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  1. #1
    Community Member atilasos's Avatar
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    Default 1TR Build adivise for epic noob

    First of all, i'm not a native English speaker so forgive my spelling. I will try to keep it simple with short sentences.


    I have been playing this game since module 7. But with a lot of coming and going.

    So i don't have much raiding experience (sure i did run the most common ones, but most of the time without having a real clue about what was going on... i was just following the others).

    Now i have wiz 1x TR and i need some advise with feats / enhancements to be able to run epic content with him.

    Also need some idea about minimum expected gear to start running epics.

    The focus of the build is CC/ice with some acid dmg.

    I dont have toughness and i feel that i will prob need better hit points.

    I could swap Insightful reflex for toughness, but i feel i will need the reflex saves later.

    Prob i should go 20end.

    NEW BUILD WITH MODIFICATIONS

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Beepbop The Thinkerer
    Level 20 Lawful Good Warforged Male
    (20 Wizard) 
    Hit Points: 292
    Spell Points: 1985 
    BAB: 10\10\15\20
    Fortitude: 13
    Reflex: 6
    Will: 11
    
                      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                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
    +3 Tome of Intelligence used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    11
    Bluff                -2                    -1
    Concentration         9                    34
    Diplomacy            -2                    -1
    Disable Device        n/a                  n/a
    Haggle               -2                    -1
    Heal                 -2                    -1
    Hide                  1                    11
    Intimidate           -2                    -1
    Jump                  1                    12
    Listen               -2                    -1
    Move Silently         1                    11
    Open Lock            n/a                    n/a
    Perform              n/a                   n/a
    Repair                4                    26
    Search                4                    10
    Spot                 -2                    -1
    Swim                  0                     1
    Tumble                0                    10
    Use Magic Device      0                    10
    
    Level 1 (Wizard)
    Feat: (Selected) Mental Toughness
    Feat: (Past Life) Past Life: Wizard
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    
    
    Level 2 (Wizard)
    
    
    Level 3 (Wizard)
    Feat: (Selected) Past Life: Arcane Initiate
    
    
    Level 4 (Wizard)
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    
    
    Level 6 (Wizard)
    Feat: (Selected) Toughness
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    
    
    Level 9 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Feat: (Selected) Spell Penetration
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Selected) Greater Spell Penetration
    Feat: (Wizard Bonus) Spell Focus: Enchantment
    
    
    Level 16 (Wizard)
    
    
    Level 17 (Wizard)
    
    
    Level 18 (Wizard)
    Feat: (Selected) Greater Spell Focus: Enchantment
    
    
    Level 19 (Wizard)
    
    
    Level 20 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Improved Concentration III
    Enhancement: Improved Concentration IV
    Enhancement: Glacial Spellcasting I
    Enhancement: Glacial Spellcasting II
    Enhancement: Glacial Spellcasting III
    Enhancement: Glacial Spellcasting IV
    Enhancement: Glacial Spellcasting V
    Enhancement: Glacial Spellcasting VI
    Enhancement: Reconstructive Spellcasting I
    Enhancement: Deadly Ice I
    Enhancement: Deadly Ice II
    Enhancement: Deadly Ice III
    Enhancement: Deadly Ice IV
    Enhancement: Deadly Ice V
    Enhancement: Deadly Ice VI
    Enhancement: Mighty Reconstruction I
    Enhancement: Frost Manipulation I
    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: Repair Manipulation I
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Wizard Archmage I
    Enhancement: Wizard Archmage II
    Enhancement: Wizard Archmage III
    Enhancement: Wizard Archmage IV
    Enhancement: Wizard Archmage V
    Enhancement: Archmage Secondary Spell Mastery I: Enchantment
    Enhancement: Archmage Spell Mastery I: Necromancy
    Enhancement: Archmage Spell Mastery II: Necromancy
    Last edited by atilasos; 02-11-2012 at 07:21 AM. Reason: changing the build

  2. #2
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    With 1 past life wizzy already, I would drop GSF: Spell Pen and pick up Toughness or
    drop Insightful Reflexes for toughness as you mentioned.

