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  1. #1
    Community Member jrhunger's Avatar
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    Talking A WF build idea...

    So i have never had to much luck with forums before, but i have heard that this is a fairly active and helpful forum so here i go.

    I am a level 12 cleric and i have at about 1300 favor I am working towards 1750 for the 32 point build. Originally i was just looking for a DPS build but from what my guildys tell me if you want to be somewhat self sufficient and you want to do dmg then you should be a WF sorc/wis i am now looking for just that. so i was hoping someone could give me some builds or at least push me in the right direction for a WF caster. Though i don't yet, assume that what i have to work with is a 32 point build and maybe a +1 tome or two.

  2. #2
    Founder Hvymetal's Avatar
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    Quote Originally Posted by jrhunger View Post
    So i have never had to much luck with forums before, but i have heard that this is a fairly active and helpful forum so here i go.

    I am a level 12 cleric and i have at about 1300 favor I am working towards 1750 for the 32 point build. Originally i was just looking for a DPS build but from what my guildys tell me if you want to be somewhat self sufficient and you want to do dmg then you should be a WF sorc/wis i am now looking for just that. so i was hoping someone could give me some builds or at least push me in the right direction for a WF caster. Though i don't yet, assume that what i have to work with is a 32 point build and maybe a +1 tome or two.
    Warforged Wiz is fairly easy, you make it like a non-drow wiz for the most part. INT & CON, I put a few in DEX & STR just to stay in the 0 and above modifiers. Spend 1 AP on the enhancement to offset the 5% arcane casting penalty on composite plating.
    R.I.P. E.G.G. 3/4/08

  3. #3
    Community Member jrhunger's Avatar
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    Cool My build...

    So i played around with the char gen 2.80 and i came up with somthing like this...

    Strength 12 12 12
    Dexterity 14 14 14
    Constitution 12 12 13
    Intelligence 12 12 12
    Wisdom 6 6 6
    Charisma 16 20 23

    Starting
    Base Skills
    Skills (Level 1)
    Balance 2
    Bluff 3
    Concentration 5
    Diplomacy 3
    Disable Device n/a
    Haggle 3
    Heal -2
    Hide 2
    Intimidate 3
    Jump 3
    Listen -2
    Move Silently 2
    Open Lock n/a
    Perform n/a
    Repair 1
    Search 1
    Spot -2
    Swim 1
    Tumble 4
    Use Magic Device n/a

    Level 1 (Sorcerer)
    Skill: Concentration (+4)
    Skill: Jump (+2)
    Skill: Tumble (+2)
    Feat: (Selected) Mental Toughness
    Spell (1): Magic Missle
    Spell (1): Repair Light Damage

    Level 2 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Spell (1): Jump

    Level 3 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Spell Penetration
    Spell (1): Mage Armor

    Level 4 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Spell (2): Repair Moderate Damage

    Level 5 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Spell (2): Scare

    Level 6 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Improved Mental Toughness
    Spell (3): Haste

    Level 7 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Spell (2): False Life
    Spell (3): Heroism

    Level 8 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Spell (4): Phantasmal Killer

    Level 9 (Sorcerer) Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Greater Spell Penetration
    Spell (2): Blur
    Spell (3): Displacement
    Spell (4): Stoneskin

    Level 10 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Spell (5): Cone of Cold

    Level 11 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Spell (3): Repair Serious Damage
    Spell (4): Wall of Fire
    Spell (5): Feeblemind

    Level 12 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Extend Spell
    Spell (6): Disintegrate

    Level 13 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Spell (4): Crushing Despair
    Spell (5): Teleport
    Spell (6): Reconstruct

    Level 14 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Spell (7): Finger of Death

    Level 15 (Sorcerer)
    Feat: (Selected) Combat Casting
    Spell (5): Hold Monster
    Spell (6): Greater Heroism
    Spell (7): Banishment

    Level 16 (Sorcerer)
    Spell (8): Horrid Wilting
    Enhancement: Sorcerer Lineage of Force I
    Enhancement: Sorcerer Force Manipulation I
    Enhancement: Sorcerer Force Manipulation II
    Enhancement: Sorcerer Force Manipulation III
    Enhancement: Sorcerer Spell Penetration I
    Enhancement: Sorcerer Spell Penetration II
    Enhancement: Sorcerer Spell Penetration III
    Enhancement: Sorcerer Energy of the Dragonblooded I
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Sorcerer Energy of the Dragonblooded III
    Enhancement: Sorcerer Energy of the Dragonblooded IV
    Enhancement: Sorcerer Charisma I
    Enhancement: Sorcerer Charisma II
    Enhancement: Sorcerer Charisma III
    Enhancement: Sorcerer Wand Mastery I
    Enhancement: Sorcerer Wand Mastery II
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Damage Reduction I
    Enhancement: Warforged Damage Reduction II
    Enhancement: Warforged Hardiness I
    Enhancement: Warforged Hardiness II
    Enhancement: Warforged Hardiness III
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Healer's Friend II

    just so you know after i hit each new spell level i am gonna get rid of the previos repair spell via: spell swaping and replace it with :
    level 4, replace repair light with hypnotism
    level 6, replace repair mod with resist energy
    level 13, replace repair serious with sleet storm
    by level 13 you will only have reconstruct to heal and get 3 other spells instead of lower heals

    please tell me what you think
    Last edited by jrhunger; 02-07-2008 at 06:58 PM. Reason: i forgot somthing

  4. #4

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    This may take me a bit to run through so this may get a few edits...

    Quote Originally Posted by jrhunger
    Strength 12
    Dexterity 14
    Constitution 12
    Intelligence 12
    Wisdom 6
    Charisma 16
    Swap some of the DEX into CON. You will want a baseline of 16 CON and 16 CHA for a Warforged Sorcerer. Many others will probably say this so I'll say it now as well, DEX doesn't have a large impact on casters towards the end of DDO, but CON (especially on a self-healing arcane) plays a huge role in your survivability later on.

    Quote Originally Posted by jrhunger
    Spell (1): Mage Armor
    Doesn't do much for a Warforged Arcane as you innately have composite plating, bestowing 2 Armor-based AC. Once you get a +2 docent or higher then Mage Armor is useless to you. The Shield Spell on the other hand will grant you more AC if that is what you are looking for.

    Quote Originally Posted by jrhunger
    Level 3 (Sorcerer)
    Feat: (Selected) Spell Penetration
    If you look at your spell selection you don't even have any spells that make Spell Resistance checks until level 5 (Scare) and level 8 (Phantasmal Killer). Look at taking it later if you want it.

    Quote Originally Posted by jrhunger
    Level 4 (Sorcerer)
    Spell (2): Repair Moderate Damage
    Repair Light works well enough until level 8 or so. No need to take multiple repair spells as a Warforged Sorcerer. Also, by the time you reach level 12 (and get Reconstruction) all other repair spells are obsolete.

    Quote Originally Posted by jrhunger
    Level 7 (Sorcerer)
    Spell (2): False Life
    False Life is not a very efficient use of SP, especially on an arcane Warforged. One cast of your repair light damage will likely meet the usefulness of your false life.

    Quote Originally Posted by jrhunger
    Level 12 (Sorcerer)
    Spell (6): Disintegrate
    I really really REALLY urge you to take Reconstruction at level 12 as your first 6th level spell. It is the base of the high level Warforged Sorcerer's survivability. When all else starts to fail you can usually just cast this a couple times and stay standing.

    Quote Originally Posted by jrhunger
    level 4, replace repair light with hypnotism
    level 6, replace repair mod with resist energy
    level 13, replace repair serious with sleet storm
    According to your spell selection you take out repair mod at level 6, but don't learn repair serious until level 11. Do you really want to go 5 levels without a repair spell?
    Last edited by MrCow; 02-08-2008 at 11:40 AM.
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  5. #5
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    I also agree that more build poins should go into Constitution, but I'd reduce Intelligence and Strength from 12 to 10 and take Con from 12 to 16.
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  6. #6
    Community Member Talon_Moonshadow's Avatar
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    Personally, I think a WF would make a better Wiz than Sor.
    You have no restrictions on Int for a WF.

