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  1. #21
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    Ok here is one build with mithral body. I can always remove it if needed later. I have to do it myself to see what you are referring to. You are probably right, but if it easy to change it then I will in the future. I can redo the enhancements easily later. I could see improving my spell penetration, but I don't know if I will really be just spending my time trying to keep my army in place.


    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Level 20 Chaotic Neutral Warforged Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 236
    Spell Points: 1357 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 11
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             12                    12
    Dexterity            14                    14
    Constitution         16                    17
    Intelligence         14                    22
    Wisdom               12                    12
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                     4
    Bluff                -2                    -2
    Concentration         3                    24
    Diplomacy            -2                    -2
    Disable Device        6                    22
    Haggle               -2                    -2
    Heal                  1                     1
    Hide                  6                     4
    Intimidate           -2                    -2
    Jump                  5                     3
    Listen                5                     5
    Move Silently         6                     4
    Open Lock             6                    18
    Perform              n/a                   n/a
    Repair                2                    29
    Search                6                    18
    Spot                  5                     7
    Swim                  1                    -3
    Tumble                6                     4
    Use Magic Device     n/a                   n/a
    
    Level 1 (Rogue)
    Feat: (Selected) Mithral Body
    Enhancement: Warforged Mechanics I
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Augment Summoning
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Force Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand Mastery I
    Enhancement: Warforged Constitution I
    
    
    Level 4 (Wizard)
    Enhancement: Wizard Lineage of Energy I
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Warforged Mechanics II
    
    
    Level 5 (Wizard)
    Enhancement: Wizard Elemental Manipulation II
    
    
    Level 6 (Wizard)
    Feat: (Selected) Quicken Spell
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Enhancement: Racial Toughness II
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 7 (Rogue)
    Enhancement: Iron Companion
    Enhancement: Steel Companion
    Enhancement: Warforged Inscribed Armor II
    
    
    Level 8 (Wizard)
    Enhancement: Wizard Pale Master I
    
    
    Level 9 (Wizard)
    Feat: (Selected) Extend Spell
    Enhancement: Summon Skeleton Archer
    Enhancement: Summon Skeletal Knight
    Enhancement: Summon Skeletal Mage
    
    
    Level 10 (Wizard)
    Enhancement: Mithral Companion
    Enhancement: Warforged Inscribed Armor III
    
    
    Level 11 (Wizard)
    Enhancement: Wizard Intelligence II
    
    
    Level 12 (Wizard)
    Feat: (Wizard Bonus) Greater Spell Focus: Necromancy
    Feat: (Selected) Mental Toughness
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 13 (Wizard)
    Enhancement: Adamantine Companion
    Enhancement: Racial Toughness III
    
    
    Level 14 (Wizard)
    Enhancement: Wizard Pale Master II
    Enhancement: Summon Blackbone Archer
    Enhancement: Summon Blackbone Knight
    
    
    Level 15 (Wizard)
    Feat: (Selected) Spell Penetration
    Enhancement: Summon Blackbone Mage
    Enhancement: Shroud of the Wraith
    
    
    Level 16 (Wizard)
    Enhancement: Wizard Lineage of Elements II
    
    
    Level 17 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Enhancement: Wizard Intelligence III
    
    
    Level 18 (Wizard)
    Feat: (Selected) Greater Spell Penetration
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Wand Mastery II
    
    
    Level 19 (Wizard)
    Enhancement: Wizard Force Manipulation II
    Enhancement: Wizard Spell Penetration I
    
    
    Level 20 (Wizard)
    Enhancement: Wizard Pale Master III
    Enhancement: Summon Frostmarrow Archer
    Enhancement: Summon Frostmarrow Knight
    Enhancement: Summon Frostmarrow Mage
    Thanks again. If you have any further suggestions I will look back at this, and if needed I will tell you how I am being crushed.

    P.S.
    I need mental toughness for the Shroud of the Wraith enhancement.
    I also need Greater Necromancy Focus for Pale Master II.
    Last edited by pipboy1; 08-23-2010 at 10:53 PM.

  2. #22
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    One change on this one. Less HP and more spell penetration. So that means +2 SP form each feat, and +2 SP from enhancements. The total from feats and enhancements is +6. And only +6 from Intelligence. Well anyway thanks again for the help.

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Level 20 Chaotic Neutral Warforged Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 226
    Spell Points: 1357 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 11
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             12                    12
    Dexterity            14                    14
    Constitution         16                    16
    Intelligence         14                    22
    Wisdom               12                    12
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                     4
    Bluff                -2                    -2
    Concentration         3                    24
    Diplomacy            -2                    -2
    Disable Device        6                    22
    Haggle               -2                    -2
    Heal                  1                     1
    Hide                  6                     4
    Intimidate           -2                    -2
    Jump                  5                     3
    Listen                5                     5
    Move Silently         6                     4
    Open Lock             6                    18
    Perform              n/a                   n/a
    Repair                2                    29
    Search                6                    18
    Spot                  5                     7
    Swim                  1                    -3
    Tumble                6                     4
    Use Magic Device     n/a                   n/a
    
    Level 1 (Rogue)
    Feat: (Selected) Mithral Body
    Enhancement: Warforged Mechanics I
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Augment Summoning
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Force Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand Mastery I
    
    
    Level 4 (Wizard)
    Enhancement: Wizard Lineage of Energy I
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Warforged Mechanics II
    
    
    Level 5 (Wizard)
    Enhancement: Wizard Elemental Manipulation II
    
    
    Level 6 (Wizard)
    Feat: (Selected) Quicken Spell
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Enhancement: Racial Toughness II
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 7 (Rogue)
    Enhancement: Iron Companion
    Enhancement: Steel Companion
    Enhancement: Warforged Inscribed Armor II
    
    
    Level 8 (Wizard)
    Enhancement: Wizard Pale Master I
    
    
    Level 9 (Wizard)
    Feat: (Selected) Extend Spell
    Enhancement: Summon Skeleton Archer
    Enhancement: Summon Skeletal Knight
    Enhancement: Summon Skeletal Mage
    
    
    Level 10 (Wizard)
    Enhancement: Mithral Companion
    Enhancement: Warforged Inscribed Armor III
    
    
    Level 11 (Wizard)
    Enhancement: Wizard Intelligence II
    
    
    Level 12 (Wizard)
    Feat: (Wizard Bonus) Greater Spell Focus: Necromancy
    Feat: (Selected) Mental Toughness
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 13 (Wizard)
    Enhancement: Adamantine Companion
    
    
    Level 14 (Wizard)
    Enhancement: Wizard Pale Master II
    Enhancement: Summon Blackbone Archer
    Enhancement: Summon Blackbone Knight
    
    
    Level 15 (Wizard)
    Feat: (Selected) Spell Penetration
    Enhancement: Wizard Spell Penetration II
    Enhancement: Summon Blackbone Mage
    Enhancement: Shroud of the Wraith
    
    
    Level 16 (Wizard)
    Enhancement: Wizard Lineage of Elements II
    
    
    Level 17 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Enhancement: Wizard Intelligence III
    
    
    Level 18 (Wizard)
    Feat: (Selected) Greater Spell Penetration
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Wand Mastery II
    
    
    Level 19 (Wizard)
    Enhancement: Wizard Force Manipulation II
    Enhancement: Wizard Subtle Spellcasting I
    
    
    Level 20 (Wizard)
    Enhancement: Wizard Pale Master III
    Enhancement: Summon Frostmarrow Archer
    Enhancement: Summon Frostmarrow Knight
    Enhancement: Summon Frostmarrow Mage

  3. #23
    Community Member Therigar's Avatar
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    Quote Originally Posted by pipboy1 View Post
    Thanks that helps.

    So I have in mind so far. I am planning on for levels 2 Rouge and 18 Wizard. So 4 Wizard Feats and 7 General Feats. 11 Total Feats.

    1. Mithral Body(later take enhancements to lower arcane spell failure)
    2. Toughness
    3. Mental Toughness
    4. Improved Mental Toughness
    5. Augment Summoning
    6. Spell Focus Necromancy
    7. Greater Focus Necromancy
    8. Combat Casting
    9. Mobile Spellcasting
    10.????
    11.????

    Should 10 and 11 just be spell penetration and greater spell penetration? Would any metamagic feats help buffing and summoning? I do not understand the shield mastery. It might help me.

    I just need advise on the 2 feats as what to take. Thank you again. I agree with your assessment on the DR. If it is that easy to buff up.
    Mithral body, combat casting and mobile casting are all wasted feats. They get you nothing worth having.

    The notion of charming an army to fight for you is, well, charming. But, in reality it is going to prove very annoying to most groups.

    1. Most groups can kill the mobs fast enough without the charmed monsters and waiting around for you to uncharm them just wastes time.
    2. Many quests have encounter areas where you have to kill all of the monsters to progress, making charming them a bad idea.
    3. Charmed monsters don't tend to follow you around, so having an army of them really doesn't do anything for you.

    Charming is useful for soloing and zerging at low levels. After that it really has very limited uses.

    You need to include the following metamagics to be even remotely useful in a real group: extend, empower, maximize, quicken, heighten.

    Others have already, correctly, pointed out that you don't need any DR. Stoneskin will handle it for you. If it doesn't then avoid being hit with blur and displacement. If that fails a dimension door does the trick.

  4. #24
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    Quote Originally Posted by Therigar View Post
    Mithral body, combat casting and mobile casting are all wasted feats. They get you nothing worth having.

    The notion of charming an army to fight for you is, well, charming. But, in reality it is going to prove very annoying to most groups.

    1. Most groups can kill the mobs fast enough without the charmed monsters and waiting around for you to uncharm them just wastes time.
    2. Many quests have encounter areas where you have to kill all of the monsters to progress, making charming them a bad idea.
    3. Charmed monsters don't tend to follow you around, so having an army of them really doesn't do anything for you.

    Charming is useful for soloing and zerging at low levels. After that it really has very limited uses.

    You need to include the following metamagics to be even remotely useful in a real group: extend, empower, maximize, quicken, heighten.

    Others have already, correctly, pointed out that you don't need any DR. Stoneskin will handle it for you. If it doesn't then avoid being hit with blur and displacement. If that fails a dimension door does the trick.
    I dropped combat casting and mobile spellcasting.

    This is what I have. I am probably wrong, but you are just rolling a dice as well with AC right? The stronger encounter will probably hit you, but if you have an army lower encounters then they have just as much as a chance to miss as hit.

    So here is where I am at now on feats

    1. Mithral Body(later take enhancements to lower arcane spell failure)
    2. Augment Summoning
    3. Toughness
    4. Quicken
    5. Spell Focus Necromancy
    6. Extend
    7. Greater Focus Necromancy
    8. Mental Toughness
    9. Spell Penetration
    10. Heighten
    11. Greater Spell Penetration

    I left out Empower and Maximize. If I would remove Mithral Body and Augment Summoning I would bring the 2 feats in. Empower and Maximize would be better to deal more direct damage correct?

    Augment Summoning does increase your summons from enhancements right?
    And I can have a Summoned Monster, an Adamantine Companion, and a Frostmarrow Mage right? Or only 1 Summon from enhancements?

    I am planning more of a utility/gun food provider build.
    Last edited by pipboy1; 08-24-2010 at 12:07 AM.

  5. #25
    Community Member Merlocke's Avatar
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    Quote Originally Posted by pipboy1 View Post
    making a wizard focusing on summoning an army. I know from what I read the army would not be so strong, but I am interested in it never the less.

    I was thinking of doing the pale master route and having undead minions. Then I was thinking about having an robo dog as well. Then having a summon spell for a creature.

    This quote makes you sound Chaotic Evil and made me laugh...
    Last edited by Merlocke; 08-24-2010 at 12:25 AM.
    Synergia Merlocke (Wiz, Heroic/Epic/Iconic Completionist x3) Merloc (Cleric Tank) Merlocked (Barb) Merlocc (Rog)

  6. #26
    Community Member Bart_D's Avatar
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    Quote Originally Posted by pipboy1 View Post
    Code:
    [u][b]                  Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             12                    12
    Dexterity            14                    14
    Constitution         16                    16
    Intelligence         14                    22
    Wisdom               12                    12
    Charisma              6                     6
    I didnt get past this... the attributes are simply awful! You got the constitution and maybe str/wis/cha right, but dex is too high (should be 8) and int is too low (should be 18). Taking Insightful Reflexes means that dex only modifies AC which is useless anyway, so dump it and max intelligence instead. Higher int increases DCs for all spells, gives more skill and spell points. there is simply no argument against it

  7. #27
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    Quote Originally Posted by Bart_D View Post
    I didnt get past this... the attributes are simply awful! You got the constitution and maybe str/wis/cha right, but dex is too high (should be 8) and int is too low (should be 18). Taking Insightful Reflexes means that dex only modifies AC which is useless anyway, so dump it and max intelligence instead. Higher int increases DCs for all spells, gives more skill and spell points. there is simply no argument against it
    The dex would apply to thieving abilities and AC. Insightful Reflexes is another feat that I do not have space for. Thanks but I will keep what I have.

    I really think people posting must be very specialized in a party and must have some support for their mage. I am not planning that for this build. I at least never have the luck to find people who are about the same lvl and filling each role in the party. I do not play the game that often nor do I plan to. I want a character that I can go without a party even if needed.

  8. #28
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    I still do not know one thing. Can I have an Adamantine Companion and a Frostmarrow Mage in play at the same time?

  9. #29
    Community Member Bart_D's Avatar
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    In addition to Insightful Reflexes, you will also want to fit in at least Maximize Spell if not also Empower Spell. Maximize *doubles* your damage from spells. Insightful Reflexes gives you a good reflex save which is needed to make Evasion useful. If you dont take IR, you may as well skip the second level of rogue and forget about getting trap boxes behind or inside traps.

    I'd actually say that Maximize Spell and Insightful Reflexes are your most important feats. The rest is gravy.

    This build is good for soloing, i have one myself and solo quests when i feel like it (i suggest having Master's Touch, a strength item and a good twohander to save spell points though). But you will be hampered by having a low intelligence: You will have 2 fewer skill points per level, about 2 spell points less per level, your DCs will be 2 lower (equivalent to greater spell focus for *all* schools), and your most important rogue skills (search and disable device) and reflex save will be at -2.

    Edit: I know you dont want to hear it, but i suggest you start another character. Dont delete, just start another, but utilise the advice you have received in this thread and what you can find in similar builds on these boards. Stuff like 'always maximize intelligence' and 'dont bother with dex or AC' (mage armor and shield spells can be used at early levels)... Then level a bit and see which you prefer. Btw, most people take the second rogue level at level 9 because you then have firewall and many trap boxes start being difficult to reach without evasion.
    Last edited by Bart_D; 08-24-2010 at 04:22 AM.

  10. #30
    Community Member Merlocke's Avatar
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    Quote Originally Posted by Bart_D View Post
    But you will be hampered by having a low intelligence: your DCs will be 2 lower (equivalent to greater spell focus for *all* schools).
    Yep....in addition to the -1 DC from the capstone loss, so -6 INT, -3 DC. I thought you were taking 2 Spell Focus Necromancy Feats to try to help your DC's?

    Quote Originally Posted by Bart_D View Post
    I didnt get past this... the attributes are simply awful! You got the constitution and maybe str/wis/cha right, but dex is too high (should be 8) and int is too low (should be 18). Taking Insightful Reflexes means that dex only modifies AC which is useless anyway, so dump it and max intelligence instead. Higher int increases DCs for all spells, gives more skill and spell points. there is simply no argument against it
    He is right.

    Quote Originally Posted by pipboy1 View Post
    The dex would apply to thieving abilities and AC.
    AC is useless on a caster. Displacement is your AC. There are many other ways to increase your skill modifiers for traps. Taking away from your primary stat is a horrible idea.

    Quote Originally Posted by pipboy1 View Post
    I dropped combat casting and mobile spellcasting.
    Good Idea.

    Quote Originally Posted by pipboy1 View Post
    I left out Empower and Maximize.
    Bad Idea.


    Quote Originally Posted by pipboy1 View Post
    Insightful Reflexes is another feat that I do not have space for.
    Drop Mithril Body. Insightful Reflexes is the key feat for an 18Wiz/2Rog. If you dont understand that, stay pure Wizard.
    Last edited by Merlocke; 08-24-2010 at 02:58 AM.
    Synergia Merlocke (Wiz, Heroic/Epic/Iconic Completionist x3) Merloc (Cleric Tank) Merlocked (Barb) Merlocc (Rog)

  11. #31
    Community Member r3dl4nce's Avatar
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    Augment summoning is useless, if you want a good build for WF wizard/rogue, here you are. Palemaster with lich and wraith forms.

