Page 1 of 2 12 LastLast
Results 1 to 20 of 29
  1. #1
    Community Member
    Join Date
    Jan 2010
    Posts
    84

    Default Drow Pale Master 19wiz/1rg - Advice please!

    Hey guys,

    this is my first attempt at a wizard build, so please do not hesitate to give me any advice, whether it's enhancements, feats, or whatever else. To help you do that, here's a list of things that I don't want to change under any circumstances:


    • Race(I won't play a WF)
    • Pale Master & thus the focus on necromancy spells(don't want to play an evoker, etc.)
    • I'd really like to keep the single rogue level(or add another one for evasion and some additional skill points) for UMD and trapsmithing, but I'm willing to go pure if it's really advantageous


    What I'm absolutely unsure of:


    • Feats(no maximize, no insightful reflexes, etc.)
    • should I take another rogue level or will that hurt my DC too much as a necro?
    • Enhancements(!!!) => Are the Imp. Metamagic enhancements any good? The spell cost reduction doesn't seem too great for me
    • the way I planned it, I won't take the concentration skill using quicken spell most of the time, thus the full enhancement line Imp. Quicken Spell => Is this possible as Wiz or will I run into mana problems very quickly? What about concentration in general? In parties most of the times you shouldn't have anything attacking you anyways right? And when soloing you can use quicken spell whenever it's necessary.
    • there are some other points I'm unsure of, but I can't think of them right now


    And here's the build finally:

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Female
    (1 Rogue \ 19 Wizard) 
    Hit Points: 204
    Spell Points: 1705 
    BAB: 9\9\14
    Fortitude: 8
    Reflex: 8
    Will: 10
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                  8                    8
    Dexterity            10                 10                   10
    Constitution         14                 14                   14
    Intelligence         20                 27                   30
    Wisdom                8                  8                    8
    Charisma             12                 12                   12
    
    Tomes Used
    +2 Tome of Intelligence used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               4                  4                    4
    Bluff                 1                  1                    1
    Concentration         4                 16                   16
    Diplomacy             5                  5                    5
    Disable Device        9                 33                   33
    Haggle                5                  5                    5
    Heal                  1                  1                    1
    Hide                  0                  0                    0
    Intimidate            1                  1                    1
    Jump                  3                  3                    3
    Listen               -1                 -1                    1
    Move Silently         0                  0                    0
    Open Lock             4                  4                    4
    Perform               n/a               n/a                   n/a
    Repair                5                 10                   10
    Search                9                 33                   35
    Spot                  3                 22                   26
    Swim                  3                  3                    3
    Tumble                4                  4                    4
    Use Magic Device      5                 24                   24
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Diplomacy (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Heal (+2)
    Skill: Jump (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Swim (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Drow Spell Resistance
    Feat: (Automatic) Elven Keen Senses
    Feat: (Automatic) Enchantment Save Bonus
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sneak Attack
    Feat: (Automatic) Spell Save Bonus
    Feat: (Automatic) Trapfinding
    Enhancement: Rogue Skill Boost I
    Enhancement: Rogue Improved Trap Sense I
    
    
    Level 2 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Mental Toughness
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Spell (1): Ray of Enfeeblement
    Spell (1): Obscuring Mist
    Spell (1): Magic Missle
    Spell (1): Mage Armor
    Spell (1): Jump
    Spell (1): Feather Fall
    Spell (1): Expeditious Retreat
    Spell (1): Detect Secret Doors
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 3 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Quicken Spell
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Spell (1): Acid Spray
    Spell (1): Hypnotism
    Enhancement: Wizard Improved Quickening I
    Enhancement: Racial Toughness I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand Mastery I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Blur
    Spell (2): Scorching Ray
    Enhancement: Elven Keen Eyes I
    Enhancement: Rogue Spot I
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Elemental Manipulation I
    
    
    Level 5 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Invisibility
    Spell (2): Knock
    Enhancement: Wizard Elemental Manipulation II
    
    
    Level 6 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Extend Spell
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Spell (3): Haste
    Spell (3): Fireball
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Wand Mastery II
    
    
    Level 7 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Spell (3): Displacement
    Spell (3): Protection From Energy
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Pale Master I
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1.5)
    Spell (4): Wall of Fire
    Spell (4): Enervation
    Enhancement: Racial Toughness II
    
    
    Level 9 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1.5)
    Feat: (Selected) Improved Mental Toughness
    Spell (4): Stoneskin
    Spell (4): Ice Storm
    Enhancement: Wizard Improved Quickening II
    Enhancement: Wizard Spell Penetration I
    
    
    Level 10 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1.5)
    Spell (5): Teleport
    Spell (5): Cloudkill
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 11 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1.5)
    Feat: (Wizard Bonus) Empower Spell
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1.5)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Spell (6): Disintegrate
    Spell (6): Greater Heroism
    Enhancement: Wizard Improved Quickening III
    
    
    Level 13 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1.5)
    Spell (6): Undead to Death
    Spell (6): Stone to Flesh
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master II
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (7): Finger of Death
    Spell (7): Banishment
    Enhancement: Wizard Intelligence III
    
    
    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Penetration
    Spell (7): Delayed Blast Fireball
    Spell (7): Control Undead
    Enhancement: Wizard Spell Penetration II
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (8): Trap the Soul
    Spell (8): Horrid Wilting
    Enhancement: Wizard Energy of the Scholar IV
    
    
    Level 17 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (8): Polar Ray
    Spell (8): Sunburst
    Enhancement: Wizard Wand Mastery III
    
    
    Level 18 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Penetration
    Spell (9): Wail of the Banshee
    Spell (9): Energy Drain
    
    
    Level 19 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (9): Power Word: Kill
    Spell (9): Meteor Swarm
    Enhancement: Wizard Spell Penetration III
    Enhancement: Wizard Pale Master III
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (8): Power Word: Stun
    Spell (7): Greater Teleport
    Enhancement: Wizard Improved Empowering I
    Enhancement: Wizard Wand Mastery IV
    So long,
    Goodspeed
    Last edited by Dr.Goodspeed; 04-17-2010 at 09:18 AM.

  2. #2
    Community Member Beherit_Baphomar's Avatar
    Join Date
    Dec 2006
    Posts
    3,149

    Default

    Here's yer problems. Two levels of rogue will give you evasion. Being Warforged gives you awesome self healing. Being Pale Master makes you gimp.

    But it seems you want to have a RP/Flavor build. In which case build what you want and don't even worry about coming to the forums for advice.
    Binding is Admitting Defeat ~ Yndrofian
    Plook~Squidgie~Eyern~Irnbru~Grotesque
    Of The O.S.D, Argonnessen
    Quote Originally Posted by Grace_ana View Post
    At least I'm not on G-Land.

  3. #3
    Community Member
    Join Date
    Jan 2010
    Posts
    84

    Default

    Quote Originally Posted by Beherit_Baphomar View Post
    Here's yer problems. Two levels of rogue will give you evasion. Being Warforged gives you awesome self healing. Being Pale Master makes you gimp.

    But it seems you want to have a RP/Flavor build. In which case build what you want and don't even worry about coming to the forums for advice.
    Why does Pale Master make me gimp? Explain plz. Is there a reason not to go Pale Master if you're going Necro? As I understand it, there are two main paths to take as a wiz. Either you go for high dps or instant kill/level drain. Am I wrong?

    The reasons are partially personal, that's true. I just hate WFs as a race, but especially when they're casters, and ESPECIALLY when they're sorcerors... Apart from that, I wanted the +1 skill point and the +1 DC. Makes sense when using instant kill spells, doesn't it?

    I was thinking about taking another rogue level at 20 but decided against it for now because that'd be another lost DC.


    So long,
    Goodspeed

  4. #4
    Community Member Jakarr's Avatar
    Join Date
    Mar 2006
    Posts
    539

    Default

    Quote Originally Posted by Beherit_Baphomar View Post
    Here's yer problems. Two levels of rogue will give you evasion. Being Warforged gives you awesome self healing. Being Pale Master makes you gimp.

    But it seems you want to have a RP/Flavor build. In which case build what you want and don't even worry about coming to the forums for advice.
    What he said.




    Thou I will tell ya my impression of Pale Masters when I grp with em. I see the guy summon a Skelly and then I noticed how little the wizard is doing in general to help the grp(Haste, maybe a blur, getting himself killed etc)....and he goes on my list.
    Quote Originally Posted by Lorien_the_First_One View Post
    D&D promotes gang activity? Ya, because when I meet a bunch of Crypts I obviously assume they are all D20 players.
    What a stupid ruling, we all know that D&D promotes satanism, not gangs.
    In-Game Eldgrim The Gray-FvS Life Now

  5. #5
    Community Member
    Join Date
    Jan 2010
    Posts
    84

    Default

    Quote Originally Posted by Jakarr View Post
    What he said.




    Thou I will tell ya my impression of Pale Masters when I grp with em. I see the guy summon a Skelly and then I noticed how little the wizard is doing in general to help the grp(Haste, maybe a blur, getting himself killed etc)....and he goes on my list.
    I won't take the summoning enhancements obviously..... have you even looked at the build?

  6. #6
    Community Member Beherit_Baphomar's Avatar
    Join Date
    Dec 2006
    Posts
    3,149

    Default

    Instakill spells are awesome up till a certain point. After that you may as well be using magic missile wands, in fact wands will actually be more useful. With all the blanket immunities at higher levels and the rediculous saves mobs have a necro spec'd caster is a exercise in futility. You'll be nothing but frustrated.

    Now add to that Pale master and now you've no self healing, deathward is to be feared and clerics/fvs have to carry a spell JUST for you and you've got useless personified.

    Granted, PM is supposed to be getting some love in the future but I don't know how much it will do to fix them.
    Binding is Admitting Defeat ~ Yndrofian
    Plook~Squidgie~Eyern~Irnbru~Grotesque
    Of The O.S.D, Argonnessen
    Quote Originally Posted by Grace_ana View Post
    At least I'm not on G-Land.

  7. #7
    Community Member Jakarr's Avatar
    Join Date
    Mar 2006
    Posts
    539

    Default

    Quote Originally Posted by Dr.Goodspeed View Post
    Why does Pale Master make me gimp? Explain plz. Is there a reason not to go Pale Master if you're going Necro? As I understand it, there are two main paths to take as a wiz. Either you go for high dps or instant kill/level drain. Am I wrong?

    The reasons are partially personal, that's true. I just hate WFs as a race, but especially when they're casters, and ESPECIALLY when they're sorcerors... Apart from that, I wanted the +1 skill point and the +1 DC. Makes sense when using instant kill spells, doesn't it?

    I was thinking about taking another rogue level at 20 but decided against it for now because that'd be another lost DC.


    So long,
    Goodspeed
    Pale Masters are gimp b/c the forms are not worth it and the same goes for the summonings. Thou if you are going with the Necro Focus feats it doesn't hurt to go Pale Master just b/c you can for flaver <shrug>. Thou really you gain almost nothing from it.

    And most of the time when someone says they are making a palemaster or are a palemaster we as a community instantly think of that wizard who was in our grp last night runnings around with 2 summons casting scorching ray getting agro and dieing. Along with no Hasting, Firewalling, Blur/Displancement, etc.

    Overall you can do this build you posted np, go 18 wizard/2 rogue or go 20 wizard. I will say I'd take the evasion anyday thou. If you go 2 rogue make sure to get insightful reflex its a must or dont even bother with going rogue.


    Side thought what is this hate towards WF are you one of those ppl that think they are "robots"?
    Quote Originally Posted by Lorien_the_First_One View Post
    D&D promotes gang activity? Ya, because when I meet a bunch of Crypts I obviously assume they are all D20 players.
    What a stupid ruling, we all know that D&D promotes satanism, not gangs.
    In-Game Eldgrim The Gray-FvS Life Now

  8. #8
    Community Member Beherit_Baphomar's Avatar
    Join Date
    Dec 2006
    Posts
    3,149

    Default

    Quote Originally Posted by Dr.Goodspeed View Post
    I won't take the summoning enhancements obviously..... have you even looked at the build?
    He doesn't have to look at the build. A non-WF Pale Master wiz/rogue with only one level of rogue is suboptimal.

    And that's why I say go build what you want to build, the advice you'll find here will be mainly min/max advice.
    Binding is Admitting Defeat ~ Yndrofian
    Plook~Squidgie~Eyern~Irnbru~Grotesque
    Of The O.S.D, Argonnessen
    Quote Originally Posted by Grace_ana View Post
    At least I'm not on G-Land.

  9. #9
    Community Member
    Join Date
    Jan 2010
    Posts
    84

    Default

    Quote Originally Posted by Beherit_Baphomar View Post
    He doesn't have to look at the build. A non-WF Pale Master wiz/rogue with only one level of rogue is suboptimal.