    Gear: Epic Diabolist Docent for +3 to Conjur
    Litany, Staff of the Petitioner, GS HP Item, GS Con Opp, Torc, and TOD Rings for +1/+2 excep Int and Con

    One thing that jumps out at me is that your are taking SF & GSF in Enchant and Conjur which just seems
    like this is a Pre U9 CC bot. That's ok if that is all your going for.

    But you are missing the most powerful aspect of a Wizzy, Necro focus.
    You can still be a CC specialist by going either SF & GSF Enchant or Conjur and take SF/GSF Necro.

    Without the +2 DC to your Necro focus spells, you will have a difficult time killing mobs.

  3. #3
    The Hatchery DarkForte's Avatar
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    By not taking toughness, you are depriving yourself of a potential 62 HP IIRC, 22 feat + 40 racial toughness. I'd take it.
    Nerdrage/Endgame ~ Sarlona
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  4. #4
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    Quote Originally Posted by DarkForte View Post
    By not taking toughness, you are depriving yourself of a potential 62 HP IIRC, 22 feat + 40 racial toughness. I'd take it.
    Personally, I think 4 AP for 10 HP from the last toughness enhancement is not really worth it, especially as you are starting with 18 CON.

    12 Wisdom seems a bit of an odd choice as its only real use is Will Saves and as a WF you are immune to most of these effects anyway. I'd be tempted to throw these points into CON or CHR (for UMD / Diplomacy / Bluff / etc...) instead.

  5. #5
    Community Member atilasos's Avatar
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    OK, thank you all for the considerations.

    I have changed the build in the first post according the tips you guys gave.

    Can someone take a look at enhancements? Im not sure i should go all the way into cold or diversificate. Im also not sure about taking +2 CON.

    Thanks in advance

  6. #6
    Community Member nivarch's Avatar
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    Your enhancements seem alright. And they are easy to swap.
    I would however go 7/1/1 on both cold and lightning. (7/1/1 means 7 points into the damage enhancement, and only one point into the enhancements that increase critical).

    This will give you the best boss DPS (you don't really need damage spells against trash as you will be instakilling/CCing).

    About constitution, I'm not fond of spending 4 AP for 1 point of constitution (basically 4 AP for 10HP). It will lock out the last racial toughness that you are not planning to take anyway.

    You should also put 1 point in force to boost your disintigrate. It's still a very useful spell to kill golems and such.

  7. #7
    Community Member atilasos's Avatar
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    Quote Originally Posted by nivarch View Post
    Your enhancements seem alright. And they are easy to swap.
    I would however go 7/1/1 on both cold and lightning. (7/1/1 means 7 points into the damage enhancement, and only one point into the enhancements that increase critical).

    This will give you the best boss DPS (you don't really need damage spells against trash as you will be instakilling/CCing).

    About constitution, I'm not fond of spending 4 AP for 1 point of constitution (basically 4 AP for 10HP). It will lock out the last racial toughness that you are not planning to take anyway.

    You should also put 1 point in force to boost your disintigrate. It's still a very useful spell to kill golems and such.
    ok, thanks

  8. #8
    The Hatchery MRMechMan's Avatar
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    You'll want to pick up Maximize. At the very least swap out Empower for Maximize as Maximize outclasses it.

    More efficient, More damage, Lesser Maximize clickies make it free for 20s 3x or more.

    Anything more than 1 point in crit lines is a waste. 1% extra chance to crit or 10% more damage on a crit is pretty unjustifyable on a wizard, particularly AP tight AM. Max ice and elec for DOTs, 7damage 1 crit chance 1 crit power, if you can fit it. 7 points in recon power, none crit chance or crit power.

    Consider going True Neutral rather than Lawful good, unless you have a specific reason for doing so.

    Overall, looks to be shaping up very nicely. Good luck.

  9. #9
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    Quote Originally Posted by MRMechMan View Post
    7 points in recon power, none crit chance or crit power.
    This is viable, but AP can be tight on a wizard, so I usually only put 1AP into recon. With that and the 75% clicky, you should get 1.00*(1.75+0.2)=195% recon, so about 292HP. Putting 7Ap into recon, will give you 100*(1.75+.8)=255% recon or about 383 HP back.

