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).
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!
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
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.
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
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!
Thanks! Exactly what I needed.
Sarlona Server: Djanai, Kalfir, Chiahna Thel
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
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 ] ::
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!
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
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!
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.