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  1. #1
    Community Member DaSawks's Avatar
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    Default Uber First life 32 pt Human PM. Is it possible?

    I was messing around one day and leveled a Human Wizard to level 12. How does this build look from 12 to 20? Kinda hard to mess up I know, but...


    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    101 
    Level 20 Lawful Good Human Male
    (20 Wizard) 
    Hit Points: 200
    Spell Points: 1710 
    BAB: 10\10\15\20
    Fortitude: 10
    Reflex: 16
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             12                 12                   12
    Dexterity             8                  8                    8
    Constitution         16                 18                   19
    Intelligence         18                 25                   31
    Wisdom                8                  8                    8
    Charisma             10                 10                   10
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +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 20)          (Level 20)
    Balance               1                 10                   10
    Bluff                 0                 11                   11
    Concentration         7                 27                   28
    Diplomacy             0                  0                    0
    Disable Device        n/a              n/a                   n/a
    Haggle                0                  5.5                  5.5
    Heal                 -1                 -1                   -1
    Hide                 -1                 -1                   -1
    Intimidate            0                  0                    0
    Jump                  3                 12                   12
    Listen                1                 10                   10
    Move Silently        -1                 -1                   -1
    Open Lock            n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                4                 10                   10
    Search                5                 21                   21
    Spot                  1                 10                   10
    Swim                  1                  1                    1
    Tumble                0                  0                    0
    Use Magic Device      2                 11                   11
    
    Level 1 (Wizard)
    Feat: (Human Bonus) Extend Spell
    Feat: (Selected) Maximize Spell
    Feat: (Wizard Bonus) Quicken Spell
    
    
    Level 2 (Wizard)
    
    
    Level 3 (Wizard)
    Feat: (Selected) Mental Toughness
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    
    
    Level 6 (Wizard)
    Feat: (Selected) Insightful Reflexes
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    
    
    Level 9 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Enchantment
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Feat: (Selected) Spell Penetration
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Selected) Greater Spell Penetration
    Feat: (Wizard Bonus) Heighten Spell
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    
    
    Level 17 (Wizard)
    
    
    Level 18 (Wizard)
    Feat: (Selected) Greater Spell Focus: Enchantment
    
    
    Level 19 (Wizard)
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Feat: (Wizard Bonus) Empower Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Improved Concentration I
    Enhancement: Glacial Spellcasting I
    Enhancement: Charged Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Deadly Ice I
    Enhancement: Deadly Shocks I
    Enhancement: Deadly Flame I
    Enhancement: Frost Manipulation I
    Enhancement: Frost Manipulation II
    Enhancement: Storm Manipulation I
    Enhancement: Storm Manipulation II
    Enhancement: Flame Manipulation I
    Enhancement: Flame Manipulation II
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Spell Penetration III
    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 Subtle Spellcasting I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Wizard Wand and Scroll Mastery I
    Enhancement: Wizard Wand and Scroll Mastery II
    Enhancement: Wizard Wand and Scroll Mastery III
    Enhancement: Wizard Wand and Scroll Mastery IV
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Wizard Pale Master III
    Quote Originally Posted by Cordovan View Post
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  2. #2
    Community Member wax_on_wax_off's Avatar
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    Might be hard to mess up but you've succeeded anyway! You've missed toughness in your feat line up which is critical to unlock Lich form.

    I'd drop GSF:Enchantment or Mental Toughness for it (though Mental Toughness is required from levels 12 to 17). Build looks fine otherwise, I've got a first life drow PM who is otherwise identical (no enchantment feats though) and performs very well with the gear he has (key point here - gear dependent).

    I'd have started with 18 con but no biggy (so technically you messed up twice!
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  3. #3
    Community Member Kcarmen's Avatar
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    Default wa? heal amp?

    Enhancement: Human Improved Recovery II

    Why would you spend precious AP on healing amp? It doesn't affect your PM aura or your negative bursts; You can use it for actual useful enhancements for DOT dps.
    Even with max dps, a wizard won't need: Enhancement: Wizard Subtle Spellcasting I. A good tank always holds aggro, or you can take matters into your own hands and tank it if you're not aiming for constant end game play.
    Enhancement: Wizard Wand and Scroll Mastery IV
    Personally, I wouldn't spend AP on this; for a divine, I understand 1st tier since it's 25% on heal scrolls, but as a wizard why would you want this? There are no Harm scrolls available to be bought. What spells will be useful on scrolls that require Mastery?

    Choice on feats is pretty good, but you forgot toughness as someone mentioned priorly.
    Good luck with your toon and have fun.

  4. #4
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by Kcarmen View Post
    Enhancement: Wizard Wand and Scroll Mastery IV
    Personally, I wouldn't spend AP on this; for a divine, I understand 1st tier since it's 25% on heal scrolls, but as a wizard why would you want this? There are no Harm scrolls available to be bought. What spells will be useful on scrolls that require Mastery?
    Reconstruct
    Heal

    Every good caster will eventually scroll both of these.

    though i'd only invest in the first tier.

  5. #5
    Community Member Polarkin's Avatar
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    Quote Originally Posted by fTdOmen View Post
    Reconstruct
    Heal

    Every good caster will eventually scroll both of these.

    though i'd only invest in the first tier.
    I disagree. I think there is a big difference between having a capability (UMD to use heal/raise dead scrolls) and building to a capability (scroll master enhancements on a PM to increase benefit of heal/reconstruct scrolls).

    If/When I have the capability to utilize reconstruct, heal, raise dead, etc... scrolls I can and do carry them around. But I'm not going to go out of my way to invest enhancement points in scroll mastery for a capability that is not part of my primary job function. And I do not play a wizard or sorceror to heal people, if I can do it in a limited capacity as a byproduct of my build then all the better. But I do not advocate investing in that enhancement line unless it is an extra AP or a filler.

    ===========================

    Specifically for the OP's build (not going to reiterate what has already been said):

    My biggest issue is your element focus enhancements... 2/1/1 ranks in ice, storm, and flame is not enough. At the bare minimum you should have at least one elemental line at 7/1/1 and I think it is in every casters best interest to have two elements at 7/1/1.

    I would drop Energy IV, Subtle Spellcasting, and W&S Mastery I-IV and pump up two (if not 3) elements.

    You simply cannot instakill everything and you should plan on bringing something to the table for red and purple named mobs.

  6. #6
    The Hatchery danotmano1998's Avatar
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    Quote Originally Posted by Polarkin View Post

    Specifically for the OP's build (not going to reiterate what has already been said):

    My biggest issue is your element focus enhancements... 2/1/1 ranks in ice, storm, and flame is not enough. At the bare minimum you should have at least one elemental line at 7/1/1 and I think it is in every casters best interest to have two elements at 7/1/1.

    I would drop Energy IV, Subtle Spellcasting, and W&S Mastery I-IV and pump up two (if not 3) elements.

    You simply cannot instakill everything and you should plan on bringing something to the table for red and purple named mobs.
    VERY solid advice. You should have at least one line maxed, if for nothing else than dots (bosses!).

    There are a good number of situations where instakill won't work and having a backup plan is essential to either sitting on the sidelines throwing a haste and twiddling your thumbs or switching tactics and doing some serious DPS along with everyone else.
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    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
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    I got good advice out of this thread and it's not even mine. I always figured I'd just max out ice/lighting and take every single enhancement for that element, to get top damage from that spell pool. But now people tell me 7/1/1, which I assume is max base damage, 1 in critical chance and 1 in critical damage?

  8. #8
    Community Member balancetraveller's Avatar
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    Quote Originally Posted by Varashad View Post
    I got good advice out of this thread and it's not even mine. I always figured I'd just max out ice/lighting and take every single enhancement for that element, to get top damage from that spell pool. But now people tell me 7/1/1, which I assume is max base damage, 1 in critical chance and 1 in critical damage?
    Yes. I did calculations before but am too lazy to dig it out, but simply put - both critical lines are a waste to your AP if you put more than 1 point into which.

