The Arcane Cannon
aka, Why Didn't I Roll a Sorcerer?!
A look at the Archmage as something other than an Enchanter
While infusing the spirit of the Ranged DPS Caster archetype
With more potency than an Eternal Wand of Heightened Maximized Fireball.
http://compendium.ddo.com/wiki/Path:Arcane_Cannon
For the wizard who absolutely must blow everything to smithereens.
Race: Warforged
Class: Wizard
Alignment: True Neutral
Starting Stats: Max Con and Int, dump to Charisma for UMD
Code:
Level 20 Neutral Warforged Wizard - Past Life: Wizard
Starting Feat/Enhancement/Tome
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 8 8
Dexterity 8 8
Constitution 20 22
Intelligence 18 30 *+3 Tome
Wisdom 6 6
Charisma 8 *UMD 8
Feat Selection
Past Life: Wizard (+2 Spell Pen)
1 - Toughness
1 - Extend
3 - Past Life: Arcane Initiate (+1 DC all spells, SLA)
5 - Spell Focus: Evocation
6 - Mental Toughness
9 - Empower
10 - Maximize
12 - Greater Spell Focus: Evocation
15 - Quicken Spell
15 - Spell Penetration
18 - Heighten Spell
20 - Greater Spell Penetration
Enhancement Selection
Arcane Bolt
Archmage Spell Mastery I: Evocation
Evocation I - Magic Missile
Evocation II - Gust of Wind
Evocation III - Chain Missiles
Improved Concentration I
Improved Concentration II
Improved Concentration III
Racial Toughness I
Warforged Constitution I
Warforged Constitution II
Warforged Inscribed Armor I
Wizard Archmage I
Wizard Archmage II
Wizard Archmage III
Wizard Elemental Manipulation I
Wizard Elemental Manipulation II
Wizard Elemental Manipulation III
Wizard Elemental Manipulation IV
Wizard Energy of the Scholar I
Wizard Energy of the Scholar II
Wizard Energy of the Scholar III
Wizard Force Manipulation I
Wizard Force Manipulation II
Wizard Force Manipulation III
Wizard Force Manipulation IV
Wizard Intelligence I
Wizard Intelligence II
Wizard Lineage of Deadly Elements I
Wizard Lineage of Deadly Elements II
Wizard Lineage of Deadly Elements III
Wizard Lineage of Deadly Force I
Wizard Lineage of Deadly Force II
Wizard Lineage of Deadly Force III
Wizard Lineage of Elements I
Wizard Lineage of Elements II
Wizard Lineage of Elements III
Wizard Lineage of Force I
Wizard Lineage of Force II
Wizard Lineage of Force III
Wizard Master of Magic (+2 int, -1 metamagic cost)
AP Spent - 80
Archmage SP Gain - 250 SP
Archmage SP Cost - 250 SP
The Immovable Object
Race Highlight: Warforged
Four Points of Constitution over any other race (+40 hp from Con, +10 Racial Toughness I)
Immune to sleep, hold person, energy drain, nausea, exhaustion, poison, disease, and paralysis effects
Immunity to spells targeting a humanoid
Eternal water breathing
Light Fortification (in case you LOVE Yugo pots)
Powerful self-healing Repair spells and buffs with Reconstruction amplified by Force Enhancements.
The Unstoppable Force
Because, really, 'Kill it with fire' should be your FIRST reaction to a problem.
It's a given that wizards are expected to do a little of everything, but the focus of the Cannon™ is its irresistible offense. Fire and Cold give you the strongest spells to supplement your Force attacks, and while it's not going to make the best of enchanters, you can leave that to the bards. Note that for most of the game you're better off with instant death Pale Masters, but it's a fun alternative. Here's what you'll be using outside your spellbook:
Arcane Bolt - 1d6/level Reflex Force [cap: 20d6 * item/enhance]
*Arcane Blast - 1d6/level Reflex Force AOE [cap: 20d6 * item/enhance]
Arcane Initiate - 1d2+3 x10 Force - 10/day [cap: 10d2+30 * item/enhance]
**Arcane Prodigy - 1d12/two levels Random Element - 10/day [cap: 10d12 * item/enhance]
Magic Missile SLA - 1d2+3 x5 Force *for 1 SP* [cap: 5d2+15 * item/enhance * FREE metamagics]
Gust of Wind SLA - Clears clouds/firewall *for 3 SP* [Prerequisite, might as well enjoy it]
Chain Missiles SLA - 1d4+1 x10 Force *for 6 SP* [cap: 10d4+10 * item/enhance * FREE metamagics]
* Optional: If you take Archmage IV
** Optional: If you sorcerer past life feat
Reincarnation Heritage
Arcane Initiate > Arcane Prodigy
It is my opinion the Past Life: Wizard feat fits the theme of the build better and the +1 DC to all spells is too good to pass up. Sorcerer TRs get a +1 DC to Evocation and can use a better elemental nuke SLA, but losing the Wizard will mean not gaining the +2 Spell Pen, +1 DC all spells and improved Magic Missile SLA. Unless you simply don't have a TRed wizard, the Wizard past life is hands down better when you're desperate for DC bonuses.
Archmage III vs Archmage IV
Is Arcane Blast worth it?
This is an alternate pro-con settlement. Since we're Evocation-specced here, the DCs aren't as crucial as Enchantment or Necromancy. Doing half damage is annoying, but you're not here to be the main source of damage, plus many of the evocation spells you'll be casting do not allow saving throws (i.e. Polar Ray, Magic Missile, etc), and Otto's Dancing Sphere negates Reflex saves fairly well. Archmage IV will only help your Evocation spells, and your AP will already be tight (might need to take away from criticals), so make sure it's worth it. The benefit? One more spammable AOE force attack.
Cost of Archmage IV:
Must take Wizard Int III - 6 AP
Archmage IV - 1 AP
Archmage Spell Mastery II: Evocation - 1 AP
Arcane Blast - 1 AP
Total AP Spent - 9 AP
Loss of Spell Points - 100 SP
Benefit - Arcane Blast, +1 Int, and +1 DC evocation
Generalist to Specialist
Power demands sacrifice.
Pro: You can play like the spell slinging blaster Mage of other online games.
Con: Your role in a party is less about control, which might strain your healer more.
Pro: You carry sustainable DPS throughout a dungeon in between your usual rounds of Wall of Fire and Ice Storm spells, Fogs, Clouds, Polar Rays, and buffing.
Con: In no way are you a DPS melee class, but you should perform better on raids where most wizards are conserving spell points.
Pro: Evocation DCs will be similar to a sorcerer, along with multiple fast-cast hotbar DPS clickies you can chain.
Con: Crowd Control DCs will not be maximized, and late game you're mostly buffing/nuking.
Pros: Cheap SLAs with free metamagic applications will mean running all metamagics will be the norm, and this will scarcely affect your performance.
Cons: By not taking the metamagic enhancements, you'll have more expensive non-SLA spells that go from commonly cast to boss-exclusive Trump cards.
~~~
So if you just want a change of pace, or you're secretly hoping for the eldritch Warlock base class to make it in, give the build a whirl.
Just don't forget to shout out "Magic Missile!" each time you fire an SLA.
While holding the Ventrilo button down.
In the middle of your guild raid.
~ Designed for use with a single TR character.