Page 1 of 2 12 LastLast
Results 1 to 20 of 29
  1. #1
    Community Member jackmcbarn's Avatar
    Join Date
    Jul 2010
    Posts
    55

    Default Build that doesn't usually do damage?

    I'm thinking about a Wizard build focusing around spells like Charm Person, Sleep, Blindness, Scare, Grease, and Suggestion, basically not doing any damage at all but (temporarily) rendering enemies harmless. I'd also want to pack a few spells like Invisibility, and even though they wouldn't be my primary tool, I wouldn't mind the occasional Fireball. Does this sound like a practical idea, and has it been done before?

    EDIT: Here's what I've come up with so far after reading everyone's feedback:
    Code:
    Character Plan by DDO Character Planner Version 03.12.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Warforged Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 184
    Spell Points: 1366 
    BAB: 10\10\15\20
    Fortitude: 11
    Reflex: 17
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity            10                    10
    Constitution         18                    18
    Intelligence         18                    26
    Wisdom               10                    10
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                    12
    Bluff                -2                    -2
    Concentration         6                    31
    Diplomacy            -2                    -2
    Disable Device        8                    25.5
    Haggle                2                     2
    Heal                  0                     0
    Hide                  4                     4
    Intimidate           -2                    -2
    Jump                  3                    10
    Listen                0                     0
    Move Silently         4                    13
    Open Lock             4                     4
    Perform              n/a                   n/a
    Repair                4                     8
    Search                8                    25.5
    Spot                  4                    13.5
    Swim                 -1                    -1
    Tumble                4                     4
    Use Magic Device      2                     6.5
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Insightful Reflexes
    
    
    Level 2 (Wizard)
    Skill: Concentration (+3)
    Skill: Disable Device (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Feat: (Wizard Bonus) Spell Focus: Enchantment
    Spell (1): Acid Spray
    Spell (1): Charm Person
    Spell (1): Expeditious Retreat
    Spell (1): Feather Fall
    Spell (1): Grease
    Spell (1): Repair Light Damage
    Spell (1): Sleep
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Feat: (Selected) Spell Penetration
    Spell (1): Hypnotism
    Spell (1): Jump
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Spell (2): Invisibility
    Spell (2): Web
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Spell (2): Knock
    Spell (2): Snowball Swarm
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Feat: (Selected) Mental Toughness
    Feat: (Wizard Bonus) Spell Focus: Illusion
    Spell (3): Fireball
    Spell (3): Protection From Energy
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Spell (3): Acid Blast
    Spell (3): Stinking Cloud
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Spell (4): Repair Critical Damage
    Spell (4): Wall of Fire
    
    
    Level 9 (Rogue)
    Skill: Disable Device (+4)
    Skill: Search (+8)
    Skill: Spot (+1)
    Feat: (Selected) Spell Focus: Conjuration
    
    
    Level 10 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Spell (4): Charm Monster
    Spell (4): Ice Storm
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Spell (5): Cloudkill
    Spell (5): Symbol of Pain
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Feat: (Selected) Greater Spell Focus: Enchantment
    Feat: (Wizard Bonus) Quicken Spell
    Spell (5): Niac's Biting Cold
    Spell (5): Eladar's Electric Surge
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Spell (6): Reconstruct
    Spell (6): Symbol of Persuasion
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Spell (6): True Seeing
    Spell (6): Otiluke's Freezing Sphere
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Feat: (Selected) Greater Spell Penetration
    Spell (7): Greater Teleport
    Spell (7): Otto's Sphere of Dancing
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Mass Protection From Elements
    Spell (7): Prismatic Spray
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (8): Mass Charm Monster
    Spell (8): Polar Ray
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    Spell (8): Sunburst
    Spell (8): Otto's Irresistible Dance
    
