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  1. #1
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    Default Build request: Human Wiz-rouge 32 pt - no tomes

    Greetings - as the headline states: I'm looking for a 32pt Human wizard with rouge splash for traps and evasion - all the one that come up in my search has been for either WF and Drow which i dont have or stacked with tomes which i also dont have.

    thanks in advance for your suggestions - peace
    MacR

  2. #2
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    I don't think that rolling a Human is going to impact this build significantly -- it's fairly simple in that regard.

    Your skill point distribution will be identical to the Drow flavor (Human +1 racial bonus to skill points per level in place of a flat +2 to Int), and the ability point buy investments will probably mirror the Warforged flavor.

    Feats, likewise, though you will have one extra, on account of being Human.

    Re: Tomes: You can ignore any mention of them in the builds you've already examined. Though in all likelihood, you'll have ample resources to pick up whatever you could want in the +1/+2 range; I'd recommend giving it a shot in the case of Intelligence, if for no other reason than to maximize your skill point pool.
    Last edited by Zeruell; 05-07-2012 at 05:19 PM.

  3. #3
    Community Member Kinerd's Avatar
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    Default

    Here is the WF I have been leveling...

    10 Str
    8 Dex
    18 Con
    18 Int
    10 Wis
    6 Cha
    1 rogue, 7 wizard, 1 rogue, rest wizard

    Feats
    1 Insightful Reflexes
    2 Spell Focus: Conjuration
    3 Toughness
    6 Heighten and Mental Toughness
    9 Maximize
    12 GSF: Conjuration and SF: Enchantment
    15 Spell Pen
    16 Quicken
    18 Greater Spell Pen

    Enhancements
    7 Electric, Ice Manip
    4 Archmage
    3 Concentration, Energy of the Scholar
    2 Spell Mastery Conj
    1 Web SLA, Grease SLA

    Rest to taste.

    .

    Because you want a human, I very strongly urge you to go PM instead. This is fairly straightforward...

    16 Con instead of 18
    1 Maximize as Human bonus feat
    2 Extend instead of SF: Conj
    6 SF: Necro instead of Mental Toughness
    9 Empower instead of Maximize
    12 GSF: Necro instead of GSF: Conj
    12 Mental Toughness instead of SF: Enchant
    PM instead of AM
    Concentration enhancements unnecessary, not needed as pre-reqs.

    .

    Whenever you see tomes in a build that you will not use, it is not always necessary to discard the build entirely. For pure arcanes, it is never necessary. The only time a tome will make a dramatic difference in a build is if you need it for a certain feat, the most common case being 17 base Dexterity for Improved and Greater Two Weapon Fighting.

  4. #4
    Community Member Ryiah's Avatar
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    Quote Originally Posted by MacRighteous View Post
    I'm looking for a 32pt Human wizard with rouge splash for traps and evasion
    First off, have to say it, you're spelling "rogue" wrong. Rouge is a completely different thing (try Googling it to see what I mean).

    With that aside, I'll just assume you want an archmage and give you a rough layout for the stats and feats I take on my wizard.

    Code:
    Str - 11
    Dex - 8
    Con - 16
    Int - 18
    Wis - 8
    Cha - 11
    Stat points may look weird, but I made the build for a +3 Supreme. Just pick up +1 tomes off the AH, they're fairly cheap. You can also just drop STR and CHA in favor of more HP, but I prefer the carrying capacity (I have an ingredients bag that weighs at over 250 pounds) and the extra little bit of UMD. With a double TR I would probably dump the extra 4 stat points into STR and CHA pushing them each to 13.

    Code:
    Human    - Toughness
    
    Level  1 - Insightful Reflexes
    Level  3 - Mental Toughness
    Level  6 - Spell Focus: Enchantment
    Level  9 - Spell Focus: Conjuration
    Level 12 - Greater Spell Focus: Enchantment
    Level 15 - Spell Penetration
    Level 18 - Greater Spell Penetration
    
    Wizard 1 - Extend Spell
    Wizard 2 - Maximize Spell
    Wizard 3 - Heighten Spell
    Wizard 4 - Quicken Spell
    For skills, I just try to maximize Concentration, Disable Device, Search, and Use Magic Device. Any spare points over time I generally dump into Open Locks (Knock will not cut it in every single situation but you can skip this skill if you like) but anything works. I typically mess with my enhancements every three levels or so. At level 9, I pick Conjuration as the primary Archmage school so I get Web SLA and then at 12 I swap back to Enchantment/Necro for primary with Conjuration as Secondary.

