Page 1 of 2 12 LastLast
Results 1 to 20 of 24
  1. #1
    Hero Djeserit's Avatar
    Join Date
    Mar 2007
    Location
    PST
    Posts
    634

    Default WF wizard/fighter

    Can you build a WF battlewizard as you would build a Dwarf battle cleric? That is, one level of fighter and the rest in wizard. I tried it last night but at second level I couldn't complete quests the the Dwarf would walk through easily. I guess that the low HP, poor base attack, and poor armor options relative to cleric make this build unviable, or at least not as good as the cleric, even with the superior offensive buffs a wiz has over a cleric.
    At this point I only see one advantage to the WF. People will love you for your haste buffs. People will hate the Dwarf. The Dwarf can also heal the rest of the party if he has to. This is acatually a liability, as in, "Why didn't you heal me? You suck." and being forced to be a cleric, not a fighter. The WF won't face that.
    What's the best way to build this so it works?

  2. #2
    Dragonmark of Making Kalanth's Avatar
    Join Date
    Feb 2006
    Location
    Annapolis, MD
    Posts
    2,838

    Default

    Well, I am no fan of the 13 / 1 splits, but my Fighter 4 / Wizard 10 Warforged has no trouble in the quests. Sure, he is focused more on ranged combat and uses a bow 95% of the time, but when I need to mix things up I most certainly can.

  3. #3

    Talking

    http://forums.ddo.com/showthread.php?t=116254 there are 4 varients to this build, concerning 12/2 Vs 13/1, and dwarf Vs. WF. Just go with the WF 13/1 version for what you want if your going the melee way.
    If you want a little more casting, I'd just drop str to 16, and increase int to 15, with the last point going to dex to remove the need for a tome. Also drop a toughness for highten for higher DCs.
    Quote Originally Posted by Sir Lawrence View Post
    Remember to have your kobolds spayed or neutered.

  4. #4
    Hero Djeserit's Avatar
    Join Date
    Mar 2007
    Location
    PST
    Posts
    634

    Default A difference in playstyle?

    Perhaps I should change my question: Can you do this without four tomes and four +6 items?
    I don't think I am playing the same game as these people. With the kind of twinking used on these builds, anything would work!

  5. #5

    Talking

    true, when i read things like that i just replace +6 items with +4s and allow maybe 1 +1 tome, that's not hard to get. With this in mind, and the desire for casting ability, i'd go for something like:

    16 +4(item)+2(Rage Spell) = 22
    8 +4(item)= 12
    16 + 4 (item) + 2(enhancement) +2(Rage Spell) = 24
    15 +4 (item) +3(enhance) +1(tome)+3 (lvl) =26
    8 +4 (item) =12 (10 for warforged)
    6 = 6

    spell DC: 10(base)+8(int)+7(hightend spell)= 25 DC

    if you want higher DC, grab an appropriate spell school focus item, and maybe drop empower for spell focus for whatever's your favorite spell school. I also noticed the origenal guy used 32 pt build, this is a 28 pt version. Not as powerful, but not as gear demanding.

    That is ofcorse if this is general direction your going. If you don't like these lowAC-highattack builds, im sure there's another somewhere with more defenses.
    Quote Originally Posted by Sir Lawrence View Post
    Remember to have your kobolds spayed or neutered.

  6. #6
    Community Member
    Join Date
    Jan 2006
    Location
    buffalo, NY
    Posts
    3,841

    Default

    My WF 8ftr/wiz6 is a 32 point character. I didnt have much trouble at any level with this character. Leveled him up at a pretty even pace in both classes. Only had one +6 item(a RR WF wis necklace) but found a few +5s along the way. They do help greatly but are not a must.

    I play him basically as a self/group buffing melee. In this sense he is very much like a battlecleric w/o the responsibility of healing fleshies. I can and do often help my WF brethren out. A couple musts for my split are:

    -moderate fort: you can't be getting critically hit... period
    -stonskin: can use scrolls all day long(helps when shortmanning w/o caster
    -blur/displacement: blur always and displace when you are heavily outnumbered.

    A couple of other nice perks are casting 1+ min hastes(via extend) and 3+ min rage. Also you can fairly reliably cast true seeing and greater hero from scrolls. Have just under 500 sp. With a nice starting con, WF con enhance and moderate equipment I usually have inbetween 275-290hps. Plenty with all the defensive magic I use.

    Some would say to go THF but I like the khopesh. Have all the nice toys weapon wise but prefer to use high plus bursting to make up some of the gap in BAB. Single target killing is better imo than aggroing a group in my experience, let the casters do the CC.

    Kind of a busy build but thats why I like it.

  7. #7
    Founder Rickpa's Avatar
    Join Date
    Feb 2006
    Location
    I live in Stormreach, but I occasionaly play something called "Real Life."
    Posts
    1,236

    Default

    I have started a WF 1 Fighter/x Wizard. It's major fun in the lower levels!

    ----------9 days later---------------------

    At level 5 (1 fighter/4 wizard) this WF rocks!
    Last edited by Rickpa; 09-06-2007 at 06:39 PM.

  8. #8
    Community Member dragons1ayer74's Avatar
    Join Date
    May 2007
    Posts
    879

    Default

    I have a warforge 1 fighter/6 wizard and he has been an easy and fun character too play. I am messing around with admantine plating and spell failure and have a lesser arcane sigil docet (15% spell failure right now when I swap to the lesser arcane docet). I can solo most any thing and I can dish it out in a group. I play him like a super buffed warrior and fight with a two handed weapon.

    The spell failure does happen but most of the time my spell points are spent on buffs so not a big deal. Once you know the quests and learn when and how you can spend your manna I find this character really shines.

    Never having to ask for a haste...priceless.

  9. #9

    Default

    I have a 13wiz/1ftr build.
    I believe I was the first about 4 months back.
    Formerly from the Aundair Server the characters name was Member.

    1. Foremost is getting your fortification up to 100% as quickly as possible. As lvl 13 wizards you're suffering from low HP and one critical hit can be devastating.

    2. Keep in mind from the get go what kind of weapon(s) you're going to use for melee. The simple weapon proficiencies leave little choice but enough if you're going for TWF.

    3. Plan for your ASF. Adamantine Body is going to penalize for you a long while until you can take all the Inscribed Armor Feats and get an Arcane Sigil Docent.. Even then you're still going to suffer 5%-10% ASF. With the future in mind I'm hoping levels 15-20 will allow the Adamantine Body the ability to eliminate ASF. Mithril Body, Mithril Fluidity and Inscribed Armor Feats will eliminate the ASF. Both, Adamantine and Mithril Bodies carry some modest ASF for many levels.

    4. Whatever body type you chose, build up your SP to offset your ASF. Party members expect casters to carry Haste, Blur, Heroism(GH) and Resists.
    A 25%ASF and buffing all 6 players in a group guarantees several spell failures. It makes it tough when you're only half way to the shrine and everyones buffs wear off and you're out of SP.

    5. Don't be set in your ways as strictly a meleeing caster. Sometimes it's best for the group if you stick to wizard duties.

    The biggest and toughest choices are going to be your stats, weapons and body type. The BIGGEST disadvatange to this kind of build is the BAB with +1 every 3 levels.
    Mithril Body lends itself quite well to dex weapons or TWF. This build can help your AC with the Dex Bonus and ensure that you attacks hit your target. With little Str this build isn't a DPS master but by keeping a constant haste on yourself you're quickly chipping away at them and drawing little aggro.
    Adamantine Body is for the Str master. Combined with THF and you can deal some serious damage. This build can be dangerous to your health. You can quickly draw the aggro off the true tanks and become the prime target.

