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  1. #21
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    Quote Originally Posted by Infant View Post
    No need to start flaming here .
    ...

    As to the PrE: Not very wise to take no PrE at all. Both PM and AM are strong. Here, you can read up on AM enhancements and decide which schools you want to go for:

    http://ddowiki.com/page/Archmage_enhancements

    Keep in mind: The spell-based SLAs (not Arcane Bolt/Blast) can be metaed FOR FREE. So if you want to go force-based, you can be an Evocation AM and spam Maxed/Empowered/Quickened Magic Missile for 1 SP (warning, this would be considered a flavor choice however).

    Concerning Enlarge: tbh, the only use for this spell which I can imagine is to one-shot beholders in quests like (e)VoN3 and invaders. I am sure there are more applications, but it is still very situational. If you don't take it, you can still attack mobs before they aggro on you. With fast movement and jump, you will be able to dodge most attacks.

    Empower: Yes, you have it right, it's 25% over Maximize and costs quite a bit. However, you can apply it to SLAs for free ...
    Several Spell schools: Nothing wrong with taking more than two spell schools. If you know why you are taking it and have all the other important feats covered.

    Infant
    oh wow, these can be multipy meta'ed for free! i've seen that link before, but had not realized they had no additional spell cost. no wonder everyone has been saying to at least go am. i also see why people take maximize and empower.

    if i am reading this right, wizard archmage 1 costs 4 actions points (progression 16). i get 100 more spell points (once). then i pick say evocation which costs me 1 more action point (progression 19) and 25 spell points (once). and then i get a mm for 2 sp forever and can fire a multiply meta'ed mm for 2 sp forever.

    and i only get to pick one school of magic to go with the archmage 1.

    and archmage 1 requires an sf, and all of wizard intelligence 1, improved concentration 2, wizard energy of the scholar 2, mental toughness. most (all) of these are feats and some (the 2's) look like the have prerequisite feats). so that explains a lot of the feats that i see in recommended builds.

    the only thing that is confusing is the progresssion 19 - seems like it should be 17.

    if one had enough feats, could you take archmage 1 again and pick a different school?

    i am getting a better understanding about this build that insanity made for me: http://forums.ddo.com/showthread.php...d_post_4123014

    this raises more questions. i could go all the way to archmage 5 with one school or do a couple or archmage 1 (or ?) in 2 schoold.

    thanks

  2. #22
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    Quote Originally Posted by MRMechMan View Post
    Finding a healer can be hard sometimes. Many groups do "BYOH" (bring your own heals). Luckily for the wizard class that is extraordinarily easy-if you build for it.

    Finding a static group can also be very difficult. Pen and paper you basically NEED a static group. Not so much for DDO, so they are far less common.

    Insanities build is OK. Not something I would play but it looks fine.

    Trouble is, it includes things like +4 tomes and epic items. Lets focus on getting you to level 10 first. It's quite late here but maybe can whip something up tomorrow that can get you past the first few levels.
    yes, i understand that static groups are hard to find and that a lot of groups say byoh. currently plan is to try to join a guild on each server that has members who cater to my style of play.

    i got up to level six mostly soloing on casual or with some hirelings. i did go with a few groups, but except in one case, there was no leader organizing, everyone just went through as fast as they could. in the one group where there as an active leader, no one listened to him when he said: "wait for the rogue to disarm the trap".

    thanks

  3. #23
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    Quote Originally Posted by DrunkenBuddha View Post
    You really don't need enlarge. At all. I understand your desire to spew magic missiles around nilly-willy, but to be honest, they don't do much damage, and in the end, you will have wasted a feat.

    Strongly reconsider necromancy. Unless you dislike going around killing things faster than anyone else in your group. The adage "spread them thin, sure to win,"sarcastic though it may be, applies here - focusing on more than one or 2 schools will make your wizard, regardless of the prestige, major suckage. You should focus on a couple, fit a playstyle, race and prestige that work together and then most importantly, have fun (also dump enlarge).
    i may give up enlarge. many posts have said that i can engage the monsters safely without it if i am agile enough. and all of my limited experience says that wizards are wimps (no hit points) and need to sneak around corners, fire of a spell and run like crazy or stay protected in the back of a group with healers.

    the necro stuff just does not appeal to me, ditto for warforged.

    i will limit my schools to 2.

    thanks

  4. #24
    The Hatchery MRMechMan's Avatar
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    Quote Originally Posted by Viisari View Post
    Man, what a sad life you must lead, you should switch to a server where people know how to play their arcanes

    Though with that said, AM fleshies, while extremely potent, are very difficult to play for new players.
    Awwww did I upset the forumite that has a fleshie AM?

    It is just my observation that most AM go WF. Why NOT? Reconstruct and 40-80hp is easily worth the -1 DC that not going human/drow potentially gives. AM fleshies CAN be extremely potent...but WF just outclass them. Completely. It opens up a lot of doors.

    SP based healing combined with torc/concops and some DR is just so stupidly powerful that fleshie AM just isn't as good IMO. How does a drow/human AM get back HP? Heal via SF pots=-5 to DCs and slowed. Heal via UMD=rogue splash to lower DCs/spell pen or just needing a stupidly large amount of gear. GOOD LUCK getting to 39 UMD with 1/2 ranks and wizard charisma.

    Sorry, but choosing worse healing then any class in the game (even fighters/barbs as they can eat the -10 SF stats penalty easily) when you could have some of the BEST self healing is just a poor poor choice.

    Sure, if you have a cleric strapped to your back fleshie AM is ok. But I like building self sufficient characters.

    Am I living a sad life because I play with players that, like me, also try and optimize their builds?

    Again, I have seen a few good AM fleshies, but they are incredibly rare. Usually they are squishbags that are also unskilled. Skilled players generally go WF, or PM as they know how good self healing is.

    There is a reason wf archmages (recon), fleshie/wf palemasters (aura/burst), fleshie sorcs (amp/umd) and wf sorcs (recon) are all popular. They can all self heal. Fleshie AM are not popular for their severe lacking in this category.

  5. #25
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    Quote Originally Posted by Fejj View Post
    Let me ask you rteyek, why are you choosing a wizard?

    If you are looking for do damage spells, sorcorer is the only way to go.

    The reasons most people go wizard these days are:
    Necro based instakills
    Spell Penn past life
    Crowd Control

    People do NOT choose wizard to kill things with Magic Missles. Infact wizards are horrible at nuking when compared to a sorc.

    Also, what spells are you enlarging? You say you will use it lots, I just don't see where.

    Specifially about your feat list:

    Extend is best taken early and dropped later
    Quicken by level 15
    Heighten by level 16
    Magic Missle has no save, so all the focus (evocation) in the world will not help land it.
    Toughness is a must have without all the right gear.

    Along with what most others have said already about multiple focuses.

    But all in all, its your character and no one says that you have to build the "perfect" wizard. There are plenty of "good enough" builds out there. You should do what will make you happy, and always remember to have fun.

    Good luck
    i am choosing a sorcerer because that's all we had in the old d&d we did on the table. i also like the idea a having access to all of the spells. i like the idea of doing lots of damage and the wizard is pretty complicated. i may try a sorcerer on one of my character, but most will be wizards (i think).

    insanity made me a cc build that i am starting to understand more thanks to this thread.

    i was hoping to use enlarge on all of the spells that have it, so i could engage the monsters from a greater distance.

    i understand what you are saying about extend, quicken, and heighten.

    i know that mm has no save. but this will add 1 to the dc for all spells of that school (not sure how useful that is yet).

    regarding toughness, my build will be 8-8-18-18-8-8, so i thought i could get away without toughness.

    i will limit myself to 2 schools.

    thanks

  6. #26
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    Quote Originally Posted by Kinerd View Post
    One thing not yet mentioned is you can be a PM and never cast a single Necromancy spell. You may ask if it is worth spending 2 otherwise useless (for you) feats to get self healing: absolutely, unquestionably, 100 times out of 100. In addition to the incredible self-healing ability, you get +60 HP, +2 Intel (universal +1 to DC), and inherent Heavy Fort with Lich form.

    Here are the feats I would recommend for you:

    1: Toughness, Maximize (Wizard), and Extend (Human)
    3: Insightful Reflexes
    5: Spell Focus: Necromancy (Wizard)
    6: Spell Focus: Enchantment
    9: Spell Pen
    10: Heighten (Wizard)
    12: Greater Spell Focus: Necromancy
    15: GSF: Enchant and Quicken (Wizard)
    18: Greater Spell Pen
    20: Empower (Wizard)

    If you do really want Enlarge, Extend is the lowest utility feat.
    interesting: being a pm and not casting necro spells. i was not aware of the self-healing. looks like if you cast some aura spells, you get hit points if you are in your dead form or ? - i can see why this is so popular given the byoh mentality of some groups.

    i may try one.

    thanks

  7. #27
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    Quote Originally Posted by Kinerd View Post
    One thing not yet mentioned is you can be a PM and never cast a single Necromancy spell. You may ask if it is worth spending 2 otherwise useless (for you) feats to get self healing: absolutely, unquestionably, 100 times out of 100. In addition to the incredible self-healing ability, you get +60 HP, +2 Intel (universal +1 to DC), and inherent Heavy Fort with Lich form.

    Here are the feats I would recommend for you:

    1: Toughness, Maximize (Wizard), and Extend (Human)
    3: Insightful Reflexes
    5: Spell Focus: Necromancy (Wizard)
    6: Spell Focus: Enchantment
    9: Spell Pen
    10: Heighten (Wizard)
    12: Greater Spell Focus: Necromancy
    15: GSF: Enchant and Quicken (Wizard)
    18: Greater Spell Pen
    20: Empower (Wizard)

    If you do really want Enlarge, Extend is the lowest utility feat.
    I would take Mental Toughness instead of Extend at level 1. That way Wraith form can be used instead of Vampire form. Then swap it out just before leveling to 18 for Empower, and then taking Extend at 20 if it's really desired.

    Quote Originally Posted by rtayek View Post
    interesting: being a pm and not casting necro spells. i was not aware of the self-healing. looks like if you cast some aura spells, you get hit points if you are in your dead form or ? - i can see why this is so popular given the byoh mentality of some groups.

    i may try one.

    thanks
    Yes, when in an undead form (Zombie from 6-11, Wraith from 12-17, Lich from 18-20) you can HP back from your death auras.

  8. #28
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    Quote Originally Posted by AylinIsAwesome View Post
    I would take Mental Toughness instead of Extend at level 1. That way Wraith form can be used instead of Vampire form. Then swap it out just before leveling to 18 for Empower, and then taking Extend at 20 if it's really desired. ...

    Yes, when in an undead form (Zombie from 6-11, Wraith from 12-17, Lich from 18-20) you can HP back from your death auras.
    ok, i understand mt.

    regarding the undead forms: is there any bad reaction from clerics due to this?

    thanks

  9. #29
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    Quote Originally Posted by rtayek View Post
    ok, i understand mt.

    regarding the undead forms: is there any bad reaction from clerics due to this?

    thanks
    If you can keep yourself alive, then probably not. The healing is more of an over-time effect instead of the burst healing from a Cleric/FvS, so it takes some getting used to. Also the death auras are short-duration, so it takes some paying attention to make sure they're up.

  10. #30
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    Quote Originally Posted by AylinIsAwesome View Post
    If you can keep yourself alive, then probably not. The healing is more of an over-time effect instead of the burst healing from a Cleric/FvS, so it takes some getting used to. Also the death auras are short-duration, so it takes some paying attention to make sure they're up.
    got it: you heal over time.

    i was wondering if there was any effect from being in an undead form. in old table top d&d, clerics did not like
    undead.

    can a cleric heal a pm if he is in undead form?

    thanks

  11. #31
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    Quote Originally Posted by rtayek View Post
    can a cleric heal a pm if he is in undead form?

    thanks
    Yes and no...


    You become immune to positive energy spells (and repair spells too but that's only notable if you're Warforged). So spells Clerics are healing people with will not affect you at all. So no in that respect.

    However, Clerics do get negative energy spells as well, and those will heal you...but I'm not sure how many clerics actually carry those spells. I would guess not many, since they don't work very well as DPS spells, and most Pale Masters are able to handle themselves from my experience. A Favoured Soul also gets access to the spells, but probably doesn't have room to take them. So even though they technically could heal you, they probably can't because of not knowing the spell or not prepping it or something.

    i was wondering if there was any effect from being in an undead form. in old table top d&d, clerics did not like
    undead.
    Unless you're in a Role-playing group, I don't think anyone will care that you're in undead form.

  12. #32
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    Quote Originally Posted by AylinIsAwesome View Post
    Yes and no...

    You become immune to positive energy spells ... So no in that respect.

    However, Clerics do get negative energy spells as well ... So even though they technically could heal you, they probably can't because of not knowing the spell or not prepping it or something.

    Unless you're in a Role-playing group, I don't think anyone will care that you're in undead form.
    interesting.

    can you change from the undead form, get some healing from a cleric and change back?

    thanks

  13. #33
    The Hatchery MRMechMan's Avatar
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    Quote Originally Posted by rtayek View Post
    interesting.

    can you change from the undead form, get some healing from a cleric and change back?

    thanks
    Yes, but it costs a significant amount of sp to change into form, meaning that it isn't reall viable to be changing in and out of form a lot.

    Luckily the palemaster self healing is enough in most cases-you won't even need a cleric.

    The party healer would generally rather have you be palemaster then not palemaster as then they can just focus on healing the melees-having to spot heal the wizard is definitely doable but most quests go smoother and faster when the arcane can watch their own redbar.

    I'll post up a couple builds in a few hours for levels 1--->10, one archmage and one palemaster as you seem to be opening up to that idea. And maybe a short section on what spells to use and what quests to do, etc.

  14. #34
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    Quote Originally Posted by MRMechMan View Post
    Yes, but it costs a significant amount of sp ... in most cases-you won't even need a cleric.

    The party healer would generally rather have you be palemaster then not ...

    I'll post up a couple builds in a few hours for levels 1--->10, one archmage and one palemaster as you seem to be opening up to that idea. And maybe a short section on what spells to use and what quests to do, etc.
    great!

    i tried to do an archmage one and got confused. which school to do it in or which schools to go partway in. i don't know which spells one would use enough at endgame to decide which would benefit from the free metamagics.

    i thought at first to go evocation, but that may not be what you use a lot then.

    thanks

  15. #35
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    Quote Originally Posted by MRMechMan View Post
    Awwww did I upset the forumite that has a fleshie AM?

    It is just my observation that most AM go WF. Why NOT? Reconstruct and 40-80hp is easily worth the -1 DC that not going human/drow potentially gives. AM fleshies CAN be extremely potent...but WF just outclass them. Completely. It opens up a lot of doors.

    SP based healing combined with torc/concops and some DR is just so stupidly powerful that fleshie AM just isn't as good IMO. How does a drow/human AM get back HP? Heal via SF pots=-5 to DCs and slowed. Heal via UMD=rogue splash to lower DCs/spell pen or just needing a stupidly large amount of gear. GOOD LUCK getting to 39 UMD with 1/2 ranks and wizard charisma.

    Sorry, but choosing worse healing then any class in the game (even fighters/barbs as they can eat the -10 SF stats penalty easily) when you could have some of the BEST self healing is just a poor poor choice.

    Sure, if you have a cleric strapped to your back fleshie AM is ok. But I like building self sufficient characters.

    Am I living a sad life because I play with players that, like me, also try and optimize their builds?

    Again, I have seen a few good AM fleshies, but they are incredibly rare. Usually they are squishbags that are also unskilled. Skilled players generally go WF, or PM as they know how good self healing is.

    There is a reason wf archmages (recon), fleshie/wf palemasters (aura/burst), fleshie sorcs (amp/umd) and wf sorcs (recon) are all popular. They can all self heal. Fleshie AM are not popular for their severe lacking in this category.
    Heh, no you didn't upset anyone, and you also failed your roll on your sarcasm check.

    And your argument is kinda moot now since you already mentioned fleshie sorcs, AM *can* get enough UMD for such self-healing, it just isn't nearly as easy.

    Anyway, I'm mostly staying as AM out of flavor myself (so you really don't need to tell *me* the benefits of these choices, though maybe the OP can find them useful), biggest reason for me to go wf or PM would be that scrolls are annoyingly expensive when used for healing by several different characters .

    WF and PM allow for what I like to call convenient lazy play, both have powerful self-heals so you rarely need to be careful with anything you do, perhaps that's a part of what I like about my fleshie AM; even though I have my heal scrolls, if I make a stupid mistake and there's no healer around, I'm toast (depends on the content a lot too of course, with 45 necro dc you can just wail the problems away in lots of places).

  16. #36
    The Hatchery MRMechMan's Avatar
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    Quote Originally Posted by Viisari View Post
    And your argument is kinda moot now since you already mentioned fleshie sorcs, AM *can* get enough UMD for such self-healing, it just isn't nearly as easy.

    Anyway, I'm mostly staying as AM out of flavor myself (so you really don't need to tell *me* the benefits of these choices, though maybe the OP can find them useful), biggest reason for me to go wf or PM would be that scrolls are annoyingly expensive when used for healing by several different characters .

    WF and PM allow for what I like to call convenient lazy play, both have powerful self-heals so you rarely need to be careful with anything you do, perhaps that's a part of what I like about my fleshie AM; even though I have my heal scrolls, if I make a stupid mistake and there's no healer around, I'm toast (depends on the content a lot too of course, with 45 necro dc you can just wail the problems away in lots of places).
    I see we both enjoy seeking challenges with our arcanes.

    You seek challenge by giving yourself mediocre self healing and working around that.

    I seek challenge by getting good self healing and soloing/tanking epics and raids.

    Both are probably fun, but I cannot in good faith knowingly point someone in the direction of mediocrity.

    Flavor builds are fun for some people, but it's not really something I am into.

    11ranks.
    4 cha (12 cha base for max int max con wiz. +6 cha item=18cha=+4 umd)
    4 GH
    6 cha skills
    +5 umd item
    +3 enh umd item
    +2luck
    =+35 umd...still failing on 1,2,3,4

    3 arti PLs, +1 completionist (actually +2 as would raise cha+2)
    =+40 umd

    I'm probably missing something...but even if I am, I wouldn't call getting 39 umd on a pure wizard anything but a lesson in slot eating frustration.

  17. #37
    The Hatchery MRMechMan's Avatar
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    Here is the Archmage build:

    Code:
    Character Plan by DDO Character Planner Version 03.11.01
    DDO Character Planner Home Page
    
    Level 10 True Neutral Human Male
    (10 Wizard) 
    Hit Points: 132
    Spell Points: 768 
    BAB: 5\5\10
    Fortitude: 7
    Reflex: 10
    Will: 6
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 10)           (Level 10)
    Strength             14                 14                   14
    Dexterity             8                  8                    8
    Constitution         16                 18                   18
    Intelligence         18                 22                   25
    Wisdom                8                  8                    8
    Charisma              8                  8                    8
    
    Tomes Used
    +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 10)          (Level 10)
    Balance               1                  5.5                  5.5
    Bluff                -1                 -1                   -1
    Concentration         7                 17                   20
    Diplomacy             1                  5.5                  5.5
    Disable Device        n/a               n/a                   n/a
    Haggle                1                  5.5                  5.5
    Heal                 -1                 -1                   -1
    Hide                 -1                 -1                   -1
    Intimidate           -1                 -1                   -1
    Jump                  4                  8.5                  8.5
    Listen               -1                 -1                   -1
    Move Silently        -1                 -1                   -1
    Open Lock            n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                4                  7                    7
    Search                4                  7                    7
    Spot                 -1                  2                    2
    Swim                  2                  2                    2
    Tumble                1                  5.5                  5.5
    Use Magic Device      1                  5.5                  5.5
    
    Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Diplomacy (+2)
    Skill: Haggle (+2)
    Skill: Jump (+2)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Human Bonus) Insightful Reflexes
    Feat: (Selected) Toughness
    Spell (1): Acid Spray
    Spell (1): Shield
    Spell (1): Niac's Cold Ray
    Spell (1): Master's Touch
    Spell (1): Magic Missile
    Spell (1): Charm Person
    Spell (1): Expeditious Retreat
    Enhancement: Improved Concentration I
    Enhancement: Acid Manipulation I
    Enhancement: Frost Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (1): Ray of Enfeeblement
    Spell (1): Jump
    Enhancement: Human Versatility I
    Enhancement: Force Manipulation I
    Enhancement: Wizard Intelligence I
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mental Toughness
    Spell (2): Web
    Spell (2): Snowball Swarm
    Enhancement: Racial Toughness I
    Enhancement: Acid Manipulation II
    Enhancement: Frost Manipulation II
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Melf's Acid Arrow
    Spell (2): Blur
    Enhancement: Human Improved Recovery I
    Enhancement: Improved Concentration II
    Enhancement: Force Manipulation II
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Spell Focus: Evocation
    Spell (3): Haste
    Spell (3): Acid Blast
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Acid Manipulation III
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    Spell (3): Rage
    Spell (3): Displacement
    Enhancement: Wizard Archmage I
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Wall of Fire
    Spell (4): Acid Rain
    Enhancement: Acid Manipulation IV
    Enhancement: Flame Manipulation I
    Enhancement: Force Manipulation III
    Enhancement: Evocation I - Magic Missle
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Stoneskin
    Spell (4): Fire Shield
    Enhancement: Racial Toughness II
    Enhancement: Improved Concentration III
    
    
    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Evocation
    Spell (5): Niac's Biting Cold
    Spell (5): Cone of Cold
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Archmage II
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Empower Spell
    Spell (5): Summon Monster V
    Spell (5): Eladar's Electric Surge
    Enhancement: Acid Manipulation V
    Enhancement: Force Manipulation IV
    Enhancement: Force Manipulation V
    Enhancement: Arcane Bolt
    Human as you wanted. Personally I would do things different but it can still work, particularly at low levels.

    For levels 4-6 (you said you had vet status) hit up korthos and the harbor, elite if possible. If not possible, normal or hard is fine. Don't worry about bravery. It can be very frustrating for new players. Don't worry about XP/min either. Just focus on staying alive and contributing. Catacombs and shan-to-kor are also decent XP at this level. Waterworks is a good choice too. Necropolis 1 and some house P quests as well, but hold off on those till you are level 6, and possibly 7. The depths chain in house Deneith are also solid.

    Use acid spray and magic missles as your main offensive spells. At level 5 get acid blast and use it when you have large groups of enemies. Don't use maximize generally at this level as it just wastes sp. 4sp vs 29sp for double damage is not worth it. 15sp vs 40sp for double damage is *sometimes* worth it. Get in the habit for checking your sp pool often and learn where shrines are.

    Keep shield up and possibly mage armor as AC helps at low levels. Expiditious retreat as well to maneuver in combat better. Get an invulnerability item as well if possible, if on Cannith server I can craft you a shard. It prevents a lot of damage. Buy potions as well to heal. If you are in a party keep the melees hasted; otherwise just use expiditious retreat as it is much cheaper and longer lasting. Wear an int item, or drink fox potions (can be bought in market)

    Levels 7-8 start on deleras graveyard, level 5-7 house quests (some good ones in house K), tears of dhaakan and bloody crypt.

    Use wall of fire and acid raid as your main offensive spells. Try and get a superior inferno/errosion IV clickie to boost spell damage. Select "always on" for maximize (right click) for your cheap magic missle spell like ability. Displace yourself when in combat and you might be taking damage from melee sources.

    Gear: try and get as good of a "false life" item, "health" item and fortification item for better survivability.

    Try and get a "power" or "wizardry" item to get more sp.

    Levels 9-10 start on red fens, xorian cipher, more deleras, necro2 quests and possibly the vault of night chain.

    The offensive spells you will be using remains basically the same-wall of fire and acid rain are incredibly good and outclass most other spells till cap. A single maximized wall of fire will kill most enemies in the 30 seconds it lasts. Eladars and niacs are great boss dps spells. They are expensive but if you triple stack them, they do a lot of damage. Only use them for boss fights.

    Movement will become more and more key as you level. Most damage can be avoided and your AC won't be doing much at this level anymore. Switch from shield spell to nightshield for better saves; keep yourself displaced. If running in a party let others take agro.

    Skills are not important. Max concentration, the rest you can chose what you want, the above are merely suggestions.

    Enhancements are important, but can be changed easily. I suggest speccing in acid damage and fire damage early, maybe with some cold. The spells are pretty even now, it used to be that wall of fire was easily the best. It is still very good but any element is pretty good while leveling.

    If you have any question feel free ta ask

  18. #38
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    Quote Originally Posted by MRMechMan View Post
    Here is the Archmage build: ...
    Human as you wanted. Personally I would do things different but it can still work, particularly at low levels.

    For levels 4-6 (you said you had vet status) hit up korthos and the harbor, elite if possible. If not possible, normal or hard is fine. Don't worry about bravery. It can be very frustrating for new players. Don't worry about XP/min either. Just focus on staying alive and contributing. Catacombs and shan-to-kor are also decent XP at this level. Waterworks is a good choice too. Necropolis 1 and some house P quests as well, but hold off on those till you are level 6, and possibly 7. The depths chain in house Deneith are also solid.

    Use acid spray and magic missles as your main offensive spells. At level 5 get acid blast and use it when you have large groups of enemies. Don't use maximize generally at this level as it just wastes sp. 4sp vs 29sp for double damage is not worth it. 15sp vs 40sp for double damage is *sometimes* worth it. Get in the habit for checking your sp pool often and learn where shrines are.

    Keep shield up and possibly mage armor as AC helps at low levels. Expiditious retreat as well to maneuver in combat better. Get an invulnerability item as well if possible, if on Cannith server I can craft you a shard. It prevents a lot of damage. Buy potions as well to heal. If you are in a party keep the melees hasted; otherwise just use expiditious retreat as it is much cheaper and longer lasting. Wear an int item, or drink fox potions (can be bought in market)

    Levels 7-8 start on deleras graveyard, level 5-7 house quests (some good ones in house K), tears of dhaakan and bloody crypt.

    Use wall of fire and acid raid as your main offensive spells. Try and get a superior inferno/errosion IV clickie to boost spell damage. Select "always on" for maximize (right click) for your cheap magic missle spell like ability. Displace yourself when in combat and you might be taking damage from melee sources.

    Gear: try and get as good of a "false life" item, "health" item and fortification item for better survivability.

    Try and get a "power" or "wizardry" item to get more sp.

    Levels 9-10 start on red fens, xorian cipher, more deleras, necro2 quests and possibly the vault of night chain.

    The offensive spells you will be using remains basically the same-wall of fire and acid rain are incredibly good and outclass most other spells till cap. A single maximized wall of fire will kill most enemies in the 30 seconds it lasts. Eladars and niacs are great boss dps spells. They are expensive but if you triple stack them, they do a lot of damage. Only use them for boss fights.

    Movement will become more and more key as you level. Most damage can be avoided and your AC won't be doing much at this level anymore. Switch from shield spell to nightshield for better saves; keep yourself displaced. If running in a party let others take agro.

    Skills are not important. Max concentration, the rest you can chose what you want, the above are merely suggestions.

    Enhancements are important, but can be changed easily. I suggest speccing in acid damage and fire damage early, maybe with some cold. The spells are pretty even now, it used to be that wall of fire was easily the best. It is still very good but any element is pretty good while leveling.

    If you have any question feel free ta ask
    wow. that's a lot of work!

    this will keep me busy for a while.

    thanks

  19. #39
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    Quote Originally Posted by MRMechMan View Post
    I'm probably missing something...but even if I am, I wouldn't call getting 39 umd on a pure wizard anything but a lesson in slot eating frustration.
    Yes getting 39 umd is difficult, and while I can get it if needed I rarely do for the purposes of self healing. Failing a heal scrolls is generally a source of nuisance and nothing else, if failing it will get you killed then you already did something wrong (and in epics you might die even if you succeed the UMD roll because you also have a concentration roll).

    Now if I happen to be healing someone else (like a tank) with the scrolls then I'll go for max umd.

    And yes I did mention in my first post that it's not exactly easy to play for new players, though to be honest, I personally find that self-heals are most useful for what you do, solo raids and tank stuff, both are something I have little interest in. Scrolls are sufficient for soloing most epics, but not for tanking or soloing raids.

    Quote Originally Posted by MRMechMan View Post
    Gear: try and get as good of a "false life" item, "health" item and fortification item for better survivability.
    To OP:

    Not to be confused with the False Life spell, many new players run around casting that and it's not very efficient

    And learn to love web, it's one of the best spells out there.
    Last edited by Viisari; 03-06-2012 at 09:11 AM.

  20. #40
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by MRMechMan View Post
    I see we both enjoy seeking challenges with our arcanes.

    You seek challenge by giving yourself mediocre self healing and working around that.

    I seek challenge by getting good self healing and soloing/tanking epics and raids.

    Both are probably fun, but I cannot in good faith knowingly point someone in the direction of mediocrity.

    Flavor builds are fun for some people, but it's not really something I am into.

    11ranks.
    4 cha (12 cha base for max int max con wiz. +6 cha item=18cha=+4 umd)
    4 GH
    6 cha skills
    +5 umd item
    +3 enh umd item
    +2luck
    =+35 umd...still failing on 1,2,3,4

    3 arti PLs, +1 completionist (actually +2 as would raise cha+2)
    =+40 umd

    I'm probably missing something...but even if I am, I wouldn't call getting 39 umd on a pure wizard anything but a lesson in slot eating frustration.
    +2 CHA tome
    If Human/Helf, +2 Skills boost
    Spider Cult Mask cosmetic helmet (+1 Profane bonus to skills)

    That would get someone to 39 UMD without TRs.

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