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  1. #1
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    Default Furlinastis - Dragon of the Plane of Shadow - TWF Vampire Pure Wiz

    Furlinastis is the Shadow Dragon from the plane of shadow which was soul bound by Kesson Rel to aid him in torturing the priests of the Temple of Shadow. He later assisted Erevis Cale, now the First of Five, Priest of Mask - in defeating Kesson Rel and saving his world from the oncoming void of Shar.

    Concept: The dragon rakes with claw, bites with maw, exudes nauseating vapors, inspires terror which holds you in place, and has a devastating breath weapon.

    This is primarily a soloing build based around multiple sources of vampirism - keyed by a very fast attack speed with TWF and daggers. It has very high enchant DC (100) for hold/charm and very high necro (96). With a shadow breath weapon it has multiple ways to clear a room quickly. Its fun as heck. But you may want to leave some monsters alive to "drain" if you find yourself dying. It has the EK cleave, with knockdown and an Amped force burst. You can also use goldcurse or the icecurse dagger from Dryad&Demigod for more CC on hit. But really, you can CC really well is written, and it chews mops up like a cuisinart. I use pain and suffering for the DPS.

    Playstyle note: you're in Epic Defense, everything is touch range! Your breath weapon is a burst centered on you. Your NEB is centered on you. Your wail is... well you get it. You have to bring the mops to you. So you need to think ahead about defense and CC. And you cant finger things from across the room. Finger and Necrotic ray work, but if youre in touch range, daggers work better and HEAL you! You want 2K+HP which you have thanks to the full TWF line. With Displace, enhanced ghostly and usable AC and PRR, it gets by pretty well. You can also run the EK buble to reduce incoming damage, when you know its coming. But this build isn't for wading into mops at mid to high Rs. For those, turn off EDF and just hold mops for your friends and pop zits like a good necro.

    There are flexible options, such as taking T5 pale master over T5 EK, for the third aura and the vampire Dominate shroud addition (YOU! Stand there and do nothing!) But I love the T5 goodies in EK personally and a fully meta'd NEB gets you out of trouble and kills everything at the same time. You can also fiddle with the Epic Destinies to get more defense in US, special attacks in SD, or more casting DPS in draconic. Any ED attack puts your breath weapon from DI on timer, so I bypass taking anything else active.

    Sources of vamprism: PM shroud, Scion of shadow, darkhallow filigree set bonus



    Character name: Furlinastis Shadowdragon
    Classes: 20 Wizard, 10 Epic
    Race: Drow· · · · · · · · ·Alignment: Neutral

    · · ·Start Tome Final · · ·Incorp:· · 30% · · ·Displacement:· ·50%
    Str:· · ·8· · 8 · ·30 · · ·HP:· · · ·2443 · · ·AC:· ·154
    Dex:· · 15· · 8 · ·53 · · ·PRR: · · · 189
    Con:· · 14· · 8 · ·67 · · ·MRR: · · · ·68 · · ·+Healing Amp:· · 60
    Int:· · 20· · 8 · ·90 · · ·Dodge: · 16/27 · · ·-Healing Amp:· ·249
    Wis:· · ·8· · 8 · ·37 · · ·Fort:· · ·257% · · ·Repair Amp:· · · 30
    Cha:· · 11· · 8 · ·40 · · ·SR:· · · · ·48 · · ·BAB: · · · · · · 30
    DR:
    Immunities: Sleep, Fear, Magic Missiles, Energy Drain, Silence, Quell, Blindness, Magical Controls and Compulsion, Fear, Freedome of Movement

    Class and Feat Selection
    ------------------------------------------------------------------------------------------
    Level Class · · · · · ·Feats
    1 · · Wizard(1) · · · ·Standard: Toughness
    · · · · · · · · · · · ·Metamagic: Maximize Spell
    2 · · Wizard(2) · · · ·
    3 · · Wizard(3) · · · ·Standard: Completionist
    4 · · Wizard(4) · · · ·Intelligence: +1 Level up
    5 · · Wizard(5) · · · ·Metamagic: Empower Spell
    6 · · Wizard(6) · · · ·Standard: Two Weapon Fighting
    7 · · Wizard(7) · · · ·
    8 · · Wizard(8) · · · ·Intelligence: +1 Level up
    9 · · Wizard(9) · · · ·Standard: Past Life: Arcane Initiate
    10· · Wizard(10)· · · ·Metamagic: Spell Focus: Enchantment
    11· · Wizard(11)· · · ·
    12· · Wizard(12)· · · ·Standard: Improved Two Weapon Fighting
    · · · · · · · · · · · ·Intelligence: +1 Level up
    13· · Wizard(13)· · · ·
    14· · Wizard(14)· · · ·
    15· · Wizard(15)· · · ·Standard: Precision
    · · · · · · · · · · · ·Metamagic: Extend Spell
    16· · Wizard(16)· · · ·Intelligence: +1 Level up
    17· · Wizard(17)· · · ·
    18· · Wizard(18)· · · ·Standard: Improved Critical: Piercing Weapons
    19· · Wizard(19)· · · ·
    20· · Wizard(20)· · · ·Metamagic: Quicken Spell
    · · · · · · · · · · · ·Intelligence: +1 Level up
    21· · Epic(1) · · · · ·Epic Feat: Greater Two Weapon Fighting
    22· · Epic(2) · · · · ·Epic Destiny Feat: Epic Spell Power: Negative
    23· · Epic(3) · · · · ·
    24· · Epic(4) · · · · ·Epic Feat: Arcane Insight
    · · · · · · · · · · · ·Intelligence: +1 Level up
    25· · Epic(5) · · · · ·Epic Destiny Feat: Crush Weakness
    26· · Epic(6) · · · · ·
    27· · Epic(7) · · · · ·Epic Feat: Embolden Spell
    28· · Epic(8) · · · · ·Epic Destiny Feat: Arcane Warrior
    · · · · · · · · · · · ·Intelligence: +1 Level up
    29· · Epic(9) · · · · ·
    30· · Epic(10)· · · · ·Epic Feat: Greater Spell Focus: Enchantment
    · · · · · · · · · · · ·Legendary: Scion of the Shadowfell

    Enhancements: 80 APs, Racial 3, Universal 1
    ------------------------------------------------------------------------------------------
    Drow - Points spent: 6
    1 Core ·(1) Spell Resistance I
    2 Core ·(2) Ability I: +1 Intelligence
    3 Core ·(1) Spell Resistance II
    4 Core ·(2) Ability II: +1 Intelligence
    ------------------------------------------------------------------------------------------
    Eldritch Knight (Wiz) - Points spent: 45
    1 Core ·(1) Eldritch Strike
    2 Tier1 (1) Toughness
    3 Tier1 (1) Toughness
    4 Tier1 (1) Toughness
    5 Tier1 (1) Improved Mage Armor
    6 Tier1 (1) Improved Mage Armor
    7 Tier1 (1) Improved Mage Armor
    8 Tier2 (1) Improved Shield
    9 Tier2 (1) Improved Shield
    10 Tier2 (1) Improved Shield
    11 Core ·(1) Spellsword
    12 Core ·(1) Imbue the Blade
    13 Tier3 (2) Arcane Barrier
    14 Tier3 (2) Ability I: +1 Intelligence
    15 Tier3 (1) Critical Mastery
    16 Tier3 (1) Critical Mastery
    17 Tier3 (1) Critical Mastery
    18 Tier2 (1) Mystic Wards
    19 Tier2 (1) Mystic Wards
    20 Tier2 (1) Mystic Wards
    21 Core ·(1) Subtle Force I
    22 Tier4 (2) Ability II: +1 Intelligence
    23 Tier4 (2) Knight's Transformation
    24 Tier4 (2) Armored Arcana
    25 Tier4 (2) Force's Point
    26 Core ·(1) Subtle Force II
    27 Tier5 (2) Improved Knight's Transformation
    28 Tier5 (2) Knight's Arcanum: Knight's Controller
    29 Tier5 (2) Force's Edge
    30 Tier5 (1) Eldritch Tempest
    31 Tier5 (1) Eldritch Tempest
    32 Tier5 (1) Eldritch Tempest
    33 Core ·(1) Eldritch Blade
    34 Tier3 (2) Eldritch Accuracy
    35 Tier5 (1) Radiant Forcefield
    ------------------------------------------------------------------------------------------
    Pale Master - Points spent: 32
    1 Core ·(1) Dark Reaping
    2 Tier1 (2) Deathless Vigor
    3 Tier1 (2) Deathless Vigor
    4 Tier1 (2) Deathless Vigor
    5 Core ·(1) Pale Shroud: Shroud of the Vampire
    6 Tier1 (2) Spell Critical: Negative Energy I
    7 Core ·(1) Undead Augmentation I: Inflict Weariness
    8 Tier3 (2) Ability I: +1 Intelligence
    9 Tier3 (1) Negative Energy Adept
    10 Tier3 (1) Negative Energy Adept
    11 Tier3 (1) Negative Energy Adept
    12 Tier2 (1) Cloak of Night
    13 Tier1 (1) Negative Energy Conduit
    14 Tier1 (1) Negative Energy Conduit
    15 Tier1 (1) Negative Energy Conduit
    16 Core ·(1) Undead Augmentation II: +2 Enchantment DC
    17 Tier4 (2) Ability II: +1 Intelligence
    18 Tier4 (1) Unholy Avatar
    19 Tier1 (1) Skeletal Knight
    20 Tier2 (1) Corpsecrafter
    21 Tier2 (1) Corpsecrafter
    22 Tier2 (1) Corpsecrafter
    23 Tier3 (1) Eternal Furor
    24 Tier3 (1) Eternal Furor
    25 Tier3 (1) Eternal Furor
    26 Core ·(1) Undead Augmentation III: Deathly Resistance


    ------------------------------------------------------------------------------------------
    Epic Destinies: 53 total points
    ------------------------------------------------------------------------------------------
    Draconic Incarnation - Points spent: 22
    1 Core ·(1) Draconic Bloodline: Draconic Bloodline: Shadow
    2 Tier1 (1) Dragon Scales
    3 Tier1 (1) Dragon Scales
    4 Tier1 (1) Dragon Scales
    5 Tier1 (1) Dragonhide
    6 Tier1 (1) Dragonhide
    7 Tier1 (1) Dragonhide
    8 Tier2 (1) Dragon Breath: Shadow Dragon Breath
    9 Tier2 (1) Dragon Breath: Shadow Dragon Breath
    10 Tier2 (1) Dragon Breath: Shadow Dragon Breath
    11 Tier3 (1) Arcane Spellsword: Eldritch Knight
    12 Tier3 (1) Arcane Spellsword: Eldritch Knight
    13 Tier3 (1) Arcane Spellsword: Eldritch Knight
    14 Core ·(1) Draconic Heritage
    15 Core ·(1) Elemental Blood
    16 Tier2 (1) Draconic Presence
    17 Tier2 (1) Draconic Presence
    18 Tier2 (1) Draconic Presence
    19 Tier3 (1) Draconic Spell Focus: Necromancy
    20 Tier3 (1) Draconic Spell Focus: Necromancy
    21 Tier4 (2) Improve Dragon Breath: Energy Burst
    ------------------------------------------------------------------------------------------
    Shadowdancer - Points spent: 28
    1 Core ·(1) The Darkest Luck I
    2 Tier1 (1) Cover of Darkness
    3 Tier1 (1) Cover of Darkness
    4 Tier1 (1) Cover of Darkness
    5 Tier1 (1) Stealthy
    6 Tier2 (2) Shadowform
    7 Core ·(1) The Darkest Luck II
    8 Tier2 (1) Dance in the Dark
    9 Tier2 (1) Dance in the Dark
    10 Core ·(1) The Darkest Luck III
    11 Tier3 (1) Spell Focus: Enchantment
    12 Tier3 (1) Spell Focus: Enchantment
    13 Tier3 (1) Spell Focus: Enchantment
    14 Tier3 (2) Depths of Darkness
    15 Tier3 (2) Shadowcaster: Shadowstriker
    16 Tier3 (1) Grim Precision
    17 Tier3 (1) Grim Precision
    18 Tier3 (1) Grim Precision
    19 Tier4 (1) Dark Mercy
    20 Tier4 (1) Dark Mercy
    21 Tier4 (1) Dark Mercy
    22 Tier4 (1) Pierce the Gloom
    23 Tier4 (1) Pierce the Gloom
    24 Tier4 (1) Pierce the Gloom
    25 Tier2 (1) Dance in the Dark
    ------------------------------------------------------------------------------------------
    Unyielding Sentinel - Points spent: 3
    1 Core ·(1) Ever Watchful
    2 Tier1 (2) Divine Energy Resistance

    ------------------------------------------------------------------------------------------
    Spell Power · · · · · · ·Base · ·Critical Chance· · Critical Multiplier.
    ------------------------------------------------------------------------------------------
    Acid· · · · · · · · · · · 582 · · · 5%· · · · · · · · 18
    Light/Alignment · · · · · 582 · · · 5%· · · · · · · · 18
    Cold· · · · · · · · · · · 724 · · ·26%· · · · · · · · 18
    Electric· · · · · · · · · 582 · · · 5%· · · · · · · · 18
    Evil· · · · · · · · · · · 567 · · · 5%· · · · · · · · 18
    Fire· · · · · · · · · · · 582 · · · 5%· · · · · · · · 18
    Force/Untyped · · · · · · 754 · · ·32%· · · · · · · · 18
    Negative· · · · · · · · · 826 · · ·34%· · · · · · · · 43
    Physical· · · · · · · · · 567 · · · 5%· · · · · · · · 18
    Poison· · · · · · · · · · 809 · · ·34%· · · · · · · · 18
    Positive· · · · · · · · · 584 · · · 5%· · · · · · · · 18
    Repair· · · · · · · · · · 566 · · · 5%· · · · · · · · 18
    Rust· · · · · · · · · · · 566 · · · 5%· · · · · · · · 18
    Sonic · · · · · · · · · · 556 · · · 5%· · · · · · · · 18
    ------------------------------------------------------------------------------------------




    Weapon Damage
    ------------------------------------------------------------------------------------------
    Melee Power:· 102
    Doublestrike: 27%
    Strikethrough: 20%
    Mainhand damage ability multiplier: 1
    Offhand damage ability multiplier: 0
    Off-Hand attack Chance: 80%
    Fortification Bypass: 45%
    Dodge Bypass: 0%
    Helpless Damage bonus: 85%
    Ranged Power: 72
    Doubleshot Chance: 7%

    Sneak Attack Attack bonus: 14
    Sneak Attack Damage: 6d6+17

    Main Hand: Pain, the Half of Whole
    On Hit· · · · ·6.25[1D4+3]+29 ·+ 8D6 Acid + 8D6 Electric
    Critical 17-18 (6.25[1D4+3]+34) * 3 ·+ 8D6 Acid + 8D6 Electric
    Critical 19-20 (6.25[1D4+3]+34) * 3 ·+ 8D6 Acid + 8D6 Electric
    DR Bypass: Magic, Pierce
    You bypass Incorpreality miss chance with this weapon

    Off Hand: Suffering, the Half of Whole
    On Hit· · · · ·5.75[1D4+3]+24 ·+ 0 (* 0) Constitution + 6D6 Pierce + 8D6 Cold + 8D6 Fire
    Critical 17-18 (5.75[1D4+3]+34) * 3 ·+ 0 (* 0) Constitution + 6D6 Pierce + 8D6 Cold + 8D6 Fire
    Critical 19-20 (5.75[1D4+3]+34) * 3 ·+ 0 (* 0) Constitution + 6D6 Pierce + 8D6 Cold + 8D6 Fire
    DR Bypass: Adamantine, Byeshk, Cold Iron, Magic, Mithral, Pierce, Silver
    You bypass Incorpreality miss chance with this weapon




    Equipped Gear Set : Standard
    ------------------------------------------------------------------------------------------
    Armor · · · · The Legendary Blackmail · Drops in: Quest: Smash and Burn
    · · · · · · · Green: +2 Sapphire of Armored Agility
    · · · · · · · Legendary Dreadkeeper
    Belt· · · · · Legendary Direbear Belt · Drops in: U48 Quest: Quid Pro Quo
    · · · · · · · Green: +2 Topaz of Spell Focus: Enchantment
    · · · · · · · Eminence of Winter
    Boots · · · · Legendary Deepsnow Boots· ·Drops in: U48 Quest: A Frosty Reception
    · · · · · · · Green: Empty augment slot
    · · · · · · · Eminence of Winter
    Bracers · · · Legendary Necromancer's Bracers · Drops in: Quest: Members Only
    · · · · · · · Green: +6 Diamond of Insightful Dexterity
    · · · · · · · Legendary Dreadkeeper
    Cloak · · · · Legendary Black Velvet Capelet· ·Drops in: Quest: The Wraithcallers
    · · · · · · · Blue: +12 Diamond of Charisma
    Gloves· · · · Legendary Skin-tight Gloves · Drops in: Quest: Offshore Account
    · · · · · · · Blue: Empty augment slot
    · · · · · · · Legendary Dreadkeeper
    Goggles · · · Legendary Collective Sight· ·Drops in: Quest: Blown Deadline
    · · · · · · · Nearly Finished (SDCIWC): +13 Constitution
    · · · · · · · Nearly Finished (Ins SDCIWC): +6 Insightful Intelligence
    · · · · · · · Blue: +12 Sapphire of Dodge
    Helmet· · · · Legendary Crown of Snow · Drops in: U48 Quest: Legend of the Lost Locket
    · · · · · · · Green: Topaz of Augmented Summoning
    · · · · · · · Eminence of Winter
    Necklace· · · The Zarash'ak Ward· ·Drops in: Raid: Project Nemesis, Masterminds of Sharn Saga reward
    · · · · · · · Green: Sapphire of Good Luck + 3
    · · · · · · · Yellow: Empty augment slot
    · · · · · · · Blue: Empty augment slot
    · · · · · · · Filigree 1: Eye of the Beholder: Intelligence
    · · · · · · · Filigree 2: Darkhallow: Intelligence
    · · · · · · · Filigree 3: Otto's Irrevocable Power: Intelligence
    · · · · · · · Filigree 4: Zarigan's Arcane Enlightenment: Intelligence
    Ring1 · · · · Legendary Ring of Winter's Chill· ·Drops in: U48 Quest: Quid Pro Quo
    · · · · · · · Green: +12 Diamond of Wisdom
    · · · · · · · Eminence of Winter
    Ring2 · · · · Legendary Ethereal Ring · Drops in: U50: Quest: The Final Enemy
    · · · · · · · Green: +2 Festive Intelligence
    · · · · · · · Yellow: Globe of True Imperial Blood
    · · · · · · · Legendary Saltmarsh Explorer
    Trinket · · · Legendary Deep Promise Onyx · Drops in: U46: Quest: Rosemary's Ballad
    · · · · · · · Blue: +12 Diamond of Dexterity
    Weapon1 · · · Pain, the Half of Whole · Drops in: Raid: The Curse of Strahd
    · · · · · · · Purple: Ruby of +8d6 Acid Damage
    · · · · · · · Red: Ruby of +8d6 Electric Damage
    · · · · · · · Pain and Suffering
    · · · · · · · Sentient Weapon Personality: Sentient Jewel of the Dragon
    · · · · · · · Filigree 1: Eye of the Beholder: Intelligence
    · · · · · · · Filigree 2: Otto's Irrevocable Power: Intelligence
    · · · · · · · Filigree 3: Darkhallow: Intelligence
    · · · · · · · Filigree 4: Darkhallow: Constitution
    · · · · · · · Filigree 5: Darkhallow: Negative Amplification
    · · · · · · · Filigree 6: Eye of the Beholder: MRR
    · · · · · · · Filigree 7: Eye of the Beholder: Spellpower
    · · · · · · · Filigree 8: Otto's Irrevocable Power: MRR
    · · · · · · · Filigree 9: Otto's Irrevocable Power: Constitution
    · · · · · · · Filigree 10: Zarigan's Arcane Enlightenment: Intelligence
    Weapon2 · · · Suffering, the Half of Whole· ·Drops in: Raid: Old Baba's Hut
    · · · · · · · Orange: Ruby of +8d6 Cold Damage
    · · · · · · · Red: Ruby of +8d6 Fire Damage
    · · · · · · · Pain and Suffering


    ------------------------------------------------------------------------------------------



    Tonlok and Bizmarkie on Thelanis

  2. #2
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    Default

    Hello,

    thank you for posting this build. As I am quite new, I'd like to ask where are you getting INT do dmg with daggers?

    Thank you ,

  3. #3
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    Default

    Quote Originally Posted by oplianox View Post
    Hello,

    thank you for posting this build. As I am quite new, I'd like to ask where are you getting INT do dmg with daggers?

    Thank you ,

    Sure, thanks for the reply. Answer: I currently don't! I have int to hit but not Int to dmg. You can go a few levels up in harper to get it but I think it's more efficient to add more points in EK and PM. The biggest dps numbers come from the elemental EK dice and spell power (and the speed of attack and dblstrike). I've run it with the harper points Including KTA and I don't feel any difference. Try it both ways! Enhancements are cheap to swap.

  4. #4
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    Default

    Quote Originally Posted by jasonayoung View Post
    Sure, thanks for the reply. Answer: I currently don't! I have int to hit but not Int to dmg. You can go a few levels up in harper to get it but I think it's more efficient to add more points in EK and PM. The biggest dps numbers come from the elemental EK dice and spell power (and the speed of attack and dblstrike). I've run it with the harper points Including KTA and I don't feel any difference. Try it both ways! Enhancements are cheap to swap.
    Thanks a lot for the answer, it makes a lot of sense.

    I'm currently playing the build and I'm having a lot of fun even with my limited gear and experience. I'm a bit uncertain on wich spells to use effectively if you could kindly help me with that it would be great

    Cheers!

  5. #5
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    Default

    Quote Originally Posted by oplianox View Post
    Thanks a lot for the answer, it makes a lot of sense.

    I'm currently playing the build and I'm having a lot of fun even with my limited gear and experience. I'm a bit uncertain on wich spells to use effectively if you could kindly help me with that it would be great

    Cheers!
    Awersome! I'm thrilled someone is giving it a try. What level are you at? That will determine a lot of the spells. I can talk about how I play it at end game until you reply.

    -I keep a couple rows of shortcuts organized by what they kill. Like necro stuff on one bar, CC on the next, and direct damage on another.
    -I keep the dual auras up all the time. And i have the EK radiant forcefield and Neg Energy burst next to Ddoor in my 'oh ****' section.
    -My typical cycle goes like this. Let's assume packs of non undead, non construct, because you have to approach them differently.

    With auras and defenses up first -- always check haste rage displ auras are on, i run into the center, staying near any raged/casters so they get hit in the AOEs. Mass hold > Eld Tempest (knockdown + force boom) > Dragon breath (ball form centered on me). Everything is usually dead now, but any stragglers in the affected pack get the daggers and the EK eldrtich strike which adds elemental AOE boom. Single target casters/ranged i run up and finger/dagger down. Melee is always preferred when i need HP (vampirism!)

    High HP sacks get dots (negative, cold, electric) and arcane tempest on top of the other DPS. Remember that hitting amps spell power, and casting amps melee power. So do some of both!

    Playstyle Tip: Get to know the mops. Playing battlemage of any type requires you to really KNOW your enemies. What are their weak saves? What are their resistances, to elements and DR? Choose accordingly. Think about it before you go into the quest. For constructs, arcane tempest, distinegrate, and force stuff is called for. Swap EK elements to acid. Know where web is on your bar and spam tempest for knockdown. For undead, Undeath to death and fire/acid, maybe make a few friends (control undead) to suck up aggro.

    CC options:
    Will - mass hold & mass charms. Disco Ball if you like being annoyed. Use enchant unless you KNOW they'll save.
    If they have high will saves- they probably have low fort and reflex (unless they're &^%$# drow). Knockdown and Stun and web are options here. And wail, always wail.

    Greater shout / elec loop / cyclonic / power word stun / symbol stun / flesh to stone - but i recommend you stick to the mass ones

    At the end of the day, youre enchant spec. Use enchant. Then daggers. Then sell all the loots!

  6. #6
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    Default

    Quote Originally Posted by jasonayoung View Post
    Awersome! I'm thrilled someone is giving it a try. What level are you at? That will determine a lot of the spells. I can talk about how I play it at end game until you reply.

    -I keep a couple rows of shortcuts organized by what they kill. Like necro stuff on one bar, CC on the next, and direct damage on another.
    -I keep the dual auras up all the time. And i have the EK radiant forcefield and Neg Energy burst next to Ddoor in my 'oh ****' section.
    -My typical cycle goes like this. Let's assume packs of non undead, non construct, because you have to approach them differently.

    With auras and defenses up first -- always check haste rage displ auras are on, i run into the center, staying near any raged/casters so they get hit in the AOEs. Mass hold > Eld Tempest (knockdown + force boom) > Dragon breath (ball form centered on me). Everything is usually dead now, but any stragglers in the affected pack get the daggers and the EK eldrtich strike which adds elemental AOE boom. Single target casters/ranged i run up and finger/dagger down. Melee is always preferred when i need HP (vampirism!)

    High HP sacks get dots (negative, cold, electric) and arcane tempest on top of the other DPS. Remember that hitting amps spell power, and casting amps melee power. So do some of both!

    Playstyle Tip: Get to know the mops. Playing battlemage of any type requires you to really KNOW your enemies. What are their weak saves? What are their resistances, to elements and DR? Choose accordingly. Think about it before you go into the quest. For constructs, arcane tempest, distinegrate, and force stuff is called for. Swap EK elements to acid. Know where web is on your bar and spam tempest for knockdown. For undead, Undeath to death and fire/acid, maybe make a few friends (control undead) to suck up aggro.

    CC options:
    Will - mass hold & mass charms. Disco Ball if you like being annoyed. Use enchant unless you KNOW they'll save.
    If they have high will saves- they probably have low fort and reflex (unless they're &^%$# drow). Knockdown and Stun and web are options here. And wail, always wail.

    Greater shout / elec loop / cyclonic / power word stun / symbol stun / flesh to stone - but i recommend you stick to the mass ones

    At the end of the day, youre enchant spec. Use enchant. Then daggers. Then sell all the loots!
    Thank you for taking the time to write this, it's really informative for me having a glimpse of how other play the game.

    I got the toon to lvl 30 and reincarnate, I had some trouble in low epics but elsewhere it was a blast and very fun. I surely can vouch for the fun part of this build.

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