    The desire to strictly become a meleeing wizard too quickly can hurt the group. Groups expect the wizard in certain quests to have certain spells. In Delera's tomb you'll be expected to have 'Halt Undead'. You have to take the level of fighter early and this puts your spell adavacement behind. When you get a new level of spells it's hard not to take all the self buffing spells. Take at least one offensive/CC spell and one buffing spell.

    The best play style for the Wiz/Ftr is CC/Melee. Let the true meleers jump in to combat. You're style should be smart combat. How often have you seen a caster throw down a solid fog while the meleers run around the room chasing mobs? Become the master of Fogs and Enchantments.
    At low levels Obscurring Mist and Charm Person become your best friends. OM is fast to cast. Stand in the mist and cast Charm Person. DO NOT FORGET to take Magic Missile, also. There are too many quests that everyone expects the caster to have MM.
    At mid levels, clouds and hold person are you're next move. Holding the right mob and you can take them down quickly.
    At high levels solid fog and Mass spells are you're goal. The meleers will give you cheers with Mass Hold or a properly placed dancing orb as you help them chew through a dungeon.

    Finally, a word about Tenser's Transformation. Don't use TT unless you have repair potions and only after you have fully buffed with everything else. Make sure the group healer is aware that you will be using TT and let them know when you do. The biggest advantage with TT is the BAB bonus.
    At level 14 and only having a BAB 5 being a 13wiz/1ftr you can truly shine getting after getting a BAB 14. Just be warned that you could easily draw all the aggro leaving the healer concentrating and keeping you healed.

  10. #10
    DDO Catalog MrCow's Avatar
    Join Date
    Oct 2006
    Location
    Merrimack, NH
    Posts
    7,316

    Default

    Just going to comment on Spell's post:

    Quote Originally Posted by Spell
    I have a 13wiz/1ftr build.
    I believe I was the first about 4 months back.
    Formerly from the Aundair Server the characters name was Member.

    1. Foremost is getting your fortification up to 100% as quickly as possible. As lvl 13 wizards you're suffering from low HP and one critical hit can be devastating.

    Very true. Any Warforged should strive to obtain a moderate fortification ring/belt/other slot in their mid-levels (7-10) if possible. Being able to have steady falling HP makes it much easier to know when to repair and when to reposition yourself in a fight.

    2. Keep in mind from the get go what kind of weapon(s) you're going to use for melee. The simple weapon proficiencies leave little choice but enough if you're going for TWF.

    Your build has a level of fighter. Fighters get Martial weapons... so... not sure why you said the comment about simple weapons.

    3. Plan for your ASF. Adamantine Body is going to penalize for you a long while until you can take all the Inscribed Armor Feats and get an Arcane Sigil Docent.. Even then you're still going to suffer 5%-10% ASF. With the future in mind I'm hoping levels 15-20 will allow the Adamantine Body the ability to eliminate ASF. Mithril Body, Mithril Fluidity and Inscribed Armor Feats will eliminate the ASF. Both, Adamantine and Mithril Bodies carry some modest ASF for many levels.

    Mithril Fluidity does nothing for Arcane Spell Failure. It increases your maximum dexterity bonus and lowers your Armor Check Penalty.

    Also, Warforged are capable of swaping in and out armor plating since the changes to evasion in module 4.2. If you feel you need to change it you can.


    4. Whatever body type you chose, build up your SP to offset your ASF. Party members expect casters to carry Haste, Blur, Heroism(GH) and Resists.
    A 25%ASF and buffing all 6 players in a group guarantees several spell failures. It makes it tough when you're only half way to the shrine and everyones buffs wear off and you're out of SP.

    There really isn't much of a way to build up SP other than boosting your spell casting statistic (which may not happen depending on the build specifications), using an SP item (and most people do so when they can), and getting the SP enhancements (which a lot of people max out or invest in).

    Buffing the entire group with all of those buffs really isn't expected, except for the front-line melee characters. This is typically a problem when you play with people who lack self sufficiency or are used to being the center of all power.


    5. Don't be set in your ways as strictly a meleeing caster. Sometimes it's best for the group if you stick to wizard duties.

    Depending on how the build is, you may not really cut it well performing "wizard duties". Besides, this is a game based off of Dungeons and Dragons. There is no wrong way or right way... just ways that are easier or harder depending on the situation.

    The biggest and toughest choices are going to be your stats, weapons and body type. The BIGGEST disadvatange to this kind of build is the BAB with +1 every 3 levels.
    Mithril Body lends itself quite well to dex weapons or TWF. This build can help your AC with the Dex Bonus and ensure that you attacks hit your target. With little Str this build isn't a DPS master but by keeping a constant haste on yourself you're quickly chipping away at them and drawing little aggro.
    Adamantine Body is for the Str master. Combined with THF and you can deal some serious damage. This build can be dangerous to your health. You can quickly draw the aggro off the true tanks and become the prime target.

    First, Wizards get a BAB of +1 per 2 levels.

    Second, weapon finesse and two weapon fighting/archery can be very handy as a form of crowd control and debuffing. For instance, hit something with a cursespewing bow a few times and then drop a Phantasmal Killer on it and it usually works nicely, or things like shattermantle for SR, wounding weapons and ray of enfeeblement, etc. Its not always about the small cumulative damage.

    Many of the end game players will tell you that adamantine body starts to have limited use when the to-hit of the higher end things pierce through the modest 40 AC that was used to gauge things for a while.

    Most of the Two-Handed Weapon users towards the mid-levels and end-levels start to become just as safe to play as the "tanks" once you start stacking on displacement, stoneskin, and any other defensive spells that stack on that (such as glitterdust).


    The desire to strictly become a meleeing wizard too quickly can hurt the group. Groups expect the wizard in certain quests to have certain spells. In Delera's tomb you'll be expected to have 'Halt Undead'. You have to take the level of fighter early and this puts your spell adavacement behind. When you get a new level of spells it's hard not to take all the self buffing spells. Take at least one offensive/CC spell and one buffing spell.

    You get spells at the same time as sorcerers then, and you still have more spells than them with a single fighter level mixed in there. Truly, that isn't much of a problem.

    On top of the "Take at least one offensive/CC spell", make sure you have a fairly recent Repair spell. Its a lifesaver.


    The best play style for the Wiz/Ftr is CC/Melee. Let the true meleers jump in to combat. You're style should be smart combat. How often have you seen a caster throw down a solid fog while the meleers run around the room chasing mobs? Become the master of Fogs and Enchantments.

    No save spells are always a good idea, especially if you have to sacrifice some INT to get your battlemage rolling.

    Going beyond this, not all encounters should follow this rule. If you go up against a monster with hold person/hold monster then you may want to be the one jumping into the fray. Most Warforged wizard/fighters are made to survive very well by being able to repair themselves quickly while bringing in immunities that flesh kinds don't always have access to.


    At low levels Obscurring Mist and Charm Person become your best friends. OM is fast to cast. Stand in the mist and cast Charm Person. DO NOT FORGET to take Magic Missile, also. There are too many quests that everyone expects the caster to have MM.

    Hypnosis, Chill Touch, Shocking Grasp, and a well used grease are all nice alternatives to these three spells.

    Magic Missile is typically a "must bring spell" for the Halls of Shan-To-Kor, not many others come to mind. Other than that most other spells do higher damage.


    At mid levels, clouds and hold person are you're next move. Holding the right mob and you can take them down quickly.
    At high levels solid fog and Mass spells are you're goal. The meleers will give you cheers with Mass Hold or a properly placed dancing orb as you help them chew through a dungeon.

    After reading these you really are stuck on cloud field effects and enchantments, aren't you?

    Yet again, all spells have a place. Fear, Mass Suggestion, Otto's Resistable Dance, Flesh to Stone, Phantasmal Killer, and so on... There are lots of spells to choose from and lots of ways to make them shine. But if you are a battlemage then it is likely you will use these now and then to augment the situation when it is really warrented.


    Finally, a word about Tenser's Transformation. Don't use TT unless you have repair potions and only after you have fully buffed with everything else. Make sure the group healer is aware that you will be using TT and let them know when you do. The biggest advantage with TT is the BAB bonus.
    At level 14 and only having a BAB 5 being a 13wiz/1ftr you can truly shine getting after getting a BAB 14. Just be warned that you could easily draw all the aggro leaving the healer concentrating and keeping you healed.

    Once again, at that level the 13wiz/1ftr has a BAB of 7.

    Most people try to find Divine Power items instead of Tenser's Transformation due to the inability to keep yourself up during a transformation.
    Last edited by MrCow; 10-07-2007 at 03:58 PM.
    Server - Thelanis
    Diaries of a True Reincarnate (Wizard, Sorcerer, Melee, Divine, Artificer, Druid)

  11. #11

    Talking

    Thanks for the corrections MrCow.
    I wasn't at home or had access to all the details (mithral fluidity & BAB for example) right off.

    I suggested the CC method as I've found it's hard to keep fighting and targeting other mobs. I also suggested the "Clouds & Fogs" as they are mostly in the same School for specialization (away from reference atm, I think they're in the Conjuration School). The clouds also help the meleers as well.

    Mind you. I think TWF is a great choice for the fighting wizard. School specialized clubs in the off hand and a nifty uber 1hander in the primary.

    BUT. These are just my personal opinions.

  12. #12

    Default

    OOPS!!!

    I forgot about Feats, Enhancements & Skills.

    Multiclassing Wiz/Ftr has tough choices when choosing your feats & enhancements. Lacking the many Bonus Feats of the pure fighter you have to decide to chose your Feats wisely. If all else you can respec them.
    It's a question of improving your casting or your fighting. IMO since you've chosen a fighting wizard you'll want to improve your fighting and select feats along a weapon specialization.

    As for enhancements.
    I would suggest Healers Friend III. I would suggest this to all WF. True you're taking 13wiz but when the feces impacts the oscillator you're needing the cleric the patch you up
    With Adamantine or Mitril Body the Inscribed Armor III is a necessity.
    The Repair enhancements (Wizard and WF) are an excellent choice. With a wizards HP it doesn't take much to get you to full HP at a shrine, but any other WF in the group will appreciate it.
    The Lineage of Force enchancements that improve your Repair Spells are an excellent choice.
    WF Constitution is a decent choice as well. With a +4 Con item or better and this enhancement can add some needed beef to your HP.

    Put skill points into Repair to get the most out of shrining.
    Concentration has become more important. And being on the front line you want to make sure you're spells aren't interrupted.
    Many people don't use Diplomacy but it's worth it. If you can get the mobs off of you when you're HP is dropping dangerously low it can be a life saver.
    If you've made a Dex build I would suggest putting some points into Tumble.

  13. #13
    Community Member Riorik's Avatar
    Join Date
    Apr 2006
    Posts
    2,381

    Default

    Quote Originally Posted by MrCow View Post
    Finally, a word about Tenser's Transformation. Don't use TT unless you have repair potions and only after you have fully buffed with everything else. Make sure the group healer is aware that you will be using TT and let them know when you do. The biggest advantage with TT is the BAB bonus.
    At level 14 and only having a BAB 5 being a 13wiz/1ftr you can truly shine getting after getting a BAB 14. Just be warned that you could easily draw all the aggro leaving the healer concentrating and keeping you healed.

    Once again, at that level the 13wiz/1ftr has a BAB of 7.

    Most people try to find Divine Power items instead of Tenser's Transformation due to the inability to keep yourself up during a transformation.
    I can't help but agree with you there. What I recall noticing with my well equipped WF is that the ONLY thing Tensers did was eliminate my casting and and kick me up to a higher BAB. Aka, vastly inferior to using a DP clickie. The only way Tensers would have worked out is if it provided a temporary HP boost which didn't make it into DDO.
    Ghallanda ReRolled Naxy-Transil-Kottol-Nax-Riorsil-Riorik-Kaol

  14. #14

    Default

    Quote Originally Posted by Spell View Post
    I would suggest Healers Friend III. I would suggest this to all WF. True you're taking 13wiz but when the feces impacts the oscillator you're needing the cleric the patch you up
    i have to disagree here. I would take HF 1, maybe 2, but not 3. HF1 gives 15% more, HF2 gives 5% more, and HF3 gives another 5% more. Is 5% more healing worth 6 action points? I don't believe so. Consider a heal scrolls, gives 110 hp to fleshies. With HF2 you get 77 hp, but with HF3 you get 82 hp. Even with a high curing spell like heal, the difference is minimal (in this case 5 hp). With lower curing spells the difference becomes even less noticable then it already is. For a meleers, HF2 is worth it, but HF3 is not. 5hp is not worth 6 action points.
    Quote Originally Posted by Sir Lawrence View Post
    Remember to have your kobolds spayed or neutered.

  15. #15
    DDO Catalog MrCow's Avatar
    Join Date
    Oct 2006
    Location
    Merrimack, NH
    Posts
    7,316

    Default

    Quote Originally Posted by Spell
    The Lineage of Force enchancements that improve your Repair Spells are an excellent choice.
    In the earlier levels this enhancement may be useful when you don't have a repair spell that fully repairs you. Once you get Reconstruction you have a flat reliable repair spell that often is a full heal for most Warforged arcane-heavy builds (providing they don't have the high-end gear from raids and extensive farming). A critical reconstruction just isn't needed all that often for yourself.

    Its like seeing clerics bragging about "you critically heal so-and-so for 802". In the end of that critical heal, what was the point?

    Quote Originally Posted by Spell
    The Repair enhancements (Wizard and WF) are an excellent choice. With a wizards HP it doesn't take much to get you to full HP at a shrine, but any other WF in the group will appreciate it.
    For a few action points the first two ranks of Force Manipulation are quite valuable. I'll argue that this might be more valuable than Healer's Friend I if your playstyle is such that you keep track of your health quite well.

    Quote Originally Posted by Spell
    Put skill points into Repair to get the most out of shrining.
    I just can't seem to agree with you on many things, can I?

    Repair as a skill right now is not really that useful of a skill being repair wands are in ample supply providing you are willing to spend some cash on them or ask for them from chests when the flesh folk procure one. At 3 HP per skill point it isn't a great tradeoff. Jump, a bit in tumble, Balance, Move Silently, and Hide can all be more of a lifesaver (especially the move silently/hide combo as you can use it before an encounter to make sure you don't start with things biting your ankles or smashing you into the ground).

    Although, this is just the "DDO as a video game and not pen and paper" view. Don't listen to most of my comments and go with what you want. In the end thats what matters.

    Quote Originally Posted by Spell
    Concentration has become more important. And being on the front line you want to make sure you're spells aren't interrupted.
    Many people don't use Diplomacy but it's worth it. If you can get the mobs off of you when you're HP is dropping dangerously low it can be a life saver.
    Concentration is the prime skill for any caster type and I couldn't fathom building a caster without it. A fair amount of my deaths are results of a failed reconstruction.

    Cast Spell + Interuption = Lost spell + Lost SP + uh oh!

    Diplomacy, on the other hand, may be a mixed bag if you don't wear an item and/or have the CHA to go with the skill. The higher the wisdom and hit dice of the monster, the harder it is to get off a diplomacy.

    The real heavy hitters usually have low WIS and Hit Dice to match their CR, so I can see the uses there.

