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  1. #1
    Community Member tibi6893's Avatar
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    Red face Build request - Dwarf Wizard

    Hi!
    Im planning to make a dwarf caster - wizard because dwarfs gain - cha mods. I know, for caster character have better race choices but, my favorite race dwarf, and dont gain negatives so why not, this is an rpg .
    My plan maxing int+ a decent con and hp via the dwarf bonuses.
    Want a 28 point,pure build.
    Want to become caster/dps not a meele wizzy.
    If some1 can help plz link a build for me.
    Thanks anyway.
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  2. #2
    Community Member tibi6893's Avatar
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    Some1,plz?
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  3. #3
    Community Member Calebro's Avatar
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    Quote Originally Posted by tibi6893 View Post
    Some1,plz?
    I think the reason no one has posted a build for you is that you've already built him.
    28 points
    Max Int
    Max Con
    all the metamagic feats is your DPS/caster

    What more do you need that you haven't already figured out?

  4. #4
    Community Member tibi6893's Avatar
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    Quote Originally Posted by Calebro View Post
    I think the reason no one has posted a build for you is that you've already built him.
    28 points
    Max Int
    Max Con
    all the metamagic feats is your DPS/caster

    What more do you need that you haven't already figured out?
    Skill/feats selections.
    Im never player wiz/sorc, and feat swap not cheap .
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  5. #5
    Community Member Calebro's Avatar
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    Quote Originally Posted by tibi6893 View Post
    Skill/feats selections.
    Im never player wiz/sorc, and feat swap not cheap .
    Skills = Concentration and whatever else floats your boat
    Feats= all the metas and toughness and whatever else floats your boat
    There's your build

  6. #6
    Community Member Khellendros13's Avatar
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    Skills you can and should, imo, max: Balance, Concentration, UMD, Move Silently(optional if you want to try some sneak tactics), Haggle + 1 more I think. Ignore jump, jump spell + GH is +34 and jump effectively maxes at 40.
    Even with Cha as a dump, you will get UMD26 or so and can use raise dead scrolls, bypass race restrictions on items.
    UMD will let you use cure serious wounds wands too.

    Feats: Toughness, Mental Toughness, Spell Focus: Enchant or Necro, Greater Spell Focus: Enchant or Necro, Insightful Reflexes, Spell Penetration, Greater Spell Penetration (Or feel free to play with Enlarge, Improved mental Toughness etc)
    Bonus Feats (in order): Extend, Maximise, Heighten, Quicken, Empower (not necesarily at levels 1 5 10 15 20, but the order of metamagics when mixing them with general feat slots)

    Go True Neutral for alignment. All the Unholy damage adds up quick form archers. And you don't need to use pure good weapons.

    It's hard to go DPS for a Wizard, not enough SP (unless you buy and sink mana pots like water) so a combo of crowd control and burst DPS for major fights is how I normally play. So I have found things like mass hold monster, mass charm, glitterdust more usefull in IQ and Amrath than Finger of Death or Wail of the banshee. Without store pots, yugo pots etc at least.
    Proud Leader & official Gimp of Crimson Eagles on Khyber
    Angryscrews Wiz 20 - Felgor Barb 20 - Brelgor Fighter 18/1/1 - Flavoursome TR1 Sorc 15 - Splatsplat DoS 18/2
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  7. #7
    Community Member PopeJual's Avatar
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    Cast Master's Touch and melee things with a nice Holy Greataxe until you hit level 7.

    Once you hit level 7, cast Wall of Fire after you run around grabbing aggro and watch as everything you grabbed dies in a fire.

    Lather, rinse, repeat until you get to level 15 or so.

  8. #8
    Community Member tibi6893's Avatar
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    Thanks for replies .
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  9. #9
    Community Member Sutekx's Avatar
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    Quote Originally Posted by tibi6893 View Post
    Thanks for replies .
    Here is something to look at, enhancements are easy to re-arrange but it's setup for more con and hp without sacrificing some DPS with fire and ice, but taking out the con and some of the toughness enhancements you can spec for fire/ice maxed out and lightning/acid almost fully maxed out. Did not go with UMD due to the cha dump, you would need cha gear for a proper umd for raise dead but swapped out with tumble, depends on preference.

    Code:
    Character Plan by DDO Character Planner Version 3.32
    DDO Character Planner Home Page
    
    Level 20 True Neutral Dwarf Male
    (20 Wizard) 
    Hit Points: 282
    Spell Points: 1815 
    BAB: 10\10\15\20
    Fortitude: 12
    Reflex: 16
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             10                    12
    Dexterity             8                    10
    Constitution         18                    22
    Intelligence         18                    30
    Wisdom                8                    10
    Charisma              6                     8
    
    Tomes Used
    +2 Tome of Strength used at level 20
    +2 Tome of Dexterity used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Intelligence used at level 20
    +2 Tome of Wisdom used at level 20
    +2 Tome of Charisma used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    15.5
    Bluff                -2                    -1
    Concentration         8                    31
    Diplomacy             0                    10.5
    Disable Device        n/a                  n/a
    Haggle               -2                    -1
    Heal                 -1                     0
    Hide                 -1                     0
    Intimidate           -2                    -1
    Jump                  2                    12.5
    Listen               -1                     0
    Move Silently         1                    11.5
    Open Lock            n/a                    n/a
    Perform              n/a                   n/a
    Repair                4                    10
    Search                4                    12
    Spot                 -1                     9
    Swim                  0                     1
    Tumble                1                    11.5
    Use Magic Device     n/a                   n/a
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    
    
    Level 3 (Wizard)
    Feat: (Selected) Insightful Reflexes
    
    
    Level 4 (Wizard)
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Improved Mental Toughness
    
    
    Level 6 (Wizard)
    Feat: (Selected) Extend Spell
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    
    
    Level 9 (Wizard)
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Feat: (Selected) Spell Penetration
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 16 (Wizard)
    
    
    Level 17 (Wizard)
    
    
    Level 18 (Wizard)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 19 (Wizard)
    
    
    Level 20 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Spell Defense I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Wizard Concentration I
    Enhancement: Wizard Concentration II
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Lineage of Elements III
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Lineage of Deadly Elements III
    Enhancement: Wizard Energy Manipulation I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Elemental Manipulation IV
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Spell Penetration III
    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: Wizard Wand Mastery I

  10. #10
    Community Member tibi6893's Avatar
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    Wink

    Ty
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  11. #11
    Community Member Calebro's Avatar
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    I would rearrange the feats in that build, and maybe swap a few out. Namely:
    * The build needs Heighten.
    * Insightful Reflexes is less useful early, and more useful later. You can easily hold off on it for a bit.
    * Greater Spell Pen would be more useful that Gtr Spell Focus.
    * Mental Toughness (and Imp MT), while nice, are by no means worth taking so early IMO.... if at all. It's only worth a fraction of the SP you'd get from a potion, and it costs a feat to get it. Not worth it to me. Especially not twice.
    * Spell Focus: Necro is good if you plan on going Pale Master, but there are so few Necro spells that otherwise it really isn't worth it IMO. Add to the fact that a lot of the stuff you'll be throwing FoD on later will have SR and again Spell Pen is the better choice in general.

    And with a bunch of extra skill points on a wiz there's almost no reason not to max UMD.... but that's just me.

  12. #12
    Community Member Sutekx's Avatar
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    Quote Originally Posted by Calebro View Post
    I would rearrange the feats in that build, and maybe swap a few out. Namely:
    * The build needs Heighten.
    * Insightful Reflexes is less useful early, and more useful later. You can easily hold off on it for a bit.
    * Greater Spell Pen would be more useful that Gtr Spell Focus.
    * Mental Toughness (and Imp MT), while nice, are by no means worth taking so early IMO.... if at all. It's only worth a fraction of the SP you'd get from a potion, and it costs a feat to get it. Not worth it to me. Especially not twice.
    * Spell Focus: Necro is good if you plan on going Pale Master, but there are so few Necro spells that otherwise it really isn't worth it IMO. Add to the fact that a lot of the stuff you'll be throwing FoD on later will have SR and again Spell Pen is the better choice in general.

    And with a bunch of extra skill points on a wiz there's almost no reason not to max UMD.... but that's just me.
    There are a few things you mentioned there that were already addressed in the build. Namely Spell Penetration, Greater Spell Penetration, and Heighten are already a part of the build.

    Necromancy is good if going for pale master? But you are more concerned about Finger of Death instead of other necromancy spells that do work like energy drain or enervation which work well in most end game content. But to categorize it to a few spells could be said the same in other schools as well.

    You could also go with the schools Conjuration or Evocation (more for the acid or for chain lightning/ball lightning in end game) instead of Necromancy, but it is a matter of preference. Just keep in mind that having necromancy doesn't mean you have to go for the pale master enhancements.

    It's the charisma of 6 that can be a problem with UMD, sinking 2 points into a UMD with a negative modifier can lead to issues, also the low diplomacy which I found on the build comes to a 10.5 base at lvl 20 with a +2 tome. which would be the same for UMD. You would be relying on more +cha gear to bring up UMD or drop a feat to add skill focus UMD to it. Even then with a low charisma you would not see anything come from it since it's not a multi-class starting as a rogue. As for going Drow and doing UMD that is fine since you start with a 10 cha instead of a 6. This is looking at a 28 point build, not a 32 point keep in mind.
    Last edited by Sutekx; 04-17-2010 at 05:06 AM.

  13. #13
    Community Member Calebro's Avatar
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    Aparently I just didn't see levels 18-20...?

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