    
    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Spell (9): Meteor Swarm
    Spell (9): Wail of the Banshee
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Spell (9): Mass Hold Monster
    Spell (9): Dominate Monster
    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: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Improved Concentration III
    Enhancement: Improved Concentration IV
    Enhancement: Glacial Spellcasting I
    Enhancement: Deadly Ice I
    Enhancement: Acid Manipulation I
    Enhancement: Frost Manipulation I
    Enhancement: Frost Manipulation II
    Enhancement: Frost Manipulation III
    Enhancement: Frost Manipulation IV
    Enhancement: Frost Manipulation V
    Enhancement: Frost Manipulation VI
    Enhancement: Frost Manipulation VII
    Enhancement: Storm Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Force Manipulation I
    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 Energy of the Scholar IV
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Warforged Construct Thinking I
    Enhancement: Warforged Damage Reduction I
    Enhancement: Warforged Hardiness I
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Wizard Archmage I
    Enhancement: Wizard Archmage II
    Enhancement: Wizard Archmage III
    Enhancement: Wizard Archmage IV
    Enhancement: Wizard Archmage V
    Enhancement: Archmage Secondary Spell Mastery I: Conjuration
    Enhancement: Archmage Spell Mastery I: Enchantment
    Enhancement: Archmage Spell Mastery II: Enchantment
    Enhancement: Conjuration I - Grease
    Enhancement: Conjuration II - Web
    Enhancement: Enchantment I - Hypnotism
    Enhancement: Enchantment II - Otto's Resistible Dance
    Enhancement: Enchantment III - Hold Person
    Enhancement: Enchantment IV - Charm Monster
    Enhancement: Illusion I - Invisibility
    Last edited by jackmcbarn; 07-11-2012 at 11:38 AM.

  2. #2
    Community Member Brennie's Avatar
    Join Date
    Jun 2006
    Posts
    3,390

    Default

    Back in the good ol' days of low caster damage, and epic enemies being immune to instakills, this was basically the role that Wizards were relegated to. Mass Hold Monster, occasion web, and then wait for melees to kill everything.

    And they complained. Alot. Evidently, being a crowd control bot that does nothing else isn't fun.

    However, nowadays you don't need to be ALL crowd control and nothing else. You can easily pack some Damage over Time spells for bosses, and some save-less damage spells for trash. Infact, i highly reccomend it - having somethign to do after thigns are crowd controlled will help you contribute to the party significantly more than just twiddling your thumbs. Cold damage is a great thing to spec into, letting you pop off a good DoT, a good persistant AoE spell (Ice storm), a could good AoE damage spells (Cone of Cold and Otilukes sphere), and a good single target damage spell (polar ray).

    As for being a CC focused caster - Totally doable, and moreso by a wizard than anyone else. Enchantment archmage, with the possible sub-specilization for Conjuration just to get the Web SLA, is totally viable. You WILL require maxed out DCs and you WILL require significant spell penetration, since most crowd control spells have both saves and SR checks. Mass Hold Monster will be your bread and butter, while charm/suggestion spells should only be used in situation where the outcome of a fight may not be in your favor (if your group is easily dispatching enemies, charming them only slows you down. But in tough situations, charmed enemies can mean the difference between easy victory and defeat). You can also soften up enemy will saves via Hypnotism or Crushing Despair, or various negative level effects.

  3. #3
    Community Member
    Join Date
    Jul 2010
    Posts
    782

    Default

    Quote Originally Posted by jackmcbarn View Post
    I'm thinking about a Wizard build focusing around spells like Charm Person, Sleep, Blindness, Scare, Grease, and Suggestion, basically not doing any damage at all but (temporarily) rendering enemies harmless. I'd also want to pack a few spells like Invisibility, and even though they wouldn't be my primary tool, I wouldn't mind the occasional Fireball. Does this sound like a practical idea, and has it been done before?
    we call it CC (crowd control). I know many wizards who are CC specced. Typically you'll still have enough enhancement points to max out the ice damage enhancements or your preferred element but your main focus will be CC. Usually they specialize in enchantment as many of the CC spells are enchantment spells. Charm, hypno, otto's sphere of dancing, hold monster, and mass hold monster are all enchantment spells. IMO the best crowd control spell is web (doesn't work with fireball well but does great). Web is conjuration and can be a good secondary focus if you go this route. You can choose archmage or palemaster (doesn't really matter you'll be effective either way) but I suggest WF if you go archmage for reliable healing. I primarily play divines so I don't appreciate fleshy archmages who can't heal themselves well (I've only met a couple who could heal themselves well).

    The big attraction for archmage (IMO) is the web an hypno SLAs which are nearly free to cast. However, you might be able to get a slightly higher DC on a palemaster (specifically if you choose drow or human vs a wf archmage).

    edit:/// just took me too long to post it. I honestly wasn't exchanging notes with brennie. He noted debuffing which is very important for landing your spells. Mind fog in combination with otto's sphere of dancing is a great combo from level 13 and up once you get otto's sphere of dancing. If you are in a group see if the melee will use shattermantle against drow so you can land your spells through their spell resistance (as brennie said you need as much spell pen as possible) and cursespewing helps to lower their saves.

    As bennie said this is a throwback build. So here is one of the threads from those days which includes a CC build WF archmage.
    http://forums.ddo.com/showthread.php?t=281875
    Last edited by morticianjohn; 07-07-2012 at 07:43 PM.
    Cannith - Noehealz, Protectorjon, Noebuffs, Mortion

  4. #4
    Community Member jackmcbarn's Avatar
    Join Date
    Jul 2010
    Posts
    55

    Default

    Okay, I've got a build in progress. I'm looking at Sleep and Deep Slumber, though, and can't see any difference between them at all (other than the fact that Deep Slumber is a higher-level spell). Am I missing something?

  5. #5
    Community Member
    Join Date
    Sep 2009
    Posts
    1,648

    Default

    Is this a flavor build? A wizard that doesn't do damage is a complete and total gimp and a worthless waste of space in a party slot. Not to mention a pathetic soloer. You can have awesome CC while preserving your ability to do lots of damage. Please do so if you plan to join groups.

    I recommend a WF Archmage. Take SF: Enchant and GSF: Enchantment, along with SF: Conjuration. That's all you need for top-tier Crowd Control (Mass Holds, Webs, Mass Suggestion, etc...) Plan on getting your damage from dropping Acid Rain and Ice Storm on groups of Held mobs. And, of course, your Niac's Biting Cold and Eladar's Electric Surge DoT's. This wizzie will do less DPS than a Necro-focused wizzie, but he'll be awesome at CC and still be able to deal good damage.

  6. #6
    Community Member shareplz's Avatar
    Join Date
    May 2010
    Posts
    59

    Default

    Quote Originally Posted by Faent View Post
    Is this a flavor build? A wizard that doesn't do damage is a complete and total gimp and a worthless waste of space in a party slot. Not to mention a pathetic soloer. You can have awesome CC while preserving your ability to do lots of damage. Please do so if you plan to join groups.

    I recommend a WF Archmage. Take SF: Enchant and GSF: Enchantment, along with SF: Conjuration. That's all you need for top-tier Crowd Control (Mass Holds, Webs, Mass Suggestion, etc...) Plan on getting your damage from dropping Acid Rain and Ice Storm on groups of Held mobs. And, of course, your Niac's Biting Cold and Eladar's Electric Surge DoT's. This wizzie will do less DPS than a Necro-focused wizzie, but he'll be awesome at CC and still be able to deal good damage.
    This
    <string_table_error: DID>

  7. #7
    Community Member Brennie's Avatar
    Join Date
    Jun 2006
    Posts
    3,390

    Default

    Quote Originally Posted by jackmcbarn View Post
    Okay, I've got a build in progress. I'm looking at Sleep and Deep Slumber, though, and can't see any difference between them at all (other than the fact that Deep Slumber is a higher-level spell). Am I missing something?
    Sleep has a unique way of calculating its spell DC, which makes it less useful as you level up.

    Thumbs up to morticianjohn, especially since he pointed out Ottos Sphere of Dancing, which i cannot believe i forgot D: That is the pinnacle of static crowd control spells, aside from Web. Great for choke points!

    You'll find that later on in life all the "interesting" crowd control spells eventually become significantly less useful, and you only have a few that really shone (Mass hold monster, ottos sphere of dancing, irresistible dance, and web for the most part). However, those spells do have a real and noticable impact on so-called "trash mobs" in quests (Trash mobs are anything that isn't orange/red/purple named; the minions and dungeon fodder).

    As otehr have said though, you can fully maximize atleast 1 form of spell-based damage without hurting your crowd control abilities *at all*. There are only so many feats, enhancements and gear you can get to boost your crowd control abilities. Everything else you're free to use as you like, and i highly suggest you bring some Damage to the table, especially since most "boss" type monsters range from highly resistant to flat out immune to most crowd control, so you'll need something to fall back on in order to contribute.

  8. #8
    Community Member giggiddy's Avatar
    Join Date
    Jul 2009
    Posts
    587

    Default

    Agreed... not doing any DPS will just slow a party down. Even if you plan on only specializing in crowd control you can do more than just mass hold, web, and... um... sleep...

    You can do crowd control as well as very good DPS and that will help the party more than just dancing and fearing mobs so the melee have to chase it down.

    If you are worrying about being more of a team player and think that crowd control is the only way to do so you are wrong. Your healer will thank you if you dot up that orange or red name so the fight goes faster, thereby decreasing their resources.

    Also for those long fights to help the healer you can throw down a cloudkill for concealement or an acid fog for concealment and AC reduction of mobs. Waves of exhaustion will help decrease party damage as well since mobs don't attack as fast.
    Characters: Groundnpound - Whatmanabar - Paleforce - ChonknorrisCaelasreth - Giggidy - DrGinger - Brassmonkey

    Member of Captains Crew Ghallanda

  9. #9
    Community Member
    Join Date
    Sep 2009
    Posts
    1,648

    Default

    Quote Originally Posted by Brennie View Post
    Sleep has a unique way of calculating its spell DC, which makes it less useful as you level up.
    Sleep and Deep Slumber are great at very low levels. Pick up an good weapon. Hit the mobs with Sleep or Deep Slumber. Then go to to town. You will never use these spells at higher levels. Their usefulness almost completely fades off around levels 8-10.

  10. #10
    Community Member jackmcbarn's Avatar
    Join Date
    Jul 2010
    Posts
    55

    Default

    Am I on the right track with this build?
    Code:
    Character Plan by DDO Character Planner Version 03.12.02
    DDO Character Planner Home Page
    
    Level 14 True Neutral Warforged Male
    (2 Rogue \ 12 Wizard) 
    Hit Points: 150
    Spell Points: 726 
    BAB: 7\7\12
    Fortitude: 11
    Reflex: 13
    Will: 8
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 14)
    Strength              8                     8
    Dexterity            10                    10
    Constitution         18                    20
    Intelligence         18                    22
    Wisdom               10                    10
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 14)
    Balance               4                     4
    Bluff                -2                    -2
    Concentration         6                    25
    Diplomacy            -2                    -2
    Disable Device        8                    20
    Haggle                2                     8
    Heal                  0                     0
    Hide                  4                     4
    Intimidate           -2                    -2
    Jump                  3                     9.5
    Listen                0                     0
    Move Silently         4                    14
    Open Lock             4                     4
    Perform              n/a                   n/a
    Repair                4                     6
    Search                8                    10
    Spot                  4                    13.5
    Swim                 -1                    -1
    Tumble                4                     4
    Use Magic Device      2                     2
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Insightful Reflexes
    Enhancement: Warforged Construct Thinking I
    Enhancement: Warforged Damage Reduction I
    Enhancement: Warforged Hardiness I
    
    
    Level 2 (Wizard)
    Skill: Concentration (+3)
    Skill: Disable Device (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Feat: (Wizard Bonus) Spell Focus: Enchantment
    Spell (1): Acid Spray
    Spell (1): Charm Person
    Spell (1): Expeditious Retreat
    Spell (1): Feather Fall
    Spell (1): Grease
    Spell (1): Repair Light Damage
    Spell (1): Sleep
    Enhancement: Improved Concentration I
    Enhancement: Repair Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 3 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Feat: (Selected) Spell Penetration
    Spell (1): Hypnotism
    Spell (1): Jump
    Enhancement: Wizard Intelligence I
    Enhancement: Warforged Constitution I
    
    
    Level 4 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Spell (2): Invisibility
    Spell (2): Web
    Enhancement: Repair Manipulation II
    
    
    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Spell (2): Knock
    Spell (2): Snowball Swarm
    Enhancement: Improved Concentration II
    
    
    Level 6 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Feat: (Selected) Mental Toughness
    Feat: (Wizard Bonus) Spell Focus: Illusion
    Spell (3): Fireball
    Spell (3): Protection From Energy
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Spell (3): Stinking Cloud
    Spell (3): Acid Blast
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Archmage I
    Enhancement: Enchantment I - Hypnotism
    Enhancement: Illusion I - Invisibility
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Spell (4): Wall of Fire
    Spell (4): Charm Monster
    Enhancement: Warforged Constitution II
    
    
    Level 9 (Rogue)
    Skill: Disable Device (+4)
    Skill: Move Silently (+4)
    Skill: Spot (+4)
    Feat: (Selected) Spell Focus: Conjuration
    Enhancement: Rogue Acid Trap Lore I
    Enhancement: Rogue Fire Trap Lore I
    Enhancement: Warforged Hardiness II
    
    
    Level 10 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Spell (4): Repair Critical Damage
    Spell (4): Dimension Door
    Enhancement: Rogue Electric Trap Lore I
    Enhancement: Improved Concentration III
    Enhancement: Repair Manipulation III
    Enhancement: Repair Manipulation IV
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Spell (5): Symbol of Pain
    Spell (5): Teleport
    Enhancement: Wizard Archmage II
    Enhancement: Archmage Spell Mastery I: Conjuration
    Enhancement: Conjuration I - Grease
    Enhancement: Conjuration II - Web
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Feat: (Selected) Greater Spell Focus: Enchantment
    Feat: (Wizard Bonus) Quicken Spell
    Spell (5): Ball Lightning
    Spell (5): Break Enchantment
    Enhancement: Rogue Cold Trap Lore I
    Enhancement: Warforged Construct Thinking II
    
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+1)
    Spell (6): Symbol of Persuasion
    Spell (6): Reconstruct
    Enhancement: Wizard Improved Quickening I
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Spell (6): Otiluke's Freezing Sphere
    Spell (6): True Seeing
    Enhancement: Wizard Archmage III
    Enhancement: Archmage Secondary Spell Mastery I: Enchantment
    Enhancement: Enchantment II - Otto's Resistible Dance
    Enhancement: Enchantment III - Hold Person
    Last edited by jackmcbarn; 07-08-2012 at 06:32 PM. Reason: Replace Combat Casting with Spell Penetration

  11. #11
    Community Member
    Join Date
    Jul 2010
    Posts
    782

    Default

    your feats

    insightful reflexes
    spell focus enchantment
    combat casting
    mental toughness
    spell focus illusion
    spell focus conjuration
    greater spell focus enchantment
    quicken



    There are two feats which I suggest dropping

    combat casting - you can see that quicken is the option you want. Make sure you only turn quicken on for those spells that it's most useful for (reconstruct, and spells with a long casting animation) for most of your damage spells you can turn quicken off.

    spell focus illusion - Spell focus is to increase the DC of spells from that school. I think phantasmal killer is the only worthwhile illusion spell that requires a high DC to land.

    the two feats which I would pick up are toughness and spell pen. Spell penetration is needed at higher levels to land spells against bearded devils, drow, and various othe enemies which have spell resistance.

    edit:// I'm looking at the enchantments now. It's easier if you put all the enhancements at the end on the character planner so they're all together.

    ok, the enhancements are a mess. The repair line is great but IMO the ice line is more important even though you're not focused on dealing damage. It is nice to have the option of nuking when possible. Drop any rogue enhancements. I'm not sure how useful the invis SLA is for you. If you absolutely rely on it 10+ casts per quest than maybe it's worth it but if you're casting it less than 10 times just cast the spell it's like 15 SP. You're giving up too much to get the SLA in terms of 1 feat, action points, and spell points when you could just cast it for the full 15 SP which isn't too bad. On the enchantment SLA's I might only go up to hypno and on the conjuration I would only go up to web. My enchantment AM is only level 13 and I haven't gone beyond hypno or web yet. Just a few things to think about. GL I know AP is really tight for this build but do try to fit in the ice line if you can.
    Last edited by morticianjohn; 07-08-2012 at 06:31 PM.
    Cannith - Noehealz, Protectorjon, Noebuffs, Mortion

  12. #12
    Community Member jackmcbarn's Avatar
    Join Date
    Jul 2010
    Posts
    55

    Default

    Okay, I'll replace Combat Casting with Spell Pen.

    EDIT: The rogue enhancements I took were all generic energy resistances. Should I replace them anyway? I feel like I'll lose a lot by enhancing ice spells, which I don't plan to use often, with repair spells, which I use on myself all the time. I could dump Dance SLA and Hold Person for ice if it's worth it, though.
    Last edited by jackmcbarn; 07-08-2012 at 06:38 PM.

  13. #13
    Community Member
    Join Date
    Jul 2010
    Posts
    782

    Default

    Quote Originally Posted by jackmcbarn View Post
    Okay, I'll replace Combat Casting with Spell Pen. I took Spell Focus: Illusion to get Invisibility as an SLA for 1 spell point. Is this a good idea?
    I was editting it. I personally think the invis SLA is only useful if your style of play is to be permanantly invisible. If you're visible for most of the quest and only casting invis for 2-3 times per rest IMO you're better off without the SLA and just casting it for the full cost. Most of the WF enhancements aren't needed for this build either other than the one that allows you to cast without a 5% spell failure.
    Last edited by morticianjohn; 07-08-2012 at 06:36 PM.
    Cannith - Noehealz, Protectorjon, Noebuffs, Mortion

  14. #14
    Community Member jackmcbarn's Avatar
    Join Date
    Jul 2010
    Posts
    55

    Default

    I do want to be permanently invisible, unless the feat is too important to lose. Don't I have really bad Fort and Will saves without the WF enhancements? Also, are my spells appropriate?
    Last edited by jackmcbarn; 07-08-2012 at 06:56 PM.

  15. #15
    Community Member
    Join Date
    Jul 2010
    Posts
    782

    Default

    Quote Originally Posted by jackmcbarn View Post
    I do want to be permanently invisible, unless the feat is too important to lose. Don't I have really bad Fort and Will saves without the WF enhancements? Also, are my spells appropriate?
    If that is your playstyle then by all means go for it. Just keep in mind those 3 feats I've mentioned toughness, spell pen and greater spell pen. You'll want them for higher level content. As for spells I'll just list the ones I can think of off the top of my head, keep in mind you are a wizard and one of the advantages of playing wizard is that you can swap spells to a more appropriate list at a rest shrine if you need some other spell.

    lvl 1
    jump
    expiditious retreat

    lvl 2
    resist energy
    web
    invis
    knock

    lvl 3
    haste
    rage (these two buffs are great for the melee try to keep it up the whole quest)
    frost lance

    lvl 4
    ice storm
    dimension door
    charm monster

    lvl 5
    niac's biting cold
    eldar's electric surge (for high HP bosses use these 2 spells)
    circle of death

    lvl 6
    otiluke's freezing sphere
    reconstruct

    lvl 7
    otto's sphere of dancing - primary CC spell for almost any quest
    Finger of Death

    lvl 8
    polar ray

    lvl 9
    wail of the banshee
    mass hold
    mass charm

    Some spells can be scrolled just as easily as cast from your blue bar. Teleport and break enchantment are two that you can remove from your spell list if you go buy scrolls of those spells.
    Cannith - Noehealz, Protectorjon, Noebuffs, Mortion

  16. #16
    Community Member jackmcbarn's Avatar
    Join Date
    Jul 2010
    Posts
    55

    Default

    Are Spell Mastery II: Enchantment and Charm Monster/Hold Monster SLAs worth getting?
    Last edited by jackmcbarn; 07-08-2012 at 08:22 PM.

