Page 3 of 3 FirstFirst 123
Results 41 to 57 of 57
  1. #41
    Community Member
    Join Date
    Aug 2008
    Posts
    129

    Default

    Quote Originally Posted by Nexicus View Post
    Just confused em even more..
    At this point, you're starting to reach the realm of asking for objective answers to subjective subjects. There's +'s and -'s to each of those decisions and the best anyone can do is tell you what they would choose and why.

    At this point, I wouldn't really worry much about getting the Necro focus too soon. Not all that many necromancy spells before level 6 to make it worth buying the necromancy focus any sooner than you have to for the PrE anyway.

  2. #42
    Community Member Phidius's Avatar
    Join Date
    Mar 2006
    Posts
    3,467

    Default

    Quote Originally Posted by Nexicus View Post
    Just confused em even more..

    Ok so what im mainly tryign to decide on is wether or not to go human or drow and wether or not to take the extra rogue lvl for evasion or dont take it for the spell penetration?
    ...
    If you're going to take one level of rogue for traps, then you must take the 2nd for evasion. The loss of 1 Spell Pen is nothing compared to gaining Evasion.

    Quote Originally Posted by Nexicus View Post
    it seems to me that drow and human are basically as good at each other.. drow having more int (insert wateva else they get ) and humans getting and extra feat and spell point ( insert wateva extra they get )

    I can say i would like the extra feat as i would be able to take necromancer spell focus earlier and the points for disable and stuff then again the extra int that drows get is tempting also drows get keen senses and stuff..

    So im generally confused.. some more insight into the two would be helpfull thanks for all of your help and time put into helping mee =)
    I would go Human for the healing amp and extra feat, even as a 28pt build.

    Just out of curiosity, why are you not considering WF?
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  3. #43
    Community Member
    Join Date
    Sep 2009
    Posts
    2,725

    Default

    Quote Originally Posted by Phidius View Post
    Except WF Wizards get awesome self healing from level 1 (level 2 if splashing 2 rogue). At any level in the game, self healing from being WF > self healing from being PM.
    Exactly. That's part of the reason I nixed the idea of going PM at least at CL:14 on my WF'd wizard/rogue. The tight enhancements + superior self healing talked me out of the enhancement. For a drow though it would be a good draw.

  4. #44
    Community Member
    Join Date
    Jun 2010
    Posts
    14

    Default

    Well i'm new to DDO so i dont have it on any server.. and i currently dont ahve any money to buy vip or anything.

    Otherwise i would consider goign WF..i think that im goign to make 2 builds with the char maker.. 1 with human and 1 for drow and see which one you guys like best.. its gonna take me a bit coz im still kinda confused at using the char creator so i'll get bakc to you ppls.

  5. #45
    Community Member Ryiah's Avatar
    Join Date
    Mar 2009
    Posts
    2,104

    Default

    Quote Originally Posted by exactor_mortis View Post
    I'm quite certain that at some point I'm going to need to stop meleeing...and I've no hesitation about popping a LR+3 to swap over to full on Wizard at that point. There may well be an intermediate period where I still want the rogue skills, but not interested in melee all that much. LR works just swimmingly for that.
    You're making the assumption though that he can afford to LR at a later stage. Not everyone has a lot of money to dump on a game like this. Just reading his initial post granted isn't enough to assume he can't afford it. However, seeing the amount of content these days VIP, which isn't that expensive and yet he lacks, can be pretty reasonable for one month or two just to get a grasp for what content is worth having. Add that he doesn't have 32-point builds and only has 500 points, plus the fact that he just recently mentioned he can't afford VIP, its fairly safe to assume he also can't afford LR. Certainly not LR+3.

    Your build probably works great for you. But I just can't advise a newcomer to consider meleeing unless their build has it up to level 20. They're better off learning the class, and the game, before they attempt that.

  6. #46
    Community Member
    Join Date
    Jun 2010
    Posts
    14

    Default

    Ok after ages ive found out that i like the idea of a 2 rogue/18 wiz .. but im still pondering whether i should go drow or human.. any thoughts??
    Last edited by Nexicus; 07-01-2010 at 06:13 PM.

  7. #47
    Community Member
    Join Date
    Aug 2008
    Posts
    129

    Default

    Quote Originally Posted by Ryiah View Post
    You're making the assumption though that he can afford to LR at a later stage. Not everyone has a lot of money to dump on a game like this. Just reading his initial post granted isn't enough to assume he can't afford it. However, seeing the amount of content these days VIP, which isn't that expensive and yet he lacks, can be pretty reasonable for one month or two just to get a grasp for what content is worth having. Add that he doesn't have 32-point builds and only has 500 points, plus the fact that he just recently mentioned he can't afford VIP, its fairly safe to assume he also can't afford LR. Certainly not LR+3.

    Your build probably works great for you. But I just can't advise a newcomer to consider meleeing unless their build has it up to level 20. They're better off learning the class, and the game, before they attempt that.
    That's fair enough.

    I guess I was going under the, perhaps broken, assumption that the points he earns along the way could be put toward the LR's.

  8. #48
    Community Member Syldra's Avatar
    Join Date
    Sep 2009
    Posts
    59

    Default

    Quote Originally Posted by Nexicus View Post
    Ok after ages ive found out that i like the idea of a 2 rogue/18 wiz .. but im still pondering whether i should go drow or human.. any thoughts??
    of those, human is the stronger choice.
    compared to drow, they've got:
    +3 Con
    -1 Int
    -2 cha (the badness of this can be more than overcome by picking up SF:UMD)
    human skill boost (handy, but normally unnesscary)
    +10 hp from an additional toughness enhancement
    enhancements to boost healing recieved.
    bonus feat

    however, if you still want to go PM, i would prolly recommed dwarf.
    compared to human they offer:
    +3 con
    -1 int
    -2 cha (this hampers the dwarf's potenial to self-heal by 5%. guess what PM covers? you still need max UMD tho.)
    superior saves (up to.. +5? i think.)
    superior balance (+4, at least)
    +10 hp from a 4th toughness enhancement, although it's a bit pricey
    -1 feat
    -1 skill pt/level

    for these, i'm assuming you don't have access to WF, which is the Just Plain Better(tm) race for tinkers.

  9. #49
    Community Member GhoulsTouch's Avatar
    Join Date
    Feb 2010
    Posts
    657

    Default

    See if anyone can come up with the same kind of numbers I got you for your skills and stats as a human.
    Don't hear anything about gear just straight naked build numbers.
    Last edited by GhoulsTouch; 07-01-2010 at 06:31 PM.

  10. #50
    Community Member Phidius's Avatar
    Join Date
    Mar 2006
    Posts
    3,467

    Default

    Quote Originally Posted by GhoulsTouch View Post
    See if anyone can come up with the same kind of numbers I got you for your skills and stats as a human.
    Don't hear anything about gear just straight naked build numbers.
    I'd try, but I don't agree with your investment in skills so it would just be confusing.

    Consider instead, though, that a human with 18 int would have the same skill ranks as a drow with 20 - because humans get the extra skill point per level.

    Drow can invest 10 AP for +4 Spot and 10 more AP for a +4 Search.

    On the other hand, Humans can use their free feat to gain +2 to Disable Device and Open Lock - not that I recommend it, however - it's just not needed.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  11. #51
    Community Member Phidius's Avatar
    Join Date
    Mar 2006
    Posts
    3,467

    Default Human version

    Here's a Human version of the Wiz/Rog, only I threw Bard in there too.

    1. If you're going to lose the Wizard capstone, 17 levels of wizard gives you the same DC on your spells as 19 levels. 17 versus 18 levels means one less for Spell Penetration.

    2. Bard at level 5 means Cure Serious wands at level 5 with no UMD check.

    3. Bard's also get UMD as a class skill, so was easier to keep UMD at full ranks.

    4. With 23 ranks in the Perform skill, the Fascinate ability will have a DC of 43 (23 ranks + 15 item + 4 GH + 1 luck) + 1d20. Most mobs can't muster a 44 Will save, let alone the potential 63.

    5. Cure Light with Sup Potency will be a nice-to-have in between undead forms.

    6. Tomes were put in at level 20 just to get an even stat with +6 items on.

    7. Not a big fan of Pale Master, but I put it in the build anyway. I didn't include the summons, though.

    Code:
    Character Plan by DDO Character Planner Version 3.32
    DDO Character Planner Home Page
    
    F2P 
    Level 20 True Neutral Human Male
    (2 Rogue \ 17 Wizard \ 1 Bard) 
    Hit Points: 228
    Spell Points: 1359 
    BAB: 9\9\14
    Fortitude: 8
    Reflex: 19
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             12                    12
    Dexterity             8                     8
    Constitution         14                    16
    Intelligence         18                    28
    Wisdom                8                     8
    Charisma             10                    10
    
