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”
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.
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
Are there other races than WF? Ah, ya mean meatbags!Its nice to read, but its unreal for another race then Warforged.
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.
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."
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![]()
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.
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.