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  1. #1
    Community Member nerdychaz's Avatar
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    Default Rogue Skill Capable Evasion Necromancer!

    This is a repost from a forum post in my guild's forums. I thought I would share it. The post refers to an older build that I created earlier in my DDO career. Enjoy!

    EDIT: This Build is not meant for veteran players, though they might like it too. It is aimed at moderate to experienced players.

    Overview

    Maxed Skills: Concentration, Disable Device, Spot, Search
    Major Skill: Open Lock

    I have learned so much since I originally created this build. I have applied this knowledge to the build and guide. For those who never read the original build, the idea is to maximize the benefits of the high intelligence of a wizard. Two levels of rogue give you tons of skill points, the feat evasion, and weapon proficiencies. The feat insightful reflexes allows you to use your high intelligence to power your evasion ability and therefore avoid a lot of the damage that would normally kill a wizard. Built properly equipped well, you will be able to make a decent trapmonkey and wizard.

    This build version gives a great evasion necromancer with an additional focus on elemental spells who is fully trap/lock skill capable, on par with my assassin. The open lock skill is not as high as your standard rogue, but is much more reliable than the spell Knock as I had previously proposed in my old version. I do not foresee many problems with unlocking as I have never seen a lock jam, rather you just need to roll again.

    What was wrong with the former build? The character was very equipment heavy. Investment in armor class items and melee weapons took up important equipment slots when the character could not achieve an effective armor class or generate much melee damage. The damage the character was able generate was negligible and disappointing as the Base Attack Bonus of a Wizard is low to begin with. Also, carrying all the AC items, melee weapons, spell casting items, and rogueing equipment filled a backpack rather quick when your strength is negligible. Furthremore, the AP cost of investing in dexterity was prohibitive of other wizard abilities. It was time to remove the melee and improve the wizarding abilities. The new version has a heavy focus on intelligence, spell penetration, and necromancy which makes for an excellent crowd controller. Later on, the character becomes quite adept at the insta-kill spells.

    Tome Usage: To get enough skill points to invest your Open Lock skill, a +2 intelligence tome is needed at level 7. I had already used a +2 tome of supreme ability on the character and the build reflects that. You may simply use a +2 Int tome and have little other effect on the build, although, an improvement to any stat is always welcome.

    Current Build Strengths: high reflex save with evasion, very high necromancy spell DC’s, spell penetration, Fire and Ice spells improved, Access to all skeletal knight summons and both necromancy shrouds. All 3 Pale master prestige class levels. Augment summoning for tougher pets. In other words, the wizard abilities have been beefed up. Toughness has been added as part of the Pale Master requirements and to increase the survivability of the character.

    Equipment

    Rogue Skills and Intelligence: You will need to invest in just a few items, but you will need to have the best you can find as you go. First off, the easiest way to maximize your disable device and open lock skills are to buy +5 lock picks off of the AH. You can usually find 50 for less than 1500 Plat. You will also need the highest search, spot, disable device, and open lock items you can find. Wear your spot item at all times unless you know where the traps are in a quest. Then, switch to your other items when the situation dictates. You will always find the highest item for a skill at your level all alone on an item. For example, you will find +11 gloves of disable device at level 11. Sometimes you may find race required items of a higher skill. For example, at level 13 you can find +15 disable device race required Halfling goggles. These are rare and often expensive on the AH. I suggest trolling the pawn shops until you come up with what you need. Combination items always have lower skill boosts, for example: Clever Goggles of Disable Device Goggles could be +2 Intelligence, +7 Disable Device, minimum level 11. The +2 to intelligence will give you only an additional +1 to your disable skill, and since you are wearing the item only when you need to, there is no reason to use it. The only item that it is a good idea to split up is blindness immunity + spot. But, I wear those only when I need to. A blinded trapmonkey is useless (keep potions handy too). Due to the fact that most intelligence boosts and spot boosts occur on rings or on goggles you will need to coordinate your items to complement each other. Ideally, you never want to take off your Intelligence item. It may be much better to find a high + Intelligence ring (clever ring) than a + Spot ring (ring of the eagle, or blindness immunity ring of the eagle). But, you will likely make due with what you can find, as I have not even achieved this ideal.

