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  1. #1
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    Default Need current human PM wiz18/rog2 or pure builds, my build posted

    Plz show skills and spell lists. If u can give low mid and high lvl spell lists too. Thx.
    Last edited by firemedium_jt; 07-02-2012 at 05:43 PM. Reason: amend title

  2. #2
    Community Member Teharahma's Avatar
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    Quote Originally Posted by firemedium_jt View Post
    Plz show skills and spell lists. If u can give low mid and high lvl spell lists too. Thx.
    Wizards have just about every arcane spell there is, fiddle around and see what works for you, instead of asking for fricken cookiecutter builds on the forum.
    Sweep Pick or Die!
    Quote Originally Posted by JollySwagMan View Post
    But in terms of actual quest ideas, perhaps something where Halflings ride around on Warforged in battle-backpacks with shoulder-mounted repeating crossbows.

  3. #3
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    PM didn't change that much. Do some poking around and then show us what you're thinking.

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    Many of the builds are out dated. I will just be searching though threads and threads piecing something together, but I will give it a shot in a bit.

  5. #5
    Community Member Kakashi67's Avatar
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    Quote Originally Posted by Teharahma View Post
    Wizards have just about every arcane spell there is, fiddle around and see what works for you, instead of asking for fricken cookiecutter builds on the forum.
    Especially considering how many of these same threads the OP has started.

  6. #6
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    Ok here goes..........

    Nit pick. Seriously. Everything. Spells and skills too. Even the Rogue levels, but don't hijack the thread because of the Rogue. So far I like the Rogue, Human, Pale Master, and thinking Fire and Electric with GSF Evocation and Necromancy, and some spell penetration. Heighten for crowd control (still figuring that out and all of it). Rog for trapper and evasion and more skill pts for UMD.

    I was really searching for builds before I wanted to post this to find something updated (at least up to U14... not after it) Could not find much current unless u are talking about that Pale master thread with over 1000 threads. So this is still being updated as we post... especially my initial spell list. Been on a road trip, and could only do some light searching.

    One critical item is whether the STR is good or not. If not STR then thinking CHR. Took STR because of the Ray of enfeeble, the Rogue Martial Prof, and to carry more gear. How good is the UMD? Do I need gear to get it to this magical UMD of 39? Not sure I really need this as a PM. If not UMD than read Bluff is a good choice.

    Only thing I think I might need to do is if I take SF and GSF Necro I should take more spell penetration and less element fire/electric. Is the fire/electric overkill and wasting enhancement points?

    Should I drop extend at higher lvls for more DC?

    Any help for this first life Pale Master Trapper would be appreciated. Some good threads on here. I am still reviewing all of them. Info overload.


    Code:
    Character Plan by DDO Character Planner Version 03.12.02
    DDO Character Planner Home Page
    
    WIZ18/ROG2-1 
    Level 20 Lawful Good Human Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 226
    Spell Points: 1411 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 17
    Will: 10
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 14                   14
    Dexterity             8                  8                    8
    Constitution         16                 16                   16
    Intelligence         18                 22                   27
    Wisdom                8                  8                    8
    Charisma              8                  8                    8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                  3                    3
    Bluff                 3                  3                    3
    Concentration         5                 26                   26
    Diplomacy            -1                 -1                   -1
    Disable Device        8                 31                   31
    Haggle                3                  3                    3
    Heal                 -1                 -1                   -1
    Hide                  3                  3                    3
    Intimidate           -1                 -1                   -1
    Jump                  6                  6                    6
    Listen               -1                 -1                   -1
    Move Silently         3                  3                    3
    Open Lock             3                  5                    5
    Perform              n/a               n/a                   n/a
    Repair                4                  8                    8
    Search                8                 31                   31
    Spot                  3                 19                   19
    Swim                  2                  2                    2
    Tumble                3                  3                    3
    Use Magic Device      3                 22                   22
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Bluff (+4)
    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: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Insightful Reflexes
    Feat: (Human Bonus) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sneak Attack
    Feat: (Automatic) Trapfinding
    
    
    Level 2 (Wizard)
    Skill: Concentration (+3)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Empower Spell
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Spell (1): Nightshield
    Spell (1): Master's Touch
    Spell (1): Grease
    Spell (1): Niac's Cold Ray
    Spell (1): Burning Hands
    Spell (1): Charm Person
    Spell (1): Acid Spray
    
    
    Level 3 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Spell (1): Disrupt Undead
    Spell (1): Shield
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Web
    Spell (2): Resist Energy
    
    
    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Knock
    Spell (2): Electric Loop
    
    
    Level 6 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Extend
    Feat: (Selected) Spell Penetration
    Spell (3): Lightning Bolt
    Spell (3): Haste
    
    
    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Rage
    Spell (3): Displacement
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Spell (4): Wall of Fire
    Spell (4): Negative Energy Burst
    
    
    Level 9 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Quicken Spell
    Spell (4): Stoneskin
    Spell (3): Fireball
    
    
    Level 10 (Rogue)
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Search (+2)
    Skill: Spot (+8)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Evasion
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Spell (5): Ball Lightning
    Spell (5): Protection From Elements  -----  Will change
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Spell Focus: Necromancy
    Spell (5): Symbol of Pain
    Spell (5): Niac's Biting Cold
    
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Spell (6): Circle of Death
    Spell (6): Necrotic Ray
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Spell (6): Tenser's Transformation
    Spell (6): Greater Heroism
    
    
    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Mental Toughness
    Spell (7): Finger of Death
    Spell (7): Otto's Sphere of Dancing
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (7): Mass Protection From Elements
    Spell (7): Mass Hold Person
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Human Improved Recovery I
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Wizard Improved Maximizing II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Charged Spellcasting I
    Enhancement: Charged Spellcasting II
    Enhancement: Charged Spellcasting III
    Enhancement: Charged Spellcasting IV
    Enhancement: Charged Spellcasting V
    Enhancement: Combustive Spellcasting I
    Enhancement: Combustive Spellcasting II
    Enhancement: Combustive Spellcasting III
    Enhancement: Combustive Spellcasting IV
    Enhancement: Combustive Spellcasting V
    Enhancement: Deadly Shocks I
    Enhancement: Deadly Shocks II
    Enhancement: Deadly Shocks III
    Enhancement: Deadly Shocks IV
    Enhancement: Deadly Flame I
    Enhancement: Deadly Flame II
    Enhancement: Deadly Flame III
    Enhancement: Deadly Flame IV
    Enhancement: Storm Manipulation I
    Enhancement: Storm Manipulation II
    Enhancement: Storm Manipulation III
    Enhancement: Storm Manipulation IV
    Enhancement: Storm Manipulation V
    Enhancement: Storm Manipulation VI
    Enhancement: Flame Manipulation I
    Enhancement: Flame Manipulation II
    Enhancement: Flame Manipulation III
    Enhancement: Flame Manipulation IV
    Enhancement: Flame Manipulation V
    Enhancement: Flame Manipulation VI
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Wand and Scroll Mastery I
    Enhancement: Wizard Wand and Scroll Mastery II
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Wraith
    
    
    Level 17 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Greater Spell Focus: Necromancy
    Spell (8): Otto's Irresistible Dance
    Spell (8): Mass Charm Monster
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 18 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Penetration
    Spell (8): Horrid Wilting
    Spell (8): Incendiary Cloud
    Enhancement: Flame Manipulation VII
    Enhancement: Wizard Spell Penetration II
    
    
    Level 19 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (9): Mass Hold Monster
    Spell (9): Energy Drain
    
    
    Level 20 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (8): Power Word: Stun
    Spell (9): Wail of the Banshee
    Enhancement: Wizard Intelligence III
    Enhancement: Wizard Pale Master III
    Last edited by firemedium_jt; 07-02-2012 at 08:58 PM.

  7. #7
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    Extend while nice at lower levels is not as important when you get to higher levels. it doesnt work on offensive spells btw.

    Max concentration.
    I saved my second rogue level for 15 to get more skill points and get earlier access to spells.
    You don't need totally maxed disable/search, put it into umd instead.

    Tenser's transformation is okay, but once you start acquiring gear you will find divine power clickies to be much more convenient.

    My 18/2 has decently high strength as well as int, and has the power attack feat, because I like it that way. Rogue haste boost is nice too.
    It is also nice being able to loot a few full plates and not be encumbered. ha.

  8. #8
    Founder deadmanet's Avatar
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    Well, I can't seem to link you to the exact page as DDOwiki.com seems to not want to load. And I am not sure if your spells listed are ones that you plan on taking as you level up, or if what you will keep in your ready list.

