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Thread: Build help

  1. #1
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    Default Build help

    I am looking to build a Wiz/Rogue or Wiz/Arti for disable device. I plan on going PM so how many levels or Rogue or Arti should I take to be able to disable most traps? Or would it not be effective and just go straight PM? I am VIP so all race options are open except for the iconics bc I don't currently have any of them.

  2. #2
    Community Member Maxxcore's Avatar
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    Quote Originally Posted by LongForgotten View Post
    I am looking to build a Wiz/Rogue or Wiz/Arti for disable device. I plan on going PM so how many levels or Rogue or Arti should I take to be able to disable most traps? Or would it not be effective and just go straight PM? I am VIP so all race options are open except for the iconics bc I don't currently have any of them.
    Wiz/Rogue
    18/2 Wizard/Rogue
    Lawful Good Human


    Level Order

    1. Rogue . . . . . 6. Wizard. . . . .11. Wizard. . . . .16. Wizard
    2. Wizard . . . . .7. Wizard . . . . 12. Wizard . . . . 17. Wizard
    3. Wizard . . . . .8. Wizard . . . . 13. Wizard . . . . 18. Wizard
    4. Wizard . . . . .9. Rogue . . . . .14. Wizard. . . . .19. Wizard
    5. Wizard . . . . 10. Wizard . . . . 15. Wizard . . . . 20. Wizard



    Stats
    . . . . . . . .32pt . . 34pt . . 36pt . . Level Up
    . . . . . . . .---- . . ---- . . ---- . . --------
    Strength. . . . .8. . . . 8. . . .10. . . .4: INT
    Dexterity . . . .8. . . . 8. . . . 8. . . .8: INT
    Constitution. . 18. . . .18. . . .18. . . 12: INT
    Intelligence. . 18. . . .18. . . .18. . . 16: INT
    Wisdom. . . . . .8. . . . 8. . . . 8. . . 20: INT
    Charisma. . . . .8. . . .10. . . .10. . . 24: INT
    . . . . . . . . . . . . . . . . . . . . . 28: INT


    Skills
    . . . . . R .W .W .W .W .W .W .W .R. W. W. W. W. W. W. W. W. W. W. W
    . . . . . 1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Spellcr . 2 .2 .1 .1 .1 .1 .1 .1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 2. 23
    Disable . 4 .1 .1 .1 .1 .1 .1 .1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Search. . 4 .1 .1 .1 .1 .1 .1 .1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Concent . 2 .1 .2 .1 .1 .1 .1 .1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 22
    Open Lo . 4 . . . .½ .½ .½ .½ .½ .5. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. 17
    UMD . . . 4 . . . . . . . . . .½ .3. ½. ½. ½. ½. ½. ½. 1. 1. 1. 1. ½. 15
    Listen. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Balance . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Jump. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Swim. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Tumble. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Haggle. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Heal. . . 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
    . . . . .------------------------------------------------------------
    . . . . .52 .7 .7 .7 .7 .7 .7 .8 14 .8 .8 .8 .8 .8 .8 .9 .9 .9 .9 .9



    Feats

    .1. . . . : Insightful Reflexes
    .1 Human. : Toughness
    .2 Wizard : Extend Spell
    .3. . . . : Maximize Spell
    .6. . . . : Heighten Spell
    .6 Wizard : Empower Spell
    .9. . . . : Spell Focus: Necromancy
    12. . . . : Mental Toughness
    12 Wizard : Quicken Spell
    15. . . . : Spell Focus: Enchantment
    17 Wizard : Improved Mental Toughness
    18. . . . : Spell Penetration
    21 Epic . : Greater Spell Focus: Necromancy
    24 Epic . : Epic Spell Focus: Necromancy
    26 Destiny: Epic Spell Power: Negative
    27 Epic . : Ruin
    28 Destiny: Hellball


    Spells

    1. Jump, Nightshield, Merfolk's Blessing, Hypnotism, Grease
    2. Blur, Invisibility, Web, Lesser Death Aura, Resist Energy
    3. Displacement, Haste, Rage, Frost Lance, Suggestion
    4. Dimension Door, Death Aura, Negative Energy Burst, Ice Storm, Enervation
    5. Niac's Biting Cold, Cone of Cold, Protection from Elements, Teleport, Break Enchantment
    6. Otiluke's Freezing Sphere, Disintegrate, Greater Heroism, Necrotic Ray, Mass Suggestion
    7. Finger of Death, Greater Teleport, Otto's Sphere of Dancing, Waves of Exhaustion
    8. Otto's Irresistible Dance, Polar Ray, Power Word: Stun, Mass Charm Monster
    9. Wail of the Banshee, Energy Drain, Mass Hold Monster


    Enhancements (80 AP)

    Human (1 AP)
    • Spell Power Boost

    Archmage (41 AP)
    • Hypnotism, Otto's Resistable Dance, Hold Person, Charm Monster, Hold Monster
      1. Energy of the Scholar III
      2. Efficient Maximize III, Efficient Empower III, Efficient Quicken III
      3. Spell Penetration III
      4. Efficient Heighten II, School Mastery: Enchantment

    Pale Master (38 AP)
    • Dark Reaping, Zombie Form, Vampire Form, Wraith Form, Lich Form
      1. Deathless Vigor III, Spell Critical, Negative Energy Conduit III
      2. Efficient Quicken III, Spell Critical
      3. Spell Critical, Intelligence
      4. Spell Critical, Intelligence
      5. Animate Ally, Necromantic Focus, Improved Shrouding


    Destiny (24 AP)

    Magister
    1. Impregnable Mind III, Intelligence
    2. School Specialist: Necromancy III, Intelligence
    3. School Augmentation III, Intelligence
    4. Call Kindred Being, School Familiarity III
    5. School Master III
    6. Arcane Adept


    If have tomes - switch out 24 feat for epic toughness.
    Last edited by Maxxcore; 06-25-2015 at 09:27 PM.
    Sheikra - Completionist Wizard

  3. #3

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    Yep, that's pretty standard. See also my Pale Trapper thread linked in signature, which takes more spell pen instead of mental toughness. Six of one, half dozen of another.

    For the human bonus feat, the only things you want are casting feats but at level 1 you can't take any because you can't cast spells yet. Choices boil down to toughness and Augment Summons. I typically go with toughness, but one option is to take augment summons for heroic leveling -- where the skeleton pet is pretty good -- and then switch it out for toughness once you hit 20. (Or whenever the skeleton stops being effective for your needs.)

    If you do go for the skelly pet, max its enhancement line.

    EDIT: Big picture, conventional wisdom is to take 2 rogue levels for evasion, at level 1 and 9 to max your skill points and get firewall asap. Max int, take insightful reflexes, choose either spot or open lock -- it's very hard to swing both -- then load up on caster feats.

  4. #4
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    For the human bonus feat, the only things you want are casting feats but at level 1 you can't take any because you can't cast spells yet.
    He would if he took arty splash instead of rog, which OP says they have: lose Evasion & some skill pts; gain med armor prof, extra metamagic, maybe runearm for crafting slot or other bonuses.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

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  6. #6
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    cool thanks so much for the advice. one question why not true neutral?

  7. #7

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    Quote Originally Posted by LongForgotten View Post
    cool thanks so much for the advice. one question why not true neutral?
    Good catch. True Neutral is preferred.

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    Why slot Grease? Isn't that spell universally considered useless?

  9. #9

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    Quote Originally Posted by LiquidZombie View Post
    Why slot Grease? Isn't that spell universally considered useless?
    I'd go with sonic blast instead, solely for breakables.

  10. #10
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    Quote Originally Posted by EllisDee37 View Post
    I'd go with sonic blast instead, solely for breakables.
    Ditto. I love sonic blast. It's not the greatest damage dealer, but it does fast, cheap, long-ranged AoE damage (with no save) and the additional daze effect is useful with tightly-packed groups of mobs that don't have good will saves.

    Can't say I see the point of Merfolk's Blessing either. Perhaps there are a few missions where it is useful (although I have yet to notice them), but surely not so many that it needs to be slotted as a matter of course? It's not like running out of breath is even an issue if you are a PM.

  11. #11
    Community Member UurlockYgmeov's Avatar
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    Default Electric Loop

    2nd level spell: Electric Loop

    combine with sonic blast for a 1-2 punch that is sure to daze and confuse and eliminate all but the toughest hp!

  12. #12
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    I never found Electric Loop to be cost-effective though, especially when compared to Sonic Blast.

    Electric Loop: 10 spell points for max 20-30 base damage (CL10), reflex save for half, daze requires failing both reflex and will saves.

    Sonic Blast: 4 spell points for max 15-20 base damage (CL8), no save against damage, daze requires failing a will save.

    Yes, EL does slightly more base damage, but nowhere near as much as the 2.5x difference in cost, and it allows much more opportunity to save. It also has a shorter range and a longer cooldown.

    In my opinion Electric Loop needs a serious reduction in cost in order to be worth taking. I'd say it should be about 6 SP, not 10.
    Last edited by LiquidZombie; 07-06-2015 at 07:37 AM. Reason: Spelling

  13. #13
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by LiquidZombie View Post
    I never found Electric Loop to be cost-effective though, especially when compared to Sonic Blast.

    Electric Loop: 10 spell points for max 20-30 base damage (CL10), reflex save for half, daze requires failing both reflex and will saves.

    Sonic Blast: 4 spell points for max 15-20 base damage (CL8), no save against damage, daze requires failing a will save.

    Yes, EL does slightly more base damage, but nowhere near as much as the 2.5x difference in cost, and it allows much more opportunity to save. It also has a shorter range and a longer cooldown.

    In my opinion Electric Loop needs a serious reduction in cost in order to be worth taking. I'd say it should be about 6 SP, not 10.
    agree - but here is the thing - aiming is easier with EL since it acts like a mini-chain lightning, whereas SB is what Cone-shaped?

    plus as a 1-2 punch : keep SB as the jab and while the jab is on cooldown hit with the cross (EL).

    As far as saving - I rarely see at level saving... until you get up in the high heroics (IIRC).

  14. #14
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    Quote Originally Posted by UurlockYgmeov View Post
    agree - but here is the thing - aiming is easier with EL since it acts like a mini-chain lightning, whereas SB is what Cone-shaped?
    Sonic Blast is like a ray, but when it hits there is a spherical AoE around the point of impact. It's like a long-range (but weaker) Fireball in that respect. Personally I find it very easy to aim because you can fire it at a group of mobs and no matter which one it hits, all of them will take the damage.

    I'm not saying that Electric Loop is useless (I have used it in the past myself), but I'd like to see it tweaked a bit to make it more useful for its SP cost. Either reducing the cost or increasing the damage (perhaps 3-4 per caster level up to CL10, for a maximum of 30-40 base damage instead of the 20-30 it does now).

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