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  1. #1

    Default Need advice on a drow palemaster

    I've always liked the things PM can do. However, I never rolled one in the past.
    First time I'll be making a wizard, I capped 3 sorcerers in the past so I'm familiar with the spells.

    It's going to be a drow PM, pure wizard 20.

    My goal is to be able to solo epic content very easily (Scroll farming in sands, red fens, etc...).
    The question is : what should be my spell focus? Necromancy for FOD ? ... ?

    What feats should I take?

    Pointing me to a strong PM build or advice me would really help.

    Thanks for taking the time to read and give me a hand.

    Sithali-1 ~ 31/31 Lives ~ Completionist
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  2. #2
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    here is where I got some of the info for my PM build
    http://forums.ddo.com/showthread.php?t=302573
    http://forums.ddo.com/showpost.php?p...1&postcount=91

    I used a little of both for mine and he is working fine. Only lvl3 so far so who knows. Here is my build.

    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Valdim Shadowstalker
    Level 20 Chaotic Neutral Drow Male
    (20 Wizard) 
    Hit Points: 202
    Spell Points: 1709 
    BAB: 10\10\15\20
    Fortitude: 8
    Reflex: 17
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity            10                    10
    Constitution         14                    14
    Intelligence         20                    32
    Wisdom                8                     8
    Charisma             10                    10
    
    Tomes Used
    +2 Tome of Intelligence used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                     4.5
    Bluff                 0                     0
    Concentration         6                    25
    Diplomacy             0                    15.5
    Disable Device        n/a                  n/a
    Haggle                0                     0
    Heal                 -1                    -1
    Hide                  2                    11.5
    Intimidate            0                     7
    Jump                  2                    10.5
    Listen               -1                     1
    Move Silently         2                    11.5
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                5                    11
    Search                5                    13
    Spot                  1                    12.5
    Swim                  0                     0
    Tumble                1                     1
    Use Magic Device      2                    11.5
    
    Level 1 (Wizard)
    Feat: (Selected) Insightful Reflexes
    Feat: (Wizard Bonus) Mental 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) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Deadly Ice I
    Enhancement: Deadly Flame I
    Enhancement: Frost Manipulation II
    Enhancement: Flame Manipulation II
    
    
    Level 4 (Wizard)
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Frost Manipulation III
    Enhancement: Flame Manipulation III
    Enhancement: Wizard Spell Penetration I
    
    
    Level 6 (Wizard)
    Feat: (Selected) Spell Penetration
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Intelligence II
    
    
    Level 7 (Wizard)
    Enhancement: Racial Toughness II
    Enhancement: Deadly Ice II
    Enhancement: Deadly Flame II
    
    
    Level 8 (Wizard)
    Enhancement: Frost Manipulation IV
    Enhancement: Flame Manipulation IV
    
    
    Level 9 (Wizard)
    Feat: (Selected) Greater Spell Penetration
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    Enhancement: Wizard Improved Empowering I
    Enhancement: Wizard Spell Penetration II
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Feat: (Selected) Spell Focus: Necromancy
    Enhancement: Wizard Intelligence III
    
    
    Level 13 (Wizard)
    Enhancement: Wizard Pale Master I
    Enhancement: Summon Skeletal Knight
    
    
    Level 14 (Wizard)
    Enhancement: Wizard Spell Penetration III
    
    
    Level 15 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Frost Manipulation V
    Enhancement: Flame Manipulation V
    Enhancement: Wizard Pale Master II
    
    
    Level 16 (Wizard)
    Enhancement: Frost Manipulation VI
    Enhancement: Flame Manipulation VI
    Enhancement: Summon Blackbone Knight
    Enhancement: Shroud of the Wraith
    
    
    Level 17 (Wizard)
    
    
    Level 18 (Wizard)
    Feat: (Selected) Heighten Spell
    Enhancement: Wizard Improved Heightening I
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master III
    
    
    Level 19 (Wizard)
    
    
    Level 20 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Wizard Improved Heightening II
    Last edited by nikkisman69; 07-22-2011 at 06:13 PM.

  3. #3
    Community Member FrozenNova's Avatar
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    (Greater) Necromancy focus is a pale master requirement - no choice there.
    Enchantment is the usual secondary.

    I've personally gone off Drow in favor of Helf/cleric for mine. I'll suffer the -1 dc if it lets me heal the tank.

    Nothing special in feats -
    7 character + 5 class
    1 Toughness
    2 Maximize
    3 Empower
    4 Quicken
    5 Heighten
    6 Extend (Still nice on a PM for conserving spellpoints with aura).
    7 Necro focus
    8 Greater necro focus
    9 Spell pen
    10 Greater Spell pen
    11 Enchantment focus
    12 Greater Enchantment focus

    Alternatives to slot in - metal toughness: unlocks wraith for 25% incorp and stealth
    Insightful reflexes: eh. Not usually a game changer without evasion.
    Last edited by FrozenNova; 07-22-2011 at 06:23 PM.

  4. #4
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    Quote Originally Posted by Symerith View Post
    solo epic content very easily
    There'll be lots of builds you can look over and will be linked to, but this bit is more about knowledge of quests, spells and how to approach certain situations.

  5. #5
    Community Member goodspeed's Avatar
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    Building a pale is pretty straightforward. The only things they requre feat wise is necro and greater necro and I think mental toughness?

    Then it's just enhancements for the rest of the requirements. The only part that really differs is what you want the pale to do. Are you gonna have em be a nuker or maybe a ccer?

    Jack up that int, get that con rolling for some meat behind those aura layers.

    Only thing id do at 12 is reset all your enhancements and drop the zombie form. Compared to wraith it's just a waste of ap. Vamp form is like undertaking a suicide mission.

    Also id leave the pets be. For what they do in game they aren't worth the ap by a long shot.

  6. #6

    Default

    Tyvm for the help guys !

    All of it has been very useful information

    Sithali-1 ~ 31/31 Lives ~ Completionist
    OMNIPRESENCE
    The Sith Project ~ Youtube channel ~ Sithali, King of Burst DPS ~ Pyrene, the Endgame Paladin ~ Facebook!

  7. #7
    Build Constructionist unbongwah's Avatar
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    Here's a basic pure drow PM build, specced for cold / fire / force and max Spell Pen:

    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Female
    (20 Wizard) 
    Hit Points: 202
    Spell Points: 1680 
    BAB: 10\10\15\20
    Fortitude: 8
    Reflex: 16
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity            10                    10
    Constitution         14                    14
    Intelligence         20                    30
    Wisdom                8                     8
    Charisma             10                    10
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    Feat: (Selected) Insightful Reflexes
    
    
    Level 2 (Wizard)
    
    
    Level 3 (Wizard)
    Feat: (Selected) Toughness
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    
    
    Level 6 (Wizard)
    Feat: (Selected) Spell Focus: Necromancy
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Glacial Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Deadly Ice I
    Enhancement: Deadly Flame I
    Enhancement: Deadly Kinetics I
    Enhancement: Frost Manipulation I
    Enhancement: Frost Manipulation II
    Enhancement: Flame Manipulation I
    Enhancement: Flame Manipulation II
    Enhancement: Force Manipulation I
    Enhancement: Force Manipulation II
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Subtle Spellcasting I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Pale Master I
    Enhancement: Shroud of the Zombie
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    
    
    Level 9 (Wizard)
    Feat: (Selected) Spell Focus: Enchantment
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Feat: (Selected) Greater Spell Focus: Necromancy
    Enhancement: Frost Manipulation III
    Enhancement: Frost Manipulation IV
    Enhancement: Flame Manipulation III
    Enhancement: Flame Manipulation IV
    Enhancement: Force Manipulation III
    Enhancement: Force Manipulation IV
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Subtle Spellcasting II
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Vampire
    Enhancement: Shroud of the Wraith
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Wizard Bonus) Heighten 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) Quicken Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Glacial Spellcasting II
    Enhancement: Combustive Spellcasting II
    Enhancement: Kinetic Spellcasting II
    Enhancement: Frost Manipulation V
    Enhancement: Frost Manipulation VI
    Enhancement: Flame Manipulation V
    Enhancement: Force Manipulation V
    Enhancement: Force Manipulation VI
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Spell Penetration III
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Subtle Spellcasting III
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master III
    BTW, an elf can get +4 Spell Pen from Arcanum line but lose -1 DC from lower base INT.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  8. #8
    Community Member Hobgoblin's Avatar
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    Quote Originally Posted by FrozenNova View Post
    Insightful reflexes: eh. Not usually a game changer without evasion.
    i agree with everything you said up till here.

    wizzies often dont have the hp to soak damage.

    i would rather take half and be able to burst myself back to full, then take full damage and have to wait for a rez

    hob
    Last edited by Hobgoblin; 07-24-2011 at 02:28 AM.

  9. #9
    Community Member FrozenNova's Avatar
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    Assume fire shield. With a decent 400-450 hp, no fire/cold evadable aoe is going to kill you through fire shield. Mobs don't cast fireballs for 900 damage.

    Traps, yes, they can hurt. But DC's will generally be higher where it matters than where a wizard can reach.
    So we're left saving against electric and acid and sonic aoe's.
    Sonic evadable aoe's - there arn't any. Acid evadable aoe's - just acid blast.
    So.. just electric spells? They usually hardly tickle anyway. Horned devils cast chain lightning for practically zero past resists, and painful ones are fairly rare in epic.

    If you're really suffering, craft/acquire a % absorbtion item - but I wouldn't spend a feat on it.
    Last edited by FrozenNova; 07-24-2011 at 02:24 AM.

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