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  1. #1
    Micki's Delirium
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    Default Wizard trap monkey

    Edit January 29, 2013: Thread bumped with a new plan in post number 14

    I'm planning on TR'ing my sorcerer into a trap monkey wizard (only for leveling, will TR at cap again) when I hit cap. I have yet to play trapper or wizard, but I'm interested in making a build like this. Here's something I threw together with the chargen.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Cerge 
    Level 20 True Neutral Human Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 276
    Spell Points: 1458 
    BAB: 10\10\15\20
    Fortitude: 11
    Reflex: 18
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength              8                    10
    Dexterity             8                    10
    Constitution         18                    21
    Intelligence         18                    29
    Wisdom               10                    12
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                    14
    Bluff                 1                     2
    Concentration         6                    28
    Diplomacy             3                     4
    Disable Device        8                    32
    Haggle               -1                     0
    Heal                  0                     1
    Hide                  3                     4
    Intimidate           -1                     0
    Jump                  3                     7
    Listen                4                     5
    Move Silently         3                     4
    Open Lock             3                    17
    Perform              n/a                    n/a
    Repair                4                     9
    Search                8                    32
    Spot                  4                    24
    Swim                 -1                     0
    Tumble                1                     2
    Use Magic Device      3                     4
    
    Level 1 (Rogue)
    Feat: (Human Bonus) Insightful Reflexes
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    
    
    Level 3 (Wizard)
    Feat: (Selected) Spell Focus: Evocation
    
    
    Level 4 (Wizard)
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Selected) Past Life: Arcane Prodigy
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    
    
    Level 9 (Rogue)
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Wizard)
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Selected) Spell Penetration
    
    
    Level 16 (Wizard)
    
    
    Level 17 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    
    
    Level 18 (Wizard)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 19 (Wizard)
    
    
    Level 20 (Wizard)
    Enhancement: Rogue Skill Boost I
    Enhancement: Rogue Acid Trap Lore I
    Enhancement: Rogue Cold Trap Lore I
    Enhancement: Rogue Electric Trap Lore I
    Enhancement: Rogue Fire Trap Lore I
    Enhancement: Rogue Sonic Trap Lore I
    Enhancement: Human Adaptability Constitution I
    Enhancement: Human Greater Adaptability Intelligence I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Concentration I
    Enhancement: Glacial Spellcasting I
    Enhancement: Glacial Spellcasting II
    Enhancement: Charged Spellcasting I
    Enhancement: Charged Spellcasting II
    Enhancement: Charged Spellcasting III
    Enhancement: Combustive Spellcasting I
    Enhancement: Combustive Spellcasting II
    Enhancement: Kinetic Spellcasting I
    Enhancement: Kinetic Spellcasting II
    Enhancement: Deadly Ice I
    Enhancement: Deadly Ice II
    Enhancement: Deadly Shocks I
    Enhancement: Deadly Shocks II
    Enhancement: Deadly Shocks III
    Enhancement: Deadly Flame I
    Enhancement: Deadly Kinetics I
    Enhancement: Deadly Kinetics II
    Enhancement: Storm Manipulation I
    Enhancement: Storm Manipulation II
    Enhancement: Storm Manipulation III
    Enhancement: Force Manipulation I
    Enhancement: Force Manipulation II
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Rogue Wand and Scroll Mastery I
    Enhancement: Wizard Wand Heightening I
    Enhancement: Wizard Wand Heightening II
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Wizard Pale Master III
    Enhancement: Summon Skeletal Knight
    Enhancement: Shroud of the Vampire
    Enhancement: Shroud of the Zombie
    I will adjust the spell enhancements to the spells I choose later, this is just a rough idea. I will also probably switch extend for quicken or something else at some point.

    And if this kind of build has been discussed to death, would you please direct me to some builds? The search tools on the forums aren't that great. Thank you very much.
    Last edited by Micki; 01-28-2013 at 06:41 PM.
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  2. #2
    Community Member crisisphat's Avatar
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    First off, Dump those 2 points in str, cha, and dex. Max your con, if there's anything left over put that in WIS.
    You might wanna go Drow for the +2 int. It's very useful since you'll want max dcs because your blue bar will be a bit lower than other wizards. The hit to caster level isn't too noticeable later in the game. Since you're going Pale Master, drop the Umd and keep your spot maxed. Not much it brings to the table for a wizard but healing and you'll have that covered.

