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  1. #1
    Community Member Emizand's Avatar
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    Default Help with my wiz please

    Ok, never fully got my head around around casters. Cant figure the differance between spell pen and dc for a start.

    Have tried a few times. My latest effort is now level 10. Was an AM but swapped to PM, then realised that WF is probably not the optimal race for this.

    I have searched for a good build to follow and even asked on the forums a couple of years ago, the genral consenus was they are so easy to build that nobody posts builds for them. I must be a bit short in the smarts department, because I still cant figure them.

    So am prepared to lesser tr and try again.

    Please for the love festival cookies can someone give me a simple build with decent dc (whatever it is) and decent spell pen. Will be WF as for the rest I dont care. Oh and some insight on basic items would help.

    Thanks in advance

    Emi

  2. #2
    Founder & Hero cdbd3rd's Avatar
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    Quote Originally Posted by Emizand View Post
    Help with my wiz please ...
    Make as little contact as possible, but maintain a solid aim.
    No more than 3 shakes at the end.
    Wipe any drips that spatter on bowl rim - unless at public urinal, then let the hired help deal with it.





    ...dependant on specific non-specified plumbing, of course.
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  3. #3
    Community Member Emizand's Avatar
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    Quote Originally Posted by cdbd3rd View Post
    Make as little contact as possible, but maintain a solid aim.
    No more than 3 shakes at the end.
    Wipe any drips that spatter on bowl rim - unless at public urinal, then let the hired help deal with it.





    ...dependant on specific non-specified plumbing, of course.
    Lol

    Would +1 you but need to spread more rep before I do.

    Funnily enough its all coming back now, just floating through the haze to that burnt out mass that I call a brain.

    Thanks, its a lot clearer for me. I shall stick with rogues and fightery types.

  4. #4
    Founder & Hero cdbd3rd's Avatar
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    Quote Originally Posted by Emizand View Post
    Lol

    Would +1 you but need to spread more rep before I do.
    No worries. It's the thought that counts.

    ....Thanks, its a lot clearer for me. I shall stick with rogues and fightery types.
    Well, we *do* know how to handle our sticks.
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  5. #5
    Community Member Emizand's Avatar
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    Quote Originally Posted by cdbd3rd View Post
    Well, we *do* know how to handle our sticks.
    But do you know where to stick your handle?

  6. #6
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    Quote Originally Posted by Emizand View Post
    Cant figure the differance between spell pen and dc for a start.

    PM, then realised that WF is probably not the optimal race for this.
    Will be WF as for the rest I dont care. Oh and some insight on basic items would help.

    Thanks in advance

    Emi
    Spell pen is a bit like Armor class that applies to (with a few exceptions) non-damaging spells only.

    If you pass the spell pen. check (i.e: your 1d20 + Caster level + spell pen modifiers (feats/items/enhancements) > target's spell resistance) the spell then "hits" the target. The target may still "save" against the DC of the spell at this point.

    DC of the spell is a measure of "strength" or effectiveness. It is the number that a target has to 'beat' when making its save (after spell pen, if it applies) to negate (partially or entirely) the effect(s) of the spell. Your DC is: 10 + Level of spell (1-9) + casting stat modifier + any items boosting DC.


    You are correct about the WF/PM being less than optimal for the race. The loss of quickened reconstructs is painful, and they share similar immunities, making that a moot point.
    Last edited by Darknark; 12-02-2011 at 04:34 PM.
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  7. #7
    Community Member sephiroth1084's Avatar
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    DC is 10 + level of spell (or highest level spell you can cast if you Heighten Metamagic is being applied) + casting stat (Int on a wizard) + spell focus feats + spell focus items + etc... (bard's Spellsong, for example). Spells with a DC allow a save (Fort, Refl or Will). Against most non-damaging spells, a successful save by the monster means the spell has no effect upon that creature. For most damaging spells that allow a save, they do half damage when the monster makes their save.

    Spell Penetration is 1d20 + caster level (equal to your character level on a pure caster unless you multiclass) +spell pen enhancements + spell pen feats + spell pen items + arcane augmentation (rare). You roll a d20 and apply bonuses vs. the target's Spell Resistance. It works like attacking AC, if you roll high enough you "hit" and if you don't you "miss".
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  8. #8
    Founder & Hero cdbd3rd's Avatar
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    Quote Originally Posted by Emizand View Post
    But do you know where to stick your handle?


