Intrigued by PvP, I have set out to create my own gladiator. I have gleaned some advice from the posts by notable PvP players Rhadamathys and Mellkor (among others). I have come to understand that casting classes, with or without evasion, rule PvP. In light of this, I’ve put together a rough sketch of three PvP builds, using the WF platform (which are my preferred character race and also having much RR gear for). Id appreciate YOUR constructive criticism(s) to make them all better, and tell me which one in particular, assuming decent skill, YOU believe with some tweaking would likely be the most successful. Here are the 3 proposed builds.
Note all the builds will benefit from the great WF immunities to sleep, nausea, exhaustion, poison, disease, paralysis effects, energy drain, or spells that target humanoids.
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Build 1: Evasive Wizard, 32.WF, True Neutral, 12Wizard/2Rogue.
Stats:
S: 8
D: 8 ((+1Tome+5Item=> 14)
C: 18 (+2WF enh+1Tome+5Item => 26)
I: 18 (+3Levels+2Enhancements+1Tome+6Item => 30)
W: 12 (+1Tome+5WIS necklace=> 18)
CH: 6
Class Progression: Levels 1-2rogue, 3-14wizard.
Skills: Max Jump, Tumble, UMD; rest in Balance and Concentration.
Level/Feats:
1) ToughnessI (Swap in Insightful reflexes when MOD6 is released)
3) Mental toughness I
6) Enlarge
9) Heighten
12) Toughness II
Bonus Wizard Feats:
1) Quicken
5) Max
10) Empower
Enhancements:
INTII
Energy III
WF CON II
WF Hardiness II
WF Inscribed armor I
Max Lineage of elements, deadly lineage, & elemental manipulation
Saves:
F/R/W
0/3/0 Rogue
4/4/8 Wizard
8/2/3 Stats
2/0/0 Enhancements.
4/4/4 GH
5/5/5 Karidin's eye
1/0/1 Rage clicky/potion/spell
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24/18 (26 when Insightful reflexes is swapped in)/21
HP:
20Heroic
+12Rogue
+48Wizard
+112CON
+10Draconic
+32Toughness II
+16Mino’s helm
+30GFL
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280; >300 with self-buffs.
Spell Points:
545base
+210INT
+80Enhancement III
+75Mental toughness I
+100Magi
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1010
Example PvP Spell Selection:
1) Jump, Tumble, Night shield, MM, Expeditious retreat, ???.
2) Scorching ray, Blur, False life, Repair moderate, ???.
3) Protection from energy, Haste, Displacement, Fireball, Dispel magic
4) Stone skin, Fire shield, Burning blood, Contagion, Enervation.
5) Feeblemind, Hold Monster, Cone of cold, Break enchantment.
6) Reconstruction, Flesh to stone, Disintegrate.
Pro’s to my untrained eye: Decent hp for a wizard, Fort save is decent, reasonably fast and uninterruptible reconstruction, and versatile spell selection to keep folks guessing on spell combos.
Cons: Reflex (until MOD6) and will saves seem low compared to other PvP build posts I’ve looked at, LOW SP – limiting the characters utility outside of the PvP environment, and time logged in PvP arena.
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Build 2: Evasive Cleric, 32.WF, True Neutral, 12Cleric/2Rogue.
Stats:
S: 8
D: 14 (+1RogueEnh+1Tome+6DEXitem=> 22)
C: 15 (+2WF enh+1Tome+6Item => 24)
I: 10
W: 16 (+3Levels+3Enhancements+2Favortome+6Item => 30)
CH: 6
Class Progression: Levels 1-2 rogue, 3-14 Cleric.
Skills: Max Jump.
Level/Feats:
1) Heighten
3) Quicken
6) Max
9) Enlarge
12) Empower
Enhancements:
WISIII
Energy III
WF CON II
WF Hardiness II
Max Prayer of smiting, incredible smiting, and smiting.
Saves:
F/R/W
0/3/0 Rogue
8/4/8 Cleric
7/6/10 Stats
2/0/0 Enhancements.
4/4/4 GHclicky
5/5/5 Karidins eye
2/2/2 Recitation
1/1/1 Prayer (If swapped in)
1/0/1 Rage clicky/potion
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30/25/31
HP:
20Heroic
+12Rogue
+96Cleric
+98CON
+10Draconic
+16Mino’s helm
+30GFL
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282 Base. >300 with self buffs.
Spell Points:
545base
+210WIS
+80EnhancementIII
+100Magi
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935
Example PvP Spell Selection:
1) Night shield, Nimbus of light, Remove fear, Doom, ???
2) Deific vengeance, Resist energy, Hold person, Aid, Cure moderate.
3) Contagion, Protection from energy, Searing light, Dispel magic, Curse.
4) Unholy blight, Freedom of movement, Poison, Recitation, Chaos hammer.
5) Greater command, Spell resistance, Slay living, ???.
6) Heal, ???.
Pro’s to my untrained eye: Comparable HP to build 1, decent Fort and Will saves, evasion, reasonably fast and uninterruptible fast cast heals, light-based spells have no defense outside of twitch skills and big HP to soak damage, versatile spell selection to keep folks guessing spell combos.
Cons: Modest reflex save, and even lower SP than Build 1, limited utility outside of PvP environment unless I focus on healing with wands/scrolls. May be a challenge to level the character up.
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Build 3: Extreme Nuking Sorcerer, 32.WF, True Neutral, 14Sorcerer
Stats:
S: 8
D: 8
C: 20 (+2WF enh+1Tome+5Item => 28)
I: 8
W: 6
CH: 16 (+3Levels+3Enhancements+2FavorTome+6Item => 30)
Class progression: Pure class Sorcerer.
Skills: Max Jump.
Level Feats:
1) ToughnessI (Swap out for Force of personality when MOD6 is released)
3) Quicken
6) Max
9) Empower
12) Enlarge
Enhancements:
CHAIII
Energy IV
WF CON II
WF Hardiness II
WF Inscribed armor I
Max Lineage of elements, Deadly lineage, & Elemental manipulation
Saves:
F/R/W
4/4/9 Sorcerer
9/-1/1 Stats
2/0/0 Enhancements.
4/4/4 GH
5/5/5 Karidins eye
1/0/1 Rage potion/clicky
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25/13/20 (29 when Force of personality is swapped in)
HP:
20Heroic
+56Sorcerer
+126CON
+10Draconic
+16ToughnessI
+16Mino’s helm
+30GFL
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274
Spell Points:
1055base
+230CHA
+150EnhancementIV
+200Magi
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1635
Example PvP Spell Selection:
1) Jump, Tumble, Night shield, Expeditious retreat.
2) Scorching ray, Blur, False life, Repair moderate.
3) Protection from energy, Haste, displacement, Fireball
4) Stoneskin, Fire shield, WoFire, Burning blood.
5) Cone of cold, Break enchantment, ???.
6) Reconstruction, Disintegrate.
7) Delayed blast fireball
Pro’s to my untrained eye: Comparable HP to the other 2 builds, Fort (and eventually Will) saves are fair, near instantaneous nukes, uninterruptible very fast cast reconstructions, more than welcome in parties – fulfilling arcane DPS role.
Cons: Reflex save is obviously very low, no evasion, low Will save until Force of personality is swapped in, fire/cold spec’d allowing for little variety and combos.