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  1. #1
    Community Member Winter_storm's Avatar
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    Default my Noob Wiz WF 32pt Build

    Was looking through many builds. I bit and pieced from some I saw and came up with this. All spells selected will be ones not on scrolls. Lvl 8 and 9 spell selection is:

    Trap the Soul
    Mass Charm Monster
    Otto's Irresistable Dance
    Greater Shout
    Polar Ray
    Mass Repair Critical Damage
    Wail of the Banshee
    Meteor Swarm
    Mass Hold Monster
    Energy Drain
    Summon Monster IX
    Power Word: Kill

    Heres the build

    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page

    Level 20 Lawful Good Warforged Male
    (20 Wizard)
    Hit Points: 242
    Spell Points: 1786

    BAB: 10/10/15/20
    Fortitude: 11
    Reflex: 6
    Will: 13

    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (32 Point) (Level 1) (Level 20)
    Strength 10 12
    Dexterity 8 10
    Constitution 16 20
    Intelligence 18 28
    Wisdom 10 12
    Charisma 10 12

    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7

    Starting Feat/Enhancement
    Base Skills Modified Skills
    Skills (Level 1) (Level 20)
    Balance 1 11
    Bluff 0 1
    Concentration 7 28
    Diplomacy 0 1
    Disable Device n/a n/a
    Haggle 0 1
    Heal 0 1
    Hide -1 4
    Intimidate 0 1
    Jump 2 12
    Listen 0 1
    Move Silently 1 11
    Open Lock n/a n/a
    Perform n/a n/a
    Repair 8 32
    Search 4 10
    Spot 0 12
    Swim 0 1
    Tumble n/a 1
    Use Magic Device 2 12.5

    Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Jump (+2)
    Skill: Move Silently (+2)
    Skill: Repair (+4)
    Skill: Use Magic Device (+2)
    Feat: (Wizard Bonus) Maximize Spell
    Feat: (Selected) Mental Toughness

    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Repair (+1)
    Skill: Use Magic Device (+0.5)

    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Repair (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Toughness

    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Repair (+1)
    Skill: Use Magic Device (+0.5)

    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Repair (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Extend Spell

    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: CConcentration (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Repair (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Mental Toughness

    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Repair (+1)
    Skill: Use Magic Device (+0.5)

    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+1.5)
    Skill: Repair (+1)
    Skill: Use Magic Device (+0.5)

    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Penetration

    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Empower Spell

    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)

    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Penetration

    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)

    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)

    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Spell Focus: Necromancy

    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+1.5)
    Skill: Use Magic Device (+0.5)

    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1) \par Skill: Hide (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)

    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+1.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Necromancy

    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+1.5)
    Skill: Use Magic Device (+0.5)

    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Enlarge Spell
    Enhancement: Wizard Master of Magic
    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 Elements III
    Enhancement: Wizard Lineage of Force I
    Enhancement: Wizard Lineage of Force II
    Enhancement: Wizard Lineage of Force 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 Force Manipulation I
    Enhancement: Wizard Force Manipulation II
    Enhancement: Wizard Force Manipulation III
    Enhancement: Wizard Force Manipulation IV
    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 Energy of the Scholar IV
    Enhancement: Wizard Intelligence I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Inscribed Armor I
    Last edited by Winter_storm; 08-29-2010 at 08:29 PM.

  2. #2
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    I wouldn't take mithril body. It helps at low levels, but you'll wish you had a more useful feat later.

    Even casters should try to be over 400 hp at cap, with a wf with toughness it's very easy. If you dropped mithril body for toughness, you could use the ap saved from inscribed armor 2 and 3 to partly fund the purchase of some of the racial toughness enhancements.

    I like insightful reflexes. It has saved me many times from a quick death. It might be a harder sell on a pure build without evasion, but still worth it imho.

    With a little gear farming, you could probably get by without IMT and maybe MT also. Maybe you could take the first one with the intention of swapping it out for free when the gear comes. I would hold off taking the second as long as possible to make sure you really need it. As an example, I have an 18/2 build so I'm missing 2 levels worth of sp plus the capstone. I have MT and the only sp item I currently have is an archmagi belt and I have enough sp for nearly every situation. If you currently have characters farming ingredients, you shouldn't need IMT. You'll want to farm sands heavily for ss ring and torq on your way up as well.

  3. #3
    Community Member darko.87's Avatar
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    Okay, first problem: don't put points into strength on a wizard. EVER.

    Second problem: You need to take toughness/mental toughness/improved mental toughness ASAP, as they get better as you level.

    Third problem: You only need to put .5 points into jump per level. Jump caps at 45, using the jump spell (+30 to jump) Greater heroism (+4 to all skills) and Rage (+2 to constitution=+1 to jump) you can get a 45 jump.

    Fourth problem: Power Word: Kill is useless, I've yet to find a good use for it. Same with Mass Repair Critical Damage, and Greater Shout. You will want to go fire/cold/force specced, as you will want your reconstructs (Main healing) and polar rays to hit hard.

    Fifth problem: First level feat. You will never, EVER, have an AC that will begin to be helpful. Ignore it. take toughness instead.

    Sixth problem: Stats. They're all messed up. You'll want to put your points into int and con. My wizard has a base will save of nine, and he almost never suffers from it.

    Meta-magics that are useless for casters (In PvE, in PvP, this does not apply): Enlarge, heighten, quicken, eschew.

    Don't put points into hide. That's what the invisibility spell is for
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  4. #4
    Community Member Phidius's Avatar
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    Quote Originally Posted by darko.87 View Post
    Okay, first problem: don't put points into strength on a wizard. EVER.
    ...
    I don't think they put enough in, actually - 14 Str is great for a 28-point, and 16 for a 32.

    Quote Originally Posted by darko.87 View Post
    ...
    Second problem: You need to take toughness/mental toughness/improved mental toughness ASAP, as they get better as you level.
    ...
    Not a big fan of MT, but Toughness is good to take at level 3 for the first racial enhancement.

    Quote Originally Posted by darko.87 View Post
    ...
    Third problem: You only need to put .5 points into jump per level. Jump caps at 45, using the jump spell (+30 to jump) Greater heroism (+4 to all skills) and Rage (+2 to constitution=+1 to jump) you can get a 45 jump.
    ...
    Jump is capped at 40, so all that's needed is 40 - 30 - 4 - 2 = 4. If you start with 14 Str and cast Bulls Strength you need 0 ranks.

    Repair can also be left at 0 ranks.

    Quote Originally Posted by darko.87 View Post
    ...
    Fourth problem: Power Word: Kill is useless, I've yet to find a good use for it. Same with Mass Repair Critical Damage, and Greater Shout. You will want to go fire/cold/force specced, as you will want your reconstructs (Main healing) and polar rays to hit hard.
    ...
    Agree with the usefulness of Power Word: Kill, but that's the beauty of being a wizard - just swap it out.

    Quote Originally Posted by darko.87 View Post
    ...
    Fifth problem: First level feat. You will never, EVER, have an AC that will begin to be helpful. Ignore it. take toughness instead.
    ...
    Don't agree with that - AC is quite useful in the low and mid levels. However, you don't need Mithral Body to get it.

    The problem with AC is that it takes a great deal of work it takes to keep it relevant as you get higher in levels - and by the time you get to the "end game", the only mobs it protects you from aren't a threat anyway.

    Quote Originally Posted by darko.87 View Post
    ...
    Meta-magics that are useless for casters (In PvE, in PvP, this does not apply): Enlarge, heighten, quicken, eschew.
    ...
    Heighten is worthless on a caster? Sorry, no - if you have any interest in landing your spells, you want Heighten.

    Quicken is the absolutely last feat I'd drop on a WF wizard. I'm guessing your wizard isn't a 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

  5. #5
    Community Member Winter_storm's Avatar
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    Do have the ss ring. For the moment is stored away for now :-)

    I can put Str as 12 with a +2 tome lvl 7 is 14 + 4 bull strength = 18 would that be ok? Only thing is where would I get the points from? if from Cha (means less umd), Wis (less will save), or Con (would be less HP).

    The 12 spells chosen for lvl 8 and 9 was just from looking around. I have not reached that higher lvl to really know. What would be the other choices? Since lvl 8 and 9 are not able to be purchased in scrolls.

    As in skills I put it in hide as a dump stat didn't know where else to put it in since all skills invested in have .5 in the score at lvl 20. I left UMD with .5 since the skill would have been .5 somewhere else.

    If I don't take MT or IMT what would you put in its place for feats?
    Last edited by Winter_storm; 08-29-2010 at 08:36 PM.

  6. #6
    Community Member nolaureltree000's Avatar
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    dont put any points into search, youll never find anything with only 10 points in it. plus you can get a spell/wand of detect secret doors so its fairly unnecessary.

