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Thread: archmage TR

  1. #1
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    Default archmage TR

    Going to TR my sorc, and realize to really get the build I want, I need 3 past lives on wizzy. So, I am switching to wizard to start the proccess. I already have a PM wizard, so I want a wizard that can kinda fill the role of my current sorcerer (nuking, etc). So, I found an archmage build here, and then did some modifications. What I'm getting out of this build is three basic things:
    1) survive
    2) crowd control
    3) damage output

    I have a couple peices of nice gear, but nothing awesome. Spell points are less than my goal of 2k (even with my +175 SP ring), but HP should end up closer to my goal of 400 once gear and self buffing taken into account. I've manually added the +2 tomes for Con and Int I'll take at lvl 7.

    This build has strong focus in CC and max damage for fire, ice, and force lines (except not max crits - not enough points). The idea is to CC most mobs, and then kill em with damaging spells.

    So, here is the plan. Please offer input as I'm new to this.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Selrick II 
    Level 20 True Neutral Warforged Male
    (20 Wizard) 
    Hit Points: 262
    Spell Points: 1731 
    BAB: 10\10\15\20
    Fortitude: 11
    Reflex: 15
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity             8                     8
    Constitution         20                    22
    Intelligence         18                    30
    Wisdom                6                     6
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    10
    Bluff                -2                    -2
    Concentration         9                    31
    Diplomacy             0                     9
    Disable Device        n/a                   n/a
    Haggle               -2                     8
    Heal                 -2                    -2
    Hide                 -1                    -1
    Intimidate           -2                    -2
    Jump                  2                    11
    Listen               -2                    -2
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform              n/a                   n/a
    Repair                8                    24
    Search                6                    20
    Spot                 -2                     1
    Swim                  0                     0
    Tumble               n/a                    1
    Use Magic Device     n/a                   9
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Selected) Toughness
    Enhancement: Improved Concentration I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Warforged Damage Reduction I
    
    
    Level 2 (Wizard)
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Repair Manipulation I
    Enhancement: Wizard Intelligence I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Mental Toughness
    Enhancement: Racial Toughness I
    Enhancement: Frost Manipulation I
    Enhancement: Frost Manipulation II
    Enhancement: Flame Manipulation I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Enhancement: Improved Concentration II
    Enhancement: Flame Manipulation II
    Enhancement: Force Manipulation I
    Enhancement: Wizard Wand and Scroll Mastery I
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 6 (Wizard)
    Feat: (Selected) Spell Focus: Enchantment
    Enhancement: Repair Manipulation II
    Enhancement: Wizard Archmage I
    Enhancement: Archmage Spell Mastery I: Enchantment
    
    
    Level 7 (Wizard)
    Enhancement: Glacial Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Flame Manipulation III
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Enhancement: Reconstructive Spellcasting I
    
    
    Level 9 (Wizard)
    Feat: (Selected) Spell Focus: Evocation
    Enhancement: Wizard Intelligence II
    Enhancement: Arcane Bolt
    Enhancement: Wizard Archmage II
    Enhancement: Evocation I - Magic Missile
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    Enhancement: Racial Toughness II
    Enhancement: Improved Concentration III
    Enhancement: Wizard Subtle Spellcasting I
    
    
    Level 11 (Wizard)
    Enhancement: Flame Manipulation IV
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Feat: (Selected) Greater Spell Focus: Evocation
    Enhancement: Wizard Archmage III
    Enhancement: Archmage Secondary Spell Mastery I: Evocation
    Enhancement: Evocation II - Gust of Wind
    Enhancement: Evocation III - Chain Missiles
    
    
    Level 13 (Wizard)
    Enhancement: Frost Manipulation III
    Enhancement: Force Manipulation II
    
    
    Level 14 (Wizard)
    Enhancement: Wizard Intelligence III
    
    
    Level 15 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Spell Penetration
    Enhancement: Force Manipulation III
    Enhancement: Force Manipulation IV
    Enhancement: Arcane Blast
    Enhancement: Wizard Archmage IV
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Enhancement: Frost Manipulation IV
    Enhancement: Flame Manipulation V
    Enhancement: Force Manipulation V
    Enhancement: Repair Manipulation III
    
    
    Level 17 (Wizard)
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Frost Manipulation V
    Enhancement: Flame Manipulation VI
    
    
    Level 18 (Wizard)
    Feat: (Selected) Insightful Reflexes
    Enhancement: Frost Manipulation VI
    Enhancement: Force Manipulation VI
    Enhancement: Repair Manipulation IV
    
    
    Level 19 (Wizard)
    Enhancement: Frost Manipulation VII
    Enhancement: Flame Manipulation VII
    Enhancement: Force Manipulation VII
    Enhancement: Repair Manipulation V
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Feat: (Wizard Bonus) Improved Mental Toughness
    Enhancement: Wizard Master of Magic
    Enhancement: Repair Manipulation VI
    Enhancement: Repair Manipulation VII
    Enhancement: Warforged Construct Thinking I
    Last edited by masterblaster-1; 02-06-2012 at 10:28 PM.

  2. #2
    Community Member wax_on_wax_off's Avatar
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    Hey, good choice on going wizard, the PLs are awesome.

    Firstly, take 1 whole rank of tumble to enable the ability and max UMD. UMD will be pretty average but even a 50% success rate on a raise dead scroll can save a quest or raid.

    Secondly, do you plan to TR as soon as you hit 20 or stay at cap each time for a bit?

    The goal basically changes the focus of spell focus feats.
    (Greater) Spell Focus: Necromancy should be around either way at roughly level 11 when you get circle of death.
    (Greater) Spell Focus: Evocation is vaguely useful while leveling but definitely mediocre at cap. Personally I never needed to do that much nuking on a wizard as firewall, circle of death, ice storm, acid rain, finger of death, wail etc were just so much more effective and I rathered the additional SPs for those rather than taking the SLA's (which reduce SP pool).
    (Greater) Spell Focus: Enchantment is only really useful at cap. While leveling your enchantment spells will be strong enough anyway on a wizard that you don't need to worry. Even at cap I'm currently not that impressed by them as insta killing is just so much more effective.
    Spell Focus: Conjuration: this is the best option for CC. 3 SP webs from level 9 make a joke out of any mob that is vulnerable to it. Also effects acid rain and acid blast for nukes and trap the soul for instant kills, very nice focus.

    Improved Mental Toughness is a wasted feat, just drop the useless evo SLA's and your SP pool will jump over 2k.
    Extend is overrated, I wouldn't bother with it.
    Toughness isn't really needed on a 20 con WF, I'd suggest to see how you go without it.

    Maybe something like this:
    1: insightful reflexes
    1: empower
    3: maximise
    5: mental toughness
    6: spell focus: Conjuration
    9: heighten
    10: spell focus: necromancy
    12: GSF: Necromancy
    15: quicken (for reconstruct)
    15: spell penetration
    18: greater spell penetration
    20: enlarge, sf: enchantment or swap something to here to get toughness if needed

    Archmages have a great spell point pool if not penalised from a lot of SLA's.

    The way to overcome a lower SP pool compared to a sorc is to not cast spells until you have 20 or so mobs following you and the cast a maximized, empowered, heightened nuke (like fireball) or dot (like firewall) to wipe them all out with 1 cast. It's a time honoured tradition and the challenge is to see how much dungeon alert you can cope with

  3. #3
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    Tumble.. OK can do, but why? [Done and build changed]

    Maxed out UMD can do as well.[Done and build changed]

    I'm going to TR as soon as I hit 20 with this build. It is part of a plan for my eventual sorc build.

    I like the SLA force line spells as they have free empowering, maximize, heighten. Gives them a cheap punch that can be spammed. That forces me to take evocation focus. I take the enchantment focus for the CC aspect of the build, and want to be certain of my D/C's so I have time to take down mobs. Yeah, I'm not gonna insta kill, but with CC spells holding mobs, shouldn't matter. I already have a PM wizzy, so I'd like something different. I still plan on using some necro stuff, so maybe swapping improved mental toughness might be in order. I like extend because.... basically I'm lazy. I like to cast a buff spells (haste, rage, displacement) once before a fight and not have to worry about it again.

    So, maybe dropping improved mental toughness for necro focus.......but why do it since I'll just TR anyway?
    Last edited by masterblaster-1; 02-06-2012 at 10:11 PM.

  4. #4
    Community Member HungarianRhapsody's Avatar
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    Quote Originally Posted by masterblaster-1 View Post
    Tumble.. OK can do, but why? [Done and build changed]
    Tumble is useful in a number of situations, but the most significant for me is that tumble animation is not slowed when you're walking throw shallow water/swamps/sewers. Being able to tumble your way through a shallow river at a faster rate than you can trudge makes moving through awkward terrain much easier.

    The other major advantage to having a positive total score in Tumble is that you can successfully move around while shield blocking. You won't have to do so often, but when you do need it, it will save your life.

  5. #5
    Community Member Kinerd's Avatar
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    You can get by with a lot less Repair Manip. With just the first rank and a Superior Potency item, you get 255 HP a shot from Reconstruct, which is more than enough. This nets you 6 AP, I recommend you get the first ranks of Acid and Electricity Manip, Crit Chance, and Crit Multiplier. The 1 in each line suggestion also applies to your other lines: the 1st rank of Crit Multiplier is more bang for your buck then the nth rank of Manip where n>1.

