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  1. #1
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    Default Complete noob PM build?

    Hey all,

    I kinda just started playing, Level 4 Wizard at the moment but would reroll if I should restart again.

    I'm looking for a guide/build to make a Wizard that I can use to make a good Pale Master. Is the basic archetype of Necromancy worth sticking with or should I rebuild everything all over again?

    I've been using the DDO WIKIA and another link on here that said to start with rolling a rogue first, but I didnt think that would be ideal cause its a rogue....not a wizard haha. Any advice on where to start? There is so much information out there to digest >.<

  2. #2
    Community Member Entelech's Avatar
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    Okay...

    First of all, since you're a new player, I'm going to advise you to simply take things slowly.

    Right now, you're learning the basics of how to play the game, and how to specifically play a Wizard. Some people like Pale Masters, some do not. And as you develop your playstyle, you'll find things you like your characters to be able to do, and things you do not care about.

    I can say "Yes, Pale Master is great at X" and others will say "But Pale Masters suck at Y and Archmage is the way to go." But that argument won't help you much until you know what you enjoy doing.

    So: experiment. Try playing a few different character types. Think about what you like and dislike about a given character build and then make a character that's fun for you.


    That said, there's nothing wrong with Pale Master. The only thing you need is two feats: Spell Focus: Necromancy (by level 6) and Greater Spell Focus: Necromancy (by level 12). Everything else comes from figuring out how your spells work, and no two Wizards tackle a problem in exactly the same way.

    One tip that applies to everyone, especially new Wizards, though is this: CONSTITUTION IS NOT A DUMP STAT. Starting with a 14 Constitution is pretty much a bare minimum.
    Give a man a fish, and he demands two more tomorrow.
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  3. #3
    Community Member whitehawk74's Avatar
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    I agree. While being brand new to the game you should keep things simple and learn the ins and outs of the game. I have been playing for 7 months and still learning everyday.
    Wizards arnt the easiest to play either (imho) but are lots of fun. If you keep it simple in the beginning you wont get frustrated.
    As a cleric, I really do not like PM's because I have to cast 'harm' to heal them, which is a pain in the middle of battle trying to assist 1 person and not the group.
    Last edited by whitehawk74; 05-14-2011 at 02:01 AM.
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  4. #4
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    Quote Originally Posted by whitehawk74 View Post
    I agree. While being brand new to the game you should keep things simple and learn the ins and outs of the game. I have been playing for 7 months and still learning everyday.
    Wizards arnt the easiest to play either (imho) but are lots of fun. If you keep it simple in the beginning you wont get frustrated.
    As a cleric, I really do not like PM's because I have to cast 'harm' to heal them, which is a pain in the middle of battle trying to assist 1 person and not the group.
    PM's can heal themselves, if I am running with a group and the PM specifically asks, then I will add harm to my spell list but I do not carry it, as I get more use out of Comet fall and BB to bother with a spell that will harm one mob at a time.

  5. #5
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    Cool thanks for the advice! I've always played the dark caster so I'm looking forward to using the pale wizard.

    I've been mixing between Con and Int for my stats.

    Those archetypes you get when you start a character....is the necromancer one going to set me up for the PM or is it best to make my own character?

  6. #6
    Build Constructionist unbongwah's Avatar
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    I posted a human rogue 2 / wiz 18 PM build the other day. Probably needs some optimizing in the enhs (which are easy enough to redo, fortunately) and I can't decide if Spell Penetration feats are more useful than, say, SF & GSF Enchantment, but it's enough to get one started.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  7. #7
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    Quote Originally Posted by unbongwah View Post
    I posted a human rogue 2 / wiz 18 PM build the other day. Probably needs some optimizing in the enhs (which are easy enough to redo, fortunately) and I can't decide if Spell Penetration feats are more useful than, say, SF & GSF Enchantment, but it's enough to get one started.
    Thats the build I'm using actually!! I wasnt sure if it was easier to go the Necromancer option or use yours but I"m using yours it turns out

  8. #8
    Community Member Entelech's Avatar
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    Quote Originally Posted by calys0813 View Post
    Cool thanks for the advice! I've always played the dark caster so I'm looking forward to using the pale wizard.

    I've been mixing between Con and Int for my stats.

    Those archetypes you get when you start a character....is the necromancer one going to set me up for the PM or is it best to make my own character?
    Generally speaking, the preset paths are lackluster.

    They will prevent you from making any absolutely horrible mistakes, but you can almost always do better in a manually-controlled build if you have even a little experience with the game.

    If you have no clue about how character advancement works, have never played Pen-and-Paper AD&D, and just want to dive into playing the game, go ahead and use the paths. But most people bypass them entirely by the time they start their 2nd or 3rd character.

    The best way to make sure you're on track for prerequisites to feats or prestige enhancements is to open your character sheet to the Enhancement or Feat tabs and click on the "Show Unavailable" checkbox. Then find the item you're after and mouse over it. The prerequisites will all be shown in the popup window, colorcoded by whether you meet the requirement already or if you're missing it.

    Ron's Character Planner (there's a thread in the User Created Game Guides forum) is also a handy tool for more long-term planning.
    Give a man a fish, and he demands two more tomorrow.
    Teach a man to fish, and he'll leave to find somebody who'll just give him a fish.
    Beat him unconscious with the fish, and it's comedy.

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