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  1. #1
    Hero AZgreentea's Avatar
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    Default Post U9 WF Archmage - gonna need help, please.

    I would love some feedback on this. I am not very comfortable with arcane casters, and U9 adds a whole new level of complexity to them. Still, I like the Archmage Pre, and I wanted to go enchantment with it:

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Greenskin The Mourner
    Level 20 Neutral Good Warforged Female
    (20 Wizard) 
    Hit Points: 242
    Spell Points: 1631 
    BAB: 10\10\15\20
    Fortitude: 11
    Reflex: 5
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity             8                     8
    Constitution         20                    20
    Intelligence         18                    28
    Wisdom                6                     6
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    10
    Bluff                -2                    -2
    Concentration         9                    32
    Diplomacy            -2                    -2
    Disable Device        n/a                   n/a
    Haggle               -2                    -2
    Heal                 -2                    -2
    Hide                 -1                    -1
    Intimidate           -2                    -2
    Jump                  1                    10
    Listen               -2                    -2
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform              n/a                   n/a
    Repair                4                    32
    Search                4                     9
    Spot                  0                     9
    Swim                 -1                    -1
    Tumble                1                    10
    Use Magic Device      0                     9
    
    Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Jump (+2)
    Skill: Spot (+2)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Wizard Bonus) Spell Focus: Enchantment
    Feat: (Selected) Toughness
    Enhancement: Improved Concentration I
    Enhancement: Flame Manipulation I
    Enhancement: Repair Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Acid Manipulation I
    Enhancement: Wizard Intelligence I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mental Toughness
    Enhancement: Racial Toughness I
    Enhancement: Corrosive Spellcasting I
    Enhancement: Combustive Spellcasting I
    
    
    Level 4 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Improved Concentration II
    Enhancement: Acid Manipulation II
    Enhancement: Flame Manipulation II
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Heighten Spell
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Enchantment
    Enhancement: Wizard Archmage I
    Enhancement: Archmage Spell Mastery I: Enchantment
    Enhancement: Enchantment I - Hypnotism
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Intelligence II
    
    
    Level 8 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Racial Toughness II
    Enhancement: Improved Concentration III
    
    
    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Transmutation
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Archmage II
    Enhancement: Enchantment II - Otto's Resistible Dance
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Extend Spell
    Enhancement: Wizard Spell Penetration II
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Acid Manipulation III
    Enhancement: Flame Manipulation III
    
    
    Level 12 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Transmutation
    Enhancement: Repair Manipulation II
    Enhancement: Wizard Archmage III
    Enhancement: Archmage Secondary Spell Mastery I: Transmutation
    Enhancement: Enchantment III - Hold Person
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Intelligence III
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Improved Concentration IV
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Empower Spell
    Feat: (Selected) Maximize Spell
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Wizard Archmage IV
    Enhancement: Archmage Spell Mastery II: Enchantment
    Enhancement: Enchantment IV - Charm Monster
    
    
    Level 16 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+2)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+2)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Spell Penetration III
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+2)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Penetration
    Enhancement: Acid Manipulation IV
    Enhancement: Acid Manipulation V
    Enhancement: Flame Manipulation IV
    Enhancement: Flame Manipulation V
    Enhancement: Wizard Archmage V
    Enhancement: Enchantment V - Hold Monster
    
    
    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+2)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Acid Manipulation VI
    Enhancement: Acid Manipulation VII
    Enhancement: Flame Manipulation VI
    Enhancement: Flame Manipulation VII
    
    
    Level 20 (Wizard)
    Skill: Concentration (+1)
    Skill: Repair (+7)
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Corrosive Spellcasting II
    Enhancement: Combustive Spellcasting II
    Any pointers to obvious flaws in viability to end game (not necessarily epics, just lvl 20) and overall survivability would be fantastic. I tried to avoid taking the feats I understood to be less helpful with the U9 spell changes, such as Maximize.
    Last edited by AZgreentea; 04-29-2011 at 10:48 AM. Reason: Updated build
    The problem is never how to get new, innovative thoughts into your mind, but how to get old ones out. Every mind is a building filled with archaic furniture. Clean out a corner of your mind and creativity will instantly fill it.
    Dee Hock

  2. #2
    Community Member Volaxis's Avatar
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    Mar 2010
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    38

    Default

    max con less strength
    looks fine except the feats, standard feats for WF enchanter;
    quicken,
    mental toughness(only for archmage),
    spell focus/greater : enchantment
    past life: arcane - you wont get this
    toughness
    heighten

    so 6 left

    if you have 2/3 wiz past lifes you can skip the spell pen feats, but you dont so maybe one, and take spell pen enhancements.
    extend, 4min haste? otherwise you'll look like a sorc.
    maxamize and empower because with the new holds you'll be better then a sorc
    second spell focus, either transmutation or necromancy

    so drop insightful reflex's, spell pen 2 and improved mental toughness and get:
    maxamize
    empower
    extend
    spell pen 1
    necro focus 1 and 2 that way you can try out pale master, or just go straight archmage enchant and necro AM,

    these days both pale master vamps and archmage necros can get around the same DC's but pale masters cant be healed which makes a big difference but with this setup you'll be able to try all builds including nuker by swapping enhancements every few days. In the end you'll want to TR anyway.

  3. #3
    Hero AZgreentea's Avatar
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    Default

    Is Arcane Bolt and Arcane Blast worth taking, or should I save my AP for something else? By "All within its radius" for blast, does that include allies?

    I'm having some trouble with the secondary spell school enhancements. Do I only need to take Archmage Secondary Spell Mastery, since I cannot take more than the second level SLA in the second spell focus? If so, then the whole point of the second spell focus is simply too trade 50 SP for +1 DC (not including the +DC from the spell focus). Do I still take GSF for the second SF school, or do I skip that feat?
    Last edited by AZgreentea; 04-28-2011 at 01:24 PM.
    The problem is never how to get new, innovative thoughts into your mind, but how to get old ones out. Every mind is a building filled with archaic furniture. Clean out a corner of your mind and creativity will instantly fill it.
    Dee Hock

  4. #4
    Community Member Jamma's Avatar
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    If you're evocation focused and going the magic missile/chain missile route, Arcane bolt makes a nice inexpensive filler.

    Unfortunately Arcane Blast sucked before all the nerfage. Now it really sucks. But with the 33% increase in the chain missile cooldown, you may need it just as a filler.

    The drawbacks to both are inability to use metamagics. That in combination with the reflex save both get (and they're level 2/4 spells, respectively) really dilutes their effectiveness. Add in Arcane Blast's new increased cost (20% more expensive to cast), and they're probably worthless for anyone but an Evo Archmage.

    On the positive side, neither SLA is affected by the nightshield or shield spells. This issue mainly comes up with the Rakshasha (the dogboy casters) in the Vale.
    Last edited by Jamma; 04-28-2011 at 02:34 PM.

  5. #5
    Hero AZgreentea's Avatar
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    Default

    I made many of the suggested changes to the original post. Honestly, I feel more confident in this build.
    The problem is never how to get new, innovative thoughts into your mind, but how to get old ones out. Every mind is a building filled with archaic furniture. Clean out a corner of your mind and creativity will instantly fill it.
    Dee Hock

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