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Thread: Human Wizard

  1. #1

    Default Human Wizard

    Looking for a crowd control specialist - how does this stack up? Thanks for any input. Some spells are not listed and I'm hoping that I can find scrolls and inscribe them. Also some things are eaiser to cast from wand/scroll.

    Jules

    Code:
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    Savil 
    Level 16 Neutral Good Human Female
    (16 Wizard) 
    Hit Points: 132
    Spell Points: 1230 
    BAB: 8\8\13
    Fortitude: 8
    Reflex: 7
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength              8                     8
    Dexterity            14                    14
    Constitution         16                    16
    Intelligence         18                    26
    Wisdom                8                     8
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               3                    10
    Bluff                -1                    -1
    Concentration         7                    22
    Diplomacy             1                     8.5
    Disable Device        n/a                   n/a
    Haggle                1                     8.5
    Heal                  0                     8.5
    Hide                  2                     2
    Intimidate           -1                    -1
    Jump                  1                     8.5
    Listen               -1                    -1
    Move Silently         2                     2
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                6                    20
    Search                4                     8
    Spot                 -1                    -1
    Swim                 -1                    -1
    Tumble                3                     3
    Use Magic Device      1                     8.5
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Least Dragonmark of Passage
    Feat: (Human Bonus) Mental Toughness
    Spell (1): Charm Person
    Spell (1): Expeditious Retreat
    Spell (1): Hypnotism
    Spell (1): Jump
    Spell (1): Niac's Cold Ray
    Spell (1): Sleep
    Spell (1): Magic Missle
    Spell (1): Mage Armor
    Enhancement: Orien Balance I
    Enhancement: Human Versatility I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    Level 2 (Wizard)
    Spell (1): Detect Secret Doors
    Spell (1): Grease
    Enhancement: Extra Dragonmark I
    Enhancement: Human Improved Recovery I
    Enhancement: Wizard Wand Mastery I
    
    Level 3 (Wizard)
    Feat: (Selected) Spell Penetration
    Spell (2): Otto's Resistable Dance
    Spell (2): Glitterdust
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Wand Heightening I
    
    Level 4 (Wizard)
    Ability Raise: INT
    Spell (2): Daze Monster
    Spell (2): Web
    Enhancement: Human Versatility II
    Enhancement: Wizard Subtle Spellcasting I
    Enhancement: Wizard Intelligence I
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (3): Deep Slumber
    Spell (3): Haste
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar II
    
    Level 6 (Wizard)
    Feat: (Selected) Lesser Dragonmark of Passage
    Spell (3): Halt Undead
    Enhancement: Extra Dragonmark II
    Enhancement: Wizard Elemental Manipulation II
    
    Level 7 (Wizard)
    Spell (4): Wall of Fire
    Spell (4): Crushing Despair
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Subtle Spellcasting II
    
    Level 8 (Wizard)
    Ability Raise: INT
    Spell (4): Stoneskin
    Spell (4): Charm Monster
    Enhancement: Human Adaptability Intelligence I
    
    Level 9 (Wizard)
    Feat: (Selected) Spell Focus: Enchantment
    Spell (5): Hold Monster
    Spell (5): Cloudkill
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Energy of the Scholar III
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Enlarge Spell
    Spell (5): Waves of Fatigue
    Spell (5): Mind Fog
    Enhancement: Wizard Spell Penetration II
    
    Level 11 (Wizard)
    Spell (6): Mass Suggestion
    Spell (6): Flesh to Stone
    Enhancement: Wizard Improved Enlarge I
    Enhancement: Wizard Lineage of Deadly Elements II
    
    Level 12 (Wizard)
    Ability Raise: INT
    Feat: (Selected) Greater Spell Penetration
    Spell (6): Greater Heroism
    Spell (6): Chain Lightning
    Enhancement: Wizard Intelligence II
    
    Level 13 (Wizard)
    Spell (7): Otto's Sphere of Dancing
    Spell (7): Banishment
    Enhancement: Wizard Energy of the Scholar IV
    
    Level 14 (Wizard)
    Spell (7): Waves of Exhaustion
    Spell (7): Hold Person, Mass
    
    Level 15 (Wizard)
    Feat: (Selected) Greater Spell Focus: Enchantment
    Feat: (Wizard Bonus) Quicken Spell
    Spell (8): Otto's Irresistable Dance
    Spell (8): Charm Monster, Mass
    Enhancement: Wizard Spell Penetration III
    
    Level 16 (Wizard)
    Spell (8): Sunburst
    Spell (8): Trap the Soul
    Enhancement: Wizard Intelligence III
    Last edited by Jules921; 02-10-2008 at 04:59 AM.

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  2. #2
    Community Member Finvara's Avatar
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    You're missing out on a lot of the spells that aren't available to be scribed from scrolls, like Symbol of Pain and Solid Fog. Even if you don't think you'll use them often, by not taking them during level up, you completely lose the option.

    Also, the benefit from getting your constitution that high is pretty low, you might consider dropping it a little to reduce some of your other weaknesses, or maybe just make your diplomacy and UMD checks better with some higher charisma.
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  3. #3

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    Quote Originally Posted by Finvara View Post
    You're missing out on a lot of the spells that aren't available to be scribed from scrolls, like Symbol of Pain and Solid Fog. Even if you don't think you'll use them often, by not taking them during level up, you completely lose the option.

