Results 1 to 4 of 4
  1. #1
    Community Member
    Join Date
    Mar 2010
    Posts
    6

    Default First necro build

    So I'm sort of new to this ddo thing, I havnt really played the table top, but I learn MMO's pretty quick. My highest level character is a level 11 fighter/barb intimitank, and he isnt very fun to play, so id like to roll a necromancer. I have made a build, and I'd love for people to give me some feed back, as I dont entirely know what im doing just yet.

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Damar the Plague
    Level 20 Chaotic Good Human Male
    (20 Wizard) 
    Hit Points: 172
    Spell Points: 1756 
    BAB: 10\10\15\20
    Fortitude: 7
    Reflex: 5
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity             9                     9
    Constitution         12                    12
    Intelligence         18                    28
    Wisdom                8                     8
    Charisma             13                    13
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                    -1
    Bluff                 1                     1
    Concentration         5                    28
    Diplomacy             3                    12.5
    Disable Device        n/a                   n/a
    Haggle                1                     1
    Heal                 -1                    -1
    Hide                 -1                    -1
    Intimidate            1                     1
    Jump                  2                    11.5
    Listen               -1                     6.5
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair                8                    33
    Search                6                    20.5
    Spot                  1                    10.5
    Swim                  0                     0
    Tumble               n/a                   n/a
    Use Magic Device      3                    12
    
    Level 1 (Wizard)
    Skill: Concentration (+4)
    Skill: Diplomacy (+2)
    Skill: Jump (+2)
    Skill: Repair (+4)
    Skill: Search (+2)
    Skill: Spot (+2)
    Skill: Use Magic Device (+2)
    Feat: (Wizard Bonus) Empower Spell
    Feat: (Selected) Mental Toughness
    Feat: (Human Bonus) Spell Focus: Necromancy
    Feat: (Automatic) Attack
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Throwing Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Spell (1): Cause Fear
    Spell (1): Charm Person
    Spell (1): Chill Touch
    Spell (1): Hypnotism
    Spell (1): Ray of Enfeeblement
    Spell (1): Mage Armor
    Spell (1): Sleep
    Enhancement: Human Versatility I
    Enhancement: Improved Concentration I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Spell (1): Nightshield
    Spell (1): Burning Hands
    Enhancement: Wizard Improved Empowering I
    Enhancement: Wizard Intelligence I
    
    
    Level 3 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Spell (2): Blindness
    Spell (2): Touch of Idiocy
    Enhancement: Improved Repair I
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Wand and Scroll Mastery I
    Enhancement: Wizard Wand Heightening I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Command Undead
    Spell (2): Ghoul Touch
    Enhancement: Improved Concentration II
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Subtle Spellcasting I
    
    
    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Improved Mental Toughness
    Spell (3): Halt Undead
    Spell (3): Ray of Exhaustion
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 6 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Penetration
    Spell (3): Suggestion
    Spell (3): Haste
    Enhancement: Wizard Pale Master I
    
    
    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Fear
    Spell (4): Wall of Fire
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Summon Skeleton Archer
    Enhancement: Summon Skeletal Knight
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Listen (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Enervation
    Spell (4): Burning Blood
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Summon Skeletal Mage
    
    
    Level 9 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Listen (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Penetration
    Spell (5): Waves of Fatigue
    Spell (5): Symbol of Pain
    Enhancement: Wizard Intelligence II
    
    
    Level 10 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Listen (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Augment Summoning
    Spell (5): Mind Fog
    Spell (5): Feeblemind
    Enhancement: Improved Concentration III
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Listen (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (6): Necrotic Ray
    Spell (6): Symbol of Fear
    Enhancement: Wizard Spell Penetration II
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Listen (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Heighten Spell
    Spell (6): Symbol of Persuasion
    Spell (6): Create Undead
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Wraith
    
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Listen (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Finger of Death
    Spell (7): Waves of Exhaustion
    Enhancement: Improved Concentration IV
    Enhancement: Summon Blackbone Archer
    Enhancement: Summon Blackbone Knight
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Listen (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Control Undead
    Spell (7): Power Word: Blind
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Summon Blackbone Mage
    
    
    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Listen (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Maximize Spell
    Feat: (Selected) Toughness
    Spell (8): Symbol of Death
    Spell (7): Symbol of Weakness
    Enhancement: Racial Toughness I
    
    
    Level 16 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Listen (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Sunburst
    Spell (8): Power Word: Stun
    Enhancement: Wizard Intelligence III
    
    
    Level 17 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Listen (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Wail of the Banshee
    Spell (9): Energy Drain
    Enhancement: Wizard Spell Penetration III
    
    
    Level 18 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Listen (+1)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Feat: (Selected) Extend Spell
    Spell (9): Power Word: Kill
    Spell (9): Meteor Swarm
    Enhancement: Wizard Pale Master III
    Enhancement: Summon Frostmarrow Knight
    
    
    Level 19 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Listen (+0.5)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Summon Monster IX
    Spell (8): Horrid Wilting
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Summon Frostmarrow Archer
    Enhancement: Summon Frostmarrow Mage
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Listen (+1)
    Skill: Repair (+1)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Spell Focus: Evocation
    Spell (9): Mass Hold Monster
    Spell (9): Dominate Monster
    Enhancement: Wizard Master of Magic
    Enhancement: Wizard Lineage of Elements III
    Last edited by arcalite911; 03-14-2011 at 11:33 AM.

  2. #2
    Build Constructionist unbongwah's Avatar
    Join Date
    Aug 2009
    Posts
    19,465

    Default

    There are others with a lot more experience with casters than me, but the usual advice for wizards is: go Warforged if you can (human is a good F2P alternative); dump-stat everything except INT (max out), CON (at least 6 pts), and STR (rest of pts); take Toughness, Insightful Reflexes (combine w/Evasion for extra survivability), and metamagics. Consider a rogue or monk 2 splash for Evasion; rogue also gets you UMD & trap skills, monk gets you 2 extra feats & monk skills (something to spend all those skill pts on). Concentration is the only must-have skill; of the skills you've taken, Listen & Repair are basically pointless; Search is only useful to rogue-splashed builds (can't find traps above DC 20 without it regardless of how high your Search is); and half-ranks in skills are useless.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  3. #3
    Community Member
    Join Date
    Mar 2010
    Posts
    6

    Default

    I was planning on going full wizard, i dont want to multiclass into anything just yet.

  4. #4
    Community Member Emili's Avatar
    Join Date
    Apr 2006
    Posts
    5,756

    Default

    Quote Originally Posted by unbongwah View Post
    There are others with a lot more experience with casters than me, but the usual advice for wizards is: go Warforged if you can (human is a good F2P alternative); dump-stat everything except INT (max out), CON (at least 6 pts), and STR (rest of pts); take Toughness, Insightful Reflexes (combine w/Evasion for extra survivability), and metamagics. Consider a rogue or monk 2 splash for Evasion; rogue also gets you UMD & trap skills, monk gets you 2 extra feats & monk skills (something to spend all those skill pts on). Concentration is the only must-have skill; of the skills you've taken, Listen & Repair are basically pointless; Search is only useful to rogue-splashed builds (can't find traps above DC 20 without it regardless of how high your Search is); and half-ranks in skills are useless.
    General rule WF for archmage and Fleshy for Pale Master... end game is all about DC where human have just a slight edge then on PMs the good things about WF are not as beneficial. In lich form the PM gains more hp and heal via neg energy ... also as undead 100% fort and immune to a lot. Monk and rogue splash on a wiz you'd want insightful reflexes... but same time you're reducing your DC as the wiz capstone is pretty nice so you really have to weigh in what you give up for what you're gaining. Concentration make high ... however wizards have more skill points than they know what to do with usually and I'd have to say quicken outdoes concentration anyway.

    Last edited by Emili; 03-15-2011 at 01:07 PM.
    A Baker's dozen in the Prophets of the New Republic and Fallen Heroes.
    Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour

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