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Thread: Need Wiz Build

  1. #1
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    Thumbs up Need Wiz Build

    I need a build for a full offensive style wizard. Preferibly with summoning mixed in with it if possible, can anyone help?

  2. #2
    Community Member Tolath's Avatar
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    what you mean offensive? summons are not so helpful in high lvls only few of them and few occasions.

  3. #3
    Community Member Mrmorphling's Avatar
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    Ok lets start to break down the questions:

    - Summons are (nearly) flavor only so try the various summon monster spells but they have extremely narrow usefulness with a minor exception of 8th lvl where the air elemental is decent as it can trip almost any mob

    - Offensive, well what does it mean? You want to be a 'nuker' like elemental damage master? in that case i would suggest a sorcerer; in any case a wizard usually has the APs to focus fully in one elemental (7-6-6) and about 10 leftover in a second minor specialization (7-1-1 at least). A popular choice is cold + lightning due to the 2 Damage over time spells (niac and eladar) which are extremely powerfull.

    - Stat wise a wiazrd is pretty simple: Max INT, then at least 16 CON then leftovers in either STR (little melee first lvl + encumbrance + ray of enfeeblemtn proof) or CHA (few point of UMD); totally dump dex and WIS.

    - You have 2 prestige enhancments to choose from: Archmage and Palemaster, both have something to offer; a common idea is to make either a WF AM (self heal via reconstruct) or a human PM (self heal via death aura and negative energy burst); atm a human PM seems a little bit better for endgame purpouse but at the end it boils down to personal preference too.

    - Evasion chapter: you can splash 2 rogues to get evasion and trap skills (And you can keep your reflex up by taking insightfull reflex) but it'll cost you a fair bit of power at end game; i wouldn't suggest this route unless you have some nice gear stashed as you'll need some extra effort to reach meaningfull DC and spell penetration rolls with a splashed build. IMHO a pure lvl 20 is better for a first attempt at wizard if you plan to play at end game; if you just want to cap to TR evasion + traps win.

    - Feats: i'll list what i like to take for Human Palemaster.

    LVL 1m: Tough
    LVL 1h: Max
    LVL 1: Extend

    LVL 3: Emp

    LVL 5m: SF: Necro

    LVL 6: Insightfull reflex

    LVL 9: Spell pen.

    LVL 10m: SF: Ench

    LVL 12: GSF: Necro

    LVL 15m: Heighten
    LVL 15: Greater Spell pen

    LVL 18: GSF: ench

    LVL 20m: Quicken

  4. #4
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    Ok well see that's what i was needing to know, I'll just drop the summoning now. But for offense wizard I meant, A tank version of a spellcaster. One that has spells to do extraordinary amounts of damage to the enemies, and if so would i need to change to a sorc to do more damage? Thanks for the help posted so far.

  5. #5
    Community Member Bodic's Avatar
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    WF
    18 Int+ 5 lvl ups
    10 str
    XX Con
    dump dex,wis,cha

    req feats: toughness, insightful reflex, everything Nerco related, Max, emp, quicken, heighten.

    go Pale Master.

  6. #6
    Community Member mwgarn's Avatar
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    I would consider dropping spell focus enchant and greater spell focus enchant and grabbing shield proficiency and shield mastery if your wanting to tank..

    Or if it's your first wizard drop insightful reflex (sure to be a lot of debate about this) stay WF and then you can switch between AM and PM just by reseting enhancements.

    Based on Mrmorphling list which is solid DDO dropping human feat to go WF
    LVL 1m: Tough
    LVL 1: Extend
    LVL 3: Max
    LVL 5m: SF: Necro
    LVL 6: Emp
    LVL 9: Spell pen.
    LVL 10m: SF: Ench
    LVL 12: GSF: Necro
    LVL 15m: Heighten
    LVL 15: Greater Spell pen
    LVL 18: GSF: ench
    LVL 20m: Quicken

    As far as spells that do lots of damage, the goal for a wizard is insta death spells and CC spells.

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    Ok I got it, thanks everyone for the help. It's much appreciated

  8. #8
    Community Member Doxmaster's Avatar
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    This is what I've been running on my main archmage-
    Toughness
    Empower
    Extend
    Maximize
    SF: Necro
    GSF:Necro
    SF:Evocation
    GSF:Evocation
    SF:Enchant
    GSF:Enchant
    SF: Conjuration
    Heighten
    Quicken

    Taking the full evocation line SLA line, web from the conjuration SLA line and both arcane bolt and blast. Enhancements set up fully for Force, damage for Ice, and a portion of crit chance and crit damage.

    Chain MM, arcane blast, and Cyclonic blast all do entertaining damage for almost no cost, which is great between stacking Niacs.

  9. #9
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    Default yeah

    summon is a defensive spell at best, good for clerics i think, augmented summoning is fine for charmers, i like it for my cleric

    warforged should carry wands and pots... i mean really... they are sold in korthos... why don't people use them? good idea to be able to self heal, let your cleric heal someone else, so keep yourself topped off with pots (grr)

    I don't really like prestige enhancements. Especially at lower level, don't worry about it till you get the level requirement, then reset enhancements... you can change every 3 days, so float back and forth

    ONly stats and skills are static, so be sure to max int and con (16)...... why not drow? idk try it
    what feats are really important to a wiz? I would suppose summon, but only if you use charm. why not? some narrowminded focus on 'prestige enhancement', whatever... strange. You don't have to. but... that is the game these days, take toughness, of course
    true neutral poster... note the grey in my 'rep'
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  10. #10
    Community Member EnjoyTheJourney's Avatar
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    A great thing about being a wizard is that you have some flexibility to try out different spells. So, if you like summons, try them out, see if you find them helpful, and decide if you like them enough to keep using them. I find them extremely helpful when soloing and leveling, and quite a few others have reported similarly positive experiences.

    As indirectly noted in prior posts, wizards seem to be best at crowd control and insta-kill spells; in contrast, sorcerers tend to excel at elemental damage (especially with a savant prestige class chosen, and if you stay "pure" sorcerer to get the capstone enhancement). You can keep a summon around even as a sorcerer, if you'd like to nuke stuff with damage spells and have a summon to absorb some of the aggro for you (and spot invisible foes, at times).

    It's your character, though, so build it your way; if you'd like an elemental wizard with summons, go ahead and build one, and hopefully you have a lot of fun along the way.

    I have a sorceress I'm running as a "summons + damage" build, and I'll post it here for reference--and improvement, if you like the overall flavor of it. It isn't an optimized build, as some will undoubtedly (and correctly) note, but something like it will probably work just fine while leveling.

    Code:
    Character Plan by DDO Character Planner Version 03.11.01
    DDO Character Planner Home Page
    
    Waveling 
    Level 20 True Neutral Halfling Female
    (20 Sorcerer) 
    Hit Points: 182
    Spell Points: 2032 
    BAB: 10\10\15\20
    Fortitude: 10
    Reflex: 9
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity            10                    10
    Constitution         14                    14
    Intelligence         14                    14
    Wisdom               10                    10
    Charisma             18                    26
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                    11
    Bluff                 4                     9
    Concentration         6                    29
    Diplomacy             4                     8
    Disable Device        n/a                   n/a
    Haggle                4                     8
    Heal                  0                     0
    Hide                  0                     4
    Intimidate            4                     8
    Jump                 -1                     1
    Listen                0                     2
    Move Silently         0                     2
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                2                     2
    Search                2                     2
    Spot                  1                    11
    Swim                 -1                     5
    Tumble                1                     1
    Use Magic Device      6                    19
    
    Level 1 (Sorcerer)
    Feat: (Selected) Toughness
    Spell (1): Acid Spray
    Spell (1): Sonic Blast
    Enhancement: Halfling Luck (Reflex) I
    Enhancement: Improved Concentration I
    Enhancement: Frost Manipulation I
    Enhancement: Sorcerer Energy of the Dragonblooded I
    
    
    Level 2 (Sorcerer)
    Spell (1): Summon Monster I
    Enhancement: Glacial Spellcasting I
    Enhancement: Storm Manipulation I
    Enhancement: Sorcerer Charisma I
    
    
    Level 3 (Sorcerer)
    Feat: (Selected) Maximize Spell
    Spell (1): Niac's Cold Ray
    Enhancement: Halfling Luck (Fortitude) I
    Enhancement: Racial Toughness I
    Enhancement: Deadly Ice I
    Enhancement: Frost Manipulation II
    
    
    Level 4 (Sorcerer)
    Spell (2): False Life
    Enhancement: Improved Concentration II
    Enhancement: Charged Spellcasting I
    
    
    Level 5 (Sorcerer)
    Spell (2): Web
    Enhancement: Frost Manipulation III
    Enhancement: Sorcerer Energy of the Dragonblooded II
    
    
    Level 6 (Sorcerer)
    Feat: (Selected) Heighten Spell
    Spell (3): Acid Blast
    Enhancement: Racial Toughness II
    Enhancement: Sorcerer Water Savant I
    Enhancement: Glacial Spellcasting II
    