    Tomes Used
    +1 Tome of Constitution used at level 20
    +1 Tome of Intelligence used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     3
    Bluff                 0                     0
    Concentration         4                    20
    Diplomacy             4                     4
    Disable Device        8                    32
    Haggle                4                     4
    Heal                 -1                    -1
    Hide                  3                     3
    Intimidate            0                     0
    Jump                  5                     5
    Listen               -1                    -1
    Move Silently         3                     3
    Open Lock             3                     3
    Perform               n/a                  24
    Repair                4                     9
    Search                8                    32
    Spot                  3                     3
    Swim                  4                     4
    Tumble                0                     0
    Use Magic Device      4                    23
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Diplomacy (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Swim (+2)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Insightful Reflexes
    Feat: (Human Bonus) Toughness
    
    
    Level 2 (Wizard)
    Skill: Concentration (+3)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Wizard Bonus) Extend Spell
    
    
    Level 3 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Mental Toughness
    
    
    Level 4 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 5 (Bard)
    Skill: Perform (+8)
    Skill: Use Magic Device (+3)
    
    
    Level 6 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Feat: (Selected) Spell Penetration
    
    
    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+0.5)
    Feat: (Wizard Bonus) Maximize Spell
    
    
    Level 8 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    
    
    Level 9 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1.5)
    Feat: (Selected) Spell Focus: Necromancy
    Enhancement: Rogue Skill Boost I
    Enhancement: Bard Extra Song I
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Bard Perform I
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Wand Mastery I
    Enhancement: Wizard Pale Master I
    
    
    Level 10 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Perform (+1)
    
    
    Level 12 (Rogue)
    Skill: Disable Device (+3)
    Skill: Search (+5)
    Skill: Use Magic Device (+6)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 13 (Wizard)
    Skill: Disable Device (+0.5)
    Skill: Perform (+2)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Heighten Spell
    
    
    Level 14 (Wizard)
    Skill: Disable Device (+0.5)
    Skill: Perform (+1)
    Skill: Search (+1.5)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Wizard)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Enhancement: Human Versatility II
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Lineage of Elements III
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Elemental Manipulation IV
    Enhancement: Wizard Intelligence III
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Wraith
    
    
    Level 16 (Wizard)
    Skill: Disable Device (+1.5)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Wizard)
    Skill: Disable Device (+1.5)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Empower Spell
    Feat: (Selected) Spell Focus: Enchantment
    
    
    Level 19 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Racial Toughness III
    Enhancement: Wizard Lineage of Deadly Elements III
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Spell Penetration III
    In a nutshell, though...

    Stats
    Hit Points: 358 = 20 (Heroic Durability) + 68(wiz) + 12(rog) + 6(bard) + 140(Con) + 22(toughness) + 20(Minos Legens) + 30 (enhancements) + 10 (Draconic Vitality) + 30 (GFL)
    Spell Points: 1459+ = 1359 (planner - not including +6 Int item) + 100 (magi item)
    Fortitude: 20 = 5(wiz) + 0(rog) + 0(bard) + 7(con) +3(spell) + 4(GH) + 1(luck)
    Reflex: 30 = 5(wiz) + 3(rog) + 2(bard) + 12(int) +3(spell) + 4(GH) + 1(luck)
    Will: 22 = 10(wiz) + 0(rog) + 2(bard) + 1 (wis) +3(spell) + 4(GH) + 1(luck) + 1 (rage)

    Abilities (28 point)
    Str: 20 = 12 (base) + 6 (item) + 2 (rage)
    Dex: 14 = 8 (base) + 6(item)
    Con: 24 = 14 (base) + 1(AP) + 1(tome) + 6 (item) + 2 (rage)
    Int: 34/36 = 18 (base) + 5 (levels) + 4(AP) +1 (tome) + 6(item) = 34 + 2(Lich Form) + 36
    Wis: 12 = 8 (base) + 4(spell)
    Cha: 16 = 10 (base) + 6 (item)

