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  1. #1
    Community Member Ahhzz's Avatar
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    Smile Wizard Splash Rogue

    Ok..so riddle me this... I'm planning on creating a Human Wiz, and want to splash in 1 or 2 levels of Rogue. I'm starting at rogue for the search, disable, open lock, well....you know the drill. They're "In class" as a rogue, and with 50 skill points to start, that's the best way to burn them, I think. I maxed everything I wanted, and then some. I'll be running the stats (Str:10 Dex:12 Con:14 Int:18 Wis:8 Cha:8) for my Wiz as the main, enough Con to take a hit, and hopefully not penalize my first level too much. Obviously, first feat is the Insightful reflexes. I'm taking Disc for the second, and hoping that doesn't burn me too much. Since I'm just rolling this, It's no skin to reroll, and I wanted to ask here if anyone saw any major flaws in my diabolical plan to build the Ultimate Wizard thanks for the info

  2. #2
    Community Member Wyrmnax's Avatar
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    If you are going to multiclass into rogue, grab a 2nd level on it. Perhaps not immediatelly, but on the future.

    Evasion is good enough to be warrant either 2 rogue levels or none.
    Editing everything i post, since day 1. Things make much more sense inside my head.

  3. #3
    Community Member Ahhzz's Avatar
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    Default

    Thx

  4. #4
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    Default When to Splash Rogue?

    I currently have a WF Rog/Wiz (1/5) and had been planning on taking the 2nd level in Rogue at 9th level. However, I have read recently that 7th level may be best since some of the mods between those levels take advantage of Evasion. So, which level...7th or 9th?

    Also, can someone remind me again why I would take Rogue at the "odd" level instead of the even?

    Thanks!

  5. #5
    Community Member shores11's Avatar
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    I curretnly am leveling up a halfling Wizard/Rogue, he is now at level 8 wizard/level 2 rogue. I took my second level of rogue at level 7 because it was at that point I wanted all of my rogue skills to get caught up as they were lagging a bit. The evasion is a huge bonus as well as I am able to save on some of the traps.

    I intend to also specced him out as a force/repair wizard which thus far I am very satisfied with as well. I am taking as much fire/ice specc as I can with remaining AP's.

    I already have a level 19 pure wizard and a level 18 pure rogue that I enjoy very much which I think is helping me in some of my decisions. My multiclass wizard/rogue will have the maxed out disasble and search skills that any rogue can have based on skills.

    Some draw backs:
    > You will not be able to take enhancements beyond level 1.
    > Rogue skill boost will only be available to you at level 1 as well.
    > Spot will suffer some but I am trying to add some skill points to it at level up coupled with my item (currently +10 goggles).
    > Open locks is the one rogue skill that is taking the major hit, I just gave up on it. I got it 6 skill points and am using +10 open lock gloves now but will hope that my knock spell will suffice for the most part.
    > Constitution is a concern you just have to play not to get aggro unless you have a plan (lol - like kill 'em before they get to you).

    Benefits/fun factor:
    > Its just flat out fun - I will be ableto disable almost any trap but I have to ensure that I do not forget to juggle equipment and then there is some small chance that I will not succeed. That makes my heart race a bit. My pure class rogue never fails ever as he is a mechanic and disables and finds everything.
    > This character will be able to fulfill two distinct roles in a party the mage and the rogue which I am liking so far a lot.
    Fizban - Avatar of Khyber
    Guild Leader of Legends: Where adventurers are born & Legends live.
    Motto: Enjoy the game, loot and XP will follow

  6. #6
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    Quote Originally Posted by Ahhzz View Post
    Ok..so riddle me this... I'm planning on creating a Human Wiz, and want to splash in 1 or 2 levels of Rogue. I'm starting at rogue for the search, disable, open lock, well....you know the drill. They're "In class" as a rogue, and with 50 skill points to start, that's the best way to burn them, I think. I maxed everything I wanted, and then some. I'll be running the stats (Str:10 Dex:12 Con:14 Int:18 Wis:8 Cha:8) for my Wiz as the main, enough Con to take a hit, and hopefully not penalize my first level too much. Obviously, first feat is the Insightful reflexes. I'm taking Disc for the second, and hoping that doesn't burn me too much. Since I'm just rolling this, It's no skin to reroll, and I wanted to ask here if anyone saw any major flaws in my diabolical plan to build the Ultimate Wizard thanks for the info
    It's not a major issue, but if you are using Insightful Reflexes you could easily drop some of your Dex. You could shift the points into Wis to boost your Will saves by 1, by removing the -1 penalty for 8 Wis, or even into Cha if you want to boost your Cha based skills.

