Results 1 to 8 of 8
  1. #1
    Community Member Doomwafflez's Avatar
    Join Date
    Sep 2010
    Posts
    118

    Post Battlewiz Build Help

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Warforged Male
    (3 Fighter \ 17 Wizard) 
    Hit Points: 414
    Spell Points: 1368 
    BAB: 11\11\16\21
    Fortitude: 11
    Reflex: 5
    Will: 9
    
                      Starting            Ending     Feat/Enhancement/Equipment
    Abilities        Base Stats         Base Stats           Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             15                 17                   23
    Dexterity             8                  8                   12
    Constitution         14                 14                   22
    Intelligence         18                 21                   30
    Wisdom                6                  6                   12
    Charisma              6                  6                    8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               1                 10.5                 10.5
    Bluff                -2                 -2                   -2
    Concentration         6                 25                   28
    Diplomacy            -2                 -2                   -2
    Disable Device        n/a               n/a                   n/a
    Haggle               -2                 -2                   -2
    Heal                 -2                 -2                   -2
    Hide                 -1                 -1                   -1
    Intimidate           -2                 -2                   -2
    Jump                  4                 24                   24
    Listen               -2                 -2                   -2
    Move Silently        -1                 -1                   -1
    Open Lock            n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                8                 30                   30
    Search                4                  7                    7
    Spot                  0                  9.5                  9.5
    Swim                  2                  4                    4
    Tumble                1                 10.5                 10.5
    Use Magic Device     n/a               n/a                   n/a
    
    {\b {\ul Notable Equipment }} \par Minos Legens \par Gilvaenor's Necklace \par Globe of Imperial Blood \par Stormreaver's Napkin \par Charismatic Cloak of Protection \par Ogre Power Belt of Greater False Life \par Superior Reconstruction V Ring of the Archmagi \par Kyosho's Ring \par Skyvault Shield \par Dream Edge (Melee Alacrity 10) \par Rahl's Might (Shock Upgraded) \par +5 Shocking Burst Metalline Greataxe of Pure Good \par Dexterous Gloves of Repairing \par Quorforged Docent of Battle (Upgraded) \par Ethereal Bracers \par Blindness Ward Goggles of the Eagle \par  \par Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Jump (+2)
    Skill: Repair (+4)
    Skill: Spot (+2)
    Skill: Tumble (+2)
    Feat: (Wizard Bonus) Spell Focus: Evocation
    Feat: (Selected) Toughness
    Spell (1): Magic Missle
    Spell (1): Repair Light Damage
    Spell (1): Shield
    Spell (1): Mage Armor
    Spell (1): Jump
    Spell (1): Expeditious Retreat
    Spell (1): Tumble
    Enhancement: Wizard Energy Manipulation 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: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Spell (1): Feather Fall
    Spell (1): Sleep
    Enhancement: Wizard Intelligence I
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Toughness
    Spell (2): Blur
    Spell (2): Repair Moderate Damage
    Enhancement: Racial Toughness I
    Enhancement: Improved Concentration I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Spell (2): Bear's Endurance
    Spell (2): Electric Loop
    Enhancement: Improved Concentration II
    Enhancement: Wizard Energy Manipulation II
    Enhancement: Wizard Force Manipulation II
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Wizard Bonus) Mental Toughness
    Spell (3): Repair Serious Damage
    Spell (3): Chain Missiles
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Toughness
    Spell (3): Hold Person
    Spell (3): Haste
    Enhancement: Racial Toughness II
    Enhancement: Wizard Archmage I
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Spell (4): Repair Critical Damage
    Spell (4): Death Aura
    Enhancement: Wizard Intelligence II
    
    
    Level 8 (Fighter)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Fighter Bonus) Two Handed Fighting
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Toughness I
    Enhancement: Evocation I - Magic Missle
    
    
    Level 9 (Fighter)
    Skill: Balance (+0.5)
    Skill: Concentration (+0.5)
    Skill: Jump (+2)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Heighten Spell
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Warforged Constitution II
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Spell (4): Stoneskin
    Spell (4): Force Missles
    Enhancement: Wizard Force Manipulation III
    Enhancement: Fighter Strength I
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Spell (5): Cyclonic Blast
    Spell (5): Protection From Elements
    Enhancement: Wizard Archmage II
    