    Skills
    Concentration: 44 = 17 (ranks) + 7 (con) + 15(item) + 4(GH) + 1(luck)
    Balance: 26 = 4 (ranks) + 2(dex) + 15 (item) + 4(GH) + 1(luck)
    Diplomacy : 4 (ranks)
    Disable Device: (65 - 84) = 23 (ranks) + 12 (int) + 15 (item) + 4 (GH) + 1(luck) + 7 (tools) + 2 (skill boost) + 1d20
    Haggle: 4 (ranks)
    Hide: 4 (ranks)
    Jump: 43 = 4 (ranks) + 30 (spell) + 4(GH) + 5 (Str)
    Move Silently: 4 (ranks)
    Open Lock: (36 - 55) = 4 (ranks) + 2(dex) + 15 (item) + 4 (GH) + 1 (luck) + 7 (tools) + 2 (skill boost) + 1d20
    Perform: 46 = 23 (ranks) + 3 (cha) + 15 (item) + 4 (GH) + 1 (luck)
    Search: 57 = 23 (ranks) + 12 (int) + 15 (item) + 4 (GH) + 1(luck) + 2 (skill boost)
    Spot: 25 = 4 (ranks) + 15 (item) + 1(wis) + 4 (GH) + 1 (luck)
    Swim: 11 = 2 (ranks) + 4(GH) + 5 (Str)
    Tumble: 4 = 2 (ranks) + 2(dex)
    UMD = 34/39 = 23 (ranks) + 3 (cha) + 3 (item) + 4(GH) + 1 (luck) = 34 + 5 GS Concordant Opposition = 39

    Equipment (standard)
    Head: Minos Legens
    Necklace: Golden Cartouche
    Cloak: Charisma +6
    Belt: Con+6 + GFL (Amrath belt)
    Ring1: Concentration + 15/Open Lock +15
    Gloves: Dex + 6
    Boots: Balance +15
    Ring2: Int +6
    Bracers: Str + 6
    Armor: Deathblock of Invulerability robe (or whatever)
    Goggles: Spot/Search/Disable + 15
    Last edited by Phidius; 07-02-2010 at 01:43 PM. Reason: forgot skill boost on open lock, and corrected will save
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  12. #52
    Community Member
    Join Date
    Dec 2010
    Posts
    8

    Cool

    I too am about to build my first pale master. And as you can see, my skills in Necromancy are already quite advanced. (Hopefully the basic building blocks of a Wiz are similar now, even in light of U9) Sorry, but this dated post was the only one I could find with useful info pertaining to a new PM with rogue splash. There is an excellent breakdown of pure Wiz PMs by Leloric on the front page, but much of that is a little beyond the scope of a newb.

    Well, I'm fairly new to DDO, but not brand new. I have a mid level pally that is great for a first toon, but I traditionally play arcane spellcasters and recently got vet status so figured the time is now. I don't yet have 32 pt build so I'm definitely going with a Drow. I've had my heart set on Drow anyways, so this just makes it easier.

    First off, many thanks to Aztek, Phidius, Exacter, JohnWarlock and all the other vets who have offered their perspective here, as many of us would be pretty lost in the void otherwise.

    Here is my WIP build. (It's quite similar to the one by Ghoulstouch which I used as a base). I took Maximize and Insightful Reflexes sooner than Extend and SF: Necro though. Something I gathered from Leloric's seemingly expert post on building an endgame Epic content Drow Palemaster. However, mine is just a first life Drow PM and I want to make sure I'm not over applying LeLoric's endgame advice to my non-TR'd character.

    Code:
    Character Plan by DDO Character Planner Version 3.7.3 (Pre-Release)
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Drow Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 206
    Spell Points: 1438 
    BAB: 10\10\15\20
    Fortitude: 8
    Reflex: 18
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity            10                    10
    Constitution         14                    14
    Intelligence         20                    28
    Wisdom                8                     8
    Charisma             10                    10
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                     5
    Bluff                 0                     0
    Concentration         2                    21
    Diplomacy             4                     4
    Disable Device        9                    33
    Haggle                4                     4
    Heal                 -1                    -1
    Hide                  4                     4
    Intimidate            0                     0
    Jump                  4                     9
    Listen                1                     3
    Move Silently         4                     4
    Open Lock             4                    18
    Perform               n/a                   n/a
    Repair                5                     9
    Search                9                    27
    Spot                  3                    12
    Swim                  2                     2
    Tumble                4                     4
    Use Magic Device      4                    22
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    Spell (1): Niac's Cold Ray
    Spell (1): Burning Hands
    Spell (1): Expeditious Retreat
    Spell (1): Feather Fall
    Spell (1): Master's Touch
    Spell (1): Nightshield
    Spell (1): Chill Touch
    Spell (1): Magic Missle
    
    
    Level 3 (Wizard)
    Feat: (Selected) Insightful Reflexes
    Spell (1): Cause Fear
    Spell (1): Jump
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Spell (2): Bull's Strength
    Spell (2): Lesser Death Aura
    
    
    Level 5 (Wizard)
    Spell (2): Command Undead
    Spell (2): Knock
    
    
    Level 6 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Spell Focus: Necromancy
    Spell (3): Rage
    Spell (3): Haste
    
    
    Level 7 (Wizard)
    Spell (3): Displacement
    Spell (3): Frost Lance
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Spell (4): Wall of Fire
    Spell (4): Death Aura
    
    
    Level 9 (Rogue)
    Feat: (Selected) Empower Spell
    
    
    Level 10 (Wizard)
    Spell (4): Dimension Door
    Spell (4): Negative Energy Burst
    
    
    Level 11 (Wizard)
    Spell (5): Cone of Cold
    Spell (5): Break Enchantment
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Feat: (Selected) Greater Spell Focus: Necromancy
    Feat: (Wizard Bonus) Mental Toughness
    Spell (4): Enervation
    Spell (4): Ice Storm
    
    
    Level 13 (Wizard)
    Spell (6): Otiluke's Freezing Sphere
    Spell (6): Summon Monster VI
    
    
    Level 14 (Wizard)
    Spell (6): Circle of Death
    Spell (6): Flesh to Stone
    
    
    Level 15 (Wizard)
    Feat: (Selected) Quicken Spell
    Spell (7): Banishment
    Spell (7): Finger of Death
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Spell (7): Greater Teleport
    Spell (7): Mass Protection From Elements
    
    
    Level 17 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (8): Polar Ray
    Spell (8): Otto's Irresistable Dance
    
    
    Level 18 (Wizard)
    Feat: (Selected) Spell Penetration
    Spell (8): Mass Repair Critical Damage
    Spell (8): Summon Monster VIII
    
    
    Level 19 (Wizard)
    Spell (9): Power Word: Kill
    Spell (9): Wail of the Banshee
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Spell (9): Energy Drain
    Spell (9): Meteor Swarm
    Enhancement: Rogue Skill Boost I
    Enhancement: Improved Spell Resistance I
    Enhancement: Improved Spell Resistance II
    Enhancement: Wizard Improved Empowering I
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Wizard Improved Quickening I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Disable Device I
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Lineage of Elements III
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Lineage of Deadly Elements III
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Spell Penetration III
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Wizard Wand and Scroll Mastery I
    Enhancement: Wizard Wand and Scroll Mastery II
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Wizard Pale Master III
    Enhancement: Summon Blackbone Knight
    Enhancement: Summon Frostmarrow Knight
    Enhancement: Summon Skeletal Knight
    Enhancement: Shroud of the Wraith
    The summon skeleton enhancements are just for fun, while leveling, and those pts can be redistributed later.
    I listed my spells, (I know it's pointless, since u can inscribe). But since I rez'd an old thread that has already covered much about feats and enhancements. Perhaps we can get some discussion on some of the most useful spells for a PM on their first play through, taking into consideration that their DC won't be as high as a TR.

    Speaking of TR'ing. How much does the Wiz past life feat work in terms of building a significantly more Epic capable future version of my Palemaster? (Just a note: I do plan at least one TR, but the XP hike is substantial enough compared to my play schedule that I don't want to spend too much time on foresight because I don't yet honestly know how many times I will TR any character). To clarify my question though, I realize a first life Wiz won't have the DC of a TR, but is the difference staggering enough in endgame that a non-TR Palemaster 18/rogue 2 is gonna be heavily gimped in Crowd Control (gear aside)?

    Would taking the Greater Spell Pen feat make enough difference to give up Quicken? Or Mental Toughness? (though as for the latter, I do plan on at least trying out Wraith form before making that call). Imp. Mental Toughness just flat out doesn't seem worth it to me though, but I don't know how mana intensive the game gets for Wizards yet.

    Also how much Nuking will I be doing from lvl 15 onward? Sorcs tend to out nuke Wizards, but I've seen like 5 times as many Wizzys as there are Sorcs in game though. So I'm guessing Wizards, even Pale Masters are going to have to play nuker at times.

    Thanks in advance for any insight.
    Last edited by Kolok; 05-17-2011 at 08:10 PM.

  13. #53
    Build Constructionist unbongwah's Avatar
    Join Date
    Aug 2009
    Posts
    19,465

    Default

    First off, your version of the builder is way out of date; it doesn't have the latest changes to PM etc. Go DL the new one.

