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  1. #1

    Default LIVEWOOD MAGE Starter WF Wizard (Build By Request)

    From Sigtrent's Build Request Thread

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

    Key Words [Warforged, Wizard, Classic]

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

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


    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Warforged Male
    (20 Wizard) 
    Hit Points: 202
    Spell Points: 1591 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 5
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    14
    Dexterity             8                     8
    Constitution         16                    17
    Intelligence         18                    28
    Wisdom                6                     6
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                     9
    Bluff                -2                    -2
    Concentration         7                    26
    Diplomacy            -2                    -2
    Disable Device        n/a                   n/a
    Haggle                0                     9
    Heal                 -2                    -2
    Hide                 -1                    -1
    Intimidate           -2                    -2
    Jump                  4                    12
    Listen               -2                    -2
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform              n/a                   n/a
    Repair                8                    14
    Search                4                     9
    Spot                 -2                     9
    Swim                  2                    13
    Tumble                1                    10
    Use Magic Device     n/a                   n/a
    
    Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Haggle (+2)
    Skill: Jump (+2)
    Skill: Repair (+4)
    Skill: Tumble (+2)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Toughness
    Enhancement: Wizard Energy Manipulation I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Force Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand Mastery I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Feat: (Selected) Empower Spell
    Enhancement: Racial Toughness I
    Enhancement: Wizard Lineage of Energy I
    Enhancement: Wizard Lineage of Elements I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Enhancement: Wizard Energy Manipulation II
    Enhancement: Wizard Elemental Manipulation II
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+1)
    Enhancement: Wizard Force Manipulation II
    Enhancement: Warforged Constitution I
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+0.5)
    Feat: (Selected) Heighten Spell
    Enhancement: Wizard Intelligence II
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+0.5)
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Elemental Manipulation III
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+1)
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Force Manipulation III
    
    
    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Wizard Lineage of Energy II
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+1)
    Feat: (Wizard Bonus) Maximize Spell
    Enhancement: Wizard Intelligence III
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+1)
    Enhancement: Racial Toughness II
    Enhancement: Wizard Spell Penetration I
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+1)
    Feat: (Selected) Spell Penetration
    Enhancement: Wizard Elemental Manipulation IV
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+1)
    Enhancement: Wizard Lineage of Deadly Energy I
    Enhancement: Wizard Energy Manipulation III
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+1)
    Enhancement: Wizard Energy Manipulation IV
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+1)
    Feat: (Selected) Greater Spell Penetration
    Feat: (Wizard Bonus) Mental Toughness
    Enhancement: Wizard Spell Penetration II
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+1)
    Enhancement: Wizard Lineage of Elements III
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+1)
    Enhancement: Wizard Lineage of Energy III
    Enhancement: Wizard Lineage of Deadly Elements II
    
    
    Level 18 (Wizard)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+2)
    Feat: (Selected) Spell Focus: Necromancy
    Enhancement: Wizard Lineage of Deadly Elements III
    
    
    Level 19 (Wizard)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Skill: Spot (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+2)
    Enhancement: Wizard Lineage of Deadly Energy II
    Enhancement: Wizard Lineage of Deadly Energy III
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Repair (+1)
    Skill: Tumble (+3)
    Feat: (Wizard Bonus) Greater Spell Focus: Necromancy
    Enhancement: Wizard Master of Magic
    Enhancement: Wizard Improved Maximizing I
    Play
    As great as it is to self heal, keep in mind your mana is both offense and defense. Good use of wands and scrolls as well as judicious use of meta magic is important to avoid running out of gas. Also good economical use of available shrines is important. Warforged wizards can solo well, but they do rely on good knowledge of a quest to do so. It may take some attempts or trips with an experienced group to master some quests without running through many consumables.

    Variations
    It’s easy enough to bump up to 32pts. Likely you would simply take Con or Str up two points. Few of the enhancement or feat picks are absolutely essential so you could make adjustments with limited impact overall. This one has necromancy focus which would allow you to take pale master at high level if you wish. Currently its likely not worth the sacrifice in AP but that could change.
    Last edited by Tolero; 03-10-2011 at 10:33 AM.
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  2. #2
    Community Member Khurse's Avatar
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    Probably a really stupid question, and I'm missing something here (I am new to this game) but doesn't Inscribed Armor only help if you have Mithril or Ad body? Do warforge without either of them still have a chance of arcane failure?

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

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

  3. #3
    Uber Completionist Lithic's Avatar
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    Warforged with no armour feats still have a 5% spell failure from their composite plating. Any WF caster needs to take the first spell failure reducing enhancement to cancel this.

    As to the build, personally I would drop the sublte caster enhancement in favor of pretty much anything else. Having only the first one is useless, having any in a solo-focused character is pointless. I would suggest WF fort save enhancement, or concentration.
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  4. #4

    Default

    Composite armor (the default) still has a 5% arcane spell failure and the first level of Inscribed armor gets rid of that for you (or reduces the other types SF by 5%).

    It only costs 1 enhancement point os it's a pretty trivial cost to being a WF wizard.
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  5. #5
    Community Member Nick_RC's Avatar
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    Wh is str so high? Id suggest goint 18con and 10str as opposed to 16 and 14. End game its all about the hp. Also give +1 to the concentration score. 10 str still protects you from the -8 sr effect.
    GROAN-1 (Melee/Casting Horc FVS)

  6. #6

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    Quote Originally Posted by nick_robinsonchia View Post
    Wh is str so high? Id suggest goint 18con and 10str as opposed to 16 and 14. End game its all about the hp. Also give +1 to the concentration score. 10 str still protects you from the -8 sr effect.
    The request mentioned he specificaly wanted to be self reliant and to do a fair bit of soloing. I agree that in the end game the 14str isn't going to do a ton, but untill your spells start dealing decent damage you need a way to kill monsters that doesn't eat up your SP. A 14 Str should get you by in that respect, especialy with a bulls strenght wand to tip you to 18. After a while you won't need it, but its still gravy when carrying stuff or when killing held monsters when you solo on higher levels.

    14 HP isn't going to really make or break you in the end game, especialy when you can self heal. But I think the extra +2 attack and damage can be a life saver soloing the harbor.
    Happy Host of DDOcast The Dungeons and Dragons Online Podcast
    Member of the Umber Hulks and The Madborn of Thelanis
    You can see my many builds listed in this thread.

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