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  1. #1
    Founder Gol's Avatar
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    Default YABM - Yet Another Battle Mage

    As the old trolls around here know, my MO is to take any class and turn it into a melee/tank. Including wizards.

    Warforged Wizard 17 / Monk 2 / Fighter 1

    Stat Breakdown (ideal)
    Str 17 (13) + 3 tome + 7 item + 2 rage + 3 exc + 3 Abashai = 35
    Dex 8 (0) + 4 tome = 12
    Con 15 (5) + 1 enh + 3 tome + 7 item + 2 rage = 28
    Int 18 (16) + 4 tome + 3 enh + 7 item + 3 exc = 40
    Wis 6 + 2 tome + 6 item = 14
    Cha 6 + 2 tome = 8

    Situational Strength: 35 + 2 ship buff + 4 Madstone + 6 Titan's Grip / Cookie = 47

    Feats
    1 Toughness
    W1 Heighten
    3 SF: Ench
    6 Maximize
    W5 SF: Conj
    9 Mental Toughness
    W10 Quicken
    12 Empower
    15 Extend
    W15 GSF: Ench
    18 Past Life: Wiz
    M1 Power Attack
    M2 Toughness
    F1 Imp Crit

    Desired Gear (note, I don't have all this, but this is my goal):
    Head: Shroud Conc Opp (+45 HP, +5 Con Skills)
    Trinket: Bloodstone
    Neck: Torin's Choker / Torc
    Belt: Epic Belt of the Mroranon
    Cloak: Epic Envenomed Cloak
    Gloves: Epic Charged Gauntlets
    Goggles: Shroud Lightning Strike Gaurd (Triple +SP, +6 Cha skills)
    Wrist: Glacier / DP clicky
    Ring 1: Rahkir's Ring (+6 Intel, +1 Exc Int, +2 Exc Int)
    Ring 2: Ring of the Ravager (+6 Str, +1 Exc Str, +2 Exc Str)
    Boots: Epic Boots of Corrosion
    Docent: Epic Diabolist's (+7 Intel)

    Spell DC
    Enchantment (holds, debuffs)
    10 base + 9 spell level + 2 focus feats + 2 archmage + 15 Intel + 1 past life + 2 item = 41 DC with no buffs

    Conjuration (web)
    10 base + 9 spell level + 1 focus feat + 1 archmage + 15 intel + 1 past life + 3 item = 40

    Necromancy
    10 base + 9 spell level + 15 intel + 1 past life + 2 item = 37

    Enhancements of Note
    Archmage IV
    Spell Mastery II: Enchantment
    Spell Secondary Mastery I: Conjuration
    Conjuration I: Grease
    Conjuration II: Web
    WF Power Attack III

    Update 1/18/2011:
    Bulid updated to reflect a major build overhaul, Gear updated for my new desired state.
    Last edited by Tolero; 03-10-2011 at 11:28 AM.

  2. #2
    Founder Gol's Avatar
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    updated through epic von / update 3 gear

    And let's not ever call this guy squishy, please.
    http://i300.photobucket.com/albums/n...ishyWizard.jpg
    Last edited by Gol; 02-22-2010 at 11:04 PM.

  3. #3
    Founder Gol's Avatar
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    Just to give an update on this build since I've hit 20 with TR and done some more raiding...

    The utility of this build (when appropriately equipped) continues to surprise me. I can fill a variety of roles in many raids and carry many parties quasi-solo through quests.

    ToD Notes...
    - Can solo tank the Orthon in part 1. His slow attack rate means you don't even need Quicken turned on. I was able to intimidate him away from the group and hold him solo until the party was ready.
    - Can play the kiter role in part 2. 600 HP and firewalls that do the job (of just holding agro). Meleeing is also an option if you already have a caster dedicated to kiting. I usually play backup in case the main caster goes down.
    - In part 3 you can do just about anything. I've played repair monkey, tank, and Sally kiter.

    VoD Notes...
    - Twice I've been last man standing when completion ticks in this raid, both times as main tank using a Docent of Defiance, Quicken, and Cold Shield to stay alive for the last 3-4% when everybody else is dead.
    - Orthon Intimidator if needed. Self repairing so the clerics shouldn't have to burn ANY SP during the rounds of Orthons.
    - Repair monkey for a WF main tank, obviously.

