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  1. #1
    Community Member
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    Dec 2009
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    Default elf gish for analisis

    well, for many months, i've dreamed with a elf gish....
    so, i start to build it....
    can you, players for this game that i love help me to "tune up" this build?

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Hiand Lancaster
    Level 20 Neutral Good Elf Male
    (4 Fighter \ 2 Rogue \ 14 Wizard) 
    Hit Points: 230
    Spell Points: 1152 
    BAB: 12\12\17\22
    Fortitude: 10
    Reflex: 9
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    18
    Dexterity            12                    12
    Constitution         14                    14
    Intelligence         16                    18
    Wisdom                8                     8
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                     1
    Bluff                -1                    -1
    Concentration         4                    21
    Diplomacy            -1                    -1
    Disable Device        7                    28
    Haggle                3                     3
    Heal                 -1                    -1
    Hide                  5                     7
    Intimidate           -1                    -1
    Jump                  6                    12
    Listen               -1                     1
    Move Silently         5                     5
    Open Lock             5                     5
    Perform              n/a                   n/a
    Repair                3                     4
    Search                7                    31
    Spot                  3                     6
    Swim                  2                     4
    Tumble                5                     5
    Use Magic Device      3                     9
    
    {\b {\ul Notable Equipment }} \par Minos Legens \par Health Necklace of Protection \par Dusk Heart \par Stormreaver's Napkin \par Ogre Power Belt of Greater False Life \par Rahkir's Ring \par Gloves of Disabling \par Visor of Minute Seeing \par Clever Visor of Minute Seeing \par Health Ring of Greater False Life \par Cloak of Resistance \par Dexterous Gloves of Disabling \par Wise Necklace of Underwater Action \par Mithral Chain Shirt of Heavy Fortification \par  \par Level 1 (Rogue)
    Feat: (Selected) Least Dragonmark of Shadow
    Enhancement: Rogue Skill Boost I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Search I
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Enhancement: Elven Arcane Fluidity I
    Enhancement: Elven Arcanum I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Wizard Energy Manipulation I
    Enhancement: Wizard Intelligence I
    
    
    Level 4 (Wizard)
    Enhancement: Extra Dragonmark Use I
    Enhancement: Wizard Lineage of Energy I
    Enhancement: Wizard Wand Mastery I
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Combat Expertise
    Enhancement: Elven Arcanum II
    Enhancement: Fighter Toughness I
    
    
    Level 6 (Fighter)
    Feat: (Fighter Bonus) Improved Trip
    Feat: (Selected) Lesser Dragonmark of Shadow
    Enhancement: Elven Arcane Fluidity II
    
    
    Level 7 (Rogue)
    Enhancement: Racial Toughness II
    
    
    Level 8 (Wizard)
    Enhancement: Extra Dragonmark Use II
    Enhancement: Wizard Energy Manipulation II
    
    
    Level 9 (Wizard)
    Feat: (Selected) Empower Spell
    Feat: (Wizard Bonus) Mental Toughness
    Enhancement: Elven Arcanum III
    Enhancement: Wizard Lineage of Deadly Energy I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 10 (Wizard)
    Enhancement: Wizard Spell Penetration I
    
    
    Level 11 (Wizard)
    Enhancement: Elven Arcane Fluidity III
    
    
    Level 12 (Fighter)
    Feat: (Selected) Greater Dragonmark of Shadow
    Enhancement: Wizard Lineage of Energy II
    
    
    Level 13 (Wizard)
    Enhancement: Elven Arcanum IV
    
    
    Level 14 (Wizard)
    Enhancement: Wizard Lineage of Deadly Energy II
    Enhancement: Wizard Spell Penetration II
    
    
    Level 15 (Fighter)
    Feat: (Selected) Improved Mental Toughness
    Feat: (Fighter Bonus) Power Attack
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 16 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Enhancement: Wizard Energy Manipulation III
    Enhancement: Fighter Toughness II
    
    
    Level 17 (Wizard)
    
    
    Level 18 (Wizard)
    Feat: (Selected) Maximize Spell
    Enhancement: Wizard Lineage of Energy III
    
    
    Level 19 (Wizard)
    Enhancement: Wizard Lineage of Deadly Energy III
    Enhancement: Wizard Spell Penetration III
    
    
    Level 20 (Wizard)
    Enhancement: Fighter Haste Boost I
    Enhancement: Elven Perception I
    Enhancement: Wizard Energy of the Scholar IV

  2. #2
    Community Member LAWPRE's Avatar
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    495

    Default mostly

    mostly looks good but I might take Rogue 2 a little earlier in order to get more benefit from Evasion.

