Previous to a couple months ago, I had quit DDO because of a combination of factors including guild leadership and the expansion. I am sure none of the forum folk know me, but I am nevertheless back to DDO now.
The reason I explain this is because I have been looking to TR my Warforged barbarian into something a bit more... survivable... in the current state of the endgame..., that uses most of the equipment I have on him. When I saw the Juggernaut build, I fell in love with it, but recently it has come to my attention that it is extremely mainstream, and perhaps overused. Because I do not like doing what everyone else does, I decided to make a variant that was wizard-based. It then came to my attention that there are already gobs of Juggernaut variants... Nevertheless, I will propose my perhaps-gimp Wizzernaut (or something like that) for the Forum Folk to enjoy by critiquing, picking apart, and trolling in a manner that is completely valid.
Code:
Character Plan by DDO Character Planner Version 03.16.01
DDO Character Planner Home Page
Tulkarr Gyudel
Level 25 Lawful Neutral Warforged Male
(2 Monk \ 6 Ranger \ 12 Wizard \ 5 Epic)
Hit Points: 484
Spell Points: 983
BAB: 13\13\18\23
Fortitude: 19
Reflex: 16
Will: 15
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(34 Point) (Level 1) (Level 25) (Level 25)
Strength 16 26 26
Dexterity 14 16 18
Constitution 18 22 24
Intelligence 12 14 17
Wisdom 10 13 14
Charisma 6 9 9
Tomes Used
+1 Tome of Strength used at level 2
+1 Tome of Dexterity used at level 2
+1 Tome of Constitution used at level 2
+1 Tome of Intelligence used at level 2
+1 Tome of Wisdom used at level 2
+1 Tome of Charisma used at level 2
+2 Tome of Strength used at level 6
+2 Tome of Dexterity used at level 6
+2 Tome of Constitution used at level 6
+2 Tome of Intelligence used at level 6
+2 Tome of Wisdom used at level 6
+2 Tome of Charisma used at level 6
+3 Tome of Strength used at level 10
+3 Tome of Constitution used at level 10
+3 Tome of Wisdom used at level 10
+3 Tome of Charisma used at level 10
+4 Tome of Strength used at level 14
+4 Tome of Constitution used at level 14
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 25) (Level 25)
Balance 2 4 9
Bluff -2 -1 4
Concentration 4 7 12
Diplomacy -2 -1 4
Disable Device n/a n/a n/a
Haggle -2 -1 5
Heal 0 2 7
Hide 2 4 9
Intimidate -2 -1 4
Jump 3 8 13
Listen 0 2 7
Move Silently 2 4 9
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 1 3 8
Search 1 3 8
Spot 0 2 7
Swim 3 8 13
Tumble n/a n/a n/a
Use Magic Device n/a -1 4
Level 1 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Feat: (Past Life) Past Life: Barbarian
Feat: (Selected) Point Blank Shot
Spell (1): Expeditious Retreat
Spell (1): Jump
Spell (1): Master's Touch
Spell (1): Shield
Level 2 (Monk)
Feat: (Monk Bonus) Power Attack
Level 3 (Monk)
Feat: (Selected) Cleave
Feat: (Monk Bonus) Toughness
Level 4 (Ranger)
Ability Raise: STR
Feat: (Favored Enemy) Favored Enemy: Undead
Level 5 (Ranger)
Level 6 (Wizard)
Feat: (Selected) Great Cleave
Spell (1): Tumble
Spell (1): Protection From Evil
Level 7 (Wizard)
Spell (2): Blur
Spell (2): Resist Energy
Level 8 (Wizard)
Ability Raise: STR
Spell (2): Invisibility
Spell (2): Knock
Level 9 (Wizard)
Feat: (Selected) Dodge
Feat: (Wizard Bonus) Mental Toughness
Spell (3): Displacement
Spell (3): Haste
Level 10 (Wizard)
Spell (3): Rage
Spell (3): Halt Undead
Level 11 (Wizard)
Spell (4): Dimension Door
Spell (4): Fire Shield
Level 12 (Wizard)
Ability Raise: STR
Feat: (Selected) Precision
Spell (4): Repair Critical Damage
Spell (4): Stoneskin
Level 13 (Wizard)
Spell (5): Teleport
Spell (5): Protection From Elements
Level 14 (Wizard)
Feat: (Wizard Bonus) Quicken Spell
Spell (5): Cloudkill
Spell (5): Break Enchantment
Level 15 (Wizard)
Feat: (Selected) Improved Critical: Slashing Weapons
Spell (6): Reconstruct
Spell (6): Tenser's Transformation
Level 16 (Wizard)
Ability Raise: STR
Spell (6): Greater Heroism
Spell (6): True Seeing
Level 17 (Ranger)
Level 18 (Ranger)
Feat: (Selected) Improved Critical: Ranged Weapons
Spell (1): Camouflage
Spell (1): Cure Light Wounds
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Summon Nature's Ally I
Level 19 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Construct
Level 20 (Ranger)
Ability Raise: STR
Level 21 (Ranger)
Feat: (Selected) Overwhelming Critical
Level 22 (Ranger)
Level 23 (Ranger)
Level 24 (Ranger)
Feat: (Selected) Epic Toughness
Enhancement: Ranger Sprint Boost I
Enhancement: Ranger Swamp Lore I
Enhancement: Ranger Tundra Lore I
Enhancement: Ranger Desert Lore I
Enhancement: Ranger Item Defense I
Enhancement: Wizard Improved Quickening I
Enhancement: Wizard Improved Quickening II
Enhancement: Wizard Improved Quickening III
Enhancement: Way of the Clever Monkey I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Racial Toughness IV
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Reconstructive Spellcasting I
Enhancement: Mighty Reconstruction I
Enhancement: Repair Manipulation I
Enhancement: Repair Manipulation II
Enhancement: Repair Manipulation III
Enhancement: Repair Manipulation IV
Enhancement: Repair Manipulation V
Enhancement: Repair Manipulation VI
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Monk Wisdom I
Enhancement: Wizard Wand and Scroll Mastery I
Enhancement: Warforged Constitution I
Enhancement: Warforged Constitution II
Enhancement: Warforged Healer's Friend I
Enhancement: Warforged Inscribed Armor I
Enhancement: Warforged Power Attack I
Enhancement: Warforged Power Attack II
Enhancement: Warforged Power Attack III
Level 25 (Ranger)
Notes: The tomes listed are the ones I currently have used (but I have no doubt I could easily get the remaining +3s). Yes, I put them in a level before they are usable, so that they can apply for any potential prerequisites during the level that they are actually usable. The spell selection is an approximation of things that it would probably use.
Other information junk that I copied over from Notepad...:
Code:
Warforged Self-Sufficient Melee - THF/Ranged
12 Wizard / 6 Ranger / 2 Monk
Leveling Order:
1 2 3 4 5 6 7 8 91011121314151617181920
w/m/m/r/r/w/w/w/w/w/w/w/w/w/w/w/r/r/r/r
(Alternate View:)
w/2m/2r/11w/4r/5e
Stats:
16/14+/18/12/8+/6
Levels in Strength.
Extra points from 2nd+ life go into Wisdom and/or Dexterity
Tomes: At least +3 CON by level 24
Feats: Point Blank Shot, Cleave, Great Cleave, Dodge, Precision, IC:S, IC:R, OC, Epic Toughness
Monk: Power Attack, Toughness
Wizard: Extend, Mental Toughness, Quicken
Ranger: FE:Undead, FE:Construct
Skills: Nobody cares.
Spells by Spell Level:
1:Detect Secret Doors, Jump, Shield, Protection from Evil, Expeditious Retreat
2:Blur, Gust of Wind, Invisibility, Knock, Resist Energy
3:Displacement, Rage, Haste, Halt Undead, Repair Serious Damage
4:Dimension Door, Fire Shield, Stoneskin, Repair Critical Damage
5:Cloudkill, Break Enchantment, Protection from Elements, Teleport
6:Greater Heroism, Reconstruct, Tenser's Transformation
Hit Points:
20 base + 10 favor + 50 epic levels + 48 wizard + 48 ranger + 16 monk + 425 CON
+ 35 FL + 27 toughness feat + 40 toughness enhancements + 10 barbarian PL
+ 60 legendary dreadnought + 45 shroud + 50 epic toughness
= 884 HP
Yugoloth potions: Only (probably) DEX and STR.
CON: 18 base + 4 tome + 2 ship + 9 item + 4 alchemical + 5 morale + 2 enhancement = 44 CON (+17 mod)
STR: 16 base + 4 tome + 2 ship + 11 item + 4 alchemical + 5 morale + 2 size
+ 6 level + 2 yugo + 2 profane = 54 STR (+22 mod)
DEX: 14 base + 2 tome + 2 ship + 2 enhancement + 4 alchemical + 10? item
+ 2 yugo = 36? DEX (13? mod)
INT: 14 base + 2 tome + 3 enhancement + 2 ship = 21 INT (+5 mod)
WIS: 8 base + 3 tome + 1 enhancement + 2 ship + 10? item = 24? WIS (+7? mod)
CHA: ear elephant
Saves:
Fortitude: 4 wizard + 5 ranger + 3 monk + 7 resistance + 1 alchemical
+ 4 insightful + 1 morale? ship + 2 luck + 2 brace for impact + 4 morale
+ 2 epic + 17 CON = 52 Fortitude
Reflex: 4 wizard + 5 ranger + 3 monk + 7 resistance + 1 alchemical
+ 4 insightful + 1 morale? ship + 2 luck + 1 haste + 2 brace for impact
+ 4 morale + 2 epic + 13 DEX = 49 Reflex
Will: 8 wizard + 2 ranger + 3 monk + 7 resistance + 1 alchemical + 4 insightful
+ 1 morale? ship + 2 luck + 2 brace for impact + 4 morale + 2 epic + 7 WIS
- 4 STR yugo = 39 Will (47 vs. enchantments)
Pros/Cons (calculated with modest gearing that I deem that I would probably be able to easily obtain):
-No trap ability
-No uber clickies such as Ring of Spell Storing
-Probably infeasible UMD (but what would it do anyway?)
-No weapon buffs, Armor of Speed, or handing out Deadly in a raid
-Similar saves, but I believe a bit worse
-Probably less DeePS
+More SP (?)
+Ram's Might
+Lots of casted (non-clickie) self-buffs, so more backpack space
+DDoor, Fire Shield
+It's different
+People look at you like you're crazy when you hit the lfm
-People deny you from their groups because when you hit the lfm they think you're crazy
Concerns:
1. Are the saves much worse than ranger variant Juggernaut?
2. Does it suck?
3. The enhancements suck.
4. Is it worth flagging for PrE's, and if so which ones?
5. How would the DeePS compare?
6. What should it use for skills?
7. Feat swapping suggestions
8. Class swapping suggestions
9. Leveling order suggestions
10. Gear suggestions
11. "It sucks" suggestions
12. Would it be viable in EE's?
13. Any recommendations for what I should turn my barbarian into? (Recommendations for specific Juggernaut variants, for less-known builds, and other endgame THF things, etc.)
14. Troll away.
15. But bring your own darned popcorn.