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  1. #1
    Community Member WorldTraveler's Avatar
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    Default Need some experienced caster feedback

    I ran with a drow 13 ranger/2 monk/1 rogue build that was high dex wis weapon finesse. It
    was very much based on Geonis's build but I dropped one bonus in dex starting to use the
    extra points to raise up con further. I've had a lot of fun running it and it performs
    very well, doing great dps and with the first serious AC I've managed to achieve (though
    that'll drop 2 thanks to the tempest nerf).

    As a challenge out of boredom, I started out from true scratch on a different server, and
    during the fun or rerunning the new quests (yes, I'm about a year and a half player who
    loves the new Korthos Island stuff and runs it even though I can skip it), I decided to
    really try and challenge myself. I used the preplanned build it rated as the hardest to
    solo, the necromancer wizard. This was a double challenge in a way, as I never played a
    caster type before as well. I fully expected to die in many varied and interesting ways.
    Of course I wasn't disappointed, as I did at first. Then I started figuring out how to
    start using the wizard's most important weapon, intelligence. I started training mobs
    into chokepoints, burning hands on them, and well, to make a long story short, I had a
    ball and learned a lot about playing a squishy caster. I got her off the island and to
    level three solo only with no possible twink. OK, the new beginner items are definitely
    uber twink for the level range in my opinion, but it's available under the same rules
    many hardcore permadeathers follow, so for someone who isn't I figure it's all good.

    At any rate, I was inspired to attempt a build that occured to me in which essentially, I
    replaced the 13 ranger levels of ranger/monk idea with wizard. I knew that if any class
    benefitted the least from multiclassing, it was casters in general, but I also browsed
    the forums and found many builds that splash three levels and still profess to be mostly
    effective wizard builds even at end game, most notably, those that use rogue for trap
    and lock skills. I played with the numbers for starting stats for a drow, as for a
    wizard that planned to use finnesse dex and int, there is no race with cheaper peak scores
    for them. I discovered that I could end with a dex score only two pluses below the
    ranger/monk and only one wisdom bonus down. This surprised me as the int remains the main
    boosted stat ending in a 32 if later a +3 int tome is eaten. An exceptional int item
    could boost that potential to 34 and free up 6 action points.

    But I did mention how I've never made a caster before, right? So let's have it then. I
    believe that as early as I could use divine power clickies, I could even melee decent at
    mid levels. If the +4 dex, +4 str, and +4 con of Tenser's Transformation stacks with
    item score enhancements, then when I can cast it, I could really gain a nice attack and
    defense boost. This is one of several question though that I also have. Does it? Tell
    me what you think. I wanted fairly high rogue skills to be at least a decent trap caster
    if nothing else. But how does it fare as a wizard? Is spell pen gonna be too low to be
    useful at end levels? I know the combat expertise may seem strange since casting turns it
    off, but then it isn't meant on a build with half BAB to be on when not divine powered or
    Tensered. The idea had appeal to me for solo ability too. I included a lot of the details
    including chosen spells since these would reflect my choices if I could not afford to buy
    everything and scribe it. That also shows what understanding I have of "useful spells".
    Feel free to suggest better ideas. This is my first build posted. Explanation and
    reasons are what I'm after. Whether flames or not, if it has reasons and breakdown of why,
    it will be studied scrupulously. Thank you for the help. Sorry about the length. Note,
    none of the +6 items or any gear are included as this part of the planner has never worked
    properly that I could figure out.
    Code:
    Character Plan by DDO Character Planner Version 3.00
    DDO Character Planner Home Page
    
    Level 16 Lawful Good Drow Female
    (1 Monk \ 2 Rogue \ 13 Wizard) 
    Hit Points: 162
    Spell Points: 874 
    BAB: 7\7\12
    Fortitude: 8
    Reflex: 15
    Will: 13
    
                      Starting            Ending          Feat/Enhancement
                     Base Stats         Base Stats         Modified Stats
    Abilities        (Level 1)          (Level 16)           (Level 16)
    Strength              9                 10                   10
    Dexterity            16                 19                   22
    Constitution         12                 14                   14
    Intelligence         17                 21                   24
    Wisdom               14                 16                   16
    Charisma             11                 12                   12
    
    Tomes Used
    +1 Tome of Strength used at level 1
    +2 Tome of Dexterity used at level 1
    +1 Tome of Intelligence used at level 1
    +2 Tome of Wisdom used at level 1
    +1 Tome of Charisma used at level 1
    +2 Tome of Constitution used at level 16
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 16)          (Level 16)
    Balance               8                 13                   13
    Bluff                 2                  2                    2
    Concentration         3                 19                   19
    Diplomacy             5                 11                   11
    Disable Device        8                 23                   23
    Haggle                1                  1                    1
    Heal                  5                  5                    5
    Hide                  4                  6                    6
    Intimidate            1                  1                    1
    Jump                  3                  3                    3
    Listen                3                  3                    5
    Move Silently         8                 10                   10
    Open Lock             8                 17                   17
    Perform               n/a               n/a                   n/a
    Repair                4                  7                    7
    Search                8                 21                   23
    Spot                  3                  3                    5
    Swim                  0                  0                    0
    Tumble                8                 13                   13
    Use Magic Device      5                 20                   20
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Bluff (+1)
    Skill: Concentration (+2)
    Skill: Diplomacy (+4)
    Skill: Disable Device (+4)
    Skill: Heal (+2)
    Skill: Jump (+3)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    Enhancement: Rogue Skill Boost I
    
    
    Level 2 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Wizard Bonus) Maximize Spell
    Spell (1): Burning Hands
    Spell (1): Charm Person
    Spell (1): Hypnotism
    Spell (1): Mage Armor
    Spell (1): Magic Missle
    Spell (1): Ray of Enfeeblement
    Spell (1): Shield
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 3 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Weapon Finesse
    Spell (1): Chill Touch
    Spell (1): Summon Monster I
    Enhancement: Wizard Intelligence I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Spell (2): Command Undead
    Spell (2): Hypnotic Pattern
    
    
    Level 5 (Rogue)
    Skill: Diplomacy (+3)
    Skill: Disable Device (+2)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+4)
    Enhancement: Drow Melee Attack I
    Enhancement: Elven Dexterity I
    Enhancement: Racial Toughness I
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Rogue Dexterity I
    
    
    Level 6 (Wizard)
    Skill: Concentration (+2)
    Skill: Diplomacy (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Penetration
    Spell (2): Blur
    Spell (2): Touch of Idiocy
    Enhancement: Wizard Elemental Manipulation II
    
    
    Level 7 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Extend Spell
    Spell (3): Haste
    Spell (3): Ray of Exhaustion
    Enhancement: Racial Toughness II
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 8 (Monk)
    Ability Raise: INT
    Skill: Balance (+3)
    Skill: Concentration (+1)
    Skill: Diplomacy (+2)
    Skill: Tumble (+3)
    Feat: (Monk Bonus) Combat Expertise
    
    
    Level 9 (Wizard)
    Skill: Concentration (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Two Weapon Fighting
    Spell (3): Displacement
    Spell (3): Protection From Energy
    Enhancement: Elven Dexterity II
    Enhancement: Wizard Intelligence II
    
    
    Level 10 (Wizard)
    Skill: Concentration (+1)
    Skill: Open Lock (+2)
    Skill: Use Magic Device (+1)
    Spell (4): Enervation
    Spell (4): Wall of Fire
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Elemental Manipulation III
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Contagion
    Spell (4): Phantasmal Killer
    
    
    Level 12 (Wizard)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Spell (5): Cone of Cold
    Spell (5): Waves of Fatigue
    Enhancement: Drow Melee Attack II
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (5): Dismissal
    Spell (5): Mind Fog
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (6): Greater Heroism
    Spell (6): Tenser's Transformation
    Enhancement: Wizard Lineage of Elements III
    
    
    Level 15 (Wizard)
    Skill: Disable Device (+1.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Penetration
    Spell (6): Acid Fog
    Spell (6): Create Undead
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (7): Finger of Death
    Spell (7): Waves of Exhaustion
    Enhancement: Wizard Spell Penetration III
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Wizard Intelligence III

  2. #2
    Community Member Lucian_Navarro's Avatar
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    Default My two copper...

    Disclosure (My input is purely speculation)

    With the addition of PrE's is it wise to take 18 levels in a main class to get the Teir 3 Enhancements, unless that does not interest you.

    By choosing Rogue or Monk it basically tells me you desire the Class Restricted Evasion Feat.

    Since you'll have a high intelligence you will most likely desire high value skills such as UMD in which a Rogue would be ideal.

    Since your armor will either be Light or Nothing, a Monk's AC is better suited coupled with thier ability for unarmed combat.

    My recent experience with the higher level quests, Spell Penetration items and enhancements are vital unless you plan to affect them with AoE spells or those that automatically bypass Spell Resistance and Saves (Polar Ray). So the goal would be as close to 20th for you main class as possible.

    Tensers Transformation has many limiting factors which is why Madstone Rage is superior.


    With all of these factors I would suggest 18th Wizard / 2nd Monk or 2nd Rogue

    ZEIRA

  3. #3
    Community Member WorldTraveler's Avatar
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    Default

    Thank you for the feedback. I knew that 18 would get tier three of the pre, but I had the
    same issue with this idea as I had with my ranger/monk. I wanted UMD in both as a class
    skill and evasion was also a must. But the monk wisdome AC bonus and feat extra also was
    a part of it. Had I known that rangers get evasion at 9, I might've slimmed down the
    ranger/monk build to 18/1/1 and suffered without evasion to around level 11. This is not
    an option for the wizard. I either give up evasion, something I'm not willing to do with
    a squishy caster, give up the monk AC bonus which is an important part of potentially
    gaining an AC with proper gear that actually stays above the hit on a two worthlessness
    threshold, or give up on UMD and all the trap skills I wanted. She can take the tier two
    of them and will have level nine spells at 20 and that's enough for me. The main concern
    I had was that pushing the combat aspect of war wizard even if only for three levels of
    loss not undercut the power as a wizard. That is one of the reasons I didn't go down the
    beaten path of warforged. An inherent spell failure chance that only certain rare raid
    gear and or a commitment of action points could lessen or eliminate definitely tilts the
    teter totter too far in the war direction for me. Plus, their only boosted stat is not
    the important int or dex scores that a drow has both. The damage reduction and immunities
    are nice, but I see them go down just as fast as other casters when aggro turns too hot.
    So without really having any experience to reference, I imagine all wizards and sorcerers
    must learn to rely on their kill it quick and/or diplomacy abilities anyway.

    I have some questions though. The +4 con from Madstone stacks on top of your +6 from item
    and even second Madstone effect. This tells me it is of a different type bonus than the
    items (enchanted bonus I think, which is why it doesn't stack with the spells like bears
    endurance). But what type of bonus is the +4 to str, dex, and con given by the Tenser's
    Transformation spell? If it doesn't stack, it's a near worthless spell that amounts to
    nothing more than a clickie of divine power or a Madstone on demand effect. If it does,
    then it benefits both finesse fighting casters and strength based equally while giving the
    same +4 con boost and full BAB you'd get from Madstone.

    Also, the enhancement lines lineage of deadly this or that versus lineage of the same
    effect the critical multiplier or the percentage chance of a critical spell hit. My
    question is given that the description on the one that says increases crit multiplier from
    1 to 1.25, does this mean that without any of that line taken, the chance to crit is
    meaningless since even if you do, it does one times the normal damage? In other words, is
    it pointless to take the other line, increasing chance of crit without taking at least
    some of the other? The enhancements are not fixed, and may change over time with better
    understanding of the effects.

    And does anyone know all the forms of stacking spell penetration there are? I assumed the
    feats spell penetration and greater spell penetration stack with item given ones. Are there
    others?
    Last edited by WorldTraveler; 01-28-2009 at 03:48 PM.

  4. #4
    Community Member Lucian_Navarro's Avatar
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    Default

    Madstone and Tensers are very different.

    Tensers give you weapon proficiencies so you can use weapons that you normally are unable to when this is active unlike Madstone. Madstone stacks with Enchantment Bonuses, so active it will grant +8 STR and +10 CON (Provided you wear +6 items). The first added bonus is that you can use Arcane Rage too, this brings your overall bonuses to +10 STR and +12 CON. The second added feature is that if you are struck in combat while wearing your Madstone boots, another application is applied (For a total of two Madstone Rages). Giving you a combined bonus of +12 STR and +16 CON.

    You could cast Tenser's and while wearing the boots and hope to get hit so Madstone Rage gets cast upon you.
    Tenser's is only worth it while you do not have the Madstone Boots.

    The Lines work like this;
    One will increase basic damage.
    One will increase the chance of a critical.
    One will increase the multiplier if a critical is acheived.

    I do not know the best combinations for Spell Penetration as my character went the route of an Eldritch Knight. At 20th level she will be able to hit 30 STR and 30 CON.

    ZEIRA
    Last edited by Lucian Navarro; 01-28-2009 at 05:43 PM.

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