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  1. #1
    Community Member Llywela's Avatar
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    Question Help! Spellsword - 5 Ranger / 15 Wizard

    I have been bashing my head against my keyboard trying to create a Spellsword or Battlemage build, with very little success. I have done some reading on the forums and looked over other builds, which has helped a little, but I would still love any suggestions before jumping into a crazy build. Feel free to tear it apart (in a nice, constructive manner, anyway =p ).

    The character himself is mainly a spellcaster, but should have decent melee abilities as well. He is generally in the middle of things, wildly nuking and slashing. Elf (since there are no Half-Elves) and Wizard are absolutely necessary for the character, but the second class is flexible (Ranger, Fighter or Paladin being preferred). He will most likely wear robes, relying on magic for defense. With Ranger as a secondary class, he would make use of TWF, but for Fighter or Paladin, I would probably switch out the second weapon for a shield, since he lacks the Dex to pick up TWF otherwise.

    I mostly plan to solo and duo, but I wouldn't mind making myself useful for larger groups, if at all possible. I don't, as of yet, know quite what I will be duo-ing with, though rogue/wizard has been mentioned.

    5/15 level split: I took 5 levels of Ranger to get a second favored enemy, and the extra BAB. I passed on a 6th level (which would give me Improved TWF) so that I could still get 8th level Wizard spells and an extra metamagic feat. I miss out on the 9th level spells, but I don't see them as absolutely necessary for the character.

    Fighter bonus feats also look promising, though I have had little success throwing a build together. Smite Evil and Aura of Good looked the most helpful from a Paladin, but with low Charisma, not much else seemed helpful.

    Abilities: 28 point (Yeah, I'm a noob. ). I focused on Int, hoping to pick up some tomes to help Str and Con.

    Skills: I focused on Concentration, put what I could into Jump (which ended up being a lot, whee!), Balance, Tumble and UMD, and tossed the rest into various Ranger skills.

    Spells: I tried to pick up some useful defensive and melee buffing spells, as well as a couple of crowd controls. His main nuking spells are fire and ice, and I tried to focus on area effects. I picked up some Symbol type spells because they looked like they might make fun traps to pull things into.

    Feats and Enhancements: I am finding these to be the most difficult to sort out. I tried to focus on magic first, melee second. Extend looks like it would be nice for buffs and CCs, and Quicken seems helpful for a caster in melee. Beyond that, I mostly tried to buff damage, but I also took some to give him more HP and SP.

    This hasn't yet taken into consideration tomes or gear (other than assuming he will be using longswords), but I have the sneaking suspicion that his defensive ability and health might simply be too low... and I'm still not sure where the proper balance of magic and melee is, or if he would do any reasonable damage.

    tl;dr: I'm another noob trying to make an Elven Wizard that also likes to slash things. I appreciate advice and am willing to learn, but don't be mean.

    Code:
    Character Plan by DDO Character Planner Version 3.16
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Elf Male
    (5 Ranger \ 15 Wizard) 
    Hit Points: 182
    Spell Points: 1298 
    BAB: 12\12\17\22
    Fortitude: 10
    Reflex: 16
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             16                    16
    Dexterity            10                    10
    Constitution         12                    12
    Intelligence         16                    24
    Wisdom               10                    10
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                    11
    Bluff                -1                    -1
    Concentration         5                    24
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                    -1
    Heal                  0                     0
    Hide                  4                    10
    Intimidate           -1                    -1
    Jump                  7                    25
    Listen                0                     2
    Move Silently         4                    10
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                3                     7
    Search                7                    19
    Spot                  4                    12
    Swim                  3                     3
    Tumble                2                    11
    Use Magic Device      1                    10.5
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    Spell (1): Burning Hands
    Spell (1): Jump
    Spell (1): Hypnotism
    Spell (1): Magic Missle
    Spell (1): Niac's Cold Ray
    Spell (1): Mage Armor
    
    
    Level 3 (Ranger)
    Feat: (Selected) Insightful Reflexes
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Spell (1): Expeditious Retreat
    Spell (1): Feather Fall
    
    
    Level 5 (Ranger)
    
    
    Level 6 (Wizard)
    Feat: (Selected) Oversized Two Weapon Fighting
    Spell (2): Blur
    Spell (2): Bull's Strength
    
    
    Level 7 (Ranger)
    Spell (1): Camouflage
    Spell (1): Longstrider
    Spell (1): Merfolk's Blessing
    Spell (1): Ram's Might
    Spell (1): Resist Energy
    Spell (1): Summon Nature's Ally I
    Spell (1): Tumble
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Spell (2): Knock
    Spell (2): Web
    
    
    Level 9 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Power Attack
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Spell (3): Displacement
    Spell (3): Fireball
    
    
    Level 11 (Wizard)
    Spell (3): Haste
    Spell (3): Heroism
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Feat: (Selected) Improved Mental Toughness
    Spell (4): Fire Shield
    Spell (4): Stoneskin
    
    
    Level 13 (Wizard)
    Spell (4): Wall of Fire
    Spell (4): Ice Storm
    
    
    Level 14 (Wizard)
    Spell (5): Protection From Elements
    Spell (4): Symbol of Flame
    
    
    Level 15 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Improved Critical: Slashing Weapons
    Spell (5): Teleport
    Spell (5): Cone of Cold
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Spell (6): Greater Heroism
    Spell (6): Tenser's Transformation
    
    
    Level 17 (Wizard)
    Spell (5): Symbol of Pain
    Spell (6): Otiluke's Freezing Sphere
    
    
    Level 18 (Wizard)
    Feat: (Selected) Spell Penetration
    Spell (7): Delayed Blast Fireball
    Spell (7): Otto's Sphere of Dancing
    
    
    Level 19 (Wizard)
    Spell (7): Prismatic Spray
    Spell (7): Greater Teleport
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Feat: (Wizard Bonus) Quicken Spell
    Spell (8): Sunburst
    Spell (8): Symbol of Death
    Enhancement: Elven Arcanum I
    Enhancement: Elven Arcanum II
    Enhancement: Elven Arcanum III
    Enhancement: Aerenal Elf Melee Attack I
    Enhancement: Aerenal Elf Melee Attack II
    Enhancement: Aerenal Elf Melee Damage I
    Enhancement: Aerenal Elf Melee Damage II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Lineage of Elements III
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Lineage of Deadly Elements III
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Elemental Manipulation IV
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Spell Penetration III
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III

  2. #2
    Community Member Phidius's Avatar
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    When building a battle caster, here's a few things to think about.

    1. Healing - most of the parties you will encounter will frown on a meleing caster, and will often withhold healing to teach you your place. If you can't refill your own hit points, you'll be in trouble.

    2. Defense - Even with the best self-healing possible, it's more fun to stay in combat instead of trying to patch yourself back up.

    3. Offense - Casting suffers the fewer caster levels you have. Give up too many (3 is my max), and you will be a gimped caster - make sure the melee benefit you gain outweighs this.

    Battle casters are fun, no doubt - there's just not as much room for leniency.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  3. #3
    Community Member Rydin_Dirtay's Avatar
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    The main problem with these types of builds is that your spell DC's will be lower than they should be.

    It's up to you about doing a split like that, but personally I would want a build that would land spells more in the late game, or, be able to dish out melee damage later.

    If all you want is buffing, you'd be better off going 7 Wiz/13 Ranger (for fire sheild/cold shield, stoneskin etc.) or 5 Wiz/15 Ranger (for Haste/Displacement). If you want offensive casting, you'll need more Wizard levels and, really, in my opinion a starting 18 INT. But then you melee would be subpar.

    Do you see why it's hard to make this type of char work well in DDO?

  4. #4
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    IMO Blattle Casters work best in a 12/6/2 or an 18/2 Split.

    15/5 is not a good plan. As newer player with only 28pts your down in INT, and Spell Penetration significantly. Your Level 8 Spells arent that exciting. L7 Spells arent that exciting. On an Elf, even l6 Spells really arent all that exciting....

