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  1. #1
    Community Member kingfisher's Avatar
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    Default where does he go from here?

    so where does the 14/2 wiz/rogue go from lvl 16? final four lvls of caster? 3 more caster and one rogue? 2 caster lvls a rogue lvl and something else?

    thinking about building one fo these to run through the new lowbie content when it comes out and thought i see what thoughts were on the future of this build. i think its a really cool build and i always thought the idea of and arcane scout was cool. i think a 12/2/2 wiz/rogue/ranger would be fun to play but prolly thought of as "gimped".

    txs

  2. #2
    Founder Solmage's Avatar
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    If you're asking about mechanical efficiency, then wizard 18/2 is the only non-gimped choice. If you're talking a build you enjoy playing because getting X makes it more enjoyable because of Y , then choose X.
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  3. #3
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    Impaqt's Avatar
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    Quote Originally Posted by Solmage View Post
    If you're asking about mechanical efficiency, then wizard 18/2 is the only non-gimped choice. If you're talking a build you enjoy playing because getting X makes it more enjoyable because of Y , then choose X.
    Why?

    What does 18 Wiz give you that 17 doesnt? 1 more point for SR Checks.. Some SPell Points.... You've already given that up for rogue levels.... a little more certainly isnt going to GImp you.

    A 3rd Level of Rogue gives you an extra d6 of SA Damage if ya melee at all, access to more Rogue ENhancments, couple more Hit points, and a lot more skill points to cap off anything you might of had to skimp on during leveling.
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  4. #4
    Community Member Dylos_Moon's Avatar
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    Quote Originally Posted by Impaqt View Post
    Why?

    What does 18 Wiz give you that 17 doesnt? 1 more point for SR Checks.. Some SPell Points.... You've already given that up for rogue levels.... a little more certainly isnt going to GImp you.

    A 3rd Level of Rogue gives you an extra d6 of SA Damage if ya melee at all, access to more Rogue ENhancments, couple more Hit points, and a lot more skill points to cap off anything you might of had to skimp on during leveling.
    18/2 gets you 1 level closer to Wizard 21 then a 17/3. Caster level 21 is a pnp requirement for Epic Spells (as well as a high spellcraft skill, which isn't even in ddo.) Likely you will need caster level 21 when we are given epic levels in order to cast epic spells, however, this will greatly depend on how turbine decides to do epic levels and epic spells. Other then Epic spells, I see no reason why 18/2 and 17/3 would be very different.
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  5. #5
    Community Member malicia's Avatar
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    Quote Originally Posted by Impaqt View Post
    Why?

    What does 18 Wiz give you that 17 doesnt? 1 more point for SR Checks.. Some SPell Points.... You've already given that up for rogue levels.... a little more certainly isnt going to GImp you.

    A 3rd Level of Rogue gives you an extra d6 of SA Damage if ya melee at all, access to more Rogue ENhancments, couple more Hit points, and a lot more skill points to cap off anything you might of had to skimp on during leveling.
    Well as i found while levelling up my wiz/rogue, multiclassing a caster is a sketchy at best practice if your main focus is going to be that of a spellcaster.

    2 levels worth of SP in the already small pool of a wizard is nothing to scoff at, plus the base damage and SR check numbers of most spells are dependant on your caster level.

    Of course you may find that your bread and butter spells have an upper limit of 15 caster levels so the damage argument is not always a concern but -2 on SR checks can be painful even at level 16, and one can only imagine that defeating SR will only become more difficult in patches to come.

    Itll come down to what you made your wiz/rogue for. If you wanted to do it for the trap skills only and are not bothered with evasion, there is no real reason to take more than 1 rogue level. the level 2 rogue enhancements arent going to help you much at all. I personally went for 2 levels of rogue to net evasion and coupled with insightful reflexes it provides a very large level of survivability for a squishy, plus excellent trap skills with the high int modifier.

    the SP thing can be offset a bit with shroud items but levelling up it really can hurt running around at level 11 or 12 with an SP pool the size of a level 6 sorc.

    If you werent bothered for trap skills and just wanted evasion, 2 monk levels would have been your better choice. you could net 2 toughness feats and the first water stance for a bonus to all saves.

    All in all though, unless you had melee in mind i cant really see any reason why you would ever take a third rogue level.
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