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  1. #1
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    Default Wizard with Rogue Splash (Comments Please)

    This is my very first attempt at building a character, so I did some studying and came up with this as an idea. My thought here is a character that is solo/solo with hireling capable but also able to take care of traps in non-epic groups if needed. Here are my main questions for you experienced builders/players out there:

    1) How capable will this build be at finding/disabling traps? I know I didn't put spot in it, because when I solo my nose will be in a guide (and I really don't care how slow I go alone), and when I group, I'm assuming others will know where traps are.

    2) Is a high level of UMD needed on a WF character that pretty much plans to heal themselves? Should I swap out something to get healers friend for the times when I do group?

    3) Any thoughts on the wizardly skills? The necro piece actually comes from a past history of RP I did in EQ when I played a necro, and I have some fantastic stories that can come back with some creativity. I realize pale master isn't everything it can be now, but I think I'm willing to give it a shot and play with the solo stealthing a bit if it doesn't hurt my viability too much.

    4) Any other comments? I'm very new to the game, so feedback is appreciated. This isn't intended to be a real powerful raiding/end game maximized character, but more one where I can have fun and disable (hopefully) the majority of traps that are not high end.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Xorana  Deathtouch
    Level 20 True Neutral Warforged Female
    (2 Rogue \ 18 Wizard) 
    Hit Points: 256
    Spell Points: 1468 
    BAB: 10\10\15\20
    Fortitude: 10
    Reflex: 18
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity            10                    10
    Constitution         18                    19
    Intelligence         18                    28
    Wisdom                8                     8
    Charisma              6                     6
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +2 Tome of Intelligence used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                     6
    Bluff                -2                    -2
    Concentration         6                    27
    Diplomacy            -2                    -2
    Disable Device        8                    33
    Haggle               -2                    -2
    Heal                 -1                    -1
    Hide                  4                     4
    Intimidate           -2                    -2
    Jump                  4                     4
    Listen                3                     3
    Move Silently         4                     4
    Open Lock             4                    22
    Perform              n/a                   n/a
    Repair                4                     9
    Search                8                    33
    Spot                  3                     6
    Swim                  0                     0
    Tumble                4                     4
    Use Magic Device      2                    18
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    Enhancement: Rogue Balance I
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Search I
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    Enhancement: Wizard Concentration I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Extend Spell
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Intelligence I
    Enhancement: Warforged Constitution I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Enhancement: Racial Toughness I
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Wand Mastery I
    
    
    Level 5 (Wizard)
    Enhancement: Wizard Elemental Manipulation II
    
    
    Level 6 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    Feat: (Selected) Spell Focus: Necromancy
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 7 (Wizard)
    Enhancement: Racial Toughness II
    Enhancement: Wizard Pale Master I
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Intelligence II
    
    
    Level 9 (Rogue)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Enhancement: Wizard Elemental Manipulation III
    
    
    Level 10 (Wizard)
    
    
    Level 11 (Wizard)
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Feat: (Wizard Bonus) Empower Spell
    Feat: (Selected) Insightful Reflexes
    Enhancement: Wizard Intelligence III
    
    
    Level 13 (Wizard)
    Enhancement: Racial Toughness III
    
    
    Level 14 (Wizard)
    Enhancement: Wizard Lineage of Elements III
    Enhancement: Wizard Pale Master II
    
    
    Level 15 (Wizard)
    Feat: (Selected) Spell Penetration
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Shroud of the Wraith
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Enhancement: Shroud of the Lich
    
    
    Level 17 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Enhancement: Wizard Elemental Manipulation IV
    
    
    Level 18 (Wizard)
    Feat: (Selected) Greater Spell Penetration
    Enhancement: Wizard Lineage of Deadly Elements III
    Enhancement: Wizard Wand Mastery II
    Enhancement: Wizard Wand Heightening I
    
    
    Level 19 (Wizard)
    Enhancement: Wizard Wand Heightening II
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Enhancement: Wizard Concentration II
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Pale Master III

  2. #2
    Community Member Muldamai's Avatar
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    1) You will be able to disable most traps in the game, see rogue complaints on Epic traps even when maxed out as a level 20 rogue for comparison. You will be fine.
    2) Arcane spells include repair spells that heal War Forged. Thus, a WF wizard is like a human cleric for self healing (but that is the only comparison I would make). You can go the UMD route, but it is not a requirement on a WF wizard/rogue.
    3) Stay away from Pale Master at the moment. Just did my own testing, and it isn't worth a whole heck of a lot as it stands. The class you are taking is elite enough, and what you learn from playing should get you through to raiding and levelling.

    4) Lets see: Skip the +1 int tome at level 3, just do the +2 tome at level 7, they wont stack, and +1 int wont do much for 4 levels.

    Either go WF CON 2 or not at all, the +1 again doesn't do much for you. Read the wizard forum in depth before your final decision of what to do.

    I find reading Ghoste's post about the Stealth wizard very useful, and the Wizard hand book very valuable. Go here and the multiclass threads and check other 2 rogue/18 wizard builds, there are a lot of 'em.

    Good luck on your path here, you are using all the tools to make a successful toon.

    There are other things to nitpick, but why spoil the whole thought process you are putting into this? Learn by doing, or not doing.
    Last edited by Muldamai; 04-04-2010 at 12:12 AM. Reason: final thought

  3. #3
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    Thanks so much for your thoughtful comments. I don't consider it nitpicking at all, I'm just grateful someone took the time to read, think, and respond. I'm so new to the game I almost just dismissed multiclassing out of hand, but then I decided that a wizard with some rogue skills would be really fun for me. So, I took 5 builds from the forums, put them on a spreadsheet by level and compared, then changed them a bit for my own flavor. That being said, I still was leery, since I'm so new and missed the obvious ... like you want constitution to be an even number. So, thanks again. I revised her a bit based on your comments. I decided to keep the +1 tome at level 3, just for skills, even if they don't stack... maybe a waste, but I wanted all the skill points I could squeeze into her. I actually started her out, and she's level 2 now. I was hesitant to go to level 3 without feedback

    Here's what she looks like now:

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Xorana  Deathtouch
    Level 20 True Neutral Warforged Female
    (2 Rogue \ 18 Wizard) 
    Hit Points: 266
    Spell Points: 1468 
    BAB: 10\10\15\20
    Fortitude: 11
    Reflex: 18
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity            10                    10
    Constitution         18                    20
    Intelligence         18                    28
    Wisdom                8                     8
    Charisma              6                     6
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +2 Tome of Intelligence used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                     6
    Bluff                -2                    -2
    Concentration         6                    28
    Diplomacy            -2                    -2
    Disable Device        8                    33
    Haggle               -2                    -2
    Heal                 -1                    -1
    Hide                  4                     4
    Intimidate           -2                    -2
    Jump                  4                     4
    Listen                3                     3
    Move Silently         4                     4
    Open Lock             4                    22
    Perform              n/a                   n/a
    Repair                4                     9
    Search                8                    33
    Spot                  3                     6
    Swim                  0                     0
    Tumble                4                     4
    Use Magic Device      2                    18
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    Enhancement: Rogue Balance I
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Search I
    
    
    Level 2 (Wizard)
    Skill: Concentration (+3)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Feat: (Wizard Bonus) Mental Toughness
    Enhancement: Wizard Concentration I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 3 (Wizard)
    Skill: Open Lock (+1)
    Skill: Spot (+2)
    Feat: (Selected) Extend Spell
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Intelligence I
    Enhancement: Warforged Constitution I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+2)
    Enhancement: Racial Toughness I
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Wand Mastery I
    
    
    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Elemental Manipulation II
    
    
    Level 6 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Quicken Spell
    Feat: (Selected) Spell Focus: Necromancy
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Racial Toughness II
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Intelligence II
    Enhancement: Warforged Constitution II
    
    
    Level 9 (Rogue)
    Skill: Balance (+1)
    Skill: Disable Device (+3)
    Skill: Open Lock (+4)
    Skill: Search (+3)
    Skill: Use Magic Device (+3)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Enhancement: Wizard Elemental Manipulation III
    
    
    Level 10 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Concentration II
    Enhancement: Wizard Lineage of Deadly Elements II
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Wand Mastery II
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Search (+1.5)
    Skill: Use Magic Device (+1.5)
    Feat: (Wizard Bonus) Empower Spell
    Feat: (Selected) Insightful Reflexes
    Enhancement: Wizard Intelligence III
    
    
    Level 13 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Enhancement: Racial Toughness III
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Enhancement: Wizard Lineage of Elements III
    
    
    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Spell Penetration
    Enhancement: Wizard Energy of the Scholar IV
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Wand Heightening I
    
    
    Level 17 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Heighten Spell
    Enhancement: Wizard Elemental Manipulation IV
    
    
    Level 18 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Penetration
    Enhancement: Wizard Lineage of Deadly Elements III
    
    
    Level 19 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Racial Toughness IV
    Enhancement: Wizard Wand Heightening II
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Spell Penetration II

  4. #4
    Community Member Muldamai's Avatar
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    Ok, a few more things then

    1) Wand Heighten doesn't tend to work out too well. Wands max out in level around 10 (there are a few 11 and 12 also), so the difference in level from about 15 up works against you. Best to keep wands with no saving throws and for buffing (ie: healing/repair, stoneskin, scorching ray, ice storm).

    2) If there going to be something specific you are using spell focus necromancy for? If not, drop those and take different feats for now, especially if this is your 1st toon. If you want spell focus, I bet you will find spell focus enchant infinitely more useful.

    3) The 1st 3 feats work fine, then some changes. Level 6 I would take Maximize spell, it is worth it. If you have to choose between Maximize or Empower, take Maximize.

    4) Level 9, choose Heighten, that's about where I started to need it.

    5) Shoot, lost my train of thought, had another Feat thing to add, leaving this here in case I remember.

    6) When posting from DDO Character Creator, do all your Enhancements at level 20, that will put them together and make it easier to read to see what you are (and aren't) taking.

    Good luck now! That should be suffcient. You will learn a lot when you play.

  5. #5
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    Wizard isn't a class that splashes something else well. It's really not worth giving up capstone and weakening your spell power just to be able to do traps. This is doubly true since it's a class with knock and true seeing so you can find secret doors and open almost any door or chest already anyway.

  6. #6
    Community Member Impatiens's Avatar
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    While UMD may not be necessary to have for healing yourself it is still really nice to have. Since you have rogue levels and high int for a lot of skill points it may be possible to max UMD. If it is possible I would recommend doing so. Being able to use rez scrolls so the clerics can focus on healing the party members that are still alive can save a raid when things go bad.

  7. #7
    Community Member Phidius's Avatar
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    Quote Originally Posted by oweieie View Post
    Wizard isn't a class that splashes something else well. It's really not worth giving up capstone and weakening your spell power just to be able to do traps. This is doubly true since it's a class with knock and true seeing so you can find secret doors and open almost any door or chest already anyway.
    It's totally worth -1 to your Spell DCs to get evasion.

    Op:

    You should try to fit in Insightful Reflexes earlier, say at level 3. There are a lot of spells that you'd rather take 1/2 damage from.

    I like to have Maximize by level 7 wizard, and take Empower later. If you only take one, though, take Maximize.

    I'd recommend raising Spot instead of Open Lock. With the right equipment, you can get most locks with only 4 ranks - and like Oweieie said you can take the spell Knock as well. Spot is used to detect hidden enemies as well as detecting traps, and some traps are randomly placed.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  8. #8
    Community Member xoowak's Avatar
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    Necromancy spells do not get good until you get Finger of Death, which will be at 15 for this build. The Spell focus:necromancy feats are pretty much wasted up until then. You will probably feel the need for those spell penetration feats a little earlier.

    I would go with something like:
    1: Toughness
    2W: MT
    3: Extend
    6W: Maximize
    6: Insightful Reflexes
    9: Quicken
    12W: Heighten
    12: Spell Pen
    15: G. Spell Pen
    17W: SF: Nec
    18: GSF: Nec

    Enhancement-wise, consider dropping wand-heightening/some of the skill enhancements/racial toughness 4 to pick up the last spell pen enhancement and some metamagic cost reduction enhancements

  9. #9
    Community Member Dutch01's Avatar
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    Quote Originally Posted by oweieie View Post
    Wizard isn't a class that splashes something else well. It's really not worth giving up capstone and weakening your spell power just to be able to do traps. This is doubly true since it's a class with knock and true seeing so you can find secret doors and open almost any door or chest already anyway.
    Wow try again, cause you are way wrong. Trap disabling higher then most full rogues can achieve, evasion, and cross class skill points for days well out weighs -1 to DC's and loss of 2 spell slots.


    Edit: after seeing your rebuttal post with a shroud sp item and a few other things and you will have 0 issue with sp's. Now if at that point you are I would think that YOU are having issues with your spell point usage. The 18/2 wiz/rog is an extremely powerful and useful build. I would suggest knowing of what you speak before you do.
    Last edited by Dutch01; 04-06-2010 at 01:44 PM.

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