  9. #9
    The Hatchery danotmano1998's Avatar
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    Quote Originally Posted by Varashad View Post
    I got good advice out of this thread and it's not even mine. I always figured I'd just max out ice/lighting and take every single enhancement for that element, to get top damage from that spell pool. But now people tell me 7/1/1, which I assume is max base damage, 1 in critical chance and 1 in critical damage?
    Correct. It would be even better to go 7/6/6, but you have to trade off the extra crit damages/chance for other things and everyone has a different idea about what is most useful.

    Just one point in these makes a pretty good difference as opposed to none.
    <-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.

  10. #10
    Community Member DaSawks's Avatar
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    Lots of good feedback here. I did not make several of the connections that were poined out. This is my first attempt at leveling a PM. I am finding out just how much difference that there is between a true PM and AM.
    Quote Originally Posted by Cordovan View Post
    No, although VIP players do get free Gold rolls on Daily Dice, so that might fit into your criteria. But when it comes to chest drops, chain rewards, general Daily Dice rolls (what number you get), etc., VIP does not confer additional "luck".

  11. #11
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Varashad View Post
    I got good advice out of this thread and it's not even mine. I always figured I'd just max out ice/lighting and take every single enhancement for that element, to get top damage from that spell pool. But now people tell me 7/1/1, which I assume is max base damage, 1 in critical chance and 1 in critical damage?
    Yeah there's quite sharp diminishing returns on further investment. Those 9 points (7/1/1) give you big returns, the next 10 give a lot less.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  12. #12
    Community Member DaSawks's Avatar
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    Here are some of the "fix's" for some of the "misjudgments" I may have made.

    I'd drop GSF:Enchantment or Mental Toughness
    I will drop Mental Toughness after leveling to 18 for Toughness/Lich.


    Why would you spend precious AP on healing amp?
    While leveling to 12 and my first usefull form (Wrath) I depended on pots and cleric slaves. I will reset and spend elsewhere now that I can go into form.

    Even with max dps, a wizard won't need: Enhancement: Wizard Subtle Spellcasting I
    I came across a AP hurdle when making the build and needed to spend one AP to unlock more options.


    I think it is in every casters best interest to have two elements at 7/1/1.
    I agree. I will change that up around level 16 when WOF losses its MIGHT and I get FOD and Wail.
    Quote Originally Posted by Cordovan View Post
    No, although VIP players do get free Gold rolls on Daily Dice, so that might fit into your criteria. But when it comes to chest drops, chain rewards, general Daily Dice rolls (what number you get), etc., VIP does not confer additional "luck".

  13. #13
    Community Member Bargol's Avatar
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    There is some good advice here and some misleading advice.

    Enhancements can be changed easily every 3 days. On a human in early levels you should always take healing amp because in early levels you are chugging cure pots. The more bang each pot does the better. Also wand and scroll mastery is also useful in early levels when you can UMD a cure ligth wand. You can chug pots and wand whip at the same time healing much faster. Later of course once you get into the middle levels you would reset these.

    The damags boosts and critical chance are as sirgog said diminishing returns. However you should always take the first one of each damage line you will use (electric, cold, fire, acid). The reason is you will use each of these elements as you level and depending on the quest. Additionally, if you are increasing one element to 6 or 7 think about doing a second...at least some....as being a one trick pony is never a good idea.

    Putting off toughness till level 18 and switching mental toughness for toughness is a smart idea and one I would have recommended.

    subtle spellcasting I wouldn't take, but in personal experience it is possible and easy to pull aggro from pug "tanks". Especially if its a elemental line you put ap in. So dump it unless you don't think you can handle the aggro.

    Your alignment is curious...I assume you didn't go lawful good as there is no reason to be lawful. Good I can understand since a wizard can melee through early levels and that makes it so you can use pure good weapons. As a spell caster you will be running DQ to get a torc....being lawful good is about as bad as you can get in there for taking the most damage.

    Repair or search are wasted skills as you have spot listen isn't needed. You would be better with some move silently or diplomecy.

    Just a few thoughts for you.
    Thelanis - Green Mtn Boys - Level 200

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