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Untfell
07-18-2011, 04:32 AM
So, I was playing around in the DDO Charcter Builder and though I'd make up an Archmage Wizard/Rogue. I am not very familiar with Wizard/Rogue builds, and especially not with Archmage.

Having said that, are there any glaring deficiencies in this build:


Character Plan by DDO Character Planner Version 03.09.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Warforged Male
(2 Rogue \ 18 Wizard)
Hit Points: 246
Spell Points: 1268
BAB: 10\10\15\20
Fortitude: 11
Reflex: 18
Will: 10

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 8 10
Dexterity 10 12
Constitution 18 20
Intelligence 18 28
Wisdom 6 8
Charisma 10 12

Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 4 5
Bluff 3 4
Concentration 6 32
Diplomacy 4 5
Disable Device 8 32
Haggle 4 5
Heal -2 -1
Hide 0 1
Intimidate 0 1
Jump 3 4
Listen -2 -1
Move Silently 4 5
Open Lock 4 22
Perform n/a n/a
Repair 4 9
Search 8 32
Spot 2 3
Swim -1 0
Tumble 1 2
Use Magic Device 4 24

Level 1 (Rogue)
Feat: (Selected) Insightful Reflexes


Level 2 (Wizard)
Feat: (Wizard Bonus) Extend Spell


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


Level 4 (Wizard)


Level 5 (Wizard)


Level 6 (Wizard)
Feat: (Selected) Empower Spell
Feat: (Wizard Bonus) Mental Toughness


Level 7 (Wizard)


Level 8 (Wizard)


Level 9 (Rogue)
Feat: (Selected) Greater Spell Focus: Enchantment


Level 10 (Wizard)


Level 11 (Wizard)


Level 12 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Feat: (Selected) Spell Penetration


Level 13 (Wizard)


Level 14 (Wizard)


Level 15 (Wizard)
Feat: (Selected) Toughness


Level 16 (Wizard)


Level 17 (Wizard)
Feat: (Wizard Bonus) Quicken Spell


Level 18 (Wizard)
Feat: (Selected) Greater Spell Penetration


Level 19 (Wizard)


Level 20 (Wizard)
Enhancement: Rogue Skill Boost I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Enhancement: Improved Concentration III
Enhancement: Improved Concentration IV
Enhancement: Kinetic Spellcasting I
Enhancement: Kinetic Spellcasting II
Enhancement: Kinetic Spellcasting III
Enhancement: Kinetic Spellcasting IV
Enhancement: Kinetic Spellcasting V
Enhancement: Kinetic Spellcasting VI
Enhancement: Deadly Kinetics I
Enhancement: Deadly Kinetics II
Enhancement: Deadly Kinetics III
Enhancement: Deadly Kinetics IV
Enhancement: Deadly Kinetics V
Enhancement: Force Manipulation I
Enhancement: Force Manipulation II
Enhancement: Force Manipulation III
Enhancement: Force Manipulation IV
Enhancement: Force Manipulation V
Enhancement: Force Manipulation VI
Enhancement: Force Manipulation VII
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Spell Penetration II
Enhancement: Wizard Spell Penetration III
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Energy of the Scholar IV
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Rogue Improved Trap Sense I
Enhancement: Wizard Wand and Scroll Mastery I
Enhancement: Warforged Inscribed Armor I
Enhancement: Arcane Blast
Enhancement: Arcane Bolt
Enhancement: Wizard Archmage I
Enhancement: Wizard Archmage II
Enhancement: Wizard Archmage III
Enhancement: Wizard Archmage IV
Enhancement: Wizard Archmage V
Enhancement: Archmage Spell Mastery I: Enchantment
Enhancement: Archmage Spell Mastery II: Enchantment
Enhancement: Enchantment I - Hypnotism
Enhancement: Enchantment II - Otto's Resistible Dance
Enhancement: Enchantment III - Hold Person
Enhancement: Enchantment IV - Charm Monster
Enhancement: Enchantment V - Hold Monster



Feats weren't chosen in any particular order, i just sorta looked at what was needed/nice. AS I got higher level I would swap out extend for Heighten. As it stands now, I would think that the actually feat selection order needs some optimizing, but as I said, I just sorta grabbed 'em as I saw 'em.

EDIT: Swapped STR and CHA
-Cheers

R0cksteady
07-18-2011, 04:39 AM
Nothing wrong with it. But I would personally drop insightful reflexes for necro focus, and drop those 2 points you put into dex to put into strength for holding and to protect against enfeeblement.

Edit: Also, I don't see a taken feat at level 20. I would take greater necro focus there.

Untfell
07-18-2011, 04:54 AM
Nothing wrong with it. But I would personally drop insightful reflexes for necro focus, and drop those 2 points you put into dex to put into strength for holding and to protect against enfeeblement.

Edit: Also, I don't see a taken feat at level 20. I would take greater necro focus there.

Insightful reflexes is for rogue stuff. Is it all that needed, or can I get by without it?

Yeah, I keep swapping the points around in DEX/CHA and STR. Initial post had more STR.

No Feat at 20 I think because I am only 18 Wiz (2 rogue).

Also, I have just been reading that meta's do not apply to Arcane Bolt/Blast. Have to do some thinking now *puts on cap*.

Forzah
07-18-2011, 04:56 AM
Nothing wrong with it. But I would personally drop insightful reflexes for necro focus, and drop those 2 points you put into dex to put into strength for holding and to protect against enfeeblement.

Edit: Also, I don't see a taken feat at level 20. I would take greater necro focus there.

Dropping insightful reflexes on an evasion build? That takes away the whole idea of multiclassing into rogue. Instead of dropping insightful reflexes, it might be better to drop extend spell for the necro focus feat.

I agree on swapping dex for strength... dexterity does absolutely nothing if you have insightful reflexes.

seobanio
07-18-2011, 05:02 AM
I would take insightful reflexes and drop the points you put in dex and charisma for (either) points in strength or max constitution.

Insightful reflexes on a wiz/rogue is awesome and fun, I would keep it.

I would definitely drop extend though. Feats that I think are good for a wiz/rogue, in no particular order (and obviously more than you can take, just trying to give an idea.)

Quicken
Maximize
Empower
Heighten
Toughness
SF: necro
GSF: necro
SF: conjuration
GSF: conjuration
SF: enchant
GSF: enchant
mental toughness
insightful reflexes
spell penetration
greater spell penetration

tkscience
07-18-2011, 05:04 AM
Actually running a WF wiz/rogue at the moment as well.

Definitely keep insightful reflexes. I would dump cha and dex completely.

Feats are a little tighter on this sort of build than a usual wiz. Although it would hurt your dps, swapping empower for necro focus will help your dc on instakills at endgame. Similar to your build, I started with enchantment focus, but at cap, switched to necro focus.

In terms of levelling up, I would take toughness at level 1, and insightful reflexes closer to when you take your second rogue level.

Still, definitely solid. You'll tweek it to your taste on the way.

edit: or swapping extend as the above suggest also works well. But do try get the necro focus in any case.
edit2: opps, too used to 28 pt. builds still. A few points in cha for umd is nice, yes.

FuzzyDuck81
07-18-2011, 07:02 AM
Dont lose inightful reflexes, thats the whole point of the rogue splash...it'll give you a pretty reliable evasion in the majority of content & reliable enough to make a difference in the rest. Overall your build is a good one - wiz/rogue is a classic combo, great survivability & can actually disarm traps better than most rogues that arent focussed mechanics, especially at low levels... but getting through the trap or standing in the middle of one to get the box is a different matter :)

As for advice, can only really reiterate what others have said - dump dex completely, stick the points in strength so ray of enfeeblement etc. doesnt hit you as hard. The CHA investment isnt too bad, helps boost your UMD quite handily for raise scrolls & other useful things - though they'll likely be more for party support than personal benefit though since you can use reconstruct on yourself & arcane buffs will take care of most things.

Longer-term i'd suggest aiming for a 3xpos SP item since you can get +cha skills bonuses on that & having a raise clicky with 100% success chance is never a bad thing. make your conc opp a HP item & when the cove event makes a return try for a fully upgraded spyglass trinket to boost it higher & it'll also be a +20 search/spot item to max out your rogue skills.

Ashbinder
07-18-2011, 08:20 AM
I did a TR through as a Wiz/Rogue, and I'd highly recommend the class for anyone looking for a flexible character. You won't be the absolute best as a caster, but the gap isn't insurmountable.

As regards your character plan, I'd recommend the following:


Character Plan by DDO Character Planner Version 03.09.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Warforged Male
(2 Rogue \ 18 Wizard)
Hit Points: 246
Spell Points: 1213
BAB: 10\10\15\20
Fortitude: 11
Reflex: 18
Will: 10

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 16
Dexterity 8 10
Constitution 18 20
Intelligence 18 28
Wisdom 6 8
Charisma 6 8

Tomes Used
+1 Tome of Intelligence used at level 3
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 5
Bluff -2 -1
Concentration 4 31
Diplomacy -2 -1
Disable Device 8 32
Haggle 2 3
Heal -2 -1
Hide 3 4
Intimidate -2 -1
Jump 6 7
Listen -2 -1
Move Silently 3 4
Open Lock 3 19
Perform n/a n/a
Repair 8 13
Search 8 32
Spot 2 3
Swim 2 3
Tumble 3 4
Use Magic Device 2 22

Level 1 (Rogue)
Feat: (Selected) Toughness


Level 2 (Wizard)
Feat: (Wizard Bonus) Empower Spell


Level 3 (Wizard)
Feat: (Selected) Maximize Spell


Level 4 (Wizard)


Level 5 (Wizard)


Level 6 (Wizard)
Feat: (Wizard Bonus) Mental Toughness
Feat: (Selected) Spell Focus: Necromancy


Level 7 (Wizard)


Level 8 (Wizard)


Level 9 (Rogue)
Feat: (Selected) Insightful Reflexes


Level 10 (Wizard)


Level 11 (Wizard)


Level 12 (Wizard)
Feat: (Selected) Greater Spell Focus: Necromancy
Feat: (Wizard Bonus) Quicken Spell


Level 13 (Wizard)


Level 14 (Wizard)


Level 15 (Wizard)
Feat: (Selected) Heighten Spell


Level 16 (Wizard)


Level 17 (Wizard)
Feat: (Wizard Bonus) Spell Focus: Enchantment


Level 18 (Wizard)
Feat: (Selected) Greater Spell Focus: Enchantment


Level 19 (Wizard)


Level 20 (Wizard)
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Enhancement: Improved Concentration III
Enhancement: Glacial Spellcasting I
Enhancement: Charged Spellcasting I
Enhancement: Kinetic Spellcasting I
Enhancement: Kinetic Spellcasting II
Enhancement: Kinetic Spellcasting III
Enhancement: Kinetic Spellcasting IV
Enhancement: Kinetic Spellcasting V
Enhancement: Kinetic Spellcasting VI
Enhancement: Reconstructive Spellcasting I
Enhancement: Deadly Ice I
Enhancement: Deadly Shocks I
Enhancement: Deadly Kinetics I
Enhancement: Deadly Kinetics II
Enhancement: Deadly Kinetics III
Enhancement: Deadly Kinetics IV
Enhancement: Deadly Kinetics V
Enhancement: Mighty Reconstruction I
Enhancement: Frost Manipulation I
Enhancement: Storm Manipulation I
Enhancement: Force Manipulation I
Enhancement: Force Manipulation II
Enhancement: Force Manipulation III
Enhancement: Force Manipulation IV
Enhancement: Force Manipulation V
Enhancement: Force Manipulation VI
Enhancement: Force Manipulation VII
Enhancement: Repair Manipulation I
Enhancement: Repair Manipulation II
Enhancement: Repair Manipulation III
Enhancement: Repair Manipulation IV
Enhancement: Repair Manipulation V
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 Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Wizard Wand and Scroll Mastery I
Enhancement: Warforged Inscribed Armor I
Enhancement: Arcane Blast
Enhancement: Arcane Bolt
Enhancement: Wizard Archmage I
Enhancement: Wizard Archmage II
Enhancement: Wizard Archmage III
Enhancement: Wizard Archmage IV
Enhancement: Archmage Secondary Spell Mastery I: Enchantment
Enhancement: Archmage Spell Mastery I: Necromancy
Enhancement: Archmage Spell Mastery II: Necromancy
Enhancement: Enchantment I - Hypnotism
Enhancement: Necromancy I - Chill Touch
Enhancement: Necromancy II - Command Undead
Enhancement: Necromancy III - Halt Undead
Enhancement: Necromancy IV - Enervation




Your feats start with toughness, empower and maximize. A fireball at low level can easily clear large groups of mobs this way, and you have the strength and hitpoints to melee too.

At level 6 you take the prerequisites for AM1 to take at 7, and while I see you chose enchantment focus, the nerfs to autocrit and addition of instakills to epic mean it's going to make your life easier if you focus on necromancy instead. A reliable, high DC instakill is far more efficient than nuking and way faster than SLAs.

Take insightful reflexes at 9 when you get evasion. Prior to this there's no point.

Rounding out your feats with Quicken and Heighten are essential, and then it's a matter of choosing your specialization. I pathed towards Enchantment to still give you the option to change back to that if you so choose. Alternatives are spell penetration instead. Extend is an option but not as essential as was previously. Decide for yourself whether you need it based on your playstyle.

I'd highly recommend choosing your enhancements with at least the first tier of Ice and Shocks. Being so front loaded means you can get a big return on your investment, especially for your DoTs. After trying Arcane Bolt/Blast you may find them severely lacking in DPS potential, but it's better than nothing. For leveling I'd suggest Fire and Ice, but only until level 15 or so.

Good luck and have fun! There's great potential to be had from a Wiz/Rogue, and I think you'll really enjoy the character if you take it all the way.

Superspeed_Hi5
07-18-2011, 08:27 AM
Why put any ability points into anything other than intelligence? More SP. Better DCs. Seems like win win to me.

tkscience
07-18-2011, 08:32 AM
Why put any ability points into anything other than intelligence? More SP. Better DCs. Seems like win win to me.

Looks like the original build maxed out intelligence.

Ashbinder
07-18-2011, 08:34 AM
Why put any ability points into anything other than intelligence? More SP. Better DCs. Seems like win win to me.

Yes, everyone's build maxes intelligence, the question is what you do with the rest of your points when you hit the 18 limit. In this case, raise con to 18 and str to 14. Adds a layer of survivability and early melee potential before the HP and to-hit gap becomes too wide.

Arel
07-18-2011, 08:35 AM
Why put any ability points into anything other than intelligence? More SP. Better DCs. Seems like win win to me.

Because you have to? You're only allowed a maximum of 18 (before race) for any given attribute score. For a wizard, the rest should go into STR (12-14 so you aren't helpless when hit with ray of enfeeblement) and CON (whatever INT and STR leave you). Everything else is a dump stat though.

EDIT: x2 Ninja'd Combo!

Untfell
07-18-2011, 09:00 AM
While the server was down, I cam up with this:

Character Plan by DDO Character Planner Version 03.09.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Warforged Male
(2 Rogue \ 18 Wizard)
Hit Points: 236
Spell Points: 1293
BAB: 10\10\15\20
Fortitude: 11
Reflex: 18
Will: 10

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 12 14
Dexterity 8 10
Constitution 18 20
Intelligence 18 28
Wisdom 6 8
Charisma 8 10

Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 4
Bluff 2 3
Concentration 6 32
Diplomacy 3 4
Disable Device 8 33
Haggle 3 4
Heal -2 -1
Hide -1 0
Intimidate -1 0
Jump 5 6
Listen -2 -1
Move Silently 3 4
Open Lock 3 21
Perform n/a n/a
Repair 4 9
Search 8 32
Spot 2 3
Swim 1 2
Tumble 0 1
Use Magic Device 3 23

Level 1 (Rogue)
Feat: (Selected) Insightful Reflexes


Level 2 (Wizard)
Feat: (Wizard Bonus) Spell Focus: Enchantment


Level 3 (Wizard)
Feat: (Selected) Toughness


Level 4 (Wizard)


Level 5 (Wizard)


Level 6 (Wizard)
Feat: (Selected) Maximize Spell
Feat: (Wizard Bonus) Mental Toughness


Level 7 (Wizard)


Level 8 (Wizard)


Level 9 (Rogue)
Feat: (Selected) Spell Focus: Evocation


Level 10 (Wizard)


Level 11 (Wizard)


Level 12 (Wizard)
Feat: (Wizard Bonus) Heighten Spell
Feat: (Selected) Spell Penetration


Level 13 (Wizard)


Level 14 (Wizard)


Level 15 (Wizard)
Feat: (Selected) Greater Spell Focus: Enchantment


Level 16 (Wizard)


Level 17 (Wizard)
Feat: (Wizard Bonus) Empower Spell


Level 18 (Wizard)
Feat: (Selected) Greater Spell Penetration


Level 19 (Wizard)


Level 20 (Wizard)
Enhancement: Rogue Skill Boost I
Enhancement: Racial Toughness I
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Enhancement: Improved Concentration III
Enhancement: Improved Concentration IV
Enhancement: Improved Disable Device I
Enhancement: Kinetic Spellcasting I
Enhancement: Kinetic Spellcasting II
Enhancement: Kinetic Spellcasting III
Enhancement: Kinetic Spellcasting IV
Enhancement: Kinetic Spellcasting V
Enhancement: Kinetic Spellcasting VI
Enhancement: Deadly Kinetics I
Enhancement: Deadly Kinetics II
Enhancement: Deadly Kinetics III
Enhancement: Deadly Kinetics IV
Enhancement: Deadly Kinetics V
Enhancement: Force Manipulation I
Enhancement: Force Manipulation II
Enhancement: Force Manipulation III
Enhancement: Force Manipulation IV
Enhancement: Force Manipulation V
Enhancement: Force Manipulation VI
Enhancement: Force Manipulation VII
Enhancement: Repair Manipulation I
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Spell Penetration II
Enhancement: Wizard Spell Penetration III
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Energy of the Scholar IV
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Rogue Improved Trap Sense I
Enhancement: Warforged Inscribed Armor I
Enhancement: Wizard Archmage I
Enhancement: Wizard Archmage II
Enhancement: Wizard Archmage III
Enhancement: Wizard Archmage IV
Enhancement: Wizard Archmage V
Enhancement: Archmage Secondary Spell Mastery I: Evocation
Enhancement: Archmage Spell Mastery I: Enchantment
Enhancement: Archmage Spell Mastery II: Enchantment
Enhancement: Enchantment I - Hypnotism
Enhancement: Enchantment II - Otto's Resistible Dance
Enhancement: Enchantment III - Hold Person
Enhancement: Enchantment IV - Charm Monster
Enhancement: Enchantment V - Hold Monster
Enhancement: Evocation I - Magic Missle
Enhancement: Evocation II - Gust of Wind



Been a lot of replies that I hadn't seen though.

So is Necromany focus really all that great for SLA's? I can understand the improved DC's from the Spell Focus Feats, but the SLA's, overall seem pretty damn crappy.

I was having a *lot* of trouble deciding what to drop for Quicken in the above build. Still undecided.

Will have a another crack at it tomorrow, and muck around a little with some other school's. I have just been reading that the cooldowns on SLA's are significantly longer than for the same spell cast as a "regular" spell. If this is the case then that's one more thing to consider :rolleyes:

Thanks for all of your help so far.

Bart_D
07-18-2011, 09:19 AM
Looks pretty much like what i'd do. Quickened reconstruct can be a lifesaver though.

unbongwah
07-18-2011, 09:36 AM
If you're going Evocation, I'd add GSF Evo + Chain Missile SLA - enjoy the spammage!

Chazzie
07-18-2011, 09:57 AM
Tip of the hat :)

I really like your build ~ & ~ I do have one ? with it.

Why 2nd lvl of rouge at 9th lvl ? ~ Im asking because i dont know (It's time for me to learn & run a Wiz). Builds I have seen in the past (some caster builds,mostly other classes) take there 2nd lvl of rouge at lvl2.

I'm working on a rog/rang now to get to cap ~ My Next build will be 2rog/18wiz WF & Im thinking hard on this being my build.

Lycurgus
07-18-2011, 10:16 AM
So is Necromany focus really all that great for SLA's? I can understand the improved DC's from the Spell Focus Feats, but the SLA's, overall seem pretty damn crappy.

I was having a *lot* of trouble deciding what to drop for Quicken in the above build. Still undecided.

Necromancy focus is entirely for your dcs, the slas are horrendous. It looks like you plan on investing heavily in slas, though. Just be forewarned they cut huge chunks out of your spell point pool. Think seriously about the tier III-V slas, because you're sacrificing a lot of flexibility in play style by taking them.

Feat-wise, I'd honestly look at dumping spell pen and greater spell pen for quicken and a greater focus in your secondary school. The situations where you'll have a problem with spell resistance are going to give you a problem whether or not you take the spell pen feats, particularly starting out as an 18/2 splash. Having the bump to your secondary dc and quickened reconstruct will probably serve you better in most situations. Spell pen is easiest to address through past lives.

FuzzyDuck81
07-18-2011, 10:20 AM
Tip of the hat :)

I really like your build ~ & ~ I do have one ? with it.

Why 2nd lvl of rouge at 9th lvl ? ~ Im asking because i dont know (It's time for me to learn & run a Wiz). Builds I have seen in the past (some caster builds,mostly other classes) take there 2nd lvl of rouge at lvl2.

I'm working on a rog/rang now to get to cap ~ My Next build will be 2rog/18wiz WF & Im thinking hard on this being my build.

rogue levels give a whole raft of skillpoints - 1st rogue level is always at 1st for that reason, then you take wizard levels until you get firewall, which even though its had some changes is still a very powerful spell so you'll want it as soon as you can. Taking rogue at some point from 9th to 12th level gives you another large influx of skillpoints to make up for any shortcomings, and its at that point where having evasion will become more important too.

katz
07-18-2011, 10:28 AM
my husband LITERALLY just finished capping almost this exact build. he invested heavily into evocation and SLAs. he had a BLAST (literally and figuratively :p ) leveling up, but when he reached 20 he realized his DCs were not good enough for anything at that level. he LRed and respecced himself. he still went archmage, but focused more on enchantment and necromancy, and took few SLAs to leave himself as much mana as possible.

now he can have fun in epics and raids alike... when he holds or dances something... it stops. when he wails or FODs something, it dies. Epic DCs on his search/disable and the reflex save (thx insightful reflexes) to back it up are the icing on the cake

this is a very powerful and capable build. and should be a lot of fun

Chazzie
07-18-2011, 11:09 AM
rogue levels give a whole raft of skillpoints - 1st rogue level is always at 1st for that reason, then you take wizard levels until you get firewall, which even though its had some changes is still a very powerful spell so you'll want it as soon as you can. Taking rogue at some point from 9th to 12th level gives you another large influx of skillpoints to make up for any shortcomings, and its at that point where having evasion will become more important too.

OK ok ~ I See ~ One more ? When you say " large influx of skillpoints " By large I take it you get the 48 Skillpoints (:) Fingers crossed) for your 18 Int not the 12 skillpoints that you would get if you took your 2nd lvl of rouge at 2nd lvl if you went that way outside the build above?

I left out the +2 books for the above ? & do see by lvl9~12 you would be at Int of 20

FuzzyDuck81
07-18-2011, 01:16 PM
OK ok ~ I See ~ One more ? When you say " large influx of skillpoints " By large I take it you get the 48 Skillpoints (:) Fingers crossed) for your 18 Int not the 12 skillpoints that you would get if you took your 2nd lvl of rouge at 2nd lvl if you went that way outside the build above?

I left out the +2 books for the above ? & do see by lvl9~12 you would be at Int of 20

Its not such a large influx in itself (not like the regular amount x4 that you get at 1st level), more the fact that you can then take the rogue skills at only 1 point per rank since at that level they're class skills, rather than being cross-class & costing 2 points per rank that they'll normally cost when you take your wizard levels - this way, when levelling your early wizzy levels you can focus on the primary rogue skills you want (likely traps & search) then when you take your 2nd rogue level later you can "top-up" the others like UMD & open locks to bring them in line... by that time you'll have raised INT by a bit more too for more skillpoints so can then keep them topped off thereafter.

Exar_Jun
07-18-2011, 02:00 PM
Nothing wrong with it. But I would personally drop insightful reflexes for necro focus, and drop those 2 points you put into dex to put into strength for holding and to protect against enfeeblement.

Edit: Also, I don't see a taken feat at level 20. I would take greater necro focus there.

You cannot take GSF as a bonus wizard feat.

unbongwah
07-18-2011, 02:42 PM
You cannot take GSF as a bonus wizard feat.
Or either Spell Penetration, for that matter.

R0cksteady
07-18-2011, 06:52 PM
You cannot take GSF as a bonus wizard feat.

That doesn't matter, you take it as a regular feat and take one of the other feats as wizard bonus instead of a regular feat.

But it doesn't matter since I'm stupid and didn't notice the rogue splash, so you don't get that feat at 20, and dropping insightful reflexes was a dumb idea too.

I guess with that build fitting in Necro focus and greater necro focus doesn't work, since the only feat there I would drop is extend and he already said he's dropping it for heighten, which is important.

xtchizobr
07-18-2011, 08:05 PM
Insightful reflexes is for rogue stuff. Is it all that needed, or can I get by without it?

Yeah, I keep swapping the points around in DEX/CHA and STR. Initial post had more STR.

No Feat at 20 I think because I am only 18 Wiz (2 rogue).

Also, I have just been reading that meta's do not apply to Arcane Bolt/Blast. Have to do some thinking now *puts on cap*.

Insightful Reflexes makes the wiz/rog possible. without it, you would never pass a reflex to make use of Evasion -- and there are many traps which require you to survive a run through them to get to the box.

you need 12 STR to avoid being incapacitated by Ray of Enfeeblement i believe, meaning you only need a +4 item if you start with 8 STR. WF have more room in their equipment than most characters because of their plethora of immunities, and it is more important to have CHA for UMD. DEX you don't need at all, imo, because you need to take Insightful Reflexes anyway. forget whatever pipe dreams you may have had about high AC or ranged attacks.

you need CHA for UMD. period. you need to max your Disable, Search and UMD -- if you have spare points, fine, but those three skills absolutely must be maxed or else you're a waste of your party slot. if you have spare skill points, put them in Concentration (you should have plenty). Heal scrolls require a UMD of 39 or 40, and you can only get 23 of those points from your skill... the last two points in CON cost you a whopping 6 build points! you so totally do not need 18 CON to be very durable (you have Evasion and Insightful Reflexes making you virtually immune to any AoEs and almost any trap, so the only damage you will realistically be taking is from archers and the odd melee). most casters get by just fine without Evasion and only 14 CON... and i would really encourage you to have 14 CHA at the bare minimum. 16 preferable.

so

8 STR
8 DEX
14 CON
18 INT
6 WIS
14 CHA

i think that's 32 build points.

i would also suggest that you not keep Extend Spell for very long. past level 10, its only real purpose would be for Displacement and Haste since it no longer affects offensive spells. fifteen minutes of a buff is plenty to get you to the next shrine, and twenty is definitely long enough. Displacement is a very optional buff as it has questionable stacking with Cloud spells (some of them it does stack with, some not). Blur is just fine for trash, and Displacement lasts long enough for the important fights. it simply is not necessary nor intended that you keep Displacement up at all times. as for Haste, same thing. same exact thing. tell the whiny overpowered melee that when they get a stamina bar implemented, they can buff themselves but until then, your SP is your own and they can do their job plenty fine without a measly +1 and some run speed. it seriously will NOT make the difference at any point in the game.

Chazzie
07-18-2011, 09:16 PM
Its not such a large influx in itself (not like the regular amount x4 that you get at 1st level), more the fact that you can then take the rogue skills at only 1 point per rank since at that level they're class skills, rather than being cross-class & costing 2 points per rank that they'll normally cost when you take your wizard levels - this way, when levelling your early wizzy levels you can focus on the primary rogue skills you want (likely traps & search) then when you take your 2nd rogue level later you can "top-up" the others like UMD & open locks to bring them in line... by that time you'll have raised INT by a bit more too for more skillpoints so can then keep them topped off thereafter.

Tip of the hat :) Thank You Very Much

Luckness
07-19-2011, 12:47 AM
Level 9 is often the "magic level" at which to take the 2nd level of rogue because...
- For those with them, they've eaten +2 int tomes.
- They just took their second increase in Int (only the even increases matter).
- They get to buy the Insightful Reflexes feat at the same time for better evasion (Int-based).
- They had to delay the level so the rogue points could be heavily invested where needed (DD and other rogue skills) without being wasted.

You could of course take this concept further and delay the rogue level to 18, giving you more skills at the end at the cost of a tougher leveling experience.

Untfell
07-19-2011, 12:55 AM
I have tried to take on as much of the good advice on offer as I can.

Overall, I am pretty happy with the build, but there is two disappointing features.

1. No SLA Magic Missile
2. Skill Point Came up short. Concentration is one short of max, and open lock is _well_ short of max ranks. I prioritised the skills as follows:

Disable Device
Search
Concentration / UMD
Open Lock

Alright, looking forward to a few comments before I take the plunge :::)::


Character Plan by DDO Character Planner Version 03.09.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 True Neutral Warforged Male
(2 Rogue \ 18 Wizard)
Hit Points: 226
Spell Points: 1664
BAB: 10\10\15\20
Fortitude: 10
Reflex: 16
Will: 10

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 12 14
Dexterity 8 10
Constitution 16 19
Intelligence 18 24
Wisdom 6 8
Charisma 12 14

Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 4
Bluff 5 6
Concentration 5 30
Diplomacy 5 6
Disable Device 8 31
Haggle 5 6
Heal -2 -1
Hide -1 0
Intimidate 1 2
Jump 5 6
Listen -2 -1
Move Silently -1 0
Open Lock 3 12
Perform n/a n/a
Repair 8 11
Search 8 30
Spot -2 -1
Swim 4 5
Tumble 0 1
Use Magic Device 5 25

Level 1 (Rogue)
Feat: (Selected) Insightful Reflexes


Level 2 (Wizard)
Feat: (Wizard Bonus) Mental Toughness


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


Level 4 (Wizard)


Level 5 (Wizard)


Level 6 (Wizard)
Feat: (Wizard Bonus) Heighten Spell
Feat: (Selected) Toughness


Level 7 (Wizard)


Level 8 (Wizard)


Level 9 (Rogue)
Feat: (Selected) Empower Spell


Level 10 (Wizard)


Level 11 (Wizard)


Level 12 (Wizard)
Feat: (Selected) Greater Spell Focus: Necromancy
Feat: (Wizard Bonus) Spell Focus: Necromancy


Level 13 (Wizard)


Level 14 (Wizard)


Level 15 (Wizard)
Feat: (Selected) Greater Spell Focus: Enchantment


Level 16 (Wizard)


Level 17 (Wizard)
Feat: (Wizard Bonus) Quicken Spell


Level 18 (Wizard)
Feat: (Selected) Maximize Spell


Level 19 (Wizard)


Level 20 (Wizard)
Enhancement: Rogue Skill Boost I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Enhancement: Improved Concentration III
Enhancement: Improved Concentration IV
Enhancement: Improved Disable Device I
Enhancement: Kinetic Spellcasting I
Enhancement: Kinetic Spellcasting II
Enhancement: Kinetic Spellcasting III
Enhancement: Kinetic Spellcasting IV
Enhancement: Kinetic Spellcasting V
Enhancement: Kinetic Spellcasting VI
Enhancement: Deadly Kinetics I
Enhancement: Deadly Kinetics II
Enhancement: Deadly Kinetics III
Enhancement: Deadly Kinetics IV
Enhancement: Deadly Kinetics V
Enhancement: Force Manipulation I
Enhancement: Force Manipulation II
Enhancement: Force Manipulation III
Enhancement: Force Manipulation IV
Enhancement: Force Manipulation V
Enhancement: Force Manipulation VI
Enhancement: Force Manipulation VII
Enhancement: Repair Manipulation I
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Spell Penetration II
Enhancement: Wizard Spell Penetration III
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Energy of the Scholar IV
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Rogue Improved Trap Sense I
Enhancement: Warforged Constitution I
Enhancement: Warforged Healer's Friend I
Enhancement: Warforged Inscribed Armor I
Enhancement: Wizard Archmage I
Enhancement: Wizard Archmage II
Enhancement: Wizard Archmage III
Enhancement: Wizard Archmage IV
Enhancement: Wizard Archmage V
Enhancement: Archmage Secondary Spell Mastery I: Enchantment
Enhancement: Archmage Spell Mastery I: Necromancy
Enhancement: Archmage Spell Mastery II: Necromancy
Enhancement: Enchantment I - Hypnotism

tkscience
07-19-2011, 01:02 AM
My suggestion would not be to put points in open lock at all.

You have knock available. I think I hit about 95% of the locks in the game with it. Probably as good as a bad open lock score.

Untfell
07-19-2011, 01:12 AM
My suggestion would not be to put points in open lock at all.

You have knock available. I think I hit about 95% of the locks in the game with it. Probably as good as a bad open lock score.

I gave it some thought, and I think that I should be comfortably able to hit >30 with my OL as it stands now. As far as I can tell my knock spell will cap at around 30 OL. So I think the investment in Skill Points is worth it, given that I'm not too sure where I would put them otherwise. I was just a little disappointed that I couldn't get OL even higher.


Also, aren't some chests/doors coded to be unknockable?

Luckness
07-19-2011, 01:20 AM
I gave it some thought, and I think that I should be comfortably able to hit >30 with my OL as it stands now. As far as I can tell my knock spell will cap at around 30 OL. So I think the investment in Skill Points is worth it, given that I'm not too sure where I would put them otherwise. I was just a little disappointed that I couldn't get OL even higher.


Also, aren't some chests/doors coded to be unknockable?

You sacrifice nothing at all to put 4 points in Open Lock at the beginning, and nothing very important to toss a few more points into it while leveling up. Even with just 4 points in OL, you'll get up to 20 more from the roll, 2 more from a +6 dexterity item, 15 more from a +15 disabling item, and any buffs such as inspire competence and heroism and rogue skill boost (count just 2 heroism and 2 skill boost at minimum) for even more. So you're looking at a lock DC of 4+20+2+15+2+2 = 45 lock DC, at virtually no cost to your build and only self-buffed.

Consider also that SP are much more valuable than tool kits. I'd rather use 20 toolkits than cast 10 knock spells.

So yeah, I think you're smart to think that the open lock skill may be useful to you. It also gives you the potential to open higher DC locks. I'd understand not wanting to give something up for this potential, but you don't really have to give up anything worth anything to use OL some. (Max ranks is another story.)

xtchizobr
07-19-2011, 09:23 AM
You sacrifice nothing at all to put 4 points in Open Lock at the beginning, and nothing very important to toss a few more points into it while leveling up. Even with just 4 points in OL, you'll get up to 20 more from the roll, 2 more from a +6 dexterity item, 15 more from a +15 disabling item, and any buffs such as inspire competence and heroism and rogue skill boost (count just 2 heroism and 2 skill boost at minimum) for even more. So you're looking at a lock DC of 4+20+2+15+2+2 = 45 lock DC, at virtually no cost to your build and only self-buffed.

Consider also that SP are much more valuable than tool kits. I'd rather use 20 toolkits than cast 10 knock spells.

So yeah, I think you're smart to think that the open lock skill may be useful to you. It also gives you the potential to open higher DC locks. I'd understand not wanting to give something up for this potential, but you don't really have to give up anything worth anything to use OL some. (Max ranks is another story.)

unfortunately, skill points are very valuable indeed. OL is nice and all, but under no circumstances should it ever lower your UMD, DD or Search score. ever.

as for SLA Magic Missile... what a waste of AP and SP.

Untfell
07-19-2011, 08:44 PM
unfortunately, skill points are very valuable indeed. OL is nice and all, but under no circumstances should it ever lower your UMD, DD or Search score. ever.

as for SLA Magic Missile... what a waste of AP and SP.

None of those skills are being sacrificed on the build, so while I appreicate your point, it isn't too relevant in this case.

Re: SLA MM, well, having no experience with Wizard prestige's I was more curious as to how much damage I could do with a fully enhanced magic missile (and why not have the SLA to boost that). To be honest, now that I have rolled this toon, I have been putting my enhancements into fire and ice while i level.

