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  1. #1
    Community Member Lanhelin's Avatar
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    Default [New and advanced Player] Enchantment Wizard 17 / Rogue 2 / Druid 1

    Introducing the most versatile Enchantment Wizard I know of:

    Race: Half-Elf
    with Cleric Dilettante to scroll-cast Heal and Raise spells. (note that this is very expensive, I'd recommend to do it on 2nd or further past life)

    I didn't distribute any Skill points or Enhancement AP in the char planner, all u need to know is: reserve 4 pts per level-up for Search and Disable Device, try to get Improved Dilettante III (17 pt. Helf racial), Primary Spellschool II (32 pt. Archmage) and Shroud of the Vampire (11 pt. Pale Master), the rest is up to your choice. If you choose another race the Wiz Enhancements remain the same, the direction should be clear.

    Code:
    Character Plan by DDO Character Planner Version 04.19.03
    DDO Character Planner Home Page
    
    Level 20 True Neutral Half-Elf Male
    (2 Rogue \ 17 Wizard \ 1 Druid) 
    Hit Points: 208
    Spell Points: 1413 
    BAB: 9\9\14
    Fortitude: 11
    Reflex: 16
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             10                    15
    Dexterity             8                    13
    Constitution         14                    19
    Intelligence         18                    26
    Wisdom               16                    21
    Charisma              8                    13
    
    Tomes Used
    +5 Tome of Strength used at level 20
    +5 Tome of Dexterity used at level 20
    +5 Tome of Constitution used at level 20
    +5 Tome of Intelligence used at level 20
    +5 Tome of Wisdom used at level 20
    +5 Tome of Charisma used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                     1
    Bluff                -1                     1
    Concentration         2                     4
    Diplomacy            -1                     1
    Disable Device        n/a                   n/a
    Haggle               -1                     1
    Heal                  3                     5
    Hide                 -1                     1
    Intimidate           -1                     1
    Jump                  0                     2
    Listen                3                     5
    Move Silently        -1                     1
    Open Lock            n/a                    n/a
    Perform              n/a                    n/a
    Repair                4                     8
    Search                4                     8
    Spellcraft            4                     8
    Spot                  3                     5
    Swim                  0                     2
    Tumble               n/a                    n/a
    Use Magic Device     n/a                    n/a
    
    Level 1 (Rogue)
    Feat: (Selected) Augment Summoning
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    Feat: (Past Life) Past Life: Wizard
    
    
    Level 2 (Druid)
    
    
    Level 3 (Wizard)
    Feat: (Wizard Bonus) Enlarge Spell
    Feat: (Selected) Insightful Reflexes
    
    
    Level 4 (Wizard)
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Selected) Spell Focus: Enchantment
    
    
    Level 7 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    
    
    Level 8 (Wizard)
    
    
    Level 9 (Wizard)
    Feat: (Selected) Greater Spell Focus: Enchantment
    
    
    Level 10 (Rogue)
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Feat: (Selected) Past Life: Arcane Initiate
    
    
    Level 13 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Selected) Spell Penetration
    
    
    Level 16 (Wizard)
    
    
    Level 17 (Wizard)
    
    
    Level 18 (Wizard)
    Feat: (Selected) Greater Spell Penetration
    Feat: (Wizard Bonus) Mental Toughness
    
    
    Level 19 (Wizard)
    
    
    Level 20 (Wizard)
    1 Level of Druid is very nice and practical because of the Charm Animal spell (and the only reason why to take it, besides one additional lever-puller aka wolf companion). Charm Monster doesn't work on normal Animals and Vermin (bug or feature - we don't know exactly), that's why the one Druid Level. There are plenty of nasty dogs, lions and spiders and so on, in various quests from 1 to 20 you have to deal with. You don't need to raise Wisdom any further, though the DC will remain in the mid-to-end-Twenties, it's enough for Animals and Vermin, at least on heroic elite, pretty likely on epic hard too. EE - there's the ward against enchantment :/

    As the last Wizard bonus feat either take Mental Toughness as I did or Maximize as I thought about. If you have PL's or better items than me, then take Maximize. But it's not necessary to do more damage, especially when you're grouping. More SP = more CC. And CC is what this build is all about.


    If u want to follow my progress with this build or post your own experiences, take a look at this thread.

  2. #2
    The Mad Multiclasser Failedlegend's Avatar
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    your charm animal will be cast as a Lvl 1 druid it won't work on anything past the first couple levels
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  3. #3
    Community Member Lanhelin's Avatar
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    Quote Originally Posted by Failedlegend View Post
    your charm animal will be cast as a Lvl 1 druid it won't work on anything past the first couple levels
    No, it works even close to 20 (level 18 atm, eg. when I was at Level 17 in the Storm Horns I could charm the Griffons, Mountain Lions and Owlbears there easily with the Druid Spell; it also works in quests on hE difficulty; about epic I'll report soon), because Animals and Vermin have very low Will saves. That's why the unmeta'ed Sonic Blast dazes them pretty often too.

    Edit: screen for nonbelievers, Charm Animal is enlarged and has DC 23:



    The charm doesn't last that long though, but it's ok, because Dismiss Charm doesn't work on Animals or Vermin (but it should, it's a bug).


    Edit 2: Did the first few epic quests (just en) and at least at en the annoying packs of Spiders in Battle for Eveningstar final fight fought on our side^^ DC is now 28 (shrouded and a few points in Fatesinger).
    Last edited by Lanhelin; 01-03-2014 at 10:21 AM.

  4. #4
    Community Member Lanhelin's Avatar
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    Small Update:

    The cr 22 Wolves in the Tharashk Arena en I could charm with the T1 spell (DC 29 atm).

    I did Bargain of Blood on eh solo, no Animals there and due to the Epic Ward the charms lasted only about 8 to 12 seconds, still enough to gather widespread groups, but nevertheless quite disappointing for this playstyle. The real fun with this build I have on en difficulty only. I guess there is not much difference between eh and ee regarding the Epic Ward (?), so most of the time I charm one mob, all the others run to it, I cast dancing ball/mass hold, those who save I make dancing or being holded with the sla's again, then either I wait until my hire beats them down or my prismatic spray hits them with one of the two death beams. Ok, viable but a bit monotonous.

    The Epic Ward is ok, but there should be a difference between eh and ee: either with effectiveness halfed on epic hard or a reduced effectiveness per every past life a player has, eg. -5% effectiveness per past life on epic hard, ee won't be affected.

  5. #5
    Community Member voodoogroves's Avatar
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    Are rogue skills really important to you? And evasion, of course?

    Have you considered replacing that with Bard 2 for Marigold Crown?

    If you really wanted to go this route I'd consider Morninglord and LR out the cleric level.
    Ghallanda - now with fewer alts and more ghostbane

  6. #6
    Community Member Lanhelin's Avatar
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    Yes, trap skills are important to me (at least on Wayfinder I found it better to do it on my own instead of to wait hours or even days to find a trapper in my levelrange willing to team up). And Evasion of course. DC so far has not been an issue (except in the one quest in House J with all the Blackbone Skeletons), it was more about Spell Pen in early Levels. Maybe on another, higher populated Server Bard 2 or what I originally wanted to do, Druid 3 or even Druid 1 only is more viable.

    I didn't think about Morninglord, because this is not my final life, but for a final life or no TR toon or only epic TR Morninglord would certainly be an option.

  7. #7
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    Quote Originally Posted by voodoogroves View Post
    Are rogue skills really important to you? And evasion, of course?

    Have you considered replacing that with Bard 2 for Marigold Crown?

    If you really wanted to go this route I'd consider Morninglord and LR out the cleric level.
    Why Morninglord?

  8. #8

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    Pretty sure Dominate Monster works on animals. I know I use it all the time in Sunset Ritual to charm the regular wolves. (Not the werewolves.)

  9. #9

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    Quote Originally Posted by the_laughing_god View Post
    Why Morninglord?
    It gets all the wizard benefits of drow and elf but none of the drawbacks.

  10. #10
    Community Member Lanhelin's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    Pretty sure Dominate Monster works on animals. I know I use it all the time in Sunset Ritual to charm the regular wolves. (Not the werewolves.)
    I didn't test this and cannot do so atm, but Dominate Monster is a T9 spell (which with the build in my first post I got at CL 20). So even if it works on Animals too, it's pretty late to get it and most of the situations where I was happy to have the Druid spell, happened (much) earlier.

    Also SP-wise I'd prefer the Druid spell (sp cost with efficient enlarge: 16) over the Wiz spell (sp cost with efficient enlarge: 56), although a dominated monster would follow me. Furthermore, in this life I leveled other EDs than Magister, the spell DC would have been raised much more if I had switched to it - but at least on epic Normal it was sufficient without Mag.

  11. #11

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    Quote Originally Posted by Lanhelin View Post
    in this life I leveled other EDs than Magister, the spell DC would have been raised much more if I had switched to it - but at least on epic Normal it was sufficient without Mag.
    Regardless of destiny it'll still be 20 points lower than dominate monster, which should get into the 50s compared to what looks like 30s for Charm Animal.

  12. #12
    Community Member Lanhelin's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    Regardless of destiny it'll still be 20 points lower than dominate monster, which should get into the 50s compared to what looks like 30s for Charm Animal.
    Yes, but high DC is not needed as shown above, at least not on eN. On eH and eE all of the mobs have the Epic Ward anyway. On these difficulties and because of the Ward I'd rather just dance them.

  13. 02-03-2014, 02:50 PM


  14. #13

  15. #14
    Community Member Lanhelin's Avatar
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    As already stated in the first post I'd recommend to put at least 11 points into PM to get the Vampire Shroud for the +2 DC.

  16. #15

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    Quote Originally Posted by Lanhelin View Post
    As already stated in the first post I'd recommend to put at least 11 points into PM to get the Vampire Shroud for the +2 DC.
    I wouldn't want to take Vampire Form without improved shrouding. Priestesses (and pretty much any divine mob) would own you, possibly even on EN.

    My opinion is that an EN-only charm animal ability isn't worth the +4 int you sacrifice by not getting lich form.

  17. #16
    Community Member Iriale's Avatar
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    Quote Originally Posted by EllisDee37 View Post

    My opinion is that an EN-only charm animal ability isn't worth the +4 int you sacrifice by not getting lich form.
    +1.

    EN is easy too, you don't need charm animals.

    wiz 18/rog 2 is better build.

    17 APs in dilettante for a wizard is a big waste.
    Last edited by Iriale; 02-04-2014 at 09:33 AM.

  18. #17
    Community Member Theolin's Avatar
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    cleric dilly when you have Rogue for UMD is a waste

  19. #18
    Community Member Lanhelin's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    I wouldn't want to take Vampire Form without improved shrouding. Priestesses (and pretty much any divine mob) would own you, possibly even on EN.

    My opinion is that an EN-only charm animal ability isn't worth the +4 int you sacrifice by not getting lich form.
    Regarding "being owned" by divine mob encounters - in this case I'd recommend to unshroud, it's not a big problem.


    Going deep Pale Master is not the best choice regarding Enchantment, because:

    AM: +2 Int Capstone, +2 Int tree, +2 DC primary spellschool I and II = +4 DC

    PM: +2 Int Capstone, +2 Int tree, +2 Int Improved Shrouding, +2 Int Lich = +4 DC


    In case of my build the capstone is not available, but combining AM Primary Spellschool I,II + Int Enhancements + PM Int Enhancements + Vampire Shroud would result in +6 DC to Enchantment spells, while Improved Shrouding + Lich + AM Int + Spellschool I + PM Int would grant +5 DC. You now can argue that one more or less DC won't do anything notable, but it's still one more or less.

    My opinion is, that if you focus on Enchantment regarding +DC it's better to go deep Archmage instead of Pale Master but combine it with Vampire Shroud and to have the Charm Animal spell available during leveling process and beyond.
    Last edited by Lanhelin; 02-04-2014 at 10:16 AM.

  20. #19
    Community Member Lanhelin's Avatar
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    Quote Originally Posted by Iriale View Post
    17 APs in dilettante for a wizard is a big waste.
    For a wizard this could be true. For this wizard it's not a waste.

    Quote Originally Posted by Theolin View Post
    cleric dilly when you have Rogue for UMD is a waste
    No, it's not, because you have more skill points left for other useful ones.
    Last edited by Lanhelin; 02-04-2014 at 11:29 AM.

  21. #20

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    Quote Originally Posted by Lanhelin View Post
    Regarding "being owned" by divine mob encounters - in this case I'd recommend to unshroud, it's not a big problem.
    That's 50 SP a pop, with a 30 second cooldown, and there are lots and lots of divine epic mobs. Gianthold and MotU are both crawling with them, almost to the point where you may as well not even go into form at all. That's a -2 DC hit in that content, effectively.

    Better (IMO) to split the difference in all content and be able to stay in form regardless.


    In case of my build the capstone is not available, but combining AM Primary Spellschool I,II + Int Enhancements + PM Int Enhancements + Vampire Shroud would result in +6 DC to Enchantment spells, while Improved Shrouding + Lich + AM Int + Spellschool I + PM Int would grant +5 DC. You now can argue that one more or less DC won't do anything notable, but it's still one more or less.

    My opinion is, that if you focus on Enchantment regarding +DC it's better to go deep Archmage instead of Pale Master but combine it with Vampire Shroud and to have the Charm Animal spell available during leveling process and beyond.
    If you focus on enchantment, and stay out of priestess/divine mob content, then agreed. I have trouble wrapping my head around maxing enchantment DC to the detriment of the other schools, though. Your evocation, necromancy and conjuration DCs will take a big hit; much bigger than the +1 enchantment DC you gain.

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