-05-2016, 03:11 PM
I like your post, and especially like your incorporation of SWF for a first lifer who will be learning how best to use their spell points as this gives them a fall back. Just make sure it is understoond what it means to be using SWF as gear like multiple scepters or using a Staff does not qualify. Additionally I believe that currently the lowest level orb is ML7 Golden Orb of Death found in Temple of Elemental Evil (rare drop) after that the next is Madstone Skull found in Gianthold. Casters benefit from being able to slot multiple hands with either DC related or Damage related boosters. To benefit from SWF you have to use the correct weapon and have the correct off-hand (which is usually Empty)

I'm not sure why precision since this works only with Melee and even by your reported playstyle of bursting would mean melee would be a bonus and not really a focus. Additionally, since Insightful reflexes are going to be used for the Reflex save there is no need to make this an even number just put in enough to qualify for the feat.

However, I really don't think this is necessary as at low levels wizards have access to buffs that can improve their to-hit and dealing with Fortification is more a level 10+ thing outside of Undead. It would be more useful to spend those points in either raising strength to improve carry capacity or improve charisma to possibly use with UMD which could provide some healing options and possibly other buffs that can be useful.

Quicken is a good Meta to have especially for healing abilities and is also useful if your playstyle is to be in the center of the action, it is useful for cloud type spells (including dancing ball) as these spells have long casting times. However, if you are not the type of player that rushes into the thick with a wizard or tries to lay down cloud/dancing ball spells in the middle of combat, I think Enlarge is a better choice as it will allow you to be out of range of effects such as Beholder Anti-magic. It also gives you a little more breathing room to be able to lay down a CC, distant charm a single mob without drawing agro or snipe mobs without being seen.

Just suggestions but I would take Maximize before Empower and possibly take the Extend After both of these. The reason for Extend so much later is that 1 minute per level buffs really don't need to be extended as most cases you will be at the end or at another shrine just before you need to rebuff. The short term buffs will still need to be extended but at level 15 you will still get the benefit. If you feel you need the extend sooner go Maximize, Extend and then Empower.

FranOhmsford
07-05-2016, 03:26 PM
I like your post, and especially like your incorporation of SWF for a first lifer who will be learning how best to use their spell points as this gives them a fall back. Just make sure it is understoond what it means to be using SWF as gear like multiple scepters or using a Staff does not qualify. Additionally I believe that currently the lowest level orb is ML7 Golden Orb of Death found in Temple of Elemental Evil (rare drop) after that the next is Madstone Skull found in Gianthold. Casters benefit from being able to slot multiple hands with either DC related or Damage related boosters. To benefit from SWF you have to use the correct weapon and have the correct off-hand (which is usually Empty)

There simply aren't enough orbs in game to rely on them.

Also which ones are actually useful for the build - certainly not all of them!

Golden Orb of Death isn't a rare drop, it's an exceedingly rare drop from a terrifically difficult quest! Good luck getting that on a 1st Life as a newbie!


When Artificer came out the Devs put a rune arm into every pack so that Artificer Players would be able to get at least one quickly and stack up a bunch over time so they can pick and choose which one they actually want to use.

The Devs have not done this for Orbs and it's something I feel they should definitely look at.
Add an Orb to the End Reward of each of these Chains:
Waterworks {F2P BtC Orb}
Catacombs {P2P BtA Orb}
Splinterskull {P2P BtA Orb}
Delera's {P2P BtC Orb}
Threnal {P2P BtC Orb}
Lordsmarch I {F2P BtC Orb}
Harbinger of Madness {P2P BtA Orb}
Beyond the Rift {F2P BtC Orb}
The High Road {P2P BtA Orb - Heroic and Epic Versions}
Battle for Eveningstar {P2P BtC Orb}

And add Rare Drop Unbound Orbs in the End-Chests of:
Stealthy Repo {Single Version and only if rare Shaman at Gem turns up}
Proof is in the Poison {N/H/E Versions}
Redwillow's Ruins {N/H/E Versions}
Faithful Departed {N/H/E Versions}
Keeper's Sanctuary {N/H/E Versions}
Chains of Flame {N/H/E Versions}
Madstone Crater {N/H/E Versions}
The Crucible {N/H/E Versions}
Coal Chamber {N/H/E Versions}
Enter the Kobold {N/H/E Versions}
The Mindsunder {N/H/E Versions}
Genesis Point {N/H/E Versions}
Dreaming Dark {Only drops on Elite}.
All of these should only drop if quest is run at E-BB level or lower {Not on Favour or Farming Runs with higher level toons}.

Jetrule
07-05-2016, 03:29 PM
I like your post, and especially like your incorporation of SWF for a first lifer who will be learning how best to use their spell points as this gives them a fall back. Just make sure it is understoond what it means to be using SWF as gear like multiple scepters or using a Staff does not qualify. Additionally I believe that currently the lowest level orb is ML7 Golden Orb of Death found in Temple of Elemental Evil (rare drop) after that the next is Madstone Skull found in Gianthold. Casters benefit from being able to slot multiple hands with either DC related or Damage related boosters. To benefit from SWF you have to use the correct weapon and have the correct off-hand (which is usually Empty)

I'm not sure why precision since this works only with Melee and even by your reported playstyle of bursting would mean melee would be a bonus and not really a focus. Additionally, since Insightful reflexes are going to be used for the Reflex save there is no need to make this an even number just put in enough to qualify for the feat.

