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sigtrent
08-11-2007, 12:47 PM
From Sigtrent's Build Request Thread (http://forums.ddo.com/showthread.php?t=117232)

Build Name: Livewood Mage
Author: Sigfried Trent
Requester: Ghost Ryder
Last Updated: 06/21/10

Key Words [Warforged, Wizard, Classic]

Objectives
The request was for a 28pt warforged wizard with decent solo potential. I took the approach of simply creating the most classic sort of warforged wizard, letting the self healing make up the bulk of its solo-ability. A decent strength score lets you beat down monsters in the early levels of the game as you get your spell power built up. As with most wizards, picking the right spells for the quest and managing your mana well goes a long way to finding success.

Design
The nice thing about a pure wizard is they are very straight forward builds. Max intelligence, go for a solid constitution score, and spread the remaining 3-6 points wherever suits your fancy. On the skill side, max concentration and put the rest wherever you like or think will be handy. For feats and enhancements you can easily afford to support both damage casting and control casting. Toughness is also well worth grabbing for some extra hit points.



Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 True Neutral Warforged Male
(20 Wizard)
Hit Points: 202
Spell Points: 1591
BAB: 10\10\15\20
Fortitude: 9
Reflex: 5
Will: 10

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 14 14
Dexterity 8 8
Constitution 16 17
Intelligence 18 28
Wisdom 6 6
Charisma 6 6

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1 9
Bluff -2 -2
Concentration 7 26
Diplomacy -2 -2
Disable Device n/a n/a
Haggle 0 9
Heal -2 -2
Hide -1 -1
Intimidate -2 -2
Jump 4 12
Listen -2 -2
Move Silently -1 -1
Open Lock n/a n/a
Perform n/a n/a
Repair 8 14
Search 4 9
Spot -2 9
Swim 2 13
Tumble 1 10
Use Magic Device n/a n/a

Level 1 (Wizard)
Skill: Balance (+2)
Skill: Concentration (+4)
Skill: Haggle (+2)
Skill: Jump (+2)
Skill: Repair (+4)
Skill: Tumble (+2)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Toughness
Enhancement: Wizard Energy Manipulation I
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Force Manipulation I
Enhancement: Wizard Energy of the Scholar I


Level 2 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+1)
Enhancement: Wizard Intelligence I
Enhancement: Wizard Wand Mastery I
Enhancement: Warforged Inscribed Armor I


Level 3 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+1)
Feat: (Selected) Empower Spell
Enhancement: Racial Toughness I
Enhancement: Wizard Lineage of Energy I
Enhancement: Wizard Lineage of Elements I


Level 4 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+1)
Enhancement: Wizard Energy Manipulation II
Enhancement: Wizard Elemental Manipulation II


Level 5 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+1)
Enhancement: Wizard Force Manipulation II
Enhancement: Warforged Constitution I


Level 6 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+0.5)
Skill: Swim (+0.5)
Feat: (Selected) Heighten Spell
Enhancement: Wizard Intelligence II


Level 7 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+0.5)
Skill: Swim (+0.5)
Enhancement: Wizard Lineage of Elements II
Enhancement: Wizard Elemental Manipulation III


Level 8 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+0.5)
Skill: Swim (+1)
Enhancement: Wizard Lineage of Deadly Elements I
Enhancement: Wizard Force Manipulation III


Level 9 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+0.5)
Skill: Swim (+1)
Feat: (Selected) Quicken Spell
Enhancement: Wizard Lineage of Energy II


Level 10 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+0.5)
Skill: Swim (+1)
Feat: (Wizard Bonus) Maximize Spell
Enhancement: Wizard Intelligence III


Level 11 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+0.5)
Skill: Swim (+1)
Enhancement: Racial Toughness II
Enhancement: Wizard Spell Penetration I


Level 12 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+0.5)
Skill: Swim (+1)
Feat: (Selected) Spell Penetration
Enhancement: Wizard Elemental Manipulation IV


Level 13 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+0.5)
Skill: Swim (+1)
Enhancement: Wizard Lineage of Deadly Energy I
Enhancement: Wizard Energy Manipulation III


Level 14 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+0.5)
Skill: Swim (+1)
Enhancement: Wizard Energy Manipulation IV


Level 15 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+0.5)
Skill: Swim (+1)
Feat: (Selected) Greater Spell Penetration
Feat: (Wizard Bonus) Mental Toughness
Enhancement: Wizard Spell Penetration II


Level 16 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+0.5)
Skill: Swim (+0.5)
Skill: Tumble (+1)
Enhancement: Wizard Lineage of Elements III


Level 17 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+0.5)
Skill: Spot (+0.5)
Skill: Swim (+0.5)
Skill: Tumble (+1)
Enhancement: Wizard Lineage of Energy III
Enhancement: Wizard Lineage of Deadly Elements II


Level 18 (Wizard)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Spot (+0.5)
Skill: Swim (+0.5)
Skill: Tumble (+2)
Feat: (Selected) Spell Focus: Necromancy
Enhancement: Wizard Lineage of Deadly Elements III


Level 19 (Wizard)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Spot (+0.5)
Skill: Swim (+0.5)
Skill: Tumble (+2)
Enhancement: Wizard Lineage of Deadly Energy II
Enhancement: Wizard Lineage of Deadly Energy III


Level 20 (Wizard)
Ability Raise: INT
Skill: Concentration (+1)
Skill: Repair (+1)
Skill: Tumble (+3)
Feat: (Wizard Bonus) Greater Spell Focus: Necromancy
Enhancement: Wizard Master of Magic
Enhancement: Wizard Improved Maximizing I




Play
As great as it is to self heal, keep in mind your mana is both offense and defense. Good use of wands and scrolls as well as judicious use of meta magic is important to avoid running out of gas. Also good economical use of available shrines is important. Warforged wizards can solo well, but they do rely on good knowledge of a quest to do so. It may take some attempts or trips with an experienced group to master some quests without running through many consumables.

Variations
It’s easy enough to bump up to 32pts. Likely you would simply take Con or Str up two points. Few of the enhancement or feat picks are absolutely essential so you could make adjustments with limited impact overall. This one has necromancy focus which would allow you to take pale master at high level if you wish. Currently its likely not worth the sacrifice in AP but that could change.

Khurse
08-11-2007, 03:13 PM
Probably a really stupid question, and I'm missing something here (I am new to this game) but doesn't Inscribed Armor only help if you have Mithril or Ad body? Do warforge without either of them still have a chance of arcane failure?

(Don't have an instruction manula if it's in there sorry)

In any event- Thanks!
I'll be trying this out.

Lithic
08-11-2007, 03:57 PM
Warforged with no armour feats still have a 5% spell failure from their composite plating. Any WF caster needs to take the first spell failure reducing enhancement to cancel this.

As to the build, personally I would drop the sublte caster enhancement in favor of pretty much anything else. Having only the first one is useless, having any in a solo-focused character is pointless. I would suggest WF fort save enhancement, or concentration.

sigtrent
08-11-2007, 03:59 PM
Composite armor (the default) still has a 5% arcane spell failure and the first level of Inscribed armor gets rid of that for you (or reduces the other types SF by 5%).

It only costs 1 enhancement point os it's a pretty trivial cost to being a WF wizard.

Nick_RC
08-11-2007, 08:14 PM
Wh is str so high? Id suggest goint 18con and 10str as opposed to 16 and 14. End game its all about the hp. Also give +1 to the concentration score. 10 str still protects you from the -8 sr effect.

sigtrent
08-12-2007, 12:08 AM
Wh is str so high? Id suggest goint 18con and 10str as opposed to 16 and 14. End game its all about the hp. Also give +1 to the concentration score. 10 str still protects you from the -8 sr effect.

The request mentioned he specificaly wanted to be self reliant and to do a fair bit of soloing. I agree that in the end game the 14str isn't going to do a ton, but untill your spells start dealing decent damage you need a way to kill monsters that doesn't eat up your SP. A 14 Str should get you by in that respect, especialy with a bulls strenght wand to tip you to 18. After a while you won't need it, but its still gravy when carrying stuff or when killing held monsters when you solo on higher levels.

14 HP isn't going to really make or break you in the end game, especialy when you can self heal. But I think the extra +2 attack and damage can be a life saver soloing the harbor.