Originally Posted by
Doxmaster
Well, you maxed Int, which is good, but your con leaves something to be desired, especially from a character that is not going to get easy selfhealing. I nearly had twice your HP on my human Wizard, the first character I made on Khyber: 18 base con, +2 con item, toughness, racial HP, False life item (the permanent Hp one, not the spell).
Thats 25Hp (con bonus), 7 hp (toughness), 10 HP (falselife), 20 HP (Basic DDo character), 20 HP (Wizard), 10 (racial toughness)
25+7+10+20+20+10
92 Hp total, 102 with Bears endurance.
For an easy false Life item, run catacombs and pick the Robe of Duality.
I understand you are an elf, which limits you to 16 max starting con and if you are a 28 point character you can only have a max of 14, but having that +2 modifier as base woulld really help.
Strength and Dex do absolutely nothing for you. Charisma does little for your build in particular; it helps your UMD but yours will only come out to be useful at endgame with UMD boosters at which point +1 from not having 8 charisma will be small. Up to you though.
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As for spells, make sure you go out and but scrolls of every spell you can find BEFORE you level up. Then, when you actualyl level, you will ownly be shown spells that are hird to find in scroll form. There is an actual list of what spelsl arent availible as scroll, but I dont know its link off the top of my head.
Seeing as you're doing an evocation Archmage, you should already have Maximize and Empower by the time you get the Magic Missile SLA. Then you can set the SLA to permanently have both toggled; it wont cost any extra SP but it WILL do 2.5x the damage.
Combat casting is a terrible feat. A truly truly terrible feat.
My feat layout for my lowby Nuke-mage:
1-Empower
1-Spell Focus: Evocation
3-Maximize
5-Enlarge
6-Mental toughness
9+all you.
This allows you to fire off magic Missiles at simply unfair range for decent damage. I mean, really...the base damage is 4.5 per missile. At level 6 you are firing off 4 at a time (yes, I know its 1 every odd level, but the starting item sets and a few other items give you +1 caster level, so at 6 you are caster level 7)
Thats 18 damage. Include enhancements (x1.3 damage) and you're at about 25 damage. Per spell.
With my feat setup, you're at 25x2.5 or 73 damage per spell. At a range large enough to get one extra spell off, at the very least.
If you dont have any feats you immediately need at 9, pick up SF: necormancy. With my setup, you'll toss out another 73 damage at short range; anything that reaches you will eat another magic Missile then a Chilling touch for a total of 150ish damage which should be enough to kill any low level enemy. Since I usually run humans, I pick up both at level 6 for even more fun.
Of course, there is no save at all on this. They simply show up, take migic missile after magic missile, then get Chilling touched if they ever manage to reach you. (Technically, there IS a save on chilling touch, but the save only negates the bonus stat damage it carries.) Your only problems are golems and undead; there arent many iron/clay golems at low levels though and undead are CC'd by chilling touch so you're golden.
Please note that you can toggle what Meta Magics affect a spell/SLA in particular, so you should always leave your metas on your SLAs. Sure, you might not need that magic missile Quickened and enlarged, but hey...its free, so why not?