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  1. #1
    Community Member
    Join Date
    Dec 2009
    Posts
    1

    Default Wiz/AA Anticipating next update. Need Feedback.

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Elf Male
    (1 Fighter \ 1 Ranger \ 18 Wizard) 
    Hit Points: 222
    Spell Points: 1386 
    BAB: 11\11\16\21
    Fortitude: 13
    Reflex: 13
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             10                    12
    Dexterity            16                    21
    Constitution         14                    16
    Intelligence         18                    27
    Wisdom                8                    10
    Charisma             10                    12
    
    Tomes Used
    +2 Tome of Strength used at level 6
    +2 Tome of Dexterity used at level 6
    +2 Tome of Constitution used at level 6
    +2 Tome of Intelligence used at level 6
    +2 Tome of Wisdom used at level 6
    +2 Tome of Charisma used at level 6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     5
    Bluff                 0                     1
    Concentration         6                    27
    Diplomacy             0                     1
    Disable Device        n/a                   n/a
    Haggle                0                     1
    Heal                 -1                     0
    Hide                  3                     5
    Intimidate            0                     1
    Jump                  0                     1
    Listen               -1                     2
    Move Silently         3                     5
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                4                     8
    Search                4                    10
    Spot                 -1                     2
    Swim                  0                     1
    Tumble                n/a                   n/a
    Use Magic Device      2                    12
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Wizard
    Feat: (Selected) Point Blank Shot
    
    
    Level 2 (Wizard)
    
    
    Level 3 (Wizard)
    Feat: (Selected) Toughness
    
    
    Level 4 (Wizard)
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    
    
    Level 6 (Wizard)
    Feat: (Selected) Rapid Shot
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    
    
    Level 9 (Wizard)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Feat: (Selected) Precise Shot
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Selected) Manyshot
    Feat: (Wizard Bonus) Quicken Spell
    
    
    Level 16 (Wizard)
    
    
    Level 17 (Wizard)
    
    
    Level 18 (Wizard)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 19 (Ranger)
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Improved Precise Shot
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Elven Arcanum I
    Enhancement: Elven Arcanum II
    Enhancement: Elven Arcanum III
    Enhancement: Elven Arcanum IV
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Elven Ranged Attack I
    Enhancement: Elven Ranged Attack II
    Enhancement: Elven Ranged Damage I
    Enhancement: Elven Ranged Damage II
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Wizard Improved Maximizing II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Elven Arcane Archer I
    Enhancement: Wizard Lineage of Force II
    Enhancement: Wizard Force Manipulation II
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Fighter Toughness I
    Enhancement: Wizard Wand and Scroll Mastery I
    Changes to note:

    Elven Arcanum IV
    Benefit: Grants elven wizards an additional 20 spell points, bringing the total increase to 80, and an additional +1 to Spell Penetration, bringing the total bonus to +4. This enhancement requires at least eight levels of wizard.

    Monsters that have been rendered helpless now take 50% additional damage from all harmful sources instead of being automatically critically hit by physical attacks. This affects all harmful damage, including attacks, spells, environmental effects, or other sources of damage. Damage is increased before resistances and damage reduction is applied.

    Logic:
    Paralyzing + X combo can be used to cause helplessness and can buff spell damage by 50%.
    Slayer is good to have due to removed death guard.
    Divine power clickie + manyshot for full bab and the result of four arrows toward both ends.
    DCs suffer for CC, but some near SPless single target disables are gained and SP is conserved to allow for more casts.
    Conjured arrows add nothing to greensteel bows, flame arrows cost 1 normal arrow per 50 flame arrows and add 1d6
    High dex removes need for insightful reflexes.
    Self buffs add to attack rolls.
    No more using staffs on held monsters.

    Questions:
    How do i better optimize this?
    How do i achieve even end stats?
    Is elven ranged damage useful on this build?
    Last edited by ouroborosp; 04-02-2011 at 08:24 AM.

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