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  1. #21
    Community Member GlassJaw's Avatar
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    Quote Originally Posted by jackmcbarn View Post
    What do I do about the traps that aren't "most traps"?
    Practice and learn to avoid them, buff and zerg through them, watch MrCow's videos, die. Those are basically your options.

    The nasty ones that come to mind and that always give me fits are the fire room in STK, whirling blades in TR, whirling blades in Chains of Flame, and WizKing in general, although right now, ANY trap in an Elite quest is going to be nasty because the trap scaling is all our of whack and presumed to be bugged.

    Again, if you know the exact trap location and when/where they are triggered, you can get through them. The problem is that you usually have one chance because once they are sprung, if you didn't get through it, you are going to be taking it in the chops. Having evasion (and the ability to disarm them) gives you some built-in fudge factor.

    That said, if you are primarily planning to run on Normal or even Hard, it's less of a concern. But on Elite, the chance to get one-shotted is much higher.

  2. #22
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    I really think you are going to regret the ranged feats on a wizard build. You will end up being bad at ranged and mediocre at casting. Augment summon is also a pretty weak feat since summoned monsters are pretty wimpy.

  3. #23
    Community Member jackmcbarn's Avatar
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    Quote Originally Posted by Fungi View Post
    I really think you are going to regret the ranged feats on a wizard build. You will end up being bad at ranged and mediocre at casting. Augment summon is also a pretty weak feat since summoned monsters are pretty wimpy.
    I have an Iron Defender practically all the time though, and I plan to do regular damage with a crossbow and debuff enemies with spells.

    Here's my idea up to level 13:
    Code:
    Character Plan by DDO Character Planner Version 03.12.02
    DDO Character Planner Home Page
    
    Yrukcaster 
    Level 13 True Neutral Warforged Male
    (12 Wizard \ 1 Artificer) 
    Hit Points: 113
    Spell Points: 890 
    BAB: 6\6\11
    Fortitude: 8
    Reflex: 10
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 13)
    Strength              8                     8
    Dexterity            14                    14
    Constitution         16                    16
    Intelligence         18                    21
    Wisdom               10                    10
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 13)
    Balance               2                     2
    Bluff                -2                    -2
    Concentration         7                    19
    Diplomacy            -2                    -2
    Disable Device        8                    18
    Haggle                2                     2
    Heal                  0                     0
    Hide                  2                     2
    Intimidate           -2                    -2
    Jump                 -1                    -1
    Listen                0                     0
    Move Silently         4                     4
    Open Lock             6                     6
    Perform              n/a                   n/a
    Repair                4                     5
    Search                8                    21
    Spot                  4                    16
    Swim                 -1                    -1
    Tumble                3                     3
    Use Magic Device      0                     0
    
    Level 1 (Artificer)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Move Silently (+2)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Augment Summoning
    Spell (1): Conjure Bolts
    Spell (1): Repair Light Damage
    Spell (1): Shield of Faith
    Spell (1): Resist Energy
    Spell (1): Enchant Armor
    Spell (1): Enchant Weapons
    
    
    Level 2 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Wizard Bonus) Mental Toughness
    Spell (1): Charm Person
    Spell (1): Sleep
    Spell (1): Summon Monster I
    Spell (1): Feather Fall
    Spell (1): Mage Armor
    Spell (1): Acid Spray
    Spell (1): Hypnotism
    
    
    Level 3 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Point Blank Shot
    Spell (1): Niac's Cold Ray
    Spell (1): Grease
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (2): Invisibility
    Spell (2): Flaming Sphere
    
    
    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (2): Scare
    Spell (2): Scorch
    
    
    Level 6 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Wizard Bonus) Improved Mental Toughness
    Feat: (Selected) Insightful Reflexes
    Spell (3): Fireball
    Spell (3): Repair Serious Damage
    
    
    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (3): Protection From Energy
    Spell (3): Stinking Cloud
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (4): Wall of Fire
    Spell (4): Ice Storm
    
    
    Level 9 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Combat Casting
    Spell (4): Shout
    Spell (4): Acid Rain
    
    
    Level 10 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (5): Ball Lightning
    Spell (5): Cyclonic Blast
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (5): Symbol of Pain
    Spell (5): Mind Fog
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Luck of Heroes
    Spell (6): Mass Suggestion
    Spell (6): Chain Lightning
    
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (6): Circle of Death
    Spell (6): Reconstruct

  4. #24
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    Quote Originally Posted by jackmcbarn View Post
    I have an Iron Defender practically all the time though, and I plan to do regular damage with a crossbow and debuff enemies with spells.