    *backs away slowly, holding hands out to sides.*

    LOL! I'm gonna stop while I'm still behind.
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  9. #9
    Community Member Emizand's Avatar
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    Quote Originally Posted by Darknark View Post
    Spell pen is a bit like Armor class that applies to (with a few exceptions) non-damaging spells only.

    If you pass the spell pen. check (i.e: your 1d20 + Caster level + spell pen modifiers (feats/items/enhancements) > target's spell resistance) the spell then "hits" the target. The target may still "save" against the DC of the spell at this point.

    DC of the spell is a measure of "strength" or effectiveness. It is the number that a target has to 'beat' when making its save (after spell pen, if it applies) to negate (partially or entirely) the effect(s) of the spell. Your DC is: 10 + Level of spell (1-9) + casting stat modifier + any items boosting DC.


    You are correct about the WF/PM being less than optimal for the race. The loss of quickened reconstructs is painful, and they share similar immunities, making that a moot point.
    Thanks

  10. #10
    Community Member Emizand's Avatar
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    Quote Originally Posted by sephiroth1084 View Post
    DC is 10 + level of spell (or highest level spell you can cast if you Heighten Metamagic is being applied) + casting stat (Int on a wizard) + spell focus feats + spell focus items + etc... (bard's Spellsong, for example). Spells with a DC allow a save (Fort, Refl or Will). Against most non-damaging spells, a successful save by the monster means the spell has no effect upon that creature. For most damaging spells that allow a save, they do half damage when the monster makes their save.

    Spell Penetration is 1d20 + caster level (equal to your character level on a pure caster unless you multiclass) +spell pen enhancements + spell pen feats + spell pen items + arcane augmentation (rare). You roll a d20 and apply bonuses vs. the target's Spell Resistance. It works like attacking AC, if you roll high enough you "hit" and if you don't you "miss".

    Thanks

    I have looked at your max dc, spell pen, etc thread. What isnt there is what should I be aiming for on a first lifer to be competent at end game, not epic.

  11. #11
    Community Member Emizand's Avatar
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    Quote Originally Posted by cdbd3rd View Post


    *backs away slowly, holding hands out to sides.*

    LOL! I'm gonna stop while I'm still behind.

    Ah, ok take care. Thanks for the insight.

  12. #12
    Community Member Emizand's Avatar
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    So lesser tr. Max int, AM (but no higher than third tier). Max one line (fire till later i game then swap) and either nearly max a second or spread it around between 3. Spell pen and greater spell pen are both needed.

  13. #13
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    Quote Originally Posted by Emizand View Post
    So lesser tr. Max int, AM (but no higher than third tier). Max one line (fire till later i game then swap) and either nearly max a second or spread it around between 3. Spell pen and greater spell pen are both needed.
    What school of AM? Necro AM gets a 10sp enervation SLA (tier 4) to give 1d4 negative levels to a target (effectively boosting your DC by 2 per negative level, average 2.5 negative levels per enervation (5DC boost average))

    You can also take a portion of a second school (Conjuration tier 2 gives 3sp webs that let full metamagic feats (heighten mainly) apply to them)

    Spell pen is nice, you will want heighten as a wizard and quicken for reconstructs.

    Niacs biting cold and Eladars electric surge are high damage : sp ratio Dot (Damage over time) spells.
    Last edited by Darknark; 12-02-2011 at 04:47 PM.
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  14. #14
    Community Member Emizand's Avatar
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    Maximize, Empower, Heighten, Quicken, Extend, Spell Penetration, Greater Spell Penetration, Toughness, Spell Focus Necro, Greater Spell Focus Necro, Insightful Reflexes

    Is that ok?