    Quote Originally Posted by Remojr
    I would take HF 1
    Traitor! How dare you let the divine flesh folk like you!
    Last edited by MrCow; 10-07-2007 at 04:07 PM.
    Server - Thelanis
    Diaries of a True Reincarnate (Wizard, Sorcerer, Melee, Divine, Artificer, Druid)

  16. #16

    Default

    Quote Originally Posted by MrCow View Post
    Traitor! How dare you let the divine flesh folk like you!
    Divine!? pff, in my case the only one with HF is my bard, who use arcain :P The other's go with nothing (wizard cause he's self-repairing and ranger cause he rarly get's hit)
    Quote Originally Posted by Sir Lawrence View Post
    Remember to have your kobolds spayed or neutered.

  17. #17
    Founder Hvymetal's Avatar
    Join Date
    Jan 2006
    Location
    Within the Tao
    Posts
    2,706

    Default

    Quote Originally Posted by RemoJr View Post
    i have to disagree here. I would take HF 1, maybe 2, but not 3. HF1 gives 15% more, HF2 gives 5% more, and HF3 gives another 5% more. Is 5% more healing worth 6 action points? I don't believe so. Consider a heal scrolls, gives 110 hp to fleshies. With HF2 you get 77 hp, but with HF3 you get 82 hp. Even with a high curing spell like heal, the difference is minimal (in this case 5 hp). With lower curing spells the difference becomes even less noticable then it already is. For a meleers, HF2 is worth it, but HF3 is not. 5hp is not worth 6 action points.
    Agreed 100% I would never personally go beyond HF II, it's just not worth it. My WF Battlecleric only has HF I and I do fine.
    R.I.P. E.G.G. 3/4/08

  18. #18
    Dragonmark of Making Kalanth's Avatar
    Join Date
    Feb 2006
    Location
    Annapolis, MD
    Posts
    2,838

    Default

    Quote Originally Posted by Hvymetal View Post
    Agreed 100% I would never personally go beyond HF II, it's just not worth it. My WF Battlecleric only has HF I and I do fine.
    On my WF Cleric I took HF III, but then again I also refuse to take DV / DH. I generally take HF II on any WF that cannot self heal, so the only one I have that does not have it right now is my Fighter 4 / Wizard 10.

  19. #19
    Founder Hvymetal's Avatar
    Join Date
    Jan 2006
    Location
    Within the Tao
    Posts
    2,706

    Default

    I will probablly go HF II but I cannot bring myself to spend the AP on III, there are so many other things that I want to do with my AP, probablly too much as I couldn;t decide to focus on casting or melee so I try and do both, and healing, all in all difficult
    R.I.P. E.G.G. 3/4/08

  20. #20
    Community Member nbhs275's Avatar
    Join Date
    Jun 2006
    Posts
    2,275

    Default

    Quote Originally Posted by Djeserit View Post
    Can you build a WF battlewizard as you would build a Dwarf battle cleric? That is, one level of fighter and the rest in wizard. I tried it last night but at second level I couldn't complete quests the the Dwarf would walk through easily. I guess that the low HP, poor base attack, and poor armor options relative to cleric make this build unviable, or at least not as good as the cleric, even with the superior offensive buffs a wiz has over a cleric.
    At this point I only see one advantage to the WF. People will love you for your haste buffs. People will hate the Dwarf. The Dwarf can also heal the rest of the party if he has to. This is acatually a liability, as in, "Why didn't you heal me? You suck." and being forced to be a cleric, not a fighter. The WF won't face that.
    What's the best way to build this so it works?
    Your doing something wrong if this build isnt working out. You can't take a 1/1 split of the bat, as your slowing down your progession to the money spells. I suggest going 6 wizard before the fighter level, so you can have haste, heroism, blur, a few other defensive spells. AC can reach 30 easily, even with a 2hander, which many battle clerics can't. Also has stoneskin scrolls and wands, nevermind full fort by level 7.

    You just have to give yourself time as an arcane.
    Aundair, New Khyber
    Alreck Gingerbarrel(15clr/1barb), Torrak Gingerbarrel(16 Brd), Oat(13 Rgr/3Ftr), Moxxy(16 Sor), Thorrac Gingerbarrel(6 Pal/1 Ftr) <<Current Toons>>

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload