Results 1 to 20 of 20
  1. #1
    Community Member NovaNZ's Avatar
    Join Date
    Jul 2010
    Posts
    396

    Default sincere request for advice for TR -> Wiz

    Hail!

    Have current 1st life dwarf cleric 19/ fighter 1.
    After solid advice for TR into Wiz (34 pt build). Must be Dwarf!

    Ideas for end-build ideal gearing list would be useful also. Not intended to go into Epics but rather TR again for 3rd life etc.

    "Khazad maagaz Kar!" ~ "Dwarfs are magical Rock!"
    Quote Originally Posted by DawnofEntropy View Post
    Who wouldn't want to see Flizik the dwarf jamming to 'Devil went down to georgia' and smoking a pipe ...

  2. #2
    Community Member
    Join Date
    Jul 2009
    Posts
    390

    Default

    Quote Originally Posted by NovaNZ View Post
    Must be Dwarf!
    Fail

    Not intended to go into Epics but rather TR again for 3rd life etc.
    9barb/11wiz

  3. #3
    Community Member NovaNZ's Avatar
    Join Date
    Jul 2010
    Posts
    396

    Default

    Tx Spiffy.

    I'll file your input in the appropriate cabinet.
    Quote Originally Posted by DawnofEntropy View Post
    Who wouldn't want to see Flizik the dwarf jamming to 'Devil went down to georgia' and smoking a pipe ...

  4. #4
    Community Member Feithlin's Avatar
    Join Date
    Oct 2009
    Posts
    1,171

    Default

    If you plan to TR again directly, you shouldn't have problem.
    A wiz is rather straightforward. You'd better aim for PM as a fleshy (even if you AM from 6 to 11).
    Attributes: max Int, max Con, rest in Str.
    Feats:
    * Must-haves (imo), in no particular order: Toughness, Maximize, Extend, Empower, Quicken, Mental toughness (for wraith form, change to Heighten at 18), Spell pen, Imp. spell pen, SF: Necro, gSF: Necro.
    That's 10 feats, out of 12.
    * Nice to have: Insightful reflexes, probably SF: conjuration to take advantage of your cleric PL.
    Thelanis: Nassim* (F12/P6/M2) - Talienor** (P18/Ra2) - Feithlin** (F12/Bd7/C1) - Stoneoak* (F12/M6/P2) - Hokusai (M17/F2/C1) - Ardence* (Bd15/F3/Ro2) - Matsushiro* (Ro11/M6/P3) | Argonessen: Luneargent (W18/Ro2) - Talienor (Ro20) - Takshir (Bd16/F2/Ro2) - Hiacynthe (C20) | Ghallanda: A bunch of pre DDO Unlimited characters (field of testing for post U19 )

  5. #5
    Community Member HarveyMilk's Avatar
    Join Date
    Nov 2009
    Posts
    637

    Default

    PM will let you self-heal. If you're going to TR anyway, you could try a fleshy AM. It's not ideal, because like most meleers, you'll have to use pots to heal. But, with your cleric past life, if you take spell focus conjuration, you can spec your AM for some rather nice webs.

    Gearing is hard to discuss because that really depends on what packs you own.

  6. #6
    Community Member NovaNZ's Avatar
    Join Date
    Jul 2010
    Posts
    396

    Default

    Hail Feithlin. Appreciate your input.

    I take it self-healing via neg energy is the +ve of PM over AM as a fleshy?

    In the example below I have taken active PL feat Initiate of the Faith - should have some inherent self-healing up to 150ish with this as a fleshy.

    Am thinking the following:
    SP +4, GSF Conjur and Necro.

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 Chaotic Neutral Dwarf Male
    (20 Wizard) 
    Hit Points: 282
    Spell Points: 1680 
    BAB: 10\10\15\20
    Fortitude: 13
    Reflex: 16
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             10                    12
    Dexterity             8                    10
    Constitution         20                    24
    Intelligence         18                    31
    Wisdom                8                    10
    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
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    15
    Bluff                -2                    -1
    Concentration         9                    33
    Diplomacy            -2                    -1
    Disable Device        n/a                  n/a
    Haggle               -2                    10
    Heal                 -1                     2
    Hide                 -1                    11
    Intimidate           -2                    -1
    Jump                  0                     7
    Listen               -1                     0
    Move Silently         1                    11
    Open Lock            n/a                    n/a
    Perform              n/a                   n/a
    Repair                4                    11
    Search                4                    12
    Spot                  1                    11
    Swim                  0                     1
    Tumble                1                     3
    Use Magic Device      0                    10
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    Feat: (Past Life) Past Life: Cleric
    Feat: (Selected) Toughness
    Enhancement: Dwarven Spell Defense I
    Enhancement: Acid Manipulation I
    Enhancement: Frost Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Enhancement: Corrosive Spellcasting I
    Enhancement: Glacial Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Flame Manipulation I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Insightful Reflexes
    Enhancement: Racial Toughness I
    Enhancement: Improved Concentration I
    Enhancement: Wizard Intelligence I
    
    
    Level 4 (Wizard)
    Enhancement: Dwarven Spell Defense II
    Enhancement: Acid Manipulation II
    Enhancement: Wizard Subtle Spellcasting I
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Conjuration
    Enhancement: Improved Concentration II
    Enhancement: Deadly Acid I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 6 (Wizard)
    Feat: (Selected) Maximize Spell
    Enhancement: Wizard Archmage I
    
    
    Level 7 (Wizard)
    Enhancement: Acid Manipulation III
    Enhancement: Wizard Subtle Spellcasting II
    Enhancement: Archmage Spell Mastery I: Conjuration
    
    
    Level 8 (Wizard)
    Enhancement: Wizard Intelligence II
    
    
    Level 9 (Wizard)
    Feat: (Selected) Past Life: Initiate of the Faith
    Enhancement: Arcane Bolt
    Enhancement: Wizard Archmage II
    Enhancement: Conjuration I - Grease
    Enhancement: Conjuration II - Web
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Enhancement: Racial Toughness II
    Enhancement: Wizard Spell Penetration I
    
    
    Level 11 (Wizard)
    Enhancement: Improved Concentration III
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 12 (Wizard)
    Feat: (Selected) Greater Spell Focus: Conjuration
    Enhancement: Dwarven Constitution I
    Enhancement: Wizard Archmage III
    Enhancement: Archmage Secondary Spell Mastery I: Necromancy
    
    
    Level 13 (Wizard)
    Enhancement: Wizard Spell Penetration II
    
    
    Level 14 (Wizard)
    Enhancement: Dwarven Spell Defense III
    Enhancement: Acid Manipulation IV
    
    
    Level 15 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    Feat: (Selected) Spell Penetration
    
    
    Level 16 (Wizard)
    Enhancement: Wizard Intelligence III
    Enhancement: Arcane Blast
    Enhancement: Wizard Archmage IV
    
    
    Level 17 (Wizard)
    Enhancement: Force Manipulation I
    Enhancement: Wizard Subtle Spellcasting III
    
    
    Level 18 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 19 (Wizard)
    Enhancement: Acid Manipulation V
    Enhancement: Wizard Spell Penetration III
    Enhancement: Wizard Wand and Scroll Mastery I
    
    
    Level 20 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Wizard Improved Maximizing I
    Quote Originally Posted by DawnofEntropy View Post
    Who wouldn't want to see Flizik the dwarf jamming to 'Devil went down to georgia' and smoking a pipe ...

  7. #7
    Community Member HarveyMilk's Avatar
    Join Date
    Nov 2009
    Posts
    637

    Default

    You really want Heighten.

  8. #8
    Community Member NovaNZ's Avatar
    Join Date
    Jul 2010
    Posts
    396

    Default

    Hail HarveyMilk.

    I have access to all packs. I love purchasing shares in Turbine Inc (joke ok)

    I’ve read a post re potential healing capacity of Cleric PL feat for self healing fleshy's but don't actually have any experience of same.

    Gear wise - I'm quite sub-par to be honest.
    Minos, elf-rune robe, HoF, working on securing Skiver .... have about 7 shroud runs done etc etc.

    Gona focus on gearing up within reason before TR. Just want to develop a clear TR goal to work towards.

    Tx for your constructive feedback.
    Last edited by NovaNZ; 12-29-2011 at 04:18 AM.
    Quote Originally Posted by DawnofEntropy View Post
    Who wouldn't want to see Flizik the dwarf jamming to 'Devil went down to georgia' and smoking a pipe ...

  9. #9
    Community Member NovaNZ's Avatar
    Join Date
    Jul 2010
    Posts
    396

    Default

    Good point re Heighten. Blasted Dwarfs - love them to bits but they ain't human on the feat side eh!

    Perhaps give up SP at lvl 15 and insert heighten.

    Loss without a doubt but I play in dwarf guild with self-emposed racial restriction. Be that on my head without a doubt
    Quote Originally Posted by DawnofEntropy View Post
    Who wouldn't want to see Flizik the dwarf jamming to 'Devil went down to georgia' and smoking a pipe ...

  10. #10
    Community Member tfdac's Avatar
    Join Date
    Sep 2009
    Posts
    90

    Default pm dwarf

    Nova, talk to me in game.

    I have a dwarf pale master who kicks some butt. Can give you pointers. Look her up on myddo under Hellica.

    Wytina
    Hellica, Dwarf Wizard | Wytina, Dwarf Monk
    Officer of Killer Dwarfs
    Here lies a toppled god. His fall was not a small one. We did but build his pedestal, a narrow and a tall one. ~ Tleilaxu Epigram

  11. #11
    Community Member NovaNZ's Avatar
    Join Date
    Jul 2010
    Posts
    396

    Default

    Kurnmorn vel Glorak Wytina!
    Quote Originally Posted by DawnofEntropy View Post
    Who wouldn't want to see Flizik the dwarf jamming to 'Devil went down to georgia' and smoking a pipe ...

  12. #12
    Community Member
    Join Date
    Mar 2008
    Posts
    158

    Default

    If you're planning to TR again at 20, taking a level of Barb isn't a terrible idea. It'll make the first few levels easier and everything faster with sprint boost. Here's a quick throw-together.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 19 True Neutral Dwarf Male
    (1 Barbarian \ 18 Wizard) 
    Hit Points: 271
    Spell Points: 1409 
    BAB: 10\10\15\20
    Fortitude: 12
    Reflex: 5
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 19)
    Strength             16                    16
    Dexterity             8                     8
    Constitution         16                    18
    Intelligence         18                    25
    Wisdom                8                     8
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 19)
    Balance              -1                     3
    Bluff                -1                    -1
    Concentration         3                     4
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                    -1
    Heal                 -1                    -1
    Hide                 -1                    -1
    Intimidate           -1                    -1
    Jump                  3                     3
    Listen               -1                    -1
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform              n/a                   n/a
    Repair                4                     7
    Search                4                     9
    Spot                 -1                    -1
    Swim                  3                     3
    Tumble               n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Barbarian)
    Feat: (Past Life) Past Life: Cleric
    Feat: (Selected) Toughness
    Enhancement: Barbarian Sprint Boost I
    Enhancement: Barbarian Toughness I
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Enhancement: Acid Manipulation I
    Enhancement: Frost Manipulation I
    Enhancement: Storm Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Spell Focus: Necromancy
    Enhancement: Dwarven Constitution I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand and Scroll Mastery I
    
    
    Level 4 (Wizard)
    Enhancement: Racial Toughness I
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    Feat: (Selected) Spell Penetration
    Enhancement: Racial Toughness II
    Enhancement: Corrosive Spellcasting I
    Enhancement: Glacial Spellcasting I
    Enhancement: Charged Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Force Manipulation I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 7 (Wizard)
    Enhancement: Wizard Pale Master I
    
    
    Level 8 (Wizard)
    Enhancement: Wizard Intelligence II
    
    
    Level 9 (Wizard)
    Feat: (Selected) Mental Toughness
    Enhancement: Dwarven Constitution II
    
    
    Level 10 (Wizard)
    Enhancement: Racial Toughness III
    
    
    Level 11 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Wizard Intelligence III
    
    
    Level 12 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Enhancement: Racial Toughness IV
    
    
    Level 13 (Wizard)
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Wraith
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 16 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    
    
    Level 17 (Wizard)
    
    
    Level 18 (Wizard)
    Feat: (Selected) Heighten Spell
    
    
    Level 19 (Wizard)
    Enhancement: Frost Manipulation II
    Enhancement: Frost Manipulation III
    Enhancement: Frost Manipulation IV
    Enhancement: Frost Manipulation V
    Enhancement: Frost Manipulation VI
    Enhancement: Frost Manipulation VII
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master III

  13. #13
    Community Member Hobgoblin's Avatar
    Join Date
    Sep 2007
    Posts
    1,319

    Default

    have you considered 2 rogue/18 wiz?

    you have the dwarf spell defense

    you can go am till 13-14 and then go pm

    and for a tr, not having to wait for the traps is good.

    hob

  14. #14
    Hero
    Join Date
    Nov 2009
    Posts
    4,487

    Default

    If you're looking to TR immediately after a wizard past life, then I strongly suggest a Warforged Archmage with Greater Evocation focus and enhancements. You'll self-heal as a Warfoged with Reconstruct/Repair Critical better than you will as a fleshy Pale Master. Being immune to neg levels and other odds and ends is spiffy too. Archmage will give you a bit more mana to sling your Fireballs and Delayed Blast Fireballs with.

    The last wizard past life I did was a Warforged Archmage and I was incredibly happy with it. Even this life, my 9th, where I plan on playing a Drow Pale Master for a while, I'm taking Archmage enhancements until level 14.
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  15. #15
    Community Member NovaNZ's Avatar
    Join Date
    Jul 2010
    Posts
    396

    Default

    Tx for the ongoing feedback all.

    MrFister - I'll probably decline the Barb splash path - I have a few other axe-swinging alts and I really need to learn to be a competent (and aggressive) spell caster without the temptation of swinging a dwarfs best friend.

    Hobgoblin - I hear what you are saying I had a dwarf Wiz10 / Rog2 Evoc specced as well as competent trapper. May well keep that option open as this TR will be just to get Wiz PL so I can go back to Cleric with better Spell Pen etc.

    Carpone - What you say makes sense. I accept that my choice to stay Dwarf is bypassing min/max values (especially when it has been clearly established that WF and Wiz go together like The All Blacks and the Rugby World Cup)

    I am taking notice of the fact that a few of you are recommending going AM till lvl 14 then changing to PM. Ill look at that closely.

    Tx again all. Genuinely appreciated.
    Last edited by NovaNZ; 12-29-2011 at 11:07 PM. Reason: spelling correction
    Quote Originally Posted by DawnofEntropy View Post
    Who wouldn't want to see Flizik the dwarf jamming to 'Devil went down to georgia' and smoking a pipe ...

  16. #16
    The Hatchery MRMechMan's Avatar
    Join Date
    Sep 2010
    Posts
    1,729

    Default

    Dwarf is fine as a palemaster.

    I recommend splashing 1 barb for runspeed if you care about speed and are not staying capped.

  17. #17
    Community Member NovaNZ's Avatar
    Join Date
    Jul 2010
    Posts
    396

    Default

    Hail MRMechMan

    kk got you. Barb for +10% base speed and +35% (by memory) 20sec burst.

    Ranger 1 also gives 20 sec +35% speed burst if I remember. Still Barb would be preferred I take it.

    Tx
    Quote Originally Posted by DawnofEntropy View Post
    Who wouldn't want to see Flizik the dwarf jamming to 'Devil went down to georgia' and smoking a pipe ...

  18. #18
    Community Member NovaNZ's Avatar
    Join Date
    Jul 2010
    Posts
    396

    Default Dwarf PM?

    Ok so going PM with max Spell Pen, Greater necro, Conjur focus + 1DC Conjur (cleric PL).

    Anyways

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Dwarf Male
    (20 Wizard) 
    Hit Points: 282
    Spell Points: 1680 
    BAB: 10\10\15\20
    Fortitude: 12
    Reflex: 16
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             10                    12
    Dexterity             8                    10
    Constitution         19                    22
    Intelligence         18                    31
    Wisdom                9                    12
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Constitution used at level 4
    +1 Tome of Wisdom used at level 4
    +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
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                     4
    Bluff                -1                     0
    Concentration         4                     6
    Diplomacy            -1                     0
    Disable Device        n/a                  n/a
    Haggle               -1                     0
    Heal                 -1                     1
    Hide                 -1                     0
    Intimidate           -1                     0
    Jump                  0                     1
    Listen               -1                     1
    Move Silently        -1                     0
    Open Lock            n/a                    n/a
    Perform              n/a                    n/a
    Repair                4                    10
    Search                4                    12
    Spot                 -1                     1
    Swim                  0                     1
    Tumble               n/a                    n/a
    Use Magic Device     n/a                    n/a
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    Feat: (Past Life) Past Life: Cleric
    Feat: (Selected) Toughness
    Enhancement: Acid Manipulation I
    Enhancement: Frost Manipulation I
    Enhancement: Storm Manipulation I
    Enhancement: Flame Manipulation I
    
    
    Level 2 (Wizard)
    Enhancement: Dwarven Spell Defense I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Intelligence I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Insightful Reflexes
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Racial Toughness I
    Enhancement: Force Manipulation I
    
    
    Level 4 (Wizard)
    Enhancement: Dwarven Spell Defense II
    Enhancement: Wizard Subtle Spellcasting I
    Enhancement: Wizard Wand and Scroll Mastery I
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Enhancement: Glacial Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Wizard Spell Penetration I
    
    
    Level 6 (Wizard)
    Feat: (Selected) Spell Penetration
    Enhancement: Wizard Pale Master I
    
    
    Level 7 (Wizard)
    Enhancement: Wizard Improved Maximizing II
    
    
    Level 8 (Wizard)
    Enhancement: Dwarven Spell Defense III
    Enhancement: Deadly Ice I
    
    
    Level 9 (Wizard)
    Feat: (Selected) Mental Toughness
    Enhancement: Wizard Spell Penetration II
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Wizard Intelligence II
    
    
    Level 11 (Wizard)
    Enhancement: Racial Toughness II
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 12 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Wraith
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    Enhancement: Wizard Spell Penetration III
    
    
    Level 15 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Greater Spell Penetration
    Enhancement: Wizard Improved Maximizing III
    
    
    Level 16 (Wizard)
    
    
    Level 17 (Wizard)
    Enhancement: Wizard Intelligence III
    
    
    Level 18 (Wizard)
    Feat: (Selected) Heighten Spell
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master III
    
    
    Level 19 (Wizard)
    Enhancement: Wizard Improved Quickening I
    Enhancement: Wizard Subtle Spellcasting II
    
    
    Level 20 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Conjuration
    Enhancement: Wizard Master of Magic
    Enhancement: Corrosive Spellcasting I
    Enhancement: Summon Skeletal Knight
    Quote Originally Posted by DawnofEntropy View Post
    Who wouldn't want to see Flizik the dwarf jamming to 'Devil went down to georgia' and smoking a pipe ...

  19. #19
    The Hatchery MRMechMan's Avatar
    Join Date
    Sep 2010
    Posts
    1,729

    Default

    I would take extend a little sooner if going PM its nice for the aura. Also nice for haste (and displace if no torc)

    For skills max concentration and umd (11 ranks can be useful and wizzies get a ton of skill points).

    Personally, I wouldn't use +3 tomes on a TR build, but if you are willing to drop the cash to do so it can't hurt

    1barb is very nice indeed when TRing...for many quests 10% run speed=10% faster completion times...throw in sprint boost and it's probably closer to 20-25% faster completions for those 1-4minute quests (and when playing a wizard right, a shocking number of quests take that long. 4 minute running with the devils for the win!).

    It also definitely increases survivability, suprisingly. Traps that hit you 2x usually hit you 1x or not all when sprinting. And when kiting between wails it would probably help as well.

  20. #20
    Community Member Crann's Avatar
    Join Date
    Oct 2009
    Posts
    0

    Default

    Quote Originally Posted by Carpone View Post
    If you're looking to TR immediately after a wizard past life, then I strongly suggest a Warforged Archmage with Greater Evocation focus and enhancements. You'll self-heal as a Warfoged with Reconstruct/Repair Critical better than you will as a fleshy Pale Master. Being immune to neg levels and other odds and ends is spiffy too. Archmage will give you a bit more mana to sling your Fireballs and Delayed Blast Fireballs with.

    The last wizard past life I did was a Warforged Archmage and I was incredibly happy with it. Even this life, my 9th, where I plan on playing a Drow Pale Master for a while, I'm taking Archmage enhancements until level 14.
    Do you recommend splashing rogue or not for a 20 and TR wiz life?

    I see you've done it both ways, which would you call more solo, or short man friendly for XP grinding.

    I can't decide whether being able to get trap disabling xp is worth waiting a level for key spells and just zerging through traps.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload