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  1. #1
    Community Member Keplih's Avatar
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    Default Drow Wizard Pale Master

    Build Name: Drow Wizard Pale Master
    Author: Keplih
    Last Updated: 12/20/10

    Key Words [Wizard, 28pts, Pale Master, Drow]

    Objectives
    As a F2P player with no gold income, or magical tomes, to speak of, I wanted to create a wizard which took advantage of the Drow bonuses because I don't have access to the 32 pt build or Warforged, but I do have access to Drow. I also wanted a wizard that could make use of the Robe of Shadow from the Mabar event. I've created the wizard already and he has his robe and wand. I'm looking to see if there are ways to streamline the enhancements, or if the choices I will be taking/have taken need to be redone. I might be able to change a few feats.

    Summary Haves
    - Drow
    - 28 pt build
    - Robe of Shadow from Mabar event
    - +7 Eternal Wand of Disrupt Undead
    - Ability to change feats (limited)
    - Ability to change enhancements

    Summary Have-Nots
    - Warforged
    - 32 pt build
    - Stat Tomes
    - Gear farmed from a higher level character

    Design
    I felt that he should be at least moderately melee capable for all those wonderful times I run out of spell points.
    With the surplus of skill points on this character, I felt these choices, though less than optimal, created a more rounded character for solo play when needed.

    The undead knight summoning adds another summoned creature beyond Monster Summoning which helps keep mobs at bay while spells are lobbed.

    Following the Elemental paths seemed standard, and I couldn't find any paths for Negative Energy.

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Male
    (20 Wizard) 
    Hit Points: 192
    Spell Points: 1546 
    BAB: 10\10\15\20
    Fortitude: 8
    Reflex: 6
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    14                    Need
    Dexterity            10                    10                    Lesser
    Constitution         14                    14                    Heart
    Intelligence         18                    28                    Of
    Wisdom               10                    10                    Wood
    Charisma             10                    10                    
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                    11
    Bluff                 0                     0
    Concentration         6                    25
    Diplomacy             2                    11
    Disable Device        n/a                   n/a
    Haggle                1                    11
    Heal                  0                     0
    Hide                  0                     0
    Intimidate            0                     0
    Jump                  4                    13
    Listen                0                     2
    Move Silently         0                     0
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                4                    10
    Search                4                    11
    Spot                  0                    12
    Swim                  2                     2
    Tumble                1                     1
    Use Magic Device      2                    11
    
    Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Diplomacy (+2)
    Skill: Haggle (+1)
    Skill: Jump (+2)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Toughness
    Enhancement: Drow Weapon Damage 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: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Wizard Intelligence 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) Spell Focus: Enchantment
    Enhancement: Racial Toughness I
    Enhancement: Wizard Lineage of Elements I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Subtle Spellcasting I
    Enhancement: Wizard Pale Master I
    Enhancement: Summon Skeletal Knight
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Intelligence II
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Elemental Manipulation III
    
    
    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Enchanting
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Lineage of Deadly Elements II
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Augmented Summoning
    Enhancement: Wizard Improved Maximizing II
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    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: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master II
    Enhancement: Summon Blackbone Knight
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Quicken Spell
    Feat: (Selected) Spell Penetration
    Enhancement: Wizard Lineage of Elements III
    Enhancement: Wizard Intelligence III
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Lineage of Deadly Elements III
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Spell Penetration II
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Penetration
    Enhancement: Wizard Subtle Spellcasting II
    Enhancement: Wizard Pale Master III
    Enhancement: Summon Frostmarrow Knight
    
    
    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Repair (+1)
    Skill: Spot (+3)
    Feat: (Wizard Bonus) Heighten Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Wizard Improved Maximizing III

    Argonnessen: Kepmyr // Keplih // Kepshia // (TBA) Cannith: (none) Ghallanda: (none)
    Khyber: Kepliah Orien: Static RP Sarlona: (none) Thelanis: (none)
    Last edited by Keplih; 01-31-2011 at 08:37 AM.

  2. #2
    Community Member Entelech's Avatar
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    Some suggestions:

    (1) Start with a 20 Int. You're taking at least 18 levels of Wizard. Build for it. Dropping Str to 10 and Wis to 8 will get you there.

    (2) Being "moderately melee capable" will get you to level 8. Then it will get you killed.

    (3) You mention a surplus of skill points. Taking a splash of Rogue means these skill points will not go to waste.

    Take level 1 as Rogue. Then take Wizard levels straight through to level 8, where you get Fire Wall. Then take a second level of Rogue, then the rest Wizard.

    The 18/2 split gives you:
    -Light Armor proficiency (great at low-mid levels, esp. with Arcane Fluidity at reduced cost now)
    -Evasion (which will save you a LOT if you also take the Insightful Reflexes feat)
    -Hide, Move Silently, Diplomacy, and Use Magic Device as class skills.
    -Still get 9th level spells.

    The high Hide and Move Silently are awesome for a summoner build with the Augment Summoning feat. The bad guys see your pets but not you. This lets you set them up for death spells, charm, hold, or whatever you like. And it's a strategy for solo and group play that is worth giving up the capstone for.

    Use Magic Device is, put simply, the most powerful skill in the game.

  3. #3
    Community Member
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    If you take the rogue levels you give up

    1) Capstone
    2) 200 spell points
    3) Spell penetration
    4) Bonus Feat

    If you were to re-roll you should take the 20 Intelligence.

    You probably don't see to many negative energy suggestions because it comes free with the PRE so it's more of a shuffling of AP from X to Y. Enhancements can also be reset very easily so I suggest you play around with them.

    Switch out one of your earlier feats - I suggest insightful reflexes or mental toughness - for Maximize. Having maximize for your firewall at level 7/8 is wonderful and it's the only way to get decent dps out of a wizard at that level. You can do a lot with a wizard solo if you have Maximize and a lot less if you don't. So I highly recommend you fit it into your early levels.
    Last edited by Synthetic; 12-06-2010 at 01:58 AM.

  4. #4
    Community Member voodoogroves's Avatar
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    I'm going to suggest a middle ground.

    STR 10, INT 20, CON 14

    Go Wizard 20.

    You'll be ok in the early levels if you want to beat-face even with a STR of 10. At the higher levels (12+) your necrotic touch/bolt and blast will be pretty significant.

    If you're going for INT, I say go for INT. Pale Master is great because it can get decent DCs even with the necro focus via the bonus from Lich form. Capstone helps that as well, minimizing your need to take other Spell Focus feats.

    I would not take Insightful Reflexes unless you had evasion.

    Bring Maximize in closer - you'll want that to land key Walls of Fire from 7th on. Maybe take Maximize at 6th where you had Insightful.

    I don't see Heighten. That is kind of a must-have. Take it at 15th where you had Maximize.

    You don't need Mental Toughness unless you really really want Wraith form. Better to take Empower earlier or another Spell Focus.
    Ghallanda - now with fewer alts and more ghostbane

  5. #5
    Community Member Thuulandru's Avatar
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    Question regarding Drow Wizard Pale Master that I'm building.

    At level 6 with the right enhancements, I'll be able to summon Skeleton Knight, Archer, or Mage.
    Will I also be able to use Summon Monster spell/scroll as well at the same time ?

  6. #6
    Community Member Jaid314's Avatar
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    Quote Originally Posted by Thuulandru View Post
    Question regarding Drow Wizard Pale Master that I'm building.

    At level 6 with the right enhancements, I'll be able to summon Skeleton Knight, Archer, or Mage.
    Will I also be able to use Summon Monster spell/scroll as well at the same time ?
    yes.

  7. #7
    Hero
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    Quote Originally Posted by voodoogroves View Post
    I'm going to suggest a middle ground.

    STR 10, INT 20, CON 14

    Go Wizard 20.

    You'll be ok in the early levels if you want to beat-face even with a STR of 10. At the higher levels (12+) your necrotic touch/bolt and blast will be pretty significant.

    If you're going for INT, I say go for INT. Pale Master is great because it can get decent DCs even with the necro focus via the bonus from Lich form. Capstone helps that as well, minimizing your need to take other Spell Focus feats.

    I would not take Insightful Reflexes unless you had evasion.

    Bring Maximize in closer - you'll want that to land key Walls of Fire from 7th on. Maybe take Maximize at 6th where you had Insightful.

    I don't see Heighten. That is kind of a must-have. Take it at 15th where you had Maximize.

    You don't need Mental Toughness unless you really really want Wraith form. Better to take Empower earlier or another Spell Focus.
    This is good advice. 20 INT and 14 CON are solid. Dumping the rest of your stat points in STR is fine. You don't want to have to deal with encumbrance issues, and you want to shoot for 12 STR so you won't become helpless after becoming enfeebled. (+2 STR available from a ship shrine buff.)

    With the number of shrines in early levels, there's no reason why you shouldn't take Empower and Maximize at level 1. Run through a quest, collect mobs, Burning Hands. It's that simple.
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  8. #8
    Community Member irivan's Avatar
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    Quote Originally Posted by Keplih View Post
    Build Name: Drow Wizard Pale Master
    Author: Keplih
    Last Updated: 12/06/10

    Key Words [Wizard, 28pts, Pale Master, Drow]

    Objectives
    As a F2P player with no gold income, or magical tomes, to speak of, I wanted to create a wizard which took advantage of the Drow bonuses because I don't have access to the 32 pt build or Warforged, but I do have access to Drow. I also wanted a wizard that could make use of the Robe of Shadow from the Mabar event. I've created the wizard already and he has his robe and wand. I'm looking to see if there are ways to streamline the enhancements, or if the choices I will be taking/have taken need to be redone. I might be able to change a few feats.

    Summary Haves
    - Drow
    - 28 pt build
    - Robe of Shadow from Mabar event
    - +7 Eternal Wand of Disrupt Undead
    - Ability to change feats (limited)
    - Ability to change enhancements

    Summary Have-Nots
    - Warforged
    - 32 pt build
    - Stat Tomes
    - Gear farmed from a higher level character

    Design
    I felt that he should be at least moderately melee capable for all those wonderful times I run out of spell points.
    With the surplus of skill points on this character, I felt these choices, though less than optimal, created a more rounded character for solo play when needed.

    The undead knight summoning adds another summoned creature beyond Monster Summoning which helps keep mobs at bay while spells are lobbed.

    Following the Elemental paths seemed standard, and I couldn't find any paths for Negative Energy.
    [/code]
    Ok so forget strength

    Here is my stat suggestions...

    Str 8 - Why because later you can wear +6 item and avoid helplessness and you will never successfully melee as a pure wizard unless they are held then it doesnt matter what your strength is.

    Dex 10 - Ac will never matter to a Wizard in this game, NEVER and a giant waste of ability points to boot.

    Con 14 -Cuz Con is not a dump stat. And if you have no desire to use UMD(which you should) put the rest of here for as many HP possibilities as possible.

    Int 20 - because DC's are every thing in this game. You can reach as high as a 48 DC or so if you do it right, stay the course and push you DC's as high as you can get them, and then getting access to Epic runs should not be a problem if you have a reliable mass hold monster and web.

    Wis 8 - if you are going to be a PM, you dont need a will save, you are immune to all mind effecting spells, stuns, holds, etc.

    Cha 12 - because you can have a meaningful UMD as a wizard and every point here will get you close to a very achievable 40. Yes news alert, UMD is one of the best things a Wizard can have for raids, like dragon on Epic where you can kick it with the heal crew and spam heal scrolls for spot healing. You can also often save many a group from wipes, etc. You just become so much more useful.

    Do it like this and you win.
    Quote Originally Posted by MajMalphunktion View Post
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    http://forums.ddo.com/showthread.php?t=203205

  9. #9
    Community Member Keplih's Avatar
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    @irivan: Thanks for the input. I've been given the same kind of input, however without a lesser heart of wood, I'm SoL at the moment. Good advice though.

    Str - yeah, made a mistake at CC.
    Dex - yup. that's what I currently have.
    Con - again. got that on the button.
    Int - yes. my mistake. Bad Keplih.
    Wis - got it.
    Cha - kind of makes sense for later levels. I see the wisdom in it.

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