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Thread: Battle Mage

  1. #1
    Community Member CrimsonFalcon's Avatar
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    Post Battle Mage

    Code:
    Character Plan by DDO Character Planner Version 2.75
    DDO Character Planner Home Page
    
    Istabrul Sul'Tek
    Level 14 True Neutral Elf Male
    (14 Wizard) 
    Hit Points: 76
    Spell Points: 1131 
    BAB: 7\7\12
    Fortitude: 4
    Reflex: 6
    Will: 10
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 14)           (Level 14)
    Strength             13                 13                   13
    Dexterity            13                 13                   15
    Constitution         10                 10                   10
    Intelligence         16                 22                   24
    Wisdom               13                 13                   13
    Charisma             13                 13                   13
    
    Tomes Used
    +3 Tome of Intelligence used at level 4
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 14)          (Level 14)
    Balance               1                  2                    2
    Bluff                 1                  1                    1
    Concentration         4                 17                   17
    Diplomacy             2                  9                    9
    Disable Device        n/a               n/a                   n/a
    Haggle                1                  1                    1
    Heal                  2                  8                    8
    Hide                  1                  2                    2
    Intimidate            1                  1                    1
    Jump                  2                  8                    8
    Listen                1                  1                    3
    Move Silently         1                  2                    2
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                7                 17                   17
    Search                4                  8                   10
    Spot                  2                  5                    7
    Swim                  2                  6                    6
    Tumble                n/a               n/a                   n/a
    Use Magic Device      n/a                9                    9
    
    Level 1 (Wizard)
    Skill: Concentration (+4)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Repair (+4)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+1)
    Feat: (Wizard Bonus) Empower Spell
    Feat: (Selected) Shield Proficiency (General)
    Spell (1): Burning Hands
    Spell (1): Detect Secret Doors
    Spell (1): Expeditious Retreat
    Spell (1): Magic Missle
    Spell (1): Mage Armor
    Spell (1): Nightshield
    Spell (1): Hypnotism
    Enhancement: Elven Arcanum I
    Enhancement: Elf Melee Damage I
    Enhancement: Wizard Energy of the Scholar I
    
    Level 2 (Wizard)
    Skill: Use Magic Device (+2)
    Spell (1): Summon Monster I
    Spell (1): Ray of Enfeeblement
    Enhancement: Elven Arcane Fluidity I
    Enhancement: Wizard Intelligence I
    
    Level 3 (Wizard)
    Skill: Concentration (+2)
    Skill: Diplomacy (+1.5)
    Feat: (Selected) Light Armor Proficiency
    Spell (2): Blur
    Spell (2): False Life
    Enhancement: Elven Dexterity I
    Enhancement: Wizard Elemental Manipulation I
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Repair (+3)
    Spell (2): Bull's Strength
    Spell (2): Glitterdust
    Enhancement: Elf Melee Attack I
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Subtle Spellcasting I
    
    Level 5 (Wizard)
    Skill: Jump (+0.5)
    Skill: Swim (+1)
    Skill: Use Magic Device (+2)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (3): Displacement
    Spell (3): Haste
    Enhancement: Elven Arcanum II
    Enhancement: Wizard Energy of the Scholar II
    
    Level 6 (Wizard)
    Skill: Heal (+2)
    Skill: Jump (+1.5)
    Feat: (Selected) Mental Toughness
    Spell (3): Deep Slumber
    Spell (3): Fireball
    Enhancement: Elven Arcane Fluidity II
    
    Level 7 (Wizard)
    Skill: Concentration (+3)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Wall of Fire
    Spell (4): Stoneskin
    Enhancement: Wizard Intelligence II
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Diplomacy (+2)
    Skill: Repair (+3)
    Spell (4): Dimension Door
    Spell (4): Solid Fog
    Enhancement: Elven Dexterity II
    
    Level 9 (Wizard)
    Skill: Concentration (+2)
    Skill: Heal (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Mental Toughness
    Spell (5): Cone of Cold
    Spell (5): Hold Monster
    Enhancement: Elven Arcanum III
    Enhancement: Wizard Lineage of Deadly Elements I
    
    Level 10 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Spot (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Maximize Spell
    Spell (5): Ball Lightning
    Spell (5): Teleport
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Wizard Lineage of Deadly Elements II
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Swim (+1)
    Skill: Use Magic Device (+1)
    Spell (6): Shadow Walk
    Spell (6): Tenser's Transformation
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Diplomacy (+1.5)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Penetration
    Spell (6): Chain Lightning
    Spell (6): Greater Heroism
    Enhancement: Elven Arcane Fluidity III
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+1)
    Skill: Swim (+1.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Finger of Death
    Spell (7): Power Word: Blind
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Subtle Spellcasting II
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Swim (+0.5)
    Spell (7): Greater Teleport
    Spell (7): Otto's Sphere of Dancing
    Enhancement: Elven Arcanum IV
    I'm thinking of making a battle mage or warmage if you prefer, but I could use some ideas or input on this subject. Here is what I had in mind with only a +3 Int tome and no gear.
    Last edited by CrimsonFalcon; 12-09-2007 at 09:40 PM.

  2. #2
    Community Member Sybel's Avatar
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    Not enough Hit Points. Maybe you should clarify what you mean by a "warmage"? if that is a fighter-type mage, drop cha and wis, then pick either str or dex, dont split them, and make sure to bump con up to at least 14.

  3. #3
    Community Member Qzipoun's Avatar
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    If you're a pure wizard and want to be a "battle mage" why are both your charisma and wisdom scores higher than your con? With that kind of HP you will be dying long before you get into any "battling" I would bring those down and raise your con/str, you will need that for any fighting you want to do.

    I would also strongly recommend a fighter level or two, sure it will stop you from casting the highest level spells but will open some nice doors for fighting ability (due to granted feats and 2 extra ones). (Probably the best mage I have played with is a 12wiz/2fighter).

    Also, if you're UMD is only going to be 9 then don't bother with it at all, use those skill points in more useful places.

    Last, I'd recommend not going for elven. Depending on how much fighting you want to do you might want to go for human (more versatility with skills/feats/abilities) warforged (self-repair ability) or dwarf (toughness enhancements).

    There is also an "arcane psycho" build somewhere on the forums though that one is focuses a lot more on fighting than casting.
    Last edited by Qzipoun; 12-10-2007 at 02:02 AM.

  4. #4

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    Quote Originally Posted by Qzipoun
    I would also strongly recommend a fighter level or two
    Considering the spell Master's Touch will be coming soon I might caution against multiclassing a martial weapon class if you don't need the associated feats.
    Quote Originally Posted by http://forums.ddo.com/showthread.php?t=127508
    Master's Touch

    * Divination
    * Level: Brd 1, Sor/Wiz 1
    * Range: Personal
    * The caster gains proficiency with all simple and martial weapons for one minute per caster level.
    Server - Thelanis
    Diaries of a True Reincarnate (Wizard, Sorcerer, Melee, Divine, Artificer, Druid)

  5. #5
    Community Member Qzipoun's Avatar
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    Quote Originally Posted by MrCow View Post
    Considering the spell Master's Touch will be coming soon I might caution against multiclassing a martial weapon class if you don't need the associated feats.
    Yes, but that spell ONLY gives martial proficiency. A level of fighter gives you more than just a weapon feat It's a trade-off but I do think that 2 extra feats can be worth losing 1 spell level depending on what type of fighting you will be doing.

  6. #6
    Community Member Sybel's Avatar
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    I'd stick with elf or drow personally, that way you can bust out the +5 Mith. chain shirt and have a passable ac.

  7. #7

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    For starters....

    You probably don't want to take shield and light armor proficiency. For starters the kinds of armor and shields that you can cast freely in (mithral chain shirt or mithral light shield) will not have any skill check penalties and thus you would not suffer any penalties for wearing them even if you arn't proficient in them. (not being proficient in armor gives you attack penalties equal to the armor skill check penalties) Even with arcane fluidity, any armor that gives you skill check penalties will have arcane spell failure.

    Next up...

    Its nice to be well rounded but Charisma really is about useless for this character and wisdom is only slightly usefull. If you want to armor up, you will want to toughen up too, and take more constitution.

    And as noted, it is best if you invest in either strength or constitution if you want to actualy use a weapon in combat. A wizard will have a hard time hitting anything anyhow, adding in weak combat stats won't help matters any.

    On the bright side...

    You will be a good wizard anyway with this build. All it really takes is a decent Int score, but you may be dissapointed in the "battle" portion of it.
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  8. #8
    Community Member CrimsonFalcon's Avatar
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    Post Char suggestion results

    The reason I went with elven was to get the elven arcane armor proficiency and the elven spell point boost. But I see your point about the UMD and the Cha so I'll drop the Cha and add it to Con. Wis is there to add some will save but I could drop that to 10 and add the three points to str then drop light armor profiency for Iron Will. And if I don't need the shield proficiency then maybe I'll take a weapon focus feat instead.

  9. #9
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    http://forums.ddo.com/showthread.php?t=116254

    check this out...

    Personally I like my build better(post #6)... The advantages and disadvanages of the 2 styles are discussed in the thread.

    basics: Go Warforged for immunitys and self healing

    And Stone skin, Displacement, Blur, and self healing > A/C
    Blind Faith

    Noheels,Ravenwind-Sarlona,FirstOfOne,Kraagg

  10. #10
    Community Member CrimsonFalcon's Avatar
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    Hey CaptGrim, I checked out that thread you suggested and I like what I read so I'm going to take your advice and make a battlemage like yours. Thanks for the advice, I can't wait to try this build.

  11. #11
    Community Member CrimsonFalcon's Avatar
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    Post Bump

    Hey Grim on your WF battlemage did you take any of the body enhancements or did you just stick with the original composite body plating that you start with?

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