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  1. #1
    Community Member Such755's Avatar
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    Default TR into a wizard - Need build feedback

    I would like to TR my sorcerer (First life) into a wizard pale master.
    I was thinking half elf, because it has no penalty to any stat, because of the enchantments (Human), and that's about it. I was thinking to take the FVS Dilstone to be able to use divine scrolls \ wands with less UMD, but then I Realized I have no room for the enhancements, but meh.

    Goals: Good killing abilities (DPS and death spells), Crowd control, solo ability (Nothing too fancy)

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 True Neutral
    (20 Wizard) 
    Hit Points: 222
    Spell Points: 1730 
    
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity             8                     8
    Constitution         16                    16
    Intelligence         18                    31
    Wisdom                8                     8
    Charisma             14                    14
    
    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
    Bluff                 2                     2
    Concentration         7                    26
    Diplomacy             2                     2
    Disable Device        n/a                  n/a
    Haggle                2                    13
    Heal                 -1                    -1
    Hide                 -1                    -1
    Intimidate            2                     2
    Jump                  2                    11
    Listen               -1                    10
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair                4                    10
    Search                6                    21
    Spot                  1                    10
    Swim                  0                     0
    Tumble                1                     1
    Use Magic Device      4                    13
    
    Level 1 (Wizard)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Favored Soul
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Wizard Bonus) Quicken Spell
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    
    
    Level 3 (Wizard)
    Feat: (Selected) Empower Spell
    
    
    Level 4 (Wizard)
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    
    
    Level 6 (Wizard)
    Feat: (Selected) Spell Focus: Necromancy
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    
    
    Level 9 (Wizard)
    Feat: (Selected) Heighten Spell
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Enchantment
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Feat: (Selected) Extend Spell
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Selected) Greater Spell Focus: Enchantment
    Feat: (Wizard Bonus) Spell Focus: Evocation
    
    
    Level 16 (Wizard)
    
    
    Level 17 (Wizard)
    
    
    Level 18 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 19 (Wizard)
    
    
    Level 20 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Wizard Improved Quickening I
    Enhancement: Wizard Improved Quickening II
    Enhancement: Wizard Improved Quickening III
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Glacial Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Combustive Spellcasting II
    Enhancement: Combustive Spellcasting III
    Enhancement: Combustive Spellcasting IV
    Enhancement: Deadly Ice I
    Enhancement: Deadly Flame I
    Enhancement: Deadly Flame II
    Enhancement: Deadly Flame III
    Enhancement: Frost Manipulation I
    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 Energy of the Scholar IV
    Enhancement: Wizard Subtle Spellcasting I
    Enhancement: Wizard Subtle Spellcasting II
    Enhancement: Wizard Subtle Spellcasting III
    Enhancement: Wizard Subtle Spellcasting IV
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Wizard Pale Master III
    Enhancement: Summon Skeleton Archer
    Enhancement: Summon Skeletal Knight
    Enhancement: Summon Skeletal Mage
    Enhancement: Shroud of the Vampire
    Enhancement: Shroud of the Wraith
    Enhancement: Shroud of the Zombie
    Summery:
    Feats: Toughness
    Empower spell
    Maximize spell
    Spell focus: Necromancy
    Heighten spell
    Spell focus: Enchantment
    Extend spell
    Greater spell focus: Enchantment
    Spell focus: Evocation
    Greater spell focus: Necromancy
    Quicken spell

    As for the spells I was thinking something like this: (Yes I know I can swap and learn new spells easily)
    Code:
    Level 1:
    Cause fear
    Feather fall
    Jump
    Nightshield
    Niac's cold ray
    
    Level 2:
    Lesser death aura
    Scare
    Scorching ray
    Blur
    Scorch
    
    Level 3:
    Heroism
    Rage
    Haste
    Displacement
    Fireball
    
    Level 4:
    Death aura
    Negative energy burst
    Wall of fire
    Fire shield
    Dimension door
    
    Level 5:
    Symbol of pain
    Waves of fatigue
    Teleport
    Cloudkill
    Niac's biting cold
    
    Level 6:
    Circle of death
    Nectoric ray
    Greater Heroism
    Suggestion mass
    Chain lightning
    
    Level 7: 
    Finger of death
    Waves of exhastion
    Symbol of weakness
    Otto's sphere of dancing
    Protection from elements mass
    
    Level 8:
    Trap the soul
    Charm monster mass
    Symbol of death
    Horrid wilting
    Trap the soul
    
    Level 9:
    Hold monster mass
    Power word: Kill
    Meteor swarm
    Wail of the banshee
    Energy drain

    Questions:
    Is the race good?
    Are the feats good?
    Are the spells good?
    Enchantments?
    What would you change and why?
    Is it possible for pale master to self heal themselves well enough? I know they can't be healed by positive energy, and as a cleric I rarely had to heal the pale masters, but how do they do that?

