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  1. #1
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    Jul 2009
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    Default WF "Kitchen Sink" - Rogue 3 / Fighter 6 / Wizard 11

    A "do it all" Gish build.

    The Kensai weapon I threw in for now is a Heavy Mace... mostly because I have no end game experience, but I know in the lower levels the casters normally dual wield blunt weapons because of their caster oriented buffs (bonus spell crit, extra SP, etc.). So I'm definitely open to some feedback on the weapon choice.

    Please let me know what you think.

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Hybrid Theory
    Level 20 True Neutral Warforged Male
    (6 Fighter \ 3 Rogue \ 11 Wizard) 
    Hit Points: 304
    Spell Points: 875 
    BAB: 13\13\18\23
    Fortitude: 13
    Reflex: 12
    Will: 9
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 20)
    Strength             14                    23
    Dexterity            15                    18
    Constitution         14                    18
    Intelligence         16                    20
    Wisdom                6                     8
    Charisma              6                     8
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                     6
    Bluff                -2                     0
    Concentration         2                     4
    Diplomacy            -2                    -1
    Disable Device        7                    28
    Haggle                2                     3
    Heal                 -2                    -1
    Hide                  2                     2
    Intimidate           -2                    -1
    Jump                  6                     8
    Listen                2                     3
    Move Silently         2                     2
    Open Lock             6                    22
    Perform              n/a                   n/a
    Repair                7                    11
    Search                7                    29
    Spot                  2                     3
    Swim                  2                     2
    Tumble                6                     6
    Use Magic Device      2                    22
    
    Level 1 (Rogue)
    Feat: (Selected) Mithral Body
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    
    
    Level 3 (Fighter)
    Feat: (Selected) Mental Toughness
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 4 (Fighter)
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Selected) Toughness
    
    
    Level 7 (Fighter)
    
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    
    
    Level 9 (Rogue)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Wizard)
    
    
    Level 11 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    
    
    Level 12 (Fighter)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 13 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 16 (Wizard)
    
    
    Level 17 (Wizard)
    
    
    Level 18 (Wizard)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Wizard Bonus) Quicken Spell
    
    
    Level 19 (Wizard)
    
    
    Level 20 (Rogue)
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Rogue Skill Boost I
    Enhancement: Kensei Heavy Mace Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Strategy (Trip) II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Search I
    Enhancement: Wizard Lineage of Force I
    Enhancement: Wizard Lineage of Force II
    Enhancement: Wizard Force Manipulation I
    Enhancement: Wizard Force Manipulation II
    Enhancement: Wizard Force Manipulation III
    Enhancement: Wizard Force Manipulation IV
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Rogue Dexterity I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Construct Thinking I
    Enhancement: Warforged Construct Thinking II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Warforged Inscribed Armor II
    Enhancement: Warforged Tactics I

  2. #2
    Community Member JeffreyGator's Avatar
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    Apr 2008
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    Default

    For a WF you might think about THF instead of TWF.

    If you are going to TWF I would use scimitars probably if not an exotic weapon. They smite better.

    Casters generally don't swing and hit things with thier castery weapon sets. Just like you switch weapons to disrupters for undead, banishers for outsiders and smiters for constructs you have a set of firelore and spell penetration for when you are casting firewall.

    I have a sorc 12 pally 4 rog 2 that can banish/vorpal/smite etc. wiuth different weapon sets and has another for casting PK +2 illusion/+2 spell pen and a different set for fire spells you will be buying and switching between lots of weapons.

    Spell usage as you level up is interesting.

    Mid levels you will have web and glitterdust as your aoe when other casters have firewall, but you have some evasion and can do traps - which not all players care about.


    This will be either a fun build for you or frustrating since it may not be uber and people will expect everything and you may not have that starting out.


    And a variety of other multiclassed toons without vowels thnk/r/s/rbll/sgmp

  3. #3
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    Default

    Quote Originally Posted by Xykal View Post
    A "do it all" Gish build.
    the perfect example of do-it-nothing build.

    Will it work thou? ofc this is DDO.
    Will you get into groups? ofc, this is DDO.
    Camp Naughty Bad Fun
    Jichael Mackson

  4. #4
    Community Member Phidius's Avatar
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    Mar 2006
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    3,467

    Default

    Quote Originally Posted by 78mackson View Post
    the perfect example of do-it-nothing build.
    ...
    That's a little harsh... and a bit exagerated. Try to ignore posts that criticize without offering suggestions.

    However, the basic message is sound. This build will be lacking in many of the areas people look for a caster for their groups, so therefore cannot be truly considered a do-it-all build.

    Insta-kills and crowd controls, to be specific.

    Gemstone is similar in many ways. I just play to his strengths, and make sure party leaders know what to expect. He's a tough nut to crack, and is a blast to play. He's certainly not Precious, that's for sure.

    I'd recommend going for 12th wizard instead of 3rd rogue, as the extra spells you get will be far more valuable than what you get for your 3rd level of rogue.

    I'd also try to find better feats than the Mithral Body and the 2 Mental Toughness feats. Look into Power Attack and Maximize, for instance. With Maximize and Empower on, you'll eat through your spell points pretty dang fast, but when you need burst spell DPS, you'll need those 2 feats on.

    Considering that you only need a total 16 Intelligence to cast 6th level spells, and you are counting on a +2 int tome by level 7, you can cut back on your intelligence and add to your strength. It might be better to start with an intelligence of 12 (12 + 2:tome + 2:enhancement) to get a 16 undispellable intelligence.

    With only 11/12 caster levels, you won't be able to get the Spell Penetration or the DC you need for your spells to land, so you need to go with spells that don't have spell resistance or an all-or-nothing save spell. No sense putting extra points into Int (IMHO) for this type of build.

    There's room for improvement in your enhancements, too, but that's a small matter, and one you can take care of without re-rolling.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  5. #5
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    Default

    Quote Originally Posted by Phidius View Post
    That's a little harsh... and a bit exagerated. Try to ignore posts that criticize without offering suggestions.

    However, the basic message is sound. This build will be lacking in many of the areas people look for a caster for their groups, so therefore cannot be truly considered a do-it-all build.

    Insta-kills and crowd controls, to be specific.

    Gemstone is similar in many ways. I just play to his strengths, and make sure party leaders know what to expect. He's a tough nut to crack, and is a blast to play. He's certainly not Precious, that's for sure.

    I'd recommend going for 12th wizard instead of 3rd rogue, as the extra spells you get will be far more valuable than what you get for your 3rd level of rogue.

    I'd also try to find better feats than the Mithral Body and the 2 Mental Toughness feats. Look into Power Attack and Maximize, for instance. With Maximize and Empower on, you'll eat through your spell points pretty dang fast, but when you need burst spell DPS, you'll need those 2 feats on.

    Considering that you only need a total 16 Intelligence to cast 6th level spells, and you are counting on a +2 int tome by level 7, you can cut back on your intelligence and add to your strength. It might be better to start with an intelligence of 12 (12 + 2:tome + 2:enhancement) to get a 16 undispellable intelligence.

    With only 11/12 caster levels, you won't be able to get the Spell Penetration or the DC you need for your spells to land, so you need to go with spells that don't have spell resistance or an all-or-nothing save spell. No sense putting extra points into Int (IMHO) for this type of build.

    There's room for improvement in your enhancements, too, but that's a small matter, and one you can take care of without re-rolling.
    Basicly u can build ANYTHING in ddo and defend it to the teeth.

    What role does he play in a party, the "mr do-it-all"?
    talking buildwise, cause if the player is entertaining enough, then just that is worth having him/her along, or perhaps can lead groups like Pol Pot on Acid..

    trap monkey? eurm no.
    your personal displacement/haste guy? sorry not enough mana nor lenght.
    that guy who can open up elite favour for others? maybe.

    what is his strenght and what is his weakness?
    + he can do int runes
    + self heal
    + evasion vs mob spells.
    + can be effective at vorpaling

    - can´t throw spells at mobs that isnt considered nuking. and he got no working nuke spells once he set his foot into meridia and beyond.
    - low SP-pool
    - extremly bad DPS
    Camp Naughty Bad Fun
    Jichael Mackson

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