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  1. #1
    Community Member newandoriginalname's Avatar
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    Default Some newbie wizard questions

    Ive been lurking the forums for a while and Im planning to start a drow wizard as my main now that ive unlocked them but i have a few questions to ask,

    I see some people, (especially ddoer! ) talking about the benefits of umd for self healing, but surely you can just use pots?

    Also how viable is melee on a wizard? I ask because i am interested in the shadow mage build that ghoste talks about, i figure i could make my stats
    8 str
    16 dex +2 dex enhance
    12 con
    20 int
    8 wis
    10 cha

    This way i will end up with +4 to hide/move silently and since i have a high dex i might as well use finesse + shortsword enhancement and save sp while having a bit of melee fun
    Last edited by newandoriginalname; 03-02-2010 at 08:20 AM.

  2. #2
    Community Member Kaervas's Avatar
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    The most readily available potions are Cure Serious which heal for low 20s without healing amplification effects.
    You can only chug one every few seconds, so for any serious healing you're going to want something more potent, like a UMD'd Heal scroll (110 healing before any healing amplification effects).

    With UMD you can also use healing wands when you are between fights which are better HP-per-gold ratio, but take longer to restore HP.

  3. #3
    Community Member Sirea's Avatar
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    Quote Originally Posted by newandoriginalname View Post
    Ive been lurking the forums for a while and Im planning to start a drow wizard as my main now that ive unlocked them but i have a few questions to ask,

    I see some people, (especially ddoer! ) talking about the benefits of umd for self healing, but surely you can just use pots?

    Also how viable is melee on a wizard? I ask because i am interested in the shadow mage build that ghoste talks about, i figure i could make my stats
    8 str
    16 dex +2 dex enhance
    12 con
    20 int
    8 wis
    10 cha

    This way i will end up with +4 to hide/move silently and since i have a high dex i might as well use finesse + shortsword enhancement and save sp while having a bit of melee fun
    The flaw in your thinking of melee capability is that Weapon Finesse only applies to your attack rolls, not your actual damage. You'll be able to hit things a bit easier but you won't be doing much damage at all.

    If you want a melee-capable wizard, best to go WF, and best if you have 32-point builds. If you want UMD and Evasion you could splash 2 levels of rogue, and be able to put points into Hide/Move Silently like you want to. Take Insightful Reflexes to apply your INT modifier to your Reflex save instead of your DEX modifier.

    This build might look something like this:

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Warforged Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 226
    Spell Points: 1546 
    BAB: 10\10\15\20
    Fortitude: 10
    Reflex: 17
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    16
    Dexterity             8                     8
    Constitution         16                    18
    Intelligence         18                    26
    Wisdom                6                     6
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     7.5
    Bluff                -2                    -2
    Concentration         5                    27
    Diplomacy            -2                    -2
    Disable Device        8                    12
    Haggle                2                     2
    Heal                 -2                    -2
    Hide                  3                    22
    Intimidate           -2                    -2
    Jump                  7                     7
    Listen               -2                    -2
    Move Silently         3                    22
    Open Lock             3                     6
    Perform              n/a                   n/a
    Repair                8                    12
    Search                8                    12
    Spot                 -2                    -2
    Swim                  3                     3
    Tumble                3                     3
    Use Magic Device      2                    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: Repair (+4)
    Skill: Search (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    Skill: Concentration (+2)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Extend Spell
    Spell (1): Master's Touch
    Spell (1): Magic Missle
    Spell (1): Nightshield
    Spell (1): Shocking Grasp
    Spell (1): Jump
    Spell (1): Expeditious Retreat
    Spell (1): Repair Light Damage
    
    
    Level 3 (Wizard)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Mental Toughness
    Spell (1): Charm Person
    Spell (1): Hypnotism
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Blur
    Spell (2): Scorching Ray
    
    
    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Hide (+1.5)
    Skill: Use Magic Device (+1)
    Spell (2): Repair Moderate Damage
    Spell (2): Web
    
    
    Level 6 (Wizard)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Empower Spell
    Feat: (Selected) Spell Penetration
    Spell (3): Haste
    Spell (3): Rage
    
    
    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Fireball
    Spell (3): Displacement
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Wall of Fire
    Spell (3): Repair Serious Damage
    
    
    Level 9 (Rogue)
    Skill: Balance (+3)
    Skill: Hide (+3)
    Skill: Move Silently (+3)
    Skill: Open Lock (+3)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Insightful Reflexes
    
    
    Level 10 (Wizard)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Stoneskin
    Spell (4): Repair Critical Damage
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+1)
    Spell (5): Cone of Cold
    Spell (5): Protection From Elements
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Maximize Spell
    Feat: (Selected) Skill Focus: Use Magic Device
    Spell (5): Cloudkill
    Spell (3): Chain Missiles
    
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+1)
    Spell (6): Reconstruct
    Spell (6): Disintegrate
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+1)
    Spell (6): Greater Heroism
    Spell (6): Flesh to Stone
    
    
    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Mental Toughness
    Spell (7): Finger of Death
    Spell (7): Delayed Blast Fireball
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+2)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+1)
    Spell (7): Waves of Exhaustion
    Spell (7): Banishment
    
    
    Level 17 (Wizard)
    Skill: Concentration (+2)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Quicken Spell
    Spell (8): Polar Ray
    Spell (8): Otto's Irresistable Dance
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Penetration
    Spell (7): Symbol of Stunning
    Spell (8): Mass Charm Monster
    
    
    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+1)
    Spell (9): Wail of the Banshee
    Spell (9): Energy Drain
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+1)
    Spell (9): Meteor Swarm
    Spell (8): Horrid Wilting
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Skill Boost I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Wizard Lineage of Energy I
    Enhancement: Wizard Lineage of Energy II
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Lineage of Elements III
    Enhancement: Wizard Lineage of Force I
    Enhancement: Wizard Lineage of Force II
    Enhancement: Wizard Lineage of Force III
    Enhancement: Wizard Lineage of Deadly Energy I
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Lineage of Deadly Force I
    Enhancement: Wizard Lineage of Deadly Force II
    Enhancement: Wizard Energy Manipulation I
    Enhancement: Wizard Energy Manipulation II
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Elemental Manipulation IV
    Enhancement: Wizard Force Manipulation I
    Enhancement: Wizard Force Manipulation II
    Enhancement: Wizard Force Manipulation III
    Enhancement: Wizard Force Manipulation IV
    Enhancement: Wizard Spell Penetration I
    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
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Inscribed Armor I
    Drop STR to 14 if you only have 28-points. Your UMD will be high enough to use most types of weapons even with your True Neutral alignment and a base CHA. You won't have to worry about using Heal scrolls as you are WF and already have Repair spells at your disposal, being a wizard. Treat STR, CON, and INT as your main stats and do all you can to boost them (items, tomes, etc.) and do everything you can to boost your SP, HP, and spell damage through gear and enhancements. Use Two-Handed Weapons (greataxe/greatsword/falchion/etc.).

    The spells listed are just a general guide, as a wizard you should either buy or collect scrolls of spells you don't have and inscribe them, this way you have every spell in the game and can switch them out at will at a shrine or tavern. Keep in mind you can inscribe a spell to your spellbook even if it's a higher level than you are at the time.
    Sohryu ~ Raven's Guard ~ Orien

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    Traps in DDO don't actually deal damage, they politely ask your avatar to damage themselves.

  4. #4
    Community Member Phidius's Avatar
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    Quote Originally Posted by Sirea View Post
    The flaw in your thinking of melee capability is that Weapon Finesse only applies to your attack rolls, not your actual damage. You'll be able to hit things a bit easier but you won't be doing much damage at all.

    If you want a melee-capable wizard, best to go WF, and best if you have 32-point builds. If you want UMD and Evasion you could splash 2 levels of rogue, and be able to put points into Hide/Move Silently like you want to. Take Insightful Reflexes to apply your INT modifier to your Reflex save instead of your DEX modifier.

    ...
    +1... the only change I'd make would be to start with a 15 Str and 14 Con if a 28-point build. Not a big deal, though.

    Precious started with similar stats to what the Op posted... it was great fun to be able to vorp/disrupt/smite/etc... and not rely on actually dealing damage with weapons.

    With the arrival of Shavarath, though, I really felt the impact as so many mobs were virtually immune to so much, and my weapon damage was just taking way too long to dispatch stuff. First chance I got I TR'ed him into what Sirea posted, except with a fighter level and full ranks in Intimidate and UMD both.

    You can contribute with a decent dex and Weapon Finesse, but it won't feel as good to you as it could.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  5. #5
    Community Member Phidius's Avatar
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    Quote Originally Posted by newandoriginalname View Post
    Ive been lurking the forums for a while and Im planning to start a drow wizard as my main now that ive unlocked them but i have a few questions to ask,

    I see some people, (especially ddoer! ) talking about the benefits of umd for self healing, but surely you can just use pots?...
    Pots are fine at lower levels, but around level 12 or so you find that you are taking more damage than you can easily replace with pots or even wands.

    With 400 favor with the Silver Flame, you can purchase Heal pots, but they have a rather hefty penalty of -10 to all of your stats for a brief period of time.

    Some would advocate being a Halfling for the use of the Healing dragonmarks, but considering that you can't recharge them with pots or Transform Kinetic Energy/Concordant Opposition, I can't recommend that route anymore.

    Getting your UMD up to 39 or being a WF is really the best way to heal yourself. Currently, wizards can use Heal Scrolls as a class ability, but I wouldn't count on that sticking around.

    UMD can also be used for scrolling divine scrolls like Mass Spell Resistance, Raise Dead, Recitation, Find Traps, etc...
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  6. #6
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    Quote Originally Posted by Phidius View Post
    Currently, wizards can use Heal Scrolls as a class ability, but I wouldn't count on that sticking around.
    Excuse me, WHAT?

    I didn't know this.

    I went to J, bought a heal scroll, sure enough, no exclamation pt on the icon.

    so, no UMD check????

  7. #7
    Community Member xtchizobr's Avatar
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    Quote Originally Posted by LordKalkin View Post
    Excuse me, WHAT?

    I didn't know this.

    I went to J, bought a heal scroll, sure enough, no exclamation pt on the icon.

    so, no UMD check????
    i think it's a bug introduced to the wizard class along with the Pale Master PrE... probably as an apology ;-D
    Quote Originally Posted by TheDjinnFor View Post
    Removing things always hurts people, unless it hurt putting it in to begin with.
    Quote Originally Posted by TheDjinnFor View Post
    There was one in his left hand but he's throwing it away. It's a crossbow after all.

  8. #8
    The Hatchery BossOfEarth's Avatar
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    Quote Originally Posted by newandoriginalname View Post
    I see some people, (especially ddoer! ) talking about the benefits of umd for self healing, but surely you can just use pots?
    I've got a level 11 wizard. Currently I'm happy using CLW pots. I keep two stacks of 100 CLW in my backpack and buy a new 100 stack whenever I use one up. In theory, I'll eventualy start using the more expensive pots so I don't have to hit my healing hotkey <numpad 0> so many times, but currently it's not a problem.

    Actualy, it's benefitial to my playstyle -- it gives me something to fidget with when I'm watching the firewall and barbarians mop up. Fidgeting helps me conserve spellpoints.

    That said, I'm interested in this necro/heal scroll thingy. Kiting gone wrong is tanking, and I'm a lousy tank.

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