Now, I decided to go multiclassed, and ended up with
Ranger (2 levels), /Fighter/Wizard (currently Ftr4, Wiz 7).
I took Ranger mainly to fit in with the pen & paper character I've played for, hmm, 29 years now (from Basic, to 1st ed, 2nd ed, 3.5 ed, and now pathfinder, sheesh, I'm getting old) - but I think it's obvious the DDO version doesn't do justice to him
Race: Elf (not drow), using a Two-handed sword.
Soloing is... interesting.. that's a polite word for it, yes. Mind you, I am still a complete newb, so I am sure I've made plenty of mistakes with enhancements, etc.
I'm pretty sure it harms my image when I run away from Beholders screaming like a little girl ;p
I also decided to take the Dragonmark for RP sakes, but actually find the invis, and displacement to be extremely useful.
On retrospect, when I hit 20, I will most likely re-roll as a Rogue/Ftr/Mage, to deal with traps.
I may take a Drow this time, just to see how that plays out as well.
Why spend needed feats on a dragon mark when invis, blur, and displacement are readily availible as spells?
Nice Necro thread...
A 10/10 fighter/wizard is not a very good combination... There just aren't very many good 5th level wizard spells for someone with low Spell Pen and low DCs...
12/8 fighter/wizard is a little better...
I had a lot of fun with a 12/7/1 ranger/wizard/rogue... Rangers get a LOT of good stuff by level 12, including some good spells... Add in the wizard buffs, and it can be a decent character...
To me, the main point of a melee/wizard is self-cast haste, displacement, and rage... Getting to 7th level wizard gets you a weak but fun firewall, and fireshield/Dimension Door which is nice...
However, Turbine has destroyed the archetypical fighter/wizard concept from the original D&D... They have handed out so many clickables that replicate wizard spells that there is no point (in the long run anyway) to play a melee/wizard...
One can be a pure melee with all it's advantages, and STILL have access to all the good low-level wizard buffs via Shroud crafting, Amrath clickables, Shield wands, etc.
Again, I had a lot of fun with a ranger/wizard... and it could still be fun for a new player... but once you get a little gear, you'll just end up re-incarnating... It's not a good trade-off anymore...
1. Frees up a 2nd and 3rd level spell slot. (Which I use for other things)
2. Caster level = Character level, without spell cost for extend etc. So even if I'm out of spell points, I can still use these. (Grat fo running away!)
3. They don't seem to be interruptable, or suffer an arcane failure chance.
4. I think (but haven't seen proof) that displace and blur may stack
Good reasons to spend Feats? No.
But as I said, I took the Dragonmark for RP purposes, but they come in useful now and then
Here's my take on the Bladesinger (mine is 12 fighter/7 wizard/1 bard). I've got lots of comments in the posts following the build post that I linked there. It's an unwieldy build to level up, requires some tomes to work well, and doesn't have anything near the power of most builds. All that said, you get to play a caster that's not running around in his underwear (the bard level gives you no-fail casting in light armor) and you get all the basics of a bladesinger from pnp. I'd play it but I think it would drive me nuts slogging my way to 20 on it.
They have alluded to HalF-Elves being ideal for solo/multi class, I am hoping this is so and I may just TR the character in question.
Not to beat a dead centaur, but the build is fun. I actually do not use Wall of Fire and rely on Web with Acid Cloud.
The toon leveled mostly without the help of a guild and actually found surprisingly little predjudice. I tend to make up for gimpitude via player tactics!
I'll be interested to see how Half-elves pan out..
If it's good, I'll have to push to get those 7 remaining levels, and TR!
Seven... more... levels.. of.. soloing... brain... imploding..
Heighten is about the only way to get save DC's up to useful levels with Web.
Interestingly, Pale Master is almost ideal for the multiclass Fighter / Wizard (non-Warforged). The undead forms give abilities that are useful to a physical combatant, and the self-healing is outstanding.
I'm working on a sword-and-board Pale Master 2 / Stalwart Defender 1 Intimitank build at the moment, and have leveled him up to 17. He's not ready to be tanking raid bosses yet, but he's coming along nicely.
Fire Shield, Death Aura and Wall of Fire are all awesome for an Intimitank, BTW.