    Epic VoN 6...
    - Madstone for Melee job. Power attack, full BAB, 36 sustained Strength. Not barb-like, but still a significant contributor. Personally swinging a pair of +5 Icy Burst of Greater Dragon Bane sticks.
    - Repair monkey on a WF tank when extra spawns are up
    - Can CC bases with Otto's Irresistible (any base) or with Firewall + Kiting (2nd and 3rd)

    Epic DQ2...
    - High HP and Evasion make this guy an excellent agro holder / kiter. I've done it 3 times now, and find that holding all the gnolls and djinns the entire time take a lot of pressure off the rest of the party allowing them to take care of business.

    Abbott...
    - I confess, this build is not much help in the Abbott. He dispells a lot, and cleric BBs are a more effective means of killing off trash. However, most people contribute the most by what they bring to the party in terms of puzzle solving, which has absolutely nothing to do with your build. I feel like a piker most of the time in this raid.

    In summary, this character is by far the most fun to play of any I have, mostly due to the ability to contribute in a variety of roles, especially in raids. I find that it is extremely gear dependent, though, and skimping on your plat/raiding investment on this build will severely hamper it's ability to perform well.

  4. #4
    Community Member Crazyfruit's Avatar
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    Looks like a very fun character to play

    How do you feel about the multiple toughness feats after doing all that with him?
    olganon.org - Remember to play in moderation.

  5. #5
    Founder Gol's Avatar
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    Quote Originally Posted by Crazyfruit View Post
    How do you feel about the multiple toughness feats after doing all that with him?
    Excellent, so far. Sure, I have 3 extras right now, but there's not much worth taking for a build like this that has 15 total feats to spend without branching myself into caring about DCs. The only thing I'd be tempted to substitute for 1 of them is Stunning Blow or Imp Crit Pierce for stat damagers.

  6. #6
    Halfling Hero phalaeo's Avatar
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    *blink*

    That's....really freaking cool....
    ~ Pallai, Chennai, Saraphima~
    ~Shipbuff, Sophalia, Northenstar ~
    ~ Ascent~



  7. #7
    Community Member Qzipoun's Avatar
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    Quote Originally Posted by Gol View Post
    Excellent, so far. Sure, I have 3 extras right now, but there's not much worth taking for a build like this that has 15 total feats to spend without branching myself into caring about DCs. The only thing I'd be tempted to substitute for 1 of them is Stunning Blow or Imp Crit Pierce for stat damagers.
    Thoughts on going rogue instead of monk? Taking 2 less toughness to compensate for monk feats and boost various skills?

  8. #8
    Founder Gol's Avatar
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    Quote Originally Posted by Qzipoun View Post
    Thoughts on going rogue instead of monk? Taking 2 less toughness to compensate for monk feats and boost various skills?
    A valid option, but I'm not interested in more skills than I already have. Plus, Monk nets +4 HP (hit die size), +3 Fort, +3 Will, +10 HP enhancement, and I get the only skill I care about, Balance. IMO, the +44 HP from Toughness x 2 on top of that removes any consideration of Rogue for me. I have max Balance, Intimidate, and Concentration ranks, and I'm just slightly short of max in Jump. I haven't once in the process of leveling wish I had more skill points to throw around.

    If you want to do traps, sure, completely viable. I'd much prefer the +58 Hit Points for tanking and survivability purposes, though.

  9. #9
    Community Member Qzipoun's Avatar
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    Quote Originally Posted by Gol View Post
    A valid option, but I'm not interested in more skills than I already have. Plus, Monk nets +4 HP (hit die size), +3 Fort, +3 Will, +10 HP enhancement, and I get the only skill I care about, Balance. IMO, the +44 HP from Toughness x 2 on top of that removes any consideration of Rogue for me. I have max Balance, Intimidate, and Concentration ranks, and I'm just slightly short of max in Jump. I haven't once in the process of leveling wish I had more skill points to throw around.

    If you want to do traps, sure, completely viable. I'd much prefer the +58 Hit Points for tanking and survivability purposes, though.
    Fair, the reason I was asking is I've been debating whether to go monk or rogue for a similar build. My initial approach to it was maxing diplo instead of intim (using rogue to be able to pump other skills including UMD), but it seems that you're doing much better WITH aggro, had not thought of going that path.

    Great build as always, will probably use it as a base for mine

  10. #10
    Community Member metalworker's Avatar
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    Hi Paradime,

    Metalworker/walker here

    Doing a razorlips THF 17/2/1 wiz/monk/fighter, but deciding on 16/2/2.

    Just wondering if you would craft potency & spell penn on DT instead of guards since guards aside from enervation and earthgrab are fairly useless in elite/epic content.

    I'm definitely having a blast with the battlecaster (monk splashes for more feats/toughness) and I am not too inclined on the 17 wiz since the only useful spells are energy drain and meteor storm which I feel that my DC is low compared to a pure wiz so i should not bother with those, but rather, get more feats and HP from Fighter enhancements. Maybe 16/2/2 I can also put more feats into my Wizard past life to have more napkin effects. Walker has jumped to lvl 18 in less than a week since he TRed, and is definitely a strong class to play. Have to work a lot on his raid gear, but this is a build that definitely benefits from the stat points from TRing and the absurdly powerful passive/active past life feats. I plan to TR him a second time, making my spell pen at +4 so I can free my feats from spell penn and go for more hp and dps.

  11. #11
    Founder Gol's Avatar
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    The thing with potency is that it comes on a variety of items. The Bard Necks from Amrath quests have Sup Pot 6 for reconstructs, but then you can't have a Torc on, too. The Belt of Seven Ideals has Improved Pot 7, which is what I'm currently using until I pull a Mroranon Belt. Epic Torc has Greater Spell Pen 8, though, which is a major bonus. Not sure where I'm going to get Potency from after I get the Torc and my belt, though. I'll figure something out.

  12. #12

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    Quote Originally Posted by Gol View Post
    Epic VoN 6...
    - Madstone for Melee job. Power attack, full BAB, 36 sustained Strength. Not barb-like, but still a significant contributor. Personally swinging a pair of +5 Icy Burst of Greater Dragon Bane sticks.

    Abbott...
    - I confess, this build is not much help in the Abbott. He dispells a lot, and cleric BBs are a more effective means of killing off trash. However, most people contribute the most by what they bring to the party in terms of puzzle solving, which has absolutely nothing to do with your build. I feel like a piker most of the time in this raid.
    just curious what's the front number of your melee damage you get on crit against velah? (i know it's hard to see... )

    for abbot, you have wiz16 and can do disintegrate and DBF. couldn't you switch back to a normal wiz when needed, could you? do you have enough action points for all fire/cold enhancement?
    ddoer.com: timer tracker, completions tracker, search engine, puzzle solver, xp table
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  13. #13
    Founder Gol's Avatar
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    Quote Originally Posted by ddoer View Post
    just curious what's the front number of your melee damage you get on crit against velah? (i know it's hard to see... )
    Crits topping off around 120-130 with a GDB Falchion, about the same with GDB khopeshes. However, due to DPS lag issues, the guys I usually run with usually ask all the melees to go 2 handed to prevent lag wipes. I need to respec my enhancements to get WF Power Attack, though. Couldn't afford the hit to attack until just recently, so that will push 12 more on the Falchion crits and 9 on the khopeshes.

    Quote Originally Posted by ddoer View Post
    for abbot, you have wiz16 and can do disintegrate and DBF. couldn't you switch back to a normal wiz when needed, could you? do you have enough action points for all fire/cold enhancement?
    Unfortunately, though, both Dis and DBF have saves, and I usually have my +6 intel item off by then, and I don't have heighten. With a 20 operating intel, that puts the DCs in "only fails on a 1" land. I usually do a lot better just beating on him with a Holy GUB Maul. I do have all the fire/cold enhancements, though.
    Last edited by Gol; 03-04-2010 at 09:56 AM.

  14. #14
    Community Member gott_ist_tot's Avatar
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    Any idea how this build would do with handwraps for melee? Have you tried it?
    (I'm a bit tempted to go 1ftr/3mnk for 1/4 SP cost reduction finisher)
    Last edited by gott_ist_tot; 03-19-2010 at 11:05 AM.

  15. #15
    Founder Gol's Avatar
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    Quote Originally Posted by gott_ist_tot View Post
    Any idea how this build would do with handwraps for melee? Have you tried it?
    (I'm a bit tempted to go 1ftr/3mnk for 1/4 SP cost reduction finisher)
    Haven't tried it, but at the same time the math says it's a ridiculous proposition. Trading 1d10x3(17)Khopesh for 1d6x2(20) Handwraps? Erm...

  16. #16
    Community Member Varr's Avatar
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    Who wouldn't want this monster in there stable......

    Strong like bull
    Varr's all over. Cannith Varr getting the love currently.

  17. #17
    Community Member Gulnar13's Avatar
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    Would this thing work by going rogue instead of monk, dropping dex to 8-10 and going THF instead of kopesh-swinging?

  18. #18
    Founder Gol's Avatar
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    Quote Originally Posted by Gulnar13 View Post
    Would this thing work by going rogue instead of monk, dropping dex to 8-10 and going THF instead of kopesh-swinging?
    Yep, it sure would. Your DPS will suffer just a little bit, and your HP will suffer if you don't replace the TWF feats with Toughness, but otherwise, yeah. Monk nets you 45 HP over Rog, so you really need to pick up a Toughness or two to make up for it. From your 3 TWF feats, I'd get Toughness x 2 and Insightful Reflexes, personally.

  19. #19
    Community Member Muldamai's Avatar
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    Quote Originally Posted by Gulnar13 View Post
    Would this thing work by going rogue instead of monk, dropping dex to 8-10 and going THF instead of kopesh-swinging?
    Run it through a character generator 1st. I have been finding when I add rogue to the mix, my enhancement points get mighty thin, to the point where I am losing focus on my original concept.

    Edit: I should say this too, nice build Gol!

  20. #20
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    Default 32 pt THF WF Battlemage build

    Hi all,

    Not to hijack the thread from the OP, but I have come up with 32 pt THF WF Battlemage from DDO character planner and need some comments / advice.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Chaotic Neutral Warforged Male
    (2 Fighter \ 2 Rogue \ 16 Wizard) 
    Hit Points: 280
    Spell Points: 1120 
    BAB: 11\11\16\21
    Fortitude: 12
    Reflex: 9
    Will: 8
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             17                 22                   23
    Dexterity            11                 11                   12
    Constitution         16                 16                   18
    Intelligence         16                 16                   18
    Wisdom                6                  6                    6
    Charisma              6                  6                    6
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               4                 20                   20
    Bluff                -2                 -2                   -2
    Concentration         5                 26                   26
    Diplomacy            -2                 -2                   -2
    Disable Device        n/a               n/a                   n/a
    Haggle                2                  2                    2
    Heal                 -2                 -2                   -2
    Hide                  0                  1                    1
    Intimidate            2                 17                   17
    Jump                  7                 10                   10
    Listen                2                  2                    2
    Move Silently         4                  5                    5
    Open Lock             4                  5                    5
    Perform              n/a               n/a                   n/a
    Repair                3                  4                    4
    Search                3                  4                    4
    Spot                  2                  2                    2
    Swim                  3                  6                    6
    Tumble                4                  5                    5
    Use Magic Device      2                 21                   21
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Haggle (+4)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sneak Attack
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Warforged Resistances
    Enhancement: Rogue Sneak Attack Training I
    
    
    Level 2 (Wizard)
    Skill: Concentration (+3)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Force Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Warforged Tactics I
    
    
    Level 3 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Enhancement: Racial Toughness I
    Enhancement: Wizard Intelligence I
    Enhancement: Warforged Constitution I
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+3)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Two Handed Fighting
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Tower Shield Proficiency
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Toughness I
    Enhancement: Warforged Great Weapon Aptitude I
    
    
    Level 5 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Lineage of Elements I
    
    
    Level 6 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Stunning Blow
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Racial Toughness II
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Force Manipulation II
    
    
    Level 7 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Mental Toughness
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 8 (Wizard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Intelligence II
    
    
    Level 9 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Elemental Manipulation III
    
    
    Level 10 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Warforged Constitution II
    
    
    Level 11 (Rogue)
    Skill: Balance (+3)
    Skill: Intimidate (+7)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Evasion
    Enhancement: Rogue Dexterity I
    
    
    Level 12 (Wizard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Two Handed Fighting
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Warforged Tactics II
    
    
    Level 13 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Wizard Elemental Manipulation IV
    
    
    Level 14 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Lineage of Elements III
    
    
    Level 15 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Wizard Force Manipulation III
    
    
    Level 16 (Wizard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Lineage of Deadly Elements III
    
    
    Level 17 (Wizard)
    Skill: Concentration (+3)
    Skill: Use Magic Device (+1)
    Enhancement: Racial Toughness III
    Enhancement: Wizard Force Manipulation IV
    
    
    Level 18 (Wizard)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Empower Spell
    Feat: (Selected) Power Attack
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 19 (Wizard)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+3)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Two Handed Fighting
    Enhancement: Fighter Strength I
    Is this a viable 32pt build at end-game?

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