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  1. #21
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    Quote Originally Posted by Gulnar13 View Post
    You should REALLY bring AT LEAST cost to 12-14. A wizard with 10 in cost is a dead wizard, and a dead wizard cannot cast spells. suggest getting the points from dex AND wis, sice A) you'll get Insightful reflexes, and your reflex save will be your highest save, and B) your will save is already high enough, and you don't need THAT much spot.
    What the difference between 10/+0 and 12/+1: 1 HP per level and + 1 concentration skill?

  2. #22
    Community Member malicia's Avatar
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    Quote Originally Posted by TomsCZ View Post
    What the difference between 10/+0 and 12/+1: 1 HP per level and + 1 concentration skill?
    and +1 fort save.

    The difference between 10 and 14 starting con is 40 HP at level 20, which can be an extra 12% or so hitpoints.
    Elementia : Aleksia : Ninetysix : Dumi - Utopia of Khyber

    “The light that burns twice as bright, burns half as long... and you have burned so very very brightly”

  3. #23
    Community Member FuzzyDuck81's Avatar
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    definitely take another look at WF - ok you wont have quite the INT as a drow, but the MASSIVE self-sufficiency boost will be totally worth it for the small price in skillpoints, and hey, if you get bored of blasting enemies with magic, buffing the party & handling the traps, you can always turn your talents to tanking in raids!
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  4. #24
    Community Member Gulnar13's Avatar
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    Concentration skill is usualy not an issue. You'll usually stay out of the fights, or casting with quicken; the real issues are hp. Because there WILL BE times when that giant pit fiend named harry will hit you with his cleave-like hits. Or when that bearded devil will decide that you look like a fun target to teleport upon and ravage. Or when a living meteor storm cast meteor storm on ya.
    14 is the absolute minimum.

  5. #25
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    Quote Originally Posted by Gulnar13 View Post
    Concentration skill is usualy not an issue. You'll usually stay out of the fights, or casting with quicken; the real issues are hp. Because there WILL BE times when that giant pit fiend named harry will hit you with his cleave-like hits. Or when that bearded devil will decide that you look like a fun target to teleport upon and ravage. Or when a living meteor storm cast meteor storm on ya.
    14 is the absolute minimum.
    Its nice to read, but its unreal for another race then Warforged. I think that Warforged is the best true wizard (20 lvl), but I still think that Drow Elf is the best for 2 rogue / 18 wizard. Despite that WF can heal self, have a lot of imunities, etc....

    Finaly my build looks this:
    Code:
    Character Plan by DDO Character Planner Version 3.32
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 124
    Spell Points: 1573 
    BAB: 10\10\15\20
    Fortitude: 6
    Reflex: 18
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity            10                    10
    Constitution         10                    10
    Intelligence         20                    28
    Wisdom               12                    12
    Charisma             14                    14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                     4
    Bluff                 2                     2
    Concentration         0                    23
    Diplomacy             2                     2
    Disable Device        9                    26
    Haggle                6                     6
    Heal                  1                     1
    Hide                  4                     4
    Intimidate            2                     2
    Jump                  3                     3
    Listen                5                     7
    Move Silently         4                     4
    Open Lock             4                    16
    Perform               n/a                   n/a
    Repair                9                    13
    Search                9                    28
    Spot                  5                    24
    Swim                 -1                    -1
    Tumble                4                     4
    Use Magic Device      6                    25
    
    Level 1 (Rogue)
    Feat: (Selected) Insightful Reflexes
    Enhancement: Rogue Skill Boost I
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    Enhancement: Wizard Energy Manipulation I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Maximize Spell
    Enhancement: Improved Spell Resistance I
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand Mastery I
    
    
    Level 4 (Wizard)
    Enhancement: Wizard Lineage of Energy I
    Enhancement: Wizard Lineage of Elements I
    
    
    Level 5 (Wizard)
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Subtle Spellcasting I
    
    
    Level 6 (Wizard)
    Feat: (Selected) Extend Spell
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Wand Mastery II
    
    
    Level 7 (Wizard)
    Enhancement: Wizard Pale Master I
    Enhancement: Summon Skeleton Archer
    Enhancement: Summon Skeletal Knight
    Enhancement: Summon Skeletal Mage
    
    
    Level 8 (Rogue)
    Enhancement: Wizard Intelligence II
    
    
    Level 9 (Wizard)
    Feat: (Selected) Improved Mental Toughness
    Enhancement: Wizard Improved Maximizing II
    
    
    Level 10 (Wizard)
    Enhancement: Rogue Electric Trap Lore I
    Enhancement: Wizard Wand Mastery III
    
    
    Level 11 (Wizard)
    Enhancement: Rogue Fire Trap Lore I
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 12 (Wizard)
    Feat: (Wizard Bonus) Greater Spell Focus: Necromancy
    Feat: (Selected) Spell Penetration
    Enhancement: Improved Spell Resistance II
    
    
    Level 13 (Wizard)
    Enhancement: Wizard Intelligence III
    
    
    Level 14 (Wizard)
    Enhancement: Wizard Pale Master II
    Enhancement: Summon Blackbone Knight
    
