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  1. #1

    Default Pale Trapper for new players (Human 18/2 Wizard/Rogue)

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    This build is out of date, designed before the enhancement pass that came with the Shadowfell expansion. The updated version is here.

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    This is the basic Wizard/Rogue build for new players. It is primarily focused on enchantment and insta-kills, but also has a lot of flexibility with damage spells. Sturdy and dependable, it's great for both soloing and group play. In a nutshell, this is the tonka toy of wizard/rogue builds. Not flashy but highly effective.

    You get any two elemental damage lines (fire, cold, acid, electricty) of your choosing to start out with, plus a third as you approach 20 to help cover the dots, plus the force line. I listed acid and cold as the two main lines, with electricity added later for eladar's, but feel free to substitute whichever elemental lines you prefer. Personally I go with fire and ice for flavor, but acid is really the best line. Force is good to have regardless.

    No tomes are required or listed. If you have access to tomes, a +1, +2 and/or +3 INT tome eaten as early as allowed adds skill points, and the lower ones help even if you also have the higher ones. Ideal would be +1 @ level 3, +2 @ level 7 and +3 at level 11, but you'll be fine with no tomes at all. If you do have tomes, top off umd first, then put the rest in either balance or open lock as you prefer. Balance is more useful, but I personally prefer open lock.

    Chaotic Neutral is the preferred alignment to make torc farming easier.

    There is a feat respec with Fred at level 20, so try to save your free feat respec for that. Alternately you could use the free LR instead, and indeed if you ate tomes later than the earliest allowed the free LR will let you get your full skill points from them. (Just be sure to spend all enhancement points, destiny points, and take any banked levels before you do. Even with that, there is still a chance you can lose your destiny xp so the safest bet if you plan to is to LR as soon as you take 20.)

    Because zombie form is so lame, this build doesn't bother with pale master until level 14 when it finally gets wraith form. Before then, it just takes archmage prestige without any slas for the extra mana. Before 14 you can heal with cure serious pots or hires.


    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Pale Trapper
    Level 24 Chaotic Neutral Human Male
    (18 Wizard / 2 Rogue / 4 Epic) 
    
    Abilities          28pt    32pt    34pt    36pt
    Strength            10      14      10      12
    Dexterity            8       8       8       8
    Constitution        16      16      18      18
    Intelligence        18      18      18      18
    Wisdom               8       8       8       8
    Charisma             8       8       8       8
    
    Skills              Ranks
    Balance               7
    Bluff                 4
    Concentration        23
    Diplomacy              
    Disable Device       23  
    Haggle                4 
    Heal                   
    Hide                   
    Intimidate             
    Jump                  4 
    Listen                
    Move Silently         4
    Open Lock             4 
    Perform              n/a
    Repair                 
    Search               23  
    Spot                 23 
    Swim                  4 
    Tumble                4 
    Use Magic Device     19  
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Bluff (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Swim (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    Feat: (Human Bonus) Insightful Reflexes
    
    
    Level 2 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Wizard Bonus) Spell Focus: Enchantment
    Enhancement: Improved Concentration I
    Enhancement: Acid Manipulation I
    Enhancement: Frost Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 3 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Greater Spell Focus: Enchantment or Past Life: Arcane Initiate
    Enhancement: Force Manipulation I
    Enhancement: Corrosive Spellcasting I
    Enhancement: Glacial Spellcasting I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Acid Manipulation II
    Enhancement: Frost Manipulation II
    Enhancement: Deadly Acid I
    Enhancement: Deadly Ice I
    
    
    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Force Manipulation II
    Enhancement: Improved Concentration II
    
    
    Level 6 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Mental Toughness <== Do NOT take as wizard bonus feat
    Feat: (Wizard Bonus) Extend Spell
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Acid Manipulation III
    Enhancement: Frost Manipulation III
    Enhancement: Racial Toughness II
    
    
    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Archmage I
    Enhancement: Force Manipulation III
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Acid Manipulation IV
    Enhancement: Frost Manipulation IV
    
    
    Level 9 (Rogue)
    Skill: Disable Device (+1)
    Skill: Balance (+3) or Open Lock (+3) 
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+8)
    Feat: (Selected) Maximize Spell
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Wizard Improved Maximizing II
    
    
    Level 10 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Force Manipulation IV
    Enhancement: Wizard Intelligence II
    
    
    Level 11 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Wizard Archmage II
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    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 (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Enhancement: Acid Manipulation V
    Enhancement: Frost Manipulation V
    Enhancement: Acid Manipulation VI
    Enhancement: Frost Manipulation VI
    Enhancement: Force Manipulation V
    