  7. #7
    Community Member darko.87's Avatar
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    Quote Originally Posted by Phidius View Post
    I don't think they put enough in, actually - 14 Str is great for a 28-point, and 16 for a 32.



    Not a big fan of MT, but Toughness is good to take at level 3 for the first racial enhancement.



    Jump is capped at 40, so all that's needed is 40 - 30 - 4 - 2 = 4. If you start with 14 Str and cast Bulls Strength you need 0 ranks.

    Repair can also be left at 0 ranks.



    Agree with the usefulness of Power Word: Kill, but that's the beauty of being a wizard - just swap it out.



    Don't agree with that - AC is quite useful in the low and mid levels. However, you don't need Mithral Body to get it.

    The problem with AC is that it takes a great deal of work it takes to keep it relevant as you get higher in levels - and by the time you get to the "end game", the only mobs it protects you from aren't a threat anyway.



    Heighten is worthless on a caster? Sorry, no - if you have any interest in landing your spells, you want Heighten.

    Quicken is the absolutely last feat I'd drop on a WF wizard. I'm guessing your wizard isn't a WF.

    Okay, I'm talking about an end game wizard.

    With semi high end loot (+6 items, tomes, etc)

    You could start with maxed int and con, then put eat a +2 str tome, that's well enough to carry whatever you want, and it's not worth it to lose hit points.


    By the time you're running shroud, there are few spells that heighten will help with. Maybe web and dancing ball. If I'm wrong, please let me know an instance in which a level 20 WF caster could use the metas I disliked. That goes with str as well. why would you want a str of 16 on a caster that's level 20? You'll regret not putting those points into con.

    Then again... I guess it's all in play style...

    And I get by perfectly fine in shroud, hound, ToD, VoD, and epics while only using extend, maximize and empower. If there's a wipe, I'm usually the last to go.

    And about the spells, we're talking level nine spells. Yeah, I'd take it if you had a scroll, but don't waste a level up spell choice on it. You won't use it outside of PvP.

    Then again... I guess it's all in play style...
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  8. #8
    Community Member shadow_419's Avatar
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    The great thing about pure wizards is the dc's they can reach. Heighten is on all the time on any wizard running endgame and epics. Throw a heightened crushing despair on a group of mobs before mass hold and look at the difference in how long it takes them to break out. Quicken while not always on is great when you can't afford to fail a concentration check.

  9. #9
    Community Member Theolin's Avatar
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    Default i would look at these ideas

    Diaries of a True Reincarnate (Arcane) - the build is down a ways in post 7ish

    Shadow Mage: A Build. A Philosophy.

    hope they help.
    Last edited by Theolin; 08-29-2010 at 10:18 PM.

  10. #10
    Community Member Phidius's Avatar
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    Quote Originally Posted by darko.87 View Post
    Okay, I'm talking about an end game wizard.

    With semi high end loot (+6 items, tomes, etc)

    You could start with maxed int and con, then put eat a +2 str tome, that's well enough to carry whatever you want, and it's not worth it to lose hit points.
    ...
    Yeah, it's all in your play style - I can't bring myself to play a toon who can't cast and melee at the same time

    And spending 10 build points for an extra 40 hit points and +2 to Fort & Concentration doesn't go well with my play style.

    Quote Originally Posted by darko.87 View Post
    ...

    By the time you're running shroud, there are few spells that heighten will help with. Maybe web and dancing ball. If I'm wrong, please let me know an instance in which a level 20 WF caster could use the metas I disliked. That goes with str as well. why would you want a str of 16 on a caster that's level 20? You'll regret not putting those points into con.
    ...
    Any spell 8th level and lower that has a save benefits from Heighten. Web is the most powerful example, but Mind Fog, Finger of Death, Symbol of Stunning, and Flesh to Stone are others. Heck, web alone is a good enough reason to take Heighten.

    As for Quicken, Reconstruct is the best example of where it's useful. Concentration is great, until you start getting hit for 60+ points of damage.
    "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. #11
    Community Member Winter_storm's Avatar
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    The shadow mage I didn't understand the 14 dex until did some reading then understood, its for sneaking. I find that interesting. I created the build as above but willing to da a lesser reincarnate to fix anything needed. Dairies of a TR is good but mostly based on hitting lvl 20 and TR, will look through and read... Thanks for the info and help. Will keep on tweaking the build. I'm too new to really know my direction.

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