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  1. #1
    Community Member Maxxcore's Avatar
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    Default PM Wizard Build Advice

    Hey guys! So I have finally finished my journey to completionist, and I want to settle down as a wizard. I want to be a palemaster, because they seem very strong in epics, with self healing and whatnot. I was wondering if I could get comments/critiques of the build that I am planning on using. My biggest points of concern are the feats; I have seen people taking enlarge and the wizard PL, but I am not sure why. Additionally, when I was looking at epic destiny feats, they all seemed rather bad for a caster, so I resolved to take toughness (which I really do not like).

    I was also wondering what kind of augments I should be looking for to slot into my gear at 30? It seems like every piece of gear has several augment slots, and I have no clue what I should be doing with them haha.

    Thanks!


    Character name: Sheikra The Wind Blower
    Classes: 20 Wizard, 10 Epic
    Race: Gnome · · · · · · · ·Alignment: Lawful Good

    · · ·Start Tome Final
    Str:· · 10· · 8 · ·26 · · ·
    Dex:· · 10· · 8 · ·24 · · ·
    Con:· · 16· · 8 · ·63 · ·
    Int:· · 20· · 8 · ·99 · · ·
    Wis:· · 10· · 8 · ·45 · · ·
    Cha:· · 10· · 8 · ·34 · · ·

    Heroic Past Lives
    ------------------------------------------------------------------------------------------
    Past Life: Artificer
    Past Life: Barbarian
    Past Life: Bard
    Past Life: Cleric
    Past Life: Druid
    Past Life: Favored Soul
    Past Life: Fighter
    Past Life: Monk
    Past Life: Paladin
    Past Life: Ranger
    Past Life: Rogue
    Past Life: Sorcerer(2)
    Past Life: Warlock
    Past Life: Wizard(3)

    Iconic Past Lives
    ------------------------------------------------------------------------------------------
    Past Life: Deep Gnome(2)
    Past Life: Purple Dragon Knight

    Epic Past Lives
    ------------------------------------------------------------------------------------------
    Past Life: Arcane Sphere: Arcane Alacrity



    Saves:
    ------------------------------------------------------------------------------------------
    Fortitude:· · · · ·61
    · vs Poison:· · · ·61
    · vs Disease: · · ·61
    Will: · · · · · · ·78*
    · vs Enchantment: ·81*
    · vs Illusion:· · ·80*
    · vs Fear:· · · · ·78*
    · vs Curse: · · · ·78*
    Reflex: · · · · · ·83
    · vs Traps: · · · ·85
    · vs Spell: · · · ·83
    · vs Magic: · · · ·83
    Marked with a * is no fail on a 1 if required DC met

    Class and Feat Selection
    ------------------------------------------------------------------------------------------
    Level Class · · · · · ·Feats
    1 · · Wizard(1) · · · ·Standard: Completionist
    · · · · · · · · · · · ·Metamagic: Quicken Spell
    2 · · Wizard(2) · · · ·
    3 · · Wizard(3) · · · ·Standard: Past Life: Arcane Initiate
    4 · · Wizard(4) · · · ·Intelligence: +1 Level up
    5 · · Wizard(5) · · · ·Metamagic: Maximize Spell
    6 · · Wizard(6) · · · ·Standard: Extend Spell
    7 · · Wizard(7) · · · ·
    8 · · Wizard(8) · · · ·Intelligence: +1 Level up
    9 · · Wizard(9) · · · ·Standard: Insightful Reflexes
    10· · Wizard(10)· · · ·Metamagic: Heighten Spell
    11· · Wizard(11)· · · ·
    12· · Wizard(12)· · · ·Standard: Mental Toughness
    · · · · · · · · · · · ·Intelligence: +1 Level up
    13· · Wizard(13)· · · ·
    14· · Wizard(14)· · · ·
    15· · Wizard(15)· · · ·Standard: Spell Focus: Necromancy
    · · · · · · · · · · · ·Metamagic: Improved Mental Toughness
    16· · Wizard(16)· · · ·Intelligence: +1 Level up
    17· · Wizard(17)· · · ·
    18· · Wizard(18)· · · ·Standard: Greater Spell Focus: Necromancy
    19· · Wizard(19)· · · ·
    20· · Wizard(20)· · · ·Metamagic: Enlarge Spell
    · · · · · · · · · · · ·Intelligence: +1 Level up
    21· · Epic(1) · · · · ·Epic Feat: Arcane Insight
    22· · Epic(2) · · · · ·
    23· · Epic(3) · · · · ·
    24· · Epic(4) · · · · ·Epic Feat: Embolden Spell
    · · · · · · · · · · · ·Intelligence: +1 Level up
    25· · Epic(5) · · · · ·
    26· · Epic(6) · · · · ·Epic Destiny Feat: Toughness
    27· · Epic(7) · · · · ·Epic Feat: Ruin
    28· · Epic(8) · · · · ·Epic Destiny Feat: Toughness
    · · · · · · · · · · · ·Intelligence: +1 Level up
    29· · Epic(9) · · · · ·Epic Destiny Feat: Arcane Pulse
    30· · Epic(10)· · · · ·Epic Feat: Master of the Dead
    · · · · · · · · · · · ·Legendary: Scion of the Shadowfell

    Skills
    ------------------------------------------------------------------------------------------
    Balance · · · · · · ·½· ½ ·1· 1 ·1· 1 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 37.0
    Bluff · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 36.0
    Concentration · · · · · · · · · · · · ·2· 2 ·2· 2 ·3· 3 ·3· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 77.0
    Diplomacy · · · · 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 42.0
    Disable Device· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 ·103.0
    Haggle· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 33.0
    Heal· · · · · · · 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 47.0
    Hide· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 35.0
    Intimidate· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 30.0
    Jump· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 57.0
    Listen· · · · · · 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 47.0
    Move Silently · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 26.0
    Open Lock · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 26.0
    Perform · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 31.0
    Repair· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · ·3· · 3.0 ·106.0
    Search· · · · · · 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 ·114.0
    Spell Craft · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 ·129.0
    Spot· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 36.0
    Swim· · · · · · · · · · · · · · · · · · · · · · · · · · · · 1 1½ 1½ 1½ 1½ ·4· ·11.0 · 60.0
    Tumble· · · · · · 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 37.0
    Use Magic Device· 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 48.0
    ------------------------------------------------------------------------------------------
    Enhancements: 80 + 1 APs
    ------------------------------------------------------------------------------------------
    Gnome - Points spent: 12
    1 Core ·(1) Perseverance I
    2 Core ·(2) Intelligence I
    3 Core ·(1) Perseverance II
    4 Core ·(2) Intelligence II
    5 Tier2 (1) Color Spray
    6 Tier2 (1) Color Spray
    7 Tier2 (1) Color Spray
    8 Core ·(1) Retain Essence
    9 Tier1 (2) Wand and Scroll Mastery
    ------------------------------------------------------------------------------------------
    Eldritch Knight (Wiz) - Points spent: 28
    1 Core ·(1) Eldritch Strike
    2 Tier1 (1) Improved Mage Armor
    3 Tier1 (1) Improved Mage Armor
    4 Tier1 (1) Improved Mage Armor
    5 Tier1 (1) Toughness
    6 Tier2 (1) Improved Shield
    7 Tier2 (1) Improved Shield
    8 Tier2 (1) Improved Shield
    9 Core ·(1) Spellsword
    10 Tier2 (1) Mystic Wards
    11 Tier2 (1) Mystic Wards
    12 Tier2 (1) Mystic Wards
    13 Tier3 (2) Ability I: +1 Intelligence
    14 Core ·(1) Imbue the Blade
    15 Tier1 (1) Toughness
    16 Tier1 (1) Toughness
    17 Tier1 (1) Battlemage
    18 Tier1 (1) Battlemage
    19 Tier1 (1) Battlemage
    20 Tier4 (2) Armored Arcana
    21 Core ·(1) Subtle Force I
    22 Tier4 (2) Ability II: +1 Intelligence
    23 Tier4 (1) Offhand Defenses: Orb Saves
    24 Tier4 (1) Offhand Defenses: Orb Saves
    25 Tier4 (1) Offhand Defenses: Orb Saves
    ------------------------------------------------------------------------------------------
    Pale Master - Points spent: 41
    1 Core ·(1) Dark Reaping
    2 Tier1 (1) Necrotic Touch
    3 Tier1 (1) Necrotic Touch
    4 Tier1 (1) Necrotic Touch
    5 Tier1 (1) Negative Energy Conduit
    6 Tier1 (1) Negative Energy Conduit
    7 Tier1 (1) Negative Energy Conduit
    8 Tier1 (2) Spell Critical: Negative Energy I
    9 Tier2 (2) Spell Critical: Negative Energy II
    10 Tier3 (1) Necrotic Bolt
    11 Tier3 (1) Necrotic Bolt
    12 Tier3 (1) Necrotic Bolt
    13 Tier3 (2) Spell Critical: Negative Energy III
    14 Tier3 (1) Negative Energy Adept
    15 Tier3 (1) Negative Energy Adept
    16 Tier3 (1) Negative Energy Adept
    17 Tier3 (2) Ability I: +1 Intelligence
    18 Tier5 (1) Necrotic Blast
    19 Tier5 (1) Necrotic Blast
    20 Tier5 (1) Necrotic Blast
    21 Tier4 (2) Spell Critical: Negative Energy IV
    22 Core ·(1) Pale Shroud: Shroud of the Lich
    23 Core ·(1) Undead Augmentation I: +2 Necromancy DC
    24 Core ·(1) Undead Augmentation II: +2 Enchantment DC
    25 Tier4 (2) Ability II: +1 Intelligence
    26 Tier5 (2) Necromantic Focus
    27 Tier5 (2) Ascendant Shroud
    28 Core ·(1) Undead Augmentation III: Undead Chill
    29 Tier4 (1) Unholy Avatar
    30 Tier2 (1) Cloak of Night
    31 Tier2 (2) Efficient Metamagic: Efficient Quicken
    32 Core ·(1) Embrace the Void
    ------------------------------------------------------------------------------------------

    Active Destiny Tree
    ------------------------------------------------------------------------------------------
    Magister - Points spent: 23
    1 Core ·(0) Arcane study I
    2 Tier1 (1) Impregnable Mind
    3 Tier1 (1) Impregnable Mind
    4 Tier1 (1) Impregnable Mind
    5 Core ·(0) Arcane study II
    6 Tier1 (2) Ability I: +1 Intelligence
    7 Core ·(0) Arcane study III
    8 Core ·(0) Arcane study IV
    9 Core ·(0) Arcane study V
    10 Core ·(0) Arcane Spellsurge
    11 Tier2 (2) Ability II: +1 Intelligence
    12 Tier2 (1) Spell School Specialist: Spell School Specialist: Necromancy
    13 Tier2 (1) Spell School Specialist: Spell School Specialist: Necromancy
    14 Tier2 (1) Spell School Specialist: Spell School Specialist: Necromancy
    15 Tier3 (1) Spell School Augmentation: Spell School Augmentation: Necromancy
    16 Tier3 (1) Spell School Augmentation: Spell School Augmentation: Necromancy
    17 Tier3 (2) Ability III: +1 Intelligence
    18 Tier3 (1) Spell School Augmentation: Spell School Augmentation: Necromancy
    19 Tier4 (1) Spell School Familiarity: Spell School Familiarity: Necromancy
    20 Tier4 (1) Spell School Familiarity: Spell School Familiarity: Necromancy
    21 Tier4 (2) Ability IV: +1 Intelligence
    22 Tier4 (1) Spell School Familiarity: Spell School Familiarity: Necromancy
    23 Tier5 (1) Master of Spell School: Master of Spell School: Necromancy
    24 Tier5 (1) Master of Spell School: Master of Spell School: Necromancy
    25 Tier5 (1) Master of Spell School: Master of Spell School: Necromancy
    ------------------------------------------------------------------------------------------

    Twists of fate - 22 of 25 Fate points spent.
    ------------------------------------------------------------------------------------------
    Twist 1 - Tier 3: Shadowdancer: Meld Into Darkness
    Twist 2 - Tier 3: Fatesinger: Arcane Hymn
    Twist 3 - Tier 1: Exalted Angel: Endless faith
    Twist 4 - Tier 1: Primal Avatar: Rejuvenation Cocoon

    Main Hand: Legendary Nightmother's Sceptre
    On Hit· · · · ·5.00[1D6+2]+24
    Critical 20 (5.00[1D6+2]+29) * 2
    Critical 19-20 (5.00[1D6+2]+29) * 2
    DR Bypass: Bludgeon, Magic

    Off Hand: Legendary Stygian Wrath
    On Hit· · · · ·0.00[1D6]+5
    Critical 20 (0.00[1D6]+14) * 0
    Critical 19-20 (0.00[1D6]+14) * 0
    DR Bypass:

    Equipped Gear Set : Standard
    ------------------------------------------------------------------------------------------
    Armor · · · · The Legendary Blackmail
    · · · · · · · +15 Enhancement Bonus
    · · · · · · · Fortification +214%
    · · · · · · · Physical Sheltering +54
    · · · · · · · Negative Healing Amplification +85
    · · · · · · · False Life +81
    · · · · · · · Legendary Dreadkeeper
    · · · · · · · Green: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Belt· · · · · Legendary Silverthread Belt
    · · · · · · · Enhanced Devotion +202
    · · · · · · · Enhanced Nullification +202
    · · · · · · · Healing Lore +29%
    · · · · · · · Void Lore +29%
    · · · · · · · Beacon of Magic Set (Legendary)
    · · · · · · · Blue: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Boots · · · · Legendary Greensteel Boots
    · · · · · · · Equipment Tier 1: +22 Intelligence Skills, +151 Spell Points
    · · · · · · · Equipment Tier 2: +11 Intelligence Skills, +151 Spell Points
    · · · · · · · Equipment Tier 3: +6 Intelligence Skills, +75 Spell Points
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Bracers · · · Legendary Necromancer's Bracers
    · · · · · · · Nullification +214
    · · · · · · · Void Lore +31%
    · · · · · · · Parrying +10
    · · · · · · · Insightful Physical Sheltering +26
    · · · · · · · Legendary Dreadkeeper
    · · · · · · · Green: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Cloak · · · · Legendary Phase Cloak
    · · · · · · · Intelligence +19
    · · · · · · · Evocation Focus VIII
    · · · · · · · Quality Intelligence +4
    · · · · · · · Wizardry +412
    · · · · · · · Adherent of the Mists Set (Legendary)
    · · · · · · · Yellow: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Gloves· · · · Legendary Skin-tight Gloves
    · · · · · · · Protection +17
    · · · · · · · Vitality +72
    · · · · · · · Spell Resistance +47
    · · · · · · · Quality Physical Sheltering +13
    · · · · · · · Legendary Dreadkeeper
    · · · · · · · Blue: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Goggles · · · Legendary Collective Sight
    · · · · · · · Quality Resistance +4
    · · · · · · · Temperance of Belief
    · · · · · · · Nearly Finished (SDCIWC): +21 Wisdom
    · · · · · · · Nearly Finished (Ins SDCIWC): +10 Insightful Constitution
    · · · · · · · Blue: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Helmet· · · · Legendary Arcsteel Brim
    · · · · · · · Spell Focus Mastery +7
    · · · · · · · Will Save +17
    · · · · · · · Insightful Magical Sheltering +26
    · · · · · · · Magical Sheltering +54
    · · · · · · · Legendary Arcsteel Battlemage
    · · · · · · · Yellow: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Necklace· · · The Zarash'ak Ward
    · · · · · · · Intelligence +22
    · · · · · · · Quality Spell Focus Mastery +2
    · · · · · · · Quality Potency +41
    · · · · · · · Force Absorption +20%
    · · · · · · · Green: Empty augment slot
    · · · · · · · Yellow: Empty augment slot
    · · · · · · · Blue: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Ring1 · · · · Legendary Celestial Sapphire Ring
    · · · · · · · Improved Deception
    · · · · · · · Dodge Bonus +21%
    · · · · · · · Profane Well Rounded
    · · · · · · · Nearly Finished (DIC): +21 Constitution
    · · · · · · · Yellow: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Ring2 · · · · The Legendary Shattered Onyx
    · · · · · · · Profane Spell Focus Mastery +2
    · · · · · · · Insightful Resistance +8
    · · · · · · · Insightful Dodge Bonus +10%
    · · · · · · · Nearly Finished (Ins IWC): +10 Insightful Intelligence
    · · · · · · · Blue: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Trinket · · · Cursekeeper
    · · · · · · · Insightful Negative Healing Amplification +40
    · · · · · · · Light Resistance +76
    · · · · · · · Vitality +67
    · · · · · · · Magical Efficiency 10%
    · · · · · · · Curse Necromancer Set
    · · · · · · · Trace of Madness: Empty augment slot
    · · · · · · · Green: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Weapon1 · · · Legendary Nightmother's Sceptre
    · · · · · · · Damage and Type 5[1d6+2] + 15 Bludgeon, Magic
    · · · · · · · Critical Threat Range 20 x2
    · · · · · · · +15 Enhancement Bonus
    · · · · · · · Spell Focus Mastery +7
    · · · · · · · Insightful Spell Focus Mastery +4
    · · · · · · · Spell Penetration +8
    · · · · · · · Insightful Spell Penetration +4
    · · · · · · · Orange: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Weapon2 · · · Legendary Stygian Wrath
    · · · · · · · Spellcasting Implement +29
    · · · · · · · +15 Orb Bonus
    · · · · · · · Insightful Nullification +107
    · · · · · · · Insightful Negative Lore +18%
    · · · · · · · Sinister Chill
    · · · · · · · Nearly Finished (Ins IWC): +10 Insightful Charisma
    · · · · · · · Purple: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    ------------------------------------------------------------------------------------------

    Sheikra - Completionist Wizard

  2. #2
    2014 DDO Players Council
    SirValentine's Avatar
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    Quote Originally Posted by Maxxcore View Post
    My biggest points of concern are the feats; I have seen people taking enlarge and the wizard PL, but I am not sure why.
    Wiz PL feat is a top priority if you can take it. It's +1 to all your spell DCs.

    Some people insist on Enlarge on every caster build. I've used it in the past, and it's nice, but not strictly needed for me. Honestly, Wizard is the only class I would take it on, because they have all those bonus feats; other caster classes are too feat-starved to afford it, I feel. Try it, you may like it, and you have room for it as a Wizard.

    I see you're trying to take Completionist at level 1. So far as I know, you must be at least 3 to take it, so you may have to re-order your feats.

    Also, I suggest taking the basic Spell Penetration feat, to unlock the ability to take the related Epic Destiny abilities.

    Quote Originally Posted by Maxxcore View Post
    I was also wondering what kind of augments I should be looking for to slot into my gear at 30? It seems like every piece of gear has several augment slots, and I have no clue what I should be doing with them haha.
    Put a +2 DC yellow augment in for every single school you use. You can buy these in Gianthold, for Relics (easy to farm) and 1 Commendation of Heroism (from Fall of Truth and Caught in the Web raids).

    If you have it from the Halloween festival, the +2 Festive Intelligence is worth slotting. If you have or can find or buy one, a Globe of True Imperial Blood is nice, otherwise you can get a +1 Exceptional stat in The Twelve for Tokens of the Twelve.
    Last edited by SirValentine; 12-27-2019 at 09:28 AM.
    Quote Originally Posted by ProducerRowan View Post
    Our final update of 2014 will extend the level cap to 30, which is intended to be DDO’s “permanent” level cap

  3. #3
    The Hatchery Enoach's Avatar
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    Just some comments on PM

    First to explain what Enlarge and the Wizard PL feat brings to the table

    1. Enlarge - Just about every DC related spell benefits from being able to be Enlarged which allows you to be further away (in many cases outside of being hit). This is a tactical advantage as if you don't take damage you don't get hit. Additionally, this can be used to "charm" a mob in the group so as to draw attention away from you and possibly group up mobs (on your victim) to make AOE spells hit more targets.

    2. Wizard PL feat is the equivalent of taking every Spell focus feat for the cost of a single feat. With wizard that type of flexibility allows you to be able to switch spells with less concern that you will have a dramatic decrease in your DC for that school. This capitalizes on the Wizards spell selection capabilities

    The question I have is what type of PM are you going to be? Going more "nuke", going more "Save or Die" or going more controller? This will determine the feats you go with.

    On Epic Destiny feats don't underestimate +20 Spell Power or Deific Warding (which can work out as more HP then a single Toughness via PRR/MRR)

  4. #4
    Community Member Garix's Avatar
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    Completley ignoring all your questions (those above answered better than I would of anyway) but....

    Skills....

    Why take listen rather than spot? Always found it easier to see a silhouette than the faint red pulse that listen gives you.
    Leader of Shrodingers Cat Support Group a Husband and Wife guild on Orien.
    Tolkiens Law: Do not meddle in the affairs of wizards, for they are subtle and quick to anger.
    Dresdens corollary:
    Screw subtle!

  5. #5
    Community Member Maxxcore's Avatar
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    I appreciate all of the responses. To respond to a few:

    I reworked the feats, I didn't realize completionist had to be taken on 3, so I moved some things around, dropped extend and slotted in spell penetration. I do not have a true globe or festive intelligence, but I will take your advice about cashing in some relics at GH for those augments.

    I had never really read the wizard PL, I just remembered the magic missle-like ability, and so I never really understood why it was good. The spell DC thing makes a lot of sense, so I will definitely be adding that.

    I took listen over spot for no real reason whatsoever. I once had a friend that said that if you get your listen high enough, it does more than just the red blips (even though I doubt I would get it that high). I will probably switch to spot, but I feel like the difference is largely unimportant.

    Thanks for all the responses guys!
    Sheikra - Completionist Wizard

  6. #6
    Community Member Maxxcore's Avatar
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    Quote Originally Posted by Enoach View Post
    Just some comments on PM

    The question I have is what type of PM are you going to be? Going more "nuke", going more "Save or Die" or going more controller? This will determine the feats you go with.
    I am not really sure what you mean by "save or die". I plan to being largely DC based casting with finger and wail, with SLAs and meteor swarm for trash, and dots for the bosses.
    Sheikra - Completionist Wizard

  7. #7
    The Hatchery Enoach's Avatar
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    Quote Originally Posted by Maxxcore View Post
    I am not really sure what you mean by "save or die". I plan to being largely DC based casting with finger and wail, with SLAs and meteor swarm for trash, and dots for the bosses.
    Actually you answered the question

    By stating you are "largely DC based casting with finger and wail" - That is the "Save or Die" focus as if the target fails their save they die - These are mainly Necromantic spells so that is likely your primary school.

    Using SLAs and meteor swarm for trash and dots for bosses means you are going secondary with DPS - These spells are mainly Evocation and while the DOTs don't have a save the meteor swarm does (Reflex).

  8. #8
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    Just to reiterate, +2 necro and enchant augment, true globe, festival intel/wis augment are your main ones. My last life I was able to push my necro DC to 124 and enchant to 108. My necro spellpower was over 1000 as well. that was pretty much no fail in everything up to reaper 5. Make sure and take all DC feats available over single intel if you have to.
    Characters:
    5th Life Human Paladin - Sorrowanddoo
    11th Life Sun Elf Wizard - Sorrowandei
    3rd Life Human Fighter - Sorrowandai

  9. #9
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    Quote Originally Posted by ChemE View Post
    Make sure and take all DC feats available over single intel if you have to.
    I'm not going to say that's bad advice, as it is a valid approach, but I will point out that's much more a matter of opinion than universal truth.

    A first Spell Focus feat is critical as it unlocks the school-boosting line in Magister. But beyond that? Personally, I'd much rather have +1 to every school from two +Int feats than +2 to a single school from two single-school feats. You're a Wizard, not some one-trick-pony Sorc! Don't you use Mass Hold and Prismatic Spray and Flesh To Stone and Phantasmal Killer and Web and...? You get the idea.
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  10. #10
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    Quote Originally Posted by SirValentine View Post
    I'm not going to say that's bad advice, as it is a valid approach, but I will point out that's much more a matter of opinion than universal truth.

    A first Spell Focus feat is critical as it unlocks the school-boosting line in Magister. But beyond that? Personally, I'd much rather have +1 to every school from two +Int feats than +2 to a single school from two single-school feats. You're a Wizard, not some one-trick-pony Sorc! Don't you use Mass Hold and Prismatic Spray and Flesh To Stone and Phantasmal Killer and Web and...? You get the idea.
    As I said, if you have to. meaning if your necro DCs still are not up to snuff. I generally take every intel available because at this point I have a well rounded toon with 124 necro and 108 enchant last life and these were pretty much no fail in everything up to and including R5. didn't run anything higher than that. You ar correct in your assessment of my statement. I should have been clearer.
    Characters:
    5th Life Human Paladin - Sorrowanddoo
    11th Life Sun Elf Wizard - Sorrowandei
    3rd Life Human Fighter - Sorrowandai

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