This is a first life drow pure wizard who stays level 21 forever. If you want an iconic version, morninglord is the way to go. You'll be stuck with a cleric level unless you burn an LR+1 heart, which doesn't amount to much except a loss of +2 int from the wizard capstone. You'll be fine without the capstone, so feel free to roll this up quickly as a sun elf and call it good enough.
Epic cannith challenges require level 21 to enter, so level 21 is the lowest level you can be. The lower the better, since you can then get a higher bonus for running underlevel. Unlike my heroic-level monk challenge farmer, this one is also used for eveningstar mats. The one key feature of eveningstar challenges is that you really want a good dancing ball caster, which made wizard the natural choice.
This wizard is pretty evenly specced for instakills, enchantment, and dps via acid, cold, fire and electricity. The primary dps is from acid, specifically from energy burst. The idea is to run around in draconic, nuking everything and their brother with energy burst and dragon breath, plus the insta-kill ability of pale masters. Three dots for bosses, plus firewall for pretty much everything in the disruptor.
My regular wizard doesn't bother with the skeletal knight line because pets are generally pretty poor in high level quests. Challenges, however, are easier than quests in terms of mob strength and the pet acquits itself quite well. It's also nice to leave the pet guarding the foreman while you do other things, giving you more leeway on how quickly you have to respond to incomings.
True Neutral is ideal to use superior stability items for saves while leveling. Gender doesn't matter.
The only tomes I used are a +2 con from 1750 favor and +5 int from Mabar. After farming out 7.5 million xp I realized that I'd been running around with medium encumberance the whole time, so I might grab a strength tome for this guy. At very least I'm going to start casting Bull's Strength as one of my standard buffs until I slot a strength augment.
Epic Challenge Farmer
Wizard 20, Epic 1
True Neutral Drow
Stats
. . . . . . . .28pt. . .Level Up
. . . . . . . .----. . .--------
Strength. . . . 10 . . . 4: INT
Dexterity . . . 10 . . . 8: INT
Constitution. . 14 . . .12: INT
Intelligence. . 20 . . .16: INT
Wisdom. . . . . .8 . . .20: INT
Charisma. . . . 10 . . .
Skills
. . . . . 1 .2. 3 .4. 5 .6. 7 .8. 9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Concent . 4 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 23
Spellcr . 4 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 23
Repair. . 4 .1. 1 .1. 1 .1. 1 . . . . . . . . . . . . .3. 1 .3. 1 .3. 21
Heal. . . 1 .1. . .1. . .1. . .1. . .1. . .1. . .1. . .1. . .1. . .1. 11
Balance . 2 . . 1 . . 1 . . 1 . . 1 . . 1 . . 1 . . 1 . . 1 . . 1 . . 11
Jump. . . 1 . . . . . . . . . .1. 1 .1. 1 .1. 1 .1. 1 . . 1 . . 1 . . 11
Haggle. . 2 . . 1 . . 1 . . 1 . . 1 . . 1 . . 1 . . 1 . . 1 . . 1 . . 11
UMD . . . 1 .1. . .1. . .1. . .1. . .1. . .1. . .1. . .1. . .1. . .1. 11
Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
. . . . .------------------------------------------------------------
. . . . .28 .7. 7 .7. 7 .7. 7 .8. 8 .8. 8 .8. 8 .8. 8 .9. 9 .9. 9 .9
Feats
.1. . . . : Insightful Reflexes
.1 Wizard : Spell Focus: Enchantment
.3. . . . : Empower Spell
.5 Wizard : Extend Spell
.6. . . . : Heighten Spell
.9. . . . : Maximize Spell
10 Wizard : Spell Focus: Necromancy
12. . . . : Spell Penetration
15. . . . : Greater Spell Focus: Necromancy
15 Wizard : Quicken Spell
18. . . . : Greater Spell Penetration
20 Wizard : Mental Toughness
21 Epic . : Epic Spell Penetration
Spells
- Nightshield, Jump, Sonic Blast, <Any>, <Any>
- Knock, Resist Energy, Invisibility, Blur, Web
- Displacement, Haste, Rage, Fireball, Lightning Bolt
- Death Aura, Negative Energy Burst, Dimension Door, Acid Rain, Ice Storm
- Niac's Biting Cold, Eladar's Electric Surge, Teleport, Cone of Cold, Hold Monster
- Necrotic Ray, Greater Heroism, True Seeing, Undeath to Death, Disintegrate
- Finger of Death, Otto's Sphere of Dancing, Banishment, <Any>, <Any>
- Black Dragon Bolt, Polar Ray, <Any>, <Any>, <Any>
- Wail of the Banshee, Mass Hold Monster, Dominate Monster, <Any>, <Any>
Enhancements (80 AP)
Pale Master (41 AP)
- Dark Reaping, Zombie Form, Vampire Form, Wraith Form, Lich Form, Master of Death
- Spell Critical, Skeletal Knight III, Negative Energy Conduit II
- Efficient Maximize III, Spell Critical, Corpsecrafter III
- Eternal Servitude III, Intelligence
- Dark Furor III, Intelligence
- Necromantic Focus, Improved Shrouding
Archmage (30 AP)
- Chill Touch, Command Undead, Halt Undead, Enervation
- Energy of the Scholar II, Spell Critical
- Efficient Empower III, Spell Critical
- Spell Critical, Intelligence
- Efficient Heighten II, School Mastery: Necromancy, Intelligence
Drow (9 AP)
- Spell Resistance, Intelligence, Spell Resistance II, Intelligence
- <none>
- Enchantment Lore III
Destiny (24 AP)
Draconic Incarnation
- Energy Sheath: Fire III, Intelligence
- Out with bang: Acid III, Intelligence
- Dragon Heritage: Black I, Piercing Spellcraft II, Intelligence
- Energy Burst: Acid III, Secondary Specialty: White I, Spell Knowledge I
- Flyby Attack, Dragon Breath
- Energy Vortex: Acid
Twists of Fate (8 fate points)
- School Specialist: Necromancy (Tier 2 Magister)
- Boulder Toss (Tier 1 Fury)
- Endless Faith (Tier 1 Exalted)
One thing I can confidently say without reservation: drow wizards are super squishy. I was under 300 HP at level 17! The build ends up with low/mid-400s at 21, which is still a bit squishy but acceptable for challenges.
The archmage school is conjuration for the early levels to take advantage of free heighten on webs. As soon as you get dancing ball and finger of death you switch the school to necromancy for the cheap enervation sla and extra +1 necromancy DC.
I use the keyboard for combat (as can be seen in the linked videos downthread) so I have a limited amount of hotkeys I can fit within easy reach. Here's the main functions I have at my fingertips:
Shrine Buffs: Jump, Nightshield, True Seeing, Greater Heroism
Short-term Buffs: Displacement, Haste, Rage, Death Aura
Rays: Necrotic Ray, Polar Ray, Boulder Toss, Lightning Bolt
DoTs: Niac's Biting Cold, Eladar's Electric Surge, Black Dragon Bolt
AoEs: Energy Burst, Energy Vortex, Dragon Breath, Acid Rain, either Firewall or Ice Storm
Debuffs: Enervation SLA
Instakill: Finger of Death, Wail of the Banshee, Undeath to Death, Banishment
Crowd Control: Mass Hold Monster, Otto's Sphere of Dancing, Dominate Monster
Healing: Negative Energy Burst
I only use dominate monster for sunset ritual, specifically to dominate the wolves. (Not the werewolves.) While I do keep disintegrate hotkeyed, I only use it in shroud for crystal duty. Fireball is only for questing, unmeta'd, for breaking down doors. I never use delayed blast fireball or meteor swarm, instead preferring to stack firewall and acid rain on top of each other.
Mainly I just instakill, boulder toss and energy burst, plus a healthy dose of necrotic ray. Everything else is gravy.
I generally don't use quicken except for dancing ball. Or in the rare boss fight where concentration checks fail. Because my spells aren't quickened, during boss fights I have gravitated to a pretty basic rotation:
Niac's, Eladar's, BDB, Necrotic Ray, Boulder Toss, Necrotic Ray
Niac's, Eladar's, BDB, Necrotic Ray, Polar Ray, Necrotic Ray
...repeat as necessary...
This sequence is pretty well sync'ed up in terms of animation speed and cooldown timers. A decent example of this sequence can be seen here. Substitute polar ray for boulder toss if you don't twist it in.