    
    Level 14 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement Reset
    Wizard Energy of the Scholar I
    Acid Manipulation I
    Frost Manipulation I
    Corrosive Spellcasting I
    Glacial Spellcasting I
    Wizard Improved Maximizing I
    Wizard Intelligence I
    Acid Manipulation II
    Frost Manipulation II
    Deadly Acid I
    Deadly Ice I
    Racial Toughness I
    Human Adaptability Intelligence I
    Wizard Pale Master I
    Wizard Intelligence II
    Wizard Energy of the Scholar II
    Acid Manipulation III
    Acid Manipulation IV
    Frost Manipulation III
    Frost Manipulation IV
    Racial Toughness II
    Wizard Improved Maximizing II
    Wizard Improved Maximizing III
    Wizard Pale Master II
    Shroud of the Wraith
    Wizard Energy of the Scholar III
    Acid Manipulation V
    Acid Manipulation VI
    Frost Manipulation V
    Frost Manipulation VI
    Enhancement: Force Manipulation I
    Enhancement: Force Manipulation II
    Enhancement: Force Manipulation III
    Enhancement: Force Manipulation IV
    
    
    Level 15 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Acid Manipulation VII
    Enhancement: Frost Manipulation VII
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Intelligence III
    
    
    Level 17 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Heighten Spell
    Enhancement: Force Manipulation V
    Enhancement: Storm Manipulation I
    Enhancement: Storm Manipulation II
    Enhancement: Storm Manipulation III
    
    
    Level 18 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Penetration
    Enhancement: Storm Manipulation IV
    Enhancement: Storm Manipulation V
    Enhancement: Storm Manipulation VI
    Enhancement: Storm Manipulation VII
    
    
    Level 19 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+3)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Exchange) Greater Spell Penetration replaces Mental Toughness
    Enhancement Reset
    Wizard Energy of the Scholar I
    Acid Manipulation I
    Frost Manipulation I
    Storm Manipulation I
    Corrosive Spellcasting I
    Glacial Spellcasting I
    Charged Spellcasting I
    Racial Toughness I
    Wizard Improved Maximizing I
    Rogue Wand and Scroll Mastery I
    Wizard Intelligence I
    Force Manipulation I
    Force Manipulation II
    Acid Manipulation II
    Acid Manipulation III
    Frost Manipulation II
    Frost Manipulation III
    Storm Manipulation II
    Storm Manipulation III
    Deadly Acid I
    Deadly Ice I
    Deadly Shocks I
    Racial Toughness II
    Wizard Improved Maximizing II
    Wizard Improved Maximizing III
    Human Adaptability Intelligence I
    Wizard Pale Master I
    Wizard Intelligence II
    Wizard Intelligence III
    Wizard Energy of the Scholar II
    Wizard Energy of the Scholar III
    Force Manipulation III
    Force Manipulation IV
    Force Manipulation V
    Force Manipulation VI
    Force Manipulation VII
    Acid Manipulation IV
    Acid Manipulation V
    Acid Manipulation VI
    Acid Manipulation VII
    Frost Manipulation IV
    Frost Manipulation V
    Frost Manipulation VI
    Frost Manipulation VII
    Storm Manipulation IV
    Storm Manipulation V
    Storm Manipulation VI
    Storm Manipulation VII
    Wizard Pale Master II
    Wizard Pale Master III
    Shroud of the Lich
    
    
    Level 21 (Epic)
    Feat: (Selected) Epic Spell Penetration
    
    
    Level 24 (Epic)
    Ability Raise: INT
    Feat: (Selected) Great Ability: Intelligence or Epic Spell Focus: Necromancy
    
    
    Magister
    Enhancement: Unearthly Reaction II
    Enhancement: Intelligence V
    Enhancement: Necromancy Specialist III
    Enhancement: Piercing Spellcraft III
    Enhancement: Necromancy Augmentation II
    Enhancement: Necromancy Familiarity II
    Enhancement: Arcane Adept

    Levels

    Rogue @ 1, seven levels of wizard, rogue @ 9, wizard rest of the way

    Essentially, race to the level 4 aoe damage spells (firewall, acid rain, ice storm) and then take evasion.


    Feats

    Toughness
    Insightful Reflexes
    Great Ability: Intelligence

    Maximize
    Extend
    Heighten
    Quicken

    Enchant Focus
    Greater Enchant Focus (or Past Life: Wizard)
    Necro Focus
    Greater Necro Focus

    Spell Pen
    Greater Spell Pen (replacing Mental Toughness taken earlier for wraith form)
    Epic Spell Pen

    Maximize + Empower Spell is more of a Sorceror's game; maximize alone is sufficient for a pale master, who primarily insta-kills anyway. Extend is particularly nice for your aura, plus it helps with hage and displace.



    Enhancements

    Pale Master III
    Shroud of the Lich

    Human Adaptability: Intelligence
    Intelligence III
    Improved Maximize III
    Energy of the Scholar III
    Rogue Wand & Scroll Mastery I (hits harder than Wizard W&S Mastery I)

    Racial Toughness II

    Three elemental lines (player's choice) to 7/1/1
    Force 7/0/0

  2. #2

    Default

    Spell Penetration
    18 levels
    8 feats
    2 item (eg: Magewright's Spectacles)
    5 magister
    3 piercing spellcraft
    ---
    36 first life as written
    2 past life
    ---
    38 after a single TR

    If you don't want to TR, take 6 points from your elemental lines and put them into the first two spell pen enhancements. 38 is sufficient for epic hard drow. For epic elite you'll want 54, which is the kind of project where you'll probably want a few past lives to help close the gap. It can be done on a first life but some of the gear can be a pain to farm up and slot.