    Second, if you really want to mess with summoning "just for fun" while leveling, consider taking Augment Summoning as your 1st metamagic. Then when you get bored of it (read as: realize how gimp summoning is in DDO ), swap it out for Maximize or whatever.

    Third, before picking your spells, have a look at this list of scrolls and pick the spells which can't be bought from vendors first. One tip is to buy all the scrolls you can before you level and inscribe them; that way you won't accidentally pick one you could've bought instead.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  14. #54
    Community Member
    Join Date
    Dec 2010
    Posts
    8

    Default

    Quote Originally Posted by unbongwah View Post
    First off, your version of the builder is way out of date; it doesn't have the latest changes to PM etc. Go DL the new one.

    Second, if you really want to mess with summoning "just for fun" while leveling, consider taking Augment Summoning as your 1st metamagic. Then when you get bored of it (read as: realize how gimp summoning is in DDO ), swap it out for Maximize or whatever.

    Third, before picking your spells, have a look at this list of scrolls and pick the spells which can't be bought from vendors first. One tip is to buy all the scrolls you can before you level and inscribe them; that way you won't accidentally pick one you could've bought instead.
    Thank u very much for the link. I knew my character sheet builder was out of date since U9 at least. I just couldn't remember where I found it, someone gave me a link before and I lost track of it.

    I knew my version didn't have zombie and vampire forms. I guess I should have pointed that out. I've heard zombie form suuuucks. But I hear vamp is good circumstantially. I knew about the Drow SR changes too, so I figured the few pts I put in Imp. SR there would in reality used to be covered vamp form and whatever else.

    But, I didn't realize how much had changed overall. I flat out did NOT know the different spell line types were broken down into individual enhancements for each line (for wizards at least, I honestly thought that was just a Sorcerer thing which coincided with their Savants). So now I must ask: Which line would you guys recommend boosting? I was thinking Cold, or perhaps Fire early, then Cold or Force late game.

    And yeah, from what I've seen and heard summoning is more or less a novelty in DDO. I figured it might be cool during some of the undead based instances in which Pale Masters might need a little extra help. But I had no plans to keep the summon skellies for endgame.

    Definitely a good heads up on the spells. I thought you could buy all the lower level spells from vendors at least, but alas apparently not. Also, are there any scrolls that not only can't be bought, but simply don't drop anywhere either?

    Thanx again!
    Last edited by Kolok; 05-18-2011 at 01:20 AM.

  15. #55
    Build Constructionist unbongwah's Avatar
    Join Date
    Aug 2009
    Posts
    19,465

    Default

    About the only things zombie has going for it is DR 5/slash and it's the first undead form you get, so it's the first form you can use to self-heal (if not WF). Vamp reduces your threat & boosts your Enchantment DCs, although whether that's more useful than wraith (25% incorporeal) is probably situational.

    If a scroll can't be bought, then it must drop from somewhere - otherwise it wouldn't exist! A better question is: are there any arcane spells not available as scrolls? And I don't know the answer to that one; my guess would be all spells are available in scroll form, but I won't swear to that.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  16. #56
    Community Member Alektronic's Avatar
    Join Date
    Sep 2009
    Posts
    438

    Default

    If you were gonna go fleshie PM/rogue, I would recommend drow as a race for the 20 int. Int is essential for a wizard, but even moreso for a wizard/rogue, because high even int means more skill points and better disabling skills. Drow also get the search enhancement lines, which helps make up for lack of gear, and later on, epics.

    Basically, something like 20 int, 14 con, 10 str... same feats/skill raises/ etc... that most other people have recommended. As a drow, also take the search enhancment line as well. PM/rogue has been one of my fav toons to date. Hope you enjoy it.

    EDIT: Just to stress it further... Drow get a bonus +7 search (+2 racial feat, +4 enhancement bonus, +1 int mod--> same as human). Other races also can squeeze in bonuses, but none as cost-effective as drow imo.
    Last edited by Alektronic; 05-18-2011 at 09:54 AM.
    -Thelanis toons- Alektronic (wolf), Bakeneko (monk), Ghyldra (druid), Hermeros (crafter), Lecker (wf wiz),
    Panaceus (elemental barb), Quallus (SDK), Taigong (acrobat), Vamprix (warlock), Vercigetorix (bard)

  17. #57
    Community Member
    Join Date
    Jul 2014
    Posts
    75

    Default

    So.. All these are talking about splashes. What about going deep?

    I am thinking: 12 pm 8 Rogue? And perhaps assasin or acrobat?

    ~~DukeP~~

Page 3 of 3 FirstFirst 123

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