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Level 20 True Neutral Warforged Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 276
    Spell Points: 1468 
    BAB: 10\10\15\20
    Fortitude: 11
    Reflex: 18
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity             8                     8
    Constitution         18                    20
    Intelligence         18                    28
    Wisdom                6                     6
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Intelligence used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     3
    Bluff                -1                    -1
    Concentration         6                    28
    Diplomacy            -1                    -1
    Disable Device        8                    32
    Haggle                3                     3
    Heal                 -2                    -2
    Hide                  3                     3
    Intimidate           -1                    -1
    Jump                  3                     3
    Listen               -2                    -2
    Move Silently         3                     3
    Open Lock             3                    15
    Perform              n/a                   n/a
    Repair                4                     9
    Search                8                    32
    Spot                  2                     2
    Swim                 -1                    -1
    Tumble                3                     3
    Use Magic Device      3                    22
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    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: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Extend Spell
    
    
    Level 3 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Mental Toughness
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 5 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Insightful Reflexes
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    
    
    Level 7 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+8)
    
    
    Level 9 (Rogue)
    Skill: Concentration (+2)
    Skill: Disable Device (+2)
    Skill: Open Lock (+4)
    Skill: Search (+2)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Spell Penetration
    
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Quicken Spell
    
    
    Level 18 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Empower Spell
    
    
    Level 19 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Improved Empowering I
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    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 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 Energy of the Scholar IV
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Wizard Pale Master III
    Enhancement: Shroud of the Wraith

  12. #32
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    I think you guys should give him some numbers why AC is useless on a caster or he wont believe you
    Orien: Drache-V36, Merkades-V6 , Askasia-Cleric

  13. #33
    Community Member r3dl4nce's Avatar
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    useful AC stays in higher 80 at end game, in epic quests ac is nearly impossibile to have at a good value (you should be near 100).
    A wizard can reach around 50-60 AC if gimping totally all the equip for spell powers.
    Wizards have the best tools at their disposal, built from 2 single spells: displacement and Stoneskin

  14. #34
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    Personally, I'd ignore Mithril body in favor of Mage Armor. It's only one point lower on the AC. They are mostly correct about AC being useless. An AC of anything at or above 20 is usually fine for protecting you at the lowest levels. Past that, it's not really viable for a caster to maintain a high enough armor class to matter. You are better off making sure you have blur on all the time with displacement handy if things get really hairy. Soneskin later helps out too.

    For a wizard, you are best of simply maxing your int first. There are many reasons, don't ask just do. After that there's more debate. Most people will favor con first. Most also try to maintain 10-12 str for carrying capacity and defense against str drain. Most wizards ignore dex, wis, and cha altogether but that is really up to you. Remember that this is an MMO not PnP. I would do things much differently in PnP. In fact your first set of stats would be perfectly acceptable for me if this was PnP.

    I'd get extend as soon as 3. Double buff duration saves SP for anything above first level and is just plain handy.

    I may be mistaken but I thoguht that you could not have a Summon monster and one of the companions at the same time. Has this changed? You can indeed have the Pale Master Skeleton in addition to the either though. It is fun to think of them as an army. However, they are better thought of as a distraction to help keep enemies from cutting your wooden heart out. ^^

    I'm semi-new myself so you don't have to listen to me at all if you don't want to. My higherst is a lowly lvl 8 elven wizard. I maintain about 96 hp currently so don't start yelling at me about squishy elven hearts!

  15. #35
    Community Member r3dl4nce's Avatar
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    Quote Originally Posted by fox5s View Post
    Personally, I'd ignore Mithril body in favor of Mage Armor.
    Nor Mithril body neither mage armor. Only use Nightshield or Shield to have immunity to magic/force missiles

  16. #36
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    Nevermind I finally see your point. I did not know mage armor would not stack. Well of course then if all I am getting is +1. Well I see the point. +2 versus -1 dex bonus might matter, but I doubt it that much. Well I guess this stinks really to me. I mean this has kinda of destroyed any PnP perspective. I feel as I am playing a munchkin game now. The more I understand the more disappointed I become with the game.

    Yes you are right since Mithral body only gives me a gain of +1 versus casting mage armor. But I am not set on just increasing my reflex scores in favor or lowering Will, but yes I know the DC will increase with Int. I am lost though as where to spend my points still for the rogue. I may not even bother playing the game now.

  17. #37
    Community Member Bart_D's Avatar
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    Don't give up, just expect to receive advice when you ask for it. People seem pretty helpful around here

    I haven't looked closely at r3dl4nce's build, but the attributes and feats look good. I'd not put constitution quite that high (16 should be enough) but might increase strength to melee better and to save a slot for a strength item later on. Charisma for better UMD may be good too.

    I hope you stay and enjoy the game. DDO uses mostly PnP rules but there are many differences too. If this is your first character, just play and enjoy and learn the game... don't expect it to make it to level 20. I think most people go through a number of characters before they figure out how they want it to be. The oldest of my characters that i still play was started 2-3 months after i started playing...

  18. #38
    Community Member r3dl4nce's Avatar
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    Quote Originally Posted by Bart_D View Post
    I haven't looked closely at r3dl4nce's build, but the attributes and feats look good. I'd not put constitution quite that high (16 should be enough) but might increase strength to melee better and to save a slot for a strength item later on. Charisma for better UMD may be good too.
    It's a build from a guildie of mine, with that build (well, similar, he did not went for pale master) he run solo a lot of end game, run epics, you can check myddo: Automan from Cannith. The build can be adjusted according to personal taste. You can take 16 con and raise a bit STR, even if in end game even with 8 str +2 tome + 6 item + GS MinII greataxe + master touch + divine power clickie you can help dps on raid bosses, or just spam polar ray, meteor swarm, what you like. It's a simply great build, you will have a lot of fun.

  19. #39
    Community Member Therigar's Avatar
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    Quote Originally Posted by pipboy1 View Post
    The dex would apply to thieving abilities and AC. Insightful Reflexes is another feat that I do not have space for. Thanks but I will keep what I have.

    I really think people posting must be very specialized in a party and must have some support for their mage. I am not planning that for this build. I at least never have the luck to find people who are about the same lvl and filling each role in the party. I do not play the game that often nor do I plan to. I want a character that I can go without a party even if needed.
    There is so much wrong here I hardly know where to begin.

    You clearly do not know anything at all about either the wizard class or the rogue class. If you did then you would know that wizards have very few skill points and that the three most valued rogue skills are Search, Disable Device and Use Magic Device. Of these three Search and Disable Device both depend on INT for success. UMD depends on CHA. There is no rogue skill that you will have that requires DEX.

    With a low INT you will not even have the skill points to keep the three most valued skills at maximum levels. As a wizard you will need Concentration. The rogue skills are all cross-class skills to the wizard. This means you need at least 7 skill points per level to keep everything at its highest value. To get 7 skill points per wizard level you need a base 20 INT. Enhancements do not help and neither do items.

    Base INT is determined by starting stat, stat increases at level up (every 4 levels) and stat increases from tomes. You are going to suck as a rogue because you don't start with enough INT and you can't keep your most valuable rogue skills maxed out.

    Mithral body means spell failure. You won't have the enhancements to get rid of the penalty until level 10. You are going to suck as a wizard because you won't get your spells off. And, with a low INT you won't have the mana to burn 25% of your spell points on failure.

    Your character will suck in a group and it will suck in solo play. But, clearly you are not interested in what experienced DDO players know about the game. You are too full of your own ideas and ignorance to listen.

    So, build the character and play it. Then come write a rant about how DDO sucks because it just isn't fair that the POS you built can't do anything in even a level 1 dungeon.

    Edit: I do like Redlance's Pale Master build suggestion.
    Last edited by Therigar; 08-24-2010 at 09:19 AM.

  20. #40
    Community Member Tsuarok's Avatar
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    So... just a bit about how AC works. AC determines whether or not you get hit. As such, it is all or nothing; you

    either get hit or you don't. If you do get hit, AC doesn't reduce your damage at all.


    To determine whether or not you get hit, the enemy rolls a 20 sided die. The result of this roll is then added to

    the +hit bonus that the enemy has. If the result is higher than your AC, you are hit. A roll of 1 always misses,

    a roll of 20 always hits.


    Most enemies in endgame have high enough +hit that they will always hit an AC that is reasonably achievable

    by a wizard on a two or higher (they never hit on a one). Which means that any amount of AC below a

    certain threshold has completely no effect.

    In conclusion, don't take Mithral Body or worry about AC. Worry about Damage reduction (stoneskin),

    concealment effects (Blur and Displacement), and, once you hit level 12, incorporeality (Shroud of the Wraith)
    Last edited by Tsuarok; 08-24-2010 at 09:39 AM.

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