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  1. #21
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    People who insist that a certain race or class are squishy are not very experienced or talented players. Squishy is a play style. Don't listen to those posers. Decide what you want and learn how to build and play the toon that fits your mold.

    Now, having said that, most new players need lot's of hitpoints with their new arcane casters. So, be sure you have what it takes to play or learn to play a toon with other than super high hit points.

    Choose a Drow if you want the absolute highest possible spell DC. No other race can do this and it is good goal. If you go that route,

    Intelligence: it is almost always best to max your intelligence as a wizard.
    Constitution: Setting your con higher than 12 will be really inefficient with your build points. The extra 20 hitpoints at cap level won't really matter. 14 is max for a Drow at start, so consider this move carefully.
    Strength: You don't need strength higher than 8. You can buff strength many ways and spells that sap strength wear off quickly. Only place points here if you have a specific reason.
    Dexterity: You can neglect this stat and still have high reflex saves with a feat. However, if want to use certain good skills well that are Dex related then you will need points here. For example, move silent, balance, and (traps and locks if you go rogue). Plus some few saves are actual dex saves.
    Wisdom: This stat for the most part can be neglected, however, a good will save can sometimes mean the difference between life and death. You can kill bad guys or heal yourself while held.
    Charisma: You can't have everything and if you don't plan on a specific use for charisma, then don't spend points here.

  2. #22
    Community Member sacredguyver's Avatar
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    Quote Originally Posted by tinyelvis View Post
    People who insist that a certain race or class are squishy are not very experienced or talented players. Squishy is a play style. Don't listen to those posers. Decide what you want and learn how to build and play the toon that fits your mold.

    Now, having said that, most new players need lot's of hitpoints with their new arcane casters. So, be sure you have what it takes to play or learn to play a toon with other than super high hit points.

    Choose a Drow if you want the absolute highest possible spell DC. No other race can do this and it is good goal. If you go that route,

    Intelligence: it is almost always best to max your intelligence as a wizard.
    Constitution: Setting your con higher than 12 will be really inefficient with your build points. The extra 20 hitpoints at cap level won't really matter. 14 is max for a Drow at start, so consider this move carefully.
    Strength: You don't need strength higher than 8. You can buff strength many ways and spells that sap strength wear off quickly. Only place points here if you have a specific reason.
    Dexterity: You can neglect this stat and still have high reflex saves with a feat. However, if want to use certain good skills well that are Dex related then you will need points here. For example, move silent, balance, and (traps and locks if you go rogue). Plus some few saves are actual dex saves.
    Wisdom: This stat for the most part can be neglected, however, a good will save can sometimes mean the difference between life and death. You can kill bad guys or heal yourself while held.
    Charisma: You can't have everything and if you don't plan on a specific use for charisma, then don't spend points here.
    Based on what you said above, have you reviewed the build I posted? I do not believe it would make too much of a difference to move 2 points from STR (leaving it at 8) to DEX, increasing it from 10 to 12 (and giving it a +1 modifier).
    Quote Originally Posted by macubrae View Post
    A Dwarf's beard should be thick, strong and long enough to tuck under your belt (to keep kobolds from swinging on it and giants from swinging us by them).


  3. #23
    Community Member Mithran's Avatar
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    As far as the stat point distribution goes on the build you posted, it looks good, to me.
    The victorious strategist only seeks battle after the victory has been won, whereas he who is destined to defeat first fights and afterwards looks for victory. - Sun Tzu

  4. #24
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    Quote Originally Posted by sacredguyver View Post
    As I said I would do, using the link donotdirect1 provided, I proceeded to modify the build in that thread to suit myself playing a Drow. Spell list wasn't included (since it will be changed as needed) and Enhancements were all chosen at level 20 for convenience. Here is what I came up with:
    HTML Code:
    Level 20 True Neutral Drow Female 
    (2 Rogue / 18 Wizard) 
    Hit Points: 186 
    Spell Points: 1543 
    
    BAB: 10/10/15/20 
    Fortitude: 8 
    Reflex: 18 
    Will: 10 
    
                  Starting      Ending     Feat/Enhancement 
    Abilities    Base Stats   Base Stats    Modified Stats 
    (28 Point)    (Level 1)    (Level 20)      (Level 20) 
    Strength           10             10                10 
    Dexterity          10             10                10 
    Constitution       14             14                14 
    Intelligence       20             25                28 
    Wisdom              8              8                 8 
    Charisma           10             10                10 
    
                  Starting      Ending    Feat/Enhancement 
                 Base Skills  Base Skills  Modified Skills 
    Skills       (Level 1)    (Level 20)      (Level 20) 
    Balance            4              6                6 
    Bluff              0              0                0 
    Concentration      4              25               26 
    Diplomacy          0              0                0 
    Disable Device     9              32               33 
    Haggle             4              6                6 
    Heal               -1             -1               -1 
    Hide               4              4                4 
    Intimidate         0              0                0 
    Jump               4              4                4 
    Listen             3              3                5 
    Move Silently      4              4                4 
    Open Lock          4              6                6 
    Perform            n/a            n/a              n/a 
    Repair             9              14               14 
    Search             9              32               37 
    Spot               3              13               18 
    Swim               0              0                0 
    Tumble             n/a            n/a              n/a 
    Use Magic Device   4              23               23 
     
    Level 1 (Rogue) 
    Skill: Balance (+4) 
    Skill: Concentration (+2) 
    Skill: Disable Device (+4) 
    Skill: Haggle (+4) 
    Skill: Hide (+4) 
    Skill: Jump (+4) 
    Skill: Listen (+4) 
    Skill: Move Silently (+4) 
    Skill: Open Lock (+4) 
    Skill: Repair (+4) 
    Skill: Search (+4) 
    Skill: Spot (+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: (Automaatic) Trapfinding 
     
    Level 2 (Wizard) 
    Skill: Concentration (+2) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Use Magic Device (+0.5) 
    Feat: (Wizard Bonus) Extend Spell 
    Feat: (Automatic) Dismiss Charm 
    Feat: (Automatic) Inscribe Scroll 
    Feat: (Automatic) Magical Training 
     
    Level 3 (Wizard) 
    Skill: Concentration (+2) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Use Magic Device (+0.5) 
    Feat: (Selected) Maximize Spell 
    Feat: (Automatic) Defensive Fighting 
    Feat: (Automatic) Sunder 
    Feat: (Automatic) Trip 
     
    Level 4 (Wizard) 
    Ability Raise: INT 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Spot (+0.5) 
    Skill: Use Magic Device (+0.5) 
     
    Level 5 (Wizard) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Spot (+0.5) 
    Skill: Use Magic Device (+0.5) 
     
    Level 6 (Wizard) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Spot (+0.5) 
    Skill: Use Magic Device (+0.5) 
    Feat: (Wizard Bonus) Empower Spell 
    Feat: (Selected) Mental Toughness 
     
    Level 7 (Wizard) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Spot (+0.5) 
    Skill: Use Magic Device (+0.5) 
     
    Level 8 (Wizard) 
    Ability Raise: INT 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Spot (+1) 
    Skill: Use Magic Device (+0.5) 
     
    Level 9 (Wizard) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Spot (+1) 
    Skill: Use Magic Device (+0.5) 
    Feat: (Selected) Insightful Reflexes 
     
    Level 10 (Rogue) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Haggle (+2) 
    Skill: Open Lock (+2) 
    Skill: Search (+1) 
    Skill: Spot (+1) 
    Skill: Use Magic Device (+5) 
    Feat: (Automatic) Evasion 
     
    Level 11 (Wizard) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Spot (+0.5) 
    Skill: Use Magic Device (+1) 
     
    Level 12 (Wizard) 
    Ability Raise: INT 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Spot (+0.5) 
    Skill: Use Magic Device (+1) 
    Feat: (Wizard Bonus) Heighten Spell 
    Feat: (Selected) Improved Mental Toughness 
     
    Level 13 (Wizard) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Spot (+0.5) 
    Skill: Use Magic Device (+1) 
     
    Level 14 (Wizard) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Spot (+0.5) 
    Skill: Use Magic Device (+1) 
     
    Level 15 (Wizard) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Spot (+0.5) 
    Skill: Use Magic Device (+1) 
    Feat: (Selected) Spell Penetration 
     
    Level 16 (Wizard) 
    Ability Raise: INT 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Spot (+0.5) 
    Skill: Use Magic Device (+1) 
     
    Level 17 (Wizard) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Spot (+0.5) 
    Skill: Use Magic Device (+1) 
    Feat: (Wizard Bonus) Quicken Spell 
     
    Level 18 (Wizard) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Spot (+0.5) 
    Skill: Use Magic Device (+1) 
    Feat: (Selected) Greater Spell Penetration 
     
    Level 19 (Wizard) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Spot (+0.5) 
    Skill: Use Magic Device (+1) 
     
    Level 20 (Wizard) 
    Ability Raise: INT 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Repair (+1) 
    Skill: Search (+1) 
    Skill: Spot (+0.5) 
    Skill: Use Magic Device (+1) 
    Enhancement: Rogue Skill Boost I 
    Enhancement: Elven Perception I 
    Enhancement: Elven Perception II 
    Enhancement: Elven Keen Eyes I 
    Enhancement: Elven Keen Eyes II 
    Enhancement: Wizard Improved Heightening I 
    Enhancement: Wizard Improved Maximizing I 
    Enhancement: Wizard Improved Maximizing II 
    Enhancement: Wizard Improved Maximizing III 
    Enhancement: Wizard Improved Quickening I 
    Enhancement: Wizard Improved Quickening II 
    Enhancement: Racial Toughness I 
    Enhancement: Racial Toughness II 
    Enhancement: Wizard Concentration I 
    Enhancement: Rogue Disable Device I 
    Enhancement: Rogue Search I 
    Enhancement: Rogue Spot I 
    Enhancement: Wizard Lineage of Elements I 
    Enhancement: Wizard Lineage of Elements II 
    Enhancement: Wizard Lineage of Deadly Elements I 
    Enhancement: Wizard Lineage of Deadly Elements II 
    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 Energy of the Scholar I 
    Enhancement: Wizard Energy of the Scholar II 
    Enhancement: Wizard Energy of the Scholar III 
    Enhancement: Wizard Subtle Spellcasting I 
    Enhancement: Wizard Subtle Spellcasting II 
    Enhancement: Wizard Intelligence I 
    Enhancement: Wizard Intelligence II 
    Enhancement: Wizard Intelligence III 
    Enhancement: Wizard Wand Mastery I
    Looks great! I'd actually consider this one tough. He's not bad build as far as I can see. You might jigger the enhancements around while you level, sometimes more spell power is going to be more important than failing a trap. You might be able to go without the concentration bonus, but idk.

    My only advice, and it's a little unorthodox, is that you may want to only go with a 19 in that major stat (or a 17 when building other "maximum" toons).

    Why? Because getting that 18 (or 20 in the case of the drow) is so expensive! You can potentially save points by going with the 19 in this case, and you could even dump them into strength and two handed melee fairly well like warforged do at high levels. I've honestly seen warforged pure sorcerer's running around with greensteel great axe, because with a divine power clicky and fully buffed you can still hit just about everything with a strength of 14.

    This is just food for thought. Min maxing is min maxing, you do it anyway you like.

    By the way, you are using an old version of the character generator if I'm not mistaken? Take a look for the updated one, it might be a bit better overall to work with.

    Tinyelvis, if you are trying to insult me it comes off as really awkward.

    I mean, when you go through and try to show how you would go about building this toon, you pretty much flat out mention that a higher con than 12 is incredibly expensive and that charisma would be a dump stat for a wizard, while the drow already "wastes" points on charisma.

    No one can avoid everything. The more critical and higher level content has even more unavoidable times. Building for survivability (and evasion does help with that OP, this is not a terrible choice) is always recommended. Why? Let's just say dying in a non critical situation, some low level quest, one death = exp loss. That's a minimal reason, but that can be enough. If you want to be an asset to your group, you will always try to live. If that means saves and hit points, class features like evasion and slippery mind, or save feats like insightful reflex or force of personality, you make these choices to be there. To play instead of end up in someone's backpack.
    Last edited by donotdirect1; 05-29-2010 at 01:44 AM.

  5. #25
    Community Member sacredguyver's Avatar
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    I'm using v3.34, which is the most recent version listed on the website.

    General consensus (here and on my guild forum) is that the build, as is, would work fairly well, despite everyone having opinions on very small changes (which would probably fit their playstyle better than it would mine).

    I'll give it a go, and if something goes wrong, I'll edit and post here. No sense making a build without looking for ways to improve it (even more so when Update 5 comes out).
    Quote Originally Posted by macubrae View Post
    A Dwarf's beard should be thick, strong and long enough to tuck under your belt (to keep kobolds from swinging on it and giants from swinging us by them).


  6. #26
    Community Member Irinis's Avatar
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    Stats look good.

    Skillpoints...

    You'll want at least one point in tumble just to unlock the ability to tumble on certain puzzles. Maybe take a point from hide for it at the beginning.

    Balance is also very important, it's difficult to cast spells when you're knocked down. (Enemy cometfalls, surprise cats, etc.) If you eat a +2 int tome at lvl7 it'll give you one extra point from lvl8 on, you could put all that into Balance.

    Feats:

    On a Drow you already have better DCs out of the gate however if you choose a spell school instead of mental toughness you'd have even MORE DCs in that school.

    Necromancy is useful and fun to specialize in even if you're not going for Pale Master.
    Enchantment is fun, make things dance then hit them where it hurts, or make them fight for you.
    Conjuration will make your webs stick better in Amrath, causing a lot less damage to the party.
    Please split the class forums into REAL subcategories this is a jumbled mess.

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