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  1. #1
    Community Member Darkstar1996's Avatar
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    Default WF AM Wizard (Build Feedback Plz)

    I have been wanting an good caster and now thought this could work well. If there can be changes plz say so and my spell list is a rough pick, i thought those spells seem good. (Wanna try to be an Instakilling with Otto's Dance spells thats why I took the Spell Enchantment feat)

    Thank you here is the build!

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Warforged Male
    (20 Wizard) 
    Hit Points: 262
    Spell Points: 1927 
    BAB: 10\10\15\20
    Fortitude: 11
    Reflex: 14
    Will: 10
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             10                 10                   10
    Dexterity             8                  8                    8
    Constitution         18                 18                   20
    Intelligence         18                 23                   26
    Wisdom                6                  6                    6
    Charisma              6                  6                    6
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               1                 10.5                 10.5
    Bluff                -2                 -2                   -2
    Concentration         8                 28                   32
    Diplomacy            -2                 -2                   -2
    Disable Device        n/a               n/a                   n/a
    Haggle               -2                 -2                   -2
    Heal                 -2                 -2                   -2
    Hide                 -1                 10.5                 10.5
    Intimidate           -2                 -2                   -2
    Jump                  2                 11.5                 11.5
    Listen               -2                 -2                   -2
    Move Silently        -1                 -1                   -1
    Open Lock            n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                4                  8                    8
    Search                4                 13                   13
    Spot                  0                  9.5                  9.5
    Swim                  0                  0                    0
    Tumble                1                  3                    3
    Use Magic Device      0                  9.5                  9.5
    
    Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Jump (+2)
    Skill: Spot (+2)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Insightful Reflexes
    Feat: (Wizard Bonus) Mental Toughness
    Spell (1): Burning Hands
    Spell (1): Expeditious Retreat
    Spell (1): Feather Fall
    Spell (1): Hypnotism
    Spell (1): Jump
    Spell (1): Magic Missile
    Spell (1): Niac's Cold Ray
    
    
    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (1): Repair Light Damage
    Spell (1): Shield
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Toughness
    Spell (2): Blur
    Spell (2): Otto's Resistible Dance
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Repair Moderate Damage
    Spell (2): Scorching Ray
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Spell Focus: Evocation
    Spell (3): Fireball
    Spell (3): Repair Serious Damage
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Spell (3): Displacement
    Spell (3): Frost Lance
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Fire Shield
    Spell (4): Ice Storm
    Enhancement: Wizard Improved Empowering I
    Enhancement: Racial Toughness I
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Reconstructive Spellcasting I
    Enhancement: Mighty Reconstruction I
    Enhancement: Repair Manipulation I
    Enhancement: Repair Manipulation II
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Wizard Archmage I
    Enhancement: Archmage Spell Mastery I: Evocation
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Stoneskin
    Spell (4): Wall of Fire
    
    
    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Eschew Materials
    Spell (5): Cone of Cold
    Spell (5): Ball Lightning
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Extend Spell
    Spell (5): Protection From Elements
    Spell (4): Repair Critical Damage
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (6): Greater Heroism
    Spell (6): Otiluke's Freezing Sphere
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Evocation
    Spell (6): Reconstruct
    Spell (6): Chain Lightning
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Delayed Blast Fireball
    Spell (7): Otto's Sphere of Dancing
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Finger of Death
    Spell (7): Greater Teleport
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Maximize Spell
    Feat: (Selected) Spell Penetration
    Spell (8): Otto's Irresistible Dance
    Spell (8): Polar Ray
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Symbol of Death
    Spell (8): Black Dragon Bolt
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Meteor Swarm
    Spell (9): Wail of the Banshee
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Penetration
    Spell (9): Power Word: Kill
    Spell (9): Energy Drain
    
    
    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Summon Monster IX
    Spell (4): Phantasmal Killer
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Spell Focus: Enchantment
    Spell (3): Haste
    Spell (3): Rage
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Improved Concentration III
    Enhancement: Improved Concentration IV
    Enhancement: Mighty Reconstruction II
    Enhancement: Repair Manipulation III
    Enhancement: Repair Manipulation IV
    Enhancement: Repair Manipulation V
    Enhancement: Repair Manipulation VI
    Enhancement: Repair Manipulation VII
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Spell Penetration III
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Wizard Intelligence III
    Enhancement: Warforged Constitution II
    Enhancement: Wizard Archmage II
    Enhancement: Wizard Archmage III
    Enhancement: Wizard Archmage IV
    Enhancement: Wizard Archmage V
    Enhancement: Archmage Secondary Spell Mastery I: Enchantment
    Enhancement: Archmage Spell Mastery II: Evocation

  2. #2
    Community Member skullzz's Avatar
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    Since most spells can be found on scrolls there is no need to select them in the planner.

    My question is: How do you want the wizard to play? Do you want to be mostly dps, cc or insta killer? With what you have I would almost say that a scr would be a better fit (dps)

    However, this can be a good build. But do not take eschew materials over quicken. Quicken is almost a must have in any epic quest since the concentration Dc is 10+damage taken (typically around 50-70)

    There are not many spells that require spell components and if you pick up 2000 lvl 3 and lvl 5 comps and 1000 of all others. That for me (2-3 hours per night semi-zerg running that lasts me close to a month)
    Schadel TR FVS | Whathitme 2TR human stalwart tank |Whatwas TR Barbarian/Fighter--FuryoftheWild | Kpavio Monk/fighter| Whatsnyp Artificer | Skullzz all purpose Druid| Whatcast elf AM| Nobuffforu Acrobat Warchanter

  3. #3
    Community Member Kinerd's Avatar
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    You say you want instant kills but you went Evocation Primary. Instant kill spells for wizards are predominantly Necromancy, the exceptions are...
    Phantasmal Killer (Illusion and gives two saves, so not very good)
    Trap the Soul (Conjuration and has annoying components that cannot be Eschewed)
    Prismatic Ray/Spray (Evocation and only 2 in 7 chance of getting the kill effect, hence Prism)
    ...so generally you would go SF/GSF Necro instead of Evo if you want instant kills.

    As touched on above, Eschew only works for mundane spell components: no free TtS, no free Stoneskin. Because mundane spell components are inexpensive and pretty easy to come by, Eschew is not a super useful feat.

    Heighten is a crucial feat for arcanes. It's +7 DC on Web, +3 on Circle of Death, +2 on Finger of Death and Otto's Sphere.

    Regarding spells, in general you get the most results by taking spells at level-ups which you can't purchase scrolls for off the shelf. If these were your thoughts for a final spellbook, first thing is to keep in mind you get 5 per spell level. At each spell level...
    2: Web is awesome. You can get it as an SLA (more on this later), but if you don't it's too awesome not to have. Having one non-Reconstruct Repair spell as a backup is fine, but one is definitely plenty.
    3: Fireball tops out pretty quickly, plus it blows up your Webs. You can chuck it.
    5: Your best single target direct damage spells by far are Niac's Biting Cold and Eladar's Electric Surge. Must-haves.
    6: As mentioned earlier, Circle of Death is spell level 6.

    Enhancements need some work.
    -1/0/0 in Repair is plenty. 7/1/1 is super duper over-kill.
    -You're spending 13 AP on 45 HP (Con 1-2, Tough 3-4), that's a very low return on investment.
    -Same story with Archmage 5. 6 AP for 105 SP is better than 13/45 HP, but it's still pretty low. Don't need it for Spell Mastery 2.
    -What to do with all these newfound AP? Pump up your elemental lines. You have 27 AP to work with if you followed my advice, that's enough for two elements at 7/1/1, then either a third at 7/1/1 or spread out a little more.
    -The strongest ability of Archmage is the ability to acquire Web as an SLA. This requires SF: Conj (drop Extend or Empower) and taking Secondary Spell Mastery in Conj instead of Enchant. This doesn't mean you can't cast Dancing Ball, but trust me, you'll find you hardly ever want to once you have SLA Web.
    -A pretty good ability of Archmage is the ability to acquire Hypno as an SLA, because it carries an irresistible 3 penalty to Will save. You already have SF Enchant, and that's all it takes.

    .

    There's a lot to be said for Elfish Spell Pen on a first lifer, but that means PM, and it's fine if you don't want that. Any true self-healing arcane is a very, very solid character, it'll serve you well.

  4. #4
    Community Member jortann's Avatar
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    Hey Dark!

    Here is a archmage build of mine...

    Enchanted Death
    The goal is to have decent Necro and Enchantment DCs at end game. I would suggest Warforged for the self healing. You can get an extra DC if you go Drow, but then you would have to be a Drow and purple and squishy. Also you could go human for an extra level 1 feat and one extra point of INT, which gets you half way to another DC.

    Build Points
    INT - 18
    CON - 16
    STR - minimum 12
    CHA - Put whatever you have left here if you are a fleshy, then you might have enough UMD to use some sort of self healing other than pots.... if you care about that sort of thing.

    Feats
    1. Toughness
    1. Insightful Reflexes OR Extend OR Empower (Check out this thread here for a discussion on this... http://forums.ddo.com/showthread.php?t=332478
    1. (human bonus - grab another of Insightful Reflexes OR Extend OR Empower)
    3. Maximize
    5. Mental Toughness
    6. Spell Focus: Enchant
    9. Greater Spell Focus: Enchant
    10. Heighten
    12. Spell Focus: Necro
    15. Greater Spell Focus: Necro
    15. Spell Penetration
    18. Greater Spell Penetration
    20. Quicken

    Skill Points
    You have lots so it doesn't really matter.... My preference...
    Concentration, Jump, Balance, Spot, UMD, Diplo, Bluff

    Enhancements
    Make sure you you get the prereqs for your archmage prestige enhancements.

    Take Archmage Spell Mastery I & II in either Necro or Enchantment
    Take Archmage Secondary Mastery in the other
    Take Spell Penetration

    I would not waste enhancement points on SLAs... That is my take. Some people love them, but I feel it cuts into my spell point pool too much.

    The rest is a balance between hitpoints and power.

    I try to ramp up two schools. I love fire. Ice works well at end game. Electric and acid seem to have potential as well. There would be a good arguement to have Ice and Electric at end game because they both have good DoTs (Damage over Time spells - Eladers Electric Surge and Niacs Biting Cold).

    Thats the basics..
    Quote Originally Posted by The-Last-Wolf View Post
    I surrender to your wit sir, well played
    Toons on Thelanis... Bairclaw, Icemaachine, Slydawg, Tazzster

  5. #5
    Community Member Darkstar1996's Avatar
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    Really what i want to accomplish is:

    -Be a Warforged to self Heal
    -Launch some Otto's dance
    -Instakill or hit VERY HIGH!
    -LAUNCH ELEMENTS!
    -Have a Large Spell Pool
    -Can Solo at end
    -And not be an PM.....

    This is my First caster i will be taking to 20. So yeah.

    Thanks

  6. #6
    Community Member skullzz's Avatar
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    Quote Originally Posted by Darkstar1996 View Post
    Really what i want to accomplish is:

    -Be a Warforged to self Heal
    -Launch some Otto's dance
    -Instakill or hit VERY HIGH!
    -LAUNCH ELEMENTS!
    -Have a Large Spell Pool
    -Can Solo at end
    -And not be an PM.....

    This is my First caster i will be taking to 20. So yeah.

    Thanks
    1) Accomplished
    2) Need quicken to make disco ball less a hassle to deal with the 8 second cast time (major interruption time)
    3 and 4) you do not need AM evocation to do this. raising the DC does not increase the damage output you will be doing other than making stuff fail the saves. At this point there are plenty of no DC elemental spells that put out the same if not more damage than those with DC's
    5) make sure you twist Endless Faith from Exalted Angel for 10% pool increase and echos going up to 30sp
    6) any wizard that knows what they are doing can solo even if they are not WF or PM
    7) Accomplished. WF PM's to me just do not make sense since you cannot repair while in undead form.
    Schadel TR FVS | Whathitme 2TR human stalwart tank |Whatwas TR Barbarian/Fighter--FuryoftheWild | Kpavio Monk/fighter| Whatsnyp Artificer | Skullzz all purpose Druid| Whatcast elf AM| Nobuffforu Acrobat Warchanter

  7. #7
    Community Member Darkstar1996's Avatar
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    Can someone give me a solid WF AM build with Otto's? Cause it seems like i have ALOT missing.

    Thank you

  8. #8
    Community Member skullzz's Avatar
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    Here is something like the build that I am currently doing.
    There are somethings you can switch out if you want.

    HP:
    80 -wiz
    50 - epic
    225 - CON (28 -->9 mod)
    20 - Heroic durability
    27 - Toughness feat
    20 - Toughness item
    30- GFL
    45- GS
    30- enhancements
    --------
    527
    25- Ship (+2 con)
    25- Rage
    ---------
    577

    This is with easy to acquire items.

    Spell Points
    1205 - 20 wiz
    580 - (51 int)
    225- Wiz 9
    150- Elemental spell power (gs)
    130 - Mental Toughness
    130- I Mental Toughness
    200 - Epic Mental Toughness
    20 - Twist from Fate singer
    250 - Magister 5
    110 - Enhancements
    400 - Archmage (no SLA)
    -------
    3400
    - 225 - SLA and Spell masteries
    -------
    3175
    +10% - level 1 twist from Exalted Angel
    -------
    3492


    Spell Pen: 47
    Int: 51 (53 with ships and no yugo)
    Base spell DC before any items or feats: 31 (10 + 20 (int) +9 (spell lvl) +2 (spell mastery item)
    Enchantment: ~45
    Necro: ~42


    One note: Toughness, Insightful Reflex, and the 2 Spell Pens must be selected as normal feats and not Bonus from wizard.

    Skills can be anything. I recommend Concentration, balance, swim, (10) Jump, (1) tumble, Search, UMD, Haggle, Diplo.

    Spells are up in the air since you can buy most lvl 1-7 as scrolls. pick up what you can't buy at level ups.


    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Warforged Male
    (20 Wizard) 
    Hit Points: 222
    Spell Points: 1618 
    BAB: 10\10\15\20
    Fortitude: 11
    Reflex: 13
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             10                    12
    Dexterity             8                    10
    Constitution         18                    20
    Intelligence         18                    25
    Wisdom                6                     8
    Charisma             10                    12
    
    Tomes Used
    +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
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    
    
    Level 3 (Wizard)
    Feat: (Selected) Maximize Spell
    
    
    Level 4 (Wizard)
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Enchantment
    
    
    Level 6 (Wizard)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    
    
    Level 9 (Wizard)
    Feat: (Selected) Greater Spell Focus: Enchantment
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Feat: (Selected) Insightful Reflexes
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Spell Penetration
    
    
    Level 16 (Wizard)
    
    
    Level 17 (Wizard)
    
    
    Level 18 (Wizard)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 19 (Wizard)
    
    
    Level 20 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Schadel TR FVS | Whathitme 2TR human stalwart tank |Whatwas TR Barbarian/Fighter--FuryoftheWild | Kpavio Monk/fighter| Whatsnyp Artificer | Skullzz all purpose Druid| Whatcast elf AM| Nobuffforu Acrobat Warchanter

  9. #9
    Community Member squishwizzy's Avatar
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    Quote Originally Posted by Darkstar1996 View Post
    Can someone give me a solid WF AM build with Otto's? Cause it seems like i have ALOT missing.

    Thank you
    I don't think you have a lot missing, just a few key components.

    First, Ottos is an Enchantment spell. Keep that in mind.

    If you go WF, you're basically trading self-healing for spell penetration (Elf), so a *solid* build to use Enchantment is kinda tossed out the window. Enchantment spells are mostly affected by spell resietence, and a lot of stuff at upper levels has spell resistance. So you either bare-knuckle your way past a mobs SR by taking enhancements and feats for spell pen, or - as someone else suggested - you drop Enchantment focus and move to Conjuration and use Web like it is going out of style. I kinda recommend that direction.

    As for quicken and Ottos, you don't really need it if you time your casts correctly. There was a debate that I had with some others concerning the need for quicken (in my instance, a PM wizzy). The general consensus was that quicken was very attractive, but essential on Epic Elite. I generally run without it, perferring to time my casts accordingly, and use the metamagic that extends the life of the spell (Extend?). But if you are more comfortable with using quicken, go for it. I'd DEFINATELY take quicken over Eschew Materials. Eschew's only real advantage is for those who like to farm stuff (components take up some 9 - 10 slots in inventory, and can be heavy). I took it once, and will never take it again. There are other metamagics out there that are just WAY more advantageous to use.
    Antipan, Pandargon, Pandolin, Panifin, Panmorgan, Pangrael, and all other things "pan-ed"...

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