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Thread: Warforged mage

  1. #1
    Community Member SerCana's Avatar
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    Default Warforged mage

    This is my first attempt at a build. I am sort of fascinated with warforged although have never tried to play one. As I was looking at builds on the forums one sort of intrigued me and that was a mage with a touch of monk to improve reflex saves. As far as spells I have no idea so they may seem all over the place. Again no idea of what enhancements to take. All constructive advice is appreciated. 32 point build.


    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Warforged Male
    (2 Monk \ 18 Wizard) 
    Hit Points: 212
    Spell Points: 1145 
    BAB: 10\10\15\20
    Fortitude: 12
    Reflex: 14
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    12
    Dexterity            12                    12
    Constitution         16                    16
    Intelligence         16                    21
    Wisdom               10                    10
    Charisma             10                    10
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                    23
    Bluff                 0                     0
    Concentration         7                    26
    Diplomacy             4                    12
    Disable Device        n/a                   n/a
    Haggle                0                     0
    Heal                  0                     0
    Hide                  1                     1
    Intimidate            0                     0
    Jump                  5                    14
    Listen                0                     0
    Move Silently         1                     1
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                3                     5
    Search                5                     8
    Spot                  0                     0
    Swim                  1                     1
    Tumble                5                     6.5
    Use Magic Device      2                    11.5
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Diplomacy (+4)
    Skill: Jump (+4)
    Skill: Search (+2)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Insightful Reflexes
    Feat: (Monk Bonus) Toughness
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Jump (+1)
    Skill: Search (+0.5)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Toughness
    
    
    Level 3 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Feat: (Selected) Spell Focus: Transmutation
    Spell (1): Detect Secret Doors
    Spell (1): Hypnotism
    Spell (1): Mage Armor
    Spell (1): Magic Missle
    Spell (1): Shield
    Spell (1): Sonic Blast
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (1): Acid Spray
    Spell (1): Grease
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Melf's Acid Arrow
    Spell (2): Otto's Resistable Dance
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Spell (2): Web
    Spell (2): Knock
    
    
    Level 7 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Maximize Spell
    Spell (3): Lightning Bolt
    Spell (3): Haste
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (3): Fireball
    Spell (3): Displacement
    
    
    Level 9 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Transmutation
    Spell (4): Burning Blood
    Spell (4): Dimension Door
    
    
    Level 10 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Wall of Fire
    Spell (4): Summon Monster IV
    
    
    Level 11 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (5): Protection From Elements
    Spell (5): Ball Lightning
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Feat: (Wizard Bonus) Extend Spell
    Spell (5): Dominate Person
    Spell (5): Hold Monster
    
    
    Level 13 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (6): Greater Heroism
    Spell (6): Mass Bull's Strength
    
    
    Level 14 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (6): Symbol of Persuasion
    Spell (6): Mass Suggestion
    
    
    Level 15 (Wizard)
    Feat: (Selected) Spell Penetration
    Spell (7): Finger of Death
    Spell (7): Summon Monster VII
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+2)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Otto's Sphere of Dancing
    Spell (7): Mass Hold Person
    
    
    Level 17 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 18 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Penetration
    Spell (8): Mass Charm Monster
    Spell (8): Otto's Irresistable Dance
    
    
    Level 19 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+1)
    Spell (8): Sunburst
    Spell (8): Symbol of Death
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Power Word: Kill
    Spell (9): Mass Hold Monster

  2. #2
    Community Member nolaureltree000's Avatar
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    why transmutation?

    id recommend taking extend earlier. its really helpful to have longer buffs and saves you a good amount of SP as you dont have to rebuff as quickly.

    also why monk instead of rogue? if you just want to get your reflex saves up, rogue will give you the same reflex saves iirc, but youll also be able to take trapskills and help boost your UMD.

    youll want to max INT. id dump stat WIS or CHA. if you go with rouge levels, wis helps with spot but i dont think you really need that high of a base WIS to have a decent spot. and as long as you know the level, youll know where all the traps are anyways. putting in points to boost your will saves really isnt very necessary. CHA is only going to help with UMD and thats expendable depending on your goals.

    you could also dump stat DEX. youre not taking any melee feats so even with two monk levels, you wont be doing much unarmed damage. youd be better off dumping DEX and WIS, maxing INT, getting CON to 18, then putting whatever is left into STR. then you can get a decent greatsword/greataxe and use the touch of the master spell and hack your way through the lower levels.

  3. #3
    Community Member Kourier's Avatar
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    At some point I think you want to take heighten... Maybe drop gsf: transmutation.

    Edit: Also, you want to take spells that can't be bought from the vendors. Everything else should be scribed in from a scroll.

    The spells that can't be found from vendors should be taken at level ups.

    http://forums.ddo.com/showthread.php?t=305790

    Edit again: You also want to max int. Since you have insightful reflexes and you're a wizard I'd pull from dex and wisdom. Remember to take your toughness enhancements - easy hp.
    Last edited by Kourier; 05-01-2011 at 05:39 PM.

  4. #4
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    What Nolaure... said.