  15. #15
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    Quote Originally Posted by Emizand View Post
    Maximize, Empower, Heighten, Quicken, Extend, Spell Penetration, Greater Spell Penetration, Toughness, Spell Focus Necro, Greater Spell Focus Necro, Insightful Reflexes

    Is that ok?
    extend on a non-PM doesn't do much. (basicly just rage/haste/displace if you don't have a torc.... a PM can use it on death aura as well.. but still kinda "meh")
    Need mental toughness for an AM.
    If you want a second AM school you will need another spell focus feat.

    http://ddowiki.com/page/Archmage_enhancements
    Last edited by Darknark; 12-02-2011 at 04:53 PM.
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  16. #16
    Community Member Muldamai's Avatar
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    Well, if you want to keep trying:

    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    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.
    Quote Originally Posted by Heronous View Post
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  17. #17
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by Emizand View Post
    Maximize, Empower, Heighten, Quicken, Extend, Spell Penetration, Greater Spell Penetration, Toughness, Spell Focus Necro, Greater Spell Focus Necro, Insightful Reflexes

    Is that ok?
    As a WF I'd definitely go AM.

    You will probably want to drop Extend for the Mental Toughness that AM requires. If you want to specialize in a second school I'd consider dropping Greater Spell Penetration--it hurts, but Spell Focus <non-Necro> will open up some options for you.

    Pick up Heighten in the 9-12 range, Toughness and Insightful Reflexes early, Spell Pen (and GSP if you keep it) at 12 or 15 (a combination of 12, 15 and 18 if you keep GSP). Get the Spell Focus feats you need by the levels you need them. That is, Spell Focus by level 6 for AM I, Greater Spell Focus by 12 for AM III (I think). Fill in everything else you can, taking Maximize before Empower.

    Reasonable choices for AM specializations are Necromancy, Enchantment and Conjuration as the top choices, with Evocation following those up, especially as a secondary (I believe you can get Chain Missiles as an SLA without Greater Spell Focus. If I'm wrong, disregard this).
    The big draw on Necro is that death spells are very effective in almost all content so putting some effort into boosting your DCs there (feats and AM school focus) really pays off, and if you feel like investing heavily in SLAs, cheap Enervations are pretty nice. Enchantment is useful for the same reason that Necro is--strong spells that are useful in a lot of content and that benefit heavily from putting resources into them--while the SLAs there are not bad (cheap Otto's is nice if you have the DC to land it often, while the other options are rather mediocre). Conjuration's biggest draw is in the lvl 2 SLA for super-cheap Webs.

    Max Int, put 2-4 points in Str and everything else in Con unless you plan on meleeing a bit, in which case put 6-10 points in Str and everything else in Con. I don't feel that's necessary though.

    Try to use spells that target monsters' weak save if when using CC (brutish, heavy hitting monsters usually have mediocre Refl and poor Will saves; arcane casters usually have poor Fort and Refl saves; divines mediocre Fort and poor Refl; sneaky/scouty types typically have mediocre Fort and poor Will). As a wizard, try to use the most efficient spells for each encounter, that is, the ones that have the greatest effect for the least amount of SP. 3x Fireball is more expensive than Web + Ice Storm, even if it is probably faster, especially if you're in a group with others that can hit the stuff you have Webbed and taking damage. If you grab Arcane Bolt, Arcane Blast or the Evocation SLAs, use them to augment the rest of your damage.

    If you find yourself too low on SP after buffing, pick up wands and scrolls to use in place of SP for that.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  18. #18
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    Quote Originally Posted by sephiroth1084 View Post
    AI believe you can get Chain Missiles as an SLA without Greater Spell Focus. If I'm wrong, disregard this.
    Chain Missiles is tier 3, and thus needs GSF Evo.
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  19. #19
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by Darknark View Post
    Chain Missiles is tier 3, and thus needs GSF Evo.
    Had a feeling that was the case. Never mind then. Magic Missiles aren't worth enough to spend the feat on, I think, and tier 2 is Gust of Wind isn't it? The spell that blows out your own CC and deals no damage?
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  20. #20
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    Quote Originally Posted by sephiroth1084 View Post
    Had a feeling that was the case. Never mind then. Magic Missiles aren't worth enough to spend the feat on, I think, and tier 2 is Gust of Wind isn't it? The spell that blows out your own CC and deals no damage?
    Correct, Tier 2 Evocation (Gimps of the wind) is a trap.
    Last edited by Darknark; 12-02-2011 at 05:31 PM.
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