Results 1 to 7 of 7

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Community Member FuzzyDuck81's Avatar
    Join Date
    Nov 2009
    Posts
    2,786

    Default WF Spellsword build

    A build i've started working on levelling, the idea is for a capable 2hander melee damage-dealer that has good self-sufficiency, but I'm not all that concerned about making it the most uber-optimised build. Looks pretty good to me but I thought I'd see what others think.

    Spells-wise, I'll be using an assortment of self-heals & buffs including fireshield & blur/displacement for damage mitigation. Weapon-wise, i still havent decided whether to go with greataxe, falchion or greatsword

    Code:
    Character Plan by DDO Character Planner Version 3.12 BETA
    DDO Character Planner Home Page
    
    Ossuary Spellsword
    Level 20 Chaotic Good Warforged Male
    (12 Fighter \ 1 Barbarian \ 7 Wizard) 
    Hit Points: 342
    Spell Points: 537 
    BAB: 16\16\21\26\26
    Fortitude: 17
    Reflex: 9
    Will: 8
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             18                    28
    Dexterity            14                    16
    Constitution         16                    20
    Intelligence         12                    14
    Wisdom                6                     8
    Charisma              6                     8
    
    Tomes Used
    +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
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    Feat: (Selected) Mithral Body
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Two Handed Fighting
    
    
    Level 3 (Fighter)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 4 (Wizard)
    Ability Raise: STR
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Selected) Power Attack
    
    
    Level 7 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Feat: (Selected) Weapon Specialization: Slashing Weapons
    
    
    Level 10 (Wizard)
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Barbarian)
    Ability Raise: STR
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 13 (Fighter)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    
    
    Level 15 (Fighter)
    Feat: (Selected) Greater Two Handed Fighting
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Quick Draw
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Attack Boost III
    Enhancement: Barbarian Damage Reduction Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Barbarian Power Attack I
    Enhancement: Kensei Falchion Mastery I
    Enhancement: Kensei Falchion Mastery II
    Enhancement: Fighter Armor Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Critical Accuracy III
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Falchion Specialization I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Wizard Wand Mastery I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Healer's Friend II
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Warforged Inscribed Armor II
    Enhancement: Warforged Inscribed Armor III
    Enhancement: Warforged Power Attack I
    Enhancement: Warforged Power Attack II
    Enhancement: Warforged Power Attack III
    Enhancement: Warforged Great Weapon Aptitude I
    Enhancement: Warforged Great Weapon Aptitude II
    Enhancement: Warforged Great Weapon Aptitude III
    Last edited by FuzzyDuck81; 02-14-2010 at 01:38 PM.

  2. #2
    Community Member LAWPRE's Avatar
    Join Date
    Feb 2006
    Posts
    495

    Default more

    1) you do not put your spell choices down. So, it is tough to see if there are any "holes" there.

    2) IF you are going to take Mithral body, you might as well take Adamantite and get the extra perks. Then, using enchancements, reduce the penalty down.

    3) Since you are wanting to take displacement and blur as spells, you may want to switch to Elf and take Dragonmark of Shadow. Improved Mental Toughness is of questionable use and depending upon your spell choices, either extend or quicken would not be needed.

  3. #3
    Community Member FuzzyDuck81's Avatar
    Join Date
    Nov 2009
    Posts
    2,786

    Default

    Spells are all based around buffs for melee & general utility once i've got all 7 wizard levels the loadout will typically be:

    Level 1:
    Shield
    Jump
    Exp. retreat
    prot from evil
    feather fall

    Level 2:
    repair moderate damage
    resist energy
    false life
    blur (possibly invisibility for running thru explorer areas with less hassle)

    Level 3:
    Displacement
    Haste
    Repair serious damage

    Level 4:
    Repair critical damage / stoneskin / solid fog / dimension door / wall of fire (whichever 2 depends on quest, though stoneskin at least can come from wands sine wont be any extra benefit to DR provided)


    Took WF specifically for the ability to self-heal without having to pump loads into UMD, the improved effectiveness of power attack & extra 2hander proc chance. the 2 mental toughness feats & metamagics are so i can have a nice big pool of mana for casting & repairing even in the middle of heavy combat (plus some of the buffs can be handy for allies), and to make the buffs last longer, as i'm not going to have many caster levels.

    Mithral body is so i can have at least a semi-meaningful AC early on with as little spellcasting failure chance as possible - when i eventually get a DT docent, if i get the spell failure reduction on it ill consider getting a lesser reincarnate to reassign some DEX for CON or WIS, and taking adamantine body instead for the extra DR.
    Last edited by FuzzyDuck81; 02-15-2010 at 03:14 AM.

  4. #4
    Community Member LAWPRE's Avatar
    Join Date
    Feb 2006
    Posts
    495

    Default Okay

    Looks good to me. I would switch Mage Armor for Exp. Retreat but that may be gear dependant.

    Also, I would make sure that you do the wilderness areas. This achieves two things:

    1) you get 8K XP from JUST Korthos. So, you can level fairly quickly in order to get to the higher loot chests - even by yourself.

    2) This will show you how easy it will be for you to solo as you can draw aggro fairly easily in Cerulean Hills and IF you can handle continually getting mobbed. IF you are having trouble, you can switch the wizard early track for more fighter levels.

    Personally, I do not like stats under 10 but that is a utility as well as personal choice. Just Make sure that you get gear that increases your Will (or all) save (s).

    Next, remember that you need to stay away from medium or heavy armor as it will increase you ASF. Unfortunately, Inscribe Armor only works on the Body line so you have little way of reducing ASF early. Still, +1 = -1 to skill penalty and -5% (10%?) to ASF. So, +5 Medium armor should have little to no ASF - same with Shields.

    Early on, you are going to want to have Bull's Strength and Cat's Grace as your second level spells. Same with Magic Missile and Niac's Ice Ray at first level. Before, you get your ftr gear and level up, you are not going to want the mobs to get near to you. When they do, Bull's and Cat's will give you the extra edge.

    Finally, I would switch Healer's Friend for Warforged Damage Reduction. You can already heal yourself and the extra DR will mean a little less of it needed.

  5. #5
    Community Member ArichValtrahn's Avatar
    Join Date
    Nov 2009
    Posts
    395

    Default

    Why wizard over sorcerer? It would seem that if you are only taking 7 arcane levels you want all the SP as you can get.

    Also, why not just go Favored Soul with the Lord of the Blades line? No multiclassing that way and you maintain your DCs.

  6. #6
    Founder Roguewiz's Avatar
    Join Date
    Feb 2006
    Posts
    870

    Default

    @ Arich

    From what I can tell, mainly for level 4 spells and the two bonus feats he gets. Level 7 Favored Soul or Sorcerer won't give any bonus metamagic feats and will only grant level 3 spells.

    Since he is a melee based character, having a high charisma won't help him. Of course neither will Int, but with Int, you can at least get some skill points.
    Rangers don't die, they just teleport to their bind point.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload