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EnjoyTheJourney
08-14-2011, 12:10 PM
I just started playing, I got the 3-month VIP deal, and I'd like to start with a self-imposed challenge that'll be fun and help me learn the game.

I have 3 builds that I'll alternate playing, and play solo through levels 1 to 20, preferably with no hirelings, and without twinking any of the characters--ie: they use what they find and buy from vendors and pawn brokers, no auction house or DDO store. I'll go with normal difficulty, dropping down to casual only if hitting an absolute brick wall in a given mission, no quest repeats, no past lives, no resurrections, etc. The one "perk" I've got for all three characters is that I've bought 32 point builds. Obviously, and this is key because it affects quite a lot in terms of how to build a character, a lot of the uber-gear many more experienced players use won't be available, for these no twink characters. They'll remain fairly close in level all the way up until level 20.

The characters are a halfling water savant sorcerer taking all three racial dragonmarks, an elven enchantress archmage building up elven arcanum, developing hide / move silently, and using summons as a distraction, and a DEX-finesse melee halfling assassin. The races, classes, and overall build characteristics are as given, as I'm aiming for sufficiency for the given objectives and staying true to the overall "flavor" in how the characters play and "feel"; grinding and top-of-the-line min-maxing is fine for those who like that, but that's not my interest here.

Questions I'm hoping for feedback about are ...

1. Which character would best lead into each new part of the game?
2. Are any of these builds quite literally incapable of getting through levels 1 to 20 on normal difficulty, if I'm willing to dropping down to casual when doing that proves necessary?
3. Are there tweaks and improvements I can make to any of these builds that don't pitch overboard the broad outlines of their intended "look and feel"? -- ie: feat order, feats, enhancements, spells, skills, abilities, gear suggestions useful for no twink, ...?

I should probably mention that rapier and dagger will be the hoped-for end-game weapons the assassin, but that I'll need to be a little flexible because he'll be played "No twink." The water savant will probably swap out spells that become savant powers, most likely in favor of acid-based equivalents or buffs. I'll play all three on one world / server, and I'll be able to use favor accumulated along the way to unlock drow for an earth savant sorcerer; that'll be build number 4.

Here are the (current) build plans:


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

Thinblade
Level 20 Neutral Halfling Male
(20 Rogue)
Hit Points: 222
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 9
Reflex: 20
Will: 6

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 12 12 12
Dexterity 18 21 24
Constitution 14 14 14
Intelligence 16 18 20
Wisdom 8 8 8
Charisma 8 8 8

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 8 30 30
Bluff 3 22 28
Concentration 2 2 2
Diplomacy -1 -1 -1
Disable Device 7 28 28
Haggle -1 -1 -1
Heal -1 -1 -1
Hide 8 30 42
Intimidate -1 -1 -1
Jump 1 14 16
Listen 3 22 24
Move Silently 8 30 40
Open Lock 8 30 30
Perform n/a n/a n/a
Repair 3 5 5
Search 7 28 28
Spot 3 22 22
Swim 1 1 1
Tumble 8 30 30
Use Magic Device 3 22 22

Level 1 (Rogue)
Feat: (Selected) Toughness
Enhancement: Rogue Damage Boost I
Enhancement: Rogue Faster Sneaking I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Improved Move Silently I


Level 2 (Rogue)
Enhancement: Rogue Sneak Attack Accuracy I
Enhancement: Improved Hide I
Enhancement: Rogue Dexterity I


Level 3 (Rogue)
Feat: (Selected) Weapon Finesse
Enhancement: Rogue Haste Boost I
Enhancement: Halfling Dexterity I
Enhancement: Racial Toughness I


Level 4 (Rogue)
Ability Raise: INT
Enhancement: Rogue Damage Boost II
Enhancement: Rogue Subtle Backstabbing I
Enhancement: Improved Move Silently II


Level 5 (Rogue)
Enhancement: Rogue Item Defense I
Enhancement: Rogue Sneak Attack Training II
Enhancement: Improved Hide II


Level 6 (Rogue)
Feat: (Selected) Two Weapon Fighting
Enhancement: Rogue Assassin I


Level 7 (Rogue)
Enhancement: Rogue Damage Boost III
Enhancement: Rogue Skill Boost I


Level 8 (Rogue)
Ability Raise: INT
Enhancement: Racial Toughness II
Enhancement: Rogue Sneak Attack Accuracy II


Level 9 (Rogue)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Rogue Sneak Attack Training III


Level 10 (Rogue)
Feat: (Rogue Bonus) Improved Evasion
Enhancement: Rogue Damage Boost IV


Level 11 (Rogue)
Enhancement: Rogue Extra Action Boost I
Enhancement: Rogue Sneak Attack Accuracy III


Level 12 (Rogue)
Ability Raise: DEX
Feat: (Selected) Weapon Focus: Piercing Weapons
Enhancement: Rogue Faster Sneaking II
Enhancement: Rogue Assassin II


Level 13 (Rogue)
Feat: (Rogue Bonus) Crippling Strike
Enhancement: Rogue Sneak Attack Training IV


Level 14 (Rogue)
Enhancement: Rogue Sneak Attack Accuracy IV


Level 15 (Rogue)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Rogue Extra Action Boost II


Level 16 (Rogue)
Ability Raise: DEX
Feat: (Rogue Bonus) Slippery Mind
Enhancement: Rogue Faster Sneaking III


Level 17 (Rogue)
Enhancement: Halfling Dexterity II


Level 18 (Rogue)
Feat: (Selected) Improved Critical: Piercing Weapons
Enhancement: Rogue Haste Boost II
Enhancement: Rogue Assassin III


Level 19 (Rogue)
Feat: (Rogue Bonus) Opportunist
Enhancement: Rogue Haste Boost III


Level 20 (Rogue)
Ability Raise: DEX
Enhancement: Rogue Haste Boost IV
Enhancement: Rogue Deadly Shadow



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

Rhetoricana
Level 20 Neutral Good Elf Female
(20 Wizard)
Hit Points: 182
Spell Points: 1737
BAB: 10\10\15\20
Fortitude: 8
Reflex: 8
Will: 11

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 10 10
Dexterity 14 14
Constitution 14 14
Intelligence 18 27
Wisdom 8 8
Charisma 8 8

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 4 13.5
Bluff -1 -1
Concentration 6 29
Diplomacy 0 10.5
Disable Device n/a n/a
Haggle -1 -1
Heal -1 7
Hide 4 13.5
Intimidate -1 -1
Jump 0 0
Listen -1 1
Move Silently 4 13
Open Lock n/a n/a
Perform n/a n/a
Repair 4 8
Search 4 11
Spot -1 1
Swim 0 0
Tumble 3 3
Use Magic Device 1 10

Level 1 (Wizard)
Feat: (Wizard Bonus) Augment Summoning
Feat: (Selected) Toughness
Spell (1): Niac's Cold Ray
Spell (1): Nightshield
Spell (1): Protection From Evil
Spell (1): Summon Monster I
Spell (1): Hypnotism
Spell (1): Jump
Spell (1): Master's Touch
Enhancement: Elven Arcanum I
Enhancement: Improved Concentration I
Enhancement: Storm Manipulation I
Enhancement: Wizard Energy of the Scholar I


Level 2 (Wizard)
Spell (1): Detect Secret Doors
Spell (1): Ray of Enfeeblement
Enhancement: Wizard Intelligence I
Enhancement: Wizard Wand and Scroll Mastery I


Level 3 (Wizard)
Feat: (Selected) Mental Toughness
Spell (2): Knock
Spell (2): Summon Monster II
Enhancement: Racial Toughness I
Enhancement: Charged Spellcasting I
Enhancement: Deadly Shocks I
Enhancement: Wizard Wand Heightening I


Level 4 (Wizard)
Spell (2): Electric Loop
Spell (1): Cause Fear
Enhancement: Improved Concentration II
Enhancement: Storm Manipulation II
Enhancement: Wizard Subtle Spellcasting I


Level 5 (Wizard)
Feat: (Wizard Bonus) Heighten Spell
Spell (3): Summon Monster III
Spell (3): Lightning Bolt
Enhancement: Elven Arcanum II
Enhancement: Wizard Energy of the Scholar II


Level 6 (Wizard)
Feat: (Selected) Spell Focus: Enchantment
Spell (3): Suggestion
Spell (3): Haste
Enhancement: Racial Toughness II
Enhancement: Wizard Archmage I


Level 7 (Wizard)
Spell (4): Charm Monster
Spell (4): Summon Monster IV
Enhancement: Archmage Spell Mastery I: Enchantment


Level 8 (Wizard)
Spell (4): Ice Storm
Spell (4): Solid Fog
Enhancement: Improved Concentration III
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Intelligence II


Level 9 (Wizard)
Feat: (Selected) Extend Spell
Spell (5): Ball Lightning
Spell (5): Summon Monster V
Enhancement: Elven Arcanum III
Enhancement: Wizard Archmage II


Level 10 (Wizard)
Feat: (Wizard Bonus) Quicken Spell
Spell (5): Mind Fog
Spell (5): Eladar's Electric Surge
Enhancement: Wizard Energy of the Scholar III


Level 11 (Wizard)
Spell (6): Chain Lightning
Spell (6): Summon Monster VI


Level 12 (Wizard)
Feat: (Selected) Greater Spell Focus: Enchantment
Spell (6): Mass Suggestion
Spell (6): Symbol of Persuasion
Enhancement: Improved Concentration IV
Enhancement: Storm Manipulation III
Enhancement: Wizard Intelligence III
Enhancement: Wizard Archmage III


Level 13 (Wizard)
Spell (7): Otto's Sphere of Dancing
Spell (7): Summon Monster VII
Enhancement: Arcane Bolt
Enhancement: Enchantment I - Hypnotism
Enhancement: Enchantment II - Otto's Resistible Dance
Enhancement: Enchantment III - Hold Person


Level 14 (Wizard)
Spell (7): Symbol of Stunning
Spell (7): Mass Hold Person
Enhancement: Elven Arcanum IV


Level 15 (Wizard)
Feat: (Wizard Bonus) Enlarge Spell
Feat: (Selected) Spell Penetration
Spell (8): Summon Monster VIII
Spell (8): Mass Charm Monster
Enhancement: Storm Manipulation IV
Enhancement: Wizard Archmage IV
Enhancement: Archmage Spell Mastery II: Enchantment
Enhancement: Enchantment IV - Charm Monster


Level 16 (Wizard)
Spell (8): Power Word: Stun
Spell (8): Polar Ray
Enhancement: Wizard Energy of the Scholar IV


Level 17 (Wizard)
Spell (9): Mass Hold Monster
Spell (9): Summon Monster IX
Enhancement: Wizard Spell Penetration II


Level 18 (Wizard)
Feat: (Selected) Greater Spell Penetration
Spell (9): Dominate Monster
Spell (9): Energy Drain
Enhancement: Wizard Archmage V
Enhancement: Enchantment V - Hold Monster


Level 19 (Wizard)
Spell (5): Break Enchantment
Spell (5): Protection From Elements
Enhancement: Wizard Spell Penetration III


Level 20 (Wizard)
Feat: (Wizard Bonus) Improved Mental Toughness
Spell (6): Globe of Invulnerability
Spell (6): Otiluke's Freezing Sphere
Enhancement: Wizard Master of Magic
Enhancement: Wizard Wand and Scroll Mastery II



