Results 1 to 12 of 12
  1. #1
    Community Member Zachski's Avatar
    Join Date
    Sep 2009
    Posts
    1,962

    Default Proof that I can't build worth ****

    Even after all this time...

    This is my attempt at a Human Evocation Archmage.

    Key word: Attempt

    Code:
    Character Plan by DDO Character Planner Version 3.7.2
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Male
    (20 Wizard) 
    Hit Points: 202
    Spell Points: 1802 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 14
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity             8                     8
    Constitution         16                    16
    Intelligence         18                    27
    Wisdom                8                     8
    Charisma             12                    12
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0.5                  10
    Bluff                 1                     1
    Concentration         7                    30
    Diplomacy             2.5                  12
    Disable Device        n/a                   n/a
    Haggle                2.5                  12
    Heal                 -1                    -1
    Hide                 -1                    -1
    Intimidate            1                     1
    Jump                  1.5                  10
    Listen               -1                    -1
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair                4                    14
    Search                5.5                  10
    Spot                 -1                    -1
    Swim                  1.5                   8
    Tumble                0.5                  10
    Use Magic Device      2.5                  12
    
    Level 1 (Wizard)
    Skill: Balance (+1.5)
    Skill: Concentration (+4)
    Skill: Diplomacy (+1.5)
    Skill: Haggle (+1.5)
    Skill: Jump (+1.5)
    Skill: Search (+1.5)
    Skill: Swim (+1.5)
    Skill: Tumble (+1.5)
    Skill: Use Magic Device (+1.5)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Insightful Reflexes
    Feat: (Human Bonus) Toughness
    Spell (1): Master's Touch
    Spell (1): Shield
    Spell (1): Mage Armor
    Spell (1): Niac's Cold Ray
    Spell (1): Burning Hands
    Spell (1): Expeditious Retreat
    Spell (1): Hypnotism
    
    
    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (1): Charm Person
    Spell (1): Acid Spray
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mental Toughness
    Spell (2): Blur
    Spell (2): Bull's Strength
    
    
    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: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Gust of Wind
    Spell (2): Web
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Empower Spell
    Spell (3): Haste
    Spell (3): Displacement
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Evocation
    Spell (3): Frost Lance
    Spell (3): Fireball
    Enhancement: Wizard Improved Empowering I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Lineage of Force I
    Enhancement: Wizard Lineage of Deadly Force I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Force Manipulation I
    Enhancement: Wizard Force Manipulation II
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Archmage I
    Enhancement: Evocation I - Magic Missle
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Wall of Fire
    Spell (4): Ice Storm
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Dimension Door
    Spell (4): Stoneskin
    
    
    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    Spell (5): Hold Monster
    Spell (5): Cone of Cold
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Improved Concentration III
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Force Manipulation III
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Archmage II
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (5): Teleport
    Spell (5): Cyclonic Blast
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (6): Flesh to Stone
    Spell (6): Reconstruct
    
    
    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: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Evocation
    Spell (6): Disintegrate
    Spell (6): Greater Heroism
    Enhancement: Wizard Lineage of Force II
    Enhancement: Wizard Intelligence III
    Enhancement: Wizard Archmage III
    Enhancement: Archmage Spell Mastery I: Evocation
    Enhancement: Evocation II - Gust of Wind
    Enhancement: Evocation III - Chain Missles
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Waves of Exhaustion
    Spell (7): Mass Protection From Elements
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Delayed Blast Fireball
    Spell (7): Greater Teleport
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Quicken Spell
    Feat: (Selected) Spell Penetration
    Spell (8): Polar Ray
    Spell (8): Trap the Soul
    Enhancement: Improved Concentration IV
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Lineage of Deadly Force II
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Force Manipulation IV
    Enhancement: Wizard Archmage IV
    
    
    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: Repair (+1)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Otto's Irresistable Dance
    Spell (8): Horrid Wilting
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Mass Hold Monster
    Spell (9): Meteor Swarm
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Penetration
    Spell (9): Energy Drain
    Spell (9): Wail of the Banshee
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Wizard Archmage V
    
    
    Level 19 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Repair (+3)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Summon Monster IX
    Spell (3): Rage
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Repair (+1)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Enlarge Spell
    Spell (6): Mass Fox's Cunning
    Spell (8): Mass Repair Critical Damage
    Enhancement: Wizard Lineage of Deadly Force III
    Enhancement: Wizard Spell Penetration II
    Enhancement: Arcane Bolt
    Sorry for the enhancements not all being at level 20, but I was trying to plan for levels 6, 9, 12, 15, 18, and 20 specifically. And I hate it when people do that because it doesn't help me know which is important for which levels, but then enhancements are easy enough to reset anyways.

