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  1. #1
    Eternally Mediocre Girl Maelodic's Avatar
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    Default Halp with Dragonmarked Wizard (Enhancements and Feats)

    Essentially, I'm making a dragonmarked halfling for healing. Please don't tell me what would be more efficient, I'm playing as a goddamn short person, and I'm healing myself. I'm just posting the enhancements and feats to make sure I didn't screw anything up, make sure you take into consideration the level at which I take things. I'm starting it tonight, but I won't level past 3 in order to make sure I don't screw up, maximize is in just about every build, so I'm assuming it's alright.

    Also: I was seriously considering going Sorcerer, and if that'll be more effective, please tell me and I'll build that. I'm familiar with spells I want and such. I would if dragonmarking didn't make me as feat-starved as I was.

    Enhancements:
    Code:
    Level 1 (Wizard) 
    Enhancement: Wizard Elemental Manipulation I 
    Enhancement: Wizard Energy of the Scholar I 
     
    Level 2 (Wizard) 
    Enhancement: Extra Dragonmark Use I 
    Enhancement: Halfling Luck (Fortitude) I 
    Enhancement: Improved Concentration I 
    Enhancement: Wizard Intelligence I 
     
    Level 3 (Wizard) 
    Enhancement: Racial Toughness I 
    Enhancement: Wizard Wand and Scroll Mastery I 
     
    Level 4 (Wizard) 
    Enhancement: Improved Concentration II 
    Enhancement: Wizard Elemental Manipulation II 
    Enhancement: Wizard Wand Heightening I 
     
    Level 5 (Wizard) 
    Enhancement: Wizard Improved Maximizing I 
    Enhancement: Wizard Spell Penetration I 
    Enhancement: Wizard Energy of the Scholar II 
     
    Level 6 (Wizard) 
    Enhancement: Extra Dragonmark Use II 
    Enhancement: Racial Toughness II 
     
    Level 7 (Wizard) 
    Enhancement: Wizard Elemental Manipulation III 
     
    Level 8 (Wizard) 
    Enhancement: Wizard Intelligence II 
     
    Level 9 (Wizard) 
    Enhancement: Wizard Spell Penetration II 
     
    Level 10 (Wizard) 
    Enhancement: Extra Dragonmark Use III 
     
    Level 11 (Wizard) 
    Enhancement: Wizard Elemental Manipulation IV 
    Enhancement: Wizard Energy of the Scholar III 
     
    Level 12 (Wizard) 
     
    Level 13 (Wizard) 
    Enhancement: Wizard Intelligence III 
     
    Level 14 (Wizard) 
    Enhancement: Extra Dragonmark Use IV 
     
    Level 15 (Wizard) 
    Enhancement: Wizard Spell Penetration III 
     
    Level 16 (Wizard) 
    Enhancement: Wizard Improved Maximizing II 
     
    Level 17 (Wizard) 
    Enhancement: Wizard Energy of the Scholar IV 
     
    Level 18 (Wizard) 
    Enhancement: Improved Concentration III 
    Enhancement: Improved Concentration IV 
     
    Level 19 (Wizard) 
    Enhancement: Wizard Improved Maximizing III 
     
    Level 20 (Wizard) 
    Enhancement: Wizard Master of Magic 
    Enhancement: Halfling Luck (Fortitude) II
    Feats:
    Code:
    Level 1 (Wizard) 
    Feat: (Selected) Least Dragonmark of Healing 
    Feat: (Wizard Bonus) Maximize Spell
     
    Level 2 (Wizard) 
     
    Level 3 (Wizard) 
    Feat: (Selected) Toughness 
     
    Level 4 (Wizard) 
     
    Level 5 (Wizard) 
    Feat: (Wizard Bonus) Empower Spell  
    
    Level 6 (Wizard) 
    Feat: (Selected) Lesser Dragonmark of Healing 
     
    Level 7 (Wizard) 
     
    Level 8 (Wizard) 
     
    Level 9 (Wizard) 
    Feat: (Selected) Greater Dragonmark of Healing 
     
    Level 10 (Wizard) 
    Feat: (Wizard Bonus) Mental Toughness 
     
    Level 11 (Wizard) 
     
