Page 1 of 2 12 LastLast
Results 1 to 20 of 34
  1. #1
    Community Member Nyrax01's Avatar
    Join Date
    Jul 2010
    Posts
    27

    Default 28-Point Human Wizard Alignment

    Hi everyone. I'm going to make a 28-point human Wizard, and I thought out about all my stats.

    I'm going to have 10 Str, 8 Dex, 14 Con, 18 Int, 8 Wis, and 12 Cha.

    I'll add my skill points (assuming I click until the thing is maxed) to Concentration, UMD, Tumble (which I'll switch to Move Silently after level 1), Balance, Jump, Diplomacy, and Haggle. I'll have Invisibility and Move Silently for maximum sneaking. Especially for that Red Fens quest. Or maybe Bluff..

    I'm taking the feats: Toughness, Spell Focus: Evocation, and Empower Spell. But I don't think this relates to my post too much.

    Anyway, so I want to wield a greatsword (with Master's Touch) while casting spells. And I'll have those other switchable weapons for amplifying spells and stuff. But let's say I want to go melee for fun at times. I've learned that many enemies end-game (as one should consider end-game, and not early-game) have DR/Good. This leaves me with the option of getting a Metalline weapon with Pure Good, Holy, Righteousness, Flametouched Iron, or one of the many Good-aligned thingies.

    So my question is, I want a Metalline weapon (for against demons and devils) that possesses a DR/Good.. bypassing. I'm a F2P, so I'm not sure if I can hit 20 UMD for Pure Good. I also don't have twink gear or tomes or +6 Cha (or + UMD) items. So if that's the case and I can't use PG by a level I need it, I'll take Neutral Good. Or if I can make it by level 8(?) or something, maybe I'll True Neutral then.

    An alternative is to take something a Flametouched Ironed greatsword or one of Righteousness. If this is the case, then I can also go True Neutral without worrying about UMD, because I've heard that UMD is all-or-nothing.

    So my question above relates to what alignment I should take. True Neutral, or Neutral Good?

    If this isn't too much, I'd also like some clarification about the benefits and drawbacks of True Neutral versus Neutral Good. (I know about Stability.)
    Is the Unholy Blight so common end-game (along with unholy damage) that I shouldn't go Good-aligned? Or that six-armed boss? And other things.. like Taint of Evil and stuff. I don't know if I should go Neutral or Good on the good-evil axis.
    Less importantly, I'm pretty sure I want to wield both lawful and chaotic weapons, so I'll go Neutral for that axis. Or unless you guys can offer me some advice on the law-chaos axis. I'm not exactly sure whether Neutral, Lawful, or Chaotic is best either. I've heard something about Lawful being better against demons? But I'm not sure how alignment affects DR.

    I only have 13k plat on another character. So I don't have much to work with. Thank you for reading and help everyone!

    PS: If you see something wrong with my build, you can also offer suggestions! Like... too much Cha. For example. Thanks again!
    Last edited by Nyrax01; 07-13-2012 at 09:22 PM.

  2. #2
    Community Member Ryiah's Avatar
    Join Date
    Mar 2009
    Posts
    2,104

    Default

    As a Wizard, don't count on using a melee/ranged weapon beyond level 8. With only half BAB, a 10 Str, and not much gear, you will barely hit anything and when you do the damage with be single digits most of the time. Compare that to even your basic spells at that point doing double digits and you'll quickly forget about using melee/ranged weapons.
    Ryiah | Raeyah | Reikara
    The Band of Gypsys

  3. #3
    Community Member Nyrax01's Avatar
    Join Date
    Jul 2010
    Posts
    27

    Default

    So in that case, what alignment should I pick? And will my spells bypass DR/Good? (Frost Lance, for example.)

  4. #4
    Community Member Ryiah's Avatar
    Join Date
    Mar 2009
    Posts
    2,104

    Default

    Quote Originally Posted by Nyrax01 View Post
    So in that case, what alignment should I pick? And will my spells bypass DR/Good? (Frost Lance, for example.)
    Spells are not affected by alignment. Enemies can be resistant or immune to certain elements, like Amrath is largely immune/highly resistant to Fire damage. Usually I just go True Neutral on characters that are primarily casters.
    Ryiah | Raeyah | Reikara
    The Band of Gypsys

  5. #5
    Community Member t0r012's Avatar
    Join Date
    Jul 2009
    Posts
    1,770

    Default

    Spells aren't subject to physical DR , just elemental resistances.
    You will even bypass incorporeal with almost any spell.

    Yeah you will quickly forget melee with your wizard by time you get your SLAs and or firewall. Which is good cause beyond that hitting things gets tough.

    For alignment go true neutral reduces the damage you take. And you can UMD just about anything you would want to use. Except the ring of the ancestors with its raise dead clickie. But that is a pretty short list and you can get the same clickie on greensteel and even umd scrolls later on.
    Move along , Nothing to see here

  6. #6
    Community Member Nyrax01's Avatar
    Join Date
    Jul 2010
    Posts
    27

    Default

    Oh okay. That helps a lot guys! Thank you for the replies.

    However, as you know, I'm a F2P, 28-point Human Wizard. With only 13k plat, what level would I be able to get to a good UMD to use what you're recommending that I be able to use?

  7. #7
    Community Member Ryiah's Avatar
    Join Date
    Mar 2009
    Posts
    2,104

    Default

    Quote Originally Posted by Nyrax01 View Post
    However, as you know, I'm a F2P, 28-point Human Wizard. With only 13k plat, what level would I be able to get to a good UMD to use what you're recommending that I be able to use?
    Depends. Some players will splash in two levels of Rogue for UMD and trapping skills starting with the first one at level 1 and the second usually after they get Firewall. It makes it a lot easier to obtain UMD, but you'll lose the capstone and some high level spell slots.
    Ryiah | Raeyah | Reikara
    The Band of Gypsys

  8. #8
    Community Member
    Join Date
    Jan 2012
    Posts
    1,784

    Default

    Quote Originally Posted by Nyrax01 View Post
    Oh okay. That helps a lot guys! Thank you for the replies.

    However, as you know, I'm a F2P, 28-point Human Wizard. With only 13k plat, what level would I be able to get to a good UMD to use what you're recommending that I be able to use?
    why even UMD?
    its not like u get lots of good buffs with it
    and healing will only be meh without high scroll mastery
    sure being able to ressurect per scroll is nice but not world breaking

    also UMD without the gear is a long time nothing more then dead points (especially without rogue splash)

    so if u really want to use UMD splash rogue or plan on heavy gear investment and take Skillfocus UMD


    personly i would dump CHA and max INT/CON rest in STR

    featwise

    lvl 1 - norm - human - wiz / Insightful Reflexes - Toughness - Mental Toughness
    lvl 3 - norm / Empower
    lvl 5 - wiz / SF Necro
    lvl 6 - norm / Extend
    lvl 9 - norm / SF Enchant
    lvl 10 - wiz / Maximize Spell
    lvl 12 - norm / GSF Necro
    lvl 15 - norm - wiz / Quicken - Heighten
    lvl 18 - norm / Spell Penetration
    lvl 20 - wiz / GSF Enchant


    but well thats feat listing for Palemaster, for Archmage u want to change a bit

  9. #9
    Build Constructionist unbongwah's Avatar
    Join Date
    Jul 2009
    Posts
    19,465

    Default

    Long story short: pure wizards make better endgame casters (capstone, extra feat, +2 Spell Pen); but a rogue 2 splash adds versatility & survivability thru UMD, Evasion, & trap skills.

    FWIW, I expect a 28-pt human wiz 18 / rogue 2 to look something like this:
    Code:
    Character Plan by DDO Character Planner Version 03.12.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Female
    (2 Rogue \ 18 Wizard) 
    Hit Points: 186
    Spell Points: 1304 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 16
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity             8                     8
    Constitution         16                    16
    Intelligence         18                    25
    Wisdom                8                     8
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Intelligence used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     3
    Bluff                -1                    -1
    Concentration         5                    26
    Diplomacy             3                    22
    Disable Device        8                    30
    Haggle                3                     9
    Heal                 -1                    -1
    Hide                 -1                    -1
    Intimidate           -1                    -1
    Jump                  4                     4
    Listen                3                     3
    Move Silently        -1                    -1
    Open Lock             3                     3
    Perform              n/a                   n/a
    Repair                4                     7
    Search                8                    30
    Spot                  3                     3
    Swim                  4                     4
    Tumble                3                     3
    Use Magic Device      3                    22
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Diplomacy (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Swim (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Insightful Reflexes
    Feat: (Human Bonus) Toughness
    