    I added spells because those are a mess, too. And any skill points in Repair are dump points.
    The guy who likes to experience every class. Except Fighter >:[ I don't like you Fighter.
    Hey Devs! Let's give Warpriests and Eldritch Knights some loving, kay? :<

  2. #2
    Community Member Teech's Avatar
    Join Date
    Mar 2006
    Posts
    446

    Default

    I'm not a pro but...

    Spot helps you see invis enemies.
    Move silently, with invis, makes you pretty effective at stealth.

    I mean...why repair? I'd bump either of those two up before that...

    Personal opinion.

  3. #3
    Community Member Zachski's Avatar
    Join Date
    Sep 2009
    Posts
    1,962

    Default

    Quote Originally Posted by Teech View Post
    I'm not a pro but...

    Spot helps you see invis enemies.
    Move silently, with invis, makes you pretty effective at stealth.

    I mean...why repair? I'd bump either of those two up before that...

    Personal opinion.
    I can scribe spells that let me see invisible enemies.

    And I don't really plan on using stealth as a Wizard :-/ personal preference.
    The guy who likes to experience every class. Except Fighter >:[ I don't like you Fighter.
    Hey Devs! Let's give Warpriests and Eldritch Knights some loving, kay? :<

  4. #4
    Community Member Oolung's Avatar
    Join Date
    Mar 2006
    Posts
    100

    Default

    Quote Originally Posted by Teech View Post
    Spot helps you see invis enemies.
    It helps you see sneaking enemies, Inviso enemies will still be hidden, but will be fairly easy to spot if you know what you are looking for (outline still visable and often times the inviso enemy is a caster who casts blur on himself, which is still visable)
    Quote Originally Posted by DesertBlue View Post
    I have been convinced that Cupcake was Michael Jackson. I guess I was wrong.
    Quote Originally Posted by Chai View Post
    The AI in this game can be strangled with a cordless phone.
    Quote Originally Posted by Eladrin View Post
    Grease is a party buff.

  5. #5
    Community Member Zachski's Avatar
    Join Date
    Sep 2009
    Posts
    1,962

    Default

    So, uh... maybe I could get some advice on how to fix this mess?
    The guy who likes to experience every class. Except Fighter >:[ I don't like you Fighter.
    Hey Devs! Let's give Warpriests and Eldritch Knights some loving, kay? :<

  6. #6
    Community Member oberon131313's Avatar
    Join Date
    Mar 2006
    Posts
    0

    Default

    Quote Originally Posted by Zachski View Post
    So, uh... maybe I could get some advice on how to fix this mess?
    What is wrong with it? It's a standard human evoker. Con is decent, you have toughness, all the metamagics you'll need.
    Adumbrate, Sienn, Selket, Synaxis, Ognwe-, Halpin, Sivva, Bigstick, Jemus, Colichemarde
    Quote Originally Posted by Gunga
    His pant muscles aren't as big as ours...

  7. #7
    Community Member
    Join Date
    Dec 2009
    Posts
    297

    Default

    Quote Originally Posted by Zachski View Post
    Even after all this time...

    This is my attempt at a Human Evocation Archmage.

    Key word: Attempt

    Code:
    Character Plan by DDO Character Planner Version 3.7.2
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Male
    (20 Wizard) 
    Hit Points: 202
    Spell Points: 1802 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 14
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity             8                     8
    Constitution         16                    16
    Intelligence         18                    27
    Wisdom                8                     8
    Charisma             12                    12
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0.5                  10
    Bluff                 1                     1
    Concentration         7                    30
    Diplomacy             2.5                  12
    Disable Device        n/a                   n/a
    Haggle                2.5                  12
    Heal                 -1                    -1
    Hide                 -1                    -1
    Intimidate            1                     1
    Jump                  1.5                  10
    Listen               -1                    -1
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair                4                    14
    Search                5.5                  10
    Spot                 -1                    -1
    Swim                  1.5                   8
    Tumble                0.5                  10
    Use Magic Device      2.5                  12
    
    Level 1 (Wizard)
    Skill: Balance (+1.5)
    Skill: Concentration (+4)
    Skill: Diplomacy (+1.5)
    Skill: Haggle (+1.5)
    Skill: Jump (+1.5)
    Skill: Search (+1.5)
    Skill: Swim (+1.5)
    Skill: Tumble (+1.5)
    Skill: Use Magic Device (+1.5)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Insightful Reflexes
    Feat: (Human Bonus) Toughness
    Spell (1): Master's Touch
    Spell (1): Shield
    Spell (1): Mage Armor
    Spell (1): Niac's Cold Ray
    Spell (1): Burning Hands
    Spell (1): Expeditious Retreat
    Spell (1): Hypnotism
    
    
    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (1): Charm Person
    Spell (1): Acid Spray
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mental Toughness
    Spell (2): Blur
    Spell (2): Bull's Strength
    
    
    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: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Gust of Wind
    Spell (2): Web
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Empower Spell
    Spell (3): Haste
    Spell (3): Displacement
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Evocation
    Spell (3): Frost Lance
    Spell (3): Fireball
    Enhancement: Wizard Improved Empowering I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Lineage of Force I
    Enhancement: Wizard Lineage of Deadly Force I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Force Manipulation I
    Enhancement: Wizard Force Manipulation II
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Archmage I
    Enhancement: Evocation I - Magic Missle
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Wall of Fire
    Spell (4): Ice Storm
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Dimension Door
    Spell (4): Stoneskin
    
    
    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    Spell (5): Hold Monster
    Spell (5): Cone of Cold
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Improved Concentration III
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Force Manipulation III
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Archmage II
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (5): Teleport
    Spell (5): Cyclonic Blast
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (6): Flesh to Stone
    Spell (6): Reconstruct
    
    
    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: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Evocation
    Spell (6): Disintegrate
    Spell (6): Greater Heroism
    Enhancement: Wizard Lineage of Force II
    Enhancement: Wizard Intelligence III
    Enhancement: Wizard Archmage III
    Enhancement: Archmage Spell Mastery I: Evocation
    Enhancement: Evocation II - Gust of Wind
    Enhancement: Evocation III - Chain Missles
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Waves of Exhaustion
    Spell (7): Mass Protection From Elements
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Delayed Blast Fireball
    Spell (7): Greater Teleport
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Quicken Spell
    Feat: (Selected) Spell Penetration
    Spell (8): Polar Ray
    Spell (8): Trap the Soul
    Enhancement: Improved Concentration IV
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Lineage of Deadly Force II
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Force Manipulation IV
    Enhancement: Wizard Archmage IV
    
    
    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: Repair (+1)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Otto's Irresistable Dance
    Spell (8): Horrid Wilting
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Mass Hold Monster
    Spell (9): Meteor Swarm
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Penetration
    Spell (9): Energy Drain
    Spell (9): Wail of the Banshee
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Wizard Archmage V
    
    
    Level 19 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Repair (+3)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Summon Monster IX
    Spell (3): Rage
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Repair (+1)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Enlarge Spell
    Spell (6): Mass Fox's Cunning
    Spell (8): Mass Repair Critical Damage
    Enhancement: Wizard Lineage of Deadly Force III
    Enhancement: Wizard Spell Penetration II
    Enhancement: Arcane Bolt
    Sorry for the enhancements not all being at level 20, but I was trying to plan for levels 6, 9, 12, 15, 18, and 20 specifically. And I hate it when people do that because it doesn't help me know which is important for which levels, but then enhancements are easy enough to reset anyways.

    I added spells because those are a mess, too. And any skill points in Repair are dump points.
    One question: Why human and not warforged?

  8. #8
    Community Member Zachski's Avatar
    Join Date
    Sep 2009
    Posts
    1,962

    Default

    Quote Originally Posted by oberon131313 View Post
    What is wrong with it? It's a standard human evoker. Con is decent, you have toughness, all the metamagics you'll need.
    Well, there's the order of the metamagics for one.

    For another, spell selection. I know that I can just scribe some scrolls to make up for the bad spell selection (unless it isn't bad) but I may have missed some "Must Have" spells.
    The guy who likes to experience every class. Except Fighter >:[ I don't like you Fighter.
    Hey Devs! Let's give Warpriests and Eldritch Knights some loving, kay? :<

  9. #9
    Community Member oberon131313's Avatar
    Join Date
    Mar 2006
    Posts
    0

    Default

    Quote Originally Posted by Zachski View Post
    Well, there's the order of the metamagics for one.

    For another, spell selection. I know that I can just scribe some scrolls to make up for the bad spell selection (unless it isn't bad) but I may have missed some "Must Have" spells.
    I didn't look at the spell selection as my wizards just enscribe all the scrolls that they can as soon as they start, and then pick spells based on what's left.

    Tip: You can enscribe spells above your level, as long as you have the minimum intelligence for the spell level (10+spell level).

    Have someone GT you to portable hole as soon as you are done with creation and go enscribe everything.

    There's also a page on DDO wiki that lists the spells that aren't available in scroll form, and ones that aren't available from vendors, so alternatively just read that and choose spells from that list.

    Feat order looks like it's pretty well optimized for leveling. Insightful reflexes I personally don't feel is totally useful, but I can't think of anything to replace it with, so looks good.
    Adumbrate, Sienn, Selket, Synaxis, Ognwe-, Halpin, Sivva, Bigstick, Jemus, Colichemarde
    Quote Originally Posted by Gunga
    His pant muscles aren't as big as ours...

  10. #10
    Community Member FlyingTurtle's Avatar
    Join Date
    Jul 2010
    Posts
    1,481

    Default

    Quote Originally Posted by Zachski View Post
    For another, spell selection. I know that I can just scribe some scrolls to make up for the bad spell selection (unless it isn't bad) but I may have missed some "Must Have" spells.
    Buy them off the AH.

    I lost count of the number of times I found a non-vendor scroll, went "HAHA, SCORE!" and put it on the AH for an exorbitant price, only to have no bites for a week and have to lower the price down to just 1-2k.

  11. #11
    Community Member testing1234's Avatar
    Join Date
    Jul 2009
    Posts
    555

    Default

    looks fine to me
    couple of personal preferences that id have chosen:

    -WF lose 1feat and 1int to gain selfhealing on par with a pure healer.... seems obvious choice to me but your call
    -get maximize low lvl get empower late. when you nuke bosses better run out of sp then do damage to slow.
    -personally id rather take spell focus enchantment at lvl20 then enlarge but if you can find a use for enlarge ill stand corrected.


    12cha seems bit on the high side why so high?

  12. #12
    Community Member Zachski's Avatar
    Join Date
    Sep 2009
    Posts
    1,962

    Default

    Quote Originally Posted by testing1234 View Post
    looks fine to me
    couple of personal preferences that id have chosen:

    -WF lose 1feat and 1int to gain selfhealing on par with a pure healer.... seems obvious choice to me but your call
    -get maximize low lvl get empower late. when you nuke bosses better run out of sp then do damage to slow.
    -personally id rather take spell focus enchantment at lvl20 then enlarge but if you can find a use for enlarge ill stand corrected.


    12cha seems bit on the high side why so high?
    I tend not to play Warforged Arcane on principle - not because I hate them, but because I prefer the challenge of having to rely on pots for healing. That is to say, I'd rather learn to mitigate damage than heal it. I'd happily party with a Warforged Wizard, though, and even help him out with healing.

    That, and I prefer the look of robes rather than docents.

    CHA was set high for UMD, but I went ahead and switched CHA and STR so the early level axe-slinging would be less painful. The only other option was Dex, which is useless since I'm taking Insightful Reflexes.

    I rather do like taking half damage (and sometimes no damage) on certain spells.
    The guy who likes to experience every class. Except Fighter >:[ I don't like you Fighter.
    Hey Devs! Let's give Warpriests and Eldritch Knights some loving, kay? :<

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