Well, if you want to keep trying:
Code:
Character Plan by DDO Character Planner Version 03.09.02
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Wiz N'Wipe
Level 10 True Neutral Warforged Female
(10 Wizard)
Hit Points: 142
Spell Points: 843
BAB: 5\5\10
Fortitude: 8
Reflex: 10
Will: 6
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 10)
Strength 16 18
Dexterity 8 10
Constitution 16 20
Intelligence 18 24
Wisdom 6 8
Charisma 6 8
Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 10)
Balance 1 6.5
Bluff -2 -1
Concentration 7 20
Diplomacy -2 -1
Disable Device n/a n/a
Haggle -2 -1
Heal -2 -1
Hide -1 0
Intimidate -2 -1
Jump 5 10
Listen -2 -1
Move Silently -1 3.5
Open Lock n/a n/a
Perform n/a n/a
Repair 4 7
Search 4 7
Spot 0 5.5
Swim 3 4
Tumble 1 6.5
Use Magic Device 0 5.5
Level 1 (Wizard)
Feat: (Wizard Bonus) Spell Focus: Necromancy
Feat: (Selected) Toughness
Level 2 (Wizard)
Level 3 (Wizard)
Feat: (Selected) Extend Spell
Level 4 (Wizard)
Level 5 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Level 6 (Wizard)
Feat: (Selected) Mental Toughness
Level 7 (Wizard)
Level 8 (Wizard)
Level 9 (Wizard)
Feat: (Selected) Insightful Reflexes
Level 10 (Wizard)
Feat: (Wizard Bonus) Empower Spell
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Enhancement: Combustive Spellcasting I
Enhancement: Deadly Flame I
Enhancement: Flame Manipulation I
Enhancement: Flame Manipulation II
Enhancement: Flame Manipulation III
Enhancement: Flame Manipulation IV
Enhancement: Flame Manipulation V
Enhancement: Repair Manipulation I
Enhancement: Repair Manipulation II
Enhancement: Repair Manipulation III
Enhancement: Repair Manipulation IV
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Wand and Scroll Mastery I
Enhancement: Wizard Wand and Scroll Mastery II
Enhancement: Warforged Constitution I
Enhancement: Warforged Constitution II
Enhancement: Warforged Inscribed Armor I
Enhancement: Wizard Archmage I
Enhancement: Wizard Archmage II
A levelling build will look much different than a once you level build. PM is great......once you hit level 12. Anything below that and you might as well stick with tried and true methods, fire! This build is set up to shift from AM to PM by resetting the enhancements, and not needing anything else. AM is taken just for the amount of spell points you will receive, as that is the biggest weakness to levelling a wizzer.
Some assumptions:
you have access to 32 point builds, and
you use a Tome of Supreme Ability at level 7 (not needed)
Spells will be mainly fire based, defensive, and pick a 2nd element just in case something is fire immune. Melee isn't too bad to conserve spell points, I still prefer Carnifex till about level 12.
Some things to looks for:
Weapons that will enhance damage of spells, and spell penetration.
Any items that add to spell points and defense are a plus.
You are essentially burning things up. You want as much defense so you can't die, and then drop a wall of fire once you gather up some baddies and dance around in it.
Level 12, you can change to PM, and take Wraith Form. At that point, combined with Death Aura, you can be rather hard to kill. You can keep levelling by using fire till about 16, and then you will transition into other elements and "one shot kill" spells. This will be the point the DC and Spell Penetration become important. If you can get to 16, then come back, and we can discuss the DC/SP parts of life.