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  1. #1
    Community Member Raberoda's Avatar
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    Default Looking for a Wiz or Sorc/Ranger build

    I am looking for a build with a mix of Wizard or Sorc/ Ranger or any other multiclass build anyone recomends

  2. #2
    Community Member VKhaun's Avatar
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    11 sorc or wizard is your magic number. At 11, you max out scorching ray and an ice version of it coming with mod9 called freezing lance. Fire and Ice are paired in the enhancements. These two attacks have no save throw, no spell resistance check, and are not based on caster level. They just reach full effect at 11 sorc or wizard.

    12 sorc/wizard is not obviously useful now, but will be later for prestige classes. Sorcerer prestige set to be added, not in mod9, but hopefully soon, will focus on an individual element. Wizard will have other unusual effects that I'm not too familiar with to be honest. In either case, they will become available at caster level six, twelve, and eighteen, so again I think 12 is a good bet even if not immediately useful.

    6 ranger is tempest, a good goal. Wand usage for fleshies.
    6 fighter is kensai, 8 fighter is another specialization. Lots of feats.
    7 rogue is a good point for sneak attacking enhancements and granted abilities.

    2 levels of paladin gives you charisma added to your saving throws, and a few other perks. 2rogue will give you evasion, uncap nearly every skill to be full ranks (at double cost), and 2 monk will also give you evasion, as well as add your wisdom score to your AC as long as you don't wear armor or a shield, and allow an extra two feats from a rather restrictive list, but does include useful things like toughness and saving through boosting feats. Fighter 2 will give you two combat feats.

    One thought I had was that sorcerer was an obvious choice for double SP from items, but it turns out you only actually get the item's increase, +% that you have multiclassed sorcerer. A normal sorcerer, pure, is 100% sorcerer so they get +100%. If you're 10sorc/10other stuff you'd only get +50% bonus, or 150sp's from a 200sp item. Still better then a kick in the ass though.

    The only other thing I'd throw out there, is that you don't need a casting stat if you don't want to take one. You only need spell level plus eleven to cast the spell, and if you can melee decently you should not be casting nearly as much as a full caster. There are tons of spells with no SR check and no DC. Fogs in particular. The above mentioned pair of attacks. Firewall will again get bonuses from the above mentioned fire/cold enhancement pairs and only take 15 of your chosen casting stat including all items. You could start with 12int for skills and be using a +3 casting stat item by the time you actually have taken the spells.
    Last edited by VKhaun; 07-09-2009 at 06:49 PM.

  3. #3
    Community Member oberon131313's Avatar
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    Quote Originally Posted by VKhaun View Post
    At 11, you max out scorching ray and an ice version of it coming with mod9 called freezing lance. Fire and Ice are paired in the enhancements. These two attacks have no save throw, no spell resistance check, and are not based on caster level.
    pretty sure ice lance gets a saving throw.
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  4. #4
    Community Member Trillea's Avatar
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    Quote Originally Posted by VKhaun View Post
    11 sorc or wizard is your magic number. At 11, you max out scorching ray and an ice version of it coming with mod9 called freezing lance. Fire and Ice are paired in the enhancements. These two attacks have no save throw, no spell resistance check, and are not based on caster level. They just reach full effect at 11 sorc or wizard.

    12 sorc/wizard opens up some more enhancements, and the prestige classes. Sorcerer prestige set to be added, not in mod9, but hopefully soon, will focus on an individual element. Wizard will have other unusual effects that I'm not too familiar with to be honest. In either case, they will become available at caster level six, twelve, and eighteen, so again I think 12 is a good bet.

    6 ranger is tempest 1, a good goal.

    2 levels of paladin gives you charisma added to your saving throws, and a few other perks. 2rogue will give you evasion, uncap nearly every skill to be full ranks (at double cost), and 2 monk will add your wisdom score to your AC, and allow an extra two feats from a rather restrictive list, but does include useful things like toughness and saving through boosting feats.
    Actually Frost Lance has a fort save for 1/2 damage.
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  5. #5
    Community Member Raberoda's Avatar
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    I just have one more question now should I start with ranger or sor/wiz and what race is good for this multiclass

  6. #6
    Community Member Slink's Avatar
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    Good friend of mine capped his WF 8 wiz/6 rgr/ 2 monk few weeks back.

    1:30 haste/FW/tempest/hovering mid 60's AC last I heard.
    Put a docent of quickening on him.
    He is AFK for a while til mod 9 shows but was enjoying the build immensely.
    His only complaint was the scrolls he was burning; "small fortune" were the words he used I think, lol.

    He didnt take tempest until 16.
    Level progression was wiz first then monk for AC benefits prior to GH then tempest.
    Either way, GLHF.

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  7. #7
    Community Member VKhaun's Avatar
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    They're right, it's fort save for 1/2 on frost lance according to the dev.

    IMHO sorcerer then. If scorching ray doesn't get a fort save added you would go with the sorcerer fire prestige.

    Warforged is the obvious synergy with being able to repair yourself.

    I would do all melee first. The early game is very clearly the fighter's domain, and having played through it on my wizard, I feel that so is giant hold to a significant degree. I would take ranger 6 asap for reptiles swapping to undead after the harbor, then giants, and then the 2 multiclass of your choice, making sure you created it lawful if you want monk or paladin, and then going all sorc from 8->20.

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    My plan is a very late bloomer though. You'll be playing most of the time as a gimpy ranger with arcane utility.
    Last edited by VKhaun; 07-09-2009 at 07:04 PM.

  8. #8
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    I ran a human wizard/ranger combo a few mods back that was fairly effective. I focused on ranger rather than wizard, taking wizard only for the ability to use wands (particularly flame arrow wands). Flame stacked on a different elemental effect (I had ice) stacked on bow strength made for a pretty fun outdoors ranger. Multishot dealt out pretty good damage for that time.

    Others have posted concerning the wizard/sorcerer aspect.

    The question I would ask is this, "Why this class combo?"

    Any classes can be mashed together into a multiclass build. What is it that ranger is giving to you that makes you want it in a build? Same for wizard/sorcerer?

    Knowing more about what you are wanting the build to do would help in making recommendations.

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