    Here's my idea up to level 13:
    Code:
    Character Plan by DDO Character Planner Version 03.12.02
    DDO Character Planner Home Page
    
    Yrukcaster 
    Level 13 True Neutral Warforged Male
    (12 Wizard \ 1 Artificer)
    with 1 level of arti, your dog will only be level 1 - totally worthless. You are also stuck at tier 3 runearm charges since you can't get the enhancements for more - so arti splash isn't worth it.

  5. #25
    Community Member jackmcbarn's Avatar
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    What does Rogue give me that Artificer doesn't though?

  6. #26
    Community Member t0r012's Avatar
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    Quote Originally Posted by jackmcbarn View Post
    What does Rogue give me that Artificer doesn't though?
    Evasion
    And rogue skill boost

    Evasion can be huge skill boost 1 not so much.
    Move along , Nothing to see here

  7. #27
    Community Member jackmcbarn's Avatar
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    So there's really no sense in taking just one level of anything but Barbarian?

    Here's a pure wizard I'm thinking, planned out to level 7 so far:
    Code:
    Character Plan by DDO Character Planner Version 03.12.02
    DDO Character Planner Home Page
    
    Level 7 True Neutral Warforged Male
    (7 Wizard) 
    Hit Points: 69
    Spell Points: 439 
    BAB: 3\3
    Fortitude: 5
    Reflex: 6
    Will: 5
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 7)
    Strength              8                     8
    Dexterity            14                    14
    Constitution         16                    16
    Intelligence         18                    19
    Wisdom               10                    10
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 7)
    Balance               4                     7
    Bluff                -2                    -2
    Concentration         7                    13
    Diplomacy            -2                    -2
    Disable Device        n/a                   n/a
    Haggle                0                     3
    Heal                  0                     0
    Hide                  2                     2
    Intimidate           -2                    -2
    Jump                 -1                    -1
    Listen                0                     0
    Move Silently         4                     7
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                4                     4
    Search                4                     4
    Spot                  2                     5
    Swim                 -1                    -1
    Tumble                4                     7
    Use Magic Device     n/a                   n/a
    
    Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Haggle (+2)
    Skill: Move Silently (+2)
    Skill: Spot (+2)
    Skill: Tumble (+2)
    Feat: (Selected) Insightful Reflexes
    Feat: (Wizard Bonus) Mental Toughness
    Spell (1): Repair Light Damage
    Spell (1): Charm Person
    Spell (1): Feather Fall
    Spell (1): Sleep
    Spell (1): Summon Monster I
    Spell (1): Acid Spray
    Spell (1): Hypnotism
    
    
    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Spell (1): Niac's Cold Ray
    Spell (1): Grease
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Spell (2): Flaming Sphere
    Spell (2): Invisibility
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Spell (2): Scare
    Spell (2): Scorch
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Wizard Bonus) Improved Mental Toughness
    Spell (3): Fireball
    Spell (3): Repair Serious Damage
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Point Blank Shot
    Spell (3): Protection From Energy
    Spell (3): Stinking Cloud
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Spell (4): Ice Storm
    Spell (4): Wall of Fire
    Last edited by jackmcbarn; 07-06-2012 at 10:41 PM.

  8. #28
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    I usually like my casters pure. That just sounded as if I had many but actually I only have a first life, 28pts, lv 17 wizard and so far it has not been impossible at all to solo (or solo + hireling)* with it. Of couse I can not talk about end game content yet but I think you would do fine staying pure if you follow the tips that more experienced players have posted here already. You could even solo some low-mid level quests on elite with a hireling*. Cleric hirelings with Divine Vitality are really, really useful. At low levels Kendra (lv 5) and Marissa (lv 9?) are my favorites.

    Things would definitely be easier by splashing two rogue levels especially since traps on elite are deadly and for those heavy loaded traps quests I have had to group (a very good experience, Im just shy).

    Learning/Knowing the quest is a huge plus for when you want to re run it solo at a higher difficulty, trying optionals you couldnt get before or whatever you want =)

    I remember the reason I picked wizard over sorcerer is because I wanted to experiment with many spells and get to know better how they work in this game (but inscribing almost any spell can be platsinking so careful). Knowing which spells work better for each quest is also a big advantage.

    *I think some people consider the use of hirelings as non-solo but thats a different topic. Anyways, use them!

    And... uhm... thats it. Uhm... remember to have fun always... and I... think I better stay away from the reply button for now =)

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