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  1. #1
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    Default Wizard/Rogue or Druid/Rogue (with Arcane Ranger Prestige?)

    Much like the title says, I'm very curious about pursuing this concept character if it is at all viable for me as a player.

    The details:
    I would go Elf Racial, but am uncertain as to my leveling order per Class. The intention here is to be a Caster/Summoner with CC spell capacity, (Meaning if I do go Druid, I would be Caster focused), Self-Heal/survivability, deal with traps/locks effectively (maybe even create my own spell traps?), and use a bow to fire off "spells" with deadly accuracy.

    Which of these options would be best effective for me? And what should I consider as I do so? Is there a trade off for either options? What would those be?

    Thank you in advance.
    Last edited by Seanzie75; 12-25-2012 at 01:51 AM.

  2. #2
    Build Constructionist unbongwah's Avatar
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    Hi, welcome to DDO.

    The good news is what you propose is doable in DDO; the bad news it isn't very viable, particularly at higher levels. Basically you'd be pulling your character in two separate directions: a good caster focuses on their casting stat (INT for wizs, WIS for druids) and metamagic feats to boost their DPS, DCs, and if necessary Spell Pen (the latter doesn't really matter to druids); while a good archer needs a mix of STR & DEX (WIS also if making a "monkcher") and a lot of ranged feats to do good DPS. And unfortunately, in DDO being subpar at a few things basically means you're not much good for anything. Also, summoning (still) mostly sucks in DDO: okay for leveling / soloing, but too weak to really do any good in elites / epics; plus not everyone appreciates the way summons mess up aggro mgmt.

    I'm inferring you're new to DDO, so my recommendation would be to skip archery and go with the classic wiz 18 / rog 2 Pale Master. While I wouldn't advise using summons, you can experiment with them until you discover what the rest of us already know: they're not that great. There's a human version here; here's my take on an elf version specced for summoning initially:
    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 14 True Neutral Elf Female
    (2 Rogue \ 12 Wizard) 
    Hit Points: 154
    Spell Points: 817 
    BAB: 7\7\12
    Fortitude: 6
    Reflex: 14
    Will: 7
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 14)
    Strength             10                    10
    Dexterity            10                    10
    Constitution         14                    14
    Intelligence         18                    24
    Wisdom                8                     8
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 14)
    Balance               4                     4
    Bluff                -1                    -1
    Concentration         4                    18
    Diplomacy            -1                    -1
    Disable Device        8                    24
    Haggle                3                     3
    Heal                 -1                    -1
    Hide                  0                     0
    Intimidate           -1                    -1
    Jump                  4                     4
    Listen                3                     5
    Move Silently         0                     0
    Open Lock             4                     4
    Perform              n/a                   n/a
    Repair                4                     7
    Search                8                    26
    Spot                  3                    11
    Swim                  4                     4
    Tumble                4                     4
    Use Magic Device      3                    16
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Swim (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Insightful Reflexes
    
    
    Level 2 (Wizard)
    Skill: Concentration (+3)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Feat: (Wizard Bonus) Augment Summoning
    
    
    Level 3 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Maximize Spell
    Feat: (Selected) Spell Focus: Necromancy
    
    
    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Glacial Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Frost Manipulation I
    Enhancement: Frost Manipulation II
    Enhancement: Frost Manipulation III
    Enhancement: Flame Manipulation I
    Enhancement: Flame Manipulation II
    Enhancement: Flame Manipulation III
    Enhancement: Force Manipulation I
    Enhancement: Force Manipulation II
    Enhancement: Force Manipulation III
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Intelligence I
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Wizard Wand and Scroll Mastery I
    Enhancement: Wizard Pale Master I
    Enhancement: Summon Skeleton Archer
    Enhancement: Summon Skeletal Knight
    Enhancement: Summon Skeletal Mage
    Enhancement: Shroud of the Zombie
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 9 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Quicken Spell
    
    
    Level 10 (Rogue)
    Skill: Disable Device (+3)
    Skill: Search (+3)
    Skill: Spot (+6)
    Skill: Use Magic Device (+1)
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Feat: (Wizard Bonus) Mental Toughness
    
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Deadly Ice I
    Enhancement: Deadly Flame I
    Enhancement: Deadly Kinetics I
    Enhancement: Frost Manipulation IV
    Enhancement: Frost Manipulation V
    Enhancement: Flame Manipulation IV
    Enhancement: Flame Manipulation V
    Enhancement: Force Manipulation IV
    Enhancement: Force Manipulation V
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Wizard Pale Master II
    Enhancement: Summon Blackbone Archer
    Enhancement: Summon Blackbone Knight
    Enhancement: Summon Blackbone Mage
    Enhancement: Shroud of the Vampire
    Enhancement: Shroud of the Wraith
    By lvl 20 I would respec into something like this:
    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Elf Female
    (2 Rogue \ 18 Wizard) 
    Hit Points: 206
    Spell Points: 1386 
    BAB: 10\10\15\20
    Fortitude: 8
    Reflex: 17
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity            10                    10
    Constitution         14                    14
    Intelligence         18                    26
    Wisdom                8                     8
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                     4
    Bluff                -1                    -1
    Concentration         4                    25
    Diplomacy            -1                    -1
    Disable Device        8                    31
    Haggle                3                     3
    Heal                 -1                    -1
    Hide                  0                     0
    Intimidate           -1                    -1
    Jump                  4                     4
    Listen                3                     5
    Move Silently         0                     0
    Open Lock             4                     4
    Perform              n/a                   n/a
    Repair                4                     8
    Search                8                    33
    Spot                  3                    13
    Swim                  4                     4
    Tumble                4                     4
    Use Magic Device      3                    22
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Swim (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Insightful Reflexes
    
    
    Level 2 (Wizard)
    Skill: Concentration (+3)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Feat: (Wizard Bonus) Extend Spell
    
    
    Level 3 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Maximize Spell
    Feat: (Selected) Spell Focus: Necromancy
    
    
    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 9 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Quicken Spell
    
    
    Level 10 (Rogue)
    Skill: Disable Device (+3)
    Skill: Search (+3)
    Skill: Spot (+6)
    Skill: Use Magic Device (+1)
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Empower Spell
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Penetration
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Heighten Spell
    
    
    Level 18 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 19 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Enhancement: Elven Arcanum I
    Enhancement: Elven Arcanum II
    Enhancement: Elven Arcanum III
    Enhancement: Elven Arcanum IV
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Corrosive Spellcasting I
    Enhancement: Corrosive Spellcasting II
    Enhancement: Glacial Spellcasting I
    Enhancement: Glacial Spellcasting II
    Enhancement: Kinetic Spellcasting I
    Enhancement: Kinetic Spellcasting II
    Enhancement: Deadly Acid I
    Enhancement: Deadly Ice I
    Enhancement: Deadly Kinetics I
    Enhancement: Acid Manipulation I
    Enhancement: Acid Manipulation II
    Enhancement: Acid Manipulation III
    Enhancement: Acid Manipulation IV
    Enhancement: Acid Manipulation V
    Enhancement: Acid Manipulation VI
    Enhancement: Acid Manipulation VII
    Enhancement: Frost Manipulation I
    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: Force Manipulation I
    Enhancement: Force Manipulation II
    Enhancement: Force Manipulation III
    Enhancement: Force Manipulation IV
    Enhancement: Force Manipulation V
    Enhancement: Force Manipulation VI
    Enhancement: Force Manipulation VII
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Wizard Wand and Scroll Mastery I
    Enhancement: Wizard Wand and Scroll Mastery II
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Wizard Pale Master III
    Swapped Augment Summons for Extend, Mental Toughness for Empower (only need MT for wraith form), dropped skeletal summons, rejiggered DPS enhs.

    The lowest levels are usually the hardest for fleshie wizs: low HPs, low DPS, not a lot of spell pts, no self-heals. But if you can make it past that "hump" and get to wiz lvl 6 / PM I, things start getting easier: your undead forms add a lot of survivability and you start getting your better AoE DPS spells. Once you have Firewall, an arcane caster is (almost) Easy Mode once you get the hang of it.

  3. #3
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    Talking

    I am VERY new to DDO game (not DnD, tho. long-time table top gamer) and I appreciate your taking the time for feedback (as well as humoring my naivette).

    I think I recognize where my concept loses its adaptability to the very real and unfortunately for me, ruleset for the game's actual mechanics.

    I'm used to taking an RP approach to my character development, not necessarily a min/max one.

    I'm used to playing a "jack-of-all-trades" type as I tend to enjoy playing characters that have a myriad of options when it comes to what they can do combat-wise. (i.e., CC abilities, DoTs, Buffs/DeBuffs, Traps, Some Healing utility, even if it's self-focused, Ranged combat (which is why I have a great love of Rangers and Casters) and Crafting (I LOVE Crafting).

    After re-thinking (and a lot more reading here on the forums) I think my focus should fall under these areas based on what I typically enjoy playing:

    **A Pure Druid Caster with a possible splash in Rogue just for the Pick Locks/Disarm Trap Skills. (disregard the AA for this type of character completely)...or maybe a Druid/Ranger? (They do share the Wisdom score)

    **An Elf Wizard that takes the AA Prestige and a level or two in Rogue (like above).


    **or try something outside my OP and go Artificer or Bard/SpellSinger (Bardificer?) with a possible splash in AA or Rogue if possible--if I go Bard, it may be better to start as a Drow instead?