    Also, unlike most others, I think dex is important for casters....my Drow Wiz has a very high dex and I think it has saved her butt many times.
    My phylosphy has been to minimize the damage I receive....not try to have anough HP to still be alive when the damage is done.
    It's worked out good for me..............
    IMO reflex save is the most imprtant in the game......even without evasion it really, really helps.

    However, a WF does have the potential for a high con......
    Also, with mod 6 we have a nice little feat that lets us use our Int modifyer for our reflex save.

    So, with that in mind, I would suggest a Wiz....with maxed out Int.....take the feat (forget name) to use your Int modifyer for your Reflex save..........and then play with the other stats to get what you can out of them, with an eys toward that high con you can get from a WF.

    Wiz also have Repair as a class skill.........the high Int gives a lot of skill points to your toon.
    No advantage for UMD.....but you really wouldn't need it for your self anyway.
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  7. #7
    Community Member jrhunger's Avatar
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    Question About being a wiz

    I dont have to be WF but isnt there a big mana differnce between sorc and wiz?

  8. #8
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    As has been said, drop dex for con, i'd drop str to 10 as well, but that's more of a personal preference. UMD is nice to have as a sorc. If you take balance, you save yourself an equipment slot later. Tumble does not need to be that high. Combat casting is god awful, take quicken if you really want to cast without failing concentration checks. Sorcs don't really need MT and IMT. Your enhancements aren't great either.

  9. #9
    Community Member sheldie's Avatar
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    Quote Originally Posted by jrhunger View Post
    I dont have to be WF but isnt there a big mana differnce between sorc and wiz?
    Yes, also sorcerers get double the spell points from items that give spell points. What you need to understand is that Wizards get more spells (wider variety) and get higher level spells earlier. Wizards are also allowed to change spells to suit the situation, so if you know your going up against undead, you can load up a bunch undead effecting spells. Also, my final point, wizards get a lot more feats than sorcerers and although they both get 2 + int bonus skill points, the wizard will end up with a lot more skill points too.
    To err is human, to moo bovine

  10. #10
    The Hatchery GeneralDiomedes's Avatar
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    Quote Originally Posted by MrCow View Post
    Doesn't do much for a Warforged Arcane as you innately have composite plating, bestowing 2 Armor-based AC. Once you get a +2 docent or higher then Mage Armor is useless to you. The Shield Spell on the other hand will grant you more AC if that is what you are looking for.
    AC from Shield will still not make much of a difference IMO. Jump is also a questionable spell at low levels. For the number of times it will be useful, just buy some potions or find a clickie.


    For low level quests, I would recommend Hypnotism to stop things from reaching you, Shocking Grasp to finish them off before they can swing at you (or swing more than once at you), or switching to a Tower Shield and blocking until a melee can get the aggro off you. Of course when soloing I tend to just Charm everything, but I wouldn't recommend that for groups Diplomacy on a Sorcerer is also very effective.

    But anyways .. Magic Missile, Jump, Shield and Mage Armor basically make you a Magic Missile monkey for your first three levels .. you will likely not be contributing a whole lot. At least take Maximize so you can take out a few bosses or casters.
    Last edited by GeneralDiomedes; 02-11-2008 at 09:44 PM.
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  11. #11
    Founder Aesop's Avatar
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    Wizards wnd up about 2/3 Sorceror's SP pool... they do however gain 1 feat at level 1 that a Sorc doesn't and another feat every 5th level so 5 total more feats than a Sorc can have.

    That's like having

    Empower
    Maximize
    Extend
    Heighten
    and Quicken Spell for free

    with regular Feat left over for Mental Toughness and Improved Mental Toughness Spell Pen and Greater Spell Pen and maybe a Spell Focus feat or two



    Sorcerors are huge nuktastic bastions of Mana and doom... Wizards can do the same but think a little more about it first and adapt to their circumstances... Sorcerors if at first they don't succeed throw more Firepower at it til it breaks under the weight

    A friend of mine said an interesting thing about the difference between Wizards and Sorcerors. Want to kill an Army bring a Sorceror want to kill the general bring a wizard... interesting view even if it isn't 100% accurate.


    I myself perfer wizards but that's just me.

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
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  12. #12
    Founder Aesop's Avatar
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    oh and at low levels Niacs Cold Ray is pretty harsh

    Hypno is great ...as long as the melee isn't a spaz

    Charm is fun on occassion

    Shocking Grasp is pretty awesome for close combat

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  13. #13
    Founder Hvymetal's Avatar
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    Quote Originally Posted by sheldie View Post
    Yes, also sorcerers get double the spell points from items that give spell points. What you need to understand is that Wizards get more spells (wider variety) and get higher level spells earlier. Wizards are also allowed to change spells to suit the situation, so if you know your going up against undead, you can load up a bunch undead effecting spells. Also, my final point, wizards get a lot more feats than sorcerers and although they both get 2 + int bonus skill points, the wizard will end up with a lot more skill points too.
    Also much easier for a Wiz to load Reconstruct without loosing as much.
    R.I.P. E.G.G. 3/4/08

  14. #14
    Community Member sheldie's Avatar
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    Quote Originally Posted by Hvymetal View Post
    Also much easier for a Wiz to load Reconstruct without loosing as much.
    My WF Wizard just carries wands and/or scrolls, no need to loose anything important now
    To err is human, to moo bovine

  15. #15
    Founder Hvymetal's Avatar
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    Quote Originally Posted by sheldie View Post
    My WF Wizard just carries wands and/or scrolls, no need to loose anything important now
    I carry Reconstruct scrolls but I don't really miss the slot for the spell too much. Besides I usually try and heal other Warforged in the group also.
    R.I.P. E.G.G. 3/4/08

  16. #16
    Community Member query's Avatar
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    Default Hi WF WIz 14/2 Rogue here

    So I know a few things about missing the top tier spell stuff and how to use your "low invested" stuff to the build's maximum.


    DON'T add a sorc level if you're going wiz. if you're going sorc, fine you can make it work up to 16 capped start Cha or not (after all we can make a WF cleric work also.) However I too will chime in with the enhancement options and bonus wizard feats you get compared to what a sorc usually does not take, you do get about 2/3 the spell points of a sorc. That 1 level "boost" of spell points is not worth those extra spell slots you really need to cast, and you WILL need it for those high level Shroud tasks unless you are a tactics minded player (and with respect, most players are not.)

    So stick to all wiz or sorc, or splash one and only one other class if you've never doen an arcane before, but not the same type of class. For instance, consider fighter if a battle wiz or cleric for the wand usage or rogue for the backstabing or paly for the auras, etc. These are nbot my personal suggestions (I suggst a pure class for your starting arcana) just examples.

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  17. #17

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    Quote Originally Posted by Hvymetal
    Also much easier for a Wiz to load Reconstruct without loosing as much.
    I think I would go into melt-down mode if my Warforged Sorcerer could no longer cast Reconstruction as a spell. It is so valuable to have for all those near-death experiences when you simply can't afford the time.
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  18. #18
    Founder Hvymetal's Avatar
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    Quote Originally Posted by MrCow View Post
    I think I would go into melt-down mode if my Warforged Sorcerer could no longer cast Reconstruction as a spell. It is so valuable to have for all those near-death experiences when you simply can't afford the time.
    If I build a WF Sorc, I will get the spell, probably not my 1st slot but I will get it, but I can see the reason a WF Sorc might not get it.
    R.I.P. E.G.G. 3/4/08

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