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  1. #1
    Community Member Xaigen's Avatar
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    Jun 2011
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    44

    Default yet another Xai build seeking critique

    i love Tracy Hickman and Margaret Wies' beautiful creation of Lord Soth and would love to recreate him in a viable DDO build however missing the heavy armor as it defeats the purpose (namely the ASF, not to mention wizzies never have decent AC [although heavy armor+tower shield *actively blocking*+wraith form+blur with both death auras and fire walls running sounds like fun...])

    main reason i love this character is he always dominates whatever scene he is in so the build would have to do likewise... and now...

    i've always hated master's touch for one reason... you gotta use it every time you switch martial weapons...
    seeing as i'm an advocate for keeping multiple weapons (kind of a DUH! moment) i figure the Ftr Dilettante would be a irreplaceable substitute (yes it means looking like a plastic doll).

    so to make a short story long here is the build...

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Half-Elf Male
    (20 Wizard) 
    Hit Points: 272
    Spell Points: 1709 
    BAB: 10\10\15\20
    Fortitude: 11
    Reflex: 7
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    20
    Dexterity             8                    12
    Constitution         15                    20
    Intelligence         18                    32
    Wisdom                8                    12
    Charisma              8                    12
    
    Tomes Used
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +4 Tome of Strength used at level 20
    +4 Tome of Dexterity used at level 20
    +4 Tome of Constitution used at level 20
    +4 Tome of Intelligence used at level 20
    +4 Tome of Wisdom used at level 20
    +4 Tome of Charisma used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0                    12
    Bluff                -1                     1
    Concentration         6                    28
    Diplomacy            -1                     1
    Disable Device        n/a                  n/a
    Haggle               -1                     1
    Heal                 -1                     1
    Hide                  1                    12
    Intimidate           -1                     1
    Jump                  2                    15
    Listen               -1                     1
    Move Silently         1                    12
    Open Lock            n/a                    n/a
    Perform              n/a                    n/a
    Repair                4                    11
    Search                4                    11
    Spot                  1                    12
    Swim                  2                    12
    Tumble                0                     2
    Use Magic Device      1                    12
    
    Level 1 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+4)
    Skill: Hide (+2)
    Skill: Move Silently (+2)
    Skill: Spot (+2)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Wizard Bonus) Augment Summoning
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Fighter
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mental Toughness
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Extend Spell
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Power Attack
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+1.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+1.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Swim (+4)
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Human Adaptability Constitution I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Wizard Improved Maximizing II
    Enhancement: Wizard Improved Maximizing III
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Combustive Spellcasting I
    Enhancement: Deadly Flame I
    Enhancement: Flame Manipulation I
    Enhancement: Flame Manipulation II
    Enhancement: Flame Manipulation III
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Half-Elf Fighter Strength I
    Enhancement: Wizard Wand and Scroll Mastery I
    Enhancement: Wizard Wand and Scroll Mastery II
    Enhancement: Wizard Wand and Scroll Mastery III
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Wizard Pale Master III
    Enhancement: Summon Blackbone Archer
    Enhancement: Summon Skeleton Archer
    Enhancement: Summon Blackbone Knight
    Enhancement: Summon Skeletal Knight
    Enhancement: Summon Blackbone Mage
    Enhancement: Summon Skeletal Mage
    Enhancement: Shroud of the Wraith
    *SPECIAL NOTE* the +4 tomes are a best case scenario ( i only have the +2 tomes used at lv. 7)

    so yea critique away and remember like all my posts i'm only looking for CONSTRUCTIVE criticism.

  2. #2
    Community Member Kinerd's Avatar
    Join Date
    Mar 2010
    Posts
    5,087

    Default

    I'm not sure Human Versatility would ever do anything meaningful for you. It scales your damage by a %, but your damage will be a very low value. Similar for Improved Critical: crits only dominate if you have a high damage bonus. Throw in your 10 BAB, and I think you will be disappointed with your melee ability in later levels.

    I am sure that you would be better off spending the three Improved Maximizes on more elemental damage. You can get a lot of utility out of acid, electric, ice, fire, and force/untyped. You currently have one of those, but with the 22 AP you just freed up you can get at least something in them all.

    Without the SLA Web SR easy button, it is imperative that you invest in Spell Penetration.

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