I am looking for a 32pt warforged archmage wizard build. Been doing melee the whole time in ddo and looking to do something different. Need recomendations!
I am looking for a 32pt warforged archmage wizard build. Been doing melee the whole time in ddo and looking to do something different. Need recomendations!
18 int 18 con. Tada ur done.
A for feats I forget which is which but im sure the archmage pre has it's own requirements that you'd need to take.
Feats that are a given would be toughness (hp is a good thing) first and greater spell pen. Extend (i'm not sure exactly how much this even works with anymore.) Highten, maximize the dmg.
Their was one other feat I remember some wizards taking where it took I think the int modifier and used it for maybe reflex? Personally with spells let alone the ability to switch em out everywhere, their was always a spell or spells that made hopping through a trap easy enough.
With archmage CC is the name of the game. Spending sp for sla spells they get basically unlimited pretty **** good cc. Gear, clickies, and a lil enhancements are what you'll use to amp up dmg from your spells.
Depending on which school you choose (say you use web alot which alot of wizards do later on) you won't be wanting wall of fire around those silk strands. Ice wall however is a nice lasting aoe that will keep em trapped and deliver cold and bludgeon dmg (clickies for both or potency item increase this dmg) over and over again.
Through avarice, evil smiles; through insanity, it sings.
OP -- what kind of archmage are you looking for? There are 3 main types:
1) Necromancy focused. Great instant killer at high levels, comparable to a pure pale master. Often takes a secondary mastery in conjuration for the web SLA, which allows it to be a really solid crowd controller, too. Probably the "best" archmage in the current end game.
2) Enchantment/crowd control focused. Primary spell mastery will be in enchantment, more for the +2 DCs than the SLAs. Typically won't take any SLAs except the first (hypnotism), although some go all the way for hold monster. May not take a secondary school at all, or may go for either conjuration (web for even more CC) or necromancy (for the +1 DC on instant kills). This was once the best endgame wizard by a mile, back when instant death didn't work in epics and Mass Hold was the undisputed king (for the autocrit status it allowed). Still a good option, though, and popular in parties (but a much weaker soloer).
3) Evocation focused. Uses the SLAs for lots of blasting power, plays more like a sorcerer than a wizard. Apparently lots of fun while leveling, but not really the best option at cap. Will often take conjuration as a secondary mastery for the web SLA for more endgame utility and versatility. More of a flavor choice, but not necessarily bad.
Not on a 32-point warforged, which the OP asked for. 18 int, 18 con leaves 6 build points left over. You could go 18 int, 20 con . . . but I'm inclined to think that's overkill. I'd go 14 str, 18 int, 18 con -- plan on buffing up, wielding a Carnifex with Master's Touch, and self-healing with repair spells for the early-to-mid leveling process, and the strength will be useful for carrying capacity and avoiding helplessness all the way through to cap.
Mental toughness and spell focus/greater spell focus in whatever school you want to be an archmage of, plus spell focus of a secondary school if desired for SLAs.
Insightful Reflexes is great, but it's tough to fit on a warforged archmage without past lives that allow you to skip the spell pen feats.
Sort of . . . but probably the best archmage build these days is necromancy-focused for high DCs on instant kills, and the evocation-focused "blaster" archmage never seems to go out of style.
No such thing as ice wall. I assume you mean ice storm . . . but that doesn't keep them trapped. (Or do you just mean that it won't break the web?) In any case, fire wall remains a great option while leveling, and you often don't want enemies trapped within it, since they take damage every time you kite them through it (if they fail their save).
Here's an example warforged pure wizard archmage, main focus in necromancy with secondary focus in conjuration and the Web SLA (but no Necro SLAs -- I think the SP is more valuable).
Feat order:Code:Character Plan by DDO Character Planner Version 03.11.02 DDO Character Planner Home Page Warforged Archmage Level 20 True Neutral Warforged Male (20 Wizard) Hit Points: 272 Spell Points: 1910 BAB: 10\10\15\20 Fortitude: 12 Reflex: 16 Will: 10 Starting Ending Feat/Enhancement Abilities Base Stats Base Stats Modified Stats (32 Point) (Level 1) (Level 20) (Level 20) Strength 14 14 14 Dexterity 8 8 8 Constitution 18 20 22 Intelligence 18 25 30 Wisdom 6 6 6 Charisma 6 6 6 Tomes Used +1 Tome of Intelligence used at level 3 +2 Tome of Constitution used at level 7 +2 Tome of Intelligence used at level 7 Starting Ending Feat/Enhancement Base Skills Base Skills Modified Skills Skills (Level 1) (Level 20) (Level 20) Balance 1 10 10 Bluff -2 -2 -2 Concentration 8 29 33 Diplomacy -2 9 9 Disable Device n/a n/a n/a Haggle -2 1 1 Heal -2 -2 -2 Hide -1 -1 -1 Intimidate -2 -2 -2 Jump 4 12 12 Listen -2 -2 -2 Move Silently -1 10 10 Open Lock n/a n/a n/a Perform n/a n/a n/a Repair 4 10 10 Search 4 10 10 Spot 0 9 9 Swim 2 2 2 Tumble 1 1 1 Use Magic Device 0 9 9 Level 1 (Wizard) Skill: Balance (+2) Skill: Concentration (+4) Skill: Jump (+2) Skill: Spot (+2) Skill: Tumble (+2) Skill: Use Magic Device (+2) Feat: (Wizard Bonus) Extend Spell Feat: (Selected) Toughness Level 2 (Wizard) Skill: Concentration (+1) Skill: Move Silently (+2) Level 3 (Wizard) Skill: Balance (+1) Skill: Concentration (+1) Skill: Jump (+1) Feat: (Selected) Mental Toughness Level 4 (Wizard) Ability Raise: INT Skill: Concentration (+1) Skill: Move Silently (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Level 5 (Wizard) Skill: Balance (+1) Skill: Concentration (+1) Skill: Jump (+1) Skill: Use Magic Device (+1) Feat: (Wizard Bonus) Spell Focus: Necromancy Level 6 (Wizard) Skill: Concentration (+1) Skill: Diplomacy (+1) Skill: Move Silently (+1) Skill: Spot (+1) Feat: (Selected) Maximize Spell Enhancement: Racial Toughness I Enhancement: Improved Concentration I Enhancement: Improved Concentration II Enhancement: Acid Manipulation I Enhancement: Frost Manipulation I Enhancement: Storm Manipulation I Enhancement: Force Manipulation I Enhancement: Repair Manipulation I Enhancement: Wizard Energy of the Scholar I Enhancement: Wizard Energy of the Scholar II Enhancement: Wizard Intelligence I Enhancement: Wizard Wand and Scroll Mastery I Enhancement: Warforged Constitution I Enhancement: Warforged Healer's Friend I Enhancement: Warforged Inscribed Armor I Enhancement: Wizard Archmage I Enhancement: Archmage Spell Mastery I: Necromancy Level 7 (Wizard) Skill: Balance (+1) Skill: Concentration (+1) Skill: Jump (+1) Skill: Spot (+1) Level 8 (Wizard) Ability Raise: INT Skill: Concentration (+1) Skill: Diplomacy (+1) Skill: Move Silently (+1) Skill: Use Magic Device (+1) Level 9 (Wizard) Skill: Balance (+1) Skill: Concentration (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Feat: (Selected) Insightful Reflexes Level 10 (Wizard) Skill: Concentration (+1) Skill: Diplomacy (+1) Skill: Jump (+1) Skill: Move Silently (+1) Feat: (Wizard Bonus) Spell Focus: Conjuration Level 11 (Wizard) Skill: Balance (+1) Skill: Concentration (+1) Skill: Jump (+1) Skill: Use Magic Device (+1) Level 12 (Wizard) Ability Raise: INT Skill: Concentration (+1) Skill: Diplomacy (+1) Skill: Move Silently (+1) Skill: Spot (+1) Feat: (Selected) Greater Spell Focus: Necromancy Enhancement: Racial Toughness II Enhancement: Improved Concentration III Enhancement: Glacial Spellcasting I Enhancement: Deadly Ice I Enhancement: Frost Manipulation II Enhancement: Frost Manipulation III Enhancement: Frost Manipulation IV Enhancement: Wizard Energy of the Scholar III Enhancement: Wizard Intelligence II Enhancement: Warforged Constitution II Enhancement: Wizard Archmage II Enhancement: Wizard Archmage III Enhancement: Archmage Secondary Spell Mastery I: Conjuration Enhancement: Conjuration I - Grease Enhancement: Conjuration II - Web Level 13 (Wizard) Skill: Balance (+1) Skill: Concentration (+1) Skill: Jump (+1) Skill: Use Magic Device (+1) Level 14 (Wizard) Skill: Concentration (+1) Skill: Diplomacy (+1) Skill: Move Silently (+1) Skill: Spot (+1) Level 15 (Wizard) Skill: Balance (+1) Skill: Concentration (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Feat: (Wizard Bonus) Quicken Spell Feat: (Selected) Spell Penetration Level 16 (Wizard) Ability Raise: INT Skill: Concentration (+1) Skill: Diplomacy (+3) Skill: Move Silently (+1) Level 17 (Wizard) Skill: Balance (+1) Skill: Concentration (+1) Skill: Jump (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Level 18 (Wizard) Skill: Concentration (+1) Skill: Diplomacy (+2) Skill: Jump (+1) Skill: Move Silently (+1) Feat: (Selected) Heighten Spell Enhancement: Racial Toughness III Enhancement: Improved Concentration IV Enhancement: Frost Manipulation V Enhancement: Frost Manipulation VI Enhancement: Frost Manipulation VII Enhancement: Wizard Spell Penetration I Enhancement: Wizard Energy of the Scholar IV Enhancement: Wizard Intelligence III Enhancement: Wizard Wand and Scroll Mastery II Enhancement: Wizard Archmage IV Enhancement: Wizard Archmage V Enhancement: Archmage Spell Mastery II: Necromancy Level 19 (Wizard) Skill: Balance (+1) Skill: Concentration (+1) Skill: Diplomacy (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Level 20 (Wizard) Ability Raise: INT Skill: Concentration (+1) Skill: Haggle (+3) Skill: Move Silently (+1) Feat: (Wizard Bonus) Empower Spell Enhancement: Wizard Master of Magic Enhancement: Wizard Improved Maximizing I Enhancement: Wizard Spell Penetration II
There are some things there you may want to change. I wait until 20 to take Empower, for instance -- depending on playstyle, you may want that earlier. (Personally, I usually keep it turned off -- just too expensive most of the time.)
Feat alternatives/swaps
There are 2 important feats that are missing: Greater Spell Penetration and Greater Spell Focus: Conjuration. There are also two obvious candidates for a swap: Extend and Insightful Reflexes. Personally, I find Extend invaluable at low levels, but much less so at cap. I would almost certainly swap Extend out for Greater Spell Penetration at high level.
A lot of people don't much care for Insightful Reflexes, but for me the survivability of a high reflex save is more valuable than +1 DC on Web. I would keep that one. But, if you disagree, then you could take Greater Spell Focus: Conjuration in place of Insightful Reflexes (actually, due to the order, you'd need to take GSF: Necromancy in place of Insightful Reflexes, and then take GSF: Conjuration in place of GSF:Necromancy at level 12).
Enhancement Alternatives
This is wide open, and you should change this around a lot as you level. It's easy and nearly free, and the best options are different at different levels. The ones I've listed are intended as endgame options. You will certainly want points in fire at the mid levels for the glorious hey day of wall of fire.
Even at end game, there's room to change stuff around. For example, I didn't take any Necromancy SLAs, preferring the extra SP. The levels 4 and 5 SLAs are quite nice (Enervation and Waves of Fatigue), but I don't think they're worth the 375 SP cost -- you may feel differently, and that's totally fine.
On the other hand, I don't know how much I care about the 75 SP from Archmage V -- I might suggest dropping it, in which case you can also drop Energy of the Scholar IV and Improved Concentration IV. That's a total cost of 105 SP and a savings of 6 AP, which you could then use to significantly spec into a second elemental line (acid, probably, to take advantage of your high Conjuration DC) or one of the reduced SP metamagic lines, or 3 tiers of Subtle Spellcasting, if you're having aggro problems.
Other types of archmage
You'll want to change this if you go for a different type of archmage. For enchantment, it's pretty much as simple as swapping Necro for Enchantment in the spell focuses (and probably swapping conjuration for necro -- instant killing is so nice that an enchantment/necro archmage is a lot more appealing than an enchantment/conjuration or enchantment/evocation).
For evocation, it's more significant. You'll play this more like a lower-DPS, more versatile sorcerer. Enhancements will be significantly different, and you'll probably want more investment in the force line, and maybe even a third line. You'll care much less about spell penetration, and much more about damage. You'll have to swap your necro spell focuses to evocation, but your secondary should probably still be conjuration -- heightened web is really nice and doesn't depend on spell pen. You'll want to take Empower much earlier than I did -- it's an expensive metamagic for most standard spells, but a virtually essential one for evocation SLAs. You might consider dropping Spell Penetration entirely. You'll almost certainly want to take the arcane bolt/blast SLAs, along with the evocation ones (at least up to tier 3). (I should reiterate one more time: currently an evocation archmage is not nearly as strong a DPS choice as a savant sorcerer. It's an option, but not the strongest one available to you.)