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  1. #1
    Community Member OldAquarian's Avatar
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    Default Circe - Pale Master/Charmer

    The idea is to maximize the use of the new augment summoning feat, but not give up too much as a wizard

    Augment Summoning
    Usage: Passive
    Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.

    +1 CON tome to round up and +2 favor tome chosen as INT

    Updated from comment - dropped wraith - but soon lich: 24x7 and new summonables

    Easy to get INT:
    20 start
    +5 level ups
    +3 Wiz Int Enhancements
    +2 Wiz Capstone
    +2 (Tome) (another +2 if you can snag a +4 INT Tome, but I won't assume that)
    +2 (Lich form)
    +6 (Item)
    ---
    40 for a +15 Bonus

    Then for Enchants and Necro - Add another +2 to DCs
    Plus Max Spell Pen feats and enhancements
    And Maximum Fire/Cold bonuses

    And beefed up hirelings

    Please do not look at saves, this build should fail most of them, but her minions won't

    Minor edit - moved feats around a little - not enough SP to use maximize, so moved empower earlier and maximize later and heighten later

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Circe 
    Level 20 True Neutral Drow Female
    (20 Wizard) 
    Hit Points: 202
    Spell Points: 1604 
    BAB: 10\10\15\20
    Fortitude: 8
    Reflex: 6
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             12                    12
    Dexterity            10                    10
    Constitution         13                    14
    Intelligence         20                    32
    Wisdom                8                     8
    Charisma             10                    10
    
    Tomes Used
    +1 Tome of Constitution used at level 20
    +2 Tome of Intelligence used at level 20
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Augment Summoning
    Feat: (Selected) Spell Focus: Enchantment
    
    
    Level 2 (Wizard)
    
    
    Level 3 (Wizard)
    Feat: (Selected) Greater Spell Focus: Enchantment
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    
    
    Level 6 (Wizard)
    Feat: (Selected) Spell Focus: Necromancy
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    
    
    Level 9 (Wizard)
    Feat: (Selected) Toughness
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Spell Penetration
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    
    
    Level 17 (Wizard)
    
    
    Level 18 (Wizard)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 19 (Wizard)
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Feat: (Wizard Bonus) Enlarge Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Wizard Lineage of Energy I
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Lineage of Elements III
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Lineage of Deadly Elements III
    Enhancement: Wizard Energy Manipulation I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Elemental Manipulation IV
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Spell Penetration III
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Wizard Pale Master III
    Enhancement: Summon Blackbone Archer
    Enhancement: Summon Frostmarrow Archer
    Enhancement: Summon Skeleton Archer
    Enhancement: Summon Blackbone Knight
    Enhancement: Summon Frostmarrow Knight
    Enhancement: Summon Skeletal Knight
    Enhancement: Summon Blackbone Mage
    Enhancement: Summon Frostmarrow Mage
    Enhancement: Summon Skeletal Mage
    Last edited by OldAquarian; 01-06-2011 at 10:32 PM.

  2. #2
    Community Member voodoogroves's Avatar
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    Leveled up something very similar; went human though. The nice thing is you can have your menagerie when you want, but the rest of the time you're still a solid wizard.


    The things I did differently:

    Greater Spell Focus - Enchantment much earlier than 20 - I think I had it at 3rd.
    No mental toughness; I wasn't bothering with Wraith form, just Lich.
    No insightful reflexes; I wasn't planning on being a target.
    Heighten Spell I viewed as mandatory (had it at 15 I think).

    I went back and forth on enlarge vs the 2nd spell penetration feat. I {heart} enlarge for charmers.

  3. #3
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by voodoogroves View Post
    Leveled up something very similar; went human though. The nice thing is you can have your menagerie when you want, but the rest of the time you're still a solid wizard.


    The things I did differently:

    Greater Spell Focus - Enchantment much earlier than 20 - I think I had it at 3rd.
    No mental toughness; I wasn't bothering with Wraith form, just Lich.
    No insightful reflexes; I wasn't planning on being a target.
    Heighten Spell I viewed as mandatory (had it at 15 I think).

    I went back and forth on enlarge vs the 2nd spell penetration feat. I {heart} enlarge for charmers.
    Thank you, wasn't as focused as I though, and by dropping Mental Toughness and Insightful Reflexes - I managed to keep enlarge and grab the 2nd spell Pen

    Looks a bit cleaner now

  4. #4
    Community Member Phidius's Avatar
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    I'd rather have Insightful Reflexes than Toughness. It's easier to avoid the mobs than it is to avoid AoE spells.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  5. #5
    Build Constructionist unbongwah's Avatar
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    When I hear "Circe," I think sorceress, maybe druid-y witch (if there were any in DDO) - not necromantic wizard. Other than the name being off , seems OK. Though I would go ahead and start CON 14 and take a +2 tome; you'll need all the HPs you can get.