    And that's why I say go build what you want to build, the advice you'll find here will be mainly min/max advice.
    Well, instead of just saying "that build is ****" you could help me optimize it. And you still didn't explain WHY this build is ****. The "only" advantage a WF has is the self healing w/o UMD, which is significant, I know that. But I can't imagine "not being WF" changes a char from Uber to Gimp.

    An example of some good advice would have been: "You should definitely take another level of rogue, for reasons X and Y."


    So long,
    Goodspeed

  10. #10
    Community Member Beherit_Baphomar's Avatar
    Join Date
    Dec 2006
    Posts
    3,149

    Default

    No, lemme be clear here. The build isn't ****. The builds a great idea. But the game doesn't allow it to be great. And maybe you replied before my other post went throo?
    Binding is Admitting Defeat ~ Yndrofian
    Plook~Squidgie~Eyern~Irnbru~Grotesque
    Of The O.S.D, Argonnessen
    Quote Originally Posted by Grace_ana View Post
    At least I'm not on G-Land.

  11. #11
    Community Member
    Join Date
    Apr 2006
    Posts
    3,262

    Default

    btw you don't lose any DC for another level of rogue. you do lose 1 point of spell penetration, though.

  12. #12
    Community Member
    Join Date
    Jan 2010
    Posts
    84

    Default

    Quote Originally Posted by Beherit_Baphomar View Post
    No, lemme be clear here. The build isn't ****. The builds a great idea. But the game doesn't allow it to be great. And maybe you replied before my other post went throo?
    Yup, replied too quickly sry. And I also missed Jakarr's 2nd post entirely :> Those explains some points at the very least, thx.


    Quote Originally Posted by Aspenor View Post
    btw you don't lose any DC for another level of rogue. you do lose 1 point of spell penetration, though.
    Ah, ok. Very nice. I'll definitely take another rogue level at some point then.


    Quote Originally Posted by Jakarr View Post
    Side thought what is this hate towards WF are you one of those ppl that think they are "robots"?
    Well, first of all I just don't like their appearance. Secondly, I don't like the fact they're available as a race at all. Imho they got a little too much love from the developers* and there would have been a bazillion better choices for another race than WF.

    * Example: WF are so good as race, especially because of their self-healing obviously, that people play WF sorcerors although they got a malus to Charisma.


    So long,
    Goodspeed
    Last edited by Dr.Goodspeed; 04-17-2010 at 09:33 AM.

  13. #13
    Community Member Jakarr's Avatar
    Join Date
    Mar 2006
    Posts
    539

    Default

    Quote Originally Posted by Dr.Goodspeed View Post
    Well, instead of just saying "that build is ****" you could help me optimize it. And you still didn't explain WHY this build is ****. The "only" advantage a WF has is the self healing w/o UMD, which is significant, I know that. But I can't imagine "not being WF" changes a char from Uber to Gimp.

    An example of some good advice would have been: "You should definitely take another level of rogue, for reasons X and Y."


    So long,
    Goodspeed
    Like I said in my previous post. Only reason to go rogue as a Wizard is for evasion the rest is cheese. So go 18 Wiz/2 Rogue and make sure to take Insightful Reflex(its a must or dont go rogue) Like Asp said you only lose 1 SP. Take out MT and IMT and take IR and Max(a Arcane without Max is lulz). That would be how I would Max it. Also take those 2 pnts out of dex and drop em into Str(encumbrance) or Cha(I'd prob go this route)

    And we used the word gimp towards the thought of a Pale Master in DDO(which never really works out like you planned)

    Also you must not know about your WF, Advantages=Self-Healing, Not being Energy Drained, Imm to Poison, Para, Disease, not having to wear ac bracers, More Con. Just a few things off the top of my head, Not saying go WF just tellin ya there advantages.
    Last edited by Jakarr; 04-17-2010 at 09:29 AM.
    Quote Originally Posted by Lorien_the_First_One View Post
    D&D promotes gang activity? Ya, because when I meet a bunch of Crypts I obviously assume they are all D20 players.
    What a stupid ruling, we all know that D&D promotes satanism, not gangs.
    In-Game Eldgrim The Gray-FvS Life Now

  14. #14
    Community Member
    Join Date
    Apr 2006
    Posts
    3,262

    Default

    Quote Originally Posted by Jakarr View Post
    Only reason to go rogue as a Wizard is for evasion the rest is cheese.
    Not entirely true, UMD is another useful thing to have if you've got rogue levels. However, to get a useful UMD for healing oneself is going to take a lot of hard to acquire and sought after loot.

  15. #15
    Community Member
    Join Date
    Jan 2010
    Posts
    84

    Default

    Quote Originally Posted by Jakarr View Post
    Like I said in my previous post. Only reason to go rogue as a Wizard is for evasion the rest is cheese. So go 18 Wiz/2 Rogue and make sure to take Insightful Reflex(its a must or dont go rogue) Like Asp said you only lose 1 SP. Take out MT and IMT and take IR and Max(a Arcane without Max is lulz). That would be how I would Max it. Also take those 2 pnts out of dex and drop em into Str(encumbrance) or Cha(I'd prob go this route)

    And we used the word gimp towards the thought of a Pale Master in DDO(which never really works out like you planned)

    Also you must not know about your WF, Advantages=Self-Healing, Not being Energy Drained, Imm to Poison, Para, Disease, not having to wear ac bracers, More Con. Just a few things off the top of my head, Not saying go WF just tellin ya there advantages.
    Don't know if I alrdy said it or not, but I'm perfectly aware of all the WF advantages, which is, as I explained above, part of the reason I hate that race so much.

    I can't take 2 points out of dex, because it's a drow. That's what I'm talking about... Casters these days are so focused on WF that they forget simple things like that.

    Take out MT and IMT? Fine with me I guess, but aren't wizards prone to running into mana problems?

    Furthermore I agree with Aspenor on the rogue thing. For me the biggest advantage of taking a rogue level or two is the UMD to make up for the lack of self-healing ability compared to WF casters. I don't agree with the "a lot of hard to acquire and sought after loot" part though. It's fairly easy to get decent enough UMD to self-healf actually. I got some Golden Cartouches banked(lvl 7), the best +cha gear for every level and eagle's splendor clickies for the lower levels. Additionally I'll be able to self-buff heroism & GH at will.


    So long,
    Goodspeed

  16. #16
    Founder & Super Hero Arkat's Avatar
    Join Date
    Feb 2006
    Posts
    380

    Default

    Just thought I'd drop in and point out a fact about EPIC content if you even care about it.

    In EPIC content I have NEVER seen an instakill spell (FoD, Destruction) or effect (Vorpal) work...ever.
    Quote Originally Posted by Aelonwy View Post
    Quote Originally Posted by Cordovan View Post
    The release notes themselves are essentially the same as was seen on Lamannia most recently.
    This^, in so many words, is how you say time and feedback on Lamannia are wasted.

  17. #17
    Community Member
    Join Date
    Jan 2010
    Posts
    84

    Default

    Quote Originally Posted by Arkat View Post
    Just thought I'd drop in and point out a fact about EPIC content if you even care about it.

    In EPIC content I have NEVER seen an instakill spell (FoD, Destruction) or effect (Vorpal) work...ever.
    Thx, good point.

    Coupled with what Baphomar wrote about high end monster immunities and saves, I'll consider dropping the idea of a Pale Master altogether... If the PM does get some love in of the next updates, I can always lesser reincarnate I guess.

    What spell focuses would recommend instead? Or should I take none at all then? And what type of dmg spells should I focus on? Fire/Cold(obviously very powerful coupled with firewall etc.) or Acid/Lightning? I suppose I already know the answer but I just like acid and lightning dmg for some reason :>

    What about my questions about concentration? Will I be fine without it using Quicken Spell when necessary, or should I definitely max it out?


    So long,
    Goodspeed

  18. #18
    Community Member Anneliese's Avatar
    Join Date
    Jul 2009
    Posts
    583

    Default

    #1 Max Concentration. Quicken doesnt work on scrolls.

    #2 Take Maximize. Maximized Empowered Extended Firewalls are awesome.

    #3 With Insightful Reflexes and Evasion, you will survive a lot more.

    #4 At the moment, Pale Master is mostly for RP-flavor. If you had taken the SF feats anyway get it, but else not..