    Intelligence
    18 base
    6 levelups
    1 Feat
    6 item
    4 enhancements
    2 lich
    5 magister
    1 exceptional (any epic augment slot)
    2 insightful (epic spyglass was made for this build)
    1 tome (+1)*
    ---
    46 (18 int mod)
    2 ship buff
    2 tome (+3)
    2 yugo pot
    ---
    52 (21 int mod)


    Enchant DC
    10 base
    9 heighten
    2 feats
    2 item
    18 int
    ---
    41 enchant
    1 ship buff (house p entertainer stacks)
    ---
    42 (45 w/yugo pot, +2 int ship buff and +3 tome)

    Necro DC
    10 base
    9 heighten
    2 feats
    2 item
    18 int
    3 magister
    1 lich
    ---
    45 necro
    1 past life
    3 (yugo pot, ship buff and +3 tome)
    ---
    49

    These are just the basic stats with reasonably easy to acquire (and slot) gear. For +2 insightful int, until cove rolls around with its tasty spyglass you can farm up a Seal of House Szind with +2 insightful int or slot it into any ToD ring. Even the basic setup with 36 spell pen, 41 enchant dc and 45 necro dc is highly effective, and better gear can push it further than this basic breakdown.

    *Note that while this build doesn't require tomes, when you get to level 20 it's a trivial matter to pay the 15k or so a +1 tome costs in the auction house by just vendoring the loot from a couple quests. Figure 100k for a +2 tome and 500k-750k for a +3 if you're rich, but they can be acquired elsewhere if (like me) you're always poor. The +1 should be purchased as soon as you can afford it for the extra skill points, though.

  3. #3

    Default

    Here are some gear ideas to consider. Bolded items are clearly best in slot.

    Head
    Helm of the Blue Dragon
    Darkstorm Helm
    Epic Elder's Cap

    Eyes
    Intricate Field Optics
    Magewright's Spectacles
    Epic Spectacles of Spirit Sight

    Neck
    Torc of Prince Raiyum-de II
    War Wizard's Amulet
    Iron Beads
    Epic Shaman's Beads
    Epic Elder's Focus

    Back
    Stormreaver's Tablecloth
    Adamantine Cloak of the Dragon
    Ghost-Waking Cloak (ghostly)
    Cloak of Night (ghostly)
    Epic Phiarlan Mirror Cloak
    Magewright's Cloak

    Wrist
    Bracers of the Demon's Consort
    War Wizard's Bracers
    Bracers of the Glacier
    Manacles of Ceaseless Toil

    Hands
    Gloves of the Glacier
    Bramble-Casters

    Waist
    Belt of the Seven Ideals
    Epic Lion-headed Belt Buckle
    Rahkir's Sash
    Eerie Belt
    Kormor's Belt

    Feet
    Spiked Boots
    Halcyon Boots
    Epic Rock Boots
    Treads of Falling Shadow (ghostly)
    Cannith Boots of Propulsion

    Ring:
    Ring of the Djinn
    Ring of Shadows (ghostly)
    Epic Ring of the Stalker (ghostly)
    Epic Ring of Elemental Essence
    Epic Shaman's Band
    Seal of House Szind
    Cannith Crafted: Greater Spell Focus (any one school, can be made unbound for you)
    Epic Ring of the Mire
    Rahkir's Ring
    Sanura's Band
    Kormor's Ring

    Trinket
    Litany of the Dead (item)
    Planar Focus: Erudition
    Epic Treasure Hunter's Spyglass, Tier 3 (crystal cove)
    Shard of Xoriat
    Mindfury Symbiont
    Vibrant Purple Ioun Stone

    Body
    Epic Robe of Shadow
    Flawless Blue Dragonscale Robe
    Spidersilk Robes
    War Wizard's Robe
    Epic Frozen Tunic

    Weapon
    Twilight, Element of Magic
    Alchemical weapons
    Staff of the Necromancer
    Greenblade
    Skiver
    Pale Rod
    Alarphon's Staff
    ML16 Ornamented Dagger, Tier 3 (crystal cove)
    Epic Ornamented Dagger, Tier 3 (crystal cove)


    Try to work both ghostly and DR in there somewhere.

  4. #4

    Default

    Here are some reference links you might be interested in:

    Building an End Game Pale Master by LeLoric
    This is a solid thread, for many it is the Pale Master bible.

    Wizard Necromancer / Archmage Final Endgame Items - Post Update 15 (At least 1 tr needed) by DynaTheCat
    This is a compilation attempting to find the "perfect" gearset post-MotU. It ends up slotting in a couple items I don't really love (Buccaneer ring? Cloak of Night?) but it's a solid thread to understand the state of PM gear post-MotU.

    Spell Penetration Breakdown by Rawel_San
    Here we see the breakdown on how to reach the max spell penetration of 62 for all spells. (Requires elf. For non-elf, the max is 58.)

  5. #5

    Default

    Added in the level 24 info. Normally I used to just stay at 23 while working on destinies, but I've started coming around to the idea that taking 24 is worth it.

