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  1. #1
    Community Member OldAquarian's Avatar
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    Default Black Arrow - AA/PM

    Arcane Archer + Pale Master
    +1 DEX tome should be easy to find on AH - +2 INT tome is from 1750 favor
    Minor sacrifices vs pure Wizard, but allows manyshot bursts to make SP stretch a bit
    Listed key spells - Wall of Fire and Summons worth taking
    (28 point build loses 2 CON)

    Comments appreciated and welcome:

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Black Arrow 
    Level 20 True Neutral Elf Male
    (2 Ranger \ 18 Wizard) 
    Hit Points: 200
    Spell Points: 1431 
    BAB: 11\11\16\21
    Fortitude: 11
    Reflex: 13
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    14
    Dexterity            16                    18
    Constitution         14                    14
    Intelligence         16                    26
    Wisdom                8                     8
    Charisma              8                     8
    
    Tomes Used
    +1 Tome of Dexterity used at level 11
    +2 Tome of Intelligence used at level 20
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Augment Summoning
    Feat: (Selected) Point Blank Shot
    Spell (1): Summon Monster I
    
    
    Level 2 (Wizard)
    
    
    Level 3 (Wizard)
    Feat: (Selected) Spell Focus: Necromancy
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    Spell (3): Summon Monster III
    Spell (3): Haste
    
    
    Level 6 (Wizard)
    Feat: (Selected) Mental Toughness
    
    
    Level 7 (Wizard)
    Spell (4): Wall of Fire
    
    
    Level 8 (Ranger)
    Ability Raise: INT
    Feat: (Favored Enemy) Favored Enemy: Undead
    
    
    Level 9 (Ranger)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 10 (Wizard)
    
    
    Level 11 (Wizard)
    Spell (5): Summon Monster V
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Feat: (Wizard Bonus) Greater Spell Focus: Necromancy
    Feat: (Selected) Manyshot
    
    
    Level 13 (Wizard)
    Spell (6): Summon Monster VI
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Selected) Toughness
    Spell (7): Summon Monster VII
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    
    
    Level 17 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    Spell (8): Summon Monster VIII
    
    
    Level 18 (Wizard)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 19 (Wizard)
    Spell (9): Summon Monster IX
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Elven Dexterity I
    Enhancement: Elven Ranged Attack I
    Enhancement: Elven Ranged Damage I
    Enhancement: Racial Toughness I
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Elven Arcane Archer I
    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 Elemental Manipulation IV
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Subtle Spellcasting I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    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

  2. #2
    Community Member Yoshikata's Avatar
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    I would ditch the Summon monster idea, they're not even worth having most the time at the right level and you've dipped. Augment Summon should be Extend or replaced with maximize/empower and change that feat to Spell Penetration, as it is your spells will have hard time landing because you multiclassed and even with the feats to up spell penetration you got a problem. Another problem is your lack of Wail of Banshee. There's no reason not to have it. Even with your DCs it should land decently end game. My Wiz/Rogue only had 1 higher DC then you and I could Wail of the Banshee just fine in IQ on elite aside from the actually dreaming dark creatures even those would still die often enough from it aside from Dream Reavers. Amarath is indeed a lost cause for wail but even for many pure wizards it is for necromacy unless your some crazy TR'd Necro wizard then yeeeah. You might wanna consider Ranger for your first level for the skill points too. Hope this helps you out.

  3. #3
    Build Constructionist unbongwah's Avatar
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    OK, I presume you realize low BAB is one of this build's weaknesses and you plan to stock up on Divine Power clickies. But if not: hey, your BAB is t3h suck, go stock up on DP clickies, d00d!

    Are you sure Pale Master is a better choice than Archmage? Much as I like the idea of an undead summoner / archer, in my experience most summons suck and die too quick to be of much help. Although I think I read they're getting a boost in U7, IIRC; has anyone tested them on Lamannia?

  4. #4
    Founder ghettoGenius's Avatar
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    Quote Originally Posted by unbongwah View Post
    Are you sure Pale Master is a better choice than Archmage? Much as I like the idea of an undead summoner / archer, in my experience most summons suck and die too quick to be of much help. Although I think I read they're getting a boost in U7, IIRC; has anyone tested them on Lamannia?
    Augment Summoning ... it's what's for dinner yo.

  5. #5
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by Yoshikata View Post
    I would ditch the Summon monster idea, they're not even worth having most the time at the right level and you've dipped. Augment Summon should be Extend or replaced with maximize/empower and change that feat to Spell Penetration, as it is your spells will have hard time landing because you multiclassed and even with the feats to up spell penetration you got a problem. Another problem is your lack of Wail of Banshee. There's no reason not to have it. Even with your DCs it should land decently end game. My Wiz/Rogue only had 1 higher DC then you and I could Wail of the Banshee just fine in IQ on elite aside from the actually dreaming dark creatures even those would still die often enough from it aside from Dream Reavers. Amarath is indeed a lost cause for wail but even for many pure wizards it is for necromacy unless your some crazy TR'd Necro wizard then yeeeah. You might wanna consider Ranger for your first level for the skill points too. Hope this helps you out.
    Augment Summon seems to help PM alot - "Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification." - between skellies, summon monster, and charmed creatures (build assumes you take charm spells as well) - its a huge benefit - and wow, just noticed it buffs hirelings

    I only listed some benchmark spells - have enough spare to afford Wail, amoung others. Thanks for pointing out how useful it is

    Took Ranger levels after Wall of Fire - because skills aren't as important as having Wall of Fire as soon as possible - if you feel the loss - feel free to take ranger first - but this is a beginner friendly build and I think they will have a better time leveling in this order

  6. #6
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by unbongwah View Post
    OK, I presume you realize low BAB is one of this build's weaknesses and you plan to stock up on Divine Power clickies. But if not: hey, your BAB is t3h suck, go stock up on DP clickies, d00d!

    Are you sure Pale Master is a better choice than Archmage? Much as I like the idea of an undead summoner / archer, in my experience most summons suck and die too quick to be of much help. Although I think I read they're getting a boost in U7, IIRC; has anyone tested them on Lamannia?
    Yes this build REQUIRES DP
    11 BAB is useless for Manyshot

    Yes, I think PM is a better choice - I'd probably stay pure for Archmage - and would more likely pick WF or Drow

  7. #7
    Community Member Elustra's Avatar
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    Quote Originally Posted by OldAquarian View Post
    and wow, just noticed it buffs hirelings
    ok now that I like

  8. #8
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by ghettoGenius View Post
    Augment Summoning
    Already in the game, though maybe U7 makes it better. It does provide a nice "free" buff to summons, but it doesn't really deal with one of the glaring flaws of summons in DDO: they don't scale with caster level. My friend plays a rogue / wizard PM w/AS and finds his summons still die pretty quick, even with extra buffs.

  9. #9
    Community Member 96th_Malice's Avatar
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    I tried a build of this type ...... although I only played it to mid lvl ... I seemed to loose to much of the "archer type" toon I enjoy playing so much

    Although the spells were VERY cool !

    /rerolled

    I think if I could start the toon at about lvl 16 I would love it ....... the problem is i'd rather spend time on the pure archers and this end game pale master archer would never get played

    Great idea though !!

  10. #10
    Community Member Talon_Moonshadow's Avatar
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    Quote Originally Posted by 96th_Malice View Post
    I tried a build of this type ...... although I only played it to mid lvl ... I seemed to loose to much of the "archer type" toon I enjoy playing so much

    Although the spells were VERY cool !

    /rerolled

    I think if I could start the toon at about lvl 16 I would love it ....... the problem is i'd rather spend time on the pure archers and this end game pale master archer would never get played

    Great idea though !!
    There are so many builds I wish I could create at (near) cap.

    It's just so hard to lvl up some, either because of multi-classing or feats that are needed to finally get the benefit or fun you want from the build.

    A major problem from any non Rgr/Ftr ranged build....you dont get decent till right before cap...that's a long time to play/wait....
    I gave up a life of farming to become an Adventurer.

    Quote Originally Posted by Jandric View Post
    ..., but I honestly think the solution is to group with less whiny people.

  11. #11
    Community Member 96th_Malice's Avatar
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    Quote Originally Posted by Talon_Moonshadow View Post

    A major problem from any non Rgr/Ftr ranged build....you dont get decent till right before cap...that's a long time to play/wait....
    Agreed 100%

    Time is the issue and finding time for each toon. To put this into perspective .... My first toon I rolled @ DDO launch ( Damiya ) just made lvl 20 last week.

    Now I do have a toon that only a year old thats lvl 20 BUT you are correct in saying there is a long time to play/wait for your character to really develop !!

