New build:
Better? :>Code:Character Plan by DDO Character Planner Version 3.34 DDO Character Planner Home Page Level 20 True Neutral Drow Female (2 Rogue \ 18 Wizard) Hit Points: 166 Spell Points: 1570 BAB: 10\10\15\20 Fortitude: 7 Reflex: 19 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 12 12 12 Intelligence 20 27 30 Wisdom 8 8 8 Charisma 16 16 16 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 7 7 7 Concentration 3 24 25 Diplomacy 3 3 3 Disable Device 9 33 33 Haggle 7 7 7 Heal 1 1 1 Hide 0 0 0 Intimidate 3 3 3 Jump 3 3 3 Listen -1 -1 1 Move Silently 0 0 0 Open Lock 4 5.5 5.5 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 7 26 26 Level 1 (Rogue) Skill: Balance (+4) Skill: Bluff (+4) Skill: Concentration (+2) 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: Elven Keen Eyes I Enhancement: Rogue Spot I Enhancement: Rogue Improved Trap Sense I Level 2 (Wizard) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+0.5) Skill: Use Magic Device (+1) Feat: (Wizard Bonus) Mental Toughness Feat: (Automatic) Dismiss Charm Feat: (Automatic) Inscribe Scroll Feat: (Automatic) Magical Training Spell (1): Burning Hands Spell (1): Expeditious Retreat Spell (1): Hypnotism Spell (1): Magic Missle Spell (1): Obscuring Mist Spell (1): Jump Spell (1): Ray of Enfeeblement Spell (1): Detect Secret Doors Enhancement: Wizard Elemental Manipulation I Enhancement: Wizard Energy of the Scholar I Level 3 (Wizard) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+0.5) Skill: Use Magic Device (+1) Feat: (Selected) Quicken Spell Feat: (Automatic) Defensive Fighting Feat: (Automatic) Sunder Feat: (Automatic) Trip Spell (1): Mage Armor Spell (1): Feather Fall Enhancement: Wizard Improved Quickening 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 (+0.5) Skill: Use Magic Device (+1) Spell (2): Scorching Ray Spell (2): Knock Enhancement: Racial Toughness I Enhancement: Wizard Lineage of Elements I Level 5 (Wizard) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+0.5) Skill: Use Magic Device (+1) Spell (2): Invisibility Spell (2): Blur Enhancement: Wizard Elemental Manipulation II Level 6 (Wizard) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+0.5) Skill: Use Magic Device (+1) Feat: (Wizard Bonus) Extend Spell Feat: (Selected) Insightful Reflexes Spell (3): Haste Spell (3): Fireball Enhancement: Racial Toughness II 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 (+0.5) Skill: Use Magic Device (+1) Spell (3): Displacement Spell (3): Flame Arrow Enhancement: Wizard Intelligence II Level 8 (Wizard) Ability Raise: INT Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1.5) Skill: Use Magic Device (+1) Spell (4): Wall of Fire Spell (4): Stoneskin Enhancement: Wizard Lineage of Elements II Enhancement: Wizard Elemental Manipulation III Level 9 (Wizard) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1.5) Skill: Use Magic Device (+1) Feat: (Selected) Empower Spell Spell (4): Ice Storm Spell (4): Dimension Door Enhancement: Wizard Improved Empowering I Level 10 (Wizard) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1.5) Skill: Use Magic Device (+1) Spell (5): Cone of Cold Spell (5): Dominate Person Enhancement: Wizard Lineage of Deadly Elements II Enhancement: Wizard Wand Mastery III Level 11 (Wizard) Skill: Concentration (+9) Feat: (Wizard Bonus) Maximize Spell Spell (5): Teleport Spell (5): Cloudkill Enhancement: Wizard Elemental Manipulation IV Level 12 (Rogue) Ability Raise: INT Skill: Concentration (+3) Skill: Disable Device (+2) Skill: Search (+2) Skill: Spot (+3) Skill: Use Magic Device (+2) Feat: (Selected) Heighten Spell Feat: (Automatic) Evasion Enhancement: Wizard Improved Maximizing I Enhancement: Wizard Energy of the Scholar III Level 13 (Wizard) Skill: Concentration (+2) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+0.5) Skill: Use Magic Device (+1) Spell (6): Disintegrate Spell (6): Greater Heroism Enhancement: Wizard Lineage of Elements III Level 14 (Wizard) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Spell (6): True Seeing Spell (6): Otiluke's Freezing Sphere 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): Finger of Death Spell (7): Banishment Enhancement: Wizard Lineage of Deadly Elements III Level 16 (Wizard) Ability Raise: INT Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1.5) Skill: Use Magic Device (+1) Spell (7): Greater Teleport Spell (7): Otto's Sphere of Dancing Enhancement: Wizard Improved