    
    Level 12 (Wizard)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Wizard Bonus) Greater Spell Focus: Evocation
    Feat: (Selected) Maximize Spell
    Spell (5): Ball Lightning
    Spell (4): Ice Storm
    Enhancement: Racial Toughness III
    Enhancement: Improved Concentration III
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Spell (6): Reconstruct
    Spell (6): Flesh to Stone
    Enhancement: Racial Toughness IV
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Spell (6): Greater Heroism
    Spell (6): Chain Lightning
    Enhancement: Wizard Archmage III
    Enhancement: Archmage Secondary Spell Mastery I: Evocation
    Enhancement: Evocation II - Gust of Wind
    Enhancement: Evocation III - Chain Missles
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Power Critical
    Spell (7): Mass Hold Person
    Spell (7): Delayed Blast Fireball
    Enhancement: Wizard Improved Maximizing I
    
    
    Level 16 (Wizard)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Spell (7): Mass Protection From Elements
    Spell (7): Power Word: Blind
    Enhancement: Wizard Intelligence III
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Wizard Bonus) Spell Focus: Abjuration
    Spell (8): Sunburst
    Spell (8): Power Word: Stun
    Enhancement: Wizard Archmage IV
    Enhancement: Archmage Spell Mastery I: Abjuration
    Enhancement: Abjuration I - Shield
    Enhancement: Abjuration II - Resist Energy
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Greater Spell Focus: Abjuration
    Spell (8): Polar Ray
    Spell (8): Greater Shout
    Enhancement: Archmage Spell Mastery II: Abjuration
    Enhancement: Abjuration III - Protection from Engery
    Enhancement: Abjuration IV - Stoneskin
    
    
    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Spell (9): Mass Hold Monster
    Spell (9): Meteor Swarm
    
    
    Level 20 (Fighter)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+0.5)
    Skill: Jump (+2)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Enhancement: Wizard Improved Maximizing II
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Warforged Construct Thinking I


    Okay so i made this build a 17/3 Warforged Wizard/Fighter
    I added 3 fighter lvls in for the small extra hp and some melee dmg.
    Wizard up till about lvl 14 im mostly taking buffs/repair. this is going to be a Solo/PvP Character so i want to be able to buff and self heal myself as a WF. and i like the immunities that WF's get.
    this is a 28 PNT Build *this is only a theory build*
    So tell me if it can be better and how i can make it better

  2. #2

    Default

    Its a decent start if your aim is a combat ready wizard that is good with throwing damage spells and buffs.

    I'd drop heighten for quicken (quicken spell is essential on a combat wizard)
    I'd drop power critical (a terrible feat) for improved critical (a great feat)

    I'd go fighter 2 Wizard 18. Fighter 3 doesn't really help you much.

    I might take one less toughness feat and include extend spell. Its not critical but it does help you save a lot of mana with shorter buffs and lingering damage spells.

    I think you will have a lot of fun with it and it is very playable if you stick with it long term.
    Former Host of DDOcast
    Member of The Madborn of Thelanis
    Streaming sometimes on twitch as SigTrent

  3. #3
    Community Member
    Join Date
    Jan 2010
    Posts
    741

    Default

    Heya man couple things (boy have i been active on forums today!)

    Skills: You cant ever utilize a half rank in a skill. I see three .5s allocated. Might want to nix those. Also you have more jump than you will ever need as you have a jump spell that gives you +30, and the jump skill stops giving more affects after 40. Your never ever ever going to use search. Repair is a flawed and highly useless skill. maybe think about working a a sneaky angle or UMD by dropping 3rd fighter lev for 1 rog. Or more likely just max other marginally useful skills and go with 18 wiz/2 fighter. haggle, diplo even bluff can be situationally useful.

    Stats: You maxed int to start (good) and not str (15 taking 2 build points). You then split your levels ups between str and int. Making you shortchange your end stats by the start cost difference. IE why not drop 1 more start int and gain oodles of build points to up str by 1 and start on second. or +1 str and +1 something else. Makes no sense to max a stat and pay the exorbitantly high build point costs for it to put free level ups into a non maxed stat. Just walking away from free build points.

