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  1. #1
    Community Member OldAquarian's Avatar
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    Default Onan - WF archmage - soloist/partier

    Goals: very good dps - survivability
    Should be able to solo content as well as pull its weight in groups/raids

    Went 2 monk for survivability as well as feat
    Went 1 rogue for traps
    (Survivabilty and extra feat (vs Rogue) outweighed Wizard Cap for this build)
    17 Wizard - required for Archmage IV - no need for V

    Should have good DC and Spell Pen even as a WF and with 3 missing levels
    Took Evocation for DPS and Enchanter for CC

    Only took level 1 of Spell Like Abilities - AP were tight and SP penalty decided it

    Note Options for Feat at 18 based on preferences/playstyle:
    Enlarge - lets you charm/dps at a distance
    Extend - longer buffs (Haste)
    Augment Summons - better Summons, Charmed and Henchmen
    TR Past Life : Arcane Initiate (Wizard) - +1 DC - even more MM (if you TR into this from Wizard)


    Skills to MAX: UMD,Disable,Search,Concentration (you can let Search lag by .5 and pick it up on 2nd monk level)

    If you have them - use INT tomes as early as possible for more skills

    ** 28 Point Build is very doable - lower STR by 2 **

    As always - comments are appreciated

    Updated as per comments - again (still prefer range to duration)

    Code:
    Character Plan by DDO Character Planner Version 3.7.1
    DDO Character Planner Home Page
    
    Onan 
    Level 20 Lawful Good Warforged Male
    (2 Monk \ 1 Rogue \ 17 Wizard) 
    Hit Points: 212
    Spell Points: 1283 
    BAB: 9\9\14
    Fortitude: 11
    Reflex: 18
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    16
    Dexterity             8                     8
    Constitution         16                    16
    Intelligence         18                    26
    Wisdom                6                     6
    Charisma              6                     6
    
    Level 1 (Rogue)
    Feat: (Selected) Insightful Reflexes
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    
    
    Level 3 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    Feat: (Selected) Spell Focus: Enchantment
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Selected) Mental Toughness
    
    
    Level 7 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    
    
    Level 9 (Monk)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Spell Focus: Evocation
    
    
    Level 10 (Wizard)
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Feat: (Selected) Quicken Spell
    
    
    Level 13 (Wizard)
    Feat: (Wizard Bonus) Greater Spell Focus: Enchantment
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Selected) Heighten Spell
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    
    
    Level 17 (Wizard)
    
    
    Level 18 (Wizard)
    Feat: (Wizard Bonus) Enlarge Spell
    Feat: (Selected) Spell Penetration
    
    
    Level 19 (Wizard)
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Skill Boost I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Improved Concentration III
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Lineage of Elements III
    Enhancement: Wizard Lineage of Force I
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Lineage of Deadly Elements III
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Elemental Manipulation IV
    Enhancement: Wizard Force Manipulation I
    Enhancement: Wizard Force Manipulation II
    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 Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Arcane Blast
    Enhancement: Arcane Bolt
    Enhancement: Wizard Archmage I
    Enhancement: Wizard Archmage II
    Enhancement: Wizard Archmage III
    Enhancement: Wizard Archmage IV
    Enhancement: Archmage Mastery I: Evocation
    Enhancement: Archmage Spell Mastery I: Enchantment
    Enhancement: Archmage Spell Mastery II: Enchantment
    Enhancement: Enchantment I - Hypnotism
    Enhancement: Evocation I - Magic Missle
    Last edited by OldAquarian; 12-02-2010 at 09:30 PM.

  2. #2
    Community Member Phidius's Avatar
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    Stat Points: Personal preference, but I'd put Str and Con both at 16. WF Wizards get plenty of ways to get HP back, but adding melee DPS is harder. Not a big deal, just adding my 2 cents.

    Skills: Even with the new use of the Repair skill (that Framework quest), I still wouldn't recommend investing any points... even Diplomacy, Bluff, or Intimidate gives better return on investment. Heck, swim just to shorten the fly duration in the Reaver's Fate!

    Feats:

    1. I'd put a higher priority on your Enchantment DCs, and not worry so much about the Evocation (getting virtually free MM is pretty hot). Make Enchantment your primary, and Evocation your secondary.
    2. Extend > Enlarge, at least the way I play.
    3. Power Attack > Toughness, especially if you get your Enchantment DCs higher

    Enhancements:

    Seems a shame to miss out on the WF Toughness and Con enhancements - perhaps only go AM3 to save a few AP? It's going to be a tight fit no matter how you slice it, although 6 AP for 1 Spell Pen seems a bit extravagant... maybe trade one of those Toughness for Greater Spell Pen?

    Edit: Nope, both Toughness are Monk Bonus... bummer.

    Conclusion:

    It looks like fun, but I'm going to stick with the 2 rogue for the flexibility offered by Locks, Traps, UMD and Intimidate
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  3. #3
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    AM V doesn’t really do much except meet requirements for
    the level 5 SLA.

    I’m thinking go AM IV with two feats enchantment and one
    feat evocation. Take the hypno and magic missile. If you
    want chain missiles you can drop enlarge.

    If not picking up chain missiles I would drop enlarge for
    extend, although an argument for enlarge over extend
    could be made.

    Change one toughness feat into power attack to assist
    dreamspitter beatdown with a little extra DPS.

    Boost force damage just a tough with the AP saved
    from not getting AM V. Ditto for spell pen and HP
    enhancements.

  4. #4
    Community Member OldAquarian's Avatar
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    Updated - now that 18 isn't required for Arch V - can get Rogue and 2 Monk - went a bit more melee as well
    Last edited by OldAquarian; 12-01-2010 at 03:56 PM.

  5. #5
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by Tobril View Post
    AM V doesn’t really do much except meet requirements for
    the level 5 SLA.

    I’m thinking go AM IV with two feats enchantment and one
    feat evocation. Take the hypno and magic missile. If you
    want chain missiles you can drop enlarge.

    If not picking up chain missiles I would drop enlarge for
    extend, although an argument for enlarge over extend
    could be made.

    Change one toughness feat into power attack to assist
    dreamspitter beatdown with a little extra DPS.

    Boost force damage just a tough with the AP saved
    from not getting AM V. Ditto for spell pen and HP
    enhancements.
    AMV is only one AP But dropping it lets me go down to 17 Wizard so +1 Rep

  6. #6
    Community Member Phidius's Avatar
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    In the holiday spirit, I'll adapt to your style to make it easier to reply and stuff... only I'll use Red for mine


    Skills: Even with the new use of the Repair skill (that Framework quest), I still wouldn't recommend investing any points... even Diplomacy, Bluff, or Intimidate gives better return on investment. Heck, swim just to shorten the fly duration in the Reaver's Fate!
    I did comment on this, but how many MAX repair builds are there, plus the party aspect is nice
    Not very many - for a good reason. Just hit 'em with a Mass Repair Moderate after you shrine, and boast how you got 23 skill points for 35 + 25 + 15 spell points


    2. Extend > Enlarge, at least the way I play.
    Going with Enchantment, enlarge means charmed at a distance - without it I keep getting "Out of Range" - Seems, as you hinted a preference thing - but if I'm going primary on Enchantment
    As Tobril said, you could make a good argument for Enlarge versus Extend - my reply is normally "I never get chided for moving closer to land a spell, but cast a non-extended Haste..."

    3. Power Attack > Toughness, especially if you get your Enchantment DCs higher
    Again, melee vs HP
    Aye, but all that glorious extra damage from epic mobs in auto-crit mode is worth far more than a measly 22 hit points

    Enhancements:

    Seems a shame to miss out on the WF Toughness and Con enhancements - perhaps only go AM3 to save a few AP? It's going to be a tight fit no matter how you slice it, although 6 AP for 1 Spell Pen seems a bit extravagant... maybe trade one of those Toughness for Greater Spell Pen?

    Edit: Nope, both Toughness are Monk Bonus... bummer.
    Thats why the Extra CON and 2xToughness
    Yeah - corners could be cut from ArchMage, but then you're trading spell points for hit points. Unless there's a huge allocation of AP that could be easily freed up, I wouldn't sweat it.

    Conclusion:

    It looks like fun, but I'm going to stick with the 2 rogue for the flexibility offered by Locks, Traps, UMD and Intimidate
    Hard trade-off - it was the feat that kept me from going rogue. Not sure UMD is as much an issue since healing is Arcane anyways, but ya - trapping is nice...
    I enjoy throwing a Heal scroll at the healer who's so intent on healing the group that they don't realize the blades have caught up to them, or acting as a tank in those "first to click" raids I occasionally do
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  7. #7
    Community Member Phidius's Avatar
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    Quote Originally Posted by OldAquarian View Post
    Updated - now that 18 isn't required for Arch V - can get Rogue and 2 Monk - went a bit more melee as well
    Hey, you edited all the green out!!! I worked so hard color-coordinating my response, too
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  8. #8
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by Phidius View Post
    Hey, you edited all the green out!!! I worked so hard color-coordinating my response, too
    Ya - while you were busy with the colors - I changed the build around - thoughts on the new version?

  9. #9
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    Quote Originally Posted by OldAquarian View Post
    AMV is only one AP But dropping it lets me go down to 17 Wizard so +1 Rep
    Not exactly.

    You save more AP with concentration and energy IV.

  10. #10
    Community Member Phidius's Avatar
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    Quote Originally Posted by OldAquarian View Post
    Ya - while you were busy with the colors - I changed the build around - thoughts on the new version?
    Now I want some EggNog

    Looks good - got some wiggle room in Action Points (see Tobril's post), but that's easy to reset and play with.

    I normally take Empower later in the build, but since you're getting those 1pt Magic Missles, it makes sense to front load those feats.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  11. #11
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by Tobril View Post
    Not exactly.

    You save more AP with concentration and energy IV.
    Ahhhhh - So +1 rep to you again (After I spread more around)
    Last edited by OldAquarian; 12-01-2010 at 04:39 PM.

  12. #12
    Community Member OldAquarian's Avatar
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    Arghhh - forgot "Warforged Inscribed Armor I" - will update later with this in

  13. #13
    Community Member OldAquarian's Avatar
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    Fixed - any other improvements anyone can see?

  14. #14
    Community Member Phidius's Avatar
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    I think you've got it.

    I'm tempted to do something like this for Precious's 4th life, only take Extend instead of Spell Pen.

    Unless, of course, Turbine decides that meta-magics shouldn't work with the AM spell-like effects...


    Edit: How are you spending your skill points? I'm guessing you won't be able to get Search/Spot/Disable/Concentration/Intimidate/UMD all maxed out... how many can you fit in?
    Last edited by Phidius; 12-02-2010 at 01:17 PM.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  15. #15
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by Phidius View Post
    How are you spending your skill points? I'm guessing you won't be able to get Search/Spot/Disable/Concentration/Intimidate/UMD all maxed out... how many can you fit in?
    Been thinking actually about this and am considering taking the Rogue level later to be able to put more points into Disable - INT will be higher then and can dump all skillups into in at full, but will lose some points in less critical skills. Thoughts?

    With a +2 Tome - delaying Rogue to level 11 means dumping all 14 points in Disable - this saves 10 points
    But it means no traps as you level till then - I think it's also around the time Knock stops working
    It also means gettting Wizard things 1 level earlier - like Wall of Fire, Archmage perks, etc
    Last edited by OldAquarian; 12-02-2010 at 03:08 PM.

  16. #16
    Community Member Phidius's Avatar
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    My initial thought is that you still want to take Rogue first - this will allow you to invest skill points at half-ranks as you level.

    Waiting until level 12 means you only get 9 levels to invest in rogue skills.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  17. #17
    Community Member voodoogroves's Avatar
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    Why bother with intimidate?
    Ghallanda - now with fewer alts and more ghostbane

  18. #18
    Community Member OldAquarian's Avatar
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    Seems you can only MAX: UMD,Disable,Search,Concentration

    On wizard levels this will cost you 2+2+2+1=7
    So you only get 6 skills for Wizard until level 8 - you need to let Search Lag as you can only put a 1/2 point in each level
    You can Catch this up at the 2nd Monk Level since it's a 1 pointer for Monk

    It seems you could be able to squeek MAX Intimidate (or Spot) in - if you have a +1,+2,+3,+4 INT Tome, but that would preclude anything else

  19. #19
    Community Member voodoogroves's Avatar
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    Yeah I'd take care of your core needs first - then expand to other things like Intimidate.
    Ghallanda - now with fewer alts and more ghostbane

  20. #20
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by voodoogroves View Post
    Why bother with intimidate?
    I believe it's because, if you have your FW up, you can intimidate and then kite/turtle
    If you have a tank, it's safer for them to do this, but you don't always have a tank

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