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  1. #1
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    Default Time Lord: An HC3 AM/PM Conjuration Focused CC Build

    An Archmage/Palemaster (AM/PM for the Time Lord theme) support-role build for HC3 - built for balanced survivability and damage.

    This build leverages what I've learned from years of running pale masters and two HC leagues. In many cases, this build can stop or slow down enemies while speeding up allies via extended Haste (again, the "Time Lord" theme).
    Note: There are two remaining AP to play with.

    Code:
    Character name: Time Lord
    Classes: 20 Wizard, 10 Epic
    Race: Human · · · · · · · ·Alignment: Lawful Neutral
    
    · · ·Start Tome Final
    Str:· · ·8· · 0 · · 9 · · ·HP:· · · · 479 · · ·AC:· · ·9
    Dex:· · ·8· · 0 · · 9 · · ·PRR: · · · ·20
    Con:· · 18· · 2 · ·21 · · ·MRR: · · · · 0 · · ·+Healing Amp:· · ·0
    Int:· · 18· · 0 · ·31 · · ·Dodge: · ·0/25 · · ·-Healing Amp:· · 65
    Wis:· · ·8· · 0 · · 8 · · ·Fort:· · · ·0% · · ·Repair Amp:· · · ·0
    Cha:· · ·8· · 0 · · 8 · · ·SR:· · · · · 0 · · ·BAB: · · · · · · 10
    DR: 
    Immunities: 
    
    Class and Feat Selection
    ------------------------------------------------------------------------------------------
    Level Class · · · · · ·Feats
    1 · · Wizard(1) · · · ·Standard: Toughness
    · · · · · · · · · · · ·Human Bonus: Augment Summoning
    · · · · · · · · · · · ·Metamagic: Mental Toughness
    2 · · Wizard(2) · · · ·
    3 · · Wizard(3) · · · ·Standard: Insightful Reflexes
    4 · · Wizard(4) · · · ·Intelligence: +1 Level up
    5 · · Wizard(5) · · · ·Metamagic: Spell Focus: Conjuration
    6 · · Wizard(6) · · · ·Standard: Greater Spell Focus: Conjuration
    7 · · Wizard(7) · · · ·
    8 · · Wizard(8) · · · ·Intelligence: +1 Level up
    9 · · Wizard(9) · · · ·Standard: Quicken Spell
    10· · Wizard(10)· · · ·Metamagic: Improved Mental Toughness
    11· · Wizard(11)· · · ·
    12· · Wizard(12)· · · ·Standard: Extend Spell
    · · · · · · · · · · · ·Intelligence: +1 Level up
    13· · Wizard(13)· · · ·
    14· · Wizard(14)· · · ·
    15· · Wizard(15)· · · ·Standard: Spell Penetration
    · · · · · · · · · · · ·Metamagic: Heighten Spell
    16· · Wizard(16)· · · ·Intelligence: +1 Level up
    17· · Wizard(17)· · · ·
    18· · Wizard(18)· · · ·Standard: Toughness
    19· · Wizard(19)· · · ·
    20· · Wizard(20)· · · ·Metamagic: Spell Focus: Necromancy
    · · · · · · · · · · · ·Intelligence: +1 Level up
    21· · Epic(1) · · · · ·Epic Feat: Greater Spell Penetration
    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: Epic Spell Power: Negative
    27· · Epic(7) · · · · ·Epic Feat: Epic Spell Focus: Conjuration
    28· · Epic(8) · · · · ·Epic Destiny Feat: Epic Spell Power: Acid
    · · · · · · · · · · · ·Intelligence: +1 Level up
    29· · Epic(9) · · · · ·Epic Destiny Feat: Hellball
    30· · Epic(10)· · · · ·Epic Feat: Master of the Dead
    · · · · · · · · · · · ·Legendary: Scion of the Plane of Earth
    
    Skills
    ------------------------------------------------------------------------------------------
    Skill Points· · ·28 ·7· 7 ·7· 7 ·7· 7 ·8· 8 ·8· 8 ·8· 8 ·8· 8 ·9· 9 ·9· 9 ·9
    Skill Name· · · ·01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20· Total Buffed
    ------------------------------------------------------------------------------------------
    Balance · · · · · 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 20.0
    Bluff · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·9.0
    Concentration · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 38.0
    Diplomacy · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·9.0
    Disable Device· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 20.0
    Haggle· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·9.0
    Heal· · · · · · · 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 20.0
    Hide· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 14.0
    Intimidate· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·9.0
    Jump· · · · · · · 1 ·½· ½ ·½· ½ ·½· ½ ·1· 1 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 20.0
    Listen· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·9.0
    Move Silently · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·9.0
    Open Lock · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·9.0
    Perform · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·9.0
    Repair· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 20.0
    Search· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 20.0
    Spell Craft · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 48.0
    Spot· · · · · · · 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 20.0
    Swim· · · · · · · · · · · · · · · · · · · · ·½· ½ ·½· ½ ·½· ½ ·1· 1 ·1· 1 3½· ·10.5 · 19.5
    Tumble· · · · · · 1 · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 1.0 · 10.0
    Use Magic Device· 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 20.0
    ------------------------------------------------------------------------------------------
    Available Points· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0
    ------------------------------------------------------------------------------------------
    
    Enhancements: 80 APs
    ------------------------------------------------------------------------------------------
    Arch-Mage - Points spent: 42
     1 Core ·(1) Specialization I: Conjuration I: Grease
     2 Tier1 (2) Spell Critical: Elemental and Force I
     3 Tier1 (2) Energy of the Scholar
     4 Core ·(1) Specialization II: Conjuration II: Web
     5 Tier1 (2) Energy of the Scholar
     6 Tier1 (2) Energy of the Scholar
     7 Tier2 (2) Efficient Metamagic: Efficient Quicken
     8 Tier2 (2) Efficient Metamagic: Efficient Quicken
     9 Tier2 (2) Efficient Metamagic: Efficient Quicken
    10 Core ·(1) Specialization III: Conjuration III: Stinking Cloud
    11 Tier2 (2) Spell Critical: Elemental and Force II
    12 Tier3 (2) Intelligence I
    13 Core ·(1) Specialization IV: Conjuration IV: Dimension Door
    14 Tier4 (2) Intelligence II
    15 Tier4 (2) Efficient Heighten
    16 Tier4 (2) Efficient Heighten
    17 Tier3 (2) Spell Penetration
    18 Core ·(1) Specialization V: Conjuration V: Cloudkill
    19 Tier5 (2) Arcane Supremacy
    20 Tier4 (2) School Mastery: Primary Spell Focus: Conjuration
    21 Tier5 (2) School Mastery II: Primary Spell Focus: Conjuration
    22 Tier3 (2) Spell Critical: Elemental and Force III
    23 Tier4 (2) Spell Critical: Elemental and Force IV
    24 Core ·(1) Master of Magic
    ------------------------------------------------------------------------------------------
    Pale Master - Points spent: 36
     1 Core ·(1) Dark Reaping
     2 Tier1 (1) Skeletal Knight
     3 Tier1 (1) Skeletal Knight
     4 Tier1 (1) Skeletal Knight
     5 Tier1 (2) Deathless Vigor
     6 Core ·(1) Pale Shroud: Pale Master: Shroud of the Wraith
     7 Tier1 (2) Deathless Vigor
     8 Tier1 (2) Deathless Vigor
     9 Core ·(1) Undead Augmentation I: Ghost in the Wind
    10 Tier1 (2) Spell Critical: Negative Energy I
    11 Tier1 (1) Negative Energy Conduit
    12 Tier1 (1) Negative Energy Conduit
    13 Tier2 (2) Spell Critical: Negative Energy II
    14 Tier1 (1) Negative Energy Conduit
    15 Tier2 (1) Corpsecrafter
    16 Tier2 (1) Corpsecrafter
    17 Tier2 (1) Corpsecrafter
    18 Core ·(1) Undead Augmentation II: Deathly Touch
    19 Tier3 (2) Ability I: +1 Intelligence
    20 Tier4 (2) Ability II: +1 Intelligence
    21 Tier3 (1) Eternal Furor
    22 Tier3 (1) Eternal Furor
    23 Tier3 (1) Eternal Furor
    24 Core ·(1) Undead Augmentation III: Undead Chill
    25 Tier3 (1) Negative Energy Adept
    26 Tier3 (1) Negative Energy Adept
    27 Tier3 (1) Negative Energy Adept
    28 Tier4 (1) Unholy Avatar
    29 Tier2 (1) Cloak of Night
    ------------------------------------------------------------------------------------------
    General play style: This build is great for creating fall-back areas (narrow halls or doorways are best) a party can run through if mobs start to overwhelm the party. For example, cast Solid Fog, Web, Cloud Kill, Glitterdust, or Stinking Cloud for nasty debuffs (-5 Reflex, Con damage, -2 attack/damage or 25% reduced speed) and crowd control effects (stuck in webs, nausea, and blinding). However, for most trash mobs, web spells will do the job and you can practically cast webs all day long. You may want some undead CC spells, like Halt Undead, as this build is weak against the incorporeal undead. The build is also supported by a decent Skeleton and enhanced summons/hires.

    For higher DPS spells, so you can actually kill things, good choices are Caustic Bolt (or another elemental Bolt spell), Niac's Cold Ray, Acid Blast, Ice Storm, and single-target dots, like Acid Arrow, Burning Blood, Biting Cold, Electric Surge, and Black Dragon Bolt. You'll want to avoid fire-based AOE spells that will burn your webs.

    This build can be easily modified for Enchantment or Illusion based CC spells. You can go full Necromancy but at higher levels, too many mobs and champs have death block or ward, making your spell-focus worthless unless you can dispel those wards first.

    Despite this build's ability to do some damage, don't expect to get a high kill count in groups. This build wants a tank to grab aggro and then support that tank with CC. While the build is intended for Elite, it does well supporting Reaper groups (solo is possible, but not recommended). Just remember when facing Reapers, you'll want to do two things as quickly as possible: 1) Control everything else so the focus can switch to killing the Reapers, and 2) Throw your highest DPS spells at the Reaper to get rid of them quickly. Your AOE CCs will not work well on Reapers, if at all (Web, for example). Glitterdust will work on Reapers.

  2. #2
    Community Member boredman's Avatar
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    Seems good, I would change greater conjuration focus for evocation focus and probably necromancy focus for enchantment focus (If you want to support cc, ottos dancing and mass hold are very cool, also evocation spells like meteor swarm, delayed blast, chain lightning, otiluke freezing are good fast aoe dmg, sunburst is good for blindining mobs and undead/oozes) Also i think hellball is now a waste of a feature, it seems that now it doesn't even proc mental honing (in case you take master of knowdledge feat) (the ddo wiki seems to be outdated) and the dmg is lame. Ruin is very good for single target dmg for high epics and scion of plane of fire or Feywild are also very good options for wizards. You can also take maximice spell instead of one toughness feat for more dmg at higher levels. For leveling going evocation line into the archmage tree seems like no brainer since you get chain missile, fire shield and cyclonic blast as sla but switching tree enhancements is cheap and you can try both options (conjuration or evocation line and see what fits more your style)

    just my thoughts
    Last edited by boredman; 06-28-2020 at 02:48 PM.

  3. #3
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    Yep: Evocation/Conjuration, Necromancy/Enchantment are exactly that - style preferences. I often switch between these styles depending on my mood and the group I'm running with.

    This brings up an interesting play-style philosophy dichotomy that seems to be regularly reinforced, which is - I suppose - partly why I posted this playstyle (though I didn't consciously think it through). It's the Less Effective 100% versus the More Effective C%, where C% < ~100%. A good example of this is raw hitpoints vs. damage avoidance, such as dodge, AC, incorporeal, etc. Obviously, any build needs both. However, each build can lean towards more HP or more Avoidance. I personally believe there's a trend towards squishy avoidance using range to compensate. While this is a great strategy, the high HP tank build works fine for non-Reaper content, either heroic or epic.

    The same philosophy split seems to pervade into spell selection, where the trend seems to be trying to get the C% as close to 100% as possible, or over if possible. Conjuration AOE spells commonly have some lingering effects that often always work on everything but Reds and Purples, such as the concealment and slowing effects of many cloud aoe spells. A good example is Fire Wall versus Ice Storm. If an enemy is immune to fire or saves regularly, Fire Wall does nothing and would be wasted mana. Ice Storm, on the other hand, deals two damage types, slows, and obscures. If something happens to be immune to cold damage, it will likely still receive the bludgeoning damage and suffer the other effects. Plus, in the game of Rock-Scissors-Paper; Ice Storm beats Fire Wall .

    Anyway, I completely agree with you regarding this all comes down to a playstyle preference. I think I just went the road less traveled to help folks try something different they may not have tried before.

  4. #4
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    being ignorant to wizards but tempted, what would an enchantmenr/necromancy adaptation look like?
    Last edited by Derda; 07-08-2020 at 10:04 AM.

  5. #5
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    Quote Originally Posted by Derda View Post
    being ignorant to wizards but tempted, what would an enchantmenr/necromancy adaptation look like?
    Not much difference. Any "Conjuration" DC feats/enhancements are replaced with same-type Enchantment feats/enhancements. Spell selection would, obviously, be different. Debuffs should focus on Will and Wisdom reduction instead of Fort and Constitution. A good Enchantment combo is Mind Fog + Dancing Sphere + Hypnotism. Run enemies in and out of the AOE covered area to force multiple saving throws. I also like to set up fallback points using Mind Fog and Symbol of Persuasion: If you/your party gets in trouble, run to the fallback point and quickly turn the tide of combat via charming enemies to your side. Some (many?) players find charming enemies to be annoying because of the time it takes to dismiss the charms. However, it's difficult to make an effective argument against a life-saving fall-back point despite any inconvenience.

  6. #6
    Community Member Deviul's Avatar
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    Quote Originally Posted by Careall View Post
    Yep: Evocation/Conjuration, Necromancy/Enchantment are exactly that - style preferences. I often switch between these styles depending on my mood and the group I'm running with.

    This brings up an interesting play-style philosophy dichotomy that seems to be regularly reinforced, which is - I suppose - partly why I posted this playstyle (though I didn't consciously think it through). It's the Less Effective 100% versus the More Effective C%, where C% < ~100%. A good example of this is raw hitpoints vs. damage avoidance, such as dodge, AC, incorporeal, etc. Obviously, any build needs both. However, each build can lean towards more HP or more Avoidance. I personally believe there's a trend towards squishy avoidance using range to compensate. While this is a great strategy, the high HP tank build works fine for non-Reaper content, either heroic or epic.

    The same philosophy split seems to pervade into spell selection, where the trend seems to be trying to get the C% as close to 100% as possible, or over if possible. Conjuration AOE spells commonly have some lingering effects that often always work on everything but Reds and Purples, such as the concealment and slowing effects of many cloud aoe spells. A good example is Fire Wall versus Ice Storm. If an enemy is immune to fire or saves regularly, Fire Wall does nothing and would be wasted mana. Ice Storm, on the other hand, deals two damage types, slows, and obscures. If something happens to be immune to cold damage, it will likely still receive the bludgeoning damage and suffer the other effects. Plus, in the game of Rock-Scissors-Paper; Ice Storm beats Fire Wall .

    Anyway, I completely agree with you regarding this all comes down to a playstyle preference. I think I just went the road less traveled to help folks try something different they may not have tried before.
    Would you say conjuration\enchantment would work?

  7. #7
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    Quote Originally Posted by Deviul View Post
    Would you say conjuration\enchantment would work?
    Absolutely. A dancing ball centered on a conjured cloud area of effect is a tactic that works nicely using both crowd control and damage over time: Dancing mobs that don't attack and take damage is more than twice as good as either alone. Or, if enemies save the dancing ball, they still take damage [probably] from the aoe cloud and suffer obscurement and possibly slowing.

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