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  1. #1
    Community Member SaberMonkey's Avatar
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    Default 11/1 Wizard/Rogue Warforged? Please help!

    I have been entertaining the thought of making a 32 pt 11/1 Wizard/Rogue WF. The reason I want to try this build is because a buddy of mine is making a 9/2/1 Paladin/Fighter/Sorc WF and we were thinking about running mostly Duo's. I'd like a bit of feedback and advice on this build. I also thought of making him a 10/2 Wizard/Rogue for the evasion and a bit better trap springing skill.

  2. #2
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    If your going rogue the best race would be human to get +5 to all skills. Take rogue lvl 1st.

    Otherwize I would go wiz 12 and let him pickup the rogue skills. I am building a 3 rogue/3 paladin/6 figther build and having fun with it. Sort of the batman build.

  3. #3
    Community Member SaberMonkey's Avatar
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    Anyone else have any input? I'm really curious if anyone has tried this.

  4. #4
    Community Member Xymox's Avatar
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    Default why WF?

    Just curious why WF. There is arcane spell failure involved with wiz/sorc and WF. I agree with earlier post, human is proably the best build (+1 feat, and +1 skill pt each lvl) along with +5 Human Versititlity.

    But if I was making a WF rog/wiz11 I would....nm I wouldn't

  5. #5

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    There is arcane spell failure involved with wiz/sorc and WF.
    As a composite plating (no armor feat) WF you can nullify this with an enhancement at level 2 and with mithril body you can nullify this at level 12.

    Your biggest boon as a level Warforged 11 wizard/1 rogue is you can take down traps and cast all the arcane spells. You have access to self healing and healing your Warforged partner via wands and spells and this is a HUGE boon. Reconstruction (level 6 arcane) is like a multiple use lay on hands and has personally saved my butt and the Warforged fighter I often group with many times. It can also be a quick click to save your butt trying to disarm traps too.

    As far as the "you don't have evasion" issues, you have access to resist energy, jump, stoneskin, and haste. You can access most traps with ease and some with a bit of patience and cunning.

    Do not forget all the nifty immunites you get being a living construct, like immunity to poison, disease, fatigue, sleep, paralysis (my favorite of the eight), etc. You may have less total skill points but you in no way pale in comparison to a human skill mastery build. You are simply different with a different set of strengths and weaknesses.

    I've toyed with it personally and it is a nice and viable build. I wish the two of you success if you do as you plan.
    Server - Thelanis
    Diaries of a True Reincarnate (Wizard, Sorcerer, Melee, Divine, Artificer, Druid)

  6. #6
    Community Member Phesic's Avatar
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    I have a buddy who runs a 7/3/2 Wizard/rogue/Ranger. It's a GREAT survival build and an amazing TWF build.

    As for WF, I'd go with at least 2 levels of rogue. Evasion is more helpfull than some think (fireball, chain lightning, lightning bolt, traps, commetfall, blade barrier, and many, many others can be negated). Missing level 6 spells is annoying, but hardly gamebreaking.

    If you go with the above build (7/3/2) your base attack bonous will be identical to to a 12th level rogue (though I'd consider Barbarian. Fighter, or Paladin instead of ranger unless you want to TWF.) and you'll be able to contribute meaningfully to combat if you take Mithral Body.

    Spells are definately not the end all be all when it comes to Duoing, the ability to melee will be necassary for both party members.
    Nothing is easier than self-deceit. For what each man wishes, that he also believes to be true.
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  7. #7
    Community Member thumps's Avatar
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    I have a 11/1 wiz/rogue and its my favorite build ive been able to do all the traps on von5 hard (hevnt opend elite yet) as well as wizking elite and many others there so far one trap that give me problems in made to order elite but other then that this toon has been flawless my disable ended up 51 open locks 40 search 38 and spot 27 as well as a umd of 29 but i would say missing 6th level spells would have cost this build alot GH is big factor evasion is nice but with the spells i can use not needed Greater heroism(6th) Stoneskin false life jump res energy and pro energy haste blur and as far as i know thoughest lock in the game is chains of flame elite at a 60 wich i should beable to get .....anyway good build and i dont think evasion is worth the level 6 spells (greater heroism and disinegrate) and even with a 27 spot i pick up traps better then some rogues good luck with your build im sure youll enjoy it

  8. #8
    Community Member SaberMonkey's Avatar
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    Thanks a bunch for the feedback guys, I appreciate it. The build is on hold for now, but I will be trying it in the future.

  9. #9
    Community Member Xanstrollinoax's Avatar
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    Code:
    Character Plan by DDO Character Planner Version 1.40
    DDO Character Planner Home Page
    
    Level 12 Lawful Good Warforged Male
    (1 Rogue \ 11 Wizard) 
    Hit Points: 70
    Spell Points: 790 
    BAB: 5\5\10
    Fortitude: 3
    Reflex: 8
    Will: 5
    
                      Starting            Ending          Feat/Enhancement
                     Base Stats         Base Stats         Modified Stats
    Abilities        (Level 1)          (Level 12)           (Level 12)
    Strength             14                 14                   14
    Dexterity            16                 16                   16
    Constitution         10                 10                   10
    Intelligence         18                 21                   24
    Wisdom                6                  6                    6
    Charisma              6                  6                    6
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 12)          (Level 12)
    Balance               7                  7                    7
    Bluff                 2                  2                    2
    Concentration         0                  0                    0
    Diplomacy            -2                 -2                   -2
    Disable Device        8                 22                   27
    Haggle                2                  2                    2
    Heal                 -2                 -2                   -2
    Hide                  7                  7                    7
    Intimidate           -2                 -2                   -2
    Jump                  6                  6                    6
    Listen               -2                 -2                   -2
    Move Silently         7                  7                    7
    Open Lock             7                 18                   20
    Perform              n/a               n/a                    n/a
    Repair                8                 16                   23
    Search                8                 22                   29
    Spot                  2                  2                    2
    Swim                  2                  2                    2
    Tumble                7                  7                    7
    Use Magic Device     n/a               n/a                   n/a
    
    Final Enhancements
    Enhancement:Energy of the Scholar XI
    Enhancement:Skill Resourcefulness V
    Enhancement:Inscribed Armor III
    Enhancement:Wizard's Intelligence III
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Bluff (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Repair (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Feat: (Selected) Mithral Body
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Simple Weapon Proficiency (ALL)
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sneak Attack
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Trip
    Feat: (Automatic) Warforged Resistances
    Feat: (Automatic) Warforged Resistances
    Enhancement:Rogue's Action Boost I
    Enhancement:Skill Ingenuity I
    Enhancement:Skill Perception I
    Enhancement:Healer's Friend I
    
    Level 2 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Enhancement:Energy of the Scholar I
    Enhancement:Skill Ingenuity I
    Enhancement:Skill Perception I
    Enhancement:Inscribed Armor I
    
    Level 3 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Feat: (Selected) Nimble Fingers
    Feat: (Automatic) Defensive Fighting
    Enhancement:Energy of the Scholar II
    Enhancement:Skill Ingenuity I
    Enhancement:Inscribed Armor I
    Enhancement:Wizard's Intelligence I
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Enhancement:Energy of the Scholar III
    Enhancement:Skill Resourcefulness II
    Enhancement:Inscribed Armor I
    Enhancement:Wizard's Intelligence I
    
    Level 5 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Enhancement:Energy of the Scholar IV
    Enhancement:Skill Resourcefulness II
    Enhancement:Inscribed Armor I
    Enhancement:Wizard's Intelligence I
    
    Level 6 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Feat: (Wizard Bonus) Enlarge Spell
    Feat: (Selected) Mental Toughness
    Enhancement:Energy of the Scholar V
    Enhancement:Skill Resourcefulness III
    Enhancement:Inscribed Armor I
    Enhancement:Wizard's Intelligence II
    
    Level 7 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Enhancement:Energy of the Scholar VI
    Enhancement:Skill Resourcefulness III
    Enhancement:Inscribed Armor II
    Enhancement:Wizard's Intelligence II
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Enhancement:Energy of the Scholar VII
    Enhancement:Skill Resourcefulness IV
    Enhancement:Inscribed Armor II
    Enhancement:Wizard's Intelligence II
    
    Level 9 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Feat: (Selected) Improved Mental Toughness
    Enhancement:Energy of the Scholar VIII
    Enhancement:Skill Resourcefulness IV
    Enhancement:Inscribed Armor II
    Enhancement:Wizard's Intelligence III
    
    Level 10 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Enhancement:Energy of the Scholar IX
    Enhancement:Skill Resourcefulness V
    Enhancement:Inscribed Armor II
    Enhancement:Wizard's Intelligence III
    
    Level 11 (Wizard)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Feat: (Wizard Bonus) Heighten Spell
    Enhancement:Energy of the Scholar X
    Enhancement:Skill Resourcefulness V
    Enhancement:Inscribed Armor II
    Enhancement:Wizard's Intelligence III
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Feat: (Selected) Skill Focus: Disable Device
    Enhancement:Energy of the Scholar XI
    Enhancement:Skill Resourcefulness V
    Enhancement:Inscribed Armor III
    Enhancement:Wizard's Intelligence III
    Seeing this post I thought I'd buid one . The Meta magic eats are interchangeable. I buit it to have the best balance of rogue skills and sp. Hope this helps ya.

  10. #10
    Community Member
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    Default I had the same idea.

    My WF Rogue-Wizard is only level 4.

    Fun so far. I too am trying to decide about the 2nd Rogue level. Evasion is a sweet Feat, but you need the Ref save to make it work.

    I also took Resilience (Hight Con) to help on trap saves.

    Self healing is fun and I found an All WF Guild on Sarlona, called, I believe, Cans o' Tuna or something equally silly. Try running with an all WF guild and all of a sudden you are the Wizard and the Healer. No problem finding groups

    The Rogue part is fun as I can do the traps as well as the Rogue we brought but the higher level stuff will be the litmus test.

    Mostly I like it because, with an eventual 20 Con (Black Wolfskin Belt here I come) you are not the typical Squishy Wizard.

    Question: Can I respect out my first level Feat to Mithral Body once I have the level to buy the Inscribed Armour II Enhancement?

    Diamondback, programmed for Dangerous Device Removal.

  11. #11

    Default

    Working on one of these. Only 28pt though.

  12. #12

    Default

    EDIT: Oops. Double post.
    Last edited by Mausi; 10-04-2007 at 04:13 PM.

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