    Feats: spell focus evok while not maximizing Intelligence is much the same as paying maximum for intelligence and then putting level ups into Str. you are narrowing your resource pool by paying more for the same bonuses to allocate efforts to secondary bonuses. With this particular situation it would be a higher DPS gain to switch the feat to a DPS supportive feat and keep your DCs through keeping int maxed. Side bonus of a little extra SP to nuke with and improving all your non evo spell DCs. Spell focus/greater SF abjuration has such limited uses its almost a bug. Same with power crit. (as mentioned above)

    Enhancements: your spreading your enhancements to cover all the elemental categories equally. Meaning all your spells are going to be mediocre at best, subpar at worst. With Am enhancements worked in you probably noticed your pretty thin on AP.

  4. #4
    Community Member voodoogroves's Avatar
    Join Date
    Oct 2009
    Posts
    8,366

    Default

    I love the Archmage-Evoker and force-spec. That said, I would do the secondary spec in either conjuration or enchantment. Those two are much better in situations where direct damage is going to be less useful and you need to CC more.

    The nice thing about a THF STR-based melee wizard is you can do it with all levels into INT and still be a "caster" and beat on things when you want. INT max, plus all levels. CON 16 ... STR remainder ... at least if you have 32 point builds. INT 18 = 16 build points; CON 16 (18 w/ racial bonus) = 10 points, leaving STR at 14. That may not be the best, but you'll find it works just great for wailing away on things - especially if they are in a web or mass-held due to your uber INT and DCs.

    Monk 2 also works, if evasion is your thing. Something to consider, as Insightful Reflexes can make that meaningful.
    Ghallanda - now with fewer alts and more ghostbane

  5. #5
    Community Member protokon's Avatar
    Join Date
    Aug 2007
    Posts
    0

    Default

    Maybe I'm missing something, but why the three levels of fighter? I don't believe you get a feat for the 3rd level, so you could do something like a 2 fighter/17 wizard/1 barbarian splash for increased movement speed, sprint boost - or maybe a 1 rogue splash for the ability to put full ranks into UMD (not that its really necessary on a warforged wizard) or trap skills. Or maybe even drop the third level for an 18/2 splash.

    Battlecasters are not my expertise, yet it sounds like a lot of fun. A couple things to remember while leveling your caster-
    -master's touch is your friend. that is, if your not splashing a melee class early on to gain proficiencies. getting rid of that -4 attack penalty when you already have a very low to-hit as a caster is crucial to hitting (most low lvl quests you can get away with it on normal difficulty anyways).
    -divine power clickies FTW. these babies will be your bread and butter as you approach end-game and are finding a very difficult time hitting things. goggles are a fairly common slot for them, keep an eye on the auction house and keep several on hand so you don't run out mid-quest, as they only last roughly a minute per cast.
    -tactics, tactics, tactics! throw a web in a doorway and cut down your foes while they get stuck, swing away in that firewall, throw a hypno and take them out one at a time! haste and displace yourself and watch that angry mob of hobgoblins miss after miss after miss! you have a plethora of aggro-control spells at your fingertips that will be crucial and make the playstyle fun.

    you may already know much of this, but thought i'd throw them out there (as i just leveled a wizard with a barbarian splash myself for faster zerging)

    EDIT:
    Quote Originally Posted by Doomwafflez View Post
    Okay so i made this build a 17/3 Warforged Wizard/Fighter
    I added 3 fighter lvls in for the small extra hp and some melee dmg.
    Wizard up till about lvl 14 im mostly taking buffs/repair. this is going to be a Solo/PvP Character so i want to be able to buff and self heal myself as a WF. and i like the immunities that WF's get.
    this is a 28 PNT Build *this is only a theory build*
    So tell me if it can be better and how i can make it better
    re-looking over the stats, this kind of splash is painful as a 28-point build. looks like you are hurting in strength, con AND int because of the necessary spread. my suggestion would to seriously lower your strength and max out your int, probably put those two level up points you put into strength and redistribute them to int instead.

    soloing you kind of have two paths you can take, most casters solo using crowd control with either mass hold monster, flesh to stone, charming, irresistible dance, kiting in a firewall, ect...I would honestly focus on maxxing out DC's and rely on auto-crit situations for swinging on them (that way your attack bonus is irrelevant while hacking away). although for PVP this will be much more complicated to balance an effective build.

