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  1. #21
    Community Member sephiroth1084's Avatar
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    Pretty sure much of the point of this is to build around Augment Summoning, which PM does much better than AM (my assumption is that you can have both a skeletal minion and a summoned monster out at the same time).
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  2. #22
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by sephiroth1084 View Post
    Pretty sure much of the point of this is to build around Augment Summoning, which PM does much better than AM (my assumption is that you can have both a skeletal minion and a summoned monster out at the same time).
    You can; I've leveled one of these up a ways (and then deleted it, but that's a different story).
    Ghallanda - now with fewer alts and more ghostbane

  3. #23
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by sephiroth1084 View Post
    Pretty sure much of the point of this is to build around Augment Summoning, which PM does much better than AM (my assumption is that you can have both a skeletal minion and a summoned monster out at the same time).
    This is indeed the intent and PM works much better with the concept
    In U7 you will have a choice of monster summons
    PM gives a choice of skellies
    Charm undead is a necro skill (not enchant) - so fits nicely in this theme

  4. #24
    Community Member OldAquarian's Avatar
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    Having a lot of fun with this
    Starting to see that Human would be good for the extra feat
    Will consider that for a TR - this way the past life feat doesn't bump any existing feat

  5. #25
    Community Member Entelech's Avatar
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    Augment Summoning does indeed help out the Pale Master pets...

    But it also helps out charmed critters. And Archmage does considerably more for Charm than PM does.

    There are advantages to both strategies, and I thought Archmage deserved a brief mention.

  6. #26
    Community Member Flmngo's Avatar
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    Forgive the less than stellar question...

    I've been asked to play a wizard with a low-level, RP group. I've been playing DDO for some time and have a couple of mid-level alts, but only rogues and rangers. (save your rants for other threads ;P)

    I really like this build as it is both straight-forward for a newbie-wizard player and elegant. However, I'm not seeing the allocation of skills. Perhaps they are just so well-known for wizards that you thought they didn't need stating..

    ...but could you?

    I see in other build threads that Concentration, UMD, and Diplomacy are good. I also thought of Hide and MS since this build relies on critters getting all the aggro. I thought to round out the starting skills with Haggle and Spot for lack of any better choice.

    Thanks for any advice.

    ~ Flmngo
    Sarlona Server: Djanai, Kalfir, Chiahna Thel

  7. #27
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by Flmngo View Post
    Forgive the less than stellar question...

    I've been asked to play a wizard with a low-level, RP group. I've been playing DDO for some time and have a couple of mid-level alts, but only rogues and rangers. (save your rants for other threads ;P)

    I really like this build as it is both straight-forward for a newbie-wizard player and elegant. However, I'm not seeing the allocation of skills. Perhaps they are just so well-known for wizards that you thought they didn't need stating..

    ...but could you?

    I see in other build threads that Concentration, UMD, and Diplomacy are good. I also thought of Hide and MS since this build relies on critters getting all the aggro. I thought to round out the starting skills with Haggle and Spot for lack of any better choice.

    Thanks for any advice.

    ~ Flmngo
    Mostly, after Concentration, wizard skills come entirely down to preference. Personally, I'd take at least 1 or 2 ranks in Tumble, about 6 in Jump, max Balance and then everything is up to you. Hide, Move Silently, Haggle, UMD are all decent options.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  8. #28
    Community Member Flmngo's Avatar
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    Thanks! Exactly what I needed.
    Sarlona Server: Djanai, Kalfir, Chiahna Thel

  9. #29
    Community Member Dark_Necromancer's Avatar
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    Red face Hmmmmmm.......

    Great build. Just one problem I have (and it's not just with yours). In a lot of builds they give you where you start, and where you end up at level 20, but they don't tell you how they get there. One thing I would love to have level by level is a progression of skill points you would spend if you wanted to keep the build balanced. I'm saying this because this looks like an incredible build that I've been wanting to try out for a while. This may be very noobish, but I would really appreciate it.


