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  1. #1
    Community Member Resilian's Avatar
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    Default WF 18Wiz/2Rog Pale Master + Traps/UMD

    Not sure if I've seen any builds that incorporate WF + PM + Traps so I decided to make one. How does this look?

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Pale Robot Rogue
    Level 20 True Neutral Warforged Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 226
    Spell Points: 1546 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 17
    Will: 10
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             10                 10                   10
    Dexterity            10                 10                   10
    Constitution         16                 16                   16
    Intelligence         18                 23                   26
    Wisdom                8                  8                    8
    Charisma             10                 10                   10
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               4                  4            
    Bluff                 0                  0            
    Concentration         5                 27            
    Diplomacy             3                  3            
    Disable Device        8                 31            
    Haggle                4                  4            
    Heal                 -1                 -1            
    Hide                  4                  4            
    Intimidate            0                  0            
    Jump                  4                  4            
    Listen               -1                 -1            
    Move Silently         4                  4            
    Open Lock             4                  5            
    Perform               n/a               n/a           
    Repair                4                  9            
    Search                8                 31            
    Spot                  3                 10            
    Swim                  0                  0            
    Tumble                1                  1            
    Use Magic Device      4                 22            
    
    Level 1 (Rogue)
    Feat: (Selected) Insightful Reflexes
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    
    
    Level 3 (Wizard)
    Feat: (Selected) Toughness
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    Feat: (Selected) Spell Focus: Necromancy
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    
    
    Level 9 (Rogue)
    Feat: (Selected) Spell Penetration
    
    
    Level 10 (Wizard)
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Feat: (Wizard Bonus) Greater Spell Focus: Necromancy
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Selected) Heighten Spell
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    
    
    Level 17 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    
    
    Level 18 (Wizard)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 19 (Wizard)
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Enhancement: Wizard Improved Heightening I
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    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 Force Manipulation I
    Enhancement: Wizard Force Manipulation II
    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 Energy of the Scholar IV
    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
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Wizard Pale Master III
    Enhancement: Summon Blackbone Archer
    Enhancement: Summon Frostmarrow Archer
    Enhancement: Summon Skeleton Archer
    Enhancement: Summon Blackbone Knight
    Enhancement: Summon Frostmarrow Knight
    Enhancement: Summon Skeletal Knight
    Enhancement: Summon Blackbone Mage
    Enhancement: Summon Frostmarrow Mage
    Enhancement: Summon Skeletal Mage
    Enhancement: Shroud of the Wraith
    Level 18 feat: Can sub in Augment Summoning, SF:UMD, SFD, or another Metamagic here..I personally will probably use Augment Summoning.

    Traps/UMD/Self Heals/Pale Master summons/Wraith+Lich Forms..I think it'd do well. I'm not 100% on the enhancements..I'm never really good at those.

    Zaeken Ael'Thura -- Third Life begins! 18/1/1 Barb/Fighter/Rogue planned.
    Splodethem and heal you -- Level 20 Human Favored Soul Evoker

  2. #2
    Community Member Resilian's Avatar
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    Was this a "not again" post, or do people just not have an opinion?

    Zaeken Ael'Thura -- Third Life begins! 18/1/1 Barb/Fighter/Rogue planned.
    Splodethem and heal you -- Level 20 Human Favored Soul Evoker

  3. #3
    Community Member Nevthial's Avatar
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    I'm a fan of Wiz 18 / Rog 2's , in their various incarnations. My only advice is to drop Spot in favor of Balance ( most traps are static anyways) , and dump Imp. Mental Toughness for Quicken.
    Calamitous Intent***The Broken
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  4. #4
    Community Member Phidius's Avatar
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    I agree with swapping Imp Mental Toughness for Quicken. You might be able to use the Pale Master negative energy healing in lower level quests where you're not really in much danger, but when you're getting pounded hard you're going to want uninterruptable burst healing.