    For this build, I set the level 24 feat to epic int +1 to pair with the +1 int from the ability raise for an even +2 bump. This adds +1 dc across the board, which seems clearly worth it. The subsequent int/DC breakdown post is updated to reflect this addition.

    If you started with 18 con and you ate a +3 con tome you might also consider taking Epic Toughness as your 24 feat instead of epic int. Either way is fine, as it's not hard with epic destinies to keep your intelligence even. That's partly why I only slotted in 5 int from destinies, to give you the freedom to add or subtract one point as you see fit. (In fact, dropping it down from 5 to 4 lets you max the line that grants faster cooldown on necro spells. This is likely what I'll be doing on my current life.)

  6. #6

    Default

    I've posted this a few times now in other threads, but since it's relevant for this build I figured I should copy it here:

    I craft up a dedicated blocking shield that isn't equipped. Then I run around to gather up a bunch of mobs, cast an area of effect damage over time spell like firewall or ice storm, and then switch to my shield and block in the center of it. Your damage boosting is locked in when you cast the spell so you don't need to hold onto a spell power item for the whole duration. At later levels this same technique works great for dotting bosses, especially mariliths.

    I normally keep spearblock equipped all the time with either ring of the mire or bramble-casters. I craft axeblock onto the shield, and I craft up a hammerblock dagger to go with the shield's weaponset. The combination of spearblock, axeblock and hammerblock gives me a passive DR 5/-. You don't need to have your own crafting skills to do this.

    Shield blocking is active dr, which stacks with passive dr. Shield dr is the base blocking amount of the shield plus the enhancement bonus. And since I never cast spells while holding the shield, arcane spell failure is a non-issue, allowing me to craft up the best blocking shields possible. These end up being:

    +3 Battle Shield of Axeblock (ML9)
    +5 Magecraft Shield of Axeblock (ML13)
    +5 Mountain Shield of Axeblock (ML16)

    These are very cheap and easy to have someone craft for you, and if you combine them with spearblock, axeblock, and hammerblock (also cheap and easy) as described above you end up with:

    Level 9: DR 13/-
    Level 13: DR 16/-
    Level 16: DR 17/-

    That's some serious defense. Even better is if you use shields with guild augment slots and slot in shielding, which adds in a little extra stacking fortification to the mix. When combined with death aura, you're pretty close to unkillable.

  7. #7

    Default

    Changed the 32pt build spec from 18 con/8 str to 16 con/14 str. Having just run a 34pt build to 9, starting with 10 str reminded me how weak low-str builds really are. (My first life wizard had 14 str.) And I have a full complement of tomes and +2 ship buffs.

    Given that this is aimed at newer players, I think the 14 str on the 32pt build is justified. 8 without tomes or ship buffs would be a nightmare.

  8. #8
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    Default spells to take?

    Ellis, what spells would you recommend as "must haves" for leveling up?

    I found this list from 2011 on a website, but am not sure how accurate / up to date it is:

    http://mask.guildportal.com/Guild.as...opicID=9648616

    Having given several melee toons a go up to level 7, would like to try a caster to see what playstyle I'm liking best.

    Also, would you say a PM is doable for a mostly solo player? Due to personal life issues I have to solo a decent portion of my time.

  9. #9

    Default

    Quote Originally Posted by oldweasel View Post
    Ellis, what spells would you recommend as "must haves" for leveling up?
    If you mean which spells should you inscribe, when you first take level 2 (your first wizard level) I would go to the Market, House Jorasco and House Phiarlan and buy one of every purchaseable arcane scroll and inscribe them all immediately. This probably costs like 30k plat and an hour or more of your time, but it only needs to be done once in a life and from then on every spell you take on levelup is an unpurchaseable one, meaning none of your free levelup spells will be wasted.

    I'll see if I can put together a list of "known spells at level." The major problem with that is the list changes depending on what elements you choose. Since I go with fire and ice, it will be different than someone who goes acid and ice.
    Also, would you say a PM is doable for a mostly solo player? Due to personal life issues I have to solo a decent portion of my time.
    Very much so. Even moreso with the rogue splash.

  10. #10
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    Default

    Quote Originally Posted by EllisDee37 View Post
    If you mean which spells should you inscribe, when you first take level 2 (your first wizard level) I would go to the Market, House Jorasco and House Phiarlan and buy one of every purchaseable arcane scroll and inscribe them all immediately. This probably costs like 30k plat and an hour or more of your time, but it only needs to be done once in a life and from then on every spell you take on levelup is an unpurchaseable one, meaning none of your free levelup spells will be wasted.

    I'll see if I can put together a list of "known spells at level." The major problem with that is the list changes depending on what elements you choose. Since I go with fire and ice, it will be different than someone who goes acid and ice.
    Very much so. Even moreso with the rogue splash.
    Thank you so much for your time!!

    Fire / ice sound good, freeze em and fry em

  11. #11
    Founder tfangel's Avatar
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    Quote Originally Posted by oldweasel View Post
    Also, would you say a PM is doable for a mostly solo player? Due to personal life issues I have to solo a decent portion of my time.
    I solo almost exclusively, and I recently switched to this build after never wanting to do palemaster, much less do multiclass, but have enjoyed it a good deal. Before switching, traps were a pain or i'd have to grab a rogue hireling, and now i can spot them and get rid of them. Very nice when solo. The healing aura is awesome, especially when you get some good items to boost it, i can stand in a big group of mobs, and stay up. This is while in wraith form, so they miss a good deal but when they do hit, it mostly gets healed pretty well. If i get low, then i use that burst heal, and it takes out a lot of them and heals me up well. I deviated and took augment summons, and use a mummy and caster skeleton, and they grab a LOT of the aggro, fear a lot of mobs in place, and cast spells like mad that saves me SP.

    So yeah, pale trapper is a great build for solo.

  12. #12
    Community Member bonscott87's Avatar
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    Default

    I'm running a Pale Trapper now and loving it more then when I did a pure PM. Currently level 9 (Rogue 2/Wizard 7). Can get all the traps and locks easily and max UMD.

    Some advice that's just my opinion.

    Spells: As noted in some other recent threads it really doesn't matter because you can just buy scrolls and incribe most spells. As you level up take spells that there aren't any scrolls for. See this list: http://ddowiki.com/page/The_Rare_Arcane_Scroll_List
    So take spells off this list first you are interested in, then just take what you don't already have.

    Enhancements: The basics for PM of course, build up your two most favorite elemental lines to 7/1/1 (mine right now are Fire and Acid), other lines to 1/1/1 or 1/0/0 as you get the points. I take Rogue skill boost 1 which can be a lifesaver at times. But don't get too hung up as you can respec your Enhancements any time on a 3 day timer.

    Feats: So far I've taken Toughness, Insightful Reflexes (MUST have), Extend, Maximize, Mental Toughness, SF: Necro. I'll get two more at level 12 which I'll take GSF: Necro (for wraith form) and maybe SF: Conjuration or Enchant or maybe Heighten. I get 5 more which I'll look at Quicken later on for sure and not sure what else at this point but things on my radar might be Spell Penetration, Imp Mental Toughness if nothing else. Could even go for Shield prof and Shield mastery to turtle with. Who knows. Easy enough to swap feats to try different things.
    Once I gain a couple more levels I'll probably swap out Extend for something else, Maybe Augment Summons as I usually have a hireling, Skelly and summon monster, might as well make them tougher.

    Gear: Just get what you can. Keys I think are any false life items, INT items, CHA items (for UMD), CON items, spot/search, disable/open locks. For my robes currently have Invulnerability along with a deathblock robe to swap to. Get the best quarterstaff you can with will give you potency and extra bonus to the two lines you want. Mine right now has Nullification and Corrosive. I also have a scepter with potency on it to pair up with my eternal finger fire wand I got in the Grotto which I still use to this day when the spell points run out or need long range and don't want to spend spell points.

    Inflict items: Best kept secret is to talk to the guy behind the Palm in House J while in undead form. He'll summon a shade which you can turn in Funerary Tokens, Marks of the Keepers and Necro Gems for Inflict Serious potions, wands and various scrolls. You can use the Inflict potions and wands (as your UMD allows) to heal yourself while in undead form. And I've gotten various Necro type scrolls from him too that are even on the rare scrolls list above. Loved it when he gave me a Wail scroll. Score!

    That's off the top of my head. I loving playing the Pale Trapper and it's a great solo class or in groups. Note, this is leveling advice, not for end game epic stuff which is a lot of what you'll get here, which is good as well, but some forget what it's like to level.
    Last edited by bonscott87; 02-12-2013 at 01:33 PM.

  13. #13
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    Thanks all for the GREAT advice, is there a site anywhere that lists the pros / cons of each dmg type so I can select 2 to focus on?

  14. #14

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    Not that I know of, but I'll give you my thoughts on them:

    Cold is the single best element. It's effective against most everything, plus is has probably the best selection of spell types: dot, aoe dot, rays, and blasts. Having a dot alone makes it worth considering.

    Acid is the best dps, but is limited in spell types. Effective against even more mobs than cold, notably skeletons but also others. No ray of any kind, and the dot (black dragon bolt) doesn't stack, but it has blasts and the best dps aoe dot (acid rain) by a mile. Acid Rain can be tricky to target, much like fireball, and for slower computers (like mine) acid rain will grind your computer to a halt. Because of that I never use acid.

    Fire is the leveling element. Nice ray, blasts, and aoe dot (firewall), but fireball can be tough to get used to in terms of targeting. Scorch, otoh, is awesome at very low levels. Almost as awesome as scorching ray. No dot of worth, which hurts fire, and much of midgame is flat-out immune to fire. (Devils, Demons) The real downside of fire is that it gives reflex saves on many of its best features, so many mobs just end up evading for no damage. Anyone who uses niac's cold ray at level 1 (pretty much every arcane?) should be well versed in how annoying it is when spells give no damage on save. That's what makes scorching ray so great for leveling; no save.

    Electric is the land of saves, giving reflex saves for pretty much all its spells and thus allowing evasion to negate the spells entirely. However, it has a dot, making it a solid (possibly ideal) choice for a second element. This also covers sonic spells, which can be solid but don't play nice with others. For example, cyclonic blast will clear away any firewalls and ice storms, from either friend or foe. The sonic spells, as well as some of the electric ones, have nice crowd control properties, setting this line apart from the other elements.

    Force is nice for two spells, essentially: disintegrate, and horrid wilting. Occasionally, depending on the elements you choose, you may run into mobs that are completely immune to you. In that case, you can always magic/chain/force missile them down. This is really a last-ditch emergency measure, though. Note: You do NOT need to put points in the force line to boost the force part of ice storm. Spells with multiple damage types take the spell power from whichever line that applies which is higher. So if you go 7/1/1 cold and 1/0/0 force, the force part of ice storm is boosted as 7/1/1.

    In terms of personal experience, I typically focus on fire and ice:

    Level 1
    - Niac's Cold Ray against just about everything

    Level 2
    - Scorching Ray is my staple ray #1. It greatly outshines niac's due to not having a save.
    - Scorch is for swarms of mobs in conjunction with web. Particularly effective against zombies and skeletons. I don't use a ton of blasts, preferring rays, but when you need one it stinks if you don't have one.

    Level 3
    - Frost Lance replaces niac's completely, and paired with scorching ray this becomes my standard 1-2 punch until level 8 spells (polar ray)
    - Fireball: Meh. I don't like reflex save spells, and it's annoying to target. While I always keep fireball loaded, it's set to "never maximize" and I only use it to break down doors or light quest objectives on fire.

    Level 4
    - Wall of Fire is a fantastic aoe dot, especially for skeletons. A primary go-to spell.
    - Ice storm even better aoe dot, but it puts out firewall. My personal favorite soloing tool.

    Level 5
    - Niac's Biting Cold is the staple dot. Triple stack it for explodey goodness.
    - Cone of Cold is quite nice. I'm starting to appreciate it but still prefer aoe dots while soloing. It has better targeting than fireball but the lower range of most blasts. It also has the evadable reflex save problem, but is still very effective.
    - Prismatic Ray is a generic damage spell that can also insta-kill. It gets buffed by ANY elemental line, so no matter what you choose prismatics are an option. I never really use them, but know of high-end casters who swear by them.

    Level 6
    - Necrotic Ray is THE pale master ray spell, a bread and butter staple. Really, this is the pale master signature spell. It scales incredibly well; when you first get it it will seem decent but nothing special. It just gets better and better as you level, though, so keep checking back until it becomes your clear best ray.
    - Otiluke's Freezing Sphere is essentially a cold fireball.

    Level 7
    - Delayed Blast Fireball. People love this spell. I never really got into it.
    - Prismatic Spray is a blast version of prismatic ray. Lesser range but hits multiple targets.

    Level 8
    - Polar Ray is the signature high-level cold ray, immediately replacing frost lance as soon as you get it. At endgame I typically use two rays: necrotic ray and polar ray.



    High-end experienced zergers don't generally bother with aoe dots or rays, but instead focus on blasts. The idea is to run up to a group of mobs and then cast a single quickened, maximized, empowered blast (eg: cone of cold) that kills all the mobs in one shot without slowing down their run. They blast through entire dungeons at almost a full sprint from start to finish. It really is a sight to behold.

    Newer players instead will run around to gather up a few groups of mobs, lay down an aoe dot like ice storm or wall of fire, and then switch to a shield to shield block inside their aoe. Much, much slower than the zerg technique, but also far mor mana-efficient. After the mobs in the aoe all die you can switch over to rays to clean up any stationary stragglers like archers. This is the technique I use, allowing me to not need quicken (but I still take it for dancing ball) and not even take the empower spell feat.

  15. #15
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    Quote Originally Posted by EllisDee37 View Post
    Not that I know of, but I'll give you my thoughts on them:

    Cold is the single best element. It's effective against most everything, plus is has probably the best selection of spell types: dot, aoe dot, rays, and blasts. Having a dot alone makes it worth considering.

    Acid is the best dps, but is limited in spell types. Effective against even more mobs than cold, notably skeletons but also others. No ray of any kind, and the dot (black dragon bolt) doesn't stack, but it has blasts and the best dps aoe dot (acid rain) by a mile. Acid Rain can be tricky to target, much like fireball, and for slower computers (like mine) acid rain will grind your computer to a halt. Because of that I never use acid.

    Fire is the leveling element. Nice ray, blasts, and aoe dot (firewall), but fireball can be tough to get used to in terms of targeting. Scorch, otoh, is awesome at very low levels. Almost as awesome as scorching ray. No dot of worth, which hurts fire, and much of midgame is flat-out immune to fire. (Devils, Demons) The real downside of fire is that it gives reflex saves on many of its best features, so many mobs just end up evading for no damage. Anyone who uses niac's cold ray at level 1 (pretty much every arcane?) should be well versed in how annoying it is when spells give no damage on save. That's what makes scorching ray so great for leveling; no save.

    Electric is the land of saves, giving reflex saves for pretty much all its spells and thus allowing evasion to negate the spells entirely. However, it has a dot, making it a solid (possibly ideal) choice for a second element. This also covers sonic spells, which can be solid but don't play nice with others. For example, cyclonic blast will clear away any firewalls and ice storms, from either friend or foe. The sonic spells, as well as some of the electric ones, have nice crowd control properties, setting this line apart from the other elements.

    Force is nice for two spells, essentially: disintegrate, and horrid wilting. Occasionally, depending on the elements you choose, you may run into mobs that are completely immune to you. In that case, you can always magic/chain/force missile them down. This is really a last-ditch emergency measure, though. Note: You do NOT need to put points in the force line to boost the force part of ice storm. Spells with multiple damage types take the spell power from whichever line that applies which is higher. So if you go 7/1/1 cold and 1/0/0 force, the force part of ice storm is boosted as 7/1/1.

    In terms of personal experience, I typically focus on fire and ice:

    Level 1
    - Niac's Cold Ray against just about everything

    Level 2
    - Scorching Ray is my staple ray #1. It greatly outshines niac's due to not having a save.
    - Scorch is for swarms of mobs in conjunction with web. Particularly effective against zombies and skeletons. I don't use a ton of blasts, preferring rays, but when you need one it stinks if you don't have one.

    Level 3
    - Frost Lance replaces niac's completely, and paired with scorching ray this becomes my standard 1-2 punch until level 8 spells (polar ray)
    - Fireball: Meh. I don't like reflex save spells, and it's annoying to target. While I always keep fireball loaded, it's set to "never maximize" and I only use it to break down doors or light quest objectives on fire.

    Level 4
    - Wall of Fire is a fantastic aoe dot, especially for skeletons. A primary go-to spell.
    - Ice storm even better aoe dot, but it puts out firewall. My personal favorite soloing tool.

    Level 5
    - Niac's Biting Cold is the staple dot. Triple stack it for explodey goodness.
    - Cone of Cold is quite nice. I'm starting to appreciate it but still prefer aoe dots while soloing. It has better targeting than fireball but the lower range of most blasts. It also has the evadable reflex save problem, but is still very effective.
    - Prismatic Ray is a generic damage spell that can also insta-kill. It gets buffed by ANY elemental line, so no matter what you choose prismatics are an option. I never really use them, but know of high-end casters who swear by them.

    Level 6
    - Necrotic Ray is THE pale master ray spell, a bread and butter staple. Really, this is the pale master signature spell. It scales incredibly well; when you first get it it will seem decent but nothing special. It just gets better and better as you level, though, so keep checking back until it becomes your clear best ray.
    - Otiluke's Freezing Sphere is essentially a cold fireball.

    Level 7
    - Delayed Blast Fireball. People love this spell. I never really got into it.
    - Prismatic Spray is a blast version of prismatic ray. Lesser range but hits multiple targets.

    Level 8
    - Polar Ray is the signature high-level cold ray, immediately replacing frost lance as soon as you get it. At endgame I typically use two rays: necrotic ray and polar ray.



    High-end experienced zergers don't generally bother with aoe dots or rays, but instead focus on blasts. The idea is to run up to a group of mobs and then cast a single quickened, maximized, empowered blast (eg: cone of cold) that kills all the mobs in one shot without slowing down their run. They blast through entire dungeons at almost a full sprint from start to finish. It really is a sight to behold.

    Newer players instead will run around to gather up a few groups of mobs, lay down an aoe dot like ice storm or wall of fire, and then switch to a shield to shield block inside their aoe. Much, much slower than the zerg technique, but also far mor mana-efficient. After the mobs in the aoe all die you can switch over to rays to clean up any stationary stragglers like archers. This is the technique I use, allowing me to not need quicken (but I still take it for dancing ball) and not even take the empower spell feat.
    Thanks EllisDee! If my understanding is correct, at low levels (level s 1-6, I should plan on using master's touch and meleeing most of the time is that correct? Even if solo?

  16. #16

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    Other spells of note:

    Level 1
    - Sonic Blast is possibly the best "quality of life" spell in the game for breaking barrels. Set it to never use metamagics so it only ever costs 4 spell points. It's a ray, so has great range, and it explodes on impact, breaking any barrel near it. Even on my non-arcanes I keep stocked up on scrolls/wands (wands if my armor gives ASF, otherwise scrolls) for breaking barrels.
    - Nightshield protects against magic missiles and gives a stacking bonus to reflex saves. This is an always-on buff. Always.
    - Master's Touch is useful at low levels. Craft (or have somebody craft for you) a screaming of everbright maul and use it for oozes. It's also nice to have as an emergency option if you run out of mana. (Archivist's Pendant can get you enough mana to cast it if you truly run out, all the way down to echoes.)
    - Jump is the classic utility buff. Always worth having loaded, but often not needed to be cast.
    - Merfolk's Blessing is nice for swimmy areas, like crucible or that one necro2 quest.

    Level 2
    - Web is the ultimate low-level crowd control. You can cast it in the same place as wall of fire and it won't burn away. Webby firewalls are the ultimate win button. Similarly, before you get firewall you can lay down a web, kite a bunch of mobs into it and then scorch them all down. Scorch will not burn away webs.
    - Blur is incredibly helpful, both for you and party members.
    - Resist Energy is a required spell if you don't have ship buffs. Even with ship buffs it's nice to buff hires with, which I use until I get undead form.
    - Invisibility is a great utility spell for dealing with many dungeons, but can easily be scrolled so it doesn't merit a spell slot.
    - Knock is great to keep loaded, even though a pale trapper can pick locks. It's so much faster that you'll soon get annoyed any time you have to drag out the tools to pick a lock the manual way. Knock shines brightest in part 3 of shroud.

    Level 3
    - Haste is a common request of the melee you allow to come along and watch you play. hehheh.
    - Rage, same as haste. Both together are commonly referred to as Hage.
    - Displacement can only be cast on yourself -- thank goodness -- and is a must-have.

    Level 4
    - Dimension Door is critical in some situations, and super helpful in others. Level 4 spells are tough to slot on a pale master, but DDoor is worth one of those slots
    - Death Aura is how you heal yourself 99% of the time.
    - Negative Energy Burst is your emergency burst healing.
    - Fire Shield would be required except that you can scroll it. Even still, if you can fit it that would be ideal since the scroll duration is short.

    Level 5
    - Teleport is worth scrolling.

    Level 6
    - Circle of Death is an aoe insta-killer that will level drain on save.
    - Greater Heroism is nice to have as an actual spell for the long duration, but scrolling it works just fine and last over 10 minutes.
    - Undeath to Death is an aoe insta-kill that will take out up to four undead mobs in an area. Quite nice.
    - Disintegrate is good to have
    - Flesh to Stone is a nice crowd control for certain situations where you want a mob neutralized but not killed.

    Level 7
    - Finger of Death is the primary insta-kill spell.
    - Greater Teleport is worth scrolling.
    - Otto's Sphere of Dancing (known as "dancing ball") is the higher level persistant aoe crowd control spell, taking over the role of web. For no particular reason I like pairing web with firewall and dancing ball with ice storm.
    - Mass Invisibility helps a lot for when the whole party runs invisible through an area, usually explorers.

    Level8
    - Trap the Soul gets you soul gems for crafting.

    Level 9
    - Energy Drain will greatly soften up a single target if they save against finger of death.
    - Wail of the Banshee is the successor to circle of death.


    In addition to the above, hold spells are nice, as can be charm and dominate. As a general rule, charm/dominate is more of a solo tactic, while hold is for when grouping.

  17. #17

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    Quote Originally Posted by oldweasel View Post
    Thanks EllisDee! If my understanding is correct, at low levels (level s 1-6, I should plan on using master's touch and meleeing most of the time is that correct? Even if solo?
    Generally speaking I don't use master's touch unless I run out of mana, which is pretty rare. I will use an everbright maul against oozes, though, as well as blackbones. (Though if I'm feeling lazy I'll just ice storm and shield block, since the force part of ice storm hurts everything.)

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    Quote Originally Posted by EllisDee37 View Post
    Generally speaking I don't use master's touch unless I run out of mana, which is pretty rare. I will use an everbright maul against oozes, though, as well as blackbones. (Though if I'm feeling lazy I'll just ice storm and shield block, since the force part of ice storm hurts everything.)
    How would you recommend soloing the Korthos island quests (such as the ones where you have to protect Lars Heyton / cannith crystal)? Just bring a hireling?

  19. #19
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    Quote Originally Posted by oldweasel View Post
    How would you recommend soloing the Korthos island quests (such as the ones where you have to protect Lars Heyton / cannith crystal)? Just bring a hireling?
    Those are easy to solo, even on Elite with no hireling. Now at level, if you're just level 1 run it on normal or hard. Come back and do Elite once you're up to level 3 or 4.

    But even at level 1 your spell of choice will be burning hands to take out a bunch of mobs at once. Magic Missle as well for single target if you don't like Niac's but Niac will serve you well other then Kobold shaman in the Harbor quests. And you can do a bit of damage with just a staff. Or sit back and use your eternal wand of finger fire and fry whatever survives. Other spell slot I suggest one of the 2 main buffs like Mage Armor (assuming you have no robe or bracers with an armor bonus) or shield. Use Nightshield instead if you will be up against mages that like to MM you.

    As for myself, I don't use Masters Touch for levels 1-6 like many suggest. You can certainly do that and I think if you're just leveling a TR that's a better way to do it. But if you're new to wizards and new to spellcasters in general I don't suggest it. Use those early levels to *learn* how to manage your spell points, what spells work for you and so forth.

    Oh, don't forget Summon Monster scrolls. I always carry a stack of at level summon monster scrolls to get an extra dude helping me out. Once you get PM you can thun summon a skelly and a monster even without a hireling. Oh, and a divine hireling like a cleric becomes less useful to you solo when in undead form as they can't heal you so look for a different class of hireling.

  20. #20

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    Quote Originally Posted by oldweasel View Post
    How would you recommend soloing the Korthos island quests (such as the ones where you have to protect Lars Heyton / cannith crystal)? Just bring a hireling?
    I always bring a hire on any quest where you have to protect an npc.

    For korthos, on level 1 as a pure rogue I use a crafted screaming of bleeding rapier to kill stuff. Then on level 2, I may pull the rapier out occasionally, no master's touch required. It depends on how well niac's is landing.

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