  6. #6
    The Hatchery danotmano1998's Avatar
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    Quote Originally Posted by HungarianRhapsody View Post
    Tumble is useful in a number of situations, but the most significant for me is that tumble animation is not slowed when you're walking throw shallow water/swamps/sewers. Being able to tumble your way through a shallow river at a faster rate than you can trudge makes moving through awkward terrain much easier.

    The other major advantage to having a positive total score in Tumble is that you can successfully move around while shield blocking. You won't have to do so often, but when you do need it, it will save your life.
    WOW! Learn something new every day!
    +1 to you for these tidbits..

    Never thought of tumbling through shallow water. Time to go try that!
    <-Curelite Bottling Company->

    Quote Originally Posted by Chilldude
    Dude, did you see they way that guy just pressed button 1? It was amazing! A display of skill unseen since the 1984 World Games where in the men's room, between events, a man washed his hands with such unbridled majesty that people were claiming the faucet he used was OP.

  7. #7
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Kinerd View Post
    You can get by with a lot less Repair Manip. With just the first rank and a Superior Potency item, you get 255 HP a shot from Reconstruct, which is more than enough. This nets you 6 AP, I recommend you get the first ranks of Acid and Electricity Manip, Crit Chance, and Crit Multiplier. The 1 in each line suggestion also applies to your other lines: the 1st rank of Crit Multiplier is more bang for your buck then the nth rank of Manip where n>1.
    I'm not sure about this, the last time i tried to math it out the first rank in crit lines would give slightly less than 5% while the damage lines give slightly more than 5%. Conclusion was that 3/0/0 was better than 1/1/1. That said, if Kinerd said it it is probably true ><

  8. #8
    Community Member Kinerd's Avatar
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    We certainly agree on the first rank of Manip, so let's start there.
    1.2 + .1 = 1.3
    1.2 * (.04 * 1.75 + .96 * 1) = 1.236

    So if our character had absolutely no items, it's the Manip ranks for sure, but that's not terribly realistic. Let's try a Superior Potency item:
    1.7 + .1 = 1.8
    1.7 * (.04 * 1.75 + .96 * 1) = 1.751

    That's a bit better, but still certainly the Manip. What if we have a Superior Clicky:
    1.95 + .1 = 2.05
    1.95 * (.04 * 1.75 + .96 * 1) = 2.0085

    Slightly closer, but no real difference. Now let's try plain Lore:
    2.05 * (.06 * 1.75 + .94 * 1) = 2.14225
    1.95 * (.1 * 2 + .9 * 1) = 2.145

    And for Major Lore:
    2.05 * (.09 * 2 + .91 * 1) = 2.2345
    1.95 * (.13 * 2.25 + .87 * 1) = 2.266875

    I remember the 1/1/1 plan having more of an advantage, but it looks like in most realistically geared situations they are basically interchangeable, you could really do whatever. The superior crits are more prone to overkill, but they also do a better job against resistance.

  9. #9
    Community Member HungarianRhapsody's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    I'm not sure about this, the last time i tried to math it out the first rank in crit lines would give slightly less than 5% while the damage lines give slightly more than 5%. Conclusion was that 3/0/0 was better than 1/1/1. That said, if Kinerd said it it is probably true ><
    A lot of the specifics can depend on what items you're wearing.

    If you are not wearing any spell crit items, but you are wearing a Superior Potency item for that spell level, then you get
    50% + 20% = 70% first point manipulation line
    +75% crit multiplier effect first point deadly line
    4% crit chance first point crit line

    So that's .96 * 1.7 + .04 * 1.7 * 1.75 = 1.632 + .119 = 1.751

    Alternately, you can take three points in the manipulation line for
    50% + 30% = 80% for 3 points in the manipulation line
    = 1.80

    If you are wearing a 9% crit chance, +50% crit multiplier item and a Superior Potency item for that spell level, you'll get
    50% + 20% = 70% first point manipulation line
    50% + 50% + 25% crit multiplier effect first point deadly line
    9% + 4% crit chance first point crit line

    So that's .87 * 1.7 + .13 * 1.7 * 2.25 = 1.479 + .497 = 1.976

    If you take the first three points in the manipulation line, you get
    50% + 30% = 80% for 3 points in the manipulation line
    9% crit chance
    50% crit multiplier effect
    for a total of .91 * 1.8 + .09 * 1.8 * 1.5 = 1.638 + .243 = 1.881

    In both extremes, you're better off spending 3 points in the manipulation line than 1 point in each of the three lines unless I made a mistake in my calculations (which is entirely possible).

    Maximise and Empower will scale directly with these numbers, so turning Maximise or Empower (or both) on or off won't make a difference in which of these two options gives the greater benefit.


    Edit: NINJA'D!

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