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  1. #1
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    Default Halfling wiz build

    ive been playing a WF sorc for sometime and i wanted to try out a wizard and see how they match up at end game, but i was looking for a halfling build and didnt see one so i came up with this.

    tell me what you think and what i should change.


    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Halfling Female
    (20 Wizard) 
    Hit Points: 222
    Spell Points: 1786 
    BAB: 10\10\15\20
    Fortitude: 11
    Reflex: 16
    Will: 12
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                  8                    8
    Dexterity            10                 10                   10
    Constitution         16                 18                   18
    Intelligence         18                 25                   29
    Wisdom                8                  8                    8
    Charisma             12                 12                   12
    
    Tomes Used
    +2 Tome of Constitution used at level 7
    +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               1                 11.5                 11.5
    Bluff                 1                  1                    1
    Concentration         7                 27                   29
    Diplomacy             1                  1                    1
    Disable Device        n/a               n/a                   n/a
    Haggle                3                 13                   13
    Heal                 -1                  0                    2
    Hide                  0                  0                    2
    Intimidate            1                  1                    1
    Jump                  0                  8.5                 10.5
    Listen               -1                 -1                    1
    Move Silently         0                  0                    2
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                4                  9                    9
    Search                4                  9                    9
    Spot                  0                 11                   11
    Swim                  0                  3                    3
    Tumble                2                 11.5                 11.5
    Use Magic Device      3                 12.5                 12.5
    
    Level 1 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+4)
    Skill: Haggle (+2)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Swim (+1)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Least Dragonmark of Healing
    Spell (1): Expeditious Retreat
    Spell (1): Jump
    Spell (1): Nightshield
    Spell (1): Shield
    Spell (1): Tumble
    Spell (1): Magic Missle
    Spell (1): Burning Hands
    Enhancement: Wizard Concentration I
    Enhancement: Wizard Energy Manipulation I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Spell (1): Detect Secret Doors
    Spell (1): Shocking Grasp
    Enhancement: Extra Dragonmark Use I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand Mastery I
    
    
    Level 3 (Wizard)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Insightful Reflexes
    Spell (2): Blur
    Spell (2): False Life
    Enhancement: Wizard Lineage of Energy I
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Lineage of Force I
    Enhancement: Wizard Force Manipulation I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Spot (+1.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Resist Energy
    Spell (2): Scorching Ray
    Enhancement: Wizard Concentration II
    Enhancement: Wizard Elemental Manipulation II
    
    
    Level 5 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Empower Spell
    Spell (3): Displacement
    Spell (3): Haste
    Enhancement: Wizard Lineage of Deadly Energy I
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Lesser Dragonmark of Healing
    Spell (3): Heroism
    Spell (3): Frost Lance
    Enhancement: Extra Dragonmark Use II
    Enhancement: Wizard Energy Manipulation II
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Wall of Fire
    Spell (4): Stoneskin
    Enhancement: Wizard Lineage of Deadly Force I
    Enhancement: Wizard Elemental Manipulation III
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Dimension Door
    Spell (4): Phantasmal Killer
    Enhancement: Wizard Lineage of Energy II
    Enhancement: Wizard Lineage of Elements II
    
    
    Level 9 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Toughness
    Spell (5): Teleport
    Spell (5): Protection From Elements
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Improved Mental Toughness
    Spell (4): Force Missles
    Spell (5): Cloudkill
    Enhancement: Racial Toughness I
    Enhancement: Wizard Elemental Manipulation IV
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (6): Reconstruct
    Spell (6): Greater Heroism
    Enhancement: Wizard Lineage of Force II
    Enhancement: Wizard Lineage of Deadly Elements II
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+1.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Dragonmark of Healing
    Spell (6): Disintegrate
    Spell (6): Chain Lightning
    Enhancement: Wizard Lineage of Elements III
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+1.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Finger of Death
    Spell (6): True Seeing
    Enhancement: Wizard Energy of the Scholar IV
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+1.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Banishment
    Spell (7): Otto's Sphere of Dancing
    Enhancement: Wizard Lineage of Deadly Energy II
    Enhancement: Wizard Lineage of Deadly Elements III
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+1.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Enlarge Spell
    Feat: (Selected) Heighten Spell
    Spell (8): Polar Ray
    Spell (8): Otto's Irresistable Dance
    Enhancement: Wizard Force Manipulation II
    Enhancement: Wizard Spell Penetration I
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Tumble (+2.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Incendiary Cloud
    Spell (7): Greater Teleport
    Enhancement: Wizard Lineage of Deadly Energy III
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Wail of the Banshee
    Spell (9): Mass Hold Monster
    Enhancement: Wizard Intelligence II
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+1.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Penetration
    Spell (9): Meteor Swarm
    Spell (9): Summon Monster IX
    Enhancement: Wizard Lineage of Deadly Force II
    Enhancement: Wizard Energy Manipulation III
    
    
    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+1.5)
    Skill: Spot (+0.5)
    Skill: Swim (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Power Word: Stun
    Spell (9): Dominate Monster
    Enhancement: Wizard Energy Manipulation IV
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+1.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Mental Toughness
    Spell (7): Mass Invisibility
    Spell (9): Energy Drain
    Enhancement: Wizard Master of Magic
    Enhancement: Racial Toughness II


    and as its posted down below just grab a +4 bulls str item to boost your str to 12 so you wont become helpless in battle.
    Last edited by southpole420; 06-10-2010 at 03:17 PM.

  2. #2
    Founder Tyrande's Avatar
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    If I were you, I would drop Combat Casting and take Heighten.

    Just use a Concentration +10 or higher item or swap out Improved Mental Toughness with Quicken since quickened spell can't be interrupted.

    TR a few times, and you can swap out "Spell Penetration" for something like "Past Life: Arcane Initiate" and "Insightful Reflexes" since you don't have evasion and your reflex save is low.

    With Great Power Comes Great Responsibility

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    what does highting really do? i never really got the concept of it.

  4. #4
    Community Member GhoulsTouch's Avatar
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    I'd drop your strength down to eight and raise your charisma up since you will be utilizing UMD. You can always put on bulls strength items.

    Heighten increases the DC of your lower level spells making them count as the spell level you can currently cast thus you can cast charm person as a level nine spell if you can cast level 9 spells with heighten active.

  5. #5
    Community Member Phidius's Avatar
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    Quote Originally Posted by southpole420 View Post
    what does highting really do? i never really got the concept of it.
    With Heighten, all of your spells with a save have the same base cost and save DC as the highest level spell you can cast - for a 17th level wizard, that means that a level 2 spell (Web) has the same base cost and save as a level 9 spell, giving it a +7 to the DC (and more spell points to cast).
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

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    Quote Originally Posted by GhoulsTouch View Post
    I'd drop your strength down to eight and raise your charisma up since you will be utilizing UMD. You can always put on bulls strength items.
    i put it to 12 str because i didnt really see the point of using a bulls str item but your right if i do put the 4 points into cha ill have higher UMD and i can always throw on some ogre gloves, thanks for the advice

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    Quote Originally Posted by Phidius View Post
    With Heighten, all of your spells with a save have the same base cost and save DC as the highest level spell you can cast - for a 17th level wizard, that means that a level 2 spell (Web) has the same base cost and save as a level 9 spell, giving it a +7 to the DC (and more spell points to cast).
    okay i get it now thanks ill repost the new build in the old spot with the changes of highten and cha

  8. #8
    Community Member GhoulsTouch's Avatar
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    Quote Originally Posted by southpole420 View Post
    i put it to 12 str because i didnt really see the point of using a bulls str item but your right if i do put the 4 points into cha ill have higher UMD and i can always throw on some ogre gloves, thanks for the advice
    Ogre Power yeah oops, I have a slight cold right now not thinking clearly.

  9. #9
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    Quote Originally Posted by GhoulsTouch View Post
    Ogre Power yeah oops, I have a slight cold right now not thinking clearly.
    dont worry about it i knew what u ment.

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    bump

  11. #11
    Community Member LunaCee's Avatar
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    I'd significantly switch around feat acquisition.

    01 Least Dragonmark, Maximize
    03 Toughness
    05 Extend
    06 Lesser Dragonmark
    09 Greater Dragonmark
    10 Empower
    12 Heighten
    15 Spell Penetration, Spell Focus (Enchantment or Necromancy)
    18 Either GSP or GSF
    20 Quicken

    Maximize at first along with the least mark because you can use maximize on said heals for *free* which means for each heal you have you can get twice as much out of it. Not to mention Maximize also gives you the ability to deal some pretty insane burst damage with a superior pot running and maximize turned on.

    If you are taking Toughness, take it at third. You get your first racial toughness enhancement then... and for a halfling wizard that extra HP from toughness is more useful the earlier you take it.

    Extend is nice for extending how long your buffs last... but its true efficiency kicks in once you actually get your hands on Haste. Take it then.

    Take your lesser dragonmark at 6th. At this point you should be able to reach 80+ HP on your caster. Lesser mark just doesn't seem to top you off as much anymore and this thing is just in time.

    Greater mark at 9th... granted one *could* put it off for a little while, but if you've been making your character correctly even Heal won't be enough for a complete full Heal, but it will come fairly close. Also it has the benefit of being able to remove things like Feeblemind.

    Empower at 10th, it increases your burst damage further and also increases the amount of healing you can get out of your least and lesser marks. And since this is about the point where mob HP begins to edge upwards faster, as good as any a time to take it.

    Heighten at 12th, As some of your spells you will be using throughout your career are low level this raises their base spell DC to the highest level of spell you can cast.

    Spell Penetration and a Spell Focus at 15th. Trash mobs begin to regularly feature Spell Resistance. If you don't want to flub your spell casts more often than you have to... pick it up. And Spell Focus for increasing your odds of landing a spell. Enchantment or Necromancy are good choices. Enchantment is better for Epic though since it increases the chances of landing Mass Holds.

    Greater Spell Penetration or Greater Spell Focus at 18th. Depends on whether you want less casts to fail against spell resistance or mob saves.

    Quicken at 20th. No questions asked. At higher levels of play your character *will* be getting hit often enough that having spell casts get screwed up because of concentration failure is bound to happen a few times. Would you rather spend an extra 8-9 SP on that spell cast and have it go through or spend 5-10 seconds waiting for the spell timer to reset and spend another 50+ SP casting the spell you tried casting last time that got interrupted?

    Do not take Mental Toughness and Improved Mental Toughness, they only add a grand total of 210 SP for taking both of them. At end game that is probably only 3-4 extra spell casts.

    And as for 8 STR? Well, you are going to have such fun with hobgoblins! Going to end up in total incap or heavy load so often because of their spamming ray of enfeeblement.

  12. #12
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    Quote Originally Posted by LunaCee View Post
    I'd significantly switch around feat acquisition.

    01 Least Dragonmark, Maximize
    03 Toughness
    05 Extend
    06 Lesser Dragonmark
    09 Greater Dragonmark
    10 Empower
    12 Heighten
    15 Spell Penetration, Spell Focus (Enchantment or Necromancy)
    18 Either GSP or GSF
    20 Quicken

    Do not take Mental Toughness and Improved Mental Toughness, they only add a grand total of 210 SP for taking both of them. At end game that is probably only 3-4 extra spell casts.

    And as for 8 STR? Well, you are going to have such fun with hobgoblins! Going to end up in total incap or heavy load so often because of their spamming ray of enfeeblement.
    Pretty much agree with this, was about to post it myself till I got to bottom post Personally I would go for 12 str as even with +4 item your likely to hit incompacitated with a single ray of enfeeblement with 8 starting str.

  13. #13
    Community Member gwlech's Avatar
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    A halfling dragonmarked wizard is a great way for a new player that is FTP to have an easy and self-sustaining character to level and grind favor/unlock content. Is is min/max optimal? No, but I am sure that it is cheap, easy and fun to play.
    Saedreth Saedric Saedrath Seadret Seadrack Saedrak Seadraji Saedrus

    Member of The Madborn - Thelanis
    Officially Retired from DDO

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