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  1. #1
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    Default Battlemage build 2

    new and improved

    hi, this is my first build, the purpose of this built is to be able to deal some heavy damage while being able to remain alive in solo, the purpose is also to have fun, because spamming the left mouse button can get annoying on pure melee classes and for some people it's just not fun standing in the sidelines casting spells, not getting in on any of the action, so if I accomplished my goal then this is a build for a character that will do a high amount of damage, be self sufficient, and have fun. keep in mind this is my first build, in the beginning I totally forgot about enhancements so I only spent the points later on, try to ignore the sloppy order and look at the final product, when I actually make this character the order is going to be slightly different. also I would love it if some of the experts here could tell me what I could improve to make this build batter designed for its purpose.

    oh and i forgot to mention, it's probably obvious from the build but i will tell you anyway, by the time the character get's about halfway into the game he/she should be able to use light armor (non robes) with no prob, the character uses greatswords for melee and most spells are instant cast damaging spells, there is however some extras cuse i could just choose so many spells.

    thing is though, i don't know which spells are instant cast and which require a cast time, i purposely didn't do anything with concentration because i know some of those spells are instant cast. so if u see any spells that are not instant (which i am pretty sure some are) tell me please, and if there are enough important spells like that i will have ot remake character with much batter constitution.

    Code:
    Character Plan by DDO Character Planner Version 3.12 BETA
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Elf Male
    (8 Fighter \ 12 Sorcerer) 
    Hit Points: 260
    Spell Points: 1295 
    BAB: 14\14\19\24
    Fortitude: 12
    Reflex: 8
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             15                    17
    Dexterity            12                    14
    Constitution         14                    15
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma             15                    20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                     2
    Bluff                 2                     5
    Concentration         2                     2
    Diplomacy             2                     5
    Disable Device       n/a                   n/a
    Haggle                2                     5
    Heal                 -1                    -1
    Hide                  1                     2
    Intimidate            2                     5
    Jump                  2                     7
    Listen               -1                     1
    Move Silently         1                     2
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  0                     4
    Swim                  2                     3
    Tumble                n/a                   n/a
    Use Magic Device      3                    12
    
    Level 1 (Sorcerer)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Penetration
    Spell (1): Burning Hands
    Spell (1): Niac's Cold Ray
    
    
    Level 2 (Fighter)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Fighter Armored Agility I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Item Defense I
    Enhancement: Fighter Jump I
    Enhancement: Sorcerer Energy Manipulation I
    Enhancement: Sorcerer Elemental Manipulation I
    Enhancement: Sorcerer Energy of the Dragonblooded I
    
    
    Level 3 (Sorcerer)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mental Toughness
    Spell (1): Detect Secret Doors
    Enhancement: Elven Arcane Fluidity I
    
    
    Level 4 (Fighter)
    Ability Raise: CHA
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Two Handed Fighting
    Enhancement: Sorcerer Charisma I
    Enhancement: Fighter Strength I
    
    
    Level 5 (Sorcerer)
    Skill: Use Magic Device (+0.5)
    Spell (1): Mage Armor
    Enhancement: Sorcerer Lineage of Energy I
    Enhancement: Sorcerer Lineage of Elements I
    
    
    Level 6 (Sorcerer)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Toughness
    Spell (2): Scorching Ray
    Enhancement: Racial Toughness I
    Enhancement: Sorcerer Energy Manipulation II
    Enhancement: Sorcerer Elemental Manipulation II
    Enhancement: Fighter Toughness I
    
    
    Level 7 (Fighter)
    Skill: Jump (+1)
    Enhancement: Elven Arcane Fluidity II
    Enhancement: Racial Toughness II
    
    
    Level 8 (Sorcerer)
    Ability Raise: DEX
    Skill: Spot (+0.5)
    Spell (2): Knock
    Enhancement: Sorcerer Spell Penetration I
    Enhancement: Sorcerer Energy of the Dragonblooded II
    
    
    Level 9 (Sorcerer)
    Skill: Spot (+0.5)
    Feat: (Selected) Improved Mental Toughness
    Spell (3): Fireball
    Enhancement: Sorcerer Lineage of Deadly Elements I
    Enhancement: Sorcerer Charisma II
    
    
    Level 10 (Fighter)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 11 (Sorcerer)
    Skill: Use Magic Device (+0.5)
    Spell (3): Haste
    Spell (2): Scare
    Enhancement: Elven Arcane Fluidity III
    Enhancement: Fighter Toughness II
    
    
    Level 12 (Fighter)
    Ability Raise: CHA
    Skill: Spot (+0.5)
    Feat: (Selected) Stunning Blow
    Enhancement: Fighter Armored Agility II
    
    
    Level 13 (Sorcerer)
    Skill: Spot (+0.5)
    Spell (4): Wall of Fire
    Enhancement: Sorcerer Lineage of Elements II
    Enhancement: Sorcerer Elemental Manipulation III
    
    
    Level 14 (Fighter)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Power Critical
    Enhancement: Fighter Strength II
    
    
    Level 15 (Sorcerer)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Spell (2): False Life
    Spell (3): Sleet Storm
    Spell (4): Phantasmal Killer
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Sorcerer Energy of the Dragonblooded III
    
    
    Level 16 (Fighter)
    Ability Raise: CON
    Skill: Jump (+1)
    Enhancement: Fighter Toughness III
    
    
    Level 17 (Sorcerer)
    Skill: Use Magic Device (+0.5)
    Spell (5): Cone of Cold
    Enhancement: Sorcerer Spell Penetration II
    
    
    Level 18 (Fighter)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Penetration
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    Enhancement: Sorcerer Elemental Manipulation IV
    
    
    Level 19 (Sorcerer)
    Skill: Use Magic Device (+0.5)
    Spell (3): Deep Slumber
    Spell (4): Dimension Door
    Spell (5): Waves of Fatigue
    Enhancement: Fighter Greatsword Specialization I
    Enhancement: Sorcerer Lineage of Deadly Elements II
    
    
    Level 20 (Sorcerer)
    Ability Raise: CON
    Skill: Use Magic Device (+0.5)
    Spell (6): Disintegrate
    Enhancement: Sorcerer Charisma III
    Last edited by Elidan123456; 12-02-2009 at 11:48 PM.

  2. #2
    Community Member Kafanar's Avatar
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    Default Confused

    Im not trying to burst ur bubble and there are plenty of batman builds but i dont really see this working out for you. Spells with a couple exceptions all have saving throws and you only being a level 12 caster everythings gonna make their saves. I have an 18 Sorc and use {as an example) disentigrate and it gets saved on alot even with a level 18 sorc. Scorching ray is the only spell i can think of off hand that has no save. You will be able to self buff but thats really all i see as useful about the build but i may be overlooking what would be useful about this build . Good Luck and Happy Travels

  3. #3
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    Default

    Quote Originally Posted by Kafanar View Post
    Im not trying to burst ur bubble and there are plenty of batman builds but i dont really see this working out for you. Spells with a couple exceptions all have saving throws and you only being a level 12 caster everythings gonna make their saves. I have an 18 Sorc and use {as an example) disentigrate and it gets saved on alot even with a level 18 sorc. Scorching ray is the only spell i can think of off hand that has no save. You will be able to self buff but thats really all i see as useful about the build but i may be overlooking what would be useful about this build . Good Luck and Happy Travels
    i was adviced to do 12 sorcerer and i have seen builds with as many caster levels that work pretty well.

    looking at the spells i chose, can anyone tell me if i really need concentration?

  4. #4
    Community Member captain1z's Avatar
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    Default

    Quote Originally Posted by Elidan123456 View Post
    new and improved


    Level 20 Lawful Good Elf Male
    (8 Fighter \ 12 Sorcerer)
    [/COLOR]
    Spell (1): Burning Hands
    Spell (1): Niac's Cold Ray



    Level 3 (Sorcerer)
    Spell (1): Detect Secret Doors


    Spell (1): Mage Armor

    Level 6 (Sorcerer)
    Spell (2): Scorching Ray

    Level 8 (Sorcerer)
    Spell (2): Knock

    Level 9 (Sorcerer)
    Spell (3): Fireball


    level 11
    Spell (3): Haste
    Spell (2): Scare




    Level 13 (Sorcerer)
    Spell (4): Wall of Fire




    Level 15 (Sorcerer)
    Spell (2): False Life
    Spell (3): Sleet Storm
    Spell (4): Phantasmal Killer




    Level 17 (Sorcerer)
    Spell (5): Cone of Cold


    [

    Level 19 (Sorcerer)

    Spell (3): Deep Slumber
    Spell (4): Dimension Door
    Spell (5): Waves of Fatigue