Last edited by Entelech; 09-14-2010 at 03:48 PM.
I have a 11 ranger / 8 bard / 1 ft AA - it is a lot of fun to play.
You could change out bard for caster and and so something similar... should be able to take care of most of the party buffs and then manyshot / fight as needed...
Calling Sarlona my home - Guildmaster - Brotherhood of Redemption - ddoborguild.com
Alts - Propane, Kerosene, Hexane, JA, Waulter, Acetylene, CNG, LPG, Woodpile, Hexyne, Dilithium Crystal, Geothermal, TidalPower, Windpower, Natural Gas, Antimematter, and Coaldust (and a few others)
Some inherent weakness in my brain makes me want to try a 12 wiz/8 monk and see how much added damage lichform "inflict wounds" adds to monk h2h damage.
I could probably found out somewhere on the forums how much damage is added to unarmed attacks.
Even if it's just equal to the level one inflict light wounds divine spell, that's an extra 1d8+10 per attack. 1d10 physical fist damage from level 8 monk + 1d8+10 neg energy damage.
Hmm, that looks better than 2d10 to me.
Plus you get the option to use necrotic bolt for some ranged damage.
Level 12 wizard is enough to get 6th level spells for Tenser's Transformation, too.
Hmm, hmmm, hmmmmmmm.
Dark path gives a nice 25% incorporeal to add to blur/displacement.
My warforged wiz just hit level 12 last night. Now I'm starting to get ideas.
Edit: Oof, nevermind on that guy. You'd have to build that from the start for the right stats. His 8 str, 8 dex and 6 wisdom aren't going to do much for a monk. =P
Still... it might be time to fill that 10th character slot...
Last edited by gurgar78; 09-14-2010 at 04:06 PM.
Last SIGNIFICANT use of Web was the gnolls in the shroud at the end-boss.
I can not recall if I have heighten, but I probably did not.
On a side note I am forced spec and I sometimes save my mana for an end volley of force/magic missles. Those I put on maximum. Nice way to steal a kill too.
I believe his intel is at 28. Since I play many alts (13) I have not grinded quests for uber loot nor have I crafted much of anything. I could only imagine how uber loot and crafting would really improve the toon.
If you want to know why...
If you're going to be deep-multiclassing a spellcaster, there *are* legitimate reasons to do so. You're not going to be landing instakills in Amrath, but maybe you weren't planning on it to begin with.
It is possible to have a build strategy that uses weapons for damage, and has the spellcasting there for other reasons (buffing, healing, utility, supplemental elemental damage, etc...) There are even quite a few builds that are popular in parties that neglect a damage source altogether, although they're usually hard to solo with. (Nannybots and Intimitanks are examples)
The key to any successful multiclass build is to keep your goals clearly in mind from before you start the planning, and to be ready to experiment a little as you go.
"The only benchmark of blah blah is landing blah on Orthons in Amrath" is just nonsense. Can a Barbarian 20 land Web on Orthons? No. Does he need to? Again, no.
Can a Tucaw build chop Orthons into teeny bits while keeping himself healed? Experience suggests the answer is YES. As long as he doesn't just stand there spamming Web.
Yes, deep multiclassing limits spellcasting power, but that does not necessarily mean it's a bad thing IF YOUR GOAL IS NOT SIMPLY SPELLCASTING.
I think his point is that DC-based spells are mostly worthless for a deep multi-class caster... And I agree with that...
Web may remain semi-useful in some dungeons because many monsters have poor Reflex saves (Usually the melee monsters have high Fortitude saves, and the caster monsters have high Will saves). Almost all other DC-based spells will not land for a 12/8 type of build
Usually the only point of deep multi-classing a wizard/sorc/bard is for the buffs/healing.
My point is that most buffs can be found in clickable form nowadays... I believe Turbine has done a poor job with that, making too many spells available to everyone..
They have made too many clickables. One can be a pure fighter and still cast most of the low-level useful wizard spells.
I dislike the silver flame potions too... I don't like that min/max pure DPS barbarians or fighters can achieve that kind of healing power without grouping or without multi-classing...
This form's session has expired. You need to reload the page.Reload