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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
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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
    Founder LeLoric's Avatar
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    I would stay away from getting the pale master enhancements until lev 12 when the forms become available.

    You said you have some feat swappability. Consider maybe archmage evoker until lev 12 then swap the spell focus evocation feat for necro focus and go Palemaster. There are little to no top notch necro spells until after lev 12 anyways and the evoker nukes are better if you dont have death aura to heal yourself. If you group a lot could also aim for conjuration early to just cheaply web everything and let others beat it down or enchantment and hypno/dance everything.
    Ghallanda Rerolled
    LeLodar LeLothian LeLoki LeLoman LeLonia LeLog

  8. #8
    Community Member Keplih's Avatar
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    Thanks to all for posting. I'll address everyone in one post, and when I get back tonight, I'll correct/update the Character Planner.

    @Entelech: I should have mentioned that I am hoping to capitalize on the capstone for this character. Some of the capstones are useful; some less so. As this is one of the useful ones, I want to see it for myself.

    @voodoogroves, Synthetic: I see your point with the feats. As I wrote in the first paragraph, I'll make adjustments in about 7 hours or so, when I get back.

    @voodoogroves, Synthetic, Entelech: I forgot to add in the Have-Nots a Lesser Heart of Wood. Should have been more specific. My bad. I do see the error of the extra STR & CON vs maxed INT, which was what I really wanted anyway. When I get a Lesser Heart of Wood, I'll make the correction.

    @LeLoric: For spells and Lich form, you're absolutely correct. However, I'm really taking it for extra hit points (granted they are few) and the ability to summon a Skeletal Knight. If I were merely doing it for spells, I'd be following your advice in a heartbeat.

    @Thuulandru: Yes. That's one of the reasons I'm leveling this toon. It's interesting to see a party of 4 with only me playing. (Party of 4 = Undead Skeletal Knight, highest Summon Monster, hireling cleric & me.)

  9. #9
    Community Member voodoogroves's Avatar
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    If you want to be a summoner / commander type, try this kind of breakdown:

    1 - Extend, Toughness
    3 - Spell Focus Enchantment (because Charm Person/Monster, Command Undead and Ooze Puppet give you a bigger army)
    5 - Spell Focus Necromancy (required)
    6 - Maximize Spell (for Wall of Fire)
    9 - Augment Summoning (boosts hirelings, charms, summons and Pale Master pets)
    10 - Greater Spell Focus Enchantment
    12 - Greater Spell Focus Necromancy
    15 - Quicken Spell, Spell Penetration
    18 - Heighten Spell
    20 - Greater Spell Penetration


    Leveled one of these for a while - my favorite (and wish I had a screenshot) was the Tear of Dhakaan at-level on hard I think with the kill count being me (2) and misadventure (130-some).
    Ghallanda - now with fewer alts and more ghostbane

  10. #10
    Community Member Entelech's Avatar
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    @Keplith

    No problem. Was offering up the suggestion as a possibility to consider. If you're going straight Wiz 20, then the 20 Int becomes even more important.

    Also, what level is he at currently? A reroll might actually be a reasonable possibility if he's level 6 or below, for example.

    And if he's level 20 or close to it, get a True Heart instead. The Wizard Past Life stuff is too awesome for words, and the XP curve for a first TR is not all that scary.

  11. #11
    Community Member Entelech's Avatar
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    Feat-wise, I'm not a fan of Heighten Spell. I prefer Empower.

    Simply put, Web is about the only low level spell that does not have a more-useful high-level equivalent. Why heighten Charm when there's Suggestion and Dominate? Hold Monster might be good to Heighten if you're an Archmage, but for the rest of us, there's Mass Hold.

    Empowered, Maximized Polar Ray, Disintegrate, and Firewall are the ideal tools for dealing with beings that have high saves or immunity to mind effects.

  12. #12
    Community Member voodoogroves's Avatar
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    You could convince me Entelech, but more often than not I'm cycling wail and heightened finger to save time instead of running and waiting for wail to come off cool-down.

    In a summoner/charmer build like he wants though, I'd go Heighten before Empower.

    FWIW, I found this kind of build amusing but ultimately deleted it. I still prefer my more brute-force-ish PM.
    Ghallanda - now with fewer alts and more ghostbane

  13. #13
    Community Member Jaid314's Avatar
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    i dropped empower from my sorc and didn't notice a huge difference. it's nice, but not nearly as required as most people think imo.

  14. #14
    Community Member Keplih's Avatar
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    @voodoogroves: I don't necessarily want an army of charmed creatures at my disposal. I'm content with the few summons I have. In addition, Heighten is my level 9 feat. If I understanding these are the feats you want me to replace:
    Mental Toughness -> Spell Focus: Enchantment
    Insightful Reflexes -> Augment Summoning
    Empower Spell -> Greater Spell Focus Enchantment

    I'm not sure I feel comfortable with adding the Enchantment chain to my arsenal, nor being rid of Empower. I do see the wisdom of losing Insightful Reflexes. Which leaves Mental Toughness as a floater, unless there's something else to replace it with.

    Below is the updated feat list with corrections to follow the general guidelines everyone provided, and more in line with the list of feats provided by voodoogroves
    Code:
    Updated Feat List
    Level 1
    Feat: (Wizard Bonus) Extend Spell 
    Feat: (Selected) Toughness 
    Level 3
    Feat: (Selected) Mental Toughness 
    Level 5
    Feat: (Wizard Bonus) Spell Focus: Necromancy 
    Level 6
    Feat: (Wizard Bonus) Maximize Spell 
    Level 9
    Feat: (Selected) Augment Summoning 
    Level 10
    Feat: (Wizard Bonus) Greater Spell Focus: Necromancy 
    Level 12
    Feat: (Wizard Bonus) Empower Spell
    Level 15
    Feat: (Selected) Spell Penetration 
    Feat: (Selected) Quicken Spell 
    Level 18
    Feat: (Selected) Heighten Spell 
    Level 20
    Feat: (Selected) Greater Spell Penetration
    You mentioned a 'brute-force PM'. Do you have the build handy for comparison? I'd like to compare it to my build.

    Now that we've worked on 'my feat list', could we work on the second part of what I asked for: the enhancements.

  15. #15
    Community Member voodoogroves's Avatar
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    Well, here's the thing.

    - Without Augment Summoning, your summons are going to be pretty lackluster. Not worth having or spending the AP on. If you're going to use them, make them count.
    - Once you have Augment Summoning, you should really consider putting it to work - charming and normal summons also benefit (as do hirelings). Using it for just your summons is under using it significantly.


    It's kind of a path. You can choose not to go down it fully, but recognize you're building in your own limitations. I personally wouldn't want weak summons. I don't see the point.




    Many (most?) Pale Masters ignore the summons and concentrate on other areas. There's plenty of instakill, damage and straight-up casterificness.
    Ghallanda - now with fewer alts and more ghostbane

  16. #16
    Community Member Jaid314's Avatar
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    if you're dead set on keeping empower, i'd still trade mental toughness for spell focus: enchantment. having one spell focus is still better than having none (and you'll get plenty of use out of it if you use spells like mass hold)

  17. #17
    Community Member Keplih's Avatar
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    @voodoogroves: I asked you to confirm what you wanted. I explained why yes to some and no to others. Please see level 9 of the New Feat list in post #14. I'd appreciate that if you want to argue, that you do so with something I haven't already agreed to.

    @Jaid314: Maybe I'm missing something because I just woke up. Post #14 - New Feat list - Levels 5&10. I have 2 spell focuses. They're both Necromancy. What do you mean I don't have any?

    I'll try a different approach to my question then.

    Hey all! How's it going! It's great to be here. What can you tell me about the new, updated character in THIS post? Am I doing it right?

    Code:
    Character Plan by DDO Character Planner Version 3.7.1
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Male
    (20 Wizard) 
    Hit Points: 192
    Spell Points: 1651 
    BAB: 10\10\15\20
    Fortitude: 8
    Reflex: 15
    Will: 12
    
    Level 1 (Wizard)
    Enhancement: Drow Melee Damage I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Enhancement: Improved Spell Resistance I
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Wizard Intelligence I
    
    
    Level 3 (Wizard)
    Enhancement: Racial Toughness I
    Enhancement: Wizard Lineage of Elements I
    
    
    Level 4 (Wizard)
    Enhancement: Drow Melee Attack I
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Subtle Spellcasting I
    
    
    Level 5 (Wizard)
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 6 (Wizard)
    Enhancement: Wizard Pale Master I
    
    
    Level 7 (Wizard)
    Enhancement: Summon Skeletal Knight
    
    
    Level 8 (Wizard)
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Intelligence II
    
    
    Level 9 (Wizard)
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Subtle Spellcasting II
    
    
    Level 10 (Wizard)
    
    
    Level 11 (Wizard)
    Enhancement: Wizard Intelligence III
    
    
    Level 12 (Wizard)
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master II
    
    
    Level 13 (Wizard)
    Enhancement: Wizard Lineage of Elements III
    
    
    Level 14 (Wizard)
    Enhancement: Wizard Lineage of Deadly Elements III
    
    
    Level 15 (Wizard)
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Subtle Spellcasting III
    
    
    Level 16 (Wizard)
    Enhancement: Wizard Elemental Manipulation IV
    
    
    Level 17 (Wizard)
    Enhancement: Wizard Improved Maximizing I
    
    
    Level 18 (Wizard)
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Pale Master III
    
    
    Level 19 (Wizard)
    Enhancement: Wizard Improved Maximizing II
    
    
    Level 20 (Wizard)
    Enhancement: Wizard Master of Magic
    Enhancement: Summon Blackbone Knight
    Enhancement: Summon Frostmarrow Knight

  18. #18
    Community Member voodoogroves's Avatar
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    You asked questions, people are responding. They disagree with your choices, you're calling that arguing.

    Your build is just fine at the core 80% but the other bits and pieces are like you're half-way over a fence. Do you want to have useful Pale Master summons, or are they just a gimmick you want to sink some AP into so you have some things following you around?

    If it were me I would not bother with the summons unless (a) I had one or two points spare and absolutely nowhere else to ditch them or (b) I resolved to optimize those to the best of my ability as well - and my feedback is based on that.


    And, FWIW, summons are enhancements ... that are supported by feats. They are linked. You shouldn't have a conversation about one without the other.
    Ghallanda - now with fewer alts and more ghostbane

  19. #19

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    I would suggest you to use the wiz bonus feats (L1,5,10,15,20) for metamagic feats like max, emp, ext, heighten, and quicken. This will make it more flexible in case you want to swap feats in the future.
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  20. #20
    Community Member Entelech's Avatar
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    Sep 2009
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    @voodoogroves:

    Re: Heighten...I too spend a lot of my time spamming Wail and Finger of Death. To be totally honest, if you've tricked out your save DC's like you ought to, the +2 DC uptick you get from heightening FoD just isn't worth the spell points. in 95% of the game.

    As far as rough-and-tumble Pale Masters, I agree. My 12 / 6 / 2 Intimitank is a blast to play, and he gets a lot better use out of stuff like the Mabar robe, Torc, and the physical boosts of being undead.

    That's why I suggested the Rogue splash. The stealth capability and limited trap skills allow you tons of options for assassin-style play. Finger of Death when the critter never saw it coming makes me happy. I'd get bored playing a totally-vanilla Wizard.

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