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  1. #1
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    Default Noob WF Wizard Build - Help!

    Okay, so here is what I came up with. I've never done this before and am a noob to ddo. I know I screwed up somewhere because I ended up with only imp empower 1, which I get at lvl 20, and no other spell boosts. ACK!

    I want a WF. I know the best align is TN. I really want this to be something I can use at higher levels. My aim was an enchanter. I have no tomes at the moment, so didn't factor any in. I'm hoping maybe I can pick up a few on my way up. Towards the end I really didn't know what spells to pick either. I don't think I have enough buffs. I tried to focus on force and elemental damage, but was trying to rely more on enchantment and illusion. To be honest, I really don't know what I'm doing.




    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Jasim Kal'Hart
    Level 20 True Neutral Warforged Male
    (20 Wizard) 
    Hit Points: 222
    Spell Points: 1786 
    BAB: 10\10\15\20
    Fortitude: 11
    Reflex: 5
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity             8                     8
    Constitution         16                    18
    Intelligence         18                    28
    Wisdom               10                    10
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    10.5
    Bluff                -2                    -2
    Concentration         7                    30
    Diplomacy            -2                    -2
    Disable Device        n/a                   n/a
    Haggle               -2                     7
    Heal                  0                     0
    Hide                 -1                    -1
    Intimidate           -2                    -2
    Jump                  2                    11.5
    Listen                0                     0
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform              n/a                   n/a
    Repair                8                    34
    Search                6                    20.5
    Spot                  0                     0
    Swim                  0                     0
    Tumble               n/a                   n/a
    Use Magic Device      0                     9.5
    
    Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Jump (+2)
    Skill: Repair (+4)
    Skill: Search (+2)
    Skill: Use Magic Device (+2)
    Feat: (Wizard Bonus) Mental Toughness
    Feat: (Selected) Spell Penetration
    Spell (1): Charm Person
    Spell (1): Niac's Cold Ray
    Spell (1): Repair Light Damage
    Spell (1): Summon Monster I
    Spell (1): Cause Fear
    Spell (1): Hypnotism
    Spell (1): Mage Armor
    Enhancement: Wizard Concentration I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Force Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (1): Magic Missle
    Spell (1): Shield
    Enhancement: Wizard Intelligence I
    Enhancement: Warforged Construct Thinking I
    Enhancement: Warforged Hardiness I
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Penetration
    Spell (2): Otto's Resistable Dance
    Spell (2): Hypnotic Pattern
    Enhancement: Wizard Repair I
    Enhancement: Wizard Lineage of Force I
    Enhancement: Warforged Constitution I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Bull's Strength
    Spell (2): Blur
    Enhancement: Wizard Force Manipulation II
    Enhancement: Wizard Subtle Spellcasting I
    Enhancement: Wizard Wand Mastery I
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Improved Mental Toughness
    Spell (3): Summon Monster III
    Spell (3): Haste
    Enhancement: Wizard Lineage of Deadly Force I
    Enhancement: Wizard Spell Penetration I
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Toughness
    Spell (3): Chain Missiles
    Spell (3): Repair Serious Damage
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Wall of Fire
    Spell (4): Charm Monster
    Enhancement: Wizard Intelligence II
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Fear
    Spell (4): Ice Storm
    Enhancement: Wizard Elemental Manipulation II
    
    
    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Spell (5): Hold Monster
    Spell (5): Protection From Elements
    Enhancement: Wizard Spell Penetration II
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Maximize Spell
    Spell (5): Cone of Cold
    Spell (4): Stoneskin
    Enhancement: Wizard Intelligence III
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (6): Summon Monster VI
    Spell (6): Mass Bull's Strength
    Enhancement: Warforged Constitution II
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Combat Casting
    Spell (6): Create Undead
    Spell (6): Mass Suggestion
    Enhancement: Wizard Concentration II
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Otto's Sphere of Dancing
    Spell (7): Mass Hold Person
    Enhancement: Wizard Spell Penetration III
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Summon Monster VII
    Spell (7): Protection From Elements, Mass
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Enchantment
    Feat: (Wizard Bonus) Spell Focus: Enchantment
    Spell (8): Otto's Irresistable Dance
    Spell (8): Mass Charm Monster
    Enhancement: Wizard Energy of the Scholar IV
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Polar Ray
    Spell (8): Power Word: Stun
    Enhancement: Wizard Concentration III
    Enhancement: Wizard Lineage of Force II
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Mass Hold Monster
    Spell (9): Summon Monster IX
    Enhancement: Wizard Force Manipulation III
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Evocation
    Spell (9): Meteor Swarm
    Spell (9): Dominate Monster
    Enhancement: Wizard Force Manipulation IV
    
    
    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Mass Invisibility
    Spell (6): True Seeing
    Enhancement: Wizard Elemental Manipulation III
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Greater Spell Focus: Evocation
    Spell (7): Waves of Exhaustion
    Spell (7): Power Word: Blind
    Enhancement: Wizard Master of Magic
    Enhancement: Wizard Improved Empowering I
    Enhancement: Wizard Repair II
    Last edited by Stahna; 04-01-2010 at 06:50 PM.

  2. #2
    Community Member Rawum's Avatar
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    Welcome to DDO you are off to a good start.

    Your starting stats look good. Max int, High Con. A point or 2 more into str can be good depending what you like but really once you have the Int and Con the rest can go fine however you like it.

    As a wizard you will get to learn all of the arcane spells in the game so you can quickly find out which spells to use in different situations and swap as needed. By finding a scroll of a spell and inscribing it to your spell book you can have access to all the spells. There are lists of spells for which scrolls are not available from vendors and need to be looted, purchased from another player or choosen at level up.


    Regarding Feats:


    My standard feat list looks something like:
    Toughness
    maximize
    extend
    empower
    heighten
    insightful reflexes
    spell penetration
    greater spell pentration

    You can take the spell pen feats much later in your progression as you won't encounter much spell resistance until after level 10.

    I like taking extend no later than level 5 because 30 seconds of haste just isn't enough of a fix.

    That leaves you 4 feat slots to allocate for spell focus / greater spell focus of your choice.

    The concentration from combat casting can easily be aquired via items and skill points instead of a feat slot.

    Mental toughness can be taken on a wiz because of the number of feats that you get but i like to take more feats like spell focus to make better use of the spell points instead. As wizards don't get a lot of spell points i make the best use as possible out of what i do get.

  3. #3
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    Thanks for your reply.

    Oooo, I didn't notice Insightful Relfexes before. That will help a lot! TY!

    Never considered that for extend, great suggestion.

    What exactly does 'heighten' do? I don't understand the description. Is it useful at higher levels?

    Also, what spells are not obtainable through vendors? Maybe I can choose some of them in places where I don't know what to pick up. Is there a list somewhere?

    Okay, so after considering your advice, I've altered my feat choices as follows:
    Lvl 1: Toughness and Maximize (These work better for me at lower levels, they help save my skin hehe)
    Lvl 3: Extend (getting it in before lvl 5 as suggested)
    Lvl 5: Empower
    Lvl 6: Insightful Reflexes (wanted to get this one early)
    Lvl 9: Spell Pen
    Lvl 10: Spell Focus Evocation
    Lvl 12: Greater Spell Pen (I like getting the spell pens in as soon as possible, by now I should be needing em)
    Lvl 15: Spell Focus Enchantment and Greater Spell Focus Enchantment
    Lvl 18: Greater Spell Focus Evocation
    Lvl 20: Heighten (mainly here cause I dunno how useful it is)


    EDIT: Okay, so as you can see, I originally invested in WIS at the start. I would really prefer to just leave it alone and stick those points in STR. WF have a low WIS though to start, can I just leave it at 6? Or should I stick at least a couple points in? Also, I was concerned about my UMD. As a WF I won't be needing heal scrolls and such, but with my CHA the way it is, my UMD is gonna suck anyway, Guess that's a WF for ya. Is this okay? Should I be to worried about it? The reason I initially went with WIS is because I figured in the midst of combat getting a Will save was prolly more important than how much I can hold in my inventory.

    Sorry for the rambling...
    Last edited by Stahna; 04-01-2010 at 07:55 PM.

  4. #4
    Community Member Hobgoblin's Avatar
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    Quote Originally Posted by Stahna View Post
    Thanks for your reply.

    Oooo, I didn't notice Insightful Relfexes before. That will help a lot! TY!

    Never considered that for extend, great suggestion.

    What exactly does 'heighten' do? I don't understand the description. Is it useful at higher levels?

    Also, what spells are not obtainable through vendors? Maybe I can choose some of them in places where I don't know what to pick up. Is there a list somewhere?

    Okay, so after considering your advice, I've altered my feat choices as follows:
    Lvl 1: Toughness and Maximize (These work better for me at lower levels, they help save my skin hehe)
    Lvl 3: Extend (getting it in before lvl 5 as suggested)
    Lvl 5: Empower
    Lvl 6: Insightful Reflexes (wanted to get this one early)
    Lvl 9: Spell Pen
    Lvl 10: Spell Focus Evocation
    Lvl 12: Greater Spell Pen (I like getting the spell pens in as soon as possible, by now I should be needing em)
    Lvl 15: Spell Focus Enchantment and Greater Spell Focus Enchantment
    Lvl 18: Greater Spell Focus Evocation
    Lvl 20: Heighten (mainly here cause I dunno how useful it is)


    EDIT: Okay, so as you can see, I originally invested in WIS at the start. I would really prefer to just leave it alone and stick those points in STR. WF have a low WIS though to start, can I just leave it at 6? Or should I stick at least a couple points in? Also, I was concerned about my UMD. As a WF I won't be needing heal scrolls and such, but with my CHA the way it is, my UMD is gonna suck anyway, Guess that's a WF for ya. Is this okay? Should I be to worried about it? The reason I initially went with WIS is because I figured in the midst of combat getting a Will save was prolly more important than how much I can hold in my inventory.

    i like heighten earlier myself and would recommend toughness as well

  5. #5
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    Can someone please give me an example of how heighten works?


    EDIT: Okay, I'm swapping Greater Spell Focus Enchantment and Heighten for now. I think that will be more balanced anyway.

    Also, I'm splitting the difference and going 12 STR, 8 WIS. That will give me 1 to Will. Maybe I can pick up a Tome of Str at some point.
    Last edited by Stahna; 04-01-2010 at 08:04 PM.

  6. #6
    Community Member Hobgoblin's Avatar
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    it changes the dc on your spells as if they were the highest level you can cast

  7. #7
    Community Member Beld's Avatar
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    Default Heighten ups the DC on your spells, ie

    the lvl 2 spell web, cast by a lvl 20 wizard has the same DC as that cast by a lvl 5 wizard (INT bonus notwithstanding) whereas with heighten, you cast web as a level 9 spell, thus gaining the extra DC for the extra 'spell level' heighten provides.


    Quote Originally Posted by FlimsyFirewood View Post
    Some people don't like to play hard. That's why we have 'normal'.

  8. #8
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    Oooohhh, So basically it increases a spells DC beyond that which is normally its maximum? That's sweetness! TY!!

  9. #9
    Community Member Hobgoblin's Avatar
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    also find a way to get toughnesss in there as well. on a wf that 60 additional hp

  10. #10
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    Made my new wizard! Yea toughness was the first feat I took. Thank you guys for all your help.

  11. #11
    Community Member Rawum's Avatar
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    Quote Originally Posted by Stahna View Post
    Can someone please give me an example of how heighten works?


    EDIT: Okay, I'm swapping Greater Spell Focus Enchantment and Heighten for now. I think that will be more balanced anyway.

    Also, I'm splitting the difference and going 12 STR, 8 WIS. That will give me 1 to Will. Maybe I can pick up a Tome of Str at some point.
    I can use web (level 2 spell) as a good example of how heighten changes the DC for spells. Heighten raises the spell level of any applicable spells to the highest spell level that you can cast thus making low level spells still useful at higher levels.

    DC = 10 + spell level + casting stat modifier (int for wiz)

    Web standard DC = 10 + 2 + int mod

    A level 20 wiz can cast level 9 spells:

    Heightened DC = 10 + 9 + int mod

    for a total increase of 7 to your DC for web and making it on par with any of your level 9 spells.


    A huge benefit to WF is their natural immunities. The wis penalty is more than made up for with their immunities to some will based spells such as hold person. As well you will find / craft items with +wis and + saves making 8 fine for a starting wis. Wiz as a class follow the higher save progression for will saves.

    12 starting str is fine as well for staying at a light load most of the time and not being made helpless by low level str damage.

  12. #12
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    My WF wizard is doing great! I just wanted to give an update and highlight some things I learned from this thread.

    Now I always put Toughness into any build I make. It just makes sense to me and why not? Who doesn't want more HP? You can't do anything with HP 0 or less.

    Also, I've really started to explore the metamagic feats. I LOVE extend for buffs (especially haste). And I'm loved in groups for my long lasting buffs as well.

    For a wizard build (and sorc closely follows) I'm thinking the feats I listed a couple of posts up are great. I do push off spell pens til later (using items to boost spell pen earlier on) And being able to get SF and GSF in two different schools is freakn awesome! Evocation should just be standard for anyone wanting to cast a lot of offensive magic, and lately I've been preferring it earlier rather than later. And since heighten only works at higher levels, I think it's fine to push off til much later.

    Anyway, thanks everyone for all the help. I feel like I have a much better understanding of the wizard class now.

  13. #13
    Community Member jmonty's Avatar
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    dump combat casting for quicken. it's worth it at high levels, especially when you have short times between shrines or mana pots, or if you are in a situation where your casting while taking heavy damage is vital to success.

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