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Thread: Arcane Acrobat

  1. #1
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    Default Arcane Acrobat

    I've played around with D&D builds before, pretty simple ones like 2Rog/18Wiz, even before playing DDO. But this is my first attempt at something a little more complex and centers around a concept I like: being relatively devastating with a quarterstaff cause it looks cool, and throwing out spells. What I came up with was a 8 Wiz/6 Acrobat/6 Kensai; though there are some AP unused and I can fiddle with the casting feats some if I really like any of the new Wizard Prestige classes coming out (changing one of the mental toughness feats to Focus: Necro would unlock Pale Master I for this build).

    Code:
    Character Plan by DDO Character Planner Version 3.12 BETA
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    Arcane Acrobat
    Level 20 Lawful Good Human Male
    (6 Fighter \ 6 Rogue \ 8 Wizard) 
    Hit Points: 346
    Spell Points: 663 
    BAB: 14\14\19\24
    Fortitude: 12
    Reflex: 11
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             15                    22
    Dexterity            12                    14
    Constitution         16                    17
    Intelligence         14                    18
    Wisdom                8                     8
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Intelligence used at level 12
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                    10
    Bluff                 3                     4
    Concentration         5                    26
    Diplomacy            -1                    -1
    Disable Device        6                    26
    Haggle               -1                    -1
    Heal                 -1                    -1
    Hide                  1                     2
    Intimidate           -1                    -1
    Jump                  6                    12
    Listen               -1                    -1
    Move Silently         1                     2
    Open Lock             5                    17
    Perform              n/a                   n/a
    Repair                2                     4
    Search                6                    26
    Spot                  3                    21
    Swim                  6                    10
    Tumble                5                    10
    Use Magic Device      3                    22
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    Feat: (Human Bonus) Two Handed Fighting
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 3 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Toughness
    
    
    Level 4 (Rogue)
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Selected) Mental Toughness
    
    
    Level 7 (Rogue)
    
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    
    
    Level 9 (Wizard)
    Feat: (Selected) Toughness
    
    
    Level 10 (Rogue)
    
    
    Level 11 (Wizard)
    Feat: (Wizard Bonus) Improved Mental Toughness
    
    
    Level 12 (Wizard)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Rogue)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Fighter)
    Feat: (Selected) Improved Two Handed Fighting
    
    
    Level 16 (Rogue)
    
    
    Level 17 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
    
    
    Level 18 (Fighter)
    Feat: (Selected) Toughness
    
    
    Level 19 (Fighter)
    Feat: (Fighter Bonus) Greater Two Handed Fighting
    
    
    Level 20 (Wizard)
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Haste Boost II
    Enhancement: Kensei Quarterstaff Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Human Versatility I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Thief-Acrobat I
    Enhancement: Rogue Balance I
    Enhancement: Rogue Balance II
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Search I
    Enhancement: Rogue Spot I
    Enhancement: Rogue Tumble I
    Enhancement: Rogue Tumble II
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Rogue Dexterity I
    Enhancement: Rogue Dexterity II
    Enhancement: Wizard Intelligence I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Wizard Wand Mastery I
    Enhancement: Wizard Wand Mastery II
    Enhancement: Wizard Wand Mastery III
    Features of the build:
    Locks & Traps
    Should have decent melee damage with Quarterstaff
    Arcane buffs: Mage Armor, Shield, False Life, Resist X, Displacement, Haste, Heroism, Rage, Stoneskin
    Resist Free Attacks/Debuffs: Scorching Ray (2 Rays), Wall of Fire, Solid Fog, Enervation, Ray of Enfeeblement (at low levels before Spell Resistance is a problem)
    Wands and Scrolls: Max UMD makes using higher level Arcane wands simple, and even Heal and Raise Dead scrolls aren't out of the question, which is why I took +45% to wands.
    Solid Health (I think) - Base 16 CON, Toughness x4, Racial Toughness III, Fighter Toughness II.

    Any thoughts?

  2. #2
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    These staff builds are starting to be complete flight of fancy builds to the degree that people should hardly bother asking advice for them.

    And I play a staff build.

    Acrobat 1 just isnt much good. The only way it makes sense really is if you are splashing in monk and want a 2 handed weapon that lets you stay centered while still being a trap monkey. Either get acrobat 2 or use a different weapon(or be a monk).
    Wherever you went - here you are.

  3. #3
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    I'm not claiming this to be some kind of super build, just something fun to play around with and I don't want be missing anything. I doubt I'd raid with it, though it might be fun. Maybe I should have given context in the original post, I'll mostly be soloing with some grouping with this build.

    A base Quarterstaff does 2.5 less damage than a Great Sword, and half the crits. Some of that is made up for with the Acrobat haste, but I still expect to do lower damage going with a Staff. I can accept that because this a concept build.