    
    Level 15 (Wizard)
    Feat: (Selected) Greater Spell Penetration
    Enhancement: Rogue Acid Trap Lore I
    Enhancement: Rogue Cold Trap Lore I
    Enhancement: Summon Blackbone Archer
    Enhancement: Shroud of the Wraith
    
    
    Level 16 (Wizard)
    Enhancement: Wizard Energy of the Scholar IV
    
    
    Level 17 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Wizard Wand Mastery IV
    
    
    Level 18 (Wizard)
    Feat: (Selected) Enlarge Spell
    Enhancement: Wizard Lineage of Energy II
    Enhancement: Wizard Lineage of Elements II
    
    
    Level 19 (Wizard)
    Enhancement: Wizard Spell Penetration II
    
    
    Level 20 (Wizard)
    Enhancement: Wizard Pale Master III
    Enhancement: Summon Frostmarrow Archer
    Enhancement: Summon Frostmarrow Knight

  6. #26
    Community Member Calebro's Avatar
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    Quote Originally Posted by TomsCZ View Post
    Hit Points: 124
    Even when you gear him up to get a slightly better Con, and with a Minos, etc, this = dead wizard. You should seriously consider moving those points from Cha into Con

  7. #27
    Community Member Gulnar13's Avatar
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    Its nice to read, but its unreal for another race then Warforged.
    Are there other races than WF? Ah, ya mean meatbags!
    I'm a WF wizard lv 20, with 18 base const + 2 racial ench. + 6 item (Quorforged docent!). I have the bonus from the quorforged docent (which i'll upgrade as soon as possible). I have thoughtness, the though. ench. And still i find that sometimes, they aren't enough.

    124 hit points are TWO hits from Harry on normal. 124 are one and half burst from the orthon repeating crossbow. 124 are five bearded devils hits.

    Also, what's the point of taking the ARCHERS of PM? I mean, knights can be useful as... distraction? And wizards too (one spam firewall, if i don't err...) ... but the archers are brain-dead. They've trained at the Imperial Stormtrooper Marksmanship Academy. They have the same offensive power of a 6 strenght halfing barbarian.
    Also, you took the wraith form (useful for sneaking) but not the lich form (useful for killing stuff).
    Last question: why enlarge spell? It's not useless (you can hit beholder from afar...) but not that useful either. I would have taken empower (which i don't see on your feat list, but maybe is just temporary blindess), or thoughtness.

  8. #28
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    Quote Originally Posted by Gulnar13 View Post
    Also, what's the point of taking the ARCHERS of PM? I mean, knights can be useful as... distraction? And wizards too (one spam firewall, if i don't err...) ... but the archers are brain-dead. They've trained at the Imperial Stormtrooper Marksmanship Academy. They have the same offensive power of a 6 strenght halfing barbarian.
    Also, you took the wraith form (useful for sneaking) but not the lich form (useful for killing stuff).
    Last question: why enlarge spell? It's not useless (you can hit beholder from afar...) but not that useful either. I would have taken empower (which i don't see on your feat list, but maybe is just temporary blindess), or thoughtness.
    These are good points, and even more so since it seems all the knight does is jump backwards in circles and swings his sword once every 5 mins.

    Your build also has 2nd Rog lvl at 8 which puts you 2 lvls behind on Firewall. The earliest the second lvl of rog should be taken is at lvl 9 right after FW, imho.

    PS. Gulnar it's spelled Toughness, not "thoughtness."

  9. #29
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    So, little corection:

    Strength 8/-1
    Dexterity 10/+0
    Constitution 12/+1
    Intelligence 20/+5
    Wisdom 12/+1
    Charisma 12/+1

    And second rogule level on level 9.

    For Con 14/+2 I must decrease wisdom and charisma to 10/+0

  10. #30
    Community Member Zippo's Avatar
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    Quote Originally Posted by TomsCZ View Post
    Warforged is bad because:
    - can have only INT 18/+4 => -1 skill point on each level wizard, -6 skill points on 1. level rogue
    - have -4 to CHA => -2 to UMD
    - for self heal i can use potion, wand and scroll
    Ya know for someone who hasn't been around long you sure do have everything allllllll figured out don't ya . Read up some more, remove your fifth point of contact and get back to us when you have.
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    Hi welcome!

    (I wonder if I'll get banned for this?)

  11. #31
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    With a +29/+28 spell pen I still have spells bounce regularly on a 1-2. Unless you're reincarnate and have the bonus spell pen then you're looking at having 2 less spell pen if you have 2 less levels of wizard. I don't know about you but I don't put on armor that adds 10% spell failure. You've got to really want the rogue advantages to put up with seeing those blue shields on mobs pop up that much more often, not to mention shaving 10% damage off Polar Ray (effectively a lot more once you factor in the mob's resist). This is on top of already not being able to get the wizard capstone.

  12. #32
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    Default WF is the best race for wizard

    The survivability you get by going wf is unparalelled. Self healing, immunities, more hp.

    There is a big diffirence between using a scroll in the middle of battle and repairing yourself. With repair its just one push of a button and you have all your hp back. Scrolls you first have to equip, then you have to cast it and then you have to reequip your potency item. All that for about 110 hp. You will be out of the fight for a long time self healing. You are also going to need certain umd items - and they can take the place of other more useful ones.

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