    Feat list to consider:
    Toughness (HP)
    Insightful Reflexes (Saves)
    Maximize, Empower, Extend (Firewall)
    Quicken (no interruption from damage)
    Heighten (Web)
    Mental T /IMT (SP)
    Spell Pen/GSP
    -----
    11 Feats

    You get 7 + 4 Wizard Bonus Feats..none left for Spell Focus.

    --------------------

    Another thing to consider: The grind for UMD can be hard. You could start with 16 Charisma and 12 con for that. Maybe even drop IMT or GSP and get SF:UMD. If you plan to reincarnate one day, you can undo that once you get all the raid items etc.
    Last edited by Anneliese; 04-17-2010 at 10:14 AM.
    Devourer: Anneliese, 20 Drow Sorc

  19. #19
    Community Member WolfSpirit's Avatar
    Join Date
    Feb 2007
    Posts
    674

    Arrow

    Quote Originally Posted by Dr.Goodspeed View Post
    . I just hate WFs as a race, but especially when they're casters, and ESPECIALLY when they're sorcerors...
    -
    WOW, really?
    More WF raceism?
    You still have alot to learn about this game my friend.
    WF Sorcs are CRAZY deadly.
    Maxed CHA does NOT make the best possible Class.
    WF Sorc gets only -4 Lower DC than a Drow, which is the Max possible. Thats only -2 from any other Race. Couple that with Fast healing, High CON and the ability to PULL mobs INTO your FW for max Destruction, instead of Diplo things away from your VERY low CON Drow = VERY high survivability.
    I've built LOTS of Arcane casters. Done the Drow 14/2 Wiz (That was the level cap then) and it was good. I truly deleted that character and rerolled as Warforged. Yes, they are ugly but as an Arcane class, they are Top Dog, hands down.
    But I actually don't play that one, because as a Sorc, they are SO much fun. I've never ever had a better surviving character, that pulles the party our of certain wipe, many times. Fast Casting and High Spell Points of the Sorc combined with Warforged Immunities and Very great Hitpoints and still an awesome UMD (again, only a few points off max really). You just have a hard time killing WF sorcs, even if you get right up on them. They repair FAST and FULL with LOTS of HP.
    But these statements are not intended to encourage you to make WF. Lots of new people still make bad ones, its true. But it will hopefully get you to overlook the uglyness and often missplayed WF race, that always get the race hate.
    -
    Though as a rule, I don't care to play WF on any other class but arcane. The healing wack they take make them very dissliked by many players.

    ~
    If we shrank our solar system to the size of a Quarter, and lay it at your feet, the Milky Way galaxy would still be larger than North America. ~NASA Perspective anyone?

  20. #20
    Community Member
    Join Date
    Jan 2010
    Posts
    84

    Default

    Quote Originally Posted by WolfSpirit View Post
    -
    WOW, really?
    More WF raceism?
    You still have alot to learn about this game my friend.
    WF Sorcs are CRAZY deadly.
    Maxed CHA does NOT make the best possible Class.
    WF Sorc gets only -4 Lower DC than a Drow, which is the Max possible. Thats only -2 from any other Race. Couple that with Fast healing, High CON and the ability to PULL mobs INTO your FW for max Destruction, instead of Diplo things away from your VERY low CON Drow = VERY high survivability.
    I've built LOTS of Arcane casters. Done the Drow 14/2 Wiz (That was the level cap then) and it was good. I truly deleted that character and rerolled as Warforged. Yes, they are ugly but as an Arcane class, they are Top Dog, hands down.
    But I actually don't play that one, because as a Sorc, they are SO much fun. I've never ever had a better surviving character, that pulles the party our of certain wipe, many times. Fast Casting and High Spell Points of the Sorc combined with Warforged Immunities and Very great Hitpoints and still an awesome UMD (again, only a few points off max really). You just have a hard time killing WF sorcs, even if you get right up on them. They repair FAST and FULL with LOTS of HP.
    But these statements are not intended to encourage you to make WF. Lots of new people still make bad ones, its true. But it will hopefully get you to overlook the uglyness and often missplayed WF race, that always get the race hate.
    -
    Though as a rule, I don't care to play WF on any other class but arcane. The healing wack they take make them very dissliked by many players.
    Please read my reasoning as to why I hate WF before useless posts like this. Their appearance is just part of the reason I don't like them. The main reason I don't like them is not that they aren't good, but that they're actually too good as a race imho.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload