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  1. #1
    Community Member Optimization's Avatar
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    Default WF Enchantment Wiz/Rog...thing...

    Please bear with me on this because I'm still learning the game and I'm a newb, but willing to learn. Or respec entirely, lol.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Keplith Mellark
    Level 20 True Neutral Warforged Female
    (2 Rogue \ 18 Wizard) 
    Hit Points: 286
    Spell Points: 1493 
    BAB: 10\10\15\20
    Fortitude: 12
    Reflex: 18
    Will: 9
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             10                 10                   10
    Dexterity             8                  8                    8
    Constitution         18                 20                   22
    Intelligence         18                 25                   28
    Wisdom                6                  6                    6
    Charisma              6                  6                    6
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +2 Tome of Intelligence used at level 7
    +1 Tome of Constitution used at level 9
    +2 Tome of Constitution used at level 20
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                 13                   13
    Bluff                -2                 -2                   -2
    Concentration         6                 29                   32
    Diplomacy            -2                 -2                   -2
    Disable Device        8                 32                   33
    Haggle                2                  2                    2
    Heal                 -2                 -2                   -2
    Hide                 -1                 -1                   -1
    Intimidate           -2                 -2                   -2
    Jump                  4                  4                    4
    Listen                2                  2                    2
    Move Silently        -1                 -1                   -1
    Open Lock             3                  4                    4
    Perform              n/a               n/a                   n/a
    Repair                4                  9                    9
    Search                8                 32                   33
    Spot                  2                  2                    2
    Swim                  4                  4                    4
    Tumble                3                  3                    3
    Use Magic Device      2                 21                   21
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Swim (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sneak Attack
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Warforged Immunities
    Enhancement: Rogue Skill Boost I
    Enhancement: Improved Disable Device I
    Enhancement: Improved Search I
    
    
    Level 2 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Mental Toughness
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Enhancement: Improved Concentration I
    Enhancement: Repair Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 3 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Focus: Enchantment
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Enhancement: Racial Toughness I
    Enhancement: Reconstructive Spellcasting I
    Enhancement: Wizard Intelligence I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Mighty Reconstruction I
    Enhancement: Warforged Constitution I
    
    
    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Improved Concentration II
    
    
    Level 6 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Focus: Enchantment
    Feat: (Wizard Bonus) Spell Focus: Conjuration
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Racial Toughness II
    Enhancement: Wizard Intelligence II
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Warforged Constitution II
    
    
    Level 9 (Rogue)
    Skill: Balance (+3)
    Skill: Concentration (+4)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Insightful Reflexes
    Feat: (Automatic) Evasion
    Enhancement: Racial Toughness III
    Enhancement: Wizard Archmage I
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Improved Concentration III
    Enhancement: Archmage Spell Mastery I: Conjuration
    Enhancement: Enchantment I - Hypnotism
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Archmage II
    Enhancement: Conjuration I - Grease
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Spell Penetration
    Enhancement: Racial Toughness IV
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Conjuration II - Web
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Spell Penetration II
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Penetration
    Enhancement: Wizard Spell Penetration III
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Energy of the Scholar IV
    
    
    Level 17 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Quicken Spell
    
    
    Level 18 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Focus: Conjuration
    Enhancement: Wizard Intelligence III
    
    
    Level 19 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Repair Manipulation II
    Enhancement: Repair Manipulation III
    Enhancement: Repair Manipulation IV
    Enhancement: Repair Manipulation V
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Warforged Damage Reduction I
    Enhancement: Warforged Damage Reduction II
    Build is only lvl4 right now and it's different from even this, namely the fact I don't have Toughness on my current. ;_; It's sorely missed. Only thing really invested into the build itself is about 2 days time and I bought and used an Int Tome. So if this is really horribly gimped, I have no problem starting over fresh and all that jazz.

    A few things to note before giving advice: I KNOW it cannot deal damage, or at least, compared to other casters of it's level. I'm a premium member. I play on Khyber. But yeah, anyways, have fun destroying me. xD

  2. #2
    Community Member Munkenmo's Avatar
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    Obviously you're aware of the payoffs vs costs of the 2 level rogue splash.

    ie. lower spell pen, less spell slots, less caster levels (damage / spell pen) less sp, loss of capstone (+2 int cheaper metas), 1 less feat.

    the payoff being full ranks in UMD, Trap skills, and of course, Evasion

    My first wizard was similar to yours, (didn't have pre's back then) but i did go for the 18/2 approach.

    Looking at your build, Warforged is obviously a solid choice first time around, as the survivability you gain from scrolling or casting reconstruct, gives you a lot of extra leeway whilst learning your class, and getting the gear required to really increase your effectiveness.

    Once you've capped this life though, and have a good feel for your build / class, I'd strongly propose TRing to human (if you look at mine, you'll see my gear is very similar to what i had as a w/f, yet i've got more hp and more int). With the rogue splash and some gear, i was no failing heal scrolls at level 12 (before i took my second rogue level) and i found the bonus feat / skill point helped make up the loss of the wiz capstone. If you go palemaster you'll find the survivability is about the same as a w/f AM, and the hp is infact better. (ignore my low hp in myddo, i very rarely put on my gs hp item, or my greater false life items. Now that i know how to play my caster, I very very rarely need them)

    Regarding your build now vs TRing way down the line. If you'd like to stick with enchantment as your primary school that's ok, but with endgame being what it has been for the past year, necromancy is king for wizards, with enchantment secondary.

    Looking at your build, i'd advise,

    A. Taking your second rogue level at level 14 if possible. (with insightful reflexes you should already be saving for half damage anyway.)

    B. Leveling up with only conjuration (for 3 sp webs) then only speccing into necromancy right near the end. (My reasoning for this is, Your weakness will eventually be spell penetration then DC's [esp as a first life] Web has the advantage of being insanely cheap CC, that also requires no spell pen check, and arguably, the best wizard docent [epic diabolist docent] boosts your web dc by 3. Delaying necromancy till the last couple of levels, is because honestly mobs die fast enough in empowerd / maximised acid rains that just taking archmage with only the web SLA is the easiest way to level i know of on a w/f wiz.

    C. At the lowest levels, extend is probably going to save you more sp than mental toughness gains you, i'd consider taking extend and maybe swapping to MT later.

    D. I'd choose my feats like this for easier and more effective leveling
    1 normal: Toughness
    2 wiz: extend
    3 wiz: insightful reflexes
    6 normal: Maximise
    6 wiz: spell focus conjuration
    9 normal: heighten
    12 normal: spell penetration
    12 wiz: quicken
    15 normal: Spell focus necro
    17 wiz: greater spell penetration
    18 normal: greater spell focus necro

    Overall your build isn't bad, and will probably work, it's not quite optimised for efficient leveling or endgame, but it's not going to be a super bad gimp you'd be better off re-rolling either.

  3. #3
    Community Member Optimization's Avatar
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    What I was originally following was this:

    LVL 1m: Maximize
    LVL 1h: Toughness
    LVL 1: Mental Toughness

    LVL 3: Empower

    LVL 5m: SF: Enchant

    LVL 6: Insightfull Reflexes

    LVL 9: Spell penetration

    LVL 10m: SF: Necro

    LVL 12: GSF: Ench

    LVL 15m: Heighten
    LVL 15: Greater Spell pen

    LVL 18: GSF: Necro

    LVL 20m: Quicken
    It's actually meant to a pure Wiz, so I adapted it to my Wiz/Rog build and went from there. However, I didn't see the usefulness, again, due to my newbie-ness, of Necromancy and Enchantment appealed to me more which is why I choose it over Necromancy. I also switched out Empower for SF: Conjuration so I'd have access to the 3SP Webs which are very appealing I might add.

    Also, for those curious, here's where I learned of this build and adapted it to my own:

    http://forums.ddo.com/showthread.php?t=330115&page=3

    http://forums.ddo.com/showthread.php?t=357012

    http://forums.ddo.com/showthread.php?t=205649

    Even now at lvl4, as I have only ever made it to lvl6, once on a Cleric and once on an Elf of this same build previous to rerolling as WF, so I am no stranger to rerolls, lol. Anyways, even at lvl4 I'm noticing the only CC that I use which is constantly effective is indeed Web. Without Hypnotism I would be lost also because it makes things like Sleep actually hit occasionally, do note I run Elites for the most part so this is speaking on their behalf. There's a few things that brought me to make this thread:

    1. I was only effectively using Web which made me question how good Enchantment actually was and if I had made the right decision, obv not, lol. I mean, it's decent, but obv if I was looking for decent I wouldn't be here asking for better now would I?
    2. When I did actually CC something, it wouldn't be long before melee's where beating up on it while things that resisted the CC where running free and more often than not killing people. I will admit most the times these were with PUGs, which I have read don't pay attention/appreciate CC to begin with.

    Short story, and also another reason I made this thread because I saw the flaws in my build and wanted to address them. I set up a lfm WW Elite. Got a group, seemed solid. Ranger, Cleric, Sorc, Rogue, the whole nine yards. When we actually started the quest itself everyone, including myself, and the reason why I miss Toughness and the associated Enhancements, were dropping like flies. The main reason being, the Cleric, for whatever reason deemed it appropriate to never toss a heal. If someone was lying on the ground at -2, he'd continue on. Because I grind Cannith Crystal for the Aid Bracers specifically for this purpose I was usually able to get them back on their feet, at least until the next shrine. Now, I understand that a Cleric isn't your personal SP bar of healing, nourish and replenishment but it wouldn't have killed him to toss a heal every now and then when he saw things were going sour instead of spamming Soundburst, specifically on things that are immune to it's stun effect. Also, the fact I didn't add "byoh" should have been a clue he was expected to heal to some degree, or am I missing something entirely? Regardless of what I feel Cleric's should or shouldn't do under certain circumstances, I realized that my entire group suffered, died multiple times and wiped on Part 2 because I was lacking the damage output that would have made the run go smoother. I was instead, CCing what I could only to have melees ruin that moments later and standing back with my wand(s) (I have Fire and Acid) pelting away at health bars 5 - 11 points at a time... ...

    Coming to this realization has been annoying, frustrating and helpful, because clearly I am learning, lol.

    So if you are still reading this word wall, then I now realize I can get away with throwing some damage spells into my build, because Web is really the only CC I can use at this point that's reliable. So, depending on how much attention this gets, suggestions, help, blah blah, I will adjust my build according to what I think would fit my playstyle best at this moment in time.

    Note: If you (Or anyone reading) are on Khyber I would very much appreciate your help ingame also if you are willing to spare some time. ^~^

  4. #4
    Community Member Munkenmo's Avatar
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    http://ddowiki.com/page/Archmage_enhancements

    Go through this page more carefully.

    Web is only a tier 2 enhancement. You'll never need more than spell focus conjuration to unlock it. Greater spell focus conjuration is a wasted feat.

    (still reading through the rest of your post, but it seems you didn't realize this)

  5. #5
    The Hatchery ferrite's Avatar
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    Very good.

    Your stat allocation is perfect. No changes here.

    Skill selection is almost perfect, however I'd ditch listen and swim, you don't need them. Consider instead: investing in diplomacy helps mitigate threat, and a few ranks in repair gives a few extra hp at rest shrines.

    Feats need some work. Regarding metamagics..

    Personally I'm not a big fan of Heighten or Quicken. They are nice to have, but the payoff vs. the cost is marginal imho FOR MOST CONTENT (excluding the big red named boss wailing on you). However I AM a fan of Extend, Empower and Maximize. For the wizzy you need Extend, since you'll expected to Hage the melees every few minutes, and a non-extended Hage is simply.. embarassing.. for any competent wizard. Just don't do it. Next, you need Maximize. Since you're not focusing on insta death, you need to bring something to the table besides the web spell. You're no sorc, but no need to be the party gimp either. You can skip Empower if you need to.

    Regarding spell feats..

    I like SF Necro and Greater SF Necro. Why? Because as a wizzy, you *will* be expected to Fod and Wail, even if you are an AM. Plus, it allows you maximum flexibility to switch between the two prestiges at your leisure.. my wizzy frequently switches back and forth with minimal effort depending on my mood, no problems. In the end you'll be glad you took these feats.

    Otherwise looks good.

  6. #6
    Community Member Munkenmo's Avatar
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    regarding damage spells, at low levels they're pathetic.

    Wait till you get acid blast, firewall acid rain, till then, stick with masters touch and the best weapon you can get your mits on.

    Sorry to tell you, but the most effective way to be a caster is to buff yourself and melee for a while.

    As you level too, go for acid spec, the damage is more front loaded than fire spells, so it will help offset not having empower, and make your lower damage dice less noticeable. Additionally, it won't destroy your webs.

    low levels spells for me are like this

    lvl 1 spells
    expeditious retreat, masters touch, nightshield, sheild.

    lvl 2 spells
    blur, resist energy, web - use sparingly (scroll invis if needed.)

    lvl 3 spells
    acid blast, displace, rage, haste

    Once you get acid blast, then feel free to start offensively casting, until that point though the level 1 and 2 spells simply aren't good enough to be viable for elite mobs.

    re: hieghten it's huge - heightened webs have a dc 7 points higher than otherwise - that's a difference of 14int.
    finger of death = 2 points higher - 4 int.
    circle of death = 3 points higher - 6int.

    extend can be useful, some people like it, i used to prefer it over quicken, but then i started casting wail of the banshee in epics. Needless to say, the faster i can insta kill up to 30 epic trash mobs in one cast, well the better it ends up for me.
    Last edited by fTdOmen; 03-14-2012 at 11:43 PM.

  7. #7
    Community Member Optimization's Avatar
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    @fTdOmen, as far as I know I only took SF: Conjuration, not GSF: Conjuration. o: At least, I meant to only take the first because of the reason you listed. xD

    @ferrite, I read about Repair giving a few extra health at shrines, and not like I have anything better to put them in, thank you.

    I'm not a big fan of Quicken either because I have the CC to stop things attacking me (usually) long enough to heal so the "Oh **** Quicken Reconstruct" is less of an issue for me, or thus far anyways. And I have Concentration...which I am investing in for a reason... This is probably another newbie idea I have constructed honestly, I know there's going to be some mobs in the game that I can't pass a Concentration save against and will end up dying because I couldn't Quicken Reconstruct. If I had to drop anything, it'd be Quicken in a heartbeat.

    I will definitely grab Maximize on this new build, and I'm pretty sure I will end up rerolling, depending on if I can get someone to help me transfer my items over. :3

    As for Extend and Hage. If melee's are going to constantly disregard my CCs, refusing to pull mobs into the Web, or attack already CC'd mobs while others kill their party members (Again, more of a PUG thing) they deserve no Hage from me. I refuse to build my toon to cater to their needs. That being said, I will most likely take Extend then feat swap to Mental Toughness later down the road after my buffs have reasonable time. I will also be skipping Empower most likely, because out of everything I need, it's low on the list imo.

    As for SF and GSF: Necro, again, will most likely be swapping to those with SF: Conjuration for 3SP Webs because that seems to be the best idea thus far. ^~^

    EDIT: @fTdOmen, just read the above post and I never thought about using Masters Touch, so thank you for that also, lol.

    One thing I don't want to do is to become too much of a damage dealer, I mean, yeah it's great and all. But I like Wiz/Rog because it's utility and CCs just add to that. Throw in too much damage dealing, at least for me, it ruins the mentality of my original build, albeit a gimped one. I'd rather just roll a Sorc and be way better at damage dealing than to lose my utility as a Wiz/Rog. Does that makes sense? ;_;
    Last edited by Optimization; 03-14-2012 at 11:28 PM.

  8. #8
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by Optimization View Post
    EDIT: @fTdOmen, just read the above post and I never thought about using Masters Touch, so thank you for that also, lol.

    One thing I don't want to do is to become too much of a damage dealer, I mean, yeah it's great and all. But I like Wiz/Rog because it's utility and CCs just add to that. Throw in too much damage dealing, at least for me, it ruins the mentality of my original build, albeit a gimped one. I'd rather just roll a Sorc and be way better at damage dealing than to lose my utility as a Wiz/Rog. Does that makes sense? ;_;

    Don't worry too much about damage, like i said, acid rain is a very front loaded spell, and it scales very nicely. Acid blast is also a spell that scales nicely. combined they'll be 90% of the offensive spells you'll need until cap.

    @ low levels
    drop web, gather tonne of mobs, acid blast, let melee finish off.

    @ lower levels
    drop web, gather tonne of mobs, acid rain, let melee finish off.

    @ mid levels
    drop web, gather tonne of mobs, acid rain with maximise, acid blast without, melee have nothing to finish off.

    @ 14+
    drop web, gather mobs, acid rain / blast with maximise, let melee finish off.

    at cap the only real offensive spells i carry are, disintigrate, niacs / eladers and black dragon bolt. Other spells i'll swap in for questing, but now (i'm a palemaster this life, no longer AM) i just buff melee so that they can keep up with me whilst i'm insta killing trash.

    p.s. i hate mobs that have acid immunity. (and i do load in firewall for dungeons with lots of undead)

  9. #9
    Community Member Optimization's Avatar
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    I'm in the process of changing all my feats around, from: SF: Enchantment, GSF: Enchantment, Insightful Reflexes to: Toughness, Extend, Insightful Reflexes.

    But I was thinking, I'm basically a WF, using Necro... and then Web, lol. I would be better off going Human PM, because as far as I know, they are all about Necro right? Or am I assuming incorrectly? The only thing special or unique about my build anymore is the fact I dipped into Rog and the WF's self heals. Which tbh, I'm thinking about ditching my AA to roll another Halfling Repeater Rogue/Mech/Trapmonkey because I enjoyed that build for the short time I played it on Orien.

    So, should I just ditch my toon altogether since a PM could do it better or? Idk, just something I was thinking about...

  10. #10
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by Optimization View Post
    I'm in the process of changing all my feats around, from: SF: Enchantment, GSF: Enchantment, Insightful Reflexes to: Toughness, Extend, Insightful Reflexes.

    But I was thinking, I'm basically a WF, using Necro... and then Web, lol. I would be better off going Human PM, because as far as I know, they are all about Necro right? Or am I assuming incorrectly? The only thing special or unique about my build anymore is the fact I dipped into Rog and the WF's self heals. Which tbh, I'm thinking about ditching my AA to roll another Halfling Repeater Rogue/Mech/Trapmonkey because I enjoyed that build for the short time I played it on Orien.

    So, should I just ditch my toon altogether since a PM could do it better or? Idk, just something I was thinking about...
    Play to have fun, it doesn't matter who can do it better, just do what you like the most.

    And in the long run, a human will be better than the w/f, in the short term whilst your leveling and acquiring gear, a w/f will be a lot more survivable. Considering you have a tendency to re roll, i'd be aiming for short term strengths.

  11. #11
    Community Member Optimization's Avatar
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    I definitely have a tendency to reroll, lol. If it's not turning out the way I want, I try to fix it, if not, I reroll. Thanks all for your input, and anyone else in the future who might add some, or anyone reading this who learned. I think what it comes down to is I need to experiment more with what I enjoy and learn the game on my own terms with what I enjoy before trying to be optimal, esp on a first life. xD

  12. #12
    Community Member Kinerd's Avatar
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    Quote Originally Posted by ferrite View Post
    Personally I'm not a big fan of Heighten or Quicken. They are nice to have, but the payoff vs. the cost is marginal imho FOR MOST CONTENT (excluding the big red named boss wailing on you). However I AM a fan of Extend, Empower and Maximize. For the wizzy you need Extend, since you'll expected to Hage the melees every few minutes, and a non-extended Hage is simply.. embarassing.. for any competent wizard. Just don't do it. Next, you need Maximize. Since you're not focusing on insta death, you need to bring something to the table besides the web spell. You're no sorc, but no need to be the party gimp either. You can skip Empower if you need to.
    Aiee!!

    --Heighten is absolutely crucial for CC, and is very important for instant kills.--

    --Every wizard needs Heighten.--

    Cannot be stated strongly enough!

    .

    To the OP, your feats are good, your enhancements could use some work. You do not lose any utility by getting a few ranks in Cold/Elec Manipulation, and by doing so you will make yourself a very good boss DPSer (Niac's Biting + Eladar's Surge) and a reasonably good trash DPSer (Web + Ice Storm). Acid works too. Also, you only got up to AM 2. AM 4 is a good stopping point, it gives you Spell Mastery 2.

    Things you can(/should) drop:
    -Repair Crit and Manip lines... Reconstruct will hit you for 255 HP with just Superior Potency and 1 rank in Manip. That's plenty.
    -DR... +2 DR against 5 damage is great. +2 DR against 60 damage, 80 damage, 100 damage... useless. You shouldn't be getting hit anyway.
    -Energy of Scholar 4... 3 SP Web is the best thing to happen to SP bars since forever. You don't need it unless you want AM 5, 30 SP for 4 AP isn't a good ratio.
    -Racial Toughness 4... same story: don't need, bad ratio.

    That gets you 20 AP to play with. You could go 7/1/1 in Cold, 4 into AM and Spell Mastery, then 1 in Fire, 1 in Force/Untyped, 3/0/0 in Acid, and 1/1/0 in Electric, or whatever you want really.

  13. #13
    Community Member hermespan's Avatar
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    Quote Originally Posted by fTdOmen View Post
    Obviously you're aware of the payoffs vs costs of the 2 level rogue splash.

    ie. lower spell pen, less spell slots, less caster levels (damage / spell pen) less sp, loss of capstone (+2 int cheaper metas), 1 less feat.
    Don't forget -1 DC(lose +2 int due to loss of capstone)...

    Modifier = (Ability Score - 10)/2 (rounded down)

    -1 DC can mean the difference between really good and outstanding in epics.

    To me personally, I like warforged wizards, which don't need UMD, which means I'd be trading a DC and spellpoints for evasion and trap skills. not worth it IMO. If you want trap skills for soloing, get a hireling.

    Heighten and quicken are _absolutely necessary_ on wizards. They are unequivocally and absolutely needed.

    Wizards cast slower than sorcs and at high levels, concentration doesn't cut it. You need quicken to get spells off if you have mobs beating on you. A lot of the time a failed spell (due to being interrupted) results in death, especially when soloing. Quicken guarantees your spell will not be interrupted.

    For lower level spells to be effective at high level, you NEED heighten. An unheightened web simply won't work in amrath (for example). Heighten raises the base spell DC to the base DC of the highest level spell you can cast.
    Last edited by hermespan; 03-16-2012 at 03:52 PM.

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