    Some people would suggest going Warforged, and it does make some situations better, but overall I find myself just as survivable on a fleshie wizard using cure wands/heal scrolls. It does take a bit more knowledge of the game to pull off, but I don't miss being Warforged in the slightest.
    Last edited by Ryiah; 05-07-2012 at 05:30 PM.
    Ryiah | Raeyah | Reikara
    Toy Soldiers

  5. #5
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    Quote Originally Posted by Ryiah View Post
    First off, have to say it, you're spelling "rogue" wrong. Rouge is a completely different thing (try Googling it to see what I mean).
    Actually, I want to make a human wizard-clown - LOL - my bad!!

    Thanks for the tips and builds - knowing that tomes are not necessarily a deal breaker on a build I can go forward. There is a vast amount of information on these forums and most of it contradicts itself or is years old - I guess I just needed "up-to-date" confirmation that some of the info I've been gathering on this build is not too far off.

    I'm starting this toon out as a 4th level and wanted a good start - the rest i'll figure out as we go - its just a side-alt that I'm gonna level with a bud once or twice a week.

    Thanks again,
    MacR

  6. #6
    Community Member t0r012's Avatar
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    no worries.
    the rogue splashed wizard is probably the highest synergy build around and a DDO classic.

    not gear intensive, as always nice to have but in no way required (unless you really want to farm epics , but then you are better pure)

    no build really requires tomes but, of all the builds the 18/2 wiz/rg "needs" them the least
    ------------

    with the advent of pale master even fleshies can be awesome self-healing juggernauts where as before you had to be a toaster.
    I personally like the toaster route for simplicity less gear for immunities and repair spells but not nearly as large an advantage now as it used to be.
    =============

    while no longer flavor of the month build it is likely no one will ever look at your 18/2 wiz rogue and go 'ewwwww, what kinda crazy build is that, i'm not letting them in to my party'.
    it is an awesome solid build and so versatile that I doubt even 2,3,4,5,10 yrs from now regardless of changes to the game that it couldn't be easily adapted to fit.

    +++++++++++++++++
    edit : add

    I'm starting this toon out as a 4th level and wanted a good start - the rest i'll figure out as we go - its just a side-alt that I'm gonna level with a bud once or twice a week.
    Oh I think soon enough you will experience that which is wizardness and it maybe become your favorite. I've seen it happen. a buddy who is a pally lover got a small taste of that awesome selfhealing, dungeon destroying, do anything, and well that wizard are and is now in love.
    Last edited by t0r012; 05-07-2012 at 10:33 PM. Reason: add somthing.....
    Move along , Nothing to see here

  7. #7
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    The most important part of doing traps, especially on elite quests, is gear. Make sure you have the best search/spot/disable gear for your level if you can afford it.

    The build I have put together here is a little weak on open lock, but is very solid otherwise given the guidelines you posted. I did not include ship buffs, green steel, tod sets, lich form bonuses, or archmagi items in the gear. I did assume that you will have a toughness item, a greater false life item, +6 con, and +6 intel item. I am sure some people would do things differently, but this build will provide great trap skills, solid spell casting for leveling, and give you the ability to farm gear and tomes from raids in anticipation of a TR. The main weakness of this build, as I see it, is your necro DCs at end game will be a little low for epics, but it can still be workable for a large portion of the game content.

    Have fun and good luck.

