View Full Version : Human 32 build

08-14-2007, 11:45 PM
This is going to be my 1st attempt at ever playing a csater in any MMO I have ever played.

I am blessed by being in a large guild where I could discuss my ideas among other players and find out what worked for them, what they would change if starting over, etc.

I believe with the way the DDO mechanics are setup now, the insta-kill spells reign supreme over the CC and DD spell lines, thats not to say they do not have their uses, but over the long term the insta kills are simply more efficient with regards to time/mana.

Character Plan by DDO Character Planner Version 2.65
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 14 Neutral Human Male
(14 Wizard)
Hit Points: 104
Spell Points: 996
BAB: 7\7\12
Fortitude: 6
Reflex: 6
Will: 9

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 14) (Level 14)
Strength 8 8 8
Dexterity 14 14 14
Constitution 14 14 14
Intelligence 18 20 24
Wisdom 10 10 10
Charisma 10 10 10

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 14) (Level 14)
Balance 3 10.5 10.5
Bluff 0 0 0
Concentration 6 19 21
Diplomacy 2 8 8
Disable Device n/a n/a n/a
Haggle 2 8.5 8.5
Heal 0 0 0
Hide 2 2 2
Intimidate 0 0 0
Jump 1 7.5 7.5
Listen 0 0 0
Move Silently 2 2 2
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 4 7 7
Search 6 15.5 15.5
Spot 0 0 0
Swim -1 -1 -1
Tumble 3 6 6
Use Magic Device 2 8.5 8.5

Level 1 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Feat: (Human Bonus) Maximize Spell
Feat: (Selected) Mental Toughness

Level 2 (Wizard)

Level 3 (Wizard)
Feat: (Selected) Spell Focus: Necromancy

Level 4 (Wizard)

Level 5 (Wizard)
Feat: (Wizard Bonus) Empower Spell

Level 6 (Wizard)
Feat: (Selected) Spell Focus: Illusion

Level 7 (Wizard)

Level 8 (Wizard)

Level 9 (Wizard)
Feat: (Selected) Spell Penetration

Level 10 (Wizard)
Feat: (Wizard Bonus) Heighten Spell

Level 11 (Wizard)

Level 12 (Wizard)
Feat: (Selected) Greater Spell Penetration

Level 13 (Wizard)

Level 14 (Wizard)
Enhancement: Human Adaptability Intelligence I
Enhancement: Human Improved Recovery I
Enhancement: Human Versatility I
Enhancement: Wizard Concentration I
Enhancement: Wizard Concentration II
Enhancement: Wizard Lineage of Elements I
Enhancement: Wizard Lineage of Elements II
Enhancement: Wizard Lineage of Elements III
Enhancement: Wizard Lineage of Deadly Elements I
Enhancement: Wizard Lineage of Deadly Elements II
Enhancement: Wizard Energy Manipulation I
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Elemental Manipulation III
Enhancement: Wizard Elemental Manipulation IV
Enhancement: Wizard Force Manipulation I
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Spell Penetration II
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Subtle Spellcasting I
Enhancement: Wizard Subtle Spellcasting II
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III

Where applicable, I tried to use my feats to strengthen my ability to PK/FoD, and my enhancements to strengthen my core DD spells: Fireball, Wall of Fire, Cone of Cold.

I still do not have a handle on how spell DC vs. saves vs. spell penetration comes into play, I do know that when I cast something... I want it to stick.

I am still on the fence as well with taking both Maximize AND Empower, just seems kind of redundant, I may drop 1 for Enlarge for the extended range.

Any and all constructive comments are most appreciated.

08-15-2007, 12:38 AM
Didn't look to closely but the build looks fine to me. Some may suggest lowering dex for more con, up to you though, 14 is plenty, I think. You may want to consider greater spell focus necromancy instead of spell focus illusion, but again, either is fine. I suggest the necromancy because "fear" and "symbol of fear" are two of the best CC spells in the game and necromancy boosts both those and FoD. If you only take one of max/emp, go with maximize - though i personally run with both. IMO, after mod 5s new metamagic changes, Max/empowered direct damage spells will be more useful than machine-gun instakills in a variety of places. A max/emp cone of cold, for instance (with all relevant boosts) hits multiple targets for ~330 damage, and crits (with relevant boosts) for ~900 (18% of the time). After mod 5, that will cost, what 70 mana? In other words, if you're killing more than one critter per Cone of Cold, you're saving mana and time over FoD.

Just my 2 cents,