    I'm rather torn between Spot and Balance, actually - Spot tends to get used more often (traps and sneaking mobs), but Balance has a bigger impact the few times its needed.

    I'd be more in favor of completely dumping Dex/Charisma/Wisdom in favor of more Strength, but that's just because I'm a melee junkie. Gotta get my fix on every build I play
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  5. #5
    Community Member Resilian's Avatar
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    I personally was going to take Augment Summoning at 18, but you say Quicken would be better overall? I may take that then instead. Fast reconstructs definitely sound useful lol.

    Zaeken Ael'Thura -- Third Life begins! 18/1/1 Barb/Fighter/Rogue planned.
    Splodethem and heal you -- Level 20 Human Favored Soul Evoker

  6. #6
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    I find this build appealing and am considering giving something like it a try. However, I'm a big fan of summons, so if I were to move Augment Summoning earlier, which feat would be the best choice to push further back?

  7. #7
    Community Member titans4ever's Avatar
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    Some questions:

    Why take mental toughness so late? Is it not more helpful for lower level Wiz to have more spell points when buffs don't last as long? When you get to level 6-8, displacement and haste only last a min extended. Don't you need those spell points to keep everything buffed. I took it early on mine toon like this and still find myself wand healing to save spell points.

    Why take insightful reflexes at level 1? I took it at level 9, right when taking the second level of rogue. That way I can get the max use out of evasion now that I have it. Moving it to 9 free up an early feat for mental toughness or augment summons early on.


    Won't augment summoning help early on. Getting that early +4 to stats for hirelings, summoned animals, and your skeletons seems a lot more beneficial early on. If you are running solo you hit a huge gap between level 3 and 8 for WF hirelings. Frenzy (level 3 WF barb hireling) can sure use those stat bonuses around level 6-7 so you don't waste a ton of wands or spell points keeping him healed.

    I may swap out augment summoning but it sure makes life easier till I got to level 8 and got a new WF hireling.

  8. #8
    Community Member Dunfalach's Avatar
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    I personally took Augment Summoning at level 1, and then began working on Pale Master required feats. The dog stays surprisingly resilient for a few levels with augment summoning. I suddenly find the level 4 spider useful with augment.

    To the person who recommended not taking Mental Toughness, it's possibly the person creating the build is taking it in order to get Wraith form at wizard level 12. If memory serves, Lich Form requires Toughness and Wraith Form requires Mental Toughness.

  9. #9
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    If I only had Drow as a race option, would anyone still suggest the Wizard Force Manipulation II enhancement line or should I take something else?

    Thanks in advance.

    -theCreecH

  10. #10
    Community Member Krumm's Avatar
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    few thoughts,

    if you want to max out every little skill point possible,

    Eat +1 int tome at level 3
    Eat +2 int tome at level 7
    take 2nd rogue level at 16 (when u get the final +1 int level up point)

    taking rogue at level 9 or 11 is much easier but if you want every last skill point, this is the way to max it.


    Also,
    Max Disarm, Search, Concentrate & UMD. Other skills are really up to you. Balance, lockpick, and even Spot can be very usefull but not 100% necessary depending on your play style.

    As for stats, max Int and have at least 14 con. If you are not going max your con (to 18 or 20) then I recommend dumping points in 1 stat, like str or cha, instead of spreading it around. Str if you want to melee a bit or cha for better UMD/cha skills.

    absolutely necessary feats are
    Max, emp, ext (some argue this one), heighten, insightful reflex

    quicken is very nice but some people play fine without. It really depends on your playstyle.
    if you want to do some epic content, you'll probably want spell penetration feats and/or Sf/GSF enchant


    just my 2 cent.

  11. #11

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    why the build need UMD for this build? it's ok to put skill points to UMD, but neither WF nor PM need to get UMD 39. UMD is a must for fleshy wizard, imho, but it is just too costly and not worthwhile to get for WF or PM to get.
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