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  1. #21
    Community Member gwlech's Avatar
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    Quote Originally Posted by corignis View Post
    Hi Kaervas,

    Ok. Thanks for the info about UMD, Open Lock, and sneaking around. How difficult is it to find the +15 Hide/Move Silently Items?

    CorIgnis
    +15 skill items are relatively easy to find...you can pick them up in vale slayers, or even in orchard slayers with a loot gem. They are also fairly common on the AH.

    By the time you get to lvl 10-12 would be a great time to farm orchard slayers to pick up a set of tapestries for a minos helmet. Along the way, you will no doubtedly be able to loot a +6 Con, GFL, +6 int item, as well as 13-15 skill items. You can also get sup pot 6 and a magi item if you didnt loot one already. In ADDITION, you should accumulate a nice little pile of plat as you do all of this.

    This build will have no issues doing orchard slayers as soon as you can step into the orchard. Level 13 will be when it becomes easier, as you will have access to disintigrate, which can make a couple of the bossfights alot easier. The blackbones can easily be taken down with melee or skipped before then.
    Last edited by gwlech; 01-07-2010 at 10:25 AM.

  2. #22
    Community Member Kaervas's Avatar
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    Plain +15 skill items are usually acquired at level 15 (13 for RR, lower for a few certain named items which aren't too reliable to find).
    They are cheap, just keep an eye on the Marketplace broker, you'll want the highest level clothing broker for that. Hide and Move Silently will come primarily on:
    Boots (Elvenkind), Rings (Elvenkind), Cloaks (Elvenkind) and also Chestpieces (Silent Moves/Shadow)
    You have a lot of versatility in which slot you can use, you can also hotswap in when necessary, since it's not something you need to have equipped all the time.
    If you happen to do the DQ raid, keep an eye open for Dustless Boots, which have striding+hide+MS in one slot and can later be epic'd to raise the skills to +15 each, great slot saver.


    RE: Orchard before getting disintegrate
    I used acid to take down the blackbone rare spawn before picking up disintegrate, while ignoring the regular blackbone skellies. Maxed/empowered/extended acid arrow is slow but workable. The lack of save is nice since that rare blackbone has evasion.

    For the golems, just run away, and if you see Parcae spawn (the named flesh golem) hit it with Prismatic Ray, without ANY metamagics. You want to do that until the Violet beam hits and warps Parcae away, counts as a kill.

    Once you pick up disintegrate nothing there causes you any problems anymore.

  3. #23
    Community Member gwlech's Avatar
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    Quote Originally Posted by Kaervas View Post
    Plain +15 skill items are usually acquired at level 15 (13 for RR, lower for a few certain named items which aren't too reliable to find).
    They are cheap, just keep an eye on the Marketplace broker, you'll want the highest level clothing broker for that. Hide and Move Silently will come primarily on:
    Boots (Elvenkind), Rings (Elvenkind), Cloaks (Elvenkind) and also Chestpieces (Silent Moves/Shadow)
    You have a lot of versatility in which slot you can use, you can also hotswap in when necessary, since it's not something you need to have equipped all the time.
    If you happen to do the DQ raid, keep an eye open for Dustless Boots, which have striding+hide+MS in one slot and can later be epic'd to raise the skills to +15 each, great slot saver.


    RE: Orchard before getting disintegrate
    I used acid to take down the blackbone rare spawn before picking up disintegrate, while ignoring the regular blackbone skellies. Maxed/empowered/extended acid arrow is slow but workable. The lack of save is nice since that rare blackbone has evasion.

    For the golems, just run away, and if you see Parcae spawn (the named flesh golem) hit it with Prismatic Ray, without ANY metamagics. You want to do that until the Violet beam hits and warps Parcae away, counts as a kill.

    Once you pick up disintegrate nothing there causes you any problems anymore.
    For the flesh golems (the only one a person may find oneself having to fight is the one guarding the west shrine) you could pick up a construct/greater construct bane to kill them with or a relatively easy to find adamantium slashing weapon to bypass their DR, essentially making them a cakewalk. AKAIK all of the vanilla blackbones in this area are CR 7 and they are quite weak to bludgeoning damage (I have found that they can be killed very easily just by dual wielding casting sceptres).

    I did not know about the prismatic ray trick...that sounds really cool
    Last edited by gwlech; 01-07-2010 at 12:25 PM.

  4. #24
    Community Member Phidius's Avatar
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    Quote Originally Posted by WolfSpirit View Post
    -
    Don't even know WHAT to say about this advice...
    Grain of salt perhaps?
    We are offering builds for new people, not advanced concepts and builds for people with extensive experience/plat/equipment...
    Grain of salt works, I suppose.

    Personally, I'd rather someone had started me off with an "advanced" build when I started, as I spent a lot of time building toons that I ended up deleting once I realized they were sub-optimal.

    This is how I built Precious on Canith - Plat and equipment come in time, while the experience is gained either through trial-and-error, or through research.

    By all means, don't take my advice if you want to start with a beginner build, and over time learn things for yourself.
    "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. #25
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    That why my wf wiz/rog has 16str 16 con 18 int with a tome i bought and rage going i have 24str.
    I just pop haste/ displacement and i use the rogue speed boost and hit the **** out of Parcae with my metalline falchion. Never had a problem with it.
    If i really wanne kick his but i also pop a divine power clicky giving me 26 str and full bab. He's really cake then.

    I done this since i am level ten, the only thing that holds me back is my sp. been better since me 11 now. The beholder gives me some trouble to, since i did not have deathblock yet, but that is fixed as of today. So expect i can tackle him to, depending on how much of his damage spell hit me. I do have 241 hitpoints so hope that will be enough.

    Greetings

  6. #26
    Community Member Kaervas's Avatar
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    Quote Originally Posted by Ormagnag View Post
    That why my wf wiz/rog has 16str 16 con 18 int with a tome i bought and rage going i have 24str.
    I just pop haste/ displacement and i use the rogue speed boost and hit the **** out of Parcae with my metalline falchion. Never had a problem with it.
    If i really wanne kick his but i also pop a divine power clicky giving me 26 str and full bab. He's really cake then.

    I done this since i am level ten, the only thing that holds me back is my sp. been better since me 11 now. The beholder gives me some trouble to, since i did not have deathblock yet, but that is fixed as of today. So expect i can tackle him to, depending on how much of his damage spell hit me. I do have 241 hitpoints so hope that will be enough.

    Greetings
    The beholder has 2 spawns, each one is reasonably close to a huge rock spire.

    Pull him with a ranged attack and dance around the spire, keeping it between you and the beholder and fire walls burning around it. He will die easily and you won't even get hit with Antimagic, preserving all your buffs.

    Deathblock vs a beholder only helps versus failing a save from their Finger of Death, which shoots from behind them only (still nice to have as a safeguard).
    If you are a fleshy, what you'll really want is the tier 3 Silver Flame amulet to ignore 10/day level drain effects.
    Other than that, just rack your saves up as high as you can so the effects of disintegrate/hold/flesh to stone/slow/etc are trivialized.

    Once you get Disintegrate yourself you should be able to open with that from maximum range and severely wound if not kill him with the opening shot, making the spire dance even quicker.

  7. #27
    Community Member gwlech's Avatar
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    Quote Originally Posted by WolfSpirit View Post
    -
    Don't even know WHAT to say about this advice...
    Grain of salt perhaps?
    We are offering builds for new people, not advanced concepts and builds for people with extensive experience/plat/equipment...
    While taking a level of fighter may sound a bit unconventional, using intimidate instead of diplomacy would probably be more helpful to a group, and really isn't a very advanced concept.

    Even a capped sorc with sup pot, maxed enhancements, and the class capstone can have a hard time holding any aggro with something like a critical wall of fire, while grouped with decent melee toons. There are some situations, where the best way to deal with mobs might not be to go toe to toe, but to range (i.e. dragging through BB and wof)

    IMO A good arcane caster does not really *need* an aggro dump, ac or massive saves to be decent. Twitch skills and mobility are as good as or better than any amount of AC on a caster build. In addition to twitch skills, a caster can have multiple other tools to work with like CC, debuffs, instakill etc.

  8. #28
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    Code:
    Character Plan by DDO Character Planner Version 3.14
    DDO Character Planner Home Page
    
    Level 20 True Neutral Warforged Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 266
    Spell Points: 1573 
    BAB: 10\10\15\20
    Fortitude: 11
    Reflex: 18
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    14
    Dexterity             8                     8
    Constitution         16                    20
    Intelligence         18                    28
    Wisdom               10                    10
    Charisma              6                     6
    
    Tomes Used
    +1 Tome of Constitution used at level 4
    +1 Tome of Intelligence used at level 4
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     3
    Bluff                -2                    -2
    Concentration         5                     8
    Diplomacy             2                     2
    Disable Device        8                    33
    Haggle                2                     2
    Heal                  0                     0
    Hide                 -1                    -1
    Intimidate           -2                    -2
    Jump                  6                     6
    Listen                0                     0
    Move Silently         3                    10.5
    Open Lock             3                    22
    Perform              n/a                   n/a
    Repair                8                    13
    Search                8                    33
    Spot                  4                    24
    Swim                  2                     2
    Tumble               n/a                   n/a
    Use Magic Device      2                     2
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Diplomacy (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Repair (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Search I
    Enhancement: Rogue Spot I
    
    
    Level 2 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Wizard Bonus) Extend Spell
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 3 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Wizard Intelligence I
    Enhancement: Warforged Constitution I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Racial Toughness I
    Enhancement: Wizard Lineage of Elements I
    
    
    Level 5 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 6 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Empower Spell
    Feat: (Wizard Bonus) Mental Toughness
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 7 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Racial Toughness II
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Intelligence II
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Move Silently (+0.5)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Warforged Constitution II
    
    
    Level 9 (Rogue)
    Skill: Disable Device (+1)
    Skill: Move Silently (+5)
    Skill: Open Lock (+6)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Insightful Reflexes
    Enhancement: Racial Toughness III
    Enhancement: Wizard Elemental Manipulation III
    
    
    Level 10 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 11 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Improved Mental Toughness
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Wizard Intelligence III
    
    
    Level 13 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Racial Toughness IV
    
    
    Level 14 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Wizard Lineage of Elements III
    
    
    Level 15 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Spell Penetration
    Enhancement: Wizard Lineage of Deadly Elements III
    Enhancement: Wizard Energy of the Scholar IV
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Move Silently (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Wizard Elemental Manipulation IV
    
    
    Level 17 (Wizard)
    Skill: Disable Device (+1)
    Skill: Move Silently (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Wizard Bonus) Heighten Spell
    
    
    Level 18 (Wizard)
    Skill: Disable Device (+1)
    Skill: Move Silently (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 19 (Wizard)
    Skill: Disable Device (+1)
    Skill: Move Silently (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)

    This is the mod I am considering using. It's a 32 point build which focuses on spot-search-disable with open lock and a small bit of move silently (As we already have the invisibility spells) support.

    Other then the skill difference (Concentration and UMD are replaced with spot, open and move silently) the only major differnces are the eating of +1 and +2 (At lvl 4 and 7 for those with vetern status) tomes while listing the enhancements. It also leaves the last 3-4 lvls open for final touch ups on enhancements. (Such as adding the spell penetration line or enhanced meta-magics)

    It focuses more on the rogue side then the wizard side of the build in skill use, other then that it is 95% the same.

  9. #29
    Community Member gwlech's Avatar
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    Quote Originally Posted by Overkyll View Post
    Code:
    Character Plan by DDO Character Planner Version 3.14
    DDO Character Planner Home Page
    
    Level 20 True Neutral Warforged Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 266
    Spell Points: 1573 
    BAB: 10\10\15\20
    Fortitude: 11
    Reflex: 18
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    14
    Dexterity             8                     8
    Constitution         16                    20
    Intelligence         18                    28
    Wisdom               10                    10
    Charisma              6                     6
    
    Tomes Used
    +1 Tome of Constitution used at level 4
    +1 Tome of Intelligence used at level 4
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     3
    Bluff                -2                    -2
    Concentration         5                     8
    Diplomacy             2                     2
    Disable Device        8                    33
    Haggle                2                     2
    Heal                  0                     0
    Hide                 -1                    -1
    Intimidate           -2                    -2
    Jump                  6                     6
    Listen                0                     0
    Move Silently         3                    10.5
    Open Lock             3                    22
    Perform              n/a                   n/a
    Repair                8                    13
    Search                8                    33
    Spot                  4                    24
    Swim                  2                     2
    Tumble               n/a                   n/a
    Use Magic Device      2                     2
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Diplomacy (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Repair (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Search I
    Enhancement: Rogue Spot I
    
    
    Level 2 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Wizard Bonus) Extend Spell
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 3 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Wizard Intelligence I
    Enhancement: Warforged Constitution I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Racial Toughness I
    Enhancement: Wizard Lineage of Elements I
    
    
    Level 5 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 6 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Empower Spell
    Feat: (Wizard Bonus) Mental Toughness
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 7 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Racial Toughness II
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Intelligence II
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Move Silently (+0.5)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Warforged Constitution II
    
    
    Level 9 (Rogue)
    Skill: Disable Device (+1)
    Skill: Move Silently (+5)
    Skill: Open Lock (+6)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Insightful Reflexes
    Enhancement: Racial Toughness III
    Enhancement: Wizard Elemental Manipulation III
    
    
    Level 10 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 11 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Improved Mental Toughness
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Wizard Intelligence III
    
    
    Level 13 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Racial Toughness IV
    
    
    Level 14 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Wizard Lineage of Elements III
    
    
    Level 15 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Spell Penetration
    Enhancement: Wizard Lineage of Deadly Elements III
    Enhancement: Wizard Energy of the Scholar IV
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Move Silently (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Wizard Elemental Manipulation IV
    
    
    Level 17 (Wizard)
    Skill: Disable Device (+1)
    Skill: Move Silently (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Wizard Bonus) Heighten Spell
    
    
    Level 18 (Wizard)
    Skill: Disable Device (+1)
    Skill: Move Silently (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 19 (Wizard)
    Skill: Disable Device (+1)
    Skill: Move Silently (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)

    This is the mod I am considering using. It's a 32 point build which focuses on spot-search-disable with open lock and a small bit of move silently (As we already have the invisibility spells) support.

    Other then the skill difference (Concentration and UMD are replaced with spot, open and move silently) the only major differnces are the eating of +1 and +2 (At lvl 4 and 7 for those with vetern status) tomes while listing the enhancements. It also leaves the last 3-4 lvls open for final touch ups on enhancements. (Such as adding the spell penetration line or enhanced meta-magics)

    It focuses more on the rogue side then the wizard side of the build in skill use, other then that it is 95% the same.
    You could eat the first tome at lvl 3 instead of 4 and get an extra skill point. This looks like something that would work fine. I am curious as to how the concentration will affect your combat casting, but with quicken you could probably pull it off. Not sure if I would drop umd for anything else personally.

  10. #30
    Community Member hermespan's Avatar
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    Quote Originally Posted by gwlech View Post
    Later on, I have found that this build does great if you drop the force enhancements about when you get reconstruct and go for improved maximize/empower ones. A Reconstruct at level 15 does 225 points of healing, which I have found to be plenty. (right after you can easily get your hands on a 50% pot 6 item).

    At cap, using AH and standard, easy to get non-raid gear, you should have at least 320-340hp and at least 1.7k spell points. Coupled with improved meta enhancements, you can easily solo quests like the mindsunder chain, Necorpolis IV, Gianthold, and never come close to running out. (these are all among some of the greatest places to do at cap, with this type of build for some really easy fast plat when you find yourself running alone.

    Add in some raid loot, (an archmagi item at the least) and you can push those stats quite a bit higher.
    undead side of menechterun was my favorite plat farm the minute I got firewall =D I ran it solo for 2 days to get inscription mats and scrolls. buff up with resists, haste, jump, sheild, maximize firewall, $$$$!

  11. #31
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    Can you please list which enhancements to take.
    Both wizard and rogue?
    Cheers

  12. #32
    Community Member gwlech's Avatar
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    Quote Originally Posted by Dim_Mak View Post
    Can you please list which enhancements to take.
    Both wizard and rogue?
    Cheers
    I didn't list enhancements as I tend to not take them linerally -- I will typically reset enhancements 3-4 times before I cap a character.

    Basically, what you are going to want to do early on, is max toughness, spell points, round out con and int to the nearest even number, and do fire/cold lines. The rogue skill boost is useful, and costs 1 ap, but not really needed.

    This is generally what you want to do by the time you hit the vale of twilight. You then have several options on what you want to focus on. In my opinion, the two most useful roads for a build like this at higher level are Crowd Control (Enchantment Focus, Conjuration Focus) and Necromancy (Finger of Death, Wail of the Banshee). Extreme Nuking is possible, but more gear intensive and better suited to a sorcerer.

    Once you can get some decent gear, like either a torc or conc op item, you can drop mental toughness feats in favor of spell focuses to make your spells more effective. It is just easier for new players on a wizard/cleric to have the extra spell points while leveling, where DC isn't all that important until level 16+ stuff generally.
    Last edited by gwlech; 06-22-2010 at 11:27 AM.
    Saedreth Saedric Saedrath Seadret Seadrack Saedrak Seadraji Saedrus

    Member of The Madborn - Thelanis
    Officially Retired from DDO

  13. #33
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    TYVM for fast and nice answer my friend!
    I am LVL 4 atm, what i took is:
    Racial Toughness
    Wiz lineage elements 1
    Wiz ele manipulation 1
    Wiz force manipulation 1
    Wiz energy of the scholar
    Wiz intelligence
    WF con
    WF healers friend
    WF inscr. armor
    LVL1 spells:
    charm
    burnin hands
    FF
    jump
    niacs cold arr.
    prot. from evil.
    ray of enf.
    repair dmg
    summon 1
    LVL 2:
    resist energy
    web...

  14. #34
    Community Member gwlech's Avatar
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    Quote Originally Posted by Dim_Mak View Post
    TYVM for fast and nice answer my friend!
    I am LVL 4 atm, what i took is:
    Racial Toughness
    Wiz lineage elements 1
    Wiz ele manipulation 1
    Wiz force manipulation 1
    Wiz energy of the scholar
    Wiz intelligence
    WF con
    WF healers friend
    WF inscr. armor
    LVL1 spells:
    charm
    burnin hands
    FF
    jump
    niacs cold arr.
    prot. from evil.
    ray of enf.
    repair dmg
    summon 1
    LVL 2:
    resist energy
    web...
    OH...I forgot something really important...rogue haste boost, take this ASAP and stick it on a hotbar. It costs a paultry 1 AP. I think as a newer player, you may find it easier to just buff up with master's touch, bulls strength, resist energy, nightshield, expedious retreat, and pick up the nastiest 2 handed weapon you can get your hands on. The rest of your spell points could be used to cast hypnotism (level 1 spell) for large rooms full of baddies, and then just chop them down one at a time or run past them. Repair yourself as needed.

    If you manage to get your hands on something like a docent of invulnerability or the sentinels docent combined with resist energy and nightshield, you will almost completely immune to normal low-level damage.
    Last edited by gwlech; 06-04-2010 at 07:52 AM.
    Saedreth Saedric Saedrath Seadret Seadrack Saedrak Seadraji Saedrus

    Member of The Madborn - Thelanis
    Officially Retired from DDO

  15. #35
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    Ok m8!
    When I will be able ot use THW?
    I mean I took rapier cuz i am not proficient with THW yet.
    Cheers

  16. #36
    Community Member gwlech's Avatar
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    Quote Originally Posted by Dim_Mak View Post
    Ok m8!
    When I will be able ot use THW?
    I mean I took rapier cuz i am not proficient with THW yet.
    Cheers
    Master's Touch, a level 1 wizard spell gives you proficiency with all martial weapons. Cast it when you buff.
    Saedreth Saedric Saedrath Seadret Seadrack Saedrak Seadraji Saedrus

    Member of The Madborn - Thelanis
    Officially Retired from DDO

  17. #37
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    Cheers!

  18. #38
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    Thumbs up what do you think of adding a lvl of monk at lvl 10?

    awesome build... im making this build right now. im currently 7wiz/2rouge and ready to lvl to 10.

    what do you think of me getting a lvl of monk to enhance melee attack?

    would it enhance or ruin this build? will hold my lvling till i get your opinion.

    opinions, suggestions and violent reactions are very much welcome...

    thanks again for a great build.

  19. #39
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    Honestly I would swap Insightful at 9 and Maximize 3. You can get by without Maximized damage but having high reflex saves can be a life-saver at any level. Your plan pretty much matches mine (except I use a Human) except for those 2 feats.

  20. #40
    Community Member Phidius's Avatar
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    Quote Originally Posted by allande1976 View Post
    awesome build... im making this build right now. im currently 7wiz/2rouge and ready to lvl to 10.

    what do you think of me getting a lvl of monk to enhance melee attack?

    would it enhance or ruin this build? will hold my lvling till i get your opinion.

    opinions, suggestions and violent reactions are very much welcome...

    thanks again for a great build.
    I prefer using Great Axes/Great Swords/Falchions myself, so I prefer Barbarian/Fighter. Monk isn't a bad choice, though - +2 Str while wielding QStaffs could be tasty, as is the extra saves and bonus feat.

    As long as you have at least 17 levels of wizard at level 20, you'll be fine.
    "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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