    Then again I know of a SORC now whom is lvl 20 and I am pretty sure his toon is only 2-3 months old ! How the heck to peeps find time for that lol !!

  12. #12
    Community Member OldAquarian's Avatar
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    Keep in mind that aside from a 2 level detour after wall of fire .. this toon is a normal and competant wizard
    And starting at level 10 has AA and Manyshot at 12,
    not to Mention Pale master to keep it fun

    There really isn't any defining skill or level to wait for

  13. #13
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    Quote Originally Posted by OldAquarian View Post
    Keep in mind that aside from a 2 level detour after wall of fire .. this toon is a normal and competant wizard
    And starting at level 10 has AA and Manyshot at 12,
    not to Mention Pale master to keep it fun

    There really isn't any defining skill or level to wait for
    Fairly solid build, though I agree that Manyshot doesn't offer enough bang for the buck on this build. I have an 17wiz/rog2/1ftr Arcane ARcher build (listens for screams of GIMP!)), no PM/Archmage though (no room for SF's/Augment), For AA feats he'll have Point Blank Shot, WF:Ranged, Rapid Shot, and Improved Crit:ranged, he also has TWF, but I'll probably switch that out for Spell Pen, and take Greater Spell Pen at higher level (I like meleeing more at lower levels). Not taking manyshot, nor conjure +5/Terror or Slayer arrows. Cause they won't proc often enough without full manyshot (16+ bab), only about 9% of the time with double shot many shot. Not worthwhile compared to having a fully enhanced firewall with 18% crit chance with major lore item, etc. .

    I'd agree with starting with ranger level first for better skills , it really doesn't take long to level up to 9, and you'll only have 1 level wait for FW (like a sorc). Also I'd dump manyshot and conisder dumping conjure +5/terror/slaying arrows, and max out your Fire/cold instead. I think that will give you best all around ability. Also, get a Silver bow, one of the best bows in the game +2 holy d10 base damge, 19-20/x3 (and not conisdered keen!). My wiz/rog really does some serious damage with it, and that's wihtout Imbues or Improved Crit yet. If you can grind out an Unwavering Ardency from Abbot, you'll do monster damage

    # Unwavering Ardency - +3 Longbow (2d12 damage): Immunity to Fear, Cursespewing, Slowburst
    and a quiver of alacrity to go with it.

    I also have a PM with augment summon, and I think its definitely win, I run around with a small army of a hireling, pet and summon and do quite well.

    for Meta My AA wiz has Extend, Enlarge, Empower, Maximize, Heighten, and Spell Pen.

    Major Enhancements inlclude 2 levels of Max sp reduction, 1 empower, 1 heighten, I find that gives the most sp savings, important on wiz's

    Also full Fire/cold amp, crit chance, and multiplier, and 1 level of spell pen enhancement

    2 Racial toughness and 1 Toughness from fighter and 1 level of ranged/attack dmg

    Plus he has all the trapmonkey goodies, maxed UMD for heal scrolls/Divine Power/Raise etc.


    He's level 10 now (8wiz/2rog) he's pretty mean using a silver bow, and was decent at melee thanks to his ridiculously high str of 18 with 16base +2 super supreme tome, and solo's well. I might have to end up LRing him at cap to make him moar raid worthy, but he's fun to play
    Last edited by mournbladereigns; 10-03-2010 at 06:58 AM.

  14. #14
    Community Member sirdanile's Avatar
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    Quote Originally Posted by unbongwah View Post
    OK, I presume you realize low BAB is one of this build's weaknesses and you plan to stock up on Divine Power clickies. But if not: hey, your BAB is t3h suck, go stock up on DP clickies, d00d!

    Are you sure Pale Master is a better choice than Archmage? Much as I like the idea of an undead summoner / archer, in my experience most summons suck and die too quick to be of much help. Although I think I read they're getting a boost in U7, IIRC; has anyone tested them on Lamannia?
    http://forums.ddo.com/showthread.php?t=276013

    Ahem.

    To the build, I don't like the hp total but it's workable, movement and self haste/displace really helps survival.

    DP clickies or hope that tensers drops the casting loss.
    The bird of Hermes is my name, Eating my wings to keep me tame.
    Thelanis
    Toons: Diclonius, Sempresno, Slitmuno, Slitmdos, Slitmtres, Skyfe, Calcatrix, Marcosias, Sumona, Tarokian, Etc.

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