    
    Level 7 (Sorcerer)
    Spell (2): Knock
    Spell (3): Summon Monster III
    Enhancement: Deadly Ice II
    Enhancement: Deadly Shocks I
    Enhancement: Frost Manipulation IV
    
    
    Level 8 (Sorcerer)
    Spell (4): Ice Storm
    Enhancement: Improved Concentration III
    Enhancement: Sorcerer Charisma II
    
    
    Level 9 (Sorcerer)
    Feat: (Selected) Empower Spell
    Spell (2): Resist Energy
    Spell (3): Displacement
    Spell (4): Solid Fog
    Enhancement: Glacial Spellcasting III
    Enhancement: Deadly Ice III
    Enhancement: Frost Manipulation V
    Enhancement: Storm Manipulation II
    
    
    Level 10 (Sorcerer)
    Spell (5): Eladar's Electric Surge
    Enhancement: Halfling Luck (Reflex) II
    
    
    Level 11 (Sorcerer)
    Spell (3): Rage
    Spell (5): Protection From Elements
    Spell (4): Acid Rain
    Enhancement: Sorcerer Charisma III
    
    
    Level 12 (Sorcerer)
    Feat: (Selected) Spell Focus: Evocation
    Spell (6): Otiluke's Freezing Sphere
    Enhancement: Sorcerer Water Savant II
    Enhancement: Glacial Spellcasting IV
    Enhancement: Frost Manipulation VI
    
    
    Level 13 (Sorcerer)
    Spell (4): Enervation
    Spell (5): Niac's Biting Cold
    Spell (6): Greater Heroism
    Enhancement: Improved Concentration IV
    Enhancement: Deadly Ice IV
    Enhancement: Frost Manipulation VII
    Enhancement: Storm Manipulation III
    
    
    Level 14 (Sorcerer)
    Spell (7): Finger of Death
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Glacial Spellcasting V
    
    
    Level 15 (Sorcerer)
    Feat: (Selected) Greater Spell Focus: Evocation
    Spell (7): Prismatic Spray
    Spell (6): Disintegrate
    Spell (5): Cloudkill
    Enhancement: Deadly Ice V
    Enhancement: Storm Manipulation IV
    Enhancement: Storm Manipulation V
    
    
    Level 16 (Sorcerer)
    Spell (8): Polar Ray
    Enhancement: Storm Manipulation VI
    Enhancement: Storm Manipulation VII
    Enhancement: Sorcerer Spell Penetration I
    
    
    Level 17 (Sorcerer)
    Spell (7): Control Undead
    Spell (8): Power Word: Stun
    Enhancement: Sorcerer Improved Maximizing II
    
    
    Level 18 (Sorcerer)
    Feat: (Selected) Quicken Spell
    Spell (9): Energy Drain
    Enhancement: Sorcerer Water Savant III
    
    
    Level 19 (Sorcerer)
    Spell (9): Power Word: Kill
    Spell (8): Sunburst
    Enhancement: Sorcerer Spell Penetration II
    
    
    Level 20 (Sorcerer)
    Spell (9): Wail of the Banshee
    Enhancement: Sorcerer Bloodline of Power
    Enhancement: Sorcerer Spell Penetration III
    Spells are actually more complex than what is given above, for this build, but in case this is of some small help, here it is. In fact, spell swaps are planned so that summons at either the highest level spell or 1 under the highest spell level are (almost) always available, while leveling. It's not hard to pay for the swaps, either, as many of the later spells are of the "take once, and keep them all the way" variety.

  11. #11
    Community Member Doxmaster's Avatar
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    If you have a decent cash flow from higher level characters, buy stacks of summon monster scrolls. No real reason to cast it with SP other than saving cash, excluding levels 8 and 9 since you can only AH buy them.

    Being able to get good summons a level earlier than normal is also nice.

  12. #12
    Community Member gerardIII's Avatar
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    Quote Originally Posted by Doxmaster View Post
    This is what I've been running on my main archmage-
    Toughness
    Empower
    Extend
    Maximize
    SF: Necro
    GSF:Necro
    SF:Evocation
    GSF:Evocation
    SF:Enchant
    GSF:Enchant
    SF: Conjuration
    Heighten
    Quicken

    Taking the full evocation line SLA line, web from the conjuration SLA line and both arcane bolt and blast. Enhancements set up fully for Force, damage for Ice, and a portion of crit chance and crit damage.

    Chain MM, arcane blast, and Cyclonic blast all do entertaining damage for almost no cost, which is great between stacking Niacs.
    This might work in Vale quests but not in end game content.

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