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  1. #1
    Community Member davidolson22's Avatar
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    Default Phantasmal Shattermantle

    The idea behind this build is to be able to take out elite level drow with PKs. Tested it out at level 18, and it worked fine. It's just intended as a fun build to get a wizard past life in, not as a end game powerhouse. It's definitely near useless in epic challenges since it's dps is low and everything there has epic death ward. But in regular questing it should lead kill count at higher levels since you'll just be prepping everything with a Wounding repaeting crossbow of improved shattermantle, then pressing PK button.

    Why elf? To make up for the lower spell pen you'll have for splashing artificer.

    Why Artificer? To help hit stuff with the crossbow with insightful strikes and for construct essence. You need 3 levels of artificer for this though, which is why you'll need a wounding of improved shattermantle repeating crossbow at higher levels.

    Up to level 10, you'll just be using the crossbow as DPS. Everything dies so fast it's ridiculous if you have a good crossbow, and the damage from your dps spells will be a bit low because of artificer splash.

    Around level 11 make a wounding of improved shattermantle repeating crossbow. Shoot stuff with it then instant kill them. At level 18 you'll be able to circulate between PK, PK sla, FoD, and circle of death. I did try improved cursespewing as the prefix, but the DC of the curse is so low that any mob will make the save on a 2 or high above level 10 quests, especially on elite.

    Gear:
    wounding of improved shattermantle repeating crossbow
    +3 bolts from House D favor vender
    +2 necro focus item (FoD, CoD)
    +2 conjuration focus item (web)
    +2 illusion focus item (Pk and PK sla)

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Phantasmal Shattermantle
    Level 18 Lawful Good Elf Male
    (15 Wizard \ 3 Artificer) 
    Hit Points: 192
    Spell Points: 1369 
    BAB: 9\9\14
    Fortitude: 9
    Reflex: 9
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 18)
    Strength             10                    13
    Dexterity            14                    17
    Constitution         14                    17
    Intelligence         18                    28
    Wisdom               10                    13
    Charisma             10                    13
    
    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 Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 18)
    Balance               3                    10.5
    Bluff                 0                     1
    Concentration         6                    27
    Diplomacy             0                     1
    Disable Device        8                    32
    Haggle                4                     7
    Heal                  0                     1
    Hide                  2                     3
    Intimidate            0                     1
    Jump                  0                     4
    Listen                0                     3
    Move Silently         2                     3
    Open Lock             6                     9
    Perform               n/a                   n/a
    Repair                4                    10
    Search                8                    36
    Spot                  4                    12
    Swim                  0                     1
    Tumble                3                     4
    Use Magic Device      4                    24
    
    Level 1 (Artificer)
    Feat: (Past Life) Past Life: Artificer
    Feat: (Past Life) Past Life: Cleric
    Feat: (Past Life) Past Life: Cleric
    Feat: (Past Life) Past Life: Cleric
    Feat: (Past Life) Past Life: Favored Soul
    Feat: (Past Life) Past Life: Favored Soul
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Selected) Point Blank Shot
    
    
    Level 2 (Artificer)
    
    
    Level 3 (Artificer)
    Feat: (Selected) Toughness
    Enhancement: Artificer Skill Boost I
    Enhancement: Improved Concentration I
    Enhancement: Improved Disable Device I
    Enhancement: Improved Search I
    Enhancement: Improved Spot I
    Enhancement: Artificer Wand and Scroll Mastery I
    
    
    Level 4 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Illusion
    Enhancement: Elven Arcanum I
    Enhancement: Elven Perception I
    Enhancement: Elven Perception II
    Enhancement: Elven Keen Eyes I
    Enhancement: Elven Keen Eyes II
    Enhancement: Racial Toughness I
    Enhancement: Improved Use Magic Device I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 5 (Wizard)
    Enhancement: Elven Arcanum II
    Enhancement: Wizard Intelligence I
    
    
    Level 6 (Wizard)
    Feat: (Selected) Mental Toughness
    Enhancement: Racial Toughness II
    
    
    Level 7 (Wizard)
    Enhancement: Improved Concentration II
    
    
    Level 8 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Enhancement: Repair Manipulation I
    Enhancement: Repair Manipulation II
    Enhancement: Repair Manipulation III
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 9 (Wizard)
    Feat: (Selected) Construct Essence
    Enhancement: Wizard Archmage I
    Enhancement: Archmage Spell Mastery I: Illusion
    Enhancement: Illusion I - Invisibility
    
    
    Level 10 (Wizard)
    Enhancement: Elven Arcanum III
    
    
    Level 11 (Wizard)
    Enhancement: Repair Manipulation IV
    Enhancement: Wizard Intelligence II
    
    
    Level 12 (Wizard)
    Feat: (Selected) Greater Spell Focus: Illusion
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Archmage II
    Enhancement: Illusion II - Blur
    
    
    Level 13 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Conjuration
    Enhancement: Conjuration I - Grease
    
    
    Level 14 (Wizard)
    Enhancement: Wizard Intelligence III
    
    
    Level 15 (Wizard)
    Feat: (Selected) Heighten Spell
    Enhancement: Improved Concentration III
    Enhancement: Wizard Archmage III
    Enhancement: Archmage Secondary Spell Mastery I: Conjuration
    Enhancement: Conjuration II - Web
    Enhancement: Illusion III - Displacement
    
