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Thread: enhancments

  1. #1
    Community Member
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    Apr 2007
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    Default enhancments

    I play mostly with a WF guild so being able to repair is important for me. My toon is also WF. So I am planning on getting a descent amount of repair enhabcments. This is my first 32 point build. Currently Wiz is at level 4, so still time to make some changes or start over if i need to. His starting stats are str8, dex16, con16, int18, wis6, cha6.

    [Wizard Lineage of Force I Grants a 3% chance for force and repair spells to generate a critical result for 1.5 times the normal damage or repair amount.]

    Which spells are considered force spells? Are they worth using?

    Should I choose to use cold/fire enchancments or elec/acid?

    should I use enhancments to wands to take some of the load off of my spell points?

    thanks for the advise.

  2. #2
    Community Member Mad_Bombardier's Avatar
    Join Date
    Oct 2006
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    530

    Default

    Force is only Magic Missle and Force Missles. Don't bother with the spell crits for repairing. While occasional increased numbers are nice, you want reliable repairing output. And personally, with a medium HP Wizard, you won't need much more than +20% Repair enhancement. But, if you plan on repairing for a high HP WF party/group extra repair +% is useful.

  3. #3

    Default

    I usualy go 20% force/repair with no crit enhancments on WF builds. Seems to be a good buy for 3 pts.

    The only force spells are Magic Missile and Foce Missile. They are decent spells but personaly I don't use them a lot at high level favoring disintigrate instead (not force but similarly effects nearly all targets).
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