    Level 12 (Wizard) 
    Feat: (Selected) Spell Penetration 
     
    Level 13 (Wizard) 
     
    Level 14 (Wizard) 
     
    Level 15 (Wizard) 
    Feat: (Selected) Greater Spell Penetration 
    Feat: (Wizard Bonus) Heighten Spell 
     
    Level 16 (Wizard) 
     
    Level 17 (Wizard) 
     
    Level 18 (Wizard) 
    Feat: (Selected) Quicken Spell 
     
    Level 19 (Wizard) 
     
    Level 20 (Wizard) 
    Feat: (Wizard Bonus) Spell Focus: Evocation

  2. #2
    Community Member Magil's Avatar
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    A marked sorcerer would potentially be a bad thing. Not saying it is, but they get so few feats as it is. Anyway, everything looks good, though I would personally take Extend at lower levels. Considering the list you gave, I'm assuming you're not taking any of the prestiges, and that's fine. Maximize is a great feat, by the way. Though, the same with empower, be sure to not leave them on all the time. It's a real spell point hog, never fun to run through them all and end up without a shrine and no spell points left, you'd likely end up dead. However, they do (I've heard anyway) work with your Dragonmarks, so that's always nice.

    I'd wait a bit longer for more experienced members first before making it though, just in case. And out of curiosity, why the Spell Focus: Evocation?

  3. #3

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    Quote Originally Posted by TehBeWop View Post
    Please don't tell me what would be more efficient... I'm just posting the enhancements and feats to make sure I didn't screw anything up
    so u mean you just post it for the sake of posting but not asking for comment, right?


    Quote Originally Posted by Dark_Requiem View Post
    Though, the same with empower, be sure to not leave them on all the time. It's a real spell point hog, never fun to run through them all and end up without a shrine and no spell points left, you'd likely end up dead. ..
    all my casters, in any level, i keep max always on. I usually use Improved Maximize 3 but even if i don't, I'll still keep max always on. Max adds +100% to your spell damage but not spending +100% mana, so it is mana efficient to use it. Besides, if you decide to nuke but do you maximize your damage, there is a chance you'll end up using more mana to cast more spells to finish them off. My view is, you either not to nuke and get aggro, or nuke it hard and kill the targets fast.

    There are many better ways to use mana effectively other than turning max off. e.g. pull more mobs to use AoE spells, learn about the number of mobs and location of shrines in every quest, use the right (damage) spell (such as reflect save vs no/fort save), use the terrain, always use +75% damage clicke/pots etc.
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  4. #4
    Eternally Mediocre Girl Maelodic's Avatar
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    Quote Originally Posted by ddoer View Post
    so u mean you just post it for the sake of posting but not asking for comment, right?
    *more efficient than a halfling.

  5. #5

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    If you go for halfling self-healing, PM is not a good choice. Any AM is way better than plain wiz for the extra DC and spell point. I would recommend you to pick any of enchantment or necromancy to focus on. (Take Spell Focus:<School>, and Improved Mental Toughness, and Greater Spell Focus:<School> if you take the AM level that need it) for necromancy/enchantment, you probably want to get at least AM4 and use the +2 DC enhancements for 2 action points. Check ddowiki for more info about the PrE.

    For the enhancement, i hold the view that caster should spend the action point to spell related enhancement. As you'll heal with dragonmark, wand and scroll mastery is not useful, the following are not useful:
    • Halfling Luck (Fortitude) I/II
    • Wizard Wand Heightening I


    I won't invest any point in concentration if it is not required by AM. Enhancement like Wizard Energy of the Scholar III/IV, Wizard Spell Penetration III are quite expensive. As you use quicken, I would commend you to get Improved Quicken 3 and keep quicken always on. Quicken applies to your halfling heal dragonmark and quicken heal will make you more survivable. (when talking about healing, there will be scenarios that you don't have time to turn quicken on and off)

    If you often play short-man or solo, DPS is very important. You can't charm nor CC red name bosses, and you have to kill them, generally by nuking. Most experienced casters that commented or posted build on forum usually maximize all 3 fire/cold damage lines. If your spell is more damaging, it uses less SP to kill.

    Edited: removed the points about AM evoker. I just tested it by chance on the test server and it is quite useless.
    Last edited by ddoer; 12-13-2010 at 07:38 AM. Reason: removed the points about AM evoker. I just tested it by chance on the test server and it is quite useless.
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  6. #6
    Community Member wax_on_wax_off's Avatar
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    I've played a similar build with a rogue splash pre-Archmage but since Archmage I want to reroll to take Archmage.

    Importantly, archmage abilities, like healing dragonmarks, are affected by metamagics for free. Therefore, taking dragonmarks means that you should also take evocation archmage early on and not taking maximise/empower early makes the whole idea worthless.

    Therefore,
    1 Least dragonmark of healing
    1 Maximise
    3 Empower
    5 Mental Toughness
    6 Spell Focus: Evocation (swap for spell focus: conjuration for epics)
    9 Lesser Dragonmark of Healing
    10 Heighten
    12 Greater Dragonmark of Healing
    15 Spell Penetration
    15 Spell focus: Enchantment
    18 Toughness
    20 Greater Spell Focus: Enchantment

    Missing: Greater Spell Penetration, Quicken, Enlarge, Insightful Reflexes, Extend Spell
    Options: swap out Spell focus: Conjuration for Quicken instead, swap Toughness for Greater Spell Penetration

    I'm strongly leaning towards this feat layout. Free maximised, empowered cures and 1 sp maximised, empowered magic missiles is pretty awesome. Throw in superior ardor and force clickies for +75% damage and a robe of duality and it'll be good fun.

  7. #7
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    I have done this build 2 times. 1 time as wizard, and the other one as soc.

    advantage of wizards is that they can take maximize and empower early in the game. pre-15 in where the soc will have to go to get everything.

    in any case, the build looks solid.
    dont forget everything effects the 1st 2 dragonmarks. that increases damage. even the sorcerer's capstone.. maximize, empower, potency. although the capstone is not that noticable big of an differents.

    arcane lore gives crits on this.

    potency6 does effect the HEAL spell. making it nice.

    my soc right here:
    http://forums.ddo.com/showthread.php?t=237921

    healed quests as delerium on that toon.

  8. #8
    Eternally Mediocre Girl Maelodic's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    I've played a similar build with a rogue splash pre-Archmage but since Archmage I want to reroll to take Archmage.

    Importantly, archmage abilities, like healing dragonmarks, are affected by metamagics for free. Therefore, taking dragonmarks means that you should also take evocation archmage early on and not taking maximise/empower early makes the whole idea worthless.

    Therefore,
    1 Least dragonmark of healing
    1 Maximise
    3 Empower
    5 Mental Toughness
    6 Spell Focus: Evocation (swap for spell focus: conjuration for epics)
    9 Lesser Dragonmark of Healing
    10 Heighten
    12 Greater Dragonmark of Healing
    15 Spell Penetration
    15 Spell focus: Enchantment
    18 Toughness
    20 Greater Spell Focus: Enchantment

    Missing: Greater Spell Penetration, Quicken, Enlarge, Insightful Reflexes, Extend Spell
    Options: swap out Spell focus: Conjuration for Quicken instead, swap Toughness for Greater Spell Penetration

    I'm strongly leaning towards this feat layout. Free maximised, empowered cures and 1 sp maximised, empowered magic missiles is pretty awesome. Throw in superior ardor and force clickies for +75% damage and a robe of duality and it'll be good fun.
    Do you have your build layed out, including level by level enhancements? I might want to copy you...