    Whether spending 6AP is worth this increase is a personal choice, but it is worth bearing in mind the cost/benefit ratio here.

  10. #10
    Community Member atilasos's Avatar
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    ok enhancements changed to this:

    Enhancement: Wizard Master of Magic
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Improved Concentration III
    Enhancement: Improved Concentration IV
    Enhancement: Glacial Spellcasting I
    Enhancement: Charged Spellcasting I
    Enhancement: Deadly Ice I
    Enhancement: Deadly Shocks I
    Enhancement: Frost Manipulation I
    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: Storm Manipulation I
    Enhancement: Storm Manipulation II
    Enhancement: Storm Manipulation III
    Enhancement: Storm Manipulation IV
    Enhancement: Storm Manipulation V
    Enhancement: Storm Manipulation VI
    Enhancement: Storm Manipulation VII
    Enhancement: Force Manipulation I
    Enhancement: Force Manipulation II
    Enhancement: Force Manipulation III
    Enhancement: Force Manipulation IV
    Enhancement: Force Manipulation V
    Enhancement: Force Manipulation VI
    Enhancement: Repair Manipulation I
    Enhancement: Repair Manipulation II
    Enhancement: Repair Manipulation III
    Enhancement: Repair Manipulation IV
    Enhancement: Repair Manipulation V
    Enhancement: Repair Manipulation VI
    Enhancement: Repair Manipulation VII
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Wizard Archmage I
    Enhancement: Wizard Archmage II
    Enhancement: Wizard Archmage III
    Enhancement: Wizard Archmage IV
    Enhancement: Wizard Archmage V
    Enhancement: Archmage Secondary Spell Mastery I: Enchantment
    Enhancement: Archmage Spell Mastery I: Necromancy
    Enhancement: Archmage Spell Mastery II: Necromancy

  11. #11
    The Hatchery MRMechMan's Avatar
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    Quote Originally Posted by Jsbeer View Post
    This is viable, but AP can be tight on a wizard, so I usually only put 1AP into recon. With that and the 75% clicky, you should get 1.00*(1.75+0.2)=195% recon, so about 292HP. Putting 7Ap into recon, will give you 100*(1.75+.8)=255% recon or about 383 HP back.

    Whether spending 6AP is worth this increase is a personal choice, but it is worth bearing in mind the cost/benefit ratio here.
    Your math is off. It's been a while since I had an arcane 15+ but I think the most I ever healed myself for was 337.

    Should be 150X (1+.75+.2)=292.5 same as you got

    and

    for 7 ranks150X (1+.75+.5)=337.5, like I recalled.

    Is 6 ranks woth an extra 45 points of healing, or ~15% more?

    Divines can easily heal themselves for 600-700hp worth of damage because of empowered healing and healing amp.

    With no empowered repair or repair amp, arcanes actually have MUCH worse self healing than divines (but still good).

    If you have ~350hp or less, it is worthless to put points into reconstruct enhancements. By the time you are under 100hp you are hitting reconstruct for sure; the risk of dying is too great. So you are overhealing yourself in most cases anyway. If you have over 450hp, the enhancements can really help. It's that or a few extra crit lines in elec/ice or damage in acid or fire or the 3rd teir of spell pen. I'd rather have stronger heals. The more HP you have the more you benefit from the stronger heals. 290 vs 340 is very noticable.

    It's also a matter of playstyle-if you are reconstructing yourself when you are at half HP generally, you are overhealing everytime and the enhancements are useless. If you tend to wait a little longer and have higher HP than the average arcane, they are worth it.

    Latest enhancement list looks pretty perfect. I might shift some from force enhancements (you a. hold/dance stuff. b. finger/wail stuff c. DOT stuff, not much else. 1 pt in force dmg for disint is plenty) to the 3rd teir of racial toughness or maybe even more (if you can spare) to wf con1 and con2 for an extra 20hp for 6ap.

    Lots of choices for those last 6-10AP...looks great overall though.

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