Results 1 to 7 of 7
  1. #1
    Community Member smithj_2020's Avatar
    Join Date
    Feb 2007
    Posts
    316

    Default 2 Quick Wiz Lives

    Here is my setup for 2 quick wiz lives (TR'n my 20 Cleric)

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Warforged Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 306
    Spell Points: 1438 
    BAB: 10\10\15\20
    Fortitude: 12
    Reflex: 18
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            10                    12
    Constitution         18                    22
    Intelligence         18                    28
    Wisdom                6                     8
    Charisma              6                     8
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                     5
    Bluff                -2                    -1
    Concentration         6                    29
    Diplomacy            -2                    -1
    Disable Device        8                    33
    Haggle                2                     3
    Heal                 -2                    -1
    Hide                  4                     5
    Intimidate           -2                    -1
    Jump                  6                     7
    Listen                2                     3
    Move Silently         4                    18.5
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                4                     9
    Search                8                    32
    Spot                  2                     4
    Swim                  2                     3
    Tumble                4                     5
    Use Magic Device      2                    22
    
    Level 1 (Rogue)
    Feat: (Past Life) Past Life: Cleric
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    Enhancement: Flame Manipulation I
    Enhancement: Repair Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Insightful Reflexes
    Enhancement: Combustive Spellcasting I
    Enhancement: Reconstructive Spellcasting I
    Enhancement: Wizard Intelligence I
    Enhancement: Warforged Constitution I
    
    
    Level 4 (Wizard)
    Enhancement: Racial Toughness I
    Enhancement: Deadly Flame I
    Enhancement: Mighty Reconstruction I
    Enhancement: Flame Manipulation II
    Enhancement: Repair Manipulation II
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    Feat: (Selected) Spell Penetration
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Combustive Spellcasting II
    Enhancement: Force Manipulation I
    Enhancement: Repair Manipulation III
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 7 (Wizard)
    Enhancement: Racial Toughness II
    Enhancement: Deadly Flame II
    Enhancement: Mighty Reconstruction II
    
    
    Level 8 (Rogue)
    Enhancement: Wizard Improved Maximizing II
    
    
    Level 9 (Wizard)
    Feat: (Selected) Greater Spell Penetration
    Enhancement: Flame Manipulation III
    Enhancement: Wizard Intelligence II
    
    
    Level 10 (Wizard)
    Enhancement: Racial Toughness III
    
    
    Level 11 (Wizard)
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 12 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    Feat: (Selected) Spell Focus: Necromancy
    Enhancement: Wizard Pale Master I
    Enhancement: Summon Skeletal Knight
    Enhancement: Shroud of the Zombie
    
    
    Level 13 (Wizard)
    Enhancement: Warforged Constitution II
    
    
    Level 14 (Wizard)
    Enhancement: Wizard Spell Penetration II
    
    
    Level 15 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Enhancement: Summon Skeleton Archer
    
    
    Level 16 (Wizard)
    Enhancement: Wizard Pale Master II
    Enhancement: Summon Blackbone Archer
    Enhancement: Summon Blackbone Knight
    Enhancement: Summon Skeletal Mage
    Enhancement: Shroud of the Vampire
    Enhancement: Shroud of the Wraith
    
    
    Level 17 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Enhancement: Racial Toughness IV
    
    
    Level 18 (Wizard)
    Feat: (Selected) Heighten Spell
    Enhancement: Summon Blackbone Mage
    
    
    Level 19 (Wizard)
    Enhancement: Wizard Intelligence III
    
    
    Level 20 (Wizard)
    Enhancement: Reconstructive Spellcasting II
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master III
    I have gear that will be needed:
    GS con Opp
    GS HP item
    some misc wiz items to boost Necro DCs and add to spell pen..

    Any tips, suggestions, tweaks?
    I feel at home in the darkness, when its just me and my blades...when the hunter takes over!

  2. #2
    Community Member Myrrae's Avatar
    Join Date
    Feb 2006
    Posts
    224

    Default

    Feat selection looks reasonable, but why Pale Master? For quick lives AM evocation might be quicker (or Conjuration for the cheap webs). Zombie form is not worth it at all on a WF. The summons are also pretty lame.

    I'd probably delay Insightful Reflexes until your second rogue level, take SF: Evocation or Conjuration instead, then go Archmage. If you do go AM: Conjuration, move Heighten up so you can fee heighten your webs.

  3. #3
    Community Member smithj_2020's Avatar
    Join Date
    Feb 2007
    Posts
    316

    Default

    hmm ok, thanks for the reply, I dont really have an explanation as to why I was going pale master, mainly for the extra dc bonus in form for dcs or necro spells, such as FoD and such.
    I feel at home in the darkness, when its just me and my blades...when the hunter takes over!

  4. #4
    Community Member Kinerd's Avatar
    Join Date
    Mar 2010
    Posts
    5,087

    Default

    Even an AM only needs 1/0/0 in Repair, it's a good idea to have that much on a PM but any more is definitely not needed.

    You're spending a LOT of AP on HP, by my count 16 for 60, which is not a good ratio. You could drop down to 3 for 20 and have a lot more AP to shore up what's somewhat of a weak spot...

    Direct damage! Wizard direct damage is very different from clerics': the enhancements are different, the versatility just gets cranked way up, and the power of each option is higher.
    -Fire is an ok element just for Wall of Fire, but 5/1/1 will do you better than 3/2/2.
    -Cold is awesome, 7/1/1 is an excellent investment.
    -Electric is ok just for Eladar's Electric surge.
    -Acid is very interesting, but for your first life I would only go 1/0/0 in it. Your spell slots are limited anyway by the two rogue levels, learn all the other elements first.

    For the rest of your AP, as Myrrae said you can ditch the summons, or you can get one early on to try out and see why everyone pooh-poohs them for yourself.

    Also clutter up your bank with good Thaumaturgy staves. You can pretty easily find one at any given level with one good element in addition to the potency. If you can get the other element and the lore, all the better.

    Feats look good. I would try to get Heighten a bit earlier, though.

  5. #5
    Community Member smithj_2020's Avatar
    Join Date
    Feb 2007
    Posts
    316

    Default

    Quote Originally Posted by Kinerd View Post
    Even an AM only needs 1/0/0 in Repair, it's a good idea to have that much on a PM but any more is definitely not needed.

    You're spending a LOT of AP on HP, by my count 16 for 60, which is not a good ratio. You could drop down to 3 for 20 and have a lot more AP to shore up what's somewhat of a weak spot...

    Direct damage! Wizard direct damage is very different from clerics': the enhancements are different, the versatility just gets cranked way up, and the power of each option is higher.
    -Fire is an ok element just for Wall of Fire, but 5/1/1 will do you better than 3/2/2.
    -Cold is awesome, 7/1/1 is an excellent investment.
    -Electric is ok just for Eladar's Electric surge.
    -Acid is very interesting, but for your first life I would only go 1/0/0 in it. Your spell slots are limited anyway by the two rogue levels, learn all the other elements first.

    For the rest of your AP, as Myrrae said you can ditch the summons, or you can get one early on to try out and see why everyone pooh-poohs them for yourself.

    Also clutter up your bank with good Thaumaturgy staves. You can pretty easily find one at any given level with one good element in addition to the potency. If you can get the other element and the lore, all the better.

    Feats look good. I would try to get Heighten a bit earlier, though.
    Thanks for the advice, reworked the build and went AM instead, reworked APs dropped Warforged
    Con and changed around elemental enhances and the build looks a lot better, also took heighten around 9-10 level, thanks for the advice and heads up.
    I feel at home in the darkness, when its just me and my blades...when the hunter takes over!

  6. #6
    Community Member Myrrae's Avatar
    Join Date
    Feb 2006
    Posts
    224

    Default

    Quote Originally Posted by smithj_2020 View Post
    hmm ok, thanks for the reply, I dont really have an explanation as to why I was going pale master, mainly for the extra dc bonus in form for dcs or necro spells, such as FoD and such.
    For what it's worth, Necro DCs are only better on a PM than a necro AM because of lich form - which with 2 levels of rogue you wouldn't get until you are level 20 and ready to TR anyway

    You can always swap your APs around to go Necro/Conj AM once you get FoD. (In fact I highly recommend resetting your APs periodically to respec as your feat and available enhancements change).

    One other thing to keep in mind, if you take 1 point of Wand & Scroll mastery, the rogue version is better, but you can't take it until you have 2 levels of rogue.

  7. #7
    Community Member butcheredspirit's Avatar
    Join Date
    May 2009
    Posts
    243

    Default

    A necromancy archmage will have the same necro DC as a pale master in lich form.

    The archmage just gets access to the DC boost sooner.
    Last edited by butcheredspirit; 08-26-2012 at 07:41 PM.

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