Maximizing II Level 17 (Wizard) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1.5) Skill: Use Magic Device (+1) Feat: (Wizard Bonus) Improved Mental Toughness Spell (8): Polar Ray Spell (8): Horrid Wilting Enhancement: Wizard Spell Penetration I Level 18 (Wizard) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Open Lock (+0.5) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Feat: (Selected) Greater Spell Penetration Spell (8): Sunburst Spell (8): Otto's Irresistable Dance Enhancement: Wizard Improved Quickening II Enhancement: Wizard Concentration I Level 19 (Wizard) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Open Lock (+0.5) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Spell (9): Wail of the Banshee Spell (9): Meteor Swarm Enhancement: Wizard Improved Empowering II Level 20 (Wizard) Ability Raise: INT Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Open Lock (+0.5) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Spell (8): Power Word: Stun Spell (7): Delayed Blast Fireball Enhancement: Wizard Improved Maximizing III
Um why so high a cha?
Yes UMD is great.....not arguing with you there...but you can boost your UMD pretty easy as a wizard and easily self heal. You should be able to hit 20+ UMD by lvl 10 easily with the rogue levels and thats all you really need early on.
But your con is only 12. Yes.....drows max out at 12 without spending extra points but I'd go for 14 and drop the 4 extra cha points. A 12 cha (at most) is plenty.
I'm guessing you do not have 32 point builds btw (otherwise I'd suggest going human instead....int is almost as high (with the +1 enhancement) and you have other advantages over drow).
Also your strength may be a problem especially if your not going to use tomes. I wouldn't want to run around with less then a 14 strength. It's fine if you are going to use a +2 tome and run with bulls strength, but other then that you could run into trouble. It might be worth dropping cha even more to add at least 2 points to strength.
Maybe something like this:
Str 10 (02)
Con 14 (10)
Int 20 (16)
Dex/Wis/Cha base (10/8/10)
That would be a bit more survivable all around, less likely to get hosed by strength, more hp long term and you only lose 3 to your UMD (hurts but can be made up for with equipment later on).
Of course if you were human with 32 point build you could go with something like this:
Str 10 (02)
dex 08 (00)
Con 16 (10)
Int 18 (16)
Wis 08 (00)
Cha 12 (04)
And you'd have an extra feat so you could grab SF UMD if you really wanted.
Add all level ups to int, +1 int human versatility (1 less then drow max then), +1 con human verse II (can get toughness 3). In addition you can snag the human healing enhancements to make wand/scroll healing more efficient (stacks with your wand enhancements as well).
Add in the nice human skill boost for traps as well as UMD and you come out WAY ahead of the drow pretty much. If you don't have 32 point builds open btw, just running 50 favor on each server will give you enough turbine points just about to open them up.
Thx, very good post. I got 32 point build, but I chose to go Drow for flavor reasons and because of the +2 int. I agree though that the low con might hurt. I'll think about it, but I really really like Drow and I think I can compensate for the lack of con by playing well. Furthermore I might use other +2 tomes than the int one, I just didn't count on them for the creation of this build.
So long,
Goodspeed
I totally understand choosing going with a favorite race. I was on a halfling only kick for about a year awhile ago (I still love my halfling Barbarian).
Cosmetically there isn't that huge of a diff between the drow elf female and human female especially if you make the human females skin dark. Thematic reasons of course are a whole nother story.
There would be some serious advantages though for your skill usage, so if your going to snag disarm traps/search etc.....I would really consider going human and just making her look as drow like as possible.
Honestly the 2 rogue/18 wizard build is just freaking great (so is 1 barb/2 rogue/17 wizard...the barb level for extra hp, speed and melee capabilities).
If your going to solo alot (not sure if that is your plan or not) it does help to have decent backup melee and the fastest run speed you can get. 1 barbarian level adds 10% universal run speed and 5 sprint boosts (35% more) that all stack with haste...making you mega fast.
It sure slows things down as far as getting later spells, but it also makes a very good and versatile build. Human especially is great due to the skill and attack boosts (and saving throw boosts for that matter) when you need them.
Giving up 3 levels really hurts...but honestly once your already giving up 2 for rogue skills and evasion, 1 more level isn't THAT much of a sacrifice. With DP clickies later on you can be quite effective in melee with a barbarian level (no need for Masters touch) and the bonus HP...well thats pretty nice as well (barbarian toughness + barbarian base 12 hp).
I'm a big fan of the 2 rogue/1 barb/rest wizard combo as I think it is one of the more versatile characters in the game both solo and non-solo. You don't take a hit on your DC's, a slight hit on your SP (but you can compensate for that), you have more hp then most other wizards (comparable to some WF wizards in fact), very high UMD for self healing, very fast self buffed run speed (and with veteran status you get there pretty fast if you hold off on your second rogue level till after you get haste), excellent rogue skills for traps and quite decent backup melee damage for when low on sp or conserving them.
I have to be honest that I am a bit prejudiced against drow though. Not because I don't like the race, but because I felt compelled to play as one for along time till I opened 32 point builds (for my casters at least) and so I avoid them pretty much universally now. I never really liked the drow enhancements and even back then I used to go with human or WF (and once even a dwarven wizard) instead of drow just because I was tired of the race.
I have deleted every one of my drow characters and have not even 1 drow on my main servers 17 slots (Not sure on other servers I havn't played them for years).
I also find WF a bit ugly..although I can't always resist the natural advantages they have for spellcasting builds. The barbarian/rogue/wizard build though does work better as a human in many ways since you can still self heal fairly well (heal scrolls and wands) but you gain a much higher bonus to your skills from the human skill boost (and the human attack boost sure helps till you get DP clickies and even after that). The WF huge con though is awesome....and the WF immunites and self healing is great as well.
For me it's either human or WF at this point for my spellcasters almost universally (ok...I still have a soft place in my heart for halfling wizards with dragon marks...but I don't have one currently).
If you like halflings at all though...it can be a fun way to play....and you still can go the whole barb 1/rogue 2/wizard 17. The speed of everything seems so much more intense when your a halfling vs a normal sized character (human/drow) or larger character (WF). Halflings are my favorite race even if I have not been playing them as much lately (mostly humans for me now..to many advantages in most cases...with a smattering of WF).
the main benefit of PM is a bit more HP. I would recommend any wiz not to take it. However, you could still focus on necromancy. There is a long way to go for a new caster to run epic and a higher necromancy DC will make your wiz more funny to play in most non-epic content.
max concentration. you'll have a lot of skill points no matter you take rog level or not, and you need concentration for using heal scroll for yourself.
any caster should max out fire/cold damage. and take wiz int 2 or 3 to even out your Int.
it's -4 Cha or -2 DC.
Goodspeed, there is nothing wrong with your personal preference. If you don't like WF, just don't roll a WF and don't listen to the BS. Notice that, for new player, WF casters are much easier to build than their fleshy counterparts.
either no rog or 2 rog level. imho, the capstone advantage is not that much. pure wiz will give you +2 capstone int, +2 spell penetration, and the capstone metamagic efficiency over wiz18/rog2.
the rog levels will make it much easier to get enough UMD for using heal scrolls. If you take rog as the first level, you'll get more total skill points but you'll have to put them in some dump skills and you can't max out your trap skills afaik, so don't do that. Besides, you can't use caster feat in the first level if u take rog.
always take maximize and insightful reflex. if you don't take insightful reflex, your rog evasion is meaningless.
for metamagic enhancement, take fireball as an example. The base cost is 25, if you max+emp+ext+quicken it, every fw costs, 25+25+15+10+10=85, assume you have 2200 SP, you could cast around 26 FW. If you have full metamagic efficiency for max, emp, and quicken, every fw will cost 85-6-9-4 = 66 SP, your 2200 sp could cast 33 FW. I would say you have increased your mana by 27% or around 600sp.
running out of mana is not a build issue. any caster should get a archmagi and Greensteel SP accessory. Some may take MT and IMT for more SP. Other than that, it's a matter of how you use your spells and how you manage your mana.
for a new player, i would recommend you to put skill points to haggle to get more plats. I think you will want to max out open lock too. for jump, you'll get +30 from jump spell, +4 from GH, but you still need a few more points to get to 40 which is the cap.
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