  9. #9
    Community Member r3dl4nce's Avatar
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    go half elf, take the cleric dilettante, spend 6 aps and you can use heal scrolls, no need for dragonmarks

  10. #10
    Eternally Mediocre Girl Maelodic's Avatar
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    Quote Originally Posted by r3dl4nce View Post
    go half elf, take the cleric dilettante, spend 6 aps and you can use heal scrolls, no need for dragonmarks
    f2p

  11. #11
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    Quote Originally Posted by ddoer View Post
    so u mean you just post it for the sake of posting but not asking for comment, right?




    all my casters, in any level, i keep max always on. I usually use Improved Maximize 3 but even if i don't, I'll still keep max always on. Max adds +100% to your spell damage but not spending +100% mana, so it is mana efficient to use it. Besides, if you decide to nuke but do you maximize your damage, there is a chance you'll end up using more mana to cast more spells to finish them off. My view is, you either not to nuke and get aggro, or nuke it hard and kill the targets fast.
    If the spell costs less than 25 SP per cast, it is not efficent to use it.

  12. #12
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by TehBeWop View Post
    Do you have your build layed out, including level by level enhancements? I might want to copy you...
    No, enhancements aren't something that I ever plan out unless I've played the build to cap and am posting it for others benefit as I usually respec my enhancements every 3 days to play around with ideal combination.

    I've played the rogue splashed version to level 13 but don't like it so much because of not having Archmage PrE.

    Enhancements on such a build are reasonably simple however, spec for acid/lightning until you hit level 6, respec for fire/ice and force/repair. Usually I wouldn't respec until level 7 for fire/ice but you get Archmage at 6 so will do respec then. Reason for acid/lightning pre-6 is DPS vs oozes, fire/ice 7+ is for firewall (and now icestorm apparently).

    About level 9 or so you can start putting points into acid/lightning as well (not as many but some) for some quests where mobs are immune/resistant to fire and ice (arcane blackbones). Chain Lightning is a good spell.

    Always max enhancements in extra dragonmark use. Try to do Sentinels of Stormreach to get the extra uses/day. Ignore what these fools say about potency items affecting cures/heals. Get Superior Ardor I-VI clickies to get a free, unlisted +25% boost over what it says (Superior Potency gives +50%, Superior clickies (Ardor/Inferno etc.) give +75%). This allows you to hold spell penetration/lore items instead of holding potency.

    (Superior Efficacy clicky only gives what it says; it's the 3 minute clickies that give more than what they say)

    I soloed most of demon sands and everything prior to it with this build and it is really good fun. Awesome in a party as well and happily saved possible wipes with healing while still being an excellent arcane. Trap skills are gravy but im over traps, can 99% just dodge and avoid so don't bother with them.

  13. #13
    Eternally Mediocre Girl Maelodic's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    No, enhancements aren't something that I ever plan out unless I've played the build to cap and am posting it for others benefit as I usually respec my enhancements every 3 days to play around with ideal combination.

    I've played the rogue splashed version to level 13 but don't like it so much because of not having Archmage PrE.

    Enhancements on such a build are reasonably simple however, spec for acid/lightning until you hit level 6, respec for fire/ice and force/repair. Usually I wouldn't respec until level 7 for fire/ice but you get Archmage at 6 so will do respec then. Reason for acid/lightning pre-6 is DPS vs oozes, fire/ice 7+ is for firewall (and now icestorm apparently).

    About level 9 or so you can start putting points into acid/lightning as well (not as many but some) for some quests where mobs are immune/resistant to fire and ice (arcane blackbones). Chain Lightning is a good spell.

    Always max enhancements in extra dragonmark use. Try to do Sentinels of Stormreach to get the extra uses/day. Ignore what these fools say about potency items affecting cures/heals. Get Superior Ardor I-VI clickies to get a free, unlisted +25% boost over what it says (Superior Potency gives +50%, Superior clickies (Ardor/Inferno etc.) give +75%). This allows you to hold spell penetration/lore items instead of holding potency.

    (Superior Efficacy clicky only gives what it says; it's the 3 minute clickies that give more than what they say)

    I soloed most of demon sands and everything prior to it with this build and it is really good fun. Awesome in a party as well and happily saved possible wipes with healing while still being an excellent arcane. Trap skills are gravy but im over traps, can 99% just dodge and avoid so don't bother with them.
    Thanks for the info. I wasn't interested in arcane until archmage came around.

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