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    Default Superdrow - traps/combat/casting (A build by request)

    From Sigtrent's Build Request Thread

    Build Name: Superdrow
    Author: Sigfried Trent
    Requester: Kanbeki / TehBeWop
    Last Updated:05/01/2011

    Key Words [Multiclass, Rogue, Wizard, Fighter, TWF, Spellsword]

    Objectives
    The requester specifically wanted a drow wizard fighter rogue with UMD, Trap Skills, Decent AC, some melee skills, AOE Damage spells, and some crowd control. A pretty tall order and fairly specific requirements.

    Design
    Drow goes well with the requested abilities and finesse makes the most sense stat wise as dex is just easier to maintain and synergies well with the rogue skills. The original was Fighter 2, Rogue 2, Wizard 10. Expanding it I added Fighter and Wizard to put the build at good breaks for prestige enhancements. Kensi for fighter and pale master for wizard to get self healing and undead forms as well as cheap necro damage and so on. With a large number of feats to work with I tried to get as much DPS and casting power as the split allows. Casting wise I focused on damage casting and buffing since they are less impacted by short caster levels than control spells. Damage over time spells and single target magic is for the bosses, area damage for the trash swarms.

    Rogue skills are quite good thanks to the heavy duty intelligence. Melee is good up to a point. Against very high AC monsters attack scores will be an issue, although on the mage side you have tools to pair that down. As you level up divine power clickies will become more important against tougher mobs, but I find on my battle wizard that trash mobs are pretty easy to hit all around even without DP so long as you keep the dex up and use high enhancement bonus weapons. A sneak attack item and flanking are also good ways to up accuracy. DPS is not great but its enough to take out the trash and enough to hasten the demize of a powerful foe engaged by dedicated DPS builds. A high seeker bonus can really help your large crit range deliver extra damage and this character is good with vorpals and the like.

    AC is not great but with the right gear it can be decent against all but bosses or notoriously high attack monsters (like ghosts for instance). You can use light mithral shields for AC and blocking when melee DPS isn't your goal, especially at low level. And you can always throw on some armor when the spell points dry up, or you can pick spells that can be cast in armor.

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Drow Male
    (6 Fighter \ 2 Rogue \ 12 Wizard) 
    Hit Points: 232
    Spell Points: 784 
    BAB: 13\13\18\23
    Fortitude: 10
    Reflex: 16
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    15
    Dexterity            17                    25
    Constitution         13                    13
    Intelligence         16                    18
    Wisdom                8                     8
    Charisma             10                    10
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    12
    Bluff                 0                     1
    Concentration         3                     6
    Diplomacy             0                     1
    Disable Device        7                    28
    Haggle                0                     0
    Heal                 -1                    -1
    Hide                  7                    11
    Intimidate            0                     1
    Jump                  6                     6
    Listen               -1                     1
    Move Silently         7                    11
    Open Lock             7                    15
    Perform               n/a                   n/a
    Repair                3                     4
    Search                7                    29
    Spot                  3                    16
    Swim                  5                     5
    Tumble                4                     8
    Use Magic Device      4                     7
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Swim (+3)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Drow Weapon Damage I
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Sneak Attack Training I
    
    
    Level 2 (Fighter)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Feat: (Fighter Bonus) Weapon Finesse
    Enhancement: Fighter Haste Boost I
    Enhancement: Rogue Skill Boost I
    Enhancement: Improved Disable Device I
    Enhancement: Improved Open Lock I
    
    
    Level 3 (Fighter)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Feat: (Fighter Bonus) Power Attack
    Feat: (Selected) Toughness
    Enhancement: Elven Dexterity I
    Enhancement: Racial Toughness I
    Enhancement: Fighter Toughness I
    
    
    Level 4 (Rogue)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Spot (+3)
    Skill: Use Magic Device (+3)
    Enhancement: Drow Weapon Attack I
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Improved Trap Sense I
    
    
    Level 5 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Feat: (Wizard Bonus) Mental Toughness
    Spell (1): Shield
    Spell (1): Magic Missle
    Spell (1): Jump
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Rogue Dexterity I
    
    
    Level 6 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Weapon Focus: Piercing Weapons
    Spell (1): Feather Fall
    Enhancement: Racial Toughness II
    Enhancement: Force Manipulation I
    Enhancement: Wizard Intelligence I
    
    
    Level 7 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Spell (2): Blur
    Spell (2): Invisibility
    Enhancement: Elven Arcane Fluidity I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Fighter Strength I
    
    
    Level 8 (Wizard)
    Ability Raise: DEX
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Spell (2): Resist Energy
    Enhancement: Drow Weapon Damage II
    
    
    Level 9 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Empower Spell
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Spell (3): Haste
    Spell (3): Rage
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 10 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Spell (3): Displacement
    Spell (2): Scorch
    Enhancement: Wizard Pale Master I
    
    
    Level 11 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Spell (4): Wall of Fire
    Spell (4): Stoneskin
    Enhancement: Combustive Spellcasting I
    Enhancement: Deadly Flame I
    Enhancement: Flame Manipulation I
    Enhancement: Flame Manipulation II
    
    
    Level 12 (Wizard)
    Ability Raise: DEX
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Improved Two Weapon Fighting
    Spell (3): Chain Missiles
    Spell (4): Death Aura
    Enhancement: Corrosive Spellcasting I
    Enhancement: Deadly Acid I
    Enhancement: Acid Manipulation I
    Enhancement: Shroud of the Zombie
    
    
    Level 13 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Spell (5): Cyclonic Blast
    Spell (5): Protection From Elements
    Enhancement: Drow Weapon Attack II
    
    
    Level 14 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Feat: (Wizard Bonus) Maximize Spell
    Spell (4): Fire Shield
    Spell (4): Burning Blood
    Enhancement: Wizard Intelligence II
    
    
    Level 15 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Spell (6): Necrotic Ray
    Spell (6): Greater Heroism
    Enhancement: Elven Dexterity II
    
    
    Level 16 (Wizard)
    Ability Raise: DEX
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Spell (6): Disintegrate
    Spell (5): Eladar's Eletric Surge
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Vampire
    Enhancement: Shroud of the Wraith
    
    
    Level 17 (Fighter)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Critical Accuracy I
    
    
    Level 18 (Fighter)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Improved Critical: Piercing Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Critical Accuracy II
    
    
    Level 19 (Fighter)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Enhancement: Fighter Toughness II
    
    
    Level 20 (Fighter)
    Ability Raise: DEX
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Feat: (Fighter Bonus) Weapon Specialization: Piercing Weapons
    Enhancement: Kensei Rapier Mastery I
    Enhancement: Fighter Kensei I
    Enhancement: Flame Manipulation III
    Play
    At low level armor up as best you can and play the low and slow damage dealer when solo, or go TWF for sneak attack when in groups. Mid levels are a little roung as neigher casting nor melee are especially strong. Once you get haste and firewall things improve. Once you get arond 15 the build really comes together and fighter finishes off the melee skills side of things. This is not a tank so watch your agro and be aware of dangers.

    Variations
    You could go Archmage instead of PM but you loos any self healing and I don’t think you gain much. Other than that, I don’t see a lot of direction changes while keeping the basic structure together.
    Last edited by sigtrent; 05-01-2011 at 07:15 PM.
    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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