I have had my DDO account since it's launch but haven't played too much. Mainly because it required group play. I love D&D but because of my work, family, schedule, etc, I am a horrible guildmate and it's no fun to group with me so finding ways to play this game solo is my only real option.
I have always loved playing wizards but I thought I would splash either 1 or 2 levels of rogue or artificer for the disabling of traps. I have the vet reward that gives you 32 pt builds and starting at lvl 7. So I have created a few variants of this and not sure which one I like best and have only been through a few levels.
What I would like to know from some of you vets is the long term viability of such a build.
18 Wiz/2 Rogue - Palemaster Elf
Code:Character Plan by DDO Character Planner Version 03.16.01 DDO Character Planner Home Page Level 20 Lawful Good Elf Male (2 Rogue \ 18 Wizard) Hit Points: 226 Spell Points: 1413 BAB: 10\10\15\20 Fortitude: 9 Reflex: 18 Will: 10 Starting Feat/Enhancement Abilities Base Stats Modified Stats (32 Point) (Level 1) (Level 20) Strength 8 8 Dexterity 10 10 Constitution 16 16 Intelligence 18 28 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 0 0 Bluff -1 -1 Concentration 3 3 Diplomacy -1 -1 Disable Device n/a n/a Haggle -1 -1 Heal -1 -1 Hide 0 0 Intimidate -1 -1 Jump -1 -1 Listen -1 1 Move Silently 0 0 Open Lock n/a n/a Perform n/a n/a Repair 4 9 Search 4 11 Spot -1 1 Swim -1 -1 Tumble n/a n/a Use Magic Device n/a n/a Level 1 (Rogue) Feat: (Selected) Toughness Level 2 (Wizard) Feat: (Wizard Bonus) Augment Summoning Level 3 (Wizard) Feat: (Selected) Spell Penetration Level 4 (Wizard) Level 5 (Wizard) Level 6 (Wizard) Feat: (Selected) Greater Spell Penetration Feat: (Wizard Bonus) Spell Focus: Necromancy Level 7 (Rogue) Level 8 (Wizard) Level 9 (Wizard) Feat: (Selected) Greater Spell Focus: Necromancy Level 10 (Wizard) Level 11 (Wizard) Level 12 (Wizard) Feat: (Wizard Bonus) Extend Spell Feat: (Selected) Insightful Reflexes Level 13 (Wizard) Level 14 (Wizard) Level 15 (Wizard) Feat: (Selected) Empower Spell Level 16 (Wizard) Level 17 (Wizard) Feat: (Wizard Bonus) Spell Focus: Enchantment Level 18 (Wizard) Feat: (Selected) Maximize Spell Level 19 (Wizard) Level 20 (Wizard) Enhancement: Elven Arcane Fluidity I Enhancement: Elven Arcane Fluidity II Enhancement: Elven Arcane Fluidity III Enhancement: Elven Arcanum I Enhancement: Elven Arcanum II Enhancement: Elven Arcanum III Enhancement: Elven Arcanum IV Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Glacial Spellcasting I Enhancement: Glacial Spellcasting II Enhancement: Combustive Spellcasting I Enhancement: Deadly Ice I Enhancement: Deadly Ice II Enhancement: Deadly Ice III Enhancement: Deadly Flame I Enhancement: Deadly Flame II Enhancement: Frost Manipulation I Enhancement: Frost Manipulation II Enhancement: Frost Manipulation III Enhancement: Frost Manipulation IV Enhancement: Frost Manipulation V Enhancement: Flame Manipulation I Enhancement: Flame Manipulation II Enhancement: Flame Manipulation III Enhancement: Wizard Spell Penetration I Enhancement: Wizard Spell Penetration II Enhancement: Wizard Energy of the Scholar I Enhancement: Wizard Energy of the Scholar II Enhancement: Wizard Energy of the Scholar III Enhancement: Wizard Intelligence I Enhancement: Wizard Intelligence II Enhancement: Wizard Intelligence III Enhancement: Shroud of the Lich Enhancement: Wizard Pale Master I Enhancement: Wizard Pale Master II Enhancement: Wizard Pale Master III Enhancement: Summon Blackbone Archer Enhancement: Summon Frostmarrow Archer Enhancement: Summon Skeleton Archer Enhancement: Summon Blackbone Knight Enhancement: Summon Frostmarrow Knight Enhancement: Summon Skeletal Knight Enhancement: Summon Blackbone Mage Enhancement: Summon Frostmarrow Mage Enhancement: Summon Skeletal Mage Enhancement: Shroud of the Vampire Enhancement: Shroud of the Zombie
The other idea I had was a 18 Wiz/2 Art with a similar build. The repeater is nice for a little extra dmg in the beginning when SPs are at a premium. The pet is a total waste of time as well as most of the 1st level Artie spells. The extra SPs is nice as well the disable and open skills.
The other thing I am struggling with is the race. Human is nice so I can get an extra feat but that means I can't wear armor while casting (which I think is really cool) with arcane fluidity. That leaves helf, elf, or drow. What about alignment? Any gotchas there?
There are so many little things to consider that I just don't know which route to take. Any advice from you vets out there would be greatly appreciated!! Thanks!