    
    Level 16 (Wizard)
    Enhancement: Elven Arcanum IV
    Enhancement: Repair Manipulation V
    
    
    Level 17 (Wizard)
    Enhancement: Wizard Spell Penetration II
    
    
    Level 18 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    Feat: (Selected) Spell Penetration
    Enhancement: Repair Manipulation VI
    Enhancement: Wizard Archmage IV
    Enhancement: Archmage Spell Mastery II: Illusion
    Enhancement: Illusion IV - Phantasmal Killer

  2. #2
    Community Member Phidius's Avatar
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    Quote Originally Posted by davidolson22 View Post
    ... I did try improved cursespewing as the prefix, but the DC of the curse is so low that any mob will make the save on a 2 or high above level 10 quests, especially on elite.
    ...
    You should try Roaring instead. I've not crunched the numbers to verify that the -2 to saves actually helps with landing spells, but it should do the trick.

    Why Illusion and PK instead of Necro and Finger of Death? At least that way you could go PM and get some self-healing in Wraith form. PK has 2 saves (will and fort), while FoD only has one (fort), so it should be more effective.

    Save your PK slot for Acid Rain
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  3. #3
    Community Member davidolson22's Avatar
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    Roaring is an interesting idea. It would reduce their saves faster (unless it only works on crit? not sure). But wounding will keep decreasing their fort save by 1 for every 2 hits on them. So for stuff you have good odds of success on roaring is probably better, but if they have a high fort save and you need to reduce it a significant amount, I'd think wounding wins.

    I went illusion mostly because you won't get finger of death in this build until level 18 (which is basically your last level before TRing). But it might make sense to switch from illusion to necro at level 18, although it would require switching 2 feats, and might be more pain then it's worth.

    I'm not sure about going pale master with this build. With a 3 level splash you'd miss out on tier 3 of the PRE, just to gain self healing. But this build already has self healing in the form of repairs, albeit gimpy repairs, and 100% heal scrolls at around level 15, depending on gear.


    On thing I forgot in the original build, is you should probably get rid of PBS are around level 10 and swap in maximize cause your firewalls and such are just gonna be better dps than your gimpy crossbow skills.
    Last edited by davidolson22; 05-25-2012 at 08:16 PM.

  4. #4
    Community Member Phidius's Avatar
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    Quote Originally Posted by davidolson22 View Post
    Roaring is an interesting idea. It would reduce their saves faster (unless it only works on crit? not sure). But wounding will keep decreasing their fort save by 1 for every 2 hits on them. So for stuff you have good odds of success on roaring is probably better, but if they have a high fort save and you need to reduce it a significant amount, I'd think wounding wins.
    ...
    If it takes that much prep work to land the spell, I think I'd stop casting the spell. Don't forget that PK has a will save too, and wounding doesn't help with that part.

    Quote Originally Posted by davidolson22 View Post
    ...
    I went illusion mostly because you won't get finger of death in this build until level 18 (which is basically your last level before TRing). But it might make sense to switch from illusion to necro at level 18, although it would require switching 2 feats, and might be more pain then it's worth.
    ...
    FoD is a 7th level spell, which you'll get at level 16 (level 13 wiz). More importantly, Circle of Death is a 6th level spell, gained 2 levels earlier.

    At that point in my Wiz build, I lead with a Circle, then PK'ed any who just got drained.

    Quote Originally Posted by davidolson22 View Post
    ...
    I'm not sure about going pale master with this build. With a 3 level splash you'd miss out on tier 3 of the PRE, just to gain self healing. But this build already has self healing in the form of repairs, albeit gimpy repairs, and 100% heal scrolls at around level 15, depending on gear.
    ...
    Repairs? I don't follow that - do you mean the Curative Admixture: Cure Light Wounds?

    To be honest, I'm not a fan of PM either, but that's because I'm so used to playing arcane WF.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  5. #5
    Community Member Myrrae's Avatar
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    Quote Originally Posted by Phidius View Post

    Repairs? I don't follow that - do you mean the Curative Admixture: Cure Light Wounds?

    To be honest, I'm not a fan of PM either, but that's because I'm so used to playing arcane WF.
    No, he means actual repairs - construct essence lets you heal yourself with repairs in exchange for something like 50% reduction in healing from positive energy.

    I'm not sure you couldn't do the same thing by going WF with 1 level of arti just for the repeater though? Unless there's something else you get from arti 3 that I'm missing. You do lose the elven spell pen, but with 2 more levels of wizard it makes up for it. (Admittedly I'm not an expert on artificer)

  6. #6
    Community Member TDarkchylde's Avatar
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    Quote Originally Posted by Myrrae View Post
    Unless there's something else you get from arti 3 that I'm missing.
    Insightful Strikes as a spell - can't scroll it onto your own crossbow, meaning at least a 3 level splash is necessary for that. Without that, it'd be a lot harder for him to reliably hit with a debuffing crossbow.

    At least, that's what I'm seeing.
    .: Sarlona - High Lords of Malkier : Reaper Life 1, 2 , 3, and 4 alumnus : My Twitch : Trans and Proud : (she/they please) :.
    .: Inamorata (Goddess of Sticks) / Signalmixer (Vorpal Queen) / Darkchylde-1 (Fiend Voodulock) / Groundloop : Plus so many others! :.

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