Originally Posted by
Kinerd
WF Archmage
14 Str, 16 Con, 18 Int
Feats
1: Toughness and Maximize
3: Insightful Reflexes
5: Heighten
6: Spell Focus: Conjuration
9: Spell Penetration
10: Spell Focus: Necromancy
12: GSF: Necromancy
15: Mental Toughness & Quicken
18: Greater Spell Penetration
20: Spell Focus: Enchantment
21: Epic Spell Penetration
24: Greater Spell Focus: Enchantment
Enhancements
Archmage 4
Spell Mastery Necromancy 2
Secondary Spell Mastery Conjuration 1
SLA Web
SLA Hypno
(note: start with Spell Mastery Conjuration, then switch to Spell Mastery Necromancy at level 12. This lets you get SLA Web sooner.)
7/1/1 cold, electric
3/1/1 acid
1/0/0 fire, force, repair
(note: spell power enhancements come in Manipulation, Casting, and Deadly. The above is numbered in that order.)
Capstone (Master of Magic)
Improved Maximize 1
Inscribed Armor 1
Healer's Friend 1
Toughness 1
Spell Penetration 2
This leaves you a few AP to play with.
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This build gives you excellent self-healing, excellent crowd control, excellent instant kill ability, very good single target DPS, very cheap (though weak) AoE DPS, and a very strong suite of buffs/immunities: level drain, fear, magic missile, command, resist energy, effectively immune to poison/disease. In the early levels you will have pretty much none of these abilities. Level 7 is where it starts to really take off, and it's all downhill from there:
level 7 - AoE DPS
level 9 - single target DPS DoTs
level 11 - reconstruct, circle of death
level 13 - finger of death
level 15 - polar ray, black dragon bolt
level 17 - wail of the banshee, power word kill
Not only is it easy to farm endgame on, it transitions seamlessly into any group.