    
    Level 2 (Wizard)
    Skill: Concentration (+3)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Wizard Bonus) Empower Spell
    
    
    Level 3 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Penetration
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    
    
    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 9 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Heighten Spell
    
    
    Level 10 (Rogue)
    Skill: Diplomacy (+8)
    Skill: Disable Device (+1)
    Skill: Haggle (+4)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 11 (Wizard)
    Skill: Concentration (+2)
    Skill: Diplomacy (+0.5)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Feat: (Wizard Bonus) Mental Toughness (swap for Quicken at lvl 20)
    
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Diplomacy (+1.5)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Spell Focus: Enchantment
    
    
    Level 18 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Focus: Enchantment
    
    
    Level 19 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Instead of Diplo you could max Haggle, Spot, Move Silently - whatever skill you feel adds more to your build. Mental Toughness is just to meet the wraith form pre-req; once you have lich form at lvl 20, you no longer need it.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  10. #10
    Community Member Nyrax01's Avatar
    Join Date
    Jul 2010
    Posts
    27

    Default

    Quote Originally Posted by Daemoneyes View Post
    why even UMD?
    its not like u get lots of good buffs with it
    and healing will only be meh without high scroll mastery
    sure being able to ressurect per scroll is nice but not world breaking

    also UMD without the gear is a long time nothing more then dead points (especially without rogue splash)

    so if u really want to use UMD splash rogue or plan on heavy gear investment and take Skillfocus UMD


    personly i would dump CHA and max INT/CON rest in STR

    featwise

    lvl 1 - norm - human - wiz / Insightful Reflexes - Toughness - Mental Toughness
    lvl 3 - norm / Empower
    lvl 5 - wiz / SF Necro
    lvl 6 - norm / Extend
    lvl 9 - norm / SF Enchant
    lvl 10 - wiz / Maximize Spell
    lvl 12 - norm / GSF Necro
    lvl 15 - norm - wiz / Quicken - Heighten
    lvl 18 - norm / Spell Penetration
    lvl 20 - wiz / GSF Enchant


    but well thats feat listing for Palemaster, for Archmage u want to change a bit
    So.. what would you recommend that I be? Palemaster or Archmage (sort of considering self-sufficiency)? I plan on focusing on spending enhancements on my ice spells (like Frost Lance and Otiluke's and stuff. Once I get them). And I also want a secondary in case I face immunes, so would you recommend lightning or acid?

    I'm going to go pure Wizard. I was wondering about the UMD earlier because I was under the impression that a melee-at-times Wizard could be viable, especially with a Pure Good weapon or something. But that's not the case anymore since I'm going True Neutral. Probably.

    I'm not a very patient person, so if I have to wait until level 20 before I get my UMD to 22 to bypass the restrictions and stuff, I probably don't want to invest in that. Probably. (Based on checking that data table unbongwah posted.) If this is the case, then I won't benefit from True Neutral much to be able to wield everything that I'm restricted to. In this case, what would you guys recommend that my alignment be?
    Last edited by Nyrax01; 07-14-2012 at 06:13 PM.

  11. #11
    Community Member Nyrax01's Avatar
    Join Date
    Jul 2010
    Posts
    27

    Default

    Thank you for the replies, Daemoneyes and unbongwah. I just have one more question. I originally added 2 to Str just because guides said that it would be enough to resist Rays of Enfeeblement and prevent one from becoming helpless. However, seeing that you guys also recommend I only have 10 in Str, why would that be, since RoE can do up to -11 Str?

    And unbongwah: I've never done a real party quest with tanks and healers and such. I've mainly soloed on the free quests so far. But I'm guessing that if I Fire Wall and aggravate the enemies, wouldn't they aggregate toward me? Haha. I'm trying to use words with "agg". I'm not sure if I'm using them correctly or not though.. Anyway, I mean they'll focus me because of aggro. In that case, would Diplomacy be needed?

    I really appreciate your guys' help to explain all of this to me!

  12. #12
    The Hatchery DarkForte's Avatar
    Join Date
    Dec 2009
    Posts
    804

    Default

    Quote Originally Posted by Daemoneyes View Post
    why even UMD?
    its not like u get lots of good buffs with it
    and healing will only be meh without high scroll mastery
    sure being able to ressurect per scroll is nice but not world breaking

    also UMD without the gear is a long time nothing more then dead points (especially without rogue splash)

    so if u really want to use UMD splash rogue or plan on heavy gear investment and take Skillfocus UMD


    personly i would dump CHA and max INT/CON rest in STR

    featwise

    lvl 1 - norm - human - wiz / Insightful Reflexes - Toughness - Mental Toughness
    lvl 3 - norm / Empower
    lvl 5 - wiz / SF Necro
    lvl 6 - norm / Extend
    lvl 9 - norm / SF Enchant
    lvl 10 - wiz / Maximize Spell
    lvl 12 - norm / GSF Necro
    lvl 15 - norm - wiz / Quicken - Heighten
    lvl 18 - norm / Spell Penetration
    lvl 20 - wiz / GSF Enchant


    but well thats feat listing for Palemaster, for Archmage u want to change a bit
    No greater spell pen for a first lifer? Enjoy your blue shields on your awesome dancing balls.
    Nerdrage/Endgame ~ Sarlona
    Ekkehart (human PM) - Hammet (WF AM) - Cerussite (helf THF kensei) - Anordineth (helf dark monk)
    Buy my stuff!

  13. #13
    The Hatchery MRMechMan's Avatar
    Join Date
    Sep 2010
    Posts
    1,729

    Default

    True Neutral.

  14. #14
    Community Member Nyrax01's Avatar
    Join Date
    Jul 2010
    Posts
    27

    Default

    Quote Originally Posted by DarkForte View Post
    No greater spell pen for a first lifer? Enjoy your blue shields on your awesome dancing balls.
    Uh... I'm not exactly sure what you mean by "blue shields" and "balls".


    Quote Originally Posted by MRMechMan View Post
    True Neutral.
    Are there any benefits to True Neutral if I cannot get a high enough UMD?

  15. #15
    Build Constructionist unbongwah's Avatar
    Join Date
    Jul 2009
    Posts
    19,465

    Default

    Quote Originally Posted by Nyrax01 View Post
    Uh... I'm not exactly sure what you mean by "blue shields" and "balls".
    A "blue shield" appears in front of enemies when they make their Spell Resistance (SR) check against your spells. Spell Penetration is what overcomes SR. Most Necro and Enchant spells have an SR as well as DC check, so you need to get both as high as possible if you want to be effective at endgame.

    I presume the "dancing balls" he's referring to is Otto's Sphere of Dancing.
    Are there any benefits to True Neutral if I cannot get a high enough UMD?
    It lets you use Stability items (+ to saves & AC - not that AC matters on an arcane), makes you immune to Unholy/Anarchic/Axiomatic dmg (tho I think only Unholy is realy an issue), and lets you use evil-tainted items without a negative level. Unless you need to be a specific alignment for your class (i.e., paladins are LG, monks must be LG or LN), TN is usually your best choice.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  16. #16
    Community Member Nyrax01's Avatar
    Join Date
    Jul 2010
    Posts
    27

    Default

    Quote Originally Posted by unbongwah View Post
    I presume the "dancing balls" he's referring to is Otto's Sphere of Dancing.
    It lets you use Stability items (+ to saves & AC - not that AC matters on an arcane), makes you immune to Unholy/Anarchic/Axiomatic dmg (tho I think only Unholy is realy an issue), and lets you use evil-tainted items without a negative level. Unless you need to be a specific alignment for your class (i.e., paladins are LG, monks must be LG or LN), TN is usually your best choice.
    Thank you very, very, very much unbongwah! Your answer answered everything! But.. I have just two more questions. First, is Unholy damage (an additional 1d6 I think) that big of an issue end-game? It seems to be just an additional 1-6 damage per hit from the enemy. And also, should I be aiming to get evil-tainted items in the first place?

