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Thread: TR caster build

  1. #1
    Community Member darko.87's Avatar
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    Default TR caster build

    Code:
    Character Plan by DDO Character Planner Version 3.7.2
    DDO Character Planner Home Page
    
    Miac Spellweaver
    Level 20 Lawful Good Warforged Female
    (20 Wizard) 
    Hit Points: 240
    Spell Points: 1756 
    BAB: 10\10\15\20
    Fortitude: 13
    Reflex: 6
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                 10                   10
    Dexterity             8                 10                   10
    Constitution         20                 22                   24
    Intelligence         18                 25                   28
    Wisdom                6                  8                    8
    Charisma              8                 10                   10
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               1                 11.5                 11.5
    Bluff                -1                  0                    0
    Concentration         9                 30                   34
    Diplomacy             1                 11.5                 11.5
    Disable Device        n/a               n/a                   n/a
    Haggle                1                 11.5                 11.5
    Heal                 -2                 -1                   -1
    Hide                 -1                  0                    0
    Intimidate           -1                  0                    0
    Jump                  1                  5                    5
    Listen               -2                 -1                   -1
    Move Silently        -1                  6                    6
    Open Lock            n/a                n/a                   n/a
    Perform              n/a                n/a                   n/a
    Repair                4                 16                   16
    Search                4                  9                    9
    Spot                 -2                 10.5                 10.5
    Swim                 -1                  0                    0
    Tumble               n/a                 1                    1
    Use Magic Device      1                 11.5                 11.5
    
    {\b {\ul Notable Equipment }} \par Quorforged Docent of Battle (Upgraded) \par Clever Goggles \par  \par Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Diplomacy (+2)
    Skill: Haggle (+2)
    Skill: Jump (+2)
    Skill: Use Magic Device (+2)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Mental Toughness
    Feat: (Past Life) Past Life: Wizard
    Enhancement: Improved Concentration I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Force 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: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Intelligence I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Past Life: Arcane Initiate
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Lineage of Force I
    Enhancement: Warforged Constitution I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Improved Concentration II
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Force Manipulation II
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Maximize Spell
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Enchantment
    Enhancement: Wizard Intelligence II
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Force Manipulation III
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Spot (+1.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Spot (+1.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Enchantment
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Spot (+1.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Empower Spell
    Enhancement: Wizard Intelligence III
    Enhancement: Warforged Constitution II
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Spot (+1.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Elemental Manipulation IV
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Spot (+1.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Transmutation
    Enhancement: Improved Concentration III
    Enhancement: Improved Concentration IV
    Enhancement: Wizard Archmage I
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Repair (+2)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Force Manipulation IV
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Repair (+2)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Repair (+2)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Greater Spell Focus: Transmutation
    Feat: (Selected) Spell Penetration
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Wizard Archmage II
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Archmage III
    Enhancement: Wizard Archmage IV
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Move Silently (+1.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Move Silently (+1.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Move Silently (+1.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Move Silently (+1.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Heighten Spell
    Enhancement: Archmage Secondary Spell Mastery I: Enchantment
    Enhancement: Archmage Spell Mastery I: Transmutation
    Enhancement: Transmutation I - Jump
    Enhancement: Transmutation II - Knock
    Enhancement: Transmutation III - Haste
    Last edited by darko.87; 11-30-2010 at 05:43 PM.
    Quote Originally Posted by phalaeo View Post
    Someone remembered to equip their Superior Smackdown VI Scepter of Greater B*tchslapping when they left the house today!
    Quote Originally Posted by Lorz View Post
    And on That note.......Rape is no laughing matter...unless of course your raping a clown

  2. #2

    Default

    Quote Originally Posted by darko.87 View Post
    Starting Ending Feat/Enhancement
    Base Skills Base Skills Modified Skills
    Skills (Level 1) (Level 20) (Level 20)

    Balance 1 11.5 11.5
    Bluff -1 0 0
    Concentration 9 30 34
    Diplomacy 1 11.5 11.5
    Disable Device n/a n/a n/a
    Haggle 1 11.5 11.5
    Heal -2 -1 -1
    Hide -1 0 0
    Intimidate -1 0 0
    Jump 1 5 5
    Listen -2 -1 -1
    Move Silently -1 6 6
    Open Lock n/a n/a n/a
    Perform n/a n/a n/a
    Repair 4 16 16
    Search 4 9 9
    Spot -2 10.5 10.5
    Swim -1 0 0
    Tumble n/a 1 1
    Use Magic Device 1 11.5 11.5
    WF wiz are more or less the same. You may just search for any existing build.

    for the skills, 0.5 doesn't count. so it is better to have 11,11,1 than 11.5, 11.5, 0. Repair is useless. You would want to put some points in Jump. Jump spell gives you +30 and it is desirable to get to 40 (which is the max) in any time in end game. Move silent, Tumble, are possibly useful skills.

    The Character Planner's format is quite hard to read. Just make sure you didn't forget to take the capstone.

    Good align gives no benefit to a wiz. you will suffer (-hp, if i remember correct) for using Litany). Most wiz goes for neutral good. The only benefit of lawful is that if you suddenly want to LR to wiz/mnk, it will cost less TP.

    I personally think AM Transmutation not useful but it is just me. You could play in a style that could utilize the AM specialty. Extended Haste costs u around 30-40sp without SLA. I wonder if you really save a lot of SP in most quests with the SLA. (if you don't buy the SLA with 125 SP, you could use the extra SP to cast haste; also consider that the action points you invested in AM could be used in metamagic efficiency)
    ddoer.com: timer tracker, completions tracker, search engine, puzzle solver, xp table
    My toons on Argo: Salade TR2 Wiz20, Speedo ESoS Fighter, MangoSalade TR2 Wiz18/Mnk2, EvaHealer Clr18/Mnk2

  3. #3
    Community Member Jaid314's Avatar
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    4,785

    Default

    Quote Originally Posted by ddoer View Post
    WF wiz are more or less the same. You may just search for any existing build.

    for the skills, 0.5 doesn't count. so it is better to have 11,11,1 than 11.5, 11.5, 0. Repair is useless. You would want to put some points in Jump. Jump spell gives you +30 and it is desirable to get to 40 (which is the max) in any time in end game. Move silent, Tumble, are possibly useful skills.

    The Character Planner's format is quite hard to read. Just make sure you didn't forget to take the capstone.

    Good align gives no benefit to a wiz. you will suffer (-hp, if i remember correct) for using Litany). Most wiz goes for neutral good. The only benefit of lawful is that if you suddenly want to LR to wiz/mnk, it will cost less TP.

    I personally think AM Transmutation not useful but it is just me. You could play in a style that could utilize the AM specialty. Extended Haste costs u around 30-40sp without SLA. I wonder if you really save a lot of SP in most quests with the SLA. (if you don't buy the SLA with 125 SP, you could use the extra SP to cast haste; also consider that the action points you invested in AM could be used in metamagic efficiency)
    just checking, did you by any chance mean most wizards go for true neutral? (also, a negative level would give you -1 caster level, -1 to all saves, and -1 to hit).

    and i agree, AM transmutation is a terrible waste.

  4. #4
    Community Member darko.87's Avatar
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    Default

    Quote Originally Posted by ddoer View Post
    Jump spell gives you +30 and it is desirable to get to 40 (which is the max) in any time in end game. Move silent, Tumble, are possibly useful skills.
    Jump caps at 40. 30 from the jump spell, four from GH, and one from rage, plus five from my own skill points. That equals 40.

    Quote Originally Posted by ddoer View Post
    I personally think AM Transmutation not useful but it is just me. You could play in a style that could utilize the AM specialty. Extended Haste costs u around 30-40sp without SLA. I wonder if you really save a lot of SP in most quests with the SLA. (if you don't buy the SLA with 125 SP, you could use the extra SP to cast haste; also consider that the action points you invested in AM could be used in metamagic efficiency)
    I have plenty of SP, and I've done the math. I'd save more SP if I use 125 SP for haste. Not to mention jump.


    I've thought this build out. I'm happy with it.
    Quote Originally Posted by phalaeo View Post
    Someone remembered to equip their Superior Smackdown VI Scepter of Greater B*tchslapping when they left the house today!
    Quote Originally Posted by Lorz View Post
    And on That note.......Rape is no laughing matter...unless of course your raping a clown

  5. #5

    Default

    Quote Originally Posted by Jaid314 View Post
    just checking, did you by any chance mean most wizards go for true neutral? (also, a negative level would give you -1 caster level, -1 to all saves, and -1 to hit).

    and i agree, AM transmutation is a terrible waste.
    yes, i meant most go for true neutral, that was a typo.


    Quote Originally Posted by darko.87 View Post
    I have plenty of SP, and I've done the math. I'd save more SP if I use 125 SP for haste. Not to mention jump.

    I've thought this build out. I'm happy with it.
    Good. I always think the beauty of this game is we can build different kind of toons that fit our own playstyle. Many of guildies strongly advocate AM enchanter while my main toon still go for pale master as it fit my playstyle. There is actually nothing wrong to specialize in haste, it is just not the most useful specialty for epic quests.
    ddoer.com: timer tracker, completions tracker, search engine, puzzle solver, xp table
    My toons on Argo: Salade TR2 Wiz20, Speedo ESoS Fighter, MangoSalade TR2 Wiz18/Mnk2, EvaHealer Clr18/Mnk2

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