    Also, the benefit from getting your constitution that high is pretty low, you might consider dropping it a little to reduce some of your other weaknesses, or maybe just make your diplomacy and UMD checks better with some higher charisma.
    After getting the Int maxed I was guessing where else to put the points and dex for ac never really hurt. I've moved them around a bit from higher cha to higher str/dex.

    I wasn't sure what scrolls were available, but would check before leveling to make sure I get ones that aren't available. Are the feats ok?

    Jules

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  4. #4
    Community Member Finvara's Avatar
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    The feats look pretty decent. I'm not really familiar with that dragonmark, but I can't see where it would hurt. All the other spell selections make it plain exactly what you want to do, and I think you'll be able to do it pretty well.
    "Fox News is about indoctrination, not bias. The indoctrination was always hidden, as it is in the best advertising. - Fox News is not journalism, it’s a political campaign."
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  5. #5

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    The dragonmark is the passage one - exp ret 1 min per level then dimension door for lesser dragonmark.

    Jules

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  6. #6
    Founder TheWizard_Majar's Avatar
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    Lets start with your stats:

    Int 18 great, dex 14 drop to 10 only benifit is to your reflex save, wizard dont need ac. Con 16 is good leave there, wisdom raise to 10 no need to have a negative to your will save. Char 8 leave no need for it. Str any points left over raise to 10 so you are able to carry more stuff in your back pack.

    Most important skill is concentration, the rest pick as you wish. Feats you want to pick mental toughness, improve mental, extend, empower, heighten, spell school, spell pen (very important mod 6) I would not waste a feat on dragon marks. Feats should be picked to either give more mana, or to improve casting, or DC, or spell pen. anything else is not worth it. You might want to consider Mobility Feat.

    Enhancements anything to increase Int, mana, spell pen, and the strength of either like fire/ice, acid/lightning etc. crit damage etc.

    Not sure if this help these are just my thoughts. So take it for whats it worth. Best of luck

  7. #7
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    I think you'd get more use out of Spot, Hide, and Move Silent, than Diplomacy, Heal, and Repair skills. Spot especially. With a good spot item and buffs you can see quite a lot of hidden creatures without stumbling into them first.

    Reflex save is an important aspect of Dexterity. +/- 3 points of Reflex can be the difference between taking over 100 damage from some high level spell attacks or multiple 70+ repeated damage from mid-level evocation spells. Cometfall, Blade Barrier, and blade traps are especially nasty as they are unresistable except for Reflex half. If you opt for a low starting DEX be sure to get Trapblast goggles to wear for most quests (+4 Reflex), although that means you aren't likely wearing goggles of INT or Spot.

    Plan on Not getting Improved Mental Toughness. +70 or so spell points is fairly minor once you have over 1200 SP total. You can do without the feat if you load up on meta-magic enhancements like Maximize III, Heighten II, Energy of the Mage IV. If you really like using both Maximize and Empower then you can consider Improved feat. That feat essentially gives you an extra 2 spells to cast per rest at high level. My INT 32 human wizard has over 1400 SP with Mental Toughness. I can run out if Im a bit sloppy or we are having an extremely tough time on an adventure, but having an extra 80 SP wouldn't help me in these cases. I'll use mana potions for several 100 extra SP at a time in those rare cases.

    Mental Toughness is useful for a long time but you can eventually consider respecing it if there is another feat you really want instead, such as lots of Spell Foci +1 DC feats for awesome crowd control and slaying. As a human wizard you have a bonus feat so there is more room for spell specialization, saving throw survival feats, or the addition of fun feats like Dragonmarks or a weapon proficiency.

    My human wizard has Mental Toughness, Heavy Repeater, and Enlarge spell as her fun feats. I could do without either of them but I like having the little bit extra option. Definately get Maximize early on. Consider getting Empower too if you really like to do massive spell damage.

    My wizard does fine with Maximize only. 240 point Cones of Cold and 430 point Disintegrates are useful -- much higher with critical hits. If we need a lot of damage, say vs a Boss, I just cast those spells (or others) several times each. I consider her style more spell-casting finesse & control than damage.

    Including feats, items, and enhancements, Nightshayde can have +3 DC Necromancy, +2 DC enchantments, +1 DC transmutation & conjuration, and +7 extra Spell Penetration. I have to swap bracers and hand-held items around to get the extra +1 or +2 to this or that. Im looking for a set of bracers with both Evocation +1 DC and Necromancy +1 DC to replace the simple Necro +1 DC bracers I swap to on occasion. Heightened Finger of Death DC 32 is pretty wicked, even against elite saves. Very very rarely will an elite monster survive the Finger, which is kinda odd because in real D&D advanced fighter-like monsters often have better than +20 Fort saves.
    Last edited by winsom; 02-13-2008 at 02:33 AM.
    Nightshayde, Wiz 24 (Ghallanda), Kyonna, Dru 24, Irnaetha, Mnk 19, Drelzna Art12/Rog2, Aurelyn, Pal11/Ftr2, Eidoloni, Rog 17, Tymore, Sor 20 (Khyber)

  8. #8

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    I agree and disagree with various points the above posters made, some of your selections were optimal, others not so much. I invite you to educate yourself and check out the wizards handbook, whos link is below in my sig. I have my human CC wiz detailed out in there as well. Good luck.
    Vienemen 17 Human ArchWizard, 28 pt build approaching 3000 Flava
    Landerghast 17 Human Kensai Blender
    Wizards Handbook Vienemen's Vault

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