Once I have a few more action points under my belt I will still try out the force line for a while, but at level 5 there doesn't seem to be much point to it :)

xtchizobr
07-20-2011, 09:14 AM
None of those skills are being sacrificed on the build, so while I appreicate your point, it isn't too relevant in this case.

you aren't the only person who reads these forums, and it's important to give a more fleshed-out discussion for noobs to follow.


how much damage I could do with a fully enhanced magic missile

i thought it was pretty much certain that the devs will nerf meta-magicked SLAs. very likely by removing the ability to apply metas to them at all (i hope).

unfortunately, this is all becoming a fairly severe problem for casters: metamagic feats are slowly wasting away into utter uselessness. Eschew Materials -- seriously? Enlarge -- i've been more excited by similarly named emails. Extend -- now applies to even fewer spells than Eschew... seriously. Maximize and Empower are so agonizingly boring, but what else is there to spend feats on?! especially since content absolutely requires them both. the fact is that casters have been rendered obsolete and they can't form competitive builds because any kind of multiclassing at all cripples the only feature of the class (spellcasting!). that's mostly a problem with D&D's class system, but the devs are pounding nails into it by removing every single god damn feature that could possibly make spellcasters interesting to play. <abort rant>

Faent
07-20-2011, 07:51 PM
Balance, Jump, Move Silently and Spot are all better places to dump extra skill-points on this build than Open Lock. Your spell will cover almost all your OL needs.

Untfell
07-21-2011, 05:55 AM
Balance, Jump, Move Silently and Spot are all better places to dump extra skill-points on this build than Open Lock. Your spell will cover almost all your OL needs.

Surely I don't need (many) ranks in Jump on this build? I will have the spell after-all.

Move Silently, while I can see the uses, I would never use it. I wont be soloing much, if at all, on this guy.

Spot, I would certainly be interested in, but I had to pick one skill and I chose OL. Spot can be worked around with personal knowledge, party knowledge, and google.

Balance is also a useful skill, but again, only so many skill points.

Knock will most definitely fall short of my OL skill, and can also be expensive SP wise on high DC locks.

I can see the argument for knock, but I'l leave that to my straight wizzie.

Thanks everyone for all your input, it has been much appreciated.

Faent
07-21-2011, 11:26 PM
Surely I don't need (many) ranks in Jump on this build? I will have the spell after-all.

You need enough ranks to get you to a +10 Jump skill in your end-game gear with your sustainable spells. The spell gives you +30, and +10 ++30 = jump cap of 40. I recommend this. But you can drop to at least +6 since you can rely on Greater Heroism. I wouldn't go lower.


Move Silently, while I can see the uses, I would never use it. I wont be soloing much, if at all, on this guy.

It's not only valuable when soloing, but ok. Still, you're cutting yourself out of a nice ability because you're worried about 5% of the locks in the game. That seems odd.


Spot, I would certainly be interested in, but I had to pick one skill and I chose OL. Spot can be worked around with personal knowledge, party knowledge, and google.

You assume that Spot functions only with traps. It's nice for traps if you don't know where to look for the trap box. Especially when you're in a party where nobody knows where to look for the box, which will happen often. But that's not it's most important use. It lets you see mobs that are stealthed. It's very nice for that reason alone, and it will provide you with vastly more benefit, for that reason alone, than dumping you points into OL for incredibly rare occasions.


Balance is also a useful skill, but again, only so many skill points.

When you're knocked down, you want to get up as fast as possible. The more ranks in Balance you get, the faster you will be able to get up and get away and keep killing. A dead caster is a worthless caster.


Knock will most definitely fall short of my OL skill, and can also be expensive SP wise on high DC locks.

So it will be expensive in very rare cases nobody really cares about. Pick a skill that's more useful in almost every case.

jaegarnel
07-22-2011, 01:16 PM
I'd advise you to actually take open lock. In most groups you'll probably be expected to take care of locks since you'll be the only one with rogue levels, and knock works efficiently, in my experience, on only about 75% of locks.

I don't know where the posters above me getting their 95% from, but if you do elite quests at level, knock will be way too much sp use to be useful, because you'll often need something like an 19+ to knock them. Personally, I don't enjoy wasting my sp on a 10% chance.

I've also found locks I couldn't knock even on a 20, and I'm a pure wiz (though I'm new and could only afford a +2 int tome late). For locks like the mindflayer's chest in GH, you need open locks anyway.

What else are you going to put the points in anyway?
Jump is taken care of by the spell, since you'll be in robes, it's easy to get +10 somewhere.
Spot is useful, but other classes can have it too, and after you've done a quest once it won't be much use. If you care that much about spotting hidden mobs, just cast true seeing on yourself. Personally, I'd say a summon or following a meatshield is the best way to spot hidden mobs.
Balance is necessary, but you don't need a high level of it to work. In my experience, 15 overall (easily achieved with items alone) is enough to make every balance check.

unbongwah
07-22-2011, 01:51 PM
You need enough ranks to get you to a +10 Jump skill in your end-game gear with your sustainable spells. The spell gives you +30, and +10 ++30 = jump cap of 40. I recommend this. But you can drop to at least +6 since you can rely on Greater Heroism. I wouldn't go lower.
If that's your goal, you don't need any ranks of Jump:
base STR 14 + 6 item -> +5 Jump
Jump spell @ wiz lvl 9+ -> +30
Greater Heroism -> +4
Luck bonus (e.g., HoGF) -> +1

Gratz you hit 40. :)

maddmatt70
07-22-2011, 01:54 PM
I would take insightful reflexes and drop the points you put in dex and charisma for (either) points in strength or max constitution.

Insightful reflexes on a wiz/rogue is awesome and fun, I would keep it.

I would definitely drop extend though. Feats that I think are good for a wiz/rogue, in no particular order (and obviously more than you can take, just trying to give an idea.)

Quicken
Maximize
Empower
Heighten
Toughness
SF: necro
GSF: necro
SF: conjuration
GSF: conjuration
SF: enchant
GSF: enchant
mental toughness
insightful reflexes
spell penetration
greater spell penetration

I love all the non team players that do not believe extend is useful. Just go solo something or drop one of these silly dcs by 1 so you can actually buff people.

jaegarnel
07-22-2011, 02:07 PM
I love all the non team players that do not believe extend is useful. Just go solo something or drop one of these silly dcs by 1 so you can actually buff people.

Extend is only useful for haste, displacement and rage. One is very useful, but it lasting 4 minutes instead of 2 is only convenient, the second is only useful for tough fights, and they rarely last more than 2 minutes, except for raid bosses (and there will likely be a bard or pm with extend in those raids), the third, well, I've yet to get an explanation of why it's considered such a good buff.

Asking for buffs is fine, I have enough sp to blur and gh and haste everyone.
Asking casters to take a feat that's of no personal use and only used in a melee-heavy party that won't have a bard or pm (who do take extend because it's more useful to them) is rather selfish and narrow-minded imo.

But by all means, let's not lose sight of the fact that melees are more important and deserve to have every other class built around them for their convenience (many melee-only players seem to think so anyway).

xtchizobr
07-22-2011, 04:12 PM
I love all the non team players that do not believe extend is useful. Just go solo something or drop one of these silly dcs by 1 so you can actually buff people.

i love the selfish melees who don't realize that the vast majority of buffs in the game last 1 minute per caster level... which is definitely long enough to last till the next shrine in 90% of all quests. protip: Extend does not actually make the buff better.

it was only marginally useful before the nerf, and now that it doesn't affect offensive spells, it is truly useless. get over it, or petition the devs to change it back.

Faent
07-22-2011, 09:30 PM
I love all the non team players that do not believe extend is useful. Just go solo something or drop one of these silly dcs by 1 so you can actually buff people.

I'm not your personal buffbot. I'll give you an unextended Haste and Rage, and I'll refresh that when it's convenient for me to do so (and also when you ask for it, provided you aren't constantly begging for it.). I'll refresh it when it needs to be refreshed, and I'll refresh it when the group is forced to gather for some reason. In between, you can get your own Hastes and Rage off potions, clickies and items. Stop being such a dependent melee and learn to appreciate your Blur, Greater Heroism and Mass Protection more. =)

Untfell
10-02-2011, 11:18 AM
Been onholiday overseas for a month, so apologies for the small necro. As it turns out the below post is what I have actually rolled, although what (little) dmg spec I currently have is in fire, that will change once I get level 6 spells.


Character Plan by DDO Character Planner Version 03.09.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 True Neutral Warforged Male
(2 Rogue \ 18 Wizard)
Hit Points: 256
Spell Points: 1643
BAB: 10\10\15\20
Fortitude: 11
Reflex: 18
Will: 10

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 10 12
Dexterity 8 10
Constitution 17 20
Intelligence 18 28
Wisdom 6 8
Charisma 12 14

Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 4
Bluff 5 6
Concentration 5 31
Diplomacy 5 6
Disable Device 8 32
Haggle 5 6
Heal -2 -1
Hide -1 0
Intimidate 1 2
Jump 4 7
Listen -2 -1
Move Silently -1 0
Open Lock 3 19
Perform n/a n/a
Repair 8 13
Search 8 32
Spot -2 -1
Swim 3 4
Tumble 0 1
Use Magic Device 5 25

Level 1 (Rogue)
Feat: (Selected) Toughness


Level 2 (Wizard)
Feat: (Wizard Bonus) Mental Toughness


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


Level 4 (Wizard)


Level 5 (Wizard)


Level 6 (Wizard)
Feat: (Wizard Bonus) Heighten Spell
Feat: (Selected) Maximize Spell


Level 7 (Wizard)


Level 8 (Wizard)


Level 9 (Rogue)
Feat: (Selected) Insightful Reflexes


Level 10 (Wizard)


Level 11 (Wizard)


Level 12 (Wizard)
Feat: (Selected) Greater Spell Focus: Necromancy
Feat: (Wizard Bonus) Spell Focus: Necromancy


Level 13 (Wizard)


Level 14 (Wizard)


Level 15 (Wizard)
Feat: (Selected) Greater Spell Focus: Enchantment


Level 16 (Wizard)


Level 17 (Wizard)
Feat: (Wizard Bonus) Quicken Spell


Level 18 (Wizard)
Feat: (Selected) Empower Spell


Level 19 (Wizard)


Level 20 (Wizard)
Enhancement: Rogue Skill Boost I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Enhancement: Improved Concentration III
Enhancement: Glacial Spellcasting I
Enhancement: Kinetic Spellcasting I
Enhancement: Deadly Ice I
Enhancement: Deadly Kinetics I
Enhancement: Frost Manipulation I
Enhancement: Frost Manipulation II
Enhancement: Frost Manipulation III
Enhancement: Frost Manipulation IV
Enhancement: Frost Manipulation V
Enhancement: Frost Manipulation VI
Enhancement: Frost Manipulation VII
Enhancement: Force Manipulation I
Enhancement: Force Manipulation II
Enhancement: Force Manipulation III
Enhancement: Force Manipulation IV
Enhancement: Force Manipulation V
Enhancement: Force Manipulation VI
Enhancement: Force Manipulation VII
Enhancement: Repair Manipulation I
Enhancement: Repair Manipulation II
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Spell Penetration II
Enhancement: Wizard Spell Penetration III
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Energy of the Scholar IV
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Rogue Improved Trap Sense I
Enhancement: Wizard Wand and Scroll Mastery I
Enhancement: Warforged Constitution I
Enhancement: Warforged Inscribed Armor I
Enhancement: Wizard Archmage I
Enhancement: Wizard Archmage II
Enhancement: Wizard Archmage III
Enhancement: Wizard Archmage IV
Enhancement: Archmage Secondary Spell Mastery I: Necromancy
Enhancement: Archmage Spell Mastery I: Enchantment
Enhancement: Archmage Spell Mastery II: Enchantment
Enhancement: Enchantment I - Hypnotism




Currently level 10, playing this guy in an all warforged static group (not allowed to send gear or monies from other characters/bank, although we did all buy Superior Ability Tomes at level 7) that plays every Sunday evening.

I am really enjoying playing this guy to-date. CC has been a blast and the melee's in our grp certainly appreciate the effectiveness.

Thanks very much to everyone for all the helpful advice.