    Code:
    Character Generated Using: DDO Character Generator
    Direct Link to Build: http://www.ddochargen.com/home.aspx?build=19251
    
    Wizard 18 / Rogue 2
    Male Human - True Neutral
    ________________________________________________________________
    
    LEVEL 1:
    Race Selected: Male Human
    Alignment Selected: True Neutral
    Class Selected: Rogue (Rogue 1)
    Abilities Raised: CON: 18, INT: 18
    Skills Ranks Raised: Balance +4 (4), Bluff +4 (4), 
    Concentration +2 (2), Diplomacy +4 (4), Disable Device +4 (4), 
    Haggle +4 (4), Hide +4 (4), Jump +4 (4), Move Silently +3 (3), 
    Open Lock +4 (4), Search +4 (4), Spot +4 (4), Tumble +1 (1), 
    UMD +4 (4)
    Feats Selected: Toughness, Insightful Reflexes
    ________________________________________________________________
    
    LEVEL 2:
    Class Selected: Wizard (Rogue 1 / Wizard 1)
    Skills Ranks Raised: Concentration +1 (3), Disable Device +1 (5), 
    Search +1 (5), Spot +1 (5)
    Feats Selected: Maximize Spell
    ________________________________________________________________
    
    LEVEL 3:
    Class Selected: Wizard (Wizard 2 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (4), Disable Device +1 (6), 
    Search +1 (6), Spot +1 (6)
    Feats Selected: Mental Toughness
    ________________________________________________________________
    
    LEVEL 4:
    Class Selected: Wizard (Wizard 3 / Rogue 1)
    Abilities Raised: INT: 19
    Skills Ranks Raised: Concentration +1 (5), Disable Device +1 (7), 
    Search +1 (7), Spot +1 (7)
    ________________________________________________________________
    
    LEVEL 5:
    Class Selected: Wizard (Wizard 4 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (6), Disable Device +1 (8), 
    Search +1 (8), Spot +1 (8)
    ________________________________________________________________
    
    LEVEL 6:
    Class Selected: Wizard (Wizard 5 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (7), Disable Device +1 (9), 
    Search +1 (9), Spot +1 (9)
    Feats Selected: Spell Focus (Necromancy), Extend Spell
    ________________________________________________________________
    
    LEVEL 7:
    Class Selected: Wizard (Wizard 6 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (8), Disable Device +1 (10), 
    Search +1 (10), Spot +1 (10)
    ________________________________________________________________
    
    LEVEL 8:
    Class Selected: Wizard (Wizard 7 / Rogue 1)
    Abilities Raised: INT: 20
    Skills Ranks Raised: Concentration +2 (10), 
    Disable Device +1 (11), Search +1 (11), Spot +1 (11)
    ________________________________________________________________
    
    LEVEL 9:
    Class Selected: Wizard (Wizard 8 / Rogue 1)
    Skills Ranks Raised: Concentration +2 (12), 
    Disable Device +1 (12), Search +1 (12), Spot +1 (12)
    Feats Selected: Quicken Spell
    ________________________________________________________________
    
    LEVEL 10:
    Class Selected: Wizard (Wizard 9 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (13), 
    Disable Device +1 (13), Search +1 (13), Spot +1 (13), UMD +0.5 (4.5)
    ________________________________________________________________
    
    LEVEL 11:
    Class Selected: Rogue (Wizard 9 / Rogue 2)
    Skills Ranks Raised: Disable Device +1 (14), 
    Open Lock +10 (14), Search +1 (14), Spot +1 (14), UMD +1 (5.5)
    ________________________________________________________________
    
    LEVEL 12:
    Class Selected: Wizard (Wizard 10 / Rogue 2)
    Abilities Raised: INT: 21
    Skills Ranks Raised: Disable Device +1 (15), 
    Open Lock +1 (15), Search +1 (15), UMD +1 (6.5)
    Feats Selected: Greater Spell Focus (Necromancy), 
    Empower Spell
    ________________________________________________________________
    
    LEVEL 13:
    Class Selected: Wizard (Wizard 11 / Rogue 2)
    Skills Ranks Raised: Disable Device +1 (16), 
    Open Lock +1 (16), Search +1 (16), UMD +1 (7.5)
    ________________________________________________________________
    
    LEVEL 14:
    Class Selected: Wizard (Wizard 12 / Rogue 2)
    Skills Ranks Raised: Disable Device +1 (17), 
    Search +1 (17), Spot +1 (15), UMD +1 (8.5)
    ________________________________________________________________
    
    LEVEL 15:
    Class Selected: Wizard (Wizard 13 / Rogue 2)
    Skills Ranks Raised: Disable Device +1 (18), 
    Search +1 (18), Spot +1 (16), UMD +1 (9.5)
    Feats Selected: Spell Penetration
    ________________________________________________________________
    
    LEVEL 16:
    Class Selected: Wizard (Wizard 14 / Rogue 2)
    Abilities Raised: INT: 22
    Skills Ranks Raised: Disable Device +1 (19), 
    Search +1 (19), Spot +1 (17), UMD +1.5 (11)
    ________________________________________________________________
    
    LEVEL 17:
    Class Selected: Wizard (Wizard 15 / Rogue 2)
    Skills Ranks Raised: Disable Device +1 (20), 
    Search +1 (20), Spot +1 (18), UMD +1.5 (12.5)
    Feats Selected: Heighten Spell
    ________________________________________________________________
    
    LEVEL 18:
    Class Selected: Wizard (Wizard 16 / Rogue 2)
    Skills Ranks Raised: Disable Device +1 (21), 
    Search +1 (21), Spot +1 (19), UMD +1.5 (14)
    Feats Selected: Greater Spell Penetration
    ________________________________________________________________
    
    LEVEL 19:
    Class Selected: Wizard (Wizard 17 / Rogue 2)
    Skills Ranks Raised: Disable Device +1 (22), 
    Search +1 (22), Spot +1 (20), UMD +1.5 (15.5)
    ________________________________________________________________
    
    LEVEL 20:
    Class Selected: Wizard (Wizard 18 / Rogue 2)
    Abilities Raised: INT: 23
    Skills Ranks Raised: Disable Device +1 (23), 
    Search +1 (23), UMD +2.5 (18)
    Equipment Mods Changed To: HP: 50, CON: 6, INT: 6
    Favor Bonus Granted: Draconic Vitality (15 Agents of Argonnessen Favor)
    Enhancements Selected: Human Versatility I, 
    Acid Manipulation I, Frost Manipulation I, Flame Manipulation I, 
    Storm Manipulation I, Force Manipulation I, Wizard Intelligence I, 
    Racial Toughness I, Wizard Energy of the Scholar I, 
    Rogue Improved Trap Sense I, Improved Disable Device I, 
    Improved Search I, Improved Spot I, Human Adaptability Intelligence I, 
    Wizard Energy of the Scholar II, Wizard Pale Master I, 
    Wizard Intelligence II, Wizard Improved Spell Penetration I, 
    Racial Toughness II, Wizard Energy of the Scholar III, 
    Wizard Intelligence III, Wizard Improved Spell Penetration II, 
    Wizard Pale Master II, Wizard Energy of the Scholar IV, 
    Wizard Improved Spell Penetration III, Human Greater Adaptability Constitution I, 
    Racial Toughness III, Storm Manipulation II, Frost Manipulation II, 
    Frost Manipulation III, Storm Manipulation III, Wizard Pale Master III, 
    Shroud of the Lich, Storm Manipulation IV, Storm Manipulation V, 
    Storm Manipulation VI, Frost Manipulation IV, Frost Manipulation V, 
    Storm Manipulation VII, Human Versatility II, Charged Spellcasting I, 
    Frost Manipulation VI
    Stats at End of Level 20:
    HP:376 SP:1522 AC:9 FORT:13 REFL:20 WILL:10 BAB:+10/+10/+15/+20
    STR:8(-1) DEX:8(-1) CON:25(+7) INT:33(+11) WIS:8(-1) CHA:8(-1)
    Balance:3, Bluff:3, Concentration:20, Diplomacy:3, 
    Disable Device:35, Haggle:3, Heal:-1, Hide:3, Intimidate:-1, 
    Jump:3, Listen:-1, Move Silently:2, Open Lock:15, Perform: n/a, 
    Repair:11, Search:35, Spot:20, Swim:-1, Tumble:0, UMD:17

  8. #8

    Default

    Note: The above build snuck in while I was putting this together. It looks solid as well, though I would take different feats and in a different order. The notable difference is I lose empower and mental toughness to gain enchant focus and greater enchant focus.

    Human pale master is pretty much the way to go.

    When I made my 18/2 wizard trapmonkey I didn't find much on the boards in the way of a complete build. Most people correctly point out that it's largely straightforward, but I did run into a few esoteric issues that have subtly gimped my build at cap. This isn't a huge issue since I plan on tring 3 times for the spell pen anyway, and even gimped he's still very strong, but I'll lay out the entire build to help you avoid the pitfalls I ran into.

    One thing I did was to go archmage until 14 and then swapped to necro once I got wraith form. I won't be doing this again because while the free magic missile and webs were fun, it introduced a million headaches when it came to feats.

    There is a recommended feat respec at level 20. It's not required, but will help quite a bit. Because of that, be sure not to do the hall of the mark quest to get your free respec until level 20.

    A +1 int tome at level 3 and a +2 int tome at level 7 help a lot, but are not strictly required.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Pale Trapper
    Level 20 True Neutral Human Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 216
    Spell Points: 1438 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 18
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    14
    Dexterity             8                     8
    Constitution         16                    16
    Intelligence         18                    29
    Wisdom                8                     8
    Charisma              8                     8
    
    Tomes Used
    +1 Tome of Intelligence used at level 3 (optional)
    +2 Tome of Intelligence used at level 7 (optional)
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                    11
    Bluff                 2                     2
    Concentration         5                    26
    Diplomacy            -1                    -1
    Disable Device        8                    32
    Haggle                3                     3
    Heal                 -1                    -1
    Hide                  3                     3
    Intimidate           -1                    -1
    Jump                  6                     6
    Listen               -1                    -1
    Move Silently         3                     3
    Open Lock             3                     3
    Perform              n/a                   n/a
    Repair                4                     9
    Search                8                    32
    Spot                  3                    22
    Swim                  6                     6
    Tumble                0                     0
    Use Magic Device      3                    22
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Bluff (+3)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Swim (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Human Bonus) Insightful Reflexes
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Wizard Bonus) Extend Spell
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Frost Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Human Improved Recovery I
    
    
    Level 3 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Spell Penetration
    Enhancement: Wizard Intelligence I
    Enhancement: Glacial Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Racial Toughness I
    Enhancement: Wizard Wand and Scroll Mastery I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Frost Manipulation II
    Enhancement: Flame Manipulation II
    Enhancement: Deadly Ice I
    Enhancement: Deadly Flame I
    
    
    Level 5 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Human Adaptability Intelligence I
    
    
    Level 6 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Mental Toughness
    Feat: (Wizard Bonus) Spell Focus: Enchantment
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Racial Toughness II
    Enhancement: Frost Manipulation III
    Enhancement: Flame Manipulation III
    
    
    Level 7 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Wizard Intelligence II
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Frost Manipulation IV
    Enhancement: Flame Manipulation IV
    
    
    Level 9 (Rogue)
    Skill: Balance (+6)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+6)
    Feat: (Selected) Maximize Spell
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Wizard Improved Maximizing II
    
    
    Level 10 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Frost Manipulation V
    Enhancement: Flame Manipulation V
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Enhancement: Wizard Improved Maximizing III
    
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Frost Manipulation VI
    Enhancement: Flame Manipulation VI
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Wraith
    
    
    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Frost Manipulation VII
    Enhancement: Flame Manipulation VII
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Intelligence III
    Enhancement: Storm Manipulation I
    
    
    Level 17 (Wizard)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Heighten Spell
    Enhancement: Storm Manipulation II
    Enhancement: Charged Spellcasting I
    Enhancement: Deadly Shocks I
    
    
    Level 18 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Focus: Enchantment
    Enhancement: Wizard Spell Penetration I
    
    
    Level 19 (Wizard)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Spell Penetration II
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat Respec: Mental Toughness becomes Greater Spell Penetration
    Enhancement Reset:
    Enhancement: Frost Manipulation I
    Enhancement: Storm Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Glacial Spellcasting I
    Enhancement: Charged Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Wizard Wand and Scroll Mastery I
    Enhancement: Deadly Ice I
    Enhancement: Deadly Shocks I
    Enhancement: Deadly Flame I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Wizard Improved Maximizing II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Improved Maximizing III
    Enhancement: Frost Manipulation II
    Enhancement: Frost Manipulation III
    Enhancement: Frost Manipulation IV
    Enhancement: Frost Manipulation V
    Enhancement: Frost Manipulation VI
    Enhancement: Frost Manipulation VII
    Enhancement: Flame Manipulation II
    Enhancement: Flame Manipulation III
    Enhancement: Flame Manipulation IV
    Enhancement: Flame Manipulation V
    Enhancement: Flame Manipulation VI
    Enhancement: Flame Manipulation VII
    Enhancement: Storm Manipulation II
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Spell Penetration III
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Wizard Pale Master III
    Enhancement: Shroud of the Lich


    Levels

    Rogue @ 1, 7 levels of wizard for firewall, rogue @ 9, wizard rest of the way



    Stats

    18 int, 16 con, 14 str (what i did and will do again) or
    18 int, 18 con (what most people recommend)



    Feats

    Toughness
    Insightful Reflexes

    Maximize
    Extend
    Heighten
    Quicken

    Enchant Focus
    Greater Enchant Focus
    Necro Focus
    Greater Necro Focus

    Spell Pen
    Greater Spell Pen

    The rogue splash costs us 2 spell pen, 1 dc and ~267 spell points. That means we want to focus on shoring up spell pen and our enchant dc for dancing ball, and we want mana usage as efficient as possible.

    To that end, ditching empower altogether and getting all three effiicent maximize enhancements will make the best use of the mana you have. With an effiicent maximize II item, maximize will only cost 12 sp instead of 25. NOTE: With maximize on, turning on empower only adds 25% additional damage. This is not worth the extra mana, IMO. (A base 100 damage spell is 200 with maximize, or 250 with maximize & empower. Going from 200 to 250 is only a 25% increase.)

    Mental Toughness is required for wraith form, so you need it by 14. Once you get lich form at 20 you won't need it anymore, so you can switch it out for greater spell pen provided two very important things: 1) You didn't take mental toughness as a wizard bonus feat, and 2) You took spell pen before you took mental toughness.

    At 20, both greater spell pen and mental toughness would be big helps, but I think greater spell pen is more useful by a pretty decent margin. Be sure to save your free feat respec for this decision since you can't do it until you get lich form, which you don't get until 20.

    Extend is essentially required for death aura, which is your main source of self-healing. Heighten and quicken are both essentially required for dancing ball. I don't use either for much else, but I use dball all the time and it doesn't really work without both.



    Skills

    23 Concentration, Search, Spot, Disable Device, UMD
    12 Balance
    4 Open Lock, Jump, Haggle, Swim, Hide, Move Silently
    3 Bluff
    1 Tumble

    Eating a +1 tome at 3 and a +2 at 7 gives you 17 extra skills to reach the above totals. If you're cash strapped, just the +1 tome at 3 will get you 8 of those 17 extra skills and +1 tomes are cheap. Whatever extra skill points you miss out on for lack of tomes, scale back on umd and/or balance.



    Enhancements

    Pale Master III
    Shroud of the Lich

    Human Adaptability: Intelligence
    Intelligence III
    Spell Penetration III
    Improved Maximize III
    Energy of the Scholar III
    Wand & Scroll Mastery I

    Racial Toughness II

    Hot (Flame Manipulation VII, Combustive Spellcasting I, Deadly Flame I)
    Cold (Frost Manipulation VII, Glacial Spellcasting I, Deadly Ice I)
    Elec (Storm Manipulation II, Charged Spellcasting I, Deadly Shocks I)

    I really enjoy being a "hot & cold" nuker for when nuking is called for, but any two elements work for these. Or even just one plus electricity, saving 7 AP to spend elsewhere. I much prefer hot & cold to elec, but sadly elec is needed for endgame. (Firewall, scorching ray, ice storm, and frost lance are my primary dps spells.)



    Gear

    I truly cannot stand farming raids and epics for rare loot, so instead I focus on easy-to-acquire stuff that packs the most bang for the buck. This generally means events and cannith crafting, but you'll have time to get up to speed before the next cove (probably september) and mabar (halloween) in order to farm the epic gear from those. For the crafted gear, you don't need the skill yourself but instead can have someone make it for you.

