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  1. #1
    Community Member LeadHeros's Avatar
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    Default Heighten, explain the details... and robe recommendations at mid level...

    I have a human wiz and a drow sorc at level 10. I see a lot of build recommendations to take this feat starting around this level. Is it useful if you cast a lot of lower level spells like magic missile? Is it better if you are a direct damage or a crowd control type? Does it work with the Robe of Duality? My wizard is in a gear restricted group so looking more for loot items, not exotic raid gear. My sorc is force/acid enhanced and a earth savant.
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  2. #2
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    Many spell (not all though) have so called DC (difficulty check). This DC is then used to determine if target will resist this spell. Hypnotism has for example Will save to ignore it. Fireball has Reflex save for half damage.

    Part of that DC formula is 'spell level'. Hypni is level 1, Fireball is level 3 and so on.

    Highten make all spell (for the purpose of DC formula) as if they are the highest spell level you can cast. For level 10 Sourcerer that would be 'level 5 spells'. For example:
    - Hypno would get +4 DC
    - fireball would get +2 DC

    Heighten does nothing for spell that have no DC. Magic Missile hase no DC, so Heighten does nothing for MM.

    Why/when to take it: if or when you notice that mobs save alot vs your 'low level spells that you use'.

  3. #3
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    Quote Originally Posted by Kriogen View Post
    Many spell (not all though) have so called DC (difficulty check). This DC is then used to determine if target will resist this spell. Hypnotism has for example Will save to ignore it. Fireball has Reflex save for half damage.

    Part of that DC formula is 'spell level'. Hypni is level 1, Fireball is level 3 and so on.

    Highten make all spell (for the purpose of DC formula) as if they are the highest spell level you can cast. For level 10 Sourcerer that would be 'level 5 spells'. For example:
    - Hypno would get +4 DC
    - fireball would get +2 DC

    Heighten does nothing for spell that have no DC. Magic Missile hase no DC, so Heighten does nothing for MM.

    Why/when to take it: if or when you notice that mobs save alot vs your 'low level spells that you use'.
    This is exactly right. Personally I don't bother with heighten until even later. Most of your low level spells get replaced by better mid/high level spells as you go. Force spells have no save. Heighten is most important for insta-kill spells and crowd control spells, where the difference between making and missing a save is literally life and death (at least for the mob), so until you have spells that fit those categories that you use regularly and would gain at least 2 DC from heighten, I wouldn't bother with it.

  4. #4
    The Hatchery Enoach's Avatar
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    Quote Originally Posted by LeadHeros View Post
    I have a human wiz and a drow sorc at level 10. I see a lot of build recommendations to take this feat starting around this level. Is it useful if you cast a lot of lower level spells like magic missile? Is it better if you are a direct damage or a crowd control type? Does it work with the Robe of Duality? My wizard is in a gear restricted group so looking more for loot items, not exotic raid gear. My sorc is force/acid enhanced and a earth savant.
    As stated earlier Heighten effects the Spell level of the cast spell if it has a difficulty check (DC)

    Formula is:
    DC = 10 + {Spell Level} + {Casting Stat Modifier} + {Spell Focus Feats} + {Spell Focus Items}

    Now as for the Robe of Duality which is a +2 to Caster Level of 1st Level Spells. Caster Level does not effect the DC of the Spell, but can potentially effect the damage done by the spell.

    In the case of Magic Missiles where you get an extra missile every 3 caster levels a level 3 Wizard using the robe of Duality would have 3 missiles because the robe makes his effective caster level to be 5. It also effects the amount of damage inflicted such as if a spell does 1d4 + Caster Level than in the case of our 4th Level wizard the damage would be 1d4 + 6 instead of 1d4 + 5.

  5. #5
    Community Member bsquishwizzy's Avatar
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    Quote Originally Posted by Inoukchuk View Post
    This is exactly right. Personally I don't bother with heighten until even later. Most of your low level spells get replaced by better mid/high level spells as you go. Force spells have no save. Heighten is most important for insta-kill spells and crowd control spells, where the difference between making and missing a save is literally life and death (at least for the mob), so until you have spells that fit those categories that you use regularly and would gain at least 2 DC from heighten, I wouldn't bother with it.
    He has two toons, one of which is a wizzy.

