I have decided to make a melee-wizard PURELY based on the fact that tensers has a cool graphic. That being said, I think it can be done decently. Better than a tempest? Probably not.. but why not give it a whirl? That's what DDO is all about, imo.
So here's the first draft.
Code:Character Plan by DDO Character Planner Version 2.96 DDO Character Planner Home Page MeleeWiz Level 16 Lawful Good Warforged Male (5 Fighter \ 11 Wizard) Hit Points: 211 Spell Points: 835 BAB: 10\10\15\20 Fortitude: 11 Reflex: 10 Will: 8 Starting Feat/Enhancement Abilities Base Stats Modified Stats (32 Point) (Level 1) (Level 16) Strength 12 15 Dexterity 16 22 Constitution 14 18 Intelligence 16 20 Wisdom 10 10 Charisma 6 6 Tomes Used +2 Tome of Strength used at level 16 +2 Tome of Dexterity used at level 16 +2 Tome of Constitution used at level 16 +2 Tome of Intelligence used at level 16 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 16) Balance 5 15.5 Bluff -2 -2 Concentration 6 23 Diplomacy -2 -2 Disable Device n/a n/a Haggle 0 5 Heal 0 0 Hide 3 6 Intimidate -2 -2 Jump 1 2 Listen 0 0 Move Silently 3 6 Open Lock n/a n/a Perform n/a n/a Repair 3 5 Search 3 5 Spot 0 0 Swim 1 2 Tumble 5 15.5 Use Magic Device 0 7.5 Level 1 (Wizard) Feat: (Wizard Bonus) Maximize Spell Feat: (Selected) Mental Toughness Level 2 (Wizard) Level 3 (Wizard) Feat: (Selected) Weapon Finesse Level 4 (Wizard) Level 5 (Wizard) Feat: (Wizard Bonus) Extend Spell Level 6 (Wizard) Feat: (Selected) Improved Mental Toughness Level 7 (Wizard) Level 8 (Wizard) Level 9 (Wizard) Feat: (Selected) Two Weapon Fighting Level 10 (Wizard) Feat: (Wizard Bonus) Heighten Spell Level 11 (Wizard) Level 12 (Fighter) Feat: (Fighter Bonus) Improved Two Weapon Fighting Feat: (Selected) Weapon Focus: Piercing Weapons Level 13 (Fighter) Feat: (Fighter Bonus) Oversized Two Weapon Fighting Level 14 (Fighter) Level 15 (Fighter) Feat: (Fighter Bonus) Improved Critical: Piercing Weapons Feat: (Selected) Toughness Level 16 (Fighter) Enhancement: Fighter Attack Boost I Enhancement: Fighter Attack Boost II Enhancement: Fighter Critical Accuracy I Enhancement: Fighter Critical Accuracy II Enhancement: Wizard Improved Maximizing I Enhancement: Wizard Improved Maximizing II Enhancement: Wizard Improved Maximizing III Enhancement: Wizard Lineage of Elements I Enhancement: Wizard Lineage of Elements II Enhancement: Wizard Lineage of Elements III Enhancement: Wizard Elemental Manipulation I Enhancement: Wizard Elemental Manipulation II Enhancement: Wizard Elemental Manipulation III Enhancement: Wizard Elemental Manipulation IV Enhancement: Wizard Energy of the Scholar I Enhancement: Wizard Energy of the Scholar II Enhancement: Wizard Energy of the Scholar III Enhancement: Wizard Intelligence I Enhancement: Wizard Intelligence II Enhancement: Fighter Strength I Enhancement: Fighter Toughness I Enhancement: Fighter Toughness II Enhancement: Warforged Constitution I Enhancement: Warforged Constitution II Enhancement: Warforged Healer's Friend I Enhancement: Warforged Healer's Friend II Enhancement: Warforged Inscribed Armor I
Functions:
Party buffer, Self buffer.
CC when needed. (Buffs and CC don't require high spell DCs)
Melee DPS (I doubt he'll be able to tank much, but you never know.)
Backup function as fire/ice damage.
Solo monster.
Typically, I could see him buffing the party, then himself. Tensers, bust out the rapiers and go hacking **** up. When haste runs out, so will tensers and displacement. Rebuff, reroll. If the quest calls for CC or secondary nuking, do that. WF wiz able to self heal and has utility spells like knock, jump, DDoor.
Final HP around 330 (GFL, Con6, no shroud item)
Final SP around 1100 (Magi, Int6, no shroud item)
Final AC not calculated. I suspect it would be pretty low (about 35? Maybe 40?).
I'm not very knowledgeable about building melee guys, so I'm sure I made some goofs as usual. Ideas? Thoughts? Corrections? I'd appreciate it all. Unless someone has some major fault that I miss, Im going to roll this toon. I'd like to work out some kinks first.