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

Arcticana
Level 20 True Neutral Halfling Female
(20 Sorcerer)
Hit Points: 140
Spell Points: 2072
BAB: 10\10\15\20
Fortitude: 9
Reflex: 7
Will: 13

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 8 8
Dexterity 10 10
Constitution 14 14
Intelligence 14 14
Wisdom 10 10
Charisma 18 26

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 2 11.5
Bluff 4 8
Concentration 6 27
Diplomacy 4 8
Disable Device n/a n/a
Haggle 4 8
Heal 0 2
Hide 0 4
Intimidate 4 8
Jump -1 1
Listen 0 2
Move Silently 0 2
Open Lock n/a n/a
Perform n/a n/a
Repair 2 2
Search 2 2
Spot 1 11
Swim -1 5
Tumble 1 1
Use Magic Device 6 19

Level 1 (Sorcerer)
Feat: (Selected) Least Dragonmark of Healing
Spell (1): Niac's Cold Ray
Spell (1): Acid Spray
Enhancement: Improved Concentration I
Enhancement: Acid Manipulation I
Enhancement: Frost Manipulation I
Enhancement: Sorcerer Energy of the Dragonblooded I


Level 2 (Sorcerer)
Spell (1): Nightshield
Enhancement: Glacial Spellcasting I
Enhancement: Sorcerer Charisma I
Enhancement: Sorcerer Wand and Scroll Mastery I


Level 3 (Sorcerer)
Feat: (Selected) Maximize Spell
Spell (1): Protection From Evil
Enhancement: Sorcerer Improved Maximizing I
Enhancement: Deadly Ice I
Enhancement: Frost Manipulation II


Level 4 (Sorcerer)
Spell (2): Snowball Swarm
Enhancement: Extra Dragonmark Use I


Level 5 (Sorcerer)
Spell (2): Blur
Enhancement: Corrosive Spellcasting I
Enhancement: Deadly Acid I
Enhancement: Acid Manipulation II
Enhancement: Frost Manipulation III
Enhancement: Sorcerer Energy of the Dragonblooded II


Level 6 (Sorcerer)
Feat: (Selected) Lesser Dragonmark of Healing
Spell (3): Frost Lance
Enhancement: Sorcerer Water Savant I
Enhancement: Glacial Spellcasting II


Level 7 (Sorcerer)
Spell (2): Knock
Spell (3): Acid Blast
Enhancement: Sorcerer Improved Maximizing II


Level 8 (Sorcerer)
Spell (4): Ice Storm
Enhancement: Glacial Spellcasting III
Enhancement: Deadly Ice II
Enhancement: Frost Manipulation IV


Level 9 (Sorcerer)
Feat: (Selected) Empower Spell
Spell (2): Web
Spell (4): Acid Rain
Spell (3): Displacement
Enhancement: Sorcerer Improved Empowering I
Enhancement: Improved Concentration II
Enhancement: Deadly Ice III
Enhancement: Frost Manipulation V


Level 10 (Sorcerer)
Spell (5): Niac's Biting Cold
Enhancement: Sorcerer Improved Empowering II


Level 11 (Sorcerer)
Spell (3): Protection From Energy
Spell (4): Solid Fog
Spell (5): Cloudkill
Enhancement: Sorcerer Charisma II


Level 12 (Sorcerer)
Feat: (Selected) Spell Focus: Evocation
Spell (6): Otiluke's Freezing Sphere
Enhancement: Extra Dragonmark Use II
Enhancement: Sorcerer Water Savant II


Level 13 (Sorcerer)
Spell (4): Lesser Globe of Invulnerability
Spell (6): Acid Fog
Spell (5): Protection From Elements
Enhancement: Glacial Spellcasting IV
Enhancement: Deadly Ice IV
Enhancement: Frost Manipulation VI
Enhancement: Frost Manipulation VII


Level 14 (Sorcerer)
Spell (7): Waves of Exhaustion
Enhancement: Glacial Spellcasting V
Enhancement: Sorcerer Energy of the Dragonblooded III


Level 15 (Sorcerer)
Feat: (Selected) Greater Dragonmark of Healing
Spell (5): Teleport
Spell (7): Otto's Sphere of Dancing
Spell (6): Necrotic Ray
Enhancement: Deadly Ice V


Level 16 (Sorcerer)
Spell (8): Polar Ray
Enhancement: Sorcerer Improved Maximizing III


Level 17 (Sorcerer)
Spell (8): Horrid Wilting
Spell (7): Mass Invisibility
Enhancement: Sorcerer Spell Penetration I


Level 18 (Sorcerer)
Feat: (Selected) Heighten Spell
Spell (9): Energy Drain
Enhancement: Improved Concentration III
Enhancement: Sorcerer Water Savant III
Enhancement: Sorcerer Spell Penetration II


Level 19 (Sorcerer)
Spell (8): Power Word: Stun
Spell (9): Mordenkainen’s Disjunction


Level 20 (Sorcerer)
Spell (9): Mass Hold Monster
Enhancement: Sorcerer Bloodline of Power
Enhancement: Sorcerer Charisma III

EllisDee37
08-14-2011, 01:41 PM
With no hireling, half ranks in UMD, no divine casting, and not being warforged, I don't see the wizard being fun to solo at all. It is of course possible to heal yourself with potions alone, but oofa, that sounds as appealing to me as a root canal.

I'm pretty much a melee guy, and drag along a hireling as I solo most content in the game at-level on hard (and a couple levels over elite) with little trouble, so I imagine you should be able to do it all on normal without too much issue. Except for the 10,000 potions the wizard will be drinking, of course. heh.

EDIT: All your characters are super weak, by the way. There are a lot of 17-18 Strength levers in the game, and also enemies love to spam Ray of Enfeeblement, which will render a weak character helpless. I'd rethink the starting strengths on all 3.

EnjoyTheJourney
08-14-2011, 02:07 PM
With no hireling, half ranks in UMD, no divine casting, and not being warforged, I don't see the wizard being fun to solo at all. It is of course possible to heal yourself with potions alone, but oofa, that sounds as appealing to me as a root canal.

I'm pretty much a melee guy, and drag along a hireling as I solo most content in the game at-level on hard (and a couple levels over elite) with little trouble, so I imagine you should be able to do it all on normal without too much issue. Except for the 10,000 potions the wizard will be drinking, of course. heh.

EDIT: All your characters are super weak, by the way. There are a lot of 17-18 Strength levers in the game, and also enemies love to spam Ray of Enfeeblement, which will render a weak character helpless. I'd rethink the starting strengths on all 3.
Thank you for the feedback.

I'm wondering if strength potions could make the pain go away, for levers (and ray of enfeeblement)? Naturally, if STR 18 levers and ray of enfeeblement casters are as common as mosquitoes in summer, that could become prohibitively expensive. If potions won't do or would cost a fortune, then for the casters at least perhaps Bull's Strength and Mass Bull's Strength would do (do they stack, by the way?); easier for the wizard, of course, and could be useful to cast on summons anyways.

On a related note, by your post I take it that knock doesn't work on levers, just on locked doors.

I'm hoping that stealth, a summons, and crowd control will keep damage down, for the enchantress; I may indeed need to re-think UMD, as I don't honestly know whether all that investment would lead to anything useful, later into the game. Also, I'm looking at other wizard builds on the forums, and thinking about whether to fit in maximize / empower somewhere, to put more "oomph" into the electricity / cold damage spells, in cases where enchantment spells aren't quite enough. Do metamagics affect arcane bolt / burst these days, incidentally? Even if they don't, bolt still seems useful for conserving SP, while removing mobs with a sliver of life remaining.

Another idea under consideration is to take toughness as the level 18 feat on the halfling sorcerer, and then racial toughness enhancements immediately after that, if the level 18 - 20 content features a lot of hard-hitting bosses; I'm hoping all that healing will help to replace the lost hit points from not taking toughness, though, and to keep heighten.

Victor_1
08-14-2011, 02:17 PM
Just read through first post, here's my quick thought.

If I have to choose one from your build plan, then it would be wizzard.
But feat selection and taking order and would be very different.

As for the capability of doing quest on normal w/o hireling, all build is not something I'd call ideal setup.

Rogue, while they are great DPS and trapsmith is nice, their uber DPS comes from sneak attack.
And you have to avoid getting aggro to apply SA to your attack, which is very problematic on solo rogue.

Wizzard, while they make great solo class, in your setup healing is the problem.
Your build should have enough firepower to squash through most of quest, but w/o twink gear and DV bot AKA hireling, I can see you will running out of SP quite often.

And sorc, while halfling DM's are nice, your character will be ultra squishy w/o toughness.
Even if you have SLA to 1 shot most of trash mob, getting hard punch from redname foes are difficult to prevent.
Then, if you get hit... I expect getting 1 shot kill from these tough opponents, beholders for instance.

If you are open to other classed then I'd suggest something else, like trapper bard.
However if you are set to rog/wiz/sorc, then I'd modify wizzard for more min/maxed setup.

Ungood
08-14-2011, 02:23 PM
Wizard: The wizard, since is not a wiz/rogue, does not need the 14 Dex. Raise Str or Con and drop dex down to 10 or something if you must have some dex.



Rogue: Drop the Rogues Dex to 16, and use those 4 points to raise the Str to 14 or Con to 16 and use one of your Stat Ups to raise your Dex to 17 for the TWF feats. Also, Weapon Focus: Pircing is not really needed, you might want to consider Power Attack.



Sorcerer: Mordkan's Disjunction is not a good spell, imho. I would suggest taking Banshee Wail instead.

Anyway. Good luck. There is ample exp in the game to get from 1 - 20, and don't over look outdoor zones, slayers/rares.

EnjoyTheJourney
08-14-2011, 07:31 PM
Some thoughts, in response to the feedback posted thus far:

Rogue:
I took weapon focus: pierce to unlock "improved critical", and I'm hoping it will help, along with 3 action bonus rounds per day (damage and later haste as well), in cases where backstabbing isn't an option (along with potions and other buffs). I'm maxing Bluff to pull mobs selectively from range (I hope), and as a way to make mobs vulnerable to sneak attack, when engaging in melee.

Sorcerer:
I may take toughness at 18 and racial toughness enhancements ASAP after that, to make the last few levels easier. Getting her STR to 10 is tempting, and I'll consider that. Having spot is handy as a soloer, though, and I'm not certain I'd want to consider dropping it; getting routinely surprised by mobs can be rather unhealthy, and it is sometimes possible to reduce or avoid damage if you can spot traps, instead of finding them with your face or feet. I may take Bull's Strength / Mass Bull's Strength just to be able to handle heavier levers and Ray of Enfeeblement, if those become issues.

Wizard:
I re-did her abilities and feats, in light of feedback. I boosted her STR to 14, instead of DEX, for better carrying capacity, easier lever opening, and better resistance to Ray of Enfeeblement. Also, I put in Maximize and Empower metamagics, so she'll do better damage. If I end up dropping Augment Summons, then I'll probably bump essentially all chosen feats back a slot, and pick up Enlarge somewhere along the way. I have mixed feedback about Banshee, given her most likely DCs when she's old enough to use it, and it's a little out of flavor for her. I'm expecting Mordenkainen's Disjunction to be situational, but quite handy when it happens to be handy, and I'm OK with that.