  17. #17
    Community Member Ryiah's Avatar
    Join Date
    Mar 2009
    Posts
    2,104

    Default

    Quote Originally Posted by unbongwah View Post
    A "blue shield" appears in front of enemies when they make their Spell Resistance (SR) check against your spells. Spell Penetration is what overcomes SR. Most Necro and Enchant spells have an SR as well as DC check, so you need to get both as high as possible if you want to be effective at endgame.
    Very heavily depends on what you do at end game. My Favored Soul lacks Spell Penetration feats but the spells that involve them still land very consistently on even the Drow in Forgotten Realms. It might be a problem in some quests, but I suspect the OP will likely avoid running Heroic/Epic Elite quests. My Wizard just ditched the second Spell Penetration feat and made up for it with the enhancements and an item. Not having a problem on her either.
    Ryiah | Raeyah | Reikara
    The Band of Gypsys

  18. #18
    Community Member FrozenNova's Avatar
    Join Date
    Sep 2009
    Posts
    1,214

    Default

    Seems silly to build a dedicated pure caster that is then incapable of handling elite content. First life wizards most definitely need some spell penetration in there if they want their casts to be half reliable.

    Checking the second post in my sig is worthwhile if you're new to casters.
    Last edited by FrozenNova; 07-15-2012 at 09:32 AM.

  19. #19
    The Hatchery DarkForte's Avatar
    Join Date
    Dec 2009
    Posts
    804

    Default

    Quote Originally Posted by Nyrax01 View Post
    Thank you very, very, very much unbongwah! Your answer answered everything! But.. I have just two more questions. First, is Unholy damage (an additional 1d6 I think) that big of an issue end-game? It seems to be just an additional 1-6 damage per hit from the enemy. And also, should I be aiming to get evil-tainted items in the first place?
    Unholy damage isn't a problem, until you're getting hit a lot and it's affecting you every single time. Then it's a problem, because it adds up. Being neutral also stops you from being slowed down be Chaos Hammer (it's only an issue in into the deep and some of the web of chaos quests, though)

    The relevant items with taint of evil for a wizard are, as far as I remember,

    http://ddowiki.com/page/Litany_of_the_Dead_(item)
    http://ddowiki.com/page/Death%27s_Touch_(unsuppressed)

    The first one was the best-in-slot for trinket before u14 (don't know if there's something better now), but it's a pain to get, involving what is pretty much the hardest raid on the game on live. The second one is probably the easiest greater necromancy focus item to get (save for a crafted one).

    Also, superior stability items are a net +6 to your saves, and are only usable by true neutral characters. If you have insightful reflexes, this is awesome!

    Also, on the spell penetration thing: first-life wizards need all the help they can get in spell penetration. Not taking one of the feats not only gives you -2 spell pen, but locks you out of taking epic spell penetration (epic feat), which is an additional +4. Not taking both of those in your first life seems like a big mistake to me.
    Nerdrage/Endgame ~ Sarlona
    Ekkehart (human PM) - Hammet (WF AM) - Cerussite (helf THF kensei) - Anordineth (helf dark monk)
    Buy my stuff!

  20. #20
    Community Member Ryiah's Avatar
    Join Date
    Mar 2009
    Posts
    2,104

    Default

    Quote Originally Posted by FrozenNova View Post
    Seems silly to build a dedicated pure caster that is then incapable of handling elite content. First life wizards most definitely need some spell penetration in there if they want their casts to be half reliable.
    My first life Wizard didn't have a problem in Elite despite not being pure and only having the feats (I completely skipped the spell penetration enhancements for that life). The current life as an Elf I've been skipping the feats and just going with the enhancements and, once again, is doing just fine in Elite content.

    Typical the times I had problems were not with Spell Penetration but with DCs. Chances are the OP will run into this far more often than he'll run into enemies that resist out of his spells.
    Last edited by Ryiah; 07-15-2012 at 11:33 AM.
    Ryiah | Raeyah | Reikara
    The Band of Gypsys

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload