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  1. #1
    Founder Amroth's Avatar
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    Default PM (possibly AM thru 11)

    I have been playing DDO off and on since the beginning so I know a bit, but I am not Uber/Twink, and I don't have hundreds of hours to grind for elite gear. I mainly like to Solo/PUG and have little interest in guilds because I can't dedicate the time like many say is necessary. Anyways, I see many posibilities with a good PM build who can start out as an AM and then just swap enhancements (not feats) when at the appropriate level.

    Goals: Solo or ocassional PUG, but I want to be built good enough to stand the test of time and evolving game mechanics. I also will eventually wish to do some raids but not unil I feel comfortable using my first Wiz.

    Constraints: 32pt, veteran, any race, but no tomes, no raid gear, no TR.

    Here is my initial plan to test the waters as a PM, but the feat selection allows me to effectively change to AM if I'm not liking it at lower levels.

    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    UnDead 
    Level 20 True Neutral Half-Elf Male
    (20 Wizard) 
    Hit Points: 222
    Spell Points: 1786 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 15
    Will: 14
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                  8                    8
    Dexterity             8                  8                    8
    Constitution         16                 16                   16
    Intelligence         18                 23                   28
    Wisdom               14                 14                   14
    Charisma              8                  8                    8
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               1                 10                   10
    Bluff                -1                 -1                   -1
    Concentration         7                 26                   26
    Diplomacy             1                 10                   10
    Disable Device        n/a               n/a                   n/a
    Haggle               -1                 10                   10
    Heal                  2                 11.5                 11.5
    Hide                 -1                 -1                   -1
    Intimidate           -1                 -1                   -1
    Jump                 -1                 -1                   -1
    Listen                2                  2                    2
    Move Silently        -1                 -1                   -1
    Open Lock            n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                4                  9                    9
    Search                6                 20                   20
    Spot                  4                 13                   13
    Swim                 -1                 -1                   -1
    Tumble                0                  0                    0
    Use Magic Device      0                  0                    0
    
    Level 1 (Wizard)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    Feat: (Wizard Bonus) Spell Focus: Evocation
    Feat: (Selected) Toughness
    Enhancement: Frost Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    Level 2 (Wizard)
    Enhancement: Glacial Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Wizard Intelligence I
    
    Level 3 (Wizard)
    Feat: (Selected) Insightful Reflexes
    Enhancement: Racial Toughness I
    Enhancement: Deadly Flame I
    Enhancement: Frost Manipulation II
    Enhancement: Flame Manipulation II
    Enhancement: Wizard Wand and Scroll Mastery I
    
    Level 4 (Wizard)
    Ability Raise: INT
    Enhancement: Deadly Ice I
    Enhancement: Wizard Subtle Spellcasting I
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    Enhancement: Wizard Energy of the Scholar II
    
    Level 6 (Wizard)
    Feat: (Selected) Spell Focus: Necromancy
    Enhancement: Wizard Pale Master I
    Enhancement: Summon Skeleton Archer
    Enhancement: Summon Skeletal Knight
    Enhancement: Summon Skeletal Mage
    Enhancement: Shroud of the Zombie
    
    Level 7 (Wizard)
    Enhancement: Wizard Intelligence II
    
    Level 8 (Wizard)
    Ability Raise: INT
    Enhancement: Improved Cleric Dilettante I
    Enhancement: Frost Manipulation III
    Enhancement: Flame Manipulation III
    
    Level 9 (Wizard)
    Feat: (Selected) Greater Spell Focus: Evocation
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Augment Summoning
    Enhancement: Improved Cleric Dilettante II
    Enhancement: Wizard Intelligence III
    
    Level 11 (Wizard)
    Enhancement: Wizard Energy of the Scholar III
    
    Level 12 (Wizard)
    Ability Raise: INT
    Feat: (Selected) Greater Spell Focus: Necromancy
    Enhancement: Wizard Pale Master II
    Enhancement: Summon Blackbone Archer
    Enhancement: Summon Blackbone Knight
    Enhancement: Summon Blackbone Mage
    Enhancement: Shroud of the Wraith
    
    Level 13 (Wizard)
    Enhancement: Racial Toughness II
    Enhancement: Shroud of the Vampire
    
    Level 14 (Wizard)
    Enhancement: Wizard Energy of the Scholar IV
    
    Level 15 (Wizard)
    Feat: (Selected) Extend Spell
    Feat: (Wizard Bonus) Improved Mental Toughness
    Enhancement: Improved Cleric Dilettante III
    Enhancement: Wizard Subtle Spellcasting II
    
    Level 16 (Wizard)
    Ability Raise: INT
    Enhancement: Glacial Spellcasting II
    Enhancement: Wizard Subtle Spellcasting III
    
    Level 17 (Wizard)
    Enhancement: Frost Manipulation IV
    Enhancement: Frost Manipulation V
    
    Level 18 (Wizard)
    Feat: (Selected) Maximize Spell
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master III
    Enhancement: Summon Frostmarrow Archer
    Enhancement: Summon Frostmarrow Knight
    
    Level 19 (Wizard)
    Enhancement: Deadly Ice II
    Enhancement: Summon Frostmarrow Mage
    
    Level 20 (Wizard)
    Ability Raise: INT
    Feat: (Wizard Bonus) Heighten Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Wizard Subtle Spellcasting IV
    I know that augment summoning is not a highly regarded feat, and pets are not favored in many groups, but I do plan on soloing alot and I can always swap it out later (as my free exchange). Additionally, I also understand that L15 is late to take Extend, but that is the only place I can make it fit and still be able to swap prestiges.

    I considered WF, but for this build AP are tight and the +2 Fort & +2 Will but is it worth the loss of robes.

    Since I have no room for UMD, which alignment should I be, I assumed True Neutral?

  2. #2
    Community Member krisz93's Avatar
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    18/2 with Rogue would CC just as well (unless you plan on soloing Epic), and you could disable traps and have some sneak skills. That would also open up UMD so no need for Cleric dilly. Halfling is a nice race, more dex, sneakier, and of course Hero's Companion

  3. #3
    Founder Amroth's Avatar
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    Quote Originally Posted by krisz93 View Post
    18/2 with Rogue would CC just as well (unless you plan on soloing Epic), and you could disable traps and have some sneak skills. That would also open up UMD so no need for Cleric dilly. Halfling is a nice race, more dex, sneakier, and of course Hero's Companion
    I see a problem with that since I only get around 6 AP to dedicate to trap skills if I want to summon the Frost Mage and still have take some toughness enhancements. Besides, More dex would just bring me up to 10.

  4. #4
    Founder Amroth's Avatar
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    Quote Originally Posted by Amroth View Post
    I know that augment summoning is not a highly regarded feat, and pets are not favored in many groups, but I do plan on soloing alot and I can always swap it out later (as my free exchange). Additionally, I also understand that L15 is late to take Extend, but that is the only place I can make it fit and still be able to swap prestiges.

    I considered WF, but for this build AP are tight and the +2 Fort & +2 Will but is it worth the loss of robes.

    Since I have no room for UMD, which alignment should I be, I assumed True Neutral?
    Also, what items should I be on the lookout for? I have never been a Wiz and I last played a Sorc when the level cap was 12. And again, not raids or epics, just quests that I can either solo or PUG with normal type gear until I get the better stuff. I would prefer not to run the same quest 5,10,20+ times because the drop rate is extremely rare for the gear that is nice.

  5. #5
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    The rogue splash is a good idea for the reasons he mentioned, though I'd go without the iron companion since you can do summons and are tight on ap. With your high intelligence stat as a wiz, you won't need to worry about putting AP towards trap skills as a rog. Your skill points to distribute should also be high enough that you could max umd and the various trap related skills in addition to others. Plus you'd get evasion, which is helpful for soloing.

    Between your INT bonus, and your points in search and disable (I also have spot on my Rogue since I don't know the game by heart), and a high +disable device item (keep upgrading that along the way), and +5 thieve's tools (around 1k on the auction house, and fairly common in chests), you'll have no problem handling traps on elite, including endgame quests (epics can get tricky, but that's not your goal anyway).

  6. #6
    Founder Amroth's Avatar
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    I know this is not quite following my OP, but would a WF Wraith12/Mech6 be viable with a DEX of 10/12 before cats? Swap summon feat for Heavy Repeater (I have several mid to lower level). I think any spell DC would suffer and the DEX would be too low to hit, but the damage if I do hit would be nice.

    The only reason I ask is because any splash of anything will take away considerable CL/DC of Wiz spells considering the loss of the capstone, but 18/2 could be fixed at 20 with a LR+3, but doing that twice would be expensive to remove 12/6.
    Last edited by Amroth; 07-19-2011 at 06:48 AM.

  7. #7
    Community Member DrNuegebauer's Avatar
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    Quote Originally Posted by Amroth View Post
    I see a problem with that since I only get around 6 AP to dedicate to trap skills if I want to summon the Frost Mage and still have take some toughness enhancements. Besides, More dex would just bring me up to 10.
    No enhancements required at all for traps. Skill points only.
    Added bonus in being rogue is high UMD = good scroll healing for self.

    I think you should reconsider WF - ESPECIALLY if you're considering the possibility of changing to AM. The ability to reconstruct self (via spell/scroll) is far too good to overlook!

    Personally I'd go for pure 20 WF Wizzy - whether AM or PM.

  8. #8
    Founder Amroth's Avatar
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    Ok, I have given this much thought, and I like the idea of a self sufficient caster with capability to disable traps. Since I can't have everything, a WF Wiz with a splash of Rogue has been around for a long time. I know that I will lose the capstone, and will be 2 caster levels behind other Wizards, but I am likeing the idea of a slight more versitility for solo, while still dishing out damage (thru Necro and/or minions).

    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    Level 20 True Neutral Warforged Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 246
    Spell Points: 1438 
    BAB: 10\10\15\20
    Fortitude: 14
    Reflex: 18
    Will: 9
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                  8                    8
    Dexterity             8                  8                    8
    Constitution         18                 18                   20
    Intelligence         18                 25                   28
    Wisdom                6                  6                    6
    Charisma             12                 12                   12
    Tomes Used
    +2 Tome of Intelligence used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                  4                    4
    Bluff                 3                  4                    4
    Concentration         4                 28                   30
    Diplomacy             5                  6                    6
    Disable Device        8                 32                   33
    Haggle                5                  6                    6
    Heal                 -2                 -2                   -2
    Hide                  3                  4                    4
    Intimidate            1                  1                    1
    Jump                  3                  4                    4
    Listen               -2                 -2                   -2
    Move Silently         3                  4                    4
    Open Lock             0                  0                    0
    Perform               n/a               n/a                   n/a
    Repair                8                 22                   24
    Search                8                 32                   33
    Spot                  2                  3                    3
    Swim                 -1                 -1                   -1
    Tumble                0                  0                    0
    Use Magic Device      5                 24                   24
    
    Level 1 (Rogue)
    Feat: (Selected) Insightful Reflexes
    
    Level 2 (Rogue)
    
    Level 3 (Wizard)
    Feat: (Selected) Augment Summoning
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    
    Level 4 (Wizard)
    Ability Raise: INT
    
    Level 5 (Wizard)
    
    Level 6 (Wizard)
    Feat: (Selected) Spell Focus: Enchantment
    
    Level 7 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    
    Level 8 (Wizard)
    Ability Raise: INT
    
    Level 9 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    Level 10 (Wizard)
    
    Level 11 (Wizard)
    
    Level 12 (Wizard)
    Ability Raise: INT
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Greater Spell Focus: Enchantment
    
    Level 13 (Wizard)
    
    Level 14 (Wizard)
    
    Level 15 (Wizard)
    Feat: (Selected) Heighten Spell
    
    Level 16 (Wizard)
    Ability Raise: INT
    
    Level 17 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    
    Level 18 (Wizard)
    Feat: (Selected) Toughness
    
    Level 19 (Wizard)
    
    Level 20 (Wizard)
    Ability Raise: INT
    Enhancement: Rogue Skill Boost I
    Enhancement: Adamantine Companion
    Enhancement: Iron Companion
    Enhancement: Mithral Companion
    Enhancement: Steel Companion
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Improved Disable Device I
    Enhancement: Improved Search I
    Enhancement: Glacial Spellcasting I
    Enhancement: Glacial Spellcasting II
    Enhancement: Combustive Spellcasting I
    Enhancement: Combustive Spellcasting II
    Enhancement: Frost Manipulation I
    Enhancement: Frost Manipulation II
    Enhancement: Frost Manipulation III
    Enhancement: Frost Manipulation IV
    Enhancement: Frost Manipulation V
    Enhancement: Flame Manipulation I
    Enhancement: Flame Manipulation II
    Enhancement: Flame Manipulation III
    Enhancement: Flame Manipulation IV
    Enhancement: Flame Manipulation V
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Subtle Spellcasting I
    Enhancement: Wizard Subtle Spellcasting II
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Hardiness I
    Enhancement: Warforged Hardiness II
    Enhancement: Warforged Hardiness III
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Warforged Mechanics I
    Enhancement: Warforged Mechanics II
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Wizard Pale Master III
    Enhancement: Summon Blackbone Archer
    Enhancement: Summon Frostmarrow Archer
    Enhancement: Summon Skeleton Archer
    Enhancement: Summon Blackbone Knight
    Enhancement: Summon Frostmarrow Knight
    Enhancement: Summon Skeletal Knight
    Enhancement: Shroud of the Wraith
    I took Augment summoning because I plan on doing a lot of solo, and I will need them to either keep agro so I can sneak by or so I can save some mana. I also took the feats in such a way that I could swap back and forth between AM and PM until I finally reach L20 where I will likely remain PM with either Frostmarrow Knights or Archers.

    OR, I may LR+3 and unsplash my Rogue2 for the Capstone which would give me +3 DC (from two levels and +2 INT), and another feat (or two if I drop Augment summoning).

  9. #9
    Founder binnsr's Avatar
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    I'd go AM through 11:59 and then switch to PM, personally.. but it's your day, so do what you will with it!
    -=]ArchAngels[=-

  10. #10
    Founder Amroth's Avatar
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    Quote Originally Posted by binnsr View Post
    I'd go AM through 11:59 and then switch to PM, personally.. but it's your day, so do what you will with it!
    Cute, but seriously, do you think I can solo effectively with this at level on normal/hard all the way to L20? What do you think about Elite (1-2 levels below)? I have no high end gear; just some low/mid-level race restricted rogue stuff from another toon.

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