    ..As for pvp, all I can say is I suck at pvp, always have, can't give you any solid advice there.
    Last edited by protokon; 01-24-2011 at 08:58 PM.
    Proud member of Renowned, Thelanis server.

  6. #6
    Community Member wigthemaster's Avatar
    Join Date
    Dec 2010
    Posts
    65

    Lightbulb more like this perhaps?

    Quote Originally Posted by Tak View Post
    Code:
    Character Plan by DDO Character Planner Version 3.14
    DDO Character Planner Home Page
    
    tukaw arak
    Level 20 Lawful Good Warforged Female
    (2 Paladin \ 2 Rogue \ 16 Sorcerer) 
    Hit Points: 328
    Spell Points: 1399 
    BAB: 11\11\16\21
    Fortitude: 22
    Reflex: 17
    Will: 16
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 20                   20
    Dexterity            11                 14                   15
    Constitution         17                 22                   24
    Intelligence          9                 12                   12
    Wisdom                6                  8                    8
    Charisma             14                 20                   23
    
    Tomes Used
    +1 Tome of Dexterity used at level 1
    +1 Tome of Constitution used at level 1
    +1 Tome of Intelligence used at level 1
    +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
    +3 Tome of Strength used at level 20
    +3 Tome of Dexterity used at level 20
    +4 Tome of Constitution used at level 20
    +3 Tome of Intelligence used at level 20
    +3 Tome of Charisma used at level 20
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               5                  8                    8
    Bluff                 2                  6                    6
    Concentration         4                  7                    7
    Diplomacy             2                  6                    6
    Disable Device        4                  7                    7
    Haggle                2                  6                    6
    Heal                 -2                 -1                   -1
    Hide                  1                  2                    2
    Intimidate            6                 10                   10
    Jump                  3                  5                    5
    Listen               -2                 -1                   -1
    Move Silently         1                  2                    2
    Open Lock             5                  8                    8
    Perform               n/a               n/a                   n/a
    Repair                0                  1                    1
    Search                4                  6                    6
    Spot                 -2                 -1                   -1
    Swim                  3                  5                    5
    Tumble                5                  6                    6
    Use Magic Device      6                 29                   29
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Disable Device (+4)
    Skill: Intimidate (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Skill Boost I
    
    
    Level 2 (Paladin)
    Skill: Use Magic Device (+1)
    Enhancement: Paladin Toughness I
    
    
    Level 3 (Sorcerer)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Power Attack
    Spell (1): Hypnotism
    Spell (1): Jump
    Enhancement: Sorcerer Elemental Manipulation I
    Enhancement: Sorcerer Force Manipulation I
    
    
    Level 4 (Paladin)
    Ability Raise: CHA
    Skill: Use Magic Device (+1)
    Enhancement: Racial Toughness I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 5 (Sorcerer)
    Skill: Use Magic Device (+1)
    Spell (1): Nightshield
    
    
    Level 6 (Sorcerer)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    Spell (1): Magic Missle
    
    
    Level 7 (Sorcerer)
    Skill: Use Magic Device (+1)
    Spell (2): Scorching Ray
    Enhancement: Racial Toughness II
    Enhancement: Sorcerer Lineage of Elements I
    Enhancement: Sorcerer Lineage of Force I
    Enhancement: Sorcerer Elemental Manipulation II
    Enhancement: Sorcerer Force Manipulation II
    Enhancement: Sorcerer Charisma I
    Enhancement: Warforged Power Attack I
    
    
    Level 8 (Sorcerer)
    Ability Raise: CHA
    Skill: Use Magic Device (+1)
    Spell (2): Resist Energy
    
    
    Level 9 (Sorcerer)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Empower Spell
    Spell (3): Haste
    Enhancement: Sorcerer Charisma II
    Enhancement: Warforged Constitution II
    
    
    Level 10 (Rogue)
    Skill: Balance (+2)
    Skill: Disable Device (+2)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Racial Toughness III
    Enhancement: Sorcerer Lineage of Deadly Force I
    Enhancement: Rogue Dexterity I
    Enhancement: Warforged Power Attack II
    
    
    Level 11 (Sorcerer)
    Skill: Use Magic Device (+1)
    Spell (2): Blur
    Spell (3): Displacement
    Enhancement: Sorcerer Lineage of Elements II
    Enhancement: Sorcerer Lineage of Force II
    Enhancement: Sorcerer Elemental Manipulation III
    
    
    Level 12 (Sorcerer)
    Ability Raise: CHA
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    Spell (4): Wall of Fire
    Enhancement: Racial Toughness IV
    
    
    Level 13 (Sorcerer)
    Skill: Use Magic Device (+1)
    Spell (2): Fog Cloud
    Spell (3): Rage
    Spell (4): Fire Shield
    Enhancement: Sorcerer Lineage of Deadly Force II
    Enhancement: Sorcerer Force Manipulation III
    
    
    Level 14 (Sorcerer)
    Skill: Use Magic Device (+1)
    Spell (5): Protection From Elements
    Enhancement: Sorcerer Force Manipulation IV
    
    
    Level 15 (Sorcerer)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Quicken Spell
    Spell (3): Fireball
    Spell (4): Repair Critical Damage
    Spell (5): Cone of Cold
    
    
    Level 16 (Sorcerer)
    Ability Raise: STR
    Skill: Use Magic Device (+1)
    Spell (6): Reconstruct
    Enhancement: Sorcerer Lineage of Elements III
    Enhancement: Sorcerer Lineage of Force III
    
    
    Level 17 (Sorcerer)
    Skill: Use Magic Device (+1)
    Spell (4): Solid Fog
    Spell (5): Cloudkill
    Spell (6): Disintegrate
    Enhancement: Warforged Power Attack III
    
    
    Level 18 (Sorcerer)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Cleave
    Spell (7): Delayed Blast Fireball
    
    
    Level 19 (Sorcerer)
    Skill: Use Magic Device (+1)
    Spell (5): Break Enchantment
    Spell (6): Mass Repair Moderate Damage
    Spell (7): Prismatic Spray
    
    
    Level 20 (Sorcerer)
    Ability Raise: STR
    Skill: Use Magic Device (+1)
    Spell (8): Polar Ray
    Enhancement: Sorcerer Lineage of Deadly Elements I
    Enhancement: Sorcerer Lineage of Deadly Elements II
    Enhancement: Sorcerer Elemental Manipulation IV
    Enhancement: Sorcerer Charisma III
    It is a sorc but it works, original post is found here: http://forums.ddo.com/showthread.php...t=tukaw&page=4

    First page of thread is found here: http://forums.ddo.com/showthread.php...ighlight=tukaw

  7. #7
    Community Member Phidius's Avatar
    Join Date
    Mar 2006
    Posts
    3,467

    Default

    When splashing a wizard build, you better get a bunch of awesome benefits to outweigh the loss of the wizard's capston.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  8. #8
    Community Member Fishcatch22's Avatar
    Join Date
    Sep 2009
    Posts
    490

    Default

    As a pure WF wizard, you keep all the great survivability and the ability to use spells that actually have DCs. There's a reason few people roll Fighter/wizards, and that's because you really don;t need to melee at all to have great soloability/survivability. Splashing fighter will serve little purpose; you can just cast Master's Touch on yourself and Bulls strength, and you have semi-respectable melee right there early on. Later on, your SP will be high enough that you won't need to melee if you play smart. The key here is smart- you really need to know how to take advantage of all your spells to the maximum to solo effecitvely with it. All splashing fighter and getting extra melee power would do you is the ability to save lots of SP early on, and would steadily get less worth it later on. It's just not worth it with a 28 point build, really. A rogue splash for trapskills and evasion would serve you better.
    Quote Originally Posted by FrancisP.Fancypants View Post
    The best PVP in this game happens in the forums. Usually when someone brings up the need for more PVP.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload