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)
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.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
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?