    Being self sufficinet is crucial. Ranger levels will give you some Wand usage, which will help, but towards end game, it wont be enough to keep you alive in combat.

    Low Hit points without Evasion is another killer. Insightful reflexes gets your save up to a decent level, but still not high enough to make a big difference. Making a save for half damage is still going to be devastating.

    Battle casters are one of the most rewarding and fun builds to play. However, They are incredibly difficult to master. if you cant play it, it will be make you want to quit the game. You will be excluded from groups, no one will join your LFMs.
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  5. #5
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    Default Pure wiz battlecaster

    I'm also trying to make a battlecaster, but i'm going the pure wiz elf route.
    St, dex, and int of 16; con of 12.

    The longsword and bow proficiencies are good enough for combat. I have twf and am picking up the feats needed for arcane archer.

    My offensive spells are burning hands for aoe and chill touch for up close. [I'm still at lvl 4] I chose chill touch cause it's negetive energy and I'm hoping to squeeze in pale master when it's updated.
    Be sure to get a potent touch spell cause there are some enemies [like those blasted shamen] that you'll want to kill quickly.

    Hypnotism is super!

    I also use summon spells; I like the distraction more than whatever dps it produces.

    Any suggestions for combat feats that will allow me to continue to melee as I level up?

  6. #6
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    Quote Originally Posted by friendly_fire View Post
    I'm also trying to make a battlecaster, but i'm going the pure wiz elf route.
    St, dex, and int of 16; con of 12.

    The longsword and bow proficiencies are good enough for combat. I have twf and am picking up the feats needed for arcane archer.

    My offensive spells are burning hands for aoe and chill touch for up close. [I'm still at lvl 4] I chose chill touch cause it's negetive energy and I'm hoping to squeeze in pale master when it's updated.
    Be sure to get a potent touch spell cause there are some enemies [like those blasted shamen] that you'll want to kill quickly.

    Hypnotism is super!

    I also use summon spells; I like the distraction more than whatever dps it produces.

    Any suggestions for combat feats that will allow me to continue to melee as I level up?
    This is a pretty extreme example of someone trying to do WAY too much with a build.

    Melee, Ranged, AA, TWF, and Pale Master?

    Why not throw a couple rogue levels in there as well?

    I cant imagine a concept like that being able to do anything well in a few levels.
    °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸A R C H A N G E L S °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸
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    Quote Originally Posted by Severlin View Post
    We don't envision starting players with Starter Gear and zero knowledge playing on Hard or Elite.
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  7. #7
    Community Member Phidius's Avatar
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    Quote Originally Posted by Impaqt View Post
    ...You will be excluded from groups, no one will join your LFMs.
    Well said... I'll just add that you will be shunned by some regardless of how your build rocks. On the bright side, I have a lot more fun in DDO since I've weeded out the ignorant
    "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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    WF is superior for battle mage. Atleast go Drow with Rapier+shortswords, Rogue2/Wizard18. +2 Dex and +2 Int is a huge bonus. Even +2 Cha helps with UMD for Heal scrolls.

    Something like this maybe:
    Code:
    Character Plan by DDO Character Planner Version 3.14
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Drow Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 186
    Spell Points: 1358 
    BAB: 10\10\15\20
    Fortitude: 8
    Reflex: 14
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            16                    20
    Constitution         12                    14
    Intelligence         18                    28
    Wisdom                8                    10
    Charisma             10                    12
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +1 Tome of Dexterity used at level 11
    +2 Tome of Strength used at level 20
    +2 Tome of Dexterity used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Intelligence used at level 20
    +2 Tome of Wisdom used at level 20
    +2 Tome of Charisma used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                     9
    Bluff                 0                     1
    Concentration         3                    26
    Diplomacy             0                     1
    Disable Device        8                    33
    Haggle                4                     5
    Heal                 -1                     0
    Hide                  7                     9
    Intimidate            0                     1
    Jump                  6                     7
    Listen               -1                     2
    Move Silently         7                     9
    Open Lock             7                    22
    Perform               n/a                   n/a
    Repair                4                    10
    Search                8                    35
    Spot                  3                     6
    Swim                  2                     3
    Tumble                7                     9
    Use Magic Device      4                    24
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Wizard Bonus) Extend Spell
    
    
    Level 3 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 4 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Maximize Spell
    Feat: (Selected) Mental Toughness
    
    
    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 9 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Penetration
    
    
    Level 10 (Rogue)
    Skill: Disable Device (+1)
    Skill: Open Lock (+8)
    Skill: Search (+1)
    Skill: Use Magic Device (+3)
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Quicken Spell
    
    
    Level 16 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Empower Spell
    
    
    Level 18 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 19 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Skill Boost I
    Enhancement: Drow Melee Attack I
    Enhancement: Drow Melee Attack II
    Enhancement: Drow Melee Damage I
    Enhancement: Drow Melee Damage II
    Enhancement: Elven Dexterity I
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Wizard Improved Maximizing II
    Enhancement: Wizard Improved Maximizing III
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Wizard Concentration I
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Search I
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Elemental Manipulation IV
    Enhancement: Wizard Spell Penetration I
    Enhancement: Rogue Dexterity I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Wizard Wand Mastery I
    Enhancement: Wizard Wand Mastery II
    Enhancement: Wizard Wand Mastery III
    Enhancement: Wizard Wand Mastery IV
    Solo is abit hard at low levels until you have solid UMD (20+), but Cleric hireling and some cure pots should do the trick. At higher levels it should not be hard to get UMD 39 for Heal scrolls.

    In groups its as good as any other Wiz/Rog (not counting self-repairing WFs).

    It's kinda funny, but in DDO, Elfs are not so good as wizards. Drow, WF, Human or even Halflings (with dragonmarks) are better.

  9. #9
    Community Member Rydin_Dirtay's Avatar
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    Quote Originally Posted by friendly_fire View Post
    The longsword and bow proficiencies are good enough for combat.
    You are only level 4. Your melee effectiveness will fall far behind very shortly. You'll miss enough to make it not helpful for your groups for you to melee.

    Since you're a straight up Wizard, you'd help your groups more to focus on your spells. All levelups into INT, etc. and forget about TWF. Carry a sword yes, but your use of it will only extend to finishing off the last 10 hp of the last monster of the last mob.

  10. #10
    Community Member Jakarr's Avatar
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    I'v been close-minded about Battlecasters for awhile now in which I will only make one if he is going to be a Warforged. Also as others have said you wont get accepted into many grps....as a WF thou normally I will give any Wiz/Sorc build a try if they are WF.
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  11. #11
    Community Member JeffreyGator's Avatar
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    I'm in the midst of rerolling an elf 34 point build and doing this on 28 would be hard for me.

    There is too many wizard levels to have hps for melee and you need/want damage mitigation in other ways.

    2 rogue or 2 monk for evasion (or even 9 ranger 11 wizard) would work better I think.

    I take maximize and empower before quicken and heighten. if you need to do something really fast you can hit stuff is the whole point. toward endgame (where heighten matters most) spell penetration is more important than DCs (since those aren't affected by level)

    I've been debating ftr or rngr for a 15 wiz 3 rog 2 mellee build
    Rgr gives twf, bow str, rapid shot, favored enemy, +8 spot, easier use of wands without umd, +3 reflex save
    Ftr gives twf, + more ftr feat, +14hp, +1 str

    Hmm I may have decided on rgr with this post.


    And a variety of other multiclassed toons without vowels thnk/r/s/rbll/sgmp

  12. #12
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    Obviously WF is the way to go.

    That said, I have thought about making a 'flavour' character, a Fighter/Wizard type, and I don't like WF.

    I was thinking of a 14/6 split (or 13/7), probably Wizard/Ranger so I don't need dex for twf.

    I would make it Halfling - working in the Dragon Marks, and the Sneak Attack enhancements.

    Stats along the lines of:
    Str: ~15
    Con: ~15
    Int: ~16

    Feats: Toughness, Extend, Heal Marks, Max and Emp, PA, Quicken, IC: Pierce, and one other.

    Still don't think it will be even 'semi' effective - I just don't know that 14 levels of Wizard will net you that much when you lose all that casting effectiveness.
    Server: Thelanis
    Guild: Fallen Immortals
    Toons: Soza, Sozz, Sozza, Sossa (bards)

  13. #13
    Community Member Caervas's Avatar
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    Oct 2009
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    Default

    Seems to me that there are alot of people trying to build fighter/mages in futility, -maybe they will add a prestige enhancement in the future some time, but at the moment its not a very easy task composing a character that can effectively do both. You will either lack the strength to deal enough damage, or the Int/Cha to keep your spell DC's high enough.

    I started my "Bladesinger" build on this same idea, and even though I consider myself an accomplished builder in many ways, figuring out a good way to solve this was arduous.
    As it is now, the bladesinger was started as a fighter/wizard, my stats were 32-pts: 16 str, 13 dex, 12 con, 17 int and 8 in wis and cha. All my level gained points go into intelligence to keep my DC's at an atleast adequate level.

    As you can imagine, using a longsword and shield (mithral light of course) won't cut it when it comes to dealing damage alongside barbarians and fighters etc, but with spells (buffs, CC and some damage) and feats like improved trip, my moderate DPS earns me a place in the groups I join.
    My idea is similar to yours; going to go 6 fighter (kensei with longsword -this as an attempt to close the gap) and 14 wizard. Since I am losing 6 caster levels, my spell DPS isn't the dog's balls, but they do the trick when it comes to CC and buffing. Even with the gimped caster level, a firewall from a 14th level caster is nothing to scoff at, -which comes in handy often enough.
    When using ranger instead of fighter, you gain the enormous advantage of being able to use healing wands, however you won't gain any real bonus other than that. You could go for 6 lvls of ranger in order to get tempest, though your to hit bonus will be too low to effectively use with two weapon fighting, -unless you want to use divine power constantly.
    A possible alternative is to go paladin/sorceror instead, this will net you divine grace (which is a huge bonus with a sorceror's charisma), it will still get you access to healing wands, and some other perks like smite evil and faith enhancements. If you go elf, you could stack their longsword enhancements with the sovereign host faith enh.

    As people have been very handy at explaining the difficulties of using this kind of character, I won't focus on the hardships you will have to endure once you start this character, however harrowing it is having to have to try and earn a living in groups that are sceptical towards these builds. Very rewarding when you make a difference though.

  14. #14
    Community Member
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    Default New Try

    I am try this wizard/ranger build. I am only 5th level and I did make one change. I went WF. I like the self heal. I am also thinking of going to level 6 ranger, but currently 3 wizard 2 ranger. I build is soild at low levels and I used the 32 build... I think I could have done better being a novis. but I did

    str 16
    Dex 10
    Con12
    Wis 10
    Int 17
    Chr 10

    I put the improvement at int to bring it to 18.

    I am learning that all stats do not need to be a 10 or higher... I just hate negatives...

    Tell me what you think of this... He does fight two handed but I think this maybe a mistake.

  15. #15
    Founder Guildmaster_Kadish's Avatar
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    Quote Originally Posted by Impaqt View Post
    IMO Blattle Casters work best in a 12/6/2 or an 18/2 Split.

    15/5 is not a good plan. As newer player with only 28pts your down in INT, and Spell Penetration significantly. Your Level 8 Spells arent that exciting. L7 Spells arent that exciting. On an Elf, even l6 Spells really arent all that exciting....

    Being self sufficinet is crucial. Ranger levels will give you some Wand usage, which will help, but towards end game, it wont be enough to keep you alive in combat.

    Low Hit points without Evasion is another killer. Insightful reflexes gets your save up to a decent level, but still not high enough to make a big difference. Making a save for half damage is still going to be devastating.

    Battle casters are one of the most rewarding and fun builds to play. However, They are incredibly difficult to master. if you cant play it, it will be make you want to quit the game. You will be excluded from groups, no one will join your LFMs.
    Agreed on every point. Excellent advice.
    "Perhaps the end has not yet been written…”
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