    Also. Why are all the enhancements at the end???
    Last edited by Dark_Necromancer; 12-31-2010 at 03:45 PM.
    "Do you know what your sin is Mal?"
    Ah Hell... I'm a fan of all seven.
    -Serenity

  10. #30
    Community Member shagath's Avatar
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    Quote Originally Posted by OldAquarian View Post
    I have seen posts putting quicken in the required list, but I'm missing why
    The reason is that when you are in PM form, you will be taking care of your own heals most of the time. That means when you get aggro, you will lose hp and you want it back by getting negative energy burst in time.. Concentration check failure would mean death in many cases. It's almost same for WF casters with reconstruct but the difference is that they still can be healed normally so it's not that must for them. Quicken is on my PM required feats list. The harder the content, more you need this. Epics, elite amrath, higher level raids on elite and stuff like that.. (the stuff why you are trying to hit those high enchantment dc's)

    You will see if you need this just by playing normally, if you fail a concentration check and die -> swap a feat.

    :: [ Air Savant - Level 160 ] ::

  11. #31
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by shagath View Post
    The reason is that when you are in PM form, you will be taking care of your own heals most of the time. That means when you get aggro, you will lose hp and you want it back by getting negative energy burst in time.. Concentration check failure would mean death in many cases. It's almost same for WF casters with reconstruct but the difference is that they still can be healed normally so it's not that must for them. Quicken is on my PM required feats list. The harder the content, more you need this. Epics, elite amrath, higher level raids on elite and stuff like that.. (the stuff why you are trying to hit those high enchantment dc's)

    You will see if you need this just by playing normally, if you fail a concentration check and die -> swap a feat.
    Not even just because of Concentration, but also in situations where you may get knocked down or otherwise prevented from casting. Also, NEB seems to occupy the space in which you originate the casting, so if you move too quickly, you can actually move out of your burst before it would heal you. Quicken helps by bringing the casting time closer to your movement rate, though it appears to still be possible to miss yourself with a heal. I'd really like this to be changed, actually, as it seems kind of an odd function of the spell.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  12. #32
    Community Member Dark_Necromancer's Avatar
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    Question My own interpretation...

    This is my own take on the build. Any (polite) criticism is appreciated.

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Recnamorcen 
    Level 20 True Neutral Drow Male
    (20 Wizard) 
    Hit Points: 244
    Spell Points: 1814 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 6
    Will: 11
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (28 Point)       (Level 1)          (Level 20)        
    Strength             12                 12            
    Dexterity            10                 10            
    Constitution         13                 16            
    Intelligence         20                 27            
    Wisdom                8                  8            
    Charisma             10                 10            
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +2 Tome of Intelligence used at level 7
    +1 Tome of Constitution used at level 11
    +1 Tome of Intelligence used at level 16
    +1 Tome of Intelligence used at level 20
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               2                 11.5          
    Bluff                 0                  0            
    Concentration         4                 22            
    Diplomacy             2                 11.5          
    Disable Device        n/a              n/a            
    Haggle                0.5                8.5          
    Heal                 -1                 -1            
    Hide                  2                 11.5          
    Intimidate            0                  0            
    Jump                  1                  3            
    Listen               -1                  0            
    Move Silently         2                 11.5          
    Open Lock             n/a               n/a           
    Perform               n/a               n/a           
    Repair                5                 11            
    Search                5                 11            
    Spot                 -1                 -1            
    Swim                  1                  1            
    Tumble                2                 11.5          
    Use Magic Device      2                 11.5          
    
    Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+3)
    Skill: Diplomacy (+2)
    Skill: Haggle (+0.5)
    Skill: Hide (+2)
    Skill: Move Silently (+2)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Wizard Bonus) Augment Summoning
    Feat: (Selected) Spell Focus: Enchantment
    Spell (1): Charm Person
    Spell (1): Expeditious Retreat
    Spell (1): Mage Armor
    Spell (1): Niac's Cold Ray
    Spell (1): Sleep
    Spell (1): Summon Monster I
    Spell (1): Feather Fall
    Spell (1): Cause Fear
    Enhancement: Improved Concentration I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (1): Jump
    Spell (1): Tumble
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand and Scroll Mastery I
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Necromancy
    Spell (2): Command Undead
    Spell (2): Lesser Death Aura
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Wand Heightening I
    
    
    Level 4 (Wizard)
    Ability Raise: CON
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Blur
    Spell (2): Resist Energy
    Enhancement: Elven Perception I
    Enhancement: Elven Keen Eyes I
    Enhancement: Improved Concentration II
    Enhancement: Wizard Subtle Spellcasting I
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Extend Spell
    Spell (3): Haste
    Spell (2): Web
    Enhancement: Elven Keen Eyes II
    Enhancement: Wizard Lineage of Energy I
    Enhancement: Wizard Lineage of Deadly Energy I
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Spell (2): Invisibility
    Spell (2): Summon Monster II
    Enhancement: Wizard Pale Master I
    Enhancement: Summon Skeleton Archer
    Enhancement: Summon Skeletal Knight
    Enhancement: Summon Skeletal Mage
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (3): Displacement
    Spell (4): Death Aura
    Enhancement: Wizard Improved Empowering I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Spell (4): Summon Monster IV
    Spell (4): Negative Energy Burst
    Enhancement: Wizard Intelligence II
    
    
    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Spell (5): Summon Monster V
    Spell (4): Charm Monster
    Enhancement: Wizard Improved Empowering II
    Enhancement: Wizard Lineage of Deadly Elements I
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+2)
    Skill: Diplomacy (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Mental Toughness
    Spell (5): Dominate Person
    Spell (5): Cloudkill
    Enhancement: Wizard Lineage of Energy II
    Enhancement: Wizard Lineage of Elements II
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (6): Summon Monster VI
    Spell (6): Create Undead
    
    
    Level 12 (Wizard)
    Ability Raise: CON
    Skill: Balance (+0.5)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (6): Disintegrate
    Spell (6): Shadow Walk
    Enhancement: Wizard Intelligence III
    Enhancement: Wizard Wand and Scroll Mastery II
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Finger of Death
    Spell (7): Summon Monster VII
    Enhancement: Wizard Pale Master II
    Enhancement: Summon Blackbone Knight
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Control Undead
    Spell (6): Mass Suggestion
    Enhancement: Summon Blackbone Archer
    Enhancement: Summon Blackbone Mage
    Enhancement: Shroud of the Wraith
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Improved Mental Toughness
    Feat: (Selected) Toughness
    Spell (8): Summon Monster VIII
    Spell (8): Symbol of Death
    Enhancement: Racial Toughness I
    Enhancement: Shroud of the Lich
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Mass Charm Monster
    Spell (8): Horrid Wilting
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Hide (+0.5)
    Skill: Listen (+1)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Dominate Monster
    Spell (9): Wail of the Banshee
    Enhancement: Wizard Lineage of Deadly Energy II
    Enhancement: Wizard Lineage of Deadly Elements II
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Toughness
    Spell (9): Energy Drain
    Spell (9): Power Word: Kill
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Pale Master III
    Enhancement: Summon Frostmarrow Knight
    
    
    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Summon Monster IX
    Spell (9): Meteor Swarm
    Enhancement: Racial Toughness II
    Enhancement: Summon Frostmarrow Archer
    Enhancement: Summon Frostmarrow Mage
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (8): Trap the Soul
    Spell (8): Polar Ray
    Enhancement: Wizard Master of Magic
    Enhancement: Wizard Wand Heightening II
    "Do you know what your sin is Mal?"
    Ah Hell... I'm a fan of all seven.
    -Serenity

  13. #33
    Community Member sephiroth1084's Avatar
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    First glance:
    More Con.

    Slightly longer first glance:
    You have feats not plugged in.

    Take Toughness earlier, SF: Enchantment later, dump Improved Mental Toughness, and take Quicken.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  14. #34
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by Dark_Necromancer View Post
    Great build. Just one problem I have (and it's not just with yours). In a lot of builds they give you where you start, and where you end up at level 20, but they don't tell you how they get there. One thing I would love to have level by level is a progression of skill points you would spend if you wanted to keep the build balanced. I'm saying this because this looks like an incredible build that I've been wanting to try out for a while. This may be very noobish, but I would really appreciate it.


    Also. Why are all the enhancements at the end???
    I agree with you on the skills progression -- that's often not obvious.

    The reason many builds list the enhancements at the end, though, is that enhancements can be changed easily and cheaply. It makes sense to change your enhancements a few times as you're leveling up your character, as the spells and abilities you're using and the content you're running change. When people list enhancements in a build, they're just guidelines for what enhancements might look like at max level -- it's expected and encouraged that anyone using the build will try out different enhancement configurations.

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