    Level 20 (Sorcerer)
    Spell (6): Disintegrate

    [/code]
    level 1 burning hands and niacs is what many take as spells anyway. less than 1/2 sec to cast

    level 2 detect secret doors can be useful but can also be found on wands and other items. Its not worth a sorcs spell slot. instant cast

    level 5 mage armor can be found much like detect secret doors..... useful spell but wands and items are too easy to find vs your few spell slots instant cast

    level 6 scorching ray..... no save, good fire spell. when powered up it can do some serious damage. instant cast

    level 8 knock... this spell is underpowered and I doubt with your limited number or sorc levels it will even work for you at all. caster level + 1d20 = open locks roll. at level 20 with 12 levels best roll possible is 32 which is barely good enough for some 8th or 9th level quests. I'd skip it. instant cast

    level 9 fireball is not bad at this level but if you get creatures with evasion they will likely make thier saves.... learn when to and when not to. almost instant.

    level 11 haste good spell obviously.... short duration but good when soloing. Scare is pretty useless tho...Id drop it.
    haste is instant...,. not sure with scare.

    level 13 wall of fire is good extra DOT. beware the spell becomes less usefull at higher levels as more creatures become immune to it. Almost instant casting time

    level 15

    sleet storm = more harm to your party than to your enemies. about 1-2 sec cast on a sorc
    false life is a good spell almost instant
    pk is instant but target gets a will save and a fort save .... with low dc's this spell will be useless to you. even more so at 15th level when you encounter spell resistance and you wont be able to get through it.

    level 17 cone of cold is a good spell near instant

    level 19

    deep slumber affects 10 hd is a will save and needs to pass SR. It wont work for you at level 19
    dimension door is a useful spell
    waves of exhaustion is also a good spell


    level 20 disintergrate is a good spell vs creatures with high sr or lots of resistance to elemental damage





    as suggested above I would stick to self buffs or direct damage avoid spells with saves.
    Last edited by captain1z; 12-03-2009 at 08:31 PM.
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  5. #5
    Community Member Noctus's Avatar
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    Default

    Quote Originally Posted by Elidan123456 View Post
    i was adviced to do 12 sorcerer and i have seen builds with as many caster levels that work pretty well.
    These builds are not "caster" builds, but rather melee builds who use the 12 caster levels for Buffing and Self-healing (due to being Warforged), and the occasional no-save damage spell.

    With that many non-caster levels your offensive spellcasting power will be minimal. monsters will save against most of it, if you dont outright fail to break their Spell Resistance.


    key to such a kind of Build is being Warforged and focusing mainly on buffing the group and your own melee abilities.
    Erzskalde (Warchanter) / Erzassassin (just passing through - ignore me) / Erzsoldat (waiting for TR-time) / Erzschmied (ranged Artificer)

  6. #6
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    Default oh well

    the whole idea of a Battlemage is to fight and cast harmful spells, but since that won't work out, i guess i will go with something totally different, because just being a melee class with buffs is too boring for me

  7. #7
    Community Member Phidius's Avatar
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    Quote Originally Posted by Elidan123456 View Post
    the whole idea of a Battlemage is to fight and cast harmful spells, but since that won't work out, i guess i will go with something totally different, because just being a melee class with buffs is too boring for me
    Nonsense... it works out beautifully. It just takes a bit more dedication than a "melee class" takes.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  8. #8
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    Quote Originally Posted by Phidius View Post
    Nonsense... it works out beautifully. It just takes a bit more dedication than a "melee class" takes.
    some people are saying it will, some are saying it won't, i am not sure what to go with. why do u think it will work?

  9. #9
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    Quote Originally Posted by Elidan123456 View Post
    some people are saying it will, some are saying it won't, i am not sure what to go with. why do u think it will work?
    It works. It just doesnt work the way you Envision it.

    These builds are Melee FOcused self Buffers First and Foremost.

    For damage they rely on spells that have no saving throw like Wall of Fire and Scorching ray.

    If your willing to go this direction, the build can be adjusted. If not, then definitly go a different route.
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  10. #10
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    yeah, i am gonna go a different way

  11. #11
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    Default

    oh and while i have the chance, i have a small question, i did not unlock monk, can i still use multiclass with a monk?

  12. #12
    Community Member captain1z's Avatar
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    Quote Originally Posted by Elidan123456 View Post
    oh and while i have the chance, i have a small question, i did not unlock monk, can i still use multiclass with a monk?
    no.... its not available to you at all
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  13. #13
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    Quote Originally Posted by captain1z View Post
    no.... its not available to you at all
    =/ guess i should start racking up some rep

  14. #14
    Community Member captain1z's Avatar
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    Quote Originally Posted by Elidan123456 View Post
    =/ guess i should start racking up some rep
    subscribe for 2 months........... you get access to everything for that time and 1000 tp while the offer lasts plus 500 after thats done. With the tp u get you can unlock a buncha stuff.
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