  6. #6
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by Phidius View Post
    I'd rather have Insightful Reflexes than Toughness. It's easier to avoid the mobs than it is to avoid AoE spells.
    Toughness = Lich Form

    I originally had Insightful Reflexes, but since this build does not have evasion I wasn't sure if the feat was more valuable than the feat I'd have to drop. I was hoping prot from elements and spell resist might be enough, especially given the general range she will be at, but, if that is really not enough, what other feat makes sense to drop?

    As to the name Circe - she was an enchantress by many accounts and the name reflects the, as far as I know, unique use of specializing in Enchantment. Most literature refers to males as Wizards and females as Sorceresses and really doesn't mention a character's bonus to SP As to adding Pale Master - well that was a long time ago and she would be a lich by now. But mostly, I like the name.
    Last edited by OldAquarian; 10-04-2010 at 04:07 PM.

  7. #7
    Community Member sephiroth1084's Avatar
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    If you're going to be doing a lot of charming (Suggestion), Extend would benefit you tremendously, especially if you want your charms to be tanking for you.

    Also, the points you put into Str would be better served in Con.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  8. #8
    Community Member OldAquarian's Avatar
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    People have made cases for Insightful Reflexes and Extend
    Toughness is needed for the build so thats not an option

    But I can't see what else could be dropped to get either, so it looks like I might have to suck it up and spend a lot of time falling down or recasting while my minions carry on the fight

    Suggestions would be appreciated

  9. #9
    Community Member Doxmaster's Avatar
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    Extend would be lovely in this wizard's early life, both for buffs and your enchantments:

    Suggest is a much better spell with it, as is Blur and Haste. Extended firewalls are great for when you are maximizing them too...

    Perhaps you could remove greater spell penetration and put extend at level 3, Greater spell focus Enchantment at level 15 and spell penetration at 18...

  10. #10
    Community Member sephiroth1084's Avatar
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    Is Enlarge really that necessary? I admit that I've never tried it, but I also haven't been in many situations where I wish I had it, though I guess Extend is kind of in the same boat--you can get by without easily enough, although in this case, it's costing you SP to do so.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  11. #11
    Community Member voodoogroves's Avatar
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    I LOVE enlarge on my pure wizards.

    Charming one mob from very very far away really is a nice way to control aggro.
    Finger / whatever on a beholder before it can dispel you is also VERY VERY nice.

    That said, it comes after the following for a pale charmer ...
    Toughness
    SF: Necro
    GSF: Necro
    SF: Enchant
    GSF: Enchant
    Heighten
    Quicken
    Empower
    Maximize
    Augment Summoning

    You've got two feats left and possibly one human bonus feat. The following compete in that slot:
    Mental Toughness
    Enlarge
    Extend
    Spell Penetration
    Greater Spell Penetration
    Past Life: Wizard


    I think Past Life, if you have it, is first. Since most charms require Spell Penetration checks, this is handy. If you don't have the Past Life, you probably want both of those.

    If I were to TR my 'forged into this kind of path I'd take PL: Wizard and extend for the early game, then use the Lockania re-spec to move it out later if I felt something else was a better fit.

  12. #12
    Community Member OldAquarian's Avatar
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    Link for checking spell types to pick out enchantment/necromancy

    http://ddowiki.com/page/Category:Sor..._Wizard_spells

  13. #13
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by voodoogroves View Post
    I LOVE enlarge on my pure wizards.

    Charming one mob from very very far away really is a nice way to control aggro.
    Finger / whatever on a beholder before it can dispel you is also VERY VERY nice.

    That said, it comes after the following for a pale charmer ...
    Toughness
    SF: Necro
    GSF: Necro
    SF: Enchant
    GSF: Enchant
    Heighten
    Quicken
    Empower
    Maximize
    Augment Summoning

    You've got two feats left and possibly one human bonus feat. The following compete in that slot:
    Mental Toughness
    Enlarge
    Extend
    Spell Penetration
    Greater Spell Penetration
    Past Life: Wizard


    I think Past Life, if you have it, is first. Since most charms require Spell Penetration checks, this is handy. If you don't have the Past Life, you probably want both of those.

    If I were to TR my 'forged into this kind of path I'd take PL: Wizard and extend for the early game, then use the Lockania re-spec to move it out later if I felt something else was a better fit.
    I'd probably drop Greater SF: Enchantment for the Wizard Past Life on a build like this just to be able to fit in the other necessities. After all, you aren't charming or killing stuff if you can't beat the spell pen checks.