At least so far (only level 2, of course), the summons is very handy for its spot skill and for how it attracts alpha from mobs. It functions quite well as a kind of "early warning / damage contributor / damage avoidance" device. And, I'm using Master's Touch and an acid touch maul (+ the starter wand) to conserve SP usage. Niac's is thus far usually a one-hit kill on a failed save by trash mobs, although of course that will change quite soon.

The Wizard's updated build is given below:


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

Rhetoricana
Level 20 Neutral Good Elf Female
(20 Wizard)
Hit Points: 162
Spell Points: 1484
BAB: 10\10\15\20
Fortitude: 8
Reflex: 6
Will: 11

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 14
Dexterity 10 10
Constitution 14 14
Intelligence 18 22
Wisdom 8 8
Charisma 8 8

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 2 11.5
Bluff -1 -1
Concentration 6 25
Diplomacy 0 10.5
Disable Device n/a n/a
Haggle -1 -1
Heal -1 7
Hide 2 11.5
Intimidate -1 -1
Jump 2 2
Listen -1 1
Move Silently 2 11
Open Lock n/a n/a
Perform n/a n/a
Repair 4 6
Search 4 9
Spot -1 1
Swim 2 2
Tumble 1 1
Use Magic Device 1 10

Level 1 (Wizard)
Feat: (Wizard Bonus) Augment Summoning
Feat: (Selected) Toughness
Spell (1): Niac's Cold Ray
Spell (1): Nightshield
Spell (1): Protection From Evil
Spell (1): Summon Monster I
Spell (1): Hypnotism
Spell (1): Jump
Spell (1): Master's Touch


Level 2 (Wizard)
Spell (1): Detect Secret Doors
Spell (1): Ray of Enfeeblement


Level 3 (Wizard)
Feat: (Selected) Mental Toughness
Spell (2): Knock
Spell (2): Summon Monster II


Level 4 (Wizard)
Ability Raise: INT
Spell (2): Electric Loop
Spell (1): Cause Fear


Level 5 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Spell (3): Summon Monster III
Spell (3): Lightning Bolt


Level 6 (Wizard)
Feat: (Selected) Spell Focus: Enchantment
Spell (3): Suggestion
Spell (3): Haste


Level 7 (Wizard)
Spell (4): Charm Monster
Spell (4): Summon Monster IV


Level 8 (Wizard)
Ability Raise: INT
Spell (4): Ice Storm
Spell (4): Solid Fog


Level 9 (Wizard)
Feat: (Selected) Greater Spell Focus: Enchantment
Spell (5): Ball Lightning
Spell (5): Summon Monster V


Level 10 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Spell (5): Mind Fog
Spell (5): Eladar's Electric Surge


Level 11 (Wizard)
Spell (6): Chain Lightning
Spell (6): Summon Monster VI


Level 12 (Wizard)
Ability Raise: INT
Feat: (Selected) Quicken Spell
Spell (6): Mass Suggestion
Spell (6): Symbol of Persuasion


Level 13 (Wizard)
Spell (7): Otto's Sphere of Dancing
Spell (7): Summon Monster VII


Level 14 (Wizard)
Spell (7): Symbol of Stunning
Spell (7): Mass Hold Person


Level 15 (Wizard)
Feat: (Wizard Bonus) Empower Spell
Feat: (Selected) Spell Penetration
Spell (8): Summon Monster VIII
Spell (8): Mass Charm Monster


Level 16 (Wizard)
Ability Raise: INT
Spell (8): Power Word: Stun
Spell (8): Polar Ray


Level 17 (Wizard)
Spell (9): Mass Hold Monster
Spell (9): Summon Monster IX


Level 18 (Wizard)
Feat: (Selected) Heighten Spell
Spell (9): Dominate Monster
Spell (9): Energy Drain


Level 19 (Wizard)
Spell (5): Break Enchantment
Spell (5): Protection From Elements


Level 20 (Wizard)
Feat: (Selected) Greater Spell Penetration
Spell (6): Globe of Invulnerability
Spell (6): Otiluke's Freezing Sphere





PS: Thank you for all the feedback. It's a big help, and appreciated.

7-day_Trial_Monkey
08-14-2011, 07:40 PM
A pure rogue is a high damage dealer thanks to his sneak attacks. You plan on soloing with no hirelings. That means a tremendous reduction in sneak attack opportunities. Then, giving that rogue a low strength, with no level ups in strength will make his damage output pitiful. After level 12 or so you will hate that character.

EllisDee37
08-14-2011, 07:43 PM
If potions won't do or would cost a fortune, then for the casters at least perhaps Bull's Strength and Mass Bull's Strength would do (do they stack, by the way?)No, they don't stack. Also, strength potions are Potions of Bull's Strength, as are strength clickies, as are strength spells. None of them stack, and it gives +4 bonus to strength. You can wear an item of ogre power (up to +6) to stack with bull's strength, but consider this exchange from a recent thread discussing wizards:
I would agree that it would not hurt at all to drop STR to 12 or perhaps even 10 and use those points elsewhere. Ray of Exhaustion and Ray of Enfeeblement are major pains, but the baddies stop casting them in quests around level 9 or so (for the most part) so the pain will be relatively short-lived.
It is constantly being thrown at me in the desert. Can't remember whether it gets cast much within the quests themselves though. Personally I still prefer to have a decent base strength just to carry my stuff around. My ingredients bag, before I threw some stuff in the bank, was weighing in at over 150lbs. My character at the time only had a base 8. Even with a +2 tome and +6 item I still was medium encumbered. I have since stopped keeping a low strength.That whole thread (http://forums.ddo.com/showthread.php?t=334921) may be worth a read-through for you even though it's focused on a trapmonkey wizard.

GuntherBovine
08-14-2011, 09:00 PM
I solo a lot. You can read my journals in my signature. I wouldn't make those choices for a solo toon. As others have pointed out, a solo Rogue will have problems because it won't be able to sneak attack very often. As for the Wizard, if you are going to kill mobs as you come across them with the help of your summons, you will deplete your blue bar before you finish quests. I have seen posts were wizards run around in quests, getting a large group of mobs bunched up behind them, and then kill them all with AOE spells. But that isn't compatible with the style you are suggesting. I haven't played a Sorcerer, so I can't comment on that.

Personally, I would think a Battle Cleric or a Paladin would be easier to solo with. Lots of self-healing. Can get AC up pretty high in levels 1-10. Many people strongly recommend FvS, but I have never played one.

EnjoyTheJourney
08-14-2011, 11:42 PM
I solo a lot. You can read my journals in my signature. I wouldn't make those choices for a solo toon. As others have pointed out, a solo Rogue will have problems because it won't be able to sneak attack very often. As for the Wizard, if you are going to kill mobs as you come across them with the help of your summons, you will deplete your blue bar before you finish quests. I have seen posts were wizards run around in quests, getting a large group of mobs bunched up behind them, and then kill them all with AOE spells. But that isn't compatible with the style you are suggesting. I haven't played a Sorcerer, so I can't comment on that.

Personally, I would think a Battle Cleric or a Paladin would be easier to solo with. Lots of self-healing. Can get AC up pretty high in levels 1-10. Many people strongly recommend FvS, but I have never played one.
I skimmed through your journal, and I found it a very interesting read. Thank you for posting it, and for directing me to it.

Looking at how equipment progresses, over time, was particularly helpful, as were the descriptions of what does and doesn't turn out to be problematic. I'll be on the lookout for endless wands, as they'll clearly be of help. I did notice that lesser globe of invulnerability would have saved you multiple times, in situations where you ended up dying, and that solid fog would have really helped out when you were being mobbed by archers. I also finally figured out why some really like false life (recastable "fake" hit points as a substitute for healing). That makes me resolved to find ways to fit these spells into my sorcerer / wizard builds, especially after being told how ray of enfeeblement can really mess up your day, in lower levels.

I also noticed something else, as you kept repeating missions, and I finally checked XP progression against the XPs of missions available at each level; it seems that you need roughly double the XPs that are available to you through "unique" missions, for the later levels (at least, the ones I checked). Of course, slayer, rare encounter, and exploration XPs aren't in that total, but still, it seems clear that repeating missions on different difficulty levels is normal and expected, perhaps even all but necessary to make it to level 20.

I'm still not discouraged for the spellcasters. But, I'm wondering about the rogue because I'm finding it quite difficult to target mobs well in melee; in contrast to most other games, in which mobs get into melee range with you and stay still, it seems like mobs in DDO are constantly trying to adjust their positioning, perhaps to flank you, and there's no easy keyboard key to hit (ie: hitting "f" enabled "follow mode" in my previous games) that allows you to stay constantly facing your chosen enemy, and to follow them if they try to retreat. I've killed mobs while trying to target another mob (that mouse "soft targeting", I think) and swung wildly and ineffectively at ice mephits and cave bats that shift around and kite while in battle. I haven't died yet, with any of these characters, but they're all only level 2 now and it is very plain that my melee skills need a serious upgrade in order to be able to solo my rogue.

Feithlin
08-15-2011, 12:18 AM
If you want to solo a lot with a fleshy wizard, you'd better go with a PM. This would require some changes to your feat selection. You will need:
Toughness, Empower, Maximize, SF: Necromancy, gSF: Necromancy, Spell pen, Imp. spell pen, and Heighten.
Mental toughness is nice to get wraith form, though many don't like it.
Extend is useful for your death auras.
For the races, human would give you one more feat and a higher Int. Drow would give one more Int, but at the cost of 2 less con and one less feat. Elf has no bonus to Int and suffers the same loss of con and feat, but allows a nice boost to spell pen, which can be useful on a 1st life in epics.

*Edit: An important part of playing a PM is to know when not to use your form, because light spells can be very nasty.

Arctigis
08-15-2011, 08:20 AM
No, they don't stack. Also, strength potions are Potions of Bull's Strength, as are strength clickies, as are strength spells. None of them stack, and it gives +4 bonus to strength. You can wear an item of ogre power (up to +6) to stack with bull's strength, but consider this exchange from a recent thread discussing wizards

+stat items do not stack with spells as they are the same bonus type (enhancement) . E.g. casting Bulls Strength
on a character wearing gauntlets of Ogre Power (+4 strength) would not stack.

EllisDee37
08-15-2011, 12:45 PM
+stat items do not stack with spells as they are the same bonus type (enhancement) . E.g. casting Bulls Strength
on a character wearing gauntlets of Ogre Power (+4 strength) would not stack.Yeah, the sad part is that I actually know that and yet it didn't even sound wrong to me until just now reading your post. Thanks much for the correction.

GuntherBovine
08-15-2011, 02:40 PM
I skimmed through your journal, and I found it a very interesting read. Thank you for posting it, and for directing me to it.
I am glad it was helpful to you.


Looking at how equipment progresses, over time, was particularly helpful, as were the descriptions of what does and doesn't turn out to be problematic. I'll be on the lookout for endless wands, as they'll clearly be of help.
You get the first one when you finish "The Grotto". Your next opportunities are at the end of "The Catacombs" for an Eternal Wand of Cure Minor Wounds and at the end of Waterworks for an Eternal Wand of Acid Splash. Those two wands were the two eternal wands I found the most useful.


I also noticed something else, as you kept repeating missions, and I finally checked XP progression against the XPs of missions available at each level; it seems that you need roughly double the XPs that are available to you through "unique" missions, for the later levels (at least, the ones I checked). Of course, slayer, rare encounter, and exploration XPs aren't in that total, but still, it seems clear that repeating missions on different difficulty levels is normal and expected, perhaps even all but necessary to make it to level 20.
I am not sure how you are calculating the XP of missions. You are going to get quite a bit of extra xp for each mission above base. For example, "Information is Key" on Normal has a base xp of 980. However, the last time I ran it, I gained 1764 xp, 80% more that. I got:
5% for defeating a boss (Shriketalon)
25% for first time completing on Normal
15% Onslaught bonus for killing mobs
15% Ransack bonus for smashing stuff
10% Persistence bonus for not re-entering quest
10% Flawless Victory Bonus for no one dying

Other quests will have bonuses for disabling traps, finding secret doors and/or completing optionals.

OTOH, you are going to want to repeat quests for favor. For example, you need 75 Coin Lord favor for a fourth inventory tab and 150 Coin Lord Favor for a fifth. I am certain that you can't get to 150 doing all of the Coin Lord quests on Normal. Your backpack will get very full very quickly, so eventually you will run quests you did on Normal at a higher difficulty to earn the favor to unlock more inventory space.

Also, quest rewards that you want don't always show up. So you may have to rerun a quest (or quest chain) to try again for it.

I'm still not discouraged for the spellcasters. But, I'm wondering about the rogue because I'm finding it quite difficult to target mobs well in melee; in contrast to most other games, in which mobs get into melee range with you and stay still, it seems like mobs in DDO are constantly trying to adjust their positioning, perhaps to flank you, and there's no easy keyboard key to hit (ie: hitting "f" enabled "follow mode" in my previous games) that allows you to stay constantly facing your chosen enemy, and to follow them if they try to retreat. I've killed mobs while trying to target another mob (that mouse "soft targeting", I think) and swung wildly and ineffectively at ice mephits and cave bats that shift around and kite while in battle. I haven't died yet, with any of these characters, but they're all only level 2 now and it is very plain that my melee skills need a serious upgrade in order to be able to solo my rogue.
I haven't played many MMO's, but I like DDO's combat because it is more immersive. The mobs don't just stand there. They act (mostly) intelligently, trying to surround you while protecting their shooters and casters. Any melee you play will have the same issue.

Ungood
08-15-2011, 04:30 PM
Some thoughts, in response to the feedback posted thus far:

Rogue:
I took weapon focus: pierce to unlock "improved critical",

Improved Critical has no prerequisite beyond needing a 8 BAB and this Weapon Focus is not needed.


Wizard: I'm expecting Mordenkainen's Disjunction to be situational, but quite handy when it happens to be handy, and I'm OK with that.

Wail is a better choice for a Sorc -if- you do not have a better DPS spell to go after, like say, Meteor Swarm, as they have to pay and wait 3 days to change their spells, where a Wizard can change their spells at each rest shrine if they want.

I will admit tho, there is a better then good chance you will not have the DC's on your Sorc to make a much use of Wail as a Wizard will, but it is still a very good spell for most quests on Normal difficulty.

Afyndax
08-15-2011, 09:22 PM
I am doing the same thing you are doing. But I am using a Wiz with rogue splash at lvl 1. The rogue splash gets you Disarm, OL and UMD. UMD will help cut down on healing pots and DD and OL will get you extra exp and loot.

I am fairly low level, but I started with augmented summoning feat, which makes the Bat an extremely effective ´tank´ during the early levels..... I am also very liberal with using eternal wands, which is much lower dps obviously, but saves SP for the important fights. Basically I stealth with my pet out.. wait for the mobs to attack the pet, then kill them one at a time with the wand ( I took the 25% enhance point). I use charm person and sleep often.

Definitely not breaking any zerg records, but it is effective at doing normal and hard modes at level, and I rarely run out of SP. I also use crafting, which helps a lot. Having both Axeblock and Spearblock at the same time greatly reduces potting at low levels.

EllisDee37
08-16-2011, 07:58 AM
I also use crafting, which helps a lot. Having both Axeblock and Spearblock at the same time greatly reduces potting at low levels.For low levels, you can't beat Invulnerability.

EnjoyTheJourney
08-22-2011, 03:07 AM
There were quite a few things posted in this thread that ultimately proved helpful, and I've been learning in-game as well. I went through with the three builds given here until level 3, with no hirelings for any of them. I found it doable, but increasingly slow once level 3 arrived. I even had 2 deaths with my enchantress-in-training, who was my "pioneer" character to do the first run for most missions. Both deaths were caused by "unforced errors" on my part, but still.

A key thing I've learned is that, in DDO, on a first run through a given mission it is quite difficult to completely stop the hit point bleed, unlike in Baldurs Gate games, Icewind Dale, or Neverwinter Nights--or Diablo 2, for that matter. Subsequent runs through a mission get markedly easier, and my rogue and halfling sorceress were doing fine--except when they were the "pioneer" for a given mission, and then they might struggle to keep the hit point bleed under control.

I also learned that Drow is unlocked by 400 favor on a given character, and not by adding up favor across all characters on a server; I began thinking about what character I'd enjoy soloing all the way from 0 to 400 favor, preferably without a hireling. I came up with two different builds; the wizard is now close to level 4, and in the catacombs, and his "schtick" is that he doesn't use materials to cast spells; he manipulates matter, hence the name "Transmuter", and that's one way of keeping costs down. Eventually, though, I did give in to temptation because healing potions were getting consumed too quickly for my comfort, and I hired a level 3 cleric; she was much, much cheaper per unit of healing than downing potions.

The other build is a half elven Air Savant in training with a Favored Soul Dilettante (Ionicanna), to use wands and scrolls that heal. She is now level 3, and since she's following up on earlier characters she's been sailing through every mission so far-- no summons, no hireling, and she can heal much cheaper than Transmuter, it seems. But, her spot and search abilities, and her ability to get runes to work, are way behind the curve, with investments in UMD and concentration being her only use of skill points. If her UMD abilities eventually make her Favored Soul Dilettante choice obsolete, then I'd probably switch to Paladin, for better saving throws.

I've considered going warforged, multiclass builds, melee, pale master, and clerics, and none of them really appeal. Hence, the two new builds are given below, for feedback--incidentally, min-maxers may (understandably) get an involuntary twitch at the level 1 feat "Eschew Materials" for Transmuter, but that's a key part of his schtick, and I'll be schticking to it, with that character. Also, the Air Savant will be an ... air savant all the way through.

Thank you in advance for any help moving the incorporated builds to a better place, while still retaining their flavor:


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

Transmuter
Level 20 Chaotic Good Human Male
(20 Wizard)
Hit Points: 202
Spell Points: 1356
BAB: 10\10\15\20
Fortitude: 9
Reflex: 5
Will: 11

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

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1 10
Bluff -1 -1
Concentration 7 30
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 -1
Heal 0 10
Hide -1 -1
Intimidate -1 -1
Jump 4 13
Listen -1 9
Move Silently -1 -1
Open Lock n/a n/a
Perform n/a n/a
Repair 4 10
Search 6 20
Spot 1 10
Swim 4 13
Tumble 0 0
Use Magic Device n/a n/a

Level 1 (Wizard)
Feat: (Wizard Bonus) Augment Summoning
Feat: (Human Bonus) Eschew Materials
Feat: (Selected) Mental Toughness
Spell (1): Acid Spray
Spell (1): Hypnotism
Spell (1): Niac's Cold Ray
Spell (1): Protection From Evil
Spell (1): Shield
Spell (1): Summon Monster I
Spell (1): Master's Touch
Enhancement: Improved Concentration I
Enhancement: Acid Manipulation I
Enhancement: Wizard Energy of the Scholar I


Level 2 (Wizard)
Spell (1): Mage Armor
Spell (1): Magic Missle
Enhancement: Force Manipulation I
Enhancement: Wizard Intelligence I


Level 3 (Wizard)
Feat: (Selected) Toughness
Spell (2): Summon Monster II
Spell (2): Web
Enhancement: Racial Toughness I
Enhancement: Corrosive Spellcasting I
Enhancement: Kinetic Spellcasting I
Enhancement: Deadly Acid I


Level 4 (Wizard)
Spell (2): Blur
Spell (2): False Life
Enhancement: Improved Concentration II
Enhancement: Deadly Kinetics I
Enhancement: Acid Manipulation II


Level 5 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Spell (3): Acid Blast
Spell (3): Summon Monster III
Enhancement: Force Manipulation II
Enhancement: Wizard Energy of the Scholar II


Level 6 (Wizard)
Feat: (Selected) Spell Focus: Transmutation
Spell (3): Haste
Spell (3): Displacement
Enhancement: Racial Toughness II
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Archmage I


Level 7 (Wizard)
Spell (4): Acid Rain
Spell (4): Summon Monster IV
Enhancement: Wizard Intelligence II


Level 8 (Wizard)
Spell (4): Lesser Globe of Invulnerability
Spell (4): Solid Fog
Enhancement: Improved Concentration III


Level 9 (Wizard)
Feat: (Selected) Spell Focus: Illusion
Spell (5): Summon Monster V
Spell (5): Cloudkill
Enhancement: Wizard Energy of the Scholar III
Enhancement: Arcane Bolt
Enhancement: Wizard Archmage II


Level 10 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Spell (5): Mind Fog
Spell (5): Protection From Elements
Enhancement: Wizard Improved Maximizing I
Enhancement: Wizard Spell Penetration II


Level 11 (Wizard)
Spell (6): Summon Monster VI
Spell (6): Flesh to Stone


Level 12 (Wizard)
Feat: (Selected) Greater Spell Focus: Transmutation
Spell (6): Acid Fog
Spell (6): Disintegrate
Enhancement: Wizard Archmage III
Enhancement: Archmage Secondary Spell Mastery I: Illusion
Enhancement: Archmage Spell Mastery I: Transmutation
Enhancement: Illusion I - Invisibility
Enhancement: Illusion II - Blur
Enhancement: Transmutation I - Jump
Enhancement: Transmutation II - Knock
Enhancement: Transmutation III - Haste


Level 13 (Wizard)
Spell (7): Summon Monster VII
Spell (7): Delayed Blast Fireball
Enhancement: Improved Concentration IV


Level 14 (Wizard)
Spell (7): Waves of Exhaustion
Spell (7): Banishment
Enhancement: Wizard Intelligence III


Level 15 (Wizard)
Feat: (Selected) Empower Spell
Feat: (Wizard Bonus) Heighten Spell
Spell (8): Horrid Wilting
Spell (8): Summon Monster VIII
Enhancement: Wizard Energy of the Scholar IV
Enhancement: Wizard Archmage IV


Level 16 (Wizard)
Spell (8): Power Word: Stun
Spell (8): Sunburst
Enhancement: Wizard Improved Empowering I
Enhancement: Force Manipulation III
Enhancement: Arcane Blast


Level 17 (Wizard)
Spell (9): Energy Drain
Spell (9): Summon Monster IX
Enhancement: Wizard Improved Heightening I


Level 18 (Wizard)
Feat: (Selected) Spell Penetration
Spell (9): Meteor Swarm
Spell (4): Enervation
Enhancement: Wizard Archmage V
Enhancement: Archmage Spell Mastery II: Transmutation
Enhancement: Transmutation IV - Stone To Flesh
Enhancement: Transmutation V - Flesh to Stone


Level 19 (Wizard)
Spell (4): Force Missles
Spell (6): Greater Heroism


Level 20 (Wizard)
Feat: (Wizard Bonus) Quicken Spell
Spell (4): Dimension Door
Spell (4): Remove Curse
Enhancement: Wizard Master of Magic
Enhancement: Wizard Improved Heightening II



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

Ionicanna
Level 20 Neutral Good Half-Elf Female
(20 Sorcerer)
Hit Points: 202
Spell Points: 2025
BAB: 10\10\15\20
Fortitude: 9
Reflex: 5
Will: 11

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

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance -1 -1
Bluff 4 5
Concentration 7 11
Diplomacy 4 5
Disable Device n/a n/a
Haggle 4 5
Heal -1 -1
Hide -1 -1
Intimidate 4 5
Jump 1 1
Listen -1 -1
Move Silently -1 -1
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 0
Spot -1 -1
Swim 1 1
Tumble n/a n/a
Use Magic Device 6 7

Level 1 (Sorcerer)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Favored Soul
Feat: (Selected) Toughness
Spell (1): Niac's Cold Ray
Spell (1): Burning Hands
Enhancement: Improved Concentration I
Enhancement: Frost Manipulation I
Enhancement: Storm Manipulation I
Enhancement: Sorcerer Energy of the Dragonblooded I


Level 2 (Sorcerer)
Spell (1): Hypnotism
Enhancement: Charged Spellcasting I
Enhancement: Sorcerer Charisma I


Level 3 (Sorcerer)
Feat: (Selected) Maximize Spell
Spell (1): Shield
Enhancement: Sorcerer Improved Maximizing I
Enhancement: Racial Toughness I
Enhancement: Deadly Shocks I
Enhancement: Storm Manipulation II


Level 4 (Sorcerer)
Spell (2): Electric Loop
Enhancement: Improved Concentration II
Enhancement: Frost Manipulation II


Level 5 (Sorcerer)
Spell (2): Blur
Enhancement: Storm Manipulation III
Enhancement: Sorcerer Energy of the Dragonblooded II


Level 6 (Sorcerer)
Feat: (Selected) Empower Spell
Spell (3): Lightning Bolt
Enhancement: Racial Toughness II
Enhancement: Sorcerer Air Savant I


Level 7 (Sorcerer)
Spell (3): Haste
Enhancement: Sorcerer Charisma II


Level 8 (Sorcerer)
Spell (4): Ice Storm
Enhancement: Improved Concentration III
Enhancement: Charged Spellcasting II
Enhancement: Charged Spellcasting III
Enhancement: Deadly Shocks II
Enhancement: Storm Manipulation IV


Level 9 (Sorcerer)
Feat: (Selected) Extend Spell
Spell (4): Solid Fog
Spell (2): Web
Spell (3): Displacement
Enhancement: Storm Manipulation V
Enhancement: Sorcerer Energy of the Dragonblooded III


Level 10 (Sorcerer)
Spell (5): Eladar's Electric Surge
Enhancement: Deadly Shocks III
Enhancement: Sorcerer Spell Penetration I


Level 11 (Sorcerer)
Spell (4): Lesser Globe of Invulnerability
Spell (3): Protection From Energy
Spell (5): Niac's Biting Cold
Enhancement: Sorcerer Spell Penetration II


Level 12 (Sorcerer)
Feat: (Selected) Spell Focus: Evocation
Spell (6): Chain Lightning
Enhancement: Improved Concentration IV
Enhancement: Sorcerer Air Savant II
Enhancement: Charged Spellcasting IV
Enhancement: Deadly Shocks IV


Level 13 (Sorcerer)
Spell (4): Enervation
Spell (5): Protection From Elements
Spell (6): Disintegrate
Enhancement: Sorcerer Energy of the Dragonblooded IV


Level 14 (Sorcerer)
Spell (7): Delayed Blast Fireball
Enhancement: Charged Spellcasting V
Enhancement: Storm Manipulation VI
Enhancement: Storm Manipulation VII


Level 15 (Sorcerer)
Feat: (Selected) Heighten Spell
Spell (5): Waves of Fatigue
Enhancement: Sorcerer Improved Heightening I
Enhancement: Deadly Shocks V


Level 16 (Sorcerer)
Spell (8): Polar Ray
Enhancement: Sorcerer Improved Maximizing II


Level 17 (Sorcerer)
Spell (7): Banishment
Spell (8): Sunburst
Enhancement: Frost Manipulation III
Enhancement: Frost Manipulation IV
Enhancement: Frost Manipulation V


Level 18 (Sorcerer)
Feat: (Selected) Spell Penetration
Spell (9): Energy Drain
Enhancement: Sorcerer Air Savant III


Level 19 (Sorcerer)
Spell (8): Power Word: Stun
Spell (9): Meteor Swarm


Level 20 (Sorcerer)
Spell (9): Summon Monster IX
Enhancement: Sorcerer Bloodline of Power
Enhancement: Sorcerer Improved Maximizing III
Enhancement: Glacial Spellcasting I
Enhancement: Deadly Ice I
Enhancement: Frost Manipulation VI

GuntherBovine
08-22-2011, 09:30 AM
I began thinking about what character I'd enjoy soloing all the way from 0 to 400 favor, preferably without a hireling. I came up with two different builds; the wizard is now close to level 4, and in the catacombs, and his "schtick" is that he doesn't use materials to cast spells; he manipulates matter, hence the name "Transmuter", and that's one way of keeping costs down. Eventually, though, I did give in to temptation because healing potions were getting consumed too quickly for my comfort, and I hired a level 3 cleric; she was much, much cheaper per unit of healing than downing potions.

The other build is a half elven Air Savant in training with a Favored Soul Dilettante (Ionicanna), to use wands and scrolls that heal. She is now level 3, and since she's following up on earlier characters she's been sailing through every mission so far-- no summons, no hireling, and she can heal much cheaper than Transmuter, it seems. But, her spot and search abilities, and her ability to get runes to work, are way behind the curve, with investments in UMD and concentration being her only use of skill points. If her UMD abilities eventually make her Favored Soul Dilettante choice obsolete, then I'd probably switch to Paladin, for better saving throws.
I recommend reading this post (http://forums.ddo.com/showpost.php?p=3207371&postcount=16) on how to be a lowbie blaster. Another useful post here (http://forums.ddo.com/showthread.php?t=205588).

I don't know how well UMD is going to work for you. A easiest use of UMD is to be able to use the Eternal Wand of Cure Minor Wounds (http://ddowiki.com/page/Eternal_Wand_of_Cure_Minor_Wounds) that you can get as a quest chain rewards for "The Catacombs". It has a UMD of 15. Ionicanna's starting UMD is 6. I don't see you putting any points into it. You can easily craft a Persuasion item, which bumps your UMD by 3. With Eagle's Splendor cast, your UMD would be 11, good enough for a 80% success rate for using it. The next lowest level UMD on a cleric wand is 20 for level 1 wands, which would be a 55% chance of success. The other use of UMD is being able to equip restricted items. My recollection is that 12 is the lowest UMD restriction and it goes up pretty quickly. So your UMD won't get high enough to be useful for that.

EnjoyTheJourney
08-22-2011, 10:53 AM
I recommend reading this post (http://forums.ddo.com/showpost.php?p=3207371&postcount=16) on how to be a lowbie blaster. Another useful post here (http://forums.ddo.com/showthread.php?t=205588).

I don't know how well UMD is going to work for you. A easiest use of UMD is to be able to use the Eternal Wand of Cure Minor Wounds (http://ddowiki.com/page/Eternal_Wand_of_Cure_Minor_Wounds) that you can get as a quest chain rewards for "The Catacombs". It has a UMD of 15. Ionicanna's starting UMD is 6. I don't see you putting any points into it. You can easily craft a Persuasion item, which bumps your UMD by 3. With Eagle's Splendor cast, your UMD would be 11, good enough for a 80% success rate for using it. The next lowest level UMD on a cleric wand is 20 for level 1 wands, which would be a 55% chance of success. The other use of UMD is being able to equip restricted items. My recollection is that 12 is the lowest UMD restriction and it goes up pretty quickly. So your UMD won't get high enough to be useful for that.

Those links proved very helpful. Thank you.

At the end of the day, it seems to boil down to 2 choices for a "first run through" solo character, with the following tradeoffs.

1. I can take the wizard plus a cleric hireling and a summons through to level 12 at least, and that should go just fine. The main challenge with him is to keep moving fast enough to not let buff timers run out; he uses mage armor + shield + greataxe to chop things down, for now and perhaps for another level or two. That involves a hireling, though, and a pet; it's more difficult to learn aggro management with that kind of character, but at least it's a little less "twitchy" (I don't have great twitch reflexes).

2. Run the sorceress and freeze, fry, electrocute, or dissolve everything. Spot and search checks will seldom work and she'll get regularly surprised by mobs. But, with a favored soul dilettante, to help her with healing until her UMD builds up in levels, she can actually use the endless cure minor wounds wand for a welcome top-me-off. She'll get shocking grasp as an SLA at level 6, and with maximize and empower on it she'll be able to take down most mobs in one hit, for a small SP cost. She'll need her healing, though.

On reflection, I do have a question about Heighten: I take it that heightening a spell makes its DC harder to save against, and that's the reason you use it. I shouldn't need it for shocking grasp, then, I think; as long as I touch mobs, they get no saving throw.

Also, I'm wondering about spells for catacombs, for the sorceress. I'm guessing that Niacs + burning hands is OK, but not necessarily great, and that swapping out hypnotism for magic missile would be helpful, for the catacombs. I'm reluctant to rely heavily on shocking grasp when taking on numerous undead, and magic missile seems better for "hit and run" tactics.

GuntherBovine
08-22-2011, 11:32 AM
Those links proved very helpful. Thank you.
You are welcome


At the end of the day, it seems to boil down to 2 choices for a "first run through" solo character, with the following tradeoffs.
No, there are a huge number of choices for solo characters. Those are the two choices that appeal to you, which is fine - run the build you want. Just be aware that you are going to run into problems because of choices you made.


On reflection, I do have a question about Heighten: I take it that heightening a spell makes its DC harder to save against, and that's the reason you use it. I shouldn't need it for shocking grasp, then, I think; as long as I touch mobs, they get no saving throw.
I believe that is right


Also, I'm wondering about spells for catacombs, for the sorceress. I'm guessing that Niacs + burning hands is OK, but not necessarily great, and that swapping out hypnotism for magic missile would be helpful, for the catacombs. I'm reluctant to rely heavily on shocking grasp when taking on numerous undead, and magic missile seems better for "hit and run" tactics.
Niacs doesn't work against undead. Command Undead is basically Charm Person for undead and will be quite helpful.

r3dl4nce
08-22-2011, 11:41 AM
None of them is easy to solo.

Try a warforged 18wiz/2rogue. Max INT, rest CON. A bit of STR to melee before firewall. You have self heals, great damage output, trapskills.

Otherwise you could go 16bard/2fighter/2rogue. Max STR, 14/16CON, rest CHA. You got evasion, trapskill, self heals and a big two hander to smash mobs.

EnjoyTheJourney
08-22-2011, 11:47 AM
...

Niacs doesn't work against undead. Command Undead is basically Charm Person for undead and will be quite helpful.


Query / minor note about Niacs: Niacs does seem to work very well for undead, other than skeletons (they're immune), at least so far. I'm guessing it works relatively well against other "fleshy" undead, and I'll go ahead and guess that reflex saves are not the strength of most undead (?).

I would guess that wraiths laugh at cold damage, as well, but I haven't checked in a while. Hopefully magic missile will mess up their day.

Command undead sounds very interesting, though.

Thrudh
08-22-2011, 12:05 PM
A pure rogue is a high damage dealer thanks to his sneak attacks. You plan on soloing with no hirelings. That means a tremendous reduction in sneak attack opportunities. Then, giving that rogue a low strength, with no level ups in strength will make his damage output pitiful. After level 12 or so you will hate that character.

This..

A radiance II rapier (crafted in the Shroud) blinds your opponents which lets you get sneak attack even when you have aggro...

This weapon makes soloing for rogues about a hundred times easier...

Without it, soloing for rogues is very hard, since you'll only be able to get sneak attacks when using bluff.

Thrudh
08-22-2011, 12:08 PM
a halfling water savant sorcerer taking all three racial dragonmarks

Sorcerors are already pretty feat starved... Using three feats is really going to cut into your spell feats... This would be much easier on a wizard, with all their bonus feats...

(There are better ways to heal yourself though - healing dragonmarks are usually only affordable on fighter or fighter/splash builds).

EnjoyTheJourney
08-23-2011, 12:13 AM
I was leaning toward the half elven sorceress, favored soul dilettante, and I took her into Catacombs. Pretty uneventful and easy til then. Then she started what looked like another innocuous fight with a pair of iron doggies. She had bad luck, as they kept saving against Niac's, but she was chiseling them down as she kept backpedaling, to stay out of grease patches. Then a doggie threw out a grease patch anyways, she fell down, she spent perhaps a minute unable to get up while the doggies chewed on her, and then she died.

I had visions of repeating that scene many times, whenever mobs with a trip attack showed up, and decided to try to come up with another build. Eventually, the obvious possibility of combining the "transmuter / illusion" archmage build with the half elf racial choice came up, with a dilettante that gives her access to healing wands and scrolls. The result is a build I'm likely to enjoy, and that will hopefully be able to solo through the game on normal difficulty, with no hirelings:


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

Stonethistle
Level 20 Neutral Good Half-Elf Female
(20 Wizard)
Hit Points: 182
Spell Points: 1456
BAB: 10\10\15\20
Fortitude: 8
Reflex: 5
Will: 14

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

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1 10
Bluff -1 -1
Concentration 6 29
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 -1
Heal 2 2
Hide -1 -1
Intimidate -1 -1
Jump 3 12
Listen 2 13
Move Silently -1 -1
Open Lock n/a n/a
Perform n/a n/a
Repair 4 10
Search 6 20
Spot 4 13
Swim 2 11
Tumble 0 0
Use Magic Device n/a n/a

Level 1 (Wizard)
Feat: (Selected) Augment Summoning
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
Feat: (Wizard Bonus) Mental Toughness
Spell (1): Acid Spray
Spell (1): Hypnotism
Spell (1): Niac's Cold Ray
Spell (1): Nightshield
Spell (1): Summon Monster I
Spell (1): Protection From Evil
Spell (1): Magic Missle
Enhancement: Improved Concentration I
Enhancement: Storm Manipulation I
Enhancement: Wizard Energy of the Scholar I


Level 2 (Wizard)
Spell (1): Charm Person
Spell (1): Detect Secret Doors
Enhancement: Force Manipulation I
Enhancement: Wizard Intelligence I


Level 3 (Wizard)
Feat: (Selected) Toughness
Spell (2): Summon Monster II
Spell (2): Command Undead
Enhancement: Human Improved Recovery I
Enhancement: Racial Toughness I
Enhancement: Kinetic Spellcasting I


Level 4 (Wizard)
Spell (2): Electric Loop
Spell (2): Blur
Enhancement: Improved Concentration II
Enhancement: Deadly Kinetics I
Enhancement: Storm Manipulation II
Enhancement: Force Manipulation II


Level 5 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Spell (3): Haste
Spell (3): Chain Missiles
Enhancement: Wizard Energy of the Scholar II


Level 6 (Wizard)
Feat: (Selected) Spell Focus: Illusion
Spell (3): Displacement
Spell (3): Summon Monster III
Enhancement: Racial Toughness II
Enhancement: Wizard Archmage I
Enhancement: Illusion I - Invisibility


Level 7 (Wizard)
Spell (4): Summon Monster IV
Spell (4): Wall of Fire
Enhancement: Wizard Intelligence II


Level 8 (Wizard)
Spell (4): Force Missles
Spell (4): Solid Fog
Enhancement: Improved Concentration III


Level 9 (Wizard)
Feat: (Selected) Spell Focus: Transmutation
Spell (5): Eladar's Electric Surge
Spell (5): Summon Monster V
Enhancement: Wizard Energy of the Scholar III
Enhancement: Arcane Bolt
Enhancement: Wizard Archmage II
Enhancement: Archmage Spell Mastery I: Transmutation
Enhancement: Transmutation I - Jump
Enhancement: Transmutation II - Knock


Level 10 (Wizard)
Feat: (Wizard Bonus) Heighten Spell
Spell (5): Ball Lightning
Spell (5): Cloudkill


Level 11 (Wizard)
Spell (6): Disintegrate
Spell (6): Flesh to Stone
Enhancement: Wizard Intelligence III


Level 12 (Wizard)
Feat: (Selected) Greater Spell Focus: Transmutation
Spell (6): Summon Monster VI
Spell (6): Globe of Invulnerability
Enhancement: Improved Concentration IV
Enhancement: Force Manipulation III
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Archmage III
Enhancement: Transmutation III - Haste


Level 13 (Wizard)
Spell (7): Delayed Blast Fireball
Spell (7): Summon Monster VII
Enhancement: Wizard Improved Heightening I


Level 14 (Wizard)
Spell (7): Waves of Exhaustion
Spell (7): Banishment
Enhancement: Wizard Energy of the Scholar IV


Level 15 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Feat: (Selected) Spell Penetration
Spell (8): Incendiary Cloud
Spell (8): Summon Monster VIII
Enhancement: Force Manipulation IV
Enhancement: Force Manipulation V
Enhancement: Arcane Blast
Enhancement: Wizard Archmage IV


Level 16 (Wizard)
Spell (8): Power Word: Stun
Spell (8): Sunburst
Enhancement: Wizard Spell Penetration II


Level 17 (Wizard)
Spell (9): Energy Drain
Spell (9): Summon Monster IX
Enhancement: Force Manipulation VI
Enhancement: Force Manipulation VII


Level 18 (Wizard)
Feat: (Selected) Quicken Spell
Spell (9): Meteor Swarm
Spell (4): Enervation
Enhancement: Wizard Improved Maximizing I
Enhancement: Wizard Archmage V
Enhancement: Archmage Spell Mastery II: Transmutation
Enhancement: Transmutation IV - Stone To Flesh
Enhancement: Transmutation V - Flesh to Stone


Level 19 (Wizard)
Spell (4): Dimension Door
Spell (5): Break Enchantment


Level 20 (Wizard)
Feat: (Wizard Bonus) Empower Spell
Spell (6): Necrotic Ray
Spell (6): Chain Lightning
Enhancement: Wizard Master of Magic
Enhancement: Wizard Improved Empowering I
Enhancement: Storm Manipulation III
Enhancement: Storm Manipulation IV
Enhancement: Storm Manipulation V
Enhancement: Storm Manipulation VI


From a flavor perspective it doesn't seem like a bad thing to be both relatively intelligent and relatively wise--even though game mechanics often tempt us to choose one at the expense of the other.

r3dl4nce
08-23-2011, 01:05 AM
Feat: (Selected) Augment Summoning
useless

Feat: (Selected) Spell Focus: Illusion
Feat: (Selected) Spell Focus: Transmutation
no, take enchantement or necromancy

EnjoyTheJourney
08-23-2011, 12:18 PM
Feat: (Selected) Augment Summoning
useless

Feat: (Selected) Spell Focus: Illusion
Feat: (Selected) Spell Focus: Transmutation
no, take enchantement or necromancy
For how much you know, the way you play, and the level of wealth you have, your advice would presumably be helpful.

For a new player who hasn't even done round 1 on all the missions, the value of your brief post is not so clear.

When you're new and haven't done missions, and you have no wealth, you get surprised a lot. Summons really help to minimize the effects of that, when you're learning the game. I've tried both with and without Augment Summons, and certainly in the earlier levels the difference is very, very noticeable. It may be useless in your world, but not necessarily for everybody.

As for enchant / necro, I have an enchantress-in-training already and I have an earth savant drow that I'll run later, and who will dabble in cold and necro. I'd rather not replicate those in my first character to run through the game.

r3dl4nce
08-23-2011, 12:53 PM
There are already build done for new players
Instead of doing your build (wrong) just follow one working for you first character
http://ddowiki.com/page/Templates_for_New_Players

Callavan
08-23-2011, 02:02 PM
For how much you know, the way you play, and the level of wealth you have, your advice would presumably be helpful.

For a new player who hasn't even done round 1 on all the missions, the value of your brief post is not so clear.

When you're new and haven't done missions, and you have no wealth, you get surprised a lot. Summons really help to minimize the effects of that, when you're learning the game. I've tried both with and without Augment Summons, and certainly in the earlier levels the difference is very, very noticeable. It may be useless in your world, but not necessarily for everybody.



/signed, as they say

Summons are helpful for soloing untwinked squishy characters, particularly in the lowbie range. Far more mana efficent than dumping all of your SP into crowd control with no extra help. The augmentation feat does seem to help.

You can always switch the augment summoning for something else if it starts feeling useless, can't you?

Thrudh
08-23-2011, 02:08 PM
There are already build done for new players
Instead of doing your build (wrong) just follow one working for you first character
http://ddowiki.com/page/Templates_for_New_Players

Yeah, and print out the walk-throughs and the maps for every quest before you go in... There's no excuse to explore ANYTHING in a new game!

/sarcasm

:mad::mad:

Thrudh
08-23-2011, 02:10 PM
Yes, nothing wrong with summons in the early levels...

My favorite item from Tangleroot back when I started was that staff that summoned hell hounds... I played with a static group of 3 guys, and we each had that staff. Having 3 hell hounds running around made fights a LOT easier for us.

EnjoyTheJourney
09-03-2011, 12:28 AM
I got the half-elf sorceress with the favored soul dilettante almost to level 5, and felt the call of alt-itis; I was hoping that I'd learned enough to level up an elven enchantress, solo. She made it to level 3 quickly, and then started to have difficulty with SP totals; she's casting her way through dungeons, I'm still not very efficient, and those two facts aren't a good combination.