  17. #17
    Build Constructionist unbongwah's Avatar
    Join Date
    Aug 2009
    Posts
    19,465

    Default

    Quote Originally Posted by Faent View Post
    A wizard that doesn't do damage is a complete and total gimp and a worthless waste of space in a party slot. Not to mention a pathetic soloer.
    That's a bit harsh, but I do agree a wizard who only CCs is like a cleric who only heals; you're only living up to part of your class's potential when you could be doing so much more.
    I recommend a WF Archmage. Take SF: Enchant and GSF: Enchantment, along with SF: Conjuration. That's all you need for top-tier Crowd Control (Mass Holds, Webs, Mass Suggestion, etc...) Plan on getting your damage from dropping Acid Rain and Ice Storm on groups of Held mobs.
    This is basically my plan for my WF Archmage. In brief, here's my build:

    Base stats: 8 / 8 / 20 / 18 / 6 / 6 (lvl-ups in INT, obviously) - DEX & WIS are largely meaningless for a wiz, CON INT maybe STR are the only stats I would bother with
    Feats (roughly in order): Mental Toughness (AM pre-req), Insightful Reflexes (1), Toughness (3), SF Enchant (5), Empower (6), Heighten (9), SF Conjuration (10), GSF Enchant (12), Spell Pen (15), Maximize (15), Greater Spell Pen (18), Quicken (20), ESF Enchant (21), ESP (24) - would've liked to slip Extend in there for short-term buffs, but don't want to drop anything to get it
    SLAs: Hypnotism / Otto's Resistable / Hold Person from Enchantment, Grease / Web from Conjuration
    Enhancements: AM pre-reqs, SLAs, Spell Pen, DPS bonuses, W&S Mastery if I can afford it, Toughness to round things out
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  18. #18
    Community Member
    Join Date
    Mar 2011
    Posts
    90

    Default

    Ignore the naysayers, a illusionist archmage is certainly viable up to cap and fun, I've done 2 lifes of it now and I'm usually top of killcount in quests it can be usable on in 15-20 game, get used to casting cause fear first for -2dc. Problem is your a one trick pony, so enchantment makes a nice second spec to go along with your idea. Mass suggestion could go along with your idea of trying not to kill, dominate person/monster and a summon for when solo and disco/mass hold will get you far through you'll have to pop an ice storm or firewall with those, can't avoid nukes completely but in some quests its fun to watch a boss die from all his charmed guards rather than kite around unmagely.

  19. #19
    Hero
    Join Date
    Nov 2009
    Posts
    4,487

    Default

    Quote Originally Posted by jackmcbarn View Post
    I'm thinking about a Wizard build focusing around spells like Charm Person, Sleep, Blindness, Scare, Grease, and Suggestion, basically not doing any damage at all but (temporarily) rendering enemies harmless. I'd also want to pack a few spells like Invisibility, and even though they wouldn't be my primary tool, I wouldn't mind the occasional Fireball. Does this sound like a practical idea, and has it been done before?
    It's not practical and you're setting yourself up for failure if you follow this path. If you can't do damage during a raid, there's no point in bringing you. Wizards and Sorcerers have the most efficient damage spells in the game for raid encounters.
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  20. #20
    Community Member jackmcbarn's Avatar
    Join Date
    Jul 2010
    Posts
    55

    Default

    Quote Originally Posted by idle1 View Post
    Ignore the naysayers, a illusionist archmage is certainly viable up to cap and fun, I've done 2 lifes of it now and I'm usually top of killcount in quests it can be usable on in 15-20 game, get used to casting cause fear first for -2dc. Problem is your a one trick pony, so enchantment makes a nice second spec to go along with your idea. Mass suggestion could go along with your idea of trying not to kill, dominate person/monster and a summon for when solo and disco/mass hold will get you far through you'll have to pop an ice storm or firewall with those, can't avoid nukes completely but in some quests its fun to watch a boss die from all his charmed guards rather than kite around unmagely.
    I wasn't really thinking about being an Illusionist. I was thinking of focusing on Enchantment and only taking SF: Illusion for Invisibility as an SLA.

    Quote Originally Posted by Carpone View Post
    It's not practical and you're setting yourself up for failure if you follow this path. If you can't do damage during a raid, there's no point in bringing you. Wizards and Sorcerers have the most efficient damage spells in the game for raid encounters.
    I didn't say I don't want to be able to do damage. I said I don't want it to be the focus of my build.

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