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  1. #1
    Community Member 2x4's Avatar
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    Default Wizard: Honest Question from long time player

    I have been playing sine U7. I admit publicly that I have never rolled up a caster *hang my head in shame*. I now have a wizard and he is level 7 (first life). Does the old adage that they are squishy at low levels still apply? Is it mandatory to TR a wizard to be effective at cap? Is it viable to have a wizard be a generalist? If no to generalist, then how many elements are viable? (Two stick caster?) Pale Master not part of this. And not referencing Eldritch Knight. Just nuts and bolts Archmage and WF. Thanks for your replies. Yes I said I am shamed by fact I played so long and never paid attention to the caster (Wizard)
    Quote Originally Posted by Cordovan View Post
    To repeat what has already been said (numerous times, including once already in this thread): The DDO team is made up of a wide diversity of players, covering just about the entire spectrum of the player base. We have some that I believe would self-identify and in general be considered hardcore, others who are more casual. Some who are into the role play part of the game, some who have played permadeath, many who have spent time and effort acquiring gear and such. They bring both their professional and personal opinions to the decision-making process (in meetings, etc.) It's a good thing! Finally, I'm not at all embarrassed about how I play, not sure where you'd get that idea.

  2. #2
    Community Member Lanhelin's Avatar
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    Quote Originally Posted by 2x4 View Post
    I have been playing sine U7. I admit publicly that I have never rolled up a caster *hang my head in shame*. I now have a wizard and he is level 7 (first life). Does the old adage that they are squishy at low levels still apply? Is it mandatory to TR a wizard to be effective at cap? Is it viable to have a wizard be a generalist? If no to generalist, then how many elements are viable? (Two stick caster?) Pale Master not part of this. And not referencing Eldritch Knight. Just nuts and bolts Archmage and WF. Thanks for your replies. Yes I said I am shamed by fact I played so long and never paid attention to the caster (Wizard)
    As WF with Repair spells, WF racial enhancements and depending on Gear you can compensate the low HP quite well. But although I won't recommend to jump into a room and risk too much incoming damage at the same time. Better let this do a WF Melee Hire, whom you can heal too. I cannot tell anything about a first life Wiz at cap, because I TR'ed when I was lvl 24, not because I felt weak, but because I have other plans for this toon. I focused on Enchantment and mostly used the related SLA's and just a few other spells - but I slotted at least one of every element to not being useless when mobs have immunities to certain elements and then mostly AoE spells like Firewall, Ice Storm, Acid Cloud, Chain Lightning, and so on. If you focus on Evocation, then all elements are viable, since most of the elemental damage spells are Evocation spells. But I found it easier to focus on Enchantment, though in low levels the amount of SP really is low and did expend fast. But only one or two successful Charm or Suggest spells can turn a former hard/impossible fight to easy going, of course only if you like the playstyle to let the mobs kill themselves first, until there's just one or two or even none left. Eg. I did the complete Tangleroot chain at Level 7 on Elite alone (2nd life but I guess this didn't do a huge difference, Druid 1 / Rogue 1 / Wizard 5, with a Melee Hire) and the enlarged and heightened Charm Person was my most valuable spell, because the normal mobs killed all bosses, I just had to refresh it from time to time. In my first life I often died in Tangleroot, but this was more because of being new to the dungeon, running into traps or not using the right spells, and so on.

    Tip: If you do not own the Starter Pack yet but could afford it, give it a try, because you get a bta permanent Level 3 Gold Seal Cleric Hire with Divine Vitality (which means up to 200 SP every five Minutes: call Hire, let her refresh your SP, dismiss her, wait 5 Minutes and do it again), then you won't be so dependent from shrines and SP pots anymore and still can use another regular platinum hire.

  3. #3
    Community Member 2x4's Avatar
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    Thanks Lanelin. You given me some good ideas going forward. I apologize that I did not make it clear. I meant Level 20 when I said CAP. Misspoke. Was thinking the heroic TR Cap. Old habit.
    Quote Originally Posted by Cordovan View Post
    To repeat what has already been said (numerous times, including once already in this thread): The DDO team is made up of a wide diversity of players, covering just about the entire spectrum of the player base. We have some that I believe would self-identify and in general be considered hardcore, others who are more casual. Some who are into the role play part of the game, some who have played permadeath, many who have spent time and effort acquiring gear and such. They bring both their professional and personal opinions to the decision-making process (in meetings, etc.) It's a good thing! Finally, I'm not at all embarrassed about how I play, not sure where you'd get that idea.

  4. #4
    Community Member cdr's Avatar
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    • First life WF shiradi is perfectly viable in EE. Getting to 3rd life for 36pt build is a nice boost though.
    • A first life wiz will be a bit squish at low levels, but you can mitigate that some by buying some crafted Invlunerability armor and such. Once you get to Fireball and then Wall of Fire, you'll be tearing things up though.
    • I'd recommend using fire and acid for early/mid levels, then maybe switch to ice late heroic levels if you do Vale/other devil/demon heavy areas.
    • Endgame/epic, a shiradi build will be the easiest viable build, though it will require working your way around epic destinies to get to shiradi.

  5. #5
    Community Member 2x4's Avatar
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    Quote Originally Posted by cdr View Post
    • First life WF shiradi is perfectly viable in EE. Getting to 3rd life for 36pt build is a nice boost though.
    • A first life wiz will be a bit squish at low levels, but you can mitigate that some by buying some crafted Invlunerability armor and such. Once you get to Fireball and then Wall of Fire, you'll be tearing things up though.
    • I'd recommend using fire and acid for early/mid levels, then maybe switch to ice late heroic levels if you do Vale/other devil/demon heavy areas.
    • Endgame/epic, a shiradi build will be the easiest viable build, though it will require working your way around epic destinies to get to shiradi.
    Thanks, great info. I was worried about low levels, I notice now big difference once I got wall of fire and Fire Ball.Would you guys recommend two stick or quarterstaff or is it just personal preference thing? Right now I'm using 2 stick for spell power on force and ice. But based on your advice I will be changing that.The biggest adjustment is not leaping into the mob. Casters have to range and crowd control instead of brute melee force. It is a big adjustment actually.
    Quote Originally Posted by Cordovan View Post
    To repeat what has already been said (numerous times, including once already in this thread): The DDO team is made up of a wide diversity of players, covering just about the entire spectrum of the player base. We have some that I believe would self-identify and in general be considered hardcore, others who are more casual. Some who are into the role play part of the game, some who have played permadeath, many who have spent time and effort acquiring gear and such. They bring both their professional and personal opinions to the decision-making process (in meetings, etc.) It's a good thing! Finally, I'm not at all embarrassed about how I play, not sure where you'd get that idea.

  6. #6
    Lord of Dragons Maatogaeoth's Avatar
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    If you have Wall of Fire, you definitely want a Combustion/Fire Lore item. If you're going to cook 'em, cook 'em 'til they're burnt.

    I run my wizards with two sticks. Mostly because I keep UMD maxed out (like most fleshie type wizards) and scrolls swap out your main hand item.

    My main's first and 3rd lives were wizard. First life was focused AM, even though she was Drow, so my HP were even lower than yours. I always PuG, and never had anyone complain. Just have to be smart about your spell damage hate generation.

    My next life is going to be a bladeforged wizard, so UMD becomes much less... needed. I'm planning on using a thaumaturgy staff I found a while back and had stashed for just such an occasion.

  7. #7

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    Quote Originally Posted by 2x4 View Post
    The biggest adjustment is not leaping into the mob. Casters have to range and crowd control instead of brute melee force. It is a big adjustment actually.
    My wizard typically gathers up a bunch of mobs and stands in the middle of them. At level 7 this typically means:

    1) Cast death aura and displacement
    2) Run around aggroing as many mobs as possible
    3) Cast web & firewall in the same spot
    4) Switch to a good shield and shield block

    The shield I use from 7-9 is a crafted +3 Battle Shield of Axeblock, then at 10 I upgrade that to +4 Magecraft Shield of Axeblock.

    This may be more difficult on a warforged, who can't self-heal with the shield equipped. For a pale master it's fine since both the dps (firewall) and healing (death aura) continue to work over time without needing to cast any other spells.

    EDIT: And a cloak of flames is hard to beat for firewall, freeing up your hands for other non-fire spell power. Not only is the spell power solid, but the lore is awesome. I just go with tier 1s for the lower level versions.

  8. #8
    Hero nibel's Avatar
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    Quote Originally Posted by 2x4 View Post
    Would you guys recommend two stick or quarterstaff or is it just personal preference thing?
    If you use only onw or two elemental damage types, switching to two perfect elemental scepters give out more bonus than a thaumaturgy staff. If you uses more than two damage types (and usually you do, one of the wizard's strength is being able to switch spells as needed by the quest you are going to run), the Thau staff general potency is helpful.

    Also, you can get Traditionalist Caster on the Archmage tree for +10 universal spellpower if you are wielding a staff or orb. This alone makes tempting to stick with a big stick.
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  9. #9
    Community Member Theolin's Avatar
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    I have caster sticks for each element, usually I only need 1-3 for any given quest, I plan on always using 3 due to mob immunities, I also slot a conj focus crafted item as a trinket,

    For most of the sub 20 levels I go with Conj focus from the AM tree and not worry about spell power too much, just keep it within reason for the level. (doesn't usually matter if it takes an extra tick for them to die since they are not moving)

    Then my play style is charge: run past mobs so they follow till orange+ alert, Jump Cast web, Wall o Fire, ahead of me while running, then keep going without looking back till the next dungeon alert. And to

    Switch ice for fire when needed, or acid ..... for those times when web doesn't work then sonic blast while running in a circle around the AOE to keep them in the middle and stunned.

    As far as HPs you should easily have as much as any melee, being a WF at low levels more HP (get the 30 HP from the PM tree) & more fort. I usually wear invulnerability, HP item, con item, Int item. With recon spells as long as you keep moving there really is very very small chance of death.

    You do have to learn how mobs respond to seeing you and how they move and how they chase the aggro magnet who is not up in their face. The secret to this is to always have aggro, that way you know exactly what they will do, issues arise when you don't have every mobs aggro then you do not know who does & they will do unexpected things.

    Also a really handy thing to learn is how to circle kite, this is where you round up the mobs, and then run a circle at just the right distance such that the 'pack' of mobs just turns to follow you but does not actually move in any direction, the size of the circle depends on the type of mob, size of pack, mixture of mobs, and the environment. This is helpful as you can cast AOEs' at them & at the same time not annoy the melee's who want to swing at them.

  10. #10
    Community Member Panzermeyer's Avatar
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    Quote Originally Posted by 2x4 View Post
    I have been playing sine U7. I admit publicly that I have never rolled up a caster *hang my head in shame*. I now have a wizard and he is level 7 (first life). Does the old adage that they are squishy at low levels still apply? Is it mandatory to TR a wizard to be effective at cap? Is it viable to have a wizard be a generalist? If no to generalist, then how many elements are viable? (Two stick caster?) Pale Master not part of this. And not referencing Eldritch Knight. Just nuts and bolts Archmage and WF. Thanks for your replies. Yes I said I am shamed by fact I played so long and never paid attention to the caster (Wizard)
    As your first time as a caster, and a wizard at that. Figure out what you like.

    Casters are definitely viable endgame. If you are only wanting to run EE, it is very difficult to get them viable, but doable. Not only running EE then it is much easier.

    TR for a wizzy mostly is great for the extra build points.

    The Sorc, Bard, and Wizzy past lives are great, but not necessary. One Wizzy past life for the active past life feat of +1 to all DC's is definitely super super good for any caster build.

    Spell Pen is something you either go all in for or you don't. At end game it is the drow content that has the mobs with the most spell pen, and they have super high spell pen. So either go all in, or just invest in it if you got feats/AP to burn.

    Enhancements are easy to swap out, spells are easy to swap out, gear is easy to swap out. Given all that, you really have free range to try whatever you want. Wizzy's can be great at CC. Typically not quite as good nuking as Sorcs, but can be good. My main TR project I intend to end up as a PM Dc specc'ed CC wiz.
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  11. #11
    Community Member 2x4's Avatar
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    You guys have been great thanks very much. I think I understand that a wizard is more of a generalist caster and I was wondering about multiple stick sets which was pointed out and confirms what I was thinking. I hope I am not asking too much if I ask you guys about metamagics. Are all of them a must have? I was thinking that Maximize and Empower are definite. But is it correct to assume all are a must?
    Quote Originally Posted by Cordovan View Post
    To repeat what has already been said (numerous times, including once already in this thread): The DDO team is made up of a wide diversity of players, covering just about the entire spectrum of the player base. We have some that I believe would self-identify and in general be considered hardcore, others who are more casual. Some who are into the role play part of the game, some who have played permadeath, many who have spent time and effort acquiring gear and such. They bring both their professional and personal opinions to the decision-making process (in meetings, etc.) It's a good thing! Finally, I'm not at all embarrassed about how I play, not sure where you'd get that idea.

  12. #12
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by 2x4 View Post
    You guys have been great thanks very much. I think I understand that a wizard is more of a generalist caster and I was wondering about multiple stick sets which was pointed out and confirms what I was thinking. I hope I am not asking too much if I ask you guys about metamagics. Are all of them a must have? I was thinking that Maximize and Empower are definite. But is it correct to assume all are a must?
    Many wizards consider empower to be optional.

    Quicken, Heighten, Maximize - must
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  13. #13
    Community Member Panzermeyer's Avatar
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    Quote Originally Posted by 2x4 View Post
    I hope I am not asking too much if I ask you guys about metamagics. Are all of them a must have? I was thinking that Maximize and Empower are definite. But is it correct to assume all are a must?
    All are not a must. Though Wizards can get most all of them if you want.

    Just as Voodoo said, Maximize, Quicken, and Heighten are a must.

    Maximize for damage, quicken for well almost everything, heighten for me I run on almost exclusively web, makes it viable at end game.

    I pretty much run these on all my casters (not heighten if I don't have web)

    Next in my order is Extend. I just don't like to keep rethrowing displace and haste and all that.

    I'd only take Empower if I had a feat to burn, and that has not happened in a long time.

    I don't think I have ever taken enlarge, nice idea just have never had the feats. Wouldn't even consider Eschew. More important things to spend you SP on when ingredients are fairly cheap.
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  14. #14

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    Quote Originally Posted by Panzermeyer View Post
    I don't think I have ever taken enlarge, nice idea just have never had the feats.
    Enlarge is more of a cleric thing. It is nice for wizards for irresistable dance, and maybe magic missile, but otherwise it's meh.

    Wouldn't even consider Eschew. More important things to spend you SP on when ingredients are fairly cheap.
    I finally found a legitimate use for Eschew: As an elite opener on a mule account. (link) For a real, actual character? Never.

  15. #15
    Hero nibel's Avatar
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    Quote Originally Posted by 2x4 View Post
    You guys have been great thanks very much. I think I understand that a wizard is more of a generalist caster and I was wondering about multiple stick sets which was pointed out and confirms what I was thinking. I hope I am not asking too much if I ask you guys about metamagics. Are all of them a must have? I was thinking that Maximize and Empower are definite. But is it correct to assume all are a must?
    I consider Heighten a must, if you want to land any kind of DC-based spell. We have a ton of spells worth casting that are not level 9, and Heighten are extra DC points (Web, Disco, Finger of Death, Circle of Death, Suggestion, etc). The only caster types that don't require heighten are either no-DC casters (DoT caster, melee caster), or casters that uses only their top-tier spells for DC casting (Artificer).

    Maximize (+150 for 25 SP) is more spellpower per spell point than empower (+75 for 15 SP). Even if you get all three tiers of efficient metamagic (+150 for 16 SP versus +75 for 9 SP). Thus, maximize is a better deal than empower. Would be reversed if there were some good DPS spell that could be empowered, but not maximized. It is not the case with DDO. every single spell that can be empowered, can be maximized.

    Quicken is useful for two types of spells: Instant healing (when you want to be healed, you want to be healed NOW and without a chance to misfire: Reconstruct and Negative Energy Burst) and long-casting combat spells (Cloudkill, Solid Fog, Disco, etc). It is also useful to ignore Concentration and get more skill points for other stuff. Wizards are rarely in a shortage for skill points, so I don't advice for skipping concentration and running with Quicken on all the time.

    Extend is more a convenience thing than anything else. It allow you to only recast short-term buffs in longer intervals. Haste, Rage, Displacement and Death Aura are the prime targets for extend. Long-term buffs (1 min/level) also benefit from Extend while on low-mid heroic levels if you don't like to zerg. At high heroic and epic levels, the base duration is enough to keep you from shrine to shrine even if you go slow.

    Enlarge is ONLY useful if you want to use touch-range spells while staying mobile (Irresistible Dancing), or if you have a really good PC with max-distance drawing levels and want to cast spells on unaware targets. It is very situational, but unvaluable if used in the proper places. I would take it if I run out of must-have feats. Just remember that every single ray spell have Enlarge range already and can't be enlarged further. So, if you trust your damage, you can just use Scorching/Polar Ray to hit long range mobs and the other spells if they don't die and come closer to you.

    Eschew is a waste of coding. If it was a free meta (no extra SP cost at all), it would basically be a "get 9 inventory space" feat. The extra cost adds up fast for something that you can cover for cheap. Components are cheap and available. Mnemonic potions are expensive and rare.
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    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  16. #16
    Community Member Lanhelin's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    Enlarge is more of a cleric thing. It is nice for wizards for irresistable dance, and maybe magic missile, but otherwise it's meh.
    Enlarge is my favorite Meta. Actually it is the first Meta I take, followed by Heighten and Quicken. To be able to charm/hold/dance mobs that didn't notice me yet or are standing far away above on platforms really makes a difference. Many rooms in dungeons are designed the way, that at the entrance the line of sight to mobs is not blocked, but on the way up to them or in general on the way to get closer, there are obstacles that break the LoS; so Enlarge is pretty handy to have. A charm spell is not always necessary for the purpose to make an enemy fight on my side, it can be used to make it passive, instead of me being attacked the whole way to get close to it. Then, enlarged charms usually will result in the charmed mob still being in aggro range to other mobs, first attacking them and being attacked by them. Unenlarged it's more probable that I get the attention of the whole group first, then there's less time left to cc them all, or rather it's harder to lose the initial attention.
    Additionally a saved charm spell works like a Bluff-pull, I get the attention of the one mob and not the whole group. Enlarged AoEs like Wall of Fire or Chain Lightning are also nice to have. Without Enlarge my CC Wiz would be a lot more uncomfortable to play.

  17. #17
    Community Member 2x4's Avatar
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    Thanks for the advice it is greatly appreciated.I just got level 15 and I have maximize, quicken, heighten and extend. I found heighten very helpfull as an evocation wiz for the extra DC's. Having said all of that about meta's other than stat boosts (all stacking types) and the DC items is there any rare items that boost DC's.I had someone tell me that he got his INT to 71, his DC's must be crazy. (I did not see any proof). Does somone have a DC chart they made? I thought getting my DC's above 30 at level 15 was good but I guess i have a very long way to go.
    Quote Originally Posted by Cordovan View Post
    To repeat what has already been said (numerous times, including once already in this thread): The DDO team is made up of a wide diversity of players, covering just about the entire spectrum of the player base. We have some that I believe would self-identify and in general be considered hardcore, others who are more casual. Some who are into the role play part of the game, some who have played permadeath, many who have spent time and effort acquiring gear and such. They bring both their professional and personal opinions to the decision-making process (in meetings, etc.) It's a good thing! Finally, I'm not at all embarrassed about how I play, not sure where you'd get that idea.

  18. #18
    Community Member bsquishwizzy's Avatar
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    Quote Originally Posted by 2x4 View Post
    Thanks for the advice it is greatly appreciated.I just got level 15 and I have maximize, quicken, heighten and extend. I found heighten very helpfull as an evocation wiz for the extra DC's. Having said all of that about meta's other than stat boosts (all stacking types) and the DC items is there any rare items that boost DC's.I had someone tell me that he got his INT to 71, his DC's must be crazy. (I did not see any proof). Does somone have a DC chart they made? I thought getting my DC's above 30 at level 15 was good but I guess i have a very long way to go.
    DC’s like that assume:

    1) A +5 Stat tome,

    2) A decent INT ship buff,


    3) A Yugo pot from Amrath,

    4) A max INT item for their level (+11 in epic),


    5) A decent enhanced stat item (like +2),

    6) All level-ups into INT,

    7) A maxed arcane epic destiny (like Magister),


    …and a few other things. Oh, and some of that may be pure BS on their part as well. On EE most wizzy toons will not be able to do DC casting, so don’t kill yourself trying to reach 71 at this point.

    An INT of 30 isn’t bad at 15. It is hard on a first-life situation to get some of the optimal gear you need, unless you farm the **** out of stuff. Not everyone does that. A second life in the same class will be much easier when you’ve acquired more favorable equipment.

    Anything other than EE, you’ll be fine on the course you are on.

  19. #19
    Community Member Panzermeyer's Avatar
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    Quote Originally Posted by 2x4 View Post
    Thanks for the advice it is greatly appreciated.I just got level 15 and I have maximize, quicken, heighten and extend. I found heighten very helpfull as an evocation wiz for the extra DC's. Having said all of that about meta's other than stat boosts (all stacking types) and the DC items is there any rare items that boost DC's.I had someone tell me that he got his INT to 71, his DC's must be crazy. (I did not see any proof). Does somone have a DC chart they made? I thought getting my DC's above 30 at level 15 was good but I guess i have a very long way to go.
    This guide on Pale Master's demonstrates how you can get an INT like that. Don't expect that you can get anywhere near that by level 15.

    A full third of the INT is based on maxed out Enhancements, maxed out Destinies, running in an undead form, etc. All things that will kick in mostly after 20.

    Also mobs in Heroic are significantly underpowered compared to EE. So a 30 INT with good basic DC's will serve you fine as you level up.

    Again the guide provides a target of all available breakdowns to get a 70+ INT.

    https://www.ddo.com/forums/showthrea...e-Master-Guide
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    Eritria Shannara - Human Swashbuckler
    (TR VII - Ftr x3, Sorc x1, Wiz x3 EtR - Prim x1)
    Kirisin Shannara - Sun Elf Enlightend Spirit Warlock Tank (TR XIV - Barb x1, Bard x1, Clc x3, Fvs x3, Sorc x3, Wiz x3 - EtR XII - Epic Completionist- ItR - MLE x3)
    RueMeridian - Warforged Artificer (TR II - Arti x1, Wiz x1 - EtR II - Primal x1, Div x1)


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