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  1. #1
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    Join Date
    Mar 2006
    Posts
    57

    Default Force spec Archmage build question

    Hey all, I picked up: SF & GSF:Evo, the 2 Archmage Masteries, SP & GSP, and 2 of the 3 Wizard SPs. can someone take a look, and let me know it they think its worth trying to rearrange the enhancements to get the 3 Wizard SP enhancement if thats even possible.



    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (20 Wizard) 
    Hit Points: 182
    Spell Points: 1936 
    BAB: 10\10\15\20
    Fortitude: 8
    Reflex: 15
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             12                    12
    Dexterity            10                    10
    Constitution         14                    14
    Intelligence         18                    29
    Wisdom                8                     8
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                     2
    Bluff                -1                    -1
    Concentration         6                    10
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                    -1
    Heal                 -1                    -1
    Hide                  1                     1
    Intimidate           -1                    -1
    Jump                  1                     1
    Listen               -1                    -1
    Move Silently         2                     2
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                4                     9
    Search                6                    11
    Spot                  1                     1
    Swim                  1                     1
    Tumble                1                     1
    Use Magic Device      1                     1
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Augment Summoning
    Feat: (Human Bonus) Insightful Reflexes
    Feat: (Selected) Mental Toughness
    Enhancement: Improved Concentration I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Enhancement: Force Manipulation I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand and Scroll Mastery I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Toughness
    Enhancement: Human Versatility I
    Enhancement: Racial Toughness I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Wizard Wand Heightening I
    
    
    Level 4 (Wizard)
    Enhancement: Human Versatility II
    Enhancement: Improved Concentration II
    Enhancement: Deadly Kinetics I
    Enhancement: Force Manipulation II
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Evocation
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 6 (Wizard)
    Feat: (Selected) Greater Spell Focus: Evocation
    Enhancement: Wizard Archmage I
    
    
    Level 7 (Wizard)
    Enhancement: Kinetic Spellcasting II
    Enhancement: Wizard Intelligence II
    
    
    Level 8 (Wizard)
    Enhancement: Improved Concentration III
    Enhancement: Wizard Spell Penetration I
    Enhancement: Archmage Spell Mastery I: Evocation
    
    
    Level 9 (Wizard)
    Feat: (Selected) Heighten Spell
    Enhancement: Arcane Bolt
    Enhancement: Wizard Archmage II
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Improved Mental Toughness
    Enhancement: Deadly Kinetics II
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 11 (Wizard)
    Enhancement: Wizard Spell Penetration II
    
    
    Level 12 (Wizard)
    Feat: (Selected) Spell Penetration
    Enhancement: Force Manipulation III
    Enhancement: Wizard Archmage III
    
    
    Level 13 (Wizard)
    Enhancement: Wizard Improved Heightening I
    Enhancement: Kinetic Spellcasting III
    Enhancement: Deadly Kinetics III
    
    
    Level 14 (Wizard)
    Enhancement: Wizard Intelligence III
    
    
    Level 15 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    Feat: (Selected) Greater Spell Penetration
    Enhancement: Improved Concentration IV
    Enhancement: Wizard Archmage IV
    Enhancement: Archmage Spell Mastery II: Evocation
    
    
    Level 16 (Wizard)
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Arcane Blast
    
    
    Level 17 (Wizard)
    Enhancement: Kinetic Spellcasting IV
    Enhancement: Deadly Kinetics IV
    Enhancement: Force Manipulation IV
    Enhancement: Force Manipulation V
    
    
    Level 18 (Wizard)
    Feat: (Selected) Quicken Spell
    Enhancement: Kinetic Spellcasting V
    Enhancement: Force Manipulation VI
    Enhancement: Force Manipulation VII
    Enhancement: Wizard Archmage V
    
    
    Level 19 (Wizard)
    Enhancement: Kinetic Spellcasting VI
    Enhancement: Deadly Kinetics V
    Enhancement: Deadly Kinetics VI
    
    
    Level 20 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Racial Toughness II
    Enhancement: Evocation I - Magic Missle
    With force line enhancing some spells like Ice Storm and Horrid W., I thought it would be intersting to try this, seems pretty powerful, to me, but Im a new player, and want to know what you more experience "peeps" think. Thanks in advance.

  2. #2
    Community Member
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    Aug 2010
    Posts
    249

    Default

    I think Maximize should be taken at level 1, not level 20.

    You could move or remove any of Augment Summoning or Mental Toughness or Insightful Reflexes in order to do so.

    I think you will also want to get Empower Spell by level 6, so right away you can start enjoying the good fun of Maximize+Empower on your SLA's at no additional SP cost.

    Warforged is always worth considering on an arcane.
    White Fang (newbie-friendly build) - TWF melee dps with self-sufficiency and rogue skills.
    California King - the hagglebot craftbot alt build, pure Arty leveling with two-handed weapons.

  3. #3
    Community Member Doxmaster's Avatar
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    Jun 2009
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    352

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    Get Maximize, Empower and Enlarge by level 6. (Drop enlarge later)

    You can Pewpew magic missiles from unfair distances and do decent damage. I do this on all my archmages.

  4. #4
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    Mar 2006
    Posts
    57

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    Quote Originally Posted by Luckness View Post
    I think Maximize should be taken at level 1, not level 20.

    You could move or remove any of Augment Summoning or Mental Toughness or Insightful Reflexes in order to do so.

    I think you will also want to get Empower Spell by level 6, so right away you can start enjoying the good fun of Maximize+Empower on your SLA's at no additional SP cost.

    Warforged is always worth considering on an arcane.

    With extra feat I threw Augment in to help with surviablity, with plans to get rid of it later in life. I have read how the +4 and end game would not really help much, added to that summons running wild and doing there on thing in a group, would be detrimental. I suppose if I hang in Korthos I can dump it and survive fairly well, with appropiate hireling. I will change my placement to have max/emp/sla combo. I didnt realize that I would be able to cast with no additional sp. Is that Archmage only setup or would a PM reap the same benefits from that. Thanks

  5. #5
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    Mar 2006
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    Quote Originally Posted by Doxmaster View Post
    Get Maximize, Empower and Enlarge by level 6. (Drop enlarge later)

    You can Pewpew magic missiles from unfair distances and do decent damage. I do this on all my archmages.
    I will, and thank you. I knew something was off with my placement, not knowing the specifics about certain spells, feats, and enhancements, was hindering me. Thats why I posted build I planned before, I started it, looked to good to be true to me. I was gonna to try and create a Necro-Force PM with no Pm summons and only the Lich Shroud taken. I decided to do the Archmage guy first tho, seemed I could learn the ropes, spell wise and live to tell about it, if I went that route. Then I can roll out the what I would think, would be the more difficult PM build with the benefits of money, game play experience and equipment. Thanks for you input.

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