    Your Spot should be much closer to your Search and your listen should be closer to the 10-15 range. Listen and Spot are used to "start" the process but listen can be much lower and still be effective. However, if you cannot "spot" the trip wire, you cannot "search" for the rest of the trap. Unfortunately, Spot is a Wis skill. So, it cannot be 8- it has to be at least 12.

    You did not state if you have Drow or if you have 32 point build. Since you want Mark of Shadow, Drow would not be as helpful but 32 point build would allow you to put 4 points into Wis as not have to shift points from INT. Still, Drow have +2 to Dex, Int and Cha. This allows for a bit better distrubition and the passive SR can be nice against Hold, Dance and such.

    My network is being weird so I can get onto forums but not compendium. IF Mark of Shadow is available to human, you can have an effective INT of 16 because you get 4 bonus point at first level. This would allow for the "extra" points to go into Wis as well.

    You do not have what spells you were thinking about taking so I cannot comment on that. This is important if you are doing a lot of soloing as spell choices will be vastly different from group play.

  3. #3
    Community Member JeffreyGator's Avatar
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    Apr 2008
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    184

    Default

    I'm not sure why you are taking 3 feats for dragonmarks to replicate spells that you can cast and that you may only use situationally.

    I have taken the elf dragon marks on a ranger to get perma-displaced but my elf wizard uses spell points instead. And as a wizard you have plenty of level 2 and 3 spell slots.

    Most people have not enjoyed the level 6 shadow walk spells implementation and so I can see not spending either a spell slot or a feat to get it.

    I did find this much easier to accomplish as a 34 point toon than as 28 but that's just an extra couple of strength points.

    I haven't played much with improved trip but like the idea and certainly the npcs use to great effect. I suspect that for pcs the npc trash might almost die to quickly for it to matter but then paralyzers are still helpful so it might fit into that category.

    Your skills seem ok.

    Mostly you just need to max concentrate, search and disable. UMD would the 4 the choice to get to use healing wands etc.

    Once you know where the boxes are spot isn't required and when you don't know that's why you have monks and barbarians to blunder into them.
    Last edited by JeffreyGator; 07-01-2010 at 05:18 PM.


    And a variety of other multiclassed toons without vowels thnk/r/s/rbll/sgmp

  4. #4
    Community Member
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    Dec 2009
    Posts
    6

    Default thanks for the replys!

    well, i'm at level 4 now and i'm thinking about remove the dragonmark for another feat and forget the dragonmark stuff, because i don't see a utility for that spells on my character.
    Well, i play with a friend, a cleric. We always play together and i'm the "meele" character of "group".
    the trap focus is the "third" focus of this character, i'm thinking how i can improve the meele part of it, because spells of the 7th level of wizard are capable to cause some damage.
    any suggestions to improve the meele part.
    any suggestions of feats? I will remove the three dragonmarks for the build and i don't know which feat i need to take.

    sorry about my bad english and thanks!!

  5. #5
    Community Member LAWPRE's Avatar
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    Feb 2006
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    495

    Default feats

    I did not see power attack or cleave on your list. Also, you can take toughness more than once.


    At this point, I need to see a spell list. Remember, Bull's Strength, Cat's Grace and Bear Endurance are COMBAT buffs. Also, Niac's cold ray and Scorching Ray are really nice early on. Even though, Burning Hands is a CC spell, they have to be close in order to use it.

    One finaly thing, no matter what level you are, doors are your friend. After all, MOST mobs cannot crawl under or jump over you in order to get a flank.

  6. #6
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    Dec 2009
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    Default update on the build

    that's the update on the build:
    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Hiand Lancaster
    Level 20 True Neutral Elf Male
    (4 Fighter \ 2 Rogue \ 14 Wizard) 
    Hit Points: 230
    Spell Points: 1115 
    BAB: 12\12\17\22
    Fortitude: 10
    Reflex: 10
    Will: 9
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 17                   18
    Dexterity            12                 12                   14
    Constitution         14                 14                   14
    Intelligence         16                 18                   20
    Wisdom                8                  8                    8
    Charisma              8                  8                    8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               1                  2                    2
    Bluff                -1                 -1                   -1
    Concentration         4                 22                   22
    Diplomacy            -1                 -1                   -1
    Disable Device        7                 28                   28
    Haggle                3                  3                    3
    Heal                 -1                 -1                   -1
    Hide                  5                  6                    6
    Intimidate           -1                 -1                   -1
    Jump                  6                 12                   12
    Listen               -1                 -1                    1
    Move Silently         5                  6                    6
    Open Lock             5                  6                    6
    Perform              n/a               n/a                   n/a
    Repair                3                  5                    5
    Search                7                 28                   30
    Spot                  3                  7                    9
    Swim                  2                  4                    4
    Tumble                5                  6                    6
    Use Magic Device      3                  5                    5
    
    {\b {\ul Notable Equipment }} \par Twilight Mithral Full Plate of Stability \par Minos Legens \par  \par Level 1 (Rogue)
    Feat: (Selected) Combat Expertise
    Enhancement: Rogue Skill Boost I
    Enhancement: Rogue Sneak Attack Training I
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Spell (1): Acid Spray
    Spell (1): Expeditious Retreat
    Spell (1): Jump
    Spell (1): Mage Armor
    Spell (1): Shield
    Spell (1): Niac's Cold Ray
    Enhancement: Elven Arcane Fluidity I
    Enhancement: Wizard Energy Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Toughness
    Spell (1): Summon Monster I
    Spell (1): Burning Hands
    Enhancement: Racial Toughness I
    Enhancement: Wizard Intelligence I
    
    
    Level 4 (Wizard)
    Ability Raise: STR
    Spell (2): Blur
    Spell (2): Cat's Grace
    Enhancement: Elven Dexterity I
    Enhancement: Aerenal Elf Melee Attack I
    Enhancement: Aerenal Elf Melee Damage I
    
    
    Level 5 (Rogue)
    Enhancement: Wizard Lineage of Energy I
    Enhancement: Rogue Dexterity I
    
    
    Level 6 (Wizard)
    Feat: (Selected) Mental Toughness
    Spell (2): Bull's Strength
    Spell (2): Scorching Ray
    Enhancement: Elven Arcane Fluidity II
    
    
    Level 7 (Wizard)
    Feat: (Wizard Bonus) Improved Mental Toughness
    Spell (3): Acid Blast
    Spell (3): Displacement
    Enhancement: Racial Toughness II
    Enhancement: Wizard Lineage of Deadly Energy I
    Enhancement: Wizard Spell Penetration I
    
    
    Level 8 (Fighter)
    Ability Raise: INT
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Fighter Toughness I
    
    
    Level 9 (Fighter)
    Feat: (Selected) Empower Spell
    Feat: (Fighter Bonus) Power Attack
    Enhancement: Wizard Energy Manipulation II
    Enhancement: Fighter Strength I
    
    
    Level 10 (Wizard)
    Spell (3): Haste
    Spell (3): Heroism
    
    
    Level 11 (Wizard)
    Spell (4): Stoneskin
    Spell (4): Wall of Fire
    Enhancement: Elven Arcane Fluidity III
    Enhancement: Wizard Lineage of Energy II
    
    
    Level 12 (Wizard)
    Ability Raise: STR
    Feat: (Selected) Maximize Spell
    Spell (4): Ice Storm
    Spell (4): Acid Rain
    Enhancement: Wizard Energy Manipulation III
    
    
    Level 13 (Wizard)
    Spell (5): Ball Lightning
    Enhancement: Wizard Lineage of Deadly Energy II
    Enhancement: Wizard Spell Penetration II
    
    
    Level 14 (Fighter)
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 15 (Fighter)
    Feat: (Selected) Quicken Spell
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Toughness II
    
    
    Level 16 (Wizard)
    Ability Raise: STR
    Feat: (Wizard Bonus) Heighten Spell
    Spell (5): Cone of Cold
    Spell (5): Summon Monster V
    Enhancement: Wizard Energy Manipulation IV
    
    
    Level 17 (Wizard)
    Spell (6): Chain Lightning
    Spell (6): Greater Heroism
    Enhancement: Wizard Lineage of Energy III
    Enhancement: Wizard Intelligence II
    
    
    Level 18 (Wizard)
    Feat: (Selected) Spell Penetration
    Spell (6): Mass Bull's Strength
    Spell (6): Mass Cat's Grace
    
    
    Level 19 (Wizard)
    Enhancement: Wizard Spell Penetration III
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Enhancement: Wizard Lineage of Deadly Energy III
    Enhancement: Wizard Energy of the Scholar IV




    the spell list is here, but i will search for every spell to add on my spellbook.....

    I'm at level 5 now, rogue2/wizard 3 =)
    Last edited by thecleric; 07-03-2010 at 05:04 PM.

  7. #7
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    Default

    Max UMD. UMD is better then all other skills combined.

    Elf is more TWF compatible.

    Your spells with DC (CC, insta-kill) will not really work. You can drop Heighten Spell feat. Focus on buffs and damage.

  8. #8
    Community Member LAWPRE's Avatar
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    Feb 2006
    Posts
    495

    Default yep

    looks like you get the idea with spells.

    Also, look for gear that has potency - that will increase damage that your spells do as well as gear that adds to a specific type. I am only 4th Level but with Fire Staff and tier I of the fire line, I am taking out the Ice Spiders in Miz Peak with one shot in most cases. I took three or four for the Ice Queen.

    Finally, if you have more than one arcane caster, try to plan spells with him or her. That way, you can "Buff" and they can "CC" or vice versa.

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