    I apologize in advance if you knew this already and I just misunderstood your post. Just keep in mind that Wizards can inscribe any arcane scroll into their spell book. So, when leveling up, you want to choose spells that can not be purchased/found, or ones that are really rare to find in scroll form in loot drops.

    That being said, I would suggest taking a look at the wiki once it is up, and finding the list of rare/not available at vendor scrolls for arcanes. There are quite a few spells that can only either be taken upon leveling, or are only found in chest drops.

    A lot of the spells you have listed are available in scroll form from a vendor. Whether it's in the Marketplace(lvls 1-2) House J(lvls 3 up) or the Portable Hole, which has all levels but 8 and 9 which are not sold at any vendor.

    *edit* Got the wiki to load up. Rare Scroll List
    Last edited by deadmanet; 07-03-2012 at 07:36 AM. Reason: Got the link
    Nomuertos 20/3 Human Wizard Rendu 18 Elf Rogue Rianoc 15 Human Cleric
    Vodaire 18/2/2 Elf Paladin/Fighter Xr-73 12 WF Artificer XR-72 8 Favored Soul Stargrazer 3 Human Druid
    Tahren 16 Drow Sorcerer Life 2 of ?

  9. #9
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    I would say that if you don't plan on meleeing much, your strength is too high. Drop it down to 12 (or even 10), increase your charisma, and plan on wearing a strength item. At low levels, I found that there wasn't enough good gear competing for my attention that I ever considered not wearing a strength item, and at high levels, I wore the fabricators gauntlets for a long time (+6str, +5 resistance, easy to get solo).

    With a charisma of 10(base) + 6(item) +2 (guild) + 2(tome) = 20, you'll end up with a UMD of 22(ranks) + 5(cha) + 4(GH) = 31. Swap in a persuasion item for a total of 34 situational UMD, rogue skill boost for 36. 39 is often considered the magic number because you can UMD a level 6 scroll without failure chance with a skill of 39. You won't quite get there without some excellent gear, but you will have enough to use a raise dead scroll to prevent party wipes and use cure crit wands on your friends and inflict crit wands on yourself. This is nice, because the undead collector in house J will keep you well supplied with inflict crit wands.

    I disagree with the previous poster -- extend is VERY important for a pale master. Death Aura is a very short duration buff, and you never want to be without it. Ever. Using extend on it at mid levels will let it last all the way through a fight without recast. At level 20, extended, death aura lasts just over 2 minutes. Unextended, it would last only 1 minute. A buff this short starts to cut into your dps casting rotation. Take extend, never let death aura drop. And, since you have extend, extended haste and displacement are nice, too.

    Tensor's Transformation has 1 very important advantage over divine power -- it grants all martial weapon proficiencies for its duration. (Its increase to AC may be useful with the new update, too) Yes, you can just master's touch whatever it is you want to use, but that's just one more thing to remember. Also, conveniently, Tensor's lasts the same duration as an extended death aura. As a palemaster, tensors + a greataxe of smiting is what made Fleshmaker's Lab bearable, and it taught me that carrying a smiter and disruptor weapon is not a bad idea, since constructs and undead are what we have the most trouble with.

    I see you went flame/electric for your elemental lines. This is not a bad combo, but it does leave you weak on single target damage. Fire gives you scorch, fireball, firewall, delayed blast fireball, and incendiary cloud -- all good AoE spells, but only scorching ray for single target. Storm gives you lightning bolt, chain lightning, and greater shout -- all good AoE spells. This leaves you relying on scorching ray and necrotic ray as your single target damage spells. On my PM, I run with ice/electric which gives me frost lance, polar ray and a second strong DoT. I also dropped some of the crit enhancements on ice so that I could pick up some force damage enhancements so i could use meteor swarm more effectively.

    Overall, very solid. And, fwiw, exactly what I would have advised *before* the update, as well.

  10. #10
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    Took SF: Necro early for PM1. Taking Spell Pen later. Some say Spell pen is better than SF Evocation even on a first life.
    And extend early.

    Went Cold/Electric

    But wall of fire looks awesome. Thinking I should take a couple of tiers of Fire enhancements for it.

    Do the spell powers add or total? Ie. tier 1 is 40 and tier 2 is 50, so is that 90 total or 50 total with tier 2?

    I might go 3,1,1 with Fire also and max cold and electric enhancements.

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