    So the question is, what is he doing with his wizard? Is he a PM where instakill is king, or is he some evoker-type?

    As for robes, at mid-level that depends on what you're looking for. Generally, around mid-level if I had an AM (and this probably goes for the sorc too) I started looking for something with Deathblock on it, and anything with moderate to heavy fortification. This is VERY possible if you are restricted to random loot or what you pick up in a chest. If your wizzy is a PM, fortification and deathblock are not all that big of a deal (Wraith form), so maybe something with spell pen and/or natural armor? A resistence robe? You're not as constrained.

    Another thought is something with a false life booster on it, which is also quite do-able.

    Having decent fortification and a deathblock item was a big standard for me when I hot those levels as an AM. Too many beholders start showing up, too many casters start to target you. I thnk you can get deathblock on a necklace, and fortification on a belt, but if you can get both on a robe then that opens up the belt and necklace for a CON booster / false life / STR boost, as well a Wizardry / Archmagi enhancement on a necklace.

  6. #6
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    Quote Originally Posted by bsquishwizzy View Post
    He has two toons, one of which is a wizzy.

    So the question is, what is he doing with his wizard? Is he a PM where instakill is king, or is he some evoker-type?

    As for robes, at mid-level that depends on what you're looking for. Generally, around mid-level if I had an AM (and this probably goes for the sorc too) I started looking for something with Deathblock on it, and anything with moderate to heavy fortification. This is VERY possible if you are restricted to random loot or what you pick up in a chest. If your wizzy is a PM, fortification and deathblock are not all that big of a deal (Wraith form), so maybe something with spell pen and/or natural armor? A resistence robe? You're not as constrained.

    Another thought is something with a false life booster on it, which is also quite do-able.

    Having decent fortification and a deathblock item was a big standard for me when I hot those levels as an AM. Too many beholders start showing up, too many casters start to target you. I thnk you can get deathblock on a necklace, and fortification on a belt, but if you can get both on a robe then that opens up the belt and necklace for a CON booster / false life / STR boost, as well a Wizardry / Archmagi enhancement on a necklace.
    On a PM I prefer invulnerability of lifeshield (looted or crafted). Agreed with heavy fort of deathblock otherwise.

  7. #7
    The Hatchery SisAmethyst's Avatar
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    Quote Originally Posted by Inoukchuk View Post
    On a PM I prefer invulnerability of lifeshield (looted or crafted). Agreed with heavy fort of deathblock otherwise.
    There are several nice robes actually. Additionally to the one named before there is the Robe of Arcane Puissance and Robe of Potency from the Tempest Spine raid, where both provide Armor Bonus +6, Potency +40, Arcane Lore, Green Augment Slot and a
    Colorless Augment Slot. The green slot either accept then a Heavy Fortification (blue) or Deathblock (yellow) or whatever other option you consider important, while the colorless allow augmentation with a stat (e.g. CON). Not sure if Tempest spine has the full item list on the 3rd or the 20th run thou.

    An other option are for example the Elfcrafted Robes from Gianthold which provide Armor Bonus +3, Evocation Focus, Arcane Lore and Minor Spell Penetration VII.

    If you are lucky you may get a hand at the Robe of Fire from the Sands of Menechtarun, which provide Armor Bonus +6, Blue Augment Slot, Evocation Focus, Improved Fire Resistance and Combustion +60, so somehow the little fire sister of the one from Tempest Spine.

    A little bit further in level either Infused Chaosrobe from the Harbor Harbinger of Madness series, Dragontouched from the Revear Refuge, or the Blue Dragonscale Robe from Gianthold.

    See also DDO wiki
    * We have collectable bags, mind you, even hireling folders, but can I have that 6-pack for my potions please?
    * Having already a past life on the dieng EU servers, I rerolled here and started from scratch as I like the game and the community, so lets see what awaits me here

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