Updated 8/31/2011 - There has been alot of good feedback provided in this thread. In an attempt to help people that are interested in or are looking to go "Pale Master", I have been adjusting/updating this build and topic with the feedback that has been provided from the great people within.
Note:
1. The reason I took/need “Mental Toughness” is because I want to have “Shroud of the Wraith”. Once I get "Shroud of the Lich" at level 18, I will probably use my free "Feat" swap and drop "Mental Toughness" and pickup Gr Spell Penetration.
2. Not interested in “UMD”, this is the reason why no points were put in to Charisma. This may change change once I get closer to End Game. If I do decide to go the UMD route, I will probably do a LR.
3. I Put 14 in “Strength” for a couple reasons. (1) Avoid being incapacitated while enfeebled. (2) Will not need any gear with +strength stats End Game. This would allow me to use other gear with different stat, skill or ability boosts rather than STR. (3) More carry weight before getting encumbered. (4) Makes the early levels easier doing melee do to the low SP points.
Dalmoris 20 Wizard "Pale Master" – First Life
True Neutral Human
32 point (Champion) Build
Starting Stat Options:
*High STR: Avoid being incapacitated while enfeebled and to up the carrying load
STR 14 +2
DEX 8 +2
CON 16 +2 (+1 from Enhancement)
WIS 8 +2
INT 18 +2 (+4 from Enhancements)
CHA 8 +2
Or
*Max CON: More Hit Points
STR 8 +2
DEX 8 +2
CON 18+2 (+1 from Enhancement)
WIS 8 +2
INT 18 +2 (+4 from Enhancements)
CHA 8 +2
Or
*Balanced: No Penalties except in DEX.
STR 10 +2
DEX 8 +2
CON 16 +2 (+1 from Enhancement)
WIS 10 +2
INT 18 +2 (+4 from Enhancements)
CHA 10 +2
OR
*High CHA: Great if investing in UMD.
STR 8 +2
DEX 8 +2
CON 16 +2 (+1 from Enhancement)
WIS 8 +2
INT 18 +2 (+4 from Enhancements)
CHA 14 +2
Feats Options- Updated after feedback:
**Feats if taking "Shroud of the Wraith"
1 Insightful Reflexes
1 Extend
1 Toughness
3 Mental Toughness
5 Empower
6 SF Necromancy
9 Quicken
10 Maximize
12 GSF Necromancy
15 Spell Penetration
15 SF Enchantment
18 GSF Enchantment
20 Heighten
**Feats w/out taking "Shroud of the Wraith"
1 Insightful Reflexes
1 Extend
1 Toughness
3 Spell Penetration
5 Empower
6 SF Necromancy
9 Quicken
10 Maximize
12 GSF Necromancy
15 Gr Spell Penetration
15 SF Enchantment
18 GSF Enchantment
20 Heighten
**Feats with "Shield Mastery" and "Improved Shield Mastery"
1 Insightful Reflexes
1 Extend
1 Toughness
3 Spell Penetration
5 Empower
6 SF Necromancy
9 Quicken
10 Maximize
12 GSF Necromancy
15 Gr Spell Penetration
15 Shield Mastery
18 Improved Shield Master
20 Heighten
Enhancements - Updated after Feedback:
**Enhancements if Taking "Shroud of the Wraith"
Wizard Intelligence III (12)
Wizard Master of Magic (2)
Human Adaptability Intelligence (2)
Human Greater Adaptability Constitution (4)
Wizard Energy of the Scholar III (6)
Racial Toughness II (3)
Wizard Spell Penetration III (12)
Wizard Pale Master III (8)
Shroud of the Lich (2)
Shroud of the Wraith (1)
wizard Frost Manipulation VII (7)
Wizard Deadly Ice I (1)
Wizard Glacial Spellcasting I (1)
Wizard Storm Manipulation VII (7)
Wizard Deadly Shocks I (1)
Wizard Charged Spellcasting I (1)
Wizard Improved Empowering I (2)
Wizard Improved Maximizing I (2)
Wizard Improved Quickening I (2)
Wizard Improved Heightening I (4)
*Note: If not going to take "Shroud of the Wraith", you have 1AP Point to spend. You could always use that to get "Wizard Subtle Spellcasting I".
*From levels 1 - 15, it is recommended to go with the following for leveling:
wizard Frost Manipulation VII (7)
Wizard Deadly Ice I (1)
Wizard Glacial Spellcasting I (1)
Wizard Fire Manipulation VII (7)
Wizard Deadly Flame I (1)
Wizard Combustive Spellcasting I (1)
At around Level 15 or 16, drop the Fire Line and go Ice/Energy or Ice/Force:
wizard Frost Manipulation VII (7)
Wizard Deadly Ice I (1)
Wizard Glacial Spellcasting I (1)
Wizard Storm Manipulation VII (7)
Wizard Deadly Shocks I (1)
Wizard Charged Spellcasting I (1)
Or
wizard Frost Manipulation VII (7)
Wizard Deadly Ice I (1)
Wizard Glacial Spellcasting I (1)
Wizard Force Manipulation VII (7)
Wizard Deadly Kinetics I (1)
Wizard Kinetic Spellcasting I (1)
*Note: For additional great reading that has really helped me alot, see LeLoric's guide on "Building an End Game Pale Master" found here http://forums.ddo.com/showthread.php?t=302573
In conclusion, there are alot of different ways to go with Stats, Skills, Feats and Enhancments when building a "Pale Master" wizard. By no means is anything I have said meant to be the definitive way to go when building one. Alot of the choices ultimately comes down to play style and personal choice. What works for one person will not necessarily work for another.
I would like to say thank you to everyone that has provided valuable insight, feedback and advice in to creating a viable "Pale Master" Wizard build.
Thanks,
Dalmorn