    My original "problem" still remains: I'm not sure which class to begin with initially to maximize the paths/options I'm beginning with.

    That's where my head swims with indecision.
    Last edited by Seanzie75; 12-28-2012 at 04:13 PM.

  4. #4
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Seanzie75 View Post
    I'm use to taking an RP approach to my character development, not necessarily a min/max one.
    So do I, actually, but at some point you have to shoehorn your ideas around the fact DDO is a game which is 99% about killing things; and you either need to be able to kill things yourself or help out the party so they can kill things better.
    **A Pure Druid Caster with a possible splash in Rogue just for the Pick Locks/Disarm Trap Skills. (disregard the AA for this type of character completely)...or maybe a Druid/Ranger? (They do share the Wisdom score)
    Pure druids make for pretty good builds, either as casters or wolf-focused builds. In the flavor category, I've also got a druid 13 / rgr 6 / wiz 1 AA build I slapped together; it's obviously not meant as a minmax build, but a reasonably self-sufficient toon with a variety of DPS options (ranged, melee, and caster).
    **An Elf Wizard that takes the AA Prestige and a level or two in Rogue (like above).
    The problem is all the feats it takes to be a good AA: first you need Point Blank Shot & WF:Ranged just to take the PrE; on top of that you ideally have Bow STR, Rapid Shot, Manyshot, Precise Shot, IC:Ranged, Imp Prec Shot, and Combat Archery (when it's fixed). You can sacrifice some or most of these feats; but the more you give up, the worse your ranged DPS gets. As you might be able to tell from my wiz build above, it takes a lot of feats to make a good Pale Master. And frankly, as a mostly-pure arcane, you'd have plenty of ranged DPS already, so trading great caster DPS for mediocre archery isn't what most would call a good deal.

    That said, if your heart's really set on the idea of a wiz-based AA, you could try something like wiz 12 / rgr 6 / rog 2; the idea is to be a self-sufficient ranged-DPS toon with arcane buffs and utilizing the no-save arcane spells like Melfs Acid Arrow on top of your longbow. It's still totally a gimpy build, so it's not something I would recommend to newbies. But if you like a good challenge in the name of RPing flavor...
    **or try something outside my OP and go Artificer or Bard/SpellSinger (Bardificer?) with a possible splash in AA or Rogue if possible--if I go Bard, it may be better to start as a Drow instead?
    Have a look at the Bardcher in my sig; the idea is a ranged support toon who can buff, CC (w/bardsongs), and heal as well. Most people don't expect much from bards in the first place, so if you can do all that and kill things with your bow, it's a plus.

    For that matter, also look at my Triple A and Radiant Archer threads, which are AAs based on rogue and cleric, respectively.

  5. #5
    Community Member honkuimushi's Avatar
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    I think a pure Artificer might be just what you're looking for. You have good ranged combat with repeating crossbows, several, often unique, buffs, a few dots, excellent crafting ability, trapping ability, and a pet. If you're warforged or take a feat, you can also have a fair bit of self healing.

    Aside from the pet, you don't have that many summon abilities, but most Artificers take Augmented Summons and that will boost any you do have. Your UMD abilities will also make scrolls of Summon Monster a (semi-)viable option.

    Artificers are a bit of a Jack of all Trades character and they get enough bonus feats that it's possible to be pretty good at a lot of things without weakening the character too much. Still, ability scores will force you to decide if you want to be archer focused or caster focused.

  6. #6
    Community Member AzB's Avatar
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    As a long time PnP DnD player, and a fairly new player to DDO, I'll share with you what I've learned.

    It's absolutely true that DDO is all about the combat, and has no real roleplaying. Not entirely a bad thing, as combat in PnP is really not that exciting 99% of the time, and the constant math involved is really not fun. But with DDO, everything number related is handled in the background at lightning speed, so combat is spontaneous and exciting.

    So this brings up point #1. All toons should be extremely capable in combat, or at the very least, extremely supportive of those in combat.

    This leads to rule #2. All toons need to be min/maxed in their primary goal. This requires choosing a primary goal.
    There's nothing wrong with a secondary focus or set of abilities, but don't compromise much or anything from the primary goal to achieve this.

    Rule #3. HP are important to every toon. Even if you are playing a support role caster, archer or some other type that is planning on standing far in the rear and using ranged abilities, you will still need hp. Don't disregard hp because your toon is not melee.

    Those are the hard and fast rules, but there are a couple tips I can add.

    First off, don't sweat it too much if you screw stuff up on your first toon. You get 1 free feat exchange, and you can exchange others at a cost based on level. As you level up it gets more expensive. So wait until you're sure before you use that free exchange. Enhancements are also easily reset at your trainer, and cost also goes up with level. But it's not terribly expensive. Even if everything is bolloxed up you can still do a lesser reincarnate and essentially start over changing everything but name and alignment.

    Secondly, I would highly recommend playing whatever toon you're thinking of as a pure class as a noob. Mainly because you need to learn all the ins and outs of that class, and what changes and powers you get and at what levels. And there's a capstone enhancement for every class at 20 that is generally very powerful for min/max toons, that you won't get if you're multiclassed. At the very least, read about the capstone and see what you'd lose by multitasking compared to what you'd gain by a few levels of a different class.

    Basically, just jump in. The learning curve is huge and much of it is learn by doing. The forums are a great resource of info, but don't expect to learn everything here all at once. Jump in and don't sweat it if things aren't perfect. As you learn, you can also fix any and all issues. If worse comes to worse, you can always reroll.

    A druid sounds like it might be a good starting class for you as it's probably one of the best mixes of survivability and variety. You can make a caster, a melee wolf, a tank bear, a healer, or any combination of these. Keep in mind that you still need to consider the min/max primary focus philosophy, but you will still have a lot of secondary ability.

    Have fun!
    Last edited by AzB; 01-10-2013 at 11:08 AM.

  7. #7
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    Quote Originally Posted by AzB View Post
    Even if everything is bolloxed up you can still do a lesser reincarnate and essentially start over changing everything but name and alignment.
    Just a clarification: you can't change class choices with the free Lesser Reincarnate. Feats, Ability Scores, Skill point allocations and spell selections (Bard or Sorc - Arty/Wiz retain their spellbook) are the primary things you can change with a Lesser. You can also change your Enhancements, but they're resettable every 3 days, if you're so inclined.

  8. #8
    Community Member MartinusWyllt's Avatar
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    Quote Originally Posted by Seanzie75 View Post
    ...

    I'm used to playing a "jack-of-all-trades" type as I tend to enjoy playing characters that have a myriad of options when it comes to what they can do combat-wise....
    **or try something outside my OP and go Artificer or Bard/SpellSinger (Bardificer?) with a possible splash in AA or Rogue if possible--if I go Bard, it may be better to start as a Drow instead?...
    In my opinion:

    18 artificer/2 rogue or monk

    OR

    20 artificer

    You'll have the UMD perks to scroll/wand pretty much anything you can't cast. First life no-fail heal scrolls take some work to do before lvl 18-ish, but that's mainly just gear (and maybe squeezing the skill focus:UMD feat in along with the +UMD enhancements) --there's a display bug in the artificer success chance for UMD..it is listed at 10% higher than it really is

    Warforged can better self-heal, I like humans myself, 1/2 elf I've found pretty good and haven't taken a drow artificer past around lvl 6 so can't say.

    I do have a lvl 16 elf AA that has 2 arti levels, 3 rogue and 11 ranger levels and that's fun to play, swapping to bow for manyshot then back to a repeater (ammo auto-loads so don't have to do that separately).

    On a multi-life build...and just for getting past lives...I've been enjoying the mechanic/engineer/sniper combination...with 3 artificer past lives and 2 ranger past lives the trap skills are fantastic, UMD easy to sustain, repeater damage is great (qualitatively, haven't like tested it quantitatively).

    But, like I said, just my opinion.

  9. #9
    Community Member
    Join Date
    Jul 2011
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    As Martinus said, Artificer seems to be a true jack-of-all-trades. Being that you are new to the game, you may want to experiment a bit with some of the free classes before laying out the 1495 TP for Artificer class. Obviously only you can decide when/if that is right for you.

    If you do decide to get arty, while you don't get evasion if you remain pure (hence the 2 rogue or 2 monk suggested above), you get the same level of trap skills as a rogue would along with pretty nice (imo) capstone. The capstone makes it so that all of your clicky items are cast as if they were caster level (CL) 20. Another nice thing about arty is that along the way, they get inherent feats that increase the CL of other magic items (potions, scrolls, wands, clickies) by up to +5 levels. So if you like to use scrolls, potions and wands to supplement your character's abilities, they become that much better in the hands of an artificer.

    I have a 20 arty/ 5 epic drow that I enjoy immensely, and the +2 Int, +2 Dex and +2 Cha bonuses more than make up for the -2 Con (imo), particularly if you only have 28 point build available. Just be sure to add a couple extra points to Con to make up for it as hit points do matter. The 400 favor to unlock Drow is easy to attain by about level 7 or 8 on your first toon, so unless you plan to play on multiple servers and want to be able to use Drow to start out, I don't recommend buying the race for 995 TP.
    Last edited by falcon8; 02-19-2013 at 04:29 PM.

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