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  1. #41
    Community Member JeremiahLoh's Avatar
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    Firstly, I'm quite amazed how long this topic is going. Second I really appreciate how alot of you are really coming out and helping me to find and perfect this character.

    I'm going for the 12 Wiz/6 Ftr/2 Rogue.

    I've also been wondering if the 12 wizard levels be enough to maximize my Jump with 10 Base.

    Also... what reccomendations for spells should I take up...

    Aside from the obvious ones like Haste,Blur and Night Shield

  2. #42
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by JeremiahLoh View Post
    I've also been wondering if the 12 wizard levels be enough to maximize my Jump with 10 Base.
    Jump spell is +30 at wiz lvl 9; since the Jump skill caps at 40 (anything above that does nothing), you'll be fine for Mario mode.
    reccomendations for spells should I take up...
    As a wizard, you can inscribe all of them. One good suggestion I got ages ago: if you can afford them, buy all the vendor scrolls for the following level before leveling - i.e., buy the lvl 2 spells before wiz 3, lvl 3 spells before wiz 5, etc. - and inscribe them. You can inscribe higher-lvl scrolls before you can cast them, but they won't show up in your spellbook until you hit high enough lvl, IIRC. Then use your lvl-up spell choices to pick up anything you can't buy from vendors; this list should help. That way you should be able to get everything without wasting level-ups on spells which are easily bought. Don't forget to check the Auction House too.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  3. #43
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    Quote Originally Posted by Other_Guy View Post
    Dwarven axes are one handed, so I don't know why you're getting two handed fighting. It's silly if you plan on using dwarven axes anyway.
    Bastards swords and dwarven axes are treated as two handed weapons for the purposes of the two handed fighting feats, as long as you don't dual wield them.

    However, I applaud your idea for the build, but good luck trying to make it work.

    You will probably just end up being a really sub par spellcaster and a sub par melee.

    People, including me, have tried the arcane melee build, and although they are really cool concepts, they never work out well at end game. Try synergizing Pale master forms with melee, but it never seems to work right.
    http://my.ddo.com/elixer1
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  4. #44
    The Hatchery bigolbear's Avatar
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    Quote Originally Posted by JeremiahLoh View Post
    Firstly, I'm quite amazed how long this topic is going. Second I really appreciate how alot of you are really coming out and helping me to find and perfect this character.

    I'm going for the 12 Wiz/6 Ftr/2 Rogue.

    I've also been wondering if the 12 wizard levels be enough to maximize my Jump with 10 Base.

    Also... what reccomendations for spells should I take up...

    Aside from the obvious ones like Haste,Blur and Night Shield
    looks like a solid class split, glad we could all help you witrh your build.

    RE:jump. yes that will be fine, jump caps at lvl 9 for +30, more caster lvls above 9 just increases the duration.

    RE:spells.
    BUFS:
    Buffs, i figured you knew this tho. of note i find fire sheild cold to be awesome - especialy when fighting harry, or groups of mobs - fire sheild gives a realy nice guard effect that is over looked by most mages.
    Displacement is great too, rage should be a standard spell for you as should heroism and eventualy GH.
    DEBUFFS:
    Ray of enfeeble is a very under looked low lvl spell and can make big bad ogres into relative wusses.
    Ray of exhaustion - like ray of enfeeble but better and more costly.
    Solid fog: it is an eldrich knights intimidate.
    gliterdust: its aoe, cheap as chips and even with a poor dc it will work on some enemies
    Web: same deal as gliterdust.
    DAMAGE:
    here you want spells that have either no save or at worst save for half - this is asuming you are not going wiht a high int score.

    You want atleast 1 AOE DOT spell, this will be a spell you can cast and fight inside.
    recomendations are dependant upon what elements you choose to spec for: firewall, icestorm, acid rain.

    You also want atleast 1 single target DOT spell, this is for bosses and will bring up your dps to a true mele.
    reecomendations are: burning blood, melfs acid arow, niacs biting cold, eledars electric surge.


    ADvanced stuff.
    There is nothing stopping you using insta effect based spells even with a low DC, you will need to use a combination of wounding weapon and enevrates to lower saves and posibly shatermantle for lowering spell res first tho.

    casting ray of enfeeble flowed up by web is an awesome tactic for spell swords, web has a static str chec dc and enfeeble has no save and lowers str.

    hypno can be used to lower peoples will saves to prep them for a dance spell.

    solid fog lowers reflex saves and can be used to beter gather people for firewalls, acid rains, fire balls etc.
    Ex Euro player from devourer: Charaters on orien(Officer of Under Estimated & Nightfox): Wrothgar, Cobolt, Shadeweaver, TheMetal, Metaphysical, Allfred, Razortusk and many more.
    stuff by me: http://forums.ddo.com/showthread.php...02#post4938302

  5. #45
    Community Member Ngha's Avatar
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    Quote Originally Posted by elixer1 View Post
    including me, have tried the arcane melee build, and although they are really cool concepts, they never work out well at end game. Try synergizing Pale master forms with melee, but it never seems to work right.
    Actually I ran VoN with a Melee Caster PM and it worked pretty well.

  6. #46
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    I always opt for 2 monk over 2 rogue, especially when you have levels of fighter (for the +attack speed enhancement)

  7. #47
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    Quote Originally Posted by unbongwah View Post
    Snip.

    The problem here is the Eldritch Knight PrC is frankly overpowered in ways which you can't recreate in DDO; there's simply no way to get full BAB and almost-full arcane spell progression. So you have to come up with some sort of compromise.

    snip
    Yes, there is. It's called Tenser's Transformation, and Eldritch knight can get it with only 5 levels of wizard invested.

  8. #48
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    Quote Originally Posted by Other_Guy View Post
    There's a lot wrong with this thread, where to begin?
    I'll start! With some of your stuff.

    Quote Originally Posted by Other_Guy View Post
    Wizards don't have any combat skills so you should never try to play one like this.
    They have plenty of combat skills. He did specify "Eldritch Knight", which is an entire enhancement tree dedicated to being a melee caster for Wiz/Sorc. If you haven't seen it, go look at it on Lamannia, or the Lamannia forums, or the DDO Wiki. And melee casters can be quite effective. Such builds have been around DDO for years, and around D&D for decades.

    Quote Originally Posted by Other_Guy View Post
    Dwarven axes are one handed, so I don't know why you're getting two handed fighting.
    Yup, you don't know. You should really go look at how those feats and that weapon work, because the THF feats are a reasonable choice for a Dwarven Axe or a Bastard Sword wielder.

  9. #49
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Gavman View Post
    Yes, there is. It's called Tenser's Transformation, and Eldritch knight can get it with only 5 levels of wizard invested.
    First off, congrats on your Thread Necro spell.

    Second, I was talking about BAB progression and in particular how it applies to feat pre-reqs. TT & EK PrE have no bearing on that.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  10. #50
    Community Member kned225's Avatar
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    Quote Originally Posted by SirValentine View Post
    I'll start! With some of your stuff.



    They have plenty of combat skills. He did specify "Eldritch Knight", which is an entire enhancement tree dedicated to being a melee caster for Wiz/Sorc. If you haven't seen it, go look at it on Lamannia, or the Lamannia forums, or the DDO Wiki. And melee casters can be quite effective. Such builds have been around DDO for years, and around D&D for decades.



    Yup, you don't know. You should really go look at how those feats and that weapon work, because the THF feats are a reasonable choice for a Dwarven Axe or a Bastard Sword wielder.
    Thats tellin' him!!

    Stupid ppl from two years ago that cant see the future!

  11. #51
    Hero
    Reaperbait
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    I can see it working out pretty darn well.

    While leveling destinies on my pure, CC PM wizzy, I was able to wield a great axe and being very effective with melee.

    So effective in the hardest EH content against red named bosses.

    And I wasn't even trying to set him up for a melee role. I was just playing around with him, and I can definitely see an eldritch night being more than viable in EE content.
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