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  1. #1
    Community Member
    Join Date
    Mar 2012
    Posts
    24

    Default Newbie. Need: Wizard build help, advice on role and spell use.

    First - my planned build. I wish to play as a human. I just started the game, so 28 points and equipment will be whatever I find. I play with a Rogue partner, and would like a build that can duo as much content as possible in the game (with cleric hirelings)

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Someguy 
    Level 20 Lawful Good Human Male
    (20 Wizard) 
    Hit Points: 182
    Spell Points: 1831 
    BAB: 10\10\15\20
    Fortitude: 8
    Reflex: 7
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity            12                    13
    Constitution         14                    14
    Intelligence         18                    28
    Wisdom                8                     8
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     3.5
    Bluff                -1                    -1
    Concentration         6                    11
    Diplomacy             1                     1.5
    Disable Device        n/a                   n/a
    Haggle               -1                    -1
    Heal                  1                     1.5
    Hide                  1                     1
    Intimidate           -1                    -1
    Jump                  0                     0
    Listen               -1                    -1
    Move Silently         3                     3.5
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                4                     9
    Search                4                     9
    Spot                 -1                    -1
    Swim                  0                     0
    Tumble                3                     3.5
    Use Magic Device      1                     1.5
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Augment Summoning
    Feat: (Selected) Empower Spell
    Feat: (Human Bonus) Mental Toughness
    Enhancement: Improved Concentration I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Enhancement: Wizard Improved Empowering I
    Enhancement: Force Manipulation I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand and Scroll Mastery I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Spell Focus: Evocation
    Enhancement: Kinetic Spellcasting I
    Enhancement: Wizard Wand Heightening I
    
    
    Level 4 (Wizard)
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    
    
    Level 6 (Wizard)
    Feat: (Selected) Maximize Spell
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Improved Concentration II
    Enhancement: Force Manipulation II
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Archmage I
    
    
    Level 7 (Wizard)
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Force Manipulation III
    Enhancement: Evocation I - Magic Missile
    
    
    Level 8 (Wizard)
    Enhancement: Improved Concentration III
    Enhancement: Force Manipulation IV
    
    
    Level 9 (Wizard)
    Feat: (Selected) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Arcane Bolt
    Enhancement: Wizard Archmage II
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Improved Mental Toughness
    Enhancement: Force Manipulation V
    Enhancement: Wizard Spell Penetration I
    
    
    Level 11 (Wizard)
    Enhancement: Wizard Intelligence III
    
    
    Level 12 (Wizard)
    Feat: (Selected) Greater Spell Focus: Evocation
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Archmage III
    
    
    Level 13 (Wizard)
    Enhancement: Improved Concentration IV
    Enhancement: Force Manipulation VI
    
    
    Level 14 (Wizard)
    Enhancement: Human Greater Adaptability Dexterity I
    
    
    Level 15 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Spell Penetration
    Enhancement: Force Manipulation VII
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Archmage IV
    
    
    Level 16 (Wizard)
    Enhancement: Kinetic Spellcasting II
    Enhancement: Archmage Spell Mastery I: Evocation
    Enhancement: Evocation II - Gust of Wind
    Enhancement: Evocation III - Chain Missiles
    
    
    Level 17 (Wizard)
    Enhancement: Wizard Improved Maximizing II
    
    
    Level 18 (Wizard)
    Feat: (Selected) Greater Spell Penetration
    Enhancement: Wizard Improved Heightening I
    
    
    Level 19 (Wizard)
    
    
    Level 20 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Wizard Spell Penetration III
    My initial thoughts when I was making that build (before ever playing yet) was that I wanted a wizard that could, given foreknowledge of wiki for quest, prep spells for any boss/situation, and for normal fodder minions, would contribute to killing via cheap magic missile, arcane bolts, constant summoning of pets and whatever wands I could find. I like necromancy spells for role-play reasons, but palemaster seemed like a very restricted class that I decided to leave for later experimenting on my TRs. On forums I read that damage dealing is the primary concern toward end game and so planned to spec in evocation.

    However my impression of my wizard so far is making me doubt my choices - my wizard is half way through level 3, we try to do all the quests on elite from the first, and have not yet had to downgrade difficulty, though we are now dying more. My damage output with spells just barely exceeds my endless fire finger wand, and trying to kill anything except the weakest mobs with spells costs me more then half my mana bar. Our survival through mob rushes during earlier quests mostly depended on my Charm Person and rarely, Sleep, (and summon monster is alwaysa given). On last quest we met Kobold Shamans for the first time. Now the only 3 spells i cast during a quest are charms on warriors, blind on shaman, summon monster 2. My pets can no longer tank enemies, though they are still able to occupy one or two. Charm is getting less and less reliable - average of 2.5 castings to succeed (spell shows DC 16 will in description). Have just scribed Web - will probably be using it more now.

    Also, did a quest called Bringing the Light, party got wiped out by 4 dogs, despite both of us having 2 cleric hirelings to heal us. Can't charm them, they resisted sleep, and by the time I thought to try Blinding them, it was too little, too late. Got through the quest by not letting them get released, but inability to handle 4 pets was a bit of an ego blow.

    So to sum up, I though I was building to be a nuker with flexibility, but so far the only role required from me was crowd control. In fact, I can't even allocate a slot for any damage spells - right now I have Protection from Evil, Charm, Sleep, Grease (initially was for casters, now sometimes used when we need to run) as level 1 selection, Blind and Summon 2 as level 2. Will probably switch Blind for web now - will have to see how good of a reflex save shamans get.

    What roles/strategies should I be preparing and gearing myself up for as I level? Am I missing something about how I should be using my spells at this point?
    Last edited by Rackot; 04-02-2012 at 10:48 AM. Reason: Clarification of title

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