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  1. #1
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    Question The current best first life solo Wizard build?

    Greetings, all!

    I played DDO about 3 years ago when the Druid class was mere speculation and the Artificer had just come out. I played as a Human Sorcerer, eventually subscribing, and reaching level 16 or thereabouts. I quit because:

    1: I chose the wrong race. Warforged just won due to their plentiful immunities. Even though they had -2 WIS/CHA, I saw plenty of people playing Warforged Sorcerers, Clerics, Monks, and other WIS- and CHA-dependent classes. And as a Sor/Wiz, I can heal myself. Yay!

    2: I chose the wrong class. I like using the variety of effects available to arcane casters - damage, summons, crowd control, buffs, and utility. Yes, Sorcerers got more spell points than Wizards by a fair margin, and tossing around more spells was fun, but as a Sorcerer I had to wait an entire extra character level to learn the first spell of a given spell level (boo!) and couldn't swap spells at taverns (double boo), and, seemingly, had a similar amount of spell points to a Wizard (Archmage) (triple boo!). I really like my Wizards in P&P, and I chose a Wizard at the inspiration of some friends, including the author of The Sorcerer Handbook.

    3: DDO is an MMORPG with a D&D theme. (I didn't understand that initially.) The then-level cap of 20 and my desire for the best gear had me farming the Necropolis for Skiver (technically the pages for the Tome of Untold Legends to trade for Skiver). Cholthuluzz the Incorporeal Beholder made me quit, due to being inevitably level drained into uselessness or death because I wanted something specific from the the game and I wasn't a Warforged.

    Now, on my account, I still have Veteran Status and perhaps 32 point buy characters unlocked. I am hesitant to farm my way up to level 20+ for a True Reincarnation, though Epic Reincarnation looks appealing. I was a subscriber, so I have access to the residual benefits of having paid real money for something.

    This time, for a character, I was considering, feat- and class-wise:

    Male TN Warforged Rogue1/Wizard2/Rogue1/Wizard+16.
    1: Mental Toughness (I like spell points.)
    3: Insightful Reflexes (My Reflex saves were low last time.)
    6: Spell Focus: ? (Needed for Archmage - taking suggestions!)
    7: [Extend Spell] (Useful for buffs, especially haste)
    9: Empower Spell (Burn, baby, burn!)
    12: [BONUS FEAT], FEAT (After this point, I'm not sure.)
    15: FEAT
    17: [BONUS FEAT]
    18: FEAT
    21: EPIC FEAT
    24: EPIC FEAT
    26: =EPIC DESTINY ABILITY=
    27: EPIC FEAT
    28: =EPIC DESTINY ABILITY=

    I'm also taking suggestions on the rest of this build in terms of enhancements, skills, and so on. I've not played in 3 years. My, how things have changed!

  2. #2

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    Well, drow is preferred for the extra +2 intelligence via racial enhancements. Human and half-elf get you +1 int, so they're okay but drow is really preferred. Morninglord works as well as drow but you have to buy a +1 lesser heart from the store to get rid of the first cleric level.

    Warforged for immunities and self-healing is nice, for sure, but a fleshie wizard can just as easily go pale master for immunities, self-healing and additional DCs. (Lich form grants up to +4 extra intelligence.)

    Andoris' comprehensive Pale Master Guide is the premiere resource for pale masters in today's game.

    For an example of a specific first-life pure wizard build, see the "Epic Challenge Farmer" link in my signature. The only way it differs from a normal wizard is that it maxes the pet line. The pet is worthless in epic elite, but it's pretty strong in heroic level questing and very strong in epic challenges. If you follow the build exactly it will give you a solid wizard. If you don't want the pet, just spend the AP on whatever else you like. The feats, skills and stats are "correct" for a standard wizard.

    EDIT: If you want a rogue splash, see the "Pale Trapper" link in my signature.

  3. #3

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    Quote Originally Posted by Endarire View Post
    6: Spell Focus: ? (Needed for Archmage - taking suggestions!)
    Archmage SLAs no longer have any feat preqrequisites.

    Also, to clarify on immunities, pale masters in undead form are immune to:

    - Level drain
    - Death spells
    - Negative energy spells
    - Hold person / monster
    - Dancing ball / irresistible dance
    - Command / Greater command
    - Sleep
    - Fear (pretty sure; they should be if they aren't)

    In other words, they get all the immunities of warforged plus more. Note: Warforged in undead form cannot heal themselves with repair spells, but instead must use negative energy spells (death aura, plus the occasional negative energy burst) to heal just like fleshies.

    The end result is that if you decide to use undead forms, which I would recommend, warforged brings nothing to the table while costing you a loss of int from not going drow/sun elf/human/half-elf. However, being warforged lets you drop out of undead form and still self-heal thanks to repair spells. This can be quite nice for Running with the Devils.

    The pale trapper build linked in signature works fine with any race.

  4. #4
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    How does a Pale Master in Undead form interact with healing spells cast by party members?

  5. #5
    Community Member Cardtrick's Avatar
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    Default

    Quote Originally Posted by Endarire View Post
    How does a Pale Master in Undead form interact with healing spells cast by party members?
    They neither help nor hurt you. Once in a very great while you'll run into a cleric who carries the Harm spell, which not only heals you but also cures stat damage, etc. But it's so rare as to not be worth considering. Most of the time as a Pale Master, you're responsible for your own healing.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  6. #6
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    Quote Originally Posted by Cardtrick View Post
    Once in a very great while you'll run into a cleric who carries the Harm spell, which not only heals you but also cures stat damage, etc. But it's so rare as to not be worth considering.
    The problem is that Harm is at a spell level with too many better options for a divine to slot in.

    Personally, I do carry Inflict spells to help out PMs, but Harm itself, no way.

  7. #7
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    Archmage SLAs no longer have any feat preqrequisites.
    Although you'll want at least one Spell Focus feat to unlock the DC bonuses in Magister and Draconic (Evo/Conj).
    Quote Originally Posted by Endarire View Post
    How does a Pale Master in Undead form interact with healing spells cast by party members?
    One of the drawbacks to undead forms is you're immune to all Pos Energy healing from the party; though if you're lucky, you can talk the clerics into slotting Harm so they can un-heal you if you ever need it.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  8. #8

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    As others have said, you're immune to positive energy healing. However, if you're in a party with other pale masters, you can all stand next to each other to get massive healing from aura, since everyone's aura procs independently. This is a strategy I rather enjoyed in some raids. (ADQ2, for example.)

  9. #9
    Build Constructionist unbongwah's Avatar
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    Also look for gear w/Boon of Undeath on it.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  10. #10
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    Can these Undead forms be nullified via Antimagic abilities, like from Beholders?

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