I'm building up a Drow Arcane Mechanic (©®
![Big Grin](/forums/images/smilies/biggrin.png)
)
STR: 12
DEX: 15
CON: 8
INT: 19
WIS: 12
CHA: 10
The theme is a Rogue who uses Arcane magics to be a better Mechanic. Seeing how much mechanical magic is used in Eberron, its a bit of a role playing flavor build. I went with the 12 STR cause 10 wasn't hitting, and now I realize that I should have taken Weapon Finesse at Level 1 instead of TWF *shrug*. If I were to do this again, i'd go 10STR/10CON as leveling up and watching that +3 HP is starting to eat at me. My second mistake was to take Maximize (always took extend previously), thinking casting an offensive spell was a bit of a last resort that needed to do damage when I went to it. On a reattempt i'd go with with Quicken or Extend, Quicken if you're not wearing Armor and Extend if you are. Anyway, my problem is that i'm not familiar with the spells enough to know when to stop leveling Rogueing. I'm looking at 4 states.
17 Levels of Wizard - 2, 9th level spells (Evasion, 2d6 sneak attack)
14 Levels of Wizard - 3, 7th level spells (Rogue prestige class)
13 Levels of Wizard - 2, 7th level spells (4d6 sneak attack)
08 Levels of Wizard - 3, 4th level spells (Rogue prestige II class)
How useful are those 4th level spells? Is there a lot of utility there as I progress through the game? Similarly for 7th and 9th, I know i'm not going to be the caster of the group (rather trying to be a utility player) and since my buddy plays Cleric I won't need the crowd control spells. So, if anyone is interested in voicing their opinion on what spell levels would be most beneficiary for a Rogue Mechanic i'm reading.
Dogan
Dogahn/SahRian/DahRian on all but 1 F2P server