    Dump the points in all the following skills (except any excess you might have from high int level 1 rogue)
    -Repair: A wand of Repair light wounds is much more effective and they're a dime a dozen.)
    -Heal: It sucks.
    -Diplomacy/Bluff: They need to be maxed or they suck
    -Swim: sucks, just get an underwater action item
    -Tumble All you need is one point unless you're gonna max it and go for those pretty backflips.

    Basically, You want to keep the following skills maxed:
    Concentration
    Search
    Disable device
    Spot

    Sometimes it's hard to fit them all in, in that case if you're an experienced player and you know where the traps are you can slack on spot, but I'd recommend against it. You absolutely should not leave any points out of concentration. That roll can be the difference between life and death for your character.

    It's a very viable and fun build. I've had lots of good times with evasion. But the low levels are brutal. During levels 1-3 you're pretty much just there for the traps.

  3. #3
    Community Member wax_on_wax_off's Avatar
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    I found the splash boring compared to a pure wizard. Nothing beats having firewall at level 7, circle of death at level 11, finger of death at level 13 and wail of the banshee at level 17. Deferring these spells by 1 or 2 levels only serves to slow down the leveling experience.

    As for the usefulness of evasion/trap skills I more often than not just ignored the traps as slowing down to disable them would have given less xp/minute than just zerging through. Added to this the rate of trap monkeys in groups (1-2 artificers/rogues/trap capable multiclasses in any group I ran in almost) and I just don't see the point.

    If I was going to do it I'd do warforged 17 wizard/1 rogue archmage and TR at 20 but I'd never do it on a palemaster.
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  4. #4
    Micki's Delirium
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    Quote Originally Posted by crisisphat View Post
    First off, Dump those 2 points in str, cha, and dex. Max your con, if there's anything left over put that in WIS.
    You might wanna go Drow for the +2 int. It's very useful since you'll want max dcs because your blue bar will be a bit lower than other wizards. The hit to caster level isn't too noticeable later in the game. Since you're going Pale Master, drop the Umd and keep your spot maxed. Not much it brings to the table for a wizard but healing and you'll have that covered.

    Dump the points in all the following skills (except any excess you might have from high int level 1 rogue)
    -Repair: A wand of Repair light wounds is much more effective and they're a dime a dozen.)
    -Heal: It sucks.
    -Diplomacy/Bluff: They need to be maxed or they suck
    -Swim: sucks, just get an underwater action item
    -Tumble All you need is one point unless you're gonna max it and go for those pretty backflips.

    Basically, You want to keep the following skills maxed:
    Concentration
    Search
    Disable device
    Spot

    Sometimes it's hard to fit them all in, in that case if you're an experienced player and you know where the traps are you can slack on spot, but I'd recommend against it. You absolutely should not leave any points out of concentration. That roll can be the difference between life and death for your character.

    It's a very viable and fun build. I've had lots of good times with evasion. But the low levels are brutal. During levels 1-3 you're pretty much just there for the traps.
    Updated the build with skills maxed: concentration, search, spot and disable device... and the rest in open lock and balance.

    Drow would give me a start int of 20, but only 15 con, while human gives me 18 int and 18 con + bonus feat. I think human is better.

    Quote Originally Posted by wax_on_wax_off View Post
    I found the splash boring compared to a pure wizard. Nothing beats having firewall at level 7, circle of death at level 11, finger of death at level 13 and wail of the banshee at level 17. Deferring these spells by 1 or 2 levels only serves to slow down the leveling experience.

    As for the usefulness of evasion/trap skills I more often than not just ignored the traps as slowing down to disable them would have given less xp/minute than just zerging through. Added to this the rate of trap monkeys in groups (1-2 artificers/rogues/trap capable multiclasses in any group I ran in almost) and I just don't see the point.

    If I was going to do it I'd do warforged 17 wizard/1 rogue archmage and TR at 20 but I'd never do it on a palemaster.
    When I do play a rogue, I will most likely make it a twf. I like playing caster, and I'd like to get some experience in playing trapper. I have seen successful wizard trappers around DDO, and I'd like to try playing one. I have also often been in groups running without a trapper... because we were unable to find one.