    That brings it down to really just 3 choices: Enlarge, Extend or Wraith Form, and I think that is a playstyle preference.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  14. #14
    Community Member Seliana's Avatar
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    I personally run an Enchanter (Wizard 20) with the feat selections below:

    This is a a long term feat selection I would only recommend if you are willing to get multiple past lives on your Wizard:

    Bard 20 > Wizard 20 > Wizard 20 > Wizard 20

    Human: Empower Spell

    Wizard 1: Enchantment Focus 1
    Wizard 5: Necro Focus 1
    Wizard 10: Heighten Spell
    Wizard 15: Extend Spell
    Wizard 20: Quicken Spell

    1: Toughness
    3: Maximize
    6: Necro Focus 2
    9: Enchantment Focus 2
    12: Augment Summoning
    15: Bard PastLife
    18: Wizard PastLife

    The past lives will give you +2 Enchantment DC and +4 Spell Penetration. Selecting Human will give you a bonus feat, as well as give you the same Int Mod a Drow can reach if built properly. This also eliminates the need to take Spell Penetration with feats, gives maximum enchantment dc, and you only need to skip mental toughness and enlarge.
    Daydream - the Pwnage of Cannith

    Quote Originally Posted by Barazon View Post
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  15. #15
    Community Member voodoogroves's Avatar
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    And empower ...

    I'm personally a fan of both empower and maximize even on (espescially on?) a charmer because if I need burst damage, I kinda want as bursty as damage as possible.

    ... that said, I think you're right and we could move empower into the optional / playstyle category.

  16. #16
    Community Member OldAquarian's Avatar
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    I have seen posts putting quicken in the required list, but I'm missing why

    Also curious about:
    Quote Originally Posted by Seliana View Post
    ISelecting Human will give you a bonus feat, as well as give you the same Int Mod a Drow can reach if built properly. This also eliminates the need to take Spell Penetration with feats, gives maximum enchantment dc, and you only need to skip mental toughness and enlarge.
    How can a Human (max 18 + 1 racial) get the extra +1 needed to match Drow (max 20)
    Last edited by OldAquarian; 10-10-2010 at 09:59 AM.

  17. #17
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by OldAquarian View Post
    I have seen posts putting quicken in the required list, but I'm missing why
    Lots of places where you cannot count on being at a safe distance from the fight and where Concentration checks just won't cut it.



    How can a Human (max 18 + 1 racial) get the extra +1 needed to match Drow (max 20)
    If all of your equipment adds up to an odd number, then humans and drow end up with the same Int.
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  18. #18
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by Seliana View Post
    The past lives will give you +2 Enchantment DC and +4 Spell Penetration. Selecting Human will give you a bonus feat, as well as give you the same Int Mod a Drow can reach if built properly. This also eliminates the need to take Spell Penetration with feats, gives maximum enchantment dc, and you only need to skip mental toughness and enlarge.
    Use of Wizard past life feat was a good idea and helps with all spells, Necro, Enchant, and any other offensive spell, the Bard past life was an interesting idea, but only helps enchantment and costs a feat, so I'm not sure I would be willing to grind a past life for it

    +4 Spell pen seems awesome, but I read the past life for Wizard to be only for wands:
    Past Life: Wizard
    Usage: Passive
    You were a wizard in a past life. You occasionally find yourself desiring a good book. Each time you acquire this feat you gain +2 to spell penetration checks and the DC's of wands you use. This feat can be stacked up to three times.

    Is it +2 DC for wands and +2 to spell pen checks for spells you cast
    -or- +2 DC for wands and +2 to spell pen checks for Wands

    Either way - it seems TR to human and using the extra feat for Past Life: Arcane Initiate would be a great idea
    And by then getting the gear/tome to round up the -1 INT seems likely

  19. #19
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by OldAquarian View Post
    Use of Wizard past life feat was a good idea and helps with all spells, Necro, Enchant, and any other offensive spell, the Bard past life was an interesting idea, but only helps enchantment and costs a feat, so I'm not sure I would be willing to grind a past life for it

    +4 Spell pen seems awesome, but I read the past life for Wizard to be only for wands:
    Past Life: Wizard
    Usage: Passive
    You were a wizard in a past life. You occasionally find yourself desiring a good book. Each time you acquire this feat you gain +2 to spell penetration checks and the DC's of wands you use. This feat can be stacked up to three times.

    Is it +2 DC for wands and +2 to spell pen checks for spells you cast
    -or- +2 DC for wands and +2 to spell pen checks for Wands
    It's +2 to wand DCs, and +2 to spell pen checks for spells that you cast.
    Either way - it seems TR to human and using the extra feat for Past Life: Arcane Initiate would be a great idea
    And by then getting the gear/tome to round up the -1 INT seems likely
    18
    +3 enhancement
    +4 tome
    +3 exceptional
    +2 capstone
    +7 epic item
    +5 levels
    +1 human
    +2 lich form
    +1 Litany
    _____
    46
    +1 drow
    ___
    47

    Obviously having all of that is unlikely, but the end goal puts humans and drow even, unless I forgot an odd bonus somewhere.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  20. #20
    Community Member Entelech's Avatar
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    Given how close Update 7 is, this might actually be a better application for Archmage than for Pale Master:

    You won't be needing 4 Spell Focus feats, you can eliminate the two Necromancy ones and just focus on Enchantment if you like. Or, if you buy both, you can see about getting Enervation for 10 spell points as a spell-like ability.

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