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  1. #1
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    Sep 2009
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    Default PvP Skills - Need Help

    So what skills should I get for a warforge wizard? I know pvp isn't very important in this game but I just like to have fun and its not like I don't have spare skill points, this is what i'm going to get in the far future(planning early I guess):

    Warforge
    18Int 20 Con(32pb)
    4 Conc
    2 Balance
    2 Hagle
    2 Jump
    2 UMD
    2 Tumble

    Any other skill that is handy for pvp?

  2. #2
    Community Member
    Join Date
    Jun 2009
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    133

    Default

    Quote Originally Posted by DnD3 View Post
    So what skills should I get for a warforge wizard? I know pvp isn't very important in this game but I just like to have fun and its not like I don't have spare skill points, this is what i'm going to get in the far future(planning early I guess):

    Warforge
    18Int 20 Con(32pb)
    4 Conc
    2 Balance
    2 Hagle
    2 Jump
    2 UMD
    2 Tumble

    Any other skill that is handy for pvp?
    I'd drop the haggle, even without considering build optimization you can't utilize it very effectively due to having a low charisma, and haggle being a CC skill. Balance, jump, and tumble are all pretty nice, although jump caps at 40, and your level 1 spell will give it a +30 enhancement bonus. Concentrate is generally a given, although it's worth noting that it doesn't matter for quickened spells.

    At the moment, not much else matters, but for a first character I'd moreso worry about him being well-rounded enough to carry you through the primary part of the game, and making sure he's effective questing. If you're going for a pure wizard the above listed skills seem pretty good, although I'd consider either spot or listen as well, generally people go with spot.

  3. #3
    Community Member
    Join Date
    Sep 2009
    Posts
    441

    Default

    Quote Originally Posted by Dretharis View Post
    I'd drop the haggle, even without considering build optimization you can't utilize it very effectively due to having a low charisma, and haggle being a CC skill. Balance, jump, and tumble are all pretty nice, although jump caps at 40, and your level 1 spell will give it a +30 enhancement bonus. Concentrate is generally a given, although it's worth noting that it doesn't matter for quickened spells.

    At the moment, not much else matters, but for a first character I'd moreso worry about him being well-rounded enough to carry you through the primary part of the game, and making sure he's effective questing. If you're going for a pure wizard the above listed skills seem pretty good, although I'd consider either spot or listen as well, generally people go with spot.
    The reason I got haggle was since I do not have shared bank I cant transfer cash or tiems between main toon and wizard, and I like getting the most out of the vendors with the current toon. And spot is the one where you see black enemies and not the footstep right? was considering dropping haggle or jump for it.

    And not sure if Jump is worth it since you can have that spell, and a Wizard can just re-learn it(not sure how spellbook in DDO works since I have a sorc), but I do like abilities that are passive.

  4. #4
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    Jun 2009
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    133

    Default

    Quote Originally Posted by DnD3 View Post
    The reason I got haggle was since I do not have shared bank I cant transfer cash or tiems between main toon and wizard, and I like getting the most out of the vendors with the current toon. And spot is the one where you see black enemies and not the footstep right? was considering dropping haggle or jump for it.

    And not sure if Jump is worth it since you can have that spell, and a Wizard can just re-learn it(not sure how spellbook in DDO works since I have a sorc), but I do like abilities that are passive.
    You can still mail or trade items/cash, you just can't transfer bound equipment. It takes awhile to mail plat though, probably better to find someone to help you trade that.

    Wizards learn two spells per level and can scribe as many scrolls as they want, using a scroll and the inscription materials. You can switch your selected spells in a tavern or at a rest shrine.

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