    So, why not PM? Sure, WF's are a bit sturdier than fleshy PM's, but it seems to be most people's opinion that PM is just a bit better.
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  5. #5
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Micki View Post
    When I do play a rogue, I will most likely make it a twf. I like playing caster, and I'd like to get some experience in playing trapper. I have seen successful wizard trappers around DDO, and I'd like to try playing one. I have also often been in groups running without a trapper... because we were unable to find one.

    So, why not PM? Sure, WF's are a bit sturdier than fleshy PM's, but it seems to be most people's opinion that PM is just a bit better.
    WF AM loses a lot less by splashing as 17 wizard/1 rogue looks fine for an AM but when you put it on a PM you're losing out on Lich form which is half the reason to go the PrE. In general, PMs shine when they have the shiniest spells with the best SP possible available; splashing really does ruin this and you can easily lose the edge that you had.

    On another note, I'd look at Artificer rather than rogue.
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  6. #6
    Community Member crisisphat's Avatar
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    I don't really see how Archmage is any better than Pale Master for this build. The only thing it has going for it is higher dcs, but you'll have to burn some mana on top of setting 2 caster levels on fire.
    Last edited by crisisphat; 04-24-2012 at 06:02 AM.

  7. #7
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by crisisphat View Post
    I don't really see how Archmage is any better than Pale Master for this build. The only thing it has going for it is higher dcs, but you'll have to burn some mana on top of setting 2 caster levels on fire.
    Palemaster doesn't get the bonus SP of archmage, nor the SLA's and then has to spend 100 SP every rest to go into form. Splashing compounds this losing 2 levels of SP, 2 int (29 SP) and the discount on metamagics.

    Even on my pure palemaster I've struggled with my SP pool in difficult content.

    A WF splashed Archmage can still CC in difficult content, do the same on a palemaster though and you basically pigeon hole yourself to only doing easy stuff (until you have multiple PL's and epic gear mind you).

    If you plan to TR at level 20 straight away it's no big deal but as I said, PM is more fun to level pure due to quicker access to the shiny abilities while AM is more flexible in this regard.
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  8. #8
    Community Member Kinerd's Avatar
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    One of the biggest negatives of the wizogue is poor Spell Pen.
    An archmage gives you SLA Web.
    Web ignores SR.
    WF lets you self heal as an AM.

    Let your logic be your pilot.

    .

    Things you just should not take:
    SF Evoc on a PM
    Wand Heightening

    I believe you took Ice Crit Chance and Multiplier without taking Ice Manip: this is backwards.
    Trap Lore - the elemental traps are not what will kill you. Even if you don't have a ship with 30 resists, you have a spell with 30 resists.
    Human Versatility - you are essentially an Int-based rogue when it comes to traps. Int-based rogues are really good at traps. No skill boost needed.

  9. #9
    Micki's Delirium
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    Quote Originally Posted by wax_on_wax_off View Post
    WF AM loses a lot less by splashing as 17 wizard/1 rogue looks fine for an AM but when you put it on a PM you're losing out on Lich form which is half the reason to go the PrE. In general, PMs shine when they have the shiniest spells with the best SP possible available; splashing really does ruin this and you can easily lose the edge that you had.

    On another note, I'd look at Artificer rather than rogue.
    Alright. So, I should do WF archmage instead. Artis don't have evasion, why one would want 2 levels of rogue. What would 1-2 levels of arti give me?


    Quote Originally Posted by Kinerd View Post
    One of the biggest negatives of the wizogue is poor Spell Pen.
    An archmage gives you SLA Web.
    Web ignores SR.
    WF lets you self heal as an AM.

    Let your logic be your pilot.

    .

    Things you just should not take:
    SF Evoc on a PM
    Wand Heightening

    I believe you took Ice Crit Chance and Multiplier without taking Ice Manip: this is backwards.
    Trap Lore - the elemental traps are not what will kill you. Even if you don't have a ship with 30 resists, you have a spell with 30 resists.
    Human Versatility - you are essentially an Int-based rogue when it comes to traps. Int-based rogues are really good at traps. No skill boost needed.

    I didn't really think the enhancements through, but I was thinking on focusing on elemental damage rather than enchantmens and CC.

    Question, do the spell enhancing enhancements enhance archmage spell-like enhancements as well?

    I'll redraw this build a little later, but I'm thinking

    Feats:
    toughness
    insightful reflexes
    Extend spell (to be swapped for quicken later)
    spell focus: evo (or enchant.. but I'd like evo)
    Past Life: Arcane Prodigy
    Spell Focus: Necromancy/Enchant?
    Maximize Spell
    Empower spell
    heighten
    spell penn
    greater spell penn
    greater spell focus: evo?

    I didn't really think the ehancements through, especially since I haven't quite decided what spells to get. The ice crit wasn't suppose to be there
    So, no human versitility, no trap lore and no wand heightening?

    Edit:
    Oh, oops. Mental toughness is a prereq for Archmage.
    This mean one less feat. Mm.. so, which school would be the best for a splashed archmage, then? Evo, conj, abj, necro, enchant?
    Last edited by Micki; 04-24-2012 at 07:51 AM.
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  10. #10
    Community Member Kinerd's Avatar
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    Quote Originally Posted by Micki View Post
    Alright. So, I should do WF archmage instead. Artis don't have evasion, why one would want 2 levels of rogue. What would 1-2 levels of arti give me?





    I didn't really think the enhancements through, but I was thinking on focusing on elemental damage rather than enchantmens and CC.

    Question, do the spell enhancing enhancements enhance archmage spell-like enhancements as well?

    I'll redraw this build a little later, but I'm thinking

    Feats:
    toughness
    insightful reflexes
    Extend spell (to be swapped for quicken later)
    spell focus: evo (or enchant.. but I'd like evo)
    Past Life: Arcane Prodigy
    Spell Focus: Necromancy/Enchant?
    Maximize Spell
    Empower spell
    heighten
    spell penn
    greater spell penn
    greater spell focus: evo?

    I didn't really think the ehancements through, especially since I haven't quite decided what spells to get. The ice crit wasn't suppose to be there
    So, no human versitility, no trap lore and no wand heightening?

    Edit:
    Oh, oops. Mental toughness is a prereq for Archmage.
    This mean one less feat. Mm.. so, which school would be the best for a splashed archmage, then? Evo, conj, abj, necro, enchant?
    Your secondary school should be Conjuration. (Until you get to Secondary Spell Mastery, make it your primary.) Primary wise you may as well go Necro, you don't need to take a Spell Mastery to get SLA Hypno. Evocation is not a good school. Your SLA DPS just gets overwhelmed by enemy HP, your best direct damage spells don't even have saves that will benefit from the +DC.

    Don't be afraid to drop Empower.

  11. #11
    Micki's Delirium
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    Quote Originally Posted by Kinerd View Post
    Your secondary school should be Conjuration. (Until you get to Secondary Spell Mastery, make it your primary.) Primary wise you may as well go Necro, you don't need to take a Spell Mastery to get SLA Hypno. Evocation is not a good school. Your SLA DPS just gets overwhelmed by enemy HP, your best direct damage spells don't even have saves that will benefit from the +DC.

    Don't be afraid to drop Empower.
    So, you'd suggest dropping empower and taking 2 greater focuses - necro and conjuration? Or, well, if I'm understanding it correctly, I only need one greater for Archmage III and Archmage Spell Mastery II.
    Last edited by Micki; 04-25-2012 at 08:05 AM.
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  12. #12
    Community Member Kinerd's Avatar
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    Quote Originally Posted by Micki View Post
    So, you'd suggest dropping empower and taking 2 greater focuses - necro and conjuration? Or, well, if I'm understanding it correctly, I only need one greater for Archmage III and Archmage Spell Mastery II.
    I always have 3 focus feats on my wizogues: 2 Necro (or Enchant), 1 Conjuration. If you intend to stay on (not TR) this life, I would try to squeeze in SF: Enchant for SLA Hypno, but on a transition life you never get Mass Hold anyway, so who cares.

  13. #13
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    this is a beside any point.. but "Cerge" is better as a WF anyway. lol. I picked it as a play on Warforged and Electrical Surge... a.k.a. Cerge

    (... wondering if I can go through all classes as WF ...)
    Last edited by Micki; 04-24-2012 at 06:43 AM.
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  14. #14
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    Default Redoing the plan, January 2013

    Hi everyone. 9 months has passed since I started this thread, and first was thinking of TR'ing my sorc into a trapmonkey wizard. First it took me some time to even get him to 20, then when I finally got there, I decided I wanted my 20 shrouds and 20 ADQs before TR. So, Cerge has passed his 20 Shrouds and will be doing his 20th ADQ this week. He is currently lvl 23 and flagged for Titan, VON, Shroud, ADQ and CitW. Gonna runna 1-2 Citw on him before TR.

    Here's the new plan/ idea I came up with. I will most likely not do the enhancements exactly like in the plan and/or will probably swap them more than once. I'm not sure on the feats, if the order I picked etc is good.

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Cerge 
    Level 20 True Neutral Warforged Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 266
    Spell Points: 1438 
    BAB: 10\10\15\20
    Fortitude: 12
    Reflex: 9
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength              8                    10
    Dexterity             8                    10
    Constitution         20                    22
    Intelligence         18                    28
    Wisdom                6                     8
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                    13
    Bluff                -1                     0
    Concentration         7                    32
    Diplomacy             3                     4
    Disable Device        8                    33
    Haggle               -1                     0
    Heal                 -2                    -1
    Hide                  1                     2
    Intimidate           -1                     0
    Jump                  3                     5
    Listen                2                     3
    Move Silently         3                     4
    Open Lock             3                     7
    Perform              n/a                    n/a
    Repair                4                     9
    Search                8                    32
    Spot                  2                    20
    Swim                 -1                     0
    Tumble                1                     2
    Use Magic Device      3                     4
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Diplomacy (+4)
    Skill: Disable Device (+4)
    Skill: Hide (+2)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+4)
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Wizard Bonus) Extend Spell
    
    
    Level 3 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Spell Focus: Conjuration
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Spot (+1)
    
    
    Level 6 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Wizard Bonus) Mental Toughness
    Feat: (Selected) Past Life: Arcane Prodigy
    
    
    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 9 (Rogue)
    Skill: Balance (+1)
    Skill: Concentration (+4)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Search (+2)
    Skill: Spot (+1)
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Greater Spell Focus: Conjuration
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Empower Spell
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 17 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Feat: (Wizard Bonus) Heighten Spell
    
    
    Level 18 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 19 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Rogue Acid Trap Lore I
    Enhancement: Rogue Cold Trap Lore I
    Enhancement: Rogue Electric Trap Lore I
    Enhancement: Rogue Fire Trap Lore I
    Enhancement: Rogue Sonic Trap Lore I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Improved Concentration III
    Enhancement: Improved Disable Device I
    Enhancement: Corrosive Spellcasting I
    Enhancement: Corrosive Spellcasting II
    Enhancement: Combustive Spellcasting I
    Enhancement: Combustive Spellcasting II
    Enhancement: Deadly Acid I
    Enhancement: Deadly Acid II
    Enhancement: Deadly Flame I
    Enhancement: Deadly Flame II
    Enhancement: Acid Manipulation I
    Enhancement: Acid Manipulation II
    Enhancement: Acid Manipulation III
    Enhancement: Flame Manipulation I
    Enhancement: Flame Manipulation II
    Enhancement: Flame Manipulation III
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Wizard Wand and Scroll Mastery I
    Enhancement: Wizard Wand and Scroll Mastery II
    Enhancement: Wizard Wand and Scroll Mastery III
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Healer's Friend II
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Arcane Bolt
    Enhancement: Wizard Archmage I
    Enhancement: Wizard Archmage II
    Enhancement: Wizard Archmage III
    Enhancement: Wizard Archmage IV
    Enhancement: Archmage Secondary Spell Mastery I: Necromancy
    Enhancement: Archmage Spell Mastery I: Conjuration
    Enhancement: Archmage Spell Mastery II: Conjuration
    Enhancement: Conjuration I - Grease
    Enhancement: Conjuration II - Web
    Enhancement: Conjuration III - Stinking Cloud
    Enhancement: Conjuration IV - Dimension Door
    Enhancement: Necromancy I - Chill Touch
    Note: I plan to swap extend for quicken after some levels.

    Ty for advice. I plan to TR him possibly within a couple of weeks.
    Last edited by Micki; 01-28-2013 at 06:47 PM.
    Read my blog: Micki's Delirium
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