I plan to TR my first life Warforged Archmage as soon as I've finished gearing it out. I've had a look at some of the threads for these types of builds and this is what I've come up with. I am still relatively new to Wizarding and want to know if there are any major holes or flaws in this build.
Thoughts so far:
I have heard good things about Insightful Reflexes. Will taking this feat mitigate enough damage to make it worthwhile? What will this help me against the most?
Is Wizard Spell Penetration III worth the AP?
Have I taken enough enhancements to cover DPS? I have gone with Acid, Cold and Electricity to boost my dot's. Is having acid worth it for the Abbot and Lailat?
Is Spell Penetration IX mandatory on this build?
Have I placed too much emphasis on defence?
Note: After some consideration I have decided to fit a permanent Deathblock item and the ability to maintain 100% fortification while under Yugoloth effects into my gear setup.
The Build
Code:Character Plan by DDO Character Planner Version 03.12.01 DDO Character Planner Home Page Level 20 True Neutral Warforged Male (20 Wizard) Hit Points: 272 Spell Points: 1780 BAB: 10\10\15\20 Fortitude: 12 Reflex: 6 Will: 11 Starting Feat/Enhancement Abilities Base Stats Modified Stats (34 Point) (Level 1) (Level 20) Strength 10 12 Dexterity 8 10 Constitution 20 23 Intelligence 18 31 Wisdom 6 8 Charisma 6 8 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 +3 Tome of Intelligence used at level 11 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 1 11 Bluff -2 10 Concentration 9 32 Diplomacy -2 -1 Disable Device n/a n/a Haggle -2 -1 Heal -2 -1 Hide -1 0 Intimidate 0 10 Jump 2 12 Listen -2 -1 Move Silently -1 8 Open Lock n/a n/a Perform n/a n/a Repair 4 10 Search 4 10 Spot 0 10 Swim 0 1 Tumble n/a 1 Use Magic Device 0 10 Level 1 (Wizard) Feat: (Past Life) Past Life: Wizard Feat: (Wizard Bonus) Spell Focus: Enchantment Feat: (Selected) Toughness Level 2 (Wizard) Level 3 (Wizard) Feat: (Selected) Past Life: Arcane Initiate Level 4 (Wizard) Level 5 (Wizard) Feat: (Wizard Bonus) Spell Focus: Conjuration Level 6 (Wizard) Feat: (Selected) Mental Toughness Level 7 (Wizard) Level 8 (Wizard) Level 9 (Wizard) Feat: (Selected) Spell Focus: Necromancy Level 10 (Wizard) Feat: (Wizard Bonus) Maximize Spell Level 11 (Wizard) Level 12 (Wizard) Feat: (Selected) Greater Spell Focus: Necromancy Level 13 (Wizard) Level 14 (Wizard) Level 15 (Wizard) Feat: (Wizard Bonus) Quicken Spell Feat: (Selected) Spell Penetration Level 16 (Wizard) Level 17 (Wizard) Level 18 (Wizard) Feat: (Selected) Greater Spell Penetration Level 19 (Wizard) Level 20 (Wizard) Feat: (Wizard Bonus) Heighten Spell Enhancement: Wizard Master of Magic Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Racial Toughness III Enhancement: Improved Concentration I Enhancement: Improved Concentration II Enhancement: Improved Concentration III Enhancement: Corrosive Spellcasting I Enhancement: Glacial Spellcasting I Enhancement: Charged Spellcasting I Enhancement: Deadly Acid I Enhancement: Deadly Ice I Enhancement: Deadly Shocks I Enhancement: Acid Manipulation I Enhancement: Acid Manipulation II Enhancement: Acid Manipulation III Enhancement: Acid Manipulation IV Enhancement: Acid Manipulation V Enhancement: Frost Manipulation I Enhancement: Frost Manipulation II Enhancement: Frost Manipulation III Enhancement: Frost Manipulation IV Enhancement: Frost Manipulation V Enhancement: Storm Manipulation I Enhancement: Storm Manipulation II Enhancement: Storm Manipulation III Enhancement: Storm Manipulation IV Enhancement: Storm Manipulation V Enhancement: Repair Manipulation I 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 Intelligence I Enhancement: Wizard Intelligence II Enhancement: Wizard Intelligence III Enhancement: Wizard Wand and Scroll Mastery I Enhancement: Warforged Constitution I Enhancement: Warforged Inscribed Armor I Enhancement: Wizard Archmage I Enhancement: Wizard Archmage II Enhancement: Wizard Archmage III Enhancement: Wizard Archmage IV Enhancement: Archmage Secondary Spell Mastery I: Conjuration Enhancement: Archmage Spell Mastery I: Necromancy Enhancement: Archmage Spell Mastery II: Necromancy Enhancement: Conjuration I - Grease Enhancement: Conjuration II - Web Enhancement: Enchantment I - Hypnotism
Abilities
Strength - 20 (+5)
Dexterity - 11 (0)
Constitution - 32 (+11)
Intelligence - 42 (+16)
Wisdom - 15 (+2)
Charisma - 9 (-1)
I will swap in an Epic Flameward and use a Bunny Hat for UMD (assuming these are still available in the store).
Gear
Head - Epic Sacred Helm
Eyes - Greensteel +45 HP Concordant Opposition Goggles
Neck - Epic Torc of Prince Raiyum-de II (+6 Strength )
Trinket - Litany of the Dead
Back - Epic Envenomed Cloak (Toughness)
Belt - Epic Lion-Headed Belt Buckle (Greater False Life, +1 exceptional Strength)
Wrists - Bracers of the Demon's Consort
Hands - Greensteel +6 exceptional Charisma skills SP Gloves
Ring - Rahkir's Ring (+2 exceptional Intelligence)
Ring - Omniscience
Boots - Epic Rock Boots (Greater False Life, +1 exceptional Strength)
Body - Epic Diabolist's Docent (+1 exceptional Constitution, Heavy Fortification)
Main Hand - Epic Ornamented Dagger/?
Off Hand - level 16 Ornamented Dagger/?
I am not really sure which item effects stack with feats and enhancements so I haven't planned out exactly what I will want to be using as far as Greater School Focus items are concerned. I will be using the Epic Ornamented Dagger and the level 16 Ornamented Dagger for dot's. If I can't fit Greater School Focus on weapons, I can slot it on bracers and use those instead. I will have to figure out which of the staves is best, it would be ideal if one could cover the +2 Foci in Enchantment and Necromancy.
DC's
Necromancy: 10 base +16 intelligence modifier +9 heighten spell feat +1 wizard active past life feat +2 greater spell focus feat +2 archmage spell mastery II enhancement +2 greater focus item +1 yugoloth potion +1 intelligence shrine = 44 DC
Enchantment: 10 base +16 intelligence modifier +9 heighten spell feat +1 wizard active past life feat +1 spell focus feat +2 greater focus item +1 yugoloth potion +1 intelligence shrine +1 phiarlan entertainer = 42 DC
Conjuration: 10 base level +16 intelligence modifier +9 heighten spell feat +1 wizard active past life feat +1 spell focus feat +1 archmage spell mastery I enhancement +3 epic focus item +1 yugoloth potion +1 intelligence shrine = 43 DC
Spell Penetration
8th and lower: 20 caster level +2 spell penetration feat +2 greater spell penetration feat +3 wizard spell penetration III +2 wizard passive past life feat +3 greater spell penetration VIII item +1 dice = 33 Spell Penetration
9th and lower: 20 caster level +2 spell penetration feat +2 greater spell penetration feat +3 wizard spell penetration III +2 wizard passive past life feat +1 scholar of the twelve +1 dice = 31 Spell Penetration
(I have assumed that when an SR check is made, I can include +1 for the simulated dice roll.)
HP
272 planner +100 constitution +45 greensteel +30 greater false life +20 toughness +10 draconic vitality +40 yugoloth potion +20 constitution shrine = 537 HP
Saves
I will add these in later when I have time to calculate them.
Please feel free to share your thoughts on this build. What would you do differently and why?