  2. #2
    Community Member Mrmorphling's Avatar
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    Default

    Stat wise: ok

    Skill wise: drop listen, repair and max balance, a knocked down wizzy is a dead wizzy and your low strenght will make you falling down easily so you need to get up asap

    Race: i've never tried helf as i don't own them but i don't see the real pro when compared to the extra feat a humal will grant.

    Feat: drop spell focus: conj and add spell penetration and if you decide to be human add greater spell penetration too as PL sorc isn't granting you a bonus and you'll have extremely hard time landing anything vs a mob with SR.

    Enhancments: all the summons are useless, so bear it in mind and grab them only for flavour purpouse :P; again you're missing spell penetration i would suggest first 2 tiers if you grabbed 2nd feat or all three if you are with only one feat. Element wise fire is ok for levelling but at end game it needs to be replaced as too many things are fire immune; the final choice is a matter of tastes too but i find full ice (7/6/6) plus lightning (7/2/2) working very well abusing both DoTs.
    Drop subtle spellcasting, it isnt worth it and in some rare cases you might want aggro as you'll be really sturdy ; drop energy of the scholar IV as, thank God, it isn't a pre req for PM3.
    Improved quick 3 seems a bit extreme, 1 point should suffice.
    At lvl 20 drop all forms apart lich (btw you can't use wraith as you lack mental thoughenss feat, not that i suggest using it by any mean :P).

    To answer your last question: the self healing of a PM is very good, you can have both death aura and lesser DA ticking (avg 30-35 every 2sec) plus you have a 'recon like' spell in the form of negative energy blast which will heal you for 150ish non crit; add to those self healing the fact that you are immune to pretty much all nasty things (holds, lvl drains mind controls etc.); add the temporary hp proc of the lich form, some others from items and you get a very hard mage to kill.

    Btw usually clerics have harm loaded so they can heal you aswell.

  3. #3
    Community Member
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    I leveled as a half elf wizard just because I paid for it. A Drow would give you more room for enhancements, and a human would give you more feats. But, Half Elf is fine, I just did not see it as being an advantage over the tried and true races at the time.
    You could get the Cleric or Favored Soul Dilletante feat, so you can use wands and scrolls sooner, which is always useful.

  4. #4
    Community Member blade_of_will's Avatar
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    It looks like you took quicken twice, once at 1 and once at 20.

    I would drop sf:evo and possibly extend for spell pen and greater spell pen/insightful reflexes.

  5. #5
    Community Member MindCake's Avatar
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    Some feats you might want to fit in your build:

    Spell penetration.
    Insightful Reflexes.
    Arcane prodigy (sorc past life).
    Greater spell penetration.

    Some feats you may possibly drop:
    SF: Evocation
    Extend
    Druids have a fundamental right to bear arms.

    "No more patterns" - Shroud puzzles guide.

  6. #6
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    I would want to fit Insightful Reflexes, Spell Penetration, and Greater Spell Penetration into this build. I'd do it by dropping SF: Evocation, SF: Greater SF: Enchantment, and Extend. (You could take Extend at earlier levels and swap it for Insightful Reflexes at cap.) You should also go Human to get Extend or Greater SF: Enchantment back.

    Currently, Necro/Conj. is probably more powerful than Necro/Enchantment. But both are quite viable.

  7. #7
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    Regarding what spells to take on level up, the ddo wiki has a list of spells that you can't buy scrolls of from vendors (no idea if it's completely up to date or not).

    http://ddowiki.com/page/Scrolls#Arca...e_from_vendors

    Can save some hassle if you take some/most on level ups, especially if get the urge to have every spell in your spellbook "just in case."

  8. #8
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    There is a lot of good advice in this thread. I just capped a wiz PM with 2 sorc past lives and I would do a few things differently from you.


    MY first point is that half elf offers no advantage to you as a PM. I recommend human, as a previous poster pointed out, it has a bonus feat.

    The next thing is feats. I say get toughness, empower and SF: necro by level 6. Take insightful reflexes and mental toughness by level 12. I recommend putting off taking the Arcane prodigy feat, and instead take mental toughness by level 12 because wraith form is great for mid-game questing. Once you take level 18 you can swap out mental toughness for arcane prodigy. As others have mentioned Spell Pen, and Greater Spell Pen are highly recommended if not outright required for a PM build

    Another thing to think about is gear and tomes. This effects how you will allocate your stats. What kind of int gear do you have for end game? +7 int, +9 or +10 even? +2 or +3 intelligence tomes maybe? You also get 5 points to allocate to int as you level up. Try to plan it out so that your can maximize your intelligence and constitution scores when you are level 20. Dont forget a human can also take an enhancement to increase 2 stats by one point each. Try to have a conc-opp item, a torc and some con/false life items as well for leveling up.

    Finally is your skill points. Concentration (for scrolls even though you will have quicken for spells), UMD, and balance should all be maxed. The rest is just gravy.

    In any case, have fun with it, and kill all clerics/warpriests you see first.

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