    Like I said, nothing major, just something to think about.

    Edit: Adding to Wis would also benefit your Spot skill.

  7. #7
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    Default Playing My WF Rogue/Wizard (1/5)

    I have truly enjoyed playing my version of the "Shadow Wizard" build. I have placed all of my points in the following skills:

    Concentration
    Search
    Move Silently
    Hide in Shadows
    Open Locks

    *Some in Disable Device
    *Some in Spot but not much
    ***No points in UMD

    So far, so good while playing solo (which I've only played solo at this point). He's able to hide effectively and can sneak attack to help finish off a few while the Fighter hireling works them over. Not sure what spells to focus on as I'm constantly experimenting with what works and doesn't. The Charm spell on the kobolds and some hobgoblins works out...as long as I don't target too many casters (like the shaman).

    Anyone have any advice on playing this build more effectively?

  8. #8
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    Default My Stats

    Here are my current ability scores:

    Str 8
    Dex 12
    Con 19
    Int 22
    Wis 8
    Cha 6

    The "Touch of Idiocy" spell can really hurt if I don't have a clickie to improve my Charisma above 6. That spell makes you incapable of anything (for a full hour of gameplay) if any of your ability scores drop to zero (0)...which my Charisma does. That really sucked the last few times it happened to me.

    Purge

  9. #9
    Community Member Ahhzz's Avatar
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    Quote Originally Posted by Inejiro View Post
    It's not a major issue, but if you are using Insightful Reflexes you could easily drop some of your Dex. You could shift the points into Wis to boost your Will saves by 1, by removing the -1 penalty for 8 Wis, or even into Cha if you want to boost your Cha based skills.

    Like I said, nothing major, just something to think about.

    Edit: Adding to Wis would also benefit your Spot skill.
    Thanks for the info, and in thinking about it, I guess my determination to spend points on dex hail from me being a perma-ranger/hunter at heart. My favorite style character to play has ALWAYS ALWAYS ALWAYS been a ranged, with a splash of stealth and magic. So, putting more in Int than in Dex just rubs at me heheh. I guess my only holdoff, is that I am seriously considering evasion from the second level of rogue somewhere around level 7 or 11. Is that loss of Dex going to prevent me from getting evasion?

  10. #10
    Community Member Sirea's Avatar
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    Quote Originally Posted by PurgeThunder View Post
    I currently have a WF Rog/Wiz (1/5) and had been planning on taking the 2nd level in Rogue at 9th level. However, I have read recently that 7th level may be best since some of the mods between those levels take advantage of Evasion. So, which level...7th or 9th?

    Also, can someone remind me again why I would take Rogue at the "odd" level instead of the even?

    Thanks!
    Personally I would wait at least until you get Firewall to take the second level of rogue, so level 9.
    Sohryu ~ Raven's Guard ~ Orien

    Quote Originally Posted by Lynnabel View Post
    Traps in DDO don't actually deal damage, they politely ask your avatar to damage themselves.

  11. #11
    Community Member WeaselKing's Avatar
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    Quote Originally Posted by Ahhzz View Post
    Ok..so riddle me this... I'm planning on creating a Human Wiz, and want to splash in 1 or 2 levels of Rogue. I'm starting at rogue for the search, disable, open lock, well....you know the drill. They're "In class" as a rogue, and with 50 skill points to start, that's the best way to burn them, I think. I maxed everything I wanted, and then some. I'll be running the stats (Str:10 Dex:12 Con:14 Int:18 Wis:8 Cha:8) for my Wiz as the main, enough Con to take a hit, and hopefully not penalize my first level too much. Obviously, first feat is the Insightful reflexes. I'm taking Disc for the second, and hoping that doesn't burn me too much. Since I'm just rolling this, It's no skin to reroll, and I wanted to ask here if anyone saw any major flaws in my diabolical plan to build the Ultimate Wizard thanks for the info
    Your title is a little confusing, I thought you wanted to splash wiz on a rog, which I would advise against. However splashing rog on a wizzie is great. Taking rog as the first level is a must. You also really want to get the second level of rog too for evasion. Don't worry about dex too much the main thing that is good for in this build is reflex save and I highly recommned that you max int and get the feat Insightful Reflexes.
    Quote Originally Posted by Milamber69 View Post
    Please forgive my personal attack, I was high on Platypus Venom at the time.