    So I suppose my question to you as someone who plays a staff build, would giving up my levels in Wiz or Fighter be worth getting to 12/14 Rogue (Acrobat II). Giving up Wiz is probably the better option, but then he's not much of an Arcane Acrobat

    Giving up Wiz:
    Gain +2 BAB (Easily countered by Heroism)
    Gain Acrobat II
    Gain 1 Feat
    Gain +16 HP (Countered by False Life)
    Gain Armor (Not really critical for this build, and MA+Shield give 8AC)
    Gain Sneak damage
    Lose - Fire Wall, Solid Fog, Haste, Stoneskin, Rage, Displacement
    Lose - Wizard PrE (lets just go with Pale Master I for now) - Necrotic Touch and Skeleton pet

    Giving up Fighter:
    Gain Acrobat II
    Gain Sneak Damage
    Lose 1 BAB
    Lose 24 HP
    Lose Toughness x4 => another 88 HP
    Lose Kensai I benefits

    I get where you're coming from, but within the context of my build concept, I just don't see getting Acrobat II (Knockdown immunity and more haste) as worth what I'd lose from Wiz or Fighter. I know there are better staff builds out there. What I'm really looking for is feedback on things like Feats (I can easily drop a Toughness) or Enhancements (I've got 12 unspent) that I've overlooked that would help polish my concept.

  4. #4
    Community Member krud's Avatar
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    The problem here is the deep wizard multiclass. While the things you would get with 7 levels of wizard are pretty good at level 7, they aren't much good at level 20 (when you actually get that 7th wizard level). Up until then the wizard levels are only good for buffs. Buffs, which for the most part are kind of so-so. Level 11, when you hit 5 levels of wizard, is when you will finally get displacement and haste, and only at level 14 do you get the third level 3 spell. You could be drinking pots all that time for pretty much the same benefit. That's 11 levels to get the one spell (displacement) that won't be available elsewhere. The pale master 1 pet will get crushed in one blow, and necrotic touch will barely scratch most level 20 mobs.

    Wizard multiclassing is not easy. It's usually splash or near max wizard. In between just dilutes your main purpose without much added benefit. You can get most everything the wizard levels offer from pots and/or wands.
    Ghallanda: Neatoelf15wiz/1rgr, Neetoelf17wiz, NeatoManhuman13rog/6pal/1mnk, NeatoHombrehuman12ftr/6pal/2rog, Kneetoedwarf17clr, Kneedoughdrow18clr/2mnk

    Minimize expectations and you'll never be disappointed

  5. #5
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    Thanks for the feedback. I think some of your examples about when I get which level spells are a bit off, but you do make good points about pushing them out so long. I'm going to adjust the levels so that I get:

    Spell level 1 - CL 3
    Spell level 2 - CL 6
    Spell level 3 - CL 9
    Spell level 4 - CL 12

    With one last level of wizard at 20. I know a lot of the spells will not be useful to me at higher levels, but the ones I'm most interested in are ones like Wall of Fire and Solid Fog which have no Spell Resistance or saves. I see what you're saying about the potions, but it seems like buying enough potions to keep myself perma-hasted would take a small fortune if even possible.

  6. #6
    Community Member Phidius's Avatar
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    When I was leveling up Phidius (a similar "for fun" build), I made sure to get arcane level 4 spells as quick as possible, as Wall of Fire makes the mid game so much easier.

    Even at end game, some of the 4th level (and lower) arcane spells are still very handy.

    Solid Fog used to be handy, but not anymore. I'd recommend Dimension Door/Fireshield (swapped depending on the quest) instead.

    The build looks like fun.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  7. #7
    Community Member krud's Avatar
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    Phidius is right, the sooner you get your wizard levels out of the way the better. Start with rog, ftr, and at a minimum take 5 levels of wizard next (or even 7 levels). It's easier to melee a heavily wizard multiclass at the lower levels. Access to the wizard buffs sooner will help. Also, as your other wizard bonus feat you might consider maximize. It will work well with firewall, especially at end fights. At high levels it can be switched out when you find the firewalls aren't dealing enough damage, particularly against devils and orthons.
    Ghallanda: Neatoelf15wiz/1rgr, Neetoelf17wiz, NeatoManhuman13rog/6pal/1mnk, NeatoHombrehuman12ftr/6pal/2rog, Kneetoedwarf17clr, Kneedoughdrow18clr/2mnk

    Minimize expectations and you'll never be disappointed

  8. #8
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    Default semi related Arcane Mechanic Q&A

    This is the information I was looking for over in the wizard subforum. With the only relative response being a sad personal attack that offered no help whatsoever. Guess you got to go where the people know.

    Similar to this person, but with a Mechanic focus and without the levels of fighter. It seems 5 levels of Wizard a sweet spot for buffing and being an Arcane supplement. I'm curious about the other points a player would break their Rogue leveling.

    Drow (STR: 08, DEX: 17, CON: 12, INT: 19, WIS: 08, CHA: 10)

    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)

    The second part, is when to splash in a level of Rogue so you can top up the skills (for the acrobat, I assume it would be jump & tumble, for me it will be search/spot/disable device). So far i've gone Rogue/Wizard/Wizard/Wizard using the wizards levels to focus on concentration, heal, repair.

    Dogan
    Dogahn/SahRian/DahRian on all but 1 F2P server

  9. #9
    Community Member krud's Avatar
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    For the op, and anyone else considering a battle mage, I would strongly recommend warforged. The self healing ability is a huge bonus, especially for someone who will be taking a lot of aggro close up. edit - halfling DM is probly next on the list.
    Last edited by krud; 01-14-2010 at 09:13 PM.
    Ghallanda: Neatoelf15wiz/1rgr, Neetoelf17wiz, NeatoManhuman13rog/6pal/1mnk, NeatoHombrehuman12ftr/6pal/2rog, Kneetoedwarf17clr, Kneedoughdrow18clr/2mnk

    Minimize expectations and you'll never be disappointed

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