    Head: Cove Hat: Archmagi of Balance w/kobold healing
    Eyes: Magewright's Spectacles
    Neck: Torc of Prince Raiyum
    Back: Magewright's Cloak
    Wrist: Green steel (Concordant opposition w/45 hp, +5 con skills, +1 str skills)
    Hand: Bramble Casters
    Waist: Crafted: Health +6 of Moderate Fortification w/guild augment: HP
    Feet: Cannith Boots of Propulsion
    Ring: Crafted: Greater Enchantment Focus of Resistance +4 w/guild augment: SP
    Ring: Crafted: Strength +6 of Enchantment Save +6 w/guild augment: Reflex Save
    Trinket: Epic Treasure Hunter's Spyglass, Tier 3 (slotted with Toughness)
    Robe: Epic Robe of Shadow
    Main: ML16 Ornamented Dagger, Tier 3
    Off: Epic Ornamented Dagger, Tier 3 (slotted with excp int +1)

    Obviously there are many different ways to go with gear. The above list is quite nice and far easier to get than endgame gear lists you might find on the forums. The hardest item to get by far is the torc; you'll almost certainly pull bramble casters while trying to get one. (I'm up to 21 ADQs and counting trying to get my torc...)

    My pale trapper is capped on his first life with 38 enchant dc, 27 spell pen, 2006 sp and has around 500 hp in form. If I hadn't foolishly taken mental toughness as a wizard bonus feat I would exchange it for greater enchant focus to push that dc to 39. I have yet to slot the epic dagger with +1 excp int, but when I do I'll take human adapt: int to push the dc up to 39, which would be 40 without my mistake on feats. On his final life I expect 42 enchant dc with 31 spell pen. (slotting +1 excp int w/human adapt, greater enchant instead of mental toughness, past life feat instead of greater spell pen, and yugo pots will add 4 to my current 38 dc.)

  9. #9
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    Rouge wizard works, we are heading to the forgotten realms soon after all.

    Sorry, couldn't help myself.

  10. #10
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    N00b question but is there a specific reason why CON is favored over DEX? Or the additional HP at end level are more useful than AC bonus from DEX?
    Is the DEX bonus to rogue skills negligible?

    I want to run a rogue/wiz myself and can choose between human and drow. What is preferrable?

  11. #11
    Community Member MaximumCharisma's Avatar
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    Quote Originally Posted by pec View Post
    N00b question but is there a specific reason why CON is favored over DEX? Or the additional HP at end level are more useful than AC bonus from DEX?
    Is the DEX bonus to rogue skills negligible?

    I want to run a rogue/wiz myself and can choose between human and drow. What is preferrable?
    CON for hp is preferred over DEX. For one, you will never have AC that matters and the skills are INT based that matter (search and disable).

    I would go Human for the feat since you are loosing a feat in the process of multi-classing and all feats to a wizard improve them greatly.
    Yusif and Secondlife of Sarlona

  12. #12
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    Quote Originally Posted by MaximumCharisma View Post
    CON for hp is preferred over DEX. For one, you will never have AC that matters and the skills are INT based that matter (search and disable).
    Reinforcing this.

    AC: A fool's errand on an Arcane. Go with Blur/Displacement/Incorporeality until you pick up a Torc and some DR.

    Skills: Very much so. Your Knock DC will handle most locks, and you can whip out the +Skill items and Tools when you really need to pull out all the stops. You probably won't be cracking the door in eVoN1 or the gate in Chains of Flame, but chances are you won't be needing Unkor's Cleaver on this guy.

  13. #13

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    Quote Originally Posted by pec View Post
    I want to run a rogue/wiz myself and can choose between human and drow. What is preferrable?
    For any kind of splashed wizard I would go human simply for the extra feat, since any splash costs you your fifth wizard bonus feat and every feat is precious for wizards. The exception to this would be a pure elf (not a drow or a half-elf) who can effectively replace a spell pen feat by spending 12 AP on Elven Arcanum IV and Wizard Spell Pen I (total +5) instead of 12 AP on Wizard Spell Pen III (total +3).

    For a trapper in particular human is preferred because of the 20 extra skill points, and even being human and eating int tomes at 3 and 7 you could still make good use of more skills.

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