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  1. #1
    Sketchy Adventurer aradelothion's Avatar
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    Question Can this work? 12Wiz/6Ftr/2Rogue

    I have very little experience in the end game, so I wanted to hear from you guys if this is a viable build there. Before going any further, let me clarify the purpose of this build: I want a toolbox, that can fill the role of secondary DPSer/ Caster/ Trapmonkey /Healer (even for fleshies with UMD) -- and not be a bard -- but can still be a primary damage caster if necessary. Well, now that I think about it, kinda like a WF bard with firewalls, reconstruct, and trap skills, without the partybuffing goodness. Now I also haven't had much experience multiclassing and playing melee, so I wouldn't really know if the melee choices are optimal or not.

    I'm not sure if there's a build suited to those goals already -- I'm pretty sure there is, but my searchfu is weak =/ Anyway, can this contribute meaningfully end game? Please critique.

    Code:
    Character Plan by DDO Character Planner Version 3.14
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Warforged Male
    (6 Fighter \ 2 Rogue \ 12 Wizard) 
    Hit Points: 322
    Spell Points: 877 
    BAB: 13\13\18\23
    Fortitude: 14
    Reflex: 16
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    20
    Dexterity             8                    10
    Constitution         16                    20
    Intelligence         18                    24
    Wisdom                6                     8
    Charisma             10                    12
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                     0
    Bluff                 0                     2
    Concentration         5                    23
    Diplomacy             0                     1
    Disable Device        8                    31
    Haggle                0                     1
    Heal                 -2                    -1
    Hide                 -1                     0
    Intimidate            0                     1
    Jump                  2                     5
    Listen               -2                    -1
    Move Silently        -1                     0
    Open Lock             3                    13
    Perform               n/a                   n/a
    Repair                4                     7
    Search                8                    27
    Spot                  2                    11
    Swim                  2                     5
    Tumble                0                     1
    Use Magic Device      4                    27
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    
    
    Level 3 (Wizard)
    Feat: (Selected) Extend Spell
    
    
    Level 4 (Wizard)
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    Feat: (Selected) Skill Focus: Use Magic Device
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    
    
    Level 9 (Rogue)
    Feat: (Selected) Insightful Reflexes
    
    
    Level 10 (Wizard)
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Feat: (Selected) Empower Spell
    Feat: (Wizard Bonus) Quicken Spell
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Fighter)
    Feat: (Selected) Power Attack
    Feat: (Fighter Bonus) Two Handed Fighting
    
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Feat: (Selected) Weapon Specialization: Slashing Weapons
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Greater Two Handed Fighting
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Rogue Damage Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Rogue Skill Boost I
    Enhancement: Kensei Falchion Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Disable Device I
    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 Elemental Manipulation I
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Elemental Manipulation IV
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Great Weapon Aptitude I
    Enhancement: Warforged Great Weapon Aptitude II
    Last edited by aradelothion; 02-01-2010 at 11:08 AM.

  2. #2
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    better somethin like monk / rog / cler or monk / rog / ranger ( with 2 rog and 6 rngr for tempest)

  3. #3
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    Yeah, your build doesn't exactly optimize any of the classes. If you're playing for fun/story though, I know a few people who have been posting "spell sword" builds.

    Have you considered a bard?

  4. #4
    Sketchy Adventurer aradelothion's Avatar
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    Quote Originally Posted by Sir_Chonas View Post
    Yeah, your build doesn't exactly optimize any of the classes. If you're playing for fun/story though, I know a few people who have been posting "spell sword" builds.

    Have you considered a bard?
    Yup, as noted above... I actually have a bard already, just wanted to try something else; you're right, this is more for fun/story, but I wouldn't mind taking him to end game either Would you have any ideas how to optimize the classes (or point me in the right direction)?

    Thanks

  5. #5
    Community Member Gadget2775's Avatar
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    The biggest problem I see with your build is stat distribution...14Str is a bit low for Melee damage/To-Hit especially with the number of actual caster levels you have (The Rogue splash also kicks your BaB). Additionally, the high investment in Int (which will work well for lower levels) becomes wasted once you start mixing in Fighter levels. This is especially true if you don't carry heighten which will really reduce the effectivness of lower level CC spells.

    Personally I'd drop Int down to at least a 16 and throw the extra points into Str. An additional 1 or 2 to hit makes a huge difference at lower levels, and with as much BaB as this build sacrifices will probably be quite noticable at higher levels as well.

    Of course this may leave you a little crunched for skill points...And I say this with reservations, you might concider droping Spot. You won't get the messages on where to search for boxes etc, but most of the traps are pretty static....

    Will try to post more later....Wife agro...Says I have to go to work now
    D.W.A.T: (Now with Non-Dwarf support)
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  6. #6
    Sketchy Adventurer aradelothion's Avatar
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    Quote Originally Posted by Gadget2775 View Post
    The biggest problem I see with your build is stat distribution...14Str is a bit low for Melee damage/To-Hit especially with the number of actual caster levels you have (The Rogue splash also kicks your BaB). Additionally, the high investment in Int (which will work well for lower levels) becomes wasted once you start mixing in Fighter levels. This is especially true if you don't carry heighten which will really reduce the effectivness of lower level CC spells.

    Personally I'd drop Int down to at least a 16 and throw the extra points into Str. An additional 1 or 2 to hit makes a huge difference at lower levels, and with as much BaB as this build sacrifices will probably be quite noticable at higher levels as well.

    Of course this may leave you a little crunched for skill points...And I say this with reservations, you might concider droping Spot. You won't get the messages on where to search for boxes etc, but most of the traps are pretty static....

    Will try to post more later....Wife agro...Says I have to go to work now
    Re: Spot, I actually might drop it, like you said; my primary concern for putting it in was (is) my unfamiliarity with the higher level quests. And yeah now that I think about it, starting at 18 Int was kinda overkill. Thanks for the input! Try spamming diplo

  7. #7
    Community Member Phidius's Avatar
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    With only 12 levels of wizard, you're going to have a very hard time landing spells with Spell Resistance or Saves. I'd recommend abandoning such spells, and focusing on melee with buffs and damage spells.

    Lower your Int (I went with 11 base + 2 tome + 3 enhancements) to get a 16 int without an item (needed for casting 6th level spells), and use those build points to beef up your combat. You'll probably want to go TWF, as you'll need to get your Dex up high enough to get a decent reflex save.

    Impaqt posted a similar build, only he went monk instead of rogue for the feats/saves.
    "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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