  12. #12
    Community Member Jesen's Avatar
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    This is a really fun combo to play, I will recommend two things. Make him warforged for self heals and hold out for the 2nd rogue level till after level 10. The reason for this is that you get the rogue skill points to dump into skills that might be slipping and sitting below max. It will help with all your rogue skills in the long run to 20.

    Warforged is not essential, but it will make you a lot tougher. Immunities and self heals are awesome on top of evasion with 2 levels of rogue.

  13. #13
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    Default Taking 2nd level of Rogue

    Quote Originally Posted by Sirea View Post
    Personally I would wait at least until you get Firewall to take the second level of rogue, so level 9.
    Thanks for the advice. I have been vacillating on this for a while but I know that you are right. It seems that the "spell to end all spells" is Firewall. That is all anyone ever talks about on these boards.

    By the way, I started playing DDO a month ago and I appreciate the time you, and other veterans like you, spend helping out the "newbies" like me.

    Any advice on getting involved in the social aspects of playing DDO? I've been playing solo merely because I don't want to aggrevate a group by not knowing what the heck I'm supposed to do while playing with them. From what I've read most people who run a group expect you to know your role and what to do in the party.

    I have no clue...I've been playing Neverwinter Nights and this is my first MMO.

    Thanks!

  14. #14
    Community Member Ahhzz's Avatar
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    Quote Originally Posted by Jesen View Post
    This is a really fun combo to play, I will recommend two things. Make him warforged for self heals and hold out for the 2nd rogue level till after level 10. The reason for this is that you get the rogue skill points to dump into skills that might be slipping and sitting below max. It will help with all your rogue skills in the long run to 20.

    Warforged is not essential, but it will make you a lot tougher. Immunities and self heals are awesome on top of evasion with 2 levels of rogue.
    Thanks, I appreciate the input

    I'm still not sure exactly when I'll tap Rogue:2, but it will be in the early double digits at the latest, and I'll probably save a few AP to burn on the enhancements while they're "In-Class". Afraid I'll have to pass on the WF build tho. Still too much pnp RPGer in me to want to play a mechanical being. I understand that the DnD ruleset introduced them, but I still can't quite get ahold of it too much the purist I guess.

  15. #15
    Community Member Therigar's Avatar
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    Quote Originally Posted by PurgeThunder View Post
    I have truly enjoyed playing my version of the "Shadow Wizard" build. I have placed all of my points in the following skills:

    Concentration
    Search
    Move Silently
    Hide in Shadows
    Open Locks

    *Some in Disable Device
    *Some in Spot but not much
    ***No points in UMD

    So far, so good while playing solo (which I've only played solo at this point). He's able to hide effectively and can sneak attack to help finish off a few while the Fighter hireling works them over. Not sure what spells to focus on as I'm constantly experimenting with what works and doesn't. The Charm spell on the kobolds and some hobgoblins works out...as long as I don't target too many casters (like the shaman).

    Anyone have any advice on playing this build more effectively?
    This might work well as a solo build but if you group and plan to do any rogue work you should reconsider DD. Traps are more important than locked doors or chests in every quest. In fact, most people would max DD and put only a few points into OL.

    Not having UMD is a choice but may be a poor one. Again, not so important if soloing.

  16. #16
    Community Member Ahhzz's Avatar
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    Quote Originally Posted by PurgeThunder View Post

    Any advice on getting involved in the social aspects of playing DDO? I've been playing solo merely because I don't want to aggrevate a group by not knowing what the heck I'm supposed to do while playing with them. From what I've read most people who run a group expect you to know your role and what to do in the party.

    I have no clue...I've been playing Neverwinter Nights and this is my first MMO.

    Thanks!

    For my part, I can tell you that the best thing to do when you're unsure of what to do when you get in a group, is "Ask The Leader". Ask him what role he prefers you perform. Ask him if there's anything specific he needs you to make sure you bring. Make sure you can be, to some extent, self sufficient. Healing wands, a few random prot pots, and make sure you've got the weapons for the instance (ie, if you're running the catacombs, bring out the anti-undead gear). Warn the leader you've not run a lot of group quests, so if there's something specific you need to know, please tell you. The main thing I want in a group, is people who know how to play, or know when to ask how to play. My 2 cp
    Last edited by Ahhzz; 10-27-2009 at 04:29 PM.

  17. #17
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    Default Good Advice

    Quote Originally Posted by Ahhzz View Post
    For my part, I can tell you that the best thing to do when you're unsure of what to do when you get in a group, is "Ask The Leader". Ask him what role he prefers you perform. Ask him if there's anything specific he needs you to make sure you bring. Make sure you can be, to some extent, self sufficient. Healing wands, a few random prot pots, and make sure you've got the weapons for the instance (ie, if you're running the catacombs, bring out the anti-undead gear). Warn the leader you've not run a lot of group quests, so if there's something specific you need to know, please tell you. The main thing I want in a group, is people who know how to play, or know when to ask how to play. My 2 cp
    Thanks for the input. Having never played a MMO before, I can tell via the forum boards that many party leaders do not have a great deal of patience for those that don't know what they are doing. They seem to expect each member to know when to fire off a particular spell, where to be in the fight, etc. That has been a barrier to my entry into parties. Still, I know I must take the plunge at some point.

  18. #18
    Community Member Jesen's Avatar
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    Quote Originally Posted by Ahhzz View Post
    Thanks, I appreciate the input

    I'm still not sure exactly when I'll tap Rogue:2, but it will be in the early double digits at the latest, and I'll probably save a few AP to burn on the enhancements while they're "In-Class". Afraid I'll have to pass on the WF build tho. Still too much pnp RPGer in me to want to play a mechanical being. I understand that the DnD ruleset introduced them, but I still can't quite get ahold of it too much the purist I guess.
    If you don't like warforged(Took me a while to appreciate them too) make sure you have UMD so you can scroll heal(or wand whip) and resurrect others. Being able to use scrolls of Spell Resistance can be handy too.

    I think the key with a Rogue/Wiz build is versatility, you will still do excellent damage but a pure caster will still outperform you due to DC's and capstones. So focus on being utility for a group also consider taking enhancements to force spells for better warforged healing. Although this is not necessary, but your clerics will appreciate when you can help heal warforged in your group/raid, especially if the WF is a main tank on a boss and you can keep him alive while the cleric/s can focus on the other 10 raid members.

    Just some food for thought, remember you can always try out different enhancements by paying to respec them.

  19. #19
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    Default Skill Points

    Quote Originally Posted by Therigar View Post
    This might work well as a solo build but if you group and plan to do any rogue work you should reconsider DD. Traps are more important than locked doors or chests in every quest. In fact, most people would max DD and put only a few points into OL.

    Not having UMD is a choice but may be a poor one. Again, not so important if soloing.
    I know I can reset my enhancements but not my skill points, correct? Also, I was told that UMD is not that important as I can easily use most wands (buffs and repair) except the healing ones...and someone else will be there to fill that role.

    I think it's too late to try to beef my Open Locks now, isn't it? Or, with going Rogue at level 9 can that allow me to bring it up enough to actually help out?

    I would consider my role in a party more of a "backup rogue" as I've built many of my skills towards being more self-sufficient. Surely that won't hamper what I can bring to a party that much, will it?

  20. #20
    Community Member Phidius's Avatar
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    Quote Originally Posted by PurgeThunder View Post
    Thanks for the advice. I have been vacillating on this for a while but I know that you are right. It seems that the "spell to end all spells" is Firewall. That is all anyone ever talks about on these boards.

    By the way, I started playing DDO a month ago and I appreciate the time you, and other veterans like you, spend helping out the "newbies" like me.

    Any advice on getting involved in the social aspects of playing DDO? I've been playing solo merely because I don't want to aggrevate a group by not knowing what the heck I'm supposed to do while playing with them. From what I've read most people who run a group expect you to know your role and what to do in the party.

    I have no clue...I've been playing Neverwinter Nights and this is my first MMO.

    Thanks!
    Wall of Fire is certainly a nice spell, but it's not the most important spell for the Ultimate Wizard.


    That would be Reconstruct... Quickened, of course.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

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