    Also, I would think about rogue instead of monk. With your int score skill points would be no problem (max disable device and search at each level. Any spare into Open Lock and Spot. All after Concentration ofc) and you should be able to get any trap in game.

  5. #5
    Community Member SerCana's Avatar
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    Thank you for your input. I have changed over to rogue and he looks playable (heck they are all playable).

    Not sure about enhancements, guess I still need to do some more reading. I understand that U9 changed wizard enhancements some. any suggestion on who has a good write up about them.

    I also was told that warforged need to have a "feat" that allows clerics to heal them. True?

  6. #6
    Community Member Winter_storm's Avatar
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    feat no, "Warforged healer's friend" enhancement yes

  7. #7
    Community Member redoubt's Avatar
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    If you are a WF mage, you can repair yourself. Taking healers friend is not as important as on a class that cannot repair themselves.

    That said, tier 1 is cheap...

    ...but so is tier 1 of a great many things now...

    So it makes some tough choices. (Which is good.)

  8. #8
    Community Member GreatOwl's Avatar
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    Starting INT of 16? :O
    I'm for sure not an expert, but one thing I know: you want as much int as you can get (and that will still not feel like enough). With a splash you also loose the +2 int from the capstone (reason enough for me not to splash on a wizard, but that's personal choice) so you really really will end up wishing you had maxed it a char creation.

    I'm currently playing a WF and started off with the first tear of healer's friend, it is cheap and nice at low levels (when you don't have many hp, or many sp, and you don't have the Reconstruct spell). At mid levels you will realize that one tear of it is really not enough, and that you can repair yourself quite easily with Reconstruct; time to get something else instead. Oh and do not forget to take Inscribed Armor as soon as you can to avoid spell failure.

    As for spells, don't worry too much you will find scrolls and inscribe anything you don't pick up when leveling. Do a search in the forums, there are threads that list the spells not available at vendors, those should be your first priority when talking to a trainer. Only thing I would suggest to make sure of doing is picking up from the trainer Master's Touch right away (it is only available in the portable hole and you won't be able to get there for a while). Best spell you can have at low levels; cast that, some buffs, and swing something sharp.
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  9. #9
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    Quote Originally Posted by SerCana View Post
    Thank you for your input. I have changed over to rogue and he looks playable (heck they are all playable).

    Not sure about enhancements, guess I still need to do some more reading. I understand that U9 changed wizard enhancements some. any suggestion on who has a good write up about them.

    I also was told that warforged need to have a "feat" that allows clerics to heal them. True?
    Regarding Monk vs Rogue - Two different playstyles. Some prefer monk over rogue in order to go unarmed at least part of the time as a palemaster and also because having even 1 rogue level sometimes causes people to *expect* you to be a trap monkey. If your desire is to be able to disarm traps though, then yes - go rogue. Monk will also give you 2 extra feats over the rogue option. All things to consider.

    As for a feat to allow healing, it is exactly the opposite of that. You need to *not* have a certain feat in order to be healed by clerics. Do not, under any circumstances, ever take the feat "Improved Fortification". That is the feat that makes it impossible for Clerics to heal you.

    Regarding Stat points: You can safely dump Dexterity and use insightful reflexes to use INT as your reflex save. Wis can also safely be left at 8 due to WF immunities and the Greater Heroism spell. Charisma - same story, leave it at 8. With 2 levels of rogue you can max your UMD without wasting points in CHA. Bumping your INT to 18 is a much better investment than all 3 of these.

    Some say Max your Con for survivability. Personally I say bring it 2 under Max (18for WF) as otherwise you are forced to leave STR at 8 (with a 32 point build), which I simply cannot bring myself to do as I despise being left helpless or walking slowly because I am burdened.
    Last edited by richieelias27; 05-02-2011 at 11:27 AM.

  10. #10
    Community Member Ninety0ne's Avatar
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    and also because having even 1 rogue level sometimes causes people to *expect* you to be a trap monkey.
    .[/QUOTE]

    This is asinine. If you are splashing rogue on a wizard and you cannot/will not do traps you are wasting your time. Just go wiz 20.
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  11. #11
    Community Member Ninety0ne's Avatar
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    Quote Originally Posted by richieelias27 View Post
    Regarding Monk vs Rogue - Two different playstyles
    yes effective (rogue) vs underwhelming (lol melee)
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  12. #12
    Community Member Jaid314's Avatar
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    Quote Originally Posted by Ninety0ne View Post
    yes effective (rogue) vs underwhelming (lol melee)
    monk offers better overall saves (fort, ref, and will vs just ref), 2 bonus feats, better hit points, better unarmed attack animation (and yes, your melee can be fairly decent if you equip yourself for it, at least good enough to finish off mobs that are almost dead), healing amp enhancements, first tier of animal path (for example monkey for minor elemental resistance and trap saves bonus), first tier of elemental path (can use for a bit of DR and con, for example, or for boosting strength to help protect against strength draining effects). so, for example, if someone made an elf wizard and wanted to shore up their low con... go earth stance, and use a quarterstaff or kamas (note that with crafting now, you don't even have to shop around until you find the kamas you need).

    rogue splash has plenty to offer a wizard, it is true, but so does a monk splash. rogue offers better skills, monk offers better survivability. both are good choices.

  13. #13
    Community Member Ninety0ne's Avatar
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    Quote Originally Posted by Jaid314 View Post
    monk offers better overall saves (fort, ref, and will vs just ref), 2 bonus feats, better hit points, better unarmed attack animation (and yes, your melee can be fairly decent if you equip yourself for it, at least good enough to finish off mobs that are almost dead), healing amp enhancements, first tier of animal path (for example monkey for minor elemental resistance and trap saves bonus), first tier of elemental path (can use for a bit of DR and con, for example, or for boosting strength to help protect against strength draining effects). so, for example, if someone made an elf wizard and wanted to shore up their low con... go earth stance, and use a quarterstaff or kamas (note that with crafting now, you don't even have to shop around until you find the kamas you need).

    rogue splash has plenty to offer a wizard, it is true, but so does a monk splash. rogue offers better skills, monk offers better survivability. both are good choices.
    No they arent. Monk lacks the synergy of abilities with a wf arcane that make for an effective multiclass. Monk overall just loses. The save increases are largely irrelavnt with insightful ref and being a robot or a lich or a robot lich. The lol monk damage (good enough to finish off monsters) is just that and silly weak compared to your arcane abilities. First tier stances dont seem to provide much that a wizrogue wont get somewhere elese.
    And i suppose if it were to come down to whats better of joke dps masterstouc/divine power a gs greatxe with rogue haste boost is prolly > wiz monk
    Monk healing amp is a waste when you use either negative energy or repair to heal.

    Again for the op look at a multiclass build as the two great things that go great togeter.. ie peanut butter and choclate is good peanutbutter and mayonaise is not. If you cant find a really strong synergy between the classes you are mixing you might want to reconsider your choices.
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  14. #14
    Community Member SerCana's Avatar
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    Appreciate everyone's input, I acutally ended up going pure Wizard and am having fun with him, if I can get my fingers to hit the right key to cast the right spell, lol. One last question.

    Why UMD? Why should I keep adding skill points into UMD? Maybe I'm just dense, but at least so far he has the ability to use wands. Are there othere magical devices that he will not be able to use?

    Thanks again.

  15. #15
    Community Member Ryiah's Avatar
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    Quote Originally Posted by Ninety0ne View Post
    No they arent. Monk lacks the synergy of abilities with a wf arcane that make for an effective multiclass. Monk overall just loses. The save increases are largely irrelavnt with insightful ref and being a robot or a lich or a robot lich. The lol monk damage (good enough to finish off monsters) is just that and silly weak compared to your arcane abilities.
    I've found it works pretty well actually. Problem with going rogue is, as has been mentioned, you're usually expected to do the role of a rogue. Not everyone likes that. I was also experimenting around trying to find a good combination and eventually decided for casting that an 18/2 with 18 int, 16 con, 14 str was pretty ideal. Buffed up it wasn't melee-level damage, but it could do enough if I didn't want to waste SP. And while your arcane spells will hit a lot harder, if one of my spells is almost a one-shot I prefer to just poke it as I run past it. Why waste SP when you can do the same thing for essentially free?

    Quote Originally Posted by Ninety0ne View Post
    ie peanut butter and choclate is good peanutbutter and mayonaise is not.
    Just because you don't think those two go together doesn't mean they don't. It just means one of two things. Either you've never tried it or you disliked it. Everyone has different tastes and opinions as can be seen from the sandwich made from those components in the recipe below having an average rating of 4 out of 5 stars over 47 reviews.

    http://allrecipes.com/Recipe/peanut-...ch/Detail.aspx

  16. #16
    Community Member GreatOwl's Avatar
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    Quote Originally Posted by SerCana View Post
    Appreciate everyone's input, I acutally ended up going pure Wizard and am having fun with him, if I can get my fingers to hit the right key to cast the right spell, lol. One last question.

    Why UMD? Why should I keep adding skill points into UMD? Maybe I'm just dense, but at least so far he has the ability to use wands. Are there othere magical devices that he will not be able to use?

    Thanks again.
    High UMD will allow you to bypass race requirements on items or weapons, and it will allow you to use divine wands/scrolls.
    Now, chances are your UMD score will be to low to really make a difference, but let's face it you get a ton of skill points per level where else would you put them
    Server: Ghallanda
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  17. #17
    Community Member SerCana's Avatar
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    actually I have been thinking about spot. I am great at finding things, but can't spot anything that would lead me to do a search.

    by the way the reason, I choose not to use rogue is the fact that other players will immediately assign anyone with any rogue capability as open that door/disable that trap role. I have seen it happen.

    Didn't go monk, because as was pointed out a Great Axe with master's touch gives you enough kill power to finish those that the spell didn't quite do in.

    Thanks again.

  18. #18
    Community Member GreatOwl's Avatar
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    Spot is a good skill for any class; not so much for traps, but because it will allow you to see enemies at a greater distance. After making a half blind barb, I highly enjoy having spare points to put in the skill on my wizard. Now I can finally see them coming before they hit me in the face

    For survivability, I would also recommend jump and balance.

    After that, you will still have points to spend. Pick whatever.
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