Hi everyone!

I'm trying to work out my upcoming build and am looking for input.

I want to try an enchantment spec. I think my feats layout is okay, but I'm open to options. And any help with the order to take them in is greatly appreciated.

The enhancements are even worse! (Though I love that there are enough good ones available that I'm having trouble deciding.) I've never done the archmage prestige and I have not tried the SLAs.

Past taking the Hypno Spell Like Ability (SLA), they do not seem very impressive. I would love some reviews of the enchantment SLAs from those who have played them.


Do you guys & gals think the improve metamagic lines are worth taking?
---Imp Quickening on a wiz seems pretty good. I intend to run quick full time (minus buffing) once I have it. 10pt per spell -2 for 6 AP or -4 for 10 AP. Its steep, this effects almost everthing cast.
---Imp Empower and Maximize. Used when nuking, but I'm builing an enchanter. I'm thinking maybe the first tier of each? But then that is -1 point from 15 and 25, respectively. Worth it?
---Imp Heighten. I'll keep heighten on full time once I get it. Of course this one is very expensive at 4 and 6 AP. But then it drops 1 and 2 off per level of heightening. Again, this one is tough to decide on.


Racial toughness
1&2 seem easy for 3AP you get 20 HP. Not as sure about 3&4


WF con
If I take both, its worth 20hp, but it cost 6AP. That seems steep on a wiz.


I'm my latest build plan below, I've limited the improved metas to 2 levels of quicken and 1 of heighten.

I compromised on the toughness/con. I droped a point out of con to start (with 17) and bumped str to starting at 16. Then put one con back in with WF con and that opened up racial toughness 3. The planner kicks out 252hp, then add: 30gfl, 10 draconic, 45GS, 60(+6 con item) to get 397hp.

On the damage side:
--- I can max out an element and take 2 tiers in all the others. I did fire below, but I'm not stuck on it. I could even spread them out, but I'm thinking that having one max'd is a good thing for when I need a little dps. I could also max a second, but then I'd only have bonus in two elements.
--- Another option I like with the damage enhancements is max one, take a second to tier 5 and keep tier one in all of them. Tier one seems too good to not take. Which two elements would you recommend?

Well, I look forward to your inputs.

Code:
Character Plan by DDO Character Planner Version 3.9.1
DDO Character Planner Home Page

Venificus 
Level 20 Neutral Good Warforged Male
(20 Wizard) 
Hit Points: 252
Spell Points: 1905 
BAB: 10\10\15\20
Fortitude: 11
Reflex: 5
Will: 10

                  Starting          Feat/Enhancement
Abilities        Base Stats          Modified Stats
(34 Point)       (Level 1)             (Level 20)
Strength             16                    18
Dexterity             8                     8
Constitution         17                    20
Intelligence         18                    31
Wisdom                6                     6
Charisma              6                     6

Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+2 Tome of Strength used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+3 Tome of Intelligence used at level 11

Level 1 (Wizard)
Feat: (Wizard Bonus) Mental Toughness
Feat: (Past Life) Past Life: Wizard
Feat: (Selected) Toughness


Level 2 (Wizard)


Level 3 (Wizard)
Feat: (Selected) Past Life: Arcane Initiate


Level 4 (Wizard)
Ability Raise: INT


Level 5 (Wizard)
Feat: (Wizard Bonus) Spell Focus: Enchantment


Level 6 (Wizard)
Feat: (Selected) Maximize Spell


Level 7 (Wizard)


Level 8 (Wizard)
Ability Raise: INT


Level 9 (Wizard)
Feat: (Selected) Quicken Spell


Level 10 (Wizard)
Feat: (Wizard Bonus) Heighten Spell


Level 11 (Wizard)


Level 12 (Wizard)
Ability Raise: INT
Feat: (Selected) Greater Spell Focus: Enchantment


Level 13 (Wizard)


Level 14 (Wizard)


Level 15 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Spell Penetration


Level 16 (Wizard)
Ability Raise: INT


Level 17 (Wizard)


Level 18 (Wizard)
Feat: (Selected) Greater Spell Penetration


Level 19 (Wizard)


Level 20 (Wizard)
Ability Raise: INT
Feat: (Wizard Bonus) Empower Spell
Enhancement: Wizard Master of Magic
Enhancement: Wizard Improved Heightening I
Enhancement: Wizard Improved Quickening I
Enhancement: Wizard Improved Quickening II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Enhancement: Improved Concentration III
Enhancement: Acid Manipulation I
Enhancement: Acid Manipulation II
Enhancement: Acid Manipulation III
Enhancement: Acid Manipulation IV
Enhancement: Acid Manipulation V
Enhancement: Frost Manipulation I
Enhancement: Storm Manipulation I
Enhancement: Flame Manipulation I
Enhancement: Flame Manipulation II
Enhancement: Flame Manipulation III
Enhancement: Flame Manipulation IV
Enhancement: Flame Manipulation V
Enhancement: Flame Manipulation VI
Enhancement: Flame Manipulation VII
Enhancement: Force Manipulation I
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Spell Penetration II
Enhancement: Wizard Spell Penetration III
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: Wizard Wand and Scroll Mastery I
Enhancement: Warforged Constitution I
Enhancement: Warforged Inscribed Armor I
Enhancement: Wizard Archmage I
Enhancement: Wizard Archmage II
Enhancement: Wizard Archmage III
Enhancement: Wizard Archmage IV
Enhancement: Archmage Spell Mastery I: Enchantment
Enhancement: Archmage Spell Mastery II: Enchantment
Enhancement: Enchantment I - Hypnotism