    Spell Resistance: The natural spell resistance of Drow does not work on the full range of spells like a normal spell resistance item. Also, the spell resistance has been taken out of this build due to its high AP cost. Instead, look for items such as belts or robes with spell resistance. At level 8 an Aberrant Robe is a nice addition to your equipment. This item is a Wizardry II (+50 SP) robe with spell resistance. Spell resistance can also be found on rings and belts. You may also want to seek out a deathblock of spell resistance robe for when facing enemies such as beholders or enemy necromancers slinging death spells.

    Helmet: A Concentration item does well here. Later on, Minos Legens is a good fit granting Heavy fortification as well as 20 additional hit points.

    Robes: Resistance (to improve reflex save) or elemental resistance items are a great fit. I enjoy the Hellfire Cloak from Delera’s.

    Play-Style

    As a multi-class character, you need to play to your strengths and guard your weaknesses. You’re A/C is low and your melee skill is negligible. For the love of the Silver Flame, stay out of Melee! Try to keep night shield on yourself at all times. You do have higher Hit Points thanks to toughness and the associated enhancements, but HP is not A/C. Diplomacy has been sacrificed to make way for rogue skills, so you will need to wear a diplomacy item if you plan on using it to dump aggro. If you do not use diplomacy, you either need to scream for help from your melee characters in your party or throw out some maximized fireballs to remove the threat.

    You have less SP than a pure class wizard at your level and your spells are two levels behind. Your enhancements have made up for this a little bit, but do not concentrate on buffing your entire party. Use buffs strategically and use spells from your manna pool only when you have to. Use magic items such as wands and scrolls to your advantage. Your augment summoning feat should work with summons casted off of scrolls (confirmation needed), but you should also be summoning your skeletons. You can have only one pet at a time, so you might as well use your skeletons. They cost HP to use, so have some cure pots ready.

    I prefer to use any kind of eternal wand I can get my hands on and spam it (Finger of fire [starter], Acid Blast [waterworks], Magic Missile [catacombs], Snowball Swarm [sentinels, confirmation needed], Summoning [Carnival]). This way you can achieve some moderate damage over time, and thus contribute to the party without wasting SP.

    Also, wands of any kind of damage spell drop often enough. If a melee player in your party loots a damage wand you want, don’t hesitate to ask, they usually give it to you rather than vendor it.

    If your party expects you to be a haste bot and blow all your SP on haste, you could first demand a donation, then burn haste scrolls. Wall of fire is a great spell, but heavy on the wizard spell points, use it strategically.

    When using spells, use crowd controllers. My personal favorites at the low levels are hypnosis and halt undead. This improves the survivability of your party. If you want to be a really strong crowd controller, you could swap the feat Empower for Enlarge. A heightened and enlarged Halt Undead spell could stop a room full of undead - dead in their tracks (pun intended).

    When it comes to ranged combat, you are proficient with the short bow. Your dexterity is low, so use a +5 when you can. Ranged combat is a good way to kill from a distance without using SP.

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    arkadie 
    Level 20 True Neutral Drow Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 226
    Spell Points: 1495 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 19
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             10                 12                   12
    Dexterity            10                 12                   12
    Constitution         14                 16                   16
    Intelligence         20                 27                   30
    Wisdom                8                 10                   10
    Charisma             10                 12                   12
    
    Tomes Used
    +2 Tome of Strength used at level 6
    +2 Tome of Dexterity used at level 6
    +2 Tome of Constitution used at level 6
    +2 Tome of Intelligence used at level 6
    +2 Tome of Wisdom used at level 6
    +2 Tome of Charisma used at level 6
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               4                  6                    6
    Bluff                 0                  1                    1
    Concentration         4                 25                   25
    Diplomacy             4                  6                    6
    Disable Device        9                 32                   32
    Haggle                4                  7                    7
    Heal                 -1                  0                    0
    Hide                  4                  6                    6
    Intimidate            0                  1                    1
    Jump                  4                  6                    6
    Listen               -1                  0                    2
    Move Silently         4                  6                    6
    Open Lock             4                 16                   17
    Perform               n/a               n/a                   n/a
    Repair                5                 10                   10
    Search                9                 33                   37
    Spot                  3                 23                   28
    Swim                  0                  2                    2
    Tumble                4                  6                    6
    Use Magic Device      4                 11                   11
    
    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: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Insightful Reflexes
    Feat: (Automatic) Attack
    Feat: (Automatic) Drow Spell Resistance
    Feat: (Automatic) Elven Keen Senses
    Feat: (Automatic) Enchantment Save Bonus
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sneak Attack
    Feat: (Automatic) Spell Save Bonus
    Feat: (Automatic) Trapfinding
    Enhancement: Rogue Skill Boost I
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Elven Perception I
    Enhancement: Elven Keen Eyes I
    
    
    Level 2 (Rogue)
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Evasion
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Search I
    Enhancement: Rogue Spot I
    Enhancement: Rogue Improved Trap Sense I
    
    
    Level 3 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Feat: (Selected) Toughness
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Spell (1): Acid Spray
    Enhancement: Racial Toughness I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Elven Keen Eyes II
    Enhancement: Wizard Intelligence I
    
    
    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (2): Electric Loop
    Spell (2): Snowball Swarm
    
    
    Level 6 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Racial Toughness II
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Subtle Spellcasting I
    
    
    Level 7 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Wizard Bonus) Augment Summoning
    Spell (3): Acid Blast
    Spell (3): Chain Missiles
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+3)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (3): Frost Lance
    Enhancement: Wizard Pale Master I
    Enhancement: Summon Skeleton Archer
    Enhancement: Summon Skeletal Knight
    Enhancement: Summon Skeletal Mage
    
    
    Level 9 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Spell (4): Wall of Fire
    Spell (4): Solid Fog
    Enhancement: Wizard Intelligence II
    
    
    Level 10 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Symbol of Flame
    Spell (4): Dimension Door
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Subtle Spellcasting II
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (5): Cloudkill
    Spell (5): Mass Repair Light Damage
    Enhancement: Wizard Spell Penetration II
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Spell Penetration
    Spell (5): Symbol of Pain
    Enhancement: Wizard Elemental Manipulation IV
    
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (6): Acid Fog
    Spell (6): Create Undead
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (6): Symbol of Fear
    Spell (6): Symbol of Persuasion
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master II
    Enhancement: Summon Blackbone Knight
    
    
    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Intelligence III
    
    
    Level 17 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Empower Spell
    Enhancement: Wizard Spell Penetration III
    
    
    Level 18 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mental Toughness
    Enhancement: Shroud of the Wraith
    
    
    Level 19 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Energy of the Scholar IV
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Subtle Spellcasting III
    Enhancement: Wizard Pale Master III
    Enhancement: Summon Frostmarrow Knight
    Last edited by nerdychaz; 09-09-2010 at 12:17 AM.
    Member of The Guild of Calamitous Intent
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    Main Toons: Skarro and Usko
    I maximize my strengths and buy bane weapons for my weaknesses.

  2. #2
    Community Member Phidius's Avatar
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    Quote Originally Posted by nerdychaz View Post
    ...Tome Usage: To get enough skill points to invest your Open Lock skill, a +2 intelligence tome is needed at level 7. I had already used a +2 tome of supreme ability on the character and the build reflects that. You may simply use a +2 Int tome and have little other effect on the build, although, an improvement to any stat is always welcome.
    ...
    Since wizards normally put their level ups into Int at 4, 8, 12, 16, and 20, it's a good idea to consume a +1 at 3, in addition to the +2 at 7. This way, you'll get an extra skill point at 4th and an extra skill point at 8th, versus getting both skill points at 8th. It's only 4 more, but it's worth it.