However, I really don't think this is necessary as at low levels wizards have access to buffs that can improve their to-hit and dealing with Fortification is more a level 10+ thing outside of Undead. It would be more useful to spend those points in either raising strength to improve carry capacity or improve charisma to possibly use with UMD which could provide some healing options and possibly other buffs that can be useful.

Quicken is a good Meta to have especially for healing abilities and is also useful if your playstyle is to be in the center of the action, it is useful for cloud type spells (including dancing ball) as these spells have long casting times. However, if you are not the type of player that rushes into the thick with a wizard or tries to lay down cloud/dancing ball spells in the middle of combat, I think Enlarge is a better choice as it will allow you to be out of range of effects such as Beholder Anti-magic. It also gives you a little more breathing room to be able to lay down a CC, distant charm a single mob without drawing agro or snipe mobs without being seen.

Just suggestions but I would take Maximize before Empower and possibly take the Extend After both of these. The reason for Extend so much later is that 1 minute per level buffs really don't need to be extended as most cases you will be at the end or at another shrine just before you need to rebuff. The short term buffs will still need to be extended but at level 15 you will still get the benefit. If you feel you need the extend sooner go Maximize, Extend and then Empower.



Thing is he is posting for a iconic build so feat order prior to lvl 16 doesn't mater and he will be lvl 15 able to equip a madstone skull on his first quest if he can buy one in the a.h.

Jetrule
07-05-2016, 03:31 PM
There simply aren't enough orbs in game to rely on them.

Also which ones are actually useful for the build - certainly not all of them!

Golden Orb of Death isn't a rare drop, it's an exceedingly rare drop from a terrifically difficult quest! Good luck getting that on a 1st Life as a newbie!


When Artificer came out the Devs put a rune arm into every pack so that Artificer Players would be able to get at least one quickly and stack up a bunch over time so they can pick and choose which one they actually want to use.

The Devs have not done this for Orbs and it's something I feel they should definitely look at.
Add an Orb to the End Reward of each of these Chains:
Waterworks {F2P BtC Orb}
Catacombs {P2P BtA Orb}
Splinterskull {P2P BtA Orb}
Delera's {P2P BtC Orb}
Threnal {P2P BtC Orb}
Lordsmarch I {F2P BtC Orb}
Harbinger of Madness {P2P BtA Orb}
Beyond the Rift {F2P BtC Orb}
The High Road {P2P BtA Orb - Heroic and Epic Versions}
Battle for Eveningstar {P2P BtC Orb}

And add Rare Drop Unbound Orbs in the End-Chests of:
Stealthy Repo
Proof is in the Poison
Redwillow's Ruins
Faithful Departed
Keeper's Sanctuary
Chains of Flame
Madstone Crater
The Crucible
Coal Chamber
The Mindsunder
Genesis Point
Dreaming Dark {Only drops on Elite}.


This build would be fine for quite a while with a madstone skull. They are the most comonly sold orb in my experience on the auctions.

FranOhmsford
07-05-2016, 03:36 PM
Thing is he is posting for a iconic build so feat order prior to lvl 16 doesn't mater and he will be lvl 15 able to equip a madstone skull on his first quest if he can buy one in the a.h.

It's a newbie build though and it won't start with any plat unless it's an alt on the same server.

FranOhmsford
07-05-2016, 03:40 PM
This build would be fine for quite a while with a madstone skull. They are the most comonly sold orb in my experience on the auctions.

Doesn't change the fact that Orbs are not common in-game and really do need to be added to by the Devs.

Madstone Skull is a decent PM Orb yes and so is good for this particular build but it's utterly useless to a Warlock or a Sorc!

The best Lvl 15 Warlock Orb is most useful if you're Fiend Pact and actually only available if you're a Morninglord! - http://ddowiki.com/page/Item:Burning_Light.

Enoach
07-05-2016, 03:41 PM
There simply aren't enough orbs in game to rely on them.

Also which ones are actually useful for the build - certainly not all of them!

Golden Orb of Death isn't a rare drop, it's an exceedingly rare drop from a terrifically difficult quest! Good luck getting that on a 1st Life as a newbie!


...

And that is my point. The orbs are not an option until level 12 and higher and the most common items for a caster are scepters, daggers and staffs but TWF requires a higher dex and THF a higher strength

EvilGremlin
07-05-2016, 03:42 PM
Apologies if I seem nitpicky, but I believe Negative Energy spells like Death Aura are not affected by Spellcraft. They are affected by the Heal skill. This has brought me much consternation in the past as pure wizards have Heal as a cross-class skill. :/

I did not know that. Thank you. I will fix it.





I like your post, and especially like your incorporation of SWF for a first lifer who will be learning how best to use their spell points as this gives them a fall back. Just make sure it is understoond what it means to be using SWF as gear like multiple scepters or using a Staff does not qualify. Additionally I believe that currently the lowest level orb is ML7 Golden Orb of Death found in Temple of Elemental Evil (rare drop) after that the next is Madstone Skull found in Gianthold. Casters benefit from being able to slot multiple hands with either DC related or Damage related boosters. To benefit from SWF you have to use the correct weapon and have the correct off-hand (which is usually Empty)

I'm not sure why precision since this works only with Melee and even by your reported playstyle of bursting would mean melee would be a bonus and not really a focus. Additionally, since Insightful reflexes are going to be used for the Reflex save there is no need to make this an even number just put in enough to qualify for the feat.

However, I really don't think this is necessary as at low levels wizards have access to buffs that can improve their to-hit and dealing with Fortification is more a level 10+ thing outside of Undead. It would be more useful to spend those points in either raising strength to improve carry capacity or improve charisma to possibly use with UMD which could provide some healing options and possibly other buffs that can be useful.

Quicken is a good Meta to have especially for healing abilities and is also useful if your playstyle is to be in the center of the action, it is useful for cloud type spells (including dancing ball) as these spells have long casting times. However, if you are not the type of player that rushes into the thick with a wizard or tries to lay down cloud/dancing ball spells in the middle of combat, I think Enlarge is a better choice as it will allow you to be out of range of effects such as Beholder Anti-magic. It also gives you a little more breathing room to be able to lay down a CC, distant charm a single mob without drawing agro or snipe mobs without being seen.

Just suggestions but I would take Maximize before Empower and possibly take the Extend After both of these. The reason for Extend so much later is that 1 minute per level buffs really don't need to be extended as most cases you will be at the end or at another shrine just before you need to rebuff. The short term buffs will still need to be extended but at level 15 you will still get the benefit. If you feel you need the extend sooner go Maximize, Extend and then Empower.


Thank you for the feedback. That is all good information.

I like extend over empower because SP is a big concern for a first life character. With extend I can cast my auras, hastes, displacements and fire shields much less often. I rarely use empower though. That said since the deep gnome starts at level 15, I can get both if I need to.

I was able to purchase an orb from the auctioneer. I didn't know they were that hard to get.

There are certainly times I wish I had enlarge on this build. It could easily be fit in. If anything I could drop empower for it.

I used precision here to help make up for the low BAB. I'm not just healing through my spells. I actually melee quite a bit on hard mode. Especially against hard mode bosses, I find that I need to melee because I will run out of SP if I try to burn them down with spells. The build is suited to this being fairly tanky and those extra few hits I get add up over a couple/few minutes. I'm sure it could be removed and replaced with something else without too much trouble.



Thanks again for your replies everybody.

Jetrule
07-05-2016, 03:45 PM
It's a newbie build though and it won't start with any plat unless it's an alt on the same server.

Just checked astral auction on canith 3 heroic madstone skulls for sale normal 4 shards elite 7 shards. You are already paying cash for deep gnome anyway..

Enoach
07-05-2016, 05:11 PM
Thank you for the feedback. That is all good information.

I like extend over empower because SP is a big concern for a first life character. With extend I can cast my auras, hastes, displacements and fire shields much less often. I rarely use empower though. That said since the deep gnome starts at level 15, I can get both if I need to.

I was able to purchase an orb from the auctioneer. I didn't know they were that hard to get.

There are certainly times I wish I had enlarge on this build. It could easily be fit in. If anything I could drop empower for it.

I used precision here to help make up for the low BAB. I'm not just healing through my spells. I actually melee quite a bit on hard mode. Especially against hard mode bosses, I find that I need to melee because I will run out of SP if I try to burn them down with spells. The build is suited to this being fairly tanky and those extra few hits I get add up over a couple/few minutes. I'm sure it could be removed and replaced with something else without too much trouble.



Thanks again for your replies everybody.

Then might I suggest not going 14 on Dexterity since you only need 13 to qualify for Precision and you are going to use Intelligence for your Reflex save. I realize this is only one point but that one extra point of strength might be the difference of being helpless or not.

Again I like your idea of turning to melee to compensate for a first life caster where a person is still learning how to manage spell points. Nothing worse than being without spell points and you can't do anything but wait for Echoes to grant you 12 SP to fire off a Magic Missile.

Now another thought is the use of Master's Touch spell, Rage and Bulls Strength (if an item is not available) as well Tenser's Transformation (This will give you the BaB of a Fighter of your level). Using Tenser's will also give you martial weapons proficiency saving the SP from Master's Touch. You will take a -2 DC penalty on spells cast but that might not be as big a loss depending on your DCs and spells being used.

Your playstyle does appear to favor having Quicken, I would not exchange empower for Enlarge in your case. You will need Empower for the extra spell power it provides.

EvilGremlin
07-05-2016, 09:40 PM
I actually use master's touch and tensor's transformation. I should have mentioned them but it slipped my mind. Thank you.