I finally came up with a character "look" and a character name / backstory for a human palemaster, hopefully well put together to solo (no hireling, but with summoning help; I believe he can have Palemaster minion, as well as a "monster summoning" helper, am I mistaken in that?). I feel lucky to have gotten the name "Shroudweaver" for him. :)

He solo'd his way through Waterworks on normal difficulty at level 3, which I take it is a good sign. He did die once while doing it, because of some poor decisions on my part. He held up well during a favor gear / run back in Korthos (Collaborator and Cannith Crystal on hard difficulty). He's fairly close to level 4, and after finishing the one Cerulean Hills mission he hasn't done yet, I'll do the Catacombs adventure pack with him. After that, Shan To Kor, then off to Tanglewood. I do want to squeeze in "Proof is in the Poison" before hitting level 5, just to see how well he holds up.

Here is the build plan I've worked out for him:


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

Shroudweaver
Level 20 Neutral Good Human Male
(20 Wizard)
Hit Points: 252
Spell Points: 1651
BAB: 10\10\15\20
Fortitude: 10
Reflex: 15
Will: 11

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 11 11
Dexterity 8 8
Constitution 17 18
Intelligence 18 29
Wisdom 8 8
Charisma 8 8

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1 10
Bluff -1 -1
Concentration 7 31
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 -1
Heal -1 -1
Hide 0 10
Intimidate -1 -1
Jump 2 10
Listen -1 -1
Move Silently -1 10
Open Lock n/a n/a
Perform n/a n/a
Repair 4 9
Search 6 20
Spot 1 10
Swim 0 1
Tumble 0 0
Use Magic Device 1 10

Level 1 (Wizard)
Feat: (Selected) Augment Summoning
Feat: (Wizard Bonus) Mental Toughness
Feat: (Human Bonus) Toughness
Spell (1): Acid Spray
Spell (1): Hypnotism
Spell (1): Magic Missle
Spell (1): Niac's Cold Ray
Spell (1): Nightshield
Spell (1): Shocking Grasp
Spell (1): Summon Monster I
Enhancement: Human Versatility I
Enhancement: Improved Concentration I
Enhancement: Frost Manipulation I
Enhancement: Wizard Energy of the Scholar I


Level 2 (Wizard)
Spell (1): Protection From Evil
Spell (1): Expeditious Retreat
Enhancement: Glacial Spellcasting I
Enhancement: Flame Manipulation I
Enhancement: Wizard Intelligence I


Level 3 (Wizard)
Feat: (Selected) Insightful Reflexes
Spell (2): Web
Spell (2): Melf's Acid Arrow
Enhancement: Racial Toughness I
Enhancement: Deadly Ice I
Enhancement: Frost Manipulation II
Enhancement: Flame Manipulation II


Level 4 (Wizard)
Spell (2): Lesser Death Aura
Spell (2): Blur
Enhancement: Improved Concentration II
Enhancement: Combustive Spellcasting I


Level 5 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Spell (3): Fireball
Spell (3): Summon Monster III
Enhancement: Human Adaptability Intelligence I
Enhancement: Deadly Flame I


Level 6 (Wizard)
Feat: (Selected) Spell Focus: Necromancy
Spell (3): Frost Lance
Spell (3): Displacement
Enhancement: Racial Toughness II
Enhancement: Wizard Pale Master I
Enhancement: Shroud of the Zombie


Level 7 (Wizard)
Spell (4): Wall of Fire
Spell (4): Death Aura
Enhancement: Flame Manipulation III
Enhancement: Summon Skeleton Archer
Enhancement: Summon Skeletal Knight
Enhancement: Summon Skeletal Mage


Level 8 (Wizard)
Spell (4): Negative Energy Burst
Spell (4): Fire Shield
Enhancement: Improved Concentration III
Enhancement: Wizard Energy of the Scholar II


Level 9 (Wizard)
Feat: (Selected) Greater Spell Focus: Necromancy
Spell (5): Niac's Biting Cold
Spell (5): Protection From Elements
Enhancement: Frost Manipulation III
Enhancement: Wizard Intelligence II


Level 10 (Wizard)
Feat: (Wizard Bonus) Heighten Spell
Spell (5): Eladar's Electric Surge
Spell (5): Summon Monster V
Enhancement: Wizard Improved Heightening I


Level 11 (Wizard)
Spell (6): Circle of Death
Spell (6): Disintegrate


Level 12 (Wizard)
Feat: (Selected) Maximize Spell
Spell (6): Greater Heroism
Spell (6): Undead to Death
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Pale Master II
Enhancement: Summon Blackbone Archer
Enhancement: Summon Blackbone Knight
Enhancement: Summon Blackbone Mage
Enhancement: Shroud of the Wraith


Level 13 (Wizard)
Spell (7): Finger of Death
Spell (7): Delayed Blast Fireball
Enhancement: Human Greater Adaptability Constitution I


Level 14 (Wizard)
Spell (7): Control Undead
Spell (7): Waves of Exhaustion
Enhancement: Racial Toughness III
Enhancement: Improved Concentration IV


Level 15 (Wizard)
Feat: (Wizard Bonus) Empower Spell
Feat: (Selected) Spell Penetration
Spell (8): Polar Ray
Spell (8): Summon Monster VIII
Enhancement: Glacial Spellcasting II
Enhancement: Deadly Ice II
Enhancement: Frost Manipulation IV
Enhancement: Frost Manipulation V


Level 16 (Wizard)
Spell (8): Symbol of Death
Spell (8): Incendiary Cloud
Enhancement: Wizard Energy of the Scholar III


Level 17 (Wizard)
Spell (9): Wail of the Banshee
Spell (9): Energy Drain


Level 18 (Wizard)
Feat: (Selected) Greater Spell Penetration
Spell (9): Power Word: Kill
Spell (9): Summon Monster IX
Enhancement: Wizard Intelligence III
Enhancement: Wizard Pale Master III
Enhancement: Summon Frostmarrow Knight


Level 19 (Wizard)
Spell (9): Meteor Swarm
Spell (8): Horrid Wilting
Enhancement: Shroud of the Lich
Enhancement: Summon Frostmarrow Archer
Enhancement: Summon Frostmarrow Mage


Level 20 (Wizard)
Feat: (Wizard Bonus) Quicken Spell
Spell (4): Enervation
Spell (4): Crushing Despair
Enhancement: Wizard Master of Magic
Enhancement: Wizard Improved Maximizing I

Ungood
09-03-2011, 07:15 AM
I believe there was a standing joke that if your build did not require feat exchange somewhere in the planning. there is something wrong with the build. ;)

So take it easy and have some fun! (it is after all, a game)

EnjoyTheJourney
09-03-2011, 08:25 AM
I've been having a lot of fun trying out different characters.

I am learning that my character class preferences (arcanes, druids, and rogues) and racial preferences (gnomes, halflings, elves, and humans) translate into a more challenging solo experience in DDO than in PnP or other D&D-style computer games that I've tried out. I also get that things would go more smoothly if I was comfortable playing a robot. But, as a D&Der since the 70s, I'm not yet comfortable with the robots in DDO; the one I tried out as an experiment didn't even make it through the first couple of Korthos missions before I deleted it. Others can and do have fun with warforged, but I can't seem to find a way to enjoy them, at least at present.

I'm finding a kind of rhythm in which most missions lead to a substantial net gain in resources, and occasionally a mission will cost a significant amount of resources, overall--and when I lose resources, it's typically through the use of cure potions when I make bad decisions, fumble at the keyboard, or have bad luck in finding shrines that might be in a mission. Still, my Palemaster already has several dozen cure potions stockpiled, from all those broken containers, and as long as he has SPs he can still fight.

My sense is that the major challenges with the Palemaster over the longer run will boil down to persistence and efficient SP usage, as he has strong flexibility for spell choices from being a wizard and he'll get a self-heal in a few more levels.

Afyndax
09-03-2011, 12:08 PM
My wiz-rogue is now up to 6/1 and is a lot of fun and very easy to solo. I stealth up to the mobs, let my summons get aggro, then charm one or two. The important thing is to use your eternal wand (acid from waterworks) on anything that isn´t a real threat and conserve spell points. Yeah, it takes a little longer.. but let your summons and charmed meat do the work while you just widdle stuff down with the wand. As mentioned, the eternal heal wand from catacombs is awesome for topping off your health after fights and saving pots for incombat healing.

Not sure what skills you are taking, but IMHO Search, DD, and UMD are great, Conc and OL are next.. and then some balance.. most of the problems I have are with packs of dogs that keep me knocked down. Disabling and Search will get you a lot of bonus exp... and using the eternal wand from the very first quest is a great way to break crates and get the ransack bonus.

I don´t think I have died twice in the same dungeon yet, and rarely die at all.

FWIW, I rerolled her last night.. will be doing the exact same build, just with drow.

EnjoyTheJourney
09-25-2011, 01:43 AM
Several weeks further into the game, I've in some ways come around full circle to builds moderately close to the ones outlined in the original post (with some key differences). I've got a solo halfling assassin, a solo halfling water savant (no dragonmarks, though, which is a key change), and a solo elven enchantress (primary) / necromancer (secondary) archmage in training. I still have the palemaster at level 4, and I'll level him up eventually. But, the assassin, water savant, and enchantress / necromancer are the three characters getting easily the most playing time these days.

For "self-healing", I've got four or five bracers of assistance and several curative cloaks, for each character, and false life has been taken as a second level spell by both the water savant and the enchantress. For normal difficulty, that seems to be enough, at least so far. Building up UMD will hopefully get all three characters to the point where they can reliably use the Endless Wand of Cure Minor Wounds that you can get as an end-reward from the Catacombs chain (UMD = 15, I believe). UMD will be maxed on all three characters, to heal for larger and larger amounts, later into the game.

The rogue is the most finicky of the three because of his heavy dependence on gear and my limited understanding about gear. I have a muckbane for him, and I'd like to get weapons that do added damage to undead and constructs next, to be able to more easily handle mobs that can't be backstabbed. I also need to strengthen his defenses overall, of course, and especially to mobs that use crowd control spells based on will saves. Hold person from Kobold shamans was quite rough to fight against, especially when there were two Shaman leaping around to avoid damage and Obscuring Mist had been cast; Ridgeblade has survived all of those kinds of battles so far, but not always with many hit points left.

He's currently level 4.6 and Tangleroot could be a good pack to run partway through, in the near term; he'll hit level 5 moderately soon, which would put him in good shape for finishing up Shan To Kor, which has already been started. Tentative near-term goals are to get one or two weapon(s) that damage undead particularly well as end rewards for the Catacombs pack (which one is best?), and to eventually get the Visor of the Fleshrender thingamabob (I think that's the technical term) as an end reward from Tangleroot, if possible.

Does anybody have any thoughts they would like to share about how a soloist DEX-based "finesse" assassin might go about accumulating their own means of survival (ie: gear), in the earlier levels? Incidentally, he's using a "Mithral" heavy shield for the moment, with DR=3 and no skill check penalty, along with either a +1 acid or +1 shocking rapier, or a +1 shocking light mace, as his primary weapons. As further "background" material, here is his planned build:


Character Plan by DDO Character Planner Version 03.11.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Ridgeblade Undergallows
Level 20 True Neutral Halfling Male
(20 Rogue)
Hit Points: 222
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 9
Reflex: 19
Will: 8

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 12 12
Dexterity 18 23
Constitution 14 14
Intelligence 14 20
Wisdom 8 8
Charisma 12 12

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 8 30
Bluff 5 31
Concentration 2 3
Diplomacy 1 25
Disable Device 6 29
Haggle 1 2
Heal -1 0
Hide 8 42
Intimidate 1 2
Jump 4 11
Listen -1 12
Move Silently 8 40
Open Lock 8 30
Perform n/a n/a
Repair 2 6
Search 6 29
Spot 3 23
Swim 1 2
Tumble 5 8
Use Magic Device 5 25

Level 1 (Rogue)
Feat: (Selected) Toughness
Enhancement: Rogue Damage Boost I
Enhancement: Rogue Skill Boost I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Improved Move Silently I


Level 2 (Rogue)
Enhancement: Rogue Haste Boost I
Enhancement: Rogue Sneak Attack Accuracy I
Enhancement: Improved Hide I


Level 3 (Rogue)
Feat: (Selected) Weapon Finesse
Enhancement: Racial Toughness I
Enhancement: Rogue Faster Sneaking I
Enhancement: Rogue Dexterity I


Level 4 (Rogue)
Enhancement: Rogue Damage Boost II
Enhancement: Rogue Subtle Backstabbing I
Enhancement: Improved Move Silently II


Level 5 (Rogue)
Enhancement: Rogue Sneak Attack Training II
Enhancement: Improved Hide II


Level 6 (Rogue)
Feat: (Selected) Two Weapon Fighting
Enhancement: Racial Toughness II
Enhancement: Rogue Assassin I


Level 7 (Rogue)
Enhancement: Rogue Damage Boost III
Enhancement: Halfling Luck (Will) I


Level 8 (Rogue)
Enhancement: Rogue Haste Boost II
Enhancement: Halfling Dexterity I


Level 9 (Rogue)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Halfling Cunning I
Enhancement: Rogue Sneak Attack Accuracy II


Level 10 (Rogue)
Feat: (Rogue Bonus) Improved Evasion
Enhancement: Rogue Sneak Attack Accuracy III


Level 11 (Rogue)
Enhancement: Rogue Damage Boost IV


Level 12 (Rogue)
Feat: (Selected) Improved Critical: Piercing Weapons
Enhancement: Rogue Assassin II
Enhancement: Rogue Sneak Attack Training III


Level 13 (Rogue)
Feat: (Rogue Bonus) Slippery Mind
Enhancement: Rogue Sneak Attack Training IV


Level 14 (Rogue)
Enhancement: Rogue Extra Action Boost I
Enhancement: Rogue Haste Boost III


Level 15 (Rogue)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Rogue Sneak Attack Accuracy IV


Level 16 (Rogue)
Feat: (Rogue Bonus) Opportunist
Enhancement: Rogue Dexterity II


Level 17 (Rogue)
Enhancement: Halfling Dexterity II


Level 18 (Rogue)
Feat: (Selected) Quick Draw
Enhancement: Rogue Assassin III


Level 19 (Rogue)
Feat: (Rogue Bonus) Skill Mastery
Enhancement: Rogue Haste Boost IV
Enhancement: Halfling Luck (Will) II


Level 20 (Rogue)
Enhancement: Rogue Deadly Shadow
Enhancement: Rogue Faster Sneaking II


PS: I should mention that a "background" condition for these characters is that they don't use the auction house, either to buy or sell, and I'd prefer to stay away from crafting altogether.

Afyndax
09-27-2011, 09:46 AM
Crafting. I don´t have a rogue like you do, but I am playing a barbarian. It is very easy to craft useful leveling items very early.

For the rogue, something like lesser fire guard armor of invulnerability can be used at lvl 3. Invulnerability is 5 damage reduction from all sources of physical damage. That is a huge amount for questing lvl 3-8. Most of the kobolds, skeletons and zombies you face during those levels will not damage you at all with physical attacks

I also have 5 or so ´ acid splash +1 maul of lesser undead bane´ .. I have one of lesser reptilian (kobolds and troglodytes), one for undead, one for goblinoids (bugbears and hobgoblins) and one for humans.

All of that can be crafting at very low levels. Crafting is so powerful at low levels it kinda makes chests and quest rewards useless. I just took my barbarian through waterworks, catacombs and sharn syndicate the past week, and there was nothing that was an upgrade over my crafted stuff.

EDIT.. sorry, didn´t see the bottom line of your last post about crafting. But to be honest, there are no melee weapons you are going to get from at least lvl 1-8 that can compare with things you can craft. Crafting has a bad rap for being grindy and expensive, but I believe that is only at high levels. The weapons I mentioned here can all be made almost as soon as you leave Korthos Island.

aennae
09-27-2011, 03:18 PM
As you level more and more encounters will be scripted, with enemies coming from nowhere. Often the space will be reduced making it harder to kite or plan. If play a class that cannot cast heal spells you probably need way to self heal. This mean UMD or warforged or undead form.

Note also that if your toons do have issues at 2 4 or 6 things will get worst at 10 or 12.

Last best soloers aare probably hybrid (like the paladin rogue of gunther that can self heaal, self buf and deal with traps) or more simply fighter/divine or monk/divine. Arcane warforged are a P2p alternative.

EnjoyTheJourney
10-11-2011, 12:02 AM
I've gotten to level 6.5 on my DEX-based halfling assassin, I'm sticking with "solo, no hireling" with him, and I'll stick with VIP a few more months, at least. My rogue has done the following content ...

All level 3 and lower missions, full Waterworks chain, full Catacombs chain (three times before finally getting the Eternal Cure Minor Wounds wand and the Dagger of Inquisition, for undead), full Sharn Syndicate chain, full Shan To Kor chain, all of Tangleroot but the final mission, which I'll do tomorrow, and the full Phiarlan Carnival chain.

I can start Delera's, I take it, but I won't be able to finish for a while. I'm also debating running Tangleroot a couple more times because it's a fun pack to run and the end-of-chain loot is quite good -- I'd like the fleshrender goggles (death ward), the totemic staff of splinterskull (summons), and the Black Wolfskin Cloak (+2 to all saves would be a good upgrade over my rogue's current +1 to fortitude saves cloak).

I'm wondering what F2P missions are good to do (any good to avoid?) from level 4 upward -- "good" meaning "fun" first, decent loot second, and reasonable XPs for a new player (Incidentally, I can't zerg well, as I typically get about 100 XPs per minute, or thereabouts).

Regarding gear, the Nicked Shortsword (Sharn Syndicate) is easily the best weapon my rogue has. He just picked up the Utility Vest, after completing the Carnival arc, which is also quite nice.

I've heard that Necropolis 1 can't be completed by a soloing character, not even one that brings along a hireling (never mind one who doesn't). If that's true, then I'll not bother with that pack.

EllisDee37
10-11-2011, 06:01 AM
Black Wolfskin Cloak (+2 to all saves would be a good upgrade over my rogue's current +1 to fortitude saves cloak).

I'm wondering what F2P missions are good to do (any good to avoid?) from level 4 upward -- "good" meaning "fun" first, decent loot second, and reasonable XPs for a new player (Incidentally, I can't zerg well, as I typically get about 100 XPs per minute, or thereabouts). You might consider combining Furor's Hide from Garrison's Missing Pack (level 2 harbor quest) with Spearbane from Cannith Crystal (korthos) to cobble together DR 3/Bludgeon.

For f2p fun/good loot/good xp quests level 4 and up:

3-4: Waterworks
4: Irestone Inlet (no real loot that I recall)
6: Redwillow's Ruins
7: Tear of Dhakaan
7: Gwylan's Stand
8: Stormcleave Outpost

I tend not to like undead quests nearly as much, so I've avoided the necro packs like the plague. I didn't realize I didn't like them until I got Delera's, which I don't regret since Voice of the Master is a staple for all my characters. But right now I've purchased 14 packs, with no undead packs other than Delera's. As such, no f2p undead quests made it into the above list.

EnjoyTheJourney
11-30-2011, 11:20 PM
You might consider combining Furor's Hide from Garrison's Missing Pack (level 2 harbor quest) with Spearbane from Cannith Crystal (korthos) to cobble together DR 3/Bludgeon.

For f2p fun/good loot/good xp quests level 4 and up:

3-4: Waterworks
4: Irestone Inlet (no real loot that I recall)
6: Redwillow's Ruins
7: Tear of Dhakaan
7: Gwylan's Stand
8: Stormcleave Outpost

I tend not to like undead quests nearly as much, so I've avoided the necro packs like the plague. I didn't realize I didn't like them until I got Delera's, which I don't regret since Voice of the Master is a staple for all my characters. But right now I've purchased 14 packs, with no undead packs other than Delera's. As such, no f2p undead quests made it into the above list.

Thank you for these suggestions.

I've gotten my rogue up to a little shy of level 8.4, based on soloing all of these missions -- except Irestone Inlet, which I haven't done yet with my rogue. That mission was a lot of fun, though, when done "at level" on normal, on an arcane caster.

I did all of the level 6 and above quests given here on casual, the first time around. They were all fun to do.

I have a feeling that I won't be able to do them on normal or higher until my rogue levels up at least one more time and gets better gear, or at least until I become a better player. Rating each of them, Stormcleave was the last one done and it had the most "epic" feel of all of them. My rogue had 6 hit points (not a typo) left after the battle against the end boss, due to initial uncertainty about what to do and general noobliness. Great fight though. Tear of Dhakaan would rank second in how epic it feels, as well as the fun factor associated with sneaking much of the way through the mission. It would also be the easiest to do on normal and higher difficulties, because of the lack of giants and their knockdown attacks.

On that note, halfling rogues are challenging to solo when using poor gear against packs of giants, especially with casters and mobs with "trip" attacks in the mix. It was necessary in missions with mixed crowds of giants, casters, and mobs that trip or do knockdown to use terrain, pick mobs apart using bluff, and otherwise stack the odds in favor of my rogue.

As another note, "Forgotten Caverns" is a F2P quest that is likely to prove very enjoyable, for those who like exploring.

Finally, it does seem that once a character has reached level 8 or 9, adventure packs become very desirable, at least when playing solo and no twink; otherwise there's a fairly small number of F2P missions that would probably end up being run over and over, to keep making progress.

EllisDee37
12-01-2011, 08:42 AM
Finally, it does seem that once a character has reached level 8 or 9, adventure packs become very desirable, at least when playing solo and no twink; otherwise there's a fairly small number of F2P missions that would probably end up being run over and over, to keep making progress.Very much so. Conventional wisdom is to make your first purchases be Gianthold & Vale of Twilight, under the theory that f2p gets you to GH which in turn gets you to the Vale. You could optionally substitute Demon Sands in place of Gianthold with the same effect.

If I were starting over I'd substitute Red Fens (450) and Attack on Stormreach (550) for Gianthold (950) if I were playing a melee character. It's basically the same price, there is far more good loot in either of those packs than all of Gianthold, so getting both is a huge bonus loot-wise. It's nicely broken down so it doesn't take a year and a day to save up the TP to make your first purchase. And it's an easier stepping stone to get to Red Fens, which helps you get to Attack on Stormreach, which (by the time you finish farming marks for upgrading all your sora kell loot) gets you to the Vale.