I'm seeing the enhancements and feats haven't been updated in the original page one post in over a year.
Is it really still up to date?
What about reaper mode with the serious self healing nerf? ?
What CC can this do to the reapers?
I'm seeing the enhancements and feats haven't been updated in the original page one post in over a year.
Is it really still up to date?
What about reaper mode with the serious self healing nerf? ?
What CC can this do to the reapers?
The enhancements in-game haven't changed for several years, so there's been no need to update the build's enhancements.
This isn't a reaper build, and likely will never be, because pale masters in and of themselves aren't suited for reaper. If you want to play a CC wizard in reaper I would think you're better off as an archmage.
I do not understand how do you got 4 AP on the first level.
Last edited by Maraq; 09-29-2017 at 10:52 AM. Reason: grammar
Hi, I've enjoyed this build as a "taste test" for my first caster build taken to cap. Probably a newbie caster question, but I've just hit lvl 26 and I when I access the Fatespinner to advance (to lvl 26), the trainable Class feat list does not have "Spell Power: Necromancy" showing for selection as per the OP's build summary. I've followed the build as posted and appear to have the prereqs. I have full 5 ranks in Magister and Draconic and am working through Fatesinger atm. No Divine destiny spheres accessed yet.
Am I missing something obvious here?
"Knowledge is knowing that a tomato is a fruit. Wisdom is not putting it in a fruit salad."
http://ddowiki.com/page/Epic_Destiny_Feats
Oddly, you need to max out a Divine ED before you can take Epic Spell Power: Negative, even though - ya know, Pale Masters. Instead I would probably take ESP:Force or whatever's your primary DPS Spellpower outside Necro.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
"Knowledge is knowing that a tomato is a fruit. Wisdom is not putting it in a fruit salad."
Hello, I'm currently duoing with a THF first-life paladin, while playing this build as a first-lifer as well. We've hit 11 recently, and increasing I'm feeling like other than trapping, I don't contribute much. When I try to be more aggressive with spell casting, I find myself out of SP on all but the most generous of quests. I'm curious if this will get better once I get access to the insta-kill spells, if this is just how things are as a first life, or if I'm doing something wrong.
First life, brand new to casters? Yeah, that sounds about right. Spell point management is the main skill new casters have to learn.
Solo tactics and duo tactics are different. Don't worry about kill count when duoing with a paladin. Instead, focus on strategic crowd control, and use area of effect damage over time spells when there are lots of enemies at once. These will both bring tangible (and visible!) benefit to the questing experience and the kill counts will seem less relevant.
One common tactic is to cast web and wall of fire in the same spot. Enemies get stuck and burn, and the paladin can fight right inside it to grab the stragglers that don't get stuck.
A common tactic is to switch to the conjuration archmage school and spam the web SLA, which is super cheap. You can cast a ton of webs that way. Even without wall of fire, webs are great.
Target champions:
- Hold Person is a fantastic way to nullify a champion, and the pleasing blue circles are a welcome sight to any melee character.
- Even better is to charm champions so they work for you. Charm and Dominate are both pretty fun.
- For undead, you can try Halt Undead and Command Undead
- For ooze you can try Ooze Puppet
In general, if your contribution to killing seems like a pointless waste of spell points compared to your party, hang back and focus on selective crowd control instead.
Unfortunately, insta-kills are even more expensive in terms of spell points, so getting insta-kills will definitely not help with your spell point management. But you can greatly improve the questing experience with selective casting. For example, toss down a web and then insta-kill the caster in the back while the paladin chops up the melee stuck in your web.
Where can I find a list of suggested spells to learn each level?
The very first line of the very first post has a link to the original version of this updated PT.
In that thread, there are several informative posts...
o https://forums.ddo.com/forums/showth...=1#post4886849
o https://forums.ddo.com/forums/showth...=1#post4888131
o https://forums.ddo.com/forums/showth...=1#post4888195
(among others)
... but I reading the whole thing wouldn't be a bad idea.
(34/23 - Edited to update links to new forum formating)
Last edited by C-Dog; 04-29-2023 at 11:55 AM.
Ok. I've been playing this build for a bit now. What sort of gear should I be farming/crafting? I'm level 7.
I'm currently level 10 testing this build and I have to say I do not enjoy it at all
I think working a light repeater into the build will give it a much better sustain especially at the level im at
The first rule (imo) is "Have Fun!" Not every build will suit every player, so delete (or just back-burner as a mule for now?) and start something you might like more!
Arti in place of Rogue adds a bit* of emergency long-ranged DPS beyond spell range, certainly, but you lose out on Evasion, which is a nice thing to have. And there's the issue of no Quick Draw to change back to your casting items. Ymmv which is better.
(* A vorpal repeater, esp w/ a suffix like "of Deception" or "Tendon Slice", is certainly a great equalizer for any build, but without feats (beyond Arti's Rapid Fire) to support it don't expect too much.)
As written you can use a Great Crossbow if you like, and spend AP in the Harper tree to get Int to hit and damage.
Level 12 now , i just think this build is outdated, necro is week and the healing is so bad in reaper its just not worth it from my experance
I've just invested in the arch-mage enhancement line and its so much easier ! , those SLA rock and now I feel like I can play the wizard to 20
This build feel just outdated
The build was created before Reaper existed; of course it doesn't deal with the Reaper self-heal penalty.
But it's a build "for new players"; that's right in the title. New players should not immediately be expecting to excel solo in the hardest difficulty.
The problem might not be the build, but the expectations.