    Quote Originally Posted by nerdychaz View Post
    ...
    Jump 4 6 6
    ...
    Perform n/a n/a n/a
    ...
    Spot 3 23 28
    ...
    Use Magic Device 4 11 11

    ...
    Speaking of skills, you don't really need to put points into Jump, as the spell Jump + Greater Heroism + 1 luck + 1 rage + 2 bulls strength puts you at 38 - just 2 points shy of the 40 cap.

    You could put those points into either Spot or UMD... and UMD needs to be 23 ranks on a Wiz/Rog. You'll want those 22 points, believe me.

    I left Perform in there because I'd like to make a suggestion - you are already giving up the Wizard capstone, so there's little harm in splashing one level of Bard. Not only does this help with a few more skill points, but if you take it around level 5 or so, you have access to Cure Serious wands very early in your career. If you keep your Perform at max ranks, you'll have a very helpful ability in Fascinate

    And speaking of when you take your levels, hold off on the 2nd rogue level until after you get Wall of Fire - at the very least, wait until you aren't wasting the 2nd rogue skill points.

    I stripped out the Automatic Feats as they really aren't necessary in a build break down.

    I also took out the skill points at each level for an easier time of analyzing when you took your feats, but it's a good idea to leave in the skill point allocation per level, especially if you have to play some fancy games with maximizing your skill point usage.

    Enhancements is a tough call - since you take feats at a certain level to qualify for your Pale Master enhancements, it might be a good idea to leave them in your build. Again, I just took them out to make it easier on myself

    Quote Originally Posted by nerdychaz View Post
    ...

    Level 1 (Rogue)
    Feat: (Selected) Insightful Reflexes

    Level 2 (Rogue)

    Level 3 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Feat: (Selected) Toughness

    Level 4 (Wizard)
    Ability Raise: INT

    Level 5 (Wizard)

    Level 6 (Wizard)
    Feat: (Selected) Maximize Spell

    Level 7 (Wizard)
    Feat: (Wizard Bonus) Augment Summoning

    Level 8 (Wizard)
    Ability Raise: INT

    Level 9 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy

    Level 10 (Wizard)

    Level 11 (Wizard)

    Level 12 (Wizard)
    Ability Raise: INT
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Spell Penetration

    Level 13 (Wizard)

    Level 14 (Wizard)

    Level 15 (Wizard)
    Feat: (Selected) Greater Spell Penetration


    Level 16 (Wizard)
    Ability Raise: INT

    Level 17 (Wizard)
    Feat: (Wizard Bonus) Empower Spell



    Level 18 (Wizard)
    Feat: (Selected) Mental Toughness

    Level 19 (Wizard)

    Level 20 (Wizard)
    Ability Raise: INT


    [/code]
    Looks pretty good - I'd probably swap your first 2 wizard bonus feats, as you won't need SF:Necro until you're ready to take PM1, while the Augmentation will be helpful in your early levels.

    I'd also take GSF:Necro at 12 and Spell Pen at 9 - same as above. You won't need GSF:Necro until you're ready to take PM2, and if you go into Gianthold you'll need the assist in spell penetration.

    Not a big deal, though. I like the placement of Insightful Reflexes and Toughness
    "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. #3
    Community Member nerdychaz's Avatar
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    Phidius,

    Great tips all around, I will be honest, when I wrote this build I was basing it off of a character that I was going to LR. You are absolutely correct in the fact that the optimal level progression is 1 rogue, 2-8 Wiz, 9 Rogue, then the rest wiz. Since this was a LR, I was stuck, unless I wanted buy a lesser druidic heart of wood +1.

    I put points into jump because I felt there really was no reason not to, and jump has saved me more than once. At level 1, I had 52 skill points to allocate. Where to put them all? Heal? I think not, lol. I wanted to put in UMD but decided to max Spot instead. My main is a rogue, and even if I know there is a trap there, I may forget. Plus, I love hitting enemies that no one else in my party can see. I love it when I say, "Ambush" and everyone else is like "What, you are crazy." Then they get backstabbed, lol. Now I'm rambling. Anyway, yeah, there is spot there.

    I like to put in all the information I can into a build, so people can see the build break points. It is completely unnecessary for veteran players, but for new players, they need to see the numbers.

    I broke down the enhancements by level because I absolutely hate it when people say "Take this PRE" rather than break it down. Then you don't know if it is even possible. There are some changes coming in the next up date that may or may not effect this build. I will be watching carefully.

    Thank you for the compliment on insightful reflexes and toughness. First off, I just wanted to get Insightful reflexes out of the way. Second, I have read many build guides discussed many things in the forums. My all time favorite post went something like this: For the love of god, casters, take toughness. It was solid advice. I just wish that Wizards had their own toughness enhancement line.
    Member of The Guild of Calamitous Intent
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    I maximize my strengths and buy bane weapons for my weaknesses.

  4. #4
    Community Member RhapsodieInBlue's Avatar
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    This is a similar direction that I am going with my Wizard, however I will be waiting for Archmage and will specialize in Enchantment as I find using Hold and wailing on someone with a heavy pick is amusing.

  5. #5
    Community Member Phidius's Avatar
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    Quote Originally Posted by nerdychaz View Post
    ...
    I put points into jump because I felt there really was no reason not to, and jump has saved me more than once. At level 1, I had 52 skill points to allocate. Where to put them all? Heal? I think not, lol. I wanted to put in UMD but decided to max Spot instead.
    ...
    For some reason, I thought you had left off spot... my bad.

    Quote Originally Posted by nerdychaz View Post
    ...
    I like to put in all the information I can into a build, so people can see the build break points. It is completely unnecessary for veteran players, but for new players, they need to see the numbers.
    ...
    Yeah - I'd just recommend leaving out the Automatic Feats, unless there's one in particular that is key to the build. Even then, I'd leave it out of the build package, and put it in the comments that try to sell the build.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  6. #6
    Community Member nerdychaz's Avatar
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    I must investigate this archmage thing
    Member of The Guild of Calamitous Intent
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    Main Toons: Skarro and Usko
    I maximize my strengths and buy bane weapons for my weaknesses.

  7. #7
    Community Member GuntherBovine's Avatar
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    I have a similar build that I recommend. For your first Feat, take Self Sufficient. For your first two AP's, take Iron Companion. With a hireling and an Iron Defender, you will romp through the early quests. At level 3, take Insightful Reflexes. At level 4, take Steel Companion. At level 5, visit the Hall of Marks and then Fred, swap out Self Sufficient for Toughness, then take Wizard Repair I and II, Iron Companion and Steel Companion. When you get PM, you swap out Wizard Repair I and II, Iron Companion and Steel Companion. Everything else about your build remains the same. See my journal (link in my signature) for more details.

    Edit: Also, I recommend putting points into UMD instead of Spot. I haven't had any problems spotting things. When you get your second rogue level, you can max out Spot and you will have enough skill points to keep it maxed. I went with a CHR of 14 and a CON of 12, and the UMD is really helpful for my toon - at level 5 I can equip all the racial specific items of my level, giving me a bump. I can also use the Wand of Eternal Cure Minor Wounds. I am not too far from being able to use wands of Cure Light Wounds.
    Last edited by GuntherBovine; 09-13-2010 at 11:10 AM.

  8. #8
    Community Member nerdychaz's Avatar
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    Wow, that is pretty darn complex. since there is a lot of interest here, I will rewrite the build so that the rogue levels are taken in the proper place to maximize the abilities. this build was originally written for a character I Lesser reincarnated. I am less concerned with the character making it through the lower levels, that is easy enough.

    When Archmage comes out, I may rewrite it for archmage as well.
    Member of The Guild of Calamitous Intent
    Cannith Server
    